There's generally two types of GECKS. Pre and Post Bethesda. Or really Fallout 1-2 vs Fallout 3
Pre Bethesda GECK's are really advanced survival kits with loads of useful items and tools. Post Bethesda GECK's are literally magical devices that can practically reverse 200 years worth of Radiation in a given area.
There's generally two types of GECKS. Pre and Post Bethesda. Or really Fallout 1-2 vs Fallout 3
Pre Bethesda GECK's are really advanced survival kits with loads of useful items and tools. Post Bethesda GECK's are literally magical devices that can practically reverse 200 years worth of Radiation in a given area.
Yep, as Moon says I did mention there were two types of GECKS earlier. That's what the quality roll helped determine among other things, as even a low quality roll would've still netted the Fallout 2 style GECK.
This'll be seen with the next post, but surprisingly enough with progress rolls, not including bonuses and such the first roll got the exact amount needed to complete the progress roll. That left the bonus for it plus the second progress roll to add onto the quality roll as bonuses, if reduced (divided by 2) and as a result left a hefty bonus that boosted the roll.
Reading material and information was included with the kit, including selections from the Library of Congress, a complete set of encyclopedias, and other information that would benefit those trying to survive.[Non-game 4] These included additional codes for the Vault's systems to allow for the manufacture of additional jumpsuit varieties, weatherproof gear, schematics for force fields, and instructions on creating adobe buildings from raw materials, manufacture chemicals to make sandcrete, and even disassemble parts of the Vault to utilize in the process of rebuilding civilization.[Non-game 5][Non-game 6] The Kit itself was designed to be disassembled in the process of rebuilding, as a source of spare parts and energy (thanks to its fusion generator).
Reading material and information was included with the kit, including selections from the Library of Congress, a complete set of encyclopedias, and other information that would benefit those trying to survive.[Non-game 4] These included additional codes for the Vault's systems to allow for the manufacture of additional jumpsuit varieties, weatherproof gear, schematics for force fields, and instructions on creating adobe buildings from raw materials, manufacture chemicals to make sandcrete, and even disassemble parts of the Vault to utilize in the process of rebuilding civilization.[Non-game 5][Non-game 6] The Kit itself was designed to be disassembled in the process of rebuilding, as a source of spare parts and energy (thanks to its fusion generator).
Fallout: The Roleplaying Game Rulebook p.261: "Devised by Vault-Tec's Future-Tec division, this terraforming device uses matter recombination technology to transform irradiated or otherwise polluted earth into fertile soil. It also included force-field schematics and 3D printing arrays to make everything from buildings to clothing from the raw materials of the earth.
Although built to be used by a layperson, they were designed on a set of assumptions too unlike the actual post-apocalyptic world to be of much use. However, a properly trained and knowledgeable ecologist or biologist, or even an ambitious engineer, could conceivably use the G.E.C.K. to fundamentally change the nature of life in the Wasteland."
This is in the small fineprint at the bottom of the wiki
3d printing arrays? never actually heard of that one before.
Edit: map of new vegas
Where to go after the last turn?
Rulebook p.261: "Devised by Vault-Tec's Future-Tec division, this terraforming device uses matter recombination technology to transform irradiated or otherwise polluted earth into fertile soil. It also included force-field schematics and 3D printing arrays to make everything from buildings to clothing from the raw materials of the earth.
Although built to be used by a layperson, they were designed on a set of assumptions too unlike the actual post-apocalyptic world to be of much use. However, a properly trained and knowledgeable ecologist or biologist, or even an ambitious engineer, could conceivably use the G.E.C.K. to fundamentally change the nature of life in the Wasteland."
I've posted the object descriptions on the First Page, but how the GECKs will work here is that the standard-GECK has the 'basic' toolkit: data archives, power source, various equipment to clean up local terrain and water, the works. The advanced/Genesis-Model GECK however sacrifices some of these features in exchange for blanket terraforming of (non-artificial material) the surrounding area for the air, ground, and water. Some features can be recovered from it afterwards however, like parts for power, water-purification, and life-support systems as an example.
[X] Guns, Ammo, food, water and the G.E.C.K
-[X] Cracking open the Armory
-[X] Prepare for the Harvest
-[X] Take it apart: Water Purifier
-[X] Treasure of the Past (SPECIAL)
-[X] Unlocking the Gates to Eden(SPECIAL)
-[X] Unlocking the Gates to Eden(SPECIAL)
-[X] Focus
--[X] Unlocking the Gates to Eden(SPECIAL) This gives +10 ---Use 2x +5 omake rewards on G.E.C.K quality roll ---Use one-time +5 on G.E.C.K quality roll
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: 70/150
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.
