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File: 1363483635944.jpg-(148 KB, 1280x800, illgetyou.jpg)
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Stalker Civ Quest soon, fellow Stalkers! Archives of the first two games are:
http://suptg.thisisnotatrueending.com/archive/23693036/
and
http://suptg.thisisnotatrueending.com/archive/23709372/
Game will start in about a half hour. I am posting now so that people new and wanting to get into it have time to peruse the previous games, and get a feel for things.
>>
When asking for rolls, I will always take the first three rolls, no matter how good or bad they are, so long as they are correct.

When it comes to making decisions, I will typically try to get five or more opinions, but will make a decision after ten minutes regardless, to keep the game from stagnating. I will do my best to incorporate all the ideas to the best of my ability.

If you have any questions, feel free to ask.
>>
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You are the Dutyer known as Balalaika. Despite being named after a musical instrument, you have a good degree of respect in your faction, and your men look up to you as a pretty bad-ass dude, and a cool dude to work for.

You have eight men under your control, one of whom--Courier-- is currently absent. However, he is due to come back today, after heading off to report to Duty command about your position and activity in the area.

You are in the far southern reaches of the Zone, in some small town, the name of which you are uncertain of. You have thus far discovered a mostly empty grocery store, a furniture store that still has a modest amount of stuff in it that may be worth salvaging, a liquor store, and a farmstead where an old man--going by the name Vainamoinen-- chills out, with his pet blind dog, Alpha.

Your base is a junkyard which is slowly but surely becoming more and more fortified, and cleaned up. It's a small place, but it's good.
>>
>>23725343
Name: Balalaika
Rank: Expert
Job: Leader
Equipment:
AK-47 (with scope) / Ruger Security Six
Hunter PSZ-9d (light damage)
Fireball
=======================================
!IMPORTANT NPCS!
Name: Stitch
Rank: Expert
Job: Medic
Equipment:
Winchester 1300 shotgun
SEVA suit (Duty colored) (light damage)

Name: Chef
Rank: Expert
Job: Barman
Equipment:
Toz 34 (sawed off)
PSZ-9d Duty Suit

Name: Fixer
Rank: Expert
Job: Mechanic
Equipment:
Abakan with silencer, scope, and underbarrel grenade launcher
Hunter PSZ-9d

Name: Courier
Rank: Expert
Job: Messenger
Equipment:
H&K MP5 with ACOG scope and silencer
Hunter PSZ-9d
=======================================
!NPCs!
Name: Farseer
Rank: Rookie
Job: Sniper
Equipment:
Ak-47, with scope / Makarov
PSZ-9d Duty Suit

Name: Ramen
Rank: Rookie
Job: Scout
Equipment:
Colt M1911 with silencer
PSZ-9d Duty Suit

Name: Huntsman
Rank: Rookie
Job: Hunter
Equipment:
Winchester 1300
PSZ-9d Duty Suit

Name: Voyeur
Rank: Rookie
Job: Sniper
Equipment:
AK-74, with scope / Makarov
PSZ-9d Duty Suit
==================================
!BASE!
Name: Junkyard
Pros: High amounts of scrap material, lots of technical and heavy tools that can not be safely moved, has major potential
Cons: out in the open, needs work to be properly expanded, some areas nearby are radioactive, must be cleared out first
Max Occupants: 10 (however, this number may gradually be upped to 30)
Upgrades:
Infirmary: Level 2
Barracks: Level 0
Workshop: Level 1
Armory: Level 1
Personal Office: Level 1
Kitchen: Level 1
Walls: Level 1
Gates: Level 0
Watch Towers: Level 0
>>
>>23725405
==================================
!RESOURCES!
Chef reports you have three days worth of food left.
Stitch has a large quantity of medical supplies.
Fixer has tools and spare bits and bobs enough to do field repair work.
You have 20,000 roubles
Everybody is carrying a modest amount of ammo for their weapon of choice.
Morale is excellent.

There is one grave in the grave yard. Remember the fallen!
Martyr, a rookie, killed by Psy-dogs.
==================================
!ARMORY!
PSZ-9d Duty Suit (lightly damaged)
AKS-74U
>>
>>23725343
You also have a badass rookie named Ramen.
Your thinking about taking him under your wing.
>>
>>23725405
Why aren't I important?
>>
>>23725431
You awaken as the sun is just barely making its presence known. You break your fast with a half loaf of stale bread, and a few swigs of vodka.

It is a few more minutes before the rest of the camp comes alive, and the two men left to guard through the night retire to get some shut eye (Voyeur and Huntsman will not be available until noon time).

It is very windy today. But, your armor keeps you well insulated against the biting wind.

