Fallout: Van Buren Worldbook (FINISHED - Map and PDF inside)

I like the map idea.

Here's a stupid little bit of color, considering the Mormons had one of the better Vault experiences and considering their conservative "idyllic" lifestyle: a section of the Vault that looks for all the world like an Old World outdoor midcentury small town fairground.

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Would add to a bit of Nursery foreshadowing if it was a product of Greenway Hydroponics.
 
@Hardboiled Android @Dayglow Drifter

Well today went a bit hard lmao. It was mostly a Vault-dungeon session so largely slow in terms of description.

They entered Vault 70 - finding it largely stripped and abandoned by the Mormons in their original exodus. They found the elevator was non-functional. Thankfully they brought rope. Exploring the abandoned Living Quarters and breaking into the Recreation and Cafeteria, they used bed-sheets to build a makeshift rope down to the next floor, Hydroponics. A veritable greenhouse of rows upon rows of tangled, overgrown and radioactive semi-rotting plantlife, at the centre pits of glowing luminous green fish-farms (the fish inside seemingly mutant - indicating radioactive contamination) - all courtesy of Greenway Hydroponics and partially still operating thanks to the Vault's reactor being semi-active (and also leaking). Walking among the the rows of overgrowing mutant vegetation, John walked face to face with a six foot tall Giant Mantis - causing him to open fire. They were beset by five Giant Mantises in the Hydroponics Bay - and a rough battle ensued. The Mantises scored a few critical hits against the Prisoners and brought Johnny Boy down, as well as Marked By War. Johnny Boy survived his death saves, and narrowly escaped death. Marked By War however, did not, despite Reverend doing everything he could with a Doctor's Bag (Ensuring Marked passed two of his death saves, but he ran out of bag usages in time to get him to a third pass). Marked By War died of his injuries in Vault 70, in Reverend Hill's arms.

Navigating through the remainder of the semi-active Vault through clever dungeoneering (including stacking and riding mattresses) they realized that the Command and Security Center were sealed until the generator was restored to working condition. Reaching the generator, they each received a notification from their Prison-Boys - biological contamination reaching unsafe levels. They'd been taking on radiation the whole time. The reactor required a hard reset through maintenance in its main chamber. This could be done either through activating a Mr. Handy servicebot or done manually by entering the chamber. Upon failing the Computer Science check, Clover volunteered to enter the chamber, taking on heavy radiation but repairing the generator. With a few hours before the major effects of RAD Poisoning would kick in - the party decided to make haste.

Looting the Security Hub and accessing the Overseer's Command Center they learnt of Vault 70's experiment and the meddling by the LDS Church, and also learnt the locations of Vault 24, Vault 29 and Vault 69. They finally retrieved the water chip from the Command Center.

They returned to the surface and buried Marked By War on the grounds of Temple Square to the tune of Cisco Houston's "Dying Cowboy".
 
Wow! First player death...

I presume that Marked By War's player will be making a new character that will join the new player in escaping the prison some time this week? Which if I'm not mistaken would only leave two more possible new characters from Van Buren?

Plus this takes some of the air out of that new idea for the Desert Rangers you'd been floating.

And I guess you didn't want to add insult to injury by finally having Red Menace call them up?
 
Wow! First player death...

I presume that Marked By War's player will be making a new character that will join the new player in escaping the prison some time this week? Which if I'm not mistaken would only leave two more possible new characters from Van Buren?

Plus this takes some of the air out of that new idea for the Desert Rangers you'd been floating.

And I guess you didn't want to add insult to injury by finally having Red Menace call them up?

The new player unfortunately dropped out before starting, so it'll just be that player's new character - he will be following closely after the arrival of Red Menace.

And yes unfortunately it does, although he's considering playing a member of the same tribe (this time an Unarmed build)
 
Damn RIP Marked By War, may he be doing whatever his people think happens to good people when they die. The Tribal was always one of my favorite archetypes for a Fallout character so I took a liking to him.
 
Damn RIP Marked By War, may he be doing whatever his people think happens to good people when they die. The Tribal was always one of my favorite archetypes for a Fallout character so I took a liking to him.
"Absorbed in the embrace Mother Erde, Marked By War joined his ancestors, woven into the aeon-old tapestry of the Painted Desert."

Good Party Outcome: "The desert watched over its tribe and the Wasteland with a silent pride, some small shred of its fabric feeling satisfied that it had had a part to play in it all."

