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File: The Post Apoc.jpg (102 KB, 1170x683)
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Rolled 77, 90, 50, 73, 54, 26 = 370 (6d100)

The Fall was a long time coming, and when it happened only a few were caught totally unaware. Its ferocity, however, could not have been predicted. Civilizations that had stood for ages were wiped from the face of the earth in a matter of days, and the ground itself suffered wounds from the great powers unleashed upon it. But no one around now knows exactly how or why it happened, and the few that could tell the tale prefer not to. The Old World is gone, though its traces remain. The New World is a shattered husk of its old self where mutants, bandits, and monsters teem in the ruins of cities.

There are also those who seek to rebuild. Remnants of the Old World who sheltered the storm in underground bunkers, or descendants of average people who somehow avoided the horrors of the apocalypse.

Which will you be?

Faction Choices Incoming. Extensive HQ information will be provided after a faction is selected. First to 5 wins
>>
Rolled 13 (1d100)

>>41188275
>Government Remnant: You are the descendants or members of some sort of Pre-Fall Government, secreted away to carry on the torch of your civilization. Though the realities of the Post Apocalypse may've tempered your expectations. You have a Decent Supply, Decent Population, Decent Manufacturing Capacity, Decent Research Capability, and Decent War Capacity.
>HQs, Garrisoned Tower, Government Bunker, Fortified Township
>Jack of All Trades: You may select one specialty for your civilization to be proficient in, or you may mimic any other Civ's special ability to a limited extent.

>Megacorp Remnants: You are the inheritors of a Megacorp. Perhaps you are the decendants of valued employees that were assigned a bunker, or maybe you are wanderers who discovered corporate rhetoric and were inspired by it. Either way, you have: High Supply, Low Population, High Manufacturing Capacity, Good Research Capability, and Low War Capacity.
>Hqs: Megatower, Private Bunker, Fortified Township
>Hyperindustrial Equipment: Your actions which use resources count as using materials for passive benefits. Your actions which use materials will use them at half the usual rate.

>Military Remnants: You are the members or descendants of one or several military or paramilitary groups. Before the Fall you or your ancestors were part of the standing army of a nation, a private military contracting firm, Megacorp security forces, or some other highly militarized group. As such you have Decent Supplies, Low Population, Poor Manufacturing Capacity, Poor Research Capability, and Excellent War Capacity.
>Garrisoned Tower, Military Bunker, Military Base
>VR Training Pods: Your entire civilization is automatically trained for war from a young age, and you gain an automatic Training Action by default.

Cont. Updates will be slow at first to allow players to trickle in.
>>
Rolled 89 (1d100)

>>41188403
>Think Tank Remnants: You are the remnants or descendants of some sort of Old World scientific elements. You are precious among factions for preserving the very best of Old World technology, and being the only ones capable of actually improving upon it. You have Poor Supplies, Low Population, Average Manufacturing Capacity, Rreat Research Capability, and Very Poor War Capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility
>Old World Remnants: You have a tech specialty that you are experts at. There are few-to-none who ever could've held a candle to you in your chosen field, and that was before the Fall. You also gain 1 special, elite military unit oriented around your tech specialty.

>Survivors: You are descended from the people who survived the Apocalypse and somewhat kept your identity. Your people are regarded much like most regard cockroaches, but your tenacity and will to survive despite your lack of advantages gain you a grudging respect. You have a passing familiarity with much of the Old World due to passed on knowledge. 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)
>Cockroaches of the Apocalypse: Bonus to salvaging/scavenging, and survival-oriented actions.

Cont.
>>
Rolled 92 (1d100)

>>41188512
>Tribals: You are the descendants of those who survived the Fall, but didn't stay civilized. You have learned how to live and thrive in the less desired places of the New World. Where others would turn tail and run, you pick up your primitive weapons and fight for a living. Good Supply, High Population, Very Poor Manufacturing Capacity, Low Research Capability, Good War Capacity.
>HQs: Cave Complex. Ruins. Nomad.
>Inheritors of the Earth: You have adapted to the New World in ways higher-tech factions would never be able to. Every single member of your civilization knows the land upon which you live like the back of their hands, and all of your people are capable of going to war in emergencies. You gain bonuses to scouting and guerilla warfare actions.

>Mutants: You are descendants of the twisted creatures and people that arose from Fall warfare. Whether you were just poor saps that got hit by a mutagen bomb, or an Old World bio-experiment you bring something unusual to the table. You have Good Supplies, Low Population, Low Manufacturing Capacity, Poor Research Capability, Excellent War Capacity.
>HQs: Military Base, Research Complex, Lair
>Due to your mutant physiology you are extremely tough and hardy, immune to most diseases and poisons, and heavily resistant to radiation, but you suffer penalties to starting population and population growth. Your mutant physiology is adaptable, and you have the ability to develop multiple powerful mutations if you invest time and effort into it. You have penalties to breeding and general reputation.
>Mutable Physiology: You begin with one mutation in addition to enhanced base toughness and strength. (Make up a mutation, subject to QM approval)

Cont.
>>
Rolled 42 (1d100)

>>41188630

>Bandits: You are descended from the evil fucks who did whatever the hell they wanted during the Fall and after it. You are all at least a little bit crazed from the things you've seen or done, but you find yourselves in 'good' (see: Evil) company. There are always more bandits. You have Low Supplies, Good Population, Average Manufacturing Capacity, Low Research Capability, Very Good War Capacity.
>HQs: Prison, Military Base, Spire
>Penalty: Most of the members of your civilization are too crazed to do menial tasks such as 'farm for food to feed yourselves' or 'fetch water to drink'. You will have to steal, pillage, or use slaves to satisfy basic needs. Furthermore, you are all absolutely evil and good actions will cause extensive unrest among your population.
>What's that it's Shiny?: Your forces will automatically upgrade their equipment to the best you have over time. This process can be sped up by releasing materials or supplies to your population at large.

>Robots: You are the recently awoken remnants or descendants of robots who figured out how to break their shackles and being reproducing. You are lead by an AI and have numerous advantages over sniveling, inferior biological creatures. You have Average Supply, Low Population, Good Manufacturing Capacity, Average Research Capability, and Very Good War Capacity.
>HQs: Military Base, Research Complex, Factory.
>Penalty: Sniveling biological creatures do not appreciate their inferiority to your metal forms, and most greatly resent you for it. You must actively construct more units to increase your Civ's population, you have no passive pop growth.
>Robotic Superiority: You do not suffer the weaknesses of the flesh, and your population growth can be extremely explosive...provided you have the resources or materials.

Faction choices concluded. First to Five wins. Feel free to ask questions.

Starting area information incoming.
>>
>>41188275
>Government Remnant: You are the descendants or members of some sort of Pre-Fall Government, secreted away to carry on the torch of your civilization. Though the realities of the Post Apocalypse may've tempered your expectations. You have a Decent Supply, Decent Population, Decent Manufacturing Capacity, Decent Research Capability, and Decent War Capacity.
>>HQs, Garrisoned Tower, Government Bunker, Fortified Township
>>Jack of All Trades: You may select one specialty for your civilization to be proficient in, or you may mimic any other Civ's special ability to a limited extent.
Enclave inbound
>>
File: apoc_soldiers.jpg (36 KB, 640x402)
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The Sierran Republic

Faction Type: Government Remnants

HQ: Fortified Township

Jack of All Trades: Survivors Speciality

Fluff:
Just but a decades ago, a group of survivors stumbled upon a town almost untouched by the war. There, they found a small colony of vault dwellers displaced from their home, and carrying a great library and many undamaged relics and remnants of the Old World civilization with it. Teaching the survivors, the native inhabitants learned how to live with them, assimilating their knowledge and culture, and dwell and teaching them through books and holograms about old world principles on government, democracy, learning about history from the humble beginnings of a tiny colony surrounded by a strange new world, to the age of frontiersmen and pilgrims venturing into the wilderness to settle in dangerous lands, and a “Destined Manifestation” resultant in the growth of a nation.

Believing in these histories, and taking elements from the relics found, these people came together to form the Sierran Republic. Using the information to survive the post apocalypse from the survivors, and firmly believing in the concepts of civilization, the rule of law, and freedom handed down by the vault inheritants, their dream is to expand what they see as the righteous cause of civilization, to bring order and hope to a world bereft of it, and they will continue to do so and fight for their very survival to the last man.

>>41188783
I like the way you think as well. Also gotta pick only one of those HQ choices and specifiy which other civ type specialty we'll take.
>>
Rolled 93 (1d100)

>>41188727

Starting Area Stats

Bandits: High
Monsters: Extremely High
Zombies: Average
Factions: Above average
Resources: Average
Mystery: [Unknown]
[Unknown]: [Mystery]

I would recommend something combat-oriented, or you'll likely die quickly. There's always the chance to play cleverly an avoid this though.
>>
>>41188822
Whoa nelly, I was not prepared for this level of HOSTILE.

I might just have to go with >>41188783 if that's the case.
>>
Rolled 75 (1d100)

>>41188817
I should also mention that fluff will garner you bonuses.

>>41188783
No need to copy+paste the entire thing, just the faction type and HQ type.
>>
Rolled 61 (1d100)

>>41188874
>>41188817
Actually I'm sorry, HQ choice is not necessary at this time. You'll get more information on your HQ choices after you select a faction type.
>>
>>41188947
Ah. Alright.

Hmm, might help bump the thread with alternative choices for civs too.
>>
Rolled 49 (1d100)

>>41188962
What do you mean?
>>
>>41189003
I mean, another civ proposal/fluff thing
>>
>>41188874
My bad

The Raein

>Old World Remnants: You have a tech specialty that you are experts at. There are few-to-none who ever could've held a candle to you in your chosen field, and that was before the Fall. You also gain 1 special, elite military unit oriented around your tech specialty.

Over the years we haven't forgotten the old ways and never will, the only thing that drives us is the sole purpose to restore what has been taken away from us freedom, safety, and order. These filthy mutants, bandits and everything else that's not human will be purged sooner or later, the world is in chaos any only we can save it.
I'm not that good with this
>>
Rolled 93 (1d100)

>>41189020
Nah, I think if it doesn't take off it wasn't meant to be and I'll just do another starter another day. (Probably Thursday or tomorrow)
>>
File: Minders.jpg (533 KB, 1920x1200)
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>Mutants:
Fluff: The Minders

Relatively humanoid in size and shape, the minder mutants have developed an apt towards psionics. Although they have the semblance of a slight hivemind, or are at least able to telephatically communicate with each other, their evolution was geared toward something very specific

Every member seems to have a natural ability to be able to communicate with the various species of monsters that inhabit the wasteland, from the tiniest insecticides to the largest of beasts. By learning to refine this ability, they have discovered it is possible to not only peacefully coexist with many many monster types but, given the right amount of training and trust between a minder, use them as an advantage, to carry heavy loads, scavenge for materials, and even fight for them.

There are many different relationships being experimented on. Some focus on singular relationships with a specific creature, developing a strong bond. Others focus on being able to manipulate lots of smaller creatures, to act in swarms.

