Pragmatic Raider (Fallout/ck2)

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

[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

Get some caps and surrounding remembered then maybe ambush rival gang next turn.


Edit: so two main actions now.

Balerion
How much are we expected to pay our gang?

10 cap per minion and we have 6 minions. So 10 caps short for now.

:3c
 
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[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] 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

[X] work on an special attribute alone.60% chance of success +1
-[X] C
 
[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] 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

[X] work on an special attribute alone.60% chance of success +1 to a chosen attribute
-[X]C
 
[X] use your new found goons to do various jobs around Goodsprings
80% chance of success, Rewards= 100 caps, possible loot.

[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
 
[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] 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

[X] work on an special attribute alone.60% chance of success +1 to a chosen attribute
-[X]C
 
[X] use your new found goons to do various jobs around Goodsprings
80% chance of success, Rewards= 100 caps, possible loot.

[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
 
1 hour for any last votes
6 votes for [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

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

3 votes for [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

and 6 for the personal action work on your charisma
 
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[ 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 ] 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
 
[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] 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

[X] work on an special attribute alone.60% chance of success +1
-[X] C
 
alright well the winning votes are
[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] 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

[X] work on an special attribute alone.60% chance of success +1
-[X] C
 
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

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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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[x] take the job for Goodsprings
[x] use your new found goons to do various jobs around Goodsprings
[x] Thank to the advice from the people of good springs
[x] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
 
[X] take the job for Goodsprings

[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.

[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.

[X] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
 
[X] take the job for Goodsprings
[X] use your new found goons to do various jobs around Goodsprings
[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.
[X] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
Adhoc vote count started by Doctor Elsewhere on Jun 21, 2017 at 9:14 PM, finished with 67 posts and 4 votes.

  • [x] take the job for Goodsprings
    [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.
    [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.
    [x] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
    [x] take the job for Goodsprings
    [x] use your new found goons to do various jobs around Goodsprings
    [x] Thank to the advice from the people of good springs
    [x] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
    [x] take the job for Goodsprings
    [x] use your new found goons to do various jobs around Goodsprings
    [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.
    [X] work on an special attribute alone.60% chance of success +1
    -[X]C

Adhoc vote count started by Doctor Elsewhere on Jun 21, 2017 at 9:15 PM, finished with 67 posts and 4 votes.

  • [x] take the job for Goodsprings
    [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.
    [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.
    [x] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
    [x] take the job for Goodsprings
    [x] use your new found goons to do various jobs around Goodsprings
    [x] Thank to the advice from the people of good springs
    [x] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
    [x] take the job for Goodsprings
    [x] use your new found goons to do various jobs around Goodsprings
    [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.
    [x] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
 
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[X] take the job for Goodsprings

[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.

[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.

[X] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members
 
[X] take the job for Goodsprings

[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.

[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.

[X] Try recruiting some more citizens of goods springs into your gang. 70% chance of success Reward 1d6 roll for members

Wow a really good turn. Get some more bodies and maybe weapons.
 
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-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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Someone refine this crappy plan.

[P] Plan: Totally not a good guy
[] Setup good positions for rifle goons
[] Keep melee goons behind houses or doors
[] Bum rush the enemy as they approach the Salon
[] Get that Ringo or something guy to pitch in the fight, or tie him up as bait
 
[X] Plan: Totally not a good guy refined

-[X] setup the four riflemen on the roofs of the saloon and general store. Try to make the positions reinforced and concealed

-[X] Send three melee goons to hide in the trailer park and attack from the rear once they hear shooting.

-[X] Have the other three goons hide in the saloon and equip one with the shotgun. We will be stationed here too but will try to just shoot from the windows.
--[X] Cut down the shotgun to make it into a CQB weapon versus a hunting one.

-[X] once the Gangers roll up in front of the saloon have the riflemen start firing. That will be the sign for the two groups of melee troops to charge.
 
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