MONTH 2 LOG
WHERE: Vault 66
WHEN: ???? – Day 1, Month 2
WHAT: The second wave of pods open
WARNINGS:Reference to suicide, TBD
You awake laying on your back in an, admittedly comfortable, pod. You can't move anything but your eyes, can't even feel your body yet. How you got here or why is a blank. You may have been in the middle of your day, asleep, or even- for what you remember- should be dead. Then a screen directly in front of your face flickers to life and in crisp, black and white displays: DON'T PANIC. The following video then plays:
The screen flickers again and reads: CONGRATULATIONS ON PLANNING FOR THE FUTURE! WELCOME TO VAULT LIFE, CITIZEN. WELCOME TO YEAR: [ERROR]. YOUR PERSONAL BELONGINGS ARE LOCATED IN [FILE CORRUPTED. SEE SYSTEM ADMINISTRATOR]. ENJOY YOUR STAY AND THANK YOU FROM YOUR FRIENDS AT VAULT-TEC.
The pod then unseals and you are able to, unstably at first, climb out of the pod. Your body may feel foreign for a moment- perhaps entirely foreign if you suddenly find yourself a human, ghoul, or super mutant for the first time. But whatever your form, you have two items on: a bright blue jumpsuit with the number 66 in yellow on the back, and a mechanical device known as a Pip-boy sealed onto your arm. If you click on the buttons it takes you to an instruction screen.
You look around to find yourself in a room of other pods. Some are just opening, other people looking as confused as you climbing out. Others remain closed with the status of 'STASIS' on the screens attached to the pods. The rest of the room is less than impressive. Computer systems that seem out of place compared to the technology level of the pods are scattered across the room, apparently running the chambers. Trying to access them, even for the most talented hacker, will simply result in SEE OVERSEER being displayed. There is large metal door leading to the rest of the vault, a lever on the wall next to it that will cause it to open.
Welcome, dweller, to vault 66.

This portion of the vault, if possible, is even dirtier and more decrepit than the rest, having been cut off from even the most basic maintenance for an untold period of time. The emergency lighting has been cut off to this area, leaving the whole zone in the dark besides what little light comes through the newly formed passage.
Those willing to venture into the area will find this isolation has allowed a handful of more intimidating creatures than radroaches to establish a home (though there are still roaches, just fewer than are found in the rest of the vault). Several breaches in the metal walls along the hallways open into small tunnels, which the occasional mole rat will venture out of. Though usually only appearing alone or in pairs, these creatures are even hungrier for fresh meat than the radroaches and will attack with their huge, sharp, pointy teeth. If killed, they could supply a decent (if slightly irradiated) source of meat for a while, along with hide to make more reinforced clothing. But taking one down without proper weapons will likely require some teamwork.
There are several important (and often concerning) areas to find in this zone. First are two firmly sealed doors, one at the upper corner of the new area and one at the lower middle. Each door has a very helpful (currently unlit) sign over it: ENTRANCE and OVERSEER, respectively. Next to each is another of the computer terminals characters have grown used to seeing around the vault.
Next are Testing Areas 1, 2, and 3. Each of these testing areas has an observation room with a smaller containment chamber attached to it. The doors to the observation areas can be pulled open with enough effort, allowing entrance to the small room filled with chemistry glassware, lockers, and tables covered in long since rotten scraps of paper and books. The doors to the containment chambers, for the moment, remain sealed shut with yet more computer terminals next to them. These doors look weaker than the ones sealing off the entrance and overseer area, and can possibly be broken down with time and effort. But characters will want to think long and hard before doing that. Each observation room has a bullet proof, reinforced one-way window that allows characters to look into the containment chamber without whatever is in the chamber being able to see them. And the chambers are occupied.
Testing Chamber 1 (WARNING: SUICIDE) contains the corpse of a super mutant splayed on the ground. The walls around it are dented, and its head caked in long dried blood. Anyone with passing medical knowledge can observe the super mutant apparently killed itself through repeated blunt force trauma, banging its own head against the walls and door until death.
Approaching Testing Chamber 2 causes character’s pip-boys to start crackling a warning of increased radiation. Standing in the observation chamber the levels are low enough that it isn’t healthy, but no one is going to die without prolonged exposure. The source of the radiation is clear, inside the chamber is a corroded barrel of radioactive waste. Along with it, a grotesque creature that is very clearly alive, moving around and around its small, enclosed space.
Testing Chamber 3 also crackles with radiation, though the source of this isn’t a barrel. Rather, a walking, emaciated corpse shambles about the containment chamber. Other than the walking corpse bit, there’s two characteristics which stand out: the corpse is glowing an eerie yellow-green with an inner light that pulses as it walks and it’s wearing the torn remains of what is very clearly the same blue and yellow jumpsuit all characters arrived in.
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And the idea that they were being watched by someone who was in turn controlling the robots was a new terror that would keep her up tonight.
"O-oh uh..." she tried to copy the head bow but it came off as stiff and awkward "Sandy Marko. And it's no problem. We haven't figured out much about this place yet but I figure...the more brains the better."
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So far anyways...
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"We all mostly get along. But other then cleaning and exploring that's all we've got to keep us from getting freaked out or fighting."
After a minute she added "It also might help that most of us are girls. Boys fight more don't they?" At least they did where Sandy came from.
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"Well, everyone will need to get along, or at least learn to cooperate if they want to survive this mess."
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"But something's screwy about all of this...like how they said our memories might be screwed up. Did you get any of that?"
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At the latter comment, Saya frowned. "In a sense, Yun said something similar when we were comparing our last moments before waking up here..." And it was something that was still bothering her.
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Nope. Nope nope nope nope. Not going there. Sandy had relived her last memory at least a few times a week in her nightmares and wasn't keen on sharing them with newcomers.
"Did something seem weird about it? Did his memory match up with yours or something."
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"We seemed to have come from similar timelines, but he didn't know about any of the things I went through in my last few months and it was weird..."
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What was the same between her final moments and the others? She didn't really want to know.
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At her latter comment, Saya nodded, "I mean, it's a pretty popular theory. Having a multiverse if you wish, with different Earths, linked one way or another and things accidentally shifting into one another... But that was just a theory."
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Which were hard to find. Still they were enough to keep her hoping until things got too out of hand.
"Well it's either that theory, or our memories are all screwed up and we're just supposed to live here forever I guess?"
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"But those are thoughts to keep in mind... We should prepare for the worse and be thankful if we can get better outcomes." She didn't know if she was trying to cheer up Sandy, herself, or both...
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The last part actually made her smile "So not that different from back home. Except instead of running from the problems I'm running at them or something."
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