You know what, breakdown of my top five factions in New Vegas.
1. Boomers
Cool backstory with a previous Vaul society moving out and actually managing to find a new home and be able to become a terrifying force of might in their own right. It says something that if you go with the Legion ending that Caesar STILL doesn't want to fuck with them even though he has no issues killing the Great Khans, and the only other group I can think of that achieves this is the Enclave Remnants. Not to mention all the cool named NPC's like Loyal and Pearl. Hell the quests they give are some of my favorites just cause of the variety.
"Oh, you wanna' go clear out these big friggin' ants that EXPLODE on death for us?" "Could you please help me give this love letter to this girl I've been secretly communicating with and then get her accepted into the Boomers?" "Hey bud can you swim down to the bottom of this lake and help us bring up this big aeroplane?" "Can you help me find Mister Cuddles?"
There's just so much to love about their designs too. Something about that classic Vault suit with the leather jacket just rules(Tunnel Snakes Rule!), and then they use big friggin' rocket launchers on top of that? Cray-zee dog.
2. Enclave Remnants
Well this should've been obvious from how much I was talking them up before. A bunch of old soldiers(and doctor and pilot) and their adorable gay son seemingly made for one of the most memorable groups. Seeing these tough old bastards(and the lovable miss Daisy Whitman) still able to bring their A-game and show the punks of the NCR/Legion how you REALLY do it is just great. Seeing that Vertibird over the Dam dropping off some allies in Enclave Power Armor is almost as cool as the Lady in the Water flying over the Dam and dropping fiery hot death.
3. Followers of the Apocalypse
I'll be honest, my first time playing New Vegas and I was convinced that the FotA were gonna' turn out to be some crazed cult that had some terrible dark secret hidden underneath all that nice sheen of goodness they displayed. Then I kept playing and talking with Julie and the others, learned a surprising bit of history about Caesar through them, and convinced their cowgirl Ghoul to become an escort. Maybe their quests aren't the best but the fact that they are honestly helping out the people of Freeside and combined with the fact that the one family you free from Cottonwood Cove actually goes to the Old Mormon Fort always made my day whenever I talked with any of them. Hell, even Caesar let's them go if you side Legion, what more can you say?
4. White Gloves Society
I know what you're thinking, "But Moon, they're cannibals!" and yeah that's true and one of the main reasons they're such an interesting group, but what I love most about them is that, aside from Mortimer and a few others, the majority of this group gave up their love of human flesh in order to integrate into modern society. Mortimer's plan literally involved having to trick everyone into eating human flesh and then using that as blackmail to get them to go along with it. The fact that you can then kill Mortimer and nobody attacks says so much about this group to me and it's why they're one of the most memorable factions in the game.
5. Powder Gangers
So another surprising one, but this group is so interesting to me. They're an evil faction, no denying that, but I love all the little backstory elements surrounding them. How their existence clarifies that there's a justice system in place that isn't just freedom/execution. How they use explosives cause that was what was left around, but they also use any other weapon they can get their hands on. Their base is a literal prison compound and if you go through with helping them enough the NCR actually tries storming it and you have to fight them off. Not the most fleshed out group, which can be blamed on New Vegas' horrible crunch time, but definitely a rememberable one.
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.
The voting will end in a couple hours, with the choice 'Techies get a Turn' currently being in the lead, and with Image 1 being the currently leading image for that.
Just completed my...fifteenth(?) playthrough of New Vegas. It's hilarious how Oliver only really freaks out when you mention the Boomers are at your control. Not the Enclave soldiers, not the Securitron army, but the Boomers.
Just completed my...fifteenth(?) playthrough of New Vegas. It's hilarious how Oliver only really freaks out when you mention the Boomers are at your control. Not the Enclave soldiers, not the Securitron army, but the Boomers.
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 2-5 to 4-7.
How you actually managed to get into this position you did not know. Sure, one of the small explosions and fires had killed the old Overseer, along with the other Department heads and therefore the line of succession. You yourself had been safe in your small Tinkering Station, having taken the proper precautions to make sure any explosive failure from the attempt to repair the Reactor wouldn't hit you once your offer to be a part of the team going down there was declined. Idiotic on their part, you had been the one who had warned them both four months ago and a few years back about the Reactor's condition not looking good after all, but in the end it came out alright with you. After all, you doubted you would've been in charge on the team sent down there if you were allowed to come with, and thus the actions that led to it's condition worsening dramatically would've likely been repeated as your suggestions and advice would've been ignored.
Again.
As for becoming Overseer yourself. That had been quite accidental. You had originally gone out to quiet down your fellow Vault Dwellers in their scrambling and panic, not wanting the damage to get any worse. Directing a family back to their apartments here, getting a couple technicians to work on equipping the Mister Handies for fire-fighting loadout and send them to deal with the fires there.
