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File: waifu.png (1.24 MB, 1024x1325)
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>In a post-apocalyptic wasteland of scavengers, mutants, and fallout...

Not yet winter, for a time, but you still bundle up. Against the wind, and the yelling crowd at the gates of the settlement.

"We don't want to see you again. Not here, not anywhere near here." the guard captain speaks firmly ahead of the rest of the shouting, while the mayor tries to quell the unrest.

"We'll die out there, same as you killing us. It's shit anyway, we didn't cause no trouble."

"You take your... monster, and clear off. Else we will kill you, next time."

Really you're lucky the gathered mob didn't lynch you out of fear or something, the guards struggling to keep the peace as they shove you out of town and order you away. At least they didn't totally screw you over, since they toss your weapons over the scrap metal wall once you're shut out... and wish you the best.

Been better if they had just shot you probably, how the hell are you going to make it anywhere able to survive the winter in time, when it comes? Hefting your bag then and checking your stuff, you mutter in annoyance over stolen ammo and meds before you hit the road, the guards yelling taunts from the walls as you depart.

>Put some distance behind you, before gathering your bearings.
>See if you can't catch up to that trader you saw leave before all this trouble occurred, about an hour ago.
>Find a spot to stop, then check your belongings. (Simple item select)
>Write-in.
>>
>>3918379
>>Put some distance behind you, before gathering your bearings.
>>
>>3918379
>>Find a spot to stop, then check your belongings.
>>
>>3918379
>>See if you can't catch up to that trader you saw leave before all this trouble occurred, about an hour ago.
>>
>>3918379
>Put some distance behind you
>>
>>3918379
>Put some distance behind you, before gathering your bearings
>>
>>3918379
>Find a spot to stop, then check your belongings. (Simple item select)
>>
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>>3918391
>>3918390
>>3918388
>>3918385
>>3918384
>>3918383
After noticing they left your bag lighter, you want to check over everything and take stock. Or even hurry to catch up with that trader, she wouldn't refuse to trade with you at least. But after all that commotion in town and a threat to your life... it'd be best to get your head straight before you continue from here.

So you follow the advice the guards gave, to leave the area or risk getting shot. With such haste there's always a natural worry at the back of your mind about getting separated, but from experience you know there's no real risk of that. So... oh about half an hour's travel on the west road before you encounter the wreckage of a pre-war bus, to stop at and rest for a time, figure things out.

"West of Soodberry... Walden, and then the Six..."

Originally your plan had been to settle in for the winter in Soodberry, try and prove useful to the community and earn your keep before... well, giving them the full picture. Unfortunately you were found out early and so kicked out, just another in a growing list of places you aren't welcome. Without a settlement to rely on though, up here in Ontario you won't survive the winter. If you'd known before you wouldn't have bothered to travel north, but there's not much you can do about that now. If you can't find shelter then your only option may be to head south again in time, ahead of the cold.

Aside from the distance and danger though, the problem seems to be that you have a choice to make; you can either follow the most direct route along the Trans-Canada highway but run the risk of encountering more people, or try to head down the Six where there'll be less people but worse terrain.

"There's gotta be a boat or something, cross the lakes... right? If not though, we're..."

Making plans in your head and marking the old road map, you stop short when you hear movement through the forest along the road, both sides. Snapping of wood, movement... trouble?

>Hole up in the bus, it's not much but it's some defense.
>Flee into the woods, the other side of the road. You're easy to see in the wrecked bus.
>Hide, try to lay low and quiet and hope... whatever it is, passes.
>Write-in.
>>
>>3918432
>>Hide, try to lay low and quiet and hope... whatever it is, passes.
>>
>>3918432
>>Flee into the woods, the other side of the road. You're easy to see in the wrecked bus.
>>
>>3918432
>Hole up in the bus, it's not much but it's some defense.

wife?
>>
>>3918432
>Hole up in the bus, it's not much but it's some defense.
>>
>>3918432
>Flee into the woods, the other side of the road. You're easy to see in the wrecked bus.
>>
>>3918432
>>Hole up in the bus, it's not much but it's some defense.
>>
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>>3918476
>>3918459
>>3918456
>>3918453
>>3918449
>>3918447
You could hide, or try to escape into the woods, but you'd rather take your chances into your own hands. Whatever the threat may be, to see it and know it coming from afar is better than having it find you first. Finding cover within the old metal frame then, you have your weapon at the ready for come what may.

"GROAAAH!"

Nothing can ever prepares you for what follows though, as the sounds from the forest draw nearer, a bellowing roar to accompany. Your heart begins to race and fear grips you the closer and closer the danger draws, till finally breaking through some branches and smaller trees you see it; a Deathclaw! Terror of the wasteland, bane of all in this ruined and irradiated world, with a feared name spoken in whispers and campfire legends. A name, few of which can compare to how perfectly representative it is of the bearer, Nuka-Cola perhaps the closest competitor to those that bring death by claws.

"GRRURRUH!"

With a physique greater even than a supermutant, the beast roars and charges from the forest, crashing into the bus horns first before you can even get a chance to react. You'd be fumbling for your weapon if you could even find it, when a mighty scaled hand with fearsome long claws reaches through the bus window. With a grip able to pull the limb off a suit of power armor, you're yanked free of the bus wreckage and held before that towering grim might. A savage face, piercing eyes and a fanged maw, crowed by great curved horns. The last thing many in this world will ever see.

"GRAUGH!"

"It's good to see you too! You really had me there for bit!"

For you though, it's not your gruesome end... but a familiar face. Even, a beloved face, or so you should imagine; she is your better half and all that.

Just another game you two like to play with each other, or at least she likes it, sneaking up on you and stalking you. No real harm in it you suppose, and it keeps your senses sharp while keeping her good at hunting, but it never fails to put you on edge. After all, just looking at her how could you not be afraid of a hostile display, even if only on an instinctive level?

Enough games though, as usual she meets you halfway between holding you up and lowering with her head to smell at you, get a sense of where you've been or who you've been around you figure. The same formality as always, though you've the chance to see the discarded half of a radstag she'd carried all this way, to toss aside before her feigned charge. Good to know you'll have dinner tonight, since you weren't getting any from town.

"I missed you too Nowe, wish I had the chance to properly introduce you to those people."
>>
>Exchange pleasantries, you haven't seen her since yesterday afternoon.
>Share some affection, this is your wife after all! Ah, but how much affection...
>See if you can't coax a proper response out of her, if she's been keeping up with the learning. (What is your name?)
>Write-in.
>>
>>3918531
>Share some affection, this is your wife after all! Ah, but how much affection...
All of it
>>
>>3918531
Uh
>All of the above
>>
>>3918531
>>Share some affection, this is your wife after all! Ah, but how much affection...
As if any other choice would be picked.
>>
>>3918531
>See if you can't coax a proper response out of her, if she's been keeping up with the learning. (What is your name?)
Wallace Snyder
>>
>>3918531
>See if you can't coax a proper response out of her, if she's been keeping up with the learning. (What is your name?)
Mike Hawk
>>
>>3918598
Mike Hawk sounds good.
>>
>>3918562
>>3918598
This, we are the most chad motherfucker in the wastes. How many men can say they've fucked a deathclaw?
>>
>>3918634
>>3918617
>>3918598
>>3918584
>>3918578
>>3918565
>>3918562
What's the point of having a partner if you can't share the love? Or your name isn't Mike Snyder!

After satisfying her curiosity smelling you, she follows with an affectionate nuzzle before she would normally set you down but you hug and caress her head for a bit. Causing her to make that noise, that shuddered breathing that you've come to associate with purring. Hard not to smile at that, but smile all the more when you try to raise her head up, and startle her with a kiss to the mouth.

"Mwah-huagh!"

She's gotten the hang of handling you better, able to pick you up or grab at you, without shredding you to bits... though you have more than a few scars to show for it, and have considered trimming her claws if they weren't her best weapons. But kissing, that's something new and decidedly human, beyond any scope she'd have known or found natural. Like anything in your relationship though, it's a matter of practice and patience, and extreme care. You're able to get a kiss in, but her response as usual is to reciprocate almost preemptively, and you get a mouthful of deathclaw tongue. Coughing and sputtering when she reaches almost down your throat, not a sign of success but you're closer now then when you first tried months ago and she took it as some aggressive display or some such and nearly bit your tongue and face off several times.

"Lohrrve... Mhyge." she speaks, or more like barks her attempt at your name. Well, your first name, that's all she can manage it seems.

"That's right! Very good Nowe, I love you too."

As close as you may be, you still have some trouble reading her. You think, she enjoys your affirmation, and shoves her massive face against yours for her attempt at another kiss... you just try to bear it till she lets up, and finally sets you down. Finally, on your feet again and capable of a more proper hug... well because of the size difference, more like you're hugging her waist, but the important thing is the two of you can embrace with your arms around one another rather than her just grasping and holding you up to her height like a doll.
>>
An... odd couple to say the least, and wholly unnatural. But when you're living day to day, and in a world like this... well what starts out as a mutual survival, perhaps once in a million times ends up a relationship. For all you've been through together, and for all the times she's proved you wrong for assuming she'd just rip you apart, you're past the point of caring what anyone could think. All that matters is surviving, together, but unfortunately your latest gamble wasn't successful.

"I'm... sorry Nowe, it didn't work out. We'll have to keep moving."

"Ghhooo... hhhorrrme..."

"Yes, that's right. New home."

A limited capacity for communication, mostly just growls and grunts to sound like simple words, imitation of speech at best like a parrot... if you knew what a parrot was, that is. But along with a similar grasp of a crude sort of sign language you've been working on together, you can... more or less get basic ideas across. You let her know that Soodberry was not welcoming, which draws anger, causes her to growl and stomp and claw at the wrecked bus. The response of any deathclaw to fly to rage and tear things apart, something which despite you're relationship, you too are in danger of when she's at her worse.

You do your best to calm her down though, at least enough to get across that you'll just continue on together as always, heading for whatever place is next so you can try again. Until eventually you can find a place you can settle down together. This, demonstrated by gestures of continuing down the road, to "go" and gestures of covering her head with her hands for "home" or shelter.

>Might as well get going then, you've got a lot of road to cover even before you reach Walden... if anything is still there that is. (Make a roll of a 1d100 for the travel.)
>Pick up where you'd left off before, either checking your belongings, or trying to catch up with that trader.
>Reunited with your better half, has swelled your heart and left you feeling reminiscent, of your relationship and particularly how you came to meet and wind up together...
>Write-in.
>>
>>3918685
>Reunited with your better half, has swelled your heart and left you feeling reminiscent, of your relationship and particularly how you came to meet and wind up together...
I can SMELL the character development
>>
>>3918685
>Reunited with your better half, has swelled your heart and left you feeling reminiscent, of your relationship and particularly how you came to meet and wind up together
Need that LORE
>>
>>3918685
>Reunited with your better half, has swelled your heart and left you feeling reminiscent, of your relationship and particularly how you came to meet and wind up together...
This
>>
>>3918693
>>3918694
>>3918705
Together with your... wife, mate, lover? Partner, together again with your partner, you choose to believe she's as happy as you are for being reunited. Sharing a little loving intimacy from being apart though, you can't even imagine what someone might think if they came upon such a sight.

Hell, you wouldn't have been able to imagine how you'd end up this way yourself.

---

It'd be... two? Two years now? Two winters at least, that you've been together. At first, for several months she'd just been stalking you, creeping out of notice but always somewhat nearby. You thought yourself hunted and feared for your life dearly, till she started leaving dead things for you and more than once actually saved your ass before departing again.

Eventually a tolerance formed where you wouldn't raise your weapon to her or panic, because honestly if she wanted you dead it wouldn't make a difference. No longer stalking after that but still for a time, like traveling with a dangerous wild animal until from experience you started to notice things, recognize a pattern about her. Signs of intelligence, the ability to interact with her without hostility, imitations of humanity (or socialization at least) on her part. All of these things you suppose, deathclaws all always have the capacity for except of course that their first response is to rip and tear before anything else. But you heard stories from survivors of the creatures being able to mimic sounds in perhaps some primitive means of communication, or showing signs of cunning, planning or even problem solving.

You'd have written it all off as nonsense but in your two years together, for all you've been through and experienced together, you're sure there's some truth to it now. And so from tolerating one another, eventually to cooperation, working together to survive together. Forming a pretty decent team in fact, complimenting one another to where it seemed almost natural or certainly without say-so at least. After that, after enough shared meals, enough trust to be able to treat her wounds, enough nights huddled together by a fire... you suppose more than anything it was more that you finally let your guard down enough for something more to form.
>>
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Even as close as you'd gotten, you'd always feared in the back of your mind that she could just snap at something and rip you in half. Always been on edge, guarded around her. Too much to notice what might have always been there, from her to you. Maybe it was because you let your guard down, or maybe... you just gave the chance for something to take root and bloom, what had always been there waiting.

After that, well... being able to kiss her, and what more you've done when you've had the chance together, has a way of getting rid of that instinctive fear so that you never feel uncomfortable around her anymore. Where else to go from there, but to make it official? In a rather sporadic circumstance that was only possible by chance. A "ceremony" ministered by a pastor of those Children of Atom loons, blind from worshiping an old bomb (else you can't imagine he'd have gone through with the ceremony), and after that... human and deathclaw, husband and wife. At least you feel you can call her that, though normally she's just Nowe to you, and you're just Mhyge to her.

...honestly, maybe you're just insane. Maybe life in an irradiated wasteland has turned your brain to mush, who in their right mind would wind up in this situation let alone progress through it as far as you have? But if it's what she seems to have always wanted, after saving your life more than once it's the least you could do, and it's certainly improved your odds of survival. Ah, but the synthesis though! All of this wouldn't have happened if not for that fateful day when you first met...

---

You remember as clear as if it was yesterday, when you'd been camping out among those scorched trees atop that overlook near the pre-war construction site. An artificial pit dug for the foundations of some building, that deathclaws had taken to living down within, a pair of adults and their young. You just wanted to scavenge the fusion core of the old bulldozer of the site, and were willing to wait for the chance when the beasts might vacate the site for a time to train their young how to hunt.

With your eyes on the prize though, it was inevitable that you'd notice the day to day lives of the deathclaws through a scope, and when things took a turn for the worse. When another alpha male started skulking about the area and one day challenged the resident male, killing him in a bloody fight and taking the anguished female for his new mate, but not after killing all her young. Offspring from another male, and all that. You'd no love of these monsters but seeing that... something compelled you not to intervene but perhaps at least, exact a little justice. Or what you felt was justice, for these monsters you'd been spying on for weeks and taken a bit of a liking to.

Ah, but how did you do it? How did you kill a victorious alpha male deathclaw?
>>
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>Strength, mighty by human standards and the alpha male weakened from his prior fight, you faced the beast, man against monster and triumphed
>Perception, pretty with a pistol, or a rifle or any other weapon, though it was a close call you did manage to drop the alpha male by targeting his wounds from the prior fight
>Endurance, you're one tough son of a bitch and though you had planned to blow the alpha male up with explosives, you were caught off guard when he noticed and charged you but simply put; you survived the explosion and he didn't
>Charisma, you wouldn't call it animal intuition but you watched the hostility between the alpha male and anguished female, waited for the right time... and in a huge gamble taunted and called out the alpha male long enough that the female could take her revenge and kill the alpha male... with a little help from you from afar
>Intelligence, with clever calculation you were able to assess the situation and decided upon hacking the security measures of the construction site, so that the alpha male was registered as a Chinese saboteur
>Agility, with the reflexes and grace of a cat you were able to lead the alpha male in a chase around the construction site, and up a crane to where he lost footing and fell to his death
>Luck, while you were trying to navigate your way down into the construction site to figure out a plan of action, you accidentally caused a rock slide that crushed the alpha male
>>
>>3918823
We WRASSLED that sum'bitch, then chucked a grenade down its gullet!
>>
>>3918824
If >>3918826 isn't valid, I suppose Luck.
>>
>>3918824
>>Endurance, you're one tough son of a bitch and though you had planned to blow the alpha male up with explosives, you were caught off guard when he noticed and charged you but simply put; you survived the explosion and he didn't
It'd be good if our darling wife could afford to relax her control. If we could endure should she slip.
>>
>>3918824
>>Endurance, you're one tough son of a bitch and though you had planned to blow the alpha male up with explosives, you were caught off guard when he noticed and charged you but simply put; you survived the explosion and he didn't
>>
>>3918824
>Endurance, you're one tough son of a bitch and though you had planned to blow the alpha male up with explosives, you were caught off guard when he noticed and charged you but simply put; you survived the explosion and he didn't
I would also like to ease the burden on our wife
>>
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>>3918826
>>3918829
Something similar to it is fine, what you described is like the Strength choice.

In general, consider your choice here, more or less what feature is most definitive of you overall.

>>3918824
Otherwise, this will be my last post of the night. We'll continue here tomorrow with whatever more player choices there are, for the usual majority.

Till then, thanks all for playing! And if you've got any questions or confusion I can answer anything for next time.
>>
>>3918843
Thanks for writing such a wholesome quest
>>
>>3918843
Thanks for running anon, I'll concede to the majority vote.

>>3918824
>>Endurance, you're one tough son of a bitch and though you had planned to blow the alpha male up with explosives, you were caught off guard when he noticed and charged you but simply put; you survived the explosion and he didn't
>>
>>3918843
Thanks for the run.
>>
>>3918824
>Strength, mighty by human standards and the alpha male weakened from his prior fight, you faced the beast, man against monster and triumphed
We punched out a deathclaw
although being bomb-proof is cool as well...
>>
QM. I recall in Fallout 1 or 2 that intelligent Deathclaws existed. Is our gal one of them? If she's not directly one she's pretty damn close.
>>
>>3918824
Is it too late to vote? I'm going for Strength. Fucking chad-wastelander.
>>
>>3918826
Supporting strength
>>
>>3918824
Forgot to ask, but we're smashing that deathclaw puss right?
>>
>>3918824
>>>Endurance, you're one tough son of a bitch and though you had planned to blow the alpha male up with explosives, you were caught off guard when he noticed and charged you but simply put; you survived the explosion and he didn't

this is quite necessary to love a deathclaw, and being good with explosives(or bad in this case) doesn't hurt
>>
>>3918922
Votes are always open until the followup post.

>>3918972
This isn't to choose your skills/equipment, just your physical stats.

>>3918955
I don't know, are you? Would you?

>>3918921
She's not an "Intelligent Deathclaw", just one who because of extremely unique (and specific) circumstances, has had the time and motive to interact with someone in a non-hostile way, and learn/practice the relevant behavior.

She might inherently be a tad smarter than others, perhaps a mutation even, but nothing beyond the realm of normal deathclaw possibility. It's simply that you haven't needed her to be able to speak Queen's English or read books, to have/maintain a relationship with her. Not an "Intelligent Deathclaw" but intelligent enough to be together with.
>>
>>3918985
>I don't know, are you? Would you?
Yeees
>>
Rolled 2 (1d2)

>>3918824
Endurance 1 strength 2
>>
>>3919068
Nice
>>
>>3918824
>endurance, how else will we be able to please our lover.
>>
>>3919068
Nice
>>
>>3918824
>Endurance, you're one tough son of a bitch and though you had planned to blow the alpha male up with explosives, you were caught off guard when he noticed and charged you but simply put; you survived the explosion and he didn't
>>
Hey all, will be resuming in a bit now.
>>
>>3919564
excited
>>
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>>3918857
>>3918922
>>3918950
>>3919347
For Strength.

>>3919495
>>3919421
>>3918972
>>3918848
>>3918841
>>3918838
>>3918832
For Endurance, the majority it seems.

So while you are decently average when it comes to strength or perception, or any other typical features you could use to describe people in this post-apocalyptic world, you may well be the toughest guy around. Hard to injure, easy to heal, you have such remarkable endurance that you can choke down tainted food, survive in a radioactive wasteland, and even shrug off harm that would kill a lesser man. Well, maybe not shrug off, but you'll make it through thick and thin when most wouldn't.

Maybe why you've survived as long as you have in this ruined world... and how you survived your wedding night. Your relationship with Nowe has left its mark on your body, but what would leave someone else looking like they wrestled ten rounds with a woodchipper, for you isn't worse than some light scarring here and there. Nothing that would impact your looks, if that mattered anymore now that you're a spoken for man.
>>
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>>3918843

>Endurance

That's right, you remember how it was. You'd rigged an area of the construction site to blow, quite a trap for the deathclaw. Everything was according to plan... except for being noticed early. Caught off guard and faced with the terror of an alpha male bearing down on you, it's hard to say whether it was intentional or an accident but the explosions went off and blasted the place sky high.

All that remained were the smithereens of the alpha male, and you grievously wounded but alive. Barely. You survived and your opponent did not, something that seems common in your life for how tough you are. In truth it might have all been over there because you had to crawl away to safety and help, but the female (startled but unscathed from the blast) watched from afar. Watched you kill the alpha male, watched you avenge her killed family, watched... or allowed you to crawl away. And you'd have thought that was that, couple weeks later when fully recovered and resupplied you returned to the site and scavenged the fusion core, and figured to never see any further sign of the place.

Until you started to notice something stalking you out in the wasteland, and the rest was history. Before it was just a something, now she's Nowe, your significant other.

---

The scraping against old metal of the ruined bus. She has to keep her "weapons" in shape after all.

"How are your claws doing? Can I see?"

You gesture to Nowe at wanting to check on her hands, as she seems to nod and approach you, lowering a bit to attempt to approach your height. Taking a massive, powerful hand with both of yours, you run your fingers along hers and her palm. By nature a deathclaw makes the greatest use of their hands and claws, so that's where the wear and tear happens and like a predator with their teeth, a big source of malady should any significant damage occur. Thankfully nothing beyond the usual, even her long claws she was taking care of, but you can't help notice her tail start swishing when you make an effort to clean all the blood off her hand and claws with a rag specifically for that purpose. A repeat of the same process with her other hand, followed by a few kisses to both, and you feel satisfied from your time apart. You know she can take care of herself, better than you even, but for being in a relationship... well, you can't help worry about her during the times you're apart. Like when venturing into a settlement and you have to part ways, else people would panic and attack her.

>Quest Started: Show Me the Way to Go Home

Letting her to work her claws on the old bus some more then, you do your best to bundle up the radstag remains for later, and check the road again for what lies behind and ahead... to decide on what your next course of action is. All you know is you have to get south before winter, but there's plenty you could do, and plenty of land to cover before then...

>How do you proceed?
>>
>>3919671
Nothing comes to mind aside from getting started on our trip, keep an eye out for that trader maybe
>>
>>3919683
works for me
>>
>>3919683
>>3919686
Can't finish a journey if you don't start it! Giving Nowe a little longer to satisfy her curiosity then, eventually you gesture to leave and she responds in kind, the two of you leaving the road for the treeline in order to travel along it. Side by side, and if you get the chance, hand in hand.

Traveling on the road would be easier, you could go at a faster pace, but you run the risk of anyone seeing you. As long as there actually is road to follow however, and you have your old roadmap, then you should be fine.

>Make a roll for the travel, 1d100. And for any time rolling in the quest, if you feel inclined you can accompany with a setting/period appropriate song, for a bonus.
>>
Rolled 29 (1d100)

>>3919702
https://www.youtube.com/watch?v=tbNlMtqrYS0
>>
Rolled 51 (1d100)

>>3919702
>>
Rolled 54 (1d100)

>>3919702
>>
Rolled 29 (1d100)

>>3919702
>>
>>3919728
>>3919709
Ohhh doubles, but low ones, shit wil be tough
>>
Rolled 8 (1d100)

>>
Rolled 61 (1d100)

>>3919702
>>
>>3919730
We roll under?
>>
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>>3918379
>Deathclaw wife quest
This is absolutely silly.
>>
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>>3919776
People drinking radioactive soda, and powering their cars on nuclear engines, is silly.

You know what isn't silly though? Love.