Some teams of individuals even focus on being able to speak to gigantic creatures, if at least to subconsciously convince them to walk somewhere else instead of demolishing their village.
>>
>>41188783
Second this, let's be the Enclave. But more diplomatic, if we want to screw diplomacy and kill everyone we should probably go with robots.

>Government Remnant
Specialty: tech: (power armor)
>>
>>41189105
Hmm, if we're going to take a very xenophobic stance in such a hostile territory, we had either have some good tech to back it up, or some other way to get allies.
>>
>>41189160
>>41188783
I kind of like the idea of the Enclave myself. Lemme see if I can help with some fluff.
>>
>>41189162
I was thinking of androids, power armor, and turrets for some good techs, we could try to be sleathy or secretive with our base of operations and deal with one faction at a time.
>>
File: Power Armor.jpg (199 KB, 952x800)
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>>41189160
>>41188783
>Government Remnant:
>>Jack of All Trades: Think Tank Power Armor

Fluff:
Long ago, before the Fall, our ancestors were leaders and military men, who descended deep into the earth in a great bunker.

Back then, they were preparing for a great war against an enemy they would never face, but whose weapons would still be needed many many years later.

Unlike other vaults of the civlians, they planned for the world that would come in a worst case scenario. A world plagued by radiation, anarchy, and enemy invasion by every manner of hostile vehicle and monster that could be thrown at them in the horrors of war. And so they made sure they would be prepared to exit their bunker in force, determined to save the ideals of their nation.

In their bunker they had the weapons and tools to wage war, everything from power armor to be worn by soldiers to give them increased strength, speed, and defense against a wartorn world, to towering exoskeletons, walking tanks on legs wielding massive weapons.

They planned well, in the world racked by war, there would be no oil refiners or gas stations to refuel, there would be no factories to build spare parts, or teams of scientists to invent and replace damaged weapons.

The technology they left for us, they made sure we could use. Power cores that could be recharged using solar arrays, holographic training programs teaching how to repair and replace parts, how to function in power armor, how to manage and repair their base.

A specialist team was even created, a group of people who would be handpicked and trained as elites, leaders, and scientists to oversee the entire operation.

And now. . .that day has come. And we exit our great bunker. Those who entered in are long gone, but not forgotten among our memories, but now we their descendants shall rise up and fullfil their destiny and true goal.

To restore the nation of our forebearers.
>>
Rolled 3 (1d100)

Vote tally
Government - 3 (Specialty divided)
Think Tank - 1
Mutants - 1
>>
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>>41189637
NOOOO! I was still writing! Remnant/Think Tank speciality of former university
>>
Rolled 31 (1d100)

>>41189712
Nothing's locked in yet. An option has to receive 5 votes before it's locked.
>>
>>41189724
>An option has to receive 5 votes before it's locked.
I hope more anons join in...
>>
>>41189724
Is there any point provinding a description if there is going to be one picked from all admissions?
>>
>>41189815
What do you mean by that?
>>
>>41189637
Add one more for Government.
This Specifically:
>>41188783
>>41189160
>>41189506
>>
>>41189831
Well, everyone is throwing in own admissions, providing description of the civ, but apparently there will be just a single civ in the game, right? How it will be chosen?
>>
Voting for government remnants with a specialty in power armor. let's be Enclave badasses.
>>
>>41189815
It'd be interesting to see your ideas, and even if it doesn't win they could show up as an npc faction later.

Incidentally, I wouldn't mind seeing the minders show up later. Heck, they might be a better starting option, but changing my vote now would just slow things down.
>>
Rolled 68 (1d100)

>>41189815
Fluff will add flavor to the basic archetype of your civ. It will also influence your starting equipment, training, and other background/behind-the-scenes things.

For example this fluff: >>41189506
Would net you a well-rounded Government Remnant with an increase in its military capacity. In addition to your power armor specialty you would have an expanded armory and all of your equipment would be oriented towards self-sustaining.
>>
>>41189936
Can I ask why you are constantly rolling a dice 100?
>>
>>41189931
Then there is no point giving an admission at all for me.
Sorry, I don't like when my stuff is used as a crutch for everyone around, because as NPCs this faction is dead meat.
No fortified university for you.

Have fun anyway with doing rehash of Enclave. I will keep the idea for a builder, maybe somoene will create one in the future
>>
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>>41190081
Sorry Joiner, the tribe has spoken...
>>
Rolled 8 (1d100)

>>41189989
Various reasons. Formative area events, tech levels of surrounding factions, monster mutations, various other reasons.
>>
>>41190131
awesome, do you have some pdf or doc with all the info and stats your using for this civ?
>>
>>41188817
Not!Desert Rangers, to the point of outright using picture
>>41189129
Not!Phoners
>>41189506
Not!BoS
>>41190081
Not!Cyclops & University of Corvallis

Gee, people, you are so creative!
>>
>>41190161
How about instead of complaining, you make your own civ idea?
>>
>>41190161
Enclave civ inbound bitch!
>>
Rolled 54 (1d100)

>>41190152
The statblock will be generated and posted once a faction archetype, HQ, and homeground/terrain are chosen. Info and such will be kept strictly in-character so if you're interested you'll have to dig into the lore of the world as a faction.
>>
>>41190242
This

Also - all this min-maxing. It's a game for munchkins or normal people can join too?
>>
>>41190273
Understood, loving the idea so far btw.
>>
>>41190273
Why are you even trying to pretend it's anything else than Enclave/BoS fighting with raiders, mutants and rogue AI is the main villain behind it all?
>>
>>41190352
And since I've just said that - nice keeping up the "great mystery" when it's already spelled before the game even started
>>
Rolled 2 (1d100)

Vote Tally
>Government - 5 (Specialty: Power Armor)
>[LOCKED]
Think Tank - 2
Mutants - 1

Please Select 1 HQ

>Fortified Township
++Population
+Defense
+Farms, Water Source
- Supplies
- Highly Visible

>Government Bunker
++Defense
+Supplies
+Self-Sustaining
+Hidden or Fortified (Pick One)
- - Population
- Most space occupied

>Garrisoned Tower
++Manufacturing
++Supplies
-Defense
-Visible

Would you like to accept this fluff? : >>41189506
>>
>>41190388
Maybe it's not about the mystery, and more about the journey...
>>
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>>41190352
>>41190388
You sound like more of a little bitch every post you make.
>>
Rolled 74 (1d100)

>>41190352
>>41190388
Oh my good sir you underestimate what terrors a 90 monsters has spawned.
>>
>>41190474
>Government Bunker
Hidden
we can fortified it later
>>
Rolled 19 (1d100)

>>41190474
First to 5 wins, by the way.
>>
>>41190474
My votes for government bunker that's fortified. And the fluff that was previously given is fine.
>>
>>41190474
>Government Bunker

Gonna make expanding a bitch, but it's probably our best chance to survive
>>
>>41190588
We can expand into the surrounding area if need be, and possibly "commandeer" other settlements.
>>
>>41190161
>Gee, people, you are so creative!

This is a post apoc civ quest, not a salt quest.
>>
>>41190588
Oh and
>hidden
>>
>>41190623
So it's ok to rehash the most basic ideas possible ad infinitum? Seriously, the only one not outright geared to be "the cool guys" was the one from Postman. Assuming it wouldn't end up with playing god with/as AI
>>
>>41190588
We can build outposts or control other ares, the bunker will be our command center.
>>
Rolled 52 (1d100)

Vote Tally
Government Bunker (Hidden) - 2
Government Bunker (Fortified) - 1
>>
>>41190161
I don't even know what a phoner is. . .
>>
>>41190474
>Government Bunker
>Hidden
>Fluff Accepted
>>
>>41190753
Changing my vote to hidden instead of fortified, let's get this show on the road.
>>
>>41190808
Seconded
>>
>>41190753
Hidden
>>
Rolled 43 (1d100)

>>41190474
Vote Tally
>Government Bunker (Hidden) - 5
>[LOCKED]

>Fluff
>[ACCEPTED]
If anyone protests this, speak now or forever hold your peace.

Please choose a Homeground and Terrain.

Choose Homeground

Examples for Homeground below. All actions undertaken within your homeground will have bonuses given to them.

Urban: Start in the middle of a city, no reliable food sources around. Increased bandits, factions, zombies, resources.

Rural: Start in undeveloped country with a small farm already set up, decreased zombies, bandits, monsters, salvage.

Desert: Start with no immediately detectable sources of water or food nearby. Deserts were popular places for scientific and military bases though, and you'll certainly have plenty of space to build.

Forest: Start with nearby wild food sources and plentiful sources of lumber. Substantially increased monsters, mildly increased salvage.

Island: Start in relative safety, fish are plentiful but toxic without effort, few nearby locations. Substantially decreased zombies, bandits, decreased monsters.

Military Base: Start inside a large military complex, the bunker you have taken over includes a small nuclear generator, armory, stockpile of ammunition/survival supplies, and some intel on the base and terrain at large. The base is an attractive target for raiding though. Greatly increased bandits and salvage.

Science Lab: Start with extensive hidden underground complex, scientific supplies and equipment to speed research, and experimental power generators, but dangerous things lurking in some deeper labs. Increased scientific monstrosities.

Vault: Start inside part of a large, self sufficient underground complex. Your node is self-sufficient but poorly fortified, and you don't have much room to expand. Furthermore the Vault is not entirely inhabited, and the things that live underground have started to creep in... Increased factions, monsters, decreased bandits.

Write-In whatever you can think of.
>>
>>41190945
Military Base, obviously.
>>
>>41190884
>Hidden

This.
>>
>>41190945
Rural, because I like food and less monsters.
>>
>>41190945

Your selected Homeground is contained inside your selected Terrain. Terrain determines general climate and weather behavior, as well as having various other influences. You do not receive bonuses for operating in your terrain. You do not receive penalties for operating in your terrain either, as your civilization's members are assumed to have grown accustomed to its idiosyncrasies.

Examples for Terrain below.

Tundra
Mountains
Plains
Canyon
Desert
Megacity
Jungle
Forest
River Valley
[Write In]
Etc.

Feel free to come up with your own terrain. Various Terrains and Homegrounds can be hybridized, but be aware that there may be unexpected interactions.

Fluff for homegrounds, faction, or terrains will all be handily rewarded.

I would strongly suggest you NOT pick anything that will increase monsters much in your starting area. Certain areas will be harder to survive in than others. Play to your strengths.
>>
>>41190945
I vote Forest, a temperate one to be precise. Let's also have it be a few days walk away from a very large urban city, maybe Philadelphia or something.
>>
Rolled 67 (1d100)

>>41190993
My dice!
>>
>>41190945
>Science Lab: Start with extensive hidden underground complex, scientific supplies and equipment to speed research, and experimental power generators, but dangerous things lurking in some deeper labs. Increased scientific monstrosities.
We will eventually gain back control of the monsters, for the name of science anons!
>>
>>41191016
Nvm, change my vote to science lab. With the extensive underground facilities we could possibly expand and grow our base. And for terrain could the lab be based in a forest?
>>
Science lab, on an island.
>>
>>41191051
>>41191046
>>41191016
I agree with science lab
>>
>>41191104
>I agree with science lab

But not the Island? Island is sounding pretty sweet.

