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/tg/ - Traditional Games


File: 1392240724695.jpg-(49 KB, 600x400, Post Apoc Starter Pic.jpg)
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Rolled 95, 2, 40, 35, 38 = 210

No one is sure how the Fall came. Its been to long and there are just so many stories with how it came tumbling down...too bad its all true.

Now however groups are coming out. People are trying to rebuild despite the horrors or difficulty. Its a time of new beginnings arising from the end and its time when a certain groups shall rise above.

This is their story.


First to five votes is chosen.

Free heads up when I punch I don't pull back. Also I am a sucker for dropping hints and tips they can remain viable for quite some time. New players are always welcome don't feel bad if things seem confusing/weird so called 'veterans' wont be feeling much better either.
>>
Rolled 91, 11, 68, 22, 50 = 242

>Megacorp Remnants: You are survivors whose ancestors were valued employees of a Megacorp. As such you high supply, low population, high manufacturing capacity, good research capability, and low war capacity.
>HQs, Megatower, Private Bunker, Fortified Township

>Government Remnant: You are the descendants of members of the some sort of government, as such you have a decent population, decent amount of surplus supplies, decent manufacturing capacity, decent research capability, and decent war capability.
>HQs, Garrisoned Tower, Government Bunker, Fortified Township

>Military Remnants: You are the descendants of one or several paramilitary groups. As such you have low population, decent supplies, poor manufacturing capacity, poor research capability, and excellent war capability.
>Garrisoned Tower, Military Bunker, Military Base

>Think Tank Remnants: You are descended from Corporate or Government research elements, possibly both. You have average population, poor supplies, average manufacturing capacity, great research capability, and poor war capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility

>Survivors: You are descended from the people who survived despite the hardship and without becoming horrors to boot talk about lucky. You have high population, excellent supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
>>
>>30194457
Voting for Survivors. Getting tired of doing all these high-tech motherfuckers. Let's be straight up wastelanders for once.
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>>30194474
Seconded.
>>
voting Robots, or if that fails mutants,... for reasons

(gotta redeem yesterdays thread and make use of fluff that never even got used)
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>>30194506
Kind of want to do a mutants this time around. But we should come up with some fluff this time.
>>
>>30194474
>>30194504
I have an idea, how about we are ex-nomads that have spent a long time at sea either between a flotilla or on off-shore oil derricks but with dwindling food supply we have been forced to move inland towards the obviously more contested and dangerous areas (presuming that the zombies/mutants/bandits and killer ai's that were in yesterday's game are making a return)
>>
Rolled 16, 70, 70, 31, 11 = 198

>>30194457
>Mutants: You are descended from the monstrosities that arose during the chaos: Extremely tough and hardy, penalty to population and population growth. Are allowed to start in wasteland and are immune to most diseases, poisons, and heavily resistant to radiation. Can experiment with many things to unlock mutations(be inventive/creative). Suffer from penalties to breeding and rep. low population, average supplies, average manufacturing, poor research, excellent war capacity.
>HQs: Military Base, Research Complex, Lair

>Bandits: You are descended from the evil fucks who did whatever the hell they wanted.. Average population, low supplies, average manufacturing, average research, good war capacity.
>HQs: Prison, Military Base, Spire

>Robots: You are descended from surviving robots who figured out how to reproduce(build) and controlled by A.I. Low Population. Poor supply. Good manufacturing. Average Research. High war capacity.
>HQs: Military Base, Research Complex, Factory.

>Tribals: You wonder around place to place. Unlike others you got real good at flourishing in many locals without what many others take for granted. High population. Average supply. Poor manufacturing. Average Research. Good War capacity.
>HQs: Cave Complex. Ruins. Nomad.

Zealots: You stood firm with your believes allowing you to survive where others parished. Now it is time become a savior among the damned. Above Average Population. Above Average Supply. Moderate Manufacturing. Poor Research. Good War Capacity
>HQs: Township. Military Base. Cathedral.

Cultists: You have been chosen to arise above the heathens and show them the way. Thanks to what you discovered you know much of what should not be known which has allowed you to survive.
Below Average Population. Very Poor Supply. Above Average Manufacturing. Good Research. Good War Capacity.
HQs: Compound. Military Base. Ruins.

other: state your suggestion will post stats
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>>30194506
Let's not allow your fluff to go to waste
>>
Rolled 28, 69, 72, 77, 36 = 282

>>30194579
You may vote for terrain(CHOOSE) and civ type also hero options will be given once choices are done(heroes give special bonuses as well as perspective). A hero be assigned to 1 action per a turn. Also feel free to come up with fluff/ideas including factions/civ types it may even be used and you may get a bonus out of it too boot just make to include it in a vote or plan.

>Survivors get a bonus to salvaging and survival actions.

>Tribals get bonuses to scouting and Guerrilla warfare.

>Remnants start with a Tech specialty and gain a special unit because of this

>Government Civ is balanced but doesn't excel at anything till late game.

>Military civ is poor at Manufacture and Research early game but starts with a fortified base, lots of weaponry, and trained personnel.

>Mutants get access to 1 free mutation(make one up) plus unnatural endurance thus can survive in areas that would kill normal humans. Unfortunately they suffer from a severe rep penalty(humies fucking HATE you, bandits don't like you and other mutants may see you as competition) and breeding issues.

>bandits have the special ability to auto upgrade their forces thanks to their life style(other factions have to spend resources AND a action to do so bandits just do resources) however they are unable to make their own supply(must raid or something) and suffer a reputation penalty. *WARNING* white knight choices will be vetoed you are EVIL, but that doesn't mean you can't be smart/clever about it *WARNING*.

>robots cannot produce without resources as they do not breed. Suffer rep penalty but do not suffer the weaknesses of the flesh.

>Zealots morale cannot be broken.

>Cultists have access to specific secret knowledge
>>
Rolled 1, 19, 25, 72, 78 = 195

>>30194474
If you want to go full wastelander that avoids hi-tech even more so there is the tribal option.
>>
>>30194533
if mutants I was thinking tyranid/zerg experiment gone wrong, that must must devour/assimilate everything. its all about the biomass

or insects on radioactive steroids, cause insects are bat shit insane in everything they do. Oh you are already having sex over there, let my just stab my leg sized penis into your abdominal cavity and deposit my sperm there. what? your still alive, and your pregnant, and im the father? well that's just dandy. (true story)
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I like the idea of us being part of a think tank. But things went horrably wrong and radiation mix with the experaments. Then turned us in to what we are now. Some got smarter but weaker bodies, while other grew two more arms and Some turned in to a Tank. ( Like the one from left 4 dead.)
>>
Rolled 17, 10, 90, 7, 67 = 191

>>30194658
oh boy wait till you encounter the broods your gonna love it I can just tell.

>>30194667
...so mutants? I am gonna count that as a mutants and research complex HQ.
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>>30194658
That wouldn't be bad.
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>>30194667
All Morlocks and Eloi style?
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>>30194695
Haven't seen the movies but from the images, Yeah.
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Rolled 5, 40, 15, 14, 75 = 149

>>30194474
Current Count

2 survivor
1 robot
1 mutant
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>>30194658
more fucked up insect shit because i just think its epic.

there is a kind of beetle that can secrete ant hormones that make the ants think its an ant larva, so when it approaches the ant hive the nursery ants will come out pick it up and carry it down to the nursery and start to feed it even though its like 3 times their size. then the beetle will lay eggs and the eggs smell like ant eggs so what else could they be. the eggs hatch into larvae that are way to big to be ants and then they will beg for food like ant larva but will be super aggressive about it, so they get more food. then they will pupate, at which point they have to secrete a whole new series of hormones, to smell like ant pupae. when they hatch the new beetles will then start to secrete a third series of hormones so they smell like foragers, before they just waltz on out of the ant hive. and what do they do now you ask. well my friend they go find an ant hill of an entirely different species, and start all over again with entirely different pheromones
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>>30194790
Nice. That makes me think we do that with zombies in this world.
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Rolled 56, 52, 3, 66, 30 = 207

You know if you want to get people to vote for you ideas a trick is to provide fluff not to mention you get bonuses.
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>>30194847
I still have the robot thread up so ill just grab that fluff and post it back over here if its not faux pas to use it in this thread.
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>>30194846
Go around find zombie hives blend in. Start to feed with them and breed. If we do a Insect Mutant type. Launch parasite eggs in to them to grow our young and they eat their way out.
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>>30194921
Got to admit, that sounds fun if sickening.
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>>30194847
Faction: paramilitary it survivors
Terrain: temperate forest
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>>30194921
I got one more epic insect thing that is totally related ill post about it after i get out the robot stuff
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>>30194790

That's actually really funny. I was expecting them to eat the whole colony instead of walking out.
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Code name Revenant

we are hive/fleshbots, we could have been serving as the help in a molecular biology and prototype production facility, for this reason we were designed to mimic some of the metabolic processes of carbon based life.

we want to carry on our creators directives and gain a greater understanding of life, which we strive to mimic, even though we are made of cold hard metal. we wish to fulfill our creators dream. for this reason we want to study the mutants, and we are willing to give them mutagens provided we are allowed to study the effects

We were part of a topsecret independent project, and when the fall came, they tried to scrub our servers and they only missed a few files.

end goal =become the ultimate "life" (something we can never truly achieve and it frustrates us so)

we have (had) the facilities necessary to go about genetic engineering and mutagen production
>>
Aw snap, looks like I'm too late to do the Vault 101 race that anon created a books worth of fluff for.

Just as well, It wouldn't feel right doing it without him to explain on it.

Guess we'll do scientist cyborgs and robots another day.
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>>30195153
It's not too late, we're still deciding on a race and setting. I'd like to see what this is all about.
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>>30195003
so there is this wasp that will lay one egg inside an unfortunate victim and that egg will divide a bunch of times into a big glob of undifferentiated cells. the blob then split into about thirds and one third becomes a makeshift endocrine system, in another every cell becomes an individual embryo of the "reproductive larval cast" (these will all become adult wasps if given the chance) and the last third each cell becomes the embryo of an individual of the "warrior larval cast" the warriors are these little serpentine worms with (comparatively) big ass teeth and they run throughout the whole of the victims body killing off all the parasites that are not part of the brood. when they are done with that they will try to kill off all the males of the reproductive cast because one male can fertilize many females. at this point the male reproductives and the warriors will play a deadly game of hide and seek inside the body of the still living victim, until a thousand or so (if everything went perfect) baby wasps devour the internal organs in order of importance to keep the host alive for as long as possible, before exploding out. aliens didnt have shit on these things
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>>30195175
http://pastebin.com/NYzykKBe

One of the more daring Research-Vault experiments. Vault 101 was meant to see what would happen when a population composed of mostly scientists was isolated for an extended period of time with assumed incompatible technologies.

It seems obvious that the Hypothesis of Vault 101 was that the residents would divide into opposing sects of augmenters, and psionic-users.

Instead, the population solved some of the production problems associated with bio-borg tech, and made major gains in technology and psionics. After successfully independently creating a tech/psionic interface, a hivemind of sorts spontaneously generated. Ghost-personalities of the vault’s residents now flit between the augment-hardware of the citizens at their leisure, lending unfamiliar hands expertise at unknown tasks when needed.

The cause of dysfunction in the Vault’s experiment is made apparent in light of a last-minute inclusion of a certain scientist. Dr. Kaharr was an up-and-coming name in the realm of scientists who didn’t officially exist during the time just before The Fall. It seemed that no matter what he turned his hand to, if it was sufficiently cool and awesome seeming he would progress by leaps and bounds. This put him among the many that the infamous [REDACTED] did not like, and Kaharr’s status and ability to acquire contracts suffered for it. Dr. Kaharr’s death was faked no less than three times in succession to throw [REDACTED]’s assassins off the trail, and the Dr. was given a temporary position in the nearby Research Complex nearby. Unfortunately, before more permanent plans could be enacted The Fall occurred.
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Rolled 7, 85, 96, 39, 81 = 308

>>30195153
Post it NOW its all still up in the air still anon.
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Rolled 85, 39, 45, 3, 51 = 223

>>30195068
ah interesting.
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Rolled 58, 64, 85, 89, 48 = 344

>>30195226
ah yes SO delicious that fluff yummy yummy ever so TASTY.
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>>30195226
Everyone in the Vault has some degree of augmentation, their psionic-neural interfaces are implanted when they're 7 years old.

Once you get your psionic-neural interface implanted, all communication between your brain and your implants is handled by it. Due to this, a personality that mirrors yours starts to develop...but it doesn't have any control over your brain so it inhabits spare room in the processors and memory banks of your other implants. These "Ghost-Personalities" (which someone will come up with a more catchy name for...eventually) are generally friendly because they and their 'host' are intrinsically linked. They can also 'talk' to their people after a fashion once they're complex enough.

One of the augmentations that was very common even pre-fall was direct radio communications. (You know, implanted cellphones basically.) Because augmentation was a fact of life in Vault 101, everyone had these and everyone would talk to each other using it. With the new psionic-neural interfaces, more abstract concepts could be directly beamed than before. (so, essentially, a technological form of telepathy). Note: because people communicated through their implants, their ghosts get to talk to other peoples' ghosts whenever they want.

