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File: Mister N.jpg (174 KB, 600x691)
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Rolled 52 (1d100)

It is finally day 2 of the two week long siege training trip from hell edition. Previously you got raided by some bandits whom you raided earlier as payback. After that you ran into some corrupted bots led by Rampant AI whom you made a trade deal with. If you last long enough they'll come by and drop off some power armor for you. A very rare and luxurious goods in the post apocalypse. Problem is after that you drew the attention of a smart zombie who was controlling a zombie horde that has decided to attack you. So you did something seemingly very stupid and used duck bait to attack the zombies with.

Duck bait which drew the attention of a bunch of mutated now monstrous ducks who attacked the zombies. Leaving a very confused smart zombie open that you took advantage of. Thus unleashing a powerful blast and successfully tearing its head off while flying in mid air on top of a burrowing bot of corruption that you had bought just before. It was awesomely Bad Ass, but afterwards you found yourself wondering why you had thought that was a good idea. While holding a smart zombie's head and the horde divided itself.

Seeing the opportunity you struck out once more this time to see if the bandits you previously raided you who had ran into the zombies had anything you could loot and to drop a diversionary explosive device. Sadly that was when things went horrorbly wrong as you troops in the tunnels detonated a chain of explosions as the tunnels collapsed/blown up. Which damaged compromised your defenses as well as drawing attention...

It was on your way back you ran into familiar figure in a desolate street who called out to you.

"Well well I heard you been a very very bad boy," taunts Mister N.
>>
Rolled 21 (1d100)

>>944810
Oh hey.
Look, this is my first Smart zombie kill. Yay.

Distance-wise, how far are we from the last time we saw each other? And how's Beatrice doing?
>>
Rolled 51 (1d100)

>>944810
"You know if it weren't for your at times genius ideas and at other times unbelievable stupidity. It even makes one such as myself question your very sanity. If I didn't know any better I would say your a madman. Truth be told non bandits would probably assume you were such and for good reason. Only bandit scum like myself would know better..."

"What do you want Mister Neutral?"

"Oh you wound me so...well I was nearby on business when I noticed you unleash that psi yell. Which I normally wouldn't have paid attention to but the thing is I KNOW your psi signature. I ALSO know you were SUPPOSE to be laying low and you came out with your magic before. So you shouldn't have revealed your psi powers...but there you were screaming it out to the world."

"Your gonna be in such deep shit with the Shrouded One if it isn't for dear old Mister Neutral."

"..."

"You see your quite lucky I am here...because this is the sorta thing I am very good at handling! In this case you ignoring the laying low commanding forces actually works FOR you! Because those bitches...ain't ever gonna assume their precious unicorn is in fact a bandit boss. So...nice save there by the way."

"That doesn't mean your not a dumb ass though and Shrouded One is still gonna be angry. Its just dear old Mister Neutral knows know to...nullify that problem partially anyway. But then here you are very intent on getting yourself killed...or something. I mean WHY you thought it a good idea to go on this kind of retarded training trip I will never know," continues Mister Neutral shrugging while some zombies approach.

"I mean what the fuck is wrong with you? You think being a Boss is fun? Being in Command is easy? Sheesh."

"Uh...mister N," you say trying to draw attention to now dangerously close zombies.

"I will admit I probably could of shown up sooner...but I was rather enjoying the show. Even that ballsy yet stupid move of yours personally targeting the smart zombie entertained me," goes on Mr N ignoring is plight.

"A zombie..."

"Zombies? Ah thats right you thought it a good idea to go out again with with explosives this time...and now your ass deep in zombies with compromised defenses. At this point I realized I had no choice but to step in...or suffer the Shrouded One's wrath. Not as dumb as you no sirree I knew better," as the zombies were dangerously close reaching out.

"Behind you," you yelled. In response Mister N turned around...too late. As the zombies...ignored him and continued on passed him as if there were nothing there.

"Oh these guys," says Mr N patting some of them on top of the head. "Are harmless if you know how to use your psi magi fusion powers correctly."

You and the rest of the bandits meanwhile stared in confusion. As Mister N clearly wasn't wearing Zed gear...but they were completely ignoring him as if he weren't there.

"How the hell..."
>>
Rolled 70 (1d100)

>>944823
"Like I just said psi magi powers! I noticed you have a half decent understanding of the blast with the one there that took down the smart zombie. Now tell me are you familiar with explosive armor? Similar idea really just takes some good timing."

"...So wait were the one behind the berserk zombies?"

"Why of course! Nothing better to ruin a smart zombie's day is throwing some angry berserk zombies into their horde. Do NOT recommend using that on the heroic ones...kind of a terrible idea."

"So your a very skilled Zed?"

"Technically no."

"...That is rather hard to believe."

"Similar principle to stealth but using psi magi abilities. We can get a very VERY special kind of stealth that like only the MADs have ready access to...besides you know not being insane. Rather nice that."

"So why are you here then Mister Neutral?"

"Because your in a bit of a bind and I can get you back to base despite it being surrounded by zombies and passed the compromised tunnels that would make it...difficult for your digger there to get passed safely."

"And what do you want?"

"Well lets just say we have a mutual...employer."

"Ah you got hired by the Shrouded One?"

"Wasn't exactly my idea but kinda hard to turn down when said Shrouded One is a hero and your sort of surrounded by a bunch of very...eager bitches. Including many boss ones. I may be good but not even I am THAT good. To be able to deal with all of that! Not at once anyway..."

"Well you survived didn't you?"

"Yes no thanks to you. I would...seriously watch out for bandit bitches. Yeah it can be fun tapping that dangerous piece of ass but well they ARE dangerous and you know it helps to not make yourself that absurdly appetizing to them. I mean not if your like my kind of good. In which case you can sort of getaway with it, but even so Boss Bitches are a cut above ordinary bitches. Much MUCH more dangerous and risky tapping that ass compared to the ordinary ones."

>>944821
"Many many clicks away. Only a few hours if you flew though."

"Ah Beatrice oh you know...showing those bitches how its really done. So the usual devilish cuntn-" Mister Neutral suddenly sees a certain someone approaching. "Cuteness total cuteness nope not a cunt at all."

"Still haven't gotten away then huh?"

"Hah no...but on the plus side her services are great for keeping the other bitches in line, but I swear if I have to see ONE more fucking sappy romance flick...run for your life dude. Before the witch starts getting any ideas..."

"I don't know I sorta like her though..."

"Despite all the trouble?"

"..."

"...I am beginning to see why your don't bother on keep up your disguises. You know everything would of been MUCH simpler and easier for you. If you just admitted to liking troublesome...women."

"Isn't that a bad thing though?"

"Hey man adrenaline is one hell of a drug. Seriously though if it wasn't do you think there would be so many bandits willing to fuck their female counterparts?"
>>
Rolled 89 (1d100)

>>944837
Aww yiss we running all night?
Did anyone archive the last thread?
>"where is our naughty witch by chance?"
>>
Rolled 35 (1d100)

>>944837
"That...that a actually explains a lot. I thought it was more booze and drugs though?"

"Trust me that isn't enough with some of them and others prefer doing so while sober."

"He is one of them," states Beatrice rubbing up against Mister Neutral. "There is just something...special...about a man who wants to do it sober."

"Down bitch. We got guests."

"Oh come on...you know how fighting makes me..." coos Beatrice while getting increasingly frisky.

"Yeah you and just about every other bitch out there. Practically a requirement for you horny sluts."

That was when Beatrice finally relented and pouted as she spoke, "its not my fault fighting is such...fantastic foreplay."

"Think of it this way...if we do it back at camp then you'll have my the ability to properly enjoy it the most and I wont be as distracted."

"...Fine," says Beatrice as she skips away humming.

"...Wow you really have it down don't you?"

"Bitches and she devils at the end of the day are still women, albeit dangerous ones," says Mr N. "This only really get ever more troublesome the more exceptional they are. Less rules that apply to them...hence why Boss Bitches, the older bitches, and rare kinds like the She Devils are especially dangerous. Arguably this even includes your common bandit bitches as its something no normal women could endure. Hence the increased heightened danger level among them."

"Is that why they are so common?"

"Hah the reason why they are seemingly common is the environment, its skews things. Being dangerous is encouraged in the post apocalypse as it means you got better odds of surviving...natural selection at work baby. You know in the beginning during the Fall bandit bitches were rare. As time wore on they gradually became more common."

"Other groups don't like to admit it but having dangerous women is good for your continued survival. Problem is they unlike the bandits don't really like to admit this and sometimes their women go bad...or get sick at having to keep up the bullshit appearances. Either case they get thrown out. In any case those types of honestly dangerous women congregated among the bandits. They at least...are surprisingly honest about it."

What do?
>Accept Mr N's offer
>Fuck this your out
>Keep going with your old plan
>Other?
>>
Rolled 18 (1d100)

>>944858
"With her master if I had to guess. Who is no doubt wishing it weren't so. She really is quite the pain in the ass."
>>
Rolled 60 (1d100)

>>944861
>keep going with your old plan
>offer to let Mr. N. "Assist" on if he states what the price and terms are
>>
Rolled 46 (1d100)

>>944861
>accept his offer
>>
Rolled 53 (1d100)

>>944861
>Accept Mr N's offer
So in addition to horrible luck, I supported incredibly stupid plans while believing opposition to other incredibly stupid plans was the one thing I was doing right. Even if the plans I opposed were in fact stupid.

I only say this because this is one thing I feel confident is not stupid. Which means I'm probably going to roll another natural one.

>>944870
He's doing this because he was hired by the Shrouded One. If he says otherwise later, he's trying to fleece us again and we will call him out on it.
>>
Rolled 85 (1d100)

>>944881
Yeah you try calling out the person who just saved your ass, that is pretty stupid especially considering his negotiations skills he's the type of person we should stay on his good side.

That's why you gotta be upfront with a slick basterd, shrouded one could have hired him to assist but I doubt they put stipulations on not charging for outrageous services not covered in the agreement of costs
>>
Rolled 10 (1d100)

Oh, I see. You need to ask because you are asking for assistance rather than simply accepting the assistance he is offering us.
>>
Rolled 74 (1d100)

>>944901
Not sure where you saw me asking him for assistance, I'm just letting him do his job he was hired to do while making it known that were the captain of this ship
>>
Rolled 26 (1d100)

On second thought I'll switch my vote >>944879
To >>944865
>>
Rolled 68 (1d100)

>>944925
Fucking hell I meant >>944870
>>
Rolled 97 (1d100)

>>944823
>>944837
"You know, he just said to lay low about our psi-magi status until they gained our trust.

Might seem stupid at first, but at the end of this all these troops are either going to be die-hard loyal to me...or dead. Either way, secret ought to be kept safe."
>>
>>944921
And I'm the stupid one. Alright, keep going with the plan after the plan got fucked to shit, despite the fact that someone far more competent has offered to help, all for just to prove that we're "in charge."

Also, I stand by exactly what I said. You're correct in thinking we should stay on his good side, but that doesn't mean we have to let him rob us. He already successfully charged us a shitload before, he's not going to be pissed if we refuse to get swindled again.

>>944837
>"And what do you want?"
>"Well lets just say we have a mutual...employer."
Pretty fucking clear if you ask me.

Plus he hasn't saved shit yet.
>>
Rolled 77 (1d100)

>>944881
I wonder if we shouldn't have a player-based rule of 3 for a single thread also, in case any anon is just that unpucky (such as yourself) so they don't feel like absolute shit for wrecking all of our day.
>>
>>944933
Yeah... because you rolled a 1 lol.
In all seriousness it can be salvaged maybe
>>
Rolled 25 (1d100)

>>944865
and so the debate rages on...also Mister N was noting how your guy always makes amazing bad or good decisions with nothing really in the middle.
>>
Rolled 54 (1d100)

>>944986
Halp genie, I just want to do cool things
>>
Rolled 36 (1d100)

>>944986
If it'll keep the thread going fine
>accept mr. n. offer
>>
Rolled 72 (1d100)

>>944995
The trick is being smart/bad ass about it.

I mean just look at Shrouded One who does amazingly bad enough stunts or even Mister Neutral. Who for all intents and purposes honestly isn't that strong as well as massively unlucky, but he too is quite the bad ass pulling off amazing feats regularly with nothing but brains and balls.

In his defense though if he lacked even one of those things he would of been long bad. Dude has some amazingly bad luck, but there he is surviving it or even making it to his own advantage.

Crafters can also do some cool things, same with researchers.
>>
Rolled 2 (1d100)

>>944986
"Well yeah that'll tend to happen when you get MINDWIPED and then just have to do what you can based on what /seems to make sense/ without being able to remember what the world is actually like and what everyone else figured out was a bad idea a long time ago.

I mean, someone could dick around in this post-apocalyptic world for years, die dozens of times over from doing stupid shit, and STILL not have a really good feel for what's smart and what's not.

Also a lot of the time the stupid shit I do...well I feel like it's more bad luck than the core idea being /that/ stupid."
>>
Rolled 36 (1d100)

>>945003
With that logic you should be intent at getting back at those who ripped your memories out of your head.

Yet your not going after them now are you? Hm...

and luck is just rolls. Its the only way to keep it random and apparent.

and you know common sense as well as having oh so someone who didn't get their memory wiped around.

Excuses excuses. Its not like all the plans are bad its just they really don't ever tend to be average funnily enough.
>>
Rolled 64 (1d100)

>>945027
Average plans surmise to "Hold the line against the horde of zombies."

Which we found out a long time ago doesn't cut it, seeing as we're typically a tiny, underequipped group of fuckers trying to hold the line against a horde of zombies.
>>
Rolled 33 (1d100)

>>945027
I'll switch to accept too so we can do cool stuff
What's that put us at 3 accept and 1 dialogue?
>>
Rolled 48 (1d100)

>>945035
Like, I could come up with an average plan for our troops right now without hardly any thought even.

"Fight back against the zombies, try to rebuild the perimeter such as we can. If Sevitho has any applicable bioweapons or magitech that they can GUARANTEE WON'T HURT OUR TROOPS then deploy those against the zombies."

The problem being, as is almost always the case, an average plan in an extraordinary situation is a losing plan. The dice also throw an extra wrench into 'average plans' because a low roll on an average plan will fuck us just as hard as a low roll on a good plan and a low roll on a bad plan isn't ever that much different either.

I'm not complaining or making excuses or anything, it's the game that we play. We grew out of the ability to use average plans to accomplish what we wanted a long time ago though.
>>
>>945055
So.. what are you wanting to do exactly? Accept the assistance, decline, or write in something?
>>
Rolled 64 (1d100)

>>945027
Were not going after them because we did it for some reason good or bad. We're a new man and it's a chance no other person typically gets. Plus I'm sure our past will come to bite us in the ass a few threads from now
>>
Rolled 100 (1d100)

>>944865
You decide to accept Mister Neutral's offer. After that you noticed him fusing some psi and magic before unleashing it on you. After that he looked at your guys and spoke.

"You guys get to stay put...there is no way I can cover all of you. So wait till there is an opening you know a lull during the siege."

After that he grabbed you and walked towards your base. Right up to the huge horde of zombies...which completely ignored you. As if you weren't there. There you walked among the zombies until it became too packed to move. That was when Mr N unleashed yet another ability. This time you phased through the zombies and continued onward. That was how you were able to simply walk all the way back to the tower.

"Well there you go now have fun with those darned zombies," says Mr N as he starts to walk back through...or tries to anyway. Short time later he came back and tried another route.

What are your orders?
>>
Rolled 61 (1d100)

>>945099
Our orders?
Uh uh.... okay men
>grab the reactor we got from those bots and bring it to pearly white
>pearl, I want you to chunk that thing into the middle of the horde after you raise a blast wall for us
>mcscream go torment mr. N
>>
Rolled 21 (1d100)

>>945095
It definitely will now that you've said something.

>>945099
>What are your orders?
Give them nothing, but take from them EVERYTHING!
Burrowers go out and chew up zombies
Bastions in front
Undead behind them
Living bandits behind them
Use bio eater rounds
Hold the line.
Also, "Give me a status report!
>>
Rolled 34 (1d100)

>>945121
>>945124
Why not both first we get everyone in order like >>945124
Then we do this>>945121 and continue the assault?
>>
Rolled 50 (1d100)

>>945134
I wouldn't be opposed to combining the two
>>
Rolled 16 (1d100)

>>945134
Yeah, okay.
>>
Rolled 77 (1d100)

>>945161
Hey its actually not a bad idea, you've got the defence portion covered and I'll do the bit of offensive
>>
Rolled 73 (1d100)

>>945134
Ok...I'll support this but you do realize that all the zombies who are not killed by the blast are going to transform into ghouls right? and thats even worse...

I'd also suggest we ask if any progress has been made with "Fox" or ask Mr.N if he has heard of her, describe etc.
>>
>>945188
I was actually agreeing. I'm tired of arguing, but...
We're most likely going to end up facing ghouls instead of zombies.
And why the FUCK would you send the murder-spirit after Mr. N?
>>
Rolled 45 (1d100)

>>945207
Well hell I never thought of that. Is it easier to control a ghoul with our powers?

>>945210
I wasn't arguing and to be honest, wasn't thinking about the possibility of ghouls. I was more around the lines of explosions.

It was in a harmless "you could die any moment but not really"" haha manner. Yeah I've started to drink. Someone come up with a better plan or we do this >>945124
>>
Rolled 58 (1d100)

Hey Genie is luck like a passive stat. I know it's rolls but sort of like how Joe is Mr.100 and JAL is Mr.1. after acertian amount of time does it begin to affect them outside of rolls? I mean right now we're the bloody time wizard, everything does very very right or very very wrong, but we still survive so far.....hang on....Genie...we're a PSI-MAGI....if anyone could pull off...time magic i'd be use right...right?
>>
Rolled 42 (1d100)

>>945220
Oh, you just didn't understand my lack of enthusiasm. Well those reasons were why. Thankfully the dice were merciful when I myself wanted to blow the bot reactor last thread.
And MC Scream is no joke, nor to be used as one.

>>945228
I'm starting to think that all Psi Magic are cursed, actually.
I mean, we are (or at least I am in this game), and Mr. Neutral definitely is. Have there been psi magi in other games?

>>945124
So yeah, I'm sticking with this, my original plan.
Except ask for a status report first, so we'll be able to adapt is something is terribly "off."
>>
Rolled 2 (1d100)

>>945099
Ok how about this for a plan

>Step 1
Confirm with Strum and our forces what is going on, any new intel anyone any bright ideas? How long till you self destruct? back up coming? Mr.N ever heard of a Bitch called "Fox". I do mean this when I say how fucking many hostiles are there.

>Step 2
Pearly, I want a wall, just a straight up wall atleast 9 feet high around our positions, but also "dragons teeth". we're going to break up the mass of this horde. We have now created a ring around the CORP Tower.

>Step 3
Using the burrowers create underground explosive mines WW1 style. Meanwhile I want Bastions deployed and work alongside our own shield generators to boost their power. When It comes to the firing line Bots in front and most appetizing at the back or hidden entirely.

>STRUM Instruction
I want Suicide Ducks that explode with a Bio Dissolving gas or something when killed.

>Reserve Instructions
A small number of fleshies are going to sneak out with a digger and Raid. bring us stuff dammit.

>Personal Step
Aside from those commands. We are going to use PSI and unholy fire to light this horde up. BURN YOU FUCKERS BURN! Hopefully that Gas the Ducks deploy in the earlier step is flammable
>>
Rolled 97 (1d100)

>>945307
I'll get behind it
>>945254
Your sorta a dick bruh
>>
Rolled 67 (1d100)

>>945307
That roll was way to close. Support though. Did Genie give us anything for last threads art? Maybe it earned us another FP

Nat 100 get
>>
Rolled 69 (1d100)

>>945307
Pls no nat1 on support
>>
Rolled 73 (1d100)

>>945341
I've been sorta dickish before, but how was THAT being a dick?
>>
Rolled 17 (1d100)

>>945374
I mean altogether, not just now. Like seriously you push the right buttons and I hate/love you for that.
>>
Rolled 88 (1d100)

>>945121
What a fucking horrible idea. Why would we get ridbof the reactor we paid good money for in this fashion on Day 2?

I take back everything i said about anons and smart planning.
>>
>>945477
I haven't heard you vote for any-fucking-thing or at least clearly labeled it so I don't want to hear shit, got a problem then come up with a better plan
I'm here for the explosions and fun
>>
Rolled 98 (1d100)

>>945307
Something happened with the zombies...they suddenly halted as one. Some even falling to the ground the STOP was so quick...and after that they started to charge off. In a different direction separate from the tower. Much to Mr N's cursing when you contacted him.

"Foxy? There are quite a few bitches who go by Foxy...its a popular nickname that is if you deserve it. So what kind of Foxy?"

"Necromancer."

"...There is only 1 Foxy bitch whose a Necromancer."

"Really who?"

"Foxy Foxy the Necrotic Bitch of Turbo Legion of Death."

"Turbo Legion?"

"Bandit Outfit real REAL nasty sons of bitches. Foxy Foxy founded them years ago with a bunch of Outcasts and Outlaws. Foxy is the one who leads the undead. She works with her sisters Turbo Terror and Lying Legion. Along with the little brother The Grim of the Reaping Rippers. Grim...poor boy got handed off to some elite bandits during a trade and returned as the 'Grim Fucking Reaper Man'. His sisters call him Grim everybody else simply calls him The Reaper or the Ripper Boss."

"Why haven't i ever heard of them?"

"Should of. By the way the little brother isn't the deadliest of them that actually belongs to the sister called Lying Legion. Don't underestimate the little bro though he is...overprotective of his sisters to an infamous degree."

"How the hell does that work and why haven't I heard of them?"

"His sisters took care of him ever since he was little especially given how their mother was a Psycho Pedophile."

"Fuck."

"Oh it gets even better. You see one day Mommy started to look to get antsy and it turned out one of the sisters was a psion...a very powerful psion."

"So Lying Legion is a MAD?"

"Heh that is the thing Foxy took them away before her little sister could go MAD and to protect the little brother from 'Momma's loving'."

"How do you know all of this?"

"I knew their Mother once upon a time...even saw Foxy as a young girl. Damn did she mature into a mighty fine woman dangerous as all hell but mighty fine."

"Let me guess you fucked their mother and they are all heroes?"

"Nope. If you ever run into them and are in a bind tell them 'N sends his regards'. That will buy you a temporary safety ticket from them. Plus I ain't stupid enough to stick my dick into their mother. Good god I don't even know how old that woman is or how many bandits she spawned from those ever lustful loins of hers."

"So their mother is a MAD heroine?"

"Afraid so. Closest ones to breaking through last I heard is the psion sister and the little brother. Pray you never meet their goddamned mother. She loves raping and torturing our kind the most. Claims it makes the best babies...among other uses. She is so goddamn nasty even other Psychos avoid her."

"You ANY idea how hard it IS to make even other PSYCHOS avoid someone? Much less one of their own kind? Foxy though...don't underestimate Foxy. Very...very few women earn the name Foxy among bandit kind and she is the only Necromancer with it that I know."
>>
Rolled 48 (1d100)

>>945499
Heh, last time we did explosions and fun we broke the game.

>>944944
I hoped I would get something for all the dam 1s I rolled. For a while I rolled a 1 at the start of every threat.

Not to be mean, but I am glad the 1s took a liking to others.
>>
Rolled 25 (1d100)

>>945523
Pearly meanwhile starts to build a wall. Thankfully there is plenty of rubble and bones to make it with. Burrowers meanwhile lay some mines that were fashioned together by the bandits.

"Suicide ducks that explode? Do not have...I got exploding geese though."

"Why Geese?"

"Very dickish assholes thereby they are more likely to get close enough for the explosion to actually matter."

"Huh..got any of those?"

"A few...not many though."

"Why do you even HAVE duck bait and explosive geese?"

"That is a very good question that I do not actually have the answer to."

Raiders sent out they came back much sooner then expected with more supplies and less casualties then anticipated. Apparently coming in from below is a very effective tactic.

"So force feed ducks with flammable gas...I could totally manage that."

"Do I even wanna know?"

"Probably not you meatbags can be awfully sensitive."

What are your orders?
>>
Rolled 21 (1d100)

>>945584
>repair defences, loot bodies, raise dead, let mr. N. Know we got rampant bots coming sooner or later to trade goods with us.
The slimy bastard might be able to help us deal
>>
Rolled 52 (1d100)

>>945607
I could back this but is there any way we can reach out to foxy? I bet she could teach us a few things about necromancy
>>
Rolled 94 (1d100)

>>945584
>>945607
If Mr. N can get a hold of the boss we got bots to trade with.

Maybe getting them much needed parts.

>>945584
If we have time to rest we need to make sure the living sleep. The undead healed and res any more undead we can control.

Oh and see if we can res the smart zombie head. That could be a fun thing to have. So do that first.

From there we can send raiders and regain any ground.
>>
Rolled 54 (1d100)

>>945584
>What are your orders?
Well it's still a siege so I guess it's the basics to start...
1) Make attacking terrain as rough as possible
2) Lay Range Markers
3) I want Skirmishers and patrols out to let us know what is coming before they are on our doorstep.
4) Using a bit of the LOOT we just acquired hire some nearby tribals to harry and go gorilla war on the next army that advances on our position
5) Resupply, fix and rebuild. Get stuff ready for the Outsiders and other waves to prep several steps ahead.
6) We are still in a moments peace no matter how brief. Another Raid from Down Under is in order, just don't get tracked back here
7) Ensure moral is good

>Specifics
We personally are going to practice our PSI, lets see if we can mimic what we saw with Mr N, specifically the "Phasing", we need to level up skills in general, otherwise while the patrols are keeping watch, it's time to Loot the battlefield and traps etc.

STRUM how are your forces and stuff coming along? Night will soon be here and the Undead or Outsiders with it I think.

Otherwise if we have time Look around and try to find Foxy, maybe make ourselves available, sit alone on a rock or something and wait for her? We need to find out what she wants.
>>
Rolled 33 (1d100)

>>945646
Okay you are plan maker number one
I'm switching to this
>>
Rolled 34 (1d100)

>>945646
I like your plans
>>
Rolled 39 (1d100)

>>945646
This instead if this>>945607

He's covered what I wanted and then some
>>
Rolled 64 (1d100)

>>945646
I concur. How to you think of this stuff by the way.
>>
>>945679
I think he's got common sense, battle strategics, and he's a veteran to genie quests
>>
Rolled 12 (1d100)

>>945646
You order Pearly to make the attacking terrain the enemy would use rougher. You also ordered for new range markers to be placed given how extensive the damage was. Its likely they needed to replaced anyway.

You also arranged for some patrols who soon report back that undead are inbound. Despite it not being nighttime. They appear to be heading right towards you.

Sadly you were unable to contact any tribals.

Otherwise you spent the rest of the time resting, repairing, fixing, and resupplying. Fortunately the undead didn't arrive right away as they were rather slow.

You try to figure out how the hell N did the phasing but honestly you couldn't figure out how the hell that was even possible. Much less do so in such a manner as to be impossible to perceive. After experimenting with it you only began to realize that N despite his lack of power has some serious tricks upon his sleeves.

Strum states that not have has really improved. At this point they are scraping whatever they can find to keep the still running networks running. Despite the fact he plans to run away...you don't know why its struggling to hard with that sorta thing.

Your attempts to bait out Foxy meanwhile doesn't work.

What are your orders?
>>
Rolled 59 (1d100)

>>945696
Res smart zombie head. I want more controllers.
>>
Rolled 82 (1d100)

>>945696
Undead are coming hmm...Ok aside from my paranoia telling me there may be a combined attack coming lets ignore that for the moment. Though my first though is burn what bodies that we ourselves don't reanimate.

>Orders
Skirmishers are to begin light harassment to further slow the opposing forces, but also to gauge their defensive capacity. We're gonna do a bit of an old strat here (from the Napoleonic Wars actually). Damn I wish I had numbers to work with...Darn you Genie planning with possible no info is horrible...though wrong info is worse so i should not complain.

If the enemy is a cluster, artillery with the aid of the range markers and out constantly with drawing skirmishers. We need to draw them out to reveal if they have any reserves or special tricks.

Now the enemy will have 3 choices.

1) They spread themselves thinner opening themselves up of a closing jaw maneuver from our forces hitting hard and fast cavalry style (using the diggers and what rides we have).

2) The remain as they are which means taking more casualties from the artillary, however it will reveal losses aint an issue and they have a reserve they are yet to commit.

3) They cluster even more in which case using our skirmishers we lead them over a mine or two and blow them the fuck away.

...........................................................................................

IN the meantime while this is going on I want Stalkers posted as eyes and ears all over the place, up high down low, I want Data darn it, I want to see what special Undead are about, FIND ME THEIR LEADER DARN IT, funnily enough if we can just talk and convince them to leave there is no need to fight.

LETS DO THIS
>>
Rolled 88 (1d100)

>>945776
Was waiting on you. Support
>>
>>945776
Again I support this glorious madman
>>
Rolled 23 (1d100)

>>945820
Roll bud
>>
Rolled 67 (1d100)

>>945896
Oh shit Thanks
>>945820
>>
Rolled 15 (1d100)

>>945776
Anon...have you ever considered becoming an officer or intel guy? You got the head for strategy they look for. Depending on your charisma it wouldn't be a bad consideration. Interesting line of work potentially and you'll have a longer shelf life then their boots even if they are elite. Its not pleasant what happens to those elite guys when they get too old...

Anyway.

They seem to ignore the skirmishers. As if they are not a consideration given the level of damage or lack thereof you don't blame them.

Eventually they got into artillery range. You gotta admit while their accuracy is a atrocious bandit artillery really REALLY knows how to shoot a shit ton of shells very quickly. Which proved devastating enough it forced the undead to spread out so as to reduce losses.

Problem is even spread out there are a lot of them...and it doesn't help they are mostly coming in from where the sun is going down. Even spread out...there are a ton of them. You didn't realize just how many until they spread themselves out. showing their true number.

Even worse your skirmishers report that where the undead were hit by artillery the bits and pieces of them are...coalescing into some kind of undead monstrosity. Which pick themselves up and tag along. Every time the undead get hit more of the things form or they repair the existing ones.

Soon enough they reached your defenses...and new undead started to rise up. As they came at you.

Stalkers meanwhile have found a trail of necromantic energies. They think it either leads to the necromancer(s) or some special undead. They aren't sure exactly and the trail(s) is rather scattered. Truth be told you don't know how the Stalkers picked up on it but they did.

You didn't even know they could sense special energies...

What are your orders?
>>
Rolled 3 (1d100)

>>945499
Well I came up with plenty of good plans, then retarded shit got voted in and now we were staring down a zombie horde.

But think about it for a minute. What kind of turrets did we buy? ENERGY-based turrets. What do we need, therefore, to run most of our defenses? And you just want to chuck the motherfucker out willy nilly?

If the reactor goes, most of our defenses go down with it, not to mention then the bots we bought also become useless because they don't have anything to recharge off of.

So how about you just let me tell you when you're doing something retarded for now, because as much as you might get frustrated when someone says to you "Shooting yourself in the foot is a bad idea." and then they don't elaborate further than "You shouldn't shoot yourself in the foot, it's a bad idea." it apparently still needs to be said.
>>
Rolled 70 (1d100)

>>946097
Naaw thanks Genie i'm touched, thank you.

>Back too Business

Ok they have an insane amount of numbers and casualties caused congeal into a Special Entity....Poison it is the.

In regards to dealing with the Undead, use what Bio-Eater rounds we have to leave nothing left to recover, paired with the Artillery it won't even leave solids to gather....Finally those god damn Geese, we'll hold them in reserve for now. However

>Stage 1
Ok STRUM that fuild your pouring into those poor birds, provided it is capable of a quick burn off and a none toxic gas, we are going to douse the field with it, use the tunnels below ground to create a web work. We can effectively divide this force using great incenerating walls of fire and systematically bombard them into submission and no allow their pieces to gather together.

>Stage 2
No their forces are facing this they will have once again numerous options

1) Withdraw to regroup and charge again buying us more bombardment time

2) Charge through and take ridiculous casualties in the process as well as robbing themselves of the capacity to use the dead parts for this Special growing.

3) They are forced to play their hand in which case we use one of the Mines on it. (The Geese are ours and surprise Arial superiority, hold it for now until they reveal that they have some)

>Intel Gathering
This shitstorm (or firestorm more accurately) will force the leader behind this force atleast temporarily to micromanage alot more, which means more strain and more focus, making them easier to find. Find them, Stalkers if you decide it's best kill them, but don't instantly, we may just use you for coordinates and a barrage, then you double tap).

You guys can sense Energies...are their Outsiders coming, is there a ritual underway...I don't like this. If there is Fucking stop it then get out of there.

>Us personally
Once everything is up in flames, we can practice of Elemental Manipulation and scorch the god damn field, burn them in clusters let them burn till there is naught but ash.

>Silly Note
Strum you wouldn't happen to have a Giant Mirror would you?
>>
Rolled 50 (1d100)

>>946201
We don't have tunnels below ground any more.
>>
Rolled 89 (1d100)

>>946211
But we do have the diggers, no one said we can't make more, technically the ground is still brocken so rediggable.
>>
Rolled 74 (1d100)

>>946221
Sure, but Genie'll fuck you if you don't say that's what you're doing. Works better than using our existing tunnel network would have anyway.
>>
Rolled 45 (1d100)

>>946201
>>946221
Supporting only because this anon seems to know atleast so strategy
>>
Rolled 99 (1d100)

>>946221
>>946201
Supporting.
>>
Rolled 5 (1d100)

>>946229
Fair point. I quite like matching wits with GMs it seems silly but Genie puts on quite the game for us so i try to come up with some stuff to give him an equally fun/hard time... To me thats what it's all about, the GM trying to kill us fairly and us trying to outsmart them, ah good times
>>
Rolled 32 (1d100)

>>946097
Supporting >>946201 , to see where it'll bring us
FROM THE PIT TO THE PINNACLE
>>
>>946245
S'all good, but Genie doesn't play as fair as some GMs when it comes to semantics of language.

On the other hand, semantics of language have given us great boons on crits before.
>>
>>946201
A shame
>>927006
>The tower isn't exactly equipped with giant mirrors(all their mirrors are either broken into tiny pieces or looted).
>>
Rolled 23 (1d100)

>>946261
Funnily enough thats one of my favorite things about Genie, the word play, the careful plans, the fact that the lack of a word or the word in the wrong place changes everything. Genie truly is a fitting name

Sometimes I do silly stuff for a laugh...but i've caused enough mischief in these threads, Bandit Radio for Maticico, Making us bang Foxy... but I pay it back with art and plans (Like I tried in Detonators fight with Slasher...darn rolls)
>>
Rolled 33 (1d100)

>>946276
I was more thinking if they had one in the basement we give it to our swarm and use it and a giant ray weapon against the undead till the sun sets even further lol. Not exactly smart or great but the image of a swarm of ghosts holding a giant mirror fits the image of some boss monster to me.
>>
Rolled 35 (1d100)

>>946261
Eh it would be fair if I only screwed you over with it. Besides semantics are fun and I am a Genie. How could I deserve the name if I didn't fuck with you over semantics?

Don't like things like a food shark or ducks?

>>946201
"Ah stuffing strange substances into living beings...I swear i don't do this nearly as much as you would think. What an utter shame too."

Bio Eater rounds being used.

Meanwhile you take advantage of what sorry remains of your tunnel network to flood with flammable substances...that you then set on fire. Oh boy did that create a very big if temporary ocean of flame over the battlefield.

Singed quite a few hairs off everybody but the pyros were most impressed. Not to mention ruining the undead's day. As they proceeded to regroup in the city. Their numbers building up as they prepare for yet another push.

Meanwhile you stalkers follow the trails slowly narrowing their search. Which led them to a tower crawling with undead.

"Sadly I do not have any giant intact mirrors. I have many broken pieces of mirrors but no intact ones much less a giant one. Used too. I rather liked large mirrors allowing one to see so much that is behind them...otherwise out of sight."

What are your orders?
>>
>>946298
Could probably produce an uv ray projector or a reflective surface (heat sand, use shimmer, etc.)
>>
>>946313
Do you guys think that we could rig the building to implode? It would give Pearly plenty of material to work with and ruin the reserve forces of the undead.

In addition, I currently support any and all ideas put forth by Rust Orange Anon LZlnEx7a.
>>
Rolled 85 (1d100)

>>946323
Rays are very well advanced field mostly thanks to super geniuses and their love of ray guns as well as giant robots.

Fun fact its thanks to the resulting harvested techs regarding giant robots that allowed super sized vehicles and more importantly multi legged vehicles to become common.

ray tech meanwhile went a long long way towards more advanced energy based weaponry. Anywhere from ionic weapons to lasers to death rays.

Problem is reverse engineering super tech is a nightmare and its difficult tedious process even for other super geniuses. If you ever ask a super genius to reverse engineer a specialist's specialty tech or a MADtech they would in no uncertain terms tell you to go fuck yourself. No matter how nice or curious they may be.
>>
>>946332
I mean, what you're proposing is about the same as trying to demolish any enemy's base in totality. It's probably possible, but not without a lengthy assault because enemies like their stuff un-exploded as much as we do.

You raise a good point though that if we ever do have to assault a structure we would probably only have to damage it so much before it would reach the tipping point of being a ruin, and let Pearly White run wild with it.
>>
>>946361
Yeah, that was the idea. Have the stalkers plant some C4 or whatever the Geniequivalent is and Junkrat the fucking thing.
>>
>>946344
https://youtu.be/TC4CDyCaeIA?t=48
>>
Rolled 61 (1d100)

>>946313
I would vote for something along the lines of assigning the Stalkers to hunt down whoever is controlling/creating the undead inside that tower, send our burrowers to begin weakening its foundations now, and send Pearly White to assist them in that endeavor...they're to be stealthy about it for now though.

We should meanwhile prepare (or whatever). The Undead will push again, if we can continue to hold then eventually they'll have to dedicate forces from their tower. At that point the Stalkers can slip in. If they're successful in killing whatever's responsible or blowing the building then awesome. If not then Pearly and the Burrowers collapse it and allow the Stalkers to escape. It's a win-win.
>>
Rolled 51 (1d100)

>>946373
Would lower tech level, like high-powered tanning beds work?

https://www.youtube.com/watch?v=VDcYRtU8he0
>>
Rolled 4 (1d100)

>>946313
They are regrouping in the city eh....ok. ok.

>Step 1
Well...simply put...uhhh...level the city on them...yeah....I mean I suspect they are moving there to hide their activities, maybe infact trying to access the underground to use our own ideas against us...time will tell. Tunnelers, destroy anything underground leading from the city to here or any catacombs they could travel through with a little work. Meanwhile Artillery ruin that city and rile up the monsters who live there into attacking the Undead.

>Step 2
If we have anti Bio shells and napalm now is the time. They may be using their dead or willing sacrifices or even the monsters to create something and recoup their losses, don't let that happen.

Ok, rinse repeat gents, I want Skirmishers and patrols out to find out what they are doing. Lookout for any energy signatures, anything....I smell a trap however.

>Stage 3
Dig real deep under that tower the necromancers "Appear" to be at and plant bombs under one side. We're gonna collapse that fuck by destabilizing the ground. Stalkers you keep watch undoubtedly some will survive..mop up. However THIS is the main event.....

>Our Actions
Focus all our Energy and Control into the Spirit Swarm. I have a plan, before we destabilize the ground beneath that tower we get the Spirit Swarm to pick up the biggest and heaviest piece of metal or wreckage (likely a dead bot desu) we can find and fly really, really, really high then quite simply launch it downwards directly onto the top of that tower....(nicking this idea from something the old man saw in Bosnia)

>Back at base
Night is coming and the Outsiders I bet with it, set up the fields and stuff again. Get a few moments rest, eat, drink. We have scouts and watchers out so work shifts and get some rest.

>WARNING NOTE
There is a chance that our scouts may get cut off should Outsiders be summoned and cutting them off. Your instrcions are to disengage and withdraw before going Raiding, rejoin the res tof the force once you have a chance.

>Sorry I need more information before I plan more...Info and all that.
>>
Rolled 92 (1d100)

>>946413
Support. Ok anon I think you need to calm down
>>
Rolled 30 (1d100)

>>946413
>>946422
Still not tired of winning.
>>
Rolled 70 (1d100)

>>946413
Let's go anon. You and the dice are on a roll.
>>
Rolled 63 (1d100)

>>946477
My dice are never good, sometimes my ideas ain't bad though
>>
Rolled 59 (1d100)

>>946413
The tunnelers report there really isn't much intact down there given how many times it exploded, collapsed, and sorta got set on fire. Artillery meanwhile is fired into the city but sadly our artillery cannot reach where the undead are gathering.

Patrols and skirmishers report the undead numbers are gathering at the tower. There are also...things coming out of the tower and joining the undead. They appeared to be like the patched worked undead we saw before.

Our attempts to burrow beneath the tower results in running into a monster nest and undead crawling catacombs. Apparently there are...many many corpses stored beneath the building. Disturbing number of them like if slaughterhouse, mortuary, mass graveyard, and hospital decided to have grandkids.

Plus...the tunnelers report the structure goes very far down but good news is there are multiple access points as it intersects with a number of underground infastructure. We have also caught side of unusual undead and what we think are necromancers.

There are also...what appears to be some kind of machinery moving among them as well. Tunnelers report that their AI is twisted and your scouts reported they are...twisted corrupted hulks.

We could attempt to see if we could dig deep enough to bypass them...or we could try the plan just with a lot more explosives and hope it works.

Our troops on the surface meanwhile report the undead are beginning to move out once more. Wounded undead disappeared into the tower and have yet to return...

Meanwhile the spirit swarm proceeds to grab a piece of heavy wreckage and flies very high, before getting shot down by a orbiting wreck. Not before it was able to drop it...right on top of the tower.

Multiple things happened at that point. Some strange kind of shield flickered to life and a chunk of the tower fell off after getting hit. The shield however emitted a strange sort of humming...and screams were heard coming from it.

The undead meanwhile will be upon us soon this time with the cover of darkness.

What are your orders?
>>
oh fuck....i've gotta be right back. Anons take the wheel!
>>
>>946517
Dig deep and see if we can find where they end.
If we can get some acidic or incendiary gas to go off in there as well as the explosions, we could make sure that nothing gets out.
>>
Rolled 69 (1d100)

>>946517
Maybe we could bait the monsters into going to attack the undead/eat the corpses. Animating them doesn't seem like the best idea, because of the number of necromancers we're against.

Then dig deeper
>>
Rolled 39 (1d100)

Ok short version objectives


>>946517

1) Keep digging we are going to blow this whole place to hell
2) If you wanna do it in style what we should do if flood the place with the Bio eating gas through a tunnel. It'll save us planting a bomb? and also give us points for style...and it'll leave their tech intact for later looting...when we get bots to do it.
3) This is where they get their reserves and such, their shield is likely powered by souls, i'm no expert but if we find it's source we could disable them...though may not be necessary.

On the defensive. We need to turn the tables, guerilla war those fuckers as they advance, use the diggers to get off sneaky flanks before bailing before they can reinforce those he strike.

>Us Personally
See if we can get our Spirit Swarm back...you said shot down...Not sure if that means dead and gone. If we can't maybe try to create some sort of Scary Ash Elemental from all the zombies to roasted and turned to ash...Burning Spirits eh?

Sorry Anons I can't write up a full plan for this one no time
>>
Rolled 23 (1d100)

>>946625
Well we've trusted you this far. Shame you have no time now though
>>
Rolled 60 (1d100)

>>946625
>>946517


Or we can go full Troll. Dig a tunnel in and flood the place with Ducks and exploding Geese.
>>
Rolled 78 (1d100)

>>946517
>>946625
Ok im back with a slightly more detailed plan and a few newer parts.

