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File: 1382473557141.jpg-(45 KB, 700x406, Frosty Bandits.jpg)
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Rolled 8

Last time on The Frozen Bandit quest we became one with the zombies. Recruited some bandit survivors and then the terrible winter began. Threats lurk within those whirling snows...

NEWS
Our lookouts claim to see strange figures moving around in the blizzard.

Turn 25
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
2 resource point

Population: 900
Morale: Average
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

Sadly I wont be able to run anymore cause life is busy fucking me over right now. Speaking from experience life especially loves kicking my ass when its down. So I am sorta scrabbling at the moment. Ah to think my record of finishing a civ may be marred. So this will be my last thread until who knows when. Feel free to ask questions about the world and more. Really didn't want to end things like this but I knew problems were happening its just now that its decided to all come crumbling down.
>>
Rolled 54

>>27884010
last thread:
http://suptg.thisisnotatrueending.com/archive/27846610/
>>
>Sadly I wont be able to run anymore cause life is busy fucking me over right now. Speaking from experience life especially loves kicking my ass when its down. So I am sorta scrabbling at the moment. . So this will be my last thread until who knows when.
>Really didn't want to end things like this but I knew problems were happening its just now that its decided to all come crumbling down.
You have my deepest condolences OP.

>Ah to think my record of finishing a civ may be marred
>Feel free to ask questions about the world and more.
You act like we don't have the patience to wait. . . Of all the people to want to preemptively end a quest, I'd never imagine it'd be you. You wouldn't be the only OP to take extended breaks when the circumstances called it.

Are you sure that when you get things back in order, you do not wish to continue this and keep your record pure?
>>
Rolled 60

>>27884412
When I come back I will reboot this particular civ. Its just I know some anons wonder about the setting.
>>
>>27884484
Well, as long as the setting remains.
Maybe we'll have some fun in this thread. Or maybe we'll encounter. . .whatever cuban pete's bandits will eventually decide to call themselves if they survive.

Personally, I love the mystery of your setting and feel like asking certain questions would just spoil it. Others would be no different than asking you to write a story about other factions or dr and heroes we've passed, or drawing a map of the world. I might have some good questions tho, and I know other anons will.
>>
Rolled 77

SWH was a psionic/non-corporeal manifestation of zombies hunger right?
Is SWH the global hunger sum of the zombies hunger or is it more like a region by region phenomenon?
Is it only the hunger of zombies, or ghouls, monsters and everything else?
Was SWH sentient or was that. . .Jenny speaking through her?
>>
Rolled 80

>>27884010
Aw, just when we were getting smarter at the game.

Anyway
>Basic 1
Give Pyro the resources and fuel he needs to look into snow dispersal furnances that can be carted on vechs or stationed at watchtowers. We might not end winter, but we can sure as hell at least see better through it.

Also adds as a bonus to warming our troops, so we can put those with Frost Body Armor to better use.
>>
Rolled 44

>>27884727
If he can do this why not.
>>
Rolled 15

>>27884640
yes
Depends
Only zombies.
Not sentient. Just the overwhelming all consuming hunger.

>>27884727
You know its full on I can't see shit level blizzard right? So what exactly would the furnaces be for?
>>
Rolled 6

>>27884821
Not even just like a few feet away? If it's full on blizzard we shouldn't even be stepping outside.
>>
Rolled 9

>>27884821
Only Zombies. Does this mean that only zombies is hunger more powerful than the rest (ghouls and monsters etc.) enough to create a SWH, or is it something inherent to a zombie itself.

So the voice that spoke through the huner, and the will enacting on the hivemind, was only Jenny's voice then?
>>
Rolled 13

>>27884484

What was Giggles story?
What place did Aquam's portal open to?
Was Dr. Volk the only uber-scientist out there that assisted in the fall?
What's the goal of the Syn-User Consortium-illuminati group?

>Basic 1
Ambush tiem.

Send out a large-mediumish group to scout, then have them make a loop around where-ever they normally do, Cuban Pete should accompany this group.
When they start to get attacked, they should immediately retreat through the vehicle-depot area where we discovered evidence of rummaging about, Cuban Pete should entice as many enemies as possible to come along.

Shortly after the scouting group send out another group with Pyro in their midst (all sneaky like...gotsa be cunning, the brutal comes later). Strew the vehicle-depot area with remote-activated flame-traps and explosives, as well as containers of fuel at the 'entrance' (where the scouts will run through) to be knocked over and make a wall of flame to entrap the monsters. Everything should be hidden under shittons of snow where possible, otherwise more conventional camo works too.

Once the scouts come through, they should begin to fight at one end of the depot, while the ambushers (who've bunkered down under the snow) move around behind the pursuing monster force and knock down the fuel-barrels, then light'm up.

After that, opportunistically pick off anything we can see but by and large retreat like fuck to the bunkers/vehicle garage.

Oh, fluff incoming next post.
>>
Rolled 72

>>27884727
Lookit, I know we're used to bending a few. . .rules here but that's just too much.
>>27884821
We're really at risk if we venture out there, but if we cramp ourselves in here bandits are gonna get testy. We had better keep them occupied.
>>>>>C. Try to improve weapons.
Let's have a weapon improvisation "contest". See which one of our number has the brains to think of something interesting. That bandit that does get's promoted.
>>
Rolled 3

>>27884998

Fluff:
Name: Bluecold Bandits
Formerly: Bloodsquad Deathsnow
Type: Outlaws, Military/Paramilitary Faction

Our forefathers were a paramilitary spec ops team, but none remember who they owed allegiance to, sent to check out a rumor of a faction within the Mueke Jungles. They entered through the tunnels and met a god. A dark god, its demesne turned into one of the most hellish places in the Post-Apoc over many centuries. A cloak of invisible vapor, tasting of death and cold enveloped it as it toyed with the men. None survived that it did not want to, and those that did had been broken long before their release.

Following the call of implants that proved more durable than their minds the men made a scrambling, mad return to their parent faction. The commanders of the Paramilitary division were in shock at the state of their most elite troops, but rather than kill them (though perhaps that would've been more merciful) they sent the troops to a former insane-asylum complex, in the hopes they might recover and be able to say something useful.

That was long ago, after a while the regular checkups ceased occurring, and shortly after that the supplies ran short. It was only the arrival of a man in a green mask, who had also glimpsed a god, that saved them from death in that cold prison.

This core of hardened (though admittedly crazy) elite soldiers form the center of the warband that’s become known as the “Bluecold Bandits”. Their efficiency and competency are undoubted, though it’s difficult to tell when they’ll get their grip on reality long enough to exercise those faculties (combat seems to be a good catalyst for it). The central warband has had the remnants of several bandit warbands, as well as a few zombies, coalesce around it and has every indication of becoming a major regional player in the future.
Oh, give me a hint on what about borgs/borgification reduces someone's psionic potential/ability...please?
>>
Rolled 11

>>27884848
>If it's full on blizzard we shouldn't even be stepping outside.
That's what I'm wondering too.
Maybe we have thermal vision leftovers from being descended of paramilitary. Also the buddy system.

>>27884998
>(all sneaky like...gotsa be cunning, the brutal comes later)
Dat's un Morky like! You gots ta hit em HARDER when they see's ya
Anyway, voting this.
>>
Rolled 61

>>27885058
>>27885026
>>27884998

Well, I certainly hope this cunning and brutal plan gets a better roll than these.
>>
Rolled 30

>>27884998
Sounds like a plan
>should entice as many enemies as possible to come along.
ehhhh, still concerned about luring to our base or allied bases, but it worked the last time. Rollan
>>
Rolled 95

>>27884821
>>27884484
>>27884278
>>27884010

EDE, it's been a great run. You should probably get a twitter though, because without these quests to look forward to I have no reason to come to /tg/ and I'm not going to search the catalog diligently for an indefinite period of time until you come back.

tl;dr Get a twitter so we can all know when you're coming back.
>>
>>27885058
>Dat's un Morky like! You gots ta hit em HARDER when they see's ya
DATS GORK YA SNIVELIN GROT. I'LL KICK YER TEEF IN
>>
Rolled 42

>>27884848
Sometimes is that bad like half the time.

>>27884895
Numbers combined with inherent effects. Zombies were a popular subject.

>>27884998
Giggles was very special type of monster as in it could do the what others could/would not. In other words it was the apex monster not because it was the strongest, fastest, or biggest but because it could do what the others could not and happily did so...while giggle was your only warning. I could go on but its bit long past.

Aquam's portal led to his home.

He was just one, so no he wasn't.

Ah someone figured out Syn. Their goal is that Syn MUST flow.


>>27885026
It has to do with the body.

>>27885134
Its burn us. I will see what I can do though.
>>
>>27884821
What was that thing under Aduro Tower and how did it get there?
What was the fate of the volcanic desert?
If Paladins fight for the light, do they really have a habit of calling on the darkness and thriving on fighting it?
If SWH was a zombie thing, was she unrelated to the first fleshbrood released during the fall? What became of that first fleshbrood, was it the heart or something somewhere else?
The heart created the monsters of the deep swamp, is that the general origin of all these monsters? Are they all connected or did different things across different parts of the world spawn different types of monsters?
>>
Rolled 49

>>27884998
>>27885026

Voting for both of these (and hoping for a good roll)
>>
Rolled 54

>>27885212

Are you pulling the "metal/foreign objects disrupt the energy flow" card for psi-borgs? Are immunosuppressants or something similar necessary for borgs in this universe?
>>
>>27884821
>>27885214
Did A.I. EDE, A.I. BUK, and A.I. EVE end up retreating together or separate and lost again?
If A.I. EDE lost his facility, what's left for him to do and what's his power? Burk said he had little to no power outside his base/blacklist protocols.
>>
How many Governmental Remnants are there? A dozen or hundreds? Are the ones that originate from the same old world nation united, or is there governmental infighting even within the remnants of the same national ancestry? Are gov remnants entirely national or are there state and even mega city gov remnants?

For that matter, what kind of governments were there pre-fall? Capitalistic democracies? Communist Unions? Empires? Was there an attempt to make a hivemind nation before the fall?
>>
Rolled 52

>>27884998
Our group with got hit HARD even with Cuban Pete around they only barely made it to the vehicle bay. Know idea how many enemies were actually enticed to much snow and crap in the way only know it was enough to inflict heavy casualties on us.

Meanwhile Pyro with some others stew the vehicle depot with flame traps, explosives, and cleverly placed fuel tanks. Once our scouts came through or tried to anyway we found the fuel tanks went up on our forces. Even worse the traps had either been disabled or even used against our forces. We never even got a look at the bastards responsible.

Lost 200
wounded 50

Turn 26
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
1 resource point

Population: 750
Morale: Average
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
Rolled 50

>>27885446
>everytime we try something out there it ends up backfiring
That's it. We're holing up in here and holding down the fort until spring comes before we kill ourselves with losses.
>>
Rolled 13

>>27885285
Immuno supressents were only necessary for cyborgs and even then it was way back. It hasn't been a requirement for quite some time. As for the first part kinda. Its bit more complicated then just that. They could of dealt with just that.

>>27885331
They retreated together. A.I. EDE is doing fine and as for is power what do you mean by that? He was just in control of the facility.

>>27885427
All the above. Reason why governments are not as powerful as you would normally expect is thanks to all the infighting, old rivals,and finally a twisted new world to contend with.

>>27885506
It was a good plan you just had REALLY bad rolls.
>>
>>27885560
Well what I was asking is, are EDE and BURK up to anything after they lost both their facilities? Did they get control of another one, or are they just chilling at EVE's place?
>>
Rolled 83

>>27885506
>>27885446

Ouch. I thought that was a good plan too.

Well. I don't think the answer is holing up, because then they get to loot OUR military base unmolested. That being said, we're obviously dealing with a force that's specialized in this shit, and very very good at it.

We need to try and capture one. Ideas?
>>
>>27885602
You'res was very well thought out. They're onto us now so to try that again wouldn't work.
Lemme think of one.
>>
Rolled 10

>>27885560

Is 'Fate' or something similar a thing in your world? Aside from you the QM, that is. Answer that and...I guess I'll set my mind to figuring out how your psi-borgs work.t
>>
Rolled 23

>>27885650

Yeah. These EDE quests have the most adaptive A.I. ever, I swear.
>>
>>27885602
>because then they get to loot OUR military base unmolested
Maybe that's not such a bad thing...hmmm, yes perhaps we 'should' let them loot our base 'unmolested' if you catch my drift.
how do we make a trap out of it?
>>
Rolled 54

>>27885712

We keep >Basic 1 as "Trap the base for those dickwads" until we get a 100.

Problem solved!
>>
File: 1382479546141.jpg-(203 KB, 716x806, polka.jpg)
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203 KB JPG
>>27885768
That or we keep getting ones and whittle ourselves to nothing.

Hmm, plans, plans, plans. Maybe?
They seem to be converging onto the autodepot for some strange reason.

We have our men carry some "boxes" betwix our base and the autodepot in the dead of night, act like we're trying to sneak something. When the monsters try to gnab the man, they drop the box out pops Cuban Pete Jack in the box and we HIT THE LIGHTS (that we so stealthily set up) and get them to do a polka dance.
. . .
I don't know.
>>
Rolled 62

>>27885214
>>27885596
I'd like to know these.
>>
Rolled 94

>>27885828

I'm not sure. Maybe.

Can we think of any way to get just a few of them alone?

I'm not sure that they're better armed/outclass our men, I think that they just can operate in this fuckbad blizzard with less penalties.

Maybe we should hole up for a turn, spend our resource and hope we can develop some way to see through the snow. You can't fight what you can't see.
>>
Rolled 8

>>27885828
In theory something like that would be the proper use of Cuban Pete. And it'd be typical of us crazy bandits.
I'll roll for it unless someone thinks of a more grounded plan. . .but we're bandits we're supposed to do crazy.
>>
Rolled 39

>>27885902

Can we vote for that/count it as an action?
>>
Rolled 8

>>27885902
Well that's what I was advocating with the snow dispersal furnaces that our men can cart around to give them better sight.
As is, I don't think we have remotely the capability for developing thermal vision.

Or we can figure out a way to make them more visible in the snow.
>>
Rolled 12

>>27885602
Great idea!

>basic 1: set up basic, tried And true traps. Pitfalls, land mines, trip wires, maybe fabricate a few bear traps or falling cage traps. Seeing as we are on a mountain side also make an avalanche trap or 2
>>
Rolled 10

>>27885938

Hmm, there's an idea...how though, without having one of them to experiment on?

Also, if we built railguns (that are the exclusive super-secret guarded purview of military-government-swampbilly remnants) we ought to be able to build some thermal-visors.

How do soldiers in white-out conditions deal with that these days?
>>
Rolled 31

>>27885975
Well, let's try that then. Except the avalanche potentially burrying our base part. . .
>>
Rolled 15

>>27885999
We built them? Huh, I thought we found them already pre-built. Guess I was wrong.

> (that are the exclusive super-secret guarded purview of military-government-swampbilly remnants)
Oh silly, that's not the explanation. Everyone knows the truth about railguns. it's magic
>>
Rolled 30

>>27885679
Kinda.

>>27885596
Their chilling at EVE's place. EDE and EVE are busy catching up while BURK is able to do what he was designed for without the usual hold ups and pesky limiters getting in the way.

>>27885214
...what thing? if you mean the fleshy spire monsters they burrowed their way there.

The Aduro Tower was looted and everything largely went back the way it was. Well besides the three way battle that happened during the looting between bandits, ghouls, and paladins.

Paladins thrive on being examples and major ass kickers(otherwise you don't live long even by post apoc standards). So yes this includes fighting the darkness.

>>27885214
She is indeed unrelated. The first brood got wiped out. It wasn't the heart.

