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Rolled 88, 2, 5, 8, 74 = 177 (5d100)

Nobody is sure how the fall came. But they are sure of what came after it.

This is the post apocalypse, a world where your greatest dreams haunt you and your wildest nightmares come true.

A world of men and mutants, of Artificial Intellgiences and terrible monstrous races, of good guys and bad guys and everything in between, of science and greed taken to new and perverse heights. The dead walk, the living fight, and the gods laugh.

And here, you will lead a civilization. To greatness or ignominy, to good or evil, to glory or shame, that is up to you.

New players are welcomed and encouraged, old players are appreciated and our condolences.

Civ Options incoming

First to five wins.
>>
Rolled 2, 27, 77, 37, 58 = 201 (5d100)

>>36102458
>Megacorp Remnants: You are survivors whose ancestors were valued employees and investors of a Megacorp. As such you have Good supply, low population, high manufacturing capacity, average 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 or ideal, as such you have a average population, average supplies, average manufacturing capacity, average research capability, and average 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, Above Average 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 low population, average supplies, average manufacturing capacity, amazing 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, Good supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
>>
Rolled 1, 91, 14, 98, 6 = 210 (5d100)

>>36102474
>Mutants: You are descended from the monstrosities that arose during the chaos: Allowed to start in special terrain wasteland and enjoy base mutations with one of your choice. Have access to mutation action. Suffer from penalties to breeding and rep. low population, Below Average supplies, below average manufacturing, Below average research, Excellent war capacity.
>HQs: Military Base, Research Complex, Lair

>Bandits: You are descended from the evil bastards, crazy fucks, sorry outcasts or just a bad bunch who did whatever the hell they want. Good population, low supplies, average manufacturing, low 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 some form of A.I. Low Population. Poor supply. Good manufacturing. Average Research. good war capacity.
>HQs: Military Base, Research Complex, Factory.

>Tribals: You forebears survived and their descendents ended up going feral so to speak. Unlike others you got real good at flourishing in many locals without what many others take for granted. High population. Average supply. Poor manufacturing. Poor Research. Good War capacity.
>HQs: Cave Complex. Ruins. Nomad.

>Zealots: Your beliefs no matter how old or not allowed you to survive where others did not and united you all under common zeal. Average Population. Poor Supply. Good Manufacturing. Poor Research. Good War Capacity
>HQs: Township. Military Base. Cathedral.

>Cultists: You are among the chosen the true believers who to arose above the heathens. All thanks to what you discovered you know much of what should not be known be known which has provided you with an edge. Below Average Population. Poor Supply. Below Average Manufacturing. Good Research. Good War Capacity.
>HQs: Cult Compound. Military Base. Ruins.
>>
Rolled 11, 70, 38, 88, 46 = 253 (5d100)

>>36102502
You may vote for terrain, Civ, and HQ also hero options will be given once initial votes are done. A hero can be assigned to 1 action per a turn.Feel free to come up with fluff/ideas it may even be used and you may get a bonus out of it too boot. Hybrids are not allowed unless proper fluff is provided or to break a tie.

>Survivors get a bonus to salvaging and survival actions.

>Tribals get bonuses to scouting and Guerrilla warfare.

>Think Tank start with a Tech specialty and gain a special unit because of this.

>Paramilitary are automatically trained.

>Government Civ may mimic another civs special or have another possibly even create their own with GM permission.

>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 a base mutation that ALL mutants have. Base mutation grants great toughness to survive in environments where ordinary humanity would find impossible. Enhanced strength easily allowing you to overpower a ordinary human and mild bonus to agility. Unfortunately they suffer from a severe rep penalty(humies fucking HATE you, bandits don't like you and other mutants are wary) and severe breeding issue.

>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 not to mention varying levels of 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
>>
>>36102545
>Megacorp Remnants
Are do they not get something special as well or just what has been posted?
>>
Rolled 98, 38, 58, 37, 81 = 312 (5d100)

>>36102930
oh goddamn it forgot to include stuff for megcorp.

They are able to treat resources as a material in terms of effect.
>>
Faction Name: Ukranoslovian 8th Division
Faction Type: Military Survivalists
Base: Military Base
Homeground: Military Complex on a hill
Terrain: Muddy, rainy no-man's land
Biome: The Moldovianan-Ukranoslovian Warzone (Imagine what happens when two nations can't decide where a border is and turn the area between them into endless war)

Fluff:
Moldovania and Ukranoslovia have always been at war. Since the dawn of their two histories, they've been embittered in combat.

Even by the time of the fall, while the rest of the world enjoyed major advances in science, space flight, and utopias and post-scarcity, even despite constant pressure from other nations to pursue peaceful end to their conflict, Ukranoslovia and Moldovania would embitter themselves in grueling war.

Such was the fate of the two nations that they turned the area in between them into a vast warzone, a literal hell on earth where the two powers deployed endless troops. Entire generations of families have grown and died there as the literal mountain worth of metal, ammunition, supplies were thrown into the conflict.

It was such that, when the actual fall came, both sides did not notice it immediately. They simply considered it just another tactic of the enemy, perhaps a bit more brutal than usual, but they continued their war. Little did they know that the rest of the world all around them would soon become a battlefield

The armies and divisions there had long since, even before the fall, learn how to remain independant. How to cleanse the water from the chemically poisoned mud into drink, using gas masks to breathe the acid laced air.

To this day, their armies still wage war, not believing the "lies and propaganda" that both of their nations were destroyed.

And so our story begins, following the Ukranoslovian 8th Division, as they continue to hold the line just as their forefathers had done for generations past.

Because war, never changes.
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>>36103051
Borg cops!!

Sup genie, I got the day off today. Expect active posting from everybodies favorite 90 foot lizard.
>>
>>36103051
And is Paramilitary different from a Military civ or do they get both things for Military Remnants?
>>
>>36103102
Fuck Borg cops. I want this now.
>>
Rolled 63, 23, 52, 20, 89 = 247 (5d100)

>>36103130
The only thing that changes between them is basically fluff. As the faction listed there can even include militia like groups.

Stat wise they are all the same.
>>
>>36103102
I like this
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>>36103102
Starting out fighting could be a pain.

>>36103168
Thanks from the info. I wasn't sure if they would get the auto training and the starting items and base.

>>36103147
That was fast. We didn't even get a story for them.
>>
>>36103243
>Starting out fighting could be a pain.
It would, but the good thing is it'd be business as usual for these guys.

They've been at war for so long, perhaps they might have even learned how to take care of themselves or perform basic actions even while fighting.
>>
Wait is this like a Builder or a quest with only 1 civ or what?
>>
>>36103357
1 civ, we each vote on what to do with our civ.

We're in the brainstorm phase where we come up with ideas and vote on what we should play
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>>36103325
... True, but dam will they be lacking in variety of skills out side of combat.

>>36103357
I think I mix.
>>
>>36103398
Builders are multiplayer.
Civ Quests are collective vote.
>>
Rolled 13, 79, 45, 60, 77 = 274 (5d100)

>>36103102
How the hell do they keep logistics running?

Not to mention if said event occurred they would of lost contact with their governments with the possible exception of a few remnants.

Not to mention a warfield in such a place...would be reeking in much that i haven't revealed yet. Mostly due to how awful it is.

Let me put it this way warfare pre fall was something else.

Something that could and would encapsulate ENTIRE fucking worlds in war that would last YEARS even with orbital bombardments. Wars where massive legions of clones would be thrown into the meat grinder like the fodder they are. Where due to 'humanity' clauses all manner of foul weapons were deployed without issue after all the people they were using weren't 'human'.

Basically I did a lot of research and thinking on what war would of been like...this included military sources.

and lets just say its something literally out of this world in sheer scale, awfulness, and awesome.


All i got say is this FUCK the Fallen Wars. Regret ever figuring sorting that shit out in the first place...good god was it awful.
>>
Civ just cares about fighting is boring. Your Fallout references are on-point but not enough to make a faction that would actually be fun to play.
>>
>>36103423
>>36103427
Eh, fine. Let's think of another then.

There's literally no limit to the choices available to us.
>>
>>36103414
Ah. I thought the difference was builders were more free form and civ games more orderly. Good to know thanks.

>>36103438
How about we play a government in a bunker that has power animals for food and other boons?
>>
Rolled 34, 80, 92, 59, 5 = 270 (5d100)

>>36103423
Seriously though the warfare that occurred could NOT be compared to the stuff of today or history.

Shit makes WW1 and WW2 combined look like a slice of heaven.

Seriously I would rather fight in both those wars in then in a single one of this setting and would count myself stupidly lucky.

I mean sure go ahead if you want but then I'll be forced to showcase some of the shit that went on. If even just a fraction of broken ass shit.

>>36103438
Pretty much.
>>
>>36103482
Power animals?

Like, mutated animals they get power and food from? Perhaps even fight? Could be interesting.

Perhaps a farm version of the old Grow Corps civ game focused on animals and beasts. They might do well with a Think Tank Hybrid.
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>>36103482
power over animals* Although power animals could be fun. Not sure what that would count as.

>>36103523
I meant control, but thinking power animals could be funner.
>>
>>36103539
Should they be hybridized with a Think Tank?

Pure Remnants would have difficulties with further research.
>>
>>36103580
Why not be a government that has a balance in all things with the special focused on the animals?
>>
I like it. Think Tank with mutant animal friend helpers. Like Dog from Half-Life except, you know, an actual dog.
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>>36103622
Ah, we can do that too. Just trying to figure out how to encapsulate them.

What would their token animal be then? Giant attack dogs, or something else?
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>>36103653
Dogs are a classic and maybe birds as back up for scouting.
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>>36103580
I'm down with a fortified farmship.
Gov remnant/think tank
>>
>>36103653
Some kind of dogs/sheep combo.

