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File: Post Apoc Megacity.jpg (79 KB, 997x508)
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Rolled 47 (1d100)

Mounds of rubble pile up into makeshift walls around your tower, part of several efforts to improve your ground defenses. Auto-Turret targeting algorithms are updated, and increased power is prepared to be drawn from the city network to make them operational. Finally, the entirety of the labyrinthine defensive walls are being wired with an absurd number of traps, and thanks to your newly acquired munitions line many of them have explosive oomph.

Your small civ is starting to exert its influence onto the land, rather than remaining cooped up in your towers. Truly the work is magnificent and will keep you safe from the teeming hordes of monsters that have been an existential threat to you for far too long.

"Ah. I was never much of a military man, Rebecca, but even I can appreciate a good goddamn wall."

"That's because anyone can appreciate a good wall, Boss. They're a universal concept. Keep the Others who might want to hurt you out, keep your own safe.

Anyway, you want to do the honors or shall I?"

"All yours, Becca."

The power armored bulk of your Resident Badass shifts its bulk over to a nearby wall with surprising grace and pulls a lever. A low humming fills the air as electricity flows to the ground defenses for the first time. The ground seems to come to life as the autoturrets cycle rounds up, and spotlights cut on to light up every potential blindspot.

"Awww yeahhhh motherfucker" the Big Boss says, grinning almost manically at the sight of your defensive works.

Then every light in and around your base for a mile suddenly went dark.

The Boss is no longer smiling.

Welcome to the Post Apoc Survivor Civ Quest.
>>
>>39796313
Link to the last thread?
>>
Rolled 81 (1d100)

>>39796412
Here you go:
Thread 1: https://archive.moe/tg/thread/39348480/#39365170
Thread 2: https://archive.moe/tg/thread/39367625/#39394281
Thread 3: https://archive.moe/tg/thread/39597403/#39597586

I'm going to take it slow with the updates, so that people can filter in. I'm somewhere around a week later than I said I'd be.
>>
>>39796313

FINALLY
>>
>>39796313
Posting for being here and being reasonably concerned.
>>
>>39796313

Can we get the Research Team to give us a report? They had several turns to study the monster parts/mutations we should be getting results by now.
>>
Rolled 27 (1d100)

>>39796313

Meanwhile at the base of your towers proper several members scurry around with the scant portable sensor equipment you have. They test for everything one might conceivably test for to detect hidden passages, and find none. Not believing these results, they excavate all the most likely areas where hidden passages might be and test again. Elevator shafts are tested, and measured for potential hidden double-shafts.

Still nothing.

Your members, however, are not quitters. No job should be done halfway, and so they venture into the maze of abandoned subways, sewers, utility pipes, monster nests, zombie hives, and toxic waste that is the underground. Somehow they manage to navigate their way to the basement levels of your towers, and there they resume their search for hidden passages.

They find nothing.

>News
-No hidden passageways into our towers could be detected.

Cont.
>>
>>39796742
>No hidden passageways underneath our civ

Remember who's setting you are basing this off of now...
>>
>>39796819
Oh I'm sure he is
Why do you think we didn't /find/ any?
>>
Rolled 24 (1d100)

>>39796313
Oh fuck, I've been dreading this for some time.

Well, time to face the music.
>>
Rolled 78 (1d100)

>>39796742

>News (Cont)
-Hidden passage scouts are on the way back. ETA 2 turns.
-You have /finally/ decided to name your Settlement and Faction "High Haven".
-We have detected significant activity within the Myzcorp research suite.
-Gragnath breeders report they should be ready to present the results of their efforts next turn.
-Big Boss has returned from the AlphaCorp tower.

>Acquired
-Industrial Tools (Fine)

>Alert
-Defensive networks are down.
-City power taps are nonfunctional.
-Biofuel Emergency Generator activated. Limited power acquired for [3 turns].
-MONSTER MAYHEM will begin in [2 turns].
-Myzcorp Research suite appears to still have power
>>
Rolled 45 (1d100)

>>39797071

The Gunny has completed military testing. He says there are about 200 people that would make damn fine soldiers, and 300 that would be acceptable.
>Accept how many soldiers?

>What do?

>Turn 25
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 0
>Loot: 0

Current Pop 1300
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Low.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Low.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Armament Auto-Production Line [Survivor-Tech]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths (Secured).
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+. Ground Defense Network. Fortified Trench++.
>>>>>Vehicles: 2 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid(offline).
>>>>>>Materials: Construction Materials. Tools (General) [Moderate]. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Low.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network(Offline).
>>
Rolled 33 (1d100)

>>39797148

To be clear, you may choose anywhere between 0 and 500 people to be inducted into your military.
>>
Rolled 50 (1d100)

>>39797148
>The Gunny has completed military testing. He says there are about 200 people that would make damn fine soldiers, and 300 that would be acceptable.
I suggest we arm them all, we need everyone. Prioritize the 200 first, then give whatever we have left to the 300.

"Do we have anyone with remotely an idea on what is wrong with our defenses and power supply?"

Are there any caravans nearby?
>>
Rolled 47 (1d100)

>>39797148
>F: Scavenge for ra- no NOT Raw. MEDICINE.
We're low on it, y'see.

>E: Explore in a direction/something: Gotta find out what the hell took out the power just before MONSTER MAYHEM.

Also:>>39797182
>>
Rolled 56 (1d100)

>>39797174
"Big Boss, do you have any suggestions or reccomendations?

Personally this one thinks we should scavenge for as much biofuel as we can as emergency power, arm as many people as we can, and then see if us or any of our allies might find out what is wrong with our facilities.

Do you think it possible or advisable we contact the intelligent monsters from the party?

>>39797238
How about
>>>>>>F. Scavenge for raw materials.
Biofeul. We need to keep the power running as long as possible.

>>>>>>B. Try to improve the base
Emergency diagnostics on our base power system and our defenses
>>
Rolled 9 (1d100)

>>39797252
>>39797238
I think fuel and medecine are gonna be our biggest priorities, we can fix the defenses from inside the base, but we can't go out there during monster mayhem.

We should use this time to go out while its still safe.

>>>>>>F. Scavenge for raw materials.
Fuel
>>>>>>F. Scavenge for raw materials.
Medecine
>>
Rolled 83 (1d100)

>>39797148
>Gunny can have any of the 500 that volunteer

>B) bring the defense network back up
>G) allow gunny to start to train his new recruits; authorize use of all I corp high gear in the armory and any nessasary materials.
>>
Rolled 95 (1d100)

>>39797365
>>39797361
>>39797252
Dammit, these are all perfectly viable and desireably actions.

We need to figure out which one we should use our limited time for.

---

Personally, I think that our priorities should be
>Military
>Fuel
>Defense Network
>Medicine

In that order.

So. . .

>>>>>>G. Your choice
>G) allow gunny to start to train his new recruits; authorize use of all I corp high gear in the armory and any nessasary materials and weapons
>Gunny can have any of the 500 that volunteer (we want most of them as we can)
>>>>>>F. Scavenge for raw materials.
Biofeul. We need to keep the power running as long as possible.
>>
Rolled 98 (1d100)

>>39797252
-Quartermaster Gunny
"Aah, shit. Doesn't look good. Looks like we overloaded our taps into the grid...and possibly shorted them for the entire block.

I'd advise going out and getting enough fuel to last us for the Monster Mayhem, and trying to upgrade the generator or acquire a new one so we can get everything going at once. That'll probably double or triple our fuel consumption though."

-[Unknown Hero Unit]
"The short might've also damaged some of our own wiring, or even been caused by it. If we run increased power through it without attempting repairs and upgrades first this might happen again."
>>
Rolled 13 (1d100)

>>39797417
I support these priorities.
>>
>>39796466
You missed a thread. Thread 4, probably; there's a skip of 12 Turns between 2 and 3.
>>
Rolled 11 (1d100)

>>39797520
>-[Unknown Hero Unit]
"You there, what's your name?

Whatever, tell us later. As of right now, you're officially chief mechanical engineer in this facility"
>>
Rolled 91 (1d100)

>>39797527
Hmm, you're right. Shoot. Give me a minute to find it.
>>
Rolled 43 (1d100)

>>39797520
Looks like someone needs to be promoted
>>39797417
>>39797551
Vote!
>>
Here we go.

Thread 3: https://archive.moe/tg/thread/39493859/#q39493859
Thread 4: https://archive.moe/tg/thread/39597403/#39597586
>>
Rolled 64 (1d100)

>>39797417
>>39797551
This
>>
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Rolled 61 (1d100)

>>39797417
Vote; pic related; icorp brand gunchucks
>>
>>39797551
Good thing we found this guy
I don't think we had a chief mechanical engineer before
>>
Rolled 26 (1d100)

>>39797417

>Begin training recruits
[LOCKED]
>Dat roll
>500 recruits have volunteered

>Scavenge for Biofuel
[LOCKED]

Writan' now. Please be patient.

>>39797745
Your internal governance is rather loose. You had a couple of guys that were known to be very good engineers, but no one was designated as the chief.
>>
>>39797786
Well, now we have a chief!

We need a guy who speaks up when he knows something
>>
>>39797859
And we need to make sure he's the most competent. We don't need a Mister Fantastic fucking around with the comms consoles.
>>
Rolled 79 (1d100)

>>39797786

>Begin training recruits

>Warning
-Insufficient training facilities for number of recruits

"Holy shit, they actually expect me to train THIS MANY motherfuckers with NOTHING?"

"Yup, see the sort of shit I deal with?"

"Well fuck that noise. It just can't be done."

"You're wrong."

"Right? What the fuck kind of req- Wait, what?"

"I said you're wrong. See, you're good at what you do...but this is a different situation. You've got to think like they do, and learn to get by with what you've got."

"So you've got an idea then?"

"Yep. Just watch."