Your work was suddenly interrupted by an alarm notification going off on your terminal. Getting your attention, you quickly get to work on it- typing and scrolling through to the new message.
[ALERT! BREACH IN RE-SETTLEMENT PROTOCOL STORAGE #2 DETECTED! LOCKDOWN MEASURES ENGAGED IN RE-SETTLEMENT PROTOCOL STORAGE #1! PLEASE DIRECT SECURITY TO RE-SETTLEMENT PROTOCOL STORAGE #2, AND NOTIFY VAULT-TEC SUPPORT AS SOON AS POSSIBLE!]
Your mind blanked on that for a moment before the realization hit you. Re-Settlement Storage #2 was the 'official' term for the G.E.C.K chamber, the one you had left not long ago after giving your own insights into what remaining defenses were there!
Quickly firing off a couple messages, you soon rush down there- intercepting someone half way.
"Overseer! We got the G.E.C.K Chamber open!" They called out, with you nodding back in response as you keep moving towards the Chamber, the person falling in line just behind you.
"We took a quick check inside, and it looks like there's no security measures in the Chamber itself- or at least none that are visible. I saw the G.E.C.K too, it's on a pedestal in the center of the room- locked in some kind of glass case. There's an interface there too!"
Their words only sped up your pace, and soon you got there. The long left alone doors, if a bit scarred from a couple times in the past where people tried to get in, was wide open- with four Vault security officers present and in front keeping back many curious fellow Dwellers. Behind them were a few other dwellers, who you recognized to be among those involved with cracking the doors open.
"Calm down and step back everyone! Return to your duties! Anything important will be mentioned during tonight's Bunker-Bulletin Broadcast!" You call out, getting the attention of a lot of people. Many of them grumble and look disappointed, but slowly they leave and return back to their work- letting you approach unimpeded.
"Overseer! As you've been notified, the G.E.C.K Chambers have been opened. We've only done a brief check of the interior, but it is clear and safe." One of the workers says, getting a smile from you.
"Excellent then! Let's check out what we have in here!" You say as you suddenly stride in, a couple noises of surprise and concern coming from the workers and security behind you at you suddenly striding in. They might have declared the Chambers safe, but evidentially you striding in first was still a worry.
You disregarded these concerns as you head in, passing by deactivated laser tripwires and a gride before reaching the inner door. A quick press of the button next to it would let it slide open, allowing you to witness the interior as the others caught up behind you.
It was a large circular chamber, the material used being of a darker shade then the lighter or normal metallic gray of much of the Vault. Four indents were arranged opposite of each other at exactly ninety degrees, large in-built lights within giving the Chamber much of its light. At the center and up a couple steps was a Pedestal- a clear yet thick glass covering at the top encasing the suitcase-like object within which you recognized as a closed G.E.C.K unit, with a small interface setup just below it on the Pedestal side and facing the entrance. Above was a cylinder descending from the roof with the Vault-Tec logo emblazoned on it, various wires lowering themselves to connect to the Pedestal.
Amazed, you step forward, slowly yet steadily approaching the Pedestal as behind you workers and security spread out into the chamber. Moving up the short steps, you gazed first at the G.E.C.K within before looking downwards at the interface panel.
Half of it seemed to primarily be diagnostics, and besides the warning from the 'unauthorized breach' there didn't seem to be anything wrong. Then there was a simple switch with two lights above it, the green one off and the red one on- simply enough to deduce what it means. And next to all of that was a simple port and another light, currently off.
It only takes a moment of looking at the port before realization hits you, and you bring up your new Pip-Boy. A Pip-Boy 3000 Mark IV, it was to your knowledge unique among its kind in the Vault- the other dwellers wearing the more common but less modern 3000A model. It was more advanced, had greater graphics and memory, and it had various more or improved features.
Features like an Adapter Plug, which just so happened to match the port on the Interface.
Pulling out the plug, you connect it to the interface, a brief bit of amusement being felt as you see the Vault-Boy animation on the Pip-Boy screen holding a thumbs up appear before vanishing. The light next to the port turns on, glowing yellow as the switch is unlocked. A quick pull of that, and...
The dome hisses before unlocking, letting you easily move it up on it's hinges, revealing the great piece of equipment within.
Smiling like a loon, you reach forward- inputting the code already known from the Overseer's database and unlocking the briefcase covering. You open it, and...
Quality Roll (+44 from overflow, +5 from Omake Bonus, +5 from Omake Bonus, +5 from Reward-Bonus = +59): 50 + 59 = 109! Critical Success! Crit Roll: 1, Crit (Extra) Roll negated!
