(Mostly Canon) Plans and Schemes of the Past
Vault-Tec Headquarters, Vernon square
Washington DC
Pre-war USA
13 February 2062


".... and that completes the report on Vault 22 and the botanical experiments planned therein."
"Any questions?"
"Dr. Braun the plant Vault is all well and good, what we over at the Enclave initiative want to know is what your plans are for Vault 34 that's almost completed, near Nellis AFB?"
"Ah, Vault 34 is under my associate Dr. Sydney Wolfram's purview, Dr. if you would go over your project for us please."
"Certainly Dr. Braun, as part of the Vault 34 experiment, the armory will be overstocked with weapons and ammunition, every dweller will have unrestricted access to it. It will also be equipped with a great number of recreational facilities, including a full-sized swimming pool, all at the cost of living space. The idea behind this is to simulate long term habitation of defense stations and military space craft. All the firepower to have things go wrong with barracks style living quarters and on-base amenities. I am also considering simulating a reactor leak after about a century of occupation."
"I see, then why have you included a G.E.C.K and <Redacted> in the inventory of Vault 34?"
"Ah, yes. The current Base Commander of Nellis AFB has taken an interest in seeing the Vault completed and has somehow leveraged himself into a position where he receives the unclassified reports on the Vaults construction. He is the one who approached the on site foreman and ensured a G.E.C.K is available and that <Redacted> is securely stored."
"Hmm, very well then. You may proceed as planned Dr. Wolfram, be sure to keep the Commander away from any of the Societal Preservation Programs projects. If he becomes a problem you can send a request for his removal up the chain of command."
"Yes Sir."
"Dr. Braun that is all for today, keep up the good work and keep me updated on Vault 112, that project has potential."
"Yes Sir, I have taken a personal interest in the Vault 112 project and you can expect great things coming from it!"
<Meeting End>
 
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Prologue 0.4
"How are the people holding up?" You ask one of the people you have working on preparations as you walk through the Vault, passing by more then a couple people doing preventative maintenance or preparing supplies for the trip. You even pass by one of the small workshops were people were working on how to bring the various supplies along, basic carts and heavy backpacks being crafted and assembled.

"They... we're holding up. There's still a lot of shock and numbness, and I think for some it may only hit when we really leave the Vault." He says, getting a hum of thought from you.

"The only notable issues are people arguing over what should be brought with. Hydroponics wants more food and water along with the seeds and hydroponic equipment to be gathered, Engineering wants more tools and equipment prepared for transport, Doctor Sinclair and the other medical and scientific staff wants to get to work on loading up our medical supplies and equipment. The biggest things are the guns though." He says, and while a part of you is exasperated at that you also understand.

After all, even if only some are really gun-ho over the heavy weapons and explosives, a vast majority of the Vault is pro-gun overall. Outside of security equipment, you knew that there were countless weapons like pistols and SMGs among the populace, and you yourself had a custom made SMG up until about a couple weeks ago when a lab accident badly damaged it. You still needed a preplacement now that you thought about it... wait a minute.

"Wait, why doesn't everyone already have those arms? Security's equipment I can understand, but what about people's personal weaponry?" You ask, getting a look from the man before a moment before his eyes widen in realization.

"Ah right, you had been in one of those fugues after the last Overseer prevented you from joining the Repair Team when the Reactor suffered it's first break." He says, ignoring the slightly sour look sent his way as he continued.

"Well after that happened, the Overseer initiated measures to make sure a riot or armed panic didn't break out, which resulted in people's personal weaponry being taken and locked up in a reinforced storeroom. It shouldn't be too difficult unlocking it, it'd just be a matter of bringing out all the weaponry and figuring out what belongs to who." He says, getting a thoughtful yet annoyed expression from you- if not directed at him.

The reactor having its first failure had caused a pause to the escalating tensions and fights that were happening, even you saw that. Him doing that... it might sound good on paper, but that would have only caused the unrest to not only resume but hike up too! A part of you was even glad that he died when the reactor suffered its second, and more recent and violent, failure, as that resumed the pause on those tensions as well as removed the man who caused at least a good part of it.

"Good to know, and I'll take those considerations into mind. Anything else change since last night?" You ask as you got back on track, getting him to shake his head.

"Nothing major. We've confirmed that some of those who were more energetic and productive yesterday still feel that way today, so that may be a minor boon in today's work. Doctor Sinclair has confirmed though that this will likely fade at the end of today, and be reduced enough to have little additional impact tomorrow." He says, the two of you quickly finishing up what needed to be said before you part- him going to supervise some task and you going to the Overseer's Office to keep things coordinated and running, although a rather hairbrained idea that the man had told you that a couple others had thought up on came to mind.


Note: A few options DC and descriptions/notes have been modified or added on to. A few new options have been added.

Current Vault population: 1056 (22 wounded, 7 unable to walk)

Current Morale: 30/200 (Grimly Determined/In Shock)

Current modifiers:
- +5 to any roll this turn
- +1 Action Point
- Surprise Exodus Effect: 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 Supplies and Assets:
- 2 months and a 1 week of food and water for current population
- 1056 Pip-Boys (1055 Pip-Boy 3000s, 1 Overseer Pip-Boy 3000 Mark IV)
- 144 Vault-Tec Immuno-Boosters
- 3 Vault Jumpsuits for each Dweller
- a few assorted personal items for each person.
- six Mister Handy Robot
- Information on the locations and security of the REPCONN Headquarters Complex and a Virtual Strategic Solutions office at Eagleton, the attending town for Nellis AFB.

Days (Turns) left until Exodus must be done: Two Days

You currently have six Action Points which can be used.

[ ] Rations! Get your rations here!
The biggest concerns for survival and even just living are naturally food and water, and while you've already managed to get a couple months worth of provisions prepared, you can always get more food and water purification tablets ready.
Cost: 1 Action Point
Chances of Success: 70/50/30/10%
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, and it would definitely be something they'd appreciate.
Cost: 1 Action Point
Chance of Success: 90/20%
Reward: Lots of basic non-armory weaponry and some security equipment secured, chance of privately owned or stashed heavier weaponry making an appearance.
Note: Not taking this or 'Cracking open the Armory' may have an effect on morale.


[ ] 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, and it is definitely something a good few dwellers are eager to do.
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. Not taking this or 'Basic Weapons' may have an effect on morale.


[ ] 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, and while the last attempt failed, you at least made enough progress to make the task a bit easier.
Cost: 1 Action Point
Chance of Success: 65%
Reward: Lockdown partially lifted to several rooms, including Geothermal Power Plant. Automatic roll for potential loot and for survivors.


[ ] A Great Gamble
A couple of your people came up with a rather... risky idea. The Reactor by now was largely believed to be a lost cost in terms of fully repairing, at least with the expertise and time that you had. These people instead want to delay things just a bit longer. Using one of the cleared Floor Four rooms, they want to deploy the Mister Handies you have reprogrammed into the locked down section of the Floor. Their goal will be to try and eek out just a bit more time for your people to prepare and gather supplies and equipment. Those robots would be however, and the action itself has higher odds of failing then succeeding. But, if it works it could give you that extra day needed.
Cost: 1 Action Point
Chance of Success: 30%
Reward: One extra day gained in Vault 34, information on the condition and status of the quarantined Fourth Floor and what happened to those down there. All six Mister Handy units lost, lose bonus Prologue Action Point.
Note: Can only be done if actions 'Open the Doors' and 'Robotic Helpers' are completed. If the roll is 10 or below, radiation may begin to escape early (this will affect things even if you take it on the last turn)


[ ] 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: 40/150
Reward: SPECIAL acquired, rolls/vote 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: 70/150
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 one more time.


[ ] Look into: REPCONN
During your private investigations, REPCONN Headquarters was one interesting location that popped up. All you currently know is that it is the headquarters of a small company named, you know it, REPCONN, the basics of what the company did, that it is located in the city of Henderson southeast of Las Vegas, that the company was owned by RobCo, and that it apparently had an extensive security system which may very well be active if the Complex itself wasn't rubble. With current access to both pre-war knowledge on the Mainframe and some notes and records from the Technician who went there, perhaps you may learn some more about the site?
Cost: 1 Personal Action Point
Chance of Success: 80/50/10%
Reward: Information on the REPCONN Headquarters location, possible other rewards involving it and the general area it is in.


[ ] Look into: Virtual Strategic Solutions
During your private investigations, a place that was noted was a Virtual Strategic Solutions office and facility up in Eagleton, the attending town of Nellis Air Force Base. You currently know the public basics of what VSS did, its location, that its business there most likely involved the nearby Air Base, and some information on its security system. With current access to both pre-war knowledge on the Mainframe and some notes and records from the Technician who went there, perhaps you may learn some more about the site?
Cost: 1 Personal Action Point
Chance of Success: 80/50/10%
Reward: Information on the Virtual Strategic Solutions location, possible other rewards involving it and the general area it is in- including Nellis AFB.


[ ] 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: Like before, a 24 HOUR Moratorium is in place, although that can be ended early by me if I note any activity or discussion slow down.

When it comes to applying the +5 to an action, do it like so:

- [ ] Example Choice

-- [ ] +5

Or, if it's a choice like 'Tear it Out'

- [ ] Example Choice

- [ ] Mini-Choice
-- [ ] +5

Also, for the omake bonuses, if you have one then you can decide how to implement it before the voting is finished by choosing which choice you want to get the bonus in each plan (or at least the ones likely to win), such as saying that if Example-Plan 1 wins then the bonus can go to Choice 3, while if Example-Plan 2 wins the bonus can go to Choice 1, that kind of thing. You can either do this or do it within a period of time given to me after the voting is done, which will likely be something like a 12-hour window.

If you have any questions or concerns then feel free to ask, the worst that can happen is me telling you that it cannot be answered due to spoilers.
 
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Prologue 0.4 Results
[X] Guns, Ammo, food, water and the G.E.C.K
-[X] Cracking open the Armory
-[X] Prepare for the Harvest
-[X] Take it apart: Water Purifier
-[X] Treasure of the Past (SPECIAL)
-[X] Unlocking the Gates to Eden (SPECIAL)
-[X] Unlocking the Gates to Eden (SPECIAL)
-[X] Focus
--[X] Unlocking the Gates to Eden
(SPECIAL) This gives +10
---Use 2x +5 omake rewards on G.E.C.K quality roll
---Use one-time +5 on G.E.C.K quality roll

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: 70/150
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.
Focus
- [X] Unlocking the Gates to Eden (SPECIAL)
Needed: NA
Rolled: 80+10
Rolled: 77
(10/2 = +5 Quality Bonus)
(77/2 = +38.5 -> +39 Quality Bonus)

Your work was suddenly interrupted by an alarm notification going off on your terminal. Getting your attention, you quickly get to work on it- typing and scrolling through to the new message.

[ALERT! BREACH IN RE-SETTLEMENT PROTOCOL STORAGE #2 DETECTED! LOCKDOWN MEASURES ENGAGED IN RE-SETTLEMENT PROTOCOL STORAGE #1! PLEASE DIRECT SECURITY TO RE-SETTLEMENT PROTOCOL STORAGE #2, AND NOTIFY VAULT-TEC SUPPORT AS SOON AS POSSIBLE!]

Your mind blanked on that for a moment before the realization hit you. Re-Settlement Storage #2 was the 'official' term for the G.E.C.K chamber, the one you had left not long ago after giving your own insights into what remaining defenses were there!

Quickly firing off a couple messages, you soon rush down there- intercepting someone half way.

"Overseer! We got the G.E.C.K Chamber open!" They called out, with you nodding back in response as you keep moving towards the Chamber, the person falling in line just behind you.

"We took a quick check inside, and it looks like there's no security measures in the Chamber itself- or at least none that are visible. I saw the G.E.C.K too, it's on a pedestal in the center of the room- locked in some kind of glass case. There's an interface there too!"

Their words only sped up your pace, and soon you got there. The long left alone doors, if a bit scarred from a couple times in the past where people tried to get in, was wide open- with four Vault security officers present and in front keeping back many curious fellow Dwellers. Behind them were a few other dwellers, who you recognized to be among those involved with cracking the doors open.

