Should i create new mutant creatures to go along with the traditional fallout stuff?


  • Total voters
    23
  • Poll closed .
This is a good point, we're going to need to look into radiation cleaning methods for not only our soil, but also our water. We can't just have everyone chug RadAway at the end of the day, what we consume is going to have to be as Rad-Free as possible.
Water shouldn't be a problem. We have a small water purifier in our base,
Water: Large amount of bottled water stored, a Portable water purifier was found in the aisles that can make a small amount of water drinkable and free of radioactive material.
at least one a Mr. Handy that can purify water, maybe more hidden in the junk pile we got from Tarp Town,
There was a brand new, yet to be activated General Atomics Mr. Handy, in the truck's back compartment, along with a copious amount of spare parts for said robot.

Didn't these guys have built in water purifiers?

Well this was quite the little wind fall.


Reward: (1 Mint-condition General Atomics Mr. Handy House Robot, Copious amounts of broken robots to mine for spare parts, Two Dead bodies, Awareness of the Zombie menace, A broken truck.)
and we can loot another water purifier from the Zoo.
You do, however, eventually strike metaphorical gold near an enclosure that, according to a nearby plaque, houses Alligators. A large water purifier used to keep the water in the nearby exhibits clean. You've known since the beginning that surviving off bottled water wasn't going to be viable forever and, considering that literally everything that isn't bottled is probably radioactive by now, having something to purify other sources of water, even if it wouldn't remove everything, would be an enormous stroke of luck.

Unfortunately, you don't have the man power to move the thing right now, nor do you have the tools to safely disconnect it from its current place of rest.

Which means your going to have to come back here later.
So getting clean water should be easy. That's the main reason why I mentioned farming algae, we can already get clean water. Getting clean earth to plant food is going to be harder.
I guess breeding fish is also a possibility if we find some still living fish.

That still leaves us with the problem of dealing with the rads people already got hit with though. In-game you could just use RadAway but I'm not sure if we can craft that stuff if we need more. The pre-War method of making it probably required a lab and chemicals we don't have and the in-game crafting recipe needs a fungus that might not exist yet.

An alternative would be the Fiery Purgative from New Vegas. All ingredients should already exist, not sure how we would get the crafting recipe though.
 
Alrighty then.

In a unanimous vote, Accepting the refugees wins!

I'll start writing either today or tommorow.
 
Day 11, November 3rd 2077.
Author's Note: Alright, day 11!

Sorry about the wait, but I'm just not really in a Fallout state of mind right now, as i've said i'm focusing on one of my other quest's.

But that doesn't mean this is gonna be abandoned, just put on second priority for a time.

So Here are your options for day 11, I'll try and edit the front page at some point in the near future to reflect the changes of the past few updates...

I'll probably Call the vote sometime this weekend or early next week.

Other than that, I suppose I'll see you guys over in Post Saturation and Scum rises!

Remember to Read, Vote, DISCUSS, and of course, Enjoy!

XXXXXXX


You look at the amassed group of refugees, there were at least forty… maybe even over fifty of them, feeding that minute would stretch your food supplies to the limit.

As things were right now, you could last for a couple of months, but with this many people… no way, you'd be able to go six more weeks at best.

With that in mind you prepare yourself to send them on their way.

Then you look at them again, their tired worn-down bodies, the look of defeat on their face, you think you even hear a crying child in the back of their bus.

You sigh.

"Alright, Welcome to our little slice of hell I guess…"

Jack is just about to speak up, but you interrupt him, you need to lay down the law!

"But if your gonna live with us you better pull your weight and follow our rules!"

The whole group nods at once, to thankful for a place to rest to even think of complaining.

Seeing their willingness, you continue.

"Good! Now, first things first… How do all y'all feel about face paint?"