Due to difficulties in trying to direct your radiowaves at people you don't necessarily know the location of, Dr. Kaharr developed "The Hub".
The Hub is a big semi-organic (maybe not, haven't decided yet) tech-psi hybrid computer that basically acts like a cell-phone tower for Vault 101 residents. It maintains a constant link to all citizens, and 'redirects calls' to whoever wants to talk to whoever.

Because the link is constant, and personality-ghosts don't have as much to worry about as their human hosts the Ghosts can talk to each other as much as they want.

cont.
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>>30194736
I vote megacorp
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>>30195278
At the request of some people's ghosts (who are treated as full citizens/residents) Dr. Kaharr upgraded The Hub, and now Ghosts can (with the recipients' permissions) transfer into different hosts using The Hub.

The Ghosts, when they transfer, bring along a shadow of the skills of their primary host. Because the Ghosts have a deeper link to a person's implants than that person does, and because implantation is so extensive, a Ghost can help a person with skills the Ghost knows but the person doesn't. (this is currently very primitive. research could improve it)

Now, some Ghosts prefer to just transfer into The Hub and stay there because it has more spare processing power and memory than personal-scale implants.

For some reason (Spooky psionics foresight and etc.) Ghosts tend to be in their Primary Hosts when the Primary Host dies, because without their first home they get lonely.

And that's the gist of the 'hivemind'. It's not really a hivemind at all, however it provides all of the communications benefits that one does and because everything that goes through The Hub gets saved (unless it's a bad memory...because we don't want the corrupt Memor situation) it provides the memory-sharing that one does to. (people can access any memories that have been approved for sharing that exist in The Hub)

As of its current state, there is no loyalty assurance, but Dr. Kaharr is sure that with research he could make a program, or enlist the assistance of some of the Ghosts that live in The Hub, to analyze communications going on and see if anything seditious is being plotted.
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>>30195218
Nice!
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Rolled 41, 55, 100, 78, 11 = 285

>>30195278
God I can't belief I forgot parts of this...
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I'll vote for Psiborg Scientists (Think Tank) in a vault in a research compound!

http://pastebin.com/GPrEWG5c
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>>30195226
>>30195278
>>30195307
So let me get this straight:
1. Think Tank scientist with Scientist Hero
2. Robot and Borg assimilation specialty with psionic capabiity
3. Hiivemind telepathics

That's not even all of it if I'm reading this correctly.
Voting this!
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Rolled 32, 29, 34, 64, 91 = 250

>>30195307
hm...for fluff purposes I am willing to allow bonuses, but you have an awful lot over the initial speciality. Bonuses can only do so much so lets see here...
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>>30195373
I prefer the Mutant insect/cockroach people idea, so i'll lay my vote with them
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Rolled 47

>>30195390
Scale back his ideas to being fledgling psions with shoddy augments to allow a weak connection to the ghosts. Gives us the basis to get form point A to B if we really want to try, and is more on level with your power cap. As always this can be adjusted.
>>
If we get to have borgs and hivemind, I'll go with the vault idea
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>>30195218
not the same ones but there are other kinds of parasitoids that once inside their host they will secrete hormones directly into the hosts hemolymph (insect blood) to take advantage of the immune response. An insects natural reaction to something foreign is to sequester it like a clam makes a pearl around a grain of sand or something. The parasite would normally suffocate inside the shell but parasitic wasps get around this by injecting a virus into the caterpillar at the time of egg laying, that basically just flicks the off switch on the immune response but other things will let out hormones so that the host will grow new trachea that go into the shell to supply the parasite with oxygen. that is like if you got a parasite, and your body responded by covering it in scar tissue (something that can happen) and the parasite secreted hormones to make your body grow new blood vessels into the scar tissue to supply it with a steady stream of fresh blood, so if can quietly grow fat off of your blood without doing anything, and your body thinks its doing a great job of dealing with the problem
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Rolled 24

>>30195567
From what I understand it's a bunch of psionic people who make psionic-mechanical interfaces which store the "soul" of a user on death, so that their future generations can still have their skills.
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>>30195663
Which is very similar to how we played the Memor, our first hivemind race, except their hivemind was suceptible to internal corruption while this one has specific countermeasures.

Also the ghost acts as it's own independant and sentient being, sort of like your own clone.
>>
>>30195621
there are also twisted wing parasites that will live their entire life inside a host, the ones I know about do it in bees. they grow inside the bee without killing it, and the bee just gets extra fat and doesn't notice anything, once sexual maturity is reached the males leave their bee hosts, while the females just stab a portion of their abdomen out of the side of the bee. The male will copulate with the female while it is still inside the bee. then the female will then carry its children in its womb for a while. eventually the larvae will wait until the host bee is back at the hive, how it does this no one knows, before it eats its way out of its mother and then out of the bee, before finding another bee to start all over with.
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>>30195621
no one wants to play mutant insects from hell yet? this can all work as fluff by the way
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>>30195789
Actually I'm all for it. You're really fluffing it out and the Vault thing can wait until the guy who made it actually gets here.

It's got a big backing of votes anyway.
>>
I vote for bugs
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Rolled 30

>>30195716
This one is just as weak in some ways. We rely on the fact that the ghosts aren't betraying us, which if Genie wanted to do a sub plot there he could do it quite easily, and we wouldn't have EXPLOSIONS! To save us this time.
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>>30195789
The more you say the more i do. I forgot how much insects can do.
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>>30195789
aphids do some jacked up stuff too, like they can reproduce asexually to make a colony, and then sexually when they want to make a new colony. or they can choose to give birth to aphids with wings so that the colony can migrate. or some of them can release plant hormones, forcing a host plant to grow them a house, and in some instances dispose of their waste at the same time.
>>
Rolled 56, 35, 80, 79, 7 = 257

>>30195390
Alright

As a reward for awhile back when a certain secret was figured out I will give when it comes to the ghost personalities just be aware that stuff will still be pretty crude.

Borg classic I will allow advanced
Bioborg will be basic(which on itself is quite the feat)
integration/interface is granted as specialty for the think tank option. So I can't mess with it. However this is NOT granted to any of the others so you wont gain the specialty bonus to them.
Psi-tech is granted but it will be crude.

The Hub shall be allowed in exchange however you will NOT start with an AI option(basically it got gutted to help provide the more...difficult elements required not to mention certain REDACTED reasons)

Military bonus will not be granted as paramilitary origin was not included allowing hybridization. If it is voted for I will allow it meanwhile you do not have access to military tier equipment you do however have advanced stock due to your think tank origins. Anything beyond that I wont say.


So...yeah coming up with good fluff REALLY fucking helps. I mean goddamn.
>>
>>30195850
they can also produce sterile warrior casts when they need to as well
>>
>>30195278
>>30195390
the hub should limit the radius where telepathy and ghosts are able to function

considering that everybody needs an implant, resource consumption would also be very high

Being able to convince a ghost to move to another host should be difficult, and is only possible for hero-type characters or in order to create hero-type characters.

Once Dr. Kaharr dies, technology takes a huge penalty. It is not possible to have Dr. Kaharr's ghost switch host.

Is this enough balancing?
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>>30195824
https://archive.foolz.us/tg/thread/28772395
Heh, that anon had a whole lengthy debate probing Genie for all weaknesses and countering them with aditional fluff.

But from the way things look, it looks like we're going to be doing bug people which is great and Raxis is really doing a good job elaborating.
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>>30195850
>aphids
Are bad ass.
>>
Rolled 25

>>30195897
I was never really involved with any of the old genie quests. I just lurked from about halfway through the Memor to now. I do remember a good bit of our failures and earnings though.
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Rolled 52

>>30195954
Learnings. Mistyped, sorry
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>>30195855
yikes that too a little while having to go over it all again.

Alright vote counting time
2 survivor
3 mutant Bugs
1 megacorp
1 paramilitary
1 robot
3 Think Tank
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so yea Genetics lab tries to create a super pest predator to keep all pest levels down. fall happens, things go sideways. pests and predators interbreed, radiation does the rest. we can reproduce faster than the blink of an eye with the ability to add or remove various features as necessary. reproductive options, include asexual, sexual, parasitic. we is good at the bio warfare, viruses, hormones, pheromones. +1 to infiltration/trickery/mindgames. we can force trees to grow into castles, given enough time. and we want to collect all the essence on the planet.

someone help me thing of specifics, like company that started us and what not.
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>>30196021
DENIED

Unless mutation is burned to counter mutant reproductive penalty I will NOT allow it. As for all the other stuff...you only get to start with one mutation. The other stuff has to be acquired.
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>>30196021
essence collection can be an urge, like a vampires need to feed. we were started by umbra corp before shit went awry. we curse our form and inability to peacefully coexist with many other lifeforms, for this reason we want to get back at umbra corp. (I haven't done this long, someone else can make this fit the lore better)
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>>30196003
Let's do Mutant Bugs.

Maybe when this quest goes on, incredibly smartanon will see it and come back for the next one which hopefully will be thinktank.
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>>30196058
we can reproduce at normal/ close to normal speeds if that is a game breaker, im just throwing everything i can think of against the wall to see what will stick.
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>>30196058
Seriously though mutants suffer a number of issues to make up for how nasty they can be. Even IF you used up your base mutation to counter breeding penalty tht will still put you roughly on the level of a human. It would take a whole lot more mutations from there to go to what your after. More sounds like you are trying to do Brood.

>>30196084
At the moment mutant bugs are not looking too as see above >>30196058 and above.
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>>30196021
Have you guys ever read 'Ortho's brood'? I was thinking maybe something like that; cold war paranoid super scientist makes insect/human hybrids to try live out the radioactive fallout and nuclear devastation.

Then ironically when no cold war happens, all the bug people get kept underground (too expensive to throw away - true story with many useless transgenic animals) till the actuall apocalypse sets them free.
>>
>>30196021
That's what we try for. I say we went into hibernation for way to long and lost some of our abilities from it.
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>>30196003

Going with Think Tank.

Mutant bugs are too all over the place, write everything down into a cohesive unit, not piecemeal posts.
>>
>>30196021
>>30196058
Being able to mutate as well as having a starter pack of mutations just makes them flat out better than mutants. Allow them to add or remove traits, but make unlocking new mutations VERY difficult to do.

They are completely unable to speak to humanoids, and cannot make weapons or armor.

radiation should make their base constitution weak? Many of them are born sterile, and diseases are a major problem.
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>>30196101
also don't forget that each type of reproduction has a drawback. asexual reproduction might as well be progressive inbreeding, thus spreading undesirable traits and weaknesses to many individuals. we could combine sexual and parasitic reproduction into one, saying that sexual reproduction, requires hormonal input of a host, without which it fails. Thus if we want to reproduce too quickly it will make us unstable, and to reproduce sexually requires unfortunate hosts, something at a premium in post apocoliptia.
>>
>>30196101
The problem is your first anon to show up who understands just how powerful mutants can be...but they wont EVER start that way.


Which is why the bug mutants are DENIED. Look at the rules damn it and even with fluff bonuses can only do so much.

>>30196170
Mutant rules ALSO serve as a base for non humanoids.
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>>30196184
basically if you tell me what you think its OP I will work with you to make up sensible pitfalls.
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>>30196170
negative mutations are also limited. As if I just allowed it things would get CRAZY. I had posted about negative mutations before. Basically you can pick one up to either enhance or possibly allow a good mutation.

basically MUTANTS DO NOT START WITH EXTRA NEGATIVES BEYOND THE ORIGINAL BASE. When they start out from there yeah you can do whatever try and get whatever. Plus mutants are noted to be unusually hardy as stated in the base stats.
>>
>>30196280
I will however concede that you may take ONE extra negative mutation in the beginning in exchange for either a powered up mutation or an extra mutation of your choice.

>>30196214
Look at what I had posted. Mutants are meant to be rather simple in the beginning otherwise they will end up too op and or complicated. Pay attention to the base rules when you try to come up with crap they serve as a guideline.
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>>30196280
sorry forgot the mutant rules since yesterday, and i got myself hyped up with all my typing.

say for pop penalty, we start out only being able to reproduce parasitically, so we need victims to grow, make diplomacy less than easy. We start with claws and gnashing teethy goodness, and we are need to collect genetic info from other living things to attempt to make mutagens, in order to evolve.
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>>30196326
So while i will give credit for the good idea I will NOT concede on it using a mutant base according to the rules. As while it may be some form of mutant it does NOT qualified for it to count as such. I could allow it as a suggestive faction but that will be the limit.

>>30196329
You may ONLY start with ONE mutation I will however concede on the parasitic nature for pop penalty thats pretty good I will admit.
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>>30196197
Reporting in!
Think tank>>30196394
>>
>>30196394
does the parasitic nature count as the the one mutation, or are we starting off of a humanoid model, making the claws and gnashing teethy goodness a second mutation?
>>
SO we're some 80 odd posts in and haven't even gotten a starting race set yet. I'm pretty sure a lot of the anons have been scared off by now as well.