The heart didn't create the monsters. Only modified and assimilated. The general origins is they were either created or wandered in. Some was connected some wasn't for the creation and wide spreadness of monsters.
>>
Rolled 11

>>27886013
>>27885975

We can't go outside without getting attacked, the traps we just set were disabled or turned against our forces, so unattended traps are out of the question...and we can't have attended traps because they can sneak up on us before we can get a glimpse of them.
>>
Rolled 75

>>27886013
More commonly known as a landslide trap, you set up boulders and shit held up by a small trigger and a tripwire, seems natural unless you know better. We aren't going to take down a whole side of a mountain here lol
>>
Rolled 97

>>27886081
>>27885975

We're actually confined to the inside of a military base right now, everything outside it is horrifically infested with monsters (used to be zombies).

Can we ask the remains of the bandit bands we integrated what they were after when they attacked here, and what any of the more tactically minded of them suggest doing?
>>
Rolled 93

>>27886046
How do we set up a science program
>>
>>27886139
Raid them. We're bandits remember? We don't into science unless we take it like the ashbloods did.
>>
Rolled 27

>>27886139
Research or Raiding usually.
>>
>>27886111
Seems like they (wrongly belived) the zombie hives were weakened enough for a joint effort to wipe them out and ended up being wrong.
But yes, if there are any minds among them lets ask.
>>
The Continental Crusade. Who/what launched it and why? Was it really like a crusade with a vast moving army as one, or was it more like a continent spanning "battle of the 4 armies" event with the war spreading outwards and everywhere?

When the great Crystal Machine from hell was activated and riled the monsters and zombies across the planet, did shitloads of tiny civs hanging on the balance get wiped out?
>>
Rolled 99

>>27886111
>>27886217
Seconding inquiry and consultation.
>>
Rolled 76

>>27886338

Well we ought to get something useful with that roll.
>>
>>27886391
We should
but then we won't get exempt for 1's on discussion
>>
Rolled 2

>>27886434

We asked the Dreamer Marauders if they were available for bombing runs and rolled a 100 on it once...they were willing to talk to us despite previously not being willing to.

Certain instances...you know?
>>
>>27886474
Yeah but that was technically a diplomacy action not a consultation.
Next thing you know we be asking Pyro "hey, what do you think we should do?"
>Rolled 1
>Pyro burns down the warehouse to show what he thinks we should do
>>
Rolled 59

>>27886560

I might laugh hard enough to make that worth it.
>>
Rolled 90

>>27886111
"Loot, Tactics was the usual strike hard and fast then get out before the zombies could react with their full power. Too bad we were too slow."

>>27886271
It was launched between bandits(loot) and ghouls(food). It was a gigantic tide sweeping across the entire continent.

Not really.
>>
Rolled 65

>>27886871
>Too bad we were too slow.
And these were the guys with the jets and jetpacks...still not a solution to our monster problem.

>>27885828
Anyone in the mood to try this for the heck of it?
>>
Rolled 39

>>27886932
Why not? It's our last civ quest in a while, let's go all out and have some fun with it.

Rolling
>>
Rolled 20

>>27885828
Our forces sneak some boxes to the auto depot in the dead of night....the monsters just ignored them besides taking a few swipes at snatching some of our guys. They completely ignored the boxes so when Cuban Pete popped out it proved ineffective. Cuban Pete has to know about them/where their at for his ability to take affect so it was for nothing. On the plus side though we didn't suffer any casualties.

Turn 27
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
1 resource point

Population: 750
Morale: Average
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>27887150
> besides taking a few swipes at snatching some of our guys.
Okay, so it's not our supplies but our men they're interested in. This is evidence now. But how smart are these things if we try to use men or zombies as bait? We've done it too many times before. . .
>>
Rolled 92

>>27887219

Hmm.
>Strange not-zombies taking corpses from the base for a long time
>Strange monsters killing our men
>>
>>27887253
If we only had a way to see through this blasted snow we could use Cuban Pete, not even spotlights or shit can pierce this.

I don't recall the monsters killing our men, only stealing them.
>>
Rolled 17

>>27887150

Before we leave, could you post the rudiments of your system and all the possible heroes for the civs and (maybe) a list of traits/characteristics for them? Because one of us might want to run something like this while you're gone.
>>
Rolled 64

>>27887253
We could dress up Cuban Pete and some men to play dead and try his powers once more.
Or, using our bandit ingenuity, design a great trap involving tripropes, heavy weight on the roof, and dead corpses/living men.
Or we bunker down and work on our weapons till the spring.
>>
Rolled 23

>>27887307
Do you have the wit and cleverness to be an A.I. EDE?
>>
Rolled 80

>>27887307
>>27887349

...hm very well then it will be in a spoiler as I would be revealing some of my secrets. What exactly do you want?
>>
>>27887332
>Or, using our bandit ingenuity, design a great trap involving tripropes, heavy weight on the roof, and dead corpses/living men.
How about that? If the monsters don't fall for it this time, we can at least find out that they are intelligent creatures.

Then again, we might need a net something stronger than rope or even chains.
>>
Rolled 69

>>27887349
>Letting one of the few who knows how to dissect EDE's plots run a plot himself
>How to lose, the quest
>>
Rolled 16

>>27887332

No facilities for weaponmaking or R&D. We have to capture some somehow.
>>
Rolled 31

>>27887419
Only got a small part of it right at any one time. Even then interesting mistakes/conclusions were made.
>>
Rolled 1

>>27887434
Do we need a facility and weaponmaking R&D to string some rope and chain, put a wheeled vehicle on the roof, and lay some corpses down? You'd think bandits would be good at that kind of improviso
>>
>>27887464
Nothing as reliving as a one on a discussion.
>>
Rolled 5

>>27887395

Aah, I don't want any spoilers. Just the rudiments of your system. How do you stat things and determine resources in an area, what does the mystery stat determine and etc.? Do you have any rules-of-thumb for your thick-as-fuck plots? Do you use dice rolls to determine the resources/hostility of neighboring regions? What do you use to tell how much someone discover when someone goes scouting/exploring?

You know, basic stuff like that. If it'll spoil something important...don't post it (but do post that you're leaving something out, so that whoever can know where they need to make up rules)

(don't post it until the end of the thread either way)
>>
Rolled 40

>>27887456

Hey, I try. It's really, really not easy.
>>
Rolled 40

>>27887332
>Basic 1
Using our bandit ingenuity, design a great trap involving tripropes, heavy weight/vehicle on the roof, chain nets, and dead corpses/living men.

Let's just get one of these suckers, c'mon. Even if it doesn't bait them, we KNOW they are smart enough not to fall for it.
>>
Rolled 88

>>27887349

No, but I can start to try to learn. It's a goal to aspire to, you know?
>>
Rolled 43

>>27887150
Seeing as we are basically up shits creak without a paddle as far as going outside is concerned, maybe we should check out the vault? It's the last thread anyways and ede probably put somethig cool in there

>basic 1: scout the vault
>>
ede im sorry to hear that your life is going to shit and i hope that things get back on track for you soon enough. i have to say you are a terrific qm, honestly your threads are what i most looked forward to over these last couple months.
that said i would like to run a civ using your setting for some of my players and must ask (if its not too much trouble/secret) what is your formula? i have already copied down all the beginning options and i know that one set of rolls was for hazards/zombies/res/factions/mysteries ect. but you made quite a few rolls after that, were those for hidden variables or were they simply to throw us off? i know i should come up with my own modifications to it, and i will but i would rather KNOW what you are doing and go from there than going from what i THINK you are doing.
best of luck to you with your life kicking you in the shins.
>>
Rolled 3

>>27887590
Why not.
Here's hoping for a 100
>>
Rolled 70

>>27887590
>Something cool
Yeah! There's always something interesting going on right under our feet. It might not be good 9/10's, but it can be 1/10 of them (richard and clora).
>>
Rolled 52

>>27887592

Yeah, this is basically what I want to. Sans setting-specific info how do you DO this and do it so well?

Also, I think we're all sorry for your life going to shit and hope it gets better soon. Your quests are brilliant and we all love them. Just pull through whatever's going on, it'll get better and when you're ready to come back you'll have a legion of adoring fans flock to whatever you do.
>>
>>27887659
Seconded.
Things I've noticed is
>There's always behind the scene plots, and the world is not just your sphere or influence or even sight. But these are very much relevant
>There are other nations besides you, and they do things (get tech, make war, do alliances) at the same time you do
>But there is sometimes access to this, as hints or cues,
>Plot. Story. Fluff. And lot's of it, given in reasonable doses not just blocks of text (though they can also be appropriate for big events).
>>
Rolled 4

>>27887590
Vote
>>
Rolled 48

>>27887590

Good god, vote and hoping for a better roll.
>>
Rolled 38

Just wait until he runs just a QUEST, guys. Holy shit, can you even go so far as to do look mire like?
>>
>>27887833
We'll see.
I'd love to see it.
>>
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Rolled 44

>>27887850

>Dat faction conflict
>Those other heroes who lead warbands tens of thousands strong

>New players are more numerous
>"We go explore the ruin!"
>"A tentacle-covered eye reaches out of the ground and spits lightning at you, you die."
>"What? God-dammit!"
>"You didn't scout first."
>Ede's face when
>>
>>27887951
>The men feel nervous underground
"Huh, weird"
>Strange rumblings were heard today undergruond
"Hmm, alright. So how we gonna assault that enemy fort. guys"
>Patrols have gone missing, underground
"I bet it;s our enemy! We must attack the fort now!"
>WARNING. A tide of flesh and eyeballs is pouring out of the tunnels
"OOOOMG WHERE DID THAT COME FROM. YOU'RE PULLING PUNCHES YOU TROLL OP THAT WAS FROM NOWHERE"
>>
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Rolled 12

>>27888041
>>
Rolled 38

Oh geeze this is going to be a lot.

>Opens up word document in preparation
>>
Rolled 87

>>27887590
hm people wanting to open the vault.
>cool
not lethal.

So our forces went trecked through the snow, fought off god knows what and found the vault up over near the Command Center. Despite being heavily assualted our forces cracked it open...then we lost contact.

Lost 50

Turn 29
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
1 resource point

Population: 700
Morale: Low
Food: Average
Water: Average
Fuel: Below Average
Armaments: Good
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>27888292
But it's just not cool if it's not lethal.
Or is it the otherway around.
>Almost half a year of winter
>>
Rolled 65

>>27887850
Mire like?
>>
Rolled 6

>>27888292

Well, maybe whatever was in the Vault will fuck up these monsters a little bit. (implying the thing that drives these monsters out could be anything but worse than these monsters)

>Basic 1
Develop a means of seeing in the snow. Maybe some IR-sensors off the bunkers, maybe just some snowblind goggles, maybe infrasound detectors. Just some way for us to see our goddamn assailants.
>>
Rolled 91

>>27888292
>Morale: Low
Construct 1v1 zombie fight cages and get an organized gambling ring going.
>>
Rolled 52

>>27888292
>basic1:Set up a secure rout for our boys to get home, also send another scouting party to check on their status.
No matter what we can not lose the vault.
>>
>>27888372
Not enough science m'lord.
Unless we ask Pyro for some pyrotechnical type things

>>27888392
>Implying we haven't already lost it by cracking it open
Now we just wait and see what was in Pandora's box this time
>>
Rolled 59

>>27888383

No. We have sentient zombies in our number.
>>
Rolled 25

>>27888392

They're either holed up in there, or something nasty got out. Either way, we're in no position to do anything about it.
>>
>>27888401
Do they give a damn?
Well, we gotta do something about the morale. All this getting trapped in the snow, surrounded by enemies and getting picked off, wont be long before we get an extreme case of cabin fever (and compounded by our own craziness).
>>
Rolled 87

>>27888372
We don't have the facilities or resources for any of that :(
>>
Rolled 30

>>27888416
It's the only way out, we can't science our way out, we can't kill our way out, we can't build out. The only option is to raid our way out, that vault may just have the tools we need to survive. Even if it's a 1% chance, it's better than our current chances
>>
Rolled 6

>>27888420
>>27888400

Damn bandit-archetype.

Not really though, it was fun until we got stuck in the blizzard of the century. (anyone think maybe something is perpetuating this storm...?)

Nova King
>>
Rolled 63

>>27888499

Now that you put it that way...we don't have much to lose, do we? Because the only other real option is sitting inside, but stagnancy is death. Especially when there are shaggy-stealth monsters that we can't touch wandering outside our doors just waiting (and I'm sure, building)
>>
>>27888420
>>27888506
2/2 times we picked the wrong thing for the wrong place
>Aduro
>Great tech, plenty o' resources, shit warfare and rep penalites
Look at all them factions designed to want a piece of us an
>Bandit
>Great warfare, moderate resources, shit science
Bandits wiped themselves out eh? Welp, time to hold up in this storm before the aboninable snowmonsters get us

Man, the Memor were the last all around flexible civ we had.
>>
Rolled 68

Basic 1. Host an "Iz you a brainy git" contest to boost morale.
Whoever comes up with the most useful, wackiest, innovative weapons for our situation and wins field run tests gets a promotion
>>
Rolled 93

>>27888548
And we cracked open the vault. so we're probably dead men anyway.
>Implying no release of end game monsters
>Or release of that necessary component to stop the end game monsters
>They're not even the planned end game monsters, just stuff too strong for us too early
>>
Rolled 98

>>27888548
So do we scout the vault again or explore it?
>>
Rolled 9

>>27887307
>>27887592
Hm I don't know these feels. People wants my setting and formula. Fine. Just fine. I will also make sure to create a twitter and post as my future trip so you can know what to look for next time.
>>27888569
You don't get very large research especially when it comes to killing/looting.
>>
Rolled 30

>>27888596
If we're lucky we might find someone smart enough for an officer position.
>>
>>27888646
Don't spoil your setting now. Just the basic gist.

Why don't whoever runs a quest that isn't EDE just run it on post fall terraformed moon that resembles the setting?
>>
Rolled 39

>>27888569

Well, we didn't have any options aside from bandits this time. It was the right choice. The military-borg bandits would've been better.

Because we Crit-ed for bandit presence.
>>
Rolled 91

>>27888596
They might come up with something interesting.
>>27888708
We also crit-ed for endless winter. Yeah, borgs would've been nice.
>>
>>27888596
This >>27888723
with the roll
>>
Rolled 82

>>27888646

We'd all love to know all the secrets of your setting...but we want to earn them through sweat, blood, and tears. Remember the Memor!

You've done that thing which GMs dream of, you've made your players want to indulge in your world on your rules. We don't want to just be handed out all your secrets, we want to beat them out of you using our wits and linked-100s.
>>
>>27888820
Except when linked-100's choke us to death like a ton of water on a sprout.

But yes
>>
Rolled 1 + 99

>>27888840

Is it just me who wonders what would happen if we got 3 linked 100s?
>>
Rolled 1 + 99

>>27888878

Does it count?
>>
>>27888878
>1+99
don't know how to feel about that roll

>3 linked 100s
Depends. If we suddenly 3 100's worth of resources with no infastructure to support or protect, we're beyond fucked. If we get three heroes that's another story
>>
Rolled 1 + 99

>>27888896
>>27888878

I think it should count!
>>
Rolled 68

>>27888878
>>27888896
>>27888928
You set your dice to 1d1+99
>>
Rolled 71

>>27888596
Post after this will reveal my trip.

We held a contest to see who can come up with da best weapons. We had exploding bottles, shotcans, nailnades. And more but who really took the cake had to be the mad bastard known as Dakkchoma who somehow created a gun that shot spiked explosive balls and searing hot blades.

News
Winter is finally over.

