Town hall: won't go up until you have completed the Research/Science area and the Warehouse Area, the town hall will transform the camp into a level 2 camp and open more options
Improving Canteen: Good idea here, I'll think about what would work and add something to the project list
Build a Small Park: I'll make this a free action, changing 1 camp slot into a park for recreational activities and general morale.
United States Government
-The initial death toll from the Yellowstone disaster is estimated to be close to 8 million from the eruption and fallout after the fact. That number is likely to climb as people succumb to the elements or the lack of food and water in the affected areas.
-Disaster strikes as the nation is metaphorically cut in half. Damage to electrical lines has led to there being no continuous grid across the US, with the effects being immediately apparent. The president has issued an address saying that he would make all efforts to fix the electrical grid and bring the US power supply back together.
-Tensions are flaring across the country as people are seeking to live their lives during the influx of refugees from the Yellowstone Disaster. There has been no open violence yet but police forces across the country are being warned to bunker down and prepare for the worst. BBC World Service
-Many news stations based in the United States have stopped broadcasting. Whether this is due to issues at the company or other critical internal issues, the rest of the world seeks an answer.
-The world stock market, already hit hard after the Yellowstone Disaster, has fallen to record lows as investors and speculators war over the turbulent financial future of the world. Many Large companies based in the US have started to shift manufacturing and other administrative work away from the US.
-News from the International Space Station has shown that the Earth has gained greater cloud cover and is hazier when seen from space. This effect of the Yellowstone Disaster will lead to lower heat levels around the globe, with a predicted general decrease of 5-7℃ or 9-12℉. Outland camp
-Jerry the farmer has talked at length about making efforts toward preparing for winter now that he knows the time of year. One of the things he suggests is making some cattle fences, setting some guards on that border, and letting the herd animals out to graze. This would allow you to shift your efforts onto other tasks to prepare, according to him.
-Several of the more athletic people in the camp have gotten bored and started to discuss how to set up some impromptu sports games. The idea has great potential and would allow people to relieve stress.
-Miranda, the new Medical area leader, was surprised and gladdened by the fact that the camp realized the importance of medicine. She also apologizes for the threat last week, saying that she was getting to her wit's end dealing with medical issues and the nagging of her fellows about getting a proper Medical area.
-Pete, the best friend of Phil, has asked to join the military border guard. He says that he feels the need to help make the camp stronger, saying that he has the duty to help protect the camp so no one else has to suffer the sadness he feels again. He is allowed and a sigh of relief goes through several people; Working in the border guards, around people trained to watch for danger, will do Pete a world of good. ??????
-Giovanni Polo, the head of house Polo, relaxes in a chair in his study. He has started working on the idea he had of a new world beyond the horizon and planning an expedition there if he is proven correct. The effort will be long and tedious but he has hope; through his research, he has verified the theoretical existence of another continent across the Great Ocean. The problem comes in convincing enough of his peers to send a potential expedition to this new land.
-Zeke looks out into the night sky, staring into the endless expanse of stars. Things are clearer here and he would normally enjoy the difference from the city he knows so well. That would be the case, at least, if he wasn't constantly angry at those fucking brats that had abandoned him here. He, Jimmy, and Carl had managed to corner the college pukes and tried to explain the facts of life when it comes to gold, specifically how the mob always gets a cut. They got tricked over to wherever they were after following the kids. They had one of those metal sheds set up to protect everything, but they had left them here. Carl had died when one of those bastard cats had followed them back from trying to hunt and snagged him before we could get inside. The damn thing had dragged him off, not seeming to hear Carl's screams. We hightailed it out of there, not trusting an area that had been known to large cats. Carl's scream stopped while we were running and we haven't seen that thing since. "I know they've got another area here somewhere, Jimmy. They wouldn't leave this place alone, even if they trapped us here." "You might be right Zeke," says Jimmy. "But in that case where are they? We've been searching for them for weeks now and haven't found hide or hair." "We'll find them," Zeke replies. "You can count on that. We'll find them no matter how long it takes."
Food usage: Controls the amount of food eaten by the camp.
-Half Rations: 0.5 per turn. -1 morale while active.
-(Currently used)Normal Level: 1 per turn. No bonuses or drawbacks.
-Buffet line: 1.5 per turn. +1 morale while active.
-Food enough for Hobbits: 2 per turn. +2 morale.
