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File: Title Card.jpg (112 KB, 564x1067)
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The year is 2306. So much time has passed since the bombs fell, breathing nuclear fire over the world, cleansing it all of all. The falling super weapons were the end result of a decades long spiral into over-consumption, militant responses to all threats, and a swelling national ego. It's not that we didn't see this reality coming. But we had the pride and gall to assume that we'd survive to become the rulers of the next world as well. But here we are. Not masters of the world, but a collection of broken remains. Those that even remember the old world either see it as a failed abortion of a society or seek to usurp it in their own way, self assured that they won't make the same mistakes. But all one has to do is look around to see that isn't true. We still fight and kill each other. Over power, money, and anything else. Because while the battlefield has shifted inexorably, human nature hasn't. Because war, war never changes.

>The Rules
I will be writing up the post-nuclear adventures of our hero who is yet to be made. The voting period will last 20 minutes (or more) after the prompts are given. I will then announce the voting closed and write up the chosen course of action. We'll be using plenty of familiar Fallout mechanics but most of it will be dumbed down to avoid number crunching.

>The Dice
We will be using d20 ninety percent of the time here. Best of three. We might use something else when applicable. Multiple dice for team actions. Your bonuses or lack there of are determined by your stats, which you can find of break down of in the pastebin.

>The Pastebin
https://pastebin.com/u/SleepyQM
Here's where the info on mechanics are, along with your current stats and inventory. I'll try and keep abreast of your inventory but following it in thread is for the best if I'm currently running.

>The Twitter
https://twitter.com/SleepyQM
Follow me here for updates on runtimes and whatnot.

>The Archives
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=SleepyQM
Here's the collection of past threads and my other quests. Give the ones you like a thumbs up, helps let me know I'm doing it right.

>The Point
Let's have some fun.
>>
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>>3914305
There's another lottery today.

Lottery days are the absolute worst. There's a nervous energy in the vault the minute the clocks inform us it's morning. People are on edge, only doing their jobs at half capacity and even children are sitting around languidly. Probably too concerned with being faced with a reality without their parents or older siblings to put their heart into whatever their doing.

Vault 99 is your home. You'd say you like it here. Life is uncomplicated. The G.O.A.T determines what your strengths are, and you're given a job based on those results when you're old enough. People do their work diligently, knowing that every job is important, if not equally so, to keeping the vault functional and livable. On Saturdays and Sundays everyone gets to just relax as long as there's nothing pressing to do.

You get a job, contribute to the vault, get a girl, have some kids. And maybe the next generation will be able to leave this place and help start the new world. That's the plan. Or at least it was. A couple years ago, we discovered that one of our food synthesizers was fried beyond repair. And while it's not our only source of food, we only have so many synthesizers and hydroponics takes time.

After some projections were done, it became known that we had just a few too many people to survive in the long term. And even that's spreading it thin. Food is strictly rationed here. And stealing food is a crime punishable by execution. It's happened before. One of the only solutions to this problem, is the lottery. Someone non-essential is selected randomly, given some food, water, a weapon, and asked to leave.

Now, we don't really know what's up there. The sensors show it's a livable amount of background rads, but that's not what we're worried about. Prep materials from vault-tec suggest that the surface could be inhabited any manner of mutated animals and regressed peoples. Thus the weapon. But we can't afford to keep them, so out they go.

It's on these days that you consider your own position in the vault. The results of your G.O.A.T and where it lead you.

>Continued
>>
>>3914317

>YOU ARE S.P.E.C.I.A.L!
>You have 33 points to distribute throughout. All stats have a base of 1, and a max of ten.

>Strength
Strength determines a character's raw, physical power. It's the most important attribute for characters that prefer melee weapons or fight unarmed or like to carry lots of gear or just for solving your problems with brute strength. Kicking in doors, lifting heavy objects, and the breaking of things all rely on strength. Relevant Skills: Melee Weapons, Unarmed, Big Guns.

>Perception
All actions involving awareness and senses. Noticing traps, identifying people, making far off shots, detecting enemies in stealth and seeing through disguises all rely on perception. Relvant Skills: Energy Weapons, Explosives, Lockpick.

>Endurance
The deciding factor of your durability and health. Anything like staying awake without sleep, walking a long distance, resisting poison or rads, or bearing with pain or even torture. All of these things rely on your endurance. Relevant Skills: Unarmed, Survival.

>Charisma
Anything that involves charm, social acumen, or force of personality. Things like convincing someone not to shoot you, scaring someone into shooting themselves, or just haggling with the local merchant. This attribute will make anything involving conversation easier. Relevant Skills: Barter, Speech.

>Intelligence
The nitty gritty. Intelligence determines your efficacy and skill with a number of technical subjects that seem impenetrable to the unlearned. It also helps with your general ability to process information. Things such as repairing things, hacking computers, or treating wounds and sickness effectively. All of these things rely on intelligence. Relevant Skills: Medicine, Repair, Science.

>Agility:
Going fast. Agility determines your skill in moving quickly, your reflexes and sprint. Avoiding damage either through a dodge or by being too damn fast to get hit in the first place. It of course effects your ability to use firearms and move quietly. Relevant Skills: Guns, Sneak, Traps.

>Luck
Actions involving how much the dice gods like/hate you. Whether you're flipping a coin, or eating something your not quite sure is still good. While Luck doesn't have any relevant skills, it allows you to bank more karma, which is this quest's currency that allows you to turn a critical failure into a success, and a normal success into a critical. Luck does influence a character's chance of scoring a Critical Hit. With a luck of 5 or less you can only score critical on a roll of 20. The higher your luck score, the more likely you are to score a Critical Hit
[Critical Range: Luck 6-8: 19 or 20, Luck: 9-10: 18-20]
[Karma Bank: Luck 1-4: 2, 4-6: 3, 7-9: 4, 10: 6]
>>
>>3914305
Wait you sure that's the right pastebin? It says metahuman quest.
>>
>>3914318
[Note] - You can also just support someone else's build if you don't feel like making your own your just like theirs. Also, just know that the mechanics won't be exactly the same. I'm going to dumb down a lot of it to avoid number crunching all the time. Your SPECIAL will determine how good you are at certain things, as usual, and what perks you are eligible for.

And Intelligence does NOT provide a bonus to skill points per level up. I do this to avoid Intelligence being the objectively best stat.

Also, try and give our MC a name while your at it. You are male.
>>
>>3914321
Yeah, I'll be editing it for use in all my quests. But don't worry about it for now. We just started so there's nothing in there.
>>
>>3914318
Str 4
Per 5
End 4
Cha 5
Int 5
Agi 6
Luck 4
>>
>>3914333
consider it a +, I forgot to add the free 1
>>
>>3914318
Timothy Dexter

>Strength: 4

>Perception: 4

>Endurance: 6

>Charisma: 4

>Intelligence: 4

>Agility: 7

>Luck: 10

Named after A man who was completely uneducated, he managed to make a fortune by making a series of horrible business decisions that, due to sheer luck, turned out to be extremely profitable.

Basically the power of /qst on his side anyway.
>>
>>3914344
Y’know what sure let’s go for this.

Tim is gonna have a swell ol’ time in the wasteland.
>>
>>3914344
>>3914397

Alright looks like were going with the Luck build. Timothy Dexter. This should be interesting.

Although, you've got one point missing.

Where should we allocate that?

Now it's time to choose your talents, these are like a dumbed down version of tagged skills. As the name implies, you'll naturally excel in these skills, develop them faster and receive a bonus on relevant rolls. Try to stick to ones that match up with your highest special stats for maximum effect. All skills start at 10, and this base is raised to 30 if you choose it as a talent.

[Choose three]
Melee Weapons
Unarmed
Big Guns
Energy Weapons
Explosives
Lockpick
Survival
Unarmed
Barter
Speech
Medicine
Repair
Science
Guns
Traps
Sneak
>>
>>3914426
Energy Weapons
Speech
Barter
>>
>>3914426
Speech
Survival
Energy Weapons
>>
>Traps
That’s new.
>add unallocated point into charisma
Talents
>Speech
>energy weapons
>medicine
>>
Rolled 1 (1d3)

>>3914524
>>3914530
>>3914592

Alrighty, looks like Energy Weapons and Speech are common. I'll roll for the third talent.

1 - Survival
2 - Barter
3 - Medicine

I'll also be dumping that left over point into Charisma.
>>
>>3914625
Survival it is!

>Writing
>>
>>3914625
Shit I didn't see that part, should've put it into int.
>>
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>>3914642
When you took the G.O.A.T, the results were... a bit strange. It recommended you for a cushy supervising roll while all of your fellow students were getting apprenticeships. At first, people thought it might've been nepotism. Seeing how the Overseer is your father. But you never really got why that seemed to bother people. You took the test again under a blank ID and you got the same result. So you had a lot of free time while "supervising".

And you tried to spend that time wisely. You poured over Vault Tec manuals for surviving on the surface once the all clear signal is received. The most likely places to find sources of food, recipes for remedies and even some tips on how to create improvised weapons. Other than that, you made sure to never miss an appointment at the firing range, seeing how it was one of the only things to do down here. That or actually do your job, which is just a lot of convincing people to work harder.

You are brought of your own head by the metallic screech of the intercom coming to life. It's your father's voice, informing the vault that the lottery is about to begin. So you get ready to leave your work behind for a moment while you head for the atrium. It's how we do these. Dad thought it'd be best if we all gather together for the drawing.

The halls thicken with foot traffic the closer you get, until you are pushing your way through a sea of blue and yellow jumpsuits. Eventually, you come to about the center of the crowd, you get as comfortable as you can while you wait for it to begin. There's a sort of makeshift stage at the back of the atrium. On it you see the security chief, the head of the labs, and the chief moral officer, all critical roles. All people who know they won't be asked to leave.

And at the front, giving his usual speech to remind the crowd why this is necessary, and assure them he doesn't take this situation lightly, is your father, the Overseer. He has a grim look on his face. Honestly, you don't think you've seen an earnest smile on him since we got in this mess. You don't have to be a genius to figure out why.

