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Rolled 96 (1d100)

>Other?
Look on the inside of the shaft for the maintenance signs to tell us what is where...Also jam that door open or remove it if needs be. Then we'll know exactly what is around us and where. Check our air supplies also...drowning is not nice.

Unfortunately the signs were heavily degraded making it very difficult to decipher what some of them meant. You were able to identify the following Management, Ore Processing, Loading Docks, Waste Disposal, and Records.

Your air supplies are meanwhile still good and your undead jammed the door open. Which wasn't hard only difficult part was getting in the first place.

As for the elavator while some of the lights turned on. It failed to move however and instead groaned omniously. After that you headed towards the floor where management is supposedly located. Problem is the door is stuck.

What do?
>Try to force it open
>See if you can go around
>Go back
>Head towards somewhere else
>Other?

Hopefully someone remembered to archive the last thread...
>>
Rolled 17 (1d100)

>>1096599
>Other?
Try to make a small hole in the wall to peak inside the room. then depending on what we find i'll suggest

>There are more undead in the room
-First attempt to mentally dominate them if we manage get them to aid in forcing the door open
-If mental domination fails, drop an explosive through the hole in the wall and swim the fuck away, let the over pressure do the rest (and maybe loosen the door)
Use our Molten nail gun to cut a hole if we must

>No undead in the room
Try to open that door or find a part of degraded wall to enter through, this is management so building regs could be looser (read: not solid metal walls)

>While we and some undead do that, someone go secure the elevator so it can't just drop on us, while your there rig a charge so we can blow the elevators cables ourselves if we wish for a trap, put a code activation on it as remote detonation is not an option.

>If we can't do the hole in the wall
>See if you can go around
Maybe theres a window?
>Ensue AMY keeps our map updated.
>>
Rolled 84 (1d100)

>>1096656
Supporting good ol rust
>>
Rolled 43 (1d100)

>>1096656
vote
>>
>>1096833
Back in my day, we didn't call em Rust Anon's. We called em Smartanon.
>>
Rolled 94 (1d100)

>>1096656
Yeah, that sounds good
>>
>>1096599
Got it archived, but I fucked up the numbering somewhat.
>>
>>1096921
I'd say RustAnon is a smart anon but we all know it's the same anon so we named them after their initial id colour. We already have consensus too!
>>
Rolled 20 (1d100)

>>1096921
I miss smartanon. Only one who was able to identify the underlying plots. Its not nearly as much fun if nobody can tell...at least i finally got another tactical anon.

I hadn't seen one of those since WAR Quest!

>>1096656
According to the hole in the wall. The management area is crawling with undead and corpses who might actually just be some lazy undead.

Your attempts to dominate them didn't work so well as you already have quite a few undead under you control. What those you didn't take control quickly turned hostile to the few who did. Plus they now knew you were nearby and overwhelmed the undead you took control. Before fanning out trying to find you. Its only a matter of time before they work their way to the elevator.

The explosive meanwhile well you didn't see what it did as you swam away. However you noticed there was now a large hole and undead came pouring through it.

Sadly the elevator was further down and hence not very useful at the moment...and actually served to block your way.

What do?
>Prepare to face them
>Charge at them
>Retreat
>Try to find another way around
>Other?
>>
Rolled 23 (1d100)

>>1097023
...oh dear...well that's inconvenient to say the least.

>Other?
Guess it's time for the old channel them down. Swim back to the elevator shaft we swam through and then hold up at the side we secured force them to climber through the elevator shaft, giving us nice clear firing lines and channel for them.

If things get hairy we drop some explosives down, slam shut the doors to protect ourselves which will mush everything in the shaft. Reopen door and repeat until the undead are dealt with. Once they are move into Management and loot what we can, or more to the point, keys, overrides and over such stuff.

>Try to find another way around
In the meantime I want our ghost like minions to scout around and help us map this place out, find me a way in. We know there is a loading Zone and a vague direction so we know that place will have nice big easy to get in doors.

