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File: Starter.jpg (49 KB, 600x400)
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Rolled 67, 29, 55, 89, 28 = 268 (5d100)

Nobody is sure how the fall came. But they are sure of what came after it.

This is the post apocalypse, a world where your greatest dreams haunt you and your wildest nightmares come true.

A world of men and mutants, of Artificial Intelligences and terrible monstrous races, of good guys and bad guys and everything in between, of science and greed taken to new and perverse heights. The dead walk, the living fight, and the gods laugh.

And here, you will lead a civilization. To greatness or ignominy, to good or evil, to glory or shame, that is entirely up to you.

New players are welcomed and encouraged, old players are appreciated and our condolences.

Civ Options incoming

First to five wins.
>>
Rolled 36, 71, 62, 22, 16 = 207 (5d100)

>>36533029
>Megacorp Remnants: You are survivors whose ancestors were valued employees and investors of a Megacorp. As such you have Good supply, low population, high manufacturing capacity, average research capability, and low war capacity.
>HQs: Megatower, Private Bunker, Fortified Township

>Government Remnant: You are the descendants of members of the some sort of government or ideal, as such you have a average population, average supplies, average manufacturing capacity, average research capability, and average war capability.
>HQs: Garrisoned Tower, Government Bunker, Fortified Township

>Military Remnants: You are the descendants of one or several paramilitary groups. As such you have low population, Above Average supplies, poor manufacturing capacity, poor research capability, and Excellent war capability.
>Garrisoned Tower: Military Bunker, Military Base

>Think Tank Remnants: You are descended from Corporate or Government research elements, possibly both. You have low population, average supplies, average manufacturing capacity, amazing research capability, and poor war capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility

>Survivors: You are descended from the people who survived despite the hardship and without becoming horrors to boot talk about lucky. You have high population, Good supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
>>
Rolled 47, 100, 10, 82, 9 = 248 (5d100)

>>36533161
>Mutants: You are descended from the monstrosities that arose during the chaos: Allowed to start in special terrain wasteland and enjoy base mutations with one of your choice. Have access to mutation action. Suffer from penalties to breeding and rep. low population, Below Average supplies, below average manufacturing, Below average research, Excellent war capacity.
>HQs: Military Base, Research Complex, Lair

>Bandits: You are descended from the evil bastards, crazy fucks, sorry outcasts or just a bad bunch who did whatever the hell they want. Good population, low supplies, average manufacturing, low research, good war capacity.
>HQs: Prison, Military Base, Spire

>Robots: You are descended from surviving robots who figured out how to reproduce(build) and controlled by some form of A.I. Low Population. Poor supply. Good manufacturing. Average Research. good war capacity.
>HQs: Military Base, Research Complex, Factory.

>Tribals: You forebears survived and their descendents ended up going feral so to speak. Unlike others you got real good at flourishing in many locals without what many others take for granted. High population. Average supply. Poor manufacturing. Poor Research. Good War capacity.
>HQs: Cave Complex. Ruins. Nomad.

>Zealots: Your beliefs no matter how old or not allowed you to survive where others did not and united you all under common zeal. Average Population. Poor Supply. Good Manufacturing. Poor Research. Good War Capacity
>HQs: Township. Military Base. Cathedral.

>Cultists: You are among the chosen the true believers who to arose above the heathens. All thanks to what you discovered you know much of what should not be known be known which has provided you with an edge. Below Average Population. Poor Supply. Below Average Manufacturing. Good Research. Good War Capacity.
>HQs: Cult Compound. Military Base. Ruins.
>>
Rolled 94, 38, 16, 90, 97 = 335 (5d100)

>>36533183
>Megacorp are able to treat resources as a material in terms of efficiency.

>Survivors get a bonus to salvaging and survival actions.

>Tribals get bonuses to scouting and Guerrilla warfare.

>Think Tank start with a Tech specialty and gain a special unit because of this.

>Paramilitary are automatically trained must still spend resources though just not an action.

>Government Civ may mimic another civs special or have another possibly even create their own with GM permission.

>Mutants get access to 1 free mutation(make one up) plus a base mutation that ALL mutants have. Base mutation grants great toughness to survive in environments where ordinary humanity would find impossible. Enhanced strength easily allowing you to overpower a ordinary human and mild bonus to agility. Unfortunately they suffer from a severe rep penalty(humies fucking HATE you, bandits don't like you and other mutants are wary) and severe breeding issue.

>bandits have the special ability to auto upgrade their forces thanks to their life style(other factions have to spend resources AND a action to do so bandits just do resources) however they are unable to make their own supply(must raid or something) and suffer a reputation penalty. *WARNING* white knight choices will be vetoed you are EVIL, but that doesn't mean you can't be smart/clever about it not to mention varying levels of it *WARNING*.

>robots cannot produce without resources as they do not breed. Suffer rep penalty but do not suffer the weaknesses of the flesh.

>Zealots morale cannot be broken.

>Cultists have access to specific secret knowledge
>>
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Rolled 19 (1d100)

>>36533222
This time lets try a galt's gulch like situation.
Megacorp/think tank/zealots

As the fall approached a bunch of CEOs, scientists, and anyone of exceptional ability decided to let the world die and ran off to a secluded mountain gulch. Bringing with them all the supply's and technology they can carry.

Over the years the began to practical worship capitalism and productivity, and they legitimately fetishizes efficiently.

They HATE communism to a "kill on sight and salt there lands" level. They also hate bandits and slavers, because theft of someone's property or life is to them about as evil as evil can be

They don't actually care if someone is a mutant or robot. All they care about is your ability and if you're a communist. They allow anyone of competence to join them after they take an oath.

They are great at trade and research, no one knows where they are. There products just seem to appear in strange black vending machines the show up when your need is great and you're willing to pay through the nose for the product.
>>
>>36533222
Eduardo "Hornytoad" Estrada, otherwise known as "the greatest bandit of all time" has become a very old, very rich bandit. This is rare, in fact almost unheard of. In his old age he looked back on his men and thought "shit these guys suck nuts. If only I had about 200 of my self when I was I kid" and then it hit him. He could have as many of himself as he could afford. He could clone himself. NOPE. Cloning is expensive as fuck and his scientists keep saying they need "certain parts" whatever the fuck that means.

His trusted AI advisor AI [redacted] came to him in his time of need. "Why would you spend perfectly good resources on flesh anyways, its weak and spongy. I know you, your personality, every battle you have been through, every less than savory tactic you have used, I have logged and recorded. I basically have a digital copy of your brain. There is no reason we can't just slap that shit into a robot body and call it a day"
NOPE. That shit took too much processing power.
So the AI Bullshitted and faked it. It made something that kinda looked like the notorious bandit but was also sort of..quirky. Made with out a budget, secretly, with nothing but found parts and ambition. No standardization at all. What ever AI thought they were neat. You could almost say he liked them. He presented his idea to Eduardo...

"Well shit, when you put it that way, let's give it a shot"

"Well sir, I sort of... Took the liberty of making a test batch, I knew you would like the idea, I know you very well.."

"..troubling, very well let's see the prototype"

"Presenting the Bantito Bot 3.1"

"What happened to the earlier versions"

"Uhh...."


Y'all know the story already. Down for some bandito bots?
>>
Rolled 49 (1d100)

>>36533257
Sound good to me. One of the heros needs to be named john Galt.
>>
Rolled 87 (1d100)

>>36533222
When choosing Civ please include HQ option you wish to have for it.

If you lose your HQ WITHOUT another settlement its game over.

Feel free to come up with fluff/ideas it may even be used and you may get a bonus out of it too boot. Hybrids are not allowed unless proper fluff is provided or to break a tie.

After civs are chosen homeground and terrain need to be decided.

Your civ will receive bonuses when doing stuff within their homeground and a smaller bonus in terrain similar to it.

to get an idea of what goes in what its like this

Civ->HQ->Homeground>Terrain>Region

your civ being within your HQ is inside your Homeground, which is contained within the local terrain, and the terrain is within the Region.

You are able to decide everything BUT the region you are in.

Are this is decided you are given a choice of a heroic unit and then game starts.

Heroic units by the way are VERY strong and when sacrificed count as a fate point kinda. Be aware though while alive they can offer both passive and active bonuses.

Heroic units are what you can get INSTEAD of fate points.

Every starter civ will start with ONE heroic unit, a few specials(including officers), some bad asses, and a couple elite.

Good luck finding them all except for the hero is revealed for free at start.


Default timeframe for the Civs is during the Blight Era which is the 'easiest' option. While the default civ type is small.

the other available eras are the

>Green Growth
>Darkest Dawn
>Reckoning's Remorse
>Blasted Blighting
>Collective Chaos
>>
Rolled 93 (1d100)

>>36533467
default time period is Blasted Blighting.

>>36533257
Civs options including more then just two are BANNED.

As is hybrid civs are only allowed under special circumstances like a tie or especially good fluff.

Even then hybrid civs are only allowed to contain 2 types.
>>
>>36533522
Bandito bots(bandit/bots)>abandoned irradiated SS mining facility>wasteland
>>
>>36533161
>Think Tank Remnants/ Evil lair (Research Bunker)

No one saw it coming ... well that's what most say. Just so happened there was an Evil Genius that knew what was coming. Heh, mainly because every went just as planned. It was not easy for this Genius to get started what with the world itching to fight and people uneasy with rumors.

Then luck came in a flash and a lab built into a mountain was made, with aid of someone like minded people. Soon dreams of death rays and bio weapons were researched. Henchmen founded and trained. It was all most like those old cartoon villains had some how came to life.

Then the fall came and life changed as the Genius smiled. Fire from laser rifles spread and boots hit the ground running. Roars heard from beast made in labs and bio weapons as people ran.

... Dam I miss that so much. I lived a long life and the world has changed much my son. Now on my death bed I leave this lab in your care. It may be run down, but greatness lays with in. Do what you wish all I ask is use what I taught you and show the world it's master is back.
>>
>>36533905
Holy hell, I was just about to post my idea for an Evil Genius civ too.
>>
>>36533922
Drop it down my friend let's see what evil plans we can make with it.
>>
Rolled 14, 55, 39, 29, 44 = 181 (5d100)

>>36533922
Post it and let us see which is more favored if any.
>>
>>36533947
>>36534023
Tinkering on it a bit
>>
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Civ Name: The Secret Laboratory of the Evil Dr. Gene Yuss
Civ Type: Think Tank/Paramilitary
Base: Private Bunker
Homeground: Volcano Evil Lair
Terrain: Bloodsnow Mysterious Island

There are some people who become evil to get rich. To get power. To get revenge. Then there are others who become evil for the sake of evil.

Such was the Mastermind, that evil Dr. Gene Yuss.

An organizer with a spirit of command and control, he used his knowledge and skills at his disposal to gather power from humble beginnings, working on orders from companies who wanted a new deathray or supervirus, selling and fixing supervillains equipment, gathering he gathered enough wealth and connections of similar thinkers to come together and create a specialized research facility, on a plot of land on a volcano in an island in the sea, they set up their facility. Excellent timing too, for on just such a time their isolation from the rest of the world allowed them to survive damage from the Fall.
>>
Rolled 26 (1d100)

>>36533522
Megacorp/think tank> ark bank 1> Desolated mountain.

Before the fall the paranoid CEO of atlas inc. Build a large underground facility that would make any dwarf or survivalist cry. He filled it with the best supply's and tec money could buy, and the brightest minds his influence could gather.
Full of redundant systems and an alpha and omega class computer holding all of humanity's knowledge to that point. Everything was perfect! The ark could hold a small country's population and industry with room to spare. Mr.Galt and the lucky 6k that he deemed worthy to dwell in his ark were set and nothing could go wrong. That was the case, until Galt died.

No one know who next should lead them, manny thought they where the best option and manny followed then. A war was fought and blood flowed throw the steel streets and much was lost.

Our group, one of manny that dwell in the quiet halls was founded on the ideas of Galt, that of capitalism and research. Where the sweat of a mans brow is his own.
They call them selves the Atlas society. They hope to one day restore the broken ark and in time this broken world. Do they succeed? That is up to you.
>>
>>36534482
For added security, they hired their own personal army, equipped with whatever weapons they could afford or create. With their own uniforms and operations, they were quick to maximize on the loyalty of these men. Retracted from the world by the promise of glory or money, through the use of mind manipulation and vigorous purging and suicide operations, only the most skilled, or the most loyal to the cause, remained. Such extreme measures of loyalty were necessary.

