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

I picked the First Aid/Medicine banking on the likelihood of it leading to the ability to make our own Stimpaks and other useful Chems.
that said both Scavenging and Repair are important skills to pick up but I could only fit one into the vote.
That would be unlikely, given Stimpak crafting requirements in canon, which is Science 70.

Well, I mean, First Aid/Med could potentially get there (I don't think it's the right tree personally) but certainly not for a bit and IMHO not worth moderate percentages now compared to high percentages. The Doc just isn't as relatively as good a teacher as in other things we could learn, so...
 
I dunno, even if we aren't making stimpacks, some grounding in first aid is always helpful. We could probably make that healing powder thing from FO2 at least?
 
So your retracting your comments then? Okay. Glad to see that you can tell physical fitness doesn't actually grant better combat ability in fall out.
 
Plan Wasteland Preparation round 2 8
Plan FireAsh 6
Plan Baseball 5
Plan Khepri 1

Closer this time, but I'm locking the vote.

Results in spoilers.

64:75. Fitness 7 not unlocked. 18:40. Exercise 4 not unlocked.
60:20. Running 4 unlocked. 12:60. Running 5 not unlocked. 32:60. Fitness 7 not unlocked.
12:10. Perception 2 unlocked. 64:50. Perception 3 unlocked. 68:90. Perception 4 not unlocked.
49:10. Survival 2 unlocked. 46:50. Survival 3 not unlocked. 64:30. Survival (Wasteland) 1 unlocked. 44:65. Survival (Wasteland) 2 not unlocked.
76:25. Survival 3 unlocked.
46:40. Marksmanship (Modern Rifles) 2 unlocked. 90:75. Marksmanship (Modern Rifles) 3 unlocked.
53:50. Locksmith 2 unlocked. 30:90. Locksmith 3 not unlocked.

05:50. Fitness 7 not unlocked. 43:20. Exercise 4 unlocked. 36:40. Exercise 5 not unlocked.
80:40. Running 5 unlocked. 92:70. Running 6 unlocked. 96:40. Fitness 7 unlocked.
30:60. Perception 4 not unlocked.
93:60. Survival 4 unlocked. 45:90. Survival 5 not unlocked. 44:40. Survival (Wasteland) 2 unlocked. 55:70. Survival (Wasteland) 3 not unlocked.
47:50. Marksmanship (Modern Rifles) 4 not unlocked.
75:40. Repair 0 unlocked. 87:80. Repair 1 unlocked.
60:50. First Aid 3 unlocked. 13:90. First Aid 4 not unlocked. 33:75. Medicine 2 not unlocked.

+1 Exercise (4)
+1 Fitness (7)
+1 First Aid (3)
+1 Locksmith (2)
+2 Marksmanship (Modern Rifles) (3)
+2 Perception (3)
+3 Running (6)
+3 Survival (4)
+2 Survival (Wasteland) (2)
General: Repair unlocked (1)
 
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Just something to note you guys is that if you do omakes you can get points to add to rolls, so that if any fall short points may be added to them in order to gain the unlock, so long as you make sure to do the omake and allocate the points before he posts the update.

Here are the omake rules.

1. Omakes must be 750 words or more in order to be rewarded.
2. It's not very strict, but points are awarded at the GM's discretion.
3. Omakes are worth 50 points to training rolls, or 10 points to a power acquisition rolls.
4. Every extra 750 words in your omake adds +10 to training rolls, or +2 to power acquisition rolls.
5. You may spend your points on the current set of rolls, or declare a distribution among specific skill(s) for the future. You may not do both for the same omake, but can wait to see the rolls to decide.
5a. If you spend on the current rolls, you must spend your points before that set of rolls are locked, but can distribute points as you like among those rolls.
5b. If you declare for future spending, you must specify what skills and how much to put to each. I will assume an even distribution if you do not specify. Declared rolls will only be spent if they turn a failure into a success. However, the entire reserved amount for that skill will be spent at once.
6. If you neither spend now nor declare where to spend in the future, your roll becomes Banked. Banked rolls can be spent on anything at any time, but are decreased to 10 points to a training roll or 5 to power acquisition rolls
 
