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Stalker Civ Quest soon, fellow gentlemen! Reliving The Past Edition.

Past threads can be found here:
http://suptg.thisisnotatrueending.com/archive/23693036/

http://suptg.thisisnotatrueending.com/archive/23709372/

http://suptg.thisisnotatrueending.com/archive/23724865/

http://suptg.thisisnotatrueending.com/archive/23760749/

http://suptg.thisisnotatrueending.com/archive/23794194/
>>
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>>23829536
As usual, any questions, concerns, comments, suggestions, etc., should be freely voiced. I will take everything said into consideration. I value feedback.

When I call for rolls, it will be the first three rolls that show up, averaged together. Higher numbers are good, lower numbers are bad. A 1 means someone might die, if there aren't a lot of high rolls to balance it out. 20's and 100's, on the other hand, are everything went better than expected.jpg
>>
>>23829547
Name: Balalaika
Rank: Expert
Job: Leader
Equipment:
AK-47 (with scope) / Ruger Security Six
Hunter PSZ-9d (light damage)
Ammo Count: 5 magazines, 39 loose .357 rounds
===============================
!IMPORTANT NPCS!
Name: Stitch
Rank: Expert
Job: Medic
Equipment:
Winchester 1300 shotgun
SEVA suit (Duty colored) (light damage)
Ammo count: 40 shells

Name: Chef
Rank: Expert
Job: Barman
Equipment:
Toz 34 (sawed off)
PSZ-9d Duty Suit
Ammo Count: 40 shells

Name: Fixer
Rank: Expert
Job: Mechanic
Equipment:
Abakan with silencer, scope, and underbarrel grenade launcher
Hunter PSZ-9d
Ammo Count: 3 magazines

Name: Courier
Rank: Expert
Job: Messenger
Equipment:
H&K MP5 with ACOG scope and silencer
Hunter PSZ-9d
Ammo Count: 3 magazines
===============================
!NPCs!
Name: Farseer
Rank: Rookie
Job: Sniper
Equipment:
Ak-47, with scope / Makarov
PSZ-9d Duty Suit
Ammo Count: 2 magazines, 3 magazines

Name: Ramen
Rank: Rookie
Job: Scout/Farmer
Equipment:
Colt M1911 with silencer
PSZ-9d Duty Suit
Ammo Count: 5 magazines

Name: Huntsman
Rank: Rookie
Job: Hunter
Equipment:
Winchester 1300
PSZ-9d Duty Suit
Ammo Count: 40 shells

Name: Voyeur
Rank: Rookie
Job: Sniper
Equipment:
AK-74, with scope / Makarov
PSZ-9d Duty Suit
Ammo Count: 2 magazines, 3 magazines

Name: Smuggler
Rank: Experienced
Job: Scout/Guide
Equipment:
Toz-34 (full-barreled) (light damage)
Sunrise Suit (medium damage)
Ammo Count: 20 shells
>>
>>23829561
!BASE!
Name: Junkyard
Max Occupants: 10/30
Upgrades:
Infirmary: Level 2
Barracks: Level 1
Workshop: Level 1
Armory/Storage: Level 1
Personal Office: Level 1
Kitchen: Level 1
Walls: Level 1
Gates: Level 1
Watch Towers: Level 1
Vegetable Garden: level 1
Water-catcher/purifier: Level 1
===============================
!RESOURCES!
Chef reports you have six days worth of food left.
Stitch has a large quantity of medical supplies.
Fixer has tools and spare bits and bobs enough to do field repair work.
You have 16,800 roubles
Morale is excellent.

There is one grave in the graveyard. Remember the fallen!
Martyr, a rookie, killed by Psy-dogs.
>>
>>23829569
!ARMORY!
PSZ-9d Duty Suit

AKS-74U
Makarov (light damage)
Fort-12 (medium damage)

09 magazines of 5.45×39mm
09 magazines of 7.62×39mm
13 magazines of 9x18mm
03 magazines of 9x19mm
05 magazines of .45 ACP
25 buckshot shells

Fireball (Removes radiation from the body, but drains stamina)
>>
Flashes of images drift before your eyes. You're not aware if you're awake; asleep; dead. But, memories play before your eyes. You reach out, and grasp at them, trying to hold onto them, as if afraid of losing who and what you are.

What memory do you reach out to grasp?
>A childhood memory
>Memories from teenage years
>Life as a young adult
>When you first came to the Zone
>>
>>23829874

> Life as a young adult.

