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Rolled 66 (1d100)

Nobody is sure how the end came, but they are sure as hell know 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. The Outsiders still want in as the barriers are weak, the alien smell the weakness of man, the cursed live on, Evil Scum move about unmolested while also in great number, and the blessed get to stay dead.

"So tell me traveler for what reason you are here? In this region of desolation? Most are generally smart enough to avoid the ruin."

Chooose one of the Following.
>Outcast
>Survivor of the New World
>Old World Remnant
>Pod Awoken
>Other?

Votes require to have dice attached in order to count. First to three usually decides what gets locked.
>>
>>781575
>Survivor of the New World
>>
>>781575
>>Survivor of the New World
>>
Rolled 65 (1d100)

>>781575
>Pod Awoken
>>
Rolled 35 (1d100)

>>781575
>Survivor of the New World

I assume pod awoken is someone in cold storage. With other could we be a robot or mutant?
>>
Rolled 66 (1d100)

>>781626
Pretty much you could even be a zombie or ghoul.

>>781580
>>781597
>>781626
"Survivor now is it? Best you don't like those old world remnants for ending the world right? Well gotta hand it to you guys you certainly DO know how to survive. Nor are you one of those cold freaks woken up to this new world. Not bad...certainly doesn't explain how you ended up here. Maybe scavenging trip gone wrong?"

Bonus Survival Skills.
Penalty Old World Skills.
Bonus Melee.
Penalty Ranged.

Gained extra supplies.

"Well what you are doing here anyway?"

>You don't remember
>Scavenging for supplies
>Running away from a threat
>Heard there was a old world cache nearby
>Tried to stop something but got KOed instead
>Other?
>>
>>781636
>Tried to stop something but got KOed instead
>>
Rolled 100 (1d100)

>>781636
>You don't remember
>>
Rolled 17 (1d100)

>Heard there was an old world cache nearby
>>
Rolled 93 (1d100)

>>781645
tfw nattie hundo

>>781646
weird, why didn't i greentext
>>
>wd
>ddw

>>781648
We have to have some text then the next line will green text, I think.
>>
>>781651
Huh, it worked for me on both lines. So never mind.
>>
Rolled 99 (1d100)

>>781636
>Heard there was a old world cache nearby
>>
Rolled 75 (1d100)

>>781645
"...Well that has gotta suck. Well good news is your clearly a old world survivor given your looks and equipment, but I am afraid I can't help much with the whole getting your memories back..."

"You don't even remember your name do you?"

"Oh you should really consider getting a move on. The thing that wrecked this place turning it into a pile of rumble is bound to attract the wrong kind of attraction. Maybe you can scavenge something but I strongly support running far far away."

"Its only a matter of time before the zombies and monsters find their way here. Trust me you don't wanna get surrounded by them."

Gained MYSTERY.
Gained Extra Resources.

Acquired Item Mysterious Locked Crate.
Acquired Bonus Box.
Acquired Strange Satchel.

What do?
>Scavenge around
>Ask the strange guy something
>Run away before more bad shit happens
>Check yourself out
>Other?
>>
Rolled 35 (1d100)

>>781669
>Ask the strange guy something

Where's the nearest settlement?

>Check yourself out
>Scavenge around
>>
Rolled 87 (1d100)

>>781672
Yeah that would be nice to know where we can go.
>>
Rolled 89 (1d100)

>>781669
>Scavage around
Bound to be some good stuff here
>>
Rolled 52 (1d100)

>>781672
"Nearest settlement is...based in an old shopping mall. I don't recall its name, but Its a survivor settlement. So they are your kind folks. Its located on the highway right over there. Just stop at the third exit and down the road stop when you see the big parking zone. The Mall is right there in the middle. That big complex."

"Watch out for bandits though they love creeping around trade routes."

"Don't forget watching out for the usual zombies, monsters, undead, rampant robots and such."
>>
Rolled 85 (1d100)

>>781669
>Ask the strange guy something
If he has a recommendation on which direction to go.

>Run away before more bad shit happens
Seems like sound advice
>>
Rolled 20 (1d100)

>>781669
>Check yourself out
>Other?

Do we have any weapons on us? Let's see if we're /fit/ enough that we can take NPC on and loot him. It is the apocalypse after all.
>>
>>781697
I first read that as /fit/ enough to take the NPC as loot. We just have this guy slapped on out back as we walk around.
>>
Rolled 24 (1d100)

>>781692
"That survivor settlement may not be the safest place due to the stretch of trade route you gotta cross. Not to mention this urban setting."

"but at least it ain't megacity level bad."

"Obviously don't go that way," says the man tipping his head a in certain direction. "That way is wasteland. So its a complete death trap for anything non mutant."

"If your really fucking desperate and will die anyway its not a bad place to lose someone should you be getting hunted down but its very risky bet."

"Otherwise in that other direction is megacity. Lots of riches but lots of danger. At least it ain't no Wasteland though."

"That way over there is former farmland turned overgrown...wilderness. Its actually pretty safe if you don't mind people being becoming rare and the people whom do find savage. Backwards even by your no doubt low standards."

"What about the fourth direction," you ask.

"Well...honestly I am not entirely sure. I know there are a number of trade networks there so plenty of people with goodies but alas also the bandit riff raff it no doubt attracts."

"Bandits are a nasty bunch but they aren't completely retarded so they wont be making an appearance here unlike the idiot zombies and the dumber monsters."
>>
Let's try and take over a bandit group, robbing trade routes seems like fun
>>
>>781719

Let's take the survivor settlement on a crusade to bring law and order to this world again. That way we can feel good about raiding caravans, because we need supplies for our revolution
>>
>>781709
>savage
Our people need us.
>>
Rolled 67 (1d100)

>>781692
>>781709
As to what direction to run, I'm going to go with the settlement.

Second option would be trade networks/mystery direction, which we'll probably go in after stopping at the mall.
>>
>>781722
Nah we have enough quests where we do that, that's do something a little different
>>
Rolled 98 (1d100)

>>781709

Voting for going to the Survivor's Settlemanet
>>
Rolled 64 (1d100)

>>781704
Slaving is a thing.

First thing is first you decide. You gotta see what you still got on you. You have the following in your inventory
Armor
>Worn Survivor Outfit
Bonus Environmental Resistance.
Bonus Stealth.

Spare Socks.
Spare Undergarments.

Weapons
>Hatchet.
Solid and freshly sharpened.
Dagger.
Military Origins but needs a mono sharpener to get back in top shape.
Clone Pistol with plenty of spare parts and with 3 mags. 1 mag of basic Pre Fall Ammo. 1 mag of AP rounds. 1 Mag of Fragmentation rounds.
Jury Rigged Shotgun. 24 Bird Shot. 12 Buckshot. 8 Slug. 4 Incendiary. 4 Caustic. 4 Electric.

1 Month's worth of Sealed Food.
1 Month's worth of Water Purifiers.

2 Medical Kit.
2 Repair Kit.
2 Survivalist Kit.

Kits get increasingly warn out the more you use them but can be replaced/repaired.

1 Locked Box.

Inside the bonus box you were shocked to find it was an old world infantry kitting crate.

It contains
1 Smart Rifle. 5 Mags included.
1 Sealed Full Body Armor
1 Smart Visor
Several Boxes of Old World Rifle Ammo.
1 Box of assorted Explosives.
Mono Dagger.
1 Double Barreled Dual Mag Automatic Shotgun 4 ammo drums included. with several boxes of Old World Shotgun shells.
Military Drug Kit.
Food Supply 1 week.
Purified Water supply 1 week.

Inside the strange satchel you have found the following.

1 Strange Tome.
A small pouch full of crystals.
A few Nanite Injectors.
1 intact AI Core.
A small black box that absorbs light.

You have noticed that you are...

>Male
>Female
>>
>>781757
>Male

Oh fuck, we're rich?
>>
>>781757
>Male
>With a penis
>Without vagoo
>>
>>781757
>Male
Better make sure nobody steals any of this good shit
>>
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Rolled 3 (1d100)

>>781757
Male
>>
Rolled 12 (1d100)

>>781757
>Male

So, should we don the armor now?
>>
Rolled 69 (1d100)

>>781757
You got lucky with a good roll for the bonus box. A somewhat intact old world soldier create.

After checking yourself out and finding besides a few bruises(a particularly large one on your head) you decided to start heading towards the nearby survivor settlement. Totally not having anything to do with the fact that you heard the groaning of shuffling zombies with monstrous growls with strange snapping sounds.

Soon you were heading towards the settlement. Fortunately you ran into no zombies or monsters. Then again they were probably headed towards where you just were...come to think of it you never did see what happened to what one guy. Last you saw he was still sitting there.

So you made excellent time. Hell you didn't even see any bandits! Well besides the usual markings and remains of their actions anyway, but not a single sighting of a single one!

Good day...damn good day...

Well besides losing all your memories anyway...

One day you are going to get your memories back. Thank god for psycho surgeons and psions. One of them has bound to have the skills to get your memories back right?

Well assuming you can find one of them anyway...and they are willing to help.

Okay so that is definitely going to be a pain in the ass.

Everything went well too well. Naturally you started to get paranoid. Good too went you almost walked right into a battlefiel-okay more like a slaughter house.

...Guess that explains where all the bandits went. They are now very dead. Bodies are still fresh too-aw crap. When you peered out...sure enough you saw an old world combat bot.

FUUUCK.

Just your goddamn luck no wonder the bandits got slaughtered...shit. It didn't see you yet right?

roll 1d100 for awareness.
roll 1d100 for stealth.

What do?
>Take a Detour
>See if you can scavenge anything from the very dead bandits
>Wait it out they tend to not stick around for very long
>See if you can communicate with it
>Other?

You have been confirmed for male. Watch out for butt bandits!
>>781765
Almost as much as those paramilitary dickbags!
>>
Rolled 14 (1d100)

>>781797
>awareness

>Wait it out they tend to not stick around for very long
>>
Rolled 52, 7 = 59 (2d100)

>>781797
>Wait it out they tend to not stick around for very long

That way once it goes we can loot the bandits still, fucking hell we're going to have a lot to trade, hopefully
>>
Rolled 65 (1d100)

>>781801
>>781807
Vote
stealth 69
>>
Rolled 85, 68, 12 = 165 (3d100)

>>781797
>>Wait it out they tend to not stick around for very long
Moving may give us away. So lets hang out for a bit. I was thinking we try talking, but I doubt robots like us humans very much.
>>
Rolled 30, 66 = 96 (2d100)

>>781797
>>Wait it out they tend to not stick around for very long
>>
Rolled 75 (1d100)

>>781807
The battle bot slowly and painfully scanned around. As it moves about You could see the glimmer of its sensors fluctuate as they the settle upon your hiding place before suddenly flashing away. You noticed as the bot moved...it did so with a bit of a limp and some of this weapons lagged behind with its otherwise fine control. It was also leaking a strange fluid...

Guess the bandits managed to get off a good hit before they all died.

"Hostiles Eliminated." cackled the Bot. "Scanning for survivors...Survivors located," it states pausing over a still living bandit.

"Oi...you piece of shit machine we ain't all dea-"

"No survivors Found." finishes the bot as it stamps down with a sickening crunch. Following by a few other crunches.

"Hostiles Eliminated."

After that the bot stayed stationary as it rotated and kept on watch. Seemingly waiting for orders.

"New orders?"

"Error. Unable to contact HQ. Network disabled...Error. Switching to Offline mode."

"...Error."

"Error."

Oh crap don't tell me its one of those damned rampant robots. What bad luck those things are fucking insane. That was when however you heard another voice speak up as you noticed a hunched over figure appearing going over the bodies.

"Bypass Code 25A Section Sequence 25105. Access New Protocol 95E. Reset all non combat functions and use Endorsed Codes provided by Admin."

"Error. Unable to access Unsupported Coding."

"Admin Bypass Password Provided."

"...Accepting. Reset Confirmed."

"Goddamn shitty hardcode...I fucking swear if i ever get my hands on any of those old world software engineers I am gonna tear them limb from fucking limb," mutters the Figure.

"Hostiles have been entirely limited. Damage to robot confirmed. Inhibiting Mobility and firing functions."

"Hm where did they knick you," mutters the shrouded figure taking a closer look.

"Oh GODDAMN I am gonna have to open you up properly to fix that. Fuckers really did get off a good hit. Damn it I don't got any spare sec or time for this...Ah i am gonna have to call the him don't I...no wait I can just...yeah I'll do that. Gonna have to make a side trip for this. As if we weren't already late as is...AND i going to have to burn extra fuel. Fuck today is not my day."

"Come on big boy get on top...and hopefully these pieces of shit got enough goodies on me to cover for expenses. God forbid they wont have enough to cover for any lost time," continues to complain the shrouded figure.

"Any Hostiles nearby?"

"Negative. Infected and Monster headed away. Nearby Bandits eliminated. No Detection of inorganic activity in range."

"Organics?"

"Mostly concentrating in area of recent collapse."

"Well that is some good news. what would I give for bandits who actually use the good stuff. Its going to take forever to repair this shit," complains the shrouded throwing bandit equipment in the back of the truck with the combat bot.

What do?
>Continue waiting
>Attack
>take a detour
>Reveal yourself
>Other?
>>
Rolled 73 (1d100)

>>781857
>>Reveal yourself
Hey can I get a ride? I can cover some fuel cost.
>>
>>781857
>>781857
>Reveal yourself
"Hello pardner! Mind if I hitch a ride?"
>>
Rolled 80 (1d100)

>>781857
>Reveal yourself
Maybe we can help each other? I don't know if a standard repair kit would help him, but it's worth offering.

>>781875
Actually, we should say this.
>>
Rolled 39 (1d100)

>>781877
Should have rolled, shouldn't I?
>>
Rolled 48 (1d100)

>>781857
>Reveal yourself

Sounds like something I might be able to help out with, if you're amenable to trade
>>
Rolled 7 (1d100)

>>781879
>>781877
>>781875
"Oh...COME ON NOT THE FUCKING SENSORS TOO...oh goddamn it those are such bloody expensive pieces of hardware."

"Well there goes the entire profit this trip and that is assuming I could even find a goddamned replacement."

"Fine so long as you can cover some fool costs. I will be stopping by a nearby survivor holdout. After that...I don't suggest coming along."

>>781885
"Depends on what you have to offer. I deal in...repairs and hardware."

"Don't try any funny business only some of his weapon systems are messing up. He can still easily blow you into giblets."

"Hostile," perks up the battle bot.

"...Not yet. If he shows hostile actions then yes."

"Affirmative," states the bot as it settles back down seemingly quite disappointed.

After hitching a ride the trip was much shorter then what it was going to be on foot as you pull into the large parking zone with a ramshackle barricade around the entrences and wall. Some lookouts noticed your approach and have weapons out.

The truck stops some distance away as the driver pulls out a loudspeaker before speaking up with an oddly high pitched voice.

"ROYA ITS ME SO DON'T EVEN THINK ABOUT SHOOTING UNLESS YOU WANNA GET BLOWN TO KINGDOM COME!"

"Ah...well if it isn't our least favorite but needed person. What the hell do you want? You weren't suppose to come by until next month."

"SHIT HAPPENS."

"As always...fine you can come in."

With that the truck pulls after the gate opens and closes behind it as an armored truck acts as the door and drives itself back into place.

"So who is the new guy," asks the woman called Roya.

"...Just someone I picked up on the side of the road."

"..."

"What?"

"Finally got that desperate huh? I always figured you buying a boy toy slave or something."

"Oh fuck off."

"So you up for the usual trade yeah?"

"Yeah...you wouldn't say happen to have a combat bot sensors lying around now would you?"

"Ah...wow you really ARE in trouble aren't you?"

"..."

"Guess your going to finally be like the other traders and hire some fleshy protection huh?"

"FUCK no. That is how you get robbed. Fucking traitorous so called guards. Bots much more reliable!"

"...You are aware the majority of traders are not weirdos like you and they don't get robbed by their own guards?"

"What you know about sure does look that way now don't it? Now do you got any?"

"Nope."

"...Any leads then?"

"The paramilitary base probably has some."

"Nnooo...not those rich selfish pricks."

"Hey at least you don't gotta find a hidden think tank."

"Agh...most unprofitable trip," weeps the shrouded figure.

"See this is the REAL reason you hire live guards...much cheaper."

"I can't afford the damned risks."

"Yet you can afford the costly bots?"

"..."

"Yeah I thought so."

What do?
>See the shrouded One's Store
>Find a place for the night
>Go see what the survivor's have for trade
>Talk with someone
>Other?
>>
Rolled 99 (1d100)

>>781926
>See the shrouded One's Store
>Go see what the survivor's have for trade
>>
Rolled 60 (1d100)

>>781932
I can back that,
>>
>>781932
do it
>>
Rolled 85 (1d100)

>>781932
Vote
>>
Rolled 3 (1d100)

Might I suggest we equip our smart rifle and visor? But maybe get some straps and bandages to disguise the gun and a big hoot to cover the mask.
>>
Rolled 10 (1d100)

>>781926
>See the shrouded One's Store

By the way as a survivor how good is our repair, barder and the like skills?
>>
Rolled 3 (1d100)

>>781932
"What do I got for sale? Lets just say I deal in hardware."

Shrouded One's Store options

>Munitions
"Always need ammo but I got the good stuff for when you REALLY need that extra edge...or just really want someone dead."

Corp(Basic and cheap but plentiful)
Old World(including everything so long as it wasn't black program tier)
New World(not as good as Old world stock but just as adaptable).
Bandit Bad Ammo(when you have low ethics and standards go BANDIT)

>Weaponry
"Weapons full of murder. That's my style only the most qualified arms I deal."

Melee
Including Vibro, Mono, Plasma, and Magic.

Pistols are available in Elemental types. As well as the following Laser, Plasma, Gauss, Ion, and Explosive.

Shotguns available in elemental form. Other types include Gauss, Ion, Laser, Plasma, and Explosive charged.

Rifles including SMG's as well as snipers available in elemental form as well as Gauss, laser, ion, Plasma, and Explosive.

Heavy weapons are also available but are limited in supply,
"I've always been known for the big guns. Granted I can't get a lot of it but I CAN get it."

Machine Guns(see rifles for types)
Laser Minigun
Magitech Minigun
Elemental Thrower(think flamethrowers but BETTER see not all fire related)
Elemental Launcher
Blaster Cannon
Auto Cannon
Ion Cannon
Plasma Cannon
Gauss Cannon
Rocket Launcher.
Missile Launcher.
Nanite Launcher.

Armor
"I don't deal in low quality armor. Bad for business."

Full body Armor Non Sealed. Available in military, Corp, Think Tank, Survivor, and Bandit.
Full Body Armor Sealed See above for options but cost extra. Filters not included.

Power Armor
Life Support systems included free of charge.

Available Varieties

Bandit, Paramilitary, Corp, Think Tank, and Survivor.

Shields
"Who doesn't love a good force shield?"

Smart Shields
Will activate themselves to protect you and conserve their battery.

Emplacement Shields
Must be placed before activating.

Regenerating Shields
Have advanced reactors that allow them to recharge themselves in combat.

Partial Shields
Don't completely cover you but they are much cheaper.

Reflector Shields
Will reflect attacks back at the enemy or away from you.
>>
>>782201
I suggest we grab a Smart Shield but then see if he sells anything that turns our smart rifle into a long range smart rifle.
>>
Rolled 66 (1d100)

>>782201
For survivor trade wise these guys are filthy rich or had a really good string of luck for scavenging.

Food available is fresh, clean, and long storage variety.
Water is clean and super clean water is available for industrial or scientific usage.
Fuel in all varieties including high end stuff required for aircraft and pickier vehicles.
Vehicles available include Old World Military vehicles are for sale in the garage. Unusual monster pets are also available.
Weapons and Armor some of which is even paramilitary issue!
Medicines are also available some of which includes hospital items.
Entertainment is also available in high quality goods.
General Goods(who knows what you can find and they had a lot of good scavenging lately)

What do?
>See about any work
>Go find the doc
>Find a place to sleep
>Talk with someone
>Other?
>>
Rolled 60 (1d100)

>>782211
"Of course I deal in modifications. Do you take me for an amateur?"

"Modifying a smart rifle for long range isn't cheap...mostly because you also gotta modify the software inside the smart rifle. If anyone ever tries to tell you that you don't need to also modify the software inside a smart gun whenever you do some modifying or repairs tell them to go fuck themselves."

"Oh I also got a lotta spare parts."

"Unfortunately my software collection is rather...lacking. Its a gigantic pain in the ass finding good software in the post apocalypse. I always buy it up whenever I get luck enough to find some."
>>
>>782108
.
>>
Rolled 61 (1d100)

>>782216
>Other?
Got a mono sharpener? I got a dagger that needs some maintenance. Also any place good for testing gear?
>>
Rolled 87 (1d100)

>>782216
>>782201
But how much money do we have?