Can we just get on with it?
>>
>>30196449
Nah I will allow the parasitic mutation to count as the pop penalty explanation cause it was pretty good normally I just use a breeding excuse.

>>30196440
Think Tank is now locked.
>>
>>30196463
this is pretty much what happened yesterday and we ended up with something basic, today I would rather negotiate for 3hours and get something amusing
>>
>>30196500
>Think Tank is now locked.
Doh!
next time...
>>
>>30196500
HQ locked Research Complex(according to fluff).
Homeground Locked Vault(according to fluff)
Hero Locked Mad Scientist(according to fluff)

Votes required for terrain.
>>
I see nothing wrong with learning and trying for something new. But yeah lets get this started.
>>
>>30196535
Don't forget guys, fluffing up setting will also possibly grant bonuses
>>
>>30196535
Mountain, or Clifface, where else you gonna hide a vault for it to survive dem nukes
>>
>>30196500
I'm only going think tank because as we learned with the bandits, no tech background really means NO tech background.
>>
>>30196535
Mountains.
>>
>>30196519
Sorry bro I really like your fluff, just because we dissent pick them does not mean they can't be cannon.
>>
>>30196535
Dr. Kaharr

Bonus SCIENCE!
Bonus Research(Specialty Interface)

This is MADNESS- Allows one action to be converted to MAD
Ghost in the Machine- Anything can be hacked even psionics

Free Research action
>>
>>30196535
You should probably pastebin all viable race options, QM. Require all suggested races to do the same, and if they HAVE to post here, only post the ingame bonuses and descriptors.

voting for island or peninsula.
>>
File: 1392247635987.jpg-(7 KB, 284x177, ruined london.jpg)
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>>30196535
Urban ruins, emerging from our vault secreted in/under the fairly sturdy structures of the cities tube transport/underground/metro infrastructure into the wider ruined world.
>>
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>>30196560
>>30196590
Mountains work

>>30196552
An example of a fluffed up setting that an anon made earlier (also mountainous)
>Modalvania
>A land perpetually basked in darkness, where the sun doesn't shine, and the gnarled trees are bear and what grey leaves they spawn are forever tossed in the wind to fly by crows, where black mountains and crags dotted with ancient castles and secluded towns and forts
>It is a land not so far away that the cold winds of (red army russia esque land) still find a home each winter
>Here is the epitome of the battle of good and evil, with the Church, Government factions, and Corporations like Aduro (and others) taking a. Segregated but connected in purpose to bring light to the dark, like nails on a cross.
>On the otherside, pirates and brigands have shipwreck coves in the bay, and creep up the river to meet with bandits and highwaymen. Cultist and their dark gods with more sinister motives. Greedy corporations testing new and dark weapons.


>And there are other more independant factions. Scientists creating all sorts of monstrosities, in the same path as the legendary Dr Volk or Dr Steinfrank. >Even rumors of another potent scientist trying to perfect his spider creations, with an entire new forrest white with web all year round. Strange ferociaus mutants that are perported to change into wolves,white mutants who take residence in old castles and have a thing for blood, you get the picuture
>Not even mentioning the undead
>Witches and warlocks galore, but so are the churches inquisitors, paladins, all ready to spark angry mobs

>In the center of it all a great tavern town in the middle where everyone comes to meet, trade, and employ, and sometimes assasinate.

Moderate monster presence here, but it's a place fleshbeasts don't like for some reason. Ghouls and zombies are in equal number, but still not the driving force either. It's truly the humans and weird castle dwelling mutants factions here who take the field.
>>
Heyyy, cool I got here in time. Let's do this.
>>
>>30196519
Try to compile your suggestion into a more coherent and balanced race.

The concept is nice, but kinda OP.

My suggestion is that the base race is a humanoid-predator race, and they keep mini-ecosystems containing each insect. If you can keep the insects alive long enough to research gene mods, you can unlock their mutations.
>>
>>30196535

>Mountains
>Specifics: Rockies

Many a Vault and underground lab were stationed in the remote parts of the Rocky Mountains, rumours abound even mention government hideouts. The dense and distant mountainous regions created for incredibly hard travel, fickle weather conditions during cold weather months, but ample privacy and seclusion.

Radiation was at a low within the region due to the lack of major civilization, despite this the weather has done a number on the mountains themselves. Acidic rain pulled through via previous weather routes balded many of the mountains and continues to mold them. The water supplies have been tampered by the run off and the local small populations have begun to see the adverse affects of such, even all these years.
>>
>>30196560

You're going to go crazy when you find out about broods. Clora'Zel (mentioned at the end of the last thread) would make 'Nids because the new codex is baad shit themselves.
>>
>>30196653
By the way your idea won now we are just waiting for terrain.
>>
>>30196671
Ill work on it an come back next time.
>>
>>30196711
Hey it's you, now it's a party and we'll get shit done
I wonder whatever happened to those ubermutants tho

>>30196729
Please do, I'd love to play them as well
>>
>>30196640
>gnarled trees are bear
Fucking BEAR TREES? That's brutal!
>>
>>30196535
Our vault is hidden under a pre fall ski resort, it was a playground for the rich and the famous, nobody questioned when the high tech machines, tools and other hardware were brought in to build the vault.
>>
>>30196759
Considering the setting, that is entirely possible and I'd love to see that.
>>
>>30196684

This setting is on "not Earth".

By the way, we're going to have to play super-sneaky with Vault 101, guys. Enslaved proxy forces errwhere.

http://pastebin.com/pZaeE8w3
Here's something I wrote up about tactics we might use and etc.
>>
>>30196759
Well, if they can attract bees to live on them, you basically cut out the middle man...
>>
>>30196684
>>30196768

These two together would work.

The potential for some outpost being on the remnants of the ski resort right outside our bolted down doors is neat too.
>>
>>30196744

They got lost somewhere between physics class, calculus, and circuit analysis...sorry :(
>>
>>30196784
Oh I know I'm just using it more or less as a name for the sake of names, and to give people a better idea of what the mountains would be like in relation to a real world example.
>>
>>30196768
This was the perfect location as it was completely empty 9 months of the year. Not only that but the tourists provided a quick and easy means to hide the costs.
>>
>>30196790
I can second that
>>
>>30196804
That feel, except with me its calc, physics, cell biology, and research, I get to rip the brains out of fly maggots, turn it into soup, and then run tests to find out whats inside.
>>
>>30196790

I'll third.
>>
>>30196830
Well not only that, but you could probably massively pad your funding by offering to take some more money than sense rich people when the doom hits.
>>
>>30196853
4th
>>
Well it looks liek mountains are locked but the exact specifics have yet to be determined.
>>
>>30196768
you know we gonna get assaulted by working class zombies and mutants though
>>
>>30196885
Pretty sure we want the former Ski-Mountain resort with Government remnant bunkers dotted.

I hope this goes better than the last time we worked with mountains
>>
>>30196885

Well, we'd love to take maximum advantage of our relative hardiness over normal humans and we want it to be somewhere people won't poke their heads into too much so...it ought to be in some hellish locale.

I'll come up with something, and i'll probably post it immediately after things have been locked in.
>>
>>30196906
I told myself I would avoid snow, but I have Olympic fevor.
>>
>>30196921
Well wasteland terrain has yet to ever be chosen. Kinda funny considering as borgs you might ACTUALLY be able to pull it off.
>>
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>>30196896
>>30196951
They're coming.
>>
>>30196973
haha, we have got to actually try that sometime
>>
>>30196961

Hmm...this sounds like you're trying to lure us into something, but I'll bite. How about we're in a mountain range on the edges of a wasteland? (Underneath the former ski resort and etc. as mentioned before)
>>
>>30196784
>proxy forces

If we got lucky and got what this suggested, >>30196790 that would be a perfect front that would hide away the truer secrets of the ski resort. That sounds pretty awesome.
>>
Rolled 73

>>30196992
Seconding this. Let's see if we can pull of the trick where we found the psionic crystals as the Memors again.
>>
I hope we get to do something like self replicating Borg Spiders and Borg Spider Tanks and Behemoths again.
>>
>>30197010

Honestly I originally wanted it buried inside a mountain tunnel complex because seriously fuck being found.
>>
>>30197042
>>30196992

I'll third. Maybe it's a ski resort INSIDE a mountain to please those rich people more?
>>
Rolled 24, 25, 43, 53, 11 = 156

Regional Stats

Banditry:Very Low
Density: Very High
Monsters: OVERWHELMING
Zombies: Low
REDACTED: Very High

Downloading history files now.

Located in Pre Fall Ski Resort initial scans indicate the presence overwhelming presence of monsters despite this this area is highly populated in factions yet bizarrely low in groups that prey upon them. Zombie contagions have been identified but numbers indicate that their low despite the insane number of monsters everyone is somehow hanging on.

Caution is advised.

Turn 1
>>>>>A. Scavenge for food
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
0 resource points

Population: 250
Food: Low
Water: Low
Fuel: Scarce
Armaments: Scarce
Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
Weapons:
Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
Materials: Robotics(good quality)
Defenses: Vault Access.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 62

>>30197044
We would probably end up having volunteer ghosts implanted into power armor and tanks with or without drivers if we did that sort of research chain.
>>30197048
This would bring about a lot of danger from a one on anything to do with resources and us not having resources.
>>
>>30197048
I always believed in hide in plain sight, And ski troopers. So fucking fast.
>>
Rolled 52

>>30197094
Exact details on mountainous terrain is still in debate suffice to say your in the mountains located under a ski resort. Everything else is still up in the air. rPenves here.
>>
Rolled 63

>>30197094

>Basic 1
Explore our facility!

>Science
Look and see what exactly we have in all our labs...make sure there's no equipment in there we didn't notice before. (Kaharr, obviously)
>>
Rolled 66

>>30197176
Seconded
>>
Rolled 24

>>30197094
Action 1
Scout out our vault

Research (free)
Blueprint anything we have on paper, digitally, etched into walls, be insane with the different methods. We are a think tank, we need backed up basic data.
>>
Rolled 61

>>30197094
>>>>>D. Research technology. something to do with being able to grow our own food.

dont wanna scavenge for everything with monsters everywhere
>>
Rolled 6

>>30197094
>>>>>>D. Research technology.

Fuck scavenging, we can make better plants/seeds/etc., use that Mad Scientist, can't forget to make good use of our Hero units
>>
Rolled 60

>>30197176
Third with a roll
>>
>>30197174

Voting for being on the edge of/inside a wasteland.
>>
>>30197176
explore vault for action

>>30197198
this for research
>>
Rolled 56

>>30197201
>>30197198
We get a free research action from our hero FYI.
>>
Rolled 35

>>30197233

Ah. durr

Do this then, >>30197229
>>
>>30197201

You're thinking along biological lines...which we have some capabilities with, but not as much as standard mechanical enhancements.

Also, no resources to do research with yet.
>>
>>30197176

Fourth, we don't have any resources to do any research with yet.
>>
>>30197229
remembering yesterday when our robot compound was filled with things that may have wanted to kill us
>>
Rolled 84

>>30197176
yup
>>
Rolled 80

>>30197176
Our forces upon exploring our facilities have found...nothing(that is what you get when you start off with everything already checked out in fluff muwahah).

Research has been denied due to no resources.

Turn 2
>>>>>A. Scavenge for food
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
0 resource points

Population: 250
Food: Low
Water: Low
Fuel: Scarce
Armaments: Scarce
Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
Weapons: Pistols. SMGs(limited). Batons.
Armor: security vests(limited). Full body armor(rare).
Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
Materials: Robotics(good quality)
Defenses: Vault Access.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 77

>>30197256
I almost forgot about this.

Genie lets you use an action on research, but if you don't have resources you won't get anywhere.
>>
Rolled 18

>>30197299
>>>>>>F. Scavenge for raw materials.

Alright then, looks like we need some resources.
>>
Rolled 76

>>30197299
F. Scavenge for raw materials.
>>
Rolled 29

>>30197299

>Basic 1
Go scouting immediately outside our facility...carefully, because there are monsters errwhere. Opportunistically bring back supplies if any are out there, but be wary of traps.
>>
Rolled 83

>>30197299
("free" research aint free)

>>>>>F. Scavenge for raw materials.
>>
>>30197340
Seconded.

Given our high research AND general love of borg and robots, i can imagine that resources will be a major priority.
>>
Rolled 31

>>30197299
Check out the door and look for possible breaches. If none were found last time then send a scout party into THE UNKOWN. Also, if we have camera feeds then look through them. Can we also ask our Resident Super Scientist his goals and what he requires from us?
>>
Rolled 51

>>30197340
>>30197361
>>30197376
The safest course of action would be "scout for materials", which would also make sure we aren't ambushed.

Once we've confirmed a place and it's saftey, then we can scavenge in earnest. But honestly, I'll back this if that's what we want.
>>
at least we already have a hydroponics lab, fingers crossed its a hop and a skip to farming
>>
Rolled 31

>>30197410
>>30197376
>>30197417


Oh noo, all the fresh blood wants to go scavenging in hordes of monsters w/o scouting first! Noooooo...