Also, good evening fellow STALKERs!
>>
>>23829896
Evening, fellow Stalker. I hope the Zone has treated you well.
>>
>>23829874
A childhood memory
I need to find which god I offended so
>>
>>23830018

I can understand that wish, brother.
>>
Rolled 2

>>23829896
>>23830018
Well, it's been a while, and it's only you two thus far, so I'm gonna make a roll for tie-breaking. 1-10, young adult; 11-20, childhood.
>>
>>23830074
You remember fondly, your first year free from the mandatory school system. You completed the higher education system, graduating when you were 18. What did you do afterwards?
>Pursue post-graduation education (College)
>Enter the work force
>Join the army
>Other. Write in.
>>
>>23830118

Join the army, they said.
>>
>>23830118
Join the Army
>>
>>23830128
See the world they said, shoot kebab they said.
>>
>>23830128
>>23830133
>>23830140
You joined the Zbroyni Syly Ukrayiny (ZSU; Ukrainian Armed Forces) after graduating from school. You remember that the entrance test was difficult, but you did well...

>On the written exam.
>On the physical exam.
>On the practical skills test.
>>
>>23830191

Practical Skills test.
>>
>>23830191
Practical Skills for a practical man
>>
>>23830211
>>23830230
While youa re smart, youw eren't the brightest of recruits, and while you are in good shape, there were those faster and stronger than you. However, when it came time to put up or shut up, you were able to do many things amazingly well.

You could strip down, clean, and reassemble a rifle in record time; your keen senses allowed you to spot disturbances and hidden enemies; the first time you held a rifle, you took a natural stance, and scored well enough to receive a marksman's commendation. And while there were certainly those faster and stronger than you, your sheer experience with such martial arts as Sambo saw you easily taking down those bigger than you.

You were highly skilled, easily trained, and learned quickly. Because of this excellence, you were able to rise up the ranks pretty quickly.

When the opportunity came, did you:
>Remain in the proper armed forces as a high ranking officer
>Undergo harsh Spetsnaz training
>>
>>23830314
Spetznaz would explain why we're in the zone, ops gone bad happen here all the time.
>>
>>23830314

Spetsnaz.


You know this was my dream backstory, haha.
>>
>>23830314
Spetznaz
>>
>>23830314
>>Undergo harsh Spetsnaz training
>>
>>23830335
>>23830350
>>23830352
Your body was broken and made all the stronger for it through grueling physical exertion and tests of endurance that separated the men from the Real Men.

At one point, you even were physically and psychologically tortured, and did some torturing yourself, to condition yourself to be a superior warrior; unbreakable and unrelenting in every way conceivable.

Eventually, your unit was deployed to the Zone for an important operation. During this, you were
>The leader, of course. You're the top dog, and it comes naturally to you.
>One of the grunts. You knew your place.
>>
>>23830408

The leader.
>>
>>23830425
Why not
>>
>>23830408
>The leader, of course. You're the top dog, and it comes naturally to you.
>>
>>23830408
Leader. We haven't forgiven ourselves over what happened to our squadmates. Controller made them turn their guns on each other. Never should have been sent that far in without on the ground intel.
>>
>>23830468
>>23830463
>>23830448
>>23830425
You were the leader of a squad of ten Spetsnaz; men who had undergone the same trials and tribulations you had gone through.

Unfortunately, you were not given proper intelligence about the threats of the Zone. When your team came face to face with a Controller, half of them went crazy and shot up the other half. It was a chaotic clusterfuck, and a scene that still haunts your dreams to this day.

In the end, you were able to get close enough tot he damned Mutant to stab it in its too-large head, killing it. But by then, it was just too damned late; the few that had survived ended up bleeding out, despite your best efforts to treat their wounds.

That day, the man you were died, too. You could not go back; you'd be responsible, no matter what, and you'd be locked away in some damned prison for your failure.

That was the day Balalaika was born. Your practical skills allowed you to thrive in the Zone as a Loner, until you eventually joined Duty; where, again, your amazing practical experiences gave you the opportunity to rise up the ranks quickly, and become a leader of men once again.

You feel pleasantly warm as the memory begins to fade away. You hear something; "Is he alright?" "Look, he's coming to..."

As your eyes open, you see Stitch standing over you, looking you over; the others are around you, too, looking spooked but otherwise unharmed.

>Ask what happened
>Get up, still shaking off the 'fog' that's settled in your head
>look around
>Other. Write in.
>>
>>23830566

Ask what has happened, and find our weapon.
>>
>>23830566
Ask what Happened
>>
>>23830566
"What the blueberry fuck just happened?"
>>
>>23830566
Get up and look around
Now ain't the time for daydreaming
>>
>>23830566
Status report.
>>
>>23830566
>Ask what happened
>>
>>23830592
>>23830604
>>23830608
>>23830614
>>23830623
Your body feels heavy, and still cold; although, as you look around, you notice there is no longer any frost in the room.

"What the hell happened?" You ask Stitch. He takes a few steps back, and, you slowly rise up from your position on the floor.

"I don't know. Apparently, we all blacked out. I was the first to come around; You were the last."