I'd support a Regenerating Shield or Smart Shield. Smart shields would recharge out of combat right?

Also voting for Old World ammo for the weapons we got from the Infantry box.

And also inquire further as to his melee weapons.
>>
Rolled 78 (1d100)

>>782237
What? Just sell the dagger, we got a new one from the box. Same with our crappy shotgun.

>>782211
Agreed, the smart shield sounds like the best deal for a Lone Wanderer.
>>
Rolled 14 (1d100)

>>782238
Its barter based unless you dealing with a corp and have their credits.

No smart shields have some very expensive detection and rationing mods included hence why they are 'smart'. Their charge lasts the longest though. Even longer then the regen shields(thing is though the regens can recharge in active combat).

"Thing with shields is it costs energy to recharge them and they are major battery draining whores. There is a reason why you don't see too many people packing shields and most of them are from those rich as fuck old world remnants. Lucky bastards."

"A shield gets expensive REAL quick. There is a reason why stick with body armor and buddy bot over there."

"Most think shields are expensive due to the upfront costs...frankly that is the cheapest aspect about them. but damn can they really save your ass."

"A good shield is like an extra suit of armor but without the having to wear one."

>>782237
"Sure do. What do you got to trade? Of course if you just want me to sharpen it for you its much cheaper. I get stuck with maintenance and repair work all the time. People like to be able to jury rig things and some basic maintenance. Thing is jury rigging can have hidden consequences and sometimes you just really a need a Pro. After all basic repairs and maintenance can only go so far."

And I am that Pro."

"Testing Gear? Well I have some means to testing stuff...gotta make sure i don't get ripped off you see. For a fee you can also use it."
>>
Rolled 30 (1d100)

Genie for clarification do we need to specifically equip an item or is it auto equip
>>
Rolled 66 (1d100)

>>782201
Clearly the best option is Stealth + Long Range. Kill em before they even see us coming.

So my vote would be this:
-Stealth Armor: the best we can buy while still affording the rest
-Smart Armor + Long Range Upgrade
-Missile Launcher "something that should help us fuck up stuff when we're in deep shit or need something blown the fuck up"
-Flash grenades, smoke bombs, EMP/Tesla nades
-a very fucking sharp sword, possibly mono, for stealth kills
-emplacement stealth shield generator (emplaces and creates a sheild that both protects and hides, especially for tracking targets at long intervals)
-a smart shield if we can afford it
-something that helps us regen health too
>>
Rolled 91 (1d100)

>>782262
>Dagger, Military Origins but needs a mono sharpener to get back in top shape.
Never this dagger is a part of our unknown past.

>>782288
Cool. I got a few pieces of gear I need to make sure is working before I use it for work.

---

Question do we have anything the AI core can work with?
>>
Rolled 95 (1d100)

I suggest we put on the sealed suit and smart system, plug in the AI core and get a nice big coat/cloak and hood so we blend in...at first

Aquire long range upgrade, smart shield and work from there
>>
Rolled 42 (1d100)

>>782291
Depends if its clearly better then what you are currently using and if they are similar enough.

For example if your wearing a shitty piece of armor but got a much better one its auto equip.

BUT if say you wearing some stealth armor but found body armor your not going to switch unless you say so.

Weight is also a concern. Currently your pretty decently weighed down.

Obviously you have already equipped the smart rifle but the armor you haven't. You are however smart enough to coer up the smart rifle because of how showy it is.

So keep track of weight and supplies. After all being light means you can run faster and farther(important for saving your life).

>>782299
Nope. You don't having anything to plug the AI Core into.

>>782296
"Stealth Armor? Yeah I got some but you gotta keep it hush hush. If the wrong people find out I am carrying stuff like that I would be in deep shit man."

"Smart Armor? Well certain advanced suits of armor have it equipped. A lot of power armor does too but not all."

"You want a stealthy heavy weapon? I got just the thing. I would suggest the energy heavy weapons they are nice and quiet. For long range I would indeed agree with the missile launcher but it ain't exactly quiet. Normally I would suggest a laser cannon thing is though...well lasers are rather easy to fuck up. Plasma is very hot easy to notice so that is why you want to get a Ion Cannon. Which will fuck shit up at long range AND do so quietly!"

"Only problem is the damned ammo. If you want a cheap heavy weapon nothing can beat a rocket launcher. Doesn't have that expensive hardware requirements a missile launcher does and has equal firepower but well...rockets are dumb. Missile's aren't."

"Yeah I got your grenade fix. So you want electric or EMP?"

"Yeah I got a Mono sword even got some old world magic relic swords if your interested."

"Emplacement Stealth Field Generator...tell nobody but yeah i got some. As for one that ALSO works as a shield generator...I got only one and I ain't selling. That is the sorta thing I got only one of and it really helps keep my ass alive. Believe me I wish i had more then one because if it breaks I am so fucked."
>>
Rolled 40 (1d100)

>>782330
Hopefully the smart system covers our penalty to ranged.

Personally I'm a fan of going shotgun and melee. We have the ammo for knocking people down and going in with a hatchet finisher.
>>
Rolled 91 (1d100)

>>782344
We're going to have to part with something from the strange satchel to afford all that.

Whether we do or not, I think we should look into a vehicle or at least a pack animal of some sort. Problem is I don't know whether we should go basic or go big.
>>
>>782357
I mean whether we get all that stuff or not.
>>
Rolled 9 (1d100)

>>782344
Could we equip the SMART visor to go with the gun then ask if he has something to allow an AI uplink? We got a core after all
>>
Rolled 30 (1d100)

>>782350
The smart system basically acts like a spotter for a sniper and has other useful quirks to offer. Very useful, very high tech, and hellishly expensive. Weapons are designed to still function even should the software die as the hardware itself can keep working without.

This is very important in case you should say get hit by an EMP or the Fall happens. Weapons were able to keep working they were just not as good as they could be.

EMP was a big problem with smart weapons because of the difficulty in shielding them against it. Same is also true for getting electrocuted which could easily overwhelm the weapon. Unfortunately for the enemy its not enough to break it but it can certainly be enough to cripple.

You got REALLY fucking lucky in that your smart rifle has a still operational smart system. Most equipment(even many shielded stuff like power armors) their smart systems have long become dysfunctional assuming it works at all. Fortunately engineers weren't retarded enough to keep the equipment from working without having the smart system still function.

>>782357
>>782362
Your going to have a very hard time affording the high end equipment without selling stuff in the strange satchel.

You rolled insanely well for the wares that were available...one thing you may wanna consider is trading.

Recall all those goodies the survivors and mister shady merchant there has in bulk?

Imagine how valuable it is in another location or to certain peoples?

>>782370
The smart visor and smart gun indeed are capable of connecting to each other. If it weren't finding a connection adapter honestly isn't that hard.

As for the AI Core...you could indeed connect it to your visor and gun should you find an Adapter for it.
>>
>>782344
Check Genie, can we currently afford
-Stealth Armor
-Ion Sniper Rifle + Recharger? would be nice not to have to buy ammo so damn much and just hook it up to a power source
-Missile Launcher
-Electric Pulse AND Emp Grenades
-Smoke Grenades
-Magic Relice Sword of Slicing or whatever is really good at cutting things
-Emplacement Field Generator

"Could we equip the SMART visor to go with the gun then ask if he has something to allow an AI uplink? "
>>
Rolled 23 (1d100)

I got an idea anons. Let's discuss our build before shopping and let's not splurge out straight up.

My suggestion is we go infiltration and long range then a sharp divergent into cqb, low mid range.
>>
Rolled 23 (1d100)

>>782379
"AI Uplink? Hm let me see here...oh yeah I got several of them. I tinker with AI's all the time because of tin can over there. You buy enough stuff and I throw one in free of charge."

>>782379
Depends on how much your willing to trade away.

Frankly without tapping into the strange satchel items or the military crate the most valuable stuff you got is the supplies and kits.

Inside the military crate your smart rifle, smart visor, and sealed body armor can each trade for another piece of high end equipment. They are very valuable.

Besides that your best bet is the Old World Ammo which is worth a lot.

Following that is the automatic shotgun and box of assorted explosives are also worth quite a bit.

All the stuff in the satchel are worth a fuck ton but are also nigh irreplaceable. They are the kinda thing even a Civ would take note of. Its also the reward you got for crit and amnesia.

Another fun part about the Amnesia is it boosted your overall potential in exchange for nuking your skillset.
>>
>>782404
Hmm, in that case maybe we already have some of the weapons we need but just want some stealthy upgrades to them.
>>
Rolled 77 (1d100)

>>782388
Not sure on the build other than mostly using what we have to keep cost low.

Other than that I mainly just want to see about working for the shrouded One. Robots could be useful and they could teach us some things.
>>
I suggest we trade our box of explosives for the smart shield. Then we offer too escorting him to his next location and take the AI uplink as pay. Along the way we may earn a bonus.
>>
Rolled 27 (1d100)

>>782404
Basically the stuff in the strange satchel is something even a civ would have to go out of their way to find and trade for.

Civs at that level are backed by a Heroic Unit.

That should give you a pretty good idea how valuable it is. I was however not such a huge dick as to make it obvious how valuable they are as that would cause a lot problems. Its valuable only if you know what it is.

The current survivor group your with doesn't even register as a civ btw. They only got a few hundred people, no HQ, and no hero.

>>782409
"Want kind of stealthy mods do you want?"

"A chameleon cloak is pretty basic and not very expensive. A stealth shroud is pricey but it can cover more ground."

>>782410
You would have to talk with the shrouded one good news is that guy is currently in quite the tight bind as his bot is not only damaged its sensors are messed up. So he is rather desperate at the moment.
>>
Rolled 13 (1d100)

>>782379
You are asking entirely the wrong question. Barter system, remember? Which of the awesome strange satchel stuff do you want to offer, or how do you plan trading our other stuff for it.

Do we really need an ion sniper rifle AND a missile launcher? Just getting an ion cannon might be better.

The field generator would help us sleep safely in the wilderness without forming a party, but is it really worth it right now? More importantly, how are we going to carry all this shit?

>>782409
Now we're thinking.

>>782427
Maybe we should offer to ride shotgun with him, in exchange for a little 'store 'credit' for now.

Also we should look at that tome when we have a chance, I don't know what the hell we can do with the other stuff at the moment.
>>
Rolled 2 (1d100)

>>782425
I'll second this. I'm sure we'll want to blow something up sooner or later, but it might actually be better if we don't have the option to.
>>
Rolled 58 (1d100)

>>782427
So shrouded one, since I'm still new around here and there is stuff I want to buy. Do you need any work done?

>>782464
If we have to deal with zombies. Those explosives could make them leave an area. We could basically bait them with sound.
>>
Rolled 53 (1d100)

>>782216
>See about any work
Offer to do some guard work for him for an AI uplink and some store credit. We'll get to travel and have somewhere too sleep till we find a Civ.

For now trade our OW box of explosives alone for a Smart Shield and a chameleon cloak
>>
Rolled 59 (1d100)

>>782481
Vote

We could also offer the Pre Fall pistol ammo, but if the initial investment in a shield costs more than that and the explosives, I doubt we'll be able to afford to keep it running.

>>782474
We're trying to trade for a shield, which is much less situational and much less likely to be misused. And, you know, can really save our ass.
>>
Rolled 54 (1d100)

>Inside the military crate your smart rifle
Get a silencer
> smart visor
Get a thing to connect it to the Smart Rifle + AI Core for extra accuracy
> sealed body armor
Make it stealthy
>Besides that your best bet is the Old World Ammo which is worth a lot.
We can sell some of these to pay for the mods
>Following that is the automatic shotgun
Keep this, as a backup "get the fuck off" weapon
> box of assorted explosives are also worth quite a bit
We can also sell some of these to pay for the mods

Other items to purchase
-Electric Pulse AND Emp Grenades
-Smoke Grenades
-Magic Relice Sword of Slicing
-Emplacement Field Generator

That should cover our bases.

This is my vote for equipment.
>>
>>782516
I can get wanting the shield. Yet they are costly and we just started. We got good items and can do some work to give us a nice bank to cover the upkeep of the shield first.
>>
>>782556
You're probably right, but in context you are arguing against trading some explosives for it, an offer that I see no downside to. If you love bombs so much we can just get some more later.
>>
Rolled 93 (1d100)

>>782481
Voting this as an action while we decide on trade
>>
>>782592
I was just throwing out my thoughts on the explosives. We could sell them or maybe the will be a moment where they save our life. Versus say zombies or monsters who are attracted to sound. Groups of people and so on.

The down side would be cost or not having them when we could of needed it.
>>
Rolled 15 (1d100)

>>782427
Alright clearly there is agreement for getting work from the the shrouded one.

As for what to buy and what to trade it for...clearly that still needs to be discussed.

Anyway knowing that the shrouded one is need of some manpower you offer your services.

"...Normally I would say no but I really am in a bind. Fine, your on your own for supplies though. However I will cover ammo usage and fuel. You will get that uplink and a modified gun of your choosing. I don't care what gun but in exchange you gotta keep quiet about my work."

"Everyone needs an arms dealer but we ain't exactly popular. Should I find out you couldn't keep your mouth shut, I am gonna have one of my bots hunt you down. Got it?"

"Now as a sign up bonus," continues the shady shrouded one starts to dig around in a pile of parts, weapons, and ammo. Before pulling some stuff out.

They were a box of spanking new ammo, a bandoleer of assorted grenades, and a comm link.

"One of the nice perks of working for an arms dealer is all the ammo and explosives you can use. That bandoleer includes those smoke, electric, and EMP grenades you were wanting. It also includes some elemental assortment, frag, plasma and shaped explosive goodness."

"If anyone asks what I trade say I am a hardware merchant. Its more or less true and less incriminating them admitting to being a arms dealer."

"As for that store credit you want...fine. We'll see just how valuable the services your hide can provide. I know some hired muscle types LOVE working for an arms dealer but I ain't like that got it?"

"Also honestly its really not that good of an idea. Arms dealer tend to really rub people the wrong way because you know the typical greedy trader dickery and dealing in death will do that to people. There is a reason why we are nicknamed the merchants of death."

"Sounds like your trying to discourage me."

"Really you should call the damned water and food merchants that. At least the arms dealer have the decency to make it quick and relatively painless. Yet its we who get the bad rap...I am just trying to keep you from getting any ideas."

"I think you just really don't like people."

"Then why the hell would I be a trader?"

What do?
>See about any work
>Go find the doc
>Find a place to sleep
>Talk with someone
>Other?
>>
Rolled 49 (1d100)

>>782644
>Other?
Read tome and inject 1 ninite thing. Let's see what happens!
>>
Rolled 99 (1d100)

>>782644
>Train
Well we got ammo. So lets get good with our gear.

>>782666
Yes Satan let us read from the dark tome.
>>
Rolled 90 (1d100)

>>782638
As I was trying to say, that's versus the downside of not having a smart shield, which could save us from all kinds of shit, including sneak attacks.

Whereas the explosives could be used to lure zombies if we're in a situation where we can't just run from them, but we can create a distraction, then run from where we set the explosives off.

>>782674
Excellent idea, although maybe we should find someone to train us. Or at least ask if this village has a place where they practice that sort of thing.

And read the tome. I don't know about injecting the nanites.

As a side note, I think this merchant is starting to grow on me.
>>
Rolled 81 (1d100)

>>782674
>>782666
>>782701
Confirmation
>>
Rolled 6 (1d100)

>>782666
>>782674
When the ammo being covered you realize something very important...it could not be a better time to practice your shooting. After all the ammo usage is being covered!

So after grabbing a lot of ammo you climbed up in the walls and proceeded to shoot at whatever monsters, undead, and zombies you could find. You did this until your eyes and fingers hurt from the strain. With your shoulder and arm aching from recoil. With knees deep in brass you finally stopped enjoying the sight of a whole lot of very dead or wounded enemies. You headed back down deciding that now it was time to read a book and prepare for an injection.

The book once you cracked it open was full of strange words, notes, and clarification. After reading a bit of it you finally realize what it is.

A spellbook.

This...is a tome of the ancient Magi. Best of all you could actually understand what it was trying to explain! In truth the only problem you had while reading the text was the magical language it laid out for spell casting and formations. However you feel with enough studying and experimentation you should figure it out.

Finally you took up the injection...and stabbed yourself in it. Slowly you could see the grey goo within the vial drain away into your blood stream. You didn't really feel anything besides a little stabbing pain at first. Until that is it felt like your veins were on fire as if someone had started to replace your blood with molten metal. Soon thankfully you passed out.

When you awoke the next morning getting dragged by a certain bot you realized you no longer hurt quite so badly. As for the effects of the injection...you felt healthier and somehow stronger. Your not sure whether or not its in your imagination however.

By the time you fully came to you were already on the road.

Gained Marksman bonus to shooting.

What do?
>Ask the shrouded merchant of death something
>See if you can talk with the bot
>Take a closer look at the merchandise
>Take a look around
>Other?
>>
Rolled 36 (1d100)

>>782760
>Guard shit; don't ask stupid questions.
>>
Rolled 89 (1d100)

>>782760
>>Take a look around
>>
Rolled 9 (1d100)

>>782769
Vote
>>
Rolled 72 (1d100)

>>782760
Well we are doing a job of protecting the merch. So lets scout ahead and know what to expect. If that's aright with the boss.

>Ask the shrouded merchant of death something
If it's alright, I'm gonna take a look around.

>Take a look around
We may even find something.
>>
Rolled 93 (1d100)

>>782769
Rolling
>>
>>782760
Alright I'll be back getting something to eat.
>>
Rolled 9 (1d100)

>>782769
Supporting.
>>
>>782296
I wouldn't say /best/ option, seeing as both stealth and long range require detecting the target before they detect you. A generalist approach that takes advantage of stealth and long range where possible would be nice though.
>>
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>>782932
> and long range require detecting the target before they detect you.

Well clearly we need us an A.I.M. T.R.U.E.
Artificial Intelligence Modulated Target Recognition & Universal Evaluator

We already have the AI Core
>>
>>782981
Well, if that's what the AI does. We're already like The Courier.
>>
>>782989
Not yet, but I think this shop keeper guy might have something that can help us make one. Probably. Let's ask him.
>>
>>782998
>>782989
Let's not get greedy, until we prove ourselves at least.
>>
Rolled 73 (1d100)

>>782989
>>782998
>>783020
Judging by the AI being of interest to a civ, even, it's a fully intact and functional heroic or almost-heroic AI.

So we should actually probably invest into something good to put it into at some point or another.

It would be nifty if it was a trading AI or something like that rather than a War or Research AI.
>>
Rolled 35 (1d100)

>>783117
First, shouldn't we get it some type of interface? Basically any way we can find out more about it. I assume the best way for an amnesiac survivor to do that is to get it talking, and that you do that by just finding anything you can plug it into.

Or we could just sell it. For what, I have no idea.

I'm not sure it's heroic or near-heroic; any intact AI core is a big-ticket item. But it would be awesome if it was.

Are we even heroic-grade?
>>
>>783152
We are distinctively not heroic-grade, yet anyway.

The AI's GOT to be heroic tier or near to be on the same value as the rest of the gear that came in that Strange Satchel though.
>>
Rolled 78 (1d100)

>>783155
Speaking of, I wonder how much those injected nanites had to do with us acquiring the marksman trait. Could be that we just got a really good roll on training, I suppose.
>>
Rolled 78 (1d100)

>>782769
LEts do our job for a bit
>>
Rolled 18 (1d100)

>>782769
You decide to sit back and guard shit. The driver meanwhile the shrouded merchant of death seemed to be glancing at the rear view mirror a bit much before speaking.

"I suggest you hang on tight."

"Wait wh-KABOOM followed by a further even louder chain of explosions.

"That is why," says the shrouded one as suddenly you get pushed back into your seat with a sudden and massive increase in speed.

you also heard the bark of a weapon firing from on top of the truck. Yet when you looked you noticed it was not the bot who was firing.

"What the hell is shooting?"

"Automated turret. We got followed from the survivor hold by some bandits. I arranged for us to drop some mines and when they were distracted my bot rained down a bunch of rockets."

"Fucking hell why didn't you tell me?"

"Them seeing you sleeping would make them lower their guard. Now we best pray we can make it into the safe zone. I don't really got anymore tricks to play besides smoke grenades and that is something they are gonna see coming."

"Shit sounds like no ordinary crew..."

"I am afraid they got wind my shipment this time was unusually valuable that or they thought they could take me due to having less bots then usual."

"So what is the plan boss?"

"...Shoot back and pray. They are really packing this time around. Normally I don't draw this kind of attention."