-Improvised training initiated
>>
>>39798214
>You've got to think like they do
MAD levels detected
>>
Rolled 90 (1d100)

>>39798214

Our men are being put through a brutal training regime under Quartermaster Gunny. In lieu of actual training facilities recruits are being...practically thrown to the wolves outside of our defenses, and then told to make it back.

[Recruits will return in 1 turn.]
>>
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>>39796313
I thought you left us. I missed thread three and cried a little bit.I was going to go pour a beer on the curb for you, based civ master. I summoned you once with tits, so yet again, have tits in honor of your thread living.
>>
Rolled 41 (1d100)

>>39798402
Just life and work conspiring to make it difficult for me to run at a level of quality I find acceptable.

>Still calculating background actions
>>
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Rolled 14 (1d100)

>>39798287
Rolling to see if our recruits have a nice time on their field trip.
>>
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Rolled 24 (1d100)

>>39798444
Tell the recruits there is beer waiting for them?
>>
Rolled 18 (1d100)

>>39798444
Thanks to you, no.
>>
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Rolled 96 (1d100)

>>39798577
>>39798570
>>39798444
Tits waiting for them?
>>
Rolled 22 (1d100)

>>39798287

>Scavenge for biofuel

Meanwhile, our established military was dispatched to find biofuel. This went poorly at first, with monster activity being vastly increased prior to the Mayhem. Only a minor amount of biofuel was able to be siphoned out of abandoned vehicles or drained from missed reservoirs inside arcologies. The real kicker came on the way back though, when the troops stumbled into a hunting pack of fire spewing monsters that assaulted them viciously.

>>39798444
Exclamations of "Jesus fuck there's so many!", "Goddammit, why'd they only give me a goddamn knife??" and "AAAAAHHHHHHH!!!!!!!" are heard over several of the channels the recruits were assigned.
>>
Rolled 33 (1d100)

>>39798677

Your troops were forced to drop the goods and run just to stay alive. On the upside, several of your beleaguered recruits were picked up during the flight.

"Fuck, looks like we're coming back empty-handed."

"No, that's unacceptable."

"Well what the fuck are we supposed to do? This place has been sucked dry ages ago, even /we/ can't find any biofuel."

"We follow those monsters."

"What?"

"I said FOLLOW THOSE FUCKING MONSTERS."

>A recruit has taken charge of the scavenging party

>Alert
-Scavenging party is in pursuit of monster horde
-Contact has been lost with scavenging party
>>
Rolled 98 (1d100)

>>39798677
>>39798781
Huh...uhh.
>>
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>>39798677
>>39798781
>>39798797
>These rolls
>>
Rolled 5 (1d100)

>>39798781

Scavenging party and Recruits have returned, with a FUCKLOAD of biofuel.

>Alert
-Monster Mayhem begins next turn.
-Hidden passage scouts will (hopefully) return next turn. No contact has been received from them.
-Defensive networks are partially powered.

>Acquired
-Biofuel (High Grade) [Plentiful]
>>
Rolled 31 (1d100)

>>39798881

The biofuel generator can now be ran continuously for [15 turns]. Alternately, it can be supercharged at the risk of damaging it for [5 turns].

>What do?

>Turn 26
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 0
>Loot: 0

Current Pop 1300
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Low.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 800
>>>>>Fuel: PLENTIFUL.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Armament Auto-Production Line [Survivor-Tech]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths (Secured).
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+. Ground Defense Network. Fortified Trench++.
>>>>>Vehicles: 2 Spider Cargo Crawlers.
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid(offline).
>>>>>>Materials: Construction Materials. Tools (General) [Moderate]. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Moderate.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network(Partial).
>>
Rolled 40 (1d100)

>>39798936
Okay, we have the fuel.

Now, as the Engineer said, we should conserve our fuel, shut off the power, and allow repairs to be made in full.

>>>>>>B. Try to improve the base
Repair our power grid and defense network, start by shutting off the power again to both conserve fuel and allow for a full diagnostic on what is wrong with the system. Once its repaired we'll get it back and running again.

Our chief engineer full access to whatever he wants and can employ whoever they want, except the research team or the monster breeders (any report on them?)

>>>>>>F. Scavenge for raw materials.
[Generator Parts]
>>
Rolled 20 (1d100)

>>39798936
>>>>>>D. Research technology.
>>>>>>D. Research technology.
I dunno what though. Just might as well stay in the base.
>>
Rolled 81 (1d100)

>>39798992
Nah man, the scavengers deserve a break.

Let's just see if we can't scrap one of our Cargo Crawlers for some wiring and parts.

>>>>>>B. Try to improve the base
>>>>>>B. Try to improve the base
Repair our power grid and defense network, start by shutting off the power again to both conserve fuel and allow for a full diagnostic on what is wrong with the system. Once its repaired we'll get it back and running again.

Our chief engineer full access to whatever he wants and can employ whoever they want.
"If you want, scrap a Cargo Crawler for wiring and parts"
>>
Rolled 49 (1d100)

>>39799047
This. Let's not risk another outside attempt and leading any monsters to our base.
>>
Rolled 42 (1d100)

>>39798992
>>39799086

You should be warned that MONSTER MAYHEM will be coming into effect during whatever actions you'll be making this turn. Any forces outside the base will almost certainly die or lead the monsters back to your base, and anything that significantly compromises the defensive network will make your military personnel bear the brunt of the constant assaults.
>>
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Rolled 99 (1d100)

>>39799047
Vote
>>
>>39799159
Ugh.

"So should we just let our defensive network as is?"
>>
Rolled 71 (1d100)

>>39798936
Fine then.

>>>>>>G. Your choice
>>>>>>G. Your choice
Prepare.

Do EVERYTHING in our power to help our defensive network.
Sharpen steel pipes and plant them in the ground as stakes.

Lay down redundnant sandbagging, barbed wire. Use debris into obstacles. Just do absolutely anything in our power to give us a better chance.

"Commander, you oversee our final preparations before the monster mayhem cometh. Just do anything you see fit that doesn't hamper our war effort"
>>
Rolled 85 (1d100)

>>39799206

There are reasons you might want to take it down and reasons you might want to leave it as is.

It's partially functional right now. You can turn all of one section of your autodefenses on at a given time, but you can't run all of them simultaneously without overclocking your generator.

-Big Boss
"If we take down the defense network at the start of the Mayhem then it might entice the monsters towards us by making us seem like a weak target. Our normal defenses would usually be enough to keep'm away well enough but...I don't know, I'm getting a bad feeling about this one."
>>
>>39799278
"It's weird.

You speak of 'weak and enticing target', going off of the path of least resistance the monsters would be drawn to us.

At the same time, don't loud and proud defenses, explosions and gunfire usually attract monsters too?

Either you play dead and they come after you, or you fight back and they still come after you.

Where does the balance lie."
>>
>>39799278
"Since we can't turn on them all at the same time, wouldn't it be possible to conduct repairs on the section that isn't currently running?"
>>
Rolled 13 (1d100)

>>39799334

Really it's a matter of how the dice feel the monsters should react. Are you feeling lucky, punk?

>[Survivor Knowledge accessed]

"It's a question many have asked, and it doesn't have a good answer. Monsters are too diverse and unpredictable to make any axioms about them. Depending on how desperate they are for food, or how aggressive the prominent strains of the moment are. Little food means they'll swarm anything that's noisy, because noisy means fighting means food. Heightened aggression means that they'll go for noise too, but it usually ends up as a bit of a clusterfuck with the monsters working at crosspurposes and attempting to nom each other as much as anyone else.

The real times you want to look out are when there's plenty of food, and the monsters aren't too aggressive. That's when they'll swarm on you in a coordinated fashion.

The best way to avoid any fight is to go undetected...but that's a lot easier said than done, and if you can hold a position solidly through a Mayhem then it's yours for good and they'll generally stay away til the next time."
>>
Rolled 97 (1d100)

>>39799425

"Yes, we definitely could. Thing is though...the outer defenses are the ones that're going to be getting hit, and it was turning them on that caused the problem in the first place.

We could work on the outer defenses as long as the military was able to cover us though."
>>
Rolled 90 (1d100)

>>39799425
I don't see why not.

>>39799504
Then we have a plan.

>>>>>>B. Try to improve the base
>>>>>>G. Your choice
"Commander, Gunny, work with the Engineer. This is gonna be tricky.

You're going to need to mangage ilitary very mobile. We need to tactically deploy our forces so that we can conduct repairs on the parts that need them the most, using them to buy time for the engineers to make repairs.

When the defenses are fixed, you'll have to move to the next place that needs repairs.

I trust in your collective leadership to make this happen"
>>
Rolled 35 (1d100)

>>39799527
that sounds crazy enough to work. backing this
>>
Rolled 84 (1d100)

>>39799527
Vote.
>>
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>>39799527
Now that is a plan with some sex appeal
>>
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Rolled 52 (1d100)

>>39799527
>>39799588
Now with dice
>>
Rolled 33 (1d100)

>>39799527
Rolling
>>
Rolled 5 (1d100)

>>39799527

>Try to repair Outer Defenses and work your way in.
[LOCKED]
>Have the Military run interference to cover repairs
[LOCKED]

And so it begins

>Writan'
>>
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>>39799646
I suddenly get the feeling like this was an awful plan
>>
>>39799681
Actually, I have the opposite
>>
>>39799681
Desperate times call for desperate measures.
>>
Rolled 67 (1d100)

>>39799646

Some music: https://www.youtube.com/watch?v=lCm9q7if0ZA

>MONSTER MAYHEM BEGINS

"Holy shit bro."

"What is it?"

"You know that one tree next to the old Crinkletower outside the killzone? Can just barely see it on a clear day?"

"Yeah, what about it?"

"Just fucking come over here and look through my scope."

The sniper dutifully obliged, looked through the scope for a solid minute, and then sat back down at his post.

