Making Headway Through the Multiverse (New Vegas/Gamer-lite/Multicross/Normal Person Insert)

For my own edification, what is the exception here that is being allowed?

Let's say you have four rolls, on two separate days.

Monday
00:95. Fitness 8 not unlocked.
00:95. Fitness 8 not unlocked.

Tuesday
80:90. Fitness 8 not unlocked.
00:90. Fitness 8 not unlocked.

In most cases, I would make the player apply their points to the last roll on Tuesday. So, +90 points. But in this case, I was feeling a bit bad about having drug poor Spoit out and about, so I let him apply his +10 or however much it was to the first Tuesday roll, while I just transferred the failing roll to 00:100. Fitness 9 not unlocked. Or something to that effect. Those aren't exact numbers.

I will say that I don't want you guys to cheese me, and try to exploit my generosity. I don't know what I'll do in that case, but neither of us will end up liking, I'm guessing. I can be a petty, stupid person when I feel slighted.
 
56:00. Blunt Weapons 2 unlocked. 69:40. Blunt Weapons 3 unlocked. 79(+1):80. Blunt Weapons 4 unlocked.
huh. I expected us to hunt with a gun since hunting required min 2 in a weapon skill and our blunt skill was 1 while our guns skill was 4.
but apparently we are defaulting to hunting with a blunt weapon instead.
not that I am complaining, I prefer blunt weapons. This is just unexpected
 
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huh. I expected us to hunt with a gun since hunting required min 2 in a weapon skill and our blunt skill was 1 while our guns skill was 4.
but apparently we are defaulting to hunting with a blunt weapon instead.
not that I am complaining, I prefer blunt weapons. This is just unexpected
Maybe we ran out of ammo? I forget if this was the plan that actually included buying more, but we only had like a dozen caps to begin with, which is not many shots at 2 cap each.
 
We probably decided not to waste ammo when we're Olympic plus and just waiting to learn how to punch to punch out mike Tyson and ammo is hard to come by. Also in the real world hides would be in better condition from blunt trauma.
 
Let's say you have four rolls, on two separate days.

Monday
00:95. Fitness 8 not unlocked.
00:95. Fitness 8 not unlocked.

Tuesday
80:90. Fitness 8 not unlocked.
00:90. Fitness 8 not unlocked.

In most cases, I would make the player apply their points to the last roll on Tuesday. So, +90 points. But in this case, I was feeling a bit bad about having drug poor Spoit out and about, so I let him apply his +10 or however much it was to the first Tuesday roll, while I just transferred the failing roll to 00:100. Fitness 9 not unlocked. Or something to that effect. Those aren't exact numbers.

I will say that I don't want you guys to cheese me, and try to exploit my generosity. I don't know what I'll do in that case, but neither of us will end up liking, I'm guessing. I can be a petty, stupid person when I feel slighted.
Okay, got it, thanks for the clarification. That was not clear to me from your line that just seemed to be talking about options on separate days.

Maybe we ran out of ammo? I forget if this was the plan that actually included buying more, but we only had like a dozen caps to begin with, which is not many shots at 2 cap each.
We did buy more ammo in this plan but, like, they're just geckos, y'know? After a certain point of physicality and skill and with backup, it's more economical to just bash 'em in the head.

I do want to point out that there were no possible skill gains for Hunter, so either we can't gain it this way, geckos aren't suitable for it, or Maryanne is doing all the tracking.
 
Just got ninja'd before I posted. Yeah, what both of those guys said. They're only geckos after all and we are superhuman.
 
MHTM 1.4
Making Headway Through the Multiverse 1.4
Location: Goodsprings, Mojave Wasteland, Earth, Sol, Milky Way Galaxy, Earth-1 (Fallout: New Vegas)
Date: Friday, October 25, 2281


You're sorry to say that both of your Fitness exercises go absolutely horrifically in terms of gains. Outside of a single increase in Exercise, you get nothing out of either of them. You think this is the first time a Headway session (or two, in this case) has gone so spectacularly uselessly. Oh well. That's life, you guess.

