War Never Changes - IC

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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 2:46 pm

Geomancer wrote:SOUTH
USE SKILL (Survival)
SEARCH ALL
Using everything you have learned before you were put into the pod, life skills and dumb luck, you scavenge for anything remotely useful.

You notice some of the rotten food being thrown out are fruits, and you ask them to hold on a second. You dig your hands into the rotten fruits and pull out seeds.

"Not sure how much use this will have right now, but it is better than nothing." You think to yourself.

Scanning the room again, you can't find anything else. Everything is either too broken, or simply not useful. Taking the seeds, you leave to return to the group.

1: Fruit Seed Bundle (Taken)
Archrival wrote:Action Taken:
WEST
Timer wrote:Action:
Talk: Franky and Drake
Take Counter, Radaway
Wait to follow Franky - west
With Drake returning to the group, you head down the left doorway. It leads to a stairwell down, but before long you notice that further ways down are completely barred off. Cave ins and stray boulders everywhere. Must have collapsed during the attacks.

It is incredibly disheartening... Perhaps Someone With Knowledge With Explosives Could Find A Way Through?

You leave out the door, and you notice something else. Off the side of the room to the west, there is a hole that leads to the room below, but the hole is only large enough to fit one person at a time. Looking deeper into the hole, the entire room is dark, and the fall is over Twenty Feet. Without some kind of rope or ladder, there is no getting down there safely, especially with no hope of getting out.

For now, there isn't much you can do.

UPDATE: The way into the Reactor is blocked. If you had a large explosive, or someone with explosives training and a smaller explosive charge, you could bust in. Alternatively, if you had a rope or a Ladder you could descend into the western Hole.

To the North: Caved in entrance to Vault 122. Moving in this direction will allow you to leave the Vault and explore the wastes.
To the West (Update): Reactor and water purification plant. Moving in this direction will lead you to the Overseer's task of finding out what is contaminating the water. Large boulders and debris are blocking your way down. A large explosive could get you through.
To the West (New): A hole that leads to the reactor room. It is only large enough to fit one person at a time, but the fall is too great. You need something to safely lower you down.
To the South (Update): Pod Chamber. Moving in this direction will allow you to return to where you awoke, perhaps to gather more supplies, although it doesn't seem like there are any left.
To the East: Overseer's Chamber. Moving in this direction will lead you into the Overseer's Chamber. Knowledge is power, and the Overseer seems to know much.
Around You: People are standing around, a lot of the debris now cleaned up. Someone next to you seems to be wanting to talk to Liz.
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Geomancer » Sun Sep 30, 2012 2:57 pm

Sid grins. "A rope? No problem." He finds the extra jumpsuits and begins to tear them into strips. "These jumpsuits were made pretty well. If we do this right, we can make a cloth rope out of these." He begins to tie them together skillfully.

ACTIONS:
TALK
TAKE jumpsuit
USE SKILL (Survival)
USE jumpsuit ON jumpsuit
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 3:03 pm

Geomancer wrote:ACTIONS:
TALK
TAKE jumpsuit
USE SKILL (Survival)
USE jumpsuit ON jumpsuit
You tie jumpsuits to other jumpsuits, using great ingenuity and scavenging skills. It's not perfect, but then again nothing is anymore. You find a broken pipe jutting out of the floor and tie one end to it, and throw the additional down into the hole. After a couple seconds you hear it hit water.

'Water?' You all think to yourselves. The reactor is not supposed to be flooded. This is more complicated than you previously thought.

It's dark down there, but the natural lighting from the hole in the floor should provide just enough to see around.

Who goes First-Second-Third?
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Archrival » Sun Sep 30, 2012 3:10 pm

Franky was impressed by the jumpsuit rope idea, he probably never would have come up with that and probably looked for a more functional rope but anyhow the job was done. Being as impetuous as he was he decided to go down first, I mean if he fell and hurt himself he could probably carry on or get healed compared to the others.

