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File: Fallout Trader.png (793 KB, 821x517)
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You are a trader having only recently inherited your fathers farm in the independent town of Kindport.
The only issue is that your farm doesn't exactly have anything growing in it any longer due to long periods of drought and a few harsh winters. Your family has been living off of loans for the longest time now, and you owe a total of 5000 caps to a wealthy NCR Rancher by the name of Richard Clamit.

News of your father's debt is likely to spread soon enough, and you only have 300 Caps to your name. Rather it be to escape this loan or finding a way to pay it back, you've decided you need to run from Kindport and make your way in The Wasteland as a true merchant.

The only issue now is finding a few traveling partners and managing what kind of caravan you'll be riding on.

First let's decide out mode of transportation:
>A. Salvaged Boat
>B. Pack Brahman
>>
>>355077
C. Deathclaw that we've had as a pet since birth. He will always be our friend and protector. Unfortunately, he also scares off potential customers.
>>
>>355077
>>A. Salvaged Boat
>>
>>355077
>A
>>
>>355077
>>A. Salvaged Boat
>>
>>355077
You've taken it upon yourself to take to the seas and establish yourself as a proper tides trader along The Coasts. The Waters belong to no man after all.

You've taken a boat as your own, a once fishing boat that's certainly stout enough to carry you and a few more passengers with what goods you can squeeze on. The motor even works.

Now you need a few traveling partners, for going it alone out in The Wastes will likely enough end out with you shot or killed by something or another. Who knows what you'll find out there. It's not like you've ever left Kindport anyway.

We can bring 2 partners.

There are these people willing to follow you:
>Derek Millers: Young son of a mechanic that's ready to get out of this dead end town and explore The Wastes for real. Derek is an apprentice mechanic and carries a .357 revolver.

>Burk: A Grizzled merc that's traveled from town to town protecting caravans ever since he was young. Now at the age of around fifty, he's still not yet decided to stop risking his life for cargo. He has a rather long beard, and carries a 9mm Sub Machine Gun.

>Juilia Witt: A Spanish girl from The Southern Tribes, she was drug up all the way to Kindport by means of Sea Slavers, and has been raised by the local Mormon mission that bought her freedom all those years ago. She speaks Spanish, and has no weapon.

>A Dog: This is a yet to be named dog. He's been living around the streets of Kindport as a stray for a long time now, and nobody has seemed to take them in as their own. He lives mostly off of scraps that people toss him.
>>
>>355229
>>A Dog: This is a yet to be named dog. He's been living around the streets of Kindport as a stray for a long time now, and nobody has seemed to take them in as their own. He lives mostly off of scraps that people toss him.
>>
>>355251
>Burk
>>
>>355229
>Burk: A Grizzled merc that's traveled from town to town protecting caravans ever since he was young. Now at the age of around fifty, he's still not yet decided to stop risking his life for cargo. He has a rather long beard, and carries a 9mm Sub Machine Gun.

>Juilia Witt: A Spanish girl from The Southern Tribes, she was drug up all the way to Kindport by means of Sea Slavers, and has been raised by the local Mormon mission that bought her freedom all those years ago. She speaks Spanish, and has no weapon
>>
>>355229
Derek millers he has a little knowledge of the boats mechanics im sure. A crack-shot as well id imagine.
>>
>>355229
>>Derek Millers: Young son of a mechanic that's ready to get out of this dead end town and explore The Wastes for real. Derek is an apprentice mechanic and carries a .357 revolver.>Burk: A Grizzled merc that's traveled from town to town protecting caravans ever since he was young. Now at the age of around fifty, he's still not yet decided to stop risking his life for cargo. He has a rather long beard, and carries a 9mm Sub Machine Gun.
>>
>>355379
+1 I guess.
>>
>>355229
>>Derek Millers: Young son of a mechanic that's ready to get out of this dead end town and explore The Wastes for real. Derek is an apprentice mechanic and carries a .357 revolver.
>>Juilia Witt: A Spanish girl from The Southern Tribes, she was drug up all the way to Kindport by means of Sea Slavers, and has been raised by the local Mormon mission that bought her freedom all those years ago. She speaks Spanish, and has no weapon.
>>
What would Julia even be good for? Burk and Derek sound like the greatest choices.
>>
>>355410
Probably high int and cha
>>
>>355410
Translation and survival skills, I'd suppose. She'd be a more attractive (no pun intended) choice if she had a weapon, even a melee one.
>>
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The vote has concluded with the following results:

Derek:III
Burk:III
Julia:II
Dog:I

Derek and Burk will be accompanying us on our journey. Derek is excited to go, and Burk is only half drunk in celebration. Hopes are high and Kindport is all too ready to be but a memory, along with every cap of that loan of yours.

With your crew assembled, and your boat waiting at the dock for you to happen on by, we have just two more things to decide before we start the long trek into Merchant Life.

We can hold two kinds of cargo to start out with.
Starting Trade Cargo:
>Food
>Bullets
>Guns
>Armor
>Scrap and Salvage
>Luxury Items
>Drugs

And after that, we should decide on where to sail off to.

This will be write in, all we need is a direction, but you're The Captain here, feel free to issue out any travel plans you desire.
>>
>>355467
Guns
>>
>>355467
Armor and food.
>>355472
>Selling guns for people to shoot us with
>>
>>355467
>>Food
>>Drugs
What everyone needs!
>>
>>355476
Supporting

We should travel in through the Gulf of Mexico trading with various tribes. The base of operations should be somewhere near the mouth of the Mississippi
>>
>>355467
>Scrap and Salvage
>Luxury Items

Everyone buys scrap. Specially in the northeast.

We can gouge a bit with luxuries.
>>
>>355476
+1 we would probably gain more caps from this merchandise
>>
>>355482
Oh shit nigger just realized where we were at. Well obviously if we can sail south then we should, it is more populated and safer.
>>
>>355467
>Scrap and Salvage
>Food

Im sure people are less likely to kill us for these
>>
>>355467
>Food
>Bullets
Necessities to live!
>>
>>355493
And to make the profit even more lucrative and safe the type of food should be from large local plantation owners because they have the best selling prices and the drugs should be soft core/more pharmaceutical to try and grab a larger consumer base.
>>
>>355496
I don't think people realize we're going to get gunned down by junkies if we carry chems.
>>
>>355506
Lol
>Implying Junkies don't have worse aim than Stormtroopers
>>
>>355506
>>355467
>Sea Fiends
Fuck that shit
>>
>>355467
Hold up I got a good idea. Instead of selling luxuries or scrap how about we get a load of simple trinkets and tools.
>>
>>355467
>Food
>Luxury Items
>>
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>>355512
>>
>>355506
>>355514
Exactly, helping people building up will help us in the long run anyways. Peddling dangerous goods is good in short term, but can have some negative repercussions along the road
>>
>>355467
>Food
>Luxury Items

Head south for NCR territory.
>>
>>355521
The dangerous life will come with adventuring. Moral crusader! Deus vult!
>>
>>355533
Also final vote for me is
>1 food
>1/2 trinkets
>1/2 tools
>Head south
>>
>>355517
I guess I'll vote South as well.
>>
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>>355542
The Vote Results are:
Food:IIIIIIII
Bullets:I
Guns:I
Armor:I
Scrap and Salvage:II
Luxury Items:II
Drugs:III

You and your crew have decided to take up Food and Drugs as your beginner cargo. Be it that Kindport is an agricultural town, and a port town as well, there's loads of corn and fish that's been dried and preserved for the journey ahead.

On the case of drugs, there are certainly some in town, but the relative distance from the more populated areas has left the inhabitants without much of the harder stuff. A lot of what you carry is Buffout and Mentats, but trace amounts of jett find their way on your boat, albeit meager. Burke says not to worry about it, he's seen a lot worse.

The journey has started southward, bound for crossing along Panama, or into NCR Territory. The team hasn't entirely come to a conclusion about that yet. Derek advises that you keep going on towards The Gulf, and Burke claims that's just his wanderlust, but he's sure he can help make a profit anywhere.

On your water journey you've come crossed The port of King. Burke says he knows this place, and it might be good for food selling.

King is a place of around 80-100 citizens, a lot of them ghouls. It's been a blind spot on The NCR's radar for a long time because the inhabitants there are in a mighty screwed position. The place was meant for a vault to be built back before the bombs, but the nukes went off before they really started building anything. As a result The Citizens of King were left with a cavern built for a vault, but of course nothing worthy of protecting them from nuclear annihilation. Their proximity to LA has also caused the land there to grow infertile and the fish to be highly radioactive.

Their main business there is salvaging and selling off parts of Mr. Buildy units that were scattered around during the construction of The Vault Cavern. They even sell these robots on occasion as well.

Shall you do anything in King?
>Dock at King
>Keep sailing south
>Write in
>>
>>355579
>dock

They seem to need food so they probably will buy some at really high prices
>>
>>355585
Supporting, I don't know about jewing such a close contact though.
>>
>>355579
>>Dock at King
We probably shouldn't even mention our drugs. We can wait until someone wants them more, and it'd damage our rep to refuse to sell them.
>>
>>355579
docking time
>>
>>355579
>>Dock at King
Ghouls are alright for stuff that decreases rads, seeing as while they don't need them, but they might keep some for trading.

Also, what are we armed with?
>>
>>355590
Its fine were probably basing ourselves elsewhere like Panema or The Mississipi
>>
>>355598
Probably pool noodles.
>>
>>355579
>Dock at King
>>
>>355579
You dock at King.

The state of the people seem ever angry and discontent as Burke Remembers. Most of the city is underground, and it seems as if it's quite well built on account of all the Mr. Buildy units that are ever pleased to slave away at all hours to form those scrap walls.

The place itself seems more angry for its position instead of being mad at you for simply being there. Burke isn't phased in the slightest about the bad attitudes of those around him, but Derek seems mighty concerned that these people don't have the kind nature of the town he grew up in quite literally named Kindport. He's decided to stay on the boat to watch the cargo. Burke tells you he thinks Derek is a pussy once you two are in the city.

The Markets are stalls built into the walls of King's Cave Main Hall. The scent of motor oil and Mr. Handy Fuel is strong here.

Your Cargo is currently:
>10 Units Food
>10 Units Drugs
>300 Caps

King's Market:
-Buy and Sell-
Food: 30caps
Bullets: 10caps
Guns: 10caps
Armor: 10caps
Scrap and Salvage: 5caps
Luxury Items: 30caps
Drugs: 10caps
Radiation Cures: 40caps

-For Sale Only-
Mr. Buildy Robot: 100caps

Action:
>Trade (Write in offered deal)
>Search for New Crew
>More Town Lore
>Continue Sailing
>Write in
>>
>>355598
Nothing right now.
>>
>>355619
>Search for new companion
>Buy 10 units of scrap
>Sell 5 units of food 35caps each
>>
>>355619
Buy-Robot & 100caps worth of scrap
Sell- 8 units of food
>>
>>355625
That's not Market Price.
Roll 1d100 for haggle.
Beat a 20 to succeed for 35 caps
>>
>>355628
>>355619
I guess search for companion too
>>
>>355619
>>10 Units Food
Sell the food, buy bullets, look around for rumors about UltraJet or other specialty drugs. Try to buy a hunting rifle and some sort of melee weapon for defense.

Take a look at the Mr. Buildy. Can we take him on the journey?
>>
Rolled 53 (1d100)

>>355633
>>
Rolled 40 (1d100)

>>355633
The gods of luck are with me
>>
Rolled 87 (1d100)

>>355633
>>
Rolled 26 (1d100)

>>355633
Can i bump it up to 45?
>>
>>355637
>>355639
Good job.

>>355636
Yes you can.
Mr Buildy is a construction oriented model of The Mr. Handy unit, popular in The West Coast and during the later half of the vault construction program. They still have all the servility of the common handy, but speak in gruff construction worker tones.

>>355645
Nope!
>>
What do you guys think? I'd say buy the robot. So we can turn it into a Mr. Gutsy.
>>
>>355647
>speak in gruff construction worker tones.
If he doesn't speak in a stereotypical "Noo Yawk" accent, and won't carry a stogie in its pincer, then no sale.

Also, BUY A PERSONAL WEAPON, FOR GOD'S SAKE.
>>
>>355650
Ya lets get a nice long ranged hunting rifle

>>355649
Unless were going to make upgrades to the ship soon it would be a waste
>>
>>355650
And god help you if he doesn't wear a construction helmet.

BECAUSE I WON'T
>>
>>355653
>>355649
>>355647
Chances are slim we'll be able to upgrade the ship, but another set of sensors never hurts. Check for a wielding laser or other long range armament before we buy.
>>
>>355619

As your first act of A Real Wasteland Trader you make a deal in King and bargain out 35 caps a piece on a food deal with a crater merchant.

You sell out 10 units of Food and gain 350 Caps
You now have 650 Caps.

You search around for rumors of Ultra Jet, but The Inhabitants of King say that's not their business. One trader making his way up from Copper Canyon warns you that there's a band of Pirate Raiders that run a town called San Lucas at the very tip of The Mexican Peninsula. He warns that, while they do sell and deal in drugs there, they're also raiding hell beasts that paint themselves red and torment the west coast of Mexico.

San Lucas was added to your map.

Two concerns have popped up, a personal purchase and a major purchase.

The personal Purchase is what you're going to be carrying as a weapon. The stories of San Lucas fill you with a pit of worry knowing that if you want to get to The Gulf, you'll have to pass by there, and it may be better to have more than your fists to work with.

You look at what some local merchants have to offer.
>Hunting Rifle: 20caps
>9mm Sub Machine Gun: 15caps
>Machete: 5caps
>Vault-Tec 10mm Pistol: 10caps
>Pipe Rifle: 5caps

The second purchase is about your Buildy.
You're concerned about the price, but the prospect of having a building robot is very alluring when dealing with ship damage and other forms of mechanics. You do have Derek, but he's only an apprentice worker after all.
>Buy Mr. Buildy: 100caps
>Don't Buy
>>
>>355672
Here's San Lucas.

>>355653
>>355658
You can buy another boat for your trade fleet if you ever find an opportunity.
Or steal one.
>>
>>355672
> Buy Hunting Rifle, Machete, and 100 caps worth of Scrap
>Fon't buy mr buildy
>>
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>>355674
>I forgot the map twice
>>
>>355676
Going with this. If Buildy can't gun down degenerates then there's no real point.
>>
>>355672
>Hunting Rifle: 20caps
>Machete: 5caps
>Buy Mr. Buildy: 100caps
>>
>>355672
>Vault-Tec 10mm Pistol: 10caps
>Machete: 5caps
We have no gun training, at all. Maybe we should stick with something easy to use, for now.
And no opinion on Mr. Buildy.
>>
>>355681
>>355676
He didn't mention what he's armed with, but if there's no weaponry on the buildy, don't buy.
>>
>>355688
Mr Buildy is armed with a welder, a Nailgun, and a claw.
>>
>>355672
>Hunting Rifle: 20caps
>Vault-Tec 10mm Pistol: 10caps
>Machete: 5caps
>Buy Mr. Buildy: 100caps
>>
>>355672
You have decided not to buy The Buildy.

Though in turn you have bought a Hunting Rifle, a Machete, and a 10mm Pistol. The Merchants seem to like you here, you actually buy things and bring things they're happy to buy.

You also bought 20 units of Scrap
You spent 135 Caps
You have 515 Caps remaining.

Your current Cargo:
>10 Units of Drugs
>20 Units of Scrap
(50 Unit Limit)

Your time here in King has been profitable and all around good, even though the people seem in quite a poor mood. At least you managed to feed some of them, right?

Burke has been at a bar for a lot of this time, and by the time you meet back up with him, you two sit at the town well just outside of The King Cavern Gate and share a bag of fried fish.

I mean it's probably fish.

Regardless, now that you've bought all you seemed to need, is there anything left to do?:
>Trade
>Search for New Crew
>More Town Lore
>Continue Sailing
>Write in
>>
>>355712
Onwards, to asshole territory.
>>
>>355712
>Search for new crew
>See if you can find someone to teach you how to shoot
>>
>>355727
+1
>>
>>355712
you decide to stay a bit longer and get a few more things, both of them being people!

Firstly you set out looking for someone to teach you how to shoot, but when Burke hears this little ambition, he reminds you that he's a professional caravan guard. You spend some time out by the docks practicing shooting, ans manage to learn some shooting proficiency out of it.

Gained: Shooting proficiency 1 (+5 to shooting rolls)
You can find more teachers whenever able to increase the skill further.

As for crew members you do happen upon a pair that catch your interest:
(Your boat can hold 4 crew total, including you.)

>Donna Phish: A woman that's hiding out in King Cavern drinking her life away. She's an NCR Deserter, but during her time in the army she was a medic. She'll go with you so long as you take her out of NCR territory. She carries a Service Rifle.

>Kegger: A Ghoul Man that stands around 6ft tall. He's a brute of a guy, and it seems as if the whole rotting flesh ordeal hasn't left him any weaker. He works as a bouncer for some of the bars around King Crater. He uses a pair of brass knuckles and a 10mm pistol. He will want 30caps to join your crew.
>>
>>355777
>>Donna Phish: A woman that's hiding out in King Cavern drinking her life away. She's an NCR Deserter, but during her time in the army she was a medic. She'll go with you so long as you take her out of NCR territory. She carries a Service Rifle.

>Kegger: A Ghoul Man that stands around 6ft tall. He's a brute of a guy, and it seems as if the whole rotting flesh ordeal hasn't left him any weaker. He works as a bouncer for some of the bars around King Crater. He uses a pair of brass knuckles and a 10mm pistol. He will want 30caps to join your crew.
>>
>>355777
>>Kegger
Deserters bring trouble with them. Stick with the big guy.
>>
>>355777
>>Donna Phish: A woman that's hiding out in King Cavern drinking her life away. She's an NCR Deserter, but during her time in the army she was a medic. She'll go with you so long as you take her out of NCR territory. She carries a Service Rifle.