Now that you're finished, you spend around twenty minutes hanging around aimlessly with Maryanne at the schoolhouse, before you're supposed to meet up with Sunny for gecko hunts. Well, according to her, it's not really hunting, since the geckos are always in the same areas, just in alternating patterns.

"You ready?" she asks, brandishing her laser rifle, some kind of lengthy knife, and another type of gun you don't recognize. Some kind of old revolver.

You pointedly tap your varmint rifle and baseball bat. She shrugs. "Alright. Well, if you're ready, I'll go ahead and tell you a bit about geckos. They're lizards, about the size of a half-grown kid. Usually gray, green, or sand-colored. They've got these giant claws and teeth. No real long-range stuff. Their spit is hot, like, boiling hot, though, so watch out for that."

"If we're close enough to have to worry about spit, we're probably in deep trouble."

Maryanne laughs. "Alright. Let's go. Sunny's probably waiting."

The two of you head off on your first adventure, limited as it may be in terms of world-ending action. The start of said adventure is incredibly anticlimactic. Sunny and Cheyenne greet the two of you. "Hey. Y'all ready?"

"Yep." "As I'll ever be, yeah."

"Great. Remember, try not to get close, aim for the mouths or eyes, and don't get swarmed. Get one at a time, try and break up the herd."

You get the feeling that was largely directed towards you. The three- four, if you count the dog- head towards a remote area not too far from Goodsprings. "Blair, this is one of those places where the geckos like to meet up. Ain't too far from water or crops, so they come here, and every now and again, we trim the herd. Been doing it a lot more lately, of course."

The environment is fairly boring. It's a rocky desert with occasional croppings of green, and one of those green bits happens to have a collection of five giant lizards around it. It's around sixty feet from where you and the guys are at the moment.

You take a closer look. The 'geckos' aren't really like those cute little green things you occasionally saw on television. No, these are three-foot tall lizards, with grey and green skin, almost striped in its layout. Their giant beady red eyes aren't exactly encouraging either.

"Alright, y'all. On my cue."

What cue? You point your varmint rifle at the reptiles below, just in case- BANG!- oh. The cue was her first shot. A lizard's eye explodes. Gross, but you suppose it's necessary. You take aim at one gecko, aiming for the open mouth, and one of your bullets finds it mark. You flinch at the sound, but quickly collect yourself. It feels oddly normal to be mowing down animals. You were a city slicker, what, a week ago?

Headway tingles, more so than it did when you killed the radroach. You suppose it likes how you're actually in danger from this thing. Or could be, anyway. These things have only just figured out that you're here. You're about to take aim at another gecko, but Maryanne and Sunny steal the show, with laser blasts (cool!) and slugs ripping into the remaining three. Oh well. You got one, and that means you have a new form.

"Let's get down there, and cut them open," Sunny says.

You have to learn the very basics of skinning, and at the end of your own personal carving session, you've broken off a piece of meat, hide, and even a half-formed egg from the...nether region of the gecko you killed. Maryanne offers to sell them for you, so you can focus on your training, and you take her up on that offer. Only twenty-five caps, all in all, but it's something.

You'll be spending the rest of the day at Pete's. You spend an hour or so talking with Pete about his days as a scavver. It's a fruitful experience as well, with Headway tingling twice as a result of the conversation. During the course of the conversation, you also try brahmin milk. That's the first time you've ever had a drink that was pulsating while it went down your throat. A bit gross, really.

Finally, Pete invites you to help out with the ranch, for sixty caps, since one of their ranch hands is out sick. You wish you could say that the experience filled with joy and an appreciation for animal life, and how even after a destructive nuclear conflict, humans can still find an affinity with nature, but bighorners are fucking assholes. One little bastard nearly gouged out your stomach.

Still, the experience was...enlightening, and you were paid for it, and you suppose that's what counts. You head back to the schoolhouse, and greet Maryanne, who's long since returned. "Here're your caps," she says, handing you a bag filled with twenty-five bottlecaps. You put it with the others. So that's forty caps now.

"Thank you," you say.

"No problem," she replies, reclining in her cot.

"Hey, where did you put the hairpins? For lockpicking?"

