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Rolled 57 (1d100)

>Today's forecast.

Foreboding lights in a abandoned college town and angry bots on the prowl. Oh don't forget the lake monsters and undead fisherman!

Welcome to the Post Apocalypse. Staring the amnesiac man who is slowly going insane and trying to survive. Now attempting to enter a college where everyone mysteriously vanished someday out of the blue. He is not however alone as he now has a few people with him. Oh what lies in store for our so called hero?

Well too bad because he isn't one and wont likely ever become one.

The college as it turned out besides being oddly abandoned is the only place in this entire town that appears to have someone beaten you to it. As you can find tracks and places that have apparently been gone through admittedly. Which would of been normal if you weren't at this town in particular and most importantly why did they leave all the good stuff behind?

Yet more mysteries to add into the mix. Luckily after looking around while you were able to finally orient yourself to the local facilities. Mostly due to the fact you found a nifty map. So you along with others hopped out of the VTOL craft and prepared to figure out where your gonna hit first.

What do?
>To the student dorms
>Go to the labs
>Cafeteria
>Faculty Offices
>Education complex
>Go back
>Other?
>>
Rolled 26 (1d100)

Old thread>>1096599
>>
Rolled 23 (1d100)

>>1130674
>Other?
Look for the Janitors Office. Get some master keys and maybe see if the security Camera's are still working?

>Other
As we go about this I want it tight, check corners, look for signs of a fight, dried blood, anything. AMY keep scanning the environment, keep an eye on the time, I don't want to be here at night. Look carefully through windows as we go are there any creepy markings on boards? Anyone got a black light? Shine it around...was there blood here at some point
>>
Rolled 37 (1d100)

>>1130740
It's a good start
>>
Rolled 7 (1d100)

>>1130740
>>1130776
Vote
>>
Rolled 70 (1d100)

>>1130740
I concur
>>
Rolled 41 (1d100)

>>1130740
Janitor office...janitor office. Its not on the map and you have no idea where to look for it. You also can't tell if the cameras are still functional or not.

Besides things having been apparently gone through. You don't find much of anything else. It appears quite similar to the rest of the town. Besides the lack of maintenance it all looks oddly intact.

Besides the odd graffiti and aged flyers you don't notice any unusual writings. Except for something the engineer insists is the work of an AI....and its nothing but a freaking doodle.

What do?
>To the student dorms
>Go to the labs
>Cafeteria
>Faculty Offices
>Education complex
>Go back
>Other?
>>
Rolled 19 (1d100)

>>1130845
>Other?
Fine go to the front desk and see if they have some keys to get around with there. Maybe they also have a sign in sheet? If we're lucky we can see if they'd been calling for maintenance or anything before everyone vanished. Most of the time these forms contain a reason for visit. Otherwise head towards...

>Education complex
Come on VR pods I want to take you home
>>
Rolled 35 (1d100)

>>1130859
Sure why not. Supporting again.
>>
Rolled 58 (1d100)

>>1130859
>>1130964
K
>>
Does anyone want to throw their hat in the ring as to what happened here? Not debate just throw your theory in there.

Personally i'm going for the Fall hits and kids her an Outsider offer to save them if they do X...and they did it.
>>
Rolled 39 (1d100)

>>1130859
You found some keys at the desk for local rooms. However the sign sheets were many many years out of date.

After that you headed to the education complex to find some VR pods. Which as it turned out was much easier then you thought. There were also quite a few of them...problem is they aren't exactly small or movable. So the question became how the hell were you going to remove all this? Followed by the next question that is How much can you fit in your ride?

Two very important questions...especially given how complicated the tech seems. It doesn't help matters that its most unlikely your engineer has much experience with VR technology.

What do?
>Try to take them apart
>Follow the cables
>See if you can take them out intact
>Give up and look for something else
>Other?
>>
Rolled 30 (1d100)

>>1131212
>See if you can take them out intact
I'm calling dibs on one of these, it's mine dammit mine!

Is there a skylight in here? They must have got them in the room somehow? How about a fire exit? Someone must have brought a shit ton of straps and rope, we're scavengers darn it bring...I dunno 5?

>Other?
Someone look in the cupboard and see if there's something to move stuff in here with. I'll accept removing some of the casing if we have too...but i'd much rather not.

Once they are loaded into the VTOL...thats IF we can load them we'll look around for programs.

>Nat 1 as we try to do this....don't you dare break them all
>>
Rolled 70 (1d100)

>>1131238
Are you sure that's a good idea? I mean I want those pods but anyone think the cafeteria may have those pallet movers? If we can't currently that is.
>>
Rolled 78 (1d100)

>>1131393
ok if we have difficulty we'll get to doing that
>>
Rolled 29 (1d100)

>>1131212
The Genie has come to a difficult decision and yes it involves my computer. Turned out they sent me another fucked up computer. As the battery trick didn't pan out in the longer term.

Another thing I noticed how both sides me and the players have frankly failed Slate.

I have an upcoming project that I will do on 4chan /qst/. It will be my farewell from 4chan. It wont be an ordinary quest....or an ordinary civ game. See this time i am gonna push myself and do something entirely new.

I am going to write a novel that will having civving and a main character controlled by you the players and dice while on this board. Consider it my farewell. My very last hurrah.

In the meantime I plan to rally my old players and tell them we shall be back....for one special finale.

I will even make it possible to contact myself after 4chan, because I made a promise to some old players.

That promise to rewrite all my stuff and publish it. To collect ALL my fluff....and publish it.

Including the game system I have made for my quests and civing. Its a promise I made so long ago....and one i intend to keep.

I will hope anons both old and new will come out to help a Genie out. As i am going to need help to accomplish my tasks and 4chan most importantly my players were always there for me.

And i made a promise...I want to give something back before i go away.

As you all probably already know the Genie is a sick cripple who lived the bad kind of interesting life. There are things I would like to accomplish before I finally bite the dust. Which will be sooner then most.

So that is why I am stating it here and now. With the new anons your more then welcome to join in. I appreciate the art and your input far more then you can ever truly realize. Especially with how small this quest is...it touches me a lot.

So I must ask you anons are you willing to continue the journey that is slate until is probable demise?

Because I have noticed that both me and the players have failed Slate. So I just wanna ask.

Another thing I wanna ask for the upcoming quest...would you prefer it to be sci fi, fantasy, or post apoc?

Be aware its all technically the same setting just a different period of time.

I also need to get a hold of the old resources I posted about how to run a civ game, and the great list of EVERYTHING I have done. I would deeply appreciate it if some anon gives me the links to them.

Because technically I got a rulebook to write up and I need the original copies before I can do it over again.

Sorry this may have seemed...fast. but in truth its something I need to take care of while I am still able, but the problem is I am no longer in the condition to do so by myself. So anons....I need help.

I have unfinished business that I need help with and I am even willing to accept contact and interactions beyond 4chan for the sake of accomplishing this goal of mine.

I would never be able to forgive myself if I can't accomplish this before I die.
>>
Rolled 29 (1d100)

>>1131803
Whether for the new anons....or the old ones who don't stick around anymore. I have wronged both groups. I just hope to amend that before I die. Things are not looking good for me but I still have to accomplish one last hurrah.

That hurrah will also be goodbye and an apology. I will do my best to run that finale quest. While also hopefully with anons assistance to attend the other matters at the same time.

Basically I feel like...its time for the Genie to go bye bye, but naturally there are things I wish to accomplish first.

I know its asking for an awful lot especially the new anons. Its just that the Genie just can't do it anymore like i should and frankly me lingering on /qst/ doing quests has proven to be a very slow and painful way to go. Sure I am barely hanging on but...its just not worth it for me. The lost of my old anons and of so many players proved to much. Its time for me to go but before I go there are things I need help with and I need to do that grand finale.

If that quest turns out to be a huge hit...maybe I will stay but I rather doubt it.

Now what will do after all of this?

...I intend to release my worldbuilding and write stories that are contained within. To get them published and out there. That way I can die without regret. Everything i have done before this...has been slowly pushing me in this direction and with my illness. I can't afford to slack off any longer.

It would be a huge blow to world builders, story writers, readers, anons,and tabletop gaming if i don't accomplish this all before i bite the dust.

Maybe by some miracle I will be able to complete the game system i built and get it out there too. Its the only civ game model that actually works for tabletop. It would be even more amazing if I could complete the war, naval, and playable character aspects too.

I have promises to keep to anons and hopefully anons will help me accomplish those tasks.

It would be a very big maybe if I stick around have my last hurrah. Which will only happen if the finale is wildly successful and awesome. If I ever am to return it will be on anonkun because apparently they would love my work quite a lot.

I don't make any promises either one of those matters.

>Now I am open to suggests and input. So speak say whatever. I will read to it all and respond when i wake up.
>>
>>1131803
Genie, i've saved some cash to send you too help how I can. I'll keep being around (more on the weekends, phone posting in the week). I'll help you anyway I can, I'm sure many, many anons don't want to let you down either.

I do feel i've let down slate a little, at one point I was considering asking anons if they wanted to burn a Wish for him to help him achieve his goal before moving onto another game type because i feel we're meandering more than a little. I'd be willing to continue as long as it takes as I am having fun but i can understand if anons and you Genie want to move on.

As for your old stuff I know some exists on supTG and that other archive site, the gear heads, vault 101, Maticico and several others are there for sure Civ wise. Infact i'm pretty sure atleast 90% of your stuff is there it's just a little muddled up me thinks.

I really want to help however I can Genie, it's RUST btw, i'm also the anon who did those shitty maps with the Icons in the Civs and the odd bit of character art. I to want to see the Genieverse thrive and see more than just the halls of 4chan. Just let us know what you need and we'll do what we can
>>
>>1131841
I know it may seem silly but why not for the last quest take place during the Fall? It's a big series of events that shook the Genieverse to the core. Maybe as a super or someone normal trying to survive it, the last scenes being the dawn of the post apoc, the beginning and the end, the end and the beginning all at once.

I'd love to read the Genieverse Lore in books, i'd love the odd little cameos of the odd character we'd remember from quests. I look forward to seeing it Genie. You led us on this great ride, it's what kept me on 4chan, it's what inspires me to keep working on my own stuff. We'll try to stick with you all the way Genie, even when the quests are done im sure many of us would like to stay in touch, if your ever in South Australia i'll buy ya a drink.
>>
>>1131803
Here's the list of stuff up to a certain point Genie.

Sadly, it doesnt include some of the newer QST things. I'd have to specifically update this.

https://docs.google.com/document/d/1ufBecUILGaUawnuV62JSrMBHDdhisZF1VqIP1wr90T4/edit
>>
>>1131803
>It will be my farewell from 4chan.
I'm sad Genie, I'm very sad. I really hope this isn't true or that one day you will return. I'm here, I haven't been here for Amnesiac due to life but had been waiting patiently until the next quest started.

I'm here to help, say something and I'm going to try to find it as best I can. I don't know if I can actually update the big Google doc thing quickly but I'll try to do that too.

>Another thing I wanna ask for the upcoming quest...would you prefer it to be sci fi, fantasy, or post apoc?
That's always a hard question to ask.

A part of me kind of wants to play that quest about being a Brood Prince and trying to woo Clora Zel's daughter.

And then there's the fantasy setting too. We've had phenominal luck with that.
>>
I am genuinely really sad that your likely going to be saying farewell aside from what i mentioned above. Please take care of yourself and let us help you any way you can. I know it may seem silly but I like you Genie, sure im not sure what you've done, sure no one is perfect and many of us are far from it, but I like you Genie, for what you've done and given too all of us. I'll always remember the Genieverse and i'm sure many of us will do what it takes to help others experience it.

>>1131925
Playing as a brood prince now that could be fun/ny
>>
>>1131938
>Playing as a brood prince now that could be fun/ny
Not to mention fantastic.

Rizal the Brood Princess is essentially the daughter of us as players. She was created in our very first quest over 4 years ago. We've seen her time and again, cared for her plight.

Her Brood is the first and only true TECH brood. Brood able to assimilate, use, and create technology. She is the dream come true of Petyr the Genius those centuries ago (I would LOVE for Petyr and Abigail to make a come back too, just so Petyr can see his dream come true). We even saw her in our greatest civ yet, Maticio.

My idea for a great finale is working to give Rizal a happy family, since she's suffered so much.
>>
>>1131950
>Rizal the Brood Princess is essentially the daughter of us as players.
I mean that figuratively of course.

But getting her parents back together would be a sweet goal too.
>>
>>1131841
I had a feeling this was coming, but I wouldn't say you wronged us. You've ran your civs at your own will and we've played them at ours. It pains me to hear you're condition is growing worse as the days go by, my mother's disabled so my time after work is spent taking care of her.

In terms of assistance you can count on me. I might be one of the new anons, but your style of writing and game running has brought me great joy. I've spent just about all my lunch breaks, mornings, and late nights reading and catch up and I've enjoyed the hell out of it.

In terms of Slate, I'm willing to ride it out if you are. I've lived life as a fuck up and a failure. Best of intentions with what I've tried to accomplish only to have everything around me crumble and fall.
>>
Tell me about Slate.

Why have we failed him. What did he want to do?

From experience in past civs the only ever time we failed was typically when we died
>>
>>1132122
He could be referring to how we've just piddled around. We've got amnesia, joined a shady hardware dealer, are slowly going mad and when we found out our children our on the run trying to hide from from our bandit sister and her army we sort of just shrugged it off and carried on.
>>
>>1132127
Hmmm, I'm not sure how to classify that as failure, but perhaps it is an issue of not having a clear goal.

I remember we had the opposite problem in Petyr and Abigails quest were we had too many goals. We tried to be scientists, generals, nation leaders, explorers, students, lovers, brood kings, and. . well, we got a lot done but not nearly enough of what we wanted!
>>
Rolled 52 (1d100)

>>1131139
Maybe it was the work of a MAD Professor.

>>1131803
>>1131841
Shit man. I don't know what to say, but then I never do.

I would like to see this current quest through to the end. I don't want to give up on Slate; even if it ends in inglorious death, which it very likely will, I want to at least try.
But I'll understand if you need to wrap this up soon to begin your ultimate quest. I tried to make it sound less sad by saying that instead of "final" but I still have to hope this isn't really the end

>>1132149
That's sort of the problem here too. Everyone wants Slate to be something different; a psi-mage, necromancer, commander, operator, scavenger sage, sex god. We have the additional problem of not putting in the work to actually learn and train, and that's been a major contributor to Slate's growing insanity.