Bad Party Outcome: "The desert watched in mute horror at what the world became. The winds whispered through silent canyons, and the desert could not help but wonder to itself if the 5th world, too, was coming to an end."
 
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@Hardboiled Android @Dayglow Drifter

So, last night's session was a bit of an awkward transitional one. The Prisoners began to experience the beginnings of radiation sickness, a result of their exposure to the lower levels of Vault 70. Feeling this oncoming sickness, they decided to hoof it back to New Canaan. As they walked through the ruins of Salt Lake City - a strange sound began. The remaining Old World air raid sirens across several blocks all triggered their ancient sound at once. Walking up the raised highway exiting north out of SLC - Clover spotted a swarm of Eyebots floating towards them - with a message from Uncle Sam. Citizens be aware, anti-american terrorists are at bay, but Uncle Sam and his boys are on the case. They set up an explosive trap in anticipation of the arriving swarm - blowing up several in one blow. One of the Eyebots randomly dropped inert in the midst of their combat. After the battle was over, the voice of Red Menace began to call to them from the Eyebot - informing them of the "Prisoner's Dilemma".

John suggested cutting off his own arm, before backing off the idea when they realized they didn't have the medical environment even in New Canaan to stop such a massive injury like that from killing him. Besides, as Red Menace informs him, BULLMOOSE will track all previously visited areas and wreck havoc - including New Canaan. There was some irksomeness from John as he wished to part ways with Reverend - blaming him both for the death of Marked By War and the loss of opportunity to use the 80s to besiege Heartbreak Hotel, but now they were stuck together. They learnt of the first three locations of Prisoners - Denver, Boulder, and Heartbreak Hotel.

Returning to New Canaan worse for wear, they received payment and thanks from Prophet Jeremiah, and then took to the clinic - staying in treatment for two days for their radiation poisoning. Hobbling out with care from Gideon and Angela, they attended a mass-gathering of the New Canaanites at their temple, Prophet Jeremiah making his first speech in many weeks, attending the town with prayer and a speech thanking the Lord for sending them such good friends in their time of need. New Canaan had changed a little in the time since they'd left, the market bazaar was now in the outside of the town, in the surrounding suburban ruins of Ogden. The town itself reserved for the New Canaanites.

Doing some trade in the market - they were approached by Kane, a hulking, muscular unarmed fighter (With more than a little resemblance to Hugh Jackman's "Logan") - a fellow Prisoner who had been tracking them for over a week. Quite and cagey about his past, John and Reverend welcomed him to their group rather quickly - though Clover was a little hesitant. Together, they headed for Heartbreak Hotel, deciding to hit two birds with one stone - find John's girlfriend, Caitlyn, and find their lost Prisoner.

Arriving at Heartbreak Hotel, they entered the suburban compound posing as customers, and asked around various slavemasters running their pens about Caitlyn and about someone wearing a Prison-Boy like themselves - they were directed to "management" in the hotel itself. After a very heated encounter with some bullish guards who didn't like the look or attitude of John (who was barely containing his disgust) resolved through some good old fashioned bribery and they reached the lobby of Heartbreak Hotel. Finding and speaking to the Bookkeeper who manages all the paperwork whilst chain smoking in a dingy old office. John, using the knowledge of where and when their caravan was sacked, he was able to locate with the Bookkeeper Caityln's whereabouts - she had been sold two weeks ago to somewhere called "Rebirth".

Distraught, John simply began to wander out of Heartbreak Hotel. Reverend and Clover explored the rest of the compound - and Kane decided to try and narrow down and find the Prisoner (Since he really doesn't care about Caitlyn). Through some heavy bribery and a little intimidation, Kane managed to talk his way into Heartbreaker's penthouse, speaking with him about the situation - the Prisoner is an 80s Road Warrior, White-Liner, held as a bargaining chip with the 80s. He won't sell the Prisoners White Liner, and severing his arm would be too risky - they need him alive as a hostage. Unsure what to do, Kane headed downstairs and then outside to inform the prisoners of their situation, as they weighed what to do. We ended the session there.
 
"Absorbed in the embrace Mother Erde, Marked By War joined his ancestors, woven into the aeon-old tapestry of the Painted Desert."

You should do this for any other PC death that occurs.