-Extravagant luxury: 3 per turn. +3 morale and +5 to all actions while active
Self-Defense Classes: adds a reroll and bonus against attacks, removes 1 dice
Current turn: 4
(1-3 turns) Reroll, +5 on roll
Current Effect: (4-6 turns) Reroll, +10 on roll
(7-9 turns) Reroll, +20 on roll
(10-12 turns) Reroll,+30 on roll
(13-15 turns) Reroll, +40 on roll
(15+ turns) two Rerolls, +50 on roll, option unlocked
Power: The scale for power at the camp and average usage
Scale(All levels have a plus and minus, e.g Tiny -, Tiny, Tiny +):
Miniscule, Tiny, Small, Marginal, Moderate, Big, Large, Massive, Humongous, Titanic
Current Camp use: Small+
AN: To change policy, you must choose the one you want when voting for a plan. This likely won't be used till later, but it's an option for you.
I'm not entirely sure how that effects it. It hasn't showed up as an option although it might come up once we complete the The Road to Omaha. Either way there's no choices that I really want and you've done a good job so far.
I'm not entirely sure how that effects it. It hasn't showed up as an option although it might come up once we complete the The Road to Omaha. Either way there's no choices that I really want and you've done a good job so far.
Aye, can't help others if we can't help ourselves. Still feels kinda bad watching the world burn while we have the answer and just not being able to use it.
You have not given the tech yet.
Kevin, the guy who did ALL the math for this and I've only mentioned once, is a genius on the level of Tesla or Da Vinci.
He's hyper-focused on this to the exclusion of pretty much all else.
He managed to do the equivalent of about 10-20 years worth of work to get this far.
That is without any proof of actual results aside from a personal theory.
The only realistic way this tech is getting spread in the near future is by getting back in contact with the US government and having them spread it.
At the very LEAST, that requires finishing The Road To Omaha and rolling really well on a project to re-connect to the military network.
Aye, can't help others if we can't help ourselves. Still feels kinda bad watching the world burn while we have the answer and just not being able to use it.
The only realistic way this tech is getting spread in the near future is by getting back in contact with the US government and having them spread it.
At the very LEAST, that requires finishing The Road To Omaha and rolling really well on a project to re-connect to the military network.
Yeah... I would rather form our own government that's independent without the shell of the US government... but I wouldn't mind somewhat helping them but only limited to whatever resources we'll have... that's it.
The only realistic way this tech is getting spread in the near future is by getting back in contact with the US government and having them spread it.
At the very LEAST, that requires finishing The Road To Omaha and rolling really well on a project to re-connect to the military network.
That would be a several hundred mile trip, a good chunk of it not on the interstate, there would be little to no extra gas on the way, and they would have to pass by possible areas to search for survivors.
Not likely to happen for any team there, military or not.
Richard is waiting for the project group when everyone arrives. It takes a few minutes to settle down but he eventually looks up from his notepad and starts to talk. "Good morning everybody. As you know, we managed to get a semi-accurate calendar set up last week." "Semi-Accurate?" someone asks. "Is there something wrong with the calendar?" "No," replies Richard, shaking his head. "The calendar is as accurate as we can get it for now. It won't be perfectly accurate as we don't know the season lengths or several other important factors in Outland. What we do know, however, is that it is starting to turn towards winter. We may not be feeling it yet, but the seasons are similar to Earth so we know winter is coming." Several people in the group laugh at that line and when Richard realizes what he said, he rolls his eyes. "Yes, yes, Game of Thrones, very funny. Regardless," Richard continues. "The winters over here are looking to be slightly worse temperature-wise if only because the average temperature of the area was cooler in the summer. That trend will likely continue for the rest of the seasons."
Start of Turn Statistics
Currently Available Dice: 6, 2 locked(Dig a ditch around the fence, Start building lookout towers)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 1, In use 7(2Housing, 1 Canteen, 1 Supplies/Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area)
(⅓ Safer Fence, Safer Life bonus)
Winter Timer: 3 turns until it starts getting cold, 6 turns until too cold to do much, 8 turns till snowed in camp
Food: 3
Animal Feed: 0 (will eat regular food at a rate of 0.5 per turn)
(Garden Plots: 2 turns for results)
(Start Farming, long-term crops: 14 turns for results)
Morale: +4 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, -2 Character Death(2 turns)) List of Projects:
[ ] Expand Borders: Space is getting a little bit tight in the camp and while no one is complaining yet, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. 2 turns, DC 50 rolled every turn
[ ] Set up electric lighting around the camp: One of the biggest discoveries in the Inventory stockpile was several diesel generators and enough electric lights to light up the entire camp, with some to spare. This would be a welcome thing to do as it would allow the camp to stay up later and for people to feel more secure. (Puts up electric lights for camp, lighting up at night. Provides a reduction to wild animal attacks against camp due to directed lights at several places on the fence.) DC 35
[ ] 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 better reflect the larger population 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 turns, DC 40 rolled each turn.
