Profit Never Changes - A Fallout 4 Business Quest

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As long as there are people in the world, there will be someone willing to make a cap off of them. It could be an honest cap made from trading goods and wares. It could be blood money by selling others into slavery. But in the end of the day, caps are caps, and most people don't think beyond making enough caps to survive.

You will be more than a simple trader. You will embrace the finest aspects of capitalism and use it to shape the world as you see fit. You will become a business empire, the likes of which has not been seen in quite some time. Your goods will not be simple scavenged wares, or old food from 200 years ago. It won't be basic Jet or scraps masquerading as armor.

No, your goods will be far superior. You will create products that will stand out in a world of brown and grey. Your goods will expand across the Commonwealth, and people will pay to get their hands on them. You will research, analyze, focus test, and reverse engineer to make your products the best. And when you have the finished product in your hands, you will do what needs to be done to get your products out. Even if that means you need to get your hands a bit dirty.

Hey, nobody ever said capitalism was clean. But it is, above all else, profitable. And profit…

Profit never changes…
Business Creation

Novus Ordo Mundi

Apparently I Work For Jon Moxley Now
Location
The Usual Room
Pronouns
He/Him

As long as there are people in the world, there will be someone willing to make a cap off of them. It could be an honest cap made from trading goods and wares. It could be blood money by selling others into slavery. But in the end of the day, caps are caps, and most people don't think beyond making enough caps to survive.

You will be more than a simple trader. You will embrace the finest aspects of capitalism and use it to shape the world as you see fit. You will become a business empire, the likes of which has not been seen in quite some time. Your goods will not be simple scavenged wares, or old food from 200 years ago. It won't be basic Jet or scraps masquerading as armor.

No, your goods will be far superior. You will create products that will stand out in a world of brown and grey. Your goods will expand across the Commonwealth, and people will pay to get their hands on them. You will research, analyze, focus test, and reverse engineer to make your products the best. And when you have the finished product in your hands, you will do what needs to be done to get your products out. Even if that means you need to get your hands a bit dirty.

Hey, nobody ever said capitalism was clean. But it is, above all else, profitable. And profit…

Profit never changes…​

--

Welcome to Profit Never Changes! As the title suggests, you're going to create a business in the Fallout Universe! But before we find out more about yourself, let us find out more about the business you plan on running.

First, what is the main focus of your business? This will have an effect on your starting stats, so keep this in mind


[] Food and Drink - You start with one unique Food or Drink item that is hard to find in the Commonwealth, which will be voted on. Easy to sell and make, compared to many of the other options.

[] Robotics and Computers - You start with knowledge on how to build and program robots and computers. Can make non-standard robots and AIs.

[] Meds and Chems - You start with knowledge on how to cook chems and make meds, along with your very own twist to make them better.

[] Pre-War Technology - You start with one Pre-War tech of your choice, and one at the QM's. This option can be very expensive and time-consuming, but if you can pull it off, you can make a ton of caps.

[] Weapons and Armors - You start with the ability to craft and improve weapons and armors, along with one unique Legendary status you can grant all of your weapons, with the ability to make more via research.

[] Entertainment - You start with a unique entertainment option you can provide, which will be voted on. This may be gambling, plays, fights, or other services.

[] Sell All The Things - You start with no unique items or improvements, but your general experience gains you a small boost to all of your stats.



--

Next, let's find out about a general idea of your base of power.

[] Travelling Caravan - You travel from place to place, selling your wares. Allows you the most options of dealing with people, and can utilize resources you'd otherwise have a harder time finding. It's also mobile, which can bring plenty of benefits. But it's dangerous in the wastes, with Raiders, Mutants, and other threats. And you won't have as much time to research, and your manufacturing capabilities will be reduced.

[] Company Settlement - You run a settlement as well as a company. Your settlers work for the company, in exchange you offer food, shelter, and safety. While you'll have to make sure your population is happy, you'll also have an employee base that you don't have to pay as much, as well as a lot of room to expand and build what you need for your business

[] Diamond City - In the Commonwealth, the safest place is Diamond City. protected by the walls and it's security force, you'll be able to build your business in peace. But, you'll have to obey the rules while you live here, and you may not be the only one trying to build a business.

[] Under New Management - You've managed to take over a location more conductive to manufacturing then other places. Even better, you've got some of the automation going! But not of all of it, and others may have the same idea to take it from you. Also, people may not be as willing to flock to you, and may want more payment to come out here.

[] With All The Zip of Nuka-Cola - You've managed to carve out a bit of land inside and around Nuka-World. It's got a little bit of everything. Land to farm and build, some automation, a lot of places to scavenge, a lot of traders willing to work under you, and all that Nuka-Cola. Of course, the only locations you control is Nuka-Town USA, and both ends of the Nuka-World Terminal. And there's been talk about groups of raiders banding together to take the place. But if you can gain control of all of Nuka-World, the caps you can make will be absolutely mindblowing (High Risk, High Reward. Certain bits of canon will be changed)

--


Starting Time Period

It's not only what you are selling that can make all the differences, but when. Will you start early and try to change the Wasteland? Or will you wait for the dust to settle and profit off of it?

[] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.

[] Out of Time - You start at the same time Nora does. This allows you flexibility, and the ability to change the early parts of the story to suit you.

[] The Arrival of the Brotherhood - You start when the Brotherhood of Steel arrive at the Commonwealth. This opens up certain options, but locks certain events as Canon continues

[] The Nuclear Option - You start when General Nora blows ups the Institute in a Minutemen/Railroad joint raid. The Institute is no longer a threat, but no longer an option to join. But there may be plenty of their old technology to loot if you're brave enough.

[] The Completion of Far Harbor - The Far Harbor DLC has been completed, as Nora and Nick deal with the Harbor. You're too far away to know how it went down, but trade goods have been coming back that may be new to the Commonwealth

[] The Raid on Nuka-World - The Minutemen clashed with the Raiders of Nuka-World, and won. Nuka World is now under the Commonwealth's control. Nuka flows once more, along with some interesting mysteries...
 
SPECIAL Stats

These stats allow you to add a multiplier to the proper Dice Polls. This multiplier is a 10% increase per point in the proper stat, rounded up. Your soft cap is 10, but there are ways to raise them past this via clothing, chems, and other means.

Strength
Strength provides a multiplier to rolls involving the Melee Skill, as well as items that can boost a person's strength and how much they can carry

Perception
Perception provides a multiplier to rolls involving the Explosive and Stealth Skill, as well as anything involving the five senses, such as an eye for scavenging or hearing someone come up behind you.

Endurance
Endurance provides a multiplier to rolls involving the Wearable and Survival Skills, as well as body modification and survival against the elements, disease, and radiation

Charisma
Charisma provides a multiplier to rolls involving the Barter Skill and Speech Skill, as well as convincing people to see things your way.

Intelligence
Intelligence provides a multiplier to rolls involving the Energy Items, Medicine, Repair, and Technology skills. You also gain more Skill Points upon level up.

Agility
Agility provides a multiplier to rolls involving the Gun skills and travel speed, as well as anything involving VATS and movement speed.

Luck
Luck provides a smaller multiplier to all actions, as well as allowing good things to more likely come your way

--

Skills

When you roll off of these stats, the value of this stat is the size of the dice you roll. Every level, you may put a certain number of points into these skills. The soft cap is 100, but there are ways to push your skills past that.


