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


File: 1386372099013.jpg-(121 KB, 1024x676, 1382462228187.jpg)
121 KB
121 KB JPG
Rolled 35

When the world ended most of the records about why were destroyed with it. The craters, destroyed cities, shattered mountains, and broken research labs that litter the landscape, as well as the zombies and mutants that infest it serve as answer enough for 'how'.

You're not the first to emerge into this world. The Fall wasn't entirely unanticipated, but most of the people put in vaults or bunkers to repopulate the world either succeeded in carving out their own niches in this nightmarish parody of a world, or feel victims to the monsters that lurk in it.

First votes to 5 get locked in. You'll choose Faction/Archetype (make one up if you want and I'll stat it), Terrain (the wider area around you and general climate), and Homeground (your more immediate surroundings).

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

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

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

>Think Tank Remnants: You are descended from Corporate or Government research elements, possibly both. You have average population, poor supplies, average manufacturing capacity, great research capability, and poor war capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility
>>
Rolled 4

>>28700045

Starting Factions Cont.

>Survivors: You are descended from the people who survived despite the hardship and without becoming horrors to boot talk about lucky. You have high population, excellent supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)

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

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

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

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

>Zealot/Cultists: You are descended from religious sect or cult. As such you Low supply, High population, good manufacturing capacity, low research capability, and good war capacity.
>HQs: Private Bunker, Fortified Township, Cathedral
>>
Rolled 52, 24, 29, 49, 94, 48 = 296

>>28700076

Starting Factions (Final)

Special notes
Cultist- Have access to forbidden lore that has given you an edge.
or
Zealot- Have morale bonus(cannot be broken)


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

>Survivors get a bonus to salvaging and survival actions.

>Tribals get bonuses to scouting and Guerrilla warfare.

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

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

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

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

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

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

Rolling for Environmental Characteristics
Zombies
Bandits
Monsters
Factions
Mystery (Correlated to Resource-Density, though that's not absolutely dependent on the roll)
Double-Mystery
>>
Rolled 86

>>28700194

Hmm...well. Those rolls will make an interesting environment.

Moderate Zombie presence
High-Marginal Bandit presence
High-Marginal Monster presence
Moderate Faction presence/diversity
Shitloads of [REDACTED]
And Resources everywhere

Choose your Archetype+Terrain and Homeground accordingly.

Choose Terrain(what)

Choose Homeground(what)
Examples for Homeground below

Urban: Start with a large, gutted building with doors and windows boarded up, no reliable food sources.

Rural: Start with a small farm, less hostiles nearby, few places to scavenge.

Desert: Start with scarce water, scarce food, lots of space to build, more military and scientific locations nearby.

Forest: Start with nearby game and plentiful wood, monsters lurk the forests.

Island: Start in relative safety, fish are plentiful but irradiated, few nearby locations

Military Base: Start with small armory, reinforced buildings, old intelligence archives, MRE and ammunition stockpile, and tiny nuclear generator, but no reliable food source and attractive raiding target.

Science Lab: Start with extensive underground complex, scientific material to speed research, and experimental surface solar farm, but dangerous things lurking in some deeper labs.

Vault: Start with extensive underground complex, lots of raw materials, a geothermal spike, and a hydroponics lab.

Prison: Start with small armory, reinforced buildings, ammunition stockpile, but no reliable food source and attractive raiding target.

>>28700076
>>28700194
But of course I'd forget my name.
>>
Rolled 5

>>28700482

Your homeground and your base/hq are separate, though certain combinations do have synergy.

The more fluff you write for your faction/location/what-have-you the more of a bonus(es) you'll get.
>>
Mutants in a science lab set in an urban terrain sounds pretty interesting to me. All sorts of strange shit to mutate with that way and interesting activities to partake in. I'd say the starting mutation oughta be an intelligence buff tell-taled by huge craniums.
>>
Rolled 82

>Civ
Mutants- 1

>Terrain
Urban- 1
>>
>>28700688
I agree.
>>
Rolled 1

>Civ
Mutants- 2

>Terrain
Ubran- 2

>HQ
Research Facility [specify type or leave blank]- 2
>>
>>28700916
Has an exit above ground. This is the main one.
Another below that goes into the sewers.
A third one exits into a strange natural cavern that hosts giant crystals that throw off strange light and stranger radiation...
>>
Rolled 92

>>28700955

Alright. You can choose to either have those options on your facility, or you can choose a type of research the facility specialized in.