Action Taken:
Climb, Rope West (Down).
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 3:17 pm

Archrival wrote:Action Taken:
Climb, Rope West (Down).
Climbing down first, you can feel the 'rope' is holding steady. You easily lower yourself and hit the water. As you land, you notice it is about 10 inches high, getting all over your feet and footwear, as well as your lower leg.

You look around, it is dark, but you can make several things out with the faint illumination. You (Not so patiently) wait for the other to come down.

North: Door. (Unspecific)
South: Door. (Unspecific)
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Timer » Sun Sep 30, 2012 3:22 pm

"Nice idea Doctor Drake.. i suppose i should get down there and see whats what." She made sure Franky was off the bottom of the rop before she got on before carefully starting to lower her self into the dark hole. Upon hitting the water she immediatly regretted coming down "Ewwwww..." She moved her toes inside her work boots and felt the horrible water soaking through the fabric. She pointed the gieger counter at the water before looking around "You see any switch for lights franky?"

Actions
Talk- Drake
Climb - West(Down)
Use - Gieger counter
Talk - Franky
Look - Light switch(es)
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Re: War Never Changes - IC

Postby Geomancer » Sun Sep 30, 2012 3:27 pm

Sid sighs and looks down the hole. He begins to protest, then shrugs and awkwardly climbs down the rope, almost letting go by accident during his descent. He pulls out his pistol and points it at the north doorway, watching carefully.

ACTIONS:
DOWN
DRAW 9mm Pistol
AIM AT North Doorway
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 3:32 pm

Timer wrote:Climb - West(Down)
You painstakingly lower yourself into the pit, your upper body strength nearly failing you on the way down. Yet down you make.
Timer wrote:Use - Gieger counter
It is clicking, showing signs of low strength radiation.
+1 Rads.
You can stay down here for only so long.
Geomancer wrote:ACTIONS:
DOWN
DRAW 9mm Pistol
AIM AT North Doorway
You lower yourself casually down as well, then take aim at the northern door.
Timer wrote:Look - Light switch(es)
You look around for anything that may resemble a Light Switch. You graze and grope the walls for anything of the like before you come across something that might fit the bill.

*Click*... ... *Click-Click-Click* The noises it makes as you flip it up and down- on and off.

Guess the power's out.

You hear a squeak coming from somewhere, likely a rat. You hear splashing off to the east.

North: Door. (Unspecific)
South: Door. (Unspecific)
East: ??? (Noise)
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Archrival » Sun Sep 30, 2012 3:37 pm

Franky looked all around, there was only a few areas that were properly lit up and only two of those things looked like doors or ways out/around. With Sid pointing his gun at the north doorway it was probably a good idea to go that way since if anything came out the one with the gun could shoot it or Franky could at least knock it's block off.

Action taken:
Look, General Area
Walk, North Towards Door.
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Re: War Never Changes - IC

Postby Timer » Sun Sep 30, 2012 3:42 pm

"This place is pretty irradiated.. and it looks like the power is out." Lizz quickly moves towards the north door, keeping the Counter out and sweeping for any signs for higher radaition. "We need to move to the core.. or the water treatment plant. We should have gotten a map." She sighs, finding the door she moves to the side. "You ready drake?" Shr grabs the handle and waits for his mark to pull it open.

Actions
Move - North door
Use - Gieger Counter
Grab Handle
Talk - Drake and Franky
Wait for Drake, THEN open door.
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 3:44 pm

Archrival wrote:Action taken:
Look, General Area
Walk, North Towards Door.
You walk toward the northern door with your over-watch at the ready. You slog through the irradiated water and reach the door. It seems to have very little power stored, and can open only once, but even then it still might need to be forced.

The splashing in the east is erratic, but always originates from the same exact area, as if whatever is making that noise is jumping, stomping, flopping or trapped.
Timer wrote:Actions
Move - North door
Use - Gieger Counter
Grab Handle
Talk - Drake and Franky
Wait for Drake, THEN open door.
You move north, also somewhat ignoring the noise to the east. Once again, it seems to originate from the same area every time, but it is far too dark over there to see. You continuously scan the water, but it retains its previous readings.

