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File: Mister N.jpg (174 KB, 600x691)
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Rolled 10 (1d100)

Last time you got a hold of some awesome gear courtesy of your Employer. Which were all awesome. Like damn where did all this good shit come from...too bad you can only use it on assignment but still and you can't fight very well...

An amazing new ride was also acquired after driving yourself broke you bought an extremely fancy piece of tech that has all kinds of helpful perks.

While after that you discovered how naughty a witch can be. Mostly because you felt victim to it directly or indirectly by your 'senior apprentice' who is a witch. Who can do cause an amazing amount of trouble. Like say create an entire 'garden' using convinced constructor bots in a bot zone. Or possessing a bunch of machines and 'fixing' the broken ones by forcefully reanimating them with magic. Or how about screwing up your mission so badly that your follow mission nearly got you killed?

Admittedly the mission after that did alert you to the perils of a certain smart zombie who has taken an...interest in you. While you also got to bear witness to heroic ascension while you were busy running for your life in a clusterfuck that nearly killed you if weren't for a certain assassination android, surprisingly helpful zombies, your armor, and most importantly running like hell.

After that you thought you were finally free only to get kicked out on a 'training trip' to get experience and hopefully to learn how to fight. Alas you were stuck with a naughty witch. Whom turned out to be amazingly helpful when she had a enemy to use her naughtiness on. That was how you took out a bandit gang, discovered magic is awesome, and met some slaves.

After that you met up with your 'teacher' Mister Neutral who than took you to his home the Barren Bastion.
>>
Rolled 82 (1d100)

>>871345
Which while looking like an abandoned build site dating back to the very Fall itself. Turned out to be the disguised home base of the Mister Neutral's gang of bandit scum. There you were taken underground parking your rides and hopping out.

What do?
>Look around underground
>See about your new residence
>Time for training...
>See whats available
>Other?
>>
Rolled 7 (1d100)

>>871359
>see what's available
>time for training
>>
Rolled 33 (1d100)

Last Thread: >>859251

Some good music to go along with thread: https://www.youtube.com/watch?v=1Vsf3zYppP4&ab_channel=BlooodMusic
>>
Rolled 22 (1d100)

>>871363
Straight to business, I like it.
>>
Rolled 94 (1d100)

>>871363
>>
Rolled 48 (1d100)

>>871363
supporting I guess. shame you guys don't wanna spirit familiar though, they'd be extra eyes and ears, plus if we got some from different Civ types we'd build up a nifty little information bank.
>>
Rolled 95 (1d100)

>>871363
"What's available? Well frankly we have a bit of everything...having free time will do that. Along with me not just accepting everybody. I am picky about who my gang recruits."

"Here is what we got."

>Crazy Town
>Tekko Workshop
>Dark Clinic
>Bloody Arena
>Psi House
>Magic House
>Vile Shrine
>Twisted Temple
>Bandit Boy Barrack
>Bandit Bitch Barrack
>Boss Center
>Bandit Garage
>Armory
>Bandit Fuel Refinery
>Gristly Graves
>Drug Den
>Tattoo Parlor
>Lost Library
>Bandit Bar
>Gambling House
>Bad Lab
>Rampant Manufacturing Hub
>Supply Depot
>Munitions Dump
>Monster Warrens
>Mutant Manor
>Biofuel Generators
>Cracked Reactor

After explaining what is available and being unable to process it all. Mister Neutral took you to...well the closest thing to paradise a Psi Mage could ever encounter. He had special place where he trained his abilities...where he kept all his notes. All his materials for psi Magi...everything really. After getting access to such a thing and training inside you make great progress.

You are also begun to notice some strange things...among the materials there. Some of it isn't entirely written by the sane and the rest show signs of being patched together by another who wasn't their original writers. Strangest of all was two sets of notes...one more advanced but insane ramblings included and the other sane but less advanced more struggled. Both appeared to be written by the same person and they were the most whole of all the notes. Neatly organized too according to timeline...if your guess is correct.
>>
>>871557
That sound like a good idea. What sounds stupid is specifically wanting a Bandit Bitch. I would be against trying to get a ghostly harem, since I suspect that's what you really want, but a Bitch in particular seems like a terrible idea.
>>
Rolled 32 (1d100)

>>871596
You learned a lot just going over the basics of the notes. Looking around the office you also discovered a bookcase which contained books. The books though...were all psi magi material books. Albeit some of them were clearly written by a Madman or were some kind of research journal or even diaries.

There were a collected of armor and weapons lining the walls which you could tell were made for both psi and magic. The majority of which seemed to be old relics, but you were surprised to find tech items scattered among them.

There were also files...files on people and things that also used psi magics. Many of the files were old and commonly the people inside insane as well, but you were surprised to see how up to date some of the new files were. Even if the persons contained within were insane much more often then not.

The notes meanwhile were roughly patched together made up from many different sources. Some of them you were quite surprised to find how whole or organized they were.

Meanwhile there were many strange objects scattered around all over the place that you didn't know what they did...but you could clearly sense psi magics radiating from them.

What really drew your attention besides from the desk...was a chest. A single blank chest in front of the desk and you couldn't sense a thing from it. As if it weren't even there. If your eyes couldn't see the box you wouldn't believe it actually existed.

What do?
>Go over the notes again
>Look at the books
>Take a look at the items
>Read some of the files
>Go do something else
>Other?
>>
Rolled 2 (1d100)

>>871623
I kinda wanted the bitch because Bitches seem crazier and harder to understand/relate too (being a bloke and all) so I wanted the bitch partially yes because I think having a Bandit Bitch spirit hanging around could be funny but mostly because we can already relate to Bandit guys in a way. She's be our way of handling Bitches and possibly other women in general.

Also as we gather more our Bandit Bitch spirit could kick the other spirits into order if they slack off.

>>871596
>Psi House
See whose in and get learning.
>>
Rolled 98 (1d100)

>>871661
>Take a look at the items
Any neat little trinkets?

>>871665
im adding to my earlier post.
>>
Rolled 27 (1d100)

>>871661
>Look at the books

>>871665
Okay, that would make sense if we were a badass. Please recall, however, that we are not even skilled in our chosen profession. We have zero experience with calling, negotiating with, or binding spirits, so do you REALLY think we should start with what you described?
>>
Rolled 39 (1d100)

>>871736
>look at the books
>>
>>871736
Honestly....yeah...I mean if worst comes to worst we fate point her into cooperation. I also think all game mechanics aside it'd just be a fun character to have around and for Genie to write up? Sure we could go for something else but my thinking is and going by what we've heard this.

Use a recently dead Bitch because she'll have had a taste of the great dark and being dead and no one like that shit unless they are at peace...which I doubt a bitch would be. I can't think of someone being a more willing spirit to keep ruining peoples lives in death and refusing to move on as a Bitch?
>>
Rolled 85 (1d100)

>>871680
I'll concur because I can't argue with that roll
>>
Rolled 88 (1d100)

>>871792
Bandit Bitches are among the most evil women in the post apocalypse only ones who can rival them are the Corp Chicks.

Pre Fall Corp Chicks were still numbah 1 but were tied with Clanner chicks instead of criminal ones back then. You only really ran into the insanely scary corp chicks the higher up the megacorp chain you went the worse/more common it became. To the point where in the high ranks it was a given every female was the worst.

Fall screwed all that up. Selective pressures resulted in the corp chicks that would normally be common the higher up you went to start showing everywhere. Meanwhile the clans lost their tie and were replaced by bandit bitches.

Now in the post apocalypse the scariest women belong to the Bandits and Megacorp remnants.

So I wouldn't exactly suggest going the bandit bitch route unless you can handle the scary and blatant upfront evil. Corp chicks meanwhile are not as blatant and upfront about it as bandit bitches, but they make up for it sheer plotting and manipulation. They are more the type to stab you in the back instead of the front like a bandit bitch would. They both like their poisons though.

As much as women hate each other both bandit bitches and corp chicks grudgingly acknowledge each other as a worthy foe for the title 'scariest women in the post apocalypse'.

Wish I was joking.
>>
Rolled 48 (1d100)

>>871680
Support. I wonder if any of them are learning orbs or such.

Also we should really take some time later to familiarize ourself with our equipment. I'm sure we're eating penalties for having never properly used our gear to its fullest.

Also whisper to no one in particular "AMY, I know you snuck in here in that awesome stealth bike. Help me learn this shit, okay?"
>>
Rolled 86 (1d100)

>>871883
So Shrouded One would seem to reek of Maticio.

>Shady Arms Dealer
Fits Maticio.
>Paramilitary/Corp Hybrid In Arms Dealing
Fits Maticio.

In fact, all his classes are paramilitary/corp hybrid, and the only player civ we've seen with that is Maticio and FortiCo, which actually does make heavy use of cybernetics and bots...

He said back home everyone was obsessed with image, which fits all of Maticio's troops and people in general being bedecked in blinged out hand-carved masterwork power armor.

It would, in fact, appear to be so so much that I can't accept it because it seems too obvious.
>>
>>871883
Fair enough Genie, but how hard would she be to control? I mean wouldn't she be happy she aint in the Deep Darkness anymore? I mean naturally we'd start with just trying to talk to the dead, thats standard necromancer stuff and maybe spirit binding later?
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Rolled 78 (1d100)

>>871924
There's this part of me that really really wants to see Maticico from the outsiders perspective, I mean they did some crazy Shit.

Plus the rare interactions with the heroes when they are in control of themselves you know? Wonder if they did ever gather mire of their Corp remnants? Did they get their super soldier program running again? What happened after we left them? So many questions?
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Rolled 7 (1d100)

>>871792
I can't think of a halfway-sane spirit that would be more difficult to deal with, particularly as a long-term companion than a random Bitch. If things go wrong, a fate point would not ensure cooperation, it would prevent us getting possessed.

We already have our Witch Bis Sis. Between her and our masters, don't we have enough crazy of the female variety to deal with?

Were you around when we first visited a bandit camp? Even if you weren't, you were here for the introduction of She Devil Beatrice.

I do not believe we have a good chance of getting someone like that to like us. Even if we do, they're going to get pissed off at us, probably a lot.

How do you conclude that a Bitch would make an optimal long-term companion? Just...how?

>>871924
Really? I thought the "obsession with image" was the part that didn't make sense for Maticico. He said they were into keeping up appearances, i.e. not letting their evil show through.
Does sound like Shrouded could be from a subsidiary of Umbra though.
>>
Rolled 12 (1d100)

>>871883
Well correction lest scariest and more 'evilest women in the post apocalypse'.

>>871680
Plenty of neat little trinkets. Turns out there is entire little boxes full of them. Your not sure what they do exactly. In particular you found one hidden box inside the desk which contained a fine selection of little trinkets. No idea what they all do and you do not know how exactly Mister Neutral managed to get so many of them.

After enjoying looking at all the pretty little trinkets like a little girl. You eventually gave up trying to figure them out and went to the psi house. Which turned out to be a building hidden in a dig site built into the earth and along a narrow dirt trail. That you first honestly thought was made of glass or plastic. But what turned out to be slabs of strange material and crystals growing on it. Including windows...made of crystal. Some which were different colors. Inside you saw a small group of bandits lounging around snorting crystals and smoking from a strange crystalline hookah.

When you asked about learning all they did was give you a line of crushed crystal and a hit from the hookah. After adding in that snort...you were long gone. Your mind taken to strange places until you felt like you were getting sucked in somewhere. There you found yourself...outside your body in the world...that now looked very different. It was much more dull outside few brilliant flashing or plenty of normal lights of varying degrees. Looking around you noticed the bandits were also there. A few had wandered off while the rest were sticking around. Apparently meditating or unleashing psionics.

You meanwhile were now very confused.

What do?
>Wander around
>Meditate
>Practice psionics
>Try to get back into your body
>Other?
>>
>>871962
Oh wait, it was Mr. Neutral who came from a place that kept up appearances.
>>
Rolled 45 (1d100)

>>871988
>Wander around
Let's see what we can see, this is an interesting new experience.
>Practice psionics
But don't forget this, it's what we came here for isn't it?
>>
Rolled 37 (1d100)

>>871988
>Practice Psi-Magics
We need to get better at psi-magic mental offense and defense particularly. Ask them if they can help us.

I want the psi-magic flavor particularly. If we figured out that one technique for offense we should have a foothold to adapt it to defense.
>>
Rolled 14 (1d100)

>>872036
>>871988
Supporting because I ain't got any brighter ideas
>>
Rolled 50 (1d100)

>>872036
Concuring
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Rolled 23 (1d100)

>>872036
Fair enough, vote.

So what sorts of spells do we want to learn aside from necromancy in our psi-magic?
>>
Rolled 70 (1d100)

>>871988
>>872036
>>872047
>>872086
>>872092
>Practice barriers and sensory collection
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Rolled 23 (1d100)

I just prefer Spirits to Skeletons and zombies..Tribal Spirit war council?
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Rolled 73 (1d100)

>>872047
This is a good idea, not sure we can jump right into fusion though. I think Mr. Neutral is actually the only other psi magus here.

What we should do, I think, is after we do some psionics, see if we can use magic while in this state.

>>872092
Well, I think >>872101
sounds good. Defensive magics and things that help us learn more things.

Personally I'd like to learn more about tech though.
>>
Rolled 15 (1d100)

>>872101
I like it. I like it a lot actually. I've been kind of thinking "Why can't we use psionics and magic to find treasure?" Like, delve back into the psionic resonations of an area passively to see if anyone had ever been thinking something along the lines of "damn I'm carrying something valuable". Or why can't we peer into the Noosphere when we see something and try to determine if this thing we're looking at pings back as something valuable from someone in there.

Like I posted in the last thread, I want to be the master looter of everything.

>>872111
It does sound like we might have a leg up on getting in with immaterial types.
>>
Rolled 46 (1d100)

>>872036
Honestly besides everything looking much more drab there really isn't much a different except for the lights that are people and things. Maybe your missing something as is though honestly rather disappointing you so you decided to practice your powers. Magic as it turns out...you don't know how to get it to work in this place so no psi magics. While psionics was strangely enough much easier to perform.

Sadly the more you practiced the more you can feel yourself tugged back into your body. After awhile you slipped away entirely and awoke in the psi house.

What do?
>Go somewhere(where)
>Find something to eat
>Find something to do
>Meet with people
>Other?
>>
Rolled 38 (1d100)

>>872176
>Find something to eat
Hit the food shark lets see some bandit culture and maybe see if they are trying to get a measure of us. Fit in we are gonna be where awhile, Bring the Witch too so we have back up and a friend.
>>
Rolled 43 (1d100)

>>872176
>Go somewhere
The Magic House.

Sensory Collection and Barriers sounds pretty good.
>>
>>872188
>>872176
I support this idea.
>>
Rolled 54 (1d100)

>>872188
I'll go with this, maybe we are going about this the wrong way, maybe someone could teach us by talking to us? Make some friends and such
>>
Rolled 41 (1d100)

>>872188
>the food shark
Yes
>>
Rolled 10 (1d100)

>>872285
>>872193
>>872188
Well I suppose I can't argue with the typo. With our luck though the food shark is an actual shark that you have to beat into submission in order to get food.

Like they imported a fast food monster and bred them selectively or something.
>>
Rolled 31 (1d100)

>>872188
You heard of this...food shark who you decide to visit. The food shark as it turned out was a mutant shark who served stews, noodles, grilled, fried, bread, pizza and barbecue. Hell he even had a questionable salad bar of produces and sauces. The food was surprisingly good and he always made it fresh if you asked otherwise there were ready to eat foods always available or so he claimed. So you enjoyed a bowl of questionable stew, salad, a loaf of bread, and some grilled meats on a skewer. You tried not to think about what might be in the food. Particularly when you saw the human flesh option. There weren't that many people and the 'restaurant' was placed near the bar and other places of work as well as residence.

For the deserts when you went back you enjoyed some pastries with ice cream which was served to you by a cute mermaid. Honestly the food wasn't half bad all things considered. Much fresher and a wider selection then you were expecting. Plus they both knew things.

The witch however you were not able to find...which is probably a bad thing knowing her she is no doubt causing trouble. Hopefully it wont involve you.

"So...what can you tell me of bandit culture," you asked the sharkman with his girlfriend the mermaid nearby. Honestly how the hell they ended up in this place is something you REALLY wanna ask...but the guy is big and scary looking as all hell.

"Bandit culture? Bandit culture varies from place to place...you got the prison, clan, outlaw, outcasts, and more. Bandit groups aren't all alike."

"So what about this group then?"

"Mister Neutral is a very strange guy...and a legitimately nice bandit which makes him so scary. You see you only get away with being nice as a bandit is if you can actually afford it. Bandits aren't nice so its the nice ones you gotta watch out for. Besides that this place is in truth really laidback. I mean you don't even see much infighting and the boys as well as bitches actually get along oddly well."

"That is considered strange?"

"When they aren't trying to screw over, kill, fight, or rape each other then yes. Usually its the sign of a particularly strong boss or well organized group. In this case its the former. Bitches here are actually oddly sweet but only to the guys here."

"So that is weird?"

"Of course it is. Bandits are a rough evil bunch...but your new here so don't expect the bitches to be nice to you and whatever you do DON'T Follow them. Even should they invite you somewhere...just don't."

"Why?"

"Imagine yourself as a hot young chick who wandered into bandit camp wearing a skirt saying 'fuck me' and a shirt with a bull's eye on it while obscenely drunk when a massive orgy party was going down and they were running low on pussy. That is what you are to bitches."

"What about boys?"

"If they are butt bandits your a hot piece of ass to the others your new competition."

>>872340
That is in the arena if your broke.
>>
Rolled 53 (1d100)

>>872176
>Meet people
We were told hanging around MAD people is good for psi protection exp. Maybe we can drink one under the table or something for kicks.
>>
>Food Shark
sigh....typos...bloody typos
>>
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Rolled 85 (1d100)

>>872509
"So don't go with the bandit bitches lest I wanna get raped."

"Gang raped actually," corrects the shark man while his girlfriend nodded in confirmation.

"Most bitches like travelling in packs. Its rare to see them on their own and its those ones you especially gotta watch out for," explains the mermaid. "Those who go solo only do so because they can get away with it and prefer it that way. Basically they are especially dangerous. Bitch packs gotta share...but the solo ones don't. So they have...much less limitations to what they can do."

"...Fucking hell and that is this place which is supposedly nice and laidback?"

"It is. Out there is much worse. You should see what bitches are like in a female only warband. Like the banshees," says the Sharkman. "Plus they wont actually force you to go with them...so you know that IS actually quite sweet of them. They like volunteers."

"...There is no way there is anybody that stupid."

"You'll be surprised. Lotta guys vastly underestimate what a pack of bitches are like in the sack. Not to mention thinking they might be able to drag one somewhere for fun...bitches fight hard and most of them fight in groups. On the plus side if they like you enough they'll help protect you."

"...Really how does that fucking work?"

"If your a good fuck they wanna keep you around," explains the mermaid. "If a bandit bitch catches feelings for you...well she will make that painfully clear."

"How clear exactly?"

"Barrel of a gun to shoot both you should you try anything funny and other bitches who try to trespass."

"oh...wow. So uh what about male bandits then?"

"Meh its not that hard to invite a bitch for sex and its not like they hide their fetishes. Otherwise you got raiding and slaves. Hell even having a fetish for raping female bandits isn't hard just pick a fight with another bandit group or find a bitch who has that fetish. Now for feelings...well best be upfront about it. Bitches aren't the type to leave you hanging and will typically give a upfront answer lest the other boys decide to teach her a lesson for stringing a guy along."

"Oh so boys DO work together then?"

"Of course we do we just aren't obsessed with it like bitches are. As a lot of us like doing our own thing is all."

"Huh...I didn't think relationships would be so...well honest."

"Hey feelings happen even for bandits and if they feel the same way you form a couple. Should things get serious then you might get married."

"Bandits are the marrying type?"

"Bandit marriages is a alliance, agreement, and mutual defense pact all rolled up into one but on a personal level. It can be dissolved if one party should want it so but that is a good way to die very painfully should the feeling not be mutual. Marriage is serious business even among non Bosses."

What do?
>Go somewhere
>Find a place to stay
>Find something to do
>Meet with people
>Other?
>>
Rolled 30 (1d100)

>>872657
Hey you asked for it literally. This isn't on me and enjoy Food Sharkman and his GF. Who he may or may actually be married to since you never asked.
>>
Rolled 60 (1d100)

>>872689
Plus I had to go find a pic and everything.
>>
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Rolled 78 (1d100)

>>872689
>>872699
Well thank you Genie I'm enjoying it

>>872680
>Other?
Since we ain't raiding or physically training, it's time to practice PSI, Force fields and mental Projection of form, Stuff like pic related. It protects us and looks awesome
>>
Rolled 73 (1d100)

>>872734
Sounds cool, you've got my vote. We should also eat the Psi-Salts Shrouded One gave us way back when as a reward. They should help the training and will definitely improve our psi-power.

I wonder how many years it typically takes to train up psions and magi. And Psi-Magi, and necromancers. Also how is our big-sis only a Green Necromancer?
>>
Rolled 34 (1d100)

>>872734
Ok that just looks cool as fuck. If you combine that with necromancey and spirits...wow
>>
Rolled 87 (1d100)

>>872734
alright
>>
Rolled 66 (1d100)

>>872763
Depends on the type. Learned Magi take the longest among the magi for instance. Psions it depends upon their specialty.

