Vault 34, one of many Vaults spread across the old United States. Supposed to protect those who managed to escape within from Nuclear Annihilation, it accomplished this task. Yet it, like most Vaults, would be left subject to unique social experiments as dictated by the owning company, Vault-Tec.
That experiment for Vault 34 has come to a head, as the access to heavy weaponry combined with limited living space has left the Vault's continued existence at risk.
The result, well that's where you and your group come in.
When Vault-Tec built Vault 34, it would lay the foundations for its current society numerous years later. As a part of their often-times twisted and inhumane social experiments, the Vault would be left with a large stockpile of heavy weaponry, ammunition, and the equipment to maintain and add onto them, enough to make a small military base green with envy. This, combined with the Armory's beginning open access and favoring of recreational facilities over living space would indicate that Vault-Tec expected and even pushed the eventual population into tense situations or outright fighting.
They were correct.
It is now March 1st, 2231, and things have come to a head in the Vault that you and your people once called home. Rallied to leave the Vault, you stand just outside it ready to survive and live the kind of life you want to live.
Of course, a few questions must be asked. To begin with, just what is your group's origins and reason for leaving the Vault?
Choose your Origin!
[ ] Scheduled Leave: Vault 34 has had population problems for a long time, Vault-Tec having really screwed the Vault over on living space combined with the population being rather 'enthusiastic' with creating new life- set in enough that instating Population Control Measures outright would lead to immediate unrest and revolts unless handled just right. The solution, arrange for some of the 'surplus' population to be sent into the wasteland to forge their own lives! Of course they're given a satisfactory kit to leave with: food, water, knowledge, equipment, and most of all weaponry from the armory itself!
- Starting Reputation with Vault 34 set to Supported (350).
- Starts with default set kit and supplies for to be determined group population, less ability to get additional equipment, supplies, and specials from Vault.
- Starts with basic knowledge of the wasteland and area.
- Other Vault 34 descended groups are scattered throughout the wasteland, and more may pop up in the years to follow. As a consequence, the area nearby Vault 34 is already heavily stripped of salvage.
- Others know about said groups, and possibly more about your own origins. Expect less surprise at your group's appearance, for better or worse.
- Societal structure/culture left set, can be chosen next turn.
[ ] Freedom for Explosions (roughly Canon): The Overseer of Vault 34 has decided, in his infinite wisdom, to lock down the armory and give only his office the keys to it in response to the recent unrest brought by overpopulation. Many feel this was the wrong decision. Some believe that the Overseer is tyrannically consolidating power to keep an iron grip over the Vault, some believe that their decision is misplaced and is at most only a bandage to the true issue at hand, but for most of this group they believe his action tramples on liberties that they are entitled to! And so they've fought, breaking into the armory and grabbing what they could before leaving.
- Starting Reputation with Vault 34 set to Shunned (-300).
- Vault 34's fate and outcome is up in the air, but they will at least survive for a while longer.
- Starts with default set kit and supplies for to be determined population group. Usual amount of choices for grabbing additional supplies, equipment, and specials, with those involving weaponry being discounted or free (except for any reputation hit for any beyond the basic).
- Societal Structure/Culture left fluctuous, but positively (due to being new and having an opportunity to forge their own path)
-- Culture must include Pro-Weapon/Right to bear arms stance along with at least provisions for heavier weaponry at least.
[ ] Exiled for Explosions: The Overseer of Vault 34 has decided that, even with restrictions and changes there will always be those that opposes them. So they decided to get rid of said people while implementing those choices! And for this problem, it's those who have advocated for Heavy Weapons and the right to bear arms that are on the chopping block.
- Starting Reputation with Vault 34 set to Shunned (-251).
- Start with default set kit and supplies for to be determined population group, Limited amount of additional supplies and equipment which can be smuggled by supporters still in the Vault as exile is happening (note: Higher pop = fewer choices). Cost for specials increased
- Heavy Weapons set as an expensive equipment option.
- Societal Structure/Culture left fluctuous, but positively (due to being new and having an opportunity to forge their own path)
-- Culture must include Pro-Weapon/Right to bear arms stance along with at least provisions for heavier weaponry at least.
-- Impact due to being exiled, increased greatly if Heavy Weapons smuggling option is not chosen.
[ ] Freedom for the Population through Peace: The Overseer of Vault 34 has decided, in his infinite wisdom, to put severe limits and restrictions on the Vault- including the right to create new life. For a people who have been allowed to freely do so for many years, only slightly discouraged at times by the Vault's Genetic-matchup Program to prevent inbreeding, this is a restriction they will not allow. So in that case, you will leave the Vault and forge your own path.
- Starting Reputation with Vault 34 is set to Accepted (200), as while you are leaving your society it will be to the benefit of the Vault with it being a peaceful event.
- Starts with default set kit and supplies for to be determined group population, less wiggle room for equipment (starts with a couple free basic choices, rest cost reputation all the way to Neutral (0), large-case specials (or specials at all) may not be selected).
- Cannot take heavy weaponry.
- Societal Structure/Culture left fluctuous, but positively (due to being new and having an opportunity to forge their own path)
-- Culture must include no restrictions to procreating and population control measures outside of unique cases where it may concern health (such as inbreeding, STDs, etc). Even then though, there'll be some who won't care.
[ ] Freedom for the Population through Action: The Overseer of Vault 34 has decided, in his infinite wisdom, to put severe limits and restrictions on the Vault- including the right to create new life. For a people who have been allowed to freely do so for many years, only slightly discouraged at times by the Vault's Genetic-matchup Program to prevent inbreeding, this is a restriction they will not allow. So in that case, you will leave the Vault and forge your own path. That being said, you can't make the separation on your own. And there just so happens to be another trigger-happy group within the Vault willing to help in exchange for their own freedom.
- Starting Reputation with Vault 34 is set to Shunned (-400), as the leaving of the Vault was not peaceful.
- Starting Reputation with Pro-Weapon Vaulters will be determined based on choice on rolled-on events involving leaving the Vault, can range from Liked (550) to Disliked (-550) to even not being applicable.
- Starts with set kit and supplies for to be determined group population, usual amount of choices for grabbing additional supplies, equipment, and specials.
- Cannot take heavy weaponry.
- Societal Structure/Culture left fluctuous, but positively (due to being new and having an opportunity to forge their own path)
-- Culture must include no restrictions to procreating and population control measures outside of unique cases where it may concern health (such as inbreeding, STDs, etc). Even then though, there'll be some who won't care.
-- May be some impact depending on how the Vault is left.
[ ] Exiled for the Population: The Overseer of Vault 34 has decided that, even with restrictions and changes there will always be those that opposes them. So they decided to get rid of said people while implementing those choices! And for this problem, it's those who have opposed proposed Population Control Measures that are being targeted, they're the ones explicitly opposing their judgement after all, and the Pro-Arms folks at least have a good reason.
- Starting Reputation with Vault 34 set to Shunned (-251).
- Start with default set kit and supplies for to be determined population group, Limited amount of additional supplies and equipment which can be smuggled by supporters still in the Vault as exile is happening (note: Higher pop = fewer choices). Cost for specials increased.
- Societal Structure/Culture left fluctuous, but positively (due to being new and having an opportunity to forge their own path)
-- Culture must include no restrictions to procreating and population control measures outside of unique cases where it may concern health (such as inbreeding, STDs, etc). Even then though, there'll be some who won't care.
-- Notable Impact due to being Exiled.
[ ] Freedom for Us through Peace: For one reason or another, there has been another group that has been left with no choice but to leave the Vault! Now you will leave the Vault and forge your own path.
- [write-in] Describe what this separate group is and its main difference/view point that caused it to eventually have to separate from Vault 34 (note: cannot be specifically Pro-Heavy Weapons or Pro-Procreation/Population).
- Starting Reputation with Vault 34 is set to Accepted (200), as while you are leaving your society it will be to the benefit of the Vault with it being a peaceful event.
- Starts with default set kit and supplies for to be determined group population, less wiggle room for equipment (starts with a couple free basic choices, rest cost reputation all the way to Neutral (0), large-case specials (or specials at all) may not be selected.
- Cannot take heavy weaponry.
- Societal Structure/Culture left fluctuous, but positively (due to being new and having an opportunity to forge their own path)
-- No restrictions, but the big emphasis must not include Pro-Heavy Weapons or Pro-Procreation/Population Growth (note: they can be present, just not the biggest or only main point).
[ ] Freedom for Us through Action: For one reason or another, there has been another group that has been left with no choice but to leave the Vault! Now you will leave the Vault and forge your own path. That being said, you can't make the separation on your own. And there just so happens to be another trigger-happy group within the Vault willing to help in exchange for their own freedom.