He grabs the crank for the spinning plastic ball, originally intended for prize raffles, and spins it. Tossing around the names of over a hundred people. And that's with children and essential staff removed. It all seems distasteful, but we came to this after a long series of votes. We could have a computer randomize it but that makes the lottery even more vulnerable to fixing.

Paper lots are harder to tamper with. And anyone is free to examine the lots at anytime if you think something is off. As he stops cranking, the vault hushes down to a whisper. He rustles his hand around inside and pulls a single scrap of paper to his eyes. His shoulders visibly sag a fraction, and in a croaking voice, he says your name. "Timothy Dexter".

>Continued
>>
>>3914706
It's strange. Everyone seems confused at first. "The Overseer's son?" You hear more than a few people murmur. They can't seem to believe that you were actually up for exile. But you know your father, he knew the risks but he did it to truly be fair. To put as much on the line as everyone else to ensure the survival of the vault.

The atrium slowly empties out as people process the results of this month's lottery. You've seen this take much longer before, when members of large families or community figures get chosen. There's loud disagreements with the result, tears are shed, less than pleasant words are exchanged. But yours is silent, like they can scarcely believe what just happened.

As for you? You're a bit... numb. You knew it was possible. But you had never really thought about or prepared for this possibility. You barely even register what's happening as your dad leads you up to his office, one hand on your shoulder. Mom is not taking it well. "Our son, Paul? Our son?!"

She's pacing the office like a caged animal. But she's not the one who's trapped. "I had to. How could I ask my people to potentially sacrifice their families if I wasn't prepared to do the same?" He explains his reasoning calmly. You don't think he'd have the energy to yell back if he wanted to. He's definitely skinnier since last month. He's skipping out on food.

Mom cries. "I'll be okay mom. This isn't goodbye." You tell her. But you have no idea if that's true. People who were asked to leave weren't allowed to come back. So you have no idea what happened to them. Time passes in a blur. One moment you're consoling your mother and the next you're standing in front of the vault's door next to security chief Gibbons.

He's short with you. But you imagine it's because his daughter was picked last month. He hands you a laser pistol knowing it's within your preference. And helps you slip on a vault security armor vest. Your father hands you a pack with supplies, and opens the vault door. A claxon alarm sounds as the large machinery turns and drags the massive gear shaped door. Leading to an elevator to the surface.

As you approach it, your father hugs you, one last time. And slips you a holotape. "I don't think I can take this anymore. I know I'm asking the world of you son, but I need you to try. That holotape contains the tag data on the previous ten of our people we sent to the surface. Along with your best bet for finding another synthesizer nearby."

He looks you in the eye, and you can tell he's praying with all his might that this won't be the last time he sees you. "Find a synthesizer, find our people, if you can. You can support each other. And come back to us."

>"I won't let you down dad, I'll be back with the synthesizer."
>"Don't worry old man, we have a buffet when I get back."
>"Am I really the right guy for this kind of job?"
>"This is really happening, huh? I was still kinda hoping this was a bad dream."
>Write-in?
>>
>>3914721
>"Don't worry old man, we have a buffet when I get back."
>>
>>3914721
>"Don't worry old man, we have a buffet when I get back."
>>
>"Don't worry old man, we have a buffet when I get back."

“And there better be some of my favorite food or I will be mildly upset.”
>>
>"Don't worry old man, we have a bullet when I get back."
>>
>>3914744
>>3914758
>>3914787
>>3914792

A little levity is nice.

>Writing
>>
>>3914833
You smile and clap him on the shoulders. "Don't you worry about me old man, we'll have a buffet when I get back. And I think I'm entitled to some of my favorite dishes when that happens..."

Mercifully, he smiles back. "Who you calling old man? Guess I am looking pretty old these days. Keep that smile on your face son. You'll need it, where you're going." He stays with you even as you get on the elevator. And watches you go up. You only break eye contact when the elevator floor cuts you off. The sunlight is blinding in comparison to the lighting of the vault. But you expected that much. What you didn't expect, was all of the greenery.

You've emerged on top of a hill, overlooking the remains of a highway. There are ruined cars everywhere, ensnared by vines or literally pierced by trees. The foliage isn't that thick, but to the east it only gets thicker. Your Pip-Boy informs you that you've found Vault 99. Yes. Thank you, pip-boy. With nothing else to do, you insert the holotape and the data is quickly downloaded. Damn! Your people's tags are all over the place! Why'd they spread so far? Most of them are too far to consider looking into them.

So you decide to look at the location your father listed for the synthesizer. A RobCo headquarters building to the west. Looks like it'll be at least a couple weeks of travel before you can reach it. Ah! But there actually does seem to be tag somewhat nearby. Also to the west, perfect. You carefully trudge around the cars consumed by green and take a peek inside them every once and a while. The manuals mentioned scavenging everything that could be of use so you're on the lookout.

Deciding to stick to the road, you start walking west, weaving through destroyed vehicles. Eventually the walk starts to get pretty boring. Muscle memory causes you to flip you pip-boy's screen to the radio function. Since you'd always tune in to the vault radio whenever you were bored. But of course, your not going to get a signal out here. But to your surprise, you do see a signal, a new one. Pirate Radio. Shrugging, you tune in and are greeted by a smooth feminine voice.

"-news reports. I've got multiple reports of Shrimpers moving further and further inland. Slim pickins' out at sea, boys? Well, if your travelling near Panama, I'd recommend a strict diet of lead to keep the bastards off your backs. I'll keep you posted dear listeners. To get our minds off that bit of news, how about a personal favorite. Johnny B. Goode." Her voice is replaced by a upbeat guitar that immediately puts a spring in your step. Yeah. You can walk to this.

>Continued
>>
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>>3914963
You must've walked for a few hours. Your legs were getting a bit sore but you took regular breaks. It's dawning on you that you'll need to find somewhere suitable to sleep for the night soon enough. While you listen to the radio, you learn that the voice of Pirate Radio is a woman that goes by Captain Bonnie. And she really doesn't care for these Shrimper guys. Though she hasn't quite said why she's so against them. Really your just happy that seemingly normal people are out there.

Eventually, you see what must be a gas station down the road. The giant red rocket statue on it's roof representing it's namesake. You also see a group of four men sitting down at a fire. Your instinct is to say hello, your honestly a bit excited to meet someone from the surface, but your hand rests on your laser pistol. You have this for a reason. And that Red Rocket seems like a good place to lie down for the night. But you can't do that if you don't confront them in some way.

Checking yourself, you see you've got three extra energy cells for your pistol, plus the one in it already. And what's this? Looks like Chief Gibbons left you a security baton. Or maybe he just forgot it? Good for you either way.

>Just say hello, what could the harm be?
>Maybe try to just sneak past them. There's probably somewhere else you can sleep.
>Say hi, just from a distance, with your gun out. Yeah.
>Write-In?
>>
>>3914966
>Just say hello, what could the harm be?
>>
>Just say hello, what could the harm be?

Let’s squickly test our luck, and hope it won’t end up with us getting a bad case of being eaten
>>
>>3914966
>>Just say hello, what could the harm be?
>>
>>3914966
>>Just say hello, what could the harm be?
>>
>>3914971
>>3914982
>>3914985
>>3915009

Alright, I think I can safely call this vote.

Lemme get a 1d20+2, best of three.
>>
Rolled 2 + 2 (1d20 + 2)

>>3915024
BIG MONEY
>>
Rolled 16 + 2 (1d20 + 2)

>>3915024
>>
Rolled 8 + 2 (1d20 + 2)

>>3915024
Here we go!
>>
>>3915026
>>3915027
>>3915064
>18!
And thanks to your maxed out Luck, is within your crit range!

>Writing
>>
Time to make some friends!
>>
>>3914318
4
7
4
5
8
7
5
>>
>>3915167
A bit late for that, friend. We're just about to meet some people.
>>
>>3915076
You almost kick yourself for being so cagey, what would dad say if he knew your first instinct was to distrust people. It's a wonder these folks are even here sitting in front of you. You're certain you can have a civilized conversation. Maybe you'll even get to travel with them! Safety in numbers and all that jazz. You stride on up, friendly smile on your face. "Hey guys! I wasn't expecting to see other people out here."

Three of them tense up as you approach but after looking you up and down, then at each other, they actually laugh. One of the men has an eye patch, he stands. "Well, didn't you just march yaself up here all friendly like, I knew you Fivers was gullible, but this is rich!"

"Naw brother." Another one of them says as he also stands. "What'll be rich is us after we sell off that Pip-Boy to them Ultra fellas." He points at your wrist and you are suddenly feeling less friendly.

You take a single step back, and the one with the eye-patch draws a short stubby shotgun and points it at you. "Ah ah ah, I don't think so meal ticket. Now, why don't you hand over your piece and we can do this without bruisin ya..." Looking to the fourth man, you realize now that he's tied up. And hasn't said anything because he's gagged. You fumble with your holster, and try to draw your laser pistol.

Eye-patch doesn't like that. He moves closer to bark orders at you and he trips, you think he didn't see the leg of the chair in front of him. Depth perception. When he falls, his gun goes off, and the second one falls to the asphalt, clutching the bloody remains of his foot. By the time you get your laser out and pointed at eye-patch he's on one knee, you fire as he points his gun at you. More out of panic than anything else. The beam of red energy hits him and he glows. A corona of bright red for a moment before turning to ashes. Leaving only his clothes and weapon behind.

The third one stumbles, distracted by the sudden end of his buddy and tries to reach for a hunting rifle to his side. Only to receive a kick to the head by the tied up man. And you take the opportunity to shoot him before he shoots you. This one isn't vaporized. But filled with burning holes. You are stunned by the small scene of carnage before you. Only brought back to your senses by the pleading muffled cries of the man whose still in bonds. "Oh! Sorry, I'm coming!"

>Continued
>>
>>3915223
There's an awkward moment you trying to pull him free of his ropes but he points you toward the belt of one of the dead men and you find a knife. So you cut him free and he immediately picks himself up, and grabs the rifle still leaning against a folding chair. "Wait, what are you-" The gun feels loud, incredibly so next to your laser pistol. He fires right into the crippled man's head. Killing him instantly.