"Supah hounds" and a heard of "titanic horn sheep" or maybe those heawks from the ill fated fantasy civ.
>>
Some kind of super-sheep or cattle that can survive the hardy wastelands, and then a badass guardian animal of some kind.

If the QM lets us get away with it we should get super hawks or insects for scouting as well.

Either way we MUST start with gene facilities so we could potentially research and develop new animals as the game goes on.
>>
>>36103809
Some are suggesting we can just start out as government remnants, and then perhaps build or aquire those facilities. We could even be privvy to such government classified info notwithstanding not being a Think Tank, even if we can't immediately apply it.
>>
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>>36103809
The insects can also be our food source and they take up less supplies to maintain.
>>
Rolled 48, 67, 57, 38, 49 = 259 (5d100)

>>36103836
That is true.

Be aware those government remnants doesn't necessarily mean your from just any government. You could for instance be made up of a group who shares some sort of ideology.

So you could in fact play a bunch of commies or something else and aren't just limited to some state or city entity ect.

be aware the trait you choose can be much or you can simply mimic the ability of another civ even.
>>
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>>36103852
>>
>>36103936
I didn't have an image for dog rams.
>>
>>36103700
United Nations Agricultural Research and Development - Fauna Division began as part of an intergovernmental organization to study and develop animals for the benefit of humanity. Some very good researchers and behavioral scientists contributed to projects that were originally aimed at increased food yields. Their flagship project - a massive rat swarm with near human intelligence and instinctive like of humans - was originally intended to eat agricultural pests, but saved the division during the fall. It seems that, while not particularly sophisticated in traditional measures of intelligence, it had an extraordinary capacity for prescience, and was able to communicate the impending danger to the best minds in the division, who arranged a division wide retreat at their experimental farm when the bombs fell on UNARD-FD's original headquarters. Reacting quickly, the farm was repurposed into a fortified lab/production facility. Though they miss their more sophisticated equipment, the scientists of UNARD-FD have the basics they need to become a powerful faction in the region, as they are able to produce that most basic of commodities.
>>
Faction Name: The Blackwood Republic
Faction Type: Governmant Remnants (Want to add think tank hybrid for research? Or Survivalist so we can move without dying? Remember, YOUR vote can decide. Just say what you want)
Base: Government Bunker
Homeground: Forests
Terrain: More Forests
Biome: The Blackwood Forrest

North of the Mueke Jungles lies the temperate trees and hills of the Blackwood forests. Once but long ago, this place used to be interspersed with cities and farmlands, but when the fall came, just as it had in the Mueke, the trees retook the land.

Even so, Blackwood was always famous for its vast expanses of trees, so much that many efforts were taken to preserve it and national parks and the likes were created.

The so called, Blackwood republic, prided itself in it's efforts towards ecological preservation, as well as a long history of hunting and gathering.

It became a point that they would focus on "living off the forests" even as a nation. It would help them as they were but a small nation, surrounded by other larger players.

One of the many traditions that developed was the so called, Symbiosis. In ancient days, children would be paired with one of several animals. A child destined to be soldier would be raised with a mighty Warhound pup, a scout with a Razorhawk chick, a farmer with a Shepherds dog to raise mightly Heakewes or Bronzehead Cattle

How these creatures lifespans would seemingly match that of their owner, that they would die when their master and partner did, remained a great scientific mystery. Even in the modern age with cybernetic application and medical and psionic understanding great, the Symbiosis effect was unknown.

But the society that developed was one that was highly attuned to their forest home, and even while the fall was so terrible, their future generations and the dust of their remnants kept the tradition alive and strong.

If they were to survive the forest, they would need to be one with the forest.
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>>36103975
>>
>>36104085
I'll admit it, I just want a prescient hero, always. It seems to be the only way genie will warn us if we've got a bad plan.
>>
>>36104091
I like this.. I suppose we should leave the hybridization out. We hardly ever get the bonuses for being a pure faction.
>>
Noone replied to me last thread so I'll copy and paste potential borg-cop fluff:

>robotic police force
I assumed borgcops meant they were cyborgs, but if they were full robots that would make the fluff a lot more sensible.

Expanding on the military base / factory hybrid, it's an autonomous facility that supplies megacities order requests. After the fall it stopped receiving orders and so went into a standby mode where it simply regulated it's premises before entering a hibernate mode where it packed up and switched off most of the facilities. The active borgcops also retreated inside and switched off leaving only a deep-seated central computer that housed and perpetuated their virtual intelligences.

In the modern day someone or something (again, how about the hero?) discovered and re-initiated this facility. QM probably won't allow us a fully-functional facility so perhaps the hero is a hacker who has to reverse engineer all the protocols or something to reactivate it. As such, they've managed to access the central computer and communicate with the intelligences stored on it and to download some of those intelligences to some of the borgcop bodies but have yet to resume borgcop replication funtionality, automated defense, etc etc

Futhermore, unless the virtual intelligences piloting the borgcop bodies are truly fully aware it's unlikely that any of them are capable of researching advances or whatnot, which would fall to the hacker to do. Naturally one of his priorities then would be to improve the virtual intelligences until they are capable of progress themselves.

>(cont)
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>>36104085
>>36104091
Nice.

Maybe we can have the UNARD-FD be a faction inside Blackwood, as a way to combined the two.

>>36104112
Nice.
>>
>>36104186
>(cont)

Or perhaps over the time that the plant was in hibernate mode the virtual intelligences evolved within the central computer to a state where they already have research capabilities. Maybe they've diversified into castes with different function leaving one suitable for piloting borgcop chassis (too advanced an intelligence would require greater computing power than the platform can offer) and others optimised for other specific tasks. Perhaps the limitation of a fixed central hub has caused their numbers to decrease as the complexity of each individual increases. We'd certainly need to upgrade the central computer to meet the increased resource demands if that were the case.

More food for thought
>>
>>36104198
I have to go away for a bit, so feel free to try and mix the two ideas together
>>
>>36104199
I did write a lot of Borg cop fluff. Alas none got saved and I have sort of moved on...

If delim has the original borg cop stuff and he wants to post it that would be cool, but I doubt he does.

That said it would fit in line with what you wrote and if we can get it together I'm still down to play as them.
>>
>>36104275
Nope I thought of it as your baby, but it should be in the starter thread of the last civ.
>>
>>36104091
I always upvote think tank. They could be a group of traditional people and biologists who where onsite trying to study the symbiosis effect when the fall happened.
>>
>>36104319
It was a joke that went too far. The bandito bots on the other hand....

Eduardo "Hornytoad" Estrada, otherwise known as "the greatest bandit of all time" has become a very old, very rich bandit. This is rare, in fact almost unheard of. In his old age he looked back on his men and thought "shit these guys suck nuts. If only I had about 200 of my self when I was I kid" and then it hit him. He could have as many of himself as he could afford. He could clone himself. NOPE. Cloning is expensive as fuck and his scientists keep saying they need "certain parts" whatever the fuck that means.

His trusted AI advisor AI [redacted] came to him in his time of need. "Why would you spend perfectly good resources on flesh anyways, its weak and spongy. I know you, your personality, every battle you have been through, every less than savory tactic you have used, I have logged and recorded. I basically have a digital copy of your brain. There is no reason we can't just slap that shit into a robot body and call it a day"
NOPE. That shit took too much processing power.
So the AI Bullshitted and faked it. It made something that kinda looked like the notorious bandit but was also sort of..quirky. Made with out a budget, secretly, with nothing but found parts and ambition. No standardization at all. What ever AI thought they were neat. You could almost say he liked them. He presented his idea to Eduardo...

"Well shit, when you put it that way, let's give it a shot"

"Well sir, I sort of... Took the liberty of making a test batch, I knew you would like the idea, I know you very well.."

"..troubling, very well let's see the prototype"

"Presenting the Bantito Bot 3.1"

"What happened to the earlier versions"

"Uhh...."
>>
>>36104455
Eduardo Estrada and his "Double E" bandits have long since been brutally destroyed. They went into some innocent looking bunker that turned out to be [redacted][redacted] to [redacted]&[redacted] only to end up [redacting] their [redacted] the [redacted] all over their shoes. The only survivors were the AI and his compliment of bandito bots.

After an extremely long drive through the arid wastelands (some bandito bots can transform into "low rider" motorcycle mode, or 2 can link up to make a pretty bad ass low rider flat bed pickup truck, mobility was very important to the Double E bandits) the bandito bots came upon their new home. A motherfucking radioactive mining facility that the EE bandits had recently looted. It's been a month or so but it seems unoccupied still, it's a bit of a fixer upper, radiated all to shit but a lot of the manufacturing equipment is still here, but a lot of the equipment deals with mining unstable radioactive materials. There does seem to be some heavy duty supercharged refineries of some strange build. they should be able to churn out resources of some kind. "What is this marking on the recycler over here I don't recognize it, SS?"
>>
>>36104440
Wouldn't a think thank lack production? Granted we will be able to invent nice things and put them out small scale.

>>36104455
Naw, Borg Cops was a show waiting to happen. Just need a good push and the right crew.
>>
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>>36104505
tank*
>>
So many options, so few reasons to pick one over the other.
>>
>>36104588
Can we large civ mode and play them all at once?
>>
>>36104635
Oh yeah, let's try a large civ this time.

I don't know about missmashing all of them though. We still need to pick one.
>>
>>36104672
Think about it for a second.

All of the perspective factions have a "job" that could be used in a civilization at large.
>>
Rolled 74, 33, 59, 34, 73 = 273 (5d100)

>>36104588
I luvs it.

>>36104505
Most think tanks lack large scale production.

>>36103325
Only if it was a skirmish would they be able to do other things besides.
>>
>>36104740
That would be how a government works. We have the military >>36103102, R&D >>36104085 >>36104091 and our police >>36104186 >>36104199.
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>>36104772
>I luvs it.
Don't be so sure.