I hope it's not inappropriate for me to give my 2 cents for what to do next in the quest.
>>1131212
>Follow the cables
This intrigues me. As we learned in the megacorp tower, following cables can lead to some very interesting places.
>>
Rolled 82 (1d100)

>>1132172
I hope Slate's end isn't one of a railroad ending. I really want to see where he goes. The name we picked goes so damn well with his character too.

>follow the cables
I'll support the action

This is just random babbling, but it just sounded cool in my head.

Slate Stone, a blank slab of stone a new beginning.

While we may not be the best in masonry we attempted to sculpt a beautiful, awe inspiring statue into the slab, but early on the vision became muddled. With the continued revisions and extravagant additions slowly did the stone start to crack.

We've noticed the damage we ourselves have wrought upon this once near flawless slab that was meant to be the foundation of something great and even though we've attempted to tone down our excessive modifications the damage has already been done and there is little that can be done to stop it.

Slate Stone's "crack" matches that of a real slab of stone. Slowly that crack will spread even with caution and care and so too will Slate's mind.


Again this was random babbling it just sounded damn good in my head and I felt like sharing.

I've enjoyed playing with you rust, salt, Genie, and the lurkers. I hope this is not the end, but understand it. I really looked forward to participating in the future Genie Quests. This is the only Quest/story thing I follow on 4chan besides The All Guardsman Parry on tg.
>>
Rolled 37 (1d100)

>>1132325
[spoilers]don't forget the anons who were relatively active but managed to avoid picking up a moniker[/spoiler]
>>
Rolled 50 (1d100)

>>1132389
Fuck.

But actually I really like the metaphor you thought of.
>>
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>>1131841
>>1131803
Dam

Whelp, that blows. Hopefully you will have a comp that will least as long as you need it to.

As for the game, Post Apoc and the reason. I want the, possible, final game to be one where we break humanity out. Leaving lots of possibilities to mess with on return or others to pick up. Even if it would be one planet. It would be fun to have a game where we get more than one person back out into space.

It would be a big under taking and we would need all the skills we could muster. As for the Civ I'm thinking government. With their special pick one trait. We could make it something that could handle the penalties of taking other civs. Then burn a wish and start us off as a shadow of the old world.

Not sure of the fluff. Maybe different factions just wanting to show the out side they are still here and kicking. So after recovering a base of power teamed up to break out.

Ether way I say we get a goal form the start and push it. Don't get off track to much and see where the pieces fall. Also thinking with an opening civ/quest all set would make the last game start better. Just thinking it will not lose anyone seeing the long voting time doing nothing.
>>
>>1132389
You're right, he'll I've enjoyed playing with all of you. All of you are some glorious bastards.

>>1132395
Thanks man, I thought it was a little silly at first but after thinking it over it sounded right. I just hope we can "putty" over the cracks to hold them in place.
>>
>>1132473
I'm liking it so far. What about an ideology whose goal and guiding principle is fair treatment of everyone?
>>
>>1132473
>I want the, possible, final game to be one where we break humanity out. Leaving lots of possibilities to mess with on return or others to pick up
I want to do this with Umbra and Rizal's Tech Brood and Maticio working on the Space Elevator

I want it to be such a noble goal that so many of our older civs make cameos just to help pitch in.
>>
Rolled 21 (1d100)

It seems like votes for action plans is currently tied.

>>1133248
I went through a ton of trouble to wrap up ALL the civ plots past and current with Maticico. Which was a huge pain in the ass but I pulled it off.

I consider it finished as going back to it will basically make all that work, time, and civ deaths for nothing.

>>1131950
>>1131925
That would be one weird game if anons choose to waifu Rizal.

Especially given Rizal's quirks in relating to romance, love, and sex as shown during Maticico. Which would admittedly be pretty funny trying to get through to her.

>>1131951
They were never together in the first place anon. Plus its not like dear doctor himself is gonna want to be anywhere near to her mother. Given how she literally raped him as an eldritch abomination. for the sake of acquiring that technological breakthroughs and gene quirks she ripped out of his body before using it to make Rizal.

Guy has some serious scars from that incident and for good reason.
>>
Rolled 69 (1d100)

>>1133429
Maticico had one hell of a finale.

I guess the next one is down to Genie, would you like an easier to run one so that you can focus more and the writing of the other stuff? Or we go full Civ mode for one last blast?

If we feel crazy we could do an adventure where we play as a literally spawned insta naturalized Outsider known as "anonymous" where you base our skill set off of anons of the past? Then we go on a quest to bring humanity back from the brink...and naturally we'd be quite MAD
>>
Rolled 83 (1d100)

>>1133429
>>1131212
I'll change to follow the cables to keep stuff moving....I really want these pods...or atleast 1 for ourselves.
>>
Rolled 61 (1d100)

>>1132473
>>1132979
Some other ideas for fluff of a gov remnant to restore a planet: we start on a planet that, prior to the fall, was under a one world order. The United Federation of (planet name)

The leader, our character, can be named Governor Schwartz.

>>1133534
Yeah, we can try and get them. But aren't there already some pods at the base on the other side of the mountain? I may be miscalling, but either way we can make these pods our own; they aren't going anywhere. Unless something catastrophic happens, in which case we'll have bigger problems.
>>
Rolled 82 (1d100)

>>1132325
You decide to follow the cables. Which proved harder then you thought as they liked to go through walls and floors. Forcing you to pay special attention having to go around a lot. Eventually you followed the cables to an entire section full of electronic equipment and computers. Apparently this place is likely where the pods are controlled and to a lesser degree maintained. At least according to the Engineer. Who knows if you had a software person you might be able to salvage some software from the computer systems here meant for VR.

What do?
>Start looting electronics
>See if you can access the VR Pods from here
>Try to find an instruction manual
>Go back
>Other?

>>1133530
It will be a hybrid between main character and civving.

Post apoc is an option it just wont take place on the same world as the previous civs.

The options are naturally

>Post Apocalypse
>Sci Fi
>Classic Fantasy

All have their own quirks but be aware during the finale the Genie will go all out for that final blaze of glory.
>>
>>1133663
Can we play the Brood Prince woo'ing Rizal without going back to Maticio (she's probably away from it). I want that to be our last quest.
>>
>>1133677
We seem to do REALLY well with love quests btw. Almost always we've had phenominal breakthroughs.
>>
Rolled 85 (1d100)

>>1133663
>Try to find an instruction manual
This seems like what a smart person would do first, followed by accessing the pods and then, once we're done, looting. If anyone has other suggestions I'm willing to listen though.

>>1133663
>Other?
We do have a software person! AMY, see if there's anything worthwhile in there!
>>
Rolled 90 (1d100)

>>1133688
That and anons terrible taste in women.

Like goddamn it fuck is wrong with you people?

>>1133677
That wont be a problem as Rizal is no longer on that world. Though good luck trying to seduce her though heh.
>>
>>1133715
>That wont be a problem as Rizal is no longer on that world.
What! Where did she go!
>>
Rolled 70 (1d100)

>>1133720
A certain space station...related to a previous quest.
>>
>>1133728
Care to give details? It's been a long time and I'd like to refreshen my memory.
>>
Rolled 40 (1d100)

>>1133663

>Try to find an instruction manual
Please have disassembly instructions so we can have the pods too.

>Other?
Fuck it bring the whole computers and the cables without tearing the place up.

>See if you can access the VR Pods from here.
>AMY see if you can start copying the software.
AMY have a look into these
>>
Rolled 18 (1d100)

>>1133892
So basically what I said?
>>1133693
>>
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Rolled 42 (1d100)

>>1133915
>>1133892
>>1133693
Supporting. Someone should go get one of those food pallet movers so we can wheel the pods and computers out

I bet this is a 1 now
>>
Rolled 84 (1d100)

>>1133734
She landed herself in a Petyr's space station which was made by his megacorp.

Do recall Abigail and Petyr while members of the Combine also own their own Megacorp. Abigail stuck with the military while Petyr bounced and joined up with their megacorp for research purposes. Abigail naturally was also able to divert Combine resources and support to aid him.

She also protects said megacorp and her family with the full might of the Combine. Once her ambitions were sated. She focused more on family matters...and she used a broodmother has a babysitter for them.

Gotta admit their kids had to have among the wildest childhoods ever to exist. Plus Petyr and Abigail actually had a good amount of free time later on. It was just in the early days they were very busy. So their older children likely suffered a lack of attention...and were often stuck with a certain broodmother as a babysitter a lot.

Talked about a fucked up childhood for the older ones. The younger ones were luckier in by the time they came around. Their parents would of been more settled, relaxed, and with a lot more free time. Which is both a good thing and a bad thing. As instead of have an 'interesting' childhood due to their strange as fuck babysitters they were now stuck with their eccentric parents.

Both the younger and older children are obviously envious of the other group. As the youngers thought the older ones were lucky because the parents were often busy thus sparing them. While the older ones were jealous of the younger ones because they weren't frequently stuck with the babysitters and usually busy parents.
>>
Rolled 34 (1d100)

>>1134001
One cannot possibly say that Abigail and Petyr would of raised their children...normally. Plus they themselves are some strange characters indeed.

I really do miss that quest as it was stuffed full of tactical anons who kept things interesting.

>>1133892
After looking around awhile in the few offices eventually you found the instruction manual for the VR technology. It contains every engineer's wet dream in information. Its useful to you because it states how to properly disassemble and set up the tech.

Meanwhile you plugged in Amy to see what she could find while perusing through the files. The news wasn't entirely good as according to her she found evidence of Rampancy not in line with the usual college hackers. So some of the software is likely corrupted...or worse. Some of it wont immediately be obvious if it were. Plus she rather not get infected by some malware or hit by a rampancy plague. She she was...didn't do much due to caution. As she knows she might have missed something.

So you and the others carefully tore up the walls and floors to acquire the cables. While looting some of the required electronics, computers, and later VR pods which were absolute nightmare to move. Fuck thank god for that engineer and scavengers who somehow came up with the plan to move it all.

What do?
>Track down the rampancy
>Bug out before the rampant machines finds you
>Find other stuff to loot in the vicinity
>Move to another part of the college
>Other?
>>
>>1134062
>I really do miss that quest as it was stuffed full of tactical anons who kept things interesting.
I was one of them.

It was the War Quest after all, and after a streak of losing we wanted blood and to go murderize some planets.
>>
Rolled 86 (1d100)

>>1134062
>Other?
Check how much space is still in the VTOL

>Find other stuff to loot in the vicinity
This is more a recon run, I mean if it's an easy grab sure but otherwise just note down locations of bigger stuff for next time.

Do try to find more salvageable stuff naturally to fill the VTOL correctly but then we will

>Bug out before the rampant machines finds you
Better safe than sorry..or dead...both.
>>
Rolled 36 (1d100)

>>1134112
Have a roll
>>
Rolled 78 (1d100)

>>1134068
Anons have been avoiding the war quests. Preferring smaller scale stuff with an MC. Makes me sad.

I also miss the plotting anons...though they be few in number. Its not nearly as much fun if there isn't an anon who can put the pieces together and tries to warn the others of the plots.

Which makes me feel both jaded and out of date especially since getting exiled to /qst/. I lost a ton of anons. I just don't feel like its worth struggling over anymore.
>>
Rolled 17 (1d100)

>>1134112
Support
>>
Rolled 97 (1d100)

>>1134112
Yep, that sounds good

So, we gonna make a game plan to come back here in force?
>>
Rolled 18 (1d100)

>>1131918
I just noticed something...why are the later Maticico civ quests missing? As well as the others?

>>1134112
The VTOL is mostly filled up but there is still some room.

After that you quickly grabbed other loot to fill the VTOL before hightailing it back. After that you swiftly left.

Question is where exactly?
>Teacher's place
>Back to Boss's base
>To the survivor settlement
>Stay in town
>Other?
>>
>>1134423
That's where I left off. I'm a bit busy atm Genie, but I will find time to sit down and update them.
>>
Rolled 88 (1d100)

>>1134423
>To the survivor settlement
Gotta drop off the mercs.
We might wanna recruit a scavenger or two to work for us long-term though, even just now it took both the engineer and them to get our VR stuff moved.

After that, Teacher's or Boss's. Some other anon can decide whether we continue necromancy training now or drop off the VR stuff first. I'd advise against using the VR stuff though, is there any way to make sure it's safe?
>>
Rolled 74 (1d100)

>>1134423
>>Other?
very carefully look around and let Skev get his turret back then we high tail it

>To the survivor settlement
Too drop off our survivors and their share of stuff (those pods and such are ours dammit)

THEN we personally
>Back to Boss's base
Park the ship a little outside and let the boss know we've got some intact VR pods and software but we need them Scrubbed for Rampancy. So we can insert programs of our own [such as those operator ones] and use the ones provided.]
>>
Rolled 70 (1d100)

>>1134482
>>1134477
Supporting what these guys said.
>>
Rolled 66 (1d100)

>>1134482
I think Boss left for the base on the other side of the mountains. Other than that, sounds good.
>>
>>1134510
can still ring them and ask.
>>
>>1134593
Ah, right. That reminds me, we should actually probably call to check in more often.
>>
Rolled 72 (1d100)

>>1134510
Currently the boss is overseeing the industrial facility to bring it back online properly. Once that is completed then they'll go over to the other side.

>>1134482
Turret retrieved. While you were there you saw an interesting stand off between the two bot forces...and one of them bore the markings of your boss.

Sadly you didn't see much beyond that before hightailing it to the survivor settlement. There you dropped them off after they took their payment...the mercs in particular were quite expensive as it turned out.

After that you went back to base dodging some flying monsters before landing there. When they found out you brought some tech that was potentially infected with rampancy...you found yourself quarantined by a bunch of seemingly very angry bots. Who surrounded you and the VTOL. After scanning you for technology that was then removed from your person. You were allowed to go.

The were however busy very carefully picking apart your ride....and all the loot. Goddamn its gonna be a huge pain to reassemble it all. Fuckers. Your boss also yelled at you for bringing potentially contaminated goods to one of the his bases without an advance warning. You also found out your boss is currently at the industrial site that was being rebuilt.

What do?
>Visit the armory
>Go train
>Go wander aimlessly
>Go to your place for rest
>Wait till they finish and see what the damage is
>Other?
>>
Rolled 65 (1d100)

>>1134694
>Wait till they finish and see what the damage is
It's what we're here for and hey we parked outside so we could be quarantined, cut us some slack...i know i'm sorry boss.

Afterwards our action depends

>Pods are OK
Insert Operator programs and Train in them with those programs. Or any soldier training ones they have in there.