Barter
Barter allows you to be able to sell your items as a greater profit, and buy raw resources at better prices. You can also negotiate better terms with employees and traders, making sure you get a better cut.

Energy Items
Energy Items provides a greater dice pool to anything involving the use of Nuclear, Plasma, and similar substances.

Explosives
Explosives provide a greater dice pool to anything involving the things that go boom, from simple mines to breaching charges to construction work.

Guns
Gun provides a greater dice pool to the things you can pull the trigger on, from a pipe pistol to a flamer. This stat also governs ammunition, and automated weapons

Medicine
Medicine provides a greater dice pool to anything involving chems and drugs. Furthermore, your chems and drugs are more effective than the normal batch.

Melee
Melee provides a greater dice pool to the use of things you can beat someone to death with. This includes your own fists.

Repair
Repair provides a greater dice pool to both fixing things, and keeping them from breaking. Repair also provides a multiplier to reverse engineering.

Stealth
Stealth provides a greater dice pool to anything involving stealth and counter-stealth, such as Stealth Boys, tripwires, and alarms. Furthermore, you gain a multiplier to more underhanded actions, such as stealing notes from a rival company.

Speech
Speech allows you to sell yourself and the company. Speech grants a greater dice pool on talent or settler hiring, and convince others to buy your product.

Survival
Survival provides you a greater dice pool on things that help someone survive. This includes food, drinks, and tools.

Technology
Technology provides a greater dice pool to anything involving the use of high-end technology, such as computers, software, and robotics. Also, you are better suited to understanding Pre-War technology

Wearables
Wearables provide a greater dice pool to anything you can wear. This can range from simple clothes, all the way to Grade A Power Armor.

--

Combat

Combat in Profit Never Changes goes by rounds. However, you don't just shoot every round. Instead, what happens has been determined by Vault-Tec to ensure that it is a fair and balanced system. However, if you are frightened by the possibility of math, here is a short summary: Faster Weapon Speeds means you can shoot faster, and higher Agility means you can move faster. Higher skills are better for attacking and defending.

Rounds

For those who like the nitty-gritty details, each round the following things happen: Your Attack Count increases by one. If your Attack Count equals your Weapon Speed, you may attack! You may also move your Movement Speed in any way.

As an aside, while the number of rounds that take place do determine how long a combat takes, it will not equal a set amount of seconds. So do not worry about a "six second" rule like in Dungeons and Dragons.

Weapons

Weapon Speed is rated 1-20, with 1 being an extremely fast weapon that will deal damage every round, while your enemy can have a cup of Slocum Joe's while you fire your weapon.

Weapons Range is how far your weapon will reach for full value. With some Ranged weapons, such as pistols, shotguns, and rifles, you can fire up to double beyond your Range, but your to-hit and damage rolls are halved before any calculations.

Weapon Accuracy is how much the weapon itself helps or hinders accuracy. Generally, if a weapon hits is determined by the calculation for combat is as follows:

Attacker: 1d(Combat Skill) + Perception + Weapon + Variables
Defender: (.50)Combat Skill + Agility + Variables

Variables may include certain things like moving backwards, hiding behind cover, purposefully trying to target without VATS, and other things.

Weapon Damage is the amount of damage you would do if a person's Damage Resistance would be 0. The calculation for Actual Damage is based on the Fallout 4 method. In the rare case Damage Threshold applies, it is applied last.

Special Cases

The Melee Skill covers both Melee and Unarmed Weapons. However, many different bonuses are applied to only fists, or only certain types of weapons.

Explosives will still fire off, even if they miss. However, they will bounce around a certain bit, and you may or may not get the best amount of damage, depending on the weapons range and where it ends up.

10 Radiation Damage reduces an enemy's health by 1 percent. This means an enemy with 1000 Radiation Damage is Dead. Radiation Damage can not be healed by Stimpaks, Regeneration Fields, or other things that heal health.

Movements

People do not always just shoot. They may also move!

Movement Speed is what determines how fast you move in a round. Your Movement Speed is equal to your Agility Stat. However, you may burn Action Points to move up to twice your Movement Sped. The cost is equal to twice your Agility Stat.
 
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Character Sheet
Name: Hang Xin
Owner of Xin Industries

Level: 3
Experience: 700/861
HP: 110
AP: 100
Psyker: 1 (+1)

Known Languages: English, Chinese, Japanese, Norweigen


Stats:
Natural (Additional Modifiers)

Strength: 3
Perception: 5 (+1)
Endurance: 2
Charisma: 6
Intelligence: 15 (+2)
Agility: 4
Luck: 6

Skills (Cap: 110)
Skills Per Level: 8 + 2 (Educated Rank I) + (Int/2)
Natural (Additional Bonus)
Barter: 17
Energy Items: 35 (+4)
Explosives: 15 (+2)
Guns: 13
Medicine: 100 (+4)
Melee: 11
Repair: 39 (+4)
Stealth: 15 (+2)
Speech: 17
Survival: 11
Technology: 75 (+4)
Wearables: 11

Trait: Legs of Metal - You were born with no legs, and as such have no way to move other than crawling. However, you start with a customized robotic platform that acts as your legs.

Perks:

Starting Perk: The Oath - Any multiplier on using your skills to improve the lives of people with medical, mental, or physical issues are doubled.
Starting Perk: Hacker (Level 4) - Can hack any terminal, given enough time. Cannot be locked out of a terminal.
Starting Perk: Robotics Expert (Level 3) - Can hack robots, and make them serve your will.
Level 2 Perk: Intelligence 2 - Educated: You gain +2 Skill Points per level. Skill Level Cap raised by 10.
Level 3 Perk: Intelligence 14 - Background Ideas: Each week, roll 1d20 on each Research Action you did not take (Intelligence Modifier). You gain that much progress. This is a Psyker Ability.

Inventory:
Lab Coat: +2 Intelligence. No Damage Resistance
Tinted Reading Glasses: +1 Perception. No Damage Resistance
Xin Dyansty Ring - A ring of white jade, wearing it empowers you and your robots. +1 Psyker Rank
- Rank 1: Robots created by Xin Industries gain a bonus to rolls, equal to your Psyker Rank.
- Rank 3: ???
- Rank 5: ???
- Rank 10: ???
- Rank: 15: ????

Syringer:
- Ballistic Damage: 1
- Attack Count: 10
- Range: 120
- Accuracy: +10 Not Moving
- Ammo: Syringes - 1 Per Reload
- Stat Used: Medicine
- Special: On Hit: Deals effect based on Syringes. The target must have some skin exposed to activate.

Known Recipe: Lock Jaw Syringe
Owned: 30 (Refreshes Weekly)
- On Hit: Roll Wielder's Medicine * Intelligence Multiplier Vs. Enemy 1d100 * Endurance Multiplier. If Wielder's Roll is Higher, target is Paralyzed for 15 Rounds

--

Customized Robotic Platform - "Tian Ming": An eight legged robot that you created when you were younger, she has been your constant companion. She acts as your legs when you need to go places.

