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Vault 41, cut off from the world above, has managed to last over 120 years since the bombs fell and annihilated the former United States of America, well past the 92 year expected lifespan of the vaults. On the day the bombs fell, a compassionate Overseer opened the vault doors to more than the few listed occupants that made it during the mass panic, saving hundreds of lives and rejecting the callous philosophy behind Project: Safehouse. New generations have grown up and passed on in the Vault, knowing the history of the world above them only through books, holotapes, and education by resident teachers. The vault dwellers of 41 and their descendants have worked out whatever factional disagreements and friction existed from the beginning of their long underground tenure, and cultivated a society of diligent workers, moral values, and happy, obedient youths... for the most part.


Life isn't lax in 41, and everyone earns their keep. Though the birth rate has been carefully managed according to a long-term survival plan, the decades have taken their toll on the Vault and its resources, and sections have been powered down over the years, or cannibalized when beyond repair. Six days a week are dedicated to education or work, and vault dwellers interact mostly with their families, classmates and immediate co-workers. But on Sundays, citizens are free to enjoy a day reminiscent of pre-war America, preserving a little of what used to be. Church in the morning, social gatherings, free time... the girls dress as they like and let their hair down, football and volleyball games are held in the rec chambers, couples can be seen on dates, and home cooked meals bring everyone together for a taste of something decent.


This is the world you grew up in, the only world you've known. Far above your home, another world exists - the remnant of an era when humanity bent both nature and technology to its will and ruled the earth and stars. A world unknown, dangerous, and forbidden by decree of the Overseer. You are a vault dweller, and unbeknownst to you, your legend is about to begin.


>Welcome to Legend of the Vault Dweller, an adventure set in the Fallout universe.
>Please tag the post you're voting or rolling for, all dice rolls will be 1d100 and taking highest roll.
>Character creation voting/proposals begin next post, quest begins in 4 hours from time of this post.
>>
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Reply to this post to vote/submit a proposal for the quest's MC. You are a young adult and vault dweller, decide on:

>Name/gender
Your name. If it's androgynous pick a gender.


>As a vault dweller, you've enjoyed a higher standard of living and have 42 S.P.E.C.I.A.L points (baseline 6) to distribute into your primary statistics. You will receive bonuses/penalties to related actions, and possibly special interactions in encounters. A 1 represents pathetic/incompetent ability, 5 is average, 10 is peak human ability.

Strength - Raw physical force, carrying capacity, melee damage
Perception - Shooting, enemy/trap detection, initiative, intuition
Endurance - Stamina, resistance to poisons/rads/illness, toughness
Charisma - Dialogue, barter, seduction, leadership
Intelligence - Repair, computers, science, medicine, history, etc.
Agility - Movement speed, dexterity, initiative, speed of action
Luck - Crit success/fail chance bonus, crit roll effects, occasional surprise (good or bad)


>Pick two tag skills from this set, representing your training or hobbies, you will get bonuses related. Strongly recommend you tag at least one combat-relevant skill:

Speech
Small guns
Big guns
Energy weapons
Melee combat
Unarmed
Medicine
Sneak
Lockpick
Explosives
Science
Repair
Barter
Survival
>>
>>1827587
David Coleman

S - 5
P - 6
E - 6
C - 7
I - 7
A - 5
L - 6

Skills:
Medicine
Small Guns
>>
>>1827587
Benjamin Ford

S-6
P-6
E-7
C-8
I-8
A-5
L-2

Energy weapons
Barter
>>
Bump
>>
Alright, please vote for one of these proposals, the quest begins in thirty minutes from this post.

>>1827610
>>1827626
>>
>>1827626
Voting for Benji
>>
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Congratulations! You are Benjamin Ford, to close friends Benji. 19 years old, in the best shape of your life, and one sharp tack, if you do say so yourself. Which you don't have to, because the results of that stupid G.O.A.T you took last year speak for themselves. It probably has to do with your upbringing, or lack thereof: when you were a baby, both your parents died in a work-related accident, and you barely knew them - talk about bad luck. Hopefully it doesn't run in the family, eh? You've been working in the Vault's storerooms, dispensing luxury items for credits, 41's unique currency, and it's taught you the value of things and how much people will pay for one thing or another.

It's Tuesday, and you're in class, specifically History 2C. Mr. Jones paces the front of a chalkboard covered in notes you should be copying, droning on and on about something you should probably be listening to. You, yourself are...

>Checking out the ladies (or men?)! There's some serious eye candy in this room... mm, mm, mm.
>Doodling a new panel in your latest comic, Mark showed you his archive of old Japanese cartoons and you're hooked! (lewd/not lewd?)
>Sleeping. When else do they expect you to catch a wink in this lousy vault? You pulled a double shift yesterday... ZZzzZZzz...
>Taking down notes, keeping up with the lecture, of course. The stories of your ancestors and a world you've never seen amaze you.
>Write-in option.
>>
>>1828207
>>Write-in option.
Daydreaming about using this old world knowledge to seize power for yourself
>>
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>>1828217
You're deep within your own mind, daydreaming about the more interesting bits of history you've learned in your classes. Directed energy weapons that could turn a man to ashes, hydraulically assisted suits of armor, jet planes screaming through the sky at thousands of miles per hour... and of course, the missiles that destroyed the world.

"Mr. Ford? Would you answer the question?"

"Uh... huh?" you blink, snapping out of reverie. Next to you, Kelly is sniggering into her fist, and you feel everyone else staring at you, Mr. Jones included of course.

"Well?" he asks, expectantly.

>Roll 1d100 for luck to bluff Mr. Jones.
>>
Rolled 42 (1d100)

>>1828257
>luck
Well fuck, we've always had to make our own luck in the past

>"Well Mr. Jones, I ask a counter question. How would the Old World Government responded to this question, opposed to a lowly citizen like me?"
>>
Rolled 84 (1d100)

>>1828257
>>1828275
Supporting
>>
Rolled 82 (1d100)

>>1828257
>>
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>>1828257
>>1828309
>>1828321
"Uhh... well, Mr. Jones," you begin, and he rolls his eyes in a this-is-going-to-be-a-good-one sort of manner. "I... pose a counter question: how would the old world government have responded to this question, opposed to a lowly citizen like me?!" you finish, looking supremely confident.

Kelly bursts into laughter and so do the others, fortunately Mr. Jones replies with a wink, "I'll just assume that your lack of attention today is due to the lack of sleep you kids have been going through lately," in a tone that suggests he assumes no such thing on your part. "Can anyone help Mr. Ford answer the question?"

Valerie's hand shoots up toward the front of the room, and before he's even finished calling her name she answers, "Overseer Dyer was our first acting Overseer, but 41's actual first Overseer was Jessica Chase, who never made it to the Vault.

"That's correct Ms. Lin, thank you." Mr. Jones' pip-boy beeps, and he announces, "Alright, that's all the review for today, I'll see you all next Tuesday, class." Chad and his goons are already out the door, having made a ruckus on the way out.

>cont.
>>
>>1828329
Well no one can blame us for trying
>>
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>>1828329
"Hey! Why do you think we're having all these shooting and martial arts classes anyway?!" Scott shouts over the staccato din of 10mm pistols echoing down range.

"Who cares!?" Chad shouts back, "this is awesome!" It's Tuesday, and 2C is on what pre-war students used to call a "field trip" to the security staff's range.

"Can't argue with that!" Zeke shouts, mouth set in a wide grin as he pops off round after round. Everyone's been practicing for a few weeks now, trying out 10mm pistols and submachineguns, and it's time for a second shooting assessment.

"Alright, practice is over kids," shouts Security Chief Thurman, hitting a button that sounds a buzzer. "Time for a check-up!" he calls. "No messing around, be sure to take aim and breathe as you squeeze."

>You will have 5 drills: shooting at 10, 20, 50, and 100 yards, and a speed shooting drill.
>You can choose to practice Fast Shot, or Precision Shot, on any drill, to get a better feel for how you perform.
>I'm writing the next part too, just roll some bones for now boys
>>
Rolled 50, 41, 44, 80, 75 = 290 (5d100)

>>1828357
Practice rolls
>>
Rolled 37 (1d100)

>>1828357
Fast shot. Fast hands and suped up power armor? Hell yeah.
>>
>>1828366
>>1828368
For the first shot, you practice your quick draw from the hip, taking an instinctive shot at the target, hitting it in the torso. Your second shot scores another torso hit, the third misses, and the fourth just barely manages to hit the target where an arm would be. For your speed drill Chief Thurman calls quickly, "6-3-2-5-4-1!" and you quickly nail 5 close targets, missing one. "Not bad," he admits, "for a rookie," he adds.

Scores are posted weekly as motivation, and you see that among the best shooters in 2C are Adrian, Scott, and Mary, followed in sequence by Chad, yourself, Valerie, Zeke, Kelly, and Mark.