She perks up. "You're going to try and go at the safe?"

You grin. "Yep."

"I'm going to enjoy this, whether you win or not. There's six left in that locker on the top right."

You reach into the locker Maryanne described, and pull out...three should be enough. You kneel by the safe, a simple black cube with a small lock mechanism on the middle left side. You put the two hairpins in...and after a few moments of twisting, turning, pulling, and pinpointing (pun definitely intended), two things happen.

Headway announces an increase in Locksmith, and the smith opens. Maryanne jumps backwards, clapping her hands. "Oh, fuck yes! Blair, that kicks fucking ass! Eat shit, you stupid safe! Whoo!"

You laugh. "Oh man. I'm glad that worked," you say.

"You think you're happy? I was at war with this stupid thing for days!"

"Let's open this thing," you suggest, and Maryanne eagerly agrees. You open the door.

"Looks like it was a scavver's loot stash a while ago," she notes. "Caps," she points out.

Nine of them, in fact. Maryanne is happy to let you have them. The next thing you pull out is a nasty looking glass bottle of some kind of liquid, with dirt particles making the whole thing look entirely corrupted. The word 'WATER' is written crudely across it. "What's this? Something gone bad?"

"That's dirty water. Basically water, but radioactive You can use it to make drugs, or you can purify it to make normal water."

Drugs. And radioactive. Yeah, you're thinking no on that one. "Huh. Neat."

A yellow and green tin box with the word 'MENTATS' emblazoned over it. "Mentats. A drug that makes you smarter," Maryanne supplies. Well, at least this one seems like a useful drug.

Two bottles of soda. You've seen these before. Nuka-Cola and Sunset Sarsaparilla. "Wanna share these some time?" you ask.

"Might wanna fridge them first. We can drop them off at Trudi's some time. Lukewarm soda's pretty nasty."

Thirty dollars in faded pre-war money. "Pretty much useless," Maryanne confirms.

Some mechanical...thing. You have no idea what this is. "That's a Stealth Boy. You wear it around your wrist, and it makes you invisible for a while.

"Really? That's awesome."

"Yeah, but these things have a bad habit of shorting out on you, and you're only camouflaged. People can still see the shimmer where you are, if they look close. I might be able to do something with it to make it better, but I wouldn't rely on it if I were you."

Lastly, outside of a couple of worn, useless magazines and papers, there's a stimpak. But not just any stimpak, apparently. "Wow. A Super stimpak," Maryanne comments. "Let me see that?"

"Sure," you say, handing it over.

"Damn. This is the real deal. Super stimpaks are like normal stimpaks, but with way more of a punch. They actually make you sort of nauseous for a while after you use them, so be careful," she says, handing it back to you.

"Cool. This is awesome. So, this really makes me invisible?" you say, looking to the Stealth Boy.

"Again, only for a few minutes."

You grin. "Wow. That's awesome!"

She laughs. "I guess it is. Um, you can keep all that stuff you found. You cracked the safe, after all. I'd like to have a bit of the sodas, though."

"Deal," you reply.

You organize your new loot into a convenient pile by your cot, before heading to sleep.

Date: Saturday, October 26, 2281

Fitness is barely a productive exercise today, with you seeing yet another leap towards being superhuman. It's sort of difficult to pinpoint your exact physical limits at the moment. You just know they're beyond what a baseline human could accomplish. Running goes well as well, with two increases in that particular skill set. Fitness' next increase definitely feels a long way away, however.

You talk survival with Sunny for a while, which bumps up both normal and a wasteland a single 'point', if you wanted to use that particular terminology. Afterwards, Maryanne tries her best to walk you through repairing the pipe pistol, but you still don't quite have a grasp on it, not sufficient to fully repair it, anyway.

After that, you and Maryanne meet up with Sunny once more. It's a different route to go gecko hunting today, but the environment is virtually identical to what you had seen on yesterday's hunt. Can you even call it hunting if there's no tracking involved? It's not like finding geckos is hard, Sunny doesn't seem to struggle at it.