- [write-in] Describe what this separate group is and its main difference/view point that caused it to eventually have to separate from Vault 34 (note: cannot be specifically Pro-Heavy Weapons or Pro-Procreation/Population).
- Starting Reputation with Vault 34 is set to Shunned (-400), as the leaving of the Vault was not peaceful.
- Will be able to choose which group (or both) will help you. May immediately doom Vault 34 if both are chosen. Cannot ally with a group if your main point is heavily against theirs (ex: Gun-Control Main point cannot be allied with Pro-Arms Vaulters).
- Starting Reputation with helping Vaulter group(s) will be determined based on choice on rolled-on events involving leaving the Vault, can range from Liked (550) to Disliked (-550) to even not being applicable.
- Starts with default set kit and supplies for to be determined group population, usual amount of choices for grabbing additional supplies, equipment, and specials.
- Cannot take heavy weaponry if getting help from pro-Heavy Weapons/Arms Vaulter group.
- Societal Structure/Culture left fluctuous, but positively (due to being new and having an opportunity to forge their own path)
-- No restrictions, but the big emphasis must not include Pro-Heavy Weapons or Pro-Procreation/Population Growth (note: they can be present, just not the biggest or only main point).
-- May be some impact depending on how the Vault is left.
[ ] Exile for Us: The Overseer of Vault 34 has decided that, even with restrictions and changes there will always be those that opposes them. So they decided to get rid of said people while implementing those choices! And for this problem, it's the fringe members of the population that are being chosen to be removed.
- [write-in] Describe what this separate group is and its main difference/view point that caused it to eventually have to separate from Vault 34 (note: cannot be specifically Pro-Heavy Weapons or Pro-Procreation/Population).
- Start with default set kit and supplies for to be determined population group, Limited amount of additional supplies and equipment which can be smuggled by supporters still in the Vault as exile is happening (note: Higher pop = fewer choices). Cost for specials increased.
- Population size can only be set to a certain amount (couple hundred) or lower.
- Other fringe groups may also be exiled, just not the main two Vault 34 groups.
- Societal Structure/Culture left fluctuous, but positively (due to being new and having an opportunity to forge their own path)
-- No restrictions, but the big emphasis must not include Pro-Heavy Weapons or Pro-Procreation/Population Growth (note: they can be present, just not the biggest or only main point).
-- Notable Impact due to being Exiled.
[ ] Exodus (Natural): Vault 34 has suffered a critical failure. The Nuclear Reactor which had over the years provided plentiful power to the Vault has undergone a partial failure- leaving power in the Vault tenous. Radiation has also begun spreading, and will soon enough leave the Vault fully uninhabitable. And so your people have put their differences aside and have gathered what they could, ready to leave.
- Starts with population set at very large, not having yet splintered from differences and issues with one another (may or may not last). Also comes with the positives and negatives of such a large group.
- Starts with a bit more time in the Vault, time to organize, grab what you can, and other actions (changes nature of Prologue).
- Vault 34 will remain largely intact but greatly irradiated upon leaving.
- Starts with somewhat low morale, with societal structure left intact.
[ ] Exodus (Invoked): The issues involving Vault 34 have peaked. Fighting has broken the community- leaving families divided and relationships broken. More so, it has left the Vault damaged. Radiation leaks from the damaged Vault, and has quickly spread- forcing you to organize what survivors you can in leaving the Vault with what gear and supplies was hurriedly grabbed. Those who had caused this in their rebellious fit have already left at least.
- Starting reputation with Vault 34 rebel group set to Hated (-860).
- More wiggle room for more starting equipment, supplies, and even special(s) to be grabbed, starts with low amount of default set kit and supplies however (can be fixed using selection of some of said equipment).
- Vault 34 is left damaged and irradiated, if with plenty of goodies and valuables still left behind.
- Starts with low morale, with societal structure left shattered and culture up in the air. Given mixed-bonus trait (bonus and malus).
AN: Alright, lets try this out.
First of all, there is a 48-Hour Moratorium before voting can begin. This will be to allow people to find the Quest and discuss the options.
Second, when it comes to options that have a write-in option, do them like the example shown below:
[ ] Freedom for Us through Peace - [Xenophilia] This group has a profound interest in meeting with and interacting with new people, with this extending up to introducing new blood into the group! Vault 34's continued isolation in regards to contact with the outside combined with the recent relative unrest has led to this group deciding to leave and meet the new people themselves.
Now then, a couple other things for reference:
The reputation system is inspired by the one in New Vegas, if set differently. It is on a scale from 1000 to -1000 as follows:
Revered: 951+
Idolized: 851 to 950
Liked: 501 to 850
Supported: 251 to 500
Accepted: 51 to 250
Neutral: -50 to 50
Wary: -51 to -250
Shunned: -251 to -500
Disliked: -501 to -850
Hated: -851 to -950
Vilified: -951+
The rank you are at can come with certain perks and disadvantages to be decided, although a general one is that Supported and Shunned provide a +5 or -5 respectively to diplomatic or similar rolls with the faction, with them being upgraded +/- 5 for each upgraded or degraded level from there (+/- 10 for Liked/Disliked, +/- 15 for Idolized/Hated, and +/- 20 for Revered/Vilified).
Besides that, choices involving Population size and choosing extra equipment, supplies, or even specials will be decided in the next prologue turn or two. Specials here are special items, equipment, or sets of them that can be said to be uniquely important. This pertains to the Prologue/start only, with specials being shown to be selectable from the extra supplies/equipment option for Vault 34. A few examples that were mentioned in a further post that won't be specials here yet technically qualify are the CAMP equipment from Fallout 76, a nuclear warhead, a tank, or vials of FEV.
That's roughly about it. So that everyone knows, there will be AU elements present. It won't be exactly off the rails of the Canon Setting and (shouldn't be) anything too major, but at the same time due to the expanded world and other factors involved with Fallout I will be introducing other things and changes, with rolls also determining things that may have been different before. An easy example of this would be robots, with more recent examples such as Late-Model Sentry Bots and Assaultrons to make their appearances sooner or later.
With that all being said, lets get started! This will be my first Quest in quite a while, so bear with me there.
If there are any questions, thoughts, or concerns, please make sure to mention them!
Effects:
- Surprise Exodus: Morale prevented from naturally increasing or decreasing, no random negative rolls unless morale gets to or below 20, broken when morale reaches 65 or a permanent/semi-permanent home is established- upon which Surprise Exodus is replaced by the Effect Home Sickness.
Current Location: Vault 34
Important People:
Name: Alliera Voltz Position: Emergency-Overseer Occupations: weapons-repairer, technician, engineer, Mod-Tinkerer, Sciences Teacher, Human Calculator, repairwoman for dozens of different systems, etc. Status: Alive Primary SPECIAL Stats: Intelligence, Luck Stress Level: 3/10
Description: Alliera Voltz is a very quirky and smart person from a family line known for such traits, Voltz has only been the created family name for a few generations after all, if not as pronounced as her. Due to this, she is a bit of a social outcast among her fellow Vault Dwellers even as she proved her worth in a variety of different roles and actions. Yet this didn't put her down, and when the Reactor suffered a partial-failure and fires broke out in the Vault she stepped forward- helping to direct people and restore order. As a result, she has now been made the Overseer of Vault 34.
Traits:
SCIENCE!: You are an embodiment of science, being pretty much the smartest person in the Vault. Gain +5 to all Learning rolls.
Multitasking: You are great at multitasking, and while this mostly helps in the lab this also helps you here: Gain one Learning or Stewardship Action Point.
Quirky: Your family has been very quirky and odd for a long time, with Voltz having certainly not been the family name your ancestors had when coming into the Vault. As a result, you're a bit of a social outcast... and your own social skills aren't all that good either. Gain -5 to all social and diplomatic rolls, serious crit-failure for Social rolls increased from 1 to 1-3, and soft crit-failure from 2-4 to 4-7.
- Martial: Actions pertaining to a security or militaristic nature.
- Stewardship: Actions that involve building up and managing your faction.
- Learning: Actions involving high-tech, research, SCIENCE!, knowledge, sometimes Lore, and such.
- Social: Actions involving both Diplomacy and internal socials.
- Culture: Actions involving the culture/society of your own faction, of others, sometimes Lore, and such.
- Intrigue: Actions involving Stealth, subterfuge, espionage, and such.
- Personal: Personal actions that the Leader can take.
Reputation (-1000 to 1000):
Reputation is a measure of what a group, faction, or even noteworthy individual thinks about you. Of course the actual relationship between a faction and you can be more specific or even different then what the score may suggest, but they act as a baseline nonetheless.
