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

[X] Plan Khepri

Day 1

Powers
[X] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1). 30% of Shape Changing: Giant Mantis 3.

General Skills
[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.

Day 2

Powers
[X] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1). 30% of Shape Changing: Giant Mantis 3.

General Skills
[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.

Goodsprings Actions
[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.
 
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Day 2

Powers
[X] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1). 30% of Shape Changing: Giant Mantis 3.

General Skills
[X] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 3. 20% of Scavenger 4.
[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.

Goodsprings Actions
[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.
Day 2 only has 6 actions as buying ammo costs no actions.
 
[ ] 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.
May want to update the flavor text, if you care to, considering we do have gun experience now.

Inventory:
Money
213 Bottlecaps:
You currently possess seventy-nine bottlecaps, the chief currency of Earth-1.
Text mismatch.

[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.

---

Couldn't find a single plan that had everything I wanted.
1) Caravan isn't important, waste of an action.
2) Yes, train Explosives to at least unlock it.
3) Double up on Hunter/Tracker and Repair as core skills.
4) Afterwards, fill up on high success rate actions.
5) If taking Running, at least make sure to take Fitness.
 
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May want to update the flavor text, if you care to, considering we do have gun experience now.

Inventory:

Text mismatch.

[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] 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] 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.

---

Couldn't find a single plan that had everything I wanted.
1) Caravan isn't important, waste of an action.
2) Yes, train Explosives to at least unlock it.
3) Double up on Hunter/Tracker and Repair as core skills.
4) Afterwards, fill up on high success rate actions.
5) If taking Running, at least make sure to take Fitness.

Buying anything in general from Chet costs a single action not zero but buying ammo doesn't so either remove the buying vote or something else.
 
Buying anything in general from Chet costs a single action not zero but buying ammo doesn't so either remove the buying vote or something else.
*checks again*

Dammit, thanks, one second.

I'll cut Energy Weapons for now. It'll still be there and was just a nice to have and no one's shooting those at us for a bit anyway.
 
*checks again*

Dammit, thanks, one second.

I'll cut Energy Weapons for now. It'll still be there and was just a nice to have and no one's shooting those at us for a bit anyway.
Np and energy weapons can wait till we get Recharger rifle or Recharger pistol or if we stumble across a large number Energy/Micro-fusion Cells. Also at our current level of barter the Recharger rifle should cost around 260 - 290 at full condition.
 
Vote tally:
##### 3.21
[] Plan FireAsh
[] Day 1
-[] 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.
-[] 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.
-[] 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.
-[] 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.
--[] Leather Armor 100% durability 175 caps. Leather armor (Fallout: New Vegas)
-[] Buy rounds from Sunny or Chet. 0 actions.
--[] 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.
-[] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
[] Day 2
-[] 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.
-[] 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.
-[] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% of Locksmith 5.
-[] 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.
-[] 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.
-[] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
-[] 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
FireAsh

[]Plan Wasteland survival skills
[] Day 1
-[] 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.
-[] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% of Locksmith 5.
-[] 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.
-[] 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.
-[] 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.
--[] Leather Armor 100% durability 175 caps. Leather armor (Fallout: New Vegas)
-[] Buy rounds from Sunny or Chet. 0 actions.
--[] 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.
-[] Survival. Talk to Sunny about survival. 60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 5.
-[] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 3. 20% of Scavenger 4.
[]Day 2
-[] 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.
-[] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 3. 20% of Scavenger 4.
-[] 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.
-[] 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.
-[] 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
sainen
mrttao
wizig

[]Plan Larekko12
[] Day 1
[] 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.
[] 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.
-[] Survival. Talk to Sunny about survival. 60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 5.
-[] 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.
-[] 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.
-[] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
-[] 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.
--[] Leather Armor 100% durability 175 caps. Leather armor (Fallout: New Vegas)
-[] Buy rounds from Sunny or Chet. 0 actions.
--[] 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.
[] Day 2
-[] 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.
-[] 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.
-[] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% of Locksmith 5.
-[] 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.
-[] 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.
-[] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
-[] 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: 2
Larekko12
Macnia