"Calm down and step back everyone! Return to your duties! Anything important will be mentioned during tonight's Bunker-Bulletin Broadcast!" You call out, getting the attention of a lot of people. Many of them grumble and look disappointed, but slowly they leave and return back to their work- letting you approach unimpeded.

"Overseer! As you've been notified, the G.E.C.K Chambers have been opened. We've only done a brief check of the interior, but it is clear and safe." One of the workers says, getting a smile from you.

"Excellent then! Let's check out what we have in here!" You say as you suddenly stride in, a couple noises of surprise and concern coming from the workers and security behind you at you suddenly striding in. They might have declared the Chambers safe, but evidentially you striding in first was still a worry.

You disregarded these concerns as you head in, passing by deactivated laser tripwires and a gride before reaching the inner door. A quick press of the button next to it would let it slide open, allowing you to witness the interior as the others caught up behind you.

It was a large circular chamber, the material used being of a darker shade then the lighter or normal metallic gray of much of the Vault. Four indents were arranged opposite of each other at exactly ninety degrees, large in-built lights within giving the Chamber much of its light. At the center and up a couple steps was a Pedestal- a clear yet thick glass covering at the top encasing the suitcase-like object within which you recognized as a closed G.E.C.K unit, with a small interface setup just below it on the Pedestal side and facing the entrance. Above was a cylinder descending from the roof with the Vault-Tec logo emblazoned on it, various wires lowering themselves to connect to the Pedestal.

Amazed, you step forward, slowly yet steadily approaching the Pedestal as behind you workers and security spread out into the chamber. Moving up the short steps, you gazed first at the G.E.C.K within before looking downwards at the interface panel.

Half of it seemed to primarily be diagnostics, and besides the warning from the 'unauthorized breach' there didn't seem to be anything wrong. Then there was a simple switch with two lights above it, the green one off and the red one on- simply enough to deduce what it means. And next to all of that was a simple port and another light, currently off.

It only takes a moment of looking at the port before realization hits you, and you bring up your new Pip-Boy. A Pip-Boy 3000 Mark IV, it was to your knowledge unique among its kind in the Vault- the other dwellers wearing the more common but less modern 3000A model. It was more advanced, had greater graphics and memory, and it had various more or improved features.

Features like an Adapter Plug, which just so happened to match the port on the Interface.

Pulling out the plug, you connect it to the interface, a brief bit of amusement being felt as you see the Vault-Boy animation on the Pip-Boy screen holding a thumbs up appear before vanishing. The light next to the port turns on, glowing yellow as the switch is unlocked. A quick pull of that, and...

The dome hisses before unlocking, letting you easily move it up on it's hinges, revealing the great piece of equipment within.

Smiling like a loon, you reach forward- inputting the code already known from the Overseer's database and unlocking the briefcase covering. You open it, and...

Quality Roll (+44 from overflow, +5 from Omake Bonus, +5 from Omake Bonus, +5 from Reward-Bonus = +59): 50 + 59 = 109! Critical Success! Crit Roll: 1, Crit (Extra) Roll negated!

...pause in confusion as what you were seeing.

You had made sure to look into the G.E.CK. a decent amount, considering it's possible worth. There wasn't much, but you looked over it all- even see a picture of what the inside looked like.

This... was not what the inside should have looked like.

Instead of various components for small equipment, data-archives, power cell, and storage for seeds and soil samples, there was a whole lot of various and very advanced equipment- much of which you could only guess at what it did despite your intellect. The only thing that seemed to be the same was the power source, but even that looked to have a couple minor differences- mostly with safeties, shielding, and more connections.

On the top of all of that was a note, which you promptly unfolded- reading the printed message.

To Overseer Arthur Pederson,

Hello old friend, I'm sure you're confused as to why you are getting this message, and as to why the G.E.C.K unit is not the model you expected. Well I've decided to spend that favor I owed you for practically saving my life, as I've been hearing some concerning chatter over the network as of late. Yes yes, I know that you consider it repaid after I helped arrange for cooperation from Colonel Blackwell over at Nellis AFB which helped make getting a G.E.C.K at all a reality, even if that came at the cost of a few favours. But I considered that debt to be more then that, so I've decided to repay in full. If the predictions from Vault-Tec and the government are correct, then you'll be reading this a decade or two after the bombs eventually fall.

And if not... well you were a great friend Arthur.

And in that case, to whoever is reading this. Congratulations! Due to the actions of your first Overseer, you have gotten the deck stacked a bit more in your favor for when you head to the surface! Now, you may already be familiar with the G.E.C.K Units- and how in advertisements they're proclaimed as miracle devices to rebuild and recover in the post-apocalyptic world while in reality being still useful but generally just advanced tool kits? Well you're in luck, because this G.E.C.K Unit to be more in line with the advertisements' promises, surprisingly enough! Nicknamed the Genesis-Model among us at Future-Tec, this Model is one of only a few created- it being the original design by Doctor Stanislaus Braun in fact, before being considered too costly- that's when the more familiar Standard-Model was started up.

Anyway I'm rambling. This Genesis-Model is unique in its ability to reformat the land around you, covering a large range and able to convert non-artificial matter into fertile and contaminant-free grounds and water. It is advisable to not be within range of it when it is activated, but the results are absolutely worth it. Even areas not necessarily hit by radiation will benefit, turning normally barren or industrial-polluted lands ready for use. It even has a possibility of being scavenged afterwards. True it won't be able to be used in the main way again, but there are good chances that parts from it can be disconnected and used for functions the normal GECK covered, such as water purification and power generation!

Whoever is reading this, I wish you the best of luck!

Best regards,

Vanny from Future-Tec.

You finished reading this, slowly looking up at the GECK Unit before you. If the normal piece of equipment was priceless, this was... critical to protect and use.

A glance up would let you see a final minor addition to the chambers. Hidden behind the ceiling cylinder, on a flat section of the back wall was a pair of large flags. The first was the Vault-Tec Golden Symbol on a blue canvas, the number 34 struck right in the middle of the symbol. The other was an old American Flag, oddly enough being of the old 50-Star Flag that was briefly around before the formation of the Commonwealths and a return to the Colonial area 13-Star circle.

Now... how to bring this to the attention of the Vault.

[ ] Silence
This is too important to just tell people willy nilly. Ignoring the risk of it being tempting for those who would want to take it for themselves, the risk of some uninformed or desparate person using it on the Vault itself, all the while everyone is inside, is something that leaves you shuttering no matter the likelihood of it happening.

[ ] All as expected
People know you got into the G.E.C.K Chambers, ignoring those who worker on it there were plenty of people crowding around when you first arrived. And so you'll tell them what they want to hear, that the G.E.C.K unit had been recovered. You don't have to tell them what kind of course, after all only you have the note and few may even have a chance of noticing how advanced it looks compared to what it should be. And who knows, when the time to use it comes maybe they'll think it's effect was normal?

[ ] Great news!
This is a great event, even you know that! Especially you know that. This very well could help your people get out of their funk, and help them get a bit more hope for the future! So tonight you'll lay it out, describe what this Genesis-Model G.E.C.K will mean going forward. No lies or hiding truths needed.

-- [ ] Nothing but the truth

Include what you've read about from the note itself. You don't know if this will add on to anything, but hey- might as well show everything.

And through all of this, you yourself felt something.

[ ] Write-in an emotion or reaction from discovering all of this. Could be something as simple as saying 'Hope' or 'Awe', could be more such as 'Gratefulness: Through the acts of others the chances of you and your people have just gone up. If not for them, the your odds would be... still decent, but definitely lesser.'

Result: G.E.C.K Chambers unlocked! Genesis-Model G.E.C.K Unit recovered, Laser-security system savlaged for valuable scrap. Recovery of high-quality Vault 34 Flag. Recovery of high-quality 50-Star American Flag. Knowledge on the circumstances leading up to the Vault getting a G.E.C.K Unit, and the people behind them: a Colonel Blackwell from Nellis Air Force Base and a 'Vanny' from Future-Tec.

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: 40/150
Reward: SPECIAL acquired, rolls/vote 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.
Needed: NA
Rolled: 9

Unfortunately once you got back to your office an hour later, the G.E.C.K Unit and the other contents in the Chambers secured, you discovered that the large sealed room by the Vault entrance proved to be much more difficult. Barely any progress had been made, and it was made worse when the G.E.C.K Chamber was unlocked. Due to the breaking of protocol, extra measures in the first of the 'Re-Settlement Protocol Storage' rooms was enagaged- and while thankfully for those working on it no turrets or anything similar sprung out, the only way in is to either get a Master-Override Code, which from what you've seen not even you have, or to physically work your way in using fusion blow-torches or something similar.

Result: 9 progress gained on Vault Entryway room access, total progress needed increased due to lockdown. Status changed: 49/200.

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, and it is definitely something a good few dwellers are eager to do.
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. Not taking this or 'Basic Weapons' may have an effect on morale.
Needed: 20/50/95
Rolled: 51

You note with slight amusement and relief that with much fanfare the Vault Armory was cracked open at last- letting people move in to grab all the goodies within, many of which had been eyed heavily by the Explosive-enthusiasts. The place was, to be frank, a mess. Largely due to the last Vault Overseer having just grabbed all the armory-rated weaponry in circulation and just dumped them in on top of previous Overseers having not organized an actual organizing of the Armory's contents, and it has overall led to a mess of a situation. If it wasn't for Vault-Tec and the old US Army's notable capability in storing and preserving inventory there'd no doubt be a lot of dangerously rusted and old munitions and weapons in there. As it is now, they're only dangerous and old but preserved munitions and weapons.

In this decent success was made. A couple dozen various M4A1 and M16A2 Carbines were acquired and marked for those who could use them best- either Vault Security members or dwellers who had scored high with such weaponry at the ranges in the past. A crate of Maxwell-Artwright (MA-55) automatic combat shotguns and old but reliable M1014 semi-automatic shotguns. Finally to add onto it were a trio of R72 sniper rifles which could provide some longer-range firepower. Finally for explosive firepower you acquired roughly half a dozen unguided rocket launchers to the enthusiasm of many. All of this came with enough ammunition and munitions for these weapons for a good few fights.

That was until the a few of the utility crates were cracked open. A lot of ammunitions and munitions of various kinds were brought out- covering both all the weapons you've acquired and many you haven't. Tw shipments of these were found, and while not a lot they increased your ammo buffer. No less important was the discovery of several dozen weapons repair and cleaning kits, capable of being used to not only maintain but repair damaged weaponry rated up to heavier types and even laser rifles and pistols.

Then finally was a duel pair of supportive findings that you knew would be invaluable. The first was the openning of a very large cargo container, with the inside housing many dozens of Military-Spec grey painted combat armor which will offer quite good protection for your people, with even a few more reinforced ones being present too. Spare platting, patch-kits, and armor-paint were also stored within. The second big discovery was of a large disassembled weapons workstation- one that once set up and with the proper blueprints you could use to disassemble or manufacture various ammo and munitions and potentially even weaponry.

All in all this was a great sight that for a moment lifted peoples spirits, various dwellers chatting amicably to one another. uniquely customized carbine While this may not offer the quantity of basic weapons and security armor that cracking open the security stations and 'contraband' rooms hold, this would nonetheless help with fighting against anything out there.

It's at this time that you notice something. There was a weapon on a neabry bench that hadn't been grabbed, a rather uniquely customized carbine. A glance around would show that no one was paying attention to it, the people within the Armory currently focusing on the unveiling of the rocket launchers.

[ ] Take it
This weapon is certainly well-made and customized. Perhaps it will serve you or someone you trust in the future well?

[ ] Return it
This weapon is quite possibly one that belongs to someone. Looking for the owner and returning it to them could net a bit of good will from its owner.

[ ] Leave it
This weapon is none of your concern. Your only job here was to oversee the opening of the armory and look over some of the initial finds- nothing more, nothing less.

Things soon settle down as people return to their duties, a few working on preparing the discovered goods for transport while some guards keep a watch of things in order to make sure weapons aren't sneaked off.