Over time you ended up having to deal with most of the panic and direct people to where they needed to go and what they needed to do, and by the time you realized that most of those nominally in charge were either dead or injured you had already taken the lead in directing people.
It took a day to get things stabilized and, well, it turns out that being the directing voice of reason at a time where there's no one else was a good way for people to overlook you being 'quirky' and a partial social outcast. And so, with a bit of protest from you, you had been made Emergency-Overseer. Great.
And so here you were now, a couple days later. All the damage that could be access had been repaired or at least patched up and dealt with. Those who had been injured had been stabilized, and an uneasy calm had fallen upon the Vault. By that point, through what offsite diagnostics and capabilities you had from the Overseer office and a couple offices for Engineers and technicians, you got a decent idea of the state of the Reactor.
It was bad.
The Reactor itself wasn't going to undergo a full meltdown or boom anytime soon, and thank goodness for that, but whatever those dolts had done down there had worsened the situation. The lockdown had been expanded from just the Reactor room to a good portion of the Fourth Floor, and much of that was filled with by now lethal amounts of radiation. Adjacent rooms down there had also been damaged, and there were power fluctuations going on as something else had been damaged down there. The backup Geothermal Power Plant was still running, and the batteries would be good for a few days worth of normal use if those shut down or got fully severed, but as is all of this made the Vault's situation tentative.
And that wasn't even getting to the worst part.
"We have, at a minimum, three days until the seals begin to fail- allowing radiation to be spread from the locked down section of the Fourth Floor into the entire Vault."
As expected, that had gotten a mix of disbelief, shock, and dread from those assembled. None of them were really anything special as far as you had checked, just a few people capable enough to give reports, relay orders, and take charge of certain tasks.
"Al- Overseer Voltz, surely there's something that could be done?" One of them asks a bit desperate, only for you to shake your head.
"If it was before the Reactor's condition worsened or if the spread had managed to be contained to a far smaller area or even if we still had direct access to Life Support, I could quite certainly do something to either fully quarantine the radiation zone or at least buy more time. Unfortunately I have none of those, and the fact radioactive particles aren't being pumped through the Vault's ventilation system means that we're lucky enough that Life Support must simply be cut off from us instead of heavily irradiated like other rooms currently are." You say matter of fact, looking at each of them before looking specifically at one who you had assigned a slightly grizzly job to.
"We do not have anyone of our Nuclear Experts or Reactor Technicians alive, correct?" You ask, getting a nod from the man you asked the question to.
"Unfortunately so ma'am. They're among the 18 missing and likely dead in the sealed section of the Fourth Floor. The only one of them who hadn't been down there died from his wounds last night, bringing our total casualties to 38 dead or presumed dead and 24 wounded."
You take a moment to think on that, taking a deep breath before looking at him.
"Are any of the wounded unable to walk?" You ask, getting a briefly surprised look from him.
"Um, eight are ma'am. That being said, Head Doctor Sinclair has expressed her belief that one should be able to move around some today, and another couple by tomorrow. As for the others, they'll either take weeks or not be able to walk again for the foreseeable future." He responds, and you go to open your mouth only for someone to beat you to it first.
"Wait a minute. Voltz, you aren't going to suggest what I think you're going to are you!?" One of the others present says, the remaining people in the room looking confused.
"If you believe that I am about to suggest that we evacuate the Vault and head for the surface, then yes I am." You respond, getting immediate outrage from most of those present as they all talked or yelled over each other. Before you move to quiet them down, that same person who had questioned you yelled over the others.
"Do you have a death wish for this Vault!? Conditions on the surface are worse then they are down here! The readings from our sensors over the years have proven it!" She screeches out.
You merely waited for the cacophony of voices to finally quiet down over the next several minutes, not bothering to try and yell over them as you question a bit as to if these are the best you were able to grab for this meeting on short notice.
"Yes, the primary sensors have shown that. Which is why I've assigned one of our available Technicians to take through the Administrative Overseer Logs and given her access to the Overseer Network to check a couple things for me." You respond, getting yet more outrage as you thought to yourself. Truly going through some of the entries from the past Overseers, along with what information they had and even the directive files that had been put there by Vault-Tec to instruction the first Overseer and subsequent ones had been quite the read. She had had her suspicions, but reading the outline of the 'purpose' of the Vault had not only made her interested but had gotten plenty of other reactions from her. To think that their overcrowding issues were because Vault-Tec had replaced some of the living quarters with recreational facilities...