Revered: 951+
Idolized: 851 to 950
Liked: 501 to 850
Supported: 251 to 500
Accepted: 51 to 250
Neutral: -50 to 50
Wary: -51 to -250
Shunned: -251 to -500
Disliked: -501 to -850
Hated: -851 to -950
Vilified: -951+
The rank you are at can come with certain perks and disadvantages to be decided, although a general one is that Supported and Shunned provide a +5 or -5 respectively to diplomatic or similar rolls with the faction, with them being upgraded +/- 5 for each upgraded or degraded level from there (+/- 10 for Liked/Disliked, +/- 15 for Idolized/Hated, and +/- 20 for Revered/Vilified).
Crits:
Critical rolls will simply be defined as follows unless specifically modified:
- 1 = Hard Fail Crit
- 2 - 4 = Soft Fail Crit
- 97 - 99 = Soft Success Crit
- 100 = Hard Success Crit
A success crit will automatically get a crit roll to determine intensity of the crit.
Stress Levels (1-10):
The Stress Level will be a mechanic to determine, well, stress. As a basis, at a level of 8/10 stress you suffer a -5 to two categories, one determined at the start of the turn and one determined after the votes for the turn are done. A 9/10 will result in those two rolls being both done after the votes for the turn are done. A 10/10 finally will result in a roll to determine if the leader suffers a breakdown and the temporary lose of all free ap minus any provided directly by another person until the Stress level is reduced.
With that being said, low Stress provides benefits. Stress being at Level 2 provides a default +5 for a single category to be determined by vote along with the turn vote. Stress being at Level 1 results in a free personal Action Point being given.
Stress will automatically increase at a rate of 1 level per turn (for normal turns, not during prologue) with some situations being possible that will either negate that or add an extra stress level. Stress can be decreased via a personal action.
Morale (0-200):
Morale runs on a scale of 0 to 200. Higher morale of 150+ means that random positive rolls can begin which will see if anything useful or even just interesting happens among your populace. The highest at 185-200 will give a universal +5 to all rolls unless specified. The opposite is true for the lower side, as 50 and below can mean that random negative rolls which can see if there's any incidents or issues among your populace can begin, with 0-15 resulting in a universal -5 to all rolls. Morale will naturally grow or decay by 10 towards the middle at 100, but certain events or effects can effect the amount of prevent morale growth or decay from happening.
Certain events can also grant or take away morale itself, such as a great victory granting you +20 morale or losing a settlement result in -30 morale.
Omakes:
Doing an omake can result in a reward being offered! Specifically, depending on the length and quality the reward can go from a +5 to a +10 or even +15 on an action of your choice. Furthermore, if such an omake is considered canon, contents of it, including characters or factions, may be featured and included in the Quest!
When applying an omake bonus to something, be careful as should a prerequisite for that roll not be met (such as a quality roll for after an action is completed) that omake bonus will be degraded by -5, with those that are +5 being reduced to zero.
Item Description:
- Vault-Tec Immuno-Boosters: A mysterious drug created by a part of Vault-Tec's Future-Tec Division, this drug was made near-exclusively for the Vaults. Specifically, it is meant to make sure that once the populace opens the Vault and goes to the surface, they can lessen the risk of contracting any various diseases or illnesses from anything up above or vice versa. It doesn't wholly eliminate the risk though, merely 'leveling' the playing field.
- GECK: The Garden of Eden Creation Kit is another creation of Future-Tec, and considered one of its greater creations. It's power unit, while not Cold Fusion as was advertised, is still the cutting-edge of Fusion technology with experts from groups such as Mass Fusion and Big Mountain, with it being capable of being both its own standalone unit and being the core part of a larger Fusion Reactor capable of capably powering a Vault-descended settlement- either as a one-core power generator or as part of a two-core generator reflecting each Vault on paper getting two GECK units. Otherwise the GECK has a few various atmospheric stabilizers, the parts to make a medium-scale water purifier, a small-scale Fabricator capable of painstakingly making basic tools and clothing when supplied materials, and a data-archive containing a variety of information and schematics drawn from Encyclopedias, the Library of Congress, and other well-reputable sources. It is not wholly without fault however, as miscalculations on the part of Future-Tec scientists have meant that the soil supplements and seeds have decayed, and without access to a Vault to disassemble parts from making full use of a Standard GECK can be difficult.
- Genesis-Model GECK: Very few of these were ever made, yet they completely live up to the hype from Future-Tec scientists and developers. Sacrificing most of what the standard GECK Unit supplies, the Genesis-Model GECK collapsing and reforming non-artificial matter around it into pollutant free, fertile virgin land and water. This is a one time use-item, although with some effort and smarts parts of the used GECK can be salvaged and repurposed.
Exodus (Natural): Vault 34 has suffered a critical failure. The Nuclear Reactor which had over the years provided plentiful power to the Vault has undergone a partial failure- leaving power in the Vault tenous. Radiation has also begun spreading, and will soon enough leave the Vault fully uninhabitable. And so your people have put their differences aside and have gathered what they could, ready to leave.
- Starts with population set at very large, not having yet splintered from differences and issues with one another (may or may not last). Also comes with the positives and negatives of such a large group.
- Starts with a bit more time in the Vault, time to organize, grab what you can, and other actions (changes nature of Prologue).
- Vault 34 will remain largely intact but greatly irradiated upon leaving.
- Starts with somewhat low morale, with societal structure left intact.
March 1st, 2231
3 Days before Vault Exodus...
One thousand people.
That was apparently the population size that a normal Vault could manage. It could likely maintain more, but that would result in choices such as careful rationing and double-bunking on living space.
Vault 34 was beyond that point, despite having that roughly 1000 people. It hadn't been made as a normal Vault, you were sure of that when thinking over the amount of living space given to the people. Those thousand people who had interacted each other, talked to each other, and developed friendships and relationships with one another for their entire lives had almost reached a boiling point. You were sure of that. The high population, combined with recent issues with things such as population control measures and sealing the armory was no doubt in your mind going to lead to some kind of confrontation. The tension in the Vault had been palatable mere days ago in fact.
Yet, all of that was put on hold when the Reactor suffered a partial failure for reasons unknown, a reminder occurring even now as the lights in the Vault flickered and a nearby terminal beeped loudly- momentarily disconnected from a power source and having to rely on its internal battery for a few moments before the flow resumed.
When the failure had happened, the Vault technicians had quickly acted to try to fix it. You didn't know if they messed up or if the failure was worse then expected, but contact was lost in that section as the reactor system suffered a further cascade of failures and that section being automatically locked down along with fires and such breaking out elsewhere that saw to a few people dying. All of this didn't do anything to stop the issue of radiation, steadily becoming a concern as it would soon spread outside the locked down section. Between that and the power issues, the locked down section having also closed off access to the Geothermal units and their possibly effected equipment, leaving the Vault was a must now. Many complained and worried, and yet the situation was a matter of life or death and they knew that. Some even embraced it, ready to finally go up onto the surface or glad that the tensions and issues were gone and dealt with.
Getting up from your seat for a moment, you make your way towards the living quarters attached to the Overseers office, yours, and glimpse at the desk-plate, reminding you of who you are...
[ ] The Old Overseer
Name: Adam Buckley
Primary SPECIAL Stats: Endurance, Perception
Stress Level: 6/12
- You have been Overseer for the past several years, being in charge during a time of growing problems and issues that had been carefully managed for over a century previously and having just recently became critical due to negligence from your predecessor. Traits:
Experienced: You've been in a leadership role for years now, with knowledge on how to keep an established society running. Gain one Stewardship Action Point and +5 for Stewardship rolls.
Enduring: You have not broken under both the normal pressure of being a Vault Overseer, but also the stress and turmoil of recent events and the past couple years of tensions. Gain +5 for resisting panic and pressure. Reduced consequences of higher stress and increased tolerance for it (+2 to max stress level).
Stubborn: While your stubbornness has helped you maintain order and a clear directive, it's also certainly caused problems. Gain malus for rolls for changing Societal/Government Structure and certain stances (such as Isolationism), along with a -5 to Social rolls for actions within your faction. May not apply when building up or adding entirely new things, such as new 'departments'.
[ ] The Guiding Firebrand
Name: Abigail Pearl
Primary SPECIAL Stats: Charisma, Perception
Stress Level: 5/10
- A respected member of the Weapon-Enthusiastic part of the Vault, you are considered a level-headed, smart, and rational person. This has led you to helping keep the peace among not only your faction but among the other Vault 34 dwellers, buying time for peace even as you tried to convince the old Overseer to stop locking down the Armory. That, as everyone knew, didn't work, and so eventually you agreed to work with your fellow Vaulters when the plan came up to storm the armory and leave. Thankfully this would now no longer be needed, now that you've been put into the position of Overseer. Traits:
The Negotiator: You have for many years served to help keep the peace and help opposing people talk. Gain +5 to Social rolls.
