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File: 1426641678988.jpg (96.06 KB, 830x519, 830:519, Vault112.jpg)

9c54e0 No.4900

AWW YISS
Get the fuck in here bitches we're going to run an autistic vault simulator.

First off, I'll ask you a few questions in the next post.
I'll go ahead and randomize some things about the Vault after that…it would take too long to go through all of these options democratically and besides, the point is that you come here thinking it's shelter and get an experiment. I'll come up with an experiment based on the conditions I rolled, but that's for the Overseer to know and you to discover (or not, as you wish).

The Vault: 105
The Locale: Capital Wasteland

13a81d No.4901

>>4900
Next post when niggah?

9c54e0 No.4902

>>4901
Super soon actually.

9c54e0 No.4903

Beginning Criteria
POST YOUR IDEAS AND OPINIONS FOR SOME OR ALL OF THESE'
First come first served unless I get enough responses for a majority vote

If there are things people just don't care about, I'll just pick. So just say things you care about and I'll make up the rest or leave it vague. We can always fill later or change some things through legit play or fiat. These are just things that other vaults have too, so say any other preferences as well.

Supportable Population (by size)
Supportable Population (by supplies and equipment)
Actual Population
Cryo Tubes (no, or amount)
Door Sealed Duration (20 years, 50 years, 100 years, never, failed to close, etc, etc)
Airtight?
Watertight?
Medical equipment/professionals
Maintenance equipment/professionals
Entertainment
Social Shittiness (how prone to going crazy the vault NPCs are, how much of a faggot the Overseer is, etc)
Social Order (Overseer, council, factions, elections, anarchy? Whatever you want)
Rad Protection (full, mostly, meh, shitty, none)
Multicultiness (Vault 15? /pol/? A vault full of only old Japanese men?)
Cube-series-inspired dystopia full of shitters and skinnies and various horror?
Poisonous plant bullshit, gambling paradise, vault set up with adorably traditional 50s "households" and little garden boxes outside of every house unit and poodle skirts etc?
Quality of food?
Quality of lighting?
Indigenous wildlife? (panthers, radroaches, super muties in the basement, whatever)
gender ratio? :^)
Religious/philosophical background of the inhabitants? Previous relations/familiarities/enmities on the surface?
FEV shitfuckery?
Cloning capabilities?
Virtual Reality pods?
that fetish you're insecure about and don't want to address directly, but secretly dream it will pop up in some oblique but not too obtrusive way in the quest?

POST YOU ARE OPINIONS

9c54e0 No.4904

Oh also post your characters whenever.
You can have more than one if you feel like it.
You can also ask for certain specific NPCs or types of them.
Let's make it fun.

13a81d No.4906

>>4903
>Social Shittiness (how prone to going crazy the vault NPCs are, how much of a faggot the Overseer is, etc)
Pretty bad. The Vault owner typically takes what she wants and doesn't let anyone intrude on that.
>Social Order (Overseer, council, factions, elections, anarchy? Whatever you want)
Overseer. Otherwise pretty normal, although there has been a gang of the more mutated springing up recently.
>Rad Protection (full, mostly, meh, shitty, none)
Formerly absolutely terrible. Right now, it's at mostly.
>Multicultiness (Vault 15? /pol/? A vault full of only old Japanese men?)
/pol/ indeed, mostly tan/white, blond hair and blue eyes.
>Poisonous plant bullshit, gambling paradise, vault set up with adorably traditional 50s "households" and little garden boxes outside of every house unit and poodle skirts etc?
Relatively normal as that goes, although there is a very large basement which is where everyone (mistakenly) lived for a long time, heavily irradiated with bits of FEV fuckery. Anything too mutated is dumped or exiled here.
>Quality of food?
Low to medium.
>Quality of lighting?
Very, very high.
>Indigenous wildlife? (panthers, radroaches, super muties in the basement, whatever)
In the basement there's a lot of mutants, although their mutations are not always that bad, they typically have a tendency of capturing and enslaving those from the vault.
>gender ratio? :^)
100% Futanari, including the mutants down in the basement.
>FEV shitfuckery?
Caused the entire population to become futa, eventually people forgot that they were once male and female.
>Cloning capabilities?
>Virtual Reality pods?
None
>that fetish you're insecure about and don't want to address directly, but secretly dream it will pop up in some oblique but not too obtrusive way in the quest?

9c54e0 No.4907

>>4906
War…war never changes.
On the day hell rained fire from the sky and the major world governments went full nuclear potato, a group of neo-Nazis and paranoid schizophrenics with white hair, blue skin and blonde eyes were herded like so many cats into Vault 105, where the Vault-Tec administrators had decided it would be tip top kekkels for shekels to make the lower level basically just a useless pit with no protection whatsoever and FEV vapor piped into the internal atmosphere at random. They furthermore added lovely and customizable mood lighting to all levels, and ensured that the food production faculties were subpar.

Being a massive wannabe Drow retard, the Overseer immediately shoved everyone the fuck in the basement and pretended it was an important part of the new Vault culture and just an alternative lifestyle. Everyone inexplicably turned into genderbending fetish fuel and it was so progressive the Overseer was in a state of almost perpetual orgasm, brainwashing the inhabitants into forgetting their humanity and becoming genderless cucks. However, the paranoid schizophrenia stuck, and after a decade or two (too late to prevent the mutation), they managed to shriek enough to get the Overseer off its fat ass and conceding that maybe they should go back inside the actual Vault before their eyeballs boiled out of their skulls, because it had apparently now become the avant-garde thing to do anyways.

The Overseer is still an absolute tyrant. Some inhabitants are complete cucks, fapping ceaselessly to each other's mutated forms, while others have managed to retain more of their /pol/itical sentiments, quietly and secretly determined to overthrow the Overseer, reverse or repair the mutations, spawn a strong brood to carry their banner outside of the vault, preserve the future of humanity, restore Hitlerism as the official Vault religion, blanda up so they can kill any minorities that come near their vault once they get out, and/or other various /pol/ things.

>Who are you, and what's your place in Vault life?