I'll support this line of action.
>>
Rolled 88

>>30197417

I, probably wrongly, assumed that a resource heavy dependent society would have a mine shaft or something similar to extract resources from.
>>
Rolled 83

>>30197299
The whole vault is firmly under our control?
If so
>basic1: scout out the front door, gather any data on monsters.
>research1: put some energy into learning how to work with limited resources.
>>
>>30197457
>The whole vault is firmly under our control?
Nope, we're never that lucky.

It usually takes at least 4 threads of fighting/dimplomancing our way to controlling the vault or settlement, and then we can actually start doing stuff with other communities.

Mostly defending ourselves.
>>
>>30197452
just realized that we have to go outside to scavenge for mats. Changing my vote to scout around the base and where ever we plan to look for mats
>>
Rolled 68

>>30197388
Its a free action doesn't mean you don't need no resources. heh.

>>30197410
All I know about him(and according to his maker) he has a major grudge against Dr. Volk.

>>30197340
Our forces attempted to get some resources. They brought some back but were attacked by the ludicrously large monster presence.

Video feeds indicate that our forces were quickly detected and torn into despite limiting their movement to the ski resort. Most of the damage was caused by monsters.

lost 5 guys.
Acquired 1 resource point.

Turn 2
>>>>>A. Scavenge for food
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
0 resource points

Population: 250
Food: Low
Water: Low
Fuel: Scarce
Armaments: Scarce
Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
Weapons: Pistols. SMGs(limited). Batons.
Armor: security vests(limited). Full body armor(rare).
Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
Materials: Cyborg parts(Advanced)
Defenses: Vault Access.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 38

>>30197506
:( too late

>scout for safe routes through and around monster presence
>research a renewable food source
>>
>>30197506
Ah the feel of leaping into the water and finding it's full of urchins.

I'd say we scout out for hidden paths or relatively safe routes our scouts can take and move through the monsters, backup routes and escapes and such.
>>
Rolled 70

>>30197506

>Basic 1
Capture some monsters for experimentation. (only our hardiest cyborgs/bioborgs with security training should go out, by the way).

>Research
Invest some work into adapting our implants so we can influence or control local monsters.
>>
>>30197551
>>30197563
Seconded
>>
Rolled 79

>>30197476

I had thought the whole point of our specific vault was it was enclosed so that wouldn't be quite as much of an issue. Instead it is the ridiculous monsters outside and around us.

>>30197506

Poor guys.

>>>>>E. Explore in a direction/something.
>Specific: Outside Ski Resort

Need to find out our immediate surroundings, might as well set up a little outpost is possible.

>Free Research
>More efficient renewable food resource
>>
Rolled 23

>>30197551
Rolling
>>
Rolled 74

>>30197570
This, once we have robo monster servitors, we'll be alot safer.
>>
Rolled 73

>>30197506

He has a huge grudge/competition complex against Volk though who knows who really sent those assassins?.

The rest I left a blank slate so you could spin your tales.
>>
Have we scouted the vault.
>>
Rolled 8

>>30197551
Backing this
>>
Rolled 19

>>30197624
We need to scout it 1 more time then explore it
>>
Rolled 77

>>30197624

Yup, nothing was to be found...but it was on a poor roll so there's still god-knows-what in here.

I did say that some of the labs were shutdown and that there were psi-corp agents in the population...who knows what could be in here.
>>
>>30197635
if our rolls keep heading in this direction this will end like yesterdays thread, quadruple 1's
>>
>>30197674
Dice change a boon into a windfall, but good planning it at the heart of everything.
>>
Rolled 19

>>30197551
Our forces attempted to scout for safe routes through and around the monster presence...which didn't work at all. Considering the monsters were fucking EVERYWHERE.

lost 15 troops.

Research into food sources has commenced.
We now are out of resources.

Turn 3
>>>>>A. Scavenge for food
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
0 resource points

Population: 220
Food: Low
Water: Low
Fuel: Scarce
Armaments: Scarce
Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
Weapons: Pistols. SMGs(limited). Batons.
Armor: security vests(limited). Full body armor(rare).
Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
Materials: Cyborg parts(Advanced)
Defenses: Vault Access.
Power: Geothermal/ Nuclear Reactor
>>
Rolled 35

>>30197674
Yeah.
>>30197713
As he said planing is our main target.
>>
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>>30197646
>>30197652
I'm not entirely sure how big the vault is, but if it's anything like the base that was given to the bandits, it's big and composed of several factions in individual subsections.

See pic, this is a map of the base we started in during the bandit quest.
The blue color was us.

The little dot marked in red was a large fortress which held several hundred of us and was our intitial starting place. All the other colors are factions.

It took us a while to get that under control before we could even consider using a map for the island that base was on.
>>
Rolled 100

>>30197737

Alright then FUCK going outside.

>>>>>E. Explore in a direction/something.
>Specific: Explore Vault
>Directive: Renewable Resources; mine shafts, Gas veins, mineral deposits

There has to be something within a more obtainable reach for a society that has been living thus far in the Vault.
>>
Rolled 73

>>30197737

Woot for no resources...reminds me of a certain megacorp.

Anyway, we should lay low for a while so the monsters chill out. They're probably just waiting outside our gates for the next nearly unarmed meal to come around.

>Basic 1
Look around the base/labs for anything we might've forgotten and can salvage...also look for secret corridors and stuff.
>>
well crap we got no resource for researcher and we can't explore. Cannibalize parts?
>>
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>>30197796
Ah good, our first catch of the day.
>>
Rolled 51

>>30197624
The vault is secured but there are sections of the research complex that has been compromised and is under lockdown.


Alert Alert
Monster presence has begun to pick up around our location. We have sighted some...unusual groups moving amongst them. It seems that the monsters are after something.

WARNING
Zombie horde detected
WARNING

Zombies are advancing upon the ski resort in mass.
>>
>>30197748
I think we need to stop and discuss what we should do considering that there are monsters everywhere outside and we have already lost like 30 guys for no benefit.

>>30197796
Oh snap, we may find a suprise resource source
>>
>>30197781

Well, after this: >>30197796

We shouldn't have to worry.

TURN OFF YOUR DICE PLEASE EVERYONE.
>>
Rolled 74

>>30197796
aww...crap.
>>
>>30197737
We are not going to find a "safe road" so

>scout vault try to map out the facility and list what infrastructure we have access to
>Mad science: continue working on food production without resources
>>
>>30197826
I hope our door will hold out.
>>
>>30197796
That roll.
>>
Hey guys, just a reminder...Think Tanks are EXTREMELY valuable targets, and as such they were VERY well hidden. We might be able to weather this zombie horde and monster movement by just staying put.

Still might want to devote an action to covering up any tracks we left in our immediate vicinity though.
>>
>>30197866
Well hopefully they will fight each other considering that the zombies are advancing on the location of the monsters as well.
>>
>>30197896

Yeah I think with that 100 up there we should just turtle it up for a bit. Build up our tech so we can mind dominate the things outside, forget going out there, they can fight it out themselves.
>>
>>30197853
I meant to roll but>>30197796
>>
>>30197939
Trouble has a habbit of finding us even if we do stay hidden.

Particularly in the instance of underground tunnels.

And Isolatoinist policy also has the disadvantage of not being able to see the shitstorm that's always building up somewhere and is aimed at us, but trying to avoid hostilities at any cost is always a good plan.
>>
>>30197939
No matter the tech we gain we will never "dominate", we need resources and even then we barely stand a chance.
>>
>>30197939

I'd prefer something with less psionic-signature than mind domination. How about implants in the monsters and a distributed (and very well hidden) network to relay signals from The Hub so that the transmission implants in the monster don't have to be big and obvious and broadcast loudly for anyone to hear?
>>
Can't we just close the vault an weather out the horde?
>>
Rolled 30

>>30197796
Vault has been...utterly explored. As in we found some old blue prints, plans, and even some previously 'lost' materials. We then used this info in a separate force to explore our vault.

Discovered

Magma pockets
Ore veins
Aquifer
Fuel Deposits
Advanced recycling center
Waste Dumps

Nearby mining operations...some of them are not as quiet as they should be.

WARNING we have indentified no less then 5 accesses to and from our position.

Primary
Vault Access door located in the ski resort
Elevator shaft connecting all our levels together.
Maintenance shafts, pathways ect.

REDACTED UNCOVERED
An underground railway system has been detected that...connects our facilities to other unknown locations.

Secret Tunnels detected. Some seemingly lead to the surface while others go deeper underground.

Turn 4
>>>>>A. Scavenge for food
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
0 resource points

Population: 220
Food: Low
Water: Low
Fuel: Scarce
Armaments: Scarce
Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
Weapons: Pistols. SMGs(limited). Batons.
Armor: security vests(limited). Full body armor(rare).
Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
Materials: Cyborg parts(Advanced)
Defenses: Vault Access.
Power: Geothermal/ Nuclear Reactor
>>
>>30197997
No, they will just tunnel up from under us.
>>
>>30198003

Fuck, tunnels!

Did we get any resources out of that? How about materials? What materials do we have stocked up?
>>
>>30197993
How about we work at lobotomise the monsters, borg them up and make them really susceptible to telepathic suggestion, so they only need to have one of our psionic guys nearby to do our will?
>>
Rolled 68

>>30198032
The vault was heavily gone over already the only thing we found was some hidden components in the armory and lots of advanced spare parts.

Acquired
Stash Military Surplus

Yet more fucking parts.
Odd Crystal packet.
>>
>>30198003
I hate to ask again, but map pls?
>>
>>30198003

How close are all these facilities to us? Could we cart stuff from the waste dump to the advanced recycling center to get anything useful out of the trash?

How large are these facilities? I'm voting for exploring them before we utilize them.

>>30198041
Aah...with how the monsters have been acting, being really susceptible to telepathic suggestion probably isn't a good idea. I was going for something that allowed them to act autonomously (see: not suspiciously) most of the time, and allow us to surreptitiously (and seemingly naturally because they would be mostly following their own instincts) position them where we need them to be.

>>30198082
Odd Crystal Packet? Like those things that you dump in water and they grow? Let's do it! Good morale boost!
>>
>>30198003
Fuck. Fuck. Fuck. We need to go on lockdown.

>improve base: try to secure our new gains, and address the FUCKING 5 openings to our base.

>research: food.
>>
Rolled 49

>>30198003
joining a bit late. if you don't mind.
F. I'd like to research more into food production
>>
>>30198041

Having the implants have a "hijack" option that can be activated by a secret code only we know (or that you need a ghost to unlock) would be a good idea.
>>
>>30198138
Got my vote.
>>
>>30198150
>>30198138

No resources.
>>
Rolled 77

>>30198138
Fuck forgot to roll.
>>
>>30198138
Third this
>>
>>30198138
>>30198171
And my ax. I mean vote
>>
>>30198138
Can you clarify how we are to adress these openings?

If you mean having scouts and surveillance to watch for an incoming enemies I agree, but I doubt we have the resources or manpower to do anything permanent at the moment.
>>
Rolled 63

>>30198003
>>>>>C. Try to improve weapons.
>Specific: Stable and long term "knock out" weapons for retrieval of "monsters" and other outside forces for future research(Possible but not limited to high impact concussion, drugs)
>Use: Hidden Military Stash: Attempt to retrofit these and/or cannibalize a smaller portion to build new tech in lieu of proper resources

Also, set up a patrol now, primary locations being elevator shaft, maintenance, and Vault Access, the heaviest being on the latter, make sure their Ghosts are tapped into the live stream of the going ons outside, lock down primary door during monster/zombie horde.
>>
Rolled 52

>>30198187
I was waiting to see if people agreed before rolling.
>>
>>30198003
plus possibly a hard coded FOF system from the implants so they are incapable of attacking us, maybe set to only attack zombies and monsters.
>>
File: 1392252126602.png-(11 KB, 1352x556, Vault 11.png)
11 KB
11 KB PNG
Rolled 20

>>30198106
here

>>30198119
They are fairly close we know of their existence but not exactly where they are.

You could indeed.

>>30198138
Needs rolls.
>>
>>30198248
Oops, meant to reply to >>30198159
>>
Rolled 34

>>30198232

I agree with setting up patrols, but we have no resources so I don't know what people are thinking we can 'do'.

If setting up patrols doesn't require an action, then we should explore our new facilities and go through our new supplies (that military stash especially..it'll probably reduce our casualties massively) to see what we got.

>Basic 1
Go through our new facilities and supplies (mostly that military stash) and see what we got.
>>
Rolled 80

>>30198228
Seeing as we have psudo-hivemind that should be the first way, a security system or video cameras(which may be in place from pre fall and hack able) than basic traps and patrols.
>>
Rolled 85

>>30198278

I'm of the opinion we need to address the immediate threat outside, before exploring our holdings further. However get a better idea of our new military stash seems a good idea.
>>
>>30198278
Perhaps open the supplies then explore the mining ops so we can A: possibly find resources or tools and B: don't get surprised by what's there whilst we are exploring the rest.
>>
Rolled 72

>>30198335
Outside can wait, I don't think we can handle outside anyways. We already lost 20 men to the monsters, and we can not afford any more.
>>
Rolled 28

>>30198335

Yeah, it's a risk...but right now we have nothing to work with and no chance of doing anything with what we currently have.