...pause in confusion as what you were seeing.
You had made sure to look into the G.E.CK. a decent amount, considering it's possible worth. There wasn't much, but you looked over it all- even see a picture of what the inside looked like.
This... was not what the inside should have looked like.
Instead of various components for small equipment, data-archives, power cell, and storage for seeds and soil samples, there was a whole lot of various and very advanced equipment- much of which you could only guess at what it did despite your intellect. The only thing that seemed to be the same was the power source, but even that looked to have a couple minor differences- mostly with safeties, shielding, and more connections.
On the top of all of that was a note, which you promptly unfolded- reading the printed message.
To Overseer Arthur Pederson,
Hello old friend, I'm sure you're confused as to why you are getting this message, and as to why the G.E.C.K unit is not the model you expected. Well I've decided to spend that favor I owed you for practically saving my life, as I've been hearing some concerning chatter over the network as of late. Yes yes, I know that you consider it repaid after I helped arrange for cooperation from Colonel Blackwell over at Nellis AFB which helped make getting a G.E.C.K at all a reality, even if that came at the cost of a few favours. But I considered that debt to be more then that, so I've decided to repay in full. If the predictions from Vault-Tec and the government are correct, then you'll be reading this a decade or two after the bombs eventually fall.
And if not... well you were a great friend Arthur.
And in that case, to whoever is reading this. Congratulations! Due to the actions of your first Overseer, you have gotten the deck stacked a bit more in your favor for when you head to the surface! Now, you may already be familiar with the G.E.C.K Units- and how in advertisements they're proclaimed as miracle devices to rebuild and recover in the post-apocalyptic world while in reality being still useful but generally just advanced tool kits? Well you're in luck, because this G.E.C.K Unit to be more in line with the advertisements' promises, surprisingly enough! Nicknamed the Genesis-Model among us at Future-Tec, this Model is one of only a few created- it being the original design by Doctor Stanislaus Braun in fact, before being considered too costly- that's when the more familiar Standard-Model was started up.
Anyway I'm rambling. This Genesis-Model is unique in its ability to reformat the land around you, covering a large range and able to convert non-artificial matter into fertile and contaminant-free grounds and water. It is advisable to not be within range of it when it is activated, but the results are absolutely worth it. Even areas not necessarily hit by radiation will benefit, turning normally barren or industrial-polluted lands ready for use. It even has a possibility of being scavenged afterwards. True it won't be able to be used in the main way again, but there are good chances that parts from it can be disconnected and used for functions the normal GECK covered, such as water purification and power generation!
Whoever is reading this, I wish you the best of luck!
You finished reading this, slowly looking up at the GECK Unit before you. If the normal piece of equipment was priceless, this was... critical to protect and use.
A glance up would let you see a final minor addition to the chambers. Hidden behind the ceiling cylinder, on a flat section of the back wall was a pair of large flags. The first was the Vault-Tec Golden Symbol on a blue canvas, the number 34 struck right in the middle of the symbol. The other was an old American Flag, oddly enough being of the old 50-Star Flag that was briefly around before the formation of the Commonwealths and a return to the Colonial area 13-Star circle.
Now... how to bring this to the attention of the Vault.
[ ] Silence
This is too important to just tell people willy nilly. Ignoring the risk of it being tempting for those who would want to take it for themselves, the risk of some uninformed or desparate person using it on the Vault itself, all the while everyone is inside, is something that leaves you shuttering no matter the likelihood of it happening.
[ ] All as expected
People know you got into the G.E.C.K Chambers, ignoring those who worker on it there were plenty of people crowding around when you first arrived. And so you'll tell them what they want to hear, that the G.E.C.K unit had been recovered. You don't have to tell them what kind of course, after all only you have the note and few may even have a chance of noticing how advanced it looks compared to what it should be. And who knows, when the time to use it comes maybe they'll think it's effect was normal?
[ ] Great news!
This is a great event, even you know that! Especially you know that. This very well could help your people get out of their funk, and help them get a bit more hope for the future! So tonight you'll lay it out, describe what this Genesis-Model G.E.C.K will mean going forward. No lies or hiding truths needed.
-- [ ] Nothing but the truth
Include what you've read about from the note itself. You don't know if this will add on to anything, but hey- might as well show everything.
And through all of this, you yourself felt something.
[ ] Write-in an emotion or reaction from discovering all of this. Could be something as simple as saying 'Hope' or 'Awe', could be more such as 'Gratefulness: Through the acts of others the chances of you and your people have just gone up. If not for them, the your odds would be... still decent, but definitely lesser.'