Doing some trade in the market - they were approached by Kane, a hulking, muscular unarmed fighter (With more than a little resemblance to Hugh Jackman's "Logan") - a fellow Prisoner who had been tracking them for over a week.

I'm guessing Kane is the new PC? What's his deal?
 
No session today because I got very fucked up last night and have been nursing a lethal hangover.

guessing Kane is the new PC? What's his deal?

He is indeed. He's the brother of Marked By War that basically pulled a Follows Chalk and pursued the wider world outside of his tribe at a young age. Basically became ashamed of being a tribal and hides his tribal past. Unarmed build that's a cage fighter turned bounty hunter out in New Mexico (his name is a reference to Decker's unarmed guard in F1)

Personality wise heavily inspired by Hugh Jackman's wolverine
 
@Hardboiled Android @Dayglow Drifter

So we kicked off back into the world of Van Buren today.

The Prisoners arrived in the dying township of Jericho, where the people are desperate, the soil's bad and you're likely to get mutant bed bugs from sleeping in the Easy Rest Hotel.

As they tend to do, the Prisoners immediately went to the Union Pacific Station bar and bought themselves a bunch of the local moonshine, Reverend and John becoming incredibly drunk and inviting a shouting match at eachother as Reverend thinks John's clinging to finding his girlfriend rather than dealing with BULL MOOSE and the Prisoner 13s is extremely selfish, and it just sort of devolved from there (very good RP from both). This escalating drunken verbal spar results in them nearly being thrown out. Meanwhile, Clover and Kane took a walk after hearing from the folks at the bar that Sheriff Leary was looking for mercs to take on a job, and that he could be found up by the failing hydroponics farm on the north side of town.

As they approached the farms, their Prison-Boys lit up: another Prisoner 13. This is where we meet our newest PC, Jessica.

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Jessica was born amongst the New Khans, but at an early age the travelling raider party she was part of was clipped and she ended up being adopted by the Followers of the Apocalypse, never given a surname amongst the Khans, the Followers of the Boneyard called her Jessica Angel. Eventually after completing her final studies in the Boneyard, she went on an expedition east along with a bunch of other Followers (this is the same group that Xian, Franklin and the Follower turned Prospector at Burham Springs came from) when their expedition broke up due to personal differences, she was picked up by Van Buren. Ever since she's been trying to help the people of Jericho to survive after relinking with Franklin. She is a Lab Scientist (Chemistry and Biology in particular) and combat wise specced into a Targeted Shot focused Small Guns build.

Turns out whilst on a scavenging run to find parts for the farms, she missed a raid by the remnants of the 215 Vultures, who took two working girls from Dusty's bar and Franklin, the Follower tinkerer working with Jessica at Jericho.

Meeting Jessica, they quickly realized as fellow Prisoner 13s they'd be having to work together. Sheriff Leary gave them the download on the situation with the Vultures and offered them a lucrative bounty, and also they had a conversation with Leary about the future of the town. Jessica confirmed nothing was working and the town would eventually starve.

Kane suggested just upping and moving the population, to which Leary reluctantly agreed. Jessica suggested moving south towards the Colorado River, and Leary noted he'd spoke with those strange uniformed fellows a week ago who claimed to be part of a community from south of the Colorado. The party then decided to speak to these strange folk in the east side of the city to see if they could organize a plan, before heading further East into the hills to an old mining spot where Jericho used to pay their tribute to the Vultures.

And so they came across the encampment of Legion Explorers around an Old World motel, a crucified White Leg beneath a fluttering Legion serving as a warning. None of the characters knowing of the Legion, ironically Reverend took a liking to their methods. Talking their way into the camp, the commanding officer of the Explorers, Caius, noted that bringing back the able-bodied population of Jericho would be a great honor and a boon to the Legion but that the townsfolk would have to prepare for hardships for the road ahead, and the Legion would refuse the sick, elderly or mutant. The Prisoners thought this seemed like a fairly fine deal.

In the course of their conversation, Reverend remarked remembering encountering them before and seeing them carrying an infant, and inquired about it's wellbeing. Caius asked if any of the Prisoners were familiar with child care (immediately assuming Jessica would be), and Reverend replied that he was a doctor. Caius brought Reverend to the child who was seemingly unwell (in a makeshift cot fashioned from a laundry basket) and Reverend using his Doctor Skill discovered the child had a low grade infection and required anti-biotics or it would only get worse. The only place that could provide this would be New Canaan, which the Explorers were banned by their superiors from entering.