North: Door. (Low Power, Slightly Jammed)
South: Door. (Unspecific)
East: ??? (Noise)
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Geomancer » Sun Sep 30, 2012 3:46 pm

Sid frowns. "We need to split up. You two go this way, I'll check out whatever is making that noise, then go south." Sid keeps his pistol out and moves slowly.

ACTIONS:
TALK TO Lizz and Franky
SOUTH
EAST
LOOK AT ???
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 3:52 pm

Geomancer wrote:ACTIONS:
TALK TO Lizz and Franky
SOUTH
EAST
LOOK AT ???

You head south first, checking out the door. It seems to have no power left, but is slightly ajar, and could be opened with something like a crowbar, or perhaps great upper body strength. You head east and check out the noise in the darkness.

Your high perception allows you to somewhat see in the dark, and it is definitely a rat. But it doesn't seem to be moving. Upon closer inspection, it is only HALF of a rat. The other half is being crushed by a boulder. It is a miracle the rat is even still alive, still- it is leaking its juices into the water and will likely die very soon, yet it is not posing any apparent threat.

It splashes again, trying to get loose.

North: Door. (Low Power, Slightly Jammed)
South: Door. (No Power, Very Jammed, Slightly Open)
East: Noisy Dying Rat.
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Archrival » Sun Sep 30, 2012 3:57 pm

With a light push on the panel Franky attempts to open the north door, if only partially jammed then it may take combined strength to force it open and Lizz doesn't seem the type to be able to do any heavy lifting even if she is carrying 'heavy cargo' (wink wink nudge nudge) but still the italian stallion attempts to get the north door open if by power first.

Action Taken:
Open; North Door.
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 4:01 pm

Archrival wrote:Action Taken:
Open; North Door.

Using a mixture of low power opening hydraulics and good old fashioned Elbow Grease, the door finally gives in and opens, causing water to rush through to the other side. The large torrent lowers the water level in this room by about 2 Inches.

North: Room (Unspecific)
South: Door (No Power, Very Jammed, Slightly Open)
East: Noisy Dying Rat.
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Timer » Sun Sep 30, 2012 4:05 pm

Lizz quickly moves into the new room, drawing her pistol in one hand and keeping the gieger in her other. Sweeping the area still she looks for any signs of where exactly they were going or some kinda of way to get elevated. "Come on macho man.. stay safe Doctor Drake!"

Actions
Move - North
Look Room
Use Gieger counter
Equip - 9mm Pistol
Talk - Franky and Drake
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 4:13 pm

Timer wrote:Actions
Move - North
Look Room
Use Gieger counter
Equip - 9mm Pistol
Pistol at the ready, you explore the dark room. There are shelves with scrap metal and what look like batteries on them. It is still very dark, but you don't hear anything out of the ordinary. Papers are scattered around the floor, now floating in the irradiated water.

You use your Counter to check the area, and it seems the radiation has gone down slightly. You are moving away from the source.

Drake and Franky's Location:

North: Room (Slightly Explored)
South: Door (No Power, Very Jammed, Slightly Open)
East: Noisy Dying Rat.

Liz's Location:

West: Dark extension of the room. (Unspecific)
South: Door-Open. Leads to other room.
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Geomancer » Sun Sep 30, 2012 4:17 pm

Sid looks down on the rat with a mixture of disgust and pity. He lifts up a foot and crushes the rat's skull with the heel of his shoe, continuing until it stopped moving. "Since there isn't water in there, that's not where the leak is coming from. Though there might be something else in there, we should search for the leak first. Let's go find Dr. Lizz."

ACTIONS:
KILL Dying Rat
TALK TO Franky
NORTH
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 4:22 pm

The rat is now dead, however the irradiated water seeping into its wounds makes it very unlikely any of the meat is edible without being incredibly poisonous. Drake Moves to Liz's Location, Franky still outside the door.

Franky's Location:

North: Room (Slightly Explored)
South: Door (No Power, Very Jammed, Slightly Open)
East: Dead Rat Carcass

Items in Area:
1: Irradiated Rat Meat

Drake and Liz's Location:

West: Dark extension of the room. (Unspecific)
South: Door-Open. Leads to other room.

