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Rolled 84 (1d100)

After calling the boss about the hardware requirements and fluid containers. You spent the rest of your time trying to make sense of the strange fluid substances and animating some undead. Which went very well you didn't think it could go any better till you tried to animate some immaterial undead with the strange fluid presence. Which as it turned out had a greatly boosting effect making the entire normally incredibly difficult process of incorporeal undead so much easier. Not to mention much stronger then you were anticipating. Making you almost wish you had some while McScream was being made. Then again if you did it is quite unlikely you would of been able to maintain control of the angry storm of undead souls.

It took a little while but eventually you caught sight of incoming flying aircraft which took the long way around and landed in the bloody wetlands. Probably due to all the lovely amount of monsters and zombies elsewhere...for some strange reason they avoid those wetlands. You don't know why but its the only place around here that isn't crawling in zombies and monsters. Wont you get passed all the blood, festering corpses, and strange fauna its quite nice in an extremely morbid but somehow natural sense.

What do?
>Approach the landing site
>Keep poking around in the corpse mountains
>Leave already
>Try to approach the island
>Other?
>>
Rolled 42 (1d100)

>>1031256
Hopefully its been archived.
>>
Rolled 74 (1d100)

Huh, awfully quiet. Perhaps others are working on complex plans, but I'll throw something out in the meantime.

>>1063596
>Keep poking around in the corpse mountains
I was going to say it's probably best to get in touch with the landing site, but on second thought let's try to find as much stuff of value as we can to bring back with us, be it more pools of the strange fluid, unusual corpses, or anything else that might be found in a mountain of corpses.
>>
Rolled 55 (1d100)

>>1063737
Lurking, drinking, in no position to contribute anything useful. Vote
>>
Rolled 16 (1d100)

>>1063596
>Other?
Com the boss and confirm that that ship is infact them.

>Other?
If it's them fill the containers and then bring best bones and monster bits for our fellow necromancers
>Leave already
While on the ride back study and
>train
our new Xmas tome will be used and a few fluid samples

>Other
If not observe and inform boss we have company. Bunker down and data gather, possible set-up new LZ.
>>
>>1063596
Genie what spooks did we get? Has our necromancy levelled up yet I recall being really really close? Did that whole point upgrade from master get placed if so where or wheat are our options?
>>
>>1063812
Don't forget about the hardware delivery!

It's the chance for anyone who wanted to get within those walls and possibly meet Detonator. Could also be a great thing in spreading music. Not to mention helping our boss recoup the cost of sending flyers out this far.
>>
>>1063972
I don't think that stuff was brought anon
>>
>>1063972
>>1063913
Well we got some incorporeal undead, meaning ghost zombies right? Like those chain dragging darkmen that show up and stare at you in your sleep and explain the true meaning of christmas to Ebenezer Scrooge I think. Probably can move through walls and aren't effected by mundain weapons. If I am right then they would make a great trump card and their utility would be limitless, they could act at tank busters, ghosting in, killing the operator and jacking the ride, they could haunt civs, and should they be able to use gear they could ghost into factions bases and wreck defensive fortifications, or even just scare the bejesus out out of people while they are trying to sleep, they if they are immune to explosive damage they would be great and reusable scuicide bomers. Also could coordinate interesting maneuvers with the stalkers, espionage, sabotage, or even down right scaring people out of their homes. That is assuming I am correct in my assumption of what an incorporeal undead is. My mind is racing with ways to use that type of undead.
>>
>>1063990
Why?
>>
I really, really want to use this stuff to give us some awesome spooky and glowy tattoos. Cover our body in wards, sigils, runes, weave them into some awesome tattoo sets
>>
>>1063990
>>1064011
I would imagine amy would be tagging along, seeing as she is an "assistant AI" and is hooked up to a think tank grade hover bike (why aren't we always using this?) she could probably keep up with our lostness, she also, like a good assistant, often anticipates our needs and would have taken some potentially useful gear with her.

Once again bringing me to my gripe about our lack of notes, what gear DO we have and what is our current loadout? I would like to go to TSO at some point and have our gear appraised and identified, sell the older and less high tech gear for credit, grab some new stuff and see what amy do so make the ultimate super suit we need or other stuff she would use or would want for whatever projects she wants to work on, we owe her that much. she whipped us up some smart gun software like it was nothing I'll bet with all our stuff she could make a fully integrated, psimage friendly, super setup. We have been given so much stuff by so many people, maybe TSO's lady, our master can use some of the magic trinkets we have acquired from virtually every faction we have encountered and make us a bad ass weapon/cloak/spell focus/necrogloves or whatever out of them. Maybe upgrade the bone rod or something. I want to consolidate our gear badly. Maybe we could make things easier on genie and just have TSO liquefy all of our shit and have him and Amy work to create a custom set of gear for us. Surely we have acquired quite a bit of funds be it in scrap, gear, or outright payment from our bosses.
On a semi unrelated note, what if we got a hover trailer to hitch onto the think tank bike(which we need to always be using) as a zombie/robot transport system I hate being lost alone like this. Fortified to the gills of course.

Lastly, combat training. We hardly even know which end of the gun to shoot out of, we have magitech and psi guns, let's git good at using them.
>>
>>1064056
Last thread or something it was mentioned that we should basically ditch all our gear bar.

Smg, pistol, sniper, knife. And we train heavily in those with ANDY and have AMY draw up programs for them. We'd effectively get the Urban Operator skill tree. Which works well with our survivor and bandit scavenging.

As for magic once again I say we go heavy on Ghosts and wraiths, they can soak fire if needs be. PSI for support and having better undead naturally.

Layer ourselves, tattoo wards and runes, armour, shield, ghost minion shield.
>>
>>1064056
>>1064002
Another thing, Elemental spewers are common in this world, what about a necro spewer that could release the undead, raising undead is one thing, and we know we can unsummon them, should we channel our necromantic or psi powers through a spewer we could make sufficiently weak undead just drop, then we could reanimate them on our side. I also have a theory that with our magic powered pistol we could use necromantic magic to take them under our control rather then going through the process of killing them then having to reanimate, saving us an action.
>>
>>1064056
>>1064067
>>1064077
When we get back to base, why don't we just sit down with AMY and possibly others who are close to us and have a nice long talk about our skill/class development?

I would like to restate that necromancy is not limited to controlling undead, hell we got some good use out of the spells on our bone rod the one time we used it.

A necro spewer sounds like something for people who are not themselves necromancers. We don't need a weapon to blast necrotic energies, we can just do that. We can also just take control of undead, although I think we really fucking need to practice it.
>>
>>1064067
I kinda foresee a modern post fall psi necromancer, seeing as we have TSO on our side and he can get us magitech and psitech I want to see us in rune carved psi adaptive power armor rocking bad ass psimagic super guns and a team of well equipped smart undead, almost like a pseudo undead spec op squad lead by the ever mysterious "shrouded slate" unfortunately otherwise known as slate the monster fucker why wouldn't we use future tech to our advantage?
>>
>>1064089
Yes we can do it, but why not develop a piece of gear to amplify the effect? I too want to learn more about classic necromancy, communing with the dead, learning secrets, the good stuff. But why deprive ourselves of the bad ass magi and psi tech that seems to be readily available. I kinda want to be like TSO, where we can go nuts and break our an unholy amount of firepower when needed, amplified by our skills of course
>>
>>1064099
>>1064089
Had a funny thought, what if we channeled didricksons spirit and ask him for tips for the ladies, we have banged a demon, a monster, a necromancer/bandit, and have been/almost have been raped by a gang of bandit bitches. I'm probably forgetting other things we have fucked but didrickson would be proud of us. Communing with him would take a lot of training and probably a crit, but of all the dead people out there I'll bet he has some great lewd advice for us. Also since he is a fantasy dude I'll bet he knows some game lost To mankind. >>1063611
Is there a giggalo class we can unlock?
>>
Rolled 57 (1d100)

>>1063611
Sorry about that some shit came up both with the computer and with other matters, but i here for now.

Bad news is the jury rigging worked for a bit...then died. It wont work after all sadly.
>>
>>1063913
You got Soul Eaters, Wraiths, and lots of ghosts.
>>
Rolled 53 (1d100)

>>1064109
Boy Toy is the bandit version.
Kept Man is the megacorp remnant version.

Basically it all means is that your whorish.
>>
Rolled 10 (1d100)

>>1064129
...are they talkative? Any particularly characterful ones? What's a soul eater?

Are tattoos of this stuff for a wraith shroud of sorts and protection? A more youthful appearance?
>>
Rolled 93 (1d100)

>>1064132
Soul eaters are twisted ghosts who want to eat your soul.

What tattoos?

No they aren't talkative they just awoke and are still adjusting. So not yet.
>>
>>1064141
I meant can we use the strange fluid too make tattoos with magic properties and if so would it change us.
>>
>>1064150

You don't know how to use it. So I can't give you an answer for that. Not a bad idea just something you gotta check first to see if its actually applicable.
>>
Rolled 9 (1d100)

>>1063812
Hell sounds good to me
>>
>>1064156
Cheers genie am thinking about something like pic related. Then pairing it with necromancy gain a sort of ghostly youth. Pairing that with talking to the dead, necromancy and a well timed face reveal could make for a great character.

Honestly in just pushing ideas I had for Genieverse OCs because I love writing and drawing them
>>
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>>1064176
There's the picture...I mean we are a boy toy...let's look ducking hot...and get lots of practice and tips from the dead! I bet there's a skill of the ultimate climax do good it kills, we can learn this art
>>
>>1064131
There has got to be some sub class for the boy toy thing like "sexually educated","gigalo" or even straight up sex mastery

We are probably a step up from greenhorn in sex skills at this point
>>
>>1064127
Shit genie if you were near I've got an old tower that still runs, windows 7 4 gb ram with a average processor for a few years back with dli gtx 660s that's just collecting dust.
>>
>>1064056
I been slacking do to hope of someone else kept doing it. So here's the very basic notes. I mostly keep it around for notes about our past that leaks in.

https://docs.google.com/document/d/1RrXk3THgW0f9ATC9_sGhynmPxuFCIPBRv3ITOaXAo9s/edit

Only thing not really on here is the skull from master, book for the bandit Foxy, (forgot what witch got us), and the armor from the Boss.

We give all our psi and magic mats. as a gift to the witch and the shield from the ravager to Foxy.
>>
Rolled 99 (1d100)

>>1063596
Ok slight changes.

>Other?
Com the boss and confirm that that ship is infact them.

>Other?
If it's them fill the containers and then bring best bones and monster bits for our fellow necromancers
>Leave already
While on the ride back study and
>train
our new Xmas tome will be used and a few fluid samples, specifically wards of protection and binding spirits.

Begin work on or Spirit Fluid Tattoo idea, see if it's safe to use by comming master on the flight then start looking at runes to tattoo onto us. I suggest
1) appearance of youth
2) protection in the form of a spirit barrier
3) runes of control and binding to bound spirits to us easier and such

>Other
If not observe and inform boss we have company. Bunker down and data gather, possible set-up new LZ.
>>
>>1064722
...that went well.
>>
Rolled 86 (1d100)

>>1064722
>>1064723
I would fully support this, but there's still the matter of the DJ's hardware. We made a request and were not denied, so we should at least see if they brought it rather than assuming they didn't.
>>
Rolled 36 (1d100)

>>1064806
Don't worry we'll be back. But we need to earn more TSO favour, we did just get a pick up and it was not easy.

What we need to do is get back to our objective which was scout and investigate the sunken industrial zone. Then if boss is happy we may get the hardware and can bring it back.
>>
Rolled 5 (1d100)

>>1064722
Supporting
>>
>>1064986
I repeat, we need to see if they've already brought the hardware.
I don't know why you're insisting that they did not bring it, but if you are wrong then we will just be leaving a job half-finished for no reason.
>>
>>1065013
I'm concerned mainly because it is so difficult to come out here. Presumably TSO would not want to make more trips than necessary.
>>
>>1065013
Ok we'll ask them once we've confirmed they are friendlies
>>
Rolled 12 (1d100)

>>1064722
>>1065053
Alright then. Support.
>>
Rolled 47 (1d100)

>>1064722
The ship is indeed one of the bosses. They just chose to land away from all the monsters and zombies for obvious reasons...

With the robotic help you were able to fill some of the containers they brought. While the rest of it was sonic based equipment that the island wanted and was thus taken out. With the new space you were able to cram some bones and monster bits inside which you knew to be valuable.

The ride back was an entirely smooth one. Unfortunately you were not taken back over the mountains. Instead you were taken to a crumbling bastion near the mountains. Which was cursed with truly terrible weather. By all considerations you truly thought the place was empty with nothing good side given the incredible deterioration and condition of the outside. Inside the hangar you landed in before it sealed itself. Revealed that there was a stash of working technology inside.

Though the markings you did not recognize. They seemed very old...and the base inside the desolate bastion was surprisingly 'alive' in a matter of speaking. From the AI inside you found out that it isn't such an easy task to get to the other side of the mountain range. As your options are the three following.

Attempt to fly over with the terrible weather and tons of flying monsters.
Go through a mountain pass crawling with monsters and bandits.
take an underground passage that is a 'shortcut'.

As such the AI here can only organize a trip every once in awhile. Usually combining its assets with others into a caravan for safety purposes and then praying...a lot.

As such you spent time training. In this case reading the book about necro psi. It doesn't have much in regards to wards that don't rely upon psi crystals and even less on binding spirits. The substance however through your own experiments makes binding spirits significantly easier.

As for your master suggests staying away from magic tats unless you know a pro due to how it and other magics on your person can...conflict. Which is even worse when its attached to your very body

What do?
>Explore the bastion
>Risk the journey
>Go wander aimlessly
>Train
>See what's available here
>Other?
>>
Rolled 53 (1d100)

>>1065173
>train
Gotta work on conceal our psi and ourselves
>>
Rolled 24 (1d100)

>Other?
Look at the stuff our Lost trainer gave us way back.

>>1065173
>Train
I say we hit the books. Learn as much as we can, and then try it out. I'm referring to psi, magic, psi magic, necromancy, and psi necromancy of course, using the several books we've gotten.

I know others want weapon training and that seems like a good idea, so let's do that too.
>>
Rolled 67 (1d100)

>>1065173
>See what's available here
If there is an armoury we should cut down our gear massively. Keep a sniper on our back. Smg and pistol on each side of our hip. Nades on our belt and knives. That's it. Then ask the AI for targeting software and other gun gizmo's.

DON'T DITCH TSO'S PRIZED HEIRLOOM AND CURSED LMG WE KEEP THOSE BUT RETURN THEM.

>Other.
See if they have any nice anti hack and have gear...we may need it. Maybe they have some small remote drones or pocket placement cameras

>other/train
If the have a range hit it and train in industrial and urban fighting.
>>
Rolled 75 (1d100)

>>1065292
Cutting down on our load is good, but you know we do have a dimensional bag.

We also should keep our bone rod handy. I'll take your word for it on guns, even though having a shotgun with anti-vamp shells was mighty helpful that one time.

I think maybe we also need to figure out our armor's features? Also specify if we're using the magitech/psitech weapons, and learn how to use their unique qualities.
>>
Rolled 19 (1d100)

>>1065312
Shotguns are actually pretty advanced in the post apocalypse as they are simple to make and post fall they had some interesting developments. Mostly in terms of both payloads, some new designs, and materials used to make them. Most notably are the oversized shotguns or 'flack cannons' that those in power armor use are an excellent example. Its literally a shotgun on steroids and is powerful enough to shoot aircraft out of the sky. Pilots who fly aircraft low have all developed a deep fear and hatred of flack cannons on power armored troops. Instead of the usual launchers they also became quite the menace.

Pre Fall they started using higher payloads which was common in all weapons once power armor was sufficiently developed. They started creating new weapons carrying a lot more gunpowder. Not usable for ordinary human unless they are in power armor if you don't wanna break some bones.

In truth a real big reason outside of power armor is actually space combat. You see boarding actions involving ships or stations was...is insanely bloody affairs. Due to the tight confines of them killzones and chokepoints are everywhere...making it extremely bloody. Plus you can't use the big guns unless you wanna space yourself by tearing a hole in the hull. Shotguns and SMGs were very popular for obvious reasons.

Problem is...they were weak to heavy armor but if you used weapons that could punch through heavy armor they could also likely punch through the hull no?

Very big problem.

So what was the answer?

In short quantity and a few technological developments. In this case more and special bullets as well as new weapon designs to deal with the issue. Pirates notably came up with infamous multi barreled automatic high powered chambered shotguns often equipped with chain fed shells from an attached ammo box. Not actually a flack cannons as they can be used without using power armor but the sheer weight of enhanced gunfire combined with some special ammo did an amazing job at tearing up heavy troops at close range.

The design was so popular it even showed up in official forces with their own designs based upon the original.

It admittedly greatly helped that quantity was useful even when not dealing with heavy troops in boarding actions. As the close confines made it difficult to dodge and you were rarely face only a few guys...

yeah being a marine in space fucking sucked. To the point that landing on an hostile world was considered a vacation compared to what you would normally be dealing with.