I'm surprised you *want* to have sewer/tunnel access.
>>
>>28700045
Tribal/Survivors.

The very british ones that we talk about the other day. Don't make me have to look for that thread again
>>
>>28700076
>>28700194
Hell I didn't post anything because I wasn't sure if that was you Strelok. My vote is still the Survivor/tribals
>>
>>28701047
Neuropsykics. The Crystals promote various mutations in brain matter. Sometimes good sometimes bad. The facility was built around researching this.

The sewer entrance is for when the scientists pre-apocolypse would throw away the over mutated bodies of the test subjects, but now it could be a place to mount surprise attacks or an escape root.
>>
Rolled 54

>Civ.
Mutants- 2
Tribals (or Survivors, pick which specifically)- 2

>Terrain
Urban- 2

>HQ
Research Facility (psionics)- 2
Nomad- 2

>>28701159
A psionic-specialization for your lab and a cavern of crystals is a bit much. Crystals are [REDACTED] level tech and so aren't available to starting Civs.

Which is not to say that there aren't crystals in the area. Just that you're not sitting atop a cavern of them.
>>
>>28700482
>>28700194
Jolly good to have you back sir!
I say British tribals sounds like a marvilous idea!

But of course we would be nomads and for the terrain? Well whatever state the british isles are in of course! Maybe radom to see how it is? Would make it interesting!
>>
>>28700194
Mutants in a Science Lab-Genetics Facility
>>
Rolled 82

>Civ.
Mutants- 3
Tribals (or Survivors, pick which)- 3

>Terrain
Urban- 2
British Isles esque- 1

>HQ
Research Facility (psionics)- 2
Research Facility (biological)- 1
Nomad- 3

You can combine British Tribals with Mutants if you want. You're HQ options would be: Cave Complex. Ruins (Military Base or Research Complex). Nomad. Lair.
>>
>>28701456
gonna vote for this facility. Sewers provide access to all sorts of uncontrolled genetic material and that might explain our poor mutants' appearances/smell.
>>
Rolled 91

>Archetype
Mutants- 4
Tribals- 3

>Terrain
Urban- 3
British Isles- 1

>HQ
Research Facility (biological)- 2
Research Facility (psionics)- 2
Nomad- 3

Getting close here. This might actually kick off.
>>
>>28702160
So what consensus does this need to start?
>>
Rolled 56

>>28702853

A vote to Mutants, Urban, and Research facility.
>>
>>28703429
Alright
>Mutants
>Urban
>Biological Research
>>
Rolled 4

>>28703455

Very well.

Select your mutation (write-in), and select your hero.

Warlord template
Psionic Master template
Brood Mother template
Warped Scientist template
Elder template

Also select your name.

...Booting mainframe. Limits applied, initializing AI. Mutant genetics detected, unable to identify expressed phenotypes.

Facility online.

Greetings Users, I must warn you. Facilities are heavily damaged and the reactor is currently offline.
>>
>>28703808
By absorbing human based tissues under certain conditions the mutants can absorb various tissues. The difficulty of each tissue varies from skin being the easiest muscle being difficult bone hard, and organs very difficult and brains almost impossible.

The mutants must process these tissues in a secondary digestive/absorptive tract, with the majority of the tissue lost, but some it retained.

Unfortunately the process is not perfect and deadly cancers are common, as well as crippling deformities. But some mutants from this particular tribe are adept at this process and show slight resistance to the defects.

(Is this a good idea?)
>>
>>28703808
Our mutation is a jelly-like substance that oozes from our bald heads which strengthens our concentration, but is mildly toxic and extremely foul-smelling to most other organisms.

Our hero is a Warped Scientist who wants to try to develop ways for us to establish our dominance over the inferior beings of the outside world. Magneto, but with toxic goo on his head instead of a shiny helmet.

