[] plan: getting things done, but saving power.
-[] Better toilets: 2 dice
-[] Information Experts
-[] Emergency Medical Services: 2 dice
-[] Build some fire pits
So, I noticed that only 2 dice are locked, one for each of our active projects, do we need to add additional dice to ensure it gets an at least decent roll?
If so, then I would choose the plan below.
[X] Plan: getting things done, and ensuring peace.
-[X] Better toilets: 2 dice
-[X] Information Experts
-[X] Emergency Medical Services: 2 dice
-[X] Dire Disturbances, Peaceful: 1 additional dice.
The problem with Electric Grills is that we might overwhelm our power grid. We already produce less than what we need and I don't think adding more stuff to it is going to be good.
Just asking but should we dedicate another die towards the direwolf action just to make sure it succeeds?
I really want direwolves as friends an am a bit leery of the 50dc for one die.
Just asking but should we dedicate another die towards the direwolf action just to make sure it succeeds?
I really want direwolves as friends an am a bit leery of the 50dc for one die.
It does have an effect, but it's currently hidden.
I will say that the effect does scale with the difference between generation and consumption.
That scales in both directions, mind you.
Sorry for the delay, I had an interesting couple of days.
I'm calling the votes for Plan: Getting around to stuff.
I'll have the results out in a few days.
Hopefully after we get through the winter we might be able to mount an expedition to find more people back on earth. Or at least try to find some goverment support. I've seen those FEMA housing trailers while doing work for the red cross and those are pretty sweet. Portable housing and some of those portable generators on trailers would put us in a pretty good situation. Maybe even a tractor or two to really get some farming going for next year.
Heres a question regarding portals. Is it a one to one comparison. If we open a portal will it open correspondingly to where we are in relation to earth. Like if we open a portal in tulsa will we come out where tulsa would be in outland? And to get around the fallout of yellowstone could we travel to where tulsa is in outland and open a portal to earth there? Could we find a semi with a tanker full of gas and just open a portal in front of it and push it through? Sorry for all the questions.
Heres a question regarding portals. Is it a one to one comparison. If we open a portal will it open correspondingly to where we are in relation to earth. Like if we open a portal in tulsa will we come out where tulsa would be in outland? And to get around the fallout of yellowstone could we travel to where tulsa is in outland and open a portal to earth there? Could we find a semi with a tanker full of gas and just open a portal in front of it and push it through? Sorry for all the questions.
A lot of things here; I'll try and get to all the points. Let me know if I miss anything
The portals are a 1-to-1 comparison based on your example. In the book this is based on, the kids find out about Yellowstone erupting beforehand because Erin gets suspicious and goes up to the Yellowstone area to see if the signs of an eruption are happening in Outland as well. She finds that Yellowstone had ALREADY erupted in Outland and is a large water-filled crater.
Yes, you could theoretically make a path on the Outland side to get to the West coast. The only problem would be that you would have to manually clear one around the gigantic crater that exists on the Outland side to do so.
As for the gas problem, that is possible, but you should remember that the eruption happened several months ago. On average, gasoline only has a storage life of three to six months, maybe longer in the right conditions. Earth is nowhere close to the right conditions currently. Many large deposits of gas that would be in the area, such as at gas stations, would have gone bad or are starting to go bad.
I hope that answers the questions you had.
Also, rolling for the random event because I forgot to last post.
EDIT: Well, ****. This is going to hurt a lot
Ok, Important roll here, people.
I need one of you to roll a D5 for me.
This will determine which of the nasty surprises will happen because of that Critical failure on the Random Event roll.
Ok, I can work with that.
I'll need some time to work that into the turn.
I'm really glad that roll wasn't a 4; It would have been... quite dramatically game-changing.
[X] 2x Better toilets: The toilets in the camp are constantly in use. While not currently a problem, there could always be more, and they could always be better. Redesign the toilets in the camp to reflect the larger population better using them and be able to clean them and empty the waste products easier. (build more, better toilets for the camp and have them less crowded.) 2 3 turns, DC 40 rolled each turn.
[X] Information Experts: There seem to be several ideas that campers have about what projects they would like to see completed. Having several people take up the job of becoming official information spreaders, as well as collectors, would prove a benefit in the long run. Establish a group of individuals to be turned into Collectors and spreaders of information. (Allows for the easier spread and collection of information/gossip in the camp, rolls a die to determine the quality of information.) DC 35
[X] 2x Emergency Medical Services: People from the Medical Area are still untrained in responding to attacks and injuries. This training would allow them to better respond to the needs of campers. (All injuries get a re-roll.) DC 50
[X] Personal Defense: The camp has suffered another devastating attack by the area's predators, and only the quick actions of the medical staff limited the number of deaths. The campers were sad and angry, and out of that anger, combined with the words of Corporal Chavez, came this proposal. This suggests making the campers go through self-defense courses to give them a better chance of surviving these attacks. This would take a long time, and campers would constantly rotate out from the training, but it would help to make the camp safer. (Gain a reroll against animal attacks, with the highest roll taken. Gain a growing bonus for the campers the longer this is taken. Reduces the max number of dice by 1 so long as this is taken.) Policy Decision, Roll for morale effect.