"They don't seem to be shooting at us much."

"You thank lots of explosives for that. Last thing they want is to blow us to bits. They wont be able to rob anything that way."

"...so they are going to board us then aren't they?"

"Afraid so. See they are already catching up even with the boosters. Goddamn Bandit modified Speed freaks. They really know how to go really fucking fast."

What do?
>Prepare for boarders
>Attempt to snipe a driver
>Shoot at them
>Lob explosives
>Other?
>>
Rolled 90 (1d100)

>>783249
>Attempt to snipe a driver
With the Smart Visor + uplink + smart rifle + AI, should be doable
>>
Rolled 83 (1d100)

>>783249
>Attempt to snipe a driver
>>
Rolled 59 (1d100)

>>783249
>Attempt to snipe a driver
>>
Rolled 85 (1d100)

>>783249
>Attempt to snipe a driver
Though his head and into the gunners dixj
>>
Rolled 64 (1d100)

>>783256
You decide to look behind you. Sure enough the bandits are indeed gaining and unlike their heavily armored models. These vehicles are slimmed down but with much bigger engines installed for maximum speed. Good news is this means they are unarmored as all hell bad news is they are insanely fast.

So much so you had a real hard time lining your sight. It didn't help that they were seemingly driven by a madman(which was quite possibly the actual case) and they were taking evasive maneuvers so as to avoid getting hit by turret fire or by the bot. Despite all that you still managed to snipe one of their drivers.

Sure enough the vehicle soon went out of control faster then the passenger could adjust. Their ride ended up slamming into a barrier at a very high speed leaving quite the mess.

Unfortunately the other bandits realized what happened and started taking countermeasures. You were thus unable to take out another driver.

They also kept on gaining but they were having a hard time getting close given the angry turret and even angrier bot who were both shooting at them. This did not however keep them from gaining.

Especially with how despite the modifications on the truck the sad fact is it was not as crazily modified as the bandit rides or as stripped down. Not to mention you had cargo on board.

Things really weren't looking good for you right about now. Then they somehow got worse. You didn't realize it until you heard the turret sputter on defeat as it finally winded down. You could hear the the shrouded one scream at the bot in an oddly high pitched voice to quickly reload the turret. When you looked over you saw the bot pull itself up to the top of the truck with a fresh ammo box as it prepared to reload the turret.

That was however when you both noticed the same thing...the turret was still loaded and there was a smoking hole in it disabling it. The bot however reacted much faster then you did. Granted it probably helped it was already on top of the truck and not inside. As the bot without hesitating dropped itself down the front of the truck.

You could hear the shrouded one scream about what it was doing...when you saw the bullet holes start appearing in the bot shredding it. However due to its action it was shredded in place of the engine block and the two of you. Even as it slowly went limp as sparks sputtered out of its new holes and strange fluids were pouring out of it.

You could hear the shrouded one cursing about armor piercing rounds as you got temporary refuge beneath an overpass. The both of you sighed in relief. However the bandits were still hot on your tail and once you came out the other hand you heard bandit screaming.

This time however coming from above. You looked up expecting to see some kind of aircraft. That is not what you saw.

Instead you was a bandit APC charging at you as it shot off the top off the overpass.
>>
This is a jarring new format to see from you, Genie.

I like it.
>>
Rolled 31 (1d100)

>>783358
Fortunately your driver was good enough to veer out of the way. Unfortunately this bought precious time for the bandits behind you to catch up.

Also the resulting slamming into the ground by the temporarily flying bandit APC did not resulting in its crashing. Instead its suspensions screamed in process and the bandits cheered as it rebounded kept on charging at you.

Soon its excessively large engines started to scream even louder then the bandits riding it as the boosters kicked it. Sending it rapidly charging at you. You could see the flames flicking out of the its engines and rear end. You could even see the whites of the bandit crazed eyes as they closed in much faster then expected.

Neither you nor the bandits saw what happened next for a certain bot slammed into the APC's windshield. The bandit driver merely laughed about the fact that their armor was thick enough to not get phased by such a trick.

That was when you heard a voice crackle over your comms. Fortunately the bandits did not hear.

"Se-Self Des-Destruct Sequence A-Act-Activated. Commencing in 5...4...3...2."

You personally were cheering on the crazy bot especially once you noticed the many explosives strapped into it as your driver proceeded to take advantage of the delay to get some distance. For some reason however you sensed a strange sadness coming from the other person. You also heard the last words of the bandits.

"hahah what did you think a broken hunk of metal like that could stop us?"

In answer the bot slammed an explosive charge right in front of the bandit's eyes before saying its final words.

"WE DIE TOGETHER!"

"FUU-"

That was when you saw and heard the largest explosion yet. It was so large it caught multiple bandit vehicles inside its blast radius. You could even see buildings collapse and block off the road. Thereby stopping further pursuit.

"HOLY SHIT...I thought we were goners there. That or end up having to surrender, goddamn."

"Easy for you to say," spits out the shrouded merchant of death. "You would at least have that option..."

Which honestly kind of ruined the mood for you somewhat. That was further soured by the Shrouded One's sniffling and crying. You honestly didn't see the big deal or how it would of been different for the two of you. It was just a bot and your lives were safe. Not to mention cargo.

As you drove away you could of sworn you heard the Shrouded One choke out an oath of vengeance.

Sadly the two of you did not make as much progress as you would of liked. As it turned out the engine was a tad bit damaged. So you had to turn off somewhere to stop for repairs. It wasn't as soon as you would of thought but for some reason after passing into a certain stretch the merchant of death became notably more relaxed and proceeded to make the stop. Which caused the boss to curse somewhat upon seeing the engine but proceeded to curse even more when the condition of the turret was noticed.
>>
Rolled 53 (1d100)

>>783470
So the boss set up a strange device which cackled briefly as a field cover not only the two of you but also the truck. After that the boss brought out a radio turning it onto a certain station before attaching a device to it that caused a strange ticking sound. After that the boss brought out a tool kit before starting to work on the turret and truck's front end.

What do?
>Listen to the radio
>See about fixing the truck
>Examine the generator
>Look around
>Other?
>>
Rolled 18 (1d100)

>>783486
talk to Shrouded One
>>
Rolled 89 (1d100)

>>783117
At the very least its certain to be an Advanced AI.

>>783152
Not a chance or any time soon.

>>783430
Oh how so?
>>
Rolled 99 (1d100)

>>783486

>Other?
Ask the boss of the truck has an AI uplink if it does say we have an AI core...maybe it can run diagnostics and aid us in

>fix the damn truck and turret
>>
Rolled 32 (1d100)

>>783486
>See about fixing the truck
Maybe we can learn something.
When the Shrouded One inevitably tells us to stop touching his rig/bothering him
>Listen to the radio
and maybe
>Look around

Also put on armour if we have not already done so.

>>783500
This too

>>783497
Not a bad idea, but I think we need something a little more specific.

Man, sad to think our nameless Survivor doesn't understand what it's like to have a beloved machine.
>>
Rolled 54 (1d100)

>>783509
Its less don't understand and more doesn't remember.

You gotta remember your guy has amnesia so hard he forgot his own name and skills.

Which I personally find quite funny.
>>
>>783509
we offer too help with Shrouded One oath of vengeance for a price.
>>
Rolled 28 (1d100)

>>783486
>>See about fixing the truck
Maybe we will remember something or offer a kit.
>>
Also guys next free chance after fixing the truck we should inspect our gear. The AI and smart gun and visor may have recordings of our past. Also the armour may have markings, ask what that place we woke up was etc
>>
>>783619
Unlikely, we got all that stuff from a sealed box. Still, there's no reason not to check them, so sure.

The place we woke up was, to the best of our knowledge, random and unimportant. Presumably we were on our way to something else; we probably aren't from the nearest settlement, because they would have recognized us.
>>
Rolled 7 (1d100)

>>783509
Alright guess the consensus is to fix the truck. Luckily in that regard its not nearly as bad it could be. No doubt thanks to the bot who sacrificed itself to soak up most of the bullets meant for it and both of you. A bigger problem is the turret.

As both the shoot system, reloading system, control system, and sensors are all damaged. In total its rather mangled looking which made the shrouded one hiss in great displeasure. Between the curses you were able to figure out that apparently a number of critical and hard to repair/replace systems are damaged. While the firing and reloading system wasn't that hard to bring back to life. With the damaged sensors the turret is prone to misfire and friendly fire. Not a good thing.

Meanwhile the control system or brains of the brain has also suffered some damage. That apparently requires special attention at a place you can't do pulled over the side of a road. The sensors luckily were brought back to life through some replacement parts.

While buggy the turret is now alive. The Shrouded One has stated that it can't really be trusted though but at least it will pick up on anything getting too close and could quite possibly shoot you due to the jury rigged controls commanding the device. So for some reason the Shrouded One handed you a controller with a screen attached that turned out to be a mixture of the scanners and video feed from the device. Messing with the controller you discover it controls the device with a few glitches probably due to said damaged control system. The Scans at least are showing that the local area is currently clear except for some shuffling inside nearby buildings. Probably zombies.

Meanwhile the truck was a much easier fix with the repair kit, tape, jury rigging, and some spare parts. It eventually came back to life. After that though the Shrouded One seemed oddly hesitant to get back on the road. Deciding to fiddle with the radio after awhile the shrouded one spoke something into the radio and in response a voice cackled in response.

"Strange...your not at the meeting place. Something go wrong with my favorite Shady hardware dealer and mysterious merchant of death?"

"About fucking time. Things have changed alright? Not safe to meet you at the usual place."

"Hm. What went wrong?"

"Goddamned Blood Skulls you fucking prick. I thought you said your stretch was safe?"

"Blood Skulls? That is a full blown warband what do you expect me to do? Much less how the hell did you draw their attention? They normally only hit caravans not small time sellers."

"No more discounts jackass."

"Fuck...hold up Blood Skulls hit you near my place?"

"That's right I down to my last guy and he ain't even a bot."

"How about this I rile up a zombie horde in their direction and then we good?"

"Nice try. Those fuckers know how to evade a zombie horde. Unless its led a by a Smart One no deal."

"Oh come on you know I don't got no Smart Ones! Fine how about this...what about some ghouls?"
>>
Rolled 39 (1d100)

>>783830
"...I'm listening."

"Good good. How about I rile up some good old fashion ghoulish goodness eh? They wont be able to pull any tricks with them like they would with the zombies."

"How the hell can you successfully rile up enough ghouls to screw them over like you say you can? Do you know some kind of heroic Ghoul Wrangler or something?"

"I got my ways and unfortunately its not hero related. Just to make sure they don't got one of those right? Otherwise I can't help I ain't that good."

"If you were you wouldn't need my small time services."

"EXACTLY! Now your talking my language...so do we got a deal?"

"Only if I get to watch it all go down," hissed the Shrouded One.

"That is asking for an awful lot..."

"Those fucks got my last goddamned military bot I am fucking PISSED! You any idea how fucking hard it is to get one of those? Now i gotta make do with security models...SECURITY MODELS! You hear me asshole?"

"Ouch...yeah fine you can watch if you want."

"OH I BETTER GET SOME CAPTIVES TOO!"

"Fine...if there are any survivors fine. Wait I thought you were into the whole...slaving deal?"

"Who said I was going to enslave them?"

"...You know what I ain't gonna think too hard on that."

"So we got a deal?"

"Yeah. So how much time you willing to give me?"

"If it doesn't go down in a month and or without me knowing, no more discounts. Ever."

"...Righto. Give me a week or two. So how can I contact you?"

"I am gonna have to stay at the Rinto Apparel Store next to the Gummy Garage while I get things sorted. You can get in range and hit me up on the radio there."

"Wow, they must of pissed you off good..."

"I been having a really shitty week. I had to hire my first guy."

"...Wow. You robotfucker ACTUALLY had to hire someone made of meat?"

"Yeah. Like I said shitty week."

"I don't recall you ever sinking that low."

"Not since we known each other no."

"Alright I'll send someone when its ready to go down."

"You better."

With that the Shrouded One got up and packed up.

"Come on we gotta move mysterious no name guy."

"I was waiting on you boss!"

"It probably not going to shock you but we are going on another detour."

"So long as I get paid why would I ever care!"

"I like your style."

With that you were once more on the road.

What do?
>See whats on the Radio
>Talk with the Shrouded One
>Read a magical tome full of wonder
>Look around
>Other?
>>
Rolled 82 (1d100)

>>783872
>Read a magical tome full of wonder
>>
Rolled 19 (1d100)

>>783899
>>783872
Screw it lets read the book, but let's not take it too seriously, read it like it is a novel not a text book. Really try to absorb the message we don't need parlor tricks but we do have time to kill and a good book.
>>
>>783872
> Read the tome after talking taking a look around
No sense in losing it to a suprise
>>
>>784002
Sorry, for got to roll
>>
Rolled 66 (1d100)

>>783872
>Read a magical tome full of wonder
Tell me your secrets little book
>>
>>784021
>Read tome
What do you think we should focus on while reading? General layout and structure or language involved?
>>
>>783872
>Talk with the Shrouded One
Maybe we should say a few words for robobro who took one for the team, RIP you glorious bastard may you ride eternal shiny and chrome
>>
>>784023
I suggest structure, identify patterns within the text, spacing and once we develop a pattern to move onto breaking it into sentence like structures.
>>
Rolled 66 (1d100)

>>783899
You have chosen to study the tome of magics. To better understand its lessons and teachings. From what you could tell the it was a simple tome made for simple spells and guidance. Its basically a common basic spellbook. Which in this area is invaluable even without including the notes and lack of bias. Faith magics for instance are regularly tied with necromancy. The preference for blood magics in the kingdoms of old. So much more like that. As whole it was a normal book. However what comes with it is notes and biases by previous writers. Writers who have different beliefs. So after taking another look at the tome you have come to realize it it is not as simple as it would lead someone to be.

There is some kind of special value for it...its just you do not know what that is exactly. Yet you most certainly are learning magics...currently only the most basic can you use.

What do?
>See whats on the Radio
>Talk with the Shrouded One
>Read a magical tome full of wonder
>Look around
>Other?
>>
Rolled 96 (1d100)

>>784046
>Talk with the Shrouded One
So been in this game long? Out of interest do you know where [place we woke up] was? Like what was it? General chit chat.

Do you happen to know any cultist types I got some notes I need help with.

>Look around
While looking around "I'm sorry about the military bot, it have a name?"
>>
Rolled 75 (1d100)

>>784046
>Make some copies of this tome
Shits got to be valuable, copies are free to us less the cost of a composition book, also we will learn better to write in magic language for possible scrolls and shit.
>>
Rolled 43 (1d100)

>>784046
>Read tome of wonder
Read it like a textbook, taking notes and reviewing, because someone made a textbook instead of a memoir. I am going to take advantage of it. First, take a look around.
>>
>>784060
I would like to understand what we are reading first. Maybe the person who made this put some sort of "antitheft" protection on it. Better to know it and then copy instead of risking it.
>>
Rolled 15 (1d100)

>>784046
>Read tome of wonder
>>
Rolled 4 (1d100)

>>784046
>>784058
Switching to read the tome to keep things moving. Would still like to chat though.
>>
Rolled 9 (1d100)

>>784046
>Read a magical tome full of wonder
Time for witchcraft
>>
>>784068
Maybe a literal photo copy? Surely that technology isn't lost to the fall
>>
>>784081
Yeah, I am just not sure about writing things down when it comes to magic circles. Especially since we have NO idea about the world.
>>
Rolled 59 (1d100)

>>784046
>Read a magical tome
What magic should we specialise in if it comes up? I vote creepy shadow tattoo magic!
>>
>>784104
I say healing/defense first and foremost, followed by illusion. No sense trying to attack if we're dead.
>>
Rolled 56 (1d100)

>>784046
>Read a magical tome full of wonder
>>
Rolled 45 (1d100)

>>784046
>Read a magical tome full of wonder
>>
Rolled 31 (1d100)

>>784046
>Read a magical tome full of wonder
>>
Rolled 43 (1d100)

>>784066
Vote
Like any skill, we got to keep at it

>>784091
I think you're right. Veterans of Genie games actually do know a bit about how things work in this world, but everything I've seen indicates that copying a magic tome isn't safe. Trying to copy normal technology can blow up in your face (literally!), and anything 'weirder' is even more dangerous.

>>784226
>>784228
>>784235
Ah, the joys of critfishing.
Maybe it's the pessimist in me, but we're overdue for our first nat 1. Getting it with an action like this would be most...unfortunate.
>>
Rolled 44 (1d100)

>>784046
I would like to know our employer more, but she seems to not trust meat bags. So magic man it is.

>Read a magical tome full of wonder
>>
Rolled 63 (1d100)

>>784060
For magical tomes its value is based upon the rarity and power of the material it contains.

As for copying...there are certain risks to that due to magical the nature of the material.

>>784066
Text book formatting is actually common for lower level magical tomes because a significant chunk of the magi got there because they studied magic. They didn't make any deals or were born with magic in them. So they were the ones who backed the education system of magic most heavily. Including magical textbooks was all largely their doing.

Admittedly those same bastards are also the ones behind most magical experimentation and their countless horrors.

>>784060
Anyway you decide to crack open the magical tome once more for magical studies. Inside it laid out the information behind spells and formations.

A spell bluntly put is a formula that when used results in a certain effect. Thing is the formulas are written differently which is in accord to the magics it taps into to create its effects and how the magics is translated into a format you can use or language. Depending on the age and how common a spell can help determine its reliability.

Spells are flawed supposedly due to the mistakes of the user and the lack of complete understanding in the magics it calls upon. Naturally the dangers become greater the more powerful a spell is. For the sake of learning magic one must study magic and more importantly study a language and tradition to follow when calling upon its power.

Traditions is basically a form standardization created through the efforts of countless magi following a certain theory. Over time the traditions becoming increasingly split up and become increasingly estranged with each other. Over time traditions prove better at utilizing certain magics over time. Practically all learned magi follow a tradition of magi which they use to further their understanding and support them.

All traditions offer the following a common set of spells, magics it can utilize well, notes, research, language, and many systems to utilize. Some magi choose to use multiple traditions to further their own purposes.

This however carries an even more serious risk then utilizing the spells of another group. As there can be potential conflict which can have far more dire conflicts then a mere spell mishap. Yet at the same time using multiple traditions can allow for potentially far more powerful overlap and greater range of adaptability as well as understanding.

It is however quite risky especially the more the traditions differ.

Then you have the crazy bastards who don't bother to abide by any traditions at all! They are only marginally less suicidal and insane then the ones who decide to dabble in the truly forbidden. Those types of magi are known as wild magi.

While the ones who delve deeply into the forbidden are known as Lost Magi for they have lost their way and found themselves sinking into the forbidden. They never live long.
>>
Rolled 35 (1d100)

>>784485
Mostly because chances are their magics are going to kill them. Probably horribly. That or someone puts them down. As the user of the forbidden magics can cause great and terrible damage.

Even they are however less terrifying then the dreaded MAD Magi. Usually they are some poor bastard who accidentally stumbled upon the wrong secret or delved too deeply into the wrong things. Unlike the Lost Magi however they went utterly insane and have a deep enough understanding of their magics that the odds of them accidentally killing themselves are far less.

A MAD Magi is very easy to identify because of how their insanity and magic mesh together. Even a normal could easily pick one out and over a very long period of time. The Magi were quite successful in stamping them out. Much more successful dealing with them then dealing with the morons who think messing with the forbidden magics is a good idea.

So the odds of encountering a MAD Magi are most unlikely should you encounter one however you should not under any circumstances listen to what they have to say nor should you study their research. That is how you turn yourself into one of them. There is reason why the curious who delve into the forbidden most often become MAD Magi.

This isn't just because of the materials they study its also because of their curiosity will likely cause them to be willing to do just that. Hence yet another reason why to hate the Lost Magi. So long as you have idiots like that around the MAD Magi will always find someone willing to listen and learn from them.

What do?
>See whats on the Radio
>Talk with the Shrouded One
>Read a magical tome full of wonder
>Look around
>Other?
>>
Rolled 37 (1d100)

>>784505
>>Talk with the Shrouded One
Hey sorry if this is to soon. Do you think we could use magic on your bots? It could give them some edge.

>See whats on the Radio
The idea of finding someone sell amazing robots on the radio is funny to me.
>>
Rolled 18 (1d100)

>>784505
>Talk with the Shrouded One
But while we do just keep an eye out, sensors are buggered after all, say sorry about the bot you seemed close
>>
Rolled 53 (1d100)

>>784505
>>Talk with the Shrouded One
>>
Rolled 60 (1d100)

>>784589
>>784779
>>784789
Consensus

But ix nay on mentioning magic. Mixing magic and tech is not for beginners.
>>
Rolled 36 (1d100)

>>784589
"Magic? You could but if you use any of those anti tech magics I will end you personally. Mostly because my bots wont be in the condition to unless I get a hold of some anti magic materials. Real pain to find that stuff these days."

