[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: Post Apoc Megacity.jpg (79 KB, 997x508)
79 KB
79 KB JPG
Rolled 72 (1d100)

Your caravan of computer components and spider-walkers deftly makes its way through the cracked streets and ruined megastructures of your city on their way to AlphaCorp's tower. It looms slightly shorter than the other towers in its cluster, which is not saying much, but is still quite some distance away.

Meanwhile your researchers throw themselves into studying your vast samples of monster components, searching for applications in the Medicinal, Offensive, and Defensive sectors. The whirring of machines and mumbles of the researchers is constant day and night, creating a mild hubbub all throughout your base. It has been going on for quite some time with no end in sight...some of your members are actually beginning to worry, as the researchers' food and water rations pull up outside the doors of their facilities.

All in all, things are surprisingly good for being a group of ratty survivors in the Post Apocalypse.
>>
uhhh
bump?
>>
Rolled 18 (1d100)

>>39597586
It's a slow board, and I'm late so people'll take time to filter in. No need to bump so soon.

>>39597403
>Alert
-You have one turn before AlphaCorp residents are identified.
-Military testing will conclude next turn.

>What do?

>Turn 19
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 1
>Loot: 0

Current Pop 1000
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Moderate.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Moderate.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths.
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive]. Computer Components [Moderate].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Moderate.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network.
>>
>>39597990
Ah, I was wondering when you'd show up. Lemme check last archive and see where we are at
>>
Rolled 32 (1d100)

>>39597990
>>>>>>>E. Explore in a direction/something.
Let's try to find out what those steam pillars are before our shit gets wrecked again
>>>>>>B. Try to improve the base
Maybe make it more comfortable or something?
>>
Rolled 13 (1d100)

>always late
- i say we build, build like the wind.
- design gyro copters (mad max style shouldnt be hard), we will retake the sky!
- Construct barracks for residents. to increase comfort, for parties naturally.
-
>>
>>39597990
Do we need to devote any further actions to the ongoing monster research?
>>
>>39598192
should be auto
>>
>test
>>
Rolled 39 (1d100)

>>39598183
Apologies for that, but at least I'm /consistently/ late.

>>39598183
Due to critting on the research...your research elements are occupied, and you can't shift them from their focus.

Every time someone tries talking to them they just get yelled at through the microphone.

You can still perform research, but it won't be as effective.
>>
Rolled 1 (1d100)

Last thread we opened up that armory we purchased but never actually opened.
-ICorp Garrison Armaments Package
-ICorp Stealther Systems
-ICorp Heavy Weapons Pack
-ICorp IGC Armor Crates

My vote is to have Sgt. Gunny train our military forces in their usage.

Likewise someone mentioned last thread we could improve our ammunition reserves by developing bullet production, something well within our reach as survivors/scavengers so that is my vote as well. It will allow us an additional bartering chip with caravans and will help us against monsters by letting troops use additional ammo freely.

Basic 1
Train with the new armory gear
Basic 2
Develop ammunition production
>>
Rolled 54 (1d100)

>>39598192
It's going on its own for now, I'm not cruel enough to make you devote further actions to something like that when you only have 2 per turn.

>>39598261
Damn but the dice HATE you guys.

>Crit detected
>Train with the new armory gear.
[LOCKED]
>Develop ammunition production
[LOCKED]
>>
Rolled 37 (1d100)

>>39598261
You rolled a 1.
Bad things happen now. Cuthulu could eat our balls
>>
>>39598261
damn man. INCOMING!!!!
>>
>>39598261
>Train with the new armory gear
>Develop ammunition production
>Rolled 1

Well, this should be interesting.
>>
Rolled 63 (1d100)

>>39598261
fuck me. . .goddamit

>>39598133
>>39598183
Crits aside, improving the living conditions in the base is a good idea, baracks and improved quarters.

On the topic of Gyro Copters as survivors we aren't suited to jury rigging such as bandits might be, or design and manufacturing such as a corps might be.

But, if we get enough supplies we can purchase the manufacturing and the technological capability to research and produce them from caravans and the like. It's unlikely we'll be efficient or effective developing/producing them on our own (though we do have a recent science/research upgrade which would be tremendously helpful)
>>
Rolled 63 (1d100)

>>39598261
Blatant critfish
>>
Rolled 28 (1d100)

>>39598314

Survivors are experts at jury rigging shit, actually. They can't pull the same shit off that bandits can, because they actually give a fuck about safety...but they're seriously expert at making shit work.

They just can't /manufacture/ things from raw materials too well. Give a Survivor Engineer a couple old world cars, some biofuel, and time and he could make a copter out of it.

Though flying machines are quite advanced, so it'd require quite a bit of time.
>>
>>39598183
>- design gyro copters (mad max style shouldnt be hard), we will retake the sky!

https://www.youtube.com/watch?v=jbwV-GWIZz8
>>
>>39598404
oh really? Well that changes everything. That's awesome
>>
Rolled 14 (1d100)

>>39598282

Anyway, calculating and writan'.
>>
File: Spoiler Image (81 KB, 350x253)
81 KB
81 KB JPG
>>39597403
HEY OP, game aside. i just wanted to give you props on this quest thread. been a lurker for many years, this is the first time ive posted in months, and my first quest thread. so points to you, my friend!
> could you quick summary of NPC's in camp? i forget whos who.

>>39598314
couple hundred people, a motor , seat, stick shift, throttle and a pipe with blades. I COULD almost build one. we got this twice over.
>>
>>39598458
>>39598404
NIce.

I guess then our next goal should be to see if Alpha Corp can convert some raw materials we find into parts and pieces to supplement scavenged parts. We'll have a fleet of scout copters in no time!
>>
>>39598404
>>39598420
>>39598429
>>39598458
>>39598494

GOAL: confirmed.
its official brothers, humanity will retake our skys, and rain heavenly death upon our enemy's!
>>
>>39598556
It's fitting because we live in tall ruined skyscrapers too! Perfect aircraft platforms
>>
Rolled 93 (1d100)

>>39598458

>Big Boss
A leadership oriented hero, but not really along a militaristic route because Survivors are not a combat oriented faction type.

>Resident Badass Rebecca
An older gal (though no one knows quite how old), she looks surprisingly young for her age. If it weren't for your parents' stories of her exploits you would never guess she was actually pretty damn old. She is very experienced in combat, and evidently knows how to use power armor. Is currently equipped with Bandit Pyro Power Armor, and twin MAD Plasma Spewer Regenerating Pistols.

Imagine hand-flamers that spew PLASMA and NEVER RUN OUT OF AMMO.

>Research Team
A research team of unknown origin and composition who you acquired through trade with the Freetech Traders Caravan.

>Quartermaster Gunny
The master of your civ's arsenal. Not much is known about him. Is rather old and grizzled, has been the master of the armory for as long as anyone can remember, and seems to know Rebecca rather well.

>Drill Sergeant Granyon
A Drill Sergeant acquired from the Freetech Trade Caravan, essentially nothing is known about him except that he runs FUCKING RIDICULOUS military aptitude tests.

>Freetech Trade Caravan
A rather large and prosperous trade caravan that your civ...bonded with under heavy influence of alcohol. They are permanently befriended.

Thank god, that bought me time to write this crit.
>>
File: Spoiler Image (314 KB, 500x1322)
314 KB
314 KB JPG
>>39598570
my dream is a fleet of hindlike gunship/troop transports flying around paramilitary style. lightning raids and missions from the sky , ...maybe some kinda blimp working as semi-permanent overwatch.
>>
>>39598711
Don't forget lots of artillery on our skyscrapers.

...and that we wouldn't be the only ones developing such tech, I suspect there are bandits out there who have the jump on us in this regard. They certainly do militarily
>>
>>39598650
Thanks.
>>
File: Spoiler Image (1.75 MB, 817x537)
1.75 MB
1.75 MB GIF
>>39598760
guess what my SECOND goal plan was...
>>
File: Spoiler Image (320 KB, 933x623)
320 KB
320 KB JPG
>>39598711
Also fuck yeah, airships with big bombs and guns.

God knows how we'll make something like that, but it'll be something to consider at a later date when we're bigger.

Till then we'll have to improve our tech, manufacturing, resource gathering, and pop at every opportunity
>>
>>39598760
I'm not sure if they would. I mean, they're each a fighter and a half, but aircraft require a support systems and logistics that quite frankly seem beyond them.

Speaking of which, we'll almost certainly need to massively ramp up our biodiesel production.
>>
>>39598808
>tfw I've found my lost twin
You're not the same anon who also suggested clearing out areas of terrain around the base either are you?

>but aircraft require a support systems and logistics that quite frankly seem beyond them.
Oh believe me, they have at least in the other OP's setting this quest is based on.

Who needs logistics when you can raid and pillage anyway
>>
>>39598879
Nope, that was me.

Also:
>Needing logistics when you have MADgic!Handguns you can use to power things.
>>
File: Spoiler Image (301 KB, 1000x878)
301 KB
301 KB JPG
if i have my way, Ill honor our fathers and turn this rag tag tower of survivors into a lean mean , imperial guard stronghold! (spiffy commissars hats a priority)
- aeronautica, ad mec, artilry battalion, guardsmen, storm troopers, the works.

>>39598879

unfortunatly no, BUT i WAS thinking it. Join with me brother, lets turn these sheeps into wolves! *strike a pose*
>>
>>39598953
Conversion from survivors into proper paramilitary?

Looks like Sgt. Gunny is gonna need help. We're gonna have to go look to recruiting officers!
>>
Rolled 22 (1d100)

>>39598282

>Train with the new armory gear

"...Hey uhh...hey Sarge."

The massive bear of a man that is Drill Sergeant Granyon turned around to face your member.

"What is it, /recruit/? If you have something to say then state it in a succinct and timely manner. You will not dribble off on your sentences without clear expression of what you want."

"Sorry sir, we were just, uhhh, wondering if you would mind giving us a few pointers on how to use the new equipment we just opened up..?"

"Sir is used to refer to officer personnel only, recruit. Now what is this about new equipment?"

"Sergeant, the ICorp armory that we acquired. The Council finally got around to opening it."

"WHY on EARTH would they open this right when I was completing selecting my new students? They should've known that it was bound to cause distractions! Damn...well it seems I'll have to take this into my own hands."

>Drill Sergeant Granyon has occupied the Armory and seems to be getting along with Gunny.
>ICorp equipment is currently unavailable for distribution to general military personnel.
>>
>>39598953
We could have started as Paramilitary for that actually, though we'd lack the suvivor bonuses we'd be enjoying. I still support that idea.
>>
just for clarity: a) do were represent the leadership perspective or the general populous?
b) where is our camp situated? in a tower/group of towers, a street level building , a clearing surrounded by a chainlink fence, a concret fortifyed admin building?
>>
>>39599031
>a) do were represent the leadership perspective or the general populous?
Whichever you want when you make a dialogue post. Though it is suggested that unless you think you have a good argument best let the heroes do the talking by telling them to convince/negotiate.

but yeah, you can do anyting.

"Hey bob"

"Hey jim"

"Beautiful day to not be eaten by monsters"

"You bet jim"

"Stop slacking and get back to work"

"Yes boss. . .
>>
>>39599030
didnt know that, jumped in late night on last thread, OP caught my interest quick with his casual attitude and playful nature....also zom/mon/survivor/convoy orgy party
>>
Rolled 3 (1d100)

>>39599022

>Develop ammunition production

"Hey Michael."

"Hey Torg."

"Whatcha up to there?"

"Oh, just fiddling around with the armament line. Council wants to improve the ammunition manufacturing capabilities. I'm having a bit of trouble with it though...so many different shell types, you know?"

"Well, you know what'd help with that?"

"What?"

"Having examples of all of them right in front of you!"

"...There's no way you have that kind of sway with Gunny."

"Just you watch, my friend."

>Ammunition stash has been moved to Armament Production [Salvaged]
>>
>>39599130
>Torg
Oh god
>>
if we can control the immediate area, through clearing debre and opening line of sight, auto and manned firepower from the walls, arty upto a couple kliks, and general air/armored response we can then focus on projecting force throughout the surrounding areas and securing new territory.
>>
Rolled 59 (1d100)

>>39599130

Several hours later...

"Damn, that really did help man. Good fucking idea. You didn't really need to bring then entire ammunition store here though, you could've just brought samples of each."

"Well you know how salvaged and reloaded ammunition can be, besides it's only like...3/4s of it. I just wanted to make sure you'd get it working right."

"Well, at least I did /that/. Heh, think the Council'll like it?"

"Hellz yeah they will. You want to do the honors?"

"Fuck yeah I do."

>Armament Production has been OVERCLOCKED
>AMMUNITION RESERVES ARE BEING OVERLOADED

----

"So dude, do you really think it's a good idea to take a smoke outside the ammo dump?"

"Chillax man, it's fucking fine. Not like we've got enough in there for anything real troublesome to happen anyway?"

"Wait, what's that clinking noise?"

>WARNING
>WWAARRNNIINNGG
>>
>>39599218
That is the plan. Easier said than done though as even if we complete the hurdle of controlling the ground surface, there's also the underground to contend with. And the monsters down there
>>
>>39599243
>WARNING
Incoming game?
>>
>>39599243
no
>>
merely survival isnt enough, we must dominate.
>>39599256
true, im thinking...
guardsmen - ground (eventual vehicle support and arty needed)
stormtrooper/heavy infantry - underground ( heavy gear and sensor, domesticated predator beasts etc)
air power/paratroopers - search and raid/rapid deploy
>>
>>39599315
To start with, we'll likely have to reach a point where we are wealthy enough to either hire/integate such troops/mercs into our fold, or get in league with an actual paramilitary
>>
Rolled 24 (1d100)

>>39599243

And then the world exploded...again.

>Acquired trait: EXPLOSIONS!!!!