Whatever. You use up three shots this time, taking down two geckos. You feel like Headway was giving you grief for some reason, as you know that you came close to seeing a boost to your gecko shape changing form, but for some reason, you didn't, even with two dead reptiles. Darn.

At least skinning and modern rifles see boosts, and there's the loot. Five meat pieces, one hide, and an egg. Maryanne thinks she can sell it all for thirty caps, with the caveat of you guys keeping two meat slices for yourselves, to make gecko burgers to go with the sodas.

You head to the schoolhouse, and spend a while getting used to the feel of the baseball bat, and, as Headway is implying, blunt weapons in general. It goes very well, with three tingles signalling an equivalent amount of progress in that particular field.

Lastly, you're heading out on your first real solo fight (the radroach doesn't really count). The blunt weapons were just practice for your next goal. There's a giant mantis den not too far from the schoolhouse, which makes sense, since you remember Maryanne having to purge a few from the schoolhouse proper when she first moved in.

You grab your baseball bat (they're too mobile for the varmint rifle) and head out back, after getting wishes of luck from Maryanne. The mantis den is essentially a piece of land warped, presumably by mantis spit, your Wasteland Survival skill tells you, where the mantises burrow in and survive for most of their time, occasionally sending out the expendable males to hunt while the females, the stronger of the species, stay and prepare to expand the family.

They're not that dangerous, but they could be harmful to passing travelers, or to those who just weren't cautious enough. That, and their expansionism could pose an insignificant threat to Goodsprings in the near future. Plus you want their shape changing form.

The male mantises notice you, and lunge towards you in a surprisingly agile way. You casually deflect their advances, of course, squishing them with the baseball bat almost effortlessly. You sprint towards the den proper, stopping briefly to smash another giant mantis (a female this time, so you apply more force), before you unleash on the den proper.

It's a chaotic ten seconds that follows. Three more mantises attempt to emerge from their collapsing home, and nearly nick you on the arm, but you barely manage to avoid them, and you're guessing that was only because they were distracted by their world collapsing around them.

You finish the squashing as hastily as possible, and Headway is very pleased with you for your progress. You feel the nascent form of a giant mantis in your mind, as well as Combat instincts and Reflexes taking root. You take another look at the corpses. There are a few in-tact mantis forelegs left that you could cook, but you decide against it. Not worth the effort.

Oh happy day. You grin as you return to the schoolhouse, pleased with your work thus far. You splurge a bit, finally enjoying the gecko burgers and the sodas. Nuka-Cola is pretty good for being radioactive (most of the radiation has faded away by now, Maryanne tells you). Sunset Sarsaparilla (pronounced sas-PUH-rih-luh) is more like root beer, which you were always sort of meh about. It's remarkable that they're still fizzy after so long, but pre-war folks built things to last, as the Goodspringers are happy to tell you.

The gecko burgers are alright. Not the best, not the worst. They taste sort of scaly, like if parts of the burger were overcooked. Not as good as brahmin burgers, or burgers from your homeworld. You finish eating, and head to sleep on a full and satisfied stomach.

+3 Blunt Weapons (4)
+1 Exercise (5)
+1 Fitness (8)
+1 Locksmith (3)
+2 Marksmanship (Modern Rifles) (5)
+1 Repair (2)
+2 Running (6)
+2 Scavenger (2)
+1 Survival (5)
+1 Survival (Wasteland) (3)
General: Combat Instincts (0)
General: Reflexes (0)
General: Skinning unlocked (2)
Power: Shape Changing: Gecko unlocked (0)
Power: Shape Changing: Giant Mantis unlocked (2)
+64 Caps
+5 Bobby Pins
-4 5.56 Rounds
+30 5.56 Rounds
+1 Dirty Water
+1 Mentats
+1 Stealth Boy
+1 Super Stimpak
+$30 in 2070s Earth-1 American Dollars

The Gecko meat roll was a roll for how much meat you got. Sorry I forgot to include the loot rolls in the initial post. The Nuka-Cola and Sunset Sarsaparilla are counted as shared property, and do not go into your inventory.

There were a few changes to the rolls made while I wrote the update, as I realized I was being a bit stingy in some regards.