When he sees the look on your face he shrugs. "What? They were Shrimpers."

Staring at the men's bodies, and one pile of still glowing red ashes, you don't find any identifying marks on them save for their dirty layered armor and nets attached to their packs. "Shrimpers? I heard about them on the radio. What's so bad about shrimp?"

He looks at you like you've grown a third arm out of your stomach. "What's so bad about- they're slavers, man! Ya think I'm wearing this collar cause it's fashionable?!" He gestures to the metal ring around his neck. You aren't sure how it escaped your notice. Then, the light on it starts blinking.

"What?!" The former captive starts panicking. "Those fucking inbred morons actually had a dead man's trigger?!" He frantically searches the bodies, while you stand, unsure of how to help him. The beeping gets faster and faster, until... "I don't wanna die!" His head explodes.

You are lightly splattered with blood, and what you think might be bits of bone. If your were numb when your name was called at the lottery, you are transfixed now. Stupefied by what just happened in front of you. Eventually, you manage to sit in one of the folding chairs. Warming yourself in front of the fire. A man just died in front of you. Four, actually. And you killed two of them! But they were bad people. Does that make it any better?

Looking over your shoulder, you peek at the gas station. Then you look down at the bodies. The guides did say to take any and all available resources.

>Strip the bodies of their valuables.
>Lock yourself inside the Red Rocket and go to sleep.
>Scavenge the Red Rocket.
>You can't cremate him, or bury him. But you should do something for the dead captive.
>Write-In?
>>
>>3915226

>Strip the bodies of their valuables.

>Scavenge the Red Rocket.
>>
>>3915226
>Strip the bodies of their valuables.
>Lock yourself inside the Red Rocket and go to sleep.
>Scavenge the Red Rocket.
Can easily do all three
>>
> loot it all.
>>
>>3915226
>>Strip the bodies of their valuables.
>Scavenge the Red Rocket.
>You can't cremate him, or bury him. But you should do something for the dead captive.
>>
>>3915236
>>3915238
>>3915246
>>3915260
Gotta get that loot. And go to bed.

>Writing
>>
>>3915180
Yeah I didn't have the auto update on.
>>
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>>3915309
Taking a breath, you steel yourself to do whats necessary. Rifling through the pockets of a dead person is an incredibly odd experience. At a few points through the process, you almost felt like they were going to wake up or something. Except for the guy with no head. And the guy who's just a red pile of ashes of course. You pick up both the stumpy shot gun, which you now see is sawed off, and the hunting rifle off the floor. The guy that got his foot blown off had a pistol.

Digging deeper, you don't find much of use on them. What you do find however, on every corpse, save for the former slave, is a small collection of bottle caps of all things. Why? Since they weigh practically nothing, and you're tired and emotionally drained already, you just toss them in with the rest of your spoils. Heading inside the Red Rocket, you draw your gun and turn on your Pip-Boy's flashlight. Which is really just a harsh glow in whichever color you have it set to. Yours is green. You like the classics.

It doesn't take long to sweep the Red Rocket, the property is quite small, and there's only really a storefront, garage, and storage room. So you decide to comb the place for anything useful. It takes you about an hour to go through the place but you have a nice pile of odds and ends by the time that you are done. You find another energy cell inside a drawer, clearly mean to be a spare. A working lighter, a couple rolls of duct tape, and a small metal tin. Guess what it was filled with. More bottle caps!

Again, you just tuck them away. Out by the store front you find a Nuka-Cola machine. Miraculously, it seems to still be somewhat functional. You jimmy open the door and find three bottles of Ice cold Nuka-Cola. Lucky you! After that, you decide the storage room is the best place to hole up and lock the door behind you. Taking out your bedroll, you slip out of your armor and lean against the wall while you eat. And wash it down with one of those Nukas.

What a taste. Vault 99 had long run out of these by the time you were born but the ads always assured you the taste was unique. And honestly, you've never had anything like it. Especially nothing with that much sugar. You were almost concerned you'd have trouble sleeping with all that sugar in your veins but you knock out quick after lying down. When you awake, your pip-boy informs you that you've been asleep for nine hours and that is was around 6 in the morning.

>Continued
>>
>>3915502
Prepping yourself for travel once again, you step outside and stretch. The bodies from last night are still there of course. But you try not to look at them as you get back on the road. Since you're walking again, you tune back into Pirate Radio. You don't hear the host right away, but all you really wanted to hear was some music to keep your brain occupied as you walk this seemingly endless road.

-----

Again, you must've been walking for hours before you got a hint of civilization. Or anything resembling it. But you start to see a collection of buildings in the distance. Looks like a small settlement. Your definitely wary after your little encounter with the Shrimpers. But you'd still really like to meet someone that doesn't want to shoot you. Soon enough, your walking down a pleasant little half destroyed cobblestone road leading into town. And your pip-boy tells you that you've found Peachtree.

There's a big ring of houses and businesses, and a church with a tall tower in the center. Looks like a quaint little place. Maybe this could- the road explodes near your feet. Goddammit! You run for cover behind one of the small houses and another shot whizzes by you. Just as you are considering your options you hear a couple doors fly open and someone cackling nearby. "Little piggy! Come out come out!" Somehow you know you don't wanna get caught unawares by that guy.

You didn't get a good look at all, but you'd say there's a sniper in the bell tower of the church. But these people, even the Shrimpers gave you a chance to surrender, but they tried to blow you away as soon as they saw you! You change position so those people you heard before don't find you. You're sitting against a dog house in what used to be someone's backyard when you notice you have a new radio signal coming in. Flipping it on, you hear the voice a woman. She sounds panicked, and tired.

"-us! [Message Repeats] If anyone can hear this, we got ambushed by those raider fucks who nested down in Peachtree. We're locked in the general store but they're trying their damnedest to pry open the security door. You've got to help us, I-I can pay you! Please, my daughter is with me. Please help us!." The message repeats again.

Still crouched, you make your way into the house from the backyard, since the backdoor is blow off it's hinges, and look out the front window of the house. You can spot the general store across the town center and sure enough, there are several men and women dressed in blood stained, dirty patchwork armor surrounding it. Raiders. What should you do?

>Fight back. You can't die here and they're coming for you anyways.
>Try and escape the town without getting spotted.
>You've got to try and help them. You'd hope someone would do the same for you.
>Write-In?
>>
>>3915508
>>You've got to try and help them. You'd hope someone would do the same for you.
Time to make a name for ourselves!
>>
>>3915508
>You've got to try and help them. You'd hope someone would do the same for you.
hero time
>>
>>3915508
Might be trap, might not be. Knowing our luck, it probably isn't. So fuck it.
>You've got to try and help them. You'd hope someone would do the same for you.
>>
>>3915531
>>3915534
>>3915539
Time for some heroics! Or slapstick levels of luck, we'll see.

>Writing
>>
>>3915567
You already know what to do, really. You can't just leave those two to their fate here. Not when you can do something about it. You'd hope someone would help you. Do onto others. One of the only things you really remember from Father Howard's speeches. So you sit down away from the window and consider your options once again. You have your trusty laser pistol, and plenty of reloads for it. The sawed off, and three shells. And the hunting rifle, only two rounds.

Thinking back to the layout of the place, you think you could use the ring of buildings as cover to make your way to the general store. You can't... take them out quietly, but you can catch them all by surprise. But there's also the sniper to contend with. You might be able to get into the church if you come at it from the back. But that would mean that much more time given to the raiders trying to reach that woman and her girl.

>Start an outright shootout, you can probably kill a few of them before they get wise.
>Get around the raider to the back of the store and figure things out from there.
>Try and sneak up on the sniper, you'll have a great vantage point from the tower.
>Write-In?
>>
>>3915600
Oh, I forgot the pistol you took. It's got a full magazine. Or whatever it's called. Don't be surprised if I say something stupid about guns.
>>
>>3915600
>>Get around the raider to the back of the store and figure things out from there.
Time is critical, but we mustn't rush.
>>
>>3915600
>Get around the raider to the back of the store and figure things out from there.
>>
>>3915600
>Get around the raider to the back of the store and figure things out from there.
>>
>>3915624
>>3915629
>>3915633
Scope out the back.

>Roll a 1d20+1
>>
Rolled 8 (1d20)

>>3915653
>>
Rolled 3 + 1 (1d20 + 1)

>>3915653
>>
Rolled 11 + 1 (1d20 + 1)

>>3915653
>>
>>3915667
>>3915676
>>3915681
>12
A pass, barely.

>Writing
>>
>>3915693
Taking them head on doesn't seem like the best idea. And if you take the time to try and deal with the sniper, that family could get caught in the meantime. So it looks like you'll have to improvise. Mom always said you were good at that. Okay. First things first, get behind the general store and figure out a strategy.

Taking small peeks to keep tabs on the raiders, you dash from one backyard to the next. Mercifully, the giddy calls and cries of the two raiders looking for you die away as you get closer and closer to the grocery store. You're pretty sure the sniper lost you. At least, you're taking the fact that your head is still attached as proof of that notion.

When you reach the back of the general store, you're almost spotted. A couple of raiders start to follow you around back! Shit! With nowhere else to go, you dive into the dumpster and close the lid. You can hear them when they approach. They don't seem to really know you're back here. They sound too casual. Too relaxed.

You hear a male voice first. "Fuck, I don't see nothin. Your eyes are goin."

"I'm just chompin at the bit. That bitch in there killed Lenny, he owed me big, and I'm gonna take my time carving every cap out of her skin!" That was a woman.

"Long as I get some time with the kid." Oh christ.

She snorts, as if he just said something mildly annoying. "Yeah yeah, like always. But then we take to the Shrimpers. They pay good caps for little ones."

What the fuck is wrong with them? How can they say that like how your guys used to talk shop about office work and vault maintenance? You don't feel so conflicted about what you're about to do them anymore. When they wander away, you emerge from the dumpster and approach the back door of the general store. Fuck! It's locked. And besides, you don't want to open it as things stand. It's trapped with a hanging bouquet of grenades above the door.