>cont.
>>
>>1828404
Fucking Chad
>>
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>>1828404
It's Tuesday, and 2C is back in the gym. You've all been in martial arts for a few weeks, some picking up the subject matter better than others. Right now Mary and Kelly are in the ring. Chad and his goons shout conflicting advice at either girl over one other, while the girls' sweating bodies writhe, slip and slide over the mat. There is indeed a higher power, and he is benevolent.

Eventually Mary manages to lock up Kelly, and the bout is over. "Woohoo!" she gasps, holding her fists wide like in the ancient holotapes, "I am unstoppable!"

"Aw big deal," Scott steps up and waves a hand, "how 'bout you try taking down a real man!" he challenges. The diminutive girl grins confidently, "aren't you a little too... small, to be wrestling someone like me?" Zeke and Chad howl with laughter and Scott blushes with a twisted look on his face as he tries to put together a comeback.

"Well if you're so eager to wrestle Mr. Wylde, we will need to find you someone in your weight class," Mr. Jones calls from his bench on the sidelines. "Mr. Ford, feeling ready?"

>Step up and wrestle! 3d100
>Er... actually... (find an excuse to chicken out) 1d100
>Challenge someone else!
>Write in?
>>
Rolled 10 (1d100)

>>1828430
>Er... actually... (find an excuse to chicken out) 1d100

Mr. Jones, I actually have been trying to catch back up on all the very interesting history of the vault. Can I call a rain check?
>>
>>1828463
Go ahead and give me 3d100, if no one else rolls for this you failed boy
>>
Rolled 47, 20, 88 = 155 (3d100)

>>1828469
Be gentle. My rolls have been off for the past two years. I blame that runed shell I found on the beach those many years ago...
>>
Rolled 32, 82, 51 = 165 (3d100)

Challenge CHAD
>>
>>1828463
>>1828483
Someone break this tie, I'll go 5 more minutes
>>
>>1828486
Hell it's not like that 10 is gonna do us any favors. I'll switch
>>
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>>1828483
Wrestling with Chad's little gang is anything but your idea of a good time, and you attempt a feeble excuse, "Mr. Jones, I, ah... actually have been trying to catch back up on all the very interesting history of the vault. Can I call a rain check?"

"Oh ho hooooo!" Chad calls from the sidelines, looks like we got ourselves a little chicken here!"

Scott turns to his boys, "But really, though, can you blame the guy, huh?" he shows off his rippling muscles, trying to catch Mary's eyes by staring right at her. She doesn't stare back, but can't hide the grin on her face.

"Sorry Mr. Ford, but the question was rhetorical. Everyone needs to get their practice in, these lessons will be important to each and every one of you."

"Fine, then," you reply, exasperated. A crazy thought comes into your head, "But I challenge YOU!" you declare, pointing straight at Chad Thurman.

"Oooooh!" Chad clasps his hands over his heart in mock fear. "Spare me, Benji, please, don't hurt me!" His goons giggle and he stands up to his impressive height. Chad strides into the ring, limbering up and staring you down.

"You can do it Benji!"
"Get him!"
"You've got this Chad, take him down!"

>cont.
>>
>>1828504
The two of you circle each other for a tense moment, sizing each other up and trying to fake each other out. You're aware of everyone's eyes on you, and catch Mark's look of concern and Kelly's admiration.

You manage to fake Chad out, and he slips trying to regain his balance. Pouncing in, you barely manage to hold on as he simply lifts you, but then you twist his arm back in just such a way that he howls and taps. You win the point.

"OOF!" Chad slides in to tackle you and knocks you off your feet, goddamn that was fast. The two of you struggle on the floor but he simply has too much weight and wins the point.

The final round is close, you manage to grapple toe to toe with Chad for just a moment, but gain an edge by shifting your balance to send him flying into the mat. Before you can attack, he rises quickly and uppercuts you! You actually see your lights go out for just a second.

"Hey!"
"Woah!"
"Mr. Jones!"
"Chad!"
"Ben!"
"Daaaaamn!"

Chad stops, hands stuck in a fighting stance as he and everyone else stare at Mr. Jones, who hasn't called for the bout to end. "Mr. Ford, are you alright to continue?" he asks simply, an eyebrow raised.

>I'm alright. (Fight Chad)
>I... I think I need to sit down. (Admit defeat, stop fighting)
I realize that I should ask for rolls after the votes are final now, so that will be the case from now on
>>
>>1828560
>>I'm alright. (Fight Chad)
>>
>>1828560
>I'm alright. (Fight Chad)
>>
Fuck this guy. We just need one more point and we can put him to shame. Plus, Kelly's mirin.
>>
>>1828567
>>1828571
>>1828572
Alright, roll me some more 3d100!
>>
Rolled 27, 67, 7 = 101 (3d100)

REEEEE

Etc.
>>
Rolled 8, 42, 48 = 98 (3d100)

>>1828576
>>
Rolled 57, 40, 94 = 191 (3d100)

>>1828576
>>
>>1828577
>>1828582
>Chad knocked anon the fuck out

>>1828583
Writing
>>
>>1828583
Oh, and if you see this in time you can come up with a one-liner or something cool to say while/after beating him.
>>
This quest looks fucking quality. I'm miffed it's so late here or I'd play.

Give em hell, Overseer! And good luck!
>>
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>>1828583
>46, 79, 3

"Hit 'im with a left! Hit 'im with a right!"
"You've got this!"
"Lay him out Chad! You 'da man!"

You take up your fighting stance and lock eyes with Chad, touching fists before jumping back and beginning to circle. Your jaw is still sore, but your resolve is hardened. The huge jock sees an opening and staggers you with a flurry of blows that rain down on your poor arms like a ton of bricks, but you hold on for dear life, watching him slow down. He pulls back for a finishing blow, which clips your skull as you barely dodge, sending you spinning into the corner. As Chad closes in, time seems to slow down and you feel adrenaline kicking in. The edges of your vision blur, but Chad's perfectly chiseled face comes into clear focus and you hit him with a devastating punch right to the nose.

"OOUUGHH!" he screams through his bloody and broken nose, falling back onto his ass and clutching his face. "AUUUGH!" The buzzer sounds as Mr. Jones calls the end of the match!

"Daaaaamn!" everyone leaps to their feet, even Mr. Jones rises slowly. Regan dashes into the middle of the ring and coos at "her baby," tending to his nose, while Kelly and Mark run to you, pumping your exhausted arms up like a champ. Scott and Zeke stand awkwardly, the former's jaw still hanging open in disbelief.

"Alright, that's enough... wrestling, for the day," Mr. Jones announces. "We've learned some important lessons today, lessons that will be important," he stresses again, "to each and every one of you." Turning to Chad, he says,"Never underestimate your opponent," turning to you and staring pointedly at your jaw, "either of you. Someday-" he catches himself, and looks down at his Pip-boy. "Alright, that's time," he says, I'll see you all next week as usual.

>cont.
>>
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>>1828626
It's... Saturday. You have detention duty for daydreaming in class too much and starting fights; Overseer's rules still apply, even though your class is in a special program.

You're in number two reactor room, and fortunately Mr. Jones got you a detail that isn't too bad at all: helping reactor maintenance take care of the latest radroach infestation. And your classmate Mark just so happens to be on duty. He excitedly shows you the control panels and switchboards he uses to shut down the reactor for maintenance, you listen on...

(Flavor vote)
>Interested, following along and remarking on this or that.
>Kind of bored, but pretending for his sake.
>With a dead expression, slack jawed and drooling out of the corner of your mouth with a finger gun to your temple.

>cont.
>>
Teach me about reactors Mark. Even how to repair them. How long have you been at this?
>>
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>>1828661
>>1828679
Mark gives you a cursory rundown on reactor operation, explaining the basics you need for a simple power generator. He brightens as you ask this and that, and soon he's way deep into the minutiae of his every day job. Well, he seems happy, anyway.

As the reactor finishes shutting down, Zeke arrives. "Oh great, not again," Mark mutters under his breath.

"Hey, Marky Mark, Mark-o, Mark my man," Zeke calls as he descends the stairs to 2RR. "Miss me?" he asks, catching the nerd in a headlock and messing up his hair before letting him go.

"Hardly," Mark says, fixing his glasses. "Well, at least I'm half in good company," he says. The three of you have vault security batons strapped to the hip, but Mark reaches into a desk drawer and pulls out a strange and jury rigged looking device that sparks up, crackling with energy.

"Woah, what the heck is that," Zeke asks, stepping aside.

"It'll make this quick, something you and I can both appreciate, I'm sure," Mark replies, bathed in the glow of his improvised weapon.

"Lemme see that!" Zeke says, snatching the gun out of his hands.

"Hey!"