Farseer chimes in "Anybody else feel like their brain just got ripped to shreds?" You kind of do, but, because you've become hardened to such things, it hardly registers for you.

You see that the ice barrier that blocked your way before is gone, now, with nothing to indicate it had ever even existed. You decide:
>To explore the place some more
>To return to base
Either way, I need a 1d100 roll.
>>
>>23830687
Return to base, Farseer is injured.
>>
Rolled 33

>>23830687

The men come first, we have learned this lesson above all. We head back.
>>
Rolled 7

>>23830687
>>To return to base
Ah shit, this is an illusion, isn't it?
>>
Rolled 80

>>23830687
Return to base, come back when we have better psi protection.
>>
Rolled 16

>>23830718
>>
Rolled 13

>>23830687
rtb. This sort of weird shit requires special preparation before we end up with swiss cheese for brains.
>>
Rolled 50

>>23830687
>>
>>23830728
>>23830729
>>23830731
You head back to base, with Smuggler following along. Of them all, he looks the worse for wear; but then again, he's probably gone days without eating or drinking anything other than that canteen you gave him, locked in a cell. That is hard.

As you head turn around a street corner, you hear growling, and snorting. There are three boar ahead of you. They are already heading in your direction, and so, when they see you and your men, they start to charge!

You have only a single turn before they will be able to strike you. Farseer is injured, but can fight (with a modest penalty) with his pistol; you're hurting, but your training allows you to shrug off the penalty. Stitch is in good shape, but Smuggler will also suffer a penalty due to his current condition.

I need 4d20 rolls, gents.
>>
Rolled 6, 10, 1, 14 = 31

>>23830813
>>
Rolled 6, 1, 17, 1 = 25

>>23830813
>>
Rolled 17, 5, 6, 17 = 45

>>23830813
HAVE AT THEE, FOUL SWINE!
>>
Rolled 20, 11, 6, 2 = 39

>>23830813
Looks like we might be bringing home the bacon, we didn't take much from the station so we can probably take a fair bit of meat
>>
Rolled 38

>>23830840
>>23830835

My friends. It has been a good run. God help us all.
>>
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>>23830835
>>23830840
>>23830849
>>
>>23830835
>>23830840
>>23830849
All of your men fire off several rounds. Unfortunately, several of them miss; and those that do hit are not lethal;, but do wound some of the boars.

I need 4d20 rolls again, gents.
>>
I swear I roll more one's then everyone else combined
>>
Rolled 12, 17, 8, 8 = 45

>>23830914
Keep your aim steady
>>
Rolled 19, 11, 15, 6 = 51

>>23830914

HOTEL MOSCOW!!!!!!
>>
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Rolled 19, 6, 6, 9 = 40

Image for luck.
>>
Rolled 10, 16, 2, 13 = 41

>>23830914
>>
>>23830927
>>23830930
>>23830938
Farseer is able to put a pistol round right through one boars eye. It goes down, and slides along the ground, stopping not more than a few inches away from him.

You're able to duck out of the way of a charging boar, but couldn't get off a shot. At least you didn't get hit.

Stitch and Smuggler manage to take another down with a rain of buckshot.

I need another 4d20 roll
>>
Rolled 11, 5, 19, 6 = 41

>>23830981
>>
Rolled 11, 10, 15, 18 = 54

>>23830981
cmon bacon
>>
Rolled 3, 12, 14, 5 = 34

>>23830981
>>
Rolled 20, 18, 11, 11 = 60

>>23830981
>>
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>>23831035

Nice roll comrade!
>>
>>23831000
>>23831014
>>23831023
Stitch to the rescue! He steps forward, and fires off a final blast from his shotgun, ending the last boar's life.

Given the injured state of your men, and what things you are carrying back, you're able to haul only one of the carcasses with you. Still, it should be good for a meal; every thing counts, every little bit is important in such a god forsaken place as Poliske.

When you get back to base, you find that Courier has returned, and a lot of the men are worried about you. It is already getting dark; you and your men had been unconscious for hours, then. Perhaps it is a small miracle you didn't all die while left so vulnerable for so long.

Courier informs you that he spent just about all the money to buy up ammo, and he's already delivered rounds to Vainamoinen. He has a map, now, with lots of locations of interest, including Anomalies.

Fixer informs you that while you guys were gone so long, he did some maintenance work on the equipment you have in the armory.

Ramen shows off the planter trays and clay urns, filled with sand, rocks, and other natural filters, which Vainamoinen showed him how to make. It's not particularly impressive or useful right now, but it is a good start.

There's still a few hours before it gets dark. The men at base are curious about the guy in the Sunrise Suit.