One can never tell if a hero or an agent in a black suit with a gun is lurking the premises.

Generations pass, the facility was maintained and continued to function, creating, selling, and sometimes using different exotic technologies for profit and power. For there was a purpose to all this, slowly and surely they were accumulating parts and pieces of technology they needed for their ultimate purpose.

Now at last they is so close to fulfilling a lifelong goal. To use the volcano to power create a Super Mega Deathbeam to destroy the City of Superheroes, Kokaido.

Why?

Because it's evil.

And now, centuries after the fall, it didn't matter that most of the supers were dead, the heroes especially. It didn't matter that the Mastermind's arch-nemesis Captain Super was killed in the fal, that the shining gleaming city was now more of a hellhole, a shadow its former visage. Even if the heroes he swore vengeance on and shook his fists at were long dead, he had a vow to uphold.
>>
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>>36533905
My thinking for Tech focus starting out will be bio mods/cloning. Their Special unit being Hench Man Z-12. A great basic model that can handle a broad line of task and be refitted for later research. It was a good clone that could be modded in the labs with out leaving high risk of mutations and a good life span. Like all Hench they were made to be loyal and heartless.

Home ground is the mountain lair > Terrain a sandy beach near by a small town > Region Islands not far from the main land.

The Son was a modded human, but born from flesh. Better than a avg. person, but not as smart as his dad. More of a fighter with leader ship skills and less lab focus. Luckily good minions help with the labs.
>>
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Rolled 28 (1d100)

>>36534519
Civ name: the atlas society
Civ type: megacorp/think tank
HQ: ark bank 1
Home ground: ark city alpha
Terrain: hollowed out mountain range
>>
>>36533922
>>36533905
I like the idea of evil genius civ, and I always upvote think tank remnants.

I assume we'll get the evil genius, but I'd also like feedback for this idea I had in response to Genie's description of how bloodlines work (and the fact that every time we hold a contest, we seem to do well)

Faction Type: Survivors

Faction Name: Olympisc competitors

Fluff: The Original Leap-Yearly Multi Party International Sports Competition - also known as the Olympisc - was the original unmodified human league where athletes from various city states competed since antiquity. In an age where unmodified humans could no longer compete with cyborgs or gene-altered homo novus, tetrannual competitions between unmodified ‘pure’ humans were still very popular, both for traditional reasons and because unadulterated genetic material from exceptional humans was still highly prized by various organizations with deep pockets. Many offspring of the traditional orgies held in the Olympisc village can trace their lineage back to the days when their ancestors were still adopted by bronze-age city states, rather than the corps of the prefall days.
As luck would have it, the olympisc were being held when the fall occurred. The competitors, used to being exploited by advertisers and sponsors, quickly turned on the support staff, promoters, and spectators when it became clear help was not on the way. These human purists do two things well - compete, and fuck. Everything else they do grudgingly if it is necessary to let them do more of these two.

Base: Trailer Park made out of the trailers they lived in during the last Olympisc
>>
Rolled 87 (1d100)

>>36534540
This is so win.
You have my vote sir.
>>
Rolled 62 (1d100)

>>36534678
I vote for this one.
>>
>>36534689
Wut.. I love these guys too...
>>
>>36534482
>>36534540
Heh, I like it in a way.

Also I remember that flash game, good times.

>>36534689
Huh, It has a chance to be really fun. I wounder how long they can stay pure out in the open.
>>
>>36534781
But what kind if evil? Would we just play it as ruthless?
>>
>>36534689
Some possible heroes:

Witch: Mama Dodbock was hired by a baseball team to lift a supposedly unbreakable curse placed by a powerful wizard generations ago. After the fall, she led the Olympians in cannibalizing the lesser humans that had previously exploited them, helping her flock increase their power through this forbidden knowledge

Scientist: Dr. K. Sundheit was a biologist studying the remarkable effects of inbreeding in the older Olympian families. She rose to prominance at the fall because she was the best educated resident of the village and believes she can unlock the Olympian’s ‘true potential’

Super Soldier: Black operative and Pankraton coach, Mr. Blond is widely considered one of the best augumented fighters in the world - his status as an assassin is less widely known, but as luck would have it, his handlers had know way of contacting him when the fall happened. He rose to prominence by virtue of being able to beat up everyone else, a very important qualification in the olympisc world.
>>
>>36534540
>>36534482
It could use some polishing up, but there it is.

Might want to rework it to where they have a bonus to stealing other peoples Science. Also villain meetings.

>>36534801
The kind of evil that would threaten the whole world in order to blackmail it for:

ONE MILLION DOLLARS
>>
>>36534801
Yeah I'm having that debate as well. I like to play super villain evil more than ruthless death machine.

>>36534850
Nice.
>>
>>36534850
So a captan planet villain crossed with a James Bond villain? That would be for a bit but would get dull eventualy
>>
>>36534876
I thing the "I want to rule everything and am willing to do anything no matter how depraved to do so, but once your mine I treat you well" kind of evil would work best
>>
Don't forget, we still have a survival boon and a thanksgiving boon yet to be used. Can we use both so that the civ starts better off?
>>
Rolled 53, 62, 6, 67, 81 = 269 (5d100)

>>36534801
Eh....if you were bandit I could help you out with that. Seriously its the only faction that comes with the forced built in option of me having to advise you(because you have to be evil...rather it depends on HOW evil or HOW you do so). There are a few others but they aren't blunt about it.

As is...a think tank/paramilitary would be more something like X-Com.

An 'evil' civ especially one military oriented would normally lean towards 'bandit'.

Even with Think Tank hybrid which would cover the evil geniuses and avoid the usual route of bandit research favoring madness. Which is what the more 'pure' versions tend to be stuck with. Seriously though bandit tech is whack there is reason why they tend to be so eager to use anything BUT that.
>>
>>36534890
You would think the same thing about a civ entirely based around winter bandits led by The Mask

The thing about Genies games is that they don't get boring the longer they go on, usually it's the opposite.
>>
>>36534942
So like the Mongols but with tec?
>>
>>36534890
Genie usually has a way of making even the most boring civ ideas into fun games.
>>
>>36534942
So, Dr. Horrible?

Oh lord...

Dr Horrible a centaur crossed with Bad Horse
>>
Rolled 38 (1d100)

>>36535014
I HAVE NEVER WANTED ANYTHING MORE IN MY LIFE!
>>
Rolled 16, 22, 54, 31, 45 = 168 (5d100)

>>36534966
Basically Bandit civs are the only ones which force me to advise you directly.

>>36534965
Those were for a different civ so no.
>>
Rolled 99 (1d100)

>>36535014
>>36534540
Vote! I need this in my life now!
>>
>>36535073
Why do you do such odd rolls when civ building? What do they mean?
>>
>>36534540
I'll vote for this.
>>
>>36535095
Terrain manipulation. Number of zombies, factions, etc.

>>36535073
However in the case of the civ proposed, we're going back to the Mysterious Island of the Bloodsnows, so who knows how that will factor in as well.
>>
Rolled 28, 34, 72, 11, 52 = 197 (5d100)

>>36535095
I believe once a civ is agreed upon it works as the foundation for the area and it's factions.

I always wounder if we could roll for it as players.
>>
Rolled 54 (1d100)

>>36535014
Fluff:
Murphey's attempt to make centaurs was not a random plan born of madness. At least, it was not Murphey's madness alone.

Somewhere, in a peaceful meadow, Horrible horse lay dreaming. Horrible horse had not always been a half human, half horse monstrosity. Once, it had been a mild mannered doctor, trying to save the world in thoroughly boring ways. But its boring ways came to naught, and it decided that the only way to save the world... was to rule it.

Using dangerous genetic modifications and the DNA of one really bad horse, the good doctor created a new self... One that could dominate lesser minds... insert ideas across space and time.. the terrifying, half human, half equine, HORRIBLE HORSE!!!
>>
Rolled 12, 90, 96, 55, 45 = 298 (5d100)

>>36535163
That is so normally so but this

>>36534482

causes issue with that. Normally I space it out so player created civs aren't in the same place...and allows me to use new stats.

The new stats are very important as it basically tells me how the world is and combined with the type of world provides the basis of fuel for my fluff first fluff.

>>36535230
>>36535014
>>36534942
You fuckers would of LOVED the pre fall setting so goddamn much.
>>
Rolled 28 (1d100)

>>36535230
>>36535014
>>36534540
Yes. Just throw in a centaur girl and I'll be happy for a week
>>
>>36535277
Then why not play a pre fall civ?
>>
>>36535327
How about we make her our number 2?

>>36535277
Evil Genius won I think. Anything we should work out?
>>
>>36535362
>How about we make her our number 2?
Does she have big Tits?

Then yes.
>>
>>36535362
Yes. How big are her breasts?
>>
Rolled 64, 42, 2, 59, 56 = 223 (5d100)

>>36534482
>>36534540
hm...I have come to an decision.

DENIED.

Player Civs are NOT allowed to directly overlap with each other.

While there MAY be the possibility of EVENTUALLY running into a previous one. Just not allowed at start you have to work for it damn it.

>>36535353
That is the fantastic sci fi option this is post apoc which is what I normally run.

Not to mention civ running in the fantastic scifi be a real pain which was why last time I limited it to being a colony.
>>
>>36535407
So we change to Terrain to some other island.

>>36535393
>>36535402
O come on leave some things to the imagination prefect set.
>>
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>>36535407
Aw. Bloodsnow island was big. HUGE. We never even got a fraction of exploring it.

I was hoping we could find out more of the secrets of Mysterious Island. . .

>>36535473
Yeah, do that then.

Maybe a Tropical one? Nah, we've done jungle quite enough really.
>>
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>>36535510
I'm game for tropical.
>>
>>36535510
Tropical Island base is just so fitting though.

Maybe instead of only thick Jungles, it's moderate foliage interspersed with a lot of ruins of a lost civilization.
>>
Rolled 46, 84, 39, 65, 15 = 249 (5d100)

>>36535353
Is an option...as always but will require confirmation from others.

>>36535510
Not entirely sure if /tg/ can manage big bad....seriously though they are not very good at it.

Which is why I included the piece on the bandits. Other factions aren't defaulted to evil unlike a bandit faction.

Anyway you are aware that the civ in general was denied right?

Whenever you go for all options in one if there is just one part wrong the entire thing is null.

Which is why I suggested doing it in parts. Easier to debate on that way without having everything else go to waste.
>>
>>36535625
>Anyway you are aware that the civ in general was denied right?
I thought only the Terrain was denied.

If that were the case, that would also make Godzilla's robo-bandito civ entirely denied too. . .
>>
>>36535625
Ok, so... part one...
Civ type: Think Tank

Aye/Nay?
>>
Rolled 38, 86, 81, 3, 75 = 283 (5d100)

>>36535650
And at that one time it was.

Then it was fixed, updated, and reposted so all was well again.

Kinda confused why you wanna go evil without going bandit...sorta why I placed them in there.

For the bastards wanna be 'evil' so I made sure to include the clause that would FORCE them to be EVIL. Unlike the half assed why the hell did you even bother to 'claim' to be that /tg/ would normally do.
>>
>>36535680
So all that is wrong is the terrain or is there anything else? I'm fine if we need to focus on one civ type as well. As for not going bandit it, I wanted the research power of a think tank to make the gear. If madness wouldn't kill us on a off chance or be a pain to get working then maybe.
>>
Rolled 97, 81, 79, 32, 54 = 343 (5d100)

>>36535680
Kinda similar with /tg/ wanting to play a female, little girl, or traps.

Fucking awful at it.

Always end up playing a dude with tits and quite possibly without the cunt.

Similar to how they react with 'evil'.

Hence the 'clause' I made sure to include if such an option as bandit is ever selected.


And now it turns out there was a loop hole...gotta give you kudos for finding it though.

But here is your warning.

you CAN play evil as another civ...but you WONT get the benefits entitled to playing a PROPER bandit civ.

Nor will you have the me outright advising you.

Outright bandit civs enjoy certain...benefits and entitled to certain things. As a evil civ who isn't bandit you wont be starting with ANY of it.

So enjoy.