>Try to intimidate/persuade Zeke to give it back.
>Snatch it out of Zeke's hands, check it out for yourself.
>Let them be, let's get this show on the road.
>Write-in
>>
>>1828693
>Try to intimidate/persuade Zeke to give it back.

Both of them fighting over is gonna break shit, need to stop that shit now
>>
>>1828700
Supporting.
>>
Still open to other votes as I write. Also anyone can roll for anything, if that makes sense. I'm not specifically asking these two only to roll for their vote.

>>1828700
>>1828702
Roll 1d100, and decide whether to persuade, or intimidate. Persuasion leans more toward charisma, Intimidation relies more on your physical stats vs. theirs, both with contextual modifiers.

Also you can add what you actually want to say, if feeling creative.
>>
Rolled 11 (1d100)

>>1828707
Screwing around and fighting over a gun is one of the biggest rules about gun safety. Just give him the gun back let him explain it.
>>
>>1828712
Well fuck me I guess.
>>
Rolled 97 (1d100)

>>1828707
Persuasion
>>
Rolled 63 (1d100)

We have 8 CHA. Our physical stats are fairly average. Our int is high, too.

"You fucking idiot. You could hurt someone. Put the fucking gun down."
>>
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RETCON: filename in previous post is incorrect, Zeke's last name is Baker, no relation to Mark.


>>1828715
>>1828712
"Damn son, is this thing legit?" Zeke asks, holding the device high above Mark's reach and stopping his feeble attempts to jump for it with a single hand on his shoulder.

"Hey!" you yell, and both guys turn to you. After beating Chad in that fight, you've been enjoying some more respect from both of his goons, though Chad seems to have it in for you. "Screwing around and fighting over a gun," you emphasize the last word, "is going to get someone hurt. Put it down, you fucking idiot."

Zeke looks at the gun, back at you, and down to Mark, and abashedly hands it back to him. "Aight man, I wasn't gonna do nothing anyway. You knew that, right Mark-o?" Mark snatches back the device, but replies sullenly, "Yeah, whatever. Let's just get this done."

The three of you enter the sealed off tunnel, creeping slow and steady through the emergency lighting until you find the breach: a panel in the metal siding of the passageway has come loose, exposing loose earth which has spilled into the passage. Twelve foot-long roaches skitter from the darkness beyond, approaching fast along the walls, ceiling and floor.

"Oh shit!" Mark yells.
"Let's get 'em!" Zeke shouts!

>Attack with Zeke using security batons and stomping the ones on the floor.
>Hang back and have Mark try the device, he seems like he knows what he's doing.
>Everyone attack together!
>Too many bugs, fall back!
>>
>>1828737
Everyone attack together
>>
Rolled 19 (1d100)

Let Mark light them up at a distance. Move in with batons as they approach, keep the line of fire clear, and then engage.
>>
>>1828744
I'll support this
>>
>>1828744
>>1828749
Alright, roll...

Alright I need a 1d100 for luck, a 3d100 for melee attacks.
>>
Rolled 82, 35, 2, 69 = 188 (4d100)

First is for luck.
>>
Rolled 8, 81, 35 = 124 (3d100)

>>1828751


>>1828751
>>
Rolled 22, 11, 94, 51 = 178 (4d100)

>>1828751
I'm gonna put them together, hope that's alright
>>
>>1828755
>>1828762
>>1828766

For a second Mark's gun flashes bright blue, but then an uncontained spark arcs into his hand, and he drops the weapon! "Shit!" he goes to the floor immediately to pick it up, then looks up from his knees at the quickly-approaching roaches. "Uhh, guys-" he stammers, voice quavering.

"Come on! Let's do this!" Zeke taunts the bugs, twirling his baton while hopping on the balls of his feet. You ready your own and charge in, smashing a bug underfoot and missing a swing that smashes into the wall instead. The roach's wings buzz loudly as it leaps onto your back, biting down on your shoulder with its mandibles!

"Ow!" you shout, dropping your baton to bend over and grab the offending insect with both hands. Before it can really chew and start digging in you rip it off your back and hurl it back into another bug.

Next to you Zeke smashes two bugs easily with his baton, but misses the third, which lands a bite on his leg. He stomps it flat with a curse.

Mark recovers, and readies his weapon, having charged it up again. He looks afraid.

Three roaches down, nine more closing in fast.

>Round 2, roll 3d100 for combat.
>Or, try to get away. (Disengage, retreat, flee)
>Communicating is a free action, you can talk to your allies.
>Write-in.
>>
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>>1828661
>>1828693
>>1828737
>>1828779
RETCON: I forgot, but the three of you are wearing Vault Security armor during this encounter, on loan from security. Don't worry about your torso, head or face getting chewed up.
>>
>>1828779
Mark, take deep breaths. No need to panic.
>>
Rolled 10, 48, 33 = 91 (3d100)

>>1828803
fuck, forgot my roll
>>
Rolled 94, 24, 82 = 200 (3d100)

We got this
>>
Zeke takes a step in and kicks. Zeke kicks the practiced, long kicks of a football player, right into the roaches as they crawl in, knocking back one, two, three and sending them hurtling back, broken or too bruised to want to come back.

"Mark, take deep breaths man, no need to panic," you assure him as you fumble for your weapon and pick it back up. He looks back at you with an expression of what is most definitely panic, but you lock eyes and he nods before you leap back into the fray to help Zeke.

You charge in and swing with the rage of having been bitten by a disgusting, filthy mutant, and swat a bug on ceiling right in it's chitinous face. It flies back onto the ground where it continues to twitch, blindly and senselessly, for the rest of the fight. You follow through with a backhand swing and crush a bug crawling on the wall, then move forward when Mark shouts, "Clear the firing line!"

The two of you instinctively step aside as white lightning arcs from the device in Mark's hands, shooting forth through the passage and right into the bugs one after the other, your eyes sear with the streaking afterimage when it's over.

>cont.
>>
>>1828834
"God damn!"

Mark stands dead still in the red glow, both of you staring at him, until he finally breathes out, gasping for air.

"Guess it's... still got some bugs to work out," he says nervously, then pauses. Slowly his face lights up and he grins. "Bugs, hehe."

The aroma of grilled radroach fills the air.

>(Int) Mark, can you teach me how to make one of those things?
>Make a bug related pun and thank Mark.
>>
>>1828842
>(Int) Mark, can you teach me how to make one of those things?

Too good not to learn
>>
>>1828842
"Yeah, well..." he shakes his head, "Yeah, sure. Let's get you guys looked at first, though. I can clean up the mess later, after I figure out what went wrong with the zap gun. Oh, right, I call it the zap gun."

"So that's what you brainheads get up to down here all day, huh?" Zeke says on the way out. "Damn son, you think you can make me one of those?" he asks hopefully.

As the days go by Mark explains that he's been recharging dead microfusion cells the Vault is throwing out, using a technique of his that he explains and you understand. With a power source it's a simple matter of rigging up an electric gun, a rather simple design to your intellectual mind. He also warns you not to go showing it around, but you know this already.
>>
>cont.

It's... Sunday. The last Sunday, but you don't know it yet.

After class on Tuesday, in which Mr. Jones tried his best to finish drilling the pointless knowledge of fieldcraft of a world you'd never visit into your heads, he invited all of you to a party, just for the group of you. On the other hand, there's a big football game going down you could be a part of, and maybe a chance to get lucky...

>Went to Jones' party
>Went to play football and get laid
>>
We already proved were not a pushover and we have some worth as member of the vault. Don't need to play in a pissing contest.

I think we should talk to Mr Jones.
>>
>>1828874
>Went to Jones' party

He threw a party for us, be poor sport to not go
>>
>>1828884
>>1828890

Alright, I will continue tomorrow at 5 hours before this post tomorrow and this quest is leaving the vault soon.
>>
>>1828874
>>Went to Jones' party
>>
>>1828884
>>1828890
>>1829190
The walk to the classroom gets quieter as you go, you pass few people on your way to Mr. Jones' party. Most people are enjoying their Sunday on the upper levels, but hey, you were invited and it'd be rude not to show. You wonder if anyone else will even be at the party. Mr. Jones is cool in his own way, but he doesn't exactly strike you as "with it."

https://www.youtube.com/watch?v=0T5W-xJWuPE
https://www.youtube.com/watch?v=cE_jOD2Fxvs
https://www.youtube.com/watch?v=R03ZKxf5MGA

Upon entering, you notice the classroom is candlelit instead of bathed in the usual florescent lighting. There's music playing from a jukebox in the corner, desks have moved out and couches have moved in, and bottles of various shapes, colors and sizes are set across the front desk. Kelly, Mark and Valerie are already on the makeshift dance floor, the girls giggling as they try to teach a blushing Mark some steps. Mr. Jones is at his desk, staring into a half empty shot glass, but perks up when you enter.

"Ah, welcome Mr. Ford, welcome! Come join the party, what'll you have?"

