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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no subject
"Bah, let's see you go a few decades without practice and not have to shake off the rust."
He's still too proud to actually admit he owes something now, though, so he'll just shuffle again while he waits for the question.
no subject
you can roll this one! nick will keep odds
"You think I go around chatting with people in this heap? But, here. I stashed the best stims years ago."
2!
And what was a stim, anyway? Stimulant? What on earth would a robot want with drugs?
discard that one
And he loses. Again. Can a robot fume? This one is trying. And glancing at the man's face as he starts shuffling again.
Re: discard that one
no subject
He's snapping his answers, apparently pretty thinned skinned for a robot. But he deals again and, if Yunlan is observant, slips a card under some crud on the table during that last shuffle. He's a cheating robot, but, again, hasn't had anyone to actually cheat against in a long time.
"For where? Somewhere in here."
no subject
"Let's see what I've got this time..." Theatrically, he focuses his attention on his cards, arranging them so he can see over them to spot whether Nick's retrieving his ace in the hole.
no subject
It entirely depends if it looks like he's winning or not. If it's in his favor, that card will stay tucked away. Things looking against him? You bet he's going to dramatically 'accidentally' knock something over than go for that card to cheat his way to victory.
5 -- no need for him to cheat!
"Told you your luck would turn around! So, what do I owe you, Nick?"
no subject
"Oh, my man. I need the power back on."
no subject
Yunlan's tone is dry. "Unless there's a switch somewhere. I don't do fancy repairs."
no subject
He kinda likes this one, but all in all? A dead human is less work for him, so the risks of failure don't really weigh heavy on Nick at this moment.
no subject
"So, want to try another hand, or are you going out on a high note here, friend?"
no subject
AKA don't harsh his buzz, man. He's just going to collect his cards for now.
"You come back when the lights are on."
no subject
Yunlan shrugs, getting up and stretching. He'll have to find an excuse to come back to this room after Nick's wandered off somewhere. Those 'stims' could be useful to have... and, besides, he doesn't think he wants any of the kids here happening across them.