Fallout: Settlers (Year: 2277) - Open to Most

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby GathersIngredients » Wed Aug 17, 2016 5:30 am

I'm sorry, I didn't see someone else had already posted intention to deal with the missing schematics, my bad. Nix the whole bit then, and have Jamie research first aid, please. :)

I edited my original post accordingly.
Abroad until Wednesday, 28th of February. Limited Internet, if any.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!

Excited for the Isle of Starlight!
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page

Char Graveyard
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Patdragon » Thu Aug 25, 2016 7:57 am

Nudge. So busy week right ;)
Currently away from forums from Nov 2017
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Thu Aug 25, 2016 8:40 am

Votes are closed!

Spring votes so far
Voting Options for Spring:


Cecil: Interrogate researchers from last season, with help from one of the ex-raiders.
Charton Charlton: Power research
Kis:
Isaac:
Jaime: Research First Aid
Molly: Power research, try to get pregnant



CP = Character Player
NCP = Non-Character Player


(Non-Character Players have 3 votes for this Section, Super NCPs have 4 votes for this section)


Miscellaneous Assignments (cannot share work)
M.1. Assign 2 - 4 dwellers to the manual pump in order to remove water from the lower levels
M.2. Assign sick, damaged, or irradiated dwellers to recuperation in Health Services (Twisted)
M.3. Assign a group of dwellers to guard duty (Twisted)

Labor Assignments
L.1. Manually reclaim and recycle building scrap into building materials (Twisted, Colonel)
L.2. Assign a crew to the 4th level to continue cleaning and sanitizing so that it can be put to use again
L.3. Clear more land on the island for crops and building (Wasting)
L.4. Construct housing
L.5. Construct towers
L.6. Construct wall
L.7. Outfit firehouse as forward base (Twisted, Colonel)
L.8. Plant/Tend Crops (Fey, Colonel)

Scavenging Assignments
S.1. Send a group of dwellers outside to scavenge for building materials
S.2. Send a group of dwellers outside to scavenge for Food/Water
S.3. Send a group of dwellers outside to scavenge for potential trade items (Fey, Wasting)

Research Assignments
R.1. Upgrade Health Services to Lvl 3
R.2. Construction Methods(Decrease construction time, Increase success rate) (Fey, Wasting)
R.3. Scrap Organization(Increase success amount produced)
R.4. Distance Talkers (Allows guards to "come to the rescue")
R.5. Power options ((Molly & Carlton), Fey, Wasting)
R.6. Searching during times of strife
R.7. First Aid (allow for some healing independent of HS)
R.8. Vaults




Voting Options: (NCPs have 1 vote for this Section (CPs have 0), A New system needs at least 2 more votes than the currently powered system in order to be powered)
Power a different System for Spring(currently Health Services)
1. Do not change (Twisted, Colonel)
2. Vault defenses - (Increased ability to successfully defend vault against enemies
3. Bar & Lounge - (Allows dwellers to relieve some stress), (increased chance of baby making)
4. Research (Fey, Wasting)
5. Barracks/Armory - (Allows for the creation of new or customized weapons using scavenged resources) 6. School - (Gives a +1 INT increase to the stats of Children who attend at least 6 years)
7. Material Reclamation and Recycling (Turn collected scrap into base materials)
8. Workshop - (Decreases time needed to combine base materials into parts)
9. Kitchen - (Remove radiation from food/water(1 unit of Food/Water per month))
10. Water Filtration - (Needs to be repaired first)
11. Hydroponic Farms - (Needs to be repaired first)
12. Antenna Array - (Needs to be discovered/repaired first)




Voting Options for 2 trial members (ex-raiders):

(Both CP and NCP have 1 vote in this section.)
1.Chain them up outside
2.Slave labor
3.Sell them to any passing slavers
4. Kill, dissect and cremate them
5. Keep them on probationary status (Fey)
6.Let them join the Vault as full members of the community (Pat, Twisted, Colonel, Gathers {conditionally}, Wasting)




Vault Fertility: (NCP have 1 vote in this section.)
1. Encourage procreation (Fey, Twisted, Wasting)
2. Discourage procreation
3. Neither encourage nor discourage (Colonel)

@Gathers: You can only encourage procreation as a CP if Jaime tries to get pregnant.

