Month 2 Results
[] The Wharf DC: 25 (Success 4/5) Roll 118 4 Successes
The Wharf is the area of town where the Peacekeeper's Headquarters, the Missy is located. As such this is the place where their presence is most felt and what can be considered the safest part of the Central Loop with Fewer Zombies that anywhere else. Still there are zombies in the streets and there is nothing wrong with dedicating a large number of your troops in making the streets safe
With the Renegades halted from their attacks, with most driven into the forest beyond the city or into Old Villedor. The Peacekeepers restarted their clearing operations with gusto, killing hundreds of infected throughout the Wharf. With a surplus of UV Lights, clearing operations continue into the night, even killing small Volatile Packs alongside many special infected in the city. While some work still needs to be done, the streets of the Wharf are clear for the first time since the civil war and with the cars being taken from the streets and broken down means that most of the way is clear aside from the occasional Watchtower.
One better thing is that the GRE has already blocked off most of the ways between cities so the Peacekeepers do not need more to barricade both sides of the Wharf to prevent more zombies from crossing into the area.
[] New Dawn Park: DC 35 (Success 1/5) Roll 19
Considered to be the centermost part of the Central Loop, New Dawn Park is where the Fish Eye and where the majority of the so called Free Folk reside. The place has an unusually high amount of infected but the large number of settlements means that it is safer than it looks.
The successes of the Wharf Clearing operations however had a cost as minimal effort was spared for New Dawn Park. While many zombies were killed, the effort was poor and somewhat uncoordinated which have soured many Fish Eye Residents on the Peacekeepers as a whole. Still many are hopeful that once the Peacekeepers are able to secure the Wharf, they will assist them once again.
[] UV Powered Farms DC 45 (Success 0/2) Roll 29
On the books from Alberto's Library, you discovered that before the outbreak, UV Lamps were used by some groups to make plants grow faster as they basked in light 24 Hours per day. While this will divert a large number of UV Lights, the projected food increase is surely worth it.
As it turns out, the moment the concept of a UV Lightened farm was the answer nothing else but an overwhelming no. The reason of course is that UV Lights is among the most critical resource in Villedor, not only is it used to ward off the infected but being exposed for an hour in the dark without it is a death sentence without Antizin. Even with the factory, the reality is that there is so much demand for UV Lights regardless of the time that none can be spared.
[] Begin Broadcasting to the outside world DC 25 (Success 1/1) Roll 87, Multiple Successed
With the VNC under your control, Jack Matt's voice now echo to Villedor 24/7 and many have flocked to your banner. But between Black Monday, the constant battle against the infected and later X-13 incident. Villedor's population has dropped into less than 20,000 and dropping further. More people will be needed to make Villedor into a city again and perhaps there exist outside specialists.
With your control of the TV Station, you were able to expand the range of your broadcasts not only in Villedor but also outskirts into the neighbouring cities. In anticipation of this, you posted some guards on possible entrances of the walls outside. At first there was no reply which was understandable, but as the 15th days of the broadcast some were starting to lose hope that the whole thing was a bust.
Then the ones outside the walls started to get contacts, not infected but regular bandits. As it turns out, some people have been looking to get into the city for a while. Most of them Caravans from ravaged towns and others seeking a new home but were discouraged by both the Chemicals and the unofficial policy by some people, namely people of the Bazaar and regular citizens of killing those without biomarkers but you used your authority to protect those who are useful, namely scientists and craftsmen who can make your life easier while their families and less useful people were shunted into non-combat roles. (+1 Stewardship Die, +1 Technology Die)
[] Talk with the Central Loop Survivors DC 35 (Success 2/3) Roll 70
Although the Peacekeepers are the dominant power in Central Loop there are communities of survivors on their protection. However, while the Peacekeepers are not liked, they are at least respected. Perhaps speaking with them and knowing their needs and opinions will allow you to shape their opinion.
With the Peacekeepers now in charge of the Central Loop and abandoning Old Villedor, they are eager to prevent what happened to the Bazaar. Once of Ruth Meyer's new directive is to learn the pulse of the people, namely their reaction and attitudes as well as how to get their favour. Despite some hiccups and protest, overall the initiative was successful and you were able to get more assistance from people in setting up self-sufficiency (+1 Economic Dice)
[] Reverse Engineer BioMarker DC 60 (Success 0/4) Roll 38
Biomarkers are one of the most crucial items needed to live in Villedor, due to the failure of the Mandatory Vaccine. Almost all of the populace was infected and Biomarkers were now needed to watch those exposed to the dark long enough. With the new generation now growing, more Biomarkers will need to be found for the young ones and even potential immigrants.
Biomarkers are a marvel of the old world, part viral detector, part DNA Scanner Tech and part alarm system. They were designed during the first days of the Villedor infection to identify which are infected and those who are not. As the vaccine failed and almost all of Villedor was infected, the Biomarker was produced in hundreds of thousands all around the world. In Villedor, they are considered the closest thing to passports and those without it are usually not let inside any major settlements which was a bummer since a Marker can only be used once and once a population growth, there may not be enough. As it is, you do not have the brainpower yet to actually replicate it but with constant investment it should be possible
[] Establish Housing for Peacekeeper Families DC: 20 (Success 1/2) Roll 36 1 Success, 1 near success
Housing was never a problem in Villedor, the sheer number of abandoned buildings means that many can find shelter from the elements. The Night however is a different story and with many flocking to the banner of the peacekeepers, adding safety and health for their families is a wonderful motivator for recruitment
With things calming down, in the Wharf you have decided to once again moving families of peacekeepers into protected housing. This time, the overall program was a success and many people whom have seen the Peacekeepers defeat the Renegades and even the infected twice over began moving to the cleared houses and enough that had been cleared that next month the final batch can be built with ease.