Pragmatic Raider (Fallout/ck2)

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Hi everyone, this is my first quest so this is very much a learning experience for me so helpful...
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Location
AZ
Hi everyone, this is my first quest so this is very much a learning experience for me so helpful comments and constructive criticism is much appreciated. That being said rude or unhelpful comments will be simply ignored



It's not that you necessarily wanted to be a raider, really you didn't. but life wasn't easy in the apocalypse, and to be honest with yourself you were a bit power thirsty so sitting at home in a dinky little shack eking out a living by farming and scraping wasn't gonna cut it. Besides, why do something boring and menial when you can have a minion do it! Sometimes though being the bad guy and being just generally a dick was the easiest way to survive in the shithole known as

[ ] the commonwealth

Pros:
Easy pickings. (easy and weak minor settlements=easy loot opportunities +5 bonus when raiding minor settlements)

WHATS WITH ALL THE POWER ARMOUR!!! (Great opportunity to snatch various types of power armor, though you don't know how to use them yet)

Urbanized. (Many places for possible bases, towns, skyscrapers, and settlements)

Cons:
Organized. (Many firmly established factions who won't take too kindly to yet another raider gang popping up, and the raider gangs established don't want more competition. More likely to crack down on you if you take actions against them)

BOOM! (A large portion of the area was hit directly by nukes requiring the use of power armor or hazmat suits to explore or loot. Specialized equipment required)

Lit Fuse (tensions high in people, won't take much to start off a witch hunt for supposed synths random chance of someone being accused of being a synth when interacting peacefully with settlements)

[x] the Mojave
Pros:
Bear and bull (the two biggest factions around will be too busy with each other to notice you unless you do something stupid. Less likely to interfere because of all they have on their plates unless you take actions that directly affect them)

Great desert (the vast amounts of sand make it hard for people to find you, should you need to hide, likewise the same is true for those hiding from you. +5 chance for everyone to avoid being found)

Zaaappp! (large amounts of energy weapons present a greater chance of gaining energy weapons from loot)

Cons:
Big and Bad (many large raider groups present who'll find you easy pickings raider gangs start with a low opinion of you)

BEAR AND BULL (needless to say don't fuck with the two present massive armies who can crush like a bug. It'll be a long time before you can even think of competing with them)

LEGENDARY (for some reason certain monsters of the wastes get incredibly large and require many men and lots of firepower to take down the randomly spawned for Legendary. A defeated legendary has the chance to spawn significant loot for their defeat.)

[ ] the capital waste land

Pros:
Freedom!(seeing as this was the capital of prewar America it has incredibly large amounts of conventional firearms just lying around in either the numerous military installations or even just in a convenience store. bonus to ballistic weaponry/ammo being found in loot)

JOIN OR DIE! (All the raiders present are scattered and disorganized, so provided you are numerically superior or have better firepower you can scoop up small gangs. bonus to diplomacy actions to weaker gangs)

Mister ro-bot-o (because it's the capital there are many robots to be found, and provided you have high enough intelligence you can re-purpose them for your use. Of course, if you fail that they won't take kindly to that. bonus to hacking robots)

Cons:
MUTIES! (Incredibly high amounts of death claws, super mutants, and centaurs present, though defeating them will gain you a fierce reputation and may even get you into the good graces of some people. High-risk high reward)

METAL MEN! (The Enclave, outcasts, and the brotherhood of steel are all present in significant numbers; they are all hostile to each other and you. The Enclave and the BOS will always be hostile to you for various reasons, being a filthy impure waste lander and being a raider respectively. Though since the outcasts don't care what outsiders you can placate them with energy weapons and power armor pieces, In return they'll ignore your less than pure actions and reward you with ballistic weaponry and ammo. Possible diplomacy with outcasts only, all other metal men factions are out for you from the start but won't actively hunt you)

Impure water (project purity isn't a thing yet so purified water is hard to come by)

Although being a dick was also a fast ride to a shallow grave.
Your name was[ must be male, simply for the fact that'll be easier for me to write from a male POV seeing as I am one] and you'll be the greatest raider boss ever

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so how is everything starting alright? any tips or helpful facts?
 
