Whatever they're paying, I'll double it.The man keeps spinning around his revolver, switching over to tricks. He's clearly expecting his men to keep you from shooting him as he's doing that. Or he's an idiot. Honestly, it's likely both at the same time. His buddies don't seem quite as taken with his gun spinning as he is, though you have to admit that it' is a little impressive that he can keep on switching hands, spinning his gun, without looking at it. He's keeping his attention squarely on you.
Tempting, but I'm getting paid double as is. I get paid in caps and "not getting shot". Anyhow, Raise those han- His gun barks a shot, his most recent spin just a bit too dangerous. A splash of blood sprays out the side of his closest ally, and he crumples into a heap of pain and screaming while you, Whisper and Black Pete dive for cover. The myriad of broken machines, left behind trash, and the occasional remains of a stone wall leave you lush for options. You dive behind a broken wall, with pieces of rebar sticking out. Mid-dive, you also elect to fire off a shot from your sawed-off, peppering the guy that was spinning his revolver, and striking somebody right behind him as well. None of the two die from it, though, their armor stops quite a bit of bullets, and a lot of the pellets hit more ground than person. Dive-shooting is kind of a difficult art. You stick the landing on the dive part, at least, catching yourself on your hands and rolling over to a prone shooting position. You can see a few bullet holes on both sides of the reinforced wall, meaning this old wall has done some work before. Black Pete flops down next to you, having ditched his trenchcoat and wielding a submachine gun. He looks a lot more serious outside of that coat, and you can tell his leather armor is backed with some fairly expensive bits. He seems relatively calm, considering the circumstances. The people firing at the both of you are a lot smarter than last time you faced a large collective of idiots. They're covering eachother's reloads, meaning you have less bullets flying at you, but then again, they don't need that many to shoot you down.
Right, stranger. Happen to have any goodies to give us an edge? Pete asks, his smirk causes his white teeth to contrast massively with his dark skin. It's a tad distressing how clean his teeth are.
I could punch you in the mouth, if that helps? Right. Well, a shame for the gas, but... He presents you an old vodka bottle, filled up with gasoline and with a wick up top. He also hands you a lighter.
Free of charge, but if you die I'm taking everything off your corpse.Fair enough. You take the bottle, and try to get a feel for the heft. You're not much of an explosives expert, but you know throwing a bottle at something makes it break.
MOVE UP! JACK, MORT, COVERING FIRE. The gunspinner is shouting orders. You were hoping that he was an idiot through and through, but he sadly knows how to control his people. He's likely going to catch shit for the rest of his life over shooting his buddy, but right now they're more interested in winning the gunfight.
You elect to throw the free molotov, lighting the oil-soaked rag with your lighter. You blindfire your shotgun, making a guess based on the sound and adapting your aim to relfect the left barrel firing. To your surprise, you hear a shout of pain. You stick out of your cover for a moment, and throw a molotov at the direction of the one performing covering fire at a broken sentry bot. You assume Whisper's behind it, you can't see in the dark well enough. The molotov breaks against the enemy's cover, but the flames fly free. You can feel the heat from where you're standing, and the man with the rifle shouts in surprise. You duck back behind the wall before you can fully gauge what he's going to do, but Black Pete is firing off his magazine. Guessing from the sound, it's a 9mm submachine gun. Simple, yet effective. He must have modified it to fire faster, or just found a rarer model. Regardless, he ducks back into cover pretty fast, and starts reloading.
Good throw, I just killed the guy. Oh, and you hit one of the two idiots moving in. GOD DAMN IT! WATCH THE LITTLE BITCH! You hear the gunspinner shout. You think you hear the vague pops of a silenced pistol going off, and look to your left. They're not firing at the destroyed sentry bot anymore, so Whisper must have moved during the distraction.
JUST THROW THE FUCKING GRENADES! COME ON! Gunspinner is a noisy commander. Also: probably a sign you should get moving. You start running, and you see the gunspinner is already prepared to fire. His first shot misses, his second one doesn't. He hits you in the leg, sending you sprawling to the ground as a grenade explodes over where the wall was. Guessing from the white-hot flame, it must have been an incendiary. The flash of fire is enough to throw off the gunspinner's aim, and you can force yourself behind the sentry bot Whisper was hiding behind. Your leg hurts like hell, but you don't think he git anything too essential. He hit your shin, at least, and the bone isn't broken (too badly). No bleeding out quite yet. And you're headed to a doctor, anyway...
Still hurts like a motherfucker, though.