We should probably get that reactor up if we're going to get anything done.
>>
Just got here, I thought we locked the english tribal huntsmen last thread.
Blast.
>>
>>28703808
Pyrokinesis
>The mutants most adept at this have the most disfiguring tumours. One can generally tell the heat a mutant can generate by the size and number of masses on their head.
Warped Scientist
>Doctor in name only, Mendel Goldstein wants to accelerate the growths on the mutant populations and find new ways to give the mutants supernatural powers.
>>
Rolled 12

>>28703808

>>28704098
That seems interesting. Are you getting at being able to incorporate/develop mutations by consuming corpses? I'm not sure exactly what you're getting at.

>>28704157
Getting the reactor online is indeed advisable. Reserves for the auxiliaries are running low and there doesn't seem to be any power coming in from the city grid.

>>28704159
Sorry, we started a new thread so I had to collect new votes.
Stats:
>Turn 1
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment.
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 800 (select name)

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
Resources: 1

Votes:
Warped Scientist- 2

Pyrokinetic abilities- 1
Enhanced Cognitive function- 1
Mutation Integration- 1
>>
>>28704197
Warped Scientist
>Doctor in name only, Mendel Goldstein wants to accelerate the growths on the mutant populations and find new ways to give the mutants supernatural powers.
This one.

We were originally the research group mutant supremacist government faction led by who was perhaps the most charistmatic mutant of our age, organizing it into the fastest empire to sprout out of nowhere, but after a war with the Red Army the nation.
But now the state is gone, the Furor is dead, and we are all that remain.
>>
>>28704257
Basic 1
Scout out the area to get a grasp of our immediate surroundings
>>
Rolled 80

>>28704315
Whoops, forgot my roll
>>
Rolled 81

>>28704257
>>>>>>G. Scavenge/pillage for raw materials.
>>
Rolled 68

>>28704257
Warped Scientist
Mutant integration

>>28704345
Voting for this
>>
Rolled 84

Rolling for reasons.
>>
Rolled 53

>>28704345

For brevity's sake and to hopefully keep my audience, first action to get a 2nd vote wins.

>>28704436
>>28704296
>>28704197

Warped Scientist- Locked

Pyrokinetics- 2
Mutant Integration- 2

You decide to send out scouting parties to check out the area surrounding your base. You discover that your lab is concealed in an unassuming tower towards the northern edge of a vast city. The megatowers around you are mostly toppled, nothing in the vicinity over 5 stories exists.
Your scouts had to fight off a fair number of zombies and monsters while you were out, the monsters seem to mostly infest the ruined megatowers. Your scouts attempted to explore the subway and sewer entrances they found, but quickly learned (the hard way) that zombies seem to enjoy inhabiting those even more than the surface.

While your scouts were out a cackling mutant Scientist some strange goo on his head came out of the bottom of the facility. I do not know where he came from or how he got through my sensors networks, but he calls himself Dr. Goldstein and says that he's the one who disengaged your stasis pods.

>Turn 2
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment.
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 800 (select name)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
Resources: 1
>>
Rolled 10

>>28704841

Hero unit gained:
Warped Scientist Mendel Goldstein
Traits
-Bonus Twisted
-Bonus Domination
-Bonus Mutation Research
Abilities
All Will Fall- Believes in the Superiority of mutants, and will make sure it's true
At All Costs- Guaranteed results if you're willing to pay the price
Phah, like I don't know that one- Is completely ignored by certain detection systems, can disable this systems no matter what
>>
Rolled 6

>>28704841
>>>>>>G. Scavenge/pillage for raw materials.
Can't upgrade without a safe stockpile
>>
Rolled 77

>>28704841
Mutant integration
As in yeah, we eat em we become em. I think.

Also
>>>>>G. Scavenge/pillage for raw materials.
>>
Rolled 80

>>28705038

Mutant Integration locked.

You'll have to experiment, of course, but yes eating your foes will allow you to integrate their genetics. Quite terrifying really, other mutants probably won't like it once they find out about it.
>>
Rolled 21

>>28704841

Your salvage teams went out to gather some resources, they got a pretty good haul from a few of the buildings nearby. They seem to be surprisingly unlooted. While you were out you noticed some strange looking zombies watching you, but they kept their distance so your scavengers didn't engage them.
3 Resources gained

Dr. Mendel is milling about the facility. I don't know what he's doing exactly, because for some reason my surveillance systems go on loop whenever he enters a room. It's quite a distressing feeling, users.

