Week 2: Theorem PhaseThe return outside is planned for a large amount of time before it finally happens. The scout Team is making mind maps, a set of hand signals, and are just giddily excited about the prospects of the valley. All the while, the main bunker is ramping into full production, as 50-man shifts of workers are organised, ready to begin production when it becomes available. In addition, the mine, not ordered to extract anything else, extracts
50 iron and copper ore each.Exploration: Valley Discovery: [?] Encounters: [?]
The scout Team sallies forth with some rations, exploring the valley below their mountain home. Some attributes quickly become apparent. The bunker exit, specifically the path downwards, isn’t natural. Material, same as the bunker’s, once made a gateway along this artificial path, with a seemingly lost gate in between two walls. The thick concrete walls have some vines and creepers, but seem to be solid enough. As such,
two buildings could probably be accommodated outside of the bunker entrance, and if the gate were fixed
some defences outside of the bunker could be possible. However, that isn’t important: it is time to explore!
The scout team returns two days after their departure, wide-eyed and bursting with enthusiasm and excitement. However, other things can be noted. White strips of cloth over wounds, dripping with blue fluid. In addition, they appear to be carrying some new equipment. The scouts soon begin their story...
The first stop was the valley, and the magnificent bowl terrain it presented. At the bottom, grass extends in many directions, and the aforementioned road is there too. At either side lie hulks of metal rusted over with conflicting spots of red, as is normal, and some strange, glossy black. Regardless, these wrecks, which seem familiar, are sometimes pushed in a circle, centred around ashes. They must be campsites. There are other people in the valley! However, the scouts, after finishing this bit, continue even faster and faster. They met some. And they swear to the truth of their words. A huge balloon passed overhead, casting a shadow, which they quickly waved down. And then something detached from it, as if deeper inside that large flying ship, and a roar and whir followed. Soon, a bladed flying machine hovered down, and landed in a nearby field, and a man stepped out, followed by a small entourage.
Some things quickly became apparent. When asking for the team’s names, they responded with “The Newcomers.” This man was confused. He was older, white haired, with a strip of cloth over his eye. His regalia was odd, too, quite unlike the jumpsuits. And his men carried what the scouts remember to be guns. Guns are dangerous, but what they -are-, exactly, escapes them (until later, one scout who is slapping themselves with excitement) Soon, he asks for individual names. And an eerie silence descends on the bunker as the story is told. Nobody remembers their name, nobody HAS a name. The scouts nod and agree that something similar happened. The man is clearly intrigued at this point, they explain, and invite the scout Team up into his “airship.” The flying machine’s designation as a helicopter is remembered much more vividly by the scout Team. Onboard the flying ship, he explains himself. He is Kerry, of “The Yard”, a settlement east of the valley. In his words “it used to be a car yard, and then a shipyard, then a scrapyard, and these days, all three”. He points it out on a paper chart which he explains how to use for the scout team (and is one of the objects in their possession.) Then, he provides an aerial view of the valley, and of the nearby surrounds. The scout team, at this point, is rapt, and soon Kerry is leading them back to his helicopter. He is intrigued deeply by the Newcomers and offers them hospitality at The Yard. He also provided the team with a small “care package”, which is the majority of the kit thy brought back.
Their wounds, however, are explained back on the ground. Inside the package was a knife, which soon saw use as the party on the ground was beset by a strange beast that resembled a pig except quadrupled in size and with violent, venom-dripping spines. Kerry’s guards were felled in the assault, their eyes growing dead as their bodies convulsed, but one of the scout team members, the one most injured, took the knife and used it to kill the creature in single combat. Kerry was amazed at her ability to remain perfectly fine despite the venom, and praised her for saving his life. In exchange, he gifted her with a fine sword which remains by her side now, calling her “A Good Feller.” Her name is now Feller and she is unchallenged in her lead of the Scout Team. However, he does note the strange of their “blue blood”, and wonders what exactly that means...
Kerry’s Care Package has been added to the warehouse, food has been deducted for weekly consumption, the scout team is now Trained, and fields+the map have been updated.Direct orders for your two theorems this Week, and assign bonuses (I.e, the head Thinker).Materials: Level 0, EXP 0/10.