>Step 1
ok boys excellent work finding this. Now they will inevitably have defense up so much more digging will lead to discovery. Here is what we are going to do, using the tunnel we have we are going to move our bots in there alongside a flood of Bio Disolving gas. Then at once we blow into their place and flood the place with said gas, just fucking pump it in, it will fill every nook and corridor it'll be heavier than air and will sink down utterly fucking our foes. Bots move in behind and destroy anything you can that stands against us. IF and this is a big if you can find what is providing that shield and bring it back neat..if not plant a bomb and get out before blowing it. Either way under the cover of the gas plant the biggest bomb we can and level the place as you leave

>Step 2
Stalkers are to Fall right back before the gas and watch from above, we MUST NOT deploy it above ground or we'll be at the winds mercy. Stalkers are too keep watch and keep feeding us intel

>Step 3
Cover of Dark hmmm...that's annoying. Well bombard them as normal once in range however focus on breaking them up into smaller clusters. Then I think we're gonna have to rely on our sensors to support our troops. Ask STRUM for any help to that end? Any UV guns for later? If the Raid on their base goes well use a bombardment to prevent them from going to aid their base., slowly pull the bombardment in and using Dragons teeth made by our big guy we will crush them between our forces. Naturally Skirmishers fall bad picking off what you can and leaving traps as you with draw to our main line

>Personal Actions in all this.
...See if we can TRY to bind some Spirits about to the Bot wreckage on the field from our previous fights.

If needs be next turn we're gonna bait monsters...but i'd rather not
>>
Rolled 59 (1d100)

>>946888
>>946517
As always, I support Rust Anon.
>>
Rolled 50 (1d100)

>>946517
Yeah switching to our tacticool rustorange>>946888
>>
Rolled 29 (1d100)

>>946888
Well this seems like a good plan, hopefully it goes well despite rolls.
>>
Rolled 44 (1d100)

>>946888
The attempts of the counter attack through the tunneling did not go well. As soon as they tried to break through that shrieking shield came to exist and actively blocked the gas while attacking the bots. Soon after that the undead arrived but after losing a few they stopped beyond the shimmering barrier that was attacking our forces. We thought they wouldn't do anything but they were wrong...soon a very strong wind came blasting the gas back through the tunnel at us and swarmed in the undead now accessing an express route straight to the heart of our base.

The bots themselves soon found they were either possessed by the spirits contained within the strange shield or getting swarmed by the undead.

The stalkers meanwhile report nothing unusual top side besides a steady stream of undead reinforcements.

Strum states their senses got destroyed or looted long ago. Otherwise we attempted to bombard their forces, but it was tricky. As the undead were much smarter about their movements now. Actively attempting to bypass artillery and rapidly advancing with unnatural speed.

Your attempts to bind spirits to the bots...well good news is you figured out how to roughly cause a possession. Bad news is your not good enough to do so without a intact ghost or soul. Spirits you can force out of the surroundings are not whole enough to possess the bots properly with your current skill level.

What are your orders?
>>
Rolled 5 (1d100)

>>947042
First on the agenda.....ooh shit.
Second.... I guess this ain't good I didn't say start the tunnel from somewhere safe. FUCK

>Intel Gains
shield is a total sphere, it's a god damn Frankenstein factory and holy shit in general, they also have elemental magic.

>1
OK bots fall back and collapse the tunnel as you go. Destroy what you can naturally but gtfo. While your down there and working your way back to base set up some dead falls but don't push yourselves, rejoin the firing lines and reinforce. Lay traps where we dug too so if they follow firstly we'll know but second they'll blow up.

>2
STRUM contact anyone you know what the fuck kind of shield is this. work with me here. How do we beat it, how much does it take to maintain? Your an AI here is Information, process it. AMY can you feel or sense any systems in there can you tell what they are doing your a Subterfuge AI after all. FInally Sturm...do you have any way to turn a large amount of water holy? because if you do...see "Mad Order"

>3
Ok....right, first we need to see....fuck I hate using similar tricks twice. Fire, fire bombs, light up the area so we can see and target correctly.

>4
Ok we need help we are locked in and i'm not entirely sure what to do here...So...I suggest we get in touch with the Rampant Bots and offer some of the stuff we held back for aid. Tell them what that base is and say we want it gone. If the Bots can't help it's Tribals again, infiltration is and stuff is their deal after all

>5
Stalkers, I want you to plant a bomb where these reinforcements are coming from blow it the fuck up

>Personal Actions
After having a stiff drink and cursing Cull for putting us through this we are going to go out there and Just sit...have a moment to clear our mind, find a place to watch the battlefield and see if we spot anything or learn, We are a LOST lets just wander the base and see.

>MAD? ACTION/ORDER?
Strum it's time for the Geese we're going to dig a small tunnel from near the river and then diverting down so we have limited small acess then the Geese fly in while the Stalkers set off their bomb and straining the shield. Fill their lair with Napalm birds

If Sturm can turn the River Holy...flood them with it!


[If you don't know what too do, find someone who does]


Also Saddly Im pissed i didnt think of this before but I could have used a burning liquid instead of the gas....fuuuuck
>>
>>947042
Your killing me here Genie
>>
Rolled 86 (1d100)

>>947111
>checked
Supporting because you seem too still be trying to think stuff though the smart way.

I feel like Genie is playing rough with Rust Anon here and we're all just watching them butt heads
>>
Rolled 1 (1d100)

>>947111
Vote

There's no way I can come up with something better, but I feel like someone really needs to point something out. Which is that destroying the necromancer base is way too fucking ambitious. I'd bet dollars to dimes that place is Foxy Foxy's home base, and here we are with extremely limited assets. I'm surprised that this has apparently occurred to no one else.
>>
Rolled 75 (1d100)

>>947146
https://www.youtube.com/watch?v=y983TDjoglQ
>>
Rolled 5 (1d100)

>>947146
oh baby...such fine timing.

hah oh this is gonna be...interesting!

So fatepoint n/y?
>>
Rolled 31 (1d100)

>>947146
Yeah it occurred to me....I just figured why not....you know....that and it was more about just stopping them coming out.

>>947158
You know what...I'm just gonna say no...I mean I don't wanna die and I don't want this too end but...well how can I say no to such a happy Genie..

Why...why do all my plans fail...I don't know where I went wrong...well a few ideas but you know
>>
Rolled 52 (1d100)

>>947158
Wait, isn't it different for MAD actions?

I want to spend a fate point to make the MADness even better.

and I wouldn't be surprised if this was a third 1 for SOMETHING
>>
>>947158
She just wants too take us out for dinner right. Right Genie. Not a rape dungeon? It's the dungeon ain't it. Considering we funked her too satisfaction last time maybe she'll let us go? Spend our lives playing chase?
>>
Rolled 22 (1d100)

>>947172
What went wrong was that I woke up and caught up with the thread.
might as well keep the dice on, if I double 1 on this I'm CERTAIN it'll be the third one for something. which means there's no way it'll happen

>>947179
Hey, we seem to have a thing for necromancer chicks. She could at least keep us safe from other bitches.
>>
Rolled 80 (1d100)

>>947172
Honestly as the veterans can tell you the Genie can be a utter bastard to go up against. Which as players you do so on a regular basis.

Once upon a time I played tabletop games with some friends after one of them found out how good I would be at running from a war campaign. I was forever banned at running said type of campaign shortly after. Political games are not far behind.

The Genie has a very...different mind that is not easy to go up against in certain subjects. I don't talk about it much anymore because it has gotten me in some serious trouble. Which is saying something given the type of life I had lived...yeah it was really that bad.

>>947176
You weren't using any crazies and your not MAD.

>>947179
Hey now she ain't her mother...rape dungeon well that is like a say...second or third date sorta thing. Can't rush the guy into it they tend to wanna run or you know kill themselves.

Sadly you lost your memory so your not that great of a lover but on the plus side you don't have any stupid ideas or habits ingrained so your a bit of a fixer up. Could of been a LOT worse.
>>
Rolled 97 (1d100)

>>947199
It's cool Genie , I've been about quite awhile, was more a "Well fuck I can't do right for doing wrong".

Well i'm looking forward to date night i guess. We gonna get kidnapped and borrowed?
>>
Rolled 50 (1d100)

>>947199
So you know raping is...well the sorta thing you wait on unless you like their looks but not their personality. So the raping for someone whose personality you like is something reserved for later dating...or traumatizing them into accepting said 'dating'. Lets just say there is no such thing as 'no' to sex in a bandit relationships.

No is basically permission for getting raped. Due to them dating you they are just 'nice' enough to give you the option. Just so you know that is really because they just like you that fucking much. So you get to make a choice.

Ah fun stuff bandit relationships are...so fucking messed up. Makes even the most dysfunctional modern relationships look like a slice of heaven in comparison. Suffice it to say abuse and rape is very common in bandit relationships. Particularly in ones where one party is clearly stronger then the other. More likely to happen. Getting assassinated in your sleep by abused lovers isn't unknown either and generally serves as a warning for that sorta thing.

Also you gotta be careful with who your bandit lover is close to. Abusing say the child or sibling to a Boss for instance is a terrible idea. Or the offspring of a bandit who can actually have kids that old. Bandit friends will also stick out for each other in case you get the bad case of a particularly abusive lover said lover will have to deal with said friends too.

Think mutual defense among bandit groups in terms of dating but taken very literal. Its actually rather common to have those kind of defense pacts formed so as to help protect members. Hence why some bandits are into outsiders and traumatizing them into becoming a fellow bandit. Closest thing you can get to bypassing that sorta thing.

Some bandits been known to poach young/new bandits and look out for them...

Now seeing lovers fighting each other(literally) or raping each other isn't something the other bandits will look twice at. They only really take notice if its particularly one sided or common.

>>947227
You'll see. Foxy is a classy lady bitch. It helps she is a necromancer and like...never gets laid. Seriously though necromancers are notorious prudes assuming they ain't a necrophiliac.
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Rolled 30 (1d100)

>>947146
Shit, this quest is just one hell of a drug.
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Rolled 93 (1d100)

>>947245
SO rape dungeon only comes up should you refuse...

Also ALWAYS assume a bandit has a rape dungeon. In truth the REAL question is if said rape dungeon is private or not...if its private then well you should be deeply worried and deeply concerned.

>>947111
The bots...never made it back and the tunnel remained not destroyed. Which was now a huge problem. Good news is at least its a choke point...which at this point is the only good news.

Bot units lost.

Tunnel to tower leading from our base directly to theirs remains in enemy hands.

"Unfortunately the data archives regarding necrotech is...destroyed. Completely."

Amy meanwhile claims its not her specialty and also doesn't really know anything besides clearly being ghost based. Which is fucking obvious.

Attempts to use fire fail miserably as the undead have since adapted to our strategies...also fire skeletons and zombies. Good god the horror.

So out of sheer desperation you contacted the rampant bots and offered your held back stuff for aid. They seemed interested right up until you told them the location of said base and that you wanted it gone. That was when they hung up on you and made it very clear you are not to contact them again. Also the power armor shipment has been cancelled and no refunds.

...Clearly they knew something about that place that you are probably missing. Something bad enough to make them react like that.

Meanwhile your stalkers attempted to set up a bomb...and that was when you lost contact with them. Completely. You couldn't even sense your connection to them anymore.

Chances are this means they are dead...again.

Meanwhile Strum informs you that he has no way to dig a tunnel to the river and thus cannot do as you request. The geese meanwhile when released ignored the undead...to target our own forces.

Out of sheer frustration you decide to get a stiff drink and curse Cull...a lot. After that you decided to sit there for a bit to clear your head before finding a good vantage point to see the battlefield. Which no doubt is going very very poorly for you and your forces.

Turned it was true..the undead had your forces caught between trying to hold the surface against their flaming undead and others. While at the same time hold the line against the bio eating gases flooding parts of your tower and the undead coming in from behind it. That was when you decided to get LOST and see where that would take you.

The last thing you saw while wandering aimlessly and now very lost was a familiar looking female bandit who smiled at you before you felt something slam into your skull and fell into darkness.

That was how you awoke to some classy music sitting in a chair...wearing clothes you clearly remember not having ever worn or even owned. Across from you meanwhile was...a redhead in a classy dress who was enjoying some vintage wine. When you awoke you saw a skeleton butler approach and set down some food before you.
>>
>>947296
Don't touch the food, but check our person for what we have and our condition.
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Rolled 7 (1d100)

>>947296
The view you noticed was amazing...and near the top of a familiar looking tower. That just HAPPENED to have an amazing view...of your battlefield and clearly in trouble forces.

...Fuck. Somehow your in the heart of the enemy base having dinner with who you would assume is Foxy the necromancer.

"So...let me guess Captain Cull brought you in for the training trip from hell? So that is why you got involved?"

"Yes and no," says the foxy lady. "You see...I knew about you before he came to ask for my help. I thought it such a lovely opportunity to get to...know you better. Few ways are better then getting to know someone then by being their enemy and I will admit I was quite curious."

...Shit she knew about you before all of this? "Somehow I doubt Captain Cull was anticipating this...and why show up before? Giving yourself away early?"

"Well...I wanted a closer look. After that well," begins the Foxy Lady swirling around her wine glass. "Lets just say it had been such a long time...and I didn't know if you would survive or not. Saw a chance and took it. I will admit i didn't think I would run into so easily a second time. Luck me!"

"..."

"What not hungry? Wanna leave? The door is right there, I wont stop you," she strangely gloats while gesturing at a nearby door seemingly without care or concern. "Elevator down the hall. Just tell the skeleton inside where to take you. Even to that tunnel you so thoughtfully dug to my place is fine."

"..."

"Don't trust me? Hah don't blame you," she continues with that strange drawl of hers as she eats a few morsels and sips her wine. "Truthfully even if you leave...if you run. I will greatly enjoy hunting you and beating you down before dragging you back again for a date, but I give you the option to leave as always. Why?"

"Simple," she says leaning back as she finishes her wine and has a cigar lit. "No matter you choose I will enjoy it. The process...the tracking you down. The fighting you...or even your willingness to give in. To me its all good fun and its ALL something I can get off on. As you-" she sinister smiles with a coy laugh. "Found out previously...oh that WAS a lovely night. Been so long...and after such an impressive match. I will admit...I got a little 'too excited' but you were too now weren't you?" This time she was stroking your inner thigh with her foot that carefully made its way up there from your feet.

"So go ahead...leave but know this will not be the last time. We shall meet again...and again...and again. We shall grow to know each other better and better...as only enemies can. Until one of us know better and concedes." At this point she had gotten up and approached you leaking out some oddly nice smelling smoke as she whispers into your ear. "Which I can promise you...will. Not. Stop."

With that she went back to her seat and asked with a a strange blush and oddly intense gaze. "So shall we continue our date...or shall we reconvene at a later time?"

What do?
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Rolled 37 (1d100)

>>947345
The food seemly perfectly safe as she had taken some from the platter to nibble on. On your possession your wearing a dusty suit and your condition besides a bump on the noggin is a normal.
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Rolled 43 (1d100)

>>947352
Well..I'd imagine we would be pretty hungry. Why pass up an offer of dinner? It's already been brought to us after all.

Actually, I just had a terrible idea that will once again backfire horribly.
>Ask for our men to be spared in exchange for us staying
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Rolled 13 (1d100)

>>947375
nope, not doin that

>>947352
>Step 1
Hold up our empty wine glass and ask "you gonna leave me hanging here". Wait for Butler to fill our glass

>Step 2
While sipping our wine.
"Well from that I can gather asking you to back down and let me get this two weeks of hell over with is out of the question?"

>Step 3
"Lets have a chat and nice meal hmm" Discuss the battlefield, learn more about her and her thought process...most importantly try to figure out her forces and thinking. Lets bring a little class to the post apoc.

>Step 4
After our nice meal and pleasantries....I can't believe i'm saying this really I cant...but shag her brains out. Bang her get in her head and bang her in there too, shag her enough to give us a chance to escape or weaken her undead control...then bolt tell her we hope she enjoys her hunt, we won't always be so easily cornered, we're a LOST, we'll certainly keep her busy.


If we are going to do this i'm pulling all the stops, if we get in her head we'll know her...*cough* weak points *cough*
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>>947391
>13
...oh come on
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Rolled 92 (1d100)

>>947391
>>947352
As always, I support RustAnon
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>>947397
You were saying?
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Rolled 62 (1d100)

>>947397
YOU are complaining about bad rolls? Fuck you. Just for that I'm not going to stop using dice.
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Rolled 12 (1d100)

>>947391
Balls of fucking steel Rust Anon. While I'm not so keen on the plan I'll support you because you've really been helpful so far and hey we might pull it off. Play hard to get the whole time, even in the sack she must wrestle us for dominance
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Rolled 39 (1d100)

>>947391
We do it for the men! After all a chat could get us much needed insight. Just wish Pearly or Mc Scream would be able to do anything to get us out. Leaving us to hope Mr. N would risk something. Since he probably doesn't know it's Foxy.

Really I hope our stalkers are still undead and around. They are good people.
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Rolled 69 (1d100)

>>947431
I miss them, they could have made hero with us.
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Rolled 69 (1d100)

>>947391
I just realised... Are we about to gang bang her in her head...
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Rolled 30 (1d100)

>>947391
The butler filled your wine glass and...it actually tasted quite good. Heavily aged no doubt its Pre Fall stock and not even a hint of vinegary taste to it.

"Afraid so, see I so enjoy the fighting and getting along with that particular bandit group is important. Professionalism you see is rampant among them not easy to deal with otherwise and I heard they have a hero backing them. Certainly would explain how oddly well supplied they are despite their taste in targets."

"So they like to bully people? Targeting the little guys?"

"Most of the time yes, they have...a lot of stockpiled supplies because of it. The rest of the time they like their harder targets. Probably to keep themselves from growing soft. They trade in drugs and other more premium products big time. Guess their taste in targets is rather broke in terms of medical supplies and the like."

"You seem to know an awfully lot about them..."

"Its because they are a rather big threat. If it wasn't for their strange policies...well lets just say I wouldn't wanna fight them. You after all are finding out what their 'training' is like."

That you are...that goddamn Cull bastard. Fucking hell does he deserve that name too.

"See they like you well know aren't like most bandit groups. Far professional and well supplied. If it wasn't for their heavy recruiting i would of long suspected them a merry band of Outlaws."

"So how about taking it easy on me within the two weeks then?"

"...If I did you would have other necromancers to contend with."

"Ah...so Captain Cull is watching then?"

"Of course he is. If you succeed however...well I DO hope you enjoy being a Boss. You would certainly deserve it...and you can likely expect something special besides that."

"Special?"

"I did say they were oddly professional did I not? Their officer corps are...remarkable. Personally I believe that every single officer of theirs went through a similar training from hell that you did."

"No shit?"

"Probably, they certainly burn though an extraordinary amount of fodder. Would it be so shocking potential officers were included?"

Now that she mentioned it...it honestly wouldn't. I mean it seems they only treated their specialists differently.

"So about the battlefield..."

"Hm business talking are we now?"

"Well of course. If we are to be enemies...would it not be best if we poked at each other's brains?"

"Hm...fine it seems your willing to take that risk. You aren't going to be the only one who...discovers things. Now as for the battlefield. Well you have forgotten something very important."

"Oh...what is that?"

"Old World Infastructure. Especially the likes of the corps with their paranoia...its more then just towers and hidden underground complexes."

"Oh..."

"You are aware," continues Foxy as she casts a spell that causes a flicker within reality. "Pockets...of reality yes? Besides our own universe and others...its possible to create these pockets. The Corps were especially fond of them."
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Rolled 17 (1d100)

>>947471
>>947495
Dam player you rolling them 69s like it was nothing.
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Rolled 11 (1d100)

>>947500
"One of the few things they took heavily from during long ago wars between old ideology and new...the pockets of reality was one of their favorites. Thing is just like how Outsiders break into our own reality...its also possible to break into a Pocket. Thing is though you gotta know where it is...and due to their nature that can be oh so very difficult."

"Why tell me this?"

"The phantom stranger is especially fond of them...and frankly I hate that slimy prick. I can assure you it WILL take advantage of that pocket reality to attack you from within...in a ways you cannot even conceive of."

Well fuck as if all this other bullshit wasn't bad enough. "Anything else in regards to the battlefield?"

"Well there are more then just three ways of attack from above, below, and directly. Eventually they will attack you in ways beyond those three myself included."

"Let me guess...ghosts?"

"And worse," she admits.

"So what would you do if you were in my shoes?"

"As a necromancer I would hate to remind you but...well you ARE a necromancer. There are ways to steal undead...and there are ways to make them very hard to control. Set them loose even if you cannot control them but if they get in the way of the enemy...would it truly matter?"

"..."

"Don't forget undead are more then just zombies, skeletons, and ghosts. The corpsecrafted are a truly terrible foe to face even for a necromancer and there is more to it then just some...extra magical manipulations to create something unusual."

"Stuff sorta like necrotech and possessed machinery?"

"Oh baby that isn't even scratching the surface...that is barely any leaves on nothing but a single branch."

"Necromancy is more then just raising the dead, talking to them, and creating monstrosities stitched together from multiple corpses. That is just so...small. See unlike with other sciences and experiments you don't have to worry about keeping the subject well...alive. It allows you to do oh so much more baby and that is just the beginning."

"Many necromancers just bury themselves in the magics...and others just like tinkering with corpses like a much of necrotic scientists really. Yet together," she claps her hands. "THAT is when it truly becomes something extraordinary."

"Sounds like you been going easy on me..."

"Its only day what...3 now? Why would I show all my cards right off the bat?"

"So you like the more unusual undead huh and classic necro thinking?"

"If i was a classic necro would I be a bandit bitch much less a Boss? Oh you wish me nothing but a pretty little classic necromancer now don't you...sadly they aren't that easy to encounter baby. Much less go out of their way like myself."

"So during the siege what do you think I should do?"

"Well for one thing...give in sure you wouldn't accomplish it but at least you would be alive right?"

"..."

"Too soon? Well can't blame a girl for trying. Frankly you should first of all kick out your raiders. They are squishy and use up supply."
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Rolled 46 (1d100)

>>947542
"After that whenever your in a bind you need to unleash the crazies. They will either fix the problem...or frankly its not like they can make things much worse."

"Oh you would be surprised..."

"In the end its the same. When things are fucked your still fucked even if the crazies make you even more fucked...OR they bail your ass out. Either way you can't lose."

She does raise a very good point you have to admit.

"Next you gotta recall how bandits are a bunch of greedy little shits why do you think we are so good at looking and 'upgrading'? So repairs...or building new shit. Don't put it that way say its time to 'upgrade' your damaged rides or infastructure. Bandits a bunch of bloody idiots and wont realize the difference AND they'll figure out a way to improve it on top of the repairs or building for FREE while at the same time! I mean come on only bandits are dumb enough, just skilled enough, and with plenty of free time to pull something like that off. You gotta think like a Boss...to us there is NO such thing as mere 'repairs or building new shit'. There is only UPGRADES!"

That...actually makes a horrible amount of sense in terms of bandit logic.

"So remember its never about repairing your defenses its simply about 'upgrading' them with whatever neat little improvements their twisted little hearts and minds can come up with. The repairs...why that is just extra and getting in the way before for the REAL fun startz. Trust me bandit ingenuity is second only the survivors they ALWAYS got some 'upgrades' floating around in their seemingly empty high as a kite heads. Its right up there with the crazies always being crazy."

"Now best of all about being trapped...is make your guys think they are trapped. They will fight all the harder and remember. Beefy bandits are all a bunch of tough sons of bitches. If they weren't they would be a Speedy. Strength is a given...no matter if your a speedy or a beefy its always critical to hit hard."

"Hence why you wanna get rid of the Speedies to cause trouble for the enemy while saving up your own supplies that you are going to need. Fuck the Speedy's in a siege those little shits can not only take care of themselves out there easily enough. They can also cause the enemy a lot grief while they are at it. That is if they outside to do so...and not getting in the way on the inside."

"That wont be a enough though. Not with my situation."

"That baby is what you and your 'specialists' are for. Trust in your heavies especially once the Speedies aren't getting in their way. Those bastards literally spend all their goddamn time on thinking about sieges. Whether they are attacking or defending...they know their stuff."

"Which gives your specialists time to cook up interesting things...and gives you time to come up with the plans. Remember your bandits there is no such thing as morals in bandit warfare. Everyone else will at least think twice...not bandits they wont think at all before releasing it."
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Rolled 95 (1d100)

>>947570
"So what you have to last two weeks...against whatever Captain Cull can find. Trust me he can find...a lot of nasty things to throw at you. Sure its predictable at first if overwhelming...but what about later on? When your running low on supplies, ammo, and men. That is when...why that is when the REAL show will begin. When your at your weakest that is when the trickery that should of been there in the beginning...is now there when your weak."

"...I really hate Captain Cull."

"Think about it and how many think like that. Its a true testament to his skill he is even still alive."

That is true...good god how the hell is he even still alive? I mean think about it...

"So tell me about yourself. I know your one of the bosses for the Turbo Legion. How about that and your family?"

"Changing the subject now are we?"

"I know your gonna keep being careful with how you respond with your way of thinking. Might as well...find out more about you albeit indirectly."

"Oh how flattering...fine the legion as you know is divided in several parts. I lead the undead. My sister the the machines...and my other sister the actual bandit forces."

"She is a psion she doesn't lead the crazies?"

"Not a chance...we originally ran away was something i arranged to protect her from the MADNESS and our little brother from Mother. As we started with stuck with the undead and machines so as to...make it easier on her. She is very...very powerful psion. She has a very hard time blocking out others thoughts. So...I took her away and took away many of the voices. Over time she has gotten better. So its not as bad as it used to be. As is though we still cannot afford too many with actual thoughts...it doesn't help she is is very good at smashing minds into little pieces . Turning them into a bunch of raving lunatics, dead, or a zombie. At first it was usually by accident. Not so anymore..."

"...She sounds very strong in psi."

"Too strong truth be told...smart zombies and monsters hounded us since early on. The smart zombies eventually wised up with my ability to use their numbers against them and the monsters...well lets just say dearest sister started first with the monsters before moving onto humans subjects as she slowly...and very devastatingly mastered her powers. Alas she is lacking in finesse but her brute forcing can be quite spectacular."

"Now monsters run far far away when they sense her. I swear they can smell how many of their brethren she broke. Now they seem to know better."

That caused you twitch...just how many monsters would that take to traumatize them that badly? By the gods what the hell did she do their minds besides just breaking them?

"So what about your more...technologically minded sister," you ask changing the subject.
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Rolled 78 (1d100)

>>947605
"Oh Turbo? She is a huge robotics fetishist obsessed with trying to build the perfect boyfriend when not working on better sex toys...gotta admit though those things are amazing. Oh so very helpful when horny. Now if she weren't so busy trying to build the perfect boyfriend and was willing to find one that would be some serious progress. That would probably take a miracle though. I mean at least the other ones has the ability to peer into minds excuse and honestly despite being a necromancer. I am legitimately the one whose is most interested in men."

"..."

"No I am not joking. Out us three sisters I am the most likely to date."

"...That...that is actually kind of really impressive that the necromancer of all people is the most likely to date."

"Yeah well there you go. One is too traumatized to be interested and the other believes she can just build one. It doesn't help our little brother sorta came back thinking he was the one who was suppose to protect us instead of the other way around. Which reminds me...when you meet him tell him we aren't dating."

Well that wont be hard.

"He is too protective of us...and completely forgetting the fact that in truth he is the one who should be protected. See he ain't a psionic necromancer like yourself...and he is a real pretty boy. Throw in his power and ability frankly if it weren't for us three sisters beating off the women. Guy would of been torn to pieces by bandit bitches years ago when he was still a cute little boy if it weren't for us. Reason why we sent him away was due to their policy regarding women. Kept him safe...alas he kept that cuteness. IF only he had that handsomeness like yourself...but nope. Still got that cutie look that really pokes the bitches in special spots. Now its bit more aged...and entirely fuckable."

Wow that guy sounds even more screwed then you are.

"Well at least he ain't a unicorn no?"

"...No that is the fucking problem. You see he is still innocent in some ways and only very loosely aware of the dangers of bandit bitches."

Correction he is most definitely more fucked then you are.

"Yeah...thankfully due to us sending him off they don't realize that little fact yet. Thinking its no longer there, but eventually its going to get out. That is going to cause a bloodbath among bandit bitches once they catch that scent. Goddamn guy can only get beaten by an outside unicorn male or a rugged handsome skilled manwhore big bad ass bastard of a fearsome specimen of Men. In terms of bandit bitch panty dropping...ha so not looking forward to that conflict."

"So why not uh...find a woman for him then?"

"You think I haven't thought about it," says Foxy as she leans into her a chair and fills her glass yet again. Before drinking heavily from it with rosy cheeks from the booze. "Finding a good one is no simple task. Much less one that we sisters could get along with and would be able to handle other bandit bitches. That type of boy ass is unbelievably enticing."
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Rolled 80 (1d100)

>>947638
"It doesn't got the problems of an outsider and isn't as difficult to handle as the other. Worst of all is it kicks bitches right in the babymaker, punches their minds out, AND stabs them right in the heart. Guy has that look that wakes up those feminine instincts with a force of a super nova bandit bitch or not. My little brother could make a granny bandit's cunt into a waterfall."

"Well uh...certainly glad i ain't him."

"No shit. Your a specialty taste so most of the time you'll be fine. Swear the kid ain't even safe from fucking pedos because of that baby face of his...ah damn it. Hopefully Legion breaks into hero soon. We will really need the help. Rather not have to sell his ass to the closest bandit bitch hero whose interested."

At this point you realize that she is properly tipsy enough...that it should be time for you to make your move. So you get up.

"Ah leaving...ah well this turned out much better then I expected anyway," she begins as you approach.

"Actually," You begin before finishing with a hot heavy whisper into her ear. "I was thinking of continuing in the bedroom..."

Which certainly had its desired effect as she gets up and clings to you while guiding you to the bedroom. There you actually got a good proper look at her for the first time and curse yourself at having not taken a closer look the first time. Simply because you ain't ever seen tits that despite their size were fucking IMMUNE to gravity. Good god...they drew your eyes like magnets. You have seen some admittedly very nice tits since you lost your memories and porn included, but these babies...oh baby they were all natural and immune to gravity despite their size. You never would of believed it if you hadn't seen it with your own eyes. Not the biggest, softest, or downright deadly but they were absolutely the perkiest.

Finally after awhile you tore your eyes away as the rest of their dress slinked off revealing that she wasn't in fact wearing a bra...yeah definitely the most absurdly perky breasts you ever seen. Those tits should of belongs to a petite girl with their immunity to gravity goddamn. Yet somehow...they are big.

The rest of her flesh you notes has that peculiar paleness that you realized is extremely common among necromancers. Even the witch struggled with it but her...she clearly hadn't given in unlike with your master either. Instead she clearly...made it work for her. The unnatural paleness highlighting that pearly ass and tits. Much to your surprise was how they pearly white blended in with the milky whiteness and unusual paleness. She really looked pale like a ghost and honestly you would of thought her an undead specimen of pearly white porcelain living doll quality. If it weren't for her heavy breathing and blushing that climbed its way down all the way to the well taken care of firebush between her legs. You would of been convinced.

You didn't even notice her panties which you noted with the heavy black contrast.
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Rolled 85 (1d100)

>>947677
At this point you struggled to remind yourself of your objective. You were not to fuck her like it was quite possibly your last shag of your life unlike last time. Instead you needed to bang her so goddamn hard and you even mindfuck her into making some mistakes that you can hopefully capitalize on. Thankfully you had some experience previously...which turned out to be far too little and useless.

See this time she wasn't blinded by the fact that she hadn't gotten laid a very...very long time and fucked back as if you were a dying man who was gonna be given one last wild night. So even though she carefully made her way in the sheets and gently coaxed you between them with her. You still had one very big advantage.

You were a psion.

Hence you could quite literally mindfuck her.

So even as she attempted to delay things you played along...while probing her mind. Amazingly enough while at first she raised her guard...she actually ended up lowering it. Thereby granting you access to her thoughts and what she was feeling. You quickly capitalized on what she was clearly enjoying more then the rest...and naturally you listened to those thoughts of hers. Which while sucking you in gave you the strangest feeling in the goddamn world.

For you were...literally feeling what it felt like to be in two bodies that were lovemaking. The feeling was...extremely intoxicating and this was just the foreplay!

Good god your about to learn what it feels like to orgasm as a woman...or what it feels like to get fucked by a penis while a man...while you were at the same time the owner of said penis. Thankfully that feeling was delayed was she stretched the foreplay period out.

Unexpectedly you were actually...really thankful for this. I mean the feeling of fucking yourself as man while a woman that were both connected together...was a sensation you were desperately trying to wrap your head around before it actually happened.

As is during the foreplay you learned 2 things. 1 What she enjoyed the most and number 2 what it felt like to orgasm as a woman...repeatedly. She was kind enough to get you off too. Which you realize was probably a very good thing. As you have a feeling the pleasure of fucking while two people would probably be...way too intense to receive at once. Much less accidentally having it end too soon...due to that very fact.

Much too soon you find yourself having to face that reality and...both of you hesitated. It was during this period you realized two very important things.

1 she was still able to block off parts of her mind to you.
2 She...was also feeling what you were feeling thanks to your connect you formed between you.

That was not enough to prevent you both from taking the plunge and that was how you also accidentally mindfucked yourself in the process.
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Rolled 87 (1d100)

>>947696
Despite her best efforts efforts you could clearly her struggle to maintain control during the frankly absurdly confusing yet insanely pleasurable sensations that were blasting their way through both your minds. Which thanks to her slackening control you knew without a doubt would be effecting the undead under her control.

Problem is you were also having a very hard time staying afloat mentally. Now if you had some experience with psion literal mindfucks. You probably could of done a lot better but alas...you were also a virgin in this regard. So eventually you just gave up and decided to ride the insane variety and intense amount of pleasure you were feeling.

How long you were like that...honestly you don't really know. You just remember her libido being unexpectedly high then again that might just be due to her feeding off your own libido and thereby raising her own. Regardless of the actual reason you both eventually collapsed. More to due to simply not able to endure the variety sensations more then actual exhaustion within your bodies.

Both of your minds were simply...unable to continue. The strain was simply too much. Unexpectedly she actually rebounded first as you suddenly felt her climb on top before leaning down and whispering into your ear in a rich sultry voice. Was thanks for the new perspective and great pleasures, but now it was her turn.

Oh god.

Good thing your dick is too exhau-oh fuck she is casting a spell and up comes your boner.

Oh dear.

Thus Foxy began to blow your mind...this time with magic. She didn't cause a strange mind meld like you did with your psi. Instead she was clearly tapping into magic as she impaled herself carefully. Throw in a few bloody scratches for bloody magical glyphs and neat rakes for formations.

You found yourself riding a very different but intensely pleasurable trip. This time though...it targeted your body and strangely enough soul. There was a barrier that probably only you could feel between minds. The rest however you could feel your soul was carefully but with strangely intense pleasure being partially pulled out and started to...connect to her own soul with which she did the same with her own.

What surprised you was the intensely powerful but yet oddly familiar sensations floating around in her soul. Magic you realized...and something else. Which upon closer examination you realized was psi latency but it was..twisted and much weaker then your own own. That was when you realized that she had potential...but not personally. It was more something to do with those related to her given how fragmented and weak it was but surprisingly whole.

A connection to the Oneness you realized...but not directly not even potentially but indirect. Stronger then those with only the weakest links but still stronger then those with potential or awakened.
>>
Rolled 62 (1d100)

>>947713
Strange how you could sense this indirectly through the soul...amazing how well connected the soul is to the body to allow such mirroring you realize. Sadly you weren't able to study it too much before you dragged away. This time you found yourself in a strange place...you could still clearly sense your body having sense.

but it felt oddly far away...yet not. A very dizzying sensation for yourself as you realize that as a psion you were unusually resistant to whatever...this was suppose to be. You soon found you when you realized Foxy approached you and upon seeing your dizziness and confusion. Cursed lightly about incompatible difficulties with psi and magic before giving you a very...very strong kiss. Which had some mighty strange effects.

You see your dizziness and confusion was...blown away by sheer pleasure. You were still confused and oddly dizzy, but she had clearly taken control and guided the strange difficulties you faced into a pleasurable realm. A very strange realm because you realized that you were feel intense pleasure...but it wasn't hers but rather strictly your own. While it wasn't nearly as strange as your previous accomplishment it was just as overwhelming.

Because you were getting blasted by pleasurable magics and soaked in the clearly augmented pleasures that was magically enhanced. Not to mention sort of being in two places at once that you realized was actually some soul trickery. Regardless it had some amazing properties that were unique to magic and not relying upon unearthly connection like with the psi method. Instead this one relied upon magics to unleash never before felt pleasures and to further enhanced physical ones.

You could clearly tell that the sex...felt like a much stronger and more enhanced version. If it weren't for sexual stamina enhancing magics you would not have been able to keep up. Thankfully you were and your soul was...enjoying its own pleasures with Foxy's guidance.

Your body pretty much at being on auto pilot as it knew EXACTLY what to do thanks to your previous trick...and so too did her body. Leading to yet more mindblowingly great sex.

You admit you kinda wanna know what it would feel like to reconnect your minds while having this magical effects in place...but you have the feeling if your not very careful. It could quite possibly kill you both through sheer pleasure.

You soul too was...having its own unique pleasures in a different space. That for all intents and purposes would of had you drowning in pleasures. If it wasn't for Foxy's guidance keeping your soul afloat and helping protect you against the psi backlash that was attempting to ruin things.

You begin to realize this must be oddly similar to what Foxy felt with your trick when trying to maintain control. She however unlike you...actually did her best to assist you with your difficulty. Where you had left her on her own...which honestly kind of made you feel bad and like awkward feeling dick.
>>
Rolled 98 (1d100)

>>947734
Eventually the spells waned drawing you back to normal. Alas you were hit by even more physical exhaustion with this time with some new soul based tiredness. Suffice it to say you failed miserably at staying conscious as you passed out.

Which is how you awoke to a what you realized is a very comfy large bed in a luxurious room while having the mother of all killer migraines. Not to mention your body felt like it just got got done fucking a nympho full orgy as a one man performance act and your balls honestly feel like a pair of raisins. Your dick your're pretty sure is gonna have trouble just taking a piss much less fucking again anytime soon. Surprisingly though your body felt worse when fucking that demon witch...but at least back then you had a healing pool and she was much more cruel.

As is you deeply regret some of your choices the previous night...and soon realize you weren't the only one groaning in bed.

"Owwie," mutters Foxy in pain. "Damn it...I should of waited till next time to show off but I just HAD to get competitive...ow."

So apparently you aren't the only one feeling like shit. Fuck how are you suppose to deal with a psi migraine like this? If only you knew...damn your psi inexperience.

You gotta say though Foxy's unusual coldness certainly explains both why your unusually cold despite the bedding and why she is so close leaching body heat.

"Hey foxy...how about next time...we take turns," you suggest.

"Ugh...fine...deal. Ow...goddamn it...unless its a special day like holidays, birthdays, special pleasure trips, and anniversies."

"Ugh...crap I was suppose to be back with my guys by now," you say trying to get up and leave.

"Ah they're fine," says Foxy swinging her body to the side. Thereby throwing herself partially on you keeping you pinned down more heavily. While letting you to enjoy more of her nice if chilly body,and stroking your face with an available hand. "Just...stay...got a guy asking my sister how to deal with psi migraines...never had to deal with one of these before. Body wise...healing magics but don't expect your crotch to work for at least a week minimum. Trust me I speak from experience..."

"...You have got to be kidding me. This is a regular THING for you?"

"Nope, hence why I tend to go overboard," explains Foxy. "Truth be told it works quite well if you can get passed the pain and get laid very rarely."

"...Your just trying to keep me to yourself aren't you?"

"Ah don't flatter yourself," says Foxy. "The reason why I liked my sisters sex toys so much was they did something very similar...with less penis. Can't be a slut as a role model for my sisters you see."

"...Huh wow your vagina certainly did not feel like it was so well excerised."

"Why thank you," replies Foxy with shocking sincerity. "and your penis is also quite nice. Especially now that I gotta proper look at it and was no longer blinded by horniness. Gotta admit I was rather worried you would actually have a inadequate penis."
>>
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>>947768
>>947734
>>947713
>>947696
>>947677
BASED LEWDS. THANK YOU GENIE.
>>
Rolled 28 (1d100)

>>947768
"That...that hurts Foxy but is oddly relieving at the same time."

"Oh honey ALL women are think like that...they just wont tell you the truth."

"So your lying?"

"Hey you told the truth about my vagina. Why can't I do the same for your penis as thanks?"

"...Fair enough."

"So you liked how it looked down there," she ask with what you originally thought was heat due to horniness but you realized was actually heat due to...overuse. Feels oddly like a rug burn. You know because your penis feels the same way.

"I will admit...it is much more well taken care of then I would of thought. I was thinking full on jungle or shaved at best."

"So...not your thing?"

"Eh...better then shaved demon."

"Ouch."

"Oh yeah if there was any hair...good god the tentacle hairs. So I was actually rather thankful."

"Yeah I never went for demons...all that sadism, cruelty, and tentacles."

"Yeah...I learned that the hard way sadly."

"Good to know your ass is ready then."

"Oh HELL no."

"Hah just messing with you..."

"So...I just gotta ask does your sister Turbo have a tentacle fuck machine?"

"Let me put it this anything she could turn into fuck toy she has made the industrial long term machine grade version. If it wasn't for her extensive replacement of certain plumbing even the biggest overrused aged turbo slut nympho who had many bastard children would of been notably tighter. Despite the fact she is a virgin to actual dick...or pussy for that matter."

"So tentacle industrial sex machine is a yes then."

"Her sex 'dungeon' ahem workshop is a very magical place...but without the magic and using robotics instead."

"You know I kinda wanna see it...but at the same time I don't want to."

"You should of seen the time i convinced some bandits that was in fact our rape dungeon. HAHAH...oh god I never seen such scared bandits. Too bad it didn't do shit on the Dok's or tek's. But the rest? Priceless."

What do?
>Have breakfast with Foxy
>Stay in bed
>Get a move on shit what happened while you were...occupied.
>Wait long enough to get the cure
>Other?

>>947770
Being lewd without being explicit is shockingly easy when you have psi or magic bullshit. Closest thing i ever done to erotica right there. Did something similar with Petyr and Abigail.

...poor poor Petyr. Never would of survived that high impact sexual violence without some serious augmentation. It didn't help her adoptive big sis was an amazon...snu snu Petyr very nearly died to it...repeatedly.
>>
Rolled 59 (1d100)

>>947778
Bah meant very magical 'realm' instead of 'place'.

And this line was actually

"Hah just messing with you...maybe."

Too fucking tired and am now making important mistakes so I am gonna crash. Fuck that took forever to write...
>>
Rolled 40 (1d100)

>>947778
>Have breakfast with Foxy
Ask her what's going on while we were out as it were. Then have our Stalkers give us a hand back. The next wave is coming after all
>>
Rolled 9 (1d100)

>>947785
Your stalkers are fine. She merely...'hijacked' them (temporarily) but was planning to give them back to you. This you have found out due to pillow talk.

Now if you hadn't gone up against a necromancer with a poor idea like that combined with a bad roll. Your stalkers would of been screwed.

A necromancer meanwhile would just try to steal such high quality undead.

Basically only reason you got them back was due to her being a necromancer and liking your guy enough to return them.
>>
Rolled 96 (1d100)

>>947778
Well I'll be damned. That was uhhh quite the adventure, damn. Well at least it's over for now.

>Get a move on shit what happened while you were...occupied.
As we leave make it very clear we'd love to stay for an actual good meal but we've got another week and a half of a siege to prep for unless she is willing to have her undead help us while we have breakfast and make our base fucking awesome
>>
Rolled 18 (1d100)

>>947878
Where have you been rust you earned us a female orgasm! I'll support this then instead of my action
>>
Rolled 41 (1d100)

>>947778
>Wait long enough to get the cure
Finding out what the psi migraine cure is could actually be important information for us.
>>
Rolled 93 (1d100)

>>947890
I suggest we just ask her over breakfast. We have a siege to prep for still and an unknown predicament at base. I wonder if we earned PSI experience from that?
>>
>>947902
But...you voted against staying for breakfast. More to the point, she herself has no idea how to deal with psi migraines.