"It's gonna be one of those then, isn't it?"

"Yep. Best call it in."

"Any chance you stashed any of that shit from the party?"
>>
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>>GOOD to see you alive again strelok! Thought you had died there for a while. hope life's eased off abit, the girl not having anymore breakdowns or anything.

also, god help us, fighting line covering untrained battle engineers during a determined xenos siege......if i make it through this, im taking a trip to Androcorp and asking for the technobrothel....
>>
Rolled 14 (1d100)

>>39799944
INCOMING!!!
>>
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Rolled 89 (1d100)

>>39799944

Elsewhere in the city, a tree is shedding its leaves as it falls to the ground. It sheds so many leaves that they begin to blot out the sky.

Wait.

Those aren't leaves.

And why is it falling?

>Warning!
>AIR Swarm detected!
>MEGAMONSTER DETECTED

Monster nests and lairs are spewing forth an ungodly number of Monster swarms and hordes. The entire city has erupted into a mass of gnashing teeth, tearing claws, and the howls and roars of predators in pursuit of their screaming prey.

Your half-powered sensors detect a dozen distress signals begin broadcasting from various locations around the city. They are difficult to decipher due to interference from the city building and the Air SWARM, but sobbing and desperate cries for help seem to be the gist. In short order half of them go silent.

Your members begin to question their forefathers' wisdom in staying here.
>>
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>>39800191
...mother...
>>
>>39800191
I wonder if this is what its like to be in the Cultists Jungle right about now. Or Mueke
>>
Rolled 44 (1d100)

>>39800191

"WHERE DID /THAT/ EVEN FUCKING COME FROM?"

"I DON'T FUCKING KNOW, IT WASN'T THERE WHEN WE PASSED BY. NOW JUST BEAT IT BACK TO FUCKING BASE BEFORE THEY GET DONE EATING THE WEAK ONES."

Hidden Passage Scouts are making their way back towards the base.

>2 Spider Cargo Crawlers have been scrapped for parts
>Outer Defenses shut down
>Repairs underway

Fear seems to have lent a new energy to your 'engineers', and they are making very good progress on the repairs. The fault has been located, but a significant amount of heavy duty wiring needs to replaced in order to fix it.

Meanwhile our military forces are hard-pressed under the assault of so many monsters. They are holding the line well under the Boss's leadership and with the Gunny and Drill Sergeant cursing them out constantly, but ammunition is being burnt too fast to be sustainable.

>Notice
-The Air Swarm is beginning to disperse over the city. It will hit us soon.

>>39800251
>>39800224
I warned you that choosing Forest would increase the monsters. At least you didn't choose jungle.
>>
so , suddenly haveing artillery sounds like a good idea, huh?
>>
>>39800315
What if we had chosen a jungle forest?
>>
Rolled 60 (1d100)

>>39800315
Drill Sergeant Granyon suggests diverting Mid-level defenders to the upper levels, to prepare for the flyers.

>Alert
-Military is holding the line for now.
-Ground auto-defenses offline for now.
-MEGAMONSTER has appeared nearby

>Warning!
-The ground is shaking. Even more than it should be with the MEGA nearby.
-Underground sensor network is acting anomalously
-Activity in Research Suite has ceased. Doors have opened. No one is coming out.

>Divert power from General Sensors to Underground Sensors?
[Will only have visual reports on MEGAMONSTER and Air Swarm]
>Overclock Generator to power both?
>Leave power distribution as-is.
>>
Rolled 77 (1d100)

>>39800412

>What do?

>Turn 27
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 0
>Loot: 0

Current Pop 1300
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Low.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 800
>>>>>Fuel: PLENTIFUL.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Armament Auto-Production Line [Survivor-Tech]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths (Secured).
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+. Ground Defense Network (Offline). Fortified Trench++.
>>>>>Vehicles:
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid(offline).
>>>>>>Materials: Construction Materials. Tools (General) [Moderate]. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Moderate.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network(Partial).
>>
Rolled 53 (1d100)

>>39800412
Divert mid-level defenders to upper levels
Leave power distribution as-is
>>
>>39800412
>>39800435

Jesus check on research team already! What do they have after so many turns and resources! We need anything they have come up with!
>>
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Rolled 69 (1d100)

>>39800407

They're mutually exclusive. Jungle is just forest in a different climate region.

Jungle is like Forest on crack though. And I've personally trekked through some very bad ones, so I know exactly how to characterize their absolute awfulness.

On the upside, if you'd picked jungle as a homeground then pretty much no one from outside the jungle could've laid a finger on you. The penalties for operating in it are incredibly heavy.
>>
Rolled 95 (1d100)

>>39800435
>>redirect defenders
>>do not overclock, cant afford a failure now
>> divert sensors to underground, i dont lik enot knowing whats trying to kill us

- d, send armed scout squad to recon research suite, friend or foe?
-e, send armed scout squad to recon underground sensor spots( hot springs?) , if anyuthings there we need to get on it ASAP.

Hold the line, expand awarness.

asumming enginneers will continue work without action.
>>
Rolled 85 (1d100)

>>39800514
Indeed they will.
>>
>>39800392
Not exactly, at least not conventional artillery.

Mostly due to the urban nature of the place, and how we don't want to shake up the buildings and wake up the monsters there.
>>
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>>39800545
weve been told we have a relatively clear line of shight and kill zone , aka no mans land outside walls for some ways. also, these massive ass demi -agrologies can handle a couple simple (think ww2 era) field howitzers and heavy mortars. as for monsters.....*shrug*
>>
>>39800435
question: a) is the fortified trench++ the crit on fortifing the hotsprings in the gash north of the towers, or is it a literal trench around the outer walls?
b) what exactly is the ground defense network? a fancy name for our wall? or just lights and sensors , sentries etc.
c) What defense includes our walls? could we possibly have them named sep[aretly? or am i just paranoid? i know we have them....somewhere.
>>
>>39800582
You shouldn't shrug when it comes to monsters, especially after everything thats happened.
>>
>>39800665
your not wrong.....i just really want some big guns covering our defensive lines(possibly external parties)
>>
Rolled 20 (1d100)

>>39800653

The fortified trench is the crit on fortifying the hotsprings in the gash north of the towers.

Your ground defense network is a combination of your auto-turrets, chokepoints, walls, MG emplacements, traps, more chokepoints, obstacles, lights, sensors, etc.

Unfortunately you can't have them named separately because the stat block post is already so many characters that I pretty much have to post it all on its own.
>>
>>39800692
THX, cool beans.

hmm,....soo only two votes on current goings on and immediate decisions? or is everyone else just silently in agreement. slow board, decent thread. sigh.
>>
Rolled 5 (1d100)

>>39796313
So... What did I miss?
>>
Rolled 64 (1d100)

>>39800727

Existential danger tends to make threads slow down. Less familiar or brave anons leave it to others who they hope know what they're doing.

It's also pretty late, and since I've been unreliable on showing up the normal amount of people watching the thread was lower in the first place.
>>
>>39800727
It's a bit late in some parts, also I am considering our next move
>>
>>39800732
dear god, good timing CAS, i was afraid youd miss it! glad to have another vet here.

>>were under siege from a monster mayhem, a megamonster/treedemon has appeared and flooded the sky with drones. the wall , and its defenses have failed due to crit, and are desparetly being reapired, now the grounds shaking , our underground sensores are going crazy and the research suite has opened and gone full S.T.A.L.K.E.R

decision time now, see >>39800514
>>
>>39800514
I STRONGLY advise against interfering with the research suite.

Friend or foe, interfering with a delicate and potentially hazardous operation is a bad idea.

Believe me we were taking risks just giving them resources. Do. not. do it
>>
Rolled 77 (1d100)

>>39800755
Did you guys try to get the monster to eat a guy covered in bombs yet?

No monster has a strong armored stomach.
>>
Rolled 84 (1d100)

>>redirect defenders
>>do not overclock, cant afford a failure now
>> divert sensors to underground, i dont lik enot knowing whats trying to kill us

- d, send armed scout squad to find any semblane of ammunition wherever they can we need to keep our boys fighting!
-e, send armed scout squad to recon underground sensor spots( hot springs?) , if anyuthings there we need to get on it ASAP.

Hold the line, expand awarness.

asumming enginneers will continue work without action.
>>
Rolled 61 (1d100)

>>39800818

You..ahh...you want to send people out to scavenge in the middle of this?
>>
Rolled 6 (1d100)

>>39800777
This is a tree monster yes?
Trees are made of wood
Wood burns

Where do we know where some MADly hot fire is...?

You see where I'm going?
>>
>>39800755
>>39800767
fair enough, i AM a bit of a night owl and its only 11pm here, and i work afternoons. soo i guess i lose alittle perspective on others situations. sorry.

>>excited and anxious and thoroughly entertained!
>>
>>39800844
>>39800777

It's not actually a treemonster.

It's just a monster so large that it accidentally and casually knocked down a tree.

A megatree that was taller than your towers are.
>>
Rolled 76 (1d100)

>>39800843
I don't want them to go out into the ocean of monsters, but literally look through every cubboard and every nook and cranny in our base and anywhere they think they can. We really can't afford running out of ammunition
>>
Rolled 43 (1d100)

>>39800874

Oops, forgot my name.

The Flyer Swarm emerged from the tree as it fell.
>>
>>39800818
uhhhh, i want it on record, someone reposted my entire post, this is not me, not trying to reroll or anything......weird, you coulda just quoted my post...
>>
>>39800874
So it's made of fleshy bits?

Even better!