Level 3
XP: 700/861
HP: 225
AP: 240

Strength: 5
Perception: 8
Endurance: 5
Charisma: 1
Intelligence: 8
Agility: 12
Luck: 5

Skills (Cap: 110)
Skills Per Level: 8 + 2 (Educated Rank I) + (Int/2)
Natural (Additional Bonus)

Barter: 5
Energy Items: 20
Explosives: 18
Guns: 28
Medicine: 20
Melee: 35
Repair: 45
Stealth: 18
Speech: 5
Survival: 14
Technology: 40
Wearables: 14

Equipment:
Custom Chassis - Xin built Tian Ming to last. As such, she has the following upgrades:
  • Specialized Armor: 40 Damage Resistance. 25 Electrical Resistance
  • Enhanced Sensors - Double any Perception multiplier when searching for biological or robotic creatures.
  • Extra Limbs - Tian Ming has two additional arms to carry things in.
  • Personality Algorithm: - She has created ger own personality via information it researched. She has named herself Tian Ming and refers to you as "Empress". And a lot of other titles. It's admittedly kind of awkward at times, but you'd never change her. She also likes wind instruments, painting, and woodcarving. She dislikes Pre-War American propaganda.
  • Back/Roof Protected Reinforced Riding Seat: Tian Ming comes with a seat for you to ride in! It's comfy, gives messages, can inject you with any necessary drug or chem, and has a back and roof on top to protect you from being targeted by gunfire in those directions. You do not count towards Carry Weight.
  • Reinforced Legs - +100 Carry Weight. Legs 50% harder to cripple.
  • Shock Paddle
    - Energy Damage: 25
    - Attack Count: 3
    - Range: Melee
    - Accuracy: Automatic Vs. Dead
    - Ammo: None
    - Stat Used: Melee
    - Special: Can be used to attempt to revive a person within 20 Rounds. Roll 1d100 * Target or Wielder's Luck Multiplier. (Whichever is higher). On a Target Number 50+, the target survives with 1 HP. For each time the target has died that day, add +25 to the Target Number. Does not work on ashed/irradiated/decapitated/gooified targets.
  • Regeneration Field - Heals all non-robotic allies 5 HP per Round, within Range 50
  • 6 Upgrade Slots! Any Mod may be used here.
Perk: Robot Immunity - Is Immune to Radiation and Poison. Cannot be affected by Mind-Altering effects. Cannot use Chems.
Level 2 Perk: Intelligence 2 - Educated: You gain +2 Skill Points per level. Skill Level Cap raised by 10.

Companions/Employees:

Name: Andrew Radcliffe
Employee of Xin Industries

A smooth talker currently on the run from Robert House, Andrew comes with big dreams, a smooth voice, and the ability to let his ambition and greed talk himself into plenty of trouble. But he also seems to be able to talk himself out of it just as much.

Level: 3
Experience: 650/851
HP: 130
AP: 100

Stats:
Natural (Additional Modifiers)

Strength: 2
Perception: 2
Endurance: 6
Charisma: 10
Intelligence: 10
Agility: 4
Luck: 5

Skills (Cap: 110)
Skills Per Level: 8 + 2 (Educated Rank I) + (Int/2)
Natural (Additional Bonus)

Barter: 25
Energy Items: 25
Explosives: 8
Guns: 12
Medicine: 24
Melee: 8
Repair: 24
Stealth: 8
Speech: 100
Survival: 16
Technology: 50
Wearables: 16

Starting Trait: Selling Yourself - Your Speech Dice Pool is doubled, but you must take at least one Speech Check, Barter Check, or Lie per Conversation if possible.

Perks:

Starting Perk: The Writing On The Wall - If you are trying to convince people that it's inevitable that you'll get what you want, or you have what they need, and your Speech is twice as high as theirs, you auto-succeed.
Starting Perk: Hacker (Level 3) - Can hack any terminal, given enough time.
Starting Perk: Robotics Expert (Level 2) - Can hack robots, making them power on or off, attack, or self-destruct.
Level 2 Perk: Intelligence 2 - Educated: You gain +2 Skill Points per level. Skill Level Cap raised by 10.
Level 3 Perk: Andrew Speech 100: Crier (Xin Industries) - Whenever you make a Speech Check for Xin Industries, roll twice and take the higher roll.

Inventory:

Reinforced Gecko-Backed Leather Armor: Full Body, 70 Ballistic Resistance, 15 Energy Resistance, 15 Poison Resistance, 15 Radiation Resistance,15 Damage Threshold,

Boosted Laser Pistol:
- Energy Damage: 31
- Attack Count: 5
- Range: 70
- Accuracy: +5 Not Moving
- Ammo: Fusion Cells - 25 Per Reload
- Stat Used: Energy Items
- Special: Can Be Dual-Wielded.

Incendiary Laser Pistol:
- Energy Damage: 27
- Attack Count: 5
- Range: 70
- Accuracy: +5 Not Moving
- Ammo: Fusion Cells - 30 Per Reload
- Stat Used: Energy Items
- Special: Can Be Dual-Wielded. On Hit: Deal 3 Burning Damage (3 Rounds)

60 Fusion Cells (Refreshes Weekly)
London
Employee of Xin Industries

On the run as a Heretic of Atom, London just wants to worship Atom in her own way, and without forcing everyone to be irradiated. Has a sense of humor, up to try anything, and really likes clothing.

Level: 3
Experience: 620/861
HP: 150
AP: 100

Stats:
Natural (Additional Modifiers)

Strength: 1
Perception: 5
Endurance: 10
Charisma: 6
Intelligence: 8
Agility: 4
Luck: 3

Skills (Cap: 110)
Skills Per Level: 8 + 2 (Educated Rank I) + (Int/2)
Natural (Additional Bonus)

Barter: 15
Energy Items: 52
Explosives: 13
Guns: 11
Medicine: 25
Melee: 5
Repair: 25
Stealth: 13
Speech: 25
Survival: 50
Technology: 25
Wearables: 22

Starting Trait: Reformation - Double all dice pools and multipliers when dealing with her faith "Reformed Beliefs of Atom", but is branded a Heretic by Orthodox Children of Atom, and will be shot on sight.

Perks:

Starting Perk: Radiation Baby - Double all dice pools and multipliers involving Radiation. Deals double damage with Radiation weapons.
Starting Perk: Blessing of Atom - Immune to Radiation
Level 2 Perk: Intelligence 2 - Educated: You gain +2 Skill Points per level. Skill Level Cap raised by 10.
Level 3 Perk: Intelligence 8: Nuclear Physicst: Radiation Weapons deal 25% additional damage. Fusion Cores last 50% longer

Inventory:
Metal Armor: 47 Ballistic Resistance, 21 Energy Resistance
Power Armor Frame (Company Property): 60 Ballistic and Electric Resistence. Strength Set To 11. Fall Damage Negated

Long Automatic Gamma Gun:
- Radiation Damage: 170
- Attack Count: 4
- Range: 120
- Accuracy: +5 Not Moving
- Ammo: Gamma Rounds - 8 Per Reload
- Stat Used: Energy Items
- Special: Can Be Dual-Wielded. Radiation Baby Applies. On Hit, anyone in 30 Range takes 55 Radiation Damage

30 Gamma Rounds (Refreshes Weekly)
Name: Ophelia Jones
Employee of Xin Industries

Living inside an underground bunker with her parents her entire life, she ran away in order to see the world. Armed only with a baseball bat, a desire to see the world, and a want to live her own life. Enjoys Baseball.

Level: 3
Experience: 500/861
HP: 130
AP: 140

Stats:
Natural (Additional Modifiers)

Strength: 7
Perception: 4
Endurance: 6
Charisma: 2
Intelligence: 3
Agility: 8
Luck: 3

Skills
Natural (Additional Bonus)
Saved: 14

Barter: 7
Energy Items: 9
Explosives: 11
Guns: 19
Medicine: 9
Melee: 75
Repair: 9
Stealth: 11
Speech: 7
Survival: 15
Technology: 9
Wearables: 15

Starting Trait: Wanderlust - You must take at least 1 AU going to either a new location, or a location you haven't been to in at least 1 Month, outside of extreme circumstances. However, you gain triple Experience, and +25 to Perception Checks, in those areas.
Starting Trait: Dead In Canon - ???