How should the day begin?
>Send men to scout/look for new places of interest
>Raid a location (specify)
>work on fortifying the walls some more
>Visit Vainamoinen
>Other. Write in.
>>
>>23725489

Because you aren't.
>>
>>23725492
Take Ramen with you to see Vainamoinen.
He needs more experience.
Set fixer on building the watch tower.
>>
Lets do a raid on the liqour store. 5 people, 2 rookies, 3 elites. I'll leave the deicions on who up to others.
>>
Is anyone else having trouble posting?
>>
>>23725492

Let's go get that generator, or, if we already have it, go raid the liquor store for anything that can be used as fuel for it, or, y'know, human fuel.
>>
>>23725559
Posting is taking a while for me. In fact, 4chan itself seems slow, but I'm not sure if that's just my lousy modem or the website itself.
>>
>>23725585

Website itself.

Methinks the Devs are fucking around again, or someone tripped over a cord or something.
>>
>>23725578
The generator is in the workshop and is in decent shape, it just needs fuel. That will be pretty hard to find, though.
>>
>>23725578
>>23725555
>>23725537
Chef, Stitch, and Ramen decide to go to the liquor store, on a raid. It's close by, and small, so you're not expecting to find too much stuff or run into too much trouble.

You remain behind with Farseer to stand guard, and assist Fixer. Fixer goes up onto the roof of the workshop, and starts figuring out how he wants to build the watch tower.

I need 3D20 rolls.
>>
Rolled 16, 18, 6 = 40

rolling
>>
Rolled 3, 6, 16 = 25

>>23725683
>>
Rolled 5, 3, 3 = 11

>>23725683
>>
Rolled 12, 1, 19 = 32

>>23725683
>>
Rolled 4, 19, 16 = 39

well then.
>>
>>23725735
of course the first time I roll I get a one
>>
>>23725697
>>23725701
>>23725729
Your men manage tog et to the liquor store without incident. However, they can hear the shuffling and grumbling sound of zombies within. The door, long since removed off its hinges and nowhere in sight, means that your men can clearly see into it; and the zombies can clearly see out of it.

One of them becomes alerted, and murmurs something about "eating", and this seems to alert the others in the store. They start shuffling their way awkwardly out into the street, and towards the would be scavengers.

Things stay relatively quiet around the base. Off in the distance, you can hear the crack of rifle shots; perhaps Vainamoinen is having trouble, or he's just hunting some game.

Mostly, Fixer complains about stuff, to himself. His progress is minimal.

I need 3D20 rolls for zombie killing.
>>
Just something thats been bugging me
Hows our ammo doing? Still at a 'modest' level? We've been burning through it lately.
>>
Rolled 11, 4, 3 = 18

>>23725799
>>23725811
Forgot my roll
>>
Rolled 17, 20, 6 = 43

>>23725799
Hope Vainamoinen's alright.
>>
Rolled 2, 14, 9 = 25

well then.
>>
>>23725811
It's going down, trust me. I need to really come up with a better system for keeping track of it, though. I don't want to get down into the micro-management level where I tally every bullet.

So, let's take a moment, and you guys can help me with this. What would be a good way to measure ammo? I'm thinking of keeping it an arbitrary measurement, like "boxes" or "magazines", or maybe even just a sum total of how many "rounds" the group collectively has.

Can I get some thoughts on this, gents?
>>
>>23725894
Why not ammo of type and amount? Maybe for simplicity's sake how many full mags left.
We can't put an ak round in a shotgun for example.
>>
>>23725894
Use boxes for the armory stock and magazines for the individual's loadout. Each box will contain a number of magazines, then just decide how fast they use up their magazines based on the situation. Then restock them from the boxes when they have they chance.
>>
>>23725894
Since it is so nebulous we could use shit like the Rogue Trader's Profit Factor. Just a vague amount of ammo. With specific guns running out due to chance or whatnot. A quartermaster reducing that chance and such.
>>
Okay, how does this look? For the armory:
!ARMORY!
PSZ-9d Duty Suit (lightly damaged)
AKS-74U
10 magazines of 5.45×39mm
10 magazines of 7.62×39mm
03 magazines of 9x18mm
03 magazines of 9x19mm
06 magazines of .45 ACP
40 buckshot shells
>>
>>23726053
Name: Balalaika
Rank: Expert
Job: Leader
Equipment:
AK-47 (with scope) / Ruger Security Six
Hunter PSZ-9d (light damage)
Fireball
Ammo Count: 5 magazines, 39 loose .357 rounds
==================================
!IMPORTANT NPCS!
Name: Stitch
Rank: Expert
Job: Medic
Equipment:
Winchester 1300 shotgun
SEVA suit (Duty colored) (light damage)
Ammo count: 40 shells