Plan Voting. You may pick up to six actions for Sunday, October 27, 2281, and seven for Monday, October 28, 2281. Options may be repeated on different days, but not the same one. Robotics (Earth-1) is not available due to having a lack of resources in Goodsprings. Assume 1 action unless otherwise stated.

Powers

[ ] Shape Changing: Radroach. Train to assume the form of a radroach. 40% of Shape Changing: Radroach 0.
[ ] Shape Changing: Gecko. Train to assume the form of a gecko (Earth-1). 90% of Shape Changing: Gecko 1. 20% of Shape Changing: Gecko 2.
[ ] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1). 30% of Shape Changing: Giant Mantis 3.

General Skills

[ ] Fitness. You're not out-of-shape or anything, but if giant bugs and worse are the norm in the wasteland, then you'd better get better. 5% of Fitness 9. 40% of Exercise 5.
[ ] Marksmanship (Modern Handguns). You want to be able to use guns in combat. You've actually never even held a gun before. Sunny's offered to help you and Maryanne with basic shooting practice. 100% of Marksmanship (Modern Handguns) 0. 75% of Marksmanship (Modern Handguns) 1. 40% of Marksmanship (Modern Handguns) 2. 10% of Marksmanship (Modern Handguns) 3.
[ ] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 20% of Marksmanship (Modern Rifles) 6.
[ ] Survival. Talk to Sunny about survival. 30% of Survival 6. 30% of Survival (Wasteland) 4.
[ ] Running. While you were about to go to sleep, Maryanne/Trudy told you about something called a deathclaw. Yeah. 15% of Running 7. Potential increase in Fitness skill, how much depending on whether Fitness option was taken or not.
[ ] Perception. Knowing where you are, what that thing is, and what its weak spots could be are good survival guides, according to Maryanne. 60% of Perception 4.
[ ] Blunt Weapons. You've found a baseball bat in the schoolhouse backroom. Might be useful to practice with. 60% of Blunt Weapons 5. 10% of Blunt Weapons 6.
[ ] Repair. You want to learn how to repair and maintain objects, and after Maryanne told you about how she fixed Trudy's radio, well, she seems like the obvious place to start. 50% of Repair 3. 0% of Repair 4. Repair 3 required to fix Pipe Pistol.
[ ] Energy Weapons. While you aren't going to fire her gun, it would be nice to have a conversation with Maryanne about how exactly her weapon works and how to use it. 80% of Energy Weapons 0. 50% of Energy Weapons 1. 20% of Energy Weapons 2.
[ ] First Aid/Medicine. Visit Doctor Mitchell. He's the town doctor, and he might have some good advice regarding the medical field, and the dangers of the wasteland in that regard. 30% of First Aid 4. 70% of Medicine 2. 25% of Medicine 3.
[ ] Scavenging. Talk to Easy Pete about his storied history as a prospector. 40% of Scavenger 3.
[ ] Caravan. Enjoy a friendly game with the people of Goodsprings and the travellers from elsewhere. 90% of Caravan 2. 70% of Caravan 3. 50% of Caravan 4. 10% of Caravan 5.
[ ] Hunter/Tracker. Continue rereading that book about hunting, and compare notes with Goodspringer hunters. 80% of Hunter 2. 30% of Hunter 3. 100% of Tracker 0. 75% of Tracker 1. 50% of Tracker 2. 25% of Tracker 3.
[ ] Locksmith. Keep using Pete's practice locks. 50% of Locksmith 4. 10% of Locksmith 5.
[ ] Cooking. Take a look at a cookbook. 100% of Cooking 0. 75% of Cooking 1. 50% of Cooking 2. 25% of Cooking 3.
[ ] Write-in. It would need to be an activity you could learn in Goodsprings.