That would be unlikely, given Stimpak crafting requirements in canon, which is Science 70.
why not? Headway is a different system, and Stims should really have fallen under medical in the first place as they're a product of medical science.
Fallout's Science skill is extremely general in it scope(Hacking, robotics, Programing, Drugs, recharging/recycling/converting Energy weapon cells, Missiles and Rockets, Flamethrower fuel tanks,cybernetics), and is likely too wide a field to be a single skill here, so I see no reason why the creation of instant healing drugs couldn't fit under medical.
that said I could see it needing both Science and medicine, or its own branch of [Magic]Chemistry, but however it turns out First Aid is a really important skill to have in any survival situation.

anyway, we've only spent 4 days out of our 2 week(10 days remain, and as such up to 70 more actions assuming we don't have to leave goodsprings early for some reason) pre-adventure training period, and already have Running 6, Fitness 7, Survival 4, Marksmanship 3, and First Aid 3, so we're making good time on our Preparations.
 
You know, a great place to visit to get Powers, SuperTech, and an amazing supersuit? The Incredibles! If we can get there early enough there could be tons of super villains to fight to get powers from, Syndrome and all of his cool tech if we arrive later, and, perhaps most importantly, Edna Mode! It will probably be a while before we get the chance to go there but still. Something to think about. ;)
 
You know, a great place to visit to get Powers, SuperTech, and an amazing supersuit? The Incredibles! If we can get there early enough there could be tons of super villains to fight to get powers from, Syndrome and all of his cool tech if we arrive later, and, perhaps most importantly, Edna Mode! It will probably be a while before we get the chance to go there but still. Something to think about. ;)

I'm just wondering what sort of Powers we'll be able to pick up here in Fallout. Shapeshifting into the various mutant creatures, obviously, but could we get anything we can use regardless of form? There are beings that are "human", technically, so we should get powers from them instead of new forms. Like radiation pulses from a Glowing One, or regeneration from a Super Mutant. That would be cool, if we could get those abilities.
 
We can even get the real comic book superpower of being an out of touch megalomaniac from Caesar!
 
Location: Buffalo, New York, United States of America, Earth, Sol, Milky Way Galaxy, Earth-0 (Earth-Prime)
Date: Tuesday, June 28, 2016


"–I'm just saying, it was totally a rip off of DC. I mean come on '8 months later'? Earth Prime? You couldn't be more obvious that it was trying to ape Infinite Crisis if you tried. Next thing you know they'll create some obvious expies and blow them up, just to show how much better their characters are...oh wait, they did!"

"No see, it's a decon/recon switch, an 'au-mage. See, instead of Convergence's throwing all the continuity at the wall and seeing what sticks, the entire point of Time running out was to use all the pieces he set up, going decades back into his runs, and –"

Ugh, Argument Guy and his side-kick, Psuedo-intellectual Kid. Homage isn't even (really) French! It's from some latin or feudalism or something...

Aaaaand, yup they're coming up to the counter, of course they have to drag the poor employee into this.

"Hey bro, what's your pick? Convergence or Secret Wars?" The first guy asked, hooking one thumb in the waistline of his fanny-pack. Who even uses a fanny-pack in this day and age anyway?

How to deflect this without getting drawn in to the vortex of dumbassery? "Well, I've always been a fan of Age of Ultron..." you prevaricate.

"The event, or the movie?" Tweedle-dee asks. At least he left his trench-coat at home this time, though you're really not sure the fedora goes with a T-shirt.

"Bro, why does it matter? They were both trash-fires. Let's just pick up your comic and split."

"Right. Lionheart thirty-five is out this week, right? The individual issue, not the trade. Trade waiting is for dweebs."

"It is, sir. But we don't have the shipment yet–"

"Bro. Then what is even the point of coming here, bro?" Fanny-pack sweeps his arm wide, "Seriously bro? It's not like you have a lot of customers, bro."