>Pods are Bad
>Go train
with ANDY if he's about, if not Mr.N if he too is not about

>Go to your place for rest
Rest and eat
>>
Rolled 57 (1d100)

>>1134741
Vote

So we going to do anything? Inform Boss of our more recent findings in the college town? Try to make plans to secure the college and town?
>>
Rolled 78 (1d100)

>>1134741
>>1134760
Ok yes add that too

>Ring boss
The security bots of the town that run hardline are engaging your bots you lost touch with...i think they may be rampant so black list those units so they cant get back in
>>
Rolled 59 (1d100)

>>1134783
>>1134741
Support. Predict a 1 here too because that happens whenever we train it's a law or something
>>
Rolled 50 (1d100)

>>1134741
A couple pods were compromised and a quite a bit of the software was damaged by rampancy. The bots after a lot of work were able to jury rig a system together that they claimed is...okay. There is also the stuff that was infected and some of the AI are trying to figure out why rampancy would infect something that they couldn't access in this case the human mind. So what was the point? They are hence rather concerned and suggest not using the software from the college. Some of the hardware meanwhile has been very thoroughly scrubbed and SHOULD be fine.

Mister N is apparently nearby in a rather large bandit base that has growing connection with the bots. Andy meanwhile is also there apparently for some unknown reason. Apparently the two of them are working together on something.

After finding that out you had superb quality 'rations'. That you insist is not actual rations but some of the finest carefully stored stasis food. That after being stuck on scavenge and actual rations tasted divine. One of the perks of the job is you get to enjoy the same food as your boss enjoys! Said boss happens to have very high standards for themselves. After stuffing yourself you proceeded to sleep it off in your bed...and awoke to a Foxy right next to you. Whom upon seeing you awake spoke frankly.

"We...need to talk."

What do?
>Run away
>Engage sexy times
>Go back to sleep
>Prepare to talk your way out of it
>Other?
>>
Rolled 23 (1d100)

>>1135328
>Prepare to talk your way out of it
Welp, we've known this was coming. Time to face it like a man and later claim that the breakup was mutual, which is technically true.
>>
Rolled 41 (1d100)

>>1135328
>Other?
>Prepare to talk your way out of it
Uh...sure...should I stay dressed...
>>
Rolled 54 (1d100)

>>1135446
>>1135395
So no anons wanting to write what they wanna say hm? Leave it up to the fickle dice gods and more importantly the Genie?

...While dealing with a certain bandit bitch named Foxy no less?

Oh this is gonna be fun!
>>
Rolled 14 (1d100)

>>1135492
Ok genie. Ok
>to Foxy
First we ask if she's ok she seems less quirky than normal, then we ask if she'd like a drink? Then we get dressed and sit on the bed. Let the girl say her piece.
>>
>inb4 we get a new nickname "Mr Unicorn"
>>
Rolled 87 (1d100)

>>1135543
I agree
>>
I have ideas of what to say but we need her too say what's on her mind first. Make her comfortable and give her our full attention
>>
>>1132979
That will differently work as a start for why we are good in dealing with all types.

>>1133248
Personally I was hoping to not drag other civs into it. Make it open for anything Genie or players want to work with. No limits that way.

>>1133553
Hm If the leader is still alive after the fall. Maybe we can pull something another said ( >>1133530 ). Make them eccentric, if not mad, do to time and other factors. Then slap on a voice changer and they will be anon's herald.

----

Sorry to ask this. Can I get a quick summery of what our guy is up to? I been busy with work and hadn't the time to read everything. I left off after us besieging that under water facility with our crew.
>>
>>1135731
Well, we sort of woke something up in that facility and were forced to leg it. Our stalkers were pretty beat up from the incident, so we went to our Teacher to get them fixed and do some training under her.
After that it was to a Survivor settlement we're a semi-regular at, hired a few guys and back to the college town.
We went to a small armory in town, tripping the automated defenses, and running when hostile bot reinforcements showed up.
Then we FINALLY go to the college itself, where we took a bunch of VR pods and associated hardware.
Of course Boss was not happy that we showed up with rampancy-infected tech without giving advance warning first.

Now we're speaking with Foxy. OOC Mr. N gave her some brutal honesty, so she's probably going to break up with us. Which is probably for the best, we were actually trying to figure out how to break up with her.
>>
>>1135731
Do you want to support or vote for an action so we can keep moving
>>
Rolled 86 (1d100)

>>1135832
Thanks.

>>1135900
Well that is why I wanted to see what we been up to.

>>1135328
>Prepare to talk your way out of it
So this is the talk for the possible break up, right?

We know about the madness creeping up, I think. We can assume they found out about the bitches in character. ( I believe in my quick read Mr. N. told her. )

"So it was fun while it lasted, but unless you dig odd balls and an army of bitches coming for us. Probably best to end it while it's still good. "

"One thing is for sure. I need to save my family from my messed up past. Before the madness takes hold and forgot what little I gained back. If you're ready to take on some vengeful fucks with me I would be happy for the help."

Or something. Best we be up front and honest. We learned a lot and gained some skills thanks to her. If she will help us then I say she's a keeper. Otherwise mad lost/found man incoming, I think.
>>
>>1136292
I actually like foxy. But maybe we make this nice. Let's say we'll have a break until we've both sorted our issues and are strong enough to survive the shit storm of what we are, a batch with a unicorn. Until we're tough wed better scatter
>>
Reading Genie getting mad about

>"On the other hand I CAN blame you fuckers for wanting to seduce them all."

is the best.

Tho I can take blame for the Moldavania lady. She's my kind of lady. Smart, had a goal, and she even helped push us to be better. ( Being a necromancer was a bonus. ) That's a evil lady you can take home to mama.

I blame Overlord for getting me into female villains. Granted those were more mistresses than Genie's villains.

>>1136322
Yeah that wouldn't be bad. Tho sticking together we could learn a lot and push each other to be better. Give us more fucks to give.
>>
Rolled 79 (1d100)

>>1135553
You have actually been referred to that several different times. Mister Unicorn is actually a legendary boy toy who aren't suppose to exist. That they are so rare they are myth.

Which is why bandit bitches have a collective meltdown whenever one is found. Of course the gays have their own version of a Mister Unicorn boy toy its just they aren't nearly as intense about as the bitches...and most importantly numerous. Really comes down to a numbers game in that regard.

>>1136330
You see my problem is I am literally just too good at it and there is virtually nothing to satisfy that niche. Suddenly I began to finally understand why yandere fetishists exist...through my own writings and anons interest.

Sadly I only realized it too late. Anons be so thirsty they will even suffer the mocking of the Genie and eagerly await the rare piece of token evil ass. I don't know whether I should be more impressed or disturbed.
>>
>>1136338
I think you can be both equally in this case.

---

Also Jesus the life you must of lived to be talking about things you did last thread. I'm not even done reading and I see talks of losing good allies.

Now the talk about those type of ladies. I can see why you can write them well.

My only protection is the thought of anything is possible for men or women. Granted I'm just a regular person. You and the other anon probably seen shit I will never know. Well it's cool reading about it at least.
>>
Rolled 84 (1d100)

>>1135395
>>1135446
>>1136292
"Unlike other bitches...I am not willing to put up with the crazy even such a catch such as yourself. So what I am trying to say is...if you keep down this kind of path. I wont be accompanying you upon it. Instead you'll be lucky just to have your pick of the bandit bitches given what they'll do when they find out. Most of them unlike me don't really care about that sorta thing. Being the bandit life requires a special kind of crazy...or at the very least being willing to live with it."

She got silent when she heard the last half before speaking with a very sad and distant look in her eyes as she mutters quietly this time. "I can understand needing to save your family from a messed up past. Especially before the madness sets in...its just if you go back while your memory is still so lacking. Wouldn't you be putting not only yourself in danger but them too? After all you wouldn't have any idea what you'll be getting yourself into...but maybe that way you and others wont mind taking the plunge due to being ignorant of the risk."

"...I had the opposite problem. Everyone knew and nobody was willing. Not our fellow bandit rivals or even the non bandit factions. We were just children...but they still wouldn't help us. Hypocritical bastards first spouting how the children are innocent of the crimes of their forbears...but then what huh? We were on our own...I thought we didn't stand a chance. Until one day I ran into the man you now know as Mister Neutral."

"Funny thing is he also brought up our problems...only person who could of done that and not eat a bullet from me...that was due to him being the exception. Back then he was known as Mastah Nux to make fun of the fact that before he went MAD he was called the Master of Nothing. Which come to think of it was also a name in very poor taste. He was the only one willing to help us...and it cost him everything."

"You know he used to be a hero? But for only a few bandit children he was willing to go up against one of the most powerful Psychos ever to exist...my mother. For awhile I thought he died to save us...only to see him again thanks to you. At first I didn't think it was him...but after awhile I realized they were the same person."

"I thought my mother killed him...but instead something even worse happened. He had his very herohood stripped from him instead. Then left to rot as a nobody...with no home to ever breakthrough. To suffer as one of the nameless masses eking out a so called living in this god forsaken place. He suffered a fate worse then death...from being at the very top to the very bottom. For no other reason then some no good kids asking for help against one of the most powerful bandits to ever live."

"...and he did it without hesitation nor thanks. We never came back after that you see...so he just walked away. No thanks required despite all he sacrificed for us...I didn't think good bandits could really exist before that."
>>
Rolled 26 (1d100)

>>1136353
>Bah no hope to ever breakthrough again.

"Never saw him again...never came back. Thought he died. He never even returned to get any thanks or anything. He just walked away after fighting one of the most legendary bandit battles ever to exist."

"Turned out he at one time was absolute joke. See he was a psi magi who kept failing so hard at psi magic and everything else. He was mockingly called the Master of Nothing. For despite everything he knew...he couldn't really do any of it. One day he went MAD...became a bandit and his name changed to Mastah Nuk or Captain Cuck after the fight."

"Turned out he was secretly such a powerful hero that he even fought our mother to a standstill...for so long that we were able to escape long ago, to a places so far, and for the traces to completely fade. Then and only then did he finally lose everything...his most cherished dream of powerful heroics destroyed because of us."

"...I never told my siblings I found him again. It would be best they never find out given what he gave up for us without even needing a thanks."

I know what it's like to not have anyone to help. Its not a nice feeling but should you find out who you truly are first. It should really help your chances and at that point you should ask Mister Neutral for help. He may not look it but he is a surprisingly good guy for a bandit. Even if you don't go to him for help he should still possess a lot of advice in regards to both your madness and your abilities. Admittedly he was no necromancer...but he truly was powerful once upon a time and most importantly...MAD. Somehow he managed to go sane ago...I didn't think I would ever see a case of a former MAD. I always heard the bandit stories stating they exist...but he is the real deal."

"Otherwise...I suppose I would be willing to help you. Despite you not wanting to tell me the full details. Then again you have amnesia so you probably don't even know the full details yourself. Its just if you follow the path of MADNESS I will break up with you."

What do?
>>
Rolled 46 (1d100)

>>1136365
My vote is we try not to fall into madness. Train up and ask Foxy to help us learn more about us.

Tag team those who took our past and go back for the kids.

Off to bed. All hyped about Mr.N. That guy a good-ish man.
>>
Rolled 94 (1d100)

>>1136349
I have lived an interesting life but it was the bad kind.

I noticed that since I can be considered part of that kind of 'interesting' crowd. I noticed there were two types of people who lived interesting lives...but never talk about the fact(or more precisely brag). Although while being a member I don't like to talk about it at all because like I said it wasn't the good kind of interesting and hence wasn't worth bringing up. Rather its something I try to forget but can't.

One is the kind that frankly what they been through is so unbelievable nobody would ever believe. Thing is though they actually exist I accidentally got caught up in one of their...'adventures' before. So all I gotta say is...that shit can be surprisingly legit.

The Second kind meanwhile are the type who absolutely cannot talk about what they have done and been through.

Most people are more 'familiar' with the former then the latter. Then you have those kinds of people who lived an 'interesting' life but in a normal way. Which I find that 'interesting' to most people is just code for 'entertaining'. I have known many truly interesting people...who weren't at all popular like people would normally think. It was because while they were interesting it was just not in an entertaining enough fashion for people.

Which made me realize that people don't have a true appreciation for the interesting. They don't want interesting they actually just want entertaining but lie about it.

Now for why I can write those kind of ladies...in truth its really not that hard. Just think about some of the evil bitches you know in real life. You got some right there even if you don't do any research.

Otherwise...well its both very difficult to explain bordering on unbelievable combined with many reasons. But even without all of that, it's really not that hard to write evil women. Like i said before there are plenty of real life examples both present that you could of very well have run into or know about already and those who exist in history. So its not really required to have my...experiences and special knowledge of the matter.
>>
Rolled 30 (1d100)

>>1136365
>What do.
We take foxy out for a walk by ourselves and show her our past, the stuff from our past self.

We tell here our plan, we're helping TSO and will become a hero and fix this mess, one way or another. Madness will be avoided if we can, most preferreably we keep it that way
>>
Rolled 67 (1d100)

>>1136365
>what do
Boys, I think it's about time we become FOUND
>>
>>1136401
Yeah that too
>>
>>1134351
>Anons have been avoiding the war quests.
Eh, well, it also has to do with the fact that we specifically chose the combine and you mentioned because of the delicate balance between Republic and Combine we couldn't just go out on a warpath murder spree like we wanted.

That and, yeah, the dozens of othergoals that pulled our attention.

>I also miss the plotting anons...
Smart Anon is still around. Most of the hardcore oldies are, but they like me probably didn't get the chance to get into amnesiac that much an were waiting for an opportunity to start fresh.

>>1136338
>You see my problem is I am literally just too good at it and there is virtually nothing to satisfy that niche.
Hell, that's why I still want to do try and have a whack at woo'ing Rizal.

I think actually though,we do better if its a two way relationship (obviously it would be easier). With both the dungeoneer and the previous noble lady they both liked us. And holy hell did Abigail love petyr. I'm not sure how well we'd do as anon's trying to woo a woman only one way.
>>
>>1136404
Actually, I'm not sure we've ever tried to woo someone who wasn't already into us.
>>
I'm legit thinking of burning a wish to give Slate a massive level up so we can do all the epic stuff.

>Something like
I wish All the skills and talents Slate has had in his life would may out without breaking his mind and let him break through as a found hero.

He found his purpose, the world shall shake and people will know the wrath of Slate
>>
>>1136406
Well we have wishes and boons aplenty.

We have 2 blank wishes and 1 Love wish, each are practically unlimited albeit the damned clause that they have to be worded as a single wish.

Then we've got god knows how many boons, bonuses, and what have you that I haven't kept track of but I remember we had definitely 10 in the very least.

Plus some promises of stat boost to our next character.

