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Incentivos tributarios como política cultural

The ruins in this part of the city give way to a cleared region up ahead. Sitting in a massive clearing is a fenced-off compound almost 100 yards wide, anchored at the corners by rickety watchtowers. Covered pillboxes can be seen beyond this fence, facing the open field, and a few dug-in barrack houses cluster near the compound’s center, protected by metal walls...

Though the Purists have built a surface base above their ancestral shelter, allowing them to expand above ground, the “Ark” itself refers to the deep

subterranean bunker constructed by their ancestors in the years before the Fall. Stocked with all manner of supplies and provisions to weather the apocalypse, the Ark was intended to imitate the Biblical ship of the same name and give the Purists a refuge from the coming storm.

Hundreds of years later the Ark is run down. Its walls are cracked, its metal innards rusting and falling apart. Water has leaked in from the bedrock, threatening to flood some sections. And centuries-old wiring - and an aging reactor - spell sporadic power outages and brownouts. But luckily for the Purists, however, their ancestors’ construction held up.

Today the Ark remains as the primary refuge for the Purists, though due to its dilapidated condition - and having spent many long years anticipating a return to the surface - the Purists have begun relocating above ground. While the Ark is still inhabited, the Purists have begun constructing a surface base around the vault’s entrance, from which they’ve begun their campaign of exploring the Necropolis.

A. FENCES (EL 1)

The walls of the Purist surface compound are merely 15 ft high fences, bristling with razor wire at the top. Climbing the fence requires a Climb check at DC

20; failing by more than 5 does not result in the PC falling, however, but rather she becomes entangled in the wire. A character that becomes entangled takes a -2 penalty on attack rolls and a -4 penalty to Dexterity, and cannot move. She also takes 1d3 points of slashing damage upon becoming entangled, and takes the same damage again each time she tries to break free (Escape Artist check DC 20).

B. WATCHTOWERS (EL 9)

These simple constructions resemble “Stalag” towers from the WWII-era. Each is a sheltered platform reached via ladder, from which snipers of an elite Purist unit (known as “Sentry Team Vulcan”; these soldiers should be treated as xeno scouts) survey the surrounding terrain and approaches to the compound. These veteran marksmen have orders to shoot anyone not dressed in a Purist NBC suit (which are all white) spotted in their field of vision.

Each watchtower platform is lightly armored, providing protection from sandstorms (and

concealing the sentry within). It thus provides nine- tenths cover (+10 cover bonus to Defense, +4 cover bonus to Reflex saves) for the occupant.

Xeno Scout (1 per tower): HP 61; each also has a

walkie-talkie.

C. TRENCH (EL VARIES)

A man-made trench runs the length of the

compound, just inside the fence. The trenches are relatively deep, allowing Purist soldiers to move under complete cover to various points along the wall, allowing them to react to attacks against the compound fence without exposing themselves as they emerge from the barracks (Area F).

At various points (marked on the map as small, wedge-shaped bunkers) the Purists have set up covered “pillboxes”, where they have placed M-60

PURIST PLAGUE

The bacterial disease being cooked up by the Purists at the Water Treatment Plant (Area #142) is a unique disease, a product of the radiated environment of the Necropolis. So far the disease has only been produced in small batches for testing and further purification, but it is possible that the PCs might pick up the bacteria if they enter the building unprotected (or even fall into the algae ponds during a fight). The disease’s game statistics are shown here:

Disease Type Incubation Period Initial Damage Secondary Damage Purist plague Ingested DC 12 1d4 days 1 Con 1d3 Con*

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machineguns (each with 100 rounds of ammunition). In the event of an attack 2-3 Purist Soldiers

(Base) will man each of these locations to provide

overlapping MG fire against attackers, but only if the alarm is raised.

D. VEHICLE YARD (EL 0)

This open yard is used by the Purists to store operable vehicles scavenged from the surface and brought here for safety. Currently there are five construction vehicles (i.e. bulldozers) sheltered here, which they’ve put to good use expanding the surface base and clearing the field surrounding it outside.

Heavy wooden beams can be set up around the yard’s perimeter, and a canvas top pulled over and attached to each in relatively short order (taking perhaps 15 minutes), providing a protective “roof” for the vehicle lot in the event of a sandstorm.

E. DECON (EL 0)

This outbuilding is used for decontaminating soldiers and scientists coming back from patrols or sample- gathering missions in the ruins. Acutely aware of the germs that infest the city outside, the Purists are adamant about decontaminating all personnel who come back.

