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Jordan Peacock

Fallout Vault Dwellers - 50044, 80025 + 77176

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In the Fallout series of video games, the protagonist is oftentimes a "vault dweller" -- someone who sought refuge in, or was even BORN within, a vast underground bunker manufactured by Vault-Tec in order to survive a nuclear war.  For whatever reason, standard garb issued to these vault-dwellers consisted of blue skin-tight jumpsuits with yellow trim, and with the number of the vault in big numerals on the back (because, hey, for the next 200 years we're spending sealed up inside this vault, we don't want to get mixed up and end up getting confused about who belongs here, and not in some other vault, I guess?).  A select few who get sent out into the wastes on special missions (to find a replacement water-purifier chip, etc.) get a top-of-the-line wrist-mounted computer known as a "Pip-Boy."  And that's about it for "uniform," as vault-dweller travelers tend to start sprucing up their suits with knee pads, leather shoulder guards, armor pieces, etc., if they don't just replace the suit entirely.

 

So ... that basically means that most any Chronoscope figure who seems to be clad in spandex (or something close to it) could probably pass for a vault-dweller with the appropriate paint job.  Bonus points if there's something on the left wrist that I could transform into a Pip-Boy.

 

First off, we have Bonnie Clyde, of Vault 187.

bonnie_clyde_of_vault_187_by_jordangreyw

 

This is Reaper Chronoscope Bones #80025, "Bonnie, Futuristic Heroine," with a special guest appearance by Reaper Bones #77130, "Vermin: Beetle Swarm" as a couple of rad-roach swarms that she's fighting off.

 

The integral base is pretty tiny, and insufficient for the figure to stand on her own for very long.  I inverted one of the 25mm plastic Base Boss round bases that came with my Bones Kickstarter pack, and placed the integral base inside, gap-filled with epoxy putty, then churned up the surface a bit with the flat edge of a dull and crud-caked hobby knife in the hopes of getting an interesting texture to represent broken pavement or something along those lines.

 

The basic scheme was to paint any "jumpsuit" areas a bright blue, though the biggest challenge was to get those thin yellow lines for the trim.  (That involved a lot of back-and-forth, as I'd blotch on a little too much, then have to go back with blue to clean up the line, but then I'd blotch a bit with THAT, and have to go back with first white and then yellow on top of that, then go back with blue for more clean-up and ... ARGH!)  The figure has something that passes for a forearm wrist-band, so I just painted that up as a Pip-Boy by giving it a solid green rectangle for a screen.

 

Scenery elements include some McDonald's Happy Meal "Pixar Cars" toy cars that have had the windshield/windows removed, and wheels "flattened" by adding some putty.  The street scene consists of Tablescapes Tiles (Urban Streets - Clean) from Secret Weapon Miniatures.

 

RPG-wise, this is one of my more flexible pre-gen characters for Fallout Savage Worlds one-shot games at Necronomicon.  Despite being armed to the teeth, she has only mediocre combat ability, mostly relying on burst-fire (high ammunition expense) for any hope of hitting anything.  Her real strength is that she has high Smarts, and the "Jack of All Trades" ability.  (Well, it also helps that she has Two-Fisted and Ambidextrous.  I didn't build these as 0-xp baseline characters.)

 

My backstory explanation is that Vault 187* was home to a sociological and technological experiment that involved supplanting the culture of the original vault inhabitants by subjecting their children (and all subsequent generations born in the vault) to education exclusively through "Learning Machines" (specially adapted VR pods).  The artificial culture substituted was that of "gangster culture" as portrayed in cinematic form.  To the surprise of the remote observers, the vault inhabitants somehow survived for the next 210+ years without wiping each other out via gang wars.  (The vault was not only equipped with VR pods and a holo-vid entertainment collection entirely consisting of old gangster movies, but also an inordinate number of full-auto guns, lots of ammunition, a prohibition against alcohol, machines that could be easily converted into stills, and periodic raids by robotic rules-enforcers.)

 

Bonnie Clyde was born and raised in Vault 187, but expelled in the fallout of one of the vault's many internal power-plays.  She's actually very intelligent and has a smattering of all sorts of skills rare in the post-apocalyptic world, but she's clueless as to the realities of life in the wasteland.  She also (as per my role-play tips) talks like a gangster mol (or, for those unfamiliar with the concept, I suggested that she speaks like Harley Quinn).

 

"Jack of All Trades" basically ensured that this character would have some useful role to play in any situation, but that any area in which another PC actually *specialized*, she wouldn't be stealing the spotlight from.  (The other half of "Jack of All Trades" is "Master of None," after all.  In my house-rule version of Jack of All Trades, it applies to ALL skills that could theoretically be used "untrained" -- not just Smarts-based skills -- so its utility is a bit more far-ranging.  But in any given skill she effectively only has a d4, so it's nothing to get TOO excited about.)

 

* Note: "Vault 187" would put her vault out of the normal canon numbering convention (in the canon it's suggested that there are only 120 numbered Vault-Tec vaults built, so anything over 120 is presumably out of range), but since I'm making stuff up anyway, I figure I might as well just roll with it.