You hear an automatic submachine gun going off, followed by a scream.
JOCK! FUCK! You hear some more sounds of struggle, with the gunspinner and Whisper both shouting. It's weird to hear whisper shout, and you hear the rough voice of Pete joining in.
It's quiet. Other than some grunts. You reload your sawedoff, and limp out of cover, carefully. You see Whisper sitting on top of the gunspinner, while Pete is using zipties to keep him from moving. He's flopping around like a fish, but Whisper is keeping him from getting away.
You didn't expect a prisoner today. Not that you're sure what you can get out of it. Pete is already putting his coat back on, and then dives to the corpses with more holes than average. He's a survivor, isn't he?
Just what are we going to do with this idiot? Whisper makes a throat slicing gesture, though that does open the question as to why she even bothered. You spot her silenced pistol a short distance from here, though, and the slide is racked back. She was out of bullets. you also spot the revolver this idiot was using. Well, well, .357 revolver, but a tad more modern than your old peacemaker. Looks like a Colt Police Special. These things pack a punch, a little better than the peacemaker. In addition, it's double-action and has a flip-out cylinder. Easier to reload, to be sure. It does need more upkeep than a peacemaker, but it's still a reliable gun.
That's MINE! You asshole!Yeah, yeah. Sure. I'll get to looting. Whisper says, getting off the man's back and leaving him in your care.
How do you go about it with this guy?Statistics and inventory.Combat Stats
HP: 80/215
Limb health: Damaged leg
Weapons:
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
Police Pistol (4 shots) (max capacity 6 shots) Requires 0.5 seconds to fire (Reloading takes 0.5 seconds per bullet) (can be aimed to a specific body part) (loses accuracy beyond 20 meters (35 damage) (70 percent chance to hit)
9mm pistol (Nearly busted!) (12 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
2 Pipe bombs
4 frag grenades
Ammo:
1012-gauge shotgun shells
4 20-gauge shotgun shells
42 9mm bullets
11 .22 rounds
Inventory
Box.
Eight empty water bottles
Awkward backpack
Two doses of Jet
Seven leather arm scraps
10 energy cells (relative charge, there's 1 actual cell)
30 microfusion cells (only one cell remaining)
Emergency Shank (unequipped, takes 0.3 seconds to take out. 0.5 seconds to stab something)
Sack of legion gold.
5 stimpaks
344 caps
Viable deathclaw egg (plus backpack) (at camp)
Super tool kit (unavailable)
Crowbar
At base
Three sharpened bear traps
Caltrops (about enough to spread five areas)
Sack of gunpowder
Canister of ball bearings (one kilo)
Sheet metal.
Viable deathclaw egg (plus backpack) (at camp)
Super tool kit (unavailable)
S.P.E.C.I.A.L.
STRENGTH 7
PERCEPTION 5
ENDURANCE 6
CHARISMA 7
INTELLIGENCE 4
AGILITY 5
LUCK 6
Barter: 40
Energy Weapons: 15
Explosives: 15
Guns:45
Lockpick: 31
Medicine:20
Melee weapons: 19
Repair: 35
Science: 13
Sneak:35
Speech:30
Survival: 30
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.
On the move!:You suffer much less for moving and shooting at the same time. Accuracy loss is reduced by 75%.
Hand loader: You figured out how to make hand loads, meaning you are able to make your own bullets and have them be better than normal bullets. Also gives a boost to gun maintenance (+5)
Tanooki Perks
Furious Loyalty: Whenever somebody you value is in trouble, you gain +10 to all rolls related to saving them
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:
Plasma defender. "Magazine" is 15 shots (15 shots remaining) (30 energy cell charge per 15 shots) (reloading takes 3 seconds) (effective range is 30 meters, 10 percent less acc per meter beyond that) (does 45 damage per shot) (60 percent chance to hit)
9mm pistol. Magazine is 12 bullets. 13 with the chambered round. (empty)
Silenced 10mm pistol (0 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 (4 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
Cheese Pizza
Protectron (holds most of your stuff)
Weapon: NaN, no combot protocol.
Quest log
Revenge!
1 Gather a posse.
2 Bleed the town
Addiction status: Drugged up and DAMN ready for action!
EXP: 320/1000 (Beartrap disarm/place: 5 EXP) (ghoul: 10XP) (Ghoul horde: 100 XP) (Ellis: 40 XP) (Rotface:60XP) (Shakey: 60XP)[/b] (Mercenary: 20 XP)