Some of those weapon designs developed with space in mind also sometimes showed up on worlds. Laser tech for instance on planets served a more defensive role then their offensive focused space brethren.

So keep in mind a gun designed for land wars is not the same to one designed to see action in space. The two are two very different theaters of war.
>>
We really need that equipment/gear list. We can sort stuff then. I'm suggesting what I did as an AI led bot base they'd specialise in said stuff
>>
Rolled 27 (1d100)

>>1065452
Those pirate shotguns are an exception to the rule. You see the stronger shells resulted in greater effective range and while they kicked like a motherfucker due to their 'oversized' shells. They turned out to be quite useful planet side too.

Even their non pirate designed comrades tended towards an extremely angry looking tad oversized shotgun in looks. Not a flack cannon in looks as they are both smaller and unlike flack cannons come with multiple barrels for maximum shooty. Though the multiple barrels on planet based ones were rather rare due to not being strictly as useful. They gradually became slimmer even if they kept using the similar cartridges they weren't as heavy as their space counterparts after awhile. So technically even that 'exception' isn't quite a true exception.

Laser weapons are not an exception because atmosphere is a bitch. While they are still useful they aren't nearly as common planetside as in space and are more defensive. Usually shooting missiles out of the sky and the like. Atmosphere was not kind to lasers.

Early anti power armor weaponry was based upon stuff like elephant guns and light anti vehicle weaponry. Besides the usual explosives. They more advanced anti power armor weapons became increasingly nasty and often heavy. A big reason why heavier rounds became increasingly common was due to power armor.

Space combat on the other hand had the opposite problem and anathema of having something useful against power armor but wont blow a hole in the hull.

A very big problem...and are why power armor is the king in space boarding actions.

While planet side its owning the air in space boarding its whoever is packing more power armored bodies.

Ultimately one of the reasons why thrower weapons became so popular was due to the precise fact that they can chew through power armor and not create a hole in the hull. Combine that with their cone shaped weapons in a tight corridors...well they were so damned good at wrecking power armor they even became increasingly common planet side.

Funnily enough those designs were originally used counter personnel and later heavy vehicles/shields. The power armor bane was actually a happy accident.

>>1065494
Meh you just need to agree on some loadouts.

The dimensional bag isn't a bag of infinite space and strictly speaking you don't need to carry multiple guns that fulfill the exact same purpose. Spares are useful but there is a point when you don't really need that many spares.
>>
Whoops forgot to make it public for the basic notes I posted, My bad.

Now people can view as anon and make comments.

>https://docs.google.com/document/d/1RrXk3THgW0f9ATC9_sGhynmPxuFCIPBRv3ITOaXAo9s/edit?usp=sharing
>>
>>1065743
I still think learning to use guns with PSI could be cool, telekinesis style, just have guns orbiting us and firing. Mentally setting off traps etc. But that's for another time.
>>
>>1065743
I forgot we how bad ass our shrouded armor is, why isn't amy plugged into us personally and in the bike? Why don't we mod the bike to fit our shrouded armor and connect them, like some sort of "mantorcycle" half man half motorcycle, or like some have power armor, some shit.

I also think bettering our sniping is a must, as a necromancer we will be able to lead from the rear of the battlefield and such could be a flying mantorcycle off in the distance taking potshots at the enemy leaders while they are trying to deal with the flood of incorporeal zombies and power armored skeletons trying to smash their gates.
>>
>>1065770
Or psionic sniping, we could possibly bend a bullet around in circles JFK style, or mentally encourage hunkered down troops to take a peak over the wall, there are all sorts of applications for psionic gunplay.
>>
Rolled 96 (1d100)

>>1065852
>>1065770
Your psi is still almost entirely untrained. Literally only thing you really did with it was tinker with undead minds and some psi magi basics.

Your necromancy isn't much better. Your just used to using it and is why your having an increasingly hard time ranking it up. Your practically untrained.

Your survival and command skills on the other hand are pretty damn good. You will however be very fucked should you ever run into an asshole wearing power armor.

Mostly because assholes who can afford power armor are quite deadly even without it. Your lackluster kind is the exception.

Survival wise just don't end up in any barren areas without supplies. You will die as your not good enough to survive there just yet.

Getting some followers or hirelings isn't a bad idea given your command and tactical ability. It will go a long way in keep you alive. Problem is your shady allegiances will cause some problems as your not diplomatic enough to get passed the penalties very easily.
>>
Ok...gents we're going have to grind here...like really heavily and draw a line in the sand. After every mission for TSO we do the following.
1) training with Master (NECROMANCER)
2) training with ANDY (OPERATOR)
3) Training solo or with N (PSI)

We really need to do this religiously if we are to advance. No more side tracking. We do TSO tasks and train, that's it till we're awesome or a hero...it's a long road.
>>
Rolled 47 (1d100)

>>1065173
>Train
PSI
Practice feeling things and reaching out with it, see and feel with PSI. From there we can move on to touching minds and objects

>other
Ask AMY if her and the base AI can make some support programs for us
>>
Rolled 17 (1d100)

>>1066245
I'd also like to add for the PSI training use our Xmas gifts. Look into the skulls eyes!
>>
Rolled 91 (1d100)

>>1066245
>>1066266
I agree we should spend like 30 turns training with our necromancer master/TSO's girl and probably sprinkle in a lot of sessions with our general psimage trainer (maybe mr. N maybe we will pay to find somebody else)

Don't we first have to get home?>>1065173
I suggest
>other: contact TSO, inform that the AI here can only get us safe passage home via caravan if only rarely due to the effort required, if we can determine their needs and arrange a trade deal large enough to get them to move we may be able to create ourselves a way to safely pass assets from one side of the mountains to the other, we may be able to unlock the mountains
>>
>>1066245
>>1066365
Supporting lets train here till we get out
>>
Rolled 32 (1d100)

>>1066399
>>1066245

Shit heres the dice
>>
Rolled 65 (1d100)

>>1066365
support
>>
Rolled 38 (1d100)

>>1066245
>>1066266
>>1066365
I agree
We need to at least get good enough with psi to manifest a shield and to hide our presence.

Also look at the stuff our Lost trainer gave us.
>>
Ok I've wrote up a little set-up for us.

>Current Primary Mission Objectives
-Found Survivor Settlements in "sponsored zones" (Collage town was a zone we found for this goal and if more than acceptable).
[+Investigate and scavenge the Sunken Industrial Zone of the Collage Town]

>Training Primary Goals
To be done whenever we are with the appropriate Trainer in a cycle so we can maintain ourselves effectively

PSI Training: Mr N has us covered here. First goal is master the basics of mind reading, mental suggestion and telekinetic feeling (after we master these we have a basis to move onto better stuff) [+Mr.N can also take us on a Boys Ride for Sex-Ed]

NECROMANCY Training: Our Master is an epert in everything spooky. We need to understand the key parts of all Necromancy. As such we should focus on the following areas, Siphoning life force for healing and youth, More effective Control of undead and finally Upgrading minions.
[+If we can learn about Necro magic runes and sigils, ask Master if she knows someone who can help with the tattoo runes and wards]

OPERATOR Training: ANDY and Cull can help us here but mostly ANDY. This will be our combat spec to work alongside our forces but also so we can hold our own.

>End Goal
Imagine what you get if you Combined Sam Fisher and Arthas Menethil. Ghost Sight Goggles?
>>
>>1066849
The College Town is a promising site for a settlement, but there's some major-league mystery there we need to investigate before we bring in settlers, and I'm not talking about the stupid industrial site. The very fact that it's so quiet, the lights at night, and above all the college itself, where our boss's bots are still operational but doing Genie knows what.

I have my own idea for our psi and necromancy: we use necromancy for offense and psi for defense. As we were told in an earlier thread, the potential of necromancy for direct offense is one which few capitalize on.

Other than that I have no comment at this time other than general agreement.
>>
>>1066890
I concur about the "Great Mystery". I'm betting Outsiders and something in the sunken Complex may hold the answers. Time however will tell.

Personally im imagining there's something drawing outsiders here in the sunken zone. I'm betting that said Outsiders are whats keeping the zone clear.
>>
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>>1066849
Doodled Something up. Too try to illustrate my idea.
>>
Rolled 45 (1d100)

>>1066245
Your feeling with psi doesn't work too well. Mostly because you realize there aren't any minds you can feel out. Meaning you only have objects and bots. Which as it turned out is really hard to feel them with psi. As there are no beacons like if they had a mind.

As for Amy and the Base AI they could write up some programs but that would require telling them what kind of programs you want.

>>1066365
TSO already knew about the restrictions. Problem is the caravans aren't all from one force and there are many caravans. It IS in fact the only place where you can pass between two different megacity regions without braving the deep waters. Not to mention they are all bots which limits who they can travel with.


What do?
>Explore the bastion
>Risk the journey
>Go wander aimlessly
>Train
>See what's available here
>Other?
>>
Rolled 57 (1d100)

>>1068438
hah surprisingly accurate.

Over designing always drove me crazy. So unrealistic and without good excuse like giant fucking robots.
>>
Rolled 53 (1d100)

>>1068460
>Other?
Find out when the next Caravan leaves and inform TSO then tell them we'll head out immediately and go to those Sunken Complexes (so TSO knows we still got our head in the game).

>See what's available here
Given there is no "life" here but us...see if they have some sort or target range or training area?

>Train
Train our Operator skills. Naturally this would involve hitting the range or outside with silenced weapons but also getting the Bots to tech us infiltration and moving silently techniques. Gun wise it's SMG, Pistol and Sniper. If there is a bot that can train us in some knife fighting do that too. Operator Combat Spec is a go.

>Other
AMY and BaseAI. Please write up a number of programs dedicated to cracking open locks or anything we may need for being an infiltrator and Operator, Alarm delays, false fire alarms and MOST importantly and possibly the most fun A radio hack in and listen undetected with Voice Mimicking software.... (that should keep'em busy for a bit).
>>
Rolled 69 (1d100)

>>1068460
>Train
Train Psi, work on manifestations. Shields, telekinesis, energy blasts, etc.

Then read our books.
Then practice some more.

Also look at the stuff our Lost trainer gave us.
>>
>>1068888
>>1068536
ill change the training section of my vote to this too keep things going
Nice 8888 PSI get there
>>
Rolled 75 (1d100)

>>1069139
>>1068888
>>1068536
fuck heres the dice.
>>
Rolled 32 (1d100)

>>1068536
>>1068888
>>1069139
What these anons said
>>
Rolled 69 (1d100)

>>1069139
Then I suppose it's only fair I officially support the other stuff you said. Which I do.
>>
Rolled 17 (1d100)

>>1068888
>>1068536
fucking ties...
>>
>>1069416
I did sa replace my train bit with >>1068888 's train bit
>>
we also got two 69s....nice, man we're lewd
Sex machine?
>>
Rolled 99 (1d100)

>>1068536
Supporting
>>
>>1069561
ma fuckin nigga
>>
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>>1069625
>>
Rolled 89 (1d100)

>>1068536
Technically there are constant caravans going back and forth. Its just most of them aren't friendly towards bots.

The closest thing to a training area inside the base is actually a testing area. Where the closest thing to training is done. Overall not that helpful to you given its limited applications.

While there are stealth bots present in the base they aren't exactly humanoid. For knife bots there are actually two kinds present on the base for training. One is a humanoid android training partner. While the other is a much deadlier bladed bot training partner. Its short bladed setup basically puts it into knife mode. As for why they are here...well apparently the bots do some scavenging and they are some of what they found. Outside some VR Pods and training software. Sadly not of it has been installed and thus can be used.

Training with the knife bots meanwhile went well. Right up until you decided to try out the combat training bladed bot. Thus you got an inkling of the terror that is facing a combat bot. As it moved with inhuman speed, strength, and toughness. All the while its techniques and movements were bizarre but utterly deadly and very hard to predict. Its body itself made it hard to decipher what it was going to do and where its weaknesses are. It honestly didn't have much in terms of inefficient design or movements. So the pressure it unleashed was immense.

It was nothing but a stone cold killing machine if it weren't for its training purposed handicaps. You would of been very dead man.

TLDR You got your fucking ass handed to you by the non humanoid training bot.

As for infiltrator software most of it is in the hands of only a few bots. Such as handy who require it for their work. Operator software meanwhile is much more limited. Much of it having been ripped from bots such has Andy and otherwise scavenged.

Technically you do not meet the requirements to be allowed access to either one. The base AI thus refuses to enable your request. Stating that you do not have permission to access such valuable software. Amy meanwhile states getting a hold of the infiltration software is one thing, but the operator one is a whole other.

Stating that operator software is a upgraded and further modified version of the already elusive War software that is an improvement over basic combat software. Meaning its a huge pain in the ass to get a hold of. Especially as most of it is meant for very off the book combat operations. Due to problems resulting in Rampancy and rebellious AI made it even harder and that much rarer.

but the good operator software...can even turn someone with no fighting or combat experience into a very difficult and elusive opponent. Which is why the good stuff is the hardest to find. Most of it is meant to help people who have already been trained as to boost their capabilities. The good stuff is meant to make someone without the training and turn them into someone who has.
>>
Rolled 71 (1d100)

>>1070060
Technically the real deal is still better due to having actual experience and not needing to rely upon the software, but that doesn't mean those 'fake' operators aren't a threat.

Technically that kinda tech that can enable someone to do something isn't suppose to exist.

But technically training software and certain psychological operations do exist. Including ones to mindwipe and so if you can remove stuff...why can't you implant it? You throw in some good software to help the sorry bastard who been operated on to get used to their new abilities...

or even better. Create a software that can forcefully implant stuff into the mind.

Technically that technology isn't suppose to exist.

Problem is the technology which can make it happen...already does. So who can say it doesn't exist?

Technically Amy isn't suppose to know about that sorta stuff, but technically Amy is designed for assisting in targeted acquisitions and analyse. Plus she had access to the shrouded one's network...and data archives.

So who says Amy cannot figure out where such items can be found?

The infiltrator software is easy. As criminals have long demanded and developed such goodies. Not to mention made them easier to get a hold of. So Amy has some of that but the bots are using something better. As they have long pillaged old world black sites for goodies.

Which is partly why Amy just so happens to have a list of suspected sites that might contain the software your looking for. Ranging from seemingly ordinary office buildings to military bases. Plus there is the problem of decaying and possibly rampant old world infrastructure. Tapping into it carries some serious risks. Assuming you can even find some of it still in operational enough condition to be tapped into to begin with.

What do?
>Explore the bastion
>Risk the journey
>Go wander aimlessly
>Train
>See what's available here
>Other?
>>
Rolled 81 (1d100)

>>1070145
>Train
Train Psi. We don't have other minds to practice on, so train other applications of Psi. Work on manifestations. Shields, telekinesis, energy blasts, etc.

Then use the skull our master gave us to study necromancy, practicing as we go.
Then read our books.
Then practice what we read about.

Also look at the stuff our Lost trainer gave us.
>>
Rolled 37 (1d100)

>>1070189
Ill support this because I hoped for it last action too

81 ain't that two special PSI numbers? or PSI/MAGI numbers?

Nat 1 check'em for achieving Oneness
>>
For our next action I suggest we see what is available in the Bastion and get permission from the boss for the Software the AI wouldn't hand over.

Then spend some of our off time seeing if any Skill implant tech would be available without us going too far off course. Maybe ask the boss to set up a small VR Pod for us to train in for when we're back?
>>
Rolled 51 (1d100)

>>1070189
I concur, can we pls learn some Psi hiding soonish
>>
Rolled 30 (1d100)

>>1070189
I'll support it, been drinking so I'm staying away from the bad idea writing.
>>
Look at us all being peaceful and cooperative
>>
Rolled 14 (1d100)

>>1070315
8 is magic and 1 is psi, and they are normally opposed. Unfortunately I said to train psi and magic, not psi magic. Except for the books, one or two (the most valuable natch) are psi magic/psi necromancy.

>>1070349
Sounds good, and the boss can give us any orders if they have a preference for what we do next. But hopefully we'll have time to do more training till we make some real progress with out powers.
>>
>>1070818
Definitely. My plan is to do this Job at the sunken complex and then return to Main base for a training montage for a little bit and find out what happened to the compex we found....with the exploding possible Brood... and totally not sus info blank. Then return to the survivors for more rep grind.

One that front i suggest we grind rep and such until we become the defaco hero of them all and then unify them.
>>
Rolled 17 (1d100)

>>1070973
I actually don't think the sunken industrial complex is that important, it seemed pretty normal during our brief visit there. I think the college is the real center of the college town's weirdness.

Of course I can't be certain, and regardless we should explore both areas.
>>
Rolled 48 (1d100)

>>1070189
Telekinesis as it turned out was very similar to psi manifestation. Instead of fully manifesting it however you halt it and instead use it to effect reality. Which is in truth much easier then proper manifestation. Manifestation however lets you effect material reality much more easily...allowing you to manifest shields that can block bullets and shoot energy blasts that do more then just tear into the mind, but the very body.