Psi Magi take forever without going MAD.

Necromancers seem to take awhile because of how insanely advanced their field of magic is. It takes awhile.

Witch is eating a multi class penalty and is chasing after specialties as well as fusions. Hence why she is taking awhile despite her supposed talent for necromancy.

>>872734
You decide to train in psi attempting to trigger physical manifestation. While tricky you were able to create a type of physical force that you could lob or shield yourself with it. You have yet to figure out how to make it wrap around yourself but you feel like it should be possible and not be too troublesome. Its just your a filthy newb and thus suck ass.

What do?
>Go somewhere
>Find a place to stay
>Find something to do
>Meet with people
>Other?
>>
Rolled 44 (1d100)

>>872922
>Other?
I guess keep up what we were doing, takes time after all
>>
Rolled 84 (1d100)

>>872922
>search for our witch
Honestly the fact that she has disappeared in a place where people gang rape each other is not a good thing for our thick skulled witch
>>
Rolled 2 (1d100)

>>872922
I am surprised nobody is concerned about what a certain naughty witch is up to given how trouble she has caused you.

>>871942
Don't forget they ended up SWH's 'employment'.

>>871928
Depends on the kind of bitch. Since she is a bandit bitch pretty much guaranteed evil spirit. Her strength may vary but in general not easy to control.

Would be a more offensive ghost.

>>873059
hah finally someone realized something was up with the witch...
>>
>>873059
>>873094
Thanks for the plot hook vote
>>
Rolled 3 (1d100)

>>873108
>>873094
>>873059
>>
Rolled 27 (1d100)

>>873108
Your welcome, I for one want our witch not being gangraped. Inb4 she's gangraped by bitchez
>>
Rolled 22 (1d100)

>>873170
crosses fingers

>>873059
but yeah find her
>>
Rolled 7 (1d100)

>>873059
You realized something important...you have left the thickheaded witch for all this time alone in bandit town. Fuck.

So after asking the Food Shark where she might be you ran off.

She was not at the magic house.

Or bar.

You weren't allowed in the bitches barracks.

She wasn't at the clinic.

She wasn't at the arena.

She wasn't dead.

So you checked the guest quarters. There you found a naughty witch talking with a bunch of bitches...about how adorable and cute her junior apprentice is.

Oh no...this is even worse then you feared.

She is gonna get you raped!

"NNOOO-" you tried to get her to stop instead the oblivious witch catches you and says "See ain't he adorable?" Before stuffing your face in her boobs with a mighty hug. "MFHM" Luckily you soon broke free happy to note that not all the bitches were eyeing you. Lucky you...but some of them were eyeing the witch.

Shit.

"He isn't that cute too old and rugged," complains one bitch.

"I don't know...that rugged man look with all those scars...hm you girls just need to get a taste in REAL men," says one bitch eyeing you dangerously.

Fuck.

Right when you were about to grab the witch and run away. The witch spoke up.

"Yeah I know...but you see I can totally fix that! Make him young and cute again a old man never!" You desperately attempted to clamp the witches mouth shut with your hand.

"Oh...really? What about the scars? Does it work on women too," asks the bitches.

In response the witch nodded as she broke away. "I can totally fix the scars too! Cute boys for everyone and staying cute forever!"

Oh gods she is winning over a bunch of bitches...but for some reason they bitches are actually starting to give you both space. Holy shit...did she totally just save both your asses?

"So..." begins one horny bitch. "Do you have dibs on him?"

"Wha-no he is uh...just the cute and adorably young junior apprentice brother. Why?"

Oh no. Some of this bitches are looking at you hungrily again. Damn it witch your gonna get me gang raped.

"Oh you know since you have no dibs he is available right?"

"Yeah I think so, but he IS my junior apprentice brother you wanna get with him you gotta go through me!"

That made them pause. YES THE WITCH TOTALLY JUST SAVED YOUR....ASS? Come to think of it you don't know how bandit bitch rape works anyway...either way though YOUR SAVED!

"...What if its just sex?"

"Oh...well I guess that is fine no wait no harmi-actually nevermind he DID fuck that demon witch who did things. So you can do whatever you want. Just don't kill him kay and you gotta patch him up when your done!"

Damn it NOO...wait why aren't the bitches making their move?

"..."

Holy shit they are in shock. Now is your moment to run away! What the hell is she trying to tell them fuck. So you grabbed the witch and ran.

"...Did I really just hear that right," asks a bitch.

"It can't be...sounds like...like he is one of them, but he ain't. So clearly we misheard."
>>
Rolled 89 (1d100)

>>873467
Making trouble for us per usual
>>
Rolled 58 (1d100)

>>873467
"No...what if...what if girls he really IS one!"

"Impossible they are all bandits scum. We that ain't that lucky."

"No I heard her say something bout a demon witch and doing...THINGS. He ain't no bandit...and best of boy with no scars...and he has THAT!"

"Fuck you bitches he is STAYING the way he is! Losing all that rugged goodness fuck no."

"No FUCK YOU CUTENESS IS BETTER."

"Oh great here we go again," says a bandit boy on the outskirts as the bitches start to fight each other. "And it looks like the gay bitches left after that witch...well except for the ones not into busty chicks anyway."

Meanwhile a short distance away.

"DAMN IT WITCH WHY DID YOU HAVE TO SAY ALL OF THAT," you complain why running very fast.

"What? We were getting along just fine!"

"FUCK No you weren't. Barely just a short step away from getting gang raped by a bunch of horny bitches."

"Wait really? I just passed up an all woman orgy? Fuck I haven't had one of those in forever," complains the witch slowing down. Which was when you realized the bitches were gaining on you.

"IT WOULD OF BEEN RAPE. RAPE IS NO FUN!"

"Who says it ain't my fetish?" Pouts the witch.

"IT WOULD OF BEEN ACTUAL RAPE NOW RUN."

"Why?"

"I DON'T WANT US TO GET RAPED AND ITS BAD RAPE OKAY? NOT THE GOOD FETISH KIND!"

"OH...right that would be no fun." Now the witch started to run properly.

"Damn it they are closing in...shit wait aren't we under Mister Neutral's guests and thus protection? QUICK TO THE BOSS'S PLACE!"

Fortunately you made it there barely in time you threw both yourselves inside...and you could hear the bitches slowing down as they approached. When you looked up you were surprised to see a certain She-Devil sitting on the lap of Mister Neutral...being sweet. Good god the Food Shark wasn't joking.

This image is even more terrifying then she shooting her own guy in cold blood.

"Ah," notices Beatrice as she sees the bitches encroaching. "Get lost! These are our guests...isn't that right N?"

"...Uh yup. Totally," says N with sweat dripping down his neck from underneath his helmet.

The bitches left...in a huff after giving strangely the witch one last look but not yourself.

"Ah...guests should not tempt the bitches. They are a bunch of feral wild dogs and your like a bunch of juicy bloody meat," says Beatrice as she gets off Mister Neutral's lap.

Which causes him to sigh a breath of relief before saying. "Your quarters are right over there. If you wanna get laid don't go directly to the bitches. Yes everyone here is clean but that is just stupid. Let them come to you and choose who you wish to enjoy. Simple. Even if your gay."

"Really?" says the witch perking up.

"...Lesbian witch? I swear I would be more surprised to find out if you were straight," mutters Mr N.

"Bi actually," corrects the Witch. "I can just more easily enjoy women without having to worry. So I do simple."

"Sounds like my kinda girl," speaks Beatrice as she approaches.
>>
Rolled 37 (1d100)

>>873619
Man i give up trying to find evil lady in a dress. Too many good ones to choose from for Beatrice. Surprisingly enough Beatrice was actually wearing a dress. Apparently having changed since she got back.

"Ooh you too?"

"Yes...so is he yours?" she asks looking in your direction.

"What no I am just his senior apprentice."

"So no dibs then?"

"Wait dibs?"

"...You get first shot."

"First shot?"

"...You get a chance to make him yours before anyone else has that chance."

"Oh...well technically as magi of the same institute and fellow apprentice I do indeed get dibs in that case."

"Ah so...why aren't you? I mean he is right there."

"...Men are not for fun besides we don't know each other that well. He may be cute and adorable but not all that yet."

"Doesn't mean you can't fuck."

"That is for fun and with women. No problem that way."

"So...you are going to waste your dibs then?"

"Why rush?"

"Because other women that is why you thickheaded woman. You think a bunch of cunts are gonna give you that chance?"

"Uh...well good thing he is working with a bunch of bots no pussy around."

"Really now? You think he is always gonna be there? Where are you NOW? You think a bunch of bitches aren't gotta steal him away? What do think we are bunch of chaste zealot maidens?"

"...Is Beatrice actually trying to get me laid," you mutter in shock of what is going on before you.

"Possibly," states Mister Neutral. "She may not look it but she has quite the romantic book collection and films."

"Wait that she-devil of all things is a romantic? How do you know this?"

"...I have seen terrible terrible things. Somehow when I aimed to recruit someone like her i managed to nab the ONE romantic. Fucking bad luck I tell you and that is even before she got into her head that I was the non gay guy she didn't mind. That somehow turned into liking...and yeah."

"Wow you poor bastard."

"Ah its not all bad. No longer get hit on back home when she is around in exchange though I get stuck with...well that."

"Might as well bang an actual demon at that point man."

"Yeah but if I did I would lose my soul too."

"That...makes a lot of sense actually. Gotta say your quite the bad ass. Not many dudes would be willing to stick their dick in that on a regular basis much less once."

"Yeah how did you think I became a bad ass?"

"...No."

"I went around fucking a bunch of bitch bosses and lived."

"...You are a fucking madman. If not foolish or brave one. You sure you aren't crazy?"

"Well I had to become a bad ass somehow and fighting really wasn't my forte."

"...It ain't mine either. So...I gotta fuck a bunch of boss bitches to become a bad ass?"

"Not just fuck. You gotta live afterwards too. Otherwise it wont do you any good. So do you have feelings for the witch?"

"...A little bit, but fucking hell is that woman trouble. Tried to get me gangraped earlier."

"Sounds like she ain't the one then unless you like trouble."
>>
Rolled 39 (1d100)

>>873809
To be fair we sort of follow trouble.

Sorta getting late here might pop back in later but if not gnight
>>
Rolled 55 (1d100)

>>873809
"It was kinda my fault though...never should of fucked that demon witch."

"..."

"What?"

"You say I am the madman what the hell is wrong with you?"

"...I honestly couldn't remember the last time i got laid with the whole memory loss and well...I DID try to seduce that witch but that didn't work. She felt sorry for me so summoned a demon for me to fuck."

"AND you got the demon from a goddamned witch? No don't tell me it was..."

"Yeah it was her."

"...Your tastes...good god bandit bitches must be pussy paradise for you. Enjoy yourself my man these ones are all clean and you seriously need to get your fucking head checked out. Holy shit."

"Wait," says N turning towards you once more. "PLEASE tell me these bitches don't know."

"About that...she did sorta leak it."

"...FUCK THE SHROUDED ONE IS GOING TO FUCKING KILL ME."

"Why are you panicking?"

"You stupid motherfucker WHERE ARE YOU! YOU'RE LIKE THE HOLY FUCKING GRAIL FOR BANDIT BITCHES."

"...That doesn't make any sense."

"Let me put it this way...bandit bitches get sick of shitty boy bandits. Yet at the same time they appreciate the depravity, fetishes, and liking evil you know the good parts. Yet everything else sucks...so what is going to happen when they FIND someone who fits their interests like a glove...but doesn't have the problems of a bandit?"

"...Oh hell," you say finally realizing.

"NOW YOU SEE YOU STUPID FUCK. I might be MIGHT be able to beat them off you with a stick here...but once word spreads? and it WILL spread. They are going to come after you...come after you SO hard."

"And the bitch who wins? Is the one who keeps her prize. Which is YOU!"

"Your kind is like the ultimate bandit bitch bait...someone who has all the perks of a juicy male bandit but none of the problems of a bandit. They aren't suppose to EXIST."

"...Well to be fair I DO follow trouble and uh...a hero will protect me right?"

"...Why are you giving me that pitiful look? No...no way it can't be."

"Enjoy your singledom my friend. A bandit bitches are gonna come for you their precious unicorn."

"Oh come on...it was just only once!"

"And Witch...whom you hit...who also cast the spell. A very naughty witch...you have a few feelings for."

"So...anything I can do?"

"Run my friend. Run run run! I knew some guys in your shoes once."

"What happened to them?"

"Well only one of them successfully got away. To this day he is still chased by female bandit heroes...and corp chick heroes too."

"...Oh wait BOTH?"

"Hey you might not be that screwed. Not sure if your the corp chick type."

"What am I to do?"

"...Find a bitch you like who has potential and or run very very far away. I would suggest talking to the Shrouded One or something. It will take time for word to spread...but its gonna get ugly for you. Luckily your still an unknown easy for you to go poof."

>>873897
That is the problem hahah.
>>
Rolled 34 (1d100)

>>873998
"Just get far...far away from this city."

"Come to think of it...I am gonna need to do the same. Goddamn it. Guess its time to hide in the wilderness far far away from here."

"...Balls."

"Wait why do you gotta run too?"

"Whose charge are you in? Who do you think they are gonna look for when it come to finding you? What is gonna happen to ME when they find me and DON'T get you?"

"...Oh real sorry about that Mister Neutral."

"Nah its cool. This isn't the first time I had to pack up and run like hell. This will be the first time I take a gang with me though. Last time I was on my own. Its best if you would leave this area though for a good while. Female bandits are gonna go off like a toxic grenade in a monster hornet nest."

"Mind if I join you?"

"If you did I would have to sell your ass to a female bandit. Your kind is like giving a girl a unicorn but for bitches. Well maybe...probably gonna have to leave behind most of em. Lesbians wont be interested so I guess I get to keep them."

"I can't this fucking naughty witch..."

"Your half the problem."

"Yeah I do sorta have a thing for following trouble...I am beginning to see the problem."

"Well good luck, I will be pushing this big black button and my gang is gonna be hauling ass out of here."

"You think we'll meet again Mister Neutral?"

"Heh...maybe. Free tip kid as someone who is like that it pays to keep it hidden. To find the right kind trouble the kind of evil woman you wont mind being with."

"...Like you and Beatrice?"

"Fuck you."

What do?
>Time to run back to boss
>Stick with Mister Neutral...he seems oddly used to this
>Ah fuck it lets enjoy some fun first then run
>What the worst that could happen by sticking around?
>Other?
>>
Rolled 79 (1d100)

>>874071
>Time to run back to boss
>Other?
I actually have a plan...they don't exactly know what we look like, just have the witch put an illusion on us and get back to TSO and tell them what happened...

Hang around briefly but then escape on our Bike with the witch, de-animate our undead and bring what bots we can. Naturally bring our stuff...

Yay bullying bandit bitches....now fucking run away
>>
Rolled 40 (1d100)

>>874159
Concur and support
>>
Rolled 86 (1d100)

>>874159
We could perhaps call for AMY and use the Imitator Matrix on our bike to assist in this.

However, I feel it would be better to don an illusion/modify our appearance, loudly announce that we are indeed the one who bangs demon witches while not being a bandit, distribute pictures of this disguise, and then ditch as fast as we can as AMY speeds our imitation/holo away.
>>
Rolled 95 (1d100)

>>874225
Bonus points if the disguise looks like someone else. Someone the Shrouded One HATES that way they all go after that person.
>>
Rolled 28 (1d100)

>>874159
The witch is currently...otherwise engaged(getting laid). Very loudly I might add. Very mutual sounding too.

Which meant you got stuck waiting until she finished which was faster then you expected given the sounds you thought it might take while. But both later emerged irritable Beatrice in combat gear and disappointed witch. After grabbing the witch killing your skeletons and grabbing the bots you fled back to base. Luckily the bots do not tire and Amy had brought the Bike.

So you made ground quickly as you ran all the way back to boss. Who was annoyed about you being gone for not very long and returning...especially with the witch in tow.

"Oh what is it now," asks the Shrouded One.

"So...I sorta have a thing for troublesome and dangerous pieces of ass. Also I may have fucked a demon witch and the bandit bitches found out above all of it."

"...Please tell me your joking?"

"Afraid not."

"...You...are THE WORST."

"HAhAHAHAHAH," meanwhile Andy was laughing in the corner. "I think...I think you need to give in and hook him up boss."

"...hah. Your lucky I know exactly what to do."

HEROIC ABILITY ACTIVATED.

"I have a group of loyalists...who are also meatbags from the days of my exile. For reasons we separated and you are going to join them up with them...as a bandit."

"...What? WHY?"

"The last place they'll look is among bandits and these guys I trust...also you can...'enjoy' yourself," shivers the Shrouded One. "With the women there. There you will however learn to fight properly. They are a bunch of outlaws paramilitary originally but I have heard they have since...expanded beyond that. Discipline is important however. Becoming bandits hasn't completely made them lose their edge even if they recruit those who aren't as professional as they are."

"You will leave with a caravan..."

"What about the witch?"

"No."

"but..."

"NO. That woman has been nothing but trouble! She is the one who got you into this trouble...I will send her back to my girlfriend to deliver a message. With you gone that solves a problem of theirs."

"But...I like the witch."

"Which is the problem you fool. You will depart with a caravan I will arrange to supply them, deliver as message to Captain Cull, and you are not to reveal your psi magi status. I will give you some modified power armor, some tech, and other bandit weaponry. Your identity will be a Looter. You will not scavenge you will fight. You may reveal yourself as a magi or a psion but not both. Only later when they have 'earned' your trust."

"You will leave now."

"Now?"

"Yes."

"As in...right now?"

"Yes. Enjoy your trip and leave your stuff here. I too will be making a move...this was always a temporary location. Next we meet will be a grand reunion as it will not just be you rejoining me."

That was how you were escorted away, stripped down taking a 'special' bath to remove trackers, and thrown in the back of a truck that proceed to rumble away.
>>
Rolled 26 (1d100)

>>874423
You ended up falling asleep mostly because the truck never stopped even at night. You were awoke however by the sounds of fighting. Looking outside you could see raiders were attacking the convoy. Things weren't looking good given their number...but then bots rumbled out of APCs. High grade military bots at that and even giant bots. Tanks meanwhile fired as well as other weapons. It was a big fight...one that was on the move, eventually the bandits were driven away.

So you fell asleep...and when you awoke you groggily realized something wasn't right. There was a warm body next to you and these boobs...you didn't know these pair of boobies. As you awoke you noticed...a bandit in a mask looking down at you.

Fuck.

"Enjoyed my tits did you," asked the bandit bitch?

"...They were very nice and comfy."

"Very good. So you are the messenger for Captain Cull yes?"

"Indeed...So you wont might if I stay this way right?"

"Nope."

"...huh. Usually..."

"What you think I am uptight," says the bitch getting hostile.

"No no of course not...just usually temporary."

"Boobs are meant to be enjoyed. Along with nice asses, faces, and crotches. Really the body in general. You think you were the only one enjoying this? I enjoyed a handsome, naked scarred rugged man."

Oh wow your still nude...you never noticed thanks to the body heat and blanket not to mention this strange situation.

"...So I guess your the one who covered me up then?"

"Yup. You think I was gonna share? Hell no."

Oh great she is one of those solo bandit bitches you were told to be especially worried about.

"So...you didn't uh...do anything to me while i was asleep?"

"Nah I like them awake and aware. Screaming and begging...nah just fucking with you. Hah the look on your face...priceless."

Oh crap...you nearly shit a brick.

"So...nothing is going to happen then?"

"Hear no. Afraid not we are business you see. No fucking around allowed now when we get back..." she gets brushes up against your crotch. "Is when we can have some proper fun!"

"...Uh...okay your...i hope your attractive."

"Nah I am lesbian. Your for my sister."

"You...can't tell if she is fucking with you or not given the helmet.

"..."

"...Really?"

"Would a lesbian be here right now? Fucking hell your no fun."

"Actually there was this one chick who like a guy...but hated everyone else and preferred women."

"Oh one of those types huh..."

"They aren't rare?"

"Nope. demented vile creatures? Very. If they were lesbians everything would be much simpler but they ain't. They like to rape men and steal boys. Sadly they are just a single flavor of bandit bitch."

"Flavors?"

"Its safe to assume we are all evil fucks in the end. You really are green aren't you?"

"Afraid so."

"hm...well in that case you should either stick it out with a single bitch as a boy toy, manwhore among multiple bitches, or go gay."

"Any other options?"

"Your green I wouldn't suggest much."

"Hey I knew a guy who dated a bandit bitch."
>>
Rolled 20 (1d100)

>>874518
"Was he a bandit?"

"No actually."

"...Really?"

"Yup."

"...Huh. How did that work?"

"She was one of those bitches who refused to get laid."

"OOHHH...that kind huh?"

"Yup."

"Weird how that works out. Bandits really cannot into moderation."

"So wait...that isn't actually that uncommon?"

"Nope."

"Why did I only see it once then?"

"You thing they are the kind of bitches who go out?"

"...Good point. So witch are you?"

"Uptight."

"..."

"What don't believe me?"

"Not chance."

"Did I fuck you voluntary or no?"