Do we have any thermite?
Let's hope it hates spicy food
>>
>>39800891
That is me, I simply liked the rest of teh action but I am telling you not to meddle with the research team or the suite. It could literally blow up in our face
>>
>>39800920
derp, didnt read the first decision through, my bad. im too jumpy.

still say we handle the potential threat/success while we can.
>>
>>39800942
Hmm, remind me again how we could go about that? It sounds like a wise move.
>>
Rolled 94 (1d100)

>>39800818
Not everyone will live. Send a man out. Covered in thermite and bombs.
Down the monsters throat he gose. Then boom!
>>
Rolled 52 (1d100)

>>39800949
Like this
>>39800952
Monsters. They got no padding inside.
And they like to eat.
For the flyers, well that's going to be harder
>>
Rolled 50 (1d100)

>>39800896
Your sensors were unable to determine its composition.

So, potentially made of fleshy bits.

>>39800952
Good luck finding a volunteer.
>>
so basicaly >>39800514
with first action split bewtween ammo run, research door openign and recon, and kamikazi murder bomb death charge....tough choice.
>>
>>39800952
I can tell you thats an impractical means of delivering explosives and there are many ways you can accomplish the same hta tdon't involve explicit suicide
>>
Rolled 56 (1d100)

>>39800952
Post id ended in 52
>>39800979
Rolled a 52.
I don't know how you house rule it man but that looks like stacking to me!
>>39800985
Any father, to save there children. Will move mountains and slay monsters.
You will have your volunteer.
>>
>>39800995
ammo run
>>
>>39801004
note, strelok hasnt said its at our doorstep yet, only detected...
>>
Rolled 1 (1d100)

>>39801001
Monsters eat. They won't eat a pile of bombs, but they will eat a man covered in them.
>>
Rolled 1 (1d100)

>>39801034
...what number 1 is that?
>>
>>39801034
FUCK

Goddamit they would also eat a pile of butchered meat covered in bombs just the same. We could have even just buried it and let them walk all over it.
>>
Rolled 61 (1d100)

>>39800995
research ahs been in there A LONG TIME , i want to know why.
>>
Rolled 71 (1d100)

>>39801034
>>39801049
Oh dear god.
I'm so sorry everyone
>>
Rolled 37 (1d100)

>>39801004

Things aren't quite bad enough for that yet. Also, you don't have too many explosives left.

>Divert defenders to roof
[LOCKED]
>Power distribution as-is
[LOCKED]
>Send scouts to investigate the underground
[LOCKED]

>Please choose 1
>Send scout team to research lab
>SEARCH THE BASE FOR AMMO
>Attempt to suicide bomb the MEGAMONSTER

W-w-w-waaaiiittt a minutee
>>
Rolled 95 (1d100)

>>39801049
>>39801034
Jesus christ

>>39801063
These sorts of things pay off. . .or they do when we live long enough to see em.
>>
Rolled 71 (1d100)

>>39801034
>>39801049

[Crit-Failure detected]
>Suicide bomb the monster

[Linked, Immediate, Subsequent Critfialure detected]

Well you didn't really matter to it before, but now you sure do.
>>
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>>39801049
>>39801034
>>
Rolled 81 (1d100)

>>39801100

>SUICIDE BOMB THE MONSTER
[LOCKED]

...Writing. Jesus, how does this even work...
>>
Rolled 42 (1d100)

>>39801074
>>scout research lab.

>>39801034
>>39801049
COME ON MAN, your not even voting on anything here, its just decisussion. a crit fail on NOTHING , isnt exactly something to worri about. ....is it?
>>
Rolled 100 (1d100)

>>39801100
Was there any rolls of 1 earlyer in the thread? If so the third 1 nullified the second
>>
>>39801117
Linked rolls count. You can click on the links back to the action. . .

>>39801120
Man what is up with your dice.
>>
Seriously the Monster wasn't even focused on us and in all likelyhood would have just walked away. . .just why would do something like that. . .
>>
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Rolled 26 (1d100)

>>39801129
I just saw age of ultron.
I guess the dice gods like that movie also.
>>
Rolled 20 (1d100)

>>39801120
CAs, i say this as a guy whos played with you for teh past couple threads:.....please stop rolling......please....just...just stop. i want to live.
>>
Rolled 21 (1d100)

>>39801120
There sure weren't, also what makes you so sure I follow the same dice rules as Genie?

Now let's see what that 100 does.
>>
Rolled 21 (1d100)

>>39801116
>>39801120
Well man I rolled 100, that has to null some bad.
>>
Rolled 94 (1d100)

>>39801151
2 1's
1 100

those ain't good odds
>>
Rolled 46 (1d100)

>>39801147
Fucking this, we were ants to that monstrosity. We didn't need its attention.

Too late for that now
>>
Rolled 71 (1d100)

>>39801159
NEVER I like rolling
>>39801165
Well then what rules do you use?
>>
>>39801169
Or make it worse. This might be an ender..
>>
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Rolled 34 (1d100)

>>39801159
>>39801165
>>39801169
Ohhhh, momma. The ride won't stop.

>>39801194
That's my privy, and you'll have to either deduce them or wait a very long time if you want to find out.
>>
Rolled 2 (1d100)

>>39801173
But they are slightly better that before.
>>39801201
Like genie always says. Loosing is fun
>>
Rolled 23 (1d100)

>>39801206
But genie let us know if the rule of 3 from day 1, at least tell me if it apples here.
>>
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>>39801147
>>39801187

you had my interest, now...you have my attention.
>>
>>39801226
>But genie let us know if the rule of 3 from day 1
Nah

He came up with that thing halfway becoming a GM several months ago
I was there
>>
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Rolled 96 (1d100)

>>39801258
And I have dice I love to roll and roll.
Tell death takes its toll.
Or to paradise we stroll
>>
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i can just see alittle grunt, scruffy and covered in dirt, strapped to a oil barrel full of gas and napalm, a match in one hand and a jug of bio gas in the other, bolting from the walls , past the horde for the beasty in the distance.....and he gets there all right.....unfortunately for us.
>>
>>39801283
We had something here Causality

Our friendship with the bots where they were gonna offer us manufacturnig
Gunny's work militarizing a bunch of cave dwelling survivors into a proper army

We were standing on the edge of something great. . .and then. . .
>>
Rolled 35 (1d100)

>>39801100
>>39801116

"I...I can't handle this, man. I can't deal with that thing being over there. It feels /wrong/."

"Whatcha talking about, the Mega? Shit John, it's way the fuck over there and not even heading towards us. We've got bigger problems to deal with, like those flyers. Now orders are to head up top and get ready so let's head up."

"Yeah, alright man. By the way, where's the Gunny and the Drill Sergeant at?"

"Granyon's heading up top with us, Gunny's staying on the ground to make sure everything's installed right."

"Okay man, I'll meet you up there. I'm just gonna stop by my place and grab some ammo first."

"Whatever, John. You'd better come up there. I'll fucking kill you if I die."
>>
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>>39801283
i hate you....
>>
Rolled 36 (1d100)

>>39801338
>>39801346
WE'RE NOT DEAD YET!
>>
Rolled 4 (1d100)

>>39801342
35
>>39801359
36

do you hear it? The call of the quickening
>>
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Rolled 33 (1d100)

>>39801342
>Heroic sacrifice of the comander
It's the only way
>>
>>39801359
I am going to quote this post
in the Epilogue

>>39801374
WAIT.

Hmm.

THAT JUST MIGHT WORK.

But not the commander, you never heroic sacrifice the leader.

I hate to say but. . .I think this might be Gunny's last stand.
>>
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>>39801359
if you have your way we might be, you crazy bastard.

>>goodbye dreams of technoharems , Androcorp sexy bot ammbassaders and late night hot spring visits, goodbye neo -imperium and the gyro riding High Haven "Angels" goodbye....dreams...goodbye hopes...goodbye goodbye goodbye....
>>
>>39801394
>>39801374
actually the wiser choice would be the Engineer because Gunny is vital to our military atm

Guys.

If this is like Genie's setting

Then Heroic sacrifice might actually save our lives.

We must choose
>>
Rolled 84 (1d100)

>>39801342

But John didn't head to his place, no no. Instead, he headed to the Armory.

"Hey Rebecca, I thought you'd be out there on the line not in here. What's up?"

"I'm the only one Gunny trusts to actually keep this shit safe aside from himself. Now what do you want?"

"Sorry, Granyon sent me here to pick up some Deto-charges and spare ammo to deal with the Flyer Swarm."

"...How many Deto-charges?"

"...Uhh..." John began to sweat.

"Hmmm???" The power armored figure of Rebecca towered over the already rather short man, making his nervousness worse.

"...All of them." John managed to squeak out.

A moment passed where it looked like Rebecca was about to incinerate John.

Then another moment.
>>
Rolled 57 (1d100)

>>39801394
Who better to make a grand final BOOM!
Ahahahahahaha!
>>
>>39801402
*unspoilered

GUYS!

If this is like Genie's setting

Then Heroic sacrifice might actually save our lives.

We must choose.

>>39801407
If you want BOOM.

Then don't sacrifice Gunny.

Sacrifice TORG
>>
Rolled 32 (1d100)

>>39801394
>>39801374
>>39801398
>>39801402
I'll provide a list of heroes you have available to sacrifice after I'm done writing up the critfail. For now though...you're just along for the ride.
>>
Rolled 17 (1d100)

>>39801416
Sacrificing no one, but john
Fear not. We will live!
>>
>>39801424
OKay.

SO there is STILL hope.

>Fatalism switch is set to OFF
>>
Rolled 70 (1d100)

>>39801433
>>39801424
Not a pure crit fail. Two failures and a win.

Now let's see it two wrongs make a right!
>>
>>39801416
Or our resident badass over there
honestly I think the comander is the only one worth enough to get us out of this jam, maybe gunny, or a torg/Rebecca combo
>>
>>39801433
oh noe, its too late for hope....far too late.
>>
Rolled 35 (1d100)

>>39801444
Or... Sacrifice... me.
>>
research suite has created flesh eater virus in easy to use canister? we applie liberaly to mega/treedemon monSTAR infected area....wait a week, it clears up?
>>
Rolled 72 (1d100)

>>39801406

"FFFUUUUUUUUUUCCCCCKKKKKKKKKK I WISH I WAS OUT THERE!!!