I don't know slate well enough, but I have learned from wish spending before: use them only on the things you care about the most. And be specific.
>>
>>1136408
...burn a few boons maybe...I mean this is the second last quest... If not using them now, when would we. If we have 10 fuckbit burn 5 and give slate a chance we owe him that much
>>
>>1136415
I'm down for some spending, but for what exactly.
>>
Rolled 76 (1d100)

>>1136401
Vote
>>
Rolled 1 (1d100)

>>1136392
I approve. They say we'll never become a hero, but I'm sure people have said that about more than one schmuck who, against all odds, went on to become a great hero.

>>1136401
>>1136657
>67
>76
Neat. I agree. But I don't think it's as simple as saying "let's beccome found."

So either before or immediately after we become found, we do extensive training. We start with necromancy, we have Teacher and the Skull she gave us; we have the means. I don't want to stop until we hit Veteran.

Before that though, we find out more about combat necromancers, and maybe we become one.

After becoming a veteran necromancer or combat necromancer, we learn Psi and Magic to the equivalent of Veteran. Then we get equally good at using them together.

If possible, we'll also become a veteran merc commander.

Finally, we find a way to get them all to elite at (roughly?) the same time.
Then we get a heroic breakthrough.

We also need to see Dok Chills. I think getting his help with our memory could actually be part of what we need to be Found. Even if it's not, it's still something we need.

Even if the rest of this plan doesn't pan out, I want to reach veteran necromancer ASAP. Then we'll at least finally have some real skill to back us up.
>>
>>1136710
I swear to God how many Fp do we have to burn to make this a 60 so this break up don't end with foxy saying to all bitches "come and get'im"
>>
Whys it so quiet in here..?
>>
Rolled 1 (1d100)

>>1136710
Wow...what a terrible time to roll a 1.

So fatepoint?
>>
Rolled 64 (1d100)

>>1137265
You bet your assistance it is. How many do we have, I want a combo of our words and fate point roll to be enough to force a neutral
>>
>>1137265
Yes.

I wonder. Do the dice gods hate me in particular, or do they hate all of us and, for some strange reason, use me as the instrument of their will?
>>
Rolled 24 (1d100)

>>1137367
Dice gods been in a bad mood ever since they got kicked out of /tg/. Strangely enough however it seemed the move had finally allowed the Genie to escape the dice goddess.

>>1137363
8 due to the work from the artfag.

You will need discuss what to say. If its good you could even possibly save yourself without using a fate point.

A fate point 'buys' a degree of success which is why it can nullify a crit fail. If at a minimum the silvertongue anons can create another success from their words then the failure is nullifed.

thereby become a neutral unless its so good that you can buy multiple successes. Or you can just try to burn a lot of fate points.
>>
Rolled 95 (1d100)

>>1137444
I'm going to become stronger, strong enough too hold myself together and strong enough to actually do something good in this world. If I recover my memories or not isn't the issue, it's right and wrong, I may be a lost, I may be a necromancer but there are some things that make us all human.

I don't want too see you get dragged into a bitch war over me, not because I don't think you could win. I bet if you set tour mind to it you could. It's because I don't think I'm worth that trouble to you. I do like you Foxy I really do I like you enough to know I'm dangerous to be around as I am now.

I hope that once I'm...stable you'd be still willing to give me chance, to give us a chance.
>>
Rolled 3 (1d100)

>>1137265
Heh. The dice really like dropping the 1s this quest.

I'm not able to do an attempt for a non fate point write up. (Dam you work.)

So in this case I'll back the fate point spend for a change.
>>
>>1137482
How about a fate point and what I wrote here

>Plus
Mr.N gave up everything for some kids, maybe building a better future and world than we started with is the best way to honour what he did and ensue something like it don't happen again.
>>
>>1137482
Not bad.

I was thinking that Mr. Neutral sounds like he was kind of like us, in the sense of being a psi mage and lots of other things, but not really being able to do any of it.

Maybe we should say something about it.
Something like "Master Nothing huh? Sounds a lot like me. Except I'm no hero. Maybe I never will be, but I have to believe I can do it. His fate may be tragic, but his sacrifice was not in vain. He helped some kids...he helped you. Despite the unimaginable suffering Mr. N has been through...I think I'd do well if I could be just like him.

Don't get me wrong, I'll try my hardest to stay sane and survive unbroken. But if I can help people...if I can save my own kids...then no matter what happens to me personally, I didn't fail."

>>1137504
I say fate point+best write up we can get
>>
Rolled 19 (1d100)

>>1137535
So yeah, basically what you said. Just a different phrasing that could be better or could be worse.

I wonder what the dice will say? Double 1 for me?]
>>
We good to go then Genie? Also burn 2 fp for an extra boost. We do not want this to go south.
>>
Rolled 51 (1d100)

>>1137590
This is good
>>
Rolled 77 (1d100)

>>1138000
I was waiting for more convo...where did everyone go? Normally it would be best to nitpick such an important speech. Unless its a result of Silver Tongue anon anyway.
>>
>>1138000
I think 1.

That will ensure that it's not a total disaster.
Between you and me I think we got we've got something decent.

I'd really like it if someone can tie them together or combine them. If not, maybe we first say yours, then after a pause say mine?

>>1138034
I may normally offer criticism, but I have zero ability to evaluate this sort of thing.
I mean, I guess I could recognize something as stupid if someone suggested something on the level of "Why don't YOU surrender to ME?" But I'm pretty shit at social situations.
>>
Rolled 45 (1d100)

>>1138077
Kek, hey it wasn't my brightest moment.

>>1138034
It's Monday Genie, everyone is probably trying to recover from the shitstorm.

>>1137482
>>1137590
Master of nothing huh? Boy does that hit home, except N had that desire to go the distance and the strength to back it up. Foxy, I want to be stronger, strong enough to save my children. Strong enough to hold my own. Strong enough for us, but the truth is I'm not strong enough to do any of that hell I can't even keep my mind..

That's why we've got to split for the time being. There's no point in you getting dragged into a Bitch war if I up and get myself killed trying to save my kids. I know you'd give them bitches a good what for, but I wouldn't know what to do if some got a lucky shot off. Well, I'd probably hunt their family and friends and ensure they died a most excruciating death for taking something so dear.

I'm going to my past back and I'm going to save my kids. I don't care if I've got to walk through the gates of hell and back I will save my children. I'll get with N on how to combat the MAD, but if I do succumb to it or death do me one last favor if you would love. Watch over the kids for me.


I tried to mix them
>>
>>1138292
Strike the last sentence of the second paragraph. I want to avoid any "big talk" for this, and us talking about taking revenge on someone is a little too ironic.

Other than I like it!

I mean, a bandit necromancer ain't the best choice for a godmother, but she's better than who they're with now and who else would we ask?
>>
>>1138343
I agree with this
>>
>>1138343
Sure sounds good m8
>>
Rolled 72 (1d100)

>>1138343
Ok yeah that'll be cool supported and a fate point
>>
Rolled 40 (1d100)

>>1138034
Alright...so what is consensus?
>>
Rolled 56 (1d100)

>>1138292
>>1138343
This plus a fate point.
>>
Rolled 48 (1d100)

>>1138343
"I can handle myself and others for a good long time. MADNESS is a matter of temptation and ease. It offers what we cannot have and what we forever desire. If you cannot learn to say no to its offer...then it will poison and devour you."

"If you don't want my help...fine. Its weird to know you have kids but i had younger siblings so I can sort of understand. As for your children...you don't want my help and you didn't tell me anything. So how can I watch over them hm? Much less find them. Plus you wanna break up with me asshole. I may not be able to win against the bitches on my own...but the thing is am I on my own?"

"But fine if you wanna split then split. I'll let the bitches handle you and not even N's skills will be able to save you at that point. Just know if we break up...they will come after you that much sooner,because then you'll be a boy toy who doesn't have an owner. I only wanna break up if you succumb but fine. Let the madness and bitches take you then."

"Best you hope they find you before my siblings do." With that Foxy hopped out of bed and stamped her way out in a huff.

What do?
>Wait FORGIVE ME(beg forgiveness)
>Well your free now so that is a plus(go do your own thing)
>just let her leave
>say something else
>Other?
>>
Rolled 14 (1d100)

>>1139192
>say something else
>As she's leaving
you don't get it do you. I like you too much too have you fight a war for me.

What I'm asking for is time. Time for me to wrap up my past so we can survive and beat the bitch horde together.

>we're not alerting dominance or even equality. But talking too her as someone we like...alot.

I wannabe say something about her been spiteful and sending the family but I'll let it pass.
>>
Rolled 93 (1d100)

>>1139383
Short version is bitch I don't want too break up with you I want to keep a distance for awhile, it's a break dumbass, we're necromancers we have the time. I want time to fix this and return a better man
>>
Rolled 70 (1d100)

>>1139401
Foxy considers 'breaks' just being a breakup but without the guts to end it properly. Which is why she took it poorly.

Plus you rolled a crit fail even with a fatepoint it wasn't gonna be good even without that option. Hence the problems but you can always try again with a new roll and speech(hopefully without a 1 this time).
>>
>>1139633
How about the concept of "honey I'm taking a really long trip and shits gonna hit the fan. We can carry on just fine but know that I'm going to be doing some heavy stuff come hell or high water.
>>
Rolled 57 (1d100)

>>1139192

fuck it guys, we gonna stay with Foxy, come on, she's totally fine,.
so here my attempt to save it:
>say something else
"WAIT...! i didn't know that you care that much about me, afterall i'm just barely more than a boytoy. and i didn't expect you to be willing to help me find my children and take the risks that come with it because they're not yours, you've got no connection to them or anything, so how should i've known that you were willing to bring yourself at risk and help me find and even watch over them? and how should i've been able to tell you about them or my past in general if i myself didn't know the slightest thing about it until i just recently started to uncover some things of it?
and yeah, that probably is my fault alone, i could have started to look into my past earlier and try to discover it, but... i was afraid... i was afraid of what i might find, that it might even break or damage me or that it would make me just want to run away even further, so i'll never be found again.
i don't blame you for any of this, all i want is that you understand why i did so, i never meant to hurt you. and if you see more in me than just a boytoy, a pleasant distraction, then please help me.
help me to master my necromancy, help me to keep my mind together, help me to find my children and keep them safe, help me to be strong. i know it's a lot to ask from you, but if you still have a spark of affection or love for me inside you, then please stand by my side, let me be part of your life and i'll try my best to let you be part of my new and my old life.
>>
Rolled 17 (1d100)

>>1139192
Dam it I came back to us breaking up. Why?!

She can help us in a lot of way and knows bandits why better than we do. She can do a lot to aid us down this path and keep us in check if we dip back into madness.

This woman is a keeper and will have a passion behind her. That means a lot in taking on sis.
>>
>>1139793
I have no idea, but I did say that our luck with love primarily stems from them falling in love with us instead of the other way around it seems.
>>
Rolled 40 (1d100)

>>1139192
>>Wait FORGIVE ME(beg forgiveness)
My brain is in a tizzy. There is a lot of unknowns and a part of me wanted to push you away. Because I worried about want could happen to you. Mostly from that fact about who my sis is grouped up with.

I know first hand you are a strong woman. I'll show you everything I have and tell you what I know. Probably best we block any commutation like Mr.N did. After that if your are willing to take the risk to help. I couldn't think of a better person with me in the on coming war with my past.

----

I'm not very experienced in this kind of talk, but i tried. My goal is to keep honest and not hide anything any more. Tell it like it is and hope she will be willing to deal with those ass biters (or what ever their name was).

Goal if she helps is to train up and see if we can meet back up with our friends. That mutant guy could be helpful. Think tank bro as well.
>>
Rolled 42 (1d100)

>>1139735
>>1139837
Supporting us talking to her like this and burn a fate point. This is a monumental moment. Maybe go for the hand grab.

Give me a 80 Mr.dice
>>
Rolled 89 (1d100)

>>1139936
This
>>
Okay, we gotta be clear here.
We're telling her that our problem is rooted in our failing as an older sibling. How our sister was kicked our of our village, and returned years later, MAD and with bandit friends bent on helping her take revenge.
How our wife's family wants revenge on us too, for our wife's death. That they're from a think tank and have allied with some shady megacorp, and those of our children who aren't with our sister are with them.
How we still have some friends out there who could help, but more importantly they need our help before they get taken out in the maelstrom of revenge.

I'll try to figure things out later, just make sure we actually tell her what's going on, since that's a big part of this.
>>
>>1139978
To be clear: we actually haven't told her any details about what we've learned of our past, and we really need to.
>>
Rolled 28 (1d100)

>>1139978
That sounds about everything. There is also how we made a deal with the 'devil' to get somethings at the cost of our past.

Good End to all this would be with Foxy and Mr. N we can make peace with our sis, get the kids, and some how get the Family to back the hell off.

-----

... I highly doubt it, but maybe we can call the spirit of our dead wife to tell us somethings. Since we want to save our children. It would hopefully not turn into a evil spirit and try to kill us.

Tho maybe best to let the dead stay dead in this case.
>>
>>1140145
It's up to someone else to figure out what to say to Foxy. Do we want to break up with her, or get her to help us through this? I thought we were going to go with the latter because it's what she was going for, but then I didn't think when it came time to what to say.

But we still have some spirit liquid set aside we've been meaning to give her. That's all I wanted to add besides what I already said.

Wait, just got an idea in relation to what you just said.
GHOST MOM!
>>
>>1140298
You just made me realize. We can try communing with any of the hero's we have heroically sacrificed in other civs
>>
dip sent me, he got b&

"Tell them they need to proceed with the hand grab and tell foxy to stay. That we've figured out bits a pieces of our past and we'd like it if she could help us put the pieces back together. If she denies we give her the spirit liquid and tell her we got this for her while we were out on the road."
>>
>>1140538
Don't. If we push him to target heroes like that we could become more MAD.
>>
Hmmm, what to do, what to do.
>>
These emotional riddles always stumped us so hard. At least with war and tactics there's always some dumb idea we are willing to try.
>>
Rolled 70 (1d100)

>>1140857
Eh don't underestimate the anons. There was a reason why they were able to seduce the BBEGs...on multiple occasions.
>>
>>1140866
When did we seduce a BBEG that wasn't already infatuated at us at first sight?
>>
Rolled 21 (1d100)

>>1141029
Modalvania. The first time the BBEG didn't have any feelings for the MC until anons came up with elaborate well thought out plans to seduce to said villain.

You also solved the biggest suppose to have been overarching problem with the Dungeon Master in a single very well planned action that had a crit.
>>
Rolled 69 (1d100)

>>1141029
>>1141146
Technically not even Foxy was one because she actually studied and watched the MC from afar before taking action. Its just Slate never knew until it was too late. She didn't fall in love at first sight but later as she liked what she saw.