He... wasn't exactly wrong. Even on the best days, most of the business was on Wednesday when people came in to grab their pull-lists. But even by the usual back of the strip mall standards, traffic was down this week. Even for a Tuesday. And talking about Tuesday's...

"If you would just let me finish sir. Yes, it is coming out this week, but we don't get our shipments until the evening. If you come back tomorrow, we'll have all the new releases, hot off the presses."

"Bro, seriously? Screw this, bro. At least that Clare chick was hot. We don't need to take this kinda shit, lets jet bro."

Tweedle-Dee, Fannie-bro having been 'promoted' to Tweedle Dumb after that exchange, gave an apologetic shrug...and a tip of the fedora, as they turned to leave. At least this time they didn't knock down any of the racks on their way out.

But that reminded you, Blair... where was she? This was actually supposed to be her shift. It really was rather out of character for her to flake out like this, from what you had heard, she just up and left after her shift last week. No one had heard from her since then, she wasn't answering her phone, and when the boss sent someone to go check at her apartment there was no one there either.

At least she had locked up properly before quitting, As it was, the boss was in full tyrant mode after she quit without notice. The whole reason she was trusted to run closing by herself in the first place was that he had trusted her. The thought that Ms. Law student herself wouldn't even tell anybody about something like this? It was neigh unthinkable. Her whole thing was about responsibility, and making the best of yourself. If you had to listen to another lecture about how you should really consider going back to school...

But anyway, yeah, things haven't been great this past week. A small comics shop like this didn't really rate more than a handful of employees, and since Blaire was the most trusted one on staff, she had taken the lion's share of the shifts.

So when the boss went nuclear, everyone's shifts had to be moved around regardless of if we had any other plans. And heaven forbid that these extra shifts ever let us get enough hours for overtime. No, it was better to fill the spaces by having three different people only work a couple hours a day.

And of course, with Blair absconding with the spare key, the boss had to come in every single day to watch us lock up (not that he actually helped with the cleanup) which made him unhappy. And when he's unhappy, he makes sure that everyone else was equally as unhappy.

Blair... wherever you are, I hope you're happy. Because you sure left the rest of us in retail hell.
 
Plan Wasteland Preparation round 2 8
Plan FireAsh 6
Plan Baseball 5
Plan Khepri 1

Closer this time, but I'm locking the vote.

Results in spoilers.

64:75. Fitness 7 not unlocked. 18:40. Exercise 4 not unlocked.
60:20. Running 4 unlocked. 12:60. Running 5 not unlocked. 32:60. Fitness 7 not unlocked.
12:10. Perception 2 unlocked. 64:50. Perception 3 unlocked. 68:90. Perception 4 not unlocked.
49:10. Survival 2 unlocked. 46:50. Survival 3 not unlocked. 64:30. Survival (Wasteland) 1 unlocked. 44:65. Survival (Wasteland) 2 not unlocked.
76:25. Survival 3 unlocked.
46:40. Marksmanship (Modern Rifles) 2 unlocked. 90:75. Marksmanship (Modern Rifles) 3 unlocked.
53:50. Locksmith 2 unlocked. 30:90. Locksmith 3 not unlocked.

05:50. Fitness 7 not unlocked. 43:20. Exercise 4 unlocked. 36:40. Exercise 5 not unlocked.
80:40. Running 5 unlocked. 92:70. Running 6 unlocked. 96:40. Fitness 7 unlocked.
30:60. Perception 4 not unlocked.
93:60. Survival 4 unlocked. 45:90. Survival 5 not unlocked. 44:40. Survival (Wasteland) 2 unlocked. 55:70. Survival (Wasteland) 3 not unlocked.
47:50. Marksmanship (Modern Rifles) 4 not unlocked.
75:40. Repair 0 unlocked. 87:80. Repair 1 unlocked.
60:50. First Aid 3 unlocked. 13:90. First Aid 4 not unlocked. 33:75. Medicine 2 not unlocked.