Name: Chef
Rank: Expert
Job: Barman
Equipment:
Toz 34 (sawed off)
PSZ-9d Duty Suit
Ammo Count: 40 shells

Name: Fixer
Rank: Expert
Job: Mechanic
Equipment:
Abakan with silencer, scope, and underbarrel grenade launcher
Hunter PSZ-9d
Ammo Count: 3 magazines

Name: Courier
Rank: Expert
Job: Messenger
Equipment:
H&K MP5 with ACOG scope and silencer
Hunter PSZ-9d
Ammo Count: 3 magazines
==================================
!NPCs!
Name: Farseer
Rank: Rookie
Job: Sniper
Equipment:
Ak-47, with scope / Makarov
PSZ-9d Duty Suit
Ammo Count: 2 magazines, 3 magazines

Name: Ramen
Rank: Rookie
Job: Scout
Equipment:
Colt M1911 with silencer
PSZ-9d Duty Suit
Ammo Count: 5 magazines

Name: Huntsman
Rank: Rookie
Job: Hunter
Equipment:
Winchester 1300
PSZ-9d Duty Suit
Ammo Count: 40 shells

Name: Voyeur
Rank: Rookie
Job: Sniper
Equipment:
AK-74, with scope / Makarov
PSZ-9d Duty Suit
Ammo Count: 2 magazines, 3 magazines
>>
>>23726053
>>23726060
That's works but I wouldn't say that's a modest stock of ammo.
>>
>>23726060
Works for me
>>
>>23726143
>>23726101
Okay.

>>23725833
>>23725842
>>23725887
The zombies come stumbling out, and as they do so, the men begin to take shots at them. The rotting corpses, garbed in simple civilian attire, fall pretty easily, but require additional shots to the head once they are down; they seem to be very resilient. It could also have to do with the fact that primarily, shots were made to center mass, rather than the truly vulnerable spot they have.

Some time is taken to reload, before heading in, Stitch taking front.

Back at the base, you can count five shots from the rifle; a pause; then two more. Then, all becomes quiet from the direction of the farmstead.

You assist Fixer with bringing scrap up to the roof. He starts setting up a foundation of sorts for the watch tower.
Roll 2d20's please.
>>
Rolled 4, 7 = 11

>>23726216
question, how do we get more ammo?
>>
Rolled 4, 10 = 14

>>23726216
>>
>>23726260
Primarily, it'll be from looting. Courier will make trips back and forth to Command every so often, and will also bring back some "care packages" (which will be rolled for), which may contain ammo. Trading may become possible later on.
>>
Rolled 11, 8 = 19

>>23726216
saving us I hope
>>
>>23726299
well, better then nothing
>>
>>23726260
Finding it, supplies from HQ (if were lucky Courier will bring something back) ,trading.
>>
>>23726260
>>23726270
>>23726299
The place is in decent shape, but it doesn't look like it ever stocked much. Still, every bit helps. After taking stock of what is available here, the decision of what to bring back comes up.

The three Stalkers may carry up to 30 weight units of loot back with them. For each 5 higher than this, there will be penalties during encounters.

A rusty Makarov is found under the counter, by the cash register. It would need a lot of work to get it back to working condition (2 weight)
12x bottles of vodka (1 weight each)
2x cans of sardines (1 weight each)
2x wooden shelving unit (10 weight each)
Stack of old newspapers (3 weight)
300 roubles in the cash register (no weight)
>>
>>23726363
my vote is for:
rusty makarov
12x vodka
2x sardines
1x wood shelving unit
all the cash

should total to 26 weight units
>>
>>23726363
Roubles 0
12xVodka 12
2xSardines 2
1xshelve 10
Newspaper stack 3
>>
>>23726404
Might as well add the newspapers as well... though I have no idea what we could use them for.
>>
>>23726404
This, but grab the newspapers as well, bringing it up to 29 WUs.
>>
>>23726418
Toilet paper and starting fires?
>>
>>23726418
Kindling. Insulation. Paper mache?
>>
>>23726418

Torches, padding, reading material, use them with the vodka to make simple molotovs, use them to help clean the firearms, use them to help hand-load casings.

There is a lot of shit you can use newspapers for.

Do you even Survivalist son?
>>
>>23726417
Forgot Markov 2
Comes to 29/30 weight
>>
>>23726404
>>23726417
>>23726418
>>23726423
>>23726434
>>23726441
>>23726444
Stitch and the others grab up all the food, vodka, and money; the Makarov isn't all that impressive, but hey, everything counts; especially once it's in working condition again. The men also grab one of the wooden shelves; Stitch has been wanting to have a place to store some of his medical supplies in the infirmary, after all, and this would be perfect.

