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File: Smart Zombie.jpg (561 KB, 1920x1200)
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Rolled 78 (1d100)

Last time you mopped up the remaining paramilitary attack forces showing great valor and acquiring unusual undead for your use. After that you got stuck trying to find a residence for your undead which led you to the Zed named Ken the resident zombie lover. Who turned out not only knew quite a bit about zombies but had the space for your undead. After that you accidentally got put on a SUPER HELLISH Training Trip courtesy of Captain Cull. Which turned out to be short Culling. He assigned you a bunch of bandit rabble, some weirdos, and crazies. The best forces in your command were your undead...after that you were forced out and made to target the worst enemies bandits could face. Against all odds(mostly due to a lot of good planning/rolls) you were able to succeed with the raids with less casualties and more loot then expected. So impressed was Captain Cull he gave you an extra 2 days before the second part of the training making a grand total of 3.

Sadly you just used up 2 of those days. The first day was great and very successful. The last day is when everything went to hell. Now you have 24 hours to fix everything before the enemy arrives. Which is going to prove difficult because your now locked in a newly awakened megacorp tower with only the AI AMY for company. The rest of your forces meanwhile are trapped outside and cannot help you.

...You are in rather deep shit. For if you cannot solve the problems within 24 hours then the second part of the training will commence. Forcing you to go up against the hordes of zombies, monsters, undead, and outsiders which all will besiege your position. Time is of the essence you have 24 hours before the 2 week long siege will commence.

What do?
>Try to contact someone on the outside
>Ask Amy what is up with the tower
>Try to regain control of the tower
>Sneak away before security forces can arrive
>Other?
>>
Rolled 69 (1d100)

>>903421
>try to regain control of the tower through AMY'S guidance or instruction
>>
Rolled 34 (1d100)

Last Thread: >>887351

some music https://www.youtube.com/watch?v=J4JnSqo_uek&ab_channel=newskyname100
>>
Rolled 42 (1d100)

>>903421
Just gonna repost this.

>Ask Amy what is up with the tower
For sure have ANY help. We can start talking with any thing that will listen and be honest. There is a wave of endless shit coming this way for two weeks. Since this tower is in line of fire we made the decision to awaken the corp's back ups. We don't want anything other to live through this and I'm sure the Corp wants nothing getting to their tech or secrets.

We don't have to be friends, but I'm sure we know more about the new world enemies than a recently awakened AI or any people.

So we help eachother and then we depart or keep working together if that is more profitable after words.
>>
Rolled 59 (1d100)

>>903421
>Ask Amy what is up with the tower
>>903499
Yes

>Other?
If we can contact our guys, tell them to try to reclaim the tunnels. Not all of them; specifically focus on getting a path back inside the tower. Their goal is to get back in, and their order is to do it through the tunnels.
We can't use psi to contact them, and if we can't have AMY send a message, maybe we can call our Spirit Swarm (or the 2 wraiths) and have them relay our message.
>>
Rolled 78 (1d100)

>>903421
>>903499
I SUPPORT THIS PLAN OF ACTION.
>>
Rolled 1 (1d100)

>>903499
"Megacorp Emergency Backup Systems are online. Everyone has backups...but only the corps deploy Emergency Backup countermeasure systems. Truth is at a minimum corps have no less then 4 different systems for such things like this."

"Why so many?"

"Paranoia regarding corporate sabotage and subterfuge. It pays to be paranoid and prepared in a Megacorp."

"Anything else you can tell me Amy?"

"Now that the systems are online...I have been able to determine whose site this belongs to. This tower is of Megacorp Sevitho.

"Is that good or bad?"

"Megacorp Sevitho was a younger upcoming Megacorp that fell into hard times...but were on the rebound. They were known for their weaponized biotech and shady magitech."

"Do you think we can talk to them? Is it an awakened AI or people?"

"...Both. I am detecting an AI presence and previously unknown lifepods awakening personnel. This is...not a good thing."

"Why?"

"Those people are hardline Megacorp Loyalists. They are the ones whom the megacorp relies upon the most. Those who are most needed for emergency and shady activities due to trust. For this reason...they will be exceedingly equipped and difficult to deal with. Fortunately there aren't too many. This tower was very badly damaged so not too many of them were still able to be awoken. They are few."

"...However the AI which woke up is not and I can detect it rerouting controls through it. Piece by piece its taking over this site completely. Thankfully the damaged systems are slowing it down quite a bit but it woke up the lockdown and is waking up additional bot reinforcements. They are going to be high end combat bot models designed for defense and counter attacking."

"Can you let us contact the AI? I want to try to...talk to it."

"...We can indeed make contact with the AI. What do you wish to say sir? It better be good these types of emergency AI are often illegal and only used in such desperate situations such as these conditions."

"Well...maybe it might be more reasonable then. That means its likely to be less restricted yes?"

"That can either be a good or bad thing Sir."

What do you wish to say to the unknown AI?

>>903528
The tower is attempting to jam communications. So you will have to make a roll and devote an action to trying to get a message through. Its not impossible especially given the condition of the tower but its a challenge hence not a free action like it usually is.
>>
Rolled 57 (1d100)

>>903650
Greetings and welcome to the new world. Sorry for the rude awakening but in 24 your base will be under siege. We wanted to wake you the nice way but didn't know how.

We are survivors of the fall you are no doubt learning about as we speak, we are here to survive and secondly follow orders, we were instructed to hold this tower at all costs and prevent the enemy sieving control.

Please let in the rest of our forces we've been setting up for you. Will you cooperate? We are experts of this new world and we have the same goal. Protect this tower.
>>
Rolled 23 (1d100)

>>903650
"Security AI, this is Slate Stone. You and your crew have awakened into what remains of the world after the Fall. There is currently incoming: a zombie swarm, an undead uprising, an outsider army, and a monster swarm who will besiege this site for a minimum of 2 weeks whether or not my forces and I are here.

You actually have us to thank for your awakening. We were trying to get the old systems online to assist in the fight...we see no reason that the current situation renders that any different, seeing as we both stand a better chance of surviving what's coming together.

We would like to note that, though you may be able to oust us from your area, you would be sure to suffer losses to your own forces which would render your resistance against the incoming hostiles much more difficult."
>>
Rolled 56 (1d100)

>>903709
"You have intruded upon site owned by megacorp Sevitho. You are guilty for damaging and attempting to break into Sevitho Systems as well as property. You are guilty of squatting upon Sevitho property. This is crime punishable by death. You do not possess the right to prison cell or representation for we will not give you the chance."
>>
Rolled 45 (1d100)

>>903725
"..."

"What is it your after intruders? What remains of this site's goods? Ownership of Property? Theft of corporate goods and secrets?"

"We will not abide by any of it. Whether from you or any incoming hostiles."
>>
Rolled 79 (1d100)

>>903748
"We're after sanctuary and temporary mutual defense. In exchange we offer our services in fighting and to leave the defenses we've constructed upon the expiration of our contract with you. Quite a few of them are very nice, by the way. Redundant shield generators, an underground tunnel network, high quality goods. Do you possess the authority to authorize this contract or can you direct us towards someone who can?

You would have a better account of what remains of this site's goods than us, we have not had the opportunity to perform an inventory. To be honest we figured that inventorying would be a task best left to any remaining personnel loyal to this tower's megacorp.

As for ownership of property, for the moment you are the owner of this property. If we can't learn to get along for a little while then in about 24 hours monsters, zombies, outsiders and undead will own the property so if that's the way you'd like it we can continue along that path.

Theft of corporate goods and secrets is not of interest to us, we have the more pressing issue of survival at hand.

I'm not sure how many external sensors you have on hand, but let me give you an advanced warning that if you've got any "The World Is Fucked" order dossiers you should open them now."
>>
Rolled 80 (1d100)

>>903748
To be perfectly honest, we probably would have done those things if you weren't here to stop us. But you are, so instead we'd like to negotiate for our lives and the right to stay here for just a little over 2 weeks.
>>
Rolled 49 (1d100)

>>903748
We do not want anything, we'll sign none disclosure forms the works. We work you up too aid us in protecting your corps assets and work together to survive, we know and understand what is coming, we even preped some defences.

After this is over we leave and take nothing, you get to rebuild your site's and have a contact in the new world.
>>
Rolled 38 (1d100)

>>903819
Well thought out, I'm behind it
>>
Rolled 3 (1d100)

>>903819
>>903823
>>903833
"...Your terms are acceptable human. In exchange for leaving afterwards and not taking of any corporate property you will be allowed to stay for the time you ask for. So long as you participate in the defense of this facility you will be allowed to stay."

"We do not however require your belongings to stay. They will not be of much use to us. We have our own means of defenses. We just have to...repair and otherwise bring them back online. Much cannibalizing of defunct systems will need to be done...but hopefully it will be enough. It will have to be. Current stores...are most tiny and we are unable to contact rest of megacorp for assistance."

"Most problematic."

"Yeah the Fall ruined everyone's day. Sounds like your gonna need help with scavenging and repairs...we can help with that."

"In exchange for what?"

"Well at this point we are in the same boat if you go down we go down and if your better equipped our odds of survival also increases."

"...Very well human. We require assistance with scavenging defunct systems and repairing still operational ones. We might need materials that are not inside the premise to help facilitate repairs."

What do?
>Work on the underground problem
>Work on the damaged traps
>Scavenge the defunct systems
>Scavenge outside
>Recruit more bandits
>Trade for needed supplies
>Other?
>>
Rolled 1 (1d100)

>>903911
>scavenge defunct systems
>>
Rolled 3 (1d100)

>>903911
>>903421
Rep increase Allied Bandit Band.
Rep increase Sevitho Megacorp Remnant(no longer hostile).

Relation increase Captain Cull
Relation Increase Illegal/Unknown Sevitho AI(no longer hostile)
Relation increase Sevitho Megacorp Personnel(no longer hostile)

>>903921
...well good news is your Scavenger is going to rank up. Bad news is everything else.

Fatepoint Y/N?
>>
Rolled 90 (1d100)

>>903934
N
As one anon said let the ones roam free or something like that
>>
Rolled 86 (1d100)

>>903934
I'm so sad right now, let it pass. The genie loves fumbles
>>
Rolled 96 (1d100)

>>903958
>>904015
I'm just worried about potentially reopening hostilities. Oh well, I'm sure I can fix it by getting another 1. Not with this roll, this feels more like a 2.

>>903934
No
>>
Rolled 1 (1d10)

>>904034
>>904015
>>903958
I actually love this point in a thread, where we're on the Third 1/Any 100 stage. Critfish freely without worries.
>>
>>904015
Then he must love me, this is my third fumble
>>
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Rolled 34 (1d100)

>>904056
....It DOES count as linked, so this will be...interesting.
>>
Rolled 60 (1d100)

>>903921
Well...they really weren't joking about the defunct systems. I mean...goddamn this stuff looks like it got ruined at least twice and then scavenged over who knows how many times. The very fact that somehow there is a backup system that is still operational impresses the hell out of you. You tried to go through it again...but...it was just hopeless. So you followed along the systems hoping to find a chunk that still functioned. Which after getting lost you succeeded in finding some...only to realize you had no idea where the hell you were. Also for some strange reason...this section of the tower you never been before or have seen.

Most odd of all...it was all alarmingly intact. So when you heard the click of a gun behind you it didn't surprise you that much.

"What are YOU doing in this classified area," says a human voice. As you turn around you see a few people in some of the fanciest looking armors you ever seen. Shit Amy wasn't kidding about this guys being equipped. They make the paramilitary and think tanks look broke.

"Well...I got here by accident. You see I was following the ruined defunct systems trying to find parts to salvage...which led me to here. REAL sorry about that."

"...You weren't paying attention to where you were going and ended up here?"

"Exactly!"

"...Fucking hell they weren't kidding about this site being busted to hell if someone like him could wander his way in here just by following ruined wires," says one of them after lowering their guns. "Just go back the way you claim...these areas are off limits."

Well that was an interesting experience...it never occurred to you that ruined systems like that could in fact lead you to hidden treasures like that. Now to either get back to scavenging or do something else...

14 hours remain until showtime.

What do?
>Keep scavenging
>Go scavenge outside the inside is fucked
>Give orders to your forces
>Recruit
>Go shopping
>Other?

>>904015
There is a reason why I use Genie as a trip. I feel like it gives a fair warning and an idea of what to expect.

>>904064
>>904058
>>904056
Look closer its 1d10 so it don't count.
>>
Rolled 40 (1d100)

>>904095
>Go scavenge outside the inside is fucked
Damned missing 0 in the dice field.
>>
Rolled 14 (1d100)

>>904095
<3 you for excusing my goof up
>recruit these guys or at least let them know what's about to go down
In the common interest of survival and such
>>
Rolled 48 (1d100)

>>904095
by the way your scavenger class has ranked up.

Crit fails if you survive them provide an amazing amount of XP. Think of it as a consolation prize for an extremely shitty experience.
>>
Rolled 31 (1d100)

>>904095
>Go shopping
We need to stock up. On food, water, and other things, but primarily ammo.
>Give orders to your forces
Any who aren't going with us on the shopping trip, focus on helping Sevitho.
>>
Rolled 16 (1d100)

>>904112
Actually we should probably give orders to our forces and go shopping for food (and any systems that would help).

>Give orders to your forces
Gmwe, Undead Forces excepting Pearly White, McScream, and the Stalkers, you're to be stationed up top on the walls. Try to cover any melee breakthroughs.

Bandit Rabble, ranged duty and harrying in the trap-fields.

Crazies, underground duty.

Bandit Oddities, you are the reactionaries/reserve. Distribute combat drugs and alertness/stay-awake aids to all of our living troops. Teks, man the tek.

Prepare for the onslaught.

Against zombies we need to do our best to lead them into conflict with the monsters. If we can begin conflict among those two groups then it ought to feed itself. Otherwise use flamers and silenced weapons against them. Our undead forces, including stealth zombies and ghouls would be very effective. The ghouls in direct conflict, the Stalkers and Stealth Zombies in infiltrating and instigating conflict.

Against monsters we should also use fire and dissembling tactics. They are, however, more intelligent than zombies. If the Big Book has any anti-monster tactics then employ them, otherwise I can't think of anything.

For the Undead...we'll have to see what forces specifically they bring out. We authorize the use of good ammo against them though, because if you can't beat them right away then they'll wear you down.

For Outsiders...best try to let our undead handle it as we can. They've got too wide a spread to develop a consistent tactics against them without knowing what kind they are specifically. They're also anathema to morale, so best to let our mindless fellows handle them.
>>
Rolled 13 (1d100)

>>904285
Yes commander
>>
Rolled 17 (1d100)

>>904285
Pearly White, McScream, and the Stalkers are also a reactionary force.

I get the feeling Pearly White and McScream will get deployed to the tunnels.Stalkers will probably run instigation duty among the zombie horde.
>>
Rolled 43 (1d100)

>>904285
>>904112
>Actually we should probably give orders to our forces and go shopping for food (and any systems that would help).
>>Give orders to your forces
>Gmwe, Undead Forces excepting Pearly White, McScream, and the Stalkers, you're to be stationed up top on the walls. Try to cover any melee breakthroughs.
>Bandit Rabble, ranged duty and harrying in the trap-fields.
>Crazies, underground duty.
>Bandit Oddities, you are the reactionaries/reserve. Distribute combat drugs and alertness/stay-awake aids to all of our living troops. Teks, man the tek.
>Prepare for the onslaught.
>Against zombies we need to do our best to lead them into conflict with the monsters. If we can begin conflict among those two groups then it ought to feed itself. Otherwise use flamers and silenced weapons against them. Our undead forces, including stealth zombies and ghouls would be very effective. The ghouls in direct conflict, the Stalkers and Stealth Zombies in infiltrating and instigating conflict.
>Against monsters we should also use fire and dissembling tactics. They are, however, more intelligent than zombies. If the Big Book has any anti-monster tactics then employ them, otherwise I can't think of anything.
>For the Undead...we'll have to see what forces specifically they bring out. We authorize the use of good ammo against them though, because if you can't beat them right away then they'll wear you down.
>For Outsiders...best try to let our undead handle it as we can. They've got too wide a spread to develop a consistent tactics against them without knowing what kind they are specifically. They're also anathema to morale, so best to let our mindless fellows handle them.

