Ash and DUST: A Fallout Post-New Vegas Quest

Alright, looks like we have our course of action.

Someone please roll for Small Guns

AGI (6)/LCK (10) + Small Guns (2)
 
Did I do it right? I'm not sure how to implement the stats and stuff into the role so this was just a base 2d20 roll
Twiggierjet threw 2 20-faced dice. Total: 18
2 2 16 16
 
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Did I do it right? I'm not sure how to implement the stats and stuff into the role so this was just a base 2d20 roll
You did it right.

the goal is to roll under the DC. The DC, in this case, is the Skill (Small Guns) plus the relevant SPECIAL attribute (Agility). In this case, it's 8.

Edit. Alright Now we'll roll for damage. For a Makeshift, we'll roll 3d6.
Agent 99 threw 3 6-faced dice. Reason: Makeshift 9mm Damage Total: 14
4 4 4 4 6 6
 
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Day 1: Part 4
You draw your pistol and squeeze the trigger. The bullet goes through the ghoul's head. The rad-eaten creature slumps to the ground, dead. Slowly getting up you holster your gun and loot the ghoul. Their clothes are in tatters. They don't have much on them. However, you see an inhailer of Jet.

You pick up the plastic object and give it a shake. The liquid sloshes around in the container.

It was never your vice of choice, but it was for raiders, mercenaries, and people who were likely to die with a gun in their hand. According to people you talked to, it made you feel like you had super speed. It made time seem to slow down, letting you have more time to line up your shots, and even let you anticipate and avoid people who wanted to shoot you.

However, do you really want to risk an addiction? Especially since there's no gurentee that you could get more? Because eventually, you start to feel slower and slower. And then, you feel just as slow as the rest of the world. And you need Jet just to feel normal again.

Moving on to the backpack, you see several things spilling out of it. A box for a Red Ryder BB gun. Who knows how this guy found one that was still in the packaging, but it looks like they found it. You also see some food and wine, and finally, you see a book. The cover features three boxers in a ring. A small, wirey one with motion lines showing that he's punching quickly. A large hulking one who looks like he'd bend a super mutant in half, a large hulking one, and a middle of the road, though still tough looking. If you had time later tonight, maybe you could read it.

There's also the outfit that this former survivor was wearing. It isn't in the best condition, but if you wanted it, they aren't in the position to say "no".

Choose your loot

Varmint Rifle (3.5 lbs)
Pugallism Illustrated: Triangle Theory and You (Incrreases Unarmed by 1 (2 lbs)
Wine (1 lbs)
BB Gun w 100 Pellets (2 lbs)
Salsbury Steak (.5 lbs)
Mercenary Troublemaker Outfit (4 lbs)
Jet (0.1 lbs)

Weight: 14/45

[] You look deeper in the backpack and find something interesting (-1 LP) (Choose one)
- [] Nine 9mm bullets (0 lbs)
- [] Purified Water (1 lb)
- [] Cosmic Knife (1 lb)
- [] Rad Away (.2 lbs)
- [] Fancy Lad Snack Cakes (1 lbs)
 
Day 1: Part 5
You pack up everything that the unlucky survivor was carrying. From his food to his clothing to even the BB Gun. Occasionally, your eyes dart from place to place to see if there's anyone, or anything else around here besides you that's still alive. However, the harsh winds of the desert is the only thing around. Getting everything you can, you leave the body where it is. You can't do anything for that unfortunate soul, but at the very least, you can try to save yourself.

Your trek continues for another hour. Occasionally, the orange wings of a cazador flit in the edges of your vision before disappearing behind a hill, or into the distance. Your heart skips a beat and your hand drifts to your scythe every time you see one of the insects.

But on the second hour of your trek, you see something that makes your blood run cold, even in this heat. About half a mile ahead of you, is a large rectangular building.While the dust in the air makes it hard to see, you can just about make out fortifications around it. Fences with barbed wire, sandbags, watchtowers. There aren't many organized factions left in the Mojave, but you've run into the most dangerous.

The New California Republic officially left the Mojave a long time ago. The supply shipments to feed and arm their troops stopped several years back. But many of those troops were left behind. With locals that hate them, hostile wildlife, and no way back home, they have become trigger happy. You've even heard of them firing on each other because their uniforms weren't up to standard. They were afraid that someone killed an NCR soldier and impersonated them.

And if they could do that to one of their own, what would they do to you?

In most circumstances, you'd have no reason to approach them unless you wanted to go to an early grave.

However…

It's been a few months since you were out here. And the NCR wasn't here back then. This place was abandoned. What are the NCR doing here? Part of you wants to know. If the NCR are sending more people, if they're making moves, then knowing would be a good way to not get killed by them in the future.

[] Eh, who wants to live forever, anyway? You're going in. (Adds Quest: Two below Par)

[] Try to go around the NCR Fort.
- [] Let sleeping dogs lie. You aren't going to get shot while trying to get in there.
- [] You'll need to come back with a plan, maybe some more skills, but you do plan on coming back. (Adds Quest: Two below Par)

[] Write in.

You've discovered: Camp Golf
 
[X] Try to go around the NCR Fort.
-[X] You'll need to come back with a plan, maybe some more skills, but you do plan on coming back. (Adds Quest: Two below Par)
 
[X] Try to go around the NCR Fort.
-[X] You'll need to come back with a plan, maybe some more skills, but you do plan on coming back. (Adds Quest: Two below Par)
 
[X] Try to go around the NCR Fort.
- [x] Let sleeping dogs lie. You aren't going to get shot while trying to get in there.
 
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