Would we be able to train it without access to a workshop or another robot?
Also, I'd like to thank you for making another one, Headway is my favorite power, since I'm in love with The Gamer, but I feel it gets too bogged down in numbers.
IIRC the monsters are a result of radiation interacting with the Forced Evolutionary Virus (FEV). Well, some of them are bioweapons, possibly altered by radiation and FEV.
Fallout radiation is pretty much magic though. As is much of it's tech, really. Vacuum tubes are the norm for computing, the integrated circuit was only invented a few years before the War and most of those systems were probably fried by EMP from the bombs.
Is that another one of those dumb retcons that Bethesda pulled out of their ass? IIRC, FEV was a fairly controlled substance, just limited to the super-mutant vats?
Is that another one of those dumb retcons that Bethesda pulled out of their ass? IIRC, FEV was a fairly controlled substance, just limited to the super-mutant vats?
no, as far as I can tell FEV is mostly for Super Mutants, I think the only other FEV derived monster we'll need to watch out for in NV is Centaur
that said there's been something like 6 different strains of FEV from different sources so that BEthesda can justify having super mutants in each game.
I wasn't around for the other Headway quest. At what level does a skill hit "peak human" and start developing into overtly superhuman? Is it level 6, that's the cut-off where going further makes us superhuman?
I wasn't around for the other Headway quest. At what level does a skill hit "peak human" and start developing into overtly superhuman? Is it level 6, that's the cut-off where going further makes us superhuman?
it's on the first page, skills cap out at 10(in general), 6 is peak human irl, above that is comic book style peak humans.
A very general idea of how the ranking system works, mostly based around physical general skills, but you should be able to guess how they relate for most things. 0 is nonexistent skill, 1 below average, 2 is average, 3 is above average , 4 is professional level, 5 is low level Olympian, 6 is peak human, 7 is Batman level superhuman, 8 is Captain America level superhuman, 9 is demigod level, and 10 is god level. It probably won't go above that except in special cases. Keep in mind that that isn't always the case, and those scales usually only work for general skills. Generally, 1-6 is fairly easy, but it gets much more difficult after that. 9 and 10 are largely just better than Cap-level superhuman, don't take them to literally mean a specific example of divine stature. They're just very, very impressive.
Ah. Well, don't I feel foolish, now. Thanks, though. And yeah, I figured that there would be distinct skills for actual superhuman abilities, given that skills cap at 10. Still, the peak of comicbook-style "ordinary human ability" is nothing to sneeze at.
My understanding (which isn't necessarily right) is that FEV got out during or shortly after the War. Only small amounts escaped, and the virus doesn't do all that well outside of a lab. What this means in practice is that everyone in North America at least is a (very) low-grade FEV mutant. It is not noticeable beyond a surprising resistance to radiation and occasional odd mutations. The "bad" ending in FO3 hinges on this, releasing a substance that specifically harms FEV mutants including the people of the Wasteland.
FEV itself was a very tightly controlled substance, the only locations I know of were it was used was the Mariposa Military Base in California (source of the Master's army, and ancestral home of the Brotherhood of Steel) and Vault something-or-other outside of DC. For the above to be true, at least one more source must have existed. These are two different strains of FEV, causing slightly different mutations on immersion. The Mariposa Strain creates Supermutants who, at least in theory, are as smart or smarten than humans as well as being stronger, immune to radiation and all that stuff. It is also capable of producing Nightkin, who are smarter, sneakier and tend to develop mental conditions (exacerbated by them using Stealth-Boys). The Vault-Tec strain creates Supermutants with limited intelligence and a predilection for anthropophagy (for some reason). This strain also seems to create Behemoths on occasion.
Centaurs and floaters are the result of over-exposure to FEV. Those who vere to long in the vats during "dipping", or who vere extra sensitive generally became centaurs if they survived. Floaters are a more extreme case, looking completely alien.
Hmm... according to the wiki, it's unclear if airborne FEV is real. ZAX says that it completely loses effectiveness when not administered directly, whereas the master's lieutenant is the one who came up with the airborne FEV theory, blaming a nuke attack on the (non-mariposa) facility for disseminating it worldwide.