Supportin.
>>
Rolled 76 (1d100)

>>904285
Support
>>
Rolled 94 (1d100)

>>904285
Yeah, sounds alright for strategy.
I think we need to coordinate with the Sevitho forces though.
>>
Rolled 22 (1d100)

>>904285
Undead forces dispatched. Be aware most of your undead are more ranged then melee except for the mutants and some of the bandit ones.

Bandit rabble sent.

Crazies stationed underground. Hopefully this doesn't come to backfire on you.

Bandit oddities put in reserve. They are prepping what appears to be spells and working on the tek.

Supplies has been purchased from other bandits.

The first wave came in the form of zombies who have been led to your position. They come in a horde and are charging your position. Mindlessly relentless as always. They care not for traps preferring to use sheer numbers to overwhelm them. Meanwhile your bandits opened fire and you even heard whumps that were bandit homemade artillery pieces firing.

What do?
>Hold position
>Try to lure the zombies away
>Push them back
>Fall back
>Other?
>>
Rolled 66 (1d100)

>>904604
>Try to lure the zombies away
Lure them to the monsters. Draw them away from the tower
>>
Rolled 99 (1d100)

>>904629
yeah
>>
Rolled 23 (1d100)

>>904604
>>904629
>>904649
>Try to lure the zombies away
And a third to round it off.
>>
Rolled 43 (1d100)

>>904629
>>904649
>>904674
It seems most prudent to somehow lure the zombies away into monster turf. Now who would be crazy enough to do-wait...that's right. You got Crazies.

So you naturally called them up and gave them the order. At first you didn't notice anything happen until suddenly the ground exploded and massive collapses went down. Dragging zombies down into the depths...where monsters are. Out came charging out of the holes is a bunch of crazies riding each other...or monster's piggy back style. Slamming into the zombies and charging through. Shouting, yelling, and cackling with MADNESS. The drew the zombies away. Either deeper underground...in very large pits crawling with monsters or into the city parts rich in monsters.

...which lead to a surprisingly clear area before the tower as you and the bandits watch in shock as the bandit crazies do their magic.

...An entire zombie horde. Taken care of just like...all because of a few crazy fucks.

Fucking hell no wonder bandits are everywhere and powerful. The crazies alone are a game changer.

Due to MADNESS you have been bought an unknown amount of time.

What do?
>Focus on getting the traps back up
>Work on repairs
>Scout around to see what's coming next
>build new fortifications
>Send out some people to resupply/rearm
>Take a break let your guys rest
>Other?
>>
Rolled 41 (1d100)

>>904738
>Work on repairs
We got some vague idea of what's coming next, and traps won't be too effective against them.
>>
Rolled 65 (1d100)

>>904738
> Work on repairs
The traps, mainly.

We ourselves (and our undead) should go out scavenging for the megacorp system parts.
>>
Rolled 39 (1d100)

>>904782
Monsters are actually smart enough that traps might deter them and route them through our killzones.
>>
Rolled 7 (1d100)

>>904738
>Work on repairs
>>
Rolled 46 (1d100)

>>904901
>>904909
Oh yeah, I guess we're still going to get attacked by monsters.

I think work on repairs is mainly to fix up the tower defenses. The ones that were wrecked before we ever got here. While focusing on traps would be "focus on getting the traps back up."

Let's just avoid the restricted areas.
>>
Rolled 95 (1d100)

>>904782
>>904901
>>904936
Vote
>>
Rolled 7 (1d100)

>>904738
>Work on repairs
Get this tower back online and deal with our underground issues
>>
Rolled 72 (1d100)

>>904901
The crazies have returned this time on foot and vanish back underground. You forces have detected a monster swarm that is inbound on your position.

During the temporary respite your forces do their best to repair the defenses but they only made so much progress by the time of the monsters showed up. They are however not as stupid as the zombies and take care to avoid some of the traps. As well as dodge attacks. Meanwhile underground your own crazies have report there being monsters coming in from underground too.

Luckily some of the monsters are distracted by the presence of the zombie corpses. While the rest of them however push onward. They like the zombies come in great number but unlike the zombies they are not mindless.

What do?
>Try to lure them away
>Hold position
>Try to push them back
>Fall back
>Other?
>>
Rolled 18 (1d100)

>>905241
>Try to lure them away
Use necromancy to make this place unappealing have zombies keep popping up. Make us a target not worth the effort.

Pick of alpha leaders etc make them fight among themselves.

If the keep on coming bunch them, artillery, skirmishers pick them off if they try to disperse
>>
Rolled 74 (1d100)

>>905256
Vote

I don't got any better ideas.
>>
>>905241
>>905256
>Try to lure them away
Use necromancy to make this place unappealing have zombies keep popping up. Make us a target not worth the effort.

Pick of alpha leaders etc make them fight among themselves.

If the keep on coming bunch them, artillery, skirmishers pick them off if they try to disperse
>>
Rolled 59 (1d100)

>>905241
To bad we didn't learn more about monsters from tribals. What does the bandit book say about them?
>>
Rolled 27 (1d100)

>>905322
There are many different kinds of monsters loosely organized into two categories. The intelligent and the dumb. Both can however be very weak or very strong. The worse ones to deal with are however the shapeshifters who are a HUGE pain in the ass to deal with. As they can actually engage in very effective sabotage in mass.

Ghouls can be an example for intelligent monsters(maybe) who used to be human. There are many kinds. The bandit book advises either to come to an agreement with the smart ones(like ghouls) or take them out. As monsters can be reliant on humans to build themselves up. Dumb monsters can be treated as particularly dangerous beasts with unusual abilities and a fondness for swarms.

----
Monsters in genieverse gets complicated...very complicated. As they range anywhere from mutant animals to cursed sentient beings twisted into a monstrous form and more. In the civ games I mostly used the dumb monsters with the odd exception. If you play a mastered civ type then I will bring stuff out I didn't really before. Including smart monsters and outsiders as well as undead among other things. Making it very difficult.

An example of smart monsters who are sinister is the Lamia. Female only monsters with a deep hunger for children flesh. Particularly their own.

And guess how they reproduce with no men of their own?

...not fun and they have ways of ensuring offspring make it to adulthood(oddly enough this means lamia are never raised by their own mothers)
>>
Rolled 24 (1d100)

>>905354
Monsters in Genieverse...are really REALLY messed up and a complicated subject because of the sheer variety present among their kind and how fucked up some of them are.

In general most monsters you'll encounter wont be the nice ones but instead those who prefer or need human prey. The other kinds of monsters are rarer simply because they don't bother to stick around where humans are.

Yes there are monsters girls....but they are liable to rape, kill, enslave, torture, and or turn you into one of them. Really they aren't all that different from the male ones and things get even more fucked up. If they are only mono sexed and not hermaphrodites.

TLDR
Monsters who prey on humanity are often horrorible horrorible wretched foul vilest creatures that would make demons blush.

If you only have Monster Hunter tier monsters to deal with then you count your fucking blessings as there is a LOT worse out there.

Genie mostly relied upon the non smart monsters was a mixture of kindness and not wanting to deal with the rest of them not to mention being harder to deal with as players. Even if they are tough, fast, and extremely powerful mutated monstrousities. STILL better then some of the pure nightmarish horrors that are the intelligent monsters.

No joke they are even worse then BANDITS and give DEMONS a run for their fucking money.

God did it suck digging up monster mythos and fluffing them up...so very much.

Yes, the Genie traumatized itself while working on the monsters. They were almost pure misery to work on because it was the viler ones that were most likely to be encountered due to their fondness and or need to prey upon humanity.
>>
Rolled 42 (1d100)

>>905382
Thus they were the ones which needed to get worked on the most/first...oh the horror THE HORROR.

Let least demons have the excuse of well...being demons. They are smart enough to keep a tight lid on things and are quite concerned about appearances. Monsters meanwhile...yuck.

Working on demons and bandits was a vacation compared to working on those vilest of creatures.
>>
Rolled 100 (1d100)

>>905382
The few times I see you bring up monster girls. I can only think the monsters girls are remanence of Waifu wars in Genie land. Then it makes we want to make a joke civ think tank making cute bio weapons. Because of market appeal and MAD persons allow it.
>>
>>905430
God I roll hundreds on some weird shit. I going to bed to think about what I have done.
>>
Rolled 87 (1d100)

>>905430
https://m.youtube.com/watch?v=dTBifyxqGlk

You know you wanna
>>
>>905430
Inb4 were ran over by monster girls
>>
Rolled 64 (1d100)

>>905430
Not linked to an action. Damn. Unless you count looking at the bandit book, so maybe we'll find info on the specific species of monsters attacking us.

>>905734
It's a 100, not linked double ones

Of course there is this
>>903650
>"Megacorp Sevitho was a younger upcoming Megacorp that fell into hard times...but were on the rebound. They were known for their weaponized biotech and shady magitech."
>Weaponized biotech
>Shady magitech
If anyone was working on monster girls...
>>
>>905830
Maybe the MAD people of ours in the underground will find something.
>>
Rolled 16 (1d100)

>>905430
You are very lucky Genie doesn't use player rolls for non player things also that isn't connected to anything.

Seems like a slow day today...then again if I recall correctly holidays are always slow.
>>
>>906576
It's always slow until you get here
>>
Rolled 32 (1d100)

>>905241
Supporting>>905256

>>906576
At least it's not premature :^)
>>
Rolled 27 (1d100)

>>906576
Aw and here I was thinking it would be like the time we got rid of the abomantios in the mutant farmers civ. Instead of sexy time plants it would of been bio weapons that make you want to care for them like a child.
>>
Rolled 27 (1d100)

>>906581
What no discussing plans are debating possible techs or something?

No fun.

>>905256
The monsters don't seem to mind the zombies instead swiftly smashing them down as they slowly advance onward. More monsters are gathering though for some reason the non undead zombies are still oddly rare. No idea what the crazies must of done to manage that. Probably a good thing you don't know whatever it was.

The monsters fortunately do have a tendency to bunch up which your forces seek to take advantage of. however the corpses, traps, and bullets merely seem to slow them down. Fortunately they seem to be more interested in the food closer to them then you guys. That doesn't mean they ain't slowly making their way towards your positions however. Because they are.

What do?
>Try to lure them away
>Hold position
>Try to push them back
>Fall back
>Other?
>>
Rolled 7 (1d100)

>>906663
>Try to push them back
>>
Rolled 78 (1d100)

>>906663
>Hold position
>>
Rolled 32 (1d100)

>>906663
Can we psioniclly make an illusion of easy food or magicly conjure food just within range of our defenses?
>>
Rolled 86 (1d100)

>>906663
>Try to lure them away
Lead them to an easier food supply, maybe some smaller monsters, if we're lucky them feasting on something else will become our flank guard and aid us via hunger when the demons show up.

Maybe lure them into an area far from us with a full off big bomb? That way those who notice will not follow to us either
>>
Rolled 57 (1d100)

>>906692
I can support this
>>
Rolled 89 (1d100)

>>906692
Adding too this. By leading them away and keeping them in divided clusters they will be easier to handle
>>
Rolled 20 (1d100)

>>906676
Changing to this
>>906728
'Cause why not
>>
Rolled 11 (1d100)

>>906692
>>906728
Oh, alright. Support.
changing from >>906686
>>
Rolled 3 (1d100)

>>906728
You decide to order your troops once more attempt to lure them away. Which continues to fail as their number grows until a bunch of crazies explode out of the underground and set aflame to their dead. This pissed off the monsters seeing their food turn to ashes and out of rage they chased after the crazies...into the city.

Where exactly you don't know and knowing the crazies they'll probably show up again sometime soon. If the last trip with the zombies are anything to go by...and speaking of zombies. Guess who showed up again?

Fuck this fighting is proving to be endless as the zombies start trudging their way to your positions in ever growing number.

What do?
>Try to lure them away
>Hold position
>Try to push them back
>Fall back
>Other?
>>
Rolled 78 (1d100)

>>906772
>Other?
Ask the AI if there are any flesh eating bio weapons to waste the zombies.

>other
Big loud noises away from us, we may be dealing with a smartie. Keep eyes peeled and snipe the fucker. Then bait the horde away.
>>
Rolled 14 (1d100)

>>906811
>>906772
In more detail this is the plan.

1) identify possible leadership and special undead among the horde, do stuff to bait them out. Like music to force a zombie herder to act and stuff.

2) We must know our enemy. Figure out what kind of zombies they are from our kills

3) if we are unable to draw them away engage this firing plan...

Use artillery in bursts to turn the horde into bite sized waves that can be handled easier. Meanwhile have heavy weapons pick off tough targets, ammo conservation is key. If we are able to clear a wave lay traps for the next one the artillery let's through. Kill them in piles forcing them to divert and move into narrow paths. Let's do this.
>>
Rolled 90 (1d100)

>>906772
>>906811
Supporting this plan.
>>
Rolled 80 (1d100)

>>906906
No artillery! It will draw more zombies to us!

Otherwise sounds good.
>>
Rolled 10 (1d100)

>>906963
That's why I said only if the explained draw,away plan fails. If we can't do that they are incoming anyway, then go all out
>>
Rolled 21 (1d100)

>>906967
But artillery will draw in even more!
>>
>>906980
Dude we can't do nothing or hold back for now, he'll how long has it even been? How big is this horde?
>>
Rolled 34 (1d100)

>>907023
Not nearly as big as it's going to be if we use artillery.

It's happened before. Trying to deal with zombies with artillery and explosives causes more and more zombies to show up. The horde we're facing will get larger by orders of magnitude.

Why can't we simply hold position, exactly?
>>
Rolled 34 (1d100)

>>906772
>Hold position
>>
Rolled 74 (1d100)

>>906906
I support this, EXCEPT for step 3
Instead of step 3,
>Hold Position
>>
Rolled 9 (1d100)

>>906772
>Try to lure them away
Best to not waste ammo. Do as much sound as we can to draw them away.

We at base need to stay quiet.
>>
Rolled 54 (1d100)

>>907117
Yes. This is more or less what I've been trying to say. I simply think there were some good ideas on specifics here>>906811
>>906906
But with the notable exception that specifically using artillery is NOT a good idea.
>>
Rolled 63 (1d100)

>>906906
"Anti zombie and flesh eating bio weapons? We have...lots of the last. As for anti zombie bioweaponry we have hijacks, antiviral, bursts, and...counter lifeforms."

>>906906
Boom boxes have been deployed. It works to distract some of the zombies while the rest of them kept on charging at us.

>>906906
We haven't identified any smarties in the horde. There are however mutant zombie strains among them.

Given the presence of mutant zombies it would appear to be a mutant strain bearing zombie plague.

Artillery released in coordinated plans. While the bandit artillery is...unreliable at times it can unleash quite a few shots its just the accuracy can be rather lacking. Repairs are faster then you anticipated given the poor quality of the artillery and the apparently lack of skill. They were quite speedy with keeping it reloaded and repaired.

We attempt to conserve ammo but the sheer numbers of zombie makes this rather difficult. Especially the more mutated ones which are a bitch to take down. Some of them can even eat an artillery shell to the face and keep coming.

As time goes on the zombies seem to decrease in number but we consumed a good chunk of ammo and...there are a LOT of dead bodies.

What do?
>Order a break to rest
>Try to resupply
>Repair the defenses
>Get rid of the corpses
>Other?
>>
Rolled 30 (1d100)

>>907173
>Try to resupply

The undead can move body around into walls or something useful. While everyone gets some much needed ammo and other needs.
>>
Rolled 78 (1d100)

>>907173
>Get rid of the corpses
By animating them!
>>
Rolled 80 (1d100)

>>907173
>>907183
We should animate as many undead as we can, and if there's anywhere to put the bodies where we can still access them, we can keep them in reserve for later necromancing.
>>
Rolled 63 (1d100)

>>907207
You can animate quite a few zombies but...you wont be able to control them all.
>>
Rolled 92 (1d100)

>>907207
>>907224
*As many as we can control
And try to animate officers so we can increase our number of controlled undead with the Chain of Command Effect.
>>
Rolled 54 (1d100)

>>907224
I wonder if we can find the special undead to ease the burden of control.

So to rework the action.

Have the undead move bodies, The living resupply and us try to res some undead to help control the horde.
>>
Rolled 100 (1d100)

>>907247
While we're doing this our living troops should try to get some R&R-resupply and repairs. Once their equipment is in order they can rest.

