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File: Aegis Security Agents.jpg (36 KB, 600x338)
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Rolled 22 (1d100)

Last time MAD shit went down, we met a number of local nearby factions, and was safely able to meet personally a number of bandit scum. Whom later dealt with the problem of a BROOD type enemy.

...exactly what happened during and after we aren't entirely sure other than the fact that the bandits are partying it up at the moment and the threat is seemingly gone. Judge returned a bad ass despite the seeming instant/gaurenteed death. While we found out about all the caravans and even have a special offer from a bandit caravan for a temporary service.

Something that would normally not be available.

last thread http://suptg.thisisnotatrueending.com/archive/39657672/
>>
Rolled 96 (1d100)

>>39771672
Our dispatched light escort forces will return shortly with payment of services also a report of what they encountered.

Sadly we cannot dispatch flyers over to them due to the ash and our crippled tech. So they are gonna have to take the long way.

>>>>Turn 24
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor(great temporary)
>>>>>>>Reputation: -----
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. FTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Explosives(plentiful). Heavy Weapons(extensive).
>>>>>>>armor: Full Body Armor(lots). Power Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 41 (1d100)

>>39771719
>Improve the base
Construct some reinforced and hidden entrances/exits to our dome so that ground vehicles can be deployed again.

Or, if ground vehicles can already be deployed...

>Other
Figure out if any of the caravans we detected have digging equipment and/or the supplies and materials the Vault we cracked open needed. If any of them do, contact them with a desire to trade.

If that wouldn't require an action then...

>Improve the base
Figure out some way to be able to deploy our aircraft without giving away our base location.
>>
Rolled 89 (1d100)

>>39771719
>Go out and party with the bandits; use a resource.
We have a reputation to uphold
>>
Rolled 70 (1d100)

>>39772291
I can support that.
>>
>>39772316
Sure you're not thinking of the Survivors?
>>
Rolled 25 (1d100)

>>39772291
Vote
>>
Rolled 32 (1d100)

>>39772291
Support
>>
>>39772459
I might be... where has strelok been anyways?
>>
Rolled 15 (1d100)

>>39772291
Vote
>>
Rolled 16 (1d100)

>>39771719
... hm, The in between of last thread https://archive.moe/tg/thread/39688502

These are who we know of.

>Bandit Caravan (unsavory+)
>Ghoulish Caravan x2 (unsavory)
>Slaver Caravan (unsavory)
>Nomad Caravan x1
>Survivor Caravans x4
>Mutant Caravan(Unsavory)

I hope the Nomad or Survivor have the power to get us some tech for getting everything back up.

>>39772291
I can back it.

We should also think about setting up deals with them for protection and information. We guard this area after all and could use allies.
>>
Rolled 38 (1d100)

>>39772291
Vote
>>39773132
We need a way of keeping in contact with the good caravans and them with eachother.
If we have any long range radios or walke talkes give one to the leaders of the good caravans.
If we don't have any. Make some.
>>
Rolled 15 (1d100)

>>39771719
What if we over throw the bandits at the train yard and turn that place in to a trade hub.
>>
>>39773132
It's likely that the survivor caravan can aquire old world tech the easiest with their inherent bonuses to salvaging, it is also likely that they will be needing medicine; which we have; or training which we can provide.
>>
Rolled 22 (1d100)

>>39771719
Last thread you said the scanner found a think tank, can we try to communicate with them?

There is an opening for an R&D branch of Agios Security. They might be happy to fill it if it ment protection for them.
>>
Rolled 47 (1d100)

>>39772291
Hidden reinforced entrances are underway. Mostly by carefully digging out and reinforcing exits before including hiding materials to make it harder to detect.

Inquiry about digging equipment sent out. Only replies we got back was basic hand digging equipment. Apparently such heavy duty machinery is rather rare...

>>39773590
You can try to Think Tank is rather well hidden. Only reason we noticed it was due to it being nearby.

>>>>Turn 25
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor(great temporary)
>>>>>>>Reputation: -----
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. FTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Explosives(plentiful). Heavy Weapons(extensive).
>>>>>>>armor: Full Body Armor(lots). Power Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
>>39773744
>Only replies we got back was basic hand digging equipment
How much?
>>
Rolled 32 (1d100)

>>39773799
For hand tools 1 resource.

For powered tools 3 resource.

Industrial stuff isn't available but a corp remnant claimed they could churn some out for us but it would cost us dearly. As they want tech AND resources in exchange for the industrial digging tools.
>>
>>39773854
We can't afford to give up our tech, but 3 resources for Power Tools is perfectly fine.

I vote powered tools
>>
Rolled 69 (1d100)

>>39773744
Make contact with the think tank.

Also we should know the mega corp contact methods from the pre fall days. We should try to contact them. That simple picture we got with that shipment from the super cool bro crop would probably be worth a LOT to them.
>>
Rolled 79 (1d100)

>>39773744
I also vote its time we started eliminating bandits.

But we should choose our targets carefully.

>>>>>>>H. Your choice
With our recent caravan connections go out and talk to them as well as local factions and find out which bandit group is the least popular by a list.

See if there are any ways we can get allies or trade partners by offering them paramilitary service and helping fight back against bandits and scum

>>39773918
I vote this too. Contact them as well.
>>
Rolled 10 (1d100)

>>39773854
Oh? We made contact with a corp? Well them.
Tell them we resently got a message from the dead corp of good guys (I can't remember the name)
>>39773918
>>
Rolled 25 (1d100)

>>39773945
Let's not kill the bandits just yet. Let's use them first. We should try to get them to kill as manny on the local monsters as we can first.
>>39773854
Genie, how manny of the monsters are left after the MAD attack?
>>39773918
>>
Rolled 28 (1d100)

>>39774009
We don't have to attack them right now, but it's good to get some ideas for later
>>
>>39774009
>>39774082
How about we wait for them to commit a crime in our jurisdiction?
>>
>>39774125
We're investigating if they have already commited crimes and looted any travelers on the road.

That's kind of our job, patrolling the streets and highways ya know
>>
Rolled 90 (1d100)

>>39773918
You receive an automated message stating that you do not have clearance enough to contact this facility and to go through the busted bunker to do so.

>>39773972
They state that while the corp is dead some of their automated systems still function and tends to crop off or on.

>>39774009
They took cover once the crazies showed up and still haven't resurfaced after taking down the zombie horde.
>>
Rolled 65 (1d100)

>>39774082
>>39774125
True... But we really need to get a think tank to join us before our best tech gets fucked.
>>39773918
>>
Rolled 2 (1d100)

>>39773357
Heh, looks like people are learning from my civ.

As for where i've been...life and my job have been occupying most of my spare time, but I hope to possibly have a thread up tonight.
>>
Rolled 66 (1d100)

>>39774208
What bunker? An intact one or a fucked one?

I'm getting the feeling of a side quest in a game.
We need to explore a dead bunker and fight off the beasts within to get the security code to contact the think tank.
Doing it this way will start us off with the arbitrary "we need to like you this much before we join you" meter half full already.
>>
Rolled 27 (1d100)

Fine then.

How about we find a suitable ally via fighting a common enemy of the monsters?

i.e. look for whoever is out there who is willing to work with us in exchange for helping them fight monsters?

We need allies
>>
Rolled 46 (1d100)

>>39774290
And we can only send in a small team.
One hero and 5 elite guys.
It will be played like a sample of war mode.

That is if genie is up for it.
>>
Rolled 52 (1d100)

>>39774208
>go through the busted bunker to do so.
Then let's do just that
>>
Rolled 67 (1d100)

>>39774473
Vote
>>
Rolled 70 (1d100)

>>39774473
>>39774290
>>39774344
Vote
>>
Rolled 67 (1d100)

>>39774473
Support
>>
Rolled 7 (1d100)

>>39774480
>>39774533
Two 67 roll a stacking
>>
Rolled 13 (1d100)

>>39774473
Vote
>>
Rolled 73 (1d100)

>>39774473
Vote
>>
Rolled 42 (1d100)

>>39774473
Vote
>>
Rolled 72 (1d100)

>>39774473
Vote
>>
Rolled 25 (1d100)

>>39774246
Still better off than me. Got kicked out by my own family despite my condition. Had to dig into my emergency fund and couch surfing until I can move somewhere with more help for my medical shit.

