Spurs Jimmying & Jangling

Setting

Fallout: New Vegas

Timeline ~2280 (Before the courier is shot)

A good game for not so good peope

Major Issues

  • Want to join the Thorn

Impending Issue

  • Basil Found a Brotherhood of Steel signal in the mountain.
  • High grade assasins attempted to take out the team when trying to make the Thorn Drop.
  • Invited to work for and maybe join The Kings
  • They have been invoted back to “the House” by a robot that called it “My Strip” once they are done “Playing with the Thorn.”
  • Mr Barker has some clues for RobCo factory
  • The NCR has sent out the team to investigater Nipton… and the team never game back

Faces & Placees

Team

Name Summary Team role
Jeremiah Jet Ex-raider Merc looking to make life work the one with the gun, straight man to the tin can
Mr Basil E. Barker A brand-promoting Mister Handy robot Contract Negotiator, Healer/Buffer
Harriette Aidan Vault Dweller w/ their psi power Fire, fire, oops, sorry about that

Faces

Name Summary
Sunny Smiles Nice lady with a dog, cheyenne. gives a mission
Trudy bartender. doesn’t so much like robots
Mark Ghoul & Primm Guard. dangrous sense of humor
Nic Traveling Merc. Saved by Mr Barker
Jim & Mark Traveling Merchants. Got their caravan saved by the team
Jenkins/Hutson Works at NCR south station. Hates the correctional facility and inmates bc lost friend
Sgt Mickelson Officer at NCR South station. Has lent and made agreements to have the prison cleaned up
Jimmy (NRC) Demolitions expert & card shark. Taught Mr. Barker a thing or two about slight of hand
Maria (NCR) sniper & base scout. Met Harriette and talked to her about recent events
The Wolf a prostitute spoke omniously to JJ about him. Had a freakey encounter in a church
Ferris former thorn, works for the Followers. Likes Mr Barker
Mick & Ralph Dealers of a lot of trouble, traded a football for forged strip passes that almost didn’t pass
Jebodiah Vault 420 agrocusturalist. Actually the overseer
Hassid Vault 420 liason. He’s dead now
Sarah Vault 420 Mechanic. Mr’s barker’s Best Friend. Has offered to go adventuring w/ Mr Barker
Dave Vault 420 Medic. He’s not here
Michelle New 420 Liason
Nathan vault 420 Facilities (HR)
Nikki Thorn Liason
The King Leader of the kings
Jimmy Suide The King’s dealer/vendor
Gabriel Appointed Thorn Agent
Groog Supermutant Thorn talent
Original Vault Thorn team
Essa Operator of Vault Hotel & Casino

Places

Name Summary
Goodsprings Helped the town a lot. Saved from Powder gangers.
NCR South Station NCR trader station at south end of the one five. They have a mission from them.
Nipton Run down town just NE of NCR South Station. A place to pick up drinks & company
McCarrens (Nipton) Custom Robot work shop and private club. JJ stole a part & Mr Barker & Harriette took a thust at the club
Vault 420 Vault in freeside: marajuana test. Very frendly
Old Thorn Base Irradiated and full of ghouls. Plan B: Never go here again
Vault 22 rats vault
New Vegas Strip A shockingly different placew
The House A glitzy upscale place they have been invited back to by a weird robot
Jimmy’s Casino A mobster based casino they got tossed from by mentioning the thorn
The High Roller A motel converted into a low key casino
The Gloved Fist A elite and fancy casino
Vault H&C A hotel & casino made from an old vault based on gaming, extra large

System

GURPS 4.x w/ Psionic Powers & Gurps Fallout

Resources

Dials

  • Computer Hacking is IQ/Average Default IQ-5

Reference

Subsections of Spurs Jimmying & Jangling

Spurs Jimmying & Jangling 11

The team searches for a stealth boy but fails to find one. However they do get Jerimiah some bottles of whiskey and bandges. Mr Barker also picks up soem medical supplies

They head up north and find an ant line in the road. Jerimiah tries to catch the line with some maltalv’s but fails after two tries. Hariette however manages to get the assist by lighting some ants on fine and creating a fire wall with the combined burning.

The team tries to sneak away before they catch some ants but fail.

In the battle of ants the team comes up very victorious though.

They then sneak up to the prison and scope the place out.

The decided to wait until nightfall to sneak on in.

They slowly use the darkness to sneak around the prison up to the entrance.

Feedback

  • I forgot to record this one.
  • I like the quick reacp anyways ;p
  • I didn’t however remember any specific feedback

Spurs Jimmying & Jangling 10

Harriette cozies herself up to the burning ant while Mr Barker turns his attention to the wounded merc. The man is down to a knee, propped up by his plasma rifle. He has taken some large bites and is looking dangerously injured. Mr Barker slides up and the merc shuffles and levels his laser rifle as the bot comes up.

“All right sir. I’m a doctor and he’s a murderer. I don’t really care which you want but point to the one you want.” Mr Barker says gesturing to Jeremiah.

The merc looks between Mr Barker and then looks to Jeremiah for a moment before he puts down his rifle. He adjusts in the dirt road and coughs out before her lets out a rough sounding “My name is Nick.”

Mr. Barker slides in close and looks over the injured merc. He realizes that he’s going to need more bandages and slides over to the bhraman but Nick pulls back up his rifle at Mr Barker. “Hands off the merch…” Mr Barker sighs and comes in, cleaning out the wounds and stitching up his wounds best he can, instead using the merc’s own cloths and some bandages that Nick offers up to help clean him up.