So, the Prisoners agreed that they would return after dealing with the Vultures (who were less than a few hours away) and pick up the child to bring it to New Canaan for treatment, and not only that, that they would accompany the Legionaries and the townsfolk of Jericho on their long march to Magnum Chasma (!!!).

As a sign of good faith and support for their work in eradicating raider tribals, Caius granted one of his men, Gallus, to accompany the Prisoners to the Vultures nest.

Finding the place, an abandoned old world mine, they slowly worked into the Vultures subterranean den (nearly nearly setting off a trap that would collapse a tunnel on them) and engaged in battle. Kane getting into a one on one unarmed battle with The Vultures formerly glorious warlord, Thunderbird.

We had to cut the session there because it was running too long. But basically they'll end up finding out that the Vultures have a Highwayman and are trying to get Franklin the Follower to fix it. Naturally it'll require a Fuel Cell Regulator that'll be a quest item presented way further down the line, but they'll at least have the basis for the vehicle.
 
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Last session was long and very enjoyable (several players said it was one of their favorites if not favorite full stop) but unfortunately not much to summarize/type out. @Hardboiled Android @Dayglow Drifter

After cleaning up the questline involving the 215 Vultures and the infant, (as well as discovering the stationary Highwayman without a Fuel Cell Regulator), the Prisoners returned to Jericho with the Legionaries and helped them organize the caravan of refugees. Organizing with Sheriff Leary to collectively use the last of the town's cash to pay for those considered "undesirable" by the Legion to hitch on with the Western caravan traders, to wherever they may end up next.

So, they set out. The Legionaries and a Brahmin Wagon leading the front, two Pack Brahmin behind and the Jericho refugees walking alongside. The journey had some minor hiccups (Refugee breaking a leg whilst hunting to supply themselves, and Reverend fixing his leg successfully so that they wouldn't be forced to leave him behind) as the Legionaries kept everyone to a breakneck pace, but for the most part uneventful. That was until they reached the crossing point of the Colorado River - Moab.



Previously the town had been a small podunk place that primarily made its money running a pulley-operated raft that crossed the river and would charge travelers and caravans a ferry fare. The Legionaries themselves had paid this fair to reach Utah. However the leader of the Legionaries, Caius, halted the caravan as despite it being night time- the entire town was dark. No lights. Light scouting with scopes and a slow approach revealed no signs of movement in the town either. Their first assumption was raiders. The Prisoners decided to split the weapon-capable folk into two groups - one entering the north facing main entrance to the town, and the other entering the west entrance. They discovered similar sights at both entrances: massive stains of (relatively) fresh blood, but no gore or remains. The town was desolate, just full of these mysterious bloodstains - Perceptive players noticed that the door handles on each door of the buildings in the village had been ripped clean off. Not the doors themselves, just the handles. Kane discovered prints on the sand-covered parts of the streets - human prints, but on all fours. This set everyone on high alert, and there was debate as to what to do. Going around Moab would mean adding weeks to the trip - staying the night was dangerous, and it seemed like whatever came to the town was gone right now, but it might come back later. So the party decided the prudent thing to do was try and move the refugee caravan over the river promptly and immediately. So, they rolled the caravan into the town.

Eventually they came to the riverhouse, where they discovered that the large generator/machine that operated the ferry had numerous issues. A large lever required to operate - usually a simple pull - now required inhuman strength to keep held down, and the main generator itself required constant attention and repair to keep it actually functioning. Effectively, to send the ferry back and forth required constant manning of the generator. Tensions rose as John Priestly spotted *something* human looking disappearing out of the east side of town into the dark wilderness carrying what appeared to be a human body. Something that looked like a naked human, pale skinned, but slightly too large, perhaps about 7 feet in height, elongated arms and a protruding spine, and traveling on all fours. But it was moving inhumanly fast, and disappeared quickly. John's report caused panic to rise amongst the refugees, but the Legionaries swiftly calmed them. Clover began working at the generator - ordering his Mr. Handy, Winston, to use all of his arms to pull and hold down the lever.

They realized that it would take four journeys total to get everyone across. The first three the refugees, the final themselves. The first group crossed safely and with ease, and it wasn't until the second group began boarding that something came to alert everyone at the riverside.