The decon shack has steam showers, a chemical decon bath (for cleaning NBC suits suspected of being exposed to deadly germs), and even an incinerator.

F. FAST RESPONSE BARRACKS (EL VARIES)

These buildings are insulated shacks where Purists on prolonged duty are quartered, saving them the need to travel back and forth from the underground dormitories. Xeno scouts, as well as regular patrols, generally sleep here when they’re not out in the field. In addition, two units of 5 Purist Soldiers (Base) each (“Sentry Teams Gamma and Epsilon”) are quartered in one of the buildings at all times, ready to suit up and defend the surface base in case of attack.

Purist Soldiers (Base) (10): HP 50. Purist Soldiers (Patrol) (2-4): HP 50. Xeno Scouts (1-2): HP 61.

G. POTATO FARM (EL 7)

This large plot, which takes up a sizeable part of the surface base, is used by the Purists to grow a hardy, bioengineered version of the common potato. Made resistant to radiation and chemical poison through genetic tampering, the “super-potato” has become a staple of the Purists’ spartan diet.

A handful of Purist civilians will be tending this field at any given time. If they spot the PCs they will run to raise the alarm.

Purist Civilians (3): HP 26.

H. GREENHOUSE (EL 14)

The Purists erected this long, glass-walled structure at the insistence of Dr. Sally Archer, their lead nutritionist. Concerned over the fact that the hydroponics farms underground were failing, Dr. Archer successfully made the case to begin a sizable greenhouse operation on the surface. Dr. Archer operates this building with a handful of volunteers, growing edible fruits and vegetables inside the steamy building. Though it was a hard sell to convince the military leaders of its importance, the greenhouse has substantially improved the health of the Purists in the past few years, almost entirely eliminating scurvy (which once ran rampant in the bunker).

Dr. Archer is likely to be here at any given time, along with a small work team of Purist civilians, helping here care for the crop.

Dr. Sally Archer: HP 46. Purist Civilians (4): HP 26.

I. WEATHER WATCHSTATION (EL 0)

Though for a time the Purists were at the mercy of the weather just like the other factions of the city, their scientists were able to build a weather watchstation to help in predicting storms. The station

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is nothing more than an antennae-like tower rising from the ground, atop which sits a crude but effective collection of sensors (barometer, wind cups, etc.).

J. SORTING SHACK (EL 15)

This corrugated metal shack is a mess, its interior resembling an indoor junkyard. Everything the Purist scouts and scroungers bring back to the community is brought here and piled up on the tables or simply piled into a corner, where Mickey eventually looks it over with his keen, appraising eye. Mickey is certain to check everything out thoroughly (even if he has to find the item in one of his 2000 encyclopedias); ascertaining its original purpose and determining any potential value it might have to the Purist enclave. Eventually the useful stuff is taken underground to be stored away (in Storage), or else is put to use right away. Other items that are found irrelevant are

eventually thrown out to make room for the next load of junk.

Mickey will be present here 50% of the time during the daylight hours. Otherwise he will be in the Repair Shop (Area N). Either way he will be accompanied by 2 Purist Soldiers (Base).

Mickey: HP 39.

Purist Soldiers (Base) (2): HP 50.

Treasure: The heaps of junk here contain the

equivalent of 1d10 Junk, 1d10 Useful Stuff, 1d2

Lost Knowledge, and 10% chance each of 1 Armor,

1 Military Weapon, and 1 Rare Military Weapon (rolled individually). Other items from the Darwin’s

World 2nd Edition rulebook may also be present

here, though most items (including the random finds mentioned above) have a 50% chance of being damaged, requiring a Repair check to fix (DC varies).

K. ELEVATOR HOUSE (EL 0)

Originally the Purist shelter’s sole means of entrance lay at the bottom of an old condemned tenement that their ancestors purchased before the Fall. Since emerging onto the surface the Purists have demolished this building, and constructed a simple concrete “shack” around the old elevator room.

This is the entrance to the bunker. The building is simply a machine room where the antiquated machines that keep the elevators running are kept. Though the two elevators - each large and strong enough to lift a loaded truck - creak and groan, maintenance workers from the bunker below visit here frequently to keep the elevators in top operating condition.

L. DECON (SUB) (EL 0)

This decontamination block was used when the Purists first reached the surface. Since they expanded their surface base they no longer use this, and have relocated their decontamination facility above ground. The doors are generally kept locked.