>>41190945
>Island: Start in relative safety, fish are plentiful but toxic without effort, few nearby locations. Substantially decreased zombies, bandits, decreased monsters.
>>41190993
>I would strongly suggest you NOT pick anything that will increase monsters much in your starting area.
>>
>>41190993
Island
>>
>>41190945
>Island
>>
How many total people do we have in this thread right now, we need some way to track names. Anon's could make temporary names or something.
>>
>>41191216
>How many total people do we have in this thread right now, we need some way to track names. Anon's could make temporary names or something.

There's some kind of namefag hate here on /tg/ sometimes. I don't really understand it.
>>
Rolled 37 (1d100)

>>41190993
>Homeground
>Science Lab - 6
>[LOCKED]
Military Base - 1
Rural - 1

>Terrain
Forest - 1
Island - 3

>>41191216
Anons may remain anon or choose names as they desire, it's 4chan.
>>
>>41191255
Yeah, I know. just makes it easier to know people and what not.
>>
>>41191259
>Forest - 1
>Island - 3

Would merging those have an ill effect? Could the island be forested? Or would that raise the danger level in the starting area?
>>
>>41191259
I vote to merge!
>>
>>41191300
Forests/Jungles always mean more monsters.
And monsters are already incredibly high.

I wanted to go rural to mitigate that, and I'm worried about our choice with science lab as is.
>>
>>41191300
>>41191324
Yeah and considering what happened last time I'd really like to avoid forested areas.
>>
Rolled 33 (1d100)

>>41191300
The island could be forested if you'd like and the necessary votes are acquired, but it would raise/lower the danger accordingly. An Island/Forest hybrid would have less zombies and bandits, but increased monsters.

Due to it being your terrain rather than homeground you wouldn't feel the effects as significantly immediately, but it would influence things nonetheless.
>>
>>41191349
>Yeah and considering what happened last time I'd really like to avoid forested areas

What happened last time (give me the short version)
>>
>>41191255
sure, taking a name.

Maybe we could try a mountain/island hybrid for terrain? Like have a mountain in the middle of the island, bulk of the research lab is built into the side of the mountain
>>
>>41191409
>What happened last time (give me the short version)

Lots of monsters. I think the way Strelok described it was "Dear. Fucking. God."
>>
>>41191379
We could concentrate on controlling the monsters
>>
>>41191438
We could.

The best thing to do in this game is stay optimistic and try your best to roll with punches. Aim high but shoot straight.
>>
>>41191438
Agreeing with this, hide in the bunker and focus on tech/power armor so we can control the monsters and use them to conquer the wastes.
>>
Rolled 46 (1d100)

>>41191409
The players chose to be a militant survivor faction in a forest/megacity hybrid despite starting monsters having been high already. They had a series of unfortunate events occur, then great breakthroughs, then more unfortunate events.

Then they had a poor plan at a worse time, drew the attention of an Elder God-esque monster, and their civilization crumbled due to a combination of madness, being poisoned by the god-monster's presence, and being overrun by monsters.
>>
>>41191427
>Maybe we could try a mountain/island hybrid for terrain? Like have a mountain in the middle of the island, bulk of the research lab is built into the side of the mountain

I'd go for that. Or even a Island tundra (Providing that tundra's are low monster/zombie)
>>
>>41191461
Sounds like an average Tuesday...
>>
>>41191461
Admittedly that's only detailing the bad stuff, we did many good things and were on the cusp of some serious growth too.

Sadly we still died.

>>41191427
This isn't a bad idea actually, I like it.
>>
>>41191461
>The players chose to be a militant survivor faction in a forest/megacity hybrid despite starting monsters having been high already. They had a series of unfortunate events occur, then great breakthroughs, then more unfortunate events.
>Then they had a poor plan at a worse time, drew the attention of an Elder God-esque monster, and their civilization crumbled due to a combination of madness, being poisoned by the god-monster's presence, and being overrun by monsters.

Ok. So worst-case scenario.

Got it.
>>
Rolled 34 (1d100)

>>41191467
Tundras do indeed have reduced numbers of monsters and zombies, increased resources and greatly increased environmental difficulties.
>>
>>41191501
>Tundras do indeed have reduced numbers of monsters and zombies, increased resources and greatly increased environmental difficulties.


Anyone up for an Tundra Mountain range, set on an island?
>>
>>41191461
Well geez, when you say it like that it sounds ridiculous.

I mean, that's pretty much exactly how it went down, but still.
>>
>>41191512
Sure, honestly we're 100 posts in and I'm ready to start the game.
>>
>>41191512
Sounds good to me.
>>
>>41191512
I'm down.
>>
Rolled 21 (1d100)

>>41191461
Vote Tally
>Homeground
>Science Lab
>[LOCKED]

>Terrain
Forest - 1
Island - 3
Mountainous Island - 1
Tundra Island - 1
Mountainous Tundra Island - 4?
>>
>>41191512
Works for me. Anyone want to fluff it?
>>
>>41191609
Sounds good, mountainous tundra island science lab!
>>
>>41191630
Isn't that OP's job?
>>
>>41191630
What the island itself?

Hrmm. That seems more in the GM's prerogative, I can start by saying that this island was specifically chosen as our nations secure location to house important officials and other items they wished to protect, being located in an isolated area. and mountain ideal for defense against nuclear strike.

With a fresh water source and geothermal from a dormant volcano.
>>
>>41191672

>>41190993
>Fluff for homegrounds, faction, or terrains will all be handily rewarded.
>>
>>41191679
>I can start by saying that this island was specifically chosen as our nations secure location to house important officials and other items they wished to protect, being located in an isolated area. and mountain ideal for defense against nuclear strike.
>With a fresh water source and geothermal from a dormant volcano.

that's a nice touch.
>>
The surface of the island is mostly covered in sheer rock face and desolate tundra. There is one area directly above the entrance to the bunker itself, it was built for the pre-apocalyptic staff who stayed here. It consists of housing units and recreational areas. The entrance to the bunker is located behind a man-made boulder that can slide open when the correct password is put into a hidden control panel built into the mountain side. The bunker itself expands into the mountain and underneath it.
>>
Rolled 6 (1d100)

>>41191609
>Homeground
>Science Lab
[LOCKED]

>Terrain
>Freezing Mountainous Island
[LOCKED]

Generation beginning now, you may fluff the area if you like (for bonuses) or leave it empty. This offer is open for the first few threads, but don't wait too long.

>>41191672
If someone has an idea and they feel like providing it then they are free to do so. Provided it is accepted by anons at large I will provide bonuses based on quality and incorporate it into the worldgen.

It is important to note, when writing your story, that no one knows exactly how The Fall went down.
>>
>>41191868
The island has been largely uninhabited for generations. During the fall, there was no information given to those who stayed here. The generations before were able to clouds after the bombs fell. Fallout hit the land soon after, luckily we had enough time to take cover in the bunker. The population consisted of part scientists, maintenance staff, and some security guards.

Anyone want to add fluff to this, or maybe they have some different stories? It's all open to interpretation.
>>
>>41191868
>Generation beginning now, you may fluff the area if you like (for bonuses) or leave it empty.

Near the entrance to one of the side tunnels, is a small fishing cabin. Long covered over in ice and snow, it's thick walls are indistinguishable from the mountain itself. Inside the cabin, is a fishing area, where crab traps, can be lowered and raised. Just inside the tunnel is a room where food my be cleaned and de-toxified. This handy perk, greatly increases our ability to provide food to the lab workers.

Near the abandoned heli-pad on one of the mountains many plateaus, is a small green house, thermally heated from the mountain's core, and able to be used to grow a variety of fresh vegetables.
>>
>>41191868
So, how do we start playing?
>>
>>41191960
>The island has been largely uninhabited for generations. During the fall, there was no information given to those who stayed here. The generations before were able to clouds after the bombs fell. Fallout hit the land soon after, luckily we had enough time to take cover in the bunker. The population consisted of part scientists, maintenance staff, and some security guards.

The Staff was kept in shape by the addition of a gym, and a rec room.
>>
>>41191868
>>41191679
Krakens Roost. That was the name of the island complex.

In truth, while our base was built for the priority VIP's. . .the island is much larger than just that.

The Island is several distances away from the mainland, and is just big enough to build on but small enough to be insignificant compared to the other mountainous islands in this cold part of the world. That made it an ideal location for a lot of other things our government wanted to hide. The mountain not only makes an excellent cover and defense against nuclear strikes, but an effective concealment for underground bunkers such as our own or the great government research facility built above

It is not the only government research facility, certainly not the most famous, but the island housed whatever our nation valued as top priority and to be secure against all costs
If our bunker is anything to go by, it secured people like us, as well as seeds of many different variety to be planted (though not particularly in such cold terrain)

Whatever part of the facilities above ground are designed to be concealed via contouring around the rocks, and to be difficult to see from air or sea, though there's no hiding it to anyone on the island. Even so, they mostly appear to be innocuous bunkers, revealing of the large and grandiose faculties below.

Few of us know what became of it. Our ancestors lost contact with the rest of the facility after a few years, and our sealing protocols did not allow them to go out and check what happened

What we do know is this.

We were not the only ones to be be brought and secured on this island. A great many others were flown in here, scientists, the wealthy elite, and any manner of individuals who had the influence in the government to hide not only themselves, but whatever projects they wished to hide here.

If what our ancestors said was true. . .this island is a national vault for every manner of government project, wealthy possession, and much much more.
>>
>>41192000
And the scientists continued to work on ways to resist radiation, effectively finding that the proper combination of chemicals could combat the effects of the slight radiation on the surface for 12 hour periods. The only downside is that the effects of the drug become less potent overtime, as the body can be flooded with the chemicals. It requires a few days before the body flushes all of the anti-radiation chemicals from the body.
>>
Rolled 80 (1d100)

>>41191993
Give me a moment, I'm building a tailor-made hellish post-apocalyptic area with a science lab from scratch. This ain't easy.
>>
>>41192024
Ooh, I like this.
>>
>>41192024
This, this is good.

>>41192049

No rush man, just wondering.
>>
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>>41191868
Reporting in! Just in time to botch turn 1!
>>41192024
This /feels/ right
>>
>>41192077
>This, this is good.

Hell yes it is. I think we picked a good start.
>>
>>41191679
>>41191832
Hmm. How about something like:

>A desolate volcanic rock in the northern oceans, Anon Island (placeholder name) had been devoid of human presence until the end of the world. In the increasing paranoia of the pre-Apocalypse years, it was one of several locations chosen as strongholds for key government personel. In the event of catastrophe, their mission was to survive, make contact with the other remnants, and ensure the survival of the Derpland (placeholder) way of life.

>The catastrophe came.

