Month 1 Results
[] The Wharf DC: 35, Roll: 4, Failure
This period, your Peacekeepers have begun clearing operations in the Wharf where many zombies are still around despite their proximity to the Missy. However, this was complicated by one annoying factor, namely the Renegades who were furious over the death of Colonel Williams and Juan Rainier. While heavily outnumbered by the Peacekeepers at this point, the Renegades were stronger individually thanks to Waltz' drugs. Within this month, the Peacekeepers faced routine attacks from the Renegades and such the infected were all but neglected unless they got in the way and with the fighting attracting even more infected , none was actually done to clear the streets
The Renegades decided that it was time for payback but you were more powerful than expected and was fighting on your Home Turf. So they failed, but there was no progress in clearing the infected and what was worse was that all that ruckus filled the streets.
[] New Dawn Park DC 65, Roll: 34 and 44, 1 Success
Due to the Renegades attacking the Wharf. You had to divert a significant amount of forces into defending your quarters to the city leave lesser numbers of forces to your liking in clearing New Dawn Park. Still, aside from large numbers of zombies which were left ignored by the Fish Eye People. You were able to make modest gains in clearing the streets.
[] Car dismantling Jobs DC: 35 Roll 72, Success
In addition to creating UV factories, the Peacekeepers have also begun massive operations to salvage the vehicles around their vicinity. As each car is practically a gold mine of steel, wire, light bulbs and aluminum as well as spare parts for the remaining vehicles in Villedor. The hardest part of course is actually pushing the cars to their designated garages to slowly break down for parts and training personnel to recycle the cars. Still, the program was overall a success and once a day, an average of ten to twenty abandoned cars disappear in the streets of Villedor, slowly broken down into more useful parts.
[] Sign a non-aggression pact with the Bazaarians DC 55 Roll: 50 and 38. 1 success
Although the building was large and empty, the Tension between the two camps where palpable. Both of them glaring at each other, teeth gritting and blades shaking with anticipation. One group was dress in a myriad of clothes, most are grimy and dirty, seemingly stitched over with too many fabrics of different color. The other group is more uniform in appearance, with blue overalls and vest giving the appearance of police officers pre-Fall.
"So, in essence. What you are saying is that you are handing over all of Old Villedor to us?", a young woman with short blonde hair, a pretty face and a fierce expression asked. This was Sophie Gray, the leader of the Bazaar, the largest community in Old Villedor based off the old Basilica. She and her brother successfully destroyed the Windmill powering the Station, which in turn had caused the infection to flood the tunnels and destroy the Peacekeeper base from below.
"Yes.", replied Lieutenant Grady, the new second in command of the Peacekeepers. Although, Major Ruth herself wanted to go to the negotiation, the reality is that they cannot afford to lose their only remaining source of stability to the Bazaarians. Being the second in command, Grady's word holds the best weight while being somewhat expendable, "We get peace, you get your slice of the city. We get ours. Old Villedor is yours, but the Central Loop is ours"
"Ha! We got you running huh, PK Scum!", retorted Barney Gray, second in command, "Wat yah' gonna do now huh", the hot headed man hollered, T-posing around as a sign of victory and spinning around.
The PK contingent glared at him but did little, instead turning their attention back to Sophie which the woman tried and fail to calm the annoying man down. Instead all of the merely glanced at each other, then looked back at the youngster with disdain.
At least peace was made between the PK and the Bazaarians, both realizing that the threat of the Undead and the new holdings made any attempt at attacking impractical. Some knows that war will come, not now, not in a year but soon. For now, tense as it is, Villedor is calm once again.
[] Build UV Light Factory: DC 30 Roll 100, 3 Success, Critical. Complete
UV Lights from the smallest lightstick to the largest lamps are as critical to the people of Villedor as food and water is. The light of a single UV Lamp is the only thing that holds the infected and the infection at bay, from Virals to the Volatiles and what has allowed humanity to survive against the Hungering Dark. While the city holds a lot of UV lights, the upcoming campaign to reclaim the city from the infected will require a significant amount of UV Light to survive warring in the buildings and tunnels.
With this in mind and the prospect of continuous work, many UV craftsman have decided to work together to lend their expertise in helping your factory. As such, the factory that would have taken months to build now only requires one month to be complete. While it would take many more months to train a worker and fill enough gaps for the UV Supply. Your Men-at-arms will no longer fear the dark.
[] Establish Housing for Peacekeeper Families DC: 20 Roll 9, Failure
With the glut of recruits, many of them from the poorer districts of the city. You saw the opportunity to keep their families close by offering them housing on some of the newly cleared buildings. Complete with amenities such as locked doors and UV lamps for protection. However, the Renegade attacks in the Wharf had driven many civilians, even families away into the Missy or the Fish Eye. As a result, literally no one took up the offer of housing on such turbulent times.