Fallout: Settlers (Year: 2277) - Open to Most

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BadgeAddict
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by BadgeAddict » Thu Jul 28, 2016 11:25 am

Voting is officially closed.
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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by Patdragon » Tue Aug 02, 2016 7:20 am

Updating forthcoming?
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by BadgeAddict » Tue Aug 02, 2016 7:24 am

We're working on it, thank you for your patience.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by BadgeAddict » Mon Aug 08, 2016 11:31 am

Sorry gang, I'm busy at work and kind of hitting a motivation wall. I will get that story written up for another post.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by twistedstraka » Tue Aug 09, 2016 1:08 am

Its k, I understand ill just be here .... twiddling my thumbs :D

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by Patdragon » Tue Aug 09, 2016 9:17 pm

Will continue to try and wait patiently, but will inquire again next week to show continued interest ;)
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by spiderwrangler » Tue Aug 09, 2016 9:18 pm

Fair enough. I think the update is about 80-90% ready, so hopefully we'll have it up in the next day or so.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by spiderwrangler » Thu Aug 11, 2016 2:27 pm

Wintertime

.[tabs: Food and Water]
Food:
2205 clean units - 92 units = 2113 clean units
82 irradiated units = 82 irradiated units

Water:
2162 clean units - 92 units = 2070 clean units
31 irradiated units = 31 irradiated units
2 Nuka Cola

[tabs: Armory]
Ranged Weapons:
  • 10mm Pistol [D] (x3)
  • .308 Hunting Rifle [D] (x3)
  • Pipe Pistol [C] (x1)
  • Sawed-off Shotgun [D] (x2)
  • Pistol [G]
  • Pipe Pistol [C]
  • Shotgun [C]
  • Rifle [E]
  • Pistol [D]
  • Shotgun [D]
  • Pistol [D]
  • SMG [C]


Melee Weapons:
  • Baseball Bat [D] (x3)
  • Rusty Knife [C]
  • Nasty Combat Knife [L]
  • Security Baton [C]
  • Shiny Fire Axe [G]


Clothing/Armor:
  • "Vault 50" vault suit (362)
  • Armored vault suit (x7)
  • Rad-suit (x7)
  • Battered leather armor (x1)
  • Worn Leather Boots (x4)
  • Light Leather Armor (x2)
  • Reinforced Leather Armor (x1)
  • Threadbare Suit
  • Worn Leathers x5
  • Faded Fatigues
  • Leather Harness x2
  • Flannel shirt and jeans (x2)
[/list]

[tabs: Building Supplies]
Building Scrap:
132 units + 3 units = 135 units

Building Materials:
19 units = 19 units

Aid:
  • Stimpak x 5
  • Radaway x 4
  • Jet (x1)
  • Psycho (x1)


Crops: Each dweller assigned to tend crops can tend 10 units of crops (15 units if utilizing gardenign equipment). Each unit of crop may contain multiple plants, and together produce 1 unit of clean food during harvestable seasons.
  • 10 Mutfruit (will bear fruit Spring, Summer and Fall each year)
  • 14 units of tato seed
  • 13 units of melon seed



Miscellaneous:
  • Bottlecaps (x23 + 3 = 26)
  • Brahmin Cart: Usable for hauling, may be improved with further effort
  • A pale leather folder, the flap held shut with twine looped between two white buttons
  • Gardening Equipment x 3
  • Valuable Materials (+28 VM)



Firehouse:
  • 0 BM
  • 92 BS
  • Fusion Core


[tabs: Research]
Current:
008 + 6 = 014/100 - Construction Methods
064/200 - First Aid
026 + 23 = 049/150 - Distance Talkers
028 + 3 + 6 = 37/100 - Searching
185 + 22 = 207/250 - Power Generation
0 + 12 = 012/??? - Vaults

Completed:

088 + 0 + 12 = 100/100 - Scrap Organization
100/100 - Teamwork
200/200 - Removal of water from lower levels
100/100 - Upgrade Health Services to Lvl 2.
100/100 - Material Transportation

[tabs: Construction]
Current:
120 /200 - Towers (4x) - One at each corner of the wall
073/200 - Wall ÔÇô This is a initial wall around the center of what the Computer hopes will be a much larger compound. This wall will encircle about 4 acres of land within 4 walls. (The vault entrance takes up a good chunk of this area)
000/200 - Motorized Pump ÔÇô This device would allow the pump to be plugged into the main power network of the vault meaning that it would work at a better rate than when manned by dwellers.
Structures/Houses - There are currently 0 structures that could act as housing or for storage of materials. Currently, all building materials, scrap, etc are stored open to the air and elements.
023/150 - Firehouse Forward Base ÔÇô work has begun on converting the firehouse into an outpost