Result: Armory cracked open. Acquiring of three types of normal weaponry: Carbines (29, including the All-American Carbine), Combat Shotguns (30), and Sniper Rifles (3); and one type of heavy weaponry: Rocket Launchers (6), on top of some ammunition for the four of them. Additional ammunition looted. Several dozen weapon repair kits looted. US Army-Issued Combat Armor (100 normal, 10 Reinforced) looted. One large Weapons and Munitions Assembly Workstation looted. Possible morale impact avoided.

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.
Needed: 15/35/70
Rolled: 37

In all of the excitement of both the G.E.C.K and the Armory, people almost forgot to do this task. Thankfully one of the people you had coordinating things noticed this and got some people started.

It wasn't too much, all being said. Various Crop seeds were gathered in numbers that, while not great, should be enough. Furthermore, farming equipment used for both the Hydroponic farms and meant for use above ground were grabbed, giving you a load of basic but well-made tools and light equipment. The hydroponics equipment itself has yet to be salvaged though.

Result: Enough crop seeds narrowly acquired for a basic harvest (including seed crop), some basic farming tools aqquired. DC for seeds and equipment raised, DC for Hydroponics stays the same.

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.
Needed: 15/45/90
Rolled: 82

Later on after making sure the Hydroponics crew actually did their work and got the minimum needed, you brightened up upon seeing the results of this.

The Vault 34 Water Purifier has been taken apart after giving residents the warning, valuable components taken out and stored- key among them a fresh Vault 34 Water Chip. The one currently in there was discovered to have been in there for a long while, and thus was left in there- allowing for more easily accessible parts to be scavenged. All in all, this should help with building a good Water Purification Plant once you settle down somewhere else.

Result: Vault 34 Water Purifier scavenged, many key components looted. Work needed to (re)build such a piece of equipment on the surface lowered.


AN: Oh boy was that an interesting one! Everything passed or had progress made on them, if barely in some cases, and you have acquired a SPECIAL: in this case being a Genesis-Model G.E.C.K!

Don't forget that there's a few voting options in this post, with a reminded of them here:

[ ] Silence

This is too important to just tell people willy nilly. Ignoring the risk of it being tempting for those who would want to take it for themselves, the risk of some uninformed or desparate person using it on the Vault itself, all the while everyone is inside, is something that leaves you shuttering no matter the likelihood of it happening.

[ ] All as expected
People know you got into the G.E.C.K Chambers, ignoring those who worker on it there were plenty of people crowding around when you first arrived. And so you'll tell them what they want to hear, that the G.E.C.K unit had been recovered. You don't have to tell them what kind of course, after all only you have the note and few may even have a chance of noticing how advanced it looks compared to what it should be. And who knows, when the time to use it comes maybe they'll think it's effect was normal?

[ ] Great news!
This is a great event, even you know that! Especially you know that. This very well could help your people get out of their funk, and help them get a bit more hope for the future! So tonight you'll lay it out, describe what this Genesis-Model G.E.C.K will mean going forward. No lies or hiding truths needed.

-- [ ] Nothing but the truth

Include what you've read about from the note itself. You don't know if this will add on to anything, but hey- might as well show everything.

--------------------------------------
[ ] Write-in an emotion or reaction from discovering all of this. Could be something as simple as saying 'Hope' or 'Awe', could be more such as 'Gratefulness: Through the acts of others the chances of you and your people have just gone up. If not for them, the your odds would be... still decent, but definitely lesser.'

--------------------------------------
[ ] Take it

This weapon is certainly well-made and customized. Perhaps it will serve you or someone you trust in the future well?

[ ] Return it
This weapon is quite possibly one that belongs to someone. Looking for the owner and returning it to them could net a bit of good will from its owner.

[ ] Leave it
This weapon is none of your concern. Your only job here was to oversee the opening of the armory and look over some of the initial finds- nothing more, nothing less.


Those are the three things to vote on. Plan-Voting is not required here, so just choose which options in the three votes here you want. Also, despite not saying so these actions may have positive and/or negative effects, so keep that in mind when figuring out which to go for.

You have roughly 24 hours to vote on this.

If you have any questions, please make sure to ask.
 
Prologue 0.5
[X] All as expected
[X] Relief at something going right during this disaster! Determination not to let this go to waste.
[X] Return it

"-thank you, and may we not only survive but also prosper in the days to come!" You finish, staring awkwardly at the microphone in front of you for a moment.

"...and cut, we've switched over to the Bunker Bulletin duo." One of the Vault workers says, causing you to slump in relief.

It may not have been talking to people directly, but as it was giving that speech felt awkward as hell to you, and you figured at least a little bit of that was heard in your voice.

Regardless, you had pushed through with it, the new kernel of determination you had now helping to get you to agree to doing this. It certainly felt... odd to have such determination for something not involving a project of yours or an learning more knowledge.

Yet you couldn't seem to shake it off. After the relief in getting such a crucial piece of equipment and realizing the likely large effort put into making sure this Vault had it so that part of the surface can be fully reclaimed from the horrors of the nuclear war, you became determined to put it to good use. Even when leading your people beforehand you didn't feel as such, looking at it as a mix of just helping your fellow dwellers, shepherding (gun-happy) children, and as just crisis-management.

Now it was starting to hit you, that everyone's future here rested in not only your hands, but in keeping this G.E.C.K safe until it could be used to make a perfect patch of land for your people to either build on or inhabit what's already there.

The ramifications of all of that would hit you in full later, you're sure of it, but for now you had one last thing to do before you wrapped things up for the night. Tomorrow after all would likely be very busy, given it being the last full day in the Vault. There'd be another night after that, but everyone would be leaving early in the morning- it would be too risky otherwise.

Stopping by your office, you grab a certain gun case before moving through the halls- heading for your destination. As you did so, you couldn't help but notice the faces of some of the people present.

It was... not as content or happy as they'd been before the tensions had started you reckon, but there was definitely a bit less dread and shock and a bit more hope and confidence. Whether that came from the recent announcement or breaking out the guns you weren't sure though.

Those thoughts left your mind as you arrived in front of the door to one of the living quarter rooms. It takes but a moment to press down on one of the buttons next to it, a low buzz coming from within the room.

A couple moments later the door opens, revealing the man within.


"Yes? Who is- Overseer, ma'am!" He starts asking before realizing who you were, his posture straightening as he salutes.

"Officer Harkin." You reply with a nod. "May I come in, there is something I must talk to you about."

The man would nod and move to the side. As you step in, you reflect on what you know about him.

Adam Harkin, one of the more senior members of the Vault security force and considered all-around reliable. His family line was quite aligned with this sort of work, his ancestor coming into the Vault having been a Captain of the American 82nd Airborne Division. He was also one of those helping to manage the security force, as at the moment there is no Security Chief due to the previous one being dead along with the last Overseer. There was also no plan in place for a replacement, as the second in command was wounded on top of showing that they weren't cut out for their position, so you'd have to get that dealt with at some point.

You walk in, putting down the case at a nearby table as you glanced around the place. Pretty utilitarian, but you spotted a backpack and case nearby which probably had his possessions- ready for the trip out in just over a day. A second one was next to it, if lighter. Probably for his wife, which if you recall correctly was possibly in the early stages of pregnancy.

"I'm sure you're wondering as to why I'm here Officer Harkin and not, say, having you come to my office for a meeting."

You don't wait for his answer as you begin opening the case, continuing to talk as you do so.

"During our recent check through of the armory, I discovered quite the interesting item. One which, after a check through the confiscation logs of the previous Overseer and Security Chief, I traced back to you."

With that the gun case opens, the man taking a sharp breath as he sees the gun within. At your nod he steps forward, running a hand along it before lifting it out of the case with practiced ease.

You waited patiently as he looked over the rifle, the man managing to push down his initial and visible surprise and shock as he looked at you.

"This... Overseer, this weapon has been in my family for generations. After it was confiscated last year and Chief Cortez denied me even seeing the weapon since then, I didn't think I'd get to hold this again. I didn't think that I'd get to use it anymore or pass it down to my eventual daughter or son. I... thank you." He says, the both of you a bit socially awkward here- you due to your quirky and social-outcast nature and him due to his normal stoicism.

"It is alright Officer Harkin, I'm just doing what should be done." You say, getting a chuckle from him.

"Even if so, this means a lot to me. Thank you ma'am. I'll make sure to show you that this decision was right."

And somehow, despite your social ineptitude, you could tell that he wholly meant it.

Result: Vault populace made to believe that things went as expected with the recovery of the G.E.C.K, and that it is a standard unit. +5 to morale. All-American Carbine returned to Officer Harkin. Officer Harkin confirmed loyal to you, can become potential Martial Advisor in the future. Due to his boosted morale and wanting to show that his thankfulness, he will work extra hard on the last day, gaining a +5 bonus that can be applied to either Basic Weapons or Crack open the Armory.


Note: A few options DC and descriptions/notes have been modified or added on to. A few new options have been added.

Current Vault population: 1056 (18 wounded, 5 unable to walk)

Current Morale: 35/200 (Grimly Determined/In Shock/Slightly hopeful)

Current modifiers:
- +1 Action Point
- +5 Bonus to either Basic Weapons or Crack open the Armory.
- Surprise Exodus Effect: 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 Supplies and Assets gathered:
- Hastily assembled hand-drawn carts and wagons
- 2 months and a 1 week of food and water for current population
- 1056 Pip-Boys (1055 Pip-Boy 3000s, 1 Overseer Pip-Boy 3000 Mark IV)
- 144 Vault-Tec Immuno-Boosters
- 3 Vault Jumpsuits for each Dweller
- a few assorted personal items for each person inside Vault-Tec or Army-Surplus Backpacks.
- six Mister Handy Robot
- 29 Carbine Guns
-- Including All-American Carbine
- 30 Combat Shotguns
- 3 Sniper Rifles
- 6 Rocket Launchers
- Several dozen weapon repair kits
- Decent stockpile of Ballistic and Explosive ammunition
- 100 standard-issue Army Combat Armors
- 10 Reinforced Army Combat Armors
- Various spare platting, patch kits, and camo-paints for combat armor
- Large Weapon and Munitions Assembly Workstation
- 1 High Quality Vault 34 Flag
- 1 High Quality 50-Star USA Flag
- 3 High-Tech Scrap
- 1 Genesis-Model G.E.C.K
- Various parts for a Medium-Grade Water Purifier, including a new Water Chip
- Enough crop seeds to (barely) do a full planting for both food and additional seed
- Basic farming equipment

Unique Information gathered
- Information on the locations and security of the REPCONN Headquarters Complex and a Virtual Strategic Solutions office at Eagleton, the attending town for Nellis AFB.
- Knowledge that two people besides the first Overseer were behind the Vault getting a G.E.C.K to begin with, a Colonel Blackwell from Nellis AFB and a 'Vanny' from Future-Tec.
- The rough capabilities of a Genesis-Model G.E.C.K unit.

Days (Turns) left until Exodus must be done: One Day (LAST TURN UNLESS ACTION 'A GREAT GAMBLE' IS TAKEN AND SUCCEEDS)

You currently have six Action Points which can be used.

[ ] Rations! Get your rations here!
The biggest concerns for survival and even just living are naturally food and water, and while you've already managed to get a couple months worth of provisions prepared, you can always get more food and water purification tablets ready.
Cost: 1 Action Point
Chances of Success: 70/50/30/10%
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, and it would definitely be something they'd appreciate.
Cost: 1 Action Point
Chance of Success: 90/20%
Reward: Lots of basic non-armory weaponry and some security equipment secured, chance of privately owned or stashed heavier weaponry making an appearance.
Note: Not taking this or 'Cracking open the Armory' may have an effect on morale.


[ ] 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, and it is definitely something a good few dwellers are eager to do.
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. Not taking this or 'Basic Weapons' may have an effect on morale.


[ ] 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, and while the last attempt failed, you at least made enough progress to make the task a bit easier.
Cost: 1 Action Point
Chance of Success: 65%
Reward: Lockdown partially lifted to several rooms, including Geothermal Power Plant. Automatic roll for potential loot and for survivors.