She pushed those thoughts away as the door opened, stopping what voices of disbelief, outrage, and outright opposition were present as the technician you put on the case, a young man pausing as he felt the tension in the room. With a motion from you he approaches, giving you a few papers and reports tucked into a folder. Allowing him to leave, you open the folder up- quickly scanning through its contents as a smile forms on your face as your suspicions are confirmed. A look up would show the others in the room watching you, a couple seeming to have their own suspicions and realizations on what you were about to say.
"This, boys and girls, are the results from the secondary system of sensors and scanners we have above ground." You say, getting many of them to pause and blink at that. Truly, how the Overseers had managed to ignore and disregard the secondary system you did not know, more so when you had noticed that one of the three main nodes for the primary system had been knocked out by something very quickly after the Vault was sealed. Truly, such ignorance. As for the primary sensor remaining, you had your own thoughts, but it was likely that a radioactive source was nearby those two. Likely nuclear waste or damaged Fusion-powered equipment. You'll find out soon enough.
"If you would like to read these reports, you'd notice that secondary sensors in both the cave entrance and above ground are for the most part united in their assessment- the surface is at more then safe levels of radiation- only a bit above pre-war levels." You say, letting them look through the papers and slowly but steadily become cowed and subdued.
"Now then, shall we get started on preparations? Or will we simply keep dithering and allow for the clock to tick down?"
Suffice to say, this proceeded quickly from there. Current Vault population: 1056 (24 wounded)
Current Morale: 30/200 (Grimly Determined/In Shock)
Current Supplies:
- 1 week of food and water for current population
- 1056 Pip-Boys (999 Pip-Boy 3000s, 1 Overseer Pip-Boy 3000 Mark IV)
- 1200 Vault-Tec Immuno-Boosters
- 3 Vault Jumpsuits for each Dweller
- a few assorted personal items for each person.
Days (Turns) left until Exodus must be done:Three Days
You currently have five Action Points which can be used.
[ ] Vaccinate!
There are most likely plenty of new bacteria, diseases, and strains of diseases on the surface. While not full proof against them, the Vault-Tec Immuno-Boosters created by Future-Tec's Biological Division will certainly help make sure disease doesn't run rampant among your populace within the first week by boosting your body's immune system, producing antibodies fit against a wide variety of likely bacteria and viral cells, and increasing your body's overall adaptability for a while! Cost: none
Chance of Success: 95%
Reward: Your people are given 'Immuno-Boosters' which will help prevent a European-Native American situation.
[ ] Rations! Get your rations here!
The biggest concerns for survival and even just living are naturally food and water. It would probably be best to go grab, package, and prepare food, fill up the canteens and jugs with water, and grab some purification tablets to make up the difference. Cost: 1 Action Point
Chances of Success: 90/60/30/10%
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. Cost: 1 Action Point
Chance of Success: 90/20%
Reward: Basic non-armory weaponry and some security equipment secured, chance of privately owned or stashed heavier weaponry making an appearance.
[ ] 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. 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.
[ ] 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. Cost: 1 Action Point
Chance of Success: 50%
Reward: Lockdown partially lifted to several rooms, including Geothermal Power Plant. Automatic roll for potential loot and for survivors.
[ ] Robot Helpers
The Vault has access to roughly half a dozen Mister Handy robots who assist in maintenance and other menial tasks. Just a few commands and a bit of work can help ensure that these robots are able to help and be maintained. Cost: 1 Action Point
Chance of Success: 85%
Reward: Half a dozen Mister Handy robots and the basic equipment to maintain and fuel them acquired. Plus 1 Action Point for Vault-Prologue Stage.
[ ] 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. Cost: 1 Action Point
Chance of Success: 85/65/30%
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: Water Purifier
Your Vault's water purifier is what has brought up water to be cleaned and used for the Vault population. Unfortunately it is built into the Vault, meaning it can't be taken wholesale. That being said, that doesn't stop you from taking some more valuable parts and any spares away for future use and perhaps rebuilding another version of it. Cost: 1 Action Point
Chance of Success: 85/55/10%
Reward: Parts of Vault 34 Water Purifier acquired.
[ ] 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. Cost: As many Action Points as it needs
Progress: 0/150
Reward: SPECIAL acquired, rolls 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.
[ ] Unlocking the Gates to Eden(SPECIAL)
Vault 34 has a Garden of Eden Creation Kit (GECK), as all Vaults should of had gotten. Unfortunately, the entry to it is locked- with it only being meant to automatically unlock should an All-Clear signal be given. It hasn't, but that doesn't mean that you can't try to get in. Cost: As many Action Points as it needs
Progress: 0/150
Reward: GECK retrieved, ??? rolled for.
Note: If no progress is gained on this, complete or not, there will have been no GECK Unit in Vault 34. Any spillover from the progress roll being completed is divided by two before being added to the quality roll. Also, completing 'Treasure of the Past' 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 twice.
