FNA: Rerzo

Status
Not open for further replies.

Syphon

A Smooth-Skin
(Please don't post in this thread unless your Exoclyps or myself. Otherwise, just post in the "Fallout: New Age" thread)

The area around Rerzo is dead and lifeless, as the nuclear particles killed off anything that was breathing. The concrete nuclear reactor is surrounded by numerous decaying buildlings. The current radiation is low since the reactor hasn't been online for ages. Rerzo has many future obstacles but hopefully Exoclyps and Zerto has the right answers.

Outpost Title: Rerzo
Leaders: Exoclyps & Zerto

Current Population: 11
4 Free Workers (-2 dead, 1 injured)
Merchant
Mechanic(William Scott)
Field Medic
Sheri

Current Wealth: 1309
Materials:
Wood: 0
Stone: 0
Iron: 0
Sandbags: 150
Coal: 0

Wheat: 0
Meat: 65
Booze: 0
Geck Pelt: 0
Golden Pelt:

Current Buildings:
Well (Current Water=100 pop.)
Nuclear Reactor (In need of Repair)
3 Brahmin Tents
4 Shanty Houses(-1 Massive Fire)
1 Watchtower(wooden)

Current Town Guards:

5 Civilian Militia
Current Weapons: 2 shotguns, 5 10mm Pistol,3 .406 Rifles, Moltov, Machete
Current Armour: Leather Armor MKII
Current Equipment: Toolkit, (3)Stimpacks, Medkit, Binoculars, Radiator, Medical Equipment, Painkillers(Lortab,Xanies,Oxys), Vile of Green substance

Taxes: Merchant +6
Medic +2
Mechanic +1

Current Locations:
Darkwood(Far-North)
Blackdust(Far-Southeast)
Carbon(Near-West)

============================
THINGS THAT NEEDS YOUR ATTENTION:

1. Your men are sleeping on the ground, often being bit up by insects and small animals. Try and find an alternative(brahmin tents are $400 and small shanty shacks can be built in 1(turn)week but cost $1000 a piece.)

2. Some your men say they've seen numerous ghouls walking the barren wasteland.
 
1)
Buy 3 Brahmin tents
Build 2 Small Shanty Shacks (I hope 2 can rest in such)

2) Zerto takes his shutgun with him as well as a stimpack and goes to the direction were the ghouls were seen, keeping a distance in case he finds some. And if they are to many to handle by him self, he goes back home.

3) Id like to buy 3 10mm Colts and send 3 of my mens out exploring the south.
 
THINGS LEADING FROM YOUR ACTIONS:

1. Your people appreciate your guidance, and now sleep without bug bites and rashes.

2. Your men start construction on one and by the end of the week, should be completed.

3. Zerto wanders along the wasteland, staying precautious and alert. He notices that there is actually a small outpost of ghouls about 3 miles off. Surrounded by stacks of tires and sandbag barriers, it looks of tough fortification. After immense recon, Zerto returns to Rerzo.

4. The scouts you sent out returned after finding nothing but desert.

(I'll continue this later.)

THINGS THAT NEED YOUR ATTENTION:

1. A lone drifter come walking into town, goes by "Derek Walker". He claims that a notorious outlaw gang has been on the move in recent days, and is in relative distance from Rerzo. He advises to build some defense. (Sandbag walls be built. Resort back to price list.)

1. A merchant has moved to your town, bearing all sorts of needed supplies. Your people are happy to have an active source of goods.

2. A massive duststorm has hit your town, leaving it inactive for activity for 1 turn.

THINGS THAT NEED DONE:
1. Restore the Nuclear Reactor. 1a. Get the Central doors to open(req. Dynamite). Repair the core-cell walls($500&4 men). Get the main computer back online(2 men). Resurge the program(Req. 15 energy cells[$100 ea.])
 
1) Buy 250 units of sandbags wich I put up in a deffensive build up against the direction the said gang were.

2) Asks the loonie how many he would estimate the gang being, and what direction they are.

3) Ill but another 2 10mm Colts for deffensive use. As well as Ill send the 3 scouts out again, not going west. And in case the gang were at west, Ill send em going east.

4) In case I were aloved to have the "previous found" dynamite Ill use that one, otherwise Ill buy one and use it to get the central doors open.
 
THINGS LEADING FROM YOUR ACTIONS:

1. The defensive wall is put to the west, directed by the drifter.

2. Apon return they find nothing. Damn, its barren out there.

3. The doors are blasted open. Now, future development is available.

THINGS THAT NEED YOUR ATTENTION:

1. A ghoul has approached Zerto, an unknown and mutated creature. He can barely speak english but moderately communicates with Zerto that they need some help with a war. They say that can reward Zerto with technicians(considering ghouls are good at computers) to fix the nuclear core. He only needs 3 men. Should you do it or pass?

2. A lone man walks into town, bearing a rifle and a scuffled look. He looks of trouble but your unsure. Should you accept him?

THINGS THAT NEED COMPLETION:

Repair the core-cell walls($500&4 men). Get the main computer back online(2 men). Resurge the program(Req. 15 energy cells[$100 ea.])
 
