Hey, where did we put the stuff from Ellis and the other traitors?Oh, uh, I just put them over there in the pile. I, uh, i got a shotgun and I didn't really... you know. I don't think I should hold that SMG gun.Ah, yes, the submachine gun gun. Idiot.No need to be so hostile. I have no proof that you aren't the one that gave my companion a lungful of buckshot, so I'd watch my tone if I was you. He doesn't mean it, boy. Whisper says, cradling him. It's less lovey-dovey and a lot more "spider holding its prey". You don't think that there's any love between the two, to say the least. Still, you have to admit, the kid is a hard worker. He just likes pleasing people, a natural sycophant. You don't know what that word means, but the narrator is a tad smarter than you are. 4 INT isn't that great.
You walk over to the pile of loot, and you find Rotface's submachine gun pretty fast. Yeah, relatively simple pipe rifle, albeit with a better balance and magazine size. .32 round don't have that much kick to them, but it'll work. Kind of. The ghoul had some extra ammo on him, though he was down to his last few magazines. Only two of them, and half a magazine remained in the gun itself. It's a decent addition to the arsenal, but you do have one issue. You really only have room for three guns. Matter of fact, you're not entirely sure how you've been holding as much stuff as you have been, up to this point. You can keep doing that, but three weapons is likely the maximum you have room for regarding easy access. You're going to have to put a gun in storage if you really want to keep it, but you'll have to pop open your knapsack to rummage to find it. Not exactly great mid-firefight. Right now, the 9mm is the easy choice to dump, considering it's a few shots away from jamming up. It really didn't like those thwacks against a ghoul's head. If you had a workbench of sorts, you might be able to put some parts right, but you'll need fresh parts to really fix this thing back up. At this point, you'd likely be better off cannibalising this particular hunk of junk for what few pieces are fine and put it in another 9mm pistol of similar make. But that's beside the point. You'll stock up when you decide to leave again.
You look through the stuff of the others as well. Shakey and Ellis had a sizeable cap hoard, though it was likely to account for travel expenses. Considering the size of the group (before the deaths) these were lean times indeed. You only come out to 150 caps all together. 100 on Ellis, 50 on Shakey. Shakey's knuckledusters are fine weapons, but you're not very experienced. Not too clever with melee either or anything, but unarmed has a way of hurting yourself if you mess up.
You then turn to Tenderloin. It's been a while since you had a chat with her.
So, Tends. How are you feeling?Antsy. I haven't done shit for a while, and Tim is grating motherfucker. Dude wants to please you way too damn much. Like, fuck, get off my back and do something you like, y'know? By the fucking way, got any jet? This place is dry and I am jonesin'. Nope. Got nothing. Isn't Jet a bad idea with the buckshot wound, anyhow?Tenderloin turns red for a moment as she groans in apparent frustration. She clenches her fists, shaking a little.
NNNgggh. Fine, fine. Got something else to take my mind off of things? I don't have my gas anymore, i was puffing on the last few bits when you helped out with the geckos. How many things are you addicted to?Fuck, does it matter? I try whatever I can get. M-mostly. I don't take Hydra, that shit's gross. Heard that shit makes you grow bones out your holes.You are a habitual jet user.S-so? You keep huffing that steady shit so your hands don't shake about to fucking murder you, right? Asshole! Fuck. I'm sorry. I-I get pissy. Sometimes. It's... nothing personal, I guess. Fuck you, though. Do you need Jet? I'll take anything really. Booze, med-x, buffout, whatever. I'll try psycho, too, just won't take more than one at a time,right? Gotta space that shit.I feel like you weren't this bad last time. Yeah, well, I, uh, fucking overdid it. And my fucking chest keeps hurting, too. Fucker with that fucking shotgun... Shoulda rammed it up his ass and pulled the fucking trigger.Hurting in what sense?Stings, mostly. If I breathe too deep. During the fight with Shakes I felt it too. Breathing too hard. Running away from those ghouls only made it worse. It quieted down, sure, but fuck, man.Whatever. I'm heading back to the dump soon, anyway. I figure I'll take everybody with me, this time. Might need the backup.What, we gonna kill one of the factions? Take over!? Ohh, we should get at those slavers! Major brownie points, and those drug guys will give us one hell of a discount!...Right. No, I'm going on a recruiting drive. Get some junkies, some flesh for the grinder.Oh... Yeah, shit, The Dump's got enough of those. You gotta have something shiny to jangle in front of those morons, though. Money talks, and money attracts asshats. You're gonna need all of us. Power and money. That'll bring the scum of the earth under your banner. First, I'll talk with the rest. See what they think of the attack on the larder of Lagniappe. Pfft, just the opinion of Whisper, you mean? Those blackfinger mutes don't say much, they'll follow you. Tim and Blitz?Oh come on, you know Blitz isn't going to go against you. The kid's too much of a scaredy cat to really speak out. Good gun hand, sure, but she doesn't speak up. Tim is just going to follow Whisper. I should ask Whisper to share sometimes. Fuck, might take my mind off this fucking withdrawal. We're getting sidetracked. I'll go ask. Tenderloin was right in her assessment, though. As it came down to it, the only one with a real opinion was Whisper, who believed that the plan was "hard, but not impossible". Essentially, she was willing to risk it for the great reward, not so much figuring if it was that possible. Still, she wasn't against your idea of heading to the Dump and starting a recruitment drive. If nothing else, they'd serve as distractions, and they wouldn't even need to be paid if the guards just kill them all. Win-win. Blitz didn't say much, and while the Blackfingers looked a tad dubious, they continued saying very little.
That's as far as plans go. Execution, however, might be a different story. Not to mention, Tenderloin might remain irritable. Maybe you've got something, somewhere, to help "calm her nerves". Of course, you could try keeping her at cold turkey. If she can kick the addictions she's bound to be healthier. Of course, physical addiction is a pain in the ass, you might need a proper doctor.
What's next?Statistics and inventory.Combat Stats
HP: 120/215
Limb health: Unharmed
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 (6 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) (WEAPON MOD: Speedloaders. When your gun is completely empty, fully reload in just 1 second. )
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)
Grenades
2 Pipe bombs
2 frag grenades
Ammo:
8 12-gauge shotgun shells
28 .357 bullets
4 20-gauge shotgun shells
30 9mm bullets
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.
Scout's Handbook (not read)
Scotch
5 stimpaks
484 caps
Crowbar
At base
Three sharpened bear traps
Viable deathclaw egg (plus backpack)
Caltrops (about enough to spread five areas)
Super tool kit
Sack of gunpowder
Canister of ball bearings (one kilo)
Sheet metal.
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: Enjoying the aftereffects
EXP: 705/1000 (Beartrap disarm/place: 5 EXP) (ghoul: 10XP) (Ghoul horde: 100 XP) (Junkies: 10XP) (Ellis: 40 XP) (Rotface:60XP) (Shakey: 60XP)[/b] (Mercenary: 20 XP) (Diplomacy: 15 XP) (Wanamingo: 200 XP) (Escaped the Buzzards: 150XP)