Turn 30
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
0 resource point

Population: 750
Morale: Average
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear
>>
>>27889020
Here comes the army.
Let's see what was waiting in the snow or what we unleashed in the vault.
>>
Rolled 44

>>27888936

That'sthejoke.jpg

>>27888907
Let's see, when we rolled 2 linked-100s our actions were
>Scout tunnels
>Loot/scavenge
>Improve water synthesizer
>Research batteries

And we got
>Living Water
>Mr. Light
>Grandmaster Lootya
>Scoutmaster Gral
(And slightly later, but as a result of the roll)
>Archpaladin Badass McAwesome

As well as
>1 Mobile Fortress (pop. cap 25k, that's as big as the Memor's research facility or Burke's military base)
>4 Mobile Bases (pop. cap 5k each, as big as our Megatower was)
>A magic water generator
>Infini-batteries

>100 Res.
>1000 Loot
>+30k population

3-linked 100s would probably take us a couple of days to begin to start to respond to. The thread would have to end there, because no one would know what to do.
>>
Rolled 93

>>27889020
Promote Dakkchoma to officer position in charge of (what could at least be called) weapons experimentation.
>>
Rolled 30

>>27889020

>Basic 1
Scout/look for Ravager CrayCray. Send Dakkchoma out with his new gun on the team.
>>
Rolled 2

>>27889020
>Basic 1: A)Raid the vault
With pyro at the helm.
>>
Rolled 56

>>27889020
It shot both of them at once by the way.
>>
>>27889092

I can dig it. Going on record as the first that can dig it.
>>
Rolled 53

>>27889085
Let's see what he has to offer to us first
>>27889087
>Raid the vault
In Post Apoc quest, Vault raids you
>>
>>27889117
Going on record as the guy that conceptualized and named Memor in the proto-thread
>>
Rolled 35

>>27889123
If we don't reinforce our boys at the vault they will be lost(if they are not already)
>>
Rolled 16

>>27889020
C'mon guys, let's be prudent first. There is a lot that could've gone on behind the snow or buried in it.

>Basic 1
Explore our immediate base and look for anything out of the ordinary, in need of repair, or hidden dangers left from the blizzard
>>
Rolled 57

>>27889158
They're (likely) dead jim. But okay
>>
Rolled 50

>>27889148

Based God, you ARE real!

>>27889158
Either they're already lost, or 1 turn won't make that much of a difference.

>>27889167
Voting this.
>>
Rolled 99

>>27889167
Voting
>>
>>27889195
I've done a lot of other things in the quest to.
Some I'm proud of. Other's, not so much.
>>
Rolled 20

>>27889167
Fine.. Changing vote
>>
Rolled 96

mfw twitter still isn't happy...anyone know what the other QMs call themselves? Damn setup is being a dick.
>>
Rolled 14

>>27889241
why did it drop...
>>
Rolled 38

>>27889262

Trips are finicky like that (might be a glitch lately with 4chan, but I've seen it happen to a lot of people lately)

You could just name the twitter "Post-Apoc-Civ Hivemind" as that's all the tags that I ever search for to find the archived threads.
>>
Rolled 100

>>27889296
Its under Geniethetwisted using a made up name.
>>
>>27889336
>100
Yay!
>>
Rolled 12

>>27889336
Jack Wilson @Geniethetwisted?
https://twitter.com/Geniethetwisted
>>
Rolled 7

>>27889336
HAH

anyone got a good twisted genie image?

Anyway

CHOOSE:
CC
Zombie Mal
Ghoul Roy
Crazy F
Mutant Jorha

That feel when I screwed up the damned twitter....FUCK.
>>
>>27889421
>mfw I wrote some fluff for a hero
>mfw this is the last thread so don't really want to waste them. . .
>>
Rolled 41

>>27889416
Yeah...
>>
Rolled 20

>>27889442
and I fixed it. Ah. I have long since learned to never use your real name.
>>
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>>27889421
Does this mean you'll be rp'ing as a genie next time you come around?
>>
Rolled 67

>>27889442
>>27889462

>Look at your screen
>Now look at your hard-drive
>Now back to your screen!
>It's an LOIC, FBI's already been called!

We're going to ruin your life now! Muahaha!
>>
Rolled 20

>>27889421
CC
>>
Rolled 86

>>27889479
I am often compared to a very twisted one so who knows?

I am a genie who is playing a qm who is playing whatever is the most fitting for the quest/civ

>>27889507
Too bad I don't keep anything on it. That is why I got a encrypted flash drive and booby trap that will destroy it completely.
>>
Rolled 46

>>27889421

Hmm, I wonder what trouble CC has gotten into over the winter. On the other hand, Mutant Jorha might be a good source of intel/reveal a plot that (as of now) would completely blindside us.

Voting Mutant Jorha, because CC will probably get chosen.

>>27889479
Loved that game.
>>
>>27889543
Seriously? I thought I was the only one? That's awesome, still have it on my pc.
>mfw based the Saal on the game
>>
Rolled 93

>>27889421
CC
>>27889440
Can you give us some details? Maybe even if we play this civ who knows, we might see them in another.
>>
>>27889637
>We might see them in another.
Actually, based on how I wrote them that's entirely possible.
>>
Rolled 62

>>27889602

I got that vibe, then you started posting pics of the Aztec-Faction and I knew.

Have you played: UFO Afterlight, Nexus the Jupiter Incident, Freelancer, or Sim-Ant?

Sorry, went off on a nostalgia tangent there. Just a few other great games that I think I'm alone in having ever played.
>>
>>27889685
>>27889685
Hero Unit York and Hjork “The Brothers Grim”
“Names Hjork. Me ’n York’re tighter than bark on a tree we are. Been together in the crib since the day we was born, like pea’s in a pod.”
“You must forgive my brother’s lack of eloquence, the lad has the manners of a bandit (no offense). His mother was fond of him, but auntie was not at all fond of our father. But by jove can the man drive. As for me, I like to think take after father more than him. York, I go by, and I am nothing if not a hunter”

Apparently, their parents, or at least “York's ma n’ uncle V”, decided that as a rite of passage to kick all their children out and not let them return until they hunted something interesting.

Trait: Brother from another mother (literally)
>Must work as a team and cannot be separated (essentially can act only as 1 hero)

Yorkshire Didrikson the 2nd, the Gentlelizardman
>Sly serpent – Scales and eyes of a reptile, and a huntsman trained from birth.
>Forked tongue - Bonus to diplomacy behind enemy lines, esp with opposite gender (dad taught me well).

Hjork the Bandit Mechanic
“Well sooie! Ain’t this the most ornery shindig y’all ever derned seen, ain’t it York? Reckon I could get used ta living here like a gopher in soft dirt.”
>Repairman Prodigy/I CAN FIX IT – “Ma always needed a wrench hand for her ride.” No matter how broken or destroyed something may be or appear it WILL be fixed and it WILL work even better then BEFORE it was broken in the first place.
>Heart of a bandit – Morale will never drop past average. He can tell a mean story and play a meaner bandit. Gather around a fire and he can spin you a tale so good, you’ll forget you’re eating your own arm. “Valley forge? Sakes alive, I know a tale that’ll make it look like a trip to Carlson World. I ever tell you boyz ‘bout the glowy bandit and the one armed warlord?...”
>>
>>27889718
Can't say I have, but I will soon.
>>
Rolled 98

>>27889808
....wait a second. AHAHA oh gawd fuck that is hilarious. I feel sorry for the new players who wont get the joke.
>>
>>27889808
Pet unit: Bessie the Jumper BorgST
“*schlop** snap* * groggle* * schlop*“
>Hjork and Yorks ride and pet. “Ma gave her to me as a pet, she did, fresh from the forest o spiders. Says long ago she trained ‘em herself back in the day with her own mind. I gotsa feed her n’ pet her n’ give her lotsa love and monsters to eat.”
>>
Rolled 7

>>27889808
>>27889851
Oh god that is awesome. We have got to find those guys in the next civ.
>mfw only vets will understand the joke
>>
Rolled 57

>>27889911
To think anon ol Didrikson finally pulled it off. Makes me tempted to drop Riza's stats. Shit I will even drop her story if its amusing enough.
>>
Rolled 46

>>27889963
Storytime! I'm game.
I'd love to find out about Rizal, her dad, and the most unfortunate fleshworker's adventures.
>>
Rolled 70

>>27889963

Yes! Do it!
>>
>>27889421
Before we posts actions, let's see what CC has seen.
>>
>>27889851

It should have the ability to evolve into an SST if fed enough, and have all the spewer types.
>>
Rolled 61

>>27889808
>>27889911
So York hits you when you aren't looking, and Hjork hits you harder when you are (with Bessie).
>>27889963
Not only did he pull them off, but if they were born on the same day and we can infer who Hjorks ma is. . .Wilfred you magnificient bastard!
>>
Rolled 43

>>27887592
The rolls I roll always have a use whether to throw you off or not. The only time your players should see your dice is if the group they are controlling would be aware of its effects. Then you post it under news or EVENT if it directly effects them. Remember to roll for different factions but only once they start getting involved with the players until then you should keep in mind the effects and side effects of different actions and how they will react.

Actions cap out at 5 heroics bonuses included.

5 basic actions
2 heroic actions(must be substitute for a basic if actions are maxed out)

Actions are limited for the sake of sanity. They should go up by a mixture of pop/threat range. The greater your pop the more actions you get(up to 3 for pop alone) after that you get extra if you become a regional threat and finally the final action if you become a continental threat.

also be aware that rolls be have side effects no matter how good or bad they may be. An example for good rolls having side effects is the duel 100s in the Mutant Civ. While an example for bad rolls is Death Trap and last thread. They should NOT cause this directly it should merely be a side effect.

Also for every 3 crits(1s and 100s included) then it so awesome that it either succeeds(for 1s) or fails(100s). I limit this to per a thread so across threads do not count. They should be broken up between your own personal rolls and the player rolls as in both are distinctly seperate. After all its possible to fail so hard that you succeed or vice versa. This represents that.


Setting wise its was all a GIGANTICALLY CATACLYSMIC series of things going horribly wrong all in unison/together/interlinked that caused the Fall. That gives you plenty of room to pull shit out of your ass as necessary. Just be aware that despite being centuries later its still beyond horrible in most places. Even so called 'civilization' is akin to your more familiar Post Apoc deals.
>>
>>27890198
What were the pop criteria for increased basic actions?
How did you calculate pop increase?
>>
>>27890198

Can you give an example of succeeding so hard you fail? (Torg exploding Richard's lab from all the awesome of all the BorgST spewer variants?)
>>
Rolled 93

>>27890198
>Also for every 3 crits(1s and 100s included) then it so awesome that it either succeeds(for 1s) or fails(100s)
That explains a lot
>>
Rolled 33

>>27887307
System is a dice pool of 3 for actions unless you sacrifice an action which adds 2 to the viable dice pool.
d100s are used higher is better.

Heroes are based upon civ and a typical type of class brought to a heroic extreme. So you got herioc scientists, soldiers, hunters, and adventurers ect which all have a heroic form. Basically if it exists there is hero version of it. Typically I make the players choose 1 of 5 heroes they can have at the beginning to start with. After that heroes must either be discovered or recovered somehow. Also remember for every hero the players know about there is double that they don't.

Characteristics are whatever I think is most amusing and base it of personality/experiences. heroes NEED a good back story you must know what they like and dislike. What will make them leave or activate unknown abilities/bonuses. Their personality and experiences(granting interesting info) are all explained in it.

Traits depend on the hero and what its based off of. I make them up as I go or reuse them.
>>
>>27890351
Does the third option always exist? For every single turn?
>>
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Rolled 30

>>27890272
Depends on the bonuses, background, penalties, environment, and so on. Really can't say for certain as its dependent on both your faction,fluff, and decisions directly influence it.

Setting info:

The world is gigantic clusterfuck because of everything that occurred during the Fall and the advanced tech involved among other things. Usual geography rules may not apply.

Wastelands tend to be rich in ruins, wrecks, and resources but are completely hostile to ordinary humans. Even with hi tech durations into a Waste should be limited as possible. Only mutants and worse can safely survive out in the Wastes.

There are very few 'civilized' areas and so much fewer that are considered 'safe'. As a rule of thumb these areas you should be wary about ESPECIALLY the 'safe' places.

Bandits are present everywhere same with many other groups.

As a rule of thumb the better the tech the more powerful, rare, paranoid and secretive a group is. Basically they tend to be like at least one of the above.

Hi-Tech makes you a target and there are entire ravagers groups devoted to tearing those groups a new asshole in order to ravage them and take the tech for their own.

The lower the tech the more common it is.

Corps may be able to mass produce higher techs but they tend to be dicks and they limit it quite a bit. So are limited and will lose out against think tank or other true remnants tech. Exactly why this is due to them both having the limited abilities to completely make it exact and to keep their customers dependent. Not to mention their the only ones who can easily replicate whatever it is(sadly it doesn't keep the same quality thus problems arise). You might be able to find better but it is VERY difficult.

Tech HAS advanced despite the Fall problem is it was very slowly going, but now things that were considered experimental or even in theory may very well have been confirmed and may be used

>>27890511
There are always many options.
>>
>>27890351
How do you calculate the number of other factions, their power levels/tech levels, and their likes/dislikes as well as how many heroes they get?
>>
>>27890619
Funny, we've never yet encountered a think tank. They're very isolationist aren't they?

Also if Corp warfareing capability is bad, what's think tanks like?
>>
Rolled 28

>>27890619
Despite bandits seeming to be the majority there is actually MANY more other factions then they because of the usual rule of thumb of many more prey then predator. Only problem is there are few groups who can directly take them on without much problem. As bandits have become VERY good at what they do. If don't they simply don't survive.

Hi-Tech bandits are very rare mostly limited to the groups specialized in fucking over other hi-tech factions.

Moderate tech is much more common this alone puts them at the level or more commonly above many factions.

Low tech bandits are fewer in number and tend to either not last very long or climb up the ladder.


Despite the 'primitiveness' of some groups with higher tech groups best beware these ones. As how could one survive with lack of tech? Suffice to say these 'lesser' groups are more often then not the ones with the nastiest surprises.

Think tanks and some remnants are some of the only groups capable of churning out quality tech. It does take a good deal of effort and they can't easily mass produce it.

>>27890709
Dice

first roll is number of factions/density.

Other rolls dictate what type of group they are(beware that many factions like keeping a low profile)

Type of group dictates tech level roughly a few rolls more indicate how well their doing and with what. It can even boost or lower tech levels depending on how it all pans out.

Likes and dislikes are formed by looking at the above and their environment.

Heroes are dependent on how you would like to deal with the above.

>>27890733
Think Tanks tend to be quite paranoid and isolationist obviously. Think about it their own of the ONLY factions that have hi-tech and could have even have made new technological progress since the very Fall itself. Not to mention their trade capacity isn't the greatest thanks to the whole lack of mass production and more. War capability may not be bad depending on what they focused on.
>>
Rolled 54

>>27890619
Does Bio-tech count as High Tech?
Memor had some amazing bio-tech, but ravagers sorta left us in peace for the most part.
>>
Rolled 58

>>27890803

We were sorta terrifying and in the middle of a hellhole, and people would have to occupy the facility to make use of it. And we had a broodqueen with us there towards the end.

That aside, we still got attacked by huge bandit hordes on 3 separate occasions.

>>27890786

How do you stat units? What effect does veterancy have? How do you determine the difficulty/investment required for actions? How do you determine how significant a heroic bonus is with an action?
>>
>>27891017
>What effect does veterancy have?
How do you know when units gain veterancy? We had some Memor scouts and soldiers there for years and years on all sorts of missions.
>>
Rolled 1

>>27891069

And they still got assraped by everything too. (Except the Tectus...for instance, what are the Tectus stats?)
>>
Rolled 12

>>27890786

And what bonuses did the BorgSTs get after Ramona tutored them for 3 turns?? You NEVER ANSWERED.
>>
>>27891132
>And what bonuses did the BorgSTs get after Ramona tutored them for 3 turns
Find out next civ with York, Hjork, and Bessie

Goddamn I miss spiders. Maybe Vault 101 has good relations with Richard.
>>
Rolled 62

>>27891157
We'll make ants this time.
>>
Rolled 2

>>27891157

Umm...actually the primary scientist/leader of Vault 101 is one of Richard's Arch-Nemeses.