13a81d No.4908

>>4907
We are Velma. A young "girl" growing up in Chaotic vault life, her mother was and is the main resistance against the overseer and plans to use the mutant factions in the underground basement to attack the Overseer.

9c54e0 No.4909

>>4908
You start with the following supplies:
-9mm pistol, good condition, concealed carry (thanks mom)
-9mm standard round x 100
-Nuka-Cola x 1
-Rad-X x 1
-Mein Kampf x 1
-Overseer-issued anal beads and oil
-Lighter

Your mother lets you roam about freely in the upper levels, trusting your discretion, wanting you to be strong and ready when It Happens, and not wanting to raise suspicion. However, too far outside of her vague sphere of influence, and the super-mutated Tunnel Snakes could attack.

wat do?

13a81d No.4910

>>4909
Lets go and see what friends we have!

9c54e0 No.4911

>>4910
>404: Friends Not Found
What's that? Your deranged, mutated, irradiated, genderless, paranoid society has negative consequences when it comes to forming social bonds?
Well shit. How can you have a successful uprising when even your mother's few "informed allies" rarely come within 15 feet of each others' houses for fear of being shot under castle law?

Better go try and make some friends. Maybe you should start with the neighbours?

Neighbors:
The Krishnas - Rainbow, Rural, and their young son Femme (born within the vault, pre-mutation) - Massive Ghost-can-shaking fruitbowls, uninitiated, they love and I mean LOVE being misbegotten godless abominations. Very friendly so long as your mother doesn't bring up any /pol/ things (other than castle law which is bizarrely pervasive in the culture)
The Milwoods - John, Tracy, and their twins Arthur and Annie (10). Traditionalist, they keep their children raised decently and make sure that Arthur's hair is always closely cropped as it's now practically the only way to tell them apart. They believe with religious fervor that "that fat degenerate dyke" (referring to the Overseer, though everyone is dykey as fuck now) is holding a "cure". Their deepest fear is that they will not get to the cure before their children hit puberty and begin to get tits and erections. They probably don't have the buttsex, John binds his chest, and it's entirely possible that both Tracy and Annie have had their dicks cut off.
"The Roberts" - Adam and Pietra Roberts. Her girth exceeds his own, and his bosoms are those natural women dream of having. They're mad as hell all the time and just want the Overseer dead. They probably have a lot of buttsex in a "man" -> "wife" sort of way.

Crazy "Crazy" Jenkins - "You probably shouldn't go around Crazy Jenkins' quarters until you're a little older" is what your mom always tells you, a little concernedly.

Who do you want to seek friendship with? Or strangers?

13a81d No.4912

>>4911
Milwoods.

9c54e0 No.4913

>>4912
John Milwood strides out to greet you, Mosin Nagant over his arm, his once booming voice replaced by a breathy half-whisper from the compression of his lungs.
"Ah, Velma, didn't recognize you at first. My but you've grown since I last saw you. Your mother is raising you to be a fine young lady indeed. Ah…actually, if you find the time, could you send the woman over here sometime? I know she certainly keeps busy, but we could do with having a chat with her. But oh, where are my manners?"
This last spoken with an unconsciously feminine intonation. He grits his teeth slightly, then the broad smile flashes back and the faint voice resumes with a more masculine intonation once more.
"What brings you here? Are you wishing to be seeing Arthur and Annie? Can I get you something, a meal, a drink?"
Tracy stumbles out towards the two of you, giving you a sweet by formal housewife's smile while linking her arm around John's.

93b645 No.4918

>>4913
Nod and go and see Arthur and Annie

85fa06 No.5010

>>4918
Arthur and Annie seem super excited to see another child, and one slightly older than them at that. Arthur gives a slight bow and Annie offers you some refreshments, explaining that the two of them were just about to sit down for tea.

As Annie pours the tea, Arthur squares his shoulders and clears his throat in a perfect imitation of his father, and asks:
"So, Velma, what brings you to our neck of the woods?"

f55e97 No.5014

>>5010
I realized I didn't really know anyone that well, and since you upstanding people seemed to be akin to my mother in thought, I decided to see all of you.

85fa06 No.5022

tripcode starts now
I still can't believe that of all vaults we're playing conservative morality in futa-land lol, dis gun be gud

>>5014
"Excellent! Yes, father and I were just recently discussing how we need to organize…to gather together the decent folks. He says even this vault could be practically paradise if we could get back to some sane state and with the right sort in charge. We're quite in admiration of your mother, bless the woman, doing for herself and you so well all on her own. Yes, we've all got to get organized, and then when the time's right we can show those fascists a real surprise!"
He bangs his fist on the table, clinking the china set.
"Arthur…" Annie gently scolds.
"I apologize, ladies, I didn't mean to lose my temper." Arthur harrumphs in an overly gruff tone, "But we really should get better acquainted, Velma. I tell you what, we were just going to head out looking for some more scrap metal near the entrance. The Overseer and her puppets keep out of that area; she's terrified of what she created with her degeneracy and ignorance. But we aren't scared, not when we travel together. Would you like to come with us? Do you have a weapon?"

f55e97 No.5028

>>5022
Tell him we have a weapon yes. Go with him.
>I still can't believe that of all vaults we're playing conservative morality in futa-land lol, dis gun be gud
What else would we be doing?

85fa06 No.5033

>>5028
I really don't know.

You make your way to the disreputable portion of the vault…the lower east side of the upper portion, near the heavy but poorly-engineered barricade which doesn't accomplish much other than keeping the bulkier mutants from climbing over it and into the upper vault. It seems perpetually littered with useful materials, perhaps the result of malfunctioning dispensers and fabricators, or perhaps more related to the smaller mutants dropping supplies from down below in their wanderings. You gather nails, turpentine, steel plating, tin foil. Lots of tin foil. Annie even finds a few unspent rounds of ammo, which Arthur proudly identifies as standard-issue 5.56mm.