Like Mother like Daughter: Your Daughter, Mary Pearl (Mother Pearl) is just entering adulthood now. She takes after you quite a bit, and can help in certain matters. Gain one Social or Martial Action Point.
Boomer at Heart: Despite you being quite the rational person, at the end of the day you're still a boomer. Malus of -5 applied to Intrigue rolls.
[ ] Officer in Charge
Name: George Cortez
Primary SPECIAL Stats: Strength, Agility
Stress Level: 5/10
- Appointed as Chief Security Officer by the previous Overseer, you have been at the forefront of confronting the tensions, issues, and incidents that have been rising up at home. More then once you've had to use a baton and taser on your fellow Vault Dwellers, with always the small worry about privately owned guns being brought out. Now with you being the Overseer, you are in charge of the very people you had dealt with. Traits:
Defending the people: You were charged with maintaining security and defending the populace before, and that continues now. Gain +5 to defense and defense-preparation rolls.
History Buff: You always had an eye for history, reading various textbooks, biographies, and works about the past- many of them specifically about the old country your Vault is in. And while many neglected to do so, you made sure to study your region of the United States Knowledgeable about old history and especially the United States, including some more well known if basic local facts, features, installations, and locations. +5 to rolls involving old lore and groups/cultures with some relation or reference to something pre-war.
Firm Rule: You aren't much of a person for leniency or such, preferring instead a firm yet fair rule to provide security- even if people don't like it. Malus to internal unity and increased likelihood of incidents. Reduced non-Martial morale raises and increased morale drops.
[ ] Techies get a turn
Name: Alliera Voltz
Primary SPECIAL Stats: Intelligence, Luck
Stress Level: 3/10
- You are smart. Very smart. You've known that since you were little, and others knew about it only a bit sooner when you started forming words at seven months old and performing basic math at a year and a half. You've been put into a lot of roles during your life in the Vault- weapons-repairer, technician, engineer, Mod-Tinkerer, Sciences Teacher, Human Calculator, repairwoman for dozens of different systems- name it and you're more likely to have done it then not. Through all of this you've gained a good amount of wealth, helped by you focusing more on WORK! and SCIENCE! then leisure. Between that wealth, you rapidly working to seal what few ways the radiation could've easily leaked into the rest of the Vault quickly, and getting people to stop panicking and think rationally, you were assigned the role of leadership... even if you didn't exactly like it. Traits:
SCIENCE!: You are an embodiment of science, being pretty much the smartest person in the Vault. Gain +5 to all Learning rolls.
Multitasking: You are great at multitasking, and while this mostly helps in the lab this also helps you here: Gain one Learning or Stewardship Action Point.
Quirky: Your family has been very quirky and odd for a long time, with Voltz having certainly not been the family name your ancestors had when coming into the Vault. As a result, you're a bit of a social outcast... and your own social skills aren't all that good either. Gain -5 to all social and diplomatic rolls, serious crit-failure for Social rolls increased from 1 to 1-3, and soft crit-failure from 2-4 to 4-7.
[ ] write-in, following the prompt involving choice title, name, primary SPECIAL stats (choose 2) and description. Stress level, the two positive Traits and the one negative trait will be determined through decisions and rolling on my part.
...you head into your room, heading to the bathroom to freshen up real quick. You had a meeting in 15 minutes after all, and this gave you a moment to gather yourself. Splashing cold water onto your face, you glance up and see your reflection...
[ ] Insert Image (make sure to spoiler the image)
AN: Alright, so its time to choose who the leader is- with a few pre-determined ones and a write-in option and something for appearance. For this, chose a Leadership option and (if possible) provide a reference picture below it. There will be a roughly 24-hour Moratorium.
I've also decided to go with a modified CK2 system in terms of post-prologue actions, with Diplomacy being replaced by Social (covering both diplomacy and internal social actions) and piety with culture:
- Martial
- Stewardship
- Learning
- Social
- Culture
- Intrigue
- Personal
The SPECIAL Points as a heads up will not be involved in influencing any rolls, instead simply giving a bit of a description of the leader and something to influence their traits and description.
The Stress Level will be a mechanic to determine, well, stress. As a basis, at a level of 8/10 stress you suffer a -5 to two categories, one determined at the start of the turn and one determined after the votes for the turn are done. A 9/10 will result in those two rolls being both done after the votes for the turn are done. A 10/10 finally will result in a roll to determine if the leader suffers a breakdown and the temporary lose of all free ap minus any provided directly by another person until the Stress level is reduced. For the choice of Adam Buckley, this is changed a little. The level 8 consequences stay the same, but the level 9 consequences are pushed to level 10, and the level 10 consequences pushed to level 11, with level 12 being the breakdown roll.
With that being said, low Stress provides benefits. Stress being at Level 2 provides a default +5 for a single category to be determined by vote along with the turn vote. Stress being at Level 1 results in a free personal Action Point being given.
Stress will automatically increase at a rate of 1 level per turn (for normal turns, not during prologue) with some situations being possible that will either negate that or add an extra stress level. Stress can be decreased via a personal action.
An example for a write in will be bellow:
[-] Gary the Clone
Name: Gary
Primary SPECIAL Stats: Endurance, Agility
- Gary is a special man, ignoring the fact that there are dozens of him in his Vault. Gary often relies on his trusty pipe to deal with the non-Garries that occasionally enter, and enjoys talking with his fellow Garries.
By the way, I've gone ahead and made a quick discord server for this quest and any potential future ones. I'll be doing the rolls here and then putting the results on the Quest here, but otherwise there shouldn't be anything of importance that'll be strictly on there. Nonetheless it'll be a place to hang out, ask questions involving the Quest, that sort of thing.
Techies get a turn Name: Alliera Voltz Primary SPECIAL Stats: Intelligence, Luck Stress Level: 3/10
- You are smart. Very smart. You've known that since you were little, and others knew about it only a bit sooner when you started forming words at seven months old and performing basic math at a year and a half. You've been put into a lot of roles during your life in the Vault- weapons-repairer, technician, engineer, Mod-Tinkerer, Sciences Teacher, Human Calculator, repairwoman for dozens of different systems- name it and you're more likely to have done it then not. Through all of this you've gained a good amount of wealth, helped by you focusing more on WORK! and SCIENCE! then leisure. Between that wealth, you rapidly working to seal what few ways the radiation could've easily leaked into the rest of the Vault quickly, and getting people to stop panicking and think rationally, you were assigned the role of leadership... even if you didn't exactly like it. Traits:
SCIENCE!: You are an embodiment of science, being pretty much the smartest person in the Vault. Gain +5 to all Learning rolls.
Multitasking: You are great at multitasking, and while this mostly helps in the lab this also helps you here: Gain one Learning or Stewardship Action Point.
Quirky: Your family has been very quirky and odd for a long time, with Voltz having certainly not been the family name your ancestors had when coming into the Vault. As a result, you're a bit of a social outcast... and your own social skills aren't all that good either. Gain -5 to all social and diplomatic rolls, serious crit-failure for Social rolls increased from 1 to 1-3, and soft crit-failure from 2-5 to 4-7.
How you actually managed to get into this position you did not know. Sure, one of the small explosions and fires had killed the old Overseer, along with the other Department heads and therefore the line of succession. You yourself had been safe in your small Tinkering Station, having taken the proper precautions to make sure any explosive failure from the attempt to repair the Reactor wouldn't hit you once your offer to be a part of the team going down there was declined. Idiotic on their part, you had been the one who had warned them both four months ago and a few years back about the Reactor's condition not looking good after all, but in the end it came out alright with you. After all, you doubted you would've been in charge on the team sent down there if you were allowed to come with, and thus the actions that led to it's condition worsening dramatically would've likely been repeated as your suggestions and advice would've been ignored.
Again.
As for becoming Overseer yourself. That had been quite accidental. You had originally gone out to quiet down your fellow Vault Dwellers in their scrambling and panic, not wanting the damage to get any worse. Directing a family back to their apartments here, getting a couple technicians to work on equipping the Mister Handies for fire-fighting loadout and send them to deal with the fires there.
Over time you ended up having to deal with most of the panic and direct people to where they needed to go and what they needed to do, and by the time you realized that most of those nominally in charge were either dead or injured you had already taken the lead in directing people.
It took a day to get things stabilized and, well, it turns out that being the directing voice of reason at a time where there's no one else was a good way for people to overlook you being 'quirky' and a partial social outcast. And so, with a bit of protest from you, you had been made Emergency-Overseer. Great.