[ ] A Great Gamble
A couple of your people came up with a rather... risky idea. The Reactor by now was largely believed to be a lost cost in terms of fully repairing, at least with the expertise and time that you had. These people instead want to delay things just a bit longer. Using one of the cleared Floor Four rooms, they want to deploy the Mister Handies you have reprogrammed into the locked down section of the Floor. Their goal will be to try and eek out just a bit more time for your people to prepare and gather supplies and equipment. Those robots would be however, and the action itself has higher odds of failing then succeeding. But, if it works it could give you that extra day needed.
Cost: 1 Action Point
Chance of Success: 30%
Reward: One extra day gained in Vault 34, information on the condition and status of the quarantined Fourth Floor and what happened to those down there. All six Mister Handy units lost, lose bonus Prologue Action Point.
Note: Can only be done if actions 'Open the Doors' and 'Robotic Helpers' are completed. If the roll is 10 or below, radiation may begin to escape early (this will affect things even if you take it on the last turn)


[ ] 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, and while you've gotten some crop seeds and basic farming equipment so far- more could always be put to good use.
Cost: 1 Action Point
Chance of Success: 70/50/30%
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: 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. Unfortunately, with the acquiring of the G.E.C.K, additional lockdown measures have been put into place here, requiring more effort to crack open as a result.
Cost: As many Action Points as it needs
Progress: 49/200
Reward: SPECIAL acquired, rolls/vote 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.


[ ] 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 one more time.


[ ] Look into: REPCONN
During your private investigations, REPCONN Headquarters was one interesting location that popped up. All you currently know is that it is the headquarters of a small company named, you know it, REPCONN, the basics of what the company did, that it is located in the city of Henderson southeast of Las Vegas, that the company was owned by RobCo, and that it apparently had an extensive security system which may very well be active if the Complex itself wasn't rubble. With current access to both pre-war knowledge on the Mainframe and some notes and records from the Technician who went there, perhaps you may learn some more about the site?
Cost: 1 Personal Action Point
Chance of Success: 80/50/10%
Reward: Information on the REPCONN Headquarters location, possible other rewards involving it and the general area it is in.


[ ] Look into: Virtual Strategic Solutions
During your private investigations, a place that was noted was a Virtual Strategic Solutions office and facility up in Eagleton, the attending town of Nellis Air Force Base. You currently know the public basics of what VSS did, its location, that its business there most likely involved the nearby Air Base, and some information on its security system. With current access to both pre-war knowledge on the Mainframe and some notes and records from the Technician who went there, perhaps you may learn some more about the site?
Cost: 1 Personal Action Point
Chance of Success: 80/50/10%
Reward: Information on the Virtual Strategic Solutions location, possible other rewards involving it and the general area it is in- including Nellis AFB.


[ ] Personal Profile: Colonel Blackwell
On the note that came with the G.E.C.K, a Colonel Blackwell who commanded Nellis Air Force Base was mentioned as being involved. Perhaps some more investigating into him could reveal more information about him, his interactions with Vault 34, and potentially some useful information on the Surface?
Cost: 1 Personal Action Point
Chance of Success: 70/40/5%
Reward: Information on Colonel Blackwell. Possible information on involved contributions and assets involving him.


Personal Profile: Vanny
The person who wrote the note that came with the G.E.C.K was someone named Vanny, an employee at Future-Tec which to your understand was a division of Vault-Tec focused on advanced research- with them being the group that helped create and produce G.E.C.K Units. Some investigating could prove to be insightful and even useful, even if information could very well be sparse.
Cost: 1 Personal Action Point
Chance of Success: 50/5/1%
Reward: (Limited but potentially very valuable) information on Vanny and Vault-Tec.


[ ] 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: New turn, and the final one you'll spend in the Vault barring the successful taking of both 'Open the Doors' and a 'Great Gamble'. For that, should those be included in the winning plan I am willing to make it so that if they fail you can leave the Vault (with that free action in it) but that if you succeed that exodus decision can be cancelled. Should 'Open the Doors' fail, I'll do a quick vote on what to do with the extra action.

As with the previous votes, you have a 24 hour moratorium to discuss, ask, and prepare plans.

If you have any questions and comments, please make sure to post them!

Good luck Boomers.
 
(Potentially Canon) Forget me Not
--=Forget me Not=--
"Well, they forgot about us." Jimmy Stenson muttered as he and about a few dozen other Vault 34 dwellers sat on the floor, having given up with communicating with anyone above the fourth floor after two days of effort. "So what do you guys wanna' do first? Cannibalism or Orgy?"

"Jimmy that's dumb." Said Old Man Roberts, even though he was just thirty-two. "What's gone wrong with your noggin' boy?"

"Yeah you're right, if we eat some of us first we'll have more energy for the orgy. Okay, line up from skinniest to fattes-"

"That's not what I meant!" Roberts shouted, standing up tall and proud as the other patrons of the vault stared at him. "Think about the history of our Vault, the triumph over the ages, the many adversities that we've overcome! We're not gonna' let a little something like a locked door stop us are we?!" Roberts shook his head. "No dammit we are NOT! We're gonna' buck up, we're gonna' lace our bootstraps, and we are gonna' break that do-ACGKH!"

Roberts heroic speech was quickly shut down when Jimmy shoved a nearby Vault-Tec pen straight into the back of his head. Once the young-yet-old man flopped to the floor, Jimmy turned to everyone else. "I dunno about the rest of you, but the sooner we eat this guy the sooner we can get the orgy started."

"...dibs on the brain." Someone muttered before they descended upon Roberts like a pack of hungry Ghouls.
 
(Non-canon) Possible Future of Vault 34
<Possible Future of Vault 34>
Having left their home Vault 34 due to a reactor leak, the residents traveled towards the shores of lake Mead.
Encountering strange mutated creatures along the way, quickly disposed of by the use of 'superior' firepower, the residents were disheartened to find strange mutated fishmen and giant crabs along the irradiated waters of lake Mead.
Then, just as the former Vault dwellers began to give up hope, the Overseer called for silence and brought forth the Holy G.E.C.K.
Having cleared the area along the lake of any danger with the use of even more 'superior' firepower, the Overseer knelt along the shore and activated the Holy device.
Running back and telling the former Vault dwellers that they have 30 minutes to get as far away as possible, there were shouts and questions but the Overseer called for calm and trust in her.
Having rushed as far as possible 30 minutes later the group bore witness to a display right out of legend, a beautiful bright blue light flashed and pulsed and as if by magic the surroundings changed.
The wasteland around lake Mead turned fertile and fresh, the stench of rust and decay gone along with the mutated wildlife and plants.
The water of lake Mead shined a clear blue in the sun, water clearer than they have ever been with no mutated creatures in sight.
And so the former Vault dwellers cheered, hollered and cried at the miraculous sight of the perfect land to begin anew.
 
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(Potentially-Canon) The Enclave Plans
<A certain oil rig off the coast of California>
Have you found that missing G.E.C.K yet Cpl. Horrigan?
'No Mr. President, the files indicate it was delivered from Future Tech on schedule and without access to their systems it is currently impossible to narrow down where it went missing, all I can say at this time is that it is certainly not on-board the Rig Sir.'
Well that is disappointing, and will slow down our expansion plans. We will have to 'liberate' more Vaults of their residents and G.E.C.Ks than originally planned, not that those are comparable to the Genesis series.
'As you say Mr. President'
Good man Corporal, hmm what do you think of this 'Deathclaw soldier' idea?
'Id personally rather use bots Mr. President.'
We'll put that one on the back burner for now then.
Oh yes, I wanted to ask, any new information on that Vault that opened their secure storage?

'It was Vault 34 Sir.'
'Our files indicate they are due for a planned reactor leak as part of their Vault experiment and as such we believe they are preparing to leave their Vault at this time.'

Hmm 34, that was in Nevada wasn't it?
'Yes Sir.'
Well... make a note of it, once we are done with California and expanding eastward we could possibly bring them into the fold as-long as they aren't deformed abominations or mutant lovers themselves.
'I doubt they would be able to stay pure out in the wasteland Mr. President, but we could always check for mutations.'
Indeed Corporal, that would be all for now. Please tell Alice to call in my son Dick on your way out.

Note: Discussion between Fallout 1 presidents father and a younger un-mutated Horrigan.
 
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(Potentially-Canon) Old Man Story Hours
<Old man story hour>
Gather around children, let me tell you the story of Vault 34!
Long ago before any of you were even born there was a Vault built into a mountain, it was filled with wise people and lots of weapons.
The reason for the weapons would become clear once the vault dwellers left their haven and cleansed the lands we now call home.
Back then, the lands were filled with raiders, slavers, mutants and other monstrosities.
For you see children Vault 34 was guarding one of the most Holy of objects ever created by our ancient ancestors.
A Genesis G.E.C.K.
An item of such power as to literally transform barren irradiated death zones, into fertile green zones.
Safe and clean enough to live, farm and build in.
Having left their home Vault 34, our intrepid heroes made their way over yonder, cleansing all that stood against them by the use of heavy firepower, all while protecting their Holy cargo.
The Statue of Overseer Voltz marks the location of the great cleansing.
As legend tells it, when they arrived here the lands were barren irradiated wastelands.
Grey, bleak, death zones filled with radiation and miasma, nothing could live here.
Or so it was believed.
To the surprise and dismay of many that day, Overseer Voltz proclaimed the area perfect for settlement.
And so with the disbelieving vault dwellers as witness the great Overseer set the Holy G.E.C.K on the ground connected her Pip-boy to the Relic and led her flock out of the danger zone.
There are many written accounts of what happened next, but the most common among them being of a bright blue flash and then a steady pulse of blue light that expanded over the entire area.
The vault dwellers were surprised and demanded answers from the great Overseer.
To witch she replied with her now famous line.
Always read the manual.
For you see children, the Genesis G.E.C.K was created to use the very radiation that destroyed our ancient ancestors to create the fertile lands we now farm.
In her wisdom of reading the manual, the Overseer realized that what would normally be the worst spot for a new home was in fact the best spot for the Genesis G.E.C.K to create an oasis of life and a new home for all that followed.
And so the vault dwellers settled down and started work on their new home.
 
Prologue 0.5 Results
[X] Plan Risking for a turn
-[X] Open the Doors
--[X] Moons +5 bonus
-[X] A Great Gamble
--[X] HellTeddys +5 x3 (+15)

-[X] Basic Weapons
--[X] +5 Armory or weapons bonus
-[X] Healing Touch
-[X] Knowledge is Power
-[X] Treasure of the Past (SPECIAL)
-[X] Leave the Vault
-[X] Double Down

--[X] A Great Gamble

[X] Mechanical Instinct
-[X] assign the +5 x3

[X] Clearing the Workbench
"Careful! Careful with it!" You tell the Vault Workers as they load up the G.E.C.K Unit into one of the carts, one of the sturdier built ones which had been frantically constructed over the last few days too. They'd be needed as well in order to haul all the equipment and supplies you and your people had assembled. Whether they'd hold up to the challenge or not you did not know, but at least they'd be able to hopefully get you to where ever you'll be settling down.

Regardless, as the annoyed Vault Dwellers put the G.E.C.K Case into the cart, in a secure spot safe from jostling and any damage, you take a moment to think over matters. The final day of preparation had gone... surprisingly well all told, and at the moment there wasn't really all that much you can do- as any other tasks that could be done would take too long.

Walking away from the prep area, you run through the events of the day to figure out if you missed anything.

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, and while the last attempt failed, you at least made enough progress to make the task a bit easier.
Cost: 1 Action Point
Chance of Success: 65%
Reward: Lockdown partially lifted to several rooms, including Geothermal Power Plant. Automatic roll for potential loot and for survivors.
Needed: 35
Rolled: 3+5 = 8

Despite some good successes today, there was one big failure.

Your people hadn't been able to get in to the safer locked down areas of the Fourth Floor.

No matter what they tried or attempted the doors wouldn't budge, and getting the proper tools out to cut one door open and doing the actual act would take too long at this point. A suggestion of using explosives had come up, but that was quickly put down. The risk of causing a radiation leak early due to that, or other unintended damage, was too much. And you hadn't gotten any breaching charges or C4 from the armory.