A few hours later, as you finish scavenging through a trashed medical office, Annie suggests that maybe you should be heading back.
"I packed something for dinner." Arthur says, "We could just eat here and keep on scavenging. We're doing well, but there's still plenty of room in our packs."
"Well…" Annie trails off, "It's dangerous at night, though."
"Annie…" Arthur laughs gently, "There's no such thing as night in the vault, they just dim the lights and change the hue. It's as safe as ever. The mutants aren't any more likely to come out just because the lighting changes."
"Still, let's just head back." Annie says.

Do you want to head back, or keep scavenging?

f55e97 No.5034

>>5033
Lets keep on scavenging. Lets make some conversation though… Uh… Do they have any friends they can introduce us to?

85fa06 No.5039

>>5034
You continue to scavenge. Annie brings up the rear, seeming restless and nervous.

"Friends? Well, I suppose so, but I'm not really sure which of them are…you know…" Arthur nudges you with his elbow, "…initiated. But I scavenge with a few other boys sometimes, when Annie isn't around. Frog's a good enough sort once you get to know him. Jim and Sergei are sturdy enough, too."
"Hyacinth is nice, whatever her parents may be." Annie chimes in, "and Jean is pretty friendly. We should get together sometime and have a party!"
"Maybe, if we find time." Arthur shrugs, "There's serious work needs doing, though."
He squares his shoulders again.

Thud.
Annie and Arthur drop to a crouch.
Thud, thud.
She draws out a hunting rifle, and he a 10mm handgun.
Snort, snort
"Some tasty ass, that." from the chamber in front of you. The door is open but you can see no one inside; the windows are boarded up.
"Young." From the corridor you just left.
"I say we take them alive this time." From somewhere behind you.

To your left is a passage you have not heard any voices from. It could be a trap, they could be driving you further into trouble. Or it could be your chance for freedom.

Arthur and Annie look to you. What will you do? Run, or fight?

Also, roll 1d100.

85fa06 No.5041

>>5039
Huh, I've been using the wrong trip. Whatever, I'll just use this one.

f55e97 No.5045

>>5039
FIIIIIIIIIIIGHT.
>Initiated
Oh now I'm curious. Ask if we survive.

f55e97 No.5046

Dice rollRolled 2 (1d100)

>>5045
>>5039
Motherfuck

f55e97 No.5047

>>5046
Oh we better be rolling low. I don't want Velma's booty being torn up just yet. She can get children later.

85fa06 No.5049

>>5045
>>5046
>>5047
You…you…anon, you dun goofed. What have you done?

You give them a signal and lead the charge into the room before you. Two Tunnel Snakes wait, grinning. They are shocked to see you armed and on the aggressive. You fire three times in a panic and hit nothing but the wall. Eight rounds left. Arthur fires twice and his 10mm jams. He desperately works to clear it. Annie's rifle blows up in her hands, burning her fingers and cheek. Tears rolling down her cheeks, she reaches into her waistband and takes out her .32

The two Tunnel Snakes lunge towards you, long knives drawn. Two more appear at the doorway behind you, in the lead a large, naked, and very mutated one with bulging muscles, pierced and mutilated breasts, and a twisted and grotesque double penis.
"ALIVE OR DEAD, YOUR CHOICE, SWEETIES!" it roars.

A) Lay down arms
B) Run, gun and pray (roll d100)

f55e97 No.5050

Dice rollRolled 59 (1d100)

>>5049
>B) Run, gun and pray (roll d100)
Come ON, I don't wanna get him impregnated THIS quick!

f55e97 No.5051

Dice rollRolled 13 (1d100)

>>5049
Shoot shoot run run!

85fa06 No.5052

>>5050
Futas can't even get an pregnate, unless you intend for them actually to be hermaphrodites?

>>5050
>>5051
"Run!" you yell, pushing the twins before you and sprinting out of the room through the door on the far side. The Tunnel Snakes in the room try to cut you off, but you fire six more times, putting four rounds in the chest of the front one and one round in the knife arm of the other.
"PURGE THE MUTANT!" yells Arthur in a high, frightened tone, getting his gun unjammed and firing shakily at Two-Dix. Again, his shots miss, the large caliber and his haste throwing off his aim. Two-Dix brings out a Chinese Pistol in his left hand, laughing raucously, and clips Arthur's shoulder with a lucky shot despite being obviously unfamiliar with the gun.
"RUN!" you scream, pulling Arthur to his feet and shoving him after Annie. The three mutants emerge from the room behind you, Two-Dix fumbling with his weapon, and three more charge up the passageway next to the room, the groups merging in their pursuit, scarce more than five paces behind you.

A low mutant, without sapience and hissing horribly, blocks your path.

Roll d100 to continue fighting, or do something else.

f55e97 No.5053

Dice rollRolled 56 (1d100)

>>5052
SHOOT IT'S FAAACE

85fa06 No.5054

>>5053
YOU SHIT IT IS FAEC
The three of you manage to vault over the low mutant, but so do the Tunnel Snakes, and they're moving at least as fast as you.

Further down the corridor, you can make out two more Tunnel Snakes and three lower mutants, but they aren't shooting and seem to be further away. The six behind you are gaining…slowly.
Shoot at the things further down, turn and shoot at the things right behind you while running, or just RUN and take a side passage at random?

Roll d100 of course, whatever you do.

f55e97 No.5056

Dice rollRolled 65 (1d100)

>>5054
Turn and unload hell!

85fa06 No.5057

You turn and fire the remainder of your rounds into the center masses of the three foremost Tunnel Snakes. Annie does the same. The two flanking go down, but Two-Dix continues on, blood spewing from his mouth, gaining on you. Arthur reloads and stops dead as the two of you run on a few paces, reloading. Two-Dix extends his Chinese pistol again, aiming at his face, but having regained his composure Arthur slides his superior pistol against the side of Two-Dix's, throwing the mutant's aim as it pulls the trigger, and fires himself just before Two-Dix's forehead comes in contact with the 10mm's muzzle. Blood and justice flow profusely as you all stare down the other three, guns ready in the knife fight.
"TWO-DIX!" they shriek, running back the way they came, "TWO-DIX IS DEAD!"