If our base survived the night, they can survive a few more hours without us. It is true that we can use all the time we can get to prepare, but when will we get another chance to learn how to deal with the negative effects of psi use?
>>
>>947913
fuck i'm tired....uugghhhh I kinda meant what I mentioned, IF we stay for breakfast ask it
>>
>>947916
I wonder if we could simply send a message to our camp to start "upgrading."
>>
>>947918
Well i'd suggest we personally oversee it for the Exp and such but i'm hitting the hay. I'll get back to plans tomorrow when i'm rested and reliable
>>
Rolled 27 (1d100)

>>947918
I would say to do it with our powers but that would probably be a bad idea. Though we can probably relay the message to pearly and have him tell mcscream and then mcscream does what he does best and just starts screaming "UPGRADES FOR THE UPGRADE GOD"
>>947902
And we ask her over for breakfast if she doesn't mind rations
>>
>>947778
Have breakfast with Foxy and wait for the cure.
Ask her if there's any longing effect of her playing with our soul. Wouldn't want to get soulbound.

Overseeing the upgrading is of use to us, for the EXP.

In the end, I'm not sure we want to become a Bandit Boss; it'll likely lock us in a common hero class. If we aren't stuck in this right after the siege and actually get to learn from the Lawbringers, I'd be for the best.

If we don't get to pass by that, maybe bail out or 'get rescued' by TSO, as this wasn't what she asked of Cull (Becoming bandit boss)...
Gotta get back to our necromancer mistress and actually start learning.
>>
Rolled 97 (1d100)

>>948027
And here is my roll.
>>
Rolled 3 (1d100)

>>948027
I just want to work on getting lost
>>
Rolled 97 (1d100)

>>948035
Me too, me too.
This class is to be our founding pillar to heroism, fusing the others into a comprehensive network.

Lost NecoPsi-Magus sounds strange, better find a neat title.
>>
Rolled 57 (1d100)

>>948029
>>948047
Oh hey, double roll again.
>>
Rolled 86 (1d100)

Should we attempt to contact those bots again since we're cool but not cool with foxy?
>>
Rolled 59 (1d100)

>>948118
Good idea, esp if she can vouch for it. It'd be a shame to lose an assassin droid shell.
>>
>>948118
Ask Mr. N if he can. Talking is what he does.
>>
Rolled 9 (1d100)

>>948118
Yes please we could def use that loot. Hell hey mr. N to start repairing the relations if need be
>>
>>948168
That and fuck female bandit bosses, he should be proud of our most recent exploit.
>>
>>948340
Yeah, "Proud"
Or confirming MAD
>>
>>948364
So we are a sexual deviant I didn't vote for this, or any of the sexual actions for that matter, in fact fought hard for our character to be gay in the creation thread. I am enjoying it but Anonymous did this, not me.
>>
Rolled 66 (1d100)

>>948027
Actually unlocking the Bandit Boss class would probably be a good thing.

Bandit Boss+Paramilitary Officer is a nasty combo. Combine it with some sort of Undead leadership and Psi-Magic somehow and...we've got the makings of something very special there. We'll get some combat-oriented Psi and/or Magic classes from the Lawbringers, I'm sure, and...well anyway, everything's turning out rather well.

Now we just need to incorporate our Scavenger and Looter stuff somehow.

>>948047
>>948029
>>948027
Vote.
>>
Rolled 71 (1d100)

>>948368
It might be, but the consensus was to keep focusing on psi-magi and branching on necro-psi.

Officer, as Genie mentioned, is a common class in the post-apocalypse.
We don't want to be common, it's one of the reasons we didn't stick with that other bandit gang a long time ago.
>>
>>948368>>948382
Thing is, the way we go, Bandit Boss would affect/become our Hero class.
I fell that our Psi-magus and necromancer classes aren't high-ranked enough to risk getting locked into Bandit Boss/officer for a while.
>>
Rolled 58 (1d100)

>>947713
This is some sort of hint about the Secret of Nothing.

>>947605
The reason most people don't think of using overwhelming force at first, and then tricks later is because most people don't have access to inexhaustible overwhelming force. Otherwise everyone would think like that.
>>
>>948404
Well it'll all affect our hero class.

It's...fairly unlikely we'll immediately rank up to Elite Bandit Boss after this training trip (though distinctly possible), and Paramilitary Officer would be a separate class with separate exp til we fused them (which we don't know how fusing effects exp ranks).

I don't think it's something to worry about because if we get close to hitting elite in something that we don't want to dominate then we can just tell Captain Cull or whoever "Hey, i don't want to break through yet."

This being said, hopefully if we're lucky you still need an awakening moment to cross the threshold. Even better if you have to consciously want to become a hero for it to work too.

In sum, i feel it's only a good thing, because it synergizes well with certain aspects of necromancy, and will probably be easy to fuse with other things we already planned on working towards.
>>
>>948431
It'll be pretty darn close, closer than ranking to elite with Lost / Psi-magus / Necromancer (fusion?)
A wrong move (dice roll)
> if you have to consciously want to become a hero
Doubtful we can hold on long enough, there certainly will be a new-anon (or a few) that'll throw a wrench in there and opt for Hero awakening, as there are definite advantages from this status.

>>947792
Hey Genie, mind sharing our current rank status, or is it too fluctuating atm?
>>
Rolled 62 (1d100)

>>948447
Pastebin hasn't been updated but here is what we had awhile back http://pastebin.com/LzQwFuz4
>>948382
Bingo jack, how about we call up Ole Cull and give it to him straight.
>look we don't want to be a bandit boss and we don't want to get stuck with a common class
>>
When do you think Genie will wake up? Any idea which TZ he's posting from?
>>
>>948557
The Genie exists outside space and time and strapped to a train, forever screaming
>>
Rolled 9 (1d100)

>>948027
So the consensus is stick around with Fox for breakfast.

>>948118
>>948168
>So ask foxy about the bots or contact Mr N about it?

Both?
>>948340
He would be impressed thinking your a dumb ass but impressed nonetheless.

>>948688
You...I like you.

>>948447
Not really its largely the same but your developing an officer class which I wont reveal yet.

>>948367
In my defense magi are all notorious perverts for a very simple reason.

Magic.

Truth be told I would of been much more surprised if you didn't turn into one. Yes this means Foxy is also a deviant but she much more mellow due to being a necromancer.
>>
Rolled 90 (1d100)

>>948926
>have foxy do it
I mean they were so quick to drop us they might be quick to obey her order
>>
Rolled 77 (1d100)

>>948027
You decide to stick around long enough for breakfast with foxy. Figuring its not like this short delay will likely make much a difference. That is how you find yourself in a silky bathroom sitting across from Fox with a series of breakfast being displayed on the table before you. Enjoying some fruit juice while Foxy chose milk.

"So for the soul play...there isn't a longing effect included now is there?"

"Well now that would be cheating...and so no, but your soul is still gonna remember that pleasure. So don't expect to feel not wanting to experience it ever or eventually getting into harder things. Your still a newbie so I kept it simple for the metaphysical pleasures."

"Ah and not the other?"

"Hey now your the one who started that one, I merely had to defend myself. First time for me too to experience what it felt like to be a...man in the throes of pleasure. gotta admit, it made me feel real proud of myself knowing I was able to get those kind of reactions out of you," gloated Foxy.

You admittedly also felt similar and Foxy was able to read that on your face which made her grin larger. Thankfully you were saved by the arrival of the skeletal butler with two steaming mugs of...something.

"This is apparently the psi migraine cure. It should help with the pain," says Foxy as she chugs it down. "Blah...strong stuff such strong psi herbs...ack."

Which was true when you took a sniff the steam did provide some sweet relief to your killer migraine so you drank it...and it was to you as a psion a much bigger shock. As it exploded into your mind and seeped into the cracks. Helping ease your pain and refreshing you at the same time.

Sometime after that Foxy was kind enough to guide you on your way to the exit. There you ran into your previously missing stalkers...who seemed to have an odd aversion to Foxy even as she gave you a peck on the cheek before whispering into your ear that she would see you again...very soon.

That was how you eventually got back to base and noticed...a lot of damage. Amazingly enough your forces were still there but they had a very rough night. For you see the first half of the night the undead attacked but...something interfered with them somehow messing them up. The second half the night however contained the Outsiders and its only in the morning they finally got some relief.

What are your orders?
>>
Rolled 39 (1d100)

>>948926
So what your saying is once we've had a few more "dates" we'll wake up on day "married", do to Necromancers being romantics sometimes...then if we don't escape we'll have to endure Consummation night...and THEN if if don't escape...the Dreaded honeymoon where a girl can go wild because your already hers....gods help us.

Yeah I guess we'll do that stuff. I'm gonna grab food then get back to strats. God im seeing so many flaws in my earlier ones, shame on me. SHAME!
>>
Rolled 77 (1d100)

>>949001
>UPGRADE defence
>have mr. N contact the bots for the trade gone wrong
>set up defences and traps at our love tunnel
>recruit any nearby trials or bandits
>>
Rolled 85 (1d100)

>>949001
Well...they ain't under attack atm so I guess it's back to business.

1) Traps and range markers
2) Dig in gun emplacements for max fire saturation
3) Send our Bandits raiders out to do just that, RAID
4) resupply and have the guys get a little shut eye however brief
5) Inform STRUM of the Pocket dimension thing and that info
6) Raise some more undead, lets look for some more specials
7) LOOT time
8) Inform the machines to get there asses over here us and Foxy have an...understanding NOW DELIVER OR SUFFER HER WRATH
9) Get some tunnels set up to give us flanking positions and such, full Vietnam
10) Get our own sit-rep.
11) PERSONALLY We need to see if we can do what Foxy mentioned, tinkering with some bodies for more special undead and stuff
12) Dig a big as hole and throw bodies in and get the ready to burn...I have a crazy idea for a trap, we rez a horde of flaming zombies and release control sicking them on our foes, but only when we decide it is the time.


Sorry eating atm
>>
Rolled 83 (1d100)

>>949042
>>949030
pretty much these bit, sorry I forgot Mr. N. Combo time
>>
Rolled 62 (1d100)

>>949042
Yeah, that's fleshed out more that what I put. I'm good with this
>>
>>949051
>>949045
Well im glad we get along
>>
Rolled 8 (1d100)

>>949042
Welcome back Rust Anon, guide us, supporting
>>
Rolled 29 (1d100)

>>949057
Hey you make solid plans and even if they aren't solid you have the details down, plus you make bad decisions too like most of us. I can always get behind all of that
>>
Rolled 27 (1d100)

>>949042
Plan-anon is back in time, support!
>>
Rolled 75 (1d100)

>>949003
I wont spoil any of it but...Foxy is going to be a huge pain in your ass. With the only person who could possibly offer your guy some advice being N. hah that is gonna be a fun conversation...

>>949042
Traps and new adjusted range markers are placed.
Gun emplacements are dug.
Raiders are sent out.
Rest of your forces meanwhile get some shut eye before the next attack arrives.
Strum isn't happy that you know about the pocket dimension but says he will look into it. Which sounds like there really IS a problem with it just as Foxy said.
More undead are animated.
Machines are contacted...and your put on hold. Later a message comes in the delivery will come tomorrow.
Undead start digging new tunnels.
You work on tinkering with undead problem is you only really know how to brute force it and sometimes detect corpses with unusual potential. This other stuff Foxy mentioned...your having a hard time figuring out. Yeah you know its there but you don't really know how to access it properly.
Another hole is dug to serve as s mass graveyard.

What are your orders?
>>
Rolled 37 (1d100)

>>949097
Reanimate the smart zombie brain. More controllers dam It!

Have the boys upgrade all our shit and the base's while we can.
>>
>>948382
>>948447
>>948382
>Officer, as Genie mentioned, is a common class in the post-apocalypse
Except that Genie said commander/leadership heroes are some of the rarest and most valuable heroes in the post apocalypse.

>We don't want to be common, it's one of the reasons we didn't stick with that other bandit gang a long time ago.
Who? Those tek/dok bandits the numbskullz? We just always knew we could do better, and had better chances with TSO anyway.

We don't even HAVE AN Officer Class right now, how can you say that it'll be closer to catching elite status than Psi-Mage or Lost or Necromancer by the end of this?

>>948486
He'll tell us to go fuck ourselves, and then make the siege 10 times worse.

>>948926
Does it require conscious effort and desire to awaken as a hero? I.E. will we, as an individual (not a unit in a civ) instantly pop into being a hero as soon as we gain a class that's elite?
>>
Rolled 68 (1d100)

>>949097
>>949173
That is a good idea.

"Alright boys, the defenses are mostly repaired. Now it's time to...UPGRADE them. To your hearts' content! Heavies, this is your task. Whoever comes up with the best upgrades to all our defenses (don't forget the turrets!) receives the lion's share of the incoming loot from the Raiders to use for more UPGRADES!

And also gets an increased chance of obtaining power armor from the shipment tomorrow."

That last part ought to really get their attention.

"Specials, we need you to begin practicing your expertises. Teks, see if you can't assist the heavies in upgrading the turrets, or our power supply. Doks, we need some combat drugs (ought to get a bonus to this seeing as these doks are from the local drug-dealing bandit gang).

Magical specials, see if you can't detect any pocket dimensions around here...we know there's one or more somewhere nearby.

Psionic specials, we need you to go about strengthening morale. We don't really care how you do it.

Crazies, your task is to assist in searching for the Pocket Dimension for now."

Raider orders, meanwhile, are to stay out continuously raiding. We should direct their raids in such a fashion that they also function as scouting forces though. By the way, vehicles are a hot item.

AMY, if you could be a dear and perhaps give the Teks copies of some of your targeting programs to upgrade the turrets and other bots with that would be swell.

We should, ourselves, continue to attempt to raise special undead stitched together from several different corpses. Or, if AMY brought the Psionic-Undead Book, we should spend our time reading through it for insights.
>>
Rolled 91 (1d100)

>>949194
you can suppress it but only for so long.
>>
Rolled 54 (1d100)

>>949237
ok ill support bwecause I can't write atm. Welcome Yellow Anon
>>
Rolled 50 (1d100)

>>949240
It would tend to take a moment of stress or something for it to come out though?

What about changing hero type once you're already a hero? Like, full on properly changing hero type not just upgrading down a different path or something.
>>
Rolled 8 (1d100)

>>949237
Support
>>
Rolled 75 (1d100)

>>949237
Yellow anon to the rescue
>>
Rolled 45 (1d100)

>>949237
I'm glad you are here you wonderful person. It is not fun writing on a phone. Nor do I have the free time at work.
>>
Rolled 77 (1d100)

>>949255
A lot of effort or if you desperate demotion. Basically you either choose to upgrade your way there or throw everything away to start over with.

>>949237
Troops work on upgrading defenses.

Teks work on our tek and the Dok's start cooking up chems. With some interesting feedback from Strum. Magical specials try to find pocket dimension. All they can find is certain reality instability which may prove troublesome with Outsiders using it to their advantage.

Psions meanwhile aren't really sure how to boost morale without direct mental tinkering.

Crazies try and fail to find the pocket dimension.

Raiders report monsters are inbound to our location.

Amy transfers over some software copies.

You meanwhile work on animating undead from stitched together corpses. Which while at first was tricky was surprisingly straight forward and easy once you got a hang of it.

Discovered Undead Recipe Stitched Corpses

What do?
>>
Rolled 92 (1d100)

>>949287
>speedies go harass our guests, McScream go with them.
>stitched up abominations go forth to meet our guests, common undead you too
>heavies ready your weapons and prepare for the assault
For our own action
>attempt to mentally dominate some if not all of the monsters
>>
Rolled 80 (1d100)

>>949324
Sure
>>
Rolled 44 (1d100)

>>949324
Vote one inbound

So are we going to actually kick the raiders out as suggested at some point, or just send them on constant raids?
We should really try to coordinate with Strum and the corporate personnel, especially on the pocket dimension. They don't like that we know about it, but they should really be more concerned that we know about it because the enemy knows about and is going to use it.

>>949255
Regarding this whole line of dialogue: the only class that's even close-ish to elite is scavenger, which is veteran-only one upgrade away.

All the other shit: remember, you can't gain more than one rank at a time in a class.
>>
Rolled 74 (1d100)

>>949194
Double 1 rolls on specifically training it, that's how. There's a reason why ranks haven't been expressed by Genie since the start of the siege.

There always was the possibility of keeping with the numbskullz for longer, as TSO was close enough to return to once ready, but we didn't want to specialize into Bandit trees.

Generalist leadership heroes are the rare ones, not the specialist ones. It's also very hard to get.

>...problem is they are both very obvious and not as strong as other heroes making them vulnerable even including the heroic tier plot armor. Plot Armor can only go so far especially should the dice(luck) decide it hates you.
We're unlucky enough to suffer greatly from a Leadership Hero class.

>>949287
Here we go
>>949324
>>
Rolled 45 (1d100)

>>949362
I feel we should keep the raiders. They are our main means of resupply. They take up resources, but if they are out looting. They shouldn't get in the way.
>>
Rolled 46 (1d100)

>>949324
Mcscream having recovered somewhat leaves with the speedies to attack the incoming monsters. Which they do so but there are unsurprisingly no small number of the slimy bastards. McScream seems to the be the one who did the most damage at least until it was driven away by the monsters.

undead meanwhile advanced and slammed into the monsters. Which wasn't something they were expecting us sending out some of our forces to meet them on the battlefield instead of just turtling up. Sadly they were too many of them as they eventually overran out undead but they did buy our troops time to prepare.

So the monsters slammed into the the defenses being ran by the heavies and ran into stiff resistance. You meanwhile attempted to dominate some of them mentally. It was your first time but after searching for awhile you were able to find a few ones so weak that even you could dominate their minds.

Acquired a few psi zombie monsters.

What are your orders?
>>
Rolled 51 (1d100)

>>949531
>dominated monsters start backtracking and attack from their insides
>heavies continue your assault
>stalkers assault from their sides but do not give yourself away enough to warrant them to send a large group to you, preferable from a higher altitude
>speedies if any of you are left stop bring the corpses of your kind back to base
>pearly raise a wall around our guests and make them at home
Our action
>use our psi-magi ability to cast a large firestorm at them.
>>
Rolled 20 (1d100)

>>949639
Thats... actually not half bad. Support
>>
Rolled 100 (1d100)

>>949639
>>949661
Yeah.
Or the speedies can bring back any corpses they can get. Other than that, yeah.
>>
>>949639
also we need to stop saying "assault" when we mean "defense"
>>
>>949696
Bad habit to break, sorry mate
>>
>>949690
Hey look at that you rolled a 100
Kudos man, your good luck may be coming around
>>
Rolled 33 (1d100)

>>949639
The dominated monsters betrayal sowed some chaos within their ranks. Meanwhile the heavies enacted a counterattack which successfully dislodged the monsters and forced them into a retreat. Stalkers meanwhile did some sniping, some impressive acrobatics, and rode lines between skyscrapers they set up.

Speedies meanwhile looted quite a few corpses while Pearly rose up walls among the enemy further dividing their forces.

You meanwhile successfully managed to unleash a fire storm spell that sweeped its way through their ranks before the monsters had a chance to retreat.

What are your orders?
>>
Rolled 67 (1d100)

>>949896
If their dead raise some dead
If their are not raise some dead
Send out speedies to patrol again
Upgrade defence
Send mr. N. To do some recruiting
>>
Rolled 93 (1d100)

>>949896
Goddamn I wish we had some tribals.

>Collect Monsters, divide up into food-grade and undead-fodder. Doks can probably oversee this. Strum is also probably capable of helping.
They should be nice and toasty too. If Strum can identify any better uses for the monster components, then he has first dibs on them.

Heavies, Teks, get back to the upgrades.

"Troops, you all did spectacularly well right there. Congratulations, and it's an honor to command you lot of sorry-ass newbies on your journey to becoming the hardest of asses."

Psions, boost morale. This time by subtly modifying everyone's memory of what just happened. Make it seem like even more of a curbstomp than it was, and make them all feel like fucking badasses.

Raiders, continue raiding. We want you to bring back 1/2 of the loot that you're securing to base on a regular, cyclical schedule (one group at a time so we get a more-or-less constant stream). 1/4 you are to stash outside the base in various locations where you can access it later if needbe to provide assistance to us. The other 1/4 is all yours to do with as you please.

(If this goes against bandit convention in any way, then nevermind but they do need to create hidden stashes outside the base to some extent or another.)

Magical Specials, get with Strum and see if there's any way to upgrade our energy weapon defenses. He's got something special on his lasers, maybe there's something to be done with our energy turrets too.

>Our Action
Let's go look for that pocket dimension with AMY, a Crazy Squad Leader, Mister N (if available, otherwise a Magical Squad Leader), a Tek, a Dok, and our Stalkers.
>>
Rolled 7 (1d100)

>>949966
Yay!
>>
Rolled 94 (1d100)

>>949966
If we still can't find it then next turn we'll just kind of wander around looking for it. Get Lost.

We can actually do that this turn if we don't have any luck looking for it conventionally.
>>
>>949982
Or maybe we should focus on finding a different way to improve our odds of survival. Perhaps by making more undead. If we can't find the dimensional pocket this turn that is.
>>
>>950070
Well we're stockpiling corpses. That's investment for the future undead. We really need to find that PD before it fucks us though. We have enough trouble against outsiders as it is without them gaining that sort of advantage over us.

I consider finding the dimensional pocket an almost almighty way of improving our odds of survival. If we can get to it, loot it, and collapse it before the Phantom Stranger uses it for their purposes it will strengthen us and weaken him at once.
>>
>>950094
I suppose collapsing it would be good if it's possible.
I thought we were looking for it so we could use it ourselves. Set an ambush for the Phantom Stranger, since they don't know we know about it.
>>
Rolled 17 (1d100)

>>949966
I can get behind this
>>
>>949981
This was intended to indicate support, by the way.
>>
Rolled 82 (1d100)

>>949966
Well you have some Outlaw and Outcast tribal but that is about it. Strum has it turned out has a surprising about knowledge relating to some of the monsters which it can identify while others it states are rogue bioweapons that somehow got loose. Other monsters it knew of some of the uses and value regarding certain parts of it. At least old world value anyway. According to both Strum and Amy monster hunting was a thriving economy. Dok's meanwhile show their skill in...dismemberment. Oh what would you give for some Kill Dok's after seeing how eerily good they are at taking apart even monstrs.

Heavies and teks meanwhile work on some upgrades when not resting.

Psion's work on tinkering with people's memories to some success granting a boost to morale. Raiders meanwhile keep on raiding.

Bandit stashes according to the book are actually locations where they stash loot on raids so as to keep themselves from getting robbed and other stashes are in hideouts or bandit bases. In case they are needed in a pinch.

According to the Magi among you Strum's tech has some interesting old world magitech mods attached.

You meanwhile with some aid including Mister N who was nice enough to show up search around for the Pocket dimension. Which Strum later admits to having access to but according to him its collapsed or in the process of doing so. Apparently certain key infastructure that was suppose to work for it...aren't exactly there anymore or intact. Hence why the pocket dimension is fucked and he can't access it.

Meanwhile your raiders report a joint force of undead and bots are inbound to your location. They do not seem to be friendly.

What are your orders?
>>
>>950319
I'd come up with something but I'm about to pass out guys. Good luck
>>
Rolled 27 (1d100)

>>950319
Prepare the defences?
>>
Rolled 72 (1d100)

>>950319
Prepare to defend against undead and bots.
We have disruptors and I think specialized turrets to use against them. Consumables such as special ammo we hold in reserve for now.
Raiders, get/stay out and do what you do best.
Everyone else, batten down and if possible do some last minute upgrades.
>>
Rolled 73 (1d100)

>>950319
Well if the undead don't have a necromancer we can try hijacking to turn them on each other and/or the robots.

We have all that rampant tech to counter bot, but maybe we want to hold off on using it all. Gotta make it last after all.

The raiders can keep on raiding others or threaten for ammo, loot and so on. Since the undead will not have anything and the bots will not be worth the risk.

So until they get here our boys finish up any upgrades they can. We should probably work with the doks (doctors?) can make some patch work bio tanks to fight the bots.
>>
Rolled 18 (1d100)

>>951054
Oh yeah I bet we can have the stalkers scout out the enemy make up for planing.
>>
Rolled 4 (1d100)

>>950844
Pretty much this.

Maybe get the Stalkers to work at a distance to avoid their necromancer and feed us target information and artillery coordinates.

Burn that body pile but don't animate them it'll cause more trouble. Maybe start bombing the undead with those canisters of Anti-Bio gas in small amounts. Force the bots to try to besiege us moving through rough bio sludge covered terrain.

Have MC Scream work as a spin and release rock thrower to tear through their ranks.
>>
Rolled 55 (1d100)

>>951242
>>950844
Support for these
>>
Rolled 21 (1d100)

>>950319

Heavies man the defenses. Bastions deploy up front to support them.

Raiders, stash all your current loot and cease your raiding activities. We have an incoming force and we need it harassed and slowed down. Relay back targeting data for our artillery. Do your best to make them bunch up, then we'll start our barrage. Once the barrage starts, don't stop it. If we have an Anti-Bio gas canisters available for artillery use, use them on the undead. We'll try to debuff the bots using that.

Pearly White, Burrower Worms go ahead and subsume that corpse pit of ours underground where they won't be able to detect it easily. Don't want any enemy necromancers animating all of them. Deep Rotters, if you've got anything that's anathema to metal, then go ahead and spread it all over that pit as they're subsuming it. We'll let everything soak in it for a while and hopefully that'll produce some good anti-vehicle/bot undead later on.

Stalkers, deploy out and see if you can't sense anything about this incoming force that our raiders won't be able to detect. There ought to be plenty of chaos for you to move around in.

We, meanwhile, should attempt to create an Electrical Storm in the incoming path of the enemy. Or several electrical storms that funnel them, then our artillery hits.
>>
Rolled 59 (1d100)

>>952093
Supporting this
>>
Rolled 86 (1d100)

>>950319
Switching >>950319 to this >>952093
>>
>>952093
Using that sludge from the melting undead, that is.

I wonder who's undead these are.

Also this is a prime opportunity for making undead go berserk to fuck up other forces they're with.
>>
>>952537
If it's foxy's undead I'm sure she will be expecting that, we should try to keep our own from being tampered with.
>>
We've got a tie for plans guys
>>952142
>>952093
>>951298
>>951242
>>950844
>>
Rolled 79 (1d100)

>>952852
That you do.

>>950319
On a somewhat unrelated note I realized I hadn't gone over vehicles and aircraft.

So this is some stuff the Shrouded One would of stuffed inside your usually empty heads(heh get it)?

Vehicles have long since expanded beyond wheels and tracks. Legged vehicles became very popular and common for their better ability to handle terrain. Plus the technology had advanced far enough that they were not hard to deal with. At least not so expensive as to be rare. The newest technology in vehicle motion was actually the Hover models. The military saw great potential in hover vehicles for their excellent handling and ability to avoid ground based problems completely. Only problem was...they were utter shit at handling recoil and expensive. The expensive would be fixed eventually as the tech aged.

The recoil handling was a real problem that wasn't so easy to fix on the other hand. At first early military models were awfully like their civilian counterparts or used weaponry that had very little recoil. Only later on were countermeasures developed to help handle the recoil but it was still such that they remained rare. Most vehicles in the militaries were legged and older models.

Energy source wise vehicles came with one or more of the following, Liquid fuel generator, Hard Fuel Reactor, and Battery based. Liquid fuel generators were the cheapest but they had to be refilled regularly and it couldn't put out much spare power. Battery models meanwhile all they needed to be is recharged and could handle some extra energy costs. The most expensive but also the ones with the most power to spare was the hard fuel reactors. Frequently they used radioactive isotopes or thorium. They were useful because all that spare power and their very long period of operations before refueling. Made them very popular in certain circles especially among the military. For these models were the only ones which could easily support even the most power hungry techs. Sure they were pricey to make because of their necessity of a mini reactor but they were still much more common then one would think.

Meanwhile even those who weren't willing to buy the newest line of reactor equipped vehicles could buy some cheaper last gen models that frequently needed refueling and some repairs. As they were shuffled out of service by around that time and handed off for a fraction of their old value. Excellent if you wanna save money but still want the perks of a reactor ride.

Armoring wise civilian vehicles armor was the poorest but even so they still enjoyed some components that provide a bit of protection. Mostly for safety reasons. Only the military models had the best armor developed from material sciences, rare materials, and exotic matter to develop their top of the line armoring. When you throw in some shields they were very well protected indeed. Sadly secrets regarding that protection along with lacking materials makes it very difficult to make it since.
>>
Rolled 18 (1d100)

>>953145
Which given how frequently damaged they are when found in the Post Fall is quite a large problem. Even greater then that of refueling and ammo.

Hence why civilian vehicles began to grow popular in the pre fall world. As frequently the armor you could scavenge in the pre fall was at least as good if not better then what it came equipped with. Making armoring much less a problem.

Civilian vehicles are the most common rides in the Fall. Coming with homemade armors and weapon modifications. A few of them even have shields attached and other advanced scavenged technology stuffed inside. The Shrouded One wasn't a fan because of how relatively cheap and easy to find they are in comparison the vehicles that they are interested in. This doesn't mean rides are just that cheap just be aware the Shrouded One is very biased against civilian models.

So most combat vehicles in the Pre Fall are Technicals made of old world civilian models. However there is another almost as common vehicle but this one was properly built with combat but didn't see much action during the Fall. Simply because they were designed for games.

They are the Mechs.

Designed for combat but for entertainment purposes. They rarely saw actual combat with the militaries. Instead made for entertainment. Because of this fact they are the only combat vehicles that remained largely untapped during the Fall. Since then they are now among the most common combat vehicles you will find. Even the Shrouded One deals in Mechs.

There are however key weaknesses to keep in mind with mechs. 1 is their size profile, number 2 is their weaknesses particularly the joints, and 3 they're often poorly designed combat inhibited functions. Much like the problem with Android battle bots but...well a lot worse and more costly. Despite that they are the only easy to acquire proper vehicles designed for actual combat in the Post Fall world.

The Shrouded One isn't particularly fond of mechs but is actually willing to sell them and parts to them. Mostly because even the Shrouded One admits they are easier to find then proper combat vehicles which when found are usually heavily damaged if not a complete wreck. Especially their armor which is very hard to deal with.

Air support wise you got the typical planes and choppers. However there are 2 new vehicle types to keep in mind among their number. They are the Anti Gravity Propulision like their slower hover brethren but much faster and much more agile. Sadly they are also the most expensive but according to the pilots they all have by far the best agility and handling outside of space vehicles. They may not be the fastest out there but their agility is the best. The other is VTOL vehicles.

For all intents and purposes they are much alike the other vehicles just more expensive and rarer. Even those equipped with energy sources all have to be much higher end due to their higher requirements.
>>
Rolled 41 (1d100)

>>953195
The same is also true for their armor.

The rarest of their kind and most expensive are the new anti gravity models. They were based upon the hover tech and certain spacecraft technologies. Led to their development and while expensive their perks were amazing even in the early stages. Speed was believed to only get better while still able to keep their other perks. Too bad the fall happened so that line of research was cut short and they were already rare before the Fall...

The second rarest is the aged in comparison VTOL aircraft. VTOL meanwhile is quite popular and now well tested. They weren't able to completely get rid of classic choppers and plains but they provided some competition. They used to be considered top of the line newest flight technology until the release of the above.

Now for the rarity...its simply because at the end of the day their wrecks are a lot harder to properly recover then other vehicle wrecks. Which made their commonness a huge problem in the Post Fall world. Hence why aircraft are so rare, its because of the difficulty in finding ones that are in fact salvageable.

Even the Shrouded One struggled with finding vehicles and they pretty much certain to sell right away for a very expensive price. Also why the Shrouded One devoted more resourced to building their own first in comparison to everything else that could be scavenged.
>>
Rolled 61 (1d100)

>>953145
>>953195
>>953229
Per usual I love the info lore posts genie, I've always enjoyed having the background knowledge about a world/setting.

Actually I think it's 4 to 3 on the votes or technically 3 to 2
Option 1 >>950844
Has
>>951054
>>951242
>>951298
Option 2 >>952093
Has
>>952097
>>952142
>>
Rolled 80 (1d100)

>>953364
Huh. was just about to switch. Eh, what the hell.

>>952093
Switching to this.
>>
Rolled 35 (1d100)

>>953364
Well if y'all are still tied I can just back the one to keep moving. Seeing that I didn't back any but mine ( here >>951054 ).

Well back to the salt mines for me.
>>
Rolled 56 (1d100)

>>952093
You no longer have any bastions. They got wiped out by Foxy's undead in the tunnel. Meanwhile your heavies once more man the defenses.

Raiders meanwhile are sent out. The enemy however refuses to bunch up and according to them. The bots have alarmingly good aim. Meanwhile your forces use the last of your anti bio gas cannisters in the bombardment to deal with the undead. Which slowed the undead down as they tried to avoid the gas. The bots meanwhile just marched straight on through.

Corpses are attempted to be collected...only for them to turn out to be playing dead and attack our forces as they attempted to drag them away. Thus it turned out we had undead hostiles much closer then we were expecting.

The Stalkers meanwhile wander around and report these undead are the ones under control of Foxy. The bots however they do not know whom they belong to...but you suspect its her sister Turbo.

Your attempts to create an electrical storm doesn't end up working out. You feel as if you aren't strong enough or in the right mindset like with what happened with the firestorm.

What are your orders?
>>
Rolled 52 (1d100)

>>953449
Probably for the best we used up the gas, we would've just fucked ourselves with it if we'd kept it around.
But we weren't trying to collect corpses, we were trying to bury the ones we already had in the mass grave. Not that it matters that much, if there were still a bunch of corpses laying around. Looking back, we never filled the mass grave after we dug it did we?

Orders:
Hold position.
Us, along with magi and psions, will try to disrupt the undead. Them however they best can, and us not by trying to steal control, but just by trying to mess up Foxy's control. Or trying to disrupt their animating force.
Raiders will not be given new orders, not even to continue nor to cease prior orders. I feel they should be given some discretion.here and in the future.
>>
Rolled 6 (1d100)

>>953449
Great so they know how to work together....and Foxy knows the hints she taught us. Well first lets ask Mr. N for some help, a second opinion is always good.

Burn all the bodies we can naturally, but it may also annoy the bot sensors some.

>1
Raider and such, you can think for yourselves and on the move, if you are able to exploit an opening that ain't a trap do it but otherwise your on a long leash. You know what you can or should do. Maybe Raid somewhere and drag the forces here or something to flank this invading force or for supplies? It's up to you

>2
Those of us with powers....lets try to get a bif spell going here, I mean we have a shielded Corp tower, maybe together we can create an ungodly electrical storm and ravage the battlefield and look totally awesome while doing it?

>3
Stalkers keep providing intel but stay out of capture range if you can.

>4
Boys on the walls, delegate to your local squad leaders. Order of Objectives is as follows
1) Hold the wall
2) If wall is taken focus on leap frog retake actions with other squads
3) If wall is recaptured switch to appropriate special ammo and engage till a good breathing space has emerged then switch bad.
4) If wall can't be taken back focus on preventing the enemy forming a beachhead until back up arrives.

>5
STRUM i've got a crazy idea....those pocket realities are unstable yes? Why fight our foes when we can just trap them in unstable reality bubbles and let it tear them apart? One of two things will happen, they die in there...or option 2. They are now guard dogs against the Outsiders who will come. Best of all Undead will be cut off from Foxy...ripe for the taking.
>>
Rolled 43 (1d100)

>>953508
The discretion of their own will is a good touch.
Voting for this
>>
Rolled 48 (1d100)

Actually I change my vote to supporting both, missed orange anon during the post
>>953572
>>953508
>>
Rolled 87 (1d100)

>>953572
And where have you been RUSTanon? Supporting because it's similar to >>953508. I do like that reality bubble idea though. Provided we can keep them in there
>>
>>953572
Big Spell, I meant BIG SPELL...oh shit we better not summon Thunder Biff bully and douche of the skies
>>
Rolled 91 (1d100)

>>953572
"Among bandits you gotta earn your name. Nicknames are just stuff other bandits call you...but something like Foxy? Or my own name Mister Neutral? Its something you gotta earn."

"Turbo...is known to be very energetic and a real terror. Legion is known for her great power and number smashing. Foxy though? She is the trickiest sister and the one the other two listen to. Which is the problem."

"Some would argue she is also the most attractive and seductive...which isn't something I can attest to. Which is strange given she is a necromancer so if I had to hazard a guess she has since expanded her repertoire. I don't know how though its been many years since I last met her."

"Is that why you stuck around?"

"Nah it ain't safe for me in the city at the moment. I gotta lay low. You ever thought to consider why the zombies haven't been bothering you? Have fun going up against Foxy. She is a quite the tricky and clever bandit bitch. She even had that going on when she was a kid...now she matured into it quite nicely. Even got that Foxy thing down."

"...Did you fuck her?"

"What no. I don't...i am not fond of the younger girls stuff. I like me a fine woman."

"...You just said she matured into a nice foxy woman."

"Look man if I knew them as a kid I can't get off properly. The entire thing ruins it for me."

"Wow...if you liked grannies I would say you were the complete and polar opposite of a pedo."

"Hey man don't be hating on the older gals they actually know what they're doing!"

"...Oi I take it back. At least you ain't a pedo but you seriously cannot say shit about my own tastes in women."

"Of course I got the right to say shit about it. You don't know how to survive the taste, I do."

"...So...how?"

"You gotta learn how to handle them...and be just that good."

"Oh fuck you N that is worthless."

"No it ain't. If your good they wont be able to endure killing and otherwise crippling you as it may effect your performance and their pleasure."

"...That...that...actually makes sense. So what about the other bit?"

"Oh that requires a lot of pain and suffering...but if you gotta deal with them long term. You gotta learn how to do it. They're still women in the end...problem is they are not exactly normal women now are they? So the rules kind of yet kinda not apply to them in the same way."

"Which means?"

"You gotta get good and skilled. Be able to ride that evil pussy wave and make em purr. Even as they are trying to kill or rape you. You gotta me as steadfast and mighty as the Sun. As soft, cold, and sweet as ice cream covered in chocolate. You gotta satisfy them in such a way that they become like lazy full vicious but friendly to you cat who does nothing but purr in your company and bring back trophies for you."

"...You are really fucking insane. Not even a Madman would be insane enough to tap the asses those kind of women on a regular basis. Good god not even a strung out sex starved bandit boy would be dumb enough."
>>
Rolled 44 (1d100)

>>953646
So what he is saying is after this we need to go on a sexual road trip? A post apocalyptic Euro Trip as it were? We can bring Naughty Witch, Mr N and Beatrice? Throw us and our Stalkers in and you've got a whole cast and "fun" times will follow
>>
Rolled 78 (1d100)

>>953584
I agree.

>>953572
One thing: Electrical attacks may be less effective than you'd hope, bots are likely hardened against it due to it being such an obvious weakness.

>>953600
I don't think we've ever attempted any sort of group casting. So we can't count on that part working, and hoping we'll succeed at making an electrical storm this time just because we're trying harder doesn't seem like the best plan.

If you ask me we'd have better odds asking the Crazies to do a "lightning dance" to summon lightning to strike our enemies.

Anway, that's why I proposed just trying to mess up the undead, as we should have some clue as to how to do that at least.
>>
Rolled 55 (1d100)

>>953689
Maybe that can be the ritual, the Crazies dancing and doing their thing on MAGI Drugs, the PSI merging their minds (not ours thank you i like being sane). They can do it on top of the tower and never know...we might pull it off? Or summon storm elementals but who knows.
>>
Rolled 36 (1d100)

>>953646
"What the hell is WRONG with you?"

"...That is hilarious coming from you buddy. If you can't handle it just settle for a single evil pussy who desires that monopoly."

"N you make my taste in women look perfectly fine and safe."

"You keep that up boy and I am gonna help you get laid by a lot of bandit bitches."

...That has gotta be one of the biggest nicest most serious threat you ever heard combined with a backhanded compliment. Guy has a way with words gotta give him that.

>>953572
Raiders raid.

"Anyone got a bif spell that will work with the magitech in the tower? I wanna create an electrical storm."

"Well with some jury rigging and some spell casting it should be possible," explains Strum. "Still got the magitech systems they are just...out of order. We can possibly temporarily bring them back to life maybe. If your magi channel the magic into the systems it will allow us to bypass the defunct magic storage systems thereby allowing us to possibly pull this off."

"...Strum your fucking great. If AI could make babies with each other i would totally hook you up with Amy."

Following Strum's council you were able to pull off the electrical storm that looked awesome. It did however exhaust your magi who had to channel the magical energies into the necessary devices.

Stalkers report they see strange movements among the bot forces.

Heavies meanwhile are finding themselves getting swarmed by not so dead bodies as their proximity is giving them problems with holding their positions. This isn't even the main attack force...

Strum says trying to get the pockets to open will be most unreliable and the only access is certain areas within the tower. Not outside it.

What are your orders?
>>
Rolled 44 (1d100)

>>953681
...well if you want you could go with Mr N on his 'trips' ahem sexapades, but pretty much every trip of his involves a lot of sex. Even more so then normal bandits especially should it be involving bitch bandit bosses. Guy is rather strange and the only reason why Shrouded One hired him to teach you is because he is also a Psi Magus.

Bringing the Witch could be funny...but be aware that is IS her we are talking. As for Beatrice...she has a rather strange thing going on with Mr N.

You gotta be careful with N though he has some serious bad luck and his laying of bandit bitch bosses actually involves that a bit.
>>
Rolled 25 (1d100)

>>953749
Beatrice and yourself meanwhile...she COULD actually give you some surprisingly good advice given your situation. She is after all an Elite She-Devil and a romantic...
>>
Rolled 13 (1d100)

>>953730
>1
Ok...I think we have cloaked units incoming. Does anyone have any sensors anything? uuuhhh ok...maybe the storm can make it rain so we can see them moving through it? Let our MAGI rest though because god damn...wonder if it did anything?

>2
STRUM do we have any Arc weaponry? It's great for multiple targets and will leap to hidden ones regardless. It'll also get boosted by them all being wet

>3
Stalkers take some Snipers and RAMPANT Infection rounds, when you get the chances Convert some of their bots too out side.

>4
Now those up close undead....well uhh....Raise some of our own undead to form a counter push, including of Undead monsters.

>Personal
Wander the base and get LOST looking for inspiration or a touch of fate. We have to think or find something...something to break this cycle of getting stomped and unable to do anything about it....SO lets walk, maybe find a place to observe the field...


Does anyone think we should burn some kind of boon here I mean were hav quiet a few stocked up and we are never gonna use them if they are forever banked....maybe this walk is what we needed?

I dont want us to use them but we also have 3 wishes.....just saying
>>
Rolled 48 (1d100)

>>953784
Supporting. I shall follow Rust anon until the end!
>>
Rolled 49 (1d100)

>>953784
Sounds good

If we can't find any un-animated corpses, just try to fuck up the ones Foxy's controlling.

Well this is what...day 3? If we can ensure some sort of permanent benefit, sure
>>
Rolled 55 (1d100)

>>953784
Boon wise why don't we go for some kind of quick learning thing? An empty cup is easiest to fill
>>
Rolled 19 (1d100)

>>953784
I shall follow RustAnon to the end.
>>
Rolled 68 (1d100)

>>953784
Support, dude don't even think about wishes though
>>
Rolled 5 (1d100)

>>953784
No they don't sense anything.

Strum states he only has a few pieces of arc weaponry for his own forces.

The sniping of bots with RAMPANCY infection rounds doesn't work too well...mostly because it turned out they were already rampant.

You attempt to raise your own undead it sorta works until suddenly those bots started to move with turbo speed. Slamming directly into our forces and greatly enforcing their undead forces. Thereby allowing them to punch through thanks to the blitzing bots.

Meanwhile in the tower those bots blitzed our forces through the tunnels with similar speed as our forces were distracted.

Meanwhile you decided to wander aimlessly and after accidentally stumbling upon a very happy Beatrice getting...'pleasured' by a Mister N. You proceeded to runaway from that very traumatizing scene and thank the gods that Foxy isn't a She-Devil. Which proved to be a bit ironic when you ran smack dab into her and her sister Turbo. As in...literally. You ran right into her, Turbo causing you both to stumble and fall. Turbo as it turned out was leading her forces from behind by riding a strange bot covered in screens that were providing intel. How you bypassed both of your lines dodged a Foxy and ran into your sister is probably related to you being a LOST.