OOC, the developers were split too:
First, Chris Avellone seemed to prefer the "FEV explains everything" theory of mutation. He suggests that when the Glow was hit by the Chinese warheads, the tanks holding the virus burst and the FEV was vaporized and shot into the air. It was then mutated by the radiation from the blast, and went on to help radiation create the various mutant animals we know and love as well as ghouls. The problem with this theory is that first off it's a bit redundant since Fallout radiation is already fully capable of producing the mutations seen in the game's world. Second, we know from the Lieutenant's mention of inoculation from mutant FEV that any airborne strain of FEV could not cause these mutations. If it did, why didn't any humans mutate from exposure to the airborne FEV? Furthermore, if radscorpions, geckos, molerats, deathclaws and other creepie-crawlies are all products of FEV, how can they breed as much as they do? Remember, FEV causes sterility. Avellone eventually admitted that he was wrong, and that most mutations in the Fallout world were caused by the ambient radiation.
Next, Chris Taylor offers a different point of view on how ghouls are made. He suggests that when people with too much radiation damage are dipped, you get ghouls. When people with mild radiation damage are dipped, you get stupid super mutants. When people with little to no radiation damage are dipped, you get intelligent Super Mutants. This hypothesis would mean Harold and Talius are normal ghouls. However, since the population of Vault 12 was never dipped, not all ghouls could be made this way, only that FEV would speed up the process slightly.
You did a lot more reading about this than I did, that's for sure. I like the airborne theory, but if even the original developers can't agree, it will have to stay a theory. The only thing we're clear on is that mutations and monsters are caused by radiation (essentially magic), possibly with assistance from a virus that is pretty much magic.
The mistake you all seem to be making is assuming that Falloutverse radiation is actually radiation, and not an odd form of energy they just happen to call radiation, that shares a few similar traits with ours. Given the unprecedented disparities between our world's radiation and theirs (I mean, sticks to water? Really?), I'm assuming that's the case.
It just happens to be a form of energy that doesn't exist or we haven't discovered yet in our own world. Keep in mind the Zetan influence on this world's technological development, as well as the existence of forms of matter that are not around on our world, and suddenly their technological development becomes more than just 'magic'.
Anyway, update's in beta at the moment, should be up soonish.
The mistake you all seem to be making is assuming that Falloutverse radiation is actually radiation, and not an odd form of energy they just happen to call radiation, that shares a few similar traits with ours. Given the unprecedented disparities between our world's radiation and theirs (I mean, sticks to water? Really?), I'm assuming that's the case.
Well, there is the whole "atomic bomb" connection.
As for "sticks to water", who said that in fallout? was it a nuclear scientist? Because water can be contaminated by nuclear dust from a fallout, which can then be purified out.
Also, a lot of us said that it is basically magic so I wouldn't say we are forgetting it.
Making Headway Through the Multiverse 1.2
Location: Goodsprings, Mojave Wasteland, Earth, Sol, Milky Way Galaxy, Earth-1 (Fallout: New Vegas)
Date: Monday, October 21, 2281
After finishing the xander root for breakfast (God, you cannot wait to eat something besides that), you return to the schoolhouse for more Fitness training. Frustratingly enough, there's...nothing. Nothing at all. No gains.
Headway operates on a system where you go through leaps of progress. Sucky, not-so-sucky-but-still-kinda-ugh, so-so, pretty good, great, almost superhuman, and then further and further from there. Today, you didn't make any major leaps, but as a consolation prize of sorts, you still made some progress towards the next milestone, so you can begrudgingly accept that.
Maryanne's gone, you note. Her stuff, limited as it is, is still by the cot near the safe, so you shrug, and move on to your second exercise of the day. Running. That goes quite a bit better, with you feeling definite increases there. You're finally feeling like something more than a retail stooge when it comes to being fit.
After stretching, you head to Trudy's saloon. Seems as good a place as any for your intentions. Trudy's saloon. The Prospector Saloon. Wow, this is cool. It's a real-life Wild West saloon! It's an odd juxtaposition, something out of a gritty Western less than a dozen miles away from giant lizards and rayguns.
You make your way over to Trudy, a flush-skinned woman in a typical uniform for the town of Goodsprings. There are a couple of people at the bar, most of whom are in fairly battered pieces of poorly-stitched together armor, and don't seem to notice your entrance. You sidestep them.
"Hey there," she says. "Can I get you anything?"
"Uh, sorta, but...not alcohol, sorry to say."
She arches an eyebrow. "What, then?"
"This is going to be sort of awkward, and I promise I don't plan on, like, breaking or entering or stealing anything here in Goodsprings, but I want to learn how to pick locks. Where...could I learn to do that?"
Trudy smiles wryly. "Heh. Don't fear, miss. You'd be surprised the sort of incriminating stuff I hear about around here. Talk ta Easy Pete. He used to be a scavver, so he oughta be helpful. He lives in-" she grabs an odd paper-like substance from underneath the bar, and scribbles out a map, "-a ranch on the outskirts of town. Helps out with the brahmin and the bighorners. He's always willing to lend a hand, though."