Perks:

Starting Perk: Big Leagues (Rank 4) - Melee Weapons deal 80% More Damage. On Hit: 25% chance of disarming the opponent. Hits everyone in a 10 Range.
Locked Starting Perk: Field of Dreams - ???
Level 2 Perk: Ophelia Intelligence 2: Seeing The Sights: Whenever you travel somewhere, you gain a number of Skill Points equal to the Action Units needed.
Level 3 Perk: Melee 75: Super Slam! When you hit with a Melee strike, roll 1d100 No Multiplier. On 85+ with one handed weapons, 70+ with a dual handed weapon, the enemy is knocked down and stunned for 1 round.

Inventory:

Ophelia's Unsent Note
Athlectic Outfit (+2 DR)
Leather Armor (Full Set) (9 DR, 26 ER)
Chain-Wrapped Aluminum Baseball Bat
- Ballistic Damage: 33
- Attack Count: 6
- Range: Melee
- Accuarcy: None
- Ammo: None
- Stat Used: Melee
- Special: None
Name: Johnny O' Quinn
Drunk Employee of Xin Industries

Level: 3
Experience: 500/861
HP: 150
AP: 100

Stats:
Natural (Additional Modifiers)

Strength: 7
Perception: 4
Endurance: 10
Charisma: 3
Intelligence: 10
Agility: 4
Luck: 4

Skills
Natural (Additional Bonus)
Barter: 10
Energy Items: 22
Explosives: 12
Guns: 12
Medicine: 22
Melee: 50
Repair: 25
Stealth: 12
Speech: 10
Survival: 75
Technology: 75
Wearables: 25

Starting Trait: Drunken Genius - In most cases, Johnny may only be assigned 1 AU worth of Actions a Week before Overtime kicks in. But he will select an action on his own. Any roll on this action below 80 is treated as an 80, before multipliers.

Starting Perk: Boozehound - You suffer no penalties from consuming Alcohol, and all benefits are doubled
Starting Perk: Robotics Expert (Level 3) - Can hack robots, and make them serve your will.
Level 2 Perk: Johnny Melee 25: Bar Brawler (Unarmed and Bar Weapons deal 20% more damage)
Level 3 Perk: Technology 75: In Small Packages (Johnny Version) (Applies to Brewing And Cryo Equipment Only)

Inventory:

Raider Leathers: +2DR
Raider Armor (Full) (9 DR, 26 ER)

Spiked Brass Knuckles
- Ballistic Damage: 24
- Attack Count: 4
- Range: Melee
- Accuracy: +5 Not Moving
- Ammo: None
- Stat Used: Melee
- Special: Unarmed Weapon. Covers Both Hands. Ignores 10% of Damage Resistence and Threshold
Molly
Companion/Minder of Johnny O'Quinn

Level 3
Experience: 500/861

Health: 100
AP: 7

Strength: 8
Perception: 5
Endurance: 7 (+1)
Charisma: 9
Intelligence: 7
Agility: 1
Luck: 4

Skills
Natural (Additional Bonus)
Barter: 42
Energy Items: 40
Explosives: 14
Guns: 5
Medicine: 18
Melee: 20
Repair: 25
Stealth: 5
Speech: 40
Survival: 30
Technology: 35
Wearables: 30

Starting Perk: Toughness: +10 DR, +1 DT.
Level 2 Perk: Comradire: Companions and Employees that are with you during Actions, Events, and Interludes add your Charisma Multiplier to whatever Multiplier they're using.
Level 3 Perk: Cold Shoulder: Deal +20% with Cold Weapons.

Inventory:
Protectron Chassis (BR: 40, ER: 25, RR, PR: Immune)
- Microbrewery
- Microfridge
Specialized O'Quiin Paint Job. (Same as Xin Industries O'Quiin Paint Job, but unique to Molly)

Attacks:

Melee
- Ballistic Damage: 10
- Attack Count: 4
- Range: Melee
- Accuarcy: None
- Ammo: None
- Stat Used: Melee
- Special: None.

Cryo Sprayer
- Energy Damage: 12
- Attack Count: 1/1/1/1/1/1/1/1/1/1/10
- Range: 40
- Accuarcy: +30 at 5 or lesser Range. +15 at 20 or lesser Range
- Ammo: Internal
- Stat Used: Energy Items
- Special: Triple damage against flame/fire
Name: Joey Kidman
Employee of Xin Industries (Probationary)

Level: 1
Experience: 0/200
HP: 100
AP: 140 (-10)

Stats:
Natural (Additional Modifiers)

Strength: 2
Perception: 6
Endurance: 4
Charisma: 6
Intelligence: 2
Agility: 8 (-1)
Luck: 1

Skills
Natural (Additional Bonus)
Barter: 30
Energy Items: 7
Explosives: 15
Guns: 19 (-2)
Medicine: 7
Melee: 7
Repair: 7
Stealth: 19 (-2)
Speech: 20
Survival: 11
Technology: 7
Wearables: 11


Starting Perk: Cap Collector (Rank 1) - You gain 10% off when buying, and 10% more when selling.
Starting Perk: Lockpick (Rank 1) - Can unlock Advanced Locks
Locked Perk: ??? (Give Him Purpose)

Addiction: Jet (Minor): -1 Agility.

Location Penalties: Bunker Hill (Dependant on Certain Factors)

Inventory:
Raider Clothes (2 DR)
Sturdy Leather Armor (40 DR, 71 ER)

Note: Addiction penalties only apply when not on the drug. Minor Addictions can be removed by enough time away from the drug, or seeing a doctor.
Name: Anna
Maid of Xin Industries

Level: 1
Experience: 0/200
HP: 160
AP: 80

Stats:
Natural (Additional Modifiers)

Strength: 2
Perception: 8
Endurance: 7
Charisma: 7
Intelligence: 15 (+1)
Agility: 3
Luck: 6

Skills
Natural (Additional Bonus)
Barter: 25
Energy Items: 35 (+2)
Explosives: 5
Guns: 5
Maidcraft: 100
Medicine: 35 (+2)
Melee: 20
Repair: 44 (+2)
Stealth: 19
Speech: 50
Survival: 19
Technology: 34 (+2)
Wearables: 19

Starting/Employment Trait: Clean Feeling - Anna's actions cannot be chosen by Xin, outside of certain situations. However, she will perform up to 3 AU of any Maintenance or Maid Actions on her own without triggering Overtime.

Starting Perk: Maid of Aluminum: Any rolls she makes for Maintenance or Maid Actions, or in protection of Xin Industries, uses Maidcraft instead of any other Skill. Whatever building she is in will be automatically cleaned!

Locked Starting Perk: ??? - Unlocked by regaining enough memories, or finding Morningtide Mansion.

Inventory:
RoboBrain Chassis (60 Ballistic Resistance. 40 Energy Resistance. Immune to Poison and Radiation)
  • Xin Industries Normal Paint Job: +1 Intelligence. Double any healing this robot does.