"...No...but"

"But what?"

"...Isn't this awfully uh lewd?"

"Just because I am uptight bitch doesn't mean I don't like some eye candy and consider the boobs as repayment."

"...Your a weird one."

"I get that a lot. Aren't you also a weird one? Being with all those bots?"

"...Guess we are both weird then."

"Indeed."

"You really do have nice tits by the way. Not the kind that does their best to kill you but the comfy kind."

"I do get that a lot."

"Really?"

"I wasn't lying about my sister. She uses them as a pillow all the time. I am quite used to it and she also insists they are amazingly comfy."

"So what is she like?"

"Well since you brought up the dating a non bandit...I think that might be whats up with her."

"Really?"

"I sure hope so. Its a pain in the ass beating off bitches and boys all the fucking time. Worst part is that other girls too started to hide behind me like my sister. I got an entire collection..."

"Hah. So your a protective big sis type huh?"

"Afraid so."

"Sounds like you really need to get laid."

"I get that a lot too but if I do so the girls will get afraid and probably due something stupid. So I don't."

"...Alright I gotta admit it your the weirdest bitch I encountered yet."

"What?"

"Be such a good protective big sis...how ARE you a bandit of all things?"

"Friend's father was a pedophile but he was important. She killed herself because she got pregnant from him. After that her younger sisters were in peril because she offered herself up to protect them. Last thing she asked me before she died was to protect her sisters. So I killed him...slowly and every other worthless in the entire town I knew about."

"...Holy shit...why did she ask you?"

"...My eldest sister did the same thing but it was our uncle when she was older. Father dead and mother passed. We moved in with him. I poisoned him after...seeing what happened one night and with his threats with what would happen to us if she didn't comply...which she always did even as she cried and then went silent. Went to a nearby witch for poison to do it with. only told my good friend. My eldest sister was the never same after that...became a literal whore and everything. Our youngest sister never knew about why she changed like that...never told her. When I left after the killing spree I took her with me along with a baby that was my sister's before she passed from childbirth complications."

"...Not all bandits start out bad."
>>
Rolled 99 (1d100)

>>874592
Dam woman we just met and your telling me this. At least let me buy you dinner or something. I feel there should be a build up to this. I guess that means you're just open or something worse goes on later.
>>
Rolled 21 (1d100)

>>874592
"And the bandits aren't the only evil fucks in this new world. Its just the bandits are the only ones who are upfront about it is all. If you aren't bad but join up with bandits...then you'll turn bad or die trying. Unless you leave that is...become a wanderer and go far far away. Before stopping...or you just keep wandering.

"I didn't have that option as I had a kid and a baby with me. Despite that fact the bandits still took me in. My sister's baby didn't end up making it...not uncommon to die from sickness when your young still. I hear only the remnants are able to avoid that what with all their fancy tech. Tried with the Dok who unexpectedly didn't charge me in the attempt. Said it ain't right to charge for that sorta thing. Second time I encountered great and unexpected kindness among the bandits...first time was when they took us in without complaint or harm. Younger sister still alive thankfully but there were some close calls...she wants to become a Dok. Guess losing her nephew and older sister hit her real hard like that."

"That is why I am still an evil fuck at the end of the day...but my story I found over the years is not as uncommon as i once thought."

What do?
>Figure out how close you are
>Get dressed
>Stay put
>Say something
>Other?
>>
Rolled 46 (1d100)

>>874629
O well, I guess we have something in common then. I had a bother become a doctor as well, or so I'm told by a friend. I hadn't seen him to see how well that's turned out.
>>
Rolled 47 (1d100)

>>874627
Bandits are surprisingly and really brutally honest about WHY they became bandits. You gotta be aware THAT is the very first test they give new bandits, outcasts, and those who try to join them. Every time. No matter what kind of bandit first thing they always ask you about is WHY.

Its also a story you'll repeat a lot.

Because Shrouded One vouched for you were able to...temporarily bypass this problem.

Now for her answer...

"Yeah your new alright its actually rather common and not deemed a...topic to be hidden. Its a way of greetings and testing. So you best prepare to tell your story later. Once your more well established as a bandit and known people will ask of it less."
>>
Rolled 48 (1d100)

>>874629
>Stay put
Seems like a moment of silence would be appropriate.
>>
>>874653
>>874644
We can totally kinda relate, we have a sister out there somewhere who we gave our past to protect, not sure but I think we should share the fact that we are an amnesiac and after meeting the shrouded one we worked to pay to try and have our memories restored but found out it was some heavy shit and decided it was better to try and move forward. Would explain our stuff and we have plenty of good stories to tell about all the scars we got caravaning and fighting.. we still have Amy and our bike right?
>>
Rolled 58 (1d100)

>>874649
We then we'll need to get our story straight.

----

Thinking we do lost/forgot everything, keep following trouble and now we are the lust object to the wrong persons. Persons included, but are not limited to, zombies, several bitches and at least 3 gay guys. Now we are going bandit or we are not going for long.

>>874676
I doubt we have AMY since all our crap was taken. AMY would probably bring up a lot of questions.

---

Also I think once trust is gain we say we are psi. That way we can wok on the smart undead.
>>
Rolled 32 (1d100)

>>874676
You do.

>>874644
"So you were told? What did you lose your memories or something?"

"..."

"Wait really?"

"Yeah."

"...Then you ended up a bandit? What you don't want your memories back or something?"

"Apparently there was some really heavy shit that went down before I lost my memories so...I haven't been...active about it."

"That doesn't mean you should keep it that way. Memory is who you are...and they aren't all bad? Like you said about a brother who became a doctor. Why would you want to keep the memories of that gone?"

"...I lost my family and it was caused by my sister who got kicked out becoming a bandit. So yeah I haven't been very happy with getting it all back."

"Harsh...but what of your other family members hm? What if they need you? To me personally the thought of my family needing me but not even remembering they exist and cannot help...is one I would hope never happens."

>>874702
Amy followed you actually. Secretly taking a few pieces of gear with.

Also magic users can also create smart undead.
>>
>>874629
>Stay put
"Man, my story is gonna suck....woke up with no memory and only a SMART Rifle and some Sealed Armour and AMY who was not even plugged in, then hitched a ride with TSO which then turned into a job guarding and helping because for a while they were short on bots, several times getting turned into swiss cheese later she decided i'm quite useful so here I am.
>>
Rolled 24 (1d100)

>>874749
my dice

>>874716
I kinda see myself as a new man now honestly, but I do wonder at times, maybe when i'm a little better at something i'll show my face again...time will tell
>>
Rolled 55 (1d100)

>>874716
Just to make sure I remember this correctly we had 2 bothers and 1 sister. One became the doctor and the other was sick, then died.

We learned from the psi memories. Our sister sent bandits on our home town. Also that some guy, who as a bro taking care of our lady, took out our lady before the bandits got to them. Yet our sister keep our kids.

>>874629
>Get dressed
Well if I can ever get my past back. I gotta first make the most of the day and get stronger. If I don't I will not be able to find who did it.

I should I have some food in my bag. You want to share some?
>>
Rolled 12 (1d100)

>>874702
We'll need to hide a lot of our story.
I think we should tell them what we know of our past pre-memory wipe, but leave out the parts about us being a psion.

I also think we should go with psi. For one thing just being psi has already drawn the wrong kind of attention, it'd be better if they knew we have a zombie stalker.
Also I think it's easier to practice subtly, good because we don't want everyone to know about it.

>>874771
I can't remember, but I'm pretty sure we had more than one sister.

>>874749
I'm not sure if we should actually mention AMY or TSO.
>>
Rolled 80 (1d100)

>>874786
Meant to add that we can later pretend being a psion was the main thing we were hiding.
>>
>>874795
We yeah, we don't let those we don't trust know.
>>
Rolled 94 (1d100)

>>874702
>>874795
I would rather they think we are a regular necromancer because psi can attract the undead where magic specifically necromancy can control or get rid of them.
>>
Rolled 75 (1d100)

>>874808
Zombies and undead are actually different things, and we don't have to actually use psi for it to attract smart zombies.
Necromancy also tends to attract the undead, and a novice like us can't do much to control them.
>>
Rolled 43 (1d100)

>>874808
I kinda agree with you there, but we know there is a psi zombie coming for us. They shown them selves once. They will likely come knocking with a stronger horde next time. I think it would best we are open on the psi so we can learn control quicker and mask our presence before we have to go at it again.

Although the idea of some how talking to the psi zombie and try to shift their goal would be funny. Like o hey zombie want to join my skele bros and go on an adventurer.
>>
Rolled 51 (1d100)

>>874749
"That story does indeed suck. If you weren't persuasive enough and your voucher solid enough you would of been in trouble. I would stick with the merc or loyal employee angle. Easier to swallow that way while keeping it close to the truth. Bandits are very used to detecting lies. They are not an easy bunch to lie to."

>>874771
You do not remember it correctly but the guy wasn't that clear either.
>>
>>874808
I'm of the opinion that it's probably best we stick with the necromancer route. It allows us to practice in that field that we've got a whole bunch of books and shit for while we're out fighting.
>>
Rolled 14 (1d100)

>>875114
We don't have a whole bunch of books and shit, we're going undercover without our equipment remember?

The plan is to stick with necromancy, but we have to choose between that OR psi for now. And we really need practice with both. I'm saying if we practice psi, it'll be easier to keep it a secret from everyone we don't trust enough to tell we're a mage or a psion.
>>
Rolled 2 (1d100)

>>874959
"How about this version?

I woke up mindwiped in the ass-end of nowhere with some fucker in a suit who told me I was a survivor and that I'd best book it before I got eaten. Ended up falling in with Shrouded One, who I managed to demonstrate my value to while pissing him off royally too. Now he sent me out here with you guys to learn how to fight (if I ever knew then the mindwipe took care of that) and I didn't particularly feel like picking a fight with him/her over it so here I am.

>>875124
Bandits love magi, and forbidden magics. It's not really a problem if they know we do magic or do psi it's just a problem if we do both.

So keeping that in mind it's actually better to publicly do magic because we can keep our psi-training better under wraps.
>>
Rolled 23 (1d100)

>>875129
You sure about that? Because I'm under the impression that the whole point of this trip is to keep a low profile, not to impress everyone with our sweet magic.

>>874423
>You may reveal yourself as a magi or a psion but not both. Only later when they have 'earned' your trust."
>>
Rolled 80 (1d100)

>>875129
Bandits love psions too!

Mostly because psions would much rather NOT look into the mind of a bandit! Hence the big fears of psions is significantly lessened with bandits. Its also why persocuted psions will often go to bandits. Bandits have a thing for recruiting outcasts because of how fucked up they not even psions would wanna go poking around in their head. And for a good reason.

The only reason they don't like psi magi much is because often many of them go MAD. As much as bandits appreciate the FUN that is MADNESS they are smart enough to realize too much MAD is a bad thing. Also because all the bandits who didn't destroyed themselves when MADNESS finally backfired on them.

>>875147
Shrouded One sent you far away to a place that is distant and removed any connection of who you are. Just to be safe also instructed to keep your psi and magic on a down low for awhile before revealing it.(only one however as psi magi is very rare without going MAD).

Shrouded One wants you to improve which will attract attention but so long as there isn't anything connecting you to the old you(and waiting a bit just to be safe) believes it should be safe.

Shrouded One isn't stupid and even used a heroic ability just to make sure.

>>875129
"Wait man in the suit? I know a guy who met one too. I think he might be helpful to you. As for the shady benefactor...best leave that part out. You are hear to lay low no? So don't go revealing who your connected to back there in case it gets traced back to you."
>>
Rolled 57 (1d100)

>>875147
I'd be willing to bet that whenever they find out that we've got a magical or psionic talent they'll probably assign us to a special squad to help hone that talent. These guys being professionals and all.
>>
Rolled 89 (1d100)

>>874629
>Get dressed
>Stay put
We should at least put something or another on.

>>875160
"Aah...Yeah, good point. You've really been a great help, what's your name? Mine's [Anon]."
>>
Rolled 48 (1d100)

>>875173
How do you pronounce the brackets? You know we don't actually have a name right?

I suggested we call ourselves Slate (as in "blank slate") earlier, but no one gave enough of a shit to reply. My other idea was Psimon.
>>
>>874629
>Figure out how close you are
Both emotionally and physically, though I think we already have to a certain extent.

>>875179
I like the name Slate as well. Should we ask her about it? We have literally never been addressed by name before in the quest.
>>
>>875179
Oh, I thought that was a name suggestion for one of our skeletons. I like the name Slate for us.
>>
Rolled 84 (1d100)

>>875160
Up again, holy shit I missed alot.
I've got thus eerie feeling Amy taking some stuff with her is going to have trouble follow
>>
>>875179
You pronounce them like "[]". If you've never hung out around bots like we have you just wouldn't understand.
>>
Rolled 11 (1d100)

>>874629
>figure out how close you are.
>>
Rolled 38 (1d100)

>>874629
>Figure out how close you are.
Gotta follow the rabbit trail all the way I guess
>>
Rolled 55 (1d100)

>>875321
>>875990
>>876014
Yeah,, this sounds good. I was just going to stay put but it doesn't matter much to me.
>>
Rolled 96 (1d100)

>>876152
Your not sure about the bandit bitch but when you looked outside you can see you are now in some ruined cityscape. You also see some new vehicles have joined the caravan...bandit rides from the looks of it.

After driving a bit further you find the caravan is slowing down as it moves past some bandit barricades. Finally stopping in the middle of a street as the bots hop out and yourself included as Vale throws your gear at you before hopping out.

Once you got dressed and exited you can see that crates are being taken out and some of the vehicles are being led away. As you sorta stood there a bandit boss approached who was being led by Vale.

"So...your the guy huh? Letter let me see it."

So you passed it over and after reading it he looked back up at you.

"Only some of guys know about your mysterious supplier...fewer still having ever met that one. So do your best to keep quiet about that and how our supplier isn't in truth our backer. It tells me in this letter your not that great a fighter but agile and with something Special is that right?"

"Afraid so."

"Fine to the bootcamp it is with you. So let me go over your options real quick. As a survivor you can likely pick up a survivor combat class easy enough. Problem is they ain't that strong. Your other option is to take up a bandit class. So long as its not higher then your other non bandit class its easy to hide otherwise you'll need some stealth skills to keep it suppressed. The last option is to go the wanderer route and their...own strange means of classification. Not much is known about them but hey we DO know they can be a mighty strong bunch. So what will it be?"

What do?
>Bandit Combat Class
>Survivor Combat Class
>Something Special Training
>Wandering Adventurer path
>Other?

>>875179
"Vicious Vale is what they call me."

"So Slate is it hm?"
>>
Rolled 56 (1d100)

>>876590
>Wandering Adventurer path
Mystery Box combat class
>>
Rolled 37 (1d100)

>>876590
>Wandering Adventurer path
only way to go
>>
Rolled 80 (1d100)

>>876590
>Wandering Adventurer path

Vicious Vale eh? I like that, call me Slate Stone.
>>
Rolled 18 (1d100)

>>876590
>Adventurer class combat
>Other?
GUN SLINGER CLASS TRAINIBG go. We got guns everywhere, make boss proud.
>>
Rolled 71 (1d100)

>>876707
"Very well Slate Stone."

You decide to try the wandering adventurer path. After telling Captain Cull Vale led you to the bootcamp. To be more precise the only guy running solo who was there.

"That guy...is also one who met the Man in a suit. He just kept on wandering consorting with bandits and worse in the attempt to find out more. Unlike you he never settled and wanted to know what truly happened. What he was like...who was responsible."

"Well well if it isn't Vicious Vale...who is he?"

"Slate. He wants to do what you did."

"Really now? You sure he has potential?"

"Captain Cutter says so...and I too happen to believe there is a surprising amount of similarity between the two of you."

"Oh...is that so? Fine lets see what you can do."

That was how you were forced to shot different guns on stationary targets, moving targets, and things trying to kill you that are 'target practice'. After that he forced you to run through a place with many different kinds of terrain which you did wonders in. Barely slowing down as you got passed all the obstacles. Finally after that you were put in melee training against bots and bandits. Both armed and unarmed. He even had you use throwing weapons and practice grenades.

"Hm...so you might have some potential after all...especially as a Ranger."

"Ranger?"

"Lightly armored but deadly fast and quick. They know how to range far and wide. Never know when you'll run into one of them."

"Any other picks?"

"I could sense you had some special potentials each could offer you a different avenue should you follow this path. Besides that you could also become a Treasure Hunter given your looting and scavenger training. Should you get tribal survival training too you could even become a great scavenge sage or even something else entirely."

"Outside of that there is also one more pick..."

"Which is?"

"A Lost."

"A Lost?"

"Yes. I am one of those myself but I do know enough about the rest to at least help you guide yourself to that point. SO what would it be?"

After that you were let go and were freed from the bootcamp for the time being. You are however required to come again and again every day until the Drillmaster gives you permission to not to anymore.

What do?
>Find a place to crash
>Get some food
>Wander around
>Meet with people
>Other?
>>
Rolled 42 (1d100)

>>876772
We gotta go lost, I mean it screams pick me
>wander around
>>
Rolled 20 (1d100)

>>876772
>Get some food
>Meet with people
Introduce ourselves over a meal

I like the Treasure Hunter option, but we're here to learn how to fight (although if it's enough of a combat class to qualify, or if we can learn it in addition...)
Lost sounds rather sinister. And lonely.
Ranger sounds good, and if it wouldn't synergize with tribal stuff, I bet it's at least close enough to be on friendly terms with them.

Then there's the special potentials, but we're trying to keep those on the down-low at the moment even though I'd normally jump at a chance to train them.
>>
Rolled 91 (1d100)

>>876823
I'll support this for now
>>
Rolled 16 (1d100)

>>876772
scavenge sage or ranger are my picks. The sage would probably lead to finding the best gear to sell and we could set up our smart undead with all the best pre-fall gear we can find.

>Meet with people
Make friends, get room mates.
>>
>>876772
>Get some food
>Meet with people
Time for socialization!
>>
Rolled 22 (1d100)

>>876823
Class is still undecided but Ranger appears to be in the lead.

After wandering around a bit(but mostly following your nose) you eventually find the place which served food. Which turned out to be a large cafeteria serviced by slaves and the odd bandit. There you lined up with other bandits before getting served a mixture of veggies, meats, and bread. Drinks were what smelled like to be some kind of booze mixed with juice, water, or soda. Your pick apparently.

After getting your food you sat down with some other bandits with whom your introduced yourself as a looter. The armor you noted did a good job as keeping other magi and psi bandits from noticing anything strange. According to the bandits you sat down with everyone has to raid. If you have skills then you just raid less then the others.

After asking them a bit about the food and places to crash. They told you a bed will be available in the barracks for free. Otherwise it costs loot to get an apartment. Food...is well what you have before you. At dinner and breakfast they have desert options included which is typically fruit and or pastry based. This food according to the bandits is provided for free.

If your willing to pay you can get much nicer drinks at the Cafe or eats at the 24 hour diner.

Entertainment wise you have the arena, bar, drugs, theater that plays old shows/movies sometimes plays, and sex as provided by your fellow bandits or slaves. They would suggest saving loot firstly for sex so as to not catch anything. Otherwise you'll have to enjoy a visit to Doks which can get pricey if you keep being a cheap dick.

After eating the food which turned out to not be nearly as bad as you thought just a bit plain at worst. The drink on the other hand...your not sure how the hell the bandits can chug this stuff down so easily. It even gave your nanites trouble to deal with. You got up and left.

What do?
>Find a place to sleep
>Wander around
>Meet with people
>Time to Train
>Other?
>>
>>877321
>Time to Train
I would like to know more about what a Lost is before deciding between it and Ranger.
>>
Rolled 79 (1d100)

>>877321
>Wander around
Maybe see if we can find Vale and stay the night at her place instead of the barracks, the pillows there suck.
>>
Rolled 72 (1d100)

>>877354
>>877321
Forgot to roll
>>
Rolled 56 (1d100)

>>877354
Me too

What time is it anyway?
>>
Rolled 73 (1d100)

>>877391
Early Afternoon. You just had a rather late lunch.

>>877354
A Lost is a special Class that is an option due to the wanderer angle and you having amnesia.

Hence why the guy was also able to take it(and chose it).
>>
Rolled 69 (1d100)

>>877409
So find Vale and then go train more or vice versa.
I'm down for Lost
>>
>>877409
I was more leaning towards what it specializes in, since I have some idea of what a Ranger is (D&D, Shadowrun, Rifts, etc) but I have no idea what the focuses or specialties of a Lost are.

People keep mentioning a Genie-verse, but this is my first thread group, so I have no background information.
>>
Rolled 22 (1d100)

>>877431
I have no idea what the Lost do either. I'd actually be surprised if it's been covered before, due to there not being much direct interaction with wanderers in previous games. Probably some heroes had wanderer classes, but we don't normally get the details on that.

Guess we'll just have to ask the Lost guy himself to tell us more.
>>
>>877409
What're the perks, what're the cons? Especially as compares to the Ranger?

Be sure to ask the man himself.
>>
Rolled 94 (1d100)

>>877321
>Wander around
Bandit ninja warrior
>>
Rolled 46 (1d100)

>>877354
Lost is a mysterious type who well...are truly Lost hence the name. They are very mysterious...even to themselves.

