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.
To talk to a specific NPC one-on-one, leave a comment on their thread below.
Looking for loot in a specific area? Looking for a specific item/kinds of item in general? Ask here and we’ll let you know.
If you have any OOC questions, please leave a comment here!
no subject
"Now see this little button-lever right here on the side? That's the safety. Make sure it is always locked when not in use. But don't forget to flip it the moment you're about to use it. It's the most commonly made mistake by those who don't know anything about guns."
no subject
"Safety. Very important." She commented to show she was listening. If she was going to have something like this she wanted to be responsible. Not like the bullies she had to run from back home.
Maybe Sandy wasn't cut out to be a hero, but she wasn't going to be a monster either.
no subject
As if to show an example, she held up the gun towards the doorway. "You want your stance to be wide and braced, but you don't want your shoulders to be too stiff, as even a gun this small has a recoil. Mishandling it or keeping too tense could either push you back or even hurt you."
no subject
She said it with the sort of half hearted joking tone that should make it clear...she desperately wants to be cool.
She looked a bit concerned about the idea of recoil and rubbed her wrists nervously "It's not gonna like break my fingers or anything so long as I hold it right...right?"
no subject
With that, she dropped the nozzle of the gun down towards the floor before offering the weapon back to Sandy. "Now, let's see your stance, shall we? ♥"
no subject
She accepted the gun carefully and tried to mimic Chocolat's stance, swallowing down the fear of what could go wrong. Because they were just practicing and she trusted Chocolat to guide her. Nothing would go wrong so long as she paid attention.
"If we get enough of these and more people out of the pods you might have to teach a class." she commented lightly.
no subject
And oh boy did she have some experience in fighting opponents who had guns.
"Although it's not a bad idea, those of us with some knowledge in how to take care of ourselves putting something together to start teaching everyone else the basics."
It would certainly make their attempts at escape more secure.
"I suppose I wouldn't mind learning a few things myself from the others-- Ah. Widen your stance a little more."
With that the nudged Sandys legs open a little wider be sweeping her own foot softly against the girls inner ankle.