Is the journey back peaceful, or will a surprise swoop in on our intrepid scavengers? Let's roll 1d100, and find out!
>>
Rolled 14

>>23726495

MONOLITH UP IN THIS BITCH.
>>
Rolled 46

>>23726495
>>
Rolled 34

well not looking great so far
>>
>>23726511
>>23726520
>>23726537
ALL IS LOST
>>
>>23726511
>>23726520
>>23726537
I need a 1d3 roll. Just one. Somebody is in trouble.
>>
Rolled 1

>>23726568
>>
Rolled 1

>>23726568
>>
>>23726577
As the men pass by an alley way, something odd happens. Chef, who was bringing up the rear, suddenly gets dragged screaming into the alleyway.

He comes face to face with a pale man, whose skin is stretched tightly over bone. His neck is far, far too long; nearly a foot in length. His feet, and arms, too, are horribly distended and stretched out, making this mutant look like a monstrous caricature of a man.

"Are you breakfast? I think you're breakfast!" The mutant laughs.

Quick, 1d20 rolls, gents.
>>
>>23726577
>>23726604
And were fucked.
>>
Rolled 15

>>23726617
GOD FUCKING SHIT CUNTS DAMMIT ASS FUCK!
>>
Rolled 18

>>23726617

Oh you silly Izlams.
>>
Rolled 19

>>23726617
>>
>>23726643
>>23726648
>>23726653
Chef Status:
[ ]Not Saved
[x]Saved
>>
File: 1363491788409.jpg-(21 KB, 263x226, shoebill5.jpg)
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>>23726643
>>23726648
>>23726653
>>
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>>23726643
>>23726648
>>23726653

Mutant Kebab Status:

[ ] Not Removed
[X] Removed.
>>
>>23726682
We missed you friend.
>>
>>23726643
>>23726648
>>23726653
"Fuck off!" Chef declares as he shoves the mutants head back with his sawed off Toz. He fires fof both barrels, and at point blank range, the mutants head practically explodes into blood, bits of flesh, and bone fragments. Its grip goes slack as it falls over, dead.

"Fucking bitch." Chef spits on the corpse, and gives it a kick in the ribs for good measure. Then he reloads his shotgun, and they continue on.

That was pretty amazing. Chef feels more confident in his skills; Stitch and Ramen are impressed with his prowess.

The group return, and report the situation.

Noon is a few hours away. You are expecting Courier to come back soon.

Fixer has made very little progress on the tower, but, you are expecting it to take a few days anyways, given what he has to work with.

What do?
>Have Fixer switch jobs to repair the badly damaged makarov
>work on fortifying the walls
>Visit Vainamoinen
>Go on a raid (specify where)
>Go scouting
>Other. Write in.
>>
>work on fortifying the walls
honestly this does need to get done
>>
>>23726717
>Visit Vainamoinen
Should send Balalaika and maybe 1 other to check on him, we did hear shots, everyone else focus on the walls.
>>
>>23726717
>work on fortifying the walls
Need something to do?
Why not fortify?
>>
>>23726717
>work on fortifying the walls
>Visit Vainamoinen

We should probably wait until Courier gets back though, just to make sure he's safe. Then we take Balalaika and a rookie or two to see Vainamoinen.
>>
>>23726746
Agreed.
>>
>>23726734
>>23726746
>>23726760
>>23726768
>>23726785
Fixer continues to work on the watch tower.

Chef, Stitch, and Ramen begin work on fortifying the wall (closing up the north or south side? Or making the existing walls better?)

Farseer remains behind to watch out for trouble while the men work. You resolve to go and visit this Vainamoinen person, and are comfortable enough with your own skills to handle this alone.

I need 2d20 and 1d100 rolls.
>>
Rolled 20, 2 = 22

>>23726841
Closing south, when want to be able to retreat to not from the infirmary.
>>
>>23726841
South wall I think
>>
Rolled 5

>>23726841
close up south side
>>
Rolled 63

>>23726841
>>
Rolled 15, 7 = 22

2d20s
>>
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>>23726841
>>23726870
1111 again
>>
>>23726870
>>23726877
the dice, they hate us...

i am never rolling again
>>
>>23725343
What are those 3 circles and an oval in our base represent, junk piles?
>>
Rolled 4

oops that was a 1d10
1d100
>>
>>23726902
>>23726861
>>23726870
>>23726877
>>23726900

Progress on the wall is slow, and tedious. Progress on the tower, like wise.

It takes a while to get to Vainamoinen's farm. You see some zombie corpses, seven in total, with chunks of their heads missing along the way, about 150 meters away from the farm. You Recall that he fired seven times. Shit, that man is one hell of a shot.