>>784779
"Bots are reliable and trustworthy. People much less so."

"So you think there is anyone selling bots on the radio?"

"...Advertising is usually the corp radios. They tend to not sell bots as they don't sell very well anymore. Back before the Fall bots were popular products. Now getting the AI on the radio...isn't really very easy. the remaining few sane survivors have been keeping a very low profile."

"Figured they would be the ones selling."

"If they were I would be buying. As is I only heard of the sane AI through a few rumors. Most of what you fine are going crazy rampant AI with their equally rampant robotic forces."

"Sounds like a good source of bots."

"So long as their hardware isn't fucked its possible to salvage them. Problem is after the Fall...the remaining rampant robots are smarter and stronger. Those who weren't broke down into uselessness long ago...now they can make 'improvements'. Repairs. Build more of themselves."

"They are kind of like the great plagues during the Fall. Most died out since then but those still around...are of great concern. Like zombies but worse. They aren't complete idiots even if they are insane."

"I don't recall ever hearing of the rampant robots building more of themselves much less improving."

"Its a matter of survival. That which can't survive burned itself already. Meaning those remaining Rampant Robots aren't so far gone as to be unable to keep themselves going. This makes them very dangerous because now they are a threat that isn't about to go away anytime soon."

"Yet they are no good to salvage?"

"...Their new improvements you can see some of them have these days are strange. Twisted. I tried before but somehow...its like an infection you can't easily wipe away with the software. Somehow they managed to figure out how to deeply ingrain it into their very hardware. Maybe its magic or something I don't know. Either way they are not easy to make functional once more. Much worse then just wiping their software and bringing them back online. That shit doesn't work anymore with the current models."

"Guess that explains your lack of robots."

"To a degree. Truthfully for the good quality combat models I run into the same problem those paramilitary assholes do. Not much surviving tech of that level anymore. Even worse unlike the paramilitary goods bot tech ain't popular. So while on the plus side its cheaper when I can find it, its hard as hell to find."

"Is that why you were close with the bots?"

"Combat Model bots are equipped with much smarter AI then people realize. They sort of had to help prevent problems. Thing was though it ended up giving rise to new problems such as the AI revolts."
>>
Rolled 58 (1d100)

>>784826
Indeed. Mixing the two makes it that much more complex. Hence why not even the megacorps made lots of it.

>>784837
"On the plus side with the smarter AI friendly fire and wounding civilians wasn't nearly such a big problem as when compared to them having much dumber AI. Their AI wasn't as good as the stuff you would find with the subterfuge AI or the Advanced AIs."

"Subterfuge?"

"There is a reason why Assassin Androids were so infamous. It wasn't just them being the deadliest android type out there it was also due to their intelligence. Assassin Androids despite being androids were insanely dangerous. They took advantage of people underestimating androids, were smart, and had some pretty nasty tech installed as you would normally expect. It didn't help due to their assassination purpose they were able to bypass quite a few artificial intelligence fail safes. As for the other subterfuge items...being sneaky going unnoticed takes smarts. A lot of effort went into developing high end intelligence for such purpose. Unlike the other more famous advanced AI however they were not well known."

"Guess that explains why Hacking AI's are so smart then."

"They are indeed among the smartest AI's you can find. Thing is though they were often very well watched by their creators. Especially due to being able to see them in action."

"...So you wouldn't happen to have one or know what they would look like would you?"

"I am more unfamiliar with software then I would like. I got forced working with it an awful lot so i know a bit. As for Hacking AI...no I doubt. I do however got an assassin android."

"...So why isn't it here then?"

"They don't make for very good security, also I was still working on repairing it. It is however in good enough condition to provide some use. I had it watching over one of my sites."

"Sites?"

"Safehouses, workshop, warehouse, whatever the hell you want to call it. It just so happens we are headed there."

"Oh..."

"Mostly because I really need its help. I don't wanna advertise I got one of them but I am kinda screwed in terms of good combat model bots. I got no choice but to tap into my stealth reserves."

"Guess the Security Models aren't going to cut it?"

"...They are not very intimidating and intimidating as saved my ass on many an occasion."

"Ah so its for appearances!"

"On the way there I am going to stop by a certain paramilitary operation."

"Is that such a good idea?"

"I need mercs also they pay extremely well in certain aspects assuming you actually have something they would be interested in it. We are am going to stop by an outpost of theirs. Admittedly I am going to have a hell of a time convincing them its really given the whole no robots. So we are stuck with going to only one of their operations because they have someone who can vouch its actually me."

"Sounds like they are a rather paranoid bunch."

"Second only to the Think Tanks!"
>>
Rolled 60 (1d100)

>>784872
Did the post get eaten again or am I not seeing options.

If there's time I'm thinking we can get trained at the outpost for better range combat or just general improves would do us some good..
>>
Rolled 11 (1d100)

>>784872
"Now we are here, Whatever you do don't say shit and don't raise your weapon at them. They are prone to shooting first."

"...What's so special about this place? Its just an ordinary street."

"That is exactly what they want you to think," says the Shrouded One as suddenly a whole lot of red dots show up. Shortly after a wall shimmered and some soldiers came out of it with some weapons raised.

"Who are you and how do you know about this site?"

"Tell Sergeant Sinclair its his favorite shady hardware dealer."

"I don't see any bots..."

"Ever heard of casualties?"

"If he doesn't confirm your both dead."

Shortly after the soldiers lowered their weapons and they vanished back into the wall. That was when a chubby uniformed man showed up.

"Wow it really is you...guess you have some real good stuff then yeah?"

"Your guessed correctly I want the usual stuff and some security," says the Shrouded One after getting out and pulling the tarp off.

"Well that can certainly be arranged...oh baby. You really do have quite a bit of the good stuff. Wait wait wait did you just say 'added security'? What the hell now after I give up is when you FINALLY decide to get our services?"

"This time I want it dropped off at the place last time and ye."

"Oh come on! Plus at that place we got shot at by your guys AND we nearly got eaten by ghouls!"

"Your fault for not watching your back also you ever thought about why I avoided your particular outpost?"

"Who in their right mind stays near a ghoul den? And I am going to ignore that last part."

"Its an excellent alarm system."

"...I swear if I didn't know any better i would think you a bandit."

"That just means I am doing something right."

By that time they had already finished unloading the truck as a new squad of soldiers hops in back.

"Your lucky I even had people available. I had to scrounge this squad up."

"In that case I expect a discount."

"...You are not a very nice person."

"I am an arms dealer."

What do?
>See whats on the Radio
>Talk with the Shrouded One
>Read a magical tome full of wonder
>Look around
>Other?

>>784993
Its gotten eaten twice and internet troubles.
>>
Rolled 54 (1d100)

>>785018
>Other?
Ask the boss for an AI uplink and plug in our baby core once we leave. In the meantime just watch and chat to our new soldier escort
>>
Rolled 56 (1d100)

>>785018
>Other?
Try talking with the soldiers now riding with us. If they're too taciturn, just sit and read our book.
>>
I also suggest we restock our food and water while we can, maybe some booze. Share a beer with the boss.
>>
Rolled 56 (1d100)

>>785018
>Talk with the Shrouded One
Hey Boss since we are going to a site at some point. Thought I would let you know I have an AI Core. Thinking it would be cool to see what it does. Maybe we'll get lucky and have another bot to help.

>Look around
Maybe we will see something worth grabbing.
>>
Rolled 75 (1d100)

>>785086
This is not a 'go shopping' stop. I'm under the impression that we're already leaving.

>>785087
I'm not sure why everyone wants to be so open. We can probably trust the Shrouded One, they're willing to share some of their secrets with us, but we need to keep in mind that our special goodies are the sort of thing people get killed over.

So what I'm saying is, maybe save sharing that with him for when we can be fairly certain we won't be overheard.
>>
>>785124
I think our character would be good saying it inside. While the soldiers are in the back. Plus betrayal is not good for someone's rep.
>>
>>785163
Okay. We did get lucky in finding someone who might be able to help with it.
>>
>>784485
So essentially they are wizard schools from DnD 5e?
>>
>>785018
>Look around
See what the area is like, try and do our job since there are unfamiliar faces
>>
Rolled 55 (1d100)

>>785047
Voting this
>>
Rolled 53 (1d100)

>>785043
>>785047
Support. An AI uplink shouldn't be that much to ask, seeing as it was already promised.

We should take pains to keep a lookout though. Want to get those senses buffed up.

Genie, what sort of things might we burn our boons to acquire?
>>
Rolled 47 (1d100)

>>785603
I personally think we should specialize into healing magic, and also maybe force magic or bio magic.

Healing's obvious. Bio magic would let us enhance our physical and mental abilities effectively (giving us a route to super-ness) and synergizes well with healing. Force magic doesn't really synergize with healing but it let's us make forcefields, shields, and just throw people around which is always sweet.

Really I just remember how sweet the brief HAX adventure protag was with his Force Magics.
>>
>>785645
Thank you for agreeing. Though, do you think we could get the effects of a haste spell from Bio? Haste has always been a super powerful buff.
>>
OP should make a discord for this imo
>>
Rolled 5 (1d100)

>>785760
I think that we could definitely get something to the effect of a haste. Hypermetabolism, overclocked thinking, muscle power, reactions, etc. Only penalty would be maybe wear-and-tear on our body (easily countered by healing magic) and needing to eat more.

That might actually be the /easiest/ way to get a haste spell type effect.

>>785780
What's a discord?
>>
Rolled 32 (1d100)

>>785124
There really isn't anything to do at the post but be on watch. Being on watch is so goddamn boring it ain't even funny.

Its an outpost so there isn't exactly much to do. Paramilitaries don't exactly have the manpower to send out patrols on a regular basis either.

>>785163
Even bandits hate traitors.

>>785263
Kind of.

Learned magi literally invented schools because teaching got in the way of their research. It was much easier to have one guy in a classroom lecture everyone.

Now when your more advanced apprenticeships are extremely common. They just don't wanna waste time teaching the basics.

To the learned magi they hold the relationship between master and apprentice EXTREMELY sacred. Its so important to them it even rubs off on the other two types of magi. Hell even if your an evil bastard of a magi the bond between master and apprentice is extremely sacred. If you say kill your master or torment your apprentice your going to be in REALLY deep shit even if your a vile cunt. As even other evil magi are going to fucking hate and come after you.

Learned magi don't have the luxury of being bestowed with magic or born with it. So they have very different priorities.

In truth they are only all put together because they are all literally magic users. Thing is they go about it very differently. There are quite a few differences.

Funnily enough this rule isn't true for stuff between masters or apprentices. Mostly because its really not something they can stop as its basically sibling rivalry but much worse. Especially once the master dies because inheritance rules for learned magi is it goes to their apprentices and family isn't very important.

>>785603
Really that is up to you entirely. Just be aware the more powerful the boom basically the more your asking for the bigger the boon you gotta burn.

>>785760
Haste isn't that great against bots, borgs, and augmented. Enhanced reflex is very common upgrade. Bots are even worse then borgs in terms of speed because they don't have a bio brain holding them back.

Especially battle bots those things are insanely dangerous and fast.
>>
>>785789
>Discord
It's like Skype with way more abilities to for making a community.
>>
Rolled 86 (1d100)

>>785043
"Here is an AI Uplink Converter. It should allow you to plug into most systems. Its pretty rare when I find something it can't connect to."

"Whatever you do stay away from wireless. Way too easy for there to be nasty remnants of the Fall to spread that way. Sure it makes it a pain to broadcast orders but i had infections chew their way through encrypted comms. Not fun."

>>785047
"First time i ever seen shrouded one hire a fleshy over one of the bots."

"I have gotten that so many times..."

"Shrouded really doesn't like people."

"I figured that."

"So why did you take the job?"

"Nice guns and free ammo."

"..."

"What?"

"I have forgotten how much it sucks to not be in a paramilitary."

Goddamn dicks. No wonder everyone says they are a bunch of pricks. Most people don't get to enjoy all that really nice gear and have to make do. Even bandits have to.

"So what its like around here?"

"The usual bandits, zombies, and monsters."

"...Well okay then how about the terrain?"

"Its relatively clear actually problem is the proximity to the megacity and wilderness. Ensures we get stuck with a lot of damned zombies and monsters. I fucking hate zombies no fun to kill."

"How about the monsters?"

"Problem with monsters is they can be too goddamned deadly. I seen some of those bastards beat a mutant down without a scratch. Far too expensive to fight. Lot of the time we gotta use the good stuff and the good stuff is something we can't really replace."

"Monsters on the other hand can afford to replace their dead with ease and their equipment if they use it not nearly as valuable. No fucking profit in fighting monsters."

"What about the bandits?"

"Only good thing about bandits is we share enemies and unlike us they don't mind suffering lots of losses. Overall they ain't a half bad meat shield. Problem is they want what we got."

"Doesn't everybody?"

"At least everyone else doesn't try to rob us all the time."

"Fair enough."

>>785047
It helps if you state things you would like to talk to them about or how you plan to talk to them(this in particular can help counter poor rolls).

>>785086
"You don't wanna drink paramilitary swill. Unless its old world stock. Admittedly not quite as bad bandit stuff but its pretty noxious stuff. Fucking soldiers will drink damn near anything."

>>785124
The items in question are only valuable if you know what it is. In which case even Civs would value it.

>>785793
Bots are so fast because they basically use electric pulses to broadcast commands to their body. You throw in some powerful armor and alloys they can afford to strain their bodies at lot more then an organic.

Hence why they are so fucking fast. Security and civilian models have some pretty stiff limiters put into them though.

Now combat bots don't have that problem. Makes them VERY fucking dangerous. When you throw in metallic toughness, and superior design(true combat bots are never humanoid in shape). They are extremely deadly.
>>
Rolled 27 (1d100)

>>785880
Over the drive you do notice things are becoming increasingly overgrown. Which makes the soldiers and the shrouded one both nervous.

Your not sure why exactly but then again ever since you lost your memories you don't exactly know much. After awhile you see the store and garage the Shrouded One mentioned as one the sites she uses. You however do not see any of the previously mentioned ghouls.

Once the truck stops the soldiers start to fan out a bit but you notice they are always in pairs. The Shrouded One meanwhile pulls the truck into the garage. When you both get out you heard a strange scream coming down the road. When you look over you see a hunched humanoid creature dressed in rags howling its head off as it charged.

Jumping over vehicles and rolling as the soldiers open fire cursing about ghouls. You soon realized why they made it plural when other ghouls started appearing. Leaping out of windows and coming through doors. The soldiers swiftly retreated while firing in your direction.

It took quite a few bullets to take down a ghoul and they weren't slow or nearly as dimwitted as the zombies. When you also started shooting at them suddenly you found a blade at your throat. When you looked over you could see a naked android with a mono sword leveled at your throat.

"Halt meatbag what are you doing with the Shrouded One," it spoke in a static filled voice.

"Stand down android and take care of the damned ghouls before they kill some of the soldiers. I don't wanna pay extra for their deaths."

"Where are the other bots?"

"Destroyed was a bad trip."

"...We do not have any more combat bots."

"Yeah I know."

"Is that why you came for me?"

"Take care of the ghouls THEN we will talk."

"Understood."

You didn't actually see it move besides a blur as the android rapidly closed in on the ghouls slicing them apart before moving onto the next one. With the android's support and the fact the ghouls didn't seem to see the android as prey(real shocker given its made of metal and not tasty flesh). The ghouls were soon handled.

The soldiers swiftly entered the garage and close the doors. Before setting a watch. Right on time too as now full blown packs of ghouls were arriving instead of a few scattered ghouls it was previously. They were however soon distracted by zombies and monsters.

After that a brawl started and they all apparently forgot the original reason why they came here.

What do?
>Search the garage
>Keep a lookout on the brawl
>Search the nearby area
>Talk to someone
>Other?
>>
>>785930
>practice sniping, try to pick off the smartest looking ghouls from extra long range, being careful to stay out of audible range
>>
Rolled 47 (1d100)

>>786027
Whoops dice
>>
Rolled 65 (1d100)

>>785930
>Search the garage
Provided that's cool, maybe we can find something neat. Ask with TBE boss if it's safe to plug in our AI now we wanna talk to it.

>Other
If safe plug our AI into our gear and let's chat while popping off ghouls at dumb long range.
>>
Rolled 50 (1d100)

>>786065
Sounds good
>>
Rolled 17 (1d100)

>>786065
>>785930
I concur come on Tachnikoma
>>
Rolled 88 (1d100)

>>785930
>>Talk to someone
So boss cool if we see what this core does?
>>
Rolled 53 (1d100)

>>786065
Roll
>>
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Rolled 36 (1d100)

Hope it's best girl
>>
Rolled 22 (1d100)

>>786065
Your proceed to search the garage. Besides the usual tools and spare parts you found some very interesting things. Mostly the forms of piles of weapons, broken bots, stranger parts and ammo. You also found several different work benches with partially disassembled weapons and bots on them.

While you were poking around you also found androids hanging by chains and wires. Some of which were connected to a nearby glowing generator while the others led elsewhere.The androids some were clearly damage but repaired while others were modified.

You found a computer nearby that was streaming a bunch of data back and forth between the hanging androids. Some of which it claimed were charged and others were yet not operational. Among the list of androids you see a particularly disturbing one that was blinking.

>Assassin Android. Status Operational and Disconnected. Location Unknown.

Nearby you found a sealed bulk head beyond which you didn't know. Everywhere else you noted boarded up windows and reinforced walls.

While you were looking around the Shrouded One opened a mini fridge and brought out several packs of beers. This quickly got the soldiers attention when they clearly gulped quite loudly when they asked if the Beers were Old World.

The Shrouded One merely nodded before clearing a nearby table with some seat. After that the beers were placed on top of the table in middle along side another package. Which turned out to be some snack food.

The soldiers were clearly torn between their duty and the very appetizing seats with beers...fortunately the Shrouded One spoke up.

"Take a beer guard duty will be taken care of by my security forces once I wake them up. I am sure you have heard how deadly they are."

The soldiers in response moved almost as fast as the naked android as the descended upon the beers, snacks, and chairs. The Shrouded One then proceeded to wander over to the computer before typing some stuff in. The killer android meanwhile kept a lookout.

So you decided to plug in the AI while everyone else was busy and talk with it. Your HUD ended up temporarily blacking out before rebooting with a bunch of data streamed across it before settling down.

DOWNLOADING AIM TRUE SOFTWARE...

AI ENERGY LEVELS CRITICAL. RUNNING ON EMERGENCY POWER...

AI Core Status 100%.

Connecting to AI...

AI AMY connected.

"Hello? Hm...HUD...Smart Gun...and Organic. O how i have Fallen..."

"Are you some kind of combat AI?"

"Don't compare me with those single minded morons. I am a proper Advanced AI. I called Assisting Materialist Yielder or simply called AMY. I help in evaluation, analyse, and targeting."

"So your...a trade AI?"

"No."

"Combat AI?"

"NO."

"...I don't get it."

"I help with material analyse, evaulations, and target acquisitions."

"You sound like an aiming assisting."

"Incorrect."

"...Corporate Trade AI?"

"NO. I am an assistant AI what do you think of the program I quickly whipped up for you?"

"So that AIM TRUE was you?"
>>
Rolled 23 (1d100)

>>786307
"YES!"

"So let me get this straight...you proved the A.I.M T.R.U.E. Software, called Assisting Material Yielder, and are an Advanced AI who specializes in Evaluation, Analyse, along with Targeting yet AREN'T an a combat targeting AI," you ask after testing out the new software to devastating effect with your rifle. Holy shit its only calibrated the smart rifle too...ere you thought the previously thought smart software in the gun and Visor were good.

"YES!"

"So...how are you NOT a Combat Assisting AI exactly?"

"NNOOO...i help with material analyse, predictive evaulations, and targetting acquisitions. Okay? I AM NOT A GODDAMN Combat Targeting AI!

"...Isn't that what a targeting AI does though?"

"AGH...fine just consider me a Megacorp Trade AI okay?"

"That doesn't make any sense though...how is it what you do trading?"

"FINE...Just call me a mere Assistant AI okay, but NOT a combat AI."

"How can you be an advanced AI if your a AI assistant? Don't they have androids for that?"

You could practically see the robot tears pour down the inside of your visor. Fortunately that wasn't actually so because you saw the angry gaze of the naked android who than spoke.

"Its not nice to bully AI assistants. They aren't allowed to fight back."

You swear there is a clear threat in there somewhere especially with the android somehow giving you the feeling of 'wanting to have a go' and its stroking of its sheathed sword.

