Prologue 0.2
MajorKO
Amateur QM and Writer with little motivation
- Location
- United States
Exodus (Natural): Vault 34 has suffered a critical failure. The Nuclear Reactor which had over the years provided plentiful power to the Vault has undergone a partial failure- leaving power in the Vault tenous. Radiation has also begun spreading, and will soon enough leave the Vault fully uninhabitable. And so your people have put their differences aside and have gathered what they could, ready to leave.
- Starts with population set at very large, not having yet splintered from differences and issues with one another (may or may not last). Also comes with the positives and negatives of such a large group.
- Starts with a bit more time in the Vault, time to organize, grab what you can, and other actions (changes nature of Prologue).
- Vault 34 will remain largely intact but greatly irradiated upon leaving.
- Starts with somewhat low morale, with societal structure left intact.
- Starts with population set at very large, not having yet splintered from differences and issues with one another (may or may not last). Also comes with the positives and negatives of such a large group.
- Starts with a bit more time in the Vault, time to organize, grab what you can, and other actions (changes nature of Prologue).
- Vault 34 will remain largely intact but greatly irradiated upon leaving.
- Starts with somewhat low morale, with societal structure left intact.
3 Days before Vault Exodus...
One thousand people.
That was apparently the population size that a normal Vault could manage. It could likely maintain more, but that would result in choices such as careful rationing and double-bunking on living space.
Vault 34 was beyond that point, despite having that roughly 1000 people. It hadn't been made as a normal Vault, you were sure of that when thinking over the amount of living space given to the people. Those thousand people who had interacted each other, talked to each other, and developed friendships and relationships with one another for their entire lives had almost reached a boiling point. You were sure of that. The high population, combined with recent issues with things such as population control measures and sealing the armory was no doubt in your mind going to lead to some kind of confrontation. The tension in the Vault had been palatable mere days ago in fact.
Yet, all of that was put on hold when the Reactor suffered a partial failure for reasons unknown, a reminder occurring even now as the lights in the Vault flickered and a nearby terminal beeped loudly- momentarily disconnected from a power source and having to rely on its internal battery for a few moments before the flow resumed.
When the failure had happened, the Vault technicians had quickly acted to try to fix it. You didn't know if they messed up or if the failure was worse then expected, but contact was lost in that section as the reactor system suffered a further cascade of failures and that section being automatically locked down along with fires and such breaking out elsewhere that saw to a few people dying. All of this didn't do anything to stop the issue of radiation, steadily becoming a concern as it would soon spread outside the locked down section. Between that and the power issues, the locked down section having also closed off access to the Geothermal units and their possibly effected equipment, leaving the Vault was a must now. Many complained and worried, and yet the situation was a matter of life or death and they knew that. Some even embraced it, ready to finally go up onto the surface or glad that the tensions and issues were gone and dealt with.
Getting up from your seat for a moment, you make your way towards the living quarters attached to the Overseers office, yours, and glimpse at the desk-plate, reminding you of who you are...
[ ] The Old Overseer
Name: Adam Buckley
Primary SPECIAL Stats: Endurance, Perception
Stress Level: 6/12
- You have been Overseer for the past several years, being in charge during a time of growing problems and issues that had been carefully managed for over a century previously and having just recently became critical due to negligence from your predecessor.
Traits:
Experienced: You've been in a leadership role for years now, with knowledge on how to keep an established society running. Gain one Stewardship Action Point and +5 for Stewardship rolls.
Enduring: You have not broken under both the normal pressure of being a Vault Overseer, but also the stress and turmoil of recent events and the past couple years of tensions. Gain +5 for resisting panic and pressure. Reduced consequences of higher stress and increased tolerance for it (+2 to max stress level).
Stubborn: While your stubbornness has helped you maintain order and a clear directive, it's also certainly caused problems. Gain malus for rolls for changing Societal/Government Structure and certain stances (such as Isolationism), along with a -5 to Social rolls for actions within your faction. May not apply when building up or adding entirely new things, such as new 'departments'.
[ ] The Guiding Firebrand
Name: Abigail Pearl
Primary SPECIAL Stats: Charisma, Perception
Stress Level: 5/10
- A respected member of the Weapon-Enthusiastic part of the Vault, you are considered a level-headed, smart, and rational person. This has led you to helping keep the peace among not only your faction but among the other Vault 34 dwellers, buying time for peace even as you tried to convince the old Overseer to stop locking down the Armory. That, as everyone knew, didn't work, and so eventually you agreed to work with your fellow Vaulters when the plan came up to storm the armory and leave. Thankfully this would now no longer be needed, now that you've been put into the position of Overseer.
Traits:
The Negotiator: You have for many years served to help keep the peace and help opposing people talk. Gain +5 to Social rolls.
Like Mother like Daughter: Your Daughter, Mary Pearl (Mother Pearl) is just entering adulthood now. She takes after you quite a bit, and can help in certain matters. Gain one Social or Martial Action Point.
Boomer at Heart: Despite you being quite the rational person, at the end of the day you're still a boomer. Malus of -5 applied to Intrigue rolls.