Completed:
100/100 - Manual Pump ÔÇô With 2-4 dwellers assigned to this device, the water can be slowly removed from the lower levels.
100/100 - LookOuts ÔÇô One at the bridge as it leaves the island, the other near the vault, currently set into the wall which is incomplete. (Will act as one of the gates for the entrance once wall is complete
034/??? - Brahmin Cart ÔÇô able to be used to pull materials, and used to till fields with modification
100/100 - Health Services Upgrade (requires 1 Tech Material to complete) - will allow greater levels of healing while HS is active.
100/100 - Level 4 Cleanup ÔÇô this floor had been partially flooded, and traces of the irradiated water and muck need to be removed before it is safe to inhabit once again.

[tabs: Characters]
Quarg - Alexis "Kis" Carson (Female, 23 years old)
(S: 5, P: 4, E: 5, C: 5, I: 7, A: 6, L: 4)
  • Crumpled Fedora
  • Battered Sword (x1)
  • Faded Letter
  • Rifle (x1)
  • Leather Duster (x1)

Burns ÔÇô Charton Rowe (Male, 34 years old)
(S: 4, P: 4, E: 4, C: 4, I: 5, A: 3, L: 7)
Gathers ÔÇô Jamie Knight (Female, 36 years old)
(S: 4, P: 6, E: 5, C: 5, I: 6, A: 5, L: 6)
PatDragon ÔÇô Molly Harris (Female, 39 years old)
(S: 4, P: 5, E: 6, C: 6, I: 7, A: 4, L: 6)
Runsaround ÔÇô Isaac Hamilton (Male, 40 years old)
(S: 2, P: 5, E: 6, C: 2, I: 5, A: 5, L: 4)
NotStickFigures ÔÇô Cecil Hunter (Male, 35 years old)
(S: 3, P: 5, E: 3, C: 7, I: 5, A: 3, L: 5)
  • Vault Pamphlet
[/tabs]


[AREA EXPLORED]
Image

<WINTER>
Fall lasted a few weeks longer than it had the prior years, but eventually the air became colder as the first frost settled upon the desolate land. The activity that was during the rest of the year mainly on the surface was shifted toward more interior efforts. This was shown in the assignments that were printed out on the small cards by the computer. The library was maxed out with 15 dwellers which included those who were assigned as well as 3 of the awakened dwellers. On the labor front, a total of 12 dwellers were assigned to continue cleaning the 4th floor. Meanwhile, another 4 dwellers were assigned to continue pumping out the radiated water from the 5th floor. One of the awakened swayed 4 dwellers to help her with the pregnant females. Six lucky dwellers, who were the most radiated or sick, were sent to test out Health Services now that it had been upgraded. Six dwellers were sent out of the vault in search of any valuables that could be used for trade and finally a total of 12 dwellers were assigned to Guard Duty.

A flurry of activity surrounded the ins and outs of the vault and while the library computers were dark and the lights of the place flickered now and then, the whole place was filled with shouts of Eureka and shrills of laughter and delight. The individual tasks that the dwellers were assigned to was as follows: 1 dweller was assigned by herself to research scrap organization, 1 dweller was assigned to research searching, Charton was helped by 2 dwellers to research power, Molly was helped by 4 dwellers to research the talkers and finally Cecil was helped by 4 dwellers to research the very vault that the were dwelling in. The female dweller that was assigned to research scrap organization went into labor as soon as she found her very first book, the excitement of research was just too much for her to handle. The dweller who was sent to research searching found that searching was quite hard, especially when you were searching for a specific book about searching. In fact, he never found a book at all, but he did gain some insight into what searching was, just by searching for a book on the subject.

Charton makes decent progress in his search for alternative power sources and he discovered something very important. One of the books, entitled "Your Personal Fusion Reactor", was filled with information about the small, house sized fusion reactors that almost everyone in the country owned, some without them even knowing about it. The book discussed at length the advantages to owning one, but more specifically it talked about how to change out the Fusion Core. As he read this section, he remembered that the vault had its own small fusion reactor located near the backup, but not having any fusion cores made it impossible to run. Now that they had collected one, they could put it to use by plugging it in. (You can use a Fusion Core to power a system for 4 seasons, the seasons do not have to be consecutive.)