Other guy might ruin trade deals by being a ghoul or stink up all day under the sun. Can we get a picture of our boat?
>>
>>355784
Your boat already has 3 people in it.
Can't take both.
>>
>>355791
>>>Donna Phish: A woman that's hiding out in King Cavern drinking her life away. She's an NCR Deserter, but during her time in the army she was a medic. She'll go with you so long as you take her out of NCR territory. She carries a Service Rifle.
:^)
>>
>>355777
>>Kegger: A Ghoul Man that stands around 6ft tall. He's a brute of a guy, and it seems as if the whole rotting flesh ordeal hasn't left him any weaker. He works as a bouncer for some of the bars around King Crater. He uses a pair of brass knuckles and a 10mm pistol. He will want 30caps to join your crew.
>>
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>>355788
>>
>>355801
Good god that's real shit.
Let's go with Kegger. Maybe we can dress him up in armor or something.
>>
>>355777
You decided to hire Kegger.
You're gonna need a Frankenstein to scare off those San Lucas bastards anyway.

You spent 30 Caps hiring Kegger
You now have 485 Caps

As Derek was introduced to his first ghoul, and had a subsequent hard time getting used to the sight of a walking corpse. Burke and Kegger get along though, apparently Burke was raised around some ghouls like him around The Washington Area. Kegger says he's always wanted to head out to The Capital, and the two spend some time talking about how destroyed the landmarks are now.

As Captain, you take the helm of your ship with your new load of cargo and one fresh crew member and un-dock yourself from King. You're sure you'll be welcome there again if you ever head back.

You sail southward a bit, passing The Great Hotzone of LA. From The boat you can see its great glow in the distance, and in some spots in the water you could swear The Sea's Floor was hot with green light. Further on south you see a small dock, and a series of small patrol boats sitting in dock.

It's night now, but even you can see the watch tower constructed off the top of a warehouse that seemed all too fortified. Hitched to the loading dock that surely once saw commercial ships unloading there before the war are NCR Navy rigs. You've found yourself crossing near Fort Border. Here's where NCR jurisdiction ends, anything further south is all in the hands of whatever dwells in Mexico.

Do you wish to stop at Fort Border for the night?:
>Dock at Fort Border
>Keep Sailing
>>
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>>355853
Forgot map again.
>>
>>355853
>Dock at Fort Border
>>
>>355853
>Dock at Fort Border

They would probably pay well for scraps
>>
>>355853
Docking time
>>
>>355853
>>Dock at Fort Border
>>
>>355853
>>Dock at Fort Border
>>
>>355853
You decide that docking here seems like a safe idea.

The rest of the crew seems okay with it, though as you're pulling into dock Burke quietly makes his way under the deck and hides the drug stashes that you have put away behind the loads of King Scrap.

As you pull in, you have to sign the dock registry and it's all quite official. The only thing is that you have to put a boat name on the register, but you've yet to give it any real title.

What do you write down?:
>Name your boat.
>>
>>355888
Hand Me Down
>>
>>355888
Small beginnings
>>
>>355888
Piece of Ship
>>
>>355888
Ship name: Goldfish
>>
>>355898
Ill second this
>>
>>355898
Gonna go with this here.
>>
>>355898
Thirded
>>
>>355898
>>355888
Pretty great
>>
>>355888
You've decided to formally name your Vessel
Piece of Ship

The Dock Master looks at the registry as you hand it back to him and spends a good few minutes laughing as he files the papers away. You and your friends are allowed inside. Your crew seems okay with NCR, and they seem okay with them. A lot of the recruits are around Derek's age, and Caravan Guard is a respectable business around here. As you enter the chain link fence that separates the actual fort from the dock, it becomes apparent that this is a refurbished warehouse. The Nuka Cola sign along The Fort's entry shows that well. outside you see crates upon crates of Nuka Cola. The soldiers claim they were there when they moved in. Sadly these aren't the classic Nukas everyone knows and loves, this is Cherry Nuka Cola.

Apparently even back then the whole idea of Cherry Nuka was such an economic disaster that warehouses like this were stuck holding their shipments for lack of ability to sell.

As this place has no real market, it does have a quartermaster, and he's willing to buy and sell.

Your crew turns in for the night and sleeps with the soldiers as you're left to haggle.

Fort Border Quartermaster:
-Contraband-
Drugs

-Buy and Sell-
Bullets: 10caps
Guns: 10caps
Scrap: 10caps
Luxury items: 50caps

-For Sale Only-
Cherry Nuka Cola: 1cap

Actions:
>Trade
>More Town Lore
>Continue Sailing
>Ship Upgrades
>Write in
>>
>>355961
Oh yeah
Your Cargo:
>10 Drugs
>20 Scrap
Cargo Capacity: 50
>>
>>355961
Buy 20 Cherry Nuka Colas. Hell even if it's lethal to consume we'll just get the caps back. Haggle to buy in bulk and get a discount?
>>
>>355961
>Buy- 10 units of bullets, 5 of guns, 15 colas
>>
>>355974
Roll over 35 for a 2 for 1 deal.
>>
Rolled 66 (1d100)

>>355961
>>Ship Upgrades
>Practice shooting with Burke

>>355977
Rolling
>>
>>355961
Buy
>Bullets: 10caps
>Guns: 10caps

See if we can give Kegger a better gun, or upgrade the 10mm to full auto.

See if the Cherry Nukas could go well with any booze on hand. Get inventive.
>>
Rolled 24 (1d100)

>>355977
lodsamone
>>
Rolled 52 (1d100)

>>355977
Rolls
>>
>>355980
>>355983
The first guy rolled higher.
We'll go with that.
>>
>>355961
You buy some Cherry Nuka.
At the same time you make it out with a 2 for 1 deal that leaves you only paying 10caps for 20 units of Cherry Nuka.
You absolute mad man.

You now have 475 caps.

You talk to The Quartermaster about getting a gun personally sold, but he tells that he's only allowed to sell in standard cargo units, so unless you wanna buy a crate of guns he can't offer you any guns.

You break into Burke's Scotch Stash and try to mix up some Cherry Nuka with it, but upon tasting it, it all seems that the cherry tang is not a good aftertaste to hang on the tongue after the burn of alcohol.

You question about Ship Upgrades, and The Dock Master is sure he can hook you up with something.

He offers:
>Improved Reactor Heat Syncs (+5 to evasion rolls) 40caps
>Greater Hull Ram (Gain The Ship Ramming Ability) 30caps
>Black Paint (+20 to Ship Sneaking rolls at night) 20caps
>NCR Captain License (Allowed to buy NCR Ships at Available ports) 50caps
>>
>>356027
>>Improved Reactor Heat Syncs (+5 to evasion rolls) 40caps
>>Greater Hull Ram (Gain The Ship Ramming Ability) 30caps
>>Black Paint (+20 to Ship Sneaking rolls at night) 20caps
>>NCR Captain License (Allowed to buy NCR Ships at Available ports) 50caps

>Buy goods
>5 guns
>5 Bullets
Go ham
>>
>>356031
This guy gets it
>>
>>356031
Our Cargo Space is full.

Cargo:
>10 Drugs
>20 Scrap
>20 Cherry Nuka
Max Capacity: 50
>>
>>356038
>>356038
Sell 10 scraps then
>>
>>356031
>>356038
Do this, sell 10 scrap at market price?
>>
>>356027
>Improved Reactor Heat Syncs (+5 to evasion rolls) 40caps
>Black Paint (+20 to Ship Sneaking rolls at night) 20caps
>>
>>356038
I forgot the cola weighed at all, good god. What the hell are we going to do with it?
>>
>>356049
Save them to make nuka grenades which we can use to fuck up the bandits near Mexico then steal all their shit
>>
>>356049
Well, you got 20 cases of it.
You could always try to trick people into thinking it's higher quality stuff.
>>
>>356053
save some of it sell the rest?
>>
>>356053
As nasty as it is, I don't think it's radioactive or explosive enough.
>>356043
>>356044
Voting for this, I guess
>>
>>356027
agreed on all upgrades and license though, could the dock master possibly be able to upgrade our cargo space as well? We are sending alot of caps his way
>>
>>356071
Nah just save it, we'll probably fuck up a couple of them when we start making gernades

>>356073
You would be suprised, their one of the strongest grenades in the game
>>
>>356081
If we're crafting them, we need some Quantum. Or not, all you, OP.
>>
>>356027
You decide that the best ship i a well prepared ship.
You buy them all.
All The upgrades.

It costs you 140 Caps all together.
You also sell all your scrap, which pulls in 100 Caps on its own.
You then buy some Guns and Bullets to fill your cargo space for 100caps.

You now have 335 Caps.
This is about 35 more caps than when you started, but oh well!

Your cargo space is now
>5 Bullets
>5 Guns
>10 Drugs
>20 Nuka Cherry

You are now a legal captain in the eyes of The NCR. You are free to pilot NCR official vessels, and even join the navy if you wish. You're trying to make your way to The Gulf though. Maybe by the time NCR pushes back The legion enough to meet you back in Louisiana you'll be ready to be a grizzled Navy Officer.

In the mean time you're still at Fort Border. Your crew is asleep and it's night time. You'll be heading out in the morning to face San Lucas.

Is there anything else you want to do before you turn in?:
>Trade
>More Town Lore
>Sleep, then Continue Sailing
>Write in
>>
>>356096
>Walk around the fort hitting on chicks trying to get laid

Gotta up that persuade stat
>>
>>356092
You need someone with some Chemistry know-how to make Nuka Bombs. It's totally possible though.

>>356077
Cargo Space is related to The Ship's Hull
Cargo space can't really be increased.
>>
>>356096
It's time to sleep
>>
>>356100
Oh, but if you want to carry more goods you can buy another ship, or salvage one if you find something.
>>
>>356100
Ah, a fine point.
>>
>>356099
>>
>>356096
'Ey guys
It's like 1AM here, s OP has to BRB
If I don't come back I probably actually fell asleep like our Merchant Here.
If that's the case we'll pick this up when I get up.

May many good deals come to you anons.
>>
>>356123
Was fun, have a nice dream. Of cherry nuka cola
>>
>>356123
Was fun OP didn't catch most of it but I'll be back later
>>
>>355786
I like the way you think sir.
>>
>>356123
Ill see you hopefully tomorrow OP fare tidings friend. Cool thread dude!
>>
File: trader map 5.png (218 KB, 650x785)
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>>356096
OP has returned.

You awaken in Fort Border, and by the time you're up and about Kegger has already set your trusty Piece of Ship ready for the water once more. He claims he's a morning person. As you first step out of The Fort you can see that your ship has been already fitted with all the attachments you've purchased. They're certainly not pre-war craftsmanship, but by all means they're good enough for getting the job done. Piece of Ship now sports a hefty ram and is painted in a dark shade of night black. There have also been heat syncs attached to the nuclear engine, but you're not experienced enough with mechanics to tell exactly what a Nuclear Heat Sync looks like.

You're well aware that now's the time you need to face off with San Lucas if you ant to breach your way to Panama. How you're going to deal with them you're not quite sure.

You sail off from Fort Border and right out of NCR Naval Space. Halfway down The Mexican Peninsula you see warning signs painted along the shores announcing the beginning of lawless territory.

At least you don't have to worry about Contraband Checks, right?

You can tell what San Lucas is once you draw near it. Their docks are filled with mismatched ships decorated in gang symbols and hanging tattered flags of blood dipped red.

The City Itself isn't desolate by any means, but the people that inhabit it don't seem to be the nicest types round. The once grand resort location that had housed weary vacationers before the war was marked with the show of neglect and decay.

One Billboard that once greeted guests by the apparent visage of a fade 'Welcome' has since been re-marked to serve its new owners. There now decorates it a single skull, a helmet upon its head sporting two devilish horns.

The words "Viking de Muerte" lay in a thick red paint underneath.

Kegger and Burke don't seem to like the look of this place.
Derek is scared pretty shitless.

What do you do, captain?:
>Attempt Docking at San Lucas
>Speed out of there
>Explore elsewhere until night
>Write in
>>
>>356338
>perfect opportunity to sell drugs and make friends
Dock that shit nigger
>>
>>356338
>>Speed out of there

>>356341
I don't think we have the firepower to make them buy it instead of just steal it from us.
>>
>>356338
Dock but keep watch our ship
>>
>>356338
You decide to dock at San Lucas
You immediately stick out on account of the fact that you're not a raider, and your ship isn't covered in gang symbols like water trash.

Before you step off Derek has already announced that he'll be keeping a lookout on the ship as he holds his revolver and sits in the hull where nobody can see him. Kegger volunteers to babysit the mechanic and the cargo while you and Burke step off The Piece of Ship.

You're greeted by an apparent dock manager that's already started heading to you and Burke. He's accompanied by two large men with machetes of their own, each one tanned in a deep sun bathed tone that contrasts against The Dock Master's own, much paler figure. He's very much Latino, but at least he speaks English, unlike his guards.

He tells you that this is of course San Lucas and that these waters belong to a gang boss by the name of Saint Lucas of The Death Vikings. All ships that come into his port wither do so with his permission, or flying his flag.

He then states that permission to dock is the price of 200caps.

What now, Captain?:
>Pay Docking Tax
>Run
>Shoot then Run
>Write in
>>
>>356369
>if your boss wants the good stuff he is gonna get a damn good deal worth more than 200 caps. unless you want some juicy stuff too, which case your gonna pay for it, but I'm in a good mood today so you can have some for free sampling

This is a fine line we are crossing. We fall on one side and we are dead. Fall on the other and we have unconventional strong friends that will be willing to help us out for a really nice deal.
>>
>>356373
Supporting
>>
>>356373
Seconded
>>
>>356373
Thirded
>>
>>356373
Full speed ahead
>>
>>356369
You talk The Dock Master up. He seems surprised, apparently he hadn't taken you for a drug pusher. Kegger brings up a unit of the good stuff and cracks it open for the manager. He gets excited at the sight. You seem to lack any grand amounts of the hard stuff like jet and psycho on account of having taken your drug stash from far up north, but what you do have he voices that they need. It's Buffout.

Burke has never traded with raiders before, but it's apparent that The Vikings value strength above all else. These pill bottles you're backing are battle brew to them, and they certainly see a lot of battles this way.

The Dock Master insists that you sell your loads here, and that they can offer a good deal, but there's no official traders in town that manage drug deals. Instead Saint Lucas is going to have to take a look at your chem stash and name a price himself.

He's out preparing for a raid against an enemy gang right now, but he'll be willing to see a trader during his training.

Do you follow Captain?:
>Go see Saint Lucas (Write in which crew you bring with)
>Insist that he come to you
>Run
>Write in
>>
>>356396
We logging the drugs over to him for him to see?
>>
>>356396
>>Go see Saint Lucas (Write in which crew you bring with)
Kegger.
This is a bad idea, but dammit I'm all for it.
>>
>>356407
You'll bring a case, and you can unload the rest when you have a deal.
>>
>>356396
>>Insist that he come to you
>>
>>356396
>1 case of drugs
>20 cases of Nuka Cherry
>"Battle Brew, eh? I guarantee this'll make your warriors angrier than you've ever seen."
>Kegger
>>
>>356418
seconded.
we're like walter white dealing with tuco, mane
as a sales pitch, make sure to tell him that our goods have had minimal contact with humans and every container of buffout is completely full.

if this works out, we should get a chem cook onboard. drugs are a huge industry in the fallout world
>>
>>356418
Roll me a d2
Hope for a 2
>>
>>356409
Kegger, we need one muscle with us and the other on the boat
>>
Rolled 2 (1d2)

>>356428
I'll roll it!
>>
>>356428
>>356418
They'll be angrier at the taste of the nuka more than anything.
>>
>>356431
Now we're talkin
>>
>>356431
god bless
>>
>>356396
You accept The port Master's invitation.
Kegger accompanies you while Burke and Derek stay behind to watch the goods. You are still in viking territory after all.

As you head through town it's become apparent that this place is better organized than it is maintained, the real warriors all decorate themselves in layers of red the likes of which you're not entirely sure rather paint or blood is layered upon them. They're all in the midst of training for something, and training hard at that.

There wanders men dressed in the likes of heavy robes and many, many necklaces sporting crosses. They seem to be doing their duty in drilling the men. They carry about clubs in which they beat upon the backs of men who are falling behind the others.

When you meet Saint Lucas, he seems... off.

His face is layered in red, and even through the sheen of scarlet pigment you can see that a heavy cross is carved into his face, from the top of his hair line all the way to the cleft of his well pronounced chin. He's massive, beating Kegger in height by merely an inch or two. His hair is black, and long enough to reach down about the midsection of his back. He's donned in heavy robes, same as the other trainers, save for upon his neck he carries more crosses than is even sensible, possibly numbering to at least a hundred of mismatched shapes and sizes, some simply polished wood, some gilded crucifixes.

He looks down upon you as it seems you've interrupted his training. He carries a broad machete, and the men he's drilling show gashes along their backs where he's laid punishment upon them. These are the elite vikings, for the red they wear upon their figures are their own blood.

The Crates are presented, and he doesn't seem to have any facial disturbances as he scours over the goods.

>>356431
The first thing he says is in reaction to the Cherry Nuka that you've brought. In a deepened tone, he only announces, "It's Red. I like that."

Kegger seems relieved, he had been worried about showing the failure of a cola to The Saint.

He offers you a deal, claiming that he'll pay you out 10caps for each crate of Cherry Nuka, and 40caps for each Chem Crate.

What do you do, Captain?:
>Trade
>Run
>Write in
>>
>>356443
Seems reasonable. Mention the possibility of this place having a spot on a more permanent trade route. This place could use more chems.
>>
>>356443
Haggle a bit, mention that you could be a drug supplier for them
>>
>>356453
Seconded, but we may want to gauge their opinion of us after we unload the cola before returning.

>It's Red.
kek

>Ask if they have any weapons or such to trade.
>>
>>356443
Try to haggle up the chems to 50.
>>
>>356472
>>356462
Roll a d100
Beat a 60
First roll to reply to this post is the one we use.
>>
Rolled 91 (1d100)

>>356475
>>
>>356477
Nice roll
>>
>>356477
well done

>>356475
i still wanna see about getting a chem cook after this if we're gonna go through with providing to them, we could get our first regular trade route going

also, i wanna see these caps go somewhere at some point. maybe we could expand our industry to jet manufacturing facilities like in fallout 2 later on
>>
>>356482
You can always start your own Trade Colony at any time.
Or take over one that already exists.
The possibilities are endless.
>>
>>355077
Wow another fallout thread? And the main character is a merchant as well? Damn.
>>
>>356443
You haggle hard.
You make a fairly convincing point about how these men are going to need some better pick me ups during their raid, and The Saint seems to see a lot of reason in that argument. He agrees.

You sell 10 units of Drugs for 500 Caps.
You sell 20 units of Cherry Nuka for 200 Caps.
You now have 1035 Caps.