Feather Duster

Internal Laser - (38 Energy Damage. 50 Fire Rate. 70 Range. 60 Accuracy)
- Energy Damage: 38
- Attack Count: 5
- Range: 75
- Accuarcy: +5
- Ammo: Internal
- Stat Used: Energy Items
- Special: None

Internal Mesmetron - (1 Energy Damage, 200 Fire Rate. 100 Range. 75 Accuracy)
- Energy Damage: 1
- Attack Count: 15
- Range: 100
- Accuarcy: +10
- Ammo: Internal
- Stat Used: Energy Items
- Special:
Seperate Count From Laser and Unarmed.
On hit against non-Robotics, Roll 1D100 + Intelligence Score - Opponents Intelligence Score.
- 1-60: Enemy becomes stunned and put into a hypnotic stupor for about 8 Rounds. They cannot do any action, and are unlikely to stop you from doing anything. Attacking them ends the stupor
- 61-89: Enemy becomes frenzied for 20 rounds, causing them will attack the closest thing to them, regardless of alignment
- 90+: After the enemy takes an action, or 2 rounds have passed, their brain explodes, causing Instant Death (except in extremely unusual circumstances)
 
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Xin Industries Business Sheet
Company Name: Xin Industries
Owner: Hang Xin
Employees: 5 Humans, 1 Robot, 1 Partially Amnesic RoboBrain

Company Headquarters - RobCo Sales and Services Centers / Mechanist's Lair [The Forbidden City]
Company Ownings:
- Neon Pete's Sign Company (Next Door)
- Broken Glass Furnace, 3 Security Robotrons Guarding.
Company Treasury - 11111 Caps
  • No Income
  • Employee Expenses: 1400 - 1500 Cap Per Week
    • Andrew Radcliffe - 300 CPW, Free Room
    • London - 300 CPW, Free Room
    • Ophelia Jones - 200 CPW, Free Room
    • Johnny O'Quinn - 200 CPW, and either an additional 100 CPW, or 7 Booze, Free Room
    • Joey Kidman - 200 CPW, Free Room
    • Anna - 200 CPW, Free Room

Company Property

Adhesive - 67
Aluminum - 250
Antiseptic - 148
Asbestos - 25
Ballistic Fiber - 14
Bone - 100
Ceramic - 111
Circuitry - 33
Cloth - 315
Concrete - 170
Copper - 109
Cork - 30
Crystal - 22
Fertilizer - 100
Fiber Optics - 130
Fiberglass - 207
Gears - 159
Glass - 106
Gold - 50
Human Robobrains - 50
Lead - 125
Leather - 300
Nuclear Material - 27
Oil - 125
Plastic - 200
Rubber - 159
Screw - 191
Silver - 133
Spring - 211
Steel - 355
Wood - 170
Legendary Weapons
All Guilty - (Blazing Heavy Double Barrel Shotgun)
- Ballistic Damage: 51
- Attack Count: 2 (Reload 8)
- Range: 45
- Accuarcy: +10 Non Moving
- Ammo: Shotgun Shells - 2 Per Round
- Stat Used: Gun
- Special: On Hit: Roll a 1d4. On 4, deal 50 burning damage and light target on fire, dealing 20 damage per round for five rounds.

Weapons

8 Pipe Pistols
- Ballistic Damage: 13
- Attack Count: 5
- Range: 85
- Accuarcy: -5
- Ammo: .38 - 12 per round
- Stat Used: Gun
- Special: Can Be Duel-Wielded

2 10mm Pistols
- Ballistic Damage: 18
- Attack Count: 6
- Range: 85
- Accuarcy: +5 Non Moving
- Ammo: 10mm - 12 per round
- Stat Used: Gun
- Special: Can be Dual-Wielded

Laser Pistol:
- Energy Damage: 24
- Attack Count: 5
- Range: 70
- Accuracy: +5 Not Moving
- Ammo: Fusion Cells - 25 Per Reload
- Stat Used: Energy Items
- Special: Can Be Dual-Wielded.

.44 Pistol
- Ballistic Damage: 48
- Attack Count: 8
- Range: 85
- Accuarcy: +5 Non Moving, +5 Two-Handed.
- Ammo: .44 Round - 6 per Reload
- Stat Used: Gun
- Special: Can be Dual-Wielded

Shock Baton
- Ballistic Damage: 15
- Energy Damage: 15
- Attack Count: 6
- Range: Melee
- Accuarcy: None
- Ammo: None
- Stat Used: Melee
- Special: On Hit: Roll 1d100 - Opponent's Endurance. On 75+, the enemy is stunned for 1 round.

Bladed Tire Iron
- Ballistic Damage: 21
- Attack Count: 6
- Range: Melee
- Accuarcy: None
- Ammo: None
- Stat Used: Melee
- Special: On Hit: Deals 4 Damage Each Round for 3 Rounds. Stacks.

1 Spiked Baseball Bat
- Ballistic Damage: 23
- Attack Count: 6
- Range: Melee
- Accuarcy: None
- Ammo: None
- Stat Used: Melee
- Special: Armor-Piercing

Ammunition:

65 .44 Ammo
250 .38 Ammo
100 Fusion Cells
2 Cryo Cells
50 10mm Ammo
29 Shotgun Cells
120 Gamma Rounds
100 Lockjaw Syringes

Armor:

3 Raider Armor (Full Set) 10 DR, 8 ER - One Loaned (Johnny)
1 Leather Armor (Full Set) 9 DR, 26 ER - One Loaned (Ophelia)
1 Learther Armor (Missing Chest) 6 DR, 16 ER
1 Sturdy Leather Armor (Full Set) 40 DR, 71 ER - One Loaned (Joey)
6 Raider Leathers (DR 2) (Armor may be worn over it) One Loaned - (Johnny)

1 Power Armor Frame (Current Wearer: London): 60 Ballistic and Electric Resistence. Strength Set To 11. Fall Damage Negated
- Fusion Core: 90%
1 Nuka Cola
5 Nuka Cola Cherry
1 Nuka Cola Quantum
Comc:
- The Mysterious Belladonna! Issue 6: The Dragon's Embrace! (All multipliers gain an additional 10% when out during nighttime, or inside and in darkness. 1/12 Issues collected!)
- Magazine: U.S. Army: 30 Handy Flamethrower Recipes. (+10 to rolls to hit and to damage involving weapons that involve fire (Flamer, Molotov Cocktails, ect.))
Addictol: 5
Antivenom: 15
Bio-Med Gel: 50
Calmex: 5
Rad-X: 33
Radaway: 31
Med-X: 43
Stimpaks: 39
43 Jet
32 Mentats
26 Psycho
10 Psycho Jet
5 Orange Mentats
5 Smooth Operator
5 Buffjet
5 Overdrive
1 Daytripper
Broc Flower - 1
Xander Root - 1
Jalapeno Pepper - 1
Nevada Agave Fruit - 1
Barrel Cactus Fruit - 1
Banana Yucca Fruit - 1
Honey Mesquite Pod - 1
White Horsenettle - 1
Daturana - 1
Glowing Fungus - 2
50 Neon Signs
- Can be used for Advertisement, or broken down into 2 Glass and 2 Steel per Sign
5 Corpses
- Can be broken down into 5 Bone and 7 Fertilizer

--

Store Front
This area is where your merchendise is stored, so that you can showcase your wares. Robots stored here may defend the Store Front should hostilities erupt. Once a robot is desginated for sales, it may not be used for any other action in Xin Industries unless in Crisis Mode.

