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/tg/ - Traditional Games


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Nobody is sure how the end came. But they are sure as hell of what came after it.

This is the post apocalypse, a world where your greatest dreams haunt you and your wildest nightmares will come true.

A world of men and mutants, of Artificial Intelligence and terrible monsters, of good and bad with everything in between, of previous sciences and greed taken to now old and but still perverse heights. Here the dead walk, the living fight, and the gods laugh all the harder.

And here, you will lead a civilization. To greatness or ignominy, whether good or evil, for glory or shame that is entirely up to you.

New players are welcomed and encouraged, old players are appreciated and our condolences.

Civ Options incoming

First to five wins.
>>
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Rolled 69, 79, 15, 92, 96 = 351 (5d100)

>Megacorp Remnants: You are survivors whose ancestors were valued members and or investors of a Megacorp. you have Good supply, low population, high manufacturing capacity, average research capability, and low war capacity.
>HQs: Megatower, Private Bunker, Fortified Township

>Government Remnant: You are the descendants of members of the some sort of government or ideal. You have a average population, average supplies, average manufacturing capacity, average research capability, and average war capability.
>HQs: Garrisoned Tower, Government Bunker, Fortified Township

>Military Remnants: You are the descendants of one or more military and or mercenary groups. You have low population, Above Average supplies, poor manufacturing capacity, poor research capability, and Excellent war capability.
>Garrisoned Tower: Military Bunker, Military Base

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

>Survivors: You are descended from the common people who survived despite the hardship, the horrors, and without becoming a pack of savages at that. You have high population, Good supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
>>
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Rolled 34, 17, 70, 76, 18 = 215 (5d100)

>Mutants: You are descended from the monstrosities that arose during the chaos: Allowed to start in special terrain wasteland and enjoy base mutations with one of your choice. Have access to mutation action. Suffer from penalties to breeding and rep. low population, Below Average supplies, below average manufacturing, Below average research, Excellent war capacity.
>HQs: Military Base, Research Complex, Lair

>Bandits: You are descended from the evil bastards, crazy fucks, sorry outcasts or just a bad bunch who did whatever the hell they want when or after it all went to ruin. Good population, low supplies, average manufacturing, low research, good war capacity.
>HQs: Prison, Military Base, Spire(converted tower)

>Robots: You are descended from surviving robots who figured out how to reproduce(build) and are guided or controlled by some form of AI Low Population. Poor supply. Good manufacturing. Average Research. good war capacity.
>HQs: Military Base, Research Complex, Factory.

>Tribals: You forebears survived and their descendants ended up going feral so to speak. Unlike others you got real good at flourishing in many places others would think twice about while still managing to hold your own against the more technologically advanced High population. Average supply. Poor manufacturing. Poor Research. Good War capacity.
>HQs: Cave Complex. Ruins. Nomad.

>Zealots: Your beliefs no matter how old or not allowed you to survive where others did not and united you all. Average Population. Poor Supply. Good Manufacturing. Poor Research. Good War Capacity
>HQs: Township. Military Base. Cathedral.

>Cultists: You are among the chosen the true believers who to arose above the heathens. All thanks to what you discovered you know much of what should not be known which has provided you with a very special edge. Below Average Population. Poor Supply. Below Average Manufacturing. Good Research. Good War Capacity.
>HQs: Cult Compound. Military Base. Ancient Ruins.
>>
Rolled 79, 59, 61, 76, 51 = 326 (5d100)

>>42075695
Civ Special Abilities Below. Every Civ gets to enjoy one as well as a hero unit. Hybrid Civs at start enjoy having two but at the cost of lower average.

>Megacorp are able to treat resources as a material in terms of efficiency.

>Survivors get a bonus to salvaging and survival actions.

>Tribals get bonuses to scouting and Guerrilla warfare.

>Think Tank start with a Tech specialty and gain a special unit because of this.

>Paramilitary are automatically trained must still spend resources though just not an action.

>Government Civ may mimic another civs special or have another possibly even create their own with GM permission.

>Mutants get access to 1 free mutation(make one up) plus a base mutation that ALL mutants have. Base mutation grants great toughness to survive in environments where ordinary humanity would find impossible. Enhanced strength easily allowing you to overpower a ordinary human and mild bonus to agility. Unfortunately they suffer from a severe rep penalty(humies fucking HATE you, bandits don't like you and other mutants are wary) and severe breeding issue.

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

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

>Zealots morale cannot be broken.

>Cultists have access to specific secret knowledge
>>
Rolled 50, 7, 44, 49, 22 = 172 (5d100)

When choosing Civ please include HQ option you wish to have for it.

If you lose your HQ without possessing another base its game over.

Feel free to come up with fluff/ideas it may even be used and you may get a bonus out of it too. Hybrids are not allowed unless proper fluff is provided or to break a tie.

After civs are chosen homeground, terrain, and hero will be chosen.

Your civ will receive bonuses when doing stuff within their homeground and a smaller bonus in terrain similar to it.

to get an idea of what goes in what its like this

Civ->HQ->Homeground->Terrain->Region

your civ being within your HQ is inside your Homeground, which is contained within the local terrain, and the terrain is within the Region. You are able to decide everything BUT the region you are in.

Heroic units by the way are VERY strong and when sacrificed count as a fate point kinda. Be aware though while alive they can offer both passive and active bonuses in addition to a guaranteed perspective. Without a hero being present you will only get to enjoy a summary report.

Heroic units are what you can get INSTEAD of fate points.

Every starter civ will start with ONE heroic unit, a few specials(including officers), some bad asses, and a couple elite.

Good luck finding them all except for the hero is revealed for free at start.

Free Hint other units besides hero are based off the faction and any provided fluff. If its good enough it can even produce potential heroes and other special benefits including extra units.
>>
Rolled 67 (1d100)

>>42075695
>Faction
-Mutants
>HQ
-Lair

The Kroknath are a race of extremely tough berserker-warriors blessed with natural weapons and armor both composed of a tough bonelike material. They've long lived in the caves and tunnels of the abandoned industrial complex that was long ago overrun with the vegetation of the swamp that formed after the fall. Theirs is a clannish society, difficult to enter or leave but extremely loyal and functional among its own members. They paint themselves with brightly covered pigments from the fetid and stewing pools of industrial runoff that dot their home landscape, and only grow stronger for the mutations these bring.
>>
Rolled 54 (1d100)

>>42075831
Default Difficulty setting is Easy unless votes occur to change it will stay that way. I suggest keeping it that way until you get a good feel for everything first.

If setting is changed during game start than that means the era will change as well which amplifies the difficulty accordingly. Naturally this means default time frame is the easiest one. This doesn't mean you should underestimate it though...after all the stuff that caused the world to end is still out there even if it has finally settled down a bit.

Default hero options are of the following type and will change according the civ as many civs have access to their own special kind of hero.

Those common archtypes are the following.

>Commander/Leader
>Researcher/Builder
>Solo
>Adviser
>Special

Even non special heroes can change between the faction options so no promises. Obviously each type of hero have stuff they are good and bad at it but that doesn't mean one kind is better than the other in general but only in their fields of specialization.

Choose your hero carefully as they can be quite a pain to spawn much less discover. On the plus side hidden heroes still have a effect they just aren't under your direct control.
>>
Rolled 44 (1d100)

>>42075727
>Think Tank Remnants
>HQ
-Research Facility

The Davrothian Research Think Tank was a name widely respected for its expertise in construction and fabrication even before the Fall. Their universal constructor bots revolutionized the industry, able to process an entire arcology or Megatower from raw materials to full fabrication all in one machine. From fortifications to self-sustaining buildings to the most hidden and sensitive of research facilities, Davrothian tech touched upon everything. Unfortunately during the Fall they were hit extremely hard, as friends and enemies alike ripped open their facilities for the coveted construction technologies inside. The firm was thought extinct, but a secret and hidden cutting-edge facility just happened to avoid notice...until now.
>>
Rolled 52 (1d100)

>>42075638
>Civ
-Survivors
>HQ
Fortified Township


The city of Unbroken Hope was founded as a safe haven for survivors attempting to escape the raiders and monsters of the wastes. Now it stands tall as a distinguished city state known for a united population that finds creative ways to deal with a growing number of difficulties created by the outside world.
>>
>>42076474
Bruv, boring as fuck. Literally the most vanilla faction aside from the Gov't civ.

Speaking of, I wonder a gov't civ with the bandit specialty would be like.
>>
>>42076507
I have more but its more character based so I didn't want to say anything since I am somewhat confused by the hero mechanics.
>>
>>42076566
The city has an order of guys dressed in scrap metal who have pledged to defend the town and local surroundings along with other knightly duties.
>>
Bump while I think of an idea
>>
Rolled 85 (1d100)

>>42076281
I like this and will vote for it.
>>
Rolled 29 (1d100)

>>42075568
>Cultists (/Mutants?)
>HQ:Ancient Ruins
The Sons of Sarnath:
Situated in the half-sunken city of Sarnath, these cultists live and die by the fickle whims of their Toad-God and his hedonistic Toad Priests. Sacrifices of blood and wealth are cast into the lake (though, it is more mud than water since the End Times) monthly, under a gibbous moon. Costly, but these sacrifices do seem to coincide with the fact that, aside from executions, no man or woman of the city dies of anything but age. At least, that is what the rare trader allowed near the pile of broken obelisks and stone idols that mark the borders of the city's land are led to believe. Outsiders are forbidden from entering the city proper, as well as any temple situated outside it. Pallid and dour, the citizens move slowly and steadily through most tasks, but are capable of wild and frenetic acts when whipped to a zealous fervor by their priests.

Post apoc deep-one civ go
>>
Rolled 6 (1d100)

>>42075911
I kinda like this.
>>
>>42075911
Actually, this seems highly interesting. I'll switch to this.
>>
>>42075911
Supporting Industrial Swamp Mutants
>>
>>42076845
I like this fluff, can we apply it to the swamp mutants?

We should have Cultist mutants!
>>
>>42077134
That'd be neat.

The berzerker fury can be incited by the priests, but the colorful markings on their natural armor and such keep them from killing their kin. They're all a very tight-knit group also, with very little issues with internal cohesion no matter what due to their culture of following WHATEVER (absolutely whatever) the priesthood tells them to do.

The players, of course, being the priesthood.
>>
>>42077190
Excellent, lemme see if I can write that up into one convenient post.
>>
>>42077233
Do eet
>>
>>42076665
Are they affectionately known as Junkyard Dogs?
>>
Rolled 66 (1d100)

>>42075911
>>42076845

The Sons of the Kroknath are a group of extremely clannish, mutant cultists situated in the ruins of a massive industrial complex-turned swamp. They reside on the outskirts of a massive lake in the swamp that's been severely contaminated by the runoff from the Industrial plant. The mud is highly toxic and mutagenic, and several of the brightly colored pigments the cultists paint themselves with are derived from the mud. Over the generations this caused this to develop bonelike natural weapons and armor, all except for the priesthood caste, who remain sane and human. They're known for their berzerkers in fights, who distinguish their own for not-murdering by their brightly colored marking and can only be incited by special rituals only the priesthood knows.