+1 Exercise (4)
+1 Fitness (7)
+1 First Aid (3)
+1 Locksmith (2)
+2 Marksmanship (Modern Rifles) (3)
+2 Perception (3)
+3 Running (6)
+3 Survival (4)
+2 Survival (Wasteland) (2)
General: Repair unlocked (1)
I forget what the rules were for using points to take something to 100, but since it seems like most of them are on the terminal end of the rolls anyway, lets go with:
+3 for Modern Rifles 4
+11 for first Fitness 7 roll
+4 for the fitness 7 roll on the 2nd day, which should still unlock fitness 8 even at the higher difficulty since it's a non-natural 100?
+4 for the first survival 3 roll
+7 for the survival 4 roll in the 2nd day (same reasoning as the fitness 8)
Which leaves me 1 point short of the 22 for perception 4, so...
+4 exercise 5
+15 survival (wasteland) 3

Someone check that math
 
Well, it's not canon, and for no fault of your own. DC and Marvel Comics faded to irrelevance on Blair's world, and DC's the only one who can still come around to try and repurpose itself. Comics are more like what Image produces nowadays, with a variety of creator-owned properties. Lionheart, Spire, all of those exist in their own self-contained universes. Something like modern DC would be very alien to Earth-Prime nerds.

EDIT: This is because I wanted Blair to have no connection to any of the worlds on the settings list. Hence why any worlds made after the mid-80s will be completely unknown to her.

And Blair was shown disappearing on a security camera.

Both of those things will likely come up later.

But on to something more pragmatic and useful, @Spoit, I've finished the update. When the beta finishes taking a look at it, I'll be posting it. I'll be frank, I don't feel like rewriting it. So instead, save all of your 50 points for 1.4. Because we're literally a few hours away from posting, by my count.
 
MHTM 1.3
Making Headway Through the Multiverse 1.3
Location: Goodsprings, Mojave Wasteland, Earth, Sol, Milky Way Galaxy, Earth-1 (Fallout: New Vegas)
Date: Wednesday, October 23, 2281


You start the day out with your exercises, as has grown increasingly usual for you. You never went to the gym this much in your entire life! The thought makes you laugh, as you steadily lift the teacher's desk up and down. You've moved up a bit from the student desks, after all. No Fitness upgrade today, unfortunately, despite your hard work, and not even Exercise, either.

Running goes a bit better, but not by much. You see an increase there, so you suppose that's enough to be thankful for. You've since switched to running the area around the schoolhouse, which is a bit of wilderness around the far edge of Goodsprings. Thankfully, it's mostly rocks and low bushes, so you don't have to worry about anything jumping out at you. You've already spotted a few nasty beasties, though, so you keep your bat with you at all times.

When you finish, you take the opportunity to train Perception in the area. Quite a few monsters around, you note. By the end of the session, you're thoroughly icked out, and you've noted a whole lot of beast dens you wish you hadn't. Thankfully, mostly giant bugs, and nothing like cazadores or deathclaws, based off of the descriptions of them you've heard from the survivors.

You head to the schoolhouse to grab some more water, and you note that Maryanne's come back from her gecko hunt with Sunny, pulling a cart filled with some fairly normal looking meat, loosely wrapped in an icy cloth (impressive how they managed to keep that up with the heat) and an odd striped hide. You guess that's what gecko skin looks like.

"Hey, Blair. How are you doing with the training?" she asks. She's evidently here for the same reason you are.

You make a face. "Fitness is doing pretty poorly in upgrading, but Running and Perception are doing fine. If Sunny's back, I'm probably going to go talk Survival stuff with her. Then I'll do some rifle practice, then some more lockpicking. I think I might have that safe figured out in a few days."

She laughs. "Hey, if you can get it open, be my guest. I was just about ready to let the damn thing blow up myself. Anyway, I gotta go. This ice is going to melt soon and I want to get the caps for the meat and hide."