This meant that in addition to not finding possible survivors, the plan purposed to delay the time you had left until needing to leave was cancelled. A couple argued half-heartedly to put more time and people onto it, but you put your foot down. It was a nice idea, but ultimately they couldn't take the risk- not when there was still more work to be done.

And so the plan was scrapped and the people and resource reallocated, leaving you to privately hope that no one down there was still alive... waiting to be rescued.

Result: The Locked Down section of the fourth floor remains closed off. Actions 'A Great Gamble' and 'Double Down: A Great Gamble' are made redundant and thus reallocated.

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, and it would definitely be something they'd appreciate.
Cost: 1 Action Point
Chance of Success: 90/20%
Reward: Lots of basic non-armory weaponry and some security equipment secured, chance of privately owned or stashed heavier weaponry making an appearance.
Note: Not taking this or 'Cracking open the Armory' may have an effect on morale.
Needed: 10/80
Rolled: 92 + 5 = 97! Soft-Critical Success! Crit Roll: 68

What else was there... oh yes weapons!

The Vault Security, with Officer Harkin being quite the driving force, went through the entirety of the Vault to grab every weapon not in the armory or within the Lockdown Zone. The locked rooms were cracked open and personal weapons handed back to their owners to the delight of most, along with the extra weapons among them. Numerous pistols of various types, light Sub-Machine Guns, some shotguns...

And that wasn't it either. The Security Offices and Stations were turned over and ransacked, the weaponry of the Vault Security Force unleashed. More Sub-Machine Guns and pistols, Combat-Shotgun, and (Non-Military) Carbines were the height of what was found here. There were also various kits of Vault Security Armor, tasers, batons, handcuffs, repair kits, and some Flash Bang and Tear Gas Grenades. A few terminals were outright uprooted, and heavier equipment like typewriters and reloading/maintenance equipment were loaded up, along with various ammunition cases full of various types of shotgun shells, 9mm, 10mm, .45 ACP, and .44 Magnum bullets. Even the two deployable turrets at the Vault Entry Room were recovered, the Checkpoint defenses packed up to be better used.

Just as you are thinking about this, you hear running behind you. Turning, you see Officer Harkin jog up to you, his face serious.

"Office Harkin? Is something wrong?" You ask, thinking through the various scenarios. Someone getting trigger happy with their weapons back, a fight breaking out, some people claiming weaponry from the armory...

"We've cleaned out all the personal weapons ma'am, but after following an anonymous tip... we found something you should see."

Wordlessly you nod and follow him, stepping down onto the second floor as you traverse the hallways. Soon enough you come up to three other security officers at one of the Janitorial Closets, keeping people from coming closer.

"In here Overseer." Officer Harkin says, leading you inside the open door.

In there you witness another Vault Security Officer to the side, crouched down and looking through a crate of some kind. Next to him the floor was opened up, a few other crates nestled inside amongst various pipes.

Then you saw what was in the open one and paused. Four Grenade Launchers, laid out professionally within- and looking at them you saw no signs of dust to indicate that they'd been in there for a long while. Which meant...

You glanced then at the other crates, five more of the same type as the open one and several ammo containers nestled in, likely holding grenade shells.

"Someone or some people stashed these here illegally, and given how bad the tensions were before the radiation leak Overseer, I believe they were planning either an attack or a breakout. Not sure which. Since we learned of this through an anonymous tip, it must have been one of the ones in on the secret to begin with." He comments, grimacing in thought as he looks up at you.

"What do you want us to do Overseer?"

[ ] Investigate
It will be difficult to do given what's about to happen. But investigating into who was behind the preparations for what was likely going to be an armed and explosive fight are important! Plus, given that part of the Vault populace practically worships the old Second Amendment plus explosives, there's good odds that the people behind it are from that demographic.

[ ] Backburner
This isn't the right time to investigate into what was being planned. But that doesn't mean it won't be given up on, you won't forget what they had been preparing to do. You'll wait until the situation is better before looking into it with Vault Security.

[ ] Bygones be Bygones
Your people are at a critical moment in history, to launch an investigation now or in the future could lead to divisions resurfacing and deepening, as well as alienate what may be a crucial part of the Vault populace from the rest. Now is the time where it is needed to work together and put past tensions and divisive matters behind you all, and if that means allowing the implications to be left alone then so be it. Besides, at least someone from that group is likely of a similar mind, and it did net you some more heavy firepower.

Result: Vault populace all armed now to one degree or another, greatly reducing risk of casualties from wildlife or hostile opposition during travel. Vault Security Offices and Stations emptied of weapons, supplies and equipment, 200 Vault-Tec Armor Sets, two machine-gun turrets added. Explosive Stash tipped to Vault Security, resulting in securing of 24 Grenade Launchers and a supply of Grenade Shells, along with the knowledge that some people had been preparing for a violent fight amongst each other in an organized manner.

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.
Needed: 15/40/80
Rolled: 41

After dealing with the crates, making sure they were boxed up and discretely added to the weapons stocks heading out with you, you continue moving along as you go down your mental checklist.

Medical supplies... something that you had neglected for the past couple of days and in which some of the people you had organizing things, along with Head-Doctor Sinclair, had argued should be addressed now. You agreed, and now various supplies were being loaded up.

Stimpacks, Rad-X, Radaway, Med-X, and various other antiboitics, painkillers, and similar drugs were packed and loaded up- even relatively simple things like Vitamins and Vaccination equipment- both normal and the limited amount of Boosters remaining. Basic medical tools and first-aid supplies were also loaded up, and Doctor and Surgery Kits were prepared along with some Chemical-mixing and manufacturing equipment, if basic stuff. A smaller selection of other drugs were grabbed; Mentats, Buffout, Calmex, and even a few Super-Stimpacks and a small case of Fixer Tablets for emergency cases. Unfortunately not much in the way of larger equipment like the Auto-Doc were able to be grabbed, and other medical supplies and gear was left behind. Nonetheless, this would hopefully help your people both stay healthy and fix up anyone who becomes injured or sick.

Results: Medical supplies, Chems, and light-equipment acquired.

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.
Needed: 30/90
Rolled: 77

What next what next... ah right the database! You had gotten some of the Technicians and utility folk to get to work on copying the digital database onto various holotapes so that when you went out there you had various knowledge and works to use and rely on.

They had, all said and done, did a good job when you had checked in. The entire database was copied over, and while it would still need to be organized and sorted through once uploaded to a new mainframe, they managed to minimize the risks to corruption and avoid any issues there. They also went ahead and grabbed various physical textbooks, books, and magazines which you totally didn't forget about!

...Wait, speaking of forgetting. You hadn't copied over the Overseer-Only Information yet. Crap!

Result: Vault 34 Database copied onto various holotapes, with physical books and such also loaded up. Risks of corruption or similar issues lowered.

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. Unfortunately, with the acquiring of the G.E.C.K, additional lockdown measures have been put into place here, requiring more effort to crack open as a result.
Cost: As many Action Points as it needs
Progress: 49/200
Reward: SPECIAL acquired, rolls/vote 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.
Needed: NA
Rolled: 43

Thirty minutes later you left your office, a few new hastily-used holotapes added to your possessions.

Travelling through the Vault and checking up on things, your thoughts turn next to that damned room up near the entry way into the Vault.

The team assigned to it made a last-ditch effort, yet despite making a bit more progress they were nonetheless unable to completely get in. Whatever was in there would have to stay in there. Perhaps should your people ever return to the Vault in the future they can actually break into it?

Although, that begged the question: were you going to leave it as is, or were you going to reset the progress made on it to avoid potential scavengers from more easily breaking into it, or even radiation depending on how deep you've gotten into it?

[ ] Lock it
While good progress has been made, that also leaves an opening for potential spoiling factors for the contents within- whether they be environmental or Human. Locking it back up to normal would help with such issues, and you at least know how to get through some of it- making the far-future task of getting into it easier.

[ ] Leave it
You might not have gotten into the room, but one day you may return to do so again. You won't know the state of the Vault or general area when that happens, so a quicker time of getting it open could be both appreciated and potentially needed. There's a risk, true, but it's also the easy path.

[ ] Seal it
In the other direction, you could focus on sealing it even further. Destroying the mechanisms of the unlocked frontal door to keep it clamped shut, welding additional metal and barriers onto it, and even pilling up debris in front of it. This can make sure that radiation absolutely won't get in, and any Humans trying to get in would have a seriously difficult time doing so if they even think it's worth the effort. Although this can also prolong your own potential future efforts to crack it open by a notable amount.

Result: 43 progress gained on Vault Entryway room access, increasing progress on it to 92/200. Vault Entryway room stays locked, unable to open it before Exodus.

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.
Needed: 15/40/60/90
Rolled: 28 + 15 (x3 +5 donated omake bonuses) = 43

After giving the orders on what to do with the Entry room, you recall something- turning around to begin your treck. As you do so, your mind comes to the last big task done today.

Your engineering department had gotten to work, and fast, on recovering what they immediately can for the trip ahead. A vast variety of basic tools, both general and those for the specializations of the various engineers, mechanics, and technicians, had been collected and stored. Safety gear, basic supplies, and parts as well had been loaded up. While the vast majority of the general equipment themselves could not be collected and gathered, a few more advanced tools such as normal power tools, welders and plasma cutters.

That should certainly help you maintain any machinery and larger equipment you have out there, along with help with salvaging, repairs, and even manufacturing if you get to that point! Of course, it'll also help any aspiring tinkerers and intellectuals, like you.

Result: Basic (normal and specialized) engineer/maintenance tools, gear, and supplies gathered, along with a few more advanced tools.

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.

Speaking of which... you were here now.

Home, and your workshop, all rolled into one.

Looking at the place that had been empty for a few days now, you put in your memorized code, the door opening with a hiss.

Stepping inside, you instinctively reach to the right, flicking on the switch which bathed the living space in light. Visible to you was the familiar living room, an empty dining table with four chairs around it up ahead, and a pair of sofas with a coffee table to the right, a small desk between the two having a telephone on it.

Glancing around, you pause as you see a few pictures on the wall. Walking over to it, you take one off of the wall, looking over the picture of a younger you and your parents- your always frazzled looking Dad next to your energetically proud Mom as you held up the trophy for winning the 8th Year Science-Fair Project. A memorable time, if due to the fact that afterwards you had been politely asked to either give the other kids a chance or to not participate.

Smiling a bit, you glance at the other pictures on the wall, more ones involving you and the family or just your parents, one of them showing a toddler you along with your parents and grandparents. A shame those two had died not long after, it was a bad year of Bunker-Fever.

Nodding, you get to work on packing up. You had grabbed your issued Surface Backpack, one that was issued mandatorily to practically everyone, and your old school pack was spacious enough to also work. With those two, you gathered what family possessions you had- a vast majority of them admittedly from past generations of your family, especially the 'Lineage Book' which had pictures, achievements, 'words of wisdom', and whatnot from the past generations now gone. Your own family pictures should join them soon enough, maybe a few things from yourself as well?

Regardless, besides all of that there was just a couple spare bits of non-jumpsuit clothing which you stuffed into the school backpack, along with the gun-harness for your recently reclaimed personal 9mm, which was still back at the Overseers Office.

Nodding, you leave your bedroom and head into the large extra room in this living quarters, it being one of the few in the Vault with such an expansion.

Inside was your safe space, your tinkering cave, your workshop.

This was what the larger handed-out backpack was for, which along with a duffle bag was promptly used to begin stuffing various notes, notebooks, sketches, schematics, textbooks, and holotapes. Your toolbox would quickly be gathered, a number of good quality and even modified tools and bits being neatly organized and stored.

Your partially dissassembled bits of your workstations, more valuable machining tools and parts being carefully disassembled and stowed inside your duffle bag. After a bit of thought, a few more things are added in which might be difficult to acquire out in the wasteland- mostly bits from past experiments which hadn't been taken apart yet- a P-Grade microfusion cell here, a high-quality vacuum tube there. Absent mindedly you grab the partially open tin of mentats, sealing them and tossing them in as well.

You paused in your loading frenzy there, taking a deep breath as you gaze around. Your eyes land on the mini-fridge your father had managed to claim and repair, giving it to you on your 13th birthday. Opening it up, you grin as you see it was still working, an ice-cold Vault-Variant Nuka Cola still in there. Apparently not as good as the old and real stuff, but still quite the nice pick-me-up for special occasions.