It just means even slower voting since it's harder for more people to balls up and vote "I want us to play this" that includes me

I do vote with>>36104085
>>36104091
Though
>>
Rolled 9, 96, 73, 25, 97 = 300 (5d100)

>>36104801
So...you want them to be all in the same area?

That doesn't mean you control them all though.
>>
>>36104772
>>36104505
I was actually voting for a think tank/government remnents hybrid.
>>
>>36104849
>tfw we can actually engineer NPC's in the region, perhaps even build the region itself
Look at all the beautiful potential
>>
>>36104850
We wouldn't need to hybrid. We could vote to have the government's power be the think tank animal farm, still have okay production and troops to go with it.

>>36104849
That could be fun to reform the broken pieces of a lost government.
>>
I fluffed UNARD-FD but I'll vote for blackwood republic with a biologist faction.
>>
Rolled 31, 23, 90, 14, 34 = 192 (5d100)

>>36104902
Indeed.

>>36104937
Possible for trait selection would be modified animals.

>>36104937
Certainly possible as there are a number of factions with potential connections to an overarching government entity. Would be interesting unifying the broken pieces and remnants under a single banner.
>>
>>36104983
I'll second that
>>
>>36104983
I will back it as well to get the ball rolling.
>>
Rolled 35 (1d100)

>>36104983
Vote. Make it large civ this time
>>
>>36104983
Fifth
>>
Rolled 48, 2, 73, 74, 25 = 222 (5d100)

>>36104091
>>36104983
LOCKED.

Holy crap for once you didn't forget to vote for everything.

Now the only thing you have to choose is your hero unit...

Which are the following

>Captain
>President
>Doctor
>Engineer
>Overseer
>>
>>36105564
>President
We need a man with a plan.

Especially since we're not that good with planning. I would like someone who knows what they are doing and means to see it happen.
>>
Rolled 48, 9, 66, 60, 17 = 200 (5d100)

>>36105564

and what was your chosen trait for government?


>>>>Turn 1
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 5.
>>
>>36105785
The fluff indicates an affinity for the natural fauna of the forest. Something of a symbiotic relationship towards animals.

Even something like being paired with an animal from childhood, bonding with it and it bonding with you.
>>
Rolled 4 (1d100)

>>36105609
>President
>animal stuff

>scout out base
>>
Rolled 75, 18, 17, 82, 47 = 239 (5d100)

>>36105911
If may only be one thing though.
>>
>>36105944
Ah, the usual "specification" hitch where a concept we thought about get's cut to pieces and we have to pick one.

So the question is, natural fauna affinity or animal companionship.
>>
>>36105944
I like the pair bonding thing.
>>
>>36105785
>Big Civ
>Government, humans, unmodified even
>Still less starting pop than the Memor or Adero.
>>
>>36106029
I'd agree that the animal companionship was the more significant aspect of the fluff but I'd say that it has less potential than fauna affinity.

As far as I can see, it's basically just saying that our dudes get a really loyal pet.
>>
>>36106081
With the new rules regarding gaining extra actions I would think we are as close to having as much pop as we can before unlocking our second action.

At the same time we need to take on more assets and increase our presence in the area before we can unlock another action. It's kinda twisted but I think I kinda get it.

Basically we have as much pop as we can justify for not having done anything.
>>
Rolled 75 (1d100)

>>36106081
Ah there weren't enough votes for it to be big otherwise base population for large civ is 10k.

As for unmodified baseline humans...nope.

You would have had to fluff being purists for that to happen. Instead your people enjoy basic common mods of normal and painfully average quality.
>>
>>36105564
oh yeah lets get a commander-in-chief up in this bitch.
>>
>>36106256
I vote for Big Civ. I reckon it's still not yet set in stone

Also what do you mean by mods?
>>
Rolled 69 (1d100)

>>36106568
I'll back a support for big civ too.
>>
Rolled 90 (1d100)

>>36106568
Basic cybernetics and biomods are available same with genetic screening and manipulation.

You know modifications.

Anyway seems like el presidente wins.

So here is the stats.

Traits
Commander in Chief

Abilities
Investigate

Passives
Boss

regional stats are the following
Bandits Night Nonexistent
Factions Very Low
Monsters Very High
Zombies Low
Mystery Average


Still need details on your special trait. Seems split between nature affinity and pair bonding.
>>
>>36106959
>Bandits Night Nonexistent
>Factions Very Low
>Monsters Very High
>Zombies Low
>Mystery Average

I actually like where this is going.

Anyway, we have a number of people voting for big civ. Does it still need more votes?

I vote nature affinity. It may be easier to learn the latter than the former.
>>
>>36106959
>nature affinity
Seems more useful on the whole to be honest
>>
>>36107089
Yeah no, this is post apocalyptic, nature only gets so useful, Pair bonding is my vote.

Also Big Civ Vote
>>
>>36107225
>>36106959
Second for pair bonding
>>
>>36107225
>>36107259
We can learn pair bonding through understanding nature

It'll be harder to learn nature with our pair.

Especially since we'd have to venture out into the forests.
>>
>>36107225
But we're in a forest with plenty more forest. That's a lot of nature and high nature affinity could give us far more applications with the various plants and whatnot we find there, not to mention a presumably more stable food supply.

Pair bonding? Great, the animal lives as long as you do (provided it doesn't die before it's time). Presumably it's well trained having lived for a while, but it's not got a telepathic connection or higher cognitive functions or anything than it would without pair bonding. I just don't see the point.

>>36107286
This too
>>
>>36107319
Admittedly pair bonding has the advantage of just being awesome, as well as our initial animals providing many other benefits in the forest itself, sniffing out trouble.

We may even be able to make pairs out of animal pups we find and domesticate.

Tough decision really. Wish we didn't have to choose.
>>
>>36107319
We have done the nature affinity to death though. Flavor wise I like the idea of our dudes having battle pets. Not EVERYTHING needs to be min maxed.
>>
>>36107359
We hardly min max as is.

Usually it's a lack of intelligent starting choice that get us killed so quickly.
>>
>>36107351
What's to say we've not already been training animals? It'd be weird for us not to have been doing this considering the location.

>>36107359
Oh, well I haven't participated in many of these so I wouldn't know about prior runs. As for min-maxing, what I've seen so far suggests that we really ought to where possible.
>>
>>36107397
>What's to say we've not already been training animals? It'd be weird for us not to have been doing this considering the location.
I know right?

These two things were inherently tied to the fluff of the civ.
>>
Rolled 80 (1d100)

Pair bonding
Big Civ

Vote
>>
Rolled 61 (1d100)

>>36107379
Never forget bad luck anon.

>>36107425
That is true but it wouldn't cover the super natural bonding experience if that was the case.

is possible though with the fluff I would allow it.
>>
>>36107379
Sometimes. But how do you fluff a government that has nature affinity without going full blown hippie.

I like the idea of government sanctioned non-optional animal fostering/husbandry for the betterment of society.
>>
>>36107425
I feel that the animal training should be implicit regardless of choice, and that thus we're choosing between just the symbiosis part or affinity for nature
>>
>>36107379
Eh, we've seen time and again that intelligence and cleverness counts for little in these games because inevitably a bad plan will get voted on eventually and end us all in one fell swoop.
>>
Rolled 56 (1d100)

>>36107450
>is possible though with the fluff I would allow it.
Hold up ONE moment

>>36107460
>But how do you fluff a government that has nature affinity without going full blown hippie.
Actually, I'm just about to explain that.

Let me get my creative juices flowing.

>>36107471
Sadly yes, or crits force them through.
>>
>>36107460
Easy, rather than making them hippies you simply make it such that they have great knowledge about the ecology they survive in. They have documented the various flora and fauna, their potential uses, hazards, etc

It's like calling someone capable of surviving in a jungle a hippie.
>>
>>36107584
Less that, more the fact that the Blackwoods Republic was such a small isolated nation surrounded by more larger neighbors, and that they needed to become one with their surroundings to defend their home.

Think Vietcong or Jungle Afghanistan

Anyway, writing.
>>
I'm getting a bit of a shamanistic, totem animal vibe from Blackwood. Which would give us other strengths besides battle pets. It would basically be a low-risk magic flavour versus a science flavour if we go with nature affinity.

I think if we want to stay true to the original Blackwood idea, we should go with pair bonding (though I'd rather fluff it as 'Everyone's particularly good at training animal X' rather than an 'everyone has one pet')
>>
>>36107494
Even without crits, it's only a matter of time and luck before someone/thing that is infinitely our greater takes notice of us, and then we die.
>>
>>36107635
"Blackwoods Republic. What a joke."

"I hear you man, we should have these savages mopped up by the end of the month."

The Imperial soldiers walked through the jungle, their walker scanning the horizon as they marched through.

The soldiers passed through, and laughed as one of their own fell into the mud after a disturbing a colorful bird that squawked at him loudly, before flapping away.

Some were not so enthused.

"Shut up and keep a look out. These fuckers could attack at any moment."

"Yessir. Wait, what was that."

The soldiers hushed up, guns raised, waiting.

It came from behind them, under the walker. From behind the leg of the walker, an animal peered out and looked at them, before leaping off into the jungle.

"Just a fucking animal, it's nothing. Let's move on an-"

It wasn't.

One of them noticed the blinking object attached to the back of the walker, and had all of 3 seconds left think on it before an explosion through him.

Those who survived regrouped, called for supporting, focused on finding out what the hell happened.

>Con't
>>
>>36107857
Encircling around the burning hulk of their walker, they aimed their guns into the forrest.

"Do you hear that?"

All around them they heard rustling, movement, the leaves and branches dancing.

"They're everywhere."

"Suppressive fire!"

They filled the tree-line with lead, shooting at any movement or noise they heard, one of them was picked off by a bullet that cracked the air around them.

