It's not worth it. We rolled very poorly both times. But since we did roll on it we can come back and get it later.
[] Plan: Arm Up and Move Out
-[] Open the Doors
-[] Basic Weapons
-[] 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
This tries open the doors again for any survivors and loot, basic weapons so that as many people as possible are armed and have armor and such, and the workbench for ourselves.
After that locking down everything so we can come back later and loot everything.
Leaving the vault without rad x or even rad away seems kinda crazy to me
Here is something I'm thinking...
[] Plan One more turn -[] Open the Doors (use +5 moon omake)
-[] A Great Gamble (use +15 hellteddy omakes)
-[] Mechanical Instinct
-[] Healing Touch
-[] Knowledge is Power
-[] Basic Weapons (use +5 reward bonus)
-[] Double Down
--[] A Great Gamble
-If failure
--[] Leave the Vault
[] Plan: Lock-down and leaving with RadX and Radaway
-[] Basic Weapons (use +5 reward bonus +5 moon omake +5 hellteddy omake)
-[] Healing Touch (use +10 hellteddy omake's)
-[] 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
Edit: plan makers can use the 3x +5 from my omakes as they see fit.
edit 3: dropped plans coz of no votes. (The horror)
[] Plan One more turn -[ ] Open the Doors
-[ ] A Great Gamble
-[ ] A Great Gamble
-[ ] Healing Touch
-[ ] Knowledge is Power
-[ ] Treasure of the Past(SPECIAL)
-[ ] Clearing the Workbench
Looks good, just don't forget to add the 'Leave the Vault' option.
Also for your plan HellTeddy, its up to you but one of the personal options, Double Down, grants an extra reroll for a chosen action. Just figured that I'd let you know since you chose The Great Gamble twice.
QM's fancy on what the +5 I just earned is used for. You want to use on one of the next rolls that's all you, you wanna' let people vote on it it's gravy.
QM's fancy on what the +5 I just earned is used for. You want to use on one of the next rolls that's all you, you wanna' let people vote on it it's gravy.
If you want to leave what to use it on up in the air, I'll let the people decide on it when the time comes. Let them choose what to allocate it on along with the Martial +5 if applicable.
If you want to leave what to use it on up in the air, I'll let the people decide on it when the time comes. Let them choose what to allocate it on along with the Martial +5 if applicable.
"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.
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.
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.
[] Plan: Don't stop me now!(I'm havin' such a good time)
-[] Cracking open the Armory
-[] Open the doors
-[] Clearing the Workbench
-[] Mechanical Instinct
-[] Take it apart: Clothing Fabricator
-[] Healing Touch
-[] Clearing the Workbench
-[] Leaving the Vault
--[] +5 to Cracking open the Armory
While I like this plan the most, I do have questions:
1. Why did you put "clearing the workbench" there twice?
2. Why clothing fabricator? It doesn't feel that important comparatively speaking.
While I like this plan the most, I do have questions:
1. Why did you put "clearing the workbench" there twice?
2. Why clothing fabricator? It doesn't feel that important comparatively speaking.
We can sell clothing and down the line you know House would appreciate 'His' citizens all wearing freshly made suits and dresses instead of old grimy pre-war stuff.
As for the double workbench I just brain-farted.
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.
Alright, the Moratorium is done and you may vote! Six Action Points and one Personal Action Point are available for allocation, along with the free actions of leaving the vault and possibly self-destructing it should you wish to do so. Two Five allocatable bonuses, the Armory or Basic Weapons +5 and Moon's gifted omake bonus of +5 (edit: HellTeddy has also offered up their three +5 omake bonuses, so distribute them too), are available for you all to vote on implementing. Please follow the previous format on using these bonuses.
You have around 48 hours to vote!
Unless you unlock and take the Gamble action and succeed, this will be your last Prologue turn in the Vault. Good luck!
[X] Plan: Leaving the Vault -[X] Knowledge is Power --[X] Moons +5 bonus --[X] HellTeddys +5 x2 (+10)
-[X] Mechanical Instinct --[X] HellTeddys +5
-[X] Lock it down: Fourth Floor (Partial)
-[X] Lock it down: Third Floor
-[X] Lock it down: Second Floor
-[X] Lock it down: First Floor
-[X] Leave the Vault
-[X] Clearing the Workbench
[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] Plan: Leaving the Vault -[X] Knowledge is Power --[X] Moons +5 bonus -[X] Mechanical Instinct -[X] Lock it down: Fourth Floor (Partial) -[X] Lock it down: Third Floor -[X] Lock it down: Second Floor -[X] Lock it down: First Floor -[X] Leave the Vault
-[X] Clearing the Workbench
[X] Plan Risking for a turn -[X] Open the Doors
-[X] A Great Gamble --[X] Moons +5 bonus
-[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
can someone who knows how to use anydice or something like that. see if theres better odds for gamble passing with the +20 and re-roll. compared to taking one or two of the plus 5's to opening the door instead. Since It doesn't matter how good the gamble is likely to pass if we dont open the door. I'm thinking of moving 2 of the +5's to open the door. (making the roll needed from 35 or up to 25 or up) but that would make it so gamble needs 60 or up roll instead of 50. but that has a re-roll.