This is hopefully temporary and soon I will have the stats figured out...terrain modifications though are gonna suck. Probably wont get around to them too much but I do nice solution for ship warfare(including space warfare problem) and another nifty solution for testing in smaller easier scale.
>>
Rolled 60 (1d100)

>>39774473
Forces dispatched to busted bunker...the place has clearly been compromised though and is a ruined wrecked full of zombies, rampaging bots, and even monsters.

Digging around though are forces have found that strangely it is still maintaining a lockdown deeper in but was broken into from the outside.

Forces aren't sure what to make of it but they found some indications from the remaining system that this isn't the only bunker and there are other facilities nearby. All a part of this black listed giga complex that was geniusly well hidden and covered up. The biggest problem is trying to figure out whether is legit or connected to the black site.
>>
Rolled 10 (1d100)

>>39775497
Our forces aren't entirely sure what they are supposed to be looking for exactly as the bunker has been heavily looted, scrapped, and salvaged. They aren't sure what they can find much less its what they need.

Meanwhile our escorts returned with payment for services rendered. They did however bring some company by the request of Quartermaster for some project of his.

>>>>Turn 26
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor(great temporary)
>>>>>>>Reputation: -----
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. FTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Explosives(plentiful). Heavy Weapons(extensive).
>>>>>>>armor: Full Body Armor(lots). Power Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
>>39775539
Oh yes, does that mean the Caravan has returned as well?

We do want some things from them, and we can loan them our escorts some more.
>>
Rolled 10 (1d100)

>>39775588
Nope. Your location is kept a secret so your light escort peeled away with the pay.

Not to mention its been a few turns. Caravans aren't about to stick around for a long time and the bandit caravan's offer still stands.

Apparently you'll get a free pick on the house and the ability to make other purchases besides due to the favor you granted the bandits.

Whom are finally starting to wind down on their partying. Still rather pissed off about the ash though as it royally screwed their air support.
>>
>>39775669
Dammit we needed those guys because we already had a deal that they'd bring us good tech from far away if we offered them escort. Especially to other corporations far away.

ESPECIALLY since our tier 1 shit is down the toilet.

I don't know if a bandit caravan can reliably supply us with even a copy of what it takes to repair or replace that.
>>
>>39775700
Also I really do NOT want to work with bandits.

Weren't we going for a good guy thing here? As in actually good and not "well we have good intentions but we can do a few bad things here or there"

I hope we haven't worked with them
>>
Rolled 77 (1d100)

>>39775539
>>>>>>>H. Your choice
We need allies.

Our services are valuable

We can help others fight our common enemies for these services and make new allies.

So go around and get an idea of which faction swould be open to our help, especially fighting off monsters or unsavory
>>
Rolled 6 (1d100)

>>39775819
ESPECIALLY survivors, because they are good at gathering food and water.

Talk to them the most
>>
Rolled 54 (1d100)

>>39775539
Fuck it. You guys remember when the blackwoods got all those red army guys to join them with the power of sex? Well. Let's get these caravans to join us! With the power of the quartermaster and the glory of the law!
So starts the marketing branch of Agios!
>>
Rolled 57 (1d100)

>>39775819
>>39775847
>>39775878
Vote

>>39773854
I also vote for power tools
>>
Rolled 56 (1d100)

>>39775819
>>39775847
>>39775878
All of the above!
Agios expands!
>>
Rolled 84 (1d100)

>>39775539
WARNING

Monsters are mobilizing.

----
"So whats the news escort?"

"Everything is ruined sir. From the sounds of it not a single government, corp, or other power made it through this fall even poorly intact. Nothing but remnants many of whom may not have stayed exactly true."

"What about the terrain? We hit our limits with our scanners."

"We were unable to check out the north due to heavy concentrations of zombie. Apparently though its a bunch of ruined urban terrain leading to a megacity."

"Still functional?"

"Negative Commander. Meanwhile to the south it levels off into a cratered battlefield and rocked terrain that turns into a wasteland in the former breadbasket and military region."

"Shit..."

"Towards the mountains meanwhile sir we noted a number of industrial centers and hills that lead up to the mountains. There appears to be nature coming back in some of those areas especially the mountains...but its sorta twisted like."

"How about the forest?"

"Not forest sir."

"...What do you mean?"

"Jungle."

"hah? How the hel-"

"Heavy volcanic activity sir and the overgrown facilities provided the warmth and resources neccessary. Before the jungle there is forest and plains though with the odd urban landscaping."

"You are dismissed Captain."

"Yes sir...if I may ask a question though sir?"

"What?"

"Why did the Quartermaster want those personnel as part of the payment?"

"...what do you mean soldier?"

"He had a funny request regarding tools, advanced energy cells, batteries, and fools. He even requested us borrowing some personnel."

"...Well he is the quartermaster probably wants some help for some project or another."

>>39775733
You haven't but due to your warning and assistance the bandits are offering a one time service as thanks for the aid against a common enemy.

Its an uncommon situation but not entirely unheard of.
>>
Rolled 100 (1d100)

>>39775911
J...jungle... Is it that jungle? The jungle of the old cult civ?

Also use a combination of heat and cryo attacks to coral the monsters in to one spot then freeze the lot of them with a cryo bomb.
>>
>>39775985
Hahaha!
Who killed the dinosaurs?
THE ICE AGE!
>>
>>39775985
Oooohhhh boy
>>
>>39775985
Welp
>>
Rolled 26 (1d100)

>>39773854
>They want tech AND resource
I'm not sure these niggers understand who's got more military capacity here.
>>
>>39776418
They do probably since they can afford it. Whenever we played corps we bought mercs out the ass like crazy
>>
Rolled 12 (1d100)

>>39775985
Forces dispatched. By using our advanced elemental weaponry and speedy vehicles our forces were able to corral the monsters over a cryo bomb booby trap that went off....and then caused a massive explosion blowing all the monsters to bit.

"...I think we were just suppose to freeze them in place and use fire to force them weren't we?"

"We did."

"But that is an explosion not a frost trap."

"What do you think would happen when a whole lot of heat and cold interact forcefully?"

"Explosion?"

"...maybe probably best we check the packages are what we thought they were suppose to be."

>>>>Turn 27
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor(great temporary)
>>>>>>>Reputation: -----
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. FTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Explosives(plentiful). Heavy Weapons(extensive).
>>>>>>>armor: Full Body Armor(lots). Power Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 72 (1d100)

>>39776556
>>39776556
Dumber monsters population has been decimated.

WARNING
Zombie horde detected heading this way
>>
>>39776586
God dammit they keep coming.

I BET its the zedders this time
>>
>>39776586
"Commander, looks like its another round of Zed coming, do you think our previous tactics will work again?"
>>
>>39776757
"Depends entirely on if they stayed stupid or not."

>>39775449
TLDR Genie is in extremely bad spot right now.
>>
Rolled 30 (1d100)

>>39776586
Use sound and human sent bait (old cloths covered in body odor) to lore the zombies off a cliff (no near us) to there death. Use sound dampened weapons to eliminate the rest.
>>
Rolled 79 (1d100)

>>39776821
Again? Dam man you need better luck


Use the large mass of dead monsters as bait for a death trap for the zombies
>>
Rolled 97 (1d100)

>>39776821
But is that jungle the same one one from the jungle civ?
>>39776832
>>39776883
Vote
>>
Rolled 88 (1d100)

>>39776883
>>39776917
Move the meat FAR away, and make sure you all wash off before returning to base.

We don't want them to smell their meat, or your manstench and track us here
>>
Rolled 42 (1d100)

>>39776883
79
>>39776917
97
Stacking mother fucker!
>>39777043
Yes,
We don't want to bring any to our base
>>
Rolled 50 (1d100)

>>39776883
Luck was never a friend of mine and a old enemy.

>>39776883
The zombies as it turned out were planning to head towards the monster corpses anyway so it was a breeze to pile them up and serve as a death trap while the rest of our forces set up the booby traps and killzone.

The zombies walked right into the trap and our forces closed it down on them. Taking down an entire zombie horde in the process.

Now there were two mountains of corpses.

>>>>Turn 28
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor(great temporary)
>>>>>>>Reputation: -----
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. FTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Explosives(plentiful). Heavy Weapons(extensive).
>>>>>>>armor: Full Body Armor(lots). Power Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 86 (1d100)

>>39777171
Good. Now back to getting the think tank. Communication is not working.
Go knock on there front door.
Take a pic of the dead body pile, add the caption "Agios protects" and send it to them.
>>
Rolled 100 (1d100)

>>39777171
WE SHOULD TAKE THESE CORPSES

AND PUSH THEM SOMEWHERE ELSE

Holy shit we CAN'T have that out there.