You're at the party, decide on how you want to spend some time, you can play around with the options or decide to do other stuff.

>Take a shot and get on the floor, ask Kelly to dance.
>Take a shot and get on the floor, ask Valerie to dance.
>(Cha) A round of shots for everybody! I'm not taking no for an answer! Let's get SAUCED!
>You and me old man, three shots right now! (Try to get Jones drunk)
>(Per) Hey, Mr. Jones, is... everything alright? (Ask privately)
>Excuse yourself, this isn't your scene. (To football and socializing in rec area)
>Write-in
>>
>(PER)
"You okay, Mr. Jones?"

Have a drink with the old man.
>>
>>1831284
Supporting. Pump him for info, something ain't right.
>>
>>1831284
>>1831324
Alright, roll me 1d100 charisma to get him to spill the beans, target is 80.
>>
Rolled 55 (1d100)

Charisma? Finally something I'm good at!
>>
>>1831336
>>1831284
You greet everyone on your way past the dance floor, and make your way across to the desk, taking the proffered glass from your teacher.

"I'm glad you could make it, Mr. Ford, glad you could make it. It's a class party now!" he laughs. The two of you clink glasses and down their contents with a grimace. Something seems off to you though, and you look him in the eye. "You ok, Mr. Jones?" you offer quietly enough that your classmates don't hear.

He meets your gaze for just a moment, and you see his expression change into one of remorse for that instant. He hesitates, and begins, "You've... been a good class, all of you. You're a very special group of kids, and... I hate to see you go, that's all."

By now everyone's listening in and the girls bring Mark along and pull the two of you into a group hug. After a few more songs and drinks Mr. Jones excuses himself early. Everyone helps themselves to his selection of drinks and a drunken Valerie asks to see the inside of your housing unit. (Per) Kelly's cheeks are red and she's pretending hard not to notice.

Did you show her your housing unit?
>Oh yeah!
>Let her down gently.

>cont.
>>
Rolled 64 (1d100)

Why not? Hey, Kelly, you wanna come too? We can bring some booze with us.

Rolling that sweet sweet CHA.
>>
>>1831477
You live alone, and your place is always private. You invite Kelly over as well but she shoves her way past you, bumping your shoulder and leaving a confused Mark to clean up after the party. You and Valerie have a nice evening and get very familiar with one another.

==================================================================

It's Tuesday, and things are changing fast. Security Chief Thurman escorted your class to security early this morning and had vests, helmets, guns and shields checked out for you. No one's too surprised, the rumors of a special assignment have already made the rounds, but then you're escorted up to be briefed by the Overseer himself.

He explains to you, to various reactions of shock, anxiety, excitement and nonchalance, that your group has been selected for a very special mission critical to the continued existence of the vault. Supplies of every kind such as chemicals for fertilizer, nuclear material, advanced mechanisms and electronic components are running short, and it's your job to gather or secure what can be found on the list and return to the Vault.

"After analyzing your performance and ability over the past months, the Overseer has decided. Son, you're in command of the mission." Chad steps up and shakes the Overseer's hand, and crushes his father in a bear hug. "Lead them well son, keep them safe and bring yourselves home."

"I won't let you down, dad," he says, actually shaking with emotion and shedding a manly tear.

"And second in command is Benjamin Ford. Now I know you two have a bit of a rough history but bear in mind how important it is that you succeed, and work together," he says more sternly. "We already informed your parents and we expect you back in a few weeks. Our surface communications are broken as you all know, so I'm loading an entry code into Chad's pip-boy. Chad, if anything goes wrong up there and you need to return, there's no shame in coming back."

Some appear nervous, some excited, but everyone prepares to enter the Overseer's tunnel and go topside.

>cont.
>>
May i ask a question? Is Vault 41 in the east coast, the west coast or the mid west? Or somewhere entirely new?
>>
>>1831554
You and eight other young Vault dwellers have been chosen for the second ever mission to the surface. Equip them as desired and leave the vault. Bear in mind encumbrance, fatigue and ability. (who was good at shooting, fighting, etc) You may also decide on a formation for the team to move in by default.

Benjamin Ford - Cha/Int
Kelly Rivas - Cha/Luck
Valerie Lin - Int/Per
Mary Berg - End/Agi
Regan Harper - Cha/Agi
Mark Miller - Int/Per
Zeke Baker - Str/End
Chad Thurman - Str/Luck
Scott Wylde - Str/Agi

9x vault security armor
9x vault security helmet
4x 10mm submachinegun
6x 10mm pistol
9x security baton
9x polycarbonate riot shield
2x bags 10mm rounds and spare magazines
9x personal bags
2x bags camping gear, extra rations/water
>>
>>1831576
It's in somewhere entirely new, the towns, locales and factions are made up.
>>
>>1831609
You don't have to bring all the gear, either.
>>
Everything we have 9 of, everyone gets one. Zeke Baker will carry our camping gear, rations, and water, having high STR / END. Scott Wylde will carry ammunition. His high AGL will probably help in distributing it mid firefight.

As far as weapons go...

SMGs go to Regan Harper, Scott Wylde, Mary Berg, and Chad Thurman. Everyone else gets a pistol, and there's one left over, so if nobody is in opposition to it, Benji can take two, being practiced in rapid shooting.

Thoughts?
>>
>>1831649
Seconding.
>>
>>1831649
>>1831655
I'll give this vote a little longer to weigh in, and then begin the adventure.
>>
>>1831609
Scott, Chad and Zeke should get shields, armor, helmets and the batons, since thet're strongest of us, and Mary should get that equipment too since she has agility and endurance.. Also they should carry the bags and rations.
Valerie and Mark should get the pistols since they're the most perseptive, armor too, but not the helmets since they might enhamper the advantage they have
We and Kelly should have the submachine guns, since we aren't the best at shooting we can spray and pray? Also armor and the extra bags of ammo since we're probably gonna miss a lot.
>>1831649
This is good too, i don't mind if that wins.
>>
Woohoo! A Fallout Quest

>>1831649
This sounds right, the agi characters would do well with an SMG each.

I'd suggest Zeke and Scott might both be able to divide the weight between themselves so they can last longer.
>>
>>1831661
Well, my thoughts are, there's 9 Shields and batons. There's 9 people in our party. Everyone will have a ranged weapon and melee backup with my plan. I figure the SMGs are better in high AGI/PER/LCK hands, since they have higher potential damage output. Of course, we could reverse this though, and give our weaker shooting elements better guns to make the force more well rounded overall, rather than trying to cater to Individual strengths.
>>1831670
I'll accept your suggestion on the extra gear assignment on top of the first plan. It's not a bad idea.
>>
>>1831674
Yeah, but i was thinking that if everyone gets everything they're gonna weigh more, and if they're not so strong they won't perform well in combat.
I guess everyone can carry a baton just in case, but i imagine a shield is pretty heavy, and guns are better handled with two hands.
>>
>>1831702
Fair. Maybe we keep the weapon split as is, but we leave shields behind for our less physically oriented characters? Only Chad, Scott, Zeke, and maybe Mary coz of her high END take shields?
>>
>>1831649
>>1831655
>>1831661
>>1831670
>>1831674
Alright then considering everything here, it looks like you guys want

Benjamin Ford - 2x 10mm pistol, baton, polycarbonate shield, personal bag, security armor and helmet,

Kelly Rivas - 10mm pistol, baton, polycarbonate shield, personal bag, security armor and helmet,

Valerie Lin - 10mm pistol, baton, polycarbonate shield, personal bag, security armor and helmet,

Mary Berg - 10mm SMG, baton, polycarbonate shield, personal bag, security armor and helmet,

Regan Harper - 10mm SMG, baton, polycarbonate shield, personal bag, security armor and helmet,

Mark Miller - 10mm pistol, baton, polycarbonate shield, personal bag, security armor and helmet,

Zeke Baker - 10mm pistol, baton, polycarbonate shield, personal bag, security armor and helmet, extra ammo bag, extra ration bag

Chad Thurman - 10mm SMG, baton, polycarbonate shield, personal bag, security armor and helmet,

Scott Wylde - 10mm SMG, baton, polycarbonate shield, personal bag, security armor and helmet, extra ammo bag, extra ration bag

>>1831702
This is a valid consideration.
If there are no edits or objections to make, I'll begin in 10 minutes.
>>
>>1831702
This was my concern too. I'd rather the shields be mostly left out save for our STR bros.
>>
>>1831724
Yup, that's pretty perfect. Do we make them all keep the helmets though? It's probably safer, but maybe the ones with less PER shouldn't use them so they can see better?
>>
>>1831746
Unless there's an expressed perception penalty, they should keep the armor.
>>
>>1831748
Fair enough. Though maybe even if there isn't a penalty, there could be one in a specific circumstance. Like it's raining or something.
Buuuut they could take the helmets off i guess.
>>
>>1831725
>>1831732
>>1831746
>>1831748
Ok so last check, ditch the shields except for Scott, Chad, Zeke and Mary? Or keep? Security helmets have clear visors and don't reduce Perception, armor and weight in general affects characters more the less strength/endurance they have. Sorry I'm not explaining these things from the get-go.
>>
>>1831757
It's ok QM, don't worry. We keep the helmets and keep the shields on the STRONK squad.
Man, i'm really excited to see what's in the surface!
>>
>>1831757
Yeah, this. Drop shields except for the four who are best suited to them. Everything else as is.
>>
>>1831764
Me too. it could be anything. Dry wasteland. Green and alive. Urban. Hell, it could be arctic or tropical for all we know.