What's a scavver? "Thank you very much."
"Come back if you need anything else," she tells you.
"I will!"
You follow the scrawled map to the ranch, and it's a bit of a walk. You don't need to enter the ranch proper, as you see a man sitting on a rocking chair outside. "Howdy," he says. "New around here?"
"Yeah, pretty much," you admit. "I...are you Easy Pete?" you ask, the name feeling a bit silly on your lips.
"I sure am. Why are you asking?"
"Ah, I'm Blair. I sort of came to ask for help with a few things. Lockpicking mostly, but I was also hoping you had a few things to share about being a scavenger."
Easy Pete arches a grayed eyebrow. He's an old black man in a settler outfit (apparently the standard term for the type of clothing that most of these people are wearing) and definitely shows signs that he's lived a long, storied life. You couldn't quite pin the signs down if asked, but they're definitely there.
"Huh. Well, you came to the right place," he says, before angling his head back into the ranch house's open door. "Tyler! Get the practice locks!"
"Where are those?" a voice shouts from inside.
"The old crates! Where Meema used to store her paintings!"
He turns to you. "Sorry about that, Blair, was it?" he asks. Seeing you nod, he returns the gesture. "Sit down. There's always a chair open here at this ranch. You wanted to ask about lockpicking, right?"
"That's right, sir."
Pete gives you a sidelong look. "Blair, I am far too insecure in my age to be called sir. Just call me Pete."
"Alright. If you insist, Pete."
"Thank you kindly. Now, what makes you want to be a scavver?"
Oh. Scavver must be short for scavenger. You don't know why that took you so long to figure out. "There's a big world out there. Lot of stuff to see…and, well, loot."
"Scavving ain't exactly a life-extending career, you know. Nor does it leave a lotta room for formin' lasting relationships. 'S why I settled down here with my wife a few years back."
This is awkward. You can't really say 'oh, my superpower would really like it if I was a scavenger'. Not without looking like a nut. "I...yeah. But I think I can handle it, or at least, I will after a lot more training. And I can always do what you did and settle down later."
He smiles sadly. "You say that now. I wish everyday Mirabel and I had had a few more years. But...I also know that I wouldn't be the man I am today without those thirty-some odd years. So, it's a matter of what you want to do, and the life you want to live."
A younger dark-skinned man a few years younger than you enters with a box filled with three locks and a bunch of...hairpins? "Thank you, Tyler."
The young man smiles politely, before reentering the house. "That's my grandson. Not a conversationalist, but he's as dedicated as two men. Anyway, lockpicking. I'm gonna try and teach you a few tricks with the bobby pins."
...Bobby pins? Who's Bobby? Weird name for hairpins. Must be a regional difference. Anyway, 'try and teach you' was the phrase you should have focused on, since you don't do very well today in terms of lockpicking. Pete doesn't seem to mind, and invites you to come back some other time when you decide to call it quits.
He even offers you some basic factoids about scavving life. Headway doesn't think it's enough to get you anything more than your foot in the metaphorical door, but it's something, and it's enough for now, especially since you aren't leaving Goodsprings for a while. You thank him, and leave.
After that, you make your way down to Dr. Mitchell's office. Maryanne told you where it was, and you want to know how to perform first aid for when you go out into the wasteland. It's actually more like a house, and doesn't look too dissimilar to most buildings in Goodsprings. You ring the doorbell, and after a few moments, an older man opens the door.
"Hello? How can I help you?" he asks.
"Hi, I'm Blair. I was hoping to ask you to teach me a bit of first aid? Maybe a bit about medicine, that sort of thing?"
His eyes light up. "Sure, sure, of course! I'm Doc Mitchell, but I guess you already knew that. Come on in. Always happy to help people out in that regard. I've got a few handbooks, we can talk over here."
You smile, and take a seat in a back room, while he fetches some books from a shelf, as well as a crate of...tools, you suppose they are. You can see a manner of surgical and medical appliances around, some of which look downright torturous, but you guess you're not a doctor, nor did you ever especially want to be.
"So why did you want to learn about first aid, Blair? I don't get many people in here asking about learning the medical practice."
"Maryanne and I will be leaving in a few weeks to go out into the wasteland and hunt down some dangerous people. I want to be prepared for whatever comes my way."
He nods. "Smart woman. The wasteland is a dangerous place, all right. So how much do you know about medicine?"
"Virtually nothing. A bit about anatomy, but not much else."
