Kuroji

Jump 189: Fallout 4

Jan 27th, 2018 (edited)
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  1. Jump 189: Fallout 4
  2. >Five of Cups (Disappointment), reversed: Realizing the value of what you still have. Dissatisfaction gives way to a new hope and understanding.
  3. >Age: 34
  4. >Location: Sanctuary Hills
  5. >Identity: Drop-In
  6. >Drawbacks: All Roads (0), Medicine Resistant (+200), Weakened (+300)
  7. So... other than stimpacks and chems being a very bad idea, it's business as usual for how I was playing it. This isn't a setting where I need to pull out a fuckhuge beam of doom from my ass, after all.
  8. >Crafter (Free, Drop-In)
  9. Just like Jury Rigging - with all the stuff there is in this world, having such skills would be invaluable.
  10. >Chemist (1400)
  11. Hey, just because I can't use them doesn't mean someone else can't. Medicine and chems have to come from somewhere besides scavengers.
  12. >Scrapper (1250, Drop-In)
  13. Disassemble all the things, and build them back into different things!
  14. >SCIENCE! (650)
  15. OH MY, YES. At last, I can make new fusion cores! And SO many other things. Actually, I wonder if I can build something that cleans up radiation and uses it to produce power? After all, there's power armor that did that... well, probably not, unless I dedicate my entire stay to it.
  16. >Lead Belly (550)
  17. At least I can tolerate all the terrible food that exists.
  18. >Rad Resistant (350)
  19. And this makes my stay in the Commonwealth MUCH easier, because those storms are pretty horrifying.
  20. >Legendary (x6) (0)
  21. I don't think I really need to buy this for Steve since he's already a Mister Handy, but as far as everyone else... why not have them fit in? Gaia, Breach, Ceci, Haruka, and the clones (Carbon, as in carbon copy, and Imaginos).
  22.  
  23. My time in the Commonwealth was a lot more tame than it was out west. We'd driven up through the wasteland and settled in Sanctuary (Steve and Codsworth apparently found some common ground, and Codsworth was fine with us staying so long as we did not make too much of a mess) at the end of the previous jump. So this jump starts a year after that - we've been there a year, Sanctuary is... well, I wouldn't say it's built up, but it doesn't look as rough as it did before considering that the intact houses are in use (aside from Nate and Nora's house). Thanks to a conversation with Codsworth while we were working to patch up one of the houses, we decided to go investigate Vault 111 right after this jump started.
  24.  
  25. I did go against the grain here, though, and used up all of the (very much limited) magical power I could summon in this jump to resurrect Nora in the vault, rather than having weak supernatural power throughout. After that was done we pulled both Nate and Nora out together, and explained it away as her being put back on ice after the shock of the gunshot wound left her unconscious - since they sealed her back up right away, she survived and healed while her bloodflow was minimized... the bullet bounced off a rib after penetrating, missed all of her vital organs, and was embedded in the seat of the cryo pod.
  26.  
  27. Because fuck you, Bethesda, I'm giving them as happy an ending as they can get here.
  28.  
  29. In any event... I pointed out how long they were in cryo, that their son could be any number of years old by now because there was absolutely no way to tell and the Vault-Tec systems said nothing, and... yeah. They weren't happy with me, but better a harsh truth than a comforting lie.
  30.  
  31. We told them what had happened in the intervening two centuries. And then... training and outfitting. Because I'm not going to leave them in the wasteland to their own devices, but with the Minutemen still being a thing at this point, no one had to worry about another settlement needing anyone's help if they went out to the Commonwealth. They both took to it like ducks to water, though I was rather surprised at Nora's aptitude toward combat. Still, they both covered each others' weaknesses while overlapping where it was important, and when we left Sanctuary we made sure that the two of them would be able to survive in the wasteland. And both got shiny new Pip-Boys, of course, with... a few upgrades that we built in. Like two way radios, because there would be times that the two of them wouldn't be together.
  32.  
  33. Anyway.
  34.  
  35. From there... well, Nuka-World, pretty much. It turns out that starting a year early we got there before the three unified raider groups did. Not long before, but long enough that we unpacked and got situated and had started clearing out the various parks for fun's sake. And repairing the Galaxy Zone, because you don't scavenge parts unless you know what those parts are you idiot scavvers.
  36.  
  37. The raiders, when they showed up, got the same welcome that we gave to Horrigan's Hellions. Wiped out to a man. Granted, we chewed through all of our remaining minigun ammo doing it, but it worked and the traders at Nuka-World loved us for it. Nuka-World ended up becoming a trader's paradise over the course of the next couple years. The park was cleaned up and eventually turned into a small city in its own right, and started bottling Nuka-Cola and making food again. Fresh, safe, radiation-free drinks and food. Something you couldn't get anywhere else.
  38.  
  39. During that time, we were surprised to find Nate and Nora showing up and explaining what had happened while we were gone. Minutemen fell apart, Gunners running amok and provoking other local raiders into being idiots... then the fun of super mutants running around. We nodded, told them that if they want to run with us we'd make some excursions and see what we could do.
  40.  
  41. Everyone packed into the Highwayman, we drove around the Commonwealth for a week, and culled the raiders that were running around making life miserable for everyone else. At the end of that week, we celebrated, then went on to the planned activities for week two: eradicating the Gunners, rooting them out of the vaults and buildings they occupied. And at the end of that we got roped into going to the Castle and giving the new Minutemen a crash course in operating as a cohesive military unit.
  42.  
  43. While we were there, Preston started saying something about a settlement needing our help. I pointed to the yard where there were dozens of Minutemen. When he kept trying to say that they need our help, I broke his nose and told him that maybe he should have done it himself. Nate and Nora approved. Goddamned Preston Garvey.
  44.  
  45. Pretty much, though... the end game of the whole scenario was Nuka-World being a trading city, Vault 88 being opened as a safe haven for anyone in the Commonwealth willing to work and being run by Nate and Nora after they resigned from the Minutemen, the Minutemen self-destructing under Garvey and its remnants restructuring themselves under the Brotherhood of Steel as a detatched ground unit, and the Brotherhood taking on the larger Commonwealth as a protectorate.
  46.  
  47. Oh, and Nora put a bullet through her son's head just like she did to Kellogg, in the end. That woman is scary. Last I heard at the end of the jump, she and Nate had two children with another on the way.
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