Patrolling the nuclear winter makes you wish you were in the Mojave
>>
Together you and Chad work out how to distribute the gear laid out before you, and to your surprise he's being pretty agreeable, nodding approval of your suggestions and conferring with you about this or that. Ultimately, you decide on loadouts as follows:


Benjamin Ford - 2x 10mm pistol, baton, personal bag, security armor and helmet,

Kelly Rivas - 10mm pistol, baton, personal bag, security armor and helmet,

Valerie Lin - 10mm pistol, baton, personal bag, security armor and helmet,

Mary Berg - 10mm SMG, baton, polycarbonate shield, personal bag, security armor and helmet,

Regan Harper - 10mm SMG, baton, personal bag, security armor and helmet,

Mark Miller - 10mm pistol, baton, personal bag, security armor and helmet,

Zeke Baker - 10mm pistol, baton, polycarbonate shield, personal bag, security armor and helmet, extra ammo bag, extra ration bag

Chad Thurman - 10mm SMG, baton, polycarbonate shield, personal bag, security armor and helmet,

Scott Wylde - 10mm SMG, baton, polycarbonate shield, personal bag, security armor and helmet, extra ammo bag, extra ration bag

>cont.
>>
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>>1831775
The Overseer and Chief Thurman escort you through a hidden tunnel behind the Overseer's surveillance monitor array. It's a long, cold walk to the elevator, and a long, rickety ride to the top. Scott mutters something to himself under his breath until Chad nudges him and he grins, whooping with excitement. Zeke bounces on the balls of his feet, boots squeaking on the elevator floor.

The vault door chamber is musty, and dark until you step in, ancient halogen lights popping to life and following you to the bridge. The Overseer himself enters a code passed down from generation to generation, and a monumental door you've only ever seen in blueprints belches steam as the hydraulics pull the enormous cog aside.

Your party crosses the telescoping bridge and leaves Vault 41. As the vault doors hiss shut behind you, a cracked voice says cheerfully from a tinny speaker, "Thank you for choosing Vault-Tec!"

Outside, darkness and cool, moist air awaits. "Flashlights on," Chad orders, and 9 pip-boys flare with light, bathing the cave walls in a soft glow. Radroaches skitter away into the darkness. Three tunnels appear before you.

>Left
>Center
>Right
>Consult a team member/members
>Write-in
>>
>>1831772
I hope it isn't green and alive though, i know it's the most realistic way, but it doesn't suit me.

Patroling the commonwealth makes you wish for the Mojave.
>>
>>1831777
We should consult it with Chad, since he's the leader and then inform our desition to the rest.
Though there isn't anything interesting going on in any of the paths at the moment, so we could choose randomly.
>>
>>1831777
>>Consult a team member/members
"Our grandparents came this way, every one of us. There's a chance their footprints are still on the floor. Keep your eyes peeled that could lead us down the path they came and to the surface.

Does anyone see anything?"
>>
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>>1831798
There are little trails of footprints leading in and out of the dirt covered parts of the paths before you, but none appear human. Valerie remembers pictures and surmises that they might be rodent prints, and Mark adds bleakly, "rad-rodents."

>>1831792
You consult Chad and he look at each tunnel, appearing deep in thought. Finally, he decides...

>Roll 1d100 luck.
>>
Rolled 91 (1d100)

Get out of this stupid cave.
>>
>>1831808
This is gonna be embarassing, but can anyone please tell me how to make a dice roll? I'm a newfag to /qst/
>>
Rolled 28 (1d100)

>>1831808
>>
>>1831820
Put dice+xdy in the Options field

X is the number of dice
Y are the sides
>>
>>1831822
Thanks!
>>
Rolled 47 (1d100)

fucked up.
If i fuck up again i'm gonna get so embarassed i'll probably leave /qst/ forever.
>>
Rolled 62 (1d100)

>>1831808
Rollin
>>
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>>1831819
Chad appears long in thought, then straightens and points straight to the right. "Let's get moving," he says, and the group moves into the tunnel, you feel cool air and remember that you must be on the right track.

As you move through, some radroaches appear in your path. Chad stops the team, all guns go up, but Scott rushes in, yelling, "I'm goin' Wylde!" and leaps into an attack on the roaches that crushes them easily. Zeke laughs, Chad tells him to quit fooling around but bumps fists.

You emerge into another chamber similar to the first, and Chad stops the team. From the light spilling from the tunnel mouth you see that the room is littered with stalagmites and stalactites, and hear chittering, shuffling, and the glow of yellow eyes closer to the light. A single rad-rat hisses at you from the tunnel exit and scampers out of sight. It's surprisingly small for a mutant, only slightly larger than you remember a rat should be. Still a disgusting looking thing you'd rather not be bitten by.

How to approach the cave? This is more of a freeform decision, I'll just give some example options.

>Enter and move quickly together, shoot anything that approaches the light.
>Move slow, attack any rats that get too close, be ready to run back to the tunnel.
>Fall back, let's try another path, we don't know what's in there.
>Send in (someone) to scout the cave.
>Consult the team/a teammate.
>>
>>1831840
I want to say, toss a big rock into the room first, see if anything mean comes out. If nothing does, move up slowly, watching each others backs.

Try not to shoot anything that can be beaten down with a baton or smashed with a shield.
>>
>>1831840
>Enter and move quickly together, shoot anything that approaches the light.
NEAR THE WALL if possible
>>
>>1831849
Second
>>
>>1831849
I'll back this
>>
Rolled 75 (1d100)

>>1831849
Supporting.
>>
>>1831840
I say we move quickly with the batons in our hands and smash anything that seems smashable. But we should also ask our teammates.
>>
>>1831849
>>1831854
>>1831856
"This is the way," you say. "We're going in there. Stay in line, against the wall, keep eyes out and above, and shoot anything that approaches the light." As you give the orders the group checks their weapons or grips their shields tighter, visors come down and Mark is repeating, "oh shit, oh shit." Faces are drawn tight and Zeke says, "Come on, baby, let's go!"

On Chad's count the group moves at a quick shuffle along the wall, and the rats scatter before the light, there are hundreds of them, maybe thousands. Someone begins firing and others join in, popping rounds at clusters of rats that get too close. (Per) You notice that the rats instinctively push away as a wave from where your bullets land before pushing back in.

>cont.
>>
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>>1831883
"Reloading!"
"Cover me!"
"Keep moving, keep the pace!"
"I'm not gonna make it!"

(Per) Over the gunfire you hear an echoing roar of some large creature.

As you continue along the wall, Valerie shouts, "They're getting closer!" And you see that she's right. The wave of rats is growing braver and moving deeper into the circle of light. Two tunnels appear not far ahead of your group, close to one another.

>First
>Second

>SMGs up front, clear a path and haul ass!
>Keep the pace, make sure no one gets left behind.
>>
>>1831901
>First
>Keep the pace, make sure no one gets left behind.
No one left behind
>>
>>1831901
Oh, and consulting your team, talking to them, is always a free action, even in quick scenes like this. When you do this I'll just answer between writing the next scene so you guys can use it to inform your decisions.
>>
>>1831901
>>First
>Keep the pace, make sure no one gets left behind.
>>
>>1831904
>>1831910
Ok roll 9d100, I actually need 2 sets so I'll take best two.
>>
Rolled 50, 63, 87, 43, 30, 70, 98, 27, 100 = 568 (9d100)

>>1831904
>>1831910
Supporting.

"Keep your eyes peeled! There's something bigger than just these rats."

Designate one of our shield guys, and 2 SMG wielders to engage it if it appears. Everyone else, maintain rat duty unless otherwise necessary.
>>
Rolled 74, 74, 62, 21, 26, 19, 27, 18, 76 = 397 (9d100)

>>1831921
Rollin
>>1831921 Supportin
Shield guy with baton front + 2 smg guy support
>>
>>1831901
"Tunnel up ahead!"
"We gotta jam!"
"Keep the pace!" you yell. "Mark, forget the gun, hurry it up man!" He stops fumbling with his trembling hands and sprints to catch up, you draw your second pistol and fire away, covering him.