As you pass by one of the corpses, you feel a hand grab a hold of your leg. You have a split second to react before the zombie, playing possum, bites into your ankle!

1d20 roll.
>>
>>23726931
Junk piles.
>>
Rolled 4

>>23726947
FUCKDAMNSHITCUNTBADGERDICKS!
>>
Rolled 11

well crap
>>
>>23726931
That and machinery.
>>23726938
You could have done better with a d10
>>
Rolled 16

>>23726947
>>
>>23726965
>>23726970
>>23726974
You are able to kick the bastard away from you, and pull back.

You fire off two quick shots into its head, You probably only needed the one, but, even Balalaika can get panicked every now and again.

With a sigh, you continue on the way to the farm. Vainamoinen greets you out front, fixing the leader with his steely, cold gaze; the blind dog is by his side, too, staying calm and still, much like a statue.

"Are you the leader of that group, then?" He asks, a Makarov in his hand, but the gun is pointed to the ground.
>Answer truthfully
>Lie

Meanwhile, progress on the wall starts to pick up speed, once the men find the right rhythm.
>>
>Answer truthfully
Yes, just making sure everything was alright. You were friendly enough and thats hard to come by.
>>
>>23727021
>Answer truthfully

"Of the group in the junkyard, yes. Of the whole of Duty, no. You must be Vainamoinen, a pleasure to meet you."
>>
>>23727021
I'm assuming Balalaika reloaded his shotgun?
Answer truthfully.
>>
>>23727021
>Answer truthfully
>>
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>>23724865
>>
>>23727067
His rifle, yes.
>>23727097
I'm doing well, thanks. How're you?
>>23727047
>>23727058
>>23727067
>>23727071
"I'm the leader of the group at the junkyard. We work for--" "Duty, yes, I know. I can tell by the colors." He nods his head, and lets you continue. "I go by Balalaika. I just wanted to check in, after hearing those shots. It's hard to find friendly people out here."

Vainamoinen laughs a bit, and comments, cryptically "I have you down in the cellar". You remember, of course, that the Balalaika is a musical instrument, a type of guitar. His humor, though a bit grim, gets a laugh from you as well.

"I am fine. I do apologize, I am guessing from your shots, one of them wasn't quite down yet. Such is life in the Zone, though, no?"

He turns around, and opens the door to his farmhouse, stepping inside. The dog takes running off into the interior "Come in, come in. I have tea on, Balalaika. And I feel it appropriate to give you a proper welcome to Poliske." Huh. That must be the name of this town.
>Go in to chat
>Refuse the hospitality
>Other. Write in.
>>
>>23727163
Go in to chat, we should learn about the area.
>>
>>23727163
>Go in to chat
>>
>>23727163
>Go in to chat
>>
>>23727163
>Such is life in the zone.

This man may be quite wise. CHAT.
>>
>>23727163
>go in to chat, refuse tea
>>
>>23727182
>>23727191
>>23727202
You step into his home, and head into the kitchen with the man. He silently pours two cups of bitter mushroom tea, and sets them on the old table. "It used to be nice here, you know? Back before the explosion."

He sits down across from you. "Now, I am the only one left. And as you can see, the Citizens, they do not rest. I try to give them the peace of death, but, there are many, and I am getting old." he admits with a quiet sigh, as he takes a sip of tea.

"They will come for you. They always do. You are not the first men to come out here. I would tell you to go back to where it was you came from; leave this place alone. But, no, I see the resolve in your eyes. I will wish you luck."

"I also have a deal to make with you. I am running out of ammo for my Nagant. I've probably hoarded up all the spare bullets in town for it. That's how I hunt, and how I keep the farm safe. If you can get me bullets, I will help you. I know this area like the back of my hand. Places that might interest you; places you'll want to avoid entirely."

That seems a reasonable trade.
>Agree to find ammo for him
>Offer something else instead (specify what)
>Ask for the information first
>Ask some other questions (What questions?)
>Other. Write in.

Also, do you:
>Drink tea
or
>Refuse to drink
>>
>>23727304
Agree to look for bullets, also ask about what he grows and how much, don't drink tea
>>
>Agree to find ammo for him
Tell him whatever ammo we find that fits for his rifle we'll give to him. Information about the surrounding area is invaluable.
>>
>>23727304
>Agree to find ammo for him
>Drink tea
>>
>>23727304
Trade a promise of bullets for info, good sir.
>>
also drink tea
>>
>>23727304
>Agree to find ammo for him
>Drink tea
>>
>>23727304
Sit down and drink your goddamn tea! >Cid.jpg
>>
>>23727304

Agree to try and find ammo for him.