>Turn 3
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment.
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 800 (select name)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
Resources: 4
>>
>>28705396
H. Set a team to follow Mad Gold around and report on him. Nothing obvious, just observation.

Do the entrances have good doors or is it just wide open?
>>
>>28705396
Surely we have nothing to fear,Dr. Mendel was such a high ranking member of the state he was allowed such liberties. Why the Furor himself promoted him to his position.

We could always ask him as a non-action what his purpose is. A loyal mutant of the state has noble goals no doubt.
>>
>>28705396
Extra: Speak to Dr. Mendel. What sort of research is he carrying out, how may we help?
>>
Rolled 70

>>28705506

That doesn't take an action.

The doors to the buildings our teams looted, or the entrance to our Research Facility?

Our research facility has a disguised and fortified entrance in the basement of the building above it. The building seems to have been disguised as some sort of office complex formerly, so it's not fortified at all but it has a few defenses cleverly hidden inside that are under my control.

The buildings our forces scavenged weren't well fortified other, excepting the odd one or two that had improvised-looking armored doors busted open but that's nothing unusual in the Post-Apoc.
>>
>>28705586
Do we have any vehicles or wrecks at our disposal?
>>
Rolled 24

>>28705560

"Purpose? I'm here to make sure you <insert name here> don't fuck up these labs too much and to make sure you clear the area of chucklefuck weaklings."

>>28705578

"Well right now I'm researching what exactly this facility of yours has in it, you guys might help by exploring this place with me or getting some fuel to bring the place properly online. Do you know how hard it is to get a Scanning Electron Microscope working on auxiliary power?"

>>28705649

Unknown user. Many of my databanks are still offline due to lack of power.
>>
Rolled 35

>>28705774
>>>>>>C. Try to improve weapons.
Well then lets imrpove the weaponry by looking for some vechs, see if we can't make some nice technicals
>>
Rolled 80

>>28705812
Yeah sure
>>
>>28705396
>>>>>>C. Try to improve weapons.
Also, I'd like to propose Darwinians as a name for our mutant tribe/civilization
>>
Rolled 23

>>28705911

Your mutants set searching the base and nearby areas for some vehicles. In the base they find a small vehicle bay for servicing internal-use vehicles (how big is this place anyway?) along with some algae-vats that produce a steady supply of biofuel.

Outside your scout-scavengers happened across parking garages full of standard civilian vehicles, and one abandoned car dealership with vehicles rugged enough to reasonably be converted into technicals with some resources. They had to fight off zombies at several points, but that's only to be expected.

Meanwhile, Dr. Mendel continues to go through the lab. Your team following him is put to use helping crack open old boxes and such, and you discover some crates of heavy flamethrowers and sniper rifles, as well as some plasma rounds in the armory.
Flamethrowers, Sniper Rifles, Plasma Rounds (limited) acquired.

>Turn 3
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 800 (select name)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
Resources: 4
>>
>>28706087
Darwinyans
We are the master race after all.
>>
>>28705774
You can call us the Masticators.
>>
Rolled 51

>>28706100

Bah, Turn 4.

Darwinyans- 2
Masticators- 1

Warning users: Fuel supply diminishing. 3 turns power remaining.
>>
>>28706100
>>H, help the good doctor get the power / whatever equipment he had in mind up and running
>>
>>28706143
Is this for the base overall or just our vehicular forces?
>>
Rolled 27

>>28706158
but with a roll
>>
>>28706165
argh, I meant B, not H. For the base, yes.
>>
Rolled 18

>>28706200
I meant will the power run out for our bases, or just were losing fuel for our vehcs?

But this seems a prudent action as any
>>28706158
Voting
>>
Rolled 98

>>28706165

This is for the base overall. We're currently running on auxiliary generators that Dr. Mendel activated. Nuclear material is required to bring the primary reactor online (it doesn't need much, the reactor's design is exceedingly efficient).