Looking around, you also notice a ladder leading to the roof.

>Try and disarm the trap, you could use those grenades.
>Get on the roof and look for another way in.
>Attack them from the roof. It'll really take them by surprise and you'll have decent cover.
>Write-In?
>>
>>3915731
>>Try and disarm the trap, you could use those grenades.
>>
>>3915731
>Attack them from the roof. It'll really take them by surprise and you'll have decent cover.
>>
>>3915731
>Try and disarm the trap, you could use those grenades.
>>
>>3915731
>Try and disarm the trap, you could use those grenades.

Too good to resist
>>
>>3915773
>>3915792
>>3915805
>>3915807

I knew you couldn't pass it up.

>Roll a 1d+20+1

Also, I'll be going to bed in a moment so the next post will be tomorrow morning. Thanks for playing!
>>
Rolled 2 + 1 (1d20 + 1)

>>3915823
>>
Rolled 6 + 1 (1d20 + 1)

>>3915823
If we get some nets or something to catch the grenades then they won't fall, the make sure the thing holding them up doesn't go slack, and get some strips of metal to lock the spoons in.
>>
Rolled 7 + 1 (1d20 + 1)

Oh no
>>
>>3915958
Oh No indeed
>>
Time to dodge
>>
someone roll our lucky extra dice and make a save!
>>
Rolled 17 + 1 (1d20 + 1)

>>3915823
>>
Whens Metahuman Quest coming back?
>>
>>3915832
>>3915834
>>3915958

Ooh, that's not good. But what a convenient time to introduce the Karma mechanic! In this quest, Karma is essentially a currency you bank and spend with me. It can be used to turn a failure into a success, and a success into a critical success. Because of your absurd luck, you are allowed to bank 6 whole points of Karma! And you have one already. Do you want to burn it to turn this failed roll around?

And as a side note, there is no good or bad Karma. You can get it from accomplishing big things, selfless acts, or just by leveling up.

>>3916054
I'm not sure, but I do wanna get back to it. Not to blog at you, but just when I was ready to start writing again, real life kicked me in the balls and shoved me down a flight of stairs so I was in no mood to run. I've always wanted to run a Fallout game so I figured I go here while I figure things out and see if people even want me to continue.
>>
>>3916194
Heel yeah nigga lemme spend that karma u kno i'm good for it baby
>>
>>3916194
burn that karma
>>
Light 'em up baby!
>>
>>3916311
>>3916392
>>3916445
Okay I'm back, and we're burning that Karma.

>Writing
>>
File: Grenade_Bouquet.png (147 KB, 383x751)
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>>3916488
While you no close to no experience with live explosives, the mechanism looks simple enough, a tripwire hooked to the pins of these grenades will cause them to fall and explode on whoever opens the door. So you just need to clip the wire in the right place... using the knife you picked up off of that dead Shrimper, you cut the wire in a strategic spot to safely remove the grenades. Phew! You don't wanna do that again without reading a manual or two.

The back door is still locked, but that's okay, you have other plans. Climbing the ladder up to the roof, you cautiously peek over the edge and clamber over when you see the coast is clear. Carefully, you take a quick look over the edge of the roof. You count nine raiders down there. And your not sure if that includes the couple that was stalking you when you first bumbled into town. You lie prone under the store's sign to avoid getting spotted by the sniper, and look at the grenades in your hands.

You couldn't separate the wires connecting the pins so you'll have to throw the whole thing in a cluster. Oh well, you'll need the advantage. Grabbing hold of the pins, you yank all three of them out, toss it over the roof, plug your ears and lay prone to avoid the splash as much as possible. You only hear a couple of half finished sentences, muffled through your covered ears. Followed by a raucous explosion.

Drawing your laser pistol, you peak over the edge to pick off and remaining raiders.

>Roll 1d20+2
>>
Rolled 17 + 2 (1d20 + 2)

>>3916521
>>
Rolled 5 + 2 (1d20 + 2)

>>3916521
Nat 1
>>
Rolled 12 + 2 (1d20 + 2)

>>3916521
Oh damn, it's nice to have you back Sleepy!
>>
>>3916546
>>3916640
>>3916641

It's nice to be writing again!

And you got a 19.

Of course, your also in crit range. You know what that's means.

>Writing
>>
>>3916652
Poking your head above the sign you see, well, you see a whole lot of smoke and dirt in the air. And... is that a hand? And a leg. Oh boy. Of course, what else happens to human bodies when they get blow up. You try not to look directly at the small massacre while you scan for any intact raiders, lucky for you the explosion created a handy little smoke screen to protect you from the sniper. Aha! There are the stragglers, they might be those first two, still combing the town for you.

They run up to the scene and starting looking for any sign of how this could have happened, which gives you plenty of time to line up your shots. The beam of red energy comes out with a sound you can only describe as "zortch" piercing one of the two remaining raiders and subsequently turning them into a pile of ashes. Their buddy tries to run but you've already got a bead on them, and soon they're full pumped full of laser. You thought you'd feel worse about shooting someone in the back. Not them.

You reload a fresh energy cell, pulling the knob back to lock the new one in and holster your weapon. Your little smokescreen isn't gonna last much longer. Looking around for another way down, you thank god when you notice a roof access hatch. And thank god again when you pull on it and it opens. Raiders must be even dumber then they look. You climb down the hatch and emerge in a little side room inside the general store. Looks like the place has been ransacked.

Drawers and cabinets are flung open, small objects are thrown everywhere, there's furniture tipped or flipped over. And all the doors are open, except one with a bunch of deep gouges in it. Labeled storage. You take one peek at the storefront and see that you kind of blew it to hell. It's still standing. But the windows are pulverized and there're raider parts strewn about. Ugh. Before you do anything, you can already hear faint voices coming from behind the storage door, so you knock. "Um, hello? The raiders are gone. I heard your distress signal, so I uh, came on over."

There's a hushed quiet that lasts for a long time. Before the door cracks open and you see a gun barrel pointed at your face. "Wah!" You take a step back, startled. And the woman holding the gun puts it away. Sighing with relief.

"Well, you definitely ain't a raider." She looks you up and down then looks around the store. "Where's the rest of you?"

You shrug, unsure of how to respond to that. "What do you mean? I came by myself."

She scoffs. "Not that I ain't grateful, but you Fivers always travel in groups, if y'all travel at all. And there's no way you caused this by yourself." She gestures to the scene.

"Grenade bouquet." Is all you say.

"Grenade... ah. I see." She takes stock of everything and looks outside, carefully. "You do in the sniper too?"

You shake your head. "Nope. I figured by the time I got done there, the raiders woulda reached you."

>Continued
>>
>>3916744
The woman sighs, blowing blonde hair out of her face. "That was prolly the wise thing to do." She checks on her ammo count and unslings a rifle from her back. "I can help you take him. Or we can get the hell outta dodge. I'm not too keen on gettin' in another shootout, but I'm even less keen on gettin' shot in the back trying to leave this fuckin' place."

Hmm, if you leave from the west of the town, he won't be able to shoot at you from his little sniper's nest. But if he moves you could be in big trouble. But he missed you when you waltzed into town none the wiser, how good can a raider sniper be?

>Try and escape without confronting the sniper.
>Face the sniper in the church.
>Write-In?
>>
>>3916747
>>Face the sniper in the church.
>>
>>3916747
>Face the sniper in the church.
>>
>>3916747
>Try and escape without confronting the sniper.
>>
>>3916747
>Write-In?
>>Who are the Fivers?
>>
>Face the sniper in the church.
>>
>>3914963
Man I didn't expect to crack a wistful smile this soon into a quest. Good choice there anons.

>>3916747
>Face the sniper in the church.
>>
>>3916751
>>3916752
>>3916764
>>3916772
>>3916778

I eat snipers for breakfast.

>Writing
>>
>>3916798
You just blew up a whole gang of raiders, you can take one sniper. You've even got help now! "Yeah, yeah we can get him. Or her, I guess." As you mull over your options for doing so. A girl with a mop of dirty blonde hair opens the storage room door slightly. "Mama? Are we safe?"

Her mother rushes over to her, and scoots her back into the room. "Not yet sweet pea, this nice man is gonna help us get safe though. So mama needs you to hide here where no one can get to ya."

She nods. Accepting that she's just gonna have to wait this out alone. You'd expect tears or at least evidence of them. But the kid's eyes are clear. Guess growing up in the wasteland makes you tough. The woman leans against the door frame leading to the back and extends a hand. "Maria."

You shake it. "Tim." Before your last moment of calm passes, you ask a question that's been on your mind. "What's a Fiver?"

And you're getting that look again. What's so wrong about an innocent question? "...It's what you are. Vault 55? Fiver?"

Now it's your turn to give out weird looks. "I'm from Vault 99." You dig out your collar and show her the yellow golden embroidering of your vault's number.

"Damn, never heard of any of you making it out 'cept the folks from 55." She shakes her head. "There'll be time to talk about this later. We've gotta finish this shitshow."

You both exit the general store's back entrance and start making your way to the back of the church to cut off the snipers view. It's a tense couple of minutes. If he's onto you, he definitely doesn't show it. He could've taken a shot at you while you were moving between those first few houses but he didn't. It doesn't exactly fill you with confidence. When you get to the back entrance, you and Maria steel yourselves and enter.

>Continued
>>
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>>3916896
There's an awful stench as soon as you enter the church. It's got the same smell of ancient decay, stuff that's been old and rotting for so long that it's just dust now. But this is awful. Like human filth mixed in with all that. You wonder what could make that smell. And as soon as you get the church pews, you get your answer. Bodies, a couple dozen of them at least. Most of them are propped up like it's a normal Sunday morning. But some of them are staked to walls or hanging from chains, mutilated.

It takes all your might to not vomit then and there. Maria, grabs your shoulder, steadying you. When you look to her, she holds a finger up to her lips. Quiet. But why- you hear it before you see it. A disgusting grunting and breathing sound. A lot of it. More than one person. And you see, behind one of the pews. Multiple people, beating on someone. No... tearing them apart! You take an involuntary step back and hit one of the pews. Drawing the attention of the small mob.