Rangers are the wanderers of the lands. They can be found anywhere and everywhere.

Really their name is pretty self explanatory. They are an odd bunch given their love of even the hardest of foes and most difficult of terrain. They are little known because of that same reason as well.

Everyone has heard of the Ranges but very little is actually known about them.
>>
Rolled 39 (1d100)

>>877535
It has never been covered before and the only reason you get that option is due to amnesia.

>>877354
You decide to train at the bootcamp. There you learn to shoot better and combat in melee. They didn't bother putting you through the obstacle course due to how insanely good you are at it.

You learned how to better shoot with SMGs, pistols, and shotguns with closer targets.

You were taught how to use middle range weaponry like assault rifles and machine guns.

Finally you got some long range weapon training with stuff like sniper rifles. What was impressive was the number of bandits who were in truth quite skilled in each.

In melee combat you were given axes, swords, knives, clubs, and unarmed to practice with. First against dummies, then training bots, and finally other bandits. You never actually made it to the other bandits part. As you practiced against dummies and training bots who in truth are much more difficult opponents to face then you had anticipated.

Target practice meanwhile had fake targets, moving, and even flanks as well as ones coming from both above and below. After practicing you realized your aim and combat reflexes are in truth rather lacking.

What do?
>Keep training
>Wander around
>Meet with people
>Find a place to stay
>Other?
>>
Rolled 89 (1d100)

>>877978
>Keep training
MONTAGE
>>
Rolled 96 (1d100)

>>877978
>Keep training
We are so green we are being used as paint samples.
>>
Rolled 45 (1d100)

>>878006
>>878012
Yep
>>
Rolled 22 (1d100)

>>877978
Still no consensus for what Class you wanna take?
>>
Rolled 40 (1d100)

>>878036
I'm all for lost
And wandering around
>>
>>878036
Can we split between Ranger and Lost? I don't know what Lost offers, and I feel that there is a lot of overlap. I like long-range weapons coughsnipingcough.
>>
Rolled 19 (1d100)

>>878036
I'm going to vote Lost. All the wanderer classes may be mysterious, but how can we resist the most mysterious option of all?
>>
>>878062
That's going to make it a pain to level up, I think we ought to go after the option that only came up because we're amnesiac
>>
Rolled 93 (1d100)

>>878036
Different taste makes it hard. I'm still down for ranger.

>>877978
>Wander around
>>
Rolled 14 (1d100)

>>878036
I mean we got the mysterious perk, might as well go lost
>>
Rolled 17 (1d100)

>>878036
So its a tie between Ranger and Lost.

Who shall throw the tiebreaking vote?
>>
>>878254
You know what? I'll switch to Lost if we can get long-range bow or sniper rifle training.
>>
Rolled 81 (1d100)

>>878254
I think I might be being counted twice, for different options.
>>876823
I meant this as discussion rather than a final answer, although I was leaning towards Ranger then.
>>878064
And here where I vote Lost. Which is my final answer.

>>878293
That works. I don't think any weapon is ruled out for Lost.
>>
Rolled 31 (1d100)

>>878254
LOST because why not
>>
>>878301
I just wanted ranger a little bit cause of the D&D implications. (Dat Hunter's Mark tho)
>>
Rolled 73 (1d100)

>>878012
You decide to get trained as One of the Lost. Which at first was doing everything else you were doing before...but then it got weird.

Like duel wielding same weapons, different weapons, one ranged and one melee. Testing out your survival skills before...well he said it was time for you to be 'lost'. After that you got thrown out the back of a truck and told to make your way back home.

Turned out...you had no fucking idea where you are and...you weren't given any supplies. All you had was some armor, clothing, a hunting rifle, and a smuggled pistol Amy got you.

Come to think of it...Amy somehow lost you too.

Motherfucker.

Became Green Lost.

What do?
>Climb up a building get a height vantage
>Go down the road where you came from
>Scavenge for supplies
>Stay put maybe someone will come back for you...
>Other?
>>
Rolled 95 (1d100)

>>878365
>Scavenge for supplies
We don't know how long we'll be out here, better get some supplies.
>>
Rolled 25 (1d100)

>>878365
>Scavenge for supplies
then
>Climb up the building for a vantage point
>>
Rolled 63 (1d100)

>>878365
>Scavenge for supplies
>>
Rolled 30 (1d100)

>>878365
>Scavenge for supplies
>>
Rolled 18 (1d100)

>>878388
You decide to scavenge for supplies despite the area being well picked through you were able to scrounge up enough clean food and water for 4 days. Sadly now its starting to get dark.

What do?
>Stay on the move
>Take cover in a building
>Find a vantage point
>Try to find a safe spot for the night
>Other?
>>
Rolled 64 (1d100)

>>878466
>Try to find a safe spot for the night
rolled with
>Take cover in a building
>>
Rolled 63 (1d100)

>>878466
>Take cover in a building
>Find a vantage point
Look for lights and civilisation maybe that damn truck speeding away. No lights dammit
>>
Rolled 87 (1d100)

>>878466
>find a vantage point
If it's dark out we should be able to see the lights from a distance
>>
Rolled 46 (1d100)

>>878471
I'm gonna go with this.
>>
Rolled 74 (1d100)

>>878474
You decide to find a vantage point...which wasn't as easy as you thought. After approaching the tallest tower and entering inside you very nearly woke up a slumbering zombie infestation. It was...a very close call as you very carefully exited and went to another building.

Which was full of monsters who were slowly waking up.

So after that you went a building only to find out it was crawling with undead...

So after that you went to yet ANOTHER fucking build that turned out to be inhabited by bandits.

Fucking hell.

Fortunately the next building you found...while full of dangers from the sounds of it is not outright infested with anything in particular. So you carefully made your way floor by floor bypassing wander hostiles as you finally got a good look at the top of the building. See the sunset over a city that surrounded a bay of water. You could see lights here and there in the city. Some entire sections were even lit up. Especially as night set in...and you could hear things that went bump in the night start crawling out of their hidey holes as they go on the prowl.

Including unfortunately the building you are currently in...you can hear them approaching.

What do?
>Animate some undead your gonna need help
>Time to find a place to hide
>Scavenge around while you can still somewhat see
>Prepare for a fight
>Other?
>>
Rolled 88 (1d100)

>>878600
>Animate some undead your gonna need help
Not like anyone's around to see.

I just hope now that we're Lost we won't be found by the you-know-what.
>>
Rolled 68 (1d100)

Guess everyone else went to sleep.

>>878610
If we get some undead, aside from the obvious benefit of having some cold bodies between us and whatever's out there, they won't need light to see.
We can use them as our eyes. I don't know how literally, but we should should be able to figure out a psionic psolution to the lack of light.
>>
Rolled 40 (1d100)

>>878600
>Animate some undead your gonna need help
Aim for spirits they are better scouts and eyes
>>
Rolled 70 (1d100)

>>878600
>>Time to find a place to hide
Best to make our self disrepair. Our combat skills be low and are gonna face a lot of unknowns.
>>
Rolled 37 (1d100)

>>878849
I suspect anything other than skeletons or zombies is too advanced for us. Meaning trying to do something else will likely get us nothing and waste precious time. Even if we do get spirits, they'll most likely be weak ones that can't really affect the physical world, and I think it would better to have something that can actually protect us to some extent.
>>
Rolled 6 (1d100)

>>879273
I see what you're saying, but to be honest we only barely animated those skeletons with the Bone Rod, which we no longer have, and also i don't think there are any corpses or bones lying around to animate either.

So spirits are definitely harder, but i also think theyre probably all we've got available too.
>>
Rolled 37 (1d100)

>>879312
That's why I did not specify what to try for.
We need to just try for whatever is most expedient.
We may have relied on the bone rod to animate skeletons before, but it's at least something we've actually successfully done before.
>>
Rolled 27 (1d100)

>>878600
>other
It's time to bail out
>combine our psi and magi ability to catapult ourself towards that city!
If anyone asks we found some explosives and Jerry rigged a catapult launch with it.
>>
Rolled 26 (1d100)

>>879543
By catapult I mean use the force of the blast to launch us and we use another blast to break our fall or to continue to carry us on course
>>
>>879543
>>879554
We aren't Detonator anon. Notably, we don't have immunity to explosions, not even our own. So we would actually just kill ourself if we succeed at launching ourselves with a psi-magic explosion.
>>
Rolled (1d00)

>>879558
But we did it previously in our training with mr. Neutral right?
>>
>>879273
>>879312
We may not be able to create undead from nothing right now but I'll bet we could hijack a couple zombies
>>
Rolled 77 (1d100)

>>879647
We succeeded at forcing psi and magic energies together and directing the blast away from us, not at using it as a fucking mode of transportation. I can't say with confidence the precise reasons why it wouldn't work (I think mostly recoil or a lack there of, reaction/casting time, and our own squishiness compared to a superhero), but remember that training almost killed us.

>>879661
That's the spirit! I was actually thinking we might be able to find some skeletal human remains, this being an urban area in the post-apocalypse.
>>
>>879671
Also, in the post-apocalypse there a lot of things that would notice an explosion-propelled flying man and consider us "fast food."
>>
>>879671
Well can't say I tried thinking outside of the box
>>
>>879671
>>879772
For the time being we are in a spoopy building at night. Let's see if we can maybe do some scrying or far sight to remotely scout what it is that's bumping in the night.
>>
Rolled 6 (1d100)

>>879772
I like the idea, but it sounds like it would have too much of a chance to backfire or be overly abused.
>>880065
Scrying would be a good idea
>>
>>879772
>>879681
>>879661
It just dawned on me, Amy followed us here, she knows the way back. Let's just go back. Fastest mission complete ever.
>>
>>880459
Except we lost AMY on the way to here.
>>
>>880459
Nope check the post, amy lost us too plus it wasn't specified that we had a comm unit
>>
Rolled 58 (1d100)

>>878600
So still no consensus then? Very well.
>>
>>880467
Oh snap he's back, hey genie do you have a collection of all your previous threads or is it archived on suptg?
>>
>>880464
Surely we can contact her with our coms then and get an evac
>>
>>880466
We have power armor right? Surely it has coms
>>
>>880478
Again that wasn't specified, it stated we had some armor. Plus I'd think if you were going through a training session of this sort all comms would have been removed for training purposes
>>
Rolled 28 (1d100)

>>880459
No, it was stated we even lost AMY when we were ditched out here.
>>879661
>>879671
You know actually i bet we could use our Psi-Magi technique for mental domination to attempt to subjugate some of the things that come after us. Once they're dead defending us we can reaninate them. It's a two-for-one and I'll be damned if we wouldn't get a combo or synergy bonus for it.

Oh, so how's this sound for cool
Class: Lost
Specialty: Lost Arts
Sub-Specialty: Psi-Magic
Class: Psi-Magus
Specialty: Necromancy
Specialty: Mental Domination
Sub-Specialty:Psionic Undead

Class: Scavenger Sage
Specialty:Forgotten Valuables
Sub-Specialty: Lost Knowledge

I bet that'd make a kick-ass looter AND ass-kicking hero of a sort that would give genie headaches. Subtle synergy.
>>
Rolled 4 (1d100)

>>880472
There was an archive list with links to every thread but I don't have it. Even rewarded a wish for its completion.
>>
Rolled 18 (1d100)

>>880498
Well darn... I hate to hear that man.
not trying to stroke the ego, but I enjoy the mess out of your writing
>>
Rolled 47 (1d100)

>>880065
>>880457
I would agree, but once again you're talking about trying to do something we've never done before. Closest we can do is try to sense nearby minds, which I agree that we should do.

>>878610
>>879671
Like I said here, I think we should try to animate some undead.

>>880467
Is there actually anything nearby we can animate? I didn't think it would be listed as the first option if we can't actually do it.

>>880492
Not a bad idea, we should use Mental Treachery if we get a chance.
>>
Rolled 12 (1d100)

>>880492
Mental domination I'm down
>>
Rolled 88 (1d100)

>>878600
>Animate undead allies.
>>
Rolled 14 (1d100)

>>878600
So, in sum

>Other?
Attempt to animate some undead, preferably immaterial ones but we'll take what we can get if there's something nearby that has a higher likelihood to succeed.

Wait for something else to make the first move on us, unless we can clearly tell we're about to be attacked. Find a reasonably defensible position to hold out in, preferably with an escape route.

Should we fail in summoning undead, or if an opportunity presents itself, attempt to use Mental Treachery to dominate something that attempts to attack us and make it fight for us. Upon its expiration attempt to use necromancy to raise it to fight for us again.

Further whether we raise undead or use the living we should buff them with whatever spells we know that would help. We have a basic understanding of necromancy and that should include some blood or bone boosting spells we could use.
>>
Rolled 50 (1d100)

>>880568
I prefer to keep things simple, and I believe we should take this one step at a time, but I sense that this is the compromise we need.

I just want to add that we shouldn't hesitate to use more directly offensive magic and psi should domination fail.

>>880552
>>878610
>88
Wonder if that number is significant in necromancy?
>>
Rolled 7 (1d100)

>>880589
>88 is significant to being a psi mage because magic is everything and nothing and psi is nothing and everything?
>>
Rolled 74 (1d100)

>>880589
Its a holy number among the Magi.

1 is a holy number among the psions.

0 is a holy number for both of them.

1 is unlucky number among Magi.

meanwhile 8 and 88 is considered unlucky among psions.

>>880612
Something like that.

Things that deal with infinity/many are held by high esteem among the magi and loathed by psions.

Meanwhile things that relate to Oneness is held by an high esteem by the psions but loathed by the magi.

0 Interestingly enough is something both can agree on liking. A LOT. It was one of the only concepts they appreciated learning about from each other.

>>880492
Lost is an amazingly class because of its ability to hybridize and fuse without penalty. Its one of the weirdest yet strongest perks of the class.

You see multiclassing you eat a penalty.

That penalty goes away however should you successfully FUSE it with another class creating a Hybrid.

Fusion is however difficult and Hybrid classes have their own problems but they are not as severe as if they were separate multiclass. Sometimes if you get lucky fusing different classes results in an entirely NEW class that removes ALL penalties and offers special bonuses.

Lost also has other interesting potential...
>>
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Rolled 26 (1d100)

>>880691
>>
Rolled 78 (1d100)

>>880707
>>880691
I could talk more about how magi and psion see that kinda stuff but then we would end up going into some deep philosophy bullshit.

Most don't realize it given how they specialize in magic and psionics respectively but in truth both actually have a surprisingly well founded philosophic base. It was considered VERY important that one learns some philosophy. Even if it didn't come up much with others(which it typically didn't even among others of their kind they typically preferred discussing their specialties first before delving into philosophy). While it isn't obviously their main focus it was an activity that they put quite a bit of thought into.

They both basically viewed philosophy as food for the soul and their magics/psi for food to the mind.

Their philosophic works are rather different from our own as they were based upon what they noticed with their abilities and the traditions that gradually formed over the paths that were taken over generations.

The philosophies that were formed with different traditions helped explain and teach their followers about critical concepts. In truth imagine as magic/psi being the ground work...and then the philosophy is the framework built on top of it. After that the rest is filled in with study, practice, and experience.

The resulting structure is the Magi/Psion.

That is how important philosophy is because it teaches vital concepts, how to think(not WHAT to think),critical discoveries, and so on.

But then it too starts to split and change into different schools of thought. Those schools of thought in turn helped support and establish a means of psi/magic where people would follow. Build upon it with their own discoveries and experiences so on...

Thus why despite there being only ONENESS with psi you can encounter many different schools of thought with what they think and how they use it.

This is also true with the Magi. Thereby resulting in a amazing variety of concepts, teachings, and different ways of usage.

Most think its the scientific like concept that resulted in the psi and magi being developed but that is at best...only somewhat true. The other biggest thing was philosophy, discovery, path forging, idea sharing, working together, and so on.

The magi and psions are in truth more akin to philosopher scientists of differing traditions/culture with a fetish for exploration is the best way to describe them.

Philosophy wise shit gets complicated and frankly I can't say I did a particularly good job about it but the core tenants I have mostly figured out. Figuring it out was such a pain in the ass.

Not to mention I have a hard time explaining it properly because frankly it really is rather complicated. They had way way too much time designing their philosophies, perfecting their ways, forming their traditions/pathways, and experimentation/discovery.
>>
Rolled 10 (1d100)

>>880783
TLDR

Genie has the core tenants down and a little stuff figured out for the philosophies among magi/psions but everything else is fucked.

When you get down to the Oneness and Infinity...there are a fuck ton ways to look at it. All those ways in turn combined with experience and teachings passed down create paths that people tread which in turn become Traditions.

....There can be a fuck ton of traditions that built up over time and they each utilize things differently as well as having their own specialties, focuses, and weaknesses.

It gets complicated.

Don't even get me started on the bullshit that is Psi Magi and the concept of Nothingness.

non real worlds aren't suppose to have their own well founded philosophies and traditions...its such a headache. For you being a psi magi the Concept of Nothingness holds a very important Key. Have fun figuring it out!

>>878610
>>880552
Holy shit SACRED DOUBLE 88s!

YOU FUCKERS.

Goddamn it...
>>
Rolled 54 (1d100)

>>880829
The 88 are infinite in the eternal unity, forever infinite and forever one.
>>
Rolled 24 (1d100)

>>878610
>>880552
You thought back to the books you read on necromancy, the undead you met, and what a certain naughty witch told you about. You recalled the experience of the deathly psi crystal. You even thought about the feelings of necromancy...as you attempted to unleash your powers you felt your psi tremble and shatter beneath the pressure...but not before creating a signal for the magic to follow.

You weren't entirely sure what happened as you felt overwhelming magical energies be unleashed...but not much from you but rather the surroundings. The death and decay. The ruins and corpses...the entire world really. You caught a glimpse of something...and you guided the magical energies to suite your will.

You recalled the psi crystal with its thoughts of the dead...and how the spirits of the dead still exist. You thought of despite not having any bodies...you should be able to call them over yes? To bring them into your service? To serve under you Will? To ask for their assistance...

Yet at the same time you felt a strange tugging of the bones of corpses with little to no flesh, broken or unbroken. To the ruins of the old world decaying but still sometimes serviceable...honestly you weren't entirely sure what happened.

One moment you were trying to cast a spell desperately before the enemy came and the next you were only a weird fucking trip. Yet somehow it had results...

you could feel Will and Spirits come together.

You could feel Bones and Ruin come together.

You could feel Death and Life become one as Necromancy.

You could sense the Broken and Unbroken by Death itself.

You could feel the ruins and corpses sing together!

You were only taken out of your revelry when you felt a bitter coldness that even shook your soul. You could taste bone dust and old building rot. Your skin was feeling increasingly dirty yet cold. When you opened your eyes...you saw it. You could hear strange rumbling like rubble and bone smashing into each other. While at the same time a distant wailing and whispering.

A pile of bones both unbroken and not yet broken were coming together with ruined piles of rumble. Fusing together...into something else entirely.

>>880842
Infinite is not considered sacred except in only the most heretical of psi teachings(also Psi magi but they are a bunch of filthy freaks who sought to make Oneness and Infinity join).

You gotta be aware they focus towards to very different concepts. Psions ultimately realized they were all tapping into the same thing and the magi realized the infinite variety of magics.

So their teachings/philosophies divulged massively but they had some very interesting discussions related to the role of 0 and Nothingness. It was very common for psions and magi to get into heated debates relating to philosophy because they couldn't discuss their work. They actually had a surprisingly good knowledge of each other's philosphies but good luck getting them to admit to such.
>>
Rolled 8 (1d100)

>>880498
I'm amazed you don't. I reposted that doc link for it a few times. Down side is I can not reposted it while on phone. So unless someone else has it. It will be while till I can.

>>880509
I can post the the sup tg link for the last quest if you want. Otherwise the key words are heroes, villains, genie and walking the path of explosions, iIrc.
>>
Rolled 33 (1d100)

>>880911
Meanwhile up in the air you could not only hear the whispering and wails but see it too. As spirits of the dead came materializing and awareness infusing them throughout. An unholy ever burning will you could sense surrounded by a ethereal 'body' of coldness from Death's chill.

Eventually the two new...undead finished forming. One you could hear a multitude of voices and powerful wills shackled together wailing and whispering. Even as they conceded to your control...for now. You could tell this one was gonna be trouble.

The other meanwhile rose up as a hulk of bone and rubble. You did not detect an entire horde of fighting wills and spirits in this one...instead you sensed a strange subdued stillness and sickly sweet scent of decay. Which was strange given what it was made of. In its many eye sockets however you could see something...flicker within. A strange unholy earthy yet deathly fire it contained within.

"So...what are two things exactly," you asked knowing that they are both intelligent.

"I am a Spirit Swarm of Awakened Ghosts of the Dead," wails the floating storming spirits that constantly fought among themselves and to break out of...whatever was keeping them together forcefully.

"I am a bones of corpses and ruins," explains the massive hulk.

"...Something more then that?"

"We do not know what you would call us."

Became Green Necromancer.

Gained 1 Smart Dead Spirit Swarm. Green.
Gained 1 Bones of Death and Ruin. Green.

Now that has been cleared up...good news is whatever was originally coming your way was scared off by the magic show. Bad news is you don't know what is gonna be attracted by said magic show.