Goodsprings Actions
[ ] Pete knows how to use explosives. That sounds like something that might possibly be a useful skill to have. 50% of Explosives 0.
[ ] Join Sunny and Maryanne on gecko hunts. Potential upgrades to Shape Changing: Gecko. 50% of Skinning 3. Possibility of further upgrades from combat. Loot from gecko corpses. Loss of rounds for Varmint Rifle or other firearm if used. Only available once more, for fear of depopulating the local population.
[ ] Help Pete and his family out with their ranch. 25% of Animal Friend 0. 60 Caps. 2 actions.
[ ] Buy rounds from Sunny. 0 actions.
---[ ] Specify how much. 5.56 rounds are worth 2 caps each. Any amount that exceeds the amount of caps you actually have will not be accepted.
 
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So Marianne is a talker and doing the talking things. Say how come there aren't talking skills being offered like barter and stuff?


Are we being subtlely manipulated into being her hyper brute bodyguard and skill monkey?


[X]Plan Milk it

Monday
[X] Help Pete and his family out with their ranch. 25% of Animal Friend 0. 60 Caps. 2 actions.
[X] Join Sunny and Maryanne on gecko hunts. Potential upgrades to Shape Changing: Gecko. 50% of Skinning 3. Possibility of further upgrades from combat. Loot from gecko corpses. Loss of rounds for Varmint Rifle or other firearm if used. Only available once more, for fear of depopulating the local population.
[X] Pete knows how to use explosives. That sounds like something that might possibly be a useful skill to have. 50% of Explosives 0.
[X] Locksmith. Keep using Pete's practice locks. 50% of Locksmith 4. 10% of Locksmith 5
[X] Scavenging. Talk to Easy Pete about his storied history as a prospector. 40% of Scavenger 3.

Tuesday

[X] Marksmanship (Modern Handguns). You want to be able to use guns in combat. You've actually never even held a gun before. Sunny's offered to help you and Maryanne with basic shooting practice. 100% of Marksmanship (Modern Handguns) 0. 75% of Marksmanship (Modern Handguns) 1. 40% of Marksmanship (Modern Handguns) 2. 10% of Marksmanship (Modern Handguns) 3.

[X] Survival. Talk to Sunny about survival.30% of Survival 6. 30% of Survival (Wasteland) 3.

[X] Perception. Knowing where you are, what that thing is, and what its weak spots could be are good survival guides, according to Maryanne. 60% of Perception 4.
[X] Repair. You want to learn how to repair and maintain objects, and after Maryanne told you about how she fixed Trudy's radio, well, she seems like the obvious place to start. 50% of Repair 3. 0% of Repair 4. Repair 3 required to fix Pipe Pistol.

[X] Caravan. Enjoy a friendly game with the people of Goodsprings and the travellers from elsewhere. 90% of Caravan 2. 70% of Caravan 3. 50% of Caravan 4. 10% of Caravan 5.
[X] Help Pete and his family out with their ranch. 25% of Animal Friend 0. 60 Caps. 2 actions


Let milk it. We're about to exhaust town actions and days. We should milk the unique and try to move into basic general competence. Fitness and gunNing are on the far side of doing now.
 
[X]Plan: ChildishChimera

[X] Sunday
-[X] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1).30% of Shape Changing: Giant Mantis 3.
-[X] Fitness. You're not out-of-shape or anything, but if giant bugs and worse are the norm in the wasteland, then you'd better get better. 5% of Fitness 9. 40% of Exercise 5.
-[X] Survival. Talk to Sunny about survival. 30% of Survival 6. 30% of Survival (Wasteland) 4.
-[X] Running. While you were about to go to sleep, Maryanne/Trudy told you about something called a deathclaw. Yeah. 15% of Running 7. Potential increase in Fitness skill, how much depending on whether Fitness option was taken or not.
-[X] Hunter/Tracker. Continue rereading that book about hunting, and compare notes with Goodspringer hunters. 80% of Hunter 2. 30% of Hunter 3. 100% of Tracker 0. 75% of Tracker 1. 50% of Tracker 2. 25% of Tracker 3.
-[X] Cooking. Take a look at a cookbook. 100% of Cooking 0. 75% of Cooking 1. 50% of Cooking 2. 25% of Cooking 3.