>>36535673
Its allowed but if something improper crops it throws the whole thing out of whack. So you don't have to STRICTLY do it piece by piece so long as consensus is achieved and its proper.
>>
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>>36535680
>Kinda confused why you wanna go evil without going bandit...sorta why I placed them in there.
>For the bastards wanna be 'evil' so I made sure to include the clause that would FORCE them to be EVIL. Unlike the half assed why the hell did you even bother to 'claim' to be that /tg/ would normally do.
I chose Paramilitary over Bandits, because every supervillain should have their own army of henchguys to patrol the base and shoot at the hero.

Actually. . .do you even like the civ idea? I can't help but feel that civs where Genie can recognize or empathize with last longer.

In Bloodsnows, everyone knew The Mask, and you managed to make something fun out of it! The Bloodsnows were evil, but they weren't edgy nor where they grim. They were fun.

That's what we want to do here.

Here, we want to play the Evil Genius civ, creating deathrays, have evil meetings, maybe tie some women over pits and tempt heroes to save them, all while laughing maniacally. But I'm not sure if the same feeling translates to you Genie.

Basically, do you "feel" the civ tone, if you know what I mean?
>>
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>>36535854
Yup, I wouldn't be able to put it any better.
>>
Rolled 72, 54, 51, 62, 64 = 303 (5d100)

>>36535783
Like i said bandits are the most heavily influenced by 'mad tech' but that is only bandits in general.

The reason why they get most the crazy is due to the crazy being thrown out from wherever they came from before. So they end up linking up with bandits.

Hence the concentration but be aware not all bandits are MAD.

----------


Hybrid is only allowed under TWO conditions and its limited to TWO civ types.

The conditions are

>Tied
>Proper Fluffing

As for the rest see>>36535800

You wont be entitled to shit evil wise.

>>36535854
WHAT THE FUCK DO YOU THINK BANDITS ARE?

A BUNCH OF FUCKING DAISY PICKERS?

FOR FUCKS SAKE BANDITS ARE THE GO TO BAD GUYS!

WHO OBVIOUSLY TEND TO BE HENCHMEN OR 'MINIONS' ESPECIALLY IF THEY ARE UNDER THE SERVICE OF A GODDAMN SUPER.

THIS IS TRUE EVEN IN THE POST APOC.

FUCKING HELL.

Granted they aren't as common and all but still.

>>36535854
Actually anon its the exact opposite...any civ I actually sorta 'feel' something towards never are long for this world.

As for something like the rest of it...this IS the Post Apoc.

You DO realize that right?

From the feel I am getting from you anon...you want to play in the Pre Fall as a super villain.

Which as ALWAYS is TOTALLY an option if enough anons support the decision.

As is I am feeling as if you are lacking in the 'post apoc' feel.

Which isn't impossible to do the idea with it as such a possibility I see as CERTAINLY amusing.

In fact I even HAD such things before but anons never stumbled upon them before they wiped.

Even had the evil super genius with his henchmen who were bandits by the way. Quite obviously.
>>
Rolled 83, 62, 93, 62, 85 = 385 (5d100)

>>36535970
Though come to think of it that super genius was a 'mad' so was actually VERY stereotypical.

I don't do hybrid civs NEARLY as much as the players.

Seriously though at this point I been wondering if the constant player deaths of hybrid civs has actually left a noticeable dent in total hybrid civ pop or not...
>>
Rolled 92 (1d100)

>>36535970
If we need to go pre fall and your feeling up to do it again. I will vote it.

... Otherwise I guess we go bandits with a Evil Genies in a run down lair and a goal to fix there broken toys of doom. That problem I have with bandits is the low research for this idea. It would probably be better to vote super soldier and seal a research team to make up for it.

>Bandits / Spire

Then I guess we will vote hero after the civ lock.
>>
>>36535970
Can bandits have style?

What I mean is, I want them to feel more like real henchmen and soldiers. Saluting their officers and the villains lieutenants.

Not like raiders who wear spikes and leather jackets covering only half of their body like something out of mad max, which while they make excellent bandits and should be that way as bandits, not quite the same as supervillain henchmen material.

On the topic of pre-fall. . .you know what? Let's fucking do it.
Let's play our first pre-fall civ as a Super Genius then.

I'll remake this as a pre-fall civ and post it shortly.
>>
Rolled 59, 61, 87, 66, 56 = 329 (5d100)

>>36536187
Hence why bandits get 'mad' is to 'make up' for their low research.

Obviously this carries serious risk but allows bandits to pull of some amazing bullshit couldn't normally expect.

and it helps they got the pop to getaway with it.

>>36536199
If they are outlaws, hybrids, or special then yes they do.

most bandits are pretty ramshackle and mixed though.

>>36536199
uh anon the stuff I had posted for Pre fall was...for a colony.

Proper villainy will require a different format entirely.

Luckily I actually had the basis for one somewhere around here...


I guess the votes for Pre Fall is now 3. Two more without any counter votes and I guess things will be quite different this time around.
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>>36536282
>If they are outlaws, hybrids, or special then yes they do.
Which one would be the closest to "loyal evil henchmen soldiers". Stormtroopers and the likes.

>uh anon the stuff I had posted for Pre fall was...for a colony.
>Proper villainy will require a different format entirely.
I was about to reformat the currently proposed Evil Genius civ.

Are there somethings I should know about?
>>
>>36536282
I vote prefall
>>
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Bumping with more Henchmen.

Anychance they can be equipped with laser guns from the get go?
>>
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>>36536381
>>36536282
Still waiting on an answer before I get to work rewriting that civ
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Rolled 6, 19, 51, 66, 79 = 221 (5d100)

>>36536407
If their tech level is high enough sure.

And yes laser guns DO indeed have barrels.

Got to have some place to store the gases and required lenses for better lasers.

even laser shotguns hell especially those.

>>36536381
Outlaws from just about any group with proper discipline could work also outcasts.

Hybrids too.

Special would be like they found a place with tons of mass prefab gear that they use. Giving them uniformed look with some sort of good officer making them disciplined.

Contrary to popular belief bandits in general aren't wholly undisciplined as that can get you killed right quick in certain circumstances just don't expect them to be hard asses, tight wads, or similar appearances.

Really in the post apoc unless you have massive stores or ability to mass produce shit uniform looks are very much out of style.
>>
>>36536494
Put yourself in our boots. You make it seem like doing this in post apoc is possible, but it's better to do that Pre-fall.

Would you think that Pre-fall is a better place for the type of civ we are after?
>>
Rolled 32, 39, 27, 83, 7 = 188 (5d100)

>>36536565
Civ...I don't know.

The only reason I could getaway with civ Pre Fall was making it a colony type deal.

If you want something strictly like that then stick with Post Apoc or figure out a colonial format.

There ARE evil orgs and supers Pre Fall but they didn't exactly subscribe to an civ formatting.
>>
>>36536494
.... alright while the other is changing their fluff.

I game if we were part of a military that fell apart and we got some of the gear to refit for the new path. Swayed buy the words of a Genius leader set out to make this fallen planet theirs. A master mind with a knack for organizing people under him and a love for making new gear to raid with.

>Bandits / Military Base
>>
>>36536697
Can you give an example of a colonial format?

Maybe we want to make our deathray in space so we can shoot down and bow something up on the planet.
>>
Rolled 94, 20, 50, 91, 1 = 256 (5d100)

>>36536736
it wasn't unknown for the military public or private to go bandit during the Fall.

after all you got all those fun toys...and maybe something happened that made it required for you to go out raiding.

>>36536830
Its similar to the pre existing stuff only thing I did was modify some stuff and make it so people voted for the world they wanted to be on.

That and change their HQs which would serve as the 'capital' of their new colony/world.

here though was what I used last time http://suptg.thisisnotatrueending.com/archive/33765380/
>>
>>36536979
Oh you mean Big Civ.

Hmm, yeah, I'm not sure if we can do big civ as an Evil Genius type thing.
>>
>>36537061
>tfw we want to do Big Civ in post apoc but never get around to doing it
>we want to do small civ in Pre-Fall but that isn't available either
c'est la vie

Anywho, I have a better idea on how I can make this fit for Post Apoc. Writing
>>
I'm good with anything think tank and not bandits. Military yes bandits no
>>
>>36537515
Not even bandits that act like military? Or military who became "bandits" to survive?
Because that's the only way we're getting Evil Henchmen.

Heck, it just makes sense that if an Evil Overlord needs something he'd tell his soldiers to go steal it, food, ammunition, what have you.
>>
So are we going with post fall military think tank?
Can centaurs still be there. In one way or another? If feels right to include them after the mega death if the last civ
>>
>>36537548
We don't need to be evil. Just desperate. We do anything to survive. Be it good or evil.
>>
>>36537598
Genie doesn't recommend it though. I'd be cautious not to heed it.

Remember that the Military Guard from the Memor quest were also considered as "bandits", but from every other standpoint they were essentially soldiers with a discipline and hierarchy and also did what they had to do to survive, fighting for good or evil.
>>
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Civ Name: The Secret Laboratory of the Evil Dr. Gene Yuss
Civ Type: Think Tank/(Special) “Bandits”
Base: Private Bunker
Homeground: Volcano Evil Lair
Terrain: Tropical Island

There are some people who become evil to get rich. To get power. To get revenge. Then there are others who become evil for the sake of evil.

Such was the Mastermind, that evil Dr. Gene Yuss.

An organizer with a spirit of command and control, he used his knowledge and skills at his disposal to gather power from humble beginnings, working on orders from companies who wanted a new deathray or supervirus, selling and fixing supervillains equipment, gathering he gathered enough wealth and connections of similar thinkers to come together and create a specialized research facility, on a plot of land on a volcano in an island in the sea, they set up their facility. In all, it was excellent timing too, for on just such a time their isolation from the rest of the world allowed them to survive damage from the Fall.

For added security, they hired their own personal army, equipped with whatever advanced weapons they could afford or create. Creating personal uniforms and heirarchy, they were quick to maximize on the loyalty and discpline of their army. Recruited from the world by the promise of glory or money, through the use of mind manipulation and vigorous purging and suicide operations, only the most skilled, or the most loyal to the cause, remained. Such extreme measures of loyalty were necessary.

For one can never tell if a hero or an agent in a black suit with a gun is lurking the premises.
>>
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>>36537935
One day, as it came to be though, the Fall arrived. And with it, change. They had to fight for things they needed.

It was not so different however. Instead of robbing banks or diamond mines to buy ammunition and food, now they were robbing ammunition stores and food stockpiles directly.

But this was just cutting out the middle man, they were doing as they had always been doing, fighting for their survival, stealing for themselves. The fall simply brought that to a more literal sense. Did they become really bandits? Or maybe they always were bandits. Thieving is thieving, after all, even if you call it “commandeering” and wear a nice uniform and have laser rifles. Generations have come and gone, fathers passing down their uniform and weapons to their sons, teaching them how to maintain them, instilling the loyalty to the cause their fathers gave to them, all serving the ageless leader and who never seemed to grow old.

But even with this, they never ceased slowly gathering the things they needed, and are oh so close to fulfilling a lifelong goal. To use the volcano to power create a Super Mega Deathbeam to destroy the City of Superheroes, Kokaido.

Why?

Because it's evil. And evil is what they do.

And now, centuries after the fall, it didn't matter that most of the supers were dead, the heroes especially. It didn't matter that the Mastermind's arch-nemesis Captain Super was killed in the fal, that the shining gleaming city was now more of a hellhole, a shadow its former visage. Even if the heroes he swore vengeance on and shook his fists at were long dead, he had a vow to uphold.
>>
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Rolled 38 (1d100)

>>36537935
>>36537971
Nice, well hopefully this will work. My only problem is the focus on volcano death beam and maybe bandit madness could help better than the think tank.
>>
>>36537935
I don't want evil for evils sake. I want evil because that's what's needed sometimes and we will do evil to survive and progress but not because one note bad guy said so. I want ruthless not cartoonish
>>
>>36538116
Our bandits would certainly be better at utilizing and adapting technology, incredibly so. Researching new ones or things unrelated to tech would be a difficulty however.

Yeah, we can always keep refining the idea
>>
Rolled 26 (1d100)

>>36534678
Fuck, I'de rather have this that goofy evil cartoon man.
>>
>>36538155
>I don't want evil for evils sake. I want evil because that's what's needed sometimes and we will do evil to survive and progress but not because one note bad guy said so. I want ruthless not cartoonish
That's too bad. I was going for cartoonish, like Cuban Pete and Bloodsnows.