>>3919746
>>3919730
>>3919728
>>3919722
>>3919719
>>3919709
>>3919755
>29, 29

Continuing your journey you go then, hugging the road from the relatively safer forest. Unlike land closer to the big pre-war cities, out here the bombs didn't do much... at least that what you've heard from the stories. The point being, the trees and forests up north (and far enough from cities) here aren't just scorched skeletons leftover from the war. Green and growing, thriving better perhaps than even before the war considering they go unchecked by people, what little surviving population there is left. The trade off of course that they do wonders to soak up radiation in the environment, on the winds and in the fallout. As long as you don't start eating bark though or venture too far into the deep forests, it should be fine.

That was all part of the appeal really, coming up Canada way for the "cleaner" environment to be able to live in, live safer and without worry. The forests filter the radiation of the environment, and the Great Lakes have long since recovered. It's no wonder there's plenty of bustling little towns through the region, insular but doing better than what you know of America, apart from Chicago perhaps. What you didn't know however and only learned after coming up here in the summer, was how dangerous the climate, the winters are because of it all. Calling it nuclear winter is putting it nicely, and the cold from the north meeting with the lakes is a very real danger. Entire towns and the inhabitants overcome by the creeping white death, by spring only thawing corpses or worse left. If you'd known the only way to survive was to find shelter in a settlement with power you wouldn't have bothered, because Nowe can't live among people, and you can't live without her.

"Hmm? Something wrong, what is it?"

Busy watching the road and your map to follow, you bump into Nowe's back and would have fallen over if she hadn't caught you with her tail. She stopped for a reason though, as you see her standing alert and on edge. You speak and gesture to her after stowing the map, to get a response.

"Ohhthhhr... hhhhummmme..."

She gestures to an invisible third person, and then pats your chest. Other humans, you draw your binoculars and creep along to see.

"Oh it's the trader, and her lot... but why is she waiting off the road?"

Sure enough after enough time peering around and checking to where Nowe keeps pointing out, you notice movement farther down the road, the other side forest. That trader that left Soodberry ahead of you and her guards, but it seems you only caught up to them because they stopped. You'd have thought, to camp for the night since it's getting late int he day, but why would they in the forest? And when Walden looks to be close on the map?

>How do you proceed?
>>
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>>3919776
It's like The Shape of Water in Fallout.
>>
>>3919797
Tell Nowe to stay there, go speak with the trader.
>>
>>3919797
tell Nowe to wait and approach the trader

see if we can trade for some supplies and warm clothing for us
see if she has any information about possible destination or shelter nearby on our way south, general news is apreciated too
>>
>>3919817
support, but approach with caution
>>
Rolled 59 (1d100)

>>3919855
>>3919817
>>3919812
You'd had the idea of trying to catch the trader, so this seems as good a chance as any... let's see how worthwhile she is though.
>>
>>3919866
Decently so, it seems.
>>
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>>3919866
As long as you don't catch a bullet for this, you don't see the harm in trying to make an approach. You're not a bandit or anything, after all.

"Wait here Nowe, I'm going to see what they're doing."

You gesture for her to stay while you'll go. She's always upset and angered when you have to part ways, but you assure her that you'll be right back this time, no need to spend a day or night apart. As you ask of her then, she finds a spot to wait here in the forest, raking her claws on a tree while you scout on ahead. You make it about halfway down the road before you start waving your arms pretty clearly, you can't see them but you know you're seen and eventually when you near enough you're met with guns.

"That's close enough, yah..." one of the guards calls from behind a tree.

"You just keep on if you don't want trouble, eh?"

"Well actually, I wanted to uh.. trade? See the trader? Whichever..."

You get some suspicious stares from the two guards before you're told to clearly display any weapons you have, and one of them whistles. Soon enough you hear the mechanical sounds of a small robotic horse, serving as a packmule led by the trader herself.

"Ah, another traveler? Pleased to meet ya, name's Tracey! What can I do ya for?"

She's American you can tell while the guards are Canadian, all of them lightly armored and armed. Not some serious caravan outfit, just an independent trader you figure, but if she can keep a robot horse running she must know her stuff.

"Mike. Oh, the usual, and uh... curiosity if you don't mind? Why you're all waiting here?"

"Well ya can come see what I got, but Walden's raider digs. Chuck seen so, right Chuck?"

"Yah, going to wait the night then try and find a way around."

Unbundling the robot horse, she points out which bag is which and lets you have a rifle through, while you give her your bag to do the same, see if you can't make a trade. You're thankful for the chance, after Soodberry left you lighter for your trouble. And maybe if you make a trade, you can ask her for any news after or advice for travel routes.
>>
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Goods breakdown into four categories; arms(including ammo), armor, goods(food, meds), misc. You get 8 points to distribute between them, to determine what your present possessions are (as well as what you may have need of). The more points into a category, the better equipped/more value you have in that category. I expect a pretty disparate point range from players so will probably do an average or some such...

For Tracey, her goods are;

>Arms - 2, some pistols, simple melee weapons and a grenade or two
>Armor - 2, decent leather armor and a helmet
>Goods - 4, a good supply of meds and provisions, having just restocked from Soodberry
>Misc - 4, her specialty, electronics, machine parts and tools

You have 287 caps to spend, you're not rich but have a decent little sum after a week's worth of work in Soodberry. Depending on what your interest is, will determine what you can or would want to buy. This may be a good chance for example, to determine what sort of weapons/equipment you prefer/want, as to what your favored combat style is.
>>
>>3919906
>>Goods - 4, a good supply of meds and provisions, having just restocked from Soodberry

I am most interested in winter gear.and camping supplies.
>>
>>3919906
>Goods - 4, a good supply of meds and provisions, having just restocked from Soodberry
>Arms - 2, some pistols, simple melee weapons and a grenade or two
>Armor - 2, decent leather armor and a helmet
>>
>>3919942
support if we ask about winter gear
>>
>>3919942
>>3919948
You're listing what she has but you need to specify what you have, to determine the value of any trade first. Depending on how much points you allocate will figure specifically into your actual current equipment. Like if you put all 8 into goods, you'd have a huge bag full of pre-war grade meds and another huge bag full of clean food.
>>
>>3919953
aahhh I see know,

>Arms - 1
>Armor - 1
>Goods - 3
>Misc - 3
>>
>>3919960
This sounds good, support
>>
>>3919960
+1
>>
>>3919906
I'll support this>>3919960
>>
>>3919960
Support
I just know 3 in Misc. is gonna be a bunch of grooming products for Nowe
>>
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>>3920003
>>3919974
>>3919960
>>3920040
>>3920053
Based on your own equipment then, you currently own;

>Arms - a pistol (29 ammo), a combat knife, and two grenades
>Armor - several layers of thick clothes, enough for the chill but not much for combat
>Goods - a decent bag of meds and one of food, enough to last a week or so
>Misc - not much that is valuable to you, but you've got a good selection of junk here, most of it all are things that Nowe likes or you can use for her

You're always on the lookout for more goods and figure a new weapon or some armor would come in handy. Of those three you can probably afford something good from any one of them with caps to spare but not all three, either a decent weapon, a decent set of armor (or winter wear), or a decent supply of goods. Unfortunately from what you have already, it's not much value to Tracey since she has more than you in every category. Unless...

>Speech[1d100] - "You seem to like spare parts, stuff to tinker with. You could always do with more, right?"

While considering what to buy, you get to some idle talk for what had been on your mind. Traders often are the best source of information in this ruined world after all.

"You say Walden is overrun, but is there any place nearby that's safe... err, safer?"

"Nairn, farther down the Trans-Can. Outpost for the Mounties and a tradin' hub, probably why the raiders bothered with Walden, it was a first stop for everyone headin' to Ronto."

Makes sense that a settlement on the highway would fall to attack, when a trade post was nearby. Had to be raiders too, no one else is so short-sighted to disrupt the Trans-Can before the Mounties hit back soon enough. Your guess, they attacked and looted what they can, probably clear off before long.

"I'm uh... not heading to Ronto. Going south, or west, same as you. Any advice on ways to head?"

"Tryin' to cross the Lakes before winter? Most everyone heads to the Sault, but that's a lotta people there and it ain't cheap. Only other option is the Six, straight south when you reach it but that's Lake islands."

You've never been around the Great Lakes but from talking with people and checking your map you're somewhat familiar with what she says. The "best" way with roads is to go westward around till you reach a settlement called The Sault, a gateway between what was America and Canda, like Detroit. Otherwise you'll have to try and find transport across the water which may be hard with Nowe. Even still, that might be better than what news Tracey has heard from Sault and how they're charging for passage... some ploy to keep people stuck in or around the settlement for winter, in order to boost population.

At least you have a bearing to go by though. Still, you first have to make it past Walden and the raiders there, you wonder how... these traders are going to wait and try to go around, but is it worth it?

>How do you proceed?
>>
Rolled 98 (1d100)

>>3920080
>>
>>3920089
Holy fuck
Nice, that should be an extra point into charisma
>>
>>3920132
as much as I want to agree it would need to be a nat 100 for that.
>>
>>3920089
>98
>Success! +25xp

Even if she has a ton of the stuff, if she specializes in it she could always use more right?

"Yeah, sure thing! More for me to sell down the road I reckon."

She'll buy or barter the bits of scrap and electronics from you, providing you with the value then to be able to afford two of the categories you wanted;

>A decent weapon
>Some decent protection (or winter wear)
>A decent supply of goods

Double what you were able to before.
>>
>>3920140
buy a Decent weapon and Winter gear
>>
>>3920149
Supporting
>>
>>3920140
>A decent weapon
>Some decent protection (or winter wear)
>>
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>>3920149
>>3920159
>>3920186
You can get a higher caliber pistol then in good condition and the equivalent ammo to go with it and a modification of your liking (full-auto/suppressor/night sight) as well as a clean and sturdy machete, and plenty of winter wear. Which, though not armor, is still more protection than the clothes you had before. A full outfit for you, and some quilts and scarfs you could try to drape around Nowe. These things won't save you from the winter when it hits of course, but it will allow you to remain safely active for later into the season like when it starts to snow.

That's pretty handy then, a good trade as far as you're concerned considering you didn't come into the bargain with much a footing in the first place. Now then just to figure out your path ahead. If it weren't for Nowe you'd consider traveling with them, but you're on the fence about what to do. You could just try to avoid any trouble by going around, like the traders but that will take some time and could get you lost. Else you could try to press on through, worst come to worst it's not like you can't handle yourself in a fight. Or, handle yourselves, since you're not alone.

Or whatever else idea you might have, naturally there's more than just avoidance or violence possible.
>>
>>3920140
>A decent weapon
>Some decent protection (or winter wear)
>>
>>3920194
Maybe go back to gf and wait for them to leave before moving on I dunno
>>
>>3920194
>night sight
>press on
>>
>>3920194
Hey, I’m loving this quest but just a by the by, nobody that lives near Toronto pronounces the second T so a more accurate post Apoc name would be Ronno
>>
>>3920244
I don't live within 500 miles of Toronto, and still don't pronounce the second T, but I don't make the games!

https://fallout.fandom.com/wiki/Ronto
>>
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>>3920253
Anyway, this will be my last post of the night. We'll continue here tomorrow with any other player input till then, and see how things go, if you decide to go through town or avoid it.

Until then, thanks all for playing! And if you've any questions or confusion, I'll answer what I can.
>>
>>3920264
Guys! Fucking lets gather a shit ton of scrap metal, some discarded sets of metal armor and make a bitching set of armor for the mis'sis. They're more for protection against bothersome projectiles than anything. Or we could invest in a really big robe she could use to hide herself in. Or both. Oh the possibilities!
Raiders are typically poorly armed, armored, and kind of retarded. Any chance we could have a rifle with a night sight? Does the wife got night vision?
>>
>>3920194
>night sight
>>
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just posting to say this is a fun read and will attempt to follow story
>>
>>3920311
I'm on board with both of those. It could be an anniversary present!
>>
>>3920377
What, killing raiders or upgrading the waifu?

>>3920264
Can we ask them more about the raiders? Numbers, relative location to us, why were they waiting again, if there were any survivors we could ask to get a good estimate of numbers and equipment.
>>
>>3920395
Waifu upgrades. Though raiders could also be good if she finds them particularly tasty.
>>
>>3920462
Hey it's free food. If it makes her happy then we're happy amerite? She needs to bulk up for winter anyways. Speaking of winter, we should consider trying to skin her large kills and try making pelts for her. Then when she watches us and appreciates how warm she is from wearing the pelts of her kills she might try to skin of own animals. Nothing a little love and patients can't teach.
>>
>>3920311
The problem with armoring Nowe is the same as clothing her; you're not a blacksmith or a seamstress, so the best you could manage is to shoddily strap chunks of metal to her and hope for the best. Which as you know is bound to irritate her and make a lot of noise, when she can be deceptively stealthy given her size.

Not that you cannot do it, just that you yourself wouldn't be able to do it well... although seeking the services of a professional to properly fit her, presents its own problems! Same as with fitted clothes, though it's not like you couldn't drape/wrap blankets on her, at least.

>>3920311
You can probably get better weapons like a rifle but not from Tracey, all she's got are some small arms. As for Nowe, you're not sure if she has true night vision but she definitely can see well in the dark, much better than you and even hunt at night.

>>3920395
You can ask the traders, or anyone really, anything you like. Just that if you try to convince them of something it will require a speech check.
>>
>>3920253
Buggery, I didn’t know about that
>>
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I've got the chance to post a little bit before having to go out for awhile later, so we'll see what we can do.

>>3920241
>>3920242
>>3920395
>>3920462
Avoiding fights if you can is just plain good advice if you want to survive in this world. If you try to avoid every little bump in the road you come across however, the amount of time it will take to go the long way for everything, you won't make it south in time for winter.

Besides, the raiders must have come for something, why else would they still be around?

"Did you see a lot of them? Raiders, I mean."

"Yah, about eight I'd say. No telling for the ones you can't see, inside and what have you. Seems they're waiting around for something."

Chuck answers for having been the one to scout ahead, and it makes sense for the raiders to be lingering about if there's something they came for but haven't gotten yet. Probably will clear off within a few days before the Mounties get here but you can't afford to wait that long.

"Ya ain't thinkin' of goin' through are ya?! It ain't worth the trouble to us, but if ya do, I'd paid for somethin' there and was on my way to pick it up. Fella by the name of Roy Braid had it... if ya do head on in, and make it out alive, I'd thank ya kindly for checkin' in on Roy."

Tracey packs up the rest of the goods after having made the trade with you, but it sounds like she had some unfinished business in town. A lone trader and pair of guards wouldn't risk contact with raiders, but she must want to cover her bases by asking you, if there's a possibility you'd go there.

"Supposin' Roy's still alive that is, and supposin' you make it out alive yaself. Ya can find me on the road again or in Nairn."

Of course there's the kicker. Either way, a potential conflict with armed and hostile enemies.

>Quest Started: Lost and Found

You think you could fare better with Nowe than three armed humans, but it's still not an ideal situation. Something you'd prefer to avoid, but if the raiders really did sack the town, and you got rid of them... we'll you'd have the place to yourself to take anything you pleased, a reward for a public service! Unless of course anyone is still alive in town, then it's be a good deed regardless to save them.

Though first and foremost, your concerns are primarily about your own neck and Nowe's, and choosing to go into harm's way is never a good choice...

>How do you proceed? If there's nothing to keep you here with the trader, you can return to Nowe at least.
>>
>>3920796
Can you remind me what arms and armor we got? I recall some grenades, machete, auto pistol and night sight scope, and leather armor? I had this idea of making grenade traps and teaching Nowe how to lure prey into traps and ambushes. I want teach that big beautiful brain of hers some hunting tactics.
>>
>>3920796
return to Nowe, let's scout the place out together, do we still have the scope or whatever we used to spy on Nowe's old home? if we do use that

when we arrive we take a good look at the raiders, and like usual, tell Nowe who is ok to kill and who isn't
>>
>>3920804
Sure, your current equipment is

>Arms - a high-caliber pistol (30 ammo, night sight), a sturdy machete, a combat knife, and two grenades
>Armor - thick winter clothes (light protection against melee)
>Goods - a decent bag of meds and one of food, enough to last a week or so
>>
>>3920809
Support
>>
Throwing some ideas out there.
1# convince the caravan peeps to help us ambush the raiders since they have rifles and we dont.
2# We find a raider that's on patrol but a bit away from anyone. Nowe comes in from behind to punch him in the back of the head. We hog tie the body and blindfold them.
3# We find an idea position for an ambush with a big clearing for us to shoot into. Also set up some grenade tripwire traps for us to fall back on i.e. we walk over them while the raiders dontand they blow up.
4# We put the tied up raider there and break some limbs so he screams for help which in turn will draw the attention of some raiders for us to ambush. We'll retreat through the grenade traps, then Nowe can get them from behind while they're all confused. We loot as many bodies as we can before even more people come.
5# we'll pass through another clearing or someplace the caravan peeps are hiding and unload into the raiders.
>>
>>3920809
>>3920832
Nah, the scope was with your old hunting rifle, but the thing broke after years of use so you got some caps for it plus the scope. You do have a pair of binoculars though.

You can at least scout the settlement without trouble though, raiders aren't the sort to post guards on watch. Just make a Perception check (usual 1d100), assuming you go through with this effort to scout the place, to see what you can notice from afar.

>>3920835
Yes these are all valid potential ideas, you're never limited to just "run in blind, screaming and shooting".
>>
>>3920841
Raiders are occupying the town, or they raided and left?
>>
Rolled 86 (1d100)

>>3920841
perception!
>>
>>3920864
According to the traders, occupying the town. Though like anything with these wretches, it's always temporary.
>>
Rolled 20 (1d100)

>>3920841
>>
Rolled 83 (1d100)

>>3920875
Perception
Does the trader have anything white? It'd be good camo. Or do we already have white clothes?
>>
>>3920870
>>3920905
We see just about everything.
>>
>>3920905
You don't have any white clothes, but it's not winter yet so it not snowing or white out yet.

Anyway, have to go out for awhile now but we'll continue here when I return, going with whatever plan you decide on.

>>3920870
>>3920892
>>3920905
Departing from the traders then, you head back down the road to the other side of the woods, intending to meet Nowe but becoming a bit alarmed when she's nowhere to be found. Fearing for the worst, you start to look around.

"Nowe?! Now- aagh!"

You're scared by the sudden pounce of her from down out of a gully she'd been hiding in, catching you off-guard and punishing you for it with a big hug.

"Whew, I guess that's me dead. Another point for Nowe!"

"Whhharrt... Ghhherrrt..."

She doesn't let you down till she's smelled you and not until you return the hug, after which she's very excited to see what you got from the trader. You try to show her the several blankets but end up in a big mess with them draped all over her in a sporadic fashion as she tries her best to imitate wearing clothes. Well, you can figure that out later.

For now, you gesture for her to follow and keep quiet, you've got some scouting to do.

---

Having made it the rest of the way down alongside the road, you find a good spot from the forest to watch the settlement through your binoculars, while Nowe keeps guard... or watches as well, you're not sure how good her eyes are, maybe she can see them as well as you.

"Ten... I think. Ten, you understand ten?"

"Thhhhhhennnn..."

You hold up both hands and try to count your fingers, she does the same but you're not sure if she's just mimicking you. In any case, from observing the sacked settlement for a time, you think there to be ten raiders. At least ten you can see, between them wandering about in and out of buildings. The guard was right though, they're clustered mostly around one building in particular that still looks somewhat sturdy and they visibly have trouble getting inside.

It seems they looted the place well enough to warrant sticking around, but they haven't departed yet for want of getting into that last building. All in all though it's a pretty measly settlement, less than eight relatively small buildings scattered about and only barricades here and there, no proper wall to speak of. By the look of things the raiders have been to work over the last few days, dead bodies visible here and there and it doesn't look like there's any inhabitants left... either dead or have fled the area, unless holed up inside that one remaining building.

>How do you proceed?
>>
>>3920980
OK this is simple enough wait till night take out the raider sentry on watch then slit the necks as they sleep.

From here we can decide if we take all the shit we can carry and split or if we want to refound the town.
>>
>>3920980
let's make some night ops and kill some raiders, Nowe helps us but is very important to be stealthy

anything of value is probably inside that last building so whoever is holed up there can reward us nice enough, maybe we can even compleate that quest if the guy managed to hide.

spend the time until night with waifu
>>
Clap those deathclaw cheeks
>>
>>3921081
Speaking of

>>3920980
How does our boy actually fuck a deathclaw, anyways? I'm very curious as to the logistics of this.
>>
>>3920980
>You try to show her the several blankets but end up in a big mess with them draped all over her in a sporadic fashion as she tries her best to imitate wearing clothes.
Due to her claws and how their not as flexable and delicate compared to human hands, any future clothes we may get her would have to be and open chest shirt, cloaks, or something big and loose.

Mission impossible time. Let's find an idea spot to make a grenade trap down a path we want to run. We'll find a location near the settlement where Nowe can see. We sneak in, shoot a guy, lure the vc pursuers into the grenade trap then call Nowe. 2 vs whoever managed to survive.

>>3921130
Mating press thats how. Gotta keep out fucking the wife to boost our STR.
>>
>>3921155
>Mating press thats how.
That's wishful thinking anon, she probably ragdolls the mc into it and he barely survives due to his endurance, or they do it very slowly and carefuly to avoid claws and spikes and all the other things.
Hear heat season must be a death trap for the mc. That would be funny as hell, he actually fearing for his life.
>>
>>3921172
This means we need to invest in getting perks to increase END and STR. Our life is at stake here. Come spring its do or die.
>>
Why wait for spring? Also some creatures have two mating seasons
>>
>>3921081
>>3921130
My boys asking the real questions here
>>
>>3921045
>>3921055
Supporting btw
>>
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Ok I'm back now, will resume in a little while.

>>3921081
>>3921130
I don't know, how do you do... things, with Nowe? You're Mike, same as asking how you're going to deal with these raiders is the same as asking how... or what you do with your beloved wife.

>>3921228
>>3921155
>>3921055
>>3921045
It sounds like you're going to try a sneaky night approach then, try to kill any raiders you can before alerting attention, and possibly set up some traps if you can.

Make a roll then, Stealth!

>1d100
>>
Rolled 77 (1d100)

>>3921237
Are we going to have to invent new sex positions and techniques then roll for effectiveness?
>>
Rolled 3 (1d100)

>>3921237
>>
Rolled 48 (1d100)

>>3921237
If we write an extensive post about how we make em clap, do we get a reroll?
>>
Rolled 62 (1d100)

>>3921237
>>
>>3921242
Hope you don't roll low!

>>3921248
You get a reroll if you include a setting/time period appropriate song with your roll.

Who knows what sort of bonus you'd get for extensive posts though, maybe something good...
>>
Rolled 94 (1d100)

>>3921237
>>
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>>3921268
It's only a matter of time until someone demands a pastebin, you know.
>>
Rolled 57 (1d100)

>>3921237
https://youtu.be/p4KZz6eBlow
>>
>>3921303
The most appropriate song for wholesome deathclaw romance
>>
Rolled 27 (1d100)

>>3921237
2am when everyone is asleep and the sentries are either fucking off with games or passed out themselves. It's stabby time.
https://youtu.be/ncNSJGPl8X4
>>
>>3921315
oh shit they saw us
https://www.youtube.com/watch?v=OQiDzSWLIm4
>>
Inject F.E.V Into your Left and right testicles, then ejaculate inside a woman's womb.
Inject F.E.V into your Urethra, then Ejaculate inside a woman's womb.
F.E.V Enema Watch out for the floaters into direct oral consumption by another party.
Gargle the F.E.V
Inject F.E.V Into the Ovaries
Inject F.E.V Into the Womb
Inject F.E.V Into Pregnant woman- the child will fuse with the subject making her into a multi-armed broodmother thing.
Inject F.E.V Directly Into the clitoris
Inject F.E.V into a Menopausal Woman
Inject F.E.V into a Woman shedding her inner walls during her Period.
Inject F.E.V Directly into the tits.
Dilute F.E.V with Various hormone treatments, before injecting.

