Pragmatic Raider (Fallout/ck2)

[X] Plan "Long-term"

Good plan, then we should focus on CHA upgrades so the leader is the face of the organization.

Also not sure if anyone knows this, but not far from goodsprings is a cross memorial with a house next to it, maybe if we take some fallout 4 elements it can be turn into a major base for our gang, as I feel the school house is kinda small right now.
 
Indeed. If there is interest from the players, I can look into making a Long-term plan for us?
We don't have stat caps but getting Charisma high and all the stats to an average of 5 would be a good idea. Secondary focuses can be on intelligence, perception or luck with some endurance thrown in there to help with assassination attempts and the work load.
 
Turn 7
Turn 7

During the bad attack on the Radscorpions last week some of your men were envenomated enough to require medical attention. You can either pay for their treatment or let them be and see if they pull through or not.

[] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.

[] Your men are tough they'll pull through and be fine, no sense in spending so much money on them. Roll to see how many survive if at least one dies there's a chance of other people deserting once they find out they died because you would not pay for treatment.

You have four action points to spend:

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

[ ] Now that you are flush with goons and have some intel on the Powder Gangers you feel pretty good about seeing if you could poke at them a bit. Start sending out skirmisher parties against Powder Ganger Groups. 50% chance at success, Reward= widdle down Powder Ganger numbers, Weapons and armour loot, caps, possible prisoners.

[ ] 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.

[ ] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll.

[ ] The Black Luck Gang is not short on funds at the moment, but you don't have a lot of caps either. send some of your men to shake down travellers. 70% chance of success, Rewards= varying amount of loot and caps collected.

[ ] The presence of a Radscorpion nest so close to your town has scared the residents of Goodsprings. They are willing to hire you to kill them off as soon as possible. From watching the nest you can gather that there are three giant Radscorpions and at least six smaller ones present. If you accept this job you will have to fight them. With your current numbers and armament, you have a 50% chance of success. Rewards= 500c, Three large Radscorpion corpses, and a large number of venom glands ready for trade or use.

[ ] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.

[ ] Send some men down to Primm to buy or trade supplies and weapons. 100% chance of success, Reward= trade turn.

[ ] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers.

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. 80% chance of success Reward 1d10 roll for members

[ ] Personally, do some jobs around town to earn some caps and perhaps if you're fortunate you might become more well-liked. 90% chance of success, Rewards= small amounts of caps and chance of increased opinion in Goodsprings.

[ ] Go down to the general store and see what they have in stocks, 100% chance of success, Reward= begin trade turn.

Free action.
You noticed that the way you assign orders are very insufficient and might do better if you assign people to watch over particular parts of the tasks you give.

[] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)

[] No you can handle the workload, Reward= stick with the current system
 
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[X] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.
[X] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)

[X] Filling reserves
- [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] The Black Luck Gang is not short on funds at the moment, but you don't have a lot of caps either. send some of your men to shake down travellers. 70% chance of success, Rewards= varying amount of loot and caps collected.
- [X] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.
- [X] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers.
- [X] Work on an special attribute alone.60% chance of success +1
-- [X]C

The plan is grab some caps this turn trade for heavier weapons next turn and take out the Radscorpions that turn or the turn after that. Hopefully we can start targeting the powder gangers the turns after that.
 
I know how to fight rad scorpions outside my level cap, go for the legs, with whatever weapon you got shoot the legs, and proceed to spend an hour with a weak ass gun widdling away at their health, if you run out of ammo, then keep running around it punching it.

Kind bummer I wasnt around when the plan to fight those scorpions came about, Id had advice to avoid those buggers, or if we were going for it, then have a grenadier squad of men to open with grenades/explosives.

Plan " Long Term"
[X] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.


[X] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll.
[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] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.
[X] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers.

[X] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)


seems reasonable
 
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[x] Plan: Making connections
-[x] Aftermatch
--[x] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.
-[x] Four action points to spend:
--[x] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll.
--[x] Send some men down to Primm to buy or trade supplies and weapons. 100% chance of success, Reward= trade turn.
--[x] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers.
--[x] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.
-[x] Personal action
--[x] Personally, do some jobs around town to earn some caps and perhaps if you're fortunate you might become more well-liked. 90% chance of success, Rewards= small amounts of caps and chance of increased opinion in Goodsprings.
-[x] Free action.
--[x] Yes, assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)
 
[X] Plan Stockpile
- [X] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.
- [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] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll.
- [X] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.
- [X] Send some men down to Primm to buy or trade supplies and weapons. 100% chance of success, Reward= trade turn.
- [X] Personally, do some jobs around town to earn some caps and perhaps if you're fortunate you might become more well-liked. 90% chance of success, Rewards= small amounts of caps and chance of increased opinion in Goodsprings.
- [X] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)
 
Let's Look at the Options:


[] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.
We lose 250c, but we are sure that our people will pull through. and they will be ready for if the Powder gangs attack. seems like a solid choice.
This also cements us as someone that takes care of our own, thereby increasing the loyalty of our gang members.