Maybe I should just drop the whole evil overlord thing entirely and rework this to be some sort of Mad bandits with a flare for technology. See if we can't become the Tech bandits like in Adero.

If seriousness is what you guys instead of lighthearted I can work with that too.
>>
>>36537971
The only way I would like this is if this evil guy who wants to destroy the world, but he can't because it's already destroyed. So he needs to fix the world and bring it back to pre fall level so that he has enuf to destroy
>>
>>36538206
>>36538211
I like the idea of him being evil but there is not enuf world left to destroy. So he has to be very practical and work to rebuild civilization first. That way we are doing good things (or at least practical things) but for evil reasons
>>
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>>36538116
>>36538206
Alright, seeing that no one wants another Cuban Pete type figure, I'll drop that civ entirely and start from scratch on some kind of Bandits who are good at tech and fight for their survival.

Or maybe military.

>>36538211
That's brilliant! I would love that.

But I think people aren't in the mood for that type of shenanigans.
>>
>>36538206
I don't want evil at all. I just want despite guys with guns training and tec building a society
>>
>>36538211
O yeah that would be fun.

>>36538206
I'm down for the over the top evil, but I guess not everyone is. The difference is flare mix with showmanship after all.
>>
>>36538286
I'm good for evil man rebuilds world just to break it later. It's almost more evil. It's like making a beautiful garden just to burn it later. I love it!
>>
>>36538302
>I just want despite guys with guns training and tec building a society
That sounds like we'd be up for another round of Government remnant then, focusing on utilizing their pre-fall technology to rebuild society, and having laws to stay away from evil.
>>
>>36538332
I second this.
>>
>>36538211
I see him as some evil guy carefully building his dooms day device and right when it's done the fall happens. He is pissed that the world broke and it wasn't because of him. With a frustrated sigh he puts the dooms day devise away in storage and gets to work rebuilding the world peace by peace
>>
Rolled 47 (1d100)

If we were to ever do another cartoonish civ like the Bloodsnows, how would we do it properly?
>>
>>36538379
Doctor Evil, Megamind and Cobra come to mind when I then about that.
>>
>>36538332
How would we play it? Would we play it strait and the only thing that is evil for the sake of evil is the end goal? And everything before that is just practicality and constructive? I'm liking this
>>
On the topic of "trying to rebuild the world to destroy it" should that really be the longterm goal of our civ? That seems setting ourselves up for impossibility.

Perhaps, rebuilding a megacity? That's also quite a lot too.

We should set ourselves something realistic to start with, and then once we do that we can work on more bigger and bigger goals. Like the Jungle Cult finally becoming one with their Jungle, we need a finish line that we can reach and then move on to grander things.
>>
>>36538442
Hell, the Tesla Teks wanted to rebuild a simple Power Plant inside a megacity and that ended up in disaster as well.
>>
Rolled 51 (1d100)

>>36538332
>>36538211
>>36538379
I think we found it! It's a cartoonishly evil guy with nothing to be evil about. So we build a civilization laughing evilly as we do and getting odd look. To every one else we look like an eccentric but benevolent savior right up to the day we destroy everything
>>
>>36538442
The plan is to rebuild the world. It's not like we can do it, but that's what we are trying to do. He want to have as much as possible to destroy.
>>
>>36538475
I love it. I'll get to work rewriting it into what I have if the rest of you guys think this is the way to go.

But I really do need a direction. How does he plan to rebuild civilization? Where to begin and all. Should we even still be in an island?

Building a civilization on an island seems like a good "immediate project" that the civ is working on.

>>36538500
I understand, but I really don't like setting up actually impossible goals that can never be attained. I can live with it, but it just feels wrong.
>>
>>36538535
I'm game and thanks for writing it out.

Yeah we can use that island as a safe zone to draw people in to help "rebuild".

>>36538535
Dream big and aim for the stars.
>>
>>36538581
Actually, I just remembered I did that for Mr. Light who actually IS trying to rebuild the world too.

So fuck it, Bad Guy with nothing to destroy wants to rebuild the world so he can destroy it. I can write it!
>>
The way I see it, this guy (is he immortal) plays with the building and destroying of society's much the same way you or I would play with dominos. Carefully putting each one in just the right spot. Adding more and more making it all bigger and bigger. All just so in the end you can knock it all over and watch all of it fall.

To him the fall was the dominos falling before he was done building it. Not he has to start over. But that's fine, he has all the time in the world.
>>
>>36537935
One day, as it came to be though, the Fall arrived. And with it, change. They had to fight for things they needed.

It was not so different however. Instead of robbing banks or diamond mines to buy ammunition and food, now they were robbing ammunition stores and food stockpiles directly.

But this was just cutting out the middle man, they were doing as they had always been doing, fighting for their survival, stealing for themselves. The fall simply brought that to a more literal sense. Did they become really bandits? Or maybe they always were bandits. Thieving is thieving, after all, even if you call it “commandeering” and wear a nice uniform and have laser rifles. Generations have come and gone, fathers passing down their uniform and weapons to their sons, teaching them how to maintain them, instilling the loyalty to the cause their fathers gave to them, all serving the ageless leader and who never seemed to grow old.

But even with this, they never ceased slowly gathering the things they needed, and are oh so close to fulfilling a lifelong goal. To destroy the world!

There's just one little problem.

The world has already been destroyed.

“HOW AM I SUPPOSED TO DESTROY THE WORLD IF IT'S ALREADY DESTROYED”

This has brought no small amount of anger and frustration to the already mad Genuis. But in a fit of rage, an epiphany.

If he were to rebuild the world, it would no longer be destroyed, allowing him to take his rightful place and destroy it!

Now this evil Genius is determined to rebuild the world back to its former glory to destroy it, by any and all means necessary.

--

Hows that?
>>
>>36539040
Seems pretty good.

And doomed to fail, but should be fun.
>>
Rolled 71 (1d100)

>>36539040
I love it! Vote
>>
>>36539040
Let's build so we can wreak it.
>>
Rolled 36 (1d100)

>>36539040
What's Genies input on this? Is he good with running this? If so vote.
>>
Rolled 83, 69, 14, 43, 11 = 220 (5d100)

>>36539040
>>36537935
...Did anons forget that in case of bandits being played I would serve as an evil adviser to make sure evil goes down?

Anyway there was also the Pre Fall villainry option that had like 4 votes.

Not to mention one of the benefits of 'hybrid' is having a special HQ and heroic options.
>>
Rolled 28, 50, 32, 80, 90 = 280 (5d100)

>>36539347
You do have a point anon. Let me go over it again...

Mastermind...is a very powerful super type yet also VERY rare.

You requested a Mastermind heroic.

While fluff was good enough to allow for hybrid it ain't good enough to allow for such a high caliber heroic unit.

Seriously though Masterminds are fucking evil.

They got the whole super genius thing going for them but not the disconnect unlike their fellows.

Makes them a very special kind of dangerous.
>>
>>36539363
But you said pre-fall had to be Colonial, that doesn't really fit.
>>
Rolled 93 (1d100)

>>36539363
Then make it government think tank with evil long term plans
>>
>>36539433
Then we'd give up the military thing.

Really it seems we have somewhere we want to be but there's always something blocking us.
>>
Rolled 18 (1d100)

>>36539040
Would the plan to destroy everything later be evil enuf to justify all the not evil things we need to do to get to that point?
Also vote
>>
>>36539406
Surely there is a lesser form of "mastermind" that has the potential to grow?
>>
Rolled 6, 40, 40, 60, 46 = 192 (5d100)

>>36539406
And a special kind of rare as those types...while there is SPECIAL amount of attention goes to taking them out young before they can properly mature.

As in a world like the Pre Fall they were a PRIORITY target. That goes to show just how dangerous these sons of bitches are.

SPECIAL attention was given towards them. Due to their...abilities it was notoriously difficult to kill them once they 'matured' so instead focus was put mostly with these division to taking care of them before they can enter that end game state.

Problem is even BEFORE they reach that 'end game state' they are still VERY dangerous.

long story short.

DENIED.
>>36539040
>>36537935

The hero you talked about by the way?

A wannabe Fall Architect and a failure of a fall bringer. I have only shown but ONE of those. In other words not ONLY did someone else succeed they achieved SUCCESS on SUCH a level as drag the entire galaxy down into it.

And due to your fluff piece being so dependent on the hero...

ITS ALL DENIED!

on grounds of improper fluffing combined and with banned heroic unit.

>>36539412
There was another option but it wouldn't really be in a civ formatting that most are familiar to.

>>36539519
Good luck bribing me enough to grant that option.
>>
Rolled 25, 60, 31, 43, 82 = 241 (5d100)

>>36539563
Can't believe I was about to accept it all except for the hero...even had stuff written up.

Good thing I triple checked.

Due to your fluff being disallowed it cancelled out the benefit that is hybridization as well as not allowing that particular heroic unit choice.

>>36539519

Seriously though if you want a heroic who ISN'T in the basic options gonna need some heavy bribery on the level of the stuff required for Hybridization.

As if it was by itself.
>>
Welp. That's it for me. I'll take a nap and think of something else to play.
>>
>>36539519
That was the goal with my idea for the Evil Genius' son. We start out young and able to grow into something that fits the world better as we go on.

>>36539579
We really need a better gauge for you starting power levels Genie. We want to do cool shit, but you keep shooting it down.

>>36533260
Fuck it bandito bots. Unless there is something wrong with it, Genie.
>>
>>36539603
Na, government thinktank. Run by a guy that is NOT a mastermind but is just smart and wants to destroy shit but there isn't enuff to destroy so he needs to build.

Would that work? If not I say we go full john Galt and do a megacorp think tank
>>
Rolled 95, 46, 23, 67, 22 = 253 (5d100)

>>36539701
You don't have to hybrid if you want to be a 'megacorp' think tank as think tanks can have multiple origins.

government, private, ect.

>>36539603
I can allow evil genius as that IS the bonus option hero for hybrid between think tank and bandits.

Just not mastermind lest I receive proper offerings.

Your starter heroic unit is a 'basic' hero aka the lowest caliber but still legit heroic unit.

Eventually you can raise up or even recruit stronger tier heroes.
>>
>>36539701
Hell, i'de be ok with playing what's left of a mega corp think tank hidden from the world to protect the valuable things it thought up from corporate spying.
Anyone have input?
>>
>>36539775
So could the starting hero modify themself later on to be at the level of mastermind?
What offerings are you speaking of and how would I offer them?
>>
>>36539775
You're really trying to make us give up on that idea though. Everytime we try and fix it, there's always something else. we did ask earlier, if you don't like it, just say so
>>
>>36539775
Ok then. I'm good on going full think tank not hybrid needed
>>
Rolled 85, 11, 68, 88, 5 = 257 (5d100)

>>36539812
>>36539812
Fluff is offerings.

>>36539818
I actually do like. Problem is you keep failing at it.

Its kinda disheartening actually...

>>36539835
Next time check the description.
>>
>>36539891
I find it odd that you think this wouldn't happen. With the lack of understanding new and old have on the world and hero powers it's going to keep happening. The only reason I can gauge what a basic heroes are is from playing and learning that they need 3 things to become a hero.
>>
>>36539891
>Bring you done to work day is pain in the ass. The fall probably didn't do much to change that.
>the leader of the iron heart bandits took in his surroundings.
>the burning homes and piled body's of the mutant camp they found earlier that day brought a smile to his face.
>then he looked at his son and his smile quickly faded.
>the boy had the same grim stoic look on his face that he sported sines he was a tong boy.
>did this pillaging bring him no joy? Where as a father did he go wrong?
>he was good to his son. He helped him build his first plasma gun. Gave him plenty of women to rape. And only beat him every other day.
What's wrong Victor? Why don't you enjoy this.

"Oh I do father. I'd do. But, it's never enuf."

Oh? Is it? There is not much more than this

"There used to be. Before the fall there was so much life. So many people and city's and dreams. So much to destroy."

Well you where born much too late to be a part of that. But dam that would be fun.

"It can be that way again. What was broken can be rebuilt. This world could be made hole once more. Then there would be enuf. Then the great raid can begin."

How do you suppose that would happen? The worlds pretty fucked if you haven't seen.

"I could. I could build it. Build it and break it"

When you in charge go ahead. Sounds like a nice challenge
>>
>>36540253
Years later with the old leader dead the son commanding the began to build instead of break. The change was hard and manny left. Yet those that remain loyal found they took a liking to this new life. Some don't want it to end.