Turbo you noted was much thinner then her sister and actually looked more like a proper necromancer then she did. With that pallid skin, hallow cheeks, and dark strained eyes. She unlike her sister was a blonde and looked rather strung out. Not from drugs mind you but clearly from way too much staring into screens and work. She was quite pretty in a overworked kind of way but DID manage to shoot you with a stunner and was right about to crack your balls with a very well placed kick if it wasn't for foxy. Who literally just saved your balls.

Which probably makes her even with you now given what she did to your penis.

"Well...can't say I thought we would meet like this," says Foxy as her sister pouts while clinging to her. Apparently quite disappointed that she didn't get to try to turn you into a eunuch.

"I...just wanted to break this cycle of getting stomped and not do anything about it."

"Oh...so you found us. Well that is rather clever of you," notes Foxy now trying to get her sister off so she can latch 'brush' up against you. "I...suppose 'we' could help you out," gloats Foxy only to get interrupted by her sister.

"What? What do you mean WE? The job entailed that we-oh I get it...you need to get laid don't you? You know I could TOTALLY build an awesome bot to satisfy your every need and desire lik-" at that point Foxy somehow managed to trip her sister only to 'catch' her again with a place silencing cushion of breasts and tumbling into. Slamming you into a wall and leaving her sister stumbling around in a bit of daze. Likely from a mixture of those events.

"Is she..."

"Oh she'll be fine she suffered a lot worse during her...workplace accidents."
>>
>>953846
>>953836
>>953830
>>953818
>>953809
Gentlemen I'm an honored by your loyalty and support, I shall endeavor to help us endure and thrive in the Post Apocalypse. Together we shall survive and build a better tomorrow everyday day for the rest of our days.

Boon wise I was considering burning one to give us something like quick learning or crazy rapid analysis..think RDJ's Sherlock homes. Considering we are walking the line of sanity i think it fitting...hopfully it'd help us here
>>
Rolled 80 (1d100)

>>953902
.....and I got us raped......I'll go stand against the wall with my blindfold and cigarette.
>>
Rolled 12 (1d100)

>>953902
"Ah...what do you want Foxy," you ask rubbing your bruised back.

"Well first of all I wanna know I keep doing this...secondly we COULD help you...for a price."

"Sex isn't available till next week remember?"

"Not that," pouts Foxy stomping your foot. Hard. "You see its not going to get much better for you...only worse during this trip. So...why don't you," at this point she was rubbing up against you and whispered into your ear with a sultry voice. "Surrender to...me? I promise you'll they will have no choice but to accept it...after all there are no rules against surrender! Its a loophole you see," at this point she was firmly up against you advertising her assets strongly. "Because...they never thought those they sent against their forces during the test...would accept a surrender. So TECHNICALLY there is no rule against...so surrender baby, I promise I wont hurt you or yours..."

"And if I escape from here?"

"Given how you got here in the first place i certainly wouldn't put it passed you," she says pulling away as she waited for your response.

Wow...that actually worked?

"Don't think this will always a be an option. You see there is a reason why thought surrender would ever be a...loophole for their arrangement. This is...a strictly temporary offer and one that wont be offered by the others," continues Foxy trying to persuade you.

What do?
>Leave
>Accept the offer
>Negotiate
>Bring Mr N into this
>Try to delay
>Other?

>>953926
Hey now Foxy is Foxy. How could she be called Foxy if she just raped whatever guy she could sink her claws into right away whenever she wanted?

That ain't foxy that is bitchy.
>>
Rolled 70 (1d100)

>>953943
>Bring Mr N into this
I ain't saying shit without my lawyer.
>>
>>953943
>Bring Mr N into this
"Look. As appealing as that sounds Foxy (and trust me, it does), I need to make sure my team would be on board with this."
>>
Rolled 27 (1d100)

>>953943
>Bring Mr N into this
>I wanna talk to my lawyer
Pull back the curtain Mr. N and Beatrice were shagging behind, calmly lean in and ask if they have a moment, when they yell wtf, calmly gesture to the two sisters outside....wait for them to finish their show if they resume and try not to get into an orgy....don't try very hard.

provide to have one of those loud whisper things where we ask for advise...maybe mentioning how far do you think I could get if I ran....Does surrender mean...like totally surrender? Because we got stuff to do and that don't involve been stuck here forever...plus I think Foxy likes the chase... but not too much, let her have that sweet taste of almost getting us but then escaping, fan those flames of passion baby
>>
Rolled 64 (1d100)

>>953953
>>953982
>>953984
You guys realize this is gonna be a major turn off for her and quite possibly turn her full on against us instead of it being half on against?
>>
Rolled 18 (1d100)

>>953953
>>953982
>>953984
Support

>>953984
Rust anon take off the blindfold and get away from the wall, your just having bad luck relax your plans are solid, fate just wants to funk you.

If 100 we convince her to surrender to us...maybe she'll like being on the bottom and told what to do....fingers crossed
>>
Rolled 20 (1d100)

>>954001
I was leaning away from it because she was making the offer to us specifically but I aint been having much luck lately so im letting someone else take the wheel. I do understand you though but i'm gonna let it pass.
>>
>>953984
Presumably we'd be free after the training.
Even if she tries to keep us prisoner, I suspect she'd give us an opportunity to escape...eventually. More likely simply not keep us locked up as tight as she could.

>>954001
Then what do you suggest numb nuts?

I suppose you're the resident expert on the psyche of bandit necromancer women? From a purely logical standpoint, bringing in a bandit diplomat as a mediator in bandit diplomacy makes perfect fucking sense, and I don't think what turned her on to us was being too ignorant of our own ignorance to seek help.
>>
Rolled 91 (1d100)

>>954044
Nah not the resident expert, but a man who can't make a decision for himself seems very bitchlike.
>>953943
Counter offer
>you surrender to me
>I'll cut the healing time down to 3 days
>>
Rolled 1 (1d100)

>>954079
Maybe thats what Mr.N suggests?
>>
Rolled 95 (1d100)

>>954106
uuhhhhh......did I just fuck us.....does this count? Rule of 3?

*goes back to firing squad*
>>
>>954106
Fuck its only the second one but atleast it was not support or anything, phew dodged a bullet there
>>
Rolled 53 (1d100)

>>954106
God fucking damn it. At least it wasn't me this time. I'm just pissed at this line of conversation. Thinking we can get away with unwarranted bravado while claiming it's making a sane decision that would fuck us.
>>
>>954120
It's ok we're cool. Becuase i wasn't support your thing and was just talking among ourselves we're actually safe for once. I think
>>
Does anyone else think this is a character thing, we just keep walking in on people mid fuck and act like nothing is happening
>>
>>954170
kek.
Thanks, I needed that.
>>
>>954120
Nothing ventured nothing gained m8. Feel free to think it's a bad idea but I threw it out there
>>
Rolled 53 (1d100)

>>954079
"You..." you notice Foxy's eye twitches as her previous smile turns into an angry frown. "Think you're in the position to tell ME to surrender? Or most of all about the HEALING time? You think that would stop ME? I made you that offer because I liked. So you could 'heal' up properly so it would be more pleasant for you our later trysts. You think I NEED you healed up properly to enjoy myself? That was for YOUR sake. You think your in the position to make me or my sister surrender to you? That is what you consider a counter offer?"

"Your good I will give you that much but your not THAT good. To make me consider such a bullshit offer. You seem to be missing something very...VERY important here.

"YOU are the one in a position of weakness."

"YOU are the one being besieged."

"YOU are the one suffering!"

"You think just because I am NICE and KIND to you. That you have the right to pull something like this off?"

"FINE. No more Sweet Bitch and hello Evil Fox."

"Now I will SHOW you on bad i can be...and make you BEG for mercy. Which wont come, because CLEARLY you cannot appreciate an evil bitch who isn't always a goddamn bitch."

...well shit now you REALLY need Mister N.

TLDR you made her angry.

What do?
>Beg for mercy
>Ask for forgiveness
>Surrender without terms
>Bring up Mr N.
>Other?
>>
Rolled 82 (1d100)

>>954203
Well this would probably be the best time to get LOST
>>
Rolled 86 (1d100)

>>954203
>Ask for forgiveness

>>954200
>Nothing ventured nothing gained m8
I think Foxy just explained why your idea was fucking stupid, but COME ON! YOU WON'T EVEN ADMIT THAT YOU'RE BEING A JACKASS! YOU THINK YOU CAN JUST SAY ANYTHING AND HAVE NO CONSEQUENCES! BEST CASE SCENARIO, SHE WAS GOING TO THINK OUR COUNTEROFFER WAS HILARIOUS!

WE HAVE THE SAME GODDAMN PROBLEM OVER AND OVER WITH DOING STUPID SHIT IN AN ATTEMPT TO BE "BADASS!"
>>
Rolled 20 (1d100)

>>954203
"Well, honey, we couldn't really get to know you if you weren't being real with us, could we? Now give us what you've got, we'll see if we can handle it."
>>
Rolled 79 (1d100)

>>954230
Lol, y'know she might have thought it was hilarious hell the 1 probably didn't have any effect on the outcome once it would probably take 100 to have passed that. Just go jerk it or something, go yell at your elderly father like you said last thread
>>954245
I'm 100 behind this right here
>>
Rolled 68 (1d100)

>>954245
So would that be "surrender without terms?"

>>954256
Well, at least now you aren't trying to hide what a colossal fuckhead you are. You admit that a 100 was the only way your idiocy would not have fucked us.
>>
Rolled 8 (1d100)

>>954245
>Ask for forgiveness
Well it was meant to be a playful joke....
I mean, sure why not. We can say we wanted to know all of her, being open and honest with us but also herself. It's good to get feelings out there...I'm gonna die ain't I.

No go for a walk and enjoy our last moments of peace and/or life... Maybe get ourselves a stealth generator...we're gonna need it.
>>
>>954294
Kek, you realize we've done better things with worse rolls right? You just get pissy if someone suggests something that you don't like or if someone or yourself roll a one.
>>
Rolled 17 (1d100)

>>954307
Yeah we're far up shit creek man, we'll need a miracle to make it past thus but begging forgiveness might be a bad idea. At this point I'd recommend us to be hard headed about it.
>it was a joke foxy, but if it upsets you that much I'd like to see who breaks first
>>
Rolled 73 (1d100)

>>954318
No, I get pissy if someone suggests bullshit so asinine even I can tell it's retarded and they refuse to acknowledge any flaw in their potentially suicidal plan (or if someone myself included rolls a one, which I should really try to get better about).

>we've done better things with worse rolls
What the fuck does that even mean? Do you mean that we've succeeded when we don't roll 100? Yes, when our plan isn't completely moronic.

>>954337
Oh yes, I'm sure she rarely encounters stubborn bastards and is always gentle with them. I actually mean the opposite of that sentence
>>
>>954371
Oh I'll recognize That everything about the plan had flaws and was suicidal, hell I'd say it wasn't even a plan more an idea that had a 1 follow behind it. It was meant to be something to be built upon if anyone found that the idea could be of use, similar to how we throw bits and pieces of ideas together previously, typically by someone who has a way with words.

Holy shit man its like anytime I post an idea there you are to be butthurt about it and nit pick it to death. I mean hell even when I had a DECENT idea and you SUPPORTED it you posted another reply stating we should stop calling it assault when we mean defence because you didn't have anything else to bitch about
>>949696

Feel free to continue being an asshat mate and I'll do the same and to post suggestions so asinine that even you can tell it's retarded.
>>
Rolled 39 (1d100)

So its a tie between asking for forgiveness and trying to mess with her.


Oh this is gonna be good either way. Now if only someone would row a crit and it could get even better...
>>
>>954490

More like if someone can roll our third 1
>>
Rolled 62 (1d100)

>>954490
>>954203

>Ask Forgivness
>Explain
I don't really think it's trying to mess with her I think its more..."ok that joke went over your head, of course i'm not serious, that's the joke you do hold every straw and advantage, that's why I said it, its the absurdity of it" ...Please don't put me in a rape dungeon...was only trying to make light of my somewhat boned situation.

Begin the slow back away and hands in the air...slowly, slowly and get ready to run.
>>
Rolled 76 (1d100)

>>954479
Pointing out potential flaws does not mean I am "butthurt" and a bit of nit picking is warranted when we have a quality qm who can and will use a poor choice of words to mess with us, never mind what they do when a dumbass plan gets a crit attached to it or, possibly less destructive but more embarrassing, we all agree to it.

Can you imagine what things would be like if we all AVOIDED offering criticism, constructive or otherwise?

Can't say I agree with making intentionally stupid suggestions as action proposals that can potentially have crits attached to them, but it's not like I can stop you. although I will admit it can be really funny if it's a good crit
Maybe I should try not to engage you unless you're obviously trying to be serious.

>>954515
Incidentally, I've never believed in the gambler's fallacy. That is to say, I've never believed that it's entirely fallacious.

>>954542
Our reputation for doing/saying stupid things might work in our favor here.
>>
Rolled 7 (1d100)

>>954542
Ok let's just do this
>>
Rolled 47 (1d100)

>>954542
So essentially this?
https://www.youtube.com/watch?v=VYHGnsOwHvI
>>
Rolled 72 (1d100)

>>954490
Part of me wants to continue the shenanigans that has happened but another part of me wants to go the forgiveness route.

Except I highly doubt forgiveness is much of a thing of forgiving and more of a thing of "haha, you're fucked kid"

Honestly not sure where to go with this besides getting LOST so I guess I'm backing this >>954542
>>
>>954587
But more nervous sweating and slowly backing away from the now possible rape sisters...one to secure dominance and the other because how dare we talk to her sister that way, she has just the robs to teach us a lesson.

Atleast the witch ain't here to turn us into an adorable little boy which she thought about at one point
>>
Rolled 69 (1d100)

We should get ready for this
https://www.youtube.com/watch?v=MK6TXMsvgQg
Except with Us, Bots, Zombies, Bandits and Mr N with Beatrice looking confused
>>
Rolled 31 (1d100)

>>954609
>69
Guess we dont escape the lewds though we may lighten her mood with the chase and fun. Maybe a genuine happy laugh
>>
Rolled 95 (1d100)

>>954542
As you attempt to back away slowly as you try to talk your way out...you bumped into something. Which gave you a very bad feeling as you turned out to see...some very mean looking undead glaring at you with a baleful gaze.

"What you think now I am gonna let you get away so easily now," taunts Foxy as she approaches bringing out a strange looking box with a skull, heart, brain, broken bones, and syringe on it.

"As for the rest of what you said...it doesn't matter if you were joking. What mattered is 1 you still said it seriously or not and now number 2 your trying to take it back without admitting it. Do you think i am so easily fooled or to win over? This is a funny way of asking for forgiveness. One I do not appreciate at all and yes I will show you my rape dungeon," she finishes now bringing out some...very very scary looking instruments.

"Owwie...my head damn it sis you drugged me again didn't you," interrupted Turbo and Foxy merely sighed.

"No...examine your head. There is a bump isn't there?"

"OH...your right Foxy why didn't you make my booboo go awa-oh wow you brought out the box AND are angry. WHO DID IT?"

That was when Turbo noticed you...again. "YOU! FIRST YOU KNOCKED ME OFF MY RIDE THEN MADE ME BUMP MY HEAD."

Actually that was Foxy but you doubt she'll listen.

"AND YOU HURT MY BIG SIS'S FEELINGS. LET ME HAVE HIM...no offense sis but you really suck at the whole rape dungeon thing."

Fuck why is the rape dungeon brought up first? Why not breaking your kneecaps? Killing you in cold blood? Setting you fire and eating you? WHY IS THE RAPE DUNGEON ALWAYS THE FIRST CHOICE.

"You know," says Foxy as she puts on some gloves. "I would if I could sis...but the thing is if I let you have him he is gonna be broken...for good. I don't want that."

"...Huh? Wait...you ACTUALLY have...FEELINGS for this no good piece of shit," asks Turbo pointing one of the scarier tek guns you ever seen at your...dick.

Goddamn it. If anyone ever claims to you that bandit boys are worse then the bitches your gonna to say that is a goddamn lie.

"..."

"...Well shit? Okay how about this...I DON'T break him pernamently? JUST enough that you can still fix him yeah? OOH how about we use Legion and break him in properly for you? She is GREAT at that sorta thing. Can even customize what is in their head to your exact specificatio-"

"No."

"...Well how about we BOTH rape him then? OOH how bout all three! Nobody beats our sister in terms of pure mindrape."

"hah," sighs Foxy in defeat. "Your not gonna be finished until you break something important on him are you?"

"...Well...duh."

"Do I get to say anything abou-"

"No," they both say as one.

"But...but it was a joke! I even explained it!

"...You know what I take it back," says Foxy as she nods towards Turbo. "You CAN use your-"

"Ahem," interrupts an oddly familiar voice.
>>954600
Believe it or not the witch is actually the most perverted of all female characters shown.
>>
Rolled 93 (1d100)

>>954729
What if we offer to introduce the naughty witch to Grim?
>>
Rolled 89 (1d100)

>>954729
"Ladies...Ladies DO please recall this is still a battlefield right now. Raping is for afterwards when its MUCH safer to do so," says Mister Neutral with a beaming Beatrice hanging off him.

"N? How did you...no nevermind SAVE ME! I am about to get dragged off to a rape dungeon..."

"Wait..really," says Mister N. "That is it? I came ALL this way for something like that. Sheesh man and here i thought it was important."

"HOW IS THAT NOT IMPORTANT!"

"...I keep forgetting your ignorance relating to bandit matters. It is perfectly normal to get raped by your fellow bandits. Hell in some groups its even a right of passage. So...what did he do to deserve getting raped," asks Mister N and after hearing the story. Mister Neutral turns towards you and says.

"Yeah sorry man there is no way your getting out of this without getting raped."

"WHY? What are you even good for?"

"Well I can ensure the right to surrender is still on the table," explains N. "But not even I am that good as to prevent the raping. As for why...Beatrice would you check up on the ladies while I explain?"

"Fine," says Beatrice as she moves towards Foxy and Turbo, but not before getting slapped on the ass from Mister Neutral. Which earns him a slap that would even draw admiration from a pimp. Thus how Mister Neutral was adjusting his helmet and rubbing his neck as he prepared to explain.

Which you couldn't help but ask him why and also kind of impressed he was somehow still standing after eating a slap like that.

"Psht it don't matter if you get yourself shot or slapped. What matters is she knows her body is still rocking and you appreciate it as well. Basically lets her know she is still a sexy thing...your sexy thing. Sure you get shot but that just means she can still handle herself."

"I am doubting the quality of your council and explanation already."

"Its a given she is gonna be violent. The trick making sure she is nicest to you in comparison. Trust me you wouldn't wanna know if it wasn't me who did that to Beatrice. I still find giblets and she still gives lessons to bitches with how a rape dungeon is suppose to done."

"So basically your the only one who can survive and not get raped by doing it?"

"Psht not get raped? I am the only guy who she lets survive it my friend. Her way of showing affection."

"..."

"What you think she is the only one? Come on what do you think angry sex is like with with a bandit bitch?"

"...God I cannot believe how much that makes sense. When does angry sex NOT turn into rape for bandits?"

"Honestly depends on your willingness and their preferences. Anyway before I get distracted again here it is."

"...Here it is. You REALLY shouldn't made that counter offer. Good god man how do you think she was going to take it? You only get away with that shit if your in the position of power then she would swallow it down until roughly the next time you have sex or she decides she is sick of your shit so you gonna die real slow and painful."
>>
Rolled 87 (1d100)

>>954819
To be fair, we only thought it was a good idea because that meant w-yeah I can't explain it N. Think we can bluff our way out of this using the whole amnesia thing?
>>
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Rolled 2 (1d100)

Ok...I suggest the following, we look dead pan as fuck and say we surrender...BUT if they want to rape us which we know is coming, they must first catch us! Proceed to run and play Hide and Rape
>>
Rolled 30 (1d100)

>>954839
Y'know what no, I take this back. We dun goofed and ought to accept the consequences like a man
>>
Rolled 20 (1d100)

>>954868
I agree
>>
>>954874
>>954868
Think it's time to bust out a Boon on "Unbreakable Pelvis and Will"
>>
>>954877
I hope it's just the pelvis they'll be targeting instead of other things.

>>954874
If we make it out of this not losing our rear virginity I'll try to think a bit first before posting the bad idea. I'll at least try to word it out enough to sound half way decent.
>>
Rolled 22 (1d100)

If we are really really unlucky they'll install a trigger word on us kinda like a "would you kindly" except it make us do something they'd like like knee or strip or something
>>
Rolled 90 (1d100)

>>954819
"You dissed her and rubbed that former kindness of hers into her face. Now usually this would mean your slow death and surrender no longer being an option. So as to make an example of you. I can keep the surrender on the table and she likes you enough to only rape you very badly and no longer be a nice bitch for awhile. Good luck bringing back the nice bitch my friend. That shit ain't easy."

"Then you went ahead and said about cutting down on the healing time...which was also really fucking stupid. That was in consideration of your own shape and pleasure. You saying that on top of the above is viewed as condescending and now she is not gonna bother with your own pleasure and pain. aka say goodbye to non painful sex. Seriously though, putting it like that basically is a nice big fuck you to her kindness of letting you recover first. So expect that to now be off the table. Not even I can negotiate to have that back. You goddamn idiot do you have ANY idea how rare it is to have a bandit willing to let you recover first? Doing that even reduces the likelihood of rape."

"Then somehow you just HAD to make it worse with that truly shitty apology and explanation which basically poured salt all over the wounds. You gotta remember bandits being nice...is something you can only get away if you PROVE you can getaway with it. So if someone say diss that kindness...well out of sheer necessity that previously kind bandit will do such terrible things to you that even the cruel bandits will turn green and look away. Not to mention you were...extremely disrespectful by bandit terms."

"Short version is...you did a very stupid and terrible thing. Then you did yet ANOTHER terrible and stupid thing right afterwards while pouring salt and setting on fire EVERYTHING you did previously."

"Most bandits at this point would kill and torture you slowly, then target those under you for similar treatment. If they were feeling merciful they would put them out of their misery afterwards. The nicer bandits would spare your guys but you would still be very much fucked."

"Luckily for you I am here and I can...keep the surrender option on the table. There is not a chance in fucking hell I can negotiate the torture away. Even your death...ugh well good news is she has feelings for you and that is the only good news. Its gonna be tough to let you live afterwards especially as she is a necromancer."

>>954839
"Afraid not. I already pulled the amnesia card for you not knowing any better and how your...malleable. I think it saved your life."

"So with my talents...surrender is still option, but the terms of it has changed to less in your own advantage. I have leveraged with her for your life. However she is going to torture and rape you. Repeatedly. Your very lucky the only witnesses are her sister and...well those guys. Very lucky about that last part its not like wont be able to keep their mouths shut."

"However she is very pissed and a lot of the niceties are no more."
>>
I know a way we can fix this but it may be a fair old bit of a waste....but considering we are NEVER going to use them and they will be in the bank forever....We could wish that she forgives us once she gets us alone
>>
Rolled 14 (1d100)

>>954924
Are you feeling ok RUST? I mean I can't believe I'm saying it but well. We could. Maybe word it better though to get more out of it.
>>
Rolled 58 (1d100)

>>954905
Walk over to Foxy, Turbo, and Beatrice
Wait to be addressed
When addressed say the following
>before we stare please let say this
>Foxy, I'm willing to accept the consequences that my actions have sowed. I can give you half baked excuses and piss poor apologies but instead the truth
>I said the surrender speel because I sort of wanted to have you to myself and let my emotions get into the way of your feelings and in turn caused this whole ordeal
>I do not wish for you forgiveness, but a chance to earn it and your respect
>>
Rolled 83 (1d100)

>>954937
Dammit it hell, sort of is not supposed to be in there. It was supposed to read
>I wanted you to myself
>>
Rolled 47 (1d100)

>>954937
....fuck. Ok you know what. This and then Burn A Big Boon for an unbreakable resolve and stamina perk. Fits with the character already being hard as fucking nails. When this rape is happening she's gonna have to fight us for top the whole way. Rough sexual wrestling is a go.
>>
Rolled 84 (1d100)

>>954947
Sounds good man, it'll be an up hill battle like it's always been only the battlefield has changed
>>
>>954953
pretty much. Lets become an unconquerable stallion, we accidentally let the lid off of the angry bandit lamp, lets face it and not make this easy.

I mean I could cheat and say lets use a wish saying the following: The Fey happily go out their way to make sure we thrive and survive
>>
Rolled 73 (1d100)

>>954905
"So...is there any good news?"

"You get to keep your life and surrender is still an option. She will no longer be a nice bitch to you and your recovery time...is no more. I really hope your a masochist I really do. Fortunately with undead and bots...well its not like they are talkers. So the threat to her reputation is a lot less."

"It would of been a lot worse if those witnesses were actually worth a damn. Problem is her sister also saw this."

"Which means..."

"She wont let them kill you but everything else is free game. Luckily it turns out she also prevent any crippling. Turns out she really does like your dick and other faculties...intact."

"..."

"For how much rape and torture you'll experience. Well she wont stop until her anger is cooled. Even afterwards however the niceness is pretty well dead for a good long time. So expect her being much more evil to you and a lot more painful intercourse. Possibly involuntary depending on how things work out. Unfortunately for you she has her sisters watching her...meaning she has gotta put on a bit of a show because she is interested in 'being a good role model'."

"Which is terrible news for your probably quite literal sorry ass."

"...So N think you could help a guy out?"

"...well there is a useful trick I suppose. Its something I learned when I was dealing with the particularly sadistic ones."

"Which is?"

"There is a mind trick you can use to...well not be there. They'll just think your zoning out which isn't entirely correct."

"...Then what is it then?"

That was when Mister Neutral started to chuckle. "TRAINING!"

"...Training?"

"Yup. Few things are more effective then trying to maintain that trance while...well you know."

"...Damn. That...so wait a fucking second all shit before? IT WAS TRAINING TO YOU?"

"Exactly," laughs Mister Neutral.

"YOU...wow that is fucking genius. No wonder you seemed such a goddamn masochist."

"Ah yeah...it IS pretty fucking great, but if you fuck up with the trance...guess what is awaiting you?"

"...Well I suppose that is just more reason to not fuck up."

"Exactly how I look at it. When I am in a pinch I use it. Thing is though its...not a proper mind trick like you sometimes get trained in or the psions are especially good at. This technique of a trance is especially useful to Psi Magi because of how it works. As per Shrouded One's request i can teach it to you."

"Guess your not nearly as insane as I had thought..."

If you get good enough at it not even a psion mindrape will be able to drag you out of it and they wont even know better. The trance however is not an easy one for you to enter kid and know the price for fucking up. If you succeed in the trance though...it will help you a lot in the path of the Psi Magi."

What do?
>Beg for forgiveness
>Make a run for it
>Accept surrender offer(Mr N unlocked it)
>Try to figure out the trance trick
>Other?
>>
Rolled 17 (1d100)

>>954977
>>Accept surrender offer(Mr N unlocked it)
Walk forward, crack our neck a few times hands by our sides, "Ok lets do this"

Burn A Big Boon for unbreakable Endurance of body and mind
>>
Rolled 15 (1d100)

>>954977
>accept surrender
State this >>954937
Do this >>>954947
>figure out the trance
>>
Rolled 51 (1d100)

>>954993
>>954977
The time has come. Pad Mr.N on the shoulder as we go

"see you on the other side"

Also supporting boon
>>
Rolled 66 (1d100)

>>954977
Holy shit what did you guys do!

>>954993
What he said, fuck.
>>
>>954993
Yeah.. hopefully she won't think of that as an insult. That's why I figure we should say something but at the same time she probably doesn't want to hear anything from us
>>
Rolled 55 (1d100)

>>955016
My thinking is talking too much got us into this, lets bite the bullet and go in there and just get it done, she don't want words she wants action
>>
Rolled 35 (1d100)

>>955016
Though she may take the whole "wanting her to ourself thing" as a compliment of sorts. Or then again she'll get more pissed. Either way switching >>954994 to >>954993
>>
>>955022
Yeah, we can save that little bit for a time when she has cooled down. Might help bring the nice bitch back when she has cooled down if we time it right
>>
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Rolled 67 (1d100)

Heh we don't know how to treat ladies in our life very well. Started with our sister and keeps going.

>>954977
>>Accept surrender offer(Mr N unlocked it)
Just gonna have to work on the trance on the way.

Eh I'm not down for the boon. Getting to the point of to much kink for me.
>>
Rolled 39 (1d100)

>>955063
The mind part of the boon will also help with the trance stuff I bet
>>
Rolled 61 (1d100)

>>955075
It'll probably help us keep our focus while being tortured
>>
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Rolled 21 (1d100)

>>955081
You realise we are basically a better looking version of pic related right
>>
>>955098
well shit. some kind of combo between Marv and Dwight? We're quiet a bit like Dwight frankly, the women choices, pretty hardcore, always on the run
>>
Rolled 70 (1d100)

>>955007
What you really think Mister Neutral didn't have an angle with all the shit he goes through?

Admittedly it never would of come up if you hadn't managed to fuck up so badly...

>>955003
"It helps to get good and to use the trick."

>>954993
You approached Foxy and say you accept her offer for surrender and after cracking your neck a few times you say you are ready. That was how you were escorted down the tunnels after telling your troops the good news. Bad news was afterwards when you were on the other side and escorted into a rape dungeon. There you were shot with a syringe full of some unknown substance and Foxy also took some drugs herself.

That was how you found yourself bound to table, tortured, and raped. Repeatedly just as mister Neutral would say would happen. Eventually it ended mostly because Foxy finally cooled off and was actually rather impressed. Even when her sister came for the in for hurting her sister even she was impressed by the end. One thing you noticed however that while Turbo was better at the raping. She didn't have anything compared to the torture and agony Foxy could deal out.

Boon consumed.

Gained Trait Boy Toy

Sometimes there is a boy who just wont break...and that is why he has potential. With some proper skill, practice, and familiarity he would be perfect.

Results
Gain massive rep boost with Bandit Bitches
Gained Moderate rep boost with Bandit Boys
Gained small rep boost with Rejects of the New World

You are now immune to rape and torture. Instead when you undergo it you can make a roll should you succeed your toughness is increased across the board.

Gained Nickname Foxy's Boy
For selling out(surrendering) to Foxy and after your fantastic performance you have officially gained a bandit nickname. Whoa to the dumb bastard who thinks otherwise.

Gained Command Skill.
gained bonus to Bandit Tactical and Strategies

gained Officer Class Merc Commander
Which is while giving you a small boost to commanding all unit types. You do not however have a specialty unlike more specialized Commanders. Courtesy of your current alliegance.

Which is how...you found out indirectly that apparently you were down there for weeks and while pissed off about the surrender loophole Captain Cull really wasn't able to do much about it. Especially once he found out what ended up happening to you courtesy of Foxy and her sister. While you...certainly have some interesting new scars. You were finally freed and trying desperately to maintain your poker face. As foxy enjoyed using your lap as a seat across from a giggling Beatrice who was in turn sitting on Mister Neutral's lap. You don't know how he does it. Its fucking terrorifying having a mean bitch resting on your lap. Just waiting there...desperately seeking the slighest weakness.

Mister Neutral for his part handles it much better then you do and laughs when he finds out about your performance. Even without using the trance trick saying your a natural unlike himself.
>>
I wonder after all of that how our classes and exp ranks are..I mean we did alot of crazy stuff. What do we even have now? I mean we must have been cranking in exp like a mad man
>>
Rolled 10 (1d100)

>>955134
Foxy while no longer pissed is still not quite nice behaving to you. You have the scars to prove it and frankly are still quite...sore. Yet you feel oddly tougher and Foxy at least is no longer in the torturing mood. She appears to be...in more of a gloating mood.

Mister Neutral meanwhile says with what has happened your free to return to the Shrouded One if you want and teases Foxy about your performance. Which she laughs off saying she still isn't finished with you after the stunts you pulled. No longer angry yes but she hasn't forgiven you yet. Hence why sex is involves a lot of pain still. How Foxy is able to keep up you your not entirely sure, but it has left you deeply concerned. Her stamina is unbelievable even with your toughness, but on the plus side she no longer bothers to actively torture you anymore.

Which is in truth quite the improvement. You still got a ways to go before the rape reduces and your allowed to heal properly though, but hey progress!

Strangely enough its Turbo who treats you the nicest after unleashing her toys and you handling it very well. She has been perfectly nice to you and even gave you some tips with how to handle her sister. She is unfortunately your one and only true ally here. Your pretty sure this is solely because its not as personal to her and you actually managed to impress her with your ability to endure all her 'toys'.

You found out the hard way that Foxy really wan't joking about the quality of her rape dungeon. Foxy at least had the decency to rape you directly herself. As odd as that is to say it honestly was a piece of heaven compared to what Turbo could unleash. Foxy meanwhile was way way too good at torture. So the simple fact she has stopped with it has been quite the upgrade.

That was how you found out Foxy was actually a Dok and used her skills on the undead she would 'upgrade'. Her medical skills and necromancy saw to it the pain to could unleash was something else.

What do?
>Go back to Captain Cull
>Go back to Shrouded One
>Stick with Foxy your making progress damn it
>Go with Mister Neutral he is always up to something
>See what happened to your(former) forces
>Go see turbo your only...'friend' in this place
>Other?
>>
So first we were a unicorn to bandit girls. Now we have the boy to perk, holy shit we are going to be drowning in bandit pussy
>>
Rolled 36 (1d100)

>>955183

Could we get an up to date skill sheet from anyone or something? Did any of our old perks level up from all this stuff im sure we mentioned that some did.

>See what happened to your(former) forces
Stalkers...Stalkers where are you. MC Scream? Pearly?
>>
Rolled 40 (1d100)

>>955206
Support. Also find out what happened to our loot and bought gear? Do we have the makings of our own little crew? I hope some of our guys survived, I'm sure a Stalker or two must be close to hitting hero
>>
Rolled 85 (1d100)

>>955206
You would of gotten more if you stuck it out for the entire 2 weeks.

The undead are in the tower...somewhere. Your not sure about the bandits or about the loot. Technically they should be with Captain Cull and their people.

>>955190
You think Foxy is gloating for no reason?

She just hit the bandit bitch lottery on TOP OF the other stuff she originally targeted you for.

There is also a reason why Turbo is actually the one nicest to you.

Fun stuff will happen if you decide to go with Mister Neutral who also drowns in bandit pussy. He admittedly is much more suicidal about then you are(just see the types of bandit bitches he chooses).
>>
Rolled 51 (1d100)

>>955183
>>See what happened to your(former) forces
Check on our boys. It was only 3 days, but it was a hell of three days.

Then on words to the boss. We been gone a while and i'm sure we need to pay them back.
>>
Rolled 8 (1d100)

>>955236
Ok
>>955183
Head to the Tower to reclaim our undead and find out what happened to our Corp friends/STRUM. Once we get everything/everyone we can back. We make a call to TSO. Ask if we would be allowed to take a quick Road Trip with Mr.N or would they like us back?
>>
>>955236
Is TSO even aware of what we've been up too? Did we get any ranks up to anything? Looting, scavenging, Necromancy, PSI Mage? Anything?

I just want a sort of official list to base my future plans off. I mean we got Badass I know that...does that do anything rep wise?
>>
Rolled 42 (1d100)

>>955350
Your necromancy and psi mage are close to leveling. The other stuff not so much. With some from Mister Neutral you should be able to level up the psi magus. With your Master's or Foxy's help you can upgrade your Necromancer.

Otherwise you can consider trying to hybridize classes and the like. Which is much easier when you haven't gone hero yet.
>>
Rolled 43 (1d100)

>>955366
I was thinking it could be fun being a Lost Necromancer. We go where we are needed for the dead in need of passing or something.

--

On a side note we could have some fun rigging bodies. Mixing monster and human parts for making top notch necro tech.

Even just adjusting the muscles in the human bodies will give them better leverage to rip limbs off.
>>
Rolled 95 (1d100)

>>955414
What do you think Foxy does?

According to her sister Turbo, Foxy is even a full blown Kill Dok. Foxy also regularly bothered her sister turbo about undead broken and possessed bots...
Why do you think the rampant bots wanted nothing to do with her? It wasn't only due to Turbo.
>>
Rolled 29 (1d100)

>>955183
>check on our former forces and strum
>head back to tso
>offer to take foxy back with us or set up a time line of "visits"
>>
Rolled 87 (1d100)

>>955597
Might I not suggest that, Foxy may not want too let us leave...When the time comes to go back to TSO we'll tell her but we won't give her the option/chance to tie us down and lock us up.
>>
>>955600
I don't think there's going to be an option, I think she would track us down one way or another. Plus on this note if we offer to set up times for visits say like TSP has with our master were being nice about it instead of just bailing. Remember the rape dungeon? We got that for being dick bags
>>
>>955602
We just say we're doing out to do our job, pretty simple really, if we're unlucky she's give us a tracking tramp stamp
>>
Rolled 94 (1d100)

>>955617
Here's an idea, why don't we consult with Mr. N about the appropriate way to go about this?
>>
Rolled 1 (1d100)

>>955732
In Private sure
>>
>>955879
Rule of 3! Rule of 3!
Oh Gawdh.
>>
>>955732
>>955879
Does that count as... training? Advices and such, on life, running away, romance, etc.
>>
>>955883
Maybe it would count as a course in "bad bandit handling 102"
Hopefully it'll give us a chance to get back on the good side
>>
>>955881
Actually I think your right, this will be our third one linked to how to handle foxy
>>
Rolled 83 (1d100)

>>955879
You had a strange thought. What if you went to Mister N for...dating advice in regards to dealing with Foxy? Of course it best be done in private...which didn't take as long as you would of thought. Even more shocking was the fact that Mister N knew way way too much about dating bandit women. Yet at the same time something felt like was broken inside you...which according to N is a probably a good thing. According to N your lucky that Foxy is a necromancer. Their bodily functions are about half dead anyway so its gonna take awhile before she starts to miss you. Unlike most other bandit bitches.

Another good thing is the fact that technically your both considered Bosses, because of that you have the right to deal with each other on a more level ground. If you weren't a boss on the other hand you would of been considered de facto under Foxy and wouldn't be able to do as much. As a fellow boss however you can make some certain offers to Foxy. That are much more likely to succeed due to your mutual status.

"Now for actual advice Foxy knows you have work and things to do. Normally a bandit boss would be...less willing to let their precious partner wander so far away, but do remember she is a necromancer. So her fucks given are gonna be a lot less so long as you remember to stop by on a semi regular basis. She isn't about to want you close to her at all times. Necromancers are kinda weird like that. Distant yet attached...weirdos if you ask me, but in this case it works in your favor."

"Yeah she might give you some kind of tracking token but that will also likely include some...contact information and whatever else she deigns to give you. Which might be some pretty good stuff."

"Problem is though Foxy is still holding a grudge for what you previously did. Meaning she isn't about to be very nice about it all. Basically she is going to give you hard a time about it. At this point its very VERY important to be in a private setting with her. This is so that way you can cozy up to her and she wont after worry about how it looks. In other words her reputation will still be okay. If that is so then she can naturally getaway with being less of an evil cunt and thereby you get to scrape by even better."

"So...," you ask. "How do I cozy up to her?"

"Hah...simple your a boy toy right? AND she has feelings for you. So all you gotta do it is make like you wanna 'play' and cozy up to those feelings. Basically double shot in her pussy and heart. Problem is her name Foxy. Meaning she wont be so easily fooled and will know something is up...which is where you being a fellow boss ALSO comes in."

"How so?"

"You gotta give Foxy's mind something to chew on and thereby be distracted. You do this by offering her some proposals to think on. She'll be so busy thinking about those proposals and possible angles. That the toying of her pussy and cozy up to her heart will go straight passed her now busy mind."

"..."

"What?"
>>
Rolled 6 (1d100)

>>956550
"Mister Neutral...be honest and serious with me here. HOW MANY TIMES HAVE YOU DONE THIS SORTA THING?"

"Why?"

"ITS FUCKING GENIUS...but I thought you only ever fucked them? When did you learn the nuances of dating bandit bitches?"

"Long long story...you ever wondered why Beatrice never bothered to date me?"

"Wait you two aren't actually dating?"

"Imagine if you will Beatrice tries to date me...how do you think those other bandit bitches are gonna take it? Especially all the boss ones that I have things with?"

"...Huh...that so wait I thought you did for training purposes?"

"Moron why do I need to do it for only one reason? Why not many? I tried the dating game with bandit bitches. There is a reason why I prefer to just fuck them."

"Ah so before you starting fucking them...you DATED them?"

"Unfortunately yes. You gotta remember kid a bitch boss has to be especially careful with her reputation due to her status and position. That is why you gotta aim for more private settings before you unleash such things. Unless your beneath her in rank. In which case its more acceptable to do it in a public setting. The reason why I can safely cozy up to bandit bitch bosses in public settings is due to that precise reason."

"Now Foxy is Foxy she isn't stupid. So you gotta have something to distract her mind with while you get busy with her pussy and heart. Which is true for any and all intelligent women. If you can keep their mind distracted your almost home free. Yeah she'll probably realize it later on but by that time...your gonna be gone aren't you? So she might be a bit angry...but at the same time she'll be impressed. If your good enough she'll even forgive and forget because of the fun."

"...You really have this down to science don't you?"

"I am a diplomat half our fucking job is fucking. Pillow Talk is amazing in our line of work. Yeah people consider me crazy but do you really think those bandit bitches I meet and fuck don't respect me? Or have some fondness for my ability?"

"So all you gotta do is make her an offer, cozy up, and be the toy while in a private setting. He'll be fine."

"...You sure this is going to work?"

"If it didn't I wouldn't be here right now."

Thus that was how you followed Mr N's advice with how to deal with Foxy. You made sure to be in a private setting with Foxy before you leaked out some of your plans and made an offer. All the while being cozy to her and being her toy. She...actually melted falling for it hook line and sinker. You could even see the gears working in her head as her mind. Which proved perfect for your cozy up to her and being the toy. Which completely went passed her as she...enjoyed it very much.

What you didn't count on was it literally worked...TOO well. Worse of all Mister Neutral was no longer around for advice and even more petrifying was the fact she was now once more being NICE to you. You are beginning to truly understand why people fear the nice bandits most of all.
>>
Rolled 68 (1d100)

>>956626
That was how you ended up with Foxy hanging on you. As if she were Beatrice and you were Mister Neutral. Problem is your not entirely sure how long you can keep this up and Foxy seems intent on going with you. Even as you looked into your former forces which as it turned out were not with Captain Cull. Instead they...most of them actually either went their own way or stuck with Foxy's forces as part of the 'surrendered' forces. Foxy purred as she informed you that you could 'have them back' if you wanted.

Strum you found out from the bandits and particularly Amy is apparently long gone. Having left once the reinforcements came after making their way to the docks once they stripped everything of interest to them. Which Amy seemed oddly sad about.

After that you went on a lengthy multi day trip that was...very boring and peaceful. All the while in the company of Foxy who...enjoyed the private time. You meanwhile were cursing Mister Neutral for the plan working far too well and trying to come up with ideas with how to deal with Foxy.

Sadly you got to your destination before you figured out a recourse. You didn't even know it was the right place though. As all you saw before you were lots of trees and mountains. With a few broken down buildings and mines. That turned out to be the right place though as some bots showed up after disabling their cloaking fields and Amy reported these were Shrouded One's forces. They weren't any you had ever seen before.

There you were escorted to what turned out to be a bunker. Where apparently the Shrouded One is currently staying.

What do?
>Find out about what happened to your stuff
>Go see the Shrouded One
>See if you can get a hold of Mister Neutral your deep shit thanks to him
>Attend to Foxy
>Other?
>>
Rolled 36 (1d100)

>>956674
>go see the shrouded one
>attend to foxy
I'm sure the shrouded one has our stuff put away, or sold it out of anger
>>
Rolled 77 (1d100)

>>956674
>attend to foxy
>Go see the Shrouded One
Did you ever get that android shell boss?
>ask/look for our gear
>>
Rolled 95 (1d100)

>>956674
>Go see the Shrouded One
Hello Boss I was both a resounding sucsess and a utter failure ain't I a peach. We can ask about our stuff once we are with the Boss.

