On the way back, you make it a point to figure out what these morons are generally capable of. The answers are... disappointing, for the most part. The average raider isn't exactly known for their life skills. Still, they all supply their own weaponry. Fortunately, there are a few individuals that have some exceptional bits about them. The first one would be a surprisingly pretty woman, if it wasn't for the fact that she was covered in dirt and scars. Not the kind that are easily overlooked, either, they're ugly scabs and burn marks. She claims that she knows how to craft bombs, albeit through trail and error, when she notices your gaze going down. She doesn't wear that much. Shorts and what looks like the remnants of a shirt for her legs, and what looks like two large metal plates and just a bunch of cloth wrapped around her chest. She keeps her belly on full display, though. Punk hairstyle and a pair of goggles on her forehead. Calls herself Tick. She's excitable, but not to the point of mania. The best part is, she knows how to make a flare. While she doesn't have the resources on hand for one, she already has a few low-light ones. These are intended to be used in caves and somesuch, but can still be fired from a flare gun, which she also owns. It won't attract too many ghouls, sadly, but it'll likely work at least partially, if you so desire. She also claims that the bright light has a very handy effect on mutants. By which she means the really weird ones, like deathclaws and 'centaurs'. You don't know what those are, but apparently they have something to do with FEV. You don't know what that is, either. After that, Tick just gives up and says that you'll know it when you see it. Sure, whatever.
Next up was conveniently somebody who can work with clothing. He says his name was Boltface, and his liking towards clothing is apparent. He clearly dresses to be noticed Apparently he's a banished Blackfinger, for selling armor to the other gangs in the Dump. He admits that he's not some master smith or whatever, but he always had an eye for style. Currently, his proposal is that you make some sort of logo he can apply to something easy to notice. Hell, while you're at it, maybe a name? You could turn this into a proper possé of raiders.
Other than those two, however, the rest don't have much other than "owns a gun and lacks a conscience". It'll have to do, but you honestly don't need much more. A gun is a gun.
Once you reach the quarry, you begin to spread out your new raiders across the roads, to give reinforcements. Three raiders are sent to each road, while the rest remain in the quarry. You keep Tick and Boltface close, because you're interested in getting a few things crafted. A logo, possibly a uniform and looking into those flares. Tick was quick on explaining how to make a more luminous flare, which really only requires a particular type of chemical. It's called potassium, and apparently it's not easy to get. At least not in the Dump. It is possible that the merchant in Lagniappe has some available, but you doubt that he'll be selling much of anything now that you've created a shortage of just about everything. Of course, you could try.
The alternative is getting lucky and hoping one of the traders brings it. Any trader that specializes in explosives is likely to carry it, but they don't come around here too much. The final option is sending somebody to travel for a whole week to reach the closest town to here, Oakdale. Apparently it's an old mansion that spawned a town after it survived the Great War. A bit of a merchant hub, by virtue of it being in a quiet spot right on the crossroads to several other places. You're probably going there when your business here is done, honestly. You think that booze merchant was heading there, as well? You're not sure.
Of course, making basic explosives will get the job done for getting ghouls to check it out, just over a FAR smaller area. A flare is visible for miles, explosives are a flash in the pan.
Any ideas on how to make your gang look snazzy? Alternatively, you can just make your choice on how you'll lure the ghouls. Statistics and inventory.Combat Stats
HP: 215/215
Limb health: Unharmed
ARMOR: Leather armor (6 DT)
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 (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)
Hunting rifle (1 shot, 5 max) (uses .308 rounds) (Requires 0.3 seconds to fire, cycling the bolt takes 1 second) (Reloading takes 2,5 seconds) (80 percent chance to hit) (can be aimed towards a specific body part) (loses accuracy WITHIN 12 meters) (WEAPON MOD: Scope) (52 DMG)
Grenades
2 Pipe bombs
Ammo:
16 12-gauge shotgun shells
48 .357 bullets
22 20-gauge shotgun shells
90 9mm bullets
31 .308 rounds
Inventory
Box.
Eight empty water bottles
Awkward backpack
Two doses of Jet
Seven leather arm scraps
160 energy cells (relative charge, there's 5 actual cells)
30 microfusion cells (only one cell remaining)
Emergency Shank (unequipped, takes 0.3 seconds to take out. 0.5 seconds to stab something)
Scotch
5 stimpaks
154 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.
PosseBoltface
Tick
10 [Level 1] Raiders.
Quest log
Revenge!
1 Gather a posse.
2 Bleed the town
3 Watch the town die. Prevent any caravans from getting there!
Days without trade: 0/5
Addiction status: You've got a very annoying headache. Your fingers shake slightly.
EXP: 905/1000 (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) (Information gatherer: 15XP) (guard: 10 XP) (Ghoul mercenary: 200 XP)