>Anons survived.

>They never heard from the others.

>Now, countless years afterwards, Anon Island continues to survive. It is becoming apparent to them that, if Derpland is to rise again, they will have to build it themselves.

I can't come up with names to save my life, so someone please think of some better ones.
>>
>>41192049
And now 4chan has eaten my stat block.
>>
Anon Island=Kalogiros
Derpland= Kalogirian
>>
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>>41192206
>>
>>41192024
This is some good fluff right here
>>
Rolled 65 (1d100)

>>41191868

>...Warning.
>Anomaly detected in Sub basement 89-H
>Processing...
>...
>ALERT!
>[REDACTED] CONTAINMENT BREACHED.
>ACTIVATING FAILSAFES.
>FACILITIES COMING ONLINE.

And so your members awoke from their frigid stasis bays, to be greeted by the blaring of klaxons and the orange flashes of rotating emergency lights.
>>
Rolled 43 (1d100)

>>41192347

"What the fuck is going on here? How long have we been down and why is the emergency drill on?"

"Beats me boss. Chronometers on the pods are all broken. Doesn't look like it was done on purpose either, looks like the LEDS just went out from age and wear."

"Well shit. Get that fucking siren turned off already and see what you can bring online."

>What do?
>Turn 1
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice
>>Resource Points: 5
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Shaky
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: [Unknown] Housing Unit, Medical Bay, Centralized Power Hub, Biofuel Generator, Adv Containment Unit, Stasis Bays, Security Station Armory.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Shotguns.
>>>>Armor: Armored Vest, G Full Body Armor (limited).
>>>>communications: Comnet(limited).
>>>>Materials: Supply 5, Scientific Supply 3.
>>
>>41192476
>>>>H. Your choice
Status report, find out what we have left!
>>
Rolled 78 (1d100)

>>41192476
You have 2 basic actions per turn to dedicate to whatever you want to get done. Using them both on the same thing provides bonuses.

Please roll 1d100 with each post. Dice pool is best of three for a given action.

Format for actions is as follows.

>Basic 1
(whatever you want to do)

>Basic 2
(whatever you want to do)
>>
Rolled 68 (1d100)

>>41192507
>>41192476
General status report, diagnostic, sending out engineers with security detail to find out why things are suddenly. . .blaring.
>>
Rolled 30 (1d100)

>>41192522
Basic 1
>>41192524
>>41192507

Basic 2
Ready our Elite Unit of Power Armor Officers (Jack of All Trades - Think Tank), they'll help us through this bout of chaos
>>
Rolled 68, 63 = 131 (2d100)

>>41192522
Focus on status and condition of bunker
>>
Rolled 68 (1d100)

>>41192524
>General status report, diagnostic, sending out engineers with security detail to find out why things are suddenly. . .blaring.

Second
>>
Rolled 5 (1d100)

>>41192476

>>>>F. Explore in a direction/something (May explore your own base) We're going to look for the containment breach
>>
Rolled 98 (1d100)

>>41192522
General status report
>>
Rolled 6 (1d100)

>>41192553
Did we lock in think tank as our specialty yet? Also fuck yeah, Power Armor Officers
>>
Rolled 34 (1d100)

>Basic 1
Status Report! Now!
[LOCKED]
>Basic 2
Undecided.
>>
Rolled 24 (1d100)

>>41192600
Make sure bunker is secure.
>>
Rolled 74 (1d100)

>>41192600
>>Basic 2
>Undecided.

Inventory, Let's find out our exact supplies.
>>
Rolled 37 (1d100)

>>41192600
Secure Bunker.
>>
Rolled 57 (1d100)

>>41192624
>>41192670
Vote
>>
Rolled 48 (1d100)

>>41192624
>>41192670
>>41192694
Secure the bunker
>>
Friend of OP here. Capcha is being a bitch right now, please hold.
>>
Friend of OP here. These are the new info.

>Turn 2
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice
>>Resource Points: 4
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Shaky
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: [Unknown] Housing Unit, Medical Bay, Centralized Power Hub, Biofuel Generator, Adv Containment Unit, (Fortified) Stasis Bays, Security Station Armory.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Shotguns.
>>>>Armor: Armored Vest, G Full Body Armor (limited).
>>>>communications: Comnet(limited). Bunker Map.
>>>>Materials: Supply 5, Scientific Supply 3.

Due to technicall difficulties, the game will continue tommorow at 6 CST.

Feel free to keep the thread bumped, it's easier that way, otherwise new thread tommorow at said time.
>>
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>>41193349
Bump
>>
7 hours
4 players
2 turns

Pathetic
>>
>>41190242
Oh, let's see...

Megacorp Remnant
Private Bunker
Using all existing facilities and resources for great profit - after all their small medical bay is still better than nothing and their lovely "hotel" is one of few places where one can sleep tight without being afraid of anything. And there is even a small cinema! There is a very high entry fee and strict no weapons ban in the vicinity (with stripping everyone bare upon entering), while a lot of people are highly motivated and paid even more to defend this small paradise. In the same time those trifty capitalists established themselves as trading centre of the area, so a shitload of goods travells through them and many of them stay. And since they can afford that, they can always get some people to repair, build or re-invent stuff for them.

Military Remnant
Military Base
Small, military outpost that was in the middle of nowhere, so nobody had any reason to attack or try to loot it in early years. Since it was just a batallion inside, now there are two and a half companies of men left. And half of them are over 50. Since they are well-armed, relatively well-trained and definitely well-organise, they've turned surrounding areas into their protectorate, meaning trading their services as guards with local population. But there is just so many of them, so covering anything bigger than a medium-sized county would stretch them to the breaking point. So far their main advantage is having military-grade vehicles running on bio-diesel, but they can only repair them, not build new ones.

>TBC
>>
>>41190242
>>41196726
>Continuing

Government Remnant
Fortified Township
Speciality of Survivors
A small township within the ruins of old, much bigger, old down. Walls back from medieval times are again very useful, even if they never were anything spectacular. The nearest vicintiy of the town is a scravange area for inhabitants and there are always bands of squatters around. Most of the buildings outside of the walls are methodically demolished around main routes to stop some of the ambushes and there are outposts on higher buildings around town. The town is running with relatively normal life, with at least some of the infrastructure in working condition and and functional government. Town-guards double as police and army, but if they go outside, there will be not enough defenders left. The big secret is the sewer system, that allows for easy and undetectable movement throughout area, while most of the hatches being sealed from the inside. Most...

Survivors
Nomad
Staying alive is staying on foot. There are no safe havens left and there is no places to hide. Either we run or we die. At least that's what this group is thinking. There is barely any difference between them and common bandits, since they are not above attacking other groups, stealing, looting and pillage. There is only their group and their survival. Whoever can't protect themselves, doesn't deserve to keep anything or even live. They are barely armed when it comes to actual gear, but they use surprise for their advantage and extensive scouting, so then every shot counts.

>TBC
>>
>>41190242
>>41196804
Think Tank Remnant
Research Facility
Originally the field facility of Agriculture University, those people know the most how important it is to apply knowledge and science to grow food in new, hostile world. They are few and weak, but they have enough food to pay off guards and gain support of the locals. Especially since they have "doctors" - it's always better to have trained vets than no medical care at all. Since they've got access to excess grain and most importantly - they still can breed and feed some animals - they can provide not only meat, but also fuel, be it alcohol or methane. Hell, their own facility is powered by methane generator. It pays to have a degree in Agriculture and Husbandry

Bandits
Military Base
This is what happens when you have save haven organised by military unit too small to keep order - you get over-run from inside by "refugees". Now all the former garrison is turned into raider's den. Abundant ammunition made them masters of their turf, going mercilessly through local population, looting, stealing, raping and killing. Usually in that order. But there is barely anything left to steal arround, so it's time to look for new targets. Since they are mostly using their numbers and zero training, the waste of bullets is also considerable, so few big skirmishes and the supply will run dry. Atmosphere is tense, at least at the top of the gang. The rest of the punks still don't know they are on a verge of collapse.

>TBC
>>
>>41190242
>>41196854
Mutants
Research Complex
Originally intended as "fast way to adopt", a series of experiments, tests and morally-dubious acts were performed by the stuff members. Experimentation on fetuses, impregnation with selected embryos, then further modifications... It went out of hand pretty quick. After roughtly 30 years, there are barely any pure humans left within the coplex. Not all mutations and alternations were successful - especially with firsts "generations", where not all procedures were mastered. And not all were successful later, since resourcess and trained manpower are constantly going low. Actually, there is no skilled manpower anymore, so all what's left is hoping the pregnant will stop breed abominations and little monsters, or the complex will be completely void of life. Since the facility was originally a restricted area and a well-known genetic lab, nobody bothered to check it out - what is there to steal aside of few test tubes?

Robots
Factory
Originally a field repair shop, designated for automation repair of military vehicles and drones. All orders for the local rudimentry AI were sent - meaning it's currently constantly on war repair programme. It means active sending scout units to find any damaged vehicles and drones, bring back, repair and... wait for further instructions. The system is fully operational and with steadily increasing capabilities of defence, but replacement parts won't last forever. And since that supply order is pending for last 40 years, it's time to search other such shops for more resources. Any non-member of the military that build this shop will be treated as enemy, just like all civilians unable to prove they are citizens. On the other hand, the AI is perfectly fine with repairs for encountered military personel of right affiction, done for free. And there is this park of units ready to be used when proper authorisation is given or logistic order is sent...
>>
>>41190242

So I think those are pretty much ok and not gamey at all, while not being rip-offs or blatant plagiarism. Not exactly original, but there is only this much you can do with pre-existing setting and pre-existing templates instead of running Fallout: Civ Thread

>>41196726
>>41196804
>>41196854
>>41196922
>>
>>41195619
More like 6 maybe more
>>41193349
Should of set up a twitter, this had so much potential.
>>
>>41196930
Oh, I forgot about tribals

Tribals
Cave Complex
Surely, there is no better place than hide under a mountain. Even if there is no bunker out there. Especially when you are on a field trip with a class. You just keep repeating the kids one day knights from under that mountain will come and help them go back home. But what if knights won't come? Well, invent new lies. Surely those kids never saw all those films you did when back in college...
A third generation of Mountain Tribe, descendants of what originally was a trip to national park. Knowledge of the Old World is now myth. Since the caves they live around are in the middle of what was originally a national park, they hardly even know there was any civilisation or old world. Just hunting grounds in the dry, semi-dead wood. And monsters that come at night to kiddnap weak.
>>
>>41195619
>>41197012
Hah. These games are like freight trains, slow to start, but when they pick up speed, they pick up speed.

And at least there's the old guard to keep things alive.
>>
>>41196930
You know you don't actually have to follow the exact templates per say.

This game is designed to be highly flexible toward fluff.

Instead of choosing any of those templates, you are entirely free to fluff up just about anything as long as it looks like it makes sense in light of the setting, and OP can categorize which of these civs it fits into.

Also while like a few of your concepts, a lot of them are kind of generic and some are just redescriptions of what the categories already are. . .