Personally i want to get to the archives.
>>
Rolled 92 (1d100)

>>1097023
>Prepare to face them
Alright, try to take control of hostile undead even as they tear the ones already under our control apart.

>Charge at them
Our undead should do this.

>>1096983
>>1096656
Yes, but I would like to establish one thing: we need to be clear on why we are breaking up with Foxy. It is not because of our mission with the survivors. While we're on the subject, we are NOT gaining the survivor's trust so we can betray them to the bandits. We are gaining their trust so they will willingly do what we want.
No, we're taking a break from Foxy under Shrouded One's advisement. We are doing it to avoid the bitch war over us, but that /is/ for business. It will interfere with TSO's plans, and will /severely/ hamper our ability to do our job, especially if some bitches steal us and hold us prisoner.
>>
>>1097116
One thing about our current situation, I really don't understand how you expect to slam shut elevator doors that we had to pry open.
>>
Rolled 100 (1d100)

>>1097148
Because elevator doors are on tracks and once we broke the lock by prying it open they are free rolling. The Doors closing aint to hold back the undead, its to take the shock wave traveling through the water.

>>1097125
>>1097116
ill support the trying to dominate them as they move on us and we take casualties. That way we both get a bit of what we want.

>>1097125
In regards to Foxy while I agree with the reason (our boss recommends it and lets be honest getting hitched after 2 months of memory is pretty fast). One the Survivor front we're doing it too manipulate them, but the TSo may not want them after awhile in which case we will betray them, but time will tell. Back to Foxy, our reasons in the end matter to an extent but how she'll react is another, thats our issue, how to explain it too her.
>>
>>1097214
well...uhh. sorry about that....shit. Atleast it's a relatively solid plan...
>>
Nice a 100 on dominating undead and rust's plan. It's a good day. Maybe our necromancy will rank up finally, we've been close for quite awhile
>>
Rolled 54 (1d100)

>>1097214
That works.
Okay, good thing to know about the elevator doors. i wouldn't trust them to roll after how long they've been sitting underwater, but still not as unfeasible as I thought.

But why betray the survivors? We aren't a bandit, and there are benefits to retaining what integrity we can. Even beyond our reputation, there are forces other than mortals who take notice of that sort of thing. Compared to getting fuckall if we backstab them, they're more useful to us alive and loving us.but I don't think this specific instance matters, because I think Shrouded One wants to make use of them for the long term

>>1097222
Hey, good plan and good roll. Thanks for being willing to compromise.
>>
>>1097279
It's cool man.

Im not actually keen on betraying the survivors either i'm just not ruling out that TSO wont ask. I'd rather not but you know...
>>
>>1097214
Nice 100
>>
>>1097402
Ah, so only if we're under orders to. Good, that's basically my attitude.
>>
Rolled 97 (1d100)

>>1097214
You dominate the oncoming undead after taking losses. You actually ended up with even more then you started with!

Maybe this domination thing isn't so hard after all...

What do?
>See if there are any undead lying in wait
>Search through the management offices
>See if the undead had anything
>G somewhere else
>Other?
>>
Rolled 72 (1d100)

>>1097607
>Search through the management offices
We do this

>See if there are any undead lying in wait
Stalkers do this

>See if the undead had anything
Our other troops do this

Delegate command, thats how stuff gets done. Lets see what we find before we go anywhere.

Naaaw I was hoping for a nice long post about the shitstorm going down
>>
Rolled 45 (1d100)

>>1097645
A crit was rolled anon. There wasn't going to be a shit storm. Better luck next time.
>>
Rolled 34 (1d100)

>>1097645
Vote
Although our undead may not be the best at discerning whether there are objects of value present.
And send in the stalkers to check for undead before we enter the offices.