@Wasting and ALL: Sorry about the 4th level bit, they managed to get things cleaned up, other than the sealed rooms that are currently not accessible.


Image

Image



**Edit: Sept 2.: We are working on it! Thanks for your patience!
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Thu Sep 08, 2016 11:59 am

*drops a needle*

Anybody still alive ?
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby BadgeAddict » Thu Sep 08, 2016 12:36 pm

I will be trying to type it up tomorrow and we should get an update out soon. We apologize for the wait..as always.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Thu Sep 08, 2016 5:39 pm

No problem at all ! i was just afraid you could have lost intrest.^^
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Patdragon » Fri Sep 09, 2016 10:21 pm

Excellent. Looking forwards to the next one.
Currently away from forums from Nov 2017
Forges for food (3gp)- The Goblin Adventuring league
Pushes Buttons The Island
Rudolph Sundered Way


Anger is fleeting, Remorse eternal...
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Fri Sep 16, 2016 7:23 am

Hrrrrm... Humans are stupid. Eat stuff. Die of old age. Die of a few bullets. Can drown. Have problems with radiation.

We should invest in more robots ! :D
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Fri Sep 16, 2016 12:08 pm

That first part sounded like a quote from a super mutant...
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Sat Sep 17, 2016 4:52 pm

Would have no qualms about recruiting Super Mutants, too...
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Thu Sep 22, 2016 11:46 am

*offers the GMs a cookie*
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Thu Sep 22, 2016 5:47 pm

[Ooo! I like cookies! Since Badge is in Europe, I'll eat his too. (Have a couple deadlines over my head at the moment, knocked a few off, but have a manuscript that I need to resubmit before the 2nd.) ]
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Fri Sep 23, 2016 5:48 am

[He. He can visit me, then. And I am glad you like them !^^ Also, no probs, at least for me... RL ist first ! Well, besides my curiousity how it will go on.^^

Question on the side, though... Can a supervoter, theorethically, change to a character ? I love the direct controll over the Civ, but somehow, something feels missing...^^]
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Fri Sep 23, 2016 4:06 pm

((Just let me know, and you can take on a character.))
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Wed Oct 05, 2016 6:21 am

Okay... Is this dead ? Just wanna know.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby The_Colonel » Wed Oct 05, 2016 8:09 am

Presumably Badge is still in Europe somewhere ... unless we need to be checking the mighty Vault computer for dodgy vacuum tubes?
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Wed Oct 05, 2016 9:02 am

Badge is back, but needing to catch up at work before he can dive back in here. Sorry for the delay guys, I've been swamped at school, I was hoping to be able to step up while he was away, but haven't been able to carve out the time.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby twistedstraka » Wed Oct 05, 2016 9:29 am

Life happens, Ive only been checking this thread 4 times a day for a month waiting for this update... whats another month or so :D
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Wed Oct 05, 2016 10:00 am

Okay, so I wasn't the only addicted. Good to know.^^
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Wed Oct 05, 2016 6:00 pm

Glad you guys are still eager! Next update should be ready in the next 1-7 days. :lol:
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby GathersIngredients » Sun Oct 09, 2016 11:28 am

I'm still eager, too. Now that I'm back. o:)
Abroad until Wednesday, 28th of February. Limited Internet, if any.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!

Excited for the Isle of Starlight!
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page

Char Graveyard
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Sun Oct 09, 2016 6:56 pm

I'm glad on both parts! At this point I think we just need to get vote options set for you guys to choose for Summer. Fey, had you been thinking of selecting a dweller?
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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spiderwrangler
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby BadgeAddict » Mon Oct 10, 2016 6:09 am

*I don't know if everything has been updated perfectly, so if you see anything that looks out of place or hasn't been updated, please let us know.*

Spring

Food and Water : 
Food:
2113 clean units  - 88 units   + 2 units + 9 units= 2036 clean units    
82 irradiated units = irradiated units

Water:
2070 clean units - 88 units = 1982 clean units    
31 irradiated units = irradiated units
2 Nuka Cola