Items in Area:
?: Batteries (Unspecific)
?: Scraps

(Edited for single error)
Last edited by Birdofterror on Sun Sep 30, 2012 4:32 pm, edited 1 time in total.
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Re: War Never Changes - IC

Postby Timer » Sun Sep 30, 2012 4:29 pm

"Looks sorta like a storage room Franky.. The radiaiton is dropping, the reactor must be south of here." Lizz looks around the shelves and an idea comes to mind. She grabs her spare jump suit and unzips the front, she ties both legs in a big bow and the arms together. She hangs her makeshift bag around her neck, putting a couple of battries and bits of scrap metal into the bag.
She then moves further into the room, her pistol held at chest level.

Actions
Talk - Franky
Use Vault 122 Jump suit - Makeshift bag
Take, Scrap metal (3 if possible), Batteries (3 if possible)
Move West.
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Re: War Never Changes - IC

Postby Archrival » Sun Sep 30, 2012 4:32 pm

Franky enters the north room in which Lizz is, he begins to search through the room to see if there's anything useful. If just batteries and scrap then that would still be handy if they needed it later or still could be sold even if for as trivial amount. He wasn't doing much talking as he really wasn't the one for conversation unless truly necessary, he liked to let his actions speak louder than his words which usually meant a punch to the face or a baseball bat round the noggin but I suppose he can be talked to if it called for it.

Action Taken:
NORTH
Search; Room.
Last edited by Archrival on Sun Sep 30, 2012 4:46 pm, edited 1 time in total.
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 4:39 pm

Timer wrote:Actions
Talk - Franky
Use Vault 122 Jump suit - Makeshift bag
Take, Scrap metal (3 if possible), Batteries (3 if possible)
Move West.

Archrival wrote:Action Taken:
Search; Room.

Picking up several Batteries and scraps, you come up with 2 of each. It is possible others are in the water, but they cannot be seen nor felt right now. Continuing west, you notice the doorway is blocked off by boulders. This must be the stairwell entrance. You explore the immediate area, and find a single piece of scrap metal probably left from broken machinery. And pick it up.

Items Obtained:
3: Scrap Metals
2: Unknown Batteries

Exploring the rest of the room, you don't come up with much more.

West: Stairwell. (Inaccessible)
South: Door-Open. Leads to other room.

Items in Area:
?: Unknown (Too Dark, some items may be submerged.)
"It's such a fine line between clever and stupid."

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Re: War Never Changes - IC

Postby Geomancer » Sun Sep 30, 2012 4:44 pm

"Okay, only one thing left to do." Sid picks up a piece of scrap metal and goes back to the jammed door. He wedges it in between and says "Franky, can you give me a hand with this?"

ACTIONS:
GET Scrap Metal
USE Scrap Metal ON Jammed Door
TALK TO Franky
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Re: War Never Changes - IC

Postby Archrival » Sun Sep 30, 2012 4:50 pm

Franky follows Sid into the room with the Rat Carcass, the smell was starting to waft around creating a rather sickly stench of the irradiated meat. When asked if he could give Sid a hand in unjamming the southern door he gives a nod. "Yeah sure, I can do that." He walks over and helps use their combined strength to get the door unstuck.

Action Taken:
SOUTH
Use Strength; On Jammed Door.
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Re: War Never Changes - IC

Postby Birdofterror » Sun Sep 30, 2012 4:57 pm

Geomancer wrote:ACTIONS:
GET Scrap Metal
USE Scrap Metal ON Jammed Door
TALK TO Franky
Archrival wrote:Action Taken:
SOUTH (That's not a verb, by the way)
Use Strength; On Jammed Door.
The scrap metal gives you a little leeway with the door, but you can feel the metal beginning to break and stop before you break it. If you had something large, long and with a good grip- like a Crowbar or something like that, you could open it easier.

North: Room to Stairwell.
South: Door (No Power, Very Jammed, Slightly Open)
East: Dead Rat.

Items in Area:
1: Irradiated Rat Meat
"It's such a fine line between clever and stupid."

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