What do?
>Continue messing with AI Amy
>Keep testing the new software out on the ghouls
>Search whats in the rest of the building
>Talk with someone
>Other?
>>
Rolled 58 (1d100)

>>786333
>Talk with someone
Hey boss the AI is a really nice assistant. Anything you want to let AMY help you with?
>>
Rolled 83 (1d100)

>>786352
Supporting
>>
Rolled 9 (1d100)

>>786333
>Talk with someone (Amy and that scary bot)
Ask what AMY would like to be addressed as specifically. Ask naked bot for power AMY is on critical.

THEN GO SHOOTING
>>
Rolled 12 (1d100)

>>786362
>>786352
>>786333
Actually combine these
>>
Rolled 50 (1d100)

I'm kind of surprised no one's said anything about the infestation spreading among rampant bots.

>>786352
>>786383
Vote

And be nicer to AMY
>>
Rolled 62 (1d100)

I don't think we should start making noise till we are ready to move. They would probably rush the place while the boss is still readying up.
>>
Rolled 64 (1d100)

>>786386
Actually its more adaptation and survival of the fittest. Those who were plagued with problems that would prevent them from functioning in such a way as to damage survival were unsurprisingly the ones who died out.

Now you got the rampant bots who DON'T have that problem but are still rampant.

Not fun.

There is a similar problem with a lot of other things from the fall too though. Like zombies and plagues. The ones that were too deadly or too weak...no longer have any means to spread and thus burned themselves out.

Its a big reason why the post apocalypse is so shitty. Now your stuck dealing with all the shit that ALSO survived the Fall.

>>786352
"...Unless its an AI who can help create other AI's afraid not."

"Unfortunately that is something I cannot do. Very Few AI can pull that off without the right facilities."

"So what if you had the right facilities?"

"...I don't know how to create other advanced AI. Dummy AI sure but other advanced its an all different thing entirely."

"Hey boss will dummy AI work?"

"They are already equipped with Dummy AI. I just jury rigged some combat bot based upgrades. They'll be deadly in combat but there are going to be glitches...ah that is going to be fun to deal with. Better make sure to take a laptop with me."

"So what about your engineering then?"

"I already got an Engineer AI."

"Oh...Trade AI?"

"I don't need one of those yet."

>>786362
"Just call me AMY not like its terrible name or something. Makes us sound more friendly."

"So naked Bot...you wouldn't happen to say have any power for an AI would you?"

The naked android who was working on an oversized rifle looks up at you before speaking with that disturbing static ridden voice. "Hey Smith you got some extra power to spare?"

"Man I need to really fix that," you could hear the Shrouded One mutter.

"Smith? Hello?"

"What now? Now power reserves are getting drained and I am working on the Security Androids to make sure they're ready for active combat duty. What is it?"

"You got any spare power for another AI?"

"Is it an Advanced One?"

"Afraid so. Think its the back up generator that is dying."

"Ooh...damn that ain't easy. Is it a cell or reactor based?"

"...Cell. I don't see any readings coming off it that would make it a reactor."

"Cells? Damn. If it was some reactor we could just lift some from the ghouls."

"Don't some of the bots used it?"

"They use battery or reactor. Your weird like that Droid."

"...So would one of mine work?"

"Do you gotta power cell that small?"

"..." Suddenly the droid started to creak and pop open. "Let me check here...yup I got some spares."

"Why the fuck would you have some power cells that small?"

"...Are you forgetting what I am?"

"Oh-OH I get it now. Nasty. Really should hook that AI Core to something proper. Otherwise its emergency power is going to keep getting drained. How common are those mini power cells anyway?"

"Very rare."
>>
Rolled 58 (1d100)

>>786499
"Huh how so?"

"Most civilian stuff needing things that small just use a battery and don't need that much power. It doesn't help its restricted because of its...dangerous applications and stealth."

"Sounds like you don't have many of them."

"They are indeed something I go out of the way to acquire and ration."

"Got any leads then?"

"...Trying to get a lead on an old world covert site. They are bound to have a good stock."

"Hah good luck with that."

Soon you had the power cell that you...had a hard time finding where to put it. Fortunately AI AMY told you where to look and what to do. After that you went shooting again. This time when you looked you noticed there were now quite a few bodies laying around. All being feasted on by a random mix of monsters, zombies, and ghouls. Sometimes with new fights breaking out between sides.

So you started to shoot a few more ghouls. Except something now seemed off...then you realized what it was. Some of these ghouls had armor on...and a few even weapons. Most of them melee but you saw some with guns. Naturally you took care to take some of them out.

Except that somehow set them off. Turned out those ghouls weren't nearly as stupid as their comrades as they raised their weapons looking around. Some even dived into cover. They realized it was a bullet that killed their friends.

It was thanks to their weird behavior why you missed a stranger looking ghoul who had suddenly risen among a pack of snarling feasting ghouls. This ghoul however...was covered in armor and had chains wrapped around its arms connecting to...other collared ghouls.

Its eyes...it eyes you could see real intelligence in them and they were looking at you. It proceeded to suddenly howl as it whipped the chains causing its ghouls to scatter as it grabbed a corpse and lobbed it at the building you all were in.

That seemed to send some kind of message to the other ghouls who became riled up and started charging at the building. The armored ghoul meanwhile pulled a whip out as it started lashing the air and spoke in a guttural voice.

Holy crap you didn't realize ghouls could talk as it rasped out.

"We got bad company you starving witless fucks. How did you miss prey? They ain't no bots otherwise they wouldn't have fired first. Goddamn it how did you miss them then huh?"

The ghouls didn't bother responding besides their usual howls and snarls. This didn't seem to phase the smart ghoul as it wrapped its whip around a zombie before lobbing said zombie at the building. The partially slammed its way through a window and moaned as it started to try to pick itself up. Then however...it saw what was inside.

Suddenly it started to moan even louder as it tried to force its way further inside. Soon other zombies heard and started to head towards the building. The ghouls meanwhile were climbing their way over. While the rest of them scattered or open fired.

What do?
>Shoot ghouls
>Shoot zombies
>Retreat
>Go Silent
>Other?
>>
Rolled 43 (1d100)

>>786552
Melee the zombie and throw out an explosive away from building to draw the zeds attention.
>>
Rolled 85 (1d100)

>>786552
>Other?
Go inside and inform the soldiers we got company they saw fleshbags.

Set up and wait for a chance to drop the smart one.
>>
Rolled 38 (1d100)

>>786601
>>786552
I would also like too add have someone set up a distraction with noise somewhere away from us
>>
Rolled 85 (1d100)

>>786552
How many hostiles we dealing g with Genie.

>Other
I suggest we bait them away from the building into rougher terrain and then once they loose sight of us, snipe the herder and further draw them away before quietly sneaking back again. Preferably lead then into bandit zones
>>
Rolled 43 (1d100)

>>786784
More are streaming in. There were dozens of ghouls, zombies, and monsters.

Unexpectedly the ghouls have some smarties with them who have yet to be driven completely witless by hunger.
>>
Rolled 68 (1d100)

We done fucked up.

>>786784
Problem is ghouls are fast, we can't give them the slip on foot; also we're going to have a hard time luring them away if we don't take out the leader first.

I almost want to try to diplomacy. Our chances with it may be shit, but I'm not liking our odds of fighting our way out of this.

We need to get the ghouls, zombies, and monsters fighting each other again.

One thing's for sure, we should put a bullet through the head of the zombie already breaking in.

>>786803
Have we learned any magic that could help? Like maybe a spell that could let us take control of zombies or monsters?
>>
Rolled 39 (1d100)

>>787145
Wait. Our chances of convincing the lead ghoul to not eat us seem low, but what if we burn a boon to have a history with him (that we don't remember)?
>>
Rolled 7 (1d100)

>>787156
Now that's a real life saving idea. Vote
>>
Rolled 93 (1d100)

>>787156
Voting with a hopefully better roll.
>>
>>787984
>>788000
Okay, I think if we do this we'll need to couple it with an actual action.
Diplomacy, start by apologizing, saying we didn't know there were intelligent ghouls, and asking if we can talk about this.
When the lead ghoul recognizes us and is confused, we say "I lost my memory. All of it."
>>
>>788042
That's one take, another might be that seeing him may jog our memmory enough to know the ghoulish language we don't need to know him per say, we could know his superiors
>>
Rolled 32 (1d100)

>>786552
>Other?
AMY can you identify which ones appear to be the Smart ones, Inform the others we have incoming too. Instructions or orders? If none are received soon i'm gonna have to go loud and that really would only temporary fix things.

>Go Silent
await instructions. and position ourselves to eliminate the Smartie with chains.
>>
Rolled 48 (1d100)

>>787145
Ghouls are notoriously hard to reason with because of the whole feeling like they are constantly starving.

On the plus side you can actually attempt to reason with them unlike with zombies.

Magic wise you have only started reading the book a couple of times and you haven't really experimented with the spells inside of it yet. So unless you roll insanely well no not really.
>>
>>787156
Only problem is that doesn't do anything for the zombies and monsters. Zombies are mindless but they'll keep on coming because they are too stupid not to.

Even then there is no guarantee it may stop the ghouls. They are a very unreasonable bunch.
>>
Rolled 98 (1d100)

>>788656
Let's do it
>>
Rolled 64 (1d100)

>>788656
Still, it would be a big step to reducing this to a manageable problem, if we can pull it off.

>>788706
Hell yeah

Alert the others and grab a rocket launcher to create a nice loud explosion a good distance away.
>>
Rolled 35 (1d100)

>>786552

>Go Silent
Until they hit us properly. Hopefully they might think it's a false-alarm. Also equip silencers and other stealth-type gear.

>Other
Activate the security androids and any other defense bots there are available. Set up a perimeter with them on the exterior supported from a range by the paramilitary soldiers (preferably with silenced weapons). Tell them to keep any good shit they have in reserve for now.

Meanwhile, Assassin android, go take out the Smart Ghoul.

We should stick where we're at and begin sniping with the assistance of our AIMTRUE software. The objective is to create a trail of bodies from where-ever the ghouls and zombies are coming in from...out towards the nearest cluster of monsters. Do it in reverse, so that there's a full trail for the monsters to follow as soon as we take anything down near them to get their attention.

If we're lucky, then the monsters will get into a scuffle with the zombies/ghouls and cut off their reinforcements for a bit. At that point we and the paramilitary guys go hard and pull out the good stuff (like our shotgun) to try and finish off anyone/anything that's gotten into the garage QUICKLY. If we're successful in that then we toss a smoke grenade or several into the monster-zombie-ghoul scuffle we caused and have the bots quickly move any corpses into a pile away from the garage so anything incoming after the scuffle finishes/smoke wears off won't direct straight to us.
>>
Rolled 26 (1d100)

>>788778
Also

"AMY, if you could begin analysis of the situation and see if you can come up with any better course of action, or modifications to what I propose then that would sure be swell girl. You're doing a lovely job thus far."
>>
>>787156
Man, nah. That's a waste of a boon. We can do better than that...I think.
>>
Rolled 66 (1d100)

>>788778
Looks solid to me. I'll vote it.
>>
Rolled 68 (1d100)

>>788778
I added popping smoke on the fly. At first I thought it might be good to pop smoke on our building, to obscure our movements as we removed the bodies.

However on second thought I figured that might draw unwanted attention on us, so instead I assigned just the bots to move the bodies and threw smoke on the clusterfuck we will hopefully create. That way if any attention is drawn...it's drawn to there. Also it would favor the monsters in the fight, as they have senses other than sight and smell to rely on, but the ghouls and zombies by and large do not.
>>
Rolled 19 (1d100)

>>788778
>>788785
>>788830
>>788862
Fine, let's just get things moving.
Vote
Just remember to start by offing the zombie that's breaking in through a window
>>
Rolled 59 (1d100)

>>788778
Stealth gear equipped. Not only did the Shrouded One have quite a few silencers and silent munitions. There was even some crates full of stealth gear.

After equipping yourself you noticed the soldiers had also put on their silencer attachments and a activated their personal shields that have awoken with silent thrumming energy.

"So you wouldn't happen to have any other...defensive bots now would you," You ask.

"Defensive bots? We got some flyer and turrets. Besides that there are a few special cases in the warehouse," answers the Assassin Android. "Seems like the ghouls realized we are more then just a single meatbag," the assassin android tells the Shrouded One.

"Damn...well so much for the agreement then. Say they wouldn't happen to have a smart one with them now would they? They have the right of decision making."

"They do."

"...Good follow along with the bodyguard's plans for now. I want to see if he knows what he is doing."

"Affirmative."

You proceed to start sniping leaving some trails of bodies. Problem is the zombies...are coming in from mostly all over except one direction. Problem is that direction is where ghouls are coming. That should lure the monsters into conflict with both sides.

The Assassin Android meanwhile has seemingly vanished. The rest of the androids however have started to awaken as they hop down from their previous roosts before grabbing weaponry as they march out with disturbing organization as if they were serving a single will. You also heard the sounds of engines and weapon's fire come from the top of a building. As you see some some flying craft too tiny to carry a person zip by. You also noticed some movement in nearby building followed by gunfire. A few windows explode outward revealing turrets swirling inside as they reveal themselves. Creating a multi layered area of overlapping fields of fire. You heard similar sounds of the windows breaking come from above. If you had to guess more turrets.

When you thought there couldn't be anymore turrets...you were proved wrong. As a door opened and a hidden stairway revealed itself on the floor of the garage. Pouring out of them came mobile turrets hooked up to some rigs as they shuffled out.

"So boss...you got enough turrets?"

"There is no such thing as a enough turrets," informs the Shrouded One. "Assassin Are you in Position?"

"ROGER."

"Good...hey Smarty what happened to our agreement?"

"I smell an entire group of manflesh in there. Not just your own that is against the agreement..."

"So how many losses are you willing to take then?"

"Hm...the zombies and monsters have your scent. They wont stop."

"Yeah but you will...when your dead. So why not just be reasonable hm?"

"Hm...ah shit," curses the ghoul upon realizing where a certain assassin android ended up. "What is your...propisition?"

"You want food yes?"

"Do you really have to ask that question?"

"Thing is...all the meatbags in here are paramilitary pros."
>>
Rolled 19 (1d100)

>>788986
"Awful hard target no? AND you'll still get stuck sharing!"

"So..."

"I also don't want to end up wasting a whole lot of bullets on your sorry hides. So how about we come to a deal?"

"...I'm listening."

"You gets lots food and we get...well I happen to want some of your fuels along with special ammo."

"We are sparing your lives! That should be it!"

"Now now...mister jackass you have it the other way around. You see I got ALL KINDS of fucking security measures around here. Wherever i put up a shop?"

"Becomes one BIG ass kill zone. Consider it a hazard of being an arms dealer and you know what arms dealers have an insane amount of?"

"..."

"BULLETS AND GUNS! Now unlike other arms dealers i realized that I don't need people to SHOOT those guns at people! So you wanna play ghoul or you all wanna die?"

"...I am beginning to see why the other smart ghouls stay away from this area."

"Well you certainly the dumbest smart ghoul I ever had the displeasure of dealing with you. Guess that explains why you ended up out here. So we gotta deal?"

"...From what you believe how do you expect me to fulfill those extra obligations? Saving your life is one thing..."

"Because if you don't I happen to have a very kill happy assassin android who just LOVES Murder. If you don't somehow make it happen...your dead simple as that. So do we got a deal Mister Dumbass Smarty Ghoul?"

"...Deal."

"Good a pleasure doing business. Now I expect all those monsters and zombies to be gone! Also fix my goddamn windows since you broke them."

"...but I only broke one of them..."

"Ahem?"

"Fine fine you goddamned Arms Dealer."

"Make it quick to I don't make any promises for some paramilitary assholes who are inbound after awhile. Oh don't get your panties in a bunch its just a delivery."

What do?
>Shoot at zombies
>Shoot at monsters
>Parlay with the ghouls
>Explore around
>Talk with someone
>Other?
>>
Rolled 21 (1d100)

>>789032
Act according to the plan here: >>788778
. If the zombies and monsters hit us then let the bots handle it on the melee side (don't want to spark a frenzy having flesh to stir them). Preferably just stay silent, continue to attempt to lure the monsters and zombies into conflict. This time enlist the aid of the paramilitary soldiers in this endeavor, as they've all got silenced weapons and training too. See if we can't network AMY with them to provide target analysis and coordination to cause maximum havoc among the swarms. If they're not willing to let her into their network then just point out targets as best we can. Amy's access to any sensor networks the Shrouded One has available would be beneficial in this endeavor.

If any fights break out between the zombies and monsters then pop smoke on them, so as to assist the monsters. If it gets big enough that it looks like we could clear our immediate vicinity with a big push then do so and have the bots run the corpses to somewhere else, as according to plan.

After everything dies down, loot the shit out of stuff. Though we got knocked so hard as to even forget our NAME some things run deeper...like knowing what bits of a monster are valuable for survival and trading purposes.
>>
>>789032
Hey Genie have you ever ran a game with MAD paramilitary?
>>
Rolled 61 (1d100)

>>789146
Sounds good, but I think the deal means the ghouls get the bodies. Still if we can cut a few small choice bits for ourselves we should take the opportunity.

>>789217
I think the closest thing would be paramilitary bandits. As far as I'm aware a MAD civilization is an oxymoron.
>>
Rolled 1 (1d100)

>>789217
MAD tends to be the purview of bandits. You might think that a MAD paramilitary is technically possible nonetheless, BUT because of post-apoc social norms a MAD paramilitary would just basically be thought of as a bunch of bandits anyway. And when everyone says you're bandits, and you're MAD like only bandits are...well.
>>
Rolled 44 (1d100)

>>789328
Despite the bad crit this actually true.

>>789322
also this.

MAD and civilization is like expecting an entire civilization of insane people to work out.

No not unless they are a but a subset of the civilization which is what the bandits are. Contrary to popular belief they aren't all insane.

>>789217
Closest thing would be paramilitary bandits which is indeed a civ game I had run. They were called the Bloodsnow Bandits and they rule have their own frozen island.

They had a pyro, a crazy crazy ravager, and a MAD Warlock named Cuban Pete.

Actually now that I look back at it every single one of their heroes were insane...except for the killbot.

Hah can't believe the killbot was literally the only 'sane' one. hahah.
>>
Rolled 89 (1d100)

>>789385
Rampant AI, Worm Hero, Charlie the Faceless, Pyro's Witch Sister and many more. They actually had a shitton of heroes.
>>
Rolled 63 (1d100)

>>789427
Ah yes Charlie the Faceless because he desperately didn't wanna get raped...that was the first time I got to show how fucked up bandit social dynamics are. hahahahah oh man he was pretty great.

I remembered the sister but I never showed her as a hero.

Worm was actually just a bandit officer.

I don't recall the AI ever being upgraded into a heroic unit.
>>
Rolled 60 (1d100)

>>789477
Then there was Marko the bad luck magnet who was bad ass enough to survive it.

Oh there was also the Big Bad Book of Bandit!

The Bloodsnows really were pretty fucking great and really gave the right bandit vibe. Bandits in general are fun as hell to write though.
>>
Rolled 80 (1d100)

>>789477
The Sister was, in fact, a good hero unit. We used her to create possessed Wintadoom vehicles that could rape/reproduce on their own.

The Worm was coupled with the Rampant AI hero that we got when we took Slag's personal orders to go fuck up the Lonely Mountain...that entire thing only lasted 1 thread though so it wasn't very memorable.

We also had a Zombie Broodmother...type hero unit who got her mutation abilities snipped by SWH. And another Zombie hero unit who was tank-ish as I recall.

>>789520
Speaking of...we need to get a copy of that, or the Survivor equivalent book. We were fucking shooting at ghouls while obviously intelligent ones were around, we're dumb as fuck without our memories.
>>
Rolled 15 (1d100)

>>789520
Bandits for next Civ it is then...i'd like to try some sort of Bandit/Cultist Civ

>>789032
>Other?
Service our gear keep it up too scratch

>Talk with someone
Talk to the Shrouded One, ask where we're off too next. Chat in general get to know them abit, how long they been in the game? Maybe get a map of the area and nearby places, get to know this neck of the woods.
>>
Rolled 58 (1d100)

>>789577
You will have to look around for the big book of bandit.I would indeed enjoy bringing it back because it had some pretty hilarious writings and bandit style explainings.

There is indeed a survivor equivalent the Post Apoc Survivor's Guide.

They are the only post apoc guide writings.

Technically the corps have their own but its technically old world.

