Slow vote day?
<insert vote now meme>

Personally, I'm torn between opening the doors, grabbing more guns, grabbing medicine and knowledge is power for the lock down votes. only having 2 actions there is hard.
I've been playing with the idea to only lock down 3 floors on that vote. maybe a deeper floor not easily reached?
 
If we do get another turn, We've already got medicine and knolwedge. I say lock down all and do mechanical (for tools) and another non-done action(treasure if its almost complete, geothermal, Pip-boys, or clothing fabiractor if its not).
 
We're at the half-way point! 24 Hours remain until the voting closes.

If you have any questions involving any of the choices or other matters, do make sure to ask them. The worse that can happen is that I can't answer them due to spoilers.
 
By the way, I've gone ahead and made a quick discord server for this quest and any potential future ones. I'll be doing the rolls here and then putting the results on the Quest here, but otherwise there shouldn't be anything of importance that'll be strictly on there. Nonetheless it'll be a place to hang out, ask questions involving the Quest, that sort of thing.

Join the Major's Hangout Discord Server!
this link is invalid btw
 
Okay, so I've done the rolls, and while they can be checked on the Discord I'm bringing this to you.

Action 'Open the Doors' has failed, which negates both the 'A Great Gamble' and 'Double Down' Actions. Since this is the Prologue still, I've decided to be a bit lenient.

So now you have 24 Hours for a final vote. This is specifically on what to do with the actions currently assigned to Gamble and Double Down. Options to do here include assigning double down to 'Open the Doors' and keeping Gamble where it is, or to assign the two actions to somewhere else.

You are only going to be voting on what to do with a single normal action point and your personal action point, so keep that in mind.
 
[X] Mechanical Instinct

this get us some good shit to help us out with any mechanical stuff which there is a lot

[X] Clearing the Workbench

chance to get some nice goodies for us
 
Also, the three +5's are still in play, so allocate those or keep them where they're at however you wish to do so.
 
E: We can apparently switch the double down to Open the Doors, to do the re-roll there instead.
[X] Double Down
-[X] Open the doors


If we decide not to risk it again, then I'll vote for the bonus on knowledge is power.
 
Last edited:
[X] Mechanical Instinct
-[X] assign the +5 x3

[X] Clearing the Workbench

[X] Knowledge is Power (not new action)
--[X] Moons +5 bonus
 
[X] Mechanical Instinct

[X] Clearing the Workbench

[X] Knowledge is Power (not new action)

-[X] assign the +5 x3

Well damn, that blows!
Thanks for the leniency, looks like we'll be leaving the vault in a hurry this turn.
Next turn we picking a direction to head in?
 
[X] Mechanical Instinct
-[X] assign the +5 x3

[X] Clearing the Workbench

[X] Knowledge is Power (not new action)
--[X] Moons +5 bonus

Moon's +5 was already used for the action 'Opening the Doors', and would only be used again if Double Down was shifted to that action.

A bonus also shifting to an action already rolled for is something I won't be allowing.

Well damn, that blows!
Thanks for the leniency, looks like we'll be leaving the vault in a hurry this turn.
Next turn we picking a direction to head in?

Among other things, yes.
 
Back
Top