[In Progress] Dig a ditch around the fence: One of several ways to help reinforce the fence, this project suggests clearing the area around the fence and digging a ditch. This would make it harder for other predators to attack the camp. (⅓ Safer Fence, Safer Life bonus. Harder DC for Animal attacks due to having to cover open ground and run up to the fence.) 2 turns, DC 45 next turn and 35 the turn after
[In Progress] Start building lookout towers: The third of the projects from Corporal Chavez, this one is the one that all of the project group agree would be a good idea regardless of taking the others. This project would aim to build several lookout towers around the fence to better watch for predators trying to sneak through the fence. They would also allow for better scouting of the immediate area around the camp due to their proposed height. (⅓ Safer Fence, Safer Life bonus. Harder DC for Animal attacks due to increased vision range.) 1 turn, DC 50 [ ] Wooden Huts: Some of the campers have come forth and asked if it would be possible to make wooden huts for housing. This would be a long-term project, but the result would be people having their own houses and able to feel perfectly at home for the first time in a while. (Locked due to missing requirements: Camp Level 2, Level 2 Lumberyard, 10 slots will be used/converted)
(NEW)[ ] Build a park (small): Convert 1 open camp slot into a park area for recreation and relaxation. + 1 morale from a nature area inside the fence.
[ ] Create a Research area: The scientists have been debating among themselves and with others in the camp about providing them an area to retain all the knowledge of Earth and research new things about the world they find themselves in. Allow them to take over the remaining area and transform it into a combination of Library and Laboratory. (Introduces the research mechanic. Provides a bonus for certain future actions. Gathers all knowledge about Earth and Outland into one easy-to-find place) DC 50
[ ] Build a Warehouse Area: The Inventory is all sorted and everything discovered but it is all stored in various metal sheds right now. With the influx of material from the Military base, there comes a need for a more centralized location to store everything. Build a group of warehouses to store the materials in an ordered fashion and make room for more stuff to be added to the stockpile. (A central location allows for more stuff to be stored) DC 50
[ ] Build a basic air base: The airplane from the stockpile has brought forth the idea that it could be possible to build an air base of sorts. While it would currently be little more than a hangar to store the plane and a runway that has been prepped, it would open up some options in the future. (opens up options using the plane) DC 50
[ ] Build Portals: Convince the original group that more Portals are needed and should be built. They are perfectly willing to build new portals as it would expand the number of available options for the future and are willing to make more than 1 if given the chance. DC 50
[ ] Build an offroad vehicle workshop: The discovery of all of the available parts for dirtbikes and the ATV on Earth has led some people to suggest that an Offroad Vehicle Workshop be made to take care of the maintenance of the bikes, ATV, and any other such vehicles found in the future. DC 30
[ ] Basic Workshop: You have an engineering area but no designated building for actually building anything. Let's change that. Designate one of the buildings in the Engineering area as a general workshop and allow your engineers to go to town. (Gain a small number of replacement parts each turn.) DC 20
[ ] Start Ranching: There is an area perfect for growing a food crop for the animals now enclosed. Turn the available field into a pasture, providing food for your animals for the immediate future without having to pasture them outside the walls. DC 10, field exhausted from grazing in 4 turns [ ] Start Farming, short-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This explores whether or not you could grow crops that mature faster and get you food sooner, at the cost of not providing much. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)(Locked due to having only 1 field) [ ] Start Farming, long-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This is a long-term project and will provide a lot of food…when it finishes. 16 turns for results, DC 40 rolled at the end, +18 food (Excludes Start Farming, short-term crops due to lack of available fields)(Locked due to having only 1 field)
[ ] Add an additional field: Jerry has been complaining that he doesn't have enough room for planting in the camp. He would like to turn one of the open camp plots into another field to be used for farming. (Changes 1 open camp slot into 1 Farming/Ranching Camp slot) [ ] Start Crop Rotation: Jerry realized when planting that we need to implement some sort of crop rotation to make sure that the ground is not stripped of all of its nutrients. Set a policy so that the fields are not used till they have nothing left like what happened on Earth. (Locked due to having only 1 field)
[ ] Food for the Herd: Jerry was going over stuff in the Farming/Ranching Area and realized that there is no more food left for the animals. To help stave off the problem, he proposes cutting a bunch of grasses and other plants from the prairie near the camp to make feed for the animals. While labor intensive, this will make it so that the animals don't starve and start dying off due to starvation. (Provides 1 turn worth of food for the animals) DC 35