>Ammunition reserves have detonated
>Ammunition reduced to: Very Low
>Armament Production [Salvaged] has been wrecked.

>News
-Drill Sergeant Granyon reports that he'll be taking charge of the ICorp Armory and training those he approves for military service in their use
-Military testing will occupy a further 3 turns

>Alerts
-25 members have been injured in the Ammo explosion they are receiving medical attention now.

>Incoming transmission from AlphaCorp tower and the Big Boss. Accept report, or wait until they return physically?
>[This will have varying affects on what you get out of first contact.]
>>
>>39599315
>>39599361
>merely survival isnt enough, we must dominate.
I couldn't agree anymore!
>>
>>39599361
dream big or go home. we know where were going, now we just need to take the steps to get there. ^_^
>>
>>39599381
>Accept Report
>>
>>39599381
> Storing ammunition all in one place
We deserved this.
>>
>>39599381
accept report

begin damge control , double time, i want fire control teams and search n rescue volunteres NOW!
>>
>>39599381
>Incoming transmission from AlphaCorp tower and the Big Boss. Accept report, or wait until they return physically?
I suggest . . .against it.

I don't know why, but sometihng doesn't feel right. And not just because Alpha Corp and the bandits and all the radio related strangeness we've encountered
>The mystery box being opened by a key looted from a bandit containing a radio jammer
>Alpha Corp being the origin of strange radio signals

Among other things

>>39599467
sigh. . .yes we did. We'll upgrade our storage facilities after we ohgodfuckweneedtofixourshit mode.
>>
Rolled 24 (1d100)

>>39599381
Accept report
>>
>>39599507
hmm, you might be ion to something there.

change my answer to hold, we have immediate probs to handle first.

>> i want this compound locked down yesterday, get that shit under control srgt.
>>
>>39599381
>Accept report
>>
Rolled 42 (1d100)

>>39599381

>Other News
-Steam plumes continue across the city. Some is emerging from the ruined pipes near your hotbaths, but this is mostly well received from those there.
-Monster activity in the underground is approaching average.

>Turn 20
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 0
>Loot: 0

Current Pop 1300
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Moderate.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 300 [25 Wounded]
>>>>>Fuel: Moderate.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths.
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive]. Computer Components [Moderate].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Moderate.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network.
>>
Rolled 64 (1d100)

>>39599560
>>>>>>E. Explore in a direction/something.
Scout out those goddamn steam plumes already
>>>>>>B. Try to improve the base
Ammo production.

Or rather, ammo storage, then production.
>>
Rolled 54 (1d100)

>>39599560

Ammunition Reserve should be Very Low, my mistake.

Accepting the transmission from the Big Boss will not occupy an action. It deserves note that his personal callsigns are being used in this transmission.

You guys don't have encryptions or a code-language or anything, but you do have callsigns and basic verification.
>>
Rolled 63 (1d100)

>>39599560
> hold off on report
- b, fortify and segment armory/ ammo stockpile.
- f, scavenge to replace lost munitions.

we have the reseach half of admech, we have to expand industrial/mechanisation half later
>>
Rolled 53 (1d100)

>>39599560
>>39599617
You realize we've just been blown up and have wounded and damaged facilities right?

>>39599560
>>>>>>G. Your choice
>>>>>>G. Your choice
Immediate damage control, put out all fires and clean up debris, gather any wounded and watch for any damage or hazards we might have missed. And secure all remaining ammunition that hasn't been blown up

Bust out the medicine and start tending to the wonuded.

We must put the base back in order
>>
Rolled 96 (1d100)

>>39599617
Also: 'No Smoking' signs are now to be prominently displayed around ammo storage facilities.
>>
>>39599672
smoking ban ass a whole.
>>
>>39599381
>Acquired trait: EXPLOSIONS!!!!

So, are we gonna get a hero name Mickey Gulf?
>>
>>39599672
When you're dealing with Torg, smoking is the least thing you have to fear.
>>
>>39599699
We just got morale back up, anon. Don't do this.
>>
>>39599661
Or outsource it. We have AlphaCorp around, and Megacorps are jizztastically good at production.
>>
>>39599699
Nonononono, that'll shit up morale HARD.
Just have designated smoking zones.
>>
Rolled 82 (1d100)

>>39599669
Base repairs and treat the wounded. Vote
>>
Rolled 37 (1d100)

>>39599560
There seems to be quite a bit of disagreement.

Please link to this post (with 1d100) agreeing/disagreeing on accepting the transmission from Big Boss/AlphaCorp Tower.
>>
grump* all this repair and crisis control is holding us back from progressing our paramilitary destiney...
>>
Rolled 38 (1d100)

>>39599764
I disagree

>>39599767
Believe me. . .it could be a LOT worse, be glad your OP is Strelok.

Also do we still get a bonus if we guess what faction type Alpha corp is?

My guess is that they're either a pure Megacorp or a hybrid Megacorp/Think Tank civ
>>
Rolled 90 (1d100)

>>39599764
Agree
>>
Rolled 2 (1d100)

>>39599669
The wounded are already receiving treatment >>39599381 and considering we already brought in a major haul of medicine, there's probably not much more we can do for them.

The last time we ignored the steam plumes, however, ended with a highly equipped strike force blowing a tunnel right into one of our towers, and was only beaten back with at 5 to 1 losses.
>>
Rolled 20 (1d100)

>>39599791
You do indeed get a bonus if you guess the faction type of the residents of AlphaCorp tower.

>>39599812
20 to 1 losses, actually. You were lucky to get even that good of odds (it was nearly a civ wipe, power armored bandits are nothing to sniff at).
>>
Rolled 46 (1d100)

>>39599560
refuse report.

-b repair damages and heal wounded , if action required. or construct munitions stockpile.
-g , scout plumes

>>> Brace for impact and damage control
>>
Rolled 21 (1d100)

>>39599764
Agree on report
>>
Rolled 83 (1d100)

>>39599764
Agree
>>
Rolled 17 (1d100)

>>39599837
Surely they couldn't be. . .Tech Bandits right? Occupying the tower and posing as someting else. . .
>>
Rolled 92 (1d100)

>>39599837
>>39599872
Also my last wacky guess is that they are mutants, and that our scouts never noticed because they were soley using that radio vision of theirs.

It would make sense since they never imagined us to return "so friendly"
>>
>>39599904
Maybe they are robots.

Robots would be a strong source of radio chatter, and computer parts would be useful for them. Unity might mean fixing up an old Super Computer or something to lead them
>>
File: Spoiler Image (419 KB, 1500x844)
419 KB
419 KB JPG
>>39599970
dear gods, i was just about to post this...
>>
Rolled 96 (1d100)

>>39599837
Probably Megacorp remnants. There was talk of how they extended a line of credit to our ancestors, that doesn't sound like anything any other faction would do.
>>
Rolled 66 (1d100)

>>39599970
This anon might have it.

Think about it. Megacorps often used robots in their manufacturing

Robot radio chatter would be common from all of them talking to each other

And it explains the bandits use of radio jammers (against them) and why they want computer parts.
>>
>>39599970
>>39600033
That's more support for an idea than any other has right now
>>
File: Spoiler Image (2 MB, 248x291)
2 MB
2 MB GIF
official guess , roboids? Confirmed?
>>
Rolled 26 (1d100)

>>39600024
Megacorp bots would be exceptionally memorable on all receipts and transactions long after any humans would forget.
>>
Rolled 53 (1d100)

>>39600024
But the radiation from the Great War would fry there hard drives. Even shielded that plus time would drive any robo with AI dead or mad.
>>
Rolled 77 (1d100)

>>39600130
>>39600197
If they a corp bots then we should find out if the corp that made them still lives. If not we can get them to work for us. If our ancestors had any stock in the corp we might be the last living stockholders making us the defector leaders of that corp
>>
>>39600197
A dead AI would explain why they want computer parts to fix it up.

Alternatively this is a huge misunderstanding and they are simply a radio based megacorp remnant of humans
>>
Rolled 51 (1d100)

>>39599560

[Accept Transmission]
[LOCKED]

[Tech Bandits]
[Megacorp/Thinktank]
[Megacorp]
[Robots]

Absolutely the final fucking vote, I swear. I've given you guys enough time already.
>>
>>39600033
>And it explains the bandits use of radio jammers (against them) and why they want computer parts.
That's a really good point, actually. So maybe this radio contact is a way of them trying to figure out our callsigns?
>>
Rolled 30 (1d100)

>>39599617
Vote
>>
Rolled 16 (1d100)

>>39600265
Accepting transmission and writing as we speak, so there's a limited timeframe here.
>>
Rolled 35 (1d100)

>>39600265
Robots
>>
Rolled 36 (1d100)

>>39600265
robots, lonely lonely robots
>>
>>39600265
[Megacorp]
>>
Rolled 69 (1d100)

>>39600265

[Scout out those goddamn steam plumes already]
[LOCKED]
[Improve/Repair Ammo Storage]
[LOCKED]
>>
Rolled 93 (1d100)

>>39600265
robo
>>
Rolled 28 (1d100)

>>39600265
Not just robots
Capitalist robots!
The best kind.
>>
File: Spoiler Image (575 KB, 768x1024)
575 KB
575 KB PNG
Rolled 18 (1d100)

>>39600354
i preffer them to be lonely cyborg who just want to learn what it means to love...
>>
if you listen close, you can almost HEAR op typing furiously.
>>
>>39600411
If you pic it them then the only thing the will learn from is is lust not love. Teaching them that will doom us all
>>
Rolled 90 (1d100)

>>39600265

>[Robots]
[LOCKED]
Took you fuckers long enough.Be warned, I won't have my kiddy gloves on for much longer with you guys.

>Guess bonus GAINED
>UNKNOWN effects intitiated
>>
Rolled 41 (1d100)

>>39600464

"Calling [REDACTED] Mainbase. Requesting Comm access."

"Please confirm identity, unknown transmission."

"Callsign Beta Bosh-Manshon, Group A Caravan. That enough, Kathy?"

"Yeah, that's enough Boss. Who you want to talk to?"

"Get me that motherfucker Henrich on the phone. I've got some FUCKING QUESTIONS to ask him."
>>
File: Spoiler Image (545 KB, 1200x800)
545 KB
545 KB JPG
>>39600464
THe gloves will come off as we deserve, Our failures shall gain the weight they deserve.
>>
>>39600538
Be warned o anon,
from another anon who dared that path
You know not what you ask
>>
>>39600464
sorry if were bugging you, OP. just having fun with your game.

i think we all agree

>>>IN STRELOK WE TRUST!
>>
Rolled 47 (1d100)

>>39600580

No, no it's perfectly fine. You've just been warned now.

As of next thread, critfails will HURT everytime, crit successes will be equally amplified, and background machinations between as-yet-unencountered entities will begin to come into effect.

I wouldn't want to begin all that without a warning, so here's your warning.
>>
File: Spoiler Image (86 KB, 900x591)
86 KB
86 KB JPG
>>39600463
oh noes, a tower full of lustfull cyborgs...what has my foolish ness wrought
>>
File: Spoiler Image (1.97 MB, 375x246)
1.97 MB
1.97 MB GIF
>>39600621
confirmed: Difficulty increase , standard > hard
Tutorial mode: deactivated
>>
Rolled 26 (1d100)

>>39600629
A very magical land.
One that would have fun in.
Until they enslave humanity with sex
>>
File: Spoiler Image (264 KB, 495x364)
264 KB
264 KB PNG
>>39600675
> implying this isnt how humanity already works?
>>
Rolled 27 (1d100)

>>39600535

"Hey Boss, what's up?"

"Hey, Henrich...so I'm standing here outside the Megatower now having just met the AlphaCorp welcoming party and I'm wondering...

HOW THE FUCK DID YOU NOT NOTICE THESE MOTHERFUCKERS WERE BOTS?"

"W-wha? What, Boss? What are you talking about?"

"THEY'RE BOTS, HENRICH. Metal-skinned, implacable BOTS. I can't even tell if they were AlphaCorp bots to begin with! What the fuck, man?"

"B-but Boss, they fed us and talked to us like normal humans? What kind of bots keep food and shit around?"

"....

Well goddammit, you're right their voice imitators are really good.

Still, how the fuck did you not SEE that they were fucking bots?"

"Well, you know how I said we figured out how to activate that special vision-mode on the armor that let us see EM concentrations and shit?

...To be honest, we never figured out how to turn it off. Not till Gunny showed us when we were back at base, that is."
>>
File: Spoiler Image (102 KB, 640x644)
102 KB
102 KB JPG
Rolled 33 (1d100)

>>39600723
When was the last time you fucked a robot?
No really when? Where can I get one!?
At the mall?
>>
File: Spoiler Image (179 KB, 600x848)
179 KB
179 KB JPG
Rolled 38 (1d100)

>>39600762
>TFW discworld.

>>39600752
Perhaps they have some simplistic desires, to smash Twinkies against their face plates in the middle of the night when no fleshes are about.

I suggest we stock up on AP/EMP rounds just in case.
>>
Rolled 63 (1d100)

>>39600752

"...Fine then, Henrich. They're coming back to welcome us in now, so you're off the hook for now. You'd better bet that we're going to fucking talk when I get back though. You and all your team."

>Notice: AlphaCorp Tower Bots are greeting you
>How would you like to respond?
- Open-armed greeting.
- Cautious friends.
- Trading partners.
- Neutral trading parties.
- J/K we're actually hostile!

>Additionally
-Present computer parts now
-Present Big Boss's personal gifts
-Wait a bit
>>
Rolled 75 (1d100)

>>39600858
>- Open-armed greeting.
but...
>-Wait a bit
Let's see if we can't get a read on them first.
>>
Rolled 61 (1d100)

>>39600858
- Open-armed greeting
-Wait a bit
>>
File: Spoiler Image (167 KB, 525x700)
167 KB
167 KB JPG
>>39600762
nah man, speacial order catalog. Pretty sure its taiwanese,...coulda been korean.....japan models are cost a premieum though.
>>
File: boop beep.jpg (132 KB, 900x1169)
132 KB
132 KB JPG
>>39600858
Cautious friends, Citing the time since our last meeting, the Crisis's we've dealt with as of late, and the innate need for adjustment with their new forms.