Is it really that goddamn bad? SHIT. Well here, this is all the Detos we've got. Wait a second though..."

Rebecca stamped her foot on the floor twice. HARD. Dust was shaken off of several of the nearby weapons racks. Then a small section of the floor lifted up, revealing some of the MAD Bandit Pyro Grenades.

"You can...*sniff* take these too...for the good of the civ."

>John Acquired
-Explosives (High Quality) [Moderate]
-MAD Bandit Pyro Grenades [3 Boxes]

"T-thanks, Rebecca. I'll be going now."

And so John left the armory, piled down with more explosive power than he'd ever though he'd see in his life. He made his way down your towers and out to the outer defensive lines, which were still under heavy assault and starting to run low on ammo reserves.

"Wait, who's that fucker with like 4 rucksacks running TOWARDS the monsters?"

"That...looks like John. Oh fuck! He's got explosives!"

"Goddamn, charging into monsters with nothing but explosives and balls. What a brave goddamn hero. Shit, we've gotta support him!"

>Ground Forces have been rallied!
>Monsters are being pushed back!
>>
all in favor of sending in private cas?
>>
Rolled 56 (1d100)

>>39801507
See? Two wrongs do make a right..
Until the dead monsters body falls on us.
But we will still live!
>>
Rolled 87 (1d100)

>>39801507

"Hey Granyon, I can hear the booms. WISH I WAS IN THE FIGHT WITH YOU, MOTHERFUCKER. I guess John got you your explosives?"

"Whaddafuck you talking about, Becca? I didn't -- FUCK, SHOOT IT DOWN NOW

*BLAMABLAMABLAM*

--Fuck, I didn't get no explosives. Could sure fucking use some up here though! Gotta go!

COME AT ME YOU GODDAMN HARPIES!!!"

"...Shit."

>Rebecca has left the Armory
>Armory is now unguarded

Meanwhile, fucking somehow, John had managed to punch through the monsters and make it all the way to the distant fallen tree where the MEGAMONSTER had first been sighted.

"Shit, now how do I get its attention."
>>
>>39801508
Only if we send him in with Pvt Marko
sorry that's a joke neither of you would remember
strelok remembers though
>>
Rolled 64 (1d100)

>>39801558

"yYOeeuOOUU DO not need to gain my ATTTEENNNTIIIOOONNN, dusttt. III HhavE SSSEEEENN you since you were born."

John shat himself and proceeded to fall to his knees vomitting as the MEGAMONSTER appeared from thin air in front of him, and a million million eyes turned their attention to him. It was something like a thin, spindly humanoid form covered in eyes...but it didn't seem to exist so much as it /oozed/ around reality. Unidentifiable things gibbered from rifts around it, dripping fluids that never made it to the ground.

"WwwwhhuTTT WASS YUORRRR OBJECTIVE HERE, MMOORRRTALLL?"

The voice howled into John's mind with all the gentleness a hurricane shows a grain of sand. The man that had been...ceased to be.

"NO."

The man that had been...was once more. Fallen over in a pool of his own vomit and shit, rucksacks of explosives lying scant feet away...or was it a thousand miles away? The Monster's mere presence made the concept of distance void.

"YyUO ARE STUPENDOUSLY UunNNLUCKY, MORTAL. NOW YOU MUST PAY THE pppRRIIIIICCE."
>>
Rolled 6 (1d100)

>>39801710
You didn't tell me we where fighting a lovecrafteion!
Still make the boom!
>>
>>39801741
Why though?
Why did we need to attack this thing in the first place.

Didn't we just befriend a bunch of intelligent monsters at a party?

And this is very clearly and intelligent being.
We could've gotten off on a better foot and who knows what might have transpired
>>
Rolled 47 (1d100)

>>39801759
I'm sorry, from what I read and what I was told I thought it WAS attacking us!
>>
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eclipse phase/cthulhutech confirmed, brace anuses , were fucked. fucked HARD! ...the real secret is that we were fucked right from the start....tentacle fucked...
>>
Rolled 70 (1d100)

>>39801710

Suddenly, every member of your Civ bent over and vomited as the monsters that had been assaulting your base from the ground and sky shriveled into black ash and evaporated.
IT stood before your towers, the structures barely reaching its waist, and sometimes towering far above it from instant to instant.

"I SEEE YOU NoW."

>Alert
All sensors have ceased to read...anything.

"BBEEINGS GReatER THAN I hAAVEE DECREED I TAAaaKEE NOTE OF YUOO.

I ADVISE you lose my attention PROMPTLY if you wish to CONTINUE YOUR PPETty eXISTences."

>>39801814
You were never meant to draw this thing's attention. I did not actually have any plans or ways FOR YOU to draw even a single gram of its attention if you TRIED.
>>
Rolled 20 (1d100)

>>39801844
Ask it nicely to leave and apologize for interrupting it.
>>
>>39801844
and yet....we did.
>>Resumes anus bracing.
>>
Rolled 51 (1d100)

>>39801844

You notice a pathetic lump of something near the Monster's 'foot', with several rucksacks near it.

>Alert
-An eldritch being is standing outside/beside/inside/around/etc. your base.
-It is not pleased

Activate Heroic Sacrifice
>Commander+Torg
>Commander+Rebecca
>Rebecca+Torg+Gunny

>Accept Civ Death
[New starter thread tomorrow]
>>
Rolled 71 (1d100)

>>39801888
No.
We tell it to go.
>>
Rolled 26 (1d100)

>>39801902

"IIT IS NNOOTT MY will THAT HAS BROUGHT NOR KEEPS me here, MORTAL.

II CaNNOT LeAVE without a sacrifice."
>>
Rolled 58 (1d100)

>>39801888
We sacrifice the eldritch monster!
>>
Rolled 62 (1d100)

>>39801926
>>39801931
Then we sacrifice YOU!
>>
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>>39801868
face to face with outer realm demi-being...begins haggling......

>>i fall to my knees and wishper , take what you desire....
>>
Rolled 91 (1d100)

>>39801926
26
>>39801951
62
Roll reversed! Monster sacrifice enabled!
>>
Rolled 50 (1d100)

>>39801957
roll

(also sac torg+becca, keep boss)
>>
Rolled 75 (1d100)

>>39801963
>>39801951
Vote!
>>
Rolled 43 (1d100)

>>39801963
>>39801951
C...can we do that?
It's an eldritch
They don't follow rules, so there is no rule saying we can't!
>>
Rolled 42 (1d100)

>>39801963
>>39801951
>>39801926

"WwWHHAaT HHAVE YyOU???

AAaa!!HH!!!!!!"

The Thing that was around your base disappears.
>>
Rolled 3 (1d100)

>>39801963
Roll of 91
>>39801991
Post Id ending in 91

That eldritch is conscripted and promptly sacrificed!
>>
Rolled 83 (1d100)

>>39802003

The Thing reappears.

>400 Population have succumb to MADNESS

"YYuuOOO SSHHOuldn'T TRy THAT AgaIN.

THEY DO NOT LIKE IT."
>>
also.....i hate you soo much right now cas its unreal.......piss off a (DM shielded) forgotten demi-creature from beyond reality.......
>>
>>39802003
Oh my god it worked!
I told you all we would live!
>>
>>39802023
dont forget its nigh unknowable reality warping masters....
>>
Rolled 86 (1d100)

>>39802020
Ah come on!

>>39802023
How was I supposed to know it's an eldritch!?
>>
Rolled 50 (1d100)

>>39802039

>Your sensors are unable to determine its composition
>>
Rolled 48 (1d100)

>>39802020
Then we sacrifice them!
We sacrifice all of your kind!
>>
Rolled 32 (1d100)

>>39802051
My hints may be sparse sometimes, but they'll be there somewhere.
>>
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>>39802020
offer it the contents of the research lab?
also , maddened masas of torch and pitchfork wielding mobs rushes becca and gunny.

>>offer to sign eldritch blood pact?
>>
Rolled 29 (1d100)

>>39801977
>>39802020
Vote
>>
Rolled 35 (1d100)

>>39802051
That just means they suck! That way more likely!
>>
Rolled 30 (1d100)

>>39802066
roll
>>
Rolled 98 (1d100)

>>39802054
>>39802063
Who are your masters?
>>
Rolled 41 (1d100)

>Votes
-3 Gunny+Torg+Rebecca

1 more to lock it in.

>>39802099
"THEY ARe MANY, YET three."
>>
Rolled 55 (1d100)

>>39802116
I'll vote for it...if it keeps us alive.
>>
Rolled 34 (1d100)

>>39802116
They are the 3 crit rolls.
It is this we sacrifice
We sacrifice all crits, the good and the bad. No more will change us.
>>
>>39802099
DO NOT STRIKE UP CONVERSATION ABOUT RELATIVES WITH THE SEMI_DIVINE NON_BEING FROM BEYOND TIME AND SPACE, CASUALTY!!!!!
>>
Rolled 95 (1d100)

>>39802116

>Sacrifice: Gunny, Torg, Rebecca
[LOCKED]

Writing.

>>39802154
Incorrect.
>>
Rolled 55 (1d100)

>>39802154
Sacrifice all crits?! Are you mad?
>>39802155
But I like talking with family...
>>
Rolled 71 (1d100)

>>39802166

Goddamn am I going to regret staying up this late when I have to go to work in the morning...