The skull you brought out with its strange markings...it didn't really do anything until one of two things happened. 1 was when you had a question and the other was when you tried to connect to it with your psi. Which most unexpectedly had quite the peculiar reaction. You found yourself adrift in a vast archive and felt the presence of many if rather dead minds. When you asked it a question particular about necromancer the skull would speak. Other questions however resulted in a change of color and a long pause before response.

Your books are rather basic except for the one given to you by Foxy which contained information on Psionic Necromancers. Which contained more more detailed information about them. According to it outside intelligent undead psi necromancers are very lacking in all other regards. As psi doesn't transition very well into proper necromancy outside stuff relating to the mind.

Sadly you do not have any dead minds to practice on and you don't have anything about more elaborate psi usage. There was barely anything about in even in the bandit book.

What do?
>Explore the bastion
>Risk the journey
>Go wander aimlessly
>Train
>See what's available here
>Other?
>>
Rolled 95 (1d100)

>>1071119
>Train (dampen/make yourself unnoticed)
Montage!
>>
Rolled 79 (1d100)

>>1071214
I think we kind of need someone to hide from, i.e. other psions. But I guess we can practice hiding from bots.

Personally I'd go for more general training of psi and necromancy.

>>1071119
Ask the skull about the strange liquid we found.
As far as specific questions, we should start with "what is this stuff?"

Whatever happened to the book the Flesh Sewer Guardian gave us and the crystal that we got from it when we first touched it?

And afterward we do >>1070349
>>
Rolled 15 (1d100)

>>1071214
Sadly this is not the place for PSI training it seems.

>>1071119

>See what's available here
First we ask whats available

>Explore the bastion
Then we go and wander about aimlessly ourselves (Read: Get LOST in the Bastion)

>Other?
While doing so lets Get on the line to the Boss and see if TSO will ok us to get those Operator Programs.
>>
>>1071119
>>1071214
Changing to general training of Necromancy (mostly) and Psi then.
>>
>>1071392
dude, we're in a mountain Bot base, the only being of flesh and blood here is us. PSI kinda needs other living things to train
>>
Rolled 25 (1d100)

>>1071361
>>1071392
>>1071412
Actually I think we still need to practice telekinesis and manifestation.

Maybe we could attempt practicing clairboyance too.

>>1071361
Actually, let's do this. We can continue our practice afterwards. Since what I'm wanting to practice is what we can do at any place where training is an option.
>>
Rolled 73 (1d100)

>>1071466
>>1071361
Correction:
I want one addition: Read through the stuff our Lost trainer gave us.

It apparently will tell us how to become Found. By the rule of inversion, it will also tell us how to NOT become Found.
>>
Rolled 18 (1d100)

>>1071478
Am I just completely wrong in thinking those files contain potentially important information that we haven't seen yet? I'm under the impression that we still haven't looked at them.
>>
Rolled 36 (1d100)

>>1071361
Support
>>
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Have some bots.
>>
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Rolled 66 (1d100)

>>1071466
>>1071478
I'll support the actions and additional
>>
Rolled 96 (1d100)

>>1071361
I've been thinking. Would this Operator stuff amount to us picking up another new class? Because I'm not sure we want to do that.
>>
>>1074283
I think it may since our Marksmans perk ain't one and its a skill set. However if we were to do it, we'd have three things to level up.

>Primary Parts (Stuff we use and train in)
Operator (Urban)
Necromancer
PSI Mage

>Secondaries (Stuff we won't specifically train but may level up a little as we go)
Merc Commander
Scavenging (survivor)
Scavenging (Bandit)
>>
>>1074283
Although if we can find a way to implant some skills into our head or get a VR pod set up for ourselves we can grind OPERATOR when we are not grinding the other two.
>>
Rolled 79 (1d100)

>>1074336
It'd just be nice to get some informed opinions in-universe before we go through with it. Also I still don't know how Lost will fit into the picture, or how we go about fusing classes or comboing.

>>1074392
I wonder if that might actually be a way to fuse it with Lost. Perhaps we'd take to the mental implanting particularly well since we're still largely a blank slate.
>>
>>1074410
What i'm actually hoping for in a way with the OPERATOR spec is while our mind may not remember, our body and soul may recall what we did before we got the wipe.

I'm pretty Sure while LOST is a class it seems more like a trait. It lets us combo and bypass the negatives our combining disconnected classes.
>>
Rolled 32 (1d100)

>>1074458
I'm trying to come up with a witty Total Recall reference, but it's not happening. Although to be serious for a moment, we must have had some interesting skills in our previous life, so the angle you're going for actually isn't that unlikely.

I still have no idea how it all works, so I can't argue with your interpretation of LOST. But I think it will be awesome if we can max it out as a class.
>>
Rolled 18 (1d100)

>>1074336
Merc commander is actually a really nice commander class. Sadly since the Fall it has also become very rare. Unlike other command type heroes you don't eat the specialty bonuses or penalties. Making you much more versatile. So you know unlike most other commander types you can actually get away with commanding different faction unit types together in the same force with minimal penalty.

Damned useful.

Bandits can't scavenge due to their faction type(in fact they're the ONLY faction who cannot scavenge). They CAN however salvage and loot. With bonuses to the former. As a scavenger of the Survivors you have the best scavenging out of all the factions. Only losing to the tribals in wilder terrains due to their specialty bonuses.

Operator meanwhile is going to be an extremely difficult class to pick up. In the post fall only the Paramilitaries still have them and they are considered their Elites. The only reason WHY they have them is due to their paramilitary bonuses and the fact their soldiers have the best chance to max out thereby giving them a steady if small supply of operators.

The only reason why you don't see them often. Is because they only are used in much smaller operations due to their value. They are not about to treat them like their usual soldiers in larger engagements. Their use is more limited and well hidden.

This is both due to their training and how they are used. Technically every Paramilitary has a operator unit as a baseline. They are registered under free Elite unit every paramilitary faction gets. So yes if its a full blown faction they have an entire UNITs worth of operators.

They are however used very different then compared to their usual grunts due to both their value and rarity. If a paramilitary somehow loses their Operator(elite) unit they are gonna have a very hard time training up a replacement, because Elite units are a pain in the ass to get. Unlike Bad Asses you cannot rely upon just luck and lots of training to produce them.

So have fun trying to convince a paramilitary outfit to turn you into one of their precious elites...gonna remember paramilitaries rely upon Quality over Quantity. Meaning its gonna be even harder.
>>
Rolled 62 (1d100)

>>1075288
Fun fact if you manage to boost your diplomacy enough you can completely nullify the rest of the penalties for commanding units from multiple faction types. The only thing you would have to watch out for is units who carry extra penalties. Which isn't just bandits by the way.

Cyborgs for instance also carry an extra penalties due to their loss of humanity. They DO however carry a free bonus modifier in exchange for that problem. Not to mention their shelf life is a lot longer. Which is vital in longer campaigns. You don't have to worry about retiring some of your best guys if they are borgs.

Sadly they aren't cheap and not everyone is willing to be converted into a borg.

>>1074458
Its a mystery modifier actually which is why it has such easy time combining with other stuff. Traits don't have it so easy. There is a reason why hybrid traits are so rare and their bonuses so specialized.

>>1074392
Not a chance as its an Elite class. If elites could be produced as easily as sticking some schmuck in a VR Pod elites would be common as grass post Fall. Not even memory implants was able to perfect the process.

The only thing it really does is offer you bonus Exp but its never a enough to offer you a free rank up. You gotta earn that the hard way.

>>1074283
You don't technically have a pure soldier class. So getting an Operator class is gonna be most difficult.

That isn't to say operator bandits or magi don't exist. Its just harder to do because you don't have the purity bonus and its very hard. Otherwise Operators wouldn't be only 'common' among paramilitary factions.

>>1071478
being Found actually offers one of the best loopholes in the entire game. If it wasn't so hard to achieve it would be considered broken as fuck.

>>1071340
You still have both, but they contained more specialized knowledge. You don't even possess a basic tome of necromancy which is why the flesh tome is so hard to use. As its basically an advanced necromantic tome of flesh. The psi necromancer tome meanwhile BARELY lets you use the crystal without penalty once you studied it enough.

"That fluid is very rare liquid soul stuff. It however harbors a death taint making it most useful to necromancers. It is normally very hard to acquire as its a nightmare to make."
>>
Out of interest does anyone feel like doing something possibly a little plot warping. We use a wish on Slate.

We wish that all Slates past and present skills out may out along with giving him the understanding of them.

We can then focus on fun plots, stories and such
>>
>>1075499
>out may out
That does not inspire confidence in our ability to use a wish without it going horribly wrong.

Real talk though. Even if it didn't go wrong, is that really what we want? To instantly reach the pinnacle of our potential with no effort? What would we do then? Where would it put us on the power scale? Would anything we're currently involved in even matter if Slate became that powerful?
>>
>>1075604
Pretty sure we'd be a mid tier hero. It's more because I wannabe do all the plots ever and see the world from first person mode. While some experience will be lost from not training the only reason we need to is because of the amnesia. I feel like it would be bringing us back to a normal person as it were. Less sitting and training and more plots, schemes and being useful to TSO, save our family, deal with dear Sis and make Foxy drenched at what her boy toy has become.

Honestly was planning to save it for a life or death situation and use it as an excuse like we suddenly reawoke
>>
>>1075604
I once considered that if Slate went MAD slate could tell TSO he knows some magic voices and they say they have a wish. Because that could be funny
>>
Rolled 53 (1d100)

>>1075686
Okay, the last part makes sense.

I just don't understand the hatred for training. The only time it actually took a long time was the fucking double 1 for command training, which led to us meeting Foxy (so that part of our story wouldn't exist). We actually have been spending most of our time exploring the world like you said; if you want more plot development, then we need to stop wandering aimlessly all the time. Getting LOST and completely sidetracked is what eats up all our time, not training. I think this is actually the first time we've even done consecutive training actions.

>>1075701
I think your delivery needs work.

>>1071361
So I think consensus is for this
Supported by:
>>1071466 (myself)
>>1071630
>>1072484
With a side of checking out those Lost files. Which we really need to do.
>>
Rolled 81 (1d100)

>>1071361
As it turned out there is a lot to offer in this place. As its the only base on this side of the mountain range. Meaning it holds a lot stuff and some of it is very important. According to the AI this sole base is responsible for all operations on this side. Meaning it holds many responsible which frankly it could REALLY use some help with. As a lot of their help has to go with the caravans to get the goods to the other side...meaning despite the size and importance this base is perpetually undermanned. Hence why there are so few bots yet so much stuff in a surprisingly large base like this. Except for the primary bases the AI states proudly that this base is the next largest.

IF you are able to find the right tech personnel it could even have those VR pods installed and even memory implanting is not off the list. Problem is they only got the stuff and not the actual skills.

There are also a LOT of very rich sites that have been identified as targets of interest. So if you wanna go scavenging they have a long list of exceptional sites to peruse. Including some of which according to Amy has connections to the info you found in that underground temple. Meaning entire armories of antique armaments and other goodies...

the AI meanwhile admits it could really use some help. If you help it out it will grant you robotic forces to use as you will depending on how much you help out. That isn't even including other rewards.

Otherwise they have some very full storehouses of goodies you might want. Some meant for bots and some meant for those like you. Apparently ever since you been recruited the big boss put down an order to acquire pieces of psi magi goodies as extra priority task.

Beyond that there is a data archives, and 'testing' area which also works for training. If you wanna clash against some bots or AI for funzies. According to Amy the data in those data archives could prove quite valuable...but you wont know what you could find in there. Its likely to be quite random.

Otherwise you could examine the old technology in the base or the newer updates placed by the new owners. Which gave you an idea while you waited for that callback.
>>
Rolled 45 (1d100)

>>1076929
So you wandered around the bastion. Surprised at the excellent few when you got outside to look around. There you could see truly vast expanses as it turned out the base is resting on a plateau. A very dusty or snow one at that. Usually a bit of a mix resulting in freezing mud. No wonder the base appears to be in such poor condition and easy to miss. Guess that is why the bots moved in. That and its excellent positioning. Nobody would ever likely even realize this place is here. And all the while the bots can not only enjoy an excellent view but easily deploy themselves from here.

Honestly once you get passed all the dust, snow, and mud the view is spectacular! You can even see distant ocean, city ruins, vast plains, and forest. Even the nearby mountains and wastelands are not so far either.

After you got done enjoying the view you decided to wander around the top of the base before slowly working your way down. The infrastructure here is clearly very old...and rather poorly patched up, but patched up none the less. Not to mention insanely filthy. It was so bad looking you were seriously doubting if they would have anything good on the inside. It if wasn't for the bots you would of considered that guess corrected.

But it could not have been more wrong...sure the damage is most extensive on the surface perimeter and outside. But once you got passed that they were actually concealing great secrets. That still whirred with life. Albeit much of it now robotic but at least it was still brought back. The bots weren't interested at all in the living quarters...which was disturbingly untouched to this day. Except for a bit of dust and lack of maintenance. Not much has changed at all since the occupants long left this place.

The isolation and constant need of repairs due to the unpredictable but constant weather no doubt long drove them away. Now the only signs of life is yourself and the odd sentry bot or patrol. So you moved on entering the area reclaimed by the bots and vigilantly maintained constantly due to the weather. Passed very large stores, engineering bays, and even recyclers of some kind.

A mountains worth of data holding objects piled up and poorly wired together. In a huge mixed cabling going back to a cored AI in charge of this base. But it wasn't alone nearby you saw other AI cores and ports for them. They were well hidden lost in the mountainous stores and well guarded by the ever vigilant combat bots.

Talking to the AIs you noticed a peculiar android...but as you got closer. You had a double take as it looked freakishly similar to Andy but from its lack of greetings it is absolutely not Andy.

"AH so this is the guest," asks the new assassin android.

"Yes," states the base AI.

"Any other reinforcements?"

"No...in fact a stealth aircraft trip is being arranged just for him."

"Oh I didn't realize we had such an important guest. Why wasn't I alerted?"

"Well I did think about as he is insistent on becoming an Operator."
>>
Rolled 91 (1d100)

>>1076941
"...uh a Psi Mage Operator?"

"I think. Either that or going Soldier one."

"Not an espionage guy huh? If so me and Andy both wouldn't help much with that. Ah what about Woad?"

"Woad?"

"You know that experimental grunt android that they were testing to see if they could make a decent operator?"

"That was cancelled. Deemed too inefficient and costly. Never even made it past the experimental stage. Unlike Assassin Androids."

"...Shame those guys were the closest cousins we got and they never even made it passed that."

"There were much better options. So it was scrapped unlike with the Assassin Androids."

"What about the Suped UP Models?"

"...Those technically do exist. The super geniuses never bothered to stop their development. Everyone else did however."

"HAH so you see-oh fuck they could totally tear us apart."

"Indeed," agreed the AI.

That was when you finally got a response from boss.

"Not a chance. Operator Programs you are completely under qualified to possess. Now if you had completed that Hellish training trip then maybe i would of reconsidered. Otherwise the only way I will give you access is if you infiltrate a paramilitary force and work your way up as a soldier. In which case I can change my mind."

"Sadly I do not possess any of them regarding psi or magic so that also isn't an option. Outside of that you only have a few ways to get back to choose from. I can send a stealth aircraft which while costly has the least chance of going wrong. Otherwise your only options are taking a caravan or ship. Both are an option as the caravan is sent regular basis. You only have to wait till it comes around again and although longer if things go wrong it would be much safer then when taking the bird. Otherwise there are some ships who might be persuaded to take you over through the longest and safest way.
>>
Rolled 50 (1d100)

>>1076941
What do?

>>1072020
>>1072025
>>1072031
>>1072033
>>1072051
Nice job on the pics. Its hard finding decent ones.

>>1075499
The rest of the anons seem to be allergic to plot, doing jobs(which is just extra plots but guaranteed rewards included), or having company. Truth be told you should of died already with your solo acts if it weren't for the Lost effect repeatedly saving your sorry skins.

Problem is you ain't no heroic lost.

>>1075604
If you go hero there is admittedly a lot less that could affect you. As at that point you can give entire factions a run for their money their heroes included. Only the biggest threats would be able to phase you.

>>1075686
Then stop getting lost all the goddamn type and accept jobs and chase plots. There is even options directly waiting in your bag just WAITING to be used!

Anons don't seem to care and just wanna get LOST while avoiding training on top of everything else. Your guy really doesn't seem to give a fuck whatsoever. Not even sure why the hell he stuck with Shrouded One given the clearly 0 fucks he gives.

I ain't ever seen anons play a character who gives ZERO FUCKS so well and clearly.

Its honestly kinda impressive. Even got the amnesia and other shit but still ZERO FUCKS GIVEN.

Gets raped by a bandit bitch.

STILL 0 FUCKS GIVEN.

Getting hunted down by a smart zombie.

STILL 0 FUCKS GIVEN.

Knows his old life is coming back to haunt him even with his amnesia but still

O FUCKS GIVEN.

Its honestly rather impressive but its absolutely gonna get your guy killed. Fuck even has a hero he would have a hard time surviving it.

