Even in the dark, you manage to find what you are looking for and pry the casing from the wall as well as the bulb too.Timer wrote:Actions
Look for Light (wall fitting)
Use Skill Repair/Science, Remove Casing, Remove Bulb and wire
Make Makeshift Lamp - Combine - Bulb/Wire/battery/scrap (Repair)
TALK TO Lizz and Franky
Climbing the rope up, you both emerge at the surface. Still sunny as ever. You look around, the area is actually a little cleaned up. There is still rubble, sure, but everything seems to be in relative order now. You spot the Overseer as you emerge. He notices the hole you crawled out of.Archrival wrote:Action(s) Taken:
Talk To; Lizz and Sid.
Talk - Franky and Drake
Pass DIY Torch(Unpowered) to Drake
Talk.. again. (quietly)
Not so quietly, he heads back down into the hole, after giving the lever to Franky.Geomancer wrote:ACTIONS:
GIVE lever TO Franky
CLIMB DOWN Rope
With a satisfying *Gashunk* the door flies open. A little bit of water comes out from the differences in water height, but it isn't much.Archrival wrote:Action Taken:
Climb; Down Rope
Use; Tool on Door
Talk Drake & Franky
USE SKILL Speech ON Overseer
Hug - Overseer
Talk - Overseer
Place on the Workbench - 1: DIY Torch(Unpowered), 1: MF Cell
Arrange Workbench AS IF in mid work
USE SKILL Repair + 1: Scrap Metal to Block door
USE SKILL Science ON computer
Talk To; Sid
You enter the dangerously dark room. It is wet, and you know it is Irradiated even without the Geiger Counter. You ponder the prospects of traveling in here with neither a Flashlight nor a Geiger counter, but moving on, you manage to feel around the room without so much as a hitch.Geomancer wrote:ACTIONS:
TALK TO Franky
Using your magical powers to hyper-memorize the vague locations of possibly buried Pip-boys that may or may not exist, you do just that.Timer wrote:ACTIONS
USE INTELLEGENCE – Memorise PIPBOY locations and apply them to the layout of the room they are in.
USE INTELLEGENCE – Memorise a basic layout of the sublevels.
USE SCIENCE ON COMPUTER - Erase her digital presence, making the computer look as if it had not been touched.
CHECK – LOCKER EAST
MOVE – NORTH
CHECK – 2 X LOCKER’s
USE – WORKBENCH + REPAIR – Modify the MF cell to output electricity
((And if possible))
USE – MF CELL (MODIFED) ON DIY TORCH (UNPOWERED)
EXAMINE Unidentified Ring
USE Geiger counter ON Makeshift Lamp (Powered)
CLOSE 3 X lockers
USE SKILL repair ON door.
EQUIP Makeshift Lamp (Powered) AND Geiger counter
Having gotten what you came for- and then some, you head out of the office. On your way out, you make flirtatious eye contact with the Overseer. He notices and responds, but he returns to his work after a few moments. It seems you may have him in the palm of your hand should the need arise.Timer wrote:((From now on I will allow you to move me Birdot, just inform me when I have caught up.))
You head to the east door and hold position, waiting for someone to have your back.Timer wrote:ACTIONS
TALK to franky and drake (the table twins)
MOVE to door (the direction of the reactor, working by her schematics.)
WAIT for franky or drake to open said door.
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