They are a highly religious society, utterly obedient to the commands of their exalted priesthood who they will defend and serve even until death.
>>
Rolled 84 (1d100)

>>42077393

>66 on Cultist-oriented fluff
Good gods below, it is meant to be.
>>
Faction: Mutant/Cultist
HQ: Lair

The Sons of Sarnath: (I suddenly got the Reference)
Long ago there stood a great Industrial city, the city of Sarnath, waning great in strength and power. A civilization of technological and manufacturing might. Until the great Doom came upon them, and sank their city.The waters overtook the streets and factories, and the lake and vegetation reclaimed the industrial jungle.

From this was born a race of Kroknath, who call themselves "The Sons of Sarnath," a race of extremely tough berserker-warriors blessed with natural weapons and armor both composed of a tough bonelike material. They've long lived in the caves and tunnels of the abandoned industrial complex that was long ago overrun with the vegetation of the swamp that formed after the fall.

The Kroknath believe they are a race descended of the Toad-God, who sired them after loved with Krokna the Lizard Goddess.

These cultists live and die by the fickle whims of their Toad-God and his hedonistic Toad Priests. Sacrifices of blood and wealth are cast into the lake (more mud than water since the End Times) monthly, under a gibbous moon. Costly, but these sacrifices do seem to coincide with the fact that, aside from executions, no man or woman of the city dies of anything but age. At least, that is what the rare trader allowed near the pile of broken obelisks and stone idols that mark the borders of the city's land are led to believe. Outsiders are forbidden from entering the city proper, as well as any temple situated outside it. Pallid and dour, the citizens move slowly and steadily through most tasks, but are capable of wild and frenetic acts when whipped to a zealous fervor by their priests.

a clannish society, difficult to enter or leave but extremely loyal and functional among its own. They paint themselves with brightly covered pigments from the fetid and stewing pools of industrial runoff, and only grow stronger for the mutations these bring.
>>
>>42077426
I was also thinking, maybe we have a few different kind of mutants?

The Frog-Priests could be closer in image to our god, and better attuned to intelligence and dark magic. They take among them as maidens and servants the daughters of Krokna, female Kroknath, who help them to sire more Frognar mutants.

The Kroknath are more common and physically stronger, the soldiers and workers.
>>
>>42077426
>>42077393
>>42077474
Vote!
>>
Rolled 29 (1d100)

>>42077426
>>42077474
>>42077393

Awww yuss.
>>
>>42077474
>>42077426
Seconding this
>>
>>42077426
Vote
>>
Finally, a unique and interesting faction.
>>
>>42077685
It's not that hard to do, just gotta have a few good anons to plant the seeds of creativity.
>>
>>42077426
>>42077474
For the Toad-God!
>>
Rolled 52, 78, 53, 50, 88 = 321 (5d100)

>>42077426
And the winner is THIS

Terrain has also been included so oh yeah!

HQ Lair
Bonus Pop
Bonus Defense

Penalty Manufacturing

Homeground Sunken Ruins
Terrain Swamp

Hybrid Accepted.

Heroic Options

>Chieftain
>Super Mutant
>Chief Cultist
>Scientific Abomination
>Mother
>>
>>42077762
Chief Cultist.
>>
Rolled 13 (1d100)

>>42077762

>Chief Cultist
Praise be to the Chief Cultist! May he live forever!
>>
>>42077762
Chief Cultist, our one true link to Toadthulhu
>>
Rolled 57 (1d100)

>>42077762
>Chief Cultist
>>
>>42077818
We should come up with a new name for that god. We've got Krokna...how about Solth-Ot? Sound sufficiently alien and amphibian?
>>
>>42077847
Sol-Thot or Solth-Ot. I like it.
>>
>>42077847
How about Kröte?

It's German for toad, but its simple and sounds like the noise they made.
>>
>>42077880
We shall have a great divide among the populace. Sol-Thot is furtive and protective of his people, while Solth-Ot is protective of his people and mysterious. Every other person protests the domains of each.
>>
>>42077900
>>42077905
I think that Kröte and Solth-Ot are both excellent names and both should be viable.
>>
>>42077900
Krote, Sol-Thot, Solth-Ot, what do our labels for the Eternal Father matter to him? They do not, I tell you! So long as our sacrifices proceed apace he shall continue to smile upon us as he has before.

>>42077762
>Chief Cultist
>>
Rolled 37 (1d100)

>>42077762
>Chief Cultist

Most real deities go by more than one title. I think all of the propositions thus far would make excellent interchangeable names.
>>
Rolled 33, 32, 29, 3, 26 = 123 (5d100)

>>42077762
Correction meant monstrous abomination not scientific...

Anyway your civ abilities are the following.

Mutation Spiked Carapace
Your bodies are naturally armored in a bony growth that covers your entire bodies it is naturally spiked adding additional defensive and offensive options.

Cultist
Forbidden Lore
>Protection of the Dark Deepest Depths

It is little known that there are forces out there that if pleased will offer protection...for a price.

Effect Make offerings to the depths and they will offer protection or more...

Sadly blessings for life protection ain't cheap requiring live sacrifice but the other stuff ain't so bad and can have varying effects.

Hero decided

Chief Cultist
Bonus Research
Bonus Magic

Passives
Chosen Cultist

Actives
Blessing: When activated will bestow a boon.
Commune: When activated capable of communication with certain beings...
>>
Rolled 77 (1d100)

>>42078023
Damn it don't know why the correct stat sheet didn't post the right one hold up.

Anyway yeah the 'blessing' may not neccisarrly be a good thing according to the chief cultist who just so happens to be chief precisely because that cultist is the only one who can successfully make contact.
>>
Rolled 87 (1d100)

>>42078023
>Blessing: when activated will bestow a boon.
>Commune: when activated capable of communication with certain beings...

Suh-fucking-weet.

>>42078130
The blessings of the Father cannot be judged by the mortal scale of "good to bad"! They simply are, and we shall accept them as such and adapt to HIS will as they encourage us to do so. The great Solth-Ot knows what is best for his children to survive in this riven world.
>>
Rolled 84 (1d100)

>>42078079
Action 1 - Today is the Seventh Moon of the Year. The time of our God.

We shall mark this day with sacrifice and worship, and that our Priest may commune with him and seek his blessing and guidance.

Have the Chief Cultist gather the priests, and select from the Kroknath 7 of the most Beautiful Kroknath virgins, as daughters of Krokna. For 7 is his sacred number.

Six they shall have for themselves to serve in all sensuality and voluptuousness, but the 7th shall they not touch. She shall be surrounded and beholden to the Toad-priest as they take the other females and witness what shall become of her herself.

After they are done, the 7th shall be floated upon the lake and then tossed into the waters weighed to a large stone. She shall be the offering and gift to our god, and we shall pray that he finds her worthy.

Activate:
>Blessing: When activated will bestow a boon.
Have the Chief Priest bless the seventh virgin and sacrifice of the seventh moon.
>Commune: When activated capable of communication with certain beings...
After the sacrifice, have him speak to our God and beseech his guidance. What words of wisdom or importance may he give to us.
>>
Rolled 73, 8, 25, 29, 89 = 224 (5d100)

>>42078023
>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 4
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: Good
>>>>>Water: Good
>>>>>Morale: Average
>>>>>Medicine: Low
>>>>>Health: Very High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 tank(wrecked). 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace
>>
Rolled 35 (1d100)

>>42078224
Sounds like a good first action. Let us pray and consult our god.
>>
Rolled 85 (1d100)

>>42078224
Krote hear our prayers and guide us.
>>
Rolled 74 (1d100)

>>42078224
Aww yuss.
>>
Rolled 26 (1d100)

>>42078224
The Blessed Kroke shall receive our offering and reward us for it!
>>
Rolled 15 (1d100)

>>42078257
I'd like to pursue new mutations, particularly (if possible to be specific) an acid based spit attack.
>>
>>42078338
An excellent idea. I think next turn we should pursue that. Maybe look for some acid vats or something, have our chief priest look into it.
>>
Rolled 77 (1d100)

>>42078257
Homeground stat info aka sunken city
Average Bandit
Very Low Density(you have fuck all for neighbors)
High Monster Monsters
High Zombie
High Mystery(oh what fun!)

Terrain Stat Info aka the swamp
Above Average Bandit
Low Density
High Monster
Very High Zombie
Above Average Mystery

Regional Info
EXTREME BANDITS
Low Density
Near Nonexistent Monster
EXTREME ZOMBIES
Very High Mystery
>>
>>42078436
Bandit humans and monsters aplenty, they will make great sacrifices!
>>
>>42078457
Divide them into seven parts, the six we can use for our own means, the seventh go into the lake.
>>
Rolled 91 (1d100)

>>42078224
Rolling
>>
Rolled 66 (1d100)

>>42078257
>>42078224
The Chief Cultist has gathered up the priests and them decide upon the most beautiful of kroknath virgins seven total according to god's favorite number. They than had their way with the first six but the seventh meanwhile had to witness it before she was taken into the lake never to be seen again...

Blessing Activated
Acquired Boon of Birth
Temporary increase to population increase as mutant offspring are able to born more readily and with less harm to the mother also increasing health while decreasing strain on medicines.

Commune Activated as the Chief Cultist sits down before the lake and starts to mutter impossible to pronounce things and strange secrets.

Contact Made...unknown being encountered.

"So YOU are the one who sent down this one?"

"...you are not our god."

"Hah of course not that one is busy...and didn't appreicate the thought."

"What how can this be?"

"You ever thought about what happens when you get rid of the pretty ones?"

"Uh..."

"Ain't no pretty ones left you idiot. I know your the chief cultist and have access to that library you know how you REALLY came to be so its a very similar train of thought."

"...well shit."

"Also you need to work on your cummunion thing. Its not easy to make contact with whoever you want."

"So how do I make contact with our god?"

"You mean the one who first offered his protections?"

"yes."

"You might be able to get it in oh about 1 times in 10."

"That bad?"

"yup."

"So what now?"

"Now I share a secret of course. A VERY interesting secret."

"Which is?"

"In that sunken city of yours there is a secret contacted to the zombies. In particular how they are able to keep their numbers up despite the...heavy lack of potential vessels."

"I am listening..."

"In that city there is a facility that harbors a secret to their number, but be warned it is protected by one nasty guardian."

"Minder?"

"worse."

"What can be worse than a minder?"

"Minders aren't the only 'smart' ones."
>>
>>42078645
This is odd. . .interesting, yet odd.
>>
>>42078645
We need to consult that book.
>>
>>42078645
Snark from an Elder Thing, I love it.
>>
Rolled 98 (1d100)

>>42078645
"....well shit. Why do you tell me this?"

"You any idea how hard it is to find someone to talk to much less who doesn't go insane?"

"So I see."

"No you don't. Besides unlike that one I DO like the pretty virginal ones. Problem is your mutants and not very pretty ones at that."

"Well fuck I had known this I would of thrown them all in or gotten some human women..."

"Hahah better luck next time as for your so called god that one most likes live sacrifices and isn't picky about it. In exchange he bestows his protection as you all well know."

"So wait all that other stuff was pointless?"

"Exactly."

"...ah so much trouble and loss all for naught."