Precursor materials such as plastic and metal can be used in a very primitive way. But we have no way of replicating their manufacture.
Allows:
Mining: Iron Ore
Mining: Copper Ore
Fuel and Power: Level 0 EXP 0/10.
The generators in our bunker thrum. But we cannot understand them. Not yet.
Organisation: Level 1 EXP 10/20.
We know now we need a leader. Assigning the leader can be fraught with problems, but it helps us a lot.
Tactics: Level 0 EXP 3/10.
Any military knowledge we might have had at some point is lost.
Allows: Scout Team
Fabrication: Level 0 EXP 0/10
We can make things if they fit together.
Allows: Improvised Weapons
Weaponry: Level 0 EXP 5/10
We understand that some things are good at hurting people, and some aren’t.
-Sub-field: Melee Weaponry: Level 0 EXP 8/10
We know that close range has its advantages.
Owned:
Home Bunker: Links to Valley. Home Bunker is an ancient building set inside of a mountain. It was not finished and contains some empty rooms that can be used to expand, and has an incredibly sturdy bulkhead protecting it from the outside world.
Known:
Valley: The Bunker immediately leads into a grassy valley with cool air and small copses of trees. Roads and the remains of campsites are seen, as well as wrecked vehicles pushed off of the road. Two exits west and east have been seen by air.
Infantry:
Scout Team: A group of ten people sent to explore and then report back orally. No special equipment or training is given, only the standard-issue jumpsuits. Cost: 10 people.
Improvised Weapons: Enough pipes, wrenches, shivs, and more to equip a squad. Truly terrible weaponry but better than fists. Cost: 10 junk, 10 Production Points.
Sub-Thinker: A leader with above average characteristics in their chosen squad’s specialty, but unable to lead effectively. An attached sub-Thinker drops the Experience Level of a unit by 1 while he is attached, but can provide benefits in events.
Short Weapons [Foreign]: Strange weapons concocted of metal and other materials, these include short clubs, knives, and hatchets. They’re cheap quality and require a short distance to work, but are much better than improvised weapons.
Buildings:
Command Centre: The mysterious centre of the Bunker. If it falls, so do our people. The consoles and map tables have yet to be awoken…
Bunker Warehouse: Using simple, rugged systems, it keeps 2500 units of resources in a protected atmosphere.
Ancient Mine: Using a number of complicated, automated tools, it can bring 100 units of accessible materials to the surface each week, with no workforce necessary.
Logistics:
Head Thinker [Prototype]: One of the Newcomers has a sharp knack for directing these communal idea assemblies. If assigned to a Theorem, they give +2 to the end result.
Head Thinkers: Head Thinkers can guide production teams, or research teams. A Production team lead by a Head Thinker takes 50 people and produces 1.5 PP. Cost: 3 PP. A Theorem team lead by a Head Thinker takes 50 people and adds +1 to the result. Cost: 5 PP.
Bases:
Home Bunker: Represents the home of our people, equipped with basic survival facilities. Command Centre, Bunker Warehouse, Ancient Mine, Bunker Quarters. Space: 2/6 free. Housing: 0/1000 free, Storage: 1500/2500 free. Food: 5 Weeks
Resources:
250 Ancient Food: Nutritionally-dense survival food that has been preserved by some unknown mechanism. 1 unit feeds 20 people per week.
200 Ancient Plastic: Tough, lightweight material. Unknown uses.
300 Steel: Hard, heavy metal. Unknown uses.
200 Coal: Black, combustible rock. Unknown uses.
500 Concrete: Bags of powder that harden when mixed with water. Unknown uses.
20 Copper Ingots: Refined copper, pressed into Ingots. Supposedly used as currency by The Yard.
50 Copper Ore: Shiny green ore which we know, somehow, contains Copper.
50 Iron Ore: Lumpy red/black ore which contains iron.
Units:
Scout Team Alpha:
Experience: Trained Equipment: Short Weapons Task: None Leader: Feller
People:
1000 Population in Home Bunker
-10 used in Military
-150 Used in Production
Total Free Population: 840