First noticed by Reverend who quickly pointed it out - a hillside to the east, illuminated by the moonlight, on top of it stood more than a dozen tall, humanoid figures staring down at Moab. They began throwing back their heads and letting off an eerily human scream - as they then violently threw themselves over the side of the hill, tumbling without care down the rocks, and heading very quickly towards the riverside. The "Moabites" were coming.



The weapons-capable members of the group - the handful of Jericho guards, the Legionaries and the Prisoners readied themself defensively as within a few minutes the first swarm was on them. Instantly ripping up some of the Jericho guards, and nearly killing John as one grappled him to the ground and began savaging him - thankfully spared by Kane's intervention. Meanwhile Clover continued to operate the machine - and quickly realized that someone would have to stay behind to send the final boat over. Perishing the thought and continuing to work. Jericho's Sheriff Leary was mortally wounded and carried over to the raft as the Prisoners and the Legionaries held the line.

The battle continued as the second group crossed - these creatures kept coming. As the third was boarding, the creatures reached the refugees and began savaging the crowd, killing several - quick thinking by Kane who hurled the two creatures at each other and then into the fast moving Colorado river bought the refugees time. As did Reverend discovering they were frightened by fire.

Reverend set alight two buildings with his flamethrower, buying the party precious turns as the third group made it across, as the fire spread the creatures circumvented the burning areas and eventually realized the light was no threat to them - just in time as the party was boarding the last boat across. Clover, unsure what to do now that it was time to leave - was relieved of his post by the appearance from the shadows of a Mysterious Stranger (John's perk) who, cigarette in mouth, told the kid to run, that he'd keep the generator running, and for Clover to tell John he said hello. Clover sprinted (leaving Winston behind) with numerous of the creatures tailing, leaping onto the raft as Reverend torched the wooden dock. The creatures howled and screamed at them, collecting at the riverside as the town behind them burnt, and the Prisoners safely crossed the river.
 
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Due to scheduling issues we're running a little temporary idea for this week and the next. Effectively I'm going to be running 1-on-1 sessions with each of the players at various times depicting an interesting section of their backstory prior to Van Buren. Kane as a bounty hunter under the Red Okies, Jessica during the reason for the breakup of her Follower expedition, Reverend Hill during the Road War, John Priestly and his girlfriend stealing salvage from NCR licensed Prospectors and Clover working with their Enclave Remnants.

The aim is to get them further invested in their characters, come out with a new perspective and also a unique custom-tailored perk, whilst we can't play all together in the next two weeks.
 
I love a good "help out a caravan filled with common folk" TTRPG plot, you get the opportunity to create a lot of tense moments like this. My current DnD campaign has the PCs being accompanied by a nice peasant couple hoping to move to a nearby town where they hear there is a more merciful lord and honest millers, it's not the exact same but when you give the players responsibilities like that they react to danger differently.

What's up with the Moabites? They kinda reminded me of the cannibals that were supposed to have lived in The Grand Canyon in Van Buren.

Also I am very stoked to see what a party alliance with Caesar's Legion will look like, even if it doesn't last.
 
I love a good "help out a caravan filled with common folk" TTRPG plot, you get the opportunity to create a lot of tense moments like this. My current DnD campaign has the PCs being accompanied by a nice peasant couple hoping to move to a nearby town where they hear there is a more merciful lord and honest millers, it's not the exact same but when you give the players responsibilities like that they react to danger differently.

What's up with the Moabites? They kinda reminded me of the cannibals that were supposed to have lived in The Grand Canyon in Van Buren.

Also I am very stoked to see what a party alliance with Caesar's Legion will look like, even if it doesn't last.

Yeah it's a good trick. That plus "fix the thing before horrible monsters overwhelm you" created fantastic tension that several players admitted genuinely spooked them. It was great fun.

The Moabites are exactly that, but with a design more similar to SCP-096 or The Rake rather than the rather goofy design of VB. They've got basically the same backstory but moved to outside Moab (where IRL there was uranium mining, unlike the GC) instead.

As for the alliance with the Legion, I've got no clue. I've a feeling the moment they find out the Legion are slavers they'll head out and never look back, which would be a shame, but you never know.
 
Yeah it's a good trick. That plus "fix the thing before horrible monsters overwhelm you" created fantastic tension that several players admitted genuinely spooked them. It was great fun.