You've broken a trade value of 1000 Caps. Congratulations, you're now a proficient Merchant, far more than the simple farmer's child you were when you first left Kindport.

In all your new trade experience you've gained:
Haggling Proficiency 1 (+5 to Haggle Rolls)

Saint Lucas says that he'll be willing to take up a trade deal with you if you manage to get some chem operations started up, and he doesn't catch you trading with their rival gang, The Oilmen.

You're left alone as The Saint returns to his training. He's a hard face to read on account of those firm features never moving or reacting to anything, but Kegger says he thinks The Saint likes you guys.

After a while you unload all your chems and cola, and find yourself in the town's center. Saint Lucas must have been a beautiful place before The War, as a lot of it was preserved, and only the wear and tear of old age is causing it to fall into ruin. There's no formal Trader or Markets here, so trying to strike some deals seems like it's not an option. Though these men are Vikings and Pirates, The Dock Master is selling stolen ships and there is one catholic that's empty enough as is.

What do you do, Captain?:
>Buy another Boat
>Go to Church
>Stay until Tomorrow
>Set Sail
>Write in

Note:
You could search for Crew here, but you have no more space for crew on the boat.
>>
>>356522
>Check out boat stock
Also, bad idea to stay the night, folks
>>
>>356522
View the other boats and get some information on the other gangs, who to avoid and who's not a complete douchbag kinda deal.
>>
>>356522
I got a good idea.

We go to the oilmen from a different angle. Put on disguises and sell them really strong faulty drugs and powerful deficient ammo. Then we have our friends come in to finish them off

Effectively the oilmen will be having seizures and hemorages whilst having their weapons jam and explode.

Then we take a part of their base as our chums operation.
>>
>>356537
seconded, although we probably shouldn't rely on offensive raider boats. try to prioritize captured boats from more civilized factions like the ncr
>>
>>356542
>chums
Autocorrect is lovely sometimes
>>
>>356542
shit that actually sounds really cool. the saints may turn out to be good allies. let's take this idea up with some of their leading officers when we can
>>
>>356522
Look into goods they have for sale.
I want to leave port with something to sell at the next stop.
>>
>>356546
We can also sell them false information that a merchant sold them some secret nuka cola along with the recipe and that they should do everything to stop them from using it as they plan to use it to take over the oilmen. We gain trust, go back to the Vikings and tell them about where they store their shit and how the base functions. We bring back a bottle of Nuka cola filled with mustard gas and other nasty shit with a detenator inside.

The magic happens when we set off the bottle and the attack starts

We win in every exchange
>>
>>356537
This
>>356542
I wonder what could go wrong
>>
This sounds like one of those plans that end with "Well, it seemed like a good idea at the time."
>>
>>356561
A hell of a lot of things actually, but I think it's a solid plan.
In addition, where is your sense of adventure mate? Ya gotta be aggressive!
>>
>>356573
I'd like to trade as a trader not get too involved in gang warfare.
>>
>>356576
Meh fine just wanted to throw some ideas out there
>>
>>356578
If the chance comes up I suppose we'll take it or i'll be outvoted but we've just got here and don't know a thing about the gangs and the differing strengths.
>>
>>356576
this is fallout, man. we've gotta take life by the bighorns and do stupid shit while we still can
besides, if we do this we may have a stake in the oilmen's territory and we won't have to buy a house or settle in some shithole in the wilderness. this sounds like a good first step to starting a trade empire in the fallout world
>>
>>356522
You talk with The Dock Master a bit, Kegger follows in behind you, but doesn't seem too concerned with talking as well. He's a brute, and doesn't try to be more it seems.

The Dock Master, who by now you've learned is named Juanti, shows you some boats as you talk.

It's explained that Mexico has been ravaged by a lot of gangs ever since The Bombs, and it gets worse the further inland you go. San Lucas is home of The Vikings of course, but they've managed to keep dominance over the coasts all around The Mexican Peninsula for years now. The oilmen are based off an oil rig further on down south, though the rig they live on was abandon and run dry before The Bombs even fell. Now they use it as a dock and a fishing platform, for at one time they were a much more prominent land based gang called The Snake Eaters, based off the images depicted in The Old World Mexican Flag that they claimed as their own. At least, they were until The Conquistadors drove them off and they escaped into the sea. The Oilmen is actually a nickname that everyone calls them, but they call themselves Eagles, and worship olden gods. They claim all the world is but snakes, and cannibalize as their traditional Snake Eating name implies.

The only issue he finds with your plan of ill-drugs and broken guns is that The Vikings don't have access to either of that, if you want to cause trouble like that you'll have to seek out dangerous goods on your own.

These boats are presented:
>Fishing Boat: A boat that was taken from a fishing village off the coast of Mexico. It's rather small, only having a cargo space of 10 and a Crew Space of 2. 100caps

>NCR Navy Transport Rig: A boat taken from an NCR Coastal Trader, it still has all its NCR tags decorating it, but they can be ground off. It's a ship built for cargo movement so it can hold a Cargo Capacity of 60, and a Crew of 4. It's slow and causes a -10 to evasion rolls. 200caps.

>Cadillac Rig: A boat crafted out of spare parts and a boat hull. It's frankly more welded metal than original boat, but it's reliable enough. The front of it is a fine Atomic Cadillac though, something certainly not to be fucked with. Any attempt to ram with this hard nosed rig gets a +10. It has a cargo capacity of 50 and a crew capacity of 3. 200caps

Note:
All boats need at least one crew member to drive.
>>
>>356601
>NCR
>Cadillac
Retrofit that NCR when we can, and hope the NCR doesn't throw us in the brig as pirates
>>
>>356601
No larger ships? We'll settle with the Cadillac then we shall go find some new crew
>>
>>356601
ask why the prices are so generous here. (in new vegas, the price of a single 10mm is 750 caps)

just out of curiosity, not to give them accidental financial advice or anything

buy cadillac
>>
>>356601
We can actually get spare parts and make all of that stuff on our own if we get a chemist on our crew.
>>
>>356601
>>Cadillac Rig: A boat crafted out of spare parts and a boat hull.
I'm worried that the cargo boat might be too hot to buy now. NCR likes paperwork, and the previous registration might still be on the books.
>>
>>356638
The prices shown in this quest aren't very reflected of the actual values in The Games. If they were we'd be dealing with much, much bigger prices.
>>
>>356643
The Cadillac seems easy to outfit honestly, room for a lot of upgrades, let's just get it.
>>
>>356647
Do we have to get someone to pilot the boats or will they hold it for us?
>>
>>356601
>>Cadillac Rig:
It costs as much as the transport and only seems to have 10 less cargo capacity and 1 less crew cap.

I'm more interested in buying cargo than buying empty cargo vessels, though.
>>
>>356651
One of your crew needs to pilot the ship.
You do have three crew members though.

>>356653
This Place doesn't have a trader, a lot of Raider dens probably wont.
>>
>>356601
Purchase the NCR Ship and the Cadillac. However make sure to purge any potential way of the NCR finding out its a stolen ship.
>>
>>356601
You for sure decide that you want to by The Atomic Cadillac. You pass off the caps to The Dock Master and he gives you the keys. You're the proud new owner of a car welded onto a boat.
No regrets.

Kegger is frankly excited about this, he was quietly hoping you'd choose that one.

You spent 200caps
you now have 835caps

The point of concern is rather you want to buy The NCR Cargo Vessel, and now that you have a new boat you can hire some new crew members. As The Atomic Cadillac is brought in to port with your Piece of Ship, you stand on the docks waiting on what to do next.

Voting decision:
>Buy The NCR Cargo Ship
>Don't buy The NCR Ship

Actions:
>Search for Crew to Recruit
>Go to Church
>Stay until Tomorrow
>Set Sail
>Write in
>>
>>356699
>Nope
>Find some crew
>>
>>356699
>raider infested territory is no place for two ships with crew we can barely afford and recover from
>get crew for new ship.
>>
>>356699
>Don't buy The NCR Ship
>Search for Crew to Recruit
>Set Sail
>>
>>356699
I'd say buy the Cadillac Rig for the second ship in our fleet, it'd go well with what we've got and our crew is full right now. It'll double our cargo space not to mention if we're desperate the ship can ram.

After that look for more crew in order to get into the new ship.
>>
>>356699
>Search for Crew
Specifically a chemisit for drugs, a medic, and a good shot
>>
>>356718
>>356740
seconded; combine these
>>
>>356740
Seconded
>>
>>356752
>>356773
Fourthed
>>
>>356699
You decide to leave the NCR ship.
As for what you currently have, your fleet currently looks like this:

Piece of Ship
40 Cargo Capacity
4 Crew Capacity
>Improved Reactor Heat Syncs (+5 to evasion rolls)
>Greater Hull Ram (Gain The Ship Ramming Ability)
>Black Paint (+20 to Ship Sneaking rolls at night)
>NCR Captain License (Allowed to buy NCR Ships at Available ports)

Atomic Cadillac
50 Cargo Capacity
3 Crew apacity
>Car Ram (+10 to Ramming Rolls)

-Crew-
>You: Merchant
>Derek: Apprentice Mechanic
>Burke: Caravan Guard
>Kegger: Ghoul Brute

With a new ship in your command you now have the ability to seek out more crew members, any you decide that it would be wise to look for some while you can.

It's rather hard trying to pick out people that want to come on your journey with you, because a lot of the people here only speak Spanish. You do find the following though:

>Armen: A Catholic Priest that's been maintaining The Church in San Lucas for quite some time now. He's already taken in an apprentice, but now that the boy is old enough to run the church on his own, he wants to take up the life of a Missionary. He carries a Single Barrel Shotgun and speaks Spanish. He has first aid training.

>Cardejo: A Viking that's already served his time in the mandatory service for The Gang. He's been allowed to go his own way. At one time he had decided to travel north and register for The NCR, but was rejected for his affiliation with The Gang. He's been waiting around in Las Lucas ever since, only spending all his time training and getting fat. He's a great shot, and uses a Trail Carbine. He also speaks Spanish.
>>
>>356797
>Armen
We need more people of specilization, not just bodyguards, plus his first aid could come in handy. Also considering Cardejo already has a streak on his record, getting him might be a bad idea in future ventures.
>>
>>356797
Let's take them both, we have the space
>>
>>356797
Get em both
>>
>>356809
Seconded
>>
>>356797
>>Armen: A Catholic Priest that's been maintaining The Church in San Lucas for quite some time now. He's already taken in an apprentice, but now that the boy is old enough to run the church on his own, he wants to take up the life of a Missionary. He carries a Single Barrel Shotgun and speaks Spanish. He has first aid training.
We don't really need Cardejo. We should keep our options open.
>>
>>356797
Take em both
>>
>>356797
both
>>
>>356797
Voting for both.
>>
>>356797
>Both
>>
>>356797
Both
Cardejo can be used to translate English to Spanish
>>
>>356797
You decide to take them both.
With your crew grown by two more, you're all too ready to shove off once more.

Armen packs in with you and Derek while Burke drives The Atomic Cadillac with Cardejo and Kegger. The whole crew is ready to head out. The Dock Manager tells you that you're welcome back in San Lucas anytime, and the feeling of truly making it as a real Wasteland Merchant even in a den of raiders fills you with pride.

The Dock Master marks the location of The oilmen Platform on your map in case you ever want to try out your faulty gun and drugs idea on them.

Where to, Captain?:
>Check out The Oilmen Platform
>Sail south and look for a place to restock cargo
>Write in
>>
>>356884
>>Sail south and look for a place to restock cargo
>>
>>356884
>Southward!
>>
>>356884
>>Sail south and look for a place to restock cargo
>>
>>356884
>Sail South
>>
>>356884
South to Panama, then to the capital
>>
>>356884
>>Sail south
>>
>>356884
>>Sail south and look for a place to restock cargo
we go souf
>>
>>356884
You pass on visiting The Oilmen.
They eat people after all, and you're a people.

As your two ships sail southward it becomes apparent that there was a bit of wise foresight out of becoming friends with San Lucas, for you've already seen two Viking patrols motoring on by. They recognized Armen and Cardejo however and didn't bother trying to question about who you were.

This kept the waters quiet until you happened upon something strange along the coast. It's a little ways off, and there's no real dock there to signify it's a settlement. Instead this seems to be a factory of sorts, a large building covered in thick grey walls that was obvious built more economically than for ascetics sake. What catches your eye about it though is the large painting that decorates its entry. It's a white brahman's skull, as marked along the wall, staring out to the ocean with its ever vigilant form. It doesn't seem faded, and as Burke draws his ship next to your own to talk about the odd building, he comments that he thinks it looks pretty fresh for a painting in The Wasteland.

What do you want to do, Captain?:
>Anchor and check out The Factory
>Keep Sailing
>Write in
>>
File: trader map 6.png (220 KB, 650x785)
220 KB
220 KB PNG
>>356960
Forgot The Map
>>
>>356960
>>Anchor and check out The Factory
>>
>>356960
>>Anchor and check out The Factory
>>
>>356960
>>Anchor and check out The Factory
>>
>>356960
OP is gonna go eat dinner.
I'll BRB.

And on another note, how long is the post limit in these threads, I've never ran like a Quest series before and I should know when to make a new thread.
>>
>>356997
750 post limit
>>
>>356999
Thank you.
>>
>>356999
thats the bump limit
>>
>>356997
worry more about how long it takes to reach the bump limit (72 hours)

don't worry, you probably won't hit 750 before you make the next thread. you'll get plenty of bumps
>>
Leave deker to guard the boats and take the rest with us
>>
>>357128
Nigga you seriously think one guy is gonna be able to defend two boats simultaneously? At least have one person per boat.
>>
>>357142
Let's leave deker and armen to guard the boats
>>
Oh yeah, and here's a poll
http://www.strawpoll.me/10715317

I'll still BRB for a bit, but I can pop in every once in a while, eel free to ask questions if you're confused about anything in The Quest or whatnot.
>>
>>357158
>>357128
Can neither of you spell Derek? Sure, sounds good, I'm on board.
>>
>>357177
Wait, don't I just remembered that derek's the mechanic. Put atleast someone combat trained like burke or kegger.
>>
>>357224
Leave Cardejo instead of Armen then, we need one of them with the boats in case more viking patrols come by
>>
>>357235
Good idea, I wholeheartedly support this now.
>>
>>357235
>>357224
cardejo & burke, they're probably best qualified to keep people away from the boats at range
>>
>>357244
Agreed
>>
>>357235
>>357244
Sound idea!
>>
>>357244
I'm down for that
>>
File: Super_Meat_Boy.png (224 KB, 393x377)
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Fuck, wrong thread.
>>
>>356960
OP is back.
You decide to lay anchor to the shoreline and investigate the factory.

Burke and Cardejo remain behind to protect the ships and leave the lot of you hiking your way up to the land. It felt good to touch solid ground again that wasn't connected to a dock, but it had an uncomfortable feel now. Being on a ship seemed so much more natural sometimes.

As you arrive to the front gate of The Factory, nobody comes to meet you. It's not until Kegger lifts the garage-like door for you that the inside becomes apparent. It's dark, but the bright whiteness of the brahman skull paintings are clear even among the shade. You see only one being there, a hulking creature, blue in shade and speaking in a confused tone to a skull settled along a table in the room's center.

That's when you see it, stealth boys. They're scattered about the place with abandon, the remnants of some few that had ran out of power crushed upon the floor where the massive feet of Nightkin had stepped upon them in their idle wandering. This seems to be a place for stealth boy production, but that surely means that there could be any number of Nightkin here and you might never know.

What now, Captain?
>Try to talk to The Nightkin
>Run
>Shoot
>Write in
>>
>>357405
Talk, but try not to look at them.
>>
>>357405
>Try to talk to The Nightkin
Don't look at him,
>>
>>357405
Talk, don't looks and tell the crew not to, Last thing we want is a super mutant wrestle mania going on next to us.
>>
>>357405
You call out to The Nightkin.
The crew knows not to look at him, all except for Derek who had the back of his head taken by Kegger and shoved down to keep him from being caught staring at the blue mutant.

The Nightkin was startled at first, turning around and savagely brandishing what seemed to be the top portion of a lamp post turned into a blunt scythe of a weapon that anything smaller than a mutant would be hard pressed to imagine lifting. He calmed when he saw it was only you, or at least as calm as the deranged beast could manage. You assure him you're not here to do any harm, but he's not convinced until he looks to the skull behind him. After a long moment of silence, the kin's session of listening to dead air breaks with the sound of a hardy laugh rippling through him.

"I thought you were her to steal stealth boys!" He called to you, "But you're not Nightkin. You don't even need them!"

Well at least you're not dead.
As for what's going on in this place however, it's still not terribly apparent. After a moment of being in the doorway, you can tell that there's many light reflecting blurs in the room to show the movement of giant beasts. The one visible Nightkin returns to looking at the table and babbling on with the skull for some time longer.

Captain?:
>Ask him something (Write in)
>Run
>Shoot
>Write in
>>
>>357494
>What are you all doing here?
>Who's skull is that?
>Do you want to trade for our stuffs?
We're all out of stuffs, right?
>>
>>357494
Ask him if he wants to trade
>>
>>357506
We got
>5 Units of Bullets
>5 Units of Guns
>>
>>357494
Might as well see if these guys got anything to trade or are interested in our guns and bullets
>>
>>357494
>>Let's trade
>>
IT'S SUNDAY AND YOU KNOW WHAT THAT MEANS! ANIME! ANIME! ANIME SUNDAY!!!
>>
>>357494
You decide to strike a deal.
It's what you're getting good at after all.

The Nightkin looks back to you once more and promptly tells you that Antler sent them there, and that the skull knows where stealth boys are. Antler is The Skull, who is the one that's The New Master after The old Master went away.
Whatever that means.

You ask if they have anything to trade, and the Nightkin hesitates a moment, thinking over the idea of 'trading' with a thing like you. It's not like they do that often after all.

Arman tells the lot of those blue mutants that if The Nightkin trade things for caps then they can buy stealth boys from humans.

At that, The Nightkin seems elated and is far more open to trade. It's simply too bad for them that they have little idea of the value of a cap, so their offers seem more arbitrary than anything.