"We're sitting ducks in here, MOVE"

They tried.

"FUCK, something bit me"

"You've been shot you idiot"

But even as he spoke his breath heaved and he fell over, his racing heart having spread poison to his body with deadly efficiency. The others ran, or tried to. What was supposed to be a disciplined escape soon turned to chaos. Some fell into traps or explosives, others sounded something had pounced on them. And everywhere around them, that same horrible rustling around them. They ran, leaving others behind to their fate.

It wasn't long before the last one realized he was all alone.

Running until his lungs would give out, the sounds of animals behind him. He turned around, his last sight was the jaws of a Warhound inches from his face.

---

At the end, 10 Imperial soldiers lay dead, 1 wrecked walker, with some ammunition as spoils.

2 figures covered in foliage and leaves moved out. A sniper with a colorful bird perched on his arm and a demolitions expert with a war-hound at his side.

And all it took was a little birdy to send a message, a dog to run around the bushes, and a handful of bullets and explosives.
>>
>>36107319
You know what a Civ quest is right?

It's surviving and expanding. Yes we're in a forest now, but what if we expand to a I don't know WASTELAND?! what the fuck will our nature affinity do then? Also what if someone tries to burn down the forest
>>
>>36108222
Aye. You have my sword.
and my vote
>>
Rolled 75 (1d100)

>>36108222
>>36107857
You know, even while I attempt to offer more fluff, we should probably do some civ planning.

Naturally, of course, we follow tradition and start off our day with exploring our base and nearby home-ground no?

This is a vote for that.
>>
>>36108367
Humans can't survive in a wasteland.

As for what if someone tries to burn down a forest, a forest tends to fight back. Hard.

Believe me we've tried.

Also our terrain choice was forest, and since we're not survivalists we're not able to leave our HQ and I highly doubt we'll be able to expand beyond the reach of our terrain.

Trying to secure our home-ground is difficult as is. And what with all the monsters lurking in the forests, we may need it.

Or we can get animal pairing two.

I honestly wouldn't mind either or right now.
>>
>>36108367
Assuming we get that far then the nature affinity would have enabled us to. What's more, from the suggested terrain earlier the only thing for miles around is forest so we'd have to do a lot of expanding to run out.

Burn down the forest and the symbiotic pets will suddenly find themselves in a very different environment so it's hardly just one trait that would be affected. Added to that, I'd imagine that with nature affinity our civ would have compiled a seed bank or similar of the forests plants and could thus switch to farming them locally as necessary or begin efforts to replant the forest.
>>
I really would like to keep writing more fluff in an attempt for us to get both as it's clear many of us want both for very good reasons.

Wish I knew just how to get it down and what to write.
>>
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Rolled 52 (1d100)

>>36108374
Vote
>>
Rolled 1 (1d100)

>>36108374
Support. Let's get some actions done while we work out our civ
>>
Rolled 87 (1d100)

>>36108750
Welp, that sucks
>>
>>36108444
animal pairing with monsters... it has potential. Of course, we'd probably get paladins wrecking our shit if we tried that.
>>
>>36108750
>Our guys get lost in the woods they grew up in
>>
>>36108750
Dawwwww you remembered to crit fail as per tradition.
>>
>>36108811
>Mention of Paladins
>>36108816
>>Our guys get lost in the woods they grew up in

Is this Guanyin 2.0?

in any case, Paladins are the bad guys tho. Fuck em
>>
Rolled 80 (1d100)

>>36108374
>>36108750
>>36108816
and you took the words right out of my mouth anon.


Forces sent to scout appeared to have gone missing as they failed to return as ordered.


>>>>Turn 2
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 5.
>>
>>36108845
Paladins are the fucking worst. I would like to play as a faction known as "The Blaqgard" an anti paladin cult born from the failings and oversights of the paladins.
>>
Rolled 12 (1d100)

>>36108928
Welp, better go find them then
>Scout for the scouts AND the surrounding area
>>
>>36108928
Well we're sending more scouts to find our previous scouts!
>>
>>36108943
Right? Sometimes I think about making a civ just to replicate all the assholes we meet, just so we can enjoy the carnage we cause.

On PURPOSE instead of accidentally like we usually do.
>>
Rolled 29 (1d100)

>>36108963
I'm an idiot and forgot how to dice
>>
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Rolled 6 (1d100)

>>36108952
Vote
>>
Rolled 75 (1d100)

>>36108943
>>36108963
Vote
>>
I have no idea what's going on here, but I just read the entire thread. Sorry if this isn't the place guys but where could I get some basic info on how to into this? I only see stickies on specifics

Anyway enjoy your game
>>
Rolled 52 (1d100)

>>36109180
You vote for actions and hope to not die badly.

As you can see debate continues for specific trait from government meanwhile scouts were sent out and got lost.

Waiting for consensus on what to do now.
>>
Rolled 41 (1d100)

>>36109363
I'm pretty sure the census is to scout the scouts
>>
>>36109363
>>36109378
Also we're still stuck on little civ?

Goddamnit.
>>
Rolled 55 (1d100)

>>36109408
yup had to be chosen during or before civ type.

not after.

>>36109378

hm very well then.

Forces dispatched to go scouting...they couldn't find where they ended up.

In fact its almost as if they just...vanished.
'
Weird.

>>>>Turn 3
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 5.
>>
Rolled 23 (1d100)

>>36109529
>...scout the surrounding area
>>
>>36109529
Damn.

Also large civ is 10k?

I think the Memor system of starting with 2.5k and then each new basic action being 1.5k more was nice.
>>
Rolled 79 (1d100)

>>36109363
Animal bonding is my vote.
>>
Rolled 78 (1d100)

>>36109529
For the action I vote.

Explore the base for doing maintenance and cataloging of supplies. I would like to know the full details about the base to make sure it's maintained correctly and the supplies are doing well or if we need to think about expending the farms and water collection.
>>
Rolled 43 (1d100)

>>36110008
Sure
>>
Rolled 56 (1d100)

>>36110008
Vote
>>
Rolled 66 (1d100)

>>36109529
Well, I propose we do something unusual. We will... NOT waste the first few turns scouting. We do this every civ and we die horribly every civ. Coincidence? Probably, but why take a chance?

>The bonding process has interested scientists for some time now - during happier times, scientists visited often to try and study how it worked. It rates very low on psi or magic indices, but it is undeniably a strange effect - some theories said it involved some kind of biological mechanism for exchangeing genes across species, giving intelligence to the nonhumans and beneficial animalistic traits to the humans. Probably horse puckey, but who knows?

In any case, these visitng scientists have been stuck here pining for home too long! We must show that Blackmoore supports the scientific arts! We will support these visitors as they seek to expand their understanding of the natural world, and hopefully in crease our long term odds of survival!

The Commander in Chief says it shall happen!

>action: consult with scientists of the nation, start on improving capacity for research and development of new techs.
>>
Rolled 21 (1d100)

>>36110176
Yeah, why not, better than wasting forever trying to scout the area
>>
Rolled 46 (1d100)

>>36110176
>We do this every civ and we die horribly every civ. Coincidence? Probably, but why take a chance?
You know that also implies getting food and finding water leads to horrible civ death too.

Correlation isn't causation.

Also not bad fluff. Would vote on it.
>>
Rolled 63 (1d100)

>>36110176
Ok big shot, let's do that.
>>
Rolled 67 (1d100)

>>36110176
I like fluff, so vote.

>>36110242
>Tfw the key to survival is to no longer need to eat, sleep, or drink
>>
Rolled 82 (1d100)

>>36109619
Its not including modifiers as the memor were mutants they were eating some major penalties.

>>36110008
Lost scouts have returned apparently they hit a real bad patch of weather and got lost with some underground horror as a cherry on top.

There are intact stores of supplies however much of the facility is rather empty from disuse. The hydroponics bay is merely operating at a fraction of its full capacity. Energy levels are also very low with only a single reactor in working condition.

Besides disuse and the other two problems that is all there is. Sadly as a bunker we ARE connection to some underground networks with some built in passageways but those too are currently locked down.

Besides basic disuse there are only those two other problems. If expansion is to occur the power will have to be dealt with unless we experience rolling blackouts.

>>>>Turn 3
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 5.
>>
>>36110300
>Its not including modifiers as the memor were mutants they were eating some major penalties.
Doesn't really matter, they bred faster than any civ we had so far and in one turn they could find 6 resource points where we take entire turns just to find one sometimes.
>>
Rolled 28 (1d100)

>>36110176
Backing
>>
Rolled 60 (1d100)

>>36110300
>Diagnose the non-functional reactors
Are they missing parts, simply too run down, inadequate safety measures in place...
>>
Rolled 49 (1d100)

>>36110300
Did the scouts that finally returned manage to actually bring back the scouting info we initially desired?
>>
Rolled 67 (1d100)

>>36110343
that is due to the boons they had, hadn't had the op mechanics completely figured out, AND they were in a stupidly rich zone.

Too bad it was also rich in foes.
>>
Rolled 21 (1d100)

>>36110300
time for some spring cleaning. Anyone with a nesting animal companion can get started on those hydroponics facilities. Our most careful, paranoid, and steady-handed folks can see about getting another reactor online.

And let's not forget - we're outdoorsy folks. If we're exploring a spooky underground base that could start spawning paladins for all we know, a replacement population should be stationed at a reasonable distance.
>>
>>36110503
>Too bad it was also rich in foes.
We decimated most of them, or turned our foes against each other.

We lasted like that for 22 threads or so.

It was completely worth it.

And nobody even offered a scrap of fluff. You churned out more hero stories then than ever, and they were made legend.
>>
Rolled 76 (1d100)

>>36110524
If we're allowed to inspect the reactors and the hydroponics within the same turn, then this.