The Moabites are exactly that, but with a design more similar to SCP-096 or The Rake rather than the rather goofy design of VB. They've got basically the same backstory but moved to outside Moab (where IRL there was uranium mining, unlike the GC) instead.

As for the alliance with the Legion, I've got no clue. I've a feeling the moment they find out the Legion are slavers they'll head out and never look back, which would be a shame, but you never know.
There actually is currently one uranium mine and had been a few more in the past in the grand Canyon proper. makes sense, after all Moab is part of the same geologic formation as the GC. And I always took the VB Grand Canyon mine as being an intentional nod to the government rolling back environmental production in favor of maximising production.

The redesign is definitely a cool idea. When I was reading it I was picturing the Longmen of Lake Tawakoni from that old creepy pasta.

Assuming the party comes back to clear out the mine at Moab (assuming that's still in), I wonder who would end up inhabiting it post-game. Well ok, obviously the answer is the Legion, and there probably wouldn't be much of an interim. But maybe they could resettle some people there. And of course there is the slim possibility that the party ends up destroying the Legion.

Those one-on-ones all sound very interesting*, excited to see what comes of those.


*Ok, maybe not Clover's
 
@Hardboiled Android
@Dayglow Drifter

We ran Kane's prequel session "Headhunter"



We began with joining Kane in the fighting arena of Red Dawn, the Zone. His opponent was a plucky Six-Stringer with an attitude problem. As the crowd cheered on, his much smaller opponent realized his best fighting style was to dodge and prod at Kane, avoiding any or all hits from the large Kane. Kane tanked his opponent's hits with ease, and a tricky move to try and trip over Kane failing (thanks to Kane's perk, Stonewall) led to Kane grabbing his opponent and hurling him into the wall of the cage, then picking him up, slamming him to the ground and telling him not to get up. He didn't. Another payout for Kane as the audience went wild.

Approaching the bar of the Zone, ran by the bar's owner and Kane's own handler: "Fuse". Fuse slid Kane a few whiskies his way and informed him of a potentially secretive but very high paying job, one that Fuse had personally put in a good word for Kane on. First, however, before his potential employer revealed himself, he'd need to do a job to verify trust. Kane was told to go to a nearby gecko-trapping village in the hills, a trapper there named Fixer was very behind on his quota of Golden Gecko hides, and needed to be scared into paying his dues to the Red Okies. Insurance was to be acquired in the form of Kane bringing back four Golden Gecko hides to Fuse, who would then direct Kane to his potential employer.

Kane headed out into the hills and reached the trapper village, a small burg filled with working men and their families, just eeking out life in the New Mexico Wasteland. Kane asked around and came knocking to the family homestead of Fixer, meeting his wife and child first as Fixer told him that there'd been some kind of drought and Golden Geckos were hard to come by as of late. Kane, not willing to threaten or beaten a man just trying to survive in front of his family, asked for four Golden Gecko hides. Fixer asked if he was getting paid for these, to which Kane said he wasn't. Fixer got angry and said this was his livelihood and with the way things are, he'd be starving them out. Deciding what kind of mercenary he was, Kane used his own money from the cage match to buy the Gecko hides off of Fixer (justifying it to himself that the big job would be more than worth this investment) and warned him that if he didn't start paying up, the next person the Okies send wouldn't be as nice as him.

Returning to Red Dawn, Fuse told him more about the job: his employer was one of the Red Okies tribal confederation leaders. The Junkmaster of the Junkers. Heading over to the Junker's prospecting workshop, Kane arrived at the scrap-metal throne room of Junkmaster (surrounded by dozens of empty bottles of Nuka-Cola and a scantily clad woman polishing his shiny metal armor) and threw the Gecko hides before him.

Junkmaster told him about the job: the chem known as Stardust forms the backbone of Red Dawn, and very recently a large shipment of Stardust along with tools and formulae on how to make Stardust were redirected from a caravan going to Arizona to the Scorpion's Bite in Albuquerque, rivals to the Red Okies. Rumor has it, one of the Six-Stringers known as Kasha and his mercenary posse the Crimson Blades has flipped. Big Buddy, leader of the Six-Stringers won't do anything about it. Junkmaster either figures he's embarrassed about the disloyalty and is trying to bury it, or the Six-Stringers as a whole are going to flip and betray the Okies. So, the job is to find Kasha and bring him in alive so that Junkmaster can question him and bring him before the other tribal leaders to expose this situation and get to the bottom of it. To help with this, Junkmaster gave Kane a bomb collar and remote to help bring him alive. Price for the bounty was 3000 Copperheads. Acknowledging Headhunting is a complicated profession, he'd still offer half that if Kane kills him. With that, Junkmaster sent him on his way.