Molly and her 4 helpers start researching the distance talkers, which would make such a difference for the vault dwellers. While other research projects have trouble finding books on the subject matter, she is overwhelmed by the amount of material that she is able to find. The excitement of all of the books gets to one of the pregnant dwellers and she goes into labor. Despite the loss of a research partner, Molly and the 3 dwellers press on, sorting through the books and quickly tossing aside ones that wouldn't fit the purpose. The books talked about a variety of distance talkers: One was called a television set and allowed both pictures and sound to travel across a wide area. Another was called a Radio which allowed 1 person to speak to many person at the same time. The search went on until finally a book was found about an object which they had several of, Telephones. Sadly the season ended before they could read it.

Cecil starts looking into what he can find out about the history of Vaults, with the help of some dwellers he convinces to join him. Most of what they find are informational pamphlets, lauding the noble purpose of Vaults, to protect the populace in the event of nuclear war. Much of it paints the picture of Vault Tec as a company striving to provide for their dwellers as best as possible. However, he eventually comes across a copy of a memo regarding an editorial in a local newspaper. From what he can tell, someone wrote a piece accusing Vault Tec of all sorts of improper and unethical business practices, and the memo was from Vault Tec Corporate Headquarters to the Overseer of Vault 50, instructing him to look into the matter.
Not long after that, the team locates a copy of Vault schematics, but before Cecil has a chance to look it over, they go missing. No one knows where it was last, nor has seen it since. Over the next few days, the team he had assembled grew more distant, and quiet, and less enthused about researching Vault issues. Eventually, they all started working on other research projects, leaving him alone to poke through old records (their efforts do finish off Scrap Organization).

Despite this, he pressed on, but his search quickly turned up empty handed as other than a few more pamphlets about the amenities offered in the vault, there was no information specifically about this vault. His search for answers led him to leave the library and begin searching rooms within the vault. His first stop was at a room denoted as "Maintenance". The interior of the room was small and didn't seem to have been opened any time in the past few years. Other than containing a desk upon which sat an old computer as well a few filing cabinets and shelves with tools the room was eerily empty and creepily quiet. Cecil started to dig through the drawers and cabinets, searching in vain for answers. When he tried to log in to the computer, he found that it was protected by a password. As he looked about from his seated position, he noticed a safe set into the floor beneath the desk.

(Item acquired ÔÇô Vault Pamphlet)

The 12 dwellers who were assigned to continue with the cleaning efforts of the 4th floor took the task seriously and went to the task armed with mops, brooms, buckets and cleaning chemicals. With so many dwellers assigned to the task as well as the water level in the stairwell dropping continuously due to the efforts by the pump crew, cleanup was quick. The group split into shifts to be able to make use of the 7 rad-suits they had to share between them, and as they worked, spread out across the space, cleaning and scrubbing. The danger came from the occasional pools of water that remained due to the small lip at the doorways. Large rubber broom-like tools were used to push the water toward the stairwell which circled where it could be slurped up by the pump vacuum, but still the water was radioactive and the dwellers involved in the cleaning, careful as they were, were exposed to it. By the end of the season, the space was finally completely cleaned, which included any of the hydroponics equipment that still existed, though most of it had been destroyed in the deluge of water that had rushed through this level. Around the center of the 4th level, were a variety of small rooms that had been used for various tasks. Some of these rooms (9) were discovered to have sealed doors, though whether they were sealed prior or during the torrent of water is unknown.

The 4 dwellers who were sent out into the misery of winter got to work at pumping the stagnant water out of the vault. The work was rough and hard, but it also kept the blood pumping, which kept the cold at bay. They soon found that the night's were the worst and as such started to only pump during the daylight hours. On two occasions this ended badly causing them to lose time, as the water that remained in the pumps froze over and had to be removed with a hammer and chisel. Only after the ice was removed could the pumping continue. Good progress was made and the crew who were involved in cleanup reported that results could be seen as the water level quickly at first and then more slowly lowered further and further. By the end of the season, about 2 floors worth of steps were free and clear of water, but there was no end in sight except for the small level which consisted only of 2 doors which was 1 floor down from the 4th level. (The dwellers recall that the 5th level was taller than normal, about 3 floors tall)

Jamie, who had nominated herself to help with any and all things relating to pregnancy and at times health outside of health services, quickly aided all of the women who came into their hour(s) of labor. With her help, in addition to functional Health Services, each of the three women who went into labor avoided any complications and the babies were born healthy and happy. She gains insight into how babies are born, especially after one of the women accidentally gave birth on the way to Health Services. Right there in the hallway, Jamie helped deliver a handsome young baby boy, who goggled at her with his large blue eyes. The only commotion during the birthing process were two of the mothers who had been saved by Charton in the library the season prior. There was a heated debate between the two as to how to correctly spell his name. Both became adamant about the spelling and after a brief spat, refused to talk to one another. Thus two babies were born, one was a female named Sharton, the other a male named Chortan.