Let them know that we do not judge them for who they are becoming, but must be careful in a day and age such as this.

-Present them with BB's personal gifts first, as a show of good faith and thanks for treating our scouts so nicely. Keep our computer parts waiting till we know what they are planning to use them on.
>>
>>39600858
go hard with clear friendly intent.
- open armed greeting
- big boss gift. (com parts for trade later as needed)
>>
>>39600961
forgot my roll and my spoiler :/
>>
Rolled 6 (1d100)

>>39600858
Trading partners.
No more no less.
These are mega corp bots. That's what they work with
>>
Rolled 39 (1d100)

>>39600858
- Open-armed greeting.
-Present Big Boss's personal gifts
>>
Rolled 67 (1d100)

>>39600961
who dares wins friend! no time to go half way here.

>>39600967
forgot roll
>>
Rolled 34 (1d100)

>>39600961

>>39600988
the fuck?
>>
Rolled 61 (1d100)

>>39600858

>Scout out those goddamn steam plumes already

Scouts dispatched to look into the source(s) of the steam plumes around the city. They should be back in 3 turns.

>Improve/Repair ammo storage, secure remaining ammo.

Your members set to improving the ammunition dump, after the latest disaster. On the downside, everything has been completely blown apart. On the upside, that means there's not much to retrofit or redesign! That's so much more of a pain in the ass than just building something new from scratch.

>Ammo dump redesign/construction initiated.
>Will require 2 resources and 1 turn to complete.
>Gunny has decided to /personally/ supervise construction this time.
>>
Rolled 68 (1d100)

>>39601007
>>39600967
I vote this
>>
Rolled 60 (1d100)

>>39601007
>>39600967
>>39600961
THESE ARE ROBOS! They not into emotion!
They are also corp! Even less emotion
>>39600991
We treat them as trading partners and as equals.
>>
>>39601049
You forget they were pleased at how friendly we were
>>
>>39601023
good
in gunny we trust
>>
Rolled 95 (1d100)

>>39601007
That seems the most optimal
>>
Rolled 51 (1d100)

>>39601007
>- Open-armed greeting.
>-Present Big Boss's personal gifts
>>
>>39601049
;_;
>>
Rolled 72 (1d100)

>>39601023

>News
-2 Turns til enhanced military testing is concluded
-2 Turns til Steam-scouts return
-Faint transmissions detected from a caravan

>Turn 21
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 0
>Loot: 0

Current Pop 1300
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Moderate.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 300 [25 Wounded]
>>>>>Fuel: Moderate.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths.
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive]. Computer Components [Moderate].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Moderate.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network.
>>
these robos , saw a bunch of strange goggle wearing armed nutters sneaking up to THERE CAMP , and decidded " hey, lets chat them up and show them a good time. feed em, drink em, and ask how there day was. then well let them go home in peace and bring back there friends for lust...i mean cultural exchange and benefitial trade agreements! " no strings attached....yeah, real emotionless hard asses here guys, watch out! they might make us tea next!
>>
Rolled 49 (1d100)

>>39601071
In a wold gone mad friendly is one step closer to trade partner. Robos respond better to pragmatic than emotion. Friendly is good, pragmatic is better

Be the friendly trader
>>
Rolled 51 (1d100)

>>39601131

>Alerts
-Underground monster activity has returned to normal
-Armament Production is still wrecked
-Steam activity in hotbaths has increased, but visitors still report that it's quite pleasant. Quite romantic.
>>
Rolled 39 (1d100)

>>39601131
Caravan's coming!

Let's gather as much resources/loot as we can to trade with.

>>>>>>F. Scavenge for raw materials.
>>>>>>F. Scavenge for raw materials.
Anything of high value, loot preferable, bulk resources next
>>
>>39601131
F. Scavenge for raw materials.
F. Scavenge for raw materials.
>>
Rolled 86 (1d100)

>>39601173
>>39601181
Vote. We also need resources to fix our base anyway
>>
Rolled 83 (1d100)

>>39600858

>Please choose 1
-Open armed greeting
-Pragmatic friends

>[Boss's Gifts]
[LOCKED]
>>
Rolled 64 (1d100)

>>39601131
We could offer to be a middle man for the robos and caravan. I don't think the caravan will trust robos yet and robos might need stuff
>>
Rolled 23 (1d100)

>>39601210
>-Open armed greeting
>>
Rolled 91 (1d100)

>>39601210
-Pragmatic friends
>>
Rolled 63 (1d100)

>>39601210
open armed

come on guys, not just merely surviving here, DOMINATING! remember that.

>>dont you cockblock/ friendzone me now damn you, happy merchants.
>>
>>39601131
>>>>>>F. Scavenge for raw materials.
And I guess try to contact that caravan, if they're in range.
>>
Rolled 76 (1d100)

>>39601210
Pragmatic friendly greeting.
>>
Rolled 57 (1d100)

>>39601210
-Pragmatic friends
>>
Rolled 65 (1d100)

>>39601251
Dude, wait tell we get a working relationship before you make a move on the copying machine.
>>39601258
Roll
>>
Rolled 27 (1d100)

>>39601131
-b , construct munitions manufactory building.
- scavenge supplies, and matirials.
>>
Rolled 5 (1d100)

>>39601210
-Pragmatic friends with the promise of opening up when we get comfy. Make sure to be thankful, and hopeful of a good friendship.
>>
Personally, pragmatic first then building up to a true unconditional friendship is best.

We'll give them a reason to want to be friends, and in time we'll do our best so that they don't need a reason to be our friends
>>
Rolled 13 (1d100)

[Pragmatic Friends]
[LOCKED]

>Bonus gained
>Damn those rolls

Just need actions now.
>>
>>> implying best way to make people friend you is to play it cold and professional at first impression rather then friendly and interested in further relationships.
>>
>>39601384
I-it's not like I found these computer parts for you or anything! They were just lying around!
>>
grumble* soo im a technophile...byte me.
>>
Rolled 79 (1d100)

>>39601433
Carful, I might just do that.
You ain't the only magical one here you know.
>>
File: robo lesbo.jpg (34 KB, 650x425)
34 KB
34 KB JPG
Rolled 22 (1d100)

>>39601384
We'replaying it safe, not acting like emotionless turds.

>>39601433
Please at least post about other things in addition to your quasi-rp
does this excite you, annon?
>>
Rolled 61 (1d100)

>>39601433
>>39601468
But how would robo and human make baby?

NANO-MACHINES SON!

But really man, at least you haven't killed a civ trying to make centaurs for you fetish like me.
>>
Rolled 20 (1d100)

>>39601553

>NANO-MACHINES SON!
Good luck with those.

Woe betides the day you get access to those for you or your allies.
>>
>>39601416
hah, i see what you did there
>>39601553
>>39601510
>>39601468
hmmm....

>>but seriously just think it would be neatto have a sexy android.
>>
Rolled 44 (1d100)

>>39601173
>>39601181
>>39601197
Vote
>>
Rolled 20 (1d100)

>>39601597
I would rather have a sexy cyborg with the baby making parts still there. >>39601594
Collect resources
>>
anyway, slightly back on topic
first form survivor camp into quesi-imperium
THEN teach AndroCorp to love /(lust after our strange human flesh pods)
>>
Rolled 2 (1d100)

>>39601646
>>39601173
>>39601181
>>39601197

>Scavenge for raw materials
>[LOCKED]

>DOUBLE DOUBLES BONUS
>[Accepted]

Writan'.
>>
Rolled 61 (1d100)

>>39601662
You would need like 7 rolls of 69 to get that
>>39601646

Rolling a 69 is like a crit but for magic realms
>>
of course step one would intail expanding our industrial and mechanical capabilities while fending off the horrors of the wastes
>>
>>39601724
With the help of ROBOTS

We have the resource gathering
We have the manufacturing!

All we need now is more military veterans and scientists
>>
>>39601751
Correction: If we treat the robots right we COULD get all the manufacturing we'll ever need
>>
Rolled 8 (1d100)

>>39601724
Or just ask them for a few sex bots. They where once part of a mega corp. they ALLWAYS have sex bots. Got to keep stress down you know
>>
>>39601724
step two could also supplie us with some sort of strange TECHNO-brothel. in a post apoc wasteland , being known for having WHATEVER pleasures your radioactive ass desire , WOULD bring in mad cash/trade/travelers/infamy. were already known as silvertoungued partiers after all.
>>
Rolled 94 (1d100)

>>39601698

Hmm...

Well, shit.
>>
>>39601816
A pleasure palace or any variation thereof is quite common in these games and always a welcomed addition.

Especially in the post apoc where everyone is in a population race
>>
also guys, seriously, we have to CONTROL COMPLETLY our industrial/mechanical capabilities. outsourcing third parties can always leave you at THERE mercy down the line. even if it is with well esstablished lust crazed androcorp trade partners. Think AdMek holding imperium by the balls and screwing them around. not good long term.
>>
"who controls the screwdrivers, controls the universe" ~ dune.....
>>
unless your suggesting we can somehow, "BUYOUT" AndroCorp? become rightful CEO masters? i woulndnt hold my breath....which i have,...because im human.....and not a lonely android. ...right.
>>
Rolled 58 (1d100)

>>39601824

Your salvagers set out with a vengeance, and having gained an understanding of the city's resource-deposits from last time they had even greater success in their efforts. Your members were like a plague of locusts descending upon the city looking for food, no site was left alone and anywhere you identified something valuable was stripped barren in short order.

Unfortunately, you had to contend with significantly more monsters this time around. Goddamn do those fuckers bounce back quick even after being thinned out. There has to be a reason for that...

You even ventured into the underground in a few places, which possessed a spectacular abundance of resources...which were all too dangerous for you to access as of yet.

>Acquired
-8 Resources
-1 Loot
-1 Tools (General)

>Alert
-1 Turn until Military Testing is complete
-1 Turn until scouts return
-Monsters have been riled up, further provocation may be unwise

On another note, your salvagers seem to have happened upon an old Manufactory of some sort and some sort of exotic facility that you couldn't identify at all.
>>
>>39602001
Dependng on strelok, faction integration is a thing.

It;d likely require a pact of some sort, and either a lot of built up trust and/or somethng really valuable.

Then they become a part of us (as in part of the player civ)

that is quite late game
>>
Rolled 43 (1d100)

>>39602001
Well, there is no currency left, and anything we buys them with becomes ours once more when the join us. Buying them is an option
>>
Rolled 40 (1d100)

>>39602074

>News
-Steam plumes are dying down

>Pragmatic friends
>Big Boss Gifts ACTIVATED
>Bonus coming into effect
>...Calculating
>>
>>39601791
hmm, this could work. this could actually really work. An AndroCorp embassy of sorts.....
"installing" a kind of AndroCorp ambassader NPC in our camp could be used to further benefitial trade conditions and bolster relations....... sweet sweet relations.

>>> OP question: Salt levels in Romantic hot springs?
>>
Rolled 21 (1d100)

>>39602113

Salt levels in the hot springs are unknown. Your sensors do not detect salt levels and you have not taken special measurements to determine them.
>>
Rolled 33 (1d100)

>>39602134
You could just taste the water to see if it's salty...
>>
Rolled 18 (1d100)

>>39602168

Your members do so.

Varying reports come back as to the saltiness of the water down there. Quite a few describe saltiness your chronicler is not comfortable recording.
>>
cant bring ambassader down until determined....rust could prove to be a hazardous interfaction incident.....also painful
>>
Rolled 25 (1d100)

>>39602217
I think she would like a trip to the hardware store more that to a bunch of water that could fry her wires.
>>
Rolled 55 (1d100)

>>39602217
Also your still thinking of the robos as behaving human. There not.
They might be people but they are not human.
>>
Rolled 65 (1d100)

>>39602277
That roll
That dub of dubs
Well this will be interesting
Hold on to your hats boys. We are going on a trip to magic and madness
>>
Rolled 41 (1d100)

>>39602106

"It occurs to the Collective that we have not greeted you properly, friends. We are Urfgent, and we are many yet one."

"Aah, yes. The Urfgent of course...my apologies, I was lead to believe that you were the descendents of our former AlphaCorp allies, and as such my gifts are tailored to them. You are welcome to them though."

"This was not an illogical conclusion. The unity appreciates your gesture, and extends the estimated amount of gratitude required towards yourself and the faction you represent. We have observed the presence of curiosity among your kind, would you appreciate a tour of our facilities?"

>Accept the tour
>Decline the tour, graciously
>Decline the tour, depart

>Offer computer parts
>Wait a bit
>>
Rolled 11 (1d100)

>>39602333
3 3s
Do androids dream of digital dicks?
>>
Rolled 96 (1d100)

>>39602344
>Accept the tour
>Wait a bit
>>
Rolled 88 (1d100)

>>39602344
Accept the tore.

I'm starting to get "The we of Babcock" feel here
>>
Rolled 98 (1d100)

>>39602344
Accept the tour, subtly try to stay armed through out it but in no way hostile.

Wait a bit, Let's find out what they plan on doing with these parts.

Ask what happened to the old friends, or if these are the successors to that group
>>
Rolled 7 (1d100)

>>39602344

>Other News
-The transmissions from the caravan are becoming stronger, but are still difficult to decipher
-Occupants of the MAD Baths are reporting odd feelings.

>What do?

