Vote Tally : Making Headway Through the Multiverse (New Vegas/Gamer-lite/Multicross/Normal Person Insert) | Page 13 | Sufficient Velocity
##### NetTally 1.7.4
[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.
No. of Votes: 3
[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.
No. of Votes: 3
[X] Plan Back to Basics
[X] Tuesday
-[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] 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] 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] 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] 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.
-[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: NewVegas)
-[X] Buy rounds from Sunny or Chet.
0actions.
--[X] 10 5.56, 9 .357.
5.56 and .357rounds are worth 2 caps each. Any amount that exceeds the amount ofcaps you actually have will not be accepted. Maximum for 5.56 rounds is29, and maximum for .357 rounds is 58.
[X] Wednesday
-[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] 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] Cooking. Take a look at a cookbook.
100% of Cooking 0. 75% of Cooking 1. 50% of Cooking 2. 25% of Cooking 3.
-[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] Locksmith. Keep using Pete's practice locks.
75% of Locksmith 4. 30% of Locksmith 5.
-[X] Explosives. Talk to Pete about blowing shit up.
75% of Explosives 0. 25% of Explosives 1.
-[X] Scavenging. Talk to Easy Pete about his storied history as a prospector.
80% of Scavenger 3. 20% of Scavenger 4.
No. of Votes: 2
[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.
No. of Votes: 1
[X] Plan Khepri
[X] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1). 30% of Shape Changing: Giant Mantis 3.
[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] 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] 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] Cooking. Take a look at a cookbook.100% of Cooking 0. 75% of Cooking 1. 50% of Cooking 2. 25% of Cooking 3.
[X] 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.
[X] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1). 30% of Shape Changing: Giant Mantis 3.
[X] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 3. 20% of Scavenger 4.
[X] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% of Locksmith 5.
[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] 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.
[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: NewVegas)
[X] Buy rounds from Sunny or Chet.
0actions.
-[X] 10 5.56, 9 .357. 5.56 and .357rounds are worth 2 caps each. Any amount that exceeds the amount ofcaps you actually have will not be accepted. Maximum for 5.56 rounds is29, and maximum for .357 rounds is 58.
No. of Votes: 1
Total No. of Voters: 10