That enuf fluff to get something?
>>
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>>36540253
>>
Rolled 66, 87, 85, 27, 37 = 302 (5d100)

>>36540165
And hence your lowest caliber hero.

>>36540276
hm delicious what are you after exactly?

>>36540308
ooh even better.
>>
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>>36533029

>Cultists / Ruins / Knowledge Dark Magic (mainly necromancy)

Life wasn't best for the fall and after words it didn't change. Many lost their way and lacked heart. Then a calling came to him, one of hunger and old times. It was do to the events of the fall it awakened once again. Freed from its' in casement and seeing worshipers, it called to him.

Jason was his name and unknown to him he was a luck one, for in his blood line magic flowed. Unhappy with the world's end and a want to change its' out come he listened to it and agreed. Power for followers, Change for faith and protection for loyalty.

Starting out in this ruined town and dishearten people abound he grow a following. He called out to them and they listened, for they needed something ... hope. With their faith power started to come back to It and magic flowed into Jason. This power is unkind to life, but it is strong and with it Jason knows what to do.

For area I'm voting home ground a town in ruins. The area a forested mountain range with a few rives running through out.
>>
Rolled 37 (1d100)

>>36539891
Fluff for thinktank

Deep under the snowy mountains of the north lies the helix gears. Before the fall they where a think tank of a mega corp. there job was to research all things of biochemist and biomechanics.
After the fall they remained studying waiting watching. There lived where of blood, ice, and iron. For they saw that the natural man was weak. The natural man was foolish. The natural man was a waist. So, chose not to be natural men. There dreams of apotheosis through technology fuels there actions as they work to a day when they can no longer be natural men. And no longer live in a natural world.
>>
>>36540316
I'm after a government think tank. After they began to build and not break they no longer where bandits. They formed a kind of monarchy with the son as there king. Thy work for the day when they or there descendants can destroy a completed world.
>>
>>36540316
>>36540404
So is the fluff good to move on? We still have the evil leader working to remake the world just to break it later but don't have the need to act evil because we no longer bandits. They would still have there weapons and training but they don't pillage anymore
>>
>>36540375
This sound kind of cool
>>
Genie, any one. You guys still there?
>>
>>36540529
I'm here, too incredibly tired to add to the conversation
>>
>>36540529
Yup, well for now anyways.
>>
>>36540534
>>36540545
What do you guys think of the bandit son fluff? Is it good?
>>
>>36540557
I enjoy the quick read of it.
>>
Bump
>>
>>36541178
Bump
>>
Any luck on the "figure out how to play an evil genius in the post apoc, and kind of sort of being good (for the purpose of evil), and getting evil henchmen who aren't exactly evil either"

Man, that is complicated. . .
>>
>>36543692
This is what worries me. We're setting ourselves up for some serious arguments and conflicts of character.

There's going to be times someone wants do something that someone else considers too evil, and other-times people (either players or characters in universe) might complain we're being too good.

It's like having our cake and eating it too.
>>
>>36543692
>>36543744
How about we go classic world domination evil? We seem nice to the people we draw in, but secretly we are building up a minion army and enslaving them. It will not be easy to be 2 faced, but I think it will work better than the long term evil we are going for.

We could also scarp this idea and do more neutral with evil tendencies. After all bandits just can't be good, but if we can spin it right then it's fine. Like how gangsters would give out food on the holidays to make people favor them a bit more. Then go back to robing people later on.
>>
>>36545633
Or how the bandits allied with the Memor to help them build Operation Market Garden so they could use it as a major trade hub and go raiding elsewhere.
Same with the bandits who allied with the Jungle cult.
>>
Rolled 4, 55, 23, 86, 55 = 223 (5d100)

So...no other votes or consensus?

Didn't think it was that complicated and I figured after all this time SOMETHING would of happened. sheesh.

Well...there IS the thanksgiving special that I hadn't implimented. If I DO allow it though it would just alloww for a good boon.

Like Hybrid civ or me fluffing that shit for you so it works...kinda.
>>
>>36547470
We're trying, but it's hard to make sure we don't mess up somehow.

>Like Hybrid civ or me fluffing that shit for you so it works...kinda.
I would play the fuck out of a Genie fluffed super-villain game. I don't care post apoc or pre-fall. Giving us a fluffed civ and a goal for us. Different than the usual Civ game in that there's a clear victory goal stated by you.

That seems like a better use of the boon than anything.

I vote this.
>>
>>36547961
>Genie fluffed super-villain game
>Giving us a fluffed civ and a goal for us.
Different than the usual Civ game in that there's a clear victory goal stated by you.
I second that vote
>>
Rolled 45, 14, 82, 40, 17 = 198 (5d100)

>>36547961
>>36548236
Wait what?

super villains in the post apoc or more along the lines of super powered bandits or something.

Pre-Fall would be different as it would depend upon if its colonial(aka civ mode) or something else.

As for me coming up with goals...I usually just have to determine the hidden ones and secret win conditions.
>>
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>>36548347
I just want a super villain game, is that so hard?
>>
Rolled 63, 78, 71, 3, 34 = 249 (5d100)

>>36548390
Civ mode...eh it ain't easy.

Fall sorta ruined it for them all.

seriously it ruined so hard the villains and heroes were actually willing to put aside their differences to work TOGETHER!

i DO have some stuff for it just...not really in a civ mode type deal as one would want for a PROPER super villainy. While I DID have civs with what could be said to be super villains they were more bandit then anything just with a few super units and an different attitude.

Mostly due to them never being really designed for it. My current system makes it so that a 'civ tabletop' is possible no matter tech level or if there is anything special.


Having a hard time figuring out what the hell the consensus is for what people want...
>>
>>36548449
It doesn't have to be post fall. I am willing to play anything. Pre fall sci-fi, "modern earth" era.

Heck, make it a Hero Game with civ elements.

>Having a hard time figuring out what the hell the consensus is for what people want...
Most of us want to play a supervillain

We just don't know how to get there.
>>
>>36548449
Might I make a suggestion

http://www.theswain.com/Flash/MWC.htm

I'm sure you've played this before. Try it again, see if you can come up with ideas.
>>
Rolled 30, 60, 50, 86, 54 = 280 (5d100)

>>36548493
...I can do that.

For civ elements though your gonna need to either play a more 'leader' type super if you want it sooner.

Heroics back then were broken into the following classes.

>Body
>Brain
>Mind
>Magi
>Lord

Body being stuff like super strength, toughness, speed, ect.

Brain being stuff like eccentric Super Geniuses and even the dreaded mastermind.

Mind is stuff like psi. Anyway from the Crazies to psions.

Magi is magical. Often broken between the Borne and the Learned.

Lordly leader Like evil overlords.

All are very rough 'classes' of heroics. Often one can see a bit overlap between them.

An example would be the Overlord.

They are considered a primary Lord type often equipped with secondaries most commonly being 'brain'. Brain is often stated to the most common of them due to how fucked up their heads become from their powers. Not in the way of psionics...but more of a side effect of what they wield.

Its actually a misconception as technically if its a 'secondary' they SHOULD have abilities from that class. This isn't always true for overlords its just known they all got a fucked head and despite their appearances have SICKENING amount of charisma and command disturbing amounts of loyalty from their minions.

Its so bad that its outright stated there is no such thing as a hero overlord. The process of the overlord power up fucks them up too much in the head too ever be a legit good guy.

Rather the fucked up head is a direct side effect of their powers. Only good thing about countering them is they are VERY weak by super standards. Always lagging behind the other supers. Too bad they make up for this with the best minions. Both quality AND loyalty wise even if their leadership skills would normally make them out to be shit...

Their abilities greatly help to make up for it.
>>
Rolled 100, 83, 91, 67, 77 = 418 (5d100)

>>36548677
In game terms every other supers have to work their ASS off to even compare to a overlord with shitty leadership.

God help you if you encounter a overlord who DOESN'T have shitty leadership skills on TOP of their abilities.

Overlords are simply the most 'infamous' among the Lord super types. The most 'famous'(see not evil) is...still working on that.

Its actually kind of hard to figure out a good lord type who doesn't fall into neutral turf when it comes to the fights between the two forces.

Anyway here are your choices.

>Not! Earth
>Pre Fall

for era.

and

>Body
>Brain
>Mind
>Magi
>Lord

for super arch types.

You may choose only one of each. This DOESN'T mean you can't branch out later on its just what you start with.

The supers with the weakest leadership by the way is Body types IF they don't have super charisma or something as a boon otherwise its the Brains.

For the stranger types magi and minds are actually surprisingly even leadership wise. The only difference is one commands greater loyalty from their minions while the other can have more/quality.

Lord types are obviously the kings of minion types.
>>
Can't we have a post fall villain guy waking up to see the world got fucked without him and he missed all the fun and needs to rebuild it so he can have fun breaking it. It's the last part that I really want
>>
>>36549165
Ya, that's what I was hoping for too...
>>
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>>36548777
Body/lord pro wrestler hybrid!
The champ is here!
>>
>>36548777
>Name
Argentum Silvertongue
>Type
Lord
>Era
Not! Earth

Bio:
Argentum Silvertongue, a man with an incredible way for words and a sway that could turn any court, is now the richest man in the world for investing in and virtually cornering the market through the purchase and sale of silver, often through black-market and tax-free methods.

But there is something else behind the scenes. Something he and only he knows. For to gain all this wealth and charisma, he made a wish upon a Twisted Genie in a bottle.

With all this money, it is time to pay the piper. As he swore, he would fulfill the genies twisted goal. Whatever it would be.

What is this goal? Only the Genie can say.

>>36549165
We can.

But why don't we try a prefall game first? Get the hang of being a supervillain before we jump into it. Use this as a test subject.
>>
Rolled 78, 9, 11, 45, 81 = 224 (5d100)

>>36549284
How is that a lord type?

>>36549231
>>36549165
Still an option. I am just trying to get a consensus over here...
>>
>>36549421
Well you did say
>SICKENING amount of charisma
So that's what I focused on.

Eh, I just through that one out maybe even see if we could get a james bond type antagonist in the game

I'll keep crap shooting until I get an idea right

Maybe an example of an overlord would help.
>>
Rolled 33 (1d100)

>>36549421
>Still an option. I am just trying to get a consensus over here...
Everytime we keep trying to get a consensus for the "villain rebuilds the world"
You keep denying it

If we voting on it over and over again, will you stop denying it?
>>
>>36549421
The last conensus was for
>>36539040
>>36537935
But it's been denied. Help us fix it.
>>
Rolled 80, 56, 54, 35, 8 = 233 (5d100)

>>36549485
An Overlord would be like...

You know the game overlord? That is an example.


Another example would be some ugly little freak who for some reason uses is power to build acquire a large amounts of hot chicks and builds a harem while using them for crime.

Basically a cult leader but even worse...

Another example would be a victorious general leading an army into the breach that most would never ever agree to...but he convinces an entire army to do so for his country. The many resulting deaths he really doesn't care about rather the objective and his goals.

Another would be overlord who focuses on maintaining a small elite team as a leader and pushes forward.

Finally there is the attractive tall guy with impressive leadership skills BEFORE his power awoken. Now his already good leadership becomes insane as he leads fanatical minions who would kill themselves before being captured and even supers much stronger then himself.

>>36549577
...that entire fluff piece is fucked.

Like seriously I would need to scrap it all. If you wanted something like that i would need twice the writing for both hybrid allowance and heroic bribe.
>>
>>36549421
If it's an option, it has my vote.
>>
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>>36549641
I'm willing to burn that bonus for you fluff our civ from scratch at this point.

All we want is a nostalgic supervillain who thinks the post apoc world is too boring without superheroes to fight, or spy organizatoins and governments to terrorize, and so he wants to rebuild it to relive the glory days of Supervillany.

He uses rayguns and has a evil lair with a piranha pit and a bunch of henchmen.

That's it.
>>
Rolled 69 (1d100)

>>36549755
vote
>>
>>36549755
Almost. You forgot the female Centaur as our #2 lieutenant.

But yeah, that's it.
>>
>>36548777
Era: Postfall

Type: Brain, hear me out: It seems a lot easier to branch into lord type by making a pheromones serum or something than branching into brains, and the archetype most of us seem to want is the 'evil genius", which is going to need to hybridize the two eventually.