>Turn 22
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 8
>Loot: 1

Current Pop 1300
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Moderate.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Moderate.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Limited Armament Production [Salvaged]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths.
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Tools (General) [Moderate]. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive]. Computer Components [Moderate].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Very Low.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network.
>>
Rolled 98 (1d100)

>>39602399
Id 99
Roll 88
Oh my
>>
Rolled 29 (1d100)

>>39602420
98
>>39602408
98
Oh my
>>39602399
>>39602360
>>39602377
So manny good and stacking rolls!
>>
Rolled 28 (1d100)

>>39602409
>>>>>>>B. Try to improve the base
Fix the ammo plant
>>>>>>G. Your choice
Investigate the baths and 'odd feelings'
>>
Rolled 79 (1d100)

>>39602409
Stop using the baths now!
We need to quarenten the area and all those that have used it recently
>>
Rolled 16 (1d100)

>>39602409

I'll be calling it a night...probably next turn.

Work schedule has been fluctuating greatly lately, and I've got to be up early tomorrow so I need some sleep.
>>
Rolled 64 (1d100)

>>39602484
Quarantining all recent occupants of the MAD baths is impossible, as that encompasses the entire population of your civ.
>>
File: Spoiler Image (128 KB, 993x1224)
128 KB
128 KB JPG
Rolled 100 (1d100)

>>39602484
>>39602479
These.
my expectation.
>>
File: Spoiler Image (2.61 MB, 500x282)
2.61 MB
2.61 MB GIF
Rolled 84 (1d100)

>>39602246
>>>implying "she"

well for now THIS councilor says immediate goals include:
- waiting for research/training/construction to finish
- shoaring up our individual resource production facilities.
- exploring/promoting AndroCorp faction social link.
- Aquiring eginseers for various basic industrial roles, vehicles/aironatical/facilities & Construction/Arms & Armor, etc.
- expanding military branches, basic arty(mortars etc), Armored (Technicals and Buggies to start), air dominance( gyros scout and armed), Officer Core(Paramilitary HQ).

How dose that sound to you guys as an rough idea?

>>39602409
also seal off springs until a full testing of them can be completed. #nokiddygloves

-b , create reinforced munitions storage, and production facility
-g, Forced health check ups on all pop asap.

>>39602508
Agreed. thx strelok.
>>
Rolled 29 (1d100)

>>39602563
>Rolled 100 (1d100)
Jesus

Well, I guess we were about due for a good one.
>>
Rolled 4 (1d100)

>>39602563
Hmm.

>Crit Detected
>Fix the ammo plant
[LOCKED]
>Investigate the baths and 'odd feelings'
[LOCKED]

>Dispense Resources to repairing/improving Ammo Dump?
>Y/N?
>>
>>39602622
yes, resources. also separte facilities for ammo and arms storage AND ammo generation please.
>>
Rolled 60 (1d100)

>>39602622
Sure
>>
>>39602653
my thought process is if we have a nother crisis and ammo blows, we still have ammo PRODUCTION capability and arms& armor storage is untouched.
>>
Rolled 41 (1d100)

>>39602568
woah holy fuck! the hell is that?
>>39602563
oh shit, I hope that expectation does not mean anything....

>>39602622
Dispense.
>>
Rolled 95 (1d100)

>Dispense resources
[LOCKED]
Mmkay, writan' this out...somehow.

Fookin' dice don't make this easy.
>>
>>39602699
hot "salty" bath, post apoc MADgic, monsters, zombies, radioactive particles, robots, nano tech, no doubt aliens, probably cthulhu, chemical and bio warfare, couple generations of evolution and breeding......lets not kid ourselfs kiddies, shit can get fucking strange- fucking quick!
>>
Rolled 59 (1d100)

>>39602563
You bastard you killed us all!
Unless we are becoming super mutants that can do anything that doesn't involve looking nice.
>>
File: Spoiler Image (118 KB, 600x800)
118 KB
118 KB JPG
>>39602763
thus, the emporor united the terran tribes from the wastland. and launched his holy human crusade.

the xenos, the demon, the mutant, the witch, the heretic, and the traitor, all must be brought to task by our holy will and cleansing flame. In the name of HUMANITY!


>>>> but not the Androids, they're cool, they've got our backs(ides...^_^)
>>
Rolled 9 (1d100)

4chan seems to be...problematic at this point. Thread will resume tomorrow whenever I get off work. Most likely some time around 1600 US Eastern time.

Even if this thread dies, the crit100 will be counted. Warning: next thread, kiddy gloves come off for crit1s and crit 100s.[/spoiler[

If this thread survives then a bonus will be granted.

Thank you all for playing, have a nice night!
>>
>>39602933
awesome stuff stelok, first quest thread ive been in, and im really emnjoying the soft smut levels going on in the background.

see you guys tommorrow
gnight
>>
annnnd silence...
>>
Rolled 36 (1d100)

>>39603048

You'll get to see what the results of investigation into MADtech is tomorrow.

...One way or another.
>>
bump
>>
Morning bump
>>
bunp
>>
bump
>>
>>39602344
Hmm, are these bots attempting to develop/advance their own technological hivemind?

Does make sense and would explain the desire for "unity"

Ah, but I just love hive-mind races. So pragmatic and efficient.


>>39603093
"'Many yet one' we have heard of such races who use that motto, in particular those who govern themselves via a hivemind. You even mentioned a desire for 'unit' with us.

What can you tell us about yourselves, Urfgent?"
>>
>>39607054
I'd bet that they are well on their way to hive mind. We'll have to be careful with these ones.
>>
>>39607178
Good thing about hivemind at least, when you're kind to one you're kind to all.

Likewise, if you insult one you insult all.
>>
more likly, theyre taking inefficient flesh pods and granting them "unity" with the ai systems, by cyborking them! bewary
>>
bump, bump for stelok, bump for the survivors, bump for HUMANITY!
>>
no dying for you!
>>
bump
>>
bumping for bump survival
>>
>>39607054
They could just want to build more bots you know.
>>
bump
>>
bump
>>
Rolled 94 (1d100)

>>39607054
I don't think it's hive mind. I think it's one mind
In a hive there are individuals that share some thought
It the one mind it is just one individual living in manny body's. There is no queen of the hive there are just many body's of the one.

Upside, we only need to combines one person to join us.
>>
Rolled 99 (1d100)

>>39611832
94
>>39602563
100

Last time these rolled happened together was in the blackwoods civ. we got from scratch flame throwers that where so good you could snipe with them.

Won't this action tho... We probably fix the fuck out of the ammo plant and probably upgrade it to.

And we will know exactly what is up with the baths. And if they are salty
>>
>>39611893
dude! stop wasting them sweet sexy rolls!

also, would you have any links to old civ games based off this system?
>>
Rolled 92 (1d100)

>>39611950
Oh these rolls still count. They add to the crit.

I don't have the link but I'll see if I can find it. We are using a system made by Genie. I even helped fund the making of this system. I alone dumped 1k into it, others funded it by I'm the biggest funder I think.
>>
Rolled 18 (1d100)

>>39612238
well arnt you special, with your funding and your rolls. i could fund and roll to you know!, i just dont want to...
>>
>>39611832
>In a hive there are individuals that share some thought
It the one mind it is just one individual living in manny body's. There is no queen of the hive there are just many body's of the one.
This is a good point. But I still think it's a hivemind.

They state "It occurs to the collective that we"
A collective acknolwedges a, well, collective of individuals working together. Likewise the use of the pronoun 'we'.

Had they said.
"It occurs to Urfgent that I"

that would be more indicative of a one mind. Indeed, it would be readily obvious when it seems like we're speaking to one person yet each refers to that same person.
>>
>>39611950
Here is an 'Almost' complete collection of Genie's threads.

It is complete up to the final threads of the last fantastic civ.

https://docs.google.com/document/d/1ufBecUILGaUawnuV62JSrMBHDdhisZF1VqIP1wr90T4/edit

The rest should be found here, although a lot are missing.
http://suptg.thisisnotatrueending.com/archive.html?tags=hivemind
>>
>>39612619
MUH DICK
thank you!
>>
>>39612619
Oh, also missing is the recent Sci Fi war hero/civ quest which is one of Genie's best in a long time!

However Genie needs a break to refill his imagination so in the meantime we're running a One Piece hero quest
>>
Bump
>>
Rolled 23 (1d100)

>>39612511
I think they are a one mind mostly because there is no reason robots would go for a hive and not a one

They might have been a hive mind once and that would explain them saying "the we of Urfgent" and when the signal is bad the are hive mind once more.

Really the are both just depending on there wifi strength. The one mind is just a perfect hive mind.

Among bio minds the one mind can never truly be reached but with AI it's almost easy.


We should focus on figuring them out and working with us, and eventually joining us.

We could say thinks like "with your minds as a one it grants you great strength but often it requires different perspectives to innovate." That's is how we help them. We can innovate far faster that the minds of metal.
>>
Rolled 64 (1d100)

>>39612393
Aren't you a character.
You know there is a Skype chat that a lot of us are in. Contact me at falloutfellix if you want in.

Anyone else playing this civ can join.
>>
>>39613955
>I think they are a one mind mostly because there is no reason robots would go for a hive and not a one
What makes you say that?

I actually see no reason each bot shouldn't be able to have its own autonomous and independent sapience yet is in complete agreement with the hivemind governing body

>Among bio minds the one mind can never truly be reached but with AI it's almost easy.
I would be to differ in the case of some mutants/brood

>We can innovate far faster that the minds of metal.
I find your lack of faith in artificial intelligence disturbing.
>>
bump
>>
>>39613998
you cant fool me with you honey suckled words.

unfortunatly i dont think i can participate much tonight, promised id do some karate with a friend of mine, gonna be gone for like the next 4 hours.

you lot just go on with out me, or keep th ethread alive until 21:00:00
>>
bump
>>
bumpe
>>
>>39602622
Yes
>>
Bump
>>
Bump I want that damn bonus
>>
Rolled 56 (1d100)

OP is alive once more.
>>
>>39617213
Woot. We're all here waiting on you man
>>
File: Survivor colorado.jpg (158 KB, 700x846)
158 KB
158 KB JPG
>>39617213
good to hear captain.
>>
Rolled 77 (1d100)

>>39602622

>Fix the ammo plant

"So Torg...we kinda dun fucked up."

"How do you figure?"

"Well, we kinda caused a good chunk of the base to blow up..."

"I know! Wasn't it great? And look at the state of the Production line now!"

Torg gestured towards the long chamber that had once held your armament manufacturing equipment. It actually still held your armament manufacturing equipment, your poor, half-slagged and entirely broken equipment. What hadn't been blown to bits was obviously broken. Springs sticking out at odd angles from places they should be, wires occasionally rubbed against each other to produce showers of sparks, and gears that were somehow still getting power spun against each other to no effect. You think you even saw a wheel or something roll across the floor and off the tower.

"Torg, that's just a gigantic pile of scrap."

"Ohhh noo it's not! IT'S PERFECT."

>Repairs to ammunition production are underway
>Heroic unit detected
>>
Rolled 61 (1d100)

>>39617511

>Investigate the baths and 'odd feelings'

Your squad of randomly selected investigators stood on the edge of the gash in the roadway, looking down at your hot bath complex. No one had been willing to volunteer to actually investigate how they managed to exist, so straws had been drawn.

"Well...shit. Do any of you guys even remember how or why we built this shit?"

"The 'why' is easy. We were all /very/ drunk and wanted some hot baths. As for how...I don't know, I think I maybe remember the caravaners have some equipment?"

"Uhh, right...I think I remember getting into a Digga Sigga with Ramona at some point...I don't know, just thinking about that night kind of makes my head hurt."

Your members stood in silence for a little while longer. Below them a series of surprisingly organized and well made pools occupied the bottom of your trench. Steam was coming off them faintly, and a few even had bubblers active. It would've been quite a refreshing sight if it weren't completely devoid of people.

"Well...who wants to go in first?"

"Draw straws again?"

"...Nah, let's just get this over with already. Fucking Council couldn't just leave well enough alone."

>Investigators dispatched to figure out MAD Underground Hot Baths.
>Why have you inflicted this upon us?
>>
Rolled 32 (1d100)

>>39617700
Something good I hope
>>39617511
Fixed and super upgraded I bet
>>
Rolled 89 (1d100)

>>39617511
This crazy gageteer will either be our salvation, our our true ruin... i think the bio fuel booze may have shaken something loose.
>>
>>39617995
There is some Meta-Tomfoolery going on here that only one person in this thread could possibly know besides OP
I won't spoil it for you, but you are absolutely right.

Well, almost.
He's both
>>
>>39612619
Too bad Strelock is only using the system and not the setting. On the plus side much more merciful then Genie.

>>39612689
Having such an mental intensive heroes tends to give Genie problems so its no real surprise as everyone has to be juggled.
>>
File: Spoiler Image (93 KB, 600x1218)
93 KB
93 KB JPG
>>39618023
you saucy bastard.

>>39618261
Genie uses a unified setting? were would you recommend starting?

>pic of what I hope Urfgent sends as an ambassador
>>
Rolled 38 (1d100)

>>39617511
https://www.youtube.com/watch?v=MVi21pZX4R
this is Torg's new theme music in my mind.

That or https://www.youtube.com/watch?v=hquOZ5dtCPo

depending on if he gets any one else killed. [people we want dead that are killed more efficiently from his work do not count as real people]
>>
File: EXPLOSIONS.jpg (95 KB, 879x660)
95 KB
95 KB JPG
>>39618562
Think less of his skill in gadgets (which is still considerable)

but more on EXPLOSIONS and things that go BOOM
>>
Bump for OP
>>
Rolled 50 (1d100)

Apologies for the delay, kinda had to deal with the gf having a mental breakdown. Resuming now.
>>
File: Spoiler Image (68 KB, 700x473)
68 KB
68 KB JPG
>>39619479
women, right?
>>
>>39619479
There is a d in deal
>>
you want to reschedule srelok?
>>
>>39618400
Technically I think its a multiverse but Genie doesn't share the gory details due to continued world building efforts and spoilers.
>>
>>39619479
[spoilers]Irl first buddy, I hope she is okay.[/spoiler]

Good to have you back!
>>
>>39619724
Actually, from what Genie implies, most if not all of them were connected in a distinct timeine.