"This might take a while, then. I'll start out with basic medical implements, then. Stimpaks, Med-X, Hydra, Rad-X, Rad-Away. Any of these names ring a bell?"
"They're drugs. For healing."
"That's right. But you also need to be able to appreciate the dangers of these drugs. Addiction is very possible for all of those drugs. This-" he pulls out some kind of thermometer-looking thing with a terrifyingly long needle- no, that's a fakking nail!- at the end, "-is a stimulation delivery package. A stimpak, in layman's terms. You inject it into yourself, and it reconstitutes your body, healing minor lacerations."
You feel a bit nauseous. "How...does it fit?"
"Unless you want near-instant healing, you only inject it a few inches. The extra length is in case you need it to be instant, and in which case, you should use it on your thigh or your belly. I'll point out safe injection points later. In most cases, though, just push it in a few inches into your elbow."
"...oh," you say, not able to take your eyes off that fuck-huge needle.
Noticing your apprehension, Dr. Mitchell attempts to placate you. "Remember, there are smaller versions. This is just a standard, not what they all look like. For more squeamish individuals like yourself, the pre-war folks used models like-" he pulls out a smaller stim-pack, "-this. It's going to take longer to have an effect, but it's designed to be a bit more painless going in."
"How...how does it work?"
"It's a bit complicated to explain to a beginner, but it works by remembering what flesh should look like, then triggering some fast-regenerative abilities. It, ah, numbs you first. So the only pain you should feel is during the first injection. After that, just some discomfort. Like goosebumps, but pulsating, is how I would describe it. Oh! And make sure to get a lot of food in you after you use stimpaks, since they take away from biomass in your body. Too many stimpaks can cause nutritional deficiencies."
"G-great. I'll remember that," you plaster on a smile. God, you absolutely need to kill something that can regenerate. That- that does not look pleasant in the slightest.
"Good, good. We'll go over more in greater detail once we've covered the basic medical tools. Now-" he reaches into the crate and pulls out yet another needle, "this is a pain reliever. Med-X. Cocktail of morphine and a bunch of other chemicals that tells your pain to quiet it down for a bit…"
He continues on for a few more hours, and Headway happily tingles along, gleefully listening. You're a bit...frightened is a polite word of Earth-1's medical tools. They don't exactly look very safe, but you guess if your life's in danger, they'll probably be useful. Dr. Mitchell is gracious enough to give you a complementary stimpak (he corrected your spelling) and rad-away, a packet of a strange liquid that allows built-up radiation to pump out through your sweat glands. That doesn't sound very safe either, but he's the doctor.
You thank him profusely, and you're sure Headway is as well. First Aid and Medicine, two new skills, take root in your consciousness. Once you think you've finished for the day, you, again, thank Dr. Mitchell, and head out.
You had previously agreed to meet Sunny out by a shooting range a couple hundred feet away from Prospector Saloon. You catch Sunny in the middle of pouring a pile of what you presume is gecko meat into Cheyenne's bowl, and she turns around after she finishes. "Hey. You ready?"
"As I'll ever be. Let's do this."
"That's the spirit," Sunny says, reaching over to a brown rifle with metal bits on some parts of it, before handing it to you. You gingerly accept it, vaguely remembering some bits and pieces of gun safety from pop culture.
"Alright. So you know the rules to bein' responsible with a gun, right?"
You take a moment to think, but you give an answer relatively quickly. "Don't touch the trigger unless you want something dead, don't point the shooty bit at yourself or others unless you want them dead, and take good care of your weapon."
"Good enough for me. That's a varmint rifle, it uses 5.56 ammo," she says, handing you a few boxes of ammunition. "Load the ammo- here, I'll show you how- yeah, that's it," she says, as you figure it out, given a few minutes.
She gestures to a bench loaded with capless glass soda bottles, and gives you the instruction. "Shoot 'em."
You hold the rifle in proper standing position (aren't you supposed to have earmuffs for shooting?) and slip your digit in the thumb hole provided. You take aim at a soda bottle, make sure you have a good grip on the rifle, and fire.
The sound isn't anywhere near as loud as you were expecting. It was loud, but not anywhere deafening. Might be a difference between Earth-1 firearm design and your homeworld's. Anyway, you note the bullet whiz right at the bottle, and it cracks right through it, the bottle being effectively torn in half.
Sunny nods approvingly, and you continue, but you alternate between standing and kneeling positions. Eleven shots, six bottles. Not bad per se, but in an active combat situation, you really wouldn't do very well. Jesus. Active combat. You're going to be a soldier. No, not a soldier, a...mercenary, most likely. Fuck, that's a...sobering thought.
