Home One
Admin Disclosure
Due to this entry being mostly unknown to the players save for a very select few, you will NOT know about the buildings below the upper level. If you are caught mentioning anything about Home One without admin approval, you will be reprimanded. If you are not sure what is allowed or not please contact an admin for clarification.
FOI Doomsday Bunker
Codenamed: Home One
A fully contained and self sufficient bunker habitat that can allow for 300+ inhabitants to survive the end of days in general comfort. The main entrance being walled off by 40 foot high 100 foot long 8 foot thick reinforced steel/concrete/titanium blast doors capable of withstanding a direct nuclear blast. When fully closed a rock wall that shields the blast doors adds an additional 20 feet worth of solid granite soil and basalt to protect the entrance. Making a near impregnable barrier. Only the most determined and relentless attackers with very powerful weapons would be able to chip away at the impressive shell.
Upper Levels
Main Hangar:
When opened the main hangar doors can allow for the various aircraft stored in the hanger to fly out or land; assuming other equipment and planes are moved out of the way of course. If required, the doors can be swung open fully to a full 200 foot radius to allow a B-2 stealth bomber with a wingspan of over 172 feet to fly in or out. The main hangar also serves as a fully functioning tarmac, complete with steam catapult for rapid takeoff from the hangar itself. A hook system to allow planes to land easily with a short stopping point.
Current inventory:
4 Mig-21: Flight status; 2 Operational 1 being scrapped for parts, 1 undergoing repairs
2 MH-6 Little Birds: Flight status; Operational
1 AH-64 Apache Gunship: Flight Status; Operational
2 UH-60 Black Hawk: Flight Status; 1 being decommissioned, 1 Operational
1 T-34 Medium Tank: Status; Undergoing refurbishment
4 MRAP heavy troop transports: Status; Operational
1 Rascal 155mm Light Self-Propelled Howitzer: Status; Undergoing repairs
9 years worth of Diesel/Jetfuel
Forge:
The forge located to the left of the main hanger through a single large tunnel, secured behind a pair of airlocks, the Forge is a smith's wet dream come true. Features state of the art facilities to facilitate any and all forms of weapon or armor crafting; including klaive smithing, there is no chance of a tool not being there should a smith require it. In the center of the barn sized space likes a large Arc smelter. Contained within the arc smelter is a large floating ball of liquid metal that is in reality a molten metal elemental. If asked the elemental will offer various types of metal that one could require, freely. Donations of gnosis are always appreciated by the elemental, however it is not required. Gold, and Silver are beyond the elemental's capability however. Generally a friendly and inviting elemental, it is not uncommon for it to speak with the smiths while they work. Oddly enough, the elemental has named itself Rusty. Rusty powers the flames of the forge, so never does one need to worry about the fires of the forge going out or weakening.
Forge note:
Klaives at present are restricted, and are only to be made under supervision of the alpha, or Wyrmfoe. Anyone caught making a klaive in the forge or on the sept without the alpha's permission will have their klaive hammer revoked for an indefinite period of time.
Machine Shop:
In the barn sized room adjacent to the forge, lays the machine shop. Sporting the most advanced presently available robotic production facilities, 3D printers, lathes, various sets of tools and equipment the machine shop is fully capable of making and supplying nearly any and all parts the sept could require at a moment's notice. Be it a tube for an old TV that has long since been discontinued, or a difficult to manufacture micro processor that does not exist outside Pentex labs, the machine shop is the tinker's dream come true in every fashion. Given the stores of usable raw materials and the many spirits who decide to live in the bunker, manufacturing such things as batteries to drones to silicon based microchips is fairly simple. Some care is to be taken when working in the Machine shop, as weaver spirits are far more active here. If any non-sept weaver spirits are seen roaming the machine shop contact a theurge immediately for removal.
Machine Shop note:
Due to increased levels of weaver spirits reported here, it is illadvised to remain there for more than 12 hours at a time unless trained to deal with weaver spirits. Kinfolk are restricted to 8 hours. Kinfolk with gnosis are restricted to 6 hours. At no point are any machines in the machine shop to be awakened for any reason. Breaking this rule will lead to swift and severe punishment.
Lower levels
Descending down a freight elevator to the lower levels of the bunker one will find themselves in the heart of the doomsday bunker. Well guarded, well fortified and fully stocked for roughly indefinite of siege and bombardment, there is little that can bring harm this deep into the Home One. Even if in the event something did break through the outer layers of defense, a series of powerful explosive devices would collapse the elevator shaft sealing off the heart of the bunker from the outside world.