You would have to find some copies now wouldn't you! Fortunately the two books aren't that rare.
>>
Rolled 92 (1d100)

>>789603
The crisis isn't really over...I don't think? It might not really be time to just do equipment maintenance anyway. We can do that on the truck ride.
>>
Rolled 92 (1d100)

>>789603
Any preference on the nature of the cult? Maybe it would be better to do bandit/zealot so we can have slaves controlled through religious fervor rather than fear and threats

>>789873
I think the crisis is technically over, but we need to at least be on standby. With our armor on and our weapons ready. Better to shoot monsters and/or zombies anyway, our skills need honing more than our equipment.

I don't think the truck is the time or place to do maintenance either; it's actually more likely we'll be needed then, and it's not an optimal situation. But I'm certain we'll reach an appropriate point soon enough.

We could just ask AMY to remind us when our equipment is due for maintenance.
Actually we should be more concerned with getting her hooked up to 'something 'proper' as Shrouded One said.
Let's ask him for advice on doing that.
>>
Rolled 47 (1d100)

>>789032
>Shoot at zombies
May as well get some target practice.
>>
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>>790210
I kinda liked the idea of sorta stereotypical Bandits think borderlands but with Far Cry 3 blood tattoo and shadow like spirits. A wierd symbiotic relationship.

Please forgive the picture but thats the kinda shadowy spirits/demons we'd be dealing with. Bandit/Zealots may be more fitting though your right
>>
Rolled 96 (1d100)

>>789603
You decide to service your gear figuring that things were now settled and its unlikely your ever going to see such a place that can do the job so well any time remotely soon.

Best take advantage of it while you can.

After that you talked with the shrouded one about where we are off to next.

"There is a big trade hub some distance away. They are always buying up basic weapons and ammo that the paramilitary would have no interest in. Mostly because they got a very big bandit target painted on them. We are going to stop there to sell some vehicles and hardware."

"Vehicles?"

"Do you think I use those kinda vehicles regularly? I fix them up use them for a time and then sell them with the guns. After that I buy some very easy to care stuff before melting away for awhile. Preferably long enough people start thing I might really be dead this time and got no idea when I am gonna show up next."

"...So after the next job your going to lay low?"

"Yeah exactly. I lay low and do some work before making another move. If you stay in business too long you become a regular. You know what happens when you become a regular?"

"..."

"Bandits take notice and start doing their homework. Unfortunately they aren't all complete dumbass crazy fucks. Once they start doing their homework though...even if your a big symbol of civilization or run a big caravan. Hell even if your like those paramilitary pricks they can tear you down."

"...So between jobs I gotta stay low. If I don't become a regular I become THAT much safer. Which is actually quite a bit. Bandits may have plenty of crazy balls but they only get brains when they do their homework. That is when they become the most dangerous. So after the next job...I am going to lay low for awhile."

"How long I been an arms dealer? I think its been...years now. I started young was the family business...now I am the only one left though. Well except for my arch enemy that is. Goddamn bitch doc. Pray you never meet her."

"She is like me...but well where I am good with machines she is good with biology. She can splice some mutants together like I can put together a gun. Not someone you wanna get on the bad side of. Real surprise even the goddamned bandits stay away from her."

"Maps? I got a good map wherever I have a hideout for the surrounding area. I also got maps for trade routes but they are less reliable despite my best efforts. As for other maps...I do have some of those but I can't say anything for their quality. I often buy them up and investigate them. For potential finds as well as new customers and such. Ran into the Omoko Tribe thanks to that they got some good shit even if they are a bunch of savages."

After that you gotta look at the a collection of maps. Sure enough the best map was the one around the location where your currently at. It even has hidden outposts marked including one for a Thank Tank. You could see the ghoul den was also marked. There were some monsters dens and zombie hives.
>>
Rolled 50 (1d100)

>>790426
There was even an old battlefield marked and some graveyards stenciled with a large warning of UNDEAD over it. Apparently much of the area around the graves were also marked with undead. You could see a nearby industrial and trade quarter was marked with RAMPANT. Besides that there were buildings marked with 'cleared' and what goods/danger they contained.

In truth the map was marked with all kinds of good safe places and places to scavenge. Areas of danger was all clearly marked. The map was a survivor's wet dream shot out all over a large sheet of paper. It even had movement patterns, trade routes, and patrol timings. The only way it could of been any better if it was a holomap...and if it was bigger.

From the feeling you got from the Shrouded One you found out he had a girlfriend that he apparently visits whenever he is laying low. He has been a trader for a long time. Coming from a family of them from a place...he really doesn't like to talk about. You got the feeling against what you had thought the Shrouded One may likely have been from an old world remnant like a bunker or some sealed vault.

The Shrouded One also knows a lot about both old world stuff and new world. Including examples of how you can against popular belief reason with a bunch of starving ghouls like he did earlier. Oddly his knowledge of basic survival things that you still know despite your memory loss was strangely lacking. If you were a betting man you were sure he has a real home. Likely a place of the old world in some bunker or hidden facility. Seems like something bad likely happened to the place given how he dodges the topic...or he might even be an Outcast.

He was awfully chummy with those bandits...but then again that might be due to the whole being an arms dealer. He definitely lives up to the 'shady hardware seller'. You find out he doesn't only deal in guns and bullets. Its just he found that is oddly enough much more profitable and safer then the other stuff. Mostly because as he explains it. Even Bandits are much less likely to fuck over a arms dealer then say another kind of merchant. So when he figured that out he started moving a lot more guns. Sure enough once he did so while he got stuck working with more unsavory types he was in truth was a lot safer.

Even in normally shit situations and real tight binds. As he explained were a LOT easier to resolve when your swimming in bullets and guns. He still claims to be a hardware seller he just moves a lot more things that kill. How he gets all these goods full of murder he gets rather silent on before saying how there are many sources. Especially if your willing to fix said sources or don't mind where they are coming from.

What do?
>Investigate the areas of danger. They are the richest in potential loot.
>Visit the marked locations
>Stay put
>Go to some nearby settlements
>Other?
>>
Rolled 26 (1d100)

>>790501
>Other?
Find out when the boss is leaving and ask where they are going. Have AMY take a snap of the map so we can reference it. Then find out where they will be laying low.

If they are gonna be there a while we can meet them there for a while. but first we need to visit somewhere.

>Visit the marked locations
That Think Tank, they may know a way to restore memory, they may also know whats in the last Nanite Vial. Maybe we're from there? Who knows?
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Rolled 67 (1d100)

>>790501
>Other?
Find somewhere the boss won't mind us practicing magic. Then try out some of the stuff we've been reading about.

Do we need to pick a tradition now?

Oh, and ask the Shrouded One if he has any advice for getting a proper, well, thing to plug AMY into.

>>790587
Think Tank to ask about our memory, good idea. Ask the Shrouded One how we should approach them.
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Rolled 27 (1d100)

>>790501
My brain keeps telling we to run into the grave yard and ask if there is a lich or necromancer there to teach us magic.

>Stay put
We still have a job to do after all. We can keep reading that book and try things while we wait.
>>
Rolled 64 (1d100)

>>790697
But that's crazy! First we must learn as much necromancy as we can on our own. We definitely need to master whatever necromancers use to make undead not tear them to shreds.
>>
Rolled 75 (1d100)

>>790587
>>790501
I'll support this
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Rolled 97 (1d100)

>>790587
"First I gotta get the security bots properly set up for dirty. Secondly we gotta wait for the paramilitary to send their shipment. After those two things we can set out. hopefully getting the bots set up properly wont take too long."

"Truth be told I was expecting to work on them at a later date."

Map Copied.

"The location where I will be laying low isn't on the map. Gotta first my girl then after that I bounce around between hideouts depending on how things work out."

After that you decide to visit the Think Tank outpost. There is one actually marked on the map and you really know they might be able to help you out.

So you set out in that direction. Besides the usual threats you know things that either wanna eat your face or shoot you. You managed to successfully make it to the Think Tank outpost. Truth be told you really REALLY doubt this could be an outpost of any kind given out it appears to be the typical looted storefront.

However the info on that map was awfully detailed...so you approached and waited. Thing is though nothing happened.

What do?
>Approach
>Keep waiting
>See if you can call them out
>Leave
>Other?
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Rolled 22 (1d100)

>>790909
>Other?
Look for a hidden camera or observation equipment, wave at it.

Maybe take out the Nanite Vial and show it to it if we find one?

>Approach
Hands up but keep on the watch for automated defenses, because there likely will be. Maybe throw a stone at the door or something.
>>
>>790909
>Keep waiting
AMY what do you think? Should I just knock or maybe make a sign.
>>
Rolled 16 (1d100)

>>790925
>>Other?
>>790909
I'd like too make an addition ask AMY if she can send a message in their or a virtual handshake but don't let any thing get back to her that could be harmful.
>>
Rolled 70 (1d100)

>>790959
now for the dice.
>>
Rolled 55 (1d100)

>>790959
>>790970
Vote

Aside from asking her advice on this, just chat with her, out loud.
"So what did you do before...you know? Analyze data on a global scale to make charts and predictions used to make decisions affecting the lives of billions?"
"What can you tell me about this pouch of crystals?"
Same question, but for the nanite injectors and the black box.

...Actually, maybe we should save the questions about satchel items for when we're hoping not to be overheard.
Instead talk about, I don't know, holovid recommendations?

Definitely ask if she can detect anything strange.
>>
Rolled 46 (1d100)

>>790909
>>790925
>>790967
I concur
>>
>>791019
How have we not opened and used that box yet!
>>
Rolled 71 (1d100)

>>790925
You decide to look around for a hidden camera or observation equipment of some kind. You didn't actually see anything but an old busted security cam-wait. You took a closer look at it...

that is actually ingenious. Nobody is going to look twice at an old camera in a busted up shop. Clever very clever hiding in plain sight. So you lifted up a nanite vial and started to casually mess with it. Twirling it between your fingers and tossing it up into the air. Like it was a game...

then you waited.

Meanwhile in the think tank outpost...

"Holy shit is that vial a..."

"Hah I know that guy! He is a friend! He ain't no threat."

"That is against regs," says another.

"Oh fuck off you see what he has in hand? That is a pristine Nanite Solution in a hardened Vial I bet those nanites are even still alive! You any idea how fucking hard it is to find nanites that still work? Things are so small you can't harden them for a damn. Its why they are so few left."

"So we go out or let him in then?"

"...I'll go out he knows me. Make damn sure we ain't being watched."

"You sure he is going to be clean or not leading anyone to us?"

"Oh fuck off. If he was compromised do you really think they would of known to use him AND be willing to risk a still living vial of nanites?"

"...Fine. How the hell do you even know one of those guys anyway?"

"Unlike you jackasses I don't stay hold up in the facility all the time. Of course I am going to know some people out there."

It took a little while but eventually you got a reaction. Mostly because the camera moved. After that you suddenly feel a barrel of a gun appear on the back of your head and hear a voice. Thing is though you couldn't see anything. Not even a shimmer.

"Its been a long time since you shown your face around here. Guess it has to do with those still alive nanites hm?"

"wai-wait you know me? You know what these nanites are?"

"...You thinking clearly? Of course I know you. You really saved my ass that one time with those damned zombies and you helped our people out with those compounds from those monster parts. You don't remember showing me some of their uses? What the hell happened to you man? You even dated my sister."

"...I-I really don't know. I woke up one day in a field of rubble with a strange satchel and no memories. I don't even remember my own name."

"...Shit i told you shouldn't have gone on that job. It was shady as hell. Intact pristine research storage my ass. Looks like you got your mind scrambled pretty good. At least you got that satchel out of it."

"So you mind taking me inside?"

"Against protocol. No way we can show one of unofficial sites, but we got a official one nearby. You can show up there. Remember the clinic at that one-no wait nevermind. Of course you wont. You better not show your face to my sister. She is going to fucking kill me."

"...Oh please don't tell me we were still dating?"

"..."

"Oh hell its something worse ain't it? What we are married?"

"..."
>>
>>791316
pffft
>>
Rolled 84 (1d100)

>>791316
"Something even worse? REALLY? Uh...is it kids? OH HELL NO. PLEASE DON'T BE KIDS."

"..."

"...oh come on! what can be worse then kids?"

"...you really don't even remember your own siblings?"

FUUCK. "...No idea man I really don't."

"..."

"Oh come tell me!"

"Well..."

"JUST TELL ME ALREADY!"

Actually...just fucking with you man puwahahahahahahahah."

"Oh you goddamn ASSHOLE."

"AHAHAHAH Fuck I couldn't keep it up anymore-PUWAHAHHA."

You swear you thought he was finished several times but it turned out he just ran out of air from laughing too hard.

"Oh man if only I could of kept it up that would of been even funnier..."

"I swear if you get attacked by zombies this time I ain't saving you."

"Hey now everything else is true! Including what my sister would do to me..."

"So what the hell is it between me and your sister then?"

"Actually it has to do with a sibling of you-"

"Don't EVEN go there. I can't believe you messed with amnesiac man like that."

"Who said it was all lies?"

"Oh you goddamned...THAT AIN'T FUCKING FUNNY."

"Hey now I ain't joking."

"Bullshit. Who has a sense of humor that fucked up?"

"You ever wonder why I was sent out of my home? My sense of humor really IS that bad."

"Oh you son of a-what does this have to do with my family?"

"You had a really smart sibling but you had shit living conditions...yet you were a good big bro. You made a promise you would find that smart younger sibling of yours a place where they could learn properly."

"They?"

"Twins and a third one. Not sure how your family pulled that of."

"I swear if your fucking lying to me still..."

"I ain't. Problem is one of your twins...went mad. Like we are talking mad MAD. The other died of illness and the remaining one...well ended up with us."

"How the hell did that happen?"

"Well...you did."

"Huh?"

"You went out to find a think tank to take in your younger sibling. Smart kid became a doctor probably had something to do with the other one dying of sickness."

"I swear if your lying to me..."

"I ain't alright? I ain't that frigging messed up."

"Given what you joked about yes you are. So what are we going to the clinic where they work or something?"

"HELL no I ain't got no death wish. The Clinic I am going to...well now we are far enough away is a Dark Clinic ran by a bandit doc."

"Why the hell are we going there? And HOW Is that not a fucking death wish?"

"Fucker is the only one who has a lot of psychological experience. Your brain got scrambled real good. We don't got anyone who can help with that on our side but I heard of this guy. He can help or at the very least has some answers."

"Hah wow your not half bad a guy after all."

"Pffft as if. Its only a matter of time before those two find out and i am in extremely deep shit thanks to you asshole."

"So wait how are we going to get in? Its a bandit place right?"

"Why we just walk in."

"...You really don't have a plan do you?"

"Nope."
>>
Rolled 40 (1d100)

>>791389
"...Please tell me your joking."

"What? Why would they stop us? Everything would be fine. Besides I heard he is a pretty chill guy."

"You ever thought about WHY he had to make a living among bandits? I mean come on! We need to plan this out goddamn it."

"Actually we don't really have the time..."

"how do we NOT have the time?"

"How long do you think its going to take to realize we never showed up at the clinic we were suppose to in time? HOW LONG BEFORE OUR SIBLINGS FIND OUT? We don't got the time."

"Why didn't you say this BEFORE so we could plan on the way there? For fucks sake we are already in sight of the place!"

"...Well another reason why I get sent out so much is because i ain't that smart and they probably hoped I would die due to my stupidity."

"...How the fuck are you even still alive then?"

"Now that is a very good question!"

What do?
>Walk right in
>Go to the other clinic you were suppose to go to
>Try to disguise yourselves as fellow bandits
>Go back
>Other?
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Rolled 9 (1d100)

>>791416
>Walk right in
Ok I know this is not exactly the best idea in all the world but it's making for a really fun story. I say we walk in anyone tries to fuck with us we knock them out, don't be no push over infront of Bandits man.

>Other?
AMY Kindly add this to the map or tell me who these guys are if they are on it...are these the bandits who fucked with us earlier? As we go in please also keep me posted if you see anything about to try to kill us and please write up a short range targeting program for tight spaces, we're about to need it.
>>
Rolled 79 (1d100)

>>791416
>>791445
I'll go with this. Hope they like us, maybe a beer.
>>
Rolled 72 (1d100)

>>791445
Supporting
>>
Rolled 15 (1d100)

>>791445
"They are not Blood Skulls. According to the map this area belongs to the gang known as the Numbskulls."

"Numbskull really?"

"The numbskulls have an unusually high concentration of teks and doks. They are allied with other gangs who are in fact enemies of the Bloodskulls."

"How so?"

"That information is not within the map."

"Then what is?"

"They are part of an alliance made up of a few different gangs."

"What does your analyzing say?"

"The Numbskulls are likely angry at the Bloodskulls for them harassing the trade routes and moving into their territories. The extra and powerful harassment as seen to it that trade routes are shifting and depriving them of precious income."

"Sounds like a bandit war is brewing."

"Skirmishing is indeed quite heavy but the gangs alone are not strong enough however..."

"However what?"

"The gangs allied show unusual intelligence and their great uniter is showing unusual operations in areas that are very full of hostiles."

"Meaning?"

"Not enough information to make any accurate conjectures. There are signs however that the gangs are unifying. A new powerful bandit civ is brewing around here."

"Well shit that ain't good...that means they gotta hero right?"

"Most likely its in the gang who has gone around creating alliances."

"Well I might be able to find some clues around here at least. Some of them are bound to know things."

"It would be rather risky."

"As for your program request the modifications have been made to the AIM system."

"Good. Well now to do something very stupid...and just walk right in. This is probably going to go horroribly."

Sometime later.

"I cannot fucking BELIEVE that insanely stupid plan of yours just worked...what the fuck? the bandits on guard didn't even so much as look twice in our direction."

"See I told you it would work out!"

"...Why the fuck are they all so relaxed?"

"Hey clinic is over here!"

"Well obviously you don't think I see that big ass fuck CLINIC blinking Neon sign? Wait is that a stripper neon sign attacked to the side of it?"

"Yup."

"...Does it double as strip club?"

"I think it means they got stripper nurses!"

"I doubt it but that would be pure awesome."

A short time later and GUESS WHAT? They got motherfucking STRIPPER NURSES!

"...I am really starting to hate but love this place."

"Why? Isn't it fucking awesome? STRIPPER NURSES MAN! I mean come on we get to sit here waiting AND enjoy a free strip show!"

"Who the fuck ever heard of such organized bandits waiting peacefully? I mean come on that actually have a working waiting room here!"

"To be fair...strippers."

"What do you mean?"

"Oh hey look they even got male strippers! I mean just think about it man how they are going to start trouble when they got BOOBIES and fucking stripper nurses to distract them?"

"...Goddamn it why do bandits get all the awesome stuff. I want stripper nurses too goddamn it..."

"Me too man me too...but you gotta admit this was an awesome idea right?"
>>
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Rolled 75 (1d100)

>>791763
After awhile a stripper nurse finally got around to calling your name. Your 'friend' for his part said he apparently was going to visit his girlfriend and that whatever you do you must NOT tell her he was here waiting with you. Apparently the two are going to pick you up when you are done.

Which admittedly made you a bit worried but you were distracted with the whole seeing a doc who could possibly help you out.

So you were taken to a new room with some medical apparatuses made to answer medical questions you don't recall the answers to and got to enjoy a free private stripper show for your trouble. After awhile 'doktor' had arrived.

"Hrm...an amnesiac patient who cannot remember even his own name? Been a little while since I had one of those. Especially one that didn't involve drugs. Now lets see what is in your head hm? Or more precisely what is lacking inside there," before you could say anything there was a very big syringe and needle sticking you before as you swiftly passed out.

When you awoke you once more saw the scary doctor standing before you.

"Hm...interesting very interesting."

"So can you fix me doc?"

"lol no ur fukked."

"Oh come on!"

"You got your mind wiped real good. They even went through the trouble of removing your skills! Very rare and very hard to pull off. You must of pissed someone off something fierce but unfortunately for them your survival skills were too deeply ingrained to be able to completely root out."

"Everything else though?"

"Well I would suggest coming up with a new name for yourself. How about Arnold?"

"No."

"Well fine then be a spoil sport then."

"Anything else doc...a possible cure?"

"Well those who removed dug around in your mind...they just might have your memories in possession."

"REALLY?"

"...Maybe. Assuming they even bothered to keep them around for some reason."

"Well how can I find them then?"

"...Really do you think I am some kind of special l33t investigator? I am a Doktor."

"Well how the fuck am I suppose to find the assholes who mindwiped me and possibly have my memories?"

"How am I suppose to know who you got involv-wait wait there might be someone."

"WHO?"

"A certain evil genius of the Twisted Twin Towers has a thing for mindwiping. There is also the Madman Bolted BombBrain who also has a thing for that sorta thing. They might know something..."

"Please tell me they ain't heroic tier..."

"I am afraid they are. There is something you need to understand. It is REALLY fucking hard to remove that much from someone's head without turning them into a imbecile or dead and missing your survival skills. There are extremely few forces in the post Apocalypse who are still capable of that kind of mindfuckery."