You nod, and say goodbye. Sunny's at the usual spot, practicing with her own varmint rifle. Likely higher quality than your own, you muse, in an almost jealous manner. You chide yourself almost immediately after the thought goes through your head. It was free, Blair, stop bitching.

A different thought goes through your head. You're bitching about a free gun, Blair. What would your mother think of this situation? You laugh, and then you feel sort of sad. No sense dwelling on it, Blair. You're likely stuck on this world, so you might as well make the most of it, and at this point, 'the most of it' seems limited to pure survival in a world with deathclaws and super mutants.

So you guess that's why you spend the next hour, hour and a half, talking to Sunny about the various ways to keep yourself alive in the wasteland. It would be a bit much to go into detail about all of the factoids, but you see small increases in both standard and wasteland Survival. Oh, and, in the future, you can buy up to forty 5.56mm rounds from Sunny for two caps each, if you so choose. Of course, you don't have very much in the way of caps yet.

She oversees your training when it comes to rifles, and points out a few mistakes in your position. It's very helpful, and Headway tingles twice. You're finally above average with varmint rifles, and are receiving compliments on your performance from Sunny.

After thanking Sunny, you head to Pete's ranch once more, intending to follow through on your lockpicking training. Pete was kind enough to leave the practice locks in a space close to the door of his ranch house. You spend a while fiddling, and see a slight increase. Not much, in the grand scheme of things, but enough that you're pleased with yourself.

You put the locks back out, and go to where you think the livestock are stored to thank Pete, but then you see something magical. Or creepy. No, that's magical. Those are some ugly ass, yet still majestic creatures. You're honestly torn. No matter what, it's absolutely fascinating.

The goat-things aren't that interesting, but the two-headed cow things...wow. Brahmin, you think they're called. And man, upon closer inspection, are they ugly. They're pink creatures for the most part, with basic bovine features forming the brunt of the body. But that ends at the neckline, and at the udders.

They have two heads. You've heard of two-headed creatures before in real life- no, on Earth-0, this world is clearly real- but this is the first time you've seen one (or is it two?) in the flesh. You idly remember watching a documentary about conjoined twins once in biology class, but that's about it.

Brahmin are pink creatures with two heads bulging out from their neckline, both of which seem to be moving independently. As of the moment, the one closest to you is jostling for space with itself in a chopped off bathtub that's been converted into a trough. They have a disgustingly large udder to boot, that they apparently drag along the ground with them. That must hurt.

You wonder how they walk? Or perform basic activities? Do the two heads make decisions together? Or do they each control their own side, like those human conjoined twins in that one documentary? Freaky.

Pete and Tyler, as well as a few cowboys (brahminboys?) finish rustling up the herd, and guide them to a row of improvised troughs, before gradually maneuvering them to a barn out back. It's an interesting process to watch, and you have a lot of questions.

Ones that Pete is happy to answer after he's washed himself. "We think the radiation created them. Used to be from a place called India, until the pre-war America moved them over for crossbreeding. You know where that is? India, I mean."

"Big country over in Asia. Or, I guess it used to be, before the war."

"Heh. Yeah, I guess so. Anyway, after the war, I guess the brahmin gradually came into existence."

"So how do they work? Like, the two heads thing."

"We don't really know, but what we think is the case is that they have two connected brains, for extra...spatial awareness. Those heads are awfully flexible, and they can have three-sixty vision if they want to."

"So it's not like one side controls the other?"

He shakes his head. "One body, one mind. It's like having four eyes and two mouths, not like two boves in one."

Boves? Oh. Bovines. Must be a linguistic development. "Cool. So, like, what uses do they have?I can imagine meat and milk."

Pete laughs, taking a swig of one of those strange sodas you've seen around. Sunset Sarsaparilla. How do you pronounce that? It doesn't look like an easy word to say. "Oh, much more than that. Their hides can be used to make tent and clothes and so much more, their fat makes excellent soap, their sinew makes great thread for stitching, and they make a great steak when you put them down. Milk's a bit iffy, but it's alright for drinking. Even their shit makes great fuel and fertilizer."