[X] 2x Dire Disturbances, Peaceful: You know the location of the dire wolf pack and the general area they call their territory. You have a choice ahead of you that will define your relationship with the pack. Eventually, talks for integration won out, and efforts were made to associate humans with fellow hunters and friends. (Cannot be taken with Dire Disturbances, Aggressive) 1 turn, DC 50
[X] Information Experts: DC 35
One of the efforts taken by the project group this week was to try and establish a group to act as intermediaries. The group would be responsible for, among other things, bringing forward concerns that the campers have to the project group and spreading the news about what's going on to those who don't want to be involved in decision-making but still want to be informed. The group that decided to take on this task made a basic structure, planned out the basics of what would essentially be town criers, and moved out among the campers to work.
Roll=17+10(Organized Camp)+5(Morale Tier 1)=32
The group ran into trouble almost immediately, from the simple but overlooked idea that anyone can propose ideas to the project group and be heard, removing the main barrier to involvement. Similarly, the project group was not in itself a ruling body, and, more importantly, anyone could join it to have their voice heard, meaning that those who didn't get involved at the project meetings were those who didn't care or were fine with the direction that the camp was heading. These factors culminated in a project that, while looking fine on paper, fell apart when it came to implementation in the real world.
"That could have gone better," says Erin as she sits next to Monica while eating some chili for dinner. "At least people didn't see us as trying to form some sort of group to spy on the camp; I think that the worst was Mrs. Jameson, and she only called us busybodies." Erin takes a bite of the chili and shivers at the pleasurable heat in the dish. "It's also strange how we all hated chili not even a month ago, and now it's one of the most requested meals." Monica snorts next to her and replies, "That's only because it's hot food. Anything hot in cold weather tastes much better than it actually is." Erin nods as she keeps eating the chili, thinking about what she could do the next time this project is chosen.
(Failure. The project needed more effort on the design portion.)
[X] 2x Better toilets: 23 turns, DC 40 rolled each turn.
Two of the groups were tasked with expanding the number of bathroom facilities in the camp as a means to reduce certain issues. The groups knew that this would be a bigger job, needing a plan to be put in place beforehand and a lot of work to make everything work for the camp. The plan was made to consider the best sites when it comes to foot traffic and available space, and then the groups set to work.
The efforts by the groups were noticed by the campers not involved, and when it was explained that they were clearing areas to put up more toilets, they were rushed by helpers. The sites they planned to work at were cleared by helpful campers before the work crews arrived, allowing the groups to speed up their efforts. Other work crews found that the dirty job of transporting the waste out of the camp was made more accessible as several people that had worked other dirty jobs decided to help out. By the time the week ended, the groups had set up a good chunk of the portable toilets, and they had worked out the basis for getting the waste removed.
"It's hard work moving this stuff into place, but the effect it has is immediate and evident," says Matt as he takes a drink of water, gesturing at the newly installed porta potty, with a line already forming. The guy sent to get the toilet paper shows up to a cheer from the line, enters to install the toilet rolls, and is quickly replaced when he leaves by the first person in line. Matt and his group continue to move away from the area, bringing their tools back to the warehouse. "I'm just glad that there's no smell in freshly made porta potties, could you imagine?" says one guy as the group gets to the warehouse. The group groans or makes other noises of disgust while Matt replies, "And thank you for that wonderful mental image like it wasn't difficult enough to put these up with people trying to be 'helpful.' I hope the weather doesn't get worse; it would make putting up the rest of the toilets more difficult."
(Sucess. Double DC means that 2 turns of action are completed. Porta potties were put up in some areas of the camp, reducing congestion at all toilets. A basic waste removal process started and will finish with this project.)
[X] 2x Dire Disturbances, Peaceful: DC 50
You were responsible for the interaction with the Dire Wolves over the last few weeks and were put in charge of this week's efforts as well. The means you used for your interactions with the wolves should stay the same; the only thing to pay attention to is that nobody in either group does something that would affect the fragile ceasefire.
Things seemed to go well for the beginning part of the week as the combined group of campers and the wolves got more used to seeing each other around. Even if it isn't welcome for human consumption, the meat you bring seems to be quite well-liked by the Dire Wolf pack. You don't see the alpha again, but the constant interaction with multiple members of the pack over a long time period has given a general count of 44 members, barring the young and elders who wouldn't show up. Things seem to be on track until near the midpoint of the week when an explosion rings through the forest.
The Dire Wolf pack and several quicker group members are the first to turn and see a column of smoke starting to rise into the sky. The rest of the campers turning to look at the sound causes several of the pack members to switch their focus back to your group. You don't notice that, realizing that the sound and the smoke came from the direction of the camp. "Everyone! We need to head back to camp! Something's happened, and they may need our help," you say loudly while the Dire Wolves slowly start growling at the loud noises. You start towards the camp and then pause, turning back to the Dire Wolves. You reach down, take out the corpse you had been cutting chunks off to toss to the Dire Wolves, and toss it to them. "I don't know if you can understand me, but we need to leave. Our camp may be in trouble." So saying, you turn and run to catch up to your group that had been waiting at the edge of the clearing, leading them back at a fast pace toward the camp. The Dire Wolves watch you go until a smaller one starts to move toward the corpse, and then the meat is the only thing on their minds.
