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:


NOTE: There has been some alterations to rules regarding groups as well as the inclusion of a new perk. These new rules will be in effect immediately.

Last time...

The party

Day Two

2nd March, 2282

The Core Region, South of Junktown [NCR Territory]

Once the caravaners had rested, and the sun had risen, the party once again set boot to wastes as Junktown approached. Noticing a distinct lack of NCR troopers so far put you on edge, and with very good reason: just beyond the horizon you make out a makeshift bunker blocking the road.


The bunker inhabitants demand a toll from the caravan, something nobody is willing to pay for. With no NCR support from either direction visible, and the raiders clenching their trigger happy weapons, the dire situation falls to you and your party.

The day is yours, but what will you do?

What's visible

Caravaners, noticing how dire the situation is, have opened a few crates of ammunition and supplies they are willing to sell to you.

Two quests are available:

To the north is the road to Junktown, currently blocked by raiders but could be easily, and ironically, raided.

To the west are a few raider tents and pack brahmin, skirting around the side of the makeshift bunker.

To the south are the remains of the radscorpion's nest, with a few of the critters still alive and kicking.


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).


The armour list can be found here
The weapons list can be found here
The aid items list can be found here