The reason the Vault ended up with such baller technology is that the Scientist responsible for all the advancements faked his death to throw Richard's assassins off his trail for a while. He was assigned a temporary position at the research facility the vault was responsible for while more permanent measures were prepared...then The Fall happened.

His brilliance was an unaccounted for variable, so it threw everything off. Didn't help that this particular Vault was special, and had far more facilities/resources than a normal one would, so the effects were amplified.[/spoiled]

By the way, after undergoing borg (or bioborg) modification you're immortal, right?
>>
>>27891227
Fuckin awesome
>>27891218
So we make ants to CHALLENGE Richards spiderborg monopoly.
>>
Rolled 16

>>27891157

But don't let this >>27891227 worry you because Vault 101 is SPECIALIZED in exactly the sort of research that brought about the spiders, because I thought that we always had the most fun/best ideas coming up with technology along that route.

Also, if I can figure out how Psi-Borgs work then I'm fairly sure EDE would allow me to add them into the fluff/capabilities of Vault 101 as a reward for figuring that and psionic-machines out with no/next to no information.
>>
Rolled 44

>>27891157
The Mad Scientists hates Richard and thinks he is the one responsible for the assassination attempts

>>27891132
They got a bonus to attack, defense, and speed.

>>27891017
Depends on training basic (human) units all start of balanced but are separated by what they endured/grew up around. Vetency depends on how hard the fighting was and against what. If you keep going up against a certain threat your forces may not climb up the tree but will still get bonuses against repeat foes unless they changed.

difficulty/investment for actions is depending on what your trying to do. Basically the goal is the tip of pyramid the more blocks you have on the bottom dictates how long it will take to reach or may even prove impossible. So basically ask yourself what do the players have and what do they NEED. That should tell you.

heroic bonus depends on the hero/action. Choosing a soldier hero to fight the foe for example will go over a lot better then choosing the scientist.

>>27891100
The old scouts actually did really quite well.

>>27891227
As long as upkeep and maintenance is going on then yes. Just be aware serious overhauls for the neural networking/memory/brain needs major overhauling every 150 years or so other wise real bad things happen.

>>27891263
Specialization is limited. Spiders only happened thanks to Richard and Clora'Zel
>>
>>27891263
Yes. We will do our part to mimic of the best of all worlds have to offer so far.
The bio-tech/automatons of Clora/Richard
Reverse engineer the lasers and shielding and energies of Aduro Corp
A sophistication of hive mind from Memor/Psi-tech

And our greatest, penultimate challenge as a think tank

Magical railguns
>>
Rolled 6

Any other would be QMs want to mine my brain some more or any other questions?
>>
Rolled 6

Hey so if this is the last thread for a while, and spring has come for the bandits. . .what now? Guess we'll just have to let them do their own thing.

Someday we might encounter the bandits led by the strange dancing musical man with the green face.
>>
Rolled 28

>>27891288

Hmm, so a facility specializing in bioborg/borg tech would need a facility and/or hero specializing in biology to pull off self-replicating bioborg units?

I really need to get a junk email for you, because I have a shitload of ideas about Vault 101...but they can't be executed except by the GM and if the players knew then cheating would occur, and I am not as good a GM as you.
>>
Rolled 60

>>27891361
Truth be told anon I wont have access to internet.
>>
>>27891353
How do you make that world go round?

That is, how do you keep tract or plan out the actions of other nations outside the view of sight?

>>27891361
Can I get some insight on that? So I can replace you as the one to laugh and rage at the players stupidity?
>>
Rolled 12

>>27891361

In my head, Vault 101+related facility is on par with the swamp for importance and danger. Maybe even more dangerous, but in a different way.
>>
Rolled 19

>>27891376

Oh. I'm sorry dude. You don't happen to live anywhere near Memphis, TN do you? I might be able to lend you a helping hand with a job or something.
>>
Rolled 49

>>27891418
That sounds. . . very thoughtful but kinda awkward (if it were me). Just my embeded paranoia of meeting people on the internet/4chan.
plus, you know his real name
>>
Rolled 48

>>27891418
Not even close. As is I am already on my knees and that is always when life likes to pound on me the hardest. Really is being quite the clusterfuck for me. Even worse is that my past seems to be finally coming back to haunt be beyond just my memories. Basically though this is the last day I have internet access so WOO.
>>
Rolled 8

>>27891379
If they are tied in with the players I roll for it beyond just thinking about how they would roughly be reacting with everything. Make sure to roll for random hit happening though either way.

>>27891462
Too bad that mentality is something many are trying to destroy. Makes me feel old.
>>
Rolled 54

>>27891462

Aah, I see. He revealed his True Name and now refuses to meet because I could extract 3 wishes from him.

>>27891484
I'm sorry man. Good luck getting through it. Never give up. You weren't involved in any drug dealing and have *that* sort of past coming back to haunt you, do you?
>>
Rolled 45

>>27891462
>>27891505

See, I could understand that paranoia back in the day...but the internet isn't a super-secret club of weird people anymore. Everyone and their brother knows about 4chan and spews may-mays from it almost every other sentence. The people on the internet are weird, and people who go on the internet a lot are weird, but I tend to think of that as more a result of being able to be uninhibited in their interactions than they usually could be than anything else.
>>
Rolled 82

>>27891505

So if you roll a Crit, do you ever apply that to a non-PC civ, or do you just spawn an event with it?
>>
Rolled 70

>>27891484
>Meanwhile, in yet another otherworld beyond ours
>Jack Wilson the Genie/QM Quest
>Rolled 1
>Rolled 1
>Rolled 1
>>
Rolled 17

>>27891621

>Dammit you guys! Why the fuck did you launch those roman candles and scream that song right at our friend!! Seriously, doing that to A-N-Y-O-N-E ELSE would've been brilliant but you chose to do it to our ALLY!
>>
Rolled 53

>>27891521
Fuck if I know I will admit that I did things. Only problem is I know I am being watched so I guess my time has about ran out. If I am 'lucky' its just a favor being called in or I am going to receive an 'offer'. Only problem is I am not a lucky person.

>>27891617
One or the other sometimes both.

>>27891621
Not my real name anon just something I made up. If my name was Jack I wouldn't have so many damned nicknames.


Any setting questions or something?
>>
>>27891699
None that I can think of right now.
Have this very much setting and game related video.
http://www.youtube.com/watch?v=wxrWz9XVvls

>>27891656
How would you feel if the same person that brought the Memor into this world took them out of it? And regrets it deeply.
>>
Rolled 53

>>27891699

Well, once again, good luck. And if there's a deity out there or you believe in one, then he should bless you...or fuck him.

Genie is Eric Snowden and that's why he's so good at intrigue/politics between groups and coming up with crazy world-ending shit and super-technology.
>>
Rolled 97

>>27891766
and that makes you Julian Assange
>>
You guys want me to archive this? It really wasn't much of a game but it's something we can look back on for any future QM's or posterity and fondness. Maybe it's best left for us.
>>
Rolled 81

>>27891762

I wouldn't be too miffed about it, the wound has had time to scab over at this point. The worst part is just how brilliant the plan was...with only just the very slightest flaw that was tragically in the most important part.

Don't blame yourself, it was a typo and a slight mistake.

Fun thing though, I thought about checking my phone for the status of the thread at about the time that would've been opportune to correct the plan...but I was in moderate traffic and only like 5 minutes from home so I figured "Nah, it can wait."

>>27891813
With the treasure-trove of GM secrets that's been exposed? You'd better archive it.
>>
>>27891840
>Don't blame yourself, it was a typo and a slight mistake.
Yeah it was.
The same typo that caused the crusade to go to far.
I'ma go cry now
>>
Rolled 36

>>27891784

Not exactly, though I'm on more than my fair share of watchlists and know more than my fair share of things I shouldn't.
>>
Rolled 44

>>27891866

Aww, it's okay buddy. You made up for it by being the progenitor of our most beloved and long-lasting civilization.

I'll probably finish revising and setting down my Vault 101 fluff...then I might try to run a civ, if my time/studies permit. Maybe not though, I'm considering practicing my skills by running a few of the shitty fantasy one-shot civs off of that one picture.
>>
>>27891953
Yeah, I loved it too tried to nurture it and put as much input as I could
>Scouts with skin like chameleons
>Maybe we can borgify spiders? I have some desgin ideas
>Some good and bad tactical map strategies
>Aduro fluff

>>27891953
I shall be on the look for it always
>>
Rolled 16

>>27891766
ah don't worry despite luck hating me I am amazingly good at getting myself in and out of interesting situations.
>>
Rolled 48

>>27891840
best make sure to keep digging for more treasure troves and secrets don'tcha think?

Also what were the votes for the writefagging character?
>>
Rolled 21

>>27892020

Thanks, maybe it'd be better to just jump in head-first and do a mediocre/bad Post-Apoc Civ. It'd probably get me acclimated quicker and I think I'm better at coming up with scientifically grounded fluff than fantasy.

On the other hand, I've never GM'd anything before and it's a lot more personal investment to come up with a setting for the Post-Apoc setting. (i'd burn through a lot of the fluff ideas I keep on the back-burner on the neighboring factions).

>>27892124
Just remember what is best in life, and that Crom enjoys Valor.
>>
>>27892168
Which one? If you mean the game we wanted CC.
If you mean Rizals exploits that was a unanimous yes.
>>
Rolled 28

>>27892184
Pick up a trip and try it out, while the master is here to critique you
>>
>>27892168
>>27892184
And the five basic rules
1. Remember Ramona
2. Control your Hunger
3. Don't turn on the Crystal Machine
4. Save the Fireworks for Last
5. Fuck the lurklassholes
>>
Rolled 29

>>27892168

So you just kind of intuit the difficulty of various tasks, assign an arbitrary number value as a bonus or penalty to the action attempt that's situationally based, and compare your roll to the players' roll(s)?

Do you come up with a stat-list for each unit and judge their efficiency at certain tasks by it? If so, do you use a base20 or base100 system for it?

>>27892226
>Implying the snow-beasts aren't the Lurklassholes AGAIN!!! MUAHAHAHA!!!!
>>
Rolled 96

>>27892219

Nah, it's too late tonight and I want to finish up Vault 101 before I go writing fluff for other factions.

>>27892168

When you say "for every hero we know...there are two we don't." Do you mean in our ranks as well as the enemies? Do you apply their bonuses to our actions before they're discovered, or not?
>>
Rolled 65

>>27892196
Both...figures.

Great I have no idea what do with Rizal...

>>27892258
Kinda.

Units come in these grades.
Green>Basic>Experienced>Veteran>Elite

Elite units have 1 ability or that mimics what a hero could have.
Badass units have 1 ability or trait that mimics what a hero could have.

Elite Badasses have the above benefits.

Heroes have at least three abilities/traits.

Units have their own strengths and weaknesses which I note. Otherwise its all the same. As for what I use it doesn't really matter as I usually throw it in with the action rolls.

Badass units only form due to a crit will spawn 1 badass unit.

Unit upgrades are based on what they experience. Training prevents downgrading and allows basic skills to be produced but doesn't offer experience that goes to upgrading.

Depending on how well a unit does and what they went up against creates XP which allows upgrading it goes like this.
Green>Basic>Experienced>Veteran>Elite
0>5>25>125>625

Suffice to veterans is HARD enough and an Elite unit is a complete nightmare.

1 XP is equivalent to one was easy task for that force.
2 is basic task.
3 is tough task.
4. Is hard task.
5. Nightmare task.

That is for tasks you also have to include environmental hazards and other threats which also correspond to the above, also remember just because a task may be easy for 1 unit doesn't mean it is for another unit even if their the same type they make have varying experience levels.

>>27892329
Both.

Their benefits do extend its just something you wont necessarily notice.
>>
Rolled 34

>>27892428
Spawns for a formation of bad ass units occurs on a 1d20 that you should roll during conflict.

crit fail means that something went wrong with that unit.

Crit success means a badass unit formed.

That which lies inbetween is something I will let you come up with.
>>
>>27892428
>Great I have no idea what do with Rizal...
Adventures in the old Memor forrest, riding a leaper spider, taking a trip down her families history and listening to Tabula talk about it
Taking a trip to the old megacity to see what lies there, and meeting a strange glowy figure and an old one armed man who seems fond of her
She her dad and surrogate uncle/butler fleshworker taking a trip (or rather being taken along by her) to Carlson World with Mr. Light
Exploits in Boom City, with her aunts, uncles, and cousins young York and Hjork
>>
>>27892428
>>27892478
Sneaking about Umbra Corp in disguise, and talking to a nice little old lady about what one should fight for
A trip to the mysterious wastelands that only the old prophet Mommy used to talk about would visit
>>
Rolled 90

>>27892428
Almost forgot something a doubles in a case of 11 or 64 and 64 means that it is doubled(as in as if two of them occurred). This is not a good thing if the rolls in question were low. This should only occur for the gm unless it is an unusual heroic action that suffers from something like MADNESS which is the only exception.

>>27892478
Don't worry I am going to write about the thing that taught Rizal the useful of appearing as the little girl and more. As in how they first met. I was going to use that bit later but considering I am going on hiatus for a while why not.
>>
Rolled 70

>>27892478

So they sooo obviously used portals to get around. So Clora'Zel has access to portals. Fuck.
>>
Rolled 54

>>27892521

Mmkay...so if the GM rolls an 11 or a 64 as the 'challenge' to the player action/roll then the player action/result is doubled.
>>
Rolled 64

>>27892545
Nope, it mostly includes random event rolls and more. Also the GM roll should NEVER directly effect a player action/result unless the players are in direct conflict with non players.
>>
>>27892478
"Uncle Tabula, why does everyone get mad at daddy around this point in time."
"Well you see child I-. . .um. . .er. . ."
>>
Rolled 97

>>27892577
Rolls to figure out what was occuring in the wider world are not limited by this as it have some effect before and after the declared actions by the players.
>>
Rolled 67

>>27892587
Poor Tabula is the only one who knows the truth of what actually happened. I am definitely going to have to writefag that situation one of these days.
>>
Rolled 50

>>27892577

Hmm...okay I'm not sure I quite get it then.

So if the GM rolls an 11 or 64 then a double random event occurs? Or if the GM rolls an 11 or 64 for an offscreen npc action then the NPCs get a double-result for that action? Or...maybe an example would help.
>>
Rolled 39

>>27892593

How do you come up with researchable items/research trees and bonuses from researchable items? Do you just let players come up with ideas for things to be made, and then judge whether or not what they've researched can serve as a base for it?

(Oh, and what did the Experimental Fluids in the Memor thread do? We never researched them.)
>>
Rolled 80

>>27892622
Lets say the gm rolled a 88. That means that the roll would actually act as if TWO 88s were rolled. This also will occur if 45 was rolled twice. Depending on what the GM was rolling for dictates what may happen.

The only time players benefit from the above is if their using a heroic action that may also be effected by it. Mad Science included despite the first declared roll only.

Example

A.I. EDE rolled a 11 for random event.

Not only do the zombies get active they also acquired some reinforcements.

>>27892662
Its easier to let the players come up with it and think about what they already have roughly established will dictate how much effort they would have to spend if its even possible at all.

Experimental Fluids contained several things. Including something that could break down creature to its base components and DNA. Paralyzing agent and a mutagen or three.
>>
Rolled 20

>>27892620

Do (more-or-less) human groups compose the majority of the remaining population? Do mutant groups tend to be small, vicious things? How often do remnants tend to be mutants?

How common is borg tech? How common is biotech? How common is psi-tech and psi-affinity?

Was Giggles being willing to giggle the thing that no other swamp monster was willing to do?
>>
Rolled 61

>>27892737
Yes cause Giggles is giggles. The apex monster of monsters.

Humans do supposedly. Mutant factions like sticking to areas everyone else avoids so its hard to get factual feel for it correct. Mutant groups may be small or large. Remnants being mutants is...unusual. While augmentation may have been encouraged it was rather rare for mutagenic changes to occur. At least before the Fall some were exposed, others had no choice, while a few even chose to and ect.

borg tech was common at least cyberware was something that you could easily get on the streets. Biotech required specialized facilties so why it was known the basic stuff(such as treating cancer and genetic issues) was accessible the real good stuff was much harder to find.