Call any and all caravans and ask them if they want freshly killed monster/zombie meat

If none of them ansewr GET RID OF IT. Push it somewhere else, and then burn it far away (but not here the smell will attract more enemies)

Then we hide until the whole thing is gone
>>
>>39777299
This game and its' cirt happy dice, I fucking love it.
>>
>>39777299
MONSTER CORPSES
GET YER MONSTER AND ZOMBIE CORPSES
ONLY A (resource) PER TON.
HURRY BEFORE ITS ALL GONE OR MORE MONSTERS COME
>>
Rolled 86 (1d100)

>>39777299
I hope we sell them for a good price
>>
>>39777299
Ha, hell sell it to bandits to. We just need it all gone.

Let's hope the dead zombies don't make the monsters meat deadly
>>
Rolled 75 (1d100)

>>39777299
>>39777171
Genie, I demand you write about how us having a giant Monster/Zombie barbecue and selling the meat as snacks to everyone.

You may ask if thats' a terribly dangerous idea because the smell of cooked meat.

Well, of course it is, but we'll kill those AND cook them too.
>>
>>39777401
Why you rollen? It's a crit son. We not need more rolls on this turn, and rolling only makes it possible that a 1 gets rolled and the 1 and 100 null eachother
>>
>>39777432
This
>>
>>39777432
...eating zombies... Y'all got your self a death wish!
We only sell/give the zombie meat to bandits.
>>
>>39777487
Ghouls love zombie meat man.

They are literally designed to eat Zombies

They'll be our BEST customers
>>
>>39777513
Oh. I forgot about them.
The crit should null the risk rep damaged
>>
>>39777513
I anticipate both the ghouls and mutants being interested.

Survivors might've been interested in monster bits but will probably be driven away by the unsavory caravans' presences. Crit might counteract that and get them there though.
>>
Rolled 94 (1d100)

>>39777299
Corpses have been hauled elsewhere and we made an open broadcast about if anyone was willing to take them.

After that we aren't sure what was more shocking in regards to who answered the call first were ghouls and the second were tribals. Both highly unexpected to make an offer.

Even more shocking was when they arrived it turned out they were after different things and hence both got what they wanted. They left NOTHING behind as it cleaned up the area.

Our forces were uneasy about the ghoul presence but considering how they had all that food that WASN'T them they were able to relax. The tribals though...they were odd and were surprisingly primitive bunch even more so than the survivors or mutants.

Apparently the ghouls wanted flesh and guts. While the tribals were after something in particular from the monsters and only a few select items from the zombies. It wasn't long before they struck a deal and the butchery began.

Even when other things showed up they were swiftly dealt with and added to the pile. The ghouls didn't even mind if the meat was a bit tainted or rotten even. So our forces watched from their hiding places while watching this going on.

Eventually when they were done and left there was NOTHING left of the carcasses. The ghouls loaded up the meat and feasted while preparing it. The tribals ate a bit of monster flesh while taking select parts that they wanted then they handed the rest of it to the ghouls.

Thanks to them working together they were able to deal with it all in just a single turn and left when finished.

Acquired major Ghoulish Rep
Acquired major Tribal Rep

Acquired Reputation Death Dealer
>>
>>39777651
Hooray! We won't attract any more things.

"WAIT, Do either of you have a name?"
>>
Rolled 60 (1d100)

>>39777651
When our forces approached to make sure nothing was left they were shocked to find a concealed cache of monster mastercrafted goods and gear.

Even more shocking was the hellish amount of radiation and other contaminants that when we breached through we discovered the ghoulish means of payment. Turned out those 'hazards' were only one half of their offering and the second half was a ghoulish insignia over a stash that our Special Squad recognized in fright.

Acquired Ghoulish Regalia
Acquired Gifted Ghoulish Grimoires


>>>>Turn 29
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.2k
>>>>>Military 1.2k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor(great temporary)
>>>>>>>Reputation: -----
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. FTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Explosives(plentiful). Heavy Weapons(extensive).
>>>>>>>armor: Full Body Armor(lots). Power Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
>>39777789
"Uh, Commander, Quartermaster, do we have anywhere we can store radioactive stuff safely?"
>>
Rolled 95 (1d100)

>>39777789
Acquired barrels of dangerously potent fuels.
Acquired Chemical weaponry
Acquired Bio weaponry
Acquired Contaminated Contagions

Acquired Masterworked Monster crafted trade goods.
Acquired Masterworked Monster crafted Weapons
Acquired Masterworked Monster crafted armor

>>39777803
"Of course we do."

>>39777789
Bah meant Gifted Grimoires they aren't exactly ghoulish.
>>
>>39777299
Dear me...

>>39772994
I hope he's doing okay.
>>
Rolled 2 (1d100)

>>39777903
How good dose that monster craft stuff hold up to our own gear? I'm thinking it's like top level monster hunter gear.

Any way. Back to getting that think tank.
Scan the locations and contents on the bunkers around us.
>>
Rolled 57 (1d100)

>>39777903
It's beautiful

>>39777789
/carefully/ put the radioactive stuff in safe and separate storage.

The rest also go into storage as a great bargaining chip, or perhaps we can learn to use them later.

>>39777789
We've just recently cleared out a lot of monsters and zombies. This is good.

Expand our territory by clearing out nests and keeping them shut. Do not allow anymore monsters to breed in our areas!

Let's clean up house and EXPAND!

>>39778057
As well, keep exploring the think tank on the side
>>
Rolled 91 (1d100)

>>39777789
Quartermaster Duke, do you need anything else for your projected?

>>39778079
I'm thinking we see about making more protection deals with caravans for more supplies. We will need ammo, food and what not.
>>
Rolled 92 (1d100)

>>39778079
Vote.
But we also need to increase our pop. Those tribals seem nice...
>>
Rolled 79 (1d100)

>>39778132
>>39778079
>Expand our territory by clearing out nests and keeping them shut via the Commander and the Military
>Dialogue with caravans for protection deals and supplies via the Quartermaster
>Scouting out the bunker some more

These should all be feasible within the turn by careful use of our forces
>>
>>39778136
We have the Vault dweller allies whom we can help some more

The issue isn't increasing pop though, the base isn't equipped to handle more than what we have.
>>
Rolled 83 (1d100)

>>39778132
91
>>39778136
92
In order and rolled less then a minute apart.
Can you feel the stacks!
>>
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Rolled 62 (1d100)

>>39778153
... hm possible.

>>39778174
It would probably have to be the same action for that to work.

My captcha has been wanting steak after that sell of ours.
>>
Rolled 56 (1d100)

>>39778153
Vote
>>
Rolled 1 (1d100)

>>39778225
They are for the same turn man! >>39778153
>>39778079
>>
Rolled 62 (1d100)

>>39778311
oh no.
oh god no
>>
Rolled 78 (1d100)

>>39778311
SHIT!
>>
Rolled 10 (1d100)

>>39778311
WHY
WHY FOR THE WORST OF ALL POSSIBLE ACTIONS
>>
Rolled 44 (1d100)

>>39778311
Tap in to the tab, buy 4 fate points.
Use one now!
>>
Rolled 51 (1d100)

>>39778358
Buy and burn fate!
>>
>>39778358
A fatepoint is 25$ right?
So that would reduce us to 575$

Anyway, your cash so I can't really veto it, nor would I want to. Technically I vote
>>
Rolled 91 (1d100)

>>39778358
>>39778311
Fate nigger! Fate!
>>
>>39778358
FATEPOINT
>>
>>39778358
FATE
>>
Rolled 24 (1d100)

>>39778386
No, I'm getting us 4 fate and using 1
>>
Rolled 5 (1d100)

>>39778079
>>39778153
>>39778311
...when forces went out to claim more turf and went to the seemingly empty nests...well turned out they weren't so empty.

Also turned out some of the smarter monsters were waiting for our forces to get closer and our dispatched forces suddenly found themselves under heavy attack.

Meanwhile our attempt to contact caravans blew up in our faces. Mostly due to us being unable to find any nearby. When our forces searched farther abroad when we finally found one they were most eager to get away from us and weren't in the mood to discuss trade at all.