>>39802166
Twas me.
>>
>>39802170
According to this post>>39802020
We are in fact mad now.
>>
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>>39802170
AARRAAARGHARAHRGAHRGhdsfkjasd h [oiasjdfg'[opikajsdf'glknadf'lg.....
>>
Rolled 73 (1d100)

>>39802209
Hay, I have my good points too, I can write some good fluff.
>>
Rolled 46 (1d100)

>>39802166

"YYESSS, YOU WILL MAKE FINE TOOLS. A MOST ACCEPTABLE OFFERING.

WWwAIT, WHAT ARE you THE GrEY ONE DOING?"

"EEEXXXPLOSSSIOOOONNNNSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"

"NNnnOO!!!! SSssSSHHIIT!!"

>Alert
Torg, Rebecca, and the Gunny have disappeared along with the Monster.
>>
>>39802231
sigh......yeah, yeah you do , dont you cas.

i wouldnt want the post apoc, cthulhu tech nightmare to go too smoothly or anything......im glad your here. ...you crazy bastard.
>>
Rolled 71 (1d100)

>>39802245
Yes! Die you non Euclidian cunt!
>>39802268
Thanks.
>>
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>>39802231
now sit down, shut up, DONT touch anything, and for god sake stop rolling dice.
>>
Rolled 70 (1d100)

>>39802245

>Alerts
-Monster hordes in our area have been eliminated
-No more monsters seem to be approaching
-Sensors are currently nonfunctional
-Monster Mayhem continues in the city at large

>What do?

>Turn 28
>>>>>>A. Scavenge for food.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Explore in a direction/something.
>>>>>>F. Scavenge for raw materials.
>>>>>>G. Your choice
>Resources: 0
>Loot: 0

Current Pop 1300 (400 MAD)
>>>>>Food: Very Good.
>>>>>Water: Very Good.
>>>>>Medicine: Low.
>>>>>Morale: Good.
>>>>>Armaments: Very Good.
>>>>>Military: 400
>>>>>Fuel: PLENTIFUL.
>>>>>Reputation level: Well-Defended Caravan Town. Silvertongued PARTIERS.
>>>>>Infrastructure: Fortified Township++. Water Pipe Taps. Aquifer Tap. Water Distillery. Survivor Hydroponic+Aquaponic Facility. Gragnath Pens. Armament Auto-Production Line [Survivor-Tech]. MyzCorp Research Suite. Class B+ Supercomputer. MAD Underground Hot Baths (Secured).
>>>>>Defenses: WhiteWood Coalition Sensor Suite. Early Warning Sniper Nests+. Auto-Turret Network++. MG Pillbox Network+. Booby Traps+. Ground Defense Network. Fortified Trench++.
>>>>>Vehicles:
>>>>>>Power: Salvaged Biofuel Generator. City Power Grid(offline).
>>>>>>Materials: Construction Materials. Tools (General) [Moderate]. Lumber [Plentiful]. Gragnath Hides [Plentiful]. Sheet Metal. Rebar Rockcrete [Plentiful]. Camouflage Materials [Extensive]. Various Monster Products [Lots/Extensive].
>>>>>>Weapons: ICorp Basic Security Armaments. ICorp Heavy Weapons Pack. ICorp Stealth Weapon Mods. Monsterbone Melee Weapons. Mil-Spec Flamers [Limited]. Anti-Materiel Rifles.
>>>>>>Ammunition Reserve: Low.
>>>>>>Armor: ICorp CorpSec Body Armor. ICorp Operator Armor [Limited]. Gragnath Hide. Plate [Improvised]. Chameleon Armor [Scarce]. Ghillie Suits. Camo-Cloaks [Limited].
>>>>>>Technology: Post-Apoc Improvised
>>>>>>Communications: Radio [Unencrypted, Limited]. Hardwired Sensor Network.
>>
>>39802314
go to bed and continue later?
>>
Rolled 75 (1d100)

>>39802314

Aaaand that's it for tonight. OP needs his sleep.
>>
>>39802330

If the thread is still alive tomorrow when I get off work then I'll continue it then. Otherwise, Friday at around 7 o clock.

You can also tune in to Genie's Quests (currently the Post Apoc Aegis Securities Civ Quest) for occasional updates from me, as I frequent them heavily.

Anyway, goodnight all and thanks for playing!
>>
>>39802314
immediatly begin consrtuction of a massive monolith and satues in the glory of those beyond the waking world....the elder beings...
>>
>>39802371
peace, strelok. in strelok we trust! in cas we dont!
>>
"Upon high Haven creatures came, spitting death and wreathed in flame, the fires were MADdening, the heat too much, John succumbed to an eldritch touch, with glory on his mind, and grenades in his sack, he left for the site of the fallen tree, never to come back."

3 more fell on a day that was sunny, Torg Rebecca the badass and Gunny, a placard in town is all that remains, of the four foolish fighters who died in our name.

HIGH HAVEN.

WE ARE THE LAST TREE TO FALL.
>>
bump
>>
Did you guys REALLY have to get 400 of our people infected by Mad?
>>
Rolled 18 (1d100)

>>39802745

Oh shit, that's really good.
>>
Rolled 87 (1d100)

>>39805615
Hmm, I'm going to have to find some way to reward that.
>>
>>39802745
Why does Torg always have to die doing what he loves?

>>39805632
Hopefully we get some recognition for taking out that big bad monstrosity and get some desperately needed HELP.

Like, maybe the idea of a "Haven in the City that's worth dying for to protect" reaches somebody out there.

Good guys, hopefully.
>>
Rolled 1 (1d100)

>> 39805632

D'awwww. Thank you Strelok, I try. I throw in my bits when I need to, random post saying, "THEY ARE ROBOTS YOU FUCKS" and the lil' poem was because we need that right now.

If you want when these threads are happening I'll make all my posts in rhyming verse.

Might even namefag if it's enjoyed.
>>
Rolled 18 (1d100)

OH COME ON.
>>
>>39806746
you are SO lucky that isn't an action post
>>
Hey, sometime during us getting raped didn't the gragnath breeders have a discovery for us?
>>
>>39807217
That they did and the science lab did too, we should get our shit in order first while waiting for them.

Primarly how are we gonna get rid of 400 madders. . .and please don't say genocide or slavery.
>>
its not genocide, is mass euthanasia. and keeping them sure as hell isnt an option.
>>
>>39808361
>>39808483
We need to hand them off to our bandit friends
>>
>>39808608
>>Friends , and not evil murderhobo psychopaths.
>>
>>39808646
We can at least try to find the "nicest" bandits or the ones with the least amount of homosexual rapists.
>>
>Miss one thread
>Namefag ruined everything
Typical.
>>
>>39808919
But we did live.
>>
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>>39808919
Not me this time
>>
>>39808999
>400 MAD
>Three of our best dead
I wouldn't call that living anon. It's closer to a state of temporary limbo before our gory, inevitable demise.
>>
in strelok we trust!
>>
>>39809073
In case I need to draw ya'll a pretty picture. There's no way to determine who's insane and who isn't, some of our soldiers are probably afflicted, and the fucking armory is UNGUARDED.
>>
>>39809073
Aka; the death spiral. Honestly I think we are past the worst of it. unless something else attacks us right now, I think we will have some time to rebuild
>>
>>39809146
See >>39809127

And I won't even mention the fucking bots, because the second they realize we've got an outbreak is the second we earn a permanent spot on their shit-list.
>>
>>39809127
>>39809243
I figure that the mad aren't too hard to identify, seeing as they are mad and all. Would you rather start plugging them on sight and ruin our rep with the bandits? Banishment, fast, seems to be the only option that won't ruin our rep with everybody.
>>
Okay, so why don't we plan out some actions.

1 - The Mad. We need to get rid of them, at least the obvious ones. Once again, I suggest we ask the Boss how feasible is it of hiring a caravan to cart them off far away.

Killing madders pisses off bandits where at least outcasting them is the norm in the setting. Everyone does it without too much reprecussion, and there's the chance it might come back to us if we give them a good send off.

We should ask the Boss how feasible is it to make that happen

2. - A new military commander. We just lost two of our most experienced and combat oriented heroes, once agian we are survivors without any military training or discipline. We need a new trainer.

3 - Pushing a deal with the Bots. We really really really need their manufacturing capabilities sooner than later to help make up for our losses and pay the caravans with manufactured goods, in exchange for scavenged resources. It'll give us plenty of purchasing power

Anything else we should note?
>>
>>39809359
Everyone does banishment, its the default norm that all people do. Killing is not only abnormal, its both detrimental to morale and yes bandits will hate you for it.
>>
>>39809359
Banishment will come back to bite us. You're also assuming we can cleanly depart a third of our population.

Honestly I think the best way to handle this would be to quarantine the problem in the damaged tower and let a few monsters and equipment failures 'solve' it. As long as we're subtle we probably won't face a MADrevolution.

What >>39809363 proposes would also be good, except it won't happen. No caravan will accept four hundred maniacs, and even if they did we'd be facing violent repercussions since we're telling the madmen to fuck off
>>
>>39809363
good idea, rebuilding and reinforcing our position should be key, our position as good as it looked before, seems to be easily shakken with a few good rolls.

1) have every single pop intervewed by a group of medics/boss, time consuming but thorough. Then cart them off , or just throw em over the wall, whatever.
2) hold interviews , ask caravan thats not too far out for merc commanders etc. not to unusual.
3) Repeated dialog with bots, boss managed to snag us some industrial tools(fine), but now we need further machines and facilities to use them in/with.

4) future expansion of industry , and fortifacation of exissting assets. walls, power grid, utilities, etc.

5) creation of new assets? vehicles? artiery? air power? communication and encryption? aditional facilities? etc.


something like that?
>>
>>39809455
>Banishment will come back to bite us.
Every action we do has consequences.

But the consequences of killing or keeping them outweigh the consequences of banishing them.

And perhaps no average caravan might, but there are stranger caravans out there.

As well, we don't have to send them off all at the same time, and likewise we can give them a good reason that they have to go (if they are sane enough to even want to stay)
>>
Rolled 66 (1d100)

>>39809455
Mad are generally too insane to organize anything like remotely like a revolution.

