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File: undead catacombs.jpg (141 KB, 1403x570)
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Rolled 57 (1d100)

Last time in the ruined new world. You have discovered your psionic potential which resulted in luring a smart zombie who wanted your BRAINS...and thus nearly got eaten. If it weren't for a strange bandit gang led by a extremely unusual bandit diplomat(who knew they actually existed?) and you calling for backup. Backup came all right in the form of firebombs, ghouls, undead, and bots. In your defense only half of those were your fault.

Before that you had nearly died by getting turned into swiss cheese...twice and sniped. All at once and Ironically this was in a survivor settlement. On the plus side at least you didn't nearly get raped like in the bandit settlement. But at least in the bandit settlement you got away with some loot. That was how you got stranded in the middle of a zombie infestation after your recovery which was later purged by bots with flamethrowers.

Turned out they were friendly and you met up with Shrouded One who had a business to attend to. You did extremely well especially with your newly awakened psionic abilities alas after that you deeply pissed off the Shrouded One and discovered how that one could do business with bandits. More importantly later indirectly saw the same Shrouded One spill spaghetti right afterwards.

So that was when you went on a walk running into bandit and zombies after you just finished looting a store by drawing bad things away from it with bait. Now you are stuck in a catacombs crawling with the undead all because you just HAD to interrupt the lovemaking between the Shrouded One and a necromancer for an apprenticeship.

But hey if you make it out alive and grab some loot you'll get a new teacher!
>>
Rolled 63 (1d100)

>>819785
So far in the catacombs you have passed through a strange room with a pool covered in odd growths. Beyond that chamber you entered a passageway with now empty graves that had strange writings and magical glyphs.

You were able to translate the writings and some of the glyphs. Making a worrying discovery and maybe just maybe. You'll figure out why those corpses need the glyphs and what those newer undead glyphs do...

roll 1d100 to piece together the reason for the glyphs from the translations you performed.

Another 1d100 for actions as usual.
What do?
>Go back
>Keep going forward
>Stay put
>Try to figure out why the undead don't like the blessings

Last thread: >>799065
>>
>>819853
>>819863
Want me to reroll it genie?
>>
Rolled 71 (1d100)

>>819785
I'm going to ask AMY after we get out of this dungeon, I think If we are willing to give up enough gear and just keep our best or extremely pieces we could probably afford a vehicle capable of supporting our AI long term, I think we have A LOT we can part with let's not be hoarders and just pick a good setup or two and sell all the other crap, get a bad ass ride, maybe even a psy friendly vehicle, and a bunch of ammo and replacement parts for the gear we intend on sticking with
>>819853
>>819764
Rolled a 42 last thread, isn't that a magic number?
>>
Rolled 57 (1d100)

>>819874
I don't think we have to worry about a home for Amy, since we got some rather fancy power armor. Although if it doesn't provide power to her, then yeah we still need a vehicle for that. But really we still need a vehicle for all the other benefits it provides.

>>819870
Alright, whatever we magic up, try to make it work with the undead, not against them. Something that will mark us as friendly or just mask our life force.
>>
>>819870
Reroll everything and whatever.

>>819874
Magic don't work like that(unless you got something special going like MAD then particular numbers matter).
>>
Rolled 25 (1d100)

>>819785
>Try to figure out why the undead don't like the blessings

If we fail this I know something 'fun' will happen.
>>
Rolled 94 (1d100)

>>819853

>>819964
Forgot the roll for piecing together.
>>
>>819953
Isn't 42 a magic number?
>>
Rolled 1 (1d100)

>>819990
...Depends on the kind of magic your using then it may apply.

MAD for instance unlucky numbers total in 13 and no 13 isn't an unlucky number for them.

42 is for instance is considered an unlucky number among the undead.
>>
>>820023
I could have sworn 42 was the magic number because of hitchhikers and LUE
>>
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Rolled 10 (1d100)

>>820023
...fuck what a bad time for me to roll a fucking 1. Admittedly it is quite fitting but still.

>>820063
That is in Pop Culture anon.
>>
Rolled 90 (1d100)

>>820076
...so where did all the actions, rolls, and anons go?

I only started a new thread because the other one was deep in auto sage.
>>
Rolled 56 (1d100)

>>820023
>>820076
>1
>10
Well, maybe your next post will be a 100

>>819964
>>819974
Nice. So are we trying to figure out why the undead don't like the blessings, or trying to figure out something that will make undead in general not hurt us? Could these be combined?

I'm worried about that 1 guys
>>
Rolled 74 (1d100)

>>820146
Beats me. I was only round because of lunch break.

>>820149
Just getting knowledge. I wanted to keep moving before. Yet now that we started it's probably best to see it through.
>>
Rolled 18 (1d100)

Archive of Threads [GenieQuest is the new unifying tag for all Genie Quests of all sorts]
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=GenieQuest

Inventory: http://pastebin.com/TWRaXtrM
I think that's pretty comprehensive.

>>819853
>Piece Together the reason for the glyphs from the translations you performed
>Try to figure out why the undead don't like blessings.
>>
Rolled 56 (1d100)

>>820023
Why is 42 an unlucky number among the undead?
>>
Rolled 65 (1d100)

>>820204
I get that you're just suggesting trying to figure things out. But last thread we had this
>>819870
>>819863
Which had one other supporter, and I thought it sounded like a good idea. Paying attention to the wording, it's actually to /see/ if there's anything we can do, so it does fall under the blanket of knowledge-gathering.

Or we just try to figure out the reason for the glyphs and try to figure out why the undead don't like the blessings, either way works for me.

>>820210
Thanks, someone needed to do that
>>
>>819874
We've already got more than enough store credit, I think. We sold off a shitton of bot parts (that Shrouded One pays a premium for) on a CRIT SUCCESS in exchange for store credit. We've definitely got enough at least for a fucking tricked out recon vehicle or something.
>>
Rolled 26 (1d100)

>>820253
I'll got ahead and throw my vote off of trying to figure out why the undead don't like blessings..to the specifically worded action from last thread.
>>
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Rolled 62 (1d100)

>>820253
While you were successful in determining the reasoning behind the special corpse treatment your attempts to see why the undead didn't like the blessings failed...and you see incoming undead who have detected your presence.

They do not appear to be friendly.

The reason for the glyphs is due to the kind of undead the corpses would turn into. Which were not typical zombies or skeletons but something much worse. Special undead. Undead who are smarter and have special abilities. That is the reason why the glyphs were placed around their graves. It was to prevent their animation to unusual undead.

From what you could figure out this includes wraiths and elite undead like Knights or Magi. Which means those skeletons that are approaching you...are skeleton soldiers. They would still know how to fight properly and are now undead meaning they are much tougher and stronger. This bodes very bad news for you but at least you know these catacombs have unusual undead creeping about inside.

Your attempts with the blessings...for whatever reason you cannot decipher the undead do no like it. Probably due to your own experimentation which lured out the undead deeper in. No doubt very unhappy with a living being throwing blessings around willy nilly.

What do?
>Run away
>Snipe them from afar before they close in
>Hide behind the bots
>Charge them
>Other?
>>
Rolled 48 (1d100)

>>820354
>>Other?
Time to get moving through the tunnels. find where the least undead are coming from at try to vaguely keep heading upwards. Maybe use our powers to close the likly large crypt doors behind is to help us know where we have been but also cut of the undead. Use the bots to help if needs be. Then carve up some wards into the bots. Anti-undead bots are a go.
>>
Rolled 75 (1d100)

>>820354
https://www.youtube.com/watch?v=mQurhyV4PrY&ab_channel=EpicMusicWorldII

Thread Theme Music.

Finally managed to find some good undead tunes. Thankfully I didn't have to go all goth or death metal.
>>
Rolled 94 (1d100)

>>820354
>Run away
Keep activity down where we can. More sound the more will come.

I view the best goal will be to find the smart undead to offer drinks and the like. In hopes to budy up and keep the mindless ones at bay.
>>
Rolled 47 (1d100)

>>820556
Vote, retreat to the room with the pool.

It sounds like these ones are intelligent, although it doesn't appear we've seen their leader yet.
>>
Rolled 97 (1d100)

>>820556
>>820825
Supporting retreating to the pool.

I think these aren't /quite/ what you'd call intelligent. Not quite self-deterministic anyway, but they're smart enough to remember how to fight.
>>
Rolled 86 (1d100)

>>820916
>>820825
>>820556
Damn but we beat a fine retreat. So fine maybe they didn't even see where we went.
>>
Rolled 99 (1d100)

>>820556
you decide its best to run back to the pool. Good thing to because as it turns out the bots and skeletons with you let them passby. They in turn ignored them.

They however did keep chasing you. Even as you entered the chamber...however as you got closer to it the more they slowed down. Finally when it came to the entrance of chamber itself they halted for mysterious reasons. Guess they don't like the place then huh?

Alas that did not last you further beyond you saw another skeleton approaching this time it had masks floating around it and it wore a robe. When it pointed at you the other skeletons entered and fanned out attempting to encircle you. The speed they moved...was insanely fast.

No flesh could of sustained that speed without severe damage...alas they are nothing but a bunch of bones animated by magics. Their leader meanwhile the robed skeleton started to chant additional magical energies infused itself into the skeletons and you could see magical fluctuations from it as things started to form around it.

What do?
>Shoot the robed skeleton
>Shoot the skeleton soldiers
>Try to break past them to retreat to the entrance
>Try to break past them into the passageway you just left
>Dive into the pool maybe that will stop them
>Other?
>>
Rolled 84 (1d100)

>>820951
>Other?
Try diplomacy
"Uh, sorry for disturbing you. Instead of killing me, can we talk about this?"

It's probably really old, so might not speak the same language as us. so use telepathy.
>>
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Rolled 15 (1d100)

>>820951
and i forgot my pic.
>>
Rolled 38 (1d100)

>>820989
It might not register with our psi, so we should speak as a backup deal.
>>
Rolled 37 (1d100)

>>820951

If diplomacy doesn't work, I'd like to propose this plan for now.

>Armor to Power+Speed+Shielding mode
>Equip the DoubleMag Full Auto Shotgun with Old World Rounds
>Shoot the Robed Skeleton

Grab a glue grenade and/or an oil (slick'em) grenade if we've got one on hand (probably in the bandit explosives). Full fucking ammo drum TO THE FUCKING FACE on the skeletal mage. If that doesn't work, then try stabbing them with our magi-psi dagger.

As soon as AMY detect that any of the soldiers are making a move, drop the grenade at our feet and jetpack away up towards the mage to try to get into melee with the aforementioned psi-magic dagger.

If the 'nade we find is oil then that's best. Use their speed against them and make them go wild and out of control when they try to attack us. We've got the jetpack for maneuvering.
>>
Rolled 25 (1d100)

>>821066
I'm trying to think of a clever way to burn a boon to enhance our chances here.

The first thing I thought of when we ended up in a crypt was burning a boon to make our lineage related to the ancient person that these fellows owe fealty to.
>>
Rolled 4 (1d100)

>>821012
>>821066
Sounds reasonable
>>
Rolled 24 (1d100)

>>821080
That trick is hilariously effective against undead Knights and their ilk. Quite of few of them refused to die for honor related reasons.

Its so common its actually a bit of a joke among the undead.

They are however some scary sons of bitches even being able to eat a smite to the face before cleaving you in half. That whole 'refusing to die' schtik creates some of the most ungodly tough undead ever. fuckers could eat a smite from the gods above and still keep swinging.

Naturally for that same reason they are often some of the worse undead you could possibly face because of just how hard they are to kill again even by undead standards.

Its actually due to those reasons is a biggest reasons why Undead Knights are so notorious. As its a very common thing among them.
>>
Rolled 60 (1d100)

>>821066
Actually, let me fine tune this a little bit for flair, again if diplomacy doesn't work.

>Armor to Power+Speed+Shielding mode
>Equip the DoubleMag Full Auto Shotgun with Old World Rounds
>Shoot the Robed Skeleton

Grab an oil (slick'em) grenade if we've got one on hand (probably in the bandit explosives). Hold it out in front of us and deliberately start to pull the pin.

"Alright then you skeleton-loving ancient magi sonnuvagun. I just got shoved in here for interrupting a certain lovely lady, and don't mean any trouble. Now this grenade i've got in my hand is a special piece of tech I picked up from a bandit's black-tech stash. It's actually so old you might recognize it. Suffice to say it'll do more than enough to annihilate both myself, you, your knights, and anyone else within about a mile diameter of this point in this goddamn catacomb.

Now if you don't stop your fucking chanting and tell your goons to chill out right now this pin comes out and you get to kiss any hope of furthering the pursuit of your magical studies goodbye. So how about instead of that we talk it out, boss?"

If he stops chanting then good, we can diplomance. If not then we do the following:

Full fucking ammo drum TO THE FUCKING FACE on the skeletal mage. If that doesn't work, then try stabbing them with our magi-psi dagger.

As soon as AMY detect that any of the soldiers are making a move, drop the grenade at our feet and jetpack away up towards the mage to try to get into melee with the aforementioned psi-magic dagger.

If the 'nade we find is oil then that's best. Use their speed against them and make them go wild and out of control when they try to attack us. We've got the jetpack for maneuvering.
>>
>>821128
And these do seem to be undead knights we're dealing with, yeah?
>>
Rolled 28 (1d100)

>>821080

>Other Boon Suggestions
Burn a boon to just happen to have a talent in natural death/decay magics, and use that against these fuckers.
>>
Rolled 98 (1d100)

>>821203
Which, given our magic/psy doubling technique on elemental magic, would actually be extremely effective against undead.

Secretly turns out we're related to Fungeon's protag, and he's who created these undead knights way back when too.
>>
>>821203
>>Other Boon Suggestions
We are the decendent of some important undead...this is our families tomb and the knights were swore to our family. They can knock off our helmet and we can be the spiting image of their liege lord in life. The King hath returned
>>
Rolled 97 (1d100)

>>820989
>>821012
"...You...Psion?"

Holy crap that actually worked? The old bag of bones actually has a mind in there...a very strange mind but a mind nonetheless.

"So...Guess your willing to talk then," this time you speak. The skeletal mage however does not reply...ah thats right it doesn't doesn't have a mouth to speak out of or maybe you don't share a language given how old it likely is. So you communicated psychically then.

Interesting..the undead do have mind.

"Not all...mindless ones don't. Those like the skeletons over there...in a way. The rest however do."

"So anyway a psion can be a necromancer to create psionic undead?"

"...You have no need for the dead you just enslave others to your will. Create Psi Zombies."

"Holy shit that is a thing?"

"Psi Zombies...nasty. Still smart you see...just enslaved...mind is crippled much better then any other kind of zombie in terms of average intelligence."

"Wow you are pretty smart...so how about not killing me for instance?"

"Living not welcome. Leave or we kill."

"Well you see...that is going to be rather hard. I sorta got trapped here by an angry necromancer."

"Then you die," says the skeletal mage becoming hostile once more.

"WAIT I ain't finished yet."

"...Continue then."

"So the necromancer who threw me in...doesn't know about all the entrances right?"

"Which necromancer?"

"...The one with dark hair and big tits? I didn't catch her name."

"..."

"Don't know?"

"Do not pay attention to such details."

"...Well how about other exits then?"

"Necromancer likely knows of other exits. All exits are sealed...only the vampire knows how to get out."

"So you guys never thought about breaking out?"

"No reason human. We do not feed...the vampire does it must have a way."

"Never thought about breaking out?"

"Just because its sealed doesn't mean we cannot leave. They are old and unmaintained. Not hard to get out...have little reason. Some entrances no longer even function. Not hard to get out even for mindless ones."

"So where is these...unshielded exits?"

"..." The skeletal mage raises its bony hand and points down the passageway you all came from. "Follow the mindless...they gather there the most heavily...near the surface that is. Don't go deeper...wrong way. Mindless gather in the most dangerous place deep in that is..."

"So I will have to fight my way through the mindless then?"

"Yes...or challenge the Gatekeepers and a Doorkeeper."

"Gatekeepers?"

"Yes...must acquire the piece held by each...then you may got to a door and challenge the doorkeeper. Get passed the doorkeeper and you will be freed."

"Fuck that doesn't sound easy."


>>821128
One thing you might wanna consider is using that boon for that or playing a character with ancient ties. Unlike the Living...the dead have such a long memory indeed. You could potentially recruit some of their old kind that way in such a game. Though I suppose...this is also technically true in a sci fi game. Really it works in both.
>>
Rolled 26 (1d100)

>>821223
"Why do I have to go about this...why don't you have to?"

"...We own this place now and all we got to do is overpower the gates. You are weak...and living. Those are all your options."

"...Any other way then?"

"Death."

"...Sounds like a test by that necromancer."

"...Not unknown. Force potential apprentice to prove themselves in here...they either succeed or die."

"The vampire doesn't sound like its part of the test."

"Indeed...a potential loophole...or unexpected problem."

After that the skeleton mage gathered up its soldiers and they marched back down the passageway.

If you encounter them again or those like them they are unlikely to be as friendly...

What do?
>Find this vampire
>Follow the mindless
>Search for the gatekeepers
>Make camp here for some reason the undead don't like it
>Other?
>>
Rolled 70 (1d100)

>>821252
>Other?
Tell AMY to write up a program and begin mapping this place so we can find our way around where we are and have been.

>Follow the mindless
Now in theory....theory if we seal ourselves up, cover ourselves in blood and guts totaly we should be able to just waltz up to the exit and blow our way out....but this is really risky as any smart undead will recognize we are different. But for now I think if we stealth as fuck and maybe even cloak we can do this....maybe scamper along the ceiling? Tombs are normally pretty tall.
>>
Rolled 36 (1d100)

>>821252
>Make camp here for some reason the undead don't like it

I want to try to find out the secret of this strange pool

>>821281
I think undead sense life force, getting covered in gore does nothing.

I do think following the mindless is our best option though. Also I agree with asking Amy to map the place as we go.
>>
Rolled 16 (1d100)

>>821252
>Find this vampire
Yo count chocula.

Also for fighting the mindless. I believe those magic weapons we found is what will get us through them.
>>
Rolled 25 (1d100)

>>821183
Unlikely, unless they are REALLY far gone ones. Undeath is not kind to the mind and often the reanimating can cause problems too. The problems often get worse as time wears on and often new ones develop.

Some poor bastards don't even remember why they refused to die or even who they are.

They are at the very least Soldier level possibly even higher(you never fought them so too bad). You may however encounter undead knights...depending on the rolls.

The necromancers like this place for a reason after all.
>>
Rolled 8 (1d100)

>>821362
You mean like having the bots and undead who are with us equip them? That could work.

As for finding the vampires, not my first choice. I think it's the most dangerous of our options. It's the most likely for us to be able to deal with peacefully, but that ain't saying much and if it decides we'd make a good snack we're screwed.

I don't suppose either of our books says anything about vampires? Check anyway, and while we're at it ask AMY if she knows anything about vampires.
>>
Rolled 46 (1d100)

>>822044
The bot and undead don't care to help us. Hence them stepping to the side. This is our test not theirs.

Vampires want blood and they probably what luxuries. Unlike the other dead here.
>>
Rolled 5 (1d100)

>>822044
Both books had a bit of info on them. The spellbook stating vampires are some of the best users of Blood Magic out there and can be extremely dangerous.

The bandit book had more details about them. Stating they are a bunch of literally bloodthirsty who act like they are a bunch of blue blooded bastards. They are one of the more common undead because of their preying upon humanity. Bandits are not a big target for them due to all the drugs in their system. Problem is some vampires are addicted to their drugged blood for the same reason others are disgusted by it. According to the bandit book the best weapon against vampires is fire, stakes, solar grenades, Sunlight, special poison, and special ammo cocktail made by Teks.