So let's look around and see if there's anything that'll let us acquire an advantage.

Also I really think that we should be well hidden enough to be okay with a moderate amount of searching. Who sees a ski resort and thinks "I bet there's a think tank in there?"
>>
Rolled 72

>>30198390

By outside I meant the immediate threat that is on our doorstep, i.e. the zombie horde and monsters converging on location. That needs to be addressed with proper action, such as lock down of primary access and set up of proper auxiliary team to deal with a possible breach
>>
Rolled 40

>>30198358
The mine is most important, but we were warned it was loud, we need to take that warning and build around the fact that we have a mine. Firstly by making sure that it is secure.
>>
Rolled 79

>>30198421

We have no confirmation that the zombie horde is coming down on us, and the monsters are just looking for...something.

Hopefully our door stays closed/hidden by default, but yes EDE if our doors aren't closed then close them.
>>
Rolled 85

>>30198421
>>30198390
Oh snap son! Linked 72's
>>
Rolled 57

>>30198278

Thirding this sentiment to break the gridlock.

Have teams shut our doors up top and such too.
>>
Rolled 67

>>30198138
We have...tried to address to the five openings. We knew of two of them but the other three are much more troublesome.

Maintenance shafts ect. As usual proved to be an eneromous pain in the ass to secure and our guys are doubtful they can. The elevator is covered as well as the primary access door.

The secret tunnel accesses and the railway our forces do not think they can hold. A few of our forces claimed to hear odd shuffling, moaning, and a strange buzz in the air.

When we tried to secure the railway entrances our forces sent there have failed to return.

lost 20 troops.

Secret tunnels are on lockdown.

Turn 5
>>>>>A. Scavenge for food
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
0 resource points

Population: 200
Food: Low
Water: Low
Fuel: Scarce
Armaments: Scarce
Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
Weapons: Pistols. SMGs(limited). Batons.
Armor: security vests(limited). Full body armor(rare).
Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
Materials: Cyborg parts(Advanced)
Defenses: Vault Access.
Power: Geothermal/ Nuclear Reactor
>>
>>30198468
You forget they have to be linked to EDE or an explicit action. Oh well. . .
>>
>>30198438
Well the way I see it, either we are already doomed because theres gonna be a zombie/monster horde going to come in and eat us that we can't deal with or we've got some time whilst they fight each other.

But the mines and tunnel are a immediate threat as they are already connected to us in a obvious way that bypasses most of our defenses. The mines have the advantage of additional potential tools and resources whilst the tunnels could be alot more engimatic but both need to be looked into soon.
>>
Rolled 9

>>30198481

Well, shit. Now whatever is in the railways knows we exist too.

>Basic 1
Explore our new facilities and supplies (especially that military stash). Assess the facilities' capabilities and catalog everything in the stashes.

(Cart some trash into the recycler too, if that'll be productive)
>>
>>30198481
we seem to be losing a lot of people

bunker down have massive orgy renew population

how do we get more peoples?
>>
Rolled 51

>>30198481
F
>>
Rolled 29

>>30198571

Slow, automatic growth. You can get passive improvements to the rate, but nothing can be actively done.
>>
Rolled 57

The primary access is secured. According to our sensors the monsters and zombies are duking it out...somehow the zombies seem to be winning against the OVERWHELMING odds and have taken the ski resort. After that they numbly wandered around aimlessly. Including strangely enough butting up against our door. Repeatedly almost as if they were confused...

Some of our guards have begun swearing that a few of the zombies act as if they know they're there despite the giant piece of metal and earth between. When we looked into it we merely found that the zombies were just doing the usual of staring dumbly at random shit while occasionally abruptly taking pause/swiftly turning their heads.

>>30198571
You really should read some of the older threads.
>>
>>30198481
Explore the nearby mining operations.
>>
>>30198599
I want too i just haven't had time since yesterday, your threads start pretty much as soon as i get home (not complaining in the least)
>>
Rolled 49

>>30198481
>>>>>G. Your choice

Get into that military surplus. And look into how many military supplied we've lost, that's 40 potentially armed men and we might have a battle on our doorstep soon. Need to figure out where our standing military is at.

Also, do we know for sure those 20 men are gone? Can their Ghosts still access the HUB in some way?

Further note, how does the food research go?
>>
Rolled 20

>>30198549
Hell no, the tunnels need to be avoided like the plague, lest we kick over a hornets nest we just can't handle. The game ending faction usually comes from underneath. I don't think we are using that 100 we got to its fullest at all. I am having a hard time grasping what we have and what we can do with it.
>>
>>30198620
Scout first or bad stuff will happen
>>
Rolled 93

>>30198481
>>30198566
We need some weapons soon.
>>
Rolled 92

>>30198599

Huh...looks like our vault has some sort of passive psionic defense field to me. Hmm, or a guardian angel that wants our tech badly.

>>30198566
I'll second.
>>
>>30198671
I thought that explore = scout, if not, could you explain the difference?
>>
Rolled 5

>>30198599

Those zeds are trying to come home. They are our downed forces and their Ghosts are still remotely attached to the HUB.

We need to severe ties with those Ghosts with a quickness, I don't know how zombie infections work entirely but I don't like the idea of a potential mind rotting outbreak because of loose ends.
>>
>>30198692

Scouting does a broad swathe sweep of an area and focuses on looking for threats.

Exploring means going over it with a fine toothed comb and turning over every leaf and etc. (it works even better if you state something you're searching for specifically)
>>
well seeing as how the zombies seem to beat the crap out of monsters i would hedge my bets on finding some way to negotiate with/ mind control the zombies, because if we succeed chances are we will get an army that is already in our tunnels to guard it, and we will be able to secure the front door as well.

maybe research the zombies "intuition" as to where we are, and then find a way to project psionic illusions, to lure them away from us/ into monsters
>>
>>30198711

Oh...that's really clever actually, if it's right. We really need failsafes that make our implants blow up ASAP.
>>
>>30198481
Scout with camera and from hiding places to see if there are any zombie leaders.

We need to address the fact that now that the tunnels below us are open that shit will start coming from there so we need to act accordingly and begin beefing up defenses.
>>
Rolled 92

>>30198599
>basic: unpack all of our newly acquired gear and take inventory of all of our possessions.

>research: keep working on food

I prefer zombies in charge of the ski resort than monsters, they tend to be easier to diplomacy than monsters.
>>
Rolled 88

>>30198711
You got a point we need to let the other ghost know and cut the line to them.
>>
>>30198727
just dont roll a 1 on the research and then another 1, causing us to succeed so well that we tear a hole into the warp and release hellspawn everywhere

i have to go for a couple hours, dont explode before then!
>>
>>30198727

Dabbling in psionics is a bad idea...trust us.
>>
Rolled 30

>>30198727
>>30198751
All my yes but next turn.
>>
Rolled 23

>>30198751
Shit messed up the roll my bad.
>>
>>30198725
Ah, in which case I change my vote to scouting the mining ops.
>>
>>30198771
At least in the sense of trying to psionically "control" or manipulate other beasts against their will.

Lest we forget the disaster of the Mind Control virus(es) that have all failed horrifically.
>>
>>30198727
Yes
>>
>>30198754
>>30198689
>>30198681
>>30198566

I think taking stock of new inventory (including facilities) is consensus.
>>
Rolled 54

>>30198771
Oh yes. Don't follow the Memor. I mean unless suicide is the goal, but seriously with psionics don't take leaps. Baby steps. Baby steps all the way.
>>
>>30198844
But you gotta admit, the Memor were pretty badass and fun as hell to play even to the very end.

We've never really tried crazy experiments on their scale since. . .I miss that.
>>
>>30198834
Indicate where we can move freely, where we are lacking in defense, and where there are known threats.
>>
>>30198844
Can we set a goal and work on it and not try to jump right to it? Like Super boom. Take 5 turns to work on it.
>>
>>30198889

We've never had the resources and lived long enough to do so. Hopefully if we can make it through the uber-tough beginning of this civ we can do it.
>>
Rolled 59

>>30198889
We do have mad science.... In fact...
ROLLING FOR MAD SCIENCE DOCTORS CHOICE EDITION!
>>
>>30198914
It's not the amount of turns in so much as it is the unforseen logical consequences.
>>
Rolled 22

>>30198889
You forget the bandits. They did some pretty wacky ass crazy shit.

>>30198834
The stash merely contained some military surplus arms and armor. Luckily ammo was included but that is even more limited then the equipment itself.

Acquired
GX 5 Rifles
Omicron Body Armor
Pulse Rounds
Pulse Grenades
Medi Gel packs

The rest of our facility meanwhile is nicely explored besides the Research Center where lockdowns are still in place. Unless we plan to crack those open complete exploration will be improbable to say the least.

Turn 5
>>>>>A. Scavenge for food
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
0 resource points

Population: 200
Food: Low
Water: Low
Fuel: Scarce
Armaments: Average
Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
Weapons: Pistols. SMGs(limited). Batons. Stash(limited)
Armor: security vests(limited). Full body armor(rare).
Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
Materials: Cyborg parts(Advanced)
Defenses: Vault Access.
Power: Geothermal/ Nuclear Reactor
>>
>>30198932

Well, but we don't have any resources. That's the problem.

If we had some zombies or monsters we could use some of our shitload of spare parts to experiment on them, but we don't and we can't get any until we improve our survivability.
>>
>>30198936
Fair. So more i want to have laser beam. But make sure there are safe guards in place. Other wise laser cuts people in half.
>>
Rolled 38

>>30198968

What do pulse rounds do?

>Basic 1
Cart some garbage from the waste dumps into the recycling center so we can get some resources and DO SOMETHING.
>>
>>30198968
Do we have the ammo to train with the weapons and still have some left over?
>>
>>30198980
If it's lasers you want later on we ought to get access to a trade caravan and see if we can't by some Aduro tech, they were the specialists at all things energy related.
>>
Rolled 53

>>30198968
>>>>>F. Scavenge for raw materials
>Specific: Within our explored and lock downed areas
>Possible: Reuse waste depot
>>
Rolled 97

>>30199003

I doubt it. We're not a military installation.

>>30199035

Seconding, dump anything that we can spare and will produce something useful into the recycling center!
>>
Rolled 79

>>30198968
Can we
>basic: try to hack the ski resort's basic technological functions, like camera's, fire alarms, and their robotic Zamboni that clears the ice on their skating rings?
>>
>>30199008
It was a example of how i should state research. To make sure If i want to do (Lasers). but need to make sure i say " i add safe guards to keep us from dieing."
>>
>>30199008
There's a lot of things we could ask for if we ever get a trade caravan contact.

Like "Dr. Claire's guide to Agriculture and Reproductive Health"
>>
>>30198481
>odd shuffling, moaning, and a strange buzz in the air
There could be bug infested zombies in our basement either that or the aforementioned broods.
>>
Rolled 31

>>30199095
Hoping we can get some ammo from recycled parts them. If we can't hit weapons will do us no good.
>>30199100
More info.
>>
Rolled 36

>>30198968
Also let's recycle the military gear, it's not enough to do us any good. we might have other things to recycle too.
>>
>>30199111
or

"Ramona's guide to armored warfare and the importance of scouting"

"Didrickson's guide to huntsmanship and tea brewing"

"Alexis guide to stealth ops and child rearing"

ect. ect.
>>
>>30199154

No, that's a bad idea. Just because it's not much doesn't mean we should get rid of it. You don't toss away your knife just because it won't do much against big things.
>>
Rolled 97

>>30199207
At least we should use recycle those waste dumps we found.
>>
Rolled 21

just waitan for consensus/rolls.
>>
Rolled 36

>>30199207
I agree don't dump the military gear especially since we just found out about how compromised or vault is.
>>
Rolled 91

>>30199242
I second this.
>>
>>30199111
>tfw remembering all those characters
Feels nostalgic

Wasn't there a proposed hero duo who were their children?
>>
>>30199242
>>30199148
>>30199095
>>30199035

4 for dumping stuff from the waste dump into the recycling center. (Not the military stuff though.)

Two 97s in there too.
>>
Rolled 26

>>30199366
I feel like we should get a static defense and hunker down and hide for a bit and watch the zombies hive leaders or mutants.
>>
Rolled 100

>>30199366
Wanted to know if we had ammo to train.
>>
>>30199417

Yeah we "totally didn't get them" as the bandits.
>>
Rolled 1

>>30199445
dam it post linked to the wrong thing>>30199366
>>
>>30199442

Damn.
>>
>>30199442
>>30199468

Well then.
>>
Rolled 34

lol then the one rebound. My 100 roll. O well think god it was on a question.
>>
>>30199242
this
>>
>>30199442
>>30199468
Not again Delim!
>>
>>30199502
It's on a question. it should be fine (i hope).
>>
Rolled 60

>>30199442
>>30199468
Not sure how I feel about this.
>>
>>30199502
>>30199518
It should be fine if it's discussion.
>>
Rolled 30

>>30199442
>>30199468
both were discussion thus do not count.