Grabbing it from the now empty mini-fridge, you pop it open and take a swig, relishing the sugary treat as you enjoyed being in your safe zone one last time, smiling in memory as you see a few of the personalized bits around- little marks on one of the surfaces of your name, a few additions you spent hours going over, making, and installing, faded dents and scorch marks from various experiments and projects.

Fun times.

Still though as you take another sip, you glance at one of your side workbenches, at the things you had been working on the day of the Reactor breakdown- and from the weeks, months, and even years prior, along with some quite useful bits. Things that, maybe, you could put to good use?

Choose two:

[ ] High-Tech Scrap

There's plenty of other bits and pieces you have around intended for experimenting and normal work. Some of that could serve useful for future efforts, either with your own experiments and research or any work done by the Exodus group as a whole.

[ ] Fusion Core
A typically usual Fusion Core, it is still quite the powerful and useful thing. You had it on hand to power a couple larger pieces of equipment or experiments, but at the moment you have none which require it. It can be used for that purpose, as well as powering up some equipment and machinery found out in the wasteland, to say nothing of what potential value any survivors might see in it (Note: Can be taken more than once).

[ ] Modifier Radio Receiver and Antennae
This one you felt was basic enough to not need a Project name. It's in essence a modified and improved radio receiver and antennae, one that you've tunned to be able to pick up signals from far away. While this is slightly redundant with Pip-Boys, it can be useful in packing up less-powerful signals or ones that are just out of range. And if integrated with proper communications equipment, that can be boosted even more- with the possibility of getting semi-clear signals across most of Nevada and into the surrounding states.

[ ] Software update
A minor upgrade made by your father and only slightly tweaked by you, this is a basic set of patches and improvements that can be installed into robots or turrets you come across, improving their abilities a bit. Granted this hasn't been tested so the results with robots could be a bit quirky, but nonetheless it could be useful.

[ ] Project Arbiter
Project Arbiter came in the form of a couple items. The main piece was a Standard Issue Army Combat Helmet, modified to contain a visor and some hardware secured in reinforced casing. The second thing needed is simply a Pip-Boy, unmodified save for a small program written into it., if with an uplink. All of this would, at a basis, create a HUD system linked to the Pip-Boy that could display things like vitals, health, and armor status, and you have had plans for integrating other things too! Ranging from a communication piece to easily speak over a radio, indicators for weapon ammunition and aiming, and even potentially something to augment the fabled V.A.T.S system! Those however need a lot of work, and what you currently have as is can be prone to glitching and jamming if there's interference, and you didn't want to run a wire all the way up.

[ ] Project Wellspring
One idea that you built up but certainly haven't gotten the chance to actually practice, Project Wellspring is an idea for a deployable well-digger, a spike and tube able to theoretically pierce up to fifty meters below ground to tap into an underground water source, bringing it up to the water pump which will send the water wherever it is needed. It is typically small scale and, as mentioned, untested- but it could be usable for such areas with a water table and still had room in it for you to integrate a Water Purifier.

[ ] Project Valkyrie
This was a bit of a flight of fancy for you, after hearing some story one of the Vault Dwellers was talking about involving their great ancestor using an experimental jet pack attached to their power armor during the Sino-American War. You've expanded on that idea since then, and you've gotten something. It's bulky and uses a decent amount of fuel, on top of not being too armored, but you've gotten something that can allow for a burst to fly people up- or better then that slow down a descent. Training of course is also an issue, and you doubt outright flying would be possible, but there are possibilities you can go for in further improvement.

[ ] Project Mule
Inspired by a brief mention in a magazine going over the history of robotics pre-war with mentions of companies such as General Dynamics, Boston-Philadelphia Dynamics, Torrent-Hawker Systems, and even the old DARPA Agency. As a result, through painstaking research, work, purchasing, scavenging, assembling, and testing you've gotten Project Mule complete! Granted it's software is a bit wonky, and it is a prototype, but the four legged robot can both carry and pull a lot of weight, and you've managed to add a bit of platting to protect it from the elements. Now all you need is just a name for the type of robot itself as you aren't sure on the Mule designation yet...

[ ] Project Hoplite
Project Hoplite is an attempt by you to make a lightweight holdable shield that could be used for combat- either directly or in deploying it as fixed cover. It's run into some issues, but you've gotten it's deployment set- allowing it to either be used in it's holdable shield form or to expand it and set it down for better cover, with a thin combat-glass screen to provide cover and two slots in the deployed form to open to fire through. It's quite heavy, and too much damage could leave it unable to be deployed or undeployed. At the very least though it should be able to easily withstand weak lasers and smaller calibers and possibly light explosives. Heavier or Military weapons you are less sure on, and military-grade laser guns are likely to do quite good against it. A few ideas for an even heavier and better shield had come to mind, but unless you find someone abnormally large and strong or in power armor that likely won't work.

[ ] Project Spike
Created and coded by you and with help from your knowledgeable Father back in the day and finished a few months ago by just you, Project Spike, named the Hack-Spike, is a thin tube with a small internal digital memory that, when jacked into a standard RobCo terminal, it will automatically download a program to immediately crack open any locked terminal and computer! In theory at least. In reality it was only really good against those computers with just basic security, and the very high stuff would likely react by locking down, and you don't even know what would happen if you tried it on a robot. But hey, at least you managed to modify it to be able to plug into other commercially-standard ports with interchangeable plugs, and you can always fashion new ones should unfamiliar ports be encountered.

[ ] Project Cracker
This Project, unlike most others, was one that you used regularly to slip into disposal areas and whatnot to gather salvage or bits for your experiments. Project Cracker, or the Multi-pick as described by you, is a set of different lockpicks put together into one device- capable of unlocking basic keylocks, mechanical locks, and safe locks! It isn't quite sophisticated enough to handle higher level locks though, and often needs maintenance.

[ ] Project Lancer
How this had slipped through the cracks you did not know, but during one of your jobs which involved you fixing a few fixtures in the armory, you had happened to find a trio of old laser pistols very far in the back. Managing to hide and take it away, since no one had even touched such a weapon in living memory, you had quickly gotten to work on what you deemed to be Project Lancer, your own high-end personal weapon. That was a couple years ago, and it is currently complete- with you having managed to just barely hide it when the previous Overseer confiscated everything. Having used parts from all three pistols in your tinkering and experimenting, the end result was an AEP9 type Laser Pistol with a more reinforced yet lightweight case around it, improved ease of access for cleaning and maintenance, and you managed to upgrade the laser into the blue spectrum! That had taken a week-long fugue and months more previously of smaller experimenting and research, but it had resulted in a beam which dealt more damage, travelled farther, and dispersed more heat into whatever it impacted! It's very costly to make though, and you haven't even thought of how to shift the tinkering process into something that could be reliably done on a gun by gun basis, let alone limited mass-production!

[ ] Project Athena
This... this you're not sure on what it is, having just found the advanced-looking holotape it's on along with a notebook written in some kind of code that alternates every fifteen pages. You just found them in fact, looking through a couple of the other belongings stored by past family members. You know that a few of them had also had their own smarts above simply being quite advanced in a certain field or two, but just what this is you do not know. What you do know is that there is likely a lot of work to be done on this to make it work, software work for the most part no doubt, although flipping through the encoded notebook you get the feeling there's a few hardware sections too, including stuff involving a Pip-Boy, the specific model you now have in fact. You can't help but wonder as to just what this may potentially result in, even if it could take years or even decades!

Result: You manage to recover personal effects along with your Workstation's toolkit and a few other bits. You recover up to two assets from the workshop to either use yourself or further expand upon at a later date.

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

So, this was it.

You had gotten your last good night of sleep in the Vault last night after doing last check-ins and loading your stuff up, and you knew that practically everyone had done similar things too. Enjoying their last good night of sleep, having a final good meal of perishables, enjoying warm showers. Enjoying the last luxuries of the Vault while they could.

You... were a bit nervous. You could admit that to yourself. The weight of responsibility on your shoulders that came from getting the determination to see things through was certainly present, and you worried about your own life a bit. Yet thankfully that emotion was minor, with you feeling determined about doing this, excited and intrigued about what the surface is like and getting up there, and even, dare you say it, confidence.

Were there other things that could have been done? Yes, you don't doubt that. However, for just three days you had done a lot of good work to prepare your fellow Vault 34 residents. Rations had been gathered, weapons broken out and prepared, tools organized and medicine readied. Knowledge was archived and ready for use, seeds ready to be planted on soil up on the surface, equipment disassembled and just waiting to be rebuilt.

The G.E.C.K, stored and ready to be deployed to create a fresh fertile landscape.

You could do this. Bring hope and prosperity to your people and rebuild successfully on the surface.

Maybe even bring that to others, in due time.

You are shaken from your thoughts by someone rushing up to you, passing by the line of Vault dwellers waiting to be processed.

"Overseer, I have the progress report you wanted."

That caused your confidence to drop a little. It was a little something prepared yesterday, a few phrases to say to get you or others' attention without causing panic among your fellow dwellers. Specifically, this was to happen if there was a development with the fourth floor Lockdown and filters keeping the rads at bay.

Keeping a calm appearance, you nod to him and head to a side room, the man following behind you. Upon entering and making sure no one was present, you wheel around to face him as the door closes.

"Report."

The man would nod and quickly begin, mixed thoughts coming up as he gave you the details.

The Geiger counters on the Pip-Boys of the few people still down there had started ticking, and a quick check confirmed a leak had started. It wasn't much, only a couple rads at most over baseline. That meant though that it had started.

"Anything from Engineering on this?" You ask, getting the man to brighten up a little.

"Yes actually, Engineering's report on it says that the leak is minor, and while the Fourth Floor has been evacuated in full, we should be out a decent time before radiation begins spreading up. Even if another breach were to happen now, we'd still have enough time to make it out, if a bit rushed."

Your tension fades enough at that, giving the man a grim smile and nodding.

"Right, right then. The door should be opening soon, enough time for us to get out. Keep me posted on any updates, and have a few people with Pip-Boys active stay on the remaining three floors. I want to know if the situation worsens the moment it happens."


Everyone's breaths were held as, for the first time in over a century and a half, Vault 34's Cog open was activated. Alarms blared as the giant Mechanical Arm overhead began to move forwards, triple-checked by Vault Maintenance to make sure it would open. It pressed into the Vault Cog Door, locking into place and unclamping certain locks within it. Then it began moving backwards, a horrific screeching noise causing many to wince and take a step back.

Finally it would finish, the Arm moving up and back as the Cog Door began to be rolled to the side by the Internal Track it was put on.

"Go go go!" Yelled one of the Security Officers as soon as the door was cleared, men armored in the recovered combat armor taking the lead as they swept their aim back and forth, fanning out from the open entrance.

Soon shouts of 'clear' would be heard as the outside area was secured, one of the armored men coming in to notify you that the cave the entrance was situated in was secured.

"Excellent, fan out and secure the perimeter. Send Squads 1, 2, and 4 to begin sweeping the tunnel and tributaries 30 meters up to thirty meters in to secure our approach. Squads 3 and 5 are to continue on the main tunnel to confirm it matches our map and secure entry to the surface." Officer Harkin would order, more personnel in both combat armor and Vault Security-Armor streaming out as the first batch of 100 dwellers was brought into the large Entry Room. Taking a deep breath you yourself step outside the open Vault door, accompanied by several Vault Guards as you get to properly see where you were at.

The cave before you was large, able to hold up to a third of your Vault population comfortingly. Currently you were standing on a small raised concrete platform that the door was rested upon, rusted guard rails ringing it. A few skeletons were around, likely those who had tried to make it to the Vault but failed. Next to the door itself was a panel used to gain entry to the Vault, either needing two different authorization codes or one authorization code and an approved Pip-Boy, like the Overseer's Model you have on you.

As you step aside to allow people to come through, you look at the panel and a thought comes to you.

