MISC FALLOUT SCENARIO PROMPTS. pulled from moments in various games. warnings for death, violence, drugs, alcohol, bugs, etc. add + REVERSE to change up who's doing what.
[ 22 ] - our muses explore vault 22 together.
[ DEATHCLAW ] - our muses are caught in a small space. there is an indeterminate amount of deathclaws outside.
[ GLOW ] - our muses explore the glowing sea.
[ STIMPACK ] - sender gives receiver a stimpack.
[ MADRE ] - our muses search for the treasure of the sierra madre.
[ DIVIDE ] - our muses explore the divide.
[ LUCKY ] - our muses get kicked out of a casino.
[ SYNTH ] - one muse is suspected by the other of being a synth.
[ BOUNTY ] - there's a price on sender's head. receiver is either hunting or hiding them.
[ IDES ] - our muses kill caesar.
[ GOODSPRINGS ] - our muses share a drink in the goodsprings saloon.
[ GRAVE ] - our muses dig a grave.
[ SNEAK ] - sender steals (or attempts to steal) something valuable from receiver.
[ RADIATION ] - receiver has radiation sickness. sender helps out.
[ FROZEN ] - sender was frozen in a vault (utp if they're pre war or if they just got caught in a situation). receiver is the first person they see upon thawing.
[ RIGGED ] - sender shot receiver. receiver is now chasing receiver through the wasteland. they meet.
[ SCORPION ] - sender has been brawling with giant radscorpions in the thorn. receiver reacts.
[ EGGS ] - our muses are on an ill-fated hunt for deathclaw eggs.
[ MEGATON ] - sender blew up megaton. receiver reacts.
[ UNDERWORLD ] - our muses explore the underworld.
[ TRANQUILITY ] - our muses "wake up" in tranquility lane.
[ AWAKE ] - sender nearly died. they wake to receiver, who's fixed them up (to the best of their ability).
[ RAIDER ] - our muses bargain with raiders.
[ BULLET ] - our muses have a shootout.
[ FISH ] - our muses see fish. maybe for the first time.
[ BOOMER ] - our muses attempt to get into boomer territory without being blown up.
[ LOCKPICK ] - sender watches receiver pick a lock.
[ HACK ] - sender watches receiver hack a terminal.
[ EMPTY ] - our muses get stuck in the big empty. brains optional.
[ SHROUD ] - our muses argue about who has to wear the silver shroud costume (and then - optionally - go run heroic errands).
[ SMOOTHSKIN ] - sender is pretty damn sure they're a ghoul. receiver is hellbent on convincing them they aren't.
[ TINKER ] - sender requests help with fixing something from receiver.
[ STAR ] - our muses find a sunset sarsaparilla star bottle cap and are attacked by a treasure hunter.
[ MOONLIGHT ] - our muses camp overnight in the wasteland.
[ DINKY ] - our muses enjoy the view from the top of novac's resident dinosaur.
[ EDUCATION ] - receiver teaches sender a little something about a skill of their choice.
[ ANIMAL ] - receiver watches as sender hangs out with wasteland wildlife.
[ STORM ] - our muses are caught in a radstorm.
[ HEARTH ] - sender shows receiver their home.
[ RECIPE ] - sender teaches receiver a recipe at a campfire on the trail.