Nick gnaws on some food he had in his pouch, just to help his energy and then wobbles up onto his feet. He gives a big nod to Mr. Barker and really sizes up the floating mr handy bot.

“Thanks a lot, we thought you were raiders at first. So sorry about the whole…” and then he nods to his rifle. He then gives Jeremiah a bit of one of those knowing nods and turns to watch Harriette with some confusion.

“You guys seem like some honest folk. I can’t leave the stock behind. This is how I do my thing and I’d like to get paid. If you can go get Jimmy & Mark and make sure they don’t end up dead while I hold down this fort. I’m pretty sure you can get some reward here.”

“Well that’s good because reward is our middle name.” Snaps back Mr Barker.

Mr Barker decides to chase down the merchants since Harriette is engrossed in the burning ant and Jeremiah doesn’t want to leave Harriette since more ants might be coming.

As Mr Barker slides off Jeremiah does a bit of area scouting. He then realizes that they are in the middle of an ant line, and it won’t be long till plentty more come wandering across this spot.

“Hey, we’re gonna need to drag her twards the south.” He tells Nick.

“I can get these old cows along if you can manage to pull her along”

“Harriette we have to go” Jeremiah tells Harriette.

“Awwwwww! Can’t I at least take a limb?” she asks. Harriette gets up and grabs at a leg and with some tugging and a foot brace she manages to break off a leg, and the viscous fluid inside of it does easily catch fire and hold the flame like a torch.

Jeremiah leads the way as Nick ropes up the bhramin and they all start heading south slowly to meet up with the rest.

Meanwhile Mr Basil E Barker finally catches up with the two merchants and mercenary where they are all catching their breath.

“Good afternoon gentlemen! We’ve taken care of your ant problem, nick is still with the bhramin, if you want to come back and gather up your things. We are ready for you now.”

“Well I haven’t seen that kinda politeness in a loooong time.” one of the merchants says right after they laugh out. He introduces himself as Jim and they all start to walk back up north to meet up with the rest of the caravan.

“You know what the moment you started shouting and chucking shit we were shure you were raiders looking to cash in on this hazard but honestly I’d honestly loose the caravan over my life.” says Jim as they walk

The other merchant introduces himself as Mark but doesn’t say much, the final merc not even saying anything. Just keeping to himself rifle out waiting for anything.

Everyone finally meets up and Nick gives a good nod to the other merc who seems a bit shocked to see his partner and not a sneak attack. Mark shuffles though the merchandise and ensures it’s all there before he gives a thumbs up.

“Well, here’s the deal boys. We don’t have the kinda carrying caps to reward guys like you but I suppose I could give you a few really good deals if you are looking for it.”

“Well in fact we are, my associate right here is looking for shotgun shells…” Starts Mr Barker. and as he does Mark reaches in and lines up five boxes of shells.

“Well how many are you looking for here? I got five boxes and as you just well know each box gots six shells in it. Listen, you guys did us a square and that doesn’t happen int he wasteland so I’ll do you a square. I’ll give you these puppies at cost. 12 caps a box”.

Jeremiah is more than happy to buy up all five boxes. Mr Barker gets two stimpacks and a medical kit.

Jim gives a look to Harriette and her makeshift torch she is obsessed in curiously. Nick leans over and whispers to Jim and with a shrug and a laugh he pulls out a box of strike anywhere matches and holds it out to Harriette. “one cap?”

Jeremiah jumps up “No!’ and Mr Barker goes over and starts to lecture Harriette about the responsibility of having her own box of matches and on using caution and restraint. Everyone else looks totally confused now.

Harriette slinks up and trades the matches for a cap with excitement.

Once all trades are made they give nods to each other, needing to head different ways.

The team heads down south, they find a lot of dead bugs, that was not the first ant problem along this road. Harriette’s ant leg finally burns out along the road and she tosses it aside, now sulking along the road. They all reach a hill with lots of old world dead vehicles littering the road, forming something you really have to weave through.

They reach the top where there is a large fence and a group of people all in the same sand uniform, each one having a vest that sports the same NCR from earlier. The guards are the first people not to be shocked in any ways to see the odd travelers. They have a air of discipline and confidence, only really giving a nod to group.

One guard holds up a hand to the group before they enter. “Just to be sure you know; this is a fully owned and operated by the NCR military trade post. Any problems and we’ll take care of them dead. Glint’s in the sky.” He then gives a nod and steps back to let them through.

The small base has a lot of low buildings in a bit of a canyon, there is a staging area full of merchants and bhramin as well as a section gated off with what looks like offices and possibly baracks.

Mr Barker asks a grunt for the CO and gets directed to a building behind the extra fence. They group slides through the extra security without too much fuss and slide right into front desk. It’s covered with a bunch of signup forms for the NCR military and has a lot of Pro service slogans. Behind the counter working paperwork looks up at the group, his tag reading Jenkins or Hudson depending on the angle that you look at it.

“New recruits?” He asks.

“Well wishers” Offers up Mr Barker.

“Well if you are just well wishing what can I do you for? Need some arms service or information?” asks Jenkins

“Well actually we are in the powder ganger hunting business and we know this area has been having some trouble and gather you have some trouble with them.”

Jenkins goes up stiff as a board and cuts off Mr Basil E Barker. “Why don’t you wait right here.” and he buzzes in someone else.

