Sunday, 12 July 2020

Esoteric Enterprises - Continuity of Government Bunker Complex


"Alright. Flush the bombers, get the subs in launch mode. We are at DEFCON 1."

Unless you've been hiding under a rock most of your life (and, to be fair, if that was the case I can guarantee you definitely know what I'm talking about), you've probably heard of Continuity of Government.

Continuity of Government (C.O.G.) is the planning and preparation for how government can continue after a catastrophe, like a nuclear war or asteroid strike or Cthulhu waking up. Among the most important parts, beside laying out a list of contingencies and picking a Designated Survivor to sit out all the public events in case a bomb goes off, is building bunkers to hide in until the radiation levels drop enough for a go at repopulating the Earth.

Obviously, the government's not just going to let any Tom, Dick or Harry into those super-special-secret bunkers they've built though. Nope; only the lucky few, the most important, cleverest, bestest people are at the top of that list. Oddly enough, the guys who drew up the list - namely the politicians - seem to think politicians are the most important, cleverest, bestest people for the job.

Whatever the case, there are a lot of those bunkers. Most were built a long time ago, back during the Cold War. A lot are just sitting there. Unmanned. Untouched. Unused. Safe. Secure.

Now home to other things.

This is an underworld C.O.G. chamber for Esoteric Enterprises.


GENERATING CONTINUITY OF GOVERNMENT BUNKERS

Roll a handful of dice to create the chambers in a Military Bunker.

Decide if it's mothballed or active. If you can't decide, it's a 50-50 chance.

Add ONE Generator Room if you don't roll one.

Passage between chambers are as follows:
  • If both dice are even there is a metal door, easily opened with a bit of pulling, behind which is a short “airlock” corridor leading to a similar door and the next chamber.
  • If both dice are odd, the door is sealed with key-card access. If the power’s on but players lack a key-card, a Technology roll bypasses it. If the power’s off it needs Vandalism. 
  • If one dice is odd and the other is even, the metal door opens straight into the next chamber. 
  • The Presidential Suite also requires a key-card, but this one is different from the regular type used to open other locked bunker doors. Unless they find one, which is unlikely, it’s either a Technology roll or Vandalism to get in.

INHABITANTS OF A C.O.G. BUNKER

There's a 4-in-6 chance each of these folks met carry a key-card to access locked chambers. Only the President (or PM, or Regent-for-Life, whatever) and his bodyguards have the key-card to the Presidential Suite, so good luck getting one of those.

Politician people like him (or her) had this place dug out so they, or people like them, would have a place to survive when the End Times came. They're talkers, not fighters; if you've ever wanted to get government favors these are the type of people you want to put the fear of God into.
2 Flesh (1D), 0 Grit (0D), AC 8, Saves 18+, Unarmed (+0, D4), 4-in-6 in Charm.

Soldier – common-or-garden enlisted man. Signed up to go overseas and shoot people, now guarding a hole in the ground, waiting for his rotation to be over. Doesn't want to be here, inclined to tell intruders to go back the way they came and forget they saw anything, if they don't threaten him first.
3 Flesh (1D), 9 Grit (3D), AC 14 (Body Armor), Saves 15+, Automatic Rifle (+3, D10), WIS and DEX 13.

Special Forces – professional bad-asses, trained to kill. Protect politicians, detain intruders, kill anything that tries to stop them doing the two previous things. May have an inkling about the occult underworld, which means they have itchy trigger-fingers.
4 Flesh (1D), 12 Grit (3D), AC 16 (DEX+Body Armor), Saves 14+. 3-in-6 Alertness and Stealth. Pistol (+5, D8) and Automatic Rifle (+5, D10). STR 16, DEX 16.

Military Officer a lieutenant or a captain or a general, doesn't matter. Tells enlisted folk what to do and where to go, oversees the good running of his command, probably wishes he wasn't down here either. Expects intruders to be detained at all costs,
3 Flesh (1D), 12 Grit (4D), AC 16 (DEX+Body Armor), Saves 12+. 3-in-6 Alertness and Charm. Pistol (+6, D8). STR 16, DEX 16, INT 13.