Psi-Tech was something only commonly seen by supers. It was rare with anyone else.

Psi affinity before major genetic modification, Mad Science, and Syn among other drugs was very rare. Only known to be accessible by supers.

Giggles was always doing stuff no other monster wanted to do or thought possible. Funnily enough Giggles would of been considered an Elite BadAss Hero by the way.
>>
>>27892825
Would neo-Kingdom/Imperial remnants fall under the purvue of govermental remnants?
How about ultra-religious extremists, like inquisition type stuff? I know I fluffed up the Saal, but is that also possible to have other (morally ambiguous/black) religious zealots of other faiths?
Do they have any bonuses or penalties?
>>
Rolled 17

>>27892825

If I fluffed Vault 101 to have discovered a gene-set that allowed for bio-borg augments to be 'mass-produced' that would work specifically with the phenotypes expressed with that gene-set, would that be acceptable fluff-justification for "easy" bioborg mods for Vault citizens? Can humans have mutagens applied to them without becoming explicitly 'mutants'?
>>
Rolled 88

>>27892863

Sounds like a special modifier or new remnant type needs to be added.
>>
>>27892891
Maybe they have a psionic strength bonus through sheer will of faith.
>>
Rolled 20

>>27892825

Also, how advanced are Think Tank remnants' technologies allowed to be upon start?
>>
Rolled 38

>>27892909

I might say a psionic-domination resistance bonus, loyalty bonus, morale bonus/morale penalty resistance, fervency-work ethic bonus, requires religion general tenets to be defined, potential for uprising if you take actions seen as 'contrary to the faith' without providing justification.
>>
Rolled 84

>>27892863
It would be under government unless someone comes up with a new type.

>>27892917
Their considered hi-tech from start at least in their specialization anyway.

>>27892876
gene mods could be mass produced it was something that you could get back in the Pre Fall. Problem is anything better then that crap had to be specially grown specifically for the user.

Once a human has been exposed to a true mutagen they are considered a mutant from then on.
>>
Rolled 37

>>27892942

Hmm, I'm still a bit fuzzy on the difference between Cyborgs and Bioborgs then (it sounds like bioborgs are just humans with biomods).

I was think cyborgs were (progressively more refined/powerful) mechanical augmentations/replacements. Deus Ex Human Revolution style.

Whereas Bioborgs were more refined mechanical/nanite systems that would mesh with existing organs and such to streamline+enhance their functionality. You know, muscles that have nanites integrated in them for extra force, a liver with an ingrained fiber/metal network for more rapid transport of chemicals (maybe with electrically charged nodes where hard-to-process compounds were taken for more rapid decomposition), eyes that had something that could actively reconfigure your lenses+rods+cones for long distance vision, etc.
>>
>>27892941
And potentially with enough believers (more like shitloads), potential manifestation of a deity or powerful relgious being (like how SWH is manifest hunger of zombies)
Alternatively, worship of sentient but non divine and corporeal beings worshiped as gods (saal).
>>
Rolled 89

>>27892941
They wouldn't receive a psionic resistance unless they took a massive penalty due to the whole using their belief against them. Even a piss poor psi user could give them a nasty awakening.

Basically it would be

Zealot/Cultists: You are descended from religious sect or cult. As such you Low supply, High population, good manufacturing capacity, low research capability, and good war capacity.
>HQs: Private Bunker, Fortified Township, Cathedral

Special notes
Cultist- Have access to forbidden lore that has given you an edge.
or
Zealot- Have morale bonus(cannot be broken)

>>27892998
bioborgs are no longer human due to how heavily they have been rebuilt from(literally their genes up).
>>
>>27893002
Maybe there are also religious bandits/savages/ or cults, worshiping demons or dark gods and making sacrifices.
>>
Rolled 67

>>27893027

Hmm, so everything that I described in my "bioborgs" bit is involved in the more advanced borgs?

An example bioborg would have...what sort of modifications/characteristics? What's the difference between them and a super-soldier mutant, or a super-soldier with extensive gene modding?
>>
File: 1382505576862.jpg-(1.05 MB, 1832x2923, stanley.jpg)
1.05 MB
1.05 MB JPG
>>27893033
Now I realize need a story of Didrickson and his Chelysn soldiers on a jungle river safari ala a Henry Morton Stanley story, and ending up having to rescue Alexis from a tribe of head shrinking, cannibalistic, cultist savage tribe who treat her as a long lost reptile god that needs to be freed from her body.
>>
Rolled 32

>>27893081
Their body was built entirely from the ground up as in the others at least bodies were originally their own. Bioborgs do not have this.
>>
Rolled 34

>>27893122

Alright, so they're not modded humans at all, but grown organisms like fleshbeasts/brood (except done technologically).

Would my genetic-engineering bit explain why Vault 101's population is compatible with advanced borg augments? Do I need to specify what augments the population specializes in/receives?

So the secret to mass-producing bioborgs easily was never known? Are they considerd high tech in themselves? How do they learn? Is consciousness transferral possible?

How cheesy and acceptable/unacceptable is the 'hivemind' thing I proposed in my fluff?
>>
Rolled 86

>>27893110

Just get a .docx version of Heart of Darkness and cntrl+f "Marlow" options->replace "Marlow" with "Wiliam Didrikson".

Post it in a pastebin and claim it as fluff.
>>
Rolled 79

>>27893110

Also:
>implying mere humans can hold Alexis down
>>
>>27893278
>Implying mere humans
>>
Rolled 7

>>27893122

When an action is undertaken and the number of people to be devoted to it isn't specialized how do you choose how many units are to be devoted to it? How does being outnumbered/outgunned/etc. work? How do you determine if a weapon is strong enough to damage something or what?
>>
Rolled 68

>>27893278
Turns out she was never captured, they actually did treat her "like a godess" with the best spa and massage therapy and "freed her from her bodily cares".
Now Didrickson has to explain the trail of blood and bullets in his path.
>>
>>27893311
>"I forgot to scout"
>>
Rolled 67

>>27893349

>B-but muh scouting
>You forgot to explore, bitch!
>>
>>27893390
Heh,

speaking of which, bar the snowstorm and monsters we have no control over, I'd say this is the smartest game we've played so far.
>>
Rolled 85

>>27893457

Yep. That's why we didn't die last thread with 5 (technically 6 because we doubled up on one action) 1s in it.

Definitely need to raid an armory and get some thermal vision ASAP though, in case the blizzard sets in again.
>>
>>27893479
Definitly. We-
>"Gonna reboot this when I get back guys"
oh right. . .
>>
Rolled 64

>>27893457

I find myself wishing we could go back to the Memor now that I understand their strengths and Overpoweredness properly. We had no idea what to do with mutation/mutagens until we no longer had them.
>>
Rolled 85

>>27893500

It's so sad, I've been participating for so long now that it's habit...
>>
Rolled 10

>>27893533
>>27893479

Consecutive 85 roll. Random event!

News:
A wave of wild monsters seems to be being heading our way.

>Actions?
>>
>>27893507
We woul'dve had the market garden by chapter 10.
Chapter 20 we'd be parading down Megacity.
Tommorow the world!
>>
>>27893555
Snows cleared, any visuals?

is EDE still writefagging those stories and the return of CC?
>>
Rolled 78

>>27893556

Imagine an upsized Rix that belched radioactive acid-fire-lightning onto its enemies and projected a field of psionic terror.

Imagine a Viroz/Bugger hybrid that exuded clouds of toxic gases to obscure our troops and burn the lungs of enemies...that hide in the ground and water then hop out and rip men limb from limb using their Lovecraftian otherness and strength.
>>
Rolled 74

>>27893585

I think he is. I'm diddling around at where we left off.

No visuals reported from bunker or auto-depot sensors.

The blizzard has abated, but snow is still falling lightly. It's relatively easy to tell which buildings are ours currently, they're the only ones that have had the massive snowsheets melt off.
>>
>>27893603
BehemothBorgs
Captured Mobile Forts
Brood King border gaurdians
A swamp where vines replace trees and spiders have replaced monsters.
Starting up one of those bay factory superbattleships

Magic. Fucking. Giant. Railgun.
>>
Rolled 78

>>27893664

We never did research the Infestation Seed for corrupting mechanicals.
>>
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>>27893629
technically we're supposed to get CC back
Basic 1
Have Pyro set up incendiary traps and flare traps to give us perfect silhoutte targets for when the monsters arrive.

Extra: Ambush positions, buddy up, this needs to look like a ghost town
>>
Rolled 24

>>27893694
Rolling
>>
Rolled 38

>>27893694

You can add a bandit action too, and assume CC has returned (I'm not going to jump the gun and write EDE's story for her though, so no bonuses)
>>
Rolled 75

>>27893694
hmm, needs better roll
>>
Rolled 25

>>27893694

News:
The snow abated for a moment and better pics of the approaching monster wave have been acquired. Questions?
>>
>>27893721
>bandit
Dakkchoma produces and disseminates more hotshot-spikers to our troops.
>>
Rolled 55

>>27893193
They were human at one time its just that nothing is left from their original selves during the borgifacation.

genetic-engineering does help but only with more exotic mods.

They could mass produce bioborgs its just rather expensive.
They are considered high tech.
Learning is actually upgraded.
It is indeed.
It works and its bit cheesy but meh.

>>27893694
Traps have been established for in case any unwanted guests shows up they'll be all lit up.

Turn 30
>>>>>A. Raid.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge/pillage for raw materials.
>>>>>H. Your choice
0 resource point

Population: 750
Morale: Average
Food: Above Average
Water: Above Average
Fuel: Average
Armaments: Great
Infrastructure: Vault(Locked Down). Military Base(unsecured/infested)
Armor: Frosty Body Armor. Frost Hazard Power Armor(limited). Plagued body Armor. Raider Scale. Nomad Plate.
Weapons: Shotguns. SMGs. Hunting/assault Rifles. Knives. Molotov. Hatchets.
Technology: Jet packs(limited). Weapon Mod(Crude/basic). Ultra Bunker.
Materials:
Defenses: Vault Access. Plasma Flaming Containment Wall. Hazard Bunkers. Fortified Structures. Fire Wall. Ocean Aflame.
Power: Geothermal/ Nuclear

News CC has returned!

Apparently she partied all winter long. She even brought back some more bandits.

Gained 550 bandits.
>>
>>27893760
Visuals on the monsters. Numbers and appearance. Direction and formation.
Estimated turns till arrival.
>>
Rolled 45

>>27893763

Insufficient resources for that action, user. The last of our resource points was consumed in the Weapon-Construction Competition.
>>
>>27893773
see >>27893779
>>
Rolled 13

>>27893773
CC Story when explained no one could understand unfortunately so we had to talk to the bandits who claimed to be survivors and other inhabitants. They state that every winter if zombies didn't get you during summer then whatever lurks in the whirling snows and killing blizzards does.

>>27893779
There are none.
You really thought I was going to do the same thing thrice did you?
>>
Rolled 56

>>27893773
>Basic 1
CP and CC scout for new scavenging territory, and opportunistically bring some back. Be on the lookout for monsters.
>Bandit
Explore previously scouted regions to scavenge for resources in earnest
>>
Rolled 34

>>27893814
With you ede, or should I say Genie, you'd be wrong not to expect the unexpected expectations.
>>
Rolled 73

>>27893779
>>27893790

Not EDE mini-episode ending.

(There were a moderate-heavy number of monsters coming towards our end of the base at a rapid pace.
They are not any uniform species but none of them observed use fur for insulation. Scales, thick slabs of blubber, and more exotic means of heat retention are prominent though.
No detectable formation.
ETA: turn after next)

>>27893773
Aww, that's the part I worked hardest on. It was damn hard to write those "Notes" in character, relate them to the other bits of fluff, and make their pseudo-science detailed+plausible.

>>27893773
Is the monster wave I declared incoming? I'm unsure of whether you're taking over again or not. I had a plan in there.
>>
Rolled 56

>>27893880
Change Basic 1 from "scavenging" to "scrounging"
Shameless self roll
>>
Rolled 14

Ravager Cray Cray Party Time Adventures.

Episode One

You and your forces wondered aimlessly in the whirling blizzard being picked off one by one...then suddenly it went quiet. At first it seemed they had given up but then the blizzard intenisified to such a degree that apparently not even the blizzard monsters wanted to stick around. Even more forces dropped despite the cold oriented equipment. Despite that Cray Cray took of her armor and used it as sketcher dragging forth those who couldn't walk tied up in a line/pile.

No one knows how long they wandered or even where. Just that one day they smelled a strange ozone smell, burning, and the smell of charred flesh. Believing whatever as there had to be better then here our forces headed in that direction...somehow this got them lost even more. Apparently the blizzard had carried the smells far and wide. Yet for some reason CC moved with purpose. Those that followed soon and abruptly ran into a strange barricade. Where strange individuals welcomed them in. Strange in the fact that they didn't wear much and stated that our forces would only be allowed in the outskirts for their safety. those in power armor understood why the area deeper in was positively radiating in strange energies and worse.

There our forces recovered among interestingly enough other bandits. Apparently our forces have found themselves in the power station. Where the majority of power came from for the entire base. Apparently there were 4 others each one of which located under the walls.
>>
Rolled 18

>>27893907

It was going to be a lesson in:

>"I forgot to scout."
and in paying attention to detail/hints.


I bet no one figured out my RUSE. (it was fairly subtle/obscure)
>>
>>27893940
Scouting is always important.
But in the situation of monsters coming to get you (and with no indication that nothing will prevent them from arriving the very next turn) preparations is primary.
>>
>>27893937
>No one knows how long they wandered or even where. Just that one day they smelled a strange ozone smell, burning, and the smell of charred flesh. Believing whatever as there had to be better then here our forces headed in that direction...somehow this got them lost even more. Apparently the blizzard had carried the smells far and wide. Yet for some reason CC moved with purpose. Those that followed soon and abruptly ran into a strange barricade. Where strange individuals welcomed them in. Strange in the fact that they didn't wear much and stated that our forces would only be allowed in the outskirts for their safety. those in power armor understood why the area deeper in was positively radiating in strange energies and worse.

Any relation to the strange waxy creatures the Aduro met? (what were those?)
>>
Rolled 60

>>27893969

Indeed, and so 2 hints (one explicit, if you're aware of the minutiae of the descriptions of the monsters that attacked us in the blizzard) one less so (why are monsters of multiple species running at us together, not eating each other?) were in the visual description.

The monsters from the blizzard would've hit you the turn after the monster wave, which they had sparked and driven towards you. Scouting would've provided this info (excepting an abysmal roll), but I also rolled lowish here >>27893721 and was just dicking around so I threw a bone with the "better pics".
>>
Rolled 91

>>27893937
There our forces and recovered and where for some strange reason CC ignored the warnings and wondered deeper into the power station. Only to finding blazing plasma vents and lighting stringged up everywhere over a large structure crafted of scrap yet amazingly well constructed. Inside on meathooks were charred bodies where the inhabitents regularly feasted. In the side walls next to the blazing plasma furnaces and open pits where fires roared cooks mingled cooking up all manner of cannibalistic deliciousness.

Meanwhile on upraised pillar and on the eves of the walls where giant speakers everywhere. On the top of the pillar stood as trange figure jamming out to twisted music.
At her it had switched to: http://www.youtube.com/watch?v=1SE_4yuiqdw
as if somehow the DJ knew of her arrival.

Before going off to other ones. In the center of the structure people danced. To the sides they feasted and at the end of the building was storage. This place was full of cannibals...where others would of been concerned for their men about to be dinner. CC instead decided to join in feasting(she will forever claim that no one can cook pork and similar like no one else can) drinking, and dancing.


That was when slowly the entire area began to light up. On the outskirts even bandits began to take part this time notably having access to non pork food.

