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A party of vagabonds set out into the wastes, searching high and low for adventure and caps, you are one of these adventurers. These people are your comrades, and your competition. Together you will face the brutal post nuclear wasteland known as the:

Day Three

3rd March, 2282

The Core Region, Junktown [NCR Territory]

With the display of power from the caravan, the Raiders stood down and withrdrew from the road as you passed. Though still a threat to future caravans, at least yours made it out alive and intact.

With the two days of walking the dusty wastes over, Junktown looms over you, a ramshackle town of traders and caravans under the ever-pervasive eyes of the NCR bear, flying proudly over the entrance.

[Guard]: “Here for the Bounty Hunting? You’ll have to wait in town till Sheriff gets back, he’s gone off for his own hunt, some mercs up north causin’ a heap of trouble for locals. You abide NCR laws whilst you’re here though, strangers: no fightin’ and no stealin’; we may not be as fancy as Vault City, but we ain’t lawless.”

The streets are filled with bazaars, caravans and up-start bars all trying to find cheap caps, mainly from the flowing trade of the Hub. The locals are stocking up on ammunition, junk walls and pieces of barricade; something has spooked the town and it's keeping everyone wary of new faces, especially yours.

The day is yours, but what will you do?

DING! All characters have reached level two! Remember to select one new perk.

What's visible

A wasteland doctor has an open surgery in the markets, offering to heal your wounds for 20 caps or heal your radiation for 15 caps

Traders, all with open, lavish stalls (or as lavish as welded scrap and dyed fabric gets) full of weapons and armour.

No quests are available.

To the north is the Junktown "Crash House", still with a few problematic customers who are trying to shakedown the locals as they enter.

To the east is a small strip of casinos, and with imprisonment, and eventual death, of Gizmo these casinos are a intoxicating the masses. Why not throw a few caps in?

To the west you can see stalls, shops and vendors, all plying for trade. Who knows what you could find if you looked hard enough.

To the south is the road out of town, still with a few raiders hiding amongst the dead shrubs, either for an ambush or out of fear from what you did yesterday.

Actions

During your turn you may only take two major actions but as many minor actions as you wish. Major actions by other characters which affect your character do not count towards your two major actions, though performing an action as a group does use up one of your major actions as normal. Please comment your chosen actions below in the comments section.

Major Actions

Accept quest: You may accept a quest from a quest giver if available; only one quest can be active at any one time. If you complete the quest you will automatically receive the reward, regardless of location. If you can choose between multiple rewards you must state which reward you want, if you do not then the reward will be randomly chosen. Quests may be taken as a small group of characters (2 or more), increasing the reward but also increasing difficulty, though all players in the group must accept with a reply of confirmation to the original group request.

Explore: Explore a certain direction (i.e. north, south, east, west). You must provide both the command and the direction you wish to explore. You explore as a small group of characters (2 or more), though all players in the group must accept with a reply of confirmation to the original group request.

Attack: Attack a visible hostile or character. If the character is part of a faction, or group of characters, then all characters belonging to the faction will turn hostile to the character. Continued aggression by multiple characters will turn the entire party hostile to the faction. You may attack as a small group of characters (2 or more), though all players in the group must accept with a reply of confirmation to the original group request.

Request duel: Requests a duel with one player, or as a group of players. Duels will always be to the death, but all players in the duel must accept with a reply of confirmation to the original duel request.

Minor Actions

Equip / Remove item: Equips a piece of armour or weapon, and removes any currently equipped weapons or armour placing them in the inventory. If there is not enough room in the inventory for the item then room must be made or else the action will not be completed.

Use item: An item in the inventory is used on either the character or another character (if stated).

Purchase: Purchases a visible item for sale by a trader. Only successful if the character has enough caps and there is room in the inventory. Price of an item will always be 100% of the value of that item.

Sell: Sells an item to a trader in exchange for caps, the value of which follows this formula:

$\text{Sale value}=(\text{Base Value}/2)+(((\text{Base Value}/2)/10)*\text{Charisma})$

e.g. A laser pistol is worth 20 caps and an example character has 6 charisma, the selling price for this laser pistol would be 16 caps.

Trade item: Trades an item, caps, or multiple items, between players. Both players must accept with a reply of confirmation to the original trade request.

Trash item: Throws away an item in the inventory. This item can not be picked up again by any character.

Working as a group

Some actions can be taken as a group, once a group has been formed for that action whoever instigated it will now be called "Group Leader". The Group leader may assign roles to certain characters they've asked for assistance from, or the characters who accept may chose their own roles in the group. The roles are:

Brawler: Default role in the group, will deal damage as normal.
Tank: If your group faces more enemies than it can handle, tanks will take on the extra enemies attacks.
Medic: If a character in the group falls below 20% of their maximum health the medic will use any aid items in their inventory to patch them back up. Only one per group.

After the group action, any items discovered or looted will be shared based on a "need before greed" rule (where players who may need an item more than others, for instance ammunition or aid items, will receive that item as their share of the loot).

Radiation can come from anywhere: barrels of waste, radioactive craters and even water. Too much radiation and you will suffer, from simple radiation sickness to death.

5 or more points of radiation will give you: "Minor Radiation Sickness", which confers to a -1 to Endurance and -1 to Agility.

10 or more points of radiation will give you: "Major Radiation Sickness", which confers to a -2 to Endurance, -1 to Agility and -1 to Strength.

15 or more points of radiation will instantly kill you.

Databank

The SPECIAL information list can be found here
<i>The armour list can be found here
The weapons list can be found here
The aid items list can be found here