A party of vagabonds set out into the wastes, searching high and low for adventure and caps, you are one of these adventurers. These people are your comrades, and your competition. Together you will face the brutal post nuclear wasteland known as the:
Mark LeBeau
Jonathan Bennet
Lakiska
Atticus Brown
Bullseye
Accept Quest – Mostly Harmless
- Explore the west ✓
- Encounter and kill at least one mercenary ✓
Quest complete, rewards distributed.
Explore - West
Whilst exploring the west, the group encountered six mercenaries!
Battle log
Ratch rolls an initiative of 9
Mark LeBeau rolls an initiative of 9
Lakiska rolls an initiative of 8
Atticus Brown rolls an initiative of 9
Jonathan Bennet rolls an initiative of 12
Bullseye rolls an initiative of 11
Mercenary Captain rolls an initiative of 9
Mercenary rolls an initiative of 4
Mercenary rolls an initiative of 8
Mercenary rolls an initiative of 9
Mercenary rolls an initiative of 11
Mercenary rolls an initiative of 7
Jonathan Bennet is the first to strike!
Mercenary's armour deflected Jonathan Bennet's attack!
Jonathan Bennet wounds Mercenary, dealing 1 damage.
Jonathan Bennet wounds Mercenary, dealing 3 damage (Critical).
Ratch wounds Mercenary, dealing 2 damage.
Ratch wounds Mercenary, dealing 2 damage.
Ratch is out of ammunition and must now melee!
Mercenary has fallen!
Mark LeBeau wounds Mercenary, dealing 1 damage.
Mark LeBeau wounds Mercenary, dealing 1 damage.
Atticus Brown wounds Mercenary, dealing 4 damage.
Mercenary has fallen!
Bullseye wounds Mercenary, dealing 2 damage (Critical).
Mercenary wounds Jonathan Bennet, dealing 4 damage.
Mercenary wounds Mark LeBeau, dealing 2 damage.
Mercenary wounds Jonathan Bennet, dealing 3 damage.
Jonathan Bennet wounds Mercenary, dealing 1 damage.
Mercenary has fallen!
Jonathan Bennet wounds Mercenary, dealing 2 damage.
Mercenary has fallen!
Mercenary's armour deflected Jonathan Bennet's attack!
Mercenary's armour deflected Ratch's attack!
Ratch wounds Mercenary, dealing 2 damage (Critical).
Mark LeBeau wounds Mercenary, dealing 1 damage.
Mark LeBeau is out of ammunition and must now melee!
Mercenary has fallen!
Bullseye wounds Mercenary, dealing 2 damage.
Mercenary wounds Jonathan Bennet, dealing 4 damage.
Jonathan Bennet wounds Mercenary, dealing 1 damage.
Mercenary's armour deflected Jonathan Bennet's attack!
Jonathan Bennet wounds Mercenary, dealing 2 damage.
Mercenary has fallen!
Ratch wounds Mercenary, dealing 2 damage.
Mark LeBeau wounds Mercenary, dealing 2 damage.
Mercenary has fallen!
Lakiska falls to the wasteland.
Ratch lost 6 health and 16 energy cells in the fight.
Mark LeBeau lost 16 health and 14 10mm rounds in the fight.
Jonathan Bennet lost 21 health and 18 fuel in the fight.
Atticus Brown lost 14 health and 7 10mm rounds in the fight.
Bullseye lost 13 health and 8 .357 rounds in the fight.
On the Mercenaries’ corpses, they found:
Purified Water
.356 round (x6)
Stimpak
Merc Veteran Outfit
Leather Armour, Reinforced
Energy Cell (x6)
GROUP (GAROUX BLOODLINE)
Group Members
Group Leader
Brawler
Brawler
Medic
Enkidu Js’Rath
AX-0
Jasper Balisong
Nathaniel St. Claire
Accept Quest – Mostly Harmless
- Explore the west ✓
- Encounter and kill at least one mercenary ✓
Quest complete, rewards distributed.
Explore - West
Whilst exploring the west, the group encountered four mercenaries!
