*Anyhoo, most of the Mojave is still uninhabited by humans. Deathclaws, super mutants, and ordinary animals control most of the territory in the wastes, and they'll be your enemies as you press on outside of human territory.
*Human territory is divided between six 'factions'. I'll go over them in a later post, but basically, there are two nation-states, the N.C.R. and Caesar's Legion, a variety of town states, a variety of raider-hunter groups, a variety of tribals, and the Vegas city-state, under House's control, that rule the human parts of the Mojave. I will go into detail on this later.
*The Mojave is being fought over by the N.C.R., a California-based expansionistic flawed democratic state dominated by wealthy ranchers and water barons, and they're opposed by Caesar's Legion, an alliance of tribals from out east who practice slavery, crucify those they deem evil, and don't allow women into positions of power. House is content to maintain his control over Vegas, or at least he claims so. That's a key part of New Vegas' plot.
*The Let's Player known as Gopher summed it up best. 'N.C.R. aren't my favorites, but taxes or crucifixion isn't a really hard choice.'
*The Mojave is one of the last remnants of wasteland in a world that's being increasingly civilized. Both the Legion and N.C.R. are, whether you like them or not, civilized. And have fully functioning economies, without using frelling bottlecaps as currency.
Okay, I was going to do a post on the groups of interest in the Mojave (borrowing that term from the S.C.P. Foundation, but it's one I like, so meh), but I decided that I've written more than enough for one night. So. Questions? Thoughts? Comments?
The Mojave is interesting in the way it was designed to be very much in the balance as the Courier is operating. There are a few factions who aren't complete garbage (read: Not Caesar) who could plausibly be supported for some kind of unification--what'll be interesting to see if we ever get there is what might be possible for some kind of fusion ending (ex: convincing House to step aside peacefully or something of that nature to keep allying with the NCR).
I would probably dispute that the the world is increasingly civilized, though. There are still lots and lots and frankly lots of shitholes that seem to always be kind of a mess until a Protagonist wanders through. It's not like the Capital Wasteland was getting better any time soon without the Wanderer, so I think criticizing the Mojave for it without giving them the benefit of the Courier isn't entirely fair.
Most food was going to troops in China, and when you combine that with resources increasingly being applied to the Sino-American War, and few to none regulations on agriculture in the homeland, and combine that with rationing, and combine that with discontentment over a constant war and a world growing darker and darker, and combine that with people pissed that their government is turning fascist, well...
I'd say it wasn't exactly food riots. It was riots over the constant rationing and comparative lack of food and freedoms, which just made it worse as the pre-war America had a heavyhanded response to its citizens rebelling. Which wasn't that different from how they handled Canadian resistance.
In short, riots over stupid gov't led to food riots because they couldn't distribute food to areas that were rioting, which made it pretty bad. It was circular stupidity.
The Mojave is interesting in the way it was designed to be very much in the balance as the Courier is operating. There are a few factions who aren't complete garbage (read: Not Caesar) who could plausibly be supported for some kind of unification--what'll be interesting to see if we ever get there is what might be possible for some kind of fusion ending (ex: convincing House to step aside peacefully or something of that nature to keep allying with the NCR).
I would probably dispute that the the world is increasingly civilized, though. There are still lots and lots and frankly lots of shitholes that seem to always be kind of a mess until a Protagonist wanders through. It's not like the Capital Wasteland was getting better any time soon without the Wanderer, so I think criticizing the Mojave for it without giving them the benefit of the Courier isn't entirely fair.
We only see the cities in Fallout games, the places where it was worst. Plenty of small towns are probably doing just fine. Of course D.C. is a shitshow. It was the capital of the U.S., it's amazing it's as good as it was!
I'm not criticizing the Mojave, just pointing out that it is less united and civilized than its neighbors to the west and east.
The Mojave is interesting in the way it was designed to be very much in the balance as the Courier is operating. There are a few factions who aren't complete garbage (read: Not Caesar) who could plausibly be supported for some kind of unification--what'll be interesting to see if we ever get there is what might be possible for some kind of fusion ending (ex: convincing House to step aside peacefully or something of that nature to keep allying with the NCR).
