[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: Evan.jpg (32 KB, 265x375)
32 KB
32 KB JPG
Due to the last thread 404'ing, I've decided to start a new thread for the Fantasty Civ Quest with Dwarves (and one Mutant Psyker).

Last time, we're being sieged by an enemy army who are calling in reinforcements and supplies. That's bad. So we're trying to stop that.

But at least we kicked out those barbarians.

And here's a picture of Evan Didrickson our ambiguously useful adventurer.
>>
Rolled 26 (1d100)

>>37715034
Here's to hoping we live to see another day!

On another note, should we burn our $125 on fate points, or get another ridiculous boon?
>>
>>37715164
If we spend another 100 I want a full on alliance with the Vampires.
>>
Rolled 74 (1d100)

>>37715158
We could use a combination the almost all our heros powers to turn the flying guys to our side. With all acting together they will be ours easy.
>>37714900 oh I'll never leave.... Never.

I suggest we buy an uber boon and use it to give all our current heros and any new ones we get an ability I call synergy. What is dose is it makes it that when working together on the same task, like trying to turn someone for example, there abilitys increase a lot. Together they are stronger than the sum of there parts. I would hope for an exponential increase but that might be pushing it.


I clock out in one hour. The game better fucking still be on at that time!
>>
Rolled 93 (1d100)

>>37715399
Better to upgrade our hero abilities that can then be used to do that.
>>
>>37716009
Jesus that's what I've been trying to do. We have Richards upgraded persuasion, the Prophets mind reading abilities, the Command and even Valeria.

How the hell have we not made an alliance happen.
>>
Anyway, waiting for genie. Need questions asked.
>>
Rolled 45 (1d100)

>>37716084
What?
>>
>>37716108
"You said it's hard to kill a ranger. We gathered. But not impossible I imagine.

And between the Fae, Vampires, and our illustrious advisors and commander, surely one of you can come up with ways to best them."
>>
Can we burn 100$ to make the Rangers loyal to us?
>>
Rolled 40 (1d100)

>>37716161
...that much cash is a bit overkill for that sorta thing.

>>37716140
Fae could probably manage it.
>>
By "breakers" Genie means our Sappers, or dwarves more generally. Just gotta get them there intact.

We should ask them if they'd like the chance to blow something up. Now the question is if this is part of their plan. To lure us into overconfidence.

Fuck what I wouldn't give for some good spies.

>>37716161
Whoa there. NOT worth it.
>>
>>37716204
>tfw even Genie, notorious for fucking us over on poor choices, advises against that.
>>
>>37715034

I spend 200 to put "Quest" in the subject line.
>>
>>37716272
I'm sure you'll live.
>>
>>37716108
Convene a council real quick.

What do our Demostructors think about taking down their fort?

What do our advisers think we should do about the rangers? Likelihood that the encampment could be a trap?

Does the Prophet of Fate have anything to say?
>>
>>37716204
>>37716210
Heh, just thought these Rangers were really /that/ good.They've been utterly confounding us and are the entire reason we're not able to entrap their forces.

>>37716576
Also this.
>>
Rolled 80 (1d100)

>>37716576
They say it would be boringly easy.

Deal with them if possible. Who knows?

Nope he is sorta...depressed.

>>37716627
You would never have found out about them so easily if it weren't for tree time activation.
>>
>>37716648
What do the Demostructors think about blowing up the entire encampment, then. The whole thing. Still boring?
>>
>>37716648
>Nope he is sorta...depressed.
Expected.

Hmm, if I remember from the Memor quest we were never able to get humans to join a hive-mind without mutation, and with no Clora Zel or sci-fi tech that's out of the question.

We never did experiment with magic though.

"Prophet, this hivemind. It requires mutation to join. But did it ever occur to you if magic adepts could interact with it?"
>>
>>37716696
Taking down the fort is easy, it's wooden pallisades and shit.

Fighting the enemy inside is another thing.

>>37716648
>Who knows?
"Commander, if we were to stage a massive all out attack, what do you see happening?"
>>
>>37716765
We outnumber them massively, I think.

>>37716648
Do the normal dwarves think they could bring down the fortifications easily enough?
>>
Rolled 74 (1d100)

>>37716805
They too think it would be a piece of cake.

>>37716745
"I...am not very familiar with magic. Something I could look into I suppose...hopefully its quite similar to psi."
>>
Rolled 47 (1d100)

>>37716829
>tfw we get some genetic-modification-oriented magi and then re-invent the Memor mutations.

That "Mercs 4 cash" offer still up there?
>>
>>37716829
"Well, if what we gather is true Psi is generated and comes from the inside of a person, while Magic comes from the outside of a person from the plane of magic or ethersphere or somesuch.

Still, you did say you had a Witch in your great peoples camp. Ever tried to pry into her mind?"

I propse we devote an action sometime after dealing with the enemy camp to seeing if Wizards can interact with the prophet.

>>37716829
Yes, but what about the battle to take place? What do our advisors think will happen in an all out attack?
>>
Anyone have a link to Delim's pastebin of our troops and such?
>>
>>37716875
You know, actually I think normal humans might've been integrated into the hivemind. Wasn't Ramona a bandit we captured and forced to join on pain of death...before she turned into a nanite-infused deathmistress pilot.

Goddamn, that reminds me of the pilot the General and fucks with the Mobile fortress had who just kind of...melded into the machine. Sheiiit the old days were good.
>>
Rolled 42 (1d100)

>>37716871
Sure are...that is what it was originally meant for easier access to merc units to save your bacon off and on.

alas players decided to go FUCK THAT what ELSE can we POSSIBLY buy? I...ian't so good at saying know because I like keeping things open.

>>37716875
"There are some minds that I know better then to look into."

>>37716875
They...'hope' we can deal with them correctly. Problem is the enemy keeps getting reinforced.

They suggest divide them up somehow.

>>37716932
They got injected with a mutagen.
>>
>>37716932
Damn yes, I miss those days more than anything else. I still remember Warlord Slag and Glowyjoe riding atop his back to go kill the heart of the Jungle

>>37716892
http://pastebin.com/ACzYYtBZ
>>37716932
Can you imagine what we could've done if we had Causality spent all that we purchased here into there?
>>
>>37716871
Rather than buy Vampire mercenaries, why not buy a vampire alliance? Far more profitable in the long run
>>
Rolled 5 (1d100)

Genie. 100 gets us an uber boon. But what dose 125 get us? What level boon would be needed to give all current and future heros the synergy trait?
The synergy trait makes it that when heros use there abilities together the strength of that ability is exponential increased based off the number of heros that work together.
For example.
General used turn
Ashly used awestruck
Prophet uses mind read
Richardson uses (can't remember name)
There are 4 heros working together. Each heros use of that ability is 4 times stronger than they would be alone.
>>
Rolled 61 (1d100)

>>37717063
Better yet. Instead of spending it all on buying alliance buy upgraded that can be used again and again.
>>
Rolled 65 (1d100)

>>37717115
What level boon would be needed for synergy level 1 (plus 10% power to each hero ability)

What level boon for synergy level 2 (hero ability power X the number of heros)

What level boon for synergy level 3 (hero ability raised to the power of the number of heros , aka true exponential power increase)


Synergy is not a one time thing. It activates when ever the heros work together.
>>
>>37717161
No amount of upgrades seem to be able to get what we want.

A military alliance however, can be used again and again.

Anyway, need to get up for work tommorow. Have a night bump, and good luck
>>
Rolled 95 (1d100)

>>37717115
Synergy level depends upon the heroes in question.

For instance Ashley and Ted have HEROIC tier synergy bonus when working together.

Its even on their hero sheet.

>>37717115
Depends on what you decide to spend it on.

100 is enough to spawn a hero unit of your choice(that you can produce).

25 for unit choice.

25 for elite.

25 for badass.

25 for special.

totalling 100 bucks to discourage heroic purchases.

If its random it will cost 75.

For a unit that you can ordinarily purchase its more expensive.

Summoning heroes will cost you dearly especially on repeat summons.

A penalty will also be included if the heroic in question is deceased.

You can by tech.

You can buy...an awful lot. Just ask before you send money to get an idea.
>>
Rolled 55 (1d100)

>>37717255
You don't know the power of synergy.
Give me a list of our hero abilities and I'll work out a plan to get is what we want. Once synergy is available
>>
Rolled 26 (1d100)

>>37717277
I know but what is needed to get stuff like >>37717253 that kind of synergy. For ALL our heros
>>
Rolled 30 (1d100)

>>37717328
hm...so you not only want to buy a heroic upgrade nor a promotion but a specific ability?

What tier?
>>
>>37717348
Three tears are listed >>37717253 how much would each cost?
>>
>>37717348
If its a heroic synergy...you will get penalized(more expensive) if its not part of a hero's class or background.

Ted and Ashley by the way have a heroic tier synergy ability referred to as Duo.

When they work together their power is doubled in addition to other effects...

Heroic tier traits and abilities are REALLY fucking powerful.

Hence why they are 'heroic'.

To be fair though its an utter pain in the ass to promote your way to hero tier.

You have to prove badass.

You have to earn Elite.

AND you got to have something 'special'.

The power up though from before is insane...
>>
Rolled 57 (1d100)

>>37717253
>>37717419
rank 1 is default its known as a teamwork bonus and its power can vary.

level 2 is akin to Ashley and Ted in which case it would be quite costly for all except Veronica and Valeria.

They would get a discount if they were the ones working together.

considering none of the heroes have that in their class for decreasing cost...per a hero it would be

level 2 100 bucks for 1 hero including penalties.

level 3...would depend.
>>
Rolled 65 (1d100)

>>37717425
With the prophet mind melding all our heros for a day he should be able to take Ashly and Ted heroic synergy and have it or something like it apply to all of them. They don't need to work together and suffer no penalties for doing so. But when working together they shine. They become Radiant!

That in game explanation should lower the cost because it gives a realistic and plausible way for it to happen. Now. Start talking numbers and restrictions.
>>
Rolled 77 (1d100)

>Action 1
Sacrificed to increase potency of war action.

>War Action
Time to assault.

The first force is to be composed of our Heavy Infantry, Puppeteers/Puppets, some Dwarven Alchemists, the Oozes, and our Clerics. They are to advance on the encampment first. (from an angle to be determined by our advisers, I suppose b/c we don't have a map) Their main objective is to draw the enemy's attention and hold it, as well as serve as a 'pressure release' if the enemy becomes pressed and needs an escape route. Puppets and Heavy Infantry are to weather the majority of the enemy's attack, while the Clerics ensure everyone stays healed up to continue the fight.

In the event that our assault is successful, the enemy will need/want a way out. We don't want to fight a cornered enemy, so we must provide them an outlet. This group is to be that outlet. In the case that they become too pressed by the enemy, Group 1 is to retreat along a predefined path. At some point along this predefined path, the Dwarven Alchemists will set up an 'ambush' or sorts made of out explosives. In this fashion, our 'release valve' will ensure that even if the enemy routs they won't be back again to fight another day while not forcing the enemy into the 'cornered animal' psychological state.

Oozes stick with the Alchemists for cleanup after the ambush, if it becomes necessary.

Group 2 is composed of all our dwarven forces. After Group 1 has made contact with the enemy, Group 2 is to advance towards the encampment and proceed to wreck shit. Their objective is to pressure the enemy, and blow as many holes in the fortifications as possible. Specifically, holes to let in Groups 3 and 4 would be nice.
>>
Rolled 71 (1d100)

>>37717508
Ok...ok new idea.
One ability given to one hero.
Ability Radiants
Description: when used on a group of heros working together there ability are multiplied by the number of heros.
The hero using Radiants dose not add to the hero number multiplayer nor dose there power increase throw using Radiants.

There now it's much the same effect but only 1 hero needs to have it.
>>
Rolled 69 (1d100)

>>37717582

Group 3 should be composed of all of our Hobgoblin forces, their associated beasts (including the Beastly Boars), and our Veteran Magi. When the Dwarves contact enemy resistance and manage to bring down a portion of the fortications, this group is to advance onto another section of the encampment entirely to spread the enemy thin. Hopefully the dwarves will provide an easy opening to advance through, but if not the Magi should be capable of blasting a hole through. This group's main task is to sow disorder in the enemy ranks and hunt down the enemy's mage and cleric units.

Group 4 should be composed of our Felled Fighters, Night Knights, Scourges, and Katonines. These are our heavy hitting units. They should attack from the opposite direction of Group 1. Their only real objective is to murder all the enemies they can, as cruelly as possible, so as to spread as much fear and terror as possible. They are the ghosts who will drive our enemies, fleeing, into the trap that Group 1 will spring.

Valeria activate Advice to patch up any holes in this plan.
Ted and Ashly help whoever they wish.
Didrikson activate Lowdown before the assault, to help improve morale and ensure everyone knows their place and purpose.
Dwarven Demostructors activate Boom Bang for...well you know. I'm sure they'll have fun with it.
Architect combo with Valeria and Didrikson to ensure everyone knows how to bring down the enemy fortifications.