"Wow."

"Brahmin are important. But they're also fairly docile, as long as you aren't too stupid," he says, before chuckling. "Only reason a dumb old geezer like me is even useful out here."

You thank him for the conversation and, again, for allowing you to use his old practice locks, before returning home to sleep. Headway was very happy talking about brahmins, and Survival was even kicked up a notch.

Date: Thursday, October 24, 2281

More Fitness training today. Ultimately unsuccessful again, but you feel a boost to Exercise, so you suppose that's something. You see real success when you go for your morning runs, as Running triggers two tingles, and you finally step over the superhuman line with Fitness. Thankfully, you don't look to be deviating too much from your normal body, so no she-troll look for you. That was something you were genuinely worried about.

Perception training, unfortunately, doesn't go anywhere near as smoothly, and is entirely fruitless. To try and forget that near-waste of time, you spend a little over an hour talking survival stuff with Sunny. That goes well, and both Survival skillsets see a bump upwards.

Unfortunately, with regards to further first aid training, Dr. Mitchell is busy with a settler's broken leg, so you have to settle for reading a few of his emergency medic guidebooks. They're helpful, but not as much as a real trainer would have been. First Aid sees a slight bump.

After your training in the medical area, you feel like you came very close to another increase with your varmint rifle practice, but alas, that wound up not being the case. You just wind up wasting eleven rounds. Still, you know that with how Headway works, next time you try and train with rifles, it will be a lot easier than it was today.

Lastly, you go to Maryanne towards the end of the day. The two of you haven't really been collaborating on much lately, with Maryanne going hunting, both for geckos and information, as well as doing various repairing odd jobs around Goodsprings. While you, of course, were training.

So you decided to try asking her about repairing stuff. "Hey, Maryanne."

"Yeah?" she asks, as the two of you bite into a platter of gecko kebabs and xander roots. Remarkably delicious, even the xander roots when you dip them in gecko juice.

"I was wondering. You know how to repair stuff, right?"

She nods. "I do, yeah."

"Think you could teach me?"

"Sure. There's a broken pipe pistol over by the desk pile. We'll work through it together."

Pipe pistols are a staple of wasteland life. Guns from the pre-war days are still vastly superior to most modern-day homemade guns, excluding those made in N.C.R. factories, of course, but homemade weapons like those are still commonplace in the wasteland. You've seen a few Goodspringers walking around with them on their hips.

So it's not that good a weapon. Which means that if you screw up, it's not that huge a loss. Wait. "Where did you get this?" you ask, looking at the gun. It really does not look very functional. Made primarily of recycled wood and steel, with even a bit of string attached (Yes, really, string) to one of the shooty bits...wow.

"Found it on a gecko hunt. Some poor bastard got trapped out there at night. Think a radscorpion got to 'im. Anyway, we gave him a burial out by the cemetery, and his stuff is our stuff now."

"...oh. That's...good, I guess."

"Yep. So-" she reaches into a pouch, "-I've got some duct tape and wonderglue. Let's try and work through this."

Unfortunately, even with Maryanne's help, you only manage a shoddy final result. She says it's fine, and that you'll just have to keep working at it. On the bright side, when you finish repairing the gun, you get to keep it. It's...something, at least. Until then, Maryanne went ahead and rebroke it, so you could try and repair it again at a later date.

+1 Exercise (4)
+1 Fitness (7)
+1 First Aid (3)
+1 Locksmith (2)
+2 Marksmanship (Modern Rifles) (3)
+2 Perception (3)
+3 Running (6)
+3 Survival (4)
+2 Survival (Wasteland) (2)
General: Repair unlocked (1)
-20 5.56mm Rounds
+1 Broken Pipe Pistol