>>27893985
None it seems. They all appeared healthy if a bit pale or with a few sunken features.
>>
Rolled 15

>>27894008

This event was sparked by the 1 that was rolled for scouting and the sequential 85s I rolled. The 1 would've just meant a monster wave, or just the blizzard-monsters, the 85s meant both, and in force.

Did I do okay? Am I as evil as EDE?
>>
Rolled 54

>>27894034

Hmm, actually now that I think of it 85s should've sparked a good random event. Shit.
>>
>>27894008
>if you're aware of the minutiae of the descriptions of the monsters that attacked us in the blizzard) one less so (why are monsters of multiple species running at us together, not eating each other?) were in the visual description.
>>27893629
But you said there were no visuals, so I couldn't make such a correlation/inference unless you planed to rectify that.
On the otherhand, have we ever sucessfully sent out a scouting party while simultaneously coming under attack from monsters between two consecutive turns?
>>
Rolled 69

>>27894013
Everywhere the party continued the only shining beacon of warmth in light in the entire base...completely obscured by the whirling blizzard and blinding snow. But everywhere through become bathed in light and fun. Throughout the winter the party continued and never ended. Until spring came anyway.

No one knows what happened in the deeper sanctums other then CC who anyone can understand anyway.

>>27894034
you did okay but you are not as evil as I. As I would have had their bunkers burrowed into from underneath disabling the power, while their entire bunkers up was covered in such heavy snow as to be completely inaccessible. Then when you busy dealing what was below things would of come burrowed in from the snow/ice covering the base. Attacking from all along the outer bunker walls.

>>27894045
It indeed would have otherwise I would humored you. Players should never be directly punished for a good roll as i had stated earlier.
>>
>>27894013
Looks like these guys no how to party. I love it, every single one of our quest it's mandatory to have a huge party somewhere (eternal Memor lovenest, Aduro banquets and laser rave idea, and cannibalistic dance dinners).
>>
>>27894076
> As I would have had their bunkers burrowed into from underneath disabling the power, while their entire bunkers up was covered in such heavy snow as to be completely inaccessible. Then when you busy dealing what was below things would of come burrowed in from the snow/ice covering the base. Attacking from all along the outer bunker walls.
Now there's the EDE we've come to know and love/revile
>>
Rolled 97

>>27894076

I just saw 2 rolls of the same and it's late so I didn't even think.
As I'm not familiar with monster dispositions like you are, I wasn't going to go so far as to do something like that.

Note to self, EDE might have monsters burrowing up underneath us and massing outside the containment walls.
>>
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>>27894112
No. You're punishment must be more severe
>>
Rolled 13

>>27894070

I updated and said there was an abatement in the snow, then provided a visual description when it was asked.

Anyway, practice definitely needed. Back into player mode now though.
>>
Rolled 6

>>27894076
Anybody ready to check out that vault? We are running out of time!

>basic 1: raid vault.

(I do this without scouting because it needs to be a quick bandity smash and grab job)
>>
Rolled 43

>>27893880
>>27893931

Not sure whether to draw attention to the linked identical numbers or...
>>
>>27894154
We'll commit Sudoku when this thread reaches page 15 (or we make a mass migration bandit style) let's play it smart for now
>>27894163
hmmm, yes quite
>>
Rolled 77

>>27894110
How do the scientists of V101 blow some steam?
>>
Rolled 17

>>27894076
The party was long and hard then one day CC decided to wander around. Everywhere she could see barricades and defenses all focused around the Primary Power Station. Where were of course outer structures made up of old warehouses and even a barracks as well as few converted bunkers.

There she encountered a fellow doing work on some wiring and asked what gives. The figure who later got roped into being her guide informed her that why do you think that the base was in surprisingly good shape(I mean come on) and powered? Why cause they were always busy fixing shit. For you see during the summer they would gather and winter they would party. During both they worked their repairs/maintenance.

Meanwhile she decided to wonder back into the Party Central and continued her groove.One thing she did wonder though was the lack of an orgy...and why food kept on being moved into the back. So she wondered over to find much to interest a room full of ghouls nor just ordinary ghouls. We are talking Nekul ghouls, ancients and even some ghoulborgs. Who were apparently busy playing cards and over an old arena where all manner of things were made to fight. Thus she joined them in their games, beat some of them in arm wrestling and even fought a bit in the arena.

There she wondered off between all these groups until winter ended.

>>27894163
Doesn't work for player actions unless it is a heroic action that allows it.
>>
Rolled 29

>>27894191
We need to raid something, no resources, no progress.
Also, lots of new mouths to feed.
>>
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>>27894207
The Infinite Improbability Drive was invented following research into finite improbability which was often used to break the ice at parties by making all the molecules in the hostess' undergarments leap one foot simultaneously to the left in accordance with the theory of indeterminacy. Many respectable physicists said they weren't going to stand for that sort of thing, partly because it was a debasement of science, but mostly because they didn't get invited to those sort of parties.

The host is non other thanDr. Picli
>>
>>27894239
Which is why we're scouting for places to raid/loot/or scavenge.
>>
Rolled 75

>>27894240
Ha

Speaking of which, if the "theme" of Adero was energy/quantum physics (with a misguided side of mutant) what's theme for Vault 101? Borg research speciality, as the "rival of Richard", and general science (Jack of all trades [mutant, bio, psi, energy] master at none)?
>>
>>27894213
>>27894076
>>27894013
Do we have a name for these people?
>>
Rolled 49

>>27894213
Somewhere in a certain megacity at a certain HQ belonging to Umbra.

Quick we to run!

They broke though get the civilians out right way!

Alpha team and Calko release them NOW.

But sir

JUST DO IT AS IT WILL BUY US TIME.

CEO we need to escape through the emergency tunnels.

alright then, stated Umbra CEO to her bodyguard. " Make sure to take my body double and go instead."

But mam-

Just do it.

Very well then, stated the body guard slinking away.

Meanwhile the CEO went of to evac with the civilians...among the children no less.

Turned out she was right to avoid the secret escape route. they were had knew about it and lying in wait. Too bad for them they got it wrong and thanks to the CEO presence thus required protection the civilian craft made it out successfully. CEO in tow.

Meanwhile in a certain a aircraft at a seat. The CEO found someone interesting sitting arcross from her. Someone who knew...

"It was quite clever of you to fake out my forces like that...cousin."

"OH so they were YOURS were they?"

No actually they were my mothers.

hm so why then go through all this trouble? Oh by the way you really should consider shape shifting its less taxing then using psionics to preasure those nearby.

Really now?

Indeed, here have some tea. Anyway as I was saying I personally suggest a little girl!

Why is that?

*takes a sip* why my child NO one expects the little girl!

...Oh I see really quite clever and diabolical you know?

Exactly anyway what is it you want as obviously you need me for some reason otherwise I still wouldn't be here.

*Takes a sip of tea* What I am after is info about Dr. Volk of course as well as why you dear cousin.

"oh me why how flattering must say most don't like visiting me or more usually outright hate me and try to kill me.

Ah I know that feeling I have to go through the same thing.

Really now? Why its nice not being the only one.

>>27894240
Dr. Picli got looted and taken away to certain place
>>
Rolled 22

>>27894328
The Ghulmonru.

Their heroes are known as the POW, BEWM and PEW. Who are combat focused. Their other two heroes is Captain Johan and Repo Gal Nivera.

Military forces go by the Plasma Freaks, Frozen Hell Shriekers, and the Laze Pew Rangers.

News

3 zombies hordes detected in the military base.

>>27894358
On that flight the two of them caught up and Riza agreed to stick around for a while visiting. Much to the horror her Flesh Worker who had the horrible bad luck to look the CEO in the eye. What he saw shook him to the bone. Whatever it was...it was not completely human rather seemed to be wearing the shell of one. Worse part was unlike others where it was completely fake you could tell it wasn't. Rather something was unspeakable was done and now what remained was something distinctly monstrous. Which truth be told he would of rather stared a broodmother in face or faced an elder god then what he saw. At least they were entirely alien and however horrorfic would not have been nearly as bad as if it was somehow crammed into a human twisting it into a unspeakably twisted abomination. He would rather have tea with and Elder God from beyond the realm as at least it didn't bother with human mockery or twisting in completeness. As in even taken human form at least it appeared as needed and had an odd air. While twisting a human you could at least say it was once human at one time...


Writefagging is complete who knows when I will be able to do this again.
>>
>>27894358
>"It was quite clever of you to fake out my forces like that...cousin."
That's. . .revealing.
>>
>>27894452
>3 zombies hordes detected in the military base.
Do we still have the zombie neutrality effect?
>>
Rolled 91

>>27894452
Bah meant BEW and not BEWM.

>>27894453
I had hinted at it before. Surprised no one picked up on it.
>>
Rolled 57

>>27894471
You do.
>>
Rolled 34

>>27894284
Well originally its big thing was supposed to be Psi-Borg integration, and general leaps and bounds of improvement in borg tech...but we hadn't encountered/dealt with borg tech in detail much so, so what I thought was leaps and bounds was actually primitive.

So, I added a more detailed explanation of the pseudo-hivemind (which I tried to make limited...but with significant potential if research was invested), and some more plot going on during the time locked in the vault, and I thought I had made psionic-borgs.

Then I was told "wow, you figured out how psionic machines work really well. but that's not how psi-borgs work and unless you figure out [from no information] how they do you can't have naturally psi-capable borgs."
So I went back and revised some more.

Then I was told exactly what the different classes of borgs were. So I revised some more.

Now I've been given a better explanation of the difference between bioborgs and borgs that I hadn't known before...so I'll go revise some more.

Right now I'm just thinking they're going to be really good with normal borg tech, and have limited specialization with bioborgs...and I'm keeping the pseudo-hivemind because I worked really hard on that section though (with great pain) I'll remove the bit about there being Ghosts in the Machine that shadow their hosts' personalities and memories.

And Richard's rival is going to be very, very good with improving any technology that we start with (because he'll have been the primary developer of all of it) [so Bio/tech hybrids, tech/psi hybrids, bio, tech, and psi in descending order of expertise...though that list will undoubtedly be trimmed by EDE] and good at learning new things...but things like designing biological plagues or conventional weapons of any sort will be definite weakpoints. He didn't have as much time to pick up all the expertise that Richard did, as most of his work has been done in the Vault that he was locked in.
>>
>>27894491
Extra: Consult our sentient zombie members on what potential motives or diplomatic options with the 3 hordes we have
>>
Rolled 9

>>27894502

>"I'll remove the bit about there being Ghosts in the Machine that shadow their hosts' personalities and memories"

*if that's what people want
>>
Rolled 3

>>27894502
>>27894516

Seeing as the "Ghosts in the Machine" are the primary way (aside from being tech-based) that this hivemind is differentiated from others.

Here's the pastebin of where I'm at right now. I'm kind of mid-revision so please forgive me.

http://pastebin.com/NYzykKBe
>>
Rolled 70

>>27894507
"Zombies are just moving in plenty of empty space and all."

"considering you guys be fellow dead I don't think they will bother you if anything they may very well deign to help."

>>27894502
That feel when you have a solution literally staring you in the face when it comes to psi-borgs. Which I will admit is much better then I had in mind mostly due to less terrible inhumane side effects.
>>
Rolled 76

>>27894452

>Basic 1
Scout around the base for good places to lewt that aren't claimed by any other bandit factions or sentient zombie factions. Pyro
>Bandit
Lewt those places, hard. CrayCray+Cuban Pete
>>
>>27894502
>>27894542
Looks fantastic! Though, you ought to take a reductionist approach to entice new players to choose your civs most appealing and interesting highlights, and then the pastebin can take it from there.
>>
Rolled 35

>>27894561

Boosting up the power of the Technological side of the Psi-interface?
>>
Rolled 77

>>27894580
No fun if I gave it away.
>>
Rolled 95

>"considering you guys be fellow dead I don't think they will bother you if anything they may very well deign to help."

>>27894564
Vote

But add extra: Send an envoy to the 3 hordes with greetings and a hand of mutual gain.
>>
Rolled 46

>>27894568

Oh yeah, I'm definitely not going to post that clusterfuck of narrative to the first thread. I'll develop a soundbite version.

>>27894584

Nah, I saw that route before (and if we had played I would've steered research in that direction), but it was so obvious and you said that I hadn't gotten psi-borgs right so I thought it was forbidden for some reason or another...
My favorite way of solving problems is to sidestep them altogether.
>>
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>>27894502
>>27894542
Do you mind. . .attempting to diagram the "colony-mind"? I would like to get a better grasp at what I'm looking at here as I read up.
>>
Rolled 93

I am going to call it a night will be around to answer questions. Best ask them as it may be a while before I can return.
>>
Rolled 50

>>27894598

Yeah, if I ever get around to making that Civ. thread I'll post updated fluff and a diagram there. For now though, let me give you a simplified verbal explanation.

Everyone in the Vault has some degree of augmentation, their psionic-neural interfaces are implanted when they're 7 years old.

Once you get your psionic-neural interface implanted, all communication between your brain and your implants is handled by it. Due to this, a personality that mirrors yours starts to develop...but it doesn't have any control over your brain so it inhabits spare room in the processors and memory banks of your other implants. These Ghost-Personalities (which I'll come up with a more catchy name for...eventually) are generally friendly because they and their 'host' are intrinsically linked. They can also 'talk' to their people after a fashion once they're complex enough.

One of the augmentations that was very common even pre-fall was direct radio communications. (You know, implanted cellphones basically.) Because augmentation was a fact of life in Vault 101, everyone had these and everyone would talk to each other using it. With the new psionic-neural interfaces, more abstract concepts could be directly beamed than before. (so, essentially, a technological form of telepathy). Note: because people communicated through their implants, their ghosts get to talk to other peoples' ghosts whenever they want.

Due to difficulties in trying to direct your radiowaves at people you don't necessarily know the location of, Dr. Kaharr developed "The Hub".
The Hub is a big semi-organic (maybe not, haven't decided yet) tech-psi hybrid computer that basically acts like a cell-phone tower for Vault 101 residents. It maintains a constant link to all citizens, and 'redirects calls' to whoever wants to talk to whoever.

Because the link is constant, and personality-ghosts don't have as much to worry about as their human hosts the Ghosts can talk to each other as much as they want.
Cont.
>>
>>27894660
All that I have asked, I have asked.
All that I wish you the best of luck, has been spoken.
May these Bluecold Bandits and Cuban Pete prosper as we release them, and we await your return, oh General Macarthur of QM's.
>>
Rolled 47

>>27894686

At the request of some people's ghosts (who are treated as full citizens/residents) Dr. Kaharr upgraded The Hub, and now Ghosts can (with the recipients' permissions) transfer into different hosts using The Hub.
The Ghosts, when they transfer, bring along a shadow of the skills of their primary host. Because the Ghosts have a deeper link to a person's implants than that person does, and because implantation is so extensive, a Ghost can help a person with skills the Ghost knows but the person doesn't. (this is currently very primitive. research could improve it)

Now, some Ghosts prefer to just transfer into The Hub and stay there because it has more spare processing power and memory than personal-scale implants.
For some reason Spooky psionics foresight and etc. Ghosts tend to be in their Primary Hosts when the Primary Host dies, because without their first home they get lonely.

And that's the gist of the 'hivemind'. It's not really a hivemind at all, however it provides all of the communications benefits that one does and because everything that goes through The Hub gets saved (unless it's a bad memory...because we don't want the Memor situation) it provides the memory-sharing that one does to. (people can access any memories that have been approved for sharing that exist in The Hub)

As of its current state, there is no loyalty assurance, but Dr. Kaharr is sure that with research he could make a program, or enlist the assistance of some of the Ghosts that live in The Hub, to analyze communications going on and see if anything seditious is being plotted.
>>
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>>27894686
How about you help me form the diagram right now?
So from the most basic parts, implants mimic a persons personality and will to emulate a "ghost", like a self conscious mirror of one's self that is it's own independant but casually linked to the selft.
How do these ghosts communicate and process as a hivemind? Via radio/telecom or psionics as other hiveminds?
>>
>>27894686
>>27894763
Also, Aduro Corp was unable to start with Mentis Industria and the Shielding Bonus from the get go.
Would you prefer starting with colonymind and having to research/locate Borg tech from other v101 bases seperated from the main hub, or the otherway around?
>>
Rolled 2

>>27894768

Add a big circle above your thought-clouds labelled "The Hub" and put arrows pointing both ways between it and the thought-clouds and you've got it.