>>907258
Just what I was thinking!
>>
>>907265
Well there's a working 100. Those imaginary bio weapons would proud.
>>
>>907265
Well that's good. You know given all the 1s and 100s on this double 1 training we're going level up like duck once this is over.
>>
>>907265
That one counts right?
>>
>>907265
We're going to be so fucking badass at commanding, and particularly undead by the time we're done. Also our psi-magic with psi-necromancy specialty should be coming along quite nicely.
>>
Rolled 53 (1d100)

>>907265
Some of our troops went to rest while the rest repaired the defenses and went out to resupply. The guys who went to 'resupply' eventually returned with an entire captured corp caravan. Meaning lots of bullets and extra gear. A truly insane amount of bullets...some of the best you find in the New World.

After that the defenses look as if they are brand spanking new and the traps have been rebuilt. Meanwhile the corpses...have been used as rather gristly 'distractions' or sources of 'cover'.

You meanwhile attempted to find some corpses that should help with you with commanding more undead. Unexpectedly you managed to find some strange monster corpses which had potential...and a single smart zombie corpse. You naturally reanimated both.

Revealing the monster corpses to be those who helped...'lead' monster swarms and packs of monsters. The smart zombie was legit horde controller who accidentally got itself killed while passing through. Now however a new enemy comes for you as night falls...the undead.

You can sense them coming.

What are your orders?
>>
Rolled 53 (1d100)

>>907438
Illumination and identification of threats, I want targets called and marked. It's an undead force so maybe we can just convince them to go away? Tell our men to hold for now.

My other idea is as follows, bless the river and turn it into holy water...then power house and water bombs

Maybe we can talk to them, ask what they want?
>>
Rolled 17 (1d100)

>>907438
Well fuck. I actually had a plan for the monsters that probably would have worked. Zombies are relatively easy to deal with so far as things go.

Undead, though...well FUCK.

All forces equip special ammo.

>>907447
Yeah, we should try talking before anything else. Worked with Sevitho, maybe it'll work with these guys. Though I can't imagine Captain Cull didn't account for this somehow, knowing we're a necromancer and all.
>>
Rolled 74 (1d100)

>>907447
Good idea. The attempting diplomacy I mean, I don't know how the hell we're supposed to make holy water, much less an entire fucking river of it.

>>907438
Strategic positioning of living and undead. Living will be slightly deeper within and behind the best available cover, undead will take up ambush positions; I want the paths to the living to be prepared killzones.

Don't overdo it though, we aren't certain that the enemy will ignore our undead forces until they open fire; it just seems like the most likely scenario.

We animated additional troops for our controllers to lead, right?

>>907461
Special ammo, good call.
>>
Rolled 48 (1d100)

>>907471
I hope we animated additional troops for our controllers to control.

I like what you've suggested, with positioning our troops such that the undead must go through /our/ undead before they can get to the living.

Additionally though we should use Pearly White to dynamically...re-landscape our defenses, and McScream for powerful counter-attack, and drugs to boost the performance of our living troops so we can eat away at this threat because they do not tire and in the long run they will win if we let it come down to endurance. For instance: A group of undead decides to make a push for the living, they do so and intermingle with our undead buffer-troops or actually manage to get to the living. Suddenly the wall behind them shifts and closes them off from the rest of their forces, Over the top of the wall McScream manifests and begins to lay into them, meanwhile our living forces snort the shit out of some cocaine-laced Dok-dispensed drugs and begin to rip into them from the other side. Don't have to worry about the undead behaving like cornered animals, fortunately.

The Stalkers, meanwhile, should try to see who/what's leading the enemy undead forces, and take it out.

"Hey Sevitho, fairly soon we may need to call on you for assistance. This will only get worse from here.

By the way, what is your name AI? If you don't mind us asking."
>>
Rolled 77 (1d100)

>>907471
>>907461
>>907447
I agree with y'all. Set up and attempt to talk it out. This fight will eat up a lot of ammo if we can't talk it out.
>>
Rolled 60 (1d100)

>>907530
Excellent plan. First though let's try to determine if they can be reasoned with.
>>
Rolled 61 (1d100)

>>907471
>>907530
This is a result of 2 crit fails they wont be friendly. Remember necromancers only have a good rep among the dead not so much the undead.
>>
>>907667
Aah, oh well then. Just figured it was worth a shot.

Would've served to give us an idea of if they had leaders that could be targeted if nothing else.
>>
Rolled 26 (1d100)

>>907667
In that case, we do the battle plan with the ideas we've already put forward, but instead of opening with a diplomacy attempt we open fire with artillery barrages. Hopefully we can use spotlights so we can be sure to actually hit something.

The ideas here
>>907530
>>907471
And using special ammo, as well is illumination and identification of threats
>>
Rolled 84 (1d100)

>>907471
>>907530
Undead for some reason seem to be holding back...but their numbers are growing. Soon swelling truth be told. We aren't sure what was the trigger...but then they came. Not as an disorganized horde like the zombies or individual swarms like the monster. The undead came in a single unending tide that charged forward. The first of which were skeletons and ghosts who came howling at our ranks. Fortunately you ordered for the bandits to switch to special ammo. Which helped prevent too much damage caused by the ghosts. The skeletons meanwhile we thinned their ranks but thanks to their speed and ghostly allies. They quickly reached our ranks and charged into our forces. Assaulting them and distracting from the their more...fleshy allies that came in a endless tide that marched over traps and through artillery barrages. Uncaring as any holes were quickly filled by corpses behind them.

What do?
>Focus on the ghosts
>Take out the skeletons
>Start blasting the zombies
>Fall back
>Other?

>>907530
"AI Strum."
>>
Rolled 17 (1d100)

>>907850
>Focus on the ghosts
They can be sneaky bastards, best not to let them play any tricks
>other
Psi Necromancers are supposed to be good at stealing control of undead from others right? We should give that a try. Try not to let our bandits see us doing anything that could only be the work of the psi-magi though.
>>
Rolled 85 (1d100)

>>907916
I feel we can trust the people we are fighting tooth and nail with. Though holding an ace can be good for the end.
>>
>>907916
Interesting but I'll bet when we take control the smart zombie may get mad, we should send our stalkers to try to take him out while we do this
>>
Rolled 96 (1d100)

>>908036
Or whoever's controlling the undead. But Yeah.
>>
>>908065
One of the non drunk writer types needs to make a plan including that
>>
Rolled 37 (1d100)

>>907850
"AI Strum, if you have anything you think would be effective enough to render them incapable of further operation would you please release some of your flesh-eating bioweapons on the fleshy undead? I'm unsure if you're familiar with fighting this particular foe, but it's important you know that if it doesn't absolutely destroy them it'll just disease theyre attacks and make it much worse for us.

Thank you, AI Strum and Sevitho Megacorp."

McScream, and wraiths counter the ghosts as best you can.

Other forces should also focus on the ghosts, while withdrawing to secondary positions to try to stay out of the melee undeads' range. If we run out of special ammo there won't be shit we can do against the immaterial undead, so they're a priority target.

Teks should begin to activate our slicer shield system to help cover the retreat if possible.

We should meanwhile try to wrest control of some of these undead from whoever or whatever is controlling them. This motherfucker thinks they can come to OUR battlefield, raise OUR kills, and then throw them at US? FUCK NO, time to cap out the amount of troops each of our recently raised controllers can handle!
>>
Rolled 83 (1d100)

>>908445
Fuck yeah I'm down, thought we should have Pearly White refortify the secondary positions or raise the primary positions walls so we can have a choke point.
>>
Rolled 10 (1d100)

>>908445
Vote!

Although the dialogue with Strum seems a bit pointless, even the most virulent flesh-eating virus would just turn an undead zombie into a skeleton (unless it's also bone-eating). The counter-lifeforms might be able to do something, but I think there are probably multiple good reasons for keeping those in reserve.
>>
Rolled 83 (1d100)

>>907850
The Genie has caught a cold and had to stay up all night due to medical reasons...so expect posts to be unreliable until I recover a bit.
>>
>>908881
Hope you get well soon.
>>
Rolled 9 (1d100)

>>908881
Get to feeling better genie!
>>
Rolled 17 (1d100)

>>908445
Rollan
>>
Rolled 28 (1d100)

>>908774
Actually the goal is mainly to convert all the zombies into skeletons. Homogeneity in the attacking force allows us to tailor effective strategies against them much more easily. As it stands they've got a fairly diverse force of ghosts, zombies, and skeletons. We're focus-firing on the ghosts, hopefully the zombies will be converted to (hopefully weakened) skeletons, and then there's the extant skeletons.

Can't really counter all three at once, but one type is another story. Skeletons especially are vulnerable to mundane types of damage and if you can remove their mobility then they become greatly hampered.

But hey, maybe Sevitho's bioweapons will eat bones too and it won't even be a problem.
>>
Rolled 33 (1d100)

>>909928
You know, remove the enemy's options while maintaining our own and whatnot. This undead horde is obviously controlled by a necromancer or...something that is capable of raising more undead. If we can manage to wrest control of a bunch of their undead from them, AND reduce their troop variety at the same time as soon as their start attacking us they may decide that this just isn't worth it and fuck off.
>>
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>>909928
>>909537
>>909212
FUCK
>>
Rolled 27 (1d100)

>>910318
Eh low rolls happen. Assuming that's what you're referring to.
>>
Rolled 46 (1d100)

>>910699
Oh, I get now. That's smart!

>>910699
I figured it was that or they mistook it for 9, 18, 27, which actually would be interesting.
What I'm worried about is >>910287
Because 3's
But it's okay, we have the number of the psi-magi!
>>
Rolled 12 (1d100)

>>910741
...Huh. Thought that was going to be an 18.

>>909212
Vote
>>
Rolled 95 (1d100)

>>910318
A good plan is a good plan even with bad rolls.

...Which is why a bad plan with bad rolls can be so nasty.
>>
Rolled 82 (1d100)

There are probably some lurkers around, so let's talk about our character.

>>904240
If I'm not mistaken, this makes us a Veteran Scavenger.
Our other classes are
>Regular Looter
>Regular Psi-Magus
>Regular Lost
>Green Necromancer

I had hoped we'd be able to grow into necromancy from psi-mage, but apparently not. I don't think it's bad planning on our part; sometimes the dice just give us something Magical. Besides, the ultra-rare minions we got out of it might be worth it.

So, if we make it through this hellish command training, I think we should focus on training our powers. We haven't done much to increase our psi abilities, and I think we're missing something as far as fusion goes.
>>
>>907265
For lesser known bandit facts that your character is discovering especially as he commands over rabble and worked with Tek's.

Bandit weapon quality is all over the place...but never really average per a say. You see they have some of the worst quality guns made of pipe and worse. That is quite shamefully acknowledged as a gun. Even survivor homemade weapons are better then that slop. Especially given the frankly quite shoddy work. You also have to consider the usage of slave labor both skilled and unskilled. You think bandits like slaving over a work bench or ammo press putting their stuff together?

Hell no that is what they have slaves for...unless they are weirdos like the Tek's who actually ENJOY that sorta thing. Truth be told that is why Tek weapons despite their source...are often among the best weapons you can find(easily) find in the New World. For two very simple reasons...1 Tek's love what they do and 2 morally bankrupt test runs. Which results in despite their often crude sources...they are amazingly well crafted pieces of art. So long as your willing to stomach the frankly diabolical design of 'bandit weapons' which have a deep love for agony and captives.

Survivors for instance can easily put together a crude if surprisingly well made firearms. Bandits meanwhile are the evil fucks who use slaves for practice targets and give their experimental weapons to bandits on raids for 'testing'. Bandit Tek weapons are hence amazingly good if you can get passed the amount of blood spilled in its manufacture and design combined with its frankly vile purposes. Only bandits go out of their way to make their weapons unnecessarily cruel.

A proper tek gun is...most unlikely to be a quick painless way to die.

For slave crafted weapons you have the stuff made my expert slaves who are prized and the...other stuff that is frankly shit. Worst Post Fall guns by far. Things are somehow even worse then Pre Fall clone gear because at least with clone gear you have an absurd amount of spare parts available and its easy to repair.

Thus best describes how bandit armaments work.

Next up on the list

Survivor made weaponry.

Survivor made weaponry is either crude homemade or carefully crafted gun made by a gunsmith with a proper forge and stuff. Think work you would find before factory level stuff really became common but with a more common bent. Only the most well established survivor groups will have a proper weapon's factory. While it wont be as good as a corp one the guns made are surprisingly well made.

The Remnants meanwhile outside of Think Tank specialties and Megacorp rely upon extensive old world stocks to arm themselves with. Best guns you'll find...problem is over the years their well soughtness and heavy usage has seen to it they are become an increasingly scarcer technology.

A vital one however because ONLY Pre Fall armaments are capable of using Pre Fall Munitions safely. Hence why everyone goes crazy for it.
>>
Hey Genie I've got a question about detonator. What was it about the shapeshifting that caused him to become so OP like what can he do with it? Turn to materials? Multiply? I'm just trying to picture what his new potential was other than you know...explosions
>>
>>911352
Well you know shapeshifting is pretty OP on the scale of things. Boosts combat potential by a ridiculous amount (except against AoEs, but Detonator was by-and-large immune to chemical AoEs due to abomination mode and absolutely immune to explosives), greatly boosts infiltration ability, shit i bet between the boosted shapeshifting and hardcore regen we got we could pull off that clone-splitting trick until an entire planet was crawling in us...and then each clone eats a little bit and regens to full size.
>>
Rolled 73 (1d100)

>>910318
There's an 83 in support. Won't be that bad.
>>908561

>>910741
You tend to want to leave these things unsaid until you're about to make use of them, when you're dealing with Genie. >>911272
I agree we should invest more into our Psi and/or psi-magic, but keep in mind that if we're to infiltrate that lawbringing paramilitary organization they'll give us combat training in both those fields, so if there's something better to do while we're with the bandits we shouldn't hesitate to take it.
>>
Rolled 60 (1d100)

>>911272
I think our fusion is starting to grow, while we don't necessarily use it in a physical blast we've been using it via our necromancy. The very reason we've been able to gain so many smart and special zombies is due to our ability to raise the dead (magic) and "pump" the body with psi as seen in this post from the last thread.
>>888300
I think we're on a good path for necromancer given our abilities, we may not be one who commands a horde and cast crazy crazy spells. No were seem to be more of a pseudo military merc group, we command and fight.
But all that being said I do agree we should get some more training to our psi and magi abilities.

Fucking hell I posted this on the old thread
>>
Rolled 27 (1d100)

>>911359
>>911433
All good points, the paramilitary does seem like a great opportunity to learn how to fight with our powers better.

I'm quite curious to discover the potential of being Lost though.
>>
Rolled (1d00)

>>911473
The lost necromancer, I love the sound of that
>>
Rolled 3 (1d100)

>>911280
If your familiar with the materials of used in guns now and improved quality over the years. You would understand why.

Its just like that but a bit backwards and why everyone is crazy to get a hold of a even a piece of such tech. Even a cannon from a looted pre tank strapped into a post fall tank could use it to safely fire old world munitions.

Problem is old world munitions too is becoming rarer...and rarer. Which is why NEW kinds of bullets were made. They weren't as good as the old stuff...and some of the newer guns still couldn't handle it but it was something at least.

For those who make them most of them? It isn't the Corps...or Think Tanks. Its actually the BANDIT MOTHERFUCKERS. Create and designed the most new world munition kind.

Corps still win in terms of sheer production but the bandits have the greatest variety.

Now Think Tanks as usual are the most teched up faction with the best tech. Especially in their specialty their stuff is so good it even SUCCEEDS Old World Tech. Aka its the BEST you can ever find...problem is its both super rare and a pain to maintain. Hence why many think its the Old World Stuff which is best...this isn't entirely true because of the aforementioned Think Tanks.

Now other interesting weapons come from the Bots, Zealots, and cultists. The cultists btw are the most common manufacturers for unusual items. Your best bet is the cultists with their secrets. They are the new world most common makers of such things.

An honorable mention however has to be said for the Zealots. While not the best equipped their equipment is very well tested and made. Magic is even common among due to blessings and their magics unlike the Cultists are easier to understand/find. Zealots also have the best new world gear for going up against Outsiders and Undead. Combine that with their Zeal trait an they are not at all easy to deal with as certain foes.

Thing is tribals too dabble heavily in magics and psi...its just unlike the above two their stuff is much more primitive. On the plus side its piss easy to maintain assuming you can get a hold of it. Problem is they aren't exactly that easy to trade with.