To stay here a second longer than necessary is to risk death, but depending on how smart the Tunnel Snakes are, word getting out about who killed an apparent boss of theirs might be bad for you and your families.

A) Try and shoot down the three retreating Tunnel Snakes.
B) Run the other way as fast as possible (towards the "good part of town") and try and take out the other mutants and Tunnel Snakes further ahead.
C) Run off into a random side tunnel to avoid the ones up ahead.

Choose and roll.

f55e97 No.5058

Dice rollRolled 87 (1d100)

>C) Run off into a random side tunnel to avoid the ones up ahead.
Run run run

85fa06 No.5060

>>5058
No words pass between the three of you as you run and stumble through the growing darkness down strange and unknown ways. You're increasingly aware of the expansive nature of the upper vaults, realizing that at least a third of it must be sketchy areas full of various mutants.

At first you seem to be lost, but the three of you put your heads together and figure a way out of the dilapidated maze and back to your neighborhood.

"That was close." Annie breathed.
Arthur was frustrated. He didn't say much, but it was clear he has disappointed himself by panicking in a dangerous situation. Annie tends hastily to his shoulder as soon as you are back in reputable areas, but you all agree you should go back to your mother's house for some medical treatment for both of them before you show up and worry their parents needlessly.

Your mother applies balm to Annie's burns and picks the few little bits of shrapnel out of her palms, then stoops over to tend to Arthur's shoulder, her generous tittays slopping about and discomfiting him. Your mother dresses in practical and minimal clothing, loose but not loose enough to get caught in machines, and spends much of the day in her workshop, operating her reloading press, crafting makeshift weapons and electronics, writing, and planning how best to eventually direct the mutants.

She seems concerned about the injuries, but before she can begin to chide you about bringing younger children along she's already heard the story and knows it was you who were brought along. She seems proud of you.
"Remember," she admonishes you all, "Keep your gun arm stiff, aim carefully, and squeeze the trigger, don't jerk it, even when in a hurry."

She asks for some information on where you were, and updates her notes on the mutant and Tunnel Snake activity based on your descriptions of areas and landmarks, then sends you along to the Milwoods where you all tell the story over dinner.

Tracy grows pale and seems to be struggling not to cry, but John asserts how proud he is of both of them (with special praise reserved for his son), and asks you if you'd care to spend the night here now that it has grown late and dark. Your mother wouldn't really care one way or another as far as you know.

Arthur and Annie mention that you could all have the party the next day, and you could help them plan and set up if you were already there.

Stay, or go home for the night?

f55e97 No.5064

Dice rollRolled 53 (1d100)

>>5060
Stay! Staaay!

85fa06 No.5073

>>5064
You stay the night. Towards morning, you hear suppressed rifle fire outside. Four shots, evenly placed, then silence. The lights go on inside the house. A warning alarm beeps. You scramble from your bunk next to Annie, slipping on your clothes. The two of you meet Arthur in the hall; you grab your weapons and head downstairs. John and Tracy are waiting at the family table, quickly checking over their ARs.

"It's probably nothing." Tracy says with an attempt at a reassuring smile. "People around these parts are prone enough to wasting ammo at any time of day or night, after all."

Within a few minutes, John spots a lone figure in the darkness. It comes on heedlessly, making no attempt at stealth. He crouches behind the door, rifle at the ready. There is a knock at the door, crisp and light. A tense pause.
"John Milwood, open up! I'm alone." It's your mother's voice. In she strides, hunting rifle slung over her shoulder, combat shotgun in hand.
"Thought I might keep a watch." she remarked tersely, "Looks like a band of Tunnel Snakes have lost their god-damned minds. Everyone's shut themselves up tight; even the folks on the border haven't any guts, it seems. I took four of them, but I count a dozen more headed this way. They're headed here, John. I guess someone familiar with your children must have joined them before yesterday's events. Are you ready?"
"Well sure, Adeline." John drawled, shifting in his seat to conceal a semi, "Tracy and I were just oiling up the equipment, and as you can see the children are all here. We surely do appreciate the early warning, and we're certain to make good use of it. Do we have a moment yet?"
Mom shrugged. "A fair three minutes at least, I'd reckon."
"Good. Arthur, Annie, run along now and drag up the low cover, just to the front door, that should be fine."
"Adeline?" Tracy spoke up, softly. "I thought perhaps the children could stay inside, with the bathroom window ready to open, and wait until it's started to open fire?"
"That's a good thought." Your mother nods. "You hear, Velma? Meet the twins when they're done setting up the cover, and wait in the bathroom for the shooting to start, then you join in. That window's original plexi still; you should be safe as long as it's closed. Cycle it closed between volleys and there shouldn't be any problems. If they see you and go for the window, lock it shut and come to the front door to help us there instead."
"Do you need some 12-gauge, Adeline?" John muttered, "Last I knew you were down to reloaded."
"I'd appreciate a magazine of factory, now that you offer." your mother returned sweetly.

Roll 1d100 for the upcoming fight, or if you have any questions/objections/changes, say them now.

f55e97 No.5074

Dice rollRolled 6 (1d100)

>>5073
Ohjeez. Well, lets ask what they meant by initiated before.

f55e97 No.5075

Dice rollRolled 37 (1d100)

>>5074
>>5073
Maaaybe, just maybe, we should move to best of three?

85fa06 No.5078

>>5074
>>5075
"Well, you know, YOU KNOW." Arthur replies awkwardly as you huddle in the bathroom, peering out the window.
"About your mother's plan, and all that." Annie puts in. "Our parents are all trusting us not to be fools, and we can't go around telling just anyone about the planned insurrection against the Overseer."
"Of course!" Arthur rejoins, "And about standing up to degeneracy, about restoring the natural order and getting this nation back on track! Until the radiation dies down, that starts in the vaults!"

The fight proceeds in an almost formulaic fashion. Low cover is no small advantage, and aside from two Chinese pistols and some thrown knives, the assailants have not much to offer in the way of attack and you serve as good backup fire for your parents. It's not until you hear John's hoarse, frightened yells that you realize something has gone terribly wrong.