"There's something worse up ahead, Zeke, Scott take front with SMGs, Mary back them up, keep your eyes peeled!"

"Reloading!"
"Reloading!"
"Ready!"
"Let's go!"

You fire your last round as you back down the tunnel, and the rats, seeing you leave and the light slowly leaving their den, stay at the tunnel mouth. The last you see of them are the yellow reflection in their many eyes.

"Clear up ahead!"

>cont.
>>
>>1831937
You catch up to the team, having loaded new magazines into your pistols. The group is in a large cave, and you feel that the air in this one is much cooler and a lot more refreshing than in the rat-packed cave behind. The dirt in this cave is soft and loose, and in it are growing little mushrooms that bathe the dirt around them in a green glow.

"You feel that? We're getting closer."
"I can't believe we made that!"
"Team work makes the dream work baby!"
"Oh yeah!"
"Radioactive mushrooms!"

Ahead of you the team is spread in the room, reloading or replacing magazines on Chad's orders, while Zeke and Mary keep their guns on the tunnel ahead.

>Roll 1d100.
>>
Rolled 3 (1d100)

>>1831954
>>
Rolled 37 (1d100)

>>1831954
>>
Rolled 63 (1d100)

>>1831954
>>
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>>1831967
Mark comes over to you with a nod of thanks, you acknowledge with the same. He jokes, "man you're making a habit of saving my ass," he says. Before you can reply, it happens.

The earth in the center of the cave collapses, creating a small crater right under Kelly and Scott. An enormous creature erupts from the dirt, spraying it everywhere as it flails a mighty tail and snaps its claws.

Kelly is thrown upward and lands hard near the creature, Scott lands on its hard shelled back and screams.

>cave pic next
>>
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>>1831990
"Holy shit!"
"Scott!"
"Kelly!"
"Chad!"
"Regan stay back!"
"What the fuck is that!"
"What do we do?!"
"I don't know!"


Decide what do do, you're close enough to Mark and Regan to talk to them as a free action, or yell quick orders at the others.
Zeke and Mary are on the other end by the tunnel, Chad and Valerie are across from you. but separated by the radscorpion's claws.
Scott is hanging onto the shell for dear life as the scorpion tries to swat or sting him off its back with its tail, it's claws waving and snapping a wide arc.
Kelly is staring at the monster with her mouth open in shock and horror on her face.
Below are just options but you're not limited in a solution. Thinking of solutions that use your strong stats gets bonuses in rolls.

>Order everyone to attack, alpha strike the radscorpion and try to kill it.
>Someone needs to save Kelly/Scott/both, form a plan and have the team execute.
>Retreat through the closest tunnels, it doesn't look big enough to follow you through.
>Write in
>>
Rolled 89 (1d100)

FOCUS FIRE!

"Kelly! Scott! Clear the firing line!"
>>
Rolled 91 (1d100)

>>1832027
Are we using VATS? If not, we should coordinate with VATS as a group on its face for this >>1832039
>>
>>1832039
No rolls yet, I'm gonna give this one a bit of time and the roll or rolls will be based on the plan after voting.
>>
>>1832046
You're not using VATS, though acquiring it and using it could be a possibility in the future. It's just your skills for now.
>>
Rolled 8 (1d100)

>>1832027
FOCUS FIRE and disperese everyone
2-3 people groups
>>
Ok I might leave this decision up tonight, I wanted to get you onto the surface tonight but I don't think it's going to happen either way before I sleep.

>>1832039
>>1832054
In the meantime just roll a 3d100 charisma roll, I'll take lowest roll but rolling high is still good, in case this vote sticks

I'll continue this quest tomorrow 4 hours 30 minutes before this post.
>>
Rolled 90, 73, 94 = 257 (3d100)

>>1832086
>>
Rolled 99, 63, 25 = 187 (3d100)

>>
Rolled 15, 83, 71 = 169 (3d100)

>>1832086
Rollin'
>>
Rolled 62, 86, 58 = 206 (3d100)

>>1832086
>>
>>1832090
>Benjamin has seduced the radscorpion with his commanding voice
>>
>>1832650
Wasn;t that a skill named
- Wasteland Whisperer
?
>>
>>1832657
Get yourself a trip and name pls
>>
>>1833218
I meant to link
>>1832086
>>
>>1832039
>>1832054
>>1832090
Not starting early, just a midday post to let you guys make rolls I need before continuing at scheduled time tonight.

Around the cavern your scattered group is holding back, guns and shields tight in their grips, as Scott holds on to the flailing creature for dear life. You make a snap decision - this thing has to go down fast. "Focus fire!" you shout over the others and the snapping and chittering of the beast. "Kelly, Scott, clear the firing line! Open fire now!"

"What?!" Chad shouts, "No! Are you crazy? Hold your fire, hold your fire!"

"We have to kill it now, DO IT!" you command forcefully, brooking no argument. Chad grimaces and steadies his submachinegun over his shield, taking aim as best he can.

"W-wait!"
"Oh my God!"

The group opens fire and the continuous din is deafening.


I need several sets of rolls, separated (don't roll 20+ d100s in one post, I won't count it).

>2x 2d100 morale checks for Kelly and Scott in order, taking lower rolls.

>5x 1d100 morale checks for Zeke, Mary, Chad, Mark and Regan in order.

>6d100 personal attacks if shooting with one pistol, 12d100 attacks with a -15 penalty if shooting with both. You can call shots on certain body parts (ex. 1st shot for the tail, all shots to the combat inhibitor, etc) with a small and varying penalty, otherwise shots are assumed to aim for the torso/center mass.

QM Question: Do you guys want to roll dice for allies' actions? Or should I continue to do behind the scenes and let you focus on you? For example a reaction/reflex check by Kelly.
>>
>>1833218
I forgot to put my name back on. Why do I need a trip?
>>
>>1833745
Easier to find your posts
>>
Rolled 11, 97 = 108 (2d100)

>>1833732
I suppose I'll roll the first set of morale

Also, I would say that you do behind the scenes, but let us roll for any leadership actions
>>
>>1833769
You can roll for all sets, I just want them in separate posts so it's clear to see and interpret the results.
>>
Rolled 100, 34 = 134 (2d100)

>>1833732
keep calm
and
STOMP THE BUGS

or arachnids or whatever these shits are
>>
Rolled 44, 30, 97, 82, 19 = 272 (5d100)

>>1833732
still with the calm
just more stomping
>>
Rolled 26 (1d100)

>>1833769
Second set for morale checks
>>
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Rolled 36, 77, 98, 55, 85, 52 = 403 (6d100)

>>1833732

here comes the part with shooting
>>
>>1833769
>>1833810
>>1833814
>>1833833
Kelly remains frozen in shock and horror, backing away but unable to take her eyes off the monster and focus on getting out of the shallow pit.

Scott hears you and shouts, "W-wait!" in alarm. At the last second he tries to leap as far as he can, but it's impossible to get his footing on the heaving monster's rolling, reticulated back. He makes a pitiful jump, too late to avoid the crossfire.

Zeke, Chad, Valerie, Mark and you open fire on the scorpion, the muzzle flashes and cacophony of gunfire are disorienting in the echoing cave. 10mm rounds smack into the radscorpion's rock hard shell and stick, bounce away, or embed themselves in the gooey bug-flesh beneath. The scorpion screams a shrill, frothy scream for the first time, and curls up, shifting its legs beneath it, curling up its tail, and covering its face with its enormous claws as the barrage of bullets flies into body. You hear Scott scream in agony, and your pistol click empty. Next to you Mark's is empty as well, he keeps pulling his trigger reflexively.

The scorpion emerges from its defensive stance, battered and oozing thick, milky blood over its shell in small rivulets. It now rises to its height, supporting its massive weight on 8 thick legs, and prepares to attack.

>cont.


For rolls, I need:

>2x 1d100 morale check for Kelly, Chad

>3x 2d100 morale checks for Zeke, Mary, Mark

Sorry for the late update, woke up with a headache
>>
Rolled 31, 57, 81 = 169 (3d100)

>>1834847
I assume I could just roll 3 at a time or did you want it in two separate posts
>>
>>1834850
When I have the rolls separated like this:

>roll 1

>roll 2

I want them in separate posts, you can combine the dice in each separate roll, so 3x 2d100 means roll 6d100 for that post and I can take them in pairs.
>>
Rolled 68, 51, 10, 81, 76, 97 = 383 (6d100)

>>1834847
>>
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>>1834847
The radscorpion rises to its height, and seems almost to taunt you by spreading its heavy, bleeding claws wide and snapping them in a threatening display. It then turns on a crawling Scott, who's been shot twice, and slams a claw onto him, slicing off one of his legs at the thigh. His screams of pain become pitiful howls of agony, growing weaker by the second.

