Keep close. We're going to those blackfingers, first. Do we have to?I wanna go, this city sucks.Yeah, it sort of does, but we'll be able to use this place to our advantage. If nothing else, we can get supplies from here, especially if those blackfingers have something useful.But I wanna go! They already wanted to hurt us, let's just go! She continues whining, but stays close. You move a little faster to get it over with, though the factories are a bit more safe than the dump. Apart from a few scowls and leers (far too many of them pointed at your ten-year-old companion. This place needs a spot of arson, you think.)
It's like night and day when you enter the Blackfinger's territory. For one, they managed to create actual walls to mark their territory. Seemingly made up of scrap, sure, but it's all welded together to form a structure, rather than a wooden skeleton with plates just haphazardly placed everywhere. The plating may be discoloured, clearly aqcuired from all manner of metal, but it's a solid thing. The people manning the walls are wielding strange weapons. They look like spear guns, or possibly harpoons, but they look to be fired using the usual gun triggers. You can't quite figure out how those things work from sight alone, though you THINK you should be able to.
Repair: 35/40The gate is open, also working with a proper system rather than being man-powered. A generator stands to the side of it, and it's a bit thicker than the rest of the wall. They can likely drop it at a moment's notice. Hefty security, but they let you walk right on in.
The place is so contrary to the rest of The Dump that it feels like you stepped into a different place entirely. Everybody looks busy on something, plenty of them using real tools instead of repurposed scrap. Some people are even making new chunks of wall using welding equipment. You haven't seen that around a whole lot. It doesn't take long to see why they call themselves Blackfingers, most of them are covered in smears of oil. You also see a absolute shitload of engines around. Not the exploding nuclear ones, mind you, but the absolutely ancient combustion engines. You only know of them because of a few articles in the magazines you skimmed. Some Luddites also used them shortly before the war, though you don't know for what purpose... Or what a "Luddite" actually is.
Point is, these things work off of gasoline, which mostly sees use as a way to set things on fire these days. The stuff was getting pretty lean in the days leading up to the war...
Whatever. The point is, these engines are really old. So it's weird to see so many of them hanging from chains, some f them being worked on by positively rapturous Blackfingers. Some of them look horribly mutated, too. Seems the Blackfingers take anybody, even people who must have spent their life in low radiation zones. At least they didn't turn ghoul. Eventually, one of the guards (who has one eye that seemingly never grew. Where an eyesocket would be is only a pale patch of flesh) asks what you are looking for. HE directed you to the leader, Chevrolet.
It'd be an understatement to say the man is a fan of dramatics. He sits on a throne that forces people to look up at him to talk, suspended in the air by chains. Chevrolet himself looks rather hideous, a massive growth of flesh sits upon his shoulders, giving him the appearance of man who's head is lower than his chest. Still, his arms look powerful and incredibly long. When he sees you, he pulls a lever on his chair. You hear a generator buzz as he begins greeting you, his chair slowly descending.
WELCOME, Brother pilgrim! Have you come to look upon our work!? I saw your eyes dance across our opus, our own tests and proof to the gods of Combustion. He jumps off his chair, letting gravity do the last few meters. He doesn't seem to land well, instantly turning his drop into a roll. He seems none the worse for wear, though, and he looks your straight in the eye, after that.
Most look upon our machines with scorn, confusion, heretical feelings... But you! You saw the spark, yes? The power that may lie within?I have no idea what you are talking about. you say, reeling back a bit from the man's breath. It smells like something curled up and died in it.
In time, you may. You may. Have you come for tools? Weapons? We have many things for sale. Uh, what's the offers?We create all our weaponry ourselves. Our tools too, where we can... If you need caps, we have a job for a man like you. And your small one, your mini deluxe. If this is going to be creepy I swear to god I'm grabbing my shotgun.We know of a forge. A real forge! It's deep within the collapsed factory. We dig and dig and dig, but, alas! Our hands bleed, our tools break, our weapons not enough for the ravenous horde that lies within! But you two! Your little one can go where others cannot, you can brave what horrors she cannot. Together, you can bring us the tool of creation! Free the way, become a saint to all Blackfingers! Or do you wish to move on, continue pilgrimage to places unknown, unimportant? Or seek you knowledge?How about you show me what you have for sale before we move on?Chevrolet cackles. It's a strange, wheezing sort of laugh. Blitz recoils from the sudden increase of Chevrolet's odor, but then he guides you to a curtain. Behind the curtain is a collection of all manner of knick-knacks, quite a few of them looking useful... However, they do point out that you will only get the "outsider prices". Seems they work off favors, here...
Spear-gun: Made up of scrap, these things use compressed air to launch a foot-long spear with a broad tip at high speeds. It's all man--powered, though, and you'll need to pump up the air pressure manually using a pump at the front. It takes a large amount of pumps to get it to a properly lethal rate, and you need quite a bit of strength to keep the pressure going. STR requirement: 7. However, the harpoon is reusable. (220 caps)
Ramrod Rifle: A combustion version of the spear gun, this modernized flintlock fires the sharpened ramrod into opponents. It's effective range is diminished, but the damage is much higher at close range. Requires gunpowder to be jammed in before firing. (170 caps)
Makeshift rifle:
A strange automatic gun that looks like it was made out of car parts. Despite it's clunky design, it promises unrivaled effectiveness. You personally doubt it. (800 caps)
Crossbow:
A classic weapon, to say the least. This thing will fire an arrow at high speeds using only a wire. The downside being that it takes a bit to wind back. (150 caps)
Arbalest:
A bigger crossbow. This requires a winch to pull back its string, causing it to take even longer. Still, the damage is absolutely crushing. (250 caps)
Crowbar:
Just a basic prybar. Useful for getting into places, and it makes for a decent weapon in a pinch (50 caps)
Mechanic's tools:
A collection of tools used for general repairs. You could use them to more easily fix certain things, maybe...(Improves repair rolls by 15) (400 caps)
Gunsmith's toolbox:
Everything a man could want to fix up his guns on the go. (600 caps)
Malfunctioning robot.:
An old protectron unit that just babbles random words together. Its legs are gone and the connection to anything other than the headlight is gone. It's free for anybody that can fix it up, though that is FAR beyond your ability.
Statistics and inventory.
Combat Stats
HP: 145/215
Limb health: Perfect
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)
Varmint Rifle (5 shots) (Requires 0,3 second to fire) (Reloading takes 3 seconds) (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)
Grenades
Ammo:
27 .357 bullets
25 12-gauge shotgun shells
4 20-gauge shotgun shells
97 9mm bullets
39 .22 rounds
Inventory
Tough raider outfit (2 DT) (Light armor) (equipped)
Box.
Eight empty water bottles
Awkward backpack
Two doses of Jet
Seven leather arm scraps
Two units of Nuts and Bolts
Emergency Shank (unequipped, takes 0.3 seconds to take out. 0.5 seconds to stab something)
Sack of legion gold.
664 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:
9mm pistol. Magazine is 12 bullets. 13 with the chambered round.
Silenced 10mm pistol (9 shots, 13 max with the chambered round) (requires 0.2 seconds to fire, ) (reload time is 3 seconds) (effective range is 40 meters, loses accuracy at 5 percent per meter beyond that) (Does 22 damage per shot) (70 percent chance to hit)
Varmint Rifle (5 shots) (Requires 1 second to fire) (Reloading takes 7 seconds) (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: the high is over, but you're not shaking quite yet.
EXP 'till next Level-up: 510/600 (armed opponent: 20XP) (melee opponent: 10XP) (Vicious Dog: 15 XP) (Ghoul: 10XP)
(200XP: Rescued Tenderloin!)