The Storefront is currently manned by a RoboBrain with a bowtie and a fez. It can answer many questions to potential customers.


6 Eyebots
4 Xin Industries Medbot Mark I
26 Robotic Repair Kits
1 Console Terminal

-

Production Wing

This is the mechanical heart of your business. Here, you can build new robots based off the models and modifications you have created or unlocked. The Production Wing doubles as a Robot Workbench, if needed to tinker.

Currently, you can create 1 Production Line online, which can create 14 Units worth of Product a week. There are also 2 other Production Lines that can be fixed. Product Line 1 can also be optimized to work more effiencently, which can increase the amount of Robots you can build.


Production Line One: Online! 14 Units of Products Per Week
Production Line Two: Under Repair! 533.5/750 To Completion
Production Line Three: Offline And Awaiting Repair.

Robots:
Unless otherwise stated, all robots have the Xin Industries Normal Paint Job on them)

Assaultron

Selling Price: 15K Caps
Unit Count: 1
  • Adhesive (10)
  • Aluminum (17)
  • Ceramic (12)
  • Circuitry (8)
  • Rubber (10)

Health: 300

Strength: 7
Perception: 12
Endurance: 5
Charisma: 5
Intelligence: 6
Agility: 8
Luck: 4

Ballistic Resistance: 75
Energy Resistance: 40
Radiation/Poison Resistance: Immune

Unarmed Assaultron Attack
- Ballistic Damage: 15
- Attack Count: 4
- Range: Melee
- Accuracy: None
- Ammo: None
- Stat Used: Melee
- Special: None

Assaultron Head Laser
- Energy Damage: 150
- Attack Count: 17 / 1 / 1 / 1
- Range: 120
- Accuarcy: +15
- Ammo: Internal
- Stat Used: Energy Item
- Special: Seperate Count from Unarmed Attack

Eyebot:

Selling Price: 750 Caps (1K With Pod)
Unit Count: .5 [.5]
  • Aluminum (3) [6]
  • Circuitry (2) [4]
  • Copper (1) [2]
  • Fiber Optics (1) [2]
  • Nuclear Material (1) [2]

Health: 100

Strength: 1
Perception: 12
Endurance: 2-
Charisma: 8
Intelligence: 7
Agility: 8
Luck: 5

Ballistic/Energy Resistance: 0
Radiation/Poison Resistance: Immune

Special Abilities: Floats

Laser (10 Energy Damage, 60 Fire Rate, 100 Range, 80 Accuracy)
- Energy Damage: 10
- Attack Count: 4
- Range: 150
- Accuarcy: +10
- Ammo: Internal
- Stat Used: Energy Items
- Special: None


Protectron

Selling Price: 2K Caps
Unit Count: 1
  • Adhesive (8)
  • Aluminum (11)
  • Ceramic (9)
  • Circuitry (6)
  • Rubber (6)

Health: 100
Strength: 8
Perception: 5
Endurance: 7
Charisma: 4
Intelligence: 5
Agility: 1
Luck: 4

Ballistic Resistance: 40
Electrical Resistance: 25
Radiation/Poison Resistance: Immune

Melee
- Ballistic Damage: 10
- Attack Count: 4
- Range: Melee
- Accuarcy: None
- Ammo: None
- Stat Used: Melee
- Special: None.

Laser
- Energy Damage: 22
- Attack Count: 4
- Range: 60
- Accuarcy: None
- Ammo: Internal
- Stat Used: Energy Items
- Special: None.

RoboBrains

Selling Price: --
Unit Count: 2
  • Adhesive (9)
  • Aluminum (15)
  • Ceramic (11)
  • Circuitry (7)
  • Robobrain (1)
  • Rubber (9)

Health: 160

Strength: 2
Perception: 5
Endurance: 7
Charisma: Variable
Intelligence: 15
Agility: 3
Luck: 6

Ballistic Resistance: 60
Electric Resistance: 40
Radiation/Poison Resistance: Immune


Unarmed Attack (5/Slow)
- Ballistic Damage: 5
- Attack Count: 8
- Range: Melee
- Accuarcy: 0
- Ammo: None
- Stat Used: Melee
- Special: None

Laser Damage (38 Energy Damage. 50 Fire Rate. 70 Range. 60 Accuracy)
- Energy Damage: 38
- Attack Count: 5
- Range: 75
- Accuarcy: +5
- Ammo: Internal
- Stat Used: Energy Items
- Special: None

Mesmetron (1 Energy Damage, 200 Fire Rate. 100 Range. 75 Accuracy)
- Energy Damage: 1
- Attack Count: 15
- Range: 100
- Accuarcy: +10
- Ammo: Internal
- Stat Used: Energy Items
- Special:
Seperate Count From Laser and Unarmed.
On hit against non-Robotics, Roll 1D100 + Intelligence Score - Opponents Intelligence Score.
- 1-60: Enemy becomes stunned and put into a hypnotic stupor for about 8 Rounds. They cannot do any action, and are unlikely to stop you from doing anything. Attacking them ends the stupor
- 61-89: Enemy becomes frenzied for 20 rounds, causing them will attack the closest thing to them, regardless of alignment
- 90+: After the enemy takes an action, or 2 rounds have passed, their brain explodes, causing Instant Death (except in extremely unusual circumstances)


Robotic Platforms

Selling Price: 5K Caps
Unit Count: 1
  • Adhesive (5)
  • Ceramic (5)
  • Circuitry (6)
  • Nuclear Material (1)
  • Rubber (3)
  • Steel (8)
Health: 100

Strength: 5
Perception: 8
Endurance: 8
Charisma: 4
Intelligence: 8
Agility: 10
Luck: 5

Ballistic Resistance: 20
Energy Resistance: 10
Radiation/Poison Resistance: Immune

Special: Can have 4 Torso Mods, and 4 Leg Mods, but no Head Mods.

Possess eight legs, and having a flat back, these robots can carry people to safety, or act as a mobile seat.

Sentry Bot

Selling Price: 25K Caps
Unit Count: 3.
  • Adhesive (20)
  • Aluminum (20)
  • Ceramic (13)
  • Circuitry (8)
  • Nuclear Material (6)
  • Rubber (14)
  • Steel (12)
Health: 750

Strength: 10
Perception: 8
Endurance: 10
Charisma: 3
Intelligence: 3
Agility: 1
Luck: 2

Ballistic Resistance:125
Energy Resistance: 85

Special: Will Overheat after 40 Rounds, forcing it into Cooldown Mode. Cooldown Mode lasts 5 Rounds, and the Fusion Core is targetable. Too big for many door frames to enter.

Melee
- Ballistic Damage: 30
- Attack Count: 4
- Range: Melee
- Accuarcy: 0
- Ammo: None
- Stat Used: Melee
- Special: None

Chaingun
- Ballistic Damage: 15
- Attack Count: 1
- Range: 70
- Accuarcy: None
- Ammo: Internal
- Stat Used: Guns
- Special: Requires 5 Rounds Spinup.


Moderations:

Paint:

Xin Industries Normal Paint Job: (Free With Every Robot)
+1 Intelligence. Double any healing this robot does.

Xin Industries O'Quinn Paint Job (Free Upon Request)
+1 Endurence. Booze brewed in a robot with this paint does not give any negative modifiers.

Xin Industries Dreamweaver Paint Job
+1 Intelligence, +3 to all rolls involving Psyker Abilities within 100 Range. Looks real pretty and full of stars and auroras.