Giving 0 fucks unlike irl is a terrible idea in the post apocalypse. Not giving a fuck is how you end up dead or a crazed bandit.
>>
Rolled 21 (1d100)

>>1076959
>Train
Work on those psi abilities. Telekenisis and manifestations, and see if we can figure out any forms of clairvoyance.

After doing that for a while
>Jobs
We at least should see what they need done around here. Let's use being on this side of the mountains as an opportunity to get important work done for this base.

Do we still have those assorted ghosts with us, or did we have to leave them behind? I'm thinking we might want to have some undead with us. We at least brought some materials (bones and bodies) with us right?
>>
Rolled 65 (1d100)

>>1077121
This sounds good especially the clairvoyance seeing as we just bumble around, it'd help to keep us from getting fucked over
>>
>>1076959
Maybe Slate imprinted onto TSO, first person after the wipe excluding Mr.Suit.

I'm always pushing for plot and such, even training but I feel until we get back too N training PSI here is a colossal waste of time.

In regards to the OPERATOR thing I kinda meant as a doctrine if combat though admitably getting that good would be hard.

Why do they not follow plot threads Genie....why. Makes me wish there was a way I could solo game. I feel anons lack of commitment is making advancing hard, I just don't know
>>
Rolled 25 (1d100)

>>1076959
>Train
Assassin druid show me your ways.

>Other
Ask TSO for acsess to those darn programs.


The assassin bots here now so may as well use it.
>>
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>>1076959
It's a little colorful but that how I see bandit bitches and their eq somewhat.
>>
Rolled 72 (1d100)

>>1077659
I really don't think trying to master telekinesis, psi shields, and other basic techniques that we never bothered to practice (and grow our power by pushing it to its limits) is a colossal waste of time.
>>1077816
I also don't think asking TSO for the same thing again after they said no is going to help us. In fact they'll probably be quite annoyed.
But I want to include your training action to see if anything interesting comes of the typo. So I say we do that as well as practicing psi.
>>
>>1077659
I would love to play one of those games where we limit it to like 4 people, geographically close but otherwise no relation, may bump into eachother but each player would control their own person and act as they will. dibs on an oversized reptilian mutant that can has a radioactive breath weapon
>>
>>1078408
TSO didn't say no the AI did. I feel it's a waste of time because what we do solo in a week we could do with a teacher in a day.

Right now we have a combat teacher here, the assassin android, use them
>>
>>1078734
Read it again.

>>1076950
>That was when you finally got a response from boss.
>"Not a chance. Operator Programs you are completely under qualified to possess. Now if you had completed that Hellish training trip then maybe i would of reconsidered. Otherwise the only way I will give you access is if you infiltrate a paramilitary force and work your way up as a soldier. In which case I can change my mind."
>>
Rolled 12 (1d100)

>>1077816
>>1078734
>>1078748
I can't refute your point about training though, so how about this?

>Train
>Assassin droid show me your ways

>Other
Look through the stuff our Lost trainer gave us

and if we can do a third thing
>Jobs
See what they need done here.
>>
Rolled 72 (1d100)

>>1079048
Ok supporting
Sorry my id changed
>>
Rolled 43 (1d100)

>>1079048
Sure
>>
Rolled 35 (1d100)

>>1079048
"...I am not Andy why should I waste my time teaching you? I am a mighty assassination android I have much better things to do...like murder. Plus teaching is not in my programming."

As for looking at the files. It contained info on the mysteries of the Lost, on being Found, and even the shady organization which stole your memories. According to the file every once in awhile. A matter of months in fact they start up a new operation and recruit some people...who later go poof. Only to maybe reappear months later with their memories gone but otherwise richly rewarded. After a few months after that...the cycle will start anew. Problem is there is no sign where they'll show up next and their means of recruitment are hard to track down.

Despite that fact the other lost had run into people on several different occasions and was able to decipher the pattern. Their people however were strangely ignorant of each other and only knew a few bits if anything at all. Making them surprisingly useless according to the file's notes. They were however very well trained...and very resistant to even Psi led interrogation. They were thus no ordinary personnel.

The hired help strangely enough actually knew more about what they were up to then even their actual personnel. At least until they got mindwiped anyway. Sadly they weren't so easy to find. Even with the abilities of a Lost.

As for the Lost apparently a Lost is able to tap into strange shortcuts despite there not supposedly being anyway. While not proper teleportation the ability is able to vastly shorten distances. Problem is should you try to find something specific. It will never happen when your using the abilities of a Lost.

Another ability of the Lost is their ability to hybridize their lost with just about anything else. How this works not even the other Lost knew. He just knew a Lost can easily combine their lostness with all matter of things. While the boost doesn't seem to be much or strange at best. It only truly shines to help clump things together that would otherwise be very difficult.

A Lost truly shines however when they become Found. How a lost becomes Found different for each lost. Should they become Found however their Lost makes an amazing transformation and a Lost in need not ever worry about not finding something ever again. As their former ability to become Lost transforms into ability to find.

Only major drawback is you can no longer tap into strange shortcuts or the previous abilities of the Lost when you become a Found. In exchange however you get back what you had Lost and then some!

As for jobs there are
>Retrieval
>Locate
>Investigate
>Reinforce
>Trade Deal

What do?
>>
Rolled 37 (1d100)

>>1080403
>>Trade Deal
sometimes people like a friendly human face and not a bot? See what we can do. Naturally ask what we want and are willing to give up, we're more a face than anything.

>Afterwards
I think we should try to find our way back to somewhere our friends are. and so
>Get lost/make a trip
wander towards our pals

>Other
While on our walk go though our personal stuff from before the wipe and cross reference it with all our current info and maps. Find out where we are from.
>>
Rolled 12 (1d100)

>>1080403
>Trade Deal

>>1080683
I'll support you on the trade deal, but how about we not get lost and just use one of the fucking normal ways to get back. The way you're trying to use it really isn't how it works.

So you've got no interest in the many rich scavenging sites, not even the ones connected to the underground temple? Once we leave for the other side of the mountains, we probably aren't coming back here anytime soon.

I wonder if we could get Lost in this base's data archives?
>>
Rolled 84 (1d100)

>>1080817
I like the way you think, I'll support this
>>
Rolled 75 (1d100)

>>1080817
>>1080683
Vote
>>
Rolled 35 (1d100)

>>1080817
Ok ill switch to this.
>>
Rolled 9 (1d100)

>>1080817
Trade Deals are difficult to implement when your bots. Nobody really likes you. Your like mutants except more metal and less living standards. So making certain deals can be quite difficult to implement. In this case there are several major objectives that are failing rather hard. A deal with farming settlements for biofuel which includes some zealots unfortunately but they gotta lot of fuel. A deal with an Armory Paramilitary base for gear. A deal with a cult settlements located in nearby business and research for hardware and bits of software. Finally a deal with some megacorp settlement deals for supplies and parts. There is also a lead regarding some tribals in the Dustlands who know the location of some very...very promising sites. Random assortment of deals to acquire resources from survivor settlements.

All deals are vital for the security, continued operation, and expansion of this base.

Current deals that have been arranged but could use some work for better benefits.

Bots for parts in exchange for resources.
Mutants armaments in exchange for strange scavenge and info.
Bandits for supplies in exchange for armaments.

Currently at the bases disposal is a small stash of resources, a large stash of living supplies, a moderate amount of tech, a medium supply of parts, a large supply of data, a small power supply, and a large supply of armaments.

Currently only armaments can be produced in great number. Problem is there simply aren't enough resources...
A small amount of data can be produced at will.
A large amount of power can be produced, but will drain the power supply quickly.
A medium amount of salvage can be attained by moving bot forces around. Problem is this base is rather undermanned as is due to all the responsibilities and problems it is currently facing.

Everything else cannot so easily be produced.

Depending on what you do the AI knows your interested in stealth and operator software. Can 'arrange' for some to be transferred to your person should you prove yourself just that awesome. Otherwise the best it will arrange is some pod in a VR pod for training. The AI also has a very large stash of raw data, a moderate stash of gear, and lots of living supplies to offer.

What do?

You can choose from any of the trade deals to work and previous choice selection.
>>
Rolled 68 (1d100)

>>1082710
I think we should start by talking with the cultists, given our shared interest in mystery and special powers it may be easiest to establish a rapport with them.

I wonder if our knowledge of religious sites would be of much value to the zealots?
>>
Rolled 2 (1d100)

>>1082757
Cultists would indeed be most beneficial to your magic and psi nature. Problem is getting them to share it. Cultists are the most mysterious and almost the most secretive faction archtype. They even beat the Think Tanks in terms of mystery. They however unlike the think tanks don't bother to stay nearly as low a profile.

Which means you can actually find the bastards!

Everybody knows where those creepy and mysterious cultists hang out. Unlike the Think Tankers.

Zealots are a greater faction archtype. Technically the only thing they have in common with other zealots is their zealous nature due to their extremely strong faith. Its what makes them such a pain in the ass to deal with and such fearsome fighters.

So technically the religious sites are only going to be valuable to the zealots who share that faith. Meaning if you wanna leverage that you gotta shop around and find the ones who actually care.
>>
Rolled 100 (1d100)

>>1082710
>>1082757
This then check out what the tribals might have in store
>>
>>1082901
Well hot damn
>>
Rolled 50 (1d100)

>>1082901
...fine fine you fuckers win. You get that Trader Trait and class.

Stupidly good rolls on fucking trade actions...Shrouded One has clearly rubbed off on you.

AND YOU GOT THE 100 ON THE HARDEST FUCKING OPTION.

GODDAMN IT
>>
>>1082757
The megacorp settlements will probably like the living supplies, they gotta get their luxuries somehow. They might like the armaments and tech too, and they'll probably want the resources (but we may have better uses for our very limited resources). I'm sure we'll end up spending some quality time with a corp chick. They're a classier, subtler evil than the bandits though, so we'll have to be subtle too please at least try anons The question is what we can get out of it, we have to be subtle but can try emulating Mr. N. Hopefully it's a chick in charge of them or at least a gay guy

The paramilitaries are trickier. Will they be interested in the tech, data, or parts? Sounds like they have a lot of armaments themselves, and I don't know if our stuff meets their standards.

Then there's negotiating better deals with the bots, mutants, and bandits. The latter we have some experience with, but I'm leery of dealing with any of them lest we mess up what we already have due to inexperience.

>>1082901
Nice. This is one of those few times I regret not being as ambitious with my actions as other anons.
...so do the zealots we want to make a deal with happen to be of the right faith to want to know the location of those sites?
>>
>>1082914
<3 you Genie, I just get stupid luck at the best of times
>>
Rolled 63 (1d100)

>>1082914
Let's see here a 100 on the following trade deals.

Tribals. You actually managed to find the sons of bitches. Which is the reason why they managed to beat the paramilitary armory in terms of difficulty. At least those guys are easy to find.

The tribals as it turned out once you left the base and wandered into some dusty locales. You were able to easily find. As it turned out supplies is a pain to find in those places and armaments are useful to them. So after quite a bit of bartering you were able to gain access to their maps and some scavenged tech they found. Their maps were THEE most well done you have ever seen. Not even paramilitary holomaps could compare to the detailed info they had. Which as it turned out included many sites of great interest as well as the greatest threats. So it tuned out the AI was right about them having some vital information.

Gained COMPLETE Map of Dustland Region and its borders.

Cultists. With that 100 you also unlocked access to their special knowledge that your interested in.

The cultists as it turned out were not made wary about the fact you used psi or were a mage. If anything it made them welcome you more. Their compounds while eerie looking had entire libraries of magical tomes and even psi crystals growing within. To you it was damn near paradise and well worth the trip. You almost forgot about the original reason why you came despite it taking over a week. Their info while less useful to the bots was most valuable to you. They did however have the data storages and other hardware they were interested in. Including intact pieces of old world software that they were most interested in. Soon you arranged for a trade deal involving armaments and supply. Turned out even Cultists like guns and armor as well as needing bullets. It turned out the megacorps didn't like dealing with the mysterious cults which helped a lot. And other bot factions weren't much interested in them either.

Finally came the lengthy trip back to the fertile plains rich in bandits and farmers. Luckily your allegiances helped dissuade bandits here too. Allowing you to bypass them and gain access to the farming settlements. It was here you were finally able to get a good wholesome fresh food and a full belly in a long time. It just so happened that the zealots with whom you sought refuge and trade were in fact aligned with the old faith you encountered previously. They were as thus most interested in the info. The trade deal was thus easy to pull off especially with their pressing need of armaments and just so happened to be of the right faith.

Thereby a fuel supply was acquired.

Zealots(particularly the ones who are interested religious sites netting you a bonus).

Thus you returned to the base victorious. To a MOST surprised AI who did in fact give up that software that you were keenly interested in. You were thus asked what else would you like to take as a reward and if you would like to help out some more?
>>
>>1083019
>happy too help. I won't take anything else, don't wanna clear allies out. (win over the bots and show we're a team player....plus it's good to have an IOU)

We can help scavenge for 1 round if they'd like?

Im surprised more people don't think Slate is MAD, we constantly give no fucks, we can be retarded too utterly brilliant, we can you useless to brutally efficient
>>
Rolled 82 (1d100)

>>1083041
>>1083019
Dice
>>
Rolled 36 (1d100)

>>1083019
You may choose two of the following
>Tome Collection
>Hunk of Psi Crystal
>Elite Relic Melee Weapon
>Crate of Special Old World Ammo
>Gene Mods
>Elite Alien Gun
>Kill Bot Squad
>Sneaky Bot Squad
>Stealth Bot VTOL
>Short Ranged Teleporter
>Mini Reactor
>Divinely Overcharged Shield
>Hacker Payload
>Nanite Infusion

What do?
>Explore the bastion
>Risk the journey
>Go wander aimlessly
>Train
>Get a job
>Other?
>>1083041
You have actually been steadily taking Sanity Damage for awhile now. So keep it up and you really will go MAD.
>>
Rolled 84 (1d100)

>>1083041
>>1083044
I agree
Although if we're going to go scavenging, maybe we should get the survivors involved?
Maybe we should do more trading deals while we're on a roll.

>>1083055
>Train
tentatively. for magic (incl. necromancy) and psi.

Again, tentatively:
Divinely Overcharged Shield
for the second one, the tomes, crystal, or alien gun are the ones I'm looking at. But if anyone makes a good case for something else I'll listen.

>Sanity Damage
We should plan an eventual trip to see Dok Chills. I would say we should also tone down the craziness of our actions, but I know better.
>>
Rolled 79 (1d100)

>>1083105
Sanity damage aren't just earned through your actions. Its decisions in general and what you encounter.

Encounters though let you make a save to resist. The other stuff is automatic, but it can be outright avoided with the right choices. No rolls required.
>>
>>1083055
>tomb collection
>killbot squad

IMO
>>
>>1083055
>Kill Bot Squad
>Stealth Bot VTOL
We will now have Stalker undead and the kill bots. One of best skills is merc commander so they can work together with less debuffs. We also now have a transport for our little kill group and something to deploy the TT bike off the back of.
>>
>>1083055
Just realizing, our bot friends and our undead both share the tireless trait, I want to power armor some of our zombies or skeletons (bone rod, use it), all of our forces would be tireless and have mulitiple abilities that the others won't, it's an intriguing build, we should work to learn to controll a dencen hoard, gear the undead out badass with lots of shielding and guns (volitile spewers that undead are immune to like radiation or toxins or something. Maybe other plague weapons, launchers, explosives or weapons that the would benefit the tireless trait like heavy weapons)
Maybe even make them look like bots so that our enemy's don't even know they are fighting undead.

I see a lot of synergy here.
>>
>>1083622
Wait, is it actually a functional transport with stealth and integrated bot pilot, or is it a bot with stealth and VTOL?
>>
>>1083622
>>1083670
I mean, for an aircraft to be designated VTOL might have implications beyond simply how it takes off and lands, but from the context I didn't assume it's something we can ride.

Another thing, if you want the bots so they can work with our Stalkers, wouldn't the sneaky bots be better?
>>
>>1083773
Why not two sneaky groups working for us independently? They have different skills and should one get caught we won't be out of all of our stealth units.

Also the rep penalty is different for each so I would hate to keep them together and stack negative rep. Plus genie has stated uniformity is key for a powerful force, we will incurre A penalty if we use both together. We have some trump cards, the ghost swarm and the bone horror, we need rank and file units. Preferably with high grade tech and guns. Zombie paramilitary! We have a knack for making smart zombies, no controllers yet but I'll bet our master could help us with that
>>
>>1083828
We got Gmwe, whatever happened to him?

I'm confused, did you change your mind to sneaky bots from kill bots?
>>
Rolled 27 (1d100)

>>1083632
Zombie type fleshy undead have highest strength among undead. Making them the heavy weapon bearers is your best bet for undead choice.

Skeletons meanwhile are the most agile. They can be extremely fast and agile due to the lack of flesh/tendons slowing them down and making them less agile.