-Buy and Sell-
>Guns: 12caps
>Bullets: 10caps
>Strange Meat: 3caps
>Scrap: 4caps
>Stimpacks: 15caps

-NO SELL TO HUMIES-
>Stealth boys

What to do with The Weird Blue Guys, Captain?:
>Trade
>Set Sail
>Write in
>>
>>357587
Haggle to sell the 10 units we have for 10 units of stimpacks. They don't know the value of caps so just make it sound like we're giving a good deal.
>>
>>357587
Buy 3 stimpacks, 1 strange meat, 6 scrap
>>
>>357597
Roll a d100+5
beat a 50
First roll replied to this post we use.
>>
Rolled 94 (1d100)

>>357602
Rolling
>>
>>357604
Noiuse
>>
Rolled 35 + 5 (1d100 + 5)

>>357587
We have too much open cargo space!
>ask for strange meat sample, maybe buy?
>buy 20 scrap
>buy 10 stim
>>
>>357604
Got em
>>
>>357604
Holy shit, insane rolls this thread.
>>
>>357587
You trade off those guns and bullets that have been collecting dust in your cargo hold, and those Nightkin smile ever wider thinking to themselves just how bad they were screwing you over. You were so convincing of the value for your guns and the fact that you even had the bullets to load them with after all. How could the tricked mutant not think they were getting away with a steal?

Kegger is real proud to be a member of this crew right now. That's the kind of trick and switching he likes in his line of work.

The scrap you bought is mostly parts out of broken assembly lines, but the mismatch of mechanical pieces will be good all around The Wastes wherever machinery might break down.

You bartered 5 gun units and 5 bullet units for 10 units of stimpacks.
You also bought 20 scrap for 80caps.
You now have 755caps.

Your Cargo:
>10 Stimpacks
>20 Scrap
Max Cargo Space: 90

To think, a merchant like you is already making deals with giant blue people.

What'll you do now, Captain?:
>Trade
>Set Sail
>Write in
>>
>>357651
Buy a strange meat. Just one.
>>
>>357659
Why not, let's further our business relationship with these things
>>
>>357651
You ask about the meat.
The crew grows weary.

You're presented with one of the mounds of meat that they have gathered, the likes of which you can't exactly tell the origin of off hand. You are a farmer's child though, so in go your hands. As you shuffle through the mixed slabs of flesh it's apparent that it's just odd combinations of meat. You recognize brahman and gecko, death fish and even rad-whale. Apparently these mutants have just been throwing the meat of anything they kill into bags and carrying it along with them, likely eating it raw.

You suppose somewhere in the darker recesses of your mind that there's human or ghoul in here somewhere. Mutants are in no way above eating such gore... But are you above trying to sell it?

Maybe if you cook it you can pass it all off as brahman.

Really, Captain?:
>Buy some Meat
>Don't buy some Meat
>>
>>357701
>>Don't buy some Meat
Think of the crew
>>
>>357701
It's good meat? Fucking buy as many units as they want to sell.
>>
>>357711
We're not eating it, the saps we sell it to are.
>>
Rolled 1 (1d2)

>>357701
1 = yes
2 = no
>>
>>357701
>Don't buy some meat
>>
>>357701
>Don't buy some Meat
However, tell them the next time you're here, you'll bring some spices to sell them, to make their meat more yum.
>>
>>357721
>>
>>357701
You decide not to sell load up on Meat.
Your Crew seems satisfied with that choice.

The Nightkin truly don't seem worried that you spent the last few minutes digging in it and simply take the meat back to their pile. As your wiping your hands off with your rag, you tell the kin about coming back later with spices. They claim they will like that, but if they run out of stealth boys here then they'll start searching for them in other places again.

During your dealings, Arman has been going around talking to some of the blurred figures wandering The Factory, and only now does it seem to be causing trouble as he keeps on trying to say things like, "You shouldn't worship false idols" and "The Lord loves all his children, even Nightkin."

This heresy is starting to get on the nerves of those he bothers, and Kegger is starting to hint that The crew should be heading out as him and Derek are dragging crates of stimpacks and scraps out of the factory.

What now, Captain?:
>Trade
>Set Sail
>Write in
>>
>>357762
not to load up*
heh.
>>
>>357762
>>Set Sail
>>
>>357762
Get out before Arman gets his face smashed in
>>
>>357762
>>Set Sail
>>
>>357762
God damnit Armen you preachy prick, time to bounce
>>
File: trader map 7.png (71 KB, 603x723)
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>>357762
You decide it's time to pop out of here before things get too ugly. You help carry crates and pull Armen free from his immanent danger by the sleeve.

Burke is surprised to see the haul you brought back with you, and is confused as to why your hands are still tainted red. You explain to him that things started to get real in The Factory.

With your goods stashed away, you're free haul up the anchors and set sail once more.

Now as you're sailing on down, you've officially crossed into Central American Territory!
You long strides and time spent sailing the salty waters have given you some time to work yourself into a comfort zone with sailing.
Coming this far has gained you:
Sailing Proficiency 1 (+5 to Evasion Rolls)

We'll switch back to The North American Map once you hit The Gulf.

In the mean time your south bound sailing has found you something interesting on the coast. It's an actual pre-war dock, and in it is a massive cruise ship the likes of which you can see isn't just operational, but filled to the brim with people. The Ship certainly drawfs your own, in fact it probably dwarfs mostly anything that still rides on these waves.

Cardejo announces he knows that ship out of the many tales Vikings tell about gangs that have tried to take it as their own, only to be broken down under its might. It's called La Castillo, or The Castle. It's The Flag Ship of The Conquistadors.

You've arrived at The Port of Acapulco, the trade hub for The Conquistadors, possibly the most prosperous town in all of Mexico.

Shall we port, Captain?:
>Port at Acapulco
>Keep Sailing
>Write in
>>
>>357893
>Port
We'd rather have no regrets than live to regret.
>>
>>357893
Port. We're not going to get shot on sight, right?
>>
>>357907
Nope, it's a trade port.
>>
>>357893
>Port
>>
>>357893
>Port at Acapulco
>>
>>357893
>>Port at Acapulco
>>
>>357893
You port at Acapulco.
The only person in your crew that's ever been this far is Cardejo, but only when he was a small child. Apparently he was born here, but ended out being sold to The Vikings by his father at some point.

Burke idly hopes Cardejo doesn't run into him for the sake of us all.

The town is rather glamorous for a settlement this far from what you thought was civilization. Most of the populace here speaks Spanish though, and were it nor for Arman and Cardejo, you'd be completely lost in trying to get anything done here. The city is built on top of beach houses that used to decorate the pre-war shore side, so untouched by bombs. Age has worn it down, but the people here have already busied themselves building grander structures out of scrap and masonry.

There's even an NCR Embassy of in the town's edge. The town is maintained by a collection of men dressed in armored chest plates and pointed helmets, mimicking the very explorers that once conquered the land you stand on even before The Great War was a possibility. Now they carry more modern weaponry, rifles being their main tool of enforcement. What's odd even more so is that these people ride on the backs of animals. Animals the likes of which you've never seen, but have only heard of in stories. They mount horses.

The market here is rather massive, the center square decorated in stalls and shops the likes of which stretch as far as they do high as soon as you enter what at one time seemed to be a hotel of sorts. Now the internal walls have been torn down or given wide open frames to display goods through.

-Acapulco Market-

-Buy and Sell-
Food: 10caps
Bullets: 10caps
Guns: 20aps
Armor: 30caps
Scrap: 10caps
Luxury Items: 20caps
Drugs: 35caps
Stimpacks: 50caps
Radiation Cures: 40caps
Laser Weapons: 150caps

What will you do, Captain?:
>Trade
>Buy Ships
>Recruit Crew
>More Town Info
>Set Sail
>Write in
>>
>>358005
>>Trade
>>Buy Ships
>>Recruit Crew
>>More Town Info
Let's see what this place has to offer
>>
>>358005
Obviously sell all the pharmaceuticals. And by food and bullets and scrap.
>>
>>358005
Go to the NCR embassy, we've got the sailor licence thing right? Ask if they need any trade or deliveries doing.

After we can trade and do other shit.
>>
>>358005
>Laser Weapons: 150caps
Could be a wise investment
>>
>>358005
Buy
>Luxury Items: 20caps x 15 units
Mainly spices for the Nightkin Army
>Drugs: 35caps x 10 units
Look for Buffout and Jet
>Food: 10caps x 10 units

>Buy Ships
Just browse for now, though.
>More Town Info
>>
>>358005
We should buy some rad cures, maybe 5. Could be useful later.
>>
>>358021
Good idea, could contract some good work
>>
>>358023
+1
>>358021
+1
>>
>>358022
Who doesn't want lasers?

Also, every post above mine sounds good.
>>
>>358023
Lets go for this, plus look at what crew mates we can recruit
>>
>>358005
You decide there's a lot of things you want to do here.
Firstly you seek out some more info on the town, and it certainly doesn't seem hard to find it. The Guards are free to tell you that The Conquistadors used to be a nomadic raider gang that stirred havoc among Central America for quite some time. It was only once they were beaten back by The Snake Eaters as The Clash of Sunken Mexico that they decided to remain in one of the cities they conquered instead of running off to pillage new lands. It was then that they started developing into a proper society and expanded in power higher than any of the simple raider gangs could manage. They've been pushing out gangs from Mexico ever since, and have been in quite the lucky position to drive them off Mexican land, for escaping northward only leads to NCR and Legion territories, escaping south leads to The Conquistadors. More and more gangs have been taking up piracy as a result as they flee mainland.

Acapulco was created at the command of King Castilian, who saw the land as a jewel among his realm. The Castle is the ship he found when colonizing The Resort, and he claims it's a sign that this port will be one finger of his mighty iron fist.

The gang habits of old still happen here though, drugs are legal, gambling is common, and there are no prisons for all criminals either die a slave or die as a gladiator.

With The Castle in their hands they're free to trade among the farther reaches of North America without worry. They often enough get shipments of Energy Weapons from either Fiend Exports or Rivet City Trade.

With your small load of Post-Atomic History in your pocket, it's time to wander the shops properly and prep yourself to move some cargo.

What do you want to trade, Captain?:
>Trade (Write in)
>Go do something else (Write in)
>>
>>358091
>>358023
Same as before
>>
>>358091
See if we can find anyone to hire, and this >>358109
>>
>>358109
+1
Let's get some crew
>>
>>358109
This and find some potential crew
>>
I'm also still interested in some laser weaponry
>>
>>358091
You wander around The Markets for a while and decide you might be able to make good on your promises to The Nightkin about all that spice business. You find lots of salt and pepper about, and even some garlic grown from The Southern Reaches.

Drugs are abundant, there's a whole branch of The Market dedicated to the home brew of a lot of these chemical highs. The halls smell like formaldehyde, and alcohol, but you manage to dig up jet and Buffout without too much worry. There's a stall that sells specifically salvaged drugs like Buffout and Mentats, while another is making fresh jet.

Food is good here, the trade from other locations brings in a lot of edibles the likes of which you're glad to see. You take some Rad-Whale crates and dried fish, along with an odd green citrus fruit as big as footballs.

All together that's 300+350+100 = 750 Caps Spent
You now have 5caps remaining.

Your Cargo:
>15 Luxury Items
>10 Drugs
>10 Food
>10 Stimpacks
>20 Scrap
Max Cargo Capacity: 90

Do you want to sell anything, Captain?:
>Sell Things
>Go on to Crew Recruitment.

*Note: Sometimes recruiting crew does take caps.
Ex: Kegger was bought.
>>
>>358155
Sell the stimpacks for 60 caps
>>
>>358156
This
>>
>>358156
>>358155
+1
>>
>>358156
Roll for haggle
1d100+5
Beat a 65
First roll responding to this post we use.
>>
>>358168
Rolls are getting scary now, jesus
>>
Rolled 14 + 5 (1d100 + 5)

>>358168
>>
Rolled 18 + 5 (1d100 + 5)

>>358168
Alright

>>358173
Don't worry
>>
>>358174
You can't win all the time.
>>
>>358178
Better lose amongst civilized druglords!
>>
>>358174
Oh well, Haggle lost, you can only sell Stims for market price now. Still sell?
>>
Rolled 83 (1d100)

>>358174
>>358177
Our luck has come to an end
rolling for no reason
>>
>>358182
Ya were still coming out far ahead of what we put in
>>
>>358182
Yes
>>
>>358182
I say still sell
>>
>>358183
Just fuck my ass I should've rolled
>>358182
Yeah, we need caps
>>
>>358181
That's petty true, if this was Oilmen or Vikings it'd be a much worse situation.
>>
Just thought up, lets use some of our caps to buy our crew some hookers
>>
>>358197
Derek probably still has his Vcard
>>
>>358155
Your haggle attempt didn't pull through so hot.
The more organized markets her are a bit harder to haggle in as is, since there's always the availability for better deals and people are mighty sure of what they're willing to pay for what they have. The more Merchants you're competing with, the harder haggling will likely be.

You decide to still sell The Stims, and make away with what you can get.
Which, you can certainly get a lot at this rate.

You pull in 500caps for your stims
You have 505caps in total.

Not bad for something you bartered for.

As you head out of the market, you start to search around for any potential crew members. This being such a big town you're sure to find someone of value.

You manage to call up these people:
*You have remaining Crew Space for 1 person
>Knight: Born and raised in Acapulco, was born a slave, but was bought by the local psycho brewer and raised as an apprentice for chem making. That old man died of an OD recently, and Knight is ready to set up shop somewhere else. He's willing to head out with you so long as you can spare 5 cargo space for his Chem Station.
*Note, can't brew unless his station is set up at a colony or base.

>Miira: A short girl that's been raised as a sailor and taught how to manage all the ins and outs of maintaining and sailing ships with actual sails. Having her will give your crew the ability to sail non-motorized ships. She'll join for a fee of 50caps.

>Timord: At one time he was a feral child that lived in The Sunken City. He's been raised up speaking in feral tones and is skilled in the art of drastic survival. He's not been tamed for too long, but has rejoined proper society after being ran out of The Cannibal Lands by his clan.
>>
>>358287
Timord. Survival skills could be good, maybe for scavenging too?
>>
>>358296
Meh he doesn't ask for much so why not
>>
>>358287
>Knight
All tempting, but we've got the muscle already, and sails burn.
>>
>>358287
OP is gonna BRB
Time for everyone's piss breaks and stuff
Discuss who you wanna put up with all the way to The Gulf, planning is important!

See you soon, guys.
>>
>>358319
Honestly, I don't want anything to do with chems, or the people that use them.
>>
>>358287
>Knight

Lets buy our guys some hookers for the night as a reward for their hard work then go back to the Nightkin and trade the spices for more stimpacks
>>
>>358287
>>Knight
We're going to need more chems if we want to keep dealing with the Vikings, and Knight has the know how.
>>
>>358287
Miira
>>
>>358389
More poon
>>
>>358287
>>Knight: Born and raised in Acapulco, was born a slave, but was bought by the local psycho brewer and raised as an apprentice for chem making. That old man died of an OD recently, and Knight is ready to set up shop somewhere else. He's willing to head out with you so long as you can spare 5 cargo space for his Chem Station.
>>
>>358287
>>Knight

we need the chem mastery this guy has
>>358383
this as well, spices for stims

also were we in the market for another vessel possibly?
>>
>>358408
Yes
But it's going to be Knight
>>
>>358477
Next time we get an open slot we can get a waifu then we'll have an open slot
>>
>>358287
>Knight
depending on if knight has an addiction to his stuff or just cooks and does some sampling for QC
or
>Timord
>>
>>358287
>Knight
We do need a waifu though
>>
>>358734
She'll come to us naturally anon, or we'll kidnap her
>>
>>358768
the beginning of our piracy
>>
>>358791
I like where this is going anons
A slave for everyone
>>
>>358335
really liking this thread so far man

>>358430
>>358439
>>358734
i vote with these fellas

>>358383
this too, they haven't fucked up yet and they should be rewarded for that
>>
>>358842
Your thinking way to small anon
Two slaves for everyone
>>
I guess Derek will just have to be your boy wife until you get a slave boat, guys.

Haha.

Anyway, I was AFK longer than expected, but now I've gotta turn in for the night.

I'll be back around in the morning, and we can take a look at those boats.

I'm excited to see what happens once we hit The Gulf, but we got a couple more stops before Panama pops up.
Who knows, maybe if we reach far enough into The American South we can start referencing the other Fallout Quest that's running for shits and giggles.

The sound of a /qst/ original Fallout Universe is pretty rad though, worldbuilding in Fallout is always cool to see.

If you guys got any questions about The Quest, just reply them to this post and I'll get to them first thing.

Night everyone, may Good Deals find you wherever you may float.
>>
>>358923
Night op, great thread we got going here!
>>
>>358923
Now theirs an idea, slaving can make us alot of money especially for exotic eastern slaves
>>
>>358923
Thank you for running this anon, excellent world so far
>>358956
I'm with this, we can be a trader and a slaver, maximum profit
happymerchantface.jpeg
>>
Op you awake yet?
>>
>>360187
OP got us hooked
>>
>>358287
OP has returned.

You decided to take Knight along with you on your adventure. Your crew seems quite okay with the fact that he's a chem cooker. Out of all the men you've gathered in your adventures you've so far managed to keep them at least in the same moral mindset. Derek and Knight are about the same age, Knight being a bit older. They talk for a while as the new crewman's chem station is loaded into The Atomic Cadillac. Burke is surprised at the fact they're getting along on a count of Derek being such a puss and Knight seemingly raised in a harsh enough life to be pretty rough as is.

As you finish up filling that crew space, Cardejo remains watching the boats while the rest of the crew wander about in search for the ship master. There was no official paperwork being dealt with here like at The NCR Fort, but one man does run the place from a shed-like stall along the town's port gate.

The port Master is a latino man, terribly short, but at the same time shown in the decoration of scars and many naval battles. He even has a hook. He speaks in an accented tone, but speaks English, it would be a shame if the man who managed imports to the town didn't after all.

After voicing your desire to look at his boats, he takes you out to the far end of the docks where a few have been hitched up and are ready to sell. All their products are new, or, as new as salvaged boats get.

>Net Boat: A boat that's been put back into working order after the bombs. It was made for the purpose of holding and catching large amounts of fish. It comes equip with a large fishing net mounted onto its side to scoop up any fish that draw too near. It has a crew space of 4 and a cargo space of 40. It costs 250caps.