>>1097607
Did we just lose sanity due to using untrained psi techniques to control undead rather than necromancy? stupid synonyms with more precise and distinct in-setting meanings

Also how is our air supply doing? I imagine we'll have to go up for a fresh tank eventually.
>>
Rolled 87 (1d100)

>>1097645
Supporting
>>
Rolled 18 (1d100)

>>1097645
In the offices due to water damage there was very little that could be had. You did find several different waterproofed safes. As for what they contain you do not know. Good news is the explosion seemed to have drawn all the undead out. As for what they had on them nothing but soaked rags and ingots for some reason. So they actually did have something on them that was of value.

What do?
>Find another route around
>See if you missed anything
>Go back
>Other?
>>
Rolled 41 (1d100)

>>1097752
>>Other?
Ok send a few undead we can spare back up top with asmany Ignots as they can carry, then have a few just go back and forth bringing as much as they can.
>AMY use our TT bike to Scan these ignots and find out what they are. Also Check our Air levels.

>Other?
Lets see if we can get into these safes....if they are movable just throw them onboard too. Lets see what we got here.

>Find another route around
Stalkers spread out but maintain LoS and take some other undead with you, recon this area I want to know what is where. Find me the entrance inot the loading bay in the meantime

>Find the Archives.
>>
Rolled 69 (1d100)

>>1097770
So we're not actually opening the safes underwater right? Just trying to extract any that we can?

If so then support.

If we have to, I think we might be able to do something about the elevator cab.
>>
Rolled 99 (1d100)

>>1097770
Support
>>
Rolled 66 (1d100)

>>1097770
The ingots were coated which is why they didn't rust and tarnish. Except for the gold ones anyway. According to Amy they are of processed minerals. All of which are quite valuable in the Pre Fall. Which is probably why the undead workers had some. It wasn't known for metals to get 'lost' during processing. So long as you didn't take too much it wouldn't likely be missed.

Unfortunately 2 safes were built in. The rest however were movable. So unless your willing to tear the wall and flooring out they weren't going anywhere.

Try to take them anyway or take the risk and crack them open underwater?

The stalkers outside some sometimes broken windows that peer out into the gloom of the lake. They found a stairwell and some other elevator shafts. They also found what appeared to have once been a landing pad on top.

Sadly they did not find the loading bay.

What do?
>Take the elevator shaft to the archives
>Try out another elevator shaft
>Take the stairs
>Go back
>Other?
>>
Rolled 26 (1d100)

>>1097822
The wall safes I suggest we leave alone for now, it would be safest to wait until we can return with specialized equipment. They probably have the most valuable contents, which is precisely why we need to take every precaution rather than get hasty in our greed.

>Take the elevator shaft to the archives
I'll just throw out my suggestion for continued exploration even though we may get a more detailed plan from a certain ferrous individual.
>>
Rolled 85 (1d100)

>>1097832
naaawww, honestly it's more down to figuring other stuff out for now.

>>1097822
>Take the elevator shaft to the archives
While im aware it's been noted we've cleared out the local area of undead, I want Stalkers and undead posted around maintaining the perimeter and doing the normal stuff (maintain LoS, light up the paths we're taking etc).

>Other?
No touchy those wall safes until we can be use we can keep the contents secure and undamaged. We can report to TSO about them later. (Though I admit i'm tempted to try to crack open one i'll admit).


Ok the Gloom of the lake...thats ominous. ooohhh shit.

Genie what time of day is it because I want to be out the water and at our VTOL base by sundown....at night i'm betting the monsters come out to play.
>>
Rolled 31 (1d100)

>>1097848
Its roughly midday.

Water is extremely good at blocking light. Which is a bad thing because it means once you go deep enough...the things down there don't have to worry about things like 'night' or 'day'.
>>
Rolled 35 (1d100)

>>1097848
I concur this is Rusts quest now we are RUSTslate
>>
>>1097869
Yup. I'm not sending us into the tunnels/excavation site genie, I know a monster den when I see one. Whatever creatures they are they come out at night and sweep the area for some reason, which in of itself strikes me as odd.