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character creation
[x] The Mojave
Character creation
Name [ ]

25 SPECIAL points to distribute
pick a stat and decide how many points should be allocated to.
ex: strength[5]

Strength[ ]
Perception[ ]
Endurance[ ]
Charisma[ ]
Intelligence[ ]
Agility[ ]
Luck [ ]

The special stats basically work the same as they do in the fallout games. With a little bit of tweaking.

Strength affecting your carry weight(more loot!!!), effectiveness at using melee or going bare knuckles as well as the use of heavy weapons. It is also needed to effectively use power Armour if you ever get it. A high enough strength stat is also helpful to intimidate people to do what you want.

Perception will affect how well and quickly you may notice enemies if high enough can act as a danger sense and if extremely high may grant one reroll to any action per turn. Perception may also allow to "sense" things when in dialogue such as lies, withheld info, or if something is wrong. Plays a role in finding plots against you.

Endurance since there won't be hit points per say it'll allow you to keep functioning when hurt or even shrug off some attacks rarely. will affect how long and far you can run. Can also negate some poisons and make you all-around more resistant to the effects of living in a nuclear hell. Oh and also lets you hold your breath longer under water or just when you need to hold it I suppose.

Charisma, as you can guess, makes people like you more from the start. Increases how likely you are to convince, bribe, coerce, and seduce people. Along with that, it will also let you get better deals when trading. But most importantly this plus good martial skills help keep unruly gang members in line.

Intelligence is what allows you to research and learn things faster. It also affects your ability in medical, repair, and hacking. It also lets you solve more science-oriented problems without brute forcing things and possibly gaining lesser results. Plays a role in plotting and counter-plotting.

Agility increases how fast you can run and how well you can sneak. it also lets you pull off feats of agility such as parkour, evasion, and getting into hard to reach places. You cannot, however, do feats of agility when in power Armour, Heavy Armour, or using heavy weaponry.

Luck quite simply affects amount and quality of loot. And the pulling off of bullshit actions such as a missile ending up a dud, a bullet bouncing off you, smashing buttons and it somehow works.

In this quest, your SPECIAL stats are not limited to just ten its basically just a matter of how many SPECIAL points you earn and where you decide to deposit them.

You shall have 4 hours to decide how to distribute your points. for reference, each one of the attributes is its own vote so if 2 people vote 5 to strength but another votes 6 it goes to 5. does that make sense? let me know if I can help clear it up if not.
 
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character sheet
Name: Alex Armstrong

Strength:4
Perception:4
Endurance:4+1=5
Charisma:3+1=4
Intelligence:5+1=6
Agility:4
Luck :1

Traits:
Cunning +1 INT
Survival training +1 END

Assets:
-247 caps
-1 Sarsaparilla star cap
-5 varmint rifles
- leather Armour (which will only stop 2-3 stabs in a single area, no bullets) for the entire gang
- 5 single shot shotgun
- 2 357. revolvers
- 14 9mm pistols
-1 Laser pistol
- 2 police vests
-Radio Equipment

Base(s):
The old schoolhouse, Goodsprings.

Personal equipment:
1 varmint rifle
Leather armour

The Black Luck Gang:
25 members.
Average armour throughout gang: Leather armour
4 with varmint rifles
1 with a sawed-off shotgun
25 with various pistols
(If you don't have enough guns to equip all members of your gang or otherwise stated everyone gets varying low-level melee weapons like combat knives, kitchen knives, chopper, Bat, etcetera)

Level of ability is- Street thug.

Relation:

Powder Gangers 45/100, The powder Gangers dislike you for killing their members but appreciate you not killing those who surrendered when you had the chance

Goodsprings 70/100, The people of Goodsprings like you a lot for coming to their rescue.

Income:
N/A

Expenses:
10c (caps) per minion a turn,15c per lieutenant. total = 210+30 caps a turn
 
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Beginning location and motives
Ahhh yes, the Mojave desert, the arid wasteland filled with insane man-eating monster, huge gangs of drugged up psychotics and two nation-states killing hundreds for the sake of their own egos...home sweet home. You woke up in the morning to the sweet smell of death and gun powder....so the normal smell. While you decided to join up in the raider business mostly to further inflate your superiority complex by actually gaining some authority, There was another reason you had to leave your home.