>The Flatboat: A boat that's constructed in a way that makes it seem more floating platform than ship. Seemingly containing no hull, instead having the underside made out of a mismatch of air filled barrels. Its only true deviation from this flatness is the ship's front, which hold a shaded awning over the helm, and the railing around it supposedly to keep cargo from rolling off. Cargo is belted down onto the surface of the boat, giving it a cargo space of 30, and leaving only a crew space of 2. 50caps

>The Yacht: It was at one time a luxury boat, and even through all the years of wear and tear it's still managed to uphold its classic form that people all seem to adore. Most of its rooms are still dedicated to relaxation and luxuries that seemed all too important in the pre-war days such as showers, a hot tub, and a refrigerator. Though now it's mighty lack luster in its use as a trade ship. There's space in and around the place for 10 cargo space, but the ammount of living space it offers can hold up to 6 new crew members. 250caps.

Buy something Captain?:
>Buy Boat(s)
>Go do something else.
>>
>>360661
Lets buy a boat later, but first buy our men some hookers as a reward
>>
>>360681
This
>>
>>360661
>Net Boat: A boat that's been put back into working order after the bombs. It was made for the purpose of holding and catching large amounts of fish. It comes equip with a large fishing net mounted onto its side to scoop up any fish that draw too near. It has a crew space of 4 and a cargo space of 40. It costs 250caps.

>>360681
Good hookers are about 100 caps per.
>>
>>360700
Probably not here, we could probably spend about 100 for a group
>>
>>360681
Agreed, we've been putting off the poon for far too long, he'll even get knight one to show our appreciation for joining the crew.
>>
>>360661
>Net Boat: A boat that's been put back into working order after the bombs. It was made for the purpose of holding and catching large amounts of fish. It comes equip with a large fishing net mounted onto its side to scoop up any fish that draw too near. It has a crew space of 4 and a cargo space of 40. It costs 250caps.

>>360705
+1 for the hookers
>>
Depending on how much we drop on hpokers I'm willing to consider the net boat, could be a wise investment.
>>
>>360721
First lets head back up to the nightstalkers and trade our spices for more stimpacks and then come back to sell, buy the boat, and recruit
>>
>>360728
>nightstalkers
those are coyote rattlesnakes abominations I believe you mean nightkin
>>
>>360728
I'm with that, hookers-nightkin trade-boat-recruit
>>
>>360661
Yacht baby, gotta live like kings when we can
>>
>>360784
AYO HOL UP
*cocks 10mm pistol's slide*
SO U BE SAYING
*injects a stimpak*
WE WUZ KAINGS AND SHIIIIET?
>>
Why is everyone so obsessed with whores?
>>360782
Also,seconding this,I guess.
>>
>>360838
Its a great way to increase moral and reward our guys
>>
>>360661
You decide that you should go see some of the other services Acapulco has to offer before buying a boat.

You send Arman to go watch the boat, claiming it's just time for him to rotate with Cardejo. You wouldn't want his holy objections trying to worm their way into your good time anyway.

The crew heads out with you, following their captain aimlessly as you had yet to tell them about the plans you had in store fore them. They seemed to suddenly realize what was going on as you found the alleyway glowing with a dim red light in the town's outskirts. It was a large place, one that used to be some form of beach house before The Bombs, but now it had been converted into a grand brothel that betrayed its business with the proud sign hanging about its walls displaying the black silhouette of a woman with 'Las Mujeres Salados' painted crossed her chest.

You step inside with your men and it's not a few moments before there's a short round of laughter between the men. Apparently Derek is virgin enough that he didn't even realize what you were all stepping into until the sight of the nude display women caught his eye in the main room.

After the small outburst, you see the how they're displaying the deals in the flesh shop. They have a set of display girls holding signs that their breasts overhang all too bare, if only to attract your attention to the scrawling words that cover the wood underneath.

Ironically enough they have one Latino girl displaying a sign that reads in Spanish, and a white one that displays in English.

It reads upon its surface:
-Sailors Welcome-
30caps a man
40caps a ghoul
+20 for The Drag Special
NO MUTATIONS

You're in The Hot Zone now, Captain:
>Buy some lay
>Do something else
>>
>>360838
They're sailors.
>>
>>360860
>>Buy some lay
Were going to get alot of money from the nightkin so lets go out now
>>
>>360860
>>Buy some lay
No brainer
>>
>>360860
>>Buy some lay
>>Do something else
Ask what the drag special is.
>>
>>360860
At least get one for our ship virgin
Don't care about the others
>>
>>360860
>40caps a ghoul
das racist barter for 30 claiming descrimination
>>
>>360860
1 for everyone! 2 for derek!
>>
>>360883
1d100+5
Roll above a 50
First roll reply we use.
>>
Rolled 17 (1d100)

>>360894
Lets go
>>
Rolled 71 (1d100)

>>360894
>>
>>360899
It's a disaster
>>
>>360899
DELETE THIS BEFORE OP SEES IT
>>
>>360909
TOO LATE
AHH HAHAHAHA
>>
>>360912
brbkms
btw do you do crit overrides ie. you need to beat 50 and someone rolls a 40 but someone else rolls a 100 do you keep the fail or take the success also the opposite applies of roll of 60 overtaken by a 2
>>
Rolled 74 (1d100)

>>360899
good lord man
>>
>>360860
You decide to pay for the poon.
Putting all the costs together you determine it'll be 130caps to get the whole crew in, except for Arman because he's watching the boats.

You mention a bit about how ghouls should be paid out the same as humans, but it's apparent that the girl's aren't having any of that. You're put on thin ice immediately at the comment, Ghouls are rotting corpses after all.

You have 375caps remaining after dumping your payment in the pay bucket and your men have their own few moments of high fiving and celebrating as they head on into the back. It seems as if Derek was about to head himself out, but Knight took up the roll of big brother and dragged him on in. Virgins on a boat is bad luck after all.

As your crew is gone only you remain, and you start heading in yourself, though you stop to glance at the sign once more and notice The Special. You inquire about it to the pale skinned girl, who then makes an abrupt whistle of calling.

It's only a few moments later that you see her step into the doorway, an ever flawless figure standing at such a way that held her rounded hip against the door frame in waiting. Fishnets hugged the tight thighs that only thickened the further they drew up their legs, all for the sake of supporting the plumpness that was the woman's figure. Sun kissed flesh met you with half lidded eyes, a sucker rolling in her mouth almost drawing your attention enough to not notice what was so special about this special.

But you did notice.

There was a bulge constrained like in a fabric prison against their loins, and it shocks you to find that the Latino angel was actually on a different side of the playing field the whole time.

Yo ho, Captain:
>Buy The Special
>Go enjoy normal girls
>Just... Wait outside
>>
>>360935
We use the first roll that replies to the post where I ask for a roll.
>>
>>361001
>buy
>>
>>361001
>>Buy The Special

Why the fuck not, try to convince "her to join our crew
>>
>>361001
>Just... Wait outside
If that doesn't get votes then count mine as
>Go enjoy normal girls
>>
>>361001
>>Go enjoy normal girls
>>
>>361001
>Go enjoy normal girls
>>
>>361001
>Go enjoy normal girls
>>
>>361011
>>buy
Why not have fun while we're at it?
>>
>>361013
no traps plz
>>
>>361001
>>
If we fucked the trap

We'd be a laughing stock of the crew
>>
>>361033
Normal girls are not traps that why I picked that
>>
>>361001
>>Buy The Special
>>
>>361035
We'll throw everyone overboard who dares threaten our authority
>>
>>361034
Is that a vote?
We're currently tied

Possibly the most intense vote of the game.
>>
>>361035
Only if we got fooled and thought it was a woman anon, not if we know and choose it ourselve
>>
>>361001
>>Buy The Special
>>
>>361053
Buy.
>>
>>361001
>Buy The Special
Just remember; We're the one that does the buggering here.
>>
>>361053
buy
>>
If this happens
Then there has to be lewd
>>
Normal girls!
>>
>>361067
Someone else will gotta right that in a pastebin or somethin'.
This board is too blue for me to stop hiding my power level.
>>
>>361062
Of course captain always tops

>>361053
How much would it take to buy "her" for our ship
>>
>>361076
We'll find that out in the turn post, I'm gonna start writing it.
>>
>>361074
OP wants this, it's confirmed.
Full steam ahead boys
>>
>>361074
Please write one

just use spoilers for some high power level stuff
Or can you write it in pastebin
>>
Wait till Armen catches wind of this shit, hell to pay!
>>
>>361097
Lets just tell him we spent our time helping the homeless and were just filled with so much fulfillment from it
>>
>>361098
Please don't say filled
>>
>>361113
stuffed
>>
>>361001
You are a merchant.
Deals are your life.

You go ahead and buy The Drag Special.
You take your lady by the hand and prep yourself for some hardened experimentation the likes of which every sailor is aware of, but doesn't talk about.

Your night was hardy and demanding, your crew had finished their time and been pressed out of the brothel some time ago only to find that you where nowhere to be seen. They had no idea that The Drag Special was one that didn't have a time limit so long as the sun wasn't peeking over the horizon.

They head themselves out and throw a small celebration for Derek, as it's become apparent that they did convince him to last two rounds with the tanned skinned women that decorated the brothel hall. Most of them spent the night drinking at a local in the lobby floor of the market only to return to the boats even later to find that Arman had fallen asleep with the boats, and being left to his own devices he had taken to decorating the side of the ship in bible passages with his knife.

As morning drew overhead, you awaken still on top of the tanned beauty that you had laid with through it all. She still lay sleeping, The Latin figure at such peace against you. It was only when your hand graced about her cheek in a light pat to awaken her that those dusky brown eyes could open to see you once more.

You try to lift yourself from the bed, but you're caught by her embrace and held in tight once more, the drag proving quite strong against what her feminine frame would suggest. You announce that you have crew waiting back at the boats, but you have to pry yourself away to make off from the womanly grasp.

In the midst of your standing up she announces her name is Alejandra.

There's a string of thought in your mind over why you would need to know, but it's easily derailed as she asks if you'll come back to her.

It appears you're living that life of high adventure after all when there's girls panning for you... Or... Well maybe not girls, but you get the idea.

Your words, Captain?:
>I'll be back
>Come with me
>Not interested
>>
>>361139
Better
>>
>>361153
>Come with me
Just don't show your special to anyone
>>
>>361153
>Come with me
>>
>>361153
>I'll be back
We got shit to handle, we're coming back this way anyways, when we buy our next vessel maybe we'll consider bringing this one along
>>
>>361153
>>Come with me
The first of our future harem
>>
>>361153
>>Come with me
It's not even a legit question desu
>>
>>361153
>Come with me
It begins
>>
>>361153
>>Come with me
I doubt Arman's perceptive enough to notice anything wrong with "her".
>>
>>361153
>Come with me

We should buy the yacht at some point, seems like it'd be a nice harem-house-boat. Even more so if we can improve it.
>>
>>361193
Lets get it on the way back from the nightkin
>>
>>361193
You know, we could grab the yacht and slowly hire on a bunch of ladies and turn it into a traveling brothel
>>
File: Spoiler Image (21 KB, 386x306)
21 KB
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>>361210
This
>>
>>361153
You decide to take her with you.
There's a moment's hesitation on her end, but as she rises from the bed and tip toes her way over to the door, she glances out to see nobody waiting in the hall. The brothel doesn't open until midday. She claims she'd love to come with you, and her elation causes you to squint in worry as you see her bouncing.

You tell her that she'll need to keep her 'special' under better wraps.

Alejandra assures you that she's very good at hiding it when she's not wearing just panties. You have to admit, when she puts on normal pants it's quite hard to tell what's hiding there.

You head out of The Brothel to meet down back at the ship. Kegger, Burke, and Cordejo ooh and whistle at you as you approach, putting the pieces together of the mystery that you left them to solve when you spent all night at the whore house.

She goes about meeting the other men, Derek claiming that things would be a bit better now that this crew wasn't such a sausage fest.

Arman is still asleep, but the rest of your crew doesn't suspect a thing, so you doubt he'll notice either.

This does present one problem though as to the fact that you're above your crew holdings by one extra. If you want to carry all these people with you, you're going to have to buy another boat while you're here.

What now, Captain?:
>Buy a boat (Write in, check the boat list a few turns back)
>Make someone wait here
>>
>>361230
>>361210
>>
>>361230
>The yacht
Gotta build that harem
>>
>>361230
>Make someone wait here
aman needs to fuck off with his preachyness
>>
>>361230
>Buy a Boat
>>
>>361240
Seconding yacht, definitely like the traveling brothel idea
>>
>>361230
>Buy a boat (Write in, check the boat list a few turns back)
>The yacht
>>
>>361240
Lets go for it

>>361251
Hopefully not of our women, we could do better by slaving women and selling them
>>
>>361276
Yup we can get some fine exotic slaves to work the brothel, and our new lady boy could help run it with all of her experience!
>>
>>361287
If we want exotic then lets fill up all three boats with food and head out east
>>
>>361287
>>361300
You guys sure are in for a surprise once we hit Panama.

OP is eating right now, guys.
Go ahead and take your piss breaks, turn post in just a bit.
>>
>>361230
Buy the yacht
>>
>>361337
Panama is fucked to hell and back again right? Nuked to shit?


Gentlemen, I think we should consider investing in some deck guns for our boats. Perhaps even in some heavier weapons than rifles, pistols and shotguns.
>>
>>361345
Good idea first lets get some more money then lets come back for upgrades
>>
>>361345
Well if we're heading into a hell hole let's definitely arm up
>>
Perhaps we should go for the fishing boat for now and invest in the yacht at a later time, the fishing boat would be more profitable in the short term.
>>
>>361359
That seems sensible.
>>
>>361359
yeah this is probably the better idea then the yacht
>>
> tfw you return and see we've gone from savvy drug traders to floating trap brothel
> tfw you like where this is going
>>
>>361364
We still have spices to trade to the nightkin, we could buy the net boat now, go trade with the nightkin, come back and sell what we get from them and use the caps for weaponry.
>>
>>361375
Were still drug runners anon, were just expanding to drugs of a different kind
>>
>>361378
Yeah. Have we tried selling cherry nuka-cola to the nightkin yet?
>>
>>361378
Good plan.
>>
>>361389
It was all sold for a great price already.
>>
>>361375
>we slavers next
>>
>>361385
Poon is the most addictive drug of all
>>
If we're honest, we want the yacht now. Cargo space is fine and all, but what respectable floating brothel doesn't have a lavish hedonistic flagship?
>>
>>361395
We can still go back and get some more. I don't think anyone will be a repeat buyer of cherry nuka-cola. And we could get our ships upgraded as well.
>>
>>361417
Alright how about this

Buy Yacht
Sail to Nightkin trade spice for stimpacks
Sail back to Acapulco sell stimpacks
Sail to Ncr Buy nuka cola, upgrade ships
Sail to Antler and sell nuka cola
>>
>>361429
There we go, this is the plan.
>>
>>361429
Seems good enough to me. I'd favour the net boat over the yacht,though.
>>
>>361439
It would really depend on what kind of profits we would expect to see from the net boat, no real guarantees with that.
>>
>>361429
Nah, I prefer travelling further, thats boring anon
>>
>>361429
This anon has the right idea, but the wrong order.
>Yacht
>Fill up on spices
>Nightkin
>NCR
>Antler
>Acapulco

Remember we've already traveled the entire west coast
>>
>>361452
You've already bought spices.
>>
>>361455
I think he means fill up the yacht with spices.
>>
>>361452
Would selling the stims in NCR territory grant a higher profit as apposed to Acapulco?
>>
>>361452
Its better to unload what we have so we can get the most of one item to trade for max profits
>>
>>361455
I think he means spend the rest of our cash on more spices, we have cargo space.
>>
>>361457
Maybe. Though where your cargo is doesn't seem to matter since Max Cargo is the only thing that limits what you an carry.

>>361460
You'd have to go there to find out.
Or you can make a Merchant Sense check.
That'll be a 1d100
>>
Rolled 3, 8 = 11 (2d10)

>>361475
>>
Rolled 24 (1d100)

>>361475
Come on high roll
>>
Rolled 89 (1d100)

>>361475
>>
Rolled 19 (1d100)

>>361475
>>
>>361479
Wow thanks autofill
>>
>>361475
We only use first replied roll.

>>361479
Wrong Roll Format, on to next roll.

>>361480
You presume that Stims are in high demand everywhere, but you can't think of a reason why NCR would need them any more than The Conquistadors.

On the other hand you've yet to try and haggle with Fort Border, and you've already failed haggling stims at Acapulco.
>>
>>361496
Fine take the stims to the ncr
>>
>>361452
Let's do it
>>
>>361230
You decide to buy a yacht.
If this was a Pre-War event you're sure this would be a cause for celebration, but as you're now adding it to your trade fleet it's business as usual. All except for your crew that is. They seem excited for it, as it seems to be the life of luxury on the seas for them.

You pay out 250caps for your new ship.
You now have 105caps.

As a recap, the state of your fleet is as such:

-Ships-
Piece of Ship
40 Cargo Capacity
4 Crew Capacity
>Improved Reactor Heat Syncs (+5 to evasion rolls)
>Greater Hull Ram (Gain The Ship Ramming Ability)
>Black Paint (+20 to Ship Sneaking rolls at night)
>NCR Captain License (Allowed to buy NCR Ships at Available ports)

Atomic Cadillac
50 Cargo Capacity
3 Crew Capacity
>Car Ram (+10 to Ramming Rolls)

Yatch (yet to be named)
10 Cargo Capacity
6 Crew Capacity

Total Cargo Capacity: 100
Total Crew Capacity: 13

-Crew-
>You: Wasteland Merchant
>Derek: Apprentice Mechanic
>Burke: Caravan Guard
>Kegger: Ghoul Brute
>Arman: Catholic Missionary
>Cardejo: Ex-Viking Sharpshooter
>Knight: Chem Chemist
>Alejandra: Girlfriend?
You set sail from Acapulco to The Nightkin Factory, seeming content on making your promise to the kin become a reality with all the spices you've collected for trade. It's not long before you come upon the factory in the distance, but there's an oddity about it now.

It's of course a giant building covered in paintings of horned skulls, but the oddity is beyond that. You can actually see the many nightkin wandering around in the afternoon sun, each one as distressed as they always seemed. Some wave as they see your familiar ship arriving near the shore.As your men are prepping to weigh anchor, you ready yourselves to confront your big blue trade partners once more.