You try to get your mind off of that subject. You get a bit of practice in when it comes to loading your gun, but you'll have to wait if you want to do more than that. You aren't exactly eager about the idea of going into combat with your current skillset, so more training would be nice. You thank Sunny, and return to the schoolhouse.
It's still a bit early to go to sleep, so you amuse yourself by reading one of the few books that wasn't faded by the passage of time. It's amazing these things lasted in here for two centuries. You momentarily pick up a Conanesque pulp fiction novel, but the prose is clunky and the book is damaged, so you put it back down.
A book on hunting, for some reason, catches your eye. You read through...and it actually has fairly good advice on the right attitudes to take when hunting, the way to move around, and the best ways to stalk your prey. Headway's happy, and you suppose you are as well. You aren't going to be a huntress extraordinaire anytime soon, but this is a step in the right direction.
Maryanne returns as you finish the portions of the book that weren't worn over by time, and greets you. "Hey. Sorry I didn't tell you where I was going. I was out looking for clues about the guys who tried to kill me. No luck, but I guess when we leave for Primm in two weeks, we might find out some more clues."
"Yeah. You sure you want me to bring me on this mission. I was thinking...I was practicing with the varmint rifle, and I was thinking…" you pause, collecting your thoughts, before turning to Maryanne. "I've never killed anyone. And I don't know how I'll feel when I do. And, yeah, it's a weird thing to think about, but I'm stuck in this world and there are all sorts of awful people running around unopposed and I'm going to end up fighting them and I...just wanted to warn you."
The courier rubs her eyes. "That's to be expected, Blair. If you knew how you'd feel when you killed someone, and if you knew it wouldn't affect you, then you wouldn't be someone I'd want to travel with. You're a good person. That's why I'm inviting you along," she shrugs. "Superpowers are a plus, too."
You laugh. "Thanks."
Maryanne continues. "Listen, when the time comes where your life or someone else's is in danger, just...make the right choice. What's a hero from your world? A real good person. Maybe someone you looked up to? Someone who always makes the right choice."
You would say your mom, but while you love her and miss her, she made her fair share of mistakes in life, and didn't always do the most moral thing, as best she tried. "Luke Skywalker, Jani Marab, Lieutenant Jordan Braswell, Hiriosa, um, there's also-"
"I think that's good enough," she politely interrupts you. "When you're in a situation where you don't know what the right thing to do is, think of Luke or Lieutenant Braswell or someone like that, and what they would do in your place."
"That...might work. Who do you think of?"
Maryanne freezes up for a moment, before frowning. "I...I don't remember. Dammit," she looks down. "That fucker in the checkered suit...I'll tear out his goddamn guts."
You hesitate. "Maryanne-"
"I don't remember anything about my family, Blair," she replies bluntly. "When that asshat shot me...it took them away from me, whoever the hell they were. All I know is that I have a family. That's it. Fucking hell, it's like the universe is stringing me along, just to get a reaction out of me.
"I...sorry, Blair. I'm just a bit tired and pissed off at...everything, basically. I'm...going to go to sleep. See you tomorrow."
Date: Tuesday, October 22, 2281
Don't worry, you and Maryanne basically made up the next morning. Bad moods can claim anyone at the worst times, especially in times of stress.
Oh, you are in-shape today. Fitness absolutely skyrocketed today! You're as good as a human can be. You almost can't believe it, but your muscles have visibly grown. Thankfully, you don't look like Muscle Maid or anything. Your frame looks like an ordinary, if muscular, woman! And from what you can get out of Headway's intuitive knowledge, this is basically what you can look like forever now, if you want to keep it that way!
You actually look and feel a lot better than you did before you got your powers. Your unhealthy pallor is gone, replaced by an attractive looking tan. Those unsightly moles on your right arm are gone, you don't even think you need glasses anymore. Although it's not like your vision was that bad in the first place.
This is amazing! You're a supermodel, Blair! You stroll up to the mirror, pull up your shirt, and laugh uncontrollably. Abs! Eee!
Maryanne looks up from the safe. "Blair? You alright?" You turn around and- "Holy shit! Did you have those before?"
"No! I didn't! Headway is awesome! So awesome!"
"Fuck, you look better than I do," she blinks. "That really is a neat power. Are you more in-shape?"
You answer her question by grabbing a classroom desk with one hand, putting just a bit of effort into it, tossing it into the air, before catching it. "Answers that question. Damn. That's awesome, Blair. Two weeks from now, you'll definitely be ready for the wasteland."