Battle log
Enkidu Js'Rath rolls an initiative of 9
AX-0 rolls an initiative of 10
Jasper Balisong rolls an initiative of 11
Nathaniel St Claire rolls an initiative of 5
Mercenary rolls an initiative of 9
Mercenary rolls an initiative of 4
Mercenary rolls an initiative of 8
Mercenary rolls an initiative of 10
Jasper Balisong is the first to strike!
Enkidu Js’Rath lost 15 health and 5 energy cells in the fight.
AX-0 lost 8 health and 5 energy cells in the fight.
Jasper Balisong lost 6 health and 6 20 gauge rounds in the fight.
Nathaniel St Claire lost 4 health and 9 10mm rounds in the fight.
On the Mercenaries’ corpses, they found:
Med-X
Microfusion Cell (x5)
10mm Round (x10)
Riot Armour
CRIMPYCRACKER
Action
Result
Accept Quest – Mostly Harmless
- Explore the west ✓
- Encounter and kill at least one mercenary ✓
Quest complete, rewards distributed.
Explore - West
Whilst exploring the west, Kogan encountered a mercenary!
Battle log
Kogan rolls an initiative of 10
Mercenary rolls an initiative of 7
Kogan is the first to strike!
Lakiska’s journey has come to an unfortunate end. Like many before him, and many to come, the wasteland takes another victim in its never-ending war with life.
Recon Armour [E]
Energy Cell (x4)
Microfusion Cells (x8)
Ripper
Strange Energy Core
Armour Proficiency: Medium
Intense Training (Luck)
Weapon Proficiency: Energy
RANGERMARAFFKO
Benjamin Harris’ journey has come to an unfortunate end. Like many before him, and many to come, the wasteland takes another victim in its never-ending war with life.
Picking up the trail was difficult, but not impossible. By the next morning you and your band of rag-tag vigilantes find a large pre-war compound, surrounded by a barbed wire fence, hovering over an entrance, littered with sandbags, an old sign reads “C l forn a Wa te Man g me t”.
Whatever the compound used to be has long since been blown to the wasteland’s winds as tents, make-shift cages and campfires taint the area. Keeping low, a few spotters recognise the guards as the same mercenaries who attacked Junktown and those in the cages as civilians, captured guards and several bedraggled NCR troopers. It’s no secret why they’re locked up, with the shining metal collars clasped around their necks, but you've never seen a slave operation running this large without gaining NCR notice, especially in the core region.
Several slaves are being rounded up behind a caravan of mercenaries, heading for the main gate, but not before being checked over and quizzed by a brutish, and rather dim, looking Super Mutant. Wearing several pieces of scrap metal, mercenary armour and, what looks like, a military epaulette the Super Mutant screams something incoherent at the slaves and points to the gates.
Whoever this Mutant is he's the one giving orders and will likely know who’s leading this operation, but interrogation doesn't seem to be within his vocabulary.
The day is yours, but what will you do?
What's visible[]
Boss fight! Once the day is done, all party members will fight Thunk the Taskmaster, make sure you are prepared!
Two quests are available:
QUEST! - I’m a slaver, not a doctor!
Those who accept this quest will be placed in the same raiding group for the battle, smaller groups can still be made to form this larger group.
To secure the compound you’ll need to have the major bunkers, tents and areas under your control. The make-shift clinic is stocked well with supplies, all of which will give you an edge with fighting Thunk.
Objectives
Reward
- Explore the west
- Defeat all mercenaries at the clinic
You will receive:
Medical assistance
Party bonus
Heals all party members before the boss battle begins.
You will also receive:
Bottle cap x15
Currency
QUEST! - This is my boomstick!
Those who accept this quest will be placed in the same raiding group for the battle, smaller groups can still be made to form this larger group.
To secure the compound you’ll need to have the major bunkers, tents and areas under your control. The armour is stocked well with ammunition, all of which will give you an edge with fighting Thunk.
Objectives
Reward
- Explore the north
- Defeat all mercenaries at the armoury
You will receive:
Ammunition resupply
Party bonus
All party members receive five stacks of their
current ammunition before the boss battle begins.