What do?
>Time to go
>Time to find somewhere to hide
>Stay on the Move
>Take a closer look at your new...undead
>Other?

>>880914
My computer went to shit. I had it there with anon's copy of Genie System that I had explained over again to make sure anons had some of the important details.

I am sure anons would appreciate links to both should anyone have it.
>>
Rolled 44 (1d100)

>>880947
So...that happened.

I would suggest riding the Bones of Death and Ruin, but I've no idea where to. Going towards any sort of visible civilization with those two would send the wrong impression.

>Take a closer look at your new...undead
When in doubt, try to gain more information.
>>
Rolled 82 (1d100)

>>880947
Correction names are

Awakened Dead Spirit Swarm(holy shit you never would of got this without double 88s)

...Still trying to figure out a good name for the other one. I sorta had them listed as spirits/golem things but had it crossed out and to keep working on a better name.

Basically its made up of bones of the dead and rumble from ruins to create a very special undead hybrid. Technically not a golem but very VERY easily mistaken for one.

Foes wish it was technically a golem because of how nasty they are. They are however...extremely difficult to create and hence rare. Its not easy to get bones and ruins to fuse properly even with very powerful necromancy.

The bone guy is actually much more rare then the spirits.

The spirit swarm meanwhile is very...difficult to control. Much less if you threw in its Awaken status which greatly ramps up how hard it is control.

Mostly because its quite literally an entire swarm of angry dejected undead spirits who are forced together into one unholy mixed whole. If you Awaken them they become even stronger and smarter at the cost of being even much harder to control.

Such swarms while tricky to make aren't super difficult. What IS super difficult is controlling them. Necromancers are fond of trapping them in areas to serve as a very...effective 'deterrent'.

Its not fun getting swarmed by an entire goddamn horde of undead spirits. Not fun at all!
>>
Rolled 19 (1d100)

>>880947
>Stay on the Move
>Take a closer look at your new...undead
Reposition and watch for what heads to where the magic happened... Ride bone beastie. I vote we call it a "wandering graveyard" or something
>>
Rolled 74 (1d100)

>>881023
You can name them if you want they will not be easy to kill...at all.
>>
Rolled 49 (1d100)

>>881036
I vote we call the spirit swarm, Legion and the call the other one Colossus
>>
Rolled 59 (1d100)

>>880947
>Stay on the Move
Grab anything worth while and head to the lights.
>>
Rolled 75 (1d100)

>>881036
>stay on the move
Send Happy feet (the spirit swarm) to search for a naughty witch and to assist her with her bidding, share the image via mind if we have to
Take Pearl (aka pearly white aka bone golem) with us on our adventure
>>
Rolled 14 (1d100)

>>881099
Directly disobeying Shrouded One's wishes for us to be apart from the witch huh? How about no.

>>881064
>head to the lights
With the undead? Because I could see that causing some problems
>>
Rolled 76 (1d100)

>>881123
Were not going to be interacting with her, we're sending the harder to control to her so it's her problem.
>>
Rolled 33 (1d100)

>>881136
Oh, alright. I don't know why we aren't sending it directly to our mutual necromancer master though.

I guess it would be payback for all the trouble our big sis has caused us.
>>
Rolled 47 (1d100)

>>881136
Nah we should keep it so we can learn, it's hard yes but that's the point, it's training. And don't make contact with TBE witch, bosses orders
>>
Rolled 5 (1d100)

>>881167
Payback is the goal
>>
Rolled 92 (1d100)

>>881170
We're not keeping it. We won't be able to keep control forever (probably not even long), and when we lose control we don't want it to be anywhere near it.

Unless we can somehow reach an understanding with it.
>>
Wait what is the consensus?
>>
Rolled 54 (1d100)

>>881342
My vote for the undead is just talk it out. They may have wants we can use to build trust and have better control.
>>
Rolled 38 (1d100)

>>881342
Has yet to be determined.
>>
>>881023
I'll switch to this but I keep the names I said, we can decide later on if need be
>>
Rolled 13 (1d100)

>>881123
We can head to the lights with out going into a populated area with undead. We just go to a point where it's safe to be alone and check the lights out.

If they are bandit it's good and if not we go from there.

Also I think Mc Sream can probably go invisible since they are a ghost.
>>
Rolled 16 (1d100)

>>881462
I think it's a little more complicated when the undead are kaiju-sized.

>>881023
>>881450
Yeah, this sounds good. A more appropriate term for what the bone and rubble thing is would be "Risen Ruin" I think.
>>
Rolled 11 (1d100)

>>881023
>>881392
Support and supporting Risen Ruin and Mc Scream.

>>881201
I tend to agree with purple ID anon. We should keep it...however I also agree with you that we should hearken to the ways of the Old Necromancers and reach an understanding with it.

Even if that understanding sums up to "Look buddy, I'll do you (as a group) some favors and in return whenever I lose control of you just dematerialize or run away or whatever as long as you don't harm me directly or cause me to be harmed indirectly/directly.
>>
Rolled 3 (1d100)

>>881450
Forgot to roll, we might have it down genie
>>
Rolled 54 (1d100)

>>881023
Upon taking a closer look at your new head once you realized it was best to stay on the move. The spirits were able to materialize at will and otherwise avoided obstacles. Though they did leave a trail of frost in their wake. They were also very good at picking up the presence of the living which would throw them in a frenzy as they lash out. Typically killing whatever it was they found. Including rats and insects were not free from their wrath. You aren't entirely sure how powerful it is but nothing so far has managed to beat it. Appearance wise it appears to be what would happen if you grabbed a bunch of ghosts together then blended them up and throwing in a ice storm.

The other who is much more calm is the hulk of dead earth, rock, ruin, and bone. It sorta tumbles its way around or step carefully. What is strange is despite its seemingly great weight it makes very little noise and the floor seems to be able to hold it up just fine. Unlike the spirits it doesn't go out of its way to find something to kill. Instead plodding along with disturbing quiet. Appearance wise tis a roughly humanoid shape of ruined rumble and bone sometimes broken sometimes not.

As it turned out you were soon assaulted by zombies and monsters...who proceeded to discover you were not such an easy target as they thought. Mostly because the spirits started to frenzy and lash out wildly. You could feel your control weaken over unable to stop the spirits. Otherwise the previously slow moving hulk showed its power. As the ground, walls, and even ceiling come to unholy life as they lashed out. Meanwhile the big brute itself waded into the enemy smashing them to smithereens. Even the monsters couldn't make much a dent in the brute.

What do?
>Start shooting
>Try to sneak away
>Watch what happens
>use your abilities
>Other?
>>
Rolled 79 (1d100)

>>881606
>use your abilities
I AM SUPPORT.
>>
Rolled 45 (1d100)

>>881618
Vote

>>881606
Still think keeping the swarm of hateful bloodthirsty spirits near us is a good idea anons?
>>
Rolled 78 (1d100)

>>881618
>>881606
>Use your abilities
In support, naturally. And then LOOT the battlefield.

Damn if only we had a tribal around to teach us how to scavenge for natural bits.
>>
Rolled 61 (1d100)

>>881618
Voting this too
>>881628
Fine we send it to our necromancer lord if we can.
>>
Rolled 8 (1d100)

>>881628
Yes, I really do. It'll let us practice our control ALL THE TIME, on penalty of burning a fate point to avoid death.

I mean, look at all the damage it's doing. You really want to just send this motherfucker away? It's only Green, too. I bet it'll smooth out if we can keep it under control by the time it's elite. Should be only the beginning where it's super-dangerous so far as turning on us is concerned.
>>
Rolled 26 (1d100)

>>881618
You decide to unleash spells in the background. Fortunately necromancer support spells successfully. Otherwise you were blasting from afar which was much harder and more tiring then you had thought. Especially once a few monsters and zombies slipped past them to come at you. Which proved to be a bit of a close call.

After awhile the battle finally ended leaving nothing but a whole lot of blood, gore, dead frost, and the smell of old bone as well as building pervaded the scene. Finally the spirit storm started to calm down and you could feel your control over it strengthen once more.

The other guy meanwhile was just slow and plodding didn't seem to change much. Sadly when you went picking through to see what you could loot there wasn't much to find. Though you have the feeling a tribal would disagree with you on that.

What do?
>Haul ass
>Sneak away
>Try to find a place to lay low
>Head towards the lights
>Other?
>>
Rolled 77 (1d100)

>>881675
>head toward the lights
Maybe make some light Conversation on the way
>>
Rolled 15 (1d100)

>>881675
>Try to find a place to lay low
>>
Rolled 46 (1d100)

>>881688
Actually yeah that's a better idea honestly. Switching to this
>>
Rolled 23 (1d100)

>>881675
>Try to find a place to lay low
>>
Rolled 46 (1d100)

>>881675
>Try to find a place to lay low
Talk it out with the new crew members.
>>
Rolled 33 (1d100)

>>881675
>Try to find a place to lay low
>>
Rolled 6 (1d100)

>>881688
Your attempts to find a place to lay low for awhile is proving more and more difficult. First of all its night so you can't see too well. For another thing all the nasty creatures are out about in force at night time. Thankfully a single human morsel with powerful undead bodyguards isn't too appetizing...at least so far. That may change and the closest thing you found to a safe spot is either occupied by bandits or bots.

What do?
>Try to find somewhere else
>Keep on the move
>Approach the bandit camp
>Approach the bots
>Other?
>>
Rolled 22 (1d100)

>>881753
Bad idea to approach bandits or bots I think with our crew.
Let's try to find somewhere else or stay on the move
>>
Rolled 37 (1d100)

>>881753
>Keep on the move
spikeinarail.mp3
>>
Rolled 34 (1d100)

>>881761
>>881788
I think I agree

I wonder how the spirit swarm would react to the cursed machine gun.
>>
Rolled 15 (1d100)

>>881753
>Keep on the move
Not more bandit bitches not again!
>>
Rolled 65 (1d100)

>>881753
>Approach the bandit camp
Can bloke stay the night? I don't care much for the company of monsters. My guards can help hold off any attackers if needed.

>>881761
If all the people. Bandits are very unlikely going to care.
>>
Rolled 88 (1d100)

>>881788
>>881800
>>881828
As the night deepens the monsters, zombies, undead, and worse all are growing increasingly...brave. Even the undead guardians with you are proving less effective over time. As pressure mounts on them and yourself. Especially as you keep on the move and find yourself driven to Rampant Bot turf. The closest thing to a safe zone nearb-no wait you see ordinary bots. The two appear to be fighting and have yet to notice your presence.

Everything though has noticed your presence and their attacks are slowly mounting in ferocity as well as ever increasing number.

What do?
>Call out to one of them
>Take one of their sides
>Move on
>Try to find a place to lay low
>Other?
>>
Rolled 62 (1d100)

>>881842
>Call out to one of them
We're either getting help or going full comedy manga.
>>
Rolled 49 (1d100)

>>881842
>Other?
Go back to bandits. These robots are gonna turn us into a meat puppet.
>>
Rolled 56 (1d100)

>>881853
Ha!
I presume you want to call out to the normal bots? Do normal bots have anything against undead?
I also presume that we'll take their side if they aren't total a-holes.

>>881840
I'd be more concerned that we won't be able to stop the swarm from attacking. Or that the bandits would try to kill us anyway.
>>
Rolled 90 (1d100)

>>881861
Unless they are just a group of psychos. There should be a reason to stab a guy offering payment for a room. Assuming they would take some food and water as payment or extra protection from our crew.
>>
Rolled 27 (1d100)

>>881842
>Other?
Fuck....back to the bandits then
>>
Rolled 56 (1d100)

>>881880
Assuming they bother to wait for us to talk. Also that we can control the swarm.

>>881853
Supporting this just to be clear
>>
Rolled 6 (1d100)

>>881899
Just tell the bandits to rap battle Mc sream. They will be fine.
>>
Rolled 54 (1d100)

>>881853
Switching to this to keep stuff going.

All I want is an Ara Ara banditfu
>>
Rolled 55 (1d100)

>>881899
Yeah, I don't think we could control him around all those living either.

>>881853
Call out to the non-rampant bots I suppose.
>>
Rolled 56 (1d100)

>>881853
"Hey uh...bots good ones and bad. You wouldn't happen to have room for a meatbag for the night now would you?"

The bots meanwhile kept on fighting ignoring the meatbag calling out to the side.

"Uh...hello? Anyone?"

"LeAVe HUman ored FaCE the CONSEquences. dO noT NEed THE SeRvices of a Nekromancer and MEATbags aR noT oUr curRENT FoEs."

"Okay...so what about you guys then?"

"If you are familiar with animating bot technologies and possession then we could use the assistance. In exchange we shall offer you...sanctuary for the night."

"k...k...k So...Ghostly Legion you wouldn't happen to know how to do possession now would you?"

"Can possess....but unlikely to be able to sustain my presence for long...do not know how to avoid destruction of possessed bodies at this point. Too...strong...too many."

"Great...so would that count yes...or no?"

"I think that is a bit of a grey area," stays the boneheaded rumble pile.

What do?
>Try talking with the rampant bots again they seem surprisingly unhostile to a meatbag
>Say you can totally help...maybe
>Move on though for some reason the things that were previously after you don't like this area at all
>Try to find a place to lay low
>Other?
>>
Rolled 68 (1d100)

>>882017
>Try to find a place to lay low
I hate my job.
>>
Rolled 67 (1d100)

>>882025
Well the things that were after us don't like this area, the rampant bots say meatbags aren't their foe at the moment, and the other bots seem surprisingly unhostile to a meatbag.

So seems like a good time to find a place to lay low.
>>
Rolled 60 (1d100)

>>882017
>Say you can totally help...maybe
Just be upfront that anything we have possessed is highly unlikely to remain intact for long.
>>
Rolled 14 (1d100)

>>882017
>>Try to find a place to lay low
I would say go though, but I think this land would be deadly to living or non mutants.

>>880947
I really do hate that I can't get the link with my phone, dam app.

Genie's System
https://docs.google.com/document/d/1juKLYsjVcjlb5kdNycM7YEUI29uWCdqCUnijWAWympM/edit

Old Civs
https://docs.google.com/document/d/1ufBecUILGaUawnuV62JSrMBHDdhisZF1VqIP1wr90T4/edit

The latest quest are not in this, from what I saw. So here is the last game's character doc with archive links.

https://docs.google.com/document/d/1hcuTc9eh5J3jO8sCYQebtcg72x8HBACIUi7SI0Yxy6A/edit
>>
Rolled 58 (1d100)

I think an objective should be make a signal of some kind so AMY can find us. Maybe search this area for dead bots?
>>
Rolled 77 (1d100)

>>882017
>>882025
>>882094
Merging my ideas and rolling.

Come on Nat 100
>>
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Rolled 63 (1d100)

>>882156
Did we ever agree on a signal with AMY or are we just gonna wing it? Next what's to stop everything else rushing us after said signal? The night is getting worse as time goes on and everything warms up.
>>
>>882168
Maybe if we just do something like AMYAMYAMYAMY. I mean if she Fi d's us we can stealth out and run right?
>>
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Rolled 59 (1d100)

>>882176
Some things don't give up. Even then we would still have to hold out till AMY shows up.
>>
>>882215
How will she know where to find us?
>>
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Rolled 9 (1d100)

>>882275
Assuming we did the signal plan. They would go where the signal came from. Plus all those scanners in the bike will help.
>>
Rolled 87 (1d100)

>>882046
I can get behind this

>>882091
Yesss you are the best!
>>
Rolled 24 (1d100)

>>882091
Any anons planning to run the civ? plans are right there and I will be available to help.

If not keep them around for other civvers may they finally figure a decent system that doesn't suck.

And I am going to bed now.

Snoo...Snoo....the genie does too...
>>
Rolled 60 (1d100)

Does anyone else think we should just try to survive the night? Like, we've got to prove we're worth our salt at some point.

> Scavenge for some better weapons amongst the battlefield rubble and then keep on the move
We need some better/more equipment to take advantage of our Lost training. Then we fight our way through the night alongside our undead bros! Just the way Lost dude taught us to!
>>
Rolled 15 (1d100)

>>882609
Like, Shrouded one told us to fight and we've got two badass helpers. We should find somewhere around here (where the majority of threats are averse to going), hole up, and fight using Lost Arts til daybreak or all our enemies are fallen. When we run out of ammo we'll animate the claws of our enemies and stick them on our hands. When our armor is shredded we'll assemble their bones into a suit of armor and bind it around ourselves with magic. Let's kick some goddamn ass already.
>>
Rolled 13 (1d100)

>>882605
I think the hardest part is people having consistent time which is a shame. Sleep well Genie.

>>882017
>Try to find a place to lay low
>Other?
Using our training scavenge the immediate area for somewhere too hunker down for the night and give us a place to rest. While we are doing so look for some none rampant bot gear and figure out a way to communicate with AMY wherever she is out there. If we're lucky we may find some maps or something?

Maybe if we sneak and read some bandit minds we can learn if they know where our base is so we can report back to the Lost trainer

I'm also feeling a 79
>>
Rolled 39 (1d100)

>>882609
>>882612
Do you mean do more than just try to survive the night? Because I think just surviving the night is already our immediate goal.

We aren't going to find shit as far as weapons we can use in this battle between bots. They tend to use weapons that are part of them and can't easily be taken off and wielded by a human. We might have a chance of finding good stuff if we can get into buildings that haven't been looted because this is rampant bot turf.

Also, why does everyone seem to think we're some kind of badass? We aren't. As of now we only barely even know how to fight. This is the post-apocalypse; if you try to act like you're the baddest motherfucker around, you're gonna get smacked down. You have to play it smart if you want to survive. These things are especially true for a greenhorn like us.

Shrouded One told us we will LEARN how to fight. I don't think a few hours of training prepared us to fight nonstop through the night against all comers.

I still think we should try to earn the protection of the sane bots. Seems like most of the others want to lay low though, which I can't think of any argument against.
>>
Rolled 97 (1d100)

>>882717
I think helping the bots would be something a lost wanderer would do. I mean bandits would probably try to take both sides out, scavengers would steer clear or lay low, but the guy with amnesia just wandering around the wastelands with two entities he just summoned who has been around a decent amount of bots for awhile now might consider helping the bots especially if that grants us possible sanctuary.
>>
Rolled 47 (1d100)

>>882731
Bots are hated like bandits. So it's unlikely bandits are to attack both with out reason(s).

>>882017
>Say you can totally help...maybe
I guess I'll jump to the help side. Maybe we will to be turned it a pin cushion, again.
>>
Rolled 73 (1d100)

>>883165
Is that why there's not more support for helping the bots? Because it doesn't sound like they want us to personally do front line combat. That time we were in the open, literally in the middle of a shootout, a nice clean target; this time we will hide behind anything or anyone we can.
>>
Rolled 22 (1d100)

>>883204
That would be my guess, Since it's why I wasn't. Yet as I thought more about it. The longer we say out in the dark the more we risk something stronger attacking us.

----

It's to bad we only know of reviving robots. We never got to see the witch do it. Although if we tried my bet would be we are to revive some kinda ghost in the machine.

We basically use magic/psi to reconnect the pieces and jump start the body. Then awaken the echo of the mind it once had.
>>
Rolled 52 (1d100)

>>882025
You decide to lay low and find some place elsewhere. Which this time you had a bit more success...what appeared to hopefully be abondoned buildings and what appears to be a survivor settlement. Problem is given the time of night it is they will likely not be expecting visitors.

Another problem is the attacks are once more ramping up and you see bandits are out about. Including some mutant and bot groups too are moving under the cover of darkness.

What do?
>Approach the survivor settlement
>Duck into the hopefully empty buildings
>Move on
>Prepare your defenses
>Other?
>>
Rolled 71 (1d100)

>>883528
>Prepare your defenses
Big guy do your best impression of a wall or a mound, I'm going hide under ya.

>Duck into the hopefully empty buildings
With the above
>>
Rolled 76 (1d100)

>>883551
Support
>>
Rolled 48 (1d100)

>>883528
>>883551
Support
>>
Rolled 97 (1d100)

>>883551
As it turned out the building was mostly empty except for a few zombies. After killing them you proceeded to order the big guy to form a mound that you than proceeded to hide under for the night. You weren't sure what the spirit did meanwhile but when it was morning it had returned. Oddly it was much more...subdued then previously. After looking around a bit you weren't surprised to find out how stripped the place had been. Once leaving you could still see the survivor in the settlement and lot less nasty critters crawling around.

What do?
>Time to wander...aimlessly which might actually be the point
>Approach the survivor settlement
>Try to backtrack
>Try to determine where you should go
>Other?

You have consumed 1 day's worth of supplies.
>>
Rolled 99 (1d100)

>>883666
>Time to wander...aimlessly which might actually be the point
But this time...we will try to find a safe place sometime before it gets dark.
>>
Rolled 67 (1d100)

>>883528

>Other?
Lets chat with our friends.

"How do you two feel about the living. McSream would you be able to hold back if we were to go to a town?"

"Do y'all have any wants or needs?"

"Seen anything worth while last night?"
>>
>>883666
>Time to wander...aimlessly which might actually be the point
And I support the decisions of >>883682
>>
Rolled 79 (1d100)

>>883674
Yeah what the guy with the 99 says
>>
Rolled 7 (1d100)

>>883689
>>883666
I always forget to roll...
>>
Rolled 80 (1d100)

>>883666
>>Time to wander...aimlessly which might actually be the point
I can get behind this >>883682
>>
Rolled 43 (1d100)

>>883682
"MORE MURDER SO DELICIOUS!"