Hydroponics bay:
The hydroponics bay is fully stocked with various hybrid fruits, grains, and vegetables to feed a population of over 300 kin and garou for an indefinite period of time. Regardless of the strain placed on the production various plant based spirits who live here provide the plants life and energy to fuel the Home One in the event that outside sources of food become tainted or destroyed. While perhaps not as luxurious as life outside the bunker walls, the trade off being that the food supplies will likely never run out as long as the spirits are maintained, the power remains on and the underground sources of water remain untouched. The hydroponics bay also produces herbs and plants that are vital to the sept's medicinal production.
Hydroponic note:
Given the value of food in a potential doomsday scenario, it remains under armed guard at all times. Anyone caught tampering with the hydroponics bay is subject to immediate execution.
Medical bay:
Designed by Faith McCloud herself, the medical bays are well equipped to handle near all forms of medical treatment be they on mundane fera or kin. Well stocked with various medicines ranging from painkillers to awakened antibiotics one can rest easy knowing their life is in the best possible hands of the expertly trained medical staff who man this bay. If the time comes they will spring to action without hesitation. Be it a splinter or garou giving birth to a metis, there is little that cannot be done here.
Medical bay notes:
Due to the importance of this facility, it is to be regularly inspected and examined for signs of tampering or missing supplies. If anything is found amiss a full investigation will be launched. Any kin or garou who are chosen to work here are put through very deep background checks, as well as deep spiritual cleansing. For no hesitation can be allowed when dealing with the sick and injured.
Command Center/Server room:
The brain of the entire operation. If in the event of a doomsday scenario all information regarding to the sept, including names and files on all current members are to be backed up here. All outside information is then destroyed by a dedicated team of allied pattern spiders. Once the lock down protocol is activated the spiders will then begin to maintain the servers preventing outside intrusion by foreign spirits not approved by the alpha. Given the importance of this area, only elder level members of the sept will be allowed here. Anyone else caught in this area will be dealt with swiftly and harshly.
CC/SR note:
If the current alpha is killed or incapacitated a new alpha will be appointed by majority vote of the elder council. All power of decision making passed to them, and control of the patterns likewise passed under their authority. This is not to be done lightly.
Living quarters/messhall:
In the event of a doomsday situation and lockdown protocol is activated, all living members of Fate of Illusions will be transported to the living quarters en mass. Personal belongings that are precious to the sept members will be in their assigned quarters upon arrival. Each room is able to house 5 people comfortably. Showers and toiletries are provided. The messhall is located near the living quarters where three meals are served each day. Each meal consisting of a mostly vegetarian diet, with the rare treat of meat as available. If possible alcoholic drinks will only be served from 8 to 11PM. Included in the living quarters is a full sized gym, firing range, and sparring mats to allow the fighters to blow off steam or stay in shape.
Living quarters note:
Due to the proximity of garou and kin in the same general area, all garou will be fitted with a band that is loaded with a small syringe of awakened sedative. If rage levels spike to frenzy the garou shall be incapacitated once frenzy is detected.
Powerplant:
Powered by the energies of a living electrical elemental, this powerplant is simplistic in design but ingenious at the same time. Through alliances forged with the chaotic wyld spirit of raw energy Home One will remain powered for the rest of time as long as there is gnosis to offer, providing everyone with clean renewable energy. The powerplant is directly connected to the oxygen generators, and thus is of critical importance to protect.
Powerplant note:
Due to the volatile nature of electricity, if the powerplant is damaged and not repaired quickly, the resulting cascade of destruction may lead to the ultimate destruction of Home One. Due to this, the powerplant is heavy protected from all sources of attack; encased in a 40 foot thick shell of metal concrete and cleansing water.
Water/Oxygen production:
Sitting under the powerplant the oxygen generator is tied into the reservoir of water that Home One rests over. Through electrolisis fresh clean oxygen is pumped into the various levels of Home One, while Co2 and other harmful chemicals are filtered out through various carbon based scrubbers and filters. Water is also cleaned then pumped into other various segments of the bunker.
Water/Oxygen production note:
It is vital that regular testing of the water supply is carried out. If any taint or other chemicals are detected in the water efforts are to be made to purify it as quickly as possible. Lest Home One die within a month.
The heart:
If in the event that lock down protocol is activated, the elder council will remove the heart of the caern from it's current resting place transporting it to the secondary site located deep within the belly of Home One. Purified and well protected by a number of various spirits, the heart of Home One will become the last bastion of purity in British Columbia if all others fall. Access to the heart is denied to all but the alpha of the sept unless otherwise granted permission by the alpha.