I would probably dispute that the the world is increasingly civilized, though. There are still lots and lots and frankly lots of shitholes that seem to always be kind of a mess until a Protagonist wanders through. It's not like the Capital Wasteland was getting better any time soon without the Wanderer, so I think criticizing the Mojave for it without giving them the benefit of the Courier isn't entirely fair.
FO2 had plenty of civilized places. Vault city was incredibly advanced, SF wasn't anywhere near as wrecked as the graveyard, and of course you have the capital of the NCR being downright civilized after only a generation from FO1. And then NV is what, a century after that because bethesda had to have a timejump and not let Obsidian backdate it? Really, the traditional asshole BoS probably would have made a more interesting antagonist faction than the legion, but they wanted to let van buren run offscreen, without really having enough loredumps to fill in the blanks in the actual game.
*Las Vegas is still standing, for instance. It's under the influence of tribal gangs under the leadership of the uploaded consciousness of a pre-war billionaire, but it's still got the flash, bling, and gambling.
Huh. So you're not going with canon House on the life support? Lucky's underground complex must be chock-full with high-tech hardware and post-war energy shortcuts have hit him much harder too. If think about it, the matter of holding few percent of Dam's energy is a far more important for him than it was in a game
Huh. So you're not going with canon House on the life support? Lucky's underground complex must be chock-full with high-tech hardware and post-war energy shortcuts have hit him much harder too. If think about it, the matter of holding few percent of Dam's energy is a far more important for him than it was in a game
I think I was envisioning something else. Yes, House is still on life support, and uses computer screens to stay in touch with the outside world. Sorry. I don't know how I messed that one up.
I haven't heard the "the Zetans are behind the weirdness" theory before, but as you present it it sounds pretty reasonable. Oddly, my favorite part of it is that it explains their computing technology. Like, all the other stuff you can kind of manhandle into making sense with normal radiation if you presumed a lot of exotic starting conditions (ubiquitous pre-war biotech gone wrong being how radiation mutates them, there somehow still being a lot of particulates being why the water is radioactive, etc.). But you're never going to make a compact computer capable of digital consciousness out of vacuum tubes. But hey, Zetan Energy Fuckery, now they're not really vacuum tubes. They're computational energy lattices that just require a rarified environment to operate in. It's still handwaving, but it's handwaving that makes a lot more sense than the AI somehow running on only 256 bits of RAM.
I haven't heard the "the Zetans are behind the weirdness" theory before, but as you present it it sounds pretty reasonable. Oddly, my favorite part of it is that it explains their computing technology. Like, all the other stuff you can kind of manhandle into making sense with normal radiation if you presumed a lot of exotic starting conditions (ubiquitous pre-war biotech gone wrong being how radiation mutates them, there somehow still being a lot of particulates being why the water is radioactive, etc.). But you're never going to make a compact computer capable of digital consciousness out of vacuum tubes. But hey, Zetan Energy Fuckery, now they're not really vacuum tubes. They're computational energy lattices that just require a rarified environment to operate in. It's still handwaving, but it's handwaving that makes a lot more sense than the AI somehow running on only 256 bits of RAM.
Ditto. But then again, even though it makes me feel dirty for sympathizing with NMA, I like to pretend that Mothership Zeta doesn't exist.
Also, As a reminder, the steam sale ends on the 4th, and the game this is based on is on sale for $5, $12 with the DLC (which I hear is worth it, and I own, but haven't actually played). Save 50% on Fallout: New Vegas on Steam
Making Headway Through the Multiverse 1.5
Location: Goodsprings, Mojave Wasteland, Earth, Sol, Milky Way Galaxy, Earth-1 (Fallout: New Vegas)
Date: Sunday, October 27, 2281
Today, you're helping out at Pete's ranch. It's not a very fun job, you realize. Your job is still watching over the bighorners, you're just doing it early in the morning instead of at night. Luckily, they're more docile after they've just woken up, and they grumpily eat up the...mush that the ranch has set out for them.