"...He feeds upon the wills and souls of people. So long as it doesn't frenzy you should be fine."

"You know despite looking like a dumb pile of rocks having a baby with a an empty skull with a skeleton of many broken bones your actually pretty smart. So what about you then?"

"...I enjoy bones of the old and new world. Of people and things. So long as we both can access what we like we will be able to regenerate. Or in the other guy's case wherever there is enough ambient death and will it too shall regenerate itself."

"So can you go berserk?"

"No."

"Anything you guys saw last night?"

"I saw little...but it saw much."

"BODIES, BLOOD, SOULS, FIGHTING, HUNTING, AND TREASURES."

"Treasures?"

"OLD AND NEW. SUPPLIES. ARMORIES. GOODS. RELICS. I SAW MUCH."

>>883674
You decide to wander aimlessly. In collapsing city of ruin. Full of ruins, rubble, and picked over bodies of the dead. As day set in the place was much more subdued...yet alive. As in the case of nature and animals. As you wandered down broken blocks and shattered roads. You...really didn't have anywhere you particularly wanted to go.

Strangest of all however...was the fact you did not run into a single other thing. No zombies. No monsters. No undead or even outsiders. Hell you didn't even run into any survivors or bandit gangs...which is very VERY strange now you think of it.

You have ranked up into a Lost Regular.

So you kept on wandering aimlessly...as you found yourself near the coast. Looking over the waves washing on the beaches, wiping away parts of the old world, and smashing into wrecks as well as rubble. The sun looked over the ocean...dazzling brilliantly as it the waters showed strange wonderous colors like a rainbow with dark blue bleeding over to the light blue of the sky. With sparkles above clouds that was the trash in space they say...sometimes that trash turned out to be wrecks which would occasionally come crashing its way down.

Othertimes like today its like having stars in the sky without needing nightfall. After enjoying the view you kept on wandering until you stumbled upon a site. Made use of shipping containers used as walls and barriers. There you ran into familiar looking bandits as well as two whom you recognized. The other Lost and bitch bandit who had that amazingly comfy boobies.

"Hah cough it up boys and girls," laughs the Vale as bandits started handing over a wide range of goods. Going anywhere from loots, guns, snackfoods, drugs, bullets, and even old world tech bits.

That was when the other Lost coughed and held up his hand. "Don't forget our wager now..."

Now at this point the bandits were cursing even more loudly as they handed over even more goods to Lost including Vale. Though she clearly gained more then she lost.

After that the other Lost looked your way.

"I do believe you have learned your lesson yes? As one of the Lost...we always lost and yet never. For we are always adrift."
>>
Rolled 35 (1d100)

>>882717
Oh please, if you act like a big swaggering badass and have fatepoints to ensure that you at least have a chance to recover if it doesn't pay off then eventually you'll become a big old badass. Having balls has paid off more often than not in these games.

>>883682
>>883674
I'll support both of them.

Also I bet McScream went and fucked some people up (or if we're lucky just gave some people fucked up dreams) in the nearby survivor settlement.

"You seem calmer than last night, McScream. Are you just getting used to existence or did you do something to satiate yourself while I was hiding?"
>>
Rolled 25 (1d100)

>>883784

>Ranked up into a Lost Regular
Sounds like we're meant to wander until we get fucking 1337. I'm so down for that. Now we just need to find a tribal scavenger buddy so we can train that as we go along.
>>
Rolled 56 (1d100)

>>883795
We are the Wandering Nomad, the spirit cluster is our wind and the bone golem is our shield.. crap shield sucks but I vote to name the spirit cluster wind
>>
Rolled 63 (1d100)

>>883784
"So uh, mind telling me what the two bets where you made?"
>>
Rolled 29 (1d100)

>>883784
"We have no memory...thereby no attachments. We wander thereby are never lost. For one could never truly be lost if one was never attached to anything in the first place..."

"So we wander aimlessly Forever Lost and yet Never Lost. If you wish to get somewhere you need to be...as a Lost all you have to do is trust in your aimlessly wanderings will take you to where you need to go."

"One day perhaps you will be Found...until that day a Lost stays a Lost. I do believe you have learned most of what I can teach you."

"Bullshit...you never taught me anything. Not how to fight...nor any special skills."

"That is because it varies according to Lost to Lost. A Lost's ability is based entirely upon what they were and who they become. I taught you the most important fact about being a Lost...now the rest is up to your own discoveries."

"If you wish to ever cease to be a Lost...then remember that you must be Found. To ever decipher the mysteries of the Lost...can never completed without first ceasing to be Lost."

"Some of the Lost prefer...being lost. They care not for being Found and therefore are Lost Forever. They prefer to keep the mysteries and never being found. To be adrift...forever in the mysterious and wanderings."

"I personally do not prefer such a fate...so I seek. So I wander...and see where it takes me to one day become Found."

With that the other Lost...proceeds to wander aimlessly away.

"...Does anyone know that guy's story?"

"He met the Mysterious Man in a Suit and Hat Sitting While Overlooking Ruin. A lot of Lost try to find that guy...and the mysterious groups behind them all," says one bandit shrugging. "He never did find any clues here...but for some reason stayed just long enough to deal with another Lost. Which reminds me," a bandit proceeds to hand you a file with a disk and letter.

"He says should you ever desire to be Found...this contains what he has so far discovered."

What do?
>Look at the File(plothooks ahoy!)
>Wander Aimlessly away
>Go find somewhere comfy to sleep
>Go train
>Other?
>>
>>883784
"I have a bet for you, For all your winnings vs. my enslavement, I'll bet I learned something really cool last night"
show that we are a green necromancer and our bad ass new beasts
>>
>>883839
>Go find somewhere comfy to sleep
Also this: >>883844
>>
Rolled 2 (1d100)

>>883839
>Go train
Still need to get good at fighting

>>883785
Yes, I suppose burning through fatepoints can be a substitute for intelligence.
>>
Rolled 57 (1d100)

>>883835
"About you obviously."

>>883844
"Hell no. We already got fleeced twice in a fucking row..."
>>
Rolled 56 (1d100)

>>883839
>go find somewhere comfy to sleep after wandering aimlessly
>>
>>883845
Forgot to roll mate
>>
Rolled 55 (1d100)

>>883845
>>883865
Thanks for the reminder.
>>
Rolled 67 (1d100)

>>883839
I think we should get a bit more experience before finding the past.

>Other?
So before it's gone. Lets ask the bandits for some help and see what Mc Sream found.
>>
Rolled 58 (1d100)

>>883854
Genie I know you got a thing for threes, do you have a rule for three ascending/descending?
>>883854 57
>>883860 56
>>883870 55
>>
Rolled 81 (1d100)

>>883876
Priceless.

I know that low rolls for training mean a painful but rewarding experience
>>883853
Eh? Eh?
>>
Rolled 1 (1d100)

>>883889
And now I get what I think is a psi-mage number...
>>
>>883894
YOU DID.
>>
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>>883894
So does that count as a called 1?
>>
>>883839
>Go find somewhere comfy to sleep
Get a proper rest. Think on what we have learned.

So using the lost class perk what do you think we should combo PSI/MAGI+scavenger+gunslinger+necromancer? Some sort of magic rogue hybrid tomb raider
>>
>>883894
>>
Rolled 59 (1d100)

>>883894
Suh-weet.

I wonder if a 10 would multiply it, being the number sacred both to magi and psions.

A 100 would triple the fighting training, incorporate psi, magi, psi-magi, necromancy, and Lost Arts. This being opposed to normal 1-100 link cancellation. Because of holy numbers, you see.
>>
>>883853
Man, who pissed in your coffee though anon? You've got to take risks at some point, Genie's always been for rule-of-cool to a certain degree. Our greatest strength as a player character is doing the absurd shit that in universe people would either never think of or never attempt because they know better but we don't. Most of the time it pays off for us too even if it's just by virtue of being that unexpected.
>>
>>883954
I agree with them to some degree. You gotta be smart about the risk. We will not learn and get better if we just use fatepoints for everything that goes bad. We will run out and then we will just be left with a bad time.

Take the time to get good and our guy with end up like the last one, breaking the game.
>>
>>883984
See part of me understands that but part of me hates it. I enjoy a struggle more than being a game breaker
>>
Rolled 4 (1d100)

>>883894
Tiss unfortunate but 1 is not a sacred number among the psi magi.

Lucky you it was on a training which meant average numbers are your worst enemy!

Low rolls still result in a miserable experience though just in terms of a results they are as good as good rolls but a hell of a lot less pleasant.

You decide to train...and discover apparently today is something referred to as 'hellday'. As instead of a drillmaster you saw instead was an old bandit...with a whole lot of outright trembling bandits in line before him.

"Hm...well you know what today is? Its hellday boys and girls! So that means we get to go on a special 'training trip' and I am to be your...guide. Now see this map? We are going to pass through the monster den, zombie hive, outsider gate, creepy aliens building, dangerously close to the wasteland, and best of all...if you try to run away we'll shoot you!"

"So remember run THROUGH and never stop running or fighting!"

He...he can't be serious right?

Turned out he was.

As you along with a mob of bandits were chased into a monster den fully of very grumpy monsters. As you desperately fought and ran your way through. That was just the warm up...you see after that you charged through a zombie hive. Now you were being chased in addition to the bandit 'escort' but by a bunch of angry monsters and hungry zombies. You didn't think it could get anyway worse until you charged into the outsider zone...demons. Things not from this reality and all kinds of weird shit you slammed through. After that the groups that pursued you only increased...

then came the alien building with their advanced.technology however these guys were expecting you...so you found yourself charging into an entrenched position. Honestly not nearly as many of you died as you would of thought. Probably because they were more conerned about what was chasing the scared witless and exhausted bandits then said bandits. Still it was not fun fighting your way through...and then you kept running.

This time into the torn lands bordering the wasteland. Playing a fucked up game of cat and mouse with what was still chasing you as well as the mutant flora and fauna living nearby. You swear the very land was against you all...but you kept on. Till you reached the 'rest point' where you all collapsed down...only to hear screams as it turned out mutants had joined the mix of pursuers. So the rest point became a pitched defensive battle.

Fortunately the pursuing forces were no longer in the best of shape. Unfortunately you were all exhausted, wounded, and ammo was low. Fuck.

What do?
>keep running...back to base
>Entrench yourselves
>Nap Time your exhausted you'll fight when they get here properly
>Try to call for backup
>Other?
>>
Rolled 37 (1d100)

>>884014
Also Amy just saved you guys so fucking hard. Otherwise you would of been in deep shit. Zombies gave you the most trouble though...
>>
Rolled 17 (1d100)

>>884014
>Other?
Run for a random building and see what happens, WAY OF THE LOST
>>
Rolled 6 (1d100)

>>884014
>entrench ourselves and fight along side the bandits
Unless the specified not to entrench and fight in that case
>hightail it home
>>
Rolled 22 (1d100)

>>883954
Most of the time? Really? Maticico made some blunders that may have worked out for them, but still aren't things that can or should be repeated. The artillery boondoggle, the zombie hyper-clusterfuck on the bridge, and broadcasting MAD music on the radio which I don't know what happened afterwards because I decided I needed a break from questing at that point

Then there's all the quests that ended in failure/death, some of which I have to assume were from easily avoidable mistakes.

Perhaps I'm being overly bitter, but we have to draw the line between "acceptable risk" and "stupid pointless (suicidal) stunt" somewhere. And if you think we can freely act like the baddest motherfucker around, how about you come up with something nice and insulting, save it for later, and whip it out when we meet one of the actual baddest motherfuckers around?

>>883992
We need a balance. Just as we need a balance between crazy ideas and voices of reason.

>>884014
>Other?
Use our psi-magus powers...to turn invisible and sneak away!
>>
Rolled 13 (1d100)

>>884048
Fair enough, be the voice of reason m80. Though I think the invisibility won't work out all that well, it'd be like a transmitter to any zombies that could sense it
>>
Rolled 98 (1d100)

>>884048
I wanna let people know that was me, I turned on the music
>>
Rolled 70 (1d100)

>>884068
What was the after effect? Good god I need to read those quests
>>
>>884029
Remember they said to never stop FIGHTING or RUNNING and not to run away from them or they'll shoot
>>
>>884071
It's hard to put in a single phone post but hit the archives man it was one he'll of a ride
>>
Rolled 18 (1d100)

>>884014
>keep running...back to base
Changing to this
>>
Rolled 99 (1d100)

>>884096
Oh shit, you're right! I rescind my previous vote!

>>884104
Run Forest Run!
>>
Kay, 2 running 1invisible and 1 to fight or run
>>
>>884115
Excellent support roll brother
>>
>>884048
Here's a voice of reason for you, muhfucka: we were explicitly told by our boss man who single handedly annihilated a swarm of zombies, a swarm of monsters, and a swarm of rampant bots not to reveal ourselves as a psi-mage and here you are suggesting we use psi-mage powers in the midst of a whole bunch of witnesses (who admittedly might not be alive for much longer so that might not be a huge deal).
The zombie hyper-clusterfuck on the bridge turned out pretty well really. Sure it was because of JAL bailing us out but it got us the bandit hybridization that we needed to increase our military might. Also the ballsy tactics we employed actually made the situation better for us overall because instead of having a single super swarm we couldn't handle heading towards us we had everyone just swamped in zombies generally. Doesn't sound better, but it was a huge improvement and only happened because of balls instead of playing it by-the-book with less than effective trench warfare.

Broadcasting MAD music on the radio was just stupid, not ballsy.

These points are only slantwise pertinent anyway because we're an individual actor not a civ. Our actions and their effects are completely different due to the change in scale and the best part about being an individual is that (unlike with a civ) running is always an option.

During civ quests I tend towards more conservative plans unless it's a desperate-times-desperate-measures situation. As a lone dude though we can afford to be more ballsy because we can just RUN THE FUCK AWAY. ESPECIALLY with our movement stat.
>>
Rolled 59 (1d100)

>>884115
I love it.
>>884014
>Keep Running...Back to Base
"What the FUCK did you guys not understand when that Old Hardass told you the NEVER STOP RUNNING OR FIGHTING?

You learn Speedy, then you learn Beefy. You're all in training on Hell Day so I'm betting you're green as I am. Here's the news flash: We're gonna learn SPEEDY right here right now or die trying!

Now I'm vamping the fuck out of this clusterfuck back to base, who's with me?"
>>
>>884187
I guess what I'm getting at is that, for all their lethality, Genie's heroquests are where you can let your belt out a little and do the silly ridiculous shit that's inadvisable with a civ because the one guy we control can be the one dude who can actually pull that crazy stuff off...provided we roll well enough.
>>
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Rolled 71 (1d100)

>>884187
Alright I'm switching>>884034 to run like hell
That's 4 run and 1 invisible
>>
Rolled 91 (1d100)

>>884187
Our psi-magus powers, psi and magic, but not necessarily a fusion of the two. More importantly it's an attempt to turn invisible, so, I would assume, not easily recognized as the work of a psi-mage. Or noticeable at all, even. But I changed my vote to running before you could call me out on it anyway.

JAL bailed us out from the Black AI actually, the zombies we escaped by detonating a massive MAD psi bomb, and escaped from the results of that by boarding the Rape Train.

>>884204
See, my attitude has been that since we're a lone guy we can die even easier, and we should try to be smart so we can save our fate points for when the dice fuck us over.

And this is a post-apocalypse quest, which I believe is different from other heroquests in a way that encourages caution.

>>884193
I like the dialogue
>>
Rolled 85 (1d100)

>>884193
You decide its best to keep running...all the way back to base. Goddamn it you were looking forward to this break too. As you and others decided your odds of survival increase if you just keep running away instead of spending the last of your ammo in a possibly futile stand off then having no bullets for the way back. Which as it turned out was very important. All things considered as on the way back you did run into a few normal threats that would of been a lot worse if you had no bullets to use. After that you...finally saw the base in the distance as you and the surviving bandits dive through gate then crash while gulping for air. All of you were...very tired. That was why when the old bandit returned running as if it were just a pleasant walk and not being one bit tired. At least the other guys with him relied upon wheels but still goddamn.

As for the things chasing you? They got taken care of at the gates if they didn't go back.

Hell's Day training complete.

Psi Mage has ranked up!

Looter has ranked up!

Your skills have increased.

You have become faster.

You have become tougher.

You have become stronger.

What do?
>Find a place to crash
>Get something to eat your starved
>Keep taking a break
>Go explore(wander aimlessly)
>Other?
>>
Rolled 57 (1d100)

>>884269
>Keep taking a break
This wouldn't be in here if there wasn't something fishy going on...Like seeing who's the first to just ditch and go get something to eat or sleep so they see who the real tough ones are.
>>
Rolled 79 (1d100)

>>884269
>Get something to eat your starved
Then fall asleep at the table
>>
Rolled 69 (1d100)

>>884281
Vote
>>
>>884265
It's a Post-Apoc. You know who rules the Post Apoc? Bandits. You know why? They've got BALLS.

Mr Neutral literally explained it to us. I'm all for caution, but there's rarely a bad time for balls of some sort or another and we should definitely not let our caution make us tiptoe around power just because it's dangerous to grasp it.

>>884269
Now that I think on it...why did Psi-Mage rank up?
>>
Rolled 56 (1d100)

>>884281
Voting
>>
>>884294
That is a damned good question
>>
>>884265
I really think that there's more of a snowball effect on bad civ decisions than bad individual decisions, if you see what I'm getting at. Also the being able to run, as I've mentioned several times. Running certainly saved our asses with Maticio.
>>
Rolled 87 (1d100)

>>884281
Changing to this
>>
That is 4 for continuing our break

Genie heads up the thread is permasage
>>
Rolled 2 (1d100)

>>884281
You decide to keep taking a breather. Noting the different bandit parties going on. As well as the bandits who attended the training...to slowly trinkle away. Some heading to towards food the others no doubt to get sleep or otherwise enjoy themselves. The rest meanwhile decided to just take a nap out in the open...or were too wounded to actually move now. So after a little while you saw the medics arrive to start dragging people off.

What do?
>Get grabbed by the medics
>Find a place to crash your exhausted
>Get something to eat your starving
>Go Explore(wander aimlessly)
>Other?
>>
Rolled 78 (1d100)

>>884339
>get something to eat
>find somewhere comfy to crash
>>
Rolled 84 (1d100)

>>884339
>Get something to eat your starving
>Go Explore(wander aimlessly)
This is MY idea of acting like a badass.
>>
Rolled 97 (1d100)

>>884355
Supporting, boobies are a nice place to rest
>>
Rolled 20 (1d100)

>>884368
I'm down for it.

"Oh, just another Hell Day. NBD."
>>
Rolled 13 (1d100)

>>884339
>Get grabbed by the medics
Heh sexy bandit nurses. (Or boobie lady)
>>
>>884355
>>884368
>>884370
>>884382

Well we agree on eating, want to cut our second action out for now so we can continue?
>>
Rolled 39 (1d100)

>>884391
I'll go for that compromise.

Food is necessary, but going without sleep will probably further improve our toughness, even if it's mainly mental toughness.
>>
Rolled 81 (1d100)

>>884391
Deal.

>>884404
>mental toughness
Hey, definitely important for a psion
>>
Rolled 2 (1d100)

>>884418
I'd wager even more important for a psi-mage. What with the madness and all.
>>
>>884391
Sure, I just want this to keep moving
>>
Rolled 84 (1d100)

>>884404
Glad we can come to a compromise.

That is true that we need to fortify or mental toughness but the body needs to rest after such a feat, typically comfortably.

Wait, unless this civ doesn't have a penalty on that
>>
Rolled 80 (1d100)

>>884355
>>884368
>>884370
You decide to get something nice to eat. As it turns out dinner is yet again veggies, meat, and bread except for desert you enjoyed ice cream with pastries. The drinks too weren't bad once you diluted it enough with non bandit booze. The food was however top notch quality...or you were really really hungry. Either way you enjoyed a nice salad with stew, barbecued meat, and a loaf of bread. Yes you pigged out but you were so very hungry...not to mention you swear they included seasonings with the food. Which went a long way not to mention their desert was actually pretty good. No wonder this place is empty around lunch time and busy during dinner.

Then again it might also be due to hell training so they did something special. According to the bandits hell training only occurs every once in awhile otherwise there would be riots. It happens once a week and in exchange there are discount services as well as specials on that day. Especially if you participate its even bigger.

So after stuffing yourself and grabbing a surprisingly delicious bandit drink called 'Powah Aidy.' You felt much better if still tired now at least you weren't really fucking hungry.

What do?
>Go to the clinic you got wounds
>find a place to crash your exhausted
>Look into entertainment you'll even get a discount for today
>Go shopping you got a discount
>Go explore(wander aimlessly)
>Other?
>>
Rolled 24 (1d100)

>>884438
This is an individual thing, not a civ thing. And bandits do get tired. Undead don't, but we're a long way from being ready to gain that solution.
Although since we're talking about, I think we should pay for a nice spot to crash. We got some scrap right?