[] Plan Khepri
Day 1
[] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1). 30% of Shape Changing: Giant Mantis 3.
[] Survival. Talk to Sunny about survival.60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 5.
[] 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.
[] 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.
[] 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.
Day 2
[] Shape Changing: Giant Mantis. Train to assume the form of a giant mantis (Earth-1). 30% of Shape Changing: Giant Mantis 3.
[] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 3. 20% of Scavenger 4.
[] 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.
[] 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.
-[] Leather Armor 100% durability 175 caps. Leather armor (Fallout: NewVegas)
[] Buy rounds from Sunny or Chet. 0actions.
-[] 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
Khepri14

[] Plan Back to Basics
[] Tuesday
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] 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.
--[] Leather Armor 100% durability 175 caps. Leather armor (Fallout: NewVegas)
-[] Buy rounds from Sunny or Chet. 0actions.
--[] 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.
[] Wednesday
-[] 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.
-[] 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.
-[] Cooking. Take a look at a cookbook. 100% of Cooking 0. 75% of Cooking 1. 50% of Cooking 2. 25% of Cooking 3.
-[] Survival. Talk to Sunny about survival. 60% of Survival 6. 0% of Survival 7. 90% of Survival (Wasteland) 4. 30% of Survival (Wasteland) 5.
-[] Locksmith. Keep using Pete's practice locks. 75% of Locksmith 4. 30% of Locksmith 5.
-[] Explosives. Talk to Pete about blowing shit up. 75% of Explosives 0. 25% of Explosives 1.
-[] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 3. 20% of Scavenger 4.
No. of votes: 1
Spectrum
 
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can you spoiler the vote tally please?

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

currently a tie
 
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[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.
is there a particular reason/use you wish to get out of giant mantis? it seems like a downgrade from human form

If you just want to improve our skill in shapeshifting then remember that any animal we kill does that. (note how the amount of progress we make per single action on radroach has been going up as we have unlocked and leveled up other forms)

if you have some sort of specific reason to want to work on mantis form i would love to hear it
 
is there a particular reason/use you wish to get out of giant mantis? it seems like a downgrade from human form

If you just want to improve our skill in shapeshifting then remember that any animal we kill does that. (note how the amount of progress we make per single action on radroach has been going up as we have unlocked and leveled up other forms)

if you have some sort of specific reason to want to work on mantis form i would love to hear it

Not really. I just thought it'd be a useful form to practice until we manage to get a Deathclaw or something and it's be useful if, for whatever reason, our bat breaks and we run out of ammo. I don't think anyone but the OP knows how many enemies we might run into or whatever out in the Wasteland, so I'd prefer to be cautious. Also, I freely admit I know very little of Fallout and it's lore other than the very, very basics.
 
and it's be useful if, for whatever reason, our bat breaks and we run out of ammo.
in that case we would do more damage just kicking things in our human form.
we would also be more durable and faster in human form.

If I had to rate our currently available forms for unarmed combat:
Human > Gecko > Radroach > Mantis

... can the giant mantis fly? that might be a use for that form.
and isn't the radroach immune to radiation? that sounds like a use for that form
 
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The only compelling case I can make for the Mantis is that it's smaller and so could be used inventively to spy or explore.
 
Unless gecko shapeshifting gets us higher levels gecko super powers inherently or Gecko controlling powers, or just a strength boost from being armored and human sized it's fairly bad and scary.

Maybe mantis gets us blade arms for martial arts?
 
Unless gecko shapeshifting gets us higher levels gecko super powers inherently or Gecko controlling powers, or just a strength boost from being armored and human sized it's fairly bad and scary.

Maybe mantis gets us blade arms for martial arts?
Shapeahifting powers makes shapeshifting training faster.

They also allow partial shifts
 
Fringe posters and lurkers may want to consider making a vote this go around. We're at 3-3-2-1-1 right now, so any plan could conceivably win.
 
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