[ ]Greed...pure and simple greed the, desire to not only be rich but have everything.(Greedy trait= +1 charisma to scam poor shmucks out of all their belongings. once you become fixated on an object, it'll be virtually impossible to give it up)

[ ] Revenge.....ooh sweet revenge, here I come(relentless trait= +1 strength, you'll stop at nothing to pay back those who wronged you in full)

[ ]knowledge....after all, knowledge is power(Cunning trait= +1 intelligence, they say you resemble the Brotherhood in your quest for knowledge of all kinds.)

Enough of the past, though, it matters little now. You've left everything behind for this gamble at being a raider, you've begun your quest for power. You arrived at:

[ ] A little town in the west known as Goodsprings. (Fresh source of water, possible loot to be gained in the nearby prison installation, possible expansion to nearby towns of Sloan and Prim. Roll 1d6 for how many gang members you start with. Starts with melee weapons or varmint rifles for the gang, the potential recruits live a mostly peaceful life and won't be very good soldiers.)

[ ] A town in the north known as Freeside. (Well populated, roll 1d10 for a number of potential recruits. Well armed gang starts with 10mm submachine guns and pistols. Large nearby NCR presence nearby, limited in what you can do or you can just do it sneakily. Poverty, not a great amount of caps to be swindled.)

[ ] In the east at a town known as Novac. (Large amounts of salvage and high tech weaponry, start with 9mm pistols, but can easily be upgraded to basic energy weapons. Small Vipers presence to contend with, nearby mutants in large numbers. Roll 1d6 for gang members.)
 
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Turn 1
And the winner is
[x] knowledge....after all knowledge is power(Cunning trait= +1 intelligence, they say you resemble the Brotherhood in your quest for knowledge of all kinds.)
[X] A little town in the west known as Goodsprings (fresh source of water, possible loot to be gained in the near by prison installation, possible expansion to nearby towns of sloan, and prim. role 1d6 for how many gang members you start with. starts with melee weapons or varmint rifles for gang. the potential recruits live a mostly peaceful life and wont be very good soldiers)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

When you arrived in the little town of Goodsprings you realized , though you would never openly admit, you were over your head on how to actually survive the Mojave . Thankfully though some shmucks pointed you to a potential job and learning experience, you'd like to think you convinced them to do it but honestly you had the charisma of the creepy dude who works at the graveyard. Anyway you followed their advice to a women named sunny smiles who agreed to help you get on your feet and pay you for some work. she gave you what was known locally as a varmint rifle and showed you how to use it without putting a hole in your foot. Afterwards she offered you a job, which she explained was to clear out a small gecko infestation at the wells. you accepted, after all, you were dead broke. once you and sunny arrived at the wells you used your somewhat above average intelligence to come up with a plan. Said plan was simple, stand at different points and draw the lizards out with the dog, once they came running you and sunny caught them in a crossfire. dispatching most before the rest fled, seeing as how the job was done sunny paid you fifty caps and promised to help you with survival training down the road should you ask for it.

Now that you somewhat set up you could finally get around to recruiting some lackeys
1D6 => 6
wow, helping with those geckos must have gotten you some good will seeing as you were able to scrounge up some teens with a craving for adventure and caps. (upkeep 10 caps per minon every turn, can let them go unpaid for awhile though that will anger them into possibly turning on you)


you have one action to spend this turn

[ ] use your new found goons to do various jobs around Goodsprings
80% chance of success, Rewards= 100 caps, possible loot.

[ ]There's a commotion in the saloon, apparently the owner is having some problems with powder gangers. 50% chance of success, Reward= large pay out, better Equipment for your gang, establish Goodsprings as your territory

[ ] you and your gang decide to do some scouting missions around Goodsprings. 80%/60%/40% chance of success, Reward= ??amount of caps, loot of varying value. knowledge of surrounding area

you have one point to spend on a personal action

[ ] take sunny up on her offer. 100% chance of success, Reward= survival training trait
[ ] work on an special attribute alone.60% chance of success +1
to a chosen attribute
[ ]S
[ ]P
[ ]E
[ ]C
[ ]I
[ ]A
[ ]L
 
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Turn 1 Results
[x] There's a commotion in the saloon, apparently the owner is having some problems with powder gangers. 50% chance of success, Reward= large pay out, better Equipment for your gang, establish Goodsprings as your territory
d100 = 49