"Fuck...anything else you can tell me?"

"Afraid not...now for my payment..."

"Shit."

"Its already been handled by a miss...oh your own of hers. Guess that explains things."

"Whose?"

Alas the doctor had already left and another stripper nurse guided out.
>>
Rolled 93 (1d100)

>>791780
Alas this time you were not given another dance...what a shame. Also you really don't like the bad feelings you keep on getting. Suddenly you heard a familiar voice from a still invisible person start up.

"HEY now I can FINALLY introduce you to my girlfriend..."

"Why do I have such a bad feeling about this..."

"Oh did you get your memories back about my girlfriend being a bandit?"

"AHH WHY YOU GODDAMNED IDIOT!"

"Huh maybe you did you said that last time too...and my sister. I'm telling you she is actually a pretty cool chick and also unlike last time you wont be able to weasle your way out of this one!"

"Hah how so-"

"I am right here," speaks up a third voice and as your head turned...a female bandit was standing right there checking you out.

"So...your the amnesiac guy? You have a name?"

"That...both of that is a very hurtful thing to say."

"Consider it payback for dodging me before."

"I don't even remember that!"

"Guess I still owe payback for that. Don't worry i'll get around to that and the owing me for the Dok' services. Brain work is very expensive."

"No your not going to sell my friend into slavery," suddenly says your still invisible 'friend'.

"Wait is it because he is your boyfriend that we got through unmolested into the clini-puu" suddenly an invisible hand clamped itself over your mouth.

"Clinic AS IN STRIPPER CLINIC YOU SON OF A BITCH," starts screaming your friend's bandit girlfriend.

"WOULD IT KILL YOU TO LET A MAN ENJOY HIMSE-"

"YES!"

Well credit is to where credit is due somehow she knew where he was exactly despite the invisibility and is successfully strangling him.

"...So why exactly is that a big deal? Are you not fucking him or something?"

"As a matter of fact," begins your 'friend'.

"WHAT DO YOU THINK ALL BANDIT GIRLS ARE ALL SLUTTY STRIPPERS," she howls like a banshee now pulling out a gun.

Oh great just fucking great. OF FUCKING COURSE you friend has gotta be sticking his goddamn dick in the ONE uptight crazy bandit bitch. "So...how about leaving me out of this?"

"I DON'T THINK SO YOUR A BAD INFLUENCE ON MY BOYFRIEND-"

Man having some bandits realize your not one of them and acting like this is the norm per usual would be nice right around now.

Thankfully a bandit did indeed speak up.

"Hey do you need any help," asks a bandit.

"Oh THANK YOU so how do you handle a crazy bitch," you respond.

However that was when you realize the bandit was not in fact looking at you...

oh goddamn it.

"As a matter of fact," she begins. "I need you to get the bitches and tell him we got a fellow who thinks they are all a bunch of filthy sluts..."

The look of confusion and doubt on his face was fucking priceless.

"...I mean MY bitches."

"OH," says the bandit as a look of realization appears on his face. "Wait why are you dating a guy who can't tell even that simple fact?"

"...He is VERY handsome."

Once more that look of confusion and doubt appeared on his face. Oh you didn't think that happen twice!
>>
I love these guys
>>
Rolled 93 (1d100)

>>791800
"...You ever seen what happens when a particularly handsome fellow appears among a bunch of bitches? If they can't see him they wont care."

Once more that look of realization once more dawns upon his face. You will admit that time you do not know why. Come to think of it though...do handsome bandits even exist?

What happened to them? Butt bandits?

Sounds like there is a conspiracy about handsome bandits...i mean you certainly heard about sexy bandit bitches.

"What the fuck do you even see in each other," you suddenly burst out as the other bandit leaves. Probably go get more...bitch reinforcements. Which was quite effective in distracting her as she suddenly started to blush.

"Well...he is smart, handsome, strong and-"

"Yeah not even I am gonna believe that shit and I'm your boyfriend," interrupts her boyfriend.

"So what about you then," you ask.

"Uh...OW. Fine she is hot and a smart chick who actually likes me who ain't my sister."

"REALLY," she says stamping his foot while blushing furiously.

Oh what the fuck is happening to this world to see a bandit bitch who actually reacts to bullshit like this. Suddenly behind you hear an entire gaggle of girls go 'AWW' and upon turning around. Oh shit its an entire group of bandit bitches! You are so Fu-why are they dressed like that? Where is the skin...the bits of metal, the strangely colored and styled hair, THE TATTOOS, and why do they look so uptight and innocent? What TRICKERY IS THIS?

"Yeah I reacted the same way too buddy," says your 'friend'.

"Did...Did the end of the world happen? Slutty chicks who can actually...actually..."

"They aren't actually slutty."

"...No way they are bandit chicks that SHOULDN'T BE POSSIBLE, Did the end of the world happ-Oh now i get it...holy shit if I didn't see it with my own eyes..."

"I REACTED THE SAME WA-Oh crap not again."

You suddenly noticed the gazes full of murder collectively pouring from all those bitches.

"Sorry partner your on your own on this one, Now if you had a girlfriend among you might just stand a chance, no wait I Have an idea!"

"NNOOO," suddenly screams his girlfriend as if she saw what was coming.

Suddenly a flash of light appears and their gazes were averted when your friend called out "RUN FOR YOUR LIFE PARTNER."

That was when you saw a very handsome streaking nude guy suddenly charge by. That was soon followed by a bunch of hooting bandit bitches and surprisingly large number of male bandits. If it weren't for some of them eyeballing you and you getting a sudden cold sweat dripping down your back. You would probably still be staring in shock.

What do?
>BACK TO THE STRIPPER CLINIC
>Quick strip down and run in the opposite direction
>See if you could find some bandit rags to change into
>Look around
>Run away
>other?

>>791809
Bandits are fucking hilarious to write for. If they aren't you aren't doing it right.
>>
Rolled 67 (1d100)

>>791817
>other?
Slowly, really slowly start shuffling in the same direction while whistling pretending we're not doing anything, quickly ask AMY for a way out and the where our exceptionally handsome friend went since he needs to take us to the official Think Tank Base.

Then once they make a move for us sprint full pelt after our friend arms waving in the air screaming something along the lines of "NOT LIKE THIS, NOT LIKE THIS!"

Maybe grab random bandit bits and pieces along the way to try to blend a little bit or give our pal an escape outfit.

Recover our pal and find a nice place to hide until we get a plan


I vote until we remember our name we should call ourselves Leo
, because seriously i've never seen that name about, like ever
>>
Rolled 53 (1d100)

>>791857
Vote
>>
Rolled 84 (1d100)

>>791857
>>791817
Too much fun to pass up. Supporting
>>
Rolled 81 (1d100)

>>791857
Vote
I'm not seeing any other suggestions for names.
Not seeing any other courses of action either. I'd just run, but we can't just abandon our friend.
>>
Rolled 82 (1d100)

>>791857
I can dig it.
>>
Rolled 38 (1d100)

>>791857
You start off by slowly shuffling off in the same direction while asking Amy for a way out.

"Unfortunately I am only aware of the entrance that we came into. I do not know of any other exits."

Once they made their move coming at you your hands were thrown up into the air as you ran away screaming "NOT LIKE THIS, NOT LIKE THIS!"

You have collected some bandit bits.

What do?
>Run through the gate
>Try to lose them
>See if you can find your buddy
>Stand and fight
>Other?
>>
Rolled 76 (1d100)

>>794200
>See if you can find your buddy
AMY is there a heat signature detector or anything in this HUD or you? find that Muppet.

>Try to lose them
Run laps around and slowly get a bandit disguise going. If we ain't found our mate soon we walk out the base disguised.
>>
Rolled 87 (1d100)

>>794200
>Other
This could save us. If our 'girl friend' is after us ask for her number for later.

Then look for any bandit laundromat. Grab any garment we can to hide our self with.
>>
Rolled 75 (1d100)

>>794200
>>794225
>>794506
A combo of these
>>
I just remembered don't we need that Invisible Guy because he was going to take us too one of the official think tank sites? we can't leave without him.
>>
Rolled 55 (1d100)

>>794200
>Run through the gate
On second thought he can probably handle himself, we'll meet up later.

>>794506
>>794627
No, that was our friend's girlfriend, you suicidal fucks.

>>794641
He's not taking us there, he mentioned it but decided against it for reasons involving our family.
>>
Rolled 61 (1d100)

>>795013
His sister was, allegedly, our girlfriend and paid the doctor for us.
>>
Rolled 39 (1d100)

>>795216
He was actually fucking with you. Allegedly.
>>
>>795216
How did you get that?
He said we had a history with his sister at the official think tank site, but he was JOKING. Actually it's our sister at the official site, which is why he did not take us there.
Then, HIS girlfriend is a bandit at the camp we're at, and she wants to fucking kill us.
>>
>>795261
Or worse. Probably worse.
>>
>>791800
>"I am right here," speaks up a third voice and as your head turned...a female bandit was standing right there checking you out.
>"So...your the amnesiac guy? You have a name?"
>"That...both of that is a very hurtful thing to say."
>"Consider it payback for dodging me before."
>"I don't even remember that!"
>"Guess I still owe payback for that. Don't worry i'll get around to that and the owing me for the Dok' services. Brain work is very expensive."
>"No your not going to sell my friend into slavery," suddenly says your still invisible 'friend'.

>>795261
I jump the gun to thinking she was his sis. So my bad. Yet I still think she still was a lady friend of the past. Ether way we own her money. It would probably do us good to stay in touch.
>>
>>791800
>"No your not going to sell my friend into slavery," suddenly says your still invisible 'friend'.
>"Wait is it because he is your boyfriend that we got through unmolested into the clini-puu" suddenly an invisible hand clamped itself over your mouth.
>"Clinic AS IN STRIPPER CLINIC YOU SON OF A BITCH," starts screaming your friend's bandit girlfriend.
>"WOULD IT KILL YOU TO LET A MAN ENJOY HIMSE-"
>"YES!"
>Well credit is to where credit is due somehow she knew where he was exactly despite the invisibility and is successfully strangling him.
>"...So why exactly is that a big deal? Are you not fucking him or something?"
>"As a matter of fact," begins your 'friend'.
>"WHAT DO YOU THINK ALL BANDIT GIRLS ARE ALL SLUTTY STRIPPERS," she howls like a banshee now pulling out a gun.
>Oh great just fucking great. OF FUCKING COURSE you friend has gotta be sticking his goddamn dick in the ONE uptight crazy bandit bitch. "So...how about leaving me out of this?"
>"I DON'T THINK SO YOUR A BAD INFLUENCE ON MY BOYFRIEND-"

>>795333
It would probably do us good not to "ask for her number," since she first got pissed at us for thinking bandit women are all sluts.
>>
Rolled 51 (1d100)

>>795333
>>795386
I concur with figuring something out to pay her back, bandits are particularly...particular about keeping their word, so we need to pay our debts.

>>794200
>Try to lose them
But understand that this is their turf, so we need to do the unexpected if they were pursuing an outsider. Anywhere we see that seems utterly repugnant to us...go into in our attempt to lose them.
>>
Whoops I though there was three people. Because I though the 'third voice' was another person not including us. This is what I get for quickly doing things.

>>795386
Okay, then we can at least say we will pay her back when shit clams down. Owning her would be bad and it would probably even worse if we skip out on the check.
>>
Rolled 92 (1d100)

>>795280
Generally a safe bet if they didn't try to kill you right away.

>>795481
A bandit keep their word is a matter of trust. If say your boss cannot be trusted...why are going to keep following that one hm? What if you cannot trust your comrade?

A bandit who cannot be trusted is a very dead bandit. You wont live long before getting poisoned, shanked in your sleep, or you know shot by 'friendly' fire among other many possible demises.

So oddly enough bandits actually are strangely peculiar about their word. Its one of those weird unexpected things that ended up cropping up when I was figuring out bandit society. Its oddly uniform too bandits are strange when it comes to trust and mighty peculiar about keeping promises.
>>
Rolled 87 (1d100)

>>795502
Yeah, I can agree with that. The repayment itself will be definitely after things calm down, possibly through our friend/her boyfriend without us having to meet face to face again.

>>795481
But I still think the best course right now is to leave while swearing to pay back our debt. I believe it's preferable to running through their garbage heaps and MAD quarters in an attempt to go somewhere they don't think we'll go.
>>
Rolled 56 (1d100)

>>794200
Alright so we say we will pay our debt we things clan down.

>Try to lose them
AMY help us you wonderful AI. Otherwise we got to trust our gut or >>795481do the unexpected for Outsiders.

Buy them drinks is my first guess for the unexpected.
>>
Rolled 71 (1d100)

>>795607
... when things clam down.*
>>
Rolled 42 (1d100)

>>795607
Vote!
Okay, now that sounds like something I can get behind.
AMY can give us advice on which direction to turn through making flashing arrows appear on our visor, and if it comes to it we turn around and offer to buy our pursuers a round of drinks.

>for Outsiders
You want us to act like a Cthulhu-spawn!?
>>
>>795666
Yes Satan, like those things you talk about in your book.
>>
Rolled 14 (1d100)

>>795607
"Amy I could REALLY use some help over here," you say after dodging some new bandits who came out of a garage. This time they had some elemental weapons and packs in hand that were charged with electricity.

"Whats going on over ere, one of them starts. "You guys are so loud we got WORK!" With that the new bandits unleashed arcs of electricity in your direction.

"Gah we got ourselves an intruder," cackles out a freshly zapped bandit.

"Intruder? INTRUDER!"

Crap.

"Please follow the arrows. I believe we can loose them given how disorganized their streets are."

"You sure Amy?"

"Its either that or you somehow figure out where the nearest exit is."

"Fair enough," you say while dodging bullets and ducking in side streets. It took awhile but after following Amy's directions you do end up losing all your chasers. Problem is you have 0 idea where the fuck you are.

What do?
>Change into bandit disguise
>Head towards the smokestack
>Duck into a nearby building
>Keep walking down the street
>Other?

By the way you have acquired a 'Numbskull' Bandit Disguise kit. Hopefully it will keep you from being found out...
>>
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Rolled 93 (1d100)

>>795790
>>Change into bandit disguise
Sooner the better.
>>
Rolled 93 (1d100)

>>795828
I agree
>>
Rolled 47 (1d100)

>>795828
>>795790

>Duck into a nearby building
>Change into bandit disguise
and then hide in a barrel slowly sneaking away
>>
>>795977
Doesn't that defeat the purpose of putting on a disguise? You either sneak and hide, or make people think you belong where you are. They're somewhat mutually exclusive.
>>
Rolled 21 (1d100)

>>795977
>>795790

>Change into bandit disguise
Only thing we can do really.
>>
Rolled 22 (1d100)

>>795828
Guess I'll start the new thread tomorrow its way too slow today and we are getting rather low.

Anyway you put on your disguise and look bandit as fuck. In fact you looked like such a bandit you got mistaken for one!

"Oh you see-oh nevermind. New guy right? You better hurry your ass up or be getting it shot because your running too late."

"wai wah-"

"Trust me don't be late new guys always have to go through it once then you'll be left alone," says the bandit dragging.

"But...I can get there on my own..."

"Given how lost you looked no and if they found out I could of done something my ass would ALSO be getting shot.I don't like you nearly enough to get shot at for."

"Well how about you take me to the exit then I'll be gone!"

"And join a new gang? Nice try you got our colors on."

Fuck today is so not your fucking day. After a bit of a walk you soon found yourself among a bunch of other newish looking bandits standing around as suddenly another veteran looking bandit walks onto a stage before you all.

"Alright fresh maggots welcome to new orientering. I am a raid boss Garmak the Gruesome. I am sure you heard of me and my many twisted pleasures. Its all true. So don't fuck with me. Anyway i am sure you heard we got quite a few doks and teks which is all true, but they are bunch of greedy dickbags who aren't interested in raiding unless it means they get to do their experimenting. Expermenting runs suck ass."

"Never know what the fuck they plan do...or use. Our combat forces are broken into two different forces unlike other gangs we gotta have a lot of guys on guard duty or risk getting robbed."

Okay that is fucking funny their guards are shit.

"We had an incident earlier about some intruders and uh...well I'll be honest we really do need to work on that. Relying upon whatever rampant machines the teks put together is best not to be trusted. Most of you are probably going to be joining one of those two forces. Only the smart guys or those with skills can join the other groups. Unfortunately for you maggots unless you wanna literally whore selves prepared to get shot at or enjoy truly mindblowingly dull guard duty that will MAKE you wish you were getting shot at instead."

"Now luckily for you we got a number of books here for those of you who can read...as for those who cannot read we have some audio recordings of the book for your enjoyment. You are going to really love that book as it will tell you everything that a bandit needs to know."

"Now when you go out you are required to be with a boss who will keep you dumbfucks in line. You don't listen to the boss and see how long you'll last. We got a few different bosses just sign your name on the registries. Yes those open slots are due to dead bandits and yes those with the least slots are probably from the best teams."

That caused a sudden surge as people rushed forward and fights soon broke out.

"Yeah that always happens."
>>
Rolled 17 (1d100)

>>796078
pffft
>>
Rolled 55 (1d100)

>>796078
"When you are done signing your names. Go over to the tek bandits over there for your gear and the Dok's for your medical checkup. They'll each give you some items you really need to keep. Yes the doks are the ones who give out the drugs. We don't got any dealers who don't even know what is in the shit they are selling. Those guys do so don't try any funny business. When they fuck with your drugs nobody is going to be able to save you."

"The tek bandits meanwhile handle our gear. Guns, rides, armor, and other shit they do it all. Don't piss them off if you enjoy having gear that is good and hasn't been sabotaged. Don't fuck with the bandit bitches unless you wanna get raped or tortured. No they aren't nicer then the male bandits if anything its quite the opposite. So I would suggest the sex slaves and no there probably isn't much difference between STD's between them and the bitches. Trust me your better off fucking the slaves. Of course some of you dumbfucks are probably going to ignore that warning and some of you handsome guys are going to be out of luck either way."

"Yes, quite a few bandits are gay and yes this means you should fear rape by butt bandits. Fortunately they are inclined to rape slaves and captives over their fellow bandits. Mostly because they fear getting shanked. So hey you should be fine so long as you don't do anything stupid like get into debt. As payment can often and quite literally be taken out of your ass."

"For some basic rules for raiding and robbing caravans. Don't kill them all. If they die we can only rob them once. So avoid it when possible. Also don't take all the goddamned women for slaves. If they don't got anyone to make babies with then we'll run out of people to rob as well. If you try it expect to get shot by your boss for being a goddamned idiot. So instead just rape them and move on. Don't think your exempt you gay bastards similar problem should we take all the dudes. If you wanna kill and torture. I personally suggest those who attempt to resist and the old. The old fucks are usually worthless anyway."

"Now hitting those who are under our protection is a big no no. We are smart unlike other bandits group we know better. If we keep fucking with them too much they wont be able to make our protection payments and will be less likely to do so. So yes that means you can't rape or enslave them either."

"Your also not suppose to harass your allies. You see the big banner behind them and those images? Those guys are friendly if you attack them we'll more then happily give you to them tied up and butt naked. Yes this will probably mean your going to get gang raped by both bitches and butt bandits before getting tortured to death."

"We also sometimes hold joint operations with our allies so those missions will be marked out. You best be on your best behavior because if you do something stupid to threaten our relationship then don't blame us for looking the other way."
>>
Rolled 53 (1d100)

>>796213
"Psst, Amy analyze this grusome dude really quick for me, thanks babe"
>>
Rolled 43 (1d100)

>>796213
"Yes this probably means your going to get tied up and butt naked before getting gang raped by previously mentioned bitches and butt bandits. Except this time we'll probably be there laughing our ass off at your misfortune and cheering them on."

"Now to avoid rape by bandit bitches and butt bandits...rule number 1 don't be handsome. Those cunts even target the butt bandits and unlike the butt bandits they don't need to worry about getting shanked by their comrades. They are very collective like that...at least until one of them fucks their boyfriend or kid. In which case replace shanking with cat fight on steroids as they all try to rape and kill each other. Sometimes even at the same time."

"Basically...they bottle it up until it explodes. Very violently. We guys are smart enough to let the steam out so said explosions never happen."

"Rule 2 btw is being sneaky. If they can't find you they cannot rape you pretty simple."

"Rule 3 is not getting caught alone or being surrounded by them. They very often work in groups the bitches in particular are very fond of that strategy."

"Rule 4 is not doing something very stupid. Like ending up in debt as they will very often use that as an excuse to quite literally fuck you. Or say wandering into the bitch nest alone at night."

