OOC wrote:Your commlinks are modern military grade communications equipment with aproperietly strong encryption (they have Subtle 1). They can still be hacked. Someone like Peter or Dr. Sokolov will get though that encryption without much effort. Someone with post-modern Hadron tech, or near magic Imperator-tech have clear advantages as well.
Dr. Sokolov did not give Iona any specific information about the layout of the sub-structure.
"Then I'll wait until you decide to plant roots before I come to you. I still need to know where you are if I am going to rack my brain for useful information.
Diego and Iona descend the tunnel crated by Peter. Entering the underground structure they are able to see with ease where Peter struggled to pick up details. The room they have entered is all concrete save for the floor which has a bland grey rug. The room is small and undecorated, save for a bed, dresser, and a small stand next to the bed with a lamp. The size of the space is such that three adult sized bodies occupying it feels crowded, even though there is room enough to maneuver and you could easily pass right through Diego if the thought of walking through the frightening dark cloud was something anyone dared consider. There is also a door leading out of the room …
OOC wrote:There are no special security measures in this shelter that would hinder any of you in a meaningful way. There are also no hidden dangers waiting in ambush. The only issue is the lack of light, which only hinders Peter. As such I will describe what you find. If you want specific information, let me know. A detail an thorough search would require Investigation. If you want to make any other rolls, I'll consider their relevance.
… and out into a bland grey hallway ending in a sharp right turn, forming an L shape. On either side of the hallway are doors leading into rooms almost exactly like the small one that Peter dug his way into, and some bathrooms with water systems that Peter notes are built into an internal recycling system. As you move around you notice boxers at the corners of rooms or hallway ceilings with vents. Peter recognizes these as part of an air recycling and filtration system. Rounding the right angle of the hallway see a reinforced metal door down the half, about three meters away. It has a lock, but when testing it you find that it is currently unlocked. Beyond the door sturdy door is what looks very much like a living room. There are couches and comfortable chairs. A TV, VCR, and a library of old VHS tapes and board games located on shelves build into the walls.
There are three doors additional door branching off of the living room. Two are like the one you just passed through, sturdy metal security doors, while the last door is wooden. Beyond the wooden door you find a kitchen with an huge well stocked food storage area. All the food is preserved and packaged tightly and densely in the sizable food storage room. It felt sizable enough, with rows of foot stocked shelves, that it could have been part of a small super mart store.
Taking the north door off of the living room you find an area dedicated to sewage processing, water recycling, and further on … an expansive greenhouse linked to the shelter's internal water system. There are no currently growing plants, but you do find a huge stock of seeds for food producing plants. The green house is broken up into several isolated and self contained sections, but together they occupy the greatest amount of space in the fallout shelter.
Beyond the last hallway branching off the living room you find a stock of replacement parts for the various functions of the shelter. There is a generator room, that Peter deduces is a custom job. There is a supply room adjoining the generator room, but it does not contain gas. Instead there are barrels of bio-fuel in stock. Oils that might actually double for cooking if one were inclined. Further on you find a room with some old radios. Communication equipment from the 1970's or 80's. Aged by normal standards. Antiquated by Hadron City's.
After your cursory inspection is complete the three of you reconvene and share your observations with one another.
Mechanically, this is what you would end up with:
Foundry-Fallout Shelter wrote:
Size: Medium (Large if you count the Foundry in addition to the Fallout Shelter) Toughness: 14
Features: Old Communications (-2 circumstance penalty, but you have com equipment), Concealed 1 (on Fallout Shelter only), Greenhouse (able to cultivate large numbers of plants on site), Living Space, Power System (bio-fuel generator, requires fuel)
In addition there are stocks of old tools and various supplies in storage. As previously mentioned, the Foundry's equipment may be cannibalized for developing your HQ, or you may repair it to get a specialized Foundry Workshop (+2 to processing and working with metal) Feature added to a HQ at this location. There are also stores of metal in the foundry.
When you do decide on a location for your HQ, each of you will be allowed to pick a Feature to add to the HQ (ex. Iona may want to add Infirmary) for free. You may also use 1 Favor to get 5 EP to add to the base, though for nothing expressly super-science related. Note, once you settle on a site, I will be giving you some other options to use Favor on, including a unique one time only offer that requires the Foundry Workshop.