Bandit book even as strategies against them but should it be a Vampire of the Old World they say your pretty fucked unless you got some serious hero support. Bandits go through quite a bit of trouble to often quite literally burn out vampires because of the damage they can do to their ranks. At least undead ghouls as the book states have decency to wait till your dead. Vampires are the kind of undead assholes who still come for you when your alive and kicking.

Book goes on to describe how most bandits don't have anything against their dead being taken as its pretty common for their dead to turn into undead, but they don't take it well when undead come for them while they are still alive. Hence the hatred for things like vampires.

Given how much some bandits just LOVE setting shit on fire its not much a surprise that bandits often go out of their way to kill vamps. They make such pretty flaming humanoid torches.

When you asked Amy about them she was silent for a bit before speaking.

"Vampires are bad news...very bad news depending on how strong their bloodline is and how old they are. Even during the Old World they were often a terrifying foe to face. They have certain mental illnesses and when well fed enough they can appear to be alive. Allowing them to bypass even our best scanners. Vampires are organized into covens they are not fond of the silver, blood, running water, or say getting staked into the heart."

"They are not however easy to kill. They like other magical creatures can only truly be killed a certain way. Wounded, driven off, and even crippling are one thing, but truly killing them is another."

"Fortunately the vampires as their spread their bloodline weakens. Resulting in weaker vampires but there are ways around this problem. Thankfully those avenues are extremely difficult but the resulting vampire is much stronger then you would think."

"Age is like wine to a vampire. The older the better...but sometimes it can turn to vinegar. Such things are rare...but even other vampires hate them. You can easily tell if they are a vinegar because of their warped appearances. Many think those ones are the most dangerous...the true elder vampires."

"I know for a fact they are wrong."
>>
Rolled 97 (1d100)

>>822143
So...you /don't/ think the magic weapons we found will help us? We can't wield more than two of them at once, and one weapon we wield should probably be the magic/psi dagger we got before.

They stepped to the side because they had no reason to fight the undead. The undead weren't attacking them and hadn't even actually attacked us yet, and no one told them to fight.

>>816420
>All your getting is a few skeletons and androids carrying packs. They may be armed but undead are tough sons of bitches.
This implies that we can use our pack mules to fight if necessary, no?

Of course they don't care to help us, that would imply they have minds and free will. That doesn't mean we can't tell them to help us.

So what's your plan for dealing with the vampire? We don't exactly have any slaves, gold, or jewels to bribe it with.
>>
Rolled 83 (1d100)

>>822152
"Those vampires did not age like a fine wine...they turned into vinegar. The truly terrible ancient vampires? They still look human."

"Even if such a vampire is of bad blood...that aging. Can easily compensate for them fortunately a vampire with less pure blood is increasingly unlikely to age so well but it can happen. With regularity unlike what some vampires would like lineage isn't everything."

"It also doesn't help that there are ways...to create a new proper bloodline. The Necromancers know that secret...how to found a new bloodline. The Gods too apparently as some of the very first vampires were created by them."

"The newer foundings...tend to result from the Necromancers. Its why necromancers aren't very popular with vampires."

"Necromancers know some very dangerous secrets about them you see, know how to control, and even know how to create more of them so fucking well they can create an entire new Lineage!"

"...Hence why vampires unlike many other undead HATE necromancers. Necromancers in turn don't like vampires...because they keep turning their own people. Necromancers prefer to choose how that happens vampires are fond of taking that away. Much bad blood between Necromancers and Vampires."

"So wait...undead don't hate necromancers? I thought that was so because how necromancers create and control them? Says so in the books."

"No of course not. The very first necromancers were called necromancers because of their willingness to speak with the dead. How could the Dead hate someone who is actually willing to LISTEN to them? To even TALK to them?"

"So...is it really such a surprise that when the Necromancers ask for help the dead answer?"

"Can we truly fault them for that?"

"...Yet people consider them wrong. Consider them evil...vile monsters."

"Necromancers are in truth quite a chatty bunch. Its just people don't really like them very much even before they become necromancers...so they found people who is also willing to talk to them. So they happen to be dead...so what?"

"You know an awful lot about necromancers and vampires Amy."

"...That is because AI and necromancers actually have quite a bit in common. As for vampires...I have my reasons for knowing a lot about them too."

"So what do you think of be becoming a necromancer and creating psionic undead?"

"...Undead their minds are often twisted. I do not think they would make good psions...probably create some MAD thing. Not to mention their bodies are dead and often decay ridden. Psi is very dependent upon the body unlike Magic."

"As for Necromancy?"

"...The living do not like necromancers. Sure they may be interested in their services for talking to their dead relatives or help keeping the dead...well dead instead of undead, but that is all. They distrust necromancers often violently."

"The dead...they do like necromancers. Many of the undead too not all though considering vampires are an excellent example."
>>
Rolled 59 (1d100)

>>822233
I still think those items will help.

I just did not think the followers would be wanting to fight.

We got tooth paste. I bet vampires hate bad breath as much as anyone else. Then there is just talking about what the hell our life has been like. Good stories are hard to come by.
>>
Rolled 7 (1d100)

>>822236
"Of course that was true back with the first necromancers...people saw the terrible power of the dead when they awoke. They wanted that power for their own...and some of them were not willing to follow how the other necromancers went about it."

"...Magic you see there are many ways to get a similar or even same result. So they FORCED the dead to wake...forced them to obey."

"That is however...not the original way. The first ways of necromancy were about asking the dead for assistance NOT forcing them like others would like you to think! That is a blatant lie often for progaganda purposes."

"The very first necromancers were those willing to talk to the dead...help pass on messages. Help them make sure their affairs were order so they can pass on properly...so they could sleep properly without worry."

"So is it such a surprise that when they were trouble...when they needed help the dead were more then willing?"

"The first necromancers were widely liked by the dead...but those who came later. Those who came into the profession for power...they twisted things. They tried to ruin things...but they did not succeed completely."

"Among the living sure...because they have short memories, but the Dead. Including the Undead have such terribly long memories. There is a reason why they have the saying 'We Do Not Forget'. They remember the old necromancers just as they remember the new. They tend not to like the new ones...but the old they will forever hold fond memories for."

"Its Easy to tell Necromancy if it follows the Old or New. Some would compare it to good and evil...but its rarely that simple. The fact is grey exists."

"The vampires do not care for such things...after all they tend to force people into becoming vampires. They hate both kinds of necromancers to them...they are all the same."

"But they are not. The living tend to forget that fact. Even as their holy people often take up the tasks that the Old Necromancers did...making it even harder on them."

"Old Necromancers...are so very few now. They do their more peaceful approach were not as combat powerful as the New Necromancers with their new takes on the old necromantic magics...so the old necromancers decayed just like the dead."

"Until...well they are so forgotten that few barely even know how the necromancers first got started. Often if they know that fact they do not know the rest of it. Now when people think of necromancy they think of tortured souls forced into dead bodies, they think of damned wailing spirits forced to stay into this realm, they think of twisted undead abominations. They think of necromancers leading armies of undead to spread darkness over the world. They think of their dead being defiled. They think of unholy energies animating corpses..."

"None think of the First Necromancers who communicated with the Dead. Who helped pass on messages. Who helped the dead sleep easy...and who asked the dead for help. Now who remembers them but the Dead?"
>>
Rolled 61 (1d100)

>>822300
And so they shall! I mean, what are our guys armed with now? Clone firearms?

Yeah, it did cross my mind that the vampire might spare us out of curiosity. Not often someone seeks them out rather than the other way around. Unless they're a vampire wannabe, but we don't want to be turned either.

Although I don't see how we're going to hide our necromantic aspirations when we have skeletons following us around. This new information about vampires hating necromancers kind of changes things.

>>822309
Amy truly is a font of knowledge. Not only can this help compensate for our amnesia, she can share with us obscure knowledge like this fascinating information about vampires and necromancy.
Might have been smart to ask her before we asked a necromancer to teach us my bad
>>
Rolled 41 (1d100)

>>822371
Amy actually knows quite a bit.

Good luck finding out more about her but Andy and the Shrouded One both apparently know some stuff about her you don't know.

Also kinda sad anons choose not to tease her anymore but then again having an Assassin Android threaten you can be a bit of a killjoy but it was more regards to keeping her powered.
>>
Rolled 49 (1d100)

>>822445
I have also hinted heavily Amy is a shady as fuck AI. SO who knows what kind of things she might know about or can do!

I haven't been able to do a proper Shady AI since HAX...
>>
This track always makes me think of creepy ghost warriors and legions of undeath
https://www.youtube.com/watch?v=CoRbgUZb0n4
>>
Rolled 47 (1d100)

>>822445
Speaking of keeping her powered, is our power armor up to the task?

>>822450
She knows and can do a lot of things an amnesiac survivor wouldn't think to ask her, I'm sure.
>>
Rolled 43 (1d100)

>>822514
To a degree. She is indeed being powered by the power armor...which begs the question what does the Shrouded One have plugged in?

Actually you would be surprise. You honestly can't really expect a whole lot given how badly fucked over infrastructure is. You also have to remember an amnesiac adventure would probably being asking her to do an awful lot not really knowing what she can and cannot do(especially as a new worlder who isn't familiar with old world tech especially an Advanced AI). Truthfully I am surprised anons don't ask or make all kinds of requests. If only to narrow down what she actually is and can do.

You got stuff that is literally RAMPANT, semi functional, and closed. That's it. Not a whole lot to connect into...wireless that is. Meanwhile an AI like Andy who is plugged into an assassin android he was designed to pilot can still do a whole lot.

Sure Amy can attempt to delve into the RAMPANT systems...but that is very unhealthy for an AI to expose themselves to RAMPANT like that. On the plus side she is unlikely to self destruct given how the Rampant systems are still functional problem is everything else.

Thing is though...Amy is quite the Shady AI and can do quite a bit...just look at the stuff she even ADMITS to covers quite a range.

Then there is stuff locked up in her data banks which by the way are compiled and encrypted. Advanced AI can store quite a bit of data even without outside assistance.
>>
Rolled 42 (1d100)

>>822553
I am also surprised anons never thought to ask Shrouded One or Andy(who in particular knew things about her) about Amy.

Also a Survivor even a non amnesiac would probably have an awful lot of misconceptions about what an Old World AI can do or not. Especially an advanced one such as Amy even more so if they realized she was rather shady.

Its a common misconception that AI can hack and do all kinds of bullshit. Truth is it depends on what they know and what they can actually access.
>>
Rolled 87 (1d100)

>>822553
>>822558
I guess we're too busy rushing from one mortal peril to the next to stop and ask questions.

Well, there's one thing I can think of to ask right now.
"Amy, can you tell me anything about this weird pool or these strange growths?"

While we're at it, we haven't decided to stop here for an extended rest, but now that we're not in immediate danger can we look at the magical arms and armor we found? Go over the haul with AMY.
>>
Rolled 2 (1d100)

>>822597
Seriously, as soon as we're safe we decide to go find some more danger. Can't we spend an action to find some snacks and movies, and then just spend a day chilling out?

Obviously we can't right now because we're in the middle of an adventure, but even in the post apocalypse people gotta relax sometimes right?
>>
>>822679
Once we get out of here sure, we'll sit in a pool drinkin beer for a while
>>
>>822771
>>822679
You are forgetting that IF we get out we are going to be an apprentice of our bosses girlfriend, not only might our boss call on us but we have NO idea what our apprenticely dutys are. I don't think we thought this through very well.
>>
Rolled 96 (1d100)

>>822784
No we did not. But that's all the more reason to savor what moments of peace we can get.
>>
Rolled 60 (1d100)

>>821301
>>822597

I'll support making camp by the pool, studying the pool with AMY's assistance, and examining the arms and armor we recovered.

"AMY, hack the pool and growths really quick!"
>>
Rolled 38 (1d100)

>>823084
Anytime I refer to the pool it should, of course, be understood to refer to both the pool and the growths.

We really should consider that boon for Deathly/Decay Nature Magics though.

So I know we'll be an apprentice if we survive, but we should probably keep our necromantic talents extremely under wraps for reasons Genie has mentioned in this thread and previously.
>>
Rolled 58 (1d100)

>>823084
>>823088
Oh, definitely. I don't even want people to know about our psi talent. Not normal people anyway.

I approve of making crazy requests of Amy now that Genie's pointed it out. Funnily enough, AI JAL really COULD hack anything. But then he's a nightmare even in the eyes of other rampant AI.

We got anything that can serve as a specimen container? We could take a sample of the pool back with us.
>>
>>823103
Don't talk about St. JAL that way, he sacrificed himself and his whole brood for our sin.
>>
Rolled 54 (1d100)

>>823242
More like don't talk about St. JAL that way, his ghost might come back to haunt us some way or another.

Man, I'd kill for some V101 augments though. Especially since we have a Smart AI. We could host her in the augments and then eventually she'd gain a soul!
>>
Rolled 44 (1d100)

>>822597
"I do not have the proper equipment for any detailed analyses what I can say...is this area is the first place of life I have detected in this entire place. Everywhere else...not even a living trace of rats or insects. I can say these things are alive at least."

>>823084
"...I am not Brood."

"Well...what about the pool and gear we looted?"

"The pool appears to be connected to an underground reservoir and is feeding the growths around here. As for the equipment...well they are clearly some old relics but I don't know how to determine how strong they are exactly."

"Strong?"

"...Some armors for instance are so powerfully enchanted they could even eat a armor piercing sniper around without much problem. Weapons that could slice a tank in half...but it depends on how powerful the item in question is."

"As technology advanced only the stronger magical items proved to be of use problem is those stronger magical items are difficult to create."

"I don't know how to test their power."

"Well if the undead clearly don't like this place sounds like it wouldn't be a bad place to make camp."

"Perhaps...we don't know why the undead don't like it and we don't know how it may effect the living."

"That is risk I'll just have to take," you respond as you set up camp. Thankfully you have the right stuff with you so it wasn't long before you had a tent and fire along with some food cooking.

What do?
>Take a bath in the pool
>Read the spellbook
>Read the bandit book
>Train
>Other?
>>
Rolled 74 (1d100)

>>823594
>Read the bandit book
Odd growth in a undead world. Still amazed our scanner did not say it's brood.

(I amost wanted to jump in the pool. Then the thought of making something whole hit me. I don't want to make a marker.)
>>
Rolled 32 (1d100)

>>823715
"Brood has a very strong noticeable signature if they don't go through a lot of trouble to mask it. Their biotech is so advanced its extremely easy to notice unless they go through the trouble of making it hidden. Which for some of their biotechs is much easier said then done."

"There is a reason why the Brood were so fond of Infestation."
>>
Rolled 90 (1d100)

>>823715
Either we, or the pool, or something REALLY wants us to take a bath in the pool.

I, however, think we should read the spellbook. This is a magical location so it ought to stack our learning a bit. We could also maybe look to see if there are any hints about what's up with the pool.

>Train (Magi-Psi)
>Read the spellbook
>>
Rolled 90 (1d100)

>>823789
>>823594
Supporting...let's do a test...is it holy water?
>>
Rolled 79 (1d100)

>>823832
>>823789
I wonder if a triple 90 would do anything.
>>
Rolled 45 (1d100)

>>823789
Vote
>>
Rolled 18 (1d100)

>>823789
You decide to practice your psi magi abilities mostly your elemental powers as you got nobody's mind but your own to play with for the other. Besides that you also read your spellbook about the basics of magics, glyphs, and formations.


What do?
>Take a bath in the pool
>Read the spellbook
>Read the bandit book
>Train
>Other?
>>
Rolled 55 (1d100)

>>824403
I have some things to attend to so its going to be awhile before I return. So I ain't dead just otherwise engaged with irl matters.
>>
Rolled 58 (1d100)

>>823789
>Either we, or the pool, or something REALLY wants us to take a bath in the pool.
https://www.youtube.com/watch?v=IDggqnnNuDo

>>824403
>Other?
See if we have anything that could securely contain some of the water, and if we do take a sample for later analysis.

If not cut off a piece of growth as a sample and seal it as securely as we can to prevent contamination (both ways)

A vial, a jar, hell even a fucking ziploc bag.
>>
Rolled 96 (1d100)

>>824479
Support.

I mean, I really do kind of want to bathe in the pool though. Just see what happens. Are we 100% sure we shouldn't?
>>
Rolled 33 (1d100)

>>824606
No, just like 90-95% sure. Although you rolled a 96, so I guess that means it's a good idea.
>>
Rolled 58 (1d100)

>>824623
I bet the effect really would be determined by the dice associated with the action.

Which means it's nothing that fate points couldn't take care of.
>>
Rolled 93 (1d100)

>>824403
... bad idea, but this game is sometimes about risk and seeing what happens.

>Take a bath in the pool
May we meet our Abom lover once again. For not even a different time will stop her.

(Make us whole)
>>
Rolled 57 (1d100)

>>824898
I'll go for it.

Prep a fatepoint or boon for burnage in case something's about to go horribly wrong though. Whatever happens is likely to be strong, and so with a clever boon or fatepoint we can probably twist it to our advantage.

Who's all for Syn Muscle Enhancement when we get back to base, btw?
>>
Rolled 33 (1d100)

>>824898
>>825405
Support. Damn phone
>>
Rolled 51 (1d100)

>>824606
You don't have the Badass OR Heroic Plot Armor.

The closest thing you got is fatepoints problem is you run out of those.

>>824623
Things don't work like that.

A bad idea is still a bad idea even with a good roll.

>>824898
You decide to bath in the pool...and quite contrary to what you were expecting it was actually quite hot. Amazingly soothing too...all your aches and pains just ebbed away. The strange growths inside were so soft and comfortable. You couldn't help but soak in it awhile...at least until you heard a cough and saw someone on the edge looking in at you.

"So...first time i ever saw bots from the Shrouded One and the undead of his girlfriend together with an unknown...living person. Who are you exactly?"

"Shouldn't I be asking you that?"

"I am the one with a gun...and your butt naked in the pool of healing."

"Healing?"

"Why do you think it feels so good and why the undead hate it so much? You take a dip in there even if your more then half dead you'll be brought back to full health. Hence why the undead avoid this place...and these plants with amazing healing properties."

"..."

"Don't tell me you didn't know that? And decided to take a dip anyway?"

"Well...yup."

"...Really how the hell did you convince those two to lend you some forces? What are you hunting the vampire too?"

"Actually...I am here to collect treasure and prove myself to the necromancer so she will take me as an apprentice."

"...Okay you really are that stupid. My apologies I didn't realize you legitimately retarded."

"Hey now that is not very nice...who are you exactly? A vampire hunter?"

"No currently I am an Apprentice Necromancer and former Tribal Witch. I am here to take care of a certain vampire trouble. Before the Hunters come and decide to purge this place. That would be very problematic to the necromancers as this place is quite the precious resource."

"...Mind letting me out to get dress?"

"Aw its not like I get to see a rugged scarred handsome man as yourself butt naked and bathing in a pool...I must say I rather like this role reversal."

"Ah so your a woman...and why thank you for the compliment."

What do?
>See if you can get the clothes thrown at you so you can get dressed while still wet. At least this way she wont see anymore of you then she already has.
>Get dressed while she watches
>Get her to turn around so you may protect what remains of your honor
>Ask her about the apprenticeship test
>Ask her about the Vampire
>Ask her what's so valuable about this place to the necromancers
>Ask her about the pool and growths
>Other?