[X] Monday
-[X] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1).30% of Shape Changing: Giant Mantis 3.
-[X] Fitness. You're not out-of-shape or anything, but if giant bugs and worse are the norm in the wasteland, then you'd better get better. 5% of Fitness 9. 40% of Exercise 5.
-[X] Running. While you were about to go to sleep, Maryanne/Trudy told you about something called a deathclaw. Yeah. 15% of Running 7. Potential increase in Fitness skill, how much depending on whether Fitness option was taken or not.
-[X] Join Sunny and Maryanne on gecko hunts. Potential upgrades to Shape Changing: Gecko. 50% of Skinning 3. Possibility of further upgrades from combat. Loot from gecko corpses. Loss of rounds for Varmint Rifle or other firearm if used. Only available once more, for fear of depopulating the local population.
-[X] Help Pete and his family out with their ranch. 25% of Animal Friend 0. 60 Caps. 2 actions.
-[X] Repair. You want to learn how to repair and maintain objects, and after Maryanne told you about how she fixed Trudy's radio, well, she seems like the obvious place to start. 50% of Repair 3. 0% of Repair 4. Repair 3 required to fix Pipe Pistol.
 
A yellow and green tin box with the word 'MENTATS' emblazoned over it. "Mentats. A drug that makes you smarter," Maryanne supplies. Well, at least this one seems like a useful drug.
I wonder how headway will react to mentats
Power: Shape Changing: Giant Mantis unlocked (2)
nice. now that is how you grind shapeshift powers... through mass slaughter.
made our radroach form levelup chance go from 30% to 40% too by making us overall better as a shapeshifter
 
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[ ] Energy Weapons. While you aren't going to fire her gun, it would be nice to have a conversation with Maryanne about how exactly her weapon works and how to use it. 80% of Energy Weapons 0. 50% of Energy Weapons 1. 20% of Energy Weapons 2.
This is not a mandatory action, but I kinda feel like it should be considering our character trait. IC we thought lasers were cool as fuck when we saw the being used against the geckos
[ ] Cooking. Take a look at a cookbook. 100% of Cooking 0. 75% of Cooking 1. 50% of Cooking 2. 25% of Cooking 3.
Huh, i wonder if we can make food taste better than its ingredients should suggest. this might be a really important skill IC considering how awful the food tastes in this world.
 
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I feel like we are maybe not doing a service to this character. she is a huge freaking nerdette and we have not even bothered to look at freaking LAZOR GUNS

[x] plan awesome
-[x] Day 1 (6A)
--[x] Fitness.
--[x] Running.
--[x] Help Pete and his family out with their ranch. (2A)
--[x] Energy Weapons.
--[x] Join Sunny and Maryanne on gecko hunts.
-[x] Day 2 (7A)
--[x] Fitness.
--[x] Running.
--[x] Help Pete and his family out with their ranch. (2A)
--[x] Energy Weapons.
--[x] Cooking.
--[x] Pete knows how to use explosives.

So. fitness and running because we are finally becoming superhuman and superpowers FTW.

Hunting because great rewards and last time we can take this action. hopefully gives us more gecko shapeshifting levels too. murder FTW.

Help in ranch because we will get that goddamn animal friend trait.

Energy weapons because seriously, LAZORS!

Cooking because the food here is disgusting, so maybe if we have a cooking super power we can not suffer so much.

And explosions because it is awesome and also a special event
 
You may pick up to six actions for Sunday, October 27, 2281
Hey, just checking that six is accurate. I don't see any mandatory actions listed, so this is just break time?

---

[X] Plan High Success

[X] Sunday
-[X] Hunter/Tracker. Continue rereading that book about hunting, and compare notes with Goodspringer hunters. 80% of Hunter 2. 30% of Hunter 3. 100% of Tracker 0. 75% of Tracker 1. 50% of Tracker 2. 25% of Tracker 3.
-[X] Join Sunny and Maryanne on gecko hunts. Potential upgrades to Shape Changing: Gecko. 50% of Skinning 3. Possibility of further upgrades from combat. Loot from gecko corpses. Loss of rounds for Varmint Rifle or other firearm if used. Only available once more, for fear of depopulating the local population.
-[X] Cooking. Take a look at a cookbook. 100% of Cooking 0. 75% of Cooking 1. 50% of Cooking 2. 25% of Cooking 3.
-[X] Repair. You want to learn how to repair and maintain objects, and after Maryanne told you about how she fixed Trudy's radio, well, she seems like the obvious place to start. 50% of Repair 3. 0% of Repair 4. Repair 3 required to fix Pipe Pistol.
-[X] Write-in: Blades/Knives: Ask Maryanne to show you the basics of knife combat.
-[X] Energy Weapons. While you aren't going to fire her gun, it would be nice to have a conversation with Maryanne about how exactly her weapon works and how to use it. 80% of Energy Weapons 0. 50% of Energy Weapons 1. 20% of Energy Weapons 2.