Result: G.E.C.K Chambers unlocked! Genesis-Model G.E.C.K Unit recovered, Laser-security system savlaged for valuable scrap. Recovery of high-quality Vault 34 Flag. Recovery of high-quality 50-Star American Flag. Knowledge on the circumstances leading up to the Vault getting a G.E.C.K Unit, and the people behind them: a Colonel Blackwell from Nellis Air Force Base and a 'Vanny' from Future-Tec.
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: 40/150
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.
Unfortunately once you got back to your office an hour later, the G.E.C.K Unit and the other contents in the Chambers secured, you discovered that the large sealed room by the Vault entrance proved to be much more difficult. Barely any progress had been made, and it was made worse when the G.E.C.K Chamber was unlocked. Due to the breaking of protocol, extra measures in the first of the 'Re-Settlement Protocol Storage' rooms was enagaged- and while thankfully for those working on it no turrets or anything similar sprung out, the only way in is to either get a Master-Override Code, which from what you've seen not even you have, or to physically work your way in using fusion blow-torches or something similar.
Result: 9 progress gained on Vault Entryway room access, total progress needed increased due to lockdown. Status changed: 49/200.
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, and it is definitely something a good few dwellers are eager to do. 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. Not taking this or 'Basic Weapons' may have an effect on morale.
You note with slight amusement and relief that with much fanfare the Vault Armory was cracked open at last- letting people move in to grab all the goodies within, many of which had been eyed heavily by the Explosive-enthusiasts. The place was, to be frank, a mess. Largely due to the last Vault Overseer having just grabbed all the armory-rated weaponry in circulation and just dumped them in on top of previous Overseers having not organized an actual organizing of the Armory's contents, and it has overall led to a mess of a situation. If it wasn't for Vault-Tec and the old US Army's notable capability in storing and preserving inventory there'd no doubt be a lot of dangerously rusted and old munitions and weapons in there. As it is now, they're only dangerous and old but preserved munitions and weapons.
In this decent success was made. A couple dozen various M4A1 and M16A2 Carbines were acquired and marked for those who could use them best- either Vault Security members or dwellers who had scored high with such weaponry at the ranges in the past. A crate of Maxwell-Artwright (MA-55) automatic combat shotguns and old but reliable M1014 semi-automatic shotguns. Finally to add onto it were a trio of R72 sniper rifles which could provide some longer-range firepower. Finally for explosive firepower you acquired roughly half a dozen unguided rocket launchers to the enthusiasm of many. All of this came with enough ammunition and munitions for these weapons for a good few fights.
That was until the a few of the utility crates were cracked open. A lot of ammunitions and munitions of various kinds were brought out- covering both all the weapons you've acquired and many you haven't. Tw shipments of these were found, and while not a lot they increased your ammo buffer. No less important was the discovery of several dozen weapons repair and cleaning kits, capable of being used to not only maintain but repair damaged weaponry rated up to heavier types and even laser rifles and pistols.
Then finally was a duel pair of supportive findings that you knew would be invaluable. The first was the openning of a very large cargo container, with the inside housing many dozens of Military-Spec grey painted combat armor which will offer quite good protection for your people, with even a few more reinforced ones being present too. Spare platting, patch-kits, and armor-paint were also stored within. The second big discovery was of a large disassembled weapons workstation- one that once set up and with the proper blueprints you could use to disassemble or manufacture various ammo and munitions and potentially even weaponry.
All in all this was a great sight that for a moment lifted peoples spirits, various dwellers chatting amicably to one another. uniquely customized carbine While this may not offer the quantity of basic weapons and security armor that cracking open the security stations and 'contraband' rooms hold, this would nonetheless help with fighting against anything out there.
It's at this time that you notice something. There was a weapon on a neabry bench that hadn't been grabbed, a rather uniquely customized carbine. A glance around would show that no one was paying attention to it, the people within the Armory currently focusing on the unveiling of the rocket launchers.
[ ] Take it
This weapon is certainly well-made and customized. Perhaps it will serve you or someone you trust in the future well?
[ ] Return it
This weapon is quite possibly one that belongs to someone. Looking for the owner and returning it to them could net a bit of good will from its owner.
[ ] Leave it
This weapon is none of your concern. Your only job here was to oversee the opening of the armory and look over some of the initial finds- nothing more, nothing less.
Things soon settle down as people return to their duties, a few working on preparing the discovered goods for transport while some guards keep a watch of things in order to make sure weapons aren't sneaked off.
