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

[X] Clearing the Workbench

[X] Knowledge is Power (not new action)
 
Is it perhaps possible to put the 3x +5 on open the doors, that's if it pushes it over the line for a success?

It wouldn't push it over the line, but the three +5s... they can be applied to it if double down is put on Open the Doors, since it'll be rolled for again.

Of course if that's done, the three +5s can also be kept on the single 'A Great Gamble' Action if that isn't changed.

It's overall up to all of you on if you want to change Double Down from 'A Great Gamble' to 'Open the Doors' while keeping the single normal AP on 'A Great Gamble', or to turn those two actions to other things.
 
[X] Mechanical Instinct
-[X] assign the +5 x3

[X] Clearing the Workbench

[X] Knowledge is Power (not new action)

Hooo boy, that Basic Weapons roll though. Almost thought that was a crit.
 
Alright, so its an hour early but I think the results are clear enough, so I'll be calling it.

Mechanical Instinct (with the three +5 bonuses being there) and Clearing the Workbench are the winning choices!
 
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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[X]Plan: To the Future
-[X] Bygones be Bygones
-[X] Leave it
-[X] Project Cracker
-[X] Project Athena
-[X] Leave the panel alone


These are the votes that I'm thinking would make for the best picks. If we get established quickly somewhere, we can send a force back to the Vault to strip it of remaining resources more thoroughly. Having the Genesis-model GECK will help out with that a lot.

I know Project Athena is a mystery box, but it's one that apparently multiple ancestors of ours have been working on for a long time. So it's probably something really big. Project Cracker will let us quickly access novice and advanced locks probably, while our character's natural intellect means she should be able to crack difficult computers on her own.

For the panel and the mystery door; given that the vault was still pretty much untouched in the games, leaving it as is and just closing the Vault door should be fine; especially since Pip-Boys are very hard to come by in the Wasteland.
 
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[X]Plan: Ain't that a kick in the head
-[X]Backburner
-[X]Lock it
-[X]Software Update
-[X]Project Valkyrie
-[X]Destroy the panel
 
Don't really see much reason to destroy panel, Vault is pretty much going to end up as a radiation hotspot and all around an inhospitable place to live, even without ghouls. Well, maybe some ghouls of extremely dumbass raiders
 
[X] Plan: A not so Lonesome Road
-[X]Backburner
-[X]Lock it
-[X] Project Arbiter
-[X] Project Wellspring
-[X] Leave the panel alone

edit: Project Wellspring is in the spoilered votes but not in the main text of the update @MajorKO
 
[ ] 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.

uh yah we def want this pls very much so
 
[X] Plan: A not so Lonesome Road
-[X]Backburner
-[X]Lock it
-[X] Project Arbiter
-[X] Project Wellspring
-[X] Leave the panel alone

edit: Project Wellspring is in the spoilered votes but not in the main text of the update @MajorKO

Ah right, thanks for pointing that out!

Fixed it, along with the issues involving spoilering the options in the Author's Note.
 
If we set this up, we'll have a strategic level asset on hand. Water is valuable and the means to get it is more than valuable, its grand.

Heck, the NCR would probably pay thousands of caps for this tech to help with the water shortages in California(if I remember the lore correctly and there are water shortages)
 
If we set this up, we'll have a strategic level asset on hand. Water is valuable and the means to get it is more than valuable, its grand.

Heck, the NCR would probably pay thousands of caps for this tech to help with the water shortages in California(if I remember the lore correctly and there are water shortages)
Nah NCR would just try and make us citizens and then take the technology for themselves.
 
shit not even thinking about the ncr this on it own is a massive asset massively expand our option to where we can set up let us get water from anywhere as much as we need make us instanly a major power player it a massive game changer early middle late game for water is worth more than gold in the wasteland this is a way to supercharge us
 
Honestly all of the projects are Gravy, but Valkyrie alone tips so much in our favor. Aerial combat, even at that basic level, is something nobody in the Mojave is going to be prepared for. They all expect to fight on X or Y, but we'll be fighting on Z.
 
eh
[ ] 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.
eh like it nice but compared to the water one it pretty second tear to me tbh and let not over esitmate this it aeiral but it not like you can fly around or anything in it. Like it good but compared to the water one it got nothing on that. Also we are insanely loaded on weapons we are more than good on weapons stuff

[X] Plan: A not so Lonesome Road
 
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Honestly all of the projects are Gravy, but Valkyrie alone tips so much in our favor. Aerial combat, even at that basic level, is something nobody in the Mojave is going to be prepared for. They all expect to fight on X or Y, but we'll be fighting on Z.
Personally, for me. I prefer the Hud because of its more Combat Utility purpose than the Jetpacks. Though I do hope we can get the jetpacks later, if not now.
 
Do keep in mind that at the moment, that Project Wellspring is only able to dig so deep and that the machine itself is small, with it able to provide enough drinking water for a small group/very small settlement. For a settlement of, say, 100-200 people you'd need at least few of these assuming you need the water for more then just drinking, especially with farming, and also a water table/underwater aquifer that's close enough to the surface.

That being said, with experimentation and work Project Wellspring can be improved and expanded upon. Making it larger and overall able to pump and purify enough for a good sized settlement can be done, along with other improvements like allowing the drill to go deeper and be less likely to break (even if it's still advisable to not dig straight down into pipes and concrete), on top of figuring out how to put in a water purifier/filter to begin with.

That's the thing to note about all these projects, is that there's room to improve and upgrade all of them- as well on potentially creating more of them and better incorporating them at a larger scale into your group.

In time, other examples on the list may or may not come up to try and experiment with and create. They'll take time and effort to do so, let alone incorporate them, but they can be done.
 
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