>Have Stitch tend to the wounded (Farseer and Smuggler)
>introduce Smuggler to the group
>Talk about Smuggler while Stitch tends to him and Farseer

Speaking of Smuggler, what are you planning to do with him?
>Ask him to join your group
>Send him off on his way
>Other. Write in.
>>
>>23831143
>Have Stitch tend to the wounded (Farseer and Smuggler)
>Ask him to join your group
>>
>>23831143

Ask Smuggler to join with us, and introduce him to the men.

But first we treat the wounded.
>>
>>23831143
>>Talk about Smuggler while Stitch tends to him and Farseer

>Ask him to join your group
we need all the men we can get out here, and it seems he owns us
>>
>>23831143
We introduce smuggle to the rest. We'll do most of the talking and let him eat his fill of boar. The man is in need of a good hearty meal.
>>
>>23831143
Have Stitch take care of them and tell the guys he was trapped in the police station.
Once Smuggler is stable, ask if he wants to join but give him a little while to think on it.
Also, ask Fixer about dismantling nearby houses for building materials, or if any are close enough, expanding the walls to include them to use as dormitories, storage, etc.
>>
>>23831185
While I agree we could use him, we don't make this a matter of owing. Stalkers help each other out here, there's enough trying to kill us without making enemies of your fellow man in the zone. Make it clear we'd be glad to have him, but he's not indentured or anything. Full shares and the respect of his peers.
>>
>>23831256

Here here.
>>
>>23831185
>>23831171
>>23831168
You tell your men about how he is a Loner named Smuggler; very fitting, since he helps people get in and out of the Zone. He and his men had been here, looking for a new passage to set up, because the old one they had was made unsafe by anomalies.

It sounds legitimate. Courier is able to confirm that groups like these exist, and it's not surprising that they had to venture so far away from the main hubs; this sort of thing happens from time to time.

They all seem pretty cool with him joining up.

Stitch, meanwhile, diagnoses his patients. Farseer has some bad damage to his shoulder; nothing too serious, but, he'll need a few days of bed rest to fully recover. This isn't something that can just be patched up.

Smuggler is suffering from sleep deprivation, beginning stages of starvation, and severe dehydration, which can be fixed up readily enough. He goes to get plenty of food and water for him to eat up, and start regaining his strength.

You mention to him that you'd like for him to join up with your group. You realize he's got some good skills, which your group and mission could benefit from.

Will you:
>Ask him to join Duty, even unofficially
>Respect that his affiliation will likely stay Loner, but may change in time.
>Other. Write in.
>>
>>23831302
>>Respect that his affiliation will likely stay Loner, but may change in time.
as long as he helps us and does not harm us or our position here he can stay loner, its not like faction means alot this far out
>>
>>23831302
>Respect his affiliation but offer him a spot on the squad
>>
>>23831342

Agreed.
>>
>>23831342
this
>>
>>23831302
>Respect that his affiliation will likely stay Loner, but may change in time.
In the end, it is his choice.
Also, ask Fixer about dismantling nearby houses for building materials, or if any are close enough, expanding the walls to include them in our compound. not immediately, of course, but if it's doable.
>>
>>23831330
>>23831342
>>23831362
"Look, we're pretty far off the beaten path. You're welcome to stay a while, and rest up. Life is tough out here, we all gotta watch each others backs, you know? Even if we belong to different groups, that doesn't matter out here."

"But, we're down on men, and you've got some serious skills we could use out here. We'd like you to stick around. You don't ened to answer right away, just focus on getting better."

He nods, and thanks you. Stitch comes back with food and water, and for understandable reasons, Smuggler's attention shifts to making up for the days he went without.

You head back to confer with Courier about the map. He hands it to you, saying he's already fully memorized it, and now he knows a few short cuts that will make going elsewhere easier for him.

Would you like to review the map?
>No, not right now
>Yes

Speaking of reports, Courier says that he should probably leave tomorrow to go back to Headquarters, and let them know what the situation is like. This was a specifically mentioned part of his role, and you hope he'll have some goodies from Command when he returns.
>>
>>23831445
Check out the map, also update it with our findings so far.
>>
>>23831445
read the map
>>
>>23831445
>Yes
Of course.
>>
>>23831445
Yes
>>
>>23831445

I do so love cartography.
>>
>>23831479
>>23831497
>>23831512
>>23831528
>>23831538
You look voer the map. You see a lot of notes on it, in a slightly sloppy handwriting. You note several new locations that can be investigated.

Of particular interest is the police station, and the area around it. Is circled in red, and has "Mutants, or anomaly? Not sure, bad either way" written next to it. It would have been nice to know that beforehand.

You make notes, and also plan to disseminate the information, which will make scouting and raids easier. It also means that you will be able tos end men out artifact hunting, if you wish (though Duty generally frowns upon the use and collecting of such things).