"Don't feel bad cultist you only know about the protection among potential blessings. You know little of the beings in question and their...preferences."

"So what about yours?"

"I most enjoy the ruining of the pure. In other words corruption and such like perversion...that is my thing. Hence why I like mutants and this stunt you pulled. Unexpectedly you turned out to be able to reach and channel my powers chief cultist. I can see now why you are the chief...and if you weren't I would of made sure you became such."

"So your big pervert got it."

"Pretty much. In exchange I can help with that...population problem of yours."

"So are you the only one?"

"Not by a long shot but my thing is perversion and corruption aka ruining of the pure."

"Goddamn no wonder you liked this recent stunt so much..."

"Oh yeah that I did but this is the first time I was able to meet you previously my effects were rather small but with your channeling...heheh."

"Well thanks for the blessing and until next time. When can we meet again?"

"hah we are always around that isn't much a problem."
>>
>>42078832
>"Well fuck I had known this I would of thrown them all in or gotten some human women..."
>"Hahah better luck next time as for your so called god that one most likes live sacrifices and isn't picky about it. In exchange he bestows his protection as you all well know."
>"So wait all that other stuff was pointless?"
"Exactly."
Krote likes live sacrifices in quantity rather than Quality, but this. . .being does like the pretty ones. We'll keep that in mind.
>>
>>42078832
I like this god, he sounds like the kind of god who would love to help us boost our population through captured human females.
>>
Rolled 59 (1d100)

>>42078832
Communion has ended.

"So how was it Head?"

"Turns out this besides the live sacrifice is unnecessary you perverted priests."

"AWW..."

"That was the bad news good news is I made contact with a being who is much more perverted than even you."

"...wha?"

"I need to get to the library and I'll be taking the six with me. Hopefully one of them will work...oh and send the scout leader as well as war boss to meet me in my abode later. I need to speak with them."

"Understood Chief Cultist."

And so the chief cultist wanders off while muttering under his breath about them.

>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 4
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: Above Average
>>>>>Water: Above Average
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health: Very High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 tank(wrecked). 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace
>>
Rolled 67 (1d100)

>>42078951

Hey, we have a wrecked tank.

FIX IT.
>>
Rolled 32 (1d100)

>>42078976
Vote.

Wanted to do the acid spitting stuff but since our Chief is away and he's our primary research guy, having a tank will be great.
>>
>>42078951
"Wait Chief, did you get a name from him? The voice you spoke to."
>>
Rolled 98 (1d100)

>>42078976
>>42078996
Another vote for tank, and then the acid spitting after the tank.
>>
Rolled 75 (1d100)

>>42078976
TANKS

>>42079014
Yup. I think we should go exploring for vats of acid, thats a good start. Maybe by then the chief will be ready to help us integrate it into an ability.
>>
Rolled 89 (1d100)

>>42078976
Vote
>>
Rolled 100 (1d100)

>>42078436
For the precise(that were unmodified BEFORE including the terrain modifiers such as swamp obviously giving a bonus to monster and mystery for instance) will not be provided as its unnecssary with modifiers.

Now explanation time.

In Sunken City where your lair is located within the bandit populace seem to be keeping a presence here despite lack of prey. Instead they appear to be interested within the city itself despite the dangers. The weak bandits however don't survive her for long without being slaughtered or driven out. This means only the hard asses are able to stick around and this is something you all well know.

Monsters and zombies meanwhile appear to be fighting bitterly within the city with monster reinforcements coming form the neighboring lake and zombie reinforcements from within the swamp. The city has become a a bit of a battleground between the two. So far though the monsters have been making sure to prevent the zombies from taking the advantage unlike with the swamp.

In the swamp meanwhile a bit more bandits but not quite so tough as the city bandits. There somehow are even MORE zombies here than the city itself. Sons of bitches are fucking everywhere and have a slight advantage over the monsters here.

No idea where they could all be coming from...Cultist Chief thinks they are coming from somewhere and has finally found out about a secret involving a potential source of the zombies.

Regional info in general bandits are fucking everywhere but the same is true about the zombies...meanwhile the monsters have been utterly thrashed. The swamp and ruins is likely to be their last stand in this region which may very well explain why they are fighting so damned hard...

Despite the lack of prey for both the zombies and bandits(besides each other) SOMETHING is keeping them here and possibly drawing forth more besides.

Whatever it is its of interest to both sides and they are clashing fiercely over it.

>>42079013
Ran out of time.
>>
Rolled 46 (1d100)

>>42078976
>>42079014
Son of a...

This turn our forces spend their time fixing the wrecked tank while the cultist chief tries to recover from her over exertion during the earlier ceremony. Despite our crude understanding and materials our forces do indeed succeed in fixing the tank.

>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 4
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: Above Average
>>>>>Water: Above Average
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health: Very High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace

>>42079243
oh fuck me.
>>
Rolled 9 (1d100)

>>42079299
Is our Chief Cultist able to research the acid spit now? If so, vote.


Also, on a side note, should we name our Chief Cultist?
>>
Rolled 90 (1d100)

>A functioning tank
Fuck yeah.

>>42079343
Sure, let's do it. Any long-term goal you're going for though?

I suggest looking for sources of acid and consuming them as a means of acquiring this mutation.
>>
Rolled 96 (1d100)

>>42079404
>>42079343
Vote.

>>42079404
I don't know, but I think a map will help with making some longterm plans.

We should do some exploring of our homeground after this next mutation.
>>
Rolled 35 (1d100)

>>42079343
>>42079404
>Gotta add to that sweet mutation tab.
Vote.

Next turn we should look around our local area though.
>>
>>42079404
I think the long-term goal should be your average mutie being incredibly dangerous without having to rely on weapons. We already have the moderately defensive carapace, which can be used for hand to hand engagements, but having access to a long range natural weapon is even more advantageous, in my opinion.
>>
>>42079452
I think natural acid spewers amd adding poison/injectors to our natural weapons is good. Possibly some dissolving/incorporation of foreign object into our carapaces too.
>>
>>42079502
>>42079452
We should also look to some stealth mutation, like Chameleon scales. Or some sort of sticky adhesive we can spew to gunk up machines and capture sacrifices and female hosts for new mutants.
>>
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Alright, read everything so far and made some notes. Waiting to see what happens with this acid plan.

... unless Op needs us to do something.
>>
Rolled 32 (1d100)

>>42079243
Random Event ENGAGED

While sleeping a strange thing fell out of the sky and crashed into the Chief Cultist's place...who was MOST unamused.

Until that is we figured out that the thing that crashed in question was in fact a SURVEYOR that as turned out was checking out or region before it fell out of the sky...and now we got a look at the map contained within.

A near perfect map that contained invaluable data.

Regional Terrain is the following starting from the top left hand corner and going by three across and three down.

Swamp(your between here)Lake Mountain
Jungle FloodedClity MountainCity
Zombie Hives Warring Ruins Bandit Central

Downloading specific numbers and density info. Update(current as of now)
Swamp
Bandit 54
Density 34
Monster 84
Zombie 91
Mystery 66

Your City(unknown)

Lake
Bandit 27
Density 45
Monsters 69
Zombie 94
Mystery 73

Mountain
Bandit 34
Density 88
Monster 28
Zombie 45
Mystery 59

Jungle
Bandit 26
Density 89
Monsters 69
Zombie 56
Mystery 92

Flooded City
Bandit 49
Density 9
Monster 60
Zombie 40
Mystery 44

Mountain City
Bandit 15
Density 18
Monster 50
Zombie 52
Mystery 98

Zombie City(aka Hives everywhere)
Bandit 45
Density 29
Monster EXTINCT
Zombie CRITICAL
Mystery 68

Warring Ruins
Bandits 51
Density 4
Monster 44
Zombie 53
Mystery 93

Bandit Central
Bandits CRITICAL
Density 27
Monster 4
Zombie 57
Mystery 78

Fuck all these goddamn spoilers goddamn it the fucking odds...
>>42079343
A name would indeed be helpful.
>>
>>42079792
OOh, will you be able to draw us a map anytime soon? Maybe this thread or next?
>>
>>42079792
Why not just call our Chief Cultist Ribbitca?
>>
Rolled 7 (1d100)

>>42079404
Now for this...

Some mutants get the BRILLIANT idea to start chugging down some acid pools in the industrial area because they were and I quote 'thirsty'. What ended up happening instead was unbelievable agony before finding out their spit was now corrosive. Afterwards when they drank from it again though they claimed it tasted 'great' and that it only had a 'kick' to it when you drank it the first time. Afterwards it was now considered tangy and refreshing.

Acquired Mutation Acid Spit

>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: Low
>>>>>Water: Low
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 9 (1d100)

>>42079885
Evidently we're still hungry and thirsty because
>>>>>Food: Low
>>>>>Water: Low

Lake
>Bandit 27
"ONLY 27?"

Action 1
Time to hunt some BANDITS for food and sacrifices! Maybe there'll be women among them too!
ATTACK!
>Also drink some lake water because we're fucking kroknaths and frog-men, this shouldn't be an issue!
>>
Rolled 31 (1d100)

>>42079949
+1 vote for attack and eat/sacrifice the bandits, perfect opportunity to test out our acid spit and TANK
>>
Rolled 52 (1d100)

>>42079861
I suck at maps. Shit is atrocious not to mention you have to scout shit before stuff gets mapped(crudely for scout well for explore) with the exception being of your Lair.

So wait hold up thing i can bring something up for the city. The other stuff though...the surveyor was heavily damaged you only got the detailed numbers due to crit otherwise would of just been a bit more abstract.

So besides the basic terrain type and numbers thats it.
>>
Rolled 5 (1d100)

>>42079949
Vote!

A FEAST FOR KROTE!
>>
Rolled 72 (1d100)

>>42079949
Rolling
>>
Rolled 55 (1d100)

>>42079949
Forces sent out to attack the bandits. Besides a few platforms and islands the remaining bandits are quite mobile.

So our forces went after the ones who didn't move(escape). on the way there our forces were harassed by a bunch of aquatic zombies. Looks like those reinforcements from the lake might actually turn to be monsters who are busy running for their very lives from it...

So eventually our troops made it to a platform and started their attack...only to find out the bandits were waiting for them and sprung an ambush. Turning our own attack against us.

So our forces found themselves between a rock and a hard place. Luckily some of our guys made it back...but they were rather wounded heavily and the only meat they brought back was zombie flesh. Apparently they were unable to even kill a single bandit...

>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: Low
>>>>>Water: Low
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 89 (1d100)

>>42080171
Anyway here is crappy map.

The light purple is your lair and its bordering the lake on the unmapped side.
>>
>>42080171
hmmm, seems we've understimated how pesky the neighbors and wildlife can be. We might need to consider changing our target.

Actually, now is a good time to do some of that stealth research. . .
>>
>>42080230
Misposted?
>>
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Rolled 46 (1d100)

>>42080230
Fuck i forgot to include it...
>>
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Rolled 70 (1d100)

>>42080238
Why stealth when we could just grow in power or maybe just study our targets a bit?

>>42080171
But first food and water.