Also, on our way out, let's offer him to come over and have a Chimera steak with us if he wants.
>>
>>23727380
I like that idea. Why not build a relationship of trust between us, right?
>>
>>23727350
>>23727349
>>23727342
>>23727332
>>23727331
>>23727321
You are hesitant to drink the tea. "Come on, lad. I make it with medicinal mushrooms. It's good for your health. How do you think I've loived so long?" He laughs a bit, and you decide to go ahead and drink it.

It's bitter, but not altogether unpleasant. You agree that when you find ammo for his rifle, you will send a man out to give it to him. He nods. "Good, good."

"So, what do you grow out here?" You ask, curious about the man. Perhaps he will be willing to trade spare food, if you need it?

"Beets, potatoes, carrots, onion, cabbage, mushrooms. Enough for me to get by."

>Ask other things (specify what)
>Conclude this meeting.
>Other. Write in.
>>
Ask about getting some seeds from his garden.
>>
>>23727441
The invitation for Chimera Steak.
He probably hasn't had the chance for meat in a long time. Good old trust building stuff and whatnot.
>>
>>23727441
ask about growing techniques in the zone, maybe we could grow food in the junkyard, afterwards conclude meeting
>>
>>23727441
As about growing crops and if he could help you set something up. Tell him you can offer him Chimera steak for his troubles.
>>
>>23727560
>>23727474
>>23727468
>>23727467
"Chimera? Hm, hm, hm. You must have some pretty good fighters to take down one of those." The old man seems impressed, and drinks down his tea. He refills himself, and tops you off without even asking.

"Could you help us out, and maybe show us a thing or two about growing stuff in the Zone?"

"Well, lad, it's not that difficult. Find some good soil that isn't radioactive. Get some seeds. I can... hmm."

He suddenly grows very pensive. You drink your tea, slowly, and give him the time to think. " tell you what. Send a man out here to help me with some things. I've been meaning to do some work around here, but need assistance. In exchange, I'll teach that man growing techniques, give him some seeds, and even how to build a nice rain water catcher and purifier."That sounds like a pretty good deal; clean water is more important than food, anyways, right?

You don't have to agree right away. The offer is an open one. As you draw close to finishing off your tea, you consider what else you can ask him about.

>Ask a question (specify)
>Conclude the meeting
>Other. Write in.
>>
>>23727617

We could ask him about the Lab tattoos on the Citizens and say that might be where they are all coming from, where the bulk of them are and they bleed out from there.
>>
>>23727617
we've spoken enough for today, return to the junkyard to check on our men, choose one of the rookies to help the old man out
>>
>Conclude the meeting
Thank him for his time.

Also Ramen sounds like the gardening type. Lets send him.
>>
>>23727650
>>23727654
>>23727679
Ramen Farmer, anyone? Farmer Ramen?

You thank the old man for his time. He thanks you for visiting, and says if you're ever around, feel free to swing in. But, don't come around at night; he specifically warns you that he will shoot anyone he sees at night.

As you go to leave, the blind dog, Alpha, is standing by the front door, and watching you. As you draw near, she whines a bit; she looks almost expectant.
>Pet the dog
>Ignore the dog
>Yell at it
>Other. Write in.
>>
>>23727679
Personally I would like this but he's a scout.
He can be put to better use outside of the base rather than inside.
>>
>>23727757

Pet the FUCK out of that dog.
>>
>>23727763
Learn the area from him then. Hes already said he knows a great deal of it.

>>23727757
Pet the dog
>>
>>23727757
Pet Alpha.
Also not Ramen see >>23727763
>>
>>23727757
Pet the dog.
>>
>>23727763
>>23727771
>>23727779
>>23727781
>>23727783
You give Alpha a few pets on the head. She makes a happy sound, and rubs against the petting hand.

Vainamoinen is pleased by this, and feels more favorably inclined.

You begin the journey back, and hope it is uneventful.

Roll 1d100.

You guys don't need to decide right away who to send. Just keep in mind that a person's Job gives them bonuses and enables them to do special things (like Fixer, being a mechanic, is able to repair armor and weapons, but also gets a bonus to fixing other things and working on structures; Huntsman, being a hunter, gets a bonus in fights against animals. etc).
>>
>>23727757
question to GM what kind of artifact detector do we have?
>>
Rolled 47

>>23727852


HA-HA I AM USING THE DICE.
>>
Rolled 84

cmon nat 100, its about time
>>
>>23727854
Good question. Balalaika has a Bear detector. Everybody else has an Echo.
>>
Rolled 35

>>23727852
Huntsman could be good.
>>
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>>23727864
>>23727874
>>23727904
The stroll home is quiet and uneventful. It's about noon when you get back.