You have to keep an eye on them, and occasionally, you have the grab the beastie and nudge it back into the herd. Luckily, you don't have to deal with too much...besides the smell, and what you swear are angry looks from the damn goats. You are absolutely not naturally a farmer. Still, you think you're getting used to them, much as you wish you didn't have to.
Sixty caps, Blair. Sixty caps.
After that, you head out gecko hunting with Sunny and Maryanne. Gecko hunting isn't much more than target practice at this rate. You feel a boost in that particular effect from Headway, as two shots ram into the face of a younger lizard. You feel a bit bad about that, but honestly, you've become desensitized to killing animals scarily fast. It might be because they look like monsters, which is also worrying, but in a different way.
Are you going to get used to killing humans this quickly? The thought makes you shudder as you're walking back to Goodsprings. "You okay?" Maryanne asks.
Sunny's here, too. This might be awkward. She's not really a touchy feely person. "I...was just thinking about when I'd...have to kill someone."
You've had this conversation before. Maryanne scratches her hair. "It's a heavy subject, Blair. I remember killing people, but not why, or how. I remember that it wasn't really something I found much joy in.
She continues down the path. "But sometimes it's necessary. There are evil fuckers in the world. And everyone would be better off if you removed them from the Earth."
"The issue is knowing which people I have to kill."
Sunny interjects. "Good place to start is with the people shooting at you."
Maryanne's eyes flick over to her, in annoyance, you think. "She's right. Self-defense is something you gotta respect in the wasteland. But you also gotta know when it's the right thing to intervene. Say you see a raider band robbing the caravan. They're going to steal, kill, rape, maybe not in that order. What's the right thing to do?"
"...Stop them," you say, reluctantly.
"Right. So, you could knock them out, but then, best case scenario, they're going to get up again in a few hours, go right back to killing people. Then those deaths are your fault. Or they get captured by N.C.R., who execute raiders on sight, or hang them, if it's convenient for them. Or they die anyway, because they got eaten by a radscorpion or something. So all knocking them out does is either prolong their suffering or get more people killed.
"It ain't a pretty thing to do, killing someone. But sometimes it's just gotta be done. You take out your varmint rifle or your laser gun and you shoot them. There's a firefight, you win, and you've saved a few lives."
"Yeah. You're right."
"'Course, you need to keep up your...moral center, I think it's called," Sunny comments. "Killing people...it's a slippery slope. Eventually you move down from raiders to thieves. Then it's to people who you think might be a threat to you someday. Then it's people you don't like. Then you're just another raider. Then we have to shoot you."
"Thanks," you reply. You think that was meant to be helpful. Hard to tell with Sunny.
"It isn't as simple as it sounds, but you gotta keep doing the right thing. Keep being the hero you know you can be," Maryanne tells you.
After that conversation, it's back to Pete's, for ultimately unsuccessful training in three, count them, three(!) areas. Pete used to use explosives a lot as a scavver, and you were hoping he might be able to show you how to set up dynamite, but he was busy with the ranch today (sick brahmin), so you had to settle for a pamphlet he fished up. Not very helpful, but Headway thinks it was something, at least.
Lockpicking, a more concrete bit of training, goes equally poorly. You manage to open all of the locks, but you guess it wasn't enough for Headway. Pete has time to tell a few stories from his days as a scavenger, but Headway is being a bit antsy today, so no luck there.
You go home, Maryanne has the 20 caps from the gecko you slew, and you decide to take a break for the rest of the night. A few days ago, you purchased several pre-war books in good condition from Trudy's saloon, who had a few a caravaner managed to pawn off on her. They were only six caps in total for six books, so you figured it was a steal.
You sort of feel ripped off as you read them. Grognak and the Bribski is stilted and awkward, and feels like a Conan the Barbarian story with the fun spliced out. You skim over a few chapters until you eventually put it down.