The 6 dwellers who were assigned to the task of resting for the season showed some subdued delight at the assignment. One on hand, they were going to be healed, on the other, they were about to go under the knife after some random upgrades and programs were added. The dwellers could only hope that the upgrades that were made were actually made for humans and not something else. Still, most of them were so sick that they couldn't have said no even they had wanted to. Thankfully, everything went smoothly and the only noticeable thing to those who were not inside of Health Services is that the machines seemed to operate more smoothly and not as shakily robotic. The arms of the AutoDoc's whirred to life and began to pluck and pick at the humans wrapped within their cold metal shells. By the end of the season the 6 dwellers were doing much better. There were 2 dwellers who had recently turned 18 and started showing signs of weakness, but a quick trip to Health Services seemed to perk them right up and they exited with smiles on their faces and strength in their limbs once more.

Now that the vault dwellers had met someone in which to trade with, there was a great deal of excitement around searching for items that were valuable enough to sell to him for the currency of the day, bottle caps and or simply trading for things that they needed. An expedition of 6 dwellers was assembled and they were sent out into the coldness in search of loot. Previous expeditions for items such as resources & food/water had ignored items that they had deemed insignificant like cartons of cigarettes or flip lighters, as to them, these things were simply the trash of the old world. But now, with this new purpose in mind, the dwellers started hoarding everything in sight. In fact, it seemed that this new purpose needed to be researched more, as there seemed to be no knowledge of what was trash and what was treasure. The cold weather chilled their exuberance somewhat, in such they stayed closer to the vault entrance than perhaps they would have in other seasons. During the searching of one abandoned house, their movements disturbed a pack of ghouls with were covered in a light layer of snow. They howled in hunger and lumbered at them more slowly than during warmer seasons. Some of the guards had opted to go along with the searchers and easily shot them down, but not before they bit a dweller for 2 HP. All in all the searchers found 38 Valuable (potentially) materials as well as 3 caps and 2 BS on the dead ghouls.

Guard duty was lonely and cold for the 12 dwellers assigned to the task. They split into groups of 3 each and pulled 2 shifts of 3 hours which allowed them to space out how long each of them had to remain in the cold weather. This helped them a great deal, causing them to be more alert in their hours of need. Especially when the vault was attacked. A horribly mutated creature, almost as tall as 3 humans when it stood on its hind legs attacked the vault. Where it came from and how it found them was unknown, but it was brutal in its attack, damaging one of the towers in its pursuit of fresh meat. It resembled something like a bear in the picture books that were found in the library, but it attacked like a beast out of hell. It managed to badly damage of one of the guards (12 HP) who delivered the killing blow to the horrific beast.

On a more sinister note, unbeknownst to the Computer or the populace at large, the cultists who had remained inactive for the past few years finally swayed a man to their cause. That man, Erik Bowman as well as 3 other dwellers, all in nearly 50 years of age passed away in the winter season. The cultists were largely disappointed in their failed attempt at adding members to their cause.
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Last edited by spiderwrangler on Tue Aug 16, 2016 10:25 am, edited 2 times in total.
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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by Patdragon » Thu Aug 11, 2016 7:18 pm

Yay an update!
Yay our characters don't age... 39 forever! ;)

Just an idea for NPC voters. As we now have "teamwork" putting people in one only one research area to finish one task seems better than only getting one person assigned. Might I suggest a priority order for research.
Power - Searching - Construction - Others. Any over flow just goes into the next one.

Also spring is about lets get some mutifruit!
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by Patdragon » Fri Aug 12, 2016 8:47 pm

Ok guess i'll start this one off.

Molly feel last month the research on distance talkers was a good start but other things should be the priorities again. If the Vault has more power constantly more research can be done to start other projects. As such she decides to help out on the power research for one big final push to complete it. If they manage to finish she would like to focus the researchers over to searching as they will most likely need to find parts.
She will also keep an eye on the raider who said he knows about things in the bedroom and seeks him out for a test run.

(Molly is opting in to maybe be pregnant one last time before i thinks she's too old.)

Votes-
Ex-raiders
6. Let the raiders finally join the vault
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Feytala
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by Feytala » Fri Aug 12, 2016 11:00 pm

Yippieh ! It goes on !^^

General Votes :


L8 - Its Spring, time to seed new plants and bring in the old !^^
S3 - More stuff, more cool items later.
R5 - Agree with Pat here, even if I'd see a different order in the overflow.
R2 - As Cleaning is listed under construction, too, better to finish this first instead of the other way around.