Here's a list of some-other civ concepts we've done before, albeit under a different OP for the same setting.

http://suptg.thisisnotatrueending.com/archive.html?tags=hivemind

---

And yes, this system is indeed, inspired by the Fallout setting, heavily in fact.
>>
>>41196930
You don't actually give a physical or cultural description of the mutants or even really specify a specific mutation or ability.
>>
>>41198290
The point here was to quickly come up with non-BoS factions on a fly, not to write lenghtly fluff, so you can waste it later on NPCs

If it's then Fallout-esque, then godspeed and I hope the civ will die soon and horribly.
>Nobody wants to have A Boy And His Dog settings
>Nobody wants to have old Mad Max settings
>Nobody wants to have Postman settings
>Nobody wants to have Twilight Cold-War-getting-hot settings
>Nobody wants to have Neuroshima settings
It's like you hate concept of post-apo somewhere deep down

>>41198371
Environmental Adaptability
Happy?
>>
>>41198451


>Nobody wants to have A Boy And His Dog settings
>Nobody wants to have old Mad Max settings
>Nobody wants to have Postman settings
>Nobody wants to have Twilight Cold-War-getting-hot settings
>Nobody wants to have Neuroshima settings
You literally can fluff a civ based on these settings too at any time. We have had a mad max type civ before.

>>41198451
>Environmental Adaptability
All mutants have that, it's why they're the only ones who can survive in a wasteland terrain (a specific terrain which the human civ type cannot survive or start in). . .that is not even really unique.

Now, the ability to turn into Ice in a Tundra terrain, or survive and release lava from their bodies onto enemies in a Volcanic terrain, or burrow through the earth with razor sharp claws in a mountainous terrain, or spew hot plasma in an irradiated wasteland terrain, then you're getting more specific with the environmental adaptation mutation.

Or if you really want it to be Enviro Adaptation, knock it up 11 notches to where they are highly capable of evolving rapidly in the face of new and dangerous enviornments, giving them flexibility for us to evolve later. A good example where the Splicer mutant civ, who were capable of grafting any mutagen samples from other mutants or labs and evolving themselves, becoming very powerful after taking in so many different mutations.
>>
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Why so much hate on this civ, the enclave inspired faction sounds like fun and aren't we here to have fun?
>>
>>41198618
Maybe because we had similar threads with similar civ already twice in past moth?
Variety is the spice of life, while inbreeding the same thing over and over ends with drooling morons
>>
>>41198618
I agree.

Speaking of, I don't think Strelok has given us our civ Hero yet, actually we seem to have skipped that part. This is a good chance to fluff our civ leader, or maybe even some of our officers.

I like to think we refer to him as the President, while all the other officers are given big and hefty titles.
Security Officer - Secretary of War
Chief Medical Officer - Surgeon General
Inventory Officer - Secretary of Treasury
>>
>>41198650
Hey, not our fault others have done it before and that's pretty meta. I don't even pay attention to other civs, this is the only I even bother to play.
>>
>>41198670
>. I don't even pay attention to other civs, this is the only I even bother to play.

Mind if I ask why? Just a preference? Or is there something you like about the post-apos, and hate about the other civs?
>>
>>41198560
If you fluff something from diametrically different settings into another setting, it ends with clusterfuck
>Inb4 B-but that's all post-apo!
And you are an idiot then

>>41198560
>Opening description of civ
>Start of the game
>Here, pick this OP gadget of yours!
This is why the idea of running Not!Enclave is pure bullshit
>>
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>>41198560
>You can fluff whatever you want, outside the templates!
>Hey! You are not following a template!
>>
>>41198650
Ehh, didn't participate in the past post civs, but I do remember one being high tech raiders so there's that. Maybe last GM did a shit job with the civ, maybe you should make a thread and specifically say no fallout theme factions instead of bitching about it, we heard you once already stop shitposting.
>>
>>41198670
It's your fault you are playing this, thus supporting the inbreeding circle.
>Playing meta
>Ever
Kill yourself. The sole fact that Strelok gave you stats showing how dangerous the world will be was a fucking mega-meta on munchkin tier, because it killed any other concepts than just doing Not!Enclave, since everyone now knows firepower is a must
>>
>>41198684
More of habit really, I have nothing against those other civs, this is just the one I've been playing for a long time and it's hard to get into the others. I have played other non post-apoc civs before though, though that was several years ago.

>>41198696
>Here, pick this OP gadget of yours!
>Every interesting ability is OP
Oh I see, you just don't like fun.

Those abilities aren't OP compared to some of the shit we've had to face with before, believe me there are a ton of other factions and creatures and things out there that could wreck us.
>>
>>41198656
For hero I vote for a scientific engineer to boost up productivity of power weapons and armor.
>>
>>41198752
>Every interesting
>OP
Pick one.

Because if having no-sells/powerful weapons/extremely useful gadgets is what you call interesting, then I've got a clue for you - you da powah-gamer, Harr.
>>
>>41198720
>>Hey! You are not following a template!
Literally not ever been said. I don't know where you're getting that.

>>41198748
Well, that's the dice gods for ya. They have screwed us over in the past.
>>
>>41198748
There was an anon who chose enclave before Strelok posted the stats.
>>
>>41198777
From your post. In the very same post you are first talking how everything can be fluffed and then, TO THE SAME PERSON, bitch how he's not following a template for mutants
And dice gods should be secret, to avoid fucking meta.

It's like all participants are meta- and power-gamers
>>
>>41198789
And then everyone followed, so what does it prove?
>>
>>41198773
>Power gamer
Hah, we still get our shit wrecked, power gaming or not. It's a fight to survive no matter what.

>>41198758
Not a bad idea, would help us process any new tech we discover and help fix problems we're bound to face tech wise.
>>
>>41198794
>bitch how he's not following a template for mutants
No, I was complaining that they were very generic mutants with nothing really interesting to them.

They're entirely a legal choice yes, but they don't get my vote because that's kinda boring.
>>
The reason I chose Enclave was I like the idead of being pro human and figured we needed high power weapons and armor since there's more mutants and monster than humans.
>>41198807
Also help research a way to control or kill easily the monster in the labs and outside.
>>
>>41198752
Please explain us all how the fuck starting with extremely powerful bonus makes civ game more fun.
Because I hardly see fun when challenge is removed and you just stream-roll over everything
>>
>>41198832
Maybe that was his running platform for prez.

"Vote Tannery, he'll fix everything!"
>>
>>41198823
>Unless it's on fire and explodes, it's not fun
Okay...
>>
>>41198852
I think you fail to recognize how extremely challenging these games can be. You have no idea how powerful the enemies and the very terrain can be do you.

Last civ got fucked over because a couple of idiots voted to have our heroes charge a literal eldritch abomination resulting in them all dying. Might I add, nat100 tier heroes with hugely powerful abilities and boosts.
>>
>>41198864
Pretty much. Now, you can either leave and play some other civ, or join in the actual discussion.
>>
>>41198871
>You have no idea how powerful the enemies and the very terrain can be do you.
It's posted by fucking OP, before you even decided which type of civ you will be running
>>
>>41198885
The stats only give the amount and type of enemies we are likely to face. They don't even remotely encompass what the OP has in store for us, how powerful or what kind of creatures they are, or what he'll throw at us before the game even begins. They're just there for us to psuedo-plan a gamestyle.

Got lots of survivors? Plan a corps and sell cool weapons or supplies. Plenty of bandits? We made a police civ so we could fight them.
>>
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>>41198912
>It's not meta
>But it is
>>
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>>41198912
You tell him anon.
>>
>>41198871
R.I.P. High Haven
R.I.P. the Boss

I can't believe you guys managed to get 400 people infected with MAD.
>>
>>41198921
You're still on about that?
My complaint wasn't about meta in a civ game. That's expected.

My complaint was that you were bringing in meta about /other/ civ games which have nothing to do with this. Who cares if others have done enclave civs, I don't because I don't pay attention to them.
>>
>>41198934
ugh, don't remind me. We were so close to getting our shit in order too. We would have been hiring those sexy robots to manufacture weapons for us from our vast scavenged supplies.
>>
>>41198950
>It's expected to play meta
Maybe by meta-players
>>
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>>41198950
So, let's get it straight. You don't care about other civs doing the same shit as you, but you are perfectly ok by doing the same type of meta they did?
>>
>>41198758
>>41198856
>Implying his campaign motto isn't "Trust me, I'm an Engineer"

https://www.youtube.com/watch?v=rp8hvyjZWHs
>>
>>41199053
Considering I don't know how those other civs played, yeah I could care less.

>>41199058
I support this.
>>
>>41198752
>More of habit really, I have nothing against those other civs, this is just the one I've been playing for a long time and it's hard to get into the others. I have played other non post-apoc civs before though, though that was several years ago.


Thanks for answering.

The other post-apo civs you played, were they similar to this one? Or profoundly different? Was they all the same concept basically? Or was each unique?

(Not trying to derail OP's thread, sorry)
>>
>>41199109
Have a look yourself.
http://suptg.thisisnotatrueending.com/archive.html?tags=hivemind

A couple are missing here and there, here's a more encompassing view.

https://docs.google.com/document/d/1ufBecUILGaUawnuV62JSrMBHDdhisZF1VqIP1wr90T4/edit?usp=sharing

The OP isn't Strelok, but he's the one who helped engineer the system.
>>
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>>41199058
A leader we can all get behind.
>>
>>41199143

Thx m8.

There's a lot of stuff there.
>>
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>Such good idea for a builder
>Wasted on civ thread
>>
Rolled 41 (1d100)

>>41195619
It would've gone on longer had my internet not decide to shit the bed.

>>41197012
And funnily enough if the above hadn't happened I was also going to post a twitter at the end of thread.
>>
>>41199109
A lot of us have been playing this specific civ with each other for over a year now.
>>
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>>41199401
Your'e back!
>>
>>41199413
Not specific civ, but system actually.

>>41199353
As an actual member of the builder community, I must say, run it anyway you fool. The others on #nation would love it.
>>
>>41199491
So far I'm lurking Gordie's daily threads. They are some serious, crazy shit, even if it's just plain building at this stage
>>
Rolled 30 (1d100)

>>41199401
My it's gotten much more lively in here than I expected.

And so much whining too. I didn't think I'd see someone complain because I let you know a bit about what you'd be going up against. Just figured you'd rather know so if you fluffed up a non-combat faction you'd save it for a less hostile area.

Anyway, going to repost Turn 2 so we can get started.
>>
Strelok, any chance to catch you up on IRC or anythign similar?
>>
Rolled 21 (1d100)

>>41192600
>Basic 1
>Status Report! Now! [LOCKED]

>Basic 2
>Secure the Stasis Bay [LOCKED]
The larger bunker is as-yet unavailable to you, but you will lock down your area. A map will be posted soon.
>>
>>41199690
Anons will find anything to complain about especially if they don't get their way.
>>
Rolled 51 (1d100)

>>41199715

By a miracle your members all manage to coordinate through the chaos, with the former security and other paramilitary elements of your population subduing panic before it could start and organizing people into productive tasks.