>H. Scavenge for food & water.
>>
Rolled 45 (1d100)

>>42080363
Aye, I agree on both counts. Vote
>>
Rolled 95 (1d100)

>>42080363
+1 for food and water
>>
Rolled 3 (1d100)

>>42080363
Rolling
>>
Rolled 31 (1d100)

>>42080363
Glum from the harsh defeat handed to us from the bandits it was decided to go and scavenge around for food as well as drink. Mutants luckily can endure lower quality items of both nature but it tends to be rather unpleasant. It wasn't long before our larders overflowed with the flesh of monster and zombie as well as plants picked from the swamp as well as scavenged old world food. Drink wise was a bit more troublesome. While easy to acquire low quality water the quality stuff was much harder. Luckily though our forces got astoundingly lucky and found a clean tank of stored water.

Acquired food restock.

Acquired Dirty Water
Acquired valuable Clean Water

>>>Turn 6
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: Low
>>>>>Water: Low
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
>>42080688
Fuck forgot to increase stats.

>Food Very High
>Water Very High
>>
Rolled 41 (1d100)

Study and research the bandits, monsters, and zombies and other potential enemies in our homeground, find patterns and weaknesses, how they function how they move, if we're going to kill them we need to know them first.
>>
Rolled 73 (1d100)

>>42080688
G. Find/scavenge for materials to construct a purifier for our dirty water
>>
Rolled 42 (1d100)

>>42080688
Now for some odd training/wood gathering.

Let us test what we can do with our acid spit by trying to melt/cut trees, rocks and some other things around us. The gather up the trees and stone at the same time, if it works.
>>
Rolled 97 (1d100)

>>42080860
eh, pure water won't be really needed atm, we're mutants, we can literally survive on what would be poison to a lot of other things.

Would help some though. But I want to make our homeground a bit safer first.

>>42080924
Actually, this is great, we can train how to use and harvest the surronding area at the same time. I'll switch my vote to it.
>>
Rolled 17 (1d100)

>>42080924
Voting this
>>
Rolled 61 (1d100)

>>42080924
vote
>>
Rolled 61 (1d100)

>>42080924
The acid that our spit is based upon apparently is bit more effective against organics then inorganic given the rate of dissolving. If the time different between stone and tree are anything to go by. It took some work but the combination of spit and ax proved to be amazingly effect at hewing through large amounts of lumber that was then taken back to the lair.

Acquired material
>Lumber

>>>Turn 7
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: High
>>>>>Water: High
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 58 (1d100)

>>42081094
Study and research the bandits, monsters, and zombies and other potential enemies in our homeground, find patterns and weaknesses, how they function how they move, if we're going to kill them we need to know them first.

Map the surrounding jungle, think about how we can use various trees and a combination of quick chops with acid and axe how to create quick and effective traps and ambushes.
>>
Rolled 51 (1d100)

>>42081094
Hm... Can we upgrade our carapace to handle our acid? I wish to see about make types the throw up large pools of acid in combat and then range types.
>>
Rolled 53 (1d100)

>>42081094
Pursue new mutations: gills/amphibious adaption/holding our breath really long

Basically, just some way to make us more adapted to our watery environment
>>
Rolled 28 (1d100)

>>42081200
Aren't we already like that though?
Still, improvements can be done. I'll vote it.
>>
Rolled 55 (1d100)

>>42081094
"About time you two showed up."

"Well excuse me if the priests hadn't sent us out on that mission I would of arrived sooner."

"Told you should of scouted first."

"Oh shut up scoutmaster."

"See what happens when we only listen to those religious freaks? Only one who knows whats actually up is the creepy cultists."

"AHEM I am right here you know?"

"Well we don't JUST mean you also the others too!"

"...fuck fine. Anyway what I wanted you here is for a certain secret I uncovered."

"Which is?"

"The zombies apparently have some kind of facility specialized for churning them out and it has a rather strong guardian apparently."

"Hm...I always wondered where they kept on coming from," mentioned the Officer.

"Aye clearly those coming in from the swamp wasn't enough to explain it all," finishes scoutmaster.

"Exactly. That is what i found out so any of yours have any idea where this facility is located?"

"Well obviously it ain't no hive...which makes things tricky."

"Aye, somehow its capable of churning out a LOT of zombies while at the same time is rather well hidden. Is it possibly in a medical facility?"

"I think we would of noticed it in that case..."

"I think I will let you two discuss," mentions the Cultist Chief before leaving. His purpose now fulfilled and its time to hit up the library about the knowledge regarding the 'origins' that the being mentioned. Luckily the chief had a rough idea where it was located exactly.
>>
Rolled 32 (1d100)

>>42081164
This
>>
Rolled 63 (1d100)

>>42081164
Well, you heard the scoutmaster. Let's scout.
>>
Rolled 39 (1d100)

>>42081164
Voting for this
>>
Rolled 31 (1d100)

>>42081164
Homeground has officially been put on surveillance for this turn.

Enabling view of enemy actions...hold up. There is gonna be a number of em.

TURN

>Bandits
Number of inner factions unknown.

Identified factions 5.

Viewing their turn.

Bandit group one. Spends turn salvaging vehicles.

Bandit group 2. Spends turn fighting zombies.

Bandit group 3. Fighting zombies.

Bandit group 4 attacks monster den.

Bandit group 5 is seen 'going fishing' at nearby lake(see use large amounts of explosives and shoot whatever it doesn't kill).

Bandit types identified.

Outcast.
Marauder.
Tek.
Classic.
Unknown.

Monsters Turn
>Assaults zombies
>Establishes new dens
>Assault zombies
>Attack bandits
>Scavenge for resources

Zombies
>Attack each other
>Attack bandit
>Attack monster
>Attack everything else
>Move towards prey
>Stays put

Follows simple pattern of kill, eat, move, and stay.

Monsters sadly not so predictable. It would depend upon the monster type in question of which we sighted no small number...probably due to them being forced back so far. Leading to quite a variety but of low concentrations of each.
>>
Getting late for this anon here who's gonna tuck in, keep the thread alive gents, I'll try to archive it in the morning.
>>
Rolled 76 (1d100)

>>42081568
WARNING
Our forces have spotted incoming ghoulish horde. They would appear to be heading in roughly our direction. Luckily for us though the zombies are slowing them down quite a bit...the other two forces meanwhile just gtfo instead.
>>>Turn 8
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1500
>>>Military 1500
>>>>>Food: Above Average
>>>>>Water: Above Average
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 67 (1d100)

>>42081621
Construct barricades at the entrance of our lair, with just enough of an opening to have as many of our men as possible launch acid at the invaders.
>>
Rolled 38 (1d100)

>>42081621
>>42081653
Actually "gtfo" seems like a viable tactic to those who live in the swamp.

Why rail ourselves against them when we can just let them pass until they're gone?

>>42081621
Action 1 "gtfo"

no need to fight them right now. Just follow the example of the others
>>
>>42081671
I dunno if we can just gtfo with 1500 mutants
>>
>>42081727
How hard can it be? The Bandits are doing it.

We're mutants, and swamp mutants at that, we're entire levels tougher than the average human bandit.
>>
>>42081747
>>42081621
"We are tougher than humies, right?

And we can survive better in the jungle than them?"
>>
Rolled 23 (1d100)

>>42081621
... hm if these ghouls are like fallout they're are probably coming for our broken power source. If they are smart, maybe we can make some kind of agreement. Otherwise it's leaving something we need behind, the lost library.

I say attempt talks and pull back if it fails.
>>
Rolled 13 (1d100)

>>42081621
The Kroknath and Frog-men, being well suited to the Jungle enviorment, follow the other two faction suit, scattering and slithering into the surrounding swamp and hiding away from the horde like the well adapted reptilian creatures they are, blending in with marsh and swamp.

Using the Cumbersome Maze Terrain to their advantage, they hide and wait in hiding until the Ghoulish horde has passed, not seeing the need to waste so much effort and lives into fighting them head on in open combat.
>>
>>42081802
>>42081621
Can any of our forward scouts try and talk to any intelligent ghouls in the horde?
>>
Rolled 93 (1d100)

>>42081772
Big time. Humans can't survive in wasteland without special equipment. Mutants don't need anything but their bare hands.

Maybe. The jungle seems a pretty alright place for factions besides the mountains.

>>42081802
So your hoping that they aren't feral? Non ferals tend to be a bit more...organized.

>>42081828
You would have to find them first.
>>
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Rolled 19 (1d100)

>>42081820
Sounds like a plan
>>
Rolled 41 (1d100)

>>42081653
I say we prepare defenses, send scouts to parley, and if it fails we defend our home.
>>
>>42081871
Why do we need to fight them though? Nobody else but mindless zombies are bothering too.

This seems like a regular occurance, a passing horde that people just steer clear from until it's gone.

Even the humans are doing it.
>>
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Rolled 29 (1d100)

>>42081845
Maybe they have handlers guiding a mindless horde, is what I think.

Yet if they are feral, maybe we can lead them into other people and weaken them for us.
>>
Rolled 40 (1d100)

>>42081871
>>42081653
Let's fight them.

Why hide? Hiding is shameful to KROTE!

WE WILL SACRIFICE THESE GHOULS!

>>42081900
after we determine if they can parley first.

Supporting
>Attempt at Parley
>Preparing defenses
>>
Rolled 73 (1d100)

-Try to negotiate with the Ghouls
-Prepare defenses
>>
Rolled 93 (1d100)

>>42081960
Vote
>>
Rolled 89 (1d100)

>>42081653
Barricades constructed from lumber and assorted rubble we were able to pile up. As of yet the ghouls have yet to reach us until next turn.

>>>Turn 9
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 76 (1d100)

>>42082430
Sounds like we're already dug in for a fight, welp better make the best of it.

>Dig trenches in front of the barricades to create an additional slope for the Ghouls, fill the storage cells with Acid that we can pour on them
>Clean up the Radioactive water from around our base away from the Ghouls
>>
Where did you grab the resources to run on of these Civs?
>>
Rolled 10 (1d100)

>>42083766
You lost me anon.

From what I understand Post Apoc civs rely upon Genie's system which is surprisingly sturdy and adaptable all things considered.

I have yet to see anyone but Genie test it outside the post apoc type game though but apparently it works perfectly well outside that dynamic just fine.

Genie is the only one who has the whole system including the most valuable notes. Bastard never posted the notes though...much to the anguish of many anons. The basic system itself however has been posted and tested.

A huge sore spot among Genie fans besides him vanishing is the lack of the extremely valuable and hard sought notes. In particular the homebrew ruleset and settings info.

Otherwise in game you have to scavenge for resources but materials are more efficient but at the same time more limited in use.
>>
>>42083857
Thanks, could you provide a link maybe?
>>
Rolled 30 (1d100)

>>42083857
Ah by notes I mean the private notes that Genie kept personnel.

At the moment I am 99.999% positive that those notes are basically considered the holy grail among Genie's fanbase and still a priceless jackpot for civ games in general.

The vanishing of the Genie was a quite a blow for civ game development especially considering when Genie made it he had tabletop version in mind.