He has mentioned the fantasy is a prelude to the Post Apoc. And that both the sci fi iterations where also, preludes to the Post Apoc.

So technically speaking, they are all in a singular universe.

Even if they aren't, it's pretty much confirmed that each respective setting is all in one universe (Post apocs, Sci fi's, and fantasy's)
>>
Rolled 57 (1d100)

>>39618400
The Memor is the beginning, it's a good place to start.

After that the highpoints are: Adero, Bloodsnow Bandits, V101, Splicer Brigade, Gearhead Garrison, Jungle Cultists, Hax.
>>
>>39619765
Yeah but Genie also implied with 'outsiders' meaning its not just one universe. There was also the modern invasion into fantasyland that ended in disaster.

Hence why I think it may actually be a multiverse...would love to get a look at Genie's notes.
>>
Rolled 37 (1d100)

>>39617700

Your team has begun investigating the baths. They are making spectacular progress, given the situation. Several insights have already been gained.

>Source of heat
Apparently when we dropped down the MAD Bandit Pyro Grenades down here during Monster Mayhem they did more than just blow flames through all the underground pipes within a square kilometer or two of the base.

It seems dropping so many at once has given the area a lasting MAD effect. There appear to be static anomalies in MANY locations that are just patches of superheated air. This was discovered the hard way when one of your investigators had a damn good walking stick burnt into ash for seemingly no reason. Somehow your drunk asses managed to harness these superheated spots to warm the water for your hot baths.

On the upside though, the anomalies seem to be clustered around the walls of the trench. Preventing entrance/egress through the various exposed tunnels. This explains why there's been so little trouble with monster attacks from underground, as they've likely not had the chance to develop sufficient heat resistance (yet).
>>
>>39619976
Hmm, random heat spots? I'd like to investigate if these are static or dynamic, popping up randomly.

If they are static, even if they lose their disuading effect we might harness them for more than baths but also steam power and therefor electricity
>>
Rolled 45 (1d100)

>>39619976

>Baths
The baths themselves were created for exactly the reasons you would expect from a bunch of extremely drunk people. You were all feeling nasty and dirty from your...activities, and you wanted a goddamn hot bath (do you know how hard it is to get a hot bath as a caravaner? FUCKING HARD).

"How" is similarly unsurprising. You guys 'borrowed' a Digga Sigga from the caravan in order to neaten up the trench a bit, and then used a combination of your construction supplies, expertise, and a good amount of drunken elbow grease to make this shit surprisingly nice.

It still can't be determined how you mapped out the Heat Anomalies without any fatalities.
>>
Rolled 55 (1d100)

>>39620098

>Odd Feelings
This was the hardest bit to actually investigate...and the most taxing on your investigators.

On the upside, you actually did figure out what the odd feelings were. Apparently the MAD effects keeping the anomalies in place are...bleeding out and in some places destabilizing. It doesn't seem to have effected the anomalies just yet, as it's just beginning, but the MAD is enough for people to feel if they spend too much time in the Baths.

>Civ has acquired a very mild tolerance to MAD. This is not entirely good.

Somehow it seems that the way in which your baths were constructed stabilized the MAD effects that heat your pools, and has prolonged the presence of Anomalies along the edges of the trench. So for the moment everything is precisely balanced such that all the anomalies are stable and stationary, but it is impossible to know what will happen as the MAD continues to deteriorate.

On the downside...gaining the insights necessary to discover and explain all of this has driven your investigators thoroughly MAD.

>Acquired
-10 MAD Members
>>
>>39620225
I've seen this before guys.

We must not let the Mad get out of hand, it is literally civ ending otherwise. And we're not even bandits/mutants who at least have stronger toelrances to Mad.

Best find a way to nip or control this at the bud
>>
Rolled 50 (1d100)

>>39620225

Meanwhile, inside your base...

"Holy shit Torg. What IS this?"

"It's an armament production line, Michael. What's it look like?"

"It looks like some sort of unholy fusion of a nuclear reactor, Megapolice factory line, and...some sort of mechatrice tech."

"Oh. Well goddamn but you have good eyes Michael, how'd you tell about the Mechatrice bit?"

"Something about the combinations was bugging me, and I've always been bugged around Mechatrice stuff so it was just a lucky guess really."

"Damn fine lucky guess. Anywho...it's ready. Which one of us did the honors last time?"

"I believe it was you."

"Damn.

...

Probably best if you do the honors this time then."

"Uhh, just a second. What about storage and shit? That's where the actual problem was last time."

"I hooked up with Gunny and the new Drill Sergeant (real pleasant guy, btw). It's been seen to, personally, by them...there won't *sniff* be any explosions this time."

After finishing his sentence Torg briefly broke into an uncontrollable sobbing fit.

"Dude, it's not /that/ bad. Anyway, time to fire this bad boy up."
>>
>>39620225
>>39620395
Um. Well. At least we know now, right? I guess?

How should we get a handle of this?
>>
>>39620505
Knowing is half the problem, once shit gets out of hand, and I get too drunk, than I start suggesting mad ideas.
>>
Rolled 54 (1d100)

>>39620425

>Acquired
>Armament auto-production line.
-Feed it resources, and it'll spit out ammunition of any sort BY THE CRATE.
-Passive regeneration of ammunition stocks
-Ability to manufacture (1) type of weapon per turn for 2 resources. Provided you have the blueprints

>Alert
-MAD members are heavily frowned upon. If any other factions discover you have any among you then you will suffer a heavy reputation penalty.

>News
-An announcement has been issued from the Research Suite. They simply said "Three."
-Military testing will conclude in 2 turns.
-Scouts sent to investigate the Steam plumes will return next turn.
>>
>>39620505
I never could figure that out.

My only suggestion is we ask the caravans about hiring people with actual experience, pyschologists and the like.

Even then. . .we can't be sure the cure is worse than the disease. But at least we permanently befriended the caravan and they use the pools too, so they'd be genuinely interested in our plight (hopefully)
>>
>>39620561
Any news on the caravan?
>>
Rolled 4 (1d100)

>>39620561

>News (Cont)
-Signals from the distant caravan are clearing up, but are still indecipherable.

-Big Boss reports things are going well with the Urfgent. He request permission to carry out the rest of the mission as he sees fit.

>What do?

>Turn 23
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 5
>Loot: 1

Current Pop 1300
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Moderate.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Moderate.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Armament Auto-Production Line [Survivor-Tech]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths.
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+.
>>>>>Vehicles: 3 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Tools (General) [Moderate]. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Low.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network.
>>
File: Spoiler Image (115 KB, 491x700)
115 KB
115 KB JPG
>>39620225
>>39620395
Shit, this is serious... We need to figure something out. >>39620561 Can they be given a subsurface area to live in? Maybe sending them out to make an outpost some where else in the city and hoping they blow themselves up?


>>39620425
Hey, there there Torg! All you're doing is creating a distribution system for the explosions!

>>39620561
Three... Thanks guys. You're awesome.
>>
>>39620596
>-Big Boss reports things are going well with the Urfgent. He request permission to carry out the rest of the mission as he sees fit.
"Boss, is this urgent? We have a caravan coming in and we would like your expertise on this matter.

Can it wait for a bit, or do you feel you should continue this immediately?"
>>
>>39620621
I suggest we pay the caravans to take them to a place where they might find refuge. It would be more merciful than killing or outcasting them, and less detrimental than keeping them openly.
>>
>>39620596
Give the research lab three resources, but fucking check on what they are doing this time.
>>
Rolled 15 (1d100)

>>39620395
The only reason bandits deal with MAD is simply because they can't avoid it and I never said mutants had Mad resistance.

They don't but tend to be more tolerant of crazy due to neurological changes due to their mutations. This simply means they are more tolerant of 'eccentrics' but full blown crazy and your out. Bots consider MAD downright lethal and are actually the only faction in general who go out of their way through to of put down their crazies and its considered VERY dangerous. This is because its MADNESS is much MUCH more contagious for them.

Classically speaking when factions have some of their people go insane they get kicked out and tend to do the same with other troublemakers/criminals. This actually ends up forcing the bandits to take them and care for them.

Which they do. Every bandit base has a 'crazy town' section to them.

Also bandits who regularly use MAD are known to be especially insane because for bandits who actually have a TOLERANCE to madtech they fully accept the fact that there is a 50/50 chance of it going terribly wrong if they use it(and they are the only ones trained for it besides actual crazies). They accept this fact and usually use it for emergencies or if they are considered crazy even by Bandit standards(they have high standards when it comes to insanity).

Obviously bandit Crazed units are free to use Madtech however they please. Obviously bandits prefer to keep their distance from said forces as even the crazies can have madtech blow up in their faces(quite possibly literally) but all the larger bandit forces have MADtech and crazy units equipped with them. In an emergency, desperation, or downright mental break ordinary bandit forces will(ingly) use madtech.
>>
Rolled 3 (1d100)

>>39620596
>>>>>>E. Explore in a direction/something.
The Caravan. Its possible they might be under attack for all we know, as the Bandits have shown a connection to the radio jamming box thing.
>>>>>>G. Your choice
Hey, is that Ramona chick still around? The one who did the mad plumbing right?

Someone go and offer her to:
-Let her borrow our set of tools
-Give her a single Spider Crawler
-Whatever parts/weapons/pieces she asks for

And ask if she can come up with anything cool

Trust me on that second one guys, I have a hunch I wanna try out
>>
Rolled 9 (1d100)

>>39620505
General policy regarding MAD in the Post-Apoc is to never touch it in the first place.

If you do get hit with/infected by it then you need to excise the source ASAP.

>>39620627
"What, that caravan who's transmissions we've been hearing? You guys really need to get a sense for how good these sensors I got you are. They're still outside of the damn city.

Anyway, it'd be pretty detrimental to extract right now. The main thing these guys are interested in about us is how unexpectedly friendly and open we were from the very start."
>>
>>39620737
"Understood"

I vote we let him continue his mission as he wills it.
>>
Rolled 55 (1d100)

>>39620596
B> Work on fortifying the area around the trench, and making sure that the routs to and from the baths are easy and clean for our civies, but able to be closed off at a moments notice with blast doors and shit.

G Interview the MADies. How are they feeling? What are they up to?

>GIve the go-ahead to Big Boss. Keep us updated on the tour.
>>
>>39620723
Include giving the researchers the 3 resources they requested provided that they give us a report on their current projects.
>>
Rolled 32 (1d100)

>>39620596
Also since the caravan is really far away, let's work on those Gyro Copter prototypes.

>>39620755
This is a good idea

>>39620596
B> Work on fortifying the area around the trench, and making sure that the routs to and from the baths are easy and clean for our civies, but able to be closed off at a moments notice with blast doors and shit.
>>>>>>G. Your choice
Hey, is that Ramona chick still around? The one who did the mad plumbing right?

Someone go and offer her to:
-Let her borrow our set of tools
-Give her a single Spider Crawler
-Whatever parts/weapons/pieces she asks for

And ask if she can come up with anything cool

>>39620755
The interviews feel like they would be a free dialogue unless Strelok says we have to make an action for it.

Beware. . just talking to them might also make the interviewers mad. . .
>>
Rolled 100 (1d100)

>>39620795
Oh, why not.

>>39620802
Modification: "Three you say? Well, have three resources"

-Give the research team three resources
>>
Rolled 34 (1d100)

>>39620755
Sounds good, and maybe we should restrict bathing time per person.
>>39620802
>Also since the caravan is really far away, let's work on those Gyro Copter prototypes.
Might as well, we have to start somewhere.
>>
File: maxresdefault.jpg (82 KB, 1280x720)
82 KB
82 KB JPG
Rolled 28 (1d100)

>>39620820
oh... oh my fuck.
Three resources it is
MFW
>>
>>39620820
>100
hah, well then.

I WAS right about her!

I know you can do her justice Strelok
>>
Rolled 3 (1d100)

>>39620755

I won't require an action to interview members of your own faction in your own base. Not unless you want to like torture them in a specially prepared chamber or something along those lines.
>>
Rolled 74 (1d100)

>>39620820
Well...shit.

Genie, your goddess is venting her frustrations upon me.
>>
Rolled 54 (1d100)

>>39620886
Perhaps wine and dine them in a specially prepared chamber?
>>
Rolled 16 (1d100)

>>39620910

>Crit detected
>Fortify the Trench
[LOCKED]
>Let Ramona have a heyday
[LOCKED]
>>
>>39620596
Permission granted
>>
Rolled 30 (1d100)

>>39620596
Eliminate the heretic and the mutant, they are a disese, we must become the cure. * ignites flamer*
>>
Rolled 64 (1d100)

>>39620937

So many goddamn crits to deal with. Damn.
>>
Rolled 15 (1d100)

>>39620910
You know nothing. Wait till the absurd combos get involved or a theme starts showing up.

then believe me you'll know...YOU'LL KNOW!

>>39620927
Proximity to MAD will generate and afflict further MADNESS to those nearby. Which in game terms is sanity damage. It takes something special to drive someone past the point of insanity and succumb to fullblown madness.

Which is why all Bandits aren't so heavily afflicted by it as you would think. Its also represents a sad state of affairs with how BANDITS of all people are the only ones who go out of their way to take in crazies and other outcasts. The other factions know this and accept this fact. While it isn't the best option often enough its the only one as only bandits for the most part are equipped to handle the crazy and MAD.

This is due to the instutitions and resources being lost that would normally be able to help treat it. Now in the VAST majority of areas bandits are their only hope.

In the few areas that by some strange miracle have a still functional institute to handle them are often overwhelmed and liable to being overrun due to lack of resources.