This place was nigh untouched, the undead were here but largely just waiting around, agitated, this suggests something more than simple animal/monster cunning. Pair that with the strange lights...who knows why these undead are animated.....I think we've stumbled upon something pretty dark.

I want us out the water and such and observe this place as best we can. I'm thinking of leaving numerous undead littered about to be eyes and ears for us in the night underwater, meanwhile us and the more important Undead sit tight on top of the VTOL building. and keep the TT Bike scanning.

Atm my plan is get what we can from the archives and then head back up taking what we can....IF we have time..may check out the Processing area....maybe
>>
>>1097876
well now I feel like a dick
>>
>>1097886
Don't worry it's a good thing. We all agree quicker
>>
Rolled 8 (1d100)

>>1097848
Vote
>>
Hey Genie

For all those playing here in this quest, I wish you longevity and prosper until you reach a glorious finish. But I was wondering what your next quest would be or what options you were considering.
>>
Rolled 51 (1d100)

>>1097848
I'm okay with this
>>
>>1097876
I wouldn't say it's rust's quest, he's just our tactical guy.
>>
>>1098694
Rust is handling action writing, which is essential poorly writen actions lead to strange things like Gmwe
>>
>Too be fair, i've done stuff that was dumb too.
Typos with the "Food Shark"/Food Shack and the god damn Ducks STRUM used....and thats just this quest.

I did bandit Radio for Maticico...I hate myself everyday.

In the Super Quest I kept coming up with starts for our Fights (especially the duel with Slasher), but the rolls just wanted us to get hammered...Wonder if she survived...actually I wonder if Detonator;s old organization made it in general? time will tell.

I'm either post from home on weekends or mobile in the week
>>
>>1099182
True, but gmwe wasn't a terrible accident. He's our little bundle or rotting joy.
>>
Rolled 65 (1d100)

>>1097848
The archives was deep down in the facility. Where the light through the water didn't shine. Down there you saw no undead and a broken elevator blocking off the bottom floor. The door there however wasn't fully closed and it was partially open. It was however like the two quite stuck. It was also to dark to see what lurked beyond the door. As there were no lights down there...

What do?
>Go back up
>Open the door
>Find another way around
>Go through the elevator itself
>Other?
>>
Rolled 80 (1d100)

>>1100319
>Other?
For now we explore and loot all area's that are not in the "Sun Don't Shine" area. Be back and out notably before sun down. If it's above the darkness clear it section by section.

Keep looting everything and such while we're doing so.

While we are at it, if possible set up camera's and scanners of we have any and litter them around. I want to see what these monsters of the deep look like. I Also want us to post some Undead about to observe also.

>Other
Once our loot spress is done and the sun is on it's final decent we get the fuck out the water, leave not tracks if we can and get back to our base camp. We've been noisy and quite pushy so the monsters may come early. Once we are back at the VTOL get the TTBike scanning, I want Undead fire teams on the roofs of the buildings surrounding ours and barricade the entrances. The Stalkers stay with us and the VTOL. Keep that stealth field running.

If we have Spot lights or any powerful lighting equipment I want them set up to possibly use as deterrents and force possible monsters into choke points.
>>
Rolled 38 (1d100)

>>1100365
Vote
>>
Rolled 89 (1d100)

>>1100365
Sounds good to me.
>>
Rolled 79 (1d100)

>>1100365
https://www.youtube.com/watch?v=pNkQMtZAMAw

You decide to order your undead to fan out looting and exploring as they go. As the doors were forced open and as your undead went into the darkness. The darkness didn't seem to phase them much.

Sadly your forces didn't have time to set up any cameras and scanners before you suddenly felt connections shorting out. You only realized what it was when a tendril with a beak at the end shot out of the darkness impaling a zombie pirate before dragging back into the darkness through the water despite its struggles.

That was when explosions underwater started to ring out as well as waterproofed gunfire. You did your best swim away from the shockwaves back towards the surface.

