So next turn is last turn, unless we sacrifice our mr. Handies for 1 more turn.
I've got a few plans I'm thinking about like.
Plan Sacrifice mr Handies to strip the vault further.
Plan Lockdown the entire Vault so we can come back.
Plan Finish the last special triple roll.
Plan loot and scoot.
Ah, MajorKO just to double check.
We did not get the sandcrete/shields and other schematics with the G.E.C.K did we?
If not, can we get that with the [ ] Knowledge is Power action?
We can't get another turn. That requires the open the doors action to be completed and we didn't do it.
Next turn is the end.
Our other special rolls were terrible. We should probably forget about getting it now. It will still exist since we started it so we can come back later and get it.
We should focus on leaving the vault and finishing up whatever we need. Locking stuff down to come back later would be good.
I still think we should try the open the doors one again since it mentions that there might be survivors. Though... it's probably really unlikely now after three days.
We can't get another turn. That requires the open the doors action to be completed and we didn't do it.
Next turn is the end.
Our other special rolls were terrible. We should probably forget about getting it now. It will still exist since we started it so we can come back later and get it.
We should focus on leaving the vault and finishing up whatever we need. Locking stuff down to come back later would be good.
I still think we should try the open the doors one again since it mentions that there might be survivors. Though... it's probably really unlikely now after three days.
4 lockdown actions and 1 action to leave, that means we can do 1 action and 1 personal action if we go the lockdown route.
Grab medicine and our personal workbench?
I'm considering a strip the vault plan myself. 4 actions to strip the floors, 1 action to leave, 1 on knowledge is power(if we don't have the schematics from the GECK, if we do I'll drop it) and grab personal workbench on personal.
[ ] Open the Doors + Personal double down action? only need to roll 45 or higher.
if you do that then what about also doing [ ] A Great Gamble need a roll of 70 or higher, maybe 2 dice?
this path leaves 3 actions, unless we fail either then we need 1 action to leave the vault.
You did not get those plans with the GECK, as part of the trade-off for it being a Genesis-Model is the lack of a Data Archive. As for schematics, there are probably fewer of them in your database then in the GECK, but something like sandcrete I can see being present. Nothing like forcefields however
Not exactly, as 'Open the Door' means getting access to some of the areas automatically put under lockdown which aren't continuing to receive radiation- with that action also giving a roll for potential loot/survivors if successfully done. Since the Reactor is continuing to put out rads that won't be an option.
Winning options are 'All as expected', 'Relief at something going right during this disaster! Determination not to let this go to waste.' and 'Return it'!
[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!
I think we should definitely grab Knowledge is Power and Clearing the Workbench.
Knowledge is Power will likely prove useful once we get ourselves settled, and help us in any future investigations of Pre-War matters.
As for Clearing the Workbench, well, I just think that we should probably do the action made available from choosing the technician character, so as to take advantage of any possible benefits.
I say we should do a bunch of lockdowns, If we arent trying to extend the time. and I agree with doing knowledge and workbench.
E: Here's a plan I made.
[] Plan: Leaving the Vault -[] Knowledge is Power --[] Moons +5 bonus
-[] Mechanical Instinct
-[] Lock it down: Fourth Floor (Partial)
-[] Lock it down: Third Floor
-[] Lock it down: Second Floor
-[] Lock it down: First Floor
-[] Leave the Vault
-[] Clearing the Workbench
I was debating between Mechanical Instinct and Healing Touch. But healing just gives chems while Mechanical gives tools.
I know this doesnt take advatage of the +5 we just gained. But honestly I would rather have the vault locked down, get knowledge, and tools. I believe in previous posts Qm said leaving is a free action so the plans valid
E2: Gambling for another turn.
[] Plan Risking for a turn -[ ] Open the Doors
-[ ] A Great Gamble --[] Moons +5 bonus
-[ ] Basic Weapons
--[] +5 Armory or weapons bonus
-[ ] Healing Touch
-[ ] Knowledge is Power
-[ ] Treasure of the Past(SPECIAL) -[] Leave the Vault
-[ ] Double Down
--[ ] A Great Gamble
I say we should do a bunch of lockdowns, If we arent trying to extend the time. and I agree with doing knowledge and workbench.
E: Here's a plan I made.
[] Plan: Leaving the Vault -[] Knowledge is Power
-[] Mechanical Instinct
-[] Lock it down: Fourth Floor (Partial)
-[] Lock it down: Third Floor
-[] Lock it down: Second Floor
-[] Lock it down: First Floor
-[] Leave the Vault
-[] Clearing the Workbench
I was debating between Mechanical Instinct and Healing Touch. But healing just gives chems while Mechanical gives tools.
I know this doesnt take advatage of the +5 we just gained. But honestly I would rather have the vault locked down, get knowledge, and tools. I believe in previous posts Qm said leaving is a free action so the plans valid
There won't be any more morale hit, but going for the armory or basic weapons can still be useful.
The former can net you even more military and heavy grade weaponry and equipment, while the former can get a whole load of Basic Weapons (pistols and SMGs primarily) and your Security Force's armor, weapons, and equipment (along with potentially a few stashed heavier/military weapons if you get high enough). Basically quality for the Armory and quantity for the Basic Weapons.
[X] Plan: Don't stop me now!(I'm havin' such a good time)
-[X] Cracking open the Armory(x2)
-[X] Open the doors
-[X] Clearing the Workbench
-[X] Mechanical Instinct
-[X] Take it apart: Clothing Fabricator
-[X] Healing Touch
-[X] Leaving the Vault
--[X] +5 to Cracking open the Armory
"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.