You meet your mother at the front door, wide-eyed and sweaty. She looks down at you with something akin to fear.
"Mrs. Milwood is hurt, badly. A ricochet hit her in the groin and pierced her bladder. It may have hit a kidney as well, I just don't know yet. Get the table cleared, wash it. Get the twins out of the room, they don't need to see this. Have them boil water and bring a medkit."
She pauses for a moment, the silence broken by a long wail from Mr. Milwood.
"John, get it together!" she snaps, running back outside, and as you handle the twins and clean off the table, looking for some sort of linen to drape it with, you hear her curt orders outside.
"Take that girdle off, get some air, and focus. You need to keep direct pressure. Tracy, TRACY, can you hear me? You need to stay with me…"

Roll for emergency surgery, oh fug

f55e97 No.5082

Dice rollRolled 43 (1d100)

>>5078
Oh god why

85fa06 No.5084

>>5082
The surgery seems to go well at first. Under your mother's skilled hands and with your help, Mrs. Milwood stabilizes, and wakes by morning. Mr. Milwood is beside himself with worry.
"Never feat, John dear." She whispers weakly, "At least I'm a woman again."
With that, she slips into a deep sleep (or coma?). Your mother worries that her kidneys may be damaged after all, and says she'll probably require another surgery. At your parents' insistence, you decide to hold the party anyways. You meet Frog, Jim, Sergei, Hyacinth, and Jean.

Options:
A) Stay in this timeline, and have the party.
B) Stay in this timeline long enough for the party, then do Option C
C) Do the wibbly wobbly timey wimey Fallout 3 bullshit to fast-forward to GOAT age.

If you choose option A, roll 1d100-20 (because of the grim circumstances) to determine how festive the party is to begin with and how well things go.

If you choose option C, roll 1d100 for how fortunately your life auto-resolves during the time lapse, and list a few things you'd like to happen, or things you'd like to get.

If you choose option B, roll first the one and then the other (with the listed things) in a second post.

Or choose something else entirely.

85fa06 No.5085

>>5084
Oh yeah, if we time lapse also list a few things you DON'T want to happen in case you roll terribly.

f55e97 No.5086

Dice rollRolled 14 (1d100)

>A) Stay in this timeline, and have the party.
I CAN DICE. I CAN DIIIIICE

f55e97 No.5087

Dice rollRolled 23 (1d100)

>>5086
>>5085
…Best of three? Two?

f55e97 No.5088

Dice rollRolled 27 (1d100)

>>5087
Fuck. Screw you, stacked dice.

85fa06 No.5091

>>5086
>>5087
>>5088
You didn't add the -20 lol

The party starts out pretty dismally with Annie bursting out in angry tears while trying to pour the tea and everyone awkwardly trying to console her and saying that one time, their uncle's third cousin was sick and he got better, so really there's no need for alarm…

You've met in one of the upper level's two "bio-centers", a room about 20 feet tall and 50 feet to a side. Stones are arranged in circles around small shrubs and trees, sand walkways and grass, flowers, mosses and mushrooms cover the rest of the area. There are a few picnic tables. You, Frog, Jim, Sergei, and Hyacinth are sitting around the "tea table" while Arthur and Jean are trying to comfort and calm Annie who has retreated to another table 30 feet away or so.

Looks like it's up to you to save this party. Here's what you know about the guests:

Frog is a talkative blonde little boy of 8, with a knack for pranks, cooking, and chemistry. He had already begun talking about the latter and his obsession with fishing, a hobby he will likely never get to enjoy, when Annie began crying.

Jim is 11, your age, and seems rather like a quieter version of Arthur. He has taken out a jackknife and is whittling away at a piece of wood. Sergei is a pale slav of 14 who spends most of his time indoors and wears shades outside because his eyes are sensitive to light. He's barely said anything at all and he smells faintly of alcohol.
Hyacinth, 13, is a thin, freckly redhead with a bit of a vacant look and her uncut bangs bleached blonde and falling over her eyes. She dresses in what the SJW vault dwellers would call fashionable attire…garishly bright and clashing multi-colored vest and tight black leather pants which accentuate the genital bulge. No one is sitting particularly close to her.

Jean is 12, short, and blonde. She has a squeaky little voice and a timid personality. She loves everyone and clearly deserves to live somewhere better than Vault 105.

What will you do? Strike up conversation? Serve the tea yourself? Go and try to help calm down and cheer up Annie? (roll of course)

3444e6 No.5100

Dice rollRolled 77 (1d100)

>>5091
Help Annie. Please.

Also, I'm curious. What separates hims and hers in this Vault?

85fa06 No.5104

>>5100
Not sure you are the anon who first posted the answers to the questions, but either way:
Among the "resistance" and sympathizers, their original gender pre-futa-fying. According to old /d/, a futa is a being that seems otherwise female, but has a dick. There is massive debate over whether or not "true" futas can or do have testicles, but it's generally agreed that they don't have female genitalia - that's hermaphrodites. Thus, everyone in the Vault was born before they all became futas, and has an identifiable former gender.

However, as that poster said, those who aren't a part of the "resistance" have mostly forgotten what gender they used to be entirely. Presumably they've just all been sucking each other's dicks while their brains turn to jelly, I don't know. So, for instance, Hyacinth doesn't have a concept of gender instilled in her anymore because her parents joined the Overseer's camp at least to some degree and they would refer to her as genderless. Her "resistancey" friends, though she doesn't know they or their parents support any such thing as a resistance, refer to her as female because that's what she was born. Essentially, the resistance is "cis scum". What Hyacinth would consider herself is hers to know and everyone else's to guess. The other kids and adults mentioned so far (sans the Overseer, mutants, and Tunnel Snakes) remember or have been raised to observe their original genders and try to speak in a tone fitting their gender, conceal or minimize contrary parts, sometimes dress in traditional 50s attire for their gender, and so on. For instance, Sergei is either a "natural A cup" or has started binding his breasts to continue to appear masculine.

You go over and somehow calm Annie down, assuring her your mother is doing everything she can and things will turn out alright. The four of you return to the table. Annie resumes serving the refreshments and Frog stammers a bit then goes back to talking about fishing lures while everyone either ignores him or pretends to care. Things are now uneasy and awkward, but not completely shit.