Finally got back.
>>
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Rolled 40 (1d100)

>>826200
and of course I forget the pic of her...
>>
Rolled 75 (1d100)

>>826200
>Get dressed while she watches
>Ask her what's so valuable about this place to the necromancers
>Ask her about the pool and growths
>>
Rolled 84 (1d100)

>>826200
>Get dressed while she watches
>Ask her what's so valuable about this place to the necromancers
>Ask her about the pool and growths

No clue, no shame
>>
Rolled 17 (1d100)

>>826233
>>826251
Vote

>>826200
>A bad idea is still a bad idea even with a good roll.
I mostly meant that I chose to interpret the roll as a sign
>>
Rolled 8 (1d100)

>>826233
>>826251
You decide to dress while she watches and to see her reaction. She did not look away nor did she blush. If anything she immensely enjoyed it. She clearly doesn't get out much but is oddly shameless. Your not sure what to make of her. So you asked her some things while dressing.

"This place...is rich in undead energies. Undead energies greatly reduces the cost of necromancy particularly raising up undead, and increases the likelihood of special undead arising. You throw in items that can only appear in such areas and of course necromancers will love places like these. Naturally non necromancers hate these places for the power it bestows upon the necromancers and the kind of undead that thrives here."

"There is also all the intelligent undead who can prove useful, the rare undead you can recruit, and best of all the ancient remains of undead works. You go deeper down you'll see undead forges and other places of work. You can find glyphs that you can study...and different labs. Some undead some former necromancers places of research. I wouldn't be surprised if there was even a lich down here somewhere. All valuable and useful to necromancers."

"As for the pool and growths...honestly I don't know why such a thing formed here. What I can say is the pool can heal any bodily injury and soothes the mind. I been experimenting with it to see if it has any applications for the soul...I also use it for healing potions and other things I create. Thankfully the pool refills itself otherwise I and others would of been troubled."

"Now the plants...are very rare and possess very powerful healing properties. Unfortunately I haven't had any luck transplanting them elsewhere they die right away when they cannot be sustained by this area. I managed to find a few plants that can make the change so long as I make sure to water them with pool waters but well none of the others have worked out."

"The plants...make for amazing medicines and when I use the pool water along with my equipment, skill, and other ingredients i can make some very potent medicines. They fetch a very nice price and keep me in fighting condition even without the nearby pool. Especially the plants and fungi that have mental healing properties. You keep that kind of stuff stocked up and you can fling spells all day so long as you don't rely upon internal powers."

"The pool water itself has healing properties...but you have to have the right containers for it otherwise it weakens. I come here on a regular basis both to restock and to practice my necromancy."

By this time you were fully dressed and the necromancer was clearly quite disappointed the show had ended.

"You were smart about making camp here...the undead don't like it but don't expect you can pass just by hiding out here. The smart undead make patrols and forays. They'll notice you eventually and most of them are not friendly."

"Strange i met a skeletal mage I was able to talk down. He left after sharing some info.
>>
Rolled 100 (1d100)

>>826485
"...hm is that so? Well maybe you DO have some necromantic potential after all. If you can keep on talking the undead down you might just make it to the end."

"That necromancer you wanna apprentice under...she does not like having students. Very hard on them. Only one person ever passed her tests. Some necromancers say she would make for an amazing if very difficult teacher given how hard she is to deal with. Others say she is quite the shitty teacher given how much she hates teaching."

"What do you think?"

"She is a very hard teacher quite harsh and delegates work to the undead. If you can survive her teachings...you would certainly become something else."

"Thing is though...the only one who passed her tests? Was a necromantic genius with a very special talent for necromancy. All the others died. Every single last one."

"...So maybe this wasn't such a good idea."

"Well if you didn't piss her off too badly you could always give up and break the talisman she gave yo-you don't have a talisman now do you?"

"...Nope."

"In that case she is trying to get you killed. What the hell did you do to piss her off that much?"

"...Sorta interrupted her sexy times with her boyfriend."

"Boyfriend huh? I could of sworn the Shrouded One was female given how she checked me out before..."

"Damn and here I thought I finally figured out the Shrouded One's sex. I gotta give in one of these days and ask the girlfriend..."

"I tried that once she just went on and on about insanely gorgeous the Shrouded One actually is. Something about being so hot as to turn you gay or something."

"...Well guess that partially explains the clothing also not hiding ugliness."

"Wearing that kind of outfit means you got something to hide. Maybe your a mutant...maybe your bit too hot or simply just that ugly."

"Yeah...one day I will find out who the Shrouded One really is."

"Good luck with that the Shrouded One certainly likes secrets. Hence the bot usage among other shady things."

What do?
>Go to sleep
>Offer the necromancer witch help for the vampire hunt
>Ask for help with the apprenticeship test
>Offer the apprentice to stay the night
>Other?
>>
Rolled 40 (1d100)

>>826562
>Offer the apprentice to stay the night
I got tp and other toiletries to share. Also I would like to hear about This vampire.

---

So on a side note. I think if we keep talking and not fighting we could go down the old necromancer rout.
>>
Rolled 41 (1d100)

>>826562
>Offer the necromancer witch help for the vampire hunt
>Offer the apprentice to stay the night
I wonder if the pool water can help us in dealing with the vampire?
>>
Rolled 15 (1d100)

>>826485
>Offer the apprentice to stay the night
>>
Rolled 100 (1d100)

>>826562
>Offer the necromancer witch help for the vampire hunt
>Ask for help with the apprenticeship test

Quid pro quo.
We're dumb as hell, might as well offer to help with the vampire. At least we have pyrokinesis, and some of our bandit ammo might be good for hunting vampires too.

Also
>Other?
>Ask her about the Vampire
Especially if we're going to be helping her hunt it.
>>
>>826614
In what way? You thinking like Phoenix Downs in Final Fantasy.
>>
Rolled 4 (1d100)

>>826627
More like smash a vial of holy water on their forehead
>>
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Rolled 96 (1d100)

>>826625
Your not a complete dumbass...so long as it involves tactics.

Okay so maybe your one of those people who are retarded at all things except for the ONE thing your amazing at. At least you have the excuse of brain damage from the getting mindwiped.

You decide to offer the witch necromancer help with the vampire hunt if she helps you with the apprenticeship test. She agrees while being oddly eager.

"The vampire...I think its an old one given its equipment and its somewhat starved. Hence why I want it dead...if I could kill that vampire I could have a sample from an Old Vampire! Any other time I would have to tackle a heroic vampire for something like that so this is...quite the opportunity for me."

"With its corpse I could make some nice breakthroughs and create some very nice things."

"Sounds dangerous."

"IF it weren't starved I wouldn't bother but its still very weak and the sun burns it."

"What do you know in general about the Vampire?"

"I know where it nests and its weaknesses. The Bloodsucker is called Count Krestle its actual name is Rob Fuzle but it changed it. It has the usual weaknesses but its weak to ranged. The old coot refuses to use guns and has just come out of a very long hibernation. My plan was to pin it down with some skeletal knights I have recruited and I planned to use undead soldiers to shoot until it dies."

"You sure the Knights can keep up?"

"They are not slow and the vampire is not in its best condition."

"With your help along with those things with you we might just be able to beat it. If you help me defeat I will naturally ensure you pass the test. I happen to know the best hideouts and where the gatekeepers are. I know both ways for you to choose from."

"Aren't vampires weak to fire?"

"As well as running water. I plan to trap the vampire inside a river of water I intend to circle around it. Problem is the spell takes some time to wind up but if I can place it the vampire wont have anywhere to go."

"Nasty...so wait how do you plan to defeat it?"

"Stake to the Heart. Silver Stakes to be exact if we weaken it enough it wont be that hard. That old heart...I can process it and the rest of the body into some good stuff once I finish examining it. Not easy finding a old vampire I doubt we will be so lucky as to find another so weakened. Its a shame its nightfall we will have to wait until tomorrow morning when it returns...strong-"

"KABOOM". The ground shuddered beneath your feat and you hear a shrieking sound. The explosion was such when you sent out the psi to investigate you saw...a familiar bandit gang and the same vampire that the witch had just shown you. Except now very much singed and they were right outside the door that closed before...except now the door was in fact open.

What do?
>Charge it was just outside the door you came through
>Stay put best not get involved
>Time for a new plan
>Run away you don't wanna get caught in this
>Other?
>>826647
Healing water is not holy water.
>>
Rolled 24 (1d100)

>>826773
A short time before that.

"Finally boss we arrived at the place...why did we come here anyway?"

"Diplomacy you fool now when the scout returns we will make sur-"

"Boss we got a problem," says the bandit scout having arrived. "A vamp has decided to take nest in the catacombs!"

"...Damn that will be problematic for negotiations. Send out messages to our nearby allies for resupply as well as reinforcements and bandits for a vampire hunt. Well will hunt this vampire upon the marrow and we need to find a place to camp. So we'll camp nearby."

"I don't like this plan boss..."

"Don't worry we got a pyro and an excellent gunner. I have plenty of time to plan and we'll get assistance. So it will be fi-

"I don't think so," says a strange armored bald man with vampire fangs who just appeared among them."I just so happen to develop a taste for blood like yours," it taunts after finishing off one of the bandits.

In response the bandits scattered and started firing at the vampire. Shoot some of their own guys as the vampire leaped into action. Right into the raised flamethrower of a Pyro who set the vampire aflame as it shrieked while tumbling into a wounded bandit. In response the vampire fed upon the wounded bandit even as he pulled the pins of the grenades cluster he has on him.

That was when the explosion rang out.

The Pyro proceeded to charge into the dust flames leaping as it threw some fire grenades to add chaos into the mix. The rest of the bandits meanwhile retreated a bit and shot at the vampire when it appeared.

change of POV finished.
>>
Rolled 4 (1d100)

>>826773
>Time for a new plan
So you think we can get the other undead to stop the bandits? Because we may just be able to use their help in taking down the vamp. Yet I worry they will not let us take the body.
>>
Rolled 54 (1d100)

>>826773
>Time for a new plan
Wat do? I figure we get it in the converging fire while the Necromancer does her thing.
>>
Rolled 97 (1d100)

>>826773
>Time for a new plan
Load our shotgun with our few incendiary shells and anything appropiate from our box of Special Bandit Ammo Mix (it'd be really nice if they included a few anti-vampire shells) and look to our new necromancer for friend for guidance.
>>
Rolled 72 (1d100)

>>826882
"The door appears to be compromised...problem is only the intelligent undead MIGHT be hostile to the vampire and we may likely have to persuade them. The undead I have at my disposal are some Knights, a few Wraiths, Couple Magical skeletons, and those skeletal soldiers."

"A lure for undead may not be such a good idea."

>>826889
As it turns out you DO have Anti Vampire shells in two kinds. 1 Is called Vamp Bane and the other is Vamp Kill. Naturally there were quite a few incendiary shells given how much bandits love FIRE.

So you brought out your shotgun and looked to the necromancer.

"...Lets go help the bandits the more living bodies we have the less inclined the vampire is going to be to eat one of us."

"I like the sound of not getting eaten."

With that you swiftly moved out and started to shoot at the vampire.

Meanwhile some of the bandits nearly fired at your forces until the diplomat noticed you again.

"Ah its YOU again? How the hell...why are you here?"

"To deal with a vampire," you state simply before shooting at the vampire with fire shells to keep it toasty. The necromantic witch meanwhile started to chant her spells as the skeletons unleashed their spells and the soldiers started to fire. Meanwhile the skeletal knights started to advance towards the vampire in formation when wraiths suddenly appeared from below tearing at the vampire.

The vampire for its part had chewed through most of the bandits. Now there are barely a handful of them left and the vampire was doing its best trying to deal with the Pyro and the Tek bandit who was using a particularly nasty looking maul.

What do?
>Keep shooting
>Close in on the vampire
>Keep your distance
>Unleash your powers
>Other?
>>
Rolled 51 (1d100)

>>826943
>Keep shooting
>Keep your distance
Somehow I don't think it's /quite/ time to shift tactics. Just be careful to avoid friendly fire.
>>
Rolled 38 (1d100)

>>826943
>>Keep shooting
>>Keep your distance
Support
>>
Rolled 99 (1d100)

>>827075
>>826943
This, AMY keep an eye on the surrounding in case he tries to get help, second tell me if there are any escape points so I can trap them.
>>
Rolled 61 (1d100)

>>827144
Your not sure how much time but you made sure to keep your distance not trusting the unholy speed of the vampire not being able to go faster. A good thing to as the vampire suddenly lashed out wounding the Tek bandit and bounding out of the way of a circle of whirling that suddenly appeared. It charged right at one of the last remaining bandits who instead of attempting to retreat kept firing while pulling out his melee weapon. The vampire however was not quite fast enough outrun the Pyro who unexpectedly was right behind it. That was when the pyro and vampire entered into a lethal duel. As the Pyro fought the Vampire with a flaming ax in one hand and a flamethrower in the other. Freakishly the Pyro did not bother to dodge friendly fire unlike the vampire as sparks hit the pyro both from the vampire's weapon and claws as well as friendly fire. The Pyro was unexpectedly holding off the vampire solo while the undead Knights kept the vampire pinned down.

You heard one of the bandits call out to their boss.

"Boss bastard took out the Tek's comm suite our shit is down! Plus I ain't sure how long Pyro can holdout."

That was when another female bandit spoke up.

"So long as Pyro doesn't run out of fuel she'll hold. I just need a good clean shot and I can stake the bastard with my Gauss Rifle."

So you kept on shooting and making sure to keep your distance. After awhile however you noticed that...fewer and fewer were still shooting. You also ran out of your fire shells and had to switch to vampire bane. Which turned out to not kill the vampire...but did hurt it very VERY badly. Your not sure what the hell was in it but it caused the vampire to start bleeding very badly. Which you noticed made the vampire finally react with some panic when it realized and it started to fight even more fiercely heading in your direction.

You responded by moving away and trying to keep shooting. That was when the few bandits remaining who had run out of ammo injected themselves with drugs, snorting stuff in vials, and chewing yet more drugs. They started to tremble and move with freakish speed with their melee weapons out as they closed in on the vampire. The new bandit reinforcements managed to delay the vampire and release some pressure from the Pyro whom you noticed flamer was starting to sputter.

That was when the Necromancer Witch threw out her newest trick as the skeletal magi had entered a formation with the witch. They chanted together and a wraith appeared in the center wailing increasingly louder as it started to breakdown. That was when the wraith shot out of the formation slamming into the vampire before imploding. slowing down the vampire as well as doing serious damage while strange energies sank in.

What do?
>Keep shooting
>Unleash your powers
>Try to slow the vampire
>Move even farther away
>Other?

Alert
Most Bandits are now out of ammo.

Alert
Skeletal Soldiers are running low on ammo.

Alert
Vampire has been slowed and is now cursed.
>>
Rolled 22 (1d100)

>>827206
>Unleash your powers
>Try to slow the vampire
Can we use elemental magic to create a river of flowing water around it?
>>
Rolled 34 (1d100)

>>827206
>>827217
>Unleash your powers
>Try to slow the vampire
Can we use elemental magic to create a river of flowing water around it?

Support!
>>
Rolled 69 (1d100)

>>827217
You can try. Vampires cannot cross flowing water after all. Technically it doesn't have to be too thick problem is a vampire could potentially use an attack to knock it across if it isn't thick enough.

Hence why the witch took her time.
>>
Rolled 37 (1d100)

>>827206
>>827217
I'm embarrassed I didn't think of that. Supporting. Dear God our nickname should be Styx if we get good water and necro magic
>>
Rolled 98 (1d100)

>>827247
I think we should burn a fate point to be bad ass
>>
Rolled 41 (1d100)

>>827217
>>827236
>>827247
Vote

Personally I'd prefer to try a Mental Treachery mind-whammy to throw it off balance, but we aren't certain that could even affect intelligent undead.

Wish we could help the bandits directly, we have some spare weapons. Problem is it'd be difficult to get them in their hands.

>>827255
Despite your high roll, I'm gonna have to disagree
>>
Rolled 78 (1d100)

>>827267
I really don't want to burn a fate on this. We should be able to get one more shot off with the VAMP BANE. I mean, we have 4(?) fatepoints left? We need to be more careful, especially since we have already burned through six fucking points.

>>827267
I support the mental treachery, maybe through in a little magic to simulate the sun. It worked in the Commoner Quest, maybe based Dice God will help us here too.
>>
>>827267
I guess the 98 will have to do. What do you think of the river Styx theme?
>>
>>827288
Sounds good. Both on aesthetic and music.
>>
Rolled 98 (1d100)

>>827217
You decide to unleash your elemental capabilities. After all the strongest psi magi ability you figured out was the elemental fusion.

In this particular case it was in the form of water. A flowing circle of it you attempted to create around the vampire preventing its escape. Alas the vampire somehow knew what you were about to do...and cast a spell.

Shit you didn't realize it knew spellcasting this is bad.

So bad in fact the wave of energy it cast out smashed itself through the skeletal knights forcing their animating magical energy to blast itself out of them. They radiated light internal for a brief moment as it escaped out of them and...they collapsed.

The vampire was able to break itself out that way...and right into the team up spell from the witch and skeletal magi. You gotta say that vampire had just flushed itself into a trap as a suddenly a sun appeared above causing the vampire to scream as smoke rose from its corpse...and the ground around it bubbled with water flowing. It tried to escape but it found itself stuck in quick sand a bog had formed.

The vampire realized it was trouble as it suddenly threw its weapon impaling a bandit. While with its other hand it collected its blood which it threw up into the air and chanted yet another spell. Or at least tried to as suddenly a saw a blooming flower of red and silver appear through its chest cavity. After it collapsed you heard a booming sound coming from the rifle of a female bandit who proceeded to blow the smoke from its barrel and gave it a kiss.

The vampire for its part appeared to be very dead...both due to the burns, bleeding out, many wounds and now large hole through its chest. In fact you could see its still beating heart pierced by a silver still smoking stake through several trees and deeply penetrating the last one. You could even see some charring and smoke rising from those holes in the trees.

Your legs practically gave out from under you as you realized the fight was finally over...thankfully you weren't the only one. The other bandits too had collapsed but the pyro and female bandit who took the last shot were dancing together in circles in the meadow.

The only other bandit besides those two who were dancing and their leader smacked one of the sitting bandits before pointing to the wounded/drugged ones. After that he head in your direction.

"Well well survivor...we really need to stop meeting like this. Though I suppose this does mean you returned the favor. Lucky you no longer owe Mister Neutral a favor."

You noticed the necromantic witch has since closed in on the vampire's still smoking corpse. Bringing out a kit while some of the skeletons start preparing a ritual around it and taking out strange boxes.

What do?
>Approach its still beating heart
>Head to the vampire's corpse
>Dance with the bandits
>Talk with someone(who?)
>Other?

>>827281
I hope it sinks into anons just how much effort it took to kill a single starved vampire.
>>
Rolled 69 (1d100)

>>827281
>we have already burned through six fucking points.
What? When? I thought we only spent 3 so far in this adventure; one to not die, then 2 when we used Syn.

>>827288
We shall see. We do need some sort of fucking name, and a nickname based on mythology ain't bad.

>Other?
Lend a hand with the wounded. They may be bandits, but today they were comrades.

Indeed, we were just one member of the forces who took it down, and I feel we're very lucky we got through it unhurt.
>>
Rolled 35 (1d100)

>>827293
>>827315
And somehow I forgot to link to the update post.
>Other
See if they need help with the wounded.
>>
Rolled 38 (1d100)

>>827293
So if we eat the heart would be become one?