Plan Voting. You may pick up to seven 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. 0% of Fitness 8. 50% 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. 80% of Marksmanship (Modern Handguns) 0. 50% of Marksmanship (Modern Handguns) 1. 20% of Marksmanship (Modern Handguns) 2.
[ ] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 80% of Marksmanship (Modern Rifles) 4. 20% of Marksmanship (Modern Rifles) 5.
[ ] 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. 40% 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. 40% of Repair 2. 10% of Repair 3. Repair 3 required to fix Pipe Pistol.
[ ] Energy Weapons. While you aren't going to fire her gun, it would be nice to have a conversation with Maryanne about how exactly her weapon works and how to use it. 80% of Energy Weapons 0. 50% of Energy Weapons 1. 20% of Energy Weapons 2.
[ ] First Aid/Medicine. Visit Doctor Mitchell. He's the town doctor, and he might have some good advice regarding the medical field, and the dangers of the wasteland in that regard. 30% of First Aid 4. 70% of Medicine 2. 25% of Medicine 3.
[ ] Scavenging. Talk to Easy Pete about his storied history as a prospector. 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 locks. 50% of Locksmith 3. 10% of Locksmith 4.
[ ] Write-in. It would need to be an activity you could learn in Goodsprings.

Goodsprings Actions

[ ] Pete knows how to use explosives. That sounds like something that might possibly be a useful skill to have. 50% of Explosives 0.
[ ] Join Sunny and Maryanne on gecko hunts. 100% of unlocking Shape Changing: Gecko as a training option. 100% of Skinning 0. 75% of Skinning 1. 25% of Skinning 2. Possibility of further upgrades from combat. Loot from gecko corpses. Loss of rounds for Varmint Rifle if used.
[ ] 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.
[ ] Open that damn safe, and go over the loot. Chance of leveling Locksmith. Loot.
[ ] Buy rounds from Sunny. 0 actions.
---[ ] Specify how much. 5.56 rounds are worth 2 caps each. Any amount that exceeds the amount of caps you actually have will not be accepted.


For those of you wondering, no, the Hensel twins do not exist in Blair's home reality, it would be a different set of conjoined twins native to that reality.
 
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[X] Plan FireAsh

[X] Wednesday
-[X] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 80% of Marksmanship (Modern Rifles) 4. 20% of Marksmanship (Modern Rifles) 5.
-[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] 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. 0% of Fitness 8. 50% 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 5. 40% of Running 6. 5% of Running 7. 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. 30% of First Aid 4. 70% of Medicine 2. 25% of Medicine 3.
-[X] Scavenging. Talk to Easy Pete about his storied history as a prospector. 80% of Scavenger 1. 40% of Scavenger 2.
-[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] Thursday
-[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] 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. 40% of Repair 2. 10% of Repair 3. Repair 3 required to fix Pipe Pistol.
-[X] Locksmith. Keep using Pete's practice locks. 50% of Locksmith 2. 10% of Locksmith 3.
-[X] Hunter. Continue rereading that book about hunting, and compare notes with Goodspringer hunters. 80% of Hunter 2. 30% of Hunter 3.
-[X] Buy rounds from Sunny. 0 actions.
--[X] 7 rounds so 14 caps. 5.56 rounds are worth 2 caps each. Any amount that exceeds the amount of caps you actually have will not be accepted.
-[X] Join Sunny and Maryanne on gecko hunts. 100% of unlocking Shape Changing: Gecko as a training option. 100% of Skinning 0. 75% of Skinning 1. 25% of Skinning 2. Possibility of further upgrades from combat. Loot from gecko corpses. Loss of rounds for Varmint Rifle if used.
-[X] Help Pete and his family out with their ranch. 10% of Animal Friend 0. 60 Caps. 2 actions.

Right I've got us down taking out the Giant Mantis den so we can remove the small threat, but still a threat. Then have us helping Sunny on gecko hunts so that we can get that out of the way and gain the shape changing gecko as geckos can be fire breathing and if we manage to get the skill to 10 we might be able to fire breath without transforming, and for helping Pete, 60 caps will help us get more rounds and have us buying 7 rounds before we go hunting for the extra boost.
 