Your move.

85fa06 No.5105

>>5104
*if you are

3444e6 No.5108

Dice rollRolled 98 (1d100)

>>5104
>but it's generally agreed that they don't have female genitalia - that's hermaphrodites
Nigga u wat. Futanari literally means dual gendered. The debate is whether they have balls, not vaggies.

Go talk to Jean.

85fa06 No.5109

>>5108
That's not what /d/ told me.
Incidentally, this is kind of what I hate about the futa crowd, at least make up your minds internally about what terms represent what fantasy configurations of genitals.

85fa06 No.5110

>>5108
Jean initially seems intimidated and surprised that you're talking to her of all people, but you become fast friends and are soon talking guns, flowers, and Grognak. Your infectious cheerfulness draws the rest of the group in and it ends up being quite the party. You enter as strangers and leave as a close-knit group of friends.

You now have your own posse. The Vault is your canvas. What do?

3444e6 No.5111

Dice rollRolled 29 (1d100)

>>5109
Well, in this case I think dualgenered as in having both sets is best. At least they can continue procreating.

>>5110
Explore! Terrorize the Overseer! Loot! Have fun and don't do things too seriousluy!

85fa06 No.5112

>>5111
Very well. Everyone synchronously mutates a second set of genitals if they didn't have them already, or has them restored if they did over the week following the party, to varied delight, consternation, or indifference.
inb4 this gets used to make the fantasy-gendered children not only get gay raped but also gay pregnant

You form up a band of adventurous and incorrigible ruffians. Normally you would call this awesome group the Tunnel Snakes, but some uber-mutated fgts stole that dank ass name, so it's up to you to come up with something even cooler.

Mrs. Milwood is convalescent but still weak.

What name u got?

256dae No.5115

>>5112
>>>5112
>Well shit. Lets just ask our friends for ideas.

85fa06 No.5121

>>5115
Arthur - "The Initiates" or "Knights of the Round Table" ("we should keep it vague until we find a way to figure out if Hyacinth is really one of us")
Annie didn't have any ideas.
Frog - "The Anglers"
Jim - "Bravo Company"
Sergei - "Company Kalashnikov"
Hyacinth - "The Good Times" (you're not entirely sure she gets the point of the name)
Jean - "Bunker Bangers"

256dae No.5123

>>5121
Knights of the Company of Bravo Bangers.

85fa06 No.5124

>>5123
And so the K.C.B.B. was formed.
What do you wish to have fun and not take to seriously first?
A) Exploring and looting.
B) Terrorizing the Overseer

256dae No.5126

>>5124
A!
Make sure we bring guns!

8bd491 No.5131

Dice rollRolled 62 (1d100)

>>5124
Dice

85fa06 No.5138

Eager for supplies, adventure, and some good old-fashioned vengeance on the Tunnel Snakes, you soon head back to the "slums", new friends in tow.

You with two 9mms, Arthur with his 10mm and a knife, Annie with her .32, Frog with his BB gun, Jim with a hunting rifle and a knife, Sergei with an AK and a kukri, Hyacinth with the power of positive thinking (her parents don't believe in guns), Jean with a sawed-off and a 9mm as backup.

>>5131
Scrap metal, ammo, extra rations and rare Grognaks abound. It's a few days before you encounter any Tunnel Snakes, and when you do, you see them before they see you. Sergei comes back from scouting again, hushing you all and letting you know there are "snakes about". He looks to you; he is the oldest, but your mother and your reputation both make you the default leader.
"What now? Do we engage or just leave? I saw four of them but there are sure to be more close by."

650321 No.5141

Dice rollRolled 82 (1d100)

>>5138
Okay. Lets have everyone gather at a certain place. This place needs to have an upper level the Snakes can't get to. It needs to have a Lower level where they can.

We have the scout lure the tunnel snakes in and have him hide in the ventilation around. Then open fire from the top segment

85fa06 No.5146

>>5141
The best you can find is a now-pointless stairwell nearby. You perch at the top while Sergei goes to lure in the Tunnel Snakes. You loosen and prepare a nearby ventilation shaft for him. You hear a brief burst of gunfire and Sergei comes running and manages to get inside the vent and replace the cover just before a small herd of Tunnel Snakes rounds the corner and starts up the stairs. The stairs wind around and you are all at the top landing, so they're running up the first section while you're all standing or kneeling at the top of the second waiting for them.

Roll for combat, and note anything specific you want to try.

6b8234 No.5149

Dice rollRolled 10 (1d100)

>>5146
Just open fire. Have the best marksman aim for the one with the guns, if anyone has an automatic use it for any that get close.

6b8234 No.5150

Dice rollRolled 61 (1d100)

>>5141
>>5149
Damn it. Can't I use the 80?

85fa06 No.5151

>>5149
>>5150
The group panics at the size of the attacking party, and shots fly wild. You hear Sergei screaming something unintelligible down below. A few drop, others are wounded, but they come rushing up, almost upon you, when Jean drops her 9, steps to the top of the stairs, and blasts them with 12ga buckshot rounds, sending them toppling down falling over each other to the first landing again, the survivors (5 or 6) springing up from the gore of the dead and making a dash for the top of the stairway again. More have arrived at the bottom of the staircase by now, but you can hear AR fire below as Sergei mows them down, along with the occasional pop of one of the smarter Tunnel Snakes who is popping in and out taking potshots at Sergei.

What do?
Also roll.

6b8234 No.5154

Dice rollRolled 36 (1d100)

>>5151
Fire fire fiiiiire

85fa06 No.5155

>>5154
Sergei is yelling again, calling for backup, from below. Everyone reloads. Jean fires into them with her shotgun as they get back up, and retreats as the rest of you pepper them. One of them reaches the top and slashes across Jim's gun arm with a rusty butcher knife before you can fell him. You rush downstairs, where a few surviving tunnel snakes are knife fighting with Sergei, and dispatch them.