If we're only allowed to deal with one facility then the reactor takes precedence since without more power the hydroponics won't turn on.
>>
Rolled 25 (1d100)

>>36110503
>that is due to the boons they had
>Fluff is limited to "hivemind mutants"

>We try to fluff up an entire civ, even a story
>We're having to nitpick between knowing the forest and good companion animals

Let's also not forget the cultists were also a basic archetype choice with no fluff. We just wanted to play Cultists in a jungle.

And we won and did amazing things with em.

>>36110524
Vote
>>
Rolled 100 (1d100)

>>36110596
Yes those stories were legendary but an awful lot of work that left me dissatisfied.

>>36110452
nope.

>>36110431
run down and out of fuel mostly.

>>36110663
its only an issue if you wish to expand.

>>36110689
Boons they earned in game.

and don't remind me about the fucking zealot cultists i still can't believe you fuckers hit a win condition much less a hidden one.

Had those things since day 1.
>>
>>36110733
the memor stories and heroes were the most memorable even after all this time.

It's really easy to earn boons with the sheer resources available to them.

I remember them crit failing terrible, awful plans and losing half their pop in one go and shrugging it off in a few turns.

We could never do that in any other civ.

Goddamn, I wish we voted to play big civ this time. What I would've give to experience that again, we've been aiming for it for a YEAR.
>>
Rolled 83 (1d100)

>>36110812
You didn't like the bloodsnows?

I rather liked them hero wise.

and memorable heroes are a pain holy shit.

I will admit i haven't been able to write like back then.


and those burns as I said were earned in game and I did try to kill you.

Repeatedly.

Tended to fail though even at the very end because you killed yourself.

Didn't even gibe the satisfaction.

Big civ base pop is 10k WITHOUT modifiers.

I used this for the Memor by the way I had them be large civ but realized i hadn't the stuff figured quite out for large scale so I down scaled it.

I have however since fixed the problem granted it took me nearly a goddamn year.
>>
>>36110927
I liked blood-snows too. They were fun.
Sad that our heroes died, but we left the base and the bandits better than they started.
>>
>>36110176
Also this seems to have consensus
>>
Rolled 79 (1d100)

>>36111021
Actually that was before the update

voting this >>36110524
>>
Rolled 29 (1d100)

>>36110524
Support
>>
Rolled 29 (1d100)

>>36110524
guys in the hydroponics state the poor condition is simply due to disuse so a lot of it sorta...fell apart. That and the lack of power.

The power plant...ain't such an easy fix. As only one reactor is both operable and fueled. All the other are lacking at least one of those if not both.

They simply state with fuel they can bring back a few others but as for repairs...well if its lack of maintenance would be possible to do. Others that require actual repair...not so much. Moveable parts only do so much.


>>>>Turn 3
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 5.
>>
Rolled 31 (1d100)

>>36111204
Welp, most likely location for nuclear fuel rods are the tunnels that are locked down.
>Open and explore the tunnels
>>
Rolled 53 (1d100)

>>36111273
Precedence dictates this is an EXTREMELY bad idea.

But fuck it, we're throwing precedence and learned rules out the window we do that on our own anyway
>>
Rolled 35 (1d100)

>>36111298
By that I mean vote
>>
Rolled 7 (1d100)

>>36111298
Again, I've not played enough of these to know what's come before.

If we agree that the tunnels are too risky right now, what other potential sources of fuel could we find? Could we use whatever powers the Power Walkers? If we did, how long would the fuel last and would it be more useful in Walker form?

Can we explore blindly in the hopes we discover another base somewhere that has fuel? Perhaps the site of a large battle from ancient times has nuclear powered machinery around that would be serviceable?
>>
>>36111367
Well, for starters

Underground usually means three things: Death, Death, and Death. Nothing good has ever come from under the earth.

Nextly, locked things, especially tunnels, are usually locked for the above purpose. To store hazardous and dangerous things for example.

>Can we explore blindly in the hopes we discover another base somewhere that has fuel? Perhaps the site of a large battle from ancient times has nuclear powered machinery around that would be serviceable?
Always an option as well, it's why the scavenge run choice exist.
>>
Rolled 88 (1d100)

>>36111424
I meant, how likely is it that we'd be able to scavenge nuclear fuel?

> To store hazardous and dangerous things for example.
Welp if nuclear fuel doesn't fit that bill I don't know what does
>>
Rolled 99 (1d100)

>>36111273
Adventure!

So did we go with animal companions?
>>
Rolled 53 (1d100)

>>36111273
Roger that. Rats for scouting, badgers for backup, and keep the reptiles ready in case something big comes our way.
>>
>>36111509
Sure, why not, let's lock it down.
>>
>>36111509
Dat roll....

To answer your question, I believe we did, but if we fluff it well we might get a general fauna affinity. Which would probably require setting up a lab of some kind. But that requires power and resources, so... it's probably not our first priority.
>>
>>36111482
>how likely is it that we'd be able to scavenge nuclear fuel?
Honestly, not too unlikely. Nuclear powered things are actually relatively common compared to what else is out there.

Even bandits can jurry rig reactors. Not to mention the sheer amount of wrecks out there.
>>
>>36111567
Fauna affinity is more learned skill about the forest. What each plant does, how to read the signs and seasons, the behavior of the animals.

Things a civilization who has lived and embraced the forest around them ought to know.
>>
>>36111588
>>36111482
It's funny actually, because a lot of monsters are capable of generating internal bio power that not only rivals but eclipses nuclear reactors, to maintain both sizes that are literally buildings AND numbers in the hundreds of thousands. Let alone that some of them actually spew hot plasma and radioactive acid.

We've been trying to figure out why, but never have.
>>
Rolled 72 (1d100)

>>36111654
>radioactive acid
By the gods that sounds horrendous
>>
Rolled 12 (1d100)

>>36111588
Don't kid yourself bandits can jury rig anything and they don't care how many corpses it takes to make it work.

Its one of the most disturbing aspects about them. Their ingenuity that can only be beaten by a survivor. Though unlike a survivor they don't care about the costs in lives as much.

Wrecks however depends. The smallest sized reactor is the size of a car so only the larger vehicles are equipped with them.

Buildings however its much more common among them if it can be afforded anyway.

Not hard to get a decent generator which runs on cells though stuff capable of making dirty wastes requires the proper certs so they ain't nearly as common.

>>36111673
Its a legit thing in this setting and there is other stuff that is even worse.
>>
Rolled 42 (1d100)

>>36111273
>99

aww...you guys suck its even the underground damn it.

Tunnels opened...forces did some quick scouting and figured out the following.

There are a couple secret passages destination unknown.

One of the routes led to an underground railway.

The other routes appear to be escape/evac points.

Some of the evac routes appear clear but in disrepair. The hidden passages...one is connected and interlaced with our base.

The others...a couple are connected to the escape routes.

While the rest of them are connected to the railway or lead from our base...elsewhere destination unknown.

Some of the secret routes are believed clear and if your lucky in good repair. Sadly scouts confirmed there is something lurking everywhere else.

One thing that can be said a LOT of the underground routes appear in bad shape if your lucky.

>>>>Turn 4
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 5.
>>
Rolled 19 (1d100)

>>36111868
Is the railway system likely to be nuclear powered?
>Check railway tunnels for signs of nuclear fuel
>Set up barricades for all other tunnels, leaving a single clear path back to base.
>Switch on or set up lighting along this tunnel
>Carefully examine it for ventilation shafts, hidden hatches, all the usual things that go unnoticed until monsters start pouring in through them
>>
I was thinking about fluff for the president. I like to think they own a war dog like a Molossus.

Our troops have mixed type's for the area. For the scouts predatory birds for exploding and layer Birds http://m.youtube.com/watch?v=XjAcyTXRunY for spy missions.
>>
>>36112035
O yeah and for water missions the mimic octopus.
>>
Rolled 95 (1d100)

>>36111946
Before we do this I think we should have the president investigate into the tunnels pass.

>>36111868
Mr.President you wouldn't have to know anything about the tunnels?
>>
>>36112146
The tunnel's past*
>>
Rolled 7 (1d100)

>>36112146
>tunnels pass
Was that meant to say "tunnels' past"?

If so, seems sensible so changing vote to this.

I reckon we should be able to do more than quiz the Pres in one turn though so I maintain we should light up and barricade the tunnels.

By the way, QM, is the entrance to the tunnels a regular door with a padlock, some pneumatic electronically controlled sliding shutters, etc?
>>
>>36112207
>>36112208
Oh, well then.
>>
>>36112208
Yeah. Was on my phone and missed typed.
>>
Rolled 79 (1d100)

>>36112208
>>36112146
Vote
>>
Rolled 27 (1d100)

>>36111946
Who knows.

>>36112146
"Hm not much besides there being a bunch of them from civilian travels for their traffic, to protected military channels, and the corp routes they are so fond of."

>>36112208
depends on the door.
>>
>>36112358
>depends on the door.
I mean the one we first had to open up to get down into the tunnels. Apex of the complex.
>>
Rolled 81 (1d100)

>>36112398
The doorway that led to the rail line was massive equipped in heavy shutters and a massive vault like door similar to the surface entrance.
>>
>>36112479
Thanks.
So if we disturb stuff and all hell breaks loose down the tunnels we can feasibly run away and lock them down again safely.
>>
>>36112507
Presuming whatever we wake up won't just burst through the door like wax paper.
>>
>>36112540
Presuming indeed!
>>
Rolled 5 (1d100)

>>36112208
Backing
>>
Rolled 73 (1d100)

>>36112208
Barricades constructed and we were able to string up a few lights without straining our power systems. Troops hate being stationed there though they claim they're being watched and sometime hear things.