[x] Plan hunter
-[x] Day 1
--[x] Fitness
--[x] Running
--[x] Join Sunny and Maryanne on gecko hunts
--[x] Help Pete and his family out with their ranch. (2 actions)
--[x] Pete knows how to use explosives
--[x] Locksmith
-[x] Day 2
--[x] Fitness
--[x] Running
--[x] Join Sunny and Maryanne on gecko hunts
--[x] Help Pete and his family out with their ranch. (2 actions)
--[x] You're pretty sure you've found a giant mantis den outside the schoolhouse
--[x] Open that damn safe, and go over the loot.

Fitness & running daily because not maxed out yet.

Hunting geckos because real combat gives by far the best rewards. Seriously, we should do it ASAP. It trains us with the weapon, gives us gecko shapeshift, trains that up, gives us survival, gives us skinning, gives us loot... We absolutely have to take it daily so long as qualify for it.

Helping on ranch because animal friend is amazing. Also money.

Mantis hunting, safe cracking, and explosives because those are special events and I want to get all the specials in this town done ASAP. in case they unlock more stuff.

Day 1 locksmith to make extra sure we get the safe opened correctly on the first try instead of it blowing up.
 
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-[X] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles. 80% of Marksmanship (Modern Rifles) 4. 20% of Marksmanship (Modern Rifles) 5.
-[X] Hunter. Continue rereading that book about hunting, and compare notes with Goodspringer hunters. 80% of Hunter 2. 30% of Hunter 3.
neither of those choices makes any sense. Both are flat out inferior to actually performing real hunting with sunny.
 
neither of those choices makes any sense. Both are flat out inferior to actually performing real hunting with sunny.
Both are just so that we can get the boost from them to increase our chances of success with sunny when we go hunting with her any gains we get from her will likely push us to what we can't gain from them.
 
Both are just so that we can get the boost from them to increase our chances of success with sunny when we go hunting with her any gains we get from her will likely push us to what we can't gain from them.
1. The sunny action is repeatable
2. We literally can't fail at hunting with sunny.
3. Hunting with sunny gives better boosts to those very same skills.
 
1. The sunny action is repeatable
2. We literally can't fail at hunting with sunny.
3. Hunting with sunny gives better boosts to those very same skills.
1. Repeatable doesn't mean better.
2. Yes we can we could run out of ammo or find no geckos.
3. Yes it is but it is also a bullet sink and unlikely to be able to be done with success every time.
 
[x] Plan hunter

Reading about doing stuff (hunting, mantises, safe) and learning new things (explosives) is more interesting than reading mostly about training
 
[X] Plan Khepri

Day 1

General Skills
[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. 0% of Fitness 8. 50% of Exercise 5.
[X] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles.80% of Marksmanship (Modern Rifles) 4. 20% of Marksmanship (Modern Rifles) 5.
[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] 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.
[X] Help Pete and his family out with their ranch. 10% of Animal Friend 0. 60 Caps. 2 actions.
[X] Buy rounds from Sunny. 0 actions.
-[X] 7 rounds so 14 caps. 5.56 rounds are worth 2 caps each. Any amount that exceeds the amount of caps you actually have will not be accepted.
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Goodsprings Actions
[X] Join Sunny and Maryanne on gecko hunts. 100% of unlocking ShapeChanging: Gecko as a training option. 100% of Skinning 0. 75% of Skinning 1. 25% of Skinning 2. Possibility of further upgrades from combat. Loot from gecko corpses. Loss of rounds for Varmint Rifle if used.

Day 2

General Skills
[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. 0% of Fitness 8. 50% of Exercise 5.
[X] Marksmanship (Modern Rifles). The above, but you'll be learning to use rifles.80% of Marksmanship (Modern Rifles) 4. 20% of Marksmanship (Modern Rifles) 5.
[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] 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.
[X] Perception. Knowing where you are, what that thing is, and what its weak spots could be are good survival guides, according to Maryanne. 40% 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 locks. 50% of Locksmith 2. 10% of Locksmith 3.
 
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