Inject F.E.V into the Brahmin, because why the fuck not?
Introduce F.E.V to Seamonkies
Introduce F.E.V to Toothpaste
Combine F.E.V, Mentats scrubbed containers with Brain gel, and create the Bug Brain
Inject F.E.V into the ayylmao, and it's Cloaca, unless they reproduce on the astral plane or some shit.
Inject Cockroaches with F.E.V- Resist that shit you faggot Radroach shits. See if we get turkish.
Be A massive asshole, and Inject F.E.V into a Bobbit Worm.

See what happens if you waterproof a G.E.C.K and use it underwater
Use a G.E.C.K Near Harold, or the fuckass Parasite Plant vault
>>
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>>3921349
>>
Also resuming fully now, writing things up.
>>
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>>3921315
>>3921303
>>3921270
>>3921255
>>3921248
>>3921245
>>3921242
>94
>Success! +25xp

You have a plan then and convey it to Nowe, or at least you think you convey it to her with gestures. You'll wait till night before making a sneaky attack, try to catch these raiders with their pants down so to speak. Just by watching them you don't think it should be difficult, as you noticed before they aren't even bothering with guards or patrols.

So you sit out in the woods together with Nowe for rest of the evening and into the night, finding ways to pass the time together like continued attempts to "educate" her, at least for communication and social skills. Basically what it takes to be able to live a comfortable life with her rather than always having to watch yourself around a wild monster. You also take the chance to see how to best "clothe" her with the blankets rather than just tossing them on her. Pretty quickly though you notice the same problem as always when it comes to clothes; when she gets an itch or something like that, she of course scratches it and in the process shreds whatever she's wearing. Already she puts several holes in one of the blankets on her back, which is a shame because she seems to like wearing the things and you assume she can recognize the benefit they bring in keeping her warm, but despite all that she doesn't have enough self-control to hesitate from scratching or chewing herself.

Well, that's a problem for another day. For now, it's getting late and watching the raiders you can see one by one as they either party themselves out or simply doze off to sleep naturally. Patting Nowe's side, you prepare to depart for the settlement.

"Ready? Remember, quiet. No noise. We'll try and kill them all asleep."

"Shhh... Shhhh..."

You gesture to her the plan to remember, as she responds with a pointed claw before her mouth and the accompanying shushing sound. You think she gets it, and you feel pretty proud of her for that...

---
>>
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---

Under cover of darkness and wind through the forests, you creep together out of the treeline and ever closer to the settlement. It's nearly pitch black so you need at least the dim light from your portable radio's display, although your partner doesn't seem to need any help to see.

>Discovered: Walden

Nowe never fails to surprise you with how stealthy she can be despite her size and stature, lowering herself more to skulk along beside you. Something about the way she treads you figure, and not like she's carrying gear to rattle around. In fact the loudest thing about her right now is her breathing. You manage pretty well yourself though, and before long the two of you reach the first barricade on the outer edge of the sacked town. Rummaging through your bag, you draw the two grenades you have and sign in silence to her about the danger they pose and that she has to stay away from this area once you set them up... you hope she understands a concept as complex as that.

Some fumbling and some wire later and you've got the two grenades on tripwires one after the other at separate barricades. Again, you carefully point out the wires to her and hope she understands, before navigating around them and entering further into the settlement. The raiders set up a few fires so the visibility is increasing at least, the nearer you get.

All that remains now then is the gruesome dirty work of dispatching these enemies, drawing your knife and making clawing gestures with your hands for Nowe to understand it's go time. As quickly and as quietly as you can then, you try to get to each raider and make the killing blows while they're incapacitated. Half of them are strung out on drugs anyway, so the first couple you can repeatedly jam your knife into their necks with a gush of blood and sputtering, choking last breaths. A sideways glance and you can see Nowe... well, more or less accomplishing the same thing. A lot more gory though, when jamming an entire hand's worth of claws into someone's chest, or simply putting all her body weight down to crush their head.

Alright, that's five...

Breathing heavy to yourself and wiping your face, you look up to see Nowe staring intently at you from across a fire, startled a little at the fearsome sight in the flickering shadows. But she's just waiting now, recognizing as you had that there's none remaining outside. The remaining raiders are camped within the buildings. It shouldn't be much trouble for you, but for her, at her size there's no way she can fit through the doorways. Not without making a big ruckus at least, so you're stuck having to some quick thinking. Whether you want to continue with her and risk people noticing, or having her wait at the ready outside while you keep up the stealth.

>How do you proceed?
>>
>>3921435
keep her outside the building, if we yell Love she comes charging in let's try to sneaky sneek those remaining
>>
>>3921435
Raider houses tended to be traped, so we should probably have Nowe ready just outside ready to help us if something goes wrong.
>>
>>3921455
>>3921457
These
>>
>>3921498
This
>>
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Rolled 90 (1d100)

>>3921455
>>3921457
>>3921498
>>3921508
You know you work better together, but in this specific case it looks like a liability if you try to involve Nowe further. In case she either makes too much noise and blows the stealth effort, or worst case she gets stuck inside a place.

So you gesture for her to come over to you, then to stand in wait outside each place you check within. If you can handle it from here good, but if you need help then she can come in after anyway. Each building you carefully check then, plenty of dead bodies but three more raiders you find, two together after a night partying. You'll take your chances with the guy so dispatch him same as the rest but there's no way you can get about that with waking the other up, as she screams and tries to fight you.

"Who the f- what the fuck did you do to him?!"

So suddenly startled though and caught off guard, you're able to struggle with her while her companion chokes on his own blood, till eventually you can wrestle her into submission before she can get a weapon. Still she fights back but you've got a strong hold of her, ready to kill her too if need be when you hear a scream outside.

"AAAH! What the hell's happened out h- AAAAH! NO! NOO!"

Sounds like someone woke up, or was woken up, and stumbled outside to a bloody mess. Not moments later though and it sounds like Nowe also took care of them. Funny how they somehow knew her name as well.

In any case you drag the struggling raider to the door, outside to see what you'd already thought, the dying remains of a raider at your deathclaw's feet. When your prisoner sees though, she starts struggling twice the effort now, out of fear rather than resistance. You consider what to do with her, till the three of you are temporarily blinded by an exterior light from one of the buildings, the same one Nowe's latest victim emerged from.

"IIII don't know who the shit you are, but youuuu and that... thing, done in myyy gang? You cameeee to the wrong town..."

The slurred words of someone on chems, eventually your eyes adjust to see what you take to be the leader of the raiders, awoken by the screaming and struggle from his strung-out sleep inside. Given this long without his attacking you, your instinct of course is to draw your gun and try to fire, or call for Nowe to get him. You come to make out though the grenade launcher he's got trained on you, causing you to hesitate and think twice about hostility.

...though, why he hasn't fired on you already, makes your racing mind wonder. Maybe he's just too high to even make proper heads or tails of things, or maybe he knows that he'll only get one shot before he's dead and isn't confident the grenades will drop a deathclaw. Or even maybe he just doesn't want to kill one of his raiders you've got at knife point? That seems unlikely though, you know raiders have next to no use or sense of loyalty.

>How do you proceed?
>>
>>3921523
well, just in case he is attached to the one we have bind her hand and keep her still, tell him that if he leaves town right now he can live, the deatclaw here won't be bothered by his weapon but we prefer not to get blown up so we can have a deal
>>
>>3921523
If he had ammo then he would have fired the moment he had line of sight. Say "That launcher doesn't have any ammo, does it? If it did then you would have blown us away the moment you had us insight. Here is how this is going to play out you lower your weapon take this whore and get the fuck out of MY town and never look back. However, if you prefer I am sure Nowe here would love a new chew toy."
>>
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>>3921556
>>3921576
This guy has got to be bluffing, but you're not a raider yourself; you don't enjoy needless violence and killing so if you can avoid it you will. By your count these are the last two raiders anyway.

"That launcher doesn't have any ammo, does it? If it did then you would have blown us away the mome-"

https://www.youtube.com/watch?v=dyBJUOCdeag

A deafening explosion stuns you to the ground, the first thing you feel after the impacting pressure and ringing in your ears is a strong grasp about you as Nowe (probably less affected by the explosion) instinctively rushed to protect you from harm.

Well you're not dead, but it seems the raider might have made his point. He didn't fire directly at you or even that close, instead he just made a shot to one of the buildings behind you and pretty much leveled the place in an explosion. So as far as you can tell you're not injured, but still a big stun to have that happen as close as it did.

Of course Nowe's first response is to charge and rip the guy apart, but smack against her arms through your stupor to get her to stop... but only barely. The sight and possibility of her mate suffering some harm even indirectly, has brought up a rage in her that even you have trouble quelling, as she growls and scrapes at the ground with her feet in an aggressive display.

Eventually, eventually your ears stop ringing and your vision stops blurring, enough that you can... try to pick up where you left off, the raider leader to your surprise still standing there and obviously long since having reloaded.

"H-Here is... buagh.... here is how th-this is... augh, still shaking... how about you just, take her and leave a-and uh... I won't let Nowe here at you..."

From his spot atop the small building behind the lights, you can't make him out too clearly, but he obviously hears what you're saying.

"...daaaamn buddy, you and that thiiing really are on the saaame side? Aaaalright then, you win... lemme jusssst, get my stuff..."

Although you wouldn't trust a raider for even a second, the leader shakily raises his aim from you, either shaky from the drugs or the fear of Nowe. By the time he comes down out of the building, staggering as he goes, you've regained your senses and urged Nowe to move away since she refuses to let you down while danger appears to be near. Hastily he grabs for the only other raider, urging her to her feet since she'd just been in shock after the grenade blast, and fearfully they back their way out of the settlement...

>Make a roll, just in case!
>>
Rolled 24 (1d100)

>>3921624
ROLLIN
>>
Rolled 45 (1d100)

>>3921624
Release nowe on them its nothing less than these raider scum deserve
>>
>>3921643
You want to sic her on them you can, otherwise it looks like they'll depart. Your choice.
>>
>>3921653
given that I rolled lower than a 50 and you are giving me an out I think the prudent option is to not have Nowe charge the raider with a nad launcher
>>
Rolled 37 (1d100)

>>3921624
>>
Rolled 2 (1d100)

>>3921624
Big Dick roll coming through
>>
Rolled 50 (1d100)

>>3921624
We're gonna kill then right?
>>
>>3921677
KEK
>>
>>3921679
not with these rolls we aren't
>>
Rolled 67 (1d100)

>>3921679
https://youtu.be/_jhsUCCwx04
Mood for reroll
>>
>>3921658
>>3921643
>>3921637
>>3921668
>>3921677
>>3921679
>>3921697
>67

Very well then, you'd like to see these raiders dead for all the trouble they cause, and caused you no less. Nowe would like it as well you're sure. But if they really are going to leave and you can avoid any further bloodshed, then better for it. After all, you're sure she could rip them apart, but should they defend themselves... well you feel confident she wouldn't get hurt much but you'd rather not treat her wounds if you don't have to. As-is, neither of you are hurt really, so save the meds is your line of thought.

"Damn, if only..."

You just wish that they'd departed the same way as the traps you'd set, if on their escape from town they blew themselves up. Wouldn't that be convenient? Sadly it wasn't meant to be, your luck isn't that good. On the bright side, you don't lose two grenades for your trouble!

"Well done Nowe, I'm so proud of you- oof!"

No sooner are the bandits out of sight and out of town, do you turn to your partner to compliment her but instead are pounced on, taken to the ground as you struggle laughing against a heavy batch of nuzzling and face licking.

"Mhyge... Hurrr..."

She smells you and physically rolls you around on the ground, trying to look for any injuries you think.

"No I'm- oof! Easy, easy! I'm fine, not hurt, not hurt!"

You can tell it's just her worry for you, but when her emotions are high she tends to get carried away, most applicably to you with her strength. Eventually though she eases up on roughing you about to check for injuries, and you notice starts breathing easier after hugging you deeply.

"You did good, I'm proud of you."

"Wheeee... Gggrrrooooddd..."

"Right, we're good."

Well, it's among a ghastly mess of a town and surrounded by the dead, but together you stand victorious. Successfully freed Walden from the grip of raiders... if only there was anyone to free it for. You're not certain of course but so far it seems like the former inhabitants are all dead or gone by now.

Either way though, you're not so quick to let down your guard considering those raiders are still alive even if they retreated, but it seems for the time being at least that... the town, or what's left of it, is yours. Certainly the dead aren't going to object to whatever you do here now.

>How do you proceed?
>>
>>3921702
Check the building the failed to get into. Maybe some people managed to hole un in there? Also let's go hunting for the guy. Raiders are like cockroaches. If you leave them alone they'll only grow into an infestation.
https://youtu.be/HNjuMNYtXJ0
>>
>>3921702
Sorry, kill first then check on the buildings.
>>
>>3921702
Find the most intact building claim it then loot the town. hold up for the night set some traps and deal with the rest in the morning.
>>
>>3921736
Supporting this
>>
>>3921713
>>3921723
>>3921736
>>3921739
You could try to tie loose ends and hunt those raiders down, it hasn't been that long since their departure. However it seems like there's a preference for staying and looting?

Whichever is your choice, either hunting, or looting, make a roll then to see how you do! And, specifying which one your roll is for.
>>
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Rolled 81 (1d100)

>>3921744
The hunt is on
>>
Rolled 19 (1d100)

>>3921744
Finish the raider scum
>>
Rolled 98 (1d100)

>>3921744
>hunting
>>
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>>3921748
>>3921762
Oh boy
>>
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>>3921762
>>3921750
>>3921748
>98

Well damn it all if you won't be able to sleep to night, knowing those raiders are still out there! You try to distract yourself with many things, like all the promise of this ruined town to yourself and whatever else, of seeing to your equipment, or even time spent with Nowe..

...but try as you might you can't get your mind off those damn raiders. Well, this is still time spent with Nowe, and you gave them a headstart so it's only fair. Right?

---

"AIIIEEEEE!!"

"NO! NO NOO!!"

Departing from the town only temporarily, you head with your partner through the night, down the road you last saw the raiders depart. Though they fled with purpose, they've no chance of escape when Nowe is setting the pace and hunting them down when she eventually catches their scent.

After that, well you get to see your wife in all her savage, bestial glory. Growling, clawing, roaring, ripping, raiders eviscerated and Nowe drenched in gore... you wouldn't have it any other way, though it does make your stomach turn a little to see someone pulled apart like that. What matters though is that because you hunted so well together, the raiders didn't even get a chance to defend themselves properly so neither of you suffered any harm.

"I... uh, good job? Ah, no kisses! No kisses!"

You compliment her and avoid getting too much blood and guts on yourself when she goes for some affection, morbidly excited from the hunt. Instead she can content herself with dinner, save the radstag meat when she can just chow down on these raiders... maybe not the best food but you've seen her eat worse and fare fine. In any case you try to block out the sickening sounds of flesh tearing and bones crunching while you look over the goods on these raiders. Or, remains of raiders.

>Raider outfit (2)
>Raggedy clothes (2)
>Scrap armor, light
>Junk pistol (13 ammo)
>Junk rifle (15 ammo)
>Grenade rifle (4 grenades)
>Scrap sword
>Scrap knife
>Food, small amount
>Meds, medium amount (mostly drugs)
>A crude map of the area, with indication of some base or hideout the raiders came from
>217 caps

These are the things of note you find, free to take what you like. Assumedly you'll be returning to the town after this then, to loot as you had planned so for that you can once again make another roll. Not trying to pile on rolls but these last two were obviously important, hunting and then looting (to determine if there's anything especially good leftover in town).
>>
>>3921780
Back to town to check on the unopened building, then collect all the raider corpses. The raider equipment is ours for the taking that is 100% absolute. Now the belongings to the town? QM did the trader say people fled or if everyone was slaughtered? If it's the latter then everything here is practically fair game for the taking. Heck maybe we might even have enough stuff to make armor for the wife. Also we should look for beast of burden that could had survived. It could double as a pack animal and food if the times get too tough.
>fingers crossed for power armor
>>
Awe damn I just realized we really could had used one to interrogate for info. Oh well, maybe next time.

>>3921780
Gather loot, check the building and clean the wife?
>>
>>3921793
Chuck, the guard who scouted, had no idea what became of the townsfolk. Some may be alive, you would hope so, but you did see plenty dead who were obviously not raiders. If there are any alive, they're not within town at least, apart from perhaps the locked building.

As for an animal, you know from experience no animal will tolerate being around Nowe, and chances are she'd end up eating it anyway. She herself is capable of carrying things though, you've had her do that before when you scavenged something good but heavy.
>>
I want to fuck a deathclaw.
>>
>>3921780
Go back the town and Find the most intact building claim it then loot the town. hold up for the night set some traps and deal with the rest in the morning.
>>
>>3921798
Sounds good, +1
>>
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>>3921803
>>3921798
>>3921793
>>3921817
>>3921818
Also this will probably be my last post of the night, we'll continue tomorrow but I'll give it till then for other players to catch up and make rolls for looting the town. Whether you loot tonight when you get back, or save it for the morning, but you can still roll regardless.

On a related note and something else to leave you with, but after killing those raiders...

>Level Up!

You've gained enough experience to reach level 6, since you were already level 5 at the start from your travels and experiences so far. As such you'll increase health and stamina, but also the chance for a perk. To choose a perk, you can pick which category you think you'll want a perk from;

>Stats - increase your SPECIAL ratings
>General - just the usual range of perks, typical to this world of Fallout
>Nowe - perks for your partner, and/or your relationship with her
>Wildcard - you (the entire playerbase) can suggest one agreed-on perk and if I think it's fair, you might get it

You get one point, so you can choose which category you'll pick a perk from and then tomorrow we can get a little more detailed with the actual perk you want. Ideally being that, the players will agree or majority choose a category, and then we can figure a particular choice. Like if the majority players want Stats, then you can determine which SPECIAL you want to improve come tomorrow, or if the majority players want General, then you can determine which actual perk you want come tomorrow.

Till next time then, thanks all for playing! And if you have any questions or confusion I'll answer what I can.
>>
>>3921829
>>General - just the usual range of perks, typical to this world of Fallout
Lets keep it basic for now. Thanks for running, senpai. Was fun, hope to see it continue later on.
>>
>>3921829
>Wildcard - you (the entire playerbase) can suggest one agreed-on perk and if I think it's fair, you might get it.
>The Lover - you can out fuck anyone and anything. You're just too good at sex. Hung like a horse, stamina of a racer and all the techniques in the book plus more.
>>
>>3921829
>>Nowe - perks for your partner, and/or your relationship with her

this is the only correct choice
>>
Oh and, for General, it'll be the list(s) of the usual perks you may already be familiar with;

https://fallout.fandom.com/wiki/Perk
>>
>>3921835
>>3921829

Lead stomach perk! We drink from the world's toilet!
>>
>>3921841
>>3921845
Maybe a perk that allows for us to hab babs
>>
>>3921523
>Funny how they somehow knew her name as well.

Adorable.
>>
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>>3921857
...go on
>>
This would be nice so we can make armor from nothing https://fallout.fandom.com/wiki/Armorer

This too bt materials will probably harder to come by. https://fallout.fandom.com/wiki/Science!

This perk would be extremely useful if we manage to find an additional companion for our group, like a robot. https://fallout.fandom.com/wiki/Inspirational

This would be useful for cracking into terminals and gathering some pause data. https://fallout.fandom.com/wiki/Hacker

This would be useful for gathering materials for crafting, like right after fights.

This could hopefully net us one day an additional follower. It would be coupled well with the Inspiration perk.

>>3921857
Would honestly be pretty hot
>>
>>3921829
>>General - just the usual range of perks, typical to this world of Fallout
>>
>>3921829
>Nowe - perks for your partner, and/or your relationship with her

make waifu strong
>>
>>3921829
>>Nowe - perks for your partner, and/or your relationship with her
>>
>>3921841
>>3921857
I NEED to fuck the deathclaw at this point
>>
I like normal deathclaws more than femclaws.
>>
>>3922133
No femclaws in this quest till you brought them up
>>
>nowe perks for your deathclaw and or your relationship with her
>deathclaw mating press
>>
>>3921857
I, for one, support this. Love/life/luck finds a way no?
>>
>>3922223
I'm voting for the Inspiration companion boosting perk or the mating press. Actually I'll take the former.
We can earn the second one as a quest perk.
>>
Wasn't there like- talking deathclaws at one point in the Fallout series?
>>
>>3922329
I think those were made by the enclave and then got wiped out. Ours is all natural, baby.
>>
We need to ask the real questions here.
How much can you store in a Death Claws Cloaca, and can we use this as means to starting up a smuggling operation that is uncontested by the law?

Can we hide in the warm, wet lizard puss-puss? Is there enough room to maneuver to use it as a vantage point to shoot enemies?
>>
>>3922340
...You are a sick, sick man
>>
>>3922389
I'm a smart man. Tactical Vagina Operations, who's going to expect you to be IN the deathclaw?
No one- not anyone.

And no one fucks with the monsterfucker either.
Hell- if it's big enough, you can drag someone the Deathclaw is about to violently bearhug inside with you and fake a death.

It's even funnier if you're wearing a chinese stealth suit whilst you do it- looking like Filthy frank in his bodysuit, just think about that rhino scene from ace ventura.
>>
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>>3922340
>>3922401
>>
>>3922401
>>3922340
What the fuck
>>
>>3922338
Nowe can't talk, she just barks or growls mimicked sounds like other deathclaws can do. Just that, she's mimicking your words, like a parrot.

>>3922236
>>3922034
>>3921851
>>3921835
Votes for General perks.

>>3921845
>>3922086
>>3922090
>>3922223
Votes for Nowe perks.

Seems like a tie, still awhile before we start up again so if an agreement or majority can't be reached in that time, I'll flip a coin or something.

Also don't forget you still have to make a roll for the looting of the town. Basically the chance of there being anything exceptional, and if you find it or not.
>>
>>3922641
I've voted for Nowe Perks reee
>>
>>3922641
I'll vote Nowe Perk, maybe she'll get a little smarter and understand us better, and be able to vocalize her mind better.
>>
Rolled (1d00)

>>3922641
looting

will we be checking the locked structure in the morning to see if anyone is still alive?
>>
Rolled 15 (1d100)

>>3922641
And my roll
>>
Rolled 16 (1d100)

>>3922648
agh, damn dice
>>
Rolled 17 (1d100)

>>3922641
>>
>>3922655
>>3922653
>>3922652
kek
>>
Rolled 42 (1d100)

>>3922641
Hot damn, you guys suck. Check this out.
I'll vote for Nowe perk btw.
>>
>>3922641
NOWE PERKS PLS
>>
Rolled 68 (1d100)

>>
>>3922641
Nowe perk now Reeeee
>>
Rolled 27 (1d100)

>>3922641
loot roll
>>
Rolled 44 (1d100)

>>3922641
Nowe perk
>>
Rolled 12 (1d100)

>>3922641
Nowe perk
>>
Rolled 85 (1d100)

>>3922641
>>
Rolled 2 (1d100)

Nowe!
>>
Rolled 22 (1d100)

>>3922641
>>
Rolled 80 (1d100)

>>3922641
>>
Hey all, got stuck in traffic a long time but back now, will continue shortly.
>>
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>>3922645
>>3922646
>>3922663
>>3922670
>>3922724
Looks like majority shift towards Nowe then?