>>42083897
I know there is a link somewhere though as it included questions being answered and some additional details being offered. Sadly I don't quite remember where it is though. Well I intend to do a trawling through the archive anyway again so I probably find...hopefully.
>>
>>42083972
Cheers man and thanks for running, love these Post Apoc Civs. Good luck on your trawl though im doing similar and will pot if I find anything
>>
Rolled 27 (1d100)

>>42084049
I know its got to be somewhere damn it as i was in the thread. I know Strelok supposedly had a copy but I don't recall that fellow ever posting it. From what I have seen he uses a modified version with setting based in Earth/milky way galaxy. I swear just about every anon has been stuck scavenging whatever they could of the system and setting. Considering how much I sometimes hear about how anons are digging around for it. Seems like everyone is stuck in the same boat ever since Genie vanished. I even half suspect Strelok is the same as well.

I swear everyone is trying to find the same fucking jackpot...I mean could it be possible that those notes had actually been posted in more than just fragments? I don't think so but I do remember the basic system being posted at last once yet I sometimes hear anons searching awfully hard...maybe i missed something. I know only a bit of the homebrew rules and even some setting stuff were scattered as well maybe that is why.

Fuck I'm tired I just pick this civ back up tomorrow when I wake up and refresh myself.
>>
Rolled 25 (1d100)

>>42084190
>>42084049
Here you go: http://pastebin.com/U3EJvdVN

The first bit is the largest chunk of system info Genie ever posted, though there are smaller chunks scattered around through the various threads. Stuff following that are my attempts to continue developing the system, including adding hard numbers to things. If you'd like more information on the actual crunch side of things then you can set up an IRC, provide a skype, or contact me on twitter.

Certain secrets contained herein.
>>
Rolled 44 (1d100)

>>42082521
Vote
>>
Actually guys, we should probably go fuck up the ghouls while the zombies attack them.
>>
Rolled 34 (1d100)

>>42086473
We can attack them and fall back, bleed them dry before they hit the defenses, the maze, our HQ bonuses, etc.

>>42082430
Exploit the Zombie/Ghoul combat and start skirmishes against the Ghouls, melting them with acid from afar and generally fucking them up while slowly falling back towards our defenses.
>>
Rolled 78 (1d100)

>>42082521
Vote
>>
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Rolled 22 (1d100)

>>42084190
Today is going to be a good day. Bump
>>
>>42084573
and its blank...you cheeky cunt. Now that's just messed up getting all these anons hopes up hahahahahahahah.
>>
>>42090848
Oh captain my captain
>>
Rolled 47 (1d100)

>>42082521
Forces dispatched to dig trenches in front of the barricades.

"So...is this suppose to slow them down?"

"Eh maybe a little."

"But its an entire horde you know?"

"Hey guys i thought ghouls weren't a big fan of mutant meat?"

"Yeah well it was also said that zombies weren't either you smart ass. For some reason this isn't exactly true around here."

Acid stores have been prepared but they are fast eating their containers so they wont last too long. Meanwhile we attempted to clean up the radioactive water but it just kept on coming...stupid broken reactor.

WARNING
Ghouls have arrived this turn!

They appear to be fiercely battling the zombies when they took pause near our base and started to sniff around.

>Protection activated by unknown source
>>
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>>42090848
Glad I'm not the only one who thought that was funny as well.

>>42091413
Cool Op is back.
>>
Rolled 39 (1d100)

>>42091413
"Wait a second...these glyph on these pillars."

"Hm what is it necmonter?"

"Cultists I don't recall hearing about-"

That was when the pillars started to whir and the glyphs glowed coming back to life.

"Oh hell."

"Oh goddamn I fucking hate cultists...why didn't we know about this?"

"...According to the bandits this place is cursed."

"Well ain't that reason fucking obvious? FUCK of all things we ran into one of the few factions able to hold on out here..."

-----

Protection activated BARRIER
A strange shimmering barrier has activated around our lair...

Second activation detected...

"Hey chief cultists any idea whats going on?"

"...someone tampered with the glyphs this power I do not know."

"Is it a good thing?"

"A very good thing."

"How good?"

"Its stronger then your god priests."

"Impossible."

"Nope. Your god required death of lives to save lives. The fact that it doesn't need to do that and do this alone indicates its superiority."

"..."

Power usage detected.

>Rifted

Strange rifts are being torn open nearby and strange beings are pouring out of them before spreading out. The ghouls for their part start to fight and then simply run like hell.
>>
Rolled 46 (1d100)

>>42091712
>>>Turn 10
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1500
>>>Military 1500(Fucking muties)
>>>>>Food: Average
>>>>>Water: Average
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 47 (1d100)

>>42084573
>>42090848
Doh ho ho.

http://pastebin.com/Qs2dPQ1Y
>>
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Rolled 9 (1d100)

>>42091729
> attempt to capture a singular fleeing or injured ghoul for sacrifice, use the tank and a couple technicals
>>
Rolled 77 (1d100)

>>42091729
Counterattack! Lives for the Toad God!
>>
Rolled 34 (1d100)

>>42091729
Well if they are running from it and we don't know what those things from the rift are. I vote training behind the barrier. After all we can't hold our acid in containers for now. So thinking we improving our acid so are skin can. Then we can see about making leather skin bags to hold or being able to just pool acid quickly with small groups of acid focused mutants.

>E. Pursue new mutations
We have the bone like carapace. So it should be easy to improve the anti-acid effect of calcium deployment to where our bodies will not weaken our bones at the same time. Hell maybe even use some other bases instead of calcium.
>>
Rolled 5 (1d100)

>>42092070
>>42092067
Why not both?

>>42092043
As for fluff dumps...I just kind of know whereabouts whatever I want to consult is because I've been here from the start. Big Bandit Book is in the Bloodsnows and Outcasts, explanations of different ghoul types are in the same, brood are discussed primarily in the Memor though they're expounded upon in no particular threads over time, etc.
>>
Rolled 27 (1d100)

>>42092067
>>42092070
>>42092106
Consensus
>>42092076
Actions like that we will take care of when combat is over.
>>
Rolled 68 (1d100)

>>42092070
The holy number! Twice!
>>
>>42092163
So you people want to go out to fight after finding out things were tampered with and a barrier was put up? To top it off things of unknown origin are coming out of rifts.

If you feel it's okay to risk it on descent amount of unknowns by all means.
>>
>>42092296
Fair enough, I will concede. You are right, we should fuck off and offer a humble prayer of thanks to our saviors

Maybe crack open a supply and have an orgy if we are feeling celebratory. We should. We did just witness a mirical
>>
Rolled 91 (1d100)

>>42092106
>>42092163
Vote.
>>
Rolled 27 (1d100)

>>42092043
Hm...guess the second part must be your own modified stuff. I always thought about creating more factions but considering anons never gave any new ideas for it(besides the zealots and cultists at the end of memor) and how much a pain it is to balance faction traits I never bothered.

Stats are easy to balance but the fucking traits...

>>42092106
I always intended to have the big bandit book be available to bandit factions and to help players who are trying them out. I always thought of creating something similar for other factions but have had little luck in coming up with something.

The brood biggest information dump besides being among the Memor was actually during the Brood civ that was lost. It included some rather big spoilers that now only I know MUWAHAHAHA.

Ghoul monsters are pretty much finished same with the zombie types...I don't think I need to bother with generalist info anymore and the details will naturally vary according to the game.

So i been focused on the other monsters FINALLY those poor bastards needed some love over a year ago...just now have i been able to get around to it.

So if things keep up with my monster work you could ACTUALLY see some new playable monster factions...

Yes this may possibly include some playable zombie or ghoul, but their tricky granted not on the level of brood but they're up there. Mostly due to the nightmare of upkeep.
>>
>>42092521
It's not modified really, aside from the HQ bonuses/penalties to a minor extent. I just took the wording for the various stats and translated them into numeric values. Each tick above or below 5 in a given value is a flat +/-10 modifier to any roll associated with that action. HQ modifiers are treated as adding/subtracting directly from the civ's base stats, but can be made up for by upgrading equipment/whatever where civ stat bonuses/penalties are with you forever.

As for the traits, I actually found it relatively easy to balance them out. At least theoretically balance them out, as most of the civ types have yet to be tested. I basically just cranked up the powerlevel of most of the traits because player civs kept dying all the time.

My setting is basically a snowclone of yours, but with some of my own personal flavor secrets added in and with a more cyberpunk/high-tech bent due to personal prejudices.
>>
>>42092630
>>42092521
Anyway, here isn't the place to talk system devving. If you'd like to make a throwaway twitter account to message me with you can do that and then we'll talk turkey. I'd like that because I feel you could overcome a lot of your barriers if you'd be willing to collaborate and I have some good ideas but with my new job no time to execute them.
>>
Rolled 92 (1d100)

>>42092067
>>42092070
I vote both.
>>
Rolled 95 (1d100)

>>42092070
>>42092106
>>42092163
Counterattack ordered for the sake of capturing ghouls for sacrifice. Luckily the barrier turned out to not keep us in...but that is the only really good news.

For once our forces went out there it turned out those...things weren't friendly to us either. Despite the troubles however our forces were able to secure ghouls and sacrifice them.

PROTECTION of Toad God activated.

As soon as the sacrifices came however our forces were seemingly protected by the strange onslaught of beings and....the dead that started to pick themselves before attacking the living.

Both deceased zombie and ghoul once slain picked themselves back up to fight once more!

Too bad they aren't friendly.

>>>Turn 12
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1500
>>>Military 1500
>>>>>Food: Below Average
>>>>>Water: Below Average
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
>>42092797
>have the cult leader bless the battlegrounds so that our original God may see the chaos we brought in his name
>>
Rolled 6 (1d100)

>>42092797

We've acquired the sacrifices for our God. It is known that none can attack our domain without having blood drawn.

Retreat back into the base, let these alien things and the dead fight amongst themselves. We will devote our time to >>42092885
>>
>>42092630
hm yeah numeric values I only granted the stuff on pop increase but this was mostly due to me being happy with it. I wasn't going to release some of the other numbers yet till I started crunching war mode and the infrastructure stuff...I think I might of posted that.

At least i should of. I only hadn't had war shit figured out yet.

Problem with traits its only theoretically balanced. After i did some harsh testing I quickly found it wasn't that easy...so I kept them simple. I never really bothered to increase the power of traits because I liked the simplicity but I have considered offering more than one, but for players this only worked for hybrid civs.

Which I am still not happy with and the only other civs with it are GM only so far because I REALLY am not even remotely pleased with it enough to release it.

>>42092674
I have twitter but I'll need to see if its still live though. I practically never use the thing because i hate twitter. As for working on civ mode...I pretty much consider First Edition done because its playable and I know it fucking works.

So I was actually planning to go back to war mode to keep testing those waters. I have the stats mostly figured out(still needs some heavy tinkering but hey at least I finally got something that isn't an outright abomination) and the space rules somewhat determined.

Not to mention it seemed like you were doing the civ running very well so I figured it wouldn't hurt to work on war mode and release the first edition of that one too.
>>
Rolled 68 (1d100)

>>42092899
>>42092885
Let them kill each other seven-fold! ANd spill their blood onto the soil
>>
>>42092988
My work is sorta scattered all over the place now though especially with me basically going stir crazy. I could only resist the temptation for so long...but once i double check my war stuff and having made some breakthroughs I'll be bringing back Annabelle and Co.