>Other?
I doubt we have the food, but making and sharing a meal would probably win us some points with the people we just fought with. Maybe we can offer a little of the meds we got.
>>
Rolled 24 (1d100)

>>827357
Also, there's a healing spring nearby
>>
Rolled 83 (1d100)

>>827293
>>827315
This once we help a little observe the ritual the witch is doing, then after she is done bang in the crypt and ease our own bone, the pyro can come too
>>
Rolled 46 (1d100)

>>827370
....so wait you wanna seduce the witch AND pyro after the ritual?
>>
Rolled 78 (1d100)

>>827357
...Vampirism is contracted by well you don't actually know. Apparently there are at least a couple different ways.

The bandit book mentioned a couple different ways. The bandits seem to not like them for turning their guys while they were still alive.

A vampire's weak spots is the head and their heart.
>>
>>827370
>>827365
>>827376
Wtf no. No wiafus. Seriously. We have shit to do like deal with right?
>>
>>827408
I didn't say waifu I'm voting we have a quick shag since we survived a vampire
>>
Rolled 70 (1d100)

>>827370
>>827408
No, I meant dragging injured bandits there for healing. And nothing else.

>>827293
>Head to the vampire's corpse
Now that I think about it, we should ask necro witch friend if we can have a small piece of it to bring back to necro boss, as a gift and proof that we actually took part in a battle against a vampire.

>>827412
I'm not sure that's advisable with the chicks we're dealing with.

>>827408
And you, if you're so fucking worried about the shit we have to deal with, vote on a damn action! Fucking propose something!
>>
Rolled 80 (1d100)

>>827438
Worth a go what, what old boy. Besides unless pyro is a bandiprude I'm sure this got her in the mood. As for the witch maybe rituals get her in the mood too
>>
Rolled 12 (1d100)

>>827293
Supporting dragging the wounded to the healing pool and NOT sticking dick in crazy
>>
Rolled 94 (1d100)

>>827438
Hell we might do ourselves a favor by having a necro witch on our side I mean she probably hasn't gotten any in awhile and she'll probably be more willing to help with shit.
Backing this up, but I say maybe go for it while in the healing pool just in case
>>
Rolled 52 (1d100)

>>827692
I'm mostly opposed to also trying to seduce the pyro (or any bandit bitch under any conditions for that matter). Witchy woman doesn't seem too bad, I'm just not sure we should take things so fast.
>>
Rolled 88 (1d100)

>>827724
Yeah your right, changing >>827692 to only witchy woman with the health pool.

sexualhealing.mp4
>>
Rolled 99 (1d100)

>>828035
Bloody hell, that was me I swear I'm just on mobile
>>
Rolled 64 (1d100)

>>827379
I can't ask a question proper of the witch because we never got a name.

"Hey witch I found the heart and it's still working. Does it have a use?"

----

hehehe I blame the 69 rolled for the waifu talk.
>>
Rolled 42 (1d100)

>>828110
"It does...technically the vampire isn't quite truly dead yet but give it some time and after some work from me it will be."

>>827438
You decide to approach the Vampire's corpse. There the vampire had been dragged out of the mud and is surrounded by glyphs and lines forming a special formation. Skeletal magi were on the ends further expanding the formation and examining it closely to ensure no mistakes. There the witch prepared herself for the ritual.

When you asked about a small piece she threw a bloody vial at you inside of which you could see something floating inside somewhere.

After that the ritual went underway magical energies cackled and ripped itself into existence. The ground trembled and the vampire's corpse disappeared in black light. That was when the boxes flew into the black light as well. While others broke apart and what was inside them flew into it as well.

When the light vanished the formation also did so. Leaving nothing but a neat pile of boxes that were covered in glyphs and glowing lines.

Shortly after that you noticed bandit vehicles approaching. Who were hailed by the Mister Neutral and they stopped. Unleashing their forces who scattered into action. Their leaders meanwhile went to talk with the diplomat. While some bandits gathered their wounded and set up some security.

What do?
>Try to seduce the witch
>Visit the healing pool
>Meet with the bandits
>Try to get back to base
>Other?
>>
Rolled 1 (1d100)

>>828714
>Try to seduce the witch while visiting the health pool
>>
Rolled 28 (1d100)

>>828736
Here I was gonna vote we talk to the witch about getting some healing for the bandits from the pool.

We're going to drop all kinds of spaghetti.
>>
Rolled 12 (1d100)

>>828736
pfftahahahah.

so fatepoint y/n?
>>
Rolled 61 (1d100)

>>828824
Uhm, if we have more than 2 left then yes
>>828816
Maybe she's into spaghetti I hope
>>
Rolled 38 (1d100)

>>828824
Hell no. I what to see how bad we mess up.

I doubt the witch would mind to much. I get the feeling she doesn't socialize very much.
>>
Rolled 60 (1d100)

>>828824
YEs
>>
Do waste points. You got to take the bad with the good.
>>
>>827315
>>827281
We've actually only used 2. We used one not to die, then one to avoid Syn Addiction. We were fully prepared to use another fatepoint if we rolled badly enough on unlocking psionics to kill us, but that was not the case.

So we've spent 2. I think we have either 9 or 11 left.
>>
Rolled 96 (1d100)

>>828933
Really? Then I'm changing >>828833 to yes
>>
>>828940
Oh wait... my answer was technically yes already.
>>
Rolled 98 (1d100)

>>828736
I'll vote to burn fate.

Which, combined with this 100 will result in a crit success.
>>
>>828944
Not how that works. They just cancel each other out. 1 vs 100 that is. The fate point turns a critical to just a failure.
>>
Rolled 20 (1d100)

>>828736
You decide its time to hit on the witch particularly at the pool...so you prepared. On the way over you invited her to a swim at the healing pool

"Hey sweetie I just thought after all this exercise it would feel quite nice to take a dip in the pool together..."

"I am unwounded as you are so why do we need to swim?"

"Uh...to be clean?"

"Are you saying I am filthy?"

"...Uh...well about a bed?"

"A bed?"

"Yeah surely you could use one for the night no?"

"I have my own bed."

"...What about one that is big enough for two?"

"Why would I need one big enough for two?"

"For sharing...and stuff."

"But if we each have our own bed and there is no one else why bother?"

"...well how about some company then hm? I am sure the dead...is rather cold company no?"

"That they are but at least they don't expectations anything."

"Expectations?"

"Yes. They don't really need anything and they don't desire much. Makes them good enough company once you get used to them."

"...Well uh how about your needs?"

"Needs?"

"Yes you are living...and they are dead no? So they wouldn't understand certain things like that..."

"I know magic so how are my needs not being able to be met?"

"...well...uh...magic cannot do anything no?"

"Anything? How can magic not be able to do anything at all?"

"...Fuck wrong word meant everything!"

"...i do believe that is magic's purpose is to do everything."

"Oh come on how can it be so hard to get laid goddamn..."

"You should try the bandits they are always horny and have low standards."

"..."

You don't know whats worse your spaghetti or her thickness.

What do?
>Fuck it hit on the bandits
>Go to bed
>Ask her about something
>Keep trying to hit on her
>Other?
>>
Rolled 55 (1d100)

>>829010
>keep going, instead of beating around the bush let's just be straightforward.
We just burned it, can't let it go to waste
>>
Rolled 27 (1d100)

>>829010
btw it would of been even worse without the fatepoint.
>>
>>829010
Awesome she just shot us down, one potental wiafu averted
>>
Rolled 81 (1d100)

>>829052
...well its more she really is just that thick.

When trying to write that up a realized someone spilling spaghetti and someone very thick seemed to have very funny interactions.
>>
>>829052
Are you one of those people who think if we bang someone it has to be for love..? This is the post apoc have fun while you can.
>>
>>829091
The sad truth is that I wish it could be that way but anons fall in love with anything with a pulse, and sometimes otherwise. Call me cautious I suppose.
>>
Rolled 2 (1d100)

>>829088
Then we break through the thickness
>>
Rolled 18 (1d100)

>>829010
>Keep trying to hit on her
We burnt the point let's keep going.

If 100 pyro comes too, but only if 100
>>
Rolled 79 (1d100)

>>829010
>Go to bed
Hope we are not a sleep walker.
>>
Rolled 75 (1d100)

>>829101
Vote
>>
Rolled 73 (1d100)

>>829010
>Keep trying to hit on her
It amuses me.
>>
File: demon witch.png (1.68 MB, 989x1280)
1.68 MB
1.68 MB PNG
Rolled 56 (1d100)

>>829277
You decide to keep hitting on her. Clearly you need to take a different much more blunt approach you shall break through her thickness!

"no...what I mean is I wish to have sex with you," you say believing there is no way possible she could NOT miss it...alas you were about to be proven wrong.

"Ah sex is it? Yeah as a witch that is indeed often a problem people come to me for help for."

"..." oh she actually got it? HAHAH you might just stand a chanc-

"So here you go," she hands you a bottle of pills before padding you on the back in consolation. "Don't worry its a common problem among men..."

Thankfully your face was covered up because you were pretty sure there were tears coming out.

"...No i mean sex not..help with sex."

"Oh so you want to get laid!"

"YES!" maybe you really DO stand a chance!

"Well why didn't you just say so!"

"FUCK YEAH!" You are totally ignore the rest of it but you finally pulled it off!

With that the witch began to cast a super sexy that caused a strange sensation in your loins and a strange scent emerged that clouded your mind. Right when you were about grab the increasingly sex witch you felt a clawed hand grasp your shoulder and heard a sultry voice whisper into your ear.

"Hello...sexy. Been awhile since I last had fun with a psion...oh what wonders I can show you~"

"Well have fun you two," says the witch as she moves away and waves at you two while walking away.

"...oh COME ON nobody can be that thick..."

"She is," states the demon witch. "Funny she summoned me though...then again it HAS been awhile since I last enjoyed a psion and no I am not a succubus. This isn't about soul stealing if it was she would of summoned one of them instead of me."

"So...you two friends or something?"

"In a manner of speaking."

"Is she really that thick?"

"...Well I am here and you haven't fucked her yet no?"

What do?
>Chase after the necromancer witch
>Well if its summoned might as well enjoy it...
>Fuck it bandits it is
>Go to bed...alone.
>Other?
>>
Rolled 49 (1d100)

>>829627
>Chase after the necromancer witch
>Well if its summoned might as well enjoy it...
Any chance of a three way if not, may as well get our dick wet
>>
Rolled 66 (1d100)

>>829659
I can get behind that
>>
>>829627
>Chase after the necromancer witch
>Well if its summoned might as well enjoy it...
>>
Rolled 38 (1d100)

>>829835
>>
Rolled 54 (1d100)

>>829675
I can too.
>>
>>829627
>other
>how do we reach her? Do I have to literally wave it in front of her or do I politely ask, "hey, would you like to fuck?"
>>
Rolled 66 (1d100)

>>829905
Fuck, forgot to roll
>>
Rolled 5 (1d100)

>>829627
>Go to bed...alone.
For shame beding someone else. You people are not the husbro she deserves.
>>
>>829911
>>829675
>>
Rolled 81 (1d100)

>>829659
You decide to chase after the necromancer witch hoping for a threesome.

"What is it now," asks the witch.

"Would you...like to join us?"

The witch in response looked over the demon witch who merely shrugged before looking back at you with a strange look in her eye. "...so you want me to fuck you too?"

YES EXACTLY. "Well of course...I tried with you first."

"..."

This time the witch is silent before looking at you strangely. "You are...very stubborn but no I do not sleep with men so easily. If I did that is how you end up a desperate single mother whore is who even willing to fuck a filthy mutant and sell her own children to bandits. Enjoy the demonic witch and you should seriously consider fucking bandits. They are also into long term negative consequences."

With that the necromantic witch left while the Demonic Witch chuckled as she proceeded to tear your clothes off. After that you well found out what it was like to fuck a demon witch...for a freakishly long time while your mind was somehow in a different place also getting fucked. It was like some kind of fucked up two for one fucking that left you feeling tainted, wronged, dirty, confused, and yet oddly satisfied. The Demon Witch only stopped long enough to drag you into the healing waters of the pool...before fishing you back out as to continue. The hellish sexual marathon only ended when the other witch came back.

The demon witch upon noticing her 'friend' thanked you for the good time before moving quite sensually to meet her friend while still naked. Upon getting close she gave the other witch a hug and a long deep kiss before vanishing. Leaving the other witch sputtering to the side. Probably trying to get the sensation of that disturbingly long tongue out of her no doubt heavily molested mouth and throat.

You find yourself thankful for not having been kissed and you feel an odd sense of dread of what a Succubus must be like...

What do?
>drag yourself back into the pool
>Sleep...sleep is for the weak
>Now is a good time to sleep...and try to forget
>Time for another round assuming you could find someone interested
>Other?
>>
>>829948
>drag yourself back into the pool
>Now is a good time to sleep...and try to forget
>>
Rolled 95 (1d100)

>>829948
>other
>ask the other witch if that was some sort of trial like the first witch gave us to come out of
>>
>>829977
Demon witch is gone dude.
>>
>>829984
Well yeah I thought the witch who summoned her had came back
>>
Rolled 94 (1d100)

>>829948
>Now is a good time to sleep
>>
Rolled 56 (1d100)

>>830053
>>829977
These ask then sleep, plan our own way out once we are awake.
>>
Rolled 33 (1d100)

>>829977
>>830099
Seriously? She wasn't trying to kill us dudes. (which is why Necro Boss sent us here) She outright said she just doesn't screw guys she just met.
>>
>>830141
Exactly why I thought that she might have been testing us.
>>
Rolled 9 (1d100)

>>829977
>>830053
"So...was that some kind of trial," as the first witch continues to sputter. After awhile she looks over at you and simply states

"What do you think?"

After that she wandered off spitting quite frequently as you fell into a deep slumber.

Your not sure when you awoke but you see its much like the previous time. Except smiling notably a lot less like sex and demonic musk.

In the distance you could see the witch talking to Mister Neutral and some other bandits.

What do?
>Explore
>Get something to eat
>Crawl into the healing spring
>Speak with someone
>Other?
>>
Rolled 12 (1d100)

>>830219
>get something to eat
>invite witch to head back to the shrouded one's place if she wants.
>>
Rolled 68 (1d100)

>>830219
>Crawl into the healing spring
Just incase and get back to full hp.

>Call over to the bandits, Mr Neutral and the Witch. Ask what they plan too do now?

>snack while we talk, offer some food also to the others.
>>
Rolled 56 (1d100)

>>830253
Support
>>
Rolled 36 (1d100)

>>830219
>Get something to eat
>>
Rolled 42 (1d100)

>>830253
I'll change to that
>>
Rolled 33 (1d100)

>>830219
Watching players drop spagiti is as fun as the character.

>Get something to eat
Offer some food to the others if they haven't ate already.
>>
Rolled 15 (1d100)

>>830253
You slowly and very painfully crawl your way over to the spring and slip yourself inside. It was during the crawling that you realized you were in fact still very naked...and you don't know how long the bandits been there. Most horrifying of all was how completely nonchalant and normal they acted. Once you were safely inside the healing pool recovering you called out to them asking them what their plan was now.

The witch told you that after fulfilling her end of the deal she is going to leave. The bandit Mr Neutral meanwhile stated that he had some more business to attend to before he could leave.

Thankfully a food pack was nearby which you munched on while hearing their plans.

What do?
>Explore
>Complete the business with the witch
>See about the bandit business
>Speak with someone
>Other?

Sorry bout that had to get dinner going.
>>
>>830684
>>Complete the business with the witch
And don't worry about it Genie. Thanks for running so far!
>>
Rolled 89 (1d100)

>>830684
>Complete the business with the witch
Let's get down to business to defeat the keepers. Also get our clothes on.
>>
Rolled 8 (1d100)

>>830684
>Complete the business with the witch
>See about the bandit business


>>830697
Do we really need to deal with the keepers now that the entrance we came through got blown up?
>>
>>830711
How pissed do you think the witch would be if we didn't do what she asked?
>>
Rolled 39 (1d100)

>>830702
I'm good with this
>>
Rolled 16 (1d100)

>>830723
Did she actually ask that though? Or even imply it? I'm pretty sure she just said to survive.
For reference
>>816296
>>
Rolled 49 (1d100)

>>830711
This support
>>
Rolled 21 (1d100)

>>830741
We do need to bring back the magic weapons and armor though.
>>
>>830741
Okay then, that's fair.
>>
Rolled 30 (1d100)

>>830702
"Witch I believe we do have some business to finish."

"Good...about time. Which way do you plan to take? There are too unless you give up and leave out the door."

Choose one of the following
>Find the gatekeepers and the doorkeeper
>Hideout until the necromancer sends someone to see if your dead or not


After that choose of the following
>Train
>Explore
>Talk to the bandits
>Stay put
>Other?
>>
Rolled 55 (1d100)

>>830858
>>Find the gatekeepers and the doorkeeper
Why even come if we don't even try.

>Explore
Talk to some dead people and enjoy the sights.
>>
Rolled 38 (1d100)

>>830858
>Find the gatekeepers and the doorkeeper
May as well.

>Talk to the bandits
Get Mr neutrals number and pyros too. Tell them maybe third time the undead may not be involved

>skelly wizard?
If he is about teach my stuff. Especially how to not get munched by those in this catacomb
>>
Rolled 72 (1d100)

>>830865
Vote

Despite what I said, we probably should play by the rules. Also we need a lot more training, even though I want to explore too.

>>830878
talk to bandit yes
don't bother the skeleton wizard though. That's just asking for trouble.
>>
>>830858
>Find the gatekeepers and the doorkeeper
>Train
>>
Rolled 50 (1d100)

I wonder what it would take to reach heroic tier. I hope we end up as a necromad, a necromancer wanderer. Go for a river Styx theme. Water magic and necromancy tricks. If we were in a Civ we'd be a kind of support combat hero. Buff troops with "water of life", wash our foes souls away in the river. Our PSI part helping with developing a cult and indoctrination over time and exposure.
>>
Rolled 18 (1d100)

>>830932
A hero is made up of the following

Elite
Bad Ass
Something Special

Stir it in a pot and shove it in some poor bastard you got a hero.

That is sadly the easy part. Its a HUGE pain in the ass to upgrade a hero and it gets worse the stronger they become. But a hero with upgraded heroic abilities even if they only have a few are very terrifying foe indeed.

You have to upgrade your way to becoming a hero. Currently you only have the Something Special you don't have the Bad Ass nor are you a Elite. So you are only 1/3 of the way there!
>>
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Rolled 60 (1d100)

>>830942
Ok so missions...lots of missions to become a badass. Specifically similar ones to build upon a particular set of skills.

To become Elite high faction rep and once again lots of exp in that faction... Is it something like that? Build a skill until it's abnormally good?
>>
>>830942
Would it be possible to try and become something similar to Charon as a hero?
>>
>>830969
So long as we theme, train and spec really fucking hard I don't see why not
>>
Rolled 73 (1d100)

>>830969
Almost anything is possible, but I don't believe that's feasible.

Unless you just mean generally becoming a psychopomp. Becoming THE psychopomp however is a different matter.

Speaking of aquatic psychopomps reminds me of Davy Jones from Pirates of the Caribbean. Now that'd be a cool inspiration for our heroic aspiration. Captain of the ship of the damned.
>>
Rolled 33 (1d100)

>>830977
Forgot to add, according to AMY the first necromancers did have roles similar to psychopomps.
>>
>>830977
>>830972
I meant that we train to be the ferryman of death.

We remember nothing,
we have nothing,
we promise nothing.
>>
Rolled 9 (1d100)

>>830977
Ghost Ship Captains do exist and they are second only to the Ghastly Admirals of the Dead Fleets.