Your beloved deathclaw, perks or perhaps in her case, mutations from the time and experience with you that she wouldn't have had otherwise if she was just living the typical deathclaw life as a savage monster;

>Improve SPECIAL - Increase one of Nowe's physical stats
>Characterization - Nowe can take on the mantle of player character, trading off with Mike, depending on the situation
>Retractable Claws - Somewhat like a feline, Nowe can pull her claws back. Not all that much but enough to be able to use her fingers to an extent without shredding things
>Chameleon - An adaption of her original parent species, once lost but now regained, Nowe's skin color will change depending on factors
>Night Vision - A step up from being able to see better at night, Nowe will be able to see the same at night
>Regeneration - The reptilian adaption of being able to regrow lost appendages, starting with her tail
>Short Claws - No less lethal, however Nowe's claws will be shorter. This will make them sturdier however and less passively dangerous towards items, clothing and the sort
>Shouldered Burden - More than once has Nowe had to save you from death, such that you can ride her
>Hard Scales - Already deathclaws have a natural resistance to damage, but Nowe's exterior will be increasingly resistant to damage, and less sensitive
>Warm-Blooded - Deathclaws are not just mutated chameleons but a hodgepodge mix of DNA, and for creatures of their size like dinosaurs of the past, being cold-blooded doesn't make much sense
>Iron Fortitude - Be it poison, toxin or radiation, Nowe can ingest or suffer contamination but safely process and excrete harmful substances
>Thermoregulation - Between skin and scales, Nowe will not only fare better against temperature differences but also gain resistance against energy weapons
>Social Dynamics - From her time spent with you, Nowe has become better and better at interacting with you, and perhaps is even improving in abnormal ways such as more refined communication or sociability
>Self-Control - Deathclaws aren't stupid and from Nowe watching you, she's learning how a measured response to a situation can be for the best. No longer will you have to worry about her losing control to emotions, such as rage
>Happily Married - Your bond is more than just physical, and performing actions together with Nowe benefit you both from experience now (conferring the ability for her to level up independently)
>Hand in Hand - Surviving together as much and as long as you have, your partnership is formidable. As such when working together, you and Nowe can perform shared tasks and actions without the usual hindrance of her being monstrous and huge or you being small and squishy
>Till Death Do Us Part - Your love goes beyond natural limits, and as long as one of you is alive then the other can't die
>Unstable Mutation - Warning! Results may vary!
>>
>>3923171
So yeah, you can choose one of these for having leveled up. A lot to choose from but it's an idea for in the future as well if you continue to develop and level up further, later. Something to keep in mind for later, or to have a goal in mind.

Changes will take effect after a day.
>>
>>3923175
>>3923171
Oh and not to triple post, but since there's a lot of possible choice, we'll go with majority as usual, or if a tie then flip a coin.

It's also not something you need to decide immediately, we can continue on and you can determine among yourselves in the background, what you want to decide on. Hence why changes will take place after a day, giving you all time to discuss and decide if need be.
>>
>>3923171
>>Happily Married
Obvious choice, really. Characterization sounds fun for later, and Till Death Do Us Part should be the next.
>>
>>3923171
>>Characterization - Nowe can take on the mantle of player character, trading off with Mike, depending on the situation

there are many that I like, but getting to play as a deathclaw is too good to pass
>>
>>3923171
>Happily Married
This'll make getting more easier
>>
>>3923171
Happily Married, invest now for better returns later
>>
>>3923171
>>Happily Married - Your bond is more than just physical, and performing actions together with Nowe benefit you both from experience now (conferring the ability for her to level up independently)
I think this is the best in the long term. With both of us leveling up, we will unlock perks much faster.
>>
>>3923171
Til Death Do Us Part sounds really good to me at first, but part of me worries that the temptation to lean too heavily on it might inadvertently undermine its value.

Characterization, Happily Married, and Till Death Do Us Part seem like the biggest game changers. Social Dynamics, Self-Control, and Hand in Hand also sound decent though not as immediately critical.

For now, I think I'll vote for
>Happily Married - Your bond is more than just physical, and performing actions together with Nowe benefit you both from experience now (conferring the ability for her to level up independently)
Getting the ability to level up is probably the one to go for first, since getting that early maximizes the benefit.
>>
>>3923171
>(conferring the ability for her to level up independently)

Does this mean we would lose the ability to pick Nowe's perks?
>>
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>>3922975
>>3922935
>>3922909
>>3922895
>>3922894
>>3922742
>>3922735
>>3922707
>>3922663
>>3922655
>>3922653
>>3922652
>85

Bundling up all the raider loot in a spare blanket then, you let Nowe eat her fill of what remains, before heading back to town together. Your town in fact, by the look of things, at least for the time being. You can't help but feel a little proud of having cleared the place of raider bastards, and even Nowe seems to share some of the sentiment as she stands all proudly with her head high beside you. Standing together, one of a kind and victorious amid your own little town.

And all the better for looting! Not like the dead will mind.

"Ah it's locked, no wonder they couldn't get in. I might be able to... oh Nowe, I don't think you'll be able to-"

You're not one for lockpicking really, you can if you need to but it's not your forte especially with a sort of multiple lock as complex as this. Whatever this building was, the townsfolk really treated it as their bunker, safehouse, or whatever. While trying to figure out how best to solve the problem though, Nowe as if noticing your predicament jostles you aside with a hand. It's sweet of her to try and help but there's no way she's going to be able to pick a lock.

"Aberrrr... Trrooooo..."

"Well, I guess that's one way of getting in..."

Without hesitation she simply grips the door where she can and with a grunt, outright rips the door off the frame with a bang and scrape of rent metal, and a small shower of bolts and screws. As easy as she'd removed it then, she just sets the door beside and lets you to go inside, though is quite curious about what's within.

"Oh hey, it's pretty nice in here! I could see us staying... a couple days maybe..."

A safehouse indeed, as far as remaining pre-war buildings go the two-story structure had obviously been restored to an extent by the townsfolk, perhaps even used as a meeting place. As far as you can tell it had been something like a mini-mart before the war, though obviously stripped of supplies but instead cleaned up and repurposed for the everyday needs of the town. For example there's old machining equipment in here, workbenches and ammo-loading tables. Your guess; whatever working equipment of value the people of Walden could scavenge, they brought here for common use and safekeeping.

Strange though... no sign of anyone in here...

>How do you proceed?
>>
>>3923262
Let's scout and loot the building and maybe find somewhere to sleep.
>>
>>3923262
>do a sweep of the building to make sure there aren't any unpleasant surprises
>>
>>3923262
let's see what's inside
>>
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>>3923229
It would mean that when leveling up, you would get a perk point, and so would she. What you do with those points is up to you, if you wanted you could just devote both to her.

>>3923227
>>3923219
>>3923205
>>3923202
>>3923186
>>3923185
Seems like a majority for Happily Married, so Nowe will now have that perk, through learning or mutation or what have you. While on the topic, a relevant breakdown for your stats;

>Mike Snyder - Human
>Level 6 - (25/100) XP, 5 perks
>S - 5
>P - 5
>E - 10
>C - 5
>I - 4
>A - 5
>L - 5

>Nowe Snyder - Deathclaw
>Level 15 - (0/100) XP, 1 perk
>S - 8
>P - 8
>E - 8
>C - 8
>I - 8
>A - 8
>L - 5

Note; stats in regard to species, Mike is a 10 END by human standards, which are not the same as Deathclaw standards. Think of it as "In relation to others of the same species"
>>
>>3923227
I honestly find Till Death do Us Apart is a must after Happily Married. Neither of us can't get perma'd unless it gets REALLY bad for both
>>
>>3923288
Support
>>
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>>3923277
>>3923288
>>3923290
>>3923358
This place will do for shelter, for the time being but before you settle in for the night you'd like to check it for any nasty surprises. Helping Nowe inside to navigate the place together, you start to snoop about for anything untoward or of interest.

"Oh hey, working power! There must be a generator or something, maybe in the basement."

Able to turn lights on, you can also check and see there's running water. While it doesn't appear from a first look that there's a whole lot of worth to loot in this place, the building itself is quite a treasure in this forested wasteland and it's no wonder a small town was able to spring up and thrive around it and the old fuel station across the road.

"Mhyge..."

"Yeah? What is it?"

While you look over what there is to be found, you hear a call from Nowe and hurry to her, the deathclaw having struggled her way upstairs. And why, you realize, for the scent of blood. The remains of some inhabitant of the town you suspect, dead from apparent suicide by gunshot. The weapon beside them, blood across the wall and some few goods scattered about as well as a note left... good thing you were taught how to read by that Enclave field researcher.

"...sounds like he panicked the moment the raiders showed, ran in here and locked everyone else out... 'I don't think more than a day left till they get inside, I won't suffer like the others did. Forgive me'... damn, that's pretty bad."

Well as far as you can tell, the good news is that for being locked down so quickly, the building wasn't sacked like the rest of the town. The bad news is that because it was done so quickly, it doesn't seem like the guy stopped to gather up supplies or wait for anyone else to bring any in here. So while there's some bits and bobs of value here and there like some meds, ammo and caps, the majority of the value in this place is the equipment and machinery. Things you unfortunately can't loot, since you can't take them with you.

There is at least though a set of freezers on the power system, stocked decently with food. And you could probably gather a few good quality tools around here, as well as decent scrap... and the generator fusion core, if you were a bastard. The building itself breaks down as;

>Upstairs - bedroom, storage (clothes and mundane things), office, bathroom
>Ground floor - meeting area, living area, workshop area, bathroom, storage (scrap and equipment)
>Basement - storage (junk) and the generator

The mainstay of the loot you expect from the town, is likely to be in the other buildings and on the various bodies. You can see about that tomorrow though, for now you wouldn't mind getting a night's rest, or at least relaxing and spending the evening in some decent shelter for a change with Nowe.

>How do you proceed?
>>
>>3923288
And yeah, supporting this
>>
>>3923335
Me too, but main characters already tend to have a healthy amount of plot armor, wouldn't having even more of it prompt the QM to send more shit our way?
>>
>>3923364
>>Ground floor - meeting area, living area, workshop area, bathroom, storage (scrap and equipment)

let's see if we can use the workshop to improvise some armor
>>
>>3923364
Get some rest upstairs, that loot won't go anywhere (I hope)
>>
>>3923382
Support

>>3923373
As the old motto goes better to have it and not need it than to need it and not have it
>>
>>3923364
Lock everything and make some tin can alarms/traps then we cuddle our Deathclaw gf to sleep on the bedroom
>>
>>3923418
+1
>>
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>>3923443
>>3923418
>>3923396
>>3923414
>>3923382
You've an interest towards making use of the workshop here, you're no expert but maybe you can cobble something together out of the available materials. You'll leave that for tomorrow though, for now it's been a very long and very bloody day, and you could do with a rest. Both of you.

Helping Nowe upstairs and to the bathroom then, it's probably a comical sight of you and a deathclaw huddled together close in a bathroom but you want to wash her off as best you can so you and the bed aren't left bloody and reeking after the kills she made earlier. She doesn't much have a concept of cleanliness in that way but is aware that you prefer it so she doesn't mind, waiting patiently enough for you to wash and wipe off the blood as best you can.

After that, well you make note of where everything is and lock the door to the upstairs (after dragging the dead guy downstairs) before unloading all your stuff and loosing your outer wear. The bed looks decent, a first real bed in a long while and a double at that. Not that it's really big enough for Nowe but not that she really cares either, as you attempt to make it up a little but once she sees you trying to lay down, Nowe practically up and tackles you onto the bed. Fwumping down with all her size and mass and squashing you, either intentionally and playful or unintentionally and not entirely aware of her size and strength.

"Argh! Can't b-breathe!"

Eventually from your struggling you can squirm out from underneath her, but you can't get far as she grasps a firm arm around you, stronger and tighter than you could ever hope to break free of. You might as well be her fleshy teddy bear as she holds you close, the rise and fall of her powerful breathing to doze off to. At least you can manage a goodnight kiss before that though.

"Goodnight, Nowe."

"Nighhh..."

"...ah, do you think you could... the light?"

There's still the bedside old lamp, easier if you could sleep without it. You can't reach it from her embrace though you try to reach out, but seeing this she does the same and in a big swipe just smashes the thing to the floor leaving the two of you in darkness. That'll work.

---

You assume you awake after her, as she's a light sleeper... or what you assume to be sleep, might just be mimicking you. You assume this because seeing little trickles of light through the metal-barricaded windows, it must be morning but when you try to rise Nowe just affirms her grip of you and you feel her tail beating against the bed.

A new day, ready to get up and at it, but it seems you're a prisoner!

>How do you proceed?
>>
>>3923580
Tickle her
>>
>>3923592
This man is going to get us killed.

FUCKING DO IT FAGGET YOU WON'T

support
>>
>>3923592
>>3923598
A-ha! Her weak spot! Well she's not really ticklish you've found from experience, but she does have sensitive spots or areas she likes to get attention. Reaching as best you can from this position, you begin scratching lightly that you notice her tense a little and playfully growl at you. She tightens her grip to try and stop you, but you take that as the sign all the more and start scratching vigorously till she squirms and yowls for you to stop.

"I've got you now!"

Just the chance you need from her lessened grip to go on the offense and use both hands now, as she struggles and rolls about to try and get away from you, and wrestling together in the bed you tangle yourselves up in a big mess of the sheets. But eventually you manage to get on top of her and scratch at her relentlessly with sadistic glee till she's left trilling and involuntarily kicking at the bed. A funny feeling to be atop her like this and hold all the power, to dominate her in your playing together... of course you know she's just playing along as well, and merely allowing it. You couldn't possibly hope to manage it if she was serious, but she seems to enjoy it and lets you get away with it. At least if it means getting her belly and elsewhere scratched. Not without a fight though, as you have to struggle to keep wrestling with her.

"What a sight! The big bad deathclaw, brought down... by this!"

In any case though, it's all in good fun and you keep at it till your arms are tired and you're left panting for her to watch among the mess of covers, as you slump off her and roll to the old carpeted floor. You can't help chuckle to yourself as you try and catch your breath, seeing her cheekily peering out from amid the now-partially ripped covers, watching you like a cat considering to pounce or not.

At least you're free now though, once you get up and start getting ready for the day, you know eventually she'll crawl out of bed and join you in whatever you plan to do. First thing's first though as you get the water running in the bathroom and look over your stuff, what's the plan for today? A fair few things on your mind, ranging from all the dead outside to the ruins of the town itself, and whatever value you can still make use of here for the few days you'll have access to it before you'll have to leave ahead of the Mounties showing up.

>How do you proceed?
>>
>>3923656
Burn the corpses it's the least we can do, then look over the loot see if we can't trade our current weapons for something better. finally take everything of value that we can and split. see if we can maybe have Nowe carry some of the stuff, we can probably make her a backpack. maybe head to a town and sell some of the stuff we have acquired
>>
>>3923667
Supporting
>>
>Hand in Hand - Surviving together as much and as long as you have, your partnership is formidable. As such when working together, you and Nowe can perform shared tasks and actions without the usual hindrance of her being monstrous and huge or you being small and squishy

this is the perk we are going to need to make sweet sweet love with our wife
>>
>>3923656
Leave bathroom, go cuddle Nowe!!!
>>
>>3923667
+1
>>
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>>3923692
>>3923689
>>3923674
>>3923667
You could go back to snuggling, that sly deathclaw looks teasing, inviting enough for it... and you're not even sure if it's not intentional. You can make up for it later though, for now you've got to gather everything of value first and foremost in case you need to leave in a hurry. After that, then you can decide to what else needs doing, or simply kick back and take it easy for awhile.

So getting dressed some and heading downstairs, Nowe is soon to follow as the two of you have breakfast; you cooking up the radstag meat and her munching on the suicided fellow. After that it's just the busy and arduous process of gathering all the bodies you're aware of and can find, to pile and burn them... it'd sit better with you to bury them but you just don't have the time or effort. In the end it'll have to be inside a building to mix with the smoke and fire of burning that down, else just plain burning a pile of bodies will attract black flies. Just after midday about then, you and Nowe manage to drag and pile the dead in the farthest building from town and... deciding to let her pull a few back out as food for tonight and possibly tomorrow, you finally torch the place.

As for the loot you can get off the bodies, it's not too different from the raiders you hunted down and looted, though at least a few notable things;

>Many sets of clothes and bits of raider armor, you're not keen on wearing bloody clothes of the dead but some bits here and there like new boots and gloves are fine by you, plus a good pair of goggles
>A ton of weapons but mostly all junk weapons or in crap condition, save for a couple decent pistols, one laser pistol, a good shotgun, and two landmines oddly enough
>Not much in the way of goods (on the bodies at least), but a collection of various drugs from the raiders and even some from the townsfolk
>Plenty of caps and a bunch of small personal valuables the raiders had taken from the dead, pre-war jewelry and stuff like that, not much use to you but worth it to sell

In general there's a good range of stuff you can loot but the problem becomes how much of it you can, and want to take/carry with you. Particularly in the way of guns and chunks of armor. You can decide on that later though, for now you pile it all back in the town safehouse and relax for a bit, looking Nowe over with some curiosity about whether you could make her a backpack or something similar to help carry things...

>How do you proceed? It's afternoon now and you've dealt with all the dead and their belongings.
>>
>>3923720
Its finally time. time we take up the hammer and go about blacksmithing. We will be the best God damn crafter this side of the wasteland.

We could do a little experimenting. Get some thick ropes and straps to act as a backpack shoulder straps. We could then reinforce the backpack itself with a metal frame to make it sturdier and add some metal sheets for bare minimum protection. For the interior there should be nets and pouches for items to reduce the ammount of rattling and in turn noise Nowe will make when carrying it when she needs to be stealthy.

To show the wife how valuable this is, we could go for visual demonstrations by putting on a backpack and walking around with various useful things. Food, medicine, and blankets.

In addition to making the backpack for her, we should gather all the armor and try assembling a single nice set for ourself. Also paint, polish and shine it.

>>3920796
>Ya ain't thinkin' of goin' through are ya?! It ain't worth the trouble to us, but if ya do, I'd paid for somethin' there and was on my way to pick it up. Fella by the name of Roy Braid had it... if ya do head on in, and make it out alive, I'd thank ya kindly for checkin' in on Roy."
>"Supposin' Roy's still alive that is, and supposin' you make it out alive yaself. Ya can find me on the road again or in Nairn."
Is there really no way we could goad a pack animal to approach Nowe and get them to get along? There've been weirder relationships. I recall some dachshunds in a zoo that are buddy buddy with a lion.
>>
>>3923720
Is raider armor sellable, or would someone look at us like we're retarded if we tried? Is there something like a wagon here? If that merchant lady could hitch it to her robotic horse i think she'd be more than grateful
Plus, cart = more stuff for her to take from the town.
>>
>>3923784
+1
>>
>>3923790
You can sell it but you'd get the same rate for selling scrap since that's basically what it is.

>>3923784
Not without the right perks would you be able to put Nowe and an animal together.

>>3923784
>>3923801
If you want to try blacksmithing you can, couldn't hurt to try. To do so, go ahead and make a roll then.

Otherwise, this will probably be my last post of the night. We'll continue tomorrow, with any other player input to give others a chance to catch up and post.

Till then, thanks all for playing! And if you have any questions I can try to answer them as usual.
>>
Rolled 97 (1d100)

>>3923809
>>
Just found this quest, degenerates the lot of you.
Where do i sign up?
>>
Rolled 16 (1d100)

>>3923809
>>
Rolled 33 (1d100)

>>3923809
>>
Rolled 82 (1d100)

>>3923809
>>
Rolled 15 (1d100)

>>3923809
rolling to find a potential robot horse drawn cart for the merchant lady.

God damn 4 int? Anyone else wanna level that up? If we level up INT it might be easier to teach Nowe new concepts.
>>
>>3924036
For the first few levels I think we should be taking Nowe related perks.
>>
>>3924045
Seconded, OP is dropping way too many hints at Nowe going berserk and us being unable to do anything about it. Plus, Deathclaw Waifu.
>>
>>3924036
But if we get to level 30 we could get the Almost Perfect perk and save a fuckton of perk points. Supposing every perk in every game is fair game, also supposing the perks have the same requirements they had in the games.
>>
Rolled 5 (1d100)

>>3923809
>>
Any books we managed to find? I recall books were valuable in fallout 3.

>>3924045
>>3924049
Dont we level up separately?
>>
>>3924590
Yes but we can still spend our perk points on Nowe if we want. Which wouldn't be too bad for us if we get a perk point every level
>>
Back now, will be continuing in a little while.
>>
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>>3924271
>>3924036
>>3923971
>>3923942
>>3923919
>>3923814
>97
>Success! +25xp

For the rest of the afternoon then, you make an attempt at blacksmithing from the tools and materials available in the town workshop. Really you're just going blind and trying to work by what you can imagine, at least to an extent. You have some experience working with textiles and know how to maintain and fix weapons, but actual metalworking is new to you.

That said, with Nowe's help and a couple hours, you can weld and nail together a few things. The main one is a sort of backpack contraption for her to wear, mostly just a rope and material harness with an empty drum barrel affixed on the back. It's not... the best solution, since she has a row of spines running down her back so the backpack doesn't really sit evenly on her back. But it's something, and it can fit her after several attempts. Getting her to actually wear it though is the challenge since she finds it irritable and after enough time gets annoyed enough to throw it off.

You meanwhile, you're able to fasten together all the chunks of raider scrap armor into a piecemeal protective suit. You do your best and while it holds together decently and fits you well, it still kind of just looks like raider armor even after you remove most of the spikes and jagged edges, and give it a good polish and remove the blood and garish paint jobs. A scrap metal abomination which may afford you some protection, though it's quite unwieldy to move around in and you couldn't really approach a settlement wearing it without drawing hostility for being mistaken as a raider.

All that said though, it's a pretty good success overall, for basically a first time blacksmithing. Rather than failure or injury, you crudely and successfully manage to create the things you'd set out to do. Not bad for a beginner's effort!

"Oh hey, another teddy bear. Rea-dy? Ah, nice catch!"

In between the smithing effort as well, you searched around town a little more for any more materials to use in the process. Some more caps, meds (particularly radiation based ones), a stuffed bear that Nowe has a penchant for, and eventually one residence (or former residence) of a Mr. Roy Braid. You can tell by some of the unrelated scrawlings on papers about the place, but in particular Nowe finds a wrapped package under a table and drags it out for you. Not too big or heavy, about the size of a bread box wrapped up. This must be what Tracey was after, so if you choose to take it with you and can find her again, you can expect that reward.

Otherwise though, at the sun begins to set and evening creeps in, you feel pretty content about a busy day well spent together. Cleared the ruined town up some and made use of the amenities, not to mention a small fortune in loot. A little while till dinner you think but there's the rest of the night free to you.

>How do you proceed?
>>
>>3924788
Time to spend some 'quality' time with Nowe, by giving her English lessons, in a very 'hands' on
>>
>>3924848
Uh, support. I think?
>>
>>3924848
Lewd
I support
>>
>>3924848
>>3924903
>>3924985
Supporting just language and vocab practice? That's what you mean by English lessons I assume. That's easy enough, you can manage without any difficult, apart from patience on her part.
>>
>>3924991
Yep lets get some learnin done
>>
>>3924999
Yeee, this
>>
>>3924991
that's what I meant,..are you suggesting something lewd?
>>
>>3925041
>>3925040
>>3924999
I was simply clarifying because your post tapered off abruptly.

In any case then you can spend the rest of the evening beside the fire in the middle of town, enjoying dinner together and trying to practice vocab with her.

"Face, see that? Faaace."

"Fhhhassse..."

You point out your own, and pat her face to indicate and make the word easy for her, which she is able to imitate. Again, as always you're not sure if she actually understands the words or just through repetition she remembers them and parrots them back. But either way, she does correctly associate with the words you say. When it comes down to it, if you can tell her to go left or right in a life or death situation where it matters, then it's not terribly important whether she truly understands you or not.

You just hope she does, as you continue to practice with her.

---

After dinner and maintaining enough patience to sit with you and learn for as long as she did, Nowe wants to go night hunting. You can't stop her of course, and only slow her down so are fine to let her go for the night, she does this now and then but always returns by morning. And useful to boot since she's usually back with caught food.

A chance for you to better organize things then, since you'll probably be leaving tomorrow, as well as to get a chance to read one of these books you found if you like.

>Anything else on your mind for the night? In the way of books, you can pick a skill if you like, see if you've got a book from town here relating to it in order to increase that skill.
>>
>>3925075
Seduce the deathclaw.
>>
>>3925105
This
>>
>>3925075
>In the way of books, you can pick a skill if you like, see if you've got a book from town here relating to it in order to increase that skill.
Are we doing skill points?
Read a book about explosives. I wanna make the most use of that grenade launcher.
>>
>>3925113
Not skill points but if you make a roll relating to that skill, like guns for shooting, then you'll get a bonus to the roll.