Its worth noting those types of places are among the only places that bandits wont attack and even more bizarrely react with kindness by even going out of their way to helping them out. Usually this means in gifts, escorts of crazies to them, and even taking in people when they become too overwhelmed making sure they have a place to go.

Local bandits around those institutes are notoriously protective of them as it means they have to deal with a lot less crazy(though often they are still stuck with MADs but hey not NEARLY as bad as it could be).

Its one of those things that is suppose to show the shittiness of the post apoc. People who need that kind of help 99.999% of them can't get it and are thrown out as it becomes too much. Meaning that the bandits are the ones having to take them in and help take care of them.
>>
Rolled 95 (1d100)

>>39620596
i saw we follow AndroCorps lead and quietly terminate the infected before they become know to our new allies, or are let go and wind up leading bandits or worse about all our secrets and location. we need to stamp them out in a HURRY, 10 men, or our whole organisation, i for one wont jepardise our future.
>>
>>39621176
Thanks for the info!

>>39620937
once done that trench will make a krieger cry, An Iron Warrior pop a boner and the inquisition have a heart attack.

We should name it 'The Mariana Soak'
>>
>>39621343
I doubt even 10 men would be privvy to anything vitally important such that only our heroes would know.

We can afford to have them shipped off quietly by the Caravan if they accept. A bit of kindess now can pay of a lot more later
>>
>>39621419
correction: a bit of kindness now CAN kill us all later!(not to mention some other poor unfortunate souls)
the hesitent wont survive long out here comrade...This IS the right choice to be made, just not the comfortable one.
>>
Rolled 63 (1d100)

>>39620937
Kill the mad ones quickly in there sleep. You want there pain to end but not to suffer.
>>
Rolled 43 (1d100)

>>39621470
>>39621493
End the madness.
>>
File: Spoiler Image (94 KB, 599x599)
94 KB
94 KB JPG
Rolled 89 (1d100)

>>39621343
>>39621419
>>39621470
I.. sadly agree. INterview then quite deaths, preferably on another 'mission to the tunnles' down in the trench. lead them a few hundred meters away and into a mined area. Let the explosives kill them off. We should do as much as possible to keep the knowlage of this plan in the council. the trap setters will think they are just setting a trap. The commanders just think it's another mission. THe MADers do as well. it will be such a sad accident.
>>
Rolled 6 (1d100)

>>39621343
It would still be frowned upon. Think about it those are people's loved ones your talking about and...you don't really have the resources to care for them. Not to mention they might be a danger and are guaranteed to be a drain.

Its only acceptable for Bots to do that and even then its shady to others. Bots however don't give a shit about that because to them its an extremely serious matter.

And if you really worried about hidden location what you do is blindfold them and go in a few circles to get them lost before letting them go.

That is what the hidden factions due with their crazies and other outcasts to prevent their location from being blown.

Execution can also happen but its frowned upon if you start killing everyone not to mention a drain in resources. Better to just let the nasties outside kill them for you and give em a chance.

Though this is my verse and its what goes down in the background.

>>39621470
your assuming that they will have a shred of sanity enough to blame someone. Which is rather rare and even then its not like the bandits are gonna listen to them. You NEVER listen to the damned crazies or the Mads.
>>
>>39621547
or... just this >>39621493
>>
>>39621470
>>39621493
>>39621547
This treads down the same dark path another civ I recall happening. One that resulted in what arguably can be considered our most evil civ yet. The Memor

I have a feeling I won't convince you otherwise, but people outcast their madders all the time without difficulty, even think tanks and corps.

If we even go so far as to give them a reason to remember us fondly, they won't have a reason to turn against us in the future. And it sets a standard of morality for us to follow and hold back against that slippery slope.
>>
>>39621565
Paradoxically the Memor had the best intentions we ever had and had some really good moments where we did do good things, upstanding and noble even.

They were very extreme and chaotic
>>
>>39621556
>your assuming that they will have a shred of sanity enough to blame someone
And if they do retain that shred of sanity and information to think about us, what do we want them to think of us?

Someone to hate, or to remember fondly?

I have seen outcasts come back with a vengeance to help end civs, but only because they had reason to hate us.

If we give them a reason not to, even if they pose a threat, I believe they'd know enough to remember what we did for em
>>
Rolled 31 (1d100)

hmm, it COULD work, and probably will. But thats simply a chance none of us pragmatic types are willing to take. if they die, end of story, however every moment they live is a liability. solution, cold hard execution of cancerous material.
I remain unconvinced, life is cheap.
>>
>>39621672
Life IS cheap
but character is priceless

You're right, if we kill em we'll get nothing (at best).

But I feel if we don't there is a chance, no matter how small, we'll get something good in the end
>>
martrys , brave souls lost in the hot gash anomalies, they died ensuring the rest of us would be safe, HEROES, THE LOT OF THEM! ....thats what well say. no one questions a hero.
>>
Rolled 97 (1d100)

>>39621565
Perhaps you're right. I think giving them resources, gear, A map [fraudulent or not] and a nice letting go could be advisable. there are people out there who can care for them, care about them deeper than our pragmatic hearts can be aloud to...
>>
>>39621699
by that same logic, theres a equal chance were fucked for our kindness.
PEOPLE, these are men no longer, walking sanity tumors is a more apt description! there existence is a threat, that wont change, ever. end it now, while its controllable.
>>
Rolled 36 (1d100)

Anon did guess correctly about the Urfghent androids. I'd give him another chance with the mad infected.
>>
>>39621788
clarify, your FOR gut instinct suggesting a potential gain, or your for a pragmatic view of potential threats?
>>
I like to imagine all of this debate is happing In Character between council members
>>
>>39621850
you bet your ass it is. politics is scary shit man...
>>
>>39621863
they get in fist fights...
>>
Rolled 60 (1d100)

>>39621844
I am for trusting gut instincts for potential gain. It's served us well so far.
>>
Rolled 91 (1d100)

>>39621565
That is true...there is also another hidden facet.

Another reason why people don't kill their crazies is because bandits take that sorta thing rather poorly. They do the same thing with the execution of would be outcasts.

They do the same thing if bandits find out there its a bandit faction who refuses to help outcasts or crazies.

You know what they do?

The bandits go unleash their crazies on them.

And they ALL do it until there is nothing left IF the faction in question isn't bandit. For the bandit version same thing but there is a chance you'll make it out alive.

How to do this however means taking in ALL the crazies sent your way and no buts about it. Once word spreads they'll stop throwing them at you. This 'privilege' doesn't extend to nonbandits.

The bandits refer to this as a 'hazing' and they do it to whoever refuses to treat the crazies right. Also if they REALLY fucking hate something they'll do it too except they'll offer backup. Bandits rarely hate something that much though as it tends not to much behind for fun and loot.

Outcasts however get a different treatment. If bandits find out you don't do your part with the outcasts. they'll go out of their way to attack you especially if your a fellow bandit faction.

And ALL the bandits will do this to a faction who doesn't do outcasts IF that is their found out. Eventually bandits do find out because they are very good at that sorta thing. Mostly because their lives sorta depends on it.

Alright I am gonna go anon now. Just been in an odd bandit mood for awhile.
>>39621788
What mean?
>>
>>39621886
I also had a hunch with Ramona too, which if that 100 means anything, will also get us something good.

Still, I admit, I might be horribly wrong about all this and you can all hate me for it later.

But having played a dozen "practical acceptance of minor evils, leading to greater and greater sins until we're practically evil" civs, I really want to see if we can try playing good and staying good, just once.

Strelok's offering me a blank slate to try it anew, I wanna use that chance.
>>
>>39621887
meh, i want all bandits dead on sight anyway. burn the traitors, the mutant, and the heretic. pure and simple.
>>
Rolled 6 (1d100)

>>39620937

>Fortify the trench

Your entire civilization [which is still unnamed] deploys out in force to secure the Trench. Many speak of how it's high goddamn time you do something to seal it up. In fact several of them had extensive ideas on how exactly to seal it off. All of which were heard, integrated together, and implemented flawlessly.

Slowly a metal skin seemed to scab the gash in the streets over, eventually covering the entire thing. The brand new manufacturing line was put to use to manufacture weapons that were jury rigged onto your autoturrets, doubling their firepower. Then half were removed and placed to cover the new defenses on the Trench.

The fortifications in your Northern tower were extended down to the ground, and then expanded in order to encompass the Trench entirely. As a consequence, groundlevel around all of your towers has been secured somewhat, complete with automated defenses, pillbox networks, and all the nastiest fucking traps you could imagine.

Suffice to say that shit has been LOCKED DOWN. No one and nothing is getting out unless you want it to.

>Acquired ground fortifications.
>Tower grounds secured.
>Trench has been Fortified++.
>>
>>39621970
swwet
>>
>>39621953
>Still, I admit, I might be horribly wrong about all this and you can all hate me for it later.

I'm the one who had them investigate the bath in the first place, so you definitely won't be getting any from me.

Personally speaking, I want to keep them. Maybe it's naive, but this happened to them because of my suggestion. A bullet in the head or the bum's rush seems poor thanks indeed.
>>
>>39621887
yeah, that settles it. THough the settings are distinct, I'd rather not let this risk come to pass.

It's very odd though, we aren't given the chance or choice to try and help our boyo's beyond sending them out to join some murderband...
>>
>>39621956
Killing bandits on sight is fine as they are by definition are raiders, pillagers, and rapists. The people who are actually evil.

Mutants though. . .I'd be cautious about killing them.

Yes, they are frowned upon by human society and its ill advised to have any sort of relations for them as it is also frowned upon (though not nearly as much as bandits I think).

But they aren't always evil, though many of them live up to their reputation, most of them have the same amount of free will.

There are bandit mutants, and there are non bandit mutants trying to make a living.

Whatever we do we shouldn't we seek to provoke a fight with them because they are that strong. And as I always believe, one good turn is usually returned.
>>
Rolled 30 (1d100)

i call for a hard vote on the execution vs exhile debate or wait.
roll and prefference. make it easy for strelok

im quiet execution.
>>
>>39622036
mutants are on a case by case basis, traitors are free game.
>>
>>39622033
Yeah, its a tough choice with cons all around.

If we do kill craizes not only is it slightly demoralizing but if ever found out even the damn bandits will target us especially and unleash crazies on us in some vagueness of ironic backlash.

At the same time we can't bloody well keep them, that's a problem that compounds we do NOT want to happen.

>>39622058
I am against execution and for outcast, preferably hospitable outcast.
>>
File: Spoiler Image (611 KB, 657x890)
611 KB
611 KB JPG
>>39622083
i might still get my AndroCorp sexy robos, now if only there are monster girl mutants....hmmm.
>>
Rolled 43 (1d100)

>>39621887
As in bandits will go out of their way to whip their crazies into a frenzy before pointing them in a direction. Just under normal cases bandits wont do this in MASS and in this case they WILL do so.

So for a faction who doesn't treat their crazies right expect waves of whipped up crazies sent after you even if your a bandit.

For factions who refuse unleashing other outcasts this simply puts you on priority listing of 'assholes who need to get fucked' and unlike the previous one it doesn't matter if your bandit or not.

Bandits like to thing of such things as karmic payback and avenging the dead.

They will go out of their way to fuck your shit up even putting aside old grudges and teaming up. This has the interesting affect of sort of forcing non bandit factions to be 'nicer'. Which is why the Genie has never really revealed much appalling factions besides bandits.

>>39622033
Meh I just follow a train of thoughts and ask my self the effects along with reasons. It leads to some very weird and interesting places.

Though from what I can tell is a different setting and i have no idea how things really work here. Even the Mad shit.

>>39622036
Bandits are varying levels of evil as a whole no exception. Even the outcasts...for them though its nothing but a matter of time.
>>
Rolled 90 (1d100)

>>39622058
We could give the mad ones to the bots

Or... Sell them to the caravan. To sum madness has value.this madness is the most valuable. They have knowledge to literal endless energy pits. That has high value
>>
>>39622131
>>39622104
>>39622058
The tech bandits may be watching as we speak.
>>
File: Spoiler Image (387 KB, 1000x1000)
387 KB
387 KB JPG
Rolled 99 (1d100)

>>39621970
good work boys and girls, You've made your mother's fathers and pets proud this day. Our citizens can now see what their own hands can craft, from the tops of the towers and every bridge to the depths of our baths, looking up on the plasteel dome that shelters them all.

Perhaps we can continue this fortification... remember, dear frineds, the curtain wall from long ago? that which fell to the first zombie/monster attacks? Perhaps it was not a wall that we needed, but trenches, bunkers and mine fields... hmm.

Strelok, How deep do the foundations of our home go?

>>39622058
I'm for Set free. rollan
>>
Rolled 41 (1d100)

>>39622058
If outcasting is the norm and killing the exception, I'm for outcast.
>>
>>39622058
I actually wanna keep them a little longer, just make use of them.
>>
Rolled 60 (1d100)

>>39621970

>Let Ramona have her way

"Hey Ramona, word's come down from the Council."

"...Shit, I swear I didn't know it'd go down like that! Goddammit, no they can't do this to me! I've done my part, it wasn't my fault that flyer looked sooo sexy!"

"Uhh...alright, well this is awkward now. They just said that you were to get one of the Spider Crawlers for yourself and free access to the armory and resources."

"Wait, what?"

"I said this is kind of awkward now."

"No, the other part."

"Your own spider crawler, and whatever you want to outfit it with."

>Alert
-Ramona seems to have fainted.

When she awoke, she grabbed our 1 Loot, a resource, a good chunk of our armory, and departed in the Spider Crawler to an unknown location. None of our members were fast enough to follow her.

>Lost
-1 Spider Crawler
-1 Loot, 1 Resource

>>39622058
I'll call for a vote on it momentarily, just finishing up determining the crit effects.