God! Their faces, like one of those old horror flicks! What the fuck?! They scream at the pair of you, a guttural, dry and hoarse animal screech. Theses things can't be human. Maria swears and starts shooting. Popping one of them in the jaw. But it recovers, missing it's chin and even more of it's own teeth. You've waited too long, you start firing.

>Roll 1d20+2
>>
Rolled 11 + 2 (1d20 + 2)

>>3916899
Ghouls. I hate ghouls.
>>
Rolled 1 + 2 (1d20 + 2)

>>3916899
So we're a Niner? The Lone Niner. Assuming the others are all ded.
>>
File: hatehowitaste.gif (2.78 MB, 498x278)
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>>3916908
I've failed you all.
>>
Rolled 2 + 2 (1d20 + 2)

>>3916899
Oh boy, Dice Gods PLEASE let me crit to save us from >>3916917
>>
File: GameOver.gif (977 KB, 500x300)
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>>3916920
...
Well.
I guess we're fucked.
>>
>>3916903
>>3916908
>>3916920

Oh no! Even your luck runs dry it seems.

>Writing
>>
>>3916923
The all start to scramble towards you, tripping over each other and themselves to get to you. Screeching and yelling bloody murder. The sight of them... you freeze. You only manage to squeeze off one shot before the first one reaches you and it knocks your laser pistol out of your grip, jagged fingers nails dragging across the bare skin on the top of your hand. Drawing hot blood.

You reach for your baton whack it in the head, but it's undeterred. Determine to claws you to shreds. It pushes you down and Maria is too busy to help you. Popping off several more shots with her rifle before cursing and switching to her revolver. Meanwhile, the only thing keeping the zombie creature from biting you is the security baton in it's mouth. But you might be able to reach the shotgun on your pack...

>Roll 1d20
>>
Rolled 8 (1d20)

>>3916932
>>
Rolled 2 (1d20)

>>3916932
>>
Rolled 20 (1d20)

>>3916932
By all that is 1950s American please save us Patriotism.
>>
File: 1562255526477.jpg (71 KB, 600x829)
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>>3916939
>>
File: RadRattling.jpg (453 KB, 891x882)
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>>3916939
Congrats on your redemption roll Anon
>>
>>3916939
The hero we need
>>
>>3916937
Nope

>>3916938
Even worse

>>3916939
There he is, the comeback kid. And a natural crit too!

>Writing
>>
>>3917009
The zombie's fetid breath burns your nostrils as you struggle against him. Luckily, he scratches ineffectively at your armor just long enough for you to find what you were looking for. You pull the shotgun from you pack and shove it against his chest, there's a hard pop and the thing instantly goes limp against you. You roll it off of you, briefly looking at the bloody hole in it's chest. Maria screams as she knocks another one down, smashing the butt of her rifle into it's face when it dashes for her.

Shaken out of your fear by adrenaline, you fire the other shell into the downed one, then pop open the gun and insert your last shell. And boy do you make it count. Yet another one of the zombie creatures tries to rush you down, and you stop him by blowing his head off. With that, you're given enough breathing room to retrieve your pistol, seeing how the last few got stuck behind a pew while trying to scramble over each other.

There's just a few moments more filled with gunfire as you and Maria gun down the remaining monsters. One of them briefly lighting up the dark church in red as he's vaporized. When the last one lies dead. It goes quiet in the church. You look over the pew at the shredded body to see who it was, and... yep. You can't take it anymore. You vomit out your breakfast over one of the pews, Maria pats you on the back. "It's okay, I guess you haven't been out of your vault long huh?"

Still unable to speak, you hold up two fingers. "Two months?" She guesses.

You spit, washing your mouth out a little with your canteen. "Two days."

"Pfft, your doin' alright then. C'mon. We should see if we can get something out this little nightmare before we get outta here." She slings her rifle onto her back and starts combing through the church for valuables. Life in the wasteland, huh. Can't waste a moment. You go back to the dead sniper, ugh, you still can't look directly at him, but you can look long enough to pry the rifle from his hands. And take the extra magazine from his belt.

You don't find much else in the church proper, rotting wood, some glowing fungus. Until you and Maria find open cellar doors in a side room. "Goddamn ghouls must've been crawlin' around in the dark here."

"Is that what they're called? Ghouls?" You ask.

She nods. "Yep, they're people that were caught in the blastwave when the bombs fell. 'Cept they didn't die."

What? How's that even possible. What else is nuclear radiation capable of? "They're that old?"

"Yeah, though it can happen to people now too. If they get exposed to a whole mess of rads and don't just kick the bucket." She spits. "They was probably creepin around in the dark for years."

>Continued
>>
>>3917150
Maria's daughter is overjoyed when you both come back to get her. She cheerfully introduces herself as Sophia. You notice she has her own gun, a simple looking revolver. It even has a bungie cord attached to the end of the grip and her belt so she can't drop it and lose it. She can't be older than eleven or twelve. But of course she needs a gun. Just look at the world she lives in. When you're certain the coast is clear. Maria leads you to where they got ambushed.

When you arrive you see a strange, hairless, cow like creature with two heads, lying dead and being picked at by birds. Maria shoos them away and starts to go through the numerous things strapped to the animals back. "Now, I said there'd be a reward in it for you, and I intend to pay up."

She produces a small cloth pouch and tosses it your way. You catch it, and inside are- "More bottlecaps?"

Maria looks confused before making a face. "Oh! No shit, you wouldn't know about caps. They're what we use for money these days. Pre-war money is literally only worth the paper it's printed on. There's one-fifty in there for ya."

Oh! That sounds like a lot, but then again, you found about two-fifty during what happened yesterday. So now you have four hundred. That sounds like a good amount of money to have. Right? "Thanks! Are you sure you can..."

"Afford it?" She finishes for you. "Well, those sons of bitches killed my pack brahmin and ransacked my wares so I ain't got much left to trade, but I'll be fine. But hey, if you head to Dirtmouth with us I can set you up with some better armor at my store."

Better armor does sound nice. "Uh, Dirtmouth? Where's that exactly?"

"You've got a map on that thing dont'cha?" She points at your pip-boy. You nod and bring up the map and she shows you. Hey, that's right on top of one of your people's tags! Dirthmouth is also much more out of the way on your journey to the Robco Headquarters.

>"Sure, I'll go with you. I could use an upgrade and I'd like to meet some people that don't want to kill me."
>"I don't think so, there's something I have to do, and I shouldn't take too much time doing it."
>"Can you tell me what Panama is like?"
>"Do you think these people from vault 55- um, Fivers, would be willing to part with a synthesizer?"
>Write-In?
>>
>>3917152
>>"Sure, I'll go with you. I could use an upgrade and I'd like to meet some people that don't want to kill me."
>>
>>3917150
>"Sure, I'll go with you. I could use an upgrade and I'd like to meet some people that don't want to kill me."
>"Can you tell me what Panama is like?"

good use of that shotgun wew
>>
>>3917152
>>"Sure, I'll go with you. I could use an upgrade and I'd like to meet some people that don't want to kill me."
See if we can get a companion from the tag to go with the armor.
>>
>>3917158
>>3917161
>>3917169

Onward to Dirthmouth!

>Writing
>>
>>3917220
Actually, you know what? I'm forgetting something here.

>You Leveled Up!
>Lvl. 2

It's time for perks! Perks are permanent bonuses to your character, you'll get to choose one every two levels based on your SPECIAL ratings and skill ranks. Choose 1.
Swift Learner: A small amount of experience gained will be gained.
Hunter: Increases the damage done to animal targets.
Retention: Increases the benefit gained from reading magazines/books.
Lady Killer: Ensures one extra point of damage against female targets. Unlocks special dialogue options.
Intense Training: Increase one SPECIAL Rating by 1


Also
>For your act of herosim, you gained a point of Karma!
>>
>>3917243
>Lady Killer: Ensures one extra point of damage against female targets. Unlocks special dialogue options.
the obvious choice
>>
>>3917243
>Intense Training: Increase one SPECIAL Rating by 1
>>
>>3917243
Lady Killer: Ensures one extra point of damage against female targets. Unlocks special dialogue options.
>>
>>3917243
>Swift Learner: A small amount of experience gained will be gained.
Sounds glitchy, lets make a mod for it.

Are ghouls animals?
>>
>>3917272
pfft. Yeah I fucked that up, should be
>Swift Learner: A small extra amount of experience will be gained.
>>
>>3917243
tempting to just intense training to 10 agility, but...

>Lady Killer: Ensures one extra point of damage against female targets. Unlocks special dialogue options.

is it really a quest if we don't develop a harem?
>>
>>3917285
Can we execute female bandits and enemies with our dick?

aheago sex face orgasm to death.
>>
>>3917243
>Lady Killer: Ensures one extra point of damage against female targets. Unlocks special dialogue options.
>>
>>3917262
>>3917265
>>3917270
>>3917272
>>3917285
>>3917294

Alrighty, Lady Killer wins it by a land slide. But you're not that smooth, guess you just know how to treat a lady?

Now it's time to distribute your Skill Points. You've got 10 spread across your skills. I'll post your current stats to let you know where you stand.

Skills:
Melee 10
Unarmed 10
Big Guns 10
Energy Weapons 30
Explosives 10
Lockpick 10
Survival 30
Unarmed 10
Barter 10
Speech 30
Medicine 10
Repair 10
Science 10
Guns 10
Traps 10
Sneak 10
>>
>>3917314
Speech 35
Energy Weapons 35
>>
>>3917314
>Guns +5
>Traps +5
You wrote Unarmed twice btw
>>
>>3917314
idk for now I'll say

>10 sneak

still wanna lean into agility.
>>
>>3917329
>You wrote Unarmed twice btw

Aw fuck. You write enough and this shit all just starts to look like WORDS
>>
>>3917314
speech 35
energy weapons 35
>>
>>3917327
>>3917329
>>3917331
>>3917345

Okay, looks like Speech and Energy Weapons takes it for now.

