Beginning location and motives
- Location
- AZ
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.)
[ ]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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