I mean, using the skill categories from the game, but not literal skill points, just a roll bonus.
>>
>>3925112
>>3925105
How can you do that? She's already departed for the night to go roaming and hunting out in the forests.
>>
>>3925105
we need to wait until we get till death do us part
>>
>>3925113
+1 we really should learn how to not kill ourselves with that thing
>>
>>3925113
support
>>
>>3925113
Supporting
>>
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>>3925175
>>3925161
>>3925128
>>3925113
Explosives it is then, you're able to find a copy of Duck and Cover! within the small collection of books not burned. Nowe can enjoy herself and be wild out in the forests for the night while you appreciate a good book in a comfy seat in a building with electricity.

>Duck and Cover: +10 to rolls relating to explosives, as long as the book remains in your inventory

Eventually as it gets late you start to doze off between pages, so can call it a night and find your way to bed. One last night in an actual bed, the chance to appreciate what you have, before you'll probably want to move on...

---

You're awoken what appears to be next morning by the sound of scraping at the door, though before you can get up to answer it Nowe just busts the door off the frames again like the one downstairs. Back from a night of hunting and looking quite bloody and tired, she's clearly intent on slumping down with you on the bed.

So some quick thinking and quicker action will be required unless you want to end up trapped by her for the duration of her nap!

>How do you proceed?
>>
>>3925268
>>How do you proceed?
Greet her and start cleaning her.
Social animals need to be social.
>>
>>3925303
Yeah, grab a toothbrush or something and give her a winning smile
>>
>>3925303
The only option, really
>>
>>3925303
support
>>
>>3925303
We kind of have to get out of her way to do that or else we'll get smothered.
>>
>>3925321
And covered in gunk
>>
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>>3925303
>>3925307
>>3925312
>>3925321
>>3925316
Why try to avoid her to escape her, when you can welcome her back?

"Ah ah, no bed yet! Not like that!"

"Suhleee..."

While she is pleased to see you, she doesn't seem in the mood for games and growls at you impatiently. You know by now she wouldn't actually harm you but it's to make a point, let you know. At least you think she wouldn't harm you.

"Sleep later, clean first. Come on now, don't you want to look pretty? My beautiful wife?"

You were about to get barreled over but at your pleading she slows to a stop, growling again but this time out of resignation rather than annoyance. What you couldn't ever manage with might, it seems you were able to manage with words and love. Cautiously you reach out to take her hand and when she doesn't resist, you lure her to the bathroom, and make sure to cheerily engage her in order to hold her interest. She might be worn out after being out hunting all night, but if you can occupy her then you should be able to keep her from losing patience.

"You can... sit here, beside the tub?"

There is an old pre-war bath in the bathroom appropriately enough, but Nowe is far too large to fit it. However you can get the shower head running with hot water, and convince her to let you pull parts of her under the water. Starting most obviously with her hands and claws.

"Well, you must have been busy!" you speak aloud while scrubbing away at her hands with a wet rag under the shower head stream.

"Wooorfff..."

By the sound of things she found a wolf or several, possibly even mutated ones. Hunting down multiples of those all night would definitely tire her out. It's gross, messy work and the water accumulating around the drain is red and chunky, but you're doing the job of cleaning her up and she doesn't seem to mind the water a this temperature.

"You think we could try... I want to brush your teeth? Teeth, teeeeeth. It may not... ah, it won't taste good, but it will make your teeth all pretty! Good for kisses!"

You're able to wash her massive head and horns by prompting her to lean forward over the tub into the falling water, but turning an old toothbrush in your hands over and over, you ponder being able to use it before deciding. She was kind of passive to your cleaning before but perks up in interest at the pre-war toothpaste (still good!) but doesn't like the smell at all. Still, after much convincing and pleading, you can get her to try.
>>
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"See? That's not so- ow! Not so bad, if we can just- ow!"

You basically end up having to wrestle to try and get ahold of her head while you struggle to brush at her teeth. She obviously hates the taste, but at the same time seems to like the sensation, probably something she's never experienced before or even close to it. It's a shoddy job as she spits up and bites at you annoyed, but for a first time effort you manage pretty well. The hard part, and definitely in need of some learning is getting her not to swallow and when you try to wash her mouth out, the concept of sloshing water and spitting it out is more than you can explain to her at the moment.

But when all's said and done, about an hour later and the bathroom in a tremendously messy state, you've got yourself one rather clean deathclaw! Got all the blood off, washed where she normally may not be able to clean herself, and generally scrubbed down her whole body. The lattermost of which she thoroughly enjoyed for getting off old/dead scales and skin, leaving her actually a little shiny and looking quite "fresh". Even smells nice too, as you found half an old bar of soap. Certainly she reflects as much as she keeps looking herself over quite proudly and shows much affection to your compliments and praise. Though she's still clearly fatigued, you've managed to hold her attention all the way through and even are able to sit her down in the bedroom to dry off with some extra old blankets.

>Success! +25xp

The unfortunate side effect of course being that while you managed to avoid having her collapse on top of you in bed in a bloody mess, now she's intent on getting some sleep and pretty much just curling up on the floor, but dragging you with her in a big hug. Eager to show her appreciation for all you've done for her.

>How do you proceed?
>>
>>3925400
looks like we are hanging out untill she wakes up.
>>
>>3925400
Allow her to cuddle us, it's only fair
>>
>>3925453
Ditto
>>
>>3925400
>>How do you proceed?
Well, lets read the book more so we can get more familiar with the explody stick
>>
>>3925555
While we're being cuddled I mean
>>
https://us.rule34.xxx//images/2728/a916eba738a80800680371de230a83391c9acbd1.jpg
>>
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>>3925588
>>
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>>3925588
>>
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>>3925565
>>3925555
>>3925553
>>3925453
>>3925449
Well there's not much you can do at this point, once she's got a hold of you and drags you to the floor as she curls up on the old carpet. Not just to sleep so quickly though as she's clearly quite amorous, grasping you close and licking at you quite vigorously till you reciprocate with the kissing. Not that you mind of course but as always it's quite the mismatch in both size and physiology... the mind boggles to think of the logistics of "making out" with a deathclaw but you manage your best, as she even paws at and feels your body up like a beloved plaything. You take comfort in noticing that she seems to enjoy it, just as you enjoy scratching her belly and such, though naturally she takes care with her claws to you; trying her best and not always succeeding at not ripping at your skin and drawing blood.

But you're tough, you can take it, long enough at least for her to ease up as she eventually dozes off and her grip of you loosens. In the end just the rise and fall of her massive body and the notably audible flow of air from her nostrils thanks to her powerful lungs. You take the chance yourself to catch your breath, finally free of trying to match mouth and tongue with a deathclaw.

Slowly, carefully then you manage to disengage yourself from her, trying not to laugh aloud and possibly wake her when you look under your clothes at the claw marks here and there and the little spotting of blood in the several places she broke the skin... not too deeply though, but you imagine if you were a weaker fellow she'd have raked you quite badly. And this was from just a makeout, having gone... farther with her, and you might have another scar to show for it.

In any case though you hesitate for awhile, taking the chance instead as you sit beside her to marvel at her massive monstrous form. Whether or not you could ever truly find her beautiful, truly love her... you're not sure you can say, but it's effortless for you to admire and appreciate her as she lays beside you. To love being with her, as you spend awhile more just stroking at her head and face without trying to wake her.

>How do you proceed then? If you want to stay safe, this will probably be your last day in town so any remaining business you have, now will be the time to start wrapping things up.
>>
>>3925669
Do one last sweep of the town to make sure we have found everything of value. then consolidate all the most valuable loot together and prepare it for departure. If we have time try sowing together a 'coat' for Nowe
>>
>>3925669
Well, I was going to make a little inventory but fuck, it's late and I can't be arsed to reread every post. Take Tracey's package and everything we can take, prioritize good weapons and ammo.
>>
>>3925679
>>3925682
This will probably be my last post of the night then, but we'll resume here tomorrow giving the other players a chance to catch up and give their input.

Till then, thanks all for playing!
>>
>>3925747
Try our hand one last time to make our armor set less raidery. Find some paint, grind the edges, make them even.
Do what we can to make it more visually appealing. Everyone knows raiders don't have class.
Or heck look for another book. Maybe medicine next.
>>
>>3925669
>>3925953
>Try our hand one last time to make our armor set less raidery. Find some paint, grind the edges, make them even.
This.
"Grinders and paint make me the welder I ain't."
I imagine if we can find a cloak to wear over all this we'll just look like a regular mysterious wanderer instead of a raider.
>>
>>3925953
+1 for not getting murdered for looking like a raider
>>
>>3925953
+1
>>
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>>3925588
>>
I want our character to have kids with Nowe. Think about it, we could lead a tribe of human-deathclaw hybrids
>>
>>3926301
I need art of this.
>>
>>3926301
I don't think that's possible but this is Fallout so who knows.
>>
>>3926317
In fallout 3 A man literally was transformed into a tree and became the spirit of nature unable to die.

I think Hybrids are a complete posiablity given we take the right perks.
>>
>>3926301
We're already raping the lore here pretty bad with a deathclaw in the first place...
>>
>>3926598
So is that a no?
>>
>>3926301
Better raise that Luck stat then, or get enough Perks for Nowe
>>
>>3926301
Before we do any of that, we need to get Nowe a pretty dress preferably dark red.
>>
Eyo resuming now
>>
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>>3927377
nice
>>
>>3927377
Excited for more cute deathclaw wife
>>
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>>3925679
>>3925682
>>3925953
>>3926001
>>3926215
>>3926218
With what time you have left, you spend it at the workbench some more. Not much need to consolidate value since you already looted the ruined settlement and piled it all ready to go, really the only thing of significant worth is Tracey's package whatever it is, however that said you are able to get a couple sleeping bags in good condition that will come in handy and can be rolled up for transport.

Your main focus is the shoddy mix of armor you fastened together, making it more presentable. In the end and after a lot of work you can render it down to not looking so raider-ish, something you feel a little more confident you could approach people in and not risk getting shot. The other problem still remains though, that it isn't a lot more than just several chunks of scrap metal bolted together and therefore not the most ergonomic thing to wear. It will afford you protection but as long as you wear it you'll take penalties for most anything you do since it's unwieldy and heavy to wear.

The last bit, is more just out of curiosity but you take a bunch of the old clothes you can find, see what matches and try to fasten them together for Nowe. The former owners won't mind if you take it, so with some effort and creativity you're able to whip something up. Would be a lot easier with Nowe present to try and fit and size, but when you're making not much more than a big cloak for here there's not a huge concern for how well it fits.

>Success! +25xp
>Level Up!

You've gained enough experience to reach level 7 now, as before gaining health and stamina, and the chance for a perk. As before you can figure this out in the background, while resuming besides.

So eventually by the afternoon Nowe stirs about upstairs you can hear, and lumbers on down after her nap and happy to see you. Met with a big reptilian kiss, that you think she's staring to get the hang of more now so there's less chance of having your face or tongue bitten off, you expect she'll want something to eat but then it's your decision to make on when and where you're leaving.

At some point as well, you can present your "coat" creation to her, and combined with the bartered blankets from Tracey you should be able to "clothe" Nowe pretty well you think.

>How do you proceed?
>>
>>3927507
Nowe perk!
I'm torn between Hand in Hand, Social Dynamics and Self Control


But for now let's make breakfast with what we have
>>
>>3927559
>"So eventually by the afternoon Nowe stirs about"
>breakfast

You've already taken care of yourself, she'll just munch on whatever she hunted since there's no bodies left to eat.
>>
>>3927567
Alright then lets get a move on to wherever the trader was heading
>>
>>3927567
Did we retrieve our grenades from our failed trap?
>>
>>3927681
>>3927664
Yes you got the grenades back, no worry there.

Packing everything up then while Nowe finishes eating, the two of you can depart the ruins of Walden with a good few hours till sunset at least. And, with Nowe draped in her new outfit which she seemed to like, lugging the barrel "backpack" which she seemed to not like. Hopefully you don't get engaged following along the road since she can't easily get the equipment off in order to be combat ready...

Continuing on then, the Trans-Canada highway bound for Nairn.

>Make a roll for the travel!
>>
Rolled 16 (1d100)

>>3927706
>>
Rolled 81 (1d100)

>>3927706
>>
Rolled 26 (1d100)

>>3927706
Random encounters ho!
>>
Rolled 76 (1d100)

>>3927706
>>
Rolled 58 (1d100)

>>3927706
Nat 1!
>>
Rolled 73 (1d100)

>>3927706
>>
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>>3927741
>>3927739
>>3927733
>>3927730
>>3927843
>>3927727
>81

You can get a couple hours in then before nightfall, putting Walden behind as you both lug along equipment together. And all the better, no major trouble encountered on the way. Slow going but according to your old roadmap you should reach a place called Nairn by tomorrow. Then you can see about selling this stuff.

By sunset though you're looking for a place to camp the night with Nowe, since traveling at night while encumbered with noisy and heavy goods is a bad idea. Sleeping on the road is just stupid, but venturing too far into the forest is just as bad. Thankfully Nowe picks up on signs of something off the road, and you can find an old delivery van that must have went careening off into the woods, probably not long after the bombs dropped. The front is totaled but the back, after breaking a rusty lock only has some long since rotted food containers. Easy to empty out and then sleep inside for the night... though it'll be a very tight fit for both you and Nowe.

"Should be good, I can lay out the blankets, the sleeping bags... I wonder if the battery is still running?"

"Rhhaaaads..."

"Ah right, thanks for reminding!"

While she discards the backpack in annoyance then, you can check for any radiation with your clunky old geiger counter, before you get a small fire going behind the truck to huddle by till you both get to sleep.

>Anything you want to take care of while you're out here with the van in the woods, for the night? Otherwise you'll continue on the rest of the way come tomorrow.
>>
>>3927861
level up, do Some more vocaublary lessons with nowe. then sleep.
>>
>>3927879
+1
>>
>>3927879
+1
>>
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>>3927879
>>3927905
>>3927908
You already leveled up, but you can spend just a quiet, cozy evening by the fire and then in the van together. You try to practice vocab with Nowe as well, at least as long as her patience keeps up, till she starts acting affectionate and wants the same in return.

All in all though, thankfully no troubles for the night. Once or twice you hear some wildlife off in the forest through the night, but not like you're at risk of being attacked holed up inside the van here.

---

You and Nowe get along like two peas in a pod, or rather like a monkey wrench and a pipebomb in a kerosene-soaked sock. For your time together, she's gotten quite exceptional at watching her size and strength around you and particularly her claws, as to avoid injuring you. Sometimes though she can't help it, especially when she's asleep.

"Bleargh! Nowe... N-Nowe! I can't-!"

That's one way to wake up, crushed under a deathclaw's rear end. You manage to tug at her tail though to wake her up before you suffocate, and in a rather painful affair she changes up her position to free you.

Crisis averted! After getting up then and getting ready for the day, coaxing her out of the van to suit up and leave, the two of you hit the road again... or follow along it. Well before noon even, you catch sight of increasing signs of habitation and people passing these ways, so the closer you get to the settlement ahead the farther from the road into the forest you two retreat. Not the deep forest of course, but enough so that you can hope to avoid being noticed by anyone.

"Right, that should be Nairn... ah, can see the Mounties from here..."

Spying with your binoculars from the forest, after your last settlement was a ruin, it's a nice change of pace to see a proper town. Well, more like an outpost really, a trading hub but still. Plenty of people, plenty of activity, and a lot of security. Sadly, like Soodberry, this is probably where you and Nowe will have to part ways for as long as you have business here, before you continue on the journey together.

Ah, but a slight problem in that, how are you going to carry everything? Just hauling your own stuff is tough, Nowe's equipment with her backpack is far too much for you to manage.

>How do you proceed?
>>
>>3927956
Stash the gear Nowe is carrying nearby have her guard it, then head into town sell all the goods we can and then come back for the stashed loot go back into town sell that. repeat untill all the stashed loot is off loaded.
>>
>>3927961
+1
>>
>>3927961
Do you want to just focus on offloading all the loot first and foremost then, so it's all gone and you can let her roam, while you follow up with actually checking out the settlement?

You can if you want to it might just take awhile, but easier to get it all out of the way in one go. Make a roll for barter on selling everything, if so.
>>
Rolled 22 (1d100)

>>3927964
yeah its best to offload our loot first, so Nowe can roam and is lesslikely to be decovered.
>>
Rolled 28 (1d100)

>>3927964
Yes
>>
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>>3927966
>>3927965
look at those rolls
>>
Rolled 7 (1d100)

>>3927964
Ye
>>
>>3927972
Fug
>>
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>>3927972
we are about to get stopped by the fucking mounties
>>
Rolled 85 (1d100)

Might as well go for that nat 1
>>
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>>3927984
the Chosen one has come
>>
Rolled 18 (1d100)

>>3927964
>>
Rolled 8 (1d100)

>>3927964
>>
>>3927984
Well that is a much better roll...

...but there's so many other low rolls!
>>
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>>3928011
we are in the shit now boys
>>
dice+1d100
>>
Rolled 99 (1d100)

>>
>>3928066
missed a nat 100 by 1
>>
Hey first roll I ever did on /qst/ and got a 99. Cool
>>
>>3928075
that is the fatist lizard I have ever seen. I am also stealing this pic
>>
>>3928075
I want to rub its stomach against my face
>>
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>>3928066
>>3927999
>>3927995
>>3927984
>>3927972
>>3927966
>>3927965
>89 (99-10)
>Success! +25xp

The settlement of Nairn! An outpost for the Mounties along the highway doubling as a trading hub due to the obvious security. Not a place you could really live, but a perfect place to stop by on your journey west and south, and so you do!

"How much more-a all this you got eh?!"

Trying not to come off as too suspicious, you lug your portion of the loot into town, passing by various folks of the settlement and structures the farther in you get. And of course the Mounties in their red combat armored uniforms, busy as you'd expect and talking about their plan to set out and retake Walden this afternoon. You're after the traders though, and can find a few who specialize the various sorts of loot you're trying to sell.

Naturally it's a bit strange that you keep coming and going from the settlement, back and forth between the forested outskirts, but it seems most folks are too busy to notice too closely what you're doing. Just some idle comments about you returning several times with armfuls of equipment and junk. All in all it takes four trips to and from Nowe in the woods but departing the last time you can let her roam freely now (telling her to be careful though, as always) while you focus on the settlement.

"Ninety-nine, and... one hundred. Pleasure doing business with you!"

Having traded and sold off the vast majority of the loot then, you're now sitting on a bag full of caps. You've managed more value in your life before, once or twice when you scavenged something exceptionally rare, but you've never had this many actual caps before. Out of curiosity and glee you shake the bag to listen to the jingling bits of metal within, but after realize you should probably be more careful with this kind of wealth. Even in this relative safe place, even with the Mounties actively about, for this amount of money who wouldn't consider doing something nasty to you for the money? Or even just stealing it...

"Probably should hide this, or spend it all..."

And you haven't even delivered Tracey's package to her yet, expecting a reward for that too. Though first you'd need to find her, and you're more than a little eager to see what you can buy for all your troubles "liberating" Walden.

>How do you proceed? Both immediately, and within the settlement in general, you can remain here as long as you need to for the available amenities and services.
>>
>>3928128
What is our current gear situation? like what kind of armor and weapons are we rocking?
>>
>>3928137
You've still got the cobbled raider armor and your winter wear for clothing, and for weapons you've still got;

>Pistol, high caliber
>Grenade rifle
>Machete
>Knife
>Grenades

Most everything else (that wasn't essential, like meds) you sold, though if there was anything you still wanted, the traders you sold to are right there and you only just made the trade so it's been soon enough that you could try and get them back.

And as well, since there's several traders around here you can seek out anything you might want or have in mind, and might be able to find it here for sale.

---

Otherwise, this will be my last post of the night then. We'll continue tomorrow probably, though I notice the thread is in autosage now, so we will continue as always each day but probably at an easier going pace. If you're interested in knowing for sure when we'll be running, I made a discord for the quest, where I'll just post notifications when the thread is active or not, let me know if you'd be interested in that.

Till next time then, thanks all for playing!
>>
>>3928173
Got off work. I'd like those mines back, and I hope we still have the weapon mods (night sight) and the laser pistols. If some backwater Patriots can make laser muskets, then so can we.
I vote to increase our INT with the perk. I would also like to keep the book(s) we got.

As for what to do, I think we should find Tracey to deliver her the package and news, in addition to asking her if it's possible to find a large Van or cargo truck that can be restored using our earned caps. If we can get one then we could simple refurbish the truck + container to be a mobilehome.
>>
>>3928173
Lets look for some armor that isn't made of dead raider gear
>>
>>3928173
Three things

1- we should buy a primary weapon, something like a standard serves rifle, laser rifle, or if we can find it a plasma rifle.

2- I wany better winter gear/armor the more protection we have the higher our chances of making it south/west are.

3-
>>3928236
I like this guys Idea of restoring a cargo van.
>>
>>3928484
+1 Getting a weapon that's reliable and easy to get more ammo for.
>>
>>3928236
>>3928484
These
>>
I just read up now and I have to say I enjoy the quest!

That said for equipment I would say keep the grenade launcher and the mines for the heavy firepower when we really need it, sell the rest. Get a couple primary weapons, probably a hunting rifle and a laser rifle if they have any and look into mods.

After that trade up in armor, the scrap armor was good for practice but no point in not upgrading. We can jeep practicing by modfing our new set or practicing on Nowe to improve our metalworking/armor building. Maybe looking into robotic pack mules if they have any. Brahmin would probably be terrified of Nowe but a robot would be great for carrying our stuff, maybe protection too if it's got a weapon installed
>>
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>>3929068
There might be an available robot, you could check around.

>>3929057
>>3929035
>>3928484
>>3928349
>>3928236
The idea of fixing up a vehicle sounds appealing, but given the state of the roads in the world these days, you're not sure how much mileage you'd get out of it. It's possible, but would be a big gamble and cost a lot.

Otherwise though you can get back the landmines, and attempt to exchange the bulky repurposed raider armor for something better (either leather, metal plate, ceramic, or combat armor parts, of increasing cost). You consider the laser pistol again but energy weapons are not your forte... you could use them no problem but maintaining them may be too complex for you. A better primary weapon though is entirely possible, you're able to find a hunting rifle which may not carry the same shock and awe as an assault rifle but this one is sturdy and in excellent condition; you'll take something you know will fire every time you pull the trigger, over some jury-rigged "quality" pre-war gun.

Plus for the longest time you'd used an old hunting rifle so the proper application is well-known to you. Plenty of ammo to spare, and to your preference you can get either an actual nightvision scope or a smart scope, the use of the former self-evident while the latter provides aim assisting.

---

While perusing the goods, you find yourself interrupted by a lady in rough clothes and some bandages, holding up a locket.

"Hey, that trader told me you sold this to him?"

It's a bit sudden of an approach but she doesn't seem hostile about anything, so you take a closer look at what she's got.

"Yeah, I... I think that was one of the ones I had."

"It's my sister's, how did you get it? I mean..."

She seemed determined to get to the bottom of things at first, but now her mind is running ahead of her it seems and she becomes pretty exasperated.

"...you were out by Walden? Can you tell me what happened? Some of us here, we escaped when the raiders attacked... but there's a lot of people still missing, we can't really wait for the Mounties to settle it..."

She appears to have at least enough sense to put two and two together, as for how you'd get the locket. But still she looks to you, hoping beyond hope that she's wrong and you'll tell her that her sister sold it to you or something. That you met her and she's just fine and well.