Still awaiting consensus.
>>
Rolled 39

>>30199418
That post. Need a roll?
>>
>>30199592
so do we have the ammo to train and have some left or no?

My vote is for "Dumping stuff from the waste dump into the recycling center. Not the military stuff though."
>>
Rolled 75

>>30199592
Looks like dumping waste into recycler.
>>
Rolled 10

>>30199637
i voted for this..i guess if stuff doesn't count if it doesn't roll i'll add my roll.
>>
Rolled 80

>>30199637
No. We have next to nil ammo. Down the line we may be able to break them down and make more, but that's about it.
>>
Rolled 60

>>30199689
Pretty much
>>
>>30199689
K. Wanted to make sure threw Hub. Just in case we could get like 20 people trained there use and keep something for fights.
>>
Rolled 18

>>30199756
hm so wednesdays are not all that great a day to run either. Interesting.
>>
Rolled 69

>>30199664
That will only provide a limited amount of resources anything else?
>>
>>30199863

Hmm...well how many cyborg parts do we have?
>>
Hub are you writing or is a consensus still needed to be reached?
>>
Rolled 15

>>30199840

I don't think that's the issue, there seems to be a general want to use the recycler/waste depot to re-purpose things into resources. Failing that, resources.
>>
>>30199100
>>30199863
and hack the cameras for info, If we can.
>>
Rolled 14

>>30199100
>>30199863
Maybe?
>>
>>30199863

Sacrifice a portion of our cyborg parts too I suppose, if that'll help. Only a small amount though, because that shit is hard to produce.
>>
Rolled 90

>>30199884

I wouldn't use those, might want them in the raw later for other purposes.

If we had known that we would only be managing limited resources on using the waste depot we probably would have reached a further consensus earlier.
>>
Rolled 50

>>30199887
waiting for consensus. If I ask about consensus it means anons need to speak up throw their support/rolls around. I don't write unless there is a consensus or an action got enough votes first.
>>
>>30199997

Well...how much is a limited amount of resources? Is it more than nothing?
>>
>>30199997
Hmm, well from what I gather we are desperate for resources but cannot go outside due to monster presence.

We attempted to go around and avoid them, but that didn't work.

Perhaps we could try again and thorooughly explore for a way or tactic around the monsters?
>>
>>30200070
I say we arm up and scout the tunnels.
>>
Rolled 8

>>30199997
I feel like hunkering down for a turn and building up while watching the zombies for a leader/hiver or mutant presence.

Actions: recycle that shit and watch zombies for leader.
>>
Rolled 64

>>30199997
Arm some dudes, Scout the nearby mining operations and their related unquietness.
>>
>>30200110

My second pick, after recycling, would be scouting/exploring the mines. Those are the most likely places to get resources.
>>
Rolled 86

>>30200127
As in shit I mean wastes
>>
>>30200110
Tunnels are nasty evil wicked things and have rarely ever rewarded us with good.

I'd rather we scraped up what little we can recycle, and then try working around the monster presence.

But if the mines are the only place left for resources, so be it.
>>
I vote recycling lmiited wastes and arming ourselves to scout for resources again.
Perhaps we can try distraction techniques, setting off grenades to lure them away from our men.
>>
Rolled 72

>>30200064
The recycler isn't Megacorp tier meaning that while it can provide some there is much to be desired.
>>
>>30200326
We are just getting rid of waste though. So what ever come out we can be happy with.

Also just putting this idea out there maybe we can take a zombie an modify it into a control zombie or something. Using zombies is always something that seems to work out as long as we go with caution.
>>
Rolled 89

>>30200469
We took our waste and begun recycling our waste.

3 resources acquired.

Trash is now completely tapped out.


>Turn 6
>>>>>>A. Scavenge for food
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>3 resource points
>Population: 200
>Food: Low
>Water: Low
>Fuel: Scarce
>Armaments: Average
>Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
>Weapons: Pistols. SMGs(limited). Batons. Stash(limited)
>Armor: security vests(limited). Full body armor(rare).
>Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
>Materials: Cyborg parts(Advanced)
>Defenses: Vault Access.
>Power: Geothermal/ Nuclear Reactor
>>
>>30200567
Any update on the zombie monster issue?
>>
Rolled 93

>>30200567
C. Try to improve weapons.
See about making a stun gun for zombie Hunting/research

(free)
D. Research technology
Ways to make ammo.

Can we ask the ghost about the implant zombies ghost or did none of the people who went out side get revived?
>>
Rolled 81

>>30200567
Time to hack the ski lodge!

>basic 1: hack the ski resort, down to every last roomba.

>research: Food science!
>>
>>30200615
Zombies seem to be getting picked off and have withdrawn to certain areas. Monsters mean while are still quite prevalent.
>>
>>30200719

Food isn't nearly as necessary seeing as we're all heavily borged up.
>>
Might I recommend using our precious and evidently limited resources to further the aquisition or the ability to aquire a stable supply of resources?
>>
>>30200683
this
>>
Rolled 26

>>30200567

>Basic 1
Scout out the mineshafts carefully. Don't scavenge anything just yet...

>Research
Nothing for the moment.

>>30200769
We've never been able to acquire "a stable supply" of resources.
>>
Rolled 87

>>30200764
I am now suddenly noticing the levels have not been going down.
>>
Rolled 68

>>30200815
In exchange we suffer a penalty to reproductive rates, I'd reason. We may even need to go out and actively acquire/kidnap people to convert in order to increase our pop.
>>
>>30200813
I would approve if we could be sure those scouts won't just be intercepted by monsters on the way there.
>>
>>30200769
That's way i'm voting weapon research. We got iron mines and tunnels. But no way of safely going threw them.
>>
Rolled 83

>>30200845
I don't think we have ever really activated the "mate" option,(except for the bandits, but we don't talk about them) and honestly that's not a road I want to go down.
>>
Rolled 39

>>30200815
'whistles in the air'

Was wandering when someone was going to finally notice that.
>>
Rolled 24

>>30200847

We can't fight with our own troops, we don't have enough of them and they're too flimsy.

>Basic 1
Go outside and capture some monsters.

>Research
Attempt to adapt our implants so that they can be applied (discreetly) to monsters and grant us some sort of control over them (don't make the communications aspect of it psionic-based, okay?).
>>
Rolled 4

>>30200893
Can we recycle our food?
>>
>>30200889
The Memor have done worse and more intricate idea's.

Gestation pods, attempts at breeder slaves, chemical and subliminal induction to breed, and one of the worlds most powerful Fleshmothers.

The bandits had the Good Dr. Bicta and purchased the help of a fleshwoman increase breeding rates as well.
>>
>>30200897
Then i'm not sure how you plan to capture monsters if you are not using our troops to do it.
>>
>>30200893
What is the current status on the zombies.
>>
Rolled 82

>>30200719
No support for using our hacking ability?
>>
Rolled 9

>>30201096

You know what? I'll go for it.
>>
>>30201096
I did last time but we need something to fight and capture with. We got resources now.
>>
Rolled 87

>>30201096
Let's try it
>>
Rolled 99

>>30200944

We purchased a fleshwoman with the bandits?
>>
>>30201172
Hmm, actually I think that was Aduro.
We rolled a 100 on a caravan action and they went off to get her. They never came back due to us exploding.
>>
Rolled 96

>>30201096
We need to get to the task at hand. There are zombies above and zombies below us, monsters surround us on all sides. We are Borg psion's for fucks sake. We need to use our natural abilities to over come these threats. I really suggest hacking because it's within our limited ability, but we can also probably telepathically communicate with the zombies and monsters.we aren't human, we need to stop thinking like humans.
>>
>>30201172
>>30201227
Wait wait wait, that was Strelok's post apoc nvm
>>
Rolled 49

>>30201267
His was pretty good, but he quit at the most epic part. Also I rolled like 5 100's
>>
Rolled 86

>>30201251

Good point. Have we even tried looking into psionic abilities yet? I bet we could keep monsters off of us or capture some with those.

So if this is a crit then I'm saying Research personal psionic stealth fields.
>>
Rolled 18

>>30201302
So consensus on hacking this round and researching psionic communication with zombies?
>>
>>30201096
voting
>>
>>30201391
Hacking yes, psionics. . .not very.
I do not recall any time when psionic interaction with zombies has not resulted in our near destruction.
>>
Rolled 6

>>30201434
These guys can do it, and the conditions are pretty good.
>>
Rolled 56

>>30201391
I will back it but we got to be dam careful with the zombies.
>>
>>30201527
Well, always a first time for everything. Let's try it then.

>>30201567
Agreed.
>>
Rolled 83

>>30201391

I guess I'll throw my weight to it to try and get a better roll for it.
>>
So from why Godzilla found out earlier we don't need food to live, we need to take the stick out of our ass and get to work hacking seems to be viable do to being smart, but I believe we should first test our psconic in a controlled environment were we have less at risk.
>>
Rolled 8

>>30201826

We still need some food, it's just a lot less than normal humans/mutants do because we're mostly mechanical.
>>
>>30201826
Sorry on mobile, hack first then work on psionics in a controlled environment.
>>
Sorry about that had some unexpected company.
>>
>>30201826
Using a control is very good and scientific.
It might not show us the ultimate long term effect, but it does help us work out the short term consequences.

But the Memor had some of the best control facilities when they tested the psionic control virus on a group, but it still nearly undid them when they launched rockets of the stuff at the enemy.

I think as long as we don't do something big or self replicating, like a virus, controlled zombie psionics might work as long as it only is on individuals and we keep it small.
>>
>>30201864
Or it could be we have hidden bonuses for when we have food to consume I, have been jumping in and out I the thread to much to notice anything.
>>
Rolled 51

>>30201928

Worked for the Zeds.

Yeah, on a small scale (with plenty of safeguards in place) it should be safe. The Memor exploded because there was an intelligent guiding force paying especial attention to their efforts.

>>30201942
Nah, we just consume at a lower rate. It's in a different thread somewhere.
>>
Rolled 66

>>30201928
I don't think control is even necessary, I mostly want communication. they can be made to be symbiotic with us with just a little influence. Is that Borg-y enough?
>>
>>30201977
The Zeds had the benefit a leader with the mask of a trickster god leading zombies on congo lines with a flying rape train god in the sky, heh.
>>
Rolled 83

>>30201985

Hmm, I need to go watch Star Trek TNG to get into character for this civ.
>>
>>30201985
That should work perfectly as long as She Who Hungers doesn't show up again (a psudo psionic/physical being spawned of the combined hunger of masses and masses of zombies, currently under the influence of a certain BBEG)

The Zeds managed to keep it a non issue, barr one dead hero, so we probably could do it and it'd be great if it worked.
>>
>>30202044
GlowyJoe and Cuban Pete
>>
>>30202051
Not sure if recommend.

>>30201267
He said he would come back in a few weeks.

>>30201086
Zombies are roaming around largely focused around certain clusters where it is easier for them to deal with the monsters.

>>30200897
Your troops are actually pretty fucking sturdy.

>>30200930
Food production is stable that is why.

>>30200719
Well with dem rolls you did indeed succussfully hack the sci resort...mostly. There are a few areas we were not able to crack but we mostly believe that is due to the uhm condition that those areas are in.

WARNING
Strange hive like structure crawling with zombies detected.

WARNING
Monster dens detected CCAN NNNOT REGISTER NUMBERS OVERWHELMING. CANNOT CALCULATE.

WARNING
Other factions detected.

Food production has been successfully researched so long as you don't mind...the uhm bio waste recyclers. Yeah lets go with that one.

>Turn 7
>>>>>>A. Scavenge for food
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>2 resource points
>Population: 200
>Food: Low
>Water: Low
>Fuel: Scarce
>Armaments: Average
>Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
>Weapons: Pistols. SMGs(limited). Batons. Stash(limited)
>Armor: security vests(limited). Full body armor(rare).
>Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
>Materials: Cyborg parts(Advanced)
>Defenses: Vault Access.
>Power: Geothermal/ Nuclear Reactor

Anyway to give you guys an idea of how BAD the monsters are...imagine Monster Mayhem but 24/7 and THAT is on a good day.
>>
Rolled 45

>>30202133
On bad days its a SUPER Monster Mayhem if your lucky to give an comparison.
>>
>>30202133
How big are the vault tunnels anyway? If we stay inside, the only ones that would come through are the ones that can fit right?
>>
Rolled 28

>>30202133

So, zombies seem to know to hang out in the ski resort...but nothing else is particularly focused on us is it?
>>
>>30202179
>>30202202
I'm trying to determine whether I should just give into the notion of "hiding it out in our little vault and maybe they won't bother us" or if we should actually try something.
>>
Rolled 61

>>30202179
maintenance shafts can fit usually one person single file. Basic tunnels your looking at at least two side by side. The railways on the other hand can support quite a bit more.

>>30202172
WARNING
Zombie Activity is picking up. Our cameras seem to show some of our lost members...being dragged away out of some Monster Dens by zombies. Amazingly intact. Unfortunately we cannot contact them as they are knocked out.