Meanwhile forces sent to scout out the bunker have gone entirely dark.
>>
Rolled 7 (1d100)

>>39778456
Hold up genie. We used fate. Roll it back.
>>
>>39778456
But we used this fate man.
>>
Rolled 73 (1d100)

>>39778456
>>39778358
Fate point usage always ruins at least half the fun...

>>>>Turn 30
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: -----
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 71 (1d100)

>>39778487
>>39778521
That was including the fate effect.

The supposed nests were faked and your forces fell under attack to monsters.

Scouts in bunker went dark.

Did terribly at finding/contacting caravans.
>>
Rolled 35 (1d100)

>>39778524
>>>>>>>H. Your choice
FIX everything.

Kill the monsters in the nests.
Find our scouts
Make sure we didn't inadvertantly piss anyone off

FIX FIX FIX
>>
>>39778524
...so what happened?
>>
Rolled 67 (1d100)

>>39778557
Vote.
>>
Rolled 20 (1d100)

>>39778557
Vote
>>
Rolled 71 (1d100)

>>39778557
What happend to all our good rolls vote.
>>
Rolled 40 (1d100)

>>39778557
Support
>>
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Rolled 83 (1d100)

>>39778551
Nice, well to much to do everything (in my book).

Action -
Make sure we don't get followed while removing monsters and falling back to heal from the attack.

Send a team to find the scouts.

We can wait to talk with caravans. We have been good trade partners so far and it was probably a new group.
>>
Rolled 43 (1d100)

>>39778557
Bote
>>
Rolled 100 (1d100)

>>39778557
Forces are reinforced to deal with the monster assault. When we broke into the nests we found out they were faked and meant as a trap. Which we fell for rather hard...

Forces sent out to find what the hell happened to our scouts. They should return in a few turns depending on how things work out.

According to Quartermaster contacts us dealing with the ghouls has the other caravans leery also the bandits are falling upon everyone with a vengeance. Apparently they are in a fouler mood then usual suffering from a double whammy of no flying and recovering from the party.

Us dealing with the ghouls hasn't helped matters. That sorta thing is real shady even by shady standards apparently its something between mutants and slaver dealing.

>>>>Turn 31
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 24 (1d100)

>>39778798
hm...alright then actions anyone?
>>
Rolled 74 (1d100)

>>39778798
That was an open deal. We are not held accountable to who answers it, and I remember you once saying that crits null the rep damage

Go out and save the caravans from bandits.
>>
Rolled 20 (1d100)

>>39778909
This seems like the most logical choice to improving our standing.
>>
Rolled 98 (1d100)

>>39778909
Vote
Explain to the caravans that we deal with anyone that has not broken the law.
But we will sell our trash to anyone that will take it.
>>
Rolled 98 (1d100)

>>39778909
Vote
>>
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Rolled 58 (1d100)

>>39778909
Agreed, we help them out and build up some rep.

Just don't forget to read them their wrights after words.

Judge Liberty Lonjun, if your free and ready. Make sure you and the our there men see that they don't escape justice.
>Longarm

Commander Asimov, see to it we in trap them proper and lead the men to victory.

>>39779062
That's fair, I assume the reason for it is ghouls are not ... well liked by many people.
>>
Rolled 11 (1d100)

>>39779062
>>39779091
Dubbed 98 roll!!!! In a row!!
>>
Rolled 97 (1d100)

>>39779115
Well considering they LITERALLY eat people I wonder why...

>>39778909
98-

Our forces saved ALL the caravans from the bandit attacks(assuming that is they aren't shady) all except for one caravan...this caravan though got hit by fuckers who had similar hardware to ourselves and by the time we got there it was already too late. Everyone else however we were able to save and were gifted different items by the caravans for saving them as thanks.

Still we did good work.

NEWS
Troops who attempted to claim territory have safely withdrawn thanks to the timely aid of tribals who ambushed the ambushers before guiding our forces to safety using unusual routes we had somehow managed to miss.

SCOUTS have returned including the missing ones! Apparently they ran into trouble in the bunker when they got too deep their comms couldn't reach. Down there they got cut off and when our other rescuers found them they were attacked again. This time however they were saved by the timely aid of some ghouls allowing them to get away and return. Apparently the ghouls had interest in the bunker bowls and for some reason stuck out their necks to save our guys.
>>
Rolled 64 (1d100)

>>39779235
>>>>Turn 32
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
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Rolled 75 (1d100)

>>39779235
So dam glad we our talking to people and what not. We are getting dam good use of the rep.

Now what to do ... Duke do you need anything for you work?
>>
Rolled 35 (1d100)

>>39779235
>>39779257
I don't mind the ghouls and I really like the tribals. We should lend them some medical care

Ask the ghouls and tribals what they know about the local bunkers
>>
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>>39779409
I'm down for tribals, but ghouls are a rep nightmare. Until we can have more pull on people. I would say we do small things on the side with them and not much more.
>>
Rolled 32 (1d100)

>>39779409
Let's use an entire turn just helping the tribals. Maybe they could one day join us.
The masters of low and high tech as one.
>>
Rolled 92 (1d100)

>>39779409
>>39779472
>>39779497
Vote
>>
Rolled 82 (1d100)

>>39779472
Its due to their appetites they are also notorious 'slavers'. Problem is though they have a bad habit of eating their stocks.

Ghouls are viewed lower then even mutants and they even give many bandits the creeps. Not as much as you would think though as a number of bandits who bite it are known to come back as ghouls and some of their bands even take up ghoulish members.

>>39779409
Tribals know nothing and the ghouls don't know much either. They just showed up to pick through the corpse in areas others can't so easily reach also food.
>>
Rolled 18 (1d100)

>>39779497
>>39779409
Vote
>>
Rolled 82 (1d100)

>>39779409
>>39779497
>>39779529
Medical care dealt to the tribals who than left after informing out forces the monster gear can be quite good contrary to its appearances.

Our forces didn't believe them into someone shot a suit of monster armor with a missile and it came back with but a scratch.

Our forces were rather dumb founded. They were even more shocked when the melee weapons they showed some of them was capably of slicing through even power armor.

Naturally our forces found themselves a bit more paranoid and respectful of the tribals after they left. Especially considering how easily they were able to sneak up on them and their amazing trail blazing ability.

>>>>Turn 33
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 26 (1d100)

>>39779624
I'm really glad they like us.

Fuck the think tank I want the tribals to join or teach us.

We ask that a few of them can come with us on jobs and teach us what parts of what we kill to keep so that it can become more of this great gear.
>>
>>39779624
"WAIT.

Would you be willing to train our forces in the use of your gifts? We are very grateful for them.

We'd be willing to give you some of our military training in exchange too. We'd be even more willing if you lent us some tips on scouting and guerrilla warfare"
>>
Rolled 65 (1d100)

>>39779698
>>39779687
Basically
Let is join and be one people!
>>
Rolled 23 (1d100)

>>39779745
Vote for good relations!
>>
Rolled 32 (1d100)

>>39779745
Let's pass the peace pipe and get down and dirty!
Aka
Let's fuck!
>>
Rolled 46 (1d100)

>>39779745
>>39779698
>>39779687
Vote

>>39779793
We could have an after training party.
>>
>>39779624
Also Genie, don't forget to add the pwoered tools from the last trade deal, they were voted in.

We spent 3 resources on them
>>
Rolled 1 (1d100)

>>39779745
One of us
One of us.
One of us!
>>
Rolled 73 (1d100)

>>39779859
Fucking really!
Fuck burn the 3 fate. I want this to work DAMIT
>>
Rolled 50 (1d100)

>>39779885
Do it.
We are peace pipe!
>>
Rolled 13 (1d100)

>>39779859
GODDAMIT
>>39779885
Fate. . .
>>
Rolled 15 (1d100)

>>39779745
>>39779859
CRITICAL FAILURE

The tribals didn't take too kindly to the offer at all and swore at us before melting away.

Failure.

Suffered Major penalty rep Tribal.

>>>>Turn 34
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 79 (1d100)

>>39779885
Do it bitch
>>
Rolled 84 (1d100)

>>39779967
Go home.
Sit down.
And think about what we said and why we're so bad at communication

And work on it.