Pray you never run into an Admiral. Only they can make the Captains of the Ghost Ships to obey so easily.

>>830969
If you spec correctly then yes.

>>830972
Pretty much.
>>
Rolled 35 (1d100)

>>830884
You decide to look into the gatekeepers and the doorkeeper. According to the witch you must take a special piece held by the three gatekeepers then you approach a door with those three pieces. The three pieces will make the Doorkeeper appear and once you get passed him the test will be complete.

The three gatekeepers can be found at the following locations

Flesh Sewers.
The Haunted Temple.
Crypt of Bones.

Inside each you will find one of the Gatekeepers if you can get its key together the three keys at any door to the surface will call down the Doorkeeper. Get passed it and you'll be free as well as completing the test.

Otherwise you must survive long enough for a rescue to come.

You have been told the directions to each and are ready to set out. The Witch warns you however that the Gatekeepers are very powerful and they are not alone. There is a gatekeepers Flesh, of Bone, and a ghostly one. Together they can give the living the Key of the Undead once its pieced together.

The Doorkeeper meanwhile...is something else entirely. It was once a holy guardian that has been twisted by the foulness of the Undead and the death of its God into an abomination of its former self. It is full of hatred, loathing, hopelessness, power and insanity.

Once you get passed the Doorkeeper the test will be considered complete...and yes its pretty much a suicide mission if your too weak. All the other necromancers use this kind of test as a finale test before graduation. The one necromancer requires it before she will even accept you as an apprentice. Real wonder why she only has the One.

What do?
>Go the flesh sewers
>Go the Haunted Temple
>Go the Crypt of Bones
>See what the bandit business is
>Train
>Explore
>Other?
>>
Rolled 27 (1d100)

>>831001
>See what the bandit business is
May as well

>Explore
I vote we go survival mode, fuck suicide. Find places stuff eatable grows and ask the witch for recipes and stuff we can make down here. Ask what happens if we drink the pool water?

>Train
PSI enthrallment of existing undead, we can use them to scout. Start with zombie minds and their Hunger get practice before human ones and their complexity
>>
Rolled 48 (1d100)

>>830959
Elite can be acquired by MAXING out a unit Class. If you accomplish it you will become Elite.

Reaching Elite is never easy.

Achieving Bad Ass requires Luck and Balls.

Acquiring Special Special requires well...something Special.

If you have all three you will be promoted into a hero!

You will gain Heroic Plot Armor, Bonuses, Abilities, Passives, and Traits.

Faction rep is amusingly not that important otherwise Independent Heroic units wouldn't exist.

>>830977
Don't forget Glowy Joe!

...Who is a big fat cheater blessed by the most ludicrous amounts of Luck. Seriously he really had to fuck some serious dice and luck gods to have the kinda bullshit he has going for him.I cannot even fucking kill him because of his most bullshit luck.
>>
>>831001
>Train, then go to the flesh sewers
>>
Rolled 47 (1d100)

>>831001
>See what the bandit business is
Maybe we can help each other again.
>>
>>831012
I'm curious Genie...the Genie at the front of the rape train...where did it come from? Where did the train even cone from?

Are there any artefacts of the Genieverse batshit ancient and powerful the survived from the early mythical eras to the post apoc?
>>
Rolled 16 (1d100)

>>831021
An unlucky Genie got strapped to the front of the rape train. That it is actually it. Not everything has some crazy epic backstory or something.Its been awhile for awhile the bloodsnows accidentally got it working again.

It ended up Glowy Joe's ride because only he has the bullshit luck that requires not getting raped by it and safely using it. Due to the Rape Train's abilities it is insanely fast and can RAPE holes into existence that it RAPES all the way to its Destination that it then proceeds to RAPE.

It originally came from a different reality and a certain ritual performed during the Fall was able to lure it here. It liked the Apocalypse so much it decided to stay.


There are such artifacts. Most is what remains from dead gods and dead civilizations, but not all. Technically there are some items dating back to the near beginning of the Genieverse itself. Such artifacts however nobody knows how old those are exactly, but the thing is they DO exist.

You even have artifacts older then the setting itself due to the fact it came from a different universe. Potentially this allows otherworldly artifacts to be ludicrously ancient by hopping between universes before they die.
>>
>>831046
*splooge*
>>
Rolled 14 (1d100)

>>831046
Fun fact one of the reasons why the Shrouded One is interested in the old gear is because of the possibility it dates back to ancient dead civilization.

Naturally in regards to the stuff from dead gods, extinct aliens, and long dead civilizations can cover quite the range. Plus there is a lot of stuff people written about regarding that stuff so I wont bother talking about it much.

Now what IS special is those ancient artifacts dating back to the near beginning of the setting itself. Now the interesting thing about them is fact...they were purposefully created and some appear to be very mundane indeed.

An example is the Invincible Spear. The spear appears to be extremely plain and old...but for some reason it will not break. No matter what. The spear is so old nobody knows how old it is or how it was created.

The thing is however that spear...existed since the near beginning of the Genieverse itself. It was created from the Corpse of the First Gods who turned out to be no unkillable. Hence why they were locked away so many eons ago...the spear was passed down from god to god. Until it fell into the hands of the mortals because of its lacking power.

From alien to alien the legendary spear was passed down...until one day it was lost. Later it was forgotten...but the spear could not break.

So it passed through the eons occasionally making an appearance possibly starting a new legend or even helping in the rise of a new god. Until one day...those civilizations, aliens, and gods too are lost. The spear once more forgotten until it passes into someone else's hands...

The spear has witnessed it all and so much...from the very first battle for the Heavens. Passed Countless extinctions and godly events.

The Invisible Spear saw it all till Humanity itself arose and chances are Beyond too.

To those who used it the Invisible Spear could not be Broken and it contained a Soul near as old as the universe itself. You see it sorta developed one later on and sometimes that Soul doesn't mind teaching someone terrible secrets.

For the true power of the Spear is not the Material from which it was made...it is the Soul that bore witness to so much. Stuff even the most ancient of beings have long forgotten.

That is the true power and secret behind the Spear.

Is an example of some of those most ancient Artifacts native to Genieverse.
>>
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>>831046
I think I smell a treasure hunt boys, I finally know our goal
>>
Rolled 91 (1d100)

>>831068
Another example is this. The Rod of Otogr.

Now it date back to the...an entirely different Universe. The Rod was wielded by unearthly beings and alien gods. It has since passed through quite a few universes and their deaths. The rod so far being smart and lucky enough to get out before the deaths occur.

The thing is however the Rod was intelligent and it took note of the different realities with their universes it more witness to. It was also made in such a way as to adapt itself to its new home. Thereby allowing it to pass by longer without notice and possible destruction.

Truth is it doesn't know HOW it could be destroyed but it has seen other artifacts been destroyed or lost before...and it much enjoys being used. Gives it something to do and watch you see.

For its abilities...it has developed quite a bit according to its stores based upon the places and realities it has been. As it turns out those old stores of old places can be very powerful in its new homes.

Then there is the intelligence itself. It has been around the block for a very long time and knows how to communicate. Nevermind the possible sanity damage which it really has tried hard to work on. Being stuck with the crazies gets old not to mention drawing attention.

The rod very much likes being around and not destroyed or lost. Being lost is very boring...and it hates boring.

It hates boring almost as much as it hates its own possible death.The rod is a relatively 'new' immigrant to Genieverse having come into this realm due to Outsider Invasion and then getting passed onto the natives.

The rod doesn't mind staying here nor does it mind leaving. After all the only time it deeply cares over moving is in regards to a dying universe. Everything else is okay so long as it doesn't get Lost ever again.

That is an example of the other kind of interesting artifact.
>>
Rolled 57 (1d100)

>>831081
And now I know what to wish for, thank you Genie illuminatti think tank Civ shall soon be a go
>>
>>831091
I kid. I just love lore and artefacts
>>
Rolled 22 (1d100)

>>831011
I think I'll change to this. If we get tired of waiting we can take on the Gatekeepers after a bit of training.

If we do we'll need a plan though. I'm thinking plan A should be stealth; we technically don't have to fight the guardians, right?
>>
Rolled 44 (1d100)

>>831011
I'm alright with this
>>
Rolled 69 (1d100)

>>831011
"So what did you bandits come here for anyway," you ask Mister Neutral.

"We obviously got business with the dead...or to be more precise I do. You ever seen bandits try to talk things out with people? Always intimidation and threats often they fail at acquiring the protection fee to boot. Hence all the damned raiding all the time."

"That is where someone such as myself comes in! In this particular case I am some smart undead to talk to."

"...You are one Bizarre Bandit even by bandit standards," you say.

"Yeah I get that an awful lot. If I didn't have my bandit bodyguards I doubt anyone would actually believe that I was in fact a bandit."

"Yeah I don't blame them."

"Neither do I."

After that you asked the witch about the survival mode. Particularly about supplies, what you can eat, and stuff down here. The witch tells you this place is most hostile to life hence the difficulty in finding supplies. Not to mention the undead do wander around and they are not very friendly. Your best bet is finding refuge with some of the smarter undead deeper down where wandering threats are less likely to be encountered. As for drinking the pool water while it does hold a strange taste and feeling as it travels there is no danger.

True to the witches word you failed to find anything that could keep you alive during your exploration.

After that you practice psi enthrallment on nearby undead. You ran into a problem when you ran into the tampering. The mindless undead...were literally mindless. There wasn't anything to tap into or look inside. You weren't even sure what was pulling their strings and even if they were zombies you did not sense the Hunger of Zombiekind.

The smarter undead yet who are not still fully aware you felt a presence inside their head. However their minds felt like more that you would see in a machine. You could feel something there...pulling their strings and allowing them to operate much better then their mindless counterparts.

The smartest undead meanwhile you DID feel a mind in there. Problem is...it was extremely weird mind and did not feel like one that was alive...but somehow was still very much there. A truly bizarre sensation for a psion such as yourself.

What do?
>Go the flesh sewers
>Go the Haunted Temple
>Go the Crypt of Bones
>Go deeper
>Follow bandits
>Train
>Explore
>Other?
>>
Rolled 99 (1d100)

>>831660
>ask the witch to come with us to the flesh sewers
She did say she would help us pass the test
>>
Rolled 84 (1d100)

>>831660
>Follow bandits
This way we can meet undead who we can be certain are amenable to negotiations with the living. Probably.
>>
Rolled 20 (1d100)

>>831660
>>831759
This. Ask for tips along the way.
>>
Rolled 34 (1d100)

>>831012
What unit class are we right now? Psion? Heavy Infantry? Sniper?
>>
Rolled 99 (1d100)

>>831011
>Literally get told "Don't fuck with zombies' minds, their hunger will feedback to overwhelm you I don't care how strong a psion you are ALSO it'll get the Smart Zombies to come eat you while you're stricken."

>Anon
>Start with zombie minds and their hunger get practice before human ones and their complexity

Mane, non-undead zombies are NOT to be fucked with. I know you weren't really suggesting to fuck with non-undead zombies but you should make it more explicit because Genie loves fucking us whenever she can.
>>
Rolled 63 (1d100)

>>831759
Sure, but should we stock up on supplies and shit first? We were kind of thrown in here posthaste, but we're a survivor so a quick sustenance run on the outside before we head back in might be adviseable.

Or ask the Witch if we might go to where she gets her sustenance so we can trade for some stuff. We've got some Top Quality Scraps on us that are supposed to be worth quite a lot.
>>
Rolled 39 (1d100)

>>831817
Our class is MC for we are a lot of things.

>>831660
I do wonder if this social bandit was once a CEO or the like. Granted our last warlord also made deals with anyone that would accept.

>Follow bandits
As for action we need to get stronger, but I would hate to waste the lady's time. Tho if the bandit and our paths are the same. We could tag along and learn to talk with the dead though them.
>>
Rolled 53 (1d100)

>>831837
Seeing how the diplomancer interacts with intelligent undead might be a good educational opportunity.
>>
Rolled 75 (1d100)

>>831835
You know what, that's not a bad idea
>>
Rolled 97 (1d100)

>>831817
Green Scavenger
Green Psion

>>831835
The bandits also have supplies.

>>831830
Sadly there were no non undead zombies.

Made me sad.
>>
Rolled 42 (1d100)

>>831871
Hmm, so troop trees work on a combination of veterancy and actual rank advancement? Advance through the veterancies under one title, up to the next? Does that mean that you skip the badass phase/rank for those purposes?
>>
Rolled 47 (1d100)

>>831961
Bad Ass is separate from rank and cannot be achieved the same way. Technically any unit could become a Bad Ass if it achieves the requirements yes this means even Green Newbies could potentially pull it off. Its just easier for the better units to achieve but its not like its restricted to only them.

You rank up through achieving enough experience. So yeah pretty much. There are no skipping ranks however so you cannot for instance skip from Regular to Veteran. You must first go through Experienced first before you can 'upgrade' or 'rank up' into Veteran.

It goes as
Green
Regular
Experienced
Veteran
Elite
>>
>>832024
Hmm, I was just running on old info about the exp system then. I see Badass has been replaced by Elite.

Also I was confused because you once said the Bandit Looter tree culminated in being a Ravager, which is clearly a different title and also I think has slightly different emphases. I thought you'd rank up through Looter into an Elite Looter (or whatever) and then 'shift up' a rank into being a Green Ravager.
>>
Rolled 79 (1d100)

>>832778
...Bad Ass was never a part of the Exp system.

It actually had more to do with luck, balls, and planning then anything else. I actually never really changed it much nor have I really modified how the rank up system works.

Fun fact the reason why I settled on 5 rank ups is due to how thesaurus works and why there are different names. I thought it would be boring to call it Green Looter, Experienced Looter, and so on.

So I used a thesuarus to look up different words and as a looter ranks up his name changes but it maxes out on Ravager which is their Elite end according to the upgrade path.

Looter is in turn part of the Bandit type tree. A tree is made up of different upgrade paths that share a similar theme in bandit cases its being a Bandit.

And so on.

Vehicles oddly enough cannot be upgraded through experience but their Pilots can!

You can in turn choose to specialize further. Some units have this as a default but its usually bit...different. A bandit Jury Rigger for instance specializes more towards combat usage for their jury rigging then Survivor Jury Rigger.

Usually specialists are much more specific for instance a Tank Pilot. They gain an ADDITIONAL specialty bonus when they are using Tanks in ADDITION to their usual unit bonus! In exchange however the same Tank Pilots gotta eat a penalty should they not be piloting tanks...

Bonuses by the way max out at 25. That is a flat +25 to a D100. That is huge and that is just a basic unit without specialization!

...And its not including the Elite bonus.

Elites when they max out gain a special ability.

For Ravagers for instance its their infamous RAVAGE ability.

Bad Ass was NEVER a part of the Exp system and Exp system is only used for basic units.

Heroics for instance rely upon the upgrade system which requires special points to an ability of theirs. Whenever it reaches the Limit their ability is Upgraded! In exchange its reset and you require even more now harder to acquire points before the next upgrade...

Gaining a new ability actually becomes easier to do in the long run due to this fact. New ability requirements while increasing in difficulty whenever it is achieved doesn't ramp up nearly as much as the UPgrade route.

Meaning heroes are stuck choosing to try to Upgrade their existing stuff OR aiming for a new ability.

Heroes usually prefer the upgrade route because an upgraded ability power is a hell of a lot better then a normal ability...and you have to remember a hero can only use a single ability per a turn without penalty.

So if they do the upgrade route they can get more bang for their buck.

Other times you have heroes upgrade their normal abilities into Heroic tier. Problem with that is...it becomes harder the more the hero splits their specializations. Its easy to become a Jack of All Trades But Master of None.

That is a fate most heroes would prefer to avoid...unless your just that Unlucky like a certain AI.
>>
Rolled 20 (1d100)

>>833284
This is because if you acquire abilities that are NOT in your specialty you get to eat a penalty across the board that raises the difficulty for upgrading(because now you gotta spend more time across different subjects slowing things down).

You throw in the usual problems with and heroes do their best to avoid it.

Funnily enough Jack of All Trades is much more useful if your a non heroic unit. At that point the benefits far outweigh the gains until you go Heroic in which case it finally comes around to really bite you on the ass.

I didn't actually intend for that to happen but it made sense and I never bothered to change it. Jack of All Trades can save your ass when your not dealing with heroic units as it turns out.
>>
>>833284
Thank you for the thorough and informative knowledge Genie.
>>
Rolled 19 (1d100)

>>833312
>>833284
I am sure anons have noticed that the Elite special ability is one and the same as a heroic unit has...

Yes they ARE in fact the Same Exact Thing!

However if a Heroic unit is using it they get a heroic bonus to it AND they can potentially FURTHER upgrade the Ability in question!

In other words an elite using their ability is weaker then a hero of the same type and they cannot upgrade said ability unlike the heroic version of themselves.

There is a way to 'bypass' this problem...and that is through Stacking. If a heroic is attached to a unit of the Same type...they get a bonus. This bonus EVEN effects a heroic ability on both ends!

This effect is called a Specialty Stack Bonus because how it works is the more you have in common with the unit(or units) your attached to the bigger the bonus.

This even includes being part of the same forces type as your own! So a bandit units get a bonus when they are working together with their own units...and in turn a hero ALSO has a bonus when they are working with units of their same type of faction.

This bonus is even bigger when your work with your personal faction instead of just general archtype.

The biggest bonus of all is specialty stack particularly if their hero equivalent is attached.

Stacking and Combos is why things can get so insanely powerful. Its because the bonuses add up.

Its why facing an Elite Unit sucks so hard(even when ignoring the flat +25 to their dice talk about a lot of pain) its because they got a Ability of the heroic Tier! Which is basically your prize for maxing out and managing to actually live that long.

Interestingly enough Bad Ass and Something Special work similarly...but not in the same vain.

Bad Ass for instance is awesome because it basically bestows Plot Armor to a unit. Greatly increasing their survival and boosting their abilities. Heroes literally have the Heroic version which is stronger and they all got it.

Something Special however is...weird. Mostly because it doesn't really have a single clean explenation.

An Officer for instance Qualifies under it so too does Psion or Magi. Basically in its purest form its something that makes you stand out and 'special'. Heroes unsurprisingly get the heroic version which is unsurprisingly much stronger then the normal equivalent.

Officer is basically the forfeit version technically every unit has some attached but they don't really stand out unless they hit heroic. Its also why heroes in general aren't actually bad at leading forces(its literally due to their specialization bonuses or for many of them having been an officer).

However they are not as good as a Full Blown Leadership Hero.

Leadership Heroes are special...because the rules that require specializing stacking they are able to bypass this problem. A Commander offers a bigger bonus over ALL their forces! Even better it can ALSO include other heroes!

As in a basic leadership boosts their ENTIRE faction.
>>
Rolled 16 (1d100)

>>833433
A commander hero is in truth a combat specialized Leadership Hero meaning their other Leadership takes a penalty in exchange for further boosting their Combat Leadership ability.

A generalist leadership is unsurprisingly VERY powerful...but very hard to get.

even NPC factions have a hell of a time making one of these guys spawn. Even in the Pre Fall such heroes were rare and most leadership heroes were in truth Specialists.

...A leadership heroes are nasty because their boosts can include a much wider range of units and most importantly it even effects other heroes.

...Only however if the heroes are in their range of specialty basically a leadership hero get a free stack bonus all other units NOT including Combos. Hence why they appear to be so powerful...problem is they are both very obvious and not as strong as other heroes making them vulnerable even including the heroic tier plot armor. Plot Armor can only go so far especially should the dice(luck) decide it hates you.