Moving along to talk to Fixer, you can see Chef working on butchering the boar you brought back. But, you focus on the handyman, and ask him about tearing down the houses, or otherwise making use of them.

He says he could expand the walls to include one of the houses to the east, but that will take a while, requires far more scrap than they have on hand, and he'll need some help to do it. At least two days, he says; three to fully blowout-proof it and start turning it into a dorm.

breaking the buildings down into building materials is risky, but doable. He would need help, and there is a moderate chance of people being injured. The work would be loud, too, and is likely to draw the attention of mutants.

You will keep this in mind, come morning.

Evening soon settles, and it becomes far too risky to go out adventuring. Instead, you consider the following problem:

You will need people on guard tonight. However, whereas before they would just stay close to the workshop, where everybody was, you now have two men resting in the infirmary.

There's only the one entrance, though, so you could post men there. It should work out fine.

You all eventually settle down to eat some stew. It's stewed boar meat, with canned vegetables, in a thin broth. It is greasy, but warm and nourishing.
>>
>>23831679
Eventually, the night guards take up their positions, and you fall off into slumber.

As you sleep, you dream. Do you:
>Focus on the dreams and memories
>Just sleep; who cares about such things?
>>
>>23831690
Dreams are for Freedomers
Dream on anyways
>>
>>23831690

Memories. There are few enough comforts in the Zone without denying ourselves solipsism.
>>
>>23831735
>>23831723
Memories come to you, and you reach out at them, focusing and recalling with clarity. What memory do you reach out for?
>Your childhood
>Life as a teenager
>Your first few weeks in the Zone
>>
>>23831817
>Your childhood
Were we an adorable child?
>>
>>23831817

I'll shake it up and say childhood.
>>
>>23831829
Na we were born in full battle dress
>>
>>23831895

We had a twin.

Our AK47.
>>
>>23831829
>>23831851
>>23831895
>>23831902
You reclal the carefree and innocent days of your childhood with a certain mixture of warmth and embarrassment. One particular thought stands out, amongst them all, though.

>The festival that you saw with your parents
>The time you spent a few weeks with your grand parents
>The first friend you made
>This one time, at school...
>other. Write in.
>>
>>23831962
>This one time, at school...
makes me think of American Pie
and so this one time at band camp...
>>
>>23831962
>>The time you spent a few weeks with your grand parents
and grandpa let us shoot glorious Obrez?
>>
>>23831962

Our first friend.
>>
>>23831962
>The first friend you made
>>
>>23831962
>The time you spent a few weeks with your grand parents
This
>>
>>23831995
>>23831989
>>23831986
>>23831977
You remember, the first real friend you made was back when you were only nine years old. His name was Sergei, and he was a pretty cool dude at the time. You guys went to the same school together. What were you doing when you met?
>Working on some homework in school
>playing on the playground
Dealing with bullies
>other. Write in.
>>
>>23832074

Dealing with bullies. Man of action.
>>
>>23832074
>Dealing with bullies
>>
>>23832074
bullies
>>
>>23832107
>>23832205
Sergei was smaller back then; one of the runts, really. Consequently, he was usually picked on.

This one time in the hallway, you saw one bully holding him down, while the other was just stealing everything out of his pockets and backpack.

This pissed you off. These two were going too damned far, and since nobody else was going tos tep up to the plate, you decided you needed to be the man here.

Storming up to the guy that was holding Sergei down, you punched him right in the back of the head! He was startled, and his grip loosened; just enough for the smaller kid to wheedle his way out.

The two bullies were quick tot urn their attention to you, and while you gave it your all, these guys were bigger and badder. You got the shit beat out of you, in the end; but Sergei came back with teachers, and the two bullies were not just reprimanded severely in the school, you heard that there parents beat them half to death over the matter (though perhaps that is an exaggeration).

Either way, you got toughened up from the experience, and stayed something of a sort of 'hero' of the little guys, making sure the jerks were always on guard, watching for your vengeful fists. And you made a friend for life, too!

Countless were the times you and Sergei chilled out at each others place, did homework together, played games; it was all sorts of cool, and it continued right into your teenage years.

You also remember your father, after the incident, praising you, and telling you that that was what real men did: when a real man saw something wrong, they took action, and made it right! It's a lesson that has stuck with you, even into adulthood.
>>
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Did this in like five minutes.
Any corrections/suggestions are welcome.
Considering doing 'em for all of our people if there's interest.
Had to improvise on the clothes. Innawoods needs the armors from STALKER.
>>
>>23832298
Sleep falls away from you as the first rays of the sunlight come up. Youa waken, and as you drink some water, you start thinking about what it is you will do today.

Courier is already up, and is preparing to make his report to headquarters. With the new shortcuts and routes he has from the map, it'll only take him one day instead of two.