Besides being pretty cut off, his left leg has been chewed on and he is missing his little toe. A mutant living in the vent attacked him and he had to dispatch it with his kukri before escaping the vent to help you. The tunnel snakes finally overwhelmed him and he had to drop his AK to fight them in melee, but not before he managed to get the one popping off shots in the back.

Sergei's injuries are extensive, and the cut on Jim's arm looks deep and like a prime candidate for tetanus if left untreated. Sergei will need to be carried back and Jim won't be able to move very fast on his own. You field treat them as well as you can, but you should probably head back now. On the other hand, no more Tunnel Snakes seem to be coming, and you've killed 19 if you count right…this could be a prime opportunity to safely loot.

Wat do? (and roll)

6b8234 No.5156

Dice rollRolled 11 (1d100)

>>5155
Split the unhurt to loot anything of good value while the mildly hurt treat themselves and the majorly hurt. Then go back and get more medical attention.

6b8234 No.5157

Dice rollRolled 19 (1d100)

>>5156
OH COME ON. Best of three op, pleaaase?

85fa06 No.5158

>>5156
>>5157
You find a bunch of canned food and general supplies that the Tunnel Snakes must have been hoarding, and collect a .32 pistol and some knives from your fallen enemies. You also find an untouched case of Nuka-Cola, some various chemicals, a little miscellaneous ammo, and some cigarettes. Other than that there doesn't seem to be much of value. Sergei loses consciousness on the way back and him and Jean are laid up for a while while your mother tends to them. She gives you a look, but doesn't ask any questions.

The K.C.C.B. consists of you, the twins, Frog, Hyacinth, and Jean in the meantime. Wat do?

85fa06 No.5159

(I have some things planned, but I'm not sure if I should make anything happen just yet. Still, let me know if you're tired of hijinks and want plot advancement.)

6b8234 No.5160

Dice rollRolled 57 (1d100)

>>5159
Okay, lets PLOT!

85fa06 No.5162

>>5158
*Jim is laid up, not Jean

>>5160
You sit at home, playing cards with Sergei and Jim. Sergei is still a little mad that no one thoroughly checked the vent, even though he didn't think to stop and take time to either. Jim is still scared about tetanus although your mother has assured him the shot will work. He put on a brave face when his parents came to visit and they gave you a dirty look. Your mother may be the neighborhood medic and social leader, but that doesn't mean you have free license to go traipsing around getting their son in mortal danger.

The lights flicker. Just a little, and very briefly, but everyone starts. This is the first time this has ever happened, and you can hear yelling from outside. It seems it was a Vault-wide issue. Within fifteen minutes, you hear the lardy, asthmatic voice of the Overseer herself over the Vault PA system.

"Attention (hurf) Vault 105 citizens."
This last word with annoyingly overdone and undue emphasis and enunciation.
"Please do not be alarmed. As you may have noticed, (huff) the lighting system encountered a minor (puff) error recently. I can assure you that this is (hurf, hurf) nothing serious and that all systems are nominal. Thank you."
A brief bout of static, and the broadcast ends.

The next morning, the flickering continues…once every 20 minutes or so. Someone or other gives a brief and half-hearted PA announcement on the Overseer's behalf stating that the problem is being looked into, and will soon be resolved.

Flicker, flicker. And then, darkness. 6 seconds of pure terror, chaos, noise, violence. The lights come back on, as good as before, and normalcy is restored. There was an accidental disruption during the fix, the PA system explains, everything's fixed now, citizen. No need to worry.

And yet, at least once every few days…flicker, flicker.

(Fell asleep. Going to bed now, will post the hook whenever I get back to this thread.)

228bf8 No.5169

>>5162
Futa vault when?

d08e77 No.5171

>>5169
Now. Give me a sec.

d08e77 No.5172

It's a month and two more brief blackouts, the last one a terrifying, bloody, 80 second affair, before the Overseer has anything more to say about the obvious lighting problems.

There has been further damage to the electrical system, she says…likely by "vandals"…the cunt still won't admit she fucked everything up by keeping everyone downstairs and letting everyone mutate beyond control…and she's offering a sizable reward for whoever can track down the source of the problem and fix it.
"We have everything well (hurf) in hand…but this is (huff HUFF)….not in the bellybutton, you know it tickles, I'm trying to make an announcement teehee…(HUFF HUUUUUFFF HUUUFFFFF)….this is….errrrr…(hurf)….an obburduniddy fur cidizenz do show dere loyaldy and rezourceful…rez….to help us oud. If you can (huff huff huff) get to the source of the problem before our team finishes canvasing the vault, there will be a cash (hurf) reward and blendy of obburdunudies for curreer advance….ad…(hurf)….thank you, that is all"

To your surprise, your mother seems supportive of your ill-hidden enthusiasm.

"Old currency may not be worth the paper it's printed on if we ever leave the vault, but until then, it's still our basis of trade. Besides, this would get you closer to the Overseer…I know I can count on you to be discreet and careful…and a lighting failure would benefit no one, least of all the decent folk of 105."

If you start now, you'll be short Sergei and his AR (they're inseparable), which is right now your only automatic weapon. However, if you wait, someone else might get to the problem and claim the reward…even Tunnel Snakes! You doubt the Overseer even has people on the job, much less competent ones, so no threat there.

What do?

228bf8 No.5173

>>5172
Lets try and find out where the power to the light comes from first

c9c3c3 No.5174

>>5173
The reactor.

Three guesses where in Vault 105 the state-of-the-art facility-powering nuclear reactor is.

Go on, guess.

228bf8 No.5175

>>5174
Basement
Basement
Basement

c9c3c3 No.5176

>>5175
The second guess was right.