>How do you proceed?
>>
>>3929471
Tell her most of the truth. The town was empty save for raiders and we killed them in their sleep. We grabbed what was left.
>>
>>3929497
Support
>>
>>3929497
+1
>>
>>3929497
support, but make sure to be gentle about it
>>
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Rolled 86 (1d100)

>>3929497
>>3929559
>>3929642
>>3929649
You hadn't planned or wanted for this, but the least you can do is be honest with her. You try to be gentle and explain what happened, and probably what she already knew. You got rid of the raiders, but anyone left around were dead, the locket you got from one such unfortunate person. She tries her best to keep her composure at this but you can see it hurts the woman badly, as well it should and you'd expect. Thanking you for this at least and dealing with the raiders, she bids you well and probably wants time to herself or to break the unfortunate news to the other survivors. Before she leaves though, she suggests you let the Mounties know so they can adjust their plans accordingly.

Though how much you want to get involved with the authorities remains to be seen, since you know only trouble will come if they find out about your relationship. Plus you probably won't be sticking around long anyway, but it's something to consider.

In any case, you can settle the remaining trades before you consider seeking out Tracey now. You've still got this package to deliver, though you'll have to find her around this place first. Besides the pre-war gas station which serves as the outpost of the Mounties, and then the makeshift market of clustered traders, the only other building of note is a pre-war diner and a garage, the former having been restored to relative order and serving the same function while the latter appears to be the residences for the few permanent locals.

>How do you proceed? Anything remaining to take care of, or just seek out Tracey?
>>
>>3929707
Alert the Mounties and look for Tracey
>>
>>3929742
+1
>>
>>3929707
It's better that we call with the mounties now rather than have them find us after some local tells them we soloed a raider gang.
>>
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>>3929742
>>3929749
>>3929750
If word spreads that you got rid of the raiders, that could lead to some unwanted attention. Better to just take care of the potential risk if there was any.

"You didn't get their heads or something? That's a shame yah, there'd have been a reward in it for you if you had."

Your first stop is the old gas station, where you can report to whichever Mountie will hear you about the situation in Walden. Hearing that the fight is already done for them though, that certainly changes things a lot. Rather than venturing out expecting a battle, instead they can head out acting as escorts for the surviving townsfolk to return to what's left of their homes.

Some bounties would have been due if you'd the proof of killing the raiders, but instead you can still get a reward for your service to the area; a more up to date map of the region and roadways, with markers particularly for Mountie outposts and the like. For most this would be a welcome bit of security to know, for you it's valuable for knowing where to avoid for yours and Nowe's sakes.

---

After settling that matter to rest, you can seek Tracey out. Fortunately for having met with the Mounties, you don't need to wander blindly about looking for her, they know where she is and direct you right to her. Only just arrived a day before you, she didn't bother setting up a spot to trade her wares yet, instead currently waiting out at the garage as her guards size up the area and get some food and drinks for the lot of them from the diner.

"Oh, perfect! Thank ya Mike! I was thinkin' I might never see this, and my money wasted. Tell ya what, here take this! Same as I paid to Roy just to hold onto it, you earned it."

Tracey is glad to see you again but when you present the package she is gleeful enough to hug you, and only stops from tearing into the package for just a moment in order to hand you a significant bundle of caps. Five-hundred, when all you'd done is just get something in the same direction you'd headed anyway.

"Look at that! Wonder how well it'll fit..."

Some sort of pre-war computerized device, worn on the person. You've seen them a few times in your life but they're quite rare, as far as you remember coming from those old underground vaults. In such places, things like this would be commonplace but out here in the wasteland you can only imagine the use and utility of such a thing. No wonder Tracey wanted it dearly!

In any case she invites you to a drink and dinner to celebrate, not like you're doing anything else anyway but it's your call to make, and if you've any other business to see about.

>How do you proceed?
>>
>>3929818
Sure, free food.
Damn, we should have opened to package. I thought about it then I forgot immediately.
>>
>>3929828
support
>>
>>3929828
+1
>>
>>3929818
>>3929828
Don't forget to bring some leftovers home for Nowe.
>>
>>3929828
>>3929834
>>3929842
>>3929850
This will probably be my last post of the night then but we'll continue tomorrow here at the diner, giving anyone else a chance to catch up and to respond.

Also,

>Quest Complete: Lost and Found
>Level Up!

You've gained enough experience to increase to level 8 now, with the usual benefits and another perk. There was some mention of what the previous one was used on but it didn't seem a clear majority, so if you want to specify that would be helpful. But that'll mean two perk points to use if you like.

That'll be something you can figure out by tomorrow. Until then, thanks all for playing!
>>
>>3929892
Show us the Nowe perk list please.
>>
>happily married
>till death do us part
>>
>>3929892

>>Till Death Do Us Part - Your love goes beyond natural limits, and as long as one of you is alive then the other can't die

>Characterization - Nowe can take on the mantle of player character, trading off with Mike, depending on the situation

these two perks in sure if Mikey bot goes down we have the chance a Nowe to save his ass.

>>3929906
we already have happily married.
>>
>>3929892
I nominate
>Solar Powered
>Gun nut
Solar powered is just really good, Gun nut could be changed with anything really, I choose it since people seem to like crafting. I'd rather have Mike on a good spot before spending perks on Nowe, since she isn't gonna be all that useful outside of combat and she can level up herself, we should cover our bases.

Also, can we get an explanation on how general perks work? Is every perk in every game available? Do they have the same requirements? Even without skill points? What about the perks that rely on mechanics we don't have, like VATS?
>>
>>3929976
Nowe does level, but it's my understanding that we still pick the perks. Also, TDDUP literally makes it so that we cannot die unless both Nowe and Mike are killed.
>>
>>3929985
Yeah but what are the chances we die this early in the quest? I'm sure we can wait for Nowe to get TDDUP herself, every point we spend on her is a point we aren't getting back, and Mike doesn't have much going for him besides being pretty durable.
>>
>>3929999
I think having a Deathclaw sugar mama is a pretty big advantage and as a wise man once said better to have it and not need it than to need it and not have it. One more thing It's not wasted if it has an actual use and being unable to die unless both Mike and Nowe are dead is a hugely useful, and being able to play as Nowe if Mike is indisposed even more so.

Think of Mike as a beastmaster that is decking out his war hound. since you know the 'hound' is his main weapon.
>>
>>3929917
>We already have happily married

Unless specified otherwise, usually you can level a perk more than once, for better effects.

>>3929976
If there's a perk you're after from any game you can ask, for whether it would be approved or not. It's probably pretty safe to assume that you can choose anything though (except Almost Perfect, that's one off the top of my head that wouldn't be allowed). Also assume stat requirements but not skills since there aren't skills, but again, the safest bet is to ask. Just keep in mind that because of the quest/written style of play, some things are different from the games and won't translate. VATS for example, doubly so since you don't have a pip-boy. You can take VATS related perks, but their usefulness is going to be low.
>>
>>3930110
Oh did not realize that thanks for the clarification.
>>
>>3930110
Alright then, how would the perk Lifegiver work if we were to pick it? Would we get more hp per level like in 1 and 2? Is there even health points in the quest?
>>
>>3930134
There are health points, you just haven't taken damage yet. Lifegiver would accordingly increase your health.
>>
>>3930137
Can we also tell the moutaineers about the map we found and the possible raider base? There might be a reward for that.
>>
>>3929917
Support
>>
>>3929892
>Social Dynamics - From her time spent with you, Nowe has become better and better at interacting with you, and perhaps is even improving in abnormal ways such as more refined communication or sociability
>Self-Control - Deathclaws aren't stupid and from Nowe watching you, she's learning how a measured response to a situation can be for the best. No longer will you have to worry about her losing control to emotions, such as rage
Should make teaching her things easier and I'd rather get Self-Control before we have a reason to
>>
If we’re gonna settle, it will probably be in the Midwest, the nuclear winter won’t get us there and the people are (probably) friendly
>>
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Bit later but we can continue.

>>3930440
>>3930428
>>3930184
>>3929917
>>3929906
Seems like a slight preference towards these two for Nowe. Something to think about while Tracey buys you lunch.

"All a' them? That's amazin'! Bigger risk taker than my guards at least."

"I can handle myself, besides... they deserved it, for what they did."

You've been at worse stops than the diner here, not like they had a lot to work with after hundreds of years since a nuclear war but they did a decent job making the place clean at least. For the most part you'd guess it's all thanks to the stability that comes from proximity to armed forced here. The owner, Dean, even has a robot working the kitchen so the food is halfway decent.

Shows in the cost though, but you're not paying!

"Orderin' double? You got someone with ya I ain't met? Well, could use the company..."

"If you're buying, means I won't have to scrounge about later."

Of course it seems kind of pointless since this is more... well, people food while Nowe likes to eat what she kills. She does like sweet things you've noticed, but to get the sheer amount of food it would take to feed her from this place would cost more than what you'd spent at the traders already. Still, you can get a little something nice for her to go, but Tracey notices something is up, your excuse about having something to eat for the road not getting past her.

You can brush if off though well enough, feigning distraction at the various folks around. Well not even feigning really, there's plenty of assorted folks in here, all with their own stories you suspect. Some come and go as they pass through the settlement, or Mounties stopping in to grab something to eat. But the counter, all the bar stools are occupied with rough and tumble sorts you'd expect to see on the roads, chatting about this and that with the serving guy or each other.

"What'dya say? You seem alright, and after what ya did in Walden... wouldn't mind havin' ya along, even if ya got someone else!"

Tracey is still pressing the point though, offering to travel together. You're not the savviest sort but you get a sense she likes you, maybe more than she lets on or else she wouldn't be so eager to hang around you, and trying to keep up conversation. If only she knew the truth though, and what prevents you from accepting her offer...

...right?

>How do you proceed?
>>
>>3929917
>>3931066
this two support
>>
>>3931066
Wasn't this trader there when we were run out of town?
>>
>>3931066
Decline the offer, saying 'I really wish I could, but everyone has there demons and mine mean I have to travel alone.'

>>3931086
Nope, she left ahead of us.
>>
>>3931066
"How much do you mean by 'Even if you got someone else'?"
>>
>>3931107
+1
>>
>>3931080
>>3931086
>>3931101
>>3931107
>>3931137
Refusing her offer seems the obvious choice, but you consider the potential behind it... nah, she'd never accept, it just wouldn't work. But, out of morbid curiosity...

"How much do you mean by 'Even if you got someone else'?"

"Well I got Chuck and Stev, ain't like I'm on my lonesome either. It can't be that bad, what? Ya got a dog? Whatever it is, I'm sure it ain't a problem!"

She gives her answer with the same vim as she usually does, but that doesn't seem like a good indicator as to how serious she'd ascribe to the feeling. Like, if she saw Nowe after expecting a dog. Plus, as she said, she's got her two guards. Even if she could possibly be ok with a deathclaw, a one in a million chance of it, there's no way her two guards would and you know she wouldn't just dismiss them. Well not without some serious convincing, you'd have to sell her that you could fare better together without them, and then adding Nowe into the situation- nah, there's no way!

"I really wish I could, but everyone has their demons and mine mean I have to travel alone."

"Eesh, tryin' to scare me?! Whatever ya say, but if ya change yer mind I'd be happy to have ya along."

It's a nice offer, and normally you'd have accepted, before you met Nowe. Some dark thoughts turn in your mind about being able to take advantage of Tracey, maybe get ahold of her trade goods and such. But best to just let it be you think, she doesn't deserve trouble for her kindness and interest in you.

And anyway, you're not planning on sticking around here anyway. Wouldn't want the Mounties to find Nowe while you're away. You could probably drop off that raider map, but otherwise you're not sure if there's much left to keep you here in Nairn, not when safety still lies so far away.

>How do you proceed?
>>
>>3931175
Yeah hand over the map, then head out of town.
>>
>>3931175
Couldn't we check the raider base ourselves? To the victor the spoils, that's what they say. Anyways, someone suggested getting a vehicle but that might no pay off, let's just get going.
>>
>>3931192
You can go to the raider base yourself, sure, but that would mean doubling back the way you came. Although, who knows what might be there, and you did take out a bunch of them so you can't expect there would be many or even any left. Otherwise though if you're just going to depart and continue on, then go ahead and make a roll for the travel! You'll reunite with Nowe, and be on your way.
>>
Rolled 40 (1d100)

>>3931214
>>3929917
do this for the perks
>>
Rolled 41 (1d100)

>>3931214
>>
>>3931175
Time to get back to the waifu
>>
Rolled 37 (1d100)

>>3931214
>>
Rolled 64 (1d100)

>>3931214
>>
>>3931214
I'm back. Let's get a to go order for the wife. One of these days, we will have a nice and calm dinner date in a nice resturant. For now take out will have to do.
>>
Rolled 34 (1d100)

>>3931214
>>
Rolled 80 (1d100)

>>3931214
Oh fuck that means loot and possible sex slave friends that might not mind Nowe too much.

FOR FRIENDSHIP! KILL RAIDERS!
>>
>>3931214
So we choose the hunting rifle with the special scopes? Can we also get specialty bullets? Armor piercing perhaps? Sub sonic maybe? Could we also have a mountef laser and supressor?
>>
>>3931175
Qm, what perks do we currently have? I know we have happily married for Nowe and I'm all for Til Death Do Us Part, but we might wanna get Solar powered or Toughness if we dont already have it. Would def help with the missus.
>>
>>3931999
Why not get a strength increase?
>>
>>3932169
True,but having both solar powered/toughness and TDDUP should both make it harder for us to die, with toughness im thinking that it'll make it harder for Nowe to scratch us on accident while we play with her. Strength will help us play rougher too but if she gives us a gash by accident that's the bigger concern. I also think we should have it since we only have our cobbled together raider ar,our and thatll help w/ making us more survivable for both our sake and our wife's.
>>
>>3932339
I thinkler that we can better spend the two perk points on TDDUP and Characterization. The first makes it so that we can't be killed out right and the second would allow us to use Nowe to save Mike incase we really fuck up.
>>
Hey all, continuing in a bit now.
>>
>>3932719
It is time
>>
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>>3931412
>>3931402
>>3931389
>>3931382
>>3931246
>>3931221
>80

That's about the all the time and money you can spare in Nairn, the important this is you offloaded all the loot and are walking away with a ton of caps, and something special for Nowe to eat. Not that she deserves it, bad girl destroyed the backpack apparatus you made her... probably she assumed you'd want her to continue wearing it, so wrecked it. Even though, she tries to feign innocence.

"Don't give me that look, I know you did it! Look at the barrel, it's shredded!"

"Ohhhhthrrrr..."

"Really? And who else has giant claws around here? That dead molerat? Maybe that tree over there, you think we should ask the tree? Was it you, Mr. Tree? Did you destroy Nowe's harness with your giant razor claws?"

---

It takes you most of the rest of the day to avoid Nairn by going around, wouldn't want to run afoul of the Mounties after all. You can camp out together then some distance from the outpost, and continue on come morning.

"What's that? Someone there?"

As the two of you continue your journey along the highway through the late morning, Nowe perks up at something. Letting her lead you a short distance, you get out your binoculars and catch sight of some poor folks on the road trying to defend themselves from mutated dogs.

"Maybe we should... ahh, I'm not sure helping is a good idea..."

Normally you might consider just moving on, but you can see a child among the group and would feel a little guilty about it. But you doubt there's much you can do to help anyway, sure you and Nowe can help fight the dogs but then the folks would just turn against her, right?

If you choose to ignore it, then you'll just continue on your way to the next settlement; Panola, it's not too far actually.

>How do you proceed?
>>
>>3932794

Tell Nowe to go murder the dogs real fast and then run off again while you stay out of sight
>>
>>3932799
Sounds good, might make them confused but whatever
>>
File: Panola.png (1.03 MB, 900x558)
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>>3932812
>>3932799
Getting fully involved might be trouble, but maybe Nowe could... it'd be a good test for her. Though, decidedly evil to make tests like this with people's lives.

"Nowe... can you get them? Kill them, I mean?"

She perks to your question and seems eager enough, lumbering off and weaving between trees on her way for the road.

"Not the people! No humans! Only dogs!" you call after her, hoping it makes sense, "I... hope she knows what 'only' means, by now..."

Well either way, you'll get to see the whole thing with your binoculars...

---

"Hey, I said I was so- yeow! Don't bite, I'm trying to help!"

Although she rushed in and made quick work of the dogs, one of the people shot at her with a pistol, probably in fear. She took a few bullets and for the trouble the guy got clawed... not dead as far as you could tell, but better than all of them being overwhelmed by dogs. Unfortunately now you're stuck trying to heal her wounds... well, "wounds", they're not more than scratches really given how tough she is and how it was a small caliber pistol only good enough for the dogs.

Still, trying to patch her up, she nips at you for the pain. You think, less for hurting her like she would have used to, and more now from anger at you for causing her the trouble.

"I'm sorry, look it's not that bad. Don't even need the bandages really, come on and I'll get you something special when we reach Panola."

She growls at you but eventually relents, and grasps your arm as you stand to try and help her up from sitting. After that then, within the hour you start to sight more and more signs of habitation and presence of people, till eventually you can sight Panola itself and the river running through. Actually looks like a decently inhabited settlement, a proper town like Soodberry rather than the little homsteads of Walden or the outpost of Nairn.

Interestingly though, the place isn't walled, at least not entirely. You and Nowe can approach from the outskirts, very carefully, and find shelter in one of the small pre-war structures. Not much but a place to hide as you observe the settlement and people coming and going from afar.

"We can probably stay here, night or two. If you want to go out, just make sure you go that way and watch for any people..."

You don't want her trapped her but she'll have to be careful as always. Your focus at the moment though is more on the rising smoke from some small industrial plant, pre-war probably but it seems the locals might have gotten it working? This is all glimpsed from afar though, as again, you're out on the abandoned outskirts of the town here.

>How do you proceed?
>>
>>3932827
go see what's up with that industrial plant. if the people from the highway were headed this way, keep an eye out for them too, I'm sure they've got an interesting story they'll wanna tell anyone who'll listen
>>
>>3932903
support
>>
What Perks do we have currently?
>>
>>3932936
Your current perks are;

>Mike
>Locksmith
>Hacker
>Lone Wanderer
>Scrounger
>Demolition Expert

>Nowe
>Happily Married
>Characterization
>Till Death Do Us Part

Nowe doesn't get to take from the standard perks list, since she's not human.
>>
>>3932962
A wise choice
>>
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>>3932903
>>3932926
Those people you saw on the road were headed away from here towards Nairn so you probably won't hear any stories unfortunately.

For now though you can part ways with Nowe to explore Panola more. She agrees to stay as you ask her to, but you know eventually she'll get bored and wander off so hopefully it doesn't cause trouble. The less time you're away from her, the more time you won't be able to hold her attention.

>Discovered: Panola

You traverse the abandoned outskirts of the town, ruined streets and collapsing buildings like most pre-war places. Not as much from the bombs though but simple abandonment, neglect, and decay of centuries. The industrial complex looks in serviceable condition however, else it wouldn't be active. Also a working dam across the river beside the plant, perhaps where they have their working power from after all this time.

Strangely though, hardly anyone around. After enough time walking, you're right close to the premises of the complex and even still you only notice some squatters and poorly folk scraping by to survive in these larger buildings closer to what could be mistaken for a "downtown".

"That's far enough, eh? Here to work, or trade? If you're not looking for work or wood, then this isn't the place for you."

From the exterior you can see all the activity and population are within the complex, which itself does have a wall of scrap and metal fence around it. Seems after enough observation that the "town" is basically entirely clustered, housed and living within the industrial complex. They just retreated from the rest of the town, abandoned it to all consolidate within the plant... maybe to save power, one guess of yours.

As you approach though, you're stuck up at the gate by a crowd of people from behind and atop the wall... notably all of them only lightly armed. You hold up your hands to show no threat, but they aren't particularly hostile, just cautious.

"I can't come in, what about those other people outside?"

"If you can't work, yah, we only let in people who can. We'll deal with traders but here at the gate. Too much danger outside, between the two roads."

Well you can't blame them for their caution, but there must be some reason they've retreated within the plant. Whether you care about that though, is your call. At the very least you could trade from these folks if need be, but probably not find shelter among them.

>How do you proceed?
>>
>>3933009
What caused you folks to fort up inside the plant?
>>
>>3933009
If this is the response we get at the gate I don’t have high hopes for trading. Maybe since this at least used to be a bigger town we can try to get some specialty medical supplies like Rad-X or Med-X.
>>
>>3933009
Wait so are we not going to kill raiders at the other plant?

Does no one here not want to build robots? Did we spend our perks already?
>>
>>3933162
It's not that we don't want robots, it's more that we don't want to freeze to death when winter hits. Also yes I thonk we did
>>
>>3933538
Wouldn't the solar powered perk be useless during winter?
>>
>>3933869
>>3933538
>>3933162
>>3933098
>>3933013
Nice town they got here... well nice ruined town they got here. Could have built it up though you'd have thought, why are they all hiding?

"What caused you folks to fort up inside the plant?"

"This here's the crossroads between the Seventeen and the Six. Warlords from the islands come up north, black flies send the super mutants and wildlife south, and anyone besides from the east and west."

"You can live out there if you like, eh? But we're not sending anyone power or water. You want to live well, you have to live in the complex here. You want to live in here, you have to work."

If resources are limited then you can understand having to consolidate for everyone to live together. But by the look of things, it's a regular warzone around here... might explain why the town outside is ruined, not just the abandonment. Sure enough according to your map, this here is the town where highway six branches off from the Trans-Canada highway.

That would explain easily enough the trouble they get here, but it also leads you to an important decision you'll have to make yourself; which direction you're going to continue from here. Maybe not decide it now, but you'll need to, and it could well be a life or death decision. Because if you head one way and hit a dead end, you won't be able to double back in time and go the other way, before winter hits.

Panola here obviously isn't the answer, by the look of things their complex is capable of surviving the winter perhaps, but they would never let Nowe inside. You can trade with them by the sound of things, they're probably pretty well-stocked if they have such a facility here and this being a crucial location and all. But beyond buying from or selling to them, you doubt much value to be found unless you want to try to get in and work, and perhaps learn whatever you can... but that will take precious days, and let Nowe to herself around this area.

>How do you proceed?
>>
>>3934149
We got a good amount of caps, let's see what they got.
>>
Rolled 79 (1d100)

>>3934153
Anything you're after? You can request and depending on their stock, for a place like this they'll probably have it.

Though fair warning they make clear to you, their main business here is selling wood since the complex was a mill pre-war so generally functions the same, when they can manage to fell trees around here.

>Rolling for their supplies
>>
>>3934183
here's hoping for a pip-boy
>>
>>3934183
What do they got in weapons? Do they got chainsaws, since the work on wood?
Also, stock up on Stimpaks and chems if they have them. You can't never have too many of those.
>>
>>3934233
Supporting
>>
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>>3934225
>>3934233
>>3934246
Unfortunately they have nothing so exotic as a pip-boy, but indeed they do have some better weapons and more meds than you could hope to buy with your caps. You can purchase a whole bagload of stimpacks which should carry both you and Nowe over for quite some time.

Weapons-wise they do have chainsaws if you really want them, though they do require a bit of strength to use effectively. A handheld ripper saw, though not as harmful, could be wielded more easily. Besides this, also plenty of heavy-grade machinery type weapons like power-fists and hydraulic claws. Some sort of energy-tech device that uses a laser blast to fell a tree in one go as well, but they don't have a lot of those so it's pretty expensive and would take a good bit of practice to get used to.

Besides melee sorts of weapons, they also have some good ranged ones, both hunting and sniper rifles, and plenty of different optics, with a thermal scope being the most advanced and expensive.
>>
I'm really lusting for a death claw right now. I've always had a thing for monsters.
>>
>>3934314
Let's pick up a better hunting rifle with a zoom adjustable scope, also plenty of ammo. Also pick us some crafting matterial you never know when we might need to make something.
>>
>>3934314
Can we get actual prices and our amount of caps, or is that more work compared to using rough estimates? If thats the case, get a bunch of stimpacks and a ripper saw, and a sniper rifle with some ammo if we can afford it.
>>
>>3934333
>>3934331
>>3934320
You've got about 3000 caps on hand.