Technician the civil service guys who do the real work of keeping things running, whether fixing the electrics, keeping the supplies in check or manning the telephones. They're the ones who'll actually make sure the irradiated wasteland of our future is liveable, if not necessarily enjoyable
6 Flesh (1D), 0 Grit (0D), AC 12. Saves 17+. 3-in-6 Technology and Forensics. Improvised weapon (+0, D8)

ENCOUNTERS IN A C.O.G. BUNKER

Active C.O.G. Bunker
  1. 2 Soldiers taking a sneaky smoke-break and shooting the breeze
  2. A Politician being shown around by 2 Officers, none paying attention to their surroundings 
  3. A friendly Technician, who thinks the players – no matter how weird – are meant to be there 
  4. A rat swam, chased by or chasing a Technician in HAZMAT gear 
  5. 1D4 Soldiers, on patrol (or searching for intruders, if the players are known to be here) 
  6. 2 Special Forces, guarding the area
Mothballed C.O.G. Bunker
  1. 1D4 Urban Explorers, mapping the secret bunker for a blog/exposé
  2. 1D6 Ghouls, accidentally locked inside, looking for a way out 
  3. A Politician and 1D4 Special Forces, on a visit to see if the place should be shut entirely 
  4. 1D4 Technicians, attempting to update the electronics and rewire the place 
  5. A Rat swarm, fat and aggressive from feeding on forgotten supplies 
  6. A monochrome, perpetually burning, silent Radioactive Elemental, the shade of a bunker inhabitant who died in an alternative universe where World War III happened. Only wants to end its painful existence, following anyone it sees to the next chamber before wandering off 
  7. 1D6 Soldiers, who’ve broken in to loot the place, surly and wary but otherwise neutral 
  8. D6 Junkies led by an Inner Circle Initiate, who’s trying to turn them into a cult to her god 
  9. Giant cockroach, laying eggs and intent on scaring off intruders 
  10. A Revenant ex-army brigadier in rotten uniform, on a swaggering survey of “his” domain 
  11. 1D3 foreign spies (Mobsters), taking photographs and mapping, pretend to be lost Useless Civilians if caught, try to kill players if secret uncovered 
  12. Urban Shaman and Host of Petty Spirits, on a quest for something deeper in the underworld