>>>>Turn 5
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 5.
>>
Rolled 41 (1d100)

>>36112785
Well then, guess it's time to hit the tracks
>Try and procure nuclear fuel from the train station in the tunnels
If we have any gieger counters, now's a good chance to use them. Likewise if we have radiation sensitive critters. Naturally we'll want an armed squad or few if we're poking around large unlit spaces (I'm assuming the few lights don't extend to the station)
>>
Rolled 15 (1d100)

>>36112839
Why not check the supplies for fuel rods? The tunnels could easily be hostile if people keep feeling watched.

Also don't forget our commander's ability to Investigate, it should help in finding items.

>>36112785
Mr.Boss man delta squad was wanting to venture deeper into the tunnels for the chance of fuel rods. Would be up for joining us?
>>
Rolled 88 (1d100)

>>36113343
>commander's ability to Investigate
I don't know what his abilities do so I forget about them.

It certainly seems like a sensible time to use it, but we thus have to extra beef up security since I'd rather we don't lose our president right off the bat.
>>
Rolled 61 (1d100)

>>36113447
Well that's way he has his mastiff friend, but I feel you. The main reason I'm asking them is to see if they have something to add or if they even care to join us.
>>
Rolled 59 (1d100)

>>36113447
Drunkenly voting for 88's without reading shit
Also. THIS IS MADNESS
>>
Rolled 66 (1d100)

>>36114056
That's the spirit!
>>
Good night people and a bump for you thread.
>>
Rolled 64 (1d100)

>>36113447
I agree, let's find out what that ability does.
>>
Morning bump
>>
dump
>>
Rolled 88 (1d100)

>>36113447
>>36113343
I vote the president do a thourough investigation as to the history of our bunker and the tunnel system. So we know what's down there and why
>>
Rolled 32 (1d100)

>>36120281
>>36113447
Linked 88's, neat
>>
>>36120281
I like to think he knows a fair amount already, but nothing wrong with doing that for a bit. Then we have the people do other things.
>>
>>36120666
secret tunnels are often good to have. Maybe we can get a map.
>>
>>36121639
Tunnel networks are usually too complicated to map, from the multiple levels to the various branches and let's not forget giant insects or what have you making a mess down there.

An area map is possible, but we haven't had one in a long time due to dying before having scouted that far.
>>
>>36120281
I think we are about to get a MAD debriefing.
>>
Bump.

Looks like Genie's using his off day.
>>
>>36124444
Maybe, the day isn't done after all.

I hoped we would have the final word on the special trait. I wanted to get to work on fluffing some of the squad's animal companions. I really think scouts could have fun with lyrebirds for making all kinds of sounds to misdirect.
>>
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>>36124950
>fluff the animals

Fluffykiss the wonderhound is no war dog. It's not a rescue dog, nor is she a guide dog or a hunting dog.. She is just a smart yorkie with attitude that always seems to get herself into and out of trouble.
She is the presidents dog, is much smarter than most members of our civ, and is very sneaky. Due to these factors she knows the base and it's secrets better than anybody else. Too bad she doesn't have sufficiently advanced vocal cords required to communicate what she knows.
>>
Rolled 35 (1d100)

>>36114056
You don't have access to MADNESS.

>>36113343
Your supply units have energy cells and batteries not fuel rods.

>>36112839
Not completely no, there are some emergency lights still working and a few flickering light occasionally.

>>36113447
erhm...its president.

as for investigate...there is no target offered.

Basically its a beefed up walk around with security countermeasures and protocol access.

According to the prez fuel rods don't just lay around everywhere and those rail lines rely upon electricity and magnets to operate. The train station didn't have any fuel laying around just as was stated.

Nuclear fuel is usually kept in specialized facilities or holding areas.


>>>>Turn 6
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 4
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 5.
>>
>>36125249
Did we determine what powered the railtracks though? Does the station have it's own self-contained power plant or does the electricity get supplied along the tracks?

And if the station has it's own powerplant, what type is it?

If we could reactivate the train station power supply we should be able to light the tunnels much better, potentially even hooking up base facilities to it.
>>
Rolled 37 (1d100)

>>36125349
The tracks are powered by themselves.

Merely a back up generator long since ran dry.

maybe.
>>
>>36125408
As in maybe dry? And what fuel does the generator fun off, simple fossil fuels or something?
>>
Rolled 61 (1d100)

>>36125249
Well that suck, but good to know we have back up batteries.

>>36125249
Commander in Chief! aka president.

Do what have the trait locked yet? I got animals to research if we do.

>>36125221
Nice.
>>
>>36125408
>>36125422
Chill out conductoranon. post apoc trains run on zero point energy and handwavium.
>>
Rolled 11 (1d100)

>>36125422
Ran on an energy cell long since exhausted not to mention its in pretty bad shape.

>>36125459
What was the consensus for it?

>>36125474
nah that is only true for magical psi trains that run on rape.
>>
>>36125513
I vote animal thing!
>>
Rolled 10 (1d100)

>>36125513
All aboard the rape train?

>>36125249
Well in that case let's
>Investigate the other unknown passageways one at a time.
>>
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>>36125513
Well these these for backing it >>36111509, >>36111532, >>36111556, >>3610771. Also fluff for it >>36107857, >>36108222.

But also talk about the other >>36111608 and most of the first turn has talk on it as well.

>>36125547
Sure I will back it. Should he have El Presidente help?
>>
Rolled 33 (1d100)

>>36125656
>>36125547
Now with dice.
>>
Rolled 43 (1d100)

>>36125656
Dunno, he might be more use when the scouts have identified a specific site of interest rather than just heading down corridors and I'd rather bad rolls crippling us early by losing him.

But if everyone reckons it be worth the gamble, then may as well
>>
Rolled 68 (1d100)

>>36125671
>>36125656
Yep
>>
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>>36125711
Well he has the passive boss ability, countermeasures and protocol access as well. True it's a risk, but they're not our Commander in Chief for nothing.

I like to think of our hero as a Teddy Roosevelt kind of president.
>>
>>36125865
I had been thinking an Obama/bill Clinton type that when on lockdown during the fall.
>>
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>>36125909
I think I played to much saints row 4 or I just like the fighting type presidents to much.
>>
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>>36126022
... although a more sociable president isn't a bad pick ether. It will keep our moral high and civilians happy.
>>
So what ought our next actions be?
>>
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>>36126135
Grant is most badass president.
>>
Rolled 18 (1d100)

>>36126251
Well we got resources, but lack power ...

Make a college and research means of getting more energy.
>>
>>36126297
Well we're in a forest so we could try setting up a biofuel system and burn wood. Doubt that'd go a long way to powering a hydroponics plant but it might give us some leeway elsewhere
>>
Rolled 40 (1d100)

>>36126297
Vote
>>
>>36126343
Oh no, actually good Bio Fuel facilities is like the holy grail. That stuff can be sold to caravans for all sorts of things.

The very first memor quest we had such good Bio-fuel factories we could literally buy bombing runs every other turn.
>>
>>36126369
What biomass did they process in that? I don't think we'd be capable of producing anywhere near those amounts without serious deforestation which is probably against our best interests
>>
>>36126398
We will be able to use animal shit.
>>
>>36102458
Hello op I would like to be started out as government remanant
>>
>>36126398
They were mutants who lived in a wasteland jungle marsh, that meant skyscraper trees.

At the time it was actually worth it to deforest the area in order to decrease the SHEER LEVEL OF MONSTER NESTS there.

. . .which surprisingly, we're also going to experience extreme monster presence here.

In fact, I'm not sure how much, if at all, we have an advantage in the forest since we were forced to dump that bonus for the companion affinity. We may or may not actually want to do some minor deforestation in places.

It's more than likely the forest will grow back just as easily. These things tend to literally be alive.
>>
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>>36126260
... some in cases, I don't remember much about him.

>>36126343
It's worth a try, but we will need the parts and skill for bio fuel facilities. So let's see what our people can come up with for what we have then go from there.

Maybe we can gather wind power really well or lighting.
>>
>>36126444
It's a traditional civ quest, not a builder game. It's collective vote.
>>
>>36126444
Faction name: Grax empire

Fluff the Grax were ahead of there time even before the apocalypse there technology rivaling that of even the greatest empires, but they were power hungry and would do anything for more power and loved to start wars over petty incidents
>>
Rolled 73 (1d100)

>>36126297
>>36126349
Vote
>>
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>>36126480
Undoubtedly one of the most legendary generals in American history, Grant cut his teeth in the Mexican-American War, when during the Battle of Chapultepec, the young West Point graduate reportedly dragged a howitzer into a church steeple to bombard Mexican forces. He left the Army in 1854, reportedly over misconduct involving alcohol, and is said to have wanted to start a career as a school teacher.

But after war between the states broke out in 1861, Grant found himself back in the Army. He commanded troops in a string of military victories down the Mississippi River, the war’s western frontier. He eventually became the commander of the Union Army, and accepted confederate leader Gen. Robert E. Lee’s surrender at Appomattox.

He won the presidency in the election of 1868 and served two terms, largely focusing on reconstructing the Union after the Civil War.

Throughout his time in the Army, he displayed an unusual affinity for the dangerous and risky, from his talents as a horseman — setting a long-lasting equestrian high jump record.

And countless war stories involving his badassness
>>
>>36126473
Not to mention that these days the forest may resent us for something like that and send its monster hordes after us.

Things were a lot easier back in the day.

Oh well, at least we'll have plenty of wood for building...stuff.
>>
>>36125865
>>36125909
No love for Kennedy?
>>
Rolled 31 (1d100)

>>36126438
This is such a great idea, I don't even care what I roll in relation to it.
>>
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>>36128399
Well there is a lot to pick from and each with their own flavor.