>Attend to Foxy
If we use our PSI during we may rank it up, it is training in a way after all.
>>
>>956705
This time let's try to guide her through instead of just leaving her to her own devices. We just got her back nice.
>>
Rolled 14 (1d100)

>>956705
You decide to go see the Shrouded One and Foxy somehow is still in a good mood. Even patched you up and honestly she is quite the good doctor. Nor that much of a sadist unless you get her mad. Your not sure how long the good mood will last though. Truthfully while she is quite good at patching you up you cannot claim its painless. Apparently she is more used to fixing dead things and killing living ones. Still she gave you some fantastic drugs. Which was meant for more then just drug fueled fucking.

For finding the Shrouded One one of the bots guided you both deeper into the bunker. There eventually you were taken to an office that overlooked a large chamber containing piles of materials, crates, and machinery. Along with busy bots moving throughout them. When you entered both Foxy and the Shrouded One took a long look each other. As they carefully sized each other up.

Shrouded One was the one who break the still silence first.

"So...girlfriend?"

"Girlfriend," nods Foxy in agreement.

"...Well can't say that I am particularly surprised. So he is yours fine that personal, but be aware that is under me which is business," says the Shrouded One.

Foxy in response seems to get her hackles raised...but eventually backs down in a huff.

"Wait why don't I get a say in this," you butt in getting a firm stomped foot by Foxy and the Shrouded One giving you a look.

"You lost that right the moment you...gave into Fox. I will see to it that your quarters are upgraded into a couples one. For proper alliance and marriage...I will be drawing up the required terms and contract for such a proposal," states Shrouded One to Foxy who merely nods but still...sticks unusually close to you and away from the Shrouded One. "I trust I will be informed when it goes through between you two, breakup, or one of you dies."

"For you or should I call you Fox Boy now hm? Ah well doesn't really matter. I have an interesting proposal that may be of interest to you. You see I want you to scavenge with my bots and I want you to enlist the aid of the survivors. From this I want you to gain their trust, earn their respect, and persuade them to join into certain set communities within the ruins and outside them in select parts of the wilderness. Your...connection to Foxy will be useful with certain protection rackets and bandit zones I am arranging with Mister Neutral and some others. Foxy it would best if you go see Mister Neutral and show him this slip," says the Shrouded One sliding over a piece of paper.

"You may discuss precise terms with Mister N," continues the Shrouded One after she picked up the piece of paper.

"For training if you are in need of it you can see Mister N, my girlfriend, or some combat specialists I have acquired. Though I am sure Foxy wouldn't mind teaching you some things."

What do?
>Go exploring
>Shopping
>Go see your new quarters
>Train
>Other?
>>
>>956792
>Go see your new training quarters
>train with foxy
>>
Rolled 22 (1d100)

>>956827
Roll didn't roll
>>
Rolled 90 (1d100)

>>956792
>Other
Reclaim our gear, ensure it's all still good and operable.

>Train
Maybe with aid from Andy we can get better at sneaking around and quick shots. We need to get our own personal kill skills up.

>Other
Show TSO our Stalkers, ask if she thinks they will be useful and if so could they get their gear fixed/serviced....they are Ex-Paramilitary. Offer up Pearly to help build shit up too.

>Other
In theory....could we say seal MC Scream into a large robotic body....create some kind of possessed killbot that when the body is breached the Spirit swarm emerges?
>>
Rolled 50 (1d100)

>>956827
>>956834
I'm okay with this if we can also work getting lost
>>
Rolled 76 (1d100)

>>956859
Could you imagine mcscream sneaking up in that android shell, then popping out like a jack in a box?
It'd be an expensive waste but I'd chuckle.
I'll back this up but I'd like to throw in checking out our new quarters. I'm almost certain our gear would be stashed or moved there.
We should also ask foxy about that cursed gun, I forgot it's name.
>>
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>>956792
Hey, when RustAnon >>956859 lays down a solid plan, I agree.
>>
Rolled 36 (1d100)

In regards to this plan TSO has going on. I think I sense something...We're artificially creating a Faction, we Shepard enough groups together to for the populous and then the Boss becomes the Factions Hero... Combined with the rest of us and positions of power, TSO would become the Hero of a Civ....

I suggest we do this by setting up shop/renting a place in the desired location, we sell some of our best scrap to draw people in. We trade lightly with other area's to wet their appetites.

Slowly, slowly the desired location will have a population increase which if we say have "unknown bandits" keep hitting the smaller places to push them out and into our hen house then it works in our favor. We get the population and they buy protection in the form of guns etc.

If needs be and some smarter people get suspicious we tell them we are paying protection money to the bandits to not raid us...but as we grow stronger together with the help of our friendly arms dealer...We can be better than this.
>>
>>956886
Naaww anon thank you, I just try to make good plans worthy of dueling the Genies own mind...it ain't easy but from my experience GMs like it when someone "tries" to mentally joust them
>>
>>956886
Forgot to roll m8, but why do we refer to him as rust anon?
>>
Rolled 20 (1d100)

>>956859
Supporting, Rust Anons army
>>
>>956916
I think it started because my ID is Orange? It is quite flattering though
>>
Rolled 7 (1d100)

>>956916
>>956926
This, though I also thought of the game and cruel survival
>>
>>956926
>>956931
Huh, well I guess it fits rust anon. You do good work with the plans I have to admit.
>>
>>956943
And I owe it all to my old man teaching me stuff and Genie killing all my hopes for reprieve so I gotta get it right first time. It's one of my favorite things about Genie's quests.

Though sometimes I struggle because i'm always clawing for data, maps, readouts, local populations, hell even the weather and the current moon cycle. Genie provides just enough for e to plan, however sometimes I slip up.....like sending Stalkers to sabotage a necromancer's base...that was really, really dumb
>>
>>956964
Hell not as dumb as my counter offer, that was dumb.
>>
Rolled 68 (1d100)

>>956916
There are three anons who genie took note of since the very old days.

Smartanon the only anon who realized the danger of Umbra early on and dug deeply into the plots. Being the sole anon who realized the depths of them since very early on and tried to warn other anons. He shall forever be missed by the Genie.

Badluckanon who rolled terribly on a regular basis(as in every single goddamn thread rolled at least one of the 1s usually early on too).

Silver Tongue Anon who was extremely persuasive with diplomatic actions and pulled of some serious bullshit because of it(diplomacy is actually more reliant upon input then rolls hence why silver tongue anon did such an amazing job).

Sometime during along the way new anons showed up who had a lot of tactical and strategic genius which was especially evident during Abigail and Petyr's quest. In which they successfully beat some of the most hardcore battle sims(whose difficulty was truly nightmare level).

Among the new anons there were the Combat Anons who were insanely good at planning warfare like those mentioned above. Anons with terrible(TM) romantic taste in BBEGs. Somehow i recruited picked those guys up due to my gift for writing evil women. Along with a business anon who had a knack for Megacorp bullshit and I have eagerly awaiting a politics anon.

Shit is gonna get insane once i get me some proper business and politics anons into the mix. Like I am talking some epic bullshit that will will truly be the high point of my quest running.

Just the thought of combat anons, business anons, and politics anons all working together. Its beautiful. Problem is I somehow lost a good chunk of my combat anons which is...worrying.

I personally blame this fucking board I lost some of my best anons. The civ switching didn't help much either but still goddamn it. I KNEW those combat anons would of stuck around despite the no civs thanks to Abigail and Petyr's quest problem was that on was /tg/...the genie deeply misses those anons.

It was fucking great seeing them tackle such difficult battles and WINNING!
>>
Rolled 11 (1d100)

>>957007
I do hope you get to see them again Genie, but hey I've got some good news.

I'm just about worthless in all of those except for when I get a bit of a thought going.

Though in business terms with starting a settlement I've got to ask, what are the soil conditions around these parts? How difficult would it be to cultivate the land? I think this would be a beneficial to the settlement and considering Slate and Foxy are necromancers it wouldn't be hard to raise several skeletons to work the land, going with skeletons since that seems like the best way to not plague the farm.
>>
Rolled 4 (1d100)

>>957007
That space fleet battle in particular was a masterpiece...

>>956890
After seeing anons willingness to actually with and under NPCs. I am beginning to realize this actually opens a TON of options for me. Anons seem to not mind seeing in setting forces combat each other and watch on the sidelines with an excellent view while taking part in some of it.

Tells me some very important and useful things.

After this quest taking part in some of the big sci fi and fantasy events will be an option. You wanna see what the Brood War was all about?

Oh yeah baby you can be a soldier or a commander during the War. You can even be on the Brood's side.

You wanna see the Shadow War between the Republic and Combine?

You can do so as a civilian, criminal, or even on one of their sides.

Take part in great wars during fantasy times against invading demons, undead uprisings, and even Holy Wars between gods. Or the classic growing ambitious empire.

In sci fi era you see megacorp politicking and shadow war. See the great expanding realms of humanity conflict against each other as well as the alien. Possibly even the super holy wars that consume entire worlds.

Be a gangster in a megacity trying to eek a out living between the megacorps and governments. While not getting eaten by monsters or killed by your rival gangs.

Be a pirate hand on a ship part of a pirate fleet or even a captain of your own ship in the Genieverse trying to eek out a living.

Maybe your a colonist in fantasy land in strange new lands or a colony on a borderworld in sci fi era.

Maybe a merchant trying to make a living during fantasy times or an ambitious son of a bitch trying to rule the world.

Maybe your an Overlord commanding his own might Lair and Minions.

Maybe your a hero trying to take down said hero with your small band of allies.

Maybe your a zealot fighting against the heathens under a rival gods in a great holy war. Perhaps your a commander or soldier trying to protect his own against ravaging barbarian hordes, outsider invasions, undead uprisings, and other enemy realms trying to conquer your own.

There is a ton you can do in the wild spaces and eras of Genieverse.
>>
>>957007
I am a business minded person, I just get lost with the way genie writes sometimes (read: I am drunk and tired and depressed quite a bit).
>>
>>957085
Being a soldier in the BROOD War could be some pretty gritty but fun stuff. Maybe base it on a regiment or something trying to do stuff. Whenever we die if we still wanna keep playing we just become a new soldier flown in or something. Pair that with the obey orders or no? fight or flight? all the choices all the pressure and the strategies...oh the joy.
>>
Rolled 47 (1d100)

>>957081
According to the dossier you were handed. Shrouded One is targeting former agriculture powerhouses that fell during the Fall. Problem is some of them got turned into wasteland and otherwise devastated. So part of your job is actually going to be find the areas that are still intact.

Or find new potential agriculture hot spots that are new and not just some surviving remnants of the old.

Land cultivation you got classic hand tools and manpower. With surviving bits of machinery and fertilizer. Seeds are a problem due to bioengineering fuckery from the Megacorps disabling their ability to reproduce. According to the manifest however Shrouded One arranged for the purchase of some tribal seeds of new type fauna that arose and some still good shipments of old seed.

>>957094
You might have some serious fun during sci fi era dealing with the Megacorps. Whether as an independent or a member of a megacorp.

I think anons are rather fearful of being a member of a mega for good reason though. Stuff can get really nasty the farther up you climb the ranks. The high ranks in particular are insanely hardcore.

If you play a Mega I suggest joining the Loyalist power block. Those guys are strong as shit and look out for their own. Every Megacorp has one for some very important reasons. They would work as some great in setting training wheels while you adjust.
>>
Rolled 19 (1d100)

>>957121
That would admittedly be a hardcore quest because of just how utterly insane the casualties were and the conflict was like. Even as a Commander...damn that would still hardcore. Especially early on when your one of the only compentant ones against the brood.

Especially given the troops your stuck leading and how incompentent the leadership was in dealing with the Brood early on(which was the worse time to be really as it gave them the time they needed to wind up properly). Sadly by the time that was dealt with(thanks ironicly in part due to the brood eating much of them). Those who weren't eaten were dealt with by humanity for obvious reasons as humanity was getting its ass kicked.

Sadly by the time that had happened humanity was in a very bad spot even with the now compentant leadership. Hence why the suicidal mission of a hail mary was allowed in the later stages where they cracked open certain stores out of sheer desperation and the formation of the great defensive line who were flat out told if they failed everybody would die or get infested.

Fun stuff that war was.
>>
Rolled 6 (1d100)

>>957127
Y'know, I hate to say this but the naughty witch might be a good advisor to our cultivation process considering she is into growing herbs and stuff. Advisor is not the good word she would not be advising the process, but she must have knowledge of spells to revitalize/fertilize the land back into something worthwhile.

I suggest when we get there we raise walls obviously, but should also look into how we are going to water the crops

What's the dossier say on the climate/weather cycles? What season are we currently or technically in? Will the rain storms be irradiated? Monsters of the region?

What about places of interest or disinterest? Local community consistencys? Is there a political head/group in this area that will give us problems that we know of?
>>
Rolled 40 (1d100)

>>956859
You found your gear in the Armory and looking just as new as when you first got it. Amusingly enough the unusual pieces were also there.

Andy as it turns out is currently present. Usually he is busy but he does give you some sneaking tips and how to take better advantage of smart weaponry so as to snipe and target weakpoints in the enemy. His lessons with pistols were particularly enlightening. According to him if your good you only need nothing but a pistol and maybe a knife to clear out an entire building full of hostiles. He stresses marksmanship with pistols and sniper/hunting rifles the most. His advice with automatic weaponry and shotguns being shoot in bursts, get used to the recoil, and point in their general direction. Special ammo with them he said are especially important unlike with pistols and rifles. Which Andy claims your ability to aim is more important then using more bullets. Its the more bullets is why the special ammo has the greatest effect with them.

Be aware Andy is heavily biased in terms of stealth and espionage.

Your Stalkers are allowed to have their gear replaced and even upgraded. This has improved the performance of your stalkers who now possess better toys. Pearly meanwhile the Shrouded One suggests using him in the ruins where it would be best suited for.

Foxy actually has the plans for such a thing but she advises the housing of bigger bots which have easier time containing the spirit swarm. In particular she shows you the blueprints of what appeared to be a pile of bots reanimated and forced together to create some amalagation that would be...especially well suited for it. Assuming you can get a hold of...whatever that thing is suppose to be.

What do?
>Check out the rural areas
>Head into the ruins
>Explore around
>See to your new quarters
>Other?
>>
Rolled 42 (1d100)

>>957206
>check into rural areas
>check out the ruins
What's the word pearly, we got a good bit of everything to work with here?
>check out our new quarters
>>
Rolled 86 (1d100)

>>957224
Supporting. Maybe we can set up our own lair here too? We should also find where the Witch is.
>>
Rolled 92 (1d100)

>>957171
Some areas have a rough yearly weather forecast included. Other parts are highlighted with being in the affected zone of a rogue terraforming hence weather and climate is...unpredictable.

The area your located in currently is actually the place with the mildest and most stable climate year round for unknown reasons. Hence why Shrouded One is using this area has a massive storage site.

Storms coming in over long distances or passing through wastelands, and certain areas are irradiated. Storms from oceans are mildly irradiated. Amusingly its actually the unpredictable storms from terraforming affected areas have the cleanest storms.

Monsters are thickest in the wildest areas but gradually thin the closer to ruins they are, problem is there are a lot more zombies in such areas. Not to mention some ruins are hot spots for monsters and some wild areas for some reason have an unusual amount of zombies. Despite the usual trends.

Places of interest that are marked. Agriculturally speaking are two locations. 1 is bordering a wasteland but unusually rich in life and the other...is a dust bowl.

Despite the stable weather and clear areas. There are pitifully few groups here. Which is partly why the Shrouded One decided to move in. Other areas are still unknown do to there not yet being a detailed exploration made there yet.

Tribals, bandits, and mutants are to watch out in the wilderness.

In the ruins nearby areas meanwhile they are marked with zealots and cultists yet again bandits are to be watched out for. Rival bots are also marked.
>>
Rolled 67 (1d100)

>>957246
We should look into an area not to far from the Terra forming project, but not too close to get the crazy unpredictable storms nonstop.

My goal is to have the ruins excavated, but this I mean we first go through the part closest to us, breach and clear a decent area, scavenge the innards for furniture, goods, weapons, everything our greedy hands can make a profit of or use. Then pearly white will use his ability to "chop" up said building into move able blocks. We're going to need a couple heavy bots and trucks for this endeavor but the end result will be high quality/durable walls and better houses that will be constructed for those living in the settlement.
>>
>>957287
Well also need to see about some proper technicians. A pretty big sized loan from the shrouded one in forms of bots, vehicles, munitions, turrets, rations and supplies. Also our little foxy bandit bitch with her necromancy, magics, and all around ability.
>>
>>957224
>>957206
Supporting
>>
Rolled 66 (1d100)

>>957246
The city you originally came from and the one before that. You found are marked on the maps and farther away then you expected. They are part of a nearby network of fallen civilization which hovers around a megacity ruin.

There is yet ANOTHER nearby megacity ruin of no small distance away with another ruined network of civilization marked and a wilderness area mixture of different terrains as well as a mountains that separate the two. Which is huge and that is even BEFORE including the wastelands which are marked down which further complicates and compromises things. The third region meanwhile is marked as ocean and has some islands marked on it. There is note along the blank ocean that supposedly there is another continent somewhere over there and more islands.

If you wanna go to the two great former marks of civilization your only choice is the water or finding a route through the wilderness.

Your own location is actually quite a ways in land and the city you just left is bordering a bay and river. The river outlet as it turns out is somewhat distant here. Hence why you got stuck driving instead of taking a boat upriver.

Your current location is interestingly enough somewhat close to a wasteland and is a valley nestled between two mountain chains. One of the mountain chains disappears into the wasteland while the other vanishes into the deep wilderness. The only source of water according to map is a large nearby lake fed by both mountain chains. There are many mountain creeks but only a few rivers. The lake is marked with a large DANGER sign.

River wise there there is 1 large upriver which winds its way through the valley and into the lake. There are 3 nearby rivers. One is near the mouth of the valley and feeds into a massive stretch of overgrown wetlands near a wasteland which is marked as a place of interest. The other two rivers meanwhile one of them is actually a large waterfall that connects to a long winding river directly to the ocean. The third river meanwhile is fed by the lake and is the second closest. It too is marked has dangerous and according to the map it loops its way into the deep wilderness to unknown reaches and against expectation.

Shrouded One's intelligence is convinced there is heavy magic and nasty tech in the lake with its river. Along with a ton of monsters which the Shrouded One suspects are the cause for the strange nature of the waterway.

Interestingly enough quite a few mutated lifeforms too but apparently they are actually more concentrated in the river that takes closer to the wasteland.

>>957287
Partly true. Another reason why Shrouded One thinks is because its nestled between two big mountain chains and suspects there might be some magic involved. However the shrouded One can only prove what you noticed and the mountains.

The boss only suspects there might be magic involved due to the strangeness of the lake and its river. Believing the monster have something to do with it.
>>
Rolled 42 (1d100)

>>957323
Not ideal, let's consult with foxy and amy since they'll be stuck with us.

What do you anons think? I think short term we might be able to strike a deal with the mutants but long term I think it'll end in a skirmish.
>>
Rolled 69 (1d100)

>>957308
According to the reports this place is actually the Shrouded One number 1 storage area.

aka its where the greatest bulk of resources and wealth be stored from EVERYTHING! Including as it turns out a truly gigantic amount of scavenged supplies and goods. You were expecting more armaments, vehicles, and bots, but that stuff is actually more concentrated in a network. With a particularly large concentration in the nearby valley which is the 'security' forces that keeps this site protected are largely located/serving as a diversion. Which is as it turns out a storage area but more for...the goods that you were originally expecting.

Accordingly the importance of this sites is HUGELY important to the Shrouded One.

That other site by the way is located near the waterfall where they took over some hydro power installations which basically keeps them powered and provides coolant. It also hordes the majority of the Shrouded One's best weapons, armor, vehicles, munitions, and bots. In case of problems they can either reinforce any of the other installations or protect the importance of this dual storage areas. With a third one supposedly being marked as 'under construction'.

Turns out the Shrouded One repurposed a whole lot of warehouses, bunkers, and old mines into vast underground installations. Which you are currently located.

There is a similar one near the waterfall which is carefully...flooded water coolants.

There is a nearby industry marked that is closer towards the wasteland in the valley mountains over there which is marked as important for unknown reasons.

>>957360
Its not.

Problem is all the ideal spots are already taken.

Which is actually why this spot was carefully searched for and selected by the Shrouded One.

Good news is the two sites can support your plans. Bad news is just about everything else.
>>
Rolled 48 (1d100)

>>957391
Btw now is the time to dig into the data archives for any info you want or other requests. Once you leave this big facilities your not gonna have the same access until you return.

Yes this even includes the other sites they aren't nearly as big and important as this area. So the available info and resources wont be as good.

So what do?
>>
Rolled 31 (1d100)

>>957391
Could we get a really really shitty map genie?

>See to your new quarters
Break them in with Foxy and PSI sex for PSI training

>Other?
AMY While we do the above go to the Archives download the history known of this area, known personnel of forces present and finally as much repair information for fixing old systems as possible. You may also download some stuff you yourself are interested in. Look into what foxy showed... TSO has bot bits galore?

>Before we leave just have a nice little solo wander, have a few moments peace before we dive back into the fire. See what fate has in store for us.


>Objectives for base.
Ok anons I have an idea. We are between two mega cities and their Satellite survivor settlements. I propse we build a small base of our own or claim one in the valley next to the smaller rivers upstream of the lake. With this position we can overlook the valley, watch that lake from a distance, have a dependable position but most importantly we can become a Bridge Base. If we can steadily grow we can become a stepping stone base between the two mega cities, their settlements will be able to trade with one another by passing through our base. All we need to do is set it up, lock it the fuck down and then travel to each settlement with some of our best gear and trade it. Tell them it's from this new base, They will meet one another and start mixing, from there we can grow and grow till we become the center of a trading web.
>>
Rolled 38 (1d100)

>>957401
Things to get.
Trade date
Ammo value conversion rates
Armor types, cost of purchase and upkeep
Weapons, cost of purchase and upkeep
Everything farming, from when to plant, which crops to plant in cycle rotation to keep the soil good.
Best Farming practices
Carpentry
Power conversion
Languages, see about uploading a language conversion program to amy for use with mutants or monsters if possible.
Download some movies and shit for entertainment purposes, ask foxy her preferences
Masonry
Alternate power sources
Bot repair
Vehicle maintenence

Our personal inventory.
What we will be taking with us.
>>
Rolled 50 (1d100)

>>957224
Your new quarters has been upgraded into a couple's quarters. Which turned out to be much larger then you were expecting. There was even a personal kitchen, dining room, two walk in closets, two offices, and armory built in. The bed itself was a king sized luxury model that you honestly have no idea how they moved in here. Along with many top of the line luxuries that even earned the admirable gasp from Foxy who couldn't help but be impressed.

Which doesn't surprise you the Shrouded One as you knew had very high standards and was a perfectionist. Which led to a very hallow yet eerily good living spaces. You still remember that disturbingly perfect cafeteria, bathhouse, and your old place that the Shrouded One supplied.

Of all things you didn't expect that Foxy of all people would actually make the space more comfortable and actually feel lived in. Did not see that coming from a necromancer much less a bandit one. Foxy you noted had much more classic tastes. Which given that necromancer angle actually worked very well. Things only got creepy and scarier is when you threw in the nice Dok dark necromancy angle.

Gotta give it to her she certainly knew how to create a scary yet classy atmosphere.

The rural areas that were marked included the following

Forests(lots of monsters)
mountains(even more monsters but now with bots)
Swamps(mutants ahoy)
Plains(boring)
Dustlands(gritty)
Hilly region(coming in 2 flavors that being more urban ruins or more overgrown depending on which mountain range they are closer to)
Steamy Jungle and cold wet forest(closer to rogue terraformer) Apparently passed this area you enter strange cold/hot wet land and bipolar desert before entering wasteland of even more fucked up proprotions

Urban wise you got the following
Towns
Cities
Industrial zones
resource extraction areas
Facilities

So it really depends on what in particular you wanna take a closer look at. At the farthest of edges you even got jungles, deserts, tundra, wastes, and megacity to enjoy.

What do??
>>
>>957469
We should bring only the essentials because we are about to go on a looting spree if these ruins are nice.
>>
Rolled 62 (1d100)

>>957474
Player civ wise you would probably hate this area due to its proximity to two different megacities and 2 wastelands.(albeit one closer then the other).

Hence why it seems so empty and unpopular. The big boys would loathe a region like this with a passion. Yes they are somewhat distant but that only means less resources and they all have a chance to ruin your day by shitting out something nasty.

As far as they are concerned its worst of both worlds.

Hence all that bordering bullshit makes the big boys avoid this place and why someone like the Shrouded One is interested in it. Even big bandit groups wouldn't wanna base themselves here even for distant forays. Its a terrible location for the big players.

but for someone small its not that bad but still not the...best location. but the truth is the best spots are all taken and then some. The reason why the Shrouded One likes this place is the available resources and complete lack of oversight.

Which means and the boss even admits it. There is quite likely to be other heroes who think like them and this place while lacking in big civs. is likely to have an unusually high concentration in heroes and other peoples with similar thoughts.

Good news is they aren't much a threat unless a hero is involved. Hence why Shrouded One is being so cautious despite the seemingly great strength and lack of threats. Even a single hero can really ruin things.

Which is the problem and why the Shrouded One has adopted a hands free policy. Much less likely to bother a hero if its someone like you instead of another hero.

So don't expect much hero support from the shrouded one. The boss really REALLY doesn't wanna risk it for obvious reasons. If the shrouded one steps in there is a distinct possibility things would just get even more fucked up instead of actually improving things.

>>957481
Reasonably well picked over, but your a survivor scavenger. They can always find something.
>>
Rolled 54 (1d100)

>>957481
True, but I thought the goal was to create a settlement with survivors? That's why I'm trying to get hung for self sustainment plus the looting for trade, then scrapping the buildings quite literally for use for our buildings.

>>957538
Bosses' orders. As long as it has decent rain and ruins to scrap up we go where we are ordered

But we would like a little r&r before setting out. We need to get a little training in, do a little bit of trade and enjoy the not under siege thing
>>
Rolled 29 (1d100)

>>957469
Megacorp de facto date is PL 246 or CCY 330.
They use two different dates depending on Post Logos or Corporate Council Year 330.

Corporate Council Years are measured by the last time they had a meeting. Which is 1 Year but problem is that isn't by any particular rotation but their own clock.

PL meanwhile is the last year that contact was had before it being lost. Usually with the last intact mega interaction.

There exists other dates but in terms of trade most use megacorp originated ones.

Black ammo is 1 box per a bottle of water.
Corp Ammo is 1 pack of scrap per a box.
Prewar Ammo is 1 basic bullet per another basic bullet.
Bot ammo is 1 loot per a box.
Bandit ammo is 1 loot share per a crate or special box.

Problem is its really not standard based upon location, skill in trade, leverage, and what is in demand. I gotta do something real quick so i'll be back in a bit and i suggest making plans or something.
>>
>>957481
Rust help me out here, not sure where we should go.
>>
Rolled 55 (1d100)

>>957625
Sorry was out for lunch...

uuhhhh

>>957474
Fuck it lets hit up Facilities...because...uhh..

Possible Loot, hopfully AMY along with our other bots can help deal with the defenses and the systems...maybe we can find something good. I mean if we really really want to take a risk...and i'm talking a big one, while looting we could feel around for Bubble reality Pockets where they may be hiding more of their stuff that others may have missed....Foxy could help in that regard.
>>
Rolled 67 (1d100)

>>957726
Well shit I guess I'm down, we can work in the farm and that sort of stuff later. What's our plan b of were unable to set up shop? Check out the local towns/ruins. Maybe set up at a local community, start doing shit to help and slowly earn the people's trust and start to grow?
>>
Rolled 56 (1d100)

>>957726
Yay your back, good idea about bringing Foxy too. Supporting. We need to keep RustAnon on a leash and give a tug when we can't think of anything
>>
>>957744
And here I was coming up with all sorts of stuff trying to gather all sorts of Intel and be useful for a change.
>>
Rolled 51 (1d100)

>>957739
What i'm hoping for is finding more of the Terraforming gear in these facilities if we are really luck. Otherwise they may have data banks to provide more information.

This is more just a scavenge run because either way we can sell what we don't want to.

After this Foxy can leave to go find Mr.N for her part and we can go sell and make friends with the survivors. Because we could use their aid in making our own base... i'll write up some ideas and post soon
>>
>>957765
Your doing great anon.
>>
Rolled 18 (1d100)

>>957739
But yeah pretty much. Once we have friends and contacts we set up shop a little outta town so we can hire guards and stuff, become a part of their community. Make the friends, get the local know how and aid then set up shop.
>>
Rolled 78 (1d100)

>>957778
>>957769
Sounds good, but I think data banks are off the table after we leave>>957401
>>
Heads up guys I'm off to bet, got work in 7 hours. Good luck gents I'll catch yall tomorrow.
>>
Rolled 59 (1d100)

>>957787
I think he meant the ones in the facilities and their pocket dimensions
>>
Rolled 33 (1d100)

>>957582
You have light, medium, and heavy armor.

In Geniverse platemail is actually great and a hell of a lot better then light armor. For the simple fact that its protection is clearly superior.

This is also true in Genieverse. The nice thing about light armor is its light and thus not quite as shitty to lug around everywhere. Not to mention stealthier.

In terms of armor you have old world, relic, and new world. New world armor is generally shittier but its cheap unless its Think Tank who have the best shit. Most fight over pieces of old world armor or do their best to make some decent new world armor. Upkeep is highest with old world followed by new world. Interestingly the relic armor actually has the lowest upkeep requirements.

For weapons its the same as the armor except without the weight classes which are replaced with type.

The Shrouded One's data stores on farming honestly isn't that great besides some basic info and some advanced pieces of machinery with a bit of seed.

Tools are mostly automatic. The most common being bots, followed by auto hand tools, and the rarest are the magic tools.

Carpentry tools are unusually rare, but oddly enough the Shrouded One has a decent collection of raw timber and processed lumber.

power supply is rare and the Shrouded One actually has more power suppliers then the fuel required to run them. Power converters meanwhile are in very heavy use due to the reliance upon robotic forces. Its one of the rarest objects not due to rarity but due to availability. There is a reason why most bots are...on ice.

Most language software is old and dialects change over time. It might be helpful however.

Masonry tools are a bit more available then carpentry tools and there is a surprisingly large amount of stone stored away.

Alternative power sources are rare and in heavy use. There might be enough to scavenge for roughly 1 community. Yet again the bots are heavy power users there isn't much available.

For bot repair meanwhile its unexpectedly plentiful. Best not to think about how many cannibalized bots it required to make it so. Toolkits are also quite available. They could in fact be easily repurposed with a bit of jury rigging...

Vehicle maintenance is similar to the bot repair but even more plentiful except the tools are rarer. Much of it appears to be modified from common bot tools but there are a few proper toolkits available. Few of which are even paramilitary in origin.

You arrange to have your personal inventory come with you.
>>
Rolled 9 (1d100)

>>957787
They indeed are.

The Shrouded One has some very extensive data archives due to heavy scavenging and trading. Bots have quite the fetish for data as it turned out and they always prioritized it. Your pretty sure this isn't actually the Bots fault but rather the AI who are control and like Amy love their data.

Bots just follow orders and most orders come from the AI.

Amy herself was given an upgraded uplink to contact the AI. According to her all forces are required to carry one for updates and emergencies. Usually the AI in command is given the uplink. In your particular case Amy was given the uplink to use.

She cannot however access to full and proper data archives through the uplink. Apparently they have some safety countermeasures in place. She can offer receive reports, get alerts, and request reinforcements through it.

>>957778
Boss would like you to do what you did before in the city ruins with the bot scavenging. She even gave you the rights to order salvage missions which is huge deal. As it includes a good chunk of bot forces including security escorts.

Boss does not however know what you can do for the more rural areas and leaves that up to your judgement.

>>957769
Facility scavenging is very dangerous...even in seemingly clean facilities.

Mostly because they are actually not so clean if they actually still have something of value or was a worthless trip that draws a lot of the wrong kind of attention.

Either way its a bitch.

>>957739
Hey now coming up with plans for a farm isn't a bad idea.

I mean clearly you haven't missed the Shrouded One doesn't have much of a clue regarding farming?
>>
Rolled 98 (1d100)

>>957726
Request for facility exploration requested.

Gained 1 Explorer Bot Team. Hardlined.
Gained 1 Explore AI.
Gained 1 Advanced Security Bot Team. Hardlined.
Gained 1 Combat Command AI.
Gained 1 Electronic Warfare AI with specialty shell. Networked AI Node included.

Unfortunately your request for bubble reality pockets was denied. Apparently even Shrouded One doesn't have the ready means of providing the bots capable of breaking into something like that. You must first confirm one's existence and their stability.

Your exploration team has the means to sense for such things but cannot access them. That will have to requested once discovery is confirmed.

Sadly during the 5 facilities you explored there were no such evidence found. 1 was a geological study building. Another was a weather observation post. The third was a astronomy observitory. The fourth was an Agricultural watch outpost. While the fifth was a military outpost. All five had been picked through previously but there wasn't too much danger contained within. What was there were easily dealt with by the security bot team.

What do?
>>
Rolled 36 (1d100)

>>957987
Ok here is what we need to do then, lets just at least for the moment go like for like. head to on of the Mega-Cities and get salvaging on the outskirts (the opposite on from where we started so no one gets suspicious), that way we can head quickly to a survivor town to sell stuff, we can then hire some survivors for another trip or two.

By the time we have done this Foxy should be back from dealing with Mr.N and we can get up our racket. We let some bandits hit them and then begin selling them protection and so on.
>>
Rolled 15 (1d100)

>>958123
>>957987
A little more detail to do with the savage run itself. Naturally first we are going to go into the target survivor settlement and ask for any good salvaging sites or plaes of note in the Mega-City boarders, from there we go and GET LOST while specifically looking for intact and useful stuff... preferably a Stealth Field for personal use and enough to keep our forces hidden. If things get bad, we loose our tail and gtfo back to the survivors. While we travel these towns we an look out for the presence of a hero, boss would wanna know...

Maybe send A message to Turbo and ask if she has such a thing before we go on this long trek...grab it when we can.

Between all of us we can fake Undead, Bandits and robots, with more training we an also do PSI Zombies... we an do this. Just keep our eye on the goal, make them love us so we can get TSO to sell them weapons for defense for the scrap they turn into useful stuff!
>>
Rolled 54 (1d100)

>>958142
Both Turbo and Foxy said you wanna learn how to do psi zombies their sister Legion is amazingly skilled at it. Its also known that Legion is the closest one of the siblings who is to breaking into hero. I mean its kinda obvious how good she is at it given her name...

Otherwise N probably knows something about it but you don't know how much.
>>
Rolled 45 (1d100)

>>958152
I was thinking of asking about that a tad later on, i'm thinking of trying to get good enough with our PSI go create an almost...ethereal charm, our voice getting into their heads, less control of masses but utter control of an individual.....I just want our heroic ability to be make someone shoot themselves in the head unless they are ridiculously strong willed, or make someone blow up their own reactor....that sorta deal...though Legions are pretty ool. PSI has so many doors i almost want to leave it random what we get good at in it.
>>
Rolled 78 (1d100)

>>958142
>>958123
Support for Rust
>>
>>957987

>>958123
>>958142
RustArmy reporting in.
>>
Rolled 18 (1d100)

>>958296
>>957987
...and I forgot to roll again.
>>
Rolled 42 (1d100)

>>958123
Its a rather lengthy trip and...very dangerous, but of course you anons know that already. Right?

In a megacity protection is gonna be paid to the bandit civs who can kick a lot of ass. Still you figure given the sheer size and danger of a megacity there is bound to be lots there. Even with rival scavengers picking over the...less dangerous zones. So you arranged to get yourself transported there. Bad news is you found out that out there you will be on your own. Shrouded One doesn't really have anyone in the megacity.

Claims its too much of a hot zone to afford the cost of having an operation over there. Good news is despite the danger there is a ton of goodies there and you were enough of a small fry. Nobody bothered you and the zombies were more used to chasing lots of prey over a single one. You found two spots that you carefully picked over on the outskirts.

One was a great shopping complex and the other is a tower complex. With some built in vendors and able to house thousands. Despite having clearly been gone over you still found quite a lot. Sadly that included quite a few dangers too.

Zombies, monsters, bandits, and worse still. The place as a necromancer...you could taste the sheer vast amount of death that sunk into the very earth itself. This place is almost a paradise for one such yourself. The sheer overwhelming death runs deep. The sheer amount of undead makes it clear. Many feral but many you noticed were controlled by a necromancer. Which didn't really surprise you.

Megacities are a huge draw to necromancers. An easy place to find vast amounts of death and angry dead in ready supply. Unfortunately for the necromancers undead were not unrivaled here impressively enough. You even found a few outsiders wandering around.

So after getting a bit of goods you decided to bail to a survivor town. The towns near the megacity...well they regularly picked through its carcass too and they were rather paranoid bunch. Apparently its very easy to get wiped off the face of the map especially without a hero or numbers.

Good news is that means a lot less attention. Bad news is its pretty easy to get turbo fucked if you do even draw a small amount of attention. They also unlike the previous city and dealings with survivors. Charged quite a bit for their services.

Your attempts to make deals also didn't go as well. Apparently there are some huge vendors in the megacity where they make trips to exchange for weapons. According to them some of those exchanges you can even find Think Tanks offering their specialty goods...for a fortune admittedly but it IS available.

Payment for protection is sadly not an option for those near the megacity. Only the bigger factions have the option to pay to not get harassed. Mostly because its easier to accept a payment then it is raid them in the first place. The towns are not.

>>958142
You didn't find any stealth fields and Turbo wasn't selling. She may like you but she doesn't like you that much.
>>
Rolled 68 (1d100)

Trying to keep up with this while working is a pain. Yet it's good to see someone leading the way.

>>958123
>>958142
We could go back to the survivors we worked with the last time we scavenged and work from there. I bet we can get a good group with the rep we probably gained.

Also when scouting with the bots we should use Mc Sream. They see a lot of things we could miss.

>>958152
Before Foxy is gone we should learn how to improve control on our stronger undead or even just general undead if isn't to hard. We shouldn't risk losing our stalkers again.
>>
Rolled 43 (1d100)

>>958336
Dam I am to late to push for the training of control on the undead. Well hopefully that will not be a problem.
>>
Rolled 39 (1d100)

>>958336
The survivors in tow you were able to make a bit more profit on this trip. Admittedly not nearly as much as you were hoping due to their rates and shares. They ARE however much better at this sorta thing then you are.

Sadly you did not see a single attractive survivor. Male or female. Apparently they either ran to the bigger survivor holds or got nabbed by raiders. They also weren't much interested in dealing with such a small time arms dealer as your boss. Especially one so distant.

Protection they knew also really wasn't much an offer. You finally are beginning to appreciate just why the Shrouded One came way the fuck out there. While taking care to avoid the megacity despite the great wealth.

Its tough for a even a proper civ with a hero and HQ to make it out here. Much less a single small time arms dealer now hero or not. Towns had a lot of story of even the big boys biting the dust on the regular here.

What do?
>Go back this idea was a bust
>Keep poking around in the outskirts maybe you'll get lucky
>See if you can find a hero you doubt they are all part of a civ maybe you can meet one
>Try to find something specific megacities have everything...
>Other?

>>958339
Hence why Shrouded One suggested you do similar stunts. That one took notice with how well it ended up working out. Sadly you left before you could get some help from Foxy about stronger undead and controlling them better. So as to prevent the stunt she pulled with hijacking your Stalkers.
>>
Rolled 4 (1d100)

>>958348
>Keep poking around in the outskirts maybe you'll get lucky
Let's find a bunch of stuff and bring it back to the other side. Given they never really chat we could sell it to the old survivor settlement at higher rates right?
>>
>>958348
>Try to find something specific megacities have everything...
Let's see if we can find some megacorp connections. We still have the industrial nanites, right?
>>
Rolled 60 (1d100)

>>958348
>Other
I want to get lost and wander around. In hopes we stumble on some one or more. Who would be willing to make something great again.

We know a lot about the ruins from the info we got and could really use friends to help build. Tho not sure how maybe survivors would be willing to work with bots.
>>
Rolled 15 (1d100)

>>958379
>>958376
>>958372

Combo?

>>958348
>Try to find something specific megacities have everything...
>Other?
Get LOST looking for the Corp whose nanites we have. Sell them back to them or something better? Naturally salvage in the meantime but instead of selling it here, bring it back. Things from this side may be worth a premium to the other side.

After all this we head home
>>
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Rolled 70 (1d100)

>>958418
Sure.
>>
Rolled 96 (1d100)

>>958418
Ok support
>>
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>>958457
More than okay, that's for sure.
>>
Rolled 47 (1d100)

>>958418
You decide to get LOST. Which is an easy thing to do in a megacity. After wandering awhile and doing your best to avoid threats. Which more often then not involved running away or hiding. It was rather rare you got to kill something and getaway with it. But after awhile you found some logos for the Corp your looking for. Problem is you don't know if any of those facilities are still operational and another problem is the simple fact that it they all lead you deeper into the city.

On the plus side you managed to find some good stuff. Problem is...well are you gonna risk going deeper into the megacity? Much more threats...better loot and according to the signs there are the facilities belonging to the corp your looking for there.

What do?
>Go deeper look for the facilities
>Keep wandering in the outskirts
>ah fuck this go back
>Try to find a facility that isn't deeper in
>Other?
>>
Rolled 86 (1d100)

>>958480
>>Other?
Those signs are full of lies. Keep wondering till we find someone we can ask where to go or if they will buy this crap we found.
>>
Rolled 7 (1d100)

>>958480
>Go deeper look for the facilities
Get LOST
>>
Rolled 55 (1d100)

>>958480
>>Go deeper look for the facilities
I know it's actually pretty dumb but...ok
>>
Rolled 23 (1d100)

>>958480
>>Other?
Actually better idea, lets try to wake them up or boot up a facility, maybe get in tough to their main base from here? If we use our TT Bike maybe with both the AI we have we can pull it off.

Sorry im really tired
>>
Rolled 65 (1d100)

>>958500
>>958497
Ok adding to these and making a mess of things. Make a note of all these locations for future notes and stuff. If we are somehow able to contact the TSO we should let her know...this if done right could be very very lucrative...especially if they are dead and we an find their Nanite bed...TSO could be very very happy
>>
>>958514
Perhaps we should all just sleep on it. Make a plan with renewed vigor in the morrow.
>>
Rolled 77 (1d100)

>>958500
>>958514
>>958497
Support for Rust
>>
Rolled 96 (1d100)

>>958530
Lucky 77 nice
>>
Rolled 86 (1d100)

>>957935
I should go over basic info again.

In regards to armaments and vehicles look at earlier threads. Hopefully anons remembered to archive them all properly. I posted the info Shrouded One would of required you to know.

Now other basic info regarding stuff. Bots come primarily two varieties humanoid android/mechs. With the second being inhuman variety of bots designed for specific purposes. Think of them as more specialized and better performing. While the android models are a bit more balanced.

For ammo Black ammo is called such because of the often low quality black powder used them. If its smokeless your lucky and its quite messy, obvious, and requires your guns to be cleaned a lot more frequently. but hey at least its cheap!

...which is the only good thing about the stuff.

Corp Ammo is the mass produced bulk ammo in the waste. Sure its not the greatest but its reasonable in price and performance.

Prewar ammo is widely acknowledged as the best. Problem is there is both a limited supply AND it can't be used on most new world guns lest you wanna lose a hand. Interestingly old world weapons can use new world ammo but only rarely vice versa.

EXPER(Experimental) Ammo is experimental ammo which is slang for either the really good pre war stuff(see stuff belong to BLACK programs) and Think Tank remnant made. Its the rarest ammo of all.