Result: Armory cracked open. Acquiring of three types of normal weaponry: Carbines (29, including the All-American Carbine), Combat Shotguns (30), and Sniper Rifles (3); and one type of heavy weaponry: Rocket Launchers (6), on top of some ammunition for the four of them. Additional ammunition looted. Several dozen weapon repair kits looted. US Army-Issued Combat Armor (100 normal, 10 Reinforced) looted. One large Weapons and Munitions Assembly Workstation looted. Possible morale impact avoided.
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.
In all of the excitement of both the G.E.C.K and the Armory, people almost forgot to do this task. Thankfully one of the people you had coordinating things noticed this and got some people started.
It wasn't too much, all being said. Various Crop seeds were gathered in numbers that, while not great, should be enough. Furthermore, farming equipment used for both the Hydroponic farms and meant for use above ground were grabbed, giving you a load of basic but well-made tools and light equipment. The hydroponics equipment itself has yet to be salvaged though.
Result: Enough crop seeds narrowly acquired for a basic harvest (including seed crop), some basic farming tools aqquired. DC for seeds and equipment raised, DC for Hydroponics stays the same.
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.
Later on after making sure the Hydroponics crew actually did their work and got the minimum needed, you brightened up upon seeing the results of this.
The Vault 34 Water Purifier has been taken apart after giving residents the warning, valuable components taken out and stored- key among them a fresh Vault 34 Water Chip. The one currently in there was discovered to have been in there for a long while, and thus was left in there- allowing for more easily accessible parts to be scavenged. All in all, this should help with building a good Water Purification Plant once you settle down somewhere else.
Result:Vault 34 Water Purifier scavenged, many key components looted. Work needed to (re)build such a piece of equipment on the surface lowered.
AN: Oh boy was that an interesting one! Everything passed or had progress made on them, if barely in some cases, and you have acquired a SPECIAL: in this case being a Genesis-Model G.E.C.K!
Don't forget that there's a few voting options in this post, with a reminded of them here:
[ ] Silence
This is too important to just tell people willy nilly. Ignoring the risk of it being tempting for those who would want to take it for themselves, the risk of some uninformed or desparate person using it on the Vault itself, all the while everyone is inside, is something that leaves you shuttering no matter the likelihood of it happening.
[ ] All as expected
People know you got into the G.E.C.K Chambers, ignoring those who worker on it there were plenty of people crowding around when you first arrived. And so you'll tell them what they want to hear, that the G.E.C.K unit had been recovered. You don't have to tell them what kind of course, after all only you have the note and few may even have a chance of noticing how advanced it looks compared to what it should be. And who knows, when the time to use it comes maybe they'll think it's effect was normal?
[ ] Great news!
This is a great event, even you know that! Especially you know that. This very well could help your people get out of their funk, and help them get a bit more hope for the future! So tonight you'll lay it out, describe what this Genesis-Model G.E.C.K will mean going forward. No lies or hiding truths needed.
-- [ ] Nothing but the truth
Include what you've read about from the note itself. You don't know if this will add on to anything, but hey- might as well show everything.
--------------------------------------
[ ] Write-in an emotion or reaction from discovering all of this. Could be something as simple as saying 'Hope' or 'Awe', could be more such as 'Gratefulness: Through the acts of others the chances of you and your people have just gone up. If not for them, the your odds would be... still decent, but definitely lesser.'
--------------------------------------
[ ] Take it
This weapon is certainly well-made and customized. Perhaps it will serve you or someone you trust in the future well?
[ ] Return it
This weapon is quite possibly one that belongs to someone. Looking for the owner and returning it to them could net a bit of good will from its owner.
[ ] Leave it
This weapon is none of your concern. Your only job here was to oversee the opening of the armory and look over some of the initial finds- nothing more, nothing less.
Those are the three things to vote on. Plan-Voting is not required here, so just choose which options in the three votes here you want. Also, despite not saying so these actions may have positive and/or negative effects, so keep that in mind when figuring out which to go for.
You have roughly 24 hours to vote on this.
If you have any questions, please make sure to ask.
[X] Plan: Honesty...mostly
-[x] Great news!
-[x] Snot pouringly happy!: Oh god oh god thank god you're not totally screwed you have no idea what you're doing thank you thank you thank you!
-[x] Return it
That note was written for the Overseer, so technically it's our private property.
[X] All as expected [X] Relief at something going right during this disaster! Determination not to let this go to waste. [X] Return it
Thank you very much for the update!
That G.E.C.K is a game changer, with the seeds from the vault? We will have the best food in the Mojave!
Food, power, water, guns, ammo, armor, weapons workstations all ticked off the list.
Great gains this turn, just bummed at that roll of 9 was hope'ing that would offset the +50 from grabbing the G.E.C.K, but well can't win em all!