Post-Apoc Quest: Mutant Madness - Turn 1.
We have always lived in this place. We just have. It could be dark, and cramped, but there was never a sense of there being any lack of anything. We have food, clothes, water, and anything we need for a comfortable life. What else is there to life than not worrying about finding some place to sleep, or having to worry about going hungry or thirsty? Some are more curious than others though, but the Elders always made sure that nobody could leave âhomeâ. It was home, but most liked to call it âthe Vaultâ, especially the few people that liked to think they could work the machines and computers. In reality however, they could only work those things well enough to keep us from starving.
That is, until a few weeks ago.
It was nobodyâs fault, really, and I guess the Elders did in some way appreciate one of the People to be curious enough to actually see how the individual parts that made up the hydroponics bay work. He didnât find anything that satisfied his curiosity, but he did find a warning that many of the mechanical components had gone past their expected lifespan. By as much as 5 years. During the assembly of the People in the biggest room of the Vault - filled with rows of fold-able chairs, covered in red velvet fabric, facing an elevated platform were the Elders sat whenever they had to deliberate on big decisions - and this was the biggest yet they had to consider - they gathered everyone and the big news got out.
Nobody knows for sure how long itâll be before the farmhouse breaks down, and the fabric of reality seemed to have become undone. A safe and dependable way of life seemed destroyed, even when there always the carefully maintained order in how much food everyone was allotted. But if our only source of food would ever break down... What then? That was the big question, but perhaps the most obvious suggestion seemed to be the most terrifying one to consider. It was taboo to talk about it, it was always associated with danger and endangering the entire People. But someone in the back rows, someone who nobody caught his name or faces, said it loud enough for everyone else to hear.
âWe need to look outside for food.â
It was obvious, wasnât it? But it was shouted down almost immediately. In the ruckus, people discussed amongst themselves... And facing starvation, the warnings of the Elders of the âoutside being a toxic land of scorching heat, dust, and dangersâ didnât sound as dangerous any more. The debate and discussion was long, and the Elders gave in. Opening the Vault door was something that just had to be done, even if there where some grumbling about the geek that looked at the computers might just as well have been wrong, despite showing the Elders what he had seen.
So, there we are. Weâve opened the large door, and a few daring souls stock up with the sturdiest clothes they could find, enough dried food and water that would last for a few days worth of a brief trip outside, as strange of a sentence as that is for us. Everyone seemed content with being told that they had âalwaysââlived there, but this breaking of taboos caught on. Questions came up, answers were demanded, and more questions came up when any answers were given. The Elders were mostly quiet though, sticking to the answers they had always given in precautionary tales and legends meant to guide the People. The People had lived in this sanctuary for several generations, and not even they knew how they came to be. All they knew was that this was our home.
But several taboos were broken. If the most forbidden act was condoned, more people began to question why the âForbidden Roomsâ remained closed. The Elders expected everyone to be happy with the fact they did not know how those rooms could be open, but they did know that any attempt would be dangerous. Words used in whatever computers that worked had always stated that those places were NOT to be entered. The Elders took this as a sign... Why disrupt the balance and good life they had to satisfy some childish curiosity.
LEADERSHIP AUTHORITY UNDERMINED!
Well... That being said, many decisions would have to be made. The people that returned, all of them thankfully, told things that amazed the People - the children especially, being so excited and transfixed that both mouths were open and all four eyes might as well have been glued on the people coming back with new stories to tell.
And what they came back with were indeed amazing stories. Large bars of dry and coarse dry pillars stood everywhere outside of the rocky mound they climbed out of, the top being covered in sticks riddled with small, green, soft notes. Jagged but not sharp, covered in ridges. It looked like some of the plants that we grow, but they did not taste as good. The floor outside was covered in dirt, but it was more often than not covered with small plants that looked like one giant, green fuzzy mat. But the worst of it all was this gigantic lamp that moved on the ceiling, that hurt their eyes something fierce. It felt more natural to just hide in day-hours and try to explore in night-hours. They did this for a couple of days before coming back.
This has not solved our food issues, however. Nothing they found was edible, but there being dirt outside gave the People some hope. And that was, if anything, a good sign.
I have decided to maintain the original intent of keeping things randomized when it comes to mutations, but Trydianthâs idea made things a little interesting, so I will fuse the two votes together. 2 Extreme Positive Mutations and 2 Extreme Negative Mutations, one of each being chosen at random. The list of effects are as follows.
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Increased Brain-mass: The abnormal skull structure of âthe Peopleâ have resulted in every individual being born with the standard human form, but having one additional set of eyes, nose, and sometimes vestigial or fully formed mouth somewhere on the skull. Most of the time it is completely unresponsive, most of the time the most âstrangeâ thing that can happen is that it may flinch. But some are also porn with eyes that move, and a mouth that moves without speaking any words. Almost everyone however experience voices and thoughts not entirely their own. What is positive about this mutation is that barring a handful of instances in living memory, these voices are helpful and constructive. This will result in increased research yields or speed, and the potential for heightened intelligence and problem solving at large. Two heads is better than one, yâknow.
Natural Weapon: The People benefit from an incredibly powerful natural close combat ability. While their generic strength is not greater than that on any human, they do have a peculiar ability to strike very fast, very hard, and without serious danger to injuring themselves. Their bone structure in their arms are superior, and so is the muscles responsible for striking and punching. Their ability to lift or exert other feats of strength are not affected, however, but they do get a SIGNIFICANT increase to unarmed and melee combat.
Repulsive: Whenever âthe Peopleâ will interact with other people, they will create an incredible sense of unease. Only the People will consider having two faces normal, and this will result in a severe Diplomatic Penalty to nary all non-mutant factions. Some mutants may find this appearance unsettling too.
Anaemic: The mutant life is a tough life. Whatever the causes may be - severe inbreeding or just the cause of a strained and imperfect body - the Peopleâs blood has significant problem with clotting and sealing wounds. Deaths from injuries are significantly increased. To them however, this is nothing peculiar. It is just the way life is. Short and harsh.
Base Stats: Vault, named âHomeâ.
Population: 400.
Food: Average, future availability uncertain.
Water: Plenty.
Architecture: Underground Vault, one blast-door entrance and exit. Hydroponics bay, several living quarters, converted ârec-roomsâ. Some rooms are unavailable.
Weapons: Pistols, scrap melee weapons.
Technology: Rudimentary farming, rudimentary computer understanding.
Materials: Scrap and junk from the Vault.
Defences: Single blast-door, the only entrance and exit to the Vault.
Power: Fusion Reactor (whatever that is, all I know it makes the door open and close and makes the lights work, Elder).
Below are the options to choose from. As of now, the Vault has only enough resources and manpower to commit to one of the options below. âG. Otherâ is left to your own imagination. More than one option CAN be selected per turn, but do not expect either option being as likely to succeed.
You can send me your vote via chat, inbox (anon is fine), or by answering this post directly.
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology or experiment.
E. Explore in a specific direction.
F. Scavenge for materials.
G. Other.