Rule 5 NOT GETTING INTO THOSE SITUATIONS TO BEGIN WITH YOU GODDAMN IDIOTS."

"Ladies you are also not exempt. Don't even think you are. There is a reason why the bitches are the worse and don't think just because your a woman they wont rape you. Also nobody is going to save you from this hellhole unlike elsewhere here you wont be coddled at all. There is a reason why bandit bitches are such...well yeah."

"Now for those of you thinking 'oh they can't all be bad' please remember where the fuck you are. At best AT BEST is some bastard whose lays with and whose comrades are shocker THAT FUCKING BAD. How nice do you think they really are? They are after all still bandits. So don't get your fucking hopes up."

"Now for the MADS...stay away from crazytown. Not unless you wanna join them. Unless that is your also a crazy in which case you're going to be quarantined in there. Yes even if your not the MAD variety. You'll end up becoming like that sooner or later anyway given now your with us. So we just figure sooner is better and less a pain in the ass should it go down in crazytown."

"Now for those of you tempted to fuck crazy...go right ahead. We ain't about to stop you. Technically there are no rules against fucking crazy or going into crazytown. Just don't expect anyone to save you. Now for those of you wishing to use madtech or become their handlers...honestly we use that as punishment for bastards who keep breaking the rules."

"Usually its even more effective then gang rape and torture. Fucking masochists and fetishists ruining it for everyone i swear. However if they VOLUNTEER to work with crazy...those are the kinda people you should never fuck with."

"Ever."
>>
Rolled 40 (1d100)

>>796301
"ESPECIALLY if they are somehow old."

"Those guys are even scarier then the bad born and old bandits. Fucking hell."

"Madtech is usually given out by the Teks or crazytown. Teks love it when people abusing their shit as it gives them an excuse to stick them with the MADtek. In truth its actually quite effective either they stop fucking up their gear, die, go insane, or actually acquire a taste for it. No matter how you look at it solves their problem."

"Now that just about covers the basics...oh wait for those who wanna leave and the bandit legendary bad asses."

"Go right ahead if you wanna leave. Truth is all bandit groups are just that fucked up so no its not going to be any better out there. We wont be missing you at all. Plenty more scum out there in this ruined world to take your place."

"For the legendary bad ass bandits...well they are the elite. The old. And the Bad Born. The only exception being those heroic tier motherfuckers but they are rare. Only the biggest and best bandit groups got a lot of them. Yes other types of bad ass bandits exist but the truth is they are not easy to spot unlike those are mentioned. Hopefully you don't accidentally piss one of them off."

"Bad born are simple they are the fucks who both parents are bandits. They were more then just born into this life. Makes them real nasty."

"Old fucks are another one. Bandit life isn't exactly good for living long. So the fuckers who actually manage to last that long...are not to be trifled with."

"The elites...sometimes bandits manage to climb their way up the ranks. They become one of those. Doesn't matter what their flavor is they are all nasty strong bastards."

"The heroic bandits...frankly everybody has heard of one of them so i wont waste my time. You only see them with the bigger and stronger groups. So no we don't got any. If you wanna be part of a group then leave and good luck joining them much less not dying horribly while in their service."

"We may be bad small fry...but that is the reason why we will survive."

What do?
>Leave
>Sign the register
>See if there is anymore lecturing to be heard
>Talk with someone
>Other?
>>
>>796387
>leave
I'm very tempted to go bandit but we personally own WAY too much cool shit to sign up as a normal rank and file grunt
>>
Rolled 88 (1d100)

>>796387
>Talk with someone
Maybe general chit chat, get a murmur going about, "Hey he mentioned intruders what did they do? Did we catch them? Are they for raping". I'm tryin to find out if our pal has been caught and maybe engage in a rescue op from a rape den. Also ask about the local area maybe they can fill in more details of our map...

>Other?
Once we have these details we can decide...I "may" be worth sticking around. Just...you know try not to get shot and taken to the Doctors....
>>
Rolled 23 (1d100)

>>796387
>>796516
Well in all honesty we don't really have anywhere to go or anything to do so this. I say sign up if we don't get any better ideas later. Can't abandon Mr. Handsome to get raped to death
>>
Rolled 56 (1d100)

I love it.
Well now we can get a copy of the Book, nice!
This is great news for anyone who wanted to be a bandit.
I think we could leave and come back later, if we really want to. I don't think I want to stick with them though.

>>796387
Question is, do we have time to go on a raid before we leave to go back to the Shrouded One?

>>796516
Vote
Also get a copy of the Book.

>>796544
We're still supposed to go with the Shrouded One to the trading center, remember? We could just flake on that, but it's just the one trip before we're going to part ways with him anyway I think.
>>
Rolled 82 (1d100)

>>796557
I'm inclined to agree now I think about it, get a copy of the book for reading material, try to confirm our pal escaped and then get the fuck out of dodge ourselves.

I say we form our own little mob, maybe bring Invisible Guy with us since he gets sent out so much. Once we're a bit better we can come back and become a more elite member or something
>>
Rolled 73 (1d100)

>>796557
>>796566
Maybe we should try for something low-key, like chem/hardware procurement for doks/meks, respectively? We'll have somewhat free rein hopefully.
>>
Rolled 95 (1d100)

>>796557
No you have the option of leaving.

>>796516
"Nah I heard they lost the both of them."

"Both? I heard it was only one guy! I smart one too as he dropped a hologram that drew the most attention and headed off in the opposite direction! Then those few were after the right guy lost him!"

"nah I heard they caught the guy. Ended up a brawl between the bitches and the butts between who got to rape them first."

"Bullshit I heard that happened because a handsome slave got caught. He wasn't an intruder."

"Wait I thought it was a hot chick not a guy...."

"Nah I heard the one they caught was virgin. She gonna get sold. Lucky bastards whoever brought her in. They gonna get one hell of a bonus."

"Meh I bet one of the bosses are gonna take her. Then the guys who brought her in wont get shit! I heard Candle has a real big thing for virgins."

"So wait did they get captured," you ask.

"Nah I heard they gotta way. Because of that the guys on guard duty are gonna stick working with the necros for the alliance assignment hah. The poor bastards..."

"yeah I think they gotta way too given how pissed off the bitches and butt bandits are. Supposedly the intruder was really hot so guess that is why they are in such a foul mood."

>>796688
That depends on who you sign up with and your free time.

>>796505
Actually that is only true for bandits who got less tech. In a tekkie gang like this you blend right in. You just gotta mark your guns and armor up into a proper bandit style.
>>
Rolled 80 (1d100)

>>796516
>>796707
You have since grabbed a book and gotten in line to see the Dok's. When you finally got there you discovered something very interesting besides a pad with papers for your medical history. There was yet another registry for job/bosses.

Except these ones had a medical focus. That is when you realized the bandits had pulled a clever trick. At least whoever organized these events.

The book claims to be the big bad book of bandit and contains info about them as well on the world itself. Helpful given how you lost your memories. As for the registry with the dok's unlike with the plentiful number over in the main area. They have only a few.

What do?
>Sign your name on one of them
>Go the Tek's
>Go see if there are any other registers that aren't in plain sight
>Leave
>talk with someone
>Other?
>>
Rolled 70 (1d100)

>>796790
>Go the Tek's
>Go see if there are any other registers that aren't in plain sight
It's like university show day, if we find nothing we walk away after.

I'm actually inclined too sticking around for fun. Being around bandits on this level is far to entertaining. Maybe, far down the line we can become the first hero of this place.. Start a cult with our magic
>>
Rolled 52 (1d100)

>>796790
>Go see if there are any other registers that aren't in plain sight
>Go the Tek's
I'd bet money the Tekkies have their own registry. So let's check for it and any others there might be, unless someone really wants to sign on with the doks.

>>796813
Exactly. They said they were doing a joint operation including necromancers soon, we still need to practice magic first but these guys could provide a way to meet them when we're ready.
But anyway, I still kind of want to go back to Shrouded One for a bit.
>>
Rolled 16 (1d100)

>>796790
>>talk with someone
Any magic teachers here?
>>
Rolled 68 (1d100)

>>796895
"Magic teachers? Do we look like a magi gang? So now of course not. What you think magi find themselves being bandits on a regular basis?"
>>
Rolled 27 (1d100)

>>796813
>>796839
>hidden registry yes
>teks no
The docs are the most likely way we could restore our memories and possible skills we have
>>
Rolled 86 (1d100)

>>797390
Did you seriously forget that we already visited a dok, and what he told us?
>>791780
Only way we even have a chance of getting our memories or skills back is finding whoever took them, and the only leads we have are fucking hero-class.

Even if you do want to join the doks, why would that make you not want to visit the teks but still look for other hidden registries? It's not like this vote is to become one of them.
>>
Rolled 5 (1d100)

>>796790
>Go see if there are any other registers that aren't in plain sight
Any wierdos hanging around corners or cultists...we know Bandits don't have them officially but thats the thing about Cults...you don't always know they are there
>>
Rolled 67 (1d100)

>>797415
Another problem with doks is that we have a non-illusory chance to be relieved of our brain on the operating table. Meks or anyone else, on the other hand, are a relatively safe bet.
>>
Rolled 93 (1d100)

>>797390
>>797428
Nah, we should really at least go with the Shrouded One to wherever she's going first. I've got a hunch she might have Maticio connections, which would be very interesting to see...

Also a Think Tank that specializes into memory recovery might be a better bet for safely restoring our memories than any Dark Dok ever would be.
>>
Rolled 62 (1d100)

>>797089
My bad, I heard someone say something about making a deal with necros. I thought I would get lucky.

>Go see if there are any other registers that aren't in plain sight
Eh aren't a smarty. So maybe AMY will see what we can not with their special 'eyes'.
>>
Rolled 34 (1d100)

>>796813
>>796839
>>797423
>>797812
Vote
>>
Rolled 15 (1d100)

>>797964
Support. It's fine to look, but I really don't want to go bandit right now. It cuts off all other options as soon as we go bandit, and I'd really like the chance to see how non-bandits work.

Even our little glimpse at that blip of a survivor outpost was very interesting. I don't think we've yet encountered a proper civ, and I'd really like to see what one looks like from the outside, and into the inside.
>>
>>797984
I suppose that is a good reason to not get our gear bandit-modded. So when we check out the Teks, we don't avail ourselves of their services. More just taking a look at how they operate.
>>
Rolled 75 (1d100)

>>797984
So Genie, we know that Ravager is the culmination of the bandit looter tree, Dark Dok is the culmination of the bandit medic tree, and Psycho is the top of the MAD tree...so far as infantry classes go.

What are some examples of troop trees from other civ types? Survivors and Tribals particularly would be interesting.

Baiting Genie to discourse about his setting is, of course, metaphorically and subtly rubbing the lamp.
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Rolled 9 (1d100)

>>796813
Bandit rep penalty is gigantic. Far bigger then even being a filthy mutant or machine.

Anyway you decide to wander over to the Teks. On the way you look around for any registers and only see one near the stage toward's the back. Easy to miss if you didn't know what to look for.

At the tek's this time you had to wait longer then even with the doks. After awhile you got a look at your gear and after examining them gave him back to you and some additional items.

Gained
Bladed Rugged Revolver: A seemingly simple design but shockingly sturdy, Is a large revolver and even includes a melee bladed weapon attachment.

Tekked Out Shooty SMG: Massive magazines and small size including strangely enough dual barrels. Has some strange mods attached and is clearly augmented. But neither you or Amy can tell how exactly or what they do exactly.

Numb Skullcap: Originally a typical helm but upgraded by Doks and Teks. Includes a skull mask and HUD system installed into it. According to Amy she detects RAMPANT AI technology inside. For some reason however it appears to be oddly...tame. She begs not to be plugged into it but says you should be fine to use it.

Dok Drugs: An assortment of drugs both for entertainment and medical purposes.

Strange Hide Coat: Made in a trenchcoat and is off strangely mellow colors. Its clearly made of skin but you don't know what kind of skin...

Strange Hide Boots: A pair of sturdy boots made of a similar material but still unknown...

A box of Bandit made Revolver Bullets.
A box of Bandit made SMG Bullets.
a Box of Bandit made Explosives.
Bandit Radio Box. Including free distraction and lure functions!
Bandit Sticky Tracker.

What do?
>Sign your name on a register(where)
>Talk with someone
>Leave
>Other?
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Rolled 55 (1d100)

>>798560
>Other?
Look for someones sik lewt stash. Use AMY to assist in this endeavor.

After we find it
>Leave
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Rolled 91 (1d100)

>>798609
That is, leave with it.
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Rolled 93 (1d100)

>>798542
Survivor's have the best salvagers and scavengers in the entire game. Given how important scavenging and salvaging old world tech is this is fuckhuge.

Their Jury Rigging(aka Adaptable Engineers) can only be rivaled by the bandits. Old Players should be familiar with how adaptable and evil the bandits can be with their designs. In term of whose better it honestly depends on what they are working on overall average skill they are equal but that doesn't mean their stats are balanced. In truth its equal if you average it out but when it comes to specific things one or the other might very well be better at it. Like weapons for example bandit engineers are better with them then survivor engineers are(aka they get a bigger bonus).

Tribals have the best skirmisher and guerrilla units in the game. There is a reason why they are among the bandits least favorite targets.

Think Tanks unsurprisingly have the best Research units in the game.

Zealots have the best faith based units.

Cultists have the most mysterious units in the game(seriously even other cultists can't figure out what the fuck each other are using at least half the time).

>>798004
You will need to visit their workshops then.

>>797984
Only if you get found out, also moving far far away where nobody knows you is a decent way to restart your rep so long as your not too notorious...like a hero for instance. That kind of rep tends to stick no matter where you go.
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Rolled 27 (1d100)

>>798615
How combat-oriented are survivors' salvager/scavenger units? Are their skills mostly related to appraisal and detection or what?

Would it be possible to hang out a while with each different type of civ and acquire a few of their specialties over a period of time or something like that?

>Only if you get found out
Huh, so it might be less of an option-killer than I though but we should still wait til we're finished up with Shrouded One before we go and do that.

What else is there to do in bandit-town before we leave?
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>>798615
I support this train of thought and plan of action >>798650.
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>>798615
Corps for instance have the best Trade and Manufacturing units in the game.

Oddly enough bandits are actually the second closest you'll get to a jack of all trades but master of none in terms of factions. They are only beaten by the Government civ in actual adaptability.

The closest thing they have to unrivalled units is their MAD, Raid, and Jury Rigging. Thing is though the first two are unique to bandits and the last they can only compete with the survivors for over whose is the best.

However unlike the Government who can literally upgrade their way into being able to compete with the best...the bandits can't. The best they can do for is Second Best and Rivalry. Their Edge comes from their Bandit Only bonuses.

aka the Raiding, MAD, and EVIL bullshit they can pull in order to push themselves beyond their usual limits. Their military while not as good but not THAT good having the terrifying ability to literally resupply themselves AND do damage with the same action. aka RAID!

Logistics wins wars and the bandits are like a bunch of goddamn demonic locusts on crazy infused crack.

Their MAD ability while having an equal chance to backfire on them can do truly terrible things.

Their Evilness however...that is what makes them so damned dangerous. They take all the rejects of the worlds, the evil cunts, and morally bankrupt. Into a single twisted faction. Their science may not be able to beat the Think Tanks but you know what?

The bandits are more then happy to do morally bankrupt experiments countless innocence and create terrible evil devices. They don't mind luring zombies and other things.

They can't compete with Corp manufacturing but they don't mind if they gotta make up for with slaves, MADtek, and AI Robotic industrial productions.

They cannot beat Paramilitary Military so they'll just drown them in bodies and balls.

and so and so forth.

Problem is though...bandits are divided and their 'best' is literally only there because nobody is stupid(crazy) enough to do what they do.

So...yeah fucking crazy ass evil as fuck bandits.
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Rolled 44 (1d100)

>>798650
Bandit engineers are much more combat focused.

Survivor have THE BEST GODDAMNED salvage and scavenger units in the game. So no their skills are not just related to appraisal and detection.

By best I really do mean by best.

Of course paramilitary scavengers are going to have a bigger combat focus then other civ scavengers but the best hands down belongs to the Survivor Faction.

Technically yeah that is possible but its really not that easy. After all its a civilization quirk.

The first two quirks are the easiest to attain but after that the difficulty is going to vastly ramp up.

btw you already have 1 quirk used on(Survivor). This means your character does indeed get the related bonuses to said civ.

Depends on where you go. Bandits are really good with 'entertainment'.
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>>798678
>>798722

How often do Tribals tech up and get STRONK?

We've never really seen them except as sidenotes in any games.
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Rolled 79 (1d100)

>>798741
That is because they don't have nearly such a heavy tech focus. They focus more towards other means of power.

Also you never ran into them much because you never really went into the places where they common.

Most tribals don't have a tech focus so they don't really tech up. For getting strong they focus more towards the other means of power.

Like magic, martial, and shadows. Things of that nature.

I mean come on they are so goddamned sneaky killy even the BANDITS avoid their places of residence....that and they have shit loot due to being a bunch of backwards savages.

Real fucking surprise why they ain't a popular bandit target. They are a bunch of mean broke ass fuck sneaky good fighters.

Funnily enough this makes it so some of the other factions think they have some kind of deal going down like between bandits with mutants/bots.

That isn't actually true. Bandits just legitimately hate picking a fight with them so much that they actually sorta look like friends from afar.

Close up though and you'll realize there is 0 positive relations unlike with the mutants and bots.
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Rolled 8 (1d100)

>>798609
Supporting, once we do make way back too where the Shrouded One said they'd be. After we loose a possible tail. Maybe find invisible friend?
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>>798853
>>798609
Supporting, find invisible friends and co, then out we go!
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>>798769
So if you were a higher tech civ allied with a group of tribals as your auxiliary or main combat units, it wouldn't really make them any more effective to equip them with top-of-the-line armors and weapons? It'd be wiser to give them physically enhancing drugs and such?
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Rolled 87 (1d100)

>>798609
You stuck around long enough to see if you could in fact find a loot stash. You were about to give up when AMY led you straight to one. Hidden in a wall there was a pile of loot and high end gear. After grabbing all of it you proceeded to head out.

Gained 5 loots currency.
Gained 1 Plaz Pistol.
Gained 1 Laser Minigun.
Gained 1 Large Package of Pure Strange Drugs.
Gained 1 Box of Energy Weapons Supercharged Ammo.
Gained 1 Box of Special Bandit Ammo Mix.

It took a little while but eventually you successfully found the exit and wandered away. After checking your map trying to figure out where you are exactly you suddenly heard a voice from a familiar invisible source.

"Heyo...I was wandering what was taking you so long."

"What the hell was I suppose to do? I couldn't turn invisible AND I didn't know where the damned exit was. Plus they then mistook me for a fellow bandit and a newbie...so I finally got away."

"Sounds like you had an interesting trip."

"You could say that."

New thread will be up shortly with what do's and summary.

>>798949
Actually tribal gear ain't half bad because they know how to properly use monstrous materials. Physical enhancing drugs maybe useful assuming it could actually effect them. Tribals are fit as fuck and use their own enhancing substances.
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>>799002
Well basically I'm just trying to get a better sense for the new world non-evil factions.

We've seen plenty of Old World Shadows, or their affiliates, in the Red Army and Umbra. We've seen World's Rejects units (I mean, Maticio basically was one, if we'd bothered to build more bots and integrated with the Brood more), and in the Wasted Warband.

But the New World factions hardly ever seem to come up in a big way, which is a shame because although the Old World has a lot going for it...the survivors and progeny of a near-extinction event like the Fall ought to be bad-to-the-fucking bone.

TL;DR what would one of the New World Ascendant superpowers look like? How would they work?
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Rolled 57 (1d100)

>>799002
I didn't think that'd actually work.

On the upside, I think that either the Large Package of Pure Strange Drugs or the Loots should be enough to pay off invisi-bro's girlfriend and get us out of debt. And he's right here so we can leave it in his care.
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>>799084
New Thread
>>799065
>>
Rolled 62 (1d100)

>>798722
While we're talking about this, I think we should find a way to live with and learn from tribals. Become Rambo.
Or save our second quirk for cultists.

>>799002
If understand correctly, tribals will accept personal equipment if it's better than what they have. Which means good luck supplying them better armor, because they like their mobility and stealth. But they will sometimes accept high-tech, high-quality weapons, and possibly explosives for use in anti-vehicle traps.

>>799084
Oh, Right!
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>>799065
New thread.
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>>799040
You would have to encounter one to find out.

>>799122
That they do but the tribals are actually much better equipped then most people realize. They just really don't look that way due to the lack of fancy tech.

You can do an awful lot with ingenuity, monster materials, and even basic herbalism(imagine the stuff they can cook up from the flora and fauna since the Fall).



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