[ ] Destroy the panel
The things needed to use the panel to open the door are specialized and kept quite confidential, but you can also imagine that after the bombs fell any survivors could've had an easier time of gaining access to things they shouldn't have. Things like Pip-Boys stored in boxes destined to Vaults or Vault-Tec facilities which have what is needed to get in, or various codes and bits of information on terminals. To say nothing of what someone may be able to figure out by trying to mess with the system. Destroying the panel will potential future efforts of your own to get into the Vault difficult, but it'll also make scavengers trying to do the same have a much more difficult time.

[ ] Leave the panel alone
This panel is what you need to have access to in order to get into the Vault from the outside, and making the prospect of doing that much more difficult in the future doesn't appeal to you. Besides, the Vault is not only quite isolated, but even after the apocalypse the things needed to fool the system should be quite hard to get if they're even present at all.

Regardless, soon the first batch of people arrive, and you get word that the entryway to the surface was secured. Taking a deep breath, you venture forth.

Ready for a whole new life. A better future perhaps, above ground.


AN: And with this, we have ended the Vault-Phase of the Prologue!

You have a few things to vote on here, so make sure to do that. Voting will start immediately, and will last for 24 hours. Please use plan voting, although if wished for two separate plans for the taken gadgets and the other options can be done. Here are the following things being voted on:

[ ] Investigate
It will be difficult to do given what's about to happen. But investigating into who was behind the preparations for what was likely going to be an armed and explosive fight are important! Plus, given that part of the Vault populace practically worships the old Second Amendment plus explosives, there's good odds that the people behind it are from that demographic.

[ ] Backburner
This isn't the right time to investigate into what was being planned. But that doesn't mean it won't be given up on, you won't forget what they had been preparing to do. You'll wait until the situation is better before looking into it with Vault Security.

[ ] Bygones be Bygones
Your people are at a critical moment in history, to launch an investigation now or in the future could lead to divisions resurfacing and deepening, as well as alienate what may be a crucial part of the Vault populace from the rest. Now is the time where it is needed to work together and put past tensions and divisive matters behind you all, and if that means allowing the implications to be left alone then so be it. Besides, at least someone from that group is likely of a similar mind, and it did net you some more heavy firepower.

[ ] Lock it
While good progress has been made, that also leaves an opening for potential spoiling factors for the contents within- whether they be environmental or Human. Locking it back up to normal would help with such issues, and you at least know how to get through some of it- making the far-future task of getting into it easier.

[ ] Leave it
You might not have gotten into the room, but one day you may return to do so again. You won't know the state of the Vault or general area when that happens, so a quicker time of getting it open could be both appreciated and potentially needed. There's a risk, true, but it's also the easy path.

[ ] Seal it
In the other direction, you could focus on sealing it even further. Destroying the mechanisms of the unlocked frontal door to keep it clamped shut, welding additional metal and barriers onto it, and even pilling up debris in front of it. This can make sure that radiation absolutely won't get in, and any Humans trying to get in would have a seriously difficult time doing so if they even think it's worth the effort. Although this can also prolong your own potential future efforts to crack it open by a notable amount.

Choose two:

[ ] High-Tech Scrap

There's plenty of other bits and pieces you have around intended for experimenting and normal work. Some of that could serve useful for future efforts, either with your own experiments and research or any work done by the Exodus group as a whole.

[ ] Fusion Core
A typically usual Fusion Core, it is still quite the powerful and useful thing. You had it on hand to power a couple larger pieces of equipment or experiments, but at the moment you have none which require it. It can be used for that purpose, as well as powering up some equipment and machinery found out in the wasteland, to say nothing of what potential value any survivors might see in it (Note: Can be taken more than once).

[ ] Modifier Radio Receiver and Antennae
This one you felt was basic enough to not need a Project name. It's in essence a modified and improved radio receiver and antennae, one that you've tunned to be able to pick up signals from far away. While this is slightly redundant with Pip-Boys, it can be useful in packing up less-powerful signals or ones that are just out of range. And if integrated with proper communications equipment, that can be boosted even more- with the possibility of getting semi-clear signals across most of Nevada and into the surrounding states.

[ ] Software update
A minor upgrade made by your father and only slightly tweaked by you, this is a basic set of patches and improvements that can be installed into robots or turrets you come across, improving their abilities a bit. Granted this hasn't been tested so the results with robots could be a bit quirky, but nonetheless it could be useful.

[ ] Project Arbiter
Project Arbiter came in the form of a couple items. The main piece was a Standard Issue Army Combat Helmet, modified to contain a visor and some hardware secured in reinforced casing. The second thing needed is simply a Pip-Boy, unmodified save for a small program written into it., if with an uplink. All of this would, at a basis, create a HUD system linked to the Pip-Boy that could display things like vitals, health, and armor status, and you have had plans for integrating other things too! Ranging from a communication piece to easily speak over a radio, indicators for weapon ammunition and aiming, and even potentially something to augment the fabled V.A.T.S system! Those however need a lot of work, and what you currently have as is can be prone to glitching and jamming if there's interference, and you didn't want to run a wire all the way up.

[ ] Project Wellspring
One idea that you built up but certainly haven't gotten the chance to actually practice, Project Wellspring is an idea for a deployable well-digger, a spike and tube able to theoretically pierce up to fifty meters below ground to tap into an underground water source, bringing it up to the water pump which will send the water wherever it is needed. It is typically small scale and, as mentioned, untested- but it could be usable for such areas with a water table and still had room in it for you to integrate a Water Purifier.

[ ] Project Valkyrie
This was a bit of a flight of fancy for you, after hearing some story one of the Vault Dwellers was talking about involving their great ancestor using an experimental jet pack attached to their power armor during the Sino-American War. You've expanded on that idea since then, and you've gotten something. It's bulky and uses a decent amount of fuel, on top of not being too armored, but you've gotten something that can allow for a burst to fly people up- or better then that slow down a descent. Training of course is also an issue, and you doubt outright flying would be possible, but there are possibilities you can go for in further improvement.

[ ] Project Mule
Inspired by a brief mention in a magazine going over the history of robotics pre-war with mentions of companies such as General Dynamics, Boston-Philadelphia Dynamics, Torrent-Hawker Systems, and even the old DARPA Agency. As a result, through painstaking research, work, purchasing, scavenging, assembling, and testing you've gotten Project Mule complete! Granted it's software is a bit wonky, and it is a prototype, but the four legged robot can both carry and pull a lot of weight, and you've managed to add a bit of platting to protect it from the elements. Now all you need is just a name for the type of robot itself as you aren't sure on the Mule designation yet...

[ ] Project Hoplite
Project Hoplite is an attempt by you to make a lightweight holdable shield that could be used for combat- either directly or in deploying it as fixed cover. It's run into some issues, but you've gotten it's deployment set- allowing it to either be used in it's holdable shield form or to expand it and set it down for better cover, with a thin combat-glass screen to provide cover and two slots in the deployed form to open to fire through. It's quite heavy, and too much damage could leave it unable to be deployed or undeployed. At the very least though it should be able to easily withstand weak lasers and smaller calibers and possibly light explosives. Heavier or Military weapons you are less sure on, and military-grade laser guns are likely to do quite good against it. A few ideas for an even heavier and better shield had come to mind, but unless you find someone abnormally large and strong or in power armor that likely won't work.

[ ] Project Spike
Created and coded by you and with help from your knowledgeable Father back in the day and finished a few months ago by just you, Project Spike, named the Hack-Spike, is a thin tube with a small internal digital memory that, when jacked into a standard RobCo terminal, it will automatically download a program to immediately crack open any locked terminal and computer! In theory at least. In reality it was only really good against those computers with just basic security, and the very high stuff would likely react by locking down, and you don't even know what would happen if you tried it on a robot. But hey, at least you managed to modify it to be able to plug into other commercially-standard ports with interchangeable plugs, and you can always fashion new ones should unfamiliar ports be encountered.

[ ] Project Cracker
This Project, unlike most others, was one that you used regularly to slip into disposal areas and whatnot to gather salvage or bits for your experiments. Project Cracker, or the Multi-pick as described by you, is a set of different lockpicks put together into one device- capable of unlocking basic keylocks, mechanical locks, and safe locks! It isn't quite sophisticated enough to handle higher level locks though, and often needs maintenance.

[ ] Project Lancer
How this had slipped through the cracks you did not know, but during one of your jobs which involved you fixing a few fixtures in the armory, you had happened to find a trio of old laser pistols very far in the back. Managing to hide and take it away, since no one had even touched such a weapon in living memory, you had quickly gotten to work on what you deemed to be Project Lancer, your own high-end personal weapon. That was a couple years ago, and it is currently complete- with you having managed to just barely hide it when the previous Overseer confiscated everything. Having used parts from all three pistols in your tinkering and experimenting, the end result was an AEP9 type Laser Pistol with a more reinforced yet lightweight case around it, improved ease of access for cleaning and maintenance, and you managed to upgrade the laser into the blue spectrum! That had taken a week-long fugue and months more previously of smaller experimenting and research, but it had resulted in a beam which dealt more damage, travelled farther, and dispersed more heat into whatever it impacted! It's very costly to make though, and you haven't even thought of how to shift the tinkering process into something that could be reliably done on a gun by gun basis, let alone limited mass-production!

[ ] Project Athena
This... this you're not sure on what it is, having just found the advanced-looking holotape it's on along with a notebook written in some kind of code that alternates every fifteen pages. You just found them in fact, looking through a couple of the other belongings stored by past family members. You know that a few of them had also had their own smarts above simply being quite advanced in a certain field or two, but just what this is you do not know. What you do know is that there is likely a lot of work to be done on this to make it work, software work for the most part no doubt, although flipping through the encoded notebook you get the feeling there's a few hardware sections too, including stuff involving a Pip-Boy, the specific model you now have in fact. You can't help but wonder as to just what this may potentially result in, even if it could take years or even decades!

[ ] Destroy the panel
The things needed to use the panel to open the door are specialized and kept quite confidential, but you can also imagine that after the bombs fell any survivors could've had an easier time of gaining access to things they shouldn't have. Things like Pip-Boys stored in boxes destined to Vaults or Vault-Tec facilities which have what is needed to get in, or various codes and bits of information on terminals. To say nothing of what someone may be able to figure out by trying to mess with the system. Destroying the panel will potential future efforts of your own to get into the Vault difficult, but it'll also make scavengers trying to do the same have a much more difficult time.

[ ] Leave the panel alone
This panel is what you need to have access to in order to get into the Vault from the outside, and making the prospect of doing that much more difficult in the future doesn't appeal to you. Besides, the Vault is not only quite isolated, but even after the apocalypse the things needed to fool the system should be quite hard to get if they're even present at all.

Congratulations people, you might not have gotten everything you wanted, but you did damn good in getting what you could.

As always, if you have any questions or comments then please do post them.
 
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Prologue 0.6
-[X]Backburner
-[X]Lock it
-[X] Project Athena
-[X] Project Wellspring
-[X] Leave the panel alone

Despite both the SimuSun Lighting of the Vault and taking a couple Vault-Tec Visual-Adaptment eyedrops to improve adaptation from underground lighting to that of the surface, you still found yourself squinting as you left behind the cave entrance.

Nonetheless, both of those things provided by Vault-Tec prove their worth, as within a few minutes you manage to adjust to the light levels enough to stop squinting. Looking up at the sky is still problematic, so you let your eyes adjust for now. And it totally isn't because of the slight unease at seeing, well, the sky. You hadn't thought that it would be an issue, but in the context of having lived your entire life in a vast bunker with a close and defined ceiling...

It was disorientating. Speaking of which actually, you turn to see how the first group which had come up was fairing, and their reactions weren't too surprising. Some seemed to be unbothered by the sky, instead just looking around the new dry landscape, while some others were staring up in awe at the open sky.

A noticeable few were having worse reactions, looking nervous and even fearful, and a few had even taken a step back. Ultimately, this was going to be something that they'd have to push through, as you all weren't staying around.

Turning your attention from that, you approvingly take note of the security perimeter set up around the mouth of the cave and in the flat area area out, likely a makeshift parking point going by a few rusted wrecks neatly parked and the railing surrounding it all. A select few were also on watch on the rocky terrain above, keeping both an overheard view and making sure nothing can jump down onto the stream of people leaving the Vault. As you looked over this, you noticed a pair of dead... oversized lizards?