Bot ammo is...strange stuff. You only see it for those who have a hard time dealing with corps due to rep penalty and bots. Bot ammo is while not as ordinary as corp ammo makes up for it by producing the most New World Special ammo. Hence why its considered literally strange stuff. But hey if you need special ammo on the cheap/sly Bot stuff is your best.

Bandit ammo meanwhile price is a bit different. You see the bulk slop is typically questionable slave made shit. At worse being the grade similar to Black while the best stuff is comparable to questionable Exper and Corp ammo. The Special ammo is on the other hand manufactured by Teks. Its great stuff but pricey and oddly enough not ALL of its technically special. Its just the more often then not the best available ammo to bandits.

Explosives are rated similarly by the way.

With the rarest being Missiles because of the software and hardware requirements. Dumb rockets on the other hand are cheap and available. For missiles good luck finding a new world supplier or old world stocks. In both cases your gonna need it. Not many in the New World have the tech, materials and know how to create missiles. Energy weapons suffer a similar problem.

Strangely enough Teks manufacture an awful lot of the missiles and energy weapons available in the New World. To such a degree it wont even give you a second look for using it, this is due to just how hard it is they are to find. People are much more lax if your using Bandit Made goodies.

Now another big problem with Energy weapons is ammo and batteries along with unusual upkeep.
>>
Rolled 76 (1d100)

>>958542
You see they aren't mutually exclusive depending on the type of energy weapon and their particular design. Another problem is unusual maintenance.

Plasma weapons for instance require special Plasma feed stock that can't be jury rigged lest you wanna suffer terrible terrible consequences. This is due to how they are designed plasma has gotta be the right quality to ensure the weapon/tech doesn't malfunction horrorbly. Hence why plasma weapons are so rare. They require specially sourced plasma feed to function properly without breaking down. Which given they are plasma weapon is terrible terrible news my friend you think explosives and nukes are bad wait till you see a plasma meltdown. Plasma being commonly compared to stars isn't as much a joke as you would think. Especially once a meltdown occurs which is common for 'catastrophic' failures and the real reason why plasma tech is lauded as so 'tempermental'. Thus why it's so damned important to use the right goddamn feedstock. Also why its usually the guys with a death wish being willing to use the stuff regularly. When plasma tech goes wrong or ahem malfunctions...it tends to really REALLY go wrong. Failsafes honestly don't work that great when your dealing with something like plasma. Particularly when its the plasma itself which is the problem(see feed). Even nukes are easier to handle despite the rads. Now this doesn't mean plasma tech is unreliable its just...best you really DO listen to the instruction manual and yes you really don't wanna mess with the plasma feed stock. Its what keeps the plasma within specs and working right.

Another example is stuff for say lasers. You see their barrels actually contain certain special gasses in addition to the expected lenses and such. Those gas help the laser work properly and over time...well they need maintenance. Hence forming an unusual upkeep requirement and yes its an actual thing.

Hence why some energy weapons require both a power source, actual proper ammo for it, AND special upkeep. Real shocker they are so rare in the New World.

Yes there are in fact New World patterns for energy weapons and they like other tech are worse then Old World models unless they come from a Think Tank which might be an exception. Most New World energy weapons are specialty manufacturing and unlike bullets. Its a serious bragging right to even say you can pull it off. Same with missiles really.

Rockets on the other hand are easy. Problem is they are well...dumb. Rocket Launchers are at least some of the cheapest heavy weapon you can find and they pack quite the punch. Don't diss rockets just because they are dumb and cheap. That is what quantity and explosives are for.

Plus...you know actually being affordable. You try packing a goddamn heavy machine gun everywhere and not getting eaten alive by the damned bullet cost or upkeep should you go cheap. also why you shouldn't underestimate such a 'low end' heavy weapon. Rockets can and do pack a punch.
>>
Rolled 48 (1d100)

>>958548
Especially once you throw in rockets packing special ordinance in addition to or instead of the unusual explosives. Boom boom baby hope you like a incendiary rocket. They don't all come in explosive flavors.

Truly a poor man's reliable and adaptable heavy weapon. The humble Rocket Launcher. They strike fear even into those rich paramilitary pricks and tough mutant assholes.

Also why you should seriously beware plasma tech. That shit is powerful as hell and why its so dangerous when it goes wrong. So long as its functioning properly and the plasma are within specs its fine.

So don't for the love of everything you hold dear DON'T mess up the damned plasma feed. Which can easily wreck even a brand spanking new piece of plasma tech as the plasma suddenly goes out of the specifications. Unlike with nuke tech it hasn't been around long enough to have good countermeasures figured out yet. To you know brick the system properly instead of a big bad meltdown.

Fun stuff plasma and kinda like fission's much bigger meaner cousin(see fusion aka stars). Plasma weapons is basically just some weaponized fusion fun in really simple stupid terms. Yes plasma 'explosive' is basically the meltdown process being turned into a functional non accidental weapon. Also why getting hit by a plasma bomb really fucking sucks. Which is especially effective on other plasma tech for obvious reasons.

Plasma tech is hilariously enough technically super effective against itself.

Anyway in terms of barter it sometimes depends on the type of civ your dealing with. Bandits for instance their currency is 'loot'.

Corps deal in 'credits' which is basically a fiat currency that worth what they claim it is worth. Real surprise why people think Corps fuck them over so much when it comes to trade with them, also why non Corps hate dealing in Credits. Amusingly enough the Corporate Credits are literally the only widespread form of currency which survived the Fall. Corporate Credits is a bit of a complicated subject both Pre and Post Fall...

Paramilitaries for instance are renown for their 'bullet=money' montra in regards to Old World(strictly usually) munitions. Its such a powerful thing for them its even rubbed off on other factions(which is also true to Credits much to many people's misery). However with other factions they are not so strict in regards to only considering the Old World bullets as currency. However even so they still acknowledge as Old World bullets being worth the most(and partly why Paramilitaries are seen as rich is because of their strictly only Old World Counts policy).

Government Remnants are known to deal in old world currencies however unlike the Corporate Credits theirs is not nearly so widespread. Which is why they try their hardest to back their currency and try to make others deal in it. Unlike Credits their currency is worthless outside their own and nearby regions. With its value drastically reducing the further away you go.
>>
Rolled 99 (1d100)

>>958554
Good morning all, so we're in the megacity eh?
>>
>>958555
Yeah and im still happy with my plan of these 3
>>958514
>>958500
>>958497

link to this one though if your keen for support
>>958530
he combined them
>>
Rolled 8 (1d100)

>>958530
>>958556
Yeah I'll support that, I won't be around long though gotta get ready for work now
>>
Rolled 83 (1d100)

>>958554
Think Tanks meanwhile interestingly enough quite literally consider Knowledge currency. With the knowledge they value the most being of their own particular specialty and it really goes from there. In general the more advanced it is, similarity to specialty, and other uses. Are all considerations in terms of how highly its valued.

Cultists actually have a similar policy in regards to their forbidden lore. Specialty knowledge followed by other forbidden knowledge and lastly other types of knowledge. So while similar its in truth a bit different.

Zealots meanwhile consider 'holy' items to be the closest thing to currency they have. Which is a problem given their different faiths...and creeds.

Mutants trade in mutagens as the closest thing to a 'currency' along with fertility supplements and certain medicines that can actually affect them(not an easy thing given their mutations in both cases hence why mutagens is the most common).

Bots and survivors strangely enough have the greatest similar in terms of what they value as 'currency' with 1 critical difference.

Life sustaining.

Bots don't value it BUT Survivors on the other hand DO!

Beyond that its literally scraps/salvage.

Tribals meanwhile the closest thing to currency they possess is components harvested from monsters and plants. Seed, herbs, and lifestock being their most common trade goods outside their own faction type. Especially with survivors with whom they have the greatest rappor with. This is because of the mutual understanding between survivors and tribals. Trade between them flourishes.

Almost like the fucked up trade alliance between the remnants and the rejects.

Yes this technically includes the Zealots and Cultists with the survivor/tribals. Technically though they don't get along 'quite' as well as those two but are still widely considered part of the same loose trade alliance/grouping.

Outside that munitions and armaments are obviously valued as a sort of currency.

The other two things that are extremely valued as a overall 'currency' in the barter system is 2 things.

Power/Fuel and Life Necesities.

By the way the Shrouded One REALLY wasn't joking about the merchant of 'quick death'. Not liking being considered the only merchant of death widely(as an arms dealer this offends the Shrouded One) and not acknowledged that WHILE a Merchant of Death...at least its quick.

Unlike the damned water and food merchants. Real bastards they are and are rightly infamous. Those who deserve an honorable mention includes medicine, sex, and shelter traders as part of the same life necessity group.

meanwhile the Power, Fuel, and Arms dealers honestly cannot even be considered part of the same group as them. There is a reason why its a sore topic for the Shrouded One and one of the only things your boss legitimately gets offended by.

Arms Dealers are actually in bit in the middle and many would argue that second group includes stuff like Tech, Magic, and Psi traders.
>>
Rolled 43 (1d100)

>>958560
Bah meant fucked up trade alliance among the Rejects.

Meanwhile the remnants are also well known to have their own trade alliance dealings going on mutually among them.

Trade while outside those three big trade blocks isn't as common but still technically a thing.

So does that cover everything?

Or is there any other need to know info that requires being spilled?

That you obviously would of found out about even with amnesia because of how important it is?

Be aware some stuff you can't find out about unless you get access to the right data archives.
>>
Rolled 8 (1d100)

>>958562
I think that just about covers it all.
Supporting >>958530
>>
Rolled 47 (1d100)

>>958530
You decide to head deeper into the megacity to look into those facilities. Unfortunately the facilities you found had all fallen previously. They were rather empty or...occupied with something far worse. This did not however stop you from collecting info from the sites before moving on. You also didn't have much luck from awakening them even with Strum's stuff that he shared in regards to the paranoia. So you got stuck moving on until you stumbled upon some leads. Mostly because you unwisely to use your magic to feel for something like Strum...or those pockets of reality.

You also found some markers on the signs which had been modified to indicate there is still operational facility. Problem is you don't know if those markers are still good or not. You also realize that the facility is even deeper into the megacity and a ways away.

Your attempts to use magic did however elicit a response from 2 of the seemingly fallen facilities. In the form of old magic systems reacting and you stumbling upon what appeared to be some still functioning reality pocket spaces. Both of which indicate there might be some good stuff and you just might be able to wake the facilities up with something like Strum.

What do?
>Go back
>Try to wake up the facilities which aren't completely dead
>Move on follow the markers to the supposedly still operational facility
>See if you can find anything good
>Other?
>>
Rolled 6 (1d100)

>>959099
>move on to follow the markers to the supposedly operational facility
Afternoon or morning Genie, what ever it is on that train your stuck on.
>>
Rolled 59 (1d100)

>>959099
>ask foxy what she thinks
We're in this together for the time being, better to be open since she's still here of her own free will
>>
Rolled 96 (1d100)

>>959157
Foxy actually stayed behind because of some business matters. She did however lend you some of her undead and gave you drug kit as well as a medical kit.

She is apparently having to negotiate with N and talk with the Shrouded One. So she didn't go with you to the Megacity.
>>
Rolled 15 (1d100)

>>959157
Uh I do believe she left us when we went to the city.

If she was still with us I would ask we get trained on maintaining control of the undead.

>>959099
>Move on follow the markers to the supposedly still operational facility
On words.
>>
Rolled 61 (1d100)

>>959169
>>959170
Oh.. sorry about that. In that case I what they said
>>959170
>>959115
>>
Rolled 52 (1d100)

>>959180
You decide to follow the markers is distant and the journey dangerous. You lost a number of undead on the way and if it weren't for high performing drugs that enhanced you would of been in even deeper trouble. Bless those drugs really made it much easier to haul ass and even to hide strangely enough. You were especially fond of the drug called Phantom which made you light as a ghost and invisible as one too. Damn helpful for avoiding danger.

It was nighttime by the tame you finally got there. With only a few remaining undead and much to your relief. The facility was still operational and was a tower. A huge megatower in fact that was locked up tighter then a prude bandit bitch's pussy. According to the logo on the industrial nanites and the logo on the tower are both the same. Meaning they are from the same megacorp.

The tower for its part has a rather scarred surface and you can see the shutters have fallen over the reinforced windows. The doors themselves are locked tight except for a single door behind a barricade. There you could see corp security personnel who oddly enough seem much less dangerous then the ones you saw with Strum.

What do?
>Approach the megatower for refuge
>Approach them ask about the nanites
>Offer a trade proposal
>Ask them why they aren't like the ones you saw with Strum
>Go back home
>Other?
>>
Rolled 46 (1d100)

>>959240
>Offer a trade proposal
Hello there. If it's alright I wish to approach y'all with these here scavenged items. Possibly, if available, rent a room for the night.

--

I say we hold off talking about other corps and the nanites. If we bring up an enemy corp that would be bad. Then there is a the fact they would try to take these nanites if they viewed its' worth out weighted any down sides.
>>
Rolled 27 (1d100)

>>959285
Sounds good, we can pull out the big guns aka the nanites when it's necessary. No need to pull them out just yet
>>
Rolled 75 (1d100)

>>959240
>Offer a trade proposal
>Ask them why they aren't like the ones you saw with Strum
>>
Ok guys, stratergy talk here....are we sure we wanna do this....we confirmed the existance of those pocket realities etc...are we sure we want to do this trade because even if these do belong to them...why won't they just kill us and take them? IF they are friendly how can we even lug our reward home?
>>
Rolled 47 (1d100)

>>959240
Hey Genie, how well would a vampire mixed with a think tank do?

I got influenced by a game I was playing. Which made we wonder if there is a way to make a virus that could weaken peoples' will to vampire mind tricks and control.

I also wondered if injecting or consuming blood would turn people into ghouls under the vampire's drug like influence. Like world of darkness table top.

>>959371
The scavenged item trade should be fine. Even if it was there stuff. They would likely pays us for its' return or say we should only get our found items fixed by them for a price.

As for the reward/trip home. If these nanites are worth a lot we can probably ask for the reward to be dropped off some where, like say our job location.

Have this corp, as a part of the reward, build up the settlement we want people to go to. Then say they can set up shop and get a good in on the market to build up from the in-between of the two mega cities if they will stick around or something.
>>
Rolled 89 (1d100)

>>959371
Good point, I'm off of support>>959327
What do you suggest rust?
>>
>>959433
sorry mostly afk atm. I can't help just yet
>>
Rolled 14 (1d100)

>>959371
Going to trust this anon sense his previous posts seem to be thought out. Voting to hold on the decision.
>>
Rolled 90 (1d100)

>>959455
>>959433
They will not kill us for trading in the scavenged gear. That would ruin any rep they have with survivors and those watching the corp.

We can get to know them over the deal and see if AMY feels it okay to pull out the nanites. If not we can walk away.

If they imprison us. Well they will have to deal with a hero and a necro bitch. Plus anything they pull out. We have worth to our people or any bandit bitches all around. So we got room to work with.
>>
Rolled 27 (1d100)

>>959327
Support till we come up with better
>>
Rolled 96 (1d100)

>>959406
Ghouls are not created by vampires its a magical disease you pick up by being a cannibal. Technically you pick it up by eating the flesh and not drinking the blood. So vampires never got hit by it.

Rad ghouls are the result of radiation exposure to the ghoul disease. Thing is though the disease itself is harmless as its dormant unless say it gets eaten, you get radiated, or you get turned into a zombie. The zombie virus actually messes with the ghoulish disease which is why zombies are weak to radiation. It weakens them enough that the ghoul disease literally takes over and turns the zombie into a ghoul. Death is similar because your immune system shuts down giving the ghoulish disease time to 'bring you back' because its no longer being suppressed(side effects are known such as the shakes among other tells common among cannibals).

Radiation basically wakes up the ghoul disease that is normally dormant. Meaning it can quite literally save your life in a pinch as the disease soaks up the radiation but undergoes a change. If you get 'lucky' it turns you into a Rad ghoul before you should actually die from the radiation.

Ghoul disease is dormant disease unless something wakes it up which is what turns you into a Ghoul.

Shapeshifting ghouls are actually just a humanoid monster who have a magical talent.

Hence the three kinds of ghouls. undead Ghouls, Rad Ghouls, and shapeshifting Ghouls. All have a deep fondness for human flesh. Oddly enough the ghouls who are the most sane are the shapeshifting monsters, followed by Rad ghouls, and lastly the undead ghouls.

Genie's three types of ghouls I basically ripped off from mythology and in fact cannibal related diseases. Which took a big part in the Rad and Undead ghouls. Zombies and their 'relationship' with ghouls was a side effect of how zombies work and the fact a ghoul disease that is normally dormant exists within people. The ghoul disease in particular is known to concentrate itself around the nerves and brain. Its partly responsible why smart zombies are so rare and why zombies are weak to radiation. It fucks up the zombie plague much more then it does the ghoulish one. Allowing for the tables to be turned and hence the ghoulish transformation.

Magical diseases DO exist and are in fact very very old. So technically it is possible to create a magical virus that weakens peoples wills. Though to make them especially vulnerable to vamps would take some serious tinkering.
>>
Rolled 40 (1d100)

>>959515
There are however rumors claiming that one can be turned into a ghoul by vampires. This is bullshit especially if you drink vampire blood. Which actually doesn't turn you into a ghoul. Instead it turns you into a vampire.

Vampire's power exists within their blood and its why it needs to replenished regularly. Their very existence runs on blood. Problem is they are no longer alive and thus cannot naturally replenish it. Which is where 'feeding' comes in.

Vampires can convert people into a vampire but feeding them their blood. Which turns you into a vampire as the disease tears its way through your body and converts your blood into vampire blood. Problem is each new 'generation' suffers from the diluted bloodline and it slowly but surely degenerates. The only thing that seems to counter this is aging which 'repairs' the bloodline by re-enhancing the blood through aging. Its a slow but effective process.

Vampire blood is VERY potent stuff. That shit is literally what gives a vampire all their power...and it ages like a fine wine. Hence why the older the vampire the stronger they are and the more powerful the spawn they can create.

There is however a second method to creating vampires which is a huge taboo topic among their kind and a widespread secret known only to the Necromancers along with other undead. The other undead however are not fond of the vampires due to their closeness with the living. While vampires consider using the other method to create vampires as blasmphey and taboo.

Only necromancers bother to use it and partly why vampires hate necromancers.

But the necromantic method is one of the only ways to found a new bloodline. There are also some hiccups with the vampire method relying upon turning and aging. You see the blood is degraded yes? Aging...well it can enhance the bad as well as the good. Which is the problem and the slang term for it among vampires is 'vinegar'.

Hence why vampires with purer bloodlines in the first place are better off. Its also why vampires are strongly discouraged from creating spawn while they are still young. Its much easier to pass on the bad if your create spawn while young yourself.

Its why some ancient vampires are so monstrous looking. The aging process also enhanced their bad quirks which can drive them insane and twists their bodies. Its also why the vampires who are ancient but still normal looking are so deadly. Its a strong indicator their bloodline was unusually pure...or they got lucky.

Either way ancient vampires are the most dangerous vampires with a SINGLE exception.

The dreaded cannibalistic vampires...you see the vampire blood is where all their power comes from right?

So what happens if a vampire goes cannibal?

Its a huge taboo topic among vampires right up there with the Dhampir, necromancer bloodline creation method, and vinegar blood.

Some vampires would argue the cannibals are as dangerous if not more so then even the ancients and half breeds. They have a point.
>>
Rolled 5 (1d100)

>>959515
Hm I guess I will need to rethink it then. Trying to come up with some outlines of civs. Since I remember you asking the players a while a go.

Thought it could be a fun idea for a civ. A think tank backed by an old vamp. Since the vampire could easily have the wealth and pull to make one.

Yet it seems I will need to know more about the effects of vampire blood or even vampires in your system before I can do much more.

----

I want to do a tribal quest or civ to see how the new world's nature plays out in detail. We had some experience with the mutant wasteland farmers. Yet even that was limited.

Just thought a druid tribal could be fun with wasteland trees under there control or some machinations with animal spies and plant based traps.
>>
>>959571
I actually we really interested in playing a Tribal/Cultist Civ, worshiping so fuck off huge monster/animal and basing their culture around it
>>
Rolled 69 (1d100)

>>959559
Problem with drinking another vampire's blood as a vampire yourself...is its addictive as all hell. You think ordinary blood is addiction to vampires? Its NOTHING compared to what happens should a vampire drink another vampire's blood.

Cannibalistic vampires are literally drug addicts who have been heavily doped and hence why they are so dangerous.

All vampires remember the first time they tasted a vampire blood...you know when they got turned. Some vampires wanna experience that sensation again...problem is they forget the fact of just how sensitive to blood they are now. So the hit is much MUCH stronger.

It doesn't help matters that drinking another vampire's blood allows you to gain a massive power up without the troublesome aging process and ignoring your own blood purity.

So a cannibalistic vampire is a bloodsucker who is not only an addict, but doped to hell and back. With every feeding they grow stronger...and stronger.

Sometimes people wonder why vampires seem so good at killing other vampires. Its actually to deal with the cannibals but the vamps rarely ever admit this.

Basically the key to a vampire's power is the blood. A vampire who is well fed enough can temporarily appear to be remarkably alive.
>>
Rolled 93 (1d100)

>>959576
Yeah that could be cool. Though the hybrid civs take hits in their over all base stats. Yet with some thought out fluff and the right focus we could work it.

Armored bear spider, just saying.
>>
Rolled 16 (1d100)

>>959586
I doubt it, but has anyone found a way to make artificial vamp blood to power up or just feed on to keep in good shape?
>>
Rolled 93 (1d100)

>>959327
>>959285
It wasn't hard to get a room for the night. Expensive though even with your scavenged items. They just told you where to find the person who rents the rooms and traders who deal in smalltime trades like yourself. You weren't allowed in most of the tower and everything was expensive outside of their own trade goods. Which were surprisingly reasonably priced.

Apparently competition is heavy but the trade goods that aren't reasonably priced. They claim to be a specialty and hence why its expensive. So that was how you spent a night in a...hotel room. Remarkably similar to the bandit one you previously stayed with. Except much more professional.

The next morning you found was bustling with activity. You saw the small timers like yourself and even diplomatic delegations with their security details with their large offers. It was really quite busy even in the morning.

What do?
>Approach a smaller trader
>See if you can see a big timer
>Talk with some of the delegations
>Talk with some of the corp personnel
>Leave
>Other?

>>959620
Doped blood has been a thing ever since vampires realized they could still get drunk if the drank the right(drunken) blood.

Artificial blood on the other hand was a newer biotech being worked along with cloning and such.
>>
Rolled 27 (1d100)

>>959657
>>Talk with some of the delegations
Mine if ask you want you think of these corp fork. I would hate to be cheated by some smooth talking city slicker.
>>
Rolled 12 (1d100)

>>959657
>approach a small trader
And continue till we find a regular, bribe the man if we need to for more information on the inner workings
>>
Rolled 48 (1d100)

>>959657
>Talk with some corp personnel
>>
Rolled 72 (1d100)

>>959712
Support
>>
Rolled 99 (1d100)

>>959712
Ok let's do this
>>
Rolled 88 (1d100)

>>959712
"They are a corp they are going to try their hardest to fuck you over. Especially should you take Credit. We are luckier then the small fries though. As the size of our trade deals means they can't quite afford to fuck us as hard. Small fries on the other hand are best of threatening to take their business to the their rivals. That is the only kind of threat they'll listen to and it doesn't work if your trying to get any of their 'specialties'. As they feel like at that point you have no choice to deal with them in terms of quality which is unfortunately usually true."

"The only good thing about the Credits is all Corps acknowledge the stuff as money. A big fucking racket is what it is and unlike the government remnants they were able to get everyone to play by it. Corp credits are still good but don't accept their specific megacorp credit even if you they try to offer you more. Because if you accept it the other corps wont acknowledge if they aren't from the same Megacorp. Only the Corp Credits has devised by their Corporate Council is the only currency that will work with any corp."

"If you have something very valuable your gonna need some kind of backing to insure they don't just take it from you from your corpse. Most scavenged goods though they wont bother as the loss of killing someone over some scrap metal just ain't worth the risk. That doesn't apply if you got something real good though."

"For a discount if you help the megacorp remnant you can get a discount from them and if your a local. They wont fuck you as hard for the sake of encouraging repeat business. So pretend your a local."

"Work wise...well the megacorps always need more workers to exploit. Really only reason to work for them is the sole simple sake of a discount. You can find everything elsewhere without a target on your back and without getting screwed so hard."

"Discounts though...is mighty tempting and why we ourselves do big bulk trades. You can squeeze them for a discount because of the sheer quantity. Sadly that isn't much a thing for small fry."

What do?
>Keep talking to them
>See if you can find a big timer
>Go see a smaller trader
>Talk with some corp personnel
>Other?
>>
Rolled 28 (1d100)

>>960277
>>Other?
Ok it's time to leave, tell TSO we have found the Corp whose Nanites we have. See if she wants to set up a trade deal. We do not go in there alone under any circumstances.

>Head back to base and TSO
we already got some good loot apparently, maybe it'll sell better on the other side of things, besides this could be a big trade deal. get this stuff sorted asap.
>>
Rolled 90 (1d100)

>>960325
Supporting. We're done here we should go inform the boss
>>
Rolled 78 (1d100)

>>960277
>>Talk with some corp personnel
Hey Miss, how would one be able to contact y'all directly or find one of your fellow corps? I plan on going away for a bit and want to make sure I deal with the guys I like in different areas of the world.
>>
>>960325
>>960353
Obviously on the way out we'll be pleasant and say can we have your details so that we can get back in touch easier
>>
Rolled 85 (1d100)

>>960353
Hm Hey Miss might be to rude. Howdy Madam should be better.

>>960376
Yup.
>>
Rolled 31 (1d100)

>>960353
"Megacorp Standardized is your best bet. Just ask some people in the front who are using the phones and radios. They can give you the contact info. Otherwise Corporate Council run or individual remnant have their own stuff. Yet again your gonna wanna ask the same people about that."

"So long as the megacorp is in range of your comms you can hit the standardized channels. If you don't get a response chances are that means we don't have a remnant near your location."

"Council channels meanwhile will put you contact with any megacorp remnant. We all have access to their channels. Problem is they are hard to find, but in general every megacity will have it. It just might take some exploring to get somewhere it can reach."
>>
Rolled 24 (1d100)

Heh. So who wants to ask the corp lady for her number and see if we can add corp women to the list of people trying to find us?

>>960395
"Thank you madam. You have yourself a pleasant day."

Lets get that contact info. So we can get a hold of corps and make things easier for next time. Then head out if we don't need any ammo or supplies to make it out of the mega city.
>>
Rolled 97 (1d100)

>>960325
It takes a bit but eventually Amy is able to find some intact communication infrastructure useful enough to crack and reach TSO. Whom told you that the nanites are worth the least to a still functional corp as that means their nanite beds chances are still alive. The best deal is with one whose aren't and who already used up their emergency reserves. If so they'll be most interested in trading for a replacement. Otherwise the potential profit is the least.

Basically it will take some careful searching to find the right buyer. After that you were able to get out of the megacity and run far away from it. You admittedly learned a lot this trip. Sure it wasn't that profitable but hey you found out quite a bit.

When you returned there was an eager Foxy who dragged you off for some...sexy times. This time without pain and she let you go afterwards. You found out from Foxy that the bandits you lead joined up with the alliance created by N when they found out your close connection to it. Apparently they were extremely touched you(literally) sold your ass out for their all their sake. Most of them used to be hanging out with Foxy's people but they left but not before finding out about the bandit gang alliance which they joined up with.

They might be a bunch of bandit scum but they are surprisingly loyal scum and no longer a bunch of nigh worthless rabble. Both Foxy and TSO even N agreed they would be very useful. Especially as an intermediary when your dealing with survivors and bandits for some dirty tricks.

According to Boss Foxy has also made some...agreements with the bandit gang alliance. She will be the intermediary Boss bandit you'll be dealing with the most. If anyone does much digging they'll find out you sold your ass to her for special privileges. Which as it turned out isn't nearly as rare as you would think. Apparently it counts as a kind of bribery to get the bandits off your back.

In your case lying on it for Foxy's pleasure and your own very special privileges...which may extend to the groups your part of. Which according to Boss. Foxy both will be useful for dealing with other survivor groups whom may appreciate the fact the sold your ass for their sake(once you made them join of course).

Foxy for her part is somewhat bored but is still stuck here while some trade arrangements are made. Which she has to oversee personally because she doesn't really trust anyone else to handle it properly(and doesn't wanna get screwed over). Foxy is hence lonely and has sort of started a drug lab on the side...which she gave you a packet of 'very special and valuable drugs'. To use or sell according to her they are worth a fortune to bandits.

According to Boss she is helping increase their medicine stockpile and appreciates her services. Thinking she would of been useless without any bandits, 'patients', or dead bodies around. Foxy for her part is bored enough she forgot to be angry, upset, and sadistic with you.
>>
Rolled 64 (1d100)

>>960507
She did however fuck your brains out and made it clear she expects you to stick around so she can be 'entertained'. Which means sex.

Lots of sex.

Apparently when bandits get bored sex and drug is very popular activity to the pass the time. In her case cooking up drugs and fucking your brains out respectively.

You find yourself wishing you had remembered to get some of Turbo's sex toys to help keep Foxy entertained enough. That doesn't involve trying to shatter your pelvis for fun. Apparently she 'forgot' because she no longer 'needed' those kind of things because of you.

You meanwhile are feeling the very real effects of your body...changing 'ahem' dying from the necromancy effects. Somehow your convinced Foxy managed to figure out a way around this. She is clearly a better necromancer then you but somehow manages to keep the side effects at bay amazingly well.

Kind of like your senior apprentice the Witch tries to do. Which you have a feeling involves drugs given how much she pumps into you during your sessions. Thing is though you don't feel quite as cold anymore and think they just might be making a difference...

It would be nice to master necromancy and not look at least half dead in the process. It seems Foxy feels the same way.

What do?
>Training
>Go to the urban ruins to scavenge with survivors
>Look into rural survivors see what you can do
>Go shopping
>Other?
>>
Rolled 58 (1d100)

>>960579
Foxy, if you have the time I could use some training.

>>Training
Undead Control

Making sure our stalker bros, Mc Sream and Pearly are not gonna get taken away. It would not be a good day if we have to fight bros.

I image we could combo some magic and psi ruins or something for extra protection.
>>
Rolled 1 (1d100)

>>960579
>Training
Magic times!
>>
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>>960725
I should of called it, but I feared it wouldn't show. There's our third 1 on training.
>>
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Rolled 95 (1d100)

>>960639
I'll actually support this, train up our Necromancy some. Also get her to help us...modify some bodies to create more bad ass undead...maybe create pic related...
>>
>>960725
Why dice....why
>>
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>>960744
Just kill me. Not the character mind you, but me, the anon.
>>
>>960744
>>960800
Y'all know it's our third one on training, right? Rule of THREE.
>>
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>>960812
Wait,
>>
>>960831
There is rule of three per thread and per action of the same type (which carries over threads).
>>
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>>960845
>>
Rolled 55 (1d100)

>>960812
So what happens if I make it another double 1 training?
>>
Rolled 16 (1d100)

>>960894
Not a clue.
>>
Rolled 24 (1d100)

>>960725
You decide its time to train in magic. Mostly because you been really shitty about the whole working on your magic except for necromancy. And you may have access to new magical materials and scrolls the Shrouded One has been storing. Turns out there is an entire library in there somewhere. So you had the questionable idea of perusing all the materials on your own. Practicing them to see what you could learn.

In hind sight this may not have been such a good idea. As there was a lot of spells that were outright too advanced for you. On the plus side you learned an awful lot of about how to handle spellcasting failures and biting off more then you chew. Good news is you did find a decent amount of spells for you to practice on that you could maybe pull off. Many spells were cast. Many spells blew up in your face. Possibly literally.

Sometimes that was exactly what was suppose to happen!

Progress baby.

With your own private studies(and looking at Mister N as well as Foxy's study materials). You advanced quite nicely in your magics. Mostly in a general basis but fortunately having them nearby allowed you to tie it in with your psi magus status or necromancer dream.

Things finally ended when it was late and you couldn't even fail at a simple spell. You wandered to your place in a daze and stumbled into bed. In the waiting embrace of Foxy. Which oddly enough did quite a good job at clearing your mind and helping you recover.

That was how outside that 'break' you spent all night working on your magic too. With largely similar results as you wandered back to bed in the morning. This time with a absent Foxy. Which simply meant you could actually sleep this time.

Only to be awoken at lunch time by a bot delivering food and a horny Foxy who wanted a quickie during her 'lunch break'. At this point you are convinced Foxy must be on some potent drugs that she is doping you with. So you can keep up. Which happen to work great on necromancers. Apparently with 'few' side effects according to Foxy.

You have yet to encounter what those side effects might be.

What do?
>More training
>Go to the urban ruins to scavenge with survivors
>Look into rural survivors see what you can do
>Go shopping
>Look into the mission list
>Other?
>>
Rolled 82 (1d100)

>>960961
>>More training
Control for our undead. Gotta keep bros with bros.
>>
Rolled 32 (1d100)

>>960984
I agree, more fundamentals too and tying said fundamentals to our chosen specialties. And tying our specialties together to each other.
>>
Rolled 30 (1d100)

>>960961
>More training
>>
Rolled 100 (1d100)

>>960984
You decide to work on undead control on your own. While you can control a decent number of them now. You still have a problem with finesse and keeping them under control. Not to mention it wouldn't hurt controlling more undead. According to some materials you read belong to Foxy. A trick to undead control is the delegating and control of a 'overlord' type undead who rules over other undead. So long as you can keep that overlord under control you can indirectly keep control of all those under it. Problem is the only Overlord undead type you have is a former Smart Zombie and you don't know how to purposefully create such Officer types undead.

So instead you had to work at keeping control directly which is what you used McScream for. Simply because that thing is an utter pain in the ass to control and the stalkers because of their ability to ignore your orders. Much to particularly McScreams misery as you tormented the guy while working on your control.

The stalkers meanwhile...were honestly dicks and required a much...finer control. Then the brute forcing that is controlling McScream. Thus you suffered as you increased your ability to control. Now if you had some corpses you could work on controlling lots of them.

Instead you made do using the stalkers and McScream as your test subjects. After awhile you relented on the testing, mostly because controlling McScream is a legit headache inducing process. While the Stalkers meanwhile are just plain irritating.

What do?
>Moar Training
>Go to the urban ruins to scavenge with survivors
>Look into rural survivors see what you can do
>Go shopping
>Look into the mission list
>Other?
>>
Rolled 39 (1d100)

>>960961
>Go to the urban ruins to scavenge with survivors
We got asked to do this so lets at-least get started.
>>
Rolled 53 (1d100)

>>961073
>>961055
Oops. Ok now this my bad, give ourselves a magic break
>>
Rolled 48 (1d100)

>>961055
>Go to the urban ruins to scavenge with survivors
Lets give our undead a break and us some rest from training.
>>
Rolled 91 (1d100)

>>961055
>Go to the urban ruins to scavenge with survivors
>>
Rolled 65 (1d100)

>>961147
You decide it was time to get around to that task that the Shrouded One wanted you to do. Get on the good side of the survivors. So you went back to the old city you had been at previously before you ran away to the bandits. There you found the base which had some memories lingering in it still...the place had clearly gone through a good bit of fighting. It was also abandoned apparently the operation had been moved elsewhere. But you could help to go see your old home and the cafeteria. There you passed by the garden the naughty witch had planted. Which oddly enough was doing quite well.

Staring at the surprisingly good condition of your former place. You thoughts couldn't help but wander to your old life before you lost your memory...and looking at the place it had been cleared out. After that you went to the new bot base.

There this time you were actually able to order the bots around and not just scavenge to the side. Enabling you to gather quite the fortune but you knew you had to share. After all you had to make good with the survivors and persuade some of them to form a group...

Fortunately it turned out you were still very well remembered as soon as you showed up survivors came out. Including many women who hit on you. Which made it easy to direct them over the bots. There you and the survivors scavenged with the aid of the bots. Interestingly enough there wasn't any bandit trouble. Whether this was on purpose or by accident you do not know.

The haul you got was really something however. All the survivors returned home with full packs and bellies. The bots too maxed themselves out with cargo and you were invited by the Survivors to celebrate with them once more. Especially once you let them know this was going to be a more...regular thing.

Now all you had to do was find a good spot for a settlement and persuade some of the survivors to live there.

What do?
>Celebrate with the survivors
>Get laid with some of the many women
>Go meet with some nearby bandits
>Go to the bot base to stay
>Make the lengthy trip back
>Other?
>>
Rolled 53 (1d100)

>>961221
>Celebrate with the survivors
We are NOT fucking any of the people here. Gods help us if Foxy found out.
>>
Rolled 21 (1d100)

>>961230
Aww you're no fun anon...who says Foxy would even care? Much less notice if your getting some side action?
>>
>>961302
I don't know, but I am not about to take chances with the person of whom /we are no referred to by our relation to them/.
>>
Rolled 75 (1d100)

>>961221
>>Celebrate with the survivors
Ask if they know anything about the area we are planing to set up in.
>>
Rolled 25 (1d100)

>>961318
...you have literally given me 0 clue about the area your planning to set up in anon. How would they know?
>>
Rolled 30 (1d100)

>>961317
That is only true among bandits. Who call you Foxy's Boy or simply Fox.
>>
>>961334
I thought the ruins and forest where the places Boss waned the settlements in.
>>
Rolled 81 (1d100)

>>961221
>Celebrate with the survivors
Build rep, they like us.

in the meantime we can discuss settlement zones
>>
Rolled 53 (1d100)

>>961398
Ruins and swamp are places of interest to the boss. The boss is actually letting you choose the specifics. As your the only one who can easily earn the survivor's trust.

The boss merely wants some settlements in ruins and wilderness for reasons. Settlements that are preferably aligned to the boss's interests.
>>
Rolled 84 (1d100)

>>961431
The boss also intends to arm said settlements and the nearby bandits for profiteering. With the settlements and bandits who are aligned to the boss getting special treatment.

Beyond this you don't know what the plan is and you never asked.

You know the settlements in the wilderness have something to do with the tribals. In addition to producing food, fuel, and other resources.

The settlements in ruins are obviously meant to scavenge in them. For what purposes you don't really know.

The boss has also teamed up with Mister Neutral in aligning their mutual interests with banditry and the alliance.

Obviously it has something to do with dealing out to both sides but there is probably something more given the one bandit group. That the Shrouded One is unusually close with. There was also the unusual interest in Foxy and her group.

Throw in the strange purposes of the bots and AI you don't really know what the hell is the Boss up to. You do know however that you have an important role to play in them.
>>
Rolled 23 (1d100)

>>961406
You decide to celebrate with the survivors. The party this time being even bigger then before! Especially knowing that you intend to stick around for awhile this time. Given how you had previously vanished for awhile before.

Throw in the excellent haul and future hauls. The survivors were in a great mood. Alas you were tortured by the many women who hit on you...a lot. As you were afraid of the consequences should Foxy find out. So you kept it in your pants...which was a real shame. Because man some of them were super hot and eager.

Still you celebrated all long night this time around. It would of even made bandits impressed you feel like. Seriously underestimated just how well non bandits could party...minus all the drug fueled orgies and lots of violence.

It was quite the nice change of pace as the next morning survivors were either crashing or preparing for the new day.

What do?
>Go back to the nearby base
>Make the trip back
>Check out the other missions
>See what help the survivors could use
>Prepare another salvage trip
>Explore the area
>Other?
>>
>>961500
>See what help the survivors could use
>>
Rolled 90 (1d100)

>>961500
>>See what help the survivors could use
>>Prepare another salvage trip
See if we can find what they like.

What we need to do is move around the settlements so we earn enough rep with them all. Then once we are the...defaco semi hero we gather their leaders and propose we gather together into a new settlement at our desired location
>>
Rolled 97 (1d100)

>>961519
>>961500
Praise be RUSTanon, support
>>
Rolled 41 (1d100)

>>961519
After this trip we should probably scout the locations.

I feel ruins will get us good loot, but crap for supplies. While the forest will keep our people supplied with food and what not.
>>
In regards to the settlement my plan is something as follows

1) Keep doing stuff for the survivors of all the local settlements earning exp, favors and their trust.

2) In our travels we explore numerous regions, i'm actually leaning towards somewhere close enough to the Mega city it's only a bit further but relatively close to the edge of the Terraforming area so we get some decent land too.

3) Once we gather enough favors and experience let there be a fuck off large bandit raid across the board. Our boss gets a bunch of stuff and now all the survivors are panicked.

4) We come in with a solution, we band together, let us all move to a new place together. We know an arms dealer from our travels, maybe with their help we can do this.
>>
Rolled 25 (1d100)

>>961750
I wish I had a map to know the direction of things.

I was thinking we could hit the ruins up. If there is a lot to take we can set up an outpost or base in the wilderness between the ruins and the survivors we are working with. Making travel easier and allowing all of us to get a bigger haul before we go to sell thing.

Then we build up the community and make another base on site of the ruins. With those up we could have the bandits harass survivors towards our area. Getting us the chance to recruit refugees.

After like a month to build up something. We can have some bandits show up if nothing is giving us a reason to find some arms trader for the survivors.
>>
Rolled 22 (1d100)

>>961750
I thought Shrouded One already gave us the general region(s), and we just need to find a good specific spot for a settlement? Well, to whatever degree that we can do it, your plan sounds good.
Step three may be unnecessary; it might be preferable to avoid it for settler morale and reasons, but I don't know. Possibly settler quality reasons as well, if we take volunteers without making the whole communities want to move, we may get fewer but bolder and better settlers.
But then again they might need a prod and we are, after all, allied with bandits. We'll see how things shake out.

Steps 1 and 4 are spot on though

>>962524
There's ruins all over the place. I think the survivors are actually currently living in ruins distinct from the ruins the boss is interested in. I was thinking one of the installations we explored earlier might make a decent outpost or starting point for a settlement.

>if nothing is giving us a reason to find some arms trader for the survivors
How about this new thing called the post apocalypse? Seriously though, they'll probably want new guns before they even move, since moving to a new place can be scary, especially in the post apocalypse.
>>
Rolled 24 (1d100)

>>962658
That would make things easier if they are living in the ruins we need them to be. Then we would just need to guide them to expanded into the other stops.

>reason
Maybe we will be super lucky and find a crap ton of guns or the wilds will have an uneasy feeling safe zone.

It truth I said that because there is a chance they know someone else. Best to not assume things will go our way all the time. So I wanted to throw the thought out of bandits forcing them to go though our boss.
>>
>>962672
No, I said /different/ ruins. Although that would indeed work in our favor.

As I said, we'll see how things shake out, but if they're willing to follow us to a new home they'll probably listen to our recommendation of arms dealer.
It's good to make contingency plans like that though.

Personally I'm more worried about two general things:
1. Local threats; zombies, monsters, etc.
2. Actually getting a settlement up and running.

Now, the first of those we already have a general idea of how to deal with if the survivors need our help. The second is a little more complicated, but hopefully we'll come up with some good ideas-we've already touched on it some with going through the archives and such.
We eventually need to find a specific site though. As for getting the settlement running, I think we should reach out to tribals for help.
>>
Rolled 16 (1d100)

>>962717
Well one thing with the local treats. We got undead to throw at them with out using the bots or survivors.

--

Yeah tribal team up would go a long way to keeping the wild area.
>>
Rolled 10 (1d100)

>>961519
You had a number of requests actually from helping curb threats. To helping with repairs or providing specific supplies. There is some escort work available for groups of people moving or traders. Another request is asking for updated information regarding certain areas.

Meanwhile you arranged another salvage trip once the bots had...dealt with the previous goods. Which involved a lot of breaking down and shipping. Once they were clear though you arranged for another scavenging trip. Which went as well as the first except the celebration afterwards this time was a bit more subdued.

This time however you got word of a nearby hero from the survivors. Some guy apparently who was absurdly good at scavenging. No one knows what his purpose is but when he comes around he provides and ungodly amount of stuff before vanishing again. Rumors has it he is looking for something specific but nobody knows what exactly. Some rumors meanwhile claim its not a he but rather a she...