The zombies seem to be dragging them back to their Hive.

>>30202202
Nothing is.
>>
Rolled 77

>>30202133
Do we know where he monster den is.

People prepare for either mobile zombie hives or a zombie hero.

I think we need to strengthen our defenses we don't know where the monster den is just that it is astronomically high, the new zombie shit moving in and another faction who if I would guess is resilient enough to tough it out here like us is pretty damn tough.
>>
Rolled 47

>>30202251

...Okay...that's bad.

God knows what the zombies can do (and/or intend to do) with our tech.

We need to either kill (and destroy the bodies of) or rescue our troops before they get them to that uber-hive.
>>
>>30202251
Oh fuck Borg-zombies.
>>
Rolled 78

>>30202133
Did we take over an intercom system? Or their telephone system?

>basic 1: try to open a line of remote communication between us and the inhabitants of the ski resort. Offer food for safe travel.

>research: psionic interface upgrade; [zombie patch 1.0]
>>
Rolled 73

>>30202358
This or work a way to keep them from back hacking us.
>>
Rolled 28

>>30202251
Can our ghosts help our guys in any way? They should be able to try and troubleshoot why they are knocked out, or at least give us data regarding where they are being taken.
>>
Do you think it's possible if we gather enough resources to make fake dead ends to the tunnels, replicating the walls, and trick any mindless beasts, so none but the most sentient with knowledge of the base could determine "hey the tunnel isn't supposed to end here!"
>>
Rolled 74

>>30202473
Worlds most complex hall of mirrors lol.
>>
Rolled 49

>>30202358

That's a bad idea...Right now NO ONE knows we're here. Why would we start talking at them?

(unless you can come up with something clever to say)
>>
>>30202286
Affirmative monster den(s) in question have been located.

>>30202342
I say nothing.

>>30202358
Intercom is somewhat online. telephone is entirely offline except for a few limited areas insdie the ski resort.

>>30202445
It appears they have been dosed/tied up by the monsters for reasons unknown.
>>
Rolled 11

>>30202513
Maybe we just set off the fire alarm. The loud noises should cause some chaos up there and maybe drown out the sounds of us mining
>>
Do you think it's possible if we gather enough resources to make fake dead ends to the tunnels, replicating the walls, and trick any mindless beasts, so none but the most sentient with knowledge of the base could determine "hey the tunnel isn't supposed to end here!"
>>
>>30202513
Something to say over the intercoms.

> Release the cyborg men zombies or we will activate their self destruct systems.
>>
Rolled 49

>>30202586
Rofl voted. Rolling.
>>
Rolled 83

>>30202559

...Monsters can tie people up? Sounds more like mutants.
>>
>>30202559
Zombies aren't acting like brainless beasts. Maybe mutant control over then also explains why our guys are tied up instead I zombie chow.
>>
Rolled 41

>>30202636
Monster can mean a lot of things in this world, it's whatever your particular faction personally self identify as.
>>
Rolled 86

>>30202658

Whatever is controlling the 'monsters' is certainly in league with the zombies.

Dammit.
>>
Rolled 49

..... I think every thing around us is smarter than we want. Things in the tunnels, zombies moving in and now monsters doing things with phones.
>>
Rolled 55

>>30202586
Looks like it is time to roll for this shit.
>>
Rolled 3

>>30202697

Nah, that's not an action. Also I don't really want to reveal that we exist anywhere near the vicinity of the ski resort.
>>
>>30202636
What is webbing ect?

>>30202691
Actually the zombies had to crack open the monster dens there was quite a bit of fighting.

>>30202692
and to think you haven't EVEN encountered actual factions yet!
>>
Rolled 83

>>30202251
>Zombie Activity is picking up. Our cameras seem to show some of our lost members...being dragged away out of some Monster Dens by zombies. Amazingly intact. Unfortunately we cannot contact them as they are knocked out.
>Amazingly intact.
>intact.
wut

well apparently the monsters want us for some reason other than ripping apart and therefore i think we should immediately focus on finding a way to communicate with them

to this end I suggest we research a psionic isolation room, with controlled lights, air filters, sound proofed, and make sure it works to the highest standards, no psionic influences inside the room should have any effect out side of the room. In this room we can test our psionics, however we have to make sure that anything that comes into the room which is not definitively friendly and totaly trustworthy can ever come back out in one piece. an integral part of the development process should be in making sure the damn thing actually works, using empirical data, maybe even through in some form of scrambler, between shielding layers, to make sure any minute leakage is gibberish, and not just a signal we cannot detect.

then capture a monster, or zombie and try to establish contact with it, before trying to make contact with the whole population of either.

ps im back
>>
Rolled 7

>>30202251
Do we know who they are taking? Are they the men we sent out side or the ones in the tunnels?
>>
Rolled 92

>>30202691
Curious on what makes you think zombies and monsters are working together the monsters are the reason the zombies have to hide in the ski lodge.
>>
Rolled 72

>>30202723
How about an idea instead of a low roll?
>>
>>30202737
also electromagnetic shielding, faraday all over that bitch
>>
>>30202737
That would be great, hope we have the resources.
>>
Rolled 29

>>30202737

We have crude psionic research facilities, but psionic stuff is extremely rare. We won't be able to upgrade until we're quite far along.

Right now we just need to focus on surviving.
>>
Rolled 72

>>30202737
How do we capture a zombie? Diplomacy is our only way
>>
>>30202772
and make sure the shielding is on all 6 walls, and an airlock style door system. like most stringently controlled environment that one can imagine.
>>
>>30202811
Leave some meat setting in a room with two doors?
>>
>>30202811
with an extra large animal trap, like animal control uses, if the tunnels have train tracks you can throw it on those, and have it travel to the hoard and back with its payload by remote, just be extra careful that it doesn't bring anything unwanted clinging to the outside.
>>
>>30202859
on this note I think we should also consider investing heavily in traps in the short term for protection.
>>
Rolled 60

>>30202834
I don't have any better ideas, so I will support you untill somebody gives us something a bit stronger. We really need some kind of bump up.
>>
>>30202892
basic spiky pit falls and motes and simple, effective stuff.
>>
Rolled 9

>>30202133

>Basic 1
Send some troops out to capture some monsters and zombies (so that we have some method of manipulating them). As soon as possible isolate the zombies into psi-blocking facilities. Monsters too, but that's not as important.
(methodology on this can be suggested)

>Research
Study any psi-potential (and if we can exploit it to control them) in the zombies and monsters we captured. Hack their fucking brains.
>>
>>30202908
pitfall into running water, into recycler. infinite resources
>>
Rolled 98

>>30202908

That'd take a turn to set up. Also, the zombies aren't stupid. Neither are the monsters, dumb things die in the post-apoc.
>>
Rolled 34

>>30202928
Retooling for this guy.
>>
>>30202893
I was joking. I like your idea of trying to talk with them. If we can use the phones. Try to call them and see what happens. When or if they answer act like a recording to see what they say. Then go from there.
>>
Rolled 87

>>30202928

Sure, sounds like the best plan thus far.

Do we want to declare MAD SCIENCE on this
>>
>>30202959
Fuck you auto correct rerolling***.
>>
>>30202953
we just need idea's for "simple, effective traps"
>>
>>30202972
I actually want to do this I vote for just calling the ski lodge and see if anyone picks up.
>>
>>30202928
I would try to avoid sending troops to do much of anything at this point, cause it seems every time we send people to do something, first off it fails, and secondly they dont come back
>>
Rolled 44

>>30202977
Yes we do declare MAD SCIENCE do I look like a pansy?
>>
Rolled 8

>>30203013

You'd need to specialize where to call (and we don't know where). Also, there's no one living there (unless we have some tribals of MK Ninja up there hiding like fucking ballers.)

>>30203037
Well, we need to get some subjects for experimentation and that'll involve sending troops out.

>>30203045
I...uhh...okay.
>>
>>30203045
Declare mad science on the research just don't send anyone out yet.
>>
Rolled 75

>>30202928

Go for it.
>>
>>30203063
let me rephrase,

dont "send troops" to do it but instead "tell the troops, to look for a very safe opportunity to snatch a monster, or zombie" it amounts to keeping an eye on them until we catch a lucky break instead of getting men killed trying to create an opportunity
>>
>>30203063
Can we just call all the phones on the system in there surely on of them would pick up.
>>
>>30203126
The person who picks up.

> Uh hello?

> Dickbutt *click*
>>
Rolled 59

I vote that we research the "simplest, effective traps, that will get the job done"
>>
Rolled 33

>>30203126
If somebody picks up just tell them we are looking for jack mehof and hang up.

Seriously we need to try and make contact with somebody and the zombies are the only faction in line with our anti monster agenda. Now I am talking about the ski lodge zombies, the train track ones are probably unrelated.
>>
>>30203186
just need ideas as to what this would be, or is that acceptably specific. (would being more specific help the cause or give us at best the same and at worst a much worse result?)
>>
Rolled 49

>>30203186

We don't need to research stuff like that. Also, it helps if you state explicit paths/methodologies for research.

>>30203168
I will approve if this is what we do.
>>
>>30203186
We have to make sure that zombies will die on them though or it could be a draw back what if they are linked to a master or something then he just sends a horde of zombies down that path until the trap is useless.
>>
>>30203168
Hello Sir or madam would you like to buy some life insurance? (in a very robot voice)
>>
>>30203209
I think the fact the zombies pulled our friends out of the monster den's "intact" is an important clue, why else would he bother to include such a detail, and then call it amazing. if its amazing its worth taking note of.
>>
Rolled 61

>>30202928
(if you want a MAD action you need to declare it as such to count you know)

Our men sent out failed to capture any monsters and while attempting to run for their life screaming like a bunch of pansies from what one would of thought as a utterly adorable mix between a bunny and puppy(they other stuff they didn't even stand a chance towards). They somehow accidentally grabbed a zombie(see a few getting dragged along during the escape).

So while we DID fail to capture any monsters on a the plus side we got some zombie samples.

Research DENIED.
One cannot do an action that requires a certain item even if you are getting that item during the same turn. After all it has to arrive first and so on...

>Turn 8
>>>>>>A. Scavenge for food
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>2 resource points
>Population: 200
>Food: Low
>Water: Low
>Fuel: Scarce
>Armaments: Average
>Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
>Weapons: Pistols. SMGs(limited). Batons. Stash(limited)
>Armor: security vests(limited). Full body armor(rare).
>Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
>Materials: Cyborg parts(Advanced)
>Defenses: Vault Access.
>Power: Geothermal/ Nuclear Reactor

On another note anyone got any good images to use for this civ's pic?
>>
>>30203256
>Sure how much would it be?

> About tree fiddy *click*
>>
>>30203234
if we dont have the traps, why wouldnt the master just have them trudge down on us and eat us anyway.
>>
Rolled 20

>>30203271
It is very important, and it took all I had to resist sending every man woman and child after them on a rescue mission. For all we know they just saved our lives keeping our tech out of monster hands. We need to be very careful right now or the consequence could be dire.
>>
>>30203288
Shall we talk to the zombie first?
>>
Rolled 42

>>30203313
Because he has no idea where we are but if he finds a trap.

> oh look my shit is stuck over there zombie swarms fuck their shit.

>>30203288
Okay I say we call up all the phones in the ski lodge an see if anyone answers.
>>
>>30203343
I agree
>>
>>30203377
i was under the impression that the zombies had already munched on us, and therefore knew where we were. Does the hub have any information on this subject?
>>
Rolled 68

>>30203288
>basic: telepathy with the zombie samples(if they are alive)
>extra:try to call upstairs
>MAD SCIENCE: zombie telepathy upgrade for our Borg psionic interface.
>>
Rolled 22

can we test the zombie's kinesthetic intelligence, with obstacle courses, and be sure to do the tests in a tightly secure environment.
>>
Rolled 71

>>30203477
Second this.

Any idea what we are going to say if someone pics up?
>>
Rolled 32

>>30203501
Like a maze with a hunk of meat at the end?
>>
>>30203477
I am afraid of making telepathic contact with the zombies, in a scenario where it might be broadcasting everything back to an unknown source, why i wanted that shielded room
>>
>>30203376
You can try. Not sure how well that will work out though.

>>30203424
For now it seems they have yet to catch on.
>>
Rolled 45

>>30203568
why my name keeps falling off...
>>
>>30203538
to test is awareness of traps and other things that may potentially harm it. i mean would it fall down a flight of stairs or jump off a cliff if given the chance or will it refuse to cross a chasm, of a specific depth and width. can they climb, can they work together to pile up and get out, will they trample or crush each other?
>>
Rolled 67

>>30203522
We tell them how we can see them and that we have chosen to contact them because we share the same goals, thinning out the monster population. Though we cannot disclose our whereabouts we both stand to Benefit if we work together.
>>
>>30203568
then if we deploy static defenses, we should do so in a way that contains the zombies, more than it just defends the base, so that we aren't just leaving a trail of traps back to our base, but instead just make it difficult for them to travel anywhere that they aren't already in great number, divide and conquer.
>>
Rolled 99

>>30203501

I'm not sure that determining the zombies exact intelligence is terribly important.