CHAMBERS IN A C.O.G. BUNKER

ROLLCHAMBER
DESCRIPTION
 01 Guardroom A small office for guards to rest, write reports, etc. before going on-duty. Has a couple desks, fold-out chairs and a gun-locker (2 Assault Rifles). Roll once on each column of Table 77 when searching
 02
Chow-hall
 School-cafeteria-like, rows of benches and partioned serving area with open-plan kitchen. If mothballed it's dusty, silerware and plates are still out on the tables
 03 Recreation Hall 
 A lot of comfy seats and sofas, wall full of books, coffee-machine and projector-TV (either VHS or DVD) for movie-nights. Gym gear at the rear. Roll a few times on Table 78 (Respectable) to loot
 04 Barracks Bunkbeds and lockers for the men of women of the facility, with an attached shower-block and officer's room. A second barracks is solely for Technicians. If an Active C.O.G. Bunker, 3-in-6 chance 1D6 Soldiers (or Technicians) are here sleeping, playing cards, etc.
 05 Checkpoint A corridor chokepoint with a bullet-proof glass cubby-hole, guarding access to the chambers behind it. If Active a single Soldier mans the checkpoint - he can hit assailants with his rifle but gets AC 18 thanks to the glass. If mothballed the checkpoint is unmanned.
 06 Medical Bay
 White tiles, medical cabinets, gurneys behind green pull-across curtains, next to bags of bio-waste a hatch to an incinerator. Lots of drugs and medical gear, but also maybe something nasty in a jar (Stubborn Foetus? Crawling Hand?)
 07 Vehicle Pool
 An enormous room for the storage and repair of jeeps and armored-cars, mostly under tarpaulins. Tools and spare-parts are on racks. An elevator at one end rises to the surface, probably inside some innocuous looking or abandoned building. It requires a key-card to work. Stealing the vehicles is possible but bumps Law Enforcement Interest to 13 (20 if they stole a tank)
 08 TV Station
Full of cameras, teleprompters and audio-visual equipment, wires spread across the floor; off to one side is a simple make-up area and script-desk, at the back is a a podium, the seal of whatever country the city's in behind it. From here the Designated Survivor would broadcast to the world. The audio-visual stuff's worth $800, stealing the seal (it's big) is worth $1000 to the right buyer
 09 Armory The front part of this room is separated from where the guns are kept by a locked metal door and a wire-mesh covered hole through which the quartermaster asks you to sign the paperwork for guns. 1D8 Automatic Rifles, 1D8 Grenades, a flamethrower, also something from Table 74.
 10 Generator Room
 Where the power-supply for the Bunker comes from. If the place is Active then it's running; if mothballed it's off. Turning it off or on is just a case of flicking switches and pumping handles, but without a successful Technology roll it attracts a random encounter
 11 Fuel Storage
 A room full of sealed caskets and shrink-wrapped drums full of gasoline, oil and other potentially explosive chemicals.
 12 Food Storage
 Enormous, high-ceilinged warehouse, with rows and rows of shelving containing palettes of MREs and man-sized barrels of baked beans, coffee etc. 2-in-6 chance a Rat Swarm or Swarm of Cockroaches lives here.
 13 Equipment Storage
 Full of crates, stacked to the ceiling, stretching on forever like at the end of Raiders of the Lost Ark. Contains material needed to rebuild the nation after Armageddon. Roll a few times on Table 76 to loot.
 14 VIP Suites
 Off a central "living room" are two or three separate one- or two-person suites for politicians and VIPs. Not exactly 5-star but far better than the Barracks used by everyone else. If they're mothballed they're empty, unused - if the C.O.G. is active, roll twice on Table 76 and once on Table 75.
 15 Presidential Suite
 Accessible only by a special key-card, this is the apartment for the nation's ruler (or Designated Survivor). Gaudy opulent, even if mothballed and dusty it's the equivalent of a hotel penthouse suite but underground. Roll a few times on Tables 74, 75, 76 and 78 (any column).
 16 Offices A cubicle farm, with desks for the civil servants and officials who'll try to organize the resurrection of the nation above. If it's mothballed everything here is super old, all blotting-paper, typewriters and plastic plants. If it's Active then there are PCs. Even if people are here it's easy to sneak around, hiding under tables and things.
 17 Safe Room
 Jackpot! This is where the government hides all the good stuff they don't want you to know about. It's a bit like a cross between an art-gallery and your grandma's attic - boxes piled high, walls covered with old paintings, filing cabinets overflowing with paper. Roll a few times on Tables 73 and 75, maybe throw in a magic weapon too.
 18 Escape Exit
 A spiral staircase rises all the way up to the surface, exiting through a locked door - roll 1D6 - 1-3: it's a long-forgotten door inside a government building, 4-6 it opens onto a platform on an in-use subway station
 19 Nuclear Silo
 It's a big vertically cylinderical room with gantries and ladders around the walls and a honking great ICBM stood in the center, waiting to launch. You could probably steal the nuclear material inside if you had the tools and time but 1-in-6 chance someone's already done it. Any stray bullets or explosions are a bad idea. If you can make it to the top, next to the big blast-doors is a little hatch that opens into a public park or housing estate.
 20 Command Center
 A smaller version of mission control at NASA or NORAD in WarGames. There's a big screen with a map of the world on the wall, lots of little screens, copious digital clocks, and a whole bunch of consoles with flashing lights. Even if it's mothballed the console lights still blink on and off in the darkness. Playing around here might start launching nuclear warheads at worst and trigger an alarm at best.
 Other Cell Block
 Totally tiled, with a quick-wash drain in the middle, and a number of cells, presumably for holding infiltrators. 1-in-6 chance there's either a skeleton in here (if mothballed) or an Urban Explorer or Occult Assistant (if Active). Their belongings are in a nearby lockbox


Random Descriptors

 DICE     PICK A RANDOM TIDBIT
 D4 Walls an ugly green, paint peeling with age OR copious 1980s Civil Defense propaganda posters: "Protect and Suvive!" and "Understand Fallout!"
 D6 Room is sterile, uncluttered, almost Zen in its cleanliness OR many manilla folders stamped EYES ONLY and TOP SECRET are stacked everywhere
 D8 Room under repair, dust-sheets laid down, ceiling tiles removed to reveal ducts and pipes OR things in room don't work right (doors jam, lights flicker, electrics hum)
 D10 Low-tech 1950s gear: big computers, spool-tapes, Bakelite phones OR evidence of urban-explorers, including graffiti and trash (swept to corners)
 D12 Sleek and high-tech, maybe a decade ahead of the curve OR chamber evidently converted from other use (e.g. was chow-hall, now TV studio)
 D20 Air smells stale or of chlorine or roses etc. OR a broken CCTV camera covers the room (players won't know it's broken just yet)
 Other Irregular rumblings as subway train (?) rushes past wall OR chamber uncommonly hot or cold, oily condensation on walls and floor






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