A large man in a hat two sizes two big from that even waves the team back, and by wave them back two large men slide over and escort the team back into an office in the back and sit them all down by force. He leans back and stares into Jeremiah with one of those looks that can drill the soul out of a new recruit. The man is so intimidating Harriette goes into a hand wringing sweat. He drags on the moment just before someone else speaks up before he busts out in a hard drill sergeant voice.

“So tell me now what you are talking about powder gangers.”

“Well, so what we understand powder gan-” starts Mr Barker but he’s cut off hard by the officer

“Ex-Excuse me? What the?” He says as he looks to Jeremiah and then realize it’s the robot talking. He looks between the two and then waves his hand “Continue”

“Seems to be they took over your police station”

“Prision” he corrects sternly. “All right, first off tin can, it’s a high density prison and we’ve had a coup adn some serious problems. I’ll tell you what and I’ll tell you why; the’ve got as meny men in there as I got men in this base and we don’t screw around with odds like that. I can’t take the losses. I don’t know how all those weapons got smuggled in but we will be talking care of this problem once we can find the most efficient solution. Now, that said, word gets around fast around here and I’ve heard ganger camps have been going up in smoke. So why do you tell me a bit more about what you know.”

“My tag team and I are currently in the powder ganger killin business. we are pretty good ay making their insides become outsides. We would be happy to help front the assault on them for you. We realize they are heavily arms so we were looking for some reinforcements or weapons. You have everything to gain here and nothing to loose. If we fail, no loss.”

The officer smiles wide and leans in. “You know what tin can, I really like you. Here’s the scoop. I don’t have the men to send out right now and I really don’t have the money to be paying mercenaries, that’s not how this game is going. However If you can take care of our problem I bet I can lose a whole lot of supplies. I can front you a few weapons up front but for the most part it’s all payable on delivery.”

Mr Barker goes on the barter for stealthboys & firepower up front, and passage onto the strip on success.

The man laughs and nods “Well we don’t carry stuff like that around here. But go talk to the merchants out front. I can’t promise you anything but go tell them Sgt Michelson sent you and they just might help you out. Firepower, I can get you guys some good rifles and access to the store here but what’s you get is what’s you get. This line of credit is real thin.” He leans back then “Passage into the strip? I can do that. I can make a few phone calls and get some strip passes, which you will need if that’s where you are headed.”

The men slip out and hand over three standard issue NCR rifles and five hand grenades. Before they are lead out the Sargent nods and notes “Remember guys. Service in the NCR is it’s own reward.” The guards then physically excort the group out and back to the front of the office. Jenkins gives a nod to the group as the come out to the lobby.

“So Hudson you seem to hate them Powder Gangers do ya?” Offers up Mr Barker.

“I lost some good friends down at the corrections facility and we don’t have such nice words about those inmates. I don’t understand why we bothered to lock them up. Free labor my ass all they did was cost us good men.” he stiffly mutters out.

Mr Barker offers the recruit to come with them but Jenkins declines, not having the R&R to take to join the group, but he does wish them the best and also offers them help for equipment repairs. Jenkins then explains about all the problems on the 15 road going up north to Vegas and how it’s all on hold and they are staging out merchants because of the issues while troops try to clear the path more.

The team slips out and after name dropping the sergeant slip into the pen and talk to all the merchants but none of them have the stealthboys they want

Feedback

  • I need to provide the stats for the rifles
  • Mr barker kinda feels like he’s stealing the gametime RP heavy sessions
    • Jeremiah is still playing him, he’s just the quiet type
  • 5 points to everyone as a reward for a RP heavy session and me missing points
  • Everyone should take some time to talk to the GM some about their character and plot.
    • google docs are appreciated.

Spurs Jimmying & Jangling 9

The dynamite goes off with a huge explosion. Everyone looks about, Harriette mostly engrossed in a burning bit of asphalt on her shoe while Jeremiah instantly notices the ghoul just off a building in Primm.

“Are you feral?” shouts out Jerimiah.

He then gets to watch as the ghoul makes an annoyed face and lights a new stick of dynamite and tosses it, this one not a warning shot and rolling up to Jeremiah’s feet. With quick reflexes Jeremiah picks it up and flicks the stick right back, however the fuse ends with the stick in the air between them and explodes in the air.

Mr. Basil E Barker slides in to action. Calling for a cease fire and “Whoah Whoah Whoah let’s let cooler heads prevail. How do we manage to solve this without having any deaths.”

“What do you guys got coming around here” the ghoul shouts back. “We don’t need no trouble around”

“If you don’t want trouble shy are you throwing dynamite? We just wanna shop! We just wanna spend caps.”

The ghoul pauses and then relaxes, gesturing you in. The team comes up cautiously as the ghoul talks. “My name is Mark. He have looters and gangers coming through here more often than honest skin bags. So if you ain’t be no trouble then there ain’t be no trouble. The first one is always a warning shot anyways” he spits out in her gravely voice before laughing dryly. “You skinabgs are always soooo touchy”

He then pauses to gesture about, pointing out the general store & post, and then the casino.

The team eyes the post stop, the casino, the old hotel that looks like it’s coming apart, and the dilapidated rollercoaster that runs through it all and decides to head into the Post/General Store.

The small shop is manned by an older man. He welcomes them all but has no shells to procure, seems his regular supply caravan didn’t show up. When barker asks for more info about the caravan the old man mentions that they all come up from the south and he finds that the NCR military likes to shut down those routes for just about anything. Especially since raider activity is up, a new group supposedly is prowling the area. Also the old speedway to the south has sprung up a mutant ant hill.

