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Rolled 24, 28 = 52 (2d100)
<span class="mu-s">Leaguers</span>
Extremely preoccupied by this split-second plague, the leaguers overwork themselves with this unprecedented burden, but their development slows down to a crawl, focused on providing for half their population now powerless to do anything.
<span class="mu-s">TECH: Gatling guns</span> The remaining gunsmiths work on fumes to attempt to copy the principle of the guns they found, if not their form.
<span class="mu-s">Roll:</span> 10 or more to avoid an accident. 50 or more to get gatling guns. <span class="mu-s">roll divided by half (half workforce)</span>.
In their feverish passion for gunsmithing, they split themselves into two tasks at once, making it even more of a challenge to get anything done this cycle.
<span class="mu-s">TECH: explosive rounds:</span> 5 or more to avoid a grave accident. 50 or more to get explosive rounds. roll divided by half (half workforce)roll divided by half (half workforce).
<span class="mu-s">Action:</span> The colony's doctors examined the patients with all the tools at their disposal, but could not find the slightest hint of a cure. But through their medical eye and rigorous approach, they could dress up a list of learnings:
>The patients are overall as healthy as they used to be.
>They are not asleep, but their metabolism is somewhat slow. They don't need as much food.
>They are losing muscle mass over the weeks. They might not be useful right after waking up.
>They have no self-preservation, and some might die of choking or constipation if not attended to.
The people have been listening to the doctors so far, and a big part of the workforce, mostly military, is turned into caretakers.