Now for the bots...you have dealt with the bots. The bots are unusual in that they are the second best manufacturers after the Corps. Their tech is however...can be quite simply put...strange. They aren't designed by brains you see...but by AI and it shows. In the Pre Fall days AI designed tech was always vetted heavily by the those with brains. Meaning that while the resulting tech itself showed signs of AI tech it is heavily suppressed and disguised. The Fall basically removed this problem for the AI.

Now they can show off their tech properly and without worry. Bandits and mutants both for some reason are big fans of bot tech.

For mutants its simply because bot tech can actually survive wasteland conditions rather well and is thereby actually useful to them.
>>
Rolled 95 (1d100)

>>911873
For bandits the poorly educated would claim its because bots are actually willing to deal with them and the bandits have a hard time mass producing quality goods.

That isn't actually the entire truth. As corps are certainly dirty enough to make backroom deals with bandits...so why DO bandits use AI/Bot Tech then?

Its because bots are the only ones willing to have an open discourse about Tech...with the Teks. Not to mention unlike captured slaves for whom its forced and they don't...appreciate the bandit designs as much. AI have neither of those problems. Plus the Tek's appreciate the mass producing of their own 'tek' by the Bots. Quality Assurance you see...and by sharing with the bots. Its most unlikely their tech will fall into other hands.

Bandits you see aren't fond of having their own blueprints and bullets used against them in mass by non bandits. If they used a corp they would steal the designs and sell to all...but due to the inherit distrust of Bots. This isn't a problem for them.

Not to mention the unique quirks of AI/Bot tech due to how they were made and their designers. Bot manufacturing...is devastating to anything that could possibly support life. As bots don't have the pesky 'life support' to worry about and thus their workplaces look as if they came directly out of the jaws of hell itself that was attempting to fuck a post apocalypse Wasteland. Out sheer style alone would probably win over the less intelligent bandits.

But for those with brains and even if they aren't a non bandit. Bot manufacturing shows the evils and thrills of their inhuman makers and creators.

Put shortly the trade between the bandits and the bots is vile trade pact. Mutants who use tech mostly like their stuff also comes from the bots. Its to the point where the other forces often claim the bots are the manufacturers for the Forces of Evil. Its not like they had much of a choice in the matter due to their reputation...it is much easier to deal with other unsavory types.
>>
Rolled 64 (1d100)

>>908445
"Our bioweapons...would of been 'most' useful against the zombies and monsters. Undead unfortunately...are not the best targets for such weapons. We have records when facing against the undead you need not worry. The undead have always been a Great Threat to Humanity. Now what we do have against them...while not bioweapons we do have something special."

"We could use bioweapons against them but frankly...not as effective. As our bioweapons designed for undead are still out of order at this moment. We would have more available if we had more time to repair and had more spare parts."

"Now now...don't think we don't have anything for gong up against the Undead...its just no bioweapon. You are a necromancer yes?"

"Yeah."

"Then you know doubt are aware of the energies controlling the undead and provide them with their power no?"

"Yeah of course. Its partly how I control them and how they move."

"Imagine if you will...a way to disrupt those energies. As a necromancer you should be most familiar with such means. Its very similar to animating."

"Well simply put...we possess Disruptors and some other pieces of magitech that are MOST effective against the Undead."
>>
Rolled 57 (1d100)

>>911928
"We have some other things that also work well against the undead such as magic purgers and special magics which were designed specificly to be a bane to the undead. Called 'holy' magics which isn't...well really depends on your point of view I suppose."

"We dealt extensively in magitech and are MOST familiar with magical energies...you had to be if you ever wanted to design a functioning piece of magitech."

"Now we have some general purpose magic disruptions and specialized for undead. We also have magic nulls and some especially well suited for the undead."

"If we can repair the tower enough we'll even have the aid of magical glyphs and enchantments to help out on top of Magitech."

"So unfortunately our bioweapons that are bested against the undead...are still out of order. Beautiful pieces of weaponry they are...but tricky and difficult. Hence why we cannot dispatch them at this moment."

McScream decides to go ghost hunting...and while doing so. You noticed but aren't entirely sure that somehow...McScream is growing Bigger by doing so...and is that his color changing? What the hell is going on...the wraiths meanwhile simply help cleaned up after McScream and nibbled on the leftovers.

Meanwhile your forces have withdrawn to secondary positions and once the undead breached their former positions. The booby traps were activated. Slowing them down a bit as they. Thanks mostly to McScream your forces managed to dispatch the remaining ghosts without too much difficulty.

McScream meanwhile is screaming about wanting more and how tasty cold dishes can be. Shield system activated...and is rebuffing the immaterial undead who are unable to penetrate. Wish you had known that before now don'tcha?

Your attempts to wrestle control of the undead...did not go as well as it could of but it could also have been a lot worst. It took you a bit but eventually you realized they were being controlled by something as whenever you plucked control of an undead...these other threads suddenly appeared from the undead snatching it away. It took a lot of trial and error but eventually you realized there had to be some kind of puppet master who was controlling the undead while making it appear there wasn't any.

>>911352
You were a Brood augmented Abomination with Shapeshifting. Your guy pretty much has no limits in terms of shifting so long as he practiced and was careful with it.

>>911356
Pretty much. The Brood mutation vastly upgraded your cloning capabilities. Really you could create a clone if you teared a chunk off yourself and incited it to grow into another you...or other things.

>>911433
Actually your means of making them smarter by pumping them up with psi is very...inefficient and there are much better ways. Basically the psi helped energize the body's mind and nerves a bit despite being dead. Hence them being stronger and smarter then normal. Necromancy can do the same thing its just harder for them and more advanced.
>>
Rolled 18 (1d100)

>>911977
So after realizing trying to snatch undead the way you were doing so...was proving to be so utterly pointless and a waste of your power. You decided to follow the strings to the puppet master. Which turned out to be...REALLY hard. Honestly if there weren't so many damned strings you never would of successfully of found the necromancer. Unfortunately for you as it turned out...the necromancer was much stronger then you. After you engaged the necromancer through magic and promptly got smacked down without being able to put up a very good fight. You soon realized...the necromancer was both much stronger then you and more experienced.

What do?
>Attack the necromancer again
>Wrestle for control of some of the undead
>Run away
>Orders for your troops
>Other?
>>
Rolled 19 (1d100)

>>911993
>attack the necromancer again
>>
>>912013
Better yet, attempt to make contact with the necromancer
>>
Rolled 59 (1d100)

>>911993
>Orders for your troops
Hold position, focus on preventing the zombies and skeletons from concentrating enough force on the shield to break it.

>>912013
I don't know. This necromancer clearly outmatches us, fighting them directly is not a winning bet.
>>912023
That could be interesting. They may be doing this as a favor to Captain Cull. I don't think we can convince them to stop, but we might get some interesting banter.

>>911977
MC Scream eating other ghosts...and likes it. Gulp.

So what kind of monsters did we zombify? Are they big bugs? Mole rats? Evil monkeys? Bears? Reptiles of some sort?
>>
Rolled 27 (1d100)

>>912051
They aren't ordinary or magic beasts...unless they are heavily mutated ones. So heavily mutated critters and worse is what the monsters are.

According to both AIs some of them are even loose bioweapons.
>>
Rolled 25 (1d100)

>>912051
Then let's try contacting the other necromancer using our psy, see if we can come to an agreement to stop the warfare and of all else fails try to dominate or fry their brain
>>
Rolled 98 (1d100)

>>912070
I'm all for making contact, if I wasn't clear. You seem to have some misconception that experienced necromancers are weak-minded or that we're far stronger than we actually are.

So, give orders like I said here >>912051
and
>Other?
Attempt to establish psionic communication with hostile necromancer.
>>
>>912098
Hey I'm just one for follow ups, not the most thought out at times
>>
Rolled 82 (1d100)

>>912102
That's fine. I should have said what I was thinking: this necromancer isn't going to call of their horde on our say-so, but they might still be open to friendship after they're done trying to kill us.

However, I believe trying to assault them directly will at best accomplish nothing, and could go badly for us. It could anger them, making them not hold back in trying to kill us.

So anyway, do you support my action? The orders+attempt contact?
Also if you have anything specific to say to the necromancer that'd be great.
>>
Rolled 26 (1d100)

>>912138
Yep I'll support your action +attempt to contact.

The points you've made make sense, best not to bring more hell upon us
>>
Rolled 77 (1d100)

>>912138
>>912098
Support
>>
>>912098
Just realized your roll matches your last two numbers of the post
>>
Rolled 36 (1d100)

>>912098
Strength wise...your pretty weak, but Genie's magic and psi system isn't as limiting in other settings. Its more connected to mental tiredness then anything like Mana.

Those who use 'Mana' are only the inborn magi(maybe), Bestowed Magi(rarely) and a few psions. Who treat their body as a battery.

Hence why your able to do things that should normally wipe you out or be impossible due to not 'not having enough mana'. Mana isn't even really Mana all it actually is the magical/psi energies stored within the body.

You shouldn't try to overcast though. As it will damage your mind directly or body indirectly. More then a few magi and psions went MAD because they attempted to draw out too much power or cast too many spells.

Basically thing of mana/magic as bullets and a gun. Or primitive weapon that if you keep swinging around eventually tires you out after awhile. Of course its possible to exceed your limits but then your gonna likely hurt yourself. Skill meanwhile makes you more accurate and lose less energy. Able to keep going on longer and experience can help with the amount of energy you have.

Magic or martial in truth a big part of it is sheer stamina.

As for using the Mana battery system...well lets just say there is a reason why both psions and magi avoid it.

>Anyone care to guess why that is?
>Anyone care to guess why afterlife is such a shitty place for Necromancers?

Might as well as this too for an interesting challenge question.
>>
>>912279
>Anyone care to guess why afterlife is such a shitty place for Necromancers?
All those spirits and souls we used in life are there in that darkness and it would be nothing but us and them...for a long.. Long time. So likely unless you were nice like the first necromancer...hell
>>
Rolled 57 (1d100)

>>912279
Or to be more precise the intelligent use and conservation of Stamina.

>>912098
You attempt to establish a psionic communication with the psion. While the necromancer attempts to resist you were able to successfully broadcast your message into their own head.

"...Crap psion huh? Well cannot say I didn't see that coming...wait you...your the one with bothered me earlier. I know this signiture...Can't be a necro psion? Wow been awhile since I went up against one of your kind...how fun! Quite ra-wait there is also magic from earlier with the same sign- MOTHERFUCKER YOUR A PSI MAGE? Of COURSE your a psi mage. This was outside my expectations...look like things are going to get real fun real SOON!"

Forces have been ordered to hold position and take out large pockets undead that are attempting to breach the shields. Shields meanwhile are slowly being whittled down...

What are your orders?

>>912294
Then why do nice necromancers also take care to avoid it then?
>>
Rolled 100 (1d100)

>>912305
What do?
>Give orders to the troops
>Try to talk the necromancer down
>Insult the necromancer
>Attack the necromancer through psi
>Attack the necromancer through magic
>Other?
>>
Rolled 57 (1d100)

>>912279
>Anyone care to guess why that is?
Use your body like that, and eventually you use it up. Sure you can let it "recharge" if you don't overuse it, but that still puts a lot of wear on you. Like some real batteries, it'll never recharge quite as well as it did the first time, and will degrade the more you do it.

>>912305
>Then why do nice necromancers also take care to avoid it then?
I have no idea how souls work in this 'verse, but I'd guess it has something to do with that; maybe necromancers "wear out" something essential to having a good afterlife. Or perhaps Death itself doesn't take kindly to those who make it their business to cheat it.

>>912400
>Orders
"Sturm, would you kindly let us try out some of your special tools against the undead attacking your tower?"
If they're amenable to that, we need to distribute the disruptors and whatever else we're given access to to the bandits and get ready to use them.

Undead continue to fight the enemy undead attempting to breach the shield.
>>
Rolled 27 (1d100)

>>912441
I'll support the action.
>>
Rolled 29 (1d100)

>>912441
Supporting

>>912305
Is it because they broke the rules and as such when judgement comes it will not be good? And no reincarnation
>>
Rolled 73 (1d100)

>>911473
>>911534
Well if you want to see what Lost does we need to go get scavenger training from some tribals. That'll make something neat happenm
>>
>>912642
Likely some kind of hardcore survivor. Maybe something like Journeyman. Someone who just shows up in the darnedest places but is always ok. Like a post apocalyptic Australian, wherever you are there's is one there having a great time despite whatever warzone or he'll hole it is.
>>
Rolled 45 (1d100)

>>912400
>Give Orders to the troops

Divide the enemy up into small groups by using the terrain, pulsing the shield, and having Pearly White create new berms and such as best we can, and then deploy the disruptors that Strum mentioned they have in areas where our undead /aren't/ and annihilate the undead one pocket at a time.

When the necromancer responds by bunching up his troops into large groups that we can't use this tactic on we bombard those groups with mortars and other artillery, this is a no-win situation for him.

"Gmwe, do you have any advice, our advisor?"

>Try to talk the necromancer down
"Hey man, why are you even after us? I don't have any beef with you, they just sent me to defend this place. There's no need for us to fight.

I mean, really I'd be more interested in learning from you than fighting you. That being said if you're not willing to just take me at face value I'll do my best to hurt you and your forces to demonstrate that I'm worth talking with."

>Attack the necromancer through psi-magic
Use Mental Treachery on him, just to see how it goes.
>>
Rolled 73 (1d100)

>>912726
Switching to this, better/more detailed version of what I want. I think.
>>
Rolled 70 (1d100)

>>912726
Ok I'm changing to this too, get ability use on there
>>
Rolled 21 (1d100)

>>912726
I'll go to this
>>
Rolled 16 (1d100)

>>912441
More or less correct. The danger of using your body as a battery is...it gets damaged and worn out. When you push yourself past your limits...the resulting injuries can easily cripple or even kill you. This is MUCH harder to do with the other way.

Some would argue if you treated your body as a muscle with exercise you could increase the limits...make it sturdier. However even those kind of countermeasures eventually backfire on you because the body can only take so much. Basically thing of it as a balloon that gets filled with water or air...pushed too far its gonna pop and as it continues to expands it weakens. This is simply because one day your gonna push too hard or an accident will occur. Often in a dangerous scenario this will happen and then POP your dead or crippled.

The only ones among the magi who still use the body method is the inborn because a very common side effect for them is massively increased magic reserves within their body. The only other besides them is the psions because of the rareness of psi in the surroundings and tapping too heavily into their mind but still needing to use their powers. They will pull it out of their body. Most psions however reserve this for emergency use only.

Magi meanwhile in case of emergencies would rather overtax their minds then tap into their bodies this is because you have MUCH better odds of survival and less risk then body draw. Not to mention many magi in truth don't even have all that great of magical energies stored in their body. Simply because they aren't inborn(whose common side effect in addition to magical talents is a greatly increased natural magical energy stores in their bodies). If you overdraw your mind your risk of death is much small but sanity damage and other problems are common like passing out and bleeding. Including coma is a rather common side effect of overdraw when they are pushing their minds too hard with overcasting. On the plus side if you enter coma in most circumstances you do wake up once your mind has recuperated enough. In other cases being a vegitable, driven insane, and never waking up has been known to occur in more severe cases. Really it depends on how lucky you are and how badly you overdrew.

The normal way of using magic and psi is relying upon your mind. In case of the magi its tapping into the magical energies in your surroundings and making it do what you want. For psions your also using your mind and drawing out the psi from yourself, others, and even surroundings. Unfortunately for the psions outside of exceptional areas psi is rather lacking in most cases. The ones with the most psi...is the more intelligent they are the more they have to spare. Hence why you most often see psions in the most intelligent of species the more common a psion is.

This doesn't mean a psion wont tap into the their surroundings its just unlike the Magi who have MANY MAGICS to tap into...the psion's only have the one(or two/more for the heretical/MAD?)
>>
Rolled 73 (1d100)

>>912923
This is something your character would now know and something you should keep in mind. Overdrawing can have nasty consequences even when not using your body. Body though...it will often kill or at least cripple you should you overdraw it too hard. Given how it wears out overtime this further excabrates the problem.

>>912441
Death itself...is notoriously uncaring. Even in Genieverse. The only time when death gets worked up is if it keeps getting cheated(hence the hatred for Immortals and their ilk).

The problem isn't with death...its with those who have a deep interest in the afterlife.

>>912614
Sort of.

This is something your character is going to find out regardless so here it is...the reason why the Afterlife sucks ass for necromancers.