This is twice over something has happened like this, we really need to choose our words more carefully.
>>
Rolled 64 (1d100)

>>39779967
Fuck you.
We used 3 fate
Fuck you
They join us we get free fate from your fuck up
>>
Rolled 50 (1d100)

>>39779967
RE DO IT! WE BURNED 3 fate
>>
Rolled 12 (1d100)

>>39779997
Vote
>>
Rolled 83 (1d100)

>>39779967
>>39779885
Correction suffered moderate penalty to rep.

Stop burning so much goddamn fate points on stupid shit like this. Fate points are most effective when you use one and they decline in effectiveness once you breach that number
>>
>>39780103
Genie, you know he clearly meant Boons not fatepoints. Are you really gonna screw us over for 75$?
>>
Rolled 75 (1d100)

>>39780103
3 on a 1 make a successful roll
That is how it's been
>>
Rolled 7 (1d100)

>>39780103
Genie, you know how testy anons can get.

Surely as anon mentoined >>39780116 that amount of money, or /real/ money shouldn't be wasted.

Can't fault you if its an error in the system, but couldn't you at least combine it into a Major Boon (which is also worht taht same amount)?
>>
Rolled 19 (1d100)

>>39780116
No. The previous one too I only counted as a single fate point instead of 4 because that would be retarded.

This time yes.

If your gonna spend it on a boon then at least say so. Fate points are meant to be an insurance and help buffer against the nastier crit failures.

>>39780157
Are you referring to the rule of 3?
>>
>>39780168
Well then I vote that the previous /fatepoints/ be spent toward /boons/ instead.

It's kind of getting into semantics here but w/e
>>
Rolled 12 (1d100)

>>39780198
I clearly differentiate them. Fate points have limited usages boons do not.
>>
Rolled 97 (1d100)

>>39780198
Boons are more cost effective than fatepoints right? Vote
>This time yes.
Genie, you of all people should know you shouldn't screw over other people when offering money.
>>
Rolled 80 (1d100)

>>39780168
To quote you!
1 fate makes it a normal faled roll
2 nulls the 1 roll completely
3 makes it a success roll on top of all the other rolls
>>
Rolled 14 (1d100)

>>39780198
Make them boons then.
>>
>>39780198
Boons
>>
Rolled 29 (1d100)

>>39780198
What ever make us get them to join us
>>
Rolled 37 (1d100)

>>39780230
...hm well shit. That is different from what i have down over here.

>>39780213
They are when it doesn't come to what fatepoints specialize in and I was nice the previous time not making it count except for the 1 point instead of 4.
>>
Rolled 32 (1d100)

>>39780317
>>39780213
Make them 3 boons then, if you really wanna get into this
>>
Rolled 49 (1d100)

>>39780317
Genie fuck up ether now or past.
Fate returned.
One removed form existing
Turn redone using all rolls exept the roll of 1
So said you of the past.
>>
Rolled 6 (1d100)

>>39780344
The tab was from the halved refund earlier and it was declared to be fatepoints.

The effect was negating the critical fail and then halving the failure's effect. It certainly had a good amount of effect.
>>
>>39780405
If you say so. I just hope you're truly sincere about not ripping us off.
>>
>>39780405
That is the effect of 1 fate.
We used 3
The fuck man
>>
Rolled 56 (1d100)

Lay off it, guys.

>Basic 1
Apologize to the Tribals. Leave out 1 unit of medicine and 2 units of Supplies.

Also thank the ghouls, offer them 2 units of food.
>>
Rolled 41 (1d100)

>>39780395
That is depending on how badly I fuck up. Most of the time its just freebie fate point.

So you want a fate point?

>>39780446
I am. even converted half of game spending on dead game to tab for future games.

>>39780479
You tried to do something very stupid and with lack of groundwork. What the hell did you expect? It wouldn't have turned out so well even IF you had rolled well.

The initial effect was of bad plan+crit failure but then you changed things up. That did not however stop the bad plan part.
>>
I just wanna say

We should NOT be spending ANY of the tab on this civ.

We need to save this civ for the return of the War Civ. that's where it'll get used the most.

Really? 100$ on getting in good relations with savages? For a civ of cops displaced in time no bigger than 1.4k

When we could be spending that on the ARMIES and FLEETS of war civ?

SAVE YOUR MONEY FOR THE REAL GORY
>>
Rolled 28 (1d100)

>>39780494
That's 75$ worth. I'll lay off if the tribals come to us and say that we passed there test and they gladly join us as one people.
If 75$ can't turn a 1 in to a roll of 75 that genie is as greedy as he is unhealthy.
>>
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Rolled 69 (1d100)

>>39780494
Lets get this forgiveness underway.

>>39780549
Genie only used 1 point of fate to fix that last action.
>>
Rolled 90 (1d100)

>>39780494
Vote
>>
Rolled 60 (1d100)

>>39780549
Fucker chill.
>>39780519
A fate point is fine I guess.
But really man 3 only did that? Fuck
>>
Rolled 50 (1d100)

>>39780494
Support
>>
Rolled 67 (1d100)

>>39780494
Vote.
>>
Rolled 52 (1d100)

>>39780494
Why help the ghouls? They are a rep hole.
>>
Rolled 46 (1d100)

>>39780520
I fucking hate the male MC for that having all the fucking hardest to write for qualities. Take sanity damage every time I try.

>>39780549
It was a stupid fucking plan/idea.

>>39780579
That was for the previous 4 fatepoints. I figured that retarded and only took the 1 considering the effects weren't really worth it and I wasn't about to screw you on it for something so petty.

>>39780584
Like I said very stupid plan+bad idea + very bad roll. I don't know what the fuck you were expecting that to turn out well even with good roll.

>>39780494
Apology sent to tribals.

Ghouls refused the food. Apparently that sorta stuff isn't their thing.

>>>>Turn 34
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 53 (1d100)

>>39780654

>Basic 1
Analyze all the goods the tribals and ghouls left us more closely.
>>
Rolled 40 (1d100)

>>39780654
Have some troops equip the new gear and have a training day to get it worked into the battle plans.
>>
>>39780654
I hate that the Male MC is the the reason we LOST the ability to play the War Civ, and now we're just playing this extended interlude
not even the one piece quest really

I had very little reason to like him in the first place after we failed with him so hard in highschool.

I disliked him after he lost to his sister and got lobotomized

Now I kind of hate him for DENYING us the War Civ because you can't write him.

Seriously how has he been helpful in the slightest? I'd almost say we could can him and just focus on Abigail.

He was a bad idea
>>
Rolled 48 (1d100)

>>39780684
Vote
>>
Rolled 84 (1d100)

>>39780684
That won't do much good without s think tank.
>>39780654
Have the most charismatic guys we have knock on the doors to the think tank and bluff there way useing only truth. To get them to at least talk to us.
>>
Rolled 58 (1d100)

>>39780702
>>39780684
Por que no los dos?

>Basic 1
Analyze all the goods the tribals and ghouls left us more close.

>Other
Set auto-training to familiarizing ourselves with the new gear for the next 10 turns.
>>
Rolled 62 (1d100)

>>39780654
>>39780704
>Remove the male mc so Genie doesn't have to write him and warciv can return
Can we do that?
>>
>>39780739
I miss the War Civ so much I'd be willing to do anything to get it back.
>>
>>39780704
Fuck you. I'm liking this civ WAY more that the war space shit.
Because this is a fuck CIV.

Genie, I love you man but when a quest you do is all about one or 2 characters, it sucks.
When it's a civ and the focus on the small scale is limited than its great.
>>
>>39780766
FUCK YOU
War Civ was getting to the Civ.

That simulation battle was the best I've seen in AGES.

Fuck it, if you really want a civ let's just get to the point and timeskip the hero shit and get to the real Civ.

Also don't deny it abigail was fun to play.
>>
>>39780654
I still love you genie. Fuck the one negitive faggot fagging up the thread. Just ignore the whiny posts that aren't relevent to the game at hand.
>>
>>39780789
Don't care I liking Agios way more than Abigail.
>>
Rolled 85 (1d100)

>>39780724
Vote
>>
>>39780766
>>39780789
The Sci Fi was some of the best LARGE scale we've had in forever.

And if you want to avoid small scale why the hell even play post apoc?

It's whole shtick is about small scale, unless the gods grant us or we pay out the ass to get to large scale.

If you were there for the Hax Civ then you'd see what a civ and what the sci fi setting can do.