Even thought the old man offers up post service and a job doing courier service from time to time if they wanna break from work that ‘usually’ involves shooting. The team decides to press on to look at the casino before heading south. A old style security bot turns to, then past them, and greets them in a prerecorded manner.

“Welcome to out casino! I’d like to remind you there is no weapons! we don’t want no trouble round here. He then turns to and past the exhibit int he middle. “Don’t forget to check out the Bonnie & Clyde exhibit. He gets stuck at the end of his bit and an Old Lady slides up and hits him to unstick him, and introduces herself as Michelle.

Hariette decides to check out the exhibit and it has a short explanation and it takes 5 caps on a slot. Hariette sits back and thinks to herself and then slips in five caps and watches. A stilted voice kicks up and starts “Welcome to the Bonnie & Slide Museum, back before the…” the exhibit rambles on for 15 minutes, explaining all there is about the history of Bonne, Clyde, and that car now all full of holes.

Meanwhile Mr Barker slides up to the cashier and trades in 40 caps for chips, the lady hesitant and talking to someone about it. He asks about and finds for the table games, sliding up for blackjack. Mr Barker sits down in the table and using his skills he manages to only loose a few scant hands in 14 minutes. A leery pit boss rolls up and starts asking hard questions about robots.

Mr. Barker tries to talk his way into this money making scheme but the pit boss isn’t buying it. Mr Barker finds himself without any chips but at least gets his 40 caps back before he’s summarily kicked out of the table room.

Jeremiah is not into the glittery and glam and walks about Primm, doing a lookout. He notices some thing or people crawling out to the North and calls out mark, pointing out the ramblers. Mark uses some binoculars and swears, noting it’s the gangers and that they have been crawling all about. He knows they are looking to expand their territory and just wish someone would take care of it. Nothing too much out of order comes to mind.

Jeremiah comes back and sighs as he shows up to see Mr. Barker jetting ejected. “What did you do now”

“I won, maybe too much”

They weigh their options and decide to head south down the road to see this NRC military camp and see if they can unclog this whole caravan since Jeremiah needs shells bad. Then walk down the road and they come up to quite a scene; huge red ands the size of a huge dog, maybe a bit larger and they are attacking a caravan.

the team decides to jump in and help the merchants and guards. A hectic large battle ensues, including Jeremiah almost blowing some people up. However only one guard goes down before Mr. Barker convinces the rest, two merchants and a merc to flee the battle, all while the team manages not to take a single hit!

Now the team is approaching the injured Merc and two remaining brhoman. With two merchants and a merc almost out of sight.

Feedback

This session felt slow Wasn’t Jeremiah’s scene The recap is running long There is an ant on fire No one has any major changes to characters Mr Barker shaping knife for crowbar 3 points for all 4 for barker

Spurs Jimmying & Jangling 7

The following has a minor retcon as mentioned feedback last week.

Jeremiah tries to sneak it out about 30-40 yards and then starts crawling about through the dirt, trying to get within 15 yards of the party. Even as the robot dances and sings it’s way through suddenly one of the gangers notices someone crawling though the dirt. Most everyone goes up on alert suddenly at the panic.

Before things can escalate Harriette decides this was the signal that she was looking for and staying behind a tent inches out and squeezes out a shot. The 9mm rings out behind the camp, causing everyone but him to turn around just in time to watch their partner collapse forward into the campfire. The other three gangers suddenly run to grab and pull their buddy out of the fire. Jeremiah sees this go down and jumps up, dashing in. Mr Barker has his song interrupted and decides to slowly back out some.

In the panic Harriette leans in, trying to spot the one who noticed Jeremiah and sneaks out to take another shot. She pops him in the back while he is trying to help his friend, a though and through right though the left lung. He partially collapses into his friend and gasping about.

One of the gangers puts it together and pulls out a knife and starts stalking towards where Harriette is hiding. Harriette drops out of the cover, jumping out and leveling her pistol and nailing him right in the core body. He waves the knife and drops down to the chest, the round not making it out the back of him. The last ganger decides to get up as his friends start dropping and runs down Mr Barker with a pistol. The other two upright guys are hurting.

Jeremiah pulls out his pistol while running into the camp and tries to pull a snap shot, skidding to a stop just to shoot. He misses the shot, going wide and ricocheting the round off of Mr Barker. He lets out a angry sound as the slide catches his hand, not gripping it right. The snap shot and the slide catch is enough for him to fumble the gun and drop it. Mr Barker flails about, going into a bit of a spin and sputtering as he really sells the hit, yelling the obscenities at Jeremiah.

Harriette glances over to the second guy who she shot, watching him try to get back up and she levels her pistol and drops a round into his brainstem area, the round to the back of his neck causing him to collapse fully on the first now.

The ganger almost to barker now turns to Jeremiah since he’s shooting, leveling his pistol up and taking a shot at the Merc, missing JJ solid. Jeremiah dives down to make himself less of a target and tries to reready his pistol. Mr Barker takes the opportunity to slide in and give a swipe with his knife.

Harriette decides to address the third guy she shot, he’s struggling with the shot to the chest. She slips up and tries to whip him with her pistol but she manages to fumble the swing. He looks up to her and coughs up some blood and pure vitriol, cursing with words of a man spent more time in prison than outside of it. Harriette tries to swing in again with her pistol but he parries it some and throws her off guard and drops her on her butt in the sand. He snarls out horrible words and crawls in some, threateningly swiping with his knife. Harriette reels back and drops her boot right into his nose, cracking it and dazing the Ganger. Finally she slips up onto her knees and reels back with all she has, a panting frustration as she snaps her pistol against his temple and with a sickening sound his head snaps to the side and he wavers for only a few moments before he coughs up more ruby and collapses in the dirt.