Power :

4 - More Power for Research means more power for anything else, soon. I am suggesting for using the fusion core
for Research to keep both that and HS running.

Raiders :

5 - As things got lost/stolen, I am not to happy about letting them in just yet. Maybe next season.

Fertility :

1 - We need more members and as it was promised that the seasons will flow faster... ;)

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by Arch Lich Burns » Sat Aug 13, 2016 5:26 am

Carlton hopefully finishes up on research for a new power sourse

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by spiderwrangler » Sat Aug 13, 2016 6:24 am

Feytala wrote: R2 - As Cleaning is listed under construction, too, better to finish this first instead of the other way around.
Floor 4 was cleaned last turn, I forgot to update the progress.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by NotStickFigures » Sat Aug 13, 2016 12:26 pm

Cecil was intrigued by everything he found out over the winter. It opened up a lot of possibilities.
But he has no idea how to open a safe. Or to crack into a password protected computer.
He ponders.
What comes to mind is that the people working with him earlier are now acting very strange...he wants to talk to them.
Pretty much interrogate them and see if he can get them to fess up to hiding the lost schematics and get them to explain what has caused them to change their behavior so much, so quickly.

He will enlist the aid of one of the ex-raiders to help his interrogation. He will not hurt or harm them in any way, but a bit of intimidation to get the truth, SURE.

Depending on what he does or doesn't find out, he will decide what to do for the next entire season.

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by twistedstraka » Sun Aug 14, 2016 6:33 am

EDITED FOR SUPERVOTER

M.2. Assign sick, damaged, or irradiated dwellers to recuperation in Health Services
M.3. Assign a group of dwellers to guard duty
L.1. Manually reclaim and recycle building scrap into building materials
L.7. Outfit firehouse as forward base


Voting Options:Power(I second/third Pat's vote to use the fusion core for research)
1. Do not change

Voting Options for 2 trial members (ex-raiders):

6.Let them join the Vault as full members of the community

Vault Fertility:
1. Encourage procreation
Last edited by twistedstraka on Mon Aug 15, 2016 9:37 am, edited 2 times in total.

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by The_Colonel » Mon Aug 15, 2016 1:32 am

Votes are as follows:
L1 - recycle scrap. Going by our record we'll need all the materials we can get.
L7 - set up the firebase - would be good if we could get it manned with people not obviously dressed as Vault Dwellers as well.
L8 - plant and tend crops

Power: No change
Ex-Raiders: 6 - full citizenship. Thought we'd decided on this last turn but maybe we needed more votes or someone veto'd?
Procreation: 3- laissez-faire.

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by GathersIngredients » Mon Aug 15, 2016 3:25 am

Votes:
Encourage procreation


(ex-raiders): Search them and any place they might have gone for the schematics. In fact, turn the whole vault upside down if needed. I want those found. More importantly I don't want them to fall into our enemy's hands. So secure them when/if they are found.
If they were not (willingly) part of the schematic's disappearance, let them join the community as full members. Else probationary status.


action:
I dunno if the "find the schematics!" thing will count as Jamie's action or if that can be a free "vault effort" - as it shouldn't take ~50 people 3 months to find something they know where it was last (approximately) and how it looks.

If Jamie still got an action: Research first aid (I'm hoping all that midwife-ing should give her a healthy bonus).


EDIT: edited Jamie's action, since the schematics are already being investigated by someone else.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by BadgeAddict » Mon Aug 15, 2016 4:32 am

Twisted, you can vote as a Super this turn and onward. Or choose a character for next turn.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by twistedstraka » Mon Aug 15, 2016 9:36 am

BadgeAddict wrote:Twisted, you can vote as a Super this turn and onward. Or choose a character for next turn.

Cheers I edited my previous vote to reflect this and changed my mind on a few things(sorry). I also agree with pats using the power core for research

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by Wasting time Klik » Tue Aug 16, 2016 5:10 am

Supervoter Option

Tasks : L2 - R2 - R5 - S3

Power : 4

Ex Radier : 6

Procreate : 1

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by spiderwrangler » Tue Aug 16, 2016 10:25 am

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by GathersIngredients » Tue Aug 16, 2016 11:47 pm

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Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Isle of Starlight!
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by The_Colonel » Wed Aug 17, 2016 12:58 am

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by Wasting time Klik » Wed Aug 17, 2016 2:15 am

Changing L2 to L3 then.

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Post by spiderwrangler » Wed Aug 17, 2016 4:54 am

GathersIngredients wrote:
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Games I play in:
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