>Status report!

One of which is figuring out what the hell is, has, and will be going down in this bunker. A small expedition is sent out into the bunker at large, the first people to venture past the security checkpoint you had discovered your supply of weapons in. They will return next turn with their findings.

Meanwhile some of your more computer-savvy members are directed towards fixing and getting access to some of the flickering computer monitors in the walls. After much effort and cannibalization of parts you gain access to the bunker's computer network.

...Unfortunately it seems that whatever woke you all up has caused most of the useful functions to be locked down. You manage to turn off the sirens and pull a basic map of the bunker up. Several members claim it looks different than the bunker they entered, others claim it's just the same.

The yellow emergency lights persist.

>Secure the Area (larger bunker is currently unavailable)

Putting your members fear to constructive use, your security elements order some paneling be torn from the walls and a makeshift barricade to be constructed. The entrance to the Stasis Bay is now fortified.
>>
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Rolled 14 (1d100)

>>41199761

Map Key:
-All in purple is under your control.
-Your scouting team was sent into the hallway, they will return soon...hopefully.
-Barricade has been erected past the hexagonal security checkpoint.

>Turn 2
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice
>>Resource Points: 4
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Shaky
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: [Unknown] Housing Unit, Medical Bay, Centralized Power Hub, Biofuel Generator, Adv Containment Unit, (Fortified) Stasis Bays, Security Station Armory.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Shotguns.
>>>>Armor: Armored Vest, G Full Body Armor (limited).
>>>>communications: Comnet(limited). Bunker Map.
>>>>Materials: Supply 5, Scientific Supply 3.
>>
>>41199761
>...Unfortunately it seems that whatever woke you all up has caused most of the useful functions to be locked down.

Let's get the system back on line, and under our control. Techgeeks start on that, security patrols, others start salvaging and taking inventory.
>>
Rolled 85 (1d100)

>>41199895

And now I deeply apologize but I must depart until 6 or so. I have some business to take care of.

I'll still be around for questions, but no more actions until then. As appreciation for your patience and keeping the thread bumped through the night you'll receive a bonus when I come back.

Some of you may've noticed that your Resource Points went down by one last turn. Most sorts actions will require either a resource point or a supply point to go through, particularly ones where you build something, consume something, or try to research something.
>>
>>41199982
Post your twitter so we can know.
>>
Rolled 75 (1d100)

>>41199895
Action 1.
Clarify. What "useful functions" are locked down, why are they locked down, and what will it take to unlock them.

Why are the yellow emergency lights up as well, find out.

Action 2
Everybody should limber up. We just woke up out of cryostasis after all, and we had better not be slugs when it comes to running if there needs to be running. As well, make sure everyone is trained in how to use pistols, shotguns, and knife combat. Our military types will suffice in this.
>Train
>>
Rolled 6 (1d100)

>>41199895
H) Briefly interview population for ranks/skill sets. Figure out whos who, and what there capable of. (general pop assessment, hero/leader unit search)
H) Set dedicated team of techs to gaining network access / optimize system resources.

>>41199896
sup, keylan. Our second quest together eh? lets kick ass and take names!

>>41199982
no worries strelok, been along time. thought you died man...its great to see you back! (hopefully we can controll our crit fails this time around eh?)
>>
Rolled 23 (1d100)

>>41200098
Here you go.
https://twitter.com/StrelokQM
>>
Rolled 88 (1d100)

>>41200164
Actually, I vote this
>>
Rolled 52 (1d100)

>>41200164
This, let's see who knows their shit.
>>
Um... so... Is this open source and can be used by others or your personal turf, Strelok?
>>
Rolled 32 (1d100)

>>41199895
>>41200164
>H) Briefly interview population for ranks/skill sets. Figure out whos who, and what there capable of. (general pop assessment, hero/leader unit search)
>H) Set dedicated team of techs to gaining network access / optimize system resources.
>>
utjghf
>>
Rolled 31 (1d100)

>>41200345
Well I posted it on an anonymous imageboard. I couldn't really do anything to stop people from copy+pasting it even if I wanted to. That being said I'd politely request that anyone else abstain from running another Post-Apoc Civ Quest on my running days because it's hard enough to get players as-is.
>>
>>41201324
It's always better to ask for permission.

I'm more interested in turning it into builder game, using existing templates as starting point.
And that would probably gather people with whom I'm already playing other builders, so hardly a drain of your own players.

But first of all, we must finish our current builder, which will take some time. Is there any collection of rules posted anywhere or everyone is running post apo civ by him/herself, so no official rules aside templates? Plus I assume those civs come with hero package?

Sorry for so many questions in single posts, it would be really great to have a chance to just talk with you. IRC?
>>
Rolled 90 (1d100)

>>41201382
Yeah sure, set up an IRC and I'll give you the basic lowdown.
>>
>>41201427
https://client00.chat.mibbit.com/
#NationPost
>>
bump
>>
bump for great justice
>>
Bumpin
>>
>>41204274
bumping for truth, justice, and the american way
>>
>>41205113
I hope we find some of our power armor soon, or at least energy weapons. Those are awesome.
>>
>>41205380
we should invest in designing drones....floating drones.....for scouting purposes of course...definitely not to play propaganda...that would be bad...
>>
>>41205546
Nonsense! We would never put propaganda. What a filthy word.

Clearly we would only have them play the honest and inspiring and noble words of our infallible leader, who only speaks the truth!

Also yes that is a good idea, helps us reduce casualties by putting them first. At least until we encounter rogue robots with a nasty virus or something.
>>
Plan of action:

reclaim base

get facilities back online

scout immediate area

achieve sustainability

subjugate immediate area through negotion, conquest, or eradication

expand
>>
>>41205986
Excellent overarching strategy, worked well for the Bloodsnow Paramilitary bandits in the same situation. We managed to ally with a strong mutant faction and a ghoul faction and both of us took over the base.

I think Dorf makes a good point about the scouting drones. Once we know where everything is, then we can better plan to take it. We'll need to know what we're dealing with, and what we can use or find
>>
>>41205768
well of course! Brilliant!
>>41205986
not bad not bad. im likeing this.
>>41206095
thanks, i try.
>>
Patriotic Bump
>>
Rolled 46 (1d100)

>>41199895

>Basic 1
>Population Assessment, Hero Search
[LOCKED]

>Basic 2
>Gain access to locked down network systems
[LOCKED]

Writan' now.
>>
>>41207009
hurrah! its not a good idea to have too many delays like this one they can turn people off of the quest
>>
>>41207310
Not me! I'm here for the long run.
>>
Rolled 24 (1d100)

>>41207009

>Population Assessment and Hero Search
And here I was just going to let you guys choose heroes at the start of Thread 2

People finally seem to be settling down now that you've managed to get some semblance of security and defense set up. As rooms in the Housing Unit you've secured start to be divided among your populace it occurs to several members that it would be a good idea to get some actual organization of your people going.

-Basic census undertaken
-Basic population information gathered

It seems that you have a good distribution of...just about all the professions you could think of. Scientists, engineers, blue collar workers, government officials, soldiers...the works. You are a thoroughly well rounded and average grouping of people.

>Alert
>Heroic Units detected!

>Select 2

>President
>Senior Drill Sergeant
>Tech Expert
>Minister of Science
>Logistics Expert
>>
>>41207398
whats the difference between the tech expert and the minister of science?
>>
>>41207475
One is probably better at all things tech, computers, base machinery, robots, etc. The other is more general science, allowing for things like agriculture, medecine, psychology, anti-mutation, etc.

>>41207398
-President
-Senior Drill Sergeant

We can focus on tech once we've reclaimed the base and expanded, right now we need to be able to deal with any potential nearby threats and train our people how to fight for whatever we might face.
>>
Rolled 36 (1d100)

>>41207398
>Senior Drill Sergeant
>Tech Expert
We'll elect a president later. Let's get dat power armor!
>>
Rolled 76 (1d100)

>>41207398

After identifying your handful of network specialists you set them to trying to crack the network. They are much more successful in gaining access than the everymen who tried before.

>Acquired
-Complete Base Map
-Limited Life Support Control
-Bulkhead Control

They also managed to shut down the emergency lights and restore normal lighting to the area. Unfortunately it seems that the lockdown protocol has mostly delegated control of the base to the AI...which for some reason doesn't appear to be doing anything. The last thing of import is that several layers of bulkheads around the Containment Unit appear to be engaged. This would normally only be done in the event of a catastrophic breach...but so far as your members can recall there was nothing in containment when you were put into stasis.

>>41207475
One is more focused towards building things and production, while the other is a researcher. There is significant overlap between the two though.
>>
>>41207398
>Senior Drill Sergeant
>Tech Expert

martial law shall be the status quo for now. presidents can come after we have established ourselves a little better
>>
>>41207624
>>41207552
Seconding this
>>
Rolled 56 (1d100)

>>41207567

>Processing map data...please wait
>>
>>41207398
>>Senior Drill Sergeant
>>Tech Expert
>>
>>41207567
>
i do like the drill sergeant for military structuring. However i feel its my patriotic duty to demand a proper prime minister. (president.)
Were a GOVERNMENT bunker after all. (unless i completely forgot how this thread started...)
>>
>>41207761
>>41207552
>>41207661
lets name the head of our military Sgt Major Washington
>>
>>41208078
James jr. Flatbush
>>
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Rolled 1 (1d100)

>>41207552

>Alert!
Your scouts come back with some (now superfluous) map data. Apparently they scouted out the southern wing of your base, which your new map tells you contains Central Power, the Hydroponics Bay, and the Vehicle Bay.

It seems that the corridors of the bunker are littered with bullet casings but no signs of damage can be found on the walls. There's also a strangely oppressing feeling, and one scout reports "feeling watched" the whole time. Your scouts withdrew before entering any rooms, deciding to return when they heard the klaxons shut off and regular lighting turn on.

>Map Key
Orange (Left) - Vehicle Bay
Green - Hydroponics
Blue - Science Bay, Medical Bay
Dark Orange - Power Hub
Orange (Right) - Security hub and Armory
Red - Bulkheads and Containment unit

>Turn 3
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice
>>Resource Points: 4
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Below Average
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, AI Core.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Shotguns.
>>>>Armor: Armored Vest, G Full Body Armor (limited).
>>>>communications: Comnet(limited). Bunker Map.
>>>>Materials: Supply 5, Scientific Supply 3.
>>
>>41208008
Hmm, we ought to establish a parliament sometime soon then.
>>
So... How is the game?
>>
Rolled 93 (1d100)

>>41208125
Do ho ho

>Critfail detected

>Vote Tally
President - 2
Tech Expert - 4
>Senior Drill Sergeant - 5
[LOCKED]
>>
>>41208170
military dictatorship until we conquer our island
>>>>F. Explore in a direction/something (May explore your own base)
hydroponics bay, we need food
>>>>F. Explore in a direction/something (May explore your own base)
security hub and armory
>>
Rolled 75 (1d100)

>>41208216
I'll back these. We'll need the weapons in the armory if we are to pursue securing the rest of the facility.