You will also receive:
Bottle cap x15
Currency
Thunk the Taskmaster: The brutish and cruel Super Mutant wanders, almost aimlessly, towards the far back of the compound. You will have to oust him with distractions at the front of the compound if you want that information.
To the north you can see some of the resource tents, namely the armoury and the canteen. It’s guarded, but not impenetrable.
To the west you can see a make-shift clinic, stocked with stims, chems and several types of sharp implement that you would prefer not to be on the receiving end of.
To the east you can see the main gate, certainly not worth charging head first but several guards wander the outskirts.
Actions[]
During your turn you may only take two major actions but as many minor actions as you wish. Major actions by other characters which affect your character do not count towards your two major actions, though performing an action as a group does use up one of your major actions as normal. Please comment your chosen actions below in the comments section.
Major Actions[]
Accept quest: You may accept a quest from a quest giver if available; only one quest can be active at any one time. If you complete the quest you will automatically receive the reward, regardless of location. If you can choose between multiple rewards you must state which reward you want, if you do not then the reward will be randomly chosen. Quests may be taken as a small group of characters (2 or more), increasing the reward but also increasing difficulty, though all players in the group must accept with a reply of confirmation to the original group request.
Explore: Explore a certain direction (i.e. north, south, east, west). You must provide both the command and the direction you wish to explore. You explore as a small group of characters (2 or more), though all players in the group must accept with a reply of confirmation to the original group request.
Attack: Attack a visible hostile or character. If the character is part of a faction, or group of characters, then all characters belonging to the faction will turn hostile to the character. Continued aggression by multiple characters will turn the entire party hostile to the faction. You may attack as a small group of characters (2 or more), though all players in the group must accept with a reply of confirmation to the original group request.
Request duel: Requests a duel with one player, or as a group of players. Duels will always be to the death, but all players in the duel must accept with a reply of confirmation to the original duel request.
Minor Actions[]
Equip / Remove item: Equips a piece of armour or weapon, and removes any currently equipped weapons or armour placing them in the inventory. If there is not enough room in the inventory for the item then room must be made or else the action will not be completed.
Use item: An item in the inventory is used on either the character or another character (if stated).
Purchase: Purchases a visible item for sale by a trader. Only successful if the character has enough caps and there is room in the inventory. Price of an item will always be 100% of the value of that item.
Sell: Sells an item to a trader in exchange for caps, the value of which follows this formula:
e.g. A laser pistol is worth 20 caps and an example character has 6 charisma, the selling price for this laser pistol would be 16 caps.
Trade item: Trades an item, caps, or multiple items, between players. Both players must accept with a reply of confirmation to the original trade request.
Trash item: Throws away an item in the inventory. This item can not be picked up again by any character.
Working as a group[]
Some actions can be taken as a group, once a group has been formed for that action whoever instigated it will now be called "Group Leader". The Group leader may assign roles to certain characters they've asked for assistance from, or the characters who accept may chose their own roles in the group. The roles are:
Brawler: Default role in the group, will deal damage as normal. Tank: If your group faces more enemies than it can handle, tanks will take on the extra enemies attacks. Medic: If a character in the group falls below 20% of their maximum health the medic will use any aid items in their inventory to patch them back up. Only one per group.
After the group action, any items discovered or looted will be shared based on a "need before greed" rule (where players who may need an item more than others, for instance ammunition or aid items, will receive that item as their share of the loot).
Radiation: The more you know![]
Radiation can come from anywhere: barrels of waste, radioactive craters and even water. Too much radiation and you will suffer, from simple radiation sickness to death.
5 or more points of radiation will give you: "Minor Radiation Sickness", which confers to a -1 to Endurance and -1 to Agility.
10 or more points of radiation will give you: "Major Radiation Sickness", which confers to a -2 to Endurance, -1 to Agility and -1 to Strength.
15 or more points of radiation will instantly kill you.
Databank[]
The SPECIAL information list can be found here
The armour list can be found here
The weapons list can be found here
The aid items list can be found here