One day I hope to be president and kick ass for the people.
>>
Rolled 75 (1d100)

>>36126594
Seconding
>>
Rolled 39 (1d100)

>>36128590
>>36126594
>>
Rolled 80 (1d100)

>>36126297
...how do you plan to do that in the close and tight quarters of a bunker with its limited space?
>>
Rolled 25 (1d100)

>>36129843
Log cabins galore!
>>
Rolled 60 (1d100)

>>36129843
Less a fullblown university, more a place where all our smarties can get together and work it out. Hell, even a converted meeting room can suffice as a lecture hall, or a makeshift lab

>>36129861
This works too
>>
Rolled 29 (1d100)

>>36129926
You already have one of those hell you got like three different areas specialized for it too boot.

Look at the infrastructure stat for fucks sakes.
>>
Rolled 17 (1d100)

>>36129949
Nope, log cabins are the only way. We could set up a palisade whilst we're at it
>>
Rolled 24 (1d100)

>>36129949
Then upgrade it.

Consider it a "government grant to provide additional funds to the education system for improving research, and development, towards a more self sustaining economy."

I want that in literal quotes
>>
Rolled 31 (1d100)

>>36129949
>>36130017
Or hell, since the action in and off it's own is for finding out how we can get the power back up and running, consider it a government commision to our scientist for getting more power

>>36126297
The action does say
>research means of getting more energy.

So do that
>>
Rolled 55 (1d100)

>>36129843
>>36130017
What they said.

Basically upgrade what we have and gear it towards research for "power".

Although log cabins sound pimp and could be great for the animals.
>>
Rolled 46 (1d100)

>>36130099
It'll be nice for the bunker to finally stop smelling of damp fur
>>
Rolled 24 (1d100)

>>36130128
ah so bonding was chosen instead of nature affinity hm?
>>
Rolled 63 (1d100)

>>36130198
Pffsh, seems so, I gave up arguing about it.
>>
>>36130198
Yes it was.
>>
>>36130230
Hopefully the creatures we pair up with are awesome, and it poses great fluff potential from Genie.
>>
Rolled 33 (1d100)

So what do you want to do exactly for this turn?

anyway special trait is the following Pair Bonding apparently.
>>
Rolled 85 (1d100)

>>36130446
Well, hopefully they're genetically modified monstrous powerhouses of our day species. Attack dog the size of a shire horse type thing.
>>
>>36130554
Dogs don't exist in this world. At least, this one time we tried to find some dog DNA...and it absolutely DID NOT WORK. And we were a goddamn BLACK/[REDACTED]-TIER Think Tank.
>>
Rolled 1 (1d100)

>>36130532
This >>36126297

Research how to get the power back up and running. It's the clear consensus. We're just waiting for you.
>>
Rolled 33 (1d100)

>Symbiosis
oh so this is whats its called hm...gonna have to redo some things then heh.

>>36130708
To be fair you tried to find an uncorrupted or modified sample.

>>36130745
why hello there mister 1 I was right about to attend another matter...
>>
Rolled 49 (1d100)

>>36130745
Wow.

Welp.

Do we got anything we can burn guys? Heroes, fatepoints, etc.?
>>
>>36130745
>inb4 it fails after that 1 which we got because of QM stalling
>>
Rolled 92 (1d100)

>>36130764
You know, that wouldn't have happened if you updated faster.
>>
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>>36130745
>>
Ah well, good thing I wised up by not investing in this civ too much.
>>
>>36130745
Dam.

>>36130768
I think it's a bit early to do that.

>>36130839
1's happen and they will happen again. Up side the next 1 will be a crit.
>>
Rolled 90 (1d100)

>>36130798
bite me its an off day.

>>36126297
With our hoping of a college that will hopefully lead to the means of getting more energy.

Or that was supposed to be how it turned out.

Instead we sorta wrecked the converted facilities and the items given to them beyond repair.

The other facilities are quite smug with what occurred until they found out about what happened to some of their precious tools that were ruined in the process.

They were not amused.

>>>>Turn 7
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 3
>>>>>Pop 1k
>>>>>Military 250
>>>>>>>Food: Average
>>>>>>>Water: Average
>>>>>>>Morale: Average
>>>>>>>Medicine:Average
>>>>>>>Health: Average
>>>>>>>Armaments: Average
>>>>>>>Fuel: Average
>>>>>>>Tech level: Average
>>>>>>>Reputation: -
>>>>>>>>Infrastructure: Housing Unit. Medical Bay. Science Bay. Engineering Bay. Armory. Gym. Recycling Processor. Hydroponics Bay. Power Center. Security Hub.
>>>>>>>Defenses: Fortified Bunker. Defense Matrix.
>>>>>>>vehicles: 5 Power Walkers.
>>>>>>>Power: Nuclear Reactor.
>>>>>>>Weapons: Mono Knives. S Pistols.S Rifles. S Shotguns.
>>>>>>>armor: Armored Vest. S Full Body Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio. Comnet(limited).
>>>>>>>Materials: Supply 4.
>>
>>36130913
>Guys, consensus? Guys, consensus?
>OH HEY LOOK THEY FINALLY ROLLED A ONE
>Better update to let them know they wrecked all their stuff again!

That's honestly how it comes across to me. I understand not wanting to update often on a rest day or whatever but there's no need to include more than the first three rolls for chosen action.
>>
>>36130884
>1's happen and they will happen again. Up side the next 1 will be a crit.
If it even happens. We're about 20 posts away from the bump limit
>>
Rolled 9 (1d100)

>>36130913
Dam it! Did these kids not learn lab safety in school? This is way we must fund the school system and improve the teaching staff.

Everyone's going to need to retake the G.o.a.t. now ...

>>36130913
Nothing is beyond repair if there is pieces to put back together. Action clean up the mess and find what can still be used.

>>36130962
True.
>>
Rolled 90 (1d100)

>>36130913
NEWS

Forces down below report they heard something coming up from the tracks...sounds like a train which pulling to the nearby station. There it stood while steaming as some sort of forces hopped out.

stationed troops swear they hear the rattling of chains and moans.

>>36130955
players do so hoping for crits and other effects.

It ruined muh day when dice don't stay attached anymore.
>>
Rolled 54 (1d100)

>>36131046
>Nothing is beyond repair if there is pieces to put back together. Action clean up the mess and find what can still be used.
Vote.

If we lose scouts, we will look for them.
If we break something, we will try and fix it.

No use just giving up.
>>
>>36131071
"Hello, who's down there?" Let's get some dialogue going
>>
Rolled 7 (1d100)

>>36131071
>>36130913
well...shit.

There went that idea.
>>
Rolled 89 (1d100)

>>36131071
Well that changes things.

If we have our animal friends and can talk to them. I say said the rats to check it out and see if we need to pull back.

>>36131132
I guess we should wait for actions then ...
>>
Rolled 96 (1d100)

>>36131046
Support

>>36131097
Maybe their train broke down.
>>
>>36131097
Troops here some muttering before a reply.

"Prison train you got any rejects, criminals, misfits, insane, or outcasts that need to be taken care off?"

"First time we see this section light up thought it was one of the few dead ones that were properly corralled."
>>
>>36131254
Hmmm.

Do we have anyone in jail right now? or prison? Check the list.
>>
Rolled 84 (1d100)

>>36131309
There are a number of dissidents or minor criminals who are confined. If its serious or they are repeater they tend to get thrown out. Same with...the more insane who can't be treated. Usually though they choose to leave of their own free will strangely enough if they are that far gone.

As usual though there are always those who are smart about it or just plain misfits/rejects floating around to deal with.

Usually those aren't so easily dealt with.
>>
>>36131352
>As usual though there are always those who are smart about it or just plain misfits/rejects floating around to deal with.
Do we know any of them? Or where they are right now?
>>
Rolled 96 (1d100)

>>36131378
Everyone does except for the especially clever ones.

As for where they are somewhere within the bunker as usual.

You can also offer up the scumbags or assholes nobody likes but can't easily get rid off.
>>
>>36131352
I'm down to transfer a few prisoners into their "care". Surely it will make us look better in their eyes if we do.
>>
Rolled 45 (1d100)

>>36131254
m'kay... I'm thinking the Prez needs to talk to these guys, find out what their game is and how it can benefit us.

Would the 'Boss' passive come into play here?
>>
>>36131470
Only the irredeemable, but for all we know these people are bandits.
>>
>>36131520
>>36131513
We should also give them the names of some of our worst who ran away. In case they ever find em.
>>
Rolled 71 (1d100)

>>36131520
Why not check?

>>36131513
Possible.

>>36131470
Possible.
>>
Rolled 23 (1d100)

>>36131547
I posted an action to scout them with the rat companions >>36131144. Unless we don't have a mix of animals. Then I would need to change something.
>>
>>36131254
>>36131547
"We did, but most of them ran off.

If you can find them, they're yours.

How's the sheriff doing these days?"
>>
Rolled 65 (1d100)

>>36131599
"Hm not our gig we don't chase those who were never ours. As for sheriff....which one?"

"Every goddamn so called civilized hellhole has one and then you have those wandering types who can't stay put."

"Anyway you gonna cough em up or not? Rather not stay put long especially in this god forsaken zone."
>>
Rolled 16 (1d100)

>>36131770
Well do we have any one of note? [Asking the people and prez]

Otherwise I want to ask about trade.
>>
>>36131853
I doubt trade is in their mind, or that they'd have anything we'd need.

We do have the usual assholes and vagabonds. What say we toss em?
>>
Rolled 42 (1d100)

>>36131770
Ask 'em about sources of nuclear fuel
>>
I vote that we give them the least competent members of out civ
>>
Rolled 58 (1d100)

>>36131897
>>36131979
I support these.
>>
Rolled 41 (1d100)

>>36131979
Least competent are still useful for something.
>>
>>36131853
"HAh people from you uh who caused lots a trouble?"

"Gonna need whatever you got before we can confirm identities."

"As for trade...eh we take care of 'problems' for people. We eh get paid for that."