Stimpacks are 50 each, a good hunting rifle would be 500 while a sniper rifle would be 1000, same as a chainsaw. A ripper would be 500 while the laser tree cutter would be 2500. Each of the weapon attachments range from 100 to 500 for the best ones.
>>
>>3934352
let's buy 15 Stimpacks (750 caps)

a good hunting rifle (500 caps)

best weapon attachment (500 caps)

as much ammo we can buy for (250 caps)

this will leave us with 1,000 caps
>>
>>3934371
This sounds good
>>
>>3934352
>10 Stimpaks
>Sniper Rifle
>Best attachment
>Ripper
>And ammo
>>
>>3934384
Why push for melee when Range is superior
>>
>>3934386
It's good to have it in some cases.
>>
>>3934371
Support
>>
>>3934388
True but none of these options are quiet, which if we have to go melee is important. Because if we are going melee it probably means we need to stealth something, like the raider camp.
>>
>>3934395
I was thinking more of a "Enemies are almost on top of you" situation. Or if we need to cut something. If we want stealth then our knife should work just fine.
>>
>>3934396
For the "Enemies are almost on top of you" we should pick up an SMG, so we can spray and pray. allowing us to take down those enemies quickly. As for cutting something yeah I can see that. but the laser cutting beam is over 2500 caps
>>
Idea: Instead of a barrel we make a fordable sled?
>>
>>3934404
Are you going to have Nowe pull you across the country, and shout mush for her to go?

>>3934391
>>3934371
>>3934375
>>3934384
Sounds like a slight majority for getting a collection of stimpacks, a good hunting rifle with a thermal scope, and a ton of ammo.

Mostly all combat purchases, but now you don't have to worry about that! If trading is all you want to do with these folks though, then you can make your departure. Find Nowe perhaps and then figure out how you're going to continue your journey from here?
>>
>>3934430
Gonna disagree on the hunting rifle on account of us already having a reliable one. We also already have a good surplus of medial supplies and drugs off the raiders and towns folk.

Maybe a no on the ripper since it would be noisy and not at all stealthy.

What weapon mods did we keep? We still got the night sight off the pistol? How much for a supressor, Sub-sonic ammo, and AP ammo?
>>
>>3934430
Hmm yeah, let's get going. I don't know where to go tho.
I wish people weren't so stubborn with getting Nowe perks, I would have suggested getting two ranks of this https://fallout.fandom.com/wiki/Pathfinder
it would have helped with the time issue.
>>
>>3934430
How are we on rations?
>>
>>3934430
>Are you going to have Nowe pull you across the country, and shout mush for her to go?
If that's her kink then who are we to say no? Not exactly though. More so she can pull it instead of carry it on her back if it starts to snow before we're able to leave the colder region. Folkable so we can carry it on our own when it's empty. Maybe with attachable wheels just in case.
>>
>>3934441
Honestly I still want to double back to the raiders, steal their shit, sell their shit then use the surplus to survive on our way out of the frozen hell hole with whatever riches we can make off with.

Perk wise i still want to be smarter. I have a mighty need for robot servants that can probably carry all our shit for us, or do more technical things Nowe can't.
>>
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>>3934443
You're good on rations, but if you had to feed the both of you, you probably wouldn't last more than two days before it ran out. On your own you could feed yourself for a week at least though, but Nowe has to eat a lot as you know.

>>3934446
>>3934449
>>3934441
>>3934439
Well there was a robot or two you could have bought back in Nairn, but doubling back for that or the raiders seems risky, though not impossible of course.

As for weapons, you can stick with the hunting rifle you had which will free up some caps, perhaps just buying weapon attachments instead if you like. You did keep the pistol and its mods though, but those are not exactly exchangeable with the rifle. For further mods, a suppressor will cost 300, and special ammo types cost double (3 caps per normal, so 6 caps per special).

>>3934441
Now that you're in Panola, the way forward lies between two choiecs;

>Go south, down highway Six to the Great Lakes, and out to the islands. You've heard these are less populated, less developed and more rough terrain, so less risky for you and Nowe being seen. However, the risk of this path (apart from the flora and fauna) is that eventually you will reach a point where crossing water is necessary, and if you can't find a way to cross such as a boat, then you'll have traveled all that way for nothing. Plus, even if you do find a boat, how would you get them to accept Nowe on board?
>Continue west, along the Trans-Canada highway, till you reach the Sault. This travel would be more of the same, riskier for encountering people and dangers but actual roads to go along and a clear path. The danger of this way is that you will invariably have to pass through the Sault, a small city (and by the sound of things conflict-prone) so it's almost impossible that you wouldn't encounter other people together with Nowe. Considering, you'd have to actually traverse a small city like that to reach the bridge crossing.

Included is a little map showing the area and the two paths in red, with orange being the problem areas. So it comes down to making the choice here in Panola on which way to go, and pray you make the right one because there's no coming back in time if you choose wrong.
>>
>>3934483
And just a heads up but this will be my last post of the night. We'll probably continue tomorrow as usual, giving other players a chance to catch up and make their input on your decision here.

Till then, thanks all for playing!
>>
>>3934483
Buy the suppresser

>Continue west, along the Trans-Canada highway, till you reach the Sault. This travel would be more of the same, riskier for encountering people and dangers but actual roads to go along and a clear path. The danger of this way is that you will invariably have to pass through the Sault, a small city (and by the sound of things conflict-prone) so it's almost impossible that you wouldn't encounter other people together with Nowe. Considering, you'd have to actually traverse a small city like that to reach the bridge crossing.

Island hoping is going to be a fucking nightmare I know it.
>>
>>3934483
>Continue west, along the Trans-Canada highway, till you reach the Sault. This travel would be more of the same, riskier for encountering people and dangers but actual roads to go along and a clear path. The danger of this way is that you will invariably have to pass through the Sault, a small city (and by the sound of things conflict-prone) so it's almost impossible that you wouldn't encounter other people together with Nowe. Considering, you'd have to actually traverse a small city like that to reach the bridge crossing.
>>
>>3934483
How much regular do we got for the rifle?
>20 AP rounds for 120 caps
>20 Sub-sonic for 120 caps
>300 for the supressor
How much for a smart shooting mod, an adjustable telescopic scope, a night scope, a night scope that can also change range, and a bi-pod? Can we attach one of our spare knives to the end as a bayonetta?
>>
>>3934483
>Continue west, along the Trans-Canada highway, till you reach the Sault. This travel would be more of the same, riskier for encountering people and dangers but actual roads to go along and a clear path. The danger of this way is that you will invariably have to pass through the Sault, a small city (and by the sound of things conflict-prone) so it's almost impossible that you wouldn't encounter other people together with Nowe. Considering, you'd have to actually traverse a small city like that to reach the bridge crossing.
We can probably just up that charisma to help persuade people she's tame/is a pet. If we're near Canada, has anyone heard of the Courier? They've had a roach and even a deathclaw or two as companions and no one seemed to bat an eye. Granted they weren't married to them, but still.
>>
>>3934492
+1
>>
>>3934483
>Go south

We can commandeer a vessel
>>
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>>3934574
The smart shooting mods are in scope form. A night vision scope would be in the same price range as the thermal, 500, and they all have at least two range adjustments. Bi-pods are for gays, but you can definitely attach a combat knife to the end as a bayonet.

>>3935332
>>3934926
>>3934592
>>3934489
Seems like a majority preference for continuing along highway seventeen then going west, rather than taking your chances southward to the islands. Hopefully it's the right choice!

With the adequate trades made then, you can bid the people of Panola well and make your departure. It's an interesting place this settlement, and one you wouldn't mind living in perhaps, sure enough it looks capable of surviving the winter perhaps. But with Nowe, it's out of the question, as are many life choices to make nowadays and always having to consider her in everything you do. But she's your beloved wife, and you would give up everything for her.

"Tradin' direct-like with the Factory, eh?"

"Oh yah, this fella's got himself a bundle a' caps fer sure!"

"Come on guy, mind sharin' with us, eh? Somethin' to eat at least!"

You make it a couple of blocks from the complex when you start to become aware that you're being stalked, by those rough and poorly types outside the complex in the ruined town. Eventually in trying to avoid them, you go down a street and find yourself rather... trapped looking. Not like you stepped into a deadly ambush, but there's about ten or so scraggly folks that start to gather around you after your path was blocked by a scrap street barricade.

It looks to be a bit dire as you glance around, and fortunately while they're not approaching you with weapons but open hands instead... you're pretty sure that if you reacted in hostility, the weapons would come out. Possibly other folks too, watching or waiting in the ruined buildings you can't yet see...

>How do you proceed?
>>
>>3935637
Well, how nice of them to gather themselves like that. Grenade-launch them to the next life.
>>
>>3935674
give them the chance to walk away first.
>>
>>3935679
They might take that as a chance to shoot first.
>>
>>3935674
And blow yourself up in the process? They're loosely surrounding you.

>>3935679
Well you can wait for them to leave, but they seem pretty convinced that you're a sharing type and have plenty to go around.
>>
>>3935689
we will have to do a Charisma roll
>>
>>3935693
Or combat, or if you have another idea. But go ahead and roll for it! You might be able to sway them... otherwise it could get ugly.

Logically though, of course, given that you are a good guy at heart you will surely surrender rather than shed blood if it comes down to it!
>>
Rolled 51 (1d100)

>>3935745
>Logically though, of course, given that you are a good guy at heart you will surely surrender rather than shed blood if it comes down to it!
wheredoyouthinkweare.jpeg
>>
Rolled 42 (1d100)

>>3935745
Should the roll fail, break out the grenade-launch
>>
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>>3935758
>>3935760
>51

Surely this can be resolved with words?

"Hey now, how about we talk this over?"

"We can talk this over as soon as you hand over... it all."

"Don't make this difficult fella, we don't want to hurt you yah?"

Well you tried. More and more surrounded by these folks, you panic and resort to your grenade launcher! Exactly why you rely on that first seems a bit of a mystery, considering these people are more or less surrounding you and within a close range. But what's done is done, as you pull out the weapon and some of them notice, trying to rush you to prevent from using it only too late.

https://www.youtube.com/watch?v=dyBJUOCdeag

A blinding flash, a deafening boom, the force and heat of the explosion pretty much at your feet and there's little remaining but a whine in your ears and a darkness to your vision. Some muffled commotion you can't clearly make out...

"-s crazy!"

"-et out of he-"

"-lled Suz-"

Eventually, it takes a long time but eventually your vision starts to clear a little and the ringing in your ears fades. At no point does it return to normal but you can sort-of see and sort-of hear.

"Argh... help... anyone?"

A throbbing ache through your body, a dull pain in your legs that turns white hot when you try to feel them. You can't move well... but you're alive. Some others around you aren't, and the rest have fled it seems while patches of rubble and dirt were kicked up and some bits are still on fire.

>Your legs and head are crippled! How do you proceed?
>>
>>3935833
Time to put those stem packs to use. heal up as best we can then limp our as back to the complex and pay to see a doctor. about unfucking our leg and head.
>>
>>3935833
Well, so much for diplomacy. Maybe I should have specified, y'know, shoot upwards, in an arc?
Whatever, take a stimpak and gtfo.
>>
>>3935845
we are going to need a doctor's bag or a real doctor to fix our leg and head. given we don't have a doctor's bag we are going to have to see a real doctor and this place is the best bet
>>
>>3935850
Those guys don't let anyone in but I'm guessing sleeping isn't gonna do the trick here so might as well.
>>
>>3935868
as the old saying goes money talks, and bullshit walks.
>>
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>>3935845
>shoot upwards, in an arc?

As a warning shot?

>>3935870
>>3935868
>>3935845
>>3935842
Well if there's one thing you have to spare, it's stimpacks. Jamming yourself full of them pretty much, you heal any residual damage so that you're at least in a stable condition. Now it's just the case of your crippled limbs. Stims can help but won't properly restore your extremities to working condition, so you decide your best bet is to, again jam yourself full of stimpacks. This time though specifically your legs at least, so that they're juiced up enough for you to at least limp along. From there, well you manage to hobble back to the complex hoping for help.

"Annerrboodrrrrr cannn gerrrt shum hewpppp...?"

"Damn, look at him! Did he get in a fight with a scorpion or something?"

"Call one of the doctors, he needs help yah?"

---

Eventually you get helped inside then, seems they're willing to admit you at least for the sake of being medically treated rather than a doctor trying to see you outside at the gate. You get escorted into the complex and get a inside glimpse of the industrial interior combined with high urban density of so many people living within the walls. Even with your head injured you can still hear murmurs about the outsider, but no one cares enough to prevent your treatment... though you can't help but notice the couple armed guards they've got assigned to you it seems.

"...aaand done! Well you're lucky, not sure how you survived such injuries eh? But it seems you can more than pay, no worries there. Just spend the day here in bed yah, and you should be good to go."

Some smaller building within the complex converted to their medical center it seems, you're not the only one in this place benefiting from scavenged and traded-for pre-war medical amenities. By your guess, folks must get hurt here quite often, either from working in the factory or as they mentioned all the constant dangers from being at an important crossroads.

So you're not alone, even in this ward with your own bed besides some others with various ailments. You've got notable attention though for being a stranger inside the place, but it's only for a day, during which time they've got their eye on you...

>How do you proceed? You can't really go exploring around the place but you can interact with anyone here if you like. Otherwise you can just wait till you're recovered, or even switch play to someone more active.
>>
>>3935999
Make sure all our items are in order and chat up the doc about the complex. So do you guys just work to keep it powered that all? Who were the guys outside?
>>
>>3936024
Support.
>>
>>3935999
>We lived
Good thing endurance was our special SPECIAL!

Let's try playing as Nowe for a bit.
>>
>>3935999
>As a warning shot?
More of a "Let gravity blow the nade' behind them and away from you" but yeah, it could be considered a warning shot.
Let's play as Nowe since we have the chance, maybe kill some critters out there.
>>
>>3935637
>>3934592
>>3934492
>>3934489
Hey, I know I’m a little late, but I had an idea...
Looking at the map, is there any way to continue west, but instead of crossing any of the important bridges, we island hop once we got further west?
If you look at the map, there’s a place called Bruce Mines. That place seems pretty close to the St. Joseph Island. Maybe we could try going between the tiny islands between the two, make it to Joseph Island, and from there, we could try getting to Neebish Island or the little part on the map called Homestead? I know it’s a big detour, but there’s probably way less people to deal with, and the only threat would just be some mirelurks.
Tl;dr
Why not just go west, and island hop when possible/beneficial?
>>
>>3937281
There's still the issue of having to cross the water with Nowe but yeah, sounds reasonable. We'll see when we get to Bruce Mines.
>>
Later than usual, had a long day but will continue here in a bit.
>>
Rolled 2 (1d2)

>>3937299
>>3937281
>>3937103
>>3936789
>>3936138
>>3936024
Coin toss then to decide between Nowe or not since it's 2/2.

1 is Mike, 2 is Nowe.
>>
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>>3937344
>2

Feel the wind through the trees, smell the blood on the ground, the forest is a perfect environment as you rake your long claws across several of the trees you pass.

For you are a Deathclaw! That apex terror of the wasteland, bringing fear and death just by your existing, and much worse by your actions. A hulking and monstrous creature as big as a car at least, what foe could pose any threat to you? Other than, nature itself... you have an understanding of the seasons, of the change from warm to cold.

Thankfully though, you need not worry about that too much right now; Mike made you a lovely patchwork blanket cloak. It keeps you nice and warm and you cherish it dearly, enough at least to try and be careful about damaging it with your own body.

Want good gift for Mike... where can find?

Having already taken care of food and water for yourself for the day, you think about something that has been on your mind since whenever you regard the blanket cloak. Mike does so much for you, he is your mate after all, and you would like to be able to do something for him.

Get him a gift! That's what a human female would do if she was his mate, right? Ah, but you'd want it to be special. Poor pathetic little human can hardly feed himself so you have to take care of him that way already... just getting him more food, killing some animal wouldn't be enough. If possible, you'd like to get him something he can own and would want to own, something special.

This is all a rather difficult and abstract concept for you to grasp though, so it won't be easy to accomplish!

>How do you proceed?
>>
>>3937366
Find him a robot, humans love robots.
>>
>>3937366
Wander around and we'll figure out something when we get somewhere.
>>
>>3937377
>>3937400
Indeed a robot would make a good gift, but you've seen those robots before... it's like some weird type of living animal, but not? Mike would greatly appreciate it if you got him one, but maybe too much. The last thing you'd want is to have to compete for his attention with something that you yourself brought to him...

So you traipse around the forest for awhile, trying to think of what you could get. You appreciate all the little things he does for you, gets or makes you little shiny trinkets, makes these clothes for you or bothers to properly bathe you. It's a little unfair because he likes those things too you think, but he's able to get them for himself so it's like if he killed an animal for you to eat... it's nice but you can do that, and better than him even.

Other human... maybe?

As you make it out of the trees and into a clearing, you can see the ruined outskirts of the town Mike is in, taking care of things. You know he always says not to interact with any people unless given his approval, and you know from experience how humans can be towards you. But you've not seriously tried interacting with them before in the same way you interact with Mike... maybe if you tried, and covered yourself up, you could talk to them? Ask them what Mike would want as a gift, or if they have something you could give to him.

Otherwise, you could just start searching around for anything interesting you could stumble across... there is the river that runs through the town and the dam on it, else the bordering woods around here, or even the highway you traveled along...

>How do you proceed?
>>
>>3937471
And, if you do want to try just randomly searching about, you can make a roll to see what you might find, if anything, in the area you specify.
>>
>>3937471
Hey, maybe Nowe is onto something. Try wearing a big bush, that might make you less intimidating, then wave at people, preferably ones that are unarmed and separated from others. Just don't get too close.
>>
>>3937366
>>3937471
Nowe want to give lewd time as gift?
>>
>>3937508
Man, contain your horniness. We are gonna need way more levels and perks before that happens.
All the time and hard work invested will make the reward feel even better, just be patient.
>>
>>3937508
>>3937523
>>3937502
Well you're always eager for lewd time, but indeed you could try disguising yourself... it might work! Go ahead and make a roll for that if you want to try it.
>>
Rolled 99 (1d100)

>>3937551
Big brain deathclaw time
>>
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>>3937552
>>
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>>3937552
DAMN GURL. So fuckin smart.
>>
>>3937557
>>3937552
>99

You know at least as much that you scare humans, in no small party because of your appearance and how you've hunted them in the past like any other food. Your time, experience and relationship with Mike though has taught you much about those strange, small squishy beings, including how to... roughly communicate in their noise. If you repeat your mimicked version of certain noises at them, it makes them respond accordingly, at least Mike does...

...so with some time at thought, and as much effort as you can manage for a deathclaw with your hands, you search about and manage to more or less rip up a pair of large bushes to hold in each hand about yourself. Not that you would know since you're not the observing party, but you resemble a gigantic moving leafy green mass. It is... quite awkward and disturbing, however you're none the wiser and assume it must be perfect!

If you do this correctly, the humans will just assume that you are a human as well, simply standing behind some bushes when communicating with them! Now just to figure out, what sort of human(s) you want to interact with, and what you want to communicate to them?
>>
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>>3937585
>what sort of human(s) you want to interact with, and what you want to communicate to them?
Definitely not the ones with guns, unless they are dressed in a blue full body suit, usually those would gladly take a sidequest from a big bush.
Besides that, kids are usually harmless and the most responsive to gentle monsters, at least in the movies.
Start saying something simple like
>Hewwoo, am Nowee
and hope for the best!
>>
>>3937601
This will be my last post of the night then but we'll continue here next time, to see how you can try to interact with any persons.

Just a heads up that tomorrow I may not be able to run things, but I'll let it be known if we're playing or not. Till then, thanks all for playing!
>>
>>3937604
Thanks for running!
It's a shame the quest activity dropped lately, but I guess it's because it runs pretty late. Also because it is a bit hard to follow and from the OP it looks like a shitpost.
>>
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>>3937611
>from the OP it looks like a shitpost.
>>
>>3937604
Haven't replied much but figured I'd say thanks for running this, since this is one of the better Fallout quests I've seen in a while.
I look forward to seeing people question their sanity when they hear a bush introduce itself and then seemingly turn into a Deathclaw with a blanket.
>>
>>3937624
Thanks, I appreciate that. It's not exactly the most serious Fallout quest though plenty fun, but it's a good experience towards if I get the chance to maybe later do a serious one. Especially with such good players as these.
>>
Make sure to archive this thread
>>
Thanks running, I've been enjoying it so far
>>
>>3937604
I've been enjoying this too, thanks for running!
>>
>>3937601
>>3937585
With careful use of foliage disguise and placement then, you skulk about the outskirts of the town looking for your unfortunate victi- conversational partner! From a fair distance you can spy some humans now and then but there's a particular type you're after, and of course they have to be alone.

"Herrroooo... Ahmmm Nooowe..."

"-agh! Who are you? Wh... Where are you? Why are you behind those bushes, are you shy or something?"

Eventually you manage to find some lady who set herself up in the back loading area of some ruined building. It's pretty decent hiding place that the other humans haven't found yet as evidenced by how she's gathered a small collection of supplies and has holed up pretty well, but you can catch the scent of things better than any human to be able to notice where she is.

"Yhheessss... Ahmmm shyyyyyy..."

"...well I can relate to that, yah. That's why I hid away back here... what's wrong with your voice though, sore throat or something?"

You "know" a decent range of words but proper understanding of them is limited much less being able to string them together. Rather than wanting to mess anything up, you just try and copy some of what she says when she asks you things... that usually works with Mike, pending when he corrects you.

"Yhhheeeeesss... Sohrrr thhhroooaaahhh..."

"Well I... I do have a good supply of things here. I wasn't expecting anyone to find me here, but I'm always open to making a trade, eh? My name is Clarice, by the way."

>Success! +25xp

Again, you're no master of speechcraft but it seems your ruse has worked in confusing the human enough for her to consider you worth interacting and dealing with, as long as she assumes you're just another person hiding behind some bushes. That is to say, your effort works enough that she lowers her weapon she'd grabbed in a panic when you first approached her, and she doesn't treat you as hostile for the time being. You don't have a lot to trade in any case but could try throwing things to her from behind the bushes. Although whether you actually want to trade is your call, but now you've the chance to ask her if you like what you want to. Such as, what she may think a human male would like as a gift...

>How do you proceed?
>>
>>3940560
mentally check our inventory, then ask what she has/ what she needs.
>>
>>3940588
From your own possessions you have;

>Blanket cloak
>Section of a rubber tire, for chewing
>An array of jewelry bits, some homemade some actual
>A wedding ring
>Collection of teddy bears
>Many teeth and claws

Since you don't wear real clothes or have anything to carry items in besides the barrel backpack which you only wear when Mike asks you to, you're not really able to carry all that much. But you don't have nothing, you're just not sure if you could trade these things, if the human would want them, and for some of the items if you actually want to give them away compared to what you could get in return.
>>
>>3940560
Ask what would be a good gift for our... can Nowe say husband? It's gonna be very awkward I'm sure.
>>
>>3940560
say " I am not looking to trade just talk with someone while my husband trades with the complexe."
>>
>>3940634
We could always go find a deer or something to bring her for trading
>>3940637
Do this
>>
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>>3940656
>>3940655
>>3940637
It's a difficult idea to be able to convey just what it is you want, in no small part because your inability to truly speak so much as growl or bark imitated sounds. You at least have the idea, clear as to what you want however.

"Whhhaaaarrnnt... Ghhhiiirft hhhuubb... hhubbaa... hurrrshbaaann..."

"Hushbarn? Hussa... oh, your husband? You're married, eh? That's sweet."

For what it's worth, you do get some enjoyment just out of simply being here and interacting with a human, another one besides Mike. Mostly for the simple glee of deceiving the human and having the upper hand here, kind of like the same idea with tricking a prey into making a mistake. But there's also some appeal to the idea of learning more about these humans... Mike is the only human you've ever "known" and you feel together you make a good mated pair, but there is definite value if understanding his species as a whole better. Learn from elsewhere what you can't learn from him, about him.