 

Edited by Jordan Peacock
background details on Bonnie for RPG
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So, ANOTHER guy in spandexy attire -- Frank Russo!

 

frank_russo_of_vault_66_by_jordangreywol

 

Reaper Chronoscope #50044, "Frank Russo, Mercenary" - 32mm scale pewter gaming miniature, on resin 25mm round base (War Cast Studios), painted up as a Vault Dweller from the post-apocalyptic, retro-futuristic setting of the Fallout series of games.  (Those are supposed to be a couple of stim packs on the back of his utility belt, in the rear view, but that's getting down to such fine detail that I can only blotch on a bit of paint and hope for the best, I suppose.)

 

The "vault" scenery is a work in progress for my Necronomicon games for 2017.  This was a Batman "Batcave" play set I picked up at the thrift store for $2, and I've been repainting it, covering up all things bat-like, and trying to "rebrand" it as a sort of cutaway view of a Vault-Tec vault.  It's not practical for miniatures gaming, but rather I'm just using it as sort of a 3D "GM screen" and a scene-setter as the PCs explore the different floors of the vault.  I'm not quite sold on the angular "rock wall" sides, as it makes it very hard to place any "furniture" inside, so I might go back and flatten out the walls with some "greebled" sections of Sci-Fi Supply techno-walls (vacu-form plastic), and fill in any gaps with some foam and a jumble of dowels, wires, and bits.  Maybe.  I'm still just making this up as I go.

 

Originally this was going to be "Vault 66" ... primarily because I liked the sound of it, what with my longstanding hopes of running a Fallout campaign themed around the idea of traveling an alternate-history post-apocalyptic version of Route 66.  The other reason was because there's a "garage" area at the bottom -- for the Batmobile -- and it's kind of hard to justify a GARAGE at the bottom of a vault, if I'm treating the very top as ground level.  I envisioned that the "garage" door headed off into some sort of road loop area.

 

My vague idea was that the "Vault Experiment" involved with Route 66 was that it was built upon a shuttered hyperloop experiment, and still had a big underground "loop" in place that would be re-purposed to be an underground driving track, and the vault residents would be left with a few nuclear-powered vehicles -- utterly useless save as a hobby to tinker with.  200 years later, after the vault is opened and the inhabitants get out, the vault-dwellers are more-or-less all "motorheads," with souped-up rides -- though they still have a bit of an adaptation issue since the roads outside the vault are far less vehicle-worthy than the controlled environment they've been raised in for the past several generations.

 

Or ... that was my concept.  I couldn't really turn it into much of an adventure.  

 

Originally, I was going to somehow shoehorn in an excuse for "Rex," the biker ganger pre-gen PC, to get to drive his nuka-bike around even in an underground vault "dungeon delve" situation, because all the passages would be large enough for a vehicle to pass through.  (Because otherwise, having Ace and Driving on his character sheet would be next to useless, if the whole adventure was going to be spent underground.)  Instead, the whole vault experiment is probably best relegated to a background detail on some character sheet to justify the Ace Edge and Driving skill for some future, road-focused adventure scenario.  (I did a road-focused game last year, but I really need to fine-tune the vehicle rules and "chase events" -- and fine-tune some of the vehicles and N-scale scenery to breeze past -- before I try THAT again.  I had a rough time in the play-test, and the convention game was almost a dud.)

 

Ahem.  I digress, again.  Anyway, this model isn't modified, per se.  The original miniature comes with two head options -- either the bare head (used above), or else a "skull mask" option.  I envision that this mini was probably added to the Chronoscope line with the intent of being a "not-the-Punisher" proxy long ago, before HeroClix came along and got that pretty well covered.  Unlike Bonnie, there's actually some room on the back where I could (and therefore feel obliged to) portray a vault number.  As with the trim on Bonnie, the thin lines of the numbering ended up requiring the most back-and-forth of any detail on this figure.

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You can't really have a wandering Vault Dweller without a faithful canine companion, who, in 4 out of 5 Fallout games with dog companions in them, tends to be named "Dogmeat" -- right?  So ...

 

dogmeat_wannabe_by_jordangreywolf-dbj6cv

 

Okay, so he's a little short for a Dogmeat.  This is from Reaper Bones #77176 "Familiars" pack -- the "wolf," to be specific, on an inverted 25mm round Reaper "Boss Base."

 

I inverted the base so I didn't have to trim off the integral "broccoli base" and then end up injuring my fingers trying vainly to pin those teeny-tiny little paws to the new base.  Rather, I just flipped one of the 25mm round bases over, and set down the dog/wolf's integral base within the hollow of the recessed area, then used epoxy putty to fill in the gaps.