Captain Nebulon and the Pilots of Tomorrow is actually fairly decent, but it suddenly derails its moderately interesting pulp sci-fi premise in favor of an anti-communist author's rant, which just came completely out of left field.
Grognak and the Moon Women was wish-fulfillment of the highest order, and blatantly sexist to boot, in addition to the problems the Bribski one had. The Marauders of Hyir is actually fairly interesting, but cosmic horror isn't really your thing. H.P. Lovecraft wrote this one, but you're still not that interested in it.
Ultra-Man, The Collected Stories feels like an old comic in book form, and is every bit as stupid. You've always sort of hated classic superhero stories. Comics were a diverse, well-written form of art on your homeworld, and yet all people saw was Biff! Bam! Pow! And nonsense like that.
There were deconstructions of the Trapped in Another World genre (Spire), a psychic Englishman sent back in time to the days of Richard I, only to find that the world is more than it seems (Lionheart), a romance story about two wizards forced into their fantasy world's equivalent of Hell (Lost Together), and a Western dealing with the integration of traditional fantasy races into contemporary American society (Our Town).
The superhero stories written by modern comics weren't even that bad. Jettison, about a superhero in a world where his ilk are now irrelevant. Mark Flier, a coming of age story that happened to involve superhumans. Iopia, a generic Superman-figure depowered significantly and trapped in a fantasy world, who then sets out to reform and unite a divided continent. Okay, Iopia was leagues beyond the other two.
But comics nowadays were just disgraced by their past as superhero punching gimmicks. Why, you could go on for...you stop your inner rant abruptly. You aren't on your homeworld anymore. There's no message board for you to bitch about superheroes and how they've left their dangerous impact on comics. You're trapped here. And these terrible books are all you have left to look over in the world of fiction.
God. It's like the written word was stuck in the '50s. You don't even bother with the super-spy thriller, and just head to sleep. You at least have Headway.
Date: Monday, October 28, 2281
You and Sunny chitchat a bit about Survival, but unfortunately, you only retread old ground. Still, you suppose you're at least closer to an increase in the future. Perception goes better, you see a single increase there, and the difference in what you notice is a bit awe-inspiring.
You finally get the hang of repairing things, and both you and Maryanne are pleased with yourself. You fix your pipe pistol, and as a celebration, Maryanne gives you ten .357 rounds for it, from her stash for her own .357 revolver.
Pipe pistols really aren't impressive weapons. They're cobbled together, at best. You could still stand to improve your pipe pistol, and you suppose, your varmint rifle. Hilariously, the baseball bat is in the best condition of any of your weapons, even if it still has mantis guts stuck to it.
You decide to try out the pipe pistol. It's not the best weapon, but you pick up how to use it, and other Modern Handguns, fairly quickly. You're an average shot within an hour, and you feel better for having a third option, behind the varmint rifle and the bat. You'll need to buy ammo now, of course. Sunny doesn't have any .357 ammo, but Chet, the local general store owner, is supposed to have some. They cost the same as 5.56 ammo. Two caps a bullet.
You spend a few hours at Pete's ranch helping out with the bighorners, and yeah, you're definitely getting to understand the creatures. Not like them, but...tolerate them, and respectfully coexist.
Unfortunately, whatever this new trait of yours might be, you won't be able to train it at the ranch anymore. The rancher you were supposed to replace has recovered now, and will be able to return to work. Sucks for you, but you guess you're glad he's better now.
Maryanne's decent at Caravan, and you play a few games with her back at the schoolhouse. She beats you most of the time, but you get a few good 'hits' in, and manage to move up a level at this brand of gambling.
That's all for today. You head to sleep, feeling...sort of accomplished.
Plan Voting. You may pick up to seven actions for Tuesday, October 29, 2281, and seven for Wednesday, October 30, 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.
1.6 is the second-to-last training update you will have in Goodsprings. 1.7 will have several quest-related mandatory actions. 1.8 will be a single day.
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). 40% 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. 30% of Marksmanship (Modern Handguns) 3.
[ ] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 0% of Marksmanship (Modern Rifles) 7.
[ ] Survival. Talk to Sunny about survival. 60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 5.
[ ] 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. 20% of Perception 5.
[ ] 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. 30% of Repair 4. Repair 4 required to upgrade Pipe Pistol and fix damage to Varmint Rifle.
[ ] 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. 80% of Scavenger 3. 20% of Scavenger 4.
[ ] Caravan. Enjoy a friendly game with the people of Goodsprings and the travellers from elsewhere. 90% of Caravan 3. 75% of Caravan 4. 25% 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. 50% of Trapmaking 0.
[ ] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% 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.
[ ] Knives. Ask to borrow Maryanne's combat knife for a bit, to try it out. 100% of Knives 0. 75% of Knives 1. 50% of Knives 2. 25% of Knives 3.
[ ] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
Goodsprings Actions
[ ] Buy rounds from Sunny or Chet. 0 actions.
---[ ] Specify how much. 5.56 and .357 rounds are worth 2 caps each. Any amount that exceeds the amount of caps you actually have will not be accepted. Maximum for 5.56 rounds is 29, and maximum for .357 rounds is 58.
[ ] Buy items in general from Chet. 50% of Barter 0. Specify the item, P.M. me and I'll P.M. you how much it costs so you can put it in your plan or disregard it as you do.
I'm looking into buying a copy of New Vegas for P.C., so 1.7 and 1.8 might be postponed a few days. It won't impact 1.6, the next update, however.
Right guys we need to start preparing I'm not allowed to say what because it would be spoilers but some of you know.
[X] Plan FireAsh
[X] Day 1
-[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. 60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 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] Perception. Knowing where you are, what that thing is, and what its weak spots could be are good survival guides, according to Maryanne. 20% of Perception 5.
-[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. 50% of Trapmaking 0.
-[X] Buy items in general from Chet. 50% of Barter 0. Specify the item, P.M. me and I'll P.M. you how much it costs so you can put it in your plan or disregard it as you do.
--[X] Leather Armor 100% durability 175 caps. Leather armor (Fallout: New Vegas)
-[X] Buy rounds from Sunny or Chet. 0 actions.
--[X] 10 5.56, 9 .357. 5.56 and .357 rounds are worth 2 caps each. Any amount that exceeds the amount of caps you actually have will not be accepted. Maximum for 5.56 rounds is 29, and maximum for .357 rounds is 58.
-[X] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
[X] Day 2
-[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. 30% of Repair 4. Repair 4 required to upgrade Pipe Pistol and fix damage to Varmint Rifle.
-[X] Caravan. Enjoy a friendly game with the people of Goodsprings and the travellers from elsewhere. 90% of Caravan 3. 75% of Caravan 4. 25% of Caravan 5.
-[X] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% of Locksmith 5.
-[X] 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.
-[X] 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.
-[X] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
-[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. 30% of Marksmanship (Modern Handguns) 3.
looks good enough to me.
on second though I'm going to change things around.
[x]Plan Wasteland survival skills
[X] Day 1
-[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. 30% of Repair 4. Repair 4 required to upgrade Pipe Pistol and fix damage to Varmint Rifle.
-[X] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% of Locksmith 5.
-[X] 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.
-[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. 50% of Trapmaking 0.
-[X] Buy items in general from Chet. 50% of Barter 0. Specify the item, P.M. me and I'll P.M. you how much it costs so you can put it in your plan or disregard it as you do.
--[X] Leather Armor 100% durability 175 caps. Leather armor (Fallout: New Vegas)
-[X] Buy rounds from Sunny or Chet. 0 actions.
--[X] 19 5.56, 5.56 and .357 rounds are worth 2 caps each. Any amount that exceeds the amount of caps you actually have will not be accepted. Maximum for 5.56 rounds is 29, and maximum for .357 rounds is 58.
-[X] Survival. Talk to Sunny about survival. 60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 5.
-[X] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 3. 20% of Scavenger 4.