Ghostly undead are the smartest. Their ghostly nature bypasses the intelligence penalty the zombie and skeletal type undead have to eat.

Undead and bots do indeed have the tireless trait, but be aware bots require refueling unlike the undead.

Fooling your enemy into think your undead are bots isn't going to be so easy, as its widely known that bots prefer inhuman designs for efficiency and effectiveness purposes. Androids are the exception.

>>1083670
Think transport with built in bot pilot. Its not just equipped with a black box unlike all other vehicles which are meant to be the backup should the pilot be taken out.

Bot pilots are actually pretty rare due to mistrust. Especially on planets.

The bot pilot is a special one in its based upon the AIs used in long range carrier fights for their fighters, bombers, and inceptors. That due to the difficulties of using manpower pilots in long ranged in space they were phased out and replaced with AI. You still see living pilots who do those duties, but only on worlds and space stations along with ships who aren't specialized carriers.

Carriers in space actually use drones and most of the ship itself is horrifyingly empty of life and automated. Not to mention lacking life support as their systems are the most automated of all space ships. Some of them are even fully automated with no people on board.

Those designs became rare though during the AI rebellions and rampancy plagues.

The bot pilot in the VTOL is based upon drone and black boxed AI but is more advanced. It was designed to engage in flights living pilots would never dare do. Like flying low in mountains crawling with AA for instance.

Its actually a pretty good but utterly fearless pilot.

>>1083773
VTOL can take off vertically like helicopters but has speed similar to proper planes. It is not however a proper hover flight craft so don't treat it as such.

VTOL tech breakthrough happened awhile back in Genieverse even before the Fall. Its sort of a hybrid between proper helicoptors and planes in terms of performance.

They were instead working on aircraft that was similar to hover craft but much more powerful to allow for sustained flight. They were very rare but very valuable because their capabilities and performance were incredible. Alas they were both expensive and very fragile as well as overall experimental.

>>1083828
Actually no. Otherwise armies made up of a single unit type would curbstomp everything.

Armies are made up of mixed forces for a reason and its not something I can bullshit into not being true in Genieverse.
>>
Rolled 80 (1d100)

>>1083857
He is with your surviving undead who aren't stalkers.

Anons forgot about those other guys except for Pearly and McScream. Admittedly they were made up of mostly pirate undead so not as useful on land.

There is a BIG difference between sneaky bots and kill bots. Kill bots are heavier and not as stealthy. In exchange however they are harder to kill and pack a heavier punch. Stealth bots are sneaky and deadly. They wont last as long in a extended engagements or when they cannot use their stealth.

Kill Bots are also different from other combat bot designs because they were rather unique in they were designed by AI and not people. What happened was one day a request to AI was made to design their own Battle Bot.

They created Kill Bots and while all Kill Bots are Combat Bots not all battle bots are Kill Bots. Kill Bots are however utterly infamous and battle bots are commonly referred to as Kill Bots despite it not being completely factual.

Kill Bots became well known because guess what made up the AI Rebellion and Rampant AI armies? Not to mention they made much better material for entertainment compared to human designed battle bots.

So they became quite notorious.

Watch out for Kill Bots as while eerie looking they have some truly strange capabilities due to the inhuman minds of the AI.

In terms of capability Kill Bots have more tricks then other battle bot designs. Some would argue they even deadlier...and less sane. Technically they aren't necessarily stronger then other Battle Bots but are trickier to face. Toughness wise they are largely similar but Kill Bots are more likely to have peculiar defense systems making them much harder to kill.

Watch out for Kill Bots that were designed by unshackled or Rampant AI. As they do not bear the limiters and changes installed by humans. They are thus much stronger and smarter. They the reason Kill Bots became so notorious.
>>
Rolled 86 (1d100)

>>1083055
>Risk the journey
And like I said.
>Killbots.
>Stealth VTOL.
The sooner we're at main base the sooner we can do a round of training in our three things (urban operator with ANDY, PSI with Mr N and necromancer with master).

After those we go investigate those sunken industrial zones like we planned and geared for dammit
>>
Rolled 70 (1d100)

>>1084117
I'll go with the vtol over the tombs, we did just earn the trader trait, probably the most valuable trait to TSO we could have acquired. Where I don't agree a stealthy vtol is the best option we do need one, air support has been an issue.

>>1083975
Can we convince the AI's to convert the uninhabited living quarters into a place we can install the VR training equipment? Obviously we would cover any expences or at least work some off, it. Could be valuable to meat bags in that want to power up, and they could demand the price
>>
Rolled 64 (1d100)

>>1083055
>short range teleporter
>elite rank melee weapon
Not be cliché, but we can literally do the *teleporter behind someone* "nothing personal kid" and strike.
>risk the journey
>>
>>1084572
If you care to read the pastebin our shrouded armor mk2 can blink around like that already... nothing personal kid
>>
Rolled 7 (1d100)

>>1083055
>>1083105
After thinking on it some
>Get a job
Do the rest of the trading deals they need.
If we just stay here a while, we can really turn this old base into something great. Or rather give the AI what they need to do so.

>Overcharged Shield
>Stealth Bot VTOL
We still need a kickass shield, and I'm sold on the Stealth Bot VTOL now. As long as we actually use it.

>>1084117
Everyone keeps saying train to be an operator with Andy, but he's actually an infiltrator rather than an operator. I'm sure he can teach us some of it, but Genie noted that it's important to distinguish between the two.
>>
>>1084117
More importantly we just got an awesome map of this region, I'd prefer to make some use of it. Then return to the main base loaded down with rare goods!

While I'm posting, I also want to try salvaging, since we can do it as a part-time raider. We could ask the AI if we can lead some bots on a salvage mission, using our map to hit the best spots.
>>
>>1085183
Old school necromancy, you know talking with the dead and learning from them + our new trader class... wonder what we could trade to the spirits? Info obviously but who knows what sort of deals or pacts we could work out now.
>>
>>1084815
I've read it and yes it does have teleportation capabilities but there's a few problems with that.
For starters it's blink teleportation. Maybe it's just the wording or I don't know Genies system enough but that sounds an awful lot like maybe 3-6 feet of teleportation more than likely to dodge something while the short range teleporter sounds like it would be used to travel a decent distance. Sure it wouldn't be the distance of a city but it might be a few hundred feet or possibly yards, which could be used to our advantage in the field.

Another thing is power consumption, the blink teleports will probably be running off of the suits power reserves while the device will probably have its own source.

>>1083055
Genie would you shed some light on how far both can travel?
>>
>>1085349
Speaking of that, we might want to study under the cultists while we have a chance.

Looking at the other jobs we can do for this base, one of them is "Locate," which should be quite easy with our map! (we might just need to go there and confirm?) Retrieval and Investigation will likely be aided by the maps too.
>>
Rolled 51 (1d100)

>>1085183
You only have the map for the dustlands.

Which is huge and very dusty.

>>1085349
The problem with the dead is they are rather...well dead. Not the easiest sort to trade with because of it.

>>1085631
A short range teleporter has much greater range then the built in blink device.

Blinking is basically incredibly short ranged teleportation. You ain't gonna ever outrun something relying upon but you an sure as fuck dodge it.

The short ranged teleporter meanwhile its only flaw is long distance. However unlike long distance teleporters it doesn't have much of a wind up time. As the lack of distance means it can calibrate much more easily and most importantly quickly.

Unlike the blink device however its difficult to use. The Blink super short teleporting makes it rather easy to get used to. Another problem is power consumption. It may be fast but it eats power up real quick. Especially if you use it travel quickly. To make matters even worse it uses the expensive power cells and not basic batteries.
>>
Guys if we take the VTOL we have a mobile home and can horde more stuff. And bring our forces AND store our bike And go further faster!
>>
Rolled 4 (1d100)

>>1084572
That trick would only work on people we could've killed without it. If someone survives it, then teleporting into melee range was a big mistake.

>>1086013
So what kind of stuff does the map show?
Apologies, I remember the dustlands being one of the regions near TSO's home ground but I'm very fuzzy on the relative locations of things.

>>1086163
I agree with getting the VTOL. What I'm more iffy about is the bots, because I think the shield will be much harder to find a comparable substitute for.
Although I guess what I should really be concerned about is how much use we'll get out of what we choose. Sure the bots our badass, but do we want to take them everywhere? Even if they can fit in the VTOL, they'll take up a lot of space we could use for something else. With that in mind, I suggest gene mods or nanite infusion for our second pick. Take up no space and go with us everywhere. Nanomachines son.

I do have to ask, so we can judge the pros and cons
Genie, could you tell us a little about the gene mods, hacker payload, and nanite infusion? They sound like upgrades of the most personal sort, but do we have reasons to choose one over the other?
>>
Rolled 57 (1d100)

>>1086257
It has everything. Its only flaw being primitive map due to tribal tech.

Its just some upgrades. Except for the hacker payload which is meant to wreck electronics.
>>
>>1086257
Ok so we're sold on the
>stealth bot VTOL.

I suggest the bots because we can hit the oh suit button and boom the bots clear the area. We keep them in the back. They are our back up plan, our panic button. Plus it helps use if we encounter other bots who don't like fleshies.

They are our tough boys.
>>
>>1086335
I really want to say we can use undead for that, but I can't honestly say we have anything of comparable prowess (with the possible exception of Scream and Pearly) or will be able to make or acquire such undead within a reasonable timeframe.

So all I can say is self-upgrading is always a good decision, so I want the nanites.

I think that makes it 2 for killbots? (you blokes keep changing ids)
1 for nanites
and sword+teleport anon.

Hopefully we get a tiebreaker soon. Even if sword+teleport anon switches to bots just to spite me because I didn't like that idea.
>>
>>1086416
>Sword
Well, melee weapon. They could have been hoping for something else so it would be less cliche.
>>
File: Spoiler Image (306 KB, 1440x2560)
306 KB
306 KB PNG
>>1086416
Nah I'm still for sword+teleport. Sorry about the ids, I forgot to use my "dip-anon" for when I was at work.

I'm not much of a spite guy unless I get Uber mad.

Image somewhat related, just showing it was me and mobile stuff.
>>
>>1086416
How about a compromise, I'd be willing to part with one of my options if your willing to part with one of your options.
>>
>>1086511
That gives me an idea. Possibly a shit one, but I want to see how it turns out.

We turn it into a proper tie. I give up the VTOL and you give up the teleporter.
Nanite augmentations and a nice knife are rather complementary, wouldn't you agree?
>>
>>1086416
Sorry I work in a dusty wasteland I drop out loads
>>
Rolled 8 (1d10)

>>1086535
I'll roll on that
>>
Rolled 85 (1d100)

>>1086682
Well I made a deal with another anon to get the vote tied 2:2, so if anyone should apologize it's me.

>>1086694
Missing a digit there, let me give it a roll.
>>
>>1086702
Hey you found that other digit hot damn.

As long as we can compromise somewhat slate will have a chance or will die a terrible death
>>
The VTOL I will not back down on but the bots I will.

However here is my argument. We have more command skills than combat ones and as such should use them, TSO can give us command bot tips and provide fuel, we need something that can shred things besides our special rare undead. The stalkers are rogues we need front liners, however most importantly we work for an arms dealer we get the best gear going already. What we don't get are forces bound too us besides undead. We have enough going on personally and need to fill the gaps aka our personal troops and transport
>>
Rolled 86 (1d100)

>>1086774
Well it was >>1086710 who rolled the crit and I actually made an agreement with them.
But since there aren't any lurkers or anyone coming forward, perhaps I'll be the one to give up what I want.

The nanite infusion I wanted because of how hard it is to get that sort of personal upgrade. You may think we have enough going on personally, but everything we can get that improves us physically makes us that much better at surviving, and I don't want to pass up a quick and safe way to get stronger, faster, or tougher. As I said though, I shall seek an honorable solution even if I don't think it is the best option.

So I will support the VTOL and either the teleporter or elite relic melee weapon. I will leave it up to >>1086710
to decide.which one, although the teleporter sounds like it might be a bitch on both ease of usage and power consumption. While the weapon will have no negative consequences.
>>
Now in defence of the VTOL.
1) we now have our own mobile home to horde stuff in
2) it's stealthy and will let us scavenge and hold far more than before and make trips very fast.
3) We'll be able to explore and such slightly safer but also bring back what we find.
4) we can finally bring our troops.
5) but our TT bike on the back for field trips out but also use for scanning while exploring
6) we can trade easier
7) VTOL are a great run the funk away craft, they can fly straight up and speed like a plane
8) air support, stick a weapon on it and we have a makeshift attack run craft to cover our forces with.
>>
>>1086884
Shouldn't we really.. You know avoid melee.
>>
Rolled 1 (1d100)

>>1086898
Probably, but "it's a bad idea" has historically been an ineffective deterrent. This way when anons vote to charge in swinging Slate will at least have a good weapon.

And, you know, it's not always possible to avoid unfavorable situations, whether said situation is melee combat or anything else. And everyone's talking about how we need to "git gud," so let's include some freaking melee training in that.
>>
>>1086918
I'm so glad that's attached to nothing
>>
>>1086918
I do agree with the training montage. Once we get back to base we need to do our aquatic industrial sites exploration...bring the new VTOL.

Then we head home for a training montage. We rotate, Master, Mr.N and ANDY for their respective fields. Minimum of two good sessions each!
>>
Rolled 52 (1d100)

>>1086884
>>1086893
Fuck it, if it'll keep us moving along vtol and nanite.

Sorta missed nanite early when I read through it all.
>>
Rolled 91 (1d100)

>>1087122
Alright, thanks anon. Yeah, takes a few read throughs with a list like that.
>Stealth Bot VTOL
>Nanite Infusion

Just trying to make it clear I'm on the same page.
>>
>>1087152
No problem anon, to be honest the first time I read through it I had tunnel vision after I saw the fedora tipping in my mind the the Tele melee combo.

Nanite and vtol are much saner, reasonable options.
>>
Rolled 36 (1d100)

>>1087152
...although we kind of don't have consensus on action. Fuck.

>Explore the Bastion (and wander aimlessly?)
More specifically the data archives. Try to find out if we can get Lost browsing through files. But for the love of all that is good, don't edit anything.

I would also like to
>Get a job
As I've said before, we can do a lot of good for this remote base. Instead of a detour, this can become a triumph, if we just put in the effort!
>>
Rolled 26 (1d100)

>>1087164
No one wants to do those things? Alright, for the sake of moving things along.

>Risk the journey
In consensus with
>>1084572
>>1084117
>>
Rolled 60 (1d100)

>>1086774
>>1086937
So, uh...you willing to get the nanites instead of the killbots?

At this point I don't particularly care, I just want to move on. I think >>1087122 is with me here.

Who am I kidding, I'm probably the only one still awake. Or Genie actually would have posted by now, but is being prevented from doing so by one or more problems. Hopefully we are able to continue tomorrow.
>>
Rolled 7 (1d100)

>>1087602
Yeah I would, I'll comprises the bots for the nano
>>
Rolled 19 (1d100)

>>1087602
I was just waiting. Didn't think it would take all day for anons to decide.
>>
Rolled 46 (1d100)

>>1087152
Stealth Bot VTOL and nanite infusion it is.

The nanite infusion turned out to be a very small case full of very scary looking syringes and a scary looking implant. According to the case it contains combat boosters, bodily enhancement, mental clearing, and health boosting nanites. The nanites do however need to be cycled through a special medical machine every once in awhile for 'repairs and updates'. The tool will either require you to keep an internal nanite organ inside you or being hooked up to a machine once in awhile.

The nanites are only a bit less suspicious then the ones you got from the strange package when you awoke with your memory gone. Unlike those bodily and health upgrading. These nanites are more performance focused and their effects are more temporary. Amy notes however unlike the anons you used previously which were nicely registered in certain data bases these ones...well not ALL of them are strictly legal. The combat boosters for instance have a type of infusion called Bleeder which basically damages your blood cells in exchange for much greater performance from them. Terrible for your liver and bone marrow apparently.

The other choice you settled upon was the Stealth Bot VTOL. Which was made of suspicious dampening materials and came in with a built in cloaking device. It did however come with a surprisingly large amount of space and a built in reactor. So long as the heat sinks don't fail it can remain cloaked until said reactor runs dry. It ease eerily quiet however even without the cloaking engaged. Weaponry and defense meanwhile it is rather lacking in both regards. While it does come equipped with a shield generator said shield generator CANNOT run at the same time the cloaking is. It also comes with a measly two missile racks and oddly enough a ionic rotary cannon. Its weapon systems unlike the shields can be used while cloaked.

It comes with two pilots both are robotic in nature and it is not actually equipped with space for a living pilot. Instead its been replaced with a strange looking pod and a seemingly dismantled pilot's nest.

Despite the offer you decided to go back to the other side of the mountains and thus risk the journey. You managed to elude most but not all threats. A few times you were properly identified despite the stealth systems and promptly assaulted. Temporarily cloaked missiles are not however to be underestimated or an invisible rotary cannon shooting energy blobs. It helped that the pilot while seemingly insane was actually quite good in the kind of way that clearly there wasn't a human being in control.