(NEW)[ ] Food for the Herd, winter preparations: The animals are going to need a lot of food to survive the winter. Jerry recommends that we immediately start harvesting what grass and feed we can and drying it for the animals in a separate area. (Each turn this is taken, adds 1.5 turns of animal feed to storage. It may be taken alongside Food for the Herd) Continuous until winter hits, DC 35 each turn
[ ] Increasing the herds: Jerry says that he could encourage the animals to breed more and start to grow the herd to larger sizes but does not recommend this action as there is no food and not enough room to properly house and care for more animals. (Locked due to lack of food)
(NEW)[ ] Medical Survey: The camp has been without actual medical help for quite a while. This has not been an issue until recently and people are welcoming medical services being available again. Make an initial survey of the campers and see if there are any major problems. DC 10
(NEW)[ ] Emergency Medical Services: People from the Medical Area are still untrained in how to quickly respond in the case of attacks and injuries. This training would allow them to better respond to the needs of the campers that will be under their care. (All injuries get a re-roll, not just those of beast attacks.) DC 50
(NEW)[ ] Covered Cooking/Eating Areas: The rainstorm a couple of weeks ago showed the benefit of having everything fully covered and enclosed. While we can't make a fully enclosed building large enough for the area yet, we can make use of pop-up tents and other methods to make the area covered from the sun, rain, and snow. (eating areas covered. A step towards building an enclosed canteen area.) DC 30
(NEW)[ ] Build some fire pits: The camp has been running fine on the cafeteria-style preparation for the food, but some people want the option to cook their food differently or over the fire. Build some camping-style enclosed fire pits for the canteen to use for proper open flame grilling. (allows for more diverse food options, mainly by way of open flame grilling) DC 45
[ ] Gathering food, forest: The camp is near a forest that could be teeming with food. Maybe you could go and gather edible plants, roots, and berries to increase your stockpile. None of the plants are liable to continue growing much as they conserve what they can for the winter months. (+1 food, +1 additional food for every 20 past the DC threshold) DC 40
[ ] Hunting: A group of survivors wants to go hunting in this new world to expand the available supplies. There is more limited availability of prey as some species start to move for the winter months. DC 20
[ ] Growing Weed?: Some of the stoners brought up the idea of planting Marijuana and hemp whenever people go hunting or in specialized areas. While this is likely only something they thought of to increase their supply, this could provide a source of drugs and materials for the future. (allows planting of marijuana and hemp plants out in the forest. Potential materials when plants grow. You will need to research hemp or find information while scavenging before it is completely useful.) DC 60
[ ] Set up roving patrols: There were predators in the forest waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are smarter than their Earth counterparts. Setting up some patrols in the surrounding area would allow the camp to be safer and allow for easier expansion. (Predator attack rolls are reduced by 1 dice so long as this is taken. Reduce DC for certain actions) DC 40, -1 dice for continuous patrols
[ ] The Road to Omaha, part 2: The path towards Omaha is started, but there are obstacles in the way of progress. The first of those obstacles is trees, lots and lots of trees in a forest that lies almost in the middle of the path towards Omaha. Nothing to it but to start chopping away and work on getting the trees out of the ground. DC 50 each turn, 3 turns
[ ] Designated dump spot: While there are not a lot of things that cannot be reused, the waste from the inhabitants is a big issue, and getting bigger by the day. It might be worthwhile to designate a spot outside the fence to dump all the waste and eventually turn it into fertilizer or usable methane gas. Just make sure it is in a spot that won't be smelled in the camp. DC 50
[ ] Fresh water sources: There is still plenty of water in the camp supplies but it would be better if there was a place on Outland that could be gone to for more water. Search the area and try to find a source of water such as a river or lake to pull from. Who knows, there might be fish or other resources you could use. DC 40
[ ] Follow the Trail, Dire Wolves: When tracking down the mammoths a couple of weeks ago, you managed to find the trail of a group of dire wolves heading off into the forest, presumably towards their den. This presents an interesting case as while you could kill them, you could also try and tame them and start the process of domestication. That will be for the future though, for now, you need to find where they went. DC 50
[ ] Follow the Trail, American Lions: In the aftermath of the attack during turn 8, some guards managed to see the lions head out into the prairie after escaping. Head out and track down the ones who escaped. DC 50
[ ] Look for Bees, Outland: A random thought by Jerry, the leader of the farming/ranching area, led Richard to make this project. While you have a hive already, you could always use the honey and wax they produce. Find some wild hives and get access to bee products until you can get them from your hive. (Access to bee products. Options unlocked.) DC 40