"Thanks! This is so cool! I look like I should be walking down a runway!"
A continuation of that inelegant squealing follows, and finally, you decide to move on to your second physical exercise. Running doesn't do as well as Fitness, but that's forgivable. There is a slight increase, so you're okay with it for now.
You spend a bit of time with a baseball bat you found in what you think was the teacher's desk, trying to get a handle on how to use it. With your Fitness, it's a lot more useful than it would have normally been. Headway's happy to push the skill along, and you're happy to oblige it.
The next training you take up is a bit different. Perception, the ability to perceive things and notice patterns. A skill you hadn't really considered as much as you probably should have. But now you're making up for lost time. There's no shortage of things to discover in the wasteland, and that's why you're staring out into the Mojave, playing a hidden objects game with yourself. Entertaining? No. Rewarding? Yes.
You make your way back to Pete's ranch, and train a bit of lockpicking with his practice locks. He's very generous, and allows you to use them while him and his family tend to the livestock. You're a bit curious about what they look like, you're pretty sure they aren't ordinary cows, but you have quite a day planned out, so you feel like you can wait.
It takes you a while, but you finally manage to crack one. You don't want to try for the safe in the schoolhouse until you're positive that you can manage it, but this is yet another step towards the right direction.
Finally, you head to the shooting range for some basic practice. Disappointingly, all you wind up doing is wasting eighteen bullets and your time. Still, with the way Headway works, you know you've at least made some small amount of progress, so you aren't going to bother with feeling too bad.
You decide to stop there for the day, and you head to Prospector Saloon. Maryanne was kind enough to give you twenty-five caps, part of the funds she acquired from selling some sort of gecko skin she hunted in her free time. And while you probably should save up for some uber-weapon or armor or skill training session...you haven't had real food in days, and the idea of a burger sounded amazing.
And while the brahmin burger and banana yucca juice were different than what you were used to, fuck they were good after days of xander root. You still have fifteen caps leftover, so there's that. You actually spent the rest of the evening playing a friendly game of caravan with a local farmhand.
Caravan is a local form of gambling played between poor settlers, caravaners and the like, in which small sums of money are exchanged. You, of course, didn't want to lose any money, so you refrained from a full game, but Mick didn't seem to mind that very much. You wound up winning...eventually. But Headway was apparently alright with you playing caravan, so add that to the list of things you can learn and upgrade with your power.
You return to the schoolhouse, comfortable with your achievements thus far.
For those of you wondering, the reason Robotics (Earth-1) is Magic and Medicine isn't, I just consider Medicine less important than Robotics as a skill, and think that it deserves a lot less separation from general skills. Don't want to bloat the skills list.
Plan Voting. You may pick up to six actions for Wednesday, October 23, 2281, and seven for Thursday, October 24, 2281. Options may be repeated on different days, but not the same one. Robotics (Earth-1) is not available due to having a lack of resources in Goodsprings. Assume 1 action unless otherwise stated.
Powers
[ ] Shape Changing: Radroach. Train to assume the form of a radroach. 30% of Shape Changing: Radroach 0.
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. 25% of Fitness 7. 60% of Exercise 4. 20% 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. 70% of Marksmanship (Modern Handguns) 0. 40% of Marksmanship (Modern Handguns) 1. 10% of Marksmanship (Modern Handguns) 2. Gecko Hunting option unlocked with Markmanship (Modern Handguns) 3.
[ ] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 60% of Marksmanship (Modern Rifles) 2. 25% of Marksmanship (Modern Rifles) 3. Gecko Hunting option unlocked with Markmanship (Modern Rifles) 3.
[ ] Survival. Talk to Sunny about survival. 90% of Survival 2. 50% of Survival 3. 10% of Survival 4. 70% of Survival (Wasteland) 1. 35% of Survival (Wasteland) 2.
[ ] Running. While you were about to go to sleep, Maryanne/Trudy told you about something called a deathclaw. Yeah. 80% of Running 5. 40% of Running 6. 5% of Running 7. 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. 90% of Perception 2. 50% of Perception 3. 10% of Perception 4.
[ ] Blunt Weapons. You've found a baseball bat in the schoolhouse backroom. Might be useful to practice with. You don't really have a good method of self-defense yet. 100% of Blunt Weapons 2. 60% of Blunt Weapons 3. 20% of Blunt Weapons 4.
[ ] 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. 60% of Repair 0. 20% of Repair 1.
[ ] 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. 50% of First Aid 3. 10% of First Aid 4. 25% of Medicine 2.
[ ] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 1. 40% of Scavenger 2.
[ ] Caravan. Enjoy a friendly game with the people of Goodsprings and the travellers from elsewhere. 90% of Caravan 2. 70% of Caravan 3. 50% of Caravan 4. 10% of Caravan 5.
[ ] Hunter. Continue rereading that book about hunting, and compare notes with Goodspringer hunters. 80% of Hunter 2. 30% of Hunter 3.
[ ] Locksmith. Keep using Pete's practice logs. 50% of Locksmith 2. 10% of Locksmith 3.
[ ] Write-in. It would need to be an activity you could learn in Goodsprings.
Goodsprings Actions
[ ] Does that cow have two heads? That cow has two heads, doesn't it. You have to learn more. Potential of increase in Survival skill. Mandatory.
[ ] Pete knows how to use explosives. That sounds like something that might possibly be a useful skill to have. 50% of Explosives 0.
[ ] Join Sunny and Maryanne on gecko hunts. 100% of unlocking Shape Changing: Gecko as a training option. 100% of Skinning 0. 70% of Skinning 1. 20% of Skinning 2. Possibility of further upgrades from combat. Requires a Weapons/Marksmanship skill at 2 or above. Will not be a valid vote otherwise.
[ ] You're pretty sure you've found a giant mantis den outside the schoolhouse. 100% of unlocking Shape Changing: Giant Mantis as a training option. Potential of further upgrades from combat. Removes insignificant threat to existence.
[ ] Help Pete and his family out with their ranch. 10% of Animal Friend 0. 60 Caps. 2 actions.
"G-great. I'll remember that," you plaster on a smile. God, you absolutely need to kill something that can regenerate. That- that does not look pleasant in the slightest.
Huh, you know what. Actually asking specifically what creatures regenerate and then hunting some is a good idea.
Do the geckos regenerate their tails? would that count?
[X] Wednesday
-[X] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 60% of Marksmanship (Modern Rifles) 2. 25% of Marksmanship (Modern Rifles) 3. Gecko Hunting option unlocked with Markmanship (Modern Rifles) 3.
-[X] Survival. Talk to Sunny about survival. 90% of Survival 2. 50% of Survival 3. 10% of Survival 4. 70% of Survival (Wasteland) 1. 35% of Survival (Wasteland) 2.
-[X] You're pretty sure you've found a giant mantis den outside the schoolhouse. 100% of unlocking Shape Changing: Giant Mantis as a training option. Potential of further upgrades from combat. Removes insignificant threat to existence.
-[X] Perception. Knowing where you are, what that thing is, and what its weak spots could be are good survival guides, according to Maryanne. 90% of Perception 2. 50% of Perception 3. 10% of Perception 4.
-[X] Hunter. Continue rereading that book about hunting, and compare notes with Goodspringer hunters. 80% of Hunter 2. 30% of Hunter 3.
-[X] Locksmith. Keep using Pete's practice logs. 50% of Locksmith 2. 10% of Locksmith 3.
-[X] Does that cow have two heads? That cow has two heads, doesn't it. You have to learn more. Potential of increase in Survival skill. Mandatory.
[X] Thursday
-[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. 25% of Fitness 7. 60% of Exercise 4. 20% of Exercise 5.
-[X] Running. While you were about to go to sleep, Maryanne/Trudy told you about something called a deathclaw. Yeah. 80% of Running 4. 40% of Running 5. 5% of Running 6. Increase in Fitness skill, how much depending on whether Fitness option was taken or not.
-[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. 50% of First Aid 3. 10% of First Aid 4. 25% of Medicine 2.
-[X] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 1. 40% of Scavenger 2.
-[X] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 60% of Marksmanship (Modern Rifles) 2. 25% of Marksmanship (Modern Rifles) 3. Gecko Hunting option unlocked with Markmanship (Modern Rifles) 3.
-[X] Caravan. Enjoy a friendly game with the people of Goodsprings and the travellers from elsewhere. 90% of Caravan 2. 70% of Caravan 3. 50% of Caravan 4. 10% of Caravan 5.
-[X] Join Sunny and Maryanne on gecko hunts. 100% of unlocking Shape Changing: Gecko as a training option. 100% of Skinning 0. 70% of Skinning 1. 20% of Skinning 2. Possibility of further upgrades from combat. Requires a Weapons/Marksmanship skill at 2 or above. Will not be a valid vote otherwise.
Edit: Right I changed around with the options a bit so we're more likely to get marksmanship at 2 or above
[x]Plan Wasteland Preparation round 2 Wednesday, October 23, 2281
[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. 25% of Fitness 7. 60% of Exercise 4. 20% of Exercise 5.