Good luck, everyone. Godspeed and may the Grand Storm be with us today.
>>
Rolled 92 (1d100)

>>37717694
Anon do you REALLY think I am gonna give you such a powerful as ability so cheaply?

I mean come on.

More broke it is more it gonna cost yah.

Seriously though ability that MULTIPLY power are EXPENSIVE and RARE as FUARK.

Often enough they come with limitations and quirks.
>>
Rolled 7 (1d100)

>>37717713
>>37717582

Oh shit. The Commander is to (subtly) attempt to demoralize the enemy, or eliminate a target of opportunity, but ideally he will ensure that when/if they flee they flee into the trap that Group 1 set.

Anyway, that's it from me. Sleep time now, time to see if we're still alive in the morning.

We should ask the advisers and all other significant units/characters what they think of this.
>>
Rolled 10 (1d100)

>>37717582
>77
>>37717768
>7
>>37717713
>69
Hue.
Neat. Guess those Oozes are going to have a good day.

Oh, shove the Prophet in there somewhere. Probably with the Veteran Mages and Hobgoblins.
>>
>>37717835
>>37717768
>>37717713
>>37717582

And if anyone agrees to the plan outlined in these posts then just link to this post with your votes.
>>
File: image.jpg (52 KB, 412x480)
52 KB
52 KB JPG
Rolled 20 (1d100)

>>37717694
How much to force spawn a hero who's entire identity is about this.
Already throwing together fluff. His radiant ability may start low but as he levels up so dose it.
Dose fluff create a discount? Dose added art fluff help also?
>>
Rolled 50 (1d100)

>>37717848
Vote
>>37717882
Crap didn't mean to post that yet
That is Dalinar Kholin. More fluff following.
>>
Rolled 38 (1d100)

>>37717848
Don't forget to ask the advisers what they think. Also vote
>>
Rolled 3 (1d100)

>>37717767
>>37717882
This is the fluff for the hero I want to spawn. He has at start a low level of >>37717694 how much would Is it to spawn him.


In his youth, Dalinar helped his brother, King Gavilar, to reunite the lands warring Highprinces after centuries of strife. Dalinar had been the warrior, genius of the battlefield, scattering their opponents slaying their leaders and best Champions, bending them to Gavilar's rule. His prowess in battle earned him the nickname 'Blackthorn' and a reputation amongst the common folk as being one of the greatest warriors and generals who ever lived.

The night of Gavilar's assassination, Gavilar asked Dalinar to follow the Alethi Codes of War. However, that night Dalinar drank himself into a stupor, in violation of the first Code, and was unable to save his brother. Dalinar blames himself for his brother's death and shows deep remorse, as he feels he should have been there to fight at Gavilar's side in his final moments.

Dalinar has changed a lot since his brother's assassination. His guilt has driven him to accept the Alethi Codes, which he holds to despite how outmoded and archaic they seem to his contemporaries. Dalinar has become relentless in following the Codes. Making them the foundation of his life after his brothers failed attempt to unit the land.

As years pass he came to master the Alethi Codes, and further more the ancient order of the knights radiant.

Now old and is skill in battle not but fading memory he has come to understand the arts of radiant surge binding. He has become a bond smith and can create bonds between those of supreme ability.


May the storm father guide us all
>>
Rolled 34 (1d100)

>>37717848
If we haven't used the thread survival boon we should now.
>>
Rolled 8 (1d100)

>>37717848
We don't have the prophet doing anything I think. Let's have him fog the minds of the enemy, make it hard for them to think. Slow them down a bit.
>>
Rolled 18 (1d100)

>>37717848
Dam our rolls are not looking good. I hope this one is better
>>
Rolled 88 (1d100)

>>37718274
Shit. Not looking good. What are the rules on re rolls/ crit fishing?
>>
Rolled 5 (1d100)

>>37718292 that's a better roll, it goes to this post >>37717848
>>
Rolled 90 (1d100)

>>37717848
Lot of 7s and 8s in the roll numbers... Odd
>>
Rolled 7 (1d100)

>>37717848
God dammit. Did you guys go to bed already?
>>
Rolled 32 (1d100)

>>37718409
Dammit. I really fucking hate you guys some times.
>>
Rolled 87 (1d100)

Bump you fucks
>>
Rolled 84 (1d100)

>>37717582
>>37717694
>>37717848
Vote!
>>
bump
>>
>>37719849
Sorry I had to be at work by 7am.
>>
Hopefully after work I will have the pastebin updated.

I missed somethings so our fate point pool is a 2 now (I forgot about the two used on the turning action).

We have 5 units gained ( 1 civil, barbaric, hobgoblin, warhog and ozzo) and one barbarian unit lost.

Faction name ( Stormblessed) and the boon gained with it. Which I want to vote we use the boon on Mr.Rogers ... I mean prophet of fate. He's down and needs something nice for a pick me up.

(I guess we could get him a pet or garden ...)

... hm I believe that will be the jest of it. Let me know of anything else. Like if I forgot something or if you people would like an index to search the pastebin faster.
>>
>>37723540
You know, we could probably burn our $100 uber-boon to give our forces genetic psionics so they could form a hivemind.

It wouldn't be the wisest thing to do, but it could be done.
>>
>>37724524
That our we raise a daughter of Clora Zel or even a flesh clone of her and start pumping out mutagens.

The human bandits didn't seem to mind.
>>
>>37724878
>>37724524

>Turning this civ into the proto-Memor

Realistically, seeing as we can purchase heroic abilities (apparently) it might be better if we purchased an ability that allow the Prophet to induct people into the hivemind whether they're psionic or not.
>>
>>37725337
Why not just give him the power of a magical version? It would be less over haul of our people and could boost our magic potential.
>>
>>37725535
Well for one not all our troops/civvies are magically sensitive, so we're still excluding a big chunk if we just do that.

Though I get the feeling I might be missing your point a little. You mean you want to give him a magical version of inducting people into a hivemind?
>>
Bump
>>
>>37725708
Yeah, the magical kind of hive mind.

It was a mutation that let people into, correct? Maybe we could have our magic units help with it and not have to buy a mutant to be summoned. Lock it to some artifact and add some defense best on psi magic.
>>
Rolled 28 (1d100)

>>37725535
Well it's my 125 so I get the final say on what it gets spent on. So make your case and I'll see what to do.
>>
>>37727171
Well the reason I'd prefer it to remain psionic in nature is that psi isn't very common at this time period in Genie's setting. Versus magic being quite common.

So a psi-hivemind won't get fucked with much because people won't even know what it is.
>>
Rolled 34 (1d100)

>>37727364
I don't know. I have a feeling that the fantasy setting is just the very far future of the post apocalyptic setting. Magic could just be modded psi.
>>
>>37727648
Nah, this has been described before. The fantasy setting is, roughly, the precursor of the post-apoc setting.

Magic fades over time because the rifts that let it into the world gradually get closed or stop, psi rises in its place because it sticks around and is slightly more...predictable.
>>
>>37727364
I can see that, but isn't magic stronger? (Granted is mostly because the post apoc doesn't deal with magic often. ) In truth my only real concern is if someone tries to make a dead zone for magic and it overwhelms the hive mind. If that's not a problem then we should be good.
>>
>>37727756
Magic can be stronger, but magic is all about raw power. Psi can be equally powerful, but you can also do more with less if you have finesse.

All of this isn't exactly relevant though, hiveminds aren't easy to make. It's beyond the ability of any of our magical units to create or maintain a hivemind, even if we all did have magical tendencies.
The Prophet of Fate, however, is sitting there just begging for another hivemind, and knows how to create and oversee a psionic one already.
>>
>>37727862
The problem I see is getting the mutation to the people. I know we have money to buy things to help with this. It's just ... I would like to do it thought the world's means not pay to win. Getting the mutation out would need a lab and a base mutation to give to the people. I doubt with a mother (aka living lab) we could get the serums made to give to everyone. If I'm wrong then that would be one problem out of the way. Then there's pure blood humans evolving at a rapid pace from the mutation. That may cause a horrible rebound from their bodies not being ready.

... so many problems, I hope I'm not over thinking this.
>>
>>37728104
I was under the impression that simple psionic sensitivity would allow the Prophet all he needed, but I may be wrong.
>>
Rolled 82 (1d100)

>>37728165
... Should we rub the lamp to summon Genie for a question?
>>
>>37728417
Feel free. Whatever we spend the boon on we need to be sure it'll turn out like we want it to.
>>
>>37728483
What if we spend it on makeing all our heros level up way faster. Like 2x faster. With that we get hive mind eventually.
>>
Rolled 76 (1d100)

>>37728417
The lamp has been rubbed what you want?


...with units gonna need to change err update the military stat.

Hm...mostly got basic unit stats down so here is a blank unit stat sheet.
Specs:

Might
Agility
Wisdom
Intelligence
Charisma

HP
Mental
Defense

Melee:
Range:

Ranked:

SPECIAL

[blank]
>>
File: 1416879914713.jpg (346 KB, 1036x1084)
346 KB
346 KB JPG
>>37729891
>What do the players need to do to get the hive-mind back?

I wish to back a magical psi mind and the others wish for hive classic.
>Which is easier classic or a magical one?

>Is this >>37728165 correct?
>>
Rolled 97 (1d100)

>>37729891
Bah forgot to include

Size

on the stat block but that should be everything.

The stats provided are the AVERAGE of the unit in question.

HP is by percentage by the way.

If you lose enough troops and are unable to replace them at the same level as before the units Rank will drop depending on how many were lost and who they were replaced with.

Mental is strictly speaking in a non fantastic game covers stuff like morale.

IN a fantastic game this will include their resistance such things as magic and crap.

Defense represents how good the unit in question is at defending themselves. Better defense means that when attacked their percentage lost will be less.

Depending upon their stats their health will be more or less to other units.

Like say a very agile veteran unit will still suffer less damage on average then a newbie armored unit.

Melee represents how effective a unit is in melee.

Ranged is the equivelent at a distance.

...crap realize i forgot a few more stats goddamn it.

Other stats i forgot to include.

Reach: Reach is distance for which they can attack obviously ranged specialized troops will be much better at it.

Rank represents the rank of the unit and more importantly their exact specs/class.

SPECIAL will cover anything special about the unit like say if they are capable of demolitions it will be listed under that.

So long as a unit as HP they are still technically able to fight however the less they got will gradually decrease their effectiveness.

Currently HP also represents stuff like Stamina without fail though every time your forces get into a fight no matter how strong you are you STILL will lose HP even IF its just 1.

In certain settings and games there may be additional modifiers.
>>
Rolled 68 (1d100)

>>37730141
bah and i forgot fucking movement...

Size:(anywhere from tiny to oh ohmcfuckhuge)

Might
Agility
Wisdom
Intelligence
Charisma

HP
Mental
Defense

Reach:
Movement:

Melee:
Range:

Ranked:

SPECIAL


----

When a unit loses ALL its health a unit is then considered 'destroyed'.

Terrain will offer certain modifiers.

Combat will be on a grid based field(for now).

Sadly it will also be by turns(for now).

As for ordering units around each turn(I am working on how comms will affect it)

The default is then depending on your comms will indicate how many units you can order around per a turn.

If a unit doesn't receive an order if nothing has changed they will stick to previous orders. IF something HAS changed depending upon certain rolls will indicate what the unit in question will do in response if they had previous orders like(stand your ground no matter what) they will get a bonus.
>>
Rolled 75 (1d100)

>>37728165
Nope.

While possible it would be much a drain on the prophet.

>>37728793
Sorry to tell you technically speaking a hero unit is fulled 'leveled' up around.

As in they are maxed out instead they can seek to acquire 'upgrades'.

>>37730065
magical hiveminds are possible...

Depends.
>>
Rolled 15 (1d100)

>>37730331
Fuck thing i is finally happy with the stat page now(just wait i am gonna find something else to tinker with)

Specs
Ranking
>Size:(anywhere from tiny to oh ohmcfuckhuge)

>Might
>Agility
>Wisdom
>Intelligence
>Charisma

>HP 100%
>Mental
>Defense

>Reach:
>Movement:

>Melee:
>Range:

>SPECIAL

(aka notes)
>>
Rolled 5 (1d100)

>>37730542
Sadly with current changes...

How the hell am gonna treat the military pop stat, unit change affecting it, and the interactions of both with the basic pop.

Especially with such things as part time military or the crap with that boon...

argh makes my head heart.

hope your happy.
>>
>>37730642
Maybe make it a percent, like Pop 3400 / Military 70%. Then you can add leave the units mostly how you want them (with out the amount).

Your the one making the system. If it's any help I'm happy to be apart of the making as a tester.
>>
Rolled 80 (1d100)

>>37730809
Well the problem is previously it was different now with units though...

well this is what i can say.

unit size from say a modern game is considered large but when equivelent to a dark age unit of the same size.