Condition has finally somewhat improved with copious amounts of bedrest and drugs. also the thought of me being unable to complete first edition before vanishing for good kept rubbing me the wrong way...

So i'll be damned if I don't try while i am still even somewhat capable. Only a third of the way there damn it. So until then I started this making sure I haven't lost my touch and while I work on doing some double checking along with some compiling. Most known for civs though so obviously my return had to include that to start with.
>>
Rolled 24 (1d100)

>>42092885
>>42092899
For Krote!
>>
Rolled 75 (1d100)

>>42092885
>>42093077
>Blessing activated

"Hm...what the hell?"

"FUCK I contacted the wrong one."

"Oh hey buddy its you again and don't worry just relax man! Must say I wasn't expecting these kinda show i mean a necromancy on zombies AND ghouls WITH fucking rifts? Fuck this is pretty goddamn sweet ah to corrupt the already corrupted...mmh nostalgia."

"...wut? I can't belief I messed this up."

"I don't know what you were expecting considering what you were after had already occured I mean COME ON."

"So it was all for nothing again huh?"

"In regards to your objective oh big time."

"Goddamn it I really suck at this..."

"Nah your great but your just such a huge dumb ass it nullifies that very greatness."

"So...know anything?"

"Hm just some necromancy combined with some spacial shattering."

"Spacial shattering?"

"You know those end time rifts and the sudden dead starting to walk?"

"Oh yes i remember there was some mentionings I thought they were just myths and rumour..."

"Free tip in regards to the end times assume that it is all true."

"...Thats impossible."

"Sure it is sure it is. Well anyway for the sake of nostalgia...make sure to check those modifications those ghouls tinkered with."

"Why?"

"Insight to the raising of the dead and contacting something...new. I am sure you'll like that oh and those ghouls weren't exactly hostile."

"...whaat?"

"Mutants taste fucking terrible and are such difficult prey. Most ghoulies prefer the much more abundant zombie, monster, or human flesh over mutant meat. So nice fuck up."

"Goddamn it..."

"PUWAHAHAH, anyway here is a gift."

>Boon acquired

Acquired Perversion of Life

"What the fuck is this suppose to do?"

"Lets just say its a mutual thing between you and those undead."

"That ain't shit to go on..."

"Oh come on its in the VERY fucking name of it! As for what it does you can use to boost yourself acquiring a mutation or making it so your forces can fight through death itself. Have fun choosing!"
>>
Rolled 78 (1d100)

>>42093364
>>>Turn 13
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1800
>>>Military 1800
>>>>>Food: Low
>>>>>Water: Low
>>>>>Morale: Average
>>>>>Medicine: Below Average
>>>>>Health:High(dem blessings)
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
>>42093399
>>42093364
Wait, does this mean ghouls and zombies are friendly to us now?
>>
Rolled 81 (1d100)

>>42093399
>E. Presue new mutation; perversion of life organ AKA the "wrong dong" our frog priests are to corrupt their genitalia in the name of our new pervert God friend.
>>
Rolled 44 (1d100)

>>42093364
>"I am sure you'll like that oh and those ghouls weren't exactly hostile."
>"Mutants taste fucking terrible and are such difficult prey. Most ghoulies prefer the much more abundant zombie, monster, or human flesh over mutant meat. So nice fuck up."
Welp. Lesson learned."

Damn, even in the games the mutants and Ghouls worked together. . .how did we miss that.

>>42093364
>H. "Hey, Ghouls, maybe we got off on the wrong foot. Maybe we work together instead of fighting each other?"
>>
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Rolled 1 (1d100)

>>42093399
>Perversion of Life - Vote for mutant.
Let us mimic undeath and then we shall be able to glide thru hordes or maybe even lead them.
>>
Rolled 95 (1d100)

>>42093604
well. . .fuck
>>
>>42093604
God damn you. I hope you get bedbugs and your dog runs away.
>>
>>42093604
I...oh come on.

Well its a good thing I have my pile of notes right here now lets see i KNOW I have the right shit around here somewhere.

>>42093419
Depends on what you choose.

>>42093585
Don't feel too bad anon there are countless mutant types and a number of ghoul. So the rule wont always be safe to go by.
>>
>>42093604
Aw shit
>>
>>42093604
Next time fuck the zombies, we'll go with the Ghouls.
>>
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>>42093673
Well I don't have a dog, but fuck the cats I have.

>>42093679
I'm all about making things fun Genie.
>>
>>42093679
...*starts to sweat profusely*

>>42093604
WELL....uhm...shit.

I wasn't expecting this sorta thing until much later, also my rules aren't don't have the mutant version.

Ironically i have everything BUT that.

So going by the basic guide, format, and ruling.

...oh wait FUCK I DO some rules for this sorta thing just not in this pile.

Hold up.
>>
Rolled 75 (1d100)

>>42092988
>>42093116
Well see though, that's the thing. If you don't have numeric values assigned to things and discuss how they interact then...do you really have a system? I wouldn't call civ mode/first edition complete until someone completely unfamiliar with the system can pick it up and run something that feels like these quests do.

But anyway, there's lots to discuss. I added your old account (geniethetwisted) on twitter so just message me about it if you're interested. Combat and infrastructure have also been bugging me.
>>
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Rolled 63 (1d100)

>>42093738
Aww fuck it was you? >>42093604
>>
Rolled 87 (1d100)

>>42093738
Should of known it was you...your the only one who ALWAYS gets the first crit failure.

Fucking should of known. Dice Goddess damn her...oh wait she probably mad...

...oh I am SO gonna have a really bad time.

>>42093778
Combat is downright abomination been saying that for a long long time now.

For infrastructure...it comes down to basically unlocking stuff, preventive stuff, and bonuses/penalties. Sadly i have yet to come up with something clean for them, but what I do have DOES work. Problem is its fucking all over the goddamn place but when i started tinkering with war mode I found some of those problems were being fixed so I thought with war mode stuff I might be able to make it dead simple.

Like i said before I only have roughly a third of First Edition done. The end goal is precisely to make it simple enough for anyone to play its still technically mostly incomplete. I will admit this but i found the civ mode is workable but there are major holes that I am hoping war mode will fix or offer insight towards.

I have already had success in that way. Turns out war mode logistics and infrastructure of some very interesting ties...
>>42093766
...okay so here is the thing anons.

I do have rules for it. From the fantasy stuff kicker is they DO work for post apoc because ALL my shit is cross compatible.

So one of two things will result from this crit failure the problem is...no wait I forgot this is easy mode.

Which means there is only ONE solution!

Fuck. We are officially crossing through untested waters for you players(the stuff I have is for GM and has yet to be completely slated for player option).
>>
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>>42093909
>>
>>42093946
....G-G-GAMEBREAKER MODE ACTIVATED

We are offically crossing into previously GM only waters.

Rules are BREAKING!

GAME HAS OFFICIALLY BEEN BROKEN!

GENIES NOTES IS ONLY GUIDE GODS HELP US ALL ESPECIALLY ME

WE ARE OFFICIALLY OFF THE GODDAMN RAILS.
>>
>>42075695
OLD stats
low pop
low supply
below average manufacturing
below average research
Very Good war capacity

Traits
Forbidden Lore Protection
Mutation

NEW in next post as I do some crunching and double checking.
>>
Rolled 3 (1d100)

>>42094074
UNDEAD CONVERSION DETECTED!

Heroic unit spawned

New stats
Population Above Average
Supply Scarce
Good manufacturing
Excellent War

Traits
Forbidden Lore Protection
Mutation(crippled)
Tireless
Death's Denial

Negative Traits(previously GM only as i was still testing it)
Undead
Unnatural Reproduction

...heroic unit will be revealed once I update the undead options. Turns out I only have the fantasy ones to pick from which wont really do.
>>
>>42094238
>>42094074
Welp Gents, looks like were ZOMBIE MUTANT CULTISTS now.
>>
>>42094238
Looks like there are some new intelegent zeds in town.
>>
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>>42094238
Well that's different.

Sorry for changing the civ on everyone, but this definitely could be fun.
>>
Rolled 95 (1d100)

>>42094238
...okay good news it I got the undead hero figured out. Bad news it ain't starting off friendly.

Ah forgot to include research which is now considered

>Poor

------
It was decided by the priests that we were to use the gift in an attempt to get closer to the undead without turning into them...they failed miserably when abruptly something went terribly wrong.

So wrong in fact that infighting started to erupt and HOSTILE HEROIC UNIT DETECTED! It got so bad the cultist actually come out to see what was going on...only to see utter devastation.

As the priests were getting slaughtered by some kind of monstrous abomination and people were being turned into the undead.

What do?

>>>Turn 14
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1800
>>>Military 1800
>>>>>Food: -
>>>>>Water: -
>>>>>Morale: Very Low
>>>>>Medicine: -
>>>>>Health: -
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Undead Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.


>>42094299
Yeah...I don't even...I just...fuck I don't know.
>>
Rolled 87 (1d100)

>>42094238
>Mutation (crippled)
Well that's no fun. We will have to mend that with dark rituals and sacrifices.

>>42094473
Can we attempt to communicate with it?
>>
Rolled 68 (1d100)

>>42094473
Do not fight it.

IT IS THE WILL OF KROTE AND THE UNNAMED GOD.

THE CORRUPTION OF LIFE TO SERVE ETERNAL!

PRAIS BE KROTE AND WELCOME OUR IMMORTALITY!
>>
Rolled 84 (1d100)

>>42094492
You can try but its apparently gone rather insane.

>>42094521
Problem is this gift(or curse) wasn't from Krote...
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>>42094570
uh. . .

"Well, what can we do, Priest?

At this rate, unless Krote himself intervenes, and judging from the other priests, we are going to be zombies by the morning."
>>
Rolled 76 (1d100)

>>42094570
I do hope that one likes the full corruption of life we did.

>Use Commune
Try to calm the rage of the new hero. See if the god has something to add.
>>
Rolled 50 (1d100)

>>42094641
>>42094492
Vote for communication.
>>
Rolled 87 (1d100)

>>42094570
>Action 1
>[Commune]
Hey Pervertolord god? We liked what you did a lot, and boy have we got a treat for you. Check this out. (Hostile Hero, our new selves)

One thing though, we are not as adept at this as you are, oh twister of forms. Would you help us or explain how we might reign this creature in under our control?
>>
Rolled 58 (1d100)

>>42094667
>>42094641
>>42094636
Vote.
>>
Rolled 36 (1d100)

>>42094641
"That one an abomination has gone insane. Little surprise really its a very...high tier one. After all being dead yet still able to mutate is bound to do funny things to you mentally. To be alive...yet not. To be able to change while dead. I would say its a lost cause."

"oh so NOW I finally am able to make contact with you."

--------
Forces attempt to calm the rampaging abomination but have only little luck doing so. For the being in question is quite insane and in deep terrible unimaginable agony.

Probably why its so pissed off.

>>>Turn 15
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1800
>>>Military 1800
>>>>>Food: -
>>>>>Water: -
>>>>>Morale: Very Low
>>>>>Medicine: -
>>>>>Health: -
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Undead Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 24 (1d100)

>>42094883
Clearly we just need to ease its pain in undead. Reduce its agony.