The south wall is almost fully closed up. There is a gap a little less than ten feet wide; it looks like it would be very nice to add a gate there.

Courier is back! He is ready to tell you what Command thinks of your job so far.

Roll 2d100, please, gents. Also note that on the map, I have now indicated where the entrances to the buildings are.
>>
Rolled 84, 2 = 86

rolling for luck!
>>
Rolled 47, 19 = 66

>>23727995
>>
Rolled 69, 13 = 82

>>23727995

Rollan'
>>
Rolled 16, 41 = 57

welp, first roll, not bad. second roll, all crap
>>
>>23728020
>>23728034
>>23728039
Courier says that Command thinks they're doing good out here. He is also impressed with how far along things are coming.

The Commander sends his well wishes, and Courier has also procured a day's worth of rations. It's not much, but, every bit counts.

Voyeur and Huntsman are awake now, and ready to roll. You have all nine men available to use as you see fit, and plenty of sun light left.

>Send out some men on a raid (Where?)
>Send out scouts to look for places of interest
>Send a man to Vainamoinen (Will take two days)
>Send Courier out with some money to buy supplies (will take two days)
>Work on fortifying the base further
>Have Fixer switch duties and work on repairing equipment (the Makarov), or to gate building
>Other. Write in.
>>
Rolled 59, 72 = 131

>>23727995
Oh boy I hope its Ots-14s
and PKMS.
Command loves us right?
>>
>>23728112
Fixer continue on watchtower

a rook and a elite to scout

Ramen to vainamoinen

three men on fortifying base

two men on watch
>>
>>23728143
Command does love you! They just don't think you need much of anything at the moment. Both rolls have modifiers; the first was to see the impression Command has, the second, what they sent. With three very low rolls, you guys get the consolation prize.
>>
>>23728182
how many days of food did chimera give us?
>>
Rolled 60, 82 = 142

>>23728207
Wasn't it a day?
>>
Rolled 9, 98 = 107

>Send a man to Vainamoinen (Will take two days)
Ramen has my vote, but Huntsman would work as well

>Send Courier out with some money to buy supplies (will take two days)
yes pls, more ammo and we can get area information for exchange of bullets

>Work on fortifying the base further
Lets get a gate up
>>
>>23728207
two; Chimera are big. You guys have five days of rations.
>>
>>23728238
have we fully explored both buildings in the compound?
>>
>>23728286
Yes, we have.
>>
>>23728315
how much effort would it take to pile all the scrap together in one pile in the southwest corner of the compound so that we would have a clear space in the middle and northeast parts of the compound?
>>
>>23728236
>>23728152
Fixer continues to work on the watch tower.

You, Stitch, and Chef go to work on trying to make a gate.

Ramen heads out to the farm to assist Vainamoinen, and will be gone for two days. Because he is a Scout and works good alone, he is not in danger.

You give Courier 5,000 roubles and tell him to find a merchant, or something, and bring back some ammo for them all. Also, you specify to get bullets for the Nagant, so you can trade them to Vainamoinen.

Courier takes an hour or two to rest, before he heads off, and will be gone for two days; it'll take that long to get to Sid's bunker and back.

I need 2d20 rolls, please.
>>
>>23728337
I would say three men taking up one 'slot' in the day (there's basically four slots to a day of usable time; each slot is about four hours, but it is an abstraction, like most other things).
>>
Rolled 11, 18 = 29

>>23728370
>>
Rolled 18, 10 = 28

>>23728370
at the next possible chance i vote to move the scrap to the southwest corner
>>
Rolled 19, 4 = 23

rpll
>>
>>23728390
>>23728403
>>23728513
Fixer has a decent framework established for the watch tower. Inr eality, it's not going to be a tower so much as it is a covered spot to stand on the roof. But hey, it can always be made better later on. Still, it's unlikely to be finished today.

You and the others manage to get some pieces of wood nailed together; doors, actually, ironically enough. Four of them, in a sqiare. You take the doorknobs off one side, whichf aces the exterior, while keeping the doorknobs on the interior. Leaning it against the wall, it becomes possible to slide the 'gate' open and closed.

By placing some cement bricks on the inside, you keep the gate from being able to just get knocked over. It's rudimentary, but given what you have to work with, you doubt you could do much better; and later on, you may be able to make something far better.

It's starting to get dark now, but there are still a few hours of sunlight left. What do?

>Fortify the walls
>Have Fixer change jobs
>Go scavenging
>Send out scouts
>Other. Write in.
>>
Rolled 12, 13 = 25

>>23728580
fixer continue tower

two men on watch

five men to the furniture store to bring back chairs/more beds

ramen to farm for training
>>
>>23728624
Ramen already went to the farm.
>>
Rolled 6, 10 = 16

>>23728634
ah sry, then cut that last line

sry ive been drinking vodka to get in the mood
>>
>>23728647
Haha, no worries, fellow Stalker. It's all good.
>>
>>23728624
this is fine with me.
>>
Rolled 92

>>23728624
>>23728673
Fixer continues to work on the tower. Huntsman and Farseer remain behind to keep a watch on things.