And so here you were now, a couple days later. All the damage that could be access had been repaired or at least patched up and dealt with. Those who had been injured had been stabilized, and an uneasy calm had fallen upon the Vault. By that point, through what offsite diagnostics and capabilities you had from the Overseer office and a couple offices for Engineers and technicians, you got a decent idea of the state of the Reactor.
It was bad.
The Reactor itself wasn't going to undergo a full meltdown or boom anytime soon, and thank goodness for that, but whatever those dolts had done down there had worsened the situation. The lockdown had been expanded from just the Reactor room to a good portion of the Fourth Floor, and much of that was filled with by now lethal amounts of radiation. Adjacent rooms down there had also been damaged, and there were power fluctuations going on as something else had been damaged down there. The backup Geothermal Power Plant was still running, and the batteries would be good for a few days worth of normal use if those shut down or got fully severed, but as is all of this made the Vault's situation tentative.
And that wasn't even getting to the worst part.
"We have, at a minimum, three days until the seals begin to fail- allowing radiation to be spread from the locked down section of the Fourth Floor into the entire Vault."
As expected, that had gotten a mix of disbelief, shock, and dread from those assembled. None of them were really anything special as far as you had checked, just a few people capable enough to give reports, relay orders, and take charge of certain tasks.
"Al- Overseer Voltz, surely there's something that could be done?" One of them asks a bit desperate, only for you to shake your head.
"If it was before the Reactor's condition worsened or if the spread had managed to be contained to a far smaller area or even if we still had direct access to Life Support, I could quite certainly do something to either fully quarantine the radiation zone or at least buy more time. Unfortunately I have none of those, and the fact radioactive particles aren't being pumped through the Vault's ventilation system means that we're lucky enough that Life Support must simply be cut off from us instead of heavily irradiated like other rooms currently are." You say matter of fact, looking at each of them before looking specifically at one who you had assigned a slightly grizzly job to.
"We do not have anyone of our Nuclear Experts or Reactor Technicians alive, correct?" You ask, getting a nod from the man you asked the question to.
"Unfortunately so ma'am. They're among the 18 missing and likely dead in the sealed section of the Fourth Floor. The only one of them who hadn't been down there died from his wounds last night, bringing our total casualties to 38 dead or presumed dead and 24 wounded."
You take a moment to think on that, taking a deep breath before looking at him.
"Are any of the wounded unable to walk?" You ask, getting a briefly surprised look from him.
"Um, eight are ma'am. That being said, Head Doctor Sinclair has expressed her belief that one should be able to move around some today, and another couple by tomorrow. As for the others, they'll either take weeks or not be able to walk again for the foreseeable future." He responds, and you go to open your mouth only for someone to beat you to it first.
"Wait a minute. Voltz, you aren't going to suggest what I think you're going to are you!?" One of the others present says, the remaining people in the room looking confused.
"If you believe that I am about to suggest that we evacuate the Vault and head for the surface, then yes I am." You respond, getting immediate outrage from most of those present as they all talked or yelled over each other. Before you move to quiet them down, that same person who had questioned you yelled over the others.
"Do you have a death wish for this Vault!? Conditions on the surface are worse then they are down here! The readings from our sensors over the years have proven it!" She screeches out.
You merely waited for the cacophony of voices to finally quiet down over the next several minutes, not bothering to try and yell over them as you question a bit as to if these are the best you were able to grab for this meeting on short notice.
"Yes, the primary sensors have shown that. Which is why I've assigned one of our available Technicians to take through the Administrative Overseer Logs and given her access to the Overseer Network to check a couple things for me." You respond, getting yet more outrage as you thought to yourself. Truly going through some of the entries from the past Overseers, along with what information they had and even the directive files that had been put there by Vault-Tec to instruction the first Overseer and subsequent ones had been quite the read. She had had her suspicions, but reading the outline of the 'purpose' of the Vault had not only made her interested but had gotten plenty of other reactions from her. To think that their overcrowding issues were because Vault-Tec had replaced some of the living quarters with recreational facilities...
She pushed those thoughts away as the door opened, stopping what voices of disbelief, outrage, and outright opposition were present as the technician you put on the case, a young man pausing as he felt the tension in the room. With a motion from you he approaches, giving you a few papers and reports tucked into a folder. Allowing him to leave, you open the folder up- quickly scanning through its contents as a smile forms on your face as your suspicions are confirmed. A look up would show the others in the room watching you, a couple seeming to have their own suspicions and realizations on what you were about to say.
"This, boys and girls, are the results from the secondary system of sensors and scanners we have above ground." You say, getting many of them to pause and blink at that. Truly, how the Overseers had managed to ignore and disregard the secondary system you did not know, more so when you had noticed that one of the three main nodes for the primary system had been knocked out by something very quickly after the Vault was sealed. Truly, such ignorance. As for the primary sensor remaining, you had your own thoughts, but it was likely that a radioactive source was nearby those two. Likely nuclear waste or damaged Fusion-powered equipment. You'll find out soon enough.
"If you would like to read these reports, you'd notice that secondary sensors in both the cave entrance and above ground are for the most part united in their assessment- the surface is at more then safe levels of radiation- only a bit above pre-war levels." You say, letting them look through the papers and slowly but steadily become cowed and subdued.
"Now then, shall we get started on preparations? Or will we simply keep dithering and allow for the clock to tick down?"
Suffice to say, this proceeded quickly from there. Current Vault population: 1056 (24 wounded)
Current Morale: 30/200 (Grimly Determined/In Shock)
Current Supplies:
- 1 week of food and water for current population
- 1056 Pip-Boys (999 Pip-Boy 3000s, 1 Overseer Pip-Boy 3000 Mark IV)
- 1200 Vault-Tec Immuno-Boosters
- 3 Vault Jumpsuits for each Dweller
- a few assorted personal items for each person.
Days (Turns) left until Exodus must be done:Three Days
You currently have five Action Points which can be used.
[ ] Vaccinate!
There are most likely plenty of new bacteria, diseases, and strains of diseases on the surface. While not full proof against them, the Vault-Tec Immuno-Boosters created by Future-Tec's Biological Division will certainly help make sure disease doesn't run rampant among your populace within the first week by boosting your body's immune system, producing antibodies fit against a wide variety of likely bacteria and viral cells, and increasing your body's overall adaptability for a while! Cost: none
Chance of Success: 95%
Reward: Your people are given 'Immuno-Boosters' which will help prevent a European-Native American situation.
[ ] Rations! Get your rations here!
The biggest concerns for survival and even just living are naturally food and water. It would probably be best to go grab, package, and prepare food, fill up the canteens and jugs with water, and grab some purification tablets to make up the difference. Cost: 1 Action Point
Chances of Success: 90/60/30/10%
Reward: Enough Food and Water for population for 1 month or more, chance of getting portable water purifier, chance of success decreases next turn.
Note: Can be taken multiple times/repeatedly. Chances of Success decrease with each successful use.
[ ] Pick me ups
While there are plenty of survival and valuable things to grab, there are also some various things that could be useful in boosting morale a little. From hygienic supplies, to the little luxuries, these can help keep your people going contently. Cost: 1 Action Point
Chance of Success: 90%
Reward: Increase in Morale by +10.
[ ] Healing Touch
Medicine is one of the most important things that someone can have. Ranging from the miraculous yet common Stimpack, to the Post-Apocalyptically crucial Radaway, to even 'simple' antibiotics, these are quite important for keeping people healthy and healing them if need be. Of course, you can't forget the common tools and equipment of the trade that Medical Professionals use. Cost: 1 Action Point
Chance of Success: 85/60/20%
Reward: Various medical supplies and chems, potentially rarer chems.
[ ] Knowledge is Power
Vault 34 has a good few amenities, both a part of the standard Vault-Tec construction and specific to Vault 34. Among these is the Vault database, filled with digital Historical, Cultural, and Informational archives from both Pre-War times and in the over century and a half that Vault 34 has been inhabited. Downloading all of this onto various holotapes could be very useful. It won't be pretty, and the data and information will all need to be resorted assuming an appropriate mainframe or set of servers are found to house them, but knowledge will be preserved nonetheless. Cost: 1 Action Point
Chance of Success: 70/10%
Reward: Vault 34 Database successfully transferred onto holotapes.
[ ] Mechanical Instinct
As natural of a Vault, there are places where the Vault's various mechanics, technicians, and Engineers work. This is likely even truer for Vault 34, between the weapon maintenance and tinkering and the added maintenance from the various recreational facilities. Looting some of these could prove to be useful in the Wasteland. Cost: 1 Action Point
Chance of Success: 85/60/40/10%
Reward: Various Mechanical and Engineering Tools and equipment, perhaps more.