XXXXXXXXXXXXXXXXXXXX

Group Actions (pick 5)



[] DIY Looting Part 2: Well, you've got the rig set up, might as well use it. It'll take a while, you can only really fit one person on this thing at a time… and they'll have to put the supplies on in small chunks until the place is empty, might take a few days. ((Counts as 2 actions) Time: 5 days, Reward: Looted Hardware, tools, lumber, sheet metal, that sort of thing.) (LOCKED 4 more days)

[] Burning Rubber: One car is not enough for your scavenging. There's gotta a be a few scattered around that are still in working condition… right? (Count's As two Actions: Success Chance 30% Reward: find another car, maybe multiple cars.)

[] Scavenging for Salvation: There is a lot of rubble lying around out here, a lot of stuff has undoubtedly been destroyed, but there might still be some useful stuff, buried in the dust. (Success Chance ???, Reward: Random objects of varying use and value. Repeatable)

[] I Can't Hear You 3!: You have your recruits, but they sure as hit aren't ready yet! Whip them into shape! (50% chance of successful training, ??? days of successful training required to finish.)

[] Seriously There Has To Be Someone Else Out There: Detroit and the surrounding area was home to almost three million people before the bombs dropped…. A couple of protestors some golf course attendees and an army burnout cannot possibly be the only people still alive in this part of the suburbs. Try and find'em. (???? Odds of success. Reward: potential encounter with humans? Allies, maybe more manpower?)

[] Where in the world is Charlie the Ghoul?: Okay No. He killed one of your guys, Davis wheeler was just a kid, not even out of high school! (Let's just ignore that Charlie wasn't either.) Your gonna hunt this thing down and put it out of its misery! (??% chance of success, Reward: Find Charlie.)

[] The Tools of Medicine Part 1, The Basic's: William, the most notable of the people you had managed to rescue from the golf course, was a doctor, like professionally trained and everything. You really are glad you had bothered to look for survivors there now. But a doctor still needs some sort of tools to do his work. He has, of course, asked for your aid in obtaining some. (Time: Until you find some. Reward: William can begin diagnosis and treatment of minor Maladies.) (Locked until it works.)

[] TIMBER!: You've got tools to cut them down, maybe clear some more space, and get some more wood out of all these trees. Worth a shot. (Reward: Wood cleared and turned into lumber, Space to expand.)

[] Forting up: Your current defenses are… bad, you've basically just put a bunch of heavy things behind the windows to keep them from breaking. But you've got at least one thing gunning for you out there… maybe you should use some of those supplies from the hardware store to properly board up the windows. Build some real guard posts. Maybe a fence of some kind? (Reward: Start working on proper defenses, Time: 3/6/9 days the longer you go, the better off you are, this project eats resources.)

[] Settling In: You've just taken in a bunch of refugee's, you should probably start integrating them into your little group. Get them mingling, see if any of them wanna take up arms to help guard the mart, learn their skills, paint their faces, the usual. (Chance of success: 50%. Reward: Refugees start integrating.)


Special Action's: (pick one option each.)

You've found… some sort of robot in the pile, Let's see what you can do about it.

[] Your Safety Provided by The Folks At Rob-Co Services: Take a look into this things insides see if you can't figure out why it was trashed to begin with. (Reward: start work on the Securitron.)


Personal Actions (Choose 1)

[] Continuing Robot Repair: You've fixed up the Eye-bot, but theres a whole lot of pile left, lets see what else you can pull from it! (Total day's taken depends on rolls and resource availability. Results upon complete vary depending on rolls.) (CANNOT BE TAKEN UNTIL CURRENT ROBOT IS FINISHED.)

[] Finding Tranquility: Bill's definitely got some prior military experience, but you've never even heard of "Operation: Tranquility" before, and if his eyes are anything to go by, the man has seen some shit, More than you even. Trying to pry directly into that sort of thing Is a bad idea, but maybe you can work towards it, share a few war stories, have a couple of beers, that sort of thing? (Success Chance 20%, Reward: Bill Trusts you a little more, ????.)

[] Tinker, Soldier, Tinker, Tinker: Maintaining the remnant of civilization is hard work! You need to relax… and that means tinkering! You've got a lot of junk, and a lot of tool lying around, surely you could start on something interesting? (???% chance of success: Reward: Start tinkering on something.)