Nothing wrong with getting even better at what you're already good at.

I'd run a little longer but I'm tired as shit. I'll be back tomorrow!
>>
>>3917387
Thanks for running sleepy. I need my fallout fix after nukaloha got a bad case of death. By the looks of it you’ll do good.
>>
>>3917387
First time on qst, but it looks fun.
>>
>>3917526
Welcome to hell.

Well, less than that considering that it’s /qst/ but have fun!
>>
cool qst also where are we? (what state in old world america)
>>
>>3917539
I think we're in panama. So Technically American soil, but only because we own the canal.
>>
>>3917539
You're in the Gulf Commonwealth, west Florida right now, to be exact.

>>3917685
Panama City, actually. Which you are getting closer to as the RobCo headquarters is near it.
>>
>>3917707
Does that mean there are mutated otters who are apex predators, and hunting the deathclaws ?
>>
>>3917707
Thank you for the clarification QM!
>>
Good choices on the level up folks. Looking forward to more explorations in Florida Man country.
>>
>>3917387
It'll mean adding at least a few days onto your journey, but it won't matter if you get there quick if you die in the process. And better armor and more supplies will help you toward that particular end. "Sure, I'll go with you. I could use an upgrade and I'd like to meet some people that don't want to kill me."

Maria laughs at that. "Well then, you could do a whole lot worse than Dirtmouth. We're a friendly little town." She produces a knife and cuts free a small red wagon that was tied to the dead brahmin and starts filling it with what's left of her goods. You and Sophia help, and she was right, there's really not much left after the raiders.

Soon you're on your way to Dirtmouth. Maria is content to walk but Sophia asks you every conceivable question about living in a vault. Judging by most of her questions, she seems to think that living in a vault is much like squatting in a dark cave. You had to tell her that yes, you had lights, toilets, and your own beds.

So then, of course, she asks you the obvious question. "So why would you ever leave?"

You try and sum it up as best you can for the girl. "Well, we were going to run out of food. We still are, really."

Maria looks back at you over her shoulder. "They kick you out?"

"Kind of..." You briefly explain the lottery. "So that's why I'm here."

Sophia seems shocked. "So you can never go back home?!"

"Actually, I can go back. I just need to find something to solve our food problem first. That's why I'm heading west towards Panama City." Though a food synthesizer is a rather large machine and you have no idea how you'll haul one from there to back home without some kind of vehicle but you'll cross that bridge when you get to it.

>Continued
>>
>>3917943
It takes about a day and a half to reach Dirtmouth. Thankfully, the time is rather uneventful. Maria gives you some helpful tips about road travel. Like staying away from water unless you absolutely have to, and how to tell if there are ticks nearby. She even warned you about a trap raiders sometimes use that involves a recording of a baby crying and explosives. Who thinks of things like that?

When you reach Dirthmouth, the gates are wide open. But there are guards situated on some scaffolding. One of them waves your group over. "Well if ain't Maria and little Sophie! Glad to see y'all in one piece. And who's your friend?"

"This is Tim." Maria introduces you. "He saved our asses from a raider gang that rolled over Peachtree. They ambushed us, lost my brahmin in the scuffle."

The guard gives you an approving nod. "Peachtree? Damn, they weren't bluffing. Well, if he helped you then he's more than welcome. Get inside y'all."

As you move through the open gate, Maria keeps talking with the guard. "Any reason this damn thing is still open? Last time I checked, we're not tryin' to invite the raiders in."

"That's a question for the mayor!" He calls back as you walk deeper into town. Dirtmouth, is literally a hole in the ground. Looks like about a ten or twelve foot deep circular depression cut into the earth. The buildings are either shacks built from scavenged materials or homes literally built into the earthen walls.

There are actual walls above ground as well, and turret ports. But the turrets look like they're offline. You reach Maria's store pretty quickly. A clearly homemade sign reads, Dirtmouth Supply. Checking your pip-boy again, you see that the tag indicating one of your people is definitely in the town. They're not far at all. The tag info tells you it's Hector Cruz.

You remember him, he was an engineer. Good one too. Didn't have any blood relatives. But his crew was real sorry to see him go. They were his family.

Maria unlocks her store and starts to settle in. "Okay, it'll take me a while to get your armor prepared. But first thing's first. I can set you up with something new, or I can spiff up your vault suit. Tell me which, and I'll get to work. In the meantime, you should go see the mayor. And if you're in a workin' mood, we could use some help around here."

"With what?" You ask.

"Everything."


First decide on this
>Improve vault suit armor
>Get new outfit

Then this
>Go and visit the mayor
>Browse Maria's store
>Look around and see if you can help
>Find Hector
>>
>>3917947
>Improve vault suit armor

>Find Hector
>>
>>3917947
>Get new outfit
>Go and visit the mayor
>>
>>3917947
>Improve vault suits. It is your best memento of your vault.

>Find Hector in the main time. You could always see a familiar head to help you... And understand why nobody knows about any niner ?
>>
>>3917947
>>Improve vault suit armor
>>Find Hector
>>
>>3917947
>>Improve vault suit armor
>>Find Hector
>>
>>3917947
>>Improve vault suit armor
>>Find Hector
>>
>>3917947
>>Get new outfit
We'll be attacked less often if we can "blend" in.

>Find Hector
>>
>Improve vault suit armor

>Find Hector
>>
>>3917952
>>3917954
>>3917958
>>3917959
>>3917965
>>3917975
>>3917983
>>3918001


Looks like we're sticking with the ol jumpsuit and going off to find Hector first.

>Writing
>>
>>3918004
You seem to have lost something...
>>
File: Hector.jpg (67 KB, 564x800)
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>>3918004
You think about switching out for some new duds but you like your vault suit. It's comfortable and actually has some rad shielding. If it ain't broke, don't fix it, right? "I'd rather you make some improvements to my vault suit's armor."

Maria nods and turns on some lights at her workstations. "No problem, let me fetch some spare clothes for ya in the meantime." You quickly change in a side room and walk away from the store with nothing but your pip-boy. Maria assured you she could take care of your stuff while you walk about town. And you figured you could find Hector before doing anything else. Following his tag, it takes you deeper into town until you reach a large building situated into the rock.

Wandering inside, you hear the end of a conversation. "-they're just gonna take that lyin' down? We've gotta shore up defenses right now, or we're screwed." You hear a gruff male voice say.

Rounding a corner, you walk into what looks like an office. Or what used to be an office, now it's covered in machine parts and there's a large robot in the corner. Only partially assembled and powered down. A second voice continues as you walk in. "Think I don't know that, Kenneth? I'm doing everything I can to get this town defended, but I'm putting out like three fires at once right now. If you wanna help, find that manual override for the gates."

A large man pushes past you when you come in, grumbling about something. "Sorry about Kenny. Don't hold it against him he's just frustrated. We all are." Behind a desk, fiddling with a terminal, is the man you were looking for. Hector. "Now, you must be that newcomer I heard about. You brought Maria and Sophie back to us, eh? Wish I could've been at the gates to welcome you, but I needed to park my ass in this chair. Oh, I'm sorry, I'm rambling. My name's Hector, but most folks around here just call me mayor."

Wow. There he is, right in front of you, but you almost don't believe it. The Hector you remember was a skinny guy, no facial hair to speak of. A quiet man. And now, after a year of living out here, you barely recognized him. "It's me Hector. Timothy?"

He finally tears his eyes away from his terminal long enough to really look at you, and his eyes go wide. "Timothy? The Overseer's kid? What the hell are you doing out here?"

You shrug, a bit awkwardly. "Same reason as you, really."

He sighs, rubbing his temples. "I'm sorry, that should've been obvious. I just thought- y'know, You're Overseer Dexter's son. I thought you'd be safe."

>Continued
>>
>>3918064
You shake your head. "Dad wanted the lottery to be as fair as possible. That meant that I was up for exile too."

"I'll be damned. I always respected the man. But it looks like I still didn't give him enough credit." He slumps back in his chair, deep in thought for moment. "Anyway! What're you doing here? Is this just where your wandering took you?"

"Actually..." You tell him about your mission, and about how you found him.

"A new synthesizer huh? That would solve the vaults problems pretty handily. And I know that Robco facility he talked about, never tried it myself but it looked pretty untouched from the outside." He stands up from his chair, stretching and checking his pip-boy. "Well, I'm not getting anywhere with this damn terminal. And I'd give you a tour but we're sort of prepping in case of a raider attack right now so I just don't have the time. But I can answer any questions you might have."

>"How'd you end up the mayor of this place anyhow?"
>"Is there any way I can help with the defenses? I can do... something."
>"I gotta ask, what's with the robot?"
>Write-In?
>>
>>3918067
>"How'd you end up the mayor of this place anyhow?"
>"Is there any way I can help with the defenses? I can do... something."
>"I gotta ask, what's with the robot?"

Can we rig up some traps and build some perimeter walls?
>>
>>3918067
>"How'd you end up the mayor of this place anyhow?"
>"Is there any way I can help with the defenses? I can do... something."
>>
>>3918067
>>"How'd you end up the mayor of this place anyhow?"
>>
>>3918067
>"Is there any way I can help with the defenses? I can do... something."
>"I gotta ask, what's with the robot?"
>>
>>3918085
+1 to this
>>
>>3918102
+1 to the +1
>>
>>3918067
>>"How'd you end up the mayor of this place anyhow?"
>>
>>3918085

support, we can give a general hand with defenses. Another hand is always useful.


Ask him this too


"Where is the base of the this raiders that could attack you ?"
>>
>>3918067
>>3918085
+1 to it as well!
>>
>>3918084
>>3918085
>>3918086
>>3918096
>>3918102
>>3918106
>>3918109
>>3918111
>>3918115


Looks like we want a little bit of everything!

>Writing
>>
>>3918147
Your first question should be obvious. "So, how'd you end up the mayor of this place anyhow?" You know that just surviving can be hard. But you're doing alright. But you're also not the damn mayor of a settlement. He's doing more than alright.