>>39780820
Yeah, well fuck you to Abigail was loads more fun. Not that this isn't fun, but she was.
>>
Rolled 98 (1d100)

>>39780704
Its not his fault its due to my condition. I could write him if I was in better form and it would be non stop amazing.

So technically its mine not his.


>>39780684
The monster goods and gear. The goods as it turned out are quite valuable and useful in their way. Some of the stuff even had industrial or medicinal purposes. So the goods are useful and most likely worth a fortune in trade.

The weapons and armor on the hand despite their seemingly primitive nature are of very high quality and capability. Some of the armor is capable of being driven over with a tank and still be fine. Meanwhile the weapons have a natural ability to inflict great injury and damage to armor. That is only the start some of the weapons have an insidious effect built into them. Some kind of toxin and other stuff that makes it worse.

The ghoulish goods while certainly dangerous are indiscriminate weapons one would expect of a more army oriented PMC due to its effectiveness and often nasty nature.

The strangest however are the books which when opened revealed themselves to be full of all kinds of knowledge...and some of it magical or hidden in nature. Some if was even useful for our psi forces who noted the interesting notes done on ghoul and even some mental processes. They noted such notes could be most useful for them.

Meanwhile our few magi forces while fearful of what it contained admitted to it being very useful them and others.

>>>>Turn 34
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>
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Rolled 83 (1d100)

>>39780736
I'm down.

>>39780810
Heh.
>>
Rolled 12 (1d100)

>>39780724
84
>>39780842
85
Stacking
>>39780843
I'm not saying it's not fun. I wouldn't dump 1 grand in to the genies lamp if I didn't like his stuff. I just like normal civ mode a lot more that any of his experiments
>>
>>39780887
War Civ can get into normal civ mode.

If you really want it, we can do that. Just timeskip the Hero stuff, and get rid of the male mc and you'll not only have a civ you'll also have an awesome civ far better than anything we could remotely accomplish here. With incredibly powerful heroes to match.

Believe me I know what you mean. Hax Part 2 (and the Hax) was ruined because of stupid hero shit when it should have been a civ game.
>>
Rolled 9 (1d100)

>>39780887
...those 'experiments' are meant to help facilitate the creation of an even better civ more overarching game. Its just i have to do those experiments as it lets me focus more on the stuff I need to work on. Due to how much shit I keep track on during civ mode really slows it down otherwise. Its all for a simple purpose of creating an amazing open source system of gameplay that would facilitate and allow for so much.

Despite my sorry condition I am even close to a major breakthrough two in fact that will completely revolutionize the work I have done.

>>39780766
>>39780789
There appears to be some disagreement. I am unsure how to take this.
>>
Rolled 53 (1d100)

>>39780953
I know. I'm just saying what I had more fun playing. You can test all you want, just let us play this civ out... Please
>>
Rolled 57 (1d100)

>>39780860

>Basic 1
Further investigate the grimoires and have our psi and magi forces....train(?) with them?

Also

>Other
Set auto-training to having our troops familiarize themselves with the new equipment.
>>
>>39781025
Go ahead.
I've seen this path go down a dozen times before.

But please, prove me wrong about this one.

Make us win
And keep us good
and maybe even reach largescale operations

Because I've seen so many civs of this type just die out i've had my stomach of it.

Can we at least expand sometime soon? I've been wanting us to get allies, or move out, or attack a base for ages but it's always been internal affairs.
>>
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Rolled 35 (1d100)

>>39781043
Problem is we have to spend an action to equip the new gear.

Bandits on the other hand do not. Up side we get all the sweet free training.
>>
Rolled 20 (1d100)

>>39781043
Alternately

>Basic 1
Go initiate more extensive contact with the nearby Megacorp. We need the digging equipment they're offering in order to get back in contact with our Vault (don't tell them that), but I think we all agree that we are NOT willing to trade our tech for it.

Attempt to come to some sort of terms that we can both agree are fair.
>>
>>39781096
...No, I don't think we have to spend an action just to equip it. If we wanted to upgrade it we would, but we don't know how and its probably maxed out already.
>>
Rolled 6 (1d100)

>>39780953
HP body Health aka how much damage you can take till you drop dead.
MP Mental health stuff like morale and frightening this covers
EP Energy points this rules how you can move and do before exhaustion penalties start to kick in

>Defenses
Armor
Dodge/reflex See below best I could come up with so far
Mind/mental/morale whatever haven't settled for a specific term

>Attack
' ' Range goes here 'CQC( short/will include melee) -
' ' Moderate(decent distance) -
' ' Long (far away if you get past this no hit) -

Next up is stuff like

Move aka how much you can attack/move/dodge per a turn if you keep some in reserve your forces get a bonus towards their defenses and aid in recovery(recovering all the 'health' types) -

Along with special abilities or traits a unit may have. Problem is these are MUCH harder to balance and obviously got to figure out the effects of gear and experience still.
>>
>>39781087
Good only fails when we try it. All the non player Vic's that are good survived just fine.
What do they do that we don't...
>>
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>>39781087
For the love of god we need to do something.

We have everything, a military
a base
Supplies and food.

let's not live our whole lives in this base like the Guanyin but actually move out and do stuff.

>>39781137
Not die.
>>
Rolled 13 (1d100)

>>39781137
They're not actually good. They're stone-cold-evil motherfuckers like the paladins.

Also the Paladins are just the toughest motherfuckers out of all the good civs, because they generally die. The ones that don't die are the baddest of bitches, and they've got nowhere else to go except the paladins.
>>
Rolled 6 (1d100)

>>39781160
Fine.

Let's arrest all the intelligent monsters.
>>
Rolled 33 (1d100)

>>39781104
First, I must agree we NEED the vault dwellers for this, their Civilian labor and population, along with being a repository of all sorts of tech and supplies.

We have to dig them out somehow, and power tools are gonna take a long time. Time we don't have.

So I vote this.
>>
Rolled 18 (1d100)

>>39781222
>>39781104
Vote
>>
Rolled 66 (1d100)

>>39781128
If however your Energy is too low...you will lose out on the defense bonus when your forces are at rest because they are too out of energy/fuel to enjoy the benefits unless you give. THIS however only effects their dodge rating they still keep their defense bonuses should they fortify they hold position.

My next concern is the effect of experience and gear/attachments.

I am not entirely sure how to balance quirks, traits, or abilities yet.

The fact is though those 10 parts is the basic stat sheet.

Experienced troops biggest effects will be largest bonuses towards their MP, smaller bonus towards HP, and boost to their EP recovery as well as a flat bonus towards their attack.

Defense wise mor experienced troops don't get an armor bonus but instead their major increase is towards their mental defense and lesser is dodge/reflex/maneuver whatever.

Gear will affect all sorts of stuff depending on what it is exactly so I don't really have anything for that as it would cover a ton of shit that will be a pain to balance same thing with the SPECIAL shit.

That right there is the basic unit stat sheet so far and will obviously be filled up depending upon the unit in question.
>>
Rolled 38 (1d100)

>>39781251
>>39781222
>>39781104
Hmm...

Burn a boon to enhance this. Specifically, enhance their willingness to deal with us. The terms they offer don't have to be good (or even reasonable), they just have to be something that doesn't involve us giving away our tech.
>>
Rolled 12 (1d100)

>>39781306
I'll support that.
>>
Rolled 98 (1d100)

>>39781306
Ugh. . .please. . .fine. Vote for a boon.
>>
Rolled 65 (1d100)

>>39781340
Hay it wasn't me who suggested it this time.
>>39781306
What boon?
>>
>>39781361
We have a survival boon from last time.
>>
Rolled 66 (1d100)

>>39781374
Yeah, use the survival boon.
>>
Rolled 77 (1d100)

>>39781096
Its a side effect of their auto upgrading. This will also include them attacking another force or raiding. If they fine something better they'll grab it and hence improving themselves constantly.

This combined with the experience they get during those actions...it can pretty much double the improvements of a bandit unit.

That is true you get auto training for whatever other factions are forced to devote an entire action to what you get for free!

>>39781173
>>39781173
Pretty much. Its also why they are so rare but paladins make regular badasses look like pansies and they scare the ever living daylights out of the bandits. Even the elite ones are prone to running away scared.

>>39781258
>>39781128
So when you look at it I made pretty good progress...

Problem is the 'tech' differences which they have to translate over. I fixed this by putting that under the gear column and effects.