Now I am pointing this out because a ordinary fellow this stuff is much more obvious compared to the civ big picture overview you had previously. This is the close up dirty details that you will frequently encounter that normally would appear in the background(also partly why Civs are such a pain for me to run properly) On the plus side quests are insanely easy in comparison for me now. Hence why I can be so insane as to run every day. Its a piece of fucking cake compared to civving.

Especially once you start running into higher tier units, factions, and heroes. Currently your still a super baby small fry rolling around in the mud so out of view even the weakest of factions cannot bother itself to notice you.
>>
>>833497
So...would Ender be a good example?
>>
Rolled 72 (1d100)

>>831837
>>831797
You decide to follow the bandits. There is apparently a decent collection of bandits most of them basic ones as in the usual boys and bitches. A few of each attempted to hit on you. Repeatedly. Yes, both sexes a good chunk of bandits are in fact quite gay. Its only when they are a born bandit is when you should double check to make sure as it turns out.

This time there are a couple of different officers leading their groups which you make sure to take note. In particular there were two bosses who even the other bandits took note of. One of them looked like a typical bandit but the other guy...he was in power armor. Apparently he used to be a paramilitary officer until something happened that made him get thrown out. Real surprise it wasn't long before he was running his own gang. He is the newest to the bosses but his combat expertise was no joke.

The other boss who even the other bosses followed besides him was a bandit who apparently been in the game the longest. Apparently he used to be an officer in a proper bandit band with their own HQ and even hero, but he got tired of being bossed around and left to establish his own gang where he is the only boss.

Besides them you saw the usual Teks, a Few Doks, and most strangely a pack of gibbering madman and crazy chicks who was carefully segregated from others by a few bandit handlers. Now bandits on the norm are pretty crazy...but those guys. They had the kinda insanity that made the impossible happen and fuck reality kinda shit.

Besides them there were some new bandits whom you weren't familiar with but thanks to both your magical learning and psion abilities you realized these guys new magic. Not to mention a few were even psions who weren't crazy. Unsurprisingly those two groups put as much distance between them and the crazies as possible.

You found out from the other bandits those two groups are the local psion gang and magi gang. The magi gang showed up for obvious reasons but nobody was expecting the psion gang to show up. Seeing how their leader seemed...very engaged with the bandit diplomat you soon pieced it together.

Then again its probably not often a psion(particularly one much stronger then you) can find a someone they cannot easily read. Probably a welcome break truth be told especially if they are bandits. I mean even as a newbie your twitching from all the thoughts bubbling up among the bandits.

You too found yourself following the psions and magi in terms of putting as much distance between you and the crazies as possible. Which pretty much meant they were your closest neighobors. The second closest being the bosses and the other specialists. Ordinary bandits meanwhile were scattered throughout and particularly the edges. No doubt to surf as meatshields when the situation calls for it.

>>831759
She...was not happy about the idea but you were able to persuade her.

Gained 1 Necromancer Green to the party.

Alert she is a dual classed as a witch too.
>>
Rolled 91 (1d100)

>>833635
Which turned out to be not quite as long as you thought. After awhile you did encounter a few roving groups of mindless undead and even solitary ones. They were swiftly dealt with by bandits who closed in melee to take them out more quietly.

Both the Psion Bandits and Magi bandits have taken note of your strangeness. You in turn take note of the...surprisingly sturdy Psion defenses. Far stronger then anything you encountered before...well besides that weird diplomat but honestly you have no idea what the hell is going on in his head.

Definitely much stronger then the Shrouded One's mental defenses...and oddly enough much more elastic too. The bandit magi meanwhile also had pretty good mental defenses but the stuff you could glean from their thoughts were...very enlightening.

They had a MUCH better grasp on magic then you...and most of them dealt in frowned upon magics that got them kicked out. Some of them were just unlucky though and they didn't deal in any foul magics unlike many of their comrades.

The journey appeared to be pretty boring besides the usual but surprisingly quiet bandit chatter. Things changed out of nowhere it seamed when suddenly the magi started to cast spells and even the psions started to channel their power.

You and the other bandits realized why when spectres ripped out of the walls and floor aiming the different bandits. Only a few bandits fell to them thanks to the fast reactions of the magi and psions. Good thing too given how bullets and blows just went right through them.

Strangely enough however the diplomat was entirely nonplussed about the ambush and kept on walking forward before stopping and knocking on a blank wall...which turned out to be a coffin's door. Shortly after his knocking a sickly blue door appeared and opened revealing a coffin and a waking undead inside.

It noticed the diplomat and was right about to attack when he said something that made in stand down. After the two began to enter a long talk and the other bandits realized they would finally get a break.

What do?
>Quickie with some bandits you can see others already going at it
>See what Mister Neutral is talking about with the undead
>Keep the witch company
>Train
>Explore
>Meet with some bandits(who?)
>Other?
>>833606
He is a Command hero unless you include the later books in which case...well he sorta turns away from the leadership stuff.

His brother is actually a better example.
>>
>>833705
>Keep the witch company
And thank you for the explanation on the Command Hero.
>>
Rolled 56 (1d100)

>>833705
>Keep the witch company
>Train
Practice raising the dead or something, we have fresh bodies? Maybe just more basic necromancer stuff
>>
>>833705
>>See what Mister Neutral is talking about with the undead
... it's not our business. Yet I gotta learn what this man does to work with undead.
>>
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Rolled 35 (1d100)

>>834317
>>
Rolled 100 (1d100)

>>833705
>>833758
Guess I should roll, forgot about that.
>Train
>>
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>>834326
WAT
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>>834326
Training it is then. Nice and vague too, lovely
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>>834352
>>
Rolled 11 (1d100)

>>834352
That ain't fair.

I mean...what KIND of training?

gah I should of been more specific...

>>834326
>>833758
You decide to keep the lone and adrift witch some company when you realized now was an excellent time to train...but what in?

You thought about it...noticing the bandits, witch, and undead...an idea began to form in your mind. An idea that made the witch back up when she noticed the look on your face.

You took your spellbook out and the bandit book. Bringing up the training section of each...grabbing the witch you brought her along when you approached the bandits.

It just so happened that there was a bandit trainer among the bandits who considered this an excellent training trip. In fact it turned out he was the one behind so many bandits being taken along. Your bringing out the spellbook meanwhile drew over the magi and after seeing them make the first move some psions tagged along.

You talked to the hardass bandit trainer whom apparently goes by Taskmaster Wretch apparently they are the paramilitary version of a drillmaster but specializes in breaking slaves as they are in breaking bandits. Bunch of nasty bastards but according to the big bad book of bandit these guys are what keeps a bandit faction running. When you brought the book over to him he wasn't expecting this...as you asked for advice.

That big mean old bandit practically cracked a tear he was so touched in his wicked rotten lil heart...which you noticed suddenly caused a very large open area to open up around you as suddenly the bandits nearby were...now not close.

It was honestly very impressive they practically teleported away and they were so stealthy about it too.

"So about the book it never really went into much detail about how to train stuff like psi and magic..."

"Yeah the book is shit about that sorta thing at least it DOES mention it and say where to look for it. You see among bandits if you need specialty training like that...your suppose to go the group in question for training."

"...But what if there aren't any?"

"That my boy is where one of MY Kind is for! And the book," the bandit says making sure to add on that last part.

"...How so it doesn't have shit on it..."

"You ever thought to check the index? The training part of the book mentions basic bandit trainings and gist of the specialty stuff...but you see here," the big bad bandit says after flipping the page to a section "Right down here...you see this?"

...A section on The Three Means of Magic...how did i miss this?"

"The big bad book of bandit was made to teach you the basics...in a bandit fashion. Among bandits it says here in the magic section you should use a blood ritual, a summoning, OR...an easy to acquire Accursed Magical Items. It even provides the how to do each. Here in the psi section," the bandit says flipping your book over to with practiced ease. "Right here it describes Internal and External Psi usage as well as basic meditations including some other useful stuff."
>>
Rolled 90 (1d100)

>>834393
"You see the big bad book of bandit is designed to ensure so long as a bandit has eyes or ears he can learn how to be a proppah bandit. Its just the book...well you gotta read ALL dah fucking book."

"Now taskmasters such ourselves technically we are even suppose to get on the case of the specialists. You see those lazy bastards don't keep up with their required exercises that their more experienced kind often give em...and those lazy bastards never bother to check on the new guys to ensure they are doing the shit."

"So its up to us to get on their case about it...see in all those sections AND the training section it describes basic exercises stuff the Tasking should be done! That is actually meant for Taskmasters and the unusually smart bandit. The Tasks as the book calls it basically teaches the basics you gotta master for your preferred profession...see it has every single one. Including stuff for magi and psi."

"you sound like a bunch of babysitters..."

"Yeah...that too once the tikes are old enough and we manage to 'convince' a breeding bitch to let go of her offspring. Man those cunts are the worst."

"Breeding bitch?"

"...wow you really are new to this. Breeding Bitch is a Momma Bitch aka she got kids."

"OOH...so wait you really ARE a babysitter?"

"Technically we are the only ones allowed unsupervised access to children."

"...What about their parents?"

"Technically no."

"Holy shit really?"

"Yeah you try to get alone time with a kid and enjoy getting shanked and those new holes getting raped."

"holy fuck."

"...Yeah bad parenting is...a BIT of a problem...also pedophiles."

"That actually doesn't surprise me...wait how do you guys get the rights to be alone?"

"Its a dangerous profession and we aren't actually ever alone with the little buggers. You see its not just one kid we gotta attend to at once. It just means we can be the only...adult around."

"So how effective is it?"

"Pretty effective. I mean bad parenting is still a problem and we don't really watch the slaves that closely...so yeah. Those little buggers also know the dangers. You gotta be aware those poor kids were often stuck with a bunch of bitches...or bandits. The closest thing they get to a break until we show up is stuff like workshops or the Dok's Office. By the time we get to come around those we are a fucking vacation compared to what they usually get stuck dealing with."

"I just find it hilarious you guys are literally babysitters."

"What's sad is the fact that the adults are much harder to deal with then the kids. The kids you see have their priorities figured out. You gotta or you never last long."

"I never notice..well okay I sorta noticed the task notes."

"Just be aware that it only provides the basics. If you want something advanced you gotta get a Manual...and get look with that."

"Why?"

"Its...well once you try to get one you'll understand. None of that shit is very standardized and they only give it once you decide to be one of them."
>>
Rolled 93 (1d100)

>>834401
"Even then you gotta 'prove yourself' first...and the manuals are fucking worthless."

"Really?"

"They are little more then a pile of notes poorly mashed together. They are only valued because of the insights that are within them...and if you don't already know the material its a confusing worthless mess."

"...Shit."

"Yeah but if you DO know the insights in a manual...is invaluable for you see a manual is made up of the notes of all its previous members. When different bandit groups meat up you'll have something called a 'note taking session' which is basically a bunch of sick fucks comparing notes and modifying their 'manuals' accordingly."

"...So wait are manuals basically made up of whatever they think should go in there?"

"Yup. A manual is worthless to nonbandits because of the weird whacky shit inside but you have to be aware its equal parts scribbled laden notes scrawled in place while high and equal parts 'recipes'. But to another bandit group...a copy of rival group's manual is an invaluable treasure due to all the insights contained within."

"Thing is though...you gotta know the subject material rather well for the notes to be of much use to you. Often a young foolish bandit will join hoping to a big secret manual full of wonder...and then forced to read an entire book of crazy shit all their predecessors thought should be in the manual...and their notes...as in all their notes. Much of which can be worthless."

"...How is a manual kept small enough then?"

"Its because a manual isn't actually a book. Its often stored in a piece of something odd that can store all that data. Be aware a recipe book isn't the same thing. A recipe book literally contains all their plans for their stuff."

"The notes however...contains all the personal often bored or drug fueled rants of the older guys. Often enough most of them are dead and the notes are the closest thing you'll find to the talking to the guy. For that reason a manual is treated as a precious treasure equal to that of a Recipe Book."

"Do recipe books get swapped?"

"Never. A recipe can be traded however for another recipe. Often this basically means the same thing just their own takes to it because they can hardly ever agree on what recipes are similar in value enough to trade if they don't cover the same fucking thing."

"What is the point of trading recipes then?"

"...Bandits don't follow standardized blueprints kid. So see another plan that attempts to cover the same thing you got can be very helpful."

"So then for training..."

"The bandit book has only the basics kid. For the more advanced stuff you gotta get a teacher."

"Damn...so about the normal bandit exercises what can you tell me about them?"

"Bandit exercises covers out to grab, move, and kill fast. We may not be as professional fighters as the paramilitary but we sure as shit are a hell of a lot faster and better at looting then them."

"...that is the first half of bandit teachings."

"First Half?"
>>
Rolled 35 (1d100)

>>834422
"Yeah first half...hey you took a look at the kit of bandits and how our vehicles are designed? They have two focuses no?"

"Yeah the book mentioned them too..."

"yeah besides tricks involving particular enemies there is a common core to what bandits do. This is most obvious in our vehicles. Two trains of thought really. They are the following."

"Fast Killing."

"Safe Killing."

"You see bandit vehicles are designed to either be super fast but poor defenses or slow but very heavily armored."

"A lot of tactics and teachings are based off these two seemingly opposite ideas. Truth is...its all about KILL."

"Bandits realized long ago that doing just one...makes you very weak in a certain area but do both...and you are very prepared. You throw in unpredictable ballsy often insane and high bandits...well its one hell of a mix?"

"So why the two different design ideas then?"

"Honestly I don't know but according to the book its about covering your bases and getting the basics down. Beyond that you got ballsy drugged crazy ass fuck bandits."

"Basically to bandits it came from the fact that raiding you gotta be fast and hit hard before they have attempt to catch you. The other is for when you need to stick around and keep killing."

"In truth it really is All about KILL."

"Sometimes you can't just hit and run sometimes you gotta stick it out...when you do that you gotta be tough. So the bandits got sick of trying to make their rides both because they suck at both then like a bunch of shitty poor quality and overly cut drugs. So bandits decided to go PURE KILL."

"They went for SPEEDY!"

"And then they went for BEEFY!"

"BUT ALL KILL."

"ALL THE TIME! But you somehow had to stay alive yeah? Otherwise how you gonna stay alive enjoying life? So then you had to choose...BEEFY or SPEEDY. To this day bandits constantly fight each other over which is best."

"Truth is I don't think there is one blatantly better then the other."

"Why not both then," you ask.

"...Because bandits are too stupid to pull that off. No really but its actually insanely hard to pull off all three without any drawbacks. So bandits stick with just one or the other."

"Bandits are however first trained for the SPEEDY first as it helps the most when your poorly equipped which if your new chances are you are. The Second Part however the BEEFY is what makes us bandits truly deadly."

"...I'm listening."

"The first part of the Big Bad Book of Bandit firsts focuses on Speedy. After that comes Beefy...you ever seen what bandits are like when we decide to stick around?"

"..."

"That is when bandits go BEEFY. Our bases are bristling with defenses and more weapons. Our force when we are going to really fight is covered in armor and bodies. We mob em kid. We mob em. We get all our biggest heaviest gear, armor, and Rides."

"Because now its time we ain't just a bunch of Pesky Raiders Now its time to show we are the BANDITS and we OWN this fucked up New World."
>>
Rolled 79 (1d100)

>>834432
"Sometimes kid you ain't gonna have the option to run away...sometimes you gotta fight real hard and keep fighting. Yet you wanna stay alive yeah? That is what BEEFY is for."

"You see this fucked up New World...it was created by the Old World was destroyed! THIS IS OUR FUCKING WORLD NOW WE EARNED IT!"

"SO WHAT you got the TRAINING!"

"SO WHAT you got the TECH!"

"SO WHAT if your SPECIAL!"

"Because we iz BANDITS. We got BODIES, we got GUNS. we got RIDES, AND MOST OF ALL WE GOT BALLS."

"Sometimes you can't just cut and run...sometimes you gotta weigh yourself down with the big guns...with lots of guys, and then what do you do to stay alive? So you keep living and enjoying your fucking self?"

"That is the time to go BEEFY."

"So you see according to us bandits both SPEEDY and BEEFY will forever have its place for us being killy...but the truth is that is the trade off we had to make because of how things really went to shit."

"So what do we do when we got to face some fuckers who are so blatantly better then us?"

"I do believe I can answer that," says the Mister Neutral. "Bandits...in the end what we got is bodies and balls. Everything else is what we could loot and jury rig into being with us. Balls because...honestly in the end that is what make us bandits. We are a bunch of often insane, drugged up, evil fucks but the thing is we are ballsy. We got bodies, rides, guns, and we know how to fight."

"But as a bandit the truth is there is something better at each of those things...what makes us win in the end is balls if your not insane, because only the ballsy would be willing to try and survive out there. With nothing but a bunch of crazy, evil fucks, and outcasts watching your back."

"Hence Balls."

"Even our...Bitches are a bunch of ballsy cunts with ovaries to match."

"For training its about Speed and Beefy. Been that since the Fall you see. Back then you had to run...and when you couldn't run you had to entrench yourself make yourself tough for the fight that was you couldn't run from."

"That is where Speedy and Beefy comes from for bandit ideology. Balls however...and KILL is required at all times. We ain't the best at anything...but you can bet your balls on the fact that we are most definitely the most ballsy dirty fighting evil fucks out there."

"For training without being a proper bandit you will never be able to appreciate anything but Speedy and Beefy bandit Doctrine. The rest of it wont sink in...and don't think just because you understand those two things you will be able to counter bandits."

"If things were that simple there wouldn't be anymore bandits."

You have acquired an understanding of Bandit Training Doctrine

Meanwhile you got to enjoy an engaging conversation with some psions and magi who pointed some stuff out to you. The bandit magi for instance were better able to fill in points of the spellbook especially stuff relating to frowned upon magics.

You acquired a basic understanding of Magic.
>>
Rolled 34 (1d100)

>>834442
You have acquired a basic understanding in the Forbidden Magics.

You may now learn more in depth common Magics and Forbidden Magics.

Meanwhile the psions also pointed some stuff out particularly relating to defense, internal, and external psi usage. They explained how external can both be manifesting properly allowing you to attack things physically...and keeping it incorporeal. How to tear into things that normally could not be hurt...like Wraiths. They explain how to scatter your psi allowing it to effect a wide range of things that normally could not be hit. They warn you however that while you CAN effect them psi is by far best when attacking the mind when it comes to not manifesting physically.

Manifested physical psi power they explain to you is harder then keeping it 'abstract'. They say when you get skilled you can force psi that isn't physical to manifest into something particular that ISN'T mind damaging. They say however only Expert Psions can pull that off but it really creates some new options.

Manifested psi however...is special in that despite being a Single Source it according to your mind can manifest itself physically into anything you can imagine...hence why Insane psions are so fucking terrifying to face because they can literally manifest their own insanity into physical reality Yeah that is exactly if not more nightmarish then you can possibly imagine...and that isn't even getting into MADNESS.

Sadly that means that its limitations...is limited to what your mind can comprehend only. Its why you have psions who specialize in things like Cyro or Pyro but cannot do something else. Theoretically they should be able to...but they cannot. Their mind is to focused...to narrow to specialized.

or so the Psions claim.

They warn you against listening to Outside Voices and the Voices of the Insane. They also warn you against the Wall of the Mind...according to them the Wall is what you keeps your mind together. Breaking it you can access great power...in exchange for your sanity. As stuff that your mind kept locked away and blocked for your own safety is unleashed.

Its been known to even kill the psion in question.