1) Zerto and 2 more men with 10mm Pistols helps the ghouls out with their war.

2) I asks the man about is intention in this city and his past journey. (his rifle, is it a hunting rifle?)

3) Send the 3 explores out once again now going north.

Ps. You didn't add Derek Walker in my population, as I assume he joined my city. Anyways, I let him to join my city. Ds.
 
1. Zerto and his men do not return. Excolyps believes that they are fine but your people are nervy.

2. He says he is a skilled mechanic from a not-so distant town of "Blood Hill". (no, m-1 grande) He says that if he granted citizenship, he'd be willing to map distant towns he familiar with.

3. Your men do not return from scouting. Your people believe they might of found something that took their time.

THINGS THAT NEED YOUR ATTENTION:

1. Excolyps, Walker and the new loner are the only men at Rerzo. Excolyps notices a group of men walking towards the outpost. Your men cover the defensive line. Walker warns that the men approaching are the rumored gang. Your men open fire, critically wounding 2 as they return suppressive fire. With 4 remaining men, they try to flank your men to the south. Your men hold the outpost but Walker is struck heavily in the shoulder with a small caliber round. Your men finish off the men, killing them with courage and bravery. Your men take the two critically wounded men into custody. (Your remaining men will act as guards. You can interogate them or kill them, or lock them away.)

2. One of your men found a detailed map of the surrounding area on one of the wounded. It has many towns labeled including Darkwood(to the far-north) and Blackdust(to the far-Southeast), Carbon(to the near West).

3. Walker is wounded, he needs some medical attention.
 
1. Ill grant citizenship to the skilled mechanic from Blood Hill.

2. Ill ask the critical wounded mens about their gang, were they come from and as well as their intention here... Failure to answer my questions will be punished with torture.

3. Ill loot the gangs and see what they got (as mentioned they had calibers and such)

4. If I were granted the first aid kit from their adventure Ill use that to help out with the wound on Walker. If no aid kit were granted to me Ill use a stimpack on him.
 
1. The mechanic thanks you and goes off for some r&r from the harsh wasteland.

2. One of the men pass away almost immediately from blood loss to the fermoral artery. The remaining man refuses to speak of anything except: I'll die before I rat...

3. Your men find (3).406 Rifles, though their isn't much ammo. (Ammo costs $250.) A pair of binoculars, Leather Armour MKII, a flask of booze and a pack of smokes. (BTW, who should wear the armor?)

4. Walker is temporarily healed from the use of the Medkit. Later, he will need some further medical advice to keep infection away.

THINGS THAT NEED YOUR ATTENTION:

1. Zerto, his two men, followed by one ghoul return to Rerzo. Zerto looks abit banged up and exhausted. Your men talk about the action-packed skirmish they helped in by defending the local ghoul oupost "Radiated Society".

2. Two of your scouts return from the north, bearing some loot. Inside their backpacks they carry an ancient "I.B.M. Labtop", flashlight and a book full of blueprints for some electronics. They claim that the third man died during travel from a Deathclaw attack. Anyways, they were able to scout out a town to the far-north(***hint,hint).

3. The mechanic says that he might be able to rig up a medium sized turbine system for power, but it'll take up (2)turns with the help of 2 men.

4. Your people believe that Zerto should increase the defensive measures of Rerzo. Wooden Watchtowers can be built for $750 a piece and only takes up a weeks worth of two mens work.

5. Also your people ask for the building of more shantys, and the fortication of them with sanbags.
 
1) The armor, Exoclyps and Zerto were granted their combat leather jackets right? If so Ill grant the leather armor to walker. otherwise Ill grant it to Zerto (as he is the one going on most adventures)

2) Ill rig up the turbine system and grant the 2 helps. (this is for the powerplant right?)

3) Ill start the construction of a Wooden Watchtower.

4) Will build 3 Shanty Houses

Lets see, 2 there, 2 there and 3 there, but if the ghoul works... well, Ill build as many Shantys my free man can do.

And with the ghoul if he will live with me its 8 right, but perhaps he is just gonna be around to help out with the powerplant?

and yeah, 5) will buy amo for the new found weapons.

And a sidenote, how much skills do I need to use the trauma pack? not gonna buy one until I know I can use it :P
 
(Um, currently I'm trying to develop a skill-system for the citizens. BTW, the mechanic is not a workin' cit. Instead, I'll use key characters (i.e. Mechanics, Doctors, Foremans and such) to kind of open up new branches of development. Are you still with me? These characters will not work but kind of lead your men into there areas of expertese.)

1.(Yes they were.) Walker thanks Zerto and Exoclyps.

2. The Mechanic(what should you call him?) and two men begin construction on a van-sized turbine. Using the toolkit and other misc. equipment he devises a primitive main cylinder. Brahmin, horses or slaves will have to turn the turbine to generate power. From that, the electricity will be stored in fuel cells(you will need them:$100 ea. (15 req.)) The unskilled citizens are looking abit lost and confused and slow production. (38% completed)

3. Two of your men complete the wooden tower, costing you $700 for wood and supplies from your merchant. Its on the westside of the outpost.(You can have two men in the tower. Please post what they're equiped with. Binoculars will increase the defensive rating.)