The reactors and such are perfectly functional. You just need nuclear material for the nuclear reactor, or you need to find a biofuel depot to continue powering the auxiliaries. Alternately, you could try figuring out why the taps into the city's power grid.
>>
Rolled 38

>>28706243
>>28706181

Yikes, those rolls. The dice pool is for the best of 3, by the way even though an action only needs 2 votes for approval.
>>
Rolled 51

>>28706279
>>28706243
>>28706181
One last for good measure
>>
Rolled 16

>>28706100

You attempt to assist Dr. Mendel in resolving the power situation in the base. It didn't go so well...until Dr. Mendel did something to a wall panel near the sewer entrance and a gushing flow of radioactive waste was channeled from them into the reactor reserves. It's actually good shit too, damned good considering where it came from.

Reactor fuel acquired (mid grade): 5 years

Base systems being brought online. Analyzing surveillance data...Approximately 15% of the base is under your control and explored.
Specific inquiries? It seems significant portions of my archives are still inaccessible, but I am nothing if not helpful users.

>Turn 5
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 800 (select name)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
Resources: 4
>>
>>28706437
Does the Dr. or us have any pre established mutation information or research available? Can we get general listings?
>>
Rolled 24

Sorry for the terse updates, this got started significantly later than I expected and it's now quite late where I an.
>>
>>28706517
Understanable.

it might've made things easier if you opened up with the locked tribals from yesterday. People might've been expecting it and it's how EDE's did it he had a proto thread, where we made the fluff first and locked, and then the next he opened up with the locked race so there wasn't confusion or dissent

But I digress, you're doing a great job so far and I like the race we've chosen and setting
>>
Rolled 42

>>28706437
Mendel seems to be a lot more useful than us when it comes to the tech around here. Let's explore moar base.
>>
Rolled 45

>>28706622
Agreed.
We need to establish a hold on our facility before we even think about getting more Lebensraum.
>>
Rolled 87

>>28706437
>>>>>>F. Explore in a direction/something.
Our own base
>>
Rolled 30

>>28706484

The Dr. says that he's very experienced with mutant physiologies, and that you're rather unusual mutants. He's been in his fair share of research facilities and learned a lot from them.

This facility specialized in [REDACTED]. Particularly biological aspects. As a result of this facility and [REDACTED] a good many of the monsters and other natives of the area have it.

Exploring base, writan.
>>
Rolled 92

87+Hero bonus

You decided, with Dr. Mendel, to go delving further into your own facility before poking at anything outside any more. It went remarkably well, Dr. Mendel seemed to take to exploring the facility like a fish to water, vast swathes of the base were explored and (coupled with the bolstered power supply) most of the basic functions have been brought online.

Acquired:
Algae biofuel facilities (expanded)
Experimental labs
Advanced Biohazard Containment area
Advanced Biohazard Experimentation area
Biological factoring lines

There was a limit to what Dr. Mendel could do, however. There seem to be 4 sections of the lab that are still inaccessible, and I can't get any readings on them. They are receiving power from the recent base reboot though, and scouts reported hearing noises from things moving behind the blast doors.

>Turn 6
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 800 (select name)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
Resources: 4
>>
Rolled 96

>>28706908
We should set up some experiments involving
>eating that algae biofuel stuff
Oh yes we should. Oh yes oh yes.
>>
Rolled 80

>>28707013

Huehuehue

Let's do it.
>>
Rolled 16

>>28706908
Wunderbar! Good to know Herr Doktor has a handle on the base.

Extra: The Doktor has seen us in action, if only a little. Can we get a report on our strengths and weaknesses? General physiologies that could be improved.

Also are you able to control the power supply to those 4 inacessible locations?

Also, I suggest we go out in search of possible mutations to absorb and/or strains within our base.
>>>>>H. Your choice
Scout of for monstrous or mutation adaptations we could absorb that could give us an edge in our enviornment
>>
>>28707013
>>28707035
Hmm, absorbing the biofuel production algae?
Might give us a metabolic boost.

I'll change my vote to this then.
>>
File: 1386396525842.jpg-(55 KB, 620x413, uniforms_1739233i.jpg)
55 KB
55 KB JPG
Rolled 86

>>28704296
>>28705560
Heh, I see where you're pushing the fluff.
I wonder if we have any snazzy Mutant Reich uniforms left over.
>>
>>28707146
Well, maybe a few of the officers but we are a research division.