M. VEHICLE STORAGE (EL 0)

These garages were once used to house a collection of vehicles the Purists’ stockpiled for use after the Fall. Cunning planners, they sought fit to include two hummers (each capable of being fitted with an M2HB machinegun), two motorcycles with sidecars (for scouting), a team of three snowmobiles (in case they emerged to find a world steeped in an eternal nuclear winter - or one buried in sand), and a trusty old 2 1/2- ton army truck.

Currently the Purists only use the hummers and motorcycles; they store them here to keep from the elements. There has been little need for the snowmobiles, so they also remain here, still covered in canvas and periodically maintained by the

PURISTS AND THE AMAZONS

The amazons of the Amazon Fortress (Area #110) originally hailed from the Purist Enclave, being former members of the “Ark” population. As stated under that area’s description the women - a collection of bacteriologists and biologists - were turned back when they attempted to return home to the Enclave after a pioneering expedition into the ruins. Fearing disease, scientists like Dr. Archer (and others) argued that the diseases the returning biologists might carry were too great a threat to gamble with. Despite their protests, the biologists (who were to become the future leaders of the “Amazon” community) were cast out, never to return.

It is unclear whether Dr. Archer and her associates were simply looking out for the community’s best interests or not. It is certainly in character, as the scientists of the enclave have a certain scientific detachment to life - including former comrades. The Amazons may even have left willingly, fearing Dr. Archer was right and not wanting to put their people at risk.

On the other hand, Dr. Archer may have acted that way for personal reasons. Perhaps Drs. Corinne and Elaine Harris knew something about Dr. Archer’s work that she didn’t want known. Perhaps Corinne Harris threatened Dr. Archer. Or perhaps Dr. Archer was simply jealous that Corinne had been selected to be a pioneer, while she had been forced to remain at base. Professional rivalry at its worst? The possibilities are endless; it’s up to you to decide “why”.

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enclave’s tinkers. The 2 1/2-ton truck has proven to be a bit ornery in recent months (failing to start up 1 out of 10 times), and as such it is normally not used - which is probably for the better, as a vehicle its size tends to make a lot of noise...

N. REPAIR SHOP (EL VARIES)

This lies just off the vehicle garages. This is the primary workplace of Mickey and his handful of mechanics, who keep the Enclave’s vehicles in

operating condition. The repair shop is a fully-outfitted operation, with hydraulic lifts, welding equipment, and even a remotely- controlled overhead crane capable of lifting an entire truck engine.

During the day and evening a group of 3-8 Purist civilians will be present here, conducting maintenance on various mechanical and electronic artifacts used by the Purists. This can range from vehicles to weapons to Geiger counters to damaged military combat suits.

Development:

The Purist’s lead technician, Mickey, spends most of his time here, and has in fact had a cot brought in here so he can sleep. During the day and early evening (and sometimes well into the night) he can usually be found here, working on repairing any number of objects and/or vehicles that currently need fixing. If he is present, his guards will be too (see Area J).

Purist Civilians (3-8): HP 26.

Treasure: There are supplies here equivalent

to 15,000 cp in spare parts for Craft projects. In addition, the vast collection of tools massed by Mickey and the other Purists amounts to four deluxe mechanical toolkits, and one deluxe electronic toolkit.

O. FUEL TANK (EL 0)

The original construction of the Ark called for a sunken fuel tank to store fuel for the community’s vehicles. About half of this fuel leaked over the years, but another half remains. Though the pipes are rusted and leaking, the reserves here continue to reliably supply the Purists with vehicle fuel.

P. ARTIFICIAL SPRING (EL 0)

This deep underground tank was originally stocked with fresh drinking water, and continues to collect runoff from the surrounding bedrock. A battery of advanced filtration systems keep the water free from radioactive particles, as well as chemical and biological agents. The entire tank can be stirred with a hydraulic propeller to prevent algae buildup.

Q. MESS AREA/KITCHENS (EL VARIES)

This is simply a communal eating place, originally designed with the spartan simplicity of a military mess hall. Over the years it has become highly personalized by the inhabitants of the Ark, however, with old pre-Fall pinups, posters of vintage

cigarette ads, dartboards, and pinball machines scavenged in recent years from the surrounding ruins. A connecting kitchen block contains stoves, dishwashing equipment, and other necessities.

At any given time 1d6+9 Purist Soldiers (Base) and 1d6+4 Purist Civilians will be present here, partaking of meals or simply enjoying off-duty time.