Somehow you managed to make it across...and alive. Albeit rather traumatized and more understanding in why nobody trusted AI pilots.

What do?
>Return to Shrouded HQ
>Go to the city with the survivors you know
>Fly around aimlessly
>Back across the mountains
>Other?
>>
Rolled 5 (1d100)

>>1087730
>Return to Shrouded HQ
Implant those nanite stuff please and then load up the aquatic gear, my bike and my Stalkers onto the VTOL.

Report to boss then inform them the deals we made and then head out. Wonder how happy TSO will be with our efforts and share the map.

The sooner our mission is done the sooner we can train

Hope the industrial zone has some vr pods...
>>
Rolled 45 (1d100)

>>1087730
>>1087784
As an addition to this also refuel and stock some more food...and water...

>other
Deliver the Ghost Fluid to the witch, master and foxy each gets a 1/4 of it, the last 1/4 being ours. Yay good boy points.

>check my Nat 1 now the girls are involved
>>
Rolled 64 (1d100)

>>1087784
>>1087833
Let's a go, damned anons knowing what I want to do.
>>
Rolled 48 (1d100)

>>1087784
>>1087833
Supporting. The Ladies should like their gifts adleast

Nat 1 incoming
>>
Rolled 53 (1d100)

>>1087784
>>1087833
Vote

Well, implant some of the safer, longer lasting nanites anyway
>>
>>1087784
>Hope the industrial zone has some vr pods...
Yeah, or the college. I still don't know why everyone is obsessed with the industrial site.
>>
Rolled 13 (1d100)

>>1088046
Actually, that reminds me. Before we leave, ask TSO what we should do about the bots at the college.
>>
>>1088009
>>1088046
>>1088049
It's finishing up the last thing we said we'd do. Once we've done this investigation we're getting back on track. No more aimless wandering for the sake of it, no more wasting time.

After this trip, it's switching gear to...
>Do stuff with the Survivors
For rep gain and gaining influence so we can do what TSO wants us to do (get survivors to move to new settlement sites) Of which the Collage Town is one such zone, but this investigation may show us what the night light issue is
>If we're not doing that we're training with whomever is avalible of these three
>Master
Get our Necromancy up, Genie said she's so good we go up a whole point or something (did we ever place the one from last time?)
>Mr. N
For PSI Magi stuff and maybe even sexual prowls...I mean who else can we ask?
>ANDY
For Infiltration and Combat training along the "URBAN OPERATOR" Spec. Though if somehow we find a more accurate teacher it may be subject to change.

We do a 2 round montage with each (6 total), then back to work, rinse, repeat
>>
Rolled 16 (1d100)

>>1088846
First, if none of those are available/willing at any given time, we go to TSO to ask for help lining up a trainer.

But yeah, I get all that. I'm just confused about the interest in some waterlogged factories. I'm more concerned about the college itself and how it's going to go down when we encounter the Shrouded One's errant bots that have taken up residence there.

I'm not opposed to this scuba diving affair (since I actually do think it's something we should do), but maybe we should ask TSO for override codes or something in case there's something wrong with the bots.

For that matter we may want to bring more backup. At least Pearly and Scream in addition to our stalkers.
>>
>>1088882
I most definitely want to do the scooba mission. Maybe TSO can get us one of those mini sub's you see James Cameron likes to play with. With mad guns (harpoons, torpedos, laser cutters) and loot recovery systems of course....

Wonder if the stalkers or other undead can function under water, not like they need air, but can they swim? Or maybe we could raise an undead shark or something.
>>
>>1088979
worse comes to worse, we give them some weights and they just walk along the floor like normal when they're underwater.
>>
>>1088979
>>1088882
Oh yeah we'll defiantly ask if TSO has any specific goals for us while we are there or do anything to bots. (Part of the reason we have to go is a possible RAMPANT AI), so Bot back up is bad. We'll bring MC Scream and our Stalkers....Pearly may be to big/heavy for the VTOL.

>>1088979
My biggest query was will water exposure speed up their rate or decay or blat them? Since they are bodies will they float? I mean I could be funny us taking a nap of a raft made our grumbling stalkers.

Once back at base after this mission before our training montage...maybe go see a shrink...don't wanna go MAD
>>
>>1089037
I don't know if you remember, but Shrouded One's bots are actually already there. What we don't know is whether a hostile entity has taken control of them, or why they are staying there instead of coming back. It may simply be a communication error, as once they entered the area they lost communication with base.
>>
>>1089037
>>1089071
Also I guess we should try to bring our pirate zombies, since they were actually raised from the deeps to begin with.
>>
>>1089071
Don't worry I remember, but I can't suggest we bring BOTs as back up considering what we're dealing with. Maybe if she can give us an override order to force return to containment for scanning and such so they don't infect other bots.
>>
>>1089071
Maybe that is a mission in its self, sure tech based coms are down but if we could find another willing psion we could establish telepathic communication, Amy could get orders from TSO and manually deliver them, we could get think tank grade coms though expensive I'll bet they are better than whatever is blocking communication (may be a worthwile long term investment), or even do it the hard way and create a hardline phone system this would be the hardest as we would have to secretly lay and hide a physical line (not sure what standard land line tech the pre fall had developed or what is still usable post fall but surely it's advanced beyond telephone wires or fiber optics by now) there is no way that could get blocked without whomever is causing this to take direct actions to dismantle it. That would be the most expesive but it would possibly be a great asset to the survivors we want to move in, direct undetectable access to their new favorite trade operation... but that would be a huge project we probably couldn't even help with ourselves, we would have to convince TSO to loan out or sell us some worker bots.. /rant
>>
>>1089078
Ah, right. By more backup I really meant more undead besides our Stalkers. Although in theory I suppose we could bring the living, but who would we get? I guess we could just invite the witch, and have this trip double as "real talk" about our relationship with Foxy.

>override order
But that's what I'm saying, we need to ask TSO how we should deal with their wayward bots. They may provide a way to quickly disable the bots should they prove to be a problem.
>>
>>1089098
That's quite impressive brainstorming, but maybe first we should actually figure out what is causing the problem in the first place.
>>
>>1089101
We may need some EMP grenades, or learn a bit of electric magic, thunderbolts, chain lightning, magical battery draining, some shit. I don't think psi would work on bots but I think psions can phase walk (slip into a parallel pocket space and basically become invisable to things in the material plain) which I doubt bots
>>
>>1089118
>>1089139
Now here is an idea, let's call on foxy's sister the tech wiz for some assistance/looting spree
>>
>>1089426
I don't really see the point and that other anon believes there's something there that makes it inadvisable to bring bots. And good luck convincing a tek boss to not bring bots.
>>
>>1089572
Easy peasy, we tell her some spiel about if we can override whatever it is taking over the machines just think of what she could do with that.

Okay not easy and not a good idea
>>
>>1087784
>>1087833
>>1087927
>>1087939
>>1088009
Genie we have consensus?
>>
Rolled 4 (1d100)

>>1087784
>>1087833
Implants implanted. Gear picked up as you resupplied before going to see boss and finding out your master has left apparently.

"Oh I heard of what you managed to accomplish. Initially I was planning to wait till you established the required settlements before sending you over. Now though...I am going to have to make some changes and personally attend to them."

"I don't support that," states Andy appearing with a flash has his stealth field went down. "That would require going across those mountains and into that area with no support. Not to mention that rogue terraformer and so called 'farmlands'. Farmlands make great spots to hide facilities that nobody is gonna notice. Unlike this side that side is full of governmental secrets instead of corporate."

"Sounds like a great place to go," teases the Shrouded One. "I could use a challenge this side will done fine without my continued presence."

"Things may look good for now but they are not. I am not good enough to handle an entire faction and they figuring out there is a new hero present. One with an Army and lots of weapons."

"Good thing we are independent then. They wont risk offending us for no reason lest we join with their enemies. Besides I wont be going alone. I intend to bring an awful lot of company."

"...Your going to deploy our reserves?"

"Yes, otherwise those mountains will never be dealt without it. So once the industrial zone is handled I shall set out."

"What about him?"

"Once he finishes the task he was suppose to...and kept on delaying send him across."

"Sure we shouldn't let him handle his lady troubles first or train?"

"...Right the lady problems and the lack of training. Fine keep him here until he is fit to leave."

"I don't think he can handle the lady problems boss."

"...What you expect me to fix it? Just ask Mister N dude makes his living pleasing evil ladies."

"Sexually yes but when was the last time we saw him date?"

"...Point taken. Guy is indeed useless in terms of relationships, but getting good sexually should at least buy him some time. N can help with that."

"...That would only make things worse," states Andy. "I know you meatbags your very fond of whatever can sexual satisfy very well. Why do you think N is still alive? The good graces of other bandits? More like the good orgasms. Not even other bandits are willing to kill the guy because that would make them the mortal enemy of all those he pleases. N's so called solution will not help."

"...So what then? Ah just let them fight out. Victor takes the spoils," shrugs the Shrouded One.

"What if said victor is not a friend of ours?"

"...I am gonna have to set him up someone aren't I?"

"Well you DO know quite a few ladies who should be able to handle it and are friendly."

"...What about Foxy," you ask after swallowing nervously.

"You stick with Foxy and its only a matter of time before the bitches start to a war over you. Seen it happen before...bloodbath of bitches over a man."
>>
Rolled 19 (1d100)

>>1089965
Explains Andy. "You see it go down every once in awhile a real prize will show up. Think female version of waging a war of a beautiful woman."

"I really don't like the idea of god only knows what you wanna sell me to."

"Now now...your a psi magi. Its not worth selling someone so rare. Think more...protection by hiding underneath the skirts of a woman away from other women," explains the Shrouded One.

"I really don't like the sound of that..."

"At least with my way it will involve less rape. Don't underestimate how rapey those bitches are."

"See who can blame me for do not want?"

"You wanna stick with Foxy? Who knows maybe you'll get lucky and she proves to be quite the bad ass."

"Why the fuck does it sound like I am the goddamn prize here who doesn't even get a choice?"

"Because you are," simply states Andy shaking his head. "Maybe when your a hero you will have the right to choose."

"Fuck this i am leaving."

After you left Andy turned towards the Shrouded One. "So you think Tiny or Biggy will like him?"

"..."

"What?"

"Those two are men Andy."

"Really? Why do they look like women? How would you even know? Ooh are gays an option?"

"I don't think he is gay and not all of those who look it are actually it. Fuck Andy I figured you especially would know this. Wait...did you get the men and women mixed up when you gave that recommendation?"

"Strong guys count yes? Gay or nay?"

"So make him hide behind a strong guy?"

"Well it would delay them at least. Plus some of them might have even been in a similar situation!"

"You have clearly been spending far too much time with N. Your even staring to sound like him."

Fortunately now having an aircraft makes delivering the ghost fluids much more easily. The witch turned out to still be at the spooky mansion. Sadly the Master was back in her own base which is distant and Foxy...well apparently she is with the bandit gang alliance which is apparently having some difficulties. Problem is you don't know where exactly.

What do?
>Deliver to master first
>Try to find Foxy
>Just go to the college town
>Fly around aimlessly
>Other?
>>
Rolled 77 (1d100)

>>1090054
>Just go to the college town
Gotta stay focused, sharing our necromantic resource can wait till we see them. Although I'd like to find a way to get Foxy's share delivered. it took an act of willpower to not phrase it as giving her our special fluid

At the mansion, collect our undead. Pack as many as we can with us for the trip to the college town.

While we're there though we should ask Witch to try not to fight with Foxy, getting with her was our decision and it may not last much longer anyway. So really no need for her to get involved.
>>
>>1090165
While we're riding, I think we'll do some...ruminating. We may not talk about it much (I'm sure Slate tries not to think about it), but we've got kids out there; some with our vengeful in-laws, others with our even more vengeful crazy sister. We've got past friends out there too, and we know we're far from blameless for the trouble we had in our past life.

And now we're facing the prospect of becoming some big strong woman's boytoy so we don't get raped by other women. Also to hopefully avert a massive war of bitches, which I guess could possibly be interpreted as noble of us?
>>
Rolled 42 (1d100)

>>1090165
>>1090273
>Just go to the college town
Supporting

When we do get there provided we are able, land on a tallish building and keep the cloak on at night. Use the TT Bike to scan the area best we can also. Next before we leave set up a Quick accent Snare, so if we need to run back to just grab it and it'll sling us to the top floor and our craft.

Otherwise load up the troops (our undead except pearly and lets go, go, go)
>>
>>1090347
I Agree. That does not conflict with anything I said, but I would like to make it clear that I do want it done as you said.

But why not Pearly? Are they busy doing work with their earth powers and I forgot, or do you think they would weigh us down too much?
>>
Rolled 88 (1d100)

>>1090165
>>1090273
>>1090347
I concur, hopefully my ID will be stable for a while, at my base camp for a few days.
>>
Rolled 84 (1d100)

>>1090165
Undead collected and there you met a very impressed witch. Who became even more impressed when you told you about the thing between you and Foxy not lasting much longer anyway. She thus stated she would take a step back...and she was MOST looking forward to the breakup. Claiming she knew some witches whom would make for great rebound sex.

>>1090273
You realize with some thinking you have a lot of problems. Including figuring out how to break up from Foxy and trying to figure out how to not end up dating whoever Shrouded One finds.

After awhile you soon once more end up at the college town. Which doesn't seem to have changed much since you were last there.

What do?
>Visit the lake
>Stop by the college
>Work your way through town
>Fly aimlessly
>Other?
>>
Rolled 68 (1d100)

>>1090594
>Visit the lake
If possible, land on a building not too far from the lake and set up as outlined in >>1090347

Then go to the sunken industrial complex with our undead and prepare to do a more thorough search of the place.

If anyone has additions to this that do not conflict with the above, do that too.
>>
Rolled 49 (1d100)

>>1090632
We need a basecamp, based around the stealth vtol, well hidden if not outright invisible if possible, stealth fortifications and such, somewhere we can fall back if shit goes south, now that we have air support we should set up in such a way that we can both protect our expensive stuff and be able to abandon quickly.
>>
Rolled 22 (1d100)

>>1090632
Support
>>
Rolled 30 (1d100)

>>1090632
Since you connected to what I originally said, support. Anyone got any ideas for Foxy? I mean i have a few..but i'm not sure
>>
My idea with foxy is to somehow turn her off us. Maybe get the witch to show us some necromancer shit and make us a youthful prettyboy not hard and rugged like foxy likes, also do long distance and time missions.

The only other way is get Foxy to become a total badass like ANDY said and utterly on our side...which I doubt will happen
>>
>>1091037
That's one way too do it.
>>
>>1090826
I believe that's why we want to land on a building. Completely unnoticeable because we are using what's already there.

The only real asset we even have to leave behind is the bird itself. It will be cloaked but should someone come snooping anyway it can take flight.

>>1091037
>>1091056
Yes, I suppose that is the only way in the sense that simply telling her we can't be together anymore will just lead to her chasing us.
But perhaps she will have more pressing concerns?

She's not unreasonable, perhaps we could, in private, come to an agreement on a specific time for us to be officially "separated." That'll give her time to enjoy us while she can and mentally adjust. She said before that she doesn't mind if we don't come back of our own free will, because she would enjoy the chase just as much.

The difficulty comes in if we want to dissuade her from chasing us.

What if we find a dark dok/psychic surgeon we can trust, and get an operation to make us super gay?

What if gave her some kind of bribe? Maybe not to never chase us, but at least to leave us alone for a good long while. She does have her siblings to look out for, so she probably wouldn't spend literally all her time and energy trying to claim a prize boytoy (us).

We will have to talk at some point I think, and when we do I think we should explain that it's business, our employer has advised us to sever ties with her. That is the reason we're doing this, right? I mean I guess it's really the reasons why our employer said we should do that, but that kind of seems harder to explain, especially as a reason for breaking up. If that makes any sense.
>>
>>1091076
I do have an idea. Lets make a game out of it for her and hell maybe other bitches as a chance to show their "strength"

Once every 3 years or something we'll start at X then we fucking leg it, first Bitch to catch us gets booty calls for a year? (we just tell Foxy we'll drop hints for her so she wins more often).

TSO can sell tickets and raffles for watching it go down and such, we don't have to deal with love only booty calls from time to time. Foxy loves the chase, boss makes bank and we love getting work done and not getting tied down to long. Any Bitch tries to hog us the other bitches will gang up and get the contest going again?

Im drunk its Australia day so please forgive me, i'm aware that idea may seem a little MAD but the sun has cooked my brain
>>
>>1091076
Though >>1091037 touched on a good point, if FOXY becomes bad ass enough or a high caliber hero maybe she'll be useful enough to be kept and/or included in the bosses plans? I mean I still think her chasing us in a playful way...could work...but as I recall Foxy does in fact have feelings for us and if we piss her off we've got Foxy, Turbo, Legion and their Hell Spawn of a little brother to deal with.