I mean, I still want to wander around some, but we gotta sleep sometime. We can stay up late and still be in better shape than the less fortunate trainees.
>>
Rolled 50 (1d100)

>>884497
I'm pretty sure we got sent here with nothing, so no scrap to pay for anything with unless AMY (who we still haven't properly made contact with) brought some with her.

>>884488
>Wander Aimlessly
But, in our aimless wandering keep a lootout for a good place to crash. This is basically literally what our Lost Buddy told us to do whenever we needed something.

Can't really go shopping seeing as I'm pretty sure we still don't have any wealth to our name here.
>>
Rolled 67 (1d100)

>>884488
>>Go to the clinic you got wounds
Don't want to get zombie plague or something.
>>
Rolled 47 (1d100)

>>884527
Oh right, first we better make sure we don't catch something.

>>884520
I thought it was just our gear we weren't allowed to take.

Ah well, I kind of want to wander aimlessly regardless. So support.
>>
Rolled 81 (1d100)

>>884520
Wander around aimlessly in search of rest I like it
>>
Rolled (1d00)

>>884539
Actually changing to this >>884527
We should do the smart thing and at least get ourselves checked out
>>
>>884550
No number?
>>
>>884550
Eh, you may have a point there. There's a timer on zombie plague, but not on wandering aimlessly.

>Go to the clinic
>>
Rolled 89 (1d100)

>>884565
Fucking mobile, if it's weird syntax it does that
>>
Rolled 65 (1d100)

>>884527
Support
>>
Rolled 47 (1d100)

>>884527
You decide to go to the clinic after getting some distractions...you noticed what appeared to be a stripper club. You know better. After entering inside to enjoy the view of stripper nurses after a short while once they noticed your injuries weren't too serious you got taken to a backroom after coughing up some scrap to pay the front nurse. There one nurse patched you up while the other 'distracted' you to the treatment. There you left happy like the other bandits if a not a bit blue balled...and just so happened to have a whore house across the street. You gotta say whoever thought of putting a whore house there was actually pretty fucking smart. Or you could try your luck with a bandit bitch....so okay you could indeed see why bandits would go there rather then fuck one of their own. Female bandits included as it turned out when you had to rub your eyes and double check.

...Yup bandit bitches included. Which doesn't surprise you has much as it would. You could also see a sign pointing you towards an arena, diner, drug den, and bar. Should you wish to further entertain yourself which would boost your morale modifier.

Your wounds have been patched up.
Your morale has been boosted by the stripper nurse tease show.

What do?
>Check out the other entertainment venue
>Go see Vicious Vale about helping you get laid She has gotta have some leads right? Also the only person you sorta know here...
>Go shopping
>Go exploring
>Find a place to crash your exhausted
>Other?
>>
Rolled 64 (1d100)

>>884610
>go see Vicious Vale, not to get laid but to get comfy and rest
I don't trust her wanting to hook us up with someone, I trust her for her comfy tits
>>
Rolled 33 (1d100)

>>884610
Man, we're in a bandit town. If we wouldn't give it to all the survivor chicks clamoring for our dick at that party why would we turn in here?

>Other?
Wander around aimlessly until we find a place to crash, we're exhausted.
>>
Rolled 38 (1d100)

>>884654
Atleast were both not going for the laid option
>>
Rolled 59 (1d100)

>>884654
Vote
>>
Rolled 62 (1d100)

>>884654
Support let fate decide
>>
>>884654
Just keep in mind crashing out and about is sorta a bad thing. We at least want to be secured and not passing out due to exhaustion and getting raped by some butt pirate or munched by some zombie.

We've had a hell day, we're tired, and it's not the best idea I think. And I'm the guy who thought using a psi blast was a good idea to get home
>>
Rolled 15 (1d100)

>>884610
>>Go exploring
Mc Sream show us what you had seen.
>>
Rolled 61 (1d100)

>>884654
While wondering aimlessly you discovered an interesting fact. The bandits have fortified themselves in a part of the bay port and using shipping containers full of sand and rubble to create walls. Even buildings out of the thing. Very cheap and very effective means of fortification. Some of the walls were hallow just fortified with plating and sand bags to create tunnels where they put gun emplacements in. According to your wandering they have two walls. An inner wall and an outer wall. The best places to live is the inner wall officer quarters. Which they have spiffed up and pimped out very nicely. The second best place is the apartments in within the outer wall. Which is basically bandit furbished apartments and hotels turned into living quarters. The hotels are the second to worst place to live except for the high quality hotels which makes it the middle roughly though some would argue it was good if not better then the apartments. While the last is the barracks but at least its free!

Choose one of the following:
>Try to get into the officer residence
>cough up the money for an apartment
>Taketo the high hotel
>Low quality hotel
>Barracks

After choosing your new temporary home you decide to crash there and the next morning is the start of a new day(you were really wiped out).

What do?
>Food time cafeteria
>Splurge on the diner supposedly they have second best eats
>Grab some street food instead
>Go exploring
>Go training
>See what's for sale
>Other?
>>
>>884800
>try to get into the officer quarters
>food time cafeteria
>>
Rolled 55 (1d100)

>>884827
Forgot to roll
>>
Rolled 69 (1d100)

>>884800
>Low quality hotel
Get down and dirty with the bandits, not sex just live the life.

>Grab some street food instead
>Go exploring
These work nicely
>>
Rolled 36 (1d100)

>>884800
>Taketo the high hotel
We've made some great gains, we can spoil ourselves a little.

>Food time cafeteria
We haven't tried their breakfast yet.
>Go training
Gotta keep our nose to the grindstone
>>
Rolled 64 (1d100)

>>884827
I'd like to see what the quarter cabins are about.
I'll vote this
>>
Rolled 29 (1d100)

Wait, genie do the officer quarters cost money?
>>
Rolled 42 (1d100)

>>884871
Status+Rank+Money for the better places/how to get in. They even have their own private mess hall.
>>
Rolled 64 (1d100)

>>884922
Oh I so want a piece of that, but if the don't let us in I say barracks
>>
Rolled 95 (1d100)

>>884800
>>Low quality hotel
Locked doors are nice.

>Go exploring
Get more loot and then we get to shop.
>>
Rolled 23 (1d100)

>>885186
I'll change to this to keep stuff on the move.
>>
Rolled 80 (1d100)

>>885186
>>885332
Agree.

Let's not forget about that Lost File though.
>>
>>885354
We won't forget that comes a little later, as lame as it sounds I think we should buff up a little before we go pulling on plot bait
>>
I could see us looking like this.
>>
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How I imagine early brood war looked
>>
Creepy tekbandit gimp
>>
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Paramilitary vs machines?
>>
>>
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94 KB
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Necroteks?
>>
>>
>>885354
>>885186
>>885332
Well atleast 3 of us agree on one thing.
>>
Rolled 20 (1d100)

>>885432
Tek bandits like Doks are very easy to identify because of their equipment. Its so much so that you can tell who they are even among wildly different looking bandit groups. Mostly because they use the same tools and follow similar ideals so they end up looking rather alike.

You don't often see a Dok in the battlefield unless he 'testing' something new or more frequently is a Kill Dok. Kill Dok's are some scary mofos as they use their medical knowledge to kill. Often quite sadistic as well as having a god complex(though this is true for Dok's in general).

Tek's meanwhile are the most common specialist you'll see among bandits who fight. Usually either surrounded by bots should they be closer up or more likely around the vehicles/artillery. They serve as a 'support' role and take the place of engineers/mechanics in bandit forces.

Tek's are the second best combat engineers you'll find in the wastes. Which gives everyone even the Paramilitaries who have the best ones much headache.

Tek's interestingly enough often share similar backgrounds but at the same time have many different specialties. Like a Build Tek who like buildings or Constructor Tek's who like making things. The most common ones you'll encounter in the battlefield are the Battle Tek's. Who are notoriously hard to kill due to their love of powah armor and force shields as well as ensuring they are never without heavy escort. Killing a Battle Tek is never an easy task. Not to mention they are often terrifying foes to face as they are quite fond of pimping out their gear to such a degree that only a Tek could(mostly because they are the only ones skill, can afford, and keep it all working). This means Tek's have both some of the best weaponry and armor seen among bandit kind. That isn't even getting into their support roles.

Tek's for better or worst keep are the ones who keep all inorganic toys that bandits use working. Like Dok's do with the organics. Without either one bandits would quickly breakdown into utter uselessness. They are the specialists a bandit group cannot go without if they ever wanna be serious.
>>
Rolled 37 (1d100)

>>885425
Surprisingly accurate.

You have much better luck then I when it comes to finding good pics.

>>885186
You decide to look into the lower quality motels and rent a room there. The place is rather crowded filled with the sounds of fighting...or fucking. Honestly hard to tell at times with bandits. You found out the hard way that poorer bandits use this rooms to meet up for fucking and only pay per units of hours. You however took the day option.

How bandits have that kinda stamin-then again drugs. Nevermind. Given how bandits can go for days without sleeping without problem its no surprise. Best in the whole wasteland too if you ignore bots or mutants with the right mutations.

Fortunately you were happy to find the room was a normal looking room that was surprisingly clean and with a working lock which was nice. After that you decided to head out to explore and see what you could fine. Best be careful though because if the bandits see you they wont consider you one of their own. So you attempted to leave only to find bandit forces hurrying over and sounds of mortars as well as gunfire combined with screams.

"We IZ UNDAH ATTACK BY LAW BRINGING FUCKS MAN YOUR STATIONS LADS. THOSE WHO AIN'T ON GUARD OR LEVY DUTY TO THE BOATS. LETS FLANK THIS FUCKS."

Screams a loudspeaker throughout the base as bandits everywhere start hauling ass.

Law Bringers?

What do?
>Surely you sneak out now that everybody is busy
>To the boats...lets see what the bandits are planning
>To the walls to repel the invaders
>Try to find someone in the chaos
>Other?
>>
Rolled 75 (1d100)

>>885529
>Try to find someone in the chaos
Captain Cull ideally (the guy we gave our letter to when we first got here)
>>
Rolled 38 (1d100)

>>885529
>other; we are a lost, let's get lost.
>>
Rolled 89 (1d100)

>>885563
Supporting, wherever we end up we'll get lost. We always do, just make sure we bring our gear. If it turns out we're on recon we got the Bike and AMY to assist
>>
Rolled 78 (1d100)

>>885529
>>885563
>>885618
Supporting
>>
Rolled 49 (1d100)

>>885563
>>885618
>>885659
And we have consensus
>>
Rolled 80 (1d100)

Anyone think it could be funny to burn a boon to give ourselves some form of mind wrapped ptsd? What with been a PSI and all our mind begins trying to fix itself occasionally going full Vietnam flashback mode when X happens? Maybe that's what TSO was talking about programing wise? Turn us into a triggerable murder asset? Hence they armed us to the teeth and keep sending us about?

During flashback we may gain X ranks in some combat stat?
>>
Rolled 6 (1d100)

>>885792
Hmm I'm going to stop drinking
>>
Rolled 14 (1d100)

>>885563
Sure
>>
Rolled 21 (1d100)

>>885529
I'll vote for going to the boats. Maybe try to get a gunner position and fuck people up til it's time to charge in.
>>
Rolled 76 (1d100)

>>885529
>To the boats...lets see what the bandits are planning
Back door raiding.
>>
Rolled 2 (1d100)

>>885563
Fortunately Captain Cull as it turned out wasn't hard to find. Mostly because you realized following the shouting orders should roughly guide you to him. Which didn't quite work out according to plan but the officer you encountered knew where Captain Cull was so it ended up working out. After that you headed toward's his location. Captain Cull as it turned out was actually a ship captain under the bandit group you have sought refuge in. There you encountered Captain Cull who strangely enough wasn't shouting orders as troops and vehicles were moved over to his ship. A cruiser called the Crueler. It had some...very advanced weapon systems on board. You saw it was equipped with Gauss Cannons, missile ports, and Laser Batteries. The ship looked rather worn but it was still serviceable.

So you approached captain Crull who was watching the movements of the forces.

"So its you...what are you here for exactly? We are under attack after all."

"Well your the only officer I knew, I didn't know which group I belonged to, and well figured you would know?"

"Technically you weren't on any crew yet. Unofficially you were part of the Special Forces."

"...Special forces?"

"Don't take it as one of those paramilitary groups. Our special forces are made up of specialists like yourself. Including elite strike teams admittedly."

"What do you need Elite Strike Teams for?"

"In this case...countering the strike teams the paramilitary are sending out by using stealth craft to deposit their teams behind enemy lines."

"...And you aren't concerned?"

"Did you notice any...unusual forces being sent out?"

"Nope."

"That's why. Their tech might be able to fool our tech but fooling all our psions, magi, crazies, and elites? I don't think so."

"...Wow that is one dirty trick."

"That it is buts its effective. Truth be told they should of known better then sending those guys against us, but they think we are a just a typical bandit warband...they are very wrong. After all even you know better."

"...Well I did work for the one called the Shrouded One."

"Exactly and we get shipments every so often from that. The one you came in was the biggest yet...say is it really true that one broke through?"

"Yup became a Beserker because of it too."

"Hah berserking...somehow oddly fitting. All that cold anger..."

"So I am suppose to stay put then?"

"Hell no. You would get yourself killed. Those teams they sent out are some of the best the paramilitaries can put together. If we are particularly unlucky there might even be combat cyborgs among them."

"Combat Cyborgs?"

"...Bad bad news. Those things were a terror even before the Fall. What happens is...some men some people don't adjust to civilian life or the simpler more laidback approaches. They...do not how to handle themselves well outside the battlefield and war. So they stay enlisted as long as they can...in the front as long as they can. Where they are most comfortable, basically they are fucked in the head."
>>
Rolled 6 (1d100)

>>886525
"Bah not outside meant inside the battlefield, war, and military. Thing is in the old days those guys would eventually get washed out either due to mental problems or more commonly their bodies breakdown so they are no longer of much use you see...but then Combat Cyborg programs began. You see as it turns out finding 'volunteers' for that sorta thing is a nightmare but then you got these guys...who are addicted to the life. Who wont know how to handle themselves well beyond it...who even as they loses bits and pieces of themselves in all the wars never stop coming back."

"Those people as it turned out made amazing Combat Cyborgs and despite their body breaking down...they were able to get their wish to stay inside the military."

"...No one and i mean no one is ever gonna say Combat Cyborgs are perfectly sane, because they ain't. Not ever. Sane people don't become combat cyborgs for a long period of duration required to make the investement pay off. Combat Cyborgs are expensive and the military wants the biggest bang for its buck. So the answer was simple...don't use the sane people who want out. Take the insane people who wanna stay in."

"Which meant some of those horror stories of combat cyborgs going crazy and killing people? Well most of it is bullshit but there is a grain of truth in it. Thing this though they are never actually a combat cyborg behind it because combat cyborgs have failsafes installed and they are expensive enough they get taken care of."

"So besides them being made of veterans who don't wanna quit...what is so dangerous about them?"

"The parts and the mindset kid combined makes a Combat Cyborg a Combat Cyborg. Truth is they only looked human early on. As time wears on they become increasingly inhuman in their appearances till they appear to be what most would think is a battle bot. Truth is you only ever really know is by cracking open their brain and seeing what's inside. If its an actual brain you got yourself a borg if not its a bot."

"Combat Cyborgs don't ever really retire and truth is they don't want to. Hence why all the military adored their collection of Combat Cyborgs. Combat Cyborgs are deadly...so very deadly. Even in the Post Fall World they are still such a terrible foe those who know anything about them tremble in fear."

"Men in robotic bodies who can't stop fighting...who don't care much of their lost humanity. Combat Cyborgs are dangerously warped in the head but that combined with their skills and tech makes them a truly nightmarish foe. Pray you never have to fight a Combat Cyborg. Their average combat experience is measured by decades and not years. Bastards like that are like the undead but still able to keep up with the living."

"There are combat cyborgs among the enemy aren't there?"

"...Afraid so."

"Fuck."

"Their combat cyborgs are hitting our main gates serving to take a beating for their fleshy counterparts. Thing is though I am bit concerned."

"About what?"
>>
Rolled 84 (1d100)

>>886536
"Combat cyborgs aren't suppose to be used like that. Sure they are deadly but they parts required for them are not easy to get a hold of...so why the HELL are they sending them to the front? It stinks to hell. So I am thinking...they somehow figured out the supply problem."

"Supply problem?"

"The only reason why the paramilitaries don't rule the wastes isn't just because of their lack of number its also because of their lack of replacement gear. If they figured out a way to supply replacement gear for their borgs...that would explain why they are using them like that and that is a very big problem for us."

"So what you don't have cyborgs of your own?"

"We do. Problem is we had make do with bad bot tech otherwise known as Rampant bots and crazy fucking AI. They ain't cheap even with all of that."

"Why the hell do you use those kinda borgs?"

"We are bandits we gotta make do and take the options no one else would consider. Its how we compensate for our weaknesses by playing dirty and being a bunch of evil fucks. Rampant manufactured and designed cyborg parts is surprisingly good."

"Fortunately courtesy of our mutual bo-"

"What?"

"...Your a survivor right? With special skills?"

"Yeah what about it?"

"I got a mission for you."

"Why do I have a bad feeling about this..."

"If you do it I can assure you would be well rewarded."

"What is it then?"

"I need you to join their group."

"...No way."

"Don't worry we'll train you to be sneaky first but not even those pricks will turn down a special talent such as yourself and you will get very good at fighting indeed learning from them. Spend a few weeks or a couple months with us. Learning how bandits tick and being stealthy...join up with them. Earn their trust and get us some info."

"Do I have too? What if I die?"

"It is admittedly risk but if you accept the job we'll give you some very helpful things for your psi magi powers."

"You have stuff that rare?"

"Don't forget we are bandits we have a habit of looting and learning some strange shit. Besides while our training is good it ain't paramilitary good. You learn from them and earn your trust you'll become quite the effective fighter."

"Seems like I would be splitting up into too many classes..."

"They'll be able to train in you combat magic and psi."

"Really?"

"Most definitely. Probably a bad idea like you said to try to get another class might not hurt to get a combat one that is...well simpler. They do got some of the best combat classes in all the wastes. Until then...well now we will be doing a flanking attack."

"What about the combat cyborgs?"

"Remember all those pretty toys our mutual boss shipped with you?"

"Oh..."

"Yeah they'll be coming out to play. Throw in some military bots and our own forces we should be able to drive them out. Paramilitaries hate casualties after all. Once you make them hurt enough it generally works to drive them away."
>>
Rolled 16 (1d100)

>>886557
Hopping ships to the para-fucks woooo
>>
Rolled 29 (1d100)

>>886557
"They'll be expecting our boats but that doesn't matter we just gotta draw their attention away from the front. That way our new toys can move in while under much less fire. They'll be more worried about the big guns on our ships then our new toys," explains Captain Cull as the ship pulls out. You could already see ships firing upon the mainland and the mainland forces shooting back. Soon the ship you were on also started firing and was soon shot at as well. However flickering shields were able to hold successfully. Missiles were launched from both sides and were mutually shot down by lasers. Some however made it through as shields rippled from the impact. Given the sounds of large explosions on the mainland sounds like their own equipping is rather lacking.

So the ships kept on firing and then you heard the alarms as aircraft charged at you from above. Anti aircraft weaponry came to life as a storm of flack, lasers, and even ion weaponry blasted forth attempting to blast them out of the sky. With some results soon you realized you had a problem as the aircraft dropped bombs. You were all caught by surprise when weapon systems opened up on seemingly empty air...revealing stealth birds.

"oh shit...PREPARE FOR BOARDING," roared out Captain Cull. Which he yelled right on time as bullets starting tearing into your forces. Silenced ones too given how hard it was tell to tell where its coming from. Captain Cull meanwhile pressed a big black button with a weird bot on it. Which caused some containers to open up and stairway doors to lurch open. Revealing packs of rampant bots that rapidly focused in on the stealth soldiers. The bots then unleashed their weapons which as it turned out has some built in spotter rounds which helped cripple their stealth equipment and made it easier for guys such as yourself to get a bead on the soldiers.

Even so...there were more then you were expecting on board.

"...Shit I didn't think they faked us out with their forces dispatched into our base. They are after our ships...fuck," cursed Captain Cull as he headed towards the bridge while fiddling with a strange piece of tech in hand.

"Well you DO have some really nice ships. Can't entirely blame them."

"I can and I will...these bastards think we'll give up our ships? I am inputting the Rampancy Override codes now. Let's see them try to scrub all the systems clean and take care of the rampant anti boarding bots. Hah. Fucking tek's and their dammed paranoia does come in handy at times. Now to just...get passed all the damned failsafes and defensive countermeasures. Hah this is gonna take a little bit..."

"I don't think you have a little bit," you note upon seeing that paramilitary reinforcements have started to climb their way up from their own boats.

"Guess I'll have to wake up the lower deck bots too, That will by us the time needed. Damned paramilitary fucks trying to steal our ships."

What do?
>Hold position
>Sneaky flank
>Fallback
>escape boats
>Other?
>>
Rolled 12 (1d100)

>>886601
>call on wind (spirit cluster) to fuck with the paramilitaries but to spare the bandits and take covera
>>
Rolled 40 (1d100)

>>886601

>Other
I see no reason there wouldn't be dead in the waters. How about we wake something things up. Good luck getting support when undead attack.