[ ] Basic Weapons
Vault 34 has a plethora of weaponry and gear, and while much of it is in the Vault there is plenty of 'lighter' weaponry privately owned by the populace, in smaller gun cabinets, the couple Vault Security Offices, and the Checkpoint at the Vault Entrance. Making sure they are all accounted for and distributed would help make sure that your people are safe once they breach the surface. Cost: 1 Action Point
Chance of Success: 90/20%
Reward: Basic non-armory weaponry and some security equipment secured, chance of privately owned or stashed heavier weaponry making an appearance.
[ ] Cracking open the Armory
With you being the Overseer, it is a simple thing to unlock the armory. Unfortunately it wasn't left organized when the old Overseer locked it down, and the move afterwards to bring in any loose heavy weaponry and explosives didn't do it any good. Between that and the simple size of the armory, you doubt everything can be grabbed from it. Nonetheless, you can certainly try. Cost: 1 Action Point
Chance of Success: 80/50/5%
Reward: One roll for Military-Grade normal gear (assault rifles/carbines, combat shotguns, sniper rifles, combat armor, grenades, etc) and one for secondary loot (ammunition, repair kits, mods, etc.) for every increment of 10, starting at 20. One roll for Heavy/Unique gear (Miniguns, Grenade Launchers, Missile Launchers, laser guns, heavy explosives, etc) for every increment of 10 starting at 50. Chance to find a SPECIAL or other unique equipment.
Note: Can be taken multiple times/repeatedly.
[ ] Open the Doors
The Lockdown on the Fourth Floor has locked down a decent part of it. With that being said, some of it should have only been open for a bit before access between them and the still heavily irradiated or radiation-producing sections were locked. As a result, the radiation there should be low enough that with what protective equipment you still have you can unlock the lockdown in those rooms to loot them and even check for survivors. Cost: 1 Action Point
Chance of Success: 50%
Reward: Lockdown partially lifted to several rooms, including Geothermal Power Plant. Automatic roll for potential loot and for survivors.
[ ] Robot Helpers
The Vault has access to roughly half a dozen Mister Handy robots who assist in maintenance and other menial tasks. Just a few commands and a bit of work can help ensure that these robots are able to help and be maintained. Cost: 1 Action Point
Chance of Success: 85%
Reward: Half a dozen Mister Handy robots and the basic equipment to maintain and fuel them acquired. Plus 1 Action Point for Vault-Prologue Stage.
[ ] More Pip-Boys
The Pip-Boy is a classic item of a Vault Dweller, only just less so then the widely recognizable form-fitting Jumpsuit! It is also likely to be an uncommon item out in the wastes, so not only grabbing the equipment for maintaining and repairing them but also spares could be quite useful. Cost: 1 Action Point
Chance of Success: 85/60/40/10%
Reward: Pip-Boy maintenance tools and equipment, possibly more Pip-Boys and other related machines.
[ ] Prepare for the Harvest
It is unknown as to whether or not any edible plants remain outside Vault 34. With that in mind, grabbing some seeds at the minimum would be very useful. There's also the equipment used to either tend to grown crops or the Hydroponics System itself which could be of use. Cost: 1 Action Point
Chance of Success: 85/65/30%
Reward: Seeds to use for food and possibly other purposes, possible basic farming equipment and hydroponics salvage.
Note: Difficulty increases with each successful use, Hydroponics can only be successfully looted once.
[ ] Take it apart: Water Purifier
Your Vault's water purifier is what has brought up water to be cleaned and used for the Vault population. Unfortunately it is built into the Vault, meaning it can't be taken wholesale. That being said, that doesn't stop you from taking some more valuable parts and any spares away for future use and perhaps rebuilding another version of it. Cost: 1 Action Point
Chance of Success: 85/55/10%
Reward: Parts of Vault 34 Water Purifier acquired.
[ ] Take it apart: Vault Mainframe
Your Vault's Mainframe has plenty of valuable components and parts that could be useful for both other projections and potentially repairing or even making a new one. With that in mind, you can salvage some parts from it for use. Cost: 1 Action Point
Chance of Success: 80/45/10%
Reward: Parts of, or the entire, Vault Mainframe disconnected and acquired.
Note: Doing this, even if it fails, means that the action 'Knowledge is Power' can no longer be taken.
[ ] Take it apart: Clothing Fabricator Your Vault's Clothing Fabricator has made sure that a constant supply of Vault Jumpsuits have been made available through the use of recycling material from old ones and raw mats, along with a couple of secondary products such as toiletries. Disassembling it to bring along the more valuable parts, if not the entire thing, could be useful.
Cost: 1 Action Point
Chance of Success: 75/30%
Reward: Parts of, or the entire, Clothing Fabricator.
[ ] Take it apart: Medbay
Your Vault's main Medical Bays have a good deal of medical equipment and gear. Disassembling and bringing some of it along, or at least scavenging important or rare parts, can prove to be quite useful. Cost: 1 Action Point
Chance of Success: 85/60/30%
Reward: Equipment from Vault 34 Medbays salvaged or packed up to bring along.
[ ] Take it apart: Power System
The Reactor is firmly out of reach, and the batteries and capacitors will all be needed to at least keep some power for the Vault going in the event that both the Reactor and Geothermal Units completely shut down, but that doesn't mean you can't salvage from those Geothermal Units. Even if making a Geothermal Plant of your own would be extremely difficult, they could be useful for other projects or even repairing other discovered Geothermal Plants. Cost: 1 Action Point
Chance of Success: 80/50%
Reward: Parts from Vault 34 Geothermal Power Plant and attached equipment salvaged.
Note: Can only be done if action 'Open the Doors' is completed.
[ ] Tear it out
Vault 34 has a lot of other various components and heavier equipment that you can afford to grab. Why not try doing so now? Choose One: - [ ] First Floor
- [ ] Second Floor
- [ ] Third Floor
- [ ] Fourth Floor (Partial) Cost: 1 Action Point
Chances of Success: 90%
Reward: Roll for general loot and salvage acquired, with loot themed after what is on the chosen floor.
Note: can be taken multiple times/repeatedly. Chance of Success decreases with each successful use.
[ ] Treasure of the Past(SPECIAL)
In the large Entry Room to the Vault, there are three important things there. The Vault Blast Door, the Entry-Way Checkpoint, and a large Storeroom- the large rolling doors locked. No one knows what's in there, just that it had been locked up shortly after the Vault had been closed, and no one had bothered with it since. It will take time and effort, but if entry is gained it could prove to be very useful for the Exodus. Cost: As many Action Points as it needs
Progress: 0/150
Reward: SPECIAL acquired, rolls done to decide on what it is and quality of it or other stuff.
Note: If no progress is gained on this, complete or not, there will have been no such Entry-Way Storeroom in Vault 34. Any spillover from the progress roll being completed is divided by two before being added to the quality roll. Also, completing 'Unlocking the Gates to Eden' first results in the progress needed for this increasing by 50.
[ ] Unlocking the Gates to Eden(SPECIAL)
Vault 34 has a Garden of Eden Creation Kit (GECK), as all Vaults should of had gotten. Unfortunately, the entry to it is locked- with it only being meant to automatically unlock should an All-Clear signal be given. It hasn't, but that doesn't mean that you can't try to get in. Cost: As many Action Points as it needs
Progress: 0/150
Reward: GECK retrieved, ??? rolled for.
Note: If no progress is gained on this, complete or not, there will have been no GECK Unit in Vault 34. Any spillover from the progress roll being completed is divided by two before being added to the quality roll. Also, completing 'Treasure of the Past' first results in the progress needed for this increasing by 50.
[ ] Lock it down: Fourth Floor (Partial)
The Fourth Floor of Vault 34 is where the various utilities and equipment of the Vault are based out of. Water Purification and distribution, both Primary (Nuclear) and secondary (Geothermal) power, Clothing Fabrication, Engineering, the Vault Mainframe, Temperature Control, Life-Support, and the Cremator. While a decent amount of this is under lockdown already, there are still plenty of useful systems and gear that can be recovered at a later date. Initiating Protection Protocols on this level will help preserve what's down there, primarily from time, decay, and radiation, but also from any possible pests or Humans that get in. Cost: 1 Action Point
Chance of Success: 75%
Reward: Fourth Floor of Vault 34 not already under lockdown is put under Protection Protocols, helping to preserve the equipment and remaining loot within from time, decay, and radiation especially. Has a lesser effect on possible pests and Humans.