>>39622134
>Though from what I can tell is a different setting and I have no idea how things really work here. Even the Mad shit.
ESPECIALLY the MAD shit is what you should be saying. If there's any part of this that I'd like to defy understanding it's the MAD SHIT.
>>
File: Spoiler Image (131 KB, 819x976)
131 KB
131 KB JPG
Rolled 41 (1d100)

>>39622131
Did someone say monster girls?
>>39622136
But really our mad guys figured out perpetual energy. We can't use it because it would fuck us lots, but we could sell them to some one that can take care of them.
>>
>>39622058
I'm for keeping them, at least for now.

Failing that, exile as best as we can make it.
>>
Rolled 39 (1d100)

>>39622161
holy shit that's close to a crit. what would have that been for? further fortification?
>>39622134
what's an outcast compared to a crazie again?
>>
Rolled 43 (1d100)

>>39622161
Let them go and tell them that we want them to go far away and perfect perpetual energy.
>>39622200
That post id. It's event time.
>>
>>39622214
Outcasts can be crazies, but aren't always. Outcasts are just that, people are cast out for one reason or another. Probably for commit crimes like rape or theft who we can or won't kill/imprison for one reason or another. Maybe your family was kicked out when another family took its place as head of the clan. I imagine even odd cases like intelligent infected zombies or mutated citizens who are smart enough to stay sane but can't stay for obvious reasons.
>>
damnit, damn democracy, dont bother strelok, the councils pretty onme sided here. the choice is clear.


grumble
grumble grumble
...this'd never happen in our neo-imperium of man. one look from a commissar and BLAM* no more heretic.
>>
Rolled 80 (1d100)

>>39622161

That would require exploration of the underground to determine. Your towers clearly had basement levels once upon a time...but they were /thoroughly/ collapsed and buried a very long time ago.
>>
Rolled 11 (1d100)

>>39622214
Outcasts are those who for whatever reason aren't wanted anymore and may not always be insane.

They can range anywhere from being criminals, addicts, or just some poor bastard who pissed off the wrong people. Hell some outcasts are simply thrown out because there isn't enough to go around though in those kinds of cases its typically attempted to have the group split up creating another faction instead so that way you don't curse them to banditry.

Simply put for whatever reason outcasts are simply undesirables who aren't utterly insane.

>>39622269
Pretty much dead on.

There are TONS of different kinds of outcasts and its one of those cases where all crazies are outcasts not all outcasts are crazy.

Bandits actually do have a sort of universal code they follow and punishments of breaking it are severe with it dealt out by other bandits. Its one of the only causes where you can expect bandits to easily unify under however temporarily and 'bandit justice' is some nasty shit.
>>
Rolled 49 (1d100)

>>39622200

"Doctor."

"What is it Elch? I'm onto something here. It's perfect, just what they asked for."

"Yes, Doctor. I would just like to inform you that the Survivors seem to have dumped several resources outside our door."

"What, why would the-

Have you told them something, Elch?"

"Well, my own observations have indicated that we might require resources soon so I made a request."

"How'd you get past the blockers, you bastard?"

"I fear that telling you would only distract you from your important work, ma'am."

"Fine. Have the techs bring'm in. We could use some extra safety measures in this place."

>3 Resources given to Research Team

>News
-Scout team for Steam Plumes has returned.
-Military testing will conclude next turn.
-Gragnath breeders report that they're close to a breakthrough.
-Big Boss is returning from the Urfgent tower. He will arrive next turn and promises a full report.

>Alert
-Monster activity seems to have spiked sharply underground.
-Likewise on the surface.
-Monster Mayhem will commence quite soon.
-The city's trees seem to be growing rapidly.
>>
>>39622433
Purge and burn the trees that grow too close.

A shame that MADtech is crazy-inducing, we could really use the flame armor.
>>
Rolled 63 (1d100)

>>39622433
>>39622468
Forgot roll
>>
Rolled 26 (1d100)

>>39622433

>MAD Members
-Execute quietly
-Outcast w/ gear
-Outcast w/o gear
-Wait for the caravan to arrive, then trade them off

>What do?

>Turn 24
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 0
>Loot: 0

Current Pop 1300
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Low.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Low.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Armament Auto-Production Line [Survivor-Tech]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths (Secured).
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+. Ground Defense Network. Fortified Trench++.
>>>>>Vehicles: 2 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid.
>>>>>>Materials: Construction Materials. Tools (General) [Moderate]. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Low.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network.
>>
>>39622468
And we should also camoflague our base if possible, shut off every entrance and exit, and hunker down until monster mayhem is over.

If all goes well we'll ride through this like we have for generations
>>
>>39622492
Hang on, wanna ask the boss something.

"Hey Boss, you there? Wanted to get your opinion on something. Specifically about a certain caravan and a certain ah. . .thing we should keep to ourselves

Is this channel secure?"

Main reason I want to support
-Wait for the caravan to arrive, then trade them off
is that we can ensure they go somewhere far far away where there's less of chance they'll bother us. And we might even ensure they don't fall into bandit hands or slavery.

That said, we don't want the caravan to know this if this will detriment relations.
>>
>>39622492
>Out with gear.
>>
Rolled 4 (1d100)

>>39622492
MAD - execute quietly

-b fortify perimeter wall. well build them high and thick, stone and metal, stone and metal will defend us.
- e , explore the entrances etc of camp interier , tower and building basements , sewers , subways etc. any underground accesss from inside our wall. we cant have the ground undeder our feet out of our control.
>>
Rolled 76 (1d100)

>>39622468

You have a no-man's land around your towers that is kept clear of trees and other obstructions automatically. You've got one massive tree growing in the middle of your towers that is used as a structural support piece in some of your architecture, but otherwise you don't have to worry about them.

It's just that all the trees outside your immediate vicinity seem to undergoing rapid growth.
>>
>>39622527
Let's try this.

Do we know of any of those institutions that treat crazies? Maybe we could work out a way to get them there.
>>
>>39622527
>>39622546
Boss question (if he can be reached)

>>39622543
Now's a bad time for explorers, could lure monsters back to our base like last time. I suggest camouflage our stuff.

That said, we do have some awesome stealth gear, training, and the surivivor scouting bonus so. . .actually, why not
>>
Rolled 9 (1d100)

>>39622492
In there minds hides mad nuggets of the info on perpetual energy. We don't send them out as outcasts, we send them out on an important job. To far away study and make perpetual energy. Far far away.
>>
>>39622573
explore INSIDE our perimeter, if theres a bloody unoticed tower basement access we dont know about........fuck me, that could be bad. we nne to control all access in and out , in the airspace above us(eventually) , on ground level (thxs to perimeter wall and gash annexation), NOW its the underground we need to double check. block tunnels, seal caves, bar doors etc. if monsters are already under our feet, thats means there PAST THE WALLS!!!
>>
>>39622573

>Survivor scouting bonus
Nope. That's a survival and salvaging bonus. Tribals get a bonus to scouting.
>>
>>39622566
I'd be weary of that.
Not only would that be extremely too good to be true (people who can handle mad congregation, not go mad, and FIX it?) but it seems like those places would be just a charade and front for slavery operations. . .or worse

>>39622626
Ah, right.
>>
>>39622625
Agree 1000% key word EXPLORE
>>
>>39622625
>>39622642
When you put it that way, I can agree to that.
>>
Rolled 74 (1d100)

>>39622546
Oh shit. The maddens has gotten in to the water. The trees partake of the water and became alive and grew! I say we send the mad ones out on a mad action and tell them to talk to the trees and convince them to go with them on an epic quest to distant lands!
>>
Rolled 50 (1d100)

>>39622527
"No, we don't have any encryption remember? Not yet anyway. Whatever it is I'm sure it can wait til I get back.

As for the caravan, can't tell you anything til I get back. There wasn't enough info on them for me to even guess who they are when I left."
>>
Rolled 57 (1d100)

>>39622492
awe cripes... monsters... How are the zombie levels btw? what ever happened to the super horde and the monsters that went off north beating the shit out of eachother?

ANyways.

>b Fortify the base of the towers a bit more
and
>g, Prepare for monsters, warn our Robo buddies at the Megacorp.


ALso, We should look into developing mortars for the top of our towers. It'd be cool to have some sort of artillery for shooting napalm bombs and what not around the city to create distractions for us.
>>
if the underground area under our feet truely is just boring , undisturbed , inexcessable dirt, then weve nothing to worry about, and can even start making SUBTERRANIAN facilities!
>>
Rolled 15 (1d100)

>>39622652
>Oh shit. The maddens has gotten in to the water. The trees partake of the water and became alive and grew!
Oh fuck he might be right.
>>39622658
"Well fuck me Boss this is kinda important. Wish us luck on choosing the best option"

>>39622492
I still vote.
-Wait for the caravan to arrive

Yeah, so there's a chance they'll see we have madders. But we can still try to hide them.
But if it comes to that we'll be truthful, they aren't staying and we plan to outcast them. We just wanted the benefit of possibly outlasting them kindly.

And we'll pay them to shut their mouths about this matter.
>>
Rolled 54 (1d100)

>>39622492
out with gear

>>39622683
these
>>
Rolled 8 (1d100)

>>39622492
>-Wait for the caravan to arrive,
don't tell them about it right away, boss will be there next turn to make sure things go smoothly
>>
Rolled 93 (1d100)

>>39622652
"Gentlemen. I want you to take these new fast growing trees.
Go far away.
Then go to the moon with them
With there fast growing power you can bring life to the moon!
What say you!
"Potato!"
God speed
>>
step 1) fortify the shit outa ourselves
2) prepare for caravan visit, supplie runs
3) begin assembling the artilery core, mortars and light pack howitzers could be easy, ground level and tower tops, a good couple kilometers of coverage in no mans land too!
>>
Rolled 13 (1d100)

>>39622683

Last you knew they came to crash your party.

Then saw your party.

Then promptly ran away.

They were some particularly nasty looking motherfuckers though, and judging by how few monsters have been around lately and how long it's taken for Monster Mayhem to build up again...those zombies kicked some ass.
>>
Rolled 1 (1d100)

>>39622543
>>39622683
I vote fortification of the base and general preparations which should include checking our base for any possible points of entry and camoflague opportunities
>>
Rolled 25 (1d100)

>>39622492
>>39622699
Alright then, let's wait for the caravan
>>
Rolled 19 (1d100)

>>39622715
>>39622652
TO THE MOON WITH THEM!
Only effect we can see for a few hundred years is that the moon slowly becomes green from all the plant life on it.
>>
Rolled 81 (1d100)

>>39622726
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
>>
Rolled 24 (1d100)

>>39622715

It seems to be mainly the older trees. Particularly the ones that are already roughly skyscraper sized.

Younger trees grow too fast already for a difference to be noted.
>>
File: image.jpg (76 KB, 600x489)
76 KB
76 KB JPG
Rolled 96 (1d100)

>>39622492
>E: explore the newly secured zone we control
>G: Batton down the hatches! Monsters are a-comin'! Man the pillboxes! Activate the hero abilities! Clench your cheeks!

it is important that we roll a one here
>>
File: Joker Well then..png (171 KB, 167x426)
171 KB
171 KB PNG
>>39622726
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFffffffff good by every one. I loved you all.
>>
Rolled 12 (1d100)

>>39622726
My crit will save us!
>>
Rolled 30 (1d100)

>>39622726
Fuck
>>
>>39622726
<3
>>
Rolled 21 (1d100)

>>39622726
Do we have any fate points?
>>
>>39622726
from now on, PLEASE WRITE YOUR OWN FUCKING VOTE SUMMARY AND QUIT LINKING TO OTHER PEOPLES!!!!! grrrrr, grognar mad!
>>
File: Ron Paul.jpg (9 KB, 334x274)
9 KB
9 KB JPG
Rolled 47 (1d100)

>>39622726
>>
Rolled 86 (1d100)

>>39622783
what do you mean exactly? he wrote his own jut fine.

>>39622726
Fortify motherfucker.
>>
File: Spoiler Image (540 KB, 1920x1080)
540 KB
540 KB JPG
>>39622783
and now, our camo netting is burnt, our northern tower walls have crumbled and our scouts fell down a subway tunnel....
>>
Rolled 84 (1d100)

>>39622726

Eh heh heh heh.

The dice giveth and the dice taketh away.

We're too close to the bottom for me to write this up in time though, so I'm going to call the thread here.

Next thread will be Wednesday sometime around 1900, and it will open with

>Critfail detected
>[Improve Ground-level fortifications]
[LOCKED]
>Investigate base for hidden entrances.
[LOCKED]

Would you like to inform the Urfgent of the impending Monster Mayhem?

>>39622779
Nope.
>>
>>39622811
>Would you like to inform the Urfgent of the impending Monster Mayhem?
Would it be effected by the critfail?

I mean, if they've lived here any amount of time they should be use to this by now
>>
>>39622811
yes
>>
>>39622811
>Would you like to inform the Urfgent of the impending Monster Mayhem?

Yes. And maybe tell Boss he might want to take his time getting back.

Also, what was the scouts' report concerning the steam pillars?
>>
Rolled 3 (1d100)

>>39622811

Feel free to stick around and ask questions or discuss things.

The MAD Members fate is as yet undecided.

As is your faction name. Come on now.

Thank you all for playing, your general discussion warmed my heart.
>>
>>39622811
thx strelok, please be mercifull.......kiddy gloves for one more thread ? hehehehehe
>>
>>39622842
I always referred to our base as "The Towers"

Tower Town?
>>
File: 1428911115785.gif (173 KB, 324x412)
173 KB
173 KB GIF
i vote for continueing big boss theme, "outer heaven" sounds nice, and isnt too far from post apoc theme, espeacialy if we do go more para military later on.
>>
Rolled 6 (1d100)

>>39622842
The Sky Scrapers
>>
>>39622842
"MAD about you" Too soon?
>>
File: Mfw1.jpg (42 KB, 278x417)
42 KB
42 KB JPG
Rolled 45 (1d100)

>>39622811
you saucy cliff hanging fuck.