[ ] 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: And now we get into it. It is still the prologue, but now you get to do a bit more then decide who you and the group you're in charge of are.
Now, a couple things to start with. First of all, there is a 24 HOUR MORATORIUM. So do not vote until that has passed. You may post your choices, but do not put that x in the box!
Second, we are doing plan voting only. If you do not know what plan voting looks like, this is an example of a couple plan-votes:
Unless I say otherwise, any non-plan votes, essentially any votes not in plan format, will not be counted.
Now then, a couple other minor things.
First of all is morale. It runs on a scale of 0 to 200. Higher morale of 150+ means that random positive rolls can begin which will see if anything useful or even just interesting happens among your populace. The highest at 185-200 will give a universal +5 to all rolls unless specified. The opposite is true for the lower side, as 50 and below can mean that random negative rolls which can see if there's any incidents or issues among your populace can begin, with 0-15 resulting in a universal -5 to all rolls. Morale will naturally grow or decay by 10 towards the middle at 100, but certain events or effects can effect the amount of prevent morale growth or decay from happening. This is the case here, with the faction morale for now being prevented from growing due to the effect Surprise Exodus (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).
Second, for the two actions 'Treasure of the Past' and 'Unlocking the Gates to Eden', you can put in as many Action Points as you wish into them. Each Action Point will have a roll occur, the amount gotten from that roll increasing the progress done for the action. As mentioned, once that action is completed the spillover will be put in as a bonus for the 'quality' roll for what is in there. Should you have used a personal action to 'Focus' on a roll for one of these when its completed, that bonus will be applied at half the amount (+5 instead of +10).
[ ] Plan: Start with the good stuff -[ ] Vaccinate!
-[ ] Cracking open the Armory
-[ ] Open the Doors
-[ ] Robot Helpers
-[ ] Treasure of the Past(SPECIAL)
-[ ] Unlocking the Gates to Eden(SPECIAL)
-[ ] Opportunistic Investigating
Robots give us an extra action, the Armory is Cannon and full of goodies, Open Doors gives more options and the SPECIAL may be our only option right now.
[ ] Unlocking the Gates to Eden(SPECIAL)
Vault 34 has a Garden of Eden Creation Kit (GECK), as all Vaults should of had gotten. Unfortunately, the entry to it is locked- with it only being meant to automatically unlock should an All-Clear signal be given. It hasn't, but that doesn't mean that you can't try to get in. Cost: As many Action Points as it needs
Progress: 0/150
Reward: GECK retrieved, ??? rolled for.
Note: If no progress is gained on this, complete or not, there will have been no GECK Unit in Vault 34. Any spillover from the progress roll being completed is divided by two before being added to the quality roll. Also, completing 'Treasure of the Past' first results in the progress needed for this increasing by 50.
This!
Get this so much, a GECK and the airbase together will be a great starting base imo.
Id also like to get the geothermal power and mainframe.
I'm guessing doing the lvl 4 actions should be priority because each turn radiation increases?
Radiation won't become a concern until the 3 days have passed. Some actions can be done involving stuff on the fourth level as not all of it is under lock down, and in the case of the action 'Open the Doors', you are merely opening up a part of that locked down area which only got an initial burst of radiation- as compared to other areas either continuing to receive radiation or being too close to said areas which cannot be opened up. The areas that can be opened up are low enough in contamination that with proper procedure it can be entered.
Honestly I'd spam Robot Helpers more but I'm not sure if they stack at the moment. Still getting two more Action Points for the next turn would be hella useful. Aside from that getting food and knowledge is pretty important.
While for many of them they can be taken again the next turn after doing them, the only ones that you can do more then once on the same turn are 'Rations! Get your Rations', 'Cracking open the Armory', and both SPECIAL's.
We should probably put two points in each special action. 1 dice isn't enough and 2 might pass if they roll well enough.
We only have 3 turns so we need to make sure we finish them preferably on turn 2 so we aren't having to use extra actions on the last day to make sure we hit them.
Maybe two on one of the special actions? There are time sensitive actions and robots...
[ ] Rations! Get your rations here!
The biggest concerns for survival and even just living are naturally food and water. It would probably be best to go grab, package, and prepare food, fill up the canteens and jugs with water, and grab some purification tablets to make up the difference. Cost: 1 Action Point
Chances of Success: 90/60/30/10%
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.
[ ] 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.
[ ] 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.
I think these three should be done eventually, also do the mainframe after the knowledge action. Granted would also like bonus applied to the knowledge and mechanical ones.
Though doing the SPECIALs would be a good ideal. At least begin work on one of them right away.
edit: Considering the rations has decreasing succes, beginning that is also a good ideal.