Note: Any actions involving this floor will be locked out
[ ] Lock it down: Third Floor
The Third Floor of Vault 34 is where the Armory is located at, along with major recreational facilities, storerooms, offices and utilities, one of the two security stations, Repair, Maintenance, and Tinkering Stations, training rooms, and one floor of Hydroponics. Initiating Protection Protocols on this level will help preserve what's down there, primarily from time, decay, and radiation, but also from any possible pests or Humans that get in. Cost: 1 Action Point
Chance of Success: 90%
Reward: Third Floor of Vault 34 is put under Protection Protocols, helping to preserve the equipment and remaining loot within from time, decay, and radiation especially. Has a lesser effect on possible pests and Humans.
Note: Any actions involving this floor will be locked out.
[ ] Lock it down: Second Floor
The Second Floor of Vault 34 is the location of the Overseers office, along with the main Security Office, classrooms, offices and utilities, a few living quarters, one Terminal-equipped Library, basic Science Lab, the main Medical Bay, and one floor of Hydroponics. Initiating Protection Protocols on this level will help preserve what's down there, primarily from time, decay, and radiation, but also from any possible pests or Humans that get in. Cost: 1 Action Point
Chance of Success: 90%
Reward: Second Floor of Vault 34 is put under Protection Protocols, helping to preserve the equipment and remaining loot within from time, decay, and radiation especially. Has a lesser effect on possible pests and Humans.
Note: Any actions involving this floor will be locked out.
[ ] Lock it down: First Floor
The First Floor of Vault 34 is the location of the majority of living quarters, offices, the main and secondary Atriums, the secondary Medical bay, the secondary Security Office, a Terminal-equipped study room, the Religious Quarter, the Broadcast Studio, the Entry-Way Checkpoint, the Locked Entry Storeroom and of course the Vault Door. Initiating Protection Protocols on this level will help preserve what's down there, primarily from time, decay, and radiation, but also from any possible pests or Humans that get in. Cost: 1 Action Point
Chance of Success: 90%
Reward: First Floor of Vault 34 is put under Protection Protocols, helping to preserve the equipment and remaining loot within from time, decay, and radiation especially. Has a lesser effect on possible pests and Humans.
Note: Any actions involving this floor will be locked out (not including leaving the Vault).
[ ] Leave the Vault
It is time to enter a new age for Vault 34. Gather your people and what you've acquired, and leave the Vault behind. Cost: None
Chance of Success: 100%
Reward: You and your people leave the Vault with what they have gathered.
Note: Ends Prologue. Must be by Prologue 0.5
[ ] Scorched Earth
You have gathered what you can from your old home, and now you must leave. With that being said, you'll be damned if you let others enter the Vault and go through it. Light it up! Cost: None
Chance of Success: 90%
Reward: Vault 34 is denied to anyone, you or others, for future use or salvage. ???. ???.
Note: If chosen, Leave the Vault must also be chosen.
Personal: You have one personal action point which can be used here.
[ ] Focus
- [ ] Put the action you want to apply this to here.
Your people should be able to do the jobs provided to them, but a bit of assistance can always help. Cost: 1 Personal Action Point
Chance of Success: 100%
Reward: +10 applied to the roll for the action specified.
[ ] Double Down
- [ ] Put the action you want to apply this to here.
Your people should be able to do the jobs provided to them, but you always check in on them and make sure they're doing things right. Cost: 1 Personal Action Point
Chance of Success: 100%
Reward: One reroll for the action specified, partially negates a failure-crit for either roll with the highest of the two being chosen.
Note: Cannot be applied to Progress-based actions.
[ ] Opportunistic Investigating
As Overseer, you now have access to a variety of personal logs, reports, information, and data classified for only the eyes of the Overseer and something those appointed by them in the relevant role. Perhaps looking through these logs could provide something beneficial? Cost: 1 Personal Action Point
Chance of Success: 50/10%
Reward: Information that could prove to be useful. Can only be taken twice.
[ ] Clearing the Workbench
You'll soon be leaving the Vault behind. While you may be Overseer now, before that you were an engineer, Tinkerer, and experimenter. Taking a moment to say goodbye to your home and gather what you have could be in order- and who knows, maybe you'll have something that can be helpful for the Vault? Cost: 1 Personal Action Point
Chance of Success: 75/50/10%
Reward: Overseer Voltz packs up her workstation, chance to get something useful.
[ ] Make a Speech
You are not good with people, you know that. And yet, maybe some words could help rally your fellow Vault Dwellers some? Cost: 1 Personal Action Point
Chance of Success: 65 (70-5)/20 (25-5)%
Reward: Vault populace moral raised by 5, possibility of raising it up to 10.
AN: And now we get into it. It is still the prologue, but now you get to do a bit more then decide who you and the group you're in charge of are.
Now, a couple things to start with. First of all, there is a 24 HOUR MORATORIUM. So do not vote until that has passed. You may post your choices, but do not put that x in the box!
Second, we are doing plan voting only. If you do not know what plan voting looks like, this is an example of a couple plan-votes:
Unless I say otherwise, any non-plan votes, essentially any votes not in plan format, will not be counted.
Now then, a couple other minor things.
First of all is morale. It runs on a scale of 0 to 200. Higher morale of 150+ means that random positive rolls can begin which will see if anything useful or even just interesting happens among your populace. The highest at 185-200 will give a universal +5 to all rolls unless specified. The opposite is true for the lower side, as 50 and below can mean that random negative rolls which can see if there's any incidents or issues among your populace can begin, with 0-15 resulting in a universal -5 to all rolls. Morale will naturally grow or decay by 10 towards the middle at 100, but certain events or effects can effect the amount of prevent morale growth or decay from happening. This is the case here, with the faction morale for now being prevented from growing due to the effect Surprise Exodus (Morale prevented from naturally increasing or decreasing, no random negative rolls unless morale gets to or below 20, broken when morale reaches 65 or a permanent/semi-permanent home is established- upon which Surprise Exodus is replaced by the Effect Home Sickness).
Second, for the two actions 'Treasure of the Past' and 'Unlocking the Gates to Eden', you can put in as many Action Points as you wish into them. Each Action Point will have a roll occur, the amount gotten from that roll increasing the progress done for the action. As mentioned, once that action is completed the spillover will be put in as a bonus for the 'quality' roll for what is in there. Should you have used a personal action to 'Focus' on a roll for one of these when its completed, that bonus will be applied at half the amount (+5 instead of +10).
Overseers Office, Vault 34
Nevada
Post-war USA
01 March 2231
Alliera, having just finished going over most of what needs to be done to get things going made her way to the Overseers office... Her office now, for all of 3 days. Exasperated at being ignored, only for it to blow up in their faces,literally.
As she entered the office she took it all in, having been here a few times already she didn't notice anything special, Alliera made her way to the Overseers chair and took a seat, she looked at the paperwork and grimaced 'I probably need to go thru this soon' she thought.
Ignoring the desk she looked at the terminal only to notice a paperback manual stuck beneath the monitor, probably to get the viewing angle right.
'Sighing' at old man Buckley's quirks while shaking her head she reaches for it and pulls it out, carefully as not to break the terminals monitor or damage the pages.
She sits back in the comfy Overseers chair and flips the paperback face up and reads aloud 'G.E.C.K TUTORIAL' further down the page she reads
'How to operate your G.E.C.K for dummies' - Vaultech
....
Even with her brilliant mind, the figurative hammer called realization hit her like a truck.
It took an unusually long 5 seconds for her to jump up and start shouting for George, the officer in charge(security) to get his ass here now, even activating the vault speaker system and shouting for him to get to the office asap!
....
An out of breath man barges into the Overseers office, Alliera doesn't even give him a chance to catch his breath. Shoving the G.E.C.K paperback in his face asking loudly enough for the worried people outside to hear 'Where is the G.E.C.K!!'
~Let me know if I need to add/fix anything to pass. Also I used George from the main character selection, if he died with the others let me know and I'll change that bit.~
GECK for Dummies by @Hellteddy: +5 (spent)
Plans and Schemes of the Past by @Hellteddy: +5 (spent)
Forget me Not by @Moon: +5 (given to the people to vote with)
Possible Future of Vault 34 by @Hellteddy: +5
The Enclave Plans by @Hellteddy: +5
Old Man Story Hours by @Hellteddy: +5
[X]Plan: I Feel SPECIAL -[X] Vaccinate!
-[X] Open the Doors
-[X]Rations! Get your rations! -[X] Treasure of the Past(SPECIAL)
-[X] Unlocking the Gates to Eden(SPECIAL)
-[X] Robot Helpers
-[X] Opportunistic Investigating
The first day is a whirlwind of activity as you direct your people to wherever they need to go. And... in your honest opinion, you think they did pretty decently.
You are sitting in the Overseer's Office, your own, before heading to bed- looking over the last of the various reports submitted at the end of the day. Most were getting some rest, although more then a few were still working hard.
