Fallout Game Merchant 2.0 - Chapter 33: Plot Armor

Chapter 33: Plot Armor

Words : 1904 Author : WarmHoney

Chapter 33 of "Fallout Game Merchant 2.0" opens introducing characters: Chapter 33 - Plot ArmorMonths later, just as Six had anticipated, the feared nesting Deathclaw... Find out more!

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 fromKatekyo 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!

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 theprotagonistof the Mojave Wasteland. With thePlot 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. ThePlot Armorgave 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

📖 Contents

1 Chapter 1: World Info 2 Chapter 2: New Start 3 Chapter 3: Cyberpunked 4 Chapter 4: Nuka Break! 5 Chapter 5: Vault 69. Nice! 6 Chapter 6: The deserts "fucking" hot, cactus are prickly. Oh "Dear God!" this just escalated quickly! 7 Chapter 7: Rebecca takes her shot 8 Chapter 8: When life gives you lemons make an A-bomb 9 Chapter 9: Ed-e My Love 10 Chapter 10: Avengers Assemble! 11 Chapter 11: Psyker Powers Are Bullshit! 12 Chapter 12: Return of Nuka Break 13 Chapter 13: Minefield 14 Chapter 14: Mass Release! 15 Chapter 15: Such foul language from such a pretty mouth 16 Chapter 16: A Perfect World 17 Chapter 17: A Certain Item 18 Chapter 18: You’re a seven-foot walking tank wielding a 20mm anti-tank rifle 19 Chapter 19: C.a.m.p. 20 Chapter 20: Exodus 21 Chapter 21: Her 22 Chapter 22: Ron and Done 23 Chapter 23: Now I am become Death, the destroyer of worlds 24 Chapter 24: Buried under a mountain of his own ambition 25 Chapter 25: Return to Goodsprings 26 Chapter 26: Beauveria mordicana fungus 27 Chapter 27: Battle Bus 28 Chapter 28: Invasion 29 Chapter 29: Invader Slain! 30 Chapter 30: Reincarnators 31 Chapter 31: Craig Boone 32 Chapter 32: If you’re good at something, never do it for free 33 Chapter 33: Plot Armor 34 Chapter 34: Showdown 35 Chapter 35: Ncr Correctional Facility 36 Chapter 36: Powder Gangers go Boom! 37 Chapter 37: Tanya the Evil 38 Chapter 38: Gatta Catch Them All! 39 Chapter 39: I Want To Be, The Very Best. 40 Chapter 40: In The Vikki and Vance Casino At Gunpoint 41 Chapter 41: Deputy Beagle 42 Chapter 42: Binding Contract Maker 43 Chapter 43: The Deal 44 Chapter 44: Can You Find it in Your Heart? 45 Chapter 45: Ranger Ghost 46 Chapter 46: Sexy Cowboy Man 47 Chapter 47: Bimannan! 48 Chapter 48: The Prydwen 49 Chapter 49: Breaker of Chains 50 Chapter 50: Ambush 51 Chapter 51: Never argue with a chibi 52 Chapter 52: The Vi Children 53 Chapter 53: Personal time 54 Chapter 54: Picnics and Plans 55 Chapter 55: Final Invasion 56 Chapter 56: If I can’t win, no one can! 57 Chapter 57 - 5th and Last Invasion 58 Chapter 58: Fallout in the Mohave 59 Chapter 59: Revenge Invasion 60 Chapter 60: Ancher Set 61 Chapter 61: Patrolling the Mojave almost makes you wish for a nuclear winter 62 Chapter 62: The Earl of Pudding! 63 Chapter 63: Hungry for More 64 Chapter 64: New Wildlife 65 Chapter 65: Dinky the Dinosaur 66 Chapter 66: A Viper never changes 67 Chapter 67: None shall pass! 68 Chapter 68: The Screams of Brahmin 69 Chapter 69: Nightkin 70 Chapter 70: Deal with the Devil 71 Chapter 71: Nice!!! 72 Chapter 72: Batch Job 73 Chapter 73: Power Transfer 74 Chapter 74: I’ll be back 75 Chapter 75: Power changer 76 Chapter 76: Kidnapped 77 Chapter 77: Playing clue 78 Chapter 78: The Butler did it! No, I mean Jeannie May! 79 Chapter 79: Buzz! 80 Chapter 80: The truth will set you free 81 Chapter 81: Vi Family Brotherhood of Steel 82 Chapter 82: Tanya’s way or the highway 83 Chapter 83: Here we go again... 84 Chapter 84: Oh boy! Chaos. 85 Chapter 85: The Meeting 86 Chapter 86: Announcement 87 Chapter 87: Invasion Continues 88 Chapter 88: Morale Booster 89 Chapter 89: Re-beginning the battle 90 Chapter 90: "Praise the Blood God!" 91 Chapter 91: Identity revealed 92 Chapter 92: Secure! 93 Chapter 93: Contain! 94 Chapter 94: Protect! 95 Chapter 95: The Beast of Caerbannog 96 Chapter 96: Path of Destruction 97 Chapter 97: Luna Tijeras 98 Chapter 98: Six, trust me. Get us as far as fucking possible 99 Chapter 99: Hell’s Grannies 100 Chapter 100: The truth comes out 101 Chapter 101: Bond 102 Chapter 102: The vein of my existence 103 Chapter 103: Gol D. Roger 104 Chapter 104: Psychopath 105 Chapter 105: You’re not becoming a monster, we were always monsters from the beginning 106 Chapter 106: Protege 107 Chapter 107: Factsphere Sensor 108 Chapter 108: I’m a Swordsman? 109 Chapter 109: No, I’m a goddamn Marksman 110 Chapter 110: Mojave Provide Obstacles 111 Chapter 111: Don’t touch my Bus! 112 Chapter 112: Interlude: The Rabbit Hero 113 Chapter 113: Interlude: Never give up 114 Chapter 114: Interlude: Climax 115 Chapter 115: Interlude: Conclusion 116 Chapter 116: Interlude: Epilogue 117 Chapter 117: The Lonesome Drifter

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