The modern unit will be bigger.

Why?

Logistics.

Tech advancement.

Would allow for larger units in comparison.

Now previously military pop was meant to represent ones active(ish) trained(hopefully) military available for deployment.

I am thinking of getting rid of the military stat instead replacing it with an upkeep stat.

The more units you have the more costly the upkeep to maintain your shit.

As for the system the problem is keeping it simple and adaptable so it can be easily changed to suite the gameplay whatever the time frame or anything special going on.
>>
>>37730964
... hm then that would mean we would need to know our gains for food and water. Plus any other gains in the turn post for taking care of upkeep.

If it was magical units you could just say mana or something. With live units probably have to name it Basic Needs (Water, Food) or something and remove the clutter.

... yeah simple is not easy for a civ type game. Unless you want to go "Food, wood, metal and gold".
>>
Bump
>>
Rolled 82 (1d100)

>>37731240
Upkeep will be likely based off basic needs automatically just like from the base pop.

Will likely include a cost in resources or something along those lines as well.

Having too many stacks will get expensive REAL quick or having more then just the basics.

That way the basic needs are already taken care off.

For maintenance that will be based off materials or resources.

If a unit is costly enough they will have additional upkeep requirements.

Of course there is also maintaining morale.

makes me really wanna test things out...I think it should be fine but I need to do a bit of tinkering with unit stat set up along with actual play testing.

If I can confirm the war waging works then that will add yet another juicy dynamic to my civs.

Shit I even got space warfare figured out(turned out to be disappointingly simple alas wont work for shit without a certain set up...gonna need to come up with something in case said set up isn't exactly feasible.
>>
Rolled 86 (1d100)

>>37733777
hm...thinking maximum amount of stacks will be based off population.

As for the size of stacks...I wont limit that for maximum. Instead they'll have different prices.

hm...thinking unit max limits will be based off tech level and population.

Tech can both offer direct increases and indirect such as boosting how much population can handle unit wise...
>>
Rolled 50 (1d100)

I am way to high for this right now. Someone make a tldr of all this once it's sorted out
>>
Rolled 84 (1d100)

>>37733777
Sweet tits look at that post id. Genie that's looks like a hero spawn level causality right there.
>>
Rolled 69 (1d100)

>>37734237
..well screw you for pointing that out anon.

Now i have to do something about it...

damn it.

Wait a second....oh fuck balls.

How da fuark am I gonna...

Fuck it fine.

Quick question to you players.

What is the goal of this civ?

What is the goal of the two characters whom you can direct control IC in stead of OCC that is the civ as a whole.
>>
Rolled 66 (1d100)

>>37734590
The generals goal is to one day reach the well of ascension and become into a god. With that power he will bring peace and life to this broken land.
>>
>>37734800
Heh
>>37734590
For me, I have very specific goals

1. Invent Gunpowder. Aquire guns
2. Establish control of our homeground, just like the Cultists and Memor did, fortifying it with walls and forts.
3. Proceed with our alliance with the Vampires.
4. Establish and secure our dwarven discoveries from the monsters.
5. Move into the forest and proceed to live where the elves have recently died.

The entire goal of this civ can be summed up in this: "Expand and Grow Strong"
>>
Rolled 43 (1d100)

>>37734800
>Acquire godhood

While possible but extremely difficult. It wouldn't exactly be all that feasible in civ mode too...

As for the second part...even if you were a god your gonna fucking die.

You sure you want that?
>>
Rolled 78 (1d100)

>>37734972
That's the reason anyone is ever in this land. To get to the fucking well. What do you mean die?
>>
Rolled 3 (1d100)

>>37734945
I guess this works too.
>>
Rolled 34 (1d100)

>>37735312
well of ascension?

These games are...very high lethalty and dorf fortress tier of 'losing is fun!'

One of the reason why take bribes make me nervous...

>>37734945
Hm yes but what about the two characters hm?
>>
Rolled 7 (1d100)

>>37735510
Don't know. We don't know jack about them really. Just expand and grow
>>
>>37735510
We know nothing about the origins of the Commander, so we can't say for sure.

Richard we know wants to do as his family had done for ages, act as a military advisor and participating in grand strategy and recon. Which he is doing well.

I suppose he also wants to see expansion of our civ too.
>>
>>37734972
Life has it's challenges and to grow from them is important.

>>37734590
I agree with a lot of what they >>37734945 said.

I personally want the civ goal to be a redemption or rise to power quest for the rogue commander. Mainly because, iIrc, he was kicked out by his family. Then these great men and women helped him out.

The commander's goal I think should be figuring out what the hell sex is. But ready I'm not sure, probably prove that these people's hopes in him are true and to not let them down.

Richard's goal could be fining his ghoul kid or making sure the commander doesn't fail like he did. Maybe even realizing his goal to make it out on his own.
>>
Rolled 49 (1d100)

>>37735607
This. With the well being very very late game hope
>>
>>37717848
Still waiting for an update to consensus bump
>>
Rolled 23 (1d100)

>>37717582
toime for some opposition rolls...
>>
Rolled 53 (1d100)

>>37736973
alala.
>>
File: 1412052896154.jpg (319 KB, 1024x1024)
319 KB
319 KB JPG
>>37737007
Battle!
>>
Rolled 79 (1d100)

>>37737007
Storm father guide us
>>
Rolled 83 (1d100)

>>37717582
Troops dispatched...and despite the heavy reinforcements they had recieved even including specially selected troops to sally forth for battle...our troops won.

It was an extremely hard fought battle.

spells were flung, explosions occured, knights charged down, and masses of infrantry sallied forth only to be laid waste to by oozes.

Knights charged into heavy block of infrantry breaking them apart only for puppets to explode out of thin air tearing them from their charges.

Heavy Infantry HP 20%

Clerics are exhausted.

Puppets at 50%

Alchemists at 90%

Oozes at 250%

ooze troops have doubled and are experiencing temporary buffs.

During the fighting remaining dwarven units dispatched.

They succeeded astoundingly well in 'blowing up holes' in the defenses if you can consider those so called defenses no longer existing and a bunch of craters all that remained at their location.

Remaining troops dispatched including 2 hobgoblin infantry and one unit of them mounted on boars with veteran magi as support.
>>
Rolled 5 (1d100)

>>37737409
ahem heavy infrantry have been upgraded.

Acquired Bad Ass Heavy Infantry.

Thanks to the bad ass upgrade they will be able to return to full strength next turn.

>Bad Ass

Can only be acquired with either A a great deal of luck or B pulling of something awesome.

In this case despite the specially selected enemy units with bonuses and serving as bane.

Despite the odds being hideously stacked against them they were successfully able to hold out proving themselves a bunch of bad asses on the battle and hence acquiring the upgrade.
Seriously though shit wasn't looking pretty at all but alas...
>>
>>37737409
>>37737501
Has the enemy been routed entirely or is the battle still raging on?
>>
Rolled 35 (1d100)

>>37737501
Heavy Infantry new upgraded stats.

+1 all.

HP is boosted to 400%

Special

Bad Ass

>>37717713
With the defenses now gone our troops attempted to sweep in.

Unfortunately they were waiting for us...despite staring down a charge from a bunch of beastly boar riding hobgoblins they were able to hold.

Even when the boar riders were reinforced by two blocks of infrantry they were barely able to hold grinding our assault to a halt...

Sadly as it turned out the enemy had kept their mages back so our veteran magi were wee bit busy dealing with their shit.

Luckily right before our magi fell that is when our group 4 swept in.

Fell Fighters, Night Knights, Scourges, and Katonines all appeared utterly slaughtering their way helplessly through their forces...poor sons of bitches didn't know what hit them...

Alert

Enemy forces have been routed.

WARNING
Unknown hero has been summoned!

WARNING

Enemy hero has been countered!

-------

During the slaughter of the battle and screams of horror as the enemy were being routed.

A certain commander was chilling near a number of goodies with a bug of cool brew and sitting back enjoying the view as a certain mighty(tiny) figure appeared.

"Yo Slesh was wondering when you were gonna show up."

"Oh commander I must say you people certainly DO know how to welcome a good slaughter!"

"Now that is quite the compliment coming from you," acknowledged the disguised commander.

"Indeed it is," agreed the Mighty(tiny) Slesh.

"Ah you gonna take their champion?"

"Nah I figured that is what your here for so go ahead."

"Oh how charming of you! If you keep this up I just might have to leave a gift..."

"Your delicate cuts and large helpings is everything I need Slesh."

"Oh you charmer you," shouted Slesh as she dissapeared into the slaughter.

Meanwhile the Commander sat back took a nice large gulp and simply said.

"I still got it...must say though been awhile since I seen it from the other side...hm."
>>
>>37737763
>WARNING
>Unknown hero has been summoned!
>WARNING
>Enemy hero has been countered!
Who wants to burn a fatepoint to make the unknown hero revealed and ours? He did pretty good countering the enemy hero.
>>
Rolled 74 (1d100)

>>37737751
The dice really liked you this battle...so much for the so called difficult adversary

>>37737763
Meanwhile at the top of a nearby stood a certain tree and figure watching the battle turned slaughter laden rout below.

"So...how much more you can pump down there," asked Ted.

"Oh wont a bit more hallucinogens and other good stuff be even more fun!"

"...they are already scared shit less even before that."

"Oh really now? If that was true why would I bother doing it anyway?"

"..."

"See I am right."

"...I wish there were some trees."

"ah better luck next time Ted."

Units slain by Scourges have arisen.

Acquired 2 units of undead.

the enemy has been utterly destroyed
>>
>>37737901
>so much for the so called difficult adversary
I'm just glad we didn't fight this battle worrying about barbarians with axes on our backs.
>>
Rolled 2 (1d100)

>>37737901
Complete Victory achieved!

Hobgoblin infantry units combined to bring hp back to full strength.

>>Turn 24
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Research Magic
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>Reserves: 10
>Currency: 2
>>Pop 3000
>>>>>Food: Below Average
>>>>>Water: Average
>>>>>Morale: High
>>>>>Medicine: Low
>>>>>Health: Low
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: -
>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>Defenses:
>>>>>Beasts:
>>>>>>>Power: Windmill
>>>>>>>Weapons: Reserves.
>>>>>>>armor: Hides. Metal(limited)
>>>>>>>communications: Word of Mouth.
>>>>>>Technology: Tanning. Drill Mastery. Crude
>>
>>37737984
Huzzah!

Is there anything in this camp worth looting?

Also is it on the existing map?
>>
Rolled 31 (1d100)

>>37737984
Loot the battle field. Let those who can stand the bloody work strip the bodies down to there under clothes. Keep eys out for gold teeth or rings.
>>
>>37738083
That would depend if there are any bodies left after the undead did their thing.
>>
Rolled 75 (1d100)

>>37738110
Depends if the Scourge's Miasma kicked in or not.

Not to mention if your forces win so hard your troops will auto loot it in their own.

Your cut has already been included.

Problem is auto looting tends to leave behind quite a bit...
>>
Rolled 78 (1d100)

>>37738083
Burn the body's after looting. Collect bones. Sell bones
>>
>>37738165
"Hey Scourges, did your Miasma kick in? Want to know if there's anything left we can feed the guys who eat dead bodies, no offense."
>>
Rolled 37 (1d100)

>>37738165
If that's the case I will back looting >>37738083.

I'm glad we won, but now I have to update the units even more.

Heavy Infantry (Hurt) +Upgrade Bad Ass (+1 all, HP is boosted to 400%)

Clerics are exhausted, does that mean dead or just tired?

Puppets at 50%, I hope we have the tools to fix up more puppets.

+2 Ooze (Making 4 total?)
>Quick question, we have 4 Oozes now? I just wanted to be sure.

+ 2 units of undead.

- 1 Hobgoblin infantry units

I believe that will be all the changes from that.
>>
>>37738165
Also Genie can looting count as a War Action?

And nobody wants to burn a fatepoint to make that unknown hero spawned our hero?
>>
Rolled 73 (1d100)

>>37738434
hm...well yes.

Looting and shit is obviously a big part of war.

As for the hero...it wasn't your hero.

>>37738338
Takes time to kick in."
>>
>>37738474
>>37738434
Didn't the lady take care of them?
>>
Rolled 39 (1d100)

War Action
Loot. Loot everything that can be looted. Loot things that even can't be looted. Pull up every scrap of wood, cloth, gold, or steel you can find, but leave the bodies of the dead until the miasma kick fully. When the scrounges say so, and there's anything left, loot that too.

Action 1
Party Time! We just won a great victory, have reunited with the dwarves and our hero. We're injured, tired, but morale has never been better. So savor it, feast on it, and remember it always.

Spend 2 Reserves and break out the good food.
>>
Rolled 22 (1d100)

>>37738956
Our moral is already high but ok
>>
Rolled 38 (1d100)

>>37738956
After Battle Party!