XXXXXXXX

AN: Just as a reminder, I don't do voting moratoriums... Feel free to vote whenever!

Anyways! Hope you had fun with this, even if it's not my best work right now.

Adios!
 
[X] Plan: Focus on the People
-[X] DIY Looting Part 2: ((Counts as 2 actions) Time: 5 days, Reward: Looted Hardware, tools, lumber, sheet metal, that sort of thing.) (LOCKED 4 more days)
-[X] I Can't Hear You 3!: (50% chance of successful training, ??? days of successful training required to finish.)
-[X] The Tools of Medicine Part 1, The Basic's: (Time: Until you find some. Reward: William can begin diagnosis and treatment of minor Maladies.) (Locked until it works.)
-[X] Settling In: (Chance of success: 50%. Reward: Refugees start integrating.)
-[X] Your Safety Provided by The Folks At Rob-Co Services: (Reward: start work on the Securitron.)
-[X] Finding Tranquility: (Success Chance 20%, Reward: Bill Trusts you a little more, ????.)

Since there are only 2 free group actions, I think the most important ones to take are; beginning integration of the new people, and continuing training of our defense force.

Building fortifications and chopping down trees should be done soon, but not right now. It would be much easier to do those tasks after we finished looting the Hardware store.

I also want to bond with Bill, not only because he has military experience, but because he saw something that scarred him during that time, like we did.
 
[X] Plan: Training, integrating and tinkering.

Did vote for 'Focus on the people' but this seems like the safer option atm
 
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[X] Plan: Focus on the People

Pretty much agree with this plan. But we should really start looking for more food after we settle the new batch in and free up the action from medicine.
 
[X] Plan: Training, integrating and tinkering.
-[X] DIY Looting Part 2: ((Counts as 2 actions) Time: 5 days, Reward: Looted Hardware, tools, lumber, sheet metal, that sort of thing.) (LOCKED 4 more days)
-[X] I Can't Hear You 3!: (50% chance of successful training, ??? days of successful training required to finish.)
-[X] The Tools of Medicine Part 1, The Basic's: (Time: Until you find some. Reward: William can begin diagnosis and treatment of minor Maladies.) (Locked until it works.)
-[X] Settling In: (Chance of success: 50%. Reward: Refugees start integrating.)
-[X] Your Safety Provided by The Folks At Rob-Co Services: (Reward: start work on the Securitron.)
-[X] Tinker, Soldier, Tinker, Tinker: (???% chance of success: Reward: Start tinkering on something.)

Pretty much the same as Plan: Focus on the People only with the tinker action instead of talking with Bill.
I'm a bit nervous about the 20% Success Chance for Finding Tranquility and I'm curious about what we would tinker with. One of the robots? Something from one of the books we looted? A weapon?
 
[X] Plan Bastion
-[X] DIY Looting Part 2:
-[X] The Tools of Medicine Part 1, The Basic's
-[X] Where in the world is Charlie the Ghoul?
-[X] Forting up
-[X] Your Safety Provided by The Folks At Rob-Co Services
-[X] Tinker, Soldier, Tinker, Tinker

As much as I want to spend more time gathering resources, we have an active homicidal threat that can kill us by touching us. And he's after us specifically. I think our best option is finding Charlie, putting him down if necessary. The fort is a bonus, providing us defenses, a way to get everyone thinking they're on the same side, and is a basis for making a permanent settlement.

As a side note, turning our home into a Star Fort like Fort Independence would be ideal. Not practical, given our lack of resources, but it would be a nice pipe dream.
 
[X] Plan Bastion
-[X] DIY Looting Part 2:
-[X] The Tools of Medicine Part 1, The Basic's
-[X] Where in the world is Charlie the Ghoul?
-[X] Forting up
-[X] Your Safety Provided by The Folks At Rob-Co Services
-[X] Tinker, Soldier, Tinker, Tinker
 
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