Bio: Dr. Eve L.G. Niuse, Jr. was created by a scientist working for one of the most evil lord types of the prefall era. She was intended to serve as a lieutenant with her sire's ability to command, but something went wrong in the cloning process. In addition to his Y chromosomes being unuseable, it soon became clear that Niuse Senior's ability to command was a learned trait, which his clone had no intrinsic interest in, turning her attention instead to SCIENCE!

Relegated to a corner lab, Dr. Niuse Jr. tried hard to win her father's approval, first by assassinating her younger clone-siblings, then by pulling off ever more destructive heists. Her Sire seemed to be coming around, when the fall happened. And the great lord Niuse withdrew into seclusion, disconsolate at the lack of worlds to conquer.

It was then that Dr. Eve L.G. Niuse, Jr. decided, she would remake the world. And then break it again, in hopes her sire will finally approve of her.
>>
Rolled 25, 56, 36, 75, 85 = 277 (5d100)

>>36549755
So old world classic villain in the new world huh?

I can totally do that with enough consensus.

Be aware though I will either cover Hybrid OR hero.

Just the one.

So I can either cover the hybrid option granting it to you or a special hero with a basic bandit civ.

Be aware that hybrid civs have special options both HQ and hero wise but suffer other penalties.
>>
>>36549755
Vote. I just want some type of this.
>>
>>36549755
I vote for this
>>
>>36549755
VOTE VOTE VOTE
>>
>>36549755
Vote jizz vote
>>
Rolled 45, 98, 34, 56, 36 = 269 (5d100)

>>36549755
hm...very well then.

Heroic unit Super Villain acquired.

Civ type Bandit.

HQ needs voting for.

Homeground needs voting for.

Terrain needs voting for.

Please choose.
>>
Rolled 3 (1d100)

>>36550074
I vote:

HQ: inactive volcano converted to Taliban-style caves

Homeground: Volcanic islands

Terrain: Jungle

(Am I doing those last two right?)
>>
>>36550074
No think tank?
>>
>>36550074
>Hq: evil science facility
>home ground: volcanoe
>terrain: tropical island
>>
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>>36550074
>HQ
Military Base
>Homeground
Freshwater cove
>Terrain
Tropical island
>>
Rolled 36, 91, 53, 51, 14 = 245 (5d100)

>>36550150
The world is all kinds of fucked so don't worry about it. and don't even get me started on wastelands....

>>36550165
I said I would either cover one or the other.
>>
>>36550231
So with just a bit of fluff we could hybridize our civ with a Think Tank?
would you recommend it or just leave us pure Bandit?
>>
>>36550290
Do we even want a think tank? Hybrids come with penalties.

Think tank is only if you want to create technology. Bandits seem to do pretty well on their own stealing it and applying it to themselves. The Adero tech bandits became what they were by stealing tech, not creating it.

Stealing technology is totally in the supervillain job description.

I say we stay pure.
>>
Rolled 61 (1d100)

>>36550290
mfw due to you choosing bandit I actually have to give a straight answer for the sake of evilness.

You could if you want it would give you a different HQ option and hero.

However...you would be suffering other penalties.

As stats are combined divided by 2 and rounded down.

Your rarity would make you a larger target as a hybrid.

The only other benefit is the tech specialty but as a bandit hybrid that is getting nuked.

AND your combat potential WITH pop would ALSO be getting nuked.

Plus side better tech but you'll be lacking in skilled bandits and their usual numbers. Those two factors combined are even enough to overrun paramilitary forces.

On the plus side besides the better tech it would also allow you to avoid MAD tech that bandits are usually stuck with to compensate for their lacking nature of research.

Never underestimate MAD tech though even if it comes from a bunch of backwards bandit babies.
>>
>>36550359
>>36550402
Pure bandits it is then.

But I demand we get proper uniforms for our henchies.
>>
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>>36550438
Starting to feel really blofield around here.. and I like it
>>
>>36550402
What if we take over a think tank later on. Can we get research abilities then?
>>
Rolled 85 (1d100)

>>36550526
Maybe.

Bandits are bad with research is why they got into the whole MAD tech to compensate for it in the first place.

That and to deal with all the crazies regularly sent to them. Some of whom are scientists and such.

Anyway I need those other votes before the game can start. So throw them in already.
>>
>>36550572
Remind me again the pro's and con's of
>Prison, Military Base, Spire
>>
>>36548777
I had to be at work while this happens. Dam it!

>>36550402
I'm fine with pure. We go steal the labs and scientist when we need them. Hell if we're in a good mood we can talk them into joining us.
>>
>>36550591
I want to know this too
>>
>>36550183
Voting for this

>>36550526
>>36550438
I would suggest we just fluff a sciency hero. Better to capture and enslave scientists than allow them free reign anyway. Then (shudder) they might demand we stop taking credit for their ideas!
>>
>>36550183
Vote
>>
Rolled 23 (1d100)

>>36550591
Prison- back during the old days when bad guys were still largely locked up.
Bonus Supply
Bonus Pop
Penalty Defense(kept things in not out)

Military Base- You got yourselves an old para Military base Pre-Fall standard.
Bonus War
Bonus Defense
Penalty manufacturing


Spire- Built of the blood, bone, and misery of those before you. Otherwise known as a Terror Tower.
Bonus Research
Bonus Manufacturing
Penalty War
>>
>>36550402
Adding a think tank doesn't sound so bad, but it should be more of a "captive scientists forced to work making evil science" scenario

Some fluff.
"Dr. Monroe... I think I figured out why the supah climidya bomb isn't working.. If you just use a non glycol solvent-"

"Not so loud you fool! Do you seriously think I diddnt figure that out months ago?"

"...but they throw you in the rape pits for every day you don't figure this shit out"

"Heh...would you beleve me if I said it was for the greater good?"

"Sicko"
>>
>>36550753
I say spire. That seems to fit us more
>>
>>36550635
Genie has the hero covered

>>36550753
Military base.

We won't have a need to manufacture for a while, but there will always be a need for war and defense.
>>
>>36550837
It's also easier to upgrade manufacturing than it is defense and war.
>>
>>36550837
I guess. But we need scientists. I say when ever we take a place over we take all the scientists and there research supply's
>>
>>36550204
Voting this
>>
>>36550753
Voting Spire. In a volcanic island, preferably with sharks.
>>
>Military Base HQ
>Volcano Homeground
>Tropical Island Terrain
>>
>>36551080
that's an inactive volcano btw, I'm not sleeping next to any lava
>>
>>36550837
Vote
>>
>>36550837
Second
>>
>>36551080
Lets do it.
>>
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Rolled 17 (1d100)

>>36551080
>>36550837
Votes
>>
Rolled 1 (1d100)

>>36550837
Well obviously military base wins.

Now how about homeground and terrain?

>That feel when you burp so hard it physically hurts
>>
Rolled 76 (1d100)

>>36551848
>volcano
>island
>>
>>36551848
What happens when you crit fail?
>>
>>36551848
I want our base to be as closest to the archteype of evil island lair.

Terrain is clearly Volcanic Tropical Island

I think a good homeground would be an inclave lagoon, surrounded by high cliffs. Hidden and away, and with a source of water and a light pihranna population nearby.

Of course we need pihranna's, how else are we supposed to have a pirhanna pit?
>>
>>36551912
A freshwater lagoon would be nice
>>
>>36551912
>>36551907
Yup
>>
>>36551912
>>36551928
I like it
>>
Rolled 44 (1d100)

>>36551908
Sadly during creation it is largely wasted...
>>
>>36551912
>>36551928
>>36551907
Vote
>>
>>36550753

>Spire
>Bonus Research
>Bonus Manufacturing
>>>>PENALTY WAR

I feel this used to be different.
>>
I kinda want to play Paramilitary/Mutants again when these guys die soon. Mutants have reliably been strong and powerful, paramilitary likewise, and our single mutant/paramilitary was pretty much the most promising since the Memor until Godzilla fucked them out of existence.
>>
>>36551912
Vote. Can we also get ill tempered cyborg laser sharks like the ones doctor evil has?
>>
>>36552395
We won't die off that soon.

I know the penalties for deleting a 1 are. But what about deleting a 100? (I did that once)
>>
>>36552449
...why. Why would you do that? What possible reason would you have for deleting a 100?
>>
>>36552484
Could be a third 100.. Or a second 100 on something stupid like scouting with less than professional scouts.. I have seen us get hot dice and waste them all on scouting.
>>
>>36552449
I think the penalty is, you don't get it back
>>
Rolled 38 (1d100)

>>36552449
I'll let the players see to that. As i doubt I could quite compare to them in such regards.

>>36551912
Alright.

Bandits
Military Base
Enclave Lagoon
Volcanic Tropical Island

Heroic unit Super Villain

...that is gonna be one huge ass island.
>>
>>36552540
Should we fluff the super villain unit or do you have a backstory in mind?
>>
Rolled 72 (1d100)

>>36552557
It was requested that I would cover it.


>>>>Turn 1
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 2
>>>>>Pop 1.4k
>>>>>Military 1.2k
>>>>>>>Food: Low
>>>>>>>Water: Low
>>>>>>>Morale: Low
>>>>>>>Medicine: Low
>>>>>>>Health: Poor
>>>>>>>Armaments: Low
>>>>>>>Fuel: Average
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Bandits
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
Rolled 81 (1d100)

>>36552818
>>>>>>>Food: Low
>>>>>>>Water: Low
>>>>>>>Morale: Low
>>>>>>>Medicine: Low
Action: Brek open a supply and start distributing food, meds, and water, and give the men a breather to boost their morale.
>>
Rolled 86 (1d100)

>>36552858
Vote
>>
Rolled 23 (1d100)

>>36552858
I support this.
>>
Rolled 64 (1d100)

>>36552818
If we are at a freshwater lagoon, it should be fairly doable to set up a filtration system
>Improve base: water filtration
>>
Rolled 98, 48, 64, 25, 27 = 262 (5d100)

>>36552818
Regional Stats:

Bandits: Extremely Low
Density: CRITICAL LEVELS DETECTED
Monsters: CRITICAL LEVELS DETECTED
Zombies: Average Extraordinaire
Special: Below Average

WARNING

Monster detected to reach critical mass once every 4 turns.

The following 5th turn they will erupt producing a Monster Mayhem.

WARNING
Hyper Density of groups have led to great strain.

The fact there are largely no bandits enough number to thin the herd so to speak has caused even greater strain between all the competing groups.

Would be paradise if it wasn't for all the monsters and stiff competition...with all that results.

>>36552858
Supply consumed.

3 turns until Monster Mayhem.

>>>>Turn 2
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 2
>>>>>Pop 1.4k
>>>>>Military 1.2k
>>>>>>>Food: Low
>>>>>>>Water: Low
>>>>>>>Morale: Below average
>>>>>>>Medicine: Below Average
>>>>>>>Health: Poor
>>>>>>>Armaments: Below Average
>>>>>>>Fuel: Below Average
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Bandits
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
Rolled 7 (1d100)

>>36552998
>basic: scout our base
>>
Rolled 37 (1d100)

>>36552998
Try and make our base less monster visible, and make places people can hide.
>>
Rolled 77 (1d100)

>>36553099
Vote.

So do we have a centaur girl as the second in command?
>>
Rolled 58 (1d100)

>>36553099
Voting
>>
>>36552998
>Density CRITICAL
>Monsters CRITICAL

Hah.

What was that about these guys not dying soon?
>>
>>36553193
...shut up. Meany head
>>
Rolled 22 (1d100)

>>36553099
Vote
>>
>>36553193
We just need to figure out how to profit off of monster corpses...
>>
>>36553193
Anyway, I'd suggest digging out some underground tunnels to put all the important stuff and people people in NOW so that you can just go under and be ignored by the monsters when mayhem erupts instead of having to fight them. Like the Memor's final, fateful plan.

Also the turn before it comes you should crack open a supply (or something) and attempt to get rid of any smells that might draw monsters in.
>>
>>36553243
Good luck with that, you're bandits so you can't really trade with anyone other than bandits.

Of which there are practically none around.
>>
Rolled 88 (1d100)

So if people density and monster density are both critical wouldn't they kill each other off. Like a lot? Dose the other civ's around us have any effect in fighting off monsters?
>>
>>36553193
>>36553247
Shit, you're even human so you're not 'hard targets' like the Memor were in their swamp...