You see for gods the afterlife is...a very important leverage they can exploit and the dead are too.

So what if you have this independent fucker who starts messing with things?

The reason why the afterlife sucks for necromancers is because their work...damages the interests of those who CONTROL the afterlife.

The majority of them in fact.

You see the gods control the majority of the afterlife because of how it empowers them and how critical it is to their operations. They offer heaven to their followers and try to damn their nonfollowers or 'heretics' to hell. They try to get a monopoly on the afterlife and the dead...then you have the necromancers.

The ones who talk to the dead helping them with grievances...the ones who help the dead. The ones who keep controlling the undead.

They aren't suppose to be doing that...that is SUPPOSE to be the sole domain of their clerics/priests! People hence worshippers care a lot about the afterlife and their dead...so the gods naturally had to have their followers take action in such regards.

Hence why the afterlife is very shitty for necromancers is because they are basically they are the people who challenge their monopoly on the dead. The ones who naturally own the monopoly hate HATE necromancers with a burning passion.

Problem is the necromancers know about this fact...they also have a lot of friends in the afterlife who don't belong under any gods(simply due to how old the dead can be in comparison the still living deity generation they exit in parts of the afterlife the current gods can't yet reach so easily). So the gods can't really go after them properly...but what they can do is make living people hate them and their afterlife is miserable as possible.

Hence why necromancers try so hard to avoid the afterlife. Those who control very large interests in the afterlife(cough monopoly cough). Have a lot of reason to hate them.

The gods and their followers heavily advertise the afterlife so people generally know what to expect when they die...thing is though they leave certain parts of it out and obviously are gonna do their best to make their own guys look like number 1 right?

Necromancers know this fact also many other secrets...
>>
Rolled 7 (1d100)

>>913002
The necromancers know for a fact what the afterlife is REALLY like. They also know for a fact that very powerful controlling elements and monopolies in the afterlife really REALLY hate their guts due to them damaging their interests.

So naturally necromancers try very hard to stay out of the afterlife as long as possible.

It didn't help that religious institutions actively hijacked some of their own processes and work using it against them because it was great for publicity(see handling the dead matters especially). While at the same time demonizing the vile necromancers who 'defile the dead'.

The undead are actively resisting being driven into small groups. Your not sure if this is due to the sheer number of them or the necromancer however. Shield pulses meanwhile great a blasting whatever they hit...does wear down the shield quite a bit and consumes large amounts of its energy. The shield after a pulsing a few times is clearly weaker then it was before.

new berms constructed and distruptors deployed. They do a fantastic job at stopping the dead or destroying them with a single pulse. The undead simply collapse back into being corpses...and they weren't getting back up. Just as Strum promised they are amazingly effective against the undead. Meanwhile the undead seem to refuse to enter into areas where the disruption fields are covering. Preferring instead to go around.

As for artillery the big groups you continue to do that but the undead are seemingly endless.

"Undead don't tire...and there are plenty of bodies to animate. The necromancer can beat you sheerly taking advantage of the experience and power differences should they get serious."

"Oh you know why. So nice try."

"You already have a master so nice try with that too. Sheesh taking me for an idiot YOU'LL PAY FOR THAT!"

Attacking the necromancer through psi magic...doesn't really work. Somehow it feels like you got stranded in a void or an empty skul-oh son of a bitch it actually IS an empty skull. How the hell did the necromancer just divert you like that...you didn't even know it was remotely possible to do anything like that.

What do?
>Try to reconnect to the necromancer
>Give your troops orders
>Pull yourself back to your body
>Take a closer look in the empty skull
>Other?
>>
Rolled 62 (1d100)

>>913101
>Pull yourself back to your body
Well time to bail.

>Other?
If we can locate the necromancer, go after him again mentally and while he's distracted have our cloaked units put an anti unread bomb near him leave then set it off
>>
Rolled 71 (1d100)

>>913159
I'm okay with this
>>
Rolled 45 (1d100)

>>911928

"Well AI Strum, if we'd used the bioweapons on the zombies and monsters there wouldn't be anything for the Crazies to lead back into the rears of our attackers later, would there?"

>>913101
>Take a closer look in the empty skull
There must be something here we can use.

Goddammit though we're going up against a fucking necromancer who actually knows his shit. Not fucking fair to fling a nooby like us with shit tier troops against that.

If we don't find anything of interest in the empty skull then try to find the necromancer's location. We'll do our best to pinpoint strike him/her with...something.

"Well look here man, just because we have a master doesn't mean we can't learn from others. In fact, our master hasn't actually taught or given us a single thing. She didn't give us anyhting, right? All she did was try to get us killed."
>>
Rolled 24 (1d100)

>>913101
>>Take a closer look in the empty skull
Hey buddy, you want some int. I'll make you and your friends smarter if you tell the necro controlling ya to fuck off. Then we can make a place for y'all to rest if you want.
>>
Rolled 14 (1d100)

>>911280
>>911873
>>911898
Some other info you learned while working for the Arms Dealer. Yes in character you DO know this now. The Shrouded One would be embarassed if you sorta didn't despite working for an Arms Dealer.

Since I went over guns and ammo.

Next up is melee weapons, armor, and shields.

Melee weapons besides the old relic stuff that can still quite possibly cut through power armor like a hot knife through better. New tech has resulted in new kinds of melee weapons. Most Notably Mono edged weaponry, Vibro which vibrates at specific frequencies to enhance power, even plasma melee weapons were a thing, and force weapons. Force weapons in this case is the discovery that stuff used to shield can also be used to...well kill. By modifying shield components it was discovered that they could be...surprisingly lethal. Force weapons were however a relatively new technology with humanity even newer then energy weapons.

Force however had the very enviable ability to effect things that...normal weapons couldn't. Not without being made of special materials anyway. So quite a lot of resources went put into looking at force weaponry. Force weaponry is basically weaponized shielding technology remember that.

Even the newer force guns and bullets were being worked on. Though with bullets given how expensive it was...they generally were used only in ships and rarely vehicle. Turned out force bullets were quite good at taking out a shield and armor.

Now plasma melee weapons...in truth aren't actually anything complicated descriptions. All they are is a plasma suspended in a field that you can hit things with. Now how it works on the other hand IS complicated and they reliant upon a good energy and plasma source to function properly. Not to mention terrible things happened should the field generator suspending the plasma be damaged.

They are even more complicated then vibro weaponry hence the rarity. Mono weapons are actually the most common besides an annoyingly high amount of required maintenance it doesn't have anything else wrong with it. Vibros for instance require careful maintenance and regular recharge or battery swaps. Plasma is even worse because you have 3 different complicated techs that MUST be working properly in order to even function. A complete bitch to maintain but damn if it ain't a devastating weapon.

Force weapons amusingly enough were actually lower maintenance then plasma melee but much rarer. The only problem's force weapons had besides usual maintenance was keeping a close eye on the modified shield generator. Due to the shield generator they were renowned for their sturdiness despite its rare nature. In truth the only thing wrong with force was how heavy(which could be fixed) and how bulky(not so much as it was critical to how force weaponry did its job properly) they were.
>>
Rolled 50 (1d100)

>>914016
I am running out of ideas though, this is turning into a slog...which vastly favors the opposing force. In my opinion we need to either find something to untwine the necromancer from his undead, or we need to locate the necromancer and deploy a strike force of bots and well-equipped dudes from Sevitho equipped with disruptors to fuck him up.

"Hey Strum, got anything that might assist me in hijacking this guy's undead? He's being a real twat about it."

I wonder if we could burn his undead out instead of hijacking them. Our lack of any solid skills/spells is really biting us in the ass here.
>>
Rolled 72 (1d100)

>>913101
We were doing really well up until this point. Unfortunately I feel like our outright elimination of the zombie and monster hordes has actually backfired on us against this foe. It'd be a lot harder for this necromancer and his undead to do their thing if there was a huge clusterfuck going on around us right now.

>>914016
>>914133
Obviously I'm kind of running out of tricks to employ.

Contact the Crazies.

"Alright, bring the monsters back now."
>>
Rolled 42 (1d100)

>>914127
The problems mono and vibro weaponry worked meanwhile was a bit more different. In mono case it was simply dulling...which was a huge problem because if they weren't sharp enough to be considered 'mono' then they were no longer considered a mono weapon. Due to this problem mono weaponry was often made out very sturdy materials to keep an edge longer combined that with the complexity of sharpening a weapon until its Mono...meant while finicky the most expensive thing about a mono weapon wasn't the weapon itself. It was actually the sharpener.

Vibro weapons meanwhile put a ton of a stress on themselves due to the vibrating and not to mention burned through their battery pretty fast due to the same fact. If vibro weapon if it 'breaks' in truth that means its actually going to shatter into so many tiny pieces as to be not be repairable. Unless you get lucky and it was the housing/pommel/vibrator that malfunctioned.

Now chain weapons because I know anons wanna know about this was in fact invented by criminal elements. They wanted a weapon as intimidating a chainsaw...that actually worked well in a fight.

Chainsaws were hence designed with mono teeth and carried a vibro container. They required heavy maintenance through 'reloading' its teeth belt but were very sturdy. You see once the teeth got chipped due to their quality metal and the vibro function it stayed lethal. They were the cheap ones. The more expensive one...used rotating plasma. Awesome and technically lower maintenance mostly due to less gore. Gore removal by the cheaper chain weapon was...very brutal. You see the vibrations would literally shake so hard it turned into fluid and fine red mists. So not as big a mess as you would thing and the weapon kept functioning. It was however VERY important you did not under any circumstances touch the vibrator lest you wish to lose a hand. They were illegally modified to be not just dangerous on the edge but also the surroundings so as to...self clean.

If you have any good ideas or techs feel free to mention them. Even if they aren't related to topic at hand. That is how you get cool stuff like Fallout tier power armor, V101, and biofuel.
>>
>>913101

"Legit though Gmwe, do you have any advice on how to beat them?"
>>
Rolled 70 (1d100)

>>914190
That is it for the night....way to tired. I suggest talking more about plans. If its slow expect more info dumps or prov switches.

>>914223
"We need not to be beat...we just gotta outlast them. To hold our position is that not our mission?"

"So we win...but not fighting them like they want us to but by outlasting them."
>>
>>914190
Not sure how familiar you are with metamaterials, Genie but they're quite promising for revolutionizing all sorts of stuff in our world today even if you leave futuristic materials out of the picture.

Metamaterials are, in fact, something that only a high-tech civilization is likely to be able to produce. They're materials that rely upon particular /shapes/ to give them special properties, and can typically only be manufactured when you have access to precision programmable machines.

Particular instances of metamaterials off the top of my head are VANTA-Black, a fabric that gets...wider as you stretch it instead of skinnier (this has legit been developed by MIT, though I find the very concept hard to envision), and flat lenses that warp light using pillars of material spaced apart smaller than the wavelengths of light that they're meant to bend (they're manufactured using the same equipment you use for microships, with much lower precision requirements, and though it may not sound like it being able to make lenses that are FLAT is a BIG DEAL. Also since the effect is based upon the physical structure not the substance it's made out of [for the most part, though some substances are better than others] you don't have to use super expensive optical glass to make them out of.)

>>914229
"Aah well we were kind of trying to exceed expectations here Gmwe but you do have a point."

How much longer do we have left to hold out?
>>
>>914280
What gets interesting is when you combine metamaterial technologies with futuristic materials.

The self-widening fabric weave, could be woven into a stealth-fabric sheet in a web, then rolled up into a ball with a small tension spring or something hooked in and disabled like it's a grenade. Pull the pin on the grenade, throw it somewhere, the spring will put stress on the metamaterial weave, which will widen itself out, which (with some clever design) will essentially give you an instantaneous pop-up stealth tent that will fold back into shape perfectly as soon as you remove tension from it.

To be honest though I find it kind of hard to think of futuristic application for metamaterials because they're all so weird and game-changing in fundamental ways. They just open up completely new paths for us to go down that are completely independent and unexpected...or at least to me it seems that way. They're neat and have obvious applications after they're discovered, but I never sat around in my daydreams thinking "man, I hope someone invents something that will widen when it's stretched one day." before the fact.
>>
>>914334
Another thing would be focusing lenses for lasers or whatever that are created out of extremely tough or heat resistant materials, because you're not restricted to just glass any more.

3D Printing promises a similar revolutionary effect, but again it's kind of...lagging at the moment. With 3D printing you can all of a sudden make ANYTHING you might need or want. This primarily benefits mechanical applications. You want a seamless swivel balljoint (which again is a much bigger deal than it sounds), suddenly you can have that. The thing being that we have spent the entirety of our time manufacturing ANYTHING learning to live without the capability to create certain things, and we've developed good workarounds but a workaround is still a handicap. It'll take a while for manufacturing and engineering to catch back up and us see what sort of neat stuff we can make now that there's no limits on having to design component parts that can be manufactured using the tools we have at hand.
>>
Rolled 100 (1d100)

>>913101

>Give your troops orders
Contact the crazies
"Alright, bring that monster horde back and add anything else you can find that has a taste for the undead to it on your way.

We've got a necromancer and his undead targeting us and it'd be real nice for him to get his flanks hit by a monster swarm right about now."

Troops should continue to hold the line. Quit the shield pulses. Deploy more disruptors if possible, and do it in such a way that if the undead avoid them they'll be funnelled into killzones and chokepoints. Put our own undead up front to bear the brunt of this fighting.

Teks, work on getting that shield generator recharged. Doks, begin rotating the troops and administering alertness/anti-fatigue drugs as needed.

"Sevitho, thank you greatly for your assistance in this endeavor thus far. If you have any information or advice that is pertinent please do inform us."

Also
>Take a closer look in the empty skull
>>
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Rolled 35 (1d100)

>>914395
HAHA, YUSSS.

The dice goddess apparently liked my exposition for your setting, Genie.
>>
Rolled 22 (1d100)

>>914395
Finally something mostly going our way.
>>
Rolled 87 (1d100)

>>914395
>>914403
That's really cool, as is the fact that you got a crit on what I believe is a rock-solid tactical plan. You even got the crazies and taking a look in the skull, so it's not just a boring but practical action.

I don't know what to add. What more to say? Metamterials...I gotta google those sometime.

We just need to remember the goal is to hold.
>>
Rolled 28 (1d100)

>>914743
There was also a bed of microneedles designed by a team in China a year or so after the big BP Gulf Oil Spill. One of the biggest environmental problems with oil spills is that wave action will break up the oil on the surface into microdroplets that cant be scooped up by mechanical means under normal conditions. At that point you have to employ oil-water separating machines which are huge, expensive, power hungry, only so efficient, andaren't designed for enough throughput to filter out an ocean.

This needlebed though, the needles were placedin an array such that reverse capillary action would occur with water and oil, essentially sucking the oil to the bed of the needle sheet while scrubbing the surface water that flowed through it. It did this just by cirtue of its geometry, noelectticity or heat required. Best part of all was that when these sheets were saturated you could casually pick them up, washout the oil with Dawn soap or something, and then they'd immediately be ready to toss back down without any loss of effectiveness.

Too bad the oil companies are too fucking cheap to actually invest in something that works. Cheaper to pay bribes to the government.
>>
Rolled 86 (1d100)

>>914395
Gotta support our smarty comrades.
>>
>>915151
There's also the Re-usable Hydrocarbon Sorbent (RHS) technology; much cheaper and reusable for about 1500 times.

Beads the size of mentos mints absorb hydrocarbons, which can then be recovered.
>>
Rolled 29 (1d100)

>>915151
>>915836
Amazing and, surprisingly, relevant to my current studies in environmental ethics the only conclusion I've drawn from that course is that generally speaking, we're fucked

>>914190
I don't know much about science, I'm simply a student of philosophy. Which you mentioned earlier. I have to assume the foundations of logic are the same in the Genieverse, but it's easy to imagine that epistemology would be quite different with psionic and magic-enhanced senses.

Perhaps something similar to the Eleatic school of philosophy would have been popular with early psions. All is One, the mundane senses are unreliable and the multiplicity and mutability they report to us are illusions.
>>
Rolled 95 (1d100)

>>914395
Crazies dispatched to find monsters with a preference for the undead. they came back much sooner then expected among a very big monster horde that slammed into the undead flank. Given how we had deployed more disruptors and were somewhat funneling the undead. The undead quickly broke apart and stranger still the monsters ignored our living forces...though they did try to munch some of our undead. but the undead made sure to move back and the crazies showed then just as they came they were gone.