 

For the kerchief and goggles, I used the "brown stuff" epoxy putty.  This version of "Dogmeat" is patterned after how he looks in all of my Fallout 4 play-throughs.  That is, I've actually gone through a few times in survival mode with different modpacks (the latest time so I can try out the "Sim Settlements" mods on Nexusmods, rather than hand-building every single silly settlement myself), but every time I start off by heading down to the Red Rocket, picking up Dogmeat, dodging molerats, then heading to Concord and stopping at a derelict house on the way that happens to have a sleeping bag on the upper floor (because there I can get a save-point in Survival mode).  It also happens that on a dresser upstairs, there is a red kerchief and a pair of goggles, and both can be equipped for Dogmeat ... so I did that the first time, and it's seemed like a "necessity" ever since.  (The only time I ever deviated from that was when I found some dog armor, and that only lasted until I read up that "dog armor" provides ABSOLUTELY NO BENEFIT to Dogmeat, so at that point it was back to "goggles and bandanna" for maximum cuteness.)

 

This "Dogmeat" is a bit short compared to my Vault Dwellers.  I suspect the "Familiars" pack is really around 25-28mm scale, vs. the 32-34mm that dominates the Chronoscope line.  So, maybe he's not Dogmeat per se.  Maybe Dogmeat had puppies, and this one's not fully grown yet.  :)

 

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On 8/4/2017 at 7:01 AM, Jordan Peacock said:

So, ANOTHER guy in spandexy attire -- Frank Russo!

 

frank_russo_of_vault_66_by_jordangreywol

 

Reaper Chronoscope #50044, "Frank Russo, Mercenary" - 32mm scale pewter gaming miniature, on resin 25mm round base (War Cast Studios), painted up as a Vault Dweller from the post-apocalyptic, retro-futuristic setting of the Fallout series of games.  (Those are supposed to be a couple of stim packs on the back of his utility belt, in the rear view, but that's getting down to such fine detail that I can only blotch on a bit of paint and hope for the best, I suppose.)

 

The "vault" scenery is a work in progress for my Necronomicon games for 2017.  This was a Batman "Batcave" play set I picked up at the thrift store for $2, and I've been repainting it, covering up all things bat-like, and trying to "rebrand" it as a sort of cutaway view of a Vault-Tec vault.  It's not practical for miniatures gaming, but rather I'm just using it as sort of a 3D "GM screen" and a scene-setter as the PCs explore the different floors of the vault.  I'm not quite sold on the angular "rock wall" sides, as it makes it very hard to place any "furniture" inside, so I might go back and flatten out the walls with some "greebled" sections of Sci-Fi Supply techno-walls (vacu-form plastic), and fill in any gaps with some foam and a jumble of dowels, wires, and bits.  Maybe.  I'm still just making this up as I go.

 

Originally this was going to be "Vault 66" ... primarily because I liked the sound of it, what with my longstanding hopes of running a Fallout campaign themed around the idea of traveling an alternate-history post-apocalyptic version of Route 66.  The other reason was because there's a "garage" area at the bottom -- for the Batmobile -- and it's kind of hard to justify a GARAGE at the bottom of a vault, if I'm treating the very top as ground level.  I envisioned that the "garage" door headed off into some sort of road loop area.

 

My vague idea was that the "Vault Experiment" involved with Route 66 was that it was built upon a shuttered hyperloop experiment, and still had a big underground "loop" in place that would be re-purposed to be an underground driving track, and the vault residents would be left with a few nuclear-powered vehicles -- utterly useless save as a hobby to tinker with.  200 years later, after the vault is opened and the inhabitants get out, the vault-dwellers are more-or-less all "motorheads," with souped-up rides -- though they still have a bit of an adaptation issue since the roads outside the vault are far less vehicle-worthy than the controlled environment they've been raised in for the past several generations.

 

Or ... that was my concept.  I couldn't really turn it into much of an adventure.  

 

Originally, I was going to somehow shoehorn in an excuse for "Rex," the biker ganger pre-gen PC, to get to drive his nuka-bike around even in an underground vault "dungeon delve" situation, because all the passages would be large enough for a vehicle to pass through.  (Because otherwise, having Ace and Driving on his character sheet would be next to useless, if the whole adventure was going to be spent underground.)  Instead, the whole vault experiment is probably best relegated to a background detail on some character sheet to justify the Ace Edge and Driving skill for some future, road-focused adventure scenario.  (I did a road-focused game last year, but I really need to fine-tune the vehicle rules and "chase events" -- and fine-tune some of the vehicles and N-scale scenery to breeze past -- before I try THAT again.  I had a rough time in the play-test, and the convention game was almost a dud.)

 

Ahem.  I digress, again.  Anyway, this model isn't modified, per se.  The original miniature comes with two head options -- either the bare head (used above), or else a "skull mask" option.  I envision that this mini was probably added to the Chronoscope line with the intent of being a "not-the-Punisher" proxy long ago, before HeroClix came along and got that pretty well covered.  Unlike Bonnie, there's actually some room on the back where I could (and therefore feel obliged to) portray a vault number.  As with the trim on Bonnie, the thin lines of the numbering ended up requiring the most back-and-forth of any detail on this figure.

For vehicle centered gameplay, have you ever come across GURPS Autoduel or Car Wars?

 

I played the first edition in high school, but never played revisions.

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