The Hub handles all the information crunching (I saw you labeled that on your diagrams), and provides a central storage point and hub for all 'hivemind' operations.

Decisions are reached according to democratic vote (ostensibly). Though practically, Dr. Kaharr is so well respected and liked that whatever he thinks is best goes.
Dr. Kaharr, though could be replaced with a "group of influential/respected citizens". If you know what I'm saying.
>>
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>>27894808
Now we're getting somewhere, gonna read up and ask some more.
>>
Rolled 77

>>27894793

I don't anticipate that happening, because Borg-Tech and the psionic-neural interface are aspects of each other (as opposed to the Mentis Industria and Shielding Technology).

I'd probably rather start with Borg-Tech and 'find' or develop the colonymind because without Borg-Tech we're a bunch of squishy researchers ripe for the picking in a big, bad Post-Apocalyptic world. That'd really suck though, because the colonymind is the primary flavor of Vault 101.

>>27894660
Good luck in everything, and may you return in good health and good fortune.
Out of curiosity...if it's not a spoiler and such, what's the other way of making a Psi-Borg?
>>
Rolled 100

>>27894827

Now, if you want, add "Stores memories", "Allows Ghosts to transfer", and "Deletes bad memories" up there with The Hub...and I think that's it.
>>
Rolled 16

>>27894808
>>27894763
>>27894686

Is it really that much cheese, EDE? ;_;
>>
Rolled 80

>>27894831
developed by Richard with some help(finally go ahold of it) he was going to reveal it to the memor but then he ran out of time. Only problem with the method in question was the terrible side effects despite the amazing power it would bestow. Not only do you KEEP the psionics it further enhances it. big time. Said borg time is now a proud part of the arsenal for Dr. Volk and one of his more fond creations to date
>>
>>27894763
>At the request of some people's ghosts (who are treated as full citizens/residents) Dr. Kaharr upgraded The Hub, and now Ghosts can (with the recipients' permissions) transfer into different hosts using The Hub.
>The Ghosts, when they transfer, bring along a shadow of the skills of their primary host. Because the Ghosts have a deeper link to a person's implants than that person does, and because implantation is so extensive, a Ghost can help a person with skills the Ghost knows but the person doesn't. (this is currently very primitive. research could improve it)
This would be difficult to put in the diagram, so I won't, but does transfer mean a complete change of host or simply acting on another host wihle being based at it's "source" host. If complete transfer, What happens when a ghost moves to the hub or another body? Can they still act on their "home" body? Is this limited to one other being or several?
>>
>>27894858
Can ghosts communicate to each other bypassing the hub or are they all required to go through the hub for processing first?
Also is the power source from population, biological metabolism from the hub, or something else?
How are "bad memoreis" decided? Is the hub sentient, do the masses determine bad memories, does Dr. Kaharr function similarly to the prophet?
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Rolled 100

>>27894870

Vault 101 will descend upon Dr. Volk and his forces like the wrath of an angry god when the time comes.

Is it really that cheesy? I intentionally limited it in the initial state to be pretty basic (shares memories, shares ghosts, deletes bad memories) in the beginning, while suggesting in the fluff any number of really interesting paths for research/improvement.

>>27894880
(yeah, that would be really complicated to diagram)

Here's the simple answer:
Ghosts transfer completely, they leave one host and go into the hub or into another host and that's where they're stuck until the next transfer. They can only influence stuff in where-ever they are.

They can transfer between people and the Hub as many times as they want, but only exist in one place at any given time.

With (relatively little) research we'd be able to copy ghosts so there's more than one but right now that's not possible, because I didn't want it to be OP from the get-go.
>>
>>27894858
>>27894934
>Those wasted 100's
>>
>>27894934
Alright, few more questions. When a ghost of someone transfers completely, is that person effectively cut off from the hivemind until that same ghost or another ghost comes back to connect them to the hub (since the hub can't directly tap into the neural implant).
In theory can a single person house all the ghosts?
> (relatively little)
Depending on EDE of course, could be a snap, could be . . .more.
What sort of limiting factors could you imagine to not just make a ghost factory, and how does the population of ghosts affect the hivemind strengthwise? If it does affect the strength at all, what power's the ghost when it is independant of the persons brain?
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Rolled 63

>>27894898

Ghosts can use their hosts' radio-communications devices to talk directly between people without using The Hub, but it's a lot less efficient because The Hub parses out the important bits of messages and compresses them and is generally just really efficient.

Ghosts can also transfer between hosts directly, without The Hub...but it's a huge pain in the ass and is very slow. (could be alleviated with research)

The power-source is the People...I guess? They transmit their thoughts to The Hub, The Hub shoots those thoughts to whoever they were intended to and stores a copy.

A program for deciding what memories are "bad" has yet to be written, though Dr. Kaharr is sure he could make one if necessary. An alternate means would be to ask some of the Ghosts that live in The Hub to scan through memories and delete the ones that are bad from our collective mind. (The Ghosts that live in The Hub get a sort of view on what 'society' thinks is good and bad because they witness all the info going through from everyone every day).

Dr. Kaharr functions similarly to the Prophet in the sense that he does maintenance and improvements to The Hub, but he doesn't take active part except as a (very influential) individual.

>>27894942
It's a sign that the Dice Gods like my fluff.
>>
Rolled 80

>>27894934
Bring it on Dr. Volk is one painfully powerful son of bitch and he has only gotten stronger so much stronger. Funny considering he is a scientist and doesn't consider himself a soldier, but that is what happens when you get traumatized in addition to his usual gig.

Seriously though I had SO much planned for him and what he was about. It was going to be glorious...now though its all happening the background MUWAHAHA. So I will say this it if you plan to try and take him it will be FAR better if you take him on sooner rather then later. As is Dr. Volk is acting a like a speeding bat out of hell. Basically the longer you wait the worst it will be after all you plan to take on one of the primary architects behind Thee Fall itself.

Its not too pretty cheesy but it works and it will be interesting to see where the players take it. Just like the very cheesy nature of the Memor in the beginning and look where that led to.
>>27894942
Its beautiful. I only wish I could rub it in at a later date.
>>
>>27894978
>Ghosts can use their hosts' radio-communications devices to talk directly between people without using The Hub, but it's a lot less efficient because The Hub parses out the important bits of messages and compresses them
But if the ghosts, and subsequently the bad memories they emulate from their sources, can bypass the Hub processing, doesn't this create a systemic anomaly, that, if left unchecked, might threaten the system itself. Those who bypass processor, while likely a minority, could constitute an escalating probability of disaster. How do you plan to prevent that?
>The power-source is the People
So based on population then, not population of ghosts.

>They transmit their thoughts to The Hub
>Ghosts that live in The Hub get a sort of view on what 'society' thinks is good and bad because they witness all the info going through from everyone every day).
They send their thoughts directly to the hub? I thought it was via the ghost acting as their representatives to mirror their sentiments?
If a person is corrupted/overpowered, is the ghost they emulate corrupted/overpowered? Does a ghost have the authority to try and cleanse a persons corruption (we had difficulty at that as the Memor already, had to make huge deletions and Torgs strange bomb). Likewise, if society grows corrupted enough, and the ghost base the processing program on societies altered view that, how is that to be countered?

Don't think I'm nitpicking, on the contrary I'm trying to ensure that every nook and cranny is covered to prevent someone or something else trying to exploit it.
>>
Rolled 9

>>27894968

The person is still part of the hivemind, because they still have radio contact with The Hub (Ghosts aren't necessary for operation of the PNI [Psionic-Neural-Interface], they just sprout up and help take the load off of their human's brain because Ghosts are better at cyberspace stuff). Since they still have radio contact with The Hub they can still access memories, submit memories, and anything else The Hub might be upgraded to do.

In theory a single person could hold all the Ghosts. They'd have to have pretty goddamn powerful processors and big-ass memory banks to do it though, so it'd be much simpler to just upgrade The Hub to be able to hold all of them.

Once we unlock copying of Ghosts, there isn't anything stopping us from making a ghost factory...except that if those Ghosts were complete copies, they'd all want to spend lots of time in their 'Primary Host' and he couldn't do that...so a lot of them would have to stay in The Hub, where'd they'd be sad because they can't spend time with their 'oldest buddy'. That sadness might tinge all communications going through The Hub and make people lose morale.

I don't think the above situation would be an issue if you kept the number of copies of a Ghost relatively low though. It'd only be an issue if you wanted to cheese it.

I'm not sure how the population of ghosts affects the Hivemind strengthwise. I'd guess that it would make it stronger, because more minds=more power in a hivemind...though that power would be limited by how much The Hub could handle.
We can upgrade The Hub as much and in any ways we want. Increased range, increased storage cap, increased networking...we can even (and will have to if we live long enough) build more than one.

Ghosts can only ever exist in The Hub, or in someone's brain (technically in their implants). So it is either 'powered by/living off of' the circuitry of a person's implants, or some circuitry in The Hub.

Now let me tell you of possibilities
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>>27895044
> I'd guess that it would make it stronger, because more minds=more power in a hivemind
More physical brains yes, though if these ghosts derive their power from the circuitry of a persons implants or the biocircuitry of the hub then that would be the deciding factor, rather than the population of ghosts. For that matter, unless the ghosts have a power source independant of implant circuitry and hub circuitry, the creation of more ghosts would actually cause a drain rather than increase, as the number of ghouls feeding off the circuitry to exist increases but the physical dimensions of the circuit does not.

This must rectified by either making the people more individually psionically powerful, adding population, or connecting the hub to an artificial power source.
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Rolled 62

>>27895040

Well, technically the power-source is just "processing power". Whether that processing power is provided by someone's brain, someone's implants, or The Hub's circuitry is irrelevant.

Ghosts are basically really simple (can be improved with research) digitized souls that live in computers, kind of like our souls live in our brains. We're just not as good at transferring as Ghosts are.

It's true that a section of the population, if they were dedicated and wanted to, could accumulate bad memories among themselves and try to flood the hivemind with it. But, if they did this by trying to send their bad-memories and badness-infused ghosts through The Hub then they'd be identified and deleted. And if they tried to do it by communicating with people individually...communication is consensual, so the recipient could cut it off whenever they wanted.
This is not to say that someone who (for some reason) had an incredibly detailed knowledge of our technology (...hmm, maybe we should have a failsafe) couldn't figure out a way to 'hack' the network and/or peoples brains. But hey, that can happen to any computer system...and it's likely the ghosts would fight it and act as a sort of immune system
(ghosts as a defense could like be researched+upgraded too)

It's a bit complicated. When someone has a ghost with them they just think at the ghost "hey, tell so-and-so this-and-this." then the ghost takes care of the transmission, the other person's ghost receives it and tells that person the message.

But, if someone doesn't have a ghost with them they can still transmit their thoughts...it's just not as easy because *they* actually have to go about transmitting them (it's still just as easy as talking is to you and I...but a person's ghost knows exactly what they mean to say, and acts like a second brain to help phrase it the best way).

If a person is corrupted, then their ghost will *probably* get corrupted too.
Cont.
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Rolled 57

>>27895040

If someone gets corrupted, their ghost would probably* get corrupted too. If that happens, unless the Ghost and the person exclusively communicate and transfer person-to-person they'll be detected (provided we have that loyalty-snooping set up) next time something is sent through The Hub.

* (it's possible a Ghost could leave someone for a while...the person get corrupted...the Ghost come back and be like "whoa, wtf bro? You're not the same as you used to be, I'm leaving back to the The Hub and reporting you.")

The Ghost can't do anything to someone's brain (with current technology could be changed with research) because the Ghost exists exclusively in circuitry.

Corruption should be avoided as a problem entirely by the automatic deletion of painful/bad/sad etc. memories from the collective consciousness by our bad-memory detection and deletion programs.
>>
Rolled 28

>>27895064

It's a composite of the two, I think, with a sweet spot.

People have a certain amount of psionic strength/resistance (all member of Vault 101 have moderately high psionic-potential due to selective breeding and selective selection of starting stock), their ghosts have a certain amount of power also (which is determined/limited by their circuitry). So an individuals psionic strength is their power+their ghost's power (if we develop a more thorough psionic-interface, or otherwise make some way that the Ghost can project a psionic signature...the current model is just an interface moooore RESEARCH!!!! MUAHAHA! (we're a Think-Tank with this as our specialty and I didn't want to have cheese coming out of my ears so deal with it) ).

By extension, the Hivemind as a whole would be the strength of its members+the strength of the members' ghosts+the strength of The Hub. It's important to note that someone could bypass a significant amount of our psionic strength and only attack The Hub, which (if successful) would bring back to person-to-person communication, and cause an unknown amount of damage to the ghosts+memories on The Hub.

The Hub is going to be pretty damn powerful to handle an entire population's psionic traffic though, and research could probably be done to allow it to draw on members' strength if it needed to defend itself.

>Would you like to know more...?
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>>27895082
>>27895082
>It's true that a section of the population, if they were dedicated and wanted to, could accumulate bad memories among themselves and try to flood the hivemind with it.
I was thinking more unintentionally, like if someone were to subconsciously transfer bad memories by communicating them to someone bypast the filter.
>communication is consensual, so the recipient could cut it off whenever they wanted.
That's actually what occurred with Memor too. We didn't know thare were bad thoughts being transfered which people viewed as acceptable and consensually allowed (like everybody hates bandits right? nothing wrong with that) and were being transfered among individuals. For the Memor, we used mandatory crystal/digitization of emotions. Mentis Industria has mandatory GL processing. Colony Mind has the Hub, but a bypassing of it between individuals can slowly accumulate a compounding issue

>>27895106
But this clarifies the above postulates actually
> If [someone corrupted], unless the Ghost and the person exclusively communicate and transfer person-to-person they'll be detected (provided we have that loyalty-snooping set up) next time something is sent through The Hub
>(it's possible a Ghost could leave someone for a while...the person get corrupted...the Ghost come back and be like "whoa, wtf bro? You're not the same as you used to be, I'm leaving back to the The Hub and reporting you.")
Ah, so though it is not an error free process, the Hub is capable of systematic cleansing/prevention. Also is the issue of "what defines corruption" and how to detect it? If someone has some pretty resentful memories they are incidentally/subconsciously transfereing and was found out, the Hub and this "deletion program" has the authority over the brain to delete those bad memories
>The Ghost can't do anything to someone's brain
>bad-memory detection and deletion programs.
So there is a seperate bad memory deletion program, to hunt and target sources of bad memories
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>>27895135
>(all member of Vault 101 have moderately high psionic-potential due to selective breeding and selective selection of starting stock)
Hope that won't constitute a separate trait! But I want Vault 101 to suceed all the same.
>>
Rolled 47

>>27895135

Oh, the "sweet spot" comes in like this: a certain ghost (depending on its development/complexity...with our current implants/interfaces they're at about 8yr-old stage maturity, but with adult level skills...the only known way for a ghost to mature is to let it interact with hosts and other ghosts) can only utilize so much circuitry/processing power effectively. An immature ghost on an extremely advanced platform would be like installing Windows 98 on a modern computer, it'd work fine...but it wouldn't be utilizing the hardware as efficiently as a more developed system would.
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Rolled 94

>>27895144
It would even half decent psi was considered a super trait. Psi only started really getting around once heavy duty gene modification came around(even then effects were limited, side effects, and finally hellishly expensive) as well as super drugs(such as Syn) or you could always offer yourself to a MAD Scientist.
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>>27895135
>So an individuals psionic strength is their power+their ghost's power
>(if we develop a more thorough psionic-interface, or otherwise make some way that the Ghost can project a psionic signature)
See but theres the thing. " psionic strength is their power+their ghost's power" implies the ghost has a separate power source outside of the person/hub circuitry. Rather, psionic strength would be "personal power = ghost and subsequent copied ghosts"

In truth, if the population and the Hub's power output remained the same, and you continued to clone or copy more ghost you would see a rapid and steady decline in overall power as more ghosts must deride their power from the people/hub to stay existence.