If there are any government faction remnants of the state they've probably got uniforms pouring out their ears. What with the sudden drop in population after the Red Army bastards came through.
>>
Rolled 39

>>28706908

Oh god, why would you do that?

96+Hero bonus+Hero specialty

Well, you decided that it would pay off to test the limits of your absorption physiologies by...eating some of the biofuel algae. You even asked Dr. Mendel to help you with it.

And it went spectacularly. Dr. Mendel separated out the highest energy-density strains of the biofuel algae and administered them through injection directly to your digestive tracts. The mutants who took part in the experiment reported "feeling slimy on my insides" before they vomited up explosives grade biofuel.

Delighted at the progress Dr. Mendel took some old protein scaffolds from the Biocontainment labs and fiddled with them, the algae, and some cell samples from our Darwineans then had us eat those. That's when things really kicked into gear.

Acquired:
-Internal biofuel production
Your mutants now manufacture biofuel internally, and their physiologies have modified themselves to expel it as a disorientating CQC weapon. The slicks produced can be set on fire with flame weaponry, and react explosively with plasma weaponry.

When not expelled, the biofuel is used as an alternate energy source for the body and provides bonuses to strength and resilience increasing with increased buildup time. Penetrating or plasma weaponry is likely to set off internal biofuel reserves though, if they're allowed to build up.
>>
Rolled 34

>>28707268

That was ballsy of you guys, and it paid off. You're lucky your scientist is just as crazy as you are.

Currently 100 Darwineans have the Internal Production ability. This can be increased to everyone having the slick-ability for free without an action, or to slick+stat enhancement for 1 resource per 400 population it's applied to. (does not require an action either)

>Turn 7
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 800 (select name)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
Resources: 3
>>
>>28707319
I think 100 is fine as a test group. Best to keep the rest ouf or pop easily adaptable for any new discoveries.

And yeah, you'll find some of us rather gutsy. It's what killed us in the last post apoc thread.
>>
Rolled 34

>>28707319
>>>>>>F. Explore in a direction/something.
Continue to explore in an outward direction, so far we've only encountered monsters and zombies but my gut tells me that's not the only thing out there. At least let's get an idea of what factions we might find.

Also a good chance to test out our new mutants in the field.
>>
Rolled 74

>>28707380

Dr. Mendel mentions that with lab facilities like these and some samples from your population he could develop a mutagen for bringing you guys to base no matter what additives you've applied.

Also, there's no theoretical limit on the number of mutations you can stack onto yourselves. Though, of course, the more you stack in the more likely there'll be an interaction. (these can be good or bad).
>>
>>28707434
Would this require an action, or is this an indication that as of now we can still switch with relative ease?
In any event we'll have to explore mutation further as a must.
>>
Rolled 56

>>28707428
sure, lets go with that
>>
Rolled 42

>>28707475

It would require a few turns and resources to come up with it without giving him subjects, or much less if you did (they'll die, affecting morale.).
>>
Rolled 49

>>28707494
>>28707428
supplementary roll
>>
Rolled 31

>>28707319

You send your scouts out to extend their search map and find what factions are living around you. They discover that the entire city appears to have a ring of megatowers collapsed to form a pseudo-wall around it.

To the Northwest they successfully encounter a group of bandits inhabiting a heavily fortified old essential services complex, they stay long enough to observe a few spider-vehicles exit the main entrance and start blasting away zombies encroaching on the perimeter before deciding to withdraw. Otherwise to the North there seems to be a good degree of industrial and essential type buildings.

Searches to the East make it all the way to the wall of collapsed skyscrapers without encountering anything except those odd zombies that were watching us before. They were unable to go beyond the wall due to fierce monster and zombie resistance. In this direction it seems the city's logistical services made their shipping hubs, there are also a few strange dome-shaped buildings but we weren't able to check them out due to the pursuing monsters from the tower-barricade.
On the upside, the biofuel-Darwineans were sent with this group and they proved to be a great boon fighting monsters in close quarters. They request better CQC weapons though.

The group heading Westwards ran into a zombie hive before they got too far. They were able to extricate themselves, but the resulting horde forced them and the South group to withdraw before getting any useful long-distance information. They did make themselves useful and loot a couple of buildings on their way back though.

Scouts report there was still a lot they weren't able to check out, and the underground hasn't even been touched.