[x] Running. While you were about to go to sleep, Maryanne/Trudy told you about something called a deathclaw. Yeah. 80% of Running 4. 40% of Running 5. 5% of Running 6. 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. 90% of Perception 2. 50% of Perception 3. 10% of Perception 4.
[X] Does that cow have two heads? That cow has two heads, doesn't it. You have to learn more. Potential of increase in Survival skill. Mandatory.
[x] Survival. Talk to Sunny about survival. 90% of Survival 2. 50% of Survival 3. 10% of Survival 4. 70% of Survival (Wasteland) 1. 35% of Survival (Wasteland) 2.
[x] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 60% of Marksmanship (Modern Rifles) 2. 25% of Marksmanship (Modern Rifles) 3. Gecko Hunting option unlocked with Markmanship (Modern Rifles) 3.
[x] Locksmith. Keep using Pete's practice logs. 50% of Locksmith 2. 10% of Locksmith 3.
Thursday, October 24, 2281
[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. 25% of Fitness 7. 60% of Exercise 4. 20% of Exercise 5.
[x] Running. While you were about to go to sleep, Maryanne/Trudy told you about something called a deathclaw. Yeah. 80% of Running 4. 40% of Running 5. 5% of Running 6. 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. 90% of Perception 2. 50% of Perception 3. 10% of Perception 4.
[x] Survival. Talk to Sunny about survival. 90% of Survival 2. 50% of Survival 3. 10% of Survival 4. 70% of Survival (Wasteland) 1. 35% of Survival (Wasteland) 2.
[x] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 60% of Marksmanship (Modern Rifles) 2. 25% of Marksmanship (Modern Rifles) 3. Gecko Hunting option unlocked with Markmanship (Modern Rifles) 3.
[x] Repair. You want to learn how to repair and maintain objects, and after Maryanne told you about how she fixed Trudy's radio, well, she seems like the obvious place to start. 60% of Repair 0. 20% of Repair 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. 50% of First Aid 3. 10% of First Aid 4. 25% of Medicine 2.
the way I see it is that Fitness, Running, Perception, Survival, and a combat skill(I chose modern rifles) are core skill that we need to raise as quickly as possible.
Locksmithing, Repair, Scavenging, and First Aid are all invaluable, but we can't take all 4 this time so I picked Locksmithing over Scavenging on the 50% we hit the next tier and can thus unlock the safe in the school house.
Is taking up one of those actions? or do you mean that there is something else taking up an action that day and that the mandatory action to check out the two headed cow takes up another slot meaning we can take 5 more actions after that?
Can you clarify about this. When you say we can pick 6 is that because
Is taking up one of those actions? or do you mean that there is something else taking up an action that day and that the mandatory action to check out the two headed cow takes up another slot meaning we can take 5 more actions after that?
Sounds good to me. Get the core competencies worked out, we might not be combat-effective but we can survive a fight and keep Maryanne patched up and her gear in working order.
[x] Plan Baseball
[x] Wednesday
-[x] (mandatory) Does that cow have two heads?
-[x] Blunt Weapons.
-[X] Fitness.
-[X] Running.
-[x] Join Sunny and Maryanne on gecko hunts.
-[x] Help Pete and his family out with their ranch. 10% of Animal Friend 0. 60 Caps. 2 actions.
[X] Thursday
-[X] Fitness.
-[X] Running.
-[x] Blunt Weapons.
-[x] Locksmith.
-[X] Join Sunny and Maryanne on gecko hunts.
-[x] Help Pete and his family out with their ranch. 10% of Animal Friend 0. 60 Caps. 2 actions.
Blunt weapons gives synergy with our fitness, gives synergy with many nonhuman forms who might still be able to use that, doesn't run out of bullet, and has 100% chance of unlocking level 2 (unlike rifles) which means we can do hunting on both days. And hunting with sunny is by far the most rewarding action we can take. Doing it on the second day again because the sooner we max it out the better
Hunting with sunny 2x because It will give us +levels on gecko shapeshift with every gecko killed which jumpstarts our shapeshifting since learning a new form goes faster if you already can shapeshift to other forms, it gives us leather for crafting gear, meat, training in hunting and tracking, actual combat for leveling up skills which gives more than just training. Also, gecko is a likely candidate for regeneration.
Running and fitness 2x each because duh.
Help pete on farm 2x because not only does it give us some good initial funds, it lets us work towards animal friend which would prevent animals from attacking us. which, in the wasteland, is a huge.