Only the dungeon master and a hero boy fell in love at first sight. Problem was their love had a lot of troubles. Which got deal with all at once with a single well thought out action. Thereby cutting the quest short.
>>
>>1141209
>Only the dungeon master and a hero boy fell in love at first sight.
Abigail. . .
>>
>>1141432
Do you count Abi as an evil villain?
>>
>>1141464
After the things she did to Petyr and how she did become a war monger? Kind of fits
>>
Rolled 55 (1d100)

>>1141432
That was technically the players who created a destiny between the two.

>>1141464
If she is a villain then the entire Combine is full of villains. At least they aren't hypocrites.

>>1141809
Abigail is indeed a war monger which is why she never reached the top ranks of the Combine. She sorta got stuck at Admiral. That way she would only drag down a single fleet with her. Truthfully if she wasn't so good at tactics and strategy she wouldn't have even gotten that.

She is also of quite the violent disposition with a fondness for soft cute things that don't get along with her image. As despite what she does deep down she still has a girly heart. She just isn't a fan of the macho man and criminal stuff due to her life.

Petyr on the other hand as an unhealthy obsession with Brood and unlike Abigail once his time was served with the Combine he didn't choose to stay on.
>>
I'm sad I didn't keep up with this quest so I wouldn't know where to begin how to break the deadlock. Or at least maybe Genie could give some ideas or options
>>
>>1142250
Rizal is the breakthrough that will allow petyr to tip the scales. His WHOLE thing was trying to make brood/tech, something we and the universe thought wasn't possible. She is the key to brood tech and he may be the smartest super scientist we have ever had the pleasure of using, not to mention his funding..
>>
>>1142289
You misunderstand I totally get the potential in having Rizal be a goal in our next quest.

Its this quest with slate that I'm talking about.
>>
>>1142250
All you really need to know right now...

Is our guy is going crazy do to the lack of formal training in the actions we make and looking deep into the wrong stuff. We have a bandit necromancer GF and she doesn't dig crazies.

So we have a spill on keep her or not. The start of this current problem was the flip flop for we wanted her to help us with dealing with our past. Then the action right after people say na lets break up and rolled a 1. Well more lets take a break. Foxy doesn't do breaks. So now it's do we ask for forgiveness or say bye bye.

Personally I think she is a keeper and knows a lot. It will help us in dealing with sis' bandit group. She has dealt with messed up past before. So there will be passion in her helping us. Willingness be on what we could hope for with our guy giving little fucks. So I voted for telling her everything and be up front that we care a lot about her. In here >>1139837.

---

Over all we did the most changes in the first few threads. After words we dicked around, a lot. We got some necromancy, bandit commander traing, psi-mage, survival skills, and a mix bag of some minor things. Are crew is made of undead pirates, stalkers, Ruin golem, and a Spirit storm. We have some favor with survivors, the bandits we trained with, Bandit diplomat Mr.N and our arm dealer Boss. O and our master of necromancy and our fellow student a tricky witch.

I think that sums most of it up.
>>
>>1142250
O and for some ideas these are the actions given to us to work off of.
>>1139192

To bad I wasn't being lazy/busy. I would of had better notes for ya.

https://docs.google.com/document/d/1RrXk3THgW0f9ATC9_sGhynmPxuFCIPBRv3ITOaXAo9s/edit?usp=sharing

I many have them for remembering the past we are digging up.
>>
Rolled 94 (1d100)

>>1139837
I think I can back this
>>
On a side note. I really enjoyed our time with the super villain. In my quest for finding something to fill the hole. I found this http://kissmanga.com/Manga/Zannen-Jokanbu-Black-General-san

It's fun, over the top, and about the villainess going after the super hero.
>>
Rolled 56 (1d100)

>>1142357
Yeah that sounds about right

>>1139837
Roll
>>
>>1142368
Can we liquefy our assets already, I don't think genie even has full notes on all our loot and random shit we have acquired. Fuck the tribal psi charms, fuck the gifts from cray cray, fuck the nanobot injector, fuck everything we don't even know what does or use. We will get other shit. Aside from equiping ourselves and our undead minions(we should save some goodies for the named undead) but TSO can handle equiping our rank and file. Compact Liquid currency we can keep in the vtol, amy and her bike(who I would consider an autonomous living bike, night rider style) we don't need any of our shit. letting it gather dust is doing us no good regardless of how "cool" the stuff is. TSO could probably give us credit.
>>
Rolled 8 (1d100)

>>1139837
I'll support but upon hearing who sis runs with she's got a say holy fuck I'm out
>>
Here's hoping we did the right thing
>>
>>1142477
I know we sold a somethings since we bought psi blocking mat. from the tribals and the charms. We should make use of them before running off. Unless we are hoping Smart Zed stalker will be an ace we can play in fighting the family or sis.

Differently we should trade in for the gear we will be sticking with till one of the targets is dealt with. Tho I'm not sure what we will keep or get. Other than maybe upgrades for AMY. Our guy has that vile gun we should keep. It's risky to use, but could save our life. The armor we got on Christmas from the boss was really good. Maybe buy those psi-magic tools the Boss lets us use on jobs.
>>
Before we do anything I think we should return TSOs heirloom...dying or loosing that would be....bad.
>>
>>1142368
>>1142477
Pretty sure we sold most of the shit listed there long ago.

>>1143130
You mean the one they specifically warned us about unspeakable punishment if we lose it? The super special sniper rifle? Have we even ever taken that with us?

>>1143010
Yeah, we do need to figure all that shit out. I assume by vile gun you mean the cursed magitech machine gun?
>>
>>1143163
Yeah the notes is way out of date on the sold department. It didn't help that I wasn't give the exact items sold. Just a broad things were sold. ( I assumed some scraps we would keep for other needs. ) Yet there is still lots of other scavenged stuff and bits we gained. Then sold for the tribal stuff and the survivors grabbed in the raid.

>>1143163
Yeah I believe so. It was the gun Mr.N had when they were a hero. I suck with names and just remember it's so wrong that even undead and zombies fear it. Hence me calling it vile.
>>
Alright...so what is consensus?
>>
>>1143163
>>1143179
The big problem is that though in game we probably have a large dope inventory, neither us or even genie have the notes on what we have/don't have. So let's start fresh, should be worth a good amount, down payment to get our teachers to work with us 1 on 1, maybe get some VR pods set up.
>>
Rolled 50 (1d100)

>>1143352
I assume it's >>1139837. Since people backed it last night. Tho not sure of anything else to add if there is a need.

We're kind of messed up with all this weight on us and know almost nothing. If she can forgive us for being a wreck. Then we can move on to training and digging up more info. Send people out and other fun things. For the children and in the hopes of keeping a good lady.

>>1143365
It would be odd if Genie lot there notes, still it's possible. Seeing that they are having computer problems. In which case I would say Genie needs a pastebin or google doc to have an online back up.

I can understand the starting fresh to make it easier to keep track of stuff. Yet we would lose out on the good shit we do have like the armor, skull, book and other goodies.
>>
>>1143352
This seems to be consensus >>1139837
>>
Rolled 29 (1d100)

>>1139837
>>1142371
Your explenation followed by revealing of what you know seems to have mollified Foxy. Though she is concerned about the Ass Biters and your other enemies. But according to her your best bet is to get in good with N's forces well enough they'll help you. You should also work on acquiring other allies and friends. You don't technically need to suck up to Foxy's bandit crew but it wouldn't hurt. Especially her family members but due to Foxy willing to help you out. You indirectly have their aid.

Foxy suggests getting in good with other more normal factions. It wont take much to get on their good side enough to be willing to take out bandits. So they'll be your biggest source of potential aid. This doesn't mean you should ignore your boss's forces as according to Foxy your boss is clearly working on something involving rallying together multiple forces. If you can get your boss's aid to deal with your past it could help a lot.

Foxy says your biggest problem is obviously gonna be your Sister and your dead wife's family with their mysterious backing. Which could easily prove to be much bigger then expected. The other enemies while smaller it would be wise to take them out first before they think about teaming up.

But then there is the problem with your memory. Which you need to get back so you actually have a much better idea of what the hell its really all about. Which means you should probably first focus on this.

But during the time you go making friends...you could also at the same time ask about these guys and chasing leads at the same time. A two for one deal that will hopefully pan out. If it doesn't at least you still made some friends and confirmed that the leads were trash instead of good.

What do?
>Go see boss
>Time to trade
>Go see N
>Go do your job
>Other?
>>
>>1143696
Did we ever try to get a scientist or a magician to fix our memories?
>>
Rolled 61 (1d100)

>>1143757
Yeah a non hero bandit doctor. Didn't look good and from what we learn it seemed we had to go to the source to get them back. Tho a hero doc may have better luck.

>>1143696
>Go see boss
Hey Boss, I think it's time I give some fucks about something. I assume you will want me to finish up the survivor settlement. Unless your alright with me finishing some problems first. I gotta save me kids.

I was thinking about going to train with some paramilitary, if I can find them. Also to make some friends while I'm at it. I'm gonna need them for dealing with some problems of the past.

---

With the paramilitary training we can fight better with the weapons and magic. Then, if we are luckly, train for some leadership to become a merc commander and have better skills in leading anything.

Pushing from there we if we get leads while with the paramilitary. Follow those and if not we go to some corps. We got those nanos to trade off still and we should be able to make the deal with the support we have.
>>
>>1143825
If we are leaving to ACTUALLY train we should just give TSO the nanobots as a gift, not as an employee but as a friend. Maybe get a nanobot pool of his(?) own.
>>
Rolled 28 (1d100)

>>1143696
>Other
Give Foxy her share of the spirit liquid already!

>Go see N
Tell him that if he thinks Dok Chills can help us, it's about time we make a trip to see him. Ask for directions and advice on preparing for the trip.
If we can do anything for N along the way all the better. In fact we WILL do stuff for N, exactly when may vary though.

>>1143825
I don't know about paramilitary. They'd make good allies, but the only ones we know of we'd have to go undercover with. Although I guess boss might be able to help.

As far as the training goes I really think we should talk to the combat necromancers in the skull first, see how much they can help us. I'm talking guys who were soldier/necromancer hybrid, and probably were paramilitary if the lived after the Fall.
We already are a merc commander, just a green one.
>>
Rolled 22 (1d100)

>>1144001
Actually, maybe we really should see TSO first.
Changing to:
>Other
Give Foxy her share of the spirit liquid already!

>Go see boss
To do the following:
>Brief them on College Town
>Ask for their wishes regarding College Town
>Request time off to sort some serious personal shit (but we'd really like to bring the cursed machine gun in case we need it)
>Ask about potentially training with Paramilitary
I think the one N used was different, a psi-magi pistol. If we want to bring that or other of the special weapons, we need to ask about that too.

Then, before we go off somewhere else,
>Other
Use the skull. Ask the battle-necromancers to tell us about their craft, and try to get a feel for how much of it we can learn from them.
>>
Rolled 36 (1d100)

>>1143991
The nano tub we have is only good for the corp it belongs to.

>>1144001
Nothing wrong with more commander training to get out of green.

>>1144168
I believe the Boss would be the best to get out of the way first. We can talk to Mr. N after that.

I'll back gifting and what not.
>>
Telling boss about our past and sis is a bad idea, even N thinks so. Secondly. We can do these things g's while working. The boss likes us but not that much. Plus we're already running behind
>>
>>1144533
That's we didn't name drop who we are fighting in the actions posted. We can say hey turns out I have kids no problem. At least I assume it will be alright.

We can send people to gather info for us. The training under some paramilitary not so much. Even then we are going to the Boss to talk this out. If they want us to finish our job first we can.
>>
Rolled 41 (1d100)

>>1144533
Good point, we definitely don't share any details. Wasn't N specifically talking about the Ass Biters though?

So before we actually deal with stuff from the past we do these things:
>Get Memory Back
>Make friends
>Train

And that does not preclude doing some work for TSO. We should go have a chat with them about the College Town though.

What was the training software we got for again? The stuff we got as a reward for the trading action we got a crit on?
I ask because I just don't think it's wise to join up with paramilitary so we can get the soldier class, we need to focus on getting good at what we already have. But we might be able to squeeze it in if there's some other way than an extended stay with a paramilitary.

>>1144618
Actually maybe we shouldn't say we have kids. Hell we don't even have to say it's stuff from our past.

Since when are we going to train under paramilitary? Until you brought it up the last we heard was that it was the only way TSO would greenlight giving us Operator training, but I didn't realize we planned on doing it.

What you're asking for is for us to drop training in classes we already have to get a new class and focus entirely on getting that new class all the way to Elite.

We have an Elite Necromancer teacher, who gave us a powerful magic item that can be just as good as her at teaching us necromancy, and we could theoretically learn almost anything from it if we can get the right spirit. We need to get better at necromancy. We may not have such resources for psi magus training, but we don't have to convince a currently unmet faction to take us in for training to get better at it.
>>
Rolled 54 (1d100)

>>1144654
With what we were asking for saying it's for the kids will give the boss some reason to agree. Other than we want some time to deal with unknowns. Although the training we can work in easily. It's the time away from work I feel would be harder.

The paramilitary training was to give us some better combat training. Since we had bandits the paramilitary would round us out. Both in command and fighting. Make us less squishy when the enemies try to rush past the undead we command. The psi-mage or necromancer could be our elite focus. Tho I think the lost or found would be better to combo.
>>
>>1144654
As for the planing I didn't have one till we started to focus on the past. People can still vote other ways. It's just the one I see making the best path for us. We make strong friends and get stronger at the same time.

From there move to help thing other old world factions. If there is no openings for old world we move to Mr. N. Tho things could change depending on the actions and luck. This all while gathering info here and there about old friends and our past.
>>
Rolled 63 (1d100)

>>1143696
>Other?
Show Foxy too here large vat of Ghost Fluid and make a lewd joke about it not being ours but it was still all for her.

>Go See Boss/Ring Boss
Inform Boss about the findings of the collage town and the presence of RAMPANT forces in the area along with the hardwired SEC forces, ask for counter measures and maybe a way to steal a few of those cop drones...

>Other
Set up the VR pod in our room and then instert the Operator/Combat training programs we got from the Mountain AI.

>IF it works/TRAIN
Spend an action training in it.

[Next action will be go and see Mr.N about Doc.Chill]
>>
Rolled 37 (1d100)

>>1145180
>>1143696


I should re specify
IF the training works I suggest another 2 rounds of it just like we did necromancy last time.