>>36553310
It's likely they have their own, various, ways of dealing with them. You don't really have time to find those ways out and implement them though.
>>
>>36553243
Or mind-control live ones!
>>
Rolled 58 (1d100)

>>36553247
Vote
>>
Rolled 23 (1d100)

>>36553310
Ya, after the first monster wave the density on one or both should go down
>>
Rolled 13 (1d100)

>>36552998
Research Monster-taming pheromones!
>>
>>36553456
Bandits have shit-tier research.
>>
Rolled 32 (1d100)

>>36553247
Vote
>>
Rolled 45 (1d100)

>>36553247
Vote
>>
>>36553247
I remember that plan.

I remember it so well.
>>
Rolled 14 (1d100)

>>36553310
If that was so it would of already have occured.
As is they are in an arm's race.

weak groups perish to the monsters or each other.

Monsters fight for survival.

>>36553271
There are always foul mutants and the wretched machines.

>>36553243
Certainly possible.

Super Villain

Body T1
Brain T3
Mind C
Magic A0
Lord T2

Heroic Unit:

Traits
Super
Relic

Abilities
Supreme Deepest Void Null: When activated sends out a blast of pure null energy is super effective towards magic.

Passives
Boss
Villainous
>>
Rolled 84 (1d100)

>>36553637
Can we get in communication with the other civ's and plan a great purge where we all work to kill off the monsters?
>>
Rolled 11 (1d100)

>>36552998
Heh, were god dam bandits and there is food for the taking. Let's go hunting boys!

>raid some monsters for food and water.
>>
>>36553751
They won't work with bandits.
>>
Rolled 6 (1d100)

>>36553754
Fuck it! Let's rape and kill them before they rape and kill us!
>>
>>36553754
>>36553834
Ahahhahaha! We get raped to death if this plan wins
>>
Rolled 58 (1d100)

Smart hero!

With the bandit's mad ability, this should go a ways towards building cool shit.

>>36553247
Voting to generally fortify. Using any applicable bonuses from our hero
>>
Rolled 42 (1d100)

>>36552998
Dig monster proof tumbles

(Guys. Voting on an action with no roll is useless)
>>
Rolled 51 (1d100)

>>36554180
Vote. Diggy diggy hole
>>
Rolled 95 (1d100)

>>36554180
TFW we won't survive the first wave
>>
Rolled 40 (1d100)

>>36554180
Less "monsterproof" more "monsters won't smell us and come sniffing in our base"
>>
Rolled 58 (1d100)

>>36554180
I hope you mean tunnels. Because tumbles seem to be a stuffed animal. Granted it does sound like a madness plan to use toys to stop monsters.
>>
Rolled 67 (1d100)

>>36552998
... I'm thinking scout for target's and loot their shit for the base. We will need food and water to hold up as well.
>>
>>36554835
It worked in twisted realms.
>>
Rolled 84 (1d100)

>>36554180
umbles...tumbles...

sure sounds CRAZY!

No wait...

oh..

huh I suppose that actually could....fine.


>>36554180
Troops dispatched trying to find monster proof tumbles...

They...well many of them aren't gyminsts but there are a few from the tribes who state there are hunters who are quite effective at it.

Others meanwhile try and look into other things.

And actually found a few items including old texts and VR training items for it.


>>>>Turn 3
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 2
>>>>>Pop 1.4k
>>>>>Military 1.2k
>>>>>>>Food: Very Low
>>>>>>>Water: Very Low
>>>>>>>Morale: Below average
>>>>>>>Medicine: Below Average
>>>>>>>Health: Poor
>>>>>>>Armaments: Below Average
>>>>>>>Fuel: Below Average
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Bandits
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
>>36555024
You should include a turn counter for the Monster Mayhem.
>>
>>36554992
Yeah, but they were magic toys from a lady of the past. WE on the other hand have a villain of the fall with Skellor (I forgot how to spell his name) level of magic. We will probably need to think of better plans.

Hiding our scent from them could help. We just need more for the base and subsidence for the minions.
>>
Rolled 27 (1d100)

>>36555024
This is hilarious and awesome.

I say we dig the tunnels this turn, and the turn after practice our Tumbles while we hide during monster mayhem.

We'll be the badguys with the most stylish introduction

Action: Dig those tunnels/soundproof and smell proofed rooms. . .to stay away from monster mayhem
>>
Rolled 42 (1d100)

>>36555024
Fuck yeah! Monster dodging!

>use the vr training and text to train the whole military in more advanced monster tumbles, dives, rolls, and dodges. Can't kill us if they can't touch us.
>>
Rolled 13 (1d100)

>>36555024
Hunting with the boss man. I'm sure his powers could stun some pray. Food and water.
>>
>>36555137
I almost want to vote for this so that we all die in record time.

It'd even be faster than the robots.
>>
Rolled 97 (1d100)

>>36555126
I had to grant it anon...I played monster hunter and I know how useful tumbling can be.

>>36555064
meh I do a reminder off and on.

>>36555084
That one wasn't part of the Fall though...

>>36555176
That took just a single thread though! How you gonna beat that?
>>
>>36555176
Oh you <3
>>
>>36555211
It'd be turn 3 or 4, and we'd get wiped by the monster mayhem.
>>
>>36555211
It'd be pretty easy, just vote for Godzilla's plans.
>>
>>36555328
Can we actually try that? Like follow godzilla down the rabbits hole all the way for once?
That is, if you are done being passive aggressive.
>>
Rolled 65 (1d100)

>>36555137
Fuck it. I want to have fun as well.
>>
Stop actually making me want to vote for that ballsy fun plan when the safe option is to dig ourselves a hole and hide in it.
>>
Rolled 84 (1d100)

>>36555137
vote
>>
Rolled 39 (1d100)

>>36555024
Compromise: Set up an elaborate homealonesque obstacle course full of pits we can hide in/leap over/trick monsters into getting stuck in.
>>
Rolled 68 (1d100)

>>36555494
This gets my Vote
>>
>>36555425
There's ballsy, then there's stupid.
>>
Rolled 18 (1d100)

>>36555137
VR pods are not operational.

Texts however are read and practiced.

>>>>Turn 4
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 1
>>>>>Pop 1.4k
>>>>>Military 1.2k
>>>>>>>Food: Very Low
>>>>>>>Water: Very Low
>>>>>>>Morale: Below average
>>>>>>>Medicine: Below Average
>>>>>>>Health: Poor
>>>>>>>Armaments: Below Average
>>>>>>>Fuel: Below Average
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Bandits
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 2
>>
Rolled 16 (1d100)

>>36555621
Lets please get food and water. The hunt class to me.
>>
Rolled 91 (1d100)

>>36555621
>Basic:A:scavage for food and water
Last chance before monster meyhem.
>>
>>36555621

>Deliberately not reminding us Monster Mayhem is next turn because Genie also wants to set a record for Civ Death.
>>
Rolled 12 (1d100)

>>36555673
Oh, you know these guys are going to get lost during the monster madness and come back incredibly badass

In fact, I'm voting for that. It sounds like the kind of thing a villain would intentionally set up.
>>
Rolled 46 (1d100)

>>36555696
Supporting
>>
Rolled 66 (1d100)

>>36555696
...bandits cannot scavenge they must RAID!

>>36555701
naw really?

>>36555621
Food and water is now SCARCE by the way.

You don't do anything and your guys will literally start to eat each other.

If they haven't already that is.
>>
>>36555752
Monsters are still edible right?
>>
>>36555798
Not to normal humans, no.
>>
Rolled 74 (1d100)

>>36555752
Pillage for supply's . Focus on food and water. Rape is allowed
>>
Rolled 6 (1d100)

>>36555752
Fine fucker
>bandit: raid some sorry son of a bitch that has the food and water we want. Tumble the fuck past the monsters and go get some supplies! Activate super villan. All use of boats authorized! Gogogogogo!
>>
>>36555752
Why're you doing it, Genie? You want to run a fantasy civ or something?
>>
Rolled 79 (1d100)

>>36555798
Depends on the monster.

>>36555822
Mutants can indeed get away with consuming things ordinary humans can't.

>>36555846
I was kidding. I actually forgot if you haven't noticed.

I mean come on I even forgot to update stats its kinda obvious.

While that IS on my to do list new guys are here for post apoc so I wont switch it quite yet.
>>
Rolled 13 (1d100)

>>36555826
Vote
>>
Rolled 35 (1d100)

>>36555826
>>36555843
Vote
>>
Rolled 72 (1d100)

>>36555826
Vote
>>
Rolled 82 (1d100)

>>36555826
Dose rape boost moral?
>>
Rolled 74 (1d100)

>>36555826
"alright lads were gonna be hitting these sorry louts right when monsters are about to hit. They normally don't expect our kind ESPECIALLY when monster mayhem is about to hit."

"Don't mean you can get away with taking our time kiddies remember we TOO are racing against the clock to hit them and get back before monster mayhem starts."

"Hey old boss why don't new boss tell us this?"

"well uh..."

"UNIFORMS DON'T FORGET THE FUCKING UNIFORMS! Just HOW am I suppose to be a VILLAIN without a bunch of uniformed henchmen?"

"Uh well sorta are other concerns...they aren't ALL men you know? Granted most are-"

"Wait...you saying I FINALLY have female followers again?"

"huh?"

"HOLY SHIT i didn't think I would ever get ever since THAT particular incident involving a certain-" continues to ramble on.

"so...yeah guys thats why."

"That one is weird."

"What do expect from someone coming before Fall?"

"oh shit so that's actually TRUE?"

"Yeah..."

"Fuck yeah I knew it was good idea to join up tired of the fucking gangs, monsters, and shit."

----

Raid has commenced.

Raid goes rather well old boss was actually onto something.

Meanwhile the super villain is currently pouting about the lack of uniforms acquisition during the raid...

They barely make it back when monster mayhem starts.
>>
Rolled 65 (1d100)

>>36556153
Monster Mayhem is occurring this turn.


So...chief minion why do you go out raiding instead of stealing money for purchasing?"

"Well obviously because we need food, guns, and shit."

"So...you take it directly?"

"well yeah obviously."

"...that...now that is BRILLIANT! To go after the SOURCE of COURSE. Cutting out the damned middleman" Continues to rant on about how brilliant that is and how can't believe no one thought of this before the fall.

Meanwhile a certain minion slowly creeps away.

"Ah and here I thought getting an old world super would help..."

"Eh ain't that bad now."

"I ain't the boss anymore."

"Super support is always good helps with the recruiting no? Remember when we were just a measly gang? Then that one came along word spread and here we are a proper bandit band instead of mere gangs of outcasts and raiders."

>>>>Turn 5
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 1
>>>>>Pop 1.4k
>>>>>Military 1.2k
>>>>>>>Food: Low
>>>>>>>Water: Low
>>>>>>>Morale: Low
>>>>>>>Medicine: Low
>>>>>>>Health: Poor
>>>>>>>Armaments: Low
>>>>>>>Fuel: Below Average
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Bandits
>>>>>>>>Infrastructure: Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot.
>>>>>>>Defenses: Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 2
>>
>>36556129
A LOT.
>>
>>36556240
Scarce to Low is better than nothing I suppose.
>>
Rolled 4 (1d100)

>>36556302
A stack gets consumed every turn in order to keep your guys alive yah know?

Unless you have some powerful passive effect or something.
>>
Rolled 68 (1d100)

>>36556240

Perform raids on the monsters to show them that we're no one to be trifled with.
>>
File: Marauder.jpg (141 KB, 800x1120)
141 KB
141 KB JPG
Rolled 9 (1d100)

>>36556343
Crap need a fitting pic for next thread...bah my bandit pics are the most extensive but still lacking.
>>
Rolled 12 (1d100)

>>36556379
Pic is of the notorious Marauders said to be the first, original, and classic of elite bandits.

They are the end result of classic bandit troop path.

Marauders are NOT to be trifled with they are classic for good reason and the fact their still potent long after the Fall from which they ARISEN in the first place is massive testament to their power.

Seriously these fuckers supposedly arose during the Fall and came to reign supreme during the times of Complete Chaos.

Marauders are one of types of elite bandit.

They are deemed 'classic' and are the oldest of them.


Short Story is while they are lacking in the tricks o the other elite like the master looting of the Ravagers, the raving mad power of the Psychos, Songs of the sirens, and the screaming harpies.

Some how despite it all they still hang around.