Deciding to go through things one last time, you start on the first report.
Vaccinate!
There are most likely plenty of new bacteria, diseases, and strains of diseases on the surface. While not full proof against them, the Vault-Tec Immuno-Boosters created by Future-Tec's Biological Division will certainly help make sure disease doesn't run rampant among your populace within the first week by boosting your body's immune system, producing antibodies fit against a wide variety of likely bacteria and viral cells, and increasing your body's overall adaptability for a while! Cost: none
Chance of Success: 95%
Reward: Your people are given 'Immuno-Boosters' which will help prevent a European-Native American situation.
None of your fellow Vault Dwellers wanted to get sick first thing first when everyone heads to the surface, and so when the call went out to get their Immuno-Boosters, everyone dutifully and happily got their shots. Surprisingly enough, there were no negative results whatsoever. True outright rejection was a quite low chance, but many were still expected to have some mild symptoms which, while they could power through without issue, would be annoying to deal with. Not only did that not happen, but many of those who got the shots were more productive and energetic.
It was very intriguing despite not being a field of your interest, something that Head-Doctor Sinclair and the other medical staff were interested in. The reasons and such behind it would have to wait until later, but at least said productivity may continue on tomorrow.
Result: Everyone vaccinated with no complications! Due to increased productivity from the soft crit, a +5 may be applied to a single action next turn!
Open the Doors
The Lockdown on the Fourth Floor has locked down a decent part of it. With that being said, some of it should have only been open for a bit before access between them and the still heavily irradiated or radiation-producing sections were locked. As a result, the radiation there should be low enough that with what protective equipment you still have you can unlock the lockdown in those rooms to loot them and even check for survivors. Cost: 1 Action Point
Chance of Success: 50%
Reward: Lockdown partially lifted to several rooms, including Geothermal Power Plant. Automatic roll for potential loot and for survivors.
Efforts on the Fourth Floor had carefully commenced to try and end the lockdown on certain parts of the quarantined zone, the crew aiming to try to open up the doors to areas that weren't still receiving radiation. Unfortunately, this failed when the computer terminal being hacked into suffered a lockdown due to an accident on the amature hacker's part. Thankfully, they were able to lift the lock on the terminal, but it took too long to complete this day.
That being said, the crew down there now knows what went wrong and a decent few things that they'll simply have to redo, and any connections to the doors themselves were fixed- meaning that one the lockdown is partially lifted none of the doors will stay closed due to a malfunction.
Result: Lockdown remains in effect on Floor Four. DC for action 'Open the Doors' reduced by 15.
Rations! Get your rations here!
The biggest concerns for survival and even just living are naturally food and water. It would probably be best to go grab, package, and prepare food, fill up the canteens and jugs with water, and grab some purification tablets to make up the difference. Cost: 1 Action Point
Chances of Success: 90/60/30/10%
Reward: Enough Food and Water for population for 1 month or more, chance of getting portable water purifier, chance of success decreases next turn.
Note: Can be taken multiple times/repeatedly. Chances of Success decrease with each successful use.
Many scrambled to get the rations and supplies prepared for when you get onto the surface.
Non-perishables were gathered, food was processed and canned or packaged when able to, purification tablets gathered, and canteens collected and filled.
By the end of the day, your people had managed to get a decent amount of food and water prepared for the trials to come.
Result: Two months of food and water (both liquid and potential in the form of purification tablets) gathered and prepared. DC increased from 90/60/30/10 to 70/50/30/10.
Treasure of the Past(SPECIAL)
In the large Entry Room to the Vault, there are three important things there. The Vault Blast Door, the Entry-Way Checkpoint, and a large Storeroom- the large rolling doors locked. No one knows what's in there, just that it had been locked up shortly after the Vault had been closed, and no one had bothered with it since. It will take time and effort, but if entry is gained it could prove to be very useful for the Exodus. Cost: As many Action Points as it needs
Progress: 0/150
Reward: SPECIAL acquired, rolls done to decide on what it is and quality of it or other stuff.
Note: If no progress is gained on this, complete or not, there will have been no such Entry-Way Storeroom in Vault 34. Any spillover from the progress roll being completed is divided by two before being added to the quality roll. Also, completing 'Unlocking the Gates to Eden' first results in the progress needed for this increasing by 50.
As various efforts were made, you had a couple groups work on a couple rather interesting cases. The more mysterious of the two was a large blast-door sealed room in the Vault entry room. Left alone for many years, it nonetheless looked to be interesting and potentially useful for you.
Getting into it however proved to be difficult, as not only was the secondary side door locked both magnetically and with a very advanced terminal locking it down, it also likely had secondary security measures to deal with.
All in all, progress was slow but decent there.
Result: 40/150 progress achieved for action 'Treasure of the Past'.
Unlocking the Gates to Eden(SPECIAL)
Vault 34 has a Garden of Eden Creation Kit (GECK), as all Vaults should of had gotten. Unfortunately, the entry to it is locked- with it only being meant to automatically unlock should an All-Clear signal be given. It hasn't, but that doesn't mean that you can't try to get in. Cost: As many Action Points as it needs
Progress: 0/150
Reward: GECK retrieved, ??? rolled for.
Note: If no progress is gained on this, complete or not, there will have been no GECK Unit in Vault 34. Any spillover from the progress roll being completed is divided by two before being added to the quality roll. Also, completing 'Treasure of the Past' first results in the progress needed for this increasing by 50.
The GECK on the other hand was proceeding at a faster pace, eager to get to the device locked behind a set of doors and numerous in-built laser tripwires, an entire laser grid, and such. A shame that you couldn't fake the all-clear signal in such a short amount of time.
Regardless, work quickly progressed as the first door was opened up and and the first sets of laser tripwires and traps successfully disabled, with work being done on taking down the laser grid partway through the hall.
Result: 70/150 progress achieved for 'Unlocking the Gates to Eden'.
Robot Helpers
The Vault has access to roughly half a dozen Mister Handy robots who assist in maintenance and other menial tasks. Just a few commands and a bit of work can help ensure that these robots are able to help and be maintained. Cost: 1 Action Point
Chance of Success: 85%
Reward: Half a dozen Mister Handy robots and the basic equipment to maintain and fuel them acquired. Plus 1 Action Point for Vault-Prologue Stage.
As all of this happened, a few made to approach the Mister Handies. Ever loyal and useful, they none the less needed a bit of work to adjust their parameters and what they were capable of doing- being confined programming wise to various menial and maintenance duties.
This, you knew, would certainly help you in the preparations to come, and even afterwards as many of the basic tools and parts were grabbed for them, along with the fuel needed to keep them running and capable for a long while yet.
Result: Half a dozen Mister Handies acquired, +1 action point.
You put down the last report, nodding in contentment. It was a decent start so far, and mostly everything had gone good so far.
...Hopefully it would be enough.
Sighing a bit, you finish looking through a final couple things. General concerns involving future efforts, people being restless to either gather their personal possessions and weaponry, crack open the Armory, or both. That kind of thing.
You were tempted then to go to bed and get some rest, but you held off on that for a bit longer. You were able to do with less sleep then your preferred eight and a half hours, and so long as you didn't overdo it you could continue on your own little investigation.
That being, some of the information and logs of the past Overseers, along with various events and inhabitants both alive and dead. This information, besides satisfying personal curiosity, could prove to be very useful. But so far while her curiosity was being rewarded, nothing of heavy use had been found. Determined to go a bit longer, she went down to the next set of entries...
Opportunistic Investigating
As Overseer, you now have access to a variety of personal logs, reports, information, and data classified for only the eyes of the Overseer and something those appointed by them in the relevant role. Perhaps looking through these logs could provide something beneficial? Cost: 1 Personal Action Point
Chance of Success: 50/10%
Reward: Information that could prove to be useful. Can only be taken twice.
Only to sit up straight as you begin reading the contents within. It was specifically an email discussion between the first Vault 34 Overseer and one of the Technicians. In it, the Vault Overseer expressed repeated concern over an issue in some of the Vault equipment, what looked to be the Life Support system, which due to all of you being present and alive meant that it was fixed with no issue.
In it the Technician placated the man, even mentioning a couple past achievements. Some searching through the database would help you find this technician's resume, and while many of the locations of the likely experienced and older technician were too far away to matter, a couple caught your eye. Ones that, as you turned everything off and went to sleep shortly after, gave you a bit of information on a couple potentially useful sites.
Result: Information acquired, one of two uses used. Locations of REPCONN Headquarters Complex in Henderson and Virtual Strategic Solutions Office in Nellis Air Force Base's attached town Eagleton, along with mentions of what security measures are at both.