OlE
Anonymous09/09/26, 14:32No.6462077Fallout: Esto Perpetua Part 2
Part 1:
https://suptg.thisisnotatrueending.com/qstarchive/2025/6313302/
You are Ted Kazador, hunter and amateur engineer from the town of Salmon, Idaho. Your town elected you to investigate rumors of an army of robots killing and capturing people.
Previously:
Our hero traveled to Boise in search of answers, disposing of a communist and some raiders on the way and picking up Kira, a survivor of the robot attacks. In Boise he gathered information and uncovered another communist infiltrator from the west, before teaming up with Oswald, another investigator researching the robots. Together they ventured East with a caravan to Twin Falls to learn more, where the mayor offered a bounty for information on communists in the town. On the way back west the caravan was surrounded by a force of robots, who demanded surrender and stated that they place people in a chemically-induced state of extreme bliss in their facility, as their goal is to maximize human happiness by eventually placing all humans in such captivity. Those who fight are killed, as this sacrifice of human life serves the greater good of the mission. Ted cleverly convinced the robots to let them go since they could inform the other humans of the robots' "benevolent" intentions, ensuring others will agree to be taken later on.

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Replies
OlE
Anon09/09/26, 14:42No.6462079
Character sheet:Name: Ted Kazador
Level 4
Tag skills: Small Guns, Science, Outdoorsman
Traits: Bloody Mess, JinxedSPECIAL
STR: 4
PER: 7
END: 5
CHA: 3
INT: 7
AGI: 7
LCK: 7Skill levels:
>Small Guns: 55
>Big Guns: 15
>Energy Weapons: 25
>Unarmed: 50
>Melee: 40
>Throwing: 30
>Medicine: 25
>Sneak: 35
>Lockpick: 35
>Steal: 30
>Traps: 40
>Science: 75
>Repair: 20
>Speech: 20
>Barter: 10
>Gambling: 35
>Outdoorsman: 55Perks:
>ThiefYour inventory:
>Caps (568)
>Hunting rifle (Scoped)
>.308 rounds (17)
>Rusted AK-47 (Reflex sight)
>7.62mm rounds (90)
>Pump-action shotgun [Kira]
>Shotgun shells (20) [Kira]
>10mm pistol
>10mm JHP rounds (60)
>Sharp knife
>Leather jacket [equipped]
>Stimpaks (2)
>Water flasks
>Weapon maintenance kit
>Robotics book
>Pencils (2)
>Written notes
>Pip-boyCompanions:
Kira (Medicine, Barter, Speech)
Oswald Rankin (Small Guns, Energy Weapons, Unarmed)
OlE
Anon09/09/26, 14:47No.6462081
The caravan makes its way into Ferrytown in the early afternoon, and the caravan master arranges for the wagons to be ferried across the river. Some of the guards insist on taking you to the tavern, where you don't pay for a single drink for the rest of the night. Inside, you are encouraged to tell the story of the robot encounter and how you saved the caravan to the other patrons, who listen keenly. After the questions and discussion die down, you ask about the goings-on in the town. You find out that the townsfolk have been having trouble with a particularly large mutated fish, called a crawler. This one has been nicknamed Big Bertha and has a habit of ramming small boats in the river. No one has been killed yet, but the boater's guild has pre-emptively put a 500 cap bounty on her. It's getting late, and you could wait until tomorrow to try to kill it, but this would mean you, Kira, and Oswald would miss the caravan leaving tomorrow morning and would have to return to Boise alone.
>Try to kill Big Bertha tomorrow
>Leave with the caravan in the morning
OlE
Anon09/11/26, 10:28No.6462743
You decide to avoid the aquatic creature and stick with the caravan. You set out the following morning, and at midday the advance scouts report back that a pack of radscorpions is blocking the road up ahead. They counted at least seven, to the caravan's 22 fighters. On this terrain the wagons couldn't go off-road to go around. The caravan master doesn't want to lose any time and insists on shooting them head-on.
>Agree and join the attack (Small guns, roll 1d20 for success)
>Suggest you go out alone and distract them to draw them away from the road without a fight (Outdoorsman, roll 1d20 for persuade + 1d20 for success)
>Suggest waiting for them to move on (Luck, roll 1d20 for persuade + 1d20 for success)
>Suggest setting up a trap of falling rocks and baiting them into it (Traps, roll 1d20 for persuade + 1d20 for success)
OlE
Anon09/13/26, 15:42No.6463605
You try to convince the caravan master of your plan, but you fail to ply him.
"Let's not waste any time. We can shoot them easily." You and the other guards form a firing line a hundred yards from the radscorpions and open fire. You fire a few short bursts from your AK and the radscorpions fall one by one. To the left, a small radscorpion darts out from it's hiding place in the undergrowth. You and some others shoot it, but not before its stinger pierces the arm of the leftmost man. Kira rushes to his aid and gives him the antivenom she had at the ready. She starts treating his wounds and asks whether he has a stimpak, to which he answers no.
>Donate one of your stimpaks
>Let him make do with bandages
OlE
Anon09/15/26, 12:21No.6464425
You give Kira one of your stimpaks and she injects it in places around the wound after disinfecting it. She finishes tightening the bandages and the caravan gets ready to move on. The wounded man thanks you for the stimpak, and tells you he will repay you when you get back to Boise. His name is Marc, and he tells you about how he is normally a prospector but takes up caravan work occasionally to make ends meet.
>Accept the money
>Ask if he wants to join you instead (Gain Marc as companion. Tag skills: Small Guns, Lockpick, Repair)
>Turn down the moneyYou have reached Level 5! You have 20 skill points to invest, in increments of +5. Tag skills (Small Guns, Science, Outdoorsman) will gain double points. Current skill levels:
>Small Guns: 55
>Big Guns: 15
>Energy Weapons: 25
>Unarmed: 50
>Melee: 40
>Throwing: 30
>Medicine: 25
>Sneak: 35
>Lockpick: 35
>Steal: 30
>Traps: 40
>Science: 75
>Repair: 20
>Speech: 20
>Barter: 10
>Gambling: 35
>Outdoorsman: 55
Choose how to allocate your skill points.
OlE
Anon09/18/26, 11:35No.6465748
While approaching a rock formation in the evening, you spot some tracks across the path. They're human, barefoot, looks like two adult men. You and some others scout the area but find no one around. The caravan master has camp set up in the rocks and doubles the watch overnight. The night passes without incident, and the caravan leaves for Boise in the morning. On arriving in Boise, you get paid 100 caps for the journey plus a bonus of 600 for saving the caravan from the robots. Marc also gives you 150 caps for the stimpak. Oswald retrieves his new laser rifle from the gunsmith.Your inventory:
>Caps (1418)
>Hunting rifle (Scoped)
>.308 rounds (17)
>Rusted AK-47 (Reflex sight)
>7.62mm rounds (78)
>Pump-action shotgun [Kira]
>Shotgun shells (16) [Kira]
>10mm pistol
>10mm JHP rounds (60)
>Sharp knife
>Leather jacket [equipped]
>Stimpak
>Water flasks
>Weapon maintenance kit
>Robotics book
>Pencils (2)
>Written notes
>Pip-boyYou consider your next moves.
>Leave for Salmon straight away to report your findings
>Go to the market to buy something
>Work on ways to fight the robots with Oswald
>Go to the mayor and try to decode the communist's letter
>Something else
TWw
Anon09/18/26, 20:25No.6465869
>Go to the market to buy something