Purist Soldiers (Base) (10-15): HP 50. Purist Civilians (5-10): HP 26.

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R. CABINS (EL VARIES)

These are the primary living quarters of the Ark, reserved for personnel not currently in stasis (see

Cryo). Each of these resembles the cramped, spartan

quarters of a naval vessel, with bunks and a rigid routine of hot-bedding. There are usually three to four men per cabin. Officers and scientific personnel have their own separate cabins.

If entered, each of these rooms will be found to be occupied by a random Purist, determined by rolling on the table below:

D6 Cabin Occupant 1-2 1d2 Purist Civilians 3-4 1d2 Purist Soldiers (Base) 5 1d2 Purist Scientists; unarmored 6 Random Purist NPC (see sidebar)

S. HEAD BLOCK (EL 0)

Situated off of the cabin area, this block contains four “heads” (bathrooms) with communal shower facilities, toilets, etc. Though the pipes are rusty and sometimes leak, and the odor of waste clings to the walls in most of the heads, they still manage to meet the needs of the community.

T. FLAG ROOM (EL 9)

To many of the Purists, this is the heart and soul of the Ark, and the last place they will let fall if it comes under attack. It is here that the Purists have maintained a full-sized, hand-sewn American flag since the time of the Fall (the Purists claim it is the flag one flown on the Mighty Mo), covering one entire wall of the room.

The Flag Room serves as the briefing and situation room for the Purists, a place where the community’s soldiers and scientists gather to share information and discuss what’s currently going on.

Two Purist Soldiers (Base) are stationed outside this room at all times, even when the military leaders aren’t present; these constitute the “color guard”.

Purist Soldiers (Base) (2): HP 50.

U. WAR ROOM (A.K.A. “THE BRIDGE”) (EL 20)

Situated right off of the Flag Room, this is the planning center for the Purists’ efforts on the surface. Recovered maps of the Necropolis (as well as maps stored in the bunker before the Fall) cover every wall, as well as the large central plotting table. It is here that the ranking commanders of the Purists formulate tactical plans and strategies for maintaining their fragile enclave in the city. The room has been nicknamed “the Bridge” by the rank-and-file.

GM’s Note: Unless the alarm has been raised it

can be assumed Colonel Westgate and Master Sgt. Cole will be here with his top commanders (treat these men as Purist Soldiers), planning some future operation.

Colonel Westgate: HP 170. Master Sgt. Cole: HP 114. Purist Soldiers (Base) (4): HP 50.

Treasure: A search of this planning room will

uncover a lot of information regarding the Purists, including a pre-Fall map of Los Angeles, with markers showing the current position of xeno scout patrols and other patrols, as well as minefields and hidden weapon animatrons (i.e. a complete map of their defenses). There are also documents detailing the effort to create a “plague” at the old

Water Purification Plant (Area #142), with updates

detailing the Enclave’s current progress in this endeavor (any character making a Knowledge [Earth & Life Sciences] check at DC 31 will get a general idea of how far this program has been advanced).

V. SICK BAY (EL 12)

The Ark’s “sick bay” is a relatively complete medical facility. Separate suites in the small complex include two surgical theatres (with stolen Ancient-era hospital machinery to treat a variety of traumas), a dental surgery, a pharmacy (where stockpiles of medicines are kept and sometimes replenished with stocks scavenged from the surface), a biochemical analysis lab, and an X-ray booth. There are also two separate wards here, each filled with rickety old spring cots for wounded personnel. The latter, however, is isolated behind a 200-year old security airlock, and is used for the care and observation of personnel suffering from diseases or other sicknesses.

Dr. Greevi can be found here most of the time, tending to the sick and injured (who will all be non- combatants due to their sicknesses). He is assisted by

2 Purist Civilians, who act as orderlies and nurses. Dr. Greevi: HP 54.

Purist Civilians (2): HP 26.

Treasure: The pharmacy contains the most

valuable “treasure”, in the form of medications stockpiled by the Purists. This stockpile is kept in a locked case (Disable Device DC 20 to open) and contains 1d2 bottles each of antitox, filter dose, K- O shot, rad-purge shot, stimshot A, stimshot B, and truth serum. Each bottle currently holds 1d10 doses of a given drug. There is also a supply of 1d100 ready syringes, two diagnostic scanners (each with a power beltpack), and 1d2 rolls on the Juju table.

W. LAUNDRY (EL 6)

A small laundry occupies this area, and is used