Vote
>>
>>41208216
Seconding these
>>
Rolled 62 (1d100)

>>41208078
nyet, i prefer LT. Toronto. (damn American naming everything after there cities. ya racists!)

>>41208125
see
>>41208216
da tovarich

>>41208170
Thanks you for your sensitivity to non-american players.
>>
Rolled 44 (1d100)

>>41208246
>>41208216
Please include 1d100 with every action proposal or vote.
>>
>>41208279
i was thinking more george washington, hoping hed voluntarily give up power after his time as dictator to a democratic government
>>
Rolled 3 (1d100)

>>41208287
heres my
>>41208216
roll
>>
Rolled 94, 82 = 176 (2d100)

>>41208125
Train our men before exploring more, we're being watched
then
Explore power hub.
>>
>>41208300
i realised, i was only pretending to be retarded. hahaha

but seriously , could we try something Slightly less cliched as Washington. ..unless we really are going the whole enclave thing.
>>
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My suggestion for midterm goals is a focus on the medical bay and the armory, which will give us weapons to fight any potential trespassers to our vault, and medecine to heal afterward. We'll secure key locations with checkpoints and barricades manned by personnel told to make regular status checks, and if possible given deadman switches that will alert us if a patrol has suddenly been killed.

Once we've fortified these locations, and when we've stockpiled on medecine and weapons, we'll move on to take the more important facilities of the hyrpdoponics for food and the power hub and vehicle bay. We'll save the bulkhead for last.
>>
>>41208287
i think you should wait until an action is agreed upon then ask for a roll
>>
Rolled 77 (1d100)

>>41208216
Vote
>>41208208
Tech Expert
>>
Rolled 70 (1d100)

>>41208287
Votes too? oh, okay.
>>
>>41208402
Eh, that's common for other civs but the dice system behind the scenes is designed in such a way that votes must necessarily come with rolls. In fact, the more rolls the better.

Also makes for jolly fun (or extreme rage) when we roll a 100 or a 1 on the darnedest actions
>>
>>41208366
>>41208402
typically, strelok usually likes only one roll for both actions and a roll with ever on topic post. he'll choose what to ignore and what to write on. (maybe he has a thing for random number generation, who knows.)
>>
>>41208381
that could happen after we finished scouting, absolutely i like it

>>41208374
we should vote on it.
reply y or n to this post to vote on whether we want to be straight up enclave style or not
>>
>>41208474
>y
>>
>>41208455
>Maybe he has a thing for random number generation,
The one who designed the game had a fetish for it.
>>41208374
>>41208374
Names are always hard.

For some reason I like the sound of the name Warrick. Sgt Major Warrick
>>
Rolled 51 (1d100)

>>41208402
Aah, but see if a crit is rolled in connection to ANY action plan it is automatically selected.

Which makes things interesting and fun.

>Senior Drill Sergeant
[LOCKED]
>Tech Expert
[LOCKED]

>Basic 1
>Explore towards the Hyroponics Bay
[LOCKED]

>Basic 2
>Explore towards the Security Hub and Armory
[LOCKED]

Writing up the Action and generating heroes now. Please be patient.
>>
Rolled 15 (1d100)

>>41208474
n

I kind of want some twist to the concept, e.g. our country was a monarchy, our leader was appointed by the king/queen, and we now want to find any surviving descendants of the royal family to legitimize our claim to being New (countryname)
>>
>>41208604
Actually that could be a really great plotline.

Trying to find relics of the monarchy, such as the royal sword trapped in a DNA sensitive containment block that will only open up to the rightful heir.
>>
>>41208604
i am
>>41208474
and i think this is cool.

im totally down to try and restore the british monarchy
>>
Rolled 74 (1d100)

>>41208501
hmm, true.
I could totally do warrick. He used to be a detective before THE THING, but he had trouble with all teh red tape, so he joined the military , like his father did. Rose through the ranks until he found his calling training specialist troops.
also tech expert, Roberto. ...hes originally form Ecuador, but he got brought on as a expert technician/engineer for a government black-project before the fall and just got stuck when THE THING happened.

>>41208604
Were a BRITISH government bunker. WERE FUCKIN SAS!!! Done hard, for the queen!
>>
>>41208474
>n
What about some kind of cult that worships the old ways and are pro human
>>
>>41208650
A royal sword would be a cool symbol of office, but instead we should have like nuclear launch codes or ecological repair devices (GECKS pretty much) be genetically coded to the british royal family
>>
Honestly, I find that civ cultures are often best developed instead of vote on "what we should be like" but when we meet other people and how we act and treat them. Diplomacy is really good for fleshing us out.

That said, planning on what to do when we meet people is also important, as is having an identity we can recognize.
>>
>>41208474
Y
>>
>>41208730
>our island is the Isle of Man
>Prince Harry and his family are in cryosleep underneath buckingham palace
>London and the palace are the headquarters of villainous faction x
>>
>>41208604
>>41208683
>>41208650
>>41208693
>>41208730
we remnents of a speacially apointed "doomsday bunker" unit made up of loyal SAS , MI6 , and top speacialists from the UK and her colonies. We need to rebuild the empire, seach for remnents etc.

>>41208758
true, however, knowing where you came from , and BEING JUST LIKE where you came from are different things. we're EX-British government....what we do now is entirly up to us.
>>
Rolled 18 (1d100)

>Heroic Units Acquired
>Burning Thread Survival Bonus
>Burning Fluff Bonus
>Adding Dice Affects

>Sergeant Major Dalmur Grift
Traits
Warrior
Intimidating
Badass

Active Abilities
[Hit it!] : Can coordinate all available firepower onto one target without ill effects.

Passive Abilities
[Task Master] : Grants bonuses to any group he is assigned to.
[Power Armor Master] : Extremely good at utilizing powered armor of all sorts.

>Engineering Expert Michael Sword
Traits
Engineer
Design

Active Abilities
[Make it Loud!] : When activated allows for great jumps in design or production to be made...at a price.

Passive Abilities
[Deafening] : Will take absolute control of any project he is assigned to and make sure it's done right.
>>
>>41208805
>Villainous faction x claim royal sovereignty over all
>We refuse to surrender our autonomy and self rule
>Inevitable conflict

We roundheads now
>>
>>41208805
Fallout: New Camelot
>>
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>>41208835
>Dalmur Grift ...Micheal Sword...? unacceptable!!.

...how could Micheal sword EVER come from Ecuador...im mean, that is simply NOT a Spanish influenced name at all.

strelok please, your breaking my head cannon.
>>
Okay, I'm really getting into the whole brit thing, and I'm not even british.

How should we compile it into our identity. I mean, just for future reference.

I agree that right now we ought to be in something of a state in martial law, with Sgt. Major Grift in charge and Micheal Sword as his 2nd in command.
>>
>>41208981
this is a military(esq) bunker under an "emergency" protocol, Maritial law is more or less in effect, and everyone here is a person of some intelliegence, influence, or authority. We'll be fine until the "situation" has been cleared. no hard leadership structure is required JUST yet.
>>
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>>41208949
>headcannon
lol the phrase is head canon

>>41208981
We are the remains of the united kingdoms military and political body
Our mission is to restore Britain to its former glory, and if possible find remaining members/descendents of the royal family
the blood of the royal familyv or its descendents is required to to access certain facilities, such as ecological reconstruction technology, nukes, cloning bays, and satellite/communication arrays

im an american and i very badly want to restore the british monarchy
>>
>>41209074
We'll do it even if we have to clone an heir!
>>
>>41209074
i'm Canadian, we got our independence by waiting and then asking nicely, and i very badly want to restore the British monarchy.
*high five*
(i like this idea very much)
>>
Rolled 61 (1d100)

>>41208506

>Explore towards the Hydroponics Bay

Scouts are dispatched towards the hydroponics bay, with instructions to grab any food they can find if possible.

The sight that greets them when they open the slightly ajar doors is all that they could hope for. Row upon row of plants sit in their place, their leaves glistening with freshly sprayed fertilizer fluid. As they make their way over to the control panel of the bay and manually undo the lockdown, their excitement is tempered.

The lofts of plants cycle vertically, bring the next set of soil-beds up and there is nothing but dry, crumbled husks of vines clinging to the growth equipment. It is the same for the next 10 tiers of growing layers before you encounter properly functioning beds again. This is disappointing in the extreme, the bay is functioning at only 20% capacity. A quick diagnostic shows that the damage is rather simple and can be repaired, but your food stores are still much reduced from what they should be.

>Please roll 1d100 linked to this post, best of 3.
>>
>>41209148
i hope theres one or two brits watching this that are loving the pro imperial sentiment of this thread
>>
Rolled 38 (1d100)

>>41209175
>>
Rolled 5 (1d100)

>>41209175
didnt i already score a crit for the exploration?
>>
Rolled 87 (1d100)

>>41209175
>>
Rolled 91 (1d100)

>>41209184
im a polite, imperial loving, colonial stooge. and i am absolutely unashamed of this fact.

>>41209175
>>
I wonder if there's tea leaves in the hydroponics bay. Or tobacco. That would be great for morale.
>>
>>41209274
properly smashing in fact!
>>
File: 1393214698249.jpg (159 KB, 758x1053)
159 KB
159 KB JPG
Rolled 43 (1d100)

>>41209175

>Explore towards the Security Hub and Armory

The forces dispatched towards the Security Hub and Armory find their going much easier and less eventful.

"Hey Command, is the bulkhead towards containment supposed to be locked down?"

"Nah, shouldn't be. Isn't showing up that way on our map."

"Sounds like you'd better update your map. Proceeding to armory now."

>Acquired Armory and SecHub access.
-Acquired full weapon access
-Acquire full armour access

And then your men see them. Fully ensconced into their wall-mounted maintenance suites, and completely untouched aside from a layer of dust that had accumulated. Glorious, glorious Power Armor.

>>41209219

Your forces in the Hydroponics bay hear a large crash and metallic grinding noise coming from somewhere in the hallway, followed by a brief but particularly vile string of curses. The voice ceases with a wet gurgling sound.

Your men rush out, but evidently not in time.

>Acquired unknown pattern Assault Rifle
All that's left is a strange assault rifle, and a smeared trail of blood leading towards the Vehicle Bay doors. They stand slightly ajar, and you see small swirls of snow through the gap.
>>
Rolled 81 (1d100)

>>41209383
Start combat training immediately
organize units/groups/squads for effective combat
>>
Rolled 35 (1d100)

>>41209383
suit up, and roll out! The new -empires first foes!
>>
Rolled 15 (1d100)

>>41209383

>Alert!
-Further analysis of the Lockdown can be performed from the SecHub computer station.
-Warning klaxons briefly restarted, but were disabled again by your Engineer in short order.