THEN go see Mr.N. However if the training is a bust we go to N straight up.

>[Information regarding our memories]
Judging from what has been said and our flashback the memories are not locked away or suppressed, they are outright gone, as such I suspect that in order to recover them we need to find....
>Option A
The person who removed them and may have them in a bottle

>Option B
Go see our old friends and hope to rebuild them

>Option C
Find something where our memories could be present but not touched by PSI? Our spirit maybe...we can ask the Skull Bound necromancers.
>>
Rolled 76 (1d100)

>>1145180
>>1145197
Vote

>>1145108
>>1145113
But we aren't going on a journey to deal with our past yet. We aren't ready. So we don't need to ask for time off, not yet anyway.

Maybe we would if we were going to go join up with another faction, but I don't see why we should do that, especially before exploring our other options for training. I assume if we join an old world faction, they'll expect a commitment from us. The kind of commitment that would seriously complicate our ability to get other stuff done.

Genie said that Lost is actually good for combining two other classes together that normally wouldn't go together.
>>
Rolled 56 (1d100)

>>1145239
Give an advice notice is better than out of the blue. Give the Boss time to ready.

As for the faction is was to hit two targets. Making friends and getting training. Mr. N or that admiral bandit said we could get good psi/magic training through paramilitary. So may as well follow up. Getting better at fighting will let us handle what comes on way. Can't magic out of everything and paramilitary knows their combat. Bandits have to use tricks to keep up. So knowing both will let us take on anything on a basic level.
>>
Rolled 79 (1d100)

>>1145180
>>1145197
supporting
>>
Rolled 63 (1d100)

>>1145332
>Can't magic out of everything
Bullshit. I mean that generally speaking, but in our specific case we get undead to fight for us.

>on a basic level.
This isn't just learning how to fight on a basic level. Training with paramilitary would require us picking up an entirely new class, a pure combat one. We can fight, and we can get better at fighting, but we don't have to be the best at fighting, and that means we don't have to join a paramilitary or become an operator.

Captain Cull said we could get battle mage or battle psion training from the paramilitary, but if we're going to go that route, why the flying fuck can't we just ask our skull about battle necromancy first!?

I really don't think going to a paramilitary for training would be some weekend trip. The only reason they'd accept us is because of our magic or psi (whichever we reveal to them), and once they've got us I don't think they'd let us go as easy as the bandits did.

We also don't need to do anything on a basic level, we need to do something on a highly advanced level. Being a jack of all trades will get us nowhere, we need to focus on classes till we reach at least veteran!

Finally, we're far from starved for options when it comes to making friends. How about all the people we traded with? Or getting closer to the bandits, or TSO? Or the megacorp AI we met? Or making friends with paramilitary without signing up with them?

The advance notice you may have a point on, but we need to think carefully about how we approach the subject. To wit, telling Boss about our kids seems unlikely to earn us sympathy; more likely it will be seen as a liability.

>>1143696
If we did go to a paramilitary for training, how hard would it be to leave when we want to?
>>
Rolled 31 (1d100)

>>1145387
Remember when the monsters where getting past pearly and McScream? Some ops team for instance could try to stealth past the undead. Granted that would be had for the living to hide from undead. That and I don' trust us, as a group, to keep paranoia levels needed to be pure magic-psi user.

I never said anything about being an operator. I just wanted us to get some combat training and commander to expand on that. Which will help with leading the undead and better use our stalkers. As for the extra class, it's not like things can't comb. We have a dab in others as well. Like how scavenging has tribal, bandit, and survivor traits.

We can use the skull for somethings. Tho I get the feeling the teacher we have will help us use it to the fullest. It's just how I feel we should go.

> weekend trip
We can find that one out. Maybe that have work we can do for training and trade deals.

We lack a crap ton of general training in a lot of fields. Our magic even more so. I want to do things that will cover how we played and keep the madness from taking hold. Leadership is a big part of that when using our undead. The combat training for the paramilitary is to help us live till our undead clear the targets.

Indeed we aren't lacking, I never said that after all. Just the rout I feel best is why I pushing it. One thing to note about bandits and the like it could effect our rep. In turn hurting our options. So I wanted to hold off a bit on that. Also never said we had to sign up. I just wanted training and to make friends.

Yeah we do have to be careful.
>>
>>1145441
Yeah, I'm just assuming that paramilitaries aren't going to offer their training easily or cheaply. I think that like a real military, they give you training because they expect you to serve for some time.

Remember how it was hard to get training from tribals? It's not any easier with paramilitary.

There are far easier ways to get better at fighting than getting training from a paramiltary organization. They aren't the friendliest bunch, and are a hell of lot more formal than bandits.

>Remember when the monsters where getting past pearly and McScream?
Sort of, but I didn't get the sense that the problem was us not knowing how to fight, rather it was mainly being out alone after dark. But we actually survived that without too much difficulty, ending up hiding under Pearly. And just getting combat training won't solve the problem of stuff attacking us. Some ops team for instance could fucking snipe us before we even knew they were there, or kick our ass just as hard after we get a moderate amount of combat training as they could before. I think you're seriously overestimating how much "squishy wizard, beefy fighter" is in effect. If we master our powers, we can raise a shield, turn invisible, teleport away from danger, and more. We get combat training and we'll just be a bit harder to overwhelm in melee. At least I think that's how it works here.
>>
Rolled 49 (1d100)

>>1145180
>>1145197
Vote
>>
>>1145549
>Yeah, I'm just assuming that paramilitaries aren't going to offer their training easily or cheaply.
We could use more money. . .
>>
>>1145549
That time will get us exp and the training needed to go up in ranks. Maybe we will get lucky in can level up the class we want to focus on.

In truth I think it would be easier for some of the training. Mainly because of working for an arms dealer. We can set up trade for a lot of what they need.

A government?

The combat training under the paramilitary will get us experience to notice some of those ops. Like in how we started to notice signs of tribals after the witch taught us.

I can understand how strong a magic-psi user can get. It's just, I know we forget to use skills, magic, and/or abilities. So we will not always use invisibility or other magics to support our selves. Most people don't have that level of paranoia.
>>
>>1145180
>>1145197
Are consensus then genie
>>
Rolled 100 (1d100)

>>1146139
I concur.

It's good to be back boys
>>
>>1146188
Holy shit.... It's a 100 on operator VR training and gifting foxy.. And debriefing boss...your awesome
>>
>>1146188
Also good too have you back, you made quite the entrance
>>
>>1146202
I know right? I need to get b& for shit I didn't do more often.
>>
>>1145800
Again, they will want us long. term. Probably indefinitely.

Yeah, if they're willing to offer any training exchange for goods then our boss can afford it.

What? No, the training options we already have! VR (which we just got a crit on), combat necromancers (I don't know why everyone would rather go pure soldier when we're already a necromancer), or bandits (you think we learned all we can from them?). Seriously though, what?

Great, but having other people (most likely undead actually) around to watch our back could serve the same purpose. Except it would also give us a chance of beating them, while neither combat training nor anything else would be enough to beat them unless we go all the fucking way with it.

Although it looks like we're going to become a soldier anyway, so if that's the case we might as well train it up as much as possible.
>>
Rolled 15 (1d100)

>>1143696
Alright so...some more bad news from the Genie. New computer died....again and I am in the middle of moving. So expect posts to be very bad these next few days and shitty posts for about another couple weeks after that. After that it should clear up again once my warranty sends me a new computer...again. Maybe.
>>
>>1146420
What is it happening too them Genie? Hardware or software? Ya good? Several of us will donate when we can.
>>
Rolled 28 (1d100)

>>1146483
Hardware bit the dust. Was the power supply. If it was software I have the skills and software to fix it. Its pretty rare for me to have a software problem that can defeat me unless its a compatibility problem. Those things are my bane though.

Good news is I got a refund this time. Bad news is I am gonna have to try and figure out a replacement.

I do not suggest ever using Asus products ever again. First computer I bought brand new from them refused to turn on after a couple days. Got a replacement but it suffered from some compatibility problems i couldn't fix to the day it died from multiple hardware failures.

Second computer i purchased from them came with faulty hardware. Its replacement the one i had been just using power supply broke.

Never again.

Fuck Asus so goddamn hard. I am absolutely gonna write a scathing review of their products once i get some account info fixed.
>>
Rolled 65 (1d100)

>>1146628
I dunno, I've always had good experiences with their higher-end gaming laptops. They probably just outsource lower end stuff to someone else then slap their name on it.

Now that I actually say this thing's been reliable I bet it'll break on me.
>>
>>1146628
going to lurk asus yelp, amazon, and other review platforms so that I may finally uncover the mystery of who is genie
>>
>>1146810
>>1146628
Their gaming laptops are hit or miss I got a g73jh back in 2010 that was DOD or technically dead out of box. Spent that whole summer busting my as to get the thing too, but I took it back to the store got a replacement and the thing worked like a champ. Street sign fell on it and busted the hell out of the display, so I just hooked it up to a TV, power supply was a bitch but I spliced the damned thing and it worked up until it's final years until I replaced her.

I'll always remember you g73jh, my first actual gaming machine.
>>
>>1146911
Failed to mention my cousin got the next model of it a year after me and the processor was fucked after a couple days, but the replacement worked well after they got it to her.
>>
Rolled 53 (1d100)

>>1146188
ah damn it.

Foxy was extremely impressed by the large amount of 'spirit' fluid you got for her after you made a lewd joke about it that she thought was quite funny.

After that you met with boss while your VR pod was being set up. From them you were handed a strange looking device and told to turn off the wireless functions of your gear and comms. Lest the rampancy finds its way in. The device meanwhile according to your boss is quite good at fucking over security systems assuming you put it within range. Its even better when you directly hook it into them.

After that you hopped into the pod for training.

>When you next enter combat after it finishes you will gain bonus exp

Gained increased relation with Foxy and Boss.

What do?
>Go see boss
>Time to trade
>Go see N
>Go do your job
>Other?

>>1146810
Thing is Genie doesn't go cheap when it comes to computer stuff. It was their high end gaming laptops that I purchased for the simple sake that gaming hardware lasts a hell of a lot longer.

I learned the hard way when it comes to be cheap with that sorta thing years ago. So on the rare occasion I need to replace some stuff. I generally try afford a decent piece so it can actually last awhile.

>>1146875
Good luck with that.
>>
Rolled 3 (1d100)

>>1146929
>go see N
If I remember correctly we gotta see about doc chill
>>
Rolled 27 (1d100)

>>1146929
>Other?
Well I did say 3 actions of training. So let's look for ANDY and
>Train
Like we did with him before.

If ANDY is not around give N a call and ask about Doc.Chill.
>>
Rolled 17 (1d100)

>>1146929
>Go see N

>>1146278
Eh. I have no clue on that. Not like the tribals did that to us for the training.

Cutting them deals and what not we can do to help cover cost.

I missed out on a thread. I had not a clue about the rampant tech and the like. Next time I will just as with what and not guessing something.

Then lets go all way with commander and necromancy training. Make the most of the swarm. Or just keep voting with what you what. I'm just going with what I feel is right. Paramilitary felt right for combat and improving our commander skills. I would like it go all out, but we tend to drop training after a few rounds. Thus we end up lacking a lot of the general info we need as a character.

We'll see what happens.
>>
Rolled 50 (1d100)

>>1146929
>Go see N
Changing too this to keep stuff going. Ask to see Dr.Chills and some PSI training. Specifically the basics so we don't go mad.

Can we please do those other 2 rounds of combat training. The next set if 3 is with Mr.N anyway.
>>
Rolled 68 (1d100)

>>1146929
>Go see N
>>
Rolled 67 (1d100)

>>1147215
I think the Tribals who taught us were kind of renegades, hence why they were together with bandits. A bandit paramilitary, now they might be slightly easier to deal with (I think Captain Cull might have actually been one)

As for the rest hell yeah.

>>1147236
I agree with this
>>
Rolled 3 (1d100)

>>1147412
Technically they were Outcast Tribals which is why they were with the bandits. One of the reasons N INSISTED on expanding into the wilderness was to recruit tribals. In addition to be a place where N's forces lay low they also recruit tribals and mutants. Further expanding his forces with some of the most terror inducing foes you can possibly encounter. Admittedly most of the mutants come from the marshes and places closer to those mountains. It still however has greatly expanded N's alliance in terms of forces available to them.

Veterans would know of the terror that is the Mutant Menace. Sadly not even they know the full potential that is the tribal...

>>1147215
Rampant Technology is basically the less sane and more evil counterpart of AI technology. Its known for its insane malice, twisted mockery, and most importantly its devastating compromising ability. If the AI who designed it weren't so insane their tech would of been able to fully showoff the true potential of AI technology.

In game stats Rampant Technology has extremely strong debuffs and enhanced performance. It is however more fragile and unpredictable. When used properly it can be devastating and it really fucking sucks to get hit by a rampant tech weapon. Good news is they aren't as difficult to take down or reliable(which might be bad) as other more sane AI technology.
>>
Rolled 89 (1d100)

>>1147236
It took awhile but eventually you found N. Bastard really needs to learn how to stay put. Even with the aircraft it still took you all goddamn day to find the son of a bitch. You found him though located in a small city sinking into the marshes. The place was extremely nondescript if you weren't paying attention to all the bugs, heat, growths, and oddly enough surprising amount of farms. There you found N located in on top of a crumbling building that was being fortified by a bunch of bandits...and with mutants crawling out of the sewers. N was currently on top of the building talking to a bandit slaver, EvilGineer, and a mutant while taking in the sights.

"So how much fuel can we get to producing Engineer," asked N.

"Growths are rich but it would be safer if we built some refineries farther away. While we would have to deal with more monsters it would at least be much easier on our equipment."

"Not to mention slaves, we can expect much higher casualties here," mutters the slaver.

"Your forgetting something very important...Boss Grimshaw if you would."

"Hmph," snorted the Mutant. "Here we get mutants and better raiding. Not to mention the nearby proximity to the wasteland and old industrial use. Has led to development of otherwise rare and exotic materials.Which will be most useful for more better fuels and other projects. We wouldn't get that in the wilder monster laden areas. Plus not nearly as much pain in the ass tribals who would get pissed at us cutting down the trees."

"If you still wish to complain your more then welcome to explain to the Doks, Meks, and SCIENTISTS why their precious supply would be cut short," finishes N. "I do believe that is everything?"

"..."

"..."

"Good then your all dismissed. Now what do you want Slate?" Asks N as the three get up and leave.

"I need to know more about Dok Chills."