But again, to prevent that you simply need to add more power to the equation everytime you add more ghosts. But say there is an excess of ghosts? If a person is added to the colony mind, can one of those "excess" ghosts become the patron of that person or must a ghost be created from their implant? (im also presuming implants are necessary for Colony Mind joining, and are by consent rules)

>The Hub is going to be pretty damn powerful to handle an entire population's psionic traffic though
And this I presume is through it's biocircuitry and/or artificial power generation.
>>
ede if its not too much trouble could you give the basics on the factions we have faced/ can play, things like what you said about the bandits: when a small group is absorbed by a larger group it is coustom to simply ignore that the small group ever was (i know im not wording that right)
but any blanket things about factions would be appriciated (i am most curious about the ghouls)
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Rolled 11

>>27895137

The transfer of bad memories between people (intentionally or otherwise) isn't an issue with the colonymind because the 'collective consciousness' is in The Hub. That's where society's memories, experiences, etc. are pooled and where people extract them from...and The Hub has its cleansing mechanisms. If someone transfers a bad memory to someone else, it'd be just as if I told you a really detailed story about something bad that happened to me. Yeah you wouldn't like that, but no matter how many bad stories I told you you could forget them or ignore them or refuse to talk to me.
That's not even likely to happen though, because communicating individual->individual is just sooo much less efficient than communicating individual->Hub->individual even if you're standing right next to each other because the Hub is that baller.

The issue of "what defines corruption" and how to detect it is an issue. I'm sure Dr. Kaharr could write a program to scan for a list of criteria and flag anything that came up.
As for the Hub being able to delete the memories from someone's brain...currently the Hub is nonsentient (if we acquired one we might could upload an AI onto it) and Ghosts are restricted to messing around with people's hardware. There is NO interference with the brain from the machine side at this time because I'm afraid of EDE being evil at us. Research could be done and this could be changed though, should be easy enough. Ghosts already talk to their hosts, deleting a memory shouldn't be that much harder.

The bad memory deletion programs are currently confined to the Hub, and they only delete bad memories in the Hub. This could be changed with research.

>>27895178
For your first stuff, here >>27895149

The Hub will be hooked into our reactor (or have its own dedicated reactors) because it is basically a big, complicated, specialized computer and those still need power to run.

>>27895157
Did those 2 100s mean nothing to you?
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Rolled 23

>>27895178

I'm glad you're asking me all these questions, because it'll be helpful to have someone else who understands this. I thought of all these questions you're asking on my own...and then painstakingly devised this idea to address them all while not being OP AND being unique/different from the Memor hivemind.

It wasn't the easiest task. I avoided being OP/getting called on cheese by EDE by leaving shit-tons of holes in the basic, starting system that will have to be "fixed by research".

It's really really powerful though, if you take it to the extremes and if we're in the area I'm imagining for it.
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>>27895213
>The issue of "what defines corruption" and how to detect it is an issue. I'm sure Dr. Kaharr could write a program to scan for a list of criteria and flag anything that came up.
Alternatively, being learned men, we could always create an algorithm based on the works of those learned in the philosophies (Descartes, Hume, Hegel, ect. Avoid Camus and Sarte)

>(if we acquired one we might could upload an AI onto it)
> I'm afraid of EDE being evil at us
Heh
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>>27895208
Lucky you caught me anon I was right about to go to bed is here out it works roughly.
bandits can take on about any faction given either A numbers or B war capacity. Basically the few factions they can't win with pure War they got the pop to overrun them. They also know about stuff that other factions tend to ignore(such as what oucasts or crazies say) and will deal with groups who no one else will(like mutants).

Megacorps remnants tend to either A. be very secretive or B. Trade like a mad man. Either way they are well are aware of their lack of pop and war ability so they do what they do best. They also tend to be dicks thanks to the whole being the only faction that can mass produce shit no matter the tech level.

Governments Remnants vary like crazy I stated some stuff about them earlier up in the thread that sums it up nicely. They would be considered one of the most adaptable groups fluff wise and more.

Paramilitary Remnants are one of the only factions bandits can't win against in straight up fight. The only way paramilitary would use is if either A bandits play smart. B Para play stupid or most often C. Bandits use their numbers. For the most part they don't bother sneaking around as thanks to their power. They do however make sure to not shake things up to much thanks to their lack of numbers. For the most part as long as you don't fuck with them or have something they really want you'll be fine.

Think Tanks are the only groups capable to have actually worked on expanding tech since the Pre Fall. They also however thanks to their QUALITY high tech makes them a huge ass target nor can they easily mass produce it. Worse yet their war capacity leaves much to be desired so they may not even be able to protect themselves very well. So they tend to be amazingly secretive and quiet.
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>>27895237
Personally, I believe all hive-minds are simply a different stairwell up the same mountain. Different forms of 'becoming', all trying to reach the same 'being'. Some are more practical, simple, powerful or not than others.

But what you have here is such a system well thought out, or at least thought out enough to where holes can be filled with "more research", that is entirely unique and wholly innovative. It's certainly far from simple, but it's a very novel and interesting idea with loads of possibilities.
>>
Rolled 69

>>27895237

In my mind, Vault 101 was just one of a series of vaults that served a huuuge (swamp-tier in scale and importance) research complex that specialized in borg/bioborg technology, advanced robotics/asymmetrical warfare, and god-knows-what blacklisted research.

The entire thing would, of course, be overrun with advanced borg/bioborg models gone mad and equipped with cutting edge/blacklisted weaponry too (this 'defense' should've kept the remnants here from being killed in a similar fashion to how the swamp kept people from prying into too many complexes).

Imagine though, for a moment, that we managed to research and fight and claw our way and secure/acquire for ourselves an advanced robotics facility.

Now imagine by this point that we've developed our colonymind and ghost-hosting hardware to the point where ghosts are just as competent (if not more so) than our soldiers. Now think of what we can do with advanced/blacklisted robot production facilities, and psionic-attack capable hardware that hosts a potent intelligence.

(and that's why I want an email, EDE, because I want to build this faction up in your setting to be a fair competitor to Dr. Volk and the Memor-legacy...but to do that we need a very specific setting.)
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>>27895237
Now the trick is. . .shrinking all of THAT into a marketing ploy for the new gamers.

And deciding which we should start with, and which we should pursue later (Borg tech, Colony-mind, Decent-Above decent Psi potential, ect.).
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Rolled 19

>>27895268

Thanks Anon! :D

I worked really, really hard to make it original, I'm glad to see it paid off enough to get me a compliment on the internet!
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>>27895270
>Imagine though, for a moment, that we managed to research and fight and claw our way and secure/acquire for ourselves an advanced robotics facility.
>Now imagine by this point that we've developed our colonymind and ghost-hosting hardware to the point where ghosts are just as competent (if not more so) than our soldiers.
>Now think of what we can do with advanced/blacklisted robot production facilities and psionic-attack capable hardware that hosts a potent intelligence.

Sounds hungry, but grand.
Heh, I have got to see where this civ goes. We might actually WIN this time. The other two were personal investments of mine and you were a welcomed devoted and invaluable aid, but this next one is your creation and beloved and I know you will fight to keep it afloat. This is gonna be good.
>>
Rolled 6

>>27895281

Can you see why I was so bummed that it didn't get chosen, twice?

To be fair, while the colonymind and Dr. Kaharr as an uber-genius aspects have remained more-or-less the same since I set them down the first time the rest of the details about the faction have fluctuated based on my knowledge of borg technology in EDE's setting.
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>>27895304
But that simply gave you more time to make it even better, and we learned from our mistakes (exploring=/=scouting. I SEE is not infallible, and events can kill heroes even on mundane tasks. The value of consultation and actively seeking competent officers)
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>>27895264
thank you qm formerly known as ede
one last question: how much is "too much"? i mostly lean to a more modest power level for things which is part of why really enjoyed your civs, because everything is just so over the top. but im worried that if i try to emulate this i will go too far/give too much/create an unbeatable enemy. where does rule of cool end and game breaking begin? advice? suggested restrictions?
also i wish i could help you in some way you sound like you are going through some real shit

after this... goodnight sweet prince
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>>27895311
I just hope we can remember all this shit after who knows how many months long EDE could potentially be gone.

Ought to write a handy guide pastebin of our tactics.
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>>27895264
Survivors got two things in abundance man power and survival know how. Their like cockroaches really. They may not be good at building shit or at fighting but holy hell good luck stamping them out. Special noteworthy stuff is their amazing at scrounging and salvaging.

Mutants unless you plan to mutate DON'T play them its not worth it otherwise. Its also best to avoid fighting them even bandits know this for one very simple reason. The longer you fight the more likely it is you will lose. Cause mutants mutate given time they WILL evolve to be the bane of your very existence. If you MUST fight them crush them quick or else. Funnily enough only bandits are the only ones largely and well aware of this fact.

Bandits come in many shapes in sizes. They can't produce their own survival shit(food, water, ect) which is why they must take it from others. However they can auto upgrade no action required as long as they got the resources for it. Their also the only group that listens to those no one else normally would. Suffice to say they can know many interesting thing and have a few dirty tricks up their sleeves without problem. In fact if you don't find one that does RUN as that simply means their so powerful/good they don't even have to resort to using them. Basically when bandits fight dirty or talk you know that you at least stand some sort of chance. If they don't your screwed.

Robots are entirely dependent on resources/materials for EVERYTHING. They may be equivalent/surpass even mutants for sheer survivability but at least mutants are not completely reliant on resources. Good news is they like sticking to themselves bad news thanks to utter reliance they quickly but heads with other groups. If you encounter a robot group better crush them before they get a foot hold as they given the materials can churn out troops like no tomorrow and the obvious fact that they strip their territory dry.
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>>27895337
>Mutants unless you plan to mutate DON'T play them its not worth it otherwise.
I wish I knew that a few weeks earlier ;_;
>>
Rolled 24

>>27895311

Yep, that's the way I try to look at it. Maybe by the time I come back I'll have enough fluff to convince EDE to give us the starting conditions I'd like...
I think I could make a fair argument for it, because it certainly wouldn't be any easy route I want to take...nor would it lock us into a certain alignment, nor would it (really) lock him down into spawning certain civs if he didn't want to.

We'd be a Think Tank remnant (little/no military capacity) in the middle of a place just as/more deadly than the swamp with little to no resources at the start of the game...the only thing I'm worried about is if we try playing them too soon, when we're not ready/smart enough to make it through the incredibly delicate situation (or if we just get unlucky) they'll die in thread 2 to a massive bioborg assault and (since there's only one Vault 101 and one Dr. Kaharr, unlike Adero Industries) that'll be the death of that idea.
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>>27895353
Well let's just hope we can keep an isolationist policy going long enough. Aduro tried with stealth shields for their entire building and even that wasn't enough.

Heh, we had shields that would make that shielded base the memor sieged before growing bored for 2 months look like tissue paper. And it got taken down in that same amount of time.
>>
Rolled 88

>>27895353

Alright, well I think that's it for me, I'm going to sleep now.

Stay alive and well, EDE. I'm sure you'll make it through.
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Rolled 66

>>27895374

I'm not sure, those shields were a tech-psionic hybrid (see the power in it?) so they probably had different defense characteristics than ours. Then again, those shields were taking a lot less firepower than ours did.
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>>27895374
And tunnels. Oh god not more tunnels I despise the word now. They have NEVER been useful to us.

This bandit quest was a pleasant release from that usual danger. I still think there's something under the bandit base though
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Rolled 70

>>27895392

Implying EDE is capable of making a quest without something evil in the tunnels.

Do you think if we promised to be Memor-tier evil we could persuade him to let us start as mutants in the middle of a tunnel complex?

Actually, he'd probably just make our base be inside of a giant monster's (who had grown around it through centures) stomach.
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>>27895412
Actually, he'd probably just make our base be inside of a giant monster's (who had grown around it through centures) stomach.
There's a reason why Dr. Volk never found Vault 101 and it's denizens were secluded for so long
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>>27895412
Anyway, goodnight fellow future scientist.
I shall see you whenever you or EDE return run whatever quest you will.

If you do run it, what should I look for?
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Rolled 69

>>27895424

I'll probably title the thread "Post Apoc Civilization" or "Post Apoc Civ. Thread". Which sounds less clunky?
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>>27895434
Mayb After Apoc Civ Quest, do differentiate.
Alternatively you could use Post Apoc Civ like ede, but maybe take the guise of A.I. Burk and clarify how you are separate of ede.
>>
>>27895337
Tribals are the only group that despite tech difference can make even hi tech factions or powerful warlike factions miserable. They can take on the bandits on even footing using their own tactics against bandits it will end in a tie unless it goes on Tribal turf in wich case bandits lose. Suffice to say bandits have long since learned its not worth going after tribals unless it opportunity rears its head. Sadly most other factions have not learned this lesson and falsely believe they can bully them around. Bandits are known to stick around if only to enjoy the resulting show. ESPECIALLY if it goes on their hometurf. Its also worth noting that they can easily survive and even flourish in many locals the only exception be wasteland.

>>27895270
The only reason the swamp had all of that was due to many insane rolls. Chances are quite low that it would be like that at all.

>>27895329
Number 1 rule of cool only applies if it has a good excuse/interesting.
number 2 There is ALWAYS a bigger fish. The players and what you control should act accordingly. If they don't then why HELLO there mister big fish mighty hungry ain't cha?
Number 3 shit backfires and the more powerful something the greater the consequences. This alone kills game breaking if actually used properly(just make sure to not pull it out of your ass but look carefully at what their trying to do and see what they overlooked). Cause players ALWAYS overlook something ESPECIALLY if its awesome or overpowered. Which in truth is when they should be most worried. Especially if know one else is doing the same thing.
Number 4 don't be afraid to either end the game or bitch slap your players(don't pull your punches). However you should NEVER end it thanks to bad rolls/luck. Only poor decisions, bad tactics and ect should be able to do.
Number 5 common sense is KING. People are NOT stupid especially in the Post Apoc. Please note that common sense may very considering what one would have to deal with.
>>
Rolled 74

>>27895329

Here's a paste of the 'official' starting faction descriptions.

http://pastebin.com/XYkDMDM7

It doesn't have robots though.
>>
>>27895412
Technically this was supposed to be our evil quest, eventually.
But it ended up as the fun calkwalk much needed break quest, with the promise of future evil.
>>
Rolled 91

>>27895469

Would anyone complain about an area that goes 1,1,1,1,100?
>>
>>27895488
No, but 5 critfails after that can rapidly adjust the state of politics.
>>
>>27895469
Now I shall go to bed. Who knows when I shall be able to return.

>>27895488
....I would run. 100 level area in mystery I wouldn't care what the other shit were all 1s or resources were so thick you could not help but trip over them. Mystery contains surprises at least you know what to expect with the other shit. Seriously though just how BAD must it be that literally everything else avoids the place. Not even I am sure I could up with a reason like that which would be good enough.
>>
>>27895488
yes that sounds like shit let alone what ede could possibly have planed for if/when a critfail happens in world gen
>>
>>27895508
>what ede could possibly have planned
I've said it before and I'll say it again
I find your lack of faith in ede, disturbing.
>>
>>27895523
im sorry it late and i missworded that
i under no circumstance think that ede hasnt planned for that happening, i was trying to comunicate the sheer unlimited FUCK that would be made possible by that scenario


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