Kelly comes to her senses too late, the scorpion's tail flicks swiftly in her direction and she screams as the tail pierces and snares her leg. The scorpion continues by hurling her in one fluid motion across the room toward you, Mark and Regan, where she bounces against the cave wall and sinks to the dirt, unmoving.

The scorpion turns to face Chad and Valerie and chitters aggressively.

Mary is the first to flee, she heads down the tunnel nearest to her and disappears from view.

>Reload your weapons, hit him again! Everyone open fire!
>(Someone) distract it, (someone) can grab Scott and Kelly.
>With Mark/Regan, grab Kelly and get her out through the nearest tunnel.
>EVERYBODY OUT! RUN FOR YOUR LIVES!
>Consult/give orders to the team/a teammate.
>Write in plan.

tfw questers aren't rolling
>>
>>1835005
>shoot chad in the leg then run
"EVERY MAN FOR HIMSELF"
>>
>>1835005
>>Reload your weapons, hit him again! Everyone open fire!
HOLD THE LINE OR WE ALL DIE
>>
>>1835041
Thats a little excessive...
>>
Seems like a slow night, I don't mind waiting for a few votes though. If no one else weighs in before the end of my night, I'll start posting updates tomorrow after work, just under 5 hours before this post. Will be here for another hour.
>>
>>1835135
I wouldn't take it tooo close to heart, every quest was slow as hell tonight
>>
>>1835152
Oh I don't mind at all! I know /qst/ is slow, it isn't the /tg/ days anymore. Some nights are just not that active.
>>
>>1835049
This. We've got it on the ropes. We need to finish it here. People are gonna die in the wasteland, sure, but we have to return here eventually, and we will be weaker then. We gotta put this fucker down.
>>
>>1835005
>chad defensive stance
>Valerie reload and fire
>whoever it is in nw tunnel drag Scott away
>rest reload and open fire

Rip team
>>
>>1833218
But I have A NAME
>>
>>1835005
>>1835049
>>1835378
>>1835754

Alright, I need

>6d100 personal attacks, you still have one loaded pistol.

I'll roll team attacks for Mark, Valerie, Regan, Zeke will roll agility, Chad will roll luck.

Quest resumes in 20 minutes.
>>
Rolled 64, 83, 12, 90, 19, 41 = 309 (6d100)

>>1837452
>>
Rolled 61, 87, 90, 17, 17, 96 = 368 (6d100)

>>1837452
kill it with fire and magnets!
>>
>>1837484
>>1837571
>6 crits, 9 regular hits

As the radscorpion mauls Scott and hurls Kelly, the rest of your remaining group frantically reloads their weapons. Regan finally unloads her gun into the beast in one continuous burst, you draw your second pistol and join her as the scorpion recoils from the sudden flank attack. Chad readies his baton and shield, Valerie finishes reloading before Mark and hits it with another barrage of bullets.

Zeke uses the momentary distraction to duck under his shield and dip into the pit as stray bullets bounce off of the polycarbonate. He then discards it and shrugs off his extra bags to make room for Scott, then notices the scorpion turning toward him.

"Oh no you don't!" yells Chad, charging forward impulsively. He performs a heroic leap over the scorpion's claws and lands a devastating smash with his baton right onto its face.

"Chad what are you doing!" Zeke yells, "Get out of there!" Mark finishes reloading and opens fire with one last barrage as Chad heroically deflects the claws of the scorpion with his shield.

"Go! Just GO!" Chad shouts, before the scorpion knocks him over.

>cont.
>>
>>1837600
You see it happen in slow motion. Zeke shrugs the bags off of an unconscious Scott and pulls him into a fireman carry, and scrambles up the loose and slippery edge of the pit, tripping as he crosses over the lip and looking back. "Chad!" he shouts.

The scorpion bullrushes forward into Chad's shield, knocking him down to the ground and knocking the wind out of him. You hear the crunch of bone and tearing of flesh as it cuts him in half, Valerie screams but next to you Regan simply lets her gun drop and brings her hands to her mouth, and slumps against the cave wall.

The scorpion begins to dig with its claws, tearing great rents into the loose earth and spraying it into your visors as well as everything else. As your visibility clears you see the scorpion moving at an incredible speed into the earth. Its tail is the last bit of it that you see, the earth above it continues to wriggle before finally settling down.

When the dust settles, Chad's body is nowhere to be found, in the pit are a half buried shield and a single large bag. Regan is sitting against the wall, mouth still cupped and tears streaming from her eyes. Valerie stares grimly into the pit, holstering her pistol, while Mark races to Kelly to check her pulse.


You're now in command of this mission. Decide how to proceed, this is a free form decision but below are some options:

>Gather everyone, reload your weapons. Mary ran down the northwest tunnel.
>Send a group to go after Mary.
>Get everyone the fuck out of this chamber, NOW. (pick tunnel)
>(Someone) goes into the pit and retrieves the shield and bag.
>Scott needs immediate medical attention, get into the personal bags and (pick people) attend to him as best we can.
>Spend some time picking glowing mushrooms.
>Consult/give orders to the team/a teammate.
>Write in plan.
>>
>>1837673
What a clusterfuck. RIP Chad.
was there even a way to get them all out alive?

Chad had access codes for the vault, and with him gone we can't get back, right?

First things first though
>Scott needs medical attention
whoever did best on medical in GOAT. Valerie maybe? He's probably gone though.
>So does Kelly for that matter

>next order of business will be either splitting up with us + 1 least wounded going after Mary while the others take Scott and Kelly back to the Vault, or heading after Mary as a group if that is not possible.

Make sure everyone's guns are loaded in case that little shit came back for more.
>>
>>1837673
>>Gather everyone, reload your weapons. Mary ran down the northwest tunnel.
We'll run down to the pit real quick, have the best medical person take a look at Scott
>>
>>1837722
The security chief loaded the code into Chad's pip-boy, he was the mission leader and predicted most likely to survive against all odds. No one else has the code due to the risk of dangerous outsiders entering the vault.

You'll have to find another way to return to the vault, if you ever do.
>>
>>1837722
[I'll do feed back and Q&A after Chapter 1 is done, which I promise is soon.[/spoiler]
>>
>>1837790
Take his Pip Boy then
>>
>>1837803
Chad's body is nowhere in sight. You surmise that he is most likely deep within the earth by now, judging that you can't hear the radscorpion digging.
>>
>>1837790
Seems it really sucks to be Scott.
And Chad obviously.

And we didn't even kill the bloody scorp. Although that was to be expected with nothing but 10mms.
>>
>>1837722
>>1837726
You realize that you need to take charge of the situation, the team can't break down right now, not like this. You relay your orders quickly and they're obeyed: Zeke hauls Scott over next to Kelly, where a surprisingly calm Mark acts as the steady hands for Valerie as she rattles off first aid procedures for first Scott, then Kelly, using some of the trauma kits and, in Scott's case, the steaming barrels of your guns and some thick superglue (roll 2d100). In the meantime you slide into the pit, recovering a shield and one large bag (roll 1d2). The weapons are reloaded with the last of your personal magazines.

"Mary's down that tunnel, we need to get her back."

Valerie takes up a 10mm SMG and covers Mark. Regan remains catatonic against the wall of the chamber. Zeke is with you.

>Roll 2d100 medical rolls for Mark and Valerie.

>Roll 1d2 for what bag remains.

>cont.
>>
>>1837673
>Val, and Us (high int) take care ñof Scott
>Mark (Per) and Zeke (Str) search for the girl
The rest prepare to leave asp. Load weapons and figure a way to carry Scott
>>
Rolled 96, 66 = 162 (2d100)

>>1837884
>>
Rolled 2 (1d2)

>>1837884
>>
Rolled 2 (1d2)

>>1837884
>>
Rolled 100, 70 = 170 (2d100)

>>1837884
>>
>>1837932
Wew
>>
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>>1837909
>>1837910
The large bag was one of the ammo bags. In it are many boxes of spare rounds to reload your 10mm magazines with.

>>1837932
Together, Mark and Valerie first pour water and disinfectant, then cauterize and seal Scott's wound, a dirty, stinking, and messy business for all involved, but it may save his life, if it isn't too late already.

Kelly has a long tear through her calf, and a gruesome, black, and hardly bleeding crater where the tail struck her. This is very worrying but your medics do the best they can to stop any bleeding and bandage the leg up after Mark tries his best to disinfect the poisoned wound.

>>1837884
Mary flies down the tunnel, stumbling over a rock but catching herself quickly. Behind her, the sounds of more constant gunfire echo, and the screams and wails of her friends. She shakes her head and keeps running. Watching the floor, she doesn't see that she enters another large cavern, and nearly screams herself when she sees the source of the roar that echoed through the caves earlier.

It's staring right at her, breathing heavily, and it doesn't move. She stares at it, trembling, but doesn't move from the spot.