What do?
>Go back to the nearby base
>Make the trip back
>Check out the other missions
>See what help the survivors could use
>Prepare another salvage trip
>Explore the area
>Other?
>>
Rolled 98 (1d100)

>>962980
>>Other?
Lets wander around and perhaps stumble upon this hero.
>>
Rolled 51 (1d100)

>>963080
Vote

But only if you promise we will avoid conflict with them.
>>
Rolled 70 (1d100)

>>963080
>>962980
Supporting to get lost, bump into the hero...after we inform the boss there is a scavenger hero about, tell her what we know. The Boss needs to know another hero is about
>>
>>963124
I was planing on using the hero to get these people to flock to our place.

>>963148
Yeah let them know for sure.
>>
>>963178
I really don't think trying to manipulate a hero is a good idea. So I hope your plan involved their knowing participation.
>>
Rolled 83 (1d100)

>>962980
>Other?
Time to get LOST.
>>
>>963203
I was just gonna offer them a place and go from there.
>>
>>963203
My plan is to get to know them, maybe ask if they are looking for something specific, we are a lost, you'll be amazed what we find, not a hero yet but don't underestimate that.
>>
Rolled 22 (1d100)

>>963080
The hero has it turned out was easily found. Mostly because while wandering down the street you ran into someone who was carrying an impossibly large pack as if it were nothing while still somehow squeezing into tight spaces. Bringing out items that you are almost positive shouldn't have been there in such bulk or quality. Seriously how the hell do you manage to find that many goodies in a well picked over store that isn't suffering from an infestation problem?

More importantly how do you carry it all without problem?

So well you now know there is in fact a scavenging hero around not just a rumor. Seriously you couldn't explain what the person could do without being a hero. Said person though seemed to be looking for something. What you don't know and they would regularly stop by whatever settlements for questions and lightening of pack.

What do?
>Go back to the nearby base
>Make the trip back
>Check out the other missions
>See what help the survivors could use
>Prepare another salvage trip
>Explore the area
>Other?
>>
Rolled 64 (1d100)

>>963260
>>Go back to the nearby base
Inform the boss that there is a Scavenger hero, maybe with help from Mr.N in the background we can help find what they are looking for.

>Other?
Maybe it's time for another ahem...bandit raid...ahem. While we are out...Unless they as paying protection...Then Boss can sell them more stuff and we get the protection money.

>Prepare another salvage trip
Maybe with another Survivor Settlement nearby?
>>
Rolled 32 (1d100)

>>963300
We could have AMY message the Boss about the hero.

Otherwise I'm down to start working with other survivors.
>>
Rolled 18 (1d100)

>>963300
Support
>>
Rolled 3 (1d100)

>>963300
You decide to stop by the bot base. Both for some shut eye and to make a report back about the hero. Including a request for a bandit raid if they don't have a protection agreement.

After that you realized it was best to do a salvage trip near the other survivor settlements you haven't done anything nearby of. Gotta spread that good will and all. So you make the arrangement which was taken care of by the time you awoke again.

After that you went to work. Except this time the trip wasn't quite as good and ran into a few problems. See the bots don't care much for things like zombies because they don't care much about the bots. Problem is they DO care about the survivors. So that caused a few problems when you got too close to this kinda areas. Fortunately the bots were programmed to help out but still annoying that kind of perimeter eluded them.

What do?
>Go back to the nearby base
>Make the trip back
>Check out the other missions
>See what help the survivors could use
>Prepare another salvage trip
>Explore the area
>Other?
>>
Rolled 19 (1d100)

>>963885
>>Explore the area
Wander around the local area and get LOST see what we find. If we find a trove we get another Settlement of Survivors to give us a hand and gain rep with a new bunch of them, become a local hero.

Nat 1 by the way
>>
Rolled 89 (1d100)

>>963885
>Explore the area
Know the layout of the land by getting LOST
>>
Rolled 51 (1d100)

>>963932
>>963925
>>963885
Let's just loose it.

And get lost. Support
>>
Rolled 5 (1d100)

>>963885
>Explore the area
Aimlessly walking around is what we do best
>>
Rolled 54 (1d100)

>>963925
If only we could summon called1's.
>>
Rolled 3 (1d100)

>>963925
You decide to get lost. Which meant you wandered your way all over the city. The bandit numbers were lower then you expected mostly gangs and warbands. With only a few big players some of the only of which were outcast hold. Otherwise there was only merely two others a Tek Tower and a raider base. Zombies were fewer then you expected and monsters were about average. Undead were rare in this city and the outsiders only more so. You sensed mysterious...off in two directions. Even rampant technology was on the very rare side. Factions meanwhile were also below your expectations.

The only thing that had more then you expected was of clearly alien origins. Including some rather sinister presences you could sense.

Probably having something to do with the few players resources was unusually high in this city. Besides that...it seemed rather empty overall.

What do?
>Go back to the nearby base
>Make the trip back
>Check out the other missions
>See what help the survivors could use
>Prepare another salvage trip
>Explore the area
>Other?
>>
Rolled 56 (1d100)

>>964317
>Explore the area
I kind of want to rank up our LOST class
>>
Rolled 82 (1d100)

>>964317
>>Explore the area
Alien tech hunt anyone? if we just stumble across it? while we are LOST (alien undead anyone)
>>
Rolled 60 (1d100)

>>964317
>>Explore the area
I wish to know more, get lost it thought.
>>
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>>964511
>>964455
>>964079
>>963955
I want to get to this level of LOST. When we do it, we go into a trance, not requiring food, water, or sleep. Transcending time and not aging. Only to find ourselves in the middle of bumfuck Iowa.
>>
>>964540
I think that sums us up pretty well
>>
We should get a tattoo: "A Grade Bandit Bitch Bait"
>>
>>964564
Dude, Grade A is terrible quality. You want Prime, Choice, or Select.
>>
Rolled 8 (1d100)

>>964455
You decide to get lost again. At first it was pretty normal and like the rest. Until near the end where you find yourself at a very strange camp. The reason for its strangeness was what appeared to be a card game between a bandit, skeleton, a zombie, a scientist, an monstrous mutant, and a demon. What was even stranger was the very different kinds of wagers piled up in the middle while the players all had serious looks on their faces. Including the skeleton who had no face...who somehow looked especially serious.

Nearby you noticed a cooking fire and some bed rolls. Including a bot, a soldier, chef, engineer, and a kid were having a brawl...over a pair of panties.

What do?
>...Time to get lost again
>Play a card game
>Join in the brawl
>Mention the burning food
>Take the panties
>Other?

>>964540
That is a heroic tier Lost. Unless you like roll a crit. The it could happen.

>>964564
Ah you're not quite that good. Gotta get good at sex first.

After that though bandit bitches far and wide are gonna want your ass. Including heroic ones at that point. They like having a good boy toy around...
>>
>>964622
i want to know what this is about

>take the panties
let's see what happens
>>
Rolled 58 (1d100)

>>964622
>>Take the panties
See if there is a name tag? Was the Scavanger looking for her lost panties?

>Other
Tell them food smells good whats cooking?
>>
Rolled 50 (1d100)

>>964664
Pfffft support
>>
Rolled 46 (1d100)

>>964664
Supporting

Also, I figured that was heroic tier, but like I said, I want to get to that level.
>>
Rolled 7 (1d100)

>>964622
>>Other?
Cook! We shall save the burnt meal
>>
Rolled 38 (1d100)

>>964664
You grabbed the panties to take a look for a name tag. You didn't actually find a name tagT he panties were both very soft and very fancy looking made of silk and laced carefully. On the back you see a 'Property of CC' embroided on it.

Those who were wrestling each other over them however were not amused by your swiping of the panties. As they temporarily stopped fighting each other to approach you as they fanned out.

Even your mentioning of the cooking did nothing but make the cook run over and turn the food over.

What do?
>Return the panties
>Keep the panties fight for em
>Run away with the panties
>Try to return the panties to their owner
>Other?
>>
Rolled 33 (1d100)

>>964691
>>Try to return the panties to their owner
and ask them if they know anything about the owner
>>
Rolled 38 (1d100)

>>964691
>Run away with the panties
"Hello! Which one of you is *reread the panties* CC?" then bolt like Usain to get LOST.
>>
Rolled 27 (1d100)

>>964691
>Other?
Ask them where'd they get these....wait...what meat are you cooking

>Run away with the panties
>Try to return the panties to their owner
LOST flight mode engadged RUN FOR YOUR LIVES!

Wear panties on head as a mask
>>
Rolled 83 (1d100)

>>964717
>>964712
These support

Begin the 5km panty dash
>>
Rolled 23 (1d100)

>>964717
>>964721
Stealing the panties.

Man you guys are messed up.

You decide to steal the panties...by wearing them upon your head and run far away. Not before asking them what meat they were cooking. Which they mentioned was gonna be you.

Fearing they were cannibals not just some stupid threat and intending to 'return' the panties to their proper owner. You decided it was best to run away. Far away.

Losing them in the darkness at night...and realizing you were lost.

Ah fucking great.

Well maybe you'll run into their true owners. You gotta admit to being curious about who they belonged to. Foxy preferred the fur trimmed silky ones and the plain white ones for work apparently. How you know these things is well...you sorta do. Plus they are like the only two kinds you ever seen her wear.

Maybe you'll be able to fin their true owners somewhere out here. In the night.

Yeah totally like its gonna be that easy...and your beginning to realize it may have been a good idea to find a place to stay before night fell. And you know not get lost during it so having no idea how the fuck your suppose to get back. Or find a safe place for that matter.

Fuck maybe this wasn't such a good idea...

What do?
>The panties shall guide you to their owners...its not like you have any better ideas
>Try to find the one called CC
>Find a place to lay low for the rest of the night
>Just keeping wandering blindly around in the darkness who knows what you could find? That wouldn't be out during the day...
>Other?
>>
Rolled 48 (1d100)

>>964794
>>The panties shall guide you to their owners...its not like you have any better ideas
>Just keeping wandering blindly around in the darkness who knows what you could find? That wouldn't be out during the day...
no time for rest, we can't let someone walk around without his/her panties
>>
Rolled 24 (1d100)

>>964794
>>Just keeping wandering blindly around in the darkness who knows what you could find? That wouldn't be out during the day...
Hey want to join my guild/settlement in the making. We take all kinds and wont stab each other.
>>
>>964794
>The panties shall guide you to their owners...its not like you have any better ideas
>>
Rolled 27 (1d100)

>>964849
>>964794
rollin'
>>
Rolled 68 (1d100)

>>964794
>The panties shall guide you to their owners...its not like you have any better ideas
We are so, so lost.
>>
Rolled 96 (1d100)

>>964794
>>964879
I'd also like too add we should talk to the panties, they are our only friend here
>>
Rolled 65 (1d100)

>>964879
The panties....the panties shall guide you. You didn't actually think that would work but here you are now. Standing in the path of devastation involving a lot of corpses and wrecked buildings. Undead, monsters, and even bandits. You knew this was the right path because there was painted signs stating CC. Even a broken pile of corpses formed in such a way as to make a CC. What was strangest of all was how butchered the bodies were and how not only their belongs were gone, but even pieces of them.

Whoever did this tore their way right through and given the still flickering small fires. As well as the stench of blood and weapons fire that are a bit stale. These were made only awhile ago.

What do?
>Follow the trail of carnage to where it seems fresher
>Follow the trail of carnage to where its...less fresh
>Just keep wandering aimlessly
>Shout out that you have her(?) panties
>Other?
>>
Rolled 8 (1d100)

>>964904
>Follow the trail of carnage to where it seems fresher
Rolling to not die!
Nat 1, calling it now
>>
Rolled 98 (1d100)

>>964904
>Follow the trail of carnage to where it seems fresher
While calling out "CC I think I've found you....uhhh...I've found something that you MAY have lost"
>>
Rolled 40 (1d100)

>>964922
Support

Nat 1 incoming, maybe CC will like us?
>>
Rolled 74 (1d100)

>>964904
>>Follow the trail of carnage to where it seems fresher
Panties imprisoning me
All that I see
Absolute horror
>>
Rolled 34 (1d100)

Oh shit take them off our head first! FIRST
>>964922
>>
Rolled 83 (1d100)

>>964904
>>964922
supporting
>>
Lets discuss folks who CC may be because looking at all these dead I smell a hero of some kind and given their behavior they may in fact be quite MAD. As for what they are, now that's an unknown, all we can guess is their hip size from the panties.

Now if they are a Hero do not reveal shit about ourselves and get the fuck out of town, fucking get out of there.
>>
Rolled 91 (1d100)

>>964922
You decide to call out to the one who think is probably CC or at the very least know who this CC is. Alas you did not have time to take off the panties from your head. When a figure flashed over and crashed into a building. Before pulling themselves out of the whole they just made and jumping down...most of a sky scraper. Crash landing nearby whom then you saw first a gauntlet covered head appeared over the edge of the crater. Lift up a figure in the most advanced suit of power armor you ever see. With a rippling pulsating shield to match. Who then despite the helmet you could hear them breath heavily as they stared at your...panty covered face.

Oh goddamn it.

"I see you...found something that belong to me," says the figure. As you then notice some long chains wrapped around the waist of the...probably a woman. She also had very strange looking pack on.

You could hear those chains rattle...despite the lack of movement. As it suddenly occurred to you that they were probably attached to something. What exactly you realized when you heard the moan of zombies...as two of them appeared from around the corner and approached. Before halting nearby...and huddling away from the woman. While trembling very...very badly.

You never even knew zombies could even do that. More importantly this...person is a Zed?

"So I see...your a Crazy yeah? Got the outcast armor...and certainly the expected mannerisms," rasped out the strange voice from the armor.

"I uh...um I came as soon as I found them!"

"Is that so?" Says the person cocking their head as they looked at you with...an oddly powerful memerizing gaze. Which was when you suddenly realized there was an insanely powerful force brushed up against your mind. Staring at what was within.

"Hm...I see your not lying! How nice...a true gentleman albeit a...very strange one. Say you wouldn't happen to be related to Sir Didrickson by any chance now would you?"

"Uh...who?"

"...I will take that as a know. You just sort of reminded me of him. Now if you would please," says what now realize is a very embarassed but very powerful woman as she holds out her hand.

You very carefully put the woman's panties in her hand. As she puts them away in her back behind her.

"Guess you would be expecting a reward yes," says the woman examining you closely.

"Hm guns not bad...armor isn't bad either. Ah shitty shields so here," says the strange woman as she hands you a cackling shield generator. "A Supertech Smart Shield Generator Handheld Model from a Shield Specialized Think Tank."

"...you...you can't...but...but," you break out stuttering at realize the sheer enormous value at what was now being held in your hand.

"Yes yes very valuable even heroes would kill to have one. That one has a fun built in stuff."

>>964940
Ah alas anon...too late. hahahah.

>>965035
I see...so there aren't any old fags anymore.

damn. Now I feel old...and realize I been at this way way too long.
>>
>>965061
Genie, you have to remember that some of us got lost in the transition, or just started doing quests online because IRL scheduling is a bitch (I am of the latter group).
>>
Rolled 64 (1d100)

>>965061
"Stuff like stealth field that can cover a building. An overdrive system ability that can block even a super weapon. There was also this nifty built in small AI and powering device. But if you hook it up to something bigger it will create an even BIGGER and stronger shield! Oooh don't forget the portal making function! Send the bullets right back at the enemy and teleport yourself small distances. I think with a powerful energy supply it could even send you great distances."

"Too...too TOO FUCKING VALUABLE?"

"Wah not valuable enough you say? True a woman's pride is in her underwear...mighty embarassing when it gets...lost, taken, or seen by someone she doesn't want to see her in it. I can see your point. Truly it is indeed valuable enough for a heroic woman due to a heroic level embarassment should they be lost...I do indeed see your point," says the woman nodding her head in understanding.

Good god this woman is fucking insane.

"There is also the fact of how just how bad it looks when said woman is in fact a Ravager...so very embarrassing indeed, hence that shield."

"Too much...its too much for a simple pair of panties..."

"SIMPLE? Those were meant to only be enjoyed by my precious fiance! But because you are a true gentleman...here," says the woman dropping a strange looking pack in front of you. "A true gentleman should of been nice enough to place the panties in a discreet pouch away from prying eyes...but I noticed you had not a proper pack for such valuable cargo. Hence no doubt why you put them on your head. Very smart that rather hard to lose them that way."

"..."

"What? Can't tell a dimensional bag when you see one? Hides stuff away in another place not of this reality. Mighty handy."

She is so fucking insane...

"Ah you wouldn't happen to know where my fiance is now would you?"

"Uh...what's his name?"

"Toy."

"...As in...don't tell me Boy Toy?"

"Ah yes how did you know? You wouldn't happen to have seen him now would you?"

"...I just sorta guessed correctly."

"What a shame...shame indeed," sighs the woman in regret. "I just want to find him. Sorta got sidetracked with the whole missing panties. lost him someplace between this world and unfortunate super nova. Mighty bad timing that."

"...You sure he isn't just dead then?"

"Pfft as if. Guy served under Warlord Slag himself! Not about to bite the dust to a measly super nova," insists the crazy woman.

What do?
>Tell her you'll help find her missing fiance
>Try to give the items back
>Say you might know a guy who could know something
>Walk away...
>Other?
>>
>>965061
I'm sorry Genie, I was there for some of your early stuff but then i vanished for a year or so before coming back. It's ok Genie, many oldfags still lurk
I mean i've been on 4chan for....fuck it's almost been a decade but i wasn't on tg for most of it
>>
Rolled 12 (1d100)

>>965072
>Say you might know a guy who could know something
Uhhhh I know a guy who has quite a few Bandit contacts and such. I could ask for him too keep an eye out if you like?

>Other?
Now I need to figure out how to get back too my base. uhh...Do you mind filling in the blanks as to well...where I am...I was going to be doing a Scavenging run but I figured this took priority
>>
Rolled 5 (1d100)

>>965078
Supporting long suffering Rust and his bad rolls.

>inb4 I Nat 1
>>
Rolled 50 (1d100)

>>965072
>>965078
supporting
>>
Rolled 92 (1d100)

>>965078
Supporting
Man I'm gone for a day and we steal panties
>>
>>965098
Well thank fuck you came back we needed that roll
>>
ON an unlinked note so things don't fuck up. Asuming we get away with this insainly awesome being of gear, do we keep it for ourselves, or do we get the biggest fucking rep boost ever by giving it to the boss (who may be able to figure out how to make more), or Tubro for a similar reason or Foxy for GoodBoyToyPoints
>>
>>965107
I say we tell Shrouded One about it (and Foxy) but keep it for our personal use unless they think otherwise.
>>
Rolled 5 (1d100)

>>965078
"Really? You'll help me find him? Oh just someone who might have a lead...there are a lot of those. Not very helpful most of the time. Especially those other toys. Those dicks trying to keep our love apart...can't stand true love I swear."

Wow...didn't see that coming. Alright good to know there is some kind of strange brotherhood among the boy toys. Who would of thought something like that existed in the first place anyway? Wow what nice guys...good to know should you ever be especially fucked they'll at least point in the wrong directions.

"Hm well I only know of the big settlements since they are backed by heroes and such. Otherwise not really too small for my tastes unless its from a proper juicy facility for looting. Ah guess its time to get back to my ravagers since i found my panties...sure as shit wasn't about to let them know I lost a pair. Good god they never would let me live it down."

"Ah which reminds me...should you say anything ANYTHING about this little panty incident...well lets just say the other bitchez don't got shit on what I WILL DO TO YOU!"

"My dignity is at stake! Otherwise you could tag along if you want. I am sure they would at least know of the other smaller stuff. I haven't kept track of that stuff in forever...well okay not like forever, but definitely since I found my true love and locked him tight. Wasn't about to let some other bitch steal him away. Ah well at least he has proven himself able to handle even heroic tier bitches. Otherwise I would of been worried!"

"...Doesn't that include you though," you barely whisper.

"Well DUH. How do think he got so good at it? I mean if he can even evade his one true love IMAGINE what he could do to those other bitches! I am all set. At least as soon as i find him anyway...I will admit. I MIGHT have gone a bit overkill with it."

Wait...why does this all sound oddly familiar. Something ain't right here...

What do?
>Follow the crazy crazy ravager back to her people
>Say you will help her fiance
>Go your own way...maybe you can find your way back on your own
>Ask for some directions to somewhere
>Other?


>>965098
Yes you filthy panty thief! Admittedly you did steal it from other panty thieves only to return...well when think of it like that it doesn't really sound that much better. Like at all.

Your SO fucking lucky it was CC who is fucking nuts Ravager and some other background rolls. Admittedly it was mostly the being a Crazy Crazy(see twice?) Ravager combined along with some other factors tipped it in your favor.
>>
Rolled 21 (1d100)

>>965128
>>Other?
Ask what he looks like? Your Boy Toy? IF I see him want me to send you a message?

>Other
Where can I get one of those bags? Would really be helpful for scavenging which was why I was here.

>Use the Teleporter to leapfrog back to base. As we leave say we'll maybe see her around and hope she finds her man

Oh Mr N....
>>
Rolled 17 (1d100)

>>965135
Supporting this, glad to have been of assistance with my roll.
This is me >>965098
I'm at work on my mobile at the moment.
>>
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>>955134
This reminds me of shoggy's The All Guardsmen Party while they were on the occurrence border.
>>
Rolled 21 (1d100)

>>965135
>>965128
Ok adding to this im also gonna explain a few things.

Following a Ravager back is asking for trouble (by which i mean get found out and taken as a trophy boy)

I suggest we get the fuck away from crazy as soon as we can, be nice and tell her our lips are sealed, tell us what BoyToy is like and we'll give you a call if we see him so you can come and get him

And this explanation earned me a nat 1
>>
Rolled 47 (1d100)

>>965135
>>965155
Support
>>
Rolled 79 (1d100)

>>965157
>>965128
Also add could we ask what sorta stuff does he wear? My id changed due to Hills
>>
Rolled 74 (1d100)

>>965128
supporting >>965155
>>
>>965148
Confirming that was me

>>965135
Hey did you know our armor has blink teleport tech built in? Just for future knowledge
>>
File: 1461723571119.jpg (306 KB, 1280x849)
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Rolled 77 (1d100)

>>965061
>Sir Didrickson
Crap all I remember is that guy is from an old civ. That and we played a nobleman in a fantasy civ with that sir name.

Are they Rizal's father?

>>965061
>old
I was never around for the first few threads (4 or 5?).

So the only ravagers I know of off the top of my head is the one from vault 101 in the area they got dropped off in. Then the one from the resent corp. That we sold romance media to. O yeah and the one we got from the pick a hero civ that was on super easy mode.

>>965072
I'm guessing her boy toy isn't Warlord Axum Helzin? Because that's the only guy I know of. Feels bad that I wasn't around for the boom town people talked about.

>>965135
Do we have the power to support that many teleports? Also do we even know where we are going with said teleports.

>>965128
I vote we say we'll keep an eye out for her boy toy. Then get lost on they way to finding the base. After all we are never truly lost. We will get home when it is time.
>>
>>965061

Nah I think you still got BadLuck anon kek
>>965116
>>
>>965061
But on a more serious note don't stop unless you lose interest in running these. Hell I think you'd do an awesome job devoting cyoa games that they sell all the time for mobiles.
>>
Rolled 40 (1d100)

>>965135
"Well he has gotten in the annoying habit of wearing disguises, but I left my mark on him. Which he cannot remove...and how I know its legit. The mark is a nice big CC over his heart. It can be detected by sensing for any unusual fluctuations in the form of a CC."

"Eh those things? They don't make them anymore. Especially the quick release ones where they suck stuff right up and teleport them out real quick. If your good you can even have them appear in hand or auto load stuff. A must have for any looter. The scavs prefer capacity but truthfully that is what multiple bags are for in my opinion. A real waste to keep it all in one place."

"Purchasing wise they are very expensive and your best off with those relic magic bags."

After that she wandered off and you started to teleport your way around. To see if you could get to where you wanted faster this way. It did not go according to plan and your still lost as fuck. Not to mention now its late night when things are gonna be at their nastiest...

What do?
>Make a call see if you can get a hold of someone
>Keep wandering
>Try to find a place to hide
>See if you can find some directions
>Other?
>>
Rolled 95 (1d100)

>>966027
>think of where we want to go while wandering aimlessly
This is the true nature of being lost
>>
Rolled 87 (1d100)

>>965532
Not threads.. I meant I missed the first few civs.

>>966027
>Keep wandering
We will find a way back.
>>
Rolled 16 (1d100)

>>966100
Still counts as lost wandering right? Or are we searching for our way consciously
>>
Rolled 14 (1d100)

>>966104
Just messing around. We are never truly lost. If we are still to believe the one who trained us in being lost.
>>
Rolled 85 (1d100)

>>966042
>>966100
I'll support these, but if we find a good spot to spend the rest of the night, can we stay there?
>>
Rolled 85 (1d100)

>>966171
Sure, sounds like a good idea. We probably need the rest
>>
Rolled 73 (1d100)

>>965532
...Sir Didrickson is not Rizal's father. That is a poor bastard Doctor Richards who got raped by a brood abomination. All three of which were heroes in the very first civ.

Like it even required a specific 1 to occur in a very specific action sequence in order to happen.

And guess what happened?

I like to think of it has karma coming back to bite him on the ass for all the shit he previously pulled. Which led to Rizal being born.

Seems like there are no longer any old fags from that far back anymore...I mean there weren't any around from the Bloodsnows and CC who she was a hero for.

>>965628
Its not that hard to run these quests. Only civs are a bitch if your doing it right. As for creating CYOAs I have no idea how that would even work. Much less in a game format for mobiles.

I am admittedly in an extremely shitty financial system due to be a cripple. My means of profit making are...near nonexistent.

I need to get better at describing things before I will actually try to write stories. I feel like that is my only remaining big problem. I feel like i got everything else down. So I will keep working on that through quests while doing more world building.

Once I release a few stories I will probably release some of the world building in their own private supplements. At that point I figure would be the best time. Let people know I am serious and hardcore about it.

I will admit i never did see myself becoming a writer.
>>
Rolled 17 (1d100)

>>966100
You decide to keep wandering aimlessly it wasn't too long before you stumbled upon a bandit base...which was actually a mobile one now that you got a better look at it. How the hell did you even end up at the edge of the city anyway?

Fuck you got really lost...well on the plus side you now know where to go for things outside the city from here. No idea where the bot base in the city though.

The bandits you noted had formed a sort of mobile fort and had vehicles parked in an interesting pattern around. Forming a sort of defensive wall and barricades. The place was crawling with bandits...who were very well outfitted.

What do?
>approach the bandit base
>Try to make a call
>Go back into the city
>Fuck this find a place outside the city
>Other?
>>
>>966240
>Try to make a call
>>
Rolled 69 (1d100)

>>966249
>>966240
Andsince I can't remember to ever fucking roll on the same post
>>
Rolled 80 (1d100)

>>966222
Not sure how difficult it is, but choice of games has stuff to let you build it I think not 100% on that. For money while being handicapped if your on state welfare and can only earn a certain amount of money before they cut your funding I'd try out click worker then. They're a crowdsourcing company that have all online stuff after you take a couple tests, no pay to be a part of it. Aside from that there is amazon worker thing. If all else fails you could see about a home agent for a call center, there are a couple companies across the globe that support the home agent option.

>>966240
If we still appear like bandits then approach
If not I support this>>966249
>>
>>966222
Hell I've got 45 that's just been sitting in my PayPal for a few months. Want an early Christmas gift? Life fucking sucks but it's anons like you and everyone in the thread that make the days go by a little easier.
>>
Rolled 3 (1d100)

>>966277
Vote
>>
>>966292
And to you as well, sorry for being a flying dipshit with the worst of ideas previously mate. There's a time for badass and fun and a time for buckling down and thinking it out, I've somewhat learned that.

Sorry for being a asshat
>>
Rolled 67 (1d100)

>>966222
Ah okay, for some reason I thought Didrickson was some code name of Richards.

>Bloodsnows
Yeah unfortunately the few from then are quiet on the Skype. I believe smart is probably still dealing with life. Sliver is busy as well. Then Godzilla, I believe, has posted a few times in this game.

>>966240
>>Go back into the city
Since y'all are mobile can a gent hitch a ride.
>>
>>966302
Thanks, glad you somewhat learned to sometimes serious up a bit.
And I'm sorry for being such a salty bastard.
>>
>>966319
Yeah you can get a little salty, but sometimes you need salt to bring out the flavor. By flavor I mean the wake up call of "dude, what I'm doing is not funny and could quite possibly ruin the quest for everyone"

But I hope to start/continue to work together salt anon.
>>
Rolled 37 (1d100)

>>966313
Oops Wrong action meant approach the bandits.

>>966277
I'll just back ya.
>>
Rolled 25 (1d100)

>>966222
How would you feel Genie if a few of us anons sent you some money for a Christmas gift and a present in general for being such a fun QM and stickin with us so long

>Fuck this find a place outside the city
>Other?
AMY for the love of god you must have kept at least vague track of my movements. Help me find my way back to the Survivor Settlement without dragging trouble along.

>Turn on the stealth field and get going

Nat 1 prediction because im overdue
>>
Rolled 99 (1d100)

>>966390
You will only get the 1s if it matters. It's not a when, but a where. Like combat or at the start of the game to just mess with people.
>>
Rolled 92 (1d100)

>>966277
As for the money making the Genie has knowledge related to money usage and how to make sure certain 'assets' are not technically yours, but you can still use if they were. Without the troubles of...well getting nailed for it. Technically if I could get the right things set up and the right money making streams that go through the correct channels. I could live like a king while on paper i am as a broke as a homeless cripple.

Now I can't say I am a pro at it but I DO know quite a bit. Problem is its quite tricky to set up and bit pricey.


>>966277
You appear to be a Outcast level bandit given your power armor Series 2 that your boss made and you accidentally managed to acquire. Its still in the prototype stages though which makes it a pain to maintain.

There was a reason why the Boss only kept a few around. They were expensive to make and pain in the ass to fix. Not to mention a specialty product that few would of been interested in.

For that reason you decided to approach the bandits. Eventually getting stopped at a barricading while a bandit with a strange device scanned you before passing you through. Not before having your comms dismantled by a nearby tech bandit however. After that you were allowed through into the main encampment. Which mostly involved a lot of large support and mobile facilities. There you noted the bandits were garbed quite as heavily as those outside. There was also a mixture of bandit bitches and boys. With even a few outcasts garbed much like yourself.

What do?
>Head towards the shops
>Head towards the biggest ride it looks important
>Talk with some of the bandits
>Leave
>Other?
>>
>>966430
>talk to so bandits, get a feel of this place
>head to the biggest ride it looks important
like I said I'd be happy to send a little support. It's the least I can do for the amount of fun I've had from what you've ran man
>>
Rolled 55 (1d100)

>>966430
>>Talk with some of the bandits
You bandits have a food shark?
>>
Rolled 2 (1d100)

>>966471
Vote
>>
Rolled 87 (1d100)

>>966430
>Head towards the shops
Buy us a good comms system. We need a decent long range one for this sort of thing. We use it when we leave. Grab some food and water for the road too

>Talk with some of the bandits
Once we have said stuff see if we can't sell a little bit of our stuff. But also ask why they are turtled up so much, find out the local hostiles

>Leave
GET THE FUCK OUTTA HERE, we are in a hornet's nest, we are rape bait, we're also a bad luck magnet. We need to leave and get back to a survivor settlement or TSO or get in touch with Mr N. Do not call him from here these guys may not be friendly with him.

We have a job to do and this ain't it. These guys are rigged up therefore they have a provider and don't need us. The longer we stay the worse this can go, Especially of we get stuck here in another god damn Siege.
>>
Rolled 70 (1d100)

>>966545
I'm with RUSTanon on this we're asking for trouble
>>
Rolled 12 (1d100)

>>966545
Rust anon has a point. Switching >>966471 to>>966545
>>
Rolled 9 (1d100)

>>966545
Aw it's like you don't want to become supreme commander of bandits.
>>
>>966222
Wait cc is cray cray?
>>966545
Vote
>>
>>966626
Gotta roll for it to count mate. And from it appears yes.
>>
Rolled 81 (1d100)

>>966505
"Ah I think the barbeque guy is a food shark."

>>966545
It just so happens they have some pretty good almost top of the line comms available. Which naturally isn't cheap so what do you wish to barter for it?

Same is also true with the food and water. Alas if only you had some loots...

According to the bandits you asked turtling is standard procedure in case trouble comes.

After that you attempt to leave but alas someone important showed up while you were in a line. As quite a commotion was started...and you saw CC. Who strode in there as if she owned the place...which she very well could. CC however stopped and had a double take when she saw you.

"...Oh its you again? the hell did you beat me here? I took the quickest route. Wait did you maybe found my fiance or have a lead?"

That was when you suddenly realized there was now a big space all around you as the bandits swiftly moved away. Keeping their distance. Meanwhile from afar you could see some elite looking bandits were heading this way.

What do?
>Totally you know this guy called Mister Neutral?
>Actually I uh...sorta got lost.
>You wouldn't happen to be in need of a supplier now would you?
>Try to run away
>Try to leave
>Other?
>>
Rolled 15 (1d100)

>>966626
CC is short for Cray Cray or Crazy Crazy. She is the Crazy Crazy Ravager from the Bloodsnows who went off to become a Reaver. Nobody ever bothered to ask her what her real name was.
>>
Rolled 31 (1d100)

>>966640
>Actually I uh...sorta got lost.
>>
Rolled 7 (1d100)

>>966545
I'm fairly certain that staying here is actually less dangerous than wandering around outside alone at night. Staying till morning seems prudent, we may or may not want to pay for a hotel room.
We're wearing shrouds, we don't stand out all that much. We should be fine as long as we don't draw attention to ourselves.
Just when I was about to post...
>>966640
>Actually I uh...sorta got lost.
It's the truth, which in this case shouldn't get us in trouble.
>>
Rolled 36 (1d100)

>>966640
To be honest, I'm lost.

>>You wouldn't happen to be in need of a supplier now would you?

I work for an arms dealer for a cut. Kinda like a door to door sales guy.
>>
Rolled 50 (1d100)

>>966669
I'll support, I mean we're on good terms with her at the moment so let's not push with Intel we don't have.
>>
Rolled 37 (1d100)

>>966640
>Actually I uh...sorta got lost
Yeaaahhh when I got lost I tend to find important stuff. Though I think I might have a bit of an idea.

>Other?
I actually came here for com gear so I could get back in touch when I find him.
>>
Rolled 2 (1d100)

>>966695
We need a cover story for how we know one another too
>>
Rolled 76 (1d100)

>>966695
I'm down for talking about the comm gear.
>>
Rolled 30 (1d100)

>>966695
Supporting you

>>966706
As for the cover story we just say we bumped into her while salvaging and she asked before.

Ok we must not led her know about Mr.N or our Boss because she will send Mr.N to negotiate. If she finds out she's chase him to the ends of the earth and ruin the bosses plans.

What we will do however is when we see Mr.N we jump tackle him and tell him CC almost got us
>>
Wonder what Genie will do on Xmas...I feel like I should prep something
>>
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436 KB PNG
Posting these again if anyone dares try to make a map of our local part of the world because my mind aint working atm
>>
>>967127
I love the icons, I'd do something with it if I haven't been drinking and I could make stuff look nice
>>
>>967158
I was hoping Genie could give us a rough msPAINT map so I could draw up a better on, i think it'd help us think things and travel through
>>
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Rolled 8 (1d100)

>>967517
The map is honestly kind of fucked up.

It only shows a chunk of the ocean. Roughly around that area was the bay. It leads out to a bigger ocean which swings northward and southward. Around the lower but closer megacity all the way around to the other side in the other core up there. That is the water route.

Otherwise you got those fuck you mountains with forests full of monsters.

A bit of the dustlands exists up north while the area bordering the mountains in the wasteland and the dark green is the marshes. Light green is plains.
>>
>>967575
The map show cases no less then nine rough regions if you divide them into ninths grid. The three black spots are the Shrouded One's most important facilities. The ones in the mountains there are the huge storage areas. While the one closer to the marshes and wasteland is under construction. The opposite is the place where the all those military forces are stored.

The darker green is forests. Brown is the mountain chain.

Up north directly is somewhere the rogue terraformer is going crazy at. Resulting in the devastated reaches up there. The dustlands was once a huge bread brasket region all up there. The megacity was formed along the coastlines up there due to the vast amounts of food that was produced from the lands and waters. The megacity to the south meanwhile and closer one was a industrial megacity. It had access to rich resouces and slowly grew a chunk of itself extended to the ocean and up to the mountains.

Those two megacities are separated by mixture of mountains and forests to oceans of water. Not at all easy to get to from one to the other.

If you haven't noticed there is a that huge stretch of land that is...for lack of a better term largely empty. As there is very little reason to be there. That big red wasteland would of kept on expanding if it weren't for those mountains it slammed into. Sadly they didn't completely block the wrath of the terraformer to the far north. A chunk of the megacity falling to its wrath and the dustlands actually expands further up. That green stretch there is due to the closer promixity of forests and water. Along with the weakening terraformer has resulted in some of those lands being converted back into greenery. Albeit one suffering from the odd wrath of the terraformer.

The dust lands meanwhile was once a great bread basket before it got wrecked. That huge stretch of land used to be entirely farmland. Which actually increased up north and southward. On your side of the mountains meanwhile was a lot of resource extraction and the odd industry which was focused southward in the megacity. They used the mountains as a natural barrier to block forth all the pollution. That mountain range separating the wasteland from it was actually new. The terraformer created a new mountain chain and fucked up the old one. The wasteland was formed from the wrath of the megacity pollution, Fall warfare, and rogue terraformer into what it is now.

Supposedly on the other side of those mountains is mutant forest and swamp. That is slowly expanding, problem is its far too hostile for non mutant lifeforms. As its actively being polluted and blasted constantly.

The dustlands would of turned into wasteland if it wasn't for the protection of the mountains. As is it became barren and desolate, but slowly its starting to recover on the edges. The Shrouded One knows this thanks to the bots who can to a degree brave those wastelands but only for a strictly limited time frame. Humans would be utterly fucked.
>>
Rolled 57 (1d100)

>>967624
Unless your a hi tech faction but even then it would have to be very temporary and it would be hard on your gear. The Shrouded One knows very few people know about what is on the other side of those mountains. Most think its just like whats deeper in but the mountain border. That is no longer true but many think its still so.

The terraformer to the north meanwhile was actually designed to help control weather over those vast stretches of farmland and the megacity but then...well you now know what happened. Supposedly farther up there closer to the terraformer is yet another wasteland that one was apparently rather frozen unlike the red wastes with their intense heat. Some even say the two are in fact one and the same.

The terrain is largely similar far to the east and west. Not a whole lot changes except further south you have the forests turn into jungle. Meanwhile the marshland further expands the farther south you go. Slowly but surely it doesn't help it hit the sunken ruins of the megacity and others which has sped up its expansion. That little line there is slowly shrinking away and the little small stretch of green grass is gradually getting flooded and turning too.

Many are rather concerned with those wetlands expanding themselves into each other and overtaking other terrain. The opposite side meanwhile doesn't really have that problem. Just grassland that is either turning into trees and converting the dusts. The weather there is rather unstable but has some regularity thanks to the somewhat distant coastline on that opposite side somewhere there. That and being rather distant to the terraformer helps a lot.

Southwards meanwhile lurks the megacity which is gradually either getting flooded or overgrown. It used to be a great industrial center. Now on its opposite side too is its gradually getting worn away by desert and jungle.

The other megacity meanwhile is getting thrashed by the rogue terraformer and lack of maintenance on its largely coastline form. It largely expanded over the waters due to them wanting to protect the farmland. Once it ran out of land some of the farms were lost while mostly they just built over the waters. Which is now becoming a flooded horror in the lower sections and getting its ass kicked by the weather on the upper.

Thing bioshock level horror show if their city had skyscrapers. It doesn't help with just how populated that city was. Unlike the heavy industrialized city to the south they crammed a lot of people.

The Shrouded one meanwhile set up shop near the lake in that area. Which is mostly fed by wild storms slamming into the mountains. According to the Shrouded One this lake is the most inland lake there is that isn't close to the terraform. As you follow the other areas gradually lakes become more common. Especially in the wetlands that suffer from heavy flooding especially in the old ruins. Creating a rather interesting terrain mix. The other area has fewer lakes but a lot more vegetation.
>>
Rolled 38 (1d100)

>>967043
A shitty and lonely one. As befitting a sad cripple. I try not to think about how close it is. Holidays in general have never been good to the Genie. Hence my general loathing of them. Most people love the holidays. I on the other hand despise them. Nothing like the holidays to drag up old memories I wanna forget. A big part of the reason why I run so much is simply because I don't wanna give myself the time to remember. Hence why Christmas is gonna be so shitty for me. Most anons have somewhere to be. Me on the other hand...there aren't really any places I gotta be anymore besides the doc stuff.

The problem with living a bad kind of interesting life is you simply wanna forget, but because its interesting. You never get to.

A lot of people think interesting of any kind is good in the end because at least its worth remembering. That is only true for the good stuff. The bad stuff is the kinda stuff you wanna forget but you can't. The good stuff is the stuff you wanna remember. The Genie never really had much of the former.

Now i just wait. Try to forget but can't. While waiting for the day those old ghosts coming knocking for the last time. Or perhaps new ghosts with new faces appear and then it starts anew. Except that time it may be the end for me.

Either way I know enough that one day it is going to happen and the only thing that will remain of the Genie. Is going to be yet another ghost. The Genie lived an interesting life. Even if it was the bad kind. Its the kinda stuff people will remember to a degree regardless.

But never the true story of what actually happened, because that is something people don't want. Hence why there wont be anything but ultimately a ghost that shall remain.

The real story and the actual Genie is going to be something that will die with me. For all the memories, stories, rumors, and legends will be wrong. That I can garauntee right up there with the ghosts coming to find me some day. Whether old or new for the very last time.

I believe all people know their fate in the end. Its why people try so hard to change it, try to forget, or simply try not to think about it. Its something if someone was truly honest with themselves we all know what it contains. Sure we might not know the exact journey but in the end we all know there is always an end.

If one day the Genie ever vanishes out of the blue someday...know that more then likely its because that day I been waiting for has finally come. I know the kinda life I lived and what to expect. Its the kinda thing that haunts you to the very end and its the kinda thing you know one day is going to keep coming to collect.

I just happened to have gotten quite good at dodging the collectors and laying low. Thing is though I know one day my luck is gonna run out and I am not as capable as I once was.

Hence I know its coming.

My life's story will be fragmented and a ghost. That will gradually melt into other ghosts that will keep on haunting.
>>
Rolled 92 (1d100)

>>966695
"You...got lost and somehow beat me here? Huh you must use some mighty powerful but strange messages."

"Comm gear? Comms can be blocked but it ain't so easy if you use a spell or psi. All you gotta know is the trick behind it. Learn how to send a message in then just comms and you'll wont so easily be blocked," says the crazy woman as she hands you a strange looking comm bead.

"That there is something that can connect to any comms tracelessly and send a message. All its gotta do is be able to tap into it. Useful for when your getting jammed. You can use their own comms against them."

With that the crazy woman walked deeper into the base and you were able to easily walk out. Mostly because everyone gave you a very wide berth. Your comms you found once you were far enough away also started to work again.

What do?
>Go back
>Head towards a distant base you actually know the location of
>Head back into the city
>Find somewhere to make camp
>Other?

>>967774
In the end though I think that is everyone's fate. To becoming nothing more then a ghost that haunts the living in one way or another.

I just can see some of the signs. Those ghosts...they just keep coming back. One day I wont be able to dodge them and the collector is gonna have its due. I know because in the end I am still me, I have seen some patterns, and I know I ain't lucky. You can only dodge the patterns so many times before they form a web you can't dodge.

Others probably could but I know for a fact it ain't in me. I tried and I know I failed. One day its gonna find me and I wont be able to escape. I don't know how some of those others did it because I know they exist.