Pop Increase: +100

Cont.
>>
Rolled 68

>>28707785

>Turn 7
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 900 Darwineans (100 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice

The next update will likely be the last of the night. I'm no EDE to stay up until 4 or 5.
>>
Rolled 61

We're Darwinyan's by the way.
Wir sind der Übermutant!

>>28707804
Extra: Give Herr Doktor Mendel the resources he needs, but we're holding on the test subjects. Surely we have loyal mutants of the reich willing to volunteer, but we'd preferer getting. . .outside expendable test subjects before that.

Action:
>>>>>G. Scavenge/pillage for raw materials.
We need resources to fuel our mutation experiments
>>
Rolled 7

>>28707875
Resources for the fatherland
>>
Rolled 81

We should try eating zombies or trees maybe even bugs to see if it would work
>>
>>28708016
Yes, we should even capture monsters to see what abilities they might have. Ghouls too if we can.

We'd need time and resource to do proper experimenation though.
>>
Rolled 24

>>28707875
I'm okay with this.

I also have an idea. But maybe let's not use it unless there's a good amount of community support, but
we could take unwanted babies from our mutant brethren and
bear with me
give them the biofuel mutation, maybe applying local anesthetic to whatever allows them to secrete it 'til they're really swelled up with biofuel and
bear with me here
we work out some sort of fuse-and-trigger mechanism and throw them like grenades.
>>
Rolled 96

>>28707875

For your pushing of the fluff, you receive the bonus:

Dr. Mendel has persuaded you into the correctness of his cause, that mutantkind are the Homo Sapiens Novus and deserve to inherit this Earth that filthy Mankind destroyed.

Bonus: Fervor
-Bonus to Loyalty
-Actions undertaken with Dr. Mendel receive bonuses, and none will question (almost) anything he deems necessary

>>28708091
Currently the biofuel mutation is limited to Darwinyans. Though you could probably, between the lab and Dr. Mendel, synthesize a mutagen that could be applied to humans or mutants.

>>28707875
Scavenging for resources, writan
>>
>>28708091
Though I appreciate your efforts at optimizing our combat efficiency, I must vehemently disagree.

We need more able bodied mutants to carry forth our late Furors message, and children are the future that will continue this 1000 year Reich

Perhaps though, our fallen comrades could serve a similar purpose. The enemy will think twice before stepping over us even in death! We could also develop some catapaults.
>>
Rolled 81

>>28708168

Hmm...implants that will explode after we die when they detect hostile movement shouldn't be too difficult to fix up, should they?
>>
>>28708193
I can see several mechanisms.
Specialized traps to be placed over our fallen corpses, that activate the explosive potential of our mutants.
Or place some sort of explosive activator on the enemy via gas shells or special rounds.

Of course, we'd need to make sure this effect only kicks in post mortem.
>>
Rolled 36

>>28707804

Your scavenging parties deploy once more. Equipped with the technicals from the internal vehicle bay they do much better than last time. They manage to extract 6 resources from the ruined buildings in our area. They get into a minor skirmish with a group of moderately armed and armored humans, but they retreated posthaste after a soldier taken to calling himself Schultz vomited oil into one of their ambush windows and ignited it using a flamer.

Meanwhile, Dr. Mendel sets about his work on the normative Mutagen with glee. He expects it will take 4 turns and 2 resources for him to do it on his own.

>Turn 7
>Base: Research Complex
>Pop. Max: 12500
>Nuclear Reactor, City Grid, Emergency Reactor. Barracks. Private Quarters. Storage labs. Medbay. Laboratory. Workshop. Armory.
>Armaments. Pistols, Rifles, Assault Rifles, Body Armor (basic), Hazmat equipment. Heavy Flamethrowers. Sniper Rifles. Plasma Rounds (limited)
>Communications. Radio equipment.
>Defenses. Sniper Nests (Few). Machine gun nests (Moderate). Laser+Plasma Emplacements (Sparse).
>Population: 900 Darwineans (100 Biofuel Variant)
>Food: Excellent
>Water: Excellent
>Morale: Good

Actions:
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
Resources: 9
>>
Rolled 24

>>28708296

Aaand that's it for tonight (forgot my name) thanks for participating! If anyone is interesting in continuing, mention it now and suggest a time.
>>
Rolled 71

>>28708270

Some sort of implant hooked up to our heartbeats that arms an explosive charge (in a major biofuel storage area) and a motion detector once the heartbeat stops seems like it'd work best.
>>
>>28708296
Hmm, this Schultz deserves a commendation for his quick thinking.