People are the same...the stuff they use and training are not. So yeah pretty big fucking breakthroughs.

Another fun point is this.

Major stuff is improved with every level up.
Lesser is only every other level up being at rank 3 and 5 you get the bonus. That is how it works for experience stuff.


SPECIAL is pretty much everything else that doesn't fit under stats and gear. Gear is balanced by tech and it allows for easy cross game type shit.

>>39781104
They refuse. Unless we give some of our techie goodies over they wont be handing over the industrial digging equipment.

>>39781306
...They would require a great amount of supplies and resources.

Like 10 each in addition to having some of our personnel train their people up a bit.
>>
Rolled 73 (1d100)

>>39781417
Fuuuck.

Oh well, we have power tools which are the next best thing.

START DIGGING WITH THE POWER TOOLS
>>
Rolled 64 (1d100)

>>39781417
Such a large amount of supply would mean even we would be hurting after something like that and the resources will be troublesome to acquire in such bulk. Not to mention their request for training their personnel...

>>>>Turn 35
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 92 (1d100)

>>39781417

What's the name of this Megacorp?

I want to know who these motherfuckers think they are.
>>
Rolled 3 (1d100)

>>39781450
Vote
>>
Rolled 28 (1d100)

>>39781453
Shadis Incorporated a Umbra affiliated subsidiary. They were known for their strangely efficient means of materials they developed and built with. As in they were considered a super saver and were damn good at it.
>>
>>39781453
They are wallmart * wallstreat in space ^ on illuminati.
>>
Rolled 57 (1d100)

>>39781450
Support
>>
Rolled 71 (1d100)

>>39781451
>>39781417

"Your price is too high. Contact us again if you see reason."

>Basic 1
Begin digging towards the Vault with our power tools.
>>
Rolled 62 (1d100)

>>39781537
>>39781450
Yup.
>>
Rolled 37 (1d100)

>>39781537
Do you really want to dig underground? What horrors could lie under there and lava? That is something to think about before that kind of action.

>>39781451
I purpose helping people in need and expanding control.
>>
Rolled 35 (1d100)

>>39781450
Forces dispatched to dig and we even brought along the prisoners help. Except they got the hand tools.

It...may take awhile to reach the vault. Like a long while.

>>39781537
"It is you who does not see reason. All you would have to do is give us some tech. That is our final offer."

>>>>Turn 36
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 16 (1d100)

>>39781620
Offer them a handjob instead.
>>
Rolled 28 (1d100)

>>39781620

So...how defended does this Megacorp look?

Is it heavily fortified or did it seem to mainly rely on stealth?
>>
Rolled 63 (1d100)

>>39781620
"Commander, Quartermaster, how reasonable is their offer in your opinions?"
>>
>>39781656
Man, we're gonna be good guys remember.

Also, stealing is illegal. And that would basically make us bandits.
>>
>>39781656
You don't get it. Out of everything the mega corps are the closest thing to "winners" of the fall.
They are the top of the top ow what is left.
YOU DONT FUCK WITH THEM.
You just hope they done start looking at your ass with want in there eyes.
>>
Rolled 55 (1d100)

>>39781679
...Yeah, I know.

>>39781620
Do we have to keep devoting actions to the digging, or will it go along automatically? Any way we can speed progress?
>>
>>39781725
>YOU DONT FUCK WITH THEM.
I can list some bandits I can name who beg to differ.
>>
Rolled 20 (1d100)

>>39781620
KEEP DIGGING
>>
Rolled 13 (1d100)

>>39781725
Nah, they're the heftiest losers. They're also terribly vulnerable unless they've got the resources to drown you in product, and judging by these guys wanting so many resources I'd wager they're probably not doing so well.
>>
Rolled 21 (1d100)

>>39781767
Yes.
>>
Rolled 31 (1d100)

>>39781767
>>39781807
Maybe?

Yes.
>>
Rolled 30 (1d100)

>>39781818
>>39781807
>>39781767
Vote
>>
Rolled 98 (1d100)

>>39781818
>>39781807
>>39781767
THIS is how you roll, you panzies.
>>
Rolled 2 (1d100)

>>39781767
Our forces have learned two valuable lessons.

number 1 they suck at diggin.

number 2 the prisoners also.

Work however continues and they do their best to make it to the vault.

>>>>Turn 37
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 3 (1d100)

>>39781913
Put there backs in to it!
>>
Rolled 48 (1d100)

>>39781913
>>39782075
Aye! What would those Vaulters say if they saw you LIMPDICKS getting all flustered over a bit of digging?
>>
Rolled 12 (1d100)

>>39782085
>>39782075
No party like a party that you keep going for far too long.

Also

>Other
Autotraining set to have our psi and magi forces train with those grimoires.
>>
Rolled 66 (1d100)

>>39782106
I can go for it.
>>
Rolled 23 (1d100)

>>39782106
Sure.
>>
Rolled 55 (1d100)

>>39781913
>make use of our Sim Pods to teach our men and pensioners how to dig the fuck out of a hole.
>>
Rolled 7 (1d100)

>>39782191
>>39782106
>>39782075

No breaks on this train?

...Yup. No breaks or brakes.

Fuck you, UMBRA.
>>
Rolled 35 (1d100)

>>39782075
Digging continues...our forces are a bit better at digging now. Like they are finally getting the hang of things.

>>39782106
Autotraining set.

>>>>Turn 38
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 42 (1d100)

>>39782313

Any way we can burn some supply or resources to speed up this digging?

Because we're not going to stop digging.

>Basic 1
Dig it.
>>
Rolled 8 (1d100)

>>39782336
We WILL reach that Vault.
>>
Rolled 25 (1d100)

>>39782370
>>39782336
Hard work is its own reward.

Backbreaking labor also has its benefits.
>>
Rolled 52 (1d100)

>>39782379
>>39782370
>>39782336
>>39782313
Vote
>>
>>39782391
>>39782379
>>39782370
>>39782336

Your players hate Umbra and Umbra affiliates so much that they are willing to spend turns upon turns doing nothing but digging nigh-fruitlessly. Even in defiance of the dice gods' will.
>>
Rolled 84 (1d100)

>>39782431
>>
Rolled 48 (1d100)

>>39782336
Use the rss to give some of the men a fetish for diging.

Brothers of the mine rejoice,
Swing, swing, swing with me.
Raise your pick and raise your voice,
Sing, sing, sing with me.
Down and down into the deep,
Who knows what we'll find beneath?
Diamonds, rubies, gold and more,
Hidden in the mountain store.

Born underground, suckled from a teat of stone,
Raised in the dark, the safety of our mountain home,
Skin made of iron, steel in our bones,
To dig and dig makes us free,
Come on brothers sing with me.

I am a dwarf and I'm digging a hole,
Diggy diggy hole, diggy diggy hole,
I am a dwarf and I'm digging a hole,
Diggy diggy hole, digging a hole.

The sunlight will not reach this low,
Deep, deep in the mine.
Never seen the blue moon glow,
Dwarves won't fly so high.
Fill a glass and down some mead,
Stuff your bellies at the feast,
Stumble home and fall asleep,
Dreaming in our mountain keep.

Born underground,
grown inside a rocky womb,
The earth is our cradle,
the mountain shall become our tomb,
Face us on the battlefield,
you will meet your doom,
We do not fear what lies beneath,
We can never dig too deep.

I am a dwarf and I'm digging a hole,
Diggy diggy hole, diggy diggy hole,
I am a dwarf and I'm digging a hole,
Diggy diggy hole, digging a hole,
I am a dwarf and I'm digging a hole,
Diggy diggy hole, diggy diggy hole,
I am a dwarf and I'm digging a hole,
Diggy diggy hole, digging a hole.

Born underground, suckled from a teat of stone,
Raised in the dark, the safety of our mountain home,
Skin made of iron, steel in our bones,
To dig and dig makes us free,
Come on brothers sing with me.

I am a dwarf and I'm digging a hole,
Diggy diggy hole, diggy diggy hole,
I am a dwarf and I'm digging a hole,
Diggy diggy hole, digging a hole,
I am a dwarf and I'm digging a hole,
Diggy diggy hole, diggy diggy hole,
I am a dwarf and I'm digging a hole,
Diggy diggy hole, digging a hole!
>>
Rolled 52 (1d100)

>>39782462
A fetish might be a bit much.