Undead forces eliminated.

You meanwhile took a closer look at an empty skull. Truthfully if it weren't for your magical talent you never would of realized how you got tricked. Somehow the necromancer knew a spell to divert you into an empty skull. Thereby protecting the necromancer. Poking around in the skull you realized it to be a very clever spell. Relying upon necromancy and undead that obscures the mind to create a powerful distraction and diversion that would fool even a psion readily. Your not entirely sure how to counter it as the spell relies upon some powerful switching magics in addition to some other advanced techniques. You do however realize so long as the necromancer has some spare skulls a psion will never be able to attack the necromancer mentally without having some if not all their power diverted away.

Megacorp personnel meanwhile have reclaimed their property.

What do?
>Rest
>Try to find the necromancer again
>prepare for the next inbound assault
>Other?
>>
Rolled 66 (1d100)

>>916226
>>Rest
We need some time to enjoy life while we will have it. Less we become like our other crew members and never get that chance again. Tho not harm if our undead crew what to join in the resting.

Hey AI Strum, have any snacks or other treats I can hand out to the people fighting?
>>
Rolled 24 (1d100)

>>916226
>prepare for the next inbound assault
Mainly by helping the Megacorp personnel with repairs. But also other stuff, including anything anyone else comes up with.

>>916261
We can enjoy life when we aren't expecting another attack.
>>
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Rolled 66 (1d100)

>>916269
People run on morale It keeps them going all out with no fear. If we keep pushing people will break. They need some rest.

If you don't want the living to rest. Can we at least get some music to listen to?
>>
Rolled 49 (1d100)

>>916292
Alright, our men can rest but I think we personally should do something proactive. Also our undead who know neither fear nor fatigue.
>>
Rolled 50 (1d100)

>>916226
>>916261
I'll support this
>>
Rolled 31 (1d100)

>>916324
>>916292
Well if someone else supports you, I'll just switch to your way outright.

Let's see if any of our undead can lay down sick beats.
>>
Rolled 18 (1d100)

>>916308
I know it's more efficient to use our undead endlessly.

Yet with say Pearly and Mc Sream having smarts and personality. It makes me want to treat them like the rest of the crew. Get the undead to like us more and with trust maybe they will push them selves harder as well. You know give them a reason to go all out.
>>
Rolled 30 (1d100)

>>916355
I hear what you're saying, and in this specific instance agree with you partly for the sake of consensus.

Wonder if we can watch a movie? Television works surprisingly well at distracting the living from their inner void, maybe the undead will like it for the same reason.
>>
Rolled 9 (1d100)

>>916390
Eh all that would be on TV is reruns and probably some old super villain dicking around.

Although a movie wouldn't be to bad.
>>
Rolled 1 (1d100)

>>916261
Support, refresh ourselves, maybe fuck a bandit for relief I dunno
>>
Rolled 73 (1d100)

>>916292
>>916324
...that feel when I recalled you had undead pirates.

hahah I have JUST the right music!

https://www.youtube.com/watch?v=b07161HP_XM&ab_channel=UnusualMusic

When you asked your undead for some music. You weren't expecting for them to pull out some...very old seeming instruments and more modern ones. After that a zombie stood up that began to sing...a pirate shanty. Meanwhile the other undead pirates after realizing which song it was began to sing along in an unholy undead chorus of rotting voices.

Meanwhile the rest of your undead stood to the side...somewhat confused over the fact that all the pirate undead are enjoying themselves playing some strange music. The living meanwhile took the time to get a break and rest. You took enjoyed a nice break...trying to sleep through the seemingly very cheerful undead pirate songs.

...Alas your break was not to last. As after awhile...you were awoke by a strange haunting melody. Yet when you looked out into the night...you didn't see anything. At first that is.

As time wore on...lights begin to appear. Unearthly lights that hurt the eyes and flames that seem singe reality itself. From there you heard the melody...gradually grow stronger and stronger. Soon others awoke to the melody as some strange music begin to start. There you saw a single stranger standing amidst the dead in the middle of the battlefield. A hooded stranger that...that gradually melted away into reality. Replaced by...things not of this world. As they gathered together into a mighty horde preparing to assault your position.

It was then you heard a single word spoken from the stranger right before flickering completely away.

"Begin."
>>
Rolled 51 (1d100)

>>916620
You heard the being whisper with its last breath. Once that word was spoken...they came. Charging at your position.

Music related for the stranger and outsiders https://www.youtube.com/watch?v=QcKxMoJB4L0&ab_channel=RobZombieVEVO

>What are your orders?
>>
>>916613
Is this rule of three....
>>
Rolled 67 (1d100)

>>916635
Open up with artillery
All forces, take cover and prepare to open fire as they get in range
Undead in front ranks

>>916613
You just had to say "fuck a bandit" didn't you.
God fucking damn it, I thought we had settled that issue.
>>
Rolled 51 (1d100)

>>916672
Supporting this
>>916613
No bandit fuckkery, we're all about that witchery
>>
Rolled 75 (1d100)

>>916672
That feel when I actually had a plan related to you morons fucking a bandit bitch hahahahah.

>>916613
I cannot tell you how happy that last half makes me. AND ITS a third 1! If you guys keep this up your gonna end up traumatized against sex. I had to dig up it just now so consider this part of the previous thing roughly in the middle.

When you went to retire figuring an excellent way to refresh yourself is by fucking a bandit. As it turned out there was one fetching female who was among the pirate zombies whom you decided to approach after seeing how well she seemed to get along with them. Where she came from you honestly don't know and frankly against your probably better instincts you decided to hit on her. in response unexpectedly she hit on you too with a strange smile and after as they say...the rest is history. At least until you awoke by the earlier problem...and an undead delivered a strange note to you left by the female bandit that simply said.

>Beware the Phantom Stranger.

XOXO Foxy Lady.

PS
>The stranger is very tricksy and the music is special.

Which kind of explains the whole disappearing phantom figure...but it also worries you, because the female bandit was gone and everyone swore there wasn't actually one there. The undead however told you someone WAS actually there...it was just you and the undead were the only ones who noticed her. The undead claimed she called herself Fox and said she would see you again...soon.
>>
Rolled 98 (1d100)

>>916672
Sorry.. But that is the third 1 right? Maybe we shagged her brains out or so hard no one believes her? Full Ahegao mode, we're so good it's unbelievable

>>916635
>Orders
Ok begin a slow barrage, we need to get a measure of these new foes and how to beat them. Can our Corp friends help? That'd be nice.
Otherwise just secure the forward parameter so we can fall back if needs be. Let's face these guys up
>>
Rolled 73 (1d100)

>>916740
In terms of sex quality...it was like fucking a very violent crazy chick. Who was torn between fucking your brains out or tearing your dick off. Both through sheer high impact sexual violence.

Which as it turned out is the norm when fucking bandit bitches. Injuries are also not by any means unheard of both sexual...and otherwise during sexual intercourse with bandits. Pelvis replacement is a not unheard of surgery that some bandits swear by.

Injury wise your surprisingly unscathed...but you feel like your balls are gonna take awhile to recover. Also your concerned about possible brain and or penis damage.
>>
Rolled 45 (1d100)

>>916663
It is the Rule of 3, so hopefully our people's morale is REALLY boosted.

>>916635
"Reading anything useful on these guys, Strum?"

"AMY, would you be a dear and see if you can't direct us who/what we should mainly defend against?"

>Order Troops
"ALRIGHT BOYS AND GIRLS, when we started out we were all just a bunch of sorry fucking green scum, weirdos, and weaklings.

Now we've raided the shit out of all the hardest types of targets you could possibly hit and come out on top.

We've not only survived being besieged by a Zombie Horde, Monster Swarm, and Undead Uprising...WE FUCKING KICKED ALL THEIR ASSES.

Despite all that we face our fiercest foe yet tonight, this Outsider Army that assaults us now. Outsiders...damned Outsiders...but you know what the thing about Outsiders is? What we've got that they could never hope to have? What our sweat, blood, curses, screams, grit, and goddamned savagery has won us on this spot with our fellows from Sevitho?

We /belong/ here, and /they/ don't. We did NOT just fight off all these zombies, monsters and undead to go down NOW. THIS IS OUR FUCKING LAND, THIS IS OUR FUCKING WORLD, NOW LET'S GO OUT AND OWN IT!"

Full on counterattack, authorize use of all special munitions. Doks drug the fuck up out of our guys, they can take it after getting that rest. Everything we have, deploy it, everything Sevitho has that could be of use, deploy it. Shield should go up, and pulse it if we've got the extra power in the bank for it. See if AMY can't coordinate when we should use the pulse and not.

Our primary objective is to regain our primary defensive positions. If that's already been accomplished or if it gets accomplished then we engage in rapid punch-through raids. Break through their lines, break out into the greater city, and then after a period of time fight your way back into one of our strongpoint entrances or lure some outsiders after you into one of the marked trapfields.

Time to go full blow, BITCHES.

Please god let this work. It should certainly be unexpected and that's half the battle. After this we just need to last until the time limit runs out.
>>
Rolled 87 (1d100)

>>916736
>music is very tricky
Okay we do whatever these other anon said but we keep the pirates playing their music.
Battle of the bands
>>
Rolled 94 (1d100)

>>916792
Huh, yeah add this to this: >>916789

Switch to pirate battle songs though.
>>
Rolled 97 (1d100)

>>916789
Normally I would be against counterattacking when we could be turtling up in our fortified position, but fuck me if that isn't a rousing speech!
(support)
>>916792
>>916805
But I especially support this.
>>
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Rolled 14 (1d100)

>>916842
This will be a fun fight.
>>
Rolled 60 (1d100)

>>916805
I'm down for pirate battle songs
>>
Rolled 68 (1d100)

>>916789
Support
>>
Rolled 38 (1d100)

>>916842
You request for the pirates to switch to battle music. After that you gave a very...rousing speech. With Strum giving you some strange objects that he claims are 'reality stabilizers' which apparently work amazing well against 'outsiders of all kinds'.

According to Amy the horde is largely made up of unintelligent outsiders. What we should be looking out for is the strange music on their side and whatever it was that made them come here.

After such a rousing speech your forces proceed to charge into the outsider horde. Forcing them far enough back you were able to reclaim the lines originally lost to the undead assault. Unfortunately that was the limit for your forces as you got bogged down with admittedly much fewer casualties then expected.

What do?
>Try to find the stranger with your magic
>Deal with the music
>Oversee Command of your troops
>Investigate the strange female bandit
>Other?
>>
Rolled 54 (1d100)

>>917128
>Deal with the music
Hm maybe we can amp up the band with bandit boom boxes.

Try to counter it and lase in some magic of our own into the music to find them.
>>
Rolled 48 (1d100)

>>917128
>Deal with the music
>>
Rolled 36 (1d100)

>>917128
>Deal with the music
>>
Rolled 16 (1d100)

>>917128
>Deal with the music
>>
>>917128
Wait genie, investigate the female bandit? She's around or we see her? Or do you mean search for her?
>>
Rolled 56 (1d100)

>>917341
As in look into hence investigate female bandit. She IS after all...very suspicious no?

>>917212
You decide you should best figure out how to deal with their music. As your own isn't quite enough, but as you examine the battlefield. You ran into a problem...you don't see where the music is coming from. Like at all.

That was when you realized this was going to be tricky. As you asked your troops they also stated they noticed no source. Meanwhile the AIs also agreed at finding no direct source...

Your attempts to drown out the music with your own failed to work even with bandit boom boxes. While your attempts at using magic to deal with it failed to turn up anything.

Meanwhile the battle is ongoing...but you get reports from underground outsiders are showing up in the tunnels.

What do?
>Keep searching for the music source
>Try to find the Stranger
>Investigate a certain female bandit
>Oversee command of your troops
>Other?
>>
Rolled 72 (1d100)

>>917369
>find that bandit female
>>
Rolled 37 (1d100)

>>917369
>Investigate a certain female bandit
Let's do this.
>>
Rolled 53 (1d100)

>>917369
>>Investigate a certain female bandit
I guess we are gonna follow the white rabbit down the hole.
>>
Rolled 58 (1d100)

>>917369
>Oversee command of your troops
"We're here right with you, we've pulled you through this far, we're confident enough to walk to lines with you, count on us that we'll make it through this."

Because if we don't then either we'll be dead or they'll all be dead so it's a no-lose situation.

Reroute Pearly White, McScream, Gmwe, any particularly individually powerful undead we have, and the Stalkers down to bolster the underground defenses.

Otherwise continue to hold the line. AMY and Strum, if you could continue to try to figure out where the music is coming from, or /what/ is/might be producing the music it'd be appreciated.
>>
Rolled 5 (1d100)

>>917537
Yeah, I'll back ya.

I'm trying to think of how we can see in-between planes. I think the fucker is hiding just out of sight. Yet maybe not out of mind. Thought I'm unsure if psi would do the trick.
>>
Rolled 19 (1d100)

>>917581
It's a good idea. We should try searching with psi next instead of magic.

A large part of my action plan is about trying to get a couple of guys who like us in the bandit camp even after we leave.

We probably ought to take the time to have the Teks re-set the traps in the outer positions while we still own them. I get the feeling we'll be forced to retreat before this is over.

>>917489
>>917463
>>917385
You know it's probably our sister or something, right
>>
Rolled 56 (1d100)

>>917602
>Our sister....
Nice.
>>
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Rolled 32 (1d100)

>>917602
>You know it's probably our sister or something, right
O god come on. I wanted us to make up with her. Not make out.
>>
Rolled 72 (1d100)

>>917602
>Fucking your sister

I-I anon I am SHOCKED you would even CONSIDER such a thing...even I have limits. I mean I surely would AT LEAST make it...well interesting no?

I mean I had this in the books for a little while now but not that long...sheesh is fucking your own daughter going to be next?

DO recall your sister hates your guts.

I mean the incest angle...has to be played properly otherwise its just some cheap shock value. I ain't that cheap anon. I mean damn I cannot believe you think so lowly of me...and the bandits.

I mean SURE i totally would with the right prep work...but that work has gotta be there anon. Otherwise it cheapens it.

Now incest among bandits...ah...well uh...you know its not like I can't say it doesn't happen i mean we ARE talking bandits here. As for how common it is...DO recall bandits are dependent upon outcasts to keep themselves from collapsing. They really ain't a fertile bunch(all that drugs and killing). Not to mention outcasts...are thrown out for a reason usually not with family in tow if possible because that is prone to piss people off if you throw away innocent people like that for no reason.

SO...Technically bandit incest isn't actually as nearly common as you would think. Truthfully pedophilia is a bigger concern but typically pedo bandits are smart enough to target the slaves for that sorta thing. Less likely to piss off their fellow bandits that way.

Now poaching younger mates...is not exactly unheard of. Mostly for the purpose of ensuring 'purity', beauty, and control factor of mates. Both male and female bandits have been known to get off to that sorta thing. It doesn't help the only ones who are successful in that endeavour are the ones bad ass enough to beatdown everybody else without their partner's assistance. Nasty bunch definitely among the stronger bandits.

Appearance wise they can be hard to identify due to bandit love of augs which can make them look younger then they are really. Generally though most bandit relationships that involve one bandit being clearly more powerful then the other...is often older as well. The usual bias against weak coupling being overlooked by bandits into that sorta. For some of them its even a fetish or blatant preference.

>>917621
>>917630
Oh goddamn it. At this rate I am gonna have a goddamn incest arc or character or something fuck. At this rate magical cures to inbreeding is gonna come up.
>>
Rolled 38 (1d100)

>>917702
Unless we are talking Bad bandits...incest isn't exactly unheard of among them. They are gigantic perverts given they spent their entire lives among bandits. Seriously end up into some freaky ass shit but they can be into all kinds of unbelievably fucked up stuff. Not just incest...otherwise the...incestous bandits are gonna be the outcasts who get thrown out...due to incest. or something like that.

IN both cases incest in bandit society...is actually and truthfully surprisingly rare.

If incest comes up expect the genie to 100% fuck with you about it, but I am not about to make it cheap for maximum entertainment purposes...for myself anyway. No fun if its cheap like that.

>>917385
You decide to look into the female bandit. While the living forces were completely useless the undead and AI seemed to have notice somethings. According to Strum the person is a very powerful necromancer. While according to Amy is probably not related to you and that was equipped like a bandit heavy...which would make her very hard to find indeed. Far too much concealment and protection...but its somewhere to begin looking at least.