>cont.
>>
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>>1837954
Oh come the fuck on, you've gotta be fucking kidding me!
Did they deliberately build this vault below a freak zoo or something?
>>
>>1837969
That was the experiment
>>
>>1837954
The two of you dash down the tunnel, guns forward and shields up, taking no more chances. After the tunnel curves around you see Mary, standing dead still at the mouth of the cave beyond.

"Mary!"
"Mary!"

"No!"

Mary turns, and the yowling of the mutant bear pierces your eardrums.

>RUN (simple agility+endurance test encumbrance will slow you down)
>SHOOT (engage the mutant bear)
>Fight with batons and shields.
>Drop some things as you run for your life (decide what).
>Shoot (someone) in the leg as you run from the mutant bear.
>Write in plan.
>>
>>1837969
It's just a comfy cave, and it's been over 120 years
>>
>>1837976
reminds me of an old joke
>Kohn and Moishe are talking about African wilderness.
>"A Lion, mr. Moishe, is a fearsome beast."
>"That she is, mr. Kohn. How would you kill one, were you to encounter it?"
>"Well, I'd shoot her with my elephant rifle, of course."
>"That could work for sure, but... what if such a rifle was not available?"
>"Well, then I would pull out my machete and cut her down."
>"That is certainly a sound strategy, mr. Kohn, but assuming for a moment that you've gone out without your machete?"
>"Well then I would take off my belt and strangle the lion with it."
>"I suppose so, but imagine, mr. Kohn, that you were to find yourself in such situation without even a belt?"
>This gives mr. Kohn a pause.
>"Listen, Moishe, who are you rooting for, myself or that beast?"
>>
>>1837996
Stand ground, shoot the bear and try to make as much noise as possible, clump together
>>
>>1837996

Mary should throw down the shield if she's still carrying it, and run.
If any of the present company has some food at arms reach, open it and throw down, perhaps it could distract the bear

Otherwise just provide covering fire and retreat towards the others.
>>
>>1838050
>open it and throw down, perhaps it could distract the bear
unless it's already charging in to attack, if so, don't bother with it.
>>
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>>1838050
>>1838061
You, just you, roll 1d100 for Cram.
>>
>>1838050
sure
>>
>>1838050
>>1838101
Mary tosses aside her shield, turns on the spot and begins a perfect sprint back down the tunnel, you and Zeke realize it's time to go, there's no time to fumble with a knife but you holster your guns and toss a ration packet at the mutant bear, the bear charges. You and Zeke draw guns and fire at the mutant, it howls and ducks out of the line of fire, waiting outside the mouth of the cave. The two of you suppress the bear with what remains of your ammo, getting as far as you can get before turning and sprinting down the tunnel, both screaming, "RUN!"

>cont.
>>
>>1838061
>>1838050
ROLL FOR THAT CRAM NIGGA
>>
>>1838222
When you arrive in the cave everyone's already picked up the wounded and are running out of the northwest tunnel. The bear is closing in and you follow their screams of, "Come on! This way! Hurry!"

>Roll 2d100 agility and endurance
>No check if you choose to drop the ammo bag instead
>No check if you shoot Zeke with your last bullet

ALSO

>Roll 1d100 luck
>>
Rolled 80, 3 = 83 (2d100)

>>1838266
NO MAN OR BULLET LEFT BEHIND
>>
>>1838266
RETCON: Also Scott and Kelly were stripped of their armor and helmets, no time to pack those up.
>>
Rolled 100 (1d100)

>>1838266
Here's a luck roll, but knowing our luck...
>>
>>1838401
>>1838266
Your packs slam arrhythmically against your heaving chest and back, the previously light shield feels like a dumbbell, and your legs scream as you slosh through the loose dirt of the scorpion pit, but make it over the hump as the radscorpion returns for seconds. An explosion of dirt once again heralds its arrival, it shifts in the sand confused as it turns and sees the yao guai roaring at it from the mouth of the northwest tunnel. The scorpion bristles and whips its tail at the new threat, the bear swats at the arthropod with heavy paws and roars.

You sink to the ground, exhausted, but Zeke doubles back once he sees the mutants are distracted. He takes the bags and shouts, "Come on!" You find your second wind and keep going.

>cont.
>>
>>1838465
You emerge from the tunnel, kicking up ancient dust with every step as you continue running through a barren, poured concrete pre-war checkpoint. Mold grows on ancient piles of paper scattered into the corners. Sweat runs down your forehead and through your Vault suit, you turn a sharp corner through a three way intersection, following your comrades' voices. "There!" Zeke yells, running up ahead. You spend the last of your energy running to a strongly fenced checkpoint with a narrow entry, the gate long since removed.

Through the checkpoint you can see the mouth of the cave, and notice the transition from poured concrete to sheer rock. The air feels cool and refreshing. You emerge from the caves at last, and see the sky for the first time.

You've seen pictures, of course, memorized and dumped the statistics, but nothing could have prepared you for just how... BIG it is. The night sky, dark blue and bright with stars, stretches endlessly above you, and the unfamiliar scent of pine is overwhelming. Before you stretches a forest of great and gnarly trees, their stretching limbs and foliage blocking your view down the slope you're standing on. Behind you is the rocky surface of the cave, which you now realize is part of a hill, or maybe even a mountain. The air out here is so fresh that you catch yourself sucking it in greedily, as if your lungs want to make up for lost time.

>cont.
>>
>>1838511
The night air is cool and bracing to the face and hands, but your helmet and vault suit keep the rest of you comfortably warm.

On the rock lie Kelly and Scott, badly wounded, but being further bandaged and tended to by Mark and Valerie. Zeke paces around them, occasionally hopping, asking what he can do to help. Your gear, one large ammo bag, two shields, the personal bags, and some guns, lie in a pile. Mary stands by the cave edge, withdrawn and staring at the group. Regan sits further out in the night, staring at the full moon from the rock's edge.

=============================================

End Chapter One
>>
Alright, the Vault Dwellers have left 41 for the first time in a hundred years, the Legend of the Vault Dweller begins anew. I'll answer questions about anything in Chapter 1 and I'd appreciate any feedback on parts that felt fell flat or could have been done better, the system of rolling and combat, or anything else, I think I've learned a lot in just one session. I will probably start Chapter 2 tomorrow, at some time, in a new thread.
>>
>>1838573
The only thing I can really say is that you threw a lot of shit at us at the start and I hope you have a reason for that
>>
>>1838630
What do you mean by that?
>>
>>1838693
A very large scorpion, a Yao Guai, like 3 of our people dying right out of the gate...

I just hope this was a Baptism by Fire thing and not the norm
>>
>>1838573
So were exactly are we? Also, what things are we supposed to find?

And why did we got fucked up so much at the start?
>>
>>1838705
You guys actually responded to the encounters in many different ways than I expected. The radscorpion is there to show the players that they can be outmatched by simply lacking the gear to deal with a situation, I expected you guys to try to save Kelly and Scott and run. I also thought you would walk slow through the rat nest. The Yao Guai wasn't supposed to be fought, I wanted it to be an agility/endurance trap. The caves are dangerous and so will most places that aren't civilized in some form or another.
>>
>>1838715
As to where you are, that may become apparent or discovered by the player later. And you went out with basically a shopping list of components, chemicals, parts needed to keep the Vault running for another decade or so, that you implicitly understand the contents of.
>>
>>1838732
Well now I feel like a big dummy
>>
Yikes. Things seem pretty darned intense for the vault dwellers.

Getting out of the Vault/Start was always one of the hardest part of Fallout 1 and 2
>>
>>1839112
you got a twitter op? to announce future treads.
>>
>>1838732
I was worried it was something like that. Anon's first, also often last and only response to hostile creature is to attack and kill, assuming it's a killable threat.

On the other hand, given how the scorpion made quick work of Chad and how it effortlessly maimed Kelly and Scott, I'd say that even running away would not have been casualty-free.
>>
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>>1839112
Boss Please post your twitter
>>
>>1838837
Don't, it was interesting to write things out in ways I didn't expect, and it helps me test ways the adventure can play out. The character has the perspective of a vault dweller who has no actual experience with the outside world so there aren't any real "wrong" decisions.

>>1839112
I wanted to capture that early game "no gear" feel, and create a sense of the danger of the world above before even stepping foot onto it.
>>1839631
I also wanted a tough encounter in there to show right away that not every situation can be brute-forced, and that combat is something the players should want to prepare for and engage in on their own terms. If you'd managed to find out about the secret mission beforehand and brought along a zap gun or two, they may have helped in some way.

>>1839417
>>1839870
If you guys meant to tag me, I might get a twitter but I think need a mobile number.
>>
>>1840045
>If you guys meant to tag me
yup

I liek the hard encounter, anons need to learn or pay the price for charging straight ahead
>>
Oh, and I announced in /qtg/, but I should here as well, Chapter Two starts tonight at 20:00 or 8PM EST. Chapter One is archived.




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