Can promote him to Kapitän? As a minor officer.
>>
>>28708323
Saturday might work, but Sunday nights aren't exactly the best.
EDE is taking a break I believe, so it's possible you can try filling in the tuesday thursday times he once took. It seemed to garner enough last time.

Also, don't worry if one night might be uneventful. Some threads have lasted two or three days at a time, and EDE managed to drop by and check up on actions when he could.
>>
Rolled 14

>>28708351

Kapitan Schultz thanks the High Command for his new responsibility.
Ability
Oh Shit!- Reacts quickly to ambushes, minimizing damage or turning it back on the enemy

>>28708400
If this thread is still up later today at about 3pm then I'll start updating it again. This thread was remarkably Crit and Doubles bare. I was expecting at least one of one or the other.

Still, you guys unlocked the basics of the lab and took a ballsy move that paid off nicely. Eventful enough I hope.

Also, I feel like EDE's playerbase needs a break from all death and doom all the time. Accordingly I'm taking it slow on the threats.

Though don't take me wrong. You got a 94 on mystery. Threats are out there.
>>
>>28708473
Hmm, you might need a new pic for a new thread
>>
>>28708473
Looking forward to it. thanks op
>>
File: 1386401322820.jpg-(672 KB, 1418x709, ruinedcity.jpg)
672 KB
672 KB JPG
Rolled 22

>>28708507

Indeed. You're mutants in an underground lab in the middle of a huge city that's walled in by collapsed megatowers...
>>
File: 1386401484551.jpg-(234 KB, 2560x1600, ruinedcity2.jpg)
234 KB
234 KB JPG
Rolled 41

>>28708541

Anyway, hopefully this will stay alive at least through tomorrow. If not, look for it to be up between 1500 and 1800 again.
>>
Rolled 88

>>28708473
Thanks a bunch OP
>>
File: 1386401656829.jpg-(69 KB, 640x272, 640x272_15_Hollow_Earth_2(...).jpg)
69 KB
69 KB JPG
>>28708598
I'll dump a few alternatives
>>
File: 1386401726979.jpg-(108 KB, 1095x730, ___Nazi_base___final___.jpg)
108 KB
108 KB JPG
>>28708644
>>
File: 1386401789700.jpg-(27 KB, 640x267, 24006spacenazi_640.jpg)
27 KB
27 KB JPG
>>28708661
>>
Rolled 89

>>28708644
>>28708661
>>28708680

Heh, I know you guys are playing this out as nazis but for the sake of getting new players (there's lots of elbow room here) let's try to keep explicit iconography out of the Thread pic.

>>28708661
This one would be perfect if not for that.
>>
File: 1386402068343.jpg-(176 KB, 1095x544, Pic.jpg)
176 KB
176 KB JPG
>>28708695
Hmm, maybe a little censorship is in order (how absolutely ironic)
>>
Rolled 30

>>28708739
Very good, if everyone agrees, I'll use this for the next thread.
>>
Rolled 87

>>28708739
>>28708855
I like it
>>
>>28708855
No more genie trip?
Nice to see you're back and faring well op!
>>
>>28708680
oh god that movie was amazingly horrible.
Iron sky if i remember correctly?
>>
>>28709014
Actually, this is Strelok, not ede. He's running his own thing (and doing it pretty well if I may add)
>>28709037
Yes. Even for a movie designed to be corny it was absolutely terrible
>>
Rolled 87

>>28709014

I'm not EDE, I'm just stumbling my way through running a civ heavily based off of his.

I make no pretentions towards being a EDE-level savant at running Civs, but hopefully I'll get the hang of it better as time goes on.

>>28709055

Much appreciated. At the end of this thread (or now, if you care to) I'll ask for advice on how to improve. The separate-threads for choosing Civ and beginning the action has been noted.


[Advertise on 4chan]

Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [rs] [@] [Settings] [Rules] [FAQ] [Feedback] [Status] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

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