--

Other thoughts were to psi-mage blast them off the side. Yet to reveal that would make it hard if we visit them later.
>>
Rolled 94 (1d100)

>>886627
Exact reason why I'm considering to summon wind to fuck with the paramilitary instead of summoning dead and pearly white to fight
>>
Rolled 72 (1d100)

>>886624
This, if possible

>>886601
>Sneaky flank
Of course, ganking some fuckers while they're busy with the rampant bots is, I think, a decent plan B or secondary action.
>>
Rolled 15 (1d100)

>>886644
It's a good plan b, hell I'd say even a follow up action to letting wind fuck with the para-sneaks
>>
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Rolled 18 (1d100)

>>886637
Thinking revealing undead like that would be a problem or the getting support?

I kinda what to see a pirate undead sail the sea once more.
>>
Rolled 41 (1d100)

>>886658
Well considering that we want to infiltrate their group and they'll be helping us further our training I think we shouldn't go overboard with the dead. That's why I think we should call out wind instead of a ton of dead, makes it easier to not think it could be us if we summon shot over there. Plus if we summon wind after summoning all those undead they'll know it was us, but if just summon pearl white when around them after infiltration and not summoning dead here we got a better shot at not being found out
>>
Rolled 87 (1d100)

>>886674
Okay so I fucked up my response a bit but damn I want to see wind in action
>>
Rolled 15 (1d100)

>>886627
>>886658
It's not that this is a bad idea, it's just that we already have a powerful undead

>>886674
This too. I'm hoping using some necromancy here won't be able to be connected to us when we try to join them undercover, but having a little restraint should help us stay incognito.

>go overboard with the dead
I see what you did there.
>>
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Rolled 46 (1d100)

>>886674
Hm, we could just hold off on the undead when with the para. I get the feeling they wouldn't like us very much if we used necromancy.
>>
Rolled 80 (1d100)

>>886690
>go overboard with the undead
Dear god I cursed to unknowingly do bad puns and wordplay.
>>886692
If anything we can hold off on the undead when with the paramilitary a good bit, I just want to ensure we survive the night because things don't look good. Also we'll look like absolute babies if we run away and not attempt to help those who took us in
>>
Rolled 67 (1d100)

>>886692
Well, yeah. I almost want to just go in as a psion, but I think it's our psi mage status that makes us too promising an asset to pass up. Also battle mage training would be pretty dope.
>>
>>886674
>>886690
The fact that we have a knack for smart undead may prove useful to the paramilitary, reviving dead soldiers that would know to take orders from their commanders and retain weapons skills, paramilitary are hard to kill once, let alone twice and with undead tirelessness to boot.
>>
>>886601
Genie, have you ever thought of setting up a discord for us asshats to squabble back and forth with or do you rather us do it here and hopefully roll a 100 and not a 1?
>>
Rolled 3 (1d100)

>>886704
Could you imagine summoning dead combat cyborgs to attack the bandits with only to have them turn against the Paramilitary?

If we get the chance we need to make it happen
>>
>>886706
We have 750 posts to play with and this board is mega slow, we seem to have enough space here and it will allow less committed newcomers to jump in with ideas if we keep it here
>>
>>886712
While I agree with that I think having a new wave of newcomers can be beneficial at times. If you let water sit for too long it gets stagnant.
>>
Rolled 51 (1d100)

>>886704
>>886711
It could be useful, but these guys are Lawbringers. I don't think they're going to tolerate frowned upon magics like necromancy.
>>
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Rolled 3 (1d100)

>>886711
God that thing would be hard to control. I bet it could give a hero a good fight.
>>
>>886711
We can potentially use our skills to psimagically control machines, the fact borg got brains will probably make it easier but honestly I would think it would take a very high roll, seeing as we are inexperienced. Then again the souls of the battle borgs do want to fight forever so by giving them another chance to fight even as an undead may appeal to them. Hopefully the borg bits don't have failsafes for that sort of fuckery.
>>
>>886722
We aren't joining the lawbringers, just a paramilitary unless I misunderstand
>>
>>886712
But at the same time what I said doesn't make sense considering a new thread has to be made every once in awhile. Plus QMs sort of tend to get comfortable with some players on the discord, nothing lewd but some let suggestions override their initial intent. Which isn't always a bad thing, but it can be.

I don't care if you don't start a discord Genie, your quest is by far top notch
>>
>>886738
A few of us low key Skype our plans to eachother if we don't want genie to see, otherwise I don't really see a need, I would join it if it was made though
>>
>>886733
Double edge sword right? It seems like it would be rough, but the lack of sanity and the lust for war might add modifiers for our roll.
>>
>>886736
Well, specifically the paramilitary that we're currently under attack from
I may have misunderstood this:
>>885529
>We IZ UNDAH ATTACK BY LAW BRINGING FUCKS
>>
>>886744
Hell I got one set up a while back for something, but the intent wasn't for the collaboration of actions, more so general thoughts and ideas about what ifs. Plus genie could let us know if his/her life was busy and wouldnt/couldn't post if he wanted to or to ask feedback
>>
Rolled 29 (1d100)

So guys what's the consensus here?

I say we have wind fuck with the para-sneaks and spare the bandits
>>
Rolled 11 (1d100)

>>886706
I prefer it in thread its amusing to read, you can stay anon, and can be very enlightening for new players.

Not to mention there had been times when anons pointed out different things in their field of expertise that became canon. For example the commonness of biofuel due to advanced technology for synthesis of biological material into a fuel very similar to gasoline and oil. There was a big debate about this with the Memor about what kind of biomatter can be used synthesize fuel.

Another example for nuclear reactors with a technological breakthrough that enabled to be built smaller then a car(as in its now theoretically possible there could be reactors small enough to fit in a suit of power armor previously I had to use the battery/energy cell excuse).

Another time with a biology anon with the potentials of brood and mutants.

>>886728
>>886733
Its a given combat cyborgs are fucked in the hell in a very special way but due to failsafes and special care they don't really snap in such a way as to cause a killing spree.

I based their psyches and behavior off of real people I knew and heard about. They are literally a type of person that does exist. Which makes them so well suited to turned into a combat cyborg. It was tough to figure out what kinda person would be interested in or get converted into a combat cyborg.

Then I recalled certain people I knew and heard about...and it just felt so well I felt a tear in my eye. Also resulted in combat cyborgs being far more dangerous then I had initially expected.

>>886736
They are indeed a bunch of Lawbringers. Which basically means they want to bring justice and law into the wastes once more. They can be very hard to deal with and very powerful should they ramp themselves up properly. Mostly due to the insane amount of support they receive once they prove themselves able.

>>886738
Not really.

Having a good setting pretty much writes itself depending on player input. Seriously though you don't gotta plan for shit should your setting be good enough to take it.

Also my characterization and conversation writing is finally getting good. Now I gotta work on descriptions...

I am still waiting for you fuckers to waifu a big bad evil guy...I think though the bandit bitches actually managed to scare you guys enough to knock it off. Hah finally...and I actually didn't mean for that to happen even!

>>886773
Not realized yet.
>>
Rolled 100 (1d100)

>>886781
I'm trying to limit my waifu-ing to our naughty witch who is best girl, bake is a close second but only to be used as a pillow.

Okay guys let's get a consensus rolling you know what I want to do
>>
Rolled 9 (1d100)

>>886773
I agree.

I was going to add sneaky flank as a follow-up action, but we should put our full concentration into making sure the soul swarm doesn't go berserk.
>>
Rolled 15 (1d100)

>>886805
Oh snap... do we still need a consensus with that 100?
>>
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Rolled 33 (1d100)

>>886842
Would that consensus of the cirt just mean big sis witch is best girl?
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Rolled 63 (1d100)

>>886805
>>886842
Problem is its indirectly linked...to your own roll. Which would count as a two rolls but its a crit so...well I don't know. Before I just only really paid attention to samefagging but more importantly to deleting crits.

So the Genie isn't sure what to make of it.
>>
Rolled 64 (1d100)

>>886869
I would guess so at least according to dice...she wouldn't really be a good person to waifu though. That women is pure trouble its amazing how good she is at it despite not really being a hero or even a bad ass. Much less an elite despite her weakness she is...very troublesome.

I love it.

Her thickness is also amusing.

Still though there are other women out there...who aren't as troublesome. Be careful with bandit bitches though. You might run into one who smacks you over the head or pulls on a gun on you before dragging you off.
>>
Rolled 26 (1d100)

>>886878
>>886870
So consensus appears to be all over the place...should I just start a new thread or something?
>>
>>886882
How about we just go with my crit :D
Cause its still technically a critical for wind to fuck up the paramilitary without fucking with the bandits.
>>
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Rolled 2 (1d100)

>>886878
I think bitches are better than yandere. At least I would hope that bitches wouldn't snap and kill their lover. Also plus side you know she will fight if shit goes down. You need a fighter in these times.

>>886882
I'm a fan of undead pirates, but I will try the other's plan for >>886773. Just in case we can't control the undead from the deep.
>>
Rolled 13 (1d100)

>>886601
>Sneaky flank
Get around them and using AMY and our bikes scanners hack into their comms, get troop movements and detect hidden units, provide Intel maybe mind rape a trooper or two.
>>
Rolled 87 (1d100)

>>886887
I will just include a minor penalty it will still count as a maxed success it just wont have the critical success bonus.

>>886897
Yandere behavior is...rather common among both bandit sexes. Its part of the territorial behavior of 'mates'. Now beware the fact that psycho crazy bitches exist. As is you gotta be careful though if you try to cheat...or they think you are. Unless they are also participating(bisexuality is pretty fucking common) shit hits the fan and bandits are not known for their mercy.

It is however expected that if you engage in a serious relationship its expected that you...both protect and properly satisfy your partner. Bandits are evil fucks even if your a chick you may often have to quite literally protect your man from a bunch of other bitches. If you don't its how you stay single and lonely as well as laughed at.

Bandit couples for that reason while uncommon...tend to be quite strong and oddly tight. Mostly because weak couples simply wont survive in the bandit environment.

Those couples are also a big reason why 'bad bandits' are so feared because guess who makes the most bad bandit babies?
>>
>>886931
<3 you Genie, next time I'll accept the fact that it was during general discussion.
>>
>>886931
What about necromancer couples just out of curiosity? I know there are probably few to none considering the whole infertility thing and everyone dying before you do, but Is there anything known about them?
>>
Rolled 26 (1d100)

>>886931
...and boys now that I think of it. Forgot about how many bandits are gay as an flaming homo in a all man orgy in the LGBT safe sex room so even a bitch will have to protect her man from them..hahahah fucking bandits. That also includes bandit bitches...both groups really like their homo orgies and gay ass harems of sharing.

Ah bandits...their culture is so utterly fucked up its amazing. Also why the butt bandits and lesbo bandit bitches like to somewhat segregate themselves...mostly due to fucking.

It gets old real quick if your not gay yourself.

>>886943
Hey if a bandit bitch ever takes interest in you after getting your ass kicked by said bitch if you refuse but she doesn't give up and get dragged off. Be aware she likely go on a asskicking spree of nearby bitches and butt bandits.

Pretty much a requirement if you wanna date someone in bandit culture. First make your hopeful new lover agree(submit by force if necessary if you want) and then go around beating everyone up who might take an interest in your new lover.

Only problem with the by force approach is it comes with some penalties. Generally bandits prefer to avoid the stockholm treatment(as it reminds them too much of slavery which will make the other bandits laugh at you for and or angry) and having a partner too weak due to all the extra work they gotta put in for protecting.

Some bandits get off on the weakness and mental domination(especially psi bandits). Bandit relationship dynamics are in general pretty fucked as is abuse and murder is rather common.

>>886969
Most necromancer couples should they have children do so while still inexperienced necromancers because of the fertility problems worsen the further you advance upon the path of necromancy. Also at that point they are much hornier and healthy still.

Most necromancy couples you'll encounter generally are both much older then they look and have been together a LONG time. As necromancers if they hook up do so while young and eager. Once the necromancy side effects hits them they become increasingly disinterested in such things but if they are already a couple by that time they don't really bother to breakup as at that point. As their romantic and lustful feelings are much more subdued(even when finding a 'new' partner but given their company of undead over dead...) and they value each other much more as partners and study buddies which compensates.

Basically necromancer couples have a hot period while still inexperienced where they fuck each other like crazy squeeze some kids out and generally become colder as time wears on to the point of icy death(often beyond).

If a necromancer never bothered to shack up with another necromancer while young and inexperienced chances are they never will even with a non necromancer. Necromancers also shy away from dating non necromancers due to their line of work and not wanting to so easily outlive while still keep much of their looks over their non necromancer partner.
>>
Rolled 27 (1d100)

>>886916
Let me get this straight. You're voting AGAINST the 100, AND you want to rely on our bike when we're on a ship an unknown, likely short but significant for this specific purpose, distance from the shore? Unless AMY driving the bike followed us onto the ship, but that seems like a fairly large assumption to make.

You said hack into their comms, but that's something that we specifically weren't able to do before when we detected paramiltary comms.
>>
Rolled 88 (1d100)

>>886996
That's settled then gentlemen, I'm going to do what I can to shack us up with our necromancer longterm. We need a yin to our yang, she's the nature to our nurture, the unknown to our known, organized chaos to our disorganized order.

Long story short, I wanna waifu first girl cause it fits so damn well to this character.
>>
Rolled 81 (1d100)

>>887021
Holy 88 WOOO!
>>
Rolled 51 (1d100)

>>887021
AND I ROLL 88 IN MY RANT TO WAIFU THE WITCH IT IS DESTINED.

>>886916
I don't recognize your ID, new or haven't caught up I'm guessing?
>>
Rolled 34 (1d100)

>>886996
One of the worse things you can do to a necromancer is kill their fellow necromancer lover. You gotta be aware their lover is the only living being they have regular contact with. They become INSANELY attached especially if they don't look that way. Necromancy is both a solitary and very unpopular path to walk. To find someone who agrees to keep them company and walk that path together...well despite their looks necromancer relationship ties are actually extremely strong.

This is even true for undead necromancer couples who stayed together as at that point chances are they been together for an insanely long time. Even an undead with their warped to nonexistent feelings will be quite pissed should you kill one of them.

For that reason most necromancers who are together with an undead...chances are that undead is also a necromancer merely died before they died. Should a necromancer be unable to bring back their partner...well that is when you should fear the necromancer the most.

Not even the most living hating, power hungry, army of death conquering necromancer who seeks to the end the world. Cannot compare with the unholy rage and wrath that will be unleashed by a necromancer who loses their cherished lover forever. It seriously pisses them off to no fucking end and it doesn't help they know what the afterlife is really like much less being dead. Which only serves to further enrage the necromancer(if the afterlife was so pleasant for necromancers not nearly so many of them would go undead). There are actually in setting reasons for why necromancers hate the afterlife with a passion for themselves yet are very willing to help others in regards to it.

Hell necromancer couples even adore each other more then they do their own offspring. So oddly enough killing a necromancer's offspring while possibly a terrible idea is only second to that which will be unleashed to the loss of their lover. This actually has to do with the necromancy's deliberating side effects is much stronger in regards to reproducing. Making it so they care more for their partners over possible offspring. Hence why necromancer children tend to have parent issues. Its not really the necromancer's fault but its literally due to the magic they use. Hence why necromancers rarely have children and extremely rare for many.
>>
So I'm going to post it right here, set to delete after 24 hours. https://discord.gg/Rbg43
I just enjoy the conversation, banyer, insults, praise we give to one another.

>>887044
You are always welcome to join Genie, but please don't let our asshattery tale hold of you. One of the main reasons I love your quest so much is because of your professionalism per say. I've got your old threads in my bookmarks to read at lunch while at work but I've just got to find time to take an actual lunch.
>>
Rolled 34 (1d100)

>>887044
So yeah, hence why when you kill necromancer couples its so extremely important to kill BOTH of them at all costs. If you let one live...that one is prepare for devastating consequences the like of which will even keep the dead who wanna stay dead from sleeping properly.

Necromancers despite their subdued connections to living matters are when influenced strongly enjoy the taste of the twisted wrongness but powerful emotions of the undead much more then the relative stability rightness of living emotion. Yet another nasty side effect of necromancy...their body, mind, and even soul gets polluted. Its partly why when necromancers turn undead they do so amazingly well.

Its literally due to all the pollution their body belt up previously from the necromancy they used. Its said pollution that causes necromancers despite their poor seeming health to actually be unexpectedly tough and long lived. Necromancers are well aware of the pollution effects as its been very well documented by both living and undead necromancers(who note its similarity to as well as enhancing effects to their new state).

So most necromancers know whats up with their polluting magics and honestly don't really care. On the rare occasion a necromancer has a child while further along the necromantic path their offspring can inherit a subdued effect of this as indirect consequence. Especially should it come from their mother which increases the odds of it taking root inside of them. This makes necromantic lines while quite rare and very few in number very powerful over the generations...unfortunately the stronger it becomes the more likely it is to die out due to its crippling effects to fertility.
>>
Rolled 10 (1d100)

>>887084
Thank you Genie for giving the full on thought process of the necromancer when it comes to their family/lover. It's honestly given me a lot of insight of the average necromancer psyche in your system.
>>
Rolled 55 (1d100)

>>887021
You'll be better off finding a proper necromancer instead of the naughty witch. She due to her hybrid nature wont have the 'pureness'.

>>886805
>>886773
You decide to call over your dead spirit swarm. Who blasts out of the ruins wailing and screaming across the water. Which the paramilitary didn't see coming nor the bandits for that matter. Unexpectedly this time you were able to keep perfect control over them. As they proceeded to wreck the paramilitary forces and ignore the bandits. The effects of the charge was devastating. As the paramilitary were clearly not prepared to deal with the undead, much less one such as this.

undead Spirit Swarm has ranked up into Regular.

The spirit swarm for its part went to town wrecking soldiers turning them against each other briefly through imperfect or outright slaying them. The spirit swarm did such a great job after slaying most of the paramilitary it veered over towards the other ships to continue wherever it could simply find the most things to kill...horroribly you think. Given the kind of deathly chills, strong winds, and soul scouring attacks it unleashes. Gotta be a very unpleasant way to go you figure.

The paramilitary for their part the survivors grabbed their wounded and fallen while they attempted to retreat. Considering their conquest of this particular ship a bust. You aren't sure about the others but given how much fun the spirit swarm is having and how its not being quite so difficult to control. You figure it must be having a very good time indeed. Which is terrible news for the paramilitary but great for your questionable bandit allies.

What do?
>Attack the retreating paramilitary forces
>Focus on keeping control
>Looting frenzy time
>Keep following Captain Cull
>Assist the bandits
>Other?

>>887113
I do this for everything anon. My setting autism is most powerful.

I mean I even went through the trouble of figuring out all the fun fucked up bandit culture stuff...not fun by the way. Its never pleasant having to go over the vilest, nastiest, and most evil fucking groups but necessary in order for them to not be flat, stale, or boring.

Hence why I only do so in shifts!
>>
Rolled 44 (1d100)

>>887140
Through imperfect possession*
>>
Rolled 18 (1d100)

>>887140
>Looting frenzy time
I don't want to wait for all the good stuff to be grabbed before we get to it this time.
>>
Rolled 32 (1d100)

>>887140
If the gate is still being attack we should send in the hulk to sore up the defenses.

>Keep following Captain Cull
Hopefully the ship with not end up taken over my crazy AI.
>>
>>887140
The fact that you go through the time to set the proper setting and torture yourself to fully understand the psychology of the groups speaks loud for you, I can honestly see you selling your modules given the time and effort you've put into this, hell my little brother is play testing a module set to demo that doesn't seem near as thought of as.

>focus on keeping control
>>887166
>>887175
Guys he is out and about and it's not like he is a toddler that knows the difference between hit and cold, we really ought to keep an eye on him while hrs playing with the other children.
Given Cull will proably be alright with us because we saved his bot rampant ship, but the bandit hive mind Might think otherwise
>>
Rolled 81 (1d100)

>>887196
Forgot to roll
>>
Rolled 58 (1d100)

>>887196
Fair enough, switching to keeping control

>>887207
And another 81. I keep thinking that's a good psi magus number, as it itself is a fusion of numbers sacred to psions and magi. One and Many, coexisting.
>>
Rolled 58 (1d100)

>>887140
>Looting frenzy time
Gimmi all dat gibs
>>
Rolled 18 (1d100)

>>887227
Psi Magi sacred numbers involve 0, 1, 2, 6, 8 ,18, 81, 10, and 80. 1 and 8 only if they are not by themselves. In which case they are considered deeply unlucky.

Psi magi unlucky numbers involve 4, 3, 1, and 8 if the 1/8 are by themselves. If 1 or 8 is by itself its considered very unlucky. Numbers involving 3s are the unluckiest and can only be countered by possessing either 1 or 8 preferably both.

Anyway I guess its time to start a new thread.
>>
Rolled 58 (1d100)

>>887140
Changing to this, duck I'm blind
>Focus on keeping control
>>
Rolled 35 (1d100)

>>887256
>18
It's everywhere once you start to look for it.

>>887227
>>887251
>>887259
Talk about surprising number patterns....
>>
Rolled 24 (1d100)

>>887256
New Thread: >>887351

Don't forget to archive!



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