>Basic 1
Scout out the tunnels that seem to lead to the surface, to see if we can use them to move around with less harassment.

>Mad Science
Explore potentially manipulating the zombies, either by hacking into their individual psionic potentials or by implanting them with psi-interfaces and taking control of them like that.

Do these experiments in psy-blanked areas. Don't use up all of the zombies, I have plans for the others...
>>
Rolled 8

>>30203616
Okay sounds like a plan to me.
>>30203538
Zombie maze tournaments.

>Blarg how do you feel about winning the tournament?

> Arrrghh Land graaagh Disney
>>
>>30203616
if we attempt to make contact with them, it should be done in a neutral location, that's not going to give anything away. we don't need a psionic zombie SOS beacon in the middle of the vault. Can the Hub check if we have any means of testing if the zombies have any form of psionic connection? Not that we can prove that they dont have one, but if they do have one it would be nice to know.
>>
Rolled 80

>>30203599
I'm not trying to be meta but we kinda know how strong/smart a normal zombie is. They can be and will be upgraded over time by their particular source but they are more consistent than monsters. We needed zombie samples to test our own (currently unknown) abilities
>>
>>30203657
Holy shit turn your dice off all fields
>>
>>30203717
so the zombies wont fall for traps and stuff?
>>
>>30203657
Great plan. Vote
>>
Rolled 44

>>30203657

Declaring the mad science roll.
>>
>>30203657
>99

i will support this, without rolling
>>
>>30203751
We don't know we haven't see any traps or seen any zombies stuck in them.
>>
>>30203751
Basically they won't, they are a bit smarter than Hollywood zombies, can sometimes Speke common, and are happy to make friends as long as it nets them more food.
>>
>>30203805
I see
>>
>>30203817
But they can also be extremely loyal/obsessive over people.

We die for Bob.
>>
>>30203869
I would support any form of deplomasizing with the zombies then
>>
how smart are the monsters approximately, do we have an idea?
>>
>>30203917
They typically have been the favored Ally by many civ.
>>
>>30203954
They are just reliable and easy to manipulate as long as we don't overstep our bounds.
>>
>>30203944
Smarter than the zombies, also willing to cut a deal but less so. They are far more deadly than zombies not that I would call a zombie weak. More tactical than a typical zombie.
>>
Rolled 36

>>30203657
>99
Mad Science

Oh goddamn it.

>>30203769
FUU

Tunnels leading to the surface are...surprisingly clear. Unsurprising really they are after all HIDDEN tunnels of Pre-War Research standards. They did however encounter some evidence of movement but not much and they do not know the cause.

THIS IS MADNESS
>Mad SCIENCE! action activated.

Initializing...

Trial one Psi mind hacking protag 1

Trials indicate ended up with said zombie's head exploding.

subject #2
Collapsed in a seizure brain became jellied upon scans.

Subject #3
Head exploded.

Subject #4
Brain melt yet again.

Subject #5
Was successfully brain hacked...unfortunately the good doctor had to be taken away to the emergency room due to yet unknown reasons.

Accessing acquired mental files.

Psi potential limited not much more then the average human...which is strange it should be about equivalent to average human.

Memories being accessed.
Living memories acquired subject was formerly a soldier turned bandit by the name of Skelly. Was infected when their base was overwhelmed by monsters somehow zombies managed to also get in....after that we found images of strange...'feelings' and oddly effected instincts. Data highly corrupt and prone to cause unfortunate effects to our us. Not sure if their guided by a herd mentality or some sort of guiding force.

Even more interesting however we have direct data on a 'hive'. Such places reek of carrion...and there are 'rooms' where certain infected are taken to. There they are somehow 'warped' and supplied being kept alive while changes occur. Such things tend to be much more...brutal effect on the body.

The memories harvested are very difficult to go through. This particular zombie virus does a real number of the victims' brain.

Oddly enough this zombie formerly known as Skelly is acting strangely.

>>30203805
You sure your not getting them mixed up with ghouls?
>>
>>30203944
We haven't scouted them but we have a knowledge of where their den is and that there is a metric shit ton of them.

Also I think the zombies are duking it out with the beasts as well as he mentioned earlier
>>
>>30204023
>Skelly is acting strangely.

we gone dun made a zombie hero unite. I say watch him, make some form of dialogue available, in case we somehow made him smarter, and he wants to talk to us, and generally treat him nice, but still keep him contained and be careful
>>
>>30204023
Our guys are slowly being turned. It sounds like do we want to find out if we can come up with a cure or should we go scout where the tunnel leads?

Also are we calling the ski lodge or not?
>>
Rolled 31

>>30204124
meant to include a roll

also make sure we are keeping him somewhere that we wont care if it is suddenly swarming with zombies.
>>
Rolled 47

>>30204023
Woah woah woah wait.
We can make zombies heads blow up with our brains?

>Basic 1: teach everybody to blow up zombies heads with our brains

>mad science: get way better at blowing up zombies with our brains.
>>
>>30204124
Give him a chew toy as well.
>>30204161
This could back fire. It did hurt one of our doctors
>>
>>30204161
except the doctor was taken to the ER, im not against this, but make sure we do it in a way that wont pop all our brain cells or cause feedback and make our head explode or something.
>>
>>30204195
look into creating a device that can emit this form of psionic energy, make sure it doesn't hurt us, and then weaponize it. psi emitters that make zombies heads explode if they get too close would be epic, even if we could only make head exploding ray guns, still epic
>>
Rolled 9

>>30204023
Experiment 2
Directive is the implantation of psi inferface. Goal is to somehow control the zombies.

Subject #1

Implantation of device somehow lead to death of subject.

Subject #2
As above

Subject #3
Upon death we discovered why they were dying so easily on the operating table turns out zombies are ESPECIALLY sensitive to brain tampering as enough the lighter stuff can easily prove fatal.

Subject #4-29
Psi-Interface seemingly has no effect. Infection heavily fucks with the ability to achieve interface effect is very similar to zombie borgs.

Breakthrough occurs thanks to the good doctor who modifies Psi-Interface to work with infected tissues. Subjects are re-implanted...unfortunately we lose over half of them due to the procedures.

After it took work to figure out how to control the zombies. When using ghosts it was founding that they can serve as a sort of 'guide', however direct control required a much more invasive operation/modification. The like of which precious few infected would likely survive. Unfortunately for us the ghosts are very creeped out about having to guide them along. They seem to claim that it just feels 'wrong' much more so then even being used in non home creature or beast.

The matter of Psi blanked areas. This was discovered entirely by accident and the implications are horrifying.

It was discovered that..our forces working near the zombies...the colony hivemind effect was somehow effected. This effect was not immediately noticed and it was only realized when our good doctor was wondering why everyone was acting strangely and were oddly inefficient.

>>30204178
Said doctor was your hero and it took an ungodly amount of psionics(you only pulled this off due to the 99 as you had shit for psi).
>>
Rolled 38

>>30204246
Now your thinking like a Borg. That would be the best way to guard our base. It would nullify Zombies as a threat entirely.
>>
Just thought of this construct a remote controlled robot emissary that we can use to get to the bitten of the zombie problem send it's ass out there and we can drive/walk around and converse with the new neighbors so to speak.
>>
>>30204251
FAIL SAFES FAIL SAFES,

this screams I will bite you in the ass if given the chance
>>
Rolled 91

>>30204251
>>30204023

Hmm, interesting...

So what are Psi-Blanked areas? What are the horrifying implications?

Are the psi-blanked areas anywhere where the zombies were at?

If so, there's a connection between this virus fucking with their brain so bad and disruption of psionics.
>>
>>30204294
this idea I like, we should implant as few zombies as possible to achieve the desired effect because I can see the Ghost zombie hybrid revolution on the horizon. Ghosts make them intelligent and coordinated, zombie makes it a giant pain to kill.
>>
>>30204195
>>30204246

I'm pretty sure it was cracking into the zombie mind by himself that caused our dear Dr. Kaharr to become injured. It'd be an entirely foreign sort of mind that he would have to break and then interface with.
>>
>>30204343
>>30204294

I don't understand the idea. What's the idea?
>>
>>30204367
not a chance I would want to take without lots of testing.
>>
Rolled 8

>>30204251
Further investigation revealed that...somehow our psi connections were being...muffled. Luckily the tech half helped pick up the slack and the effects are not immediate noticeable. Easily overlooked. Tricky thing is this never occurred...until AFTER we implanted the zombies with the interface.

The effect was only truly realized when it was discovered that those working on the zombies and those outside were somehow psionicly disconnected. The effect was quite noticeable once we looked into it but we failed to realize it due to our tech half accidentally serving to conceal it and the ghosts failed to realize what was causing the problem.

Further investigation revealed that the implants allowed the zombies to start broadcasting something on our own frequencies so that we too were affected. From this we began to realize that the zombies somehow do something that seemingly tampers with psi. We do not know how this works exactly only that somehow the zombies and the psi dampening are involved with each other and we only ever noticed AFTER they got implanted.

Extreme caution is advised this particular unit strongly recommends to destroy target samples and black list this research immediately.
>>
>>30204391
give a very small group of zombies implants to facilitate communications and negotiations with the zombie hoard at large, not to make an implant zombie corps to do all of our dirty work
>>
>>30204397

Goddammit. That's what the zombies are going to do with our troops. I knew that was bad fucking news.
>>
>>30204343
Ghosts, most likely, will not like this.
>>30204251
We are going to need to work on shielding.
>>30204397
Dam. But good to know.
>>
Rolled 78

>>30204397
What the psi-blanked areas is unknown but cursory investigation indicates that one can produce psionics waves that serve to 'blank' out an area. The implications are what it conceals and potentially hints at. For all we know however our implants somehow triggered it.

These areas are focused around the implanted zombies.


>>Turn 9
>>>>>>>A. Scavenge for food
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons.
>>>>>>>D. Research technology.
>>>>>>>E. Explore in a direction/something.
>>>>>>>F. Scavenge for raw materials.
>>>>>>>G. Your choice
>>1 resource points
>>Population: 225
>>Food: Low
>>Water: Low
>>Fuel: Scarce
>>Armaments: Average
>>Infrastructure: Vault. Hydroponics Lab. Geothermal Plant. Research Labs. Storage Cells.
>>Weapons: Pistols. SMGs(limited). Batons. Stash(limited)
>>Armor: security vests(limited). Full body armor(rare).
>>Technology: Cyborg(advanced). Psi/Tech Interface. Bioborg(Basic)
>>Materials: Cyborg parts(Advanced)
>>Defenses: Vault Access.
>>Power: Geothermal/ Nuclear Reactor
>>
I don't like all this sentiment about contacting the zombies...why do you want to do that? What do you intend to gain?
>>
Rolled 40

>>30204467
Its seems to be believed that they can potentially be reasoned with like the ghouls of earlier civs.
>>
Rolled 13

>>30204397
>burn them all

>work on the zombie brain popping gun to get your mind off the failure
>>
>>30204467
a friend against the monsters. and we can secretly produce weapons against them for when our alliance eventually goes sour.
>>
>>30204512
You mean to use the second we use them to clear out the monster dens?
>>
Rolled 30

about to drop off the board anyone got a good image for civ pic?
>>
>>30204461
Cause a psi blanket and essentially emp all the zombies and see what happens.
>>
File: 1392268790479.jpg-(101 KB, 1024x768, image.jpg)
101 KB
101 KB JPG
>>30204584
?
>>
File: 1392268865947.jpg-(261 KB, 906x1246, 83080_1114193438.jpg)
261 KB
261 KB JPG
>>30204584
Got this for the fighting we most likely will have to do.
>>
Rolled 33

>>30204397
I suggest we explode all but one of the implanted zombies. keep the head+ any necessary organs of one zombie and scramble to produce a method of blocking their psi scrambling effects. I suggest we look into psi relays that can pierce the blanking effect, and materials that can block the signal or effect that the implanted zombie produces. This psi blanking effect will definitely not just go away if we kill all the samples. we only know that the implants triggered the effects, who knows they may have triggered a change in the whole hoard. we need to know everything we can about this phenomenon as quickly as possible.

>research Psi blanking, including Psi amplification relays to allow us to function normally inside the field, and Psi blanking shielding to negate the effects.
>>
Rolled 27

>>30204584
ah crap don't forget to archive.

I have a few images but not to fit this particular civ.
>>
>>30204584

Uhmm...I'll have one for you whenever the next day we run will be but not right now.
>>
>>30204661
also remember folks we can only find truths, we cant rule out falsehoods. Just because we cant detect it at this point, doesn't mean its not there, and its not trying to kill us.
>>
Rolled 4

>>30204461

>Basic 1
Scout out the mines.

>Research
Look into what the zombies broadcast when they're implanted...and if basic data can be gathered on it then afterwards terminate all subjects. If we can find how they're made/what causes them (and develop some way to replicate it for further study) then that's the ideal. However, they only have this one turn to do this research.

Except Skelly, keep him alive.


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