Seems ultimately they got something I don't and its more then just luck.
>>
Rolled 63 (1d100)

>>967829
>Other?
AMY Note our location and now track me so we can figure out where this place is again

>Head towards a distant base you actually know the location of.
The Survivor settlement to rest up...it's been quite a day. Rest, we'll sort the other stuff out tomorrow.

>Other?
"Boss, Shroud you there? This line SHOULD be secure, I need to speak to Mr.N right now regarding something I think he may need to know, does CC ring any bells?"
>>
>>967774
Genie, we're all about whenever you need to vent or do whatever it is you need to do. While we may never know the full details thats fine, know that we appreciate you and that while in time things may fade yes, no of us are going to forget the fun times we had with the Genie
>>
Rolled 49 (1d100)

>>967908
supporting this
>>
Rolled 90 (1d100)

>>967908
Concur. See it done
>>
Rolled 63 (1d100)

>>967908
Heh.
>>
Rolled 48 (1d100)

>>967920
Ah its just I can't really escape it. Not really anyway some things you just can't shake.

>>967908
Location noted.

Unfortunately you don't know where the survivor settlement is from here. You do however see a distant one. A farming community from the looks of it. One the bandits didn't bother to look at. Though they are probably nervous. They will surely know where to go. Even if they don't let you inside they should at least be willing to give you some directions.

Which turned out to be true. They didn't trust you to come inside especially so late at night but they did tell you where those other survivor settlements were. Thus you headed over that way and it took the rest of the night but you did get there.

Connecting to Boss please hold.

"A CC? Never heard of that one. As for Mister Neutral I do believe he is currently available."

"Mister Neutral here. You don't mean thee CC Ravager do you? No wait she should be a reaver now..."

"So you do know. I guess you know about her...fiance?"

"Ah yeah old friend of mine. Damn though to think she is here...she is getting rather close. Too close. But he wont be so easy to find he knows better then to be a place like this. Fuck all for places to hide."

"How the hell do you guys all know each other anyway?"

"Hey your a boy toy. Its a small world. One we got look out for each other in. Not like the other bandit boys are gonna. They are happy boy toys exist meaning they don't get to...suffer quite as much. Don't mistake them for a friend. They are very happy with the sacrifice of a few boy toys to save their sorry asses."

What do?
>Go to sleep your apartment is nearby
>Look into some jobs
>Go to the bot base now your oriented
>Have some fun
>Other?
>>
Rolled 74 (1d100)

>>968125
>Go to the bot base now your oriented
Do not get lost unless you want too be. Secondly

>Other?
While we are there get them to have a look at our gear and show us how to work it all properly.

>Look into some jobs
Busy, Busy, Busy

>Other
Send Foxy a lewd pic along with "Just round a Reaver Base, would you happen to know much about them or someone called CC"
>>
Rolled 59 (1d100)

>>968125
>>Go to sleep your apartment is nearby
Sleep, before we can't wake up.
>>
>>968125
>Go to sleep your apartment is nearby
>>
Rolled 30 (1d100)

>>968125
>>Go to sleep your apartment is nearby
Fuck it changing to this
>>
Rolled 21 (1d100)

>>968125
>Go to sleep your apartment is nearby
Nap time, keep gun ready
>>
Rolled 51 (1d100)

>>968174
You decide to stumble into your apartment and get some sleep. It may prove to be a long day today. Best get that nap in and hopefully not get quite so lost next time. Unlikely to occur but hey can't blame a guy for hoping.

That was how you went to sleep in a old building and on ancient furniture. To wake up around midday due to a bandit raid.

What do?
>Ah fuck sleep through it
>see if they're on your side
>help the survivors
>sneak out
>other?
>>
Rolled 46 (1d100)

>>968239
>Other?
Get a call out too Mr.N and ask if these are out guys. Secondly find out if this settlement is in on our little protection racket. If they are not get something set up to get them under our thumb

>sneak out
Activate the cloaking field to get out and have a look around at the kind of force raiding us.

>Other
Mutter something about, come on can't a guy get some shut eye.

Where are our Kitted out Stalkers.....we left them at base didn't we

if nat 1s come at important times hopfully it won't come now....but it totaly will
>>
Rolled 59 (1d100)

>>968257
supporting

let's figure out what's going on and then try to get profit from it
>>
Rolled 21 (1d100)

>>968257
Supporting, let's see what's up
>>
can anyone give me the proper tags to search in the archive for Genie quests? i can only find bein super in a megacity and the last two parts of fungeon
>>
>>968587
>Theses are the earlier civs and quest.
https://docs.google.com/document/d/1ufBecUILGaUawnuV62JSrMBHDdhisZF1VqIP1wr90T4/edit

>Current /qst/ Genie stuff.
http://suptg.thisisnotatrueending.com/archive.html?tags=GenieQuest
>>
Rolled 47 (1d100)

>>967920
I agree, we're here for you genie when you need to vent man.
>>968257
Supporting
>>
Rolled 55 (1d100)

>>968257
Your paranoia for nat 1s is increasing rust, but I'll support
>>
Rolled 64 (1d100)

>>968257
Let battle be joined.
>>
Rolled 58 (1d100)

>>968257
"Transferring call to bandit comms network," states a robotic voice as you were transferred over.

"Hm of course they are our guys. You requested that raid right? You think its an instant thing? Had to make sure the survivors spent a bit of it first and to help delay suspicions."

"Why can't I tell if they are on our side?"

"Duh its an alliance. All the groups in the alliance have their own different style. I asked one of them to do the raid."

"Guess that explains it then...anyway you could like make that kinda information available?"

"Well I suppose, but you'll have to stop by one of our bandit bases. Technically we use different networks in case any of them gets busted. They wont be able to realize the connections so easily."

"Well what can you tell me about them?"

"Typical raiders led by Raid Boss Deetro who is a quite good at planning raids. His job is simple to raid for supplies and 'encourage' the survivors to trade with Shrouded One. Hopefully to also encourage some of them to move into sponsored settlements."

"...Seems like an awful lot of work to just have your own settlement."

"Eh it wasn't my plan but as it turned out both our plans had quite a lot in common. Hence why we are now allies."

"...So wait you had a similar idea?"

"In a matter of speaking yes."

"Well I am gonna go back to sleep had a long fucking night."

"By the way was CC solo or not?"

"Nope. She had a big group of bandits with her."

"Hm...well shit looks like she really did finally change her strategy."

"Strategy?"

"CC is a former Reaver. Her no longer being solo means she is serious about finding her fiance. Obviously I would suggest not getting on her bad side."

What do?
>Go back to sleep
>Sneak out
>Parlay with the bandits
>Help the survivors
>Other?
>>
Rolled 9 (1d10)

>>969607
>help the survivors
Were here to make ourselves loom good by protecting them right? Call on McScream to push the bandits out, but to take care not to kill any of them.
>Mr. N can you relay a message or get me a link to Mr. Raid boss, let him know we're going to make it look like we're pushing his forces out after they get a good bit of loot for PR reasons
>>
Rolled 59 (1d100)

>>969631
I would agree but I don't think MC Scream comes with a "nonlethal" option. It's kinda hardcore destructive and bloodthirsty.

>>969607
>Go back to sleep
It's too early to deal with this shit. We don't care if it's early afternoon, we didn't get in till nearly daybreak.
If any bandit bothers us, they broke into the wrong room.
>>
Rolled 43 (1d100)

>>969678
>Go back to sleep
Make sure our shield is on while we sleep, maybe put the pillow over our head.

Anyone comes in give them the "shoo shoo" hand gesture and sleep more
>>
Rolled 66 (1d100)

>>969750
>>969678
Sleep mode engage
>>
Rolled 6 (1d100)

>>969678
True on the McScream nonlethal option. I think we got him to attack once while leaving our own bandits alone by rolling a 100 back when we were on that boat.
I'll support going back to sleep
>>
Rolled 94 (1d100)

>>969607
>Help the survivors
Help out and gain respect. Then they will listen to us more. From there we can get them to leave here.
>>
Rolled 89 (1d100)

>>969678
You decide to go back to sleep. Despite the screams for help and gunfire. You also think you heard a fire break out at one point. Still with a heavy dose of pillows and bandit speedies you eventually got to fall asleep again. To wake up a some hours later.

Peering out the window besides some bloodstains, a few bodies, and weeping. You wouldn't have known the bandit raiders were even here. Well except for the broken furniture anyway. Plus a few holes in the wall and buildings. What looks like some ransacked stores and storehouses.

What do?
>Go back to the bot base
>See what jobs are available
>Help the survivors rebuild
>Go back to the main base
>Go exploring
>Train
>Other?
>>
Rolled 95 (1d100)

>>970175
>Help the survivors rebuild
What the fuck happened? Salvage run?
>>
Rolled 58 (1d100)

>>970190
Vote
>>
Rolled 1 (1d100)

>>970190
vote
>>
Rolled 78 (1d100)

>>970244
https://www.youtube.com/watch?v=1ytCEuuW2_A

Well, at least we went a long time before, for a second time, something unfortunate happened while we were visiting survivors. Also only one of the 5 ones so far was me, so that's nice.
>>
>>970254
Fate point
>>
>>970258
I'll second that.
>>
>>970258
Third it
>>
>>970285
That was me
>>
Rolled 18 (1d100)

>>970244
So...fatepoint?
>>
>>970323
Yes.
>>970258
>>970262
>>970285
>>
Rolled 53 (1d100)

>>970323
Never!

We earned what was coming. We were not the bros we should have been.
>>
Rolled 99 (1d100)

>>970482
Also if we wreck the place we could say our bad and offer to come with us to rebuild a new settlement with carp tons of Salvage.
>>
Rolled 67 (1d100)

>>970482
>We were not the bros we should have been.
You're probably right. The bandits we're supposedly allied with would have understood that we need to kill them to look like a good guy. I knew asking for a raid was a bad idea, why does the anon everyone follows blindly have to be so raid-happy?

>>970522
Or they'll never want to speak to us again. Without a fate point they'll probably find out we're double-dealing.

Hell, we'll probably wreck the place enough if we do spend a fate point.
>>
Rolled 66 (1d100)

>>970190
As it turned out you are ungodly bad at construction. It doesn't help that they knew you were 'sleeping it off' in your room. Even your attempts to suggest yet another salvage run merely got you cursed at. As apparently it made them a big target and the raiders got em good. Even managing to kidnap a number of people including children. Most shocking was they completely wiped out the armory and shops. Only some of the salvage they didn't grab. Now people are looking into having to buy replacements and better equipment to fight them off. People are also worried about those that were grabbed during the chaos. Thinking of the treatment that awaits them and if they are 'lucky' they merely get sold off to some slavers.

Otherwise...it isn't good what bandits do to their captives.

What do?
>Make a sales pitch
>Go after the raiders
>Leave to the nearby bandit base till things cooldown
>Try to help out with something that doesn't involve rebuilding
>Other?
>>
Rolled 46 (1d100)

>>970617
>Make a sales pitch
You got caught with your pants down, you need gear and better fire power. Otherwise this does give me an idea? How often does this happen? How many survivor settlements are there? Do they get hit like this?

I have an idea, but we have to play it cool, why don't we unit our survivor settlements and set up a new combined settlement? I have a pretty good map from my travels...maybe we can work something out?

If we can't decide where we want to sort out a new settlement, we can get them to do it in their own interest, we just steer them to preferable choices.
>>
Rolled 11 (1d100)

>>970675
Support, let's plant the seeds, let the idea spread
>>
Rolled 82 (1d100)

>>970617
>>970675
>>970683
Yeah I'd like too add be subtle about it, let the idea grow. When/If they ask why we hid, show them our scar riddled body, these happened after I got caught, i'm never going to let a bandit find or have a chance to catch me again, there's a reason I ain't been sleeping around and such. (we also get a chance to vent and make it extra moving).

We either need to figure out a way to stick together to become to hard to hit or we're all gonna get picked off one by one.
>>
Rolled 24 (1d100)

>>970675
Vote

Perhaps this is best for now, just get ready to hook them up with the Shrouded One

Maybe we can also do something about those who were taken captive?

>>970723
Yes...we may not be able to tell them the circumstances around it, but what was done to us after we turned ourselves over to a bitch boss should make a moving story if they press us.
>>
Rolled 78 (1d100)

>>970617
>Report to Mr. N (and ralay to TSO if possible)
The raid have been carried out, the settlers have a lot of casualties. They are frightened, probably a bit too much.

I suspect Deetro's raiders may have taken more than they were ALLOWED to - were they allowed to capture people?
>Go after the raiders? Let them know that initiative doen't get unpunished
>>
>>970783
>*relay
>**doesn't
>>
Rolled 52 (1d100)

>>970675
I think we should go after the raiders. Gain their trust back and become a hero, in their eyes.

>>970617
>Go after the raiders
>>
>>970820
That stage comes after, after this chat. What we will do is say we could likely "try to convince them to return them"...though I might have to stay....and given our previous story we told, we really, really, really don't want to do that.
>>
Rolled 84 (1d100)

>>970829
It could add to the worth of our action. IF we went for their friends after telling them we didn't want to get caught again.
>>
>>970853
I'm more waiting to see their reactions and make judgements from that, it's kinda hard to plan this when we need their input.
>>
Rolled 28 (1d100)

>>970820
>>970783
Vote.
>>970675
>>970683
No reason we can't mumble ideas about that too maybe suggest we were "sleeping it off because if we were seen it would have been even worse, as they are a part of a bandit alliance we are unfortunately aware of *show multiple near fatal bullet would scars dramatically* they are organized and we need to be too. There was too much to relay and my knowledge of them is dangerous and they would likely and the women will likely identify me, former slave boy toy lie best in the buisness they said I'm semi famous... regardless of my unfortunate past they would not have let you survive if they were aware I was among your people because frankly I am valuable to them as well for less fortuneate reasons. Harboring a fugitive slave does have an up side, I was an important slave and I have contacts... how else would a run away slave be able to afford all my cool shit? Admitadly its been a while since I have been on the run but I know how the bandit bosses think specifically this allance and they KNOW I know you know? Let's make sure this can never happen again, I heard you needed better guns.. what budget are we working with?
>>
Rolled 56 (1d100)

>>970675
"We enjoy our independence. The bigger you are the bigger the target. You think we gotta hero among us? We can't afford the attention. We get big and we will have far worse then the typical gangs to deal with."

Your proposal has thus been shot down and was not at all popular.

What do?
>Make a sales pitch
>Go after the raiders
>Leave to the nearby bandit base till things cooldown
>Try to help out with something that doesn't involve rebuilding
>Other?
>>
Rolled 49 (1d100)

>>970879
>Try to help out with something that doesn't involve rebuilding
WELP. Gotta go get that rep back.

>Train
We've been in a siege maybe teach them some strategies and make proper firing lines, We'll drill these fuckers into a proper militia and get practice leading and ordering around...we'll also get too see who is dangerous and what their gear is like...

IF that goes well
>Make a sales pitch
Tell our militia we know an arms dealer for awhile back, maybe they are still about?


I was thinking if we want survivors to gather and such we need a reason for them to be there. Shall we get in contact with some tribals later and see if they'd be willing to make a settlement alongside some Survivors?
>>
Rolled 2 (1d100)

>>970912
Sure I don't have any better ideas
>>
Rolled 88 (1d100)

>>970912
Alright, I don't have any better ideas, so Support. Although I'd try to rescue the captives if I could come up with a plan for it.

>Spoilers
We ain't going to make a big settlement. We could possibly make several smaller ones though. I believe getting tribals to pledge their support for settlers who move near their territory is critical, and doing it before we get the settlers so the settlers will be looking forward to their support is brilliant. Be careful how you phrase it though, they'll be helping the settlers, not joining them.
>>
Rolled 98 (1d100)

>>970972
well thats a good number for us
>>
>>971015
if only we had been using magic
>>
Rolled 44 (1d100)

>>970879
>>Go after the raiders
The longer we take. The less likely they will get there friends back.

Otherwise I'm kinda leaning leaning towards seeing if we can get the scavenger hero's support. After all they are looking for something. We are good at finding/get lost with things.
>>
Rolled 34 (1d100)

Merry Xmas from Australia to Genie and the Genieverse, may our wildlife never reach this level.
>>
Rolled 36 (1d100)

>>970972
Support
Merry Xmas m8>>971325

>>970879
Merry Xmas or Xmas eve, whichever it is on that crazy train you're on Genie.
>>
Rolled 27 (1d100)

>>970972
Y'know, we could always just wing it. Maybe show up looking to buy "slaves" or in this case, those that were taken.
>>
Rolled 53 (1d100)

>>970912
After finding the militia you soon found out why exactly they got their asses kicked. Even disorderly bandit scum are better fighters. Not to mention their gear was lacking and they were rather cowardly. They DID however know how to sneak around properly. You gotta give them that much at least but everything else they sucked at. Like a lot.

Their accuracy and melee attacks weren't that bad though. Its just the bandits had better equipment, more experience, and combat boosters(like drugs). Which made it so they were able to curbstomp them.

Armor wise they mostly had bits of metal, monster leather, and fabrics. Like scavenged old world bullet proofed vests.

Their guns meanwhile were at best old world megacorp mass produced. Most of it though was megacorp remnant made and handmade by gunsmiths. It was on average better then bandit rabble weaponry problem is these raiders aren't normal bandit rabble.

You know from experience and fact that the bandit gangs a lot of them had a joined an alliance. That alliance helped supply each other. So now all of them are packing at the very least Tek made goodies and Dok Drugs. All much better then the previous slop they were using. That alliance had some serious benefits and that was just the initial benefits. It was only a matter of time before that alliance produced its first hero...

That wasn't even getting into whatever the hell it is that Shrouded One is gonna be supplying them with now. Come to think of it though your not entirely sure where the Shrouded One gets their wares from anyway.

Even your relatively lacking skill and training. You still knew enough to at least teach them a few things. Especially relating to tactics and counter bandit strategies. Which you figure is probably gonna be the most useful to them in the long run. While your no expert in bandit tactics you DO know how they operate. You even quite literally got the Big Book of Banditry.

After that the militia was willing to listen to you about the arms dealer. They were wondering about the quality of arms, if the arms dealer is gonna be interested in such small time clients, and luckily(no doubt just as they arranged it). There was still a decent amount of salvage left from before in which to trade with. Plus there were always more salvage runs you could arrange personally...

Thus they were interested. Even if it WAS expensive so long as they had a kick ass salvage run off and on. Not only would they be able to afford better gear in which they could protect themselves. They would also be able to afford other things as well and better off the bandits. Whom according to them are becoming unusually well equipped and more frighteningly organized. Problem is though they are clearly still a bunch of gangs. So even their elders aren't able to figure out whats up...

Which you knew could almost entirely be blamed on Mister Neutral who founded their bandit gang alliance.
>>
Rolled 69 (1d100)

>>971908
You were also able to meet with their Militia Captain Mardo who showed interest in having to replace their robbed armory...for obvious reasons. According to him he would even be willing to pay you a reward should you take out bandits and liberate some slaves. He admitted the last part was mostly do to the other survivors breaking out their piggy banks and the merchants being rather angry but getting especially screwed.

Mardo you knew was a deadly sniper or 'hunter' he claims to be.

At first you weren't much interested in the offer until you found out what he was offering in exchange. You see according to him they aren't the only ones worried about the changes in the bandit gangs. So they pooled together a bit of resources and thanks to some helpful 'contacts'. What they are offering is unexpectedly quite good. Rewards only got better in terms of who you take out. A Boss of a gang for instance would get a Think Tank Tech piece.

What you couldn't figure out though was how Mardo had access to those kinda things to offer. Especially since according to the Survivors he really was just a Hunter and scavenged on the side. He helped supply the local butcher with fresh meat and sold hides to the traders. No one is sure what he does with the rest of it though.

What do?
>Go to the bot base
>Arrange for the trade
>Plan a salvage trip
>Go explore
>Try to help out
>Other?

>>970972
Shrouded One does in fact have a few Tribal contacts but you really don't know much about it. According to Amy Shrouded One traded a number of things with the tribals. Mostly monster goods, strange substances, seeds, lots of tech, foods, drinks, and scout reports. While the tribals got things like guns, exotic goods, ammo, trap equipment, luxury items, and a few pieces of tech they were actually interested in.

Apparently Shrouded One has a pretty decent thing going and after getting permission. Has set up a few trading outposts in their lands to help facilitate trade. If you wanna meet them then its best to do so there. They regularly show up to trade anyway.
>>
Rolled 86 (1d100)

Someone archive this bad boy were approaching the end of the thread I think. I would but I think my descriptions are shit
>>
Rolled 39 (1d100)

>>971926
>try to help out
>>
Rolled 29 (1d100)

>>971926
>Arrange for the trade
Alright, let's get them their first order of arms from the Shrouded One
>>
Rolled 69 (1d100)

>>971926
We should call tso and have him get the boss that ran this raid to fake his death for a little bit, also we wasn't all the slaves back and it would be cool if we added in a little theatrics and made it seem like we and a small crew of bad asses saved the day.>>971908
>>
Rolled 43 (1d100)

>>971926
>Go on a Salvage Run
But while we are out and away from the others we need to warn Mr.N that the Survivors are starting to notice the Bandit alliance and seem to be planning something themselves... We'll keep him posted.
>>
Rolled 54 (1d100)

>>971926
>Arrange for the trade
Sorry changing to this i'm hover and half asleep. Also inform them to be careful and not supply guns to close to the bandit's stock. If the survivors ask we say we know an arms dealer from our days salvaging with some tribals as we were their best customer.
>>
Rolled 54 (1d100)

>>972137
>>971968
Support
>>
File: Spoiler Image (129 KB, 1280x720)
129 KB
129 KB JPG
I was thinking guys, When it comes to Necromancy how about we become a specialized in sealing souls into machines? It works well with Boss and blending in, Foxy and Turbo can help us learn, more easy to "upgrade" bodies" and finally...if we're ever about to die...we'll theres always a chance....

Or with the help of the Necromancers we know and the Machines we know, maybe once we get a better means of production we can produce something like pic related?
>>
Rolled 69 (1d100)

>>972137
Additionally maybe we should make it look like we put in a good word for them. We should also warn them of a Reaver base a bit away but still be weary
>>
>>972170
That'd be cool and something we should learn, but I thought we were trying to specialize in psi necromancy?
>>
>>972190
I though PSI Necromancy would Tie into it quite nicly given the intact minds and mental enthrallment. if not naturally PSI Necro takes priority. I just thought the PSI/NECRO combo could lead to some interesting things. Maybe if we get bored and brave with foxy, we can create a bot/body and house lots of souls within, our own Urmac
>>
Rolled 82 (1d100)

>>971968
>>972137
IC Shrouded One offers different weapons to different sides to prevent it from coming back to the boss on the ass. In truth the boss 'refurbishes' a TON of shit. Some of which don't even need it. It is just done so that nobody would notice its origins. The boss also buys mere seemingly random parts and bulk along with certain kinds of data. Though the last is more due to the AI insisting.

What is strange however is previously even you had no idea where the non armament stuff went that was traded to in bulk. Only later did you find out and what the boss trades for armaments. Usually other weapons but sometimes other items are included.

Its quite literally how the boss is able to buy massive quantities of goods from different origins and refurbished so as to sell them to other groups who normally wouldn't want those kinda things. Its how bandit and bot goods make their way to other factions. As well as vice versa.

Rather the goods the boss deals in is broken into two major groups. Old World and New World. Old World is naturally sold at a premium and is 'rare'. While the New World supply the boss has in bulk due to lots of trades to get a massive quantity of it. Its what the boss sells rather cheaply with oddly high quality 'new world' munitions to go along with it. That despite its cheapness is low quality.

So can anons decipher what the Boss is up to in terms of trade?

The other question obviously is more complicated and includes some parts you still haven't a decent look at. Still fun to guess at though.
>>
Rolled 17 (1d100)

>>972502
Bah mean despite its cheapness is unusually high quality. The Boss you noticed doesn't deal in shitty ammo even less then shitty guns and armor. Even the cheapest crap the boss buys gets the refurbished treatment. Including interesting enough ammo which if its too shitty simply gets broken down like other items into parts or otherwise recycled. Which is then used to continue and assist the cycle...

It turned out the Shrouded One ran a decently large operation its just most of it was robotic and otherwise automated. Most of the trade operation done by the Shrouded One is automated vendors that were repurposed and repaired for...well usage. All you had to do was offer something the vendor would take in exchange for whatever it is. You wanted and this included a number of salvaged Trade AI. Whose tasks extended into logistics and supply. They were interestingly enough taught by the Shrouded One.

>>972502
Naturally the trade contact you have isn't with the Shrouded One but one of those trade AI. In particular the one in charge of this city's operations. Its called Toc whose a very chatty AI that arranged for the shipment right away.

It was safe to say that the Survivors were not expecting such speedy services as a short time later a cargo hauler arrived escorted by bot guards. After emptying out its stores to the survivors and traders. As well as restocking the armory it was loaded up and then returned.

The Survivors were surprised by the Speedy and Quality Service. Even if it WAS done by bots...you just made sure to leave out they were under the control of an AI. Toc however did a great job with the armaments it handed over. Which included the leaving behind of a Vendor for small purchases and to request larger ones. The traders, Major, and Militia Captain were particularly impressed by that. Especially once they found out of the 'bulk' purchases they could request in the future from the Vendor which would then be arranged after the message is sent. The people didn't particularly like the Vendor but due to the powerful and wealthy liking it. It got to stay.

You do feel for them not realizing that Toc or 'Trader T' is in fact an AI. You knew this because Amy told you and you thought it strange there was a flesh and blood trader under employ. It was actually the AI Toc using a voice changer and possibly an android shell for 'personal' meetings.

When asked who it worked for it claimed to be a Trader of 'Shade Association.' Who were a 'group of traders' *Cough* AI *Cough* who worked together with other groups to supply things. At first you thought it was bullshit until you realized that strange symbol you saw before was apparently the marking of the Association. Which due to their small size and non corp nature was more akin to the New World type businesses that arose. The Shrouded One apparently uses as it as a disguise and not quite outright lie for the operations used by the Boss. The Bots weren't that easy to explain however.
>>
Rolled 14 (1d100)

>>972559
Officially when 'Trader T' was asked about it. Toc claimed it was due to the groups involved in the business wanted to keep a lower profile and because arms dealing was dangerous business. Plus Bots were tireless which was a perk. Thereby ensuring 'speedy' deliveries right away.

What Toc left out was these feats were all managed by a bunch of AI and was a bunch of bullshit. The only 'Trader' was in fact Boss or the Shrouded One. Officially they claim is Shade Association' is a group made up of specialists and traders.

Your not entirely sure how the Shrouded One arranges for the supplying but you know the bulk of it is all managed by scavenged AI and Bots. Its...almost completely automated. Which is a bit of a problem. Hence the founding of 'Shade Association' to help with recruiting and management. From the looks of it you feel like its only a matter of time before some traders and others look into attaining membership. At that point the cover would be damn near perfection.

All of which is being arranged for...purposes unknown. Not even you know what the Boss is planning in entirety. All you know is it involves new settlements, an association cover, lots of supplies, armament stockpiles, manufacturing efforts, and for some reason a bandit alliance.

What could the Shrouded One being planning hm?

What do?
>Talk to Toc about trades
>Go to the bot base
>Take the trip to the main base
>Go explore
>Plan a Salvage Trip
>Try to help out
>Look into establishing a new settlement
>Other?
>>
Rolled 18 (1d100)

>>972593
>Look into establishing a new settlement
Get in touch with the Tribal Contacts we have. Ask if there are any areas they'd suggest that are close to their terrain and good for growing but have yet to develop due to them being close to the Mega City?

>Train
Stealthy combat and such with the Tribals especially Knife play, show us how to skirmish and effectively use our Stalkers better. (Maybe naughty Witch is there?)

I think TSO is trying to build up an empire with her in charge behind the scenes, to farm resources and gear. For what end? Maybe form a Faction? But again that don't explain why... Her talk of programing people/kids, the carefulness to avoid being noted herself....I think she's after someone and they are big so she needs the forces. Also from way earlier....I smell Maticico contacts
>>
Rolled 32 (1d100)

>>972658
...Basically this, but I think we may be getting ahead of ourselves.
Go to one of the trading posts that has contact with tribals.
>>
Rolled 14 (1d100)

>>972658
Support, does Genie do special Christmas events? Like with the election?
>>
Rolled 87 (1d100)

>>972658
Ok, ill make it a tad more detailed in that regard. Naturally we'll ask what I mentioned but maybe ask if they have anything for sale? I mean we could get Foxy a gift for.....some reason. Maybe some rare creature parts for her to stitch up or something? Maybe some really cool creature make cloak?

And of course the training
>>
Rolled 48 (1d100)

Genie do certain schools of combat have their own skill tree's or does combat ability not really count in that regard? I just want to ensure we are combat effective ourselves if/when we Hero up
>>
Rolled 61 (1d100)

>>972676
Gather round ye children and let me tell you a tale of a wicked and destructive force known only as Supah Claws, said to be an Omnipresent and immortal eldrich outsider with limitless power used to terrorize the wasteland capturing child slaves and forcing them to build complex old world recreation tech for unknown reasons. Towns would give him tribute in form of bioliquids and grain based sweets, the optimal sustenance for child slaves in his opinion. towns that would participate would be placed on the good list and towns that did not were placed on the naughty list. On the solstice when his power was at its peak Supah claws would reward all of the towns that would pay tribute with recreation items and punish the naughty list by using his highly trained child spec ops to place small explosives in the socks of the naughty township, the amazing thing is that even though these towns expect whats coming not a single person has ever seen him, but every year on the solstice it happens. He must have some badass stealth tech..
>>
Rolled 77 (1d100)

>>972736
Oh i will.

I even got just the pic for it. Which will start soon due to both how far back this thread is in auto sage and go with the holidays.

>>972758
There are different trees and types even within an arch type.

Martial for instance further divides itself into a TON of different things and paths.

Its same for the other stuff too like Magic. Though magic is special in there are only 3 major arch types in it. And ALL magic users fall somewhere in those three.
>>
Rolled 93 (1d100)

>>972940
And of course my computer has to fuck up right when I was about to post...
>>
Rolled 92 (1d100)

>>972658
You don't have any way to contact the tribals. They don't like tech comms and you don't have any messaging abilities.

Plus tribals don't like those kinda places to begin with. They much prefer the wilder areas. Its the survivors who prefer those locations more not the tribals.

Plus they do not in fact know you well enough to train. They barely consider you worthy of trade.

Plus you never actually told me what kind of places you wanted to look for in terms of new settlements. Including never exploring around for them. The Shrouded One has a few leads and suggestions but that is about it.

What do?
>Talk to Toc about trades
>Go to the bot base
>Take the trip to the main base
>Go explore
>Plan a Salvage Trip
>Try to help out
>Look into establishing a new settlement
>Other?
>>
Rolled 52 (1d100)

>>972997
>Go explore
Ok lets start with the basics, get LOST looking for a site. AMY you however can track me but don't tell me where im going. Our Goal is to find a nice place for a new settlement, good for growing food but enough modern tech to make survivors happy.
>>
Rolled 91 (1d100)

>>972940
Skill Trees are basically made of prereqs and its based on a system of mastery. For fire magic for instance you gotta first learn how to a light a fire before you can create a proper inferno.

Basically it LOOKS kind of complicated but its honestly not.

What makes it complicated is when you include hybridization, stacks, and combos. THAT is when shit gets complicated.

But the actual learning, using, and mastering itself? Not so much. Its pretty straight forward its just has quite a bit of depth and requirements before you can properly learn the more advanced stuff. Its kinda like expecting someone to be a grand master or a engineer without even learning math or studying it.

Shit doesn't work like that. Even if your a genius you still gotta learn it(albeit much more quickly and possibly with more finesse, with the greatest of Geniuses even being able to skip steps because of their great understanding of it that). Normally you would only see in a expert because the guy fucking spent all that time studying it and was able to see more complexity and connections to the earliest stuff with the more advanced. The greatest geniuses basically are able to almost 'divine' that sorta stuff early on.

While the Super Geniuses? Basically imagine that gift dialed up to at least an 11 or more. Its what allows them to come up with stuff years or even centuries more advanced then what is currently available. Basically imagine Lenardo De Vinci but more. That is basically a super genius its just they ACTUALLY have the capability to make it happen much sooner then you would expect due to their own ability, because they are just that awesome(hence SUPER Genius). Even if nobody will be able to actually make sense of it or recongnize it until many years later. When they have a SON OF A BITCH moment when they look back at those inventions and it suddenly now makes sense.

Specialty and MAD Super Geniuses are even worse. For the MADS breach into territory your not suppose to know they tap into that sorta stuff for their stuff and the Specialists create stuff that would even make another Super Genius give up trying to understand it. Specialists sadly are quite rare and not every super genius has a specialty. Its not easy to be a specialist super genius as at that point even other super geniuses would acknowledge your strong 'gift' and obsession is especially common among them. Even by Super Genius standards who people consider obsessed and unable to connect with others. Truth is their minds are just...out there. Far beyond what most can comprehend. Hence why they don't seem to be people persons.

There is however ALWAYS an exception to that rule...and in this case its the infamous Mastermind. A lot of super geniuses think something went wrong(or horroribly right) in their head. They are actually able to...connect with others 'easily'.

Technically your guy is considered a Genius necromancer due to rolls and hard experience.
>>
Rolled 99 (1d100)

>>973100
Well that's nice to know.

>>973087
Support
>>
Rolled 49 (1d100)

>>973100
Its just their super smarts allows them to understand people TOO well. Naturally they know how to manipulate them...but in such a massive magnitude they are utterly infamous. A Mastermind is what everyone fears a super genius could be in terms of socializing, can make things happen, and messing with social order...but real. Everyone has heard the stories of their existence.

Especially those interested in conspiracies. Especially those in power also dread the notorious Masterminds.

Because they unlike the other super geniuses...they are not so distracted and actually able to connect to people. Problem is they maintained their super smarts and hence are a grave threat.

In setting...I am actually capable of writing a mastermind. Problem is it is an utter bitch and a half, because of the sheer quantity of bullshit they can pull off. Fuck Super Geniuses are easy they just come up with insanely advanced tech, but the masterminds?

Unlike the Super Geniuses though they gotta fuck ton of enemies. Even more then each other(in truth the only thing a mastermind truly fears is a better mastermind then themselves). Masterminds are thus very...very rare.

Thing is though they DO exist...and they are out there. Planning and unleashing plots. Doing terrible things to Genie's mind and setting.

I can write a mastermind it just...requires a ton of preperation and work. Thing is though I CAN actually do it! But I seriously hate writing them holy shit. I ain't ever had a character more difficult to write then a fucking Mastermind.

You think a character like Jenny is hard to write for? Being such a brilliant and awesome character? She was fucking easy.

Thing is though I cannot technically make Masterminds not exist in setting. It would be bullshit. Hence they do.

and i hate them for it.

some anons would think Jenny is a Mastermind...she ain't. She is just a experimental monster and rather typical among Megacorp upper ranks. Megacorp upper ranks are a special kind of hell and dangerous anons. Up there people like Jenny are the rule and not the exception.

Anons especially the Vets fear Jenny to the core of their very being given the shit she was able to pull off and unleash. Not to mention how hard she was to face and how monstrous she is to deal with but she was the rule and NOT the exception.

In truth I made Jenny so monstrous was in fact to...indicate partially that she unlike the other scions wore her true form was naturally so monstrous. However her temperment and mind...they were not so different from the others.

In the Post Fall world those with her temperment that used to be only common in the Megacorp upper ranks...well natural selection is a bitch. Now that sorta thing can now be observed throughout the Megacorp remnant hierarchy. Hence why the Corp Chicks are tied with Bandit Bitches in terms of scariest women in the New World. You really gotta feel sorry for the corp guys...but they aren't much better. They probably had it coming.
>>
>>973142
As far as I am concerned we beat both Jenny and Elton, at the cost of poor misunderstood jal. Sure our dudes work for umbra now but we got over on everybody and saved the day. Also we provided peryr with the breakthrough he was looking for. We got Rizal into space where she could do some good for the rest of the universe. Forget our broken fallen planet, we changed the course of galactic destiny. Petyr may finally use the brood for good, or at least the good of the combine and volk clan
>>
Rolled 75 (1d100)

>>973087
Alright, we can try this first. If it doesn't give us a result we can use we should scope out some sites in a more normal way.
>>
Rolled 77 (1d100)

>>973177
JAL is one of my few legitimately unlucky characters. Seriously man JAL has some fucking terrible luck.

Though if I am to be perfectly honest I really don't have many legitimate lucky and unlucky characters. As its all literally up to the dice and I never handwave it which pretty much everyone else does.

I personally think it takes the fun out of it when you do that.
>>
Rolled 21 (1d100)

>>973348
It is admittedly quite interesting that the big bad Doctor himself actually went out of his way to bring back JAL and THE KING.

Rizal though...is indeed a real game changer. Brood were purposefully engineered to be incompatible with technology. Which she can.

Jenny was the real winner though. She was able to spread her reach beyond one planet now and Elton failed his objectively massively.

Has for Clan Volk...they are a Crazy Clan. Plagued by MADNESS and are typically terrible people. Doctor Volk was actually pretty much the norm. He was just much relatively saner then most of his Clan. You throw in his especially powerful Super Genius and there is a reason why he was such an infamous character.

Contrary to popular belief however Volk is actually quite the...complex character. Most assume he is just an insanely evil super genius who committed countless atrocities in the name of SCIENCE!

Now i ain't saying he is a good guy...truth is he really IS evil. Its just he isn't nearly as simple as people think.

Combine wise...their tech is such they have multiple things like the Brood but who don't have the tech problem. So honestly it's not really gonna change. Brood was mainly humanity's problem.

No doubt Volk is one of my more important characters admittedly. Especially among the MAD and Evil Super geniuses.
>>
Rolled 42 (1d100)

>>973087


>>973360
Admittedly a big reason why Volk saved JAL is due to scientific reasons. JAL is an amazing sample that is truly worthy of special notice even by Fall standards. Admittedly its mostly due to JAL's fucking terrible luck. JAL really REALLY can't seem to catch a break.

Plus Jenny was able to...maintain her hold over Rizal. Petyr however does have his own Brood and his wife is a very powerful member of the Combine. Petyr used to be even more powerful back before his Megacorp got fucked by the Fall...

He really is gonna have a field day with Rizal though. By then he should of figured out that the Brood were purposefully sabotaged(quite brilliantly) to be incompatible with Tech.

To be honest though I really don't know what the hell Abigail would of been up to. Players never had the long term goals with her like they did with Petyr that weren't so easily solved. Only thing i got is her being a powerful figure in the Combine Military Hierarchy.

Which is admittedly huge i mean technically she is much more powerful her husband and even Humanity in general. She did exceptionally well for herself due to overwhelming tactical and strategic genius before the right people. So she was really able to climb the ranks. The players were also smart enough to make her very powerful on her own. Hence why the Republic failed to assassinate her(they gotta give them credit for trying a lot though). Though that was its most important role as it ensured Abigail actually lived long enough to achieve that sort of stuff.

Hence why I have no fucking clue what she has been up to since as the players never gave me much clue on what they wanted with her besides that.
>>
Rolled 19 (1d100)

>>973087
You decide to get LOST and wander aimlessly. With a simple goal of finding a nice place in for settling in mind. That was how you find yourself really lost. Crossing through urban terrain, wild wilderness, and a few roads. To a college town located near some industrial sites. It from what you could tell had some amazing potential. With nearby recovering wilderness and plenty of creeks to keep everything alive. Looking around you could even see a couple lakes. At least one of which looks like a former industrial site before it got flooded.

Oddly enough you were truly surprised at the sheer lack of people, picked through surprisingly intact ruins, and more importantly nearby threats.

What do?
>Talk to Toc about trades
>Go to the bot base
>Take the trip to the main base
>Go explore
>Plan a Salvage Trip
>Try to help out
>Look into establishing a new settlement
>Other?
>>973367
Doh forgot the actual update. Guess I'll just start the new thread tomorrow...hopefully the thread wouldn't have fallen off by then. Its christmas though so I doubt it.

As for Abigail best I can come up with is...babies? Well she certainly would of had the free time to...damn. They're gonna have a lot of kids. I just realized she would of distracted/entertained herself with family considering she achieved all her other goals. Oh wow having her for a Mom...ahh. i mean at least she has her job...but still. Its not like someone at that level is gonna be very busy and she has the treatments to keep herself young...yeah lots of kids then. Gotta feel sorry for them though.
>>
Rolled 56 (1d100)

>>973367
Speaking of player goals, you asked us about them in the recent Super quest shortly before we accidentally the intended power level.
Only two of us answered. Our answers were not too detailed, but, I hope, gave you something interesting to work with.

>>973381
>Look into establishing a new settlement
We found a great location, now it's time to plan a community. We'll need various tools, supplies, and of course people.
>>
Rolled 61 (1d100)

>>973381
>Look into establishing a new settlement
Get on Comms and inform the Boss we have just the site. Now we need to ensure no one else nicks it...and why it's so untouched.

Inform the BOTs where we are and have them send some forces to guard it. Enough to protect the local area and bring me some underwater breathing equipment, we've got a sunken complex to explore baby!

While we wait for them to get here we settle in ourselves, this is our turf now. Stay subtle and find a nice place to be "ours" (read:Foxy's). But also
>Go explore
This area lets get to know this place maybe nick all the best furniture while we can and pimp out our room. This is a collage town...there must be a Booze store around somewhere?..and intact (hopefully) medial stores/gear
>>
Rolled 12 (1d100)

>>973421
>>973390
Supporting as we drift off pages 10 someone confirm archive
>>
>>973444
It hasn't been archvied yet.
>>
Can someone do it? I'm on my phone
>>
done
>>
Rolled 70 (1d100)

>>973421
Support
>>
For all future archives please use the following or at least include these tags to keep consistency with the previous archived threads(I made the mistake and forgot to include geniequest when I archived thread 8):
GenieQuest, Post Apocalyptic, Post Apoc Amnesiac Adventure
>>
Rolled 83 (1d100)

>>972593
Not sure on their plans. Though I assuming ether new world mega corp or possibly new world shadow at the rate of allies being made.

She has bots and now bandits. With add on of mutants. All that would be needed is to achieve civ status.

>>973390
Explosion Master Chief.

>>973381
God Abi with IXEL talking mom stuff. With kids in the background playing with brood.

Creep strand brood to good at hide and seek gets call a cheater.

One kid just watching and telling where others should hide for maximum trolling.
>>
Rolled 3 (1d100)

>>973421
Your comms are being interfered with for some reason. Amy says it happened a little while back the Comms started to get screwy. She doesn't believe its unique to the town but rather the area in general.

The town besides a few zombies along with some monsters and undead appear to be about it. You did encounter a couple outsiders too but in general the place was surprisingly empty. The buildings you noted were picked through a little bit but were clearly in surprisingly good condition.

You noted a number of interesting facilities. Including a hospital and a few other things.
>>
Rolled 96 (1d100)

>>974177
About time to start that new thread...
>>
Rolled 99 (1d100)

>>974225
New Thread.

>>973898
Ixel would be the weirdest but coolest babysitter ever.

I mean good god can you imagine the games they could play and weird shit to get into because lol Brood? You just KNOW Abi is gonna make them 'play' war games with using brood and bot pawns for 'fun'.

That isn't even getting into whatever other weird stuff they could try out because children's imagine+Brood Mutation Mastery. Plus there is Ixel around whenever the parents are busy to 'watch' the children and keep them entertained. Which she would be amazing at but in...so many weird but insanely cool ways for kids.
>>
Rolled 41 (1d100)

>>974241
Most people would think having such a babysitter would be terrorifying. But the kids?

Oh they would fucking love it.

It would be like having the best goddamn most adaptable play things ever.
>>
>>974255
I was wondering about some stuff you mentioned about Detonators possible fate. IF he survived the Fall and in human space, im pretty sure he'd be a subject of interest for pretty much all brood but especially Pyter and Volk, the sheer adaptation ability and stuff could be a stepping stone for the Brood Mechanical issue. He'd be a research goldmine! as well as an utter nightmare to catch.



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