[X] Monday
-[X] Hunter/Tracker. Continue rereading that book about hunting, and compare notes with Goodspringer hunters. 80% of Hunter 2. 30% of Hunter 3. 100% of Tracker 0. 75% of Tracker 1. 50% of Tracker 2. 25% of Tracker 3.
-[X] Marksmanship (Modern Handguns). You want to be able to use guns in combat. You've actually never even held a gun before. Sunny's offered to help you and Maryanne with basic shooting practice. 100% of Marksmanship (Modern Handguns) 0. 75% of Marksmanship (Modern Handguns) 1. 40% of Marksmanship (Modern Handguns) 2. 10% of Marksmanship (Modern Handguns) 3.
-[X] Locksmith. Keep using Pete's practice locks. 50% of Locksmith 4. 10% of Locksmith 5.
-[X] Pete knows how to use explosives. That sounds like something that might possibly be a useful skill to have. 50% of Explosives 0.
-[X] Scavenging. Talk to Easy Pete about his storied history as a prospector. 40% of Scavenger 3.
-[X] Help Pete and his family out with their ranch. 25% of Animal Friend 0. 60 Caps. 2 actions.

Right, so, those success chances on Fitness and Running are pants right now, and I don't believe in continuing to feed actions into it considering how much more we can still be doing. That frees up 2 slots per day for many of the other skills we've been neglecting. Hunter/Tracker are widely applicable and useful enough and have high enough success chances that I would like to double up to catch up there. I've opted to put most of the Pete activities on Monday for the hell of it. Let's unlock the last few 0s and I'll take the write-in bait for an obvious "missing" category since there should be some kind of training opportunity there. We've still got a few days, so only taking one shot at Repair for now, given that Repair 4 is going to be kind of out of reach at the moment.
 
Right, so, those success chances on Fitness and Running are pants right now
Those are the success chances on the first attempt. Every attempt improves them.
And due to both running and excercise being a thing we can get 2 attempts per day.
So, 5% for the first attempt on the first day. then probably 15%, then 25%, then 35%.
this gives an aggregate 61% chance of getting a +1 over those 2 days. Which makes us even more superhumanly fit, synergizes with literally every single shapeshift option, the attempt also has chances to improve running and exercise (the latter gives a bonus to each dice roll for improving fitness). and putting us at 9/10 fitness which is just 1 more step away from maxing it out.
 
Those are the success chances on the first attempt. Every attempt improves them.
And due to both running and excercise being a thing we can get 2 attempts per day.
So, 5% for the first attempt on the first day. then probably 15%, then 25%, then 35%.
this gives an aggregate 61% chance of getting a +1 over those 2 days. Which makes us even more superhumanly fit, synergizes with literally every single shapeshift option, the attempt also has chances to improve running and exercise (the latter gives a bonus to each dice roll for improving fitness). and putting us at 9/10 fitness which is just 1 more step away from maxing it out.
I know how the math works and 4 actions for an overall 61% success rate (which itself is wrong because the advancements are 5 per, so it's only a 41% or so) is very bad efficiency compared 4 actions for 3-4 probable skills gains on things that help just as much.
 
That seems to be where our opinion diverges
*shrug*

Hunter/Tracker is pretty core once we start doing real quests and need to actually find things and people where locations aren't already known. Repair is core because this is Fallout and everything is broken, even the things that are new. Locksmith is kinda core unless you want to just give up loot later.
 
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