You take Voyeur, Chef, and Stitch with you to the store.

I need 1d20 rolls to see how much progress Fixer makes. My roll is for the random encounter en route to the furniture store.
>>
Rolled 14

go Fixer!
>>
Rolled 13

>>23728737
>>
Rolled 19

>>23728737
>>
>>23728779
>>23728802
Fixer's work goes fairly smoothly.

Your men have an odd encounter! They find the corpse of what looks like a Stalker in one of the yards of a house on the way to the store. His suit is nothing but tatters, and his bones have been picked clean; it must have been a long time since he died. But, he's still got a backpack and some stuff near him!

Acquired:
5 buckshot shells
500 roubles
6 bottles of vodka
6 tins of food (undented)
A med-kit and 2 packages of bandages

Free stuff is always good. Pity about the Stalker, though. You suppose that's what happens when one travels alone in dangerous places.

You make it to the store without incident. The bloodsucker corpses have been gnawed on pretty heavily, suggesting something has been here; however, there is no threat now.

You may carry 30 weight units with you. For every 5 beyond that, there will be apenalty during combat. Available to take in the store are:
Loveseat (15 weight)
a bunk bed (15 weight each)
a small wooden nightstand (5 weight)
5x wooden chairs (5 weight each)
15x Wooden scrap pieces (for use with constructing; 1 weight each)
>>
a bunk bed
2x chairs
5x wooden scrap
>>
>>23728904
bunk bed
15x wooden scrap
>>
>>23728904
a bunk bed
2 wooden chairs
5 wooden scrap
>>
>>23728947
>>23729044
You resolve to take back a bunk bed, a chair, and 10 bits of scrap. The journey home is peaceful.

It is dusk as you get back within the relative safety of your place. You have a few more decisions to make, though.

With the bunk bed:
>Use as additional cots in the infirmary
>take one for your office, and have it be your personal cot
>keep them in the area of the workshop which the men are using as an impromptu barracks
>Other. Write in.

And with the chair:
Put it in the Infirmary, so Stitch will have a place to sit if he wants it
>Put it in your office, so if you ever use it and have someone meeting with you, they can sit
>Keep it in the makeshift barracks
>Break it down into scrap material
>other. Write in.
>>
>>23729090
>Use as additional cots in the infirmary
>Put it in the Infirmary, so Stitch will have a place to sit if he wants it
>>
>>23729090
bunk bed goes to barracks, improving it will improve moral which gives us bonuses

Chair goes to stitch
>>
>>23729109
agreed
>>
>>23729109
Oh shit, it's a ghost!

>>23729106
>>23729109
>>23729124
There are two cots in the infirmary so far. You haven't even had need of it (but it is good to have it and not need it).

The bunk bed is a nice addition to the barracks area of the workshop.

Still, Stitch now has a chair. While he is pretty active due to the lack of men out here, you imagine that eventually, he may be left sitting around all day, waiting for people to get hurt, like many medics in the Zone.

This episode of Stalker Civ Quest concludes, perhaps a bit earlier than my other ones. But, it has been a great pleasure, as always, to play with you gents.

I don't know yet if I can run the game tomorrow night, but I'm going to try to do it every day or every other day, at 10PM eastern standard time.

May the Zone be kind to you.
>>
>>23729202
sleep well stalker
>>
good thread, have a nice night
>>
oh we should archive this
>>
>>23729274
http://suptg.thisisnotatrueending.com/archive/23724865/
>>
>>23729284

Hey guys, was DMing my Black Crusade game, sorry I couldn't show tonight. Know I have not abandoned you!
>>
damn
missed you guys for the 3rd time
such is life when living in different timezones
I won't be able to play with you all, but I was meaning to tell you something:
why don't you guys give the AK 74u in the storage to ramen? he seems a little underpowered with just his supressed 1911 to keep him safe. also, offer vainamoinen to move into the relative safety of our base. he will propably refuse, but if push comes to shove, he should know that he is welcome
>>
>>23731995
this guy

also let stitch check our leg wound from the zombie before it starts rotting

I wonder if any of you will read this
>>
>>23731995
>>23732015
i still have this thread open in a tab, nowhere near autosage so OP may revive it

and these are good ideas, ones we should totally implement
>>
>>23732022
I'm glad
please mention them in the next thread for me
>>
>>23732195

You have my word, friend.



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