Are you sure you want to venture into the dungeon right now? (Y/N)

228bf8 No.5177

>>5176
Err… What else can we do?

c9c3c3 No.5178

>>5177
You ask your mother for advice. She says the problem could very well be the reactor, but she's not sure who would be qualified to work on it. Additionally, you'd need radiation gear and medicine, and Geiger counters, to say nothing of the whole area being filled with fast-breeding lower mutants. Even she hasn't been down there for a look since the exodus to the top. If you really need to go down there, she'll be coming with you and bringing any willing adults. However, she suggests that you might check the upper-level wiring first. The only sure way to figure out where the lighting gets its power would be to travel to the main entry to the lower levels and read the labels on the various conduits there, then follow the main lighting conduit to wherever it begins to split, examining it and any devices it passes through for signs of damage. Problem is, the closer you get to the lower level, the bigger and meaner and more numerous the mutants get. It's not likely anyone else will try getting anywhere near there to begin with, so you probably won't have any rivals (unless the Tunnel Snakes DO end up doing something smart). You could wait for Sergei to heal up and try to recruit some adults to help you in your quest…but if the lights fail completely while you wait for some reason, the Vault could be pretty much done for. On the other hand, if you go now you might get overwhelmed even with your mother's help, and the Vault would be doomed then too.

It's your call.

228bf8 No.5179

>>5178
Alright, lets do some scouting around the areas BestFutaMom described, trying to avoid contact with anything and anyone else. Light scavenging if possible too.

Otherwise, wait until Sergei is healed.

c9c3c3 No.5180

>>5179
The area where you wiped out the Tunnel Snakes group seems to be pretty clear still, but you can't go much further in than that without a fighting force, because the place is crawling with mutants.

Sergei heals pretty quickly, though he stays slightly lame in his damaged leg.

John Milwood and Jim's dad offer to come along and bring their automatics and sidearms, but John won't hear of Tracy joining up with you although she is by now on the mend.

Mom packs her things for the trip: medpack, supply kit, combat shotgun, sawed-off, 10mm SMG, .357 Magnum, two 9mms, custom-made shortsword, hand axe, 20 throwing knives, 3 flashbangs (illegal, homemade), 2 shrapnel grenades (illegal, homemade), 5 pounds of C1 (illegal, homemade), and a long spool of fuse + a lighter. And an extra meal packed for everyone in case you end up staying longer than planned. Did you remember your notebook, dear?

Anyways, you set out, moving slowly and warily. Eventually, you become aware of a large and spread-out group of 30 or so mutants in the rooms and corridors ahead of your position. There's no way around without going into areas no one has scouted recently, and you have no idea what you might find there.

Engage, or go around and try your luck? Also, roll.

228bf8 No.5181

Dice rollRolled 67 (1d100)

>>5180
Toss in a shrapnel and a flashbang from two differing angles and get them in a crossfire

c9c3c3 No.5182

>>5181
Your mother points out that grenades are more useful when your enemies are close to each other, so John and Jim's dad go forward and start shooting to scare up a mob, then sprint back to the group as your mom tosses first the flashbang, then the shrapnel grenade. Her timing is excellent and only ten or so mutants are left alive in the area, most of them injured and all easily cleaned up by your group. Before you can scavenge or go any further, though, you hear howls and yells and screeches from left, right, and front, and a thunder of feet as mutants and Tunnel Snakes converge on your position from all directions. Your friends are getting panicky, but your mother merely says:
"I didn't think of that. Might be easier this way, but we should back up a little and get to a vantage point. Any suggestions, honey?"

6b8234 No.5183

Dice rollRolled 43 (1d100)

>>5182
Get EVERYONE up high. Quickly. When there's 10+ snakes in the room have someone throw a flash and downwards at them after declaring it loudly. Otherwise shoot, have the best marksman aim at the ones with guns

36eb0d No.5204

ded?

218681 No.5228

Autistic futa /pol/ vault sim, you were too good for this world. You will be missed

13b1fb No.5240

>>5204
>>5228
Just because he didn't update yet doesn't mean he's gone, maybe he'll come back later.

205433 No.5242

>>5240
It's been almost a week mate.

764011 No.5306

Sorry was choking on too many dicks

>>5183
Sergei suggests the same staircase as before, and you all back up and in, but only to the first landing this time. The adults and Sergei hold their fire while the rest of you pick off passing or approaching mutants and Tunnel Snakes with your small arms. At last a mass of them round the corner together, charging straight into your mother's flash grenade. (ur mom flashes Tunnel Snakes huhuhuh) Everyone closes their eyes and turns around.

The automatic weapons fire briefly and then again and again and you all join in, but the throng is growing too great and you're obliged to fall back step by step under your mother's orders, children first with Sergei leading them in case of mutants at the top of the stairway, picking off more and more as you go.

You seem likely to be overwhelmed, but straggling mutants are beginning to appear from the gloom of the corridor at the top of the stairs, and there seems to be no way out.

Roll and write any specific attempts to continue fighting.

5a5bb1 No.5317

Dice rollRolled 46 (1d100)

>>5306
Fuck, I almost thought I was hallucinating.

Toss a grenade down into the throng of mutants. Use another if they seem to be getting too strong. Make sure we have a good lookout at the top of the stairs to make sure we aren't attacked properly on two angles.

5a5bb1 No.5318

Dice rollRolled 66 (1d100)

>>5317
Like. Dice. PLS.
CAN WE NOT ROLL WELL?

d25229 No.5322

>>5317
Mom tosses her last flashbang. Everyone continues firing into the growing mass of enemies. Sergei mows down the stragglers approaching from above. The mass struggles closer and closer, climbing over mounds of bodies, until they are within melee range. Machetes are brought out as Mom lobs her last frag grenade down into the lobby area, clearing out most of them. The fight finishes without injuries, but your grenades are gone.

You can rush in, trying to make a quick path to the lower level entrance before any other mutants get to you, or continue on in a slow, organized fashion, fighting whatever you meet along the way.

>>5318
>Let's make it a mutant futa /k/ vault
>Oh no things aren't going well for us
What…what did you expect anon?

2fc00e No.5323

Dice rollRolled 61 (1d100)

>>5322
>Mom tosses her last flashbang.
I meant the frag grenade m8.

2fc00e No.5324

Dice rollRolled 15 (1d100)

>>5322
>What…what did you expect anon?
Better dice rolls

Guess we should move a little faster but keep a warier eye out. Should scavenge anything immediately useful from the ones we're close to now though



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