Armory : 
Ranged Weapons:
  • 10mm Pistol [D] (x3)
  • .308 Hunting Rifle [D] (x3)
  • Pipe Pistol [C] (x1)
  • Sawed-off Shotgun [D] (x2)
  • Pistol [G]
  • Pipe Pistol [C]
  • Shotgun [C]
  • Rifle [E]
  • Pistol [D]
  • Shotgun [D]
  • Pistol [D]
  • SMG [C]


Melee Weapons:
  • Baseball Bat [D] (x3)
  • Rusty Knife [C]
  • Nasty Combat Knife [L]
  • Security Baton [C]
  • Shiny Fire Axe [G]


Clothing/Armor:
  • "Vault 50" vault suit (362)
  • Armored vault suit (x7)
  • Rad-suit (x7)
  • Battered leather armor (x1)
  • Worn Leather Boots (x4)
  • Light Leather Armor (x2)
  • Reinforced Leather Armor (x1)
  • Threadbare Suit
  • Worn Leathers x5
  • Faded Fatigues
  • Leather Harness x2
  • Flannel shirt and jeans (x2)
[/list]

Building Supplies : 
Building Scrap:
135 units + 6 units – 26 units =  115 units   

Building Materials:
19 units + 2 units + 7 units =  28 units

Aid:

  • Stimpak x 5
  • Radaway x 4
  • Jet (x1)
  • Psycho (x1)


Crops: Each dweller assigned to tend crops can tend 10 units of crops (15 units if utilizing gardenign equipment). Each unit of crop may contain multiple plants, and together produce 1 unit of clean food during harvestable seasons.

  • 9 Mutfruit (will bear fruit Spring, Summer and Fall each year)



Miscellaneous:
  • Bottlecaps (x26)
  • Brahmin Cart: Usable for hauling, may be improved with further effort
  • A pale leather folder, the flap held shut with twine looped between two white buttons
  • Gardening Equipment x 3
  • Valuable Materials (+67 VM)



Firehouse:
  • 0 BM
  • 92 BS (?? new amount)
  • Fusion Core


Research : 
Current:
014 + 14 = 28 + 5 = 33/100 - Construction Methods 
064 + 53 = 117 + 5 = 122/200 -  First Aid
049/150 - Distance Talkers 
037/100 - Searching 
012/??? - Vaults

Completed:
250/250 - Power Generation
100/100 - Teamwork
200/200 - Removal of water from lower levels
100/100 - Upgrade Health Services to Lvl 2.
100/100 - Material Transportation
100/100 - Scrap Organization


Construction : 
Current:
120 /200 - Towers (4x) - One at each corner of the wall
073/200 - Wall – This is a initial wall around the center of what the Computer hopes will be a much larger compound. This wall will encircle about 4 acres of land within 4 walls. (The vault entrance takes up a good chunk of this area)
000/200 - Motorized Pump – This device would allow the pump to be plugged into the main power network of the vault meaning that it would work at a better rate than when manned by dwellers.
Structures/Houses - There are currently 0 structures that could act as housing or for storage of materials. Currently, all building materials, scrap, etc are stored open to the air and elements.
039/150 - Firehouse Forward Base – work has begun on converting the firehouse into an outpost
00/75 - Firehouse wall - A small wall to enclose a small dirt lot north of the Firehouse.
008/??? - Clearing Land- clearing more land will allow for more space for building or farming.

Completed:
100/100 - Manual Pump – With 2-4 dwellers assigned to this device, the water can be slowly removed from the lower levels.
100/100 - LookOuts – One at the bridge as it leaves the island, the other near the vault, currently set into the wall which is incomplete. (Will act as one of the gates for the entrance once wall is complete
034/??? - Brahmin Cart – able to be used to pull materials, and used to till fields with modification
100/100 - Health Services Upgrade (requires 1 Tech Material to complete) - will allow greater levels of healing while HS is active.
035 + 67 = 100/100 - Level 4 Cleanup – this floor had been partially flooded, and traces of the irradiated water and muck need to be removed before it is safe to inhabit once again.