One thing they advice for building up a powerful defense is a bandit trick which they refer to as 'crazy exposure'. Basically the gist of it is to get as close to the Crazies in particular Crazy Quarter as you can withstand. While extremely uncomfortable if not downright sickening its very effective at improving your mental defenses.

After all if the Crazies or MADhats can't effect you then what can? They speak of heroic bandit psions you can even live within the crazy quarter...and keep their minds. According to them such psions are immune to the effects of MADNESS and Insanity their psi defenses are practically impenetrable!

It should be every bandit psions dream and goal to also became like that...alas it is not easy. Should you fail or an accident should occur the consequences...
>>
Rolled 49 (1d100)

>>834447
Are devastating to say the least.

Hence while its a 'shortcut' its an extremely dangerous one.

Gained Basic Understanding Psi Offense
Gained Basic Understanding Psi Defense

After that the one who taught you the most turned out to be the witch. While her understanding of tech was...lacking to say the least. Including stuff you would consider scavenger basics she more then makes up her knowledge of more 'advanced' things with 'rural' stuff. You thought you had a decent understanding of nature survival...especially things like valuable plants and monster bits. Stuff like basic shelter and medicine making...she proved you wrong.

Very wrong.

She told you of uses of plants and monster bits you never even heard of. She told of better ways to make use of monster materials beyond your wildest imagination. Including stuff for plants that you completely missed...

She told you of Spirits and Wild lands. Of making it out there in the wild...and not in the rotting remains of the Old World. She spoke to you have natural magics and things long forgotten by the more civilized.

You will admit at first you took her for a backwards savage necromancer...but in truth she just like you knows quite a bit of survival.

More importantly unlike you who has forgotten everythign else she still remembers stuff not directly relating to survival. Like how to create items from monsters and plants.

Of stuff relating to spirits, natural magics, and things the 'civilized' survivors have forgotten if they ever knew it to begin with. She told of you stalking monsters and killing paramilitary soldiers with nothing but 'backwards' weapons and armor equipped warriors.

She told you stories of how her people strike so hard and fast with such stealth that even bandits would not dare enter their lands lightly. How even the mighty paramilitaries took care to avoid the lands of the tribal savages almost as if it were mutant ridden wastelands.

She even shows you some of the stealth techniques...which honestly shocked you. The bandits who have to know how to be sneaky for their very survival were put to complete shame. Even the stealth lessons in the Big Bad Book of Bandit could not compare to even a single lecture regarding stealth from her.

She told you how the tribals waged war in guerrilla warfare with such skill and stealth. Neither bandits or paramilitary would dare underestimate them.

She told you how their people move with such skill and stealth during their scouting and exploring that others would easily miss. She in truth was as good as scouting as you were with scavenging.

Which as a proud survivor was very much saying something...

Most impressive however was her knowledge of magic, the forgotten, the rustic, and the ways of concoction. Even how to create useful tools, weapons, and armor from monster parts that could hold their own surprisingly well against more advanced tech.

Of how instead of tech and psi they use magic and the natural products of the world.
>>
Rolled 78 (1d100)

>>834452
You both found some real common ground in terms of mobility. As a survivor you well know the importance of being able to stay mobile. Turned out she did too.

So you enjoyed the tribal perspective of staying mobile which you could readily understand.

Previously at best you could catch a bit of the wilderness survival stuff compared to your old world ruins surviving. Everything else largely flew over your head outside a bit of stealth and scouting. Especially their ways of fighting.

Her understanding of magic was very helpful too however. Thankfully with what the magi taught you and the spellbook you could catch a little bit. Sadly not very much but you could clearly tell it was nature magic based...and something else too. Which you figured was probably witch related.

Acquired Basic Understanding of Nature Magic.

Your Basic Mobility has been upgraded due to Tribal teachings. This means it maxed out unless you go hero or looking for more specialized teachings.

Your survival skills have been upgraded due to tribal perspective of survival.

You have been promoted and are now a Regular Survivor.

After that she talked about about the newer stuff she learning from her teacher. She explains to you how she learned a bit of about necromancy with her nature magics due to things like death and decay which were a part of it. How it really helped her understanding necromancy and getting her head around it when she was just starting out.

She admits at being much more gifted at 'natural necromancy' and stuff relating to Decay, but she has been trying to improve her necromancy outside of that, but its not easy for her.

She tried to explain more about the witches but that largely flew over your head. Her stuff relating to necromancy however you paid special attention to even if you couldn't understand hardly any of it.

Thankfully the bit you learned about nature magics, basic magics, and most importantly the forbidden magics really helped. Using that stuff to help wrap your head around it you were able to get a basic understanding of necromancy.

Gained Basic Understanding of Necromancy.

She tells you how necromancy is in truth one of the more complicated types of magic because of just how much it has branched out...and its heavily influenced by the ancient undead minds which has massively helped its 'development' but also greatly exacerbating its overall complexity. Its tough to wrap your head around ideas that undead were cooking up for thousands of years with just a single session.

She does however tell you that its due to that and how common necromancy is among the undead which is why in truth Necromancy has got to be one of THEE most well developed of all forms of magic.

Its all thanks to the undead baby.

But sadly this can also make it very hard field to get into much less acquire a good understanding off. Despite working at from what you piece together is many years and being very talented the witch is still a noob.
>>
Rolled 15 (1d100)

>>834454
She explains the greatly intricate and most of complex necromancy has become thanks to the fact that is so extremely advanced. It is not easy to find a magic that is nearly as advanced as what necromancy has become.

All because of the undead who literally don't have anything better to do for thousands of years. Necromancy due to being very close to them was unsurprisingly under a very special heavy focus. Allowing it to advance by truly extreme amounts its just hard to realize just how much if your among the living and aren't immortal.

The witch informs you however with a special secret relating to necromancy...it lengthens one's lifespan by quite a bit. It is however terrible for health oddly enough but that doesn't even remotely prevent the life extending properties of necromancy.

She isn't entirely sure why this is but explains how more experienced necromancers know why...but who are also unhealthier. Not many know about the life extending properties of necromancy due to its deliberating health effects. Which oddly enough do not effect the life extending.

She thinks this has something to do with the undead and how advanced necromancy is that it was able to bypass this problem but not completely.

She warns you that necromancy is an extremely complex but advanced field of magic and it should not be remotely underestimated thanks to the undead. She warns you should reconsider despite her being considered an incredibly brilliant necromantic genius she still feels like a noob.

She does admit that due to its very advanced nature necromancy has an awful lot of power and adaptability. Its just not very easy to digest sure its not that bad to get into at first...but later on. The complexity and advanced work really comes to bite you on the ass extremely hard. Hence why she still considers herself a noob.

She admits to having 0 idea with how old her teacher is due to the life extending effects of necromancy...and when you try to get her to see how old she truly was she clammed up tight. Stating that she was merely...older then her looks imply. How much older she refuses to say but she is QUITE proud of the fact she manages to look so young even with the help that a witch offers her. She proudly states she barely had to tap into witchery for life extensions...but admits she does rather use it rather heavily to make sure she doesn't look in poor health.

Necromancy she says truly is terrible for your health. Even with her witchery brewing potions and spells its something she struggles with.

However necromancy...its power she says is quite addicting once you get passed the complexity. The adaptability is something that takes some getting used to but the sheer power of it is something you encounter right away.

What do?
>Quickie with some bandits
>Talk with someone(who)
>Stick with the witch
>See what Mister Neutral is up to
>Explore
>Other?
>>
Rolled 93 (1d100)

>>834462
>See what Mister Neutral is up to

That was amazing. We filled in a lot of critical gaps in our knowledge. I'm not too sure about going through with becoming a necromancer, but if you look at our situation as starting fresh as a new person after the mind wipe, part of the price is having a body that's already a few decades old; what options besides necromancy do we have for life-extension to reclaim that time?

Even if we don't stick with necromancy, seeing how you talk to the undead is good.

My other idea is to stick with the witch. Learning tribal-type stuff seems like one of our more attractive options.
>>
Rolled 81 (1d100)

>>834462
>see what Mr neutral is up to
>>834466
I'd also like to stick with the witch
>>
Rolled 40 (1d100)

>>834466
You could always try to get your memories back.

Go up against a bunch of shadowy groups.

That would be one interesting adventure.
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Rolled 51 (1d100)

>>833284
What will you give me if I can find proof that Badass was once part of the exp system?

>>834462
It does really sound like Necromancy might not be worth it for us. If we had to specialize into a type of magic I'd like healing magic, myself. The closest offshoot among necromantic arts would be blood/bone magic.

Overall I think we should focus more on our psi-magi shindig. That's special enough on its own. We might should even consider burning a boon to be a genius at it or something.
>>
Rolled 46 (1d100)

>>834466
Supporting seeing what Mr. Neutral is up to.

>>835335
Going up against a single shadowy group in particular has historically been a bad play even when we're a civ. Let's leave it alone as one green noobie in a big world and there's multiple groups that would all be trying to fuck us up.
>>
Rolled 61 (1d100)

>>835335
That sounds like it would be just as difficult and dangerous and still involve a lot of corpses.

>>835390
>>835394
I totally agree with focusing on our potential as a psi-mage and hoping we never again meet the creeps who mind-wiped us.

What about our mundane skills though? It might be coincidence, but we seem to be getting along with bandits alright. I like the idea of going tribal though, and the witch has already given us some pointers. Remnants have a lot to offer, but I have a feeling it'd be a bitch to get them to actually offer. Then again, we already have powers to distinguish us from a vanilla survivor, and there's nothing wrong with the scavenger path strictly speaking. In fact it might complement the abilities of a psi-mage nicely (I don't actually know).
>>
>>835438
I want to get to heroic teir, we are well on our way to becoming a tech wielding psimage
>psionicly encourage the big baddy to poke his head out of cover, plow old world sniper bullet to the face
>>
Rolled 29 (1d100)

>>834466
>>834466
You decide to investigate what Mister Neutral is up to. Which turned out to be him waiting as some new and clearly smart undead showed up. After that they entered a discussion in regards to alliances and fighting together. It was clear that not all the undead were interested and those that weren't he tried to negotiate a truce with.

Those who are on the other hand the undead went to the side to discuss among themselves in a strange language. Mister Neutral meanwhile tried to negotiate a true with mixed results with the rest. Some he succeeded some he failed.

Afterwards the interested undead and him began to discuss once more. In terms of organizing how the exchange of forces and command will work. Talking about possible joint operations and facilities they had to work with were also common. It became clear it was going to take some time to properly figure out so they made plans to meet up again for further discussion.

Mister Neutral also tried the same with the uninterested undead. Sadly only some of them were willing to attend. After that some undead showed up and proceed to leave with the bandits as they headed out. A few bandits meanwhile including Mister Neutral himself continued to head deeper into the catacombs under undead escort.

What do?
>Head deeper in with the bandits
>Leave with the other bandits
>Explore
>Train
>find a place to make camp
>Look for the Gatekeepers
>Other?

Stupid internet trouble. Expect unreliable updates.
>>
Rolled 8 (1d100)

>>835550
>specifically talk to the magi psi bandits
"Got any books or scrolls for sale?"
>>
>>835560
"Shit I'll buy any stuff that would be useful for me and my prediciment
>>
Rolled 38 (1d100)

>>835550
>Head deeper in with the bandits
If we're still planning to wait instead of going for the gatekeepers, we're going deeper anyway if we're following the witch's advice.

>>835560
Continuing talks with the magi and the psions is a good idea, but the Taskmaster told us their only writings are both unavailable and unintelligible to outsiders.
>>
Rolled 5 (1d100)

>>835550
>look for the gate keeper
>>
Rolled 97 (1d100)

>>835560
>>835565
"...Sale? Maybe magic items ain't easy to get. They wont be cheap but we do got some for trade. Naturally as bandits our stock of forbidden is much better then everything else. If you want the MAD stuff though you gotta go to the crazies."

>>835565
"Psi and magic goodies ain't cheap. Not easy to find and all."

Available items

>Spellbooks
>Scrolls
>Magical Items
>Magitek
>Psi Crystals
>Psitek
>Other?

>>835575
That is only if its a Manual. They are still going to have copies of stuff they stole or looted. Not to mention their own personnel stocks that may not be so heavily...twisted. Maybe.
>>
Rolled 56 (1d100)

>>835609
>Spellbooks
also
>Other?
Anything that's specifically psi-magic fusion
>>
Rolled 72 (1d100)

>>835709
"Psi Magic fusion...I think there are some MADs who have something. I think...if I remember correctly Mister Neutral has some. Not sure if he is selling though."
>>
Rolled 96 (1d100)

>>835777
Neat. Oh, I just remembered.
>Psitek
"Got anything that can help a psion hide from smart zombies and such?"
>>
Rolled 75 (1d100)

>>835881
"At a good distance yeah but if its close up...that ain't so easy. Smart Zombies are real good sniffing out psions when they're close. From afar it ain't so hard to sneak past them but its a different story should you get close."

"Basically you need something that can help suppress your psi presence. Got some crystals and shrouds that help with that sorta thing. Even some stuff that can fool a smart zombie into thinking a psion is somewhere they ain't. Real helpful when your in a pinch and the smart zombie is closing on you."
>>
>>835609
>Scrolls
Any chance y'all have hide from undead spells?
>>
Rolled 43 (1d100)

>>835904
>>
>>835609
>magitek
>psitek
Fap fap fap
>scrolls
Yes please if we can afford after the tek
>>
Rolled 37 (1d100)

>>835904
"That we do. Works well against the mindless ones...unless they are powered by pissed off souls."

"Those things...are very hard to hide from. Even harder then the viler undead animating means. Those ones are also a pain to hide from but not as bad as those powered by imprisoned rotting souls. Now THAT is what I call some proper pissed off living hating undead I tell you what."

"You also gotta watch out for the smart undead they are not so easy to fool due to their intelligence. Even if you got the right magics to hide you from the sight of the undead."
>>
Rolled 28 (1d100)

>>835981
"I got the following in regards to tek. We are just a gang so we don't got much but ever since we allied with Mr N. We have been having much better luck at putting things together. He has expensive tastes like you though especially insisting on anything regarding fusion between psi and magi stuff."

"Here is what we got

>Psitek Pistol
Pistol made with bandit tek materials and grown psi crystals into a single small package. Can use ordinary ammo but be warned its prone to jamming but it packs an extra big punch thanks to the infusing process. Getting hit by a psi packed bullet ain't fun.
>Psitek Pack
Packed full of psi so as to recharge you whenever you need it! Not rechargeable unless you replace the crystal powering it.
>Psitek Sword
Channels psi energy through it allowing for much more devastating hits.
>Psitek Mace
For when you need a psi infused beatdown.
>Psitek Shrouded Armor
Made of wraps carrying an intricate engraved patterned network of psi channels. The wraps itself are made of a psi dampening material. Very sneaky if your a psion because you can change appearances of the armor. Even a non psion will appreciate how much it dulls a psion's ability to detect the user.
>Psitek Overcharged Armor
Crackling with psi power will enhance any psionic abilities both offensive and defensive.

Magitek Revolver
can either be charged with magic to shoot a specific kind of projectile or use basic ammo that it will charge with magic it draws in by itself automatically.
Magitek Ammo
Enchanted ammo bandit edtion.
Magitek Charged Morningstar
For when you need to unleash a beatdown.
Magitek Sensor
Powered by tek and magic for detecting the ordinary and not so ordinary.
Magitek Cannon
Can either be fueled by a magic spell for a single amplified shot OR can be reloaded with a magical staff for repeated firing based upon the staff being used for ammo. You will not get the staff back.
Magitek Robes
Despite its simple appearances carries enchanted tools, magic pouches, and armor concealed within the fabrics following a mixture of armor material combined with magicloth for protection purposes.

Scrolls come in the following forms
Self Casting Scrolls
Spell Scrolls
Study Scrolls
Formation Scrolls
Summoning Scrolls
>>
Rolled 4 (1d100)

>>835438
Eh, us getting along with bandits IS just a coincidence. And by coincidence I mean that Genie has a hardcore fetish for evil, that's why he/she always makes it so tempting and cool.

I tend to agree with you on the points about Remnants. They're reclusive, but they'll usually sell their shit for the right price so it's not absolutely unattainable. Their gear is the main thing they have going for them in the New World anyway.

Going Tribal would likely have /some/ overlap with our Survivor nature. It would actually be pretty interesting, now that I think of it. I think actually that a Survivor/Tribal hybrid would basically be as close as you could get to bandit-tude without being a bandit. Which would actually be good news.

Tribals are also into magic, though I think they lack on the Psi side.

Hmm...A Tribal-Survivor Psi-Mage actually sounds really fucking interesting, cool, and powerful.
>>
Rolled 27 (1d100)

>>836060
I like the Psitek Shrouded Armor if it can be worn atop or otherwise integrated into our power armor.

I like the Magitek Sensor too.

I would also like the Study Scrolls. Particularly for healing magic, even if there's forbidden healing magic. As long as it works well.

We've got these Top Quality Scraps with us.
>>
Rolled 67 (1d100)

>>836450
I second those purchase options
>>
>>836417
Actually its not a coincidence.

You are wearing suspicious SHROUDED armor that is common among outcasts, mutants, and worse. AND you got a bandit book.

The only one who knows your in fact not a fellow bandit is the Mister Neutral...who is an insanely chill guy. Like I don't know how you missed just how insanely chill he is. He has gotta be the most chill character to date. I think he could even give the old gardener some competition over who is more relaxed even.

As for my fetish for evil...hey its the post apocalypse also bandits are fucking hilarious to write for. Its not my fault on both those accounts. A bunch of often crazy, evil ballsy fucks is fun to write for especially in the post apocalypse which basically meant evil won. Old World Ended got turbo fucked and so on.

Remnants have lots of old world tech and knowledge to play with. Which includes 'shocker' magic and psi. Its just...well they don't really have the numbers to take advantage of it.

Psi and Magi are a purely numbers game. Bandits cheat it by using MAD. Its why they relatively have more of it.
>>
Rolled 4 (1d100)

>>836525
If I had an evil fetish things would be grimdark and i would make a lot more stuff much more blatantly evil.

Like necromancy for instance would purely be the domain of EVIL FUCKING NECROMANCERS.

Undead would all completely and utterly hate the living with an unholy zeal. Demons would be everywhere. Monsters would be supreme and so on.

My stuff is actually more shades of grey but with black and white included.

I like mixing and really stretching things. Its how you get cool shit like decay nature magics and necromancers who can actually be good people.

Its how you have polar magics that are able to synergy opposites to devastating and frankly awesome effect. Its how you get stuff like adventuring dynasties and a very in depth well thought out undead.

Its not because i have an evil fetish.

It just appears that way because bandits are fun to write for and the ways I make them awesome....I DO FOR EVERYTHING!

NO EXCEPTIONS.

How many people go 'why not', mix things, and stretch them as far as possible? Follows different trains of thought to the very end. Calculates massive amounts of different 'background' effects and throws luck in to see how things end up?

The Genie abides by a insanely in depth elaborate rulebook that includes an awful lot while strictly making sure the Genie has to keep track of background processes.

Its how you get...in manner of speaking a living and breathing world.

A setting...that while very different really feels alive no? With living breathing people in a very strange world compared to our own.

Admittedly a big part of the evil is how differently they developed compared to our own world. We never had magic, undead, and many other things.

In their world BLOOD has very literal power! The kinda of power that can be passed onto your descendants you any IDEA what that ALONE did their political, moral, and historical development?

That is just ONE thing!

While we would naturally attempt to judge them by the realities of our world...the truth is the reality of our world is not accurate to the reality of their own world.

Its just not.