(Failure. An incident at the camp causes the attempt to finish early, and no progress is made for the week.)
[X] 2x Emergency Medical Services: DC 50
The medical team finally got their wish and started efforts to get some training set in writing for procedures when it comes to injury. The medical students get together and decide on a series of practices to get everyone used to what they might encounter. The two groups assisting split, one acting as impromptu nurses and the other acting as the injury victims.
The practice works perfectly, with the medical students acting as doctors, diagnosing and fixing problems in the group acting as patients, and the group acting as nurses allow things to go smoother. Things really kick off when several of the group members ask about why certain things are being done in the examples, and the lesson turns into a CPR and general aid course for both groups. By the time the explanations are finished, the groups of workers have experienced the basics of providing care and suggested switching out with other groups so they can get experience as well.
Tina watches as the two groups head out to switch tasks with another group so that the CPR and general aid training can be shared. "This is a good idea; I just wish we had thought of it earlier," says a voice behind her. Tina turns her head and sees Brendan walking toward her. She nods and replies, "It is a good idea, and several of the group members did have some experience with first aid, but the lessons really are useful for everyone. Having the groups all be taught the basics from us will allow for our jobs to be easier and make sense from a safety standpoint." "You don't have to tell me," says Brendan as he stands beside her. "I'm glad that nothing has-" BOOM! A loud explosion silences Brendan, and the two whirl toward the sound to see the residual flames and smoke coming from the engineering area. "You get the trauma kit; I'm going to go make sure no one dies on us!" yells Tina as she sprints off toward the now smoking building that contained the generators.
(Success. Crit allows the reroll when away from the medical area/camp. Triple DC provides a second reroll to all disease/injury actions.)
Random Event Roll=2(Critical Failure!) rolling for scenario on d5=1(EXPLOSION!)
Camper Presence (DC 30/60/90): 62 (D20)
How Injured?
Death (D20): 51218
Heavily Injured (D15): 1212
Medium injuries (D14): 1052
Light Injuries (D12): 5911
Uninjured: 7
Death importance?: 56, 25, 54, 19, 74
(3 unimportant, 1 background, 1 named)
The camp is going through its day like normal when a sudden explosion shakes the ground, causing several people to collapse. When people turn to see what the noise came from, they saw that one of the sheds in the engineering area is broken and on fire, with smoke coming out of a hole in the roof and side. The medical division was quick to rush to the burning building and started to pull people from the snow and treat injuries. Several people were already gone, having shrapnel or burns in fatal areas. The Medical crew managed to save several people from potentially life-threatening injuries but ended up losing Andrew from the fishing and project group. Many campers had come to start putting out the fire by that point, and after a while, the group of campers managed to put out the fire. The end result of the explosion was grim, with 5 people dead and 8 more injured to various degrees. Something that hit many people almost as much as the loss of life was the loss of the generator that had been powering the camp since the beginning. The camp now only had minimal amounts of power and morale, and the Winter ahead seemed darker and darker.
(The generator has exploded! 5 people died, 8 people wounded. Power supply reduced to Miniscule. Morale penalty Sudden Violent Death exists 3 turns.)
Animal Attack Rolls: Needs to beat DC 40+15(Prepared Military)+10(Safer Fence, Safer Life)+5(Spotlights)=70
# of Attacks: d6(2)
Bear attack: 17 (Failure)
Lions attack: 62(Failure)
Thankfully there were only two attacks by animals this week; the rest were likely scared of by the explosion. The first was an incident where a bear of some sort came up to one of the trees near the fence and started trying to get at something in the branches. One of the border guards eventually saw that the bear was eating something out of a hollow in the trunk and when it was later investigated, the hollow held the remains of a bee's nest, plundered of its honey by the hungry animal. The second incident saw two of the lions from the American Lion pack that lives out past the plains area headed towards the camp for some reason. They were seen, and the border guards scared them away with some noise and a warning shot by one of the guards.
End of Turn Stats
Total Dice: 8
Currently Available Dice: 5
In use Dice: 3 locked (Self-Defense policy, Dire Disturbances, Better Toilets)
Currently Available Portals: 2, 1 next turn, 0 on cooldown
Camp Slots: Available 0, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Winter Timer: winter is here, snow makes many actions untenable/higher cost/longer time
Food: 14
Animal Feed: 15 (will eat regular food at a rate of 0.5 per turn)
Yeast: 9 (Increases by 1 every 4 turns, started Turn 16)
Replacement Parts: 20 (+4 every turn)
Power Needs: Small+
Power Generation: Miniscule
Power Storage: Small
(Start Farming long-term crops: 6 turns for results)
Morale: +4 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit, -4 Sudden Violent Death)
huh, looks like our overdrawing of the generator finally had consequences, or someone forgot to check either the wiring or the vent connected to the generator.
i do however wonder how big the generator is or was rather, and if there were munition or any other kind of explosive device in there, since a small portable combustion generator can't explode that violently on it's own.