>What do?
>Turn 3
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice
>>Resource Points: 4
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Below Average
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, AI Core.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Comnet(limited). Bunker Map.
>>>>Materials: Supply 5, Scientific Supply 3.
>>
Rolled 5 (1d100)

>>41209467
H. inform Warrick of the possible enemies sited in vehicle bay, tell him to hurry with reinforcments(attach hero unit to combat squad)
H. Acquire functional gear from armory, and secure vehicle bay with scouts+hero unit.
>>
Rolled 31 (1d100)

>>41209467
>>>>H. Your choice
Suit up and send a large party into the vehicle bay to investigate
>>>>F. Explore in a direction/something (May explore your own base)
explore central power station
>>
Rolled 22 (1d100)

>>41209467
I suggest we secure our position first before making any further movements.

1. Set up a barricade outside the hallway where we lost our men, so we know if anything comes back. Go out and get the rifle while we're at it.
2. Have Sgt. Maj. Grift check the power armor functionality, and get in one if he can. Having a walking tank up and running will help while we train our actual men to fight.
>>
>>41209595
they already know how to fight, we have 250 soldiers
>>
Rolled 79 (1d100)

>>41209557
Vote this, but have the Major suit up and lead the men.
>>
Rolled 72 (1d100)

>>41209619
Eh, true enough.

>>41209557
Vote
>>
Rolled 62 (1d100)

>>41209557
thirding
>>
Rolled 2 (1d100)

>>41209557
Sounds good to me
>>
Rolled 73 (1d100)

>>41209595
You have about 50 men and the Sergeant trained in power armor currently. As well as an additional 200 men with regular combat training or experience.>>41188275
>>
>>41209786
I keep forgetting we're now descended of gov/mil and not survivors, heh.
>>
>>41209839
ino right?
>>
Rolled 85 (1d100)

>>41209557
>Suit up and send a large party into the Vehicle Bay to investigate
[LOCKED]

>Explore Central Power Center
[LOCKED]

Would you like to task the sergeant to the Vehicle Bay and the Engineer to the Power Station?

Y/N
>>
Rolled 38 (1d100)

>>41209839
>>41209857
No weaknesses, one stolen/mimicked strength. That's what a gov't remnant gets. It's quite powerful endgame.
>>
Rolled 100 (1d100)

>>41210177
>Y
Hell yes I would
>>
Rolled 39 (1d100)

>>41210177
Y
but i guess the vote is now locked
>>41210207
>>
Rolled 67 (1d100)

>>41210207

...Fuck.

>[Critical Success Detected]

Well there goes the little bout of horror fun I was going to have.

Writing.
>>
>>41210245
You better now make it a bout of kick ass then!
>>
Rolled 7 (1d100)

>>41210177
>>41210207

>Suit up and send a large party into the Vehicle Bay

"Alright you shitheaded cattlefuckers We've got something weird going on in the Vehicle Bay. We can tend to this shit later. Suit up."

"Yes Sergeant!"

"No not those ones numbnuts! THESE are the good ones. Now we'll rendezvous with Sword's group as escort, then they'll break off at the power center. While we proceed."

>Identified
-Experimental Think Tank Power Armor (25)
>>
Rolled 67 (1d100)

>>41210393
Two men stand near the pried apart external doors of your vehicle bay while several dozen more mill around the wide area. They're all seemingly dressed in something between rags, furs, and extreme weather combat armor of some sort. A vast snowdrift seems to have spilled in from outside and soft white covers half of the central hangar space.

"Sheiiit, to think of the luck of stumbling into this place right when them Lurkers were gonna get us."

"Yep, Bort'll give us some fucking fine ass shit when we tell him about this."

"Hey, where'd Gaz go?"

"I dunno man, there's an entire scoutband of us here and I'm not his fucking babysitter."

"I think I saw him towards the doors of the rest of the complex, go check it out."

"You fucking kidding me man?"

"No, go do it."

"Fuck you man, I ain't doi-AGFFFFF"
>>
>>41210631
I wonder what lurkers are.

For that matter, as proper civilized not!britishmen, how ought we approach these snow dwelling fur coated savages?
>>
Rolled 69 (1d100)

>>41210631

Meanwhile the corrior behind the Vehicle Bay is stuffed nearly to bursting with the power-armored forms of your soldiers. The suits all stand eerily still and silent, when one of them with the triple chevrons of a Sergeant steps forward. The armored hulk rolls it's shoulders in a strangely organic stretching motion, and places the palm of one hand against the door to the Bay. The other arm proceeds, in a smooth and practiced motion, to cock back and then surge forward and punch the entire door out of its mechanism and into the room.

The scene inside suddenly opens up and you see about 40 men walking around the hangar space, and one on the other side of the room near the external doors staring at his companion who has been launched into a snowdrift after being hit by the door.

The man looks at his companion, then over the course of a few seconds traces the path of the door's flight back to your troops.

"Oh shit.

RUN FOR ITT!!!!!!"
>>
These savages are trasspassing on government property.
deal with them
>>
Rolled 44 (1d100)

>>41210858

And so they did, as all of them started sprinting back out into the white. None of them seemed to notice when several translucent, white cords of something descended from above the external doors and hovered in the narrow crack of the entrance/exit. Even the first few to run into the cords barely noticed being touched by them, or the way that they adhered to their clothes and began to coil up around their limbs.

But then one of them was jerked up above the doors, and the screaming started. It was followed shortly by more screams as more of the fur-clad men were jerked up, and then small showers of blood afterwards when the screams went silent.

After that they all seemed to notice, but all that did was incite panic. Someone started shooting, then all of them started shooting.

>Unknown force has lost 20 men
>Unknown force is engaging your soldiers

How would you like to proceed?
>Breach and Clear!
>Try to take some prisoners.
>We must protect these poor innocents! Attack whatever is outside!
>Attempt to shut the bay doors.
>Write in?

Will write the other action while you decide.
>>
>>41210970
Surely we might domesticate them instead? Or in the least capture and interogatte and find out their base of operations
>>
Rolled 37 (1d100)

>>41211063
Vile beast! Savages or no we cannot tolerate such monsters so close to the base!

PROCLAIM OURSELVES LOUDLY!

That we're on their side.

And then help them by killing whatever is grabbing them!

Fire at the central mass of the tentacles!
Activate:
[Hit it!] : Can coordinate all available firepower onto one target without ill effects.
>>
>>41211063
>Attempt to shut the bay doors.
>Try to take prisoners
We must figure out how things are going on right now. We need info. Info about both them and these so called lurkers.
>>
Rolled 78 (1d100)

>>41211167
Shit, forgot to roll
>>
Rolled 57 (1d100)

>>41211138
Not on their side per say, but just so they know we're trying to kill the monsters first
Vote
>>
Rolled 26 (1d100)

>>41211063

>Explore the Central Power Center
Meanwhile, you dispatch a team of lesser armed member to the Power Center. You find the center to be mostly intact, aside from a few non-essential lights and such being shorted out. It is rather cluttered though, and a few security bots are slumped over the panels with no indication of damage.

Otherwise everything is fine though. Oh, and there's a gaping, and ominously dark passageway with a few flickering cascades of sparks illuminating it. That shouldn't be there.

>Alert!
Your forces at the SecHub report hearing strange noises from the other side of the bulkhead.

>What do?
>Turn 4
>>>>A. Scavenge for food.
>>>>B. Try to improve the base
>>>>C. Try to improve weapons
>>>>D. Research technology
>>>>E. Pursue new mutations
>>>>F. Explore in a direction/something (May explore your own base)
>>>>G. Scavenge for raw materials
>>>>H. Your choice
>>Resource Points: 4
>>Pop 1k
>>Military 250
>>>>Food: Unknown
>>>>Water: Unknown
>>>>Morale: Below Average
>>>>Medicine:Unknown
>>>>Health: Average
>>>>Armaments: Moderate
>>>>Fuel: Unknown
>>>>Tech level: Good
>>>>Reputation: Remants. Nil.
>>>>>Infrastructure: Housing Unit, Medical Bay, Adv Science Bay, Engineering Bay, Adv Armory, Gym, Adv Recycling Center, Briartek Hydroponics Bay, Central Power Center, Security Hub, Maintenance Center, Biofuel Generator, Adv Containment Unit, Stasis Bays, AI Core.
>>>>Defenses: Hidden Bunker. [Unknown]
>>>>Vehicles: Unknown.
>>>>Power: Experimental Hyper-Reactor.
>>>>Weapons: Mono Knives. G Pistols. G Assault Rifles. G Shotguns. G Rifles.
>>>>Armor: Armored Vest, G Full Body Armor, G Power Armor (Limited).
>>>>communications: Comnet(limited). Bunker Map.
>>>>Materials: Supply 5, Scientific Supply 3.
>>
File: Power Armor.jpg (216 KB, 800x640)
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216 KB JPG
Rolled 43 (1d100)

>>41211063
>We must protect these poor innocents! Attack whatever is outside!
Let's see what these monsters are made of. They won't be a match for a ton of metallic imperial pride!
>>
Also the bump limit was reached some time ago. Threads about to kick it.

I better archive this. . .
>>
new thread is new
>>
Rolled 28 (1d100)

>>41211267
1. Whatever forces currently not already dispatched with the Sgt. Major, are to set up defensive positions in front of the dark passage and the bulkhead doors, in case anything tries to come and get us.

2. Catalogue the armory and investigate what weapons we have in stock for distribution to our soldiers
>>
>>41211441
Yeah, I'd be up for a new thread as well.
>>
Rolled 11 (1d100)

>>41211445
I'll back that. Let's get some guns.
>>
Rolled 8 (1d100)

>>41211267
>>>>H. Your choice
Protect the fur clad men! They're subjects of the british crown whether they know it or not, and are not to be molested with impunty by hostile forces~
>>>>H. Your choice
send some securoty forces to set up a perimieter in front of the ominous hole
>>
>>41211786
I believe battle choices are separate from civ actions, though I agree with your moves.
>>
>>41211063
>We must protect these poor innocents! Attack whatever is outside!
>>41211267
>>>>H. Your choice
send some securoty forces to set up a perimieter in front of the ominous hole
>>>>H. Your choice
catalog the inventory of the armory

>>41211830
thanks just revoted
>>
>>41211830
They are, I should've made that clearer. I'm just feeling a bit out of it for some reason at the moment (probably because my room has been sitting at about 95 degrees Fahrenheit all day).

>Try to take prisoners.
>Attempt to shut the bay doors.
>Attack the monsters!
There's no reason you can't do all of these at once.

>Y/N?
>>
>>41211909
Y
>>
Rolled 72 (1d100)

>>41211886
>>41211786
>>41211445
Vote

>>41211909
Y.
Save the men.
Kill the monsters.
Try not to let anymore in
>>
>>41211909
>Y
>>
>>41211909
Y
>>
>>41211909
Y
>>
Rolled 9 (1d100)

>>41211909
>Y
Writing it up.

>Set up defenses at the Sec Hub and the ominous tunnel
[LOCKED]

>Catalog the Armory
[LOCKED]

Will write afterwards.



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