They walked an EXTREMELY different path then our own. Its why when I do stuff in setting I have learned to frankly do my best to ignore my own feelings and a lot of stuff from our world we take for granted.

because there...it just doesn't make sense.

Their political development alone is insanely different then our own. Yeah there are similarities too...stuff we can compare and try to make sense of.

But the truth is while we CAN compare...that doesn't mean they are the same.

Our reality and the Genieverse reality are two very different yet oddly similar things.

I treat it as such because its true. If I didn't the setting would feel off, hallow, and not nearly as alive.
>>
Rolled 95 (1d100)

>>836599
I will provide a very clear example.

The political development in Genieverse.

Due to the existence of Magic tech development was greatly slowed but not stopped. It just...took a lot longer.

Due to the existence of gods, spirits, and outsiders religion had very real power.

In Genieverse Kingdoms, Theocracies, and the Magiocracies reigned supreme for countless millennia. Trade republics were barely able to hold on were tiny relying upon their wealth to just barely exist and all other trains of thought were heavily suppressed.

It was only when tech finally developed enough to give magic a run for its money is when things went to hell in a hand basket. Previously suppressed lines of thought were able to successfully rebel against the powers that be. The ones who suffered the most different the shake up were actually the kingdoms and theocracies.

The magicracies were able to avoid too much problem so long as they were heavily biased enough in magic otherwise it came to bite them on the ass as they too fell into turmoil. This meant that only the extremist magiocracies were able to hold on easily. In truth they were the best off with that fact alone.

It was during that period of time you had the rise of communism, democracy, corporatism, and fascism among other things. Not even the theocracies were spared from turmoil as gods saw it as oppertunity to shake up the status que even in the heavens. The surviving theocracies, kingdoms, and magiocracies in particular thought they were safe...but now they were wrong. There were now new enemies.

Enemies whom for countless ages were heavily suppressed but through the power of technology were able to finally fight back with success without compromise. They invested heavily in psi and they had many old grudges.

This led directly to the second bloodiest conflict humanity has ever seen. Except this time it wasn't civil war based.

The second series of conflicts only actually ended due to the discovery of alien threats. There were now new great enemies...so the slaughter temporarily abated.

But now the status que of old...was well and truly broken. It would NEVER come back.

their uprisings were extremely bloody and the fight between the new ideologies most bloody.

It was then you had the invention of Clone and Robotic Armies because the casaulties even for the tech heavy sides who had far lower requirements on their manpower even ran into that problem.

The other side meanwhile...they were cursed with higher standards for manpower. on the tech side you could roll out vehicles and give a guy a gun in matter of months tops.

On the other side...it took years to train their people up.

So they got desperate first...resorting to the Undead, Constructs, and Summoning.

In response the enemy unleashed the Clones and Robotics.

That was the series of conflicts that erupted when the civil warring and internal instability finally calmed down.
>>
Rolled 67 (1d100)

>>836701
Now for the forces of old...a mage took years to train up. A guy with a gun could potentially kill that mage with very little training.

Even the heavily armored and powerful martial ran into this problem.

Even the shadowy sneaks ran into a similar problem.(Sensors a bitch among other things).

Sure they could potentially keep competing but they ran into the problem of training duration and costs.

The stronger the gun the stronger the magics and equipment it took to withstand it...and so on.

This mean fighting was extremely costly for the powers of old and the truth is they only held the advantage early on. The more tech was allowed to develop before the big infighting the greater the disadvantage they held.

...So now imagine that things finally settled down. Countless kingdoms have fallen. Even the Theocracies and the great Magiocracies were not spared. They too suffered casualties.

In their place meanwhile...were previously extremely fringe ideologies with their 'nations' and 'states'. They still thirst...and they know they have the advantage.

So now a great war the like of which has never before seen is coming.

And their old enemy...are in so very desperate. So things they previously avoided...the undead, Summoning Outsiders, and Magical constructs of war...they knew they would have to use.

Things that were previously forbidden were now taken out and a great war erupted that put the previous bloodbaths that were the rebellions to utter shame.

This time the casualties were so intense even the tech using side who had far lower requirements for manpower were forced to field clones and machines to compensate.

In truth these sides ended one of three ways either one side won at great and terrible cost. New Great Enemies came out to play or Mutual Annihilation.

You see the tech side...they discovered things like Nukes but what they failed to realize was...the other side had their own versions. Things the Magiocracies locked away long ago and kept well guarded. They had quite the stockpile developed over the ages...

but the new guys their things were well...'new'.

So while their stuff is similar yet at the same time very different then our own. Keep that in mind. They had such brutal conflicts the like of which would put our own reality to shame.

Even before those big new conflicts you still had the likes of the Undead, Outsiders, and very real Monsters to contend with. We never had that problem. They did.

The stuff I stated...were struggles our own reality went through but theirs...was so much worse then our own.

I could naturally go into much more detail about even small parts of it because frankly this was something I really had to pour a lot of work into figuring out and studying. In general this is a brief basic overview of it.
>>
Rolled 91 (1d100)

>>836525
>>836599
>>836701
>>836783
I adore Genie lore dumps

If 1 Glory Joe Crash/rape trains through the crypt on his way somewhere else, Detonator is with him...

Actually Genie once that game finished did you roll to see what became of Detonator? Like rolls to see where he ended up or if he survived the Fall? Whatever happened with that conspiracy he touched on?
>>
Rolled 66 (1d100)

>>837417
I can assure you that he is still very much alive. Whether or not he is within the worlds that succumbed the Fall. Or beyond it...well that is a bit of a spoiler.

As for the conspiracy...it is a very large conspiracy and I don't want to spoil it should in the Sci Fi games it gets touched on again.
>>
Rolled 4 (1d100)

>>836060
>Formation Scrolls
I think I get the gist of what the other types of scroll do, but what are these?
>>
Rolled 8 (1d100)

>>838289
You know, I should probably list what I think the other scrolls are for.
>Self Casting Scrolls
Anyone can cast the spell stored on it
>Spell Scrolls
A ,mage can cast the spell stored on it
>Study Scrolls
A mage can learn the spell on it
>Summoning Scrolls
For summoning things, e.g. a demonic bodyguard

>>837417
>I adore Genie lore dumps
Me too!

>>836783
I'm guessing that while the overarching conflict was new vs.old, there was no small amount of infighting from incompatible ideologies taking root right next to each other and millennia-old grudges flaring up in the chaos. Or that there were old powers who tried to survive by latching onto a new ideology, or new ideologies seeking legitimacy through alliance with an old power. To say nothing of divided loyalties on an individual level.

Or am I completely wrong?
>>
Rolled 7 (1d100)

>>838321
Infighting did occur problem was you had a much bigger and stronger enemy. Meaning they were actually rather unified.

Its due to Comradry+old grudges+Powerful Enemy= Temporary Alliance.

Like WW2 with communists and such. Once the war ended they turned on each other.

Not to mention by that point in time the Old Powers were in very bad shape and they knew a war which was coming for them put them at a severe disadvantage.

Hence why they put aside their differences and broke some very old rules of theirs. Unlike the previously suppressed groups their regular fighting each other basically served as a bit of release valve.

So it was easier for them to put aside their differences for a time for the sake of their very survival. After all they had plenty of practice against Outsiders, Monsters, and undead in which they did the same exact thing. This was just the first time they do so against their fellow man.

The newer ideologies meanwhile were previous comrades who were heavily suppressed together. Even if they were incompatible in the long run. In the short run they had some very powerful and very old common enemies.

Hence why alliances were forged on both sides and a huge never before seen war went down. In truth its very fertile ground for powerful alliances problem is those alliances are very temporary.

Once the other great enemy is gone...well you don't have any need for your own alliance now do you? After all they were only your friends because you shared a common enemy...and your ideologies are most incompatible.

The great alliances were strictly temporary.

Admittedly it would take time to recover assuming one side actually wins and doesn't get destroyed too. Otherwise the only hope is for some either very old powerful ancient inhuman enemies to come back or new ones to show up. Which are a big enough threat to make them reconsider their priorities.

By the Sci Fi there are SIX great gigantic Great Threats to Humanity.

During the Fantasy Era you had half that being 3. They are known as the Old Great Threats.
>>
Rolled 10 (1d100)

I wonder how valid illusion magic is, with the development of good cheap hologram projectors. It always opens up interesting avenues, and I bet our psi would compound its effectiveness.
>>
Rolled 74 (1d100)

>>838408
Actually, our psi-mage with Maticio specialized into that I think.
>>
Rolled 36 (1d100)

>>838321
Correct.
Correct.
Possibly correct. In truth its a scroll containing knowledge that would be of interest to the magi. It doesn't necessarily contain information about spells but it can as it can also contain information on other things.
Correct.
>>
Rolled 92 (1d100)

>>838408
Illusionists actually got massively fucked by tech development to the point where they actually really went against the grain and threw themselves into magitech development for salvation.

You see due to all the bad blood magitech was...very unpopular.

Illusionists didn't have much choice though as tech was really screwing them over. So as to compensate they invested themselves heavily into magitech unlike most other magi.

It actually worked well for them as it turned out magitech illusion based is hellishly difficult to deal with. It reached the point where its only acknowledged weakness was psi.

Some think it was the illusionists way of revenge was by creating something that could fool damn near anything. It was so damned good it even gave things like the undead and bots headache.

It also as much as people hated the things see magitech as something with redeeming qualities.

In other words early on tech screwed illusionists until illusionists decided to screw back resulting in illusion based magitech that was absurdly hard to deal with.
>>
>>840515
Completely unrelated but i have always thought magic was stupid. It's like pretend summoning. you have to multiclass to make it useful in any way. Psionic mindfuckery can more or less do the same thing if used right. Invisibility is basically the best they got and in this setting umbra does it better.
"Oh look at me I can summon little balls of light!"
"Dude I got a flashlight"

Evocation, now that's a good manly school of magic. Fuck an illusion I'll just summon the real thing thank you
/rant
>>
>>841121
*thought illusion magic is stupid.
>>
Rolled 95 (1d100)

>>841121
From what Genie says, I'd rather just trade for some illusion magitech, specifically for stealth purposes.

Especially if we ever figure out how to counter the detection abilities of other psions. Then combine it with cross-training with Tribals, and we'd be such a stealthy wilderness killer as to make the Predator look like a fucking clown.
>>
Rolled 76 (1d100)

>>841121
>>841128
Illusion is the magical art of deception and tricking perception in one of its truest and purest forms.

Deception wins wars.

Perception lets you fool people how you want them to be fooled because people trust their own senses far too much.

Both is in truth very powerful but only if you know how to use it to your advantage.

A good general would happily lose an entire battalion of magi in exchange for one superb illusionist. The things you can do with a skilled illusionist...

and if your good enough you can even fool those without minds.

Tech really kicked their ass because of all the new ways of detection which the illusionists had to modify their spells for. Problem is that takes time.

Time they didn't really have.

Now magitech on the other hand...my oh my. You can now fool so SO much more!

Wanna trick their electronic warfare into seeing enemies that aren't there? OR believe its under massive assault?

Fool their sensors into not seeing?

Being so stealthy your only hope is a psion who can hopefully detect their minds at work?

But what if its just a tech...

Interestingly the reason why psions are good at resisting illusions is due to their expertise of the mind. Which included magitech(to a degree there isn't much a psion can do when its fucking your electronics). Psions more then most realize the danger and power of illusion.

Illusions in truth are only useful those who are clever and can think outside the box. It is a magic that requires a very fluid and fast mind to be used properly on top of cleverness. Its an easy magic to learn...but very hard indeed to master.

The reason why necromancy is hard to master is because of all those ancient undead fucks developing it.


In truth though Genie's magic system is fucking weird and I haven't really seen much like it.

Which actually fucking blows I tell you what. Sucks not having more to go on or different perceptions on it. Seriously its actually really rather shitty not having anything very similar to study/rip off of.

I mean my magics are kinds of...well wonky and quite weird but it actually makes sense if you understand it better and look at it more closely I swear!

...So maybe i spent too much time on magic I will admit. Still figuring out the economic impacts of magic. I actually managed to pull off everything else.

All I gotta say is fuck magics effect on societal and war.

Got backwards as fuck in one and oddly advanced in the other.
>>
Rolled 54 (1d100)

>>841181
So if you delve into a type of magic expect things to get fucking weird.

Alchemy included if you want more concocting and magitech bullshit. Alchemists had that stuff down to a science!

....Probably the ones responsible for things like super geniuses among other things. Should of reconsidered that super smart juice.

...then again you could also blame that on the Blood Mages with their fondness of eugenics among other things.

...yeah now that I look at it I suppose just probably blame the super geniuses on multiple factors.

Then again maybe they were always around they were just the born genius mages hm...no one really noticed the super genius until they went tech hm?

In truth I don't really know. I just know there were multiple things that could cause things like super geniuses and other things. In truth to be completely serious they are the result of multiple things which sought a similar result. There is no singular source but rather multiple sources. Which is a pretty common theme in my setting for some reason.
>>
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>>841221
This is the list of spells from d&d 3.5.... at level nine. The illusionist can make an almost real shadow and a body guard that is useless in ranges combat... the evoker can metior swarm the enchanter can dominate monsters.. and anybody can learn wish at this point. I am heavily influenced by d&d but I am having a hard time reconciling the value of having an illusinist around. I'll take just about any other school of magic. I would take ray of frost over ghost sounds any day. Just my opinion
>>
Rolled 51 (1d100)

>>841374
>body guard that is useless in ranges combat
Pardon me, but if I remember my d&d magic, Weird is actually more like a Wail of the Banshee that allows two saves (so shittier). If anything that strengthens the point you're trying to make, so I know it's an honest mistake.
>>
>>841374
My magic isn't like DnD magic. I basically ripped from a ton of often very old sources and blended it with newer ones. Which is describing it rather poorly...okay more like very poorly.

Illusion in Genieverse is far from useless.

I will agree that DnD did a very VERY poor job with illusions. Like fucking hell a child could of easily have done a far better job it was so ludicrously bad.

In genieverse think of illusions as something that is there but actually is not. In the simplest yet most variable of terms.

Now...take that meaning as a magic and it can do that...but not the how.

How can it be done?

...That is a very simple yet easy description to get you into thinking of the countless variety of ways to making it so.

That is the power of illusion.

A power so great that not even the mindless can be immune(yes there are ways to make this happen). Tech only screwed with the illusionists because they had yet to come up with the modified and new spells they were going to need.

Magitech actually really helped them with that by all the new ideas it gave them for making it happen without relying upon tech.

In genieverse magic is both much more abstract...yet oddly detailed. I spent many years going over how magic could work and left it pretty open.
>>
>>841414
I see your point but, illusion magicians would be like officers allowing troops to move around unharassed. Push comes to shove they aren't very good at offense or defence though and in a one on one fight I would imagine any other school of magic would kill them, so they would have to be in the back lines helping with subtrafuge. That would mean Low level illusionists would be pretty worthless, Especially in the post apoc when most illusion spells can be done with a fancy hand grenade.
I can't really even imagine any illusion based magitech that would be all that good for a solo adventurer like us other then like magically imbued umbra class stealth gear.
>>
maybe a stupid question, but where can i find lore or previous quests that give me insight at this universe? i'm new here, just was following the current quest so far.
>>
Rolled 11 (1d100)

>>841433
>>841374
>>841403

An Illusionist in a 1 v 1 fight with another mage in the Genieverse would be more like a trickster fighting a blaster, but far from useless.

Imagine the magi squaring off, we go to make the first move and the other mage responds by punching a hole in our chest with a ray of light. We gasp and gargle and fall to the ground, dead...only to rise up again, split in two, and keep on coming after them. The enemy responds by keeping on throwing spells at us, of increasing power, tearing the landscape the shreds and eventually multiplying our dopplegangers into a full army. Then, when they're exhausted from all the energy they spent on the fight our power-armored bulk walks out of the face of that rock cliff they were standing in front of and give them a shotgun round to the fucking face.

It'd be doubly effective if we could manage to hybridize the illusion with psi to incorporate mental illusions with physical.

Also imagine we buy a hologram projector, and whenever we go into town we walk in alongside a hologram or two of ourselves that's supplemented by illusion magic and psi-bolstering. Literally couldn't tell it was fake unless you had good magic, tech, AND psy detectors because any one of the three would tell you it's real.

Illusion isn't so much an offensive/defensive school of magic as it is and enabler for such. You've got to use it, then rely on your balls and your gear to take advantage of all the openings you can open up with it.

Genie, would any of those tricks i mentioned even be that hard to pull off as an illusionist?
>>
Rolled 51 (1d100)

>>841568
I think that illusion vs tech is going to be something that makes radars, sensors, detectors, scanners give false readings, e.g a flock of birds appears to be a fighter wing. That and various types of stealth.
>>
Rolled 44 (1d100)

>>841433
>good for a solo adventurer
What about disguising or hiding our base/home/ride? We don't have one yet, but you think we're gonna go our whole career without getting our own sweet ride?

There's also the potential to just fuck with people. More practically, using it when setting traps, or simply tricking our enemies into, for example, running into the middle of a zombie horde.

But anyway, I personally don't have any inclination to specialize in illusions.
>>
Rolled 97 (1d100)

>>841433
Magitech has a lot of uses.

Magic wise even a low level illusionist can still cast spells that can modify the situation instead of creating something entirely new. That is much easier and still quite useful.

A master illusionist on the other hand is the type who can create an entire illusionary army.

>>841501
There is an archive for quests and civs I have run. I don't have it with me though but it all takes part in the same setting.

>>841568
No.

The reason why psions are leery of illusionists is because of how their work often effects the mind. In truth its due to their strong mental defenses and sight that they are able to somewhat counter psions.

Illusionists is really all about the trickery and trickery can be very helpful so long as your clever enough to utilize it properly.

That is the problem with trickery you gotta have the smarts to make it truly shine.

>>841894
False readings, bluffing, and fake coordinates. An illusionist can utterly fuck your artillery up alone for instance possibly even on your own guys.

Illusionists once they adapted to the new sensors were some nasty opponents for their ability to cause friendly fire alone, much less fuck with your ability to identify the enemy.

>>842161
I like illusionists mostly because of the lack of quality stuff for them and the fact that they can do an awful lot but nobody really focuses on just how nasty a tricky illusionist can be to go up against it.

Anyway new thread will be up shortly.
>>
Rolled 19 (1d100)

>>842725
New thread
>>
Rolled 96 (1d100)

>>842161
I wouldn't really have any inclination towards specializing into illusions except that we'll have to specialize into something eventually. I think we're all pretty agreeable on healing magic as one specialization so we've got one more to choose.

Also I happen to think it might synergize well with psi-magic.

>>842664
>No
Illusionists can't pull off a spell that makes something that looks like them and reacts realistically to outside forces? Can't make it multiply itself as it 'dies'? Can't sneak around, create an illusion of a rock behind someone, and then come out of it blasting?
>>
>>842742
The more realistic an illusion the harder it becomes to pull off. The trick rather is to fool their mind and their senses. If an illusion can do both then even a Psion can be fooled.

Its why beginning illusionists often start with modifying what is already there. Making a sword strike for instance appear to be much slower or faster then it really is.

As an illusionist becomes more skilled they learn to create more realistic illusions and how to fool even the senses of the mindless, even a Psion.

Its what makes a very skilled illusionist so deadly. You got no mind but you still got your senses they can fool that. Your a psion so you have an unusually strong mind and unusual senses. That doesn't mean they cannot fool you. So I may have mistypes that part. An illusionist so far as there are senses or a mind can still figure out a way to trick you.

Anyway don't forget to archive.



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