But, you strain your ears and listen closely; is that gun fire, you hear?

1d100 rolls, gents.
>>
Rolled 2

>>23832337
>>
Rolled 83

>>23832337
>>
Rolled 47

>>23832337
Damn and I have to go to bed to.
Well have my last 1 for tonight
>>
>>23832326
Looks pretty good, actually. Thumbs up, fellow Stalker.
>>
>>23832326

Not DUTY HARD DUTY STRONK enough.
>>
>>23832346
>>23832349
>>23832356
You hurry over to the back gate, to see Huntsman and Voyeur dealing with Citizens again. Courier joins you as well. Looks like there's only four of them today; but damn, you're getting tired of this being the way you start your day!

4d20 rolls, gents.
>>
Rolled 6, 18, 16, 10 = 50

>>23832380
>>
Rolled 19, 14, 3, 3 = 39

well here goes
>>
Rolled 16, 12, 3, 17 = 48

>>23832298

You're the man, Leader, I love this stuff.

>>23832380
>>
Rolled 14, 19, 8, 15 = 56

>>23832380
You have been denied citizenship, "Citizens"
>>
Rolled 3, 4, 9, 14 = 30

>>23832380
Remove Citizen.
>>
Rolled 11, 5, 7, 1 = 24

>>23832380

REMOVE KEBAB.
>>
>>23832401
>>23832406
>removemind
>>
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>>23832414

It's only natural.
>>
>>23832385
>>23832390
>>23832395
>>23832395
>>23832396
>>23832401
>>23832406
Thanks, Bala. I am glad you guys enjoy this so much; it's a wonderful thing for me, too.

You must remove the Citizens. They will not be citizens of your compound! You fire off a shot, and it goes straight in and out of one of the bastards heads.

"Killlllll meeee" One of them moans poignantly, moments before a quiet round from courier's SMG sinks into its head, and bounces around, turning the brain into a mess.

A blast from Huntsman shotgun decapitates the third; and a shot from Voyeur also finds its way in and out of the head.

Courier sets off on his task, and you and the other two work to drag the corpses to the pit. This is getting to be pretty routine.
>>
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>>
>>23832458

Citizen is indeed worst Kebab.

A poor breakfast.
>>
>>23832458
Now, you think about what you can do today. People are arising, and the soup from last night is heated up, and dished out again. It makes for a decent breakfast.

Farseer and Smuggler are resting up. Stitch remains behind to tend to them. Voyeur and Huntsman head in to sleep. Courier has left to make his report.

That leaves you, Fixer, Chef, and Ramen.
>Go artifact hunting (a list will be provided)
>Go raiding (a list will be provided of all locations)
>Work with fixer to expand the east wall to try and incorporate a house
>other. Write in.
>>
>>23832460
Da, it is good.
>>
>>23832458
That was nicely done. Alright, mornings are for raids. I think we need to start looking for more food. What are our options?
>>
>>23832508
>Go raiding (a list will be provided of all locations)
>>
>>23832508
It's raiding time, motherfuckers.
>>
>>23832529

Agreed.
>>
Just for the record, I'm only gonna be namefagging when it's relevant (read: when I post more of my faggotry).
>>
>>23832522
>>23832529
>Grocery store (mostly looted)
>furniture store (mostly looted)
>Liquor Store (basically empty)
>Houses in the area (unlikely to have much)
>Police Station (Dangerous; unknown quantities of loot)
>Highschool (Unexplored; note on map mentions Burers)
>Waste treatment facility (Unexplored; note on map mentions Snorks)
>Office Building (Unexplored; note indicates anomalies)
>Construction site (Unexplored; note simply indicates "Danger! Avoid!")
>>
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>>23832586
And then I forgot my pic.
I'm a moron.
>>
>>23832597
Back to the Police Station. The kind ghost-lady didn't kill us--why not? Let's find out, and loot the armory too.
>>
>>23832597
liquor store, we don't have the numbers to properly raid the other places.
>>
>>23832597
we should finish looted the furniture store and grocery store. I would say head to the police station but we are down a man and I don't think we should head there until we have more people as well as Smuggler since he might know the area.
>>
>>23832647
looting*
>>
>>23832597

Suggest office.
>>
>>23832699
I think I'll second this.
>>
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>>
Rolled 7

>>23832625
>>23832645
>>23832647
>>23832699
Well, since there's no consensus, I will do a tie-breaking roll.
1-5 is police station; 6-10 is liquor store; 11-15 is furniture store; 16-20 is office.
>>
>>23832730
Very good, sir.