Characters : 
Quarg - Alexis "Kis" Carson (Female, 23 years old)
(S: 5, P: 4, E: 5, C: 5, I: 7, A: 6, L: 4)
  • Crumpled Fedora
  • Battered Sword (x1)
  • Faded Letter
  • Rifle (x1)
  • Leather Duster (x1)

Burns – Charton Rowe (Male, 34 years old)
(S: 4, P: 4, E: 4, C: 4, I: 5, A: 3, L: 7)
Gathers – Jamie Knight (Female, 36 years old)
(S: 4, P: 6, E: 5, C: 5, I: 6, A: 5, L: 6)
PatDragon – Molly Harris (Female, 39 years old)
(S: 4, P: 5, E: 6, C: 6, I: 7, A: 4, L: 6)
NotStickFigures – Cecil Hunter (Male, 35 years old)
(S: 3, P: 5, E: 3, C: 7, I: 5, A: 3, L: 5)
  • Vault Pamphlet





<Spring>
 The milder winter meant that spring arrived a little earlier than usual which meant that the dwellers, hidden away in their steel and concrete bunker could finally come up to the surface once again and take a deep breath of non-filtered (though slightly radiation laden) air. The clamor of activity could be heard as the vault seemed to come to life once more and the Computer, like clockwork, gave assignments to the dwellers living within its care. In order to maintain a certain level of health and well being, 4 dwellers were assigned to Health Services for rest and recuperation. Another 4 dwellers were assigned to guard duty. Another 4 were assigned to begin clearing more land. An additional 8 dwellers were assigned to recycle scrap into usable materials. A contingent of 8 were assigned to continue working on the firehouse.  An able bodied 7 were assigned to tend to the crops. Another 8 were assigned to scavenge the wasteland for valuables. Finally 2 were assigned to the library to research construction. 

In addition, several of the awakened performed some of their own tasks. Molly and Carlton work on power research and convince 7 dwellers to join them. Jaime works on first aid research and convinces 3 dwellers to join her. Cecil convinces one of the ex-Raiders to help him find the missing schematics and finally Isaac, having been in a coma for an entire year, finally awakens.  Kis, however, remains catatonic and unresponsive.

Though there was some debate about how the power should be distributed through the Vault, Health Services was left powered on and in an effort not to waste any time, 4 dwellers were sent to sickbay to be treated by the whirring metals arms and pokey needles. The health of three of the dwellers improved dramatically, but the fourth was a woman recovering from past injuries and radiation who also became pregnant this spring, and seemed to be suffering some early complications. Isaac, who had fallen into a coma for just at a year, awoke from his long slumber and got back to work as if nothing had happened. 

The protection of the vault, especially with the wall still only being 1/4 finished, was still an important task especially with the coming of spring and the awakening of the animals and beasts in the wilds. The 4 dwellers assigned to the task did a wonderful job the majority of the season, but they also slipped up when they didn't notice a pack of wild dogs running through the camp at night. They were eventually able to put all of them down without anyone getting hurt, but one mutfruit was damaged when the animals ran amuck within the not quite walled in compound. They were able to harvest 2 units of food from the dead dogs.

Now that the vault had the ability and resources to grow their own food through the spring to fall to seasons, more land needed to be cleared to allow for such gardens to be created. The 4 dwellers who were assigned were happy to be able to enjoy the outdoors, less so the poisonous plants. While clearing out the shrubbery and growth that had overtaken much of the island, two dwellers contracted an itchy skin rash. Regardless of skin conditions, the dwellers focused on clearing out all of the vegetation and buildings between the vault and the bridge which led off the main island. This acted as both a defensive and strategic move as now the guards were able to see anything that attempted to cross the bridge and towards the Vault. Their clearing efforts (8 progress) resulted in a total of 2 BM and 6 BS being found.

With the hopes and plans on more construction this year, at least while the warmer weather persists, the 8 dwellers who were assigned to recycle scrap got to work immediately. Unlike in seasons in the past, the group that was assigned to this work meshed well with their jobs and through teamwork and sweat they were able to create 7 Building materials this season. In addition, there were no injuries this season from their work and the by the end of the seasons the workers celebrated this fact.