Meanwhile Ganger and Barker take a knife vs gun fight, Barker taking three rounds to the body while Jeremiah decides to jump up and run in to help save Barker. After taking those rounds to the chasis, and seeing Jeremiah running in while pulling out his shotgun he decides to try to grapple the gun away from the ganger. He doesn’t manage to disarm him but as the ganger sees Jeremiah getting in with his shotgun he decides he doesn’t like these odds anymore. He breaks out running though the camp and tries to get away.

Jeremiah gives a hard chase. Harriette is still in the dirt but sees him running and spins, the moment he comes by she levels her pistol and catches the running Ganger in the shoulder. He stumbles and it helps Jeremiah start to really gang on him.

Having done all she can Harriette scoots in the dirt, sighing to herself and then smiling as she cozies up a bit close to the fire. She looks into the flickering flames in the dusk, savoring the burning mesquite wood with pods and brush tossed in that give it a lot of warm cracking pops. Mr Barker grumbles and pisses and moans about as he starts despondently searching the camp for goods, digging though crates and tents. He curses Jeremiah, the Gangers, the Time of Day, everything.

Jeremiah finally gets within grabbing range of the ganger. He uses his shotgun to catch the guy by the throat, locking it in under his chin and whipping to the side to throw him into the dirt and going half down to a knee himself. They wrestle for a moment and then Jeremiah lets off a shotgun round into the air, burning the throat and under the chin of the ganger. The ganger pauses wincing and then looking deep up to Jeremiah, really sizing him up now. Jeremiah takes a moment and slips up some, pulling the shotgun out from under his chin and pushes the double barrel to the guys head. The guy looks up hard at Jeremiah and huffs.

“What do I have to do to walk out this alive?”

Jeremiah pulls the trigger, unloading the double barrel and painting a crescent sunrise along the Mohave dirt. “You’re not”

He then digs through the body as it collapses to the dirt, spurting. 12 rounds of 9mm

Back at the camp Mr Barker puts on his metaphorical physicians hat and examines the body. One of the men is very dead, two rounds and burn marks. One man has a round through and though chest and has a lower neck round; shallow breath and fluid on lungs, fully out and shallowly breathing shows soon he won’t survive. The last one has a round in the chest, fluid in lungs, a shattered temples and possible brain damage, and a broken nose, He has minutes to live at best and he has few light signs. He also scavenges the bodies for gear.

Mr Barker tallies up all the gear he found and doles out what he can to them. Jeremiah grabs a gangers outfit and Harriette grabs the one who has armor.

The team sets up camp as the sun sets on it.

Feedback

  • White has been planning on his character right now.
    • He’s traveling and will be trying to think out more of his character and will message GM privately about Ideas
  • Messaging the GM to plan out character details or share Ideas is always encouraged.
  • Mr. Barker would appreciate if I could find some Bard Like inspiration skills with speech
  • 4 skill points for all!
  • How you feeling 1 - 10
    • 7-8 for White & Whyte
    • 10
  • Learning more about the character is fun
  • Campfire descriptions were nice
  • Getting and leveling skills is a discretionary things
  • However it’s still something I’d like to see happen in game, doing something to grow
  • Not just pull up the character screen and pump up some meter
  • Mr Barker is thinking he should have had some wrestling or judo skills from the start
  • D.O.S. SKWRL needs to Look for a healer, buffer, bard character but without spells
    • like rapier wit for bonuses
  • Jeremiah is coming into the character and is a heel
    • Harriette also has a bit of a sociopathy. She’s a bit over adjusted to the wasteland and has no issue just killing people shot tot he back.
    • Mr Barker also is not so nice
    • More or less the team is nice people, they are hardly even good guys.
    • Lawful evil?
    • So far being on this saw of the law has been advantageous.

Spurs Jimmying & Jangling 6

The team all “come too” prone in the dirt, surrounded by scrap metal and other debris scattering out from the blast epicenter. They are all stunned, shocked, and partially deafened.

“moop” sounds JJ

“Good job team!” says Mr Barker

“What about dirty mops?” Says JJ

“Maybe we should lay off the dynamite” offers up JJ

“and one vote for maybe a short nap” groans Harriette

Mr. Basil Barker tries to encourage the team to move but the squishy members of the team are in need of help. After helping them all line up Mr Basil E Barker works at tending to the wounded and patches up the team very well.

The team study the pip boy map and realize the first camp they went to was the middle one, this one to the north, and the third down in a souther area of the railroad tracks. They decide they don’t want to follow the tracks down and risk running into the “backup” that was re-occupying the first camp. They head back to the road along goodsprings and head southwards. Alongside the road, just to the east they see some radscorps. The team decides to go around to the west from the road.

As they wander to give a wide berth they find what seems to be a small campsite by a old world water source and pipes. The camp has no people in it but they do discover it’s currently home to some gecos! The territorial beasts charge!

JJ actually asks this time, demanding the bot’s knife now, unto which Mr Barker hands it over.

Hariette readies her pistol but takes just a moment to look longingly at the fireplace.