>>37738980
A nice party could help with the healing.
>>
Rolled 53 (1d100)

>>37738956
Vote
>>
File: Great Defense.png (242 KB, 699x600)
242 KB
242 KB PNG
Here's a longterm plan I'd like to propose, Operation Pentagon.

A ring of Star Forts interconnected by strong, high walls, permanent earthen embankments and moats.

Each fort is placed strategically on the most obvious location for an enemy army to attack, forcing them to either assault our strong-points head on, or move around to the walls at a difficult angle due to the rivers or forest.
>>
>>37739487

>Star Forts, implying canons as siege weapons

>High walls, most vulnerable to canon.

That's going to be a losing battle. It won't be long before a shot puts a hole in the wall and it gets infiltrated.
>>
Rolled 2 (1d100)

>>37739595
Cannons due indeed exist...however anon there are TWO things you are forgetting.

1 fantastic materials

2 magic

Ordinary walls made from mundane materials we are familiar with...that is certainly true.

However this isn't earth.
>>
>>37739910

Then why use star forts, which exist solely to defend against cannons, and only work when it's just the star fort? You would have to make the whole thing one big star fort with low walls to have any efficacy at all.
>>
Rolled 25 (1d100)

>>37739967
It would certainly be unbelievably costly to construct all of that.

magic ain't cheap especially the good kind needed to absorb such power.

materials can also get rather costly...
>>
File: Star Fort.jpg (111 KB, 601x400)
111 KB
111 KB JPG
>>37739595
Truth. Then perhaps we have thick slightly slanted walls built into slight ditches with deep ditches around them, and dig earthen embankments in front of them, to protect against direct fire while still providing high ground against direct attacks, like in real life.
>>
>>37740051

Would it? How high were the walls originally going to be? If you cut the height in half, you could use the material to build out the walls and ravelins.
>>
>>37739967
The other upshot of start forts was the lack of dead zones, meaning at any single point any attacker trying to climb the wall could be attacked by two sides of wall, instead of just the one he's climbing.
>>
>>37740131

Well yeah, but that's defeated by having them act as Turrets for a castle.
>>
>>37740131
>>37740268

Also you're leaving out the Ravelins. Maybe lowering the walls a tad and building Ravelins in the dead zones would help with the design, but at that point you might as well just make a really big star fort.
>>
>>37740291
>but at that point you might as well just make a really big star fort.
That is kind of the point.

The start forts will comprise a giant fort. . .made of smaller forts.

Dammit we have upgraded DWARVES and an architect hero, and all we need is stone and dirt, we can make this happen!
>>
>>37740381
Uber Boon upgraded dwarves at that.
>>
Rolled 18 (1d100)

>>37738956
Vote
>>
Rolled 67 (1d100)

>>37738956
Vote bump you sleepy fucks
>>
Bump
>>
>>37744742
Bump
>>
Rolled 61 (1d100)

>>37738956
Bump
>>
Rolled 63 (1d100)

>>37738956
Vote bump
>>
Well since we have till late Tuesday. I say we try to agree on a name for the commander to go by.

Then that will wrap up the loose ends and leave us the goals ( >>37734590 ) to agree on.
>>
Rolled 50 (1d100)

>>37738956
Vote bump
>>
Rolled 63 (1d100)

>>37738956
Vote bump
>>
Rolled 54 (1d100)

>>37738956
Looting commences but due to the carnage there wasn't' exactly a whole lot left...even their gear was rather beat to shit thanks to all that happened.

Supplies were broken into for the sake of the feast just so happens that we used the enemy's former supplies for it...making it taste all the better.


>>Turn 25
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Research Magic
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>Reserves: 8
>Currency: 2
>>Pop 3000
>>Military 2000
>>>>>Food: Below Average
>>>>>Water: Average
>>>>>Morale: High
>>>>>Medicine: Low
>>>>>Health: Low
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: -
>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>Defenses:
>>>>>Beasts:
>>>>>>>Power: Windmill
>>>>>>>Weapons: Reserves.
>>>>>>>armor: Hides. Metal(limited)
>>>>>>>communications: Word of Mouth.
>>>>>>Technology: Tanning. Drill Mastery. Crude
>>
Rolled 11 (1d100)

>>37751392
After a victory and feast like that. Our moral should be very high.

How high can moral be?
>>
Rolled 4 (1d100)

>>37751392
What do the advisers advise?
>>
>>37751392
"Dwarves, before we were so unfortunately interupted by this attack, we never got a report on your findings. Just what is it that you continued to dig while even being surrounded by monsters?"

"Advisors, in the wake of our victory what can you tell us about the potential of a return attack sometime ni the future?"
>>
... hm wasn't expecting a new turn.

Well if the camp isn't a smoking ruin maybe we can take on their incoming supplies.

Otherwise thinking we scout the area and make sure we removed threats.
>>
Rolled 84 (1d100)

>>37751690
Its all scaled from 1-10.

1 being minimum and 10 is max.

Its grows exponentially difficult to reach either one though...

5 is average but as you move away from it things get much tougher and increasingly so.

>>37751872
They suggest working on our civilian sector also letting lose the troops to do whatever for the sake of maintaining their upkeep.

As it is now we can't afford with our current income.

Also suggest disbanding some of the troops.

>>37752690
"Dirty little secret you know those big canyons? They ain't natural and more importantly served as an excellent way to get an idea where deposits are. So all we did was go poking around till we found a real good spot. This spot puts on in easy reach of a number of stuff."

----

"Likely to be sooner rather then later this place is in constant turmoil after all."
>>
>>37753954
>Also suggest disbanding some of the troops.
Which one's?
>>
File: Rock of Ages.png (242 KB, 699x600)
242 KB
242 KB PNG
"Dwarves, Architects, builders,, I have dreamt a great dream and had the forture to right it down on paper. A man by the name of Dogal Rorn came to me and gave me plans, plans for the most colossal defense we've ever seen.

I have dubbed it the 'Rock of Age's.

This is a plan that, while not feasible or advisible right now, I would like to talk about for construction at a later date.

It is, in short, a fortress. . .a fortress whose composition is made of smaller fortresses, which will surround our city and render us the greatest security bar a larger army.

These are star forts, built with thick sloped walls and earthen enmbankments, designed to deflect heavy fire via angling the degree of impact. They are designed in such a way as to eliminate any dead zones and ensure that at any single point in the wall being attacked, there is a second or even third wall from which defenders may fire upon them.

In between the triangular bastions, protecting the curtain walls are Ravelines.

The outer edges of the ravelin are so configured that it divides an assault force and from the ravelin defenders fire upon the attacking troops as they approach the curtain. It also impedes besiegers from using their artillery to batter a breech in the curtain wall. The side of the ravelin facing the inner fortifications has at best a low wall, if any, so that the ravelin would not shelter attacking forces should they have overwhelmed the ravelin, or the defenders have abandoned it, as well as a collapsible bridge or have ramp or stairs on the curtain-wall side to facilitate the movement of troops and artillery onto the ravelin.

As for the greater fortress as a whole, protecting the much larger curtain walls of the super structure, there will be extremely large Ravelin's, essentially artificial hills which act as minor forts protecting the greater defensive structure that surrounds the city.
>>
File: 800px-Glacis.png (142 KB, 800x607)
142 KB
142 KB PNG
>>37755198
The forts are placed in such a way as to make it incredibly difficult to attack from the most obvious angles, forcing the army to either assault the heavily defended positions head on or move around and attack the curtain walls but from a more difficult angle due to terrain such as rivers.

Surrounding the entire structure are two sets of Glacis, earthen slopes faced with stones placed in front of the curtain walls and bastions to absorb the impact of cannon shots or to deflect them. Great glacis' will be constructed all around the fortress, while a secondary glacis will compose the lower portion of the walls themselves. They will be separated by various moats, ditches, and other such things meant to confound direct assault siege weapons, as well as give the defenders high ground from which to shoot down atop them.
>>
File: Runes.jpg (200 KB, 600x375)
200 KB
200 KB JPG
>>37755383
Other such defensive measures will take place, such as digging the foundations deep and embedding runes in them meant to prevent tunneling (although the moats and waters should deter any normal miners). Various other runes will be placed to strengthen the wall and weaken incoming attacks via further deflection.

If the Rune Smiths and Engineers can come together to design the overall structure to a more esoteric form as to render the entire thing one massive rune, that would be amazing.

The structure will be built with fantastic materials. . .which we don't have right now. Other minor defenses include the ability to roll round stones down slides to crush the enemy below, boiling oil, murderholes, metal spikes, and such things as can be devised.

>>37753954
What I'd like to know is, if we were to get the materials we need, under current manpower (and dwarfpower) how long would such an overall construction take?"
>>
bump
>>
>>37755598
With how the design works we could break it up into stages. Maybe even have a farm, marketplace and so on inside, assuming we won't already have that in the plans.
>>
Rolled 70 (1d100)

>>37757220
DONT FORGET THE TRIDING POST! With that caravans can come and go.

But now let's sell the bones of the battle.
>>
>>37758143
We can always give the bones to our merchant and peddlers, I'm sure they'll get a good price for that.

Unless we have a use for bones.
>>
Rolled 7 (1d100)

>>37758387
Pet dogs?
>>
>>37759331
Or the undead.

I mean, we're selling these things because they're valuable right?
>>
>>37758387
To get by Dave with ease, that big skeleton likes bones.
>>
>>37755198
>>37754178
Waiting on answers from Genie >>37753954
>>
Rolled 76 (1d100)

>>37759373
The poor peddlers got a sweet deal last time.
>>
>>37737763
>So much for the so-called difficult adversary.
It took a smartanon or tacticsanon plan in order to take them down, and things still almost went south BAD.

>>37737901
Now I'm imagining tacticsanon going "I've still got it." Exactly in sync with the Commander.

To be honest "Been a while since i've been on this side of it." Is pretty applicable too.
>>
>>37753954
What do the Advisers suggest we work on with our civilian sector? Is it possible to let troops loose while still keeping them 'on call'? (Perhaps a small pension provided to them if they stay on our lands)

Which troops would they suggest disbanding?

How do the Scourges feel about the Commander now? Has he proven himself enough?
>>
Bump
>>
Bamp
>>
Bump/Idea

Dispatch Didrikson, and our Poor Peddlers to the South to talk to the kingdom who's forces we just crushed.

Tell them no hard feelings, we understand why they came up here. It's unfortunate we couldn't have solved that more diplomatically. Would you guys like to set up a trade agreement?

Then use the uber boon to spawn jewels or high quality metals or gold or something in our mines, that way we can sell them to someone who's actually interested in such things so we can maintain our fuckdiculous army.
>>
>>37767189
We don't even know if those are the same people, they could be from a kingdom far away.

Even if they are, their king ordered us death. Presumably he still has our heads on a bounty.
>>
>>37767379
Oh really? So they knew about us already, eh?

Well okay. Never mind then.

Really though, with our mine we're set to make some good money. We just need to get some trade partners that value normal things, the Vamps are too self-sufficient, long lived, and reserved/disciplined for us to make any large profit off of them.
>>
>>37767516
We have the Merchant to be our trader for us, I'm sure he'll give us great deals on whatever we sell him.
>>
>>37767550
The undead merchant?

He'll give us great deals on the baubles that are worthless to us but valuable to the undead, but otherwise we'll always be dealing with him at a loss because he's a better trader than anyone we've got and he doesn't need/want anything either.
>>
>>37767667
Morning bump
>>
>>37767667
I meant more along the lines of
>We give him stuff we want sold
>He sells it for currency
>We get our cut and he makes a profit
>>
Bamp
>>
>>37767550
We also have the trading post made in our camp. Then there is the living people to the west. There's a lot to work with when it comes to trading.
>>
Waiting for Genie bamp
>>
So then, I think I have a plan to solve the Prophet's depression and net us some Memor shock troops too. It requires spending some money/burning fate though. No more than $40 though.
>>
>>37774436
>Reviving memor
Do you understand the ramificantions of what you imply?
>>
>>37774638

Yes, I was there for them the first time.


I won't post the plan unless it gets some pretty good consensus though, and it may not even work anyway.
>>
>>37774862
We'd only get a small number of them though, at least at first. Probably no more than 100 max.
>>
Rolled 25 (1d100)

>>37775047
Memor had it's day. Leave the past where it's belongs. Gone but not forgotten.
>>
>>37775417
It's not sentiment that motivates me, the Prophet is an extremely valuable and sxpensive hero who won't stay (or will stay but be useless) unless his morale is addressed. His morale issues come from a lack of family as he's used to it and dealing with having 'failed his people' (a super huge deal for mutants).

My plan would solve both of these problems so that we can get our money's worth out of the Prophet, and it nets us some strong, very tough troops too.
>>
Rolled 6 (1d100)

>>37753954
Sell the bones of the battle to the undead. Poor peddlers help.
>>
Rolled 27 (1d100)

>>37776031
Very well. But don't push your luck.
>>
>>37776082
Pushing our luck went well enough for the Bloodsnows and V101.