When you walked into the saloon there was a rather loud argument taking place between a power ganger and the bartender over a man named ringo. the powder ganger loudly proclaimed that if the town didnt hand him over he and his friends would be back in two weeks (2 turns) to take him by force. unfortunately, likely due to your abysmal charisma, they refused to tell you anything saying they would handle their own matters. Fail can retry

[x] Take sunny up on her offer. 100% chance of success, Reward= survival training trait
Auto-pass

After all the commotion in the saloon, you decided to take sunny up on her offer. She took you a little ways out into the desert to a camp fire an explained to you what healing powder was and what ingredients it required. she then told you to gather the ingredients at the near by school house and cemetery, you of course went and told your minions to gather it themselves seeing as they were lazing about the entire week. After they brought you the Xander root and Broc flower, and in turn you brought to sunny. She began showing you how to make healing powder while also explaining all other sorts of drinks, foods and concoctions you could learn to make.
Reward: Survival training trait gained. +1 to endurance

Warning: you'll be expected to pay your gang by the end of next turn
 
Turn 2
The Powder gangers are Coming, you could smell pofit, either from Goodsprings or the Powder gangers. You'll also be Required to pay your gang by the end of this week or else they'll start to abandon you or replace you, Really the only reason they are following you is for the money not Because of loyalty

you have two action to spend this turn

[ ] use your new found goons to do various jobs around Goodsprings
80% chance of success, Rewards= 100 caps, possible loot.

[ ] you and your gang decide to do some scouting missions around Goodsprings. 80%/60%/40% chance of success, Reward= ??amount of caps, loot of varying value. knowledge of surrounding area

[ ] Try asking around again for any information, you could profit from they're bad luck. Maybe even after you could get them to 'hire' your gang for 'protection', Yes that sounds quite nice to you. 50% chance of success, Reward= Large payout, Better equipment for the gang, establish Goodsprings as your territory

[ ] Perhaps the Powder gangers would like a little help? after all you have now loyalty to this town. you see no reason to risk your neck for it. 45% chance of success, Reward= Powder ganger like you, large payout, one small favor owed to you, lose Goodspings as your territory.

you have one point to spend on a personal action

[ ] work on an special attribute alone.60% chance of success +1
to a chosen attribute
[ ]S
[ ]P
[ ]E
[ ]C
[ ]I
[ ]A
[ ]L

[ ] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
 
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Turn 2 Results
Turn 2 Results
[X] you and your gang decide to do some scouting missions around Goodsprings. 80%/60%/40% chance of success, Reward= ??amount of caps, loot of varying value. knowledge of surrounding area

rolled d100 = 77, At the start of the week you gathered your men and and scouted and looted the areas directly surrounding Goodsprings. The most noteworthy places you saw were two powder gang camps to the east and another a little to the south of you. The eastern most camp had three powder gangers and a few make shift mines, the other contained 2 more Gangers but many more mines. North-west of the town was a large memorial of some sorts, and lastly to the north following the main road was a small town known as sloan. Rewards= 140 caps, a cap with a star, two possible enemy/lootable camps, and a path to expand later Via sloan


[X] Try asking around again for any information, you could profit from they're bad luck. Maybe even after you could get them to 'hire' your gang for 'protection', Yes that sounds quite nice to you. 50% chance of success, Reward= Large payout, Better equipment for the gang, establish Goodsprings as your territory
Rolled d100 = 96 crit?!

You once again tried to find out what that argument was all about, to your surprise not only did they explain the Powder gangers were after a men named ringo, who was indeed hiding in the town in the building a bit behind doc Mitchell's house (would the know what a gas station is?). They also offered to hire to pay you and more for defending the town Reward for success fully fighting back the Powder gangers will be 500 caps, all the gangers have on them and ownership of the old school house(actual base before this you were staying at the saloon)


[X] work on an special attribute alone.60% chance of success +1
-[X] C
Rolled d100 = 71
By reading a few old world magazines you picked up a few pointers on how to get people to like you
Reward= +1 the Charisma

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you paid your Gang this week, This apparently Showed them that you were some what trustworthy or at least that they would actually make money. Gang is less likely to abandon you
 
Turn 3
Free action
[ ] take the job for Goodsprings
[ ] don't take the job
you have two action to spend this turn

[ ] use your new found goons to do various jobs around Goodsprings
80% chance of success, Rewards= 100 caps, possible loot.