With no leads, Kane headed to the chem labs of the Six-Stringers. Talking with one of the chem cooks and buying a pouch of Stardust off her, he posed as Kasha's friend and managed to learn that Kasha and his Crimson Blades like to blow off steam in the merchant town to the north named Overpass, and he's likely there.

After that, Kane convinced the Chem Cook to take a break off her work and get high with him. Walking to the edge of the valley, overlooking the tribal settlement, they both lay beneath the stars and talked about life. Here Kane was brought through hallucination back to a similarly starry night, looking up at the sky with his brother Marked By War in Monument Valley, amongst his original tribe the Red Giants.

Next morning, Kane set out for Overpass. Three days later, he arrived at the sprawling old-world raised highway junction. The town of Overpass a mess of suspended shacks, bridges, pulley-elevators and different levels taking up this Old World concrete spaghetti junction. Heading to Overpass's largest bar, "Scotty's" which sat on the highest highway of Overpass and overlooked the town itself. At the bar he bought a few drinks and bribed the bartender to find out more information about his target. He learnt that the "Crimson Blades" had been seen in town the past couple days (signified by their leather jackets with a red knife painted on the back) and usually they come to Scotty's by evening. So, Kane waited numerous hours waiting for his targets to turn up. He talked with local townsfolk and picked up a rumor about a group of Underpass Guards that the townsfolk believe flipped and sold their powerful, rare Laser Rifles and instead are telling the townsfolk a bunch of giant tin men took it from them.

Eventually by mid evening, a small group of the Blades arrived, taking seat on the bar's balcony overlook. Kane approached them pretending to be a friendly bar-goer wishing to share a drink, but they told him to buzz off. He repeated that he was a friend of Kasha, but the small, meek leader of this band of four told him that he knew Kasha, and that he knew Kane was no friend of his. Kane responded by grabbing and lifting the small young man by his collar and asking him a little bit more forcefully where Kasha was. The other Crimson Blades at the table stood up and drew their spears, reminding Kane that they had him outnumbered four to one, Kane replying he "liked those odds" and swiftly lifted the young man over the edge of the balcony, threatening to throw him. Passing his intimidation checks, the young man gave in and told Kane that Kasha was hiding out at an abandoned gas station a little ways West, and that he and a few of the other Crimson Blades didn't want anything to do with this and they knew it was bad news crossing the Red Okies. Kane smiled and placed the young man down, heading out of town.

Eventually finding the gas station, Kane sneaked in through a rear entrance. Making himself known by pushing a cabinet on top of one of the Crimson Blades playing poker, trapping him underneath, and declaring he was here for Kasha. Judging by the reaction of one Blade in particular, he'd identified his target. He dealt with the Blades quickly, pummeling one, throwing him into his friend and throwing both through their wooden poker table, smashing it in half. The one trapped beneath the cabinet surrendered, and Kasha bolted out the door and began running into the desert. With an Endurance of 10 it was a short chase as Kane grabbed him and threw him to the ground. Kasha begged, stating that he had a stash of cash buried near Albuquerque that'd likely be worth double what the Okies were paying him, and that if he brought him to the Scorpion's Bite and kept clear of the Okies, he could have it. Kane responded simply by holding the bomb collar out, "I can bring you in warm, or I can bring you in cold. Your choice." Going with the former, Kane brought Kasha back to the Red Dawn, and to Junkmaster. Getting his full payment and gratitude from the Junkers. Kane took his payment and buried it alongside the rest of his Headhunting job money in a spot outside of his home in Red Dawn (Kane lives on money from cage fights, and saves those from Headhunting).

It was then that he was approached by a Junker, informing him the Junkers had another job for him. One that would take him far north, into the Rockies. It was here I faded in Prisoner of Love, and ended the session.
 
Next up is Desert Ranger Reverend Hill at the Battle of Elko, the decisive event that in conjunction with the Canaanite victory at Wendover, signaled the end of the Road War. At the cost of the highest casualty rate the Rangers experienced in the entire war, and Reverend's peace of mind sleeping.


 
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