Why sell the bones and not give them to Slesh if she's interested. Might be enough for a nonaggression pact.
>>
>>37776031
>>37776737
Why not get a daughter of Clora Zell who can create memor mutagens instead?

A Brood Princess.
>>
>>37777484
Super expensive (in actual money), would be hostile to us, would fuck timeline hard enough that it might not even be permitted by Genie. A handful of Memor can be written off as another 'monster race' and any number of things could eliminate them without disrupting the timeline. Introducing Brood thousands of years before they'd otherwise exist though...
>>
Rolled 38 (1d100)

>>37777733
That post id. Oh god.
Free memor shit confirmed
>>
Rolled 56 (1d100)

This
>>37733777
Plus
>>37777733
Makes some interesting shit.
>>
File: Spoiler Image (52 KB, 550x309)
52 KB
52 KB JPG
>>37777733
>A handful of Memor can be written off as another 'monster race' and any number of things could eliminate them without disrupting the timeline.

Or say, in our final hours of peril, where the monsters of the forest and the jungles themselves have had enough of our shit, collapsing the garden to sink into ground, burying it in a cavern along with the memor to protect the last few of them for endless millenia.

Ever notice how the rivers and lakes are west? Right where the giant marsh used to be?
>>
>>37778131
Memore is in the future not the past.
>>
>>37778171
That's what I mean. The large watery lakes and rivers correspond right where the marshes were when we played the game.

As for the origin of the Memor, the earliest their Adam and Eve had was deep underground.
>>
Bump
>>
Rolled 65 (1d100)

>>37753954
"If we demilitarize the dwarfs and have them focus of mining and building, what would happen? Who productive would they be? How will there moral be? (If I play a song for the mineing dwarfs will they do a better job?)

We need them first to mine. A lot. Can they get stone for building when they mine as well?
We can use the gravel from mining, we can use it to cover the dirt roads make them better."


Any other ideas guys?
>>
We should talk to the girl while she's still in town about the golems. In an ideal situation, imagine how productive they would be?
>>
>>37780483
I'd suggest dispatching both Didriksons+Adventuring party and maybe Ashly+Ent north to try to find and recruit the Rangers we missed and/or find the Golem Girl.

Then dispatch the Commander and a small group south to also look for the girl. Because we don't know if she went north or south.

Meanwhile Valeria is left in the settlement to supervise our temperate demilitarization and growth of the civilian sector.

Food and Water will be the most important things to improve. Then medicine (purchase herbs and start a medicinal garden), then go about fortifying/securing the route from the mine to our main settlement (which also needs fortifications), finally establish a trade center or something.
>>
Rolled 99 (1d100)

>>37753954
I made some dwarf mining fluff. What dose it net us?

The mine is sweet in caverns deep.
*swing* *clang*
*swing* *clang*
*swing* *clang*
*swing* *clang*
You are a dwarf. Deep below the ground you mined away.
*swing* *clang*
*swing* *clang*
All around you the sound of picks hitting stone filled the air.
*swing* *clang*
*swing* *clang*
The glorious sound of mining filled your sole.
*swing* *clang*
*swing* *clang*
This is what you lived for. Stone yielding before you. Reveling the treasure stored within.
*swing* *clang*
*swing* *clang*
As your pick fell a bit of life shined in a crack in the cavern wall.
*swing* *clang*
*swing* *clang*
Oh yes you see it now. A sole crystal. After years of death above some of the life energy was absorbed into the crystals below the earth.
*swing* *clang*
*swing* *clang*
The crystal poped free of the earth that birthed it. Strong and resilient is didn't have a scratch. You place it in to a growing pile in your cart.
*swing* *clang*
*swing* *clang*
The stone falling away in chunks before you. You piled the chunks in to mine carts. They could be used as cobblestone later.
*swing* *clang*
*swing* *clang*
The glint of ore reveled itself
*swing* *clang*
*swing* *clang*
You see it now, iron ore. There was a lot of it down here. There was a lot of everything down here.
*swing* *clang*
*swing* *clang*
You carts are full. One of sole crystal, two of iron ore, and five of cobblestone. A good days work. One by one you bring the carts to the surface. You greeted you fellow dwarfs along your way. You finished your work long before them. You lived for mining and non other could do it as well as you.
The days work done you go to the pub and drink.
You stumble home and sleep
This plays in your dreams.
https://m.youtube.com/watch?v=ytWz0qVvBZ0
>>
Rolled 26 (1d100)

>>37781657
With a roll and fluff like that, we might get some super mining dwarfs.
>>
Rolled 87 (1d100)

Any thing new with the fae plants in our farms bump
>>
Rolled 92 (1d100)

>>37777733
>>37733777
Still wanting to see what comes of these posts and there godlike post id's.
this is like crack for me.

One by genie should get us a super event like the one that have blackwoods the AI adviser.

The other is not an action post and has no roll but with an Id like that something sweet must happen
>>
Rolled 62 (1d100)

>>37783433
Bump
>>
Rolled 47 (1d100)

>>37783433
>>37781657
Why is no one else bumping? I can't do it all myself
>>
>>37788975
But you are, also it just needs one bump around every 2 hours.
>>
Rolled 80 (1d100)

>>37789111
Sees trips
Aayyy

Anyway. I don't wants simple bumps every cupel hours. I want bits of discussion every cupel hours. I can only do that for so long before the same fagging becomes too clear.
>>
>>37789447
Or you go crazy. I agree on the discussion, it's why I posted this >>37748966.
>>
>>37734590
>Goal of this Civ
To survive, make an impact, and, to a lesser extent, prosper. Other than expansion we don't have any big long term goals.

>Goal of the Commander
No goals, he's a fighter and he's good at fighting and leading. He likes doing things that help him do that better too.

>Goal of Sir Didrikson
To forge a legacy for himself and acquire a bit of fame/infamy. This band he seems to have gotten in with is good enough, and his nobility legitimizes their claims to this land so he thinks he'll stay here until he has good reason to leave. Who knows, he might even start to like us as people and stay even if things go completely pear-shaped.
>>
Rolled 34 (1d100)

>>37748966
I just call him the general. He forsake his old name. Should we make a new one?
Radiant perhaps?
>>
>>37791634
The Rock of Ages
Colonization of the forest
and dominion over the mountain gains are pretty big long term goals.
>>
Rolled 59 (1d100)

Bump

Hello darkness my old friend.
I've come to speak to you again.
>>
Rolled 24 (1d100)

>>37781657
Good morning bump
>>
Genie, o Genie, where are thou?
>>
Ideas on what to spend the thread survival bonus on?
Provided our much appreciated bumpers keep at it.

I'd suggest maybe improving the fertility of our soil. Or something else that'll help deal with our basic needs, perhaps a natural spring in our keep like the Didrikson Civ had. Winter will be coming eventually (hopefully Genie will warn us with a reasonable amount of time to prepare) and when it does we'll need food stockpiles and fuel to last us through.
>>
>>37799446
Upgrading our spring and fertility is good, especially if we want to make a giant ass fortress then we can supply it from the inside.
>>
Rolled 80 (1d100)

>>37800100
>>37799446
Yes fertility.
I suggest we plant apple trees and the like for stable food supply in the keep.
>>
>>37800899
Trees would be good. Perhaps we can talk to/coordinate with our fey to develop a more wholistic farming approach that approximates nature enough to not piss them off.

Something like fruit/nut trees planted in fields that also support cornstalks which have beans growing on them. They objected to our prior attempts at farming because it was too...decimating to diversification. In this setup things are slightly more natural with the combinations complimenting and checking each other like in nature, while still providing us a reliable food supply.
>>
Rolled 5 (1d100)

>>37801671
The last time we tried to get the fae to help farm they burned it down and planted strange seed that we still don't know what came of them.
No fae help with this.
>>
>>37803399
That happened because you guys went about it rather...poorly. They're stubborn, dickheaded NPCs but they are /characters/ nonetheless. One just has to approach it from another angle and use Sir Didrikson's persuasion abilities on them.

I'm glad you brought up the seeds though, we need the magi and other units to look into them as soon as possible.
>>
>>37804608
I want to say the seeds were when we had the 1. Then it was changed to burning and ashes because of a fate point.
>>
>>37804608
What we need to do is use sir didricksons persuasion to get that bloody alliance with the vampires.
>>
Rolled 3 (1d100)

>>37804703
Use a combo. Of as manny heros as possible. When working together they get a boost.
>>37803399
We should plant some trees because the provide cover and wood if needed. But for the fields lets go old school.
Corn beans and quash when planted together provide 50% more yelled per acre of land.
The corn provides something for the beans to clime. The beans put nitrogen in the ground. And the wide leafs of the squash near the ground prevent weeds.

They provide good at all times of the year and need little upkeep.

All we need are the seeds, which might not be in this part of the world... A boon might be needed to get them.

When planting them put a bit of dead flesh as fertilizer. Just like the native Americans did it.


Other ways to give more life to the soil is to spread the slag and ash from the blacksmith forge mix it with shit and add dust from this mine. Now you got some high level fertilizer.


>>37804689
They are still there. We just don't know yet what they do.
>>
Rolled 5 (1d100)

>>37805057
Also once the trees are planted ted could use tree talk to get them to grow faster and grow how we want them to.
>>
>>37805057
True that combining heroes on task can help them greatly. The same could hurt if we are not careful. Like Ashly and Ted would be bad for the undead. Although that tree time could come in handy for scouting again.

>>37805057
Bugs give a great yelled of food for cost as well.

------------------------

After that list of task has been gone through I say we do a few hero missions. Like Richard trying his hand that the vampires with The Prophet of Fate.

Valeria and the building heroes could work on upgrading the keep's food, water and crafting options.

Evan, Commander and a crew could go on a "walk" / adventurer for loot, money and other fun things.

Then we give the soldiers some free time to build up and get things to help their upkeep. Disband the levy troops and maybe someone else... maybe people we turned if we can't get anything good from them.
>>
>>37806399
>After the list of task the thread has built up has been dealt with. ( The miners, questions, bones, talks of memor troops and fort kick ass.)
>>
Rolled 82 (1d100)

>>37806399
Speaking of food. What can our guys eat? There are a lot of different kinds of creatures, I would think that they would need different things as food.
>>
>>37806643
No boon necessary. Remember the Merc offer? It included a corollary that we can purchase materials/supplies too.
>>37805057
As a general rule, humans are the most finicky eaters in a group (though elves are probably an exception). We'll be raising food for our humans, so everyone else should find it tolerable even if it's not exactly to their tastes.
>>
Rolled 58 (1d100)

>>37806878
But these are plants that might not exist in this hemisphere at all. If that is the case it might be better. Using a boon to get us some seed of plants found nowhere near here. We would be the only ones with the advantage of haveing them. Even if it's just potatoes, those alone could prove to be a major advantage.

And think of how much we can sell them for later on. They would be worth 10x there wight in gold.
>>
>>37808316
You're not understanding what that merc/supplies offer is.

They literally MAGIC up from fucking nowhere either the next turn or THAT VERY TURN if we pay the expedited delivery fee. We can buy anything we want for varying amounts of expense. If we want "grandiose farming kit/supplies of godlygood farming" and we pay for them then it will show up in a caravan at our doorstep the very next turn.

Genie has, apparently, finally decided that he wants a civ to last. Or he just likes the money. Probably the latter.
>>
>>37808704
Well a fair amount of things went into the start and on goings of the his game.

We spent a whole thread making them, like HAX. Plus the stopping and going, lots of fluff and ... yeah money probably helped ( got to love them fate points).
>>
>>37809117
Really we've been smart enough for a while that it's only been critfails that murder us. They hurt too much and happen too often to be recovered from, added to the hostility of Genie's settings (and that we have littlw/no plot armor) and we're eventually attritioned out.

But yeah, quite a bit of love has been poured into this civ. It warms my heart. Will be a shame when it dies 2 threads from now.
>>
>>37809702
If we ever get a lore book or something on the on goings of the world we would be better off as well. Also we have failed before because of actions that seemed good, but weren't some how. (If only they had a brain so we didn't need to write when they breathed. )

Poor survivors and them making a mostly water distillery blow up.


... now I'm thinking these npcs are like AI we have to program. {Use Raid Classic Command} {Use Attack Plan Spray and Pry}
>>
Rolled 13 (1d100)

Guy! Guys! I just had a wonderful game breaking idea! We have not one but 2 in game guys that we can control directly. We can make them say and do what ever we want.
Why not make them go up to our crafts men and builders and explain in detail how to make guns and gun powder.
It can be explained as echoes of knowledge that followed the prophet here and our 2 guys saw them in a dream.
Why stop at guns? We can bring them up to the modern day level of tec.
Genie will probably stop this but we might be able to use a boon to let some of it slide.
>>
>>37810246
It would be a long road of teaching people who lack the internet. Then building the labs, mines and so on to support the tech.

