Pragmatic Raider (Fallout/ck2)

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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[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)
 
[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)
 
[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)
 
[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)

The worst kind of raiders are the smart raiders. Also, find someone to beta
 
[X]Greed...pure and simple greed the desire to not only be rich but have everything.(Greedy trait= +1 charisma to scam poor smucks out of all their belongings. once you become fixated on an object it'll be virtually impossible to give it up)

[X] a town in the north known as Freeside (well populated roll 1d10 for a number of potential recruits. Well armed gang starts with 10mm subs machine 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.)

Be a greedy man with his arms around everyone and hands in every pie. :3 NCR and Legion can both shove it.
 
Ahhh yes, the Mojave desert, the arid wasteland filled with insane man eating monsters, huge gangs of drugged up psychopaths 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 gunpowder... 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 smucks 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.)
Fixed grammar
 
[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)
 
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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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
Check the character sheet for what your gang members are armed with as well as any assets you have
 
[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
[X] work on an special attribute alone.60% chance of success +1
[X]C

The middling option for risk/reward scale.

[X] 2
 
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[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
[x] Take sunny up on her offer. 100% chance of success, Reward= survival training trait
 
[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
[x] Take sunny up on her offer. 100% chance of success, Reward= survival training trait
 
[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
[x] Take sunny up on her offer. 100% chance of success, Reward= survival training trait

[x]2
 
[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
[x] Take sunny up on her offer. 100% chance of success, Reward= survival training trait

[x] 2

So, we just did the tutorial mission and we're about to do the Goodsprings mission.....Is the Courier around? or is this a universe where we pretty much replaced him?
 
[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
 
[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
[x] Take sunny up on her offer. 100% chance of success, Reward= survival training trait

[x] 3
 
So, we just did the tutorial mission and we're about to do the Goodsprings mission.....Is the Courier around? or is this a universe where we pretty much replaced him?
The courier will still be a thing but they'll come when your better established, meanwhile though you existing will change things. For example you're doing the tutorial mission instead of them

also i created a rolz diceroom for the quest, just the same name as the story
 
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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