[] Your men are tough they'll pull through and be fine, no sense in spending so much money on them. Roll to see how many survive if at least one dies there's a chance of other people deserting once they find out they died because you would not pay for treatment.
Seems like a bad move overall. we save 250, but we risk losing our men, and we also risk some deserting and attaining a negative reputation within the gang.


[ ] Use your found goons to do various jobs around Goodsprings
80% chance of success, Rewards= 100c, possible loot.
Seems like a thing to do if we are low on Cash, but otherwise not relevant.

[ ] Now that you are flush with goons and have some intel on the Powder Gangers you feel pretty good about seeing if you could poke at them a bit. Start sending out skirmisher parties against Powder Ganger Groups. 50% chance at success, Reward= widdle down Powder Ganger numbers, Weapons and armour loot, caps, possible prisoners.
50% chance? I would suggest against it. Also, we need more members before we start this.

[ ] 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.
This seems like a solid choice. Caps, loot and more importantly knowledge of the surrounding area.

[ ] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll.
We get caps, which is lovely, but more importantly, we also show Primm that we exist. we spread the word of our gang a bit by doing this. allowing us to be bigger than we appear, something that can make the Powder Gangers think twice before attacking us. We might even end up with a deal like the one we have with good springs.
And this also brings Primm more into focus for our gang, a town which has the hotel/casino that we can take over and use for our Main HQ.

[ ] The Black Luck Gang is not short on funds at the moment, but you don't have a lot of caps either. send some of your men to shake down travellers. 70% chance of success, Rewards= varying amount of loot and caps collected.
Seems like a risky proposition, we could run into other unsavoury elements, and there is very little money to be gained in simply shaking people down.

[ ] The presence of a Radscorpion nest so close to your town has scared the residents of Goodsprings. They are willing to hire you to kill them off as soon as possible. From watching the nest you can gather that there are three giant Radscorpions and at least six smaller ones present. If you accept this job you will have to fight them. With your current numbers and armament, you have a 50% chance of success. Rewards= 500c, Three large Radscorpion corpses, and a large number of venom glands ready for trade or use.
That went horribly last time. let's wait till we have some more men.


[ ] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.
This seems like a very solid suggestion. Having someone with experience in robots is always useful. even more so if we can at some point gain more robots, free labour is always lovely.

[ ] Send some men down to Primm to buy or trade supplies and weapons. 100% chance of success, Reward= trade turn.
What do we currently have that we could be interested in selling?

[ ] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers.
This seems like a very solid choice. Watchtowers, early warning System, Sniping positions. All the good stuff we could want. and 80% chance of completion sounds pretty decent.

You have one point to spend on a personal action

[ ] Work on a special attribute alone.60% chance of success +1
to a chosen attribute
[ ]S
[ ]P
[ ]E
[ ]C
[ ]I
[ ]A
[ ]L
Training is always good. but let's see if we can't find a trainer to help us do this even better first.

[ ] Try recruiting some more citizens of goods springs into your gang. 80% chance of success Reward 1d10 roll for members
Sounds lovely. and we certainly need more members.

[ ] Personally, do some jobs around town to earn some caps and perhaps if you're fortunate you might become more well-liked. 90% chance of success, Rewards= small amounts of caps and chance of increased opinion in Goodsprings.
The increase in opinion is nice, but we can do more.

[ ] Go down to the general store and see what they have in stocks, 100% chance of success, Reward= begin trade turn.
What do we currently have to sell?

Free action.
You noticed that the way you assign orders are very insufficient and might do better if you assign people to watch over particular parts of the tasks you give.

[] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)
This would enable us to delegate more, thereby do more in a shorter timeframe. sounds like an excellent suggestion. (and would most likely make it a bit easier for the QM)

[] No you can handle the workload, Reward= stick with the current system
The system works. but is not as far as I can see set up in a way that allows for easy setup of options.

So all in all.
Plan " Long Term"
[X] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.


[X] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll.
[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] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.
[X] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers.

[X] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)​
 
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I foresee some complications with some of the plans:

Plan: Filling reserves
We don't set up watchtowers. but we do set ourselves up to be noticed by shaking down travellers.
In regards to our personal Action, we here focus on working on our charisma, which is not a bad choice. however, we currently have too few members.

Plan Making Connections.
We are spending an action trading, yet we have very little to trade at the moment.
And we are spending our personal time on a chance to increase Goodsprings opinion a small bit, but that is a waste of our personal actions, those should be used to enhance yourself or the gang. that would help us far more in the long run.

With plan Stockpile:
We don't get more men, something we will need if for the powder gangers. More men would also potentially result in more loot found they scout due to being able to find more.
Also, we are spending time going all the way to Primm to trade, despite not having much to trade with.
 