We have magic and science, just make a steam gun with enchantments.
>>
>>37810246
They're under our control, but they don't literally have our minds. Twisted is a trait for a reason, player control...but only so much as a basic heroic trait would allow (which is a fair amount but not enough to fabricate advanced technology).

In comparison, the Abomination/Necromancer PC from the brief MMO Quest had MIGHTY THICK TWISTED. He literally had our mind, plus some in-character knowledge appropriate to his station/upbringing/lot-in-life.
>>
Rolled 38 (1d100)

>>37810376
But here is the thing. WE HAVE THE INTERNET! They don't need labs. We have all the info they need. When we can make them say exactly what we want we can just post the instructions on how to make that stuff and have them say it. There is no in game reason why we can't have basic guns in 4 turns.
>>
Rolled 3 (1d100)

>>37810473
Than use a boon to upgrade twisted in one of then. With that anything is possible. I would recommend Dickinson.
>>
>>37810520
Because they as a character would lack understanding, also >>37810473. Yes we would need labs, electric power and much more.

But once again, We Have Magic! We can make laser beam eye glass, if the magi can craft.

There is more fun to be had then just modern time weapons. If we can find the magic types to control earth, we could have land ships. Death touch gauntlets, real lucky charms, quick lay foundations, golem horses and so much more than modern tech.

>>37810543
That will need one hell of a boon and then some I'm sure.
>>
>>37810520
>>37810543

Basic guns are already a thing in-setting. We had a unit of dwarven gunners/snipers in the Didrikson civ, as I recall.

Might be possible to upgrade, might also be denied. Hard to say, best to ask Genie. The general rule of thumb is that it's impossible to break the game though, and that even if you do manage to slightly there's still a bigger fish out there waiting to push your shit in.

Except for V101, they really did break the game.
>>
>>37810716
We have a lot of things to ask Genie, when Genie comes back.
>>
>>37811279
Bedtime bump.
>>
Rolled 5 (1d100)

>>37810716
What if instead of talking throw them we talk directly to them. In there dreams. We can try to teach them all we can but it is up the memory of a dream on how well the info carries over.
Let them dream a twisted dream.
Let them touch the sound of silence.
>>
Bmp
>>
night bump
>>
Rolled 99 (1d100)

>>37812061
Bump
>>
Bump
>>
Badump
>>
*Anon furiously rubs lamp lewdly*
>>
>>37816863
Well, we never did get that ... attempt the dice wanted with the monster and the plant.

Poor farmers and their romantic farm.
>>
Rolled 77 (1d100)

>>37812061
Bump
>>
bump
>>
>>37812061

Surely you can tell that this is a lost hope when you're resorting to methods like communication through dreams.

Also, even if we can communicate the way in which a given technology could be constructed...well usually technologies need other technologies to advance in order to work/be built. For instance, NASA plans out missions that they don't intend to even begin building equipment for until 10 years later because they calculate that manufacturing methods need about 10 years of advancement before what they need can be produced.

Same concept here, even if they knew that thye needed a rifled barrel, they may not have lathes that are precise enough for it. Let alone all the tiny springs, tinier screw and other stuff they'd have to manufacture.
>>
>>37820493
>>37820493
But we can teach them stuff they can use like how to gather
Penicillin from bread mold.
>>
>>37821608
Who says penicillin exists in this setting? And what would make that better than healin' magic anyway?
>>
Rolled 92 (1d100)

>>37821758
It's better than magic because it can be stored and created and used by anyone regardless of magic ability.
An idea for the increased fertility boon use.
Volcanic ash. That stuff it super fertile and is almost permanent boost to the soil. But it comes at a cost. When it falls from the sky it sticks to plant leaves and kills them. When breathed in to the lungs it becomes like cement and kills. If too much piles up on a building it will collapse it.
So I suggest we use the greater thread survival boon to have a volcanic ash storm fall on the keep and surrounding area. 6 inches should do wonders. When it comes it will take it's tole and be hard on us but after we should have a 400% permanent boost to farming yield once the farms are replanted. And all the farm land we need will be already cleared.
>>
>>37822293
Why not use money to purchase some volcanic ash (or spawn a caravan with tons and tons of it) and burn the boon on,magically increasing the fertility of our land.

Just saying, mundane stuff is a lot easier to acquire than magical stuff.
>>
Rolled 7 (1d100)

>Made the thread survive all this time
>All for the sake of a survival boon...

You...crazy mofos. I normally just expect these threads to survive over a wednesday NOT over the four goddamn days.

Feeling the pinch of difficulty hm?

Seriously should be careful what you throw around in that case...these civs DO tend to have a rather high mortality rate.

SO what is it you want?
>>
Rolled 20 (1d100)

>>37816863
What? Also not cool.

If you rub the damned lamp at least have a posted or linked reason for doing so...otherwise that shit don't work nearly so well.
>>
>>37823469
Read up on the thread bro. We have too manny questions to count.
>>
>>37823518
>>37823469
HE LIVES

Also we have like a ton of questions already asked you and need answers. Let me link them all.
>>
>>37754178
Which troops are suggested to be disbanded

>>37755198
>>37755383
>>37755598
All of this to the dwarves, architect hero, builders, etc.

>>37758387
Does anyone in the camp need or use bones?

>>37762135
What do the Advisers suggest we work on with our civilian sector? Is it possible to let troops loose while still keeping them 'on call'? (Perhaps a small pension provided to them if they stay on our lands)

How do the Scourges feel about the Commander now? Has he proven himself enough?

>>37780483
"If we demilitarize the dwarfs and have them focus of mining and building, what would happen? Who productive would they be? How will there moral be? (If I play a song for the mineing dwarfs will they do a better job?)
>>
>>37823469
What people want is up in the air it seems. Mostly about ways to improve the civilian areas.

>>37823544
Like what they said, people have questions.

Questions about fort building. >>37755598

What areas should we focus on Advisers and about troops?>>37762135

>>37767189 Thoughts about boon for gems in the mine.

>>37778056 More pointing out post ids.

>>37774436 Return of Memor?

>>37780483 Mining.

>>37781657 Mining Fluff.

>>37799446 Farm idea for boon.

>>37823656
Nice you had the same idea.
>>
Rolled 36 (1d100)

>>37823656
The advisers aren't entirely sure who to disband...but they do warn that due to hob goblin nature they will automatically pump out units unless ordered otherwise.

>>37755598
A long ass time.

>>37758387
Nope.

>>37762135
They suggest building it up. Considering we showed that we can handle our shit and even protect it we aught to start growing from immigrants soon enough...

There are certainly ways to speed it up and infrastructure IS rather lacking...

>>37762135
Yes that is what off hours is form.

Unknown suggests hobgoblins considering they will automaticly produce them regularly.

...The scourges are pleased...in fact they have something to offer in particular depending on the route the commander may choose to take.

>>37823656
They will start a dorf fort.

>>37823728
Currently inside the mine the dwarfs are only willing to admit to the following be mined.

Tin
Iron

>>37774436
Will cost you...especially considering the differences will cost you extra.

Something I can't say no to considering it was originally meant to allow the players acquire extra troops in a pinch.

>>37780483
Depends upon available stone.
>>
Rolled 64, 15 = 79 (2d100)

>>37824245
>They suggest building it up. Considering we showed that we can handle our shit and even protect it we aught to start growing from immigrants soon enough...
>There are certainly ways to speed it up and infrastructure IS rather lacking...

Action 1
Have our Architect Hero and Dwarves and Pupetters proceed to make major infrastructure developments to our major settlements.

Have the Hobgoblins work on the forest settlement.
>Activate: Design

War Action
All other troops not occupied on construction (katonines, magi, knights, barbarians, felled fighters and undead) train on how to kill monsters, specifically the river monsters and the mountain monsters because those will need to be cleared soon. Bring a few dwarves who know the mountain area well.

Commander, Richard, Didrickson, and Veronica join along on the hunt.
>>
Rolled 82 (1d100)

>>37824361
Derp, used two dice instead of one

Action 1
Have our Architect Hero and Dwarves and Pupetters proceed to make major infrastructure developments to our major settlements.

Have the Hobgoblins work on the forest settlement.
>Activate: Design

War Action
All other troops not occupied on construction (katonines, magi, knights, barbarians, felled fighters and undead) train on how to kill monsters, specifically the river monsters and the mountain monsters because those will need to be cleared soon. Bring a few dwarves who know the mountain area well.

Commander, Richard, Didrickson, and Veronica join along on the hunt.
>>
Rolled 45 (1d100)

>>37824245
Any other questions?

As for the commander...the Scourges have a proposition.

That of the path of the Overlord.

HOWEVER

there is yet another route that has been pointed out in fluff...

So which shall you choose?

With road shall you follow?
>>
Rolled 9 (1d100)

>>37824379
... hm backing.

>Updated pastebin
http://pastebin.com/ACzYYtBZ

+Added Index for faster searching, troop changes for unit amounts, New Enemy info (at the end) and a few small changes.

I wonder if we get a boon for the notes? I would think in cool to have an in game book or something to reflect it. {Commander's Journal}
>>
>>37824708
>there is yet another route that has been pointed out in fluff...
Which one was that?

Also what are the stats of the Overlord type again?
>>
>>37824823
I believe is was the radiant knights fluff. There was some in the civ making thread and I think this one.
>>
Rolled 92 (1d100)

>>37824379
vote
>>
Rolled 25 (1d100)

>>37777733
>>37733777
Still waiting on what happens of these posts and there godly post id.
>>37824708
What can you tell us if eather one?
>>
Rolled 48 (1d100)

>>37824379
Vote.
>>
Rolled 69 (1d100)

>>37824823
One from the start thread and >>37824897 stated.

>>37824982
Don't mean shit without dice plus the other one is connected to stuff of me figuring out the mechanics.

Though one may include some buffs for a potential testing...but I think I'll do that later.

>>37824982
Overlord is a path suggested by the Scourges its basically a more...evil route simply put.

While the other is one similar to what anons have suggested.
>>
File: 1412299581584.jpg (212 KB, 528x900)
212 KB
212 KB JPG
Rolled 3 (1d100)

>>37824708
>>37825079
If we need to answer this now, I back the Overlord. On the condition he's not a dick, I want more of a Vlad style evil guy. We build fear into our enemies and be cool to our people.

Slesh would be please and probably some of the other undead.
>>
>>37824245
>They suggest building it up.
>There are certainly ways to speed it up and infrastructure IS rather lacking

What's lacking? How do we speed it up?
>>
Rolled 93 (1d100)

>>37825399
infrastructure and pop.

By working on it/recruiting.
>>
>>37825370

I would also back being an Overlord, just a sensible one. One who's beloved by his own people even if he's ruthless against his enemies.

When you say "a Vlad style evil guy" though, I can only think of that one story of him and the overpopulated, starving village.
>>
>>37825476
mhm, recruiting was the way the Memor started their pop early on and even late game, though later it was supplemented by increased breeding.
>>
>>37825476
>"Infrastructure"
We tried recruiting once, it didn't do a whole helluva lot. How does one recruit civilians?
>>
Rolled 72 (1d100)

>>37824379
Sure.
>>
Rolled 72 (1d100)

>>37825575
>>37824379
>>37824975
>72
>82
>92

Why didn't you activate the Demostructor's ability though?
>>
>>37825483
In truth all I really know about Vlad is he was fair. He did truly bad things in order to keep he's people safe, with enemies all around them. From what I remember he would give people a bit extra of gold in payments. As a test to see if they would give the extra back.
Also to this day romania still likes him.

>>37825606
>>37825575
Nice 72s.
>>
Rolled 14 (1d100)

>>37825606
>>37824379
MODFICIATION:

Have the demostructor activate BOOM BANG
>>
>>37825635
There was a village near Vlad's castle that was starving due to overpopulation, the people of the village called out to him for help and food. His heart was moved and he responded favorably, inviting a large chunk of the village to a feast he arranged in one of the unoccupied buildings on the outside of their town.

The feast was lavish, food the villagers had never even known existed was provided in absurd amounts. By the end of the evening everyone in attendance was stuffed and drunk as they'd never been before.

So Vlad had the doors blockaded and the house burnt down. The villagers in there died with their stomachs full, so they were no longer hungry, and the population of the town was reduced enough that the survivors would no longer be starving. Problems solved.
>>
Rolled 15 (1d100)

>>37824379
...after assisting the hobgoblins the Architect now refuses to work with them complaining about how narrow minded they are and their obsessiveness.

As for infastructure development...that is sorta something you need to be specific on. The hobgoblins have clear priorities which is why it went through on their end.

There are penalties in fighting in an aquatic enviroment especially if your a heavy unit or got the armor for it.