And even if they could they were one of us, poor soldiers with little training. We hold the advantage of being sane enough to use our weapons and have some semblance of tactics.
>>
>>39809548
agree, mad arent the hardest thing to deal with. insanity is a slow build up, not a completle overnight thing. we should be able to diagnose them, explan the situation to them, and send them out with our blessings. thetll work for 90% of them EASY. a few migth need to be isolated and "incouraged" to leave, but well survive. We can always do it pieace meal afterall.
>>
>>39808483
That many madders would be hard to do...and so many MADS is bound to draw bandit attention. Especially from their crazies and bandit psionic users. Normally they wouldn't care as something like that would be the norm from a bandit faction but since its coming from a non bandit faction...they are bound to get curious.
>>
>>39809548
Anon, your subterfuge is so lacking it's sad.

Banishment isn't an option, we would double the Bandit population on top of weakening ourselves.

The caravan thing's equal to wishing upon a lucky start. Not likely to happen.

Really, it's simpler to stage something. Have the people be interviewed by shrinks and docs, starting with the soldiers, and quietly deport every unhinged inhabitant to another tower.
Then, once we're done evacuating every sane resident from said tower, we bait in a couple monsters. Wait til morning, clean it all up, make big speeches about tragedies and shed crocodile tears.

There, problem solved with only minimum moral loss, and no risk of them coming back with an entire pack of bandits

>>39809587
We can only hope, but that doesn't change the fact that we're deporting people. Friends, family members, all forced away because of some flimsy explanation.
It's going to fuck up morale either way, might as well prevent an raise in bandit activity.
>>
>>39809660
>Banishment isn't an option, we would double the Bandit population on top of weakening ourselves.
Not all mad instantly go to bandit, a good number of them become Outcasts. Especially the ones who before they went mad are inclined not to become bandits. That is, most of our people when sane wouldn't want to become bandits, so even insane its more likely they would choose outcast over banditry.

>There, problem solved with only minimum moral loss, and no risk of them coming back with an entire pack of bandits
I keep telling you your attacking a strawman with that argument. Not only is it highly unlikely in the first place they would lead bandits back to us, but additional efforts to prevent that would be more than enough to alleviate that kind of threat.

Furthermore the risk of failing to keep that quiet is extremely high, you don't think there aren't a ton of people who wouldn't see that kind of monster meatgrinder? There are intelligent monsters after all, and people who talk to them.

Deporting a loved one because they can't stay is not going to be as bad to morale as killing them.

And once again, if it is at all possible we will seek to put them away from bandit influence. Or at least, bandit influence FAR away from us.
>>
>>39809660
>Friends, family members, all forced away because of some flimsy explanation
As well, its' not flimsy. Mad is pretty damn obvious.

And if it were flimsy, that's even more a reason for deportation over killing.

Everyone would recognize that sort of thing right off the bat. All of our mad dispensary simultaneous to a monster attack? That's far too convinenient
>>
wiat, wait wait. I GOT IT! we diagnose them mad ones right? we all agree on that? spend alittle time, round em all up? then....and heres where it gets good see......we send them all on a suicide mission! no muss no fuss!
send them after a "abandoned bunker we discovered from our new com tech....signals or something" ..."we need a brave expedition crew to go and get the facility up and runnign again" ...BAM! problem solved. well weep over the loss of the expedition and none will be the wiser.
>>
>>39809796
that could work, if were careful,
a) gets rid of mad
b) moral lose minimal with "proper" explanation.
c) bandits arnt as angry
d) bandits dont grow much)
e) 400 madders are put out of there missery.

perfect
>>
>>39809722
>it highly unlikely that the madmen that routinely join bandit groups to survive would communicate our location to their new group
Yeah, sure.

>the risk of failing to keep that quiet is extremely high
It would be, if we didn't suffer attack every five minutes. A fucking eldrich evil just dropped by for fuck's sake, all bets are god damn off.

>And once again, if it is at all possible we will seek to put them away from bandit influence.
>Despite Bandits being one of the only faction who don't despise MAD people

>>39809750
>Everyone would recognize that sort of thing right off the bat. All of our mad dispensary simultaneous to a monster attack? That's far too convinenient
You seem to think that everyone has a macro outlook on the situation. This is not the case.
To the average guy, we're just moving a few peeps to make space, and oh would you look at that, another incident. How tragic.

Whoever's smart enough to figure out what happened will be lost in the multitude

>>39809796
>Sending 400 civilians out on a scouting mission
>Somehow not the most obvious bullshit ever
You get an F in Subterfuge like that other anon
>>
Rolled 63 (1d100)

>>39809796
vote
>>
>>39809796
That or they end up pissing off another monster mayhem or a faction we could do well without pissing off, that an actual non-mad scouting force would be wise enough to prevent.

As in, haven't we been telling our scouting forces all the time not to piss stuff off and lead it back to the base?
>>
>>39809796
>>39809829
So a made up 'mission' in order to banish them? You ARE aware all their actions would be under the MAD effect right? Also not all of the MADs are gonna be military personnel and just because your insane doesn't mean your stupid. They'll know whats up.
>>
>>39809848
not a scouting mission, an "expedition" , terminology can mean alot to people. this is a KNOWN quality thing, it needs a large group to get it up and runnign and maintan it. few would question it with alittle pr spinning. ..it just so happens that its far away and monster will certaining strike by the time they get there.
dosnt have to be perfect , just get the majority of the problem out of the way.
>>
>>39809848
>Yeah, sure.
You better goddamn believe it. You'd be lucky enough to find a mad who remembers his past, much less has a reason to tell you where he came from or why you should go there.

>>it highly unlikely that the madmen that routinely join bandit groups
>Despite Bandits being one of the only faction who don't despise MAD people
What are outcasts?

As in, the #1 place mad people end up in with bandits being /secondary/?

Once again, if while sane they would rather not become bandits, then while insane they would also avoid going bandit and more likely go outcast.

People have outlasted their mad without issue for centuries, and in far greater numbers than this. It hasn't killed all of them it and it won't kill us.

Also fuck subterfuge. We're gonna be good guys to the last.
>>
Rolled 99 (1d100)

>>39809848
>Mad
>Communication
I don't think you comprehend what mad is.
If they were sane enough to remember their families and friends, they'd be unlikely to tell bandits to come kill them. Especially if they remember being sent off kindly.
>>
>>39809917
i agrree with being the GOOD GUYS from "High Haven" . but if everyone wants them dead or gone, im trying to find a way to do a bit of both. get them outside the walls on a "mission" .....it could work. not risk free , but then nothing seems better soo far.
>>
>>39809796
Veto
>>
>>39809950
I don't want them dead. The people probably don't want them dead either.

I do want them gone, and I can garuantee you the population wants them gone too
>>
>>39809965
for plan, or against plan veto?
>>
How hard is it to realize that PEOPLE OUTCAST THEIR MAD ALL THE TIME.

Even Paramilitaries outcast trained and professional soldiers who have gone mad, who would know far more about the weaknesses and tactics of their base?

Banishment is the norm.
>>
>>39809796
Veto vote.

...Why don't we just contact some bandits over the comm and request that the MAD get picked up? They'll be obligated to take them less they suffer bandit 'justice' and they may even know some stuff. That will give us time to give the MADs a proper send off too and if were lucky the bandits will know of an Institute or an Outcast sect to leave them at.
>>
>>39810002
I oppose that plan and everything it details

As in: No
>>
>>39809978
then, the best way so far is to send em all out, with at least a tiny shred of hope and reasoning....worst case they die on there own like they would anyway from exile, best case they find a new home. we cant have a perfect solution here guys. there isnt one, however this "suicide mission" plan, probably the most effective so far. give me better.
>>
>>39809877
The dude thinks rounding up a few hundred civilians, who have most likely never set a foot outside the wall, and sending them on a '''scouting''' mission isn't going to result into an instant panic rebellion.

Might as well make em dig their own graves while we're at it. Fucks sake.

>>39809910
To quote a bad fighting game, "A distinction without a difference". What you're proposing is equivalent to exile, just slightly more subtle one who will probably blow up in our face.

>>39809917
It will literally only take ONE asshole who remembers where he came from to compromise our position. And that's ignoring the possibility of them building up a grudge.

>You'd be lucky enough to find a mad who remembers his past
And by his past do you mean a god damn weak ago ? When people kicked him out of his house for no reason ?
Why would that guy ever be mad enough to reveal our position I wonder

>Also fuck subterfuge. We're gonna be good guys to the last.
>Can't use subterfuge for the greater good
>Subterfuge is inherently bad
You're not very smart, are you ?

>>39809945
I don't care how many bouquets you bring, you can't make a kind exile.
>>
>>39810017
That's actually kind of worse anon. Not only is bandit relations a no-no, but like we would directly be maknig them stronger.

You can accomplish the same thing by finding an outcast group.

. . .
>anon slaps himself in the face

DUH

WE SHOULD JUST CONTACT AN OUTCAST GROUP
Outcasts are unsavory, but they aren't /bandits/.
>>
>>39810034
>And by his past do you mean a god damn weak ago ?
I mean five minutes ago.
Or recognizes the concept of time.
Or language.

>You're not very smart, are you ?
Smarter than you
>>
>>39810047
That still leaves the problem of four hundred MAD assholes that know our address being out there unsupervised. Also we don't know of any outcast group.
>>
>>39810047
i could get behind this, sort of a gypsey camp thing? do we know of any?
>>
>>39810047
Why do you think I mentioned an outcast sect? In Genie verse they are where outcasts congregate in the greatest number and serve as a recruiting ground for bandits.

This obviously would mean the bandits would have to know where the closest one is. That is why I said ask the bandits they'll know.