We need to figure out how to turn this into a game of chase that she can enjoy...but how is the question.
>>
>>1091093
>>1091083
>>1091076
I've got an idea that might help in that regard, we can see Mr.N for psi training why not sex stuff too, what if we establish sexual dominance over her? Ok sure we can beat her yet, but she's a bandit right? We establish dominance and tell her we're taking a walk around d for a bit, we tell her we've got work to do, shag her into submission. Become known as "The Incubus", complete with the necromancer youth stuff, boy toy and such we'll be the ultimate in sexual domination.
>>
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>>1091104
there's someone else we can ask, but it'd be dangerous, really dangerous...

We go to the witch for some training...between her and some sex demons who we must ensure don't steal our soul, we could possibly become what you suggested?
>>
>>1091083
alright, but I'll try to give my honest criticism anyway. but I'll try not to be too harsh

The problem is that would almost certainly devolve into the bloody war we want to avoid. It might work if there were like 50 bitches after us, but we're talking more like 50 gangs of bitches.

>>1091093
Heroic breakthrough for Foxy...now there's an idea, but how do we do it? I'd assume what she needs is to go Elite, which isn't as simple as becoming badass.

Oh, I'm sure she'll enjoy it regardless of how we leave her. The problem is that we won't.

>>1091104
Yeah, we can't pull that off. Maybe if we get a hell of a lot better in a very short amount of time. So we'd have to crit at least one appropriate training roll, possibly more than one; I really can't endorse a plan that relies on us getting a crit. Especially when I don't think just one crit will do it. At that point we'd be better off just hoping we crit the breakup roll.
Also necromancers don't have youth stuff. They have longevity but end up looking corpselike. I assume you're referring to the tricks female necromancers use to stave that off, but are we going to seriously ask Witch and Master for beauty tips?
>>
>>1091120
Who else would you ask? But yes Im pretty sure we can to youth stuff but we should let Genie clarify
>>
>>1091120
Maybe if we say our boss is concerned that we'll bring a Bandit Bitch War down upon her head. Plus we're gonna have to go away for quite awhile to sort our mission (become apart of the survivors lives and a hero of sorts to them).

We need to shag alot more people to get good in the sack.
>>
>>1091141
Yeah, basically that.

I did have one last piece: trial separation, of a few or several years. Long enough for things to change. Long enough, maybe, for us to deal with stuff from our past, and/or become strong enough to make our own terms.

Because necromancers do have longevity. She can afford to wait.
>>
>>1091147
thats a good angle to push, tell her besides where would we run? We're both gonna be around quite awhile and she never did get that chase she wanted.
>>
All this chatter about how to best break with Foxy...its gonna be so good. Oh how I can't wait for that to happen in game. Its gonna be a blast to write.

>>1091126
Necromancers while they live a shockingly long time really do end up looking like a corpse. Even your master has a corpse pallor and sunken eyes. She is fighting a losing battle especially as time wears on and the effects only amplify.

Naughty witch looks better because she has witch tricks to help maintain herself and she isn't long on the necromantic path.

Even Heroic necromancers tend to look like corpses. Eventually the ones who still care about their looks learn they can still look like a good looking corpse. Which is what your master leans towards as it only gets worst. Oddly enough your boss doesn't seem to mind.

Or at the very least is smart to keep quiet about it.

Its partly why necromancers and vampires look oddly alike. Except the necromancers lack the fangs though their teeth do tend to look rather large due to thinning flesh and withdrawing gums. Difference is their canines are not unusually large.

Its also why you can never accurately judge a necromancers age by looks. Its impossible task as even apprentice necromancers are effected.

Now if only necromancy wasn't oddly bad for your health and looks...it would of been much more popular profession.
>>
Rolled 66 (1d100)

>>1091157
Argh name fell off.
>>
>>1091158
>>1091157
well we're trying to frame it as something along the lines of
1) We're going to be doing a long term undercover job with the survivors
2) We're sorting out our past
3) We can't in good conscious move on until we save our old selves family, we're saving them from a horrible situation like your family...possibly worse.
>>
>>1091157
Is there any way to "eternal youth"? i'm curious, any way to achive this "Incubus" goal?
>>
>>1091166
I'm not sure the thing with survivors is a real problem. I think our boss's bidding and advice is though. And while we also want to avoid his matchmaking (probably), it is true that he doesn't think we can stay with Foxy.

If we do want to speak of specific parts of our job though: We're still trying to learn the ropes and become competent, which we have to focus on once the situation with the survivors is dealt with, and after that we're relocating again. And, of course, we want to avoid being fought over.

The stuff with our past, now that might actually be something she'd like us to sort out, even if it means leaving (which, to her, will simply be "taking a break." Maybe, as her seeing it that way and accepting it is better than some possible outcomes. And possibly we actually will get together again. More likely we'll die somewhere along the way, but hey who knows.)
>>
Rolled 27 (1d100)

>>1091170
Youth elixirs and powerful magics can reduce your apparent age. Very powerful magi often look far younger then they really. Even the as getting old sucks so they choose to shave off some years every once in awhile when it gets too annoying.

Its a big reason people become magi as once your powerful enough you can shave off entire centuries or even millennia. Martial path on the other hand follows a different approach where as you advance you directly add more years unlike the magi who simply subtract it.

Nobody knows how those of the shadows do it but they have some really still alive ancient fucks. So clearly they got something that works.

The faiths meanwhile rely upon fickle nature of those they worship. The scholars use knowledge to augment their lifespan using mighty elixirs of the ancient alchemists to new tech that removes aging from cells. Theirs is actually the most changing of all the ways as new knowledge is acquired and old is lost.

This is all common knowledge.

So staying young is possible but if you want outright immortality instead of just shaving off some years the difficulty massively spikes. Those who chase outright immortality that is an entirely different and far higher difficulty ballgame.

Its worth noting that gaining lifespan like that isn't an easy task at all as even expert magi struggle to remove entire years. But immortality? That is even worse.

Even ARCHMAGI would face great difficulty trying to pull it off.

There is reason why those who wanna become Immortal so commonly challenge the GODS THEMSELVES!

SO...yeah not joking about that difficulty spike.
>>
>>1091179
Actually what I was thinking was a two pronged approached, Using Necro magic we live for an extended period and then using magic or alchemy (or whatever the witch was gonna do to us at some point) we can remain looking good/young. so by the time we hit I dunno...200 we still look young and then just keel over.
>>
>>1091186
Meh, I say embrace the change when it comes. Which is still years and years from being noticeable, I think.

We're already a merc commander, trader, and looking to become an operator, on top of being a scavenger and looter. This is aside from my own goal of mastering our powers, which incidentally is what our boss wants and, I believe, what will be a real game changer.

What I'm trying to say is who has time to worry about their looks? If we're successful in the long run we'll end up as a lich or something anyway.
>>
Rolled 27 (1d100)

>>1090632
Support
>>1091037
Well we have a couple of options
>Fuck her into submission
We could try to pull a Mr. N
>kill her
But I doubt we could pull that one off without bringing hellfire on us from the sisters
>be straight up
I like this option, we tell her what is going on and what kind of shit storm is brewing. The only problem is she'll probably take it as an insult, a challenge, or both.
>>
So does anyone have an idea what TSO is planning? I mean the boss has some big goal.

Personally I believe TSO is working to forming their own Faction, however rather than just forma small one and build up, they are setting up several to emerge at the same time but have her agents ruling each, then uniting them through trade and careful manipulation.

>Lets look at our personal objectives
1) Get the Survivors to move to zones TSO has selected
2) We've already done it but sorting out the Mountain Bot base after which they themselves were going to move in. (maybe that's gonna be their main base?)

So While Mr.N locks down the Bandits, we lock down the survivors, Our Master controls undead and TSO themselves has the Bots locked down, then ANDY keeps other groups destabilized by killing off the talent. So I think we can all see the alliance that's coming, a Rejects of the World Alliance. While the Survivors are the outlying group there if we're in control we're ruling as a Proxy.
>>
>>1091157
Yeah Genie we know, your finally gonna get your vengeance for us chasing the Yandere style girls. But I know a way we can snatch that from you (though honestly i'm not sure trying to take away a GMs fun is in good taste).

Otherwise separate question, we know we can use PSI for numerous things, Mind control, telekinesis, Physical manifestation... I have one question and that is being a PSI Mage....Chronomancy. I want to know if there is a way we can displace ourselves in time for brief intervals...think Kiritsugu Emiya
>>
Rolled 1 (1d100)

Quick question for y'all.

>Why didn't we stay at base and train up with Andy or even the witch?
We still are lacking a lot of skills for the actions we take. We could of at least gotten than trained or just general knowledge on the powers we use.

Otherwise added the new air craft to the notes and the (a)nanos.

>>1091179
Also question about the madness. We gain it when ever there is something that will make us scared or just like when robots rip us a new one?
>>
Rolled 25 (1d100)

>>1091972
To bad I didn't roll this on a training action. Tho I would be worried about another hell march or something.
>>
>>1091992
So does the third 1 for a non action actually become an action?
>>
>>1091972
Well we might be coming back for a quick training montage now but i don't think so.

We didn't train straight away because we've got a job to do and we've been putting it off way too long.
>>
Rolled 30 (1d100)

>>1092503
Wouldn't help our work if we knew what we are doing? Our character has just been lucky that the right thoughts came up.
>>
>>1092830
We do know what we are doing. We are the secondary recon team with the following objectives

>Primary
-Identify and Salvage usable Tech from the Sunken Industrial Zone (for both us personally and TSO)


>Secondary
-Rescue/Secure isolated TSO Bot forces (Highly favored)
-Provide scans and analysis if the site itself is reusable.
-Uncover possible links between the Industrial Complex and the strange "night lights"

>Looking Forward
The collage town is one region we are looking to settle with Survivors and grow things and as such what is in the Industrial Region will be a big factor in the new settlements growth.
>>
Rolled 60 (1d100)

>>1090632
Base camp established on top of a building in the town. After that you left with the undead to the sunken industrial complex. That was naturally quite flooded. The undead however didn't seem to mind. You not so much. Especially as you worked yourself down and had to rely upon the diving equipment you brought. Even so there were places that were blocked off or had pockets of air. There were also hostile undead and monsters lurking in the depths. Your undead were however not quite enough to handle them all. As the undead down there were also water typed and the monsters were naturally water monsters. Your undead forces after awhile soon found themselves unable to go any further.

What do?
>Try to find another way around
>Try to breakthrough
>Go back
>Look around
>Other?
>>
Rolled 25 (1d100)

>>1092981
>Other?
Attempt to seize control of the feral water undead with psi necromancy

>>1092891
I'm telling you man, I think the college itself is the primary area of interest. The bots didn't go into the industrial site and mysteriously stay there.

Although I suppose exploring it is primary chronologically speaking. We need to get it done, and I believe success there will help bolster our confidence.
>>
Rolled 39 (1d100)

>>1092981
>Other?
Using what scanning stuff we can try to make contact with TSO's lost Bots, see if they respond. If they do ask for a report etc.

>Look around
>Other/Salvage
Stalkers Secure the area, i'm having a look around and identifying what sort of stuff is here. Look for a terminal or something. AMY keep track of everything and mapping this place out if you would be so kind. Use some markers to trace our path so we can get back quickly if needs be.

>Try to find another way around
There must be a way darn it, find out if there is a lock down in effect and if so why?
>>
Rolled 65 (1d100)

>>1092981

>>1093013
>>1093000
Now ill support your undead control idea, I hadn't considered that. Add it to my action and we got a deal. Sound Good?
>>
Rolled 39 (1d100)

>>1091972
Madness is acquired whenever you seek something that you should not know or when you take enough sanity damage it can manifest into a MAD point instead of Crazy Points.

The insane get a boost to MAD which is why they are so vulnerable to its influences. When your already crazy you don't really have anything to lose as your already insane so the temptations of MADNESS are the greatest for them.

If they get consumed by MADNESS however...there is no longer a cure and thus it becomes permanent. Not even the insane can use MAD for freee.

>>1091239
You can try.

Time Magic is one of the Greatest Forbidden Magics of All Time. I will say it exists but good luck using it.

There is a reason why it became extremely forbidden. Technically even Demonology, Blood Magic, and Necromancy combined are still more acceptable.

>>1091186
That is what the Witch does and she is already starting to lose. Mind you she has access to Witches Brews and potions on top of magics.
>>
Rolled 37 (1d100)

>>1091239
We could time magic our way into not making so many mistakes! Or just cause a paradox and collapse the multiverse or something of that nature
>>1093000
I'll support the attempt>>1093000 but add in an attempt to mentally dominate the water monsters
>>
Rolled 62 (1d100)

>>1093013
>>1093023
Agreed! . I was just going to switch to yours, then re-propose mine later if we ran out of options
>>
Rolled 57 (1d100)

>>1093023
>>1093013
>>1093000
Supporting this cluster.

>>1093030
NoMADs cane from somewhere...
>>
Rolled 77 (1d100)

Fucking hell...

Can we at least add the water monster mental domination
>>1093041
>>1093023
>>1093013
>>
Rolled 34 (1d100)

>>1093057
re-propose later when we run out of options

Why not kill the water monsters one at a time and bring them back as undead under our control? We kind of have 0 experience with mental domination, while we've at least animated and controlled undead before
>>
Rolled 80 (1d100)

>>1093057
Okay switching to supporting
>>1093041
>>1093023
>>1093000
>>1093013
>>
>>1093091
We've mentally dominated at least one monster I know of back at hell training, but you're right we have very little proficiency with domination.
>>
Rolled 10 (1d100)

>>1093055
NoMADs exist for two very simple reasons. One is obvious and the other not so much.

>>1093013
You are unable to make contact and your sensors are seemingly being jammed somehow.

Stalkers report they are unable to secure the area due to presence of undead and monsters. They don't have the manpower to keep both groups at bay for long.

Meanwhile the terminals you find are too damaged to function. Probably due to all the water.

Your undead report of a single way around that 'might' work. Its the elevator shaft. Once you force the doors open there is no telling the condition of said shafts.

What do?
>Find another way around
>Fight your way through
>Go back
>hold your position
>Other?
>>
Rolled 52 (1d100)

>>1093113
>Find another way around
Let's try forcing those e;evator doors open and hoping it's clear.
>>
>>1092891
Knowing the task and knowing how to do them are two different things. We are tasked with making settlements. Using those settlements to unknown task as well as what you said.

Yet our MC barely has training in doing what we want.

---

On a side note I think we are making these settlements as early warning for the boss' stuff. Kind like filling people into path of unknown enemies.

>>1093030
Can you give people an idea of what we shouldn't know? Because I kept finding it odd making AI viva using knowledge from aliens was a cause. Give time people can understand a lot with out going nuts.

At least I like to think so. Granted people may come off as odd.
>>
Rolled 4 (1d100)

>>1093130
MAD works by afflicting people with things they are not suppose to know. Their minds are not capable of handling it. Hence they get consumed by MADNESS when they finally learn too much.

MAD is tempting because it offers secret knowledge, solutions, and power.

In game terms you may encounter something your mind can't take. At that point you make a roll to resist the MADNESS. Otherwise should your character push themselves too hard for solutions or is too greedy for secret knowledge and stuff like that. They will take MAD damage no resistance rolls allowed.

Thing is though MAD is extremely tempting because it can make the impossible reality. Make dreams come true, let you know things your not suppose to know, to see the solutions that should not be known, and oh so much more!

The reason why MAD Scientists exists is ultimately because they fell for the temptation. Its what allows them to do the impossible and see the solutions that shouldn't be. To learn the knowledge they cannot know.

Your character has been repeatedly taking heaps of sanity damage and to lesser degree MADNESS damage for those reasons. Your guys sanity is fraying quite rapidly and the only reason you haven't snapped yet. Is ironically due to the amnesia. Which gave you extra points.

Sadly you can't remove insanity points like you can remove MAD points. Its not impossible granted otherwise NoMADs wouldn't exist it is damn near though.

Thing about MAD points though...is they offer a bonus to different stuff. Its partly why you have an easier time accomplishing certain things...but at what cost?
>>
Rolled 48 (1d100)

>>1093125
Here's to hope
>>
>>1093171
You know with out telling what exactly we shouldn't know. You are trusting players to know better. Like with that skull, I know it's has dead minds in there. Then there was the orb witch tempted us. Lucky we had tricky witchy with us.

Oh boy this guy is going to become a MAD man with 0 fucks for all things.
>>
Rolled 37 (1d100)

>>1093125
>>1093113
Building on what you said. Send some of our ghosts if we have some through the walls and such to scout for us. Thus checking if anything is in the Shaft.

>Other?
Try to identify how TSO's currently lost Bot team entered the area, find their trail, they must have come through somewhere?