In that regard troops did their best but the ones previously mentioned have lagged behind and only the ways to fight river monsters have been done so far.

No one really has much experience against the current monsters in the northern mountains.

...what hunt?

>>Turn 26
>>>>>A. Scavenge for supplies.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Research Magic
>>>>>F. Explore in a direction/something.
>>>>>G. Scavenge for raw materials.
>>>>>H. Your choice
>Reserves: 8
>Currency: 2
>>Pop 3000
>>Military:
>>>>>Food: Below Average
>>>>>Water: Good
>>>>>Morale: High
>>>>>Medicine: Low
>>>>>Health: Low
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: -
>>>>>Infrastructure: Warehouse. Keep. Fired Farms. Hovels. Well. Fishery.
>>>>>Defenses:
>>>>>Beasts:
>>>>>>>Power: Windmill
>>>>>>>Weapons: Reserves.
>>>>>>>armor: Hides. Metal(limited)
>>>>>>>communications: Word of Mouth.
>>>>>>Technology: Tanning. Drill Mastery. Crude
>>
>>37825847
Genie can you please clarify if there are things you don't understand before you post them? I thought we went over this last time.

The hobgoblins were meant to only work on the forest settlement where they have been garissoned for a long time.

The "hunt" clearly meant the monster hunting/training. They were to help teach and learn better ways to hunt monsters.
>>
Rolled 79 (1d100)

>>37825847
>As for infastructure development...that is sorta something you need to be specific on.
Why's that?

When the Memor wanted to upgrade their settlement all they had to say was "Upgrade settlement" and it got better.

>>37825898
There was an entire episode about it last thread. I thought Genie would remember
>>
Rolled 88 (1d100)

>>37825971
In general yes but its more effective to have a specific target/goal in mind.

>>37825898
It was stated training NOT a damn hunt.

I do suppose those heroes went off to though...damn now i have to roll for it.
>>
>>37825822
O dam, that is one way to go about it. It sucks to die in a fire like that, but around those times I think I would be fine with that. A final meal before the end, plus drunk out of my mind.

>>37826007
Is it just me or do we get a lot of 88 rolls?
>>
>>37826007
>It was stated training NOT a damn hunt.
Training by hunting monsters, isn't that obvious?
>>
Rolled 48 (1d100)

>>37826007
But generic upgrades to the settlement were still made right?
>>
Rolled 19 (1d100)

>>37826049
I don't really see any other way to train to kill monsters than hunting them.
>>
Rolled 96 (1d100)

>>37826116

Yes they were I am just telling you of a more effective/efficient way.

So no interest in the rightly stuff huh?

Wanna go Overlordwho has no idea what sex is.
>>
>>37826257
I want to know the stats of each archetype and make an informed decision rather than just picking between a vague name.

But, precedence stands, that is the opposite of what usually happens anyway.
>>
Rolled 77 (1d100)

>>37826286
Not happening.

You have to choose based off the fluff provided.
>>
File: 1416879615812.jpg (423 KB, 800x585)
423 KB
423 KB JPG
Rolled 48 (1d100)

>>37825847
"Hey traders (to the trading post people), would you happen to carry herbs seeds or other health related items that work?"

>>37826257
Who says being an Overlord is not the 'rightly' thing to do?
>>
>>37826344
Oh wait, you mean Casualties speech right?

I remember that, damn that was good.

Hmm, overlord or radiant knight. They both have pro's and con's. . .
>>
Rolled 99 (1d100)

>>37826434
Don't forget the fluff piece from the very first thread...

also your advisers point out the Scourges are a bunch of bastards who served an evil fuck.

and that just because you went rogue doesn't mean you have to go evil from the injustice.

Hell instead you can go out and prove em just how wrong they are.

>>37826415
"Hm a bit recovery items are always popular."

Overlord techniques were originally ripped off from some VERY depraved nasties.

The taint of which still lingers...
>>
Rolled 4 (1d100)

>>37825847
>Action 1
Demostructor/Sappers, Architect, and any forces they require work on upgrading our travel systems between our various settlements/holdings. Feel free to break into our reserves for paving materials or whatever they need.
Activate: Design, (BOOM TIME, or whatever the Demostructor ability is)

>War Action

"Troops! We have won a great victory recently, and you have all proven yourselves beyond any doubt! We have driven off the invaders and gained a hard-earned peace for now, and it was your sweat and blood which brought it to us.

However, my friends, with this peace we must also change our ways to suit our new lifestyle. Some of you will be released from your soldierly duties for a time. Do not worry though, your fundamental work in establishing the basis for our civilization will not go unappreciated. Any who are 'disbanded' are free to stay anywhere on our lands and do whatever they like, and we even encourage you to do so. For we all know the name of this land we live in, and we will certainly have need of brave soldiers such as yourselves in the future.

But for the moment, let us have one last celebration before we part ways! Let us toast to our success! To our BROTHERHOOD! LONG LIVE THE STORMBLESSED!"

Inform the Hobgoblins that they'll be kept on, but they aren't to make anymore military units until otherwise instructed. They'll remain stationed at their settlement for the moment.

If we still have any Levies left then they're disbanded (of course not the Badass Heavy Infantry).

Dwarves, Night Knights, Heavy Infantry, Felled Fighters and all magical units will stay on the payroll and patrol our territory regularly, but with increased off time every day. All other units have off-time starting now.

Throw a goddamn going away/victory party.

>Other shit

Purchase a Grand Farming Package for (however much $) to arrive next turn. Should include farming tools and seeds for various plants as well as basic animals.
>>
>>37826530

I feel there's something being forgotten about in this plan...

And it's not just that we're giving the Scourges time off.

>>37826513
Yeah we don't 'have' to go evil, but look at our troop composition. How many of them can we expect to keep if we go Radiant/good guy?
>>
Rolled 23 (1d100)

>>37826583
Only the Scourges are likely to depart and possibly the Knights.
>>
>>37826667
Felled Fighters?

Someone dig up the fluff pieces Genie's talking about.

Any advantages we can expect, going good guy who everyone hates for being a traitor so we might as well be evil anyway...versus just going evil?

Undead likely to get pissed off at us if the Scourges go away?
>>
Rolled 16 (1d100)

>>37826583
>>37826741
I suppose Overlord is only the type that is thought to be evil by the majority of the rest of "normal" society, rather than actually being cruel or morally despondent.

>>37826530
vote
>>
Rolled 46 (1d100)

>>37826741
Only your original kingdom hates you for being a traitor.

Others...are just suspicious considering word tends to spread when it comes to that sorta thing.

who knows?

>>37826801
Overlords are notorious and for good reason at that.
>>
>>37826837
What else is known about Overlords?

Also is Warlord an option?
>>
Rolled 14 (1d100)

>>37826854
....warlord specific class would likely be a downgrade unless you get a special version or something.
>>
Rolled 32 (1d100)

>>37826918
What about the Radiant upgrade, eh? What's that likely to be about? Upgrade or downgrade?

I could go for Radiant I suppose, whatever the fuck it does.

>>37826530
Vote.
>>
Rolled 51 (1d100)

>>37827042
>>37826801
>>37826530
Hmmm...

Burn fate. Don't want those explosives to destroy any hope of us connecting our settlements and holdings.
>>
>>37827042
We can't go explicitly good guy because we really need our undead and spooky troops who helped us alot, also the vampires might not take too kindly to that.

I vote overlord, our evil characters are usually more sucessful than our good characters. Remember the first rule of Genie civs. One way or another: "Evil prevails"
>>
Rolled 48 (1d100)

>>37827061
Backing fatepoint burn. That's gonna leave us at 4. . .

If I could make a modification I'd like tunnels designed by the dwarves to connect our settlements to allow for sneak attacks, with murderholes and false doors and all sorts of maze like traps and tricks to make any attempt by the enemy or monsters to use it end in failure.
>>
>>37827068
Yeah, you're right. Enough of this delusion.

Also we don't need to tell everyone that we're an Overlord. Could just keep it between us and the Scourges and our inner circle.

>>37826918
Hey, I want to ask the Prophet some questions...
>>
Rolled 52 (1d100)

>>37827068
You know I do take offense to that...

What would I give for something like another Starguard.

I know at first it was fucking awesome that the players avoided doing that and holy shit did they ever but still.

>>37827042
Upgrade.

They are both an upgrade the question is which kind...

Basically if you go Overlord they'll just see it as confirmation.

Radiant on the other hand is basically spiting those pricks.
>>
Rolled 39 (1d100)

>>37827094
>>37827061

Backing.
>>
>>37827061
2 left, upside there is money floating around.

Personaly I'm down to disband the leaves again. I would rather we had the troops go on a mission to gather there needed upkeep materiel.

>>37827094
Nope it's two, we burnt two on the scouting mission before we fought. Then one later one in this thread.
>>
>>37827137
We burnt 2 on the scouting mission?
>>
>>37827109
>What would I give for something like another Starguard.
We tried that three times.

Adero
Spacemen
Guanyin

All ended in explosive failure
>>
>>37827152
Yeah a 1 was rolled on turning some enemy troops. I forgot what the other action was.
>>
>>37827153
Conversely
Memor: Our most evil yet, and the funnest and largest, by far having been the most powerful
Bloodsnows: Survived, thrived, and enthralled all the zombies on mysterious island through the power of their rape god train
Cultists: Our biggest and so far only objective victory by a civ Blood for the Jungle Gods
Hax: Succeeded in gaining our independence. . .but only that, and then everything fell to shit

The only good civ who was ever remotely successful would be V101 whom their descendants now live happily in Umbra as scientists and initiated Sad Day, at the cost of V101 itself.
>>
>>37827153
V101 was meant to be sorta-goodguys too.
Evil ended up prevailing there too.

Also:
Grow Corp
Survivors
Splicers
Gearheads
Hax

All of whom died horribly.
>>
>>37827224
>>37827241
Yeah, V101 were good people but they ended up working for Umbra of all things, pretty clear Evil won there.

Hax was. . .neutral at best. Evil at worst, especially seeing what became of them when their true nature was revealed without leadership (not to mention working with pirates and xenos)
>>
>>37827177
Here is the post
>https://archive.moe/tg/thread/37512267/#q37556560

I don't think we bought any more after that point. Upside we have the faction name boon, this thread and I think last thread's.
>>
Rolled 42 (1d100)

>>37827097
What?

>>37827153
Not even remotely close anon.
>>
>>37827354
"What's got you so sad, Prophet?"

As for delusions...Seriously every time we try to do good or even neutral we get fucked. Bad guys at least live for a little while.
>>
>>37827354
>Not even remotely close anon.
Suit yourself, those are some of the only good civs we attempted and all ended miserably.

Good fails, evil prevails.
>>
Rolled 59 (1d100)

>>37827417
"I failed myself and my people. Yet i still live on...to continue feeling the failure instead of the closure that is death."

>>37827475
That is because you die before I can showcase the good civs...besides there have been times when you played an evil civ who lost to a good one.
>>
>>37827874
"Well you're here, so your people yet live on. Tell us more about them, what were they like? You are...obviously powerful, but quite odd and unlike anyone else we've met. Were all your people like you?
>>
>>37827874
Well the good civs don't seem to do much actual good. I can't recall any times when foreign forces have swept in to help when we were facing imminent danger.

And we've faced imminent danger A LOT.

Only evil civ I can recall being defeated by good guys was the overlord civ. Jungle cult was due to be wrecked by bandits and brood. Bloodsnows died to other bandits wanting their bunker. Outcasts died to their own retarded plan. The Brood civ died to some people, but Brood become everyone's target so they could've been good or evil equally.

There's little to no incentive to go good over evil. Even now in this civ all the kingdoms around us are suspicious as fuck of us, and we know from experience that it's essentially impossible to change NPCs' minds. So why should we be good and gimp ourselves rather than going evil, gaining power, and living for at least a few more threads?

You know, actually the Blackwoods encountered the Red Army. We had to pretend to be Commies to get anything out of them though.
>>
Rolled 9 (1d100)

>>37827982
"They are mutants from what I would think is another world or something. We were governed by a unison of all minds and we had many allies but also enemies."

"no they weren't I was special."

>>37828186
The bloodsnows weren't killed by other bandits.

ah well whatever you choose very well.
>>
Rolled 5 (1d100)

>>37826434
Hay someone likes a thing I did. Woo!
>>37827068
Why not become a radiant overlord?
Like a pragmatic Paiden we do what needs to be done for greater good later on. Even if that means working with evil now
>>
We're going to need a new thread soon.

>>37828641
We do pragmatic evil with intent to be good a LOT better than we do pragmatic good with intent to do. . .more good.
>>
Rolled 39 (1d100)

>>37828186
Why be good or evil? Both lead to too narrow a future. Why not be nothing but pragmatic.


I vote we make our own path. The radiant overlord, neither good nor evil but honest true and pragmatic.
Stormlight guild you brothers.
>>
>>37828666
Indeed. This is the best option.