The notion of using the Firehouse as a forward base of operation stayed in the forefront of the minds of those involved and the 8 dwellers who were sent to the task worked diligently in making the firehouse into a usable building. The workers quickly found however that without more building materials, their efforts on the firehouse would have to be placed on hold. This led them to salvage materials from the nearest buildings and using said materials directly. This influx in usable materials allowed them to continue adding panels of sheet metal and other materials over windows and doors (16 progress), with the plan to leave only 1 main door accessible from the front. In addition, a small amount of clearing was done on the north side of the firehouse which contained only the ruined remains of a small house. The workers hoped that in the future, a small wall could be built around this space so that the firehouse could eventually have its own food source. 

With the warmer weather arriving the mutfruit that had been set into the ground the year before needed tending, while the other crops needed to be replanted from seed. This work was given to 7 dwellers who took to the work without hesitation and without whining or complaining. In fact, based on the smiles on their faces, the dwellers seemed happy to perform the difficult work, regardless of the sweat which quickly beaded to their brows. The children enjoyed the garden work as well, laughing and squealing as they ran through the tilled earth chasing one another in some childish game or another. This sight caused those watching to forget for a moment the terribly harsh world they found themselves living in. 
They managed to plant and germinate all 14 units of tato and 13 units of melon, and the vigorously growing plants look ready to begin producing in the coming months.
Now that the mutfruit trees were established, they began producing fruit, adding 9 units of fresh fruit to the Vault's larder, and managing to collect enough seed for another 3 units of mutfruit trees.

There was a continued desire for trade-goods, mostly ones that have been saved from the old-world. This desire sent 8 dwellers out in search of valuables that could then be traded to anyone from the wasteland that happened upon them. Their searching led them out away from the island that was their home, towards the firehouse that they had fought to protect. The streets between the vault and the firehouse had been stripped bare of even the old rusting lamp-posts that had once lined these streets. Having no where else to turn but further into town, the group of scavengers moved toward the lake, behind the firehouse, searching the rubble of houses and businesses in hopes of finding anything that had any worth. The houses that could be safely entered, few that there were, were searched to great success, but as the season came to a close, the group found that they had searched every square inch of the area until there was nothing left to search. They found:  39 units of items that have no value for building, but may be of value for trade.

The library was packed full of researchers working on various projects but had been mostly taken over by the Awakened who worked toward their own agendas which weren't always in line with what the Computer calculated was needed. Thus, the Computer was only able to send 2 dwellers into the library to study construction and these two made good work towards their goal (+14 progress). 

The rest of the library had been taken over by Jamie, Molly and Carlton.  
Jamie, with the help of 3 others researched first aid. While they had had some first hand experience in the field they still needed to know more and they did this by hunting down books on the subject of healing wounds. While they did find a battered old copy of something called ".....geon Master's Guide". The cover was badly damaged, as were the pages within, but they were able to find one section that survived which described a healing method called "heal minor wounds", Jamie and her group tried to follow the steps within the book but were confused as to why it didn't work. They focused instead on books that they found called "How to Treat Minor Cuts and Abrasions" and "A Naturalist's Guide to Herbs and Tonics". Using these guides they were able to make a great amount of headway toward first aid (+53 progress). 

Molly and Carlton came together and convinced 7 others to join them in researching power. The one thing that had been slipping their grasp was how to connect from their wonderful machines to the vault itself. Finally they came upon the book that solved all of their issues called "The Power Grid and you". The wiring diagrams and schematics contained within went into great detail about power lines, but further within the book they found instructions on how the existing power grid was able to be connected into the vaults back when the world wasn't a hell-hole. This area had spent a great deal of money in burying power lines to improve the aesthetic appeal of communities and much of this grid could very well exist beneath their feet. If they could find a way to tap into it, they would be able to construct a power creating machine anywhere that the grid remained connected to the vault. Power Generation Research was finished at last (+55 progress) and could now be put to use.  As research was completed before the end of the season, a bit of time was able to be spent helping out on other projects.  (Any of the pre-discovered power systems can be built: A quick "inspection" of a project will allow us to come up with a "cost" for you, you can ask in-game)

The vault was finally growing as 7 female dwellers found themselves to have gotten their impregnated. This included Molly, who as she explained, had been receiving "decorating tips" for her bedroom from one of the former Raiders. 
In other news, the Raiders had finally been accepted as full-members within the vault and as such were no longer ostracized by the awakened ones and fell swiftly into job duties as dictated by  the computer.
Cecil, upset by the loss of the schematics asks for the help of one of the ex-Raiders, now finally a real dweller, in searching for these papers. His quest for answers, though filled with good intentions found him getting nowhere as each dweller that was questioned about their whereabouts at the time of the loss, had a witness or friend that had been with them. He tried to get a good read off of them, but everyone seemed genuine in their answers, though perhaps a bit suspicious of his continued questioning. 