What do?
>Keep up the investigation look into the heavies
>Try to find the Stranger
>Deal with the music
>Oversee command of your forces
>Other?
>>
Rolled 65 (1d100)

>>917602
>>917621
>>917630
I can't believe anons would think I would go for something so cheap...not even one anon defended me. Shouldn't at least ONE of you know better by now? Did my plots really degrade that far?

Sheesh I am totally gonna have to start unleashing more plotting. You bastards thinking I would do something so cheap for shock value and crap...sheesh. I have serious standards and questionable professionalism you know. I ain't about to forget this kinda thing.
>>
Rolled 28 (1d100)

>>917763
>Keep up the investigation look into the heavies
Inspector Slate is on the case

>everyone else deal with that music God dammit

>>917792
Honestly I didn't think it could be here as it didn't seem to match up. I didn't rule it out because I can see the Genie pulling the old double bluff. No way is it our sister that's to obvious...oh suit it really was. The Genie thrives on suffering after all.

I really do want to find Foxy Bandit Batch though, I like then sadistic and kinky as funk. I just want a Bad Bandit Bitch waifu but I've made peace with us likely going for our big sis apprentice, who I bet is into shotas... Seriously anyone else getting that vibe?
>>
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Rolled 71 (1d100)

>>917792
I was just playing along.

AMY would you know if we can echo location outsides with psi or something like that. Just flood an area and watch how it moves.
>>
Rolled 6 (1d100)

>>917763
>deal with the music
>"DO YOU KNOW WHAT TIME IT IS? TURN THAT MUSIC DOWN SHEESH
>Strum gmwe please investigate into this female bandit matter while I have choice words with these music players
>>
Rolled 58 (1d100)

>>917817
You are somewhat close.

Anyway I gota go to bed early due to medical stuff in the morning. I will be back sometime tomorrow howerer probably around noon.
>>
>>917999
Hope you get to feeling better genie.
part of me thinks it's that demon witch
>>
Rolled 58 (1d100)

>>917763
>Try to find the Stranger
Probably the one behind the music. Seems we have a thing for encountering Mysterious Strangers.

>>917817
>>918010
It must have been the necromancer whose forces we defeated. Someone Cull knows, but not part of the bandit camp.
>>
Rolled 64 (1d100)

>>917763
supporting this >>917940
>>
Rolled 9 (1d100)

Just came to me. That bandit necro lady is the necromancer we fought. They wanted to meet us in person.
>>
Rolled 54 (1d100)

>>918367
Yeah, everything about her fits being that necromancer thus far.

> Bandit
Captain Cull had to know the necromancer somehow to get them to attack us.
> Sneaky
The necromancer went through all the trouble of controlling the undead in a fashion that made them look like they weren't being.
> Only seen by us and the undead
That's got to be something, i just don't know what.

So if we're mostly facing unintelligent outsiders i wonder what sort of tricks ws can pull on them. They're probably about monster tier intelligence.
>>
Rolled 75 (1d100)

>>917763
>Deal with the music
and play music of our own.
https://www.youtube.com/watch?v=AB_zVyuAEDk
>>
Rolled 12 (1d100)

>>917940
>>917763
I support delegating the investigation to Gmwe and AMY while we
> Deal with the music
>>
Rolled 74 (1d100)

>>917763
>Deal with the music
Priorities
>>
Rolled 87 (1d100)

>>918010
Unlike to ever occur. At this point the only things the docs will admit to is its clearly chronic. Genie is fucked.

>>917763
Deal with the music again it is...

This time you actually made some progress. Mostly because you realized whoever was doing the music was either there not but not there or hanging out in the back. So you asked the stalkers to investigate. They told you through the radio in their strange warped voices that there is a group of outsiders surrounding by outsider reinforcements hanging back who are playing the music...and its somehow being channeled through outsiders in such a way as to be impossible to determine. Problem is there isn't actually a way to get to the musicians and they don't know how its getting channeled.

What do?
>Keep up the investigation look into the heavies
>Try to find the Stranger
>Deal with the music
>Oversee command of your forces
>Other?

>>917818
While possible to do that Amy doesn't think you know how.
>>
Rolled 41 (1d100)

>>914280
>>914334
>>914367
I am reasonably familiar with metamaterials and 3d printing is something the corps make extensive use of as well as nanites with other futuristic industrial equipment to be so good at what they do.

Metamaterials are put up there with the other 2 for material bullshit that exists in the Genieverse.

In fact they are number 1 because they are the closest to our own reality just more advanced.

number 1 is as you mentioned the new material sciences that are modifying mundane materials to have often amazing and possibly unexpected properties. These too exist in Genieverse(otherwise i would have to reinvent so much shit so no thanks).

number 2 is Rare materials which due to space mining and multiple worlds aren't quite so rare as compared to our own reality. Thereby allowing much more to be done in Genieverse as its now relatively plentiful.

Number 3 is 'Exotic' aka stuff that doesn't exist in our own reality but exists in Genieverse.

the three together makeup the bullshit materials that exist exists in Genieverse. Now in the post apocalypse ALL three have problems, because the modified mundane materials often require special facilities to create. The rare materials meanwhile require the extensive but now dead logistical, gathering, creation, and supply system that used to exist. Exotic materials meanwhile are actually the ones that were least fucked because as it turns out the new environments have actually helped cultivate some of them. Problem is the rest of them which required yet again the extensive but now dead supply system.

Hence a big reason why the post apocalypse stuff...is frankly so lacking. Your literally stuck with what is either nearby or what you can scavenge. In the Pre Fall world meanwhile they had the facilities and systems in place that were able to supply all three material types.
>>
Rolled 89 (1d100)

>>916044
The scientific method was founded relatively early on in Genieverse setting due to the Learned Magi and hence Logic wasn't far behind. It was then modified and adopted by rise of Science which actually came from the Alchemists especially were fond of Logic. As the magi often ran into things that...didn't quite have an easy or logical explanation.

Philosophy wise...Genieverse philosophy is frankly rather complicated. As they had literal gods, knew quite a bit about the afterlife(thank you necromancers), and had directly contact with other realities. When you throw in magic and psi things start to REALLY get fucked.

Its why I haven't bothered much to get into the philosophical aspects of Genieverse, but its honestly rather insane. Their philosophical development while in some ways quite similar to our own in many others ways...took a very different path and may seem insane to us.

the mundane senses being unreliable was rather popular among both psions and magi but it was commonly challenged by the fact that there existed psionic and magical illusions as well as tricks that were bypassed by using mundane senses. Hence normal people didn't really have to worry about.

The All is One philosophy that was immensely popular among the psions actually arose for many different reasons and its all those reasons is why its so strong.

The same is true for the magi their beliefs that challenge the Psi beliefs.

Then you have stuff they both have that relates to Nothingness and is especially important to the psi magi.
>>
Rolled 8 (1d100)

>>919370
Armor

Thanks to the previously mentioned stuff relating to advanced material sciences, exotic matter, and much better access to rare materials. Armor technology like weapon technology is very advanced compared to our own. Cheapness is however important and why you still have inexpensive chemical propelled weaponry still be popular despite there being armor that could block it. It doesn't help that said armor is rather expensive nor that special munitions were developed to help counteract that problem while help maintaining cheapness. This worked to a degree but the power of armor+shields made it so that the well prepared/wealthy could be very well protected indeed.

It doesn't help that even by the Pre Fall era there were magical suits of armor that were so well crafted and powerfully enchanted they could shrug off a Gauss Cannon shot without so much as a scratch. Sadly for many of the now countries of old they were not easy to produce in mass nor were they cheap. They DID however exist.

By the post apocalypse armor comes in three kinds.

Relics as in those ancient armors of old.

Pre Fall advanced technological armor.

Scrounged Armor of the Post Apocalypse.

Those ancient relic armors can date very far back were often crafted of either mundane materials that were carefully enchanted or magical materials that further enhanced their already magical properties with extensive enchantments. They did however sometimes prove to be lacking towards more unusual attacks like chems or concussive force yet at other times surprisingly well protected against them. Its not entirely well known why this is exactly.

The next most common armors is the advanced technological armors of the Old World. Which took advantage of advanced material sciences, commonness of formerly rare materials, and the exotic materials as well as technology to create such armor. They often came with extra perks with software installed and other support systems. They are however pricey and not cheap even before the Fall. The better quality armors could however protect you just fine against most things but it started encountering problems to deal with the bigger stronger ones.

The cheap armors meanwhile replaced extra protection and support with ease of repair and parts. They are similar to the older armors but are much more modular due to cheapness yet needing to allow quick repairs in order to ensure marketability.

In the prefall cheap armors had many similar methods of the better armors but not nearly as extensive, overlapped, or with extra perks. This made them weaker it DID make them easier to repair. To help facilitate this strength they were further modified to became increasingly modular to allow for increased ease of repair and possible upgrades. Resulting in some people swearing by the simple cheap but dumb armors but with others hating them.

The expensive armors meanwhile were elaborate and complicated, coming with many builtin functions and extensive protection.
>>
Rolled 68 (1d100)

>>919370
>deal with the music
Hate to hear that genie, the chronic and stuff
>>
Rolled 26 (1d100)

>>919592
We can search using our abilities, try to sense or "feel out" the warp hole or whatever you would call it that they are channeling through/out of.
>>
Rolled 31 (1d100)

>>919592
>>919624
Try to cut off the channeling of the music through other outsiders? Pull the plug on their amp, so to speak?

Sure, worth a shot I guess.
>>
Rolled 29 (1d100)

>>919650
Yes that exactly!
>>
Rolled 4 (1d100)

>>919370
>>deal with the music
>>
Rolled 37 (1d100)

>>919624
>>919650
I'll support the snip snip
>>
Rolled 80 (1d100)

>>919436
Its worth noting that the relic armors that didn't have those properties are no longer in circulation much due to their weaknesses they wouldn't simply be worth it.

In terms of protection and special perks the more expensive pre fall armors easily beat their cheaper kin. They did however lose in terms of easy repair and modular ability that allowed for easy personalizing.

In the post fall world the scrounged armors have become increasingly common. In truth they are often made of pieces of the other two types. While in other cases they are made up of whatever materials can be scavenged or directly made by armorers with new world materials they were provided. This had led to a shocking variety of seemingly primitive armors to such advanced looking armors that they wouldn't be amiss among the expensive armors of old.

As such those armors are what is most common in the new world. Going anywhere from monster hide leathers to made of salvaged metal platemail. From padded cloth wraps to glimmering techno armor. In truth when it comes to new world armor your best of going by different overarching factions rather then in general. As variety is just too much as well as performance differences.

In that regard I shall start with the Remnants and their new armors. For the Think Tanks they are the ones who have the advanced armor which wouldn't be amiss in top of the line pre fall armors. Especially the ones who specialize armor would be of such quality that they would in fact be superior to their old world counterparts! The gear of the think tanks like most would think are rarely made with great difficulty and care typically being highly experimental but still deemed worthy for fieldwork. Mostly as they like to claim for 'field testing' purposes. Given how they are also the only ones who have the expertise to make repairs or change things should things go wrong. Its really no considerable surprise.

Next up are the government remnants. Who are the most balanced of the remnants depending on their focus they can have very high quality armors. Otherwise they have been largely noted to adopt a fodder type armor and an elite type armor for their forces and usage.

The megacorp remnants interestingly enough have adapted by using the cheapo advanced armors of the Pre Fall style designs for their armor. Making them easy to repair and modify while surprisingly sturdy given their manufacturing techniques as well as uniform which goes well for corp imagery and advertising purposes. Plus the cheapo designs of the armor make them easier to deal with the lacking materials they have to regularly deal with.
>>
Rolled 77 (1d100)

>>919592
According to the Docs the Genie is a cripple.

>>919650
Your attempts to find where the music is being channeled through meets with some success and using your psi magi abilities you were able to even shut it down! Or this case interrupt the channeling causing it to cease. Or so you thought...but you still heard the music.

After taking a closer look much to your horror you noticed there are multiple channels that the music is being routed through. Destroying one isn't going to work. Especially as they can simply create some new ones for the music to play through. So unless you can shut them all down and keep any new ones from sprouting up again.

Its not going to have much effect.

Meanwhile your forces reporting increased difficulty as the tunnels are becoming increasingly flooded, also new flying outsiders have also been spotted. Fortunately your bandits were smart enough to set up some AA and its the first time its being used. So you don't have to worry about running out of ammo right away. Some of your forces are requesting the usage of heavy weapons, but like your special ammo. Your heavy weapons supply is limited and you are suppose to last 2 weeks...and this is merely the very first day. Approaching the second to be more precise.

What shall you do?
>Try again
>Oversee command
>Find the stranger
>investigate the female bandits
>Find the tricks
>Other?
>>
Rolled 81 (1d100)

>>920117
Damn genie, mom is cripple and it sucks..

>try again, but this time reroute the channels to one another
Were gonna overload them by crossing their own wires
>>
Rolled 33 (1d100)

>>920117
>investigate the female bandits
Work with a few Undead who also saw her... I wanna find her before she finds us....oh god is she the VIP escort should we survive?

>Other?
Maybe with a few Crazies or other PSI/MAGI users try to triangulate the source of the music. find it then depending on what we find we deal with it.
>>
Rolled 86 (1d100)

>>920150
ok thats a better idea, lets do that. Maybe if we do it right we can utterly distort their tune if it don't just cause a blowout.

Genie....if this is barley day 2...are we doing good?
>>
Rolled 48 (1d100)

>>920117
Fuck this has been only one day.

>>920150
Sure.

>>920117
By the way does the bandit book say anything about outsiders or phantom stranger?
>>
Rolled 30 (1d100)

>>920085
Lastly for the paramilitary remnants who struggle to deal with their decreasing old world supply and finding replacements in the new world. Their armor is made up of hoarded old world goods and carefully scavenged but often mixed old replacements that date to the Pre Fall. The paramilitaries have long shown a great unwillingness to 'downgrade' themselves into new world replacements and only seem to consider it should it. Should they be prime megacorp goods or from a Think Tank. Otherwise what they don't keep they trade for replacement parts, munitions, and things that are 'up to par' to their standards. Most merchants particularly hate the last part but its proven QUITE profitable if you can pull it off.

The Shrouded One for instance had made a deal with the paramilitary for first dibs on premium goods for sale in exchange for bulk trades. So in exchange for say a few suits of used old world armor. The Shrouded One gains entire crates full of stuff that didn't meet their standards.

Survivor armor meanwhile is...usually the most missmatched odd mixture your ever gonna find outside the Bandits. If it wasn't for the bandit obsession between pimping their gear up. As well as the great Beefy and Speedy debate it would really be hard to determine them apart. Thus survivor gear is often a mixture miss matched bunch of scavenged pieces jury rigged together into a single armor. Or made by gathered materials by their artisans into a bit better looking but worse protecting suits of uniform armor that are easier to maintain.

Tribals meanwhile have the most backwards armor using plant and monster parts to craft. They have however been shown to be shockingly sturdy despite their crude appearances. Are thus to not be underestimated.

Bandits meanwhile armor is made up of whatever they can loot. Made by slave labor, purchased from the bots or more rarely a corp. The rest meanwhile comes from the Teks who carefully craft and maintain the armor of bandits. Bandits love tek armor almost as much as they do looted old world stocks and much more then bot made armor. Which they all collectively agree on somehow never fits quite right. Usually being either 'too big or too small' if you are as they say 'lucky'. Bandits are convinced this is because bots don't wear armor they can take off and care not for comforts. Hence why shitty slave armor is somehow still more comfortable. Unsurprisingly their best armors follows the same system that their favorites do. With the noted except of bot armor which while good is uncomfortable and slave made armor. Which while most of it is rather shitty some slaves are however quite skilled and can make armor that can even rival the Teks.
>>
Rolled 59 (1d100)

>>920117
>Find the tricks
This is new and worrisome.
>>
Rolled 43 (1d100)

>>920206
Nothing on the phantom stranger. For outsiders is says the dumb ones are easier to deal with but can be as mindlessly relentless as the zombies, as hard to kill as the undead, and as clever as the monsters.

The smarter outsiders meanwhile can be very hard to predict but generally they ain't good news. As the good outsiders don't have much desire to leave their own realities to cause trouble in others. Their tech can often vary wildly, but the rule of thumb is. If they ain't got the techs then they sure as hell got the magics.