"Can't say I know him well, but its said he is good. real good at what he does. He ain't easy to get to though. As you'll have to go passed a lot of bandit havens before getting to his place. Just be aware while he himself is extremely chill...the company he keeps not so much. He helps run one of the last remaining nuthouses in the entire post apocalypse. So I guess you finally decided to solve that sanity problem...is it the memory one? He could help more with the last. As the MAD one has more to do with your own ability to resist it then say someone else. Is there anything else? I still gotta suck up to some mutants and oversee some operations."

What do?
>Talk to N about something
>See what the bandits are up to here
>Find a trader
>Wander aimlessly
>Go explore the city
>Other?
>>
Rolled 68 (1d100)

>>1147641
>Other?
I'll take what I can get frankly.

>Train
Mr.N I need a course of PSI basics to build on so I don't loose it.

>Feel around for fun undead to animate and if possible without going nuts do
>>
Rolled 33 (1d100)

>>>1147711
Ah, right. We've gotten magic basics from teacher right? So we still need psi basics.

I agree with that and the feeling around for undead/dead to animate but being careful NOT to use MAD.

>1147641
Okay, so consider this a proposed addition/backup if he can't train us personally

>Talk to N about something
He's a busy man, so I don't expect he'll be able teach us personally, or at least it would be very hard to make the time to do it properly. But if he can give us any leads on psi or better yet psi-mage training, or has anything in his personal collection that he thinks we should look at (probably not borrow, but we can stay here while we read it) it'd be much appreciated.
>>
Rolled 25 (1d100)

>>1147728
So ask where to psi train? I'll back.

I remember being told we can train up our psi protections by hanging around mad people. Tho I doubt that will help with madness.

After this we head back to the VR then.
>>
>>1147966
I totally agree. The next action is ask for directions to Doc Chills and head back for another VR training.

The action after that is another round if VR and then head back to the survivors to do our job.
>>
Rolled 86 (1d100)

>>1148002
After psi and combat. We may want to finish magic with master. Not sure how much we really did.
>>
>>1148009
My plan is too return to master after another survivor burst
>>
>>1148039
Ah
>>
Rolled 5 (1d100)

>>1147728
Vote
>>
>>1148002
>>1148009
>>1148039
I generally agree with that plan, but do you think maybe we should volunteer to do something for N while we're here? Normally I'd just add it to the end of our to-do list, but the guy's actually done a lot for us while we haven't done much for him.
>>
>>1148542
Maybe ask if he'd like anything from the SUrvivor side of it, stuff that he's unlikely to come across working in the area's he does, I mean Slate is the only member of this group who can freely mingle with Survivors and other "Old World" factions so well without imidiate hostility, Think tanks, Corps and Paramilitaries will just see a survivor wanderer rather than a mutant, bot or bandit.

We're the deep cover guy really.
>>
anyone home?
>>
>>1149859
Yup.

>>1148924
Well, we'd have an easier time with them than bandits would, but if I remember correctly Old Worlders and Survivors are actually sort of rivals, and technically we are neither; we're an outcast, a rather shady figure, not unlike our boss Shrouded One.

We can be deep cover, if need be. What you mean is we're the in-between; we can be an intermediary between factions that would normally never talk to each other, and I think that's exactly what TSO wants for their plans.
>>
My current plan for Slate is too basically doing batches if linked training like...

3-5 Actions Training with either-
-Master/Skull Archive: Necromancy
-ANDY/ VR Rig: Combat/Operator
-Mr.N/Skull Archive: PSI

Then between each set we go to the survivors and do 2 small missions such as Patrol or guard then 1 scavenge action. All for building reps.

However our next action should be 1 scavanger run so we can use the hack box the boss gave us and bring a tech specialist. We're going to town to steal/hack a bunch of those cop drones...maybe even take over the armory, thats it. After wards we go for Doc.Chills.
>>
>>1150217
Everything but going back to the college town sounds good.
You want to hack the bots that are now rampant? I'm not sure how that's going to work, but then I don't know what the precise abilities and limits of the device are. But I don't think we should fuck with those bots unless we bring enough firepower to destroy them. And I still believe the real point of interest is the college; if we're going to strike, we should strike at the source of the rampancy rather than the bots it infected.
>>
>>1150339
>In regards to the collage town
Your right the cause of the Rampancy is the primary Concern and should be dealt with however at our current level I don't think we could pull it off.

>What im Suggesting....
I'm suggesting we return to the Armory with a tech specialist and more heavily armed escort as this is a targeted trip, we'll bring more than just the VTOL.

When we're there we're going to use the Techies to get into the hardwired system and we connect the box, then we rob the place blind and take as many of the Drones away with us as we can. They're worth a fortune and could be really useful for the Survivors.

All we can do is scrub them before we turn them back on. Secondly while we're there with the Techies and the Hack/Box we get a map of the systems so we know the places that are guarded and therefore special sites, finally also may reveal where the source of the corruption is.
>>
>>1150404
>more than just the VTOL
Yeah, that's what I was trying to get at, as long as we bring enough.

We'll see how things work out with the bots, but I'm a hell of a lot less optimistic about making a profit from them. Unless we just sell them to bandits or other rampant bots.

And if the military had any clue what was going on in that town, they wouldn't have just disappeared along with everyone else. Most likely simply going to the college labs will turn up more than any information on the town we can get from the armory.
>>
>>1150585
Frankly im planning on trading them too TSO for credit so we can get an APC to live in and use as a mobile base.

Our VTOL is a bot so we can just tag it to orbit the APC. Our Stalkers and other troops hang in the VTOL (and any spare space can hold loot) ready to drop to our aid whenever we need them. Our APC can carry us, Survivor team mate who aint keen on undead and loot. The TT Bike can go in either depending on which had space.
>>
>>1150611
As long as we don't bring them in without calling ahead to say we got a bunch of rampant tech.
>>
>>1150628
ohhhh yeah. IF we get some tech, gear and hopefully drones we'll not come to far into survivor turf we'll send a runner to tell them to meet us out here because frankly even a few of these drones could make a good defense force for either TOS or the survivors.
>>
Rolled 55 (1d100)

>>1147728
"Psi? I happen to know some mutants nearby who have a knack for psi and magic. Sadly not both psi magi are not so easily found even among the mutants. Most of them that I know about are very MAD. Come to think of it I heard of there being some swamp witches and strange cultists. You never know what the cultists know about. Strange people but boy do they know some secrets. Including quite possibly stuff relating to psi magi."

"Otherwise I have acquired some tribal mages who might know something. Outside of them we have some magi and psion gangs. No psi magi gangs however. Lets see here...psi magi that I know who are still sane. Well there is the Cultist Marv Snapper he is a psi magi and quite the sane one despite his appearance. There is also the soldier simply referred to as the Echo Twins. Most think its two separate people most likely siblings. I however know that is a lie its actually the same person. Who is a psi magi. He goes by Echo and he is a massive ass kicker. Then there is the bastard mutant known as Gloria Grime. She is the offspring between two separate breeds of mutant and inherited both of their gifts. In my personal opinion she is even scarier then Echo. As Echo is at least civilized...her not so much."

"There is also two MADS I happen to know. Unlike the rest of the crazy bunch however these guys are oddly...helpful. One of them is a technomancer figured out how to do all kinds of crazy shit involving technology and he is simply known as the Digi Surge. Everyone has heard of magitech and the rare psions who have knack for tech, but this guy figured out how to combine the two. Many think he is insane. personally I think he is literally just that brilliant. He only started going crazy once he poked around too much in some Outsider related shenanigans as well as AIs...particularly rampant ones. The other one meanwhile is a member of my alliance simply called The Mad Nightmare. Scary son of a bitch even by bandit standards and its a woman so its even worse. She is one crazy fucking bitch but if you wanna learn how to avoid the MAD there ain't anybody better. Simply because she knows how to traumatize you so badly you gain a resistance against MADNESS. Truth be told its why she is called Nightmare because of her ability to dig out your deepest nightmares and use it against you. If she likes you the process will actually help you resist MAD. If on the other hand she doesn't...well lets just say if you think nightmares are bad. Just wait till a crazy bandit bitch starts to twist it into reality spicing it up with MADNESS and then throw you inside."

"I can vouch for you if wanna meet her but be aware while she can help with the MADNESS it comes at a very...high price. One even many bandits balk at despite their tolerances to crazy as is."
>>
Rolled 77 (1d100)

>>1150715
"As for items within my personal collection...for obvious reasons I don't keep most of it on me. That i DO keep on me i obviously have a need for it. If you on the other hand show up at my actual place you can take a look. Just don't open the boxes. They are closed for a reason...or any other closed container for that matter either. There is a reason why nobody bothers to rob me of those items. Even the crazies although in their case its mostly due to them knowing better then most why it a terrible terrible idea."

What do?
>Talk to N about something
>See what the bandits are up to here
>Find a trader
>Wander aimlessly
>Go explore the city
>Find one of the recommendations
>Other?
>>
Rolled 48 (1d100)

>>1150735
>Talk to N about something.
Thanks.For this and all the other shit you've done for me, including saving my ass on multiple occasions. If there's anything you want me to do for you, let me know.

>Find one of the recommendations
Can we go meet the psi mutants and hopefully learn from them how to safely use psi, guys?
>>
Rolled 3 (1d100)

>>1150735
>Talk to N about something
>See what the bandits are up to here
It's kind amore ask him what's going on up here...he seems to have nailed the Tribal and Mutant Support....that plus TOS's own bots and the bandit alliance....And they want us to nail the survivors...The Boss is trying to form a New World Shadow ain't they. They are trying to have ain't suddenly emerge so no one can counter it...

>Other?
Feel About for Special/Unique Undead... I want me a Witch Spirit darn it then animate it.

>Find one of the recommendations
-Nightmare
Now I know Genie put this there as a giant "dare you" kinda things but we need MAD Resistance more than anything so I guess it's her....We can pay with sex, just don't let on we're a boy toy... But she can also maybe see what our "worst nightmare is, or possibly was...maybe we can see our wife dying, while traumatic i'm sure it'll reveal enemy faces, uniforms and other details too us? Just hold onto that sanity

>Inb4 1
>inb4 more Bandit Bitch Rape Bait Problems
>>
>>1150820
Are you insane. This is the angelic abomination all over again. "Don't let on?" You think we can hide anything from her? The crazy psion who makes your worst nightmares into reality?

While we're at it, we can't fucking animate a witch spirit. We barely got out of being Green in Necromancy, if you want a spirit that bad use the fucking skull to hold one, it's literally designed for that. If we can find one. Or we could just find a living witch, instead of making them find us because we enslaved their grandmother's soul.
>>
Rolled 9 (1d100)

>>1150799
Yeah ok ill support you, I must have been outside to long and not thinking straight.
>>
Rolled 89 (1d100)

>>1150799
Vote
>>
Anyone have any theories on what we'll discover the more we remember our past?
>>
>>1150640
I like this idea
>>
>>1150799
>Can we go meet the psi mutants and hopefully learn from them how to safely use psi, guys?
We should get some gifts for the mutants.
>>
Rolled 57 (1d100)

>>1151647
Good idea, but what should we get for them?
>>
>>1151691
I can only remember from Civ Experience so i'm not familiar with Slate or the mutants in this quest.

But the biggest problem mutant (civs) face is: fertility. And a lack of pretty women.

So, presuming we have money or can get some money, it would do well to get and offer some fertility drugs and some breeding slaves. Would have to find someone who sells them.

Also Supply units are the closest thing to universal post apocalyptic currency. We could go and look for some Supply units too.
>>
>>1151734
Let's stick with the drugs. We did loot a pharmacy not too long ago, we should have something suitable.
>>
Well we got consensus atleast. Hope Genie is doing ok.
>>
>>1150799
Consensus bump!
>>
>>1152804
Same here, hope Genie is well.
>>
>>1153991
Ditto
>>
So I had an idea as too who we could play for our last blast....


...the bustard son of a former Corp executive lady who got raped by none other then Glowy Joe...and survived! This will be the story of "The Son of Joe"
>>
>>1155075
What in the world could a non player run corp do to invoke the fury of the rape train
>>
>>1155210
Just happen to be on the wrong place at the right/wrong time.

Some say he was born mad, and that he hears the voices of the so called "anons", all we know is his eyes have a strange glint to them, he smiles like he is privy to some great joke that the rest of us are falling for...he knows things even a MAD should not...he hears them you see, if you put your head to his...you might hear them too...

He could become a prophetic figure he here's us and so knows all we know, all the factions, the secrets, our arguments and nicknames...he knows the names of the voices that all mad here, he shall unite them and the mad shall rebuild humanity into something better, something new, something madder...
>>
>>1155075
I very much wouldn't mind this.

But I am still interested in playing something involving Rizal and Petyrs Brood Tech. Maybe the Broodish Son of Petyr and Abigail.

Maybe we could play a double duo quest? I think it won't be such a hassle as Petyr and Abi was because our goals will be clear.
>>
>>1155075
>"The Son of Joe"
The other question is, who was his mother?
>>
>>1155523
Whoever she is, I'm sure she embodied the meaning of "pregnant glow"
>>
Rolled 29 (1d100)

>>1155435
Seeing a halfway-twisted trait in a character would be interesting.
>>
How about an AI? Some kind of advanced Constructor? It's called ANON and it's come from another world to rebuild this one.
>>
I still like that suggestion of a Gov remnant with big goals, and our character is the leader. Genie's mentioned general, all-purpose leaders being very rare.

Then there are Masterminds...It'd probably be too much to try to be one and do it justice, but maybe our leader figure could be a key agent of a Mastermind, working to forge a Reborn Old World on the planet. Despite our character's importance, their relationship to the Mastermind would be distant, not even knowing their true identity...but they may receive clandestine assistance of one sort or another.

I mean, our characters seem to wind up crazy enough without explicitly creating them to be insane.

>>1158935
I think this also has potential. Another world...or another dimension?
>>
>>1158977
>our characters seem to wind up crazy
We are too strong of an influence.

---

Another reason I want to back government is how they are avg on all stats. While not focused on one thing. Their strength comes from we can do anything. So if we go for Diplomacy we can handle taking in new factions easier. Especially with working in their civ bonus in some way.

Hm I guess if we wanted to we could work in 2 starting heroes. Make them twins or something. Assuming the civ bonus could be used for such things. Then we can up the civ with wishes to support those heroes. Make them closer to the old world heroes. Say in terms of equipment and other support needs.

So many ways to go about this.
>>
Rolled 39 (1d100)

>>1159352
When I get back home I've got an idea for a government remnant lore and such. Looking forward to this. A fair few Hero ideas too.
>>
Rolled 36 (1d100)

>>1150799
"As a matter of fact...there is a bit of a problem. You see I been noticing the survivor holds have become more inspired into organizing and working together. Despite the lack of heroes if this keeps up its only a matter of time before they morph into a proper civilization and then we be fucked."