[ ] you and your gang decide to do some additional scouting missions around further from Goodsprings. 80%/60%/40% chance of success, Reward= ??amount of caps, loot of varying value. knowledge of surrounding area.

[ ] Thank to the advice from the people of good springs, some helpful ways to prepare for the coming fight, that is if you actually take the offer and help them. various rolls 40%(due to low Charisma) difficulty to convince Chet to provide leather armor. 70%(due to somewhat above average Intelligence)Difficulty to convince Doc Mitchell to Provide Stimpaks. 50%(Because East pete's a d#ck) difficulty to convince Easy Pete to provide dynamite. Reward= +5 for each successful roll in convincing the above mentioned people in combat rolls when defending good springs from Powder gangers.

[ ] Perhaps the Powder gangers would like a little help? after all you have now loyalty to this town. you see no reason to risk your neck for it. 45% chance of success, Reward= Powder ganger like you, large payout, one small favor owed to you, lose Goodspings as your territory.

you have one point to spend on a personal action

[ ] work on an special attribute alone.60% chance of success +1
to a chosen attribute
[ ]S
[ ]P
[ ]E
[ ]C
[ ]I
[ ]A
[ ]L

[ ] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
 
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Turn 3 Results
[X] take the job for Goodsprings
You decided to take the offer and immediately begun preparing for the fight that was bound to happen. it might be somewhat difficult but the pay out was worth it

[X] you and your gang decide to do some additional scouting missions around further from Goodsprings. 80%/60%/40% chance of success, Reward= ??amount of caps, loot of varying value. knowledge of surrounding area.

Rolled d100 = 78
you decided take some of your minions out on a scouting before the big rumble at the end of the week. you headed up to sloan and were about to pass it when and old man ran up to you warned you of deathclaws up ahead. You decided to do what any normal human being would do and say f*ck that and book it the other direction. where you came across several small buildings you looted including a small hut with writing that said 'sky diving' whatever the hell that was. you came across an old metal trailer with large amounts of radio equipment, which could be of use some where in the future. Eventually you made it down to Primm which you found out was conveniently without a sheriff and easy for the picking if you decide to take over later. In addition to all that the powder ganger camps you saw last week were still sitting around and not likely to join the attack.
Reward= 212 caps, radio equipment that can be of use when you have the know how to use and the infrastructure to support, easy access into primm.

[X] Thank to the advice from the people of good springs, some helpful ways to prepare for the coming fight, that is if you actually take the offer and help them. various rolls 40%(due to low Charisma) difficulty to convince Chet to provide leather armor. 70%(due to somewhat above average Intelligence)Difficulty to convince Doc Mitchell to Provide Stimpaks. 50%(Because East pete's a d#ck) difficulty to convince Easy Pete to provide dynamite. Reward= +5 for each successful roll in convincing the above mentioned people in combat rolls when defending good springs from Powder gangers.
using the advice given to you by the citizens of goods springs you quickly got to work trying to gather up some support from some of the more prominent Citizens. you started out with Chet it took hours of arguing but you pointed out that powder gangers were most likely kill him and raid his shop if you didn't succeed at repelling them, that's of course if they got to him before you did d100 = 71 all your gang members upgraded to leather Armour. After that you moved on to doc Mitchell and while it was strangely difficult to convince him you eventually manged to get stimpaks for you and your gang members d100 = 56 1 stimpak for all gang members and you gain stimpaks. Easy Pete is a straight d#ck even with the threat of oncoming death from the powder gangers he refused to hand over any of his dynamite, maybe he should have an 'accident' in all the action the fight was gonna be d100 = 22 Fail

[X] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
most of the citizens were to busy preparing but a couple were willing to join up d6 = 4
Reward= 4 new members,two with knives and two with varmint rifles.
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-60 caps due to paying gang, new members dont get paid till the following week.
you can now make plans for the battle any assets you have to use will be in the character sheet
you can expect at least 8-10 enemies, with varying amounts of low caliber revolvers and melee weapons, also a few may have bullet resistant vests(which will stop 3-4 bullets, unless crit) all varying due to rolls to determine how many and how they are outfitted
 
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