>>23832739
Looks like liquor store. Can I get some 1d100 rolls, gents?
>>
>>23832739
i don't really like the idea of heading back to the liqour store honestly. It'd be a wasted trip
>>
Rolled 8

>>23832748
>>
Rolled 42

>>23832748
ZA STALINA!
>>
Rolled 67

>>23832739
>>
Rolled 27

>>23832748
rolling
>>
>>23832752
there are a bunch of heavy metal shelves and some scrap
>>
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>>23832757
God damn you. Corgi is displeased.
>>
>>23832775
I don't believe I have ever had the displeasure of seeing an angry Corgi,
>>
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>>
Rolled 79

has someone been dissing the dice gods lately? The dice have been horrible all day
>>
>>23832757
>>23832762
>>23832764
Along the way to the liquor store, you come across a handful of Citizens, just milling about the street. They are already marching in the direction you are approaching from, so they home in on you instantly.

You, Chef, and Fixer are prepared to attack (Ramen was left behind to guard). 3d20's, gents.
>>
Rolled 1, 6, 10 = 17

>>23832798
>>
Rolled 20, 20, 3 = 43

>>23832798
>>
Rolled 19, 12, 9 = 40

rolling
>>23832798
>>
Rolled 15, 19, 7 = 41

>>23832805
>>23832810
nice crits
>>
Rolled 1, 19, 11 = 31

>>23832798
Go, go, go!
>>
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>>23832821
You're welcome I guess?
>>
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>>
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>>23832805

SQUAD POSSIBLY BROKEN
>>
>>23832805
>>23832810
>>23832811
You and your boys mow them down easily enough. Four of them, but, you were in the zone; and the rest of your men were pretty amazing, too.

Moving along, you guys return to the liquor store. The only thing really left here are:
>5x Wood debris ( 1 weight each)
> a shelfing unit (10 weight)

You and your men may carry up to 30 weight units back, without penalty; 45 max.

You may also try searching the area over again; maybe something was missed before? (1d20 rolls with a negative modifier)
>>
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Rolled 20

>>23832859
>implying the "hostages" weren't in on what the terrorists were doing
>>23832869
Let's look again.
>>
Rolled 16

might as well search
>>
Rolled 7

>>23832869
It would be a shame to go back with only this.
>>
>>23832872
sweeeeet
>>
>>23832872
>Rolled 20
You glorious mother fucker.
I dub thee Sergei Saitov: Soviet Shinobi.
Y'know, that sounds like a low budget action movie starring whoever the Russian equivalent of Pierre Kirby is.
>>
>>23832872
>>23832875
>>23832880
While looking around, you find something interesting. A trap door, behind the counter! You open it up, and turn on your flash light to peer down below; you see a rusty ladder that looks like it goes down about twenty feet, to some sort of landing. There is a small path that goes off a bit, but you can't see much beyond it without going down.

Listening closely, you do not hear the sound of anything. Do you want to explore this area?
>Yes
>No, grab the other stuff and leave
>>
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>>
>>23832902
Yes
>>
>>23832898
>Soviet Shinobi
all-my-roubles.jpg
>>
>>23832902
Yes. We're going in.
>>
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>>23832902
>Yes
Pull out our revolver. Easier to maneuver in the tight spaces of a tunnel, and we can hold our flashlight in the other hand.
We a Tunnel Rat now.
>>
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>>23832932
Yes.

Prepare for interpretive dance.
>>
>>23832912
>>23832924
>>23832932
You strap your assault rifle to your back, and draw out your revolver as you head down (the flashlight is a headlamp, so both hands are free).

The other two follow you down. You peer off into the distance, down the tunnel, and you see...

1d100 rolls, gents.
>>
Rolled 6

>>23832964
Artifacts?
>>
Rolled 78

>>23832964
AHHH MOTHERLAND
>>
Rolled 50

>>23832964
>>
Rolled 33

>>23832964
Dice don't fail me now!
>>
Rolled 49

rollin
>>
Rolled 77

>>23832974
Sweet,sweet daffodils?
>>
Rolled 84

>>23832974
>>23832978
>>23832985
average rolls are average.
>>
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>>23832991
I have brought dishonor upon my name by rolling too late.
I must now commit Soviet Sudoku.
>>
Rolled 9

>>23833007
it varies from crits too below average
>>
>>23832974
>>23832978
>>23832985
You don't see anything living, though you do see a small pool of murky water, perfectly suspended in mid-air, defying all laws of gravity.

Looks like an anomaly. Beyond it, you can see an old metal door; it looks like this may be a bomb shelter of some sort.

Throwing a bolt at it, you see the bolt start floating around in this space; you can't tell how wide it is. At most, it's about four or five feet. It seems pretty harmless, but...