Marauder bands are feared for good reason.
>>
>>36556507
So the Dream Marauders the Memor used to buy bombing raids from could've been from the Fall?
>>
Rolled 71 (1d100)

>>36556533
Hm dream marauders?

You mean the marauder band or something else?
>>
>>36556240
>"...that...now that is BRILLIANT! To go after the SOURCE of COURSE. Cutting out the damned middleman" Continues to rant on about how brilliant that is and how can't believe no one thought of this before the fall.
To be fair, back when money and global economy were a thing, you would get a lot more returns on stealing actual wealth to buy many more goods than you could possibly steal on your own.

Far easier to pilfer 100$ to buy 100$ worth of food, than to try and take 100$ worth of food in your pockets.
>>
>>36556568
I thought they were called the Dream Marauders, or that our bomber-buddies had split off from a groupd called that or something.
>>
>>36556568
Back in the Memor campaign we had such amazing incredible bio-fuel output, we sold it to buy literal bombing runs every two turns.

we needed it back then when we commanded and fought against armies.
>>
Rolled 72 (1d100)

>>36556627
Ah yeah the Dream Marauders were a marauder band.

One of the many.

Would you believe that once upon a time the Maruaders all once stood united?

Hasn't been that way in a long time.

>>36556628
Yeah I remember that you were both able to produce a ton and it was HIGH quality.
>>
>>36556673
>Yeah I remember that you were both able to produce a ton and it was HIGH quality.
Yup.

Had to feed our fleets of spider tanks and superspidertanks and various behemoths somehow.

It has over a year, and still no sign of any civ to reach Memor levels. Splicers looked promising though

At least we are finally playing big civ again with 1.5k pop
>>
>>36556755
Then again, even if it might have been offscreen, Jungle Cult became our most powerful non Memor civ, and by merit of having the avatars of their gods and the moving living Mega-Avatar of the Jungle and Megacity, they probably are the closest thing.

Blood, for the Jungle Gods.
>>
Rolled 89 (1d100)

>>36556240
Well now that monsters are going nuts. Time to hold up and watch what happens. We work on uniforms and have a quarter keep over watch just in case.
>>
Rolled 36 (1d100)

>>36556916
Yup.
>>
Rolled 14 (1d100)

>>36556916
Fair enough.
>>
Rolled 1 (1d100)

>>36556916
Vote. Activate super villain, to observe and possibly take advantage during the mayhem.
>>
>>36557029
Hopefully that "Anti null blaster" means his 1's are 100's... It doesn't.
>>
Rolled 38 (1d100)

>>36557029
>>36556916
Crit fishing. (God dam it Godzilla)
>>
Rolled 28 (1d100)

>>36557029
Hah.
>>
Rolled 89 (1d100)

>>36557029
Wow. This might just be the shortest civ
>>
Rolled 41 (1d100)

>>36556916
Monsters are rampaging luckily the automated defenses were able to hold them off...this time. That is until a certain super villain decide to go up...and decided to 'help' because there was an 'oppertunity' inside all the chaos.

It resulted in said super villain being severely wounded, losses on our side, and devastation of the base as the monster mayhem decided to go over to our base and managed to overrun the defenses.

Meanwhile the troops 'attempt' to create a uniformed look among them all. While there are certain themes...a proper uniform is quite difficult to pin down.

Base is now damaged.

Defenses systems are defunct and or destroyed.

Monster Mayhem as ended beholding the devastation of our base.

>>36557029
...oh dear.

>>>>Turn 6
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 0
>>>>>Pop 1.4k
>>>>>Military 1.2k
>>>>>>>Food: Low
>>>>>>>Water: Low
>>>>>>>Morale: Low
>>>>>>>Medicine: Low
>>>>>>>Health: Poor
>>>>>>>Armaments: Low
>>>>>>>Fuel: Below Average
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Bandits
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 2
>>
Rolled 66 (1d100)

>>36556916
>>36557109
Repeating numbers. Bandits are mad. Can this save us?
>>
Rolled 12 (1d100)

>>36557123
Not all bandits are mad they just have the highest concentration...

>>36557121
Super villain by the way is severely wounded.
>>
Rolled 10 (1d100)

>>36557121
Go raiding not new defenses. People who can fix defenses. Rape is allowed. Keep an eye out for centaurs.
>>
Rolled 22 (1d100)

>>36557123
>>36557109
>>36556916
Dice nonsense? This soon? Nah.
>>
Rolled 19 (1d100)

>>36557182
Vote
>>
Rolled 91 (1d100)

>>36557182
This, break open a supply for some medecine and parts, and someone attend to the Boss.
>>
Rolled 55 (1d100)

>>36557207
Use some medecine to heal the boss. Vote
>>
Rolled 91 (1d100)

>>36557280
>>36557207
This is the right plan. Vote.
>>
Rolled 7 (1d100)

>>36557182
Troops seemed to have been rather eager when they were let loose ESPECIALLY considering they don't have the super villain breathing down their neck with the strange 'rules' holding them back.

They hit HARD nailing nearby groups whose defenses were laid low from the monster mayhem.

There they raided and pillaged. All to an astounding success.

Take captures?
Yes or no?

Forceful recruitment?
Yes or no?

If so do you want them young or whoever is seemingly fit?

>>>>Turn 7
>>>>>>>A. Scavenge for food.
>>>>>>>B. Try to improve the base
>>>>>>>C. Try to improve weapons
>>>>>>>D. Research technology
>>>>>>>E. Pursue new mutations
>>>>>>>F. Explore in a direction/something
>>>>>>>G. Scavenge for raw materials
>>>>>>>H. Your choice
>>>>>Resource Points: 5
>>>>>Pop 1.2k
>>>>>Military 1k
>>>>>>>Food: Good
>>>>>>>Water: Good
>>>>>>>Morale: Low
>>>>>>>Medicine: Average
>>>>>>>Health: Low
>>>>>>>Armaments: Average
>>>>>>>Fuel: Good
>>>>>>>Tech level: Poor
>>>>>>>Reputation: Bandits
>>>>>>>>Infrastructure:(damaged)Barracks. Medical Bay. Vehicle Bay. Armory. Training Yard. Dockyard. Command Center. Supply Depot.
>>>>>>>Defenses:(wrecked) Fortified Bunkers. Fortified Gatehouse. Sea Chains. Turrets. Mono Wired Fence. Military Matrix.
>>>>>>>vehicles: 2 Corvettes. 1 Destroyer. 4 Patrol Boats.
>>>>>>>Power: Nuclear Reactor. Backup Generators. Biofuel Generator.
>>>>>>>Weapons: Spears. Mono Machete. Pistols. Shotguns. Rifles. Explosives. Heavy Weapons(limited).
>>>>>>>armor: Body Armor. Power Armor(limited).
>>>>>>>communications: Basic Encrypted(limited) Ranged Radio.
>>>>>>>Materials: Supply 3
>>
>>36557340
>Take captures?
>Yes or no?
>Forceful recruitment?
>Yes or no?
>If so do you want them young or whoever is seemingly fit?
There are some very important things to be discussed about this.
>>
Rolled 49 (1d100)

>>36557340
Yes and Yes
Get our captives to start repairs our base. Break open a supply for it.
>>
Rolled 59 (1d100)

>>36557380
I'm thinking we should separate the young and impressionable and have them drilled and indoctrinated separately into the future soldiers of tommorow.

Think Animal Farm.
>>
Rolled 76 (1d100)

>>36557340
Taking captives can be useful if their valuable we can ransom them or use them for ourselves to sell and keep.

Forceful recruiting allows us to...'boost' our normal pop raising rates.

Sadly you need to choose carefully just grabbing anyone who is a bit older can later prove troublesome with the right safeguards but if you wait to get them young...you have to wait till the mature to get much usage out of them. On the plus side they tend to be a bit more weak willed then their older brethren. Easily twisted.

Taking children is a popular trick among bandits who don't bother with much slave breeding or female members. They tend to take the adults too if they can get some insurances and or are in need of some manpower. Explosive collars are a popular trick in particular.


Basically each come with their own risks and particular perks.
>>
>>36557368
Yes and yes. Press gang ftw!
Organize them into two groups.
>pussies
>not pussies
Treat the not pussies slightly better, treat them all like prisoners for now(read;not slaves yet) Under tight guard until we decide what to do with them.
>>
Rolled 35 (1d100)

>>36557340
>Take captures?
Yes

>Forceful recruitment?
I think you mean heavy handed and flashy. "Your problems can all go way if you join up today! Under the leadership of no other that a top villain."

>If so do you want them young or whoever is seemingly fit?
>>36557416

As for action I agree on repairs >>36557380 and any healing that can be done.
>>
>>36557416
>>36557430
The Children are the easiest the mold and will stay loyal the longest, so get to work on them and keep them away from old influences.
>>
Rolled 81 (1d100)

>>36557430
>>36557430
Take everyone.
Keep them separated.
Explosive neck bands.
Go full slave pit.
Let our guys rape tell there dicks can't get hard anymore.
>>
>>36557549
We are on page 9... Are we so fortunate as to get 1 more thread tonight?
>>
Rolled 89 (1d100)

>>36557711
I don't have a fitting pic. Just create new thread with stats and debate it.
>>
File: 1412303069173.jpg (92 KB, 723x800)
92 KB
92 KB JPG
>>36557728
Will a villain image work or more civ level?
>>
>>36557705
The slave fighting force.
Put an explosive neckband on them and say this "the maximum range on the detonator of this slave collar is 300 meters the enemy is 250 meters dead ahead, here is your pistol, make it past the enemy and outside of the 300 meter range, your free."
>>
>>36557752
Save that one for when we do the Fantasy lich game >>36540335
>>
>>36557340
Take Captures
>Yes
Forceful Recruitment
>Yes
>>
File: 235238_1199894371_large.jpg (269 KB, 854x1226)
269 KB
269 KB JPG
>>36557801
Alright.

I would like more info on the villain's power to find a fitting pic. All I have are stats that I don't fully get. I assume A0 is the highest and the T ranks are good, but no clue on C.

Body T1
Brain T3
Mind C
Magic A0
Lord T2
>>
>>36557915
I think A0 means alpha omega. So our guy has that
>>
File: 1404797091873.jpg (465 KB, 700x1626)
465 KB
465 KB JPG
So what do we need to agree on? I believe we all want captures and I guess recruitment is the problem. Am I wrong in thinking we want the young to indoctrinated them and gain more loyalty?
>>
>>36558201
Source?
>>
>>36558201
Only recruit the young'uns Captures are good at pretty much any age for slave labor though.

Keep'm separated.

Page 10 warning.
>>
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>>36558225
This is what Google gives me.
>http://multiversitycomics.com/annotations/hell-notes-the-black-flame/
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>>36557915
The "T" refers to which terminator movie enemy they could defeat with said skill.
We could kill this with our lord skill.

T2>T1>T3

Don't even get me started on the rise of machines.
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>>36558264
... dam I got a lot to go through.

<I like this villain's style.
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So any one else got a fitting pic to use? I still got a bit.

>>36558328
That would be funny.
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>>36558403
Title ... A Villain's return in the Post Apocalypse [ Civ Quest ] work for people?
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... dam it I have more Overlord type art then magical villain.
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>>36558591
Actually your villain is...EXTREMELY bad at magic.

I am talking like legendary level bad.

So bad in fact that magic outright rejects that villeins very existence.

It tries to reject it so hard that in the end it repulses itself and gets nulled.
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>>36558633
Your villain highest deal is actual 'brain' followed by 'lordly'.

Body is...bit above max human and actually has a psi rating sadly its not exactly 'heroic being a C class.
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>>36558633
Dam it man I needed that info! Can you tell me what the stats (>>36557915) mean then? So I can look for a fitting pic.

Otherwise I guess I can use this for now.
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>>36558654
Alright, smart followed by Overlord type ... I got a "sickening appearance' one and this so far.
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>>36558721
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>>36558745
Henchmen
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... I think I need a bit more to go on.

Could this work for the Supreme Deepest Void Null?
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... mmm I guess this might be better for looters, maybe.
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Overlord! Anyways if no one else makes a new thread I will in a few. Just thing of what to post for the Op and title.
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Page 11. We are in the dead zone. I can see deaths door. It's hot pink. I did not expect that
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>>36559162
About done with the post Title: Post Apoc Rise of a Super Villain Civ Quest 2
>>
Rolled 48 (1d100)

>>3655916
>>36558633

This is the null void. Rolling to improve the super villain!



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