“That will be your reward when we git this cleaned up” says mr Barker

Harriette unloads a round carefully, catching it in it’s open mouth and popping the top of it’s head right off, crumpling it on the ground.

The two remaining geckos charge in hard at Harriette and JJ, uninterested in the robot. Mr Barker uses this to search the camp and find himself a thing of Cram

JJ takes a hard swipe at the second gecko catching it’s ribs deep with a critical hit and gets it bleeding.

Harriette fires again but the gecko manages to slip out this time

Mr Barker works to start himself up the fire going to cook up the food, working the tinder up. (can you smell what the bot is cooking?)

The gecko’s attack! Harriette dodges but JJ catches a bite to his upper thigh!

Harriette catches the gecko coming at her with a round, getting a gecko with a core short that causes it to falter.

Mr Barker gets that fire going and starts cooking some cram.

JJ takes himself other bite and growls out. He takes a swipe and fumbles hard, almost dropping his knife in the process.

Harriette decides she’s not going to waste the rounds, she steps in and snaps the head of the gecko to the side with the muzzle of her pistol and it collapses to the ground, twitching a bit but not ever getting back up.

Mr Barker decides to swoop in, and does so full force, throwing his large frame down onto the last gecko. He crushes the Gecko like roadkill. Mr Barker sits back up and the roadkill slides down a little but is a bit stuck to him. JJ picks it off of his robot companion and tries to salvage it but can’t get anything out of it. He manages to get a gecko pelt out of another though.

JJ cooks himself up a cutlet he gets from another and then returns the knife to mr barker. Harriette enjoys some cooked spam. Harriette writes down the location in her pipboy

After a bit they decicde to head out, heading to the camp.

They come up, seeing the camp well in advance. There is no coverings now, it’s an open camp with a campfile and some tents. The team is a bit far away and cant see much more but a few people. They try to put a plan together to approach as the sun starts to get close to dusk.

Mr Basil E Barker decides he’s going to go in and give them the razzle dazzle, and give the rest the cover to sneak around and flank them, then they can aim, then aim again, then aim more, and sneak attack shoot them all. He scurries up rapidly to the Powder Gangers, he realizes they are not the gangers from before and slides up, slowing down as he comes up. They all come to their feet as he approaches. cautiously taking arms as he approaches and stares him downt he whole time.

“Greetings I am the performance bot 1000. Please deposit one bottle camp for entertainment.” He says as he extends a pincher.

The gangers seem a bit befuddled, two highly on guard while the other two shrug it off. Soon enough one fishes out a cap and hands it to Mr Barker. In a mechanical whirr and manner he slides the cap back and drops it in his chases. At this point he breaks out into song, performing Easy Living by Billie Holiday from the radio. He whirrs and does a mechanical dance alongside it, really hamming it up. Most all the gangers turn in and watch, enjoying the cheap show.

JJ slips out, giving a wide maw and eyeballs himself just shy of 150 ways, pushing into the dirt and takes aim with his 9mm

Harriette slips all around to the back, working all around to the back and side of them, sneaking behind a tent.

She sees there is four of them, the closest to one the least interested in the show but the rest are all still around the fire and watching Mr Barker do his song.

Each and every one sits and waits for the song to end with Mr Barker mechanically sweating every moment of it.

The credits are rolling and the bot is singing.

Feedback

  • Whyte regrets his decision, feeling his call was out of character, Jeremiah would know better than to try to snipe with a Pistol at 150 yards
    • He is going to sack his points for the session to retcon
  • Roleplaying is getting smoother the more we play the characters more
    • Finding chacters is happeneing
  • Play is also getting smoother each time
  • The dice were kicking butt today
  • 4 points all around for skill

Spurs Jimmying & Jangling 3

Mr Barker goes to find Sunny. He talks about their deal to get things done, talking money. He barters for 600 caps for the job done. Sunny deals up, if you can all take care of these nearby camps of theirs nearby then she’ll take the 600 caps deal. She does say, also if they could clear up the powder gangers for all of good she’d talk to Trudy and try to make yall as made as GoodSprings can be. She offers up two more possible camp sports she is suspect of.

They all meet up and head out two the first camp. Well off the beaten path they hear a hard sound as some mole rats run the team down from the left. Jeremiah and Harriette both turn and ready their guns for combat. Mr Barker attempts to take a bit of wit but the rats are hungry and it is not edible, while Jeremiah and Harriette is. The two engage in an all out gunfight, Harriette dispatching one with a single round, and the other two going down after biting Jeremiah hard. Mr Basil does the assist on one with his knife.

Jeremiah decides to steals the knife from Mr Basil since it worked on that rat well. He forcefully wrestles the blade from the robot hand. “You coulda asked!” Shouts Mr Basil and he takes a free action to be annoyed. Jeremiah throws himself on the last molerat and brings down the stolen knife to end the last one. Once it stops moving he stabs it twice more for good measure and tosses the blade back to Mr Barker

“Thank you” says Mr Barker.

“Whatever” says JJ.

Mr Barker decides to take some time to heal Harriette since she’d looking fatigued. He uses his medical knowledge and a stimpack to get her all healed up.

They finally walk up to the marker spot. They come across two railcars that are off the tracks. Railtracks run north-south and the cars are both off them, one is off on it’s side and the other is at a 30 degree angle against it, both end to end but forming a bit of a V. It’s up a small slope from the party. Harriette decides to sneak her way up and tries to peek around the cars, after a small stumble she does manage to sneak her way up and peers all about.