He leans one palm against his desk while he thinks. "Well, I've been here in Dirtmouth for much longer than I been mayor, truth be told. I only took the job about two months ago when the old mayor died. She was killed by the raider gang we've been having so much trouble with."

"The last mayor was murdered?" You say, somehow still surprised at how brutal life out here can be.

Hector nods. "Took a bad hit during a showdown with their ringleader. Took her days to go. By the time they were ready to accept she wasn't getting any better, she was ready to end it." He sighs. "It was- it was a bad time around here. But we picked ourselves back up. A friend of mine, the woman that brought me here, Serena, she knew that I was capable and asked me to put my hat in the ring. And so, here I am."

Makes sense. If you remember correctly, Hector was in consideration to be the next Chief Engineer. He has skill, the respect of his coworkers. A great pick, all things considered. "How long did you survive on your own?"

"Long enough to know that you need other people to make it." He responds. "I mean, you can live on your own. Scrape by, even thrive. But the wasteland will start to eat at your soul, one way or another. You need other people to back you up, to anchor you. And I found that here."

You consider his words for a moment. But your mind drifts to more concerning things. "Since you're having trouble with raiders, is there anything I can do to help with the defenses? I can do... something." You wave you arms ineffectually. Your knowledge doesn't really extend to computers of structures. But you want to help.

>Continued
>>
File: Sentry Bot.jpg (226 KB, 1417x1600)
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>>3918213
Hector raises a hand to his chin, thinking on it. "Well, you could help Kenny find the manual override for the gates. Should be a switch somewhere down in the tunnels. Who knows, a fresh pair of eyes might be just what he needs. There's also the matter of getting these damn turrets back online." He gestures to the terminal. "The old mayor's death was pretty sudden, and she never told anyone the password. But what she did say, is that there's a bypass holotape in the old bunker below the town."

"There's a bunker below us?" You ask.

"Yep, look's like it's why they dug so deep in the first place." He points a thumb towards another door in the building. "There's an access hatch right over there. But I could use another gun when I go down there, the place has been infested with molerats since last month. And everyone else is busy with prep, but if you want to lend me a hand I'd be glad to take it."

"Okay, sounds like there's plenty to be done. But I've gotta ask, what's with the robot?" You point to the large clunker in the corner and Hector smiles.

"Actually, he's the last chore on the list." He walks over to the robot and knocks on it's head, producing a solid, yet hollow thud. "This here is a sentry bot. Armed with micro-missiles and a machine gun. I dragged it back here months ago and tried to get it going again. I've got the town's biometrics scanned, it's weapons loaded, and it's personality module re-written to be a town guard. But it still just won't work. I know you're not a robotics guy, but I don't know... something tells me you could help."

You've only got so much time until sundown, so you won't have to time to do everything. Pick ONE for now.
>"I'll help you get that bypass tape. You shouldn't have to go down there alone."
>"Guess I'll help look for that manual override. At least it's not dangerous."
>"Um, sure, I'll look at your death-bot."
>>
>>3918217
>>"I'll help you get that bypass tape. You shouldn't have to go down there alone."
>>
>>3918217
>>"I'll help you get that bypass tape. You shouldn't have to go down there alone."
>>
>>3918217
>>"I'll help you get that bypass tape. You shouldn't have to go down there alone."
with a touch of >"Um, sure, I'll look at your death-bot." to see if we can't get what is basically an automated tank that can go indoors.
>>
>>3918217
>"I'll help you get that bypass tape. You shouldn't have to go down there alone."
>"Guess I'll help look for that manual override. At least it's not dangerous."
>"Um, sure, I'll look at your death-bot."
LOYALTY SIDE QUEST AHOY HO!
>>
>>3918217
We should also get our biometrics in there just in case.
>>
>>3918217
>"Um, sure, I'll look at your death-bot."
>>
>>3918259
>>3918264

You guys really just glazed over that pick ONE part of the sentence didn't you?

>>3918226
>>3918235
>>3918259
>>3918264
>>3918276

Okay looks like we're going down into the bunker with Hector first.

>Writing
>>
>>3918299
Yeah. I did. Sorry.
>>
>>3918217
PREPARATIONS FOR RAIDER ATTACK 0/3
Let's goooooo.

>>3918299
Excellent, get the quickest one of out the way first.
>>
>>3918299
Naw, the way I see it we pick one after in another in Queue and do them in one at a time : )
>>
File: Armored Vault Suit.png (1.4 MB, 1475x830)
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>>3918299
You're not sure how much of a help you'll be with the other stuff, but you know you can back someone up. And molerats don't sound all that threatening. "I'll help you get that bypass tape. You shouldn't have to go down there alone."

Hector smiles wide. "Appreciate it. Though you should go get your gear before we do anything. I'm assuming you didn't make it here with just what you have on you."

Suddenly feeling a little naked without your jumpsuit, you agree with him and head back to see if Maria is done with your armor. By the time you make it back to Dirtmouth Supply, Maria is chatting with her daughter while she sits on the counter, kicking her little legs back and forth. "Hey, your back. You meet with the mayor yet?"

"I did, actually, I killed two birds with one stone. Mayor Hector is actually one of the people from my vault I've been looking for."

She looks surprised. "No foolin'? Well, he'd ditched the vault suit by the time he got here then. And he never mentioned he was from a vault. At least not to me." She gestures towards the wall. "Anyway, your suit is all done. Hung her right there."

On the wall hangs your vault suit, but with a considerable amount of armor now attached to the extremities. It's not heavy armor, but it'll definitely do the job. Now you've got protection for your limbs as well as your torso. You've even got elbow and knee pads! There's a certain patchwork nature to it. Maria added a bandoleer strapped over the chest, and what looks like a water-proof hood.

Maria observes her own work with a look of satisfaction. "I lined the suit itself with sealant and sprayed the insides and outsides with a water proof coating. Trust me. You'll be glad you have it when you hit the wetlands. And I added a long gun holster to your pack for ease of use."

You almost don't know what to say. All you really expected was an extra layer of armor or some protection for your limbs. "Wow, you thought of everything. Thanks you, Maria."

She takes a drag of a cigarette and thumps you on the shoulder. "I've got no illusions about what would've happened to us if you hadn't come along. And I pay my dues, a pouch fulla caps wasn't enough. Now, I'm open for business if you've got the need."

>Browse Maria's store first.
>Head down into the bunker with Hector.
>>
>>3918392
>>Browse Maria's store first.
>>
>>3918392
>Browse Maria's store first.
>>
>>3918392
>>Browse Maria's store first.
We need to decide if we're keeping the sawed off with no ammo, what to do with the hunting rifle, and probably sell off the pistol from the shrimper.
>>
>Browse Maria's store first.

Let’s make sure to get items for stat upgrades. Never go wrong with those
>>
>>3918392
>Browse Maria's store first.
Ammo, we need ammo.
>>
>>3918392
>>Browse Maria's store first.
>>
>>3918400
>>3918402
>>3918407
>>3918418
>>3918454
>>3918465

Checking out the store. Got it!

>Writing
>>
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>>3918487
Maria has a wide variety of things for sale in her store, from raw materials and components for modifying guns, to medical supplies and fresh sets of clothes. You take stock of everything you could want or need.

You have 400 caps

[Maria's Stock]
>Stimpak - 30 each
>Buffout - 30 each
>Med-X - 30 each
>Shotgun Shells - 60 for a box of 10
>Pistol Ammo - 60 for a full magazine
>Energy Cells - 60 each
>Short Stock (Converts Laser Pistol to Rifle) - 200
>Japanese Sword - 80
>Bottlecap Mine Schematic - 100
>Grognak the Barbarian (Skill Book) - 150
>Big Book of Science (Skill Book) - 150

If you want to sell something, like those extra weapons, then write in what you want to sell. I'll go by majority vote. If you want to keep something and you don't speak up don't blame me.
>>
>>3918539
400 caps.
Buy
3 stimpacks, BBoS, 10 Shotgun Shells, and one energy cell.
Sell
The shrimper's pistol and rifle.

I feel like we can convert our las pistol to a rifle at a later point and that if we focus on only a few weapon types we'll have less ammo types to worry about.
>>
>>3918539
>Short Stock (Converts Laser Pistol to Rifle) - 200
>Energy Cells - 60 each
>Stimpak - 30 each x1

Sell Shrimp Pistol and rifle.
>>
>>3918539

>>3918547
pretty much this. See about potentially recharging our empty Energy cells as well.
>>
>>3918547
Backing this.
>>
>>3918539
Buy 2 Stimpaks, 10 Shotgun Shells, one Energy Cell and the Short Stock.
Sell the Shrimp Pistol and Rifle.
>>
>>3918539
x1 Stimpak - 30 each
x2 Shotgun Shells - 60 for a box of 10
x1 Pistol Ammo - 60 for a full magazine
x1 Med-X - 30 each

Sell crap like the bandit weapons and clothes.
>>
>>3918547
>>3918558
>>3918575
>>3918588
>>3918589
>>3918604

All right, so it looks like you'll definitely be selling the old pistol and rifle. Which will net you about 150 caps. (They weren't in great condition)

And you'll be buying
>3 Stimpaks - 90
>BBoS - 150
>10 Shells - 60
>1 Energy Cell, bringing you back up to 4 - 60

Leaving you with 190 Caps left

Alright folks, this'll be my last post for today. I'll be back tomorrow afternoon to wrap up this thread. Thanks for playing.
>>
>>3918558
Second.
>>
>>3918656
Ah well. Thats life.
>>
>Big Book of Science (Skill Book) - 150

Since we have some caps over, may as well. We’ll need it for mr. robot
>>
>>3918688
The BBoS is the Big Book of Science.
>>
>>3915226
Wwwhhooaaaaa that was intense! Beautifully done OP.
>>
>>3918656
In the end, you decide that that you should be as prudent as possible, which means stocking up on ammo and buying some stimpaks. It makes you shudder to think what you would've done if you had gotten injured in the fights you had before coming here. You didn't have an ounce of medical supplies on you. And stimpaks are a wonder of medical tech. Boosts cellular regeneration, allowing you to recover in minutes from wounds that would take days to heal.