As of now, there's a tie between [x] Plan: Making connections and Plan " Long Term" if no one votes in say 2 hours to break the tie ill just coin toss it
 
Turn 7 Results
Turn 7-Results

During the bad attack on the Radscorpions last week some of your men were envenomated enough to require medical attention. You can either pay for their treatment or let them be and see if they pull through or not.

[x] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.

'How are my boys doing Doc?' you asked Doc Mitchell.

'They're doing fine Alex, a bit sore from the venom and treatment but otherwise ready to get back to work. But now that, that's taken care of we can get to that payment'.

'These prices are killer Doc you sure you won't lower them just a bit?' you asked hopefully. You could already feel your funds draining.

'Now now we've been over this already I need to charge this amount or else I cant afford the supplies to treat everyone else that walks in here with some kinda injury'.

' Yea I know Doc cant blame me for trying though'.

Reward= all of your men are back to tip-top shape, -250c

You have four action points to spend:

[x] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll. Rolled d100 = 24 Almost Failure

Your Half men got lost on their way to Primm due to a massive sandstorm that came out of nowhere. It had lasted an entire 3 days before subsiding. when you found your men they were huddling in an old abandoned shack muttering incoherently and flinching at every sound. So far all you managed to make out from they're rambling was something about huge horned demons skulking the blinding sands, striking down anything that they came across.

As for the other half they made it to Primm but they're as only a small amount of work to be done at the time.

Reward= 50c

[x] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up. Rolled d100 = 78 success

After asking around Goodsprings you found out that Trudy actually knew someone who was willing to work. As it turns out some ways out from Goodsprings lives an old hermit of a mechanic, a ghoul who was alive before the bombs dropped. So after thanking Trudy, you headed out with two of your men as back up in case things went sideways.

After travelling about for about 3 hours west you came across an old metal shack in the middle of nowhere. There was a variety of strange mechanical contraptions surrounding the shack some of them assumingly entering the building.

'you think this is it?' you asked sarcastically to the men you brought.

walking up to the heavy metal door and knocking heavily on it, the area around you went dead silent as opposed to the cacophony of clanks and whirs and metallic whines that filled the air moments ago.

After a few quiet and tense moments you heard an alarmingly large number of locks being undone. After a moment the door creaked open and a single eye, that was a startling shade of green, from the darkness appeared.

'what do you want?' a raspy yet feminine voice questioned.

'I was told I could find a mechanic named Trina around here'.

'You found her, now what do you want?'.

'I assume you are Trina them? I'm here to hire you'.

'Not interested' she said quickly.

'Please, look I need you to work on and repair robots for me'.

'what do I get out of this little deal?' she asked a little more interested and opening the door a bit to reveal a surprisingly not that decayed face.

'you'll get to work on and modify any robots or tech we come across as well as being paid for it. Think about it, we're paying you to simply do what you like to do.' you spoke trying to convince her.

'I'll need a workshop and tools'.

' I'm sure we could find some for you'.

' fine, I need a while to gather up my stuff, I'll meet you at Goodsprings in a week'.

[x] Send some men down to Primm to buy or trade supplies and weapons. 100% chance of success, Reward= trade turn.

[x] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers. Rolled d100 = 40 Half Success.

Your attempts to install watchtowers had to be put off somewhat due to the Sand Storm that broke out. you managed to construct half of them but you'll need to take more time next week to finish them off.

You have one point to spend on a personal action

[x] Personally, do some jobs around town to earn some caps and perhaps if you're fortunate you might become more well-liked. 90% chance of success, Rewards= small amounts of caps and chance of increased opinion in Goodsprings. Rolled d100 = 35

Rewards= 50 caps, no increase in opinion


Free action.
You noticed that the way you assign orders are very insufficient and might do better if you assign people to watch over particular parts of the tasks you give.

[x] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)

Reward= switching to new system next turn after trade turn.
 
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Trade turn 1
Trade turn 1

Of the men that travelled to Primm, only half hadn't gotten lost in the freak sandstorm. After seeking shelter for the night they asked around the town to see if they had any dedicated vendors. Of the various small-time vendors, Jonathan Nash was most prominent.

Jonathan Nash
-Available caps, 1259c

Item- Stock- Value-
.357 revolver 6 110
9mm pistol 5 100
10mm pistol 5 750
Cowboy Repeater 3 800
9mm SMG 2 850
Caravan
Shotgun 5 657
single shot
shotgun 5 175
Laser pistol 1 175
Dynamite 25 25
Frag Granade 15 150
Frag mine 10 75


Black Luck Gang
-Available caps, 522c

Item- Stock- Value-
Sarsaparilla 1 1
star cap
varmint rifles 5 75
single shot 1 175
shotgun
357. revolvers 7 110
32. revolvers 5 110
9mm pistols 9 100
police vests 2 100
Radio Equipment 1 set 200

Plan format only
[] buy
-[] items
[] sell
-[] items
 
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