She sees a campfire, with four guys in nice outfits. They are mostly around the fire, making food. Alongside the back of the cars is a lot of crates. The vests they have a lot of packs they could be using for dynamite storage. The farthest one is back from the fire has a bandolier of dynamite exposed. Harriette focuses in close and one of them looks over, noticing Harriette focusing in and waving her hands just a little.

“What in the-” He tries to say

Then the earth shattering kaboom happens.

Then there is one less person. All the rest of the gangers are knocked over, one of them totally still now.

Feedback

  • Next session starts immediately
  • 4 skill points this session
    • Mr Basil E Barker gets an extra point (total 5)
  • Video helps a whole lot
  • good pacing so far
  • dm will call for perception checks

Spurs Jimmying & Jangling 2

Left along in front of the gas station/converted bar the part decides to head up north back up to the town and collect their goods. On the way up to the town they find a rad scorpion right in the middle of the road, it’s eating the remains of something.

JJ decides to sneak up on the scorpion slowly with his shotgun. Harriette join in on this sneak, sliding along side him and focuses on trying to catch fire. They all pause for a moment and with a flash she catches fire to it’s back for a moment, burning the caprice for just a moment. It spins about in panic and sees our party, lunging in for attack and misses JJ.

Jeremiah unloads a round of shotgun to the rad scorpion’s face. Harriette whips out her pistol and rings out a shot, catching it and shooting it’s stinger right off. The insect collapses in the ground

FF victory music

Jeremiah cracks it’s body open and pulls out two pieces worth of good rad scorpion meat.

The party slides in to Goodsprings and knocks on the door, meeting up with the Sheriff. They collect 300 caps and they get the keys to the old gas station just up on the hill just north. The team decides to slide up to the general store but find it closed at this dusk hour.

They instead slide in to the bar. They meet up with a lady going by the name of Sunny Smiles at the bar, there with her dog Cheyenne. She’s the one who takes care of all the odd jobs and keep the peace around here. Mr Barker decides to chat up Sunny for a bit while Jeremiah slides up to the bar and pays two caps for a beer.

Sunny is grateful to hear you are the ones who helped with the Jet deal. She lets Mr Barker she doesn’t have a lot fo opinion of sheriff Mick, he’s not good at getting things done. Mr Barker offer to fill int he gap with the harder issues. Sunny offers up if they can help get rid of a problem they have with a group calling themselves the poweder gangers, some ex-cons with explosives, she would be more than willing to pay. She gives up a campsite known for Harriette’s pip-boy and gives everyone a mighty thanks.

JJ finishes up his beer and Sunny also needs to leave so the party decides it’s time to call it a night. Jeremiah leans in to talk to the bartender, Trudy and asks where he could train some brawling around town and she recommends up Sunny is the best scrapper in GoodSprings.

The mini mart has been cleaned up and has a few cots, even a save to put your stuff. The party settles in for the night but Harriette finds little sleep.

The next day Jeremiah slips over of the general store and meets up with Chet, the shop owner. He buys up 5 shotgun shells for 3 caps a shell. JJ asks Chet to keep eyes out for a knife for him. Jeremiah is on a mission and hits up Sunny in her back area training spot and asks her if she can help with some Brawling tips. They spend the next three hours on some brawling training, for 25 caps that is.

Harriette slinks about town and spends the day. She discovers a Brauman, a giant partially rotting beast, much like a bison but with two heads and a set of horns on each. it’s mostly docile but she avoids the horrifying beast. After she comes back Mr barker and Harriette talk over the plans for taking on the gangers, mostly blow them up as much as possible and not them.

They all meet up in the high sun and prep to go out.

Feedback

  • Shotgun calculations all need to be documented on the character sheet
  • combat went well otherwise other than shotgun
  • Insomnia
    • on a standard failure she looses half the night (no recovery of FP or HP)
    • on a crit failure she takes FP loss and gets no sleep
    • it will stack after too long
  • Face to face video
    • Skype is easiest with OBS
  • Going on a Journey is our bit ;p
  • veryone gets 4 skill points

Spurs Jimmying & Jangling 1

This is an intro/demo scene, setting up the game and intro to combat and mechanics

Last week on Spurs Jimmying & Jangling… boooooooooooooooooooooooooooooooooop.

The three have come down through the North. They find a Sheriff in a small town who is imploring them for help. He knows of a Jet deal about to go down south a bit in a new makeshift bar and he doesn’t want it traveling up through his town. He gives Harriette a marker on her pip boy and offers three nights stay and 300 caps if they can prevent it._

They find a bar, but it’s hidden in plain sight, it’s an old world gas station with some strange markings on the door, supposedly to show what lies inside.

Mr. Barker tries to help himself right inside but the door is locked tight and will not budge. Jeremiah looks to Mr. Barker and gives a solid knock and gruff voice shouts out “Go Away!” Jeremiah gives aloud “No!” in return.

The bouncer opens the door and glances through the party for a few moments and then tells the team that they have to give up their guns. Jeremiah tries to hold out but he can’t keep that shotgun hidden. The bouncer attempts to awkwardly pat down Mr Barker as well. Harriette however manages to hide out her pistol from the guard and slips back behind Mr. Basil when the bouncer helps himself to a grope of her bottom.

Inside the bar looks shockingly like an old western style bar. There is five large table, in a spread X. The back area has a very long cobbled together bar which has two ten large tenders, one of them a bit twitchy. Scanning the patrons the party notes there is about 12 people in the bar, most tables has a few peoples talking or playing caravan but there is one empty table and the furthest table has one lonely guy.