What will you do once you land, Captain?:
>Ask them what's wrong
>Mind your own business and trade
>Write in
>>
>>361606
>>Ask them what's wrong
>>
>>361606
Ask them what's wrong
>>
>>361606
>Ask them what's wrong
>>
>>361606
>>Ask them what's wrong
>>
Somebody fuckin with our nightkin homies?
>>
>>361669
>nightkin homies
Shit son if we help them out maybe we can get some of them to join the crew. Or even all of them to roll with us. Imagine the possibilities.
>inb4 we become the greatest PMC compny ever, rivaling even the NCR in strength.
>>
>>361606
You step off with a few of your crew, leaving Burke, Cargejo, and Aman behind this time to look after the boats. Arman caused trouble last time after all.

As you approach the factory, a lot of the nightkin don't seem to notice you, they just wander aimlessly and silently. Their faces are mostly paralyzed, but there's a feeling of sadness weighing down upon the crew. You enter to see even more stealthboys upon the floor. Most of them have been smashed at this point through fits of anger and brutality as you van see one distressed kin beating his against one of the empty crates.

Your friend who speaks to Antler doesn't look up at you as you stand before his table.

You ask what's wrong.

He goes on about how the stealth boys here were so plentiful at first, but as it turns out, even though there were many of them, they only lasted for short periods of time and were prone to stop functioning after only an hour or two.

After a few moments of listening to this, Derek picks up one of the split devices from the floor and rolls it in his fingers. He suggests that maybe they're cheaply made, what with all the 'Made in Mexico' written along the plastic sidings of the devices.

You know that this is bad both for The Nightkin, and your trade routes, for without Stealthboys, soon The Nightkin will be leaving the factory in search for more.

What now, Captain?:
>Trade
>Offer Help? (Write in)
>Write in
>>
>>361770
Where on earth are we going to find stealthboys?
>>
>>361778
Fort border?
>>
>>361770
>>Offer Help? (Write in)
Could we try to fix the factory, somehow?
>>
>>361770
Trade them the spices, tell they we will be on the lookout for stealthboys.
>>
>>361770
>>Trade
Just trade we can't find sealthboys
>>
>>361802
Lets do it and if not just trade
>>
>>361770
Check the factory records for blueprints of the local Stealth-Boys. Plan on making a detour up to King for some engineering help, maybe?

Meanwhile, give them the spices, and teach them the mysteries of BBQ cooking.
>>
>>361826
Hey guys,what if we traded,and then went back to ghoul city to buy that mr. buildy? maybe,with Derek's help,he could fix the factory.
>>
>>361802
If we can help we definitely should, we want these dudes on our side and if not let's make the trade and let em know we'll be on the lookout for stealthboys.
>>
>>361838
>>361832
Agreed with heading up to King for engineering help.
>>
>>361770
You try to think of a solution to the stealth boy issue a bit longer, but as you do you decide that you should trade now just in case they're ready to head out of here by the time you try to bring a solution.

The Nightkin is still welcome to trading , but they're not very aware of the concept of trading caps still. They have a collective 140caps to spare, but a lot of their trade is apparently better spent trying to barter.

They've been waiting for those spices after all.

-Buy and Sell-
>Guns: 12caps
>Bullets: 10caps
>Strange Meat: 3caps
>Scrap: 4caps
>Stimpacks: 15caps

While you start bringing out crates of supplies to trade with and making a fire to help teach these kin how to cook, the leader seems to talk about how antler is telling them that more stealth boys are in The East. That is the way they might like to go.

What to trade, Captain?:
>Offer Barter Deal
>Set Sail
>Write in
>>
>>361926
Trade spice for Stimpacks at one spice for two stimpack
>>
>>361926
>>361934
Sounds good if they are up for that.
>>
>>361934
one spice for three stimpack
>>
>>361934
Roll a 1d100+5
Beat a 40 for a 2 for 1 deal.
Fail and you can only get one for one.
First roll replied to this post we use.
>>
Rolled 44 + 5 (1d100 + 5)

>>361958
>>
>>361964
damn,close one.
>>
>>361968
No, we made it! We got a 49, we're good.
>>
>>361979
yeah,but still. we almost didn't make it.
>>
Oop, OP has gotta head out for a bit, guys.
I'll be back later, then we can really start to pick things up from this sorta slowness I've been on lately.

Be back in a bit, guys, may good deals cross you.

Oh, and a cool poll here
http://www.strawpoll.me/10725357
>>
How hung is the trap waifu? Hopefully small
>>
Rolled 8 (1d8)

>>362204
Rolling for length. Next will be girth.
>>
Rolled 3 (1d3)

>>362212
>>
Rolled 4 (1d12)

>>362212
Why not a d12
>>
>>362212
>>362217
>KEK
>>
>>362224
I figured anything around twelve inches, and she'd get dizzy when aroused.
>>
>>362212
>>362217
Welp. Looks like Alejandra's either really good at tucking and rolling, or Arman has issues with his eyesight.
>>
>>362266
She just has really thick thighs, meaning when she wears certain clothes the dick just presses into them and "disappears". That or the size is metric and in cm not inches.
>>
Can we get some physical descriptions of our crew?
>>
>>362289
We all have dicks
>>
Rolled 7, 4, 6, 5, 6, 7, 8 = 43 (7d8)

>>362353
Does that mean we have to start rolling? :L
>>
>>362382
If that goes by order we got the crew... she's an inch bigger than we are.
>>
Rolled 2, 2, 1, 1, 3, 3, 1 = 13 (7d3)

>>362392
Notably, everyone, except Derek (which we expected), is above average.
>>
>>362392
Too bad we always top with her
>>
>>362399
What it must feel like as a QM to come back to your quest and see that your players have decided the dick size of all your characters. wew lad
>>
>>362399
At least we're one of the bigger ones, if not even bigger than our girlfriend.
>>
>>362289
Derek has a bitch face that you wana punch until it doesn't look so bitchy
>>
Did my best mother fuckers.

http://pastebin.com/QthNwUid
>>
>>362533
Real good anon, nice work
>>
File: 1467738935581.png (1.21 MB, 1280x1143)
1.21 MB
1.21 MB PNG
>>362533
thx based anon
>>
>>362533
Bravo anon
>>
>>362533
Fucking incredible
>>
>>362533
Very nice, hopefully we'll get some drawfags too
>>
Come back Op
>>
>>362533
didn't think i could get this hard from literature
>>
>>362704
Just wait until we bring another waifu into this
>>
>>362533
>http://pastebin.com/QthNwUid
not a fan of trap shit by any means but good stuff, really adds to the experience
>>
@OP

nice quest dude. this shit's really reminding me of fallout 2 with all the different communities and conflicts between them
>>
>>362712
one with a vagina
>>
>>362802
Don't get your hopes up
>>
>>362802
But then, what if our current waifu fucks her? We need to get entirely male waifus to prevent cucking.
>>
>>362842
What's stopping male waifus from dicking each other?
>>
>>362846
Nothing but we don't need to worry about one of them getting knocked up
>>
Wonder how long till op gets back
>>
>>362888
idk but all this shit has convinced me to reinstall NV
>>
>>362533
I like how it's written in Quest Prose like it's a turn report.

Anyway, OP back.
I'll be a typin'.
>>
>>363040
Tried to have it sync up somewhat.
>>
>>361926
You managed to pull off some fine haggling with your giant blue friends and work in a deal with your spices.

You bartered off 15 units of Luxury Items for 30 Units of Stimpacks. There's a bit of wonder in trying to think up just how they could own that many stims, but these mutants have been raiding factories and vaults all along The West. Maybe they just understood stims were important.

Either way you now own a lot of them, so many in fact that had anyone known you were toting this much around you'd be a prime target for all kinds of piracy. Luckily for you though, Nightkin aren't too sociable, you doubt word of your cargo will be getting around anytime soon.

Your Cargo:
>10 Drugs
>10 Food
>20 Scrap
>30 Stimpacks
Max Cargo Capacity: 100

After your barter deal, you're caught alone for a short moment with the head kin, who just outside of the factory looks down at you, almost exactingly. He voices an abrupt,

"What do you think, Humie?"

You're confused at first, but he goes on to elaborate that he's concerned about his kin, they had thought this place would last much, much longer than it did. Antler is comforting them, but many of the mutants are frustrated. They seem to run into disaster time and time again. He wants to know what you think would be good for The Nightkin on account of you already being so nice in things like teaching them about trade and giving them "things that make meat better"

Anything to say, Captain?:
>We'll meet you back east
>You don't need Stealtboys
>Not my call
>Write in
>>
>>363069
Stay here until we get back, we have an idea of how to get the factory back to running but we have to get some things
>>
>>363073
Sounds good
>>
>>363073
word
>>
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>>363073
Good idea, that robot we passed up may work. While allowing us to sell our goods and get some shekels
>>
>>363069
>>363073
Can we also buy 10 units each of meat with caps?
>>
>>363080
Not mine, just the idea from earlier in the thread
>>
>>363082
Please no, not again
>>
>>363073
>>363080
Holy shit you're right if we can get them some mister buildies we can not only probably get the factory working again but make it so their now dependent on traders see us for raw manufacturing materials.
>>
>>363086
But the people at the robot place desperately need food and we have plenty of space. Just seemed like a good idea.
>>
>>363090
Why not lets do it, buy 20 units of food
>>
>>363090
>Selling mystery meat
That's how you get shot when they find out
>>
>>363094
Who gives a shit about them? There a poor village whose only good things are the buildy and scrap if we fuck them over then were not loosing much
>>
>>363094
We ate mystery fried food we hoped was fish while there though, starving people aren't picky and QM said it was all perfectly good meat, just mixed haphazardly.
>>
>>363094
The best thing to do with the meat is to take out to separated out the meat and just not buy human meat.
>>
>>363099
Way I see it, we either make bank of desperate chumps, or lose a pittance if they turn it down.
>>
>>363106
Just say it isn't human anon, they aren't going to know
>>
>>363109
Well if we can just separate the meat, we can pick the best meat first at a lower price.
>>
>>363113
Just sell it whole sale to them, theres no point in separating the meat
>>
>>363069
You tell The Nightkin to stay here. You have faith that you can get this place up and running once more if you only had a few days to sail back up to King and get a Builder Bot or two.
The Leader doesn't comprehend it all necessarily. Nightkin are smarter than their green brothers, but they're not aware of what a Mr. Buildy is, or where King is located. He trusts you though, and that seems to be all that matters.

He claims that he'll wait until you get back, but if you take too long then the Nightkin will start leaving regardless of if he tells them to stay. You assure him you'll make things right.

You've loaded up all your fresh stim cargo onto your boats and the lot of you are getting ready to head out as a few of the nightkin are cooking their odd mixings of meat on a fire built on the shoreline. Knight is the only one that would eat it though.

You're on the sandy shoreline now, most of your crew scattered around you either being lazy or helping nightkin cook. Arman is asleep again.

Anything to do before you go, Captain?:
>Trade
>Talk to Antler
>Set Sail
>Write in
>>
>>363116
You don't understand we're going to get the more out of our caps, if we just don't buy the human meat mixed in. It will also limit our chances of being fuck if they find out. Just take the time and be safe.
We don't want to be known as sellers of human meat.
>>
>>363120
Set sail. If we're gonna buy the meat, buy it after we fixed the factory.
>>
>>363120
>>Trade
20 units of meat bought with caps
>>
>>363120
>>Set Sail
>>
>>363123
But the place we get the robot is the place we need to sell the meat at friend.
>>
>>363123
Let's bounce
>>
>>363120
>>Set Sail
Let's go get those robots.
>>
>>363130
Ah I didn't realize this, reconsidering, perhaps we should buy the meat
>>
>>363120
Buy 20 meat and leave
>>
If >>363133 is a vote for meat then its tied right now.

>>363123
>>363125
>>363132
vs
>>363124
>>363133
>>363141
>>
>>363141
Alright I'll switch votes.
>>
Alright so stop at the Fort to sell stimpacks and upgrade ships then straight to King
>>
>>363156
You heading to King or Fort right now, guys?
You're on The Clock.
>>
>>363156
Don't you think stimpacks might sell better at San Lucas to the raiders? Also its pretty close.
>>
>>363160
Fort, then king.
>>
>>363160
How many caps do we have?
>>
>>363165
45caps
>>
>>363156
>Detour
Why risk it?
>>
>>363166
If we can sell the meat for 10 caps then we'll have 200 and enough for 2 buildys

go to King then straight back
>>
>>363160
Fort then king
>>
>>363172
We need to offload all these stims, don't want to be sitting on em for too long.
>>
>>363120
Right, you have a bit of worry over if you should stick to the trade plan or cut straight to King.

You decide to sail.
Before that though you offer up buying 20 units of Strange Meat. Now that it's cooked things should be herder to tell the difference between.

You spend 60caps on meat.
You now have 45caps.

With a mission in mind you decide to pass up on San Lucas and Fort Border. Instead you sail directly to king, in that blind heart of NCR territory.

You had to pass The LA Hotzone to find your way once more, and as you pass on by, you could have sworn the likes of beasts held to the seas below you. You saw it, though your crew cannot say the same, you saw a Rad-Whale peeking above the waterline in the western horizon.

As you near King's Port you're greeted with the sight of the same dreary town that it was when you first started off your merchant career. As you step off the dock and onto the radiation tainted soil, the members of your crew that have never been here, which is now a half of them, comment on this place being a bit of a shithole.

King:
-Buy and Sell-
Food: 30caps
Bullets: 10caps
Guns: 10caps
Armor: 10caps
Scrap and Salvage: 5caps
Luxury Items: 30caps
Drugs: 10caps
Radiation Cures: 40caps

-For Sale Only-
Mr. Buildy Robot: 100caps

-Buying Only-
Stimpacks 50caps


Where to, Captain?:
>Trade
>Look at The Buildys
>Town Lore
>Set Sail
>>
>>363181
Sell all the meat and buy two Mr Buildys
>>
>>363181
Oh look we can sell stims.
Problem solved.
Sell all stims and meat.
>>
>>363181
>Trade
Unload all meat and stimpacks, buy 40 units of drugs, for San Lucas, try to barter. Then go buy a Buildy.
>>
>>363185
Selling Strange Meat as Food requires a Haggle Roll.
Beat a 40.
1d100+5
First roll to reply to this post we use.
>>
>>363192
And when we finish lets stop back at the fort for Nuka Cherry and Ship upgrades
>>
Rolled 64 (1d100)

>>363193
>>
Rolled 37 + 5 (1d100 + 5)

>>363193
>>
Rolled 60 (1d100)

>>363193
Also the drugs sell for 50 ea at San Lucas so 5x profit. >>363192
>>
>>363199
>need a haggle roll to sell meat
you guys are insane for buying it
>>
>>363203
Its literally 10x profit though with only a 40% failure chance.
>>
>>363203
I wouldn't buy that in a million years

Op does our waifu have any skills besides sex?
>>
>>363206
Yeah, a 40% chance for a whole town to turn on us.
>>
>>363208
She knows how to cook and pick locks.
>>
>>363209
Got to speculate to accumulate brah, merchant life ain't easy.
>>
>>363215
Good, cooked food is a moral booster for the men
>>
>>363181
You manage to sell the meat off as wholesale brahman to the local food merchant. He doesn't seem too picky over the quality or legitimacy of your meat, as it seems he's selling ant meat already. His standards aren't too high.

You sell off 20 units of Strange Meat as Food for 600caps.
You sell off 30 units of Stimpacks for a whole 1500caps.

You now have a total of 2145caps, and this is officially the biggest haul of your merchant career. You hope to break this record again many times.

You've made it passed owning 2000caps, making you quite the experienced merchant, and confident in your abilities to both swindle and sell. You did get away with that meat trick after all.

You've increased a skill and gained:
Haggling Proficiency 2 (+10 to Haggle Rolls)

With this, many more good deals are sure to be found wherever you may float.

Your crew is excited about your haul, but Burke and Kegger are mighty concerned about the nightkin we've made some promises to. They're starting to wonder if you should go ahead and pick up those Buildys now.

Will you, Captain?:
>Trade More
>Buy Buildys
>Set Sail
>>
>>363235
>>Buy Buildys
Buy 2 of them at 75% since were buying 2
>>
>>363235
Buy 2 Buildys. One for us, I guess.
>>
>>363235
>Buy Buildys (2)
Give each of our crew a 50 cap bonus for all their hard work and loyalty.
>>
>>363237
Stretch those fresh haggling muscles you got there.
Beat a 45
1d100+10
First Roll Reply to this post we use.
>>
Rolled 63 + 10 (1d100 + 10)

>>363243
>>
Rolled 9 (1d100)

>>363243
>>
>>363242
This, gotta treat the crew right.
>>
>>363246
Agreed.
>>
>>363245
Holy shit
>>
>>363255
Close call, amirite?
>>
>>363245
Good lord, how did I not see this roll?
>>
>>363235
You convince The Buildy dealer to cut you a 75% deal on account of the fact that you're the only one that's going to be taking these bots off his hands anytime soon.

The NCR isn't going to buy them after all, and it's not like independent traders are begging for them either.

You take in your two buildys, each one whirring to life and following in behind you, each one announcing in a simultaneous tone.

"HAPPY TA MEET YA, BOSS"

They seem enthusiastic.
Meanwhile you decide to divvy up some of your earnings for the crew's personal money. You hand out 50 caps to each of your men and they're all grateful, most proud of what they've accomplished as a crew. Alejandra doesn't seem too excited about all you're getting done yet, but she's the newest. You assume she's just happy to be around.

After rewarding the crew and buying your buildys you now have a total of 1645caps.

Oh how quickly The Funds drain.

Have you got what you needed, Captain?:
>Trade
>Set sail to Antler
>Set sail to (Write in)
>Write in
>>
>>363261
To the antler, as fast as lightning.
>>
>>363261
>>Set sail to Antler
After we go hock the drugs to the vikings, then we go to ncr for Nuka and Ship upgrades
>>
>>363261
>>Trade
Purchase 40 units of drugs, try to haggle. >>363202
>>
>>363261
>Antler
>>
>>363265
1+UP
>>
>>363265
Ya we have to do this too
>>
>>363265
Hey Anon, it's like 2AM in OP land, and I'll have to head off to bed soon. We should hold off on the packing to get this mission done before I head off.
>>
>>363277
Don't haggle then, just buy them and shove off
>>
>>363277
Whatever works. You just just have us buy 40 units at full price in like one line then set sail if you want. Either ways fine.
>>
>>363261
You decide to stock up on drugs before you head out. Trading with The vikings seems like it might be a good idea. You've not seen them for a bit, and seeing how that whole Oilmen raid of theirs went would be pleasing.

You buy out 40 units of drugs for 400caps.
You now have 1245caps.