4. Your shantys are complete. (You could turn one into a small hospital or a rec. center or a saloon for $)

THINGS THAT NEED YOUR ATTENTION:

1. One of your men died late night from alochol poisoning.

2. Your men notice a scout on the horizon.

3. (what about the prisoner?)
 
1) Shantys as in plural, but you did only add 1?

And how much would it cost to make one into a hospital? (I see Im running low on cash)

2) Zerto and 2 men will go and see who this scout is (they will have colts with em)

3) Ill have one guy in the watchtower with the Binoculars and a .406 Rifle (and how much are these rifles worth if Id sell one?)

(( Will the mechanic experties guy still work as one, right? ))

(( And I though the reactor would end out running by it self (ofcourse some management to keep it stable and such would be needed), as its after all is a reactor, the device you are describing sound like a device anyone could have ))

4) Ill for now keep the prisoner under guard until futher notice.

(( Name of mechanic would be William Scoth ))
 
(You have 5 shanties now. It won't cost nothing, but you'll have to purchase some medical equipment. And the generator, its the thing that will resurge the nuclear core with electricity to get it up and running. The .406 costs $700.

1. Zerto and his men find the scout sleeping at a makeshift campsite.

2. William Scoth and his men continue working on the turbine. This time the citizens look more tentative and competant.(82% Completed)

THINGS THAT NEED YOUR ATTENTION:

1. Your people are getting nervous about the ghoul in town. Though he is a simple, innocent creature they discriminate him. You might want to set things straight, otherwise they might become unrestfull.

2. A small caravan has come into town, from the town "Hazelville". Two men decide to stay in Rerzo and help out. One claims to be a field medic, while the other unskilled.

3. One of your men noticed a vehicle riding though the horizon, break down and the inhabitants walk off.
 
1) Zerto hand his mens wakes the scout up and ask him the basic questsion who he is and what he is doing around here and so on.

2) I'll(Exoclyps) talk with the people about the ghoul and state that he is a friendly being that are helping us out, and without him stuffs would go much slower for us to reach our ultimate sucess in the wastelands.

3) Ill buy the basic supplies needed for a small hospital and let the field medic work from there, helping Walkers wound out.

4) Assuming I don't have much cash around left I sell one of the .406 for $700 (I assume I can get that for em as that whats I asked for :)) and buy the fuel cells. And when its fully constructed Ill have the prisoner as a slave to get the energy going.

5) Ill send Walker out to take a look at the vehicle in the horisont, he will carry the 3rd rifle with him.
 
(No, you get back half of the original asking price.)

1. The man says that the gang that you killed is about to send dozens of men to destroy Rerzo. So killing him(the scout)would be useless. As he tried to grab his Desert Eagle, one of your men kicked him in the face.

2. Your people understand and actually feel ashamed of themselves. Hopefully the ghoul will remain unharmed.
(I gotta make it to work. I'll finish it later, sry.)

3. The field medic sets up varies cots and tables dedicated for surgery. He has a man setup some sandbags outside to keep things secure.

4. Walker, still partially injured, carried his .406 over his shoulder. As he approachs the vehicle, he quickly recognizes it to be a "F-250". No keys. *Mec... aw never mind, you'll figure it out. Walker returns.

THINGS THAT NEED YOUR ATTENTION:

1. The prisoner says that he is still unable to remember. So he says he'll just remain here.

2. Funds have been running low, so you'll have to come up with some sort of solution.
 
1) Ill take all the scouts stuffs and take him into prisoning as well, as he seems to be a bad guy. Ill give him a chance to prove he is a good guy.

2) Walker will be sent to the field medics office to take a look as his wound.

3) A man with a colt and William will go to the bike to take a look carrying the toolkit with em. (I think now you were to writte something about mechanican? Though i though of doing this before I figured what the "Mec..." was for :P

4) Blah, the prisoner is getting on my nerws, gotta do something about him. I think Ill send 2 pepz going far-north to Darkwood taking the prisoner with em, intending to sell him as a slave over at Darkwood. (They will carry colts with em)

(( [[Not in the game here]] "Blackdust(to the far-Southeast)" So meaning Zeke going north would be right and not south as you said (as you said north for me would blackdust) just wanted to point out ))
 
Could you add the "map" info on the top? would make stuffs easier, so I know what places I know and so on.
 
(Alright, that'll keep stuff simple.)

1. One of your citizens suggest converting one of the shanties into a small jail.

2. The field medic gives him some antibiotics and restitches the wound, to keep it healthy.

3.(An f-250 is actually a truck) William is able to pop the ignition and hotwire the truck. Its raggidy but it works. (BTW, the truck can hold up to 6 people, 4 in back, 2 in cab)

4. Apon arrival, the town leader, Syphon, bargains for $300.

THINGS THAT NEED YOUR ATTENTION:

1. The truck is in working condition, but William believes that the radiator might blow in a few weeks. Its not required by it might come in handy. You can get a radiator for $400.

2. Your people are getting hungry, you need to purchase some food.

3. Zerto needs to figure out a source of income.
 
Status
Not open for further replies.
Back
Top