Jeremiah helps himself to the empty table from the bar and the team follows. Mr Barker puts eyes on the solo guy, he’s got the junkie twitch. The other tables likely has some merchants and mecinaries at some others. Jeremiah and he goes to saunter up to the bar, and the brute of a bartender who has the nametag “Harley <3” but a lady trying to look like an old salon girl steps in and introduces herself as “Jen”. She walks Jeremiah back tensely and then takes a three beer order, dropping them off, and then putting out her hand with a less than subtile “Two caps a beer, that’s six caps for the beers.”

Mr. Barker takes himself a moment to crack wise with her about how Jeremiah orders drinks for the robot so he can double down and then much like an old midway game reaches into his head chamber and plucks out 10 caps, sliding them into her hand. He turns to her “Listen here, I’m here to represent my bosses interests and solve some problems so I need you to tell me all I need to know about some jet deal.” She smirks and then glances at the one guy sitting alone and then back to Barker a few times. She leans in adn glares into that glass eye and gives him a hushed tone. “Listen, don’t go trashing the place. We like our bar the way it is, in one peace.” She flicks eyes to the lone guy and gives up a second order of beers without a word. Mr. Barker isn’t taking any bit of a shakedown and give her the words, enough so that she turns red and walks back off to do her deal.

Mr Barker nods to Jeremiah “More beer” and JJ decides to start slinging them back. All the while Harriette fidgits with the condensation in on her beer, her presence getting a lot of looks at how shady she appears even in a bar like this.

Two men burst into the bar after a few moments, getting their patdowns and head over to single table with the junkie they got tipped on. Mr Barker calls for ideas and stares at the blank faces of his table. He thinks it out and even does a gut check then decides to go cut a promo on these guys.

All three roll up on the table, Harriette staying a little behind Mr. Barker but Jeremiah takes his beer along with him and flops himself down right in the open fourth seat at the table and looks over the three other people. The other three jump up for a moment but after a bit of a staredown they slowly sit back down as JJ sips his beer. While the guys all stare down JJ, Mr Basil E Barker gives them the razzle dazzle and verbally shakes them down to find out if they have the jet, and let them know they aren’t welcome. All while everyone is dazed and slack jawed at the robot Harriette slides Jeremiah her pistol from her jumpsuit.

“Yea what of it?” Gives the guy sitting across JJ blurts out. Mr Barker throws down the gauntlet hard “Well my friend doesn’t like you here” and Harriette swings on the guy next to her, cold clocking him across his head gear, realizing it made of metal. Jeremiah throws up a knee and slams it into the table to try to upend it, sending all of the beers into the lap of the guy across from JJ. The junkie sitting next to Jeremiah decides to punch him in retaliation in the face.

Harriette takes a solid blow from the guy she punched. Mr Barker decides to call out, turning out to the bar and works a faux securitron bit and goes to calm the bar, and everyone pulls the heat, everyone still tense but no one looking to step in now. Harriette brawls in with the Jerk, the guy who is she toe to toe with while Jeremiah goes to fists with the Junkie. While punches are being thrown the loudmouth sick of being coated with beer tries to take a flying leap at JJ but slips on the beer and comes down hard on the table and goes down to the ground prone. Mr Barker grabs the kicked out chair, swings it up high and crashes it down hard on the loudmouth.

Harriette decides to duck under the table, confusing The Jerk and focuses on her PK Fire. Jeremiah also decides to slam into the Junkie but misses hard, stumbling and hitting into the bar. The junkie grabs up JJ and throws him back into the fray, tossing him into the table. The loudmouth goes to stumble up but Mr Barker slips in and grabs him up, pinning him with those medal pinchers on his wrists. Mr Barker gives the loudmouth some hard words, intimating him hard with his torch.

Before the loudmouth can reply Harriette’s power causes the front of The Jerk’s armor/shirt catches hard fire, colorful flames leaping up. Before anyone can do anything else four shots of 45 ring out enough to make everyone stop and the bouncer announces all you gotta go. JJ tries to take a cheap shot but misses. The twitchy staps back with his hands up and the jerk works to pat himself out and grabs the bottom of a beer and dumps it on his chest to put himself out.

Everyone carefully ambles out at gunpoint. Mr Barker drags the loudmouth out like a doll, taking some time to dog out the bouncer and intimdate him, making him feel like he’s welcome for the cleanup. he give Mr Barker the laser pistol the loudmouth was carrying. The junkie slinks out the door and splits hard, running right out into the wasteland hard.

Mr Barker puts the fear on all of them, Jeremiah and Mr Barker shakes them both down hard with intimidation. Letting the Loudmouth go, Barker lets them know fire accidents can happen. The two remaining guys slip posthaste back behind the bar and slink out of view.

everyone takes a leaping high five. Jet deal broken up.

Feedback

  • The audio is being saved; and are available for White to clean up for podcast
    • It’s split channel so it will need to be sqashed to mono
  • We are up for streaming
  • Dead Money is the worst thing to happen to Fallout since Behtesta
    • The aliens DLC for fallout 3 is also horrible
  • Game went really long
    • being on voice only isn’t as nice so there is pauses
    • team dinamic night quite on lock yet
  • Everyone is stil feeling it out of course
  • Harriette needs to take will checks from time to time and those will get called out
    • she also needs to roll for sleeping to heal
  • The brawl was fun event hough rolls were jerks
  • 3 skill points to everyone