Spring Voting Options
Voting Options for Spring:

CP = Character Player
NCP = Non-Character Player
      

(Non-Character Players have 3 votes for this Section, Super NCPs have 4 votes for this section)       

Miscellaneous Assignments (cannot share work)
M.1. Assign 2 - 4 dwellers to the manual pump in order to remove water from the lower levels             
M.2. Assign sick, damaged, or irradiated dwellers to recuperation in Health Services    
M.3. Assign a group of dwellers to guard duty       

Labor Assignments
L.1. Manually reclaim and recycle building scrap into building materials  
L.3. Clear more land on the island for crops and building    
L.4. Construct housing  
L.5. Construct towers  
L.6. Construct wall  
L.7. Outfit firehouse as forward base 
L.8. Plant/Tend Crops

Scavenging Assignments
S.1. Send a group of dwellers outside to scavenge for building materials       
S.2. Send a group of dwellers outside to scavenge for Food/Water  
S.3. Send a group of dwellers outside to scavenge for potential trade items

Exploration Assignments
E.1 Explore the 4th Level

Research Assignments      
R.1. Upgrade Health Services to Lvl 3
R.2. Construction Methods(Decrease construction time, Increase success rate) 
R.3. Scrap Organization(Increase success amount produced)          
R.4. Distance Talkers (Allows guards to "come to the rescue")   
R.5. Searching during times of strife   
R.6. First Aid (allow for some healing independent of HS) 
R.7. Vaults 




Voting Options: (NCPs have 1 vote for this Section (CPs have 0), A New system needs at least 2 more votes than the currently powered system in order to be powered)      
Power a different System for Spring(currently Health Services)       
1. Do not change       
2. Vault defenses - (Increased ability to successfully defend vault against enemies     
3. Bar & Lounge - (Allows dwellers to relieve some stress), (increased chance of baby making)        
4. Research  
5. Barracks/Armory - (Allows for the creation of new or customized weapons using scavenged resources) 6. School - (Gives a +1 INT increase to the stats of Children who attend at least 6 years)        
7. Material Reclamation and Recycling (Turn collected scrap into base materials)        
8. Workshop - (Decreases time needed to combine base materials into parts)        
9. Kitchen - (Remove radiation from food/water(1 unit of Food/Water per month))       
10. Water Filtration - (Needs to be repaired first)        
11. Hydroponic Farms - (Needs to be repaired first)        
12. Antenna Array - (Needs to be discovered/repaired first)



Voting Options for Pregnant Dwellers: (Both CP and NCP have 1 vote in this section.)
1. Assign them jobs as normal
2. Assign them to less strenuous jobs
3. Kill, dissect and cremate them
4. Bed rest
Last edited by BadgeAddict on Tue Oct 11, 2016 4:42 am, edited 2 times in total.
The Long Shot - A Star Wars Saga Edition Campaign.
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Mon Oct 10, 2016 6:52 am

I decided to stay like that for another bit.^^ But thanks for reasking.

U/hm... Did I overread it, or is the finished 4th-flour-cleaning missing ? I hoped we finally got to know what that floor was good for. :D
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby The_Colonel » Tue Oct 11, 2016 3:42 am

No new problems this season - I suggest we consolidate before moving outwards. So...
My suggestions:
L1 (possibly at the fire base as they have lots of BS and need BM) / L7 (using available and newly created BM) / L8
Power 1 (I think we still have sick and wounded to attend to from previous seasons)

If anyone asks about the expectant mothers ... light duties would be best. Although the one that seems to have a mind of her own can figure things out for herself...
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