>>37828376
"You were special? Well then...what was it your people shared with you? Because anything is possible, and we might be able to give your people another chance...if you're willing.

>>37828722
If it's and option I'd be down for it.
>>
Rolled 59 (1d100)

>>37828722
>>37828641
>would deny
>Recall there is still money on the tab...
>Fuck

That...eh could happen maybe.
>>
>>37828376
Genie. Why are radiant and overlord different options. In truth they are one in the same to the eyes of the dead.
In a land of war and death there is no time for good or evil. Before one can strive to be such stability must be reached.
Radiant overlord. The pragmatic paladin. A man of good in a world of evil he works within to bind the chaos and shape it to his will. Like the stormfather himself we dominate and bind.
>>
Rolled 9 (1d100)

>>37828766
What would come of forgoing our own path? If we are the rebirth of a legendary general than why would we be limited to such simple ways. What do our evil dead think of this?
>>
Rolled 6 (1d100)

>>37828766
Fucking hell i hate tuesdays and thursdays...have class all day.

Then have to come home and begin the game.

Till early morning.

ugh.

Only mercy is the sleeping in...

>>37828886
Legendary General is ONE of those options.

Besides...eh legendary general ain't exactly any good for civ mode...

Or at least I haven't figured it out so far.

>>37828823
No they aren't.

Contrary to popular belief the lands of war DUE have SOME degree of standard and belief between good and evil.
>>
>>37828823
... hm not sure why this can't be done as an Overlord.

Normally I'm down for a lot of things, but we shouldn't weaken our selves by trying for all. I see no reason we can not walk the path of the Overlord and change things for the better.
>Inb4 You pick evil and can only do evil because reasons.

We are a dam Overlord! We can do what is needed and what we want, for evil always finds a way.
>>
Rolled 35 (1d100)

>>37828996
We will walk the path of the overlord. But will do so as a necessary evil. In our hearts and actions we are the pragmatic paladin. We may not be radiant but someone else could. It would be fitting for a prophet to walk in the light of Radiants. Why sacrifice the path? We walk one and someone else walks another.
>>
Rolled 25 (1d100)

>>37828996
>
"Hm...the original overlords for whom their techniques were stolen from then came the Old Overlords who iz among the first to master their stolen arts."

"After them came the Overlords of today."

"The Old Overlords are few...but the creatures for whom the overlords are based of off? They still exist."

"Deep in their dark, dank, and depraved dungeons."

"They exist still but one is best off avoiding them and being most thankful they are out of the way(usually) and engaged against each other(hopefully).

"Their arts we stole from them creating the 'original' overlords who used it for themselves. It IS still possible to join their member....but it requires going to those who they took from in the first place."

"To some of the most ancient of beings often claimed to be...unnatural."

"According to oldest tales they stand side by side with the dragons...they are that ancient, but unlike the dragons they are...unnatural."

"Few are aware of this but dragons are ancient as well as they."

"To take the power of the Old Ones is to even earn the dragon respect."

"The Original Overlords stole their means from the Old Ones, and the Old Overlords are those who actually have lived awhile..."

"The Old Ones are one of the very few beings considered equal to True Dragons."

So explained the leader of the Scourges.
>>
>>37828766
Alright then Genie...let's talk Turkey eh?

Keeping in mind that the Radiant treasure life. Seems like they'd naturally employ undead troops, less deaths of their living at that point.
>>
Rolled 45 (1d100)

>>37829209
If we go the path of overlord we will need a force of light at our side to help keep us from truly falling. Could the prophet of fate or someone else go down the path of Radiants? Could he fill the emptiness inside him from minors fall with the light of the stormfather? He is all ready a prophet, this should not be much different.
>>
Rolled 32 (1d100)

>>37829371
If this is an option I vote that the general become overlord and the prophet become radiant. Together they will bind the chose of the storm and cleanse the world.
>>
Rolled 77 (1d100)

>>37829331
What is all the fluff on them exactly?

I am aware of there still being a good pile of cash stored.

>>37829371
The prophet strongly refuses saying that isn't his way.

He explains how he failed epic in his guidance for he got too caught up in duty...causing the fall of his people.

He isn't even entirely sure why he isn't dead or even how he ended up here.
>>
Rolled 35 (1d100)

>>37829437
Radiants are like paladins but not to the force of good. Instead to the idea of order. To bind the storm. To build the world as one.

I just like the name and the oath.
Just go overlord and I'll keep calling shit radiant in the hopes that one of out heros takes the title.
>>
Rolled 10 (1d100)

>>37829437
Besides I got the name and oath from the stormlight archive books. (Would recommend, amazing world building)

I pull a lot of ideas from that writers books. But I try to rework them so it's not out right theft.
>>
Rolled 62 (1d100)

>>37829437
Could Dickinson become radiant? Or Val, or the centaur, or fucking anyone?
>>
Rolled 73 (1d100)

>>37828376
>>37826530
Have Val and Richard use the abilities to see what the prophet needs to stop being a mopey prick
>>
Rolled 49 (1d100)

>>37829672
I do a bit too much world building myself...once i get settled(somewhat) I plan to do some proper writing of my post apoc while i finish up my fantasy setting.

>>37829717
eh...yeah pretty much.

I think the only ones who can't outright do so is the Ashley, Ted, and the Prophet.
>>
Rolled 97 (1d100)

>>37828376
"Look around. Dose this terrane not look familiar? This is memor. Or... It will be in a long long time.
You are here as a seconded chance to save your people. The better things are now then the better they will be in the future. And maybe it will be enuf to save them."
>>
Rolled 70 (1d100)

>>37829803
So we become overlord and Val becomes radiant! It's perfect! Who better to keep us from going full evil than our beloved and trusted adviser!
>>
>>37829437
"Prophet, we heftily respect you and any decision you make...but perhaps you should think longer on this. For now, your mind is clouded by grief, and that is understandable, but you shouldn't reject an offer like the resurrection of your peopld on a kneejerk.

You yourself admit to not knowing why you're here instead of with the Stormfather, but you're here nonetheless and you know what you did wrong that brought on the downfall of your people. I simply ask for you to think on it, Prophet. No more.

And all that aside, if you still do not consider yourself a worthy leader...well maybe you wouldn't have to lead them at all. We love all our members and will fight to protect them. Just a thought.
>>
Rolled 30 (1d100)

>>37829938
At this point I think it better that Val becomes radiant. The prophet I think just needs to get drunk and get laid.
>>
Rolled 34 (1d100)

>>37829938
"Hm...My people are not dead though I failed them. I detected them twice as they fell and before I vanished."

"I don't even know if this is the same world or not..."
>>
Rolled 38 (1d100)

>>37830003
Oh... Oh my!
Rolled 30
Post is ended on 30003
There are 3 0's in the post id.
I could go on but the causality is strong here.
Val becoming radiant and the prophet geting drunk and fucking done one or something confirmed!
>>
Rolled 21 (1d100)

>>37830040
"I think this is the same world. Look around. The terrane seems very much like the what you have told me. This might be memor in another point in time."
>>
>>37830003
Good luck getting a Memor drunk on anything we could acquire.

That aside, the only objective isn't making him Radiant. He can be a devastating asset if he gets over this. Also, many of his powers draw off the hivemind, so he's more effective with his people.
>>
Rolled 82 (1d100)

>>37830122
If we can get a centaur, undead, reincarnating fox, and a fuck tun of dwarfs drunk than we can get him drunk! And I want him to get lade so he can knock someone up and start a new family here so he stopes being sad about memor.
>>
Rolled 54 (1d100)

>>37830003
General becomes overlord
Val becomes radiant
Prophet gets drunk and fucks the centaur.
That is my vote on the matter.
>>
Rolled 1 (1d100)

>>37830257
Sound good to me. I vote this also.

The fluff will be wonderful.

Also someone make a new thread and post it here before this one dies.
>>
Rolled 59 (1d100)

>>37830306
I don't think this is the kind of think where the numbers we roll matter. But I'm still worried.
>>
Rolled 42 (1d100)

>>37830306
...well shit.

I-I wasn't expecting a crit fail on that sorta thing...

I mean shit how the in fucking hell am I gonna explains this?

Damn you anon.
>>
Rolled 22 (1d100)

>>37830257
Also backing this.
>>37830306
This roll is not on an action so the crit fail means nothing... Right?
>>
>>37830040
"Your people may not be dead, but from what you've described of your past, they're certainly not living either. Constantly on the run, fleeing those who hate them. They may sirvive for now, but for how long? You and your people once had grand dreams! A utopia, paradise itself! Where all could live and love in peace!

Your survivors may linger on but those dreams are no longer alive, and without a dream you might as well be like any of the other mutants you found in your swamp. Content simply to scrape by and sirvive another day.

You would give up the chance to revive this dream? If this is the same world...you get the chance to work for the future survival of your progeny. If it's a different world then you get a clean slate to start over with, and the chance for your people to actually LIVE like they wanted to, wrre meant to, woth you and your wisdom to guide them true this time.

Or you can sit here and hope that the groups you detected can survive their hunters. It's your choice, Honored Prophet...but to me it seems that your people need someone, and your mistakes have only made you better to lead them."
>>
>>37830347
>>37830306
FATEPOINT
>>
Rolled 28 (1d100)

>>37830306
>>37830347
The crit fail counts? Shit. Use a fate point and use 50$ to get 2 more fate points and use another fate point. This stuff is too important to fuck up.
>>
Rolled 4 (1d100)

>>37830347
...oh I got it.

Oh yes.

OH YES THIS IS GONNA BE HILARIOUS(for me not you).

Now how am I gonna write this out...

Anyway start new thread with usual start pic, proper labelling, and include stats.

Meanwhile discuss your thread survival boon.

>>37830404
>>37830410
aww...you guys ain't no fun.

I mean these fucking fate points are killing the shit that makes my day crit fails.

I mean shit it wasn't like a crit failed action plan or anything...
>>
Rolled 96 (1d100)

>>37830306
Crit fishing. Also fate point.
>>
Rolled 26 (1d100)

>>37830442
What would happen if no fate points are used? Will it fuck us over? Or just make odd things happen?
>>
Rolled 75 (1d100)

>>37830447
Ruining muh day anon...I been having a bad one too...

All I was gonna do was have the prophet wake up in a strange bed/weird situatiojn and there be a mix up.

Fucking kill joys. Crit fails ain't no fun anymore...
>>
Rolled 4 (1d100)

>>37830306
Don't worry I know I'll roll a crit to fix this.
>>
Rolled 16 (1d100)

>>37830479
Depends on what you consider 'fucked over'.

Wasn't like it was an action plan...as for odd things happening HELL YEAH.

Best part of crits is that anon...

>>37830500
Go ahead tempt the dice gods and a roll a 1.
>>
You know what? I back out of using a fatepoint if it's not going to be as bad as an action crit fail.
>>
Rolled 64 (1d100)

>>37830492
Oh if that's the case than I say let it happen. I don't want fate point used. Because that would be funny.
LET THE CRIT FAIL PASS!
>>
Rolled 48 (1d100)

>>37830527
Same, lets let this one slide so the dice gods get their share of crit fail.
also these things cost 25$ money doesn't grow on trees
>>
Rolled 20 (1d100)

>>37830522
>>37830306
I tempt then. So what?
>>
>>37830546
>>37830528
>>37830527
Support, save our fatepoint for a real emergency
>>
>>37830347
If it's going to turn out too bad then we need to have the chance to burn fate. Otherwise...

Prophet manages to actually get drunk and propositions Centaur. She's actually into it after seeing that he's hung like ridiculously badass psionic master. They go at it and due to his ENTIRE CIVILATION'S WORTH OF EXPERIEMCE and being able to read exactly what she likes it goes well.

Too well, now she wont. Fucking. Stop. Bothering him, so he has no personal time to grieve.


He realizes he's gonna need some Memor if he ever wants to have sex without this happening again.
>>
>>37830626
>ENTIRE CIVILATION'S WORTH OF EXPERIEMCE
Well, a few months worth at least but that's when the interspecies stuff really kicked off.

Goddamn Richard deleted centuries of Memor sexy memories.
>>
Rolled 10 (1d100)

>>37830546
Reason why their so expensive is to prevent anons from ruining my sickening amount of pleasure from crit fails. Also to help prevent anons from spending too much on something that is likely to die soon. Not that has by any means worked...

Anyway I got shit to figure out.

While I know WHAT will happen.

I need to figure out HOW it will go down like that.

also got some dishes to do...


so due as I requested.

>>37830642
Yeah...they were so freaking PISSED about that too!

Also that whole idea and event was fucking priceless...I was proud of myself with that one.

Shit was hilarious...not that the Memor saw it that way though because good god ALL THAT PR0N!
>>
>>37830675
I'll make the new thread in 30 min when I get home from work, but would appreciate if anyone else did before then.
>>
>>37830675

>>37830737

New thread



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.