With Mr Buildys on deck, you hoist up your cargo and set off to speed once more towards Antler. Ever worried about rather The Nightkin have already started to move away in mass, your worries are only put to rest as you see that many of them are gathered around, waiting near a fire that had been set this morning. They've nearly cooked all their meat by now. You question to yourself if that's all they've been occupying themselves with since you were gone.

You unload your Buildys and carry along the 20 units of scrap that you at one time bought from The Nightkin, as many of them were broken machine parts that may be quite vital to repairing the production lines within. You're quite glad you didn't sell them at Acapulco now.

The Nightkin seem relieved that the Buildy Units are getting hard to work reassembling the decayed iron workings that once formed fine pre-war stealthboy makers... Or, as fine as the cheap over boarders production intended.

It'll be a few days before the machines are operational, but The Kin are inclined to stay for the promise of stealthboys.

The Leader thanks you, and takes you to the table that he had settled about in The Factory's center. You wait awkwardly as he stares at the brahman skull with you. The Kin offers a hardy laugh of joy and pats your shoulder, apparently Antler also thanks you, but you heard nothing of the sort.

Later on, you've taken a seat outside on the paved parking lot that once made up Th Factory's entry. You've been sat on the hood of a car, and Alejandra sits leaning against you, Kegger, Cardejo, and Burke are all happy to share Burke's scotch stash and talk about where they grew up around the campfire to The Many Nightkin that listen intently about this odd place called The Capital that Burke is so knowledgeable about. Arman is talking about the story of The Burning Bush with the leader of The Nightkin, and now it seems as if his views aren't causing anger as much as they're being used as real debate material with The Antler Worshipers. Dereak and Knight are messing with a set of machine parts outside with the rest of you, having been helping The Buldys all day, and now slowing down from a hard days repairing to take on much smaller, but calmer devices.

This place is peaceful in a way, even if your first meting here may have been a rough start, now through perseverance and the will to help even those that the common man seems to reject, you've built something that resembles a little bit more than a crew. You've built a family.

What will you do, Captain?:
>Declare Antler your Trade Colony
>Go to sleep
>>
>>363294
>>Declare Antler your Trade Colony

Its a pretty good place right on the coast, stealth boy factory, near allies, and Nightkin guards. With some real walls and defenses and a port this could be an ideal spot
>>
>>363294
>Go to sleep
Fug qt trap first.
>>
>>363300
We can do that anyway
>>
>>363298
>>363300
+1
>>
>>363309
I just figure if we really set down roots here our dream of the gulf coast will die because we are too busy running a trade empire.
>>
>>363313
A good trade empire covers multiple coasts, I have a dream of a slaving colony in Indonesia and Japan
>>
>>363298
>Nightkin guards
That's the problem, while we're in their good graces at the moment Nightkin are notoriously fickle and unstable.
>>
>>363313
This will be the first in the future we got to go see about Japan and China and set up trade posts there selling that eastern puss to our friends in the states
>>
>>363324
And if they do well come back later and kill them but having a trading colony now is going to be very useful
>>
>>363335

Meant it for this post >>363319
>>
OP is going to go to bed.
We'll go ahead and let this turn get resolved in the morning so all the players in different timezones can state their for wanting to start a colony now, or wait for a bit. Having a colony is a big decision, so it's better this way regardless.

Remember some basic info though.
-You can own multiple Colonies
-Colonies can produce goods or do trade missions for you over water, or over land.
-Knight can't use his Chem Station unless it's being used at a colony.

Goodnight everyone.
May good deals find you wherever you may float.
>>
>>363340
>-Knight can't use his Chem Station unless it's being used at a colony.
Alright, change my vote to make it a colony.

Still say we fug the trap though.
>>
Let's make this place a colony, lots of money to be made with stimpaks, Knights chems, and even stealth boys if we can make enough for the nightkin and sale.
>>
>>363340
Colony here
>>
>>363340
Absolutely delightful thread OP I love reading this!!!!! I also vote make a colony at the stealth boy facility. And fug the qt.
>>
>>363340
Thanks Op, any chance we can get some physical descriptions for the characters, or some reference pictures if you have them?

>>363342
Do it in front of the Nightkin to establish dominance
>>
>>363294
Build a colony!
Chems and stealthboys galore
>>
>>363354
>Do it in front of the Nightkin to establish dominance
Seconded
>>
Time to colonize!
>>
>>363354
>Do it in front of the Nightkin to establish domiance
Thirded
>>
Just was thinking of some things we should do eventually:

Talk to the Father about possibly canonizing Antler as Saint Antler, patron saint of Nightkin and Brahmen.

Find a Big Chief V8 for the Atomic Cadillac, as well as install a gunners area with a machine gun.

Install a water filter for the Yacht's jacuzzi, so no one gets irradiated when using it.

Before we get our whores for the floating brothel, we should ask around to see if people might want transportation down south. That way we could charge them.

Finally, we should find something nice for Alejandra, like a nightie and some perfume
>>
>>364018
All good ideas, I especially like the water filter.
>>
Also, I assume that once we've aquired our whores and the yacht becomes a fully functioning brothel our fleet will hence forth be called Boats N Hoes
>>
>>364035
I like Ships and Slits, but I would like to keep the yatch for us and our girls
>>
>>364070
what about "Ships and Slups"?
>>
>>364106
Sail n Rail?
>>
>>364121
better.
>>
>>364035
Seawhores
>>
Rows n Hoes
Gallions and Stallions (male hookers)
Yacths and Twats
>>
Masts and breasts
>>
>>364178
Damn,a triple entendre!
Cool.
>>
>Not calling it the Hot Yacht
>>
>>364070
I second that ships and slits is funny.
>>
How about Seaduction?
>>
You know if our fleet gets large enough we should set up the priest with his own church ship, call it the Spray and Pray
>>
Heavin' Hos?
Motion of the Ocean?
Nautical Nonsense?
>>
Hey op can you tell us what each of our crew members think of us?
>>
>>364308
The ultimate seaduction a journey of force.
>>
Gotta name the yacht
>Sin or Swim
>>
Got our catchphrase all ready
>If the ship is a rocking do come a knockin
>>
>>364518
>*Ship name here* - seaphilis free.
>>
>>364605
There it is
>>
OP? You dead?

Anyway, I'm back from dinner, and I'm just updating >>364018 here with other goals for the To Do list.

Talk to the Father about possibly canonizing Antler as Saint Antler, patron saint of Nightkin and Brahmen.

Build a church for the Padre, ensure it's large and sturdy enough for Super Mutants and Nightkin, and can serve as a fortress against raiders.

Have the Mr. Buildys look at the Atomic Cadillac to have them copy it to internal blueprints, in case of it's destruction.

Find a Big Chief V8 for the Atomic Cadillac, as well as install a gunners area with a machine gun.

Build a BBQ pit and restaurant for travellers, something like "Big Antler's BBQ Stop", with a winking version of Antler. Have the waitresses be Super Mutants in big blonde wigs and Daisy Dukes.

Buy some better weapons for the crew, upgrade what we do have. Pistols won't cut it now. Kegger should get a good hunting shotgun, there needs to be at least two assault or service rifles, and look for a single shot M79 grenade launcher. Anyone with a 10mm pistol should get it's capacity upped, too.

Install a water filter for the Yacht's jacuzzi, so no one gets irradiated when using it. Also should look in investing some money in chlorine, too.

Before we get our whores for the floating brothel, we should ask around to see if people might want transportation down south. That way we could charge them.

When the brothel becomes reality, remember to put a note saying "Sex in the jacuzzi costs 30 caps extra for cleaning costs."

See if there's some way to turn unfilled storage space into crew slots.

Finally, we should find something nice for Alejandra, like a nightie and some perfume, and try out the jacuzzi ourselves...
>>
>>365069
Trasportation is a shit business especially when were carryibg cargo someone might try something
>>
>>355077
I just found our theme song for the yacht or our qt trap "gurl" Peaches - Fuck the pain away.
>>
>>365160
I think Lola by The Kinks fits better
>>
>>364371
Hey, OP here.

I've seen a few questions going on about The Crew, so I'll go ahead and write up how they look and some info about them and their outlook on you.

Okay first is Derek. He's a white boy that is aged around 17 to 19 with blue eyes and sandy colored hair. You're older than him, but you two did grow up in Kindport. The lack of kids had you hanging out some, but he was always sort of annoying and talking about how he was going to go see the world one day. His dad and your dad were friends and truly did grow up together. Derek is pretty skinny and only short compared to a lot of the crew, like 5'4". He uses a .357 revolver that his family owned for protection. He likes you, calls you a friend, but is still a pussy.

Burke is older, maybe around 48 to 50, and he's been around caravans since he was born. He "grew up" in Canterbury Commons, but that mostly means that his family owned a home there and his mom lived there while his dad lead a brahman caravan. They sold scrap around the wasteland, and things weren't to glamorous, but ever since Burke was 12 he's been taken on The Brahman to help his dad. He died a long time ago, but Burke wasn't any good at actually doing all the trading business, so he ended out selling the family business to Crazy Wolfgang and became a free range caravan guard for just about everyone you could think of at one time or another. He's traded through The United States all the way from The Capital, to Zion, to Legion, to NCR, and he's sure he'll be protecting cargo all his life. He says you treat him better than a lot of the merchants he's worked for, and he's happy to be protecting your boats. He is new to the whole water-caravan deal though, he's dealt with brahman mostly. He's bulky, and wears leather armor pretty traditional guard style. He uses a 9mm Submachine gun and has a bad case of early hair greying. His beard is maybe four inches long, and rounded along its bottom. It's a full beard.

Kegger is an old ghoul, not pre-bomb, but pretty close to it compared to everyone else. He's been around for about 157 years give or take, and hes lived every one of those years through beating the shit out of people. He's from The South originally around The Texan area. He used to be a strong man for a gang that hung around The Dallas Hotzone named The Rattlers, but they were kicked out by a group called The Texas Rangers that Kegger swears is just another waste gang. He claims that when the big shootout that killed his gang happened, he held up in a sewer while everyone died above. The only issue is that the water was flooded with rads and the fight lasted hours. By the time he crawled his way out, he was starting to rot. He's been walking like a lost nomad for a while until he ended up in King and got a job for himself, then got a job with you. He says he likes you and the crew, and that it's certainly a lot better than when he had to march through Legion Land to get to King.

Gotta cont.
>>
>>365232

Arman is a Latino at the age of 46. He claims he knows this specifically, unlike the others who are sorta unsure about their ages. He's been with The Vikings since he was 30, but before that he lived in San Lucas prior to being Viking Territory. Further North and up into The New England area The Church of Atom is extremely prolific. The whole east coast is pretty scattered with them, but they're truly the densest there. Around the age of 18 or 20 a group of holy men came wandering all through The West on a long train caravan going from settlement to settlement and rounding up Christians to assist in a crusade that had been announced by The Great Lakes Patriarch. There were many, many people following this group, and he thought it was an issue that must have been important if so many men were signing up to join. It was a coalition of Protestants, Catholics, Mormons, and many people that knew they were Christians but had no idea what Sects truly were. He spent ten years fighting The Children of Atom without question, and helped in the driving out of The Glowing Scourge from The Great Lakes area. He preaches that the very reason why those heretical Atomic Bastards haven't corrupted the minds of The West is because they're kept in check by The Lakes Christians every time they try to organize. When the crusades were over, he followed the many groups of men that headed home, and by the time he reached San Lucas it had been conquered by Vikings. He did his duty as a man of god and converted The Pagan Vikings into proper Christians. Then you came and he left religious duties to a new priest so he could be a missionary once more. He's glad that you're a generous leader, and he's yet to see any reason to dislike you yet.

Cardejo is also Latin, possibly around 35, he was in one of the many tribes that The Vikings conquered in their raids on The Sunken City. He grew up in his old clan by the name of Bankers, for they lived in a large bank to stave off the feral hordes that plague The City. The clan was famed for its snipers and sharp shooters, for their main means of defending their home was to shoot from high on top of the banking house they lived within. Vikings are no ferals though, they know how to use guns and fight back just as hard as The Clan did. They were held under siege for days before The Clan's Head surrendered and joined The Vikings. Cardejo gave his ten years service as a raider and promptly left with intent to try joining The NCR as a sniper. He arrived at NCR territory, but they rejected him on counts of Raider Activity, and lack of citizenship. He would have to serve either a high fine or jail time for his crimes, and go through the process of naturalizing to join the army, so he gave up and returned to San Lucas to be a tower guard. Cardejo is a mix of fat and strong, being rather big, but the lack of physical strain through sitting in a watchtower all day and night has left him with an extra tire.

Cont again, last one.
>>
>>365376

Knight is white, I'm not sure if I was ever clear on that. He was born into slavery out of a slave trader that frequents through Mexico selling to local gangs. If you trace back his gene pool, his parents probably came from around the south, maybe through Texas or Arkansas. His hair is a dark orange and his eyes are an equally dark green. He was purchased when still in The Womb, and when he popped out in Acapulco he was raised by a family of Chem Dealers that were raising him to be a drug runner to smuggle chems into NCR territory. During all this training though, the war on The Legion picked up, and NCR asses tightened real hard on finding spies and infiltrators. The Drug Partner that Knight's owner/"Dad" had up north fell through in fear of being caught and the boy ended out being raised just to be a chem cooker. He's about 18, but a good four inches taller than Derek. He does sorta treat him like a little brother though, so they get along, and Knight says you're pretty cool as is.

Alejandra is dark Latino aging around 22, thick all over save for her chest, which is pronounced as much as she could manage without surgery, but the more feminine qualities of her lower half outweigh the upper. Her hair reaches far down to the midsection of her back, and it's always a shiny, inky black. She was raised in Acapulco, born in the brothels to a prostitute and a dad that she never met. She's ambitious, as proven by the status that she had reached in the whore house you found her in. She was mighty useless before, and was degraded into working as a cleaner and an advertiser at the docks. It never felt right, the whole ordeal about being raised by a team of girls for sale and trying to goad sailors into visiting a place so they could just end out fucking their moms. She decided one day that she'd do something more respectful, it only turned out that her idea of respectful was joining the family business, so she worked at building a body that she'd be proud of and asked to join in with the girls to sate customers with more exotic interests. One of which is apparently you. She openly calls you her boyfriend, so you assume it's safe to say she likes you.

And that's what we got on the characters right now, more of some general overviews of them. If you wanna know anything else you're free to ask.

Now I guess I should figure out how to run a wiki so holding all this lore will be a bit easier.
>>
>>365468
Is the whole Dick Measurement Shenanigans canon?
>>
Rolled 1 (1d2)

>>365487
gonna hit up a roll for that
1=yes 2=no
>>
>>365487
That's a solid sure.
>>
>>365487
I'm taking it as canon
>>
>>365468
I'm here if you want to go
>>
>>365490
Aaayoooo
>>
>>365468
This is beautiful drug peddling lady-boy fucking king of the seas
>>
Rolled 2, 1, 2, 2, 2, 1, 2, 2, 2 = 16 (9d2)

>>365491
now to roll for showers(1) or growers(2)
>>
>>365468
What does Alejandra usually wear?
>>
>>365511
/spoiler/nothing/spoiler/
>>
>>365520
Ctrl + S.
>>
>>365511
Mostly your shirts and tight jeans to hide her special from the rest of the crew.

I'll be picking up the quest again right soon, we did vote on making Antler our Colony I think.
>>
>>365536
Thanks anon now I can talk about traps without anybody giving me shit
>>
>>365520
Nothing

>>365536
Test
>>
>>365542
I give a shit. The good kind.
>>
>>365541
Yes I think we are all in agreement
>>
>>365569
>tfw I can't post lenny face
>>
So who do you thing the next waifu will be? My money's on a feral girl we capture in central america
>>
so i left for work the other day right befroe the post where we got the trap special and after derek lost his V card

all i can say is jesus christ you guys but this is great

10/10 on settlement location`
>>
>>365765
Nah 10/10 is the oil platform we heard about, when we get alot of money together lets see about buying it from the vikings
>>
>>365797
The oilmen?
>>
>>365797
The Vikings don't own the oil platform.

The Oilmen, AKA The Snake Eaters, AKA Those Guys that done Eats People do.

I don't think they're as easily convinced as the Vikings.
>>
>>365815
>>365813
I thought the Vikings already took them over recently
>>
>>365797
uh, didn't the oil platform belong to the vikings rival gang? the one that eats people? yeah, the vik's called them oilmen but they called themselves snake eaters or eagles... well both the conquistadors and vikings hate them so maybe we could eventually get both groups to coordinate an assault... then buy the base afterwards
>>
>people think they can beat the oilmen
Reminder the oilmen are Diamond Dogs and the vikings are the soviets.
>>
>>363294
You decide that this will be the birthplace of your trade network.
Proudly, you announce to your men that this factory is yours now, and that the land about this shore will be only the first in your great trade exploits. The place you reside is untamed by all means, but the presence of nightkin her assures strength and power. It would be a shame to let it pass by so easily. The Kin respect you, and claim they will follow so long as Antler is okay with it and there's no shortage of stealthboys.

You assure them that Antler is already very grateful of your work here.

You've become the owner of The Stealthboy Factory, and as its new head you're entitled to all the cargo that's held up here.

You sleep, content with checking the goods you now control later. Everyone in The Factory seems to simply sleep on the floor. This is a point of concern for you, as it's obviously not too comfortable. You and your crew instead go sleep in the boats where there are actual beds.

As the next morning passes you're free to awaken and see that The Buildys have been at work all night, though they've not got the factory set in operation just yet. The possibility of actually being a producer of Stealthboys is ever exciting to you, as you know their rarity causes a good sum of value.

You check around for what The Nightkin have in their home.

-Antler Cargo-
>30 Stimpacks
>10 Guns
>10 Bullets
>40 Strange Meat
*Colonies can store a base of 200 Cargo without building more Warehouses.

*Antler has no production upgrades currently

What to do, Captain?:
>Order Nightkin to do something
>Move Cargo
>Set Sail
>Write in
>>
>>365874
Didn't we sell the meat?
Also set up Knight's station to make some chems.
>>
>>365885
Yeah, sold it as King and said it was Brahman meat.

>>365817
We knew they were going to raid it last time we stopped by, but we've not checked to see how that went.
>>
Wait OP, we hit the 3 day autosage. Make a new thread?
>>
>>365874
>>Write in
Gonna use some choices I put up in >>365069

Have the Mr. Buildys look at the Atomic Cadillac to have them copy it to internal blueprints, in case of it's destruction.