Due to this entry being mostly unknown to the players save for a very select few, you will NOT know about the buildings below the upper level. If you are caught mentioning anything about Home One without admin approval, you will be reprimanded. If you are not sure what is allowed or not please contact an admin for clarification.
FOI Doomsday Bunker
Codenamed: Home One
A fully contained and self sufficient bunker habitat that can allow for 300+ inhabitants to survive the end of days in general comfort. The main entrance being walled off by 40 foot high 100 foot long 8 foot thick reinforced steel/concrete/titanium blast doors capable of withstanding a direct nuclear blast. When fully closed a rock wall that shields the blast doors adds an additional 20 feet worth of solid granite soil and basalt to protect the entrance. Making a near impregnable barrier. Only the most determined and relentless attackers with very powerful weapons would be able to chip away at the impressive shell.
Upper Levels
Main Hangar:
When opened the main hangar doors can allow for the various aircraft stored in the hanger to fly out or land; assuming other equipment and planes are moved out of the way of course. If required, the doors can be swung open fully to a full 200 foot radius to allow a B-2 stealth bomber with a wingspan of over 172 feet to fly in or out. The main hangar also serves as a fully functioning tarmac, complete with steam catapult for rapid takeoff from the hangar itself. A hook system to allow planes to land easily with a short stopping point.
Current inventory:
4 Mig-21: Flight status; 2 Operational 1 being scrapped for parts, 1 undergoing repairs
2 MH-6 Little Birds: Flight status; Operational
1 AH-64 Apache Gunship: Flight Status; Operational
2 UH-60 Black Hawk: Flight Status; 1 being decommissioned, 1 Operational
1 T-34 Medium Tank: Status; Undergoing refurbishment
4 MRAP heavy troop transports: Status; Operational
1 Rascal 155mm Light Self-Propelled Howitzer: Status; Undergoing repairs
9 years worth of Diesel/Jetfuel
Forge:
The forge located to the left of the main hanger through a single large tunnel, secured behind a pair of airlocks, the Forge is a smith's wet dream come true. Features state of the art facilities to facilitate any and all forms of weapon or armor crafting; including klaive smithing, there is no chance of a tool not being there should a smith require it. In the center of the barn sized space likes a large Arc smelter. Contained within the arc smelter is a large floating ball of liquid metal that is in reality a molten metal elemental. If asked the elemental will offer various types of metal that one could require, freely. Donations of gnosis are always appreciated by the elemental, however it is not required. Gold, and Silver are beyond the elemental's capability however. Generally a friendly and inviting elemental, it is not uncommon for it to speak with the smiths while they work. Oddly enough, the elemental has named itself Rusty. Rusty powers the flames of the forge, so never does one need to worry about the fires of the forge going out or weakening.
Forge note:
Klaives at present are restricted, and are only to be made under supervision of the alpha, or Wyrmfoe. Anyone caught making a klaive in the forge or on the sept without the alpha's permission will have their klaive hammer revoked for an indefinite period of time.
Machine Shop:
In the barn sized room adjacent to the forge, lays the machine shop. Sporting the most advanced presently available robotic production facilities, 3D printers, lathes, various sets of tools and equipment the machine shop is fully capable of making and supplying nearly any and all parts the sept could require at a moment's notice. Be it a tube for an old TV that has long since been discontinued, or a difficult to manufacture micro processor that does not exist outside Pentex labs, the machine shop is the tinker's dream come true in every fashion. Given the stores of usable raw materials and the many spirits who decide to live in the bunker, manufacturing such things as batteries to drones to silicon based microchips is fairly simple. Some care is to be taken when working in the Machine shop, as weaver spirits are far more active here. If any non-sept weaver spirits are seen roaming the machine shop contact a theurge immediately for removal.
Machine Shop note:
Due to increased levels of weaver spirits reported here, it is illadvised to remain there for more than 12 hours at a time unless trained to deal with weaver spirits. Kinfolk are restricted to 8 hours. Kinfolk with gnosis are restricted to 6 hours. At no point are any machines in the machine shop to be awakened for any reason. Breaking this rule will lead to swift and severe punishment.
Lower levels
Descending down a freight elevator to the lower levels of the bunker one will find themselves in the heart of the doomsday bunker. Well guarded, well fortified and fully stocked for roughly indefinite of siege and bombardment, there is little that can bring harm this deep into the Home One. Even if in the event something did break through the outer layers of defense, a series of powerful explosive devices would collapse the elevator shaft sealing off the heart of the bunker from the outside world.
