Botwawki 2.6

Looks like we need a tie-breaker...
 
The Traveler is searching for a member of the Enclave. Potentially killing him and becoming an enemy of the Enclave would not only be foolish and counterintuitive, it would be an OOC decision
 
Option 3. Enclave kinda overpowers any faction it aligns with, so sooner or later it needs to be dealt with. (Although I agree with TheLastJacobite about role play. Hm...)
 
July 15, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 4 Selected: Though I suspect the objectivity of the voter base.

You are horrified at the notion of betraying the Enclave to this possibly insane criminal. You cautiously accept his proposal, taking the laser sight. You immediately take it to a leader in the local GRD militia. He thanks you and immediately rallies his men to arrest the suspect. The suspect has fled, but left plenty of incriminating evidence behind him. Towards the end of the day another man approaches you and says, “We’ve heard what you’ve done for America son, I wish we could offer more, but you have the Enclave’s thanks, and you’ve done your country a service.” He hands you a small bag of caps and leaves. That night in your room at the inn, you receive a note: NO ONE BETRAYS ME. I AM THE HAND OF GOD AND I WILL HAVE VENGEANCE. Apparently that fellow was not particularly pleased with your decision, you should stay on the lookout for a while. (+100 Caps, +5 Reputation with Georgia Reclamation District, +5 Reputation with the Enclave)

You are at All’s Well in the Georgia Reclamation District
There is nothing for sale here.

1. An armed patrol of GRD militia is heading out to Dobbins Air Reserve Base. They offer you a safe transit for your party in exchange for 30 Caps. 1 Day

2. An armed patrol of GRD militia is heading out to the town of Vinland. They offer you safe transit for your party in exchange for 45 Caps. 1 Day

3. Stick around town and find clues to this man who has it out for the Enclave. Maybe it will be better to find him before he finds you again. 1 Day

4. Head off in any direction, seeking adventure (Specify direction).
 
July 16, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 3 Selected

Though the GRD guards at the man’s house give you some trouble about entry, you eventually are able to convince them to allow you to look through his possessions. The scene is fairly disturbed, as the man fled in a hurry and then the GRD went through everything. Nothing has been confiscated however. You and Russell scan the room carefully and find out a great deal about him. His name is Robert Nelson, apparently he was once a resident of a town called Klamath out west, until an Enclave patrol killed his family. Based on the evidence you’ve found, he apparently has a camp somewhere in Atlanta with automated artillery systems. They could be used to wreak havoc upon any caravan or town in the greater Atlanta area. You also find some caps he left lying around, and quickly slip them into your pocket. (+50 Caps)

You are at All’s Well in the Georgia Reclamation District
There is nothing for sale here.

1. An armed patrol of GRD militia is heading out to Dobbins Air Reserve Base. They offer you a safe transit for your party in exchange for 30 Caps. 1 Day

2. An armed patrol of GRD militia is heading out to the town of Vinland. They offer you safe transit for your party in exchange for 45 Caps. 1 Day

3. The GRD already knows what you know, let them deal with the problem. In the meantime, wait for something to happen or more work to come your way in All’s Well.

4. It’s up to us to stop him and his sinister plan. At very least, it’s up to you to find him before he decides to turn his artillery on you. Head into Atlanta to find and attack his encampment. 5 Days (Perception/Agility Challenge; moderate risk)

5. Head off in any direction, seeking adventure (Specify direction).
 
Option 4. What could be the worst that could happen? Besides, he wants the Traveller dead. It's either him or our guy.
 
July 30, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 3 Clips), Gladius
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 8 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (15)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 4 Selected

You head out south into the ruins of Atlanta. It is slow going and you’re forced to fight off a number of ghouls as you travel through the ruined streets. Here and there you see signs of salvage activity, and at one point you even see a couple of robots being directed by an Enclave soldier in power armor deconstructing an old building. He watches you warily as you move through the area. You spend two days looking through the ruins trying to find Nelson and his artillery emplacement, unfortunately, he finds you first. You are rudely awoken one morning when artillery shells start raining down upon your encampment. You and Russell dive into cover, but your protectron is badly damaged and disabled by the explosions. (Perception Challenge failed)

You spot Nelson standing atop an old building nearby, pointing his laser sight at your camp. While Russell remains under cover, you rush into the building and head to the roof. When you reach the roof, you find Nelson swearing at the laser sight, which appears to have failed him. He hears you reach the roof and begins to pull his own gun upon you. You reach for your own, but he turns out to be a quicker draw than you are. He pulls out his pistol and fires two shots into your gut. You feel yourself fading out, and he walks over to you and points his pistol at your head to finish the job. He hesitates a moment, then looks up. An annoyed look crosses his face and he holsters his pistol as you finally lose consciousness and says, “You should hope you die, because if you don’t things will be much worse for you. I promise.” (Agility Challenge Failed)

When you wake up, you find yourself in an old world room set up like a clinic and lit with flickering florescent lights. You find Russell sitting in a chair next to you. He tells you to take it easy after you ask where you are. He walks out of the room and returns with what you assume is the doctor in charge of whatever clinic you are at. They take turns explaining that the Enclave had detected the artillery fire and immediately sent out a response team to investigate. You were airlifted in a vertibird to their nearby outpost and have been in intensive care for a couple of weeks. Your combat armor saved your life, barely. They confirmed that vertibird bombing had destroyed Nelson’s artillery post, probably saving Russell’s life too, though the protectron was utterly annihilated by the prolonged shelling. The commander of the outpost visited later and thanked you for your effort in distracting Nelson while the Enclave eliminated his camp. He felt that your services more than merited the medical care they have given you. (+10 Reputation with Enclave)

You are at Outpost Gamma in Enclave territory
As Enclave officers are not allowed to engage in commerce with others, there is nothing for sale here.

Outpost Gamma is built deep within the ruined heart of Atlanta in a large old prewar building that seems mostly intact. You believe it may have been a hospital once, as a helipad on the roof acts as a reasonable landing site for vertibirds. At the moment no vertibirds are present, and a few power armored soldiers and EyeBots patrol the lightly fortified perimeter.

1. The medic advises you take another week to recover, as your past injuries have only come back to haunt you. They’ll allow you and Russell to stay to aid your recovery. 7 Days (Chance of Endurance Increase)

2. Turn over the encrypted holotape and explain the circumstances behind it to the Enclave. This will indubitably help your reputation with them and grant you some sort of reward, but chances are you’ll never find out what was on it if you do. 1 Day

3. Head off in any direction, seeking adventure (Specify direction).
 
August 6, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 3 Clips), Gladius
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 8 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 1 Selected

You take the medic’s advice and spend another week around Outpost Gamma, resting and undergoing therapy and healing. By the end of the week you feel substantially better and more rested, but based on the dirty looks you receive from most of the Enclave soldiers present, it’s likely you have overstayed your welcome. You decide that it is time to be moving along to other adventures and challenges. You are sure that this probably was not your last meeting with Mr. Robert Nelson. (+1 Endurance, -5 Enclave Reputation)

You are at Outpost Gamma in Enclave territory in the ruins of Atlanta
As Enclave officers are not allowed to engage in commerce with others, there is nothing for sale here.

1. Head off in any direction, seeking adventure (Specify direction).
 
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