>>39622842
I vote for MAD members to be sent out to face the coming foes for the good of our people!

ANd for the name1
Tribus Cerberus.=The Three Giants.
>>
Outer Haven sounds nice.
>>
Rolled 60 (1d100)

>>39622726
>>39622842
Paradise lost
Hightown
The tops
Heavens light
Sky crawl

These are names
>>
Rolled 87 (1d100)

>>39622839

Damn, someone thought to ask...

>Scouts Report
The steam pillars seem to be some sort of automated safety feature of the city's infrastructure network. Pressure builds up too much, so it gets vented. Problem is that it doesn't seem like the pipes in question were designed to handle steam. From what you can tell they were actually the pipe network that supplied water to various automated fire suppression systems.

On the upside, that means the pipes are designed to handle a lot more pressure than normal, and have pressure release systems in place. On the downside, when those pressure release systems fail they fail HARD.

Apparently we just got unlucky though. They could only find 1 other location that had endured a proper explosion like we did, and it wasn't even half as bad. It's possible that there are others, but we didn't have enough men to cover all the area.

The North tower at least should be safe from any further explosions, as all the piping was utterly wrecked. The worst we can expect there would be unpredictable boiling hot steambaths flooding tunnels randomly, with a little bit venting to the surface sometimes.
>>
Rolled 84 (1d100)

>>39622901
Heavens haven
>>
Rolled 33 (1d100)

>>39622915
I like Hightown
>>
>>39622842

>Tower Town
>Sky Scrapers
>Tribus Cerberus
>Out Haven
>Hightown
>>
haven makes our comunitie seem nice and friendly and welcoming...and well, a haven....heaven makes it sound just alittle bit good aligned.

i say heavens haven or outer heaven
>>
Rolled 63 (1d100)

>>39622966
I'm down with hightown

That should be a saying the kids say that the older generation disapproves of
>>
>>39622980
ugh, lets not make our post apoc town sound like a weed store....."look out bandit chief, we got incoming troops from on gyros and armed crawlers, there headed from HIGHTOWN"...scary
>>
Rolled 33 (1d100)

>>39622811
>>39622726
Send the mad out to talk the monsters in to going with them to the moon!
>>
>>39622966
Outer Haven
>>
Rolled 80 (1d100)

>>39622999
I can't say no to a post id like that. Why not high haven
>>
>>39622999
>Implying Hightown isn't the name for a place feared for its airforce and tower snipers
>>
Rolled 88 (1d100)

>>39622946
>>39622957
High Heavens?
>>
Rolled 79 (1d100)

>>39623009
>Caravan arrives
>"Jesus, do you guys have proper shitters around here? It smells to High Haven around here!"
>Every.
>Fucking.
>Time.
>>
Rolled 75 (1d100)

>>39623015
Hightown dose make room for a lot of puns tho.

We have high hopes
It's high time we get thins done
The higher they are the harder they fall.
Hightown has a nice ring to it
>>
Rolled 92 (1d100)

>>39622966
Hightown
>>
i could compromise with "high HEAVEN" or just outer heaven
>>
>>39623015
The state of our airforce is currently "hey, wouldn't it be cool if we built helicopters or something?"

Just saying, maybe a bit premature.
>>
Rolled 60 (1d100)

>>39622900
telling you guys, Tribus Cerberus is a solid name.
>>
Rolled 84 (1d100)

>>39623025
>tfw we start charging them for making puns
>tfw we start a pun tax
>>
>>39623047
maybe for a corp, but a group of survivors everymans and future paramiltitaries?
>>
>>39623054
>Put a bullet in the Pun Jar/Ammo Dump every time you make a pun
>>
Rolled 27 (1d100)

>>39623057

>Future paramilitaries
Well you've certainly got your sights set high, I'll give you that.
>>
Rolled 28 (1d100)

>>39622966
High Haven
>>
Rolled 80 (1d100)

>>39623068
>>39623054
>>39623025
>>39623021
That's it we call it high haven and start a pun tax
>>
Rolled 20 (1d100)

>>39623072
well, we have the ammo/gun production capabilities of the old world... or so it feels.
>>
Rolled 16 (1d100)

>>39622966

>Hightown
>High Haven
>Outer Haven/Heaven
>>
>>39623072
I know right? that's what I said.

>>39623078
>>39623082
If I'll put my vote into anything, I can vote for High Haven.

I care not how you spell that second word
>>
Rolled 25 (1d100)

>>39623089
High haven

We also make a pun tax
>>
>>39623072
i told you strelok, i told you. NEO imperium. storm troopers, air riads from attack copters, armored vehicles, artilery barrages, the works.....itd be bloody glorious. we COULD WIN this quest.
>>
Rolled 16 (1d100)

>>39623089
High Haven
>>
>>39623099
You don't win quest.
You just do a little bit better then you die.
>>
>>39623089
>High Haven
>>
Rolled 67 (1d100)

>>39623089
its heaven , outer heaven , high heaven.
a haven is a safe place, heaven is as in the biblical.....high HEAVENS , you know , from which the angels come...? angels with guns and riding wings of flame anf copter fire? shited be great.
>>
Rolled 1 (1d100)

>>39623085

Your ammo production is damn good, your gun production is awesome considering you're Survivors. You don't have any designs for spectacular guns right now though, so you can only produce basic stuff (which is still a damn sight better than most other factions can say).

To say that you're Old World though just goes to show that I really need to showcase some Old World stuff properly.

>>39623099

You know how much all these crit1s have hurt, and how you've come close to dying like...3 times already?

Well the gloves don't come off until Wednesday.

You've handled yourselves well thus far though, and you have a good enough basis to do well so long as you don't do anything stupid.
>>
>>39623134
We've got to make this place heaven first.

We'll start out as a haven. But when we make this place the best place to be for miles around where caravaners want to take a rest and where you feel safe, then people will say "That place is high heaven"

Or at least, even if we can't do that, we'll set up a reputation of being so
>>
Rolled 98 (1d100)

>>39623151
...

The dice declare that the Old World will sleep for a little longer. Still plenty to play with in the New World though.
>>
>>39623151
Yeah... Sorry, I don't know the power level of the old world in this game. sorry, How big are our towers, for instance? World Trade Center sized?

>>39623089
I think all three should be in use, one for each tower.
the Hights as our collective name!
>>
>>39623166
this isnt wrong, i do like the idea of the name being mispelled by every other person, "is it a haven for us survivors, or is its a heaven, a better place?" " i dont know, or care , its a bit of both!" , i still think itd be AWESOME if people saw us coming and said " there come the angels, from high heaven".....wed be know as the angels, HOWS THAT FOR BEING THE GOOD GUYS FOR ONCE!?!
>>
Rolled 36 (1d100)

>>39623085

Don't get me wrong, you can certainly become some badass combat proficient survivors, and your numbers and pop growth will ensure that you have plenty of oomph.

But Paramilitary civs get the best of Pre-Fall war technology. Genemods, VR Training, cyberaugments, gear, power armor, weapons, tanks, flyers, the works.

They /start/ with that when they wake up from stasis.

There's nothing preventing you from getting that, except for the world being generally hazardous and all that stuff being very rare, heavily sought after, and jealously guarded (by the people best equipped to guard it).
>>
>>39623198
I fully agree with this
>>
File: Spoiler Image (541 KB, 300x168)
541 KB
541 KB GIF
>>39623207
but but but....but uncle strelok, ...i wantssss ... i wants a tanks nad flyers.....just a few....not all of them....im not gweedy.....*poutes*
>>
Rolled 50 (1d100)

>>39623198
You know what? Yes. Let is be good! This time we are the heros!
>>
Rolled 71 (1d100)

>>39623195

Your towers are each demi-arcologies that stretch about a kilometer in height. You have a lot of population cap breathing room in your current base. A LOT. Plenty of room for infrastructure improvements too. Your towers are nowhere near the largest buildings in the city. The Urfgent Megatower, for instance, is about twice the size of one of your towers.

Some secret background stuff prevented you from starting with a larger population.

Several floors have been collapsed or removed for your defensive networks though. Each tower has had its structure heavily modified over your stay here.
>>
then its settled? well be known as the "HIGH HEAVENS" community? as a colective (individual towers out of our trio can be given indivudal names of course) ? sound good?
>>
Rolled 30 (1d100)

>>39623264

Also, the trees that infest the city can rival the heights of even the tallest buildings. The tree in the middle of your towers, for instance, caps out about 20 meters below their roofs.

Pre-Fall had a pretty ridiculous powerlevel. Think about it, the Tech-Bandits that attacked you were using grenades that had a pseudo infinite-energy effect (by using MAD, to be fair). That's what bandits have, let alone what Think Tanks get access to.
>>
>>39623235
we found one of the MADers...

>>39623264
>3 mini-towers

FUck.. that's cool! we could have mas transportation in there, gondolas and shit! if we survive we should try to work on our internals. Also, have people really been hoofing it up and down this whole fucking time? jesus. that party also stretched from top to bottom with only a couple thousand people... we party hardy
>>
>>39623264
confirmation, our towers are in a close proximety , along with the annexxed gash, and ALL FOUR ENTITIES PLUS OPEN GROUND are surrounded by a perimeter wall? cuase if not, that needs to happen assap.
>>
bump
>>
File: 1429834235553.jpg (1.11 MB, 1920x1128)
1.11 MB
1.11 MB JPG
>>39623353
we tried that early on, but then the gash opened up.

hey strelock, would the streets of this city feel kind of like an overgrown [and upsized] new mombasa from Halo? that's the idea I've been running off of.

It's also terrifying that monsters died in such numbers that they piled with visual significance against our Kilometer fall tower.

Do other towers collapse all that often? I've seen what the WTC did to new york streets as it fell, what would it look like for one of those fuckers to fall? Would one of the mega towers cause a dominoes effect? Or are the towers more likely to colaps directly down?
>>
Rolled 70 (1d100)

>>39623323

Nah, you've got plenty of elevators and gondolas and such. In fact, several of the main living floors have been expanded to cross the gaps between all the towers by using the center-tree's branches as supports.

See, at civ creation there were a couple of Remnants choices on there. If you'd chosen one of those you would've gotten to pick between
>Remnants
and
>Descendants

Remnants start off with Pre-Fall gear, better training, larger stockpiles of supplies, and some other bonuses. They're also unknown to all their surrounding factions, but with a brief intel dump of their surrounding area. You're a group of Old World remnants who've just been woken up.

Descendants, on the other hand, are the descendants of Remnants or people who survived the Fall. They get more well rounded bases, a more stable society, established connections with surrounding factions, and bonuses against local threats.

>>39623353
You have perimeter fortifications and defenses all along the ground around your three towers. Around the North tower the defenses have been extended to incorporate a more distant line that encompasses the Gash.

>>39623399
It's been quite a while sense any towers have fallen. The ones that survived the Fall tended to be the tougher ones.

Most factions/monsters wouldn't be capable of collapsing a megastructure intentionally. These things were hefty investments and they weren't a stretch to build, so they were built to last.
>>
>>39623399
this semi sci fi, post apoc, mega towers etc wouldnt contain insulation , concret, asbestoes, or have a dozen other dusty matirials. itd be all metals and polymeres and meta matirials. nano carbon, graphene, titanium, steel, aluminum, etc. big boom, crash etc, less dust cloud.
>>
>>39623433
okay, thx strelok. so we DO have a ground perimeter, also, ill keep in mind this is far more sci fi then i imagined. halo-Esq etc. new thread on wensday.

also , name "high Heaven"
gnight
>>
Rolled 68 (1d100)

>>39623399

I suppose that's an apt way of thinking about it.

It's equal parts megacity and forest though, so think about how much more extreme this city is than what you're familiar with...and apply it to the forest also.

Contrary to what most people in the 1st world might think, forests are not a friendly place. At all. Nasty things lurk in forests, scary things that go bump in the night, and all the trees look the same when you have to run away from something.
>>
im gonna try and sketch this out some day.
>>
>>39623491
so like a mix between kasheek, The congo, New mombasa/New alexandria?

Fucking awesome. this old world had to have had off world assets, if only in space stations and mining... right? Is this a kind of alt-earth setting? As in, are ther eany locations that we would know?
>>
File: 1430074550425.jpg (908 KB, 1920x1080)
908 KB
908 KB JPG
>>39623569
think...
>>
>>39623605

but with trees...and less lights on
>>
Rolled 48 (1d100)

>>39623569

There are locations that might seem similar, but no direct analogues. As for off world assets and space exploitation...you'll have to look around in-game if you'd like to discover that sort of information, but the Fall has erased a lot of knowledge that was once commonplace.

So no, not alternate earth.
>>
File: 1428326009808.jpg (112 KB, 600x800)
112 KB
112 KB JPG
>>39623605
or this i think
>>39623616 that's really nifty, thanks man.

how complete of a picture do you have for this world? no spoilers of course, but, is it pretty coherent?
>>
Rolled 39 (1d100)

>>39623646

The section of it that you're in is coherent, and as of next thread background stuff will start chugging along. Factions that you haven't encountered will spawn and do their thing, monsters will begin to act like proper monsters, and the secrets of the city will come into play whether you find them or not.

The areas surrounding the city are sketched out and moderately populated, but you aren't big enough players to really be worried about anything other than your immediate surroundings thus far though.

The Flamebandits came from out of the city though, so distant undiscovered areas do have an effect on you if you get just the right mixture of circumstances.
>>
Rolled 70 (1d100)

>>39623703
I'm really stoked on this game man, THank you so much for running it. I'm really digging it's style.

WOuld you mind me tring to make MSpaint maps of the various areas? they'd be rough and shitty but something at least... what shape are the towers?



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.