Head:

Enhanced Sensors:
Doubles any Perception Modifier when searching for Biological or Robotic Creatures
Selling Price: 500 Caps
  • Adhesive (4)
  • Aluminum (4)
  • Circuitry (8)
  • Rubber (4)


Torso:

Decontamination Spray Mark I
Removes 10 Radiation from a person within 30 Range each Eound. Has 200 uses before needing replacement material
Selling Price: 200 Caps
  • 2 Aluminum
  • 2 Antiseptic
  • 1 Circuitry
  • 1 Copper
  • 1 Fiber Optics
  • 1 Glowing Fungus
  • 1 Radaway
  • 1 Rubber
Replacement Materials Required
  • 1 Antiseptic
  • 1 Radaway

Regeneration Field:
Heals all non-robotic allies 5 HP per Round, within Range 50
Selling Price: 300 Caps
  • Adhesive (4)
  • Circuitry (5)
  • Crystal (3)
  • Rubber (3)
Microbrewery
Can brew four servings of booze every six hours.
(Cannot be used by Eyebots)
Selling Price: 900
Requires On Creation:

  • Aluminum (2)
  • Cermaic (1)
  • Copper (4)
  • Fiberglass (2)
  • Glass (1)
  • Screw (1)
  • Spring (1)

Requires to Use:
The correct ingrediants to brew beer. 1 Ingrediants = 24 Bottle of Booze

Microfridge
Makes things cold over the course of 6 hours. Can hold 4 drinks at a time.
(Cannot be used by Eyebots)
Selling Price: 300
  • Cyro Cell (2)
  • Plastic (2)
  • Rubber (1)
  • Steel (2)
Arms:

Decontamination Spray Mark I
Removes 10 Radiation from a person within 30 Range each Eound. Has 200 uses before needing replacement material
Selling Price: 200 Caps

  • 2 Aluminum
  • 2 Antiseptic
  • 1 Circuitry
  • 1 Copper
  • 1 Fiber Optics
  • 1 Glowing Fungus
  • 1 Radaway
  • 1 Rubber
Replacement Materials Required
  • 1 Antiseptic
  • 1 Radaway

Electric Pads:
Deals Electrical Damage. Can possibly stabilize freshly killed people.
Selling Price: 200 Caps
  • Adhesive (4)
  • Aluminum (8)
  • Circuitry (3)
  • Rubber (3)

Cryo Sprayer
Deals Cryo Damage
Selling Price: 500
  • Adhesive (3)
  • Cermaic (1)
  • Circuitry (4)
  • Cryo Cell (1)
  • Rubber (6)
  • Screw (2)
  • Steel (4)

Legs:

Reinforced Legs
+100 Carry Weight. 50% harder to cripple legs
Selling Price: 500 Caps.
  • Adhesive (4)
  • Circuitry (2)
  • Rubber (2)
  • Steel (10)

Terminals:

Small Terminal
Selling Price: 250
Unit Count: .25
Useful For Running Settlement Stuff
  • Aluminum (4)
  • Copper (2)
  • Circuitry (2)
  • Rubber (2)

Desktop Terminal
Selling Price: 500
Unit Count: 1
Useful For Everyday Computing And Gaming
  • Aluminum (6)
  • Copper (3)
  • Circuitry (4)
  • Rubber (3)

Console Terminal
Selling Price: 750
More Powerful Terminal To Run Important Things
  • Aluminum (12)
  • Copper (6)
  • Circuitry (10)
  • Rubber (8)
Misc.

Spotlights
Selling Price: 125
Unit Count: 1
  • Circuitry - (1)
  • Gears - (2)
  • Glass - (2)
  • Oil - (1)
  • Screw - (2)
  • Streel - (6)
Robot Repair Kit:
Selling Price:200
Unit Count: .125
Xin Industries Medbot Mark I (Deluxe)
- Robot Model: Eyebot
- Paint: Xin Industries Normal Paint Job
- Torso Modifications: Regeneration Field
- (Deluxe) Eyebot Pod

Brigid Mark I
- Robot Model: Assaultron
- Paint: Xin Industries O'Quiin Paint Job
- Torso: Microbrewery
- Torso: Microbrewery

Kildare Mark I
- Robot Model: Assaultron
- Paint: Xin Industries O'Quiin Paint Job
- Torso: Microbrewery
- Torso: Decontamination Spray Mark I
Robot Warrenties:
40% of Robot's Selling Price. Will repair Robot for any problems within a year.

Robot Repair:
We fix any Robco or Xin Industries Robot.
Small Jobs: As low as 100 Caps
Medium to Large Jobs: Up to the total price of the Robot.

--

Research And Development Wing

This is where all research and developing takes place. From testing new robots to reverse engineering old technologies, this place has all you need to do proper experimentation. This place counts as a Chemist Workbench, and a Surgery Chair, should it so be needed.

In the past, the military used this place to create RoboBrains. As such, this location is also where RoboBrains can be created, stored, and wiped. The Brain Extractor allows you to make new RoboBrains, provided you have Glass, BioMed Gel, Circuitry, and of course a Brain. You may also use the Cerebral Reconditioning station to wipe 5 RoboBrains a day. Now wiping them can cause issues...

Also, someone left a hydroponics chamber here. It can hold twelve plants, and is fruitful enough to harvest them once a week.

Decontamination Arch
Tier I Complete! Results: Torso/Arm Mod Decontamination Spray Mark I
Tier II 225/1000
  • Broc Flower
  • Xander Root
  • Jalapeno Pepper
  • Nevada Agave Fruit
  • Barrel Cactus Fruit
  • Banana Yucca Fruit
  • Honey Mesquite Pod
  • White Horsenettle
  • Daturana
  • Glowing Fungus
  • Glowing Fungus
  • Open

--

Facilities Wing

This location monitors the facility itself, and ensures it runs at the maximum effieceny. This place houses the power station, providing the necessary energy to run everything else. Currently, you have 1000 Power, divided between two super fusion generators. Each generator is powered by a fusion cell.

Furthermore, this is also the base location of your Security Forces. They will roam around each location, keeping out all intruders. The Strange Devices also are powered and monitored here, ensuring that only Xin Industries personnel are allowed access.

There is an elevator here that can go up and down to the Owner's Office. To go up, you need three Pre-War voices, or the voice and password access of Hang Xin.

There is also a Decontamination Arch here. Brought her by London on her flight from the Children of Atom, she managed to get it into the building, allowing anyone who enters it to be decontaminated. With enough time, it can scrub anyone free of radiation. It requires 5 Units of Power to operate, and 1 Radaway per day of use.


Total Power: 1000
Power Available: 545

Production: 100
Research And Development: 200
Facilities: 100
Office: 100
Store: 25
Jail Cells: 10
Housing: 10
Primary Security Bot - Assaultron with Enhanced Sensors
8 RoboBrains
2 Assaultron
1 Xin Industries Medibot Mark I,


--

Owner's Office

The location where Xin Industries is run from, this is where Xin can usually be found if she is not busy elsewhere. This also acts as a confrence room, and a bedroom. There is also a secret safe room that can be used as a final refuge, should it so need to be.

--

Housing Wing

Right now, your housing wing can hold up to 10 people. You currently have five employees living there.

There is also a common area that you or your employees can fill things with. Right now, it can currently has nothing in it, and can hold 15 items worth of objects.