"I do wish to find out what they know about two different groups. Us and other bandit alliance that has formed due to the pressure of yours truly. I am afraid that the pressure of two bandit gang alliances is making them ally up which would greatly increase the likes of them upgrading into a proper civ. Which would be very bad news for us."

"I also need you to send a message to your boss. We got a rather nasty internal problem. Ever since Foxy joined up we been acquiring some proper warbands. Problem is they are too strong and its messing with our internal pressure. You see the gang bosses are very narrow minded bastards which is why they chose to be king on their own private shitpile then be on a proper hill but not the top dog. You throw in these warbands with their power...its really causing some serious internal turmoil and I can't fix it very easily. I need your boss to slow down on the warband recruitment and let me get a chance to form some proper internal coalitions to resist the warband pressure. Plus I gotta make sure the warbands don't get the same idea...which is gonna very difficult. You see while the warbands aren't so small minded as the gangs they are big enough to see beyond such small matters, but they aren't big enough to form a proper bandit civilization. Alas they are the ones with the most potential to and more importantly they'll be more willing to form their own coalition much more easily then the gang leaders. If that happens then my precious bandit alliance is toast."

"Which would be bad for all of us. Normally I would of stamped out that rival bandit alliance given how shaky they are compared to us. Problem is I am suffering from some serious internal turmoil problems. Hence why they still be around. If all this shit keeps up things are going to go very...very wrong for us all. Yeah I know you got your own problems to contend with but that doesn't mean the world doesn't stop turning."

"Your boss isn't stupid problem is they are a bit occupied and are trying to rush things. My alliance can't so easily absorb warbands given how they are simply too powerful and much smarter then my merry band it of narrow minded idiots. Why do you think they are a mere gang instead of a proper warband or god forbid a bandit civilization?"

>>1152804
I am still alive as the Genie is not someone that is easy to kill. On the other hand I am not doing okay so real surprise there.
>>
Rolled 40 (1d100)

>>1160386
"As for the mutants...keep in mind they are more familiar with it being all natural and typically in the genes. Just don't expect them to know the specific sciences behind it all and more fancy tricks. I happen to know of two mutant tribes which are close and they are a psions. One is located in the sewers real close by. To be specific they are located beneath a certain fallen industrial site in the sewers attached to it. They don't like outsiders especially ones who are poking but I can give you a recommendation to let you meet them safely. The rest is up to you though."

"The other group isn't quite so close as they are located in the nearby swamp. In particular a nasty patch that contrary to popular belief isn't a result of pollution. Its actually their garden and of their creation. You can tell its their patch of swamp due to the strangely colored gases and odd plantlife. Just be careful its rich in the nasty critters with psi potential. As the mutants aren't the only one who are fond of the area. Its great if your a psion though. I got their permission to set up a camp there for my psi members who insist the place is great for them. Only problem is the damn wildlife and if your not a bandit the mutants too...which is gonna be your problem. I suggest donning a bandit disguise before going there. Tribals aren't too common around near due to the sheer volume of nasty pollution, but replace them with mutants instead precisely due to that pollution."

"Those two groups are the only psi mutants i know about that are nearby. I know of others but its gonna take some travel to meet them if your up to it. In which case let me I know got a list of good ones. Gotta love mutants for their unique mutations that allows things that would normally be quite rare like psions be much more common them. Which is why despite their breeding problems they still have a solid presence of them. Unlike us humans who gotta rely upon sheer quantity to get any."

What do?
>To the swamp garden
>To the industrial sewer
>Go see a bandit psi mutant instead
>See about the psi mutants further afield
>Other?
>>
Rolled 36 (1d100)

>>1160422
>>To the swamp garden
>>
Rolled 51 (1d100)

>>1160555
Vote

and don a bandit disguise before going there, as Mr. N suggested.
>>
Rolled 18 (1d100)

>>1160555
Put on our bandit and outcast gear. Let's do this.
>>
Rolled 70 (1d100)

>>1160555
You decide to garb yourself in some bandit gear...which was stylized by some bandits before they left. Your not sure what the styles mean but according to the bandits who did the job for you they say the markings mean your a psion and part of N's bandit alliance. So long as one doesn't take a very close look they wont know its a fake disguise. They did tell you however to watch out for the bandits and mutants who are familiar with the alliance. As they'll be able to tell your a faker due to the lack of specific markings denoting which group your part of exactly. They refused to give you those markings stating they are strictly 'members only'.

After that you followed N's surprisingly well made holo map into the swamp. On the way you had to dodge some zombies and more importantly faction forces who are temporarily hostile to you thanks to the bandit disguise. In the swamps themselves is when you ran into trouble. Specifically the closer you got to your designation the more monsters you ran into. Which normally wouldn't be too much a problem except the very big problem that as you got closer those monsters were slowly closing in on you.

That was when you realized N probably didn't know that you still didn't know how to hide your psi and more importantly the monsters closer to the psi gardens are most likely going to be especially sensitive to psi...which now that you think of it is a very big problem.

What do?
>Push through by force
>Keep trying to sneak past
>Go see the sewer mutants instead
>Go back
>Explore around
>Other?
>>
Rolled 43 (1d100)

>>1161045
>Other?
Our bike, which AMY is where AMY currently resides, is hover, right? Meaning it can handle terrain that would be impossible for a wheeled vehicle, such as the swamp we're currently in?

Let's call AMY, she can zip out here, we hop on the bike, and then we should be able to outrun and outmaneuver the monsters even if we can't hide from them.
>>
Rolled 24 (1d100)

>>1161061
It is indeed a hoverbike. Which is why its so scarily quiet. Well that and having an advanced engine anyway. Only time it really makes noise is when it bumps into something or moves too quickly.

It can indeed. Legged vehicles were originally designed to handle terrain too harsh for wheeled and tracks. Later on breakthroughs in hover tech came to be. Hover unlike Legged is completely immune to terrain penalties in terms of movement. Problem is its a rather complicated and sensitive technology. Not to mention a power hog and finicky. Its maneuverability was however completely unmatched.

It's partly why so much time was spent into getting hover based aircraft figured out and shoving them into space ships. Their only real weakness was they were sensitive to recoil and too much damaged systems led to descent/possible crash. See in exchange for that incredible maneuverability they really sucked at handling recoil because they couldn't use the ground and such to transfer it into. A hover vehicle has to eat it all on its own.

Which is okay if you weren't using recoil heavy weaponry...

Ultimately the recoil problem was its greatest weakness and the hardest to solve.
>>
Rolled 94 (1d100)

>>1161061
Support. We should have her in the vtol anyway
>>
Rolled 54 (1d100)

>>1161129
I thought people were gonna have the stalkers chill in the vtol. For undead spec ops waiting to strike.

AMY on the bike is our scout. We just need to get better ground troops. Tho our swarm is strong in it's own right.

>>1161061
Maybe we should pull out and get that psi blocking mat. we got from the tribals used. It got it for this reason and still haven't used it.
>>
>>1161144
That is the plan yeah but it depends on a few things. I'm still keen on the idea of getting a nice APC for us to drive, horde loot in and human team mates, while the VTOL carries our Stalkers and other specialist stuff for overwatch and rapid deployment. It'd just orbit the APC, if we get a stealth APC even better.
>>
Rolled 83 (1d100)

>>1161144
Yeah, but right now the Stalkers are still at Teacher's.

Actually, maybe we have the psi stuff in our bag. Problem is I don't think we know how to use it. (and just hoping we can figure things like that out is why we're having problems with MAD)
>>
>>1161170
If we have the stuff on us we can head back to camp and see if some tribals are a round. Let them craft it into what we need and chat to the survivors while we wait.

Tell Mr.N or who ever what we learn. Get our new item and head back for MAD protection.

After the mutants it could be worth the risk to under go torture by the one lady. Not like we don't get boy toy boons from it. Tho we can't guarantee she will like us.
>>
I agree
>>
Rolled 16 (1d100)

>>1161301
I'm not sure if this is what you meant, but the mutants aren't going to directly teach us protection from MAD. We're just trying to learn how to use our powers so we can use them without going insane. So going to Nightmare would be no less dangerous than it is now.

I thought my solution was worth a shot, but fine. We'll go back and do it your way.

>Go back
>>
Rolled 6 (1d100)

>>1161486
Vote
>>
Rolled 47 (1d100)

>>1161045
Slate gonna Terminate this eventually.
>Go back
>>
Rolled 52 (1d100)

>>1161486
Yes I mean the mutants.

>Nightmare
Dam. Well we still have our charming personalty and by that I mean our body.

We don't have to go back, but hey if we have it may as well get around to using it.
>>
Rolled 28 (1d100)

>>1161588
Yeah. I guess the only viable complaint I have is that the mutants we're trying to get to are probably the ones around here who would be best at telling us how to use the tribal psi materials and/or crafting them into something we can use. Since this area is too polluted for normal tribals (also I'm hoping they can teach us how to hide our psi so it'll be easier when we leave).

Which is part of why I would rather push through, but really I'd rather reach consensus since arguing would just take even longer. Although I will not support any action to go to the Mad Nightmare.
>>
Rolled 44 (1d100)

>>1161486
After thinking about it you realized it would be most prudent to return. As it may not be such a good idea to push your luck in such a way...that was how you found yourself back at the bandit camp. There you are now considering your options.

What do?
>Do some trading
>Look around
>Go to the mutant sewers
>Go back to base
>Other?
>>
Rolled 41 (1d100)

>>1161990
>>Look around
Yo any tribals that can craft me some psi blocking gear with this mat. I got.
>>
Rolled 97 (1d100)

>>1161990
>Look around
Ascertain our surroundings, maybe we'll find something worthwhile
>>
Rolled 25 (1d100)

>>1161990
>look around
If we see N we should really consider asking him how we should go about concealing our psi presence
>>
Rolled 99 (1d100)

>>1162152
>>1162107
>>1162378
I Agree
>>
Rolled 43 (1d100)

>>1162152
There are a few tribal turned bandits present but according to them you will need psi dampening materials to create something that can help block psi. Crazy blocks are known to use such materials to help prevent crazy pollution to effect other nearby not so insane minds.

According to N learning how to hide psi is more about preventing leakage or making yourself look like someone normal who isn't such a 'brilliant torch' which is what you appear to be for those sensitive to psi. Which is the basic most common methods. There are others like the Insanity Shroud and Nothing Mind techniques among others. N himself is a fan of and uses the Nothing Mind. Which he states is a technique he lifted from possibly heroic psi mages of ages past. It is however extremely difficult to learn much less use but according to him its one of the most effective and adaptable concealing methods he ever came across.

Otherwise your best bet is acquiring equipment which dampens psi. While it may not help you unleash more psi power it will at least make it harder to notice.

Looking around your surroundings after seeing N and the local equipment crafters of the bandits. You discovered much to your surprise the bandits had incredible taste in terms of location...which is ironic given their distaste for scavenging. This location would of been a survivor dream come true, but for some reason they are oddly absent and instead the bandits took up residence here. You can see many rich picking sites nearby and from what you can tell there aren't too many threats nearby. Otherwise the bandits would never of had the balls to set up shop here.

What do?
>Go scavenging in the nearby surroundings
>Try to figure out why the based here instead of someone else
>To the mutant sewers
>Go back to base
>Other?

On a somewhat unrelated note if anons could start new threads I would appreciate it as I am having difficulties with posting. Much less starting new threads.
>>
Rolled 57 (1d100)

>>1162669
In another week or two said difficulties should be solved! This time I am gonna spend the money on whatever has the best/most plentiful reviews and I will be less cheap about it.

mostly due to finally acquiring a bit of income...for now.

>>1151572
Slate doesn't actually have that unique of a past...but then again this is by post apocalypse standards. To anons it should be quite interesting.

>>1155075
To see all this chatter and renewed interest...are my small time quests really that bad?

I mean now that I think of it I always did the best when I stuck with large scale stuff. Problem is that shit is a lot harder to run. I wasn't able to really find a happy medium.

>>1155444
Petyr and Abigail actually had pretty clear goals because I made sure to ask that in the very first thread during their creation. Problem was anons wanted to dabble in too many extremely complicated things in a very large galaxy.

I didn't cop out unlike most sci fi by sticking with a single large super power so things got very complicated.
>>
Rolled 32 (1d100)

>>1162669
>Other?
I'm pretty sure we traded for some psi dampening materials the first time we met some of N's ex-tribals, now let's use them to rig some kind of blocking device. Ask the tribals turned bandit for help/advice, otherwise we'll be stuck just sticking the stuff to our head and hoping for the best.

>Go scavenging in the nearby surroundings
Only if we can stay very close to this base. Just a quick dip for stuff we can trade.
>>
>>1162669
Wonder if one of those psi magi he mentioned could help us learn Nothing Mind?
Marv Snapper the cultist, Echo Twins (actually one guy), or Gloria Grime (bastard crossbreed mutant).

Anyone have a preference? I think we should try Marv first, if no one has any objections. That is when we're ready to get a psi-mage teacher, we ain't going to them without even knowing the fundamentals. I think, but for all I know it's actually easier to teach psi-magic to someone who knows fuck all about psi use.
>>
>>1163090
I'm kinda keen on Echo because of the possibility of combat usage too and operative stealth PSI
>>
>>1163036
The fact that you let it get complicated makes this great. Yet it's way harder to get people passed the learning curve.

----

So who has the new thread? I'm not sure how long we'll have till it drops.
>>
Rolled 98 (1d100)

>>1162669
>>Other?
Set up a drop off of the psi mat. we got form the tribals a while ago. Get some gear made to block our psi. Also pass on to the Boss about the war-bands being a problem. N needs time to smooth things out.

Hm... I'll back >>1163066 scavenging while we wait.
>>
Rolled 43 (1d100)

>>1164027
Yes, this is good. Although belay passing on the information about the war-bands, I think we'd best discuss such sensitive matters only in person.
>>
>>1164046
We can fly there in our VTOL. Seeing that we have to grab our mat. as well.
>>
Rolled 74 (1d100)

>>1164015
It is on page 10 so it would be best if a new thread is started. Normally I would do it but i am having computer related difficulties, but next thread I should have the new computer and thus be able to make a new thread.
>>
>>1164333
>>1164333
So...do you want us too make it or shall we wait for you? Anyway we can stay in touch yet?
>>
Rolled 32 (1d100)

>>1164533
Best make it instead. Normally i would I meant thread after next my bad. I should have a new computer that hopefully works properly goddamn it.




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