Set up Knight's chem station.

Find a Big Chief V8 for the Atomic Cadillac, as well as install a gunners area with a machine gun.
>>
>>365874
Both send out a mix of our guys and nightkin to scavenge the surrounding area for building supplies. If we only sent out nightkin it'd seem like slave labor and if we only sent out our guys then they'd seriously be lacking in stopping power. Try to gauge if the buildies need anything specific in the near future to finish the assembly line and if not then stock up on necessities like beds and food/water. Also set up knight's chem station.
>>
>>365874
Take the meat and stimpacks back to King for trading with just us Alajandra and Cardejo and have everyone else stay here to scavage and work on building walls
>>
>>365900
We might keep going with the quest tonight in this thread and just make a new one in the morning.
>>
>>365909
Might not be wise to leave colonies without food units/without means to make food.
>>
>>365923
Good point, lets just take the stimpacks and trade them for caps and farming tools/seeds
>>
>>365874
You decide to get knight to set up his station here and start to work on making chems.
It's relatively easy to set up now that you have giant blue mutants doing a lot of the heavy lifting without too much worry.

knight will have to stay at The Factory to use his station, but he assures you he'll get to work. He does point out that he doesn't exactly have any chem working ingredients in the barren factory, but he could certainly make jet or buffout substitute if this place got brahmen.

Meanwhile you send a buildy down to start scanning some of your boats, but as it does, it becomes apparent that the bot isn't the brightest thing. It stops on the shoreline, a hard beep sounding from its processor as its blueprinting software can't properly scan the half of the boat that's underwater.

You might need some alternative solutions later.

Your crew accompanies some Nightkin as you head out in search of supplies to build with. It becomes rather apparent that this isn't a too densely crowded area, but Cardejo does voice up some news. He says that south-ways of this place, more inland, The Sunken City resides. He assures you that there should be lots of supplies and scrap to build with there. The only issue is that The Feral Hordes do roam the lands there. He believes that the sight of Nightkin should keep them warded away from the savaging party though.

How's that sound, Captain?:
>Go see The Sunken City
>Scavenge Elsewhere
>Return to Antler
>>
>>365995
>>Go see The Sunken City
Go big or go home
>>
>>365995
>send kegger to get a lay of the area
ferals won't attack other ghouls guys
>>
>>365995
>>Go see The Sunken City
>>
>>365995
>Go see The Sunken City

Make sure we've got the full party around us, we'll need firepower if we do attract attention
>>
>>365995
>>Go see The Sunken City
Might as well. See if we can get something like this to boost the output of the Atomic Cadillac.
>>
Lets look throught the guns we have at Antler and upgrade our party's loadout
>>
>>366019
Supporting this, scouting it out beforehand is a good idea
>>
>>366031
All of the vehicles in Fallout are Atomic Powered.
The world was milked dry of most its oil long before the bombs.
>>
>>366038
Oh, I know. I just figure there's got to be an atomic powered equivalent somewhere.
>>
>>366019
I'm with that
>>
>>366019
btw if we get a ghoul body we can make masks out of its skin to pass them untouched a bit fucked but hey survival
source:(FO3) ghoul raid on tenpenny towers the only non feral gives you a ghoul mask so the ferals won't attack you
>>
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>>365995
You decide to go to The Sunken City.
Your crew follows in with your many nightkin on behind, the lot of you wielding your guns in arm in case of attack. The Land always seems so much more dangerous than the waters now, all the time floating allowing a feeling of safety in the waves.

You stare up at The City as you approach. You were truly wondering why this was called sunken, but it's become very apparent now. Here once stood a grand pre-war city the likes of which housed more than the common wasteland settlement could hope to handle. The swamp-like terrain that the buildings had been constructed upon seem eager to reclaim what was once theirs. Structures lay half sunken into the floor where two centuries of unkept architecture was left to sink into the loose foundations it was built upon. In the distance, towards the grand city's center, there lay towers that once stood grand and proud, now remain half their height and lean as if ready to topple over, some of which already have to leave all below it smashed into rubble.

You elect that Kegger should scout ahead, for the ferals wouldn't attack him.

The crew agrees, and as your ghoulish brute starts if first steps ahead of the group, Cardejo, looks to you in confusion.

He announces, "Captain, there are no Ghouls in The Sunken. The Hordes are men."

What now, Captain?:
>Send a scout anyway
>Go in together
>Go back to Antler
>Write in
>>
Just got caught up reading the whole thread. Great job OP
>>
>>366100
>Go in together
>>
>>366100
Oh.

Well, I kinda thought they were. My bad.

>Go in together
>>
>>366100
>>Go in together
>>
>>366100
Go in together and gun those degenerates down
>>
>>366100
>Send a scout anyway
send in qt trap to seduce them

>The Feral Hordes
ferals is usually used to referance feral ghouls bruh
>>
>>366110
>>366111
>>366112
That's a bad idea in my opinion we need o scout it first and know what they have as weaponry and the lay out of the city as well
>>
>>366100
You decide to all head in together.
There's safety in number after all.

As your group heads inside, you can already see the first prime resource that might be useful. It's the abundance of cars that decorate the streets. They've been left to decay over such long periods of time, but mostly undisturbed by the hordes that wander in the city. it would certainly be a challenge to try and move these metal loads, but with your Nightkin it could be easy to hook one or two of them to the frames of the vehicles and drag them back to Antler. Surely a wall made out of stacked metal like this would be a force to behold.

Cardejo is on alert here, this was once his homeland, and now that he's back in the midst of things you've never seen him hold his trail carbine so high and ready for action. You notice that he seems to have vanished from the part though as you were looking at the many cars, it's only when he subtly calls you that you realize he's already put himself on top of what was once a clay tile roofed home.

He helps you join him in his spotting, pointing out the show of a hardware store down the street, a rather large one at that. He deems it a good place to find tools and building supplies, but soon after he ushers you to gaze upon the building crossed the street. It's a pharmacy of sorts, but one that your spotter crewman points out has the silhouettes of beings moving in large front windows.

Course of action, Captain?:
>Go Scout The Pharmacy
>Go Shoot The Pharmacy Up
>Approach Diplomatically
>Write in
>>
>>366171
>>Write in
Have all of our guys set up a killzone outside the pharmacy and while hidden make a big racket and when they come out shoot them up
>>
>>366166
Well yeah but it's a different region.
It's just that Mexico doesn't have a big ghoul problem, so they're not very versed in Feral meaning zombie ghouls.

It's actually quite an in character thing that The Merchant didn't know the local terms because he's from all the way up in Oregon.
>>
>>366171
>>Approach Diplomatically
>>
>>366171
Im all for the killzone idea but with
>Approach Diplomatically
>>
>>366171
>approach Diplomatically
send in qt and do this>>366177 if things go south you have a backup
>>
>>366185
Ya approach diplomatically but set up the kill zone in case things go south
>>
>>366171
Agreed with this >>366177. Add it to mine here >>366182.
>>
>>366187
>>366185
>>366188
>>366201
fourthed or fifthed or whatever we're at

nice thread btw op good shit
>>
>>366171
You decide to set up an proper kill zone in front of The Pharmacy for if things go sideways.
Your crew manages to fit themselves under cars and around the sides of buildings to keep properly hidden in wait with guns in hand. The Nightkin all wait behind some of the many homes up the street, waiting for a signal for they're not nearly small enough to hide where humans can.

You step out into the street in front of the pharmacy with Cardejo on account of the fact you can't speak Spanish to start some diplomatic chatter, but you don't quite have time to be the one starting the conversation as one of the ferals within sees you through the large front window of their little base. They make a call that has you jumping back slightly, hearing the muffled sound of it from the outside of the building still very loud to behold.

A large man comes bolting to the glass sheet door, and you get your first look of a feral as he steps out into the open.

The man is hulking, a humanly impossible near seven feet tall, his whole form resembling a Latino in base, but it's hard to tell underneath the white paint that he's been covered with. His chest bears a medical red cross upon it, and around his head holds a head dress made of empty stimpacks that point to the air. His arms are riddled in sunken holes where the sheer abundance of times he's stabbed those broad stim needles into his body has started to take a more permanent toll on his flesh.

He shouts at you, the intensity that he calls making the air void from his lungs so fast you see his chest heave with his words. He hammers the floor with his weapon, a stop sign that's been ground along its edge into the sharpened form of a two handed axe of sorts. As the metal ring of his pounding sounds around you, Cardejo tells you that The Chief calls you Softman, and demands to know why you're on his horde's land.

What do you do, Captain?:
>Shoot
>Try to calm him
>Run
>Write in
>>
>>366232
>Try to calm him
>>
>>366232
>>Write in
were looking for trade and opportunity, seen anything of that sort around?
>>
>>366232
>>Try to calm him
Whats out loadout op?
>>
>>366232
>>Try to calm him
Trade, Chieftain, trade.
>>
>>366237
>>366239
+1
>>
>>366238
You're carrying
A Machete
A Hunting Rifle
And a 10mm Pistol

Derek has a .357 Revolver
Burke has a 9mm Sub Machine Gun
Cordejo has a Trail Carbine
Arman has a Single Barrel Shotgun
Kegger has Brass Knuckles and a 10mm Pistol
Alejandra has a switchblade
Knight has a machete

I think that's the loadout.

Your Nightkin have Rebar Clubs.
>>
>>366232
>abundance of times he's stabbed those broad stim needles into his body
ally him with offers of many stims
>>
>>366253
Alright get ready for a Machete to his throat if we need to
>>
>>366256
See if we can't strike a deal with this spaz
>>
>>366234
>>366238
>>366239
>>366256
Roll a Haggle
That's a 1d100+10
Beat a 60
I'd rename this skill to Persuasion at this point but that's not MERCHANT ENOUGH
We use the first roll that replies to this post.
>>
Rolled 64 + 10 (1d100 + 10)

>>366271
If we do then we should make sure to wipe them out when the areas clear, not a good idea to keep junkies around us

>>366277
>>
>>366281
Oh boy
You lot keep beating skillchecks by 4
>>
>>366277

haggle seems fine to me

also looks like we won this roll. do successful rolls have varying degrees of success (for example, do perfect rolls yield better results than normal passing rolls?)
>>
>>366281
Noice
>>
>>366291
Nope, or at least it certainly hasn't happened yet.
>>
>>366232
I knew it these dudes aren't going to play nice.
>>
>>355077
OP would you be interested in doing a final fantasy quest?? Mayhap a FF10 style one? I feel it would be incredible!!! Cheers OP I apologize for congratulating you so.much but this thread is truly is bad ass dude
>>
Op was killed by ferals press f to pay respect
>>
>>366232
You are one suave dealer.
You talk to The Chief with all the fever you can communicate through your translator. The Chief stares at you when you mention the promise of stems, squinting. He approaches, getting close enough to you that you can scent the drugged air that seems to radiate about him. Stimpacks always did have a medical scent, but now it was as if his blood was made out of stims.

He crouches down, getting onto your level where he can look you in the face. The whites of his eyes are dark, turned grey in the intensity of over indulgence in that drugged habit. Surely he must be half blind from the way he has to focus to make out your face in all its detail.

He tells you that no man ever sells his stims, that would be insane. He spouts some dogma that's jumbled to you, but he has an intensity to him that shows his own faith in the words he states. Apparently he believes stimpacks can make you live forever, and that nobody would sell their life like that.

He seems calmed, though you're not sure for how long. Your crew is still stationed around you, but now a few more of The Ferals are starting to seep free of the Pharmacy curiously. Mostly they seem to be other warriors. Fellow men painted white as ghosts, walking with their backs hunched and themselves crouched low to the floor as to let their knuckles support them. Mismatched weapons adorn their bodies, some carrying common kitchen knives while others had on them odd creations such as spears formed from giant glass shards cut from the tempered panes of office buildings.

At lest you've not kicked The Bee Hive yet, Captain:
>Try to deal (Write in)
>Shoot
>Just Request Passage
>Run
>Write in
>>
>>366361
>Tell him that if he helps us clear the town and get rid of the other ferals we'll give him access to our stimpacks stores

Don't tell him that were going to kill them all when the towns clear
>>
>>366361
>Try to deal
Ask him about his feelings towards drugs. If he responds positively, say that we've got some that we are willing to trade, in exchange for guides and local trinkets.
>>
>>366323
I don't have any experience with FF
I probably couldn't manage it blind.
>>
>>366361
Ohp, right boys, things are getting late once more, so OP needs to pop out.
We'll make friends with Mr. Feral when I get home tomorrow.

You guys have a nice sleep, and may good deals find you wherever you may float.
>>
>>366368
sounds good to me
>>
>>366368
Ya we need to clear this shit out
>>
>>366368
Seconded, let's make another colony of this wreck
>>
>>366559
I think the sunken city would be a bit too big for a group as small as us to control. I'd say stick to the factory and maybe see if we can befriend the ferals
>>
>>366636
Can we really trust ferals?
>>
>>366703
No more than we can really trust a group of psychotic nightkin yet here we are using them as a labour force.


Really all we need to do is take advantage of something we have that they don't; the ability to recreate and produce old world tech using our mister buildy's. Anything from rifles to radios, bunkers to bunk beds can be made by them given an example to make a blueprint from or a blueprint itself.


So the question is what should we produce? I would advise getting a blueprint of a mister buildy made and working from there, expanding our advanced labour forces and using them to set up factories making chems, guns and tools for us to sell.
>>
Are they all stim addicts? If so, can our chem maker buddy whip up some slow acting poison in the stims to have them take themselves and not even waste a bullet on the degenerates? Either way, they need to be taken out, we were able to befriend our nightkin bros for the time being, I'd rather not have cracked out Ferals to worry about too.
>>
>>366780
Now that's an idea I can get behind, we'd be doing a service to the world.
>>
>>366780
I would suggest that we try to take advantage of them as much as possible before we do that, they provide a strong labour and armed force that we can pay to strike our enemies.
>>
>>366780
Problem os thats asuming that their logical which junkies usually aren't. The moment they see a chance they'll screw us over and take all of our drugs for short term gain. Its better to just use them and then kill them
>>
>>367023
>>366995
>>366967

Fair points.

I guess it would be best to see if we can get him to take out the rest like >>366368 said, they need to be neutralized regardless, our first colony ( which has a drug making station ) is neighboring crazed ferals lead by a stim junkie. Let's secure the area and loot this joint. Perhaps finding more parts to get the stealth boy factory up and running, and some shit in the pharmacy to make Chems for the Vikings.

Hopefully he takes the bait.
>>
>>367147
>our first colony ( which has a drug making station ) is neighboring crazed ferals lead by a stim junkie

Exactly. In the long run we really can't trust these ferals this close to our first colony, especially if we plan on letting them know we have stims for them. The moment we set sail again they will raid the shit out of the factory. Let's use them to our advantage short term if we can but they need to be taken out before we leave again.
>>
>>367183
Maybe we can let them try to raid the factory(say it's unsecured or some shit) and wait,so we have an ambush attack. Then we just sail over and defeat the stragglers. Hell,we can even invite them to the factory so they see the stock. I don't think we'll be able to defeat them without help from nightkins.
>>
>>367219
we have the nightkin with us so when we wipe out the ladt feral pack in the city we simply shoot them in the back
>>
So if we see any attractive feral women were taking them as slaves, agreed?
>>
>>367609
>attractive+feral+women

Syntax Error
>>
>>367631
You never know anon we could run into a whole tribe of them
>>
>>367609
Agreed. We've already got a trap, might as well see if we get a muscular amazon to join us.
>>
>>367609
Ahh yes I almost forgot about the fuck boat.

No feral traps pls.
>>
>>367786
Nah one trap is good for our harem maybe two at most
>>
>>367802
>Not wanting to roll for dick size each time we hire new crew members
>>
>>367841
>Not having women in you harem to continue your line

Come on now anon
>>
>>367871
Not buying slaves by the boatload and spitroasting each of them from the top, all the while entwining fingers with your Latina waifu as she works on becoming a mother at last.
>>
Sorry if this has been addressed but what is our carry limit on land?
>>
>>368842

OP has sacrificed himself to Antler it seems.
>>
>>367938
Lets just give her one slave of her own to knock up when she wants kids
>>
OP better not be dead
>>
>>369160
For all intents and purposes, tonight he is.
>>
>>367938
Hahahah goddamn that is some funny fucking shit dude hahahaahahahahahaa
>>
>>369182
If this thread dies then OP better make a new one.
I want my slave trading empire with my waifu :'^(
>>
>>368842
>>368850
>>368856
>>368896
>>369160
>>369182
>>369213
>>369232

Sorry about the death today guys, things got busy on my end and I had to skip out of the house until like, right now.

New thread in the Morn, already archived this one.

>>368850
Oh yeah, and you need Brahmen to have a cargo limit on land. Pack Animals on land are pretty much the same as boats in water, except on land there are no crew limits.


Anyway, have a good night and may deals find you wherever you may float, anons.
>>
>>369430
>Brahman
>not taming Deathclaws to carry our shit and protect us
>>
>>369648
We could do the same with mirelurks if we run out of space on our boats.
>>
>>369430
OP hit the rotgut and jet to hard last night and was seen in the aculpulco brothel.

Looking forward to the new thread.

Our trading empire shall known through out the wasteland.
>>
While we are waiting for the quest to commence; the debt that we owe to rich NCR dude of 5000 caps, do you think paying that in the future could open up a door to some elite wealthy rings that goes down in the wasteland?

Maybe it can lead to highly sought after shit. Power armor, Jet cures, 10/10 waifus, advanced weaponry and blueprints?

Not trying to get to far ahead. I was just bored and reread the OP and was thinking down the road when we have more capital and it might net us a wealthy friend with connections.

Any lore about the guy and how the debt came about and the type of person he is would be cool as well.

Sorry for the blog post, I just love getting lost in the fallout universe.
>>
>>369927
Shit, if we end up rollin in plenty of caps we could even pay him back with some interest. That would really put is in his good graces.

Anything for the 10/10 waifus
>>
>>369430
>promises new thread in the morning
>2 in the afternoon, and nothing yet

This confirms my fears: OP's been kidnapped by the Dickgirl Cartel for reasons unknown. I doubt we'll ever see him post again.
>>
>>370007
Thats morning for me anon
>>
Calling OP please respond
>>
>>369430
OP is dead again :'^(
>>
OP stole the boats and left us stranded with ferals
>>
New thread is up >>370821



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