Priest, quickly, you and the unnamed one are masters of pleasure and ecstasy are you not?

Come up with something, anything, a ritual a spell from Krote or Krokna herself that will alleviate the creatures pain and grant him blessed pleasure and tranquility in his troubled mind!

If we have to prepare 77 virgins or something whatever you have full access to whatever resourcse you need to calm him down.
>>
Rolled 58 (1d100)

>>42094883
If we know who it was we could try showing them things to bring them back.

Otherwise I'm thinking of leading them into a war zone to end people. Then maybe after words they will have calm down some.
>>
Rolled 10 (1d100)

>>42094978

If the carrot doesn't work next we'll use the stick and this plan: >>42094985
>>
Rolled 23 (1d100)

>>42094978
Let's do it
>>
Rolled 97 (1d100)

>>42094978
Vote.
>>
Rolled 42 (1d100)

>>42094883
Go Chief Cultist, call upon a {Blessing} to guide our newly upgraded member of the flock. Let their mind be calmed with unending faith to the lords and ladies of whom we worship.

Let their rage be targeted at the enemy and clear their mind.
>>
Rolled 66 (1d100)

>>42094978
Gogogogog
>>
Rolled 98 (1d100)

>>42095320
That's actually a much better idea.
>>
Rolled 3 (1d100)

>>42094978
The remaining priests try to come up with some means to sooth it. However they fail miserably if anything it just infuriates the abomination more so as it works to kill them instead. It would appear their pleasures and ecstasy has no hold over it whatsoever.

>>>Turn 16
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1600
>>>Military 1600
>>>>>Food: -
>>>>>Water: -
>>>>>Morale: Very Low
>>>>>Medicine: -
>>>>>Health: -
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Undead Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 86 (1d100)

>>42095320
>>42095337
>>42094985
Okay, le's try this then.

>Lure it to go fuck someone ELSE than us.
>>
Rolled 47 (1d100)

>>42095484
>>42095320
Please just stop hurting us vote
>>
Rolled 85 (1d100)

>>42095484
Why god why?
>>
Rolled 57 (1d100)

>>42095484
We successfully managed to lure it away at the cost of yet more lives. The priesthood is pretty well fucked consider the bugger killed most of them but on the plus side our cultists are intact.

Sadly though its rage is such that those new targets can only occupy it for so long...and its ever changing. Somehow managing to grow stronger over time.

>>>Turn 17
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 3
>>>Pop 1400
>>>Military 1400
>>>>>Food: -
>>>>>Water: -
>>>>>Morale: Very Low
>>>>>Medicine: -
>>>>>Health: -
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Undead Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 8 (1d100)

>>42095693
Attempt to find some ritual or...ANYTHING that can bring it back under our control.

This reminds me of that Eater of the Dead screencap from Dominions.
>>
Rolled 74 (1d100)

>>42095693
"What the hell was thing and what the are we now Chief Cultist?"

"That thing...is simply put an eldritch abomination of pure CANNOT BE and we are now undead."

"Ah so thats why I can't get it up. Wait what abomination and how can we reproduce?"

"The abomination is an undead that is still capable of change 'living' change and hence mutation. Combine that wrongess with being dead and the resulting mind fucks...well its obvious why it snapped. Now as for the last part...I am working on that. Maybe. Honestly I am not entirely sure. The obvious answer would be creating more undead as for how to do that..."

"Fine fine we'll leave it up to you...but what do we do about the abomination?"

"Pray it doesn't come after us again. Its a very powerful one and will only become stronger over time."

"Doesn't that mean we should kill it sooner rather than later then?"

"Do you think you can?"

"Uhh...maybe."

"Well good luck with that then."

"Does it have any weaknesses?"

"Does a changer such as ourselves or a undead have weaknesses? Combine them together and what weaknesses will it have?"

"I fucking hate that riddle its one hell of a puzzle and I hate puzzles."

"too bad for you its the truth of the matter. Have fun."
>>
Rolled 71 (1d100)

>>42095693
NEWS

Outside the abomination wrecking everything in its path everything is surprisingly ordinary. Exactly how long it can be kept busy however is unknown. Especially as it starts to feast upon those it kills or if it doesn't...they pick themselves back up to follow along.
>>
Rolled 26 (1d100)

>>42095693
In this time of low morale our faith must be strong. We must replace the priesthood lost and rebuild our faith.
>>
Rolled 78 (1d100)

>>42096252
I'll go for it.
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>>42096032
Meanwhile in a bandit base.

"What the HELL is that THING its even slaughtering...no turning the zombies."

"...Well shit I wasn't expecting to see one of THOSE things here."

"You know what it is?"

"Yup. Encountered one em when we raided the wastelands...I ain't EVER going back to those fucking wastelands. There abominations are the norm instead of the exception. Naturally I seen something like that before."

"So what is it?"

"Some times an undead mutant doesn't well...lose its ability to mutate. Usually it takes something special to make that happen...and when you combine the two powers together."

"Fuck me."

"No fuck us all. Mutants are bad...undead are bad but somehow manage to combine the best the two without missing out? That is even worse."

"...You SURE we ain't in a wasteland?"

"If we were in wasteland all those without the proper gear would be dead or worse."

"Worse?"

"Death more often than not is a mercy compared to what can await you. There is a reason why you should kill yourself when you become infected or something."

"Like getting kidnapped by monsters?"

"Exactly."

"Come to think of it has anyone ever come back from that?"

"...er not that i re-no wait yeah but those things. I uh just best pretend they don't exist."

"What you talking about old fart?"

"...The only way to come back from that is by turning out to be even worse than the monsters in question."

"How the hell-"

"Precisely the point just kind of person do you have to be or become to even out monster a monster?"

"Fuck thats like dem fucking MADs who turn sane. Let me guess you seen one of them too?"

"Pssht I heard the rumors of those things but I actually seen the other two."

"Wait you actually seen someone capable of out monstering a monster?"

"Yup."

"Let me guess a Reaver?"

"Hah you fucking wish kid. At least those fucking reavers roll solo."

"Oh HELL no that ain't fucking right."

"Oh yes they do and no it ain't."
>>
Rolled 63 (1d100)

>>42096591
>MADs gone sane
I miss Overseer No-Mad

>>42096252
Support, provided dialogue doesn't change circumstances any.
>>
Rolled 40 (1d100)

>>42096807
Yeah....Overseer No-Mad he was pretty great.

and nah it was just extra fluff due to how slow things are. I do that whenever it gets slow and some inspiration hits me. Helps compensate when I am drawing blanks for action description.
>>
Rolled 17 (1d100)

>>42096252
When we attempted to rebuild our faith the gods responded with continued protection keeping the shield up giving our people precious respite.

Morale has been restored.

>>>Turn 18
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 2
>>>Pop 1600
>>>Military 1600
>>>>>Food: -
>>>>>Water: -
>>>>>Morale: Good
>>>>>Medicine: -
>>>>>Health: -
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Undead Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 97 (1d100)

>>42097367
Shield will be maintained until next turn.

The abomination is continuing to rampage so hard that even the zombies are attempting to withdraw.
>>
Rolled 60 (1d100)

>>42097367
WARNING
Zombies have been detected congregating in mass.

WARNING
Ghouls are vacating the city and escaping into the swamp.

WARNING
Bandits are batting down their hatches and even ceased all actions outside their bases...

--------
Man this game is turning out to be all kinds of messed up...and here I was hoping for nice easy trip to get back into the saddle.
>>
bump.

This is. . .tricky.
>>
Rolled 63 (1d100)

>>42097367
Have we tried sacrificing to the abomination? Maybe we should do that.
>>
Rolled 35 (1d100)

>>42097456
I swear I must of jinxed myself somewhere along the way...don't know where though.

>>42097499
Oh believe me it is anon even the Genie is feeling it.

Shit is NOT suppose to get this complicated so soon...its suppose to you know take a number of threads to build up.

This goes completely against how I roll.

Normally there is time to get acclimated and plan...hah so your not alone anons. Not this time anyway as I too am feeling it.

>>42097513
No you haven't considering that according to the cultist and gods the poor thing has gone insane. It might be temporary...or it might not.

Kinda hard to tell with the abominations.
>>
Rolled 33 (1d100)

>>42097367
Have our Priest seek the blessing of hidden stealth among, that we might hide in these perilous times.

Seek to mutate us via Chameleon skin, as well as using magic to mask our presence, so our people and warriors can avoid the dangers that lurk around us.
>>
Rolled 73 (1d100)

>>42097665
supporting
>>
Rolled 32 (1d100)

>>42097665
Vote
>>
Rolled 64 (1d100)

>>42097665
When in doubt, hide.

We should go hide in the lake too.
>>
Rolled 39 (1d100)

>>42097456
Alright, were undead, we took a hit to our research and mutations. Yet our faith and gods still remain.

Let us send teams to loot the areas freed of people and make sure to leave the chosen one alone in there rage.
>>
Rolled 53 (1d100)

>>42097665
The priests perform a blessing of hidden stealth(see camo paints) to aid our stealth. Sadly the acquiring of a new mutation wasn't so easy...no matter how hard we tried our forces were unable to cause even the smallest of mutations. All attempts to allow mutation have as of yet failed miserably...

Alert
Shields are now officially down!

WARNING
The abomination is heading our way! As all potential prey(including the notoriously dimwitted zombies) are hiding out of sight.

>>>Turn 19
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 1
>>>Pop 1600
>>>Military 1600
>>>>>Food: -
>>>>>Water: -
>>>>>Morale: Very Low
>>>>>Medicine: -
>>>>>Health: -
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Undead Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 22 (1d100)

>>42097867
Time for us to hide too.

IN THE LAKE OF OUR GOD.

Thankfully we crocodiles and frog-men are well suited for this.
>>
Rolled 23 (1d100)

>>42097902
Hide and hope our abomination's insanity dwindles.
>>
Rolled 50 (1d100)

>>42097867
Send teams to draw the chosen one away to other bases. We scouted them out in our home ground. Let them be removed by the chosen one.
>>
Rolled 91 (1d100)

>>42097983
This and
>>42097902
This
>>
Rolled 19 (1d100)

>>42097983
>>42097902
Both of these
>>
Rolled 59 (1d100)

>>42098015
>>42098112
I am afraid to say that at the moment you are limited to 1 action per a turn. Those are two.
>>
>>42098162
We can't send a team to try and lure it while everyone else hides?
>>
Rolled 32 (1d100)

>>42097902
We must show Krote we still have faith in him and hide in his sacred place
>>
>>42098185
IF they stay in the base sure but if you want them to go somewhere such as the lake at the same time no dice.
>>
Rolled 63 (1d100)

>>42097902
Faith action
>>
Rolled 74 (1d100)

>>42097902
...well fuck.

It was decided that our people were to take refuge in the lake of our god before the abomination could arrive. So that is where we fled...only to find it not to be safe.

Mostly in the regard that the entire place was crawling with zombies...and they were not by any means friendly. In fact they came after us a hell of a lot harder then ever before. Like they were obsessed with killing us and even worse now that we were beyond the reach glyph pillars which kept us safe.

...we were vulnerable and the zombies came for us. Problem is if we went back there is the abomination waiting for us. So our forces found themselves trapped between two very hard to be places.