Curious now, you step forward towards the security group near it, one of the officers bringing back their Pip-Boy equipped arm from over it, the faint ticking of the in-built Geiger Counter going down as you get close. A few heads turn in your direction, with one of the officers fully turning to you and standing up.

"Ma'am! When we were securing the perimeter, we found these couple of creatures. As soon as they noticed us, they moved in to attack. We brought them down, but it definitely took more firepower then what it would've taken to bring down a person." He says as another one approaches, the one who brought their Pip-Boy close to it.

"It's also irradiated ma'am. Not too much being emitted from it exactly, but there's definitely an uptick near it's clawed hands and especially the mouth, along with a couple more open spots from our rounds going into it." He says, causing you to sharply look at this... ah a Gecko! They're not supposed to be this big, but there's definitely some resemblances to the old animal you've seen a few pictures of in textbooks. It's interesting to see that this species mutated into such a specimen, but they were certainly dangerous!

"I see. Stay back from these oversized Geckos, and should you engage in others do your best to keep it at range. Those teeth and nails look deadly, and with them emitting this rad level anyone who fights it at close range is liable to get radiation poisoning. Should this happen, report to one of the medical staff immediately for RadAway treatment and diagnosis. Now, is there anything else to report?" You ask, getting a nod from the initial officer who treated you.

"Yes ma'am. The area seems to currently be clear of threats, but we've noticed a few trucks filled with radioactive waste not far from the cave entrance. One of them is toppled over, and all of them seem to have a breach in containment. We'll need to avoid the site for as long as we're here." He says as he points, and looking in the direction he pointed at you see it. A trio of army-surplus trucks, their backs filled with radioactive waste barrels. Then you frown as you look at it, a memory coming to mind as you glance between it and the cave entrance.

Suddenly it clicks and you scowl.

"Oh son of a bitch." You mutter, stalking forward. Ignoring the inquisitive and concerned questions and exclamations from your Security, you circle around the trio of ruined vehicles and... yep there it is. Poking just above the mass of spilt barrels and waste was a rusted box and antenna filled with sensors, namely those of one of the primary clusters used to detect radiation levels on the surface. What happened to the others you did not know, but you had confirmed in the Vault that this set was working despite the abnormal radiation level. And now you knew why. Decades of staying isolated below ground, using the belief that the surface was irradiated to hell and back still... all because of this! Why the hell were the waste trucks here anyway!?

Grumbling, you back up from the vehicles to the relief of the Security present. You can't afford to get emotional over... illogical and stupid things such as this. Ranting and theorizing can come later.

Rubbing your forehead, you glance up as you see another Vault Dweller approach you.

"Ma'am, the last group of our people is leaving the Vault, and we've confirmed that everyone is accounted for. It's time to... seal the Vault doors." She says, getting a nod from you. That distraction, no matter how dower, will help get your mind on track.

"Let us finish this then." You say as you begin striding back to the Cave entrance.


Note: A few options DC and descriptions/notes have been modified or added on to. A few new options have been added.

Current Vault population: 1056 (15 wounded, 5 unable to walk)

Current Morale: 35/200 (Grimly Determined/In Shock/Slightly hopeful)

Current modifiers:
- Common Defense: +5 for initial defense roll no matter the circumstances (due to entire pop being armed along with a more armed/armored core)
- Heavy-Ordinance away: +10 to fighting Scrap-Tier or below equipped opponents, +5 in other circumstances.
- Military-equipped (Untrained): +10 to combat if your militarily equipped but not specifically trained core troops are specifically deployed
- New land: -10 to gathering food and rations, -5 to exploring rural areas and scavenging without having explored the area first.
- Surprise Exodus Effect: 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 Supplies and Assets gathered:
- Hastily assembled hand-drawn carts and wagons
- 2 months and a 1 week of food and water for current population
- 1056 Pip-Boys (1055 Pip-Boy 3000s, 1 Overseer Pip-Boy 3000 Mark IV)
- 144 Vault-Tec Immuno-Boosters
- 3 Vault Jumpsuits for each Dweller
- a few assorted personal items for each person inside Vault-Tec or Army-Surplus Backpacks and basic hygenics.
- Community-Sized survival supplies (Tents, basic perimeter fencing, campfire-starters, etc)
- six Mister Handy Robot
- Enough personal weapons for everyone and then some (submachine guns and pistols mostly, along with some shotguns)
- 29 Military-Carbine Guns
-- Including All-American Carbine
- 70 Combat Shotguns
- 24 Trail-Carbine Type Guns
- 3 Sniper Rifles
- 6 Rocket Launchers
- 24 Grenade Launchers (M79)
- 2 Deployable Machine-Gun Turrets
- Tear Gas and Smoke Grenades
- Couple dozen weapon repair kits
- Decent stockpile of Ballistic and Explosive ammunition
- Small Stockpile of basic security/police equipment
- 200 Vault 34 Security Armor Sets
- 100 standard-issue Army Combat Armors
- 10 Reinforced Army Combat Armors
- Various spare platting, patch kits, and camo-paints for combat and security armor
- Large Weapon and Munitions Assembly Workstation
- All of the equipment for a Vault-Tec Security Station
- 1 High Quality Vault 34 Flag
- 1 High Quality 50-Star USA Flag
- 3 High-Tech Scrap
- 1 Genesis-Model G.E.C.K
- Various parts for a Medium-Grade Water Purifier, including a new Water Chip
- Enough crop seeds to (barely) do a full planting for both food and additional seed
- Basic farming equipment
- Decent First-Aid Supply/Chem Stockpile, minor amount of light equipment and specialized chems (Buffout, Mentats, Calmex, a few Super-Stimpacks and Fixer Tablets).
- Vault 34 Database on holotapes
- Couple hundred various textbooks, books, magazines, and such.
- Basic (normal and specialized) Engineering tools/gear/supplies, some more advanced specialized tools gathered.

Personal Inventory:
- 1 Overseer Pip-Boy 3000 Mark IV
- 3 Vault-Tec Jumpsuits
- Hygienic/basic supplies
- a couple backpacks and duffel bag containing personal items, various notes, and tools and parts from your Personal Workstation
- Project Athena Advanced-Holotape and Coded Notebook
- Project Wellspring
- Personal 9mm pistol with harness.
- Mini-Fridge.

Unique Information gathered
- Information on the locations and security of the REPCONN Headquarters Complex and a Virtual Strategic Solutions office at Eagleton, the attending town for Nellis AFB.
- Knowledge that two people besides the first Overseer were behind the Vault getting a G.E.C.K to begin with, a Colonel Blackwell from Nellis AFB and a 'Vanny' from Future-Tec.
- The rough capabilities of a Genesis-Model G.E.C.K unit.
- Knowledge that at least some had been preparing for a violent conflict within the Vault before the Reactor became partially broken, including stockpiling explosive weaponry.
- Knowledge that, for some reason, trucks with nuclear waste were near the Vault, and that one of them is responsible for tricking the Primary Sensor Node.
- Knowledge that background radiation is around pre-war levels, and that at least some life survived on the surface (if irradiated so far)

You currently have four Action Points which can be used.

[ ] Set up camp
If you intend to linger in an area without setting up permanently, it would be advisable to set up a rather large camp for your people- whether it be out in the open or among some suitable ruins.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Camp set, prevent morale penalty from staying in an area for an entire turn without moving on, basic supply security.


[ ] Explore the area
Exploring around the area does have some dangers, but at the same time it can provide good information on the immediate and beyond lay of the land, possible opportunities, any people or threats, and potential other information. Being currently on top of Frenchman Mountain in particular gives you a good opportunity to see the far surrounding areas.
Cost: 1 Action Point
Chance of Success: 90/60%
Reward: Information on the local area and anything in it as well as beyond, possible +5 bonus to Prospective Salvage action.


[ ] Prospective Salvage
You may be currently on the move, but that doesn't stop you from trying to scavenge around for any loot of value.
Cost: 1 Action Point
Chance of Success: 70/50/5%
Reward: Potential loot and areas of interest discovered.


[ ] Checking the Waves
Everyone's Pip-Boys have an inbuilt radio. While the transmitters are very short range, the actual receivers can pick up from a decent if mostly local range. Furthermore, being on top of Frenchman Mountain provides something of a boost to signal reception.
Cost: 1 Action Point
Chance of Success: 90/60/20%
Reward: Detection of radio signals- both current and potentially old ones continuing to broadcast. Potential information. Verification that people not only survive but are capable of using technology.


[ ] Foraging the Wasteland
It seems like a desolate place, but besides a bit of wildlife and abandoned nuclear-waste, radiation levels seem to be pretty normal. With that in mind, perhaps there's some usable food and water around which could be used to supplant what you currently have?
Cost: 1 Action Point
Chance of Success: 75/50/20%
Reward: Food and water for the day discovered, possibility of finding enough for a few days or even beyond.


[ ] Study the Wildlife: Golden Gecko
You and your people haven't been on the surface for long, and already life has been discovered! It seems that at least one species of pre-war Gecko has mutated, its shape and size greatly changing into the specimens encountered. Some (careful) studying could help identify any more information on them.
Cost: 1 Action Point
Chance of Success: 70/40%
Reward: Some basic knowledge or more about the (Golden Gecko), including locations of vitals and such so that less ammunition has to be spent on taking others down in the future.


[ ] On the March: North
Your people are on the move, and a direction must be chosen. In this you decide to head North, along Frenchman mountain and towards distant Nellis Air Force Base and Eagleton. This will take you over rough terrain, which will let you avoid the ruins of Las Vegas, but in exchange means for a slower pace and potentially coming into contact with any surviving wildlife.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: Northwest
Your people are on the move, and a direction must be chosen. In this you decide to head Northwest, into the eastern edge of the North Vegas ruins and the northern part of the old Sunrise community near Frenchman Mountain. This will pretty quickly take you down from the mountain and into the old city outskirts, from which you could later on choose to follow the old highway northeast to Nellis, getting their quicker then straight north from Vault 34, travel quickly southwards, or split further off into the Vegas Ruins directly west or north.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: West
Your people are on the move, and a direction must be chosen. In this you decide to head directly west into the larger part of the old Sunshine community at the outskirts of Las Vegas. From there you could move along the highway north or south, or head further west into the ruins.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: South
Your people are on the move, and a direction must be chosen. In this you decide to head South, going over some semi-rough terrain in order to reach the area that from pre-war records described as a wetlands with the adjacent Lake Las Vegas. Whether or not these have persisted post-war or are simply dried out lands you do not know, but from there you could travel west into Paradise, south into Henderson, or southeast/east to reach Boulder City and Lake Mead.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: East
Your people are on the move, and a direction must be chosen. In this you decide to head east, over rough terrain and to State Routes 147 and 167. There isn't much in this direction until you reach Lake Mead and a small pre-war community named Callville Bay, but perhaps there's things that aren't on the basic maps you have or that's changed post-apocalypse?
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] A New Home
You've decided that this area is a suitable place for a new home, so now it's time to stake your claim
Cost: 1 Action Point
Chance of Success: 100%
Reward: Set up a permanent home, possible mini-turn(s) for specifics.
Note: Ends the Prologue


AN: New post up, you are now in the wasteland proper! And with it comes a few new things.

First off, modifiers! You have a few combat-based modifiers due to the sheer number of basic-weapons that are among your people along with a strong Security force and military-equipped (but not trained) core. The bonuses are a lot, but combat wise they do match with the kill-death ratio of the Boomers as they travelled from Vault 34. Of course you have practically no knowledge of the surface beyond pre-war information, so there are some maluses there- especially with scavenging for more food and water to top off reserves. Finally, should you not do an 'On the March' action without having set up camp for a turn, you will receive a negative hit to morale.

Also, there will be random event/encounter rolls every turn now, in which your group could encounter new people and creatures, interesting sites to check out or note, events to intervene in, or even just nothing at all.

I will admit that this post was a slight struggle to get finished in a satisfactory way, so if I missed something or didn't explain it well enough, please do ask me for clarification! I will let you all know if anything major is added/put in.

As per usual, there is a 24 hour moratorium, after which voting will begin.
 
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