>Risk going through it
>Decide to turn back
>>
>>23833027
taking my dice off now
>>
>>23833039
... risk it
>>
>>23833039
Additionally, you could take out your bear detector and see if there are any artifacts around it.
>>
>>23833056
oh yeah, do it
>>
>>23833056
Detector time.
>>
>>23833056
Do it
>>
>>23833061
>>23833066
1d100 rolls, gents.
>>
welp
>>23833071
>>
Rolled 68

>>23833071
>>
Rolled 23

>>23833071
Artifacts plox
>>
Rolled 79

damnit
>>
Rolled 38

>>23833071
>>
>>23833077
>>23833078
>>23833083
You take out your detector. It starts beeping, and the indicator screen lights up, showing an artifact close to you. You approach clolser to the anomaly, and see something manifest in its center.

It looks something like a glowing eye, with chunks of rusty metal surrounding it; it is vaguely (very vaguely) amulet shaped. You have never heard of an artifact like this before.

>Wade into the anti-grav anomaly and snag it, then leave
>Wade through the anomaly and snag it along the way; explore beyond the door (2d20 rolls)
>Decide to turn back; a strange artifact in an anomaly you've never seen before? That's freaky.
>Other. Write in.
>>
Rolled 13, 16 = 29

>>23833109
>Wade through the anomaly and snag it along the way; explore beyond the door (2d20 rolls)
>>
Rolled 20, 3 = 23

>>23833109
>>Wade through the anomaly and snag it along the way; explore beyond the door (2d20 rolls)
>>
>>23833109

Check out the water first, see if there is anything unusual about it, possibly throw a rock or something into it.
>>
>>23833109
carefully snag the artifact, if the anomaly doesn't try to kill you call for chef and fixer
>>
>>23833143
>>23833158
>>23833138
>>23833135
The water looks disgusting and filthy, but over all not harmful. You imagine it's about three or four ounces of water. You can't bounce anything at it, because it's inside the field, and the moment your bolt hit it, it started floating about, doing its own thing.

You hold your breath--just in case--and wade into the anomaly. At once, you rise off of your feet, and only narrowly avoid hitting your head against the cave ceiling. You are truly weightless!

It's kind of amusing and odd, but this anomaly doesn't seem to pose much of a threat. You 'swim' through it, snagging the artifact along the way, and stop at the other side of the anomaly; about four inches away from the door.

Seeing it's safe, Chef and Fixer follow through it.

>Acquired Third Eye Artifact
>>
>>23833191

Examine the FUCK out of that artifact.
>>
Examine the door. Then lets head on through
>>
>>23833206
>>23833215
these
>>
>>23833226
Agreed.
>>
>>23833241
Thirded.
>>
>>23833191
You open the door, all flashlights on, guns drawn and ready.

You see a basic shelter of sorts. There are three bunks, a stone hole over which one might squat to go to the bathroom, a desk and chair that have collapsed into debris (with a broken radio set on top of it), and some rusty metal shelves with things on them.

>Mosin Nagant (Moderately damaged) (5 weight)
> 5 stripper clips of 7.62×54mmR (25 rounds total) (2 weight total)
> 12x canned goods (assorted; 1 weight each)
> 6x bottles of vodka (still sealed; 1 weight each)
> Kevlar plates (2 weight)

As mentioned before, you can carry 30 weight without penalties, and 45 max.
>>
>>23833263
Grab it.
Grab it ALL!
>>
>>23833263
And as I ams tarting tog et tired, I goofed.

>broken radio set (3 weight)
>5x wood debris (1 weight each)
>>
Oh hell yes, Grab all the small stuff.
>>
>>23833273
Grab everything but the debris.
We can come back for that.
>>
>>23833295
>>23833293
>>23833272
You grab everything but the debris, and start to head back to base. As you do so, you ponder over the artifact, and what it could do.

>Decide you will ask Vainamoinen about it; he might know something
>Try putting it on and seeing what happens
>Just hang onto it for now

Also, I need 1d100 to see if there's any random encounters on the way back to base.
>>
Rolled 84

>Decide you will ask Vainamoinen about it; he might know something
trust your wise old man while hes still around
>>
>>23833325
>>Decide you will ask Vainamoinen about it; he might know something
>>
>>23833357

This.

Sleep now, fellow STALKERs, best of luck.
>>
Rolled 44

>>23833325
Hang on to the artifact until you get back to base
>>
>>23833349
>>23833357
>>23833382
>>23833385
You will make some time to visit Vainamoinen. He's been around here so long, he may know something about it.

Your return to base is uneventful. It is nearly noon, as you get the spoils put away.

And for now, this episode of Stalker Civ Quest will come to a close. It's about that time of night where this Stalker needs to get some shut eye, too. Tune in Monday for the continuing adventures of the Badass Dutyers!
>>
>>23833413
As always, gentlemen, it has been a distinct pleasure to run this game for you, and I hope you all enjoyed it. May the Zone continue to bless you all.

The archive is here:
http://suptg.thisisnotatrueending.com/archive/23829536/



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