[ ] Officer in Charge
Name: George Cortez
Primary SPECIAL Stats: Strength, Agility
Stress Level: 5/10
- Appointed as Chief Security Officer by the previous Overseer, you have been at the forefront of confronting the tensions, issues, and incidents that have been rising up at home. More then once you've had to use a baton and taser on your fellow Vault Dwellers, with always the small worry about privately owned guns being brought out. Now with you being the Overseer, you are in charge of the very people you had dealt with.
Traits:
Defending the people: You were charged with maintaining security and defending the populace before, and that continues now. Gain +5 to defense and defense-preparation rolls.
History Buff: You always had an eye for history, reading various textbooks, biographies, and works about the past- many of them specifically about the old country your Vault is in. And while many neglected to do so, you made sure to study your region of the United States Knowledgeable about old history and especially the United States, including some more well known if basic local facts, features, installations, and locations. +5 to rolls involving old lore and groups/cultures with some relation or reference to something pre-war.
Firm Rule: You aren't much of a person for leniency or such, preferring instead a firm yet fair rule to provide security- even if people don't like it. Malus to internal unity and increased likelihood of incidents. Reduced non-Martial morale raises and increased morale drops.
[ ] Techies get a turn
Name: Alliera Voltz
Primary SPECIAL Stats: Intelligence, Luck
Stress Level: 3/10
- You are smart. Very smart. You've known that since you were little, and others knew about it only a bit sooner when you started forming words at seven months old and performing basic math at a year and a half. You've been put into a lot of roles during your life in the Vault- weapons-repairer, technician, engineer, Mod-Tinkerer, Sciences Teacher, Human Calculator, repairwoman for dozens of different systems- name it and you're more likely to have done it then not. Through all of this you've gained a good amount of wealth, helped by you focusing more on WORK! and SCIENCE! then leisure. Between that wealth, you rapidly working to seal what few ways the radiation could've easily leaked into the rest of the Vault quickly, and getting people to stop panicking and think rationally, you were assigned the role of leadership... even if you didn't exactly like it.
Traits:
SCIENCE!: You are an embodiment of science, being pretty much the smartest person in the Vault. Gain +5 to all Learning rolls.
Multitasking: You are great at multitasking, and while this mostly helps in the lab this also helps you here: Gain one Learning or Stewardship Action Point.
Quirky: Your family has been very quirky and odd for a long time, with Voltz having certainly not been the family name your ancestors had when coming into the Vault. As a result, you're a bit of a social outcast... and your own social skills aren't all that good either. Gain -5 to all social and diplomatic rolls, serious crit-failure for Social rolls increased from 1 to 1-3, and soft crit-failure from 2-4 to 4-7.
[ ] write-in, following the prompt involving choice title, name, primary SPECIAL stats (choose 2) and description. Stress level, the two positive Traits and the one negative trait will be determined through decisions and rolling on my part.
...you head into your room, heading to the bathroom to freshen up real quick. You had a meeting in 15 minutes after all, and this gave you a moment to gather yourself. Splashing cold water onto your face, you glance up and see your reflection...
[ ] Insert Image (make sure to spoiler the image)
AN: Alright, so its time to choose who the leader is- with a few pre-determined ones and a write-in option and something for appearance. For this, chose a Leadership option and (if possible) provide a reference picture below it. There will be a roughly 24-hour Moratorium.
I've also decided to go with a modified CK2 system in terms of post-prologue actions, with Diplomacy being replaced by Social (covering both diplomacy and internal social actions) and piety with culture:
- Martial
- Stewardship
- Learning
- Social
- Culture
- Intrigue
- Personal
The SPECIAL Points as a heads up will not be involved in influencing any rolls, instead simply giving a bit of a description of the leader and something to influence their traits and description.
The Stress Level will be a mechanic to determine, well, stress. As a basis, at a level of 8/10 stress you suffer a -5 to two categories, one determined at the start of the turn and one determined after the votes for the turn are done. A 9/10 will result in those two rolls being both done after the votes for the turn are done. A 10/10 finally will result in a roll to determine if the leader suffers a breakdown and the temporary lose of all free ap minus any provided directly by another person until the Stress level is reduced. For the choice of Adam Buckley, this is changed a little. The level 8 consequences stay the same, but the level 9 consequences are pushed to level 10, and the level 10 consequences pushed to level 11, with level 12 being the breakdown roll.
With that being said, low Stress provides benefits. Stress being at Level 2 provides a default +5 for a single category to be determined by vote along with the turn vote. Stress being at Level 1 results in a free personal Action Point being given.
Stress will automatically increase at a rate of 1 level per turn (for normal turns, not during prologue) with some situations being possible that will either negate that or add an extra stress level. Stress can be decreased via a personal action.
An example for a write in will be bellow:
[-] Gary the Clone
Name: Gary
Primary SPECIAL Stats: Endurance, Agility
- Gary is a special man, ignoring the fact that there are dozens of him in his Vault. Gary often relies on his trusty pipe to deal with the non-Garries that occasionally enter, and enjoys talking with his fellow Garries.
- [-]
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