What do?

>>>Turn 20
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 1
>>>Pop 1200
>>>Military 1200
>>>>>Food: -
>>>>>Water: -
>>>>>Morale: Very Low
>>>>>Medicine: -
>>>>>Health: -
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Undead Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 86 (1d100)

>>42098667
WHAT? HOW DARE THEY INVADE THE LAKE.

THAT'S OUR GOD'S HOUSE.

PURGE THEM IN THE NAME OF KROTE! MAKE SACRIFICES OF THEM IN HIS OWN HOUSE. LET OUR BLOOD AND THEIRS FEED HIM.
>>
Rolled 8 (1d100)

>>42098725
Absolutely.
>>
Rolled 86 (1d100)

>>42098725
With civ death already in view I can absolutely get behind going down fighting for what we believe in.
>>
Rolled 21 (1d100)

>>42098667
Fuck up these fucking Zombies. Were goddamn mutants and this is our homeground, this is our lake.
>>
Rolled 89 (1d100)

>>42098725
>>42098784
Neat.
>>
Rolled 65 (1d100)

>>42098725
Let's do this
>>
Rolled 63 (1d100)

>>42098725
Sol-Thoth, you who saught more than virginal sacrifices, who wanted quantity over quality, feast this eve!

Their blood, ours if that is your will, ever last drop if it shall sate your thirst.

We will fight for you!
>>
Rolled 47 (1d100)

>>42098826
>>42098725
Undead souls from the undead mutants of the Frog-God!
>>
Rolled 96 (1d100)

>>42098784
To think this would happen a second fucking time. Goddamn it what a shitty yet surprisingly typical and unsurprising way of coming back.

>>42098725
Our forces have engaged the enemy with much wrath however the zombies...there are just so goddamn many of them and they aren't so weak as it would appear the waters...have forced them to change.

To become yet stronger. Despite this however our forces throw themselves at the enemy with righteous fervor due to their desecration of the lake.

>>>Turn 21
>>>>>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
>>>>>G. Scavenge for raw materials
>>>>>H. Your choice
>>>Resource Points: 1
>>>Pop 1000
>>>Military 1000
>>>>>Food: -
>>>>>Water: -
>>>>>Morale: Critical
>>>>>Medicine: -
>>>>>Health: -
>>>>>Armaments: Below Average
>>>>>Fuel: Below Average
>>>>>Tech level: Low
>>>>>Reputation: Undead Scum
>>>>>>Infrastructure: Sunken Labs. Armory. Warehouse. Storage Cells. Mess Hall. Flooded 'Baby Bot' Beds(Free tip entering is NOT suggested). Sleeping Chambers. Lost Library.
>>>>>Defenses: Glyph Pillars. Cumbersome Maze Terrain.
>>>>>vehicles: 5 technicals. 1 Salvage Tank. 2 Cargo Crawler. 5 Boats.
>>>>>Power: Waterlogged Nuclear Reactor(plus side no meltdown downside radioactive water everywhere).
>>>>>Weapons: Firearms(limited). Scrap Blade/Sledge/Spear. Slings.
>>>>>armor: Hides, Scrap Plating
>>>>>communications: Waterlogged Radio. Signal Fires.
>>>>>Materials: Supply 4.
>>>>>Mutation: Spiked Carapace. Acid Spit.
>>
Rolled 14 (1d100)

>>42098911
WARNING

Morale is critical! If it fails to improve your civ will collapse!

Alert
The abomination has ceased its advance.
>>
>>42098911
>>42098941
If you die I will create a new starter thread. this will not surprise me given the absolute and entirely unexpected clusterfuck.

...shit ain't suppose to happen nearly so quickly argh.
>>
Rolled 100 (1d100)

>>42098911

"Please dear god, Sol-Thot. Let us proceed through this alive and our unlives will be devoted to nothing but you. Please dear fucking lord allow us the means the save ourselves."

>Attack the zombies
>>
Rolled 16 (1d100)

>>42098911
If such is the will of Krote. So be it.

KROTE, LOOK DOWN UPON US AND BE PLEASED. WE WILL NEVER ABANDON YOUR HOME TO THESE FILTH.

(we don't have much to go back to anyway)

FIGHT THEM TO THE VERY LAST DROP OF BLOOD.

Activate:
Blessing: When activated will bestow a boon.
Have the priest bless our hearts and wills to be as steel, that we will follow our god in the lake to the very last man.
Commune:
Our god shall see us this day, let him see our determination
>>
>>42099027
SOL-THOT IS WIT US
>>
Rolled 75 (1d100)

>>42099027
PFFT fucking figures HAAHAHHAH. I knew a crit or a damn good plan might be able to turn this around...maybe.

hahahah.

...okay guess i have to give you a choice.

>Use 100 to delay civ death
>Use 100 for glorious last stand

Choose.
>>
>>42099027
Well, looks like he's finally heard us after all.
>>
>>42099096
It's really over huh?

>Use 100 for glorious last stand
Better out with a bang than a whimper.
>>
Rolled 70 (1d100)

>>42099096
>Use 100 for glorious last stand
I'd really like to finish this on some kind of high note. . .at this point I see little else we can do with more time than what we are doing now.
>>
Rolled 58 (1d100)

>>42099129
Not necessarily the 100 or a good plan would of given you a chance.

You got a 100 but it wont fix the situation your in is the problem.

So I give choice.

To go out with a big bang OR a chance to keep on living.
>>
>>42099096
Last stand I guess. Quit while you're ahead.
>>
Rolled 35 (1d100)

>>42099096
Last stand.
>>
>>42099096
LAST STAND IT IS now to get some good theme music.
>>
>>42099203
There's only one good plan, and that is to attack the enemies of your gods whenever they dare set foot in his house until they are all gone. To your very last breath.

Anything else is heresy and worthless.
>>
Rolled 1 (1d100)

>>42099252
You REALLY should of played zealots instead of cultists. Would of fit them to a T.

Seriously had an entire faction type devoted for that sorta thing for fucks sake their trait alone makes it abundantly clear.

Anyway here is some music https://www.youtube.com/watch?v=rxytbtwK18U&ab_channel=TrailerMusicWorldII
>>
>>42099298
Wouldn't have had the chance to get actual blessings and material benefits as easily. At least, according to the description we wouldn't have.
>>
>>42099298
The Dice Gods disagree.
>>
Rolled 88 (1d100)

>>42099298
Just as Krote wished us to live, he disagrees with your advice.

Our enemies will fall before us this day, and our faith will shine through. Perhaps the bandits or whoever else witnesses us shall convert upon seeing the glory of our deaths.
>>
Man, I liked Krote. I liked our guys here.

I'm tempting to maybe continue something about him in the next civ. Don't even know what we should go for.
>>
Rolled 47 (1d100)

>>42099298
okay that is surprisingly fitting.

100 vs 1.

Last stand activated.

heroic sacrifice activated.

Combo DETECTED!

https://www.youtube.com/watch?v=IrfiGJf6Zjg&ab_channel=EpicHeavenMusic

Our forces charge forth at the zombies in a great tide. No matter how many they sent at us we rended them apart and drove them right back to their hives. Sure we would lose one of our own...but only once we took down thousands upon thousands of theirs in turn. We fought to their hives and slayed their heroes before pulling their hives down right on top of their heads.

All for sacrilege they performed for infesting the holy waters of our gods lake.

Despite the losses and horrid wounds(that we couldn't care less about) we charged ever onward clashing with yet more zombies that began to pour in.

We fought and fought.

First in the lake to reach the hives.

Than we fought back out once we destroyed all their hives in the water and slaughtered the water zombies. All the while the bandits and even the monsters watched in utter disbelief upon witnessing our endless wrath.

It was actually at the shores our people met their end ensuring that not a single zombie would be allowed to step foot once more into those waters. There are people created a great wall surrounding the lake made from the corpses of the zombie and the rare corpse of our own.

Then and only then when the mountains of corpses were so heavy and collapsed through the ground cutting off their underground route and so high into the sky they would never make it across and to the other side did the last our kind draw their last breath...

Now in the world somewhere there is a lake surrounding by a mountain chain of corpses. Zombie corpses to precise no matter how matter they were. smart, super, mutated, it didn't matter in the end.
>>42099340
Hm fair enough Forbidden Lore can make that hell of a lot easier after all

>>42099352
Yeah I noticed.

>>42099376
Yeah alright I'll make that fucking canon because holy shit.
>>
>>42099489
>Now in the world somewhere there is a lake surrounded by a mountain chain of corpses. Zombie corpses to be precise. No matter how they were. smart, super, mutated, it didn't matter in the end.

The last and final testament of he Sons of Sarnath.

Let all who gaze upon it tremble and despair.

Krote lies beyond it. Happilly living with his sons and daughters in his lake forever.
>>
>>42099553
>tfw all the sexiest virgins we've been sending to him are there waiting for them
>>
Rolled 74 (1d100)

>>42099489
https://www.youtube.com/watch?v=ENQB3Qb6n38&ab_channel=GreatNtertainment
The peoples near those mountain chain speak of the wrath of strange mutants that just. could. not. be. stopped.

Of how their wrath was endless and only finally stopped when there was no more zombies in the lake and making sure they would never again enter it.

The bandits for their part remembered to pay their respects to the strange powers therein. While the monsters took advantage to recover and strike out once more taking down yet more of the zombies...almost as if they too did not forget what had happened that time and that they were inspired by such incredible wrath.

-------
Meanwhile at a certain train.

"Who the FUCK is the new guy and why is he having tea wit the crazy as fuck AI?"

"...I have no idea where he came from."

"Wait you saying we didn't pick him up somewhere?"

"Yeah...we sorta haven't stopped anywhere recently now have we?"

"...weird."

"Considering we are riding on a flying train that literally runs on rape I would say that is perfectly normal and even to be expected."

-----
Time for new thread and any questions as per tradition dictates that I MUST answer truthfully?
>>42099553
>>42099593
Yup.
>>
>>42099623
Did we kill the mystery hive? And was all the Chief-Cultist reading up just regardnig the hive?

Also what was the other god's name.
>>
>>42099667
...yes you did in fact you built an entire mountain of zombie corpses over it.

Nope. He was digging through old lore and researching stuff. Due to not having an action devoted it would of taken longer to bring forth results. Its research was initially on magic before changing it to undead animation.

Which one?

Their names in order besides the one you introduced there were three they were.

Perzu aka the titanic pervert and 'corrupter of the pure'.
Wrog the Wrathful.
Unesh of the Harbinger.

Those were the beings who were revealed this time. Beyond this I only ever revealed one other who was actually a pretty cool guy if wholly evil one.
>>
new thread >>42099779

Question asking is still good in this one though.
>>
>>42099967
May as well ask, is there a way to get the Chosen one to have stop raging?
>>
Rolled 33 (1d100)

>>42100032
Yes but it would of required very good rolls or a good plan.
>>
>>42100132
Heh, that doesn't help me figure it out. I was hoping more for some idea of how to make said good plan.
>>
Having a map would help make better battle plans.
>>
>>42100132
So our cult leader was invited onto the train? I consider this a complete victory.
>>
>>42100952
...he didn't make it but the other one did.



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