[x]Day 2
-[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. 30% of Repair 4. Repair 4 required to upgrade Pipe Pistol and fix damage to Varmint Rifle.
-[X] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 3. 20% of Scavenger 4.
-[X] Survival. Talk to Sunny about survival. 60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 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] Perception. Knowing where you are, what that thing is, and what its weak spots could be are good survival guides, according to Maryanne. 20% of Perception 5.
-[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. 50% of Trapmaking 0.
-[X] 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.
Then you shouldn't have said anything. Waiving spoiler knowledge is just vote manipulation.
[X]Plan Larekko12
[X] Day 1
[X] 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.
[X] Caravan. Enjoy a friendly game with the people of Goodsprings and the travellers from elsewhere. 90% of Caravan 3. 75% of Caravan 4. 25% of Caravan 5.
-[X] Survival. Talk to Sunny about survival. 60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 5.
-[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. 30% of Repair 4. Repair 4 required to upgrade Pipe Pistol and fix damage to Varmint Rifle.
-[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. 50% of Trapmaking 0.
-[X] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
-[X] Buy items in general from Chet. 50% of Barter 0. Specify the item, P.M. me and I'll P.M. you how much it costs so you can put it in your plan or disregard it as you do.
--[X] Leather Armor 100% durability 175 caps. Leather armor (Fallout: New Vegas)
-[X] Buy rounds from Sunny or Chet. 0 actions.
--[X] 10 5.56, 9 .357. 5.56 and .357 rounds are worth 2 caps each. Any amount that exceeds the amount of caps you actually have will not be accepted. Maximum for 5.56 rounds is 29, and maximum for .357 rounds is 58.
[X] Day 2
-[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. 30% of Repair 4. Repair 4 required to upgrade Pipe Pistol and fix damage to Varmint Rifle.
-[X] Caravan. Enjoy a friendly game with the people of Goodsprings and the travellers from elsewhere. 90% of Caravan 3. 75% of Caravan 4. 25% of Caravan 5.
-[X] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% of Locksmith 5.
-[X] 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.
-[X] 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.
-[X] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
-[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. 50% of Trapmaking 0.
Say I don't recall have the powder gangers been buy and pushed off yet?
That could be said yes, but its more forcing people to think about their plans and as long as I'm not outright stating anything just that preparation is needed then people will be forced to do so which benefits us all.
That could be said yes, but its more forcing people to think about their plans and as long as I'm not outright stating anything just that preparation is needed then people will be forced to do so which benefits us all.
no, it's straight up manipulation because you're presenting a Plan while telling us you've got insider information, thus implying that your plan is better than what someone without said information could come up with(and thus swing the vote in your favor).
no, it's straight up manipulation because you're presenting a Plan while telling us you've got insider information, thus implying that your plan is better than what someone without said information could come up with(and thus swing the vote in your favor).
I don't actually know how the thing will go down only that it will go down and my plan is there for "Hey I've looked at the information I got and I personally think this is a good plan" I'm not forcing them to vote for me by saying "my plan is the only good plan because of my insider information" if you feel like I'm trying to manipulate people into choosing my plan then I'm sorry that I came of that way.
*It weathered the Great War fairly well, thanks to the antimissile tech used by Mr. House, an enigmatic billionaire who invented some fairly neat stuff, and is still a prominent actor in the Mojave.
Yeah he's pre-war, "To preserve himself, he took equally drastic steps: his body was permanently connected to an extremely sophisticated life support device named a "hibernation chamber" [1]to take care of his physiological needs, while his brain was wired directly into his vast information network via an enormous supercomputer. " from Robert House.
To some players he's evil but in the wasteland many groups could be called evil and he cares a lot about New Vegas and wants it to succeed so if he was left alone he would probably make it much better than it currently is, killing him means this can't happen and New Vegas has a chance of becoming destroyed because of this.
Personally, I think it's less of that and more to the fact that you're practically killing a decrepit and crippled old man. Hells, you can even give him a fate worse than death via letting him out and then not killing him.