[ ] Cattle Fences: A project proposed by Jerry, he suggested that we put up some wooden fencing out far from the camp in a wide area. While not perfectly useful as a means to keep things out, it would help with keeping in roaming animals should they ever get loose or we let them out to graze in the wilds. (Set up wooden fencing to keep herd animals contained. Will not stop animals from entering the area. Allows for grazing of animals outside the fence, drastically reducing feed requirements.) 7 turns, DC 30 each turn
(NEW)[ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started to associate humans with food. Unfortunately, they are close to leaving for warmer areas for the winter. Continue to feed them until they leave and engrain that association between humans and food in the mind of the deer. Locked until finished, DC 40, 1 food used per turn. (3 turns until they leave for winter)
[ ] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Choose what you look for when scavenging: Consumable, Knowledge, Material.) costs 1 portal
[ ] For want of a drink: It's official, the camp has run out of coffee. The horror of the situation unites everyone to try and find as much coffee, tea, and other assorted drinks as they can. While it may be possible to grow more coffee or tea in the future, the immediate need for caffeine has caused a problem that needs to be solved. (All future scavenging expeditions bring home twice the amount of coffee, tea, juice, and other beverages.) DC 25
(NEW)[ ] Warmer clothes: People didn't care about the temperature until they knew when they were in the year. Now that they do have that information, however, they believe that they need to go back to Earth and get some warmer clothes in preparation for the winter to come. Take various people back to Earth in groups to get warmer clothes for the winter in Outland. (negates winter morale penalty) 2 turns, DC 35 each turn, 2 dice used, only rolls 1 for the result. [ ] Try and track down the rest of Bill's order: When the Inventory efforts were finished, there were quite a few things that were missing from his order. Bill knows the location of most of what is missing and could probably guess where the rest is from there. The problem? The missing stuff is in Omaha. Not a problem for a drive on Pre-Apocalypse Earth but since the options are either going on Post-Apocalypse Earth or in Outland, the trip would take considerably longer. (Currently locked, complete The Road to Omaha first) [ ] Continue evacuation to Outland: One of the conditions for the Military to join the group in Outland was to continue evacuation efforts when there is access to a major city. While there are unfortunately no more survivors in the surrounding area, this evacuation would allow for people to join pre-built camps and help to increase the human race's chances of survival. The military would lead these evacuation efforts, bringing in more people to the camp. (a dice roll of people is added to the camp each turn. Every 100 people evacuated this way adds 1 dice to the available dice pool.)(-1 dice as the military works on this)(automatic when in an area with people to evacuate)(currently locked, no more people in the area)
Vote Moratorium for 2 hours.
Feel free to discuss what you want to do otherwise.
Note: Do not vote for this until the Vote Moratorium is over, also it'll be striked until then.
Plan: Prepare for Winter
- [X] Build a park (small): Convert 1 open camp slot into a park area for recreation and relaxation. + 1 morale from a nature area inside the fence.
- [X] Covered Cooking/Eating Areas: The rainstorm a couple of weeks ago showed the benefit of having everything fully covered and enclosed. While we can't make a fully enclosed building large enough for the area yet, we can make use of pop-up tents and other methods to make the area covered from the sun, rain, and snow. (eating areas covered. A step towards building an enclosed canteen area.) DC 30
- [X] Fresh water sources: There is still plenty of water in the camp supplies but it would be better if there was a place on Outland that could be gone to for more water. Search the area and try to find a source of water such as a river or lake to pull from. Who knows, there might be fish or other resources you could use. DC 40
- [X] Cattle Fences: A project proposed by Jerry, he suggested that we put up some wooden fencing out far from the camp in a wide area. While not perfectly useful as a means to keep things out, it would help with keeping in roaming animals should they ever get loose or we let them out to graze in the wilds. (Set up wooden fencing to keep herd animals contained. Will not stop animals from entering the area. Allows for grazing of animals outside the fence, drastically reducing feed requirements.) 7 turns, DC 30 each turn
- [X] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Mining and Digging Equipment.) costs 1 portal
- [X] Warmer clothes: People didn't care about the temperature until they knew when they were in the year. Now that they do have that information, however, they believe that they need to go back to Earth and get some warmer clothes in preparation for the winter to come. Take various people back to Earth in groups to get warmer clothes for the winter in Outland. (negates winter morale penalty) 2 turns, DC 35 each turn, 2 dice used, only rolls 1 for the result.