--

Jail Cells

While the Pre-War Military used it to hold prisoners awaiting brain extraction, you have no such intention. Right now, it is used as a place where employees that have Paid Housing can use. It can also be used as a detention center if needed, and storage.

There are 24 Jail Cells.

2 Jail Cells are occupied by prisoners. 1 is Juror Kellerman, from the former Court of Boston. Kellerman is being quiet, not doing much of anything. The other is Orderly Lake, who is being an absolute pain in the ass.
 
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[X] Plan Post-Nuclear Robotics
-[X] Robotics and Computers - You start with knowledge on how to build and program robots and computers. Can make non-standard robots and AIs.
-[X] Under New Management - You've managed to take over a location more conductive to manufacturing then other places. Even better, you've got some of the automation going! But not of all of it, and others may have the same idea to take it from you. Also, people may not be as willing to flock to you, and may want more payment to come out here.
-[X] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.


I like the thought of us taking over a factory or something of the like and building security robots, maybe eventually taking advantage of the Institute by either aligning with them for their advanced technology or digging through their rubble if things end up going canon. Either way, I wanna bot it up.

Admittedly I'm not too strong on when we start, but I think Before Out of Time is a decent option. It lets us either decide to go with canon when it begins or to start messing with things before it does.
 
[X] Plan King of Cuisine
-[X] Food and Drink - You start with one unique Food or Drink item that is hard to find in the Commonwealth, which will be voted on. Easy to sell and make, compared to many of the other options.
-[X] Under New Management - You've managed to take over a location more conductive to manufacturing then other places. Even better, you've got some of the automation going! But not of all of it, and others may have the same idea to take it from you. Also, people may not be as willing to flock to you, and may want more payment to come out here.
-[X] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.

Let's become post-apocalyptic culinary gods!
 
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[X] Plan Post-Nuclear Robotics

Like this, had a similar thought though was considering Nuka world but did not play 4 so not sure if that is better than a factory for robots. Having a settlement would be nice as well. Long term, make robots figure out how to make weapons combine the two into a defense force.
 
[X] Sell All The Things - You start with no unique items or improvements, but your general experience gains you a small boost to all of your stats.

[X] Travelling Caravan - You travel from place to place, selling your wares. Allows you the most options of dealing with people, and can utilize resources you'd otherwise have a harder time finding. It's also mobile, which can bring plenty of benefits. But it's dangerous in the wastes, with Raiders, Mutants, and other threats. And you won't have as much time to research, and your manufacturing capabilities will be reduced.
 
[X] Plan Nuka and Tech
-[X] Sell All The Things
-[X] With All The Zip of Nuka-Cola
-[X] Before Out of Time

High risk and high reward.
 
[X] Plan Robotics and Nuka-Cola
-[X] Robotics and Computers - You start with knowledge on how to build and program robots and computers. Can make non-standard robots and AIs.
-[X] With All The Zip of Nuka-Cola - You've managed to carve out a bit of land inside and around Nuka-World. It's got a little bit of everything. Land to farm and build, some automation, a lot of places to scavenge, a lot of traders willing to work under you, and all that Nuka-Cola. Of course, the only locations you control is Nuka-Town USA, and both ends of the Nuka-World Terminal. And there's been talk about groups of raiders banding together to take the place. But if you can gain control of all of Nuka-World, the caps you can make will be absolutely mindblowing (High Risk, High Reward. Certain bits of canon will be changed)
-[X] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.


Nuka-world world has a lot of robots there, so it should have a lot of things to do with robots there
 
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[X] Plan Post-Nuclear Robotics

@Punchweasel any interest in moving the timing to post the end of the institute? The scramble to pick over their bones could be cool.
 
[X] Plan King of Cuisine

Let us become the Starbucks of the Wasteland and sell the most addictive legal pre-war drug:

 
[X] Plan Post-Nuclear Robotics
-[X] Robotics and Computers - You start with knowledge on how to build and program robots and computers. Can make non-standard robots and AIs.
-[X] Under New Management - You've managed to take over a location more conductive to manufacturing then other places. Even better, you've got some of the automation going! But not of all of it, and others may have the same idea to take it from you. Also, people may not be as willing to flock to you, and may want more payment to come out here.
-[X] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.
 
[X] Plan Post-Nuclear Robotics

I'm here for the robot factory, whatever time period you ultimately decide on I'm more or less cool with.
 
[X] Plan Robotics and Nuka-Cola

Lets show that not everything good and killy died after the bombs dropped.
 
[X] Plan Post-Nuclear Robotics
-[X] Robotics and Computers - You start with knowledge on how to build and program robots and computers. Can make non-standard robots and AIs.
-[X] Under New Management - You've managed to take over a location more conductive to manufacturing then other places. Even better, you've got some of the automation going! But not of all of it, and others may have the same idea to take it from you. Also, people may not be as willing to flock to you, and may want more payment to come out here.
-[X] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.
 
Early tally, and it seems pretty close at the start. Voting will continue for a while, and I will be free for a bit to answer questions.
Adhoc vote count started by Novus Ordo Mundi on May 12, 2020 at 9:05 PM, finished with 19 posts and 15 votes.

  • [X] Plan Post-Nuclear Robotics
    -[X] Robotics and Computers - You start with knowledge on how to build and program robots and computers. Can make non-standard robots and AIs.
    -[X] Under New Management - You've managed to take over a location more conductive to manufacturing then other places. Even better, you've got some of the automation going! But not of all of it, and others may have the same idea to take it from you. Also, people may not be as willing to flock to you, and may want more payment to come out here.
    -[X] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.
    [X] Plan Robotics and Nuka-Cola
    -[X] Robotics and Computers - You start with knowledge on how to build and program robots and computers. Can make non-standard robots and AIs.
    -[X] With All The Zip of Nuka-Cola - You've managed to carve out a bit of land inside and around Nuka-World. It's got a little bit of everything. Land to farm and build, some automation, a lot of places to scavenge, a lot of traders willing to work under you, and all that Nuka-Cola. Of course, the only locations you control is Nuka-Town USA, and both ends of the Nuka-World Terminal. And there's been talk about groups of raiders banding together to take the place. But if you can gain control of all of Nuka-World, the caps you can make will be absolutely mindblowing (High Risk, High Reward. Certain bits of canon will be changed)
    -[X] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.
    [X] Plan King of Cuisine
    -[X] Food and Drink - You start with one unique Food or Drink item that is hard to find in the Commonwealth, which will be voted on. Easy to sell and make, compared to many of the other options.
    -[X] Under New Management - You've managed to take over a location more conductive to manufacturing then other places. Even better, you've got some of the automation going! But not of all of it, and others may have the same idea to take it from you. Also, people may not be as willing to flock to you, and may want more payment to come out here.
    -[X] Before Out of Time - You will start before Nora leaves Vault 111. How long before depends on future options, but the minimum is at least 6 months. This will have the greatest effect on canon.
    [X] Sell All The Things - You start with no unique items or improvements, but your general experience gains you a small boost to all of your stats.
    [X] Travelling Caravan - You travel from place to place, selling your wares. Allows you the most options of dealing with people, and can utilize resources you'd otherwise have a harder time finding. It's also mobile, which can bring plenty of benefits. But it's dangerous in the wastes, with Raiders, Mutants, and other threats. And you won't have as much time to research, and your manufacturing capabilities will be reduced.
    [X] Plan Nuka and Tech
    -[X] Sell All The Things
    -[X] With All The Zip of Nuka-Cola
    -[X] Before Out of Time
 
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