"I guess if there was a man I liked, I would get him something he wanted, right? Although there's always something special about making something for him yourself, eh? Nothing says I love you like that... ah but my sister, you know she'd say to get him a gift which you both enjoy. So it's like getting yourself a gift as well, yah, maybe something a little... oh I don't know, something special for those times you have in private together, something he'd like you see you wearing..."

Well clothes for yourself seem out of the picture. Not that you're completely unaware of what she's talking about, once or twice you've seen a picture or one of those fake plastic human statues for their clothes, you've seen the female ones wearing less clothes... and apparently that's a good thing? The only thing you can imagine to compare is an attractive courtship display from a male deathclaw, but it's still pretty confusing... if less clothes is better, why wear any at all?

Kind of a moot point though, not like you could get human styled clothes that could fit you anyway, even if you wanted. A gift Mike himself would want though? Well, he does like that noisemaker he has, the one that plays what he calls "music". You've seen him annoyed, upset with it sometimes though... kind of like how an animal can be in poor health, it seems like that noisemaker is the same way. Isn't healthy like it should be and makes unhealthy noises. Perhaps a new one, if you could trade this human for it (or just take one from her), or even go looking for one.

There's the third option, make him something yourself but... you're a deathclaw. Mostly the extent of your imagination is just killing something for him, even if you tried to imitate what he's done for you before, make you trinkets and bits of clothing, you wouldn't accomplish much with your oversized hands and giant claws. Delicate work just isn't your thing.

>How do you proceed?
>>
>>3940683
>How do you proceed?
Get noisemaker. Maybe this human has one, we can exchange food for it, although we'd have to go and get something to exchange.
>>
>>3940692
support
>>
>>3940560
>Sir Bearington's spiritual successor
>>
>>3940721
indeed
>>
>>3940692
>>3940718
>>3940721
>>3940742
Make a roll then, this human might have what you're looking for but you'll have to hunt something to trade for it. See how well you do, and if she even happens to have what you're after.
>>
Rolled 8 (1d100)

>>3940748
>>
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>>3940754
>>
Rolled 88 (1d100)

>>3940748
>>
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>>3940754
>>3940757
>88

Well well, this human doesn't have a noisemaker to sell or anything like that, but when you go out and return with a dead radstag she can't really turn down that much available food so she just gives you hers. Not that you can tell the quality of such things, but it wasn't some little portable radio compared to what Mike has, and it sounded just fine when it was sitting there among all her belongings.

And perhaps most miraculously of all, you manage to pull this off without her ever seeing your true identity, basically hurling the dead animal over the bushes for her to collect and then waiting till she was distracted by something else before grabbing the radio once she approved of the trade.

>Success! +25xp
>Level Up!

Of course you wouldn't mind just killing her anyway, both a dead human and a radstag to eat plus all the junk she has here Mike may enjoy. But it is what it is, you tried your hand at interacting with humans and it more or less worked out, even if it was quite difficult.

The important thing is, you've got a new radio in good condition, just the perfect gift you think he would want. Now whenever he returns you've got something special to show how much you value him and appreciate what he does.

>How do you proceed? Anything else you want to do with Nowe then, or would you like to return to Mike, healed up and ready to return?
>>
>>3940782
Wait for Mike as Nowe, I wanna spook him with our bush disguise.
>>
>>3940786
support
>>
>>3940786
Supporting this.
>>
>>3940786
+1
>>
>>3940782
I wanna just fuckin annihilate a radscorpion or other local pest
>>
>>3941194
we can do this while we wait for mike
>>
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>>3941450
>>3941194
>>3940914
>>3940894
>>3940871
>>3940786
With the gift taken care of, now it's just waiting for Mike to return. You could spend your time otherwise, roaming the forests or hunting, exploring. Certainly that's what you'd normally do. But you're so eager to present the gift to him that your anticipation, your love is stronger than any instincts to go wandering.

In the meantime then at the ruined building Mike set as your current temporary living place, you can find ways to keep yourself busy. First and foremost trying to figure out how the radio works, a noble effort but a failed one as you claws make it too difficult to use your fingers. You can also take the chance to clean yourself up some, and to practice wearing the blanket cloak and what other sorts of clothes there could be, without shredding them up in the process of you donning and wearing them.

Come evening time though, with Mike still not back you wouldn't mind a little distraction. Maybe just a little exploration around the immediate area outside. Honestly, even a chance to interact with another human... that was oddly intriguing and enjoyable.

"Run away! We need the flamer for it!"

"Forget that, they can't pay enough to come back!"

While skulking around outside the building though, you hear quite a bit of commotion and spying around you find the exterior of another ruined building a few blocks away, all lit up by some portable lights. You can only go off what you see, but it looks like the ground gave way and collapsed into some lower level of the building, down into which some humans had ventured but are now retreating for their lives. They all look armed and armored, but when you see a few giant ants come scuttling out and swarming about the hole, you can see why they would retreat.

Probably some ants made a nest there, the humans set up the lights and other equipment to go down and get rid of the nest, but found too much trouble. In any case you see them high tailing it back to that big industrial complex.

>How do you proceed?
>>
>>3941778
Can we wait for them to run far enough away, then engage the ants ourselves? Is there any way we could lure some of the ants away then pick them off?
>>
>>3941815
The humans are retreating from the area so in short order they'll be gone. If you want to try to engage the ants you can, including if you want to try luring them out. You'll have to specify how you're going to lure them out though, and then make a roll for the combat effort.
>>
>>3941820
Could we make a smokescreen for ourselves by stirring up dirt with our claws or maybe throw a rock near the entrance so they'll investigate?
>>
>>3941833
Yeah that's definitely possible, something in your repertoire you know how to do. Basically just cause enough of a disturbance till they come out. If you don't plan on actually delving down into the nest then you can probably easily just draw out ants to kill piecemeal.
>>
>>3941836
Sounds good to me, I'd want us to wait for mike if we want to delve into it, just so both of us can get experience.
>>
>>3941840
You don't have to do anything with it at all right now if you don't want to, it's not like if you leave the ants won't be here when you return. This is just something possible to do while you wait for Mike, for which you can roll.

Otherwise sure thing, you can just wait for Mike to return before you make any moves.
>>
>>3941844
I say we lure and pick the ones off near the entrance, then give mike his gift before we go deeper.
>>
>>3941863
support, plus this will give us something to eat.
>>
>>3941863
>>3941899
Make a roll then, see how it goes!
>>
Rolled 51 (1d100)

>>3941905
>>
Rolled 59 (1d100)

>>3941905
Oh god it's late. But here, have a roll.
>>
Rolled 35 (1d100)

>>3941905
>>
Rolled 97 (1d100)

>>3941844
Cool
>>
>>3941942
Ayyy
>>
>>3941911
>>3941913
>>3941933
>>3941942
>97

You know how to hunt in different ways, how to fight as well. Even without your developed intelligence, you've always known that there's more than one way to kill, and deception can be as deadly as your claws. Hurling up dirt or sand at the enemy, throwing things at them, throwing your weight around to disorient or moving in strange ways. Stealthily stalking, as sure as any means of killing something.

So against some overgrown ants, it's hardly a challenge! You wait till those stirred up return to their nest, before you make your approach and survey the area a little in order to make your move. Grabbing and tossing one of the setup lights down the nest, you follow up with stomping about and tossing up dirt and scattering rocks at the entrance.

Come out crawlers...

Sure enough you hear the skittering before a few of the giant soldier ants emerge from the subterranean dwelling. Well, giant ants perhaps to humans, but to you it's hardly a concern. By the time the mutated insects are aware of you, you've already killed two of their number, and can simply smash the others into the ground. Your immense size and strength means you can just outright kill them with a stomp or a clenched fist brought down, whereas a human would have to fight and struggle.

These creatures only have one purpose in life though, do as they're bidden by their queen-mother. Whether they can even think doesn't cross your mind, but they don't falter or hesitate in fear even of death. The few that remain try to swarm and bite you, but for all their trouble you manage to butcher them all and only receive one minor bite to your tail that doesn't even hurt much.

And like the stupid, predictable things that they are, it's just a repeated process as you cause more and more commotion outside the nest and more of their number keep coming to investigate and try to fight you off. You wonder if there's any end to their kind, as you exhaust yourself by the end with your powerful form heaving for breath, and covered in viscera of dead ants. A growing mound of them all around you, but eventually you're just left panting for breath without any further trouble and you have to wonder why? As many as you killed, you strongly doubt that there's none left... maybe they can only afford to lose so many of their kind, these ants. Or even, just reacting to an obviously far superior danger, by giving up and withdrawing inward of the nest.

Your instinct is to wait for Mike then, perhaps even return to your meeting place for him. But these ants, well they could have been trouble but you handled them so well that you wonder if you couldn't venture down inside and just destroy whatever remains. Perhaps even seek out that queen-mother of theirs; only room for one alpha female in this wasteland!

>How do you proceed?
>>
>>3942804
Go get Mike first, he needs the XP
>>
>>3942826
You can't do such things without your mate?

Ah, but how do you want to reunite with him, when he does return? You've a surprise for him but have you a preference on how you surprise him?
>>
>>3942874
Put on some bushes and get the jump on him, that will be funny. Then show him the gift.
>>
>>3942874
Let's see if our human disguise is good enough to fool our mate.

also since we leveled does that mean we can pick new perks?
>>
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>>3942898
That's right, you leveled up as usual. Just Nowe this time though.

>>3942898
>>3942883
For now then you can let these ants alone, however few remain. It's getting late and the sun is setting, the thought of Mike being out at night worries you so you decide to return and wait for him.

Fortunately you don't have to kill yourself over the suspense of waiting for him in surprise, because a little while after sunset and you recognize him returning from a distance. Overcome with delight, it takes all your willpower not to just rush out and pounce on him in greeting, instead lying in wait with your disguise.

"Nooowe! Nowe? I'm back, you wouldn't believe what ha-"

Mike enters into the place calling for you, but by the sound and his mannerism, you take it he didn't assume you'd be here. Probably expecting you to be out roaming as usual, he's caught strongly off guard then, when he eventually notices a giant set of bushes inside the building.

"-has someone... someone been here?"

Visibly confused and nervous, he pulls his gun and cautiously approaches the bushes you're hiding behind. You see yourself in him, his wary approach like that towards something dead and trying to investigate why. Eventually though he works up the courage to fully investigate, as he steps close and tries rummaging through the portions of bushes, till he pushes aside some branches and sees an eager deathclaw face peering back at him through the foliage.

For a few moments the two of you stare at one another speechless, blinking a few times before you fleck at his face with your tongue, and then practically burst through the bushes for that eager pounce onto him.

"Argh, you got me! I'm glad to see you too, but what were you doing with that... what, that disguise?"

You don't give him much a chance to respond or question as you quite fervently alternate between nuzzling and trying to kiss him, but he laughs as you affectionately (but perhaps carelessly roughly) jostle him about on the floor like a ragdoll and tries his best to return the feeling. He was clearly caught off guard by your disguise however, you know him well enough to understand when he's faking emotions or not.

>How do you proceed?
>>
>>3942977
Huehuehue. Now give him the radio.
>>
>>3942977
once we calm down give him the gift and expain as best we can that we used the disuise to trade with another human.
>>
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>>3942993
>>3943001
Eventually you can settle down and let off Mike, not that you're satisfied but you've at least given the proper welcome back. And, let off him long enough to fetch the real surprise. He starts going on about blowing himself up or some nonsense human stuff, but is at a loss for what to say when you present him with the radio and can demonstrate it working.

"...I-I... I don't... where did you... who did you kill, to get this?"

You shake your head.

"Nhoo... Kiiilll... Trhhaade..."

To demonstrate, you grab the radio off him and then hand it back to him gently.

"Trade? How did you trade it? Some robot?"

Feeling pretty proud of yourself at his disbelief, you hastily grab the bushes and position yourself behind them again.

"Heeerroooo... Whhhaant.... Trhhaade..."

You think you demonstrate it well, but Mike is still obviously confused.

"You mean they didn't see you, and you traded with them? No... no way! There's no way anyone would fall for that!"

He speaks his mind, half laughing half nervous that he could be wrong, as he ponders... if what you're saying could actually be possible. He seems convinced that it wouldn't be, but at least entertains the notion that perhaps it could be. Unless he saw it for himself, he wouldn't be able to conceptualize the circumstances it took for you to trade for the radio, but nevertheless he's clearly extremely happy with it. Too much so to get bogged down in the hows and the whys of you obtaining it.

Particularly when he turns it on and turns into a station to listen to the loud and clear audio. Your giant monstrous heart skips a beat when you see him stifle a gasp at the good condition of the thing, unable to hide how delighted he is. Setting it aside, he gets up to his feet and moves to hug you, and an unexpected but welcome deep kiss as you hunch down to his level.

"Nowe, this is... I've never gotten a gift, not like this... why'd you do it, what for? Is there... there's got to be something I can do for you? As... as thanks!"

Of course you didn't do it for any reason other than your love for him, you hope he understands that, and you want him to understand that. You weren't expecting something in return and don't particularly want anything, other than him. These humans, must not get gifts, at least not the way the world is now for them. So for Mike who you have some idea, he had a hard time from being a hatchling to adulthood, it's such a rare and special thing what you did that his first instinct is to feel indebted to you.

>How do you proceed?
>>
>>3943077
More aggressive deathclaw smooching of course
>>
>>3943097
Support. Maybe try to explain we got it because we love him and don't expect anything in return?
>>
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>>3943077
The greatest gift for us is being together for the rest of our lives.
"Make me yours~"
But I guess we could go kill some ants.
>>
>>3943097
>>3943099
support
>>
>>3943097
>>3943099
>>3943103
>>3943115
More aggressive deathclaw smooching? Well that could very well end up going... intimate places, but certainly you want to keep it simply lovey dovey and kisses only, yes?

Otherwise...
>>
>>3943126
Y'know, Mike just came from the doctor after blowing himself up, maybe we shouldn't...
Maybe we should~
https://www.youtube.com/watch?v=gTXGL0xPyLA
>>
>>3943126
>you want to keep it simply lovey dovey and kisses only, yes?
correct
>>
>>3943132
>>3943149
Oh dear dear! Well we'll have to see for tomorrow, how other players feel and give input.

Till then, thanks all for playing!
>>
>>3943153
Thanks for running op!
>>
>>3943126
>>3943149
What he said, mike's gonna have to get toughness maxed and maybe a point or two in strength before I'd consider a bedroom romp w/ our dear wife. Thats why we want those ants for xp.
>>
>>3943203
Plus I want us to make the move on nowe as mike.
>>
>>3943198
Also for Nowe's perk she should get Social Dynamics to make trades like the one we just did easier.
>>
>>3943207
Support, the next one we get for Nowe should be the retractable claws
>>
>>3943153
Chaste for now

>>3943209
No way. If anything the next perk should be bigger sharper claws. We're gonna make her the legendary deathclaw.
>>
>>3943434
The retractable claws will be just as effective as our current ones QM has already made that clear. the only thing we get from bigger and bulkier claws is a harder time safely interacting with mike and other things in nonviolent ways. Retractable claws give us more options and opportunity for interaction. while bigger ones will only limit us more.
>>
>>3943534
>bigger claws would only limit us more

False. They would remove limits on our DPS. They would let us put other deathclaws to shame. Even socially they'd help because we'd have the intimidation factor. We don't have to handle things safely because we can ask others to do it for us. They're not going to refuse because of the implications. And Mike has 10 endurance he'll be fine.
>>
>>3943699
He has 10 endurance by human stands not deathclaw stands.
>>
>>3943700
Ten by human standards is still ridiculous. That dude from new vegas survived headshots and being burned alive and thrown off a cliff.
>>
>>3943703
Still having even bigger claws locks us even further into combat only. I am not for that I want to have more options a Nowe than only combat.

While I agree that 10 is ridiculous it is so only by human stands. for all, we know my death claw stands mike has a 5 maybe a 6
>>
>>3943705
It does not lock us into combat only. Holding things is so little of what we do. If you really wanted diplomacy you'd vote for a perk that let us mimic human voices better. Even basic INT increases would be more useful than retractable claws.
>>
>>3943707
Yes because having Edward scissor finger hands is going to make doing things not related to maiming and kill so easy
>>
>>3943713
That's a goofy and unrealistic exaggeration and you know it.
>>
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>>3943715
Is it anon?
>>
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>>3943715
is it really?
>>
>>3943715
Nowe's claws are already large enough and strong enough to cut through power armor. Which is why I feel that the Edward scissor finger comparision is more than valid
>>
>>3943717
>>3943718

It actually is because they're still one claw per finger, instead of a hundred claws on each hand jutting out randomly. We just need high dex and we'll do fine. People can pull off crazy feats with chopsticks and those are way less intrinsic and maneuverable than claws.

Really I don't care that much about bigger claws. I care about being a big and strong deathclaw that doesn't waste perks. I think that instead of both being well rounded we should specialize in what we're good at and cooperate, so Mike can handle the diplomatic enterprises while Nowe handles the fights. And even if I did want to make Nowe more social, retractable claws is like the least effective way possible to do it. Parrot voice perk would be 100 times better.
>>
>>3943729
>I think that instead of both being well rounded we should specialize in what we're good at and cooperate, so Mike can handle the diplomatic enterprises while Nowe handles the fights.

I can see your point, but I believe that it's better to have mike and Nowe both be well rounded. that way when they are separated, which has been often so far, they can still be effective. Maybe this is just my personal bias but I think that have two independent well-rounded characters are better than two hyper-specialized characters that can only work in tandem.

as for perks I would be cool with parrot voice perk.
>>
>>3943739
I'll trade you parrot voice for a perk that lets us fire an energy beam from our mouth.
>>
>>3943752
If that perk is real then hell to the fuck yeah
>>
>>3943752
>>3943753
Maybe with the "Unstable Mutation" perk. I was hoping that perk would give her actual speech capabilities.
And don't get Nowe bigger claws, there are ways to make her stronger that don't handicap her even more.
>>
>>3943786
>And don't get Nowe bigger claws, there are ways to make her stronger that don't handicap her even more.

agreed
>>
Hey all, with the imminent holiday, probably don't expect much posting. I'll try if I have the chance, but otherwise assume we're on a break.

Happy holidays and thanks for playing!
>>
>>3943203
>>3943149
>>3943209
>>3943434
You can share some loving moments with your beloved then, but no time for any... deep intimacy, save that for the bedroom. For now, you've got some ants to rid!

"You want to go out? But we just got back! What is it, what did you find?"

You do your best to not get overexcited when trying to convince Mike to come with you, as you grab and drag him out with you at first but then settle for nudging him along ahead of you the rest of the way. He seems all cautious, paranoid even for being seen out with you while still within the ruins of the town, worried perhaps of anyone noticing. After your little disguise stunt however, you're feeling pretty bold and convinced that you could tangle with any humans without issue.

Besides, you already know the humans fled from the immediate area anyway.

"Khiiilll... Soooome..."

"What the hell?! Oh, this was you? Nice one baby!"

Mike's understandable reaction upon reaching the nest entrance, is revulsion at first, from seeing a mass of slaughtered ants and scattered viscera. Had you not tried to clean yourself up when returning to the safe house before his return, he would have noticed you covered in it before. But this is his first witnessing your handiwork, so he's a little taken aback at first till he realizes there's no greater monster lurking about, just you.

"Cohm... Whee dhoown..."

"...what, down there? Are there any left? I'm not sure this is..."

Now that you're here together, you can clear out the nest! Although, Mike doesn't seem to keen. He will, either at your insistence, or simply you forcibly dragging him after you. But you sense his obvious concern about delving into a hole of mutated bugs. You're not too worried, they weren't much threat to you and you killed so many of them... however you do notice that there are less ant corpses about than when you had left...

>How do you proceed?
>>
>>3944980
>Move ahead slowly, letting Mike support us from behind while we take point

Also can we allocate perk points if we haven't already?
>>
>>3944986
support also lets to explain, as best we can, that other humans wanted to explore here but the ants drove them off. If they wanted in here than there must be something of worth in here.

[happy thanksgiving everyone!]
>>
>>3944986
You already made the majority consensus I believe on the perks, but as always they don't take effect till the next day.
>>
>>3944980
>Just yeet down there and trust that he'll follow
>>
>>3944986
Supporting this, they can multiply pretty quick with that last line about there being fewer corpses. We don't want them somehow surrounding us.
>>
>>3945219
>>3945089
>>3944987
>>3944986
For this effort then, make a roll!

And just one consideration, would or should Mike be using any explosives?
>>
Rolled 60 (1d100)

>>3945275
>explosives
>in a cave
Nice try, giant ant.
>>
Rolled 13 (1d100)

>>3945275
>>
Rolled 46 (1d100)

>>3945275
No explosives
>>
Rolled 96 (1d100)

>>3945275
>>
>>3945360
Nice
>>
Mobilefagging for a bit, are you going to make a second thread?
>>
>>3945398
I might do, I had only made this as a one shot but people seem to have enjoyed it so I could consider continuing it. If I do though, the way to know would be the update discord for the quest.
>>
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>>3945360
>>3945353
>>3945337
>>3945293
>96

You understand what bombs are, and when you're set to enter down into the nest, you quickly push away the grenade rifle Mike has at the ready. Silly dear must not be familiar with fighting underground, whereas you're quite experienced fighting in and for caves.

"Huh? What's the matter?"

"Rhooof... Faaahll..."

To demonstrate, you stand to your full height and bang your fist against the tunnel ceiling, which he comes to understand. Quickly he switches instead for the shotgun, which would be better against these ants regardless. Together then with you leading the way, the both of you make your way through the many winding tunnels of the giant ant nest, killing what resistance you find along the way. You can see well enough down here while Mike has a light, and with you in front there isn't... too much risk anyway. The foolish little man however, has some strange notion in his head of protecting you! More than once when you get surprised by a soldier ant springing a trap from some side tunnel, Mike throws himself in the way to try and intercept the danger before it can reach you. It's confusing to you and annoying when he keeps getting hurt whereas you would be able to shrug such injuries off. Well not hurt badly, you know he's tough and these aren't fire ants or some such, but he does get bit a few times trying to protect you and has to keep patching himself up. Eventually you just act quick on reaction, to have to keep grabbing and forcing him behind you so that he won't continue endangering himself for your sake.

It can't be an hour that you're down here longer then, both of you a mess of dead ant viscera. It seems you've cleared most of the place, save for one tunnel that still has persistent resistance as if the ants will give up everything else but not this tunnel. When finally you reach the end it opens into the large basement of some pre-war ruin, with all the signs of ants having dwelled here.

"Oh, well they sure picked a good spot to li- gyah! What is that?!"

While traipsing through the basement together, Mike's light scatters faintly across the massive grotesque form of something nasty and hostile, protected by the remaining ants. Their matriarch, whatever the human word for it is, a bloated writhing mass... hardly mobile and hence the need for protection, but still capable of at least defending itself. Mike must have never encountered such a thing before because he panics a little and falls over himself, while you remain aggressive and unfaltering. Normally you'd just lunge in and start ripping and tearing but for Mike's sake you help him while observing...

...seems the ants, now cornered, are more interested in self-preservation than protecting their territory. So not yet attacking, but willing to defend.

>How do you proceed?
>>
Rolled 45 (1d100)

>>3945882
Lets try and communicate, predator to predator
>>
Rolled 4 (1d100)

>>3945882
Be little gremlins and shoot at it from the corner. Mike with his boom stick and us throwing rocks and corpses at them. Let's draw them to us.
>>
Rolled 5 (1d100)

>>3945882
I like >>3946327
Make them either come to us or die at range.
>>
Rolled 64 (1d100)

>>3946327
Support, except hopefully with a higher roll.
>>
Rolled 67 (1d100)

>>3946327
+1
Are we even supposed to roll yet?
>>
>>3946327
Maybe try to get mike too collapse than part of the cave down on them? or would it fall on us too?
>>
Rolled 30 (1d100)

>>3947705
Forgot to roll just in case
>>
>>3945882
Feed Mike Buffout and have him take his Deathclaw wife to pound town



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