We could certainly try to rewire the prisoners to just fucking love digging though.
>>
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Rolled 28 (1d100)

>>39782504
Nope. Full on fetish.
>>
Rolled 100 (1d100)

>>39782336
Does this require further votes?

Vote.
>>
Rolled 10 (1d100)

>>39782667
No!
>>
Rolled 60 (1d100)

>>39782667
Well, throw enough dice rolls at it...
>>
Rolled 89 (1d100)

>>39782667
Fuck you
>>
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>>39782667
Nice
>>
Rolled 59 (1d100)

>>39782667
Wait.. Is this 100 number 3 or 4?
>>
Rolled 82 (1d100)

>>39782431
Yeah I consider it quite flattering. No joke it dates back to the very first civ when the players found out they got played since damn near thread 1.

>>39782336
Digging continues and it still turns out we aren't all that good at it...that or there is an awful lot of shit to dig through.

>>>>Turn 39
>>>>>>>A. Scavenge for Supplies.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve Armaments
>>>>>>>D. Research technology
>>>>>>>E. Scavenge for Salvage
>>>>>>>F. Scout
>>>>>>>G. Explore
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.4k
>>>>>Military 1.4k
>>>>>>>Food:Very Good
>>>>>>>Water:Very Good
>>>>>>>Morale: Good
>>>>>>>Medicine: Very Good
>>>>>>>Health: Good
>>>>>>>Armaments: Absurd
>>>>>>>Fuel: Excellent
>>>>>>>Tech level: Poor(great temp)
>>>>>>>Reputation: Death Dealers
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Officer Quarters. Gym. Sim Pods. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Walls. Fortified Gatehouse. Killzone. Turret Network. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: Jeeps. APCs. Tanks. Planes. VTOL. Choppers.
>>>>>>>Power: Nuclear Reactor. Plasma Pump. Biofuel Generator.
>>>>>>>Weapons: Mono Knives. Vibro Blades. Pistols. Shotguns. Rifles(all). SMGs. Chem. Contagion. Explosives(plentiful). Heavy Weapons(extensive). Master Work Monster Melee.
>>>>>>>armor: Full Body Armor(absurd). Power Armor(lot). Masterwork Monster Armor.
>>>>>>>communications: Encrypted Comm suite. Long Range Radio.
>>>>>>>Materials: Supply 5
>>
Rolled 72 (1d100)

>>39782667
WARNING

Our forces have accidentally stumbled upon a monster nest also lava.
>>
>>39782972
Umm... Genie... That was the 4th 100. Not 3rd.
>>
Rolled 84 (1d100)

>>39782964
>dig
>>
Rolled 29 (1d100)

>>39782972
>>39783016
ahem correction then false alarm...now how am I gonna explain this.

anyway get a free fate point due to my mistake.
>>
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Well good night people.
>>
Morning bump
>>
>>39783287
I don't want a fatepoint Genie

I want a 100!
>>
Bump
>>
Another bump
>>
Rolled 37 (1d100)

>>39783159
Dig?

>Dig.
>>
Rolled 69 (1d100)

>>39782972
>>39783287
It's easy.

>WARNING
Our forces have accidentally stumbled upon a monster nest also lava.

"Jesus fuck, you guys are persistent. You don't even have digging mandibles and lava resistance like us!"

"Huhu, yeah just those pathetic little power tool things."

"Want to show'em how it's done, Bohn?"

"Yeah, it'll make it quiet in here again too."

>Acquired
Temporary Digger Monster Allies
MONSTER Digging Training/Tutoring
>>
>>39785883
Winning due to whining is not a real victory at all. We are all having fun, all except for you, because you are too caught up in rules. Rule zero man; rule of cool; vetoes all else.
>>
Rolled 73 (1d100)

>>39787306
That roll of 69

They really get in to "digging" holes.
>>
>>39789467
Nah man, crits are fun. Ergo getting crits leads to fun.

Also fuck you, I'm having fun :^)
>>
Rolled 25 (1d100)

>>39789467
>>39789481
>>39789490
That is some odd timing. No post for a few hours that 3 in less than a minute.
>>
Rolled 8 (1d100)

>>39789467
I too value rule of cool, but for some reason there seems to be a greater focus on system over story and setting. And the system is arbitrary
>>
Rolled 80 (1d100)

>>39783159
I humbly concur with this post.
>>
>>39789537
Who needs a system when you can write crazy fun anyway.
Fluff > Crunch
>>
Rolled 2 (1d100)

>>39787306
Hmm.

Gives me an idea for digging monsters that evolved near a source of lava. They have guts that can withstand and insulate the lava, and as they dig they occasionally spew it forth to shape supports or reinforce the tunnel generally. Also makes for a nasty offensive weapon.
>>
>>39789467
>>39789537
>>39789588
The reason Genie needs his system and rules is because it serves as a backup in case he's missing his muse.

It's part of the reason why he's having issues writing mastermind, because they work outside of the system and doesn't compensate for them.

If we ignore the rules everything becomes that much harder for him, we sort of have to get caught up in the rules and system.
>>
Rolled 39 (1d100)

>>39789537
That hurts muh feelings.

>>39785883
Quit your bitching i'm working on it.

>>39782667
>>39782964
This time our digging forces made great time. Digging and digging until they could dig no more. Then they would keep on digging.

Eventually they made a breakthrough when they punched through and discovered the vault was busy digging their way out. The two tunnels ended up connecting to each other and leading to mission accomplished.
>>
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>>39789821
Nice
>>
Rolled 30 (1d100)

>>39789821
>That hurts muh feelings.
I didn't mean to hurt you Genie, but Godzilla is right. Some of the best things about your game is the rule of cool. The best rule of all.
>>
>>39789894
The only rule you need!
>>
>>39789894
Godzilla also destroyed the Splicers with a single post and a crit, so don't take what he says at face value. Genie spent a considerable amount of time and care on his rules, so both of you should stop dissing them.
>>
Rolled 81 (1d100)

>>39789821
Good, not use scanners to make shore that we are not about to be attacked after so many turns digging
>>
>>39790021
You are never going to get over the splicer thing are you?
It was like 6 months ago, we autta call you plungeranon; because you keep bringing up old shit.
>>
>>39790021
Also you were post 300; you killed the thread with that comment.
>>
>>39790187
>It was like 6 months ago
Still too soon

>>39790208
Actually the autosage starts at 299. 300 can't bump the thread, so wherever it is by 299 is where it's gonna stay.
>>
>>39790187
You deserve the shit for that. It was a really stupid plan.
>>
>>39790470
>>39790259
Back then we used to make funny plans properly linked with dice all the time. if you remember the dice used to stay on if you typed in the dice+1d100. The fact that 4chan changed that is part of the reason the rules don't work as well.
>>
>>39790187
>>39790208
That wasn't even me, bro.

Obviously you're ashamed enough that I don't have to pester you.
>>
Rolled 56 (1d100)

>Basic 1
Use the scanners and send out recon teams to make sure no imminent threats have come up while we were digging, and to generally see what's changed while we were preoccupied.
>>
>>39790934
Fuck you buddy
the shame runs deep
>>
Rolled 90 (1d100)

>>39791137
Support.

Also see what exactly the Vault needs for full repairs to be fully operational again.
>>
Rolled 21 (1d100)

>>39791137
>>39791290
I can dig it.
>>
Rolled 72 (1d100)

>>39791367
Heh, the Dice Gods /still/ dislike spending so much time digging.

They want us to go out and kick some ass.
>>
Rolled 12 (1d100)

>>39791137
>>39791290
Vote
>>
File: 1312265259011.png (11 KB, 429x410)
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Is it bad that I feel like I can almost call this group a family? It's like brothers and sisters fighting. We get on each others nerves and what not, but at the end of the day we still come back. We laugh, cry and fight on with each other.

Then we have our bad days and try to do some cheering up. Other times we give some tough love.

I like it, heh.

Anyway forgive me if I made this weird for you all. Just wanted to say thanks for still making this fun.
>>
>>39791799
I. . .agree.

I consider us a tight nit bunch, we've been through quite a lot, and while I have reasons to get snippy at the lot of you now and then

It's still good to see your names. All of you.

May Genie live forever.
>>
Rolled 17 (1d100)

>>39791137
Vote.
>>
>>39789821
Hey Genie, you down for a game today or should we wait on making a new thread?



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