Considering Strelok didn't say anything about it would appear we don't know the location but the bandits will!
>>
>>39810072
>That still leaves the problem of four hundred MAD assholes that know our address being out there unsupervised
>Continuing to not understand MAD

>Also we don't know of any outcast group
That can easily be fixed
>>
>>39810068
>I mean five minutes ago.
>Or recognizes the concept of time.
>Or language.
Yeah, clearly the MAD bandits we encountered previously were rambling madmen, and not organized and competent. I'm certain every MAD guy is just a quivering mess, that's why they're such a problem.

>Smarter than you
Are you ? Because you're not making a good show of it.
>>
>>39810104
Mad Bandits have had time and the need to learn how to cope with mad and survive. Not only that they are in all likelihood the few individuals capable of such a thing and surviving the wasteland with it. As in, the one in a couple hundred who didn't outright die from outright stupidity, and had the inherent skills to survive.

And then furthermore they became bandits. Not outcasts, why? Because being smart enough to use skills they are also smart enough to remember that somebody pissed them off and they want revenge, or they had the misfortune of landing in a Bandit camp and not absolutely anywhere else.
>>
>>39809796
dice+1d100

Voting, send them on a suicide mission. But it might be smarter to send them on an actual mission in case they actually succeed.
>>
Rolled 60 (1d100)

>>39810202
oops
>>
Maybe we should ask the Boss his opinion on these various plans first.
i.e., wait for Strelok to be here and answer some questions and give IC knowledge.
>>
Rolled 50 (1d100)

>>39810103
To be fair no one understands MAD without going crazy at least. This includes myself and while I have OCC rules they follow...everything else is free game. Not a fan of writing though as the only way to do so well/fittingly requires me taking sanity damage.

Not fond of taking sanity damage which is why I shy away from using too much MAD. Luckily bandits are leery of the stuff despite being the ones who have to deal with it the most. Guess thats why.

>>39810010
They throw all kinds of 'troublemakers' out. This often depends upon the civ of what is deemed 'trouble' but insanity and crime are universally connected to it.

As for that they tend to be crazy this fucks with their head and depending on the terms they left by they may not go out of their way to screw their original home. This is however assuming they left on good terms...for bad terms its not unknown for it to come back and bite you.

So some factions get the brilliant idea of execution to 'curb' this problem. That however bites them in the ass once the bandits find out and they perform their 'justified vengeance'. So being a dick is especially bad for your health if your a non bandit.

Something that isn't talked about but its a bit of an open secret is however the opposite scenario. There are secret stories and rumor of those who left on good terms sometimes help out their original faction despite being bandits...this usually happens though if they left on 'good' terms or there is something there the bandit still cares for. Like family for instance despite it being frowned upon among bandits its been known to happen and they don't say anything about it.

To non bandit factions however its a taboo topic.
>>
>>39810198
Fair enough. But you do realize that in a pop of 400 you're gonna find a couple of these at the very least; right ?

And that that amount of survivors indicate a proportional amount of resources in the direction they originated from, right ?
Seriously, if I was a bandit chief and that many insane sods showed up, I'd pry them for info on their hometown, or send a couple scouts in the direction they came from.

The odds of this not biting us in the ass one way or another are ridiculously low
>>
>>39810278
Which is why we're going to do this piece-meal if we can, and as covertly as possible via caravan.

Besides, a Bandit who tries to pry and mad for info is as likely to get a description on the lost city of El Dorado, or big rock candy mountain, as they would a hometown. Or perhaps a recital of macbeth.
>>
Rolled 76 (1d100)

>>39809796
my original roll
>>
>>39810258
>As for that they tend to be crazy this fucks with their head and depending on the terms they left by they may not go out of their way to screw their original home. This is however assuming they left on good terms...for bad terms its not unknown for it to come back and bite you.
>Something that isn't talked about but its a bit of an open secret is however the opposite scenario. There are secret stories and rumor of those who left on good terms sometimes help out their original faction despite being bandits...this usually happens though if they left on 'good' terms or there is something there the bandit still cares for. Like family for instance despite it being frowned upon among bandits its been known to happen and they don't say anything about it.
Which is exactly what I would like to attempt in this scenario.
>>
Rolled 65 (1d100)

>>39810240
This is exactly right.

The Boss is literally our most setting savvy person, he was designed to be setting savvy and good at diplomacy, if anyone is close to the best solution to this it'd be him.
>>
>>39810335
Large groups leave unsubtle tracks in their wake. One mention of "home" from one MAD and we'll have an attack brewing.
And piece meal implies keeping MAD people around for a non negligible periods of time, which isn't a good idea.

I do however think the Caravan idea might have some merit. I could see them accepting as long as we grease their paw a bit

Honestly this scenario doesn't have a good solution. Complications will occur either way, so I'd rather deal with crushed moral than bandits
>>
Rolled 15 (1d100)

>>39810454
>>39810240
Voting for Big Boss opinion and input
>>
>>39810198
That is true if they are just thrown out without help and before bandits can find them. Obviously those who survive such a 'cleansing' or purge are gonna be especially nasty.

Which is why bandits like getting a hold of them before that happens. A non grudge holding crazy is much easier to handle and which makes their lives easier. I mean the non crazy grudge holders can be annoying enough as is...

>>39810335
Well obviously there is a reason why bandits don't bother questioning the crazies even the newer ones. Nothing good ever really comes from it because they're fucking insane.

>>39810278
They're fucking crazy you wont get shit from them.Every bandit knows this crazy info is worse then worthless hell even most non bandits do too.

All my info is Genieverse though.

>>39810391
That would be easier for a sane bunch. Best way to do that is to let them say their goodbyes, give them some supplies/keepsakes, and try to have a place for them to go when they leave even if its with a bandit band. They do their best to take care of the crazies.
>>
>>39810469
I feel the same way, except to me killing them is the one that leads to bandits, not outcasting.

There is a small chance that them mentioning our home might be beneificial, as what are they gonna remember?

The scary as fuck eldritch abomination with a billion eyes that made them go mad.

People usually go mad for bad reasons, not good, and when you have a psycho telling you about some lovecraftian horror planting evil screaming gnomes in his head, bandits might be inclined to stay away.
>>
>>39810504
>Best way to do that is to let them say their goodbyes, give them some supplies/keepsakes, and try to have a place for them to go when they leave even if its with a bandit band. They do their best to take care of the crazies.
Exactly!

Although, I'd kind of prefer an outcast group over a bandit group. Then they won't be hurting anyone else either.
>>
>>39810504
>They're fucking crazy you wont get shit from them.Every bandit knows this crazy info is worse then worthless hell even most non bandits do too.
Just because what they have to say is useless doesn't mean they don't carry any useful info. The fact that that big a group of decently well fed MADs is around is telling enough, and I doubt following their tracks would be too hard for a good scout.

>>39810536
Could we maybe just scum it out ? Blindfold them, lead 'em away from our town in small groups, and send them away with some supplies ? They'd most likely die, but it wouldn't be on our hands, and we'd drastically reduce the odds of bad consequences while also not being dicks.
>>
>>39810629
I'd accept that as plan B, but I'd prefer plan A is getting them somewhere they can live.
>>
Rolled 49 (1d100)

>>39810592
Outcasts aren't required to care for crazies but are encouraged.

Outcasts are sorta between bandits and other factions in terms of scale. Sooner or later though they join up with some bandits as other factions tend to be quite hostile to them unlike the bandits.

Other factions tend not to see a very big distinction between bandits and outcasts unlike them.

>>39810660
Contact a bandit over the comms if they find out crazies are involved they'll be obligated to assist. At the very least you can squeeze them for a bit of info rather easily considering the situation. They tend to be a bit more talkative if they can avoid a scrap or if you doing something helpful to crazies/outcasts. Some of them started off an outcasts too at one point you see so they tend to be rather sensitive to those matters.
>>
Rolled 2 (1d100)

>>39810592
>>Best way to do that is to let them say their goodbyes, give them some supplies/keepsakes
That makes me want to write.

---

It had been a sad and yet fateful occasion. Fathers, mothers, sons, brothers, wives and husbands, all speaking their goodbyes. Those who could understand listened, and those who could not were spoken to by tearful loved ones anyway.

Even those whom the whims of fate left not family or friend found today they had one, strangers and officials getting together to speak, to care, to hug, to give them what they lacked if only for a moment.

Each and all were given memories of the place they once called home, good memories, and those who couldn't remember were given something to remember by, trinkets worn around the neck, or around the wrist. And more than a few of them recognized their significance.

To them all, the murmering, shaking crowd, a speech was told by a councilman.

"Our lot in life is this: to live

We fight and struggle against hardships and great strife, so that we continue to survive, that our children might have a future. None of us are stranger to the sacrifices that many have made and many more owe their lives to.

Be it to war, to sickness, or separation we are not strangers to loss. But do not think of this as loss.

You whom depart. You are not rejected, you are not forgotten.

In each and one of you lies a shard of hope. Our hope.

You are and always will be what we always have been, survivors.

You carry with you the same blood and generations of toil of our forefathers. They whom hoped that their progeny might live on when they are gone. And if one day our great Haven may fall to ruin and crumble to dust, and that all those who are here are gone, you will still live, as the inheritors of our legacy. As you are now and always will be.

Live and find life. We will always remember you as those we cared for, those we loved, and those we lost. We pray you remember us the same."
>>
>>39811094
man i wish my players did more stuff like this.
>>
>>39811876
I used to

It just hurt too much to see civs I invest in die, and I've had horrible luck with speeches and diplomacy in your games sorry Genie.
>>
>>39812328
and to think I was once thought of as good with diplo. . .
>>
Hmm, thread's still alive.

>Survival bonus engaged
I'll make another thread around 7 or 8 tonight since this one is about to fall off. You'll keep any rolls/bonuses from things agreed on in this thread though.



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