You've decided you like the shotgun after it got you out of that scrape with the ghouls and buy some more ammo for it, and reload it. it'll be nice to have a better option for close range. You also bought another energy cell, bringing your count back up to four, and you slot them into the bandolier that Maria strapped to your armor for easy access, along with your stimpaks going in little slots on your belt. You thought you had everything, but then you saw a book that just called to you.

The Big Book of Science. It almost reads more like a children's book but the fact that there're instructions on how to hack into terminals in plain English in here means you can't complain. You buy the book and go through the important bits at the counter, understanding the hacking process at a basic level is easy. Mastering it is the hard part.

>Science has been increased to 20!
>You can now hack NOVICE level terminals!

With that done, you meet Hector back at his office and climb down the hatch with him. Yeah, this was definitely a bunker. Hell, you might've even mistaken it for some secret military stockpile. There used to be ample security just at the door, but that's been long cut open and the automatic turrets destroyed. Hector leads you down the hall and stops once he get's to the door. "Okay, so when it comes to molerats, you want to pay more attention to your feet, than your eyes. You'll feel a rumble in the ground before they emerge, if you feel that. Move as fast as you can."

Moving inside with guns drawn, the inside of the bunker is not what you expected. It looks like any image of a pre-war house you've seen, carpets, patterned wallpaper, synthetic wood furniture, the works. And then there's the fact that there are multiple dog sized holes in the ground. Sure enough, you feel the ground vibrate nearly as soon as you enter the room. "Move!"

>Roll 1d20+1
>>
Rolled 14 + 1 (1d20 + 1)

>>3919726
>>
Rolled 17 + 1 (1d20 + 1)

>>3919726
>>
Rolled 14 + 1 (1d20 + 1)

>>3919726
>>
>>3919736
>>3919757
>>3919763

>18

And you're in crit range yet again.

>Writing
>>
>>3919771
Man this luck build is supirinsly nice
>>
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>>3919771
You hop back the moment you feel the ground breaking beneath you, and a pale, warty, disgusting little creature bites savagely at the empty air where your foot used to be. You fire your laser pistol and it glows, turning into ashes before it could even get all the way out of the hole that it dug, causing it's remains to fall back into the dark. Hector similarly pops one as it rears it's ugly head to bite at his heels. But you start to hear more and more eruptions in the ground.

It sounds like more of them are emerging, you can hear them clambering and hissing. You and Hector mop up a couple more, only for a mini stampede of hissing molerats to come down the main hallway. Hector fires again, his heavy revolver sounding off hard in the underground space. "The damn things must've been multiplying this whole time. Hey! I know I said to just avoid getting bitten, but tell me if you do, molerats tend to carry disease."

Diseases? The ground next to your right leg burst open and a molerat latches onto your shin, you shriek a little more loudly than you would've liked and shoot the damn thing. You turn your leg left and right, sighing with relief when you see your new armor made it's bites worthless. But it made more of a dent than you'd like so you won't make it a habit to let them gnaw on your ankles. Loud pops and zaps fill the room until you have over a dozen dead molerats. Hector waves you forward and you continue into the bunker.

You're walking through a hallway that clearly leads to nearly all other rooms in the bunker. It's not that large, but definitely made for multiple people to be comfortable. You and Hector check each room as you go, making sure you don't miss the tape. The sooner you can get out of here, the better. As you enter the darkened kitchen, you scan it closely before turning you pip-boy's light on. Revealing a strange, multi-limbed robot coming online, starting to hover in place. "ARE you HUNgry, Sire?" It raises one of it's arms towards you. "How does flambe sound?"

Flames shoot from the nozzle attachment on it's arm!

>Roll 1d20
>>
Rolled 5 (1d20)

>>3919818
FIRE BAD
>>
Rolled 14 (1d20)

>>3919818
>>
Rolled 3 (1d20)

>>3919818
>>
Rolled 12 (1d20)

>>3919818
Tell him hes overcooking the food and to stop!

Doubt it'll work but hey who knows.
>>
>>3919823
>>3919824
>>3919828

>14

You managed to not burst into flames!

>Writing
>>
>>3919844
Working more on instinct than anything else, you fire at the robot and it's aim with it's flamethrower is thrown off. Your vault suit is already flame retardant, so you don't worry about catching fire that easily, but the flames still lick the side of your face and your hair! You furiously pat the embers out and take aim again, popping one of the robot's eyes with a well times shot. Hector rushes in and curses, dodging out of the way of a flailing arm with a sawblade on the end.

"Wait, is that a Mr.Handy? You vaguely recall seeing those in old world advertisements. Aren't they supposed to be like, robot butlers?" You fire again, the laser damaging the robots spherical chrome shell but not stopping it.

Hector fires at the robot while trying to keep it at more than arm's length. "It's personality module must've gotten corrupted, it happens to most of the pre-war bots that have been left to sit on their own without maintenance. But these domestic models aren't all that tough, just unload!"

Following his lead, you fire until the Mr. Handy lies dead, well, deactivated. You both move on from the experience and reach what looks like the master bedroom. You and Hector take a moment to look around but don't find anything overtly valuable or useful at a glance. So you move on to the terminal at the desk in the corner of the room. Hector takes a look and notices there's a holotape loaded in. "Aha! Found it, now let's get out of this hole."

But the moment after he hits the eject button, a security door slams shut over the only exit to the room. Hector curses in Spanish and fiddles with the terminal for a moment before grunting in frustration. He checks the security door and produces a cutting tool from his pack. "I can cut through this lock, but it's going to take a while."

And so now you're locked in this room. Hector didn't say as much but if you're down here too long you won't be able to see the rest of the preparations through. If something else happens you might not be present for the attack. Obviously, not good.

>Take a look around the terminal, maybe you can find something.
>Search the room, this can't be the only way out.
>Line your pockets with whatever is in here in the meantime.
>Write-In?
>>
>>3919895

>Take a look around the terminal, maybe you can find something.
>Line our pockets as we search, and from the robot as well.
>>
>>3919895
>Search the room, this can't be the only way out.
>Line your pockets with whatever is in here in the meantime.
>>
>>3919895
>Take a look around the terminal, maybe you can find something.
>Search the room, this can't be the only way out.
>>
>>3919895
>>Take a look around the terminal, maybe you can find something.
take useful robo-bits
>>
>>3919949
What if we can repurpose it for helping around town?

It'd be easier to fix it into something useful than just scrap it. Unless its FUBAR then scrap it is.
>>
>>3919904
>>3919910
>>3919917
>>3919949

Sorry for the wait folks, dinnertime.

>Writing
>>
>>3920074
You pop a squat in front of the terminal, deciding to give it a once over before you look around the room, Hector just went straight for the bypass tape, maybe he missed something. You find that the terminal is just bursting with personal logs. You don't want to spend hours combing through them so you just skim while looking for any hints for getting out of here with the bypass.

Seems the bunker was being built by some rich pre-war guy. He was convinced that the bombs were gonna fall, and he wanted himself and his family safe, far outside city limits, and with a bunker to hole up in. Seems he didn't want anyone that wasn't him accessing the terminal on the surface. Most of his logs are just progress reports on construction. Though there are a few entries about cutting corners and even one about exterminating a mole rat colony nearby.

Huh, you assumed these were a result of the rads. Well, you unfortunately didn't find any convenient passwords. But it did let you know this place was probably never completely structurally sound. Maybe you can exploit that weakness? You begin searching the room, looking harder than before. You look inside drawers and cabinets, overturn furniture. You find some cigarettes, ancient alcohol, and a lot of pre-war cash. But not much else.

Then you open the closet. The door of which was already ajar. And find yourself looking into a yawning cave. Illuminated by your pip-boy's light. "Hector."

"Need something, Tim?"

"I think I know where the mole-rats are coming from."

He comes over to the closet and nearly spits when he sees the hole. "Fuck. We should just seal this place. Or cave it in. That'd definitely be more satisfying."

You shine your light around, not seeing anything but some more glowing fungus. "Think this'll lead out?"

Hector shrugs. "Even molerats gotta come up for air somewhere. Cutting through the lock would be simpler."

>"We don't have that kind of time. C'mon, what's the worse that could happen?"
>"Okay, if you think it's our best option."
>Write-In?
>>
>>3920099
>>"We don't have that kind of time. C'mon, what's the worse that could happen?"
>>
>>3920099
>"Okay, if you think it's our best option."
Go look over the stuff some more to learn more about the settlement.

Maybe we can turn on some cameras and manually control the turrets
>>
>>3920099
Also, check out our rad levels while we wait.
>>
Okay I wanted to get one more post in but replies are coming in slow and I gotta hit the hay so I'm gonna put a cap on this thread. I'll still be checking on it while it's up so field any questions you got for me here. Thanks for playing guys.
>>
>>3920099
>>"We don't have that kind of time. C'mon,
No jinx!
>>
>>3920210
Lurkers never learn. Vote on time or else QM feels like going for a pack of smokes.
>>
>>3920099
>"We don't have that kind of time. C'mon, what's the worse that could happen?"
>>
>>3920099
>"We don't have that kind of time. C'mon, what's the worse that could happen?"
>>
>>3920099
>>"We don't have that kind of time. C'mon, what's the worse that could happen?"
Grab what we can of the handy, we don't have time to drag it's ass through a cave system so prioritize.
>>
Hey all, just popping in to to confirm we'll be going into the tunnel next thread and salvaging useful parts from the Mr. Handy before we go. Also, I'm pretty sure the next thread will be this weekend, but we'll be getting back to Metahuman Quest. Seeya then.
>>
>>3920705
>Metahuman Quest hasn't been abandoned.
Very nice.
>>
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>>3917262
Hahah indeed also author if you're looking at this post grand show my friend I like the quest :)
>>
>>3918213
Thanks for doing this quest it's wicked dude.
>>
>>3914305
Almost forgot, this thread is now archived! It's with everything else I've done. Linked above.



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