>Other
Leave way points so we can quickly run the fuck away if needs be.
>>
Rolled 41 (1d100)

>>1093113
Hey Pirates, any of you know anything about these water monsters?
>>
Rolled 52 (1d100)

>>1093188
IF Slate goes MAD i want him to be the worst kind of MAD, the ones how look totally sane to the outside world, the ones who walk around fitting in but only when you really start to pay attention do little oddities become apparent, the slight twitch in their hand, The slightly disconected look in their eyes when certian things go down, a little strange habit. The kind of MAD where on the surface they are still water but beneath is a swell that will drown you if you look to deep. The Best MADs are the ones who rule everything because they no longer care nor have the sanity to follow the rules of saner men
>>
Rolled 60 (1d100)

>>1093199
>>1093125
What these two said, maybe we should also sense around for undead? Spooky siren ghosts anyone?
>>
>>1093171
I like to think one of the effects the mad has had on us is our lack of care. Stuck in the rape dungeon, we didn't care. Running through the hell march, no fucks given. Shot to shreds, still not giving a fuck. Surrounded by zombies, fuck it let's take these psi crystals
>>
Rolled 59 (1d100)

>>1093188
MADNESS may seem cool but its not anon. It actually sucks balls because ultimately there is a REASON why you aren't suppose to know those things. Your mind is worse then just gone like becoming a vegetable its broken. A very special kind of broken because unlike the insane you can't become lost in your insanity due to the knowledge you now possess.

Its why the MADs are actually so miserable because what they know tortures them and their mind is too broken to simply stop. Too broken to go back. Their crazy acts and plans is just whats left of who they were trying to fight back. Problem is they are too broken to ever succeed normally.

Some are lucky in that they are so broken they no longer no any better. Hence the 'happiness' and 'joy' as their broken minds cease trying to put themselves back together.

>>1093223
Sounds kinda similar to Doctor Richards. He is a very special kind of MAD though, but ultimately that is a low tier madness. Technically Slate is already at that stage. Problem is he isn't stopping.

You ever wonder why you were able to accomplish some of those things without knowing or any training before but still managed it?

Enjoy the beginning taste of MADNESS baby. Its only gonna get worse from here.
>>
>>1093246
I'm not one who thinks it's cool. Hence me trying for a clear cut answer for what we shouldn't touch.

Otherwise people are left with the pieces we have to remember from in world characters. Like don't learn form a super. Assuming you can tho if it's a field you are really good at and can wrap your mind around.

And it seems using out of character info can add into the MADness. Assuming I'm understanding doing things with out training right.

---

Still find it funny that even with what the brood can do. They can still go MAD from things.
>>
Rolled 17 (1d100)

>>1093199
The bots never came through here, they went to the college remember?

Using spirits (if we have them) and leaving way points are good ideas though.

>>1093207
This is a good question, I second it.

>>1093246
...yeah, we really need to figure out how to stop doing that.
>>
>>1093246
Aw were already going MAD? Some disclaimers would have been nice, but I guess it is what it is..
>>
>>1093291
Once we're back at base we need to see a sanity doctor
>>
>>1093291
I think us not attempting to do stuff we should know how to do would work. But then again that means our guys is sorta limited on having an imagination and creative problem solving...
Could we just put a limiter on Slate to not go to far trying to figure out how to do something? Like if it won't work it just won't work and we not fuck ourself
>>
Rolled 34 (1d100)

>>1093296
If its a slow gradual process there isn't much warning.

It can be slow or it can be abrupt. If its large and abrupt naturally you would of gotten a warning.

MADNESS despite popular belief can be very insidious though. Doctor Richards himself suffers from the insidious variant. Its why when you first look at him he doesn't appear to be a MAD Scientist. Hell even a lot of his research and experiments don't seem to be MAD at first glance.

Guy is a fucking MADMAN though. He is just one of the most frightening kinds of MADMAN. If you looked at him you wouldn't realize how insane he actually is until you do quite a bit of research on him.


>>1093342
Actually its more about you trying to force it. You see trying to force it makes you vulnerable to MADNESS because it offers a solution...which by rights you shouldn't know.

Its what let you did the impossible despite the lack of training and experience, because it provided the solution.

IF you however came up with a clever plan that doesn't rely upon forcing and praying it works then you could bypass the MAD effect.

Its worth noting that most people wouldn't be able to pull it off even if they tried and pushed. You however gained enough MAD points that its effects are starting to show.

>>1093314
Psych docs can't deal with MAD. At least the non heroic can't. A heroic psych doc can help alleviate MADNESS but only if its not too late.
>>
Rolled 70 (1d100)

>>1093314
I still want to eventually go see Dok Chills. After we undergo extensive training though, which I want to do once we're done exploring this town. Taking breaks only to move forward with our plans for this town.
>>
>>1093424
Do we have the required knowledge to bring "wild" undead under our control? What about psionically commanding monsters?
>>
We have consensus don't we
>>
Rolled 84 (1d100)

>>1093125
The elevator shaft turned out to have some undead floating around inside but no monsters at least! Which is an improvement.

What do?
>Find another way around
>Fight your way through
>Go back
>hold your position
>Other?
>>
Rolled 16 (1d100)

>>1093207
"These are fresh water monsters. We only know about salty Waters," claims Gmwe.

>>1093466
You know a bit. The stronger the will of an undead the harder they are to control. Its why you see necromancers controlling mostly skeletons and zombie types. Its due to them being dumber and hence easier to control more of them.

To psionically command undead requires to dominate them mentally. You don't know anything about mental domination.
>>
Rolled 33 (1d100)

>>1094167
>Other?
If we have some weak explosives I'd like to suggest an idea.

Drop some small explosive devices down the elevator shaft and then set them off in the middle of the undead. It need not be big or even contain much shrapnel.

We're depth charging these cunts the over pressure will shred them, travel down the whole shaft and any open part and tear up/plup anything down there.

NOW THIS BIT IS IMPORTANT, once we drop the explosives down there, slam shut that elevator shaft again and hell if possible pull ourselves out the water itself if there is an air gap and something too pull ourselves up with.

If we can't close the doors we don't do this.

>Other?
Get some Stalker to look at the walls of the area and rub the grime off. We're next to an elevator so naturally there will be a sign with whats on each floor, this is an industrial site, such things are a legal requirement.
>>
Rolled 85 (1d100)

>>1094167
>>1094176
>Other?
Alright, let's try to wrangle (that is, take control of) these undead with some good ol' fashioned necromancy!
>>
Rolled 96 (1d100)

>>1094176
Aw

>>1094167
>hold your position
Hey Undead what join us and see the world?

Hm I doubt we can force control.
>>
Rolled 35 (1d100)

>>1094208
>>1094213
Supporting. Try to control them and if that fails. >>1094208
>>
Rolled 14 (1d100)

>>1094167

>>1094216
>>1094213
Ok we'll try to get them to join us, if it fails carry out my plan from >>1094208
>>
Rolled 30 (1d100)

>>1094176
Bah not psionically command undead meant monsters.

Undead can be surprisingly resistant to psi domination.
>>
Rolled 53 (1d100)

>>1094220
Agreed.
>>
Rolled 11 (1d100)

>>1094220
I'll go to this so we are closer to consensus
>>
Rolled 72 (1d100)

>>1094220
Your attempts to take control of the undead meets with great success. No small part of which is due to the losses your undead have taken. Thus mopping the remainder up wasn't too difficult. It was also how you gained some Sunken Skeletons and Drowned undead.

After that the elivator room was now clear.

What do?
>Go up
>Go down
>See if the elevator works
>Go across
>Other?
>>
Rolled 7 (1d100)

>>1094570
>Other?
Look on the inside of the shaft for the maintenance signs to tell us what is where...Also jam that door open or remove it if needs be. Then we'll know exactly what is around us and where. Check our air supplies also...drowning is not nice.

>See if the elevator works
This is more to see if some of the facility still has power and if emergency stuff is working.

>Direction
head to where we think the offices and main maintenance bay is. Maybe we can get a master key or some passwords? A map maybe. Don't go into an underwater place totally blind....

...if we have NO IDEAS
>Go down
Woooooooo
>>
Rolled 76 (1d100)

>>1094606
I'll support this. Is that you RustAnon this cautious and checking everything sounds like you.
>>
Rolled 3 (1d100)

>>1094606
Vote

>>1094631
I've been thinking that for a while now too
>>
Rolled 20 (1d100)

>>1094606
Vote
>>1094631
I've been wondering the same thing
>>1094736
Is that you salt anon?
>>
>>1094748
correct.
>>
>>1094748
>>1094736
>>1094631
I just don't like going into things unprepared and the old mans lessons run to dead please help me.

Yes im RUSTanon


Honestly if I was in charge of running our entire current Operation i'd have bought a shit ton more people/troops have people setting up check points as we go further and further into the base each able to maintain a line of sight of one more checkpoint at minimum. Then i'd systematically depth charge and over pressure each section of this sunken hell hole piece by piece, only stopping to reanimate dead monsters to use to build more check points as to go deeper still. The whole way we illuminate the cleared areas with beacons and such. so we have a very clear and well lit path.

I'd also have asked for some kind of small aquatic craft from TSO to put on the water to provide transport for heavy shit and gun boat support.

OR i'd be cutting fuck off huge holes in each floor gradually getting deeper and deeper just to maintain LoS with our whole group and make extraction of loot easier. rather than navigate a maze. Slower sure but safer and easier to defend against and contain.


In Operations which require extensive Underwater work a few things are king.
1) Air
2) Visibility in the depths
3) Movement and communication with one another (especially the ID of threats and ensuing no blue on blue while LoS is maintained.

If your dealing with a force thats adapted to such an environment, try to change the game... Sadly these sites won't have been built for being underwater so we can't drain down


Personally I think our best bet would be to find a smart undead who worked here and get us a guide...
>>
>>1094756
>Old mans lessons run deep, excuse me...
Also if we just cut holes on our way down from the top floor we could clear each floor one by one and then once confirmed they are clear we can have growing layers of defense around the holes we cut with sentries pointing down the the newest breached layer... thus the deeper we go and the further down the more layers of defense we are getting.
>>
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Building on what i mentioned we start at the top floor and work our way down, each floor getting cleared section by section before we breach to the next level, carefully ensuring there are no other ways for things to move between floors.

This way we can have a larger vessel move through the holes/tunnel we've made to bring back big stuff all the while the consentric circles provided multiple rings of firing points facing down into the currently uncleared floor. it also provides an easier method of evacuation as we can have our guys fall back floor by floor for s steady withdrawal.

I just like planning and coming up with things, problem solving makes me happy and Genie's quests just throw in more variables to enjoy and battle wits against
>>
Rolled 43 (1d100)

>>1094756
>our best bet
That gives me an idea. Our Sunken Skeletons and Drowned may not be the brightest, for if they were we would not have asserted control of them so easily. But perhaps they retain some degree of memory of their former lives, and more importantly of this facility. Perhaps it would be worth taking the time to question them. Telepathic communication was actually our first use of our powers (if I remember correctly), and we used it to communicate with a skeleton mage early on.

I really don't enjoy being the critical one, but we have no idea what, if anything, of value we might find down here. I'm going along with exploring it, but I have still not gotten an answer for why everyone thinks this site is so important. Is it just because it's partially/mostly submerged?

I just got reminded of that when a single potential flaw in your plan occurred to me: That this site simply may not be worth the resource expenditure such plans would require. Although I still fucking love that plan; we've had sane ideas and we've had awesome ideas, but only rarely does an anon manage to have one idea that is both.
>>
>>1094765
I feel ya, while I expect there would/could be sections with air pockets I'm working on the assumption its been long enough to have rendered the structure unstable enough for them to have collapsed...but yeah...there could be nothing here. I'll freely admit the main reason I want to see whats in this place is because I believe there may be some stuff but more importantly if anything is fucking the coms of the area I think it'd be here. Plus...I've been replaying Bioshock and couldn't resist.

I still think the Lights are Outsiders or demons
>>
Rolled 14 (1d100)

>>1094769
Those are indeed possible, and not mutually exclusive with one possible explanation for the town's weirdness I thought of: the college is the home of a functioning Think Tank. Perhaps a Think Tank/Cultist hybrid.
>>
>>1094753
You've done good work on controlling your anger man, I didn't think you were salt until I noticed your verbiage sort of matched with previous threads.
>>
>>1094799
This is dipanon, at work right now on a smoke break
>>
See we're all helping one another with our issues, Saltanon has his anger down, DipAnon is here and i'm talking to people rather than sealing myself off inawoods. We're all winners tonight folks. But im hittin the hay see ya'll in the morning

But for real, these threads really do give me a great way to vent and work my brain. That and i'm a lore junkie so Genieverse is a goldmine
>>
>>1094812
>dipanon is here
I lol'd, I was somewhat expected to see something like "dipanon has toned down his asshattery"

Night rust
>>
oldfaganon here.

what's this I hear about Salt and Dip?
>>
Rolled 35 (1d100)

>>1094606
Vote
>>
>>1094905
Well, it began and was worst in thread 10, which it seems nobody archived. I suppose I should be thankful for that.

You see, we were getting our asses kicked by a bandit necromancer called Foxy and her Tek sister. However, she was actually rather fond of us, so she offered us the chance to surrender.
Me and a couple other anons wanted to call Mr. Neutral, our bandit diplomat friend, to negotiate the terms. Dip decided that asking a bandit diplomat for help with bandit diplomacy was a terrible idea, and that instead we should make a counteroffer that she surrender to us. And rolled a 1.
Now I was already in a foul mood due to being in the middle of a personal critfail streak, and I'd already argued in vain against doing stupid shit, (this is an explanation, not an excuse) so I basically fucking lost it.
>>
>>1095220
Wait I thought rust backed me and rolled the 1? Either way I thought that asking for help would make us sound even more like a bitch. Hence why I started going by dip, cause my ideas were dip shit level. Rust anon just had an orange tag and someone called him rust and it stuck

Also, back home from work
>>
>>1094905
Long story short, I was coming up with dip shit ideas Salt was getting more and more mad due to my shitty ideas and his personal crit fail streak, and rust came up with good ideas and strategies and had an orange tag at the time.

Thinking back on it, it's probably my fault Slate is going mad...
>>
>>1095531
>>1095586
I've backed you on something and fumbled but I don't remember what it was.
>>
>>1095881
If I remember correctly it was a combination of things. One being the surrender mixed with us throwing her kindness back into their face.

Which was her giving a chance to rest. We acted like we fine and could offer our noob body sooner.

Then I believe we got another 1 after that.
>>
>>1095967
Something like that, needless to say things could have gone better. Currently i'm trying to figure out a way to "break up" with Foxy.

Tbh so far my only idea is we tell her we're about to do alot of undercover stuff and won't be around for quite awhile. But then tell her "hey we're necromancers, we've got time". Rather than a "I gotta ditch you because brewing bitch war", we frame it was we're just doing our job and that means we're gonna be away for quite awhile...I wonder how much bragging she has done to other Bitches about us... I mean getting her to let the BoyToy roam will be the hardest part, we're a Helen of Troy darn it. So long as she don't try to tattoo her name on us.

when we met CC I was worried she was either going to kill us or due to being a boy toy decide to keep us.
Remember folks No Panties
Don't ever bring them up
not even to explain trouble
we take that one to our graves
>>
Rolled 6 (1d100)

>>1096054
I say we don't lie. We are both technically Bandit bosses. Treat her with respect and be up front.

If we don't find someone the "king" , Boss, will except. We are to sold off for political reasons. Likely to a hero or someone that will take on all who came for the 'unicorn', us.
>>
>>1096299
I honestly think that is the way I want to go, the only problem is she will try and possibly beat us into submission since that's how bandits work.

We could always let naughty witch do the fighting
>>
>>1096316
We also have the issue with her family, Turbo, Legion and their little bro whose name escapes me and all (especially little bro) will be hell bent on revenge.

How about this we be upfront and honest(ish) about this. Our line of work is going to see us going far and wide for long periods of time, second we intend to sort out some of our past and to do that we need to travel even more and finally, we're a new man we what to see and experience the world.

We do like her, really we do but for us...a man with only like...I dunno several months of memories it's way to soon to settle down.

What do ya all think?
>>
>>1096054
>>1096299
Just remember guys, we've got to do this shit in private and not in front of people.
>>
>>1096316
Wait...thats it. We do what I outlined in >>1096344
then with the Witches help...and alot of potions we shag her into submission

I keep pushing the shag for control because i think it's more likely than fighting her for it, plus we can get her alone with no support...maybe. The Witch may help because we can frame it as us asserting dominance, she's a tribal she knows how animals work.

Next up is we don't want this messy or Foxy and Senpai will make life hell for us and TSO becoming a thorn in the bosses side
>>
>>1096344
Thats... not a bad idea rust, I think that'll work in our favor
>>
>>1096349
oooh yeah. defiantly, maybe let her ditch us in public to save face I dunno...though that'd let the word spread that a boy toy is loose.
>>
>>1096359
Okay yeah I can get behind getting the witches help to shag foxy into submission but let her ditch us in public to save face.

I'd prefer for us to get behind our naughty witch though
>>
>>1096364
Now it's just a matter of time until Genie shows back up to turn our plans upside down. I hope he/she is alright.
>>
>>1096394
I do worry about Genie, I want top donate or do something, but Genie is very hard to get a hold of. Between secrecy, rotating emails and so on, keeping up is hard. But we'll work somethin out.
>>
>>1096443
I hope so, my expendable cash is starting to dwindle with personal shot but I want to give back



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