Grab what you want. Consider it an early payday, to give you an idea of what's to follow under me.For real? Man, that'll get you popular.We're still sharing the food, though. I'm not too keen on starving.Well, that just makes sense. Especially considering you just went balls-out on that caravan. Really, I'm gonna call you stupid for doing it, but you make stupid look good. Eat what you want.You thank him with a sarcastic smile, it's that sort of thank you that has a very open undercurrent of "kiss my ass". Ellis' laughter is a little grating. I mean, you got RESULTS, didn't you? Not like they were hitting a lot, even if it was Ellis that ended up shooting down the guard. Would have been nice if the others could have hit him, though a later look at the corpse and armor reveals he did take a few bullets to his back. His armor just seems to have blocked most of the immediate damage, though he would have bled out later. Or gotten straight up lead poisoning, but that takes a little longer.
Must have been a tough bastard, even if he was softskulled.
Of course, you're currently grounded for a few days. Stimpacks can do a lot, but you might end up with a limp if you're not careful. You've resigned yourself to watch duty while the mercs go and explore the town a little more. You also gave them an important shopping list. There was a single item on it, written with an unsteady hand. And a lot of exclamation points.
It shouldn't be hard to guess what it is, exactly. You also sent Rotface to go direct a few ghouls a bit more dog-wards. He was willing, but made it quite clear that he doesn't exactly control the ferals. It's more that they don't attack him and
probably don't mind it when he gives them a few pushes in the right direction. If he had a source of radiation he could lure them more reliably, but he's not about to go play around with nuclear reactors. He's not keen on finding out if he belongs to the golden 1% that doesn't go insane when turned into a glowing one. He leaves with the others that are about to buy steady (and scout the town). Now, however, you realize that you are going to need an alternative hiding spot. The cave isn't a secret, by any means, and if the town wants to launch a counter-attack, they don't have a lot of places to guess from. They'll visit this one pretty quick, but until you attack the town you should have a little time before they figure out that you didn't just skip town entirely. Most people don't come back to the people that nearly succeeded in killing them. It's a basic thing to remember about life:
That which doesn't kill you usually succeeds on the second attempt.Tenderloin and Blitz are still with you, after the mercs all left for their respective duties. On a hunch, you ask if either of them know how to make traps. To your surprsie, Blitz is the one to speak up.
They made me make caltrops for a while, once! That stuff makes it really hard to get anywhere.Really. How'd they make you do it?Two pieces of metal and pliers. I mean, the metal parts were already sharp at the end, but it's easy other than that. Nice. Anything else?I can work with beartraps, but I sure as shit can't make them. And I don't know explosives. They didn't let me work on that. My mom did, but she's... She's not here.Welp, looks like we'll have to keep looking if we want that done. Fuck it. Hand me that new pipe rifle, would you? I'm going to keep watch.Things will be quiet for a time. You could use this to teach soemthing to Blitz, or maybe just socialize with Tenderloin. Use that calm moment.
Statistics and inventory.
Combat Stats
HP: 110/215
Limb health: LEG CRIPPLED (30 % healed)
Weapons: .357 revolver (Six shots) (requires 0.3 second to fire, 0.7 to cock the hammer for the next shot) (reloading takes 0.7 seconds per bullet) (Can be "aimed" for a bonus to hit and allowing you to hit specific parts of the body) (Loses accuracy beyond 10 meters, by 5 percent per meter) (60 percent chance to hit, not modified for range) (does 36 damage)
Sawed-off 12gauge (2 shots) (requires 0.2 seconds to fire) (Reloading takes 2,5 seconds) (Cannot be aimed with precision, but you can still get a bonus to hit if you take care to aim) (Loses DAMAGE, not chance to hit, beyond three meters. 10 dmg per meter) (Does 70 damage) (70 percent chance to hit
9mm pistol (kind of alright) (13 bullets remaining) Requires 0.2 seconds to fire. (Reloading takes 1.5 seconds) (Can be aimed to a specific body part) (Loses accuracy beyond 12 meters) (70 percent chance to hit, not modified for range) (15 DMG)
Grenades
Ammo:
30 .357 bullets
28 12-gauge shotgun shells
4 20-gauge shotgun shells
33 9mm bullets
24 .22 rounds
Inventory
Comfy Bloodstained Raider Rags (1 DT) (Light armor) (equipped)
Box of drugs
Two Water bottles
Six empty water bottles
Awkward backpack
Five doses of Jet
Seven leather arm scraps
Massive spiked shield
Two units of Nuts and Bolts
Emergency Shank (unequipped, takes 0.3 seconds to take out. 0.5 seconds to stab something)
649 caps
S.P.E.C.I.A.L.
STRENGTH 7
PERCEPTION 5
ENDURANCE 6
CHARISMA 7
INTELLIGENCE 4
AGILITY 5
LUCK 6
Barter: 35
Energy Weapons: 15
Explosives: 15
Guns:38
Lockpick: 30
Medicine:13
Melee weapons: 19
Repair: 35
Science: 13
Sneak:35
Speech:25
Survival: 27
Unarmed: 19
PerksLevel-up perks
Iron Stomach: Your extended life as an outcast left you with a strong stomach. Radiation and general filth does not affect you nearly as much
Weird Wasteland: Maybe it's that blow to the head, but things seem a little more loopy and funny. Some things seem to happen that shouldn't. Well, it's nothing bad, at least.
Cold as Ice: You're not exactly the pinnacle of romance, and why would you be? You easily see through people trying to manipulate you, but you suffer a -15 to all convincing checks.
Big Dog: Stature doesn't matter when you can bark like a true master. Whenever you need to incentivise a collection of people towards violence, you gain +15 to it (note: this is both a convincing check and a BUFF check. People love some motivation!). Also, you have some new dialogue to reflect this big dog 'tude.
Tanooki Perks
Party membersTenderloin: Wields two machetes.
Heavy Machetes: Onehanded. Takes 0.2 seconds to swing from a readied position, almost a full second to swing again. Does 25 damage on a successful strike. Dual-wielding allows for attacks to be twice as fast, although the basic swing will not speed up.
10mm submachine gun. (0 shots, empty magazine!) (fully automatic, fires at 15 rounds per second.)(reloading takes 4 seconds (Insufficient Guns skill!)) (can be aimed with precision) (burst causes 5 rolls to be done for damage, with an accuracy debuff of 2 percent per shot) (Effective range is 14 meters, loses acc by 5 percent per meter beyond that) (15 dmg per shot) (70 percent base chance to hit.)
Status: Healthy.
Blitz: wields 9mm pistol. Magazine is 12 bullets. 13 with the chambered round.
Varmint Rifle (5 shots) (Requires 1 second to fire) (Reloading takes 7 seconds to fire) (Can be aimed with extreme precision) (Effective range is 60 meters, Loses accuracy at 1 percent per meter beyond that) (Does 28 damage per shot) (80 percent chance to hit) (Blitz' chance is 70 percent)
Status: Healthy.
Dog
Teeth: Shiny white things in its mouth.
Status: Healthy
Quest log
Revenge!
1 Gather a posse.
2 Bleed the town
Addiction status: You're shaking slightly
EXP 'till next Level-up: 165/600 (armed opponent: 20XP) (melee opponent: 10XP)