Hydroponics bay:
The hydroponics bay is fully stocked with various hybrid fruits, grains, and vegetables to feed a population of over 300 kin and garou for an indefinite period of time. Regardless of the strain placed on the production various plant based spirits who live here provide the plants life and energy to fuel the Home One in the event that outside sources of food become tainted or destroyed. While perhaps not as luxurious as life outside the bunker walls, the trade off being that the food supplies will likely never run out as long as the spirits are maintained, the power remains on and the underground sources of water remain untouched. The hydroponics bay also produces herbs and plants that are vital to the sept's medicinal production.
Hydroponic note:
Given the value of food in a potential doomsday scenario, it remains under armed guard at all times. Anyone caught tampering with the hydroponics bay is subject to immediate execution.
Medical bay:
Designed by Faith McCloud herself, the medical bays are well equipped to handle near all forms of medical treatment be they on mundane fera or kin. Well stocked with various medicines ranging from painkillers to awakened antibiotics one can rest easy knowing their life is in the best possible hands of the expertly trained medical staff who man this bay. If the time comes they will spring to action without hesitation. Be it a splinter or garou giving birth to a metis, there is little that cannot be done here.
Medical bay notes:
Due to the importance of this facility, it is to be regularly inspected and examined for signs of tampering or missing supplies. If anything is found amiss a full investigation will be launched. Any kin or garou who are chosen to work here are put through very deep background checks, as well as deep spiritual cleansing. For no hesitation can be allowed when dealing with the sick and injured.
Command Center/Server room:
The brain of the entire operation. If in the event of a doomsday scenario all information regarding to the sept, including names and files on all current members are to be backed up here. All outside information is then destroyed by a dedicated team of allied pattern spiders. Once the lock down protocol is activated the spiders will then begin to maintain the servers preventing outside intrusion by foreign spirits not approved by the alpha. Given the importance of this area, only elder level members of the sept will be allowed here. Anyone else caught in this area will be dealt with swiftly and harshly.
CC/SR note:
If the current alpha is killed or incapacitated a new alpha will be appointed by majority vote of the elder council. All power of decision making passed to them, and control of the patterns likewise passed under their authority. This is not to be done lightly.
Living quarters/messhall:
In the event of a doomsday situation and lockdown protocol is activated, all living members of Fate of Illusions will be transported to the living quarters en mass. Personal belongings that are precious to the sept members will be in their assigned quarters upon arrival. Each room is able to house 5 people comfortably. Showers and toiletries are provided. The messhall is located near the living quarters where three meals are served each day. Each meal consisting of a mostly vegetarian diet, with the rare treat of meat as available. If possible alcoholic drinks will only be served from 8 to 11PM. Included in the living quarters is a full sized gym, firing range, and sparring mats to allow the fighters to blow off steam or stay in shape.
Living quarters note:
Due to the proximity of garou and kin in the same general area, all garou will be fitted with a band that is loaded with a small syringe of awakened sedative. If rage levels spike to frenzy the garou shall be incapacitated once frenzy is detected.
Powerplant:
Powered by the energies of a living electrical elemental, this powerplant is simplistic in design but ingenious at the same time. Through alliances forged with the chaotic wyld spirit of raw energy Home One will remain powered for the rest of time as long as there is gnosis to offer, providing everyone with clean renewable energy. The powerplant is directly connected to the oxygen generators, and thus is of critical importance to protect.
Powerplant note:
Due to the volatile nature of electricity, if the powerplant is damaged and not repaired quickly, the resulting cascade of destruction may lead to the ultimate destruction of Home One. Due to this, the powerplant is heavy protected from all sources of attack; encased in a 40 foot thick shell of metal concrete and cleansing water.
Water/Oxygen production:
Sitting under the powerplant the oxygen generator is tied into the reservoir of water that Home One rests over. Through electrolisis fresh clean oxygen is pumped into the various levels of Home One, while Co2 and other harmful chemicals are filtered out through various carbon based scrubbers and filters. Water is also cleaned then pumped into other various segments of the bunker.
Water/Oxygen production note:
It is vital that regular testing of the water supply is carried out. If any taint or other chemicals are detected in the water efforts are to be made to purify it as quickly as possible. Lest Home One die within a month.
The heart:
If in the event that lock down protocol is activated, the elder council will remove the heart of the caern from it's current resting place transporting it to the secondary site located deep within the belly of Home One. Purified and well protected by a number of various spirits, the heart of Home One will become the last bastion of purity in British Columbia if all others fall. Access to the heart is denied to all but the alpha of the sept unless otherwise granted permission by the alpha.