Fallout Game Merchant 2.0

Chapter 33: Plot Armor



Months later, just as Six had anticipated, the feared nesting Deathclaw mother moved into Quarry Junction. Her presence signaled a shift in the balance of power along the I-15, as the once dangerous but passable road became a deathtrap for any who dared to venture through.

Travelers, merchants, and even the NCR personnel found themselves forced to reconsider their routes. The hulking, territorial beasts now guarded the quarry with a fierce intensity, making the direct path nearly impossible to traverse without facing certain death.

As news spread of the Deathclaw mother's takeover, fear rippled through the Mojave. For most, the choice was clear: either risk facing the deadly predators of Quarry Junction or take a more circuitous path near Caesar's Legion territory, which posed its own peril in the form of Legion patrols and ambushes.

However, thanks to the foresight of Six and his father, the solution lay in the newly constructed subway system connecting Goodsprings to New Vegas. With its safe and efficient route, travelers quickly flocked to use the subway, preferring the underground passage over the deadly surface. NCR personnel, merchants, and even civilians quickly adapted to this alternative, knowing it was the only viable route if they wished to avoid the Deathclaw-infested road or the lurking danger of Caesar's Legion.

The subway, originally built as a strategic asset for Goodsprings, soon became a crucial lifeline for the entire region. NCR supply lines, traders, and refugees all relied on the safe passage it offered. As more people used the system, his family profited handsomely from the influx of traffic, having positioned himself perfectly to capitalize on the newfound chaos.

For Six, it was a win-win situation. With travelers flocking to the subway, his resources and influence grew, while the Deathclaws remained an unchecked force that kept the unwelcome Caesars Legion and other adversaries at bay. As long as Quarry Junction remained in the clutches of the Deathclaw mother, his carefully laid plans ensured that Goodsprings thrived—both as a hub of commerce and as a stronghold of power in the Mojave.

As the sun rose over the Mojave, casting its familiar glow on the arid desert, life in Goodsprings had continued to thrive over the past two years. Rebecca and Carla had both given birth to sons, each boy bringing new joys and challenges to their families. Rebecca's son, Lambo, was yet another reincarnator, the lively soul of Lambo Bovino from Katekyo Hitman Reborn. Parenthood had not only deepened the bond between Six and Rebecca, but it had also made their partnership in survival stronger than ever before.

Now it was the year 2281, and the Mojave Wasteland stood at the cusp of chaos. The struggle for control over New Vegas and the surrounding region had intensified. The three major entities vying for dominance—Mr. House, the New California Republic (NCR), and Caesar's Legion—were locked in a dangerous game of power and strategy.

The Power Struggle for Hoover Dam

The NCR, the democratic faction trying to bring stability and law to the wasteland, had gained control of the Hoover Dam, a critical source of electricity for the region. However, both Caesar's Legion, led by their brutal and disciplined leader Caesar, and Mr. House, the enigmatic ruler of New Vegas with his army of Securitrons, had their eyes set on this key asset. The dam represented more than just power—it was a symbol of control over the future of the Mojave.

Six had stayed out of the politics of the NCR, Legion, and Mr. House so far. However, he kept a close eye on the situation, knowing that eventually, the war for Hoover Dam would draw in every faction and settlement in the region, including his own growing stronghold in Goodsprings.

Minor Factions in the Wasteland

Several smaller, yet no less dangerous, factions were also active in the Mojave, and Six knew he had to be aware of their movements.

The Powder Gangers: After staging a prison break from the NCR Correctional Facility, these convicts had become a constant thorn in the side of the NCR and the region's towns. Under the leadership of Samuel Cooke, they had taken control of explosives and shut down Sloan's quarry by stealing its dynamite supply. The Powder Gangers were unruly and violent, their sporadic raids adding another layer of instability to the region.

The Boomers: At Nellis Air Force Base, the Boomers had isolated themselves, armed to the teeth with explosives and artillery salvaged from Vault 34. These xenophobic vault dwellers had built a fortress around the base and would fire at anyone who dared to approach. Yet, their stockpile of technology and heavy weaponry made them a potential ally—or threat—depending on how events unfolded.

The Great Khans: Led by Papa Khan, the Great Khans had a storied history of violence and drug trade. They had once been strong raiders, but after their crushing defeat at the Bitter Springs Massacre, the survivors had resettled in Red Rock Canyon, where they plotted revenge against the NCR. Their drug production and rebellious nature kept them in constant conflict with other factions.

The Brotherhood of Steel: The Brotherhood had suffered heavy losses after their failed attempt to hold HELIOS One against the NCR. Elder Elijah's obsession with old technology had driven the Brotherhood into dangerous conflicts, and after his disappearance, the remaining members retreated to their bunkers in Hidden Valley. Despite their weakened state, the Brotherhood's zeal for preserving and controlling technology made them a potential wildcard in the Mojave's future.

Goodsprings' Role in the Region

Meanwhile, Goodsprings had grown into a prosperous and well-defended city, thanks to the efforts of Six, Rebecca, and their allies. The new subway system connected it directly to New Vegas, bringing in trade and travel, while Viktor's use of the Garden of Eden Creation Kit (G.E.C.K.) had turned the town into a lush oasis compared to the rest of the wasteland. However, with power came responsibility, and Six knew that eventually, Goodsprings would be drawn into the larger conflict between the NCR, Mr. House, and Caesar's Legion.