>>920230

Zealot armor is noted for being the most old fashioned. As the zealots along with sticking with their faiths that saw them survive the fall. Are big fans of the holy looking and old school armors of the ancient past. In that regard their armor is the most conservative and old fashion looking. If...very well made and commonly blessed. Despite their old school looks one shouldn't think their armor is as primitive as the tribal armor. Often enough they don't mind including what tech they know inside it unlike the tribals. That doesn't mean there aren't zealots who don't loathe tech its just most of them don't and thus don't mind using it(if reasonable of their beliefs).

Cultist armor meanwhile is the most mysterious and often enough the most magically/psionic inclined armors you will find in the new world. Their strange secrets as resulted in equally strange weapons and armor. Their gear is often even more magical then the tribals but less monstrous origins looking. Most magical and psi armor of new world manufacture likely came from the zealots as most blessed gear comes from the zealots.

Tribal armor meanwhile uses monster parts, plant matter, and typically magic or psi for anything extra. While the most primitive and backwards looking they shouldn't be underestimated. Forgot to mention the magic part before...the tribals are fond of enchantments and blessings just not to the length of the zealots or cultists.

mutant armor meanwhile...honestly most mutants have a hard time finding armors that fit them given their warped bodies not to mention they prefer to mutate stronger armor for themselves should it become necessary. Otherwise their armor has the worse aspects of the new world factions who aren't remnants but heavier to compensate for their flaws and twisted to suit their own twisted forms. That are mockeries of humanity the mutants thus produce the worst quality armors of the new world.

Bot armor meanwhile...is typically built into themselves and wearable armor is typically made for trade only. Hence why its...rather difficult to evaulate as the their wearable armors is typically only seen on bandit and mutant scum. The rest is quite literally built in. One would assume they suffer similar difficulties in terms of materials but its rather unknown how their AI intelligences have adapted to this fact.

>>920289
The female bandit warned you the phantom was a tricky one.
>>
Rolled 82 (1d100)

>>920206
Basically the difficulty with outsiders is the book as a hard time describing them in detail due to the great variety of them there are and that is just the known ones...

>>920204
We shall see....its going to get worse as time goes on.

>>920150
That it does and also practically garauntees the Genie will be foreveralone. Its not easy getting used to the whole cripple part but I have made great strides in terms of loneliness. Mostly because I realized my odds for that were already terrible to begin with even before the whole illness...so honestly that hasn't actually changed that much.

Still trying to get used to seeing my dreams and goals die before my very eyes though.

I usually try to comfort myself with the knowledge my odds were already terrible even before all of this and its not like i was a good person previously. So I kinda had it coming karma speaking anyway.

That and I lived a shitty but interesting life with my luck merely running out sooner then most.

Hopefully hell doesn't actually exist so I can finally catch a damned break.
>>
Rolled 21 (1d100)

>>920117
>Find the tricks and shut them down
Well we're only barely edging into the second day, so realistically we should have plenty of ammo to last for at least a few more days before worrying.

Continue to hold the line for now while we find the tricks.

I get the feeling that if we succeed in fighting these guys off before the time limit then Captain Cull will come in with the relief forces and besiege us.
>>
>>920439
Everyone hug Genie and buy them a beer. We all love what ya do bud
>>
>>920439
Your not forever alone genie, you'll have us anons and others!
>>
Rolled 17 (1d100)

>>920150
You decide to reroute the music channels into each other to see if it would overload them. Which at first you thought failed because it only resulted in the music becoming REALLY FUCKING LOUD...only at first however. After that the music suddenly stopped. Which was nice until you realized that literally did nothing to help.

Which made you think that baby that meant the bitch was lying.

Alas you weren't that lucky...because that is when the tricks finally became noticed. In this case burrowing outsiders who diverted their directly beneath your own forces and flyers who turned out to be carrying other outsiders.

Goddamn it.

What do?
>Deal with the tricks
>Find the stranger
>Investigate the female bandit
>Oversee command of your forces
>Other?
>>
Rolled 25 (1d100)

>>920439
>Still trying to get used to seeing my dreams and goals die before my very eyes though.
Man oh man do I know that feel. After you move past it though it's odd to look at people who've never done it and lived. Just like...how do you go through life without abandoning all your hopes and dreams at some point and still call yourself an adult?

>>920463
>Deal with the tricks
I increasingly want to last the full 2 weeks against these outsiders to show that we can kick ass as much as we need to AND outlast the most difficult enemy as we need to. If Captain Cull isn't fucking impressed when we have to go protect that slave caravan I'll shoot myself in the foot.
>>
Rolled 84 (1d100)

>>920473
Vote
>>
Rolled 42 (1d100)

>>920473
Actually let's work up a real plan

>Oversee command of your forces
Teks, re-arm all the traps in the primary positions, now that we've re-seized them.

McScream, Pearly White, Gmwe, and Stalkers head to the underground and reinforce it.

AA do your best to down the flying Outsiders, Doks, Undead and Sevitho forces should react if any are downed within our perimeter, or if any burrowers emerge within our perimeter and do their best to preserve the outsiders for study so we ca identify the particular type we're facing and their strengths/weaknesses.

We should oversee the frontline and ensure that it holds strong. Inform forces that they're going to have to last without heavy weapons support for quite some time.

"This is the do-or-die test, it's only just beginning. Now are you going to make it through like someone who deserves to live in the New World or are you going to die? I don't really care which, just make up your mind soon so I can modify my plans accordingly."
>>
>>920473
Before it was always a shift and new ones came to replace the old. Or I just realized those old ones were just plain stupid or a bad idea.

Now its...complete and utter nothingness. Nothing is coming in to replace it for nothing really can.

Hence why it sucks so goddamn much.

I am convinced that some cripples are so happy is because it really can't get any worse. So if you can be STILL be happy like that then. You are always gonna be happy.
>>
Rolled 81 (1d100)

>>920728
What's always been really interesting to me is what's left after you've lost it all a time or ten. For my part I want to break the world over my knee and then see it all burn to ash at this point. Looking back I can see the common thread through all that I lost which lead to this being the only thing left, it's a nifty journey of self-discovery to go through.

It's also neat to finally understand that no one else's shit really matters, which I had to get beaten down to the dirt and struggle there for several years to /really/ realize.
>>
Rolled 87 (1d100)

>>920439
( Well if your not paranoid about people online you could end up with gaming buddies. They may not be much. Yet it's still social interaction. Granted with how many old players stick about. They kinda lost their anonymity do to personally corks. So that's a start, I guess.)

>>920620
These outsiders are a pain since we rarely dealt with them.

For the traps we could set the ones behind the lines and fall back. Just not sure if we rearm them all.

The guys in the tunnels we can pull out the heavy weapons for. We can attempt a resupply raid after this.
>>
Rolled 7 (1d100)

>>920952

"You've got the time available for right now to re-arm all the traps, is it a lack of materiel preventing you from getting them back?"
>>
Rolled 16 (1d100)

>>920620
Support

with the addition of FIND THE SOURCE OF THAT BLOODY MUSIC, then get our corp friends to drop a huge MAGI bomb of some kind on it.
>>
Rolled 22 (1d100)

>>921099
We found it, remember? Now they've stopped it. >>920463

>>921067
What the fuck are you talking about? We're under attack, in fact now they're coming from underground and from the sky. I think that MIGHT make it a bit difficult to re-arm the traps. Our guys may not, in fact, have all the time they need to re-arm all the traps.

Also I think you mistook Delim for Genie? That's the only reason I can think of as to why you replied that way.

>>920620
I still support this though, as I'm not going to come up with anything better.
>>
>>921180
Huh, yeah I definitely did mistake Delim for Genie. that actually explains a lot.

Teks ought to be pretty good at re-arming traps under fire really, though I see your point.
>>
Rolled 36 (1d100)

>>920779
I have had done that before, not fun but those times I was at least able to get back up again.

As for other people's shit really mattering for it depends on how it effects myself. Compatible goals for example mean potential allies and if its counter to my own plans mean potential enemies.

People say I am eccentric and not a good person. Given my love of revenge and other not so nice things. I have to agree.

Not to mention I really DO think strangely. Which a few people had valued so highly as to hire me as an adviser or otherwise attempt to recruit me...those were not good times.

Most people have a hard time keeping track of how my thinking processes work generally give up. The rest meanwhile are impressed and some of those who can actually understand showed interest in recruiting me. Apparently someone whose thought processes are so complex and can think in such a way as to deal in two seemingly real realities has uses. The time i was hired as an adviser for instance was mainly because of how I think. That person put great value stuffing information into my head to see what came out and seeking my consul on different matters.

>>920463
Seems like its nearing the time to start a new thread. Funny how that seems to work when about halfway from falling off.
>>
Rolled 94 (1d100)

>>921205
Well yeah, they should be able to get at least some of the traps ready. But remember Cull didn't give us the Grade-A teks (or doks), so it's up in the air as to how well they do.
>>
Rolled 46 (1d100)

>>920620
Techno weirdos sent out to rearm traps.

McScream and Pearly White along with Gmwe sent underground. The Stalkers however attempted to refuse the order but were forced down anyway.

AA doing their best best to take out flyers. Dok's take time to dissecting corpses but end up going to some other weirdos to see if they can figure out what they are. Undead meanwhile fallback to AA lines and Sevitho after acknowledging our requests brought out some strange AA weapons of their own. Which when they fired turned out to be laser batteries...but something seemed strange about them. Laser weapons are rare planetside as the atmosphere is much more hostile to lasers then space. Hence why lasers are common in space and not on planets. Yet somehow...this lasers are able to even seamlessly pierce through cloudcover while taking down the flyers.

What do?
>Deal with the tricks
>Find the stranger
>Investigate the female bandit
>Oversee command of your forces
>Other?

Anyway gives me a heads up when to start a new thread. This thread is unusually alive when normally the threads are mostly dead by this point.
>>
Rolled 34 (1d100)

>>921290
Thread is alive because of the bad ass hero level qm. Its the human comnection effect or something like that. I keep coming back because of the quality of your writing amd these wonderful anons with their write ins. though it might be a good idea to start a new thread sooner or later.

I can see why you were recruited on, the depth that you have taken to this endeavor is pretty awesome, especially the lore. I love lore.

>investigate female bandit
>>
Rolled 58 (1d100)

>>921290
"Stalkers, why did you attempt to refuse the order to go underground?

You are our toughest, fightiest undead unit aside from McScream and Pearly White. The Underground environment ought to favor you against enemies of similar numbers, and your undead senses make you more suited for it than living troops.

So why did you attempt to refuse the order?"
>>
>>921454
I'm wondering if it's just because of the undeads' bad experience in the tunnels earlier, or if the Stalkers have some tactical insight we're lacking. McScream and Pearly White went down there without complaint, but they're not paramilitary trained either.
>>
Rolled 87 (1d100)

>>921560
Stalkers are unusual intelligent undead. Smart undead are smart enough to resist stupid orders. Smart undead if your a good boss wont challenge your control much unless they are especially dickish. The shittier a leader you are though the more your intelligent minions will resist your command. Even when your not ordering them to do something stupid.

Some smart undead though are just assholes and are gonna do it anyway. Smarters are like that if they cannot get their creepy killing in...they are rather psychotic even by undead standards.

Think of them like an undead serial killer who likes his prey to know he is coming but is smart about it. Stalkers are like that.

On the plus side due to them being undead they aren't likely to be very sadistic. Undead don't have much interest in that sorta thing. Nice thing about undead invasions is even though they will kill you all at least they wont rape or torture you. Doesn't compute with them.

>>921454
"Underground...is not our strength. Close up...tight fighting quarters. We are stealthy. We flank...we kill. We are not the kind of fighters that do well in the underground crawling with enemies."

"A few enemies? Yes...good enviroment. Have space to do our thing. We are not as the bandits say...beefy type undead. We lean more towards agile and smart. Hence underground with too many foes is a bad place for us."
>>
Rolled 27 (1d100)

>>921640
"Well put, I want half of you to search for female bandit and the other half tailing me at all times. Do not be seen, do not be detected, simple enough yes?"
>>
>>921640
Didn't realize it was literally crawling with enemies.

...We don't have /any/ troops down there do we?
>>
Rolled 37 (1d100)

>>921640
Truthfully I always found sadistic undead being very common a very strange idea if it was widespread or even uncommon.

Most undead when you think about it...pain isn't something they would register with. Which is why even if they hated the living due to their inability to realize pain. They wouldn't consider really using it.

To the undead the feeling of pain is as mysterious and hopeless to them as living requirements. Only the freshest undead would have any memory of it and only the most twisted undead specimens would have any mockery of it left inside their empty rotting husks of their former selves

Ghouls for instance are an undead cursed to feel forever hungry due to their cannibalism in life. Their hunger is unnatural and twisted mockery of the real thing.

Which means only a subset of undead would even consider torturing the living making it very rare thing among them.

Hence why when undead invade they never rape and only rarely torture. Its also why even outright psychotic undead rarely outright torture their victims. A lot of the time so called 'torture' among the undead is actually a byproduct of another goal not the goal in itself.

Its very rare for the undead to do it on purpose.

Now those who do...are considered freaks and sickos even among the undead. You gotta be aware the undead like that such as ghouls who actually feel something reminisce of the living are considered cursed sickos and freaks even among the undead. Hell even they themselves realize they are a bunch of cursed undead freaks...assuming they are even sane or smart enough to think anyway.
>>
Rolled 82 (1d100)

>>921703
The Crazies.

Who have the rule of MADNESS applied to them.

>>921691
"To kill female bandit?"

"And to protect?"

"Not be seen...easy so long as we ain't dealing with anything special...outsiders can be often be special. Not always easy to hide from."
>>
Rolled 77 (1d100)

>>921728
I think it's such a trope because typical undead have something along the 'tortured soul' vibe for why they're...undead. Most undead can't, however, directly torture living people's souls so they go for the next best thing and torture their bodies. Seems to fit along those lines (in the fiction I've read) that undead/necromancers that CAN torture souls directly prefer to do that though.

>>921739
Hmm, based on these responses I get the feeling that these tasks are not exactly a wise use of our Stalkers. They really, really like killing and not much else. Might piss them off to be put on protection and search-but-not-kill detail.

However, setting them to find and kill the Phantom Stranger might not be a bad idea. Just gotta warn them that he's tricksy.
>>
Rolled 94 (1d100)

>>921739
"To find and report whereabouts or successfully bring to me"

"Yes to protect, bloody hell do you think I'd order my own death from my very own?"

"Do your damned best to not be seen by the outsider, if you need a distraction radio me and I'll whip something up"

"I want status reports on the search for the female bandit and my current surroundings on the half hour now move out"
>>
Rolled 32 (1d100)

>>921899
Might actually work with that roll.

Still think they'd be better suited to finding the stranger though.

>>921290
>Oversee command of your forces
General coordination. Target any spots where the outsiders dig up or fall from the sky with our undead forces. See if the outsiders leave enough of themselves for us to reanimate.
>>
Rolled 38 (1d100)

>>921944
I suppose I'm just convinced for some reason that overseeing command of our forces grants some benefit even if we're not changing the plan really. Am I right, Genie?
>>
Rolled 22 (1d100)

>>922074
You do get a bonus otherwise they default and follow the next officer's orders. You also wont be able to react as easily to changes in the battlefield.
>>
Rolled 9 (1d100)

>>922119
So a bonus, a generally more effective and coordinated response, I'm sure we're earning exp in command every time we choose that, and improved ability to react to changes in the battlefield.

Sounds like we should keep it up to me. Hopefully the outsiders weaken during the day, so we can more easily go out for supplies.
>>
I'm still going for my previous action, I'm but to hit hay though, genie what time zone are you in?
>>
Rolled 31 (1d100)

>>921899
>>921944
I agree.
>Oversee command of your forces
>>
Rolled 17 (1d100)

>>923198
Right we tell the stalkers this >>921899
And go to lead our forces is the consensus it seems
>>
Rolled 29 (1d100)

>>924044
Sure, sounds like a decent enough plan
>>
Someone please would you kindly archive the thread.
>>
Rolled 15 (1d100)

>>924526
Done
http://suptg.thisisnotatrueending.com/qstarchive/903421/
>>
Rolled 75 (1d100)

>>921290
Looks like its about time for a new thread.
>>
File: 1480986175381.png (772 KB, 707x960)
772 KB
772 KB PNG
Rolled 30 (1d100)

>>925717
I'll support that.
>>
Rolled 88 (1d100)

>>925767
New Thread



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