"We are offering this service for free allowing for a clean conscious. rare thing in this world eh?"

>>36131897
"Hm no idea we got our own stockpiles and sources to keep our shit running."

"Could always try to trade for them."

>>36131979
They aren't asking for basic members more along the lines of the troublesome ones they are offering to take off your hands."
>>
>>36132001
Yeah, how about the deadweight who WON'T do anything. The beggars and vagabonds.
>>
>>36132001
Yes, like giving them to shady train men to make them like us more. If they can't make more than the use then get rid of them.
>>
Rolled 77 (1d100)

>>36132010
"At least for the first time around anyway. Next time we'll appreciate some form of payment."

" and extra if they aren't scum. We ain't no slavers you know."
>>
>>36132040
Ask them what they are and what they do with who they take
>>
>>36132040
Ask them of they know any slavers that we could sell to
>>
I know we are not bandits, but I feel bad let our people go like that (even if they are assholes). The truly bad and evil people sure. They will do nothing to help and just give us problems.
>>
Rolled 98 (1d100)

>>36132082
"Why we take them to the sole functioning mega prison in these parts. The Dark Woods Correctional Institutional. We can even handle supers, psionics, you name it."

"Though...we would eh appreciate a heads first for that sorta thing needing real special treatment."

"As for who we are...why we are the Correctors of such a glorious institution we those here anyway are the especially unlucky sons of bitches who are sent out to acquire such peoples in a real pain in arse location."


>>36132098
"We don't deal in slaves or their sellers."
>>
>>36132199
Also I never got an answer to if we do have any one of note to send off just a HAh. If we don't let's not waste more of these fine peoples time, but do get their contact info for later problems.
>>
>>36132199
Ask them if the get any use out of the prisoners. Or do they just sit there and rot
>>
Rolled 55 (1d100)

>>36132401
"Its a mega prison what do you think?"

"Once upon a time we might be able to get decent usage out of them."

>>36132375
You have what I stated earlier.
>>
Rolled 66 (1d100)

>>36132505
Minor criminals should be find to stay and join back in with the group in time. The dissidents can go if they don't like how things are run. As for the insane they can walk out or go with the train. The smart ones can stay if they work to help the group. Misfits/rejects just need to find a place for them selves (or join the army). Is my view point on these groups.

I'm guessing nothing of real problem otherwise then, which is what I wanted to make sure of.

Then as for action, clean up the mess and find what can still be used from the damage of last turn.
>>
>>36132505
Ask them about trade routs/options
>>
>>36132704
Vote
>>
Rolled 8 (1d100)

>>36133016
>>36132704
>>
>>36132505
Ask them if we could get some blood samples of some one the supers and other powerful creatures in the prisons. We might be able to use them to increase the power/usefulness of our pets
>>
Rolled 10 (1d100)

>>36132704
Vote
>>
>>36132704
Vote, might want to have some rats explore the vents in stuff for good and bad things
>>
Rolled 21 (1d100)

>>36133262
Crap forgot to roll
>>
Rolled 31 (1d100)

>>36133262
Yeah that would be good to do later as well.

I'm thinking vermin will be our main spy units for the squads, birds for the scouts and dogs for the fighters.
>>
Rolled 55 (1d100)

>>36133373
All things considered, we might want to have them do that and also explore every fucking hole in the place next tern. Just so we can find the best of undead communist rape bees before they start killing us and corrupting our young.
>>
Rolled 42 (1d100)

>>36133587
*nest* I ment to say nest
>>
Rolled 9 (1d100)

>>36133626
Meant to say nest instead of what?
>>
Rolled 55 (1d100)

>>36133626
Aw I thought we were going to breed rape bees now, but yeah seems like we will have to do that tomorrow.
>>
>>36133716
Best.

Nest of undead communist rape bees.
>>
Rolled 74 (1d100)

>>36133732
Ah, of course, it's kinda obvious in hindsight. I was thinking it was autocorrected to bees or something, so 'undead communist rape nest'
>>
>>36133729
>implying we aren't going to spend the next 3 threads perfecting rape bees.
>>
>>36133801
Killer bees ain't got shit on us.
>>
>>36133801
Following in the foot steps of the Bloodsnows.
>>
>>36133852
The bloodsnows can be summed up simply with just two words.

>rape EVERYTHING
>>
Rolled 44 (1d100)

>>36132505
>basic 1: develop rape bees.
>>
>>36133801
Actually... Bees would make a great weapon. Just have them dip the ass in poison and tell them to sting the enemy and they will get 72 cups of nectar in the afterlife. And it might work too. They can fly in to any vehicle that is not environmental sealed, the fear/panic they would create in the enemy would be a huge plus. They would be the best tool for gorilla war fair.
>>
>>36133943
Think we can have a couple members Symbiose with a couple hives of bees?
>>
>>36133943
Bees are more than a weapon. They make sugar, which is used to make... Wait for it... BIOFUEL!

Also found this article http://www.beekeeping.com/articles/us/war_bees.htm
>>
Aw yeah we got a nice idea forming I can feel it, but I need to sleep. Good night people.
>>
>>36134120
And they pollinate plants, so if there smart we can have them focusing on pollinating usefull plants more.
There wax is useful for waxy stuff
They would make great perimeter scouts, just have a hive every few miles, if enemy's come well know.
And last, I don't care who you as if you see a swarm of thousands of bees spell fuck you in the air right before dive bombing your ass. You would run like a bitch
>>
>>36134063
No, I think we can have them do it with hive queens. And if we want to fluff it right or research how to do it later on we could have then bond with a super hive queen that is the queen of a hive of other lesser queens that are in tern the queen of there own normal hive. So that 1 guy could control millions of bees.
>>
>>36134355
I'm shocked we haven't encountered bees in the post apoc yet. They are like 5 resources in one. Bee keeping is one of the most bad ass forms of farming out there.
>>
Rolled 71 (1d100)

>>36134486
Possibly because we're doing a stellar job of making bees go extinct in our current day and age. You think they'd survive wars on the scale described? I wouldn't be surprised if the world went cold for a year and finished the job if it hadn't already occurred.
>>
Rolled 67 (1d100)

>>36134530
One of the things I hated most about my creation...my setting is what the wars were like.

Stuff like never before seen and hard to imagine.

Things seriously get fucking sick when you consider the tech involved without including the other stuff.
>>
File: image.jpg (165 KB, 1000x962)
165 KB
165 KB JPG
>>36134530
Gone the way of the dodo..
>>
Rolled 56 (1d100)

>>36134592
Indeed. So did bees survive the years til civquest present?
>>
>>36134486
And you don't need to have insulation in your wall. Just have them have hives there, they'll love it! You won't even need to heat you place, the lively activity in the hive will do a fine job of that.

So far what can they do?
Guarding/advanced threat detection

Passive farming/terraforming by only pollinating the plants you want

Best at gorilla warfare

Extremely good fear factor on enemies

Produces biofuel

Produces wax

Can insulate your house

Can heat your house

Can be made to have 1 sting 1 kill super venom

Can keep the local monster/mutant population down using that venom

Can be used to introduce bio/chem agents into enemy camps.

Very resistant to radiation.

And much much more.

Come to think of it, we could get a lot more use out of insects than animals if we can make them obedient. I'll look up more useful bug stuff
>>
Rolled 61 (1d100)

>>36134623
Original bees?

maybe in a few sheltered refuges.

You do however have augmented and mutated ones.

They also have other types of pollinators some natural some artificial and few something else.

>>36134618
The variety of life in this setting is beyond imagination...too bad that the destruction of it is also such.

If anyone wants to know what the wars were like pre fall I can answer some questions.
>>
>>36134686
Also don't forget, birds eat bees. We will be able to build up other animal populations on the backs of our bees. Cornerstone species ftw.
>>
>>36134623
Yes. In one way or a other. Even if the bees are gone we will make new ones! Or just use other insects. We live in a forest, do you have any idea how incredible the biofuel ability of termite!?
>>
Rolled 49 (1d100)

>>36134686
Don't forget that some bees swarm larger foes (hornets in the example Im thinking of) and simply vibrate excessively whilst covering them. This has the effect of massively raising the temperature of the thing they're attacking and it dies from overheating. It's an effective strategy because although it can retaliate and kill bees easily there's just too many of them for it to escape it's overly warm fate.
>>
>>36134688
Who wants original bees? I want Ultrabees that can burrow through metal and flesh, filled with neurotoxic venom that forces the enemy victim to turn on its allies at the will of the queen...

We are not going to get those bees, but I will take what we can get.
>>
>>36134768
They can hug you to death
THEY CAN HUG YOU TO DEATH!
WHERE IS YOUR GOD NOW!
>>
>>36134793
You don't need super insects. The shit we got now is super enuf!
Check this out
http://ultraphyte.com/2012/01/10/termite-bacteria-make-hydrogen-fuel/
We can use termites as not only biofuel but bird feed, fertilizer, and can have them cut down trees by eating the bace.

Fuck animals. What we need are insects!
>>
>>36134855
I'm down to angle these dudes towards being dirty bug-men.
>>36134688
Is it too late to pick some insects for our squad?
>>
>>36134903
It's never too late it embrace the hive mind
>>
>>36134965
Bees are the best, in comparison, spiders and termites are bee minus
>>
Rolled 3 (1d100)

>>36135216
It's all about hives of flying scorpions working in deadly synchronization. Giant scorpions no less
>>
>>36135216
So it's all agreed to fuck the animals and focus more on insects? Most bees
>>
>>36135276
You can do better than that.
>Mosquito-ticks: folds up wings, burrows into your skin to lay eggs in your bloodstream, than digs it's way out.

>spiderpiller: this highly venomous fanged caterpillar burrows into common foodstuffs like supah apples until they reach maturity and develop into butterspiders, big beautiful winged spiders.
>>
don't forget to archive.



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