Six had spent the last two years fortifying the city's defenses and building alliances where possible. With the increasing number of Deathclaws near Quarry Junction and the rise of more organized raiders, it was only a matter of time before outside forces turned their gaze toward Goodsprings. Six's decision to let these growing dangers drive travelers toward the subway had also increased the town's wealth, but it was a double-edged sword—the more prosperous the town became, the more attention it would attract.

As the year 2281 unfolded, Six knew the pivotal battle for Hoover Dam would come soon. Though he preferred to stay on the sidelines for now, Six's influence over Goodsprings and his growing wealth and resources meant that all factions would eventually come knocking, seeking alliances or demanding submission.

Rebecca, now an experienced mother of six, stood by Six's side, fiercely loyal and ever-watchful of the changing tides in the Mojave. Lambo, their youngest son, was already showing signs of his unpredictable nature, but Rebecca's stern and loving hand kept him in check—most of the time. Their children, along with Boone and Carla's growing family, symbolized hope in a wasteland teetering on the edge of war.

As the sun climbed higher in the sky, casting long shadows over the desert, Six and Rebecca knew that the future of their town, their family, and the entire Mojave Wasteland would soon hinge on the outcome of the battle for Hoover Dam. And when the time came, Six would be ready to play his part in shaping the region's destiny—on his terms.

Six leaned back against the metallic hull of the Battle Bus, watching through the feed of one of his eyebots, as the familiar scene from the Fallout New Vegas storyline unfolded in Goodsprings. The Courier, having missed the subway, bumped into Ben, the City's crooked scout, who had cleverly switched packages with him. It was all part of a plan Six had been orchestrating for a while, though he hadn't expected things to play out this way.

The Courier, on his way to deliver a package containing a fake Platinum Chip, was intercepted by Benny and two Great Khans. In the original story, the Courier would have survived the ambush and eventually sought revenge on Benny. But Six had other plans.

When the Courier failed to regain consciousness after being shot, Six saw an opportunity. Trading the unconscious Courier to his Merchant System Store for 200,000 MSP, was far more valuable to him than sticking to the traditional narrative.

As the system notification chimed, Six couldn't help but smirk. The satisfaction of completing the quest—Usurping the Main Character—was a testament to his growing influence and control over the Mojave Wasteland. The Courier, once a key figure in the storyline, was now just another pawn that Six had traded away for a hefty reward.

The screen displayed the rewards:

Ding!

[Quest: Usurping theking. Complete]

[Objective: Successfully take over the main character role by slaying or trading him]

[Reward: Ultra-rare Violet-Tier Plot Armor]

Plot Armor:

The main character's life is safeguarded by the fact that he is the one person who cannot be removed from the storyline to proceed. Any attempts to directly kill, incapacitate, or remove him from critical moments will result in the plot bending around him in his favor. This armor ensures survival, even in the face of fatal odds, allowing the story to continue progressing with the character at the center.

The implications of this ability were massive. Essentially, Six was now the protagonist of the Mojave Wasteland. With the Plot Armor, it meant he would be shielded from any catastrophic consequences that might disrupt the storyline. Whether facing death in battle, being betrayed, or navigating political intrigue, the plot would twist itself around him to keep him alive and at the forefront of events.

Rebecca, noticing the shift in his demeanor, nudged him.

"What's the grin for, Big guy?"

Six glanced over, the glow from his Pip-Boy reflecting in his eyes.

"Just a little perk from our recent... transaction. Let's just say things are going to get even more interesting from here on out."

Boone, overhearing their conversation, raised an eyebrow but didn't press for details. He was used to Six pulling strings behind the scenes, altering the course of events in ways that often made his head spin.

Raul, ever the sarcastic ghoul, glanced over from the driver's seat.

"Does that mean we'll finally stop getting shot at every five minutes, or is that too much to ask for, Boss?"

Six chuckled.

"Unfortunately for you, Raul my Mexican friend, I think the Wasteland's just getting started. But don't worry, we'll be fine."

As they rolled into Primm, the dusty town stretched before them like a ghostly remnant of the old world. The Plot Armor gave Six an incredible edge, but it also came with the weight of responsibility. Now that the story revolved around him, any major event in the Mojave was bound to intersect with his journey. The NCR, Caesar's Legion, Mr. House—none of them would be able to ignore him for long.

Rebecca gave him a sideways glance as the Battle Bus slowed.

"You've always been good at getting us out of trouble. But now, it looks like you're the trouble."

Six's smirk deepened.

"Exactly. Let's give the Mojave something to remember."

Level: 13

NAME: Six XI

GENDER: MALE

STRENGTH: 10

PERCEPTION: 10

ENDURANCE: 10

CHARISMA: 10

INTELLIGENCE: 10

AGILITY: 10

LUCK: 10

-----------

BARTER: 54

ENERGY WEAPONS: 36

EXPLOSIVES: 36

GUNS: 100

LOCKPICK: 39

MEDICINE: 90

MELEE WEAPONS: 39

REPAIR: 100

SCIENCE: 100

SNEAK: 39

SPEECH: 39

SURVIVAL: 39

UNARMED: 39


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