Problem was this was their home and you weren't a natural swimmer like they were. Whatever you stumbled upon you could feel the undead connections winking out with disturbing speed and in great number. You also looked backed and coming up at you was inky darkness that actively floated its way towards you.

You find yourself deep regretting going too far down...as it was quite difficult to get back to the surface in time. Especially as you could hear the rumbling walls. With undead and monsters forcing the different doors open and grasping at you.

What do?
>Keep swimming up as quickly as possible
>Attempt to rally your forces
>Fight your way through one of the doors
>Start fighting maybe you can win
>Other?
>>
Rolled 24 (1d100)

>>1100674
That reminds me you also need to make a sanity roll.
>>
Rolled 96, 77 = 173 (2d100)

>>1100674
>Keep swimming up as quickly as possible
We Keep Fucking swimming darn it. We are getting the fuck out of here god darn it I know Cthulhu was slumbering down here. Stalkers with us, the valuable undead gotta be saved.

>Other?
Focus on our undead winking out, is there a pattern to this? Is it random? sweeping motions? Stabs? AMY talk to me girl do you read anything? anything?

>Lights
Turn them the fuck on lets look at this fuckers (not use personally, our undead).


>Attempt to rally your forces
While i'm not exactly sure what to do int he face of Outsider insanity....
Rally the majority of our...not so special undead and have them form a firing line/group they are the speed bump. Us and the stalkers are high tailing out out of here.

1st Dice is sanity
Second is action
>>
Rolled 35 (1d100)

>>1100687
Sanity roll
called 2
>>
Rolled 100 (1d100)

>>1100674
You bastards finally got sloppy. I been waiting for this opening for awhile now...sloppy gets you killed in the post apocalypse because its not a nice place.

If it makes you feel any better should you survive it would ensure a Bad Ass upgrade.

>>1098694
There used to be an entire group of tactical anons...once upon a time.

>>1098359
As per tradition the next quest is decided by popular vote. I only give a list of options as per usual.

>>1100141
Bandits have their own radio. They are just smart enough to not openly broadcast the crazies because it would literally piss off everyone.

Now this doesn't mean they don't use it. They only use it on short ranged stuff as a weapon. You ever thought how scary it would be facing a bandit army that is blasting the cries of MADNESS with big loud speakers?

>>1100267
It wouldn't be fair if I only used typos for negative consequences.

>>1100876
Your lucky anon beat you to it.
>>
>>1100674
Also thanks for the music Genie I got all the hype.

Hang on.....the sunken place we saw before...is this Detonators...admirer
>>
Rolled 81 (1d100)

>>1100866
Support. Come on rust, get us out of this
>>
Rolled 30 (1d100)

>>1100866
Supporting this action, time to get out of dodge.
>>
>>1100884
So how was it Rust fucked up? Was it the clear Section by section bit? Was he close with his worries?
>>
Rolled 13 (1d100)

>>1100942
Now now he was the one who got you into this mess...you any idea how long i been waiting for that bastard to show me an opening?

Its fortunate the Genie is so patient.

>>1100866
https://www.youtube.com/watch?v=a6BbvCC0VI0

Your stalkers are scattered along with the rest of the undead due to your orders. They were the only ones who haven't yet suffered any casualties...

The undead are getting wiped out as one. You can't tell what the pattern is exactly but its something between a sweep and stabs.

The lights don't help much...except near the top. There suddenly appeared a waiting group of undead and monsters closing off your only exit...

The rest of the lights meanwhile only throw a few shadows or get absorbed by that inky cloud. Even worse the undead and monsters have successfully managed to jam the doors open. They are thus pouring into the elevator shaft from all over the place.

Due to your previous orders your undead were scattered while they looked around and looted. Plus they are on the bottom...beyond that inky cloud of darkness. They appear to be almost wiped completely wiped out by now.

Not to mention you are finally starting to run out of air...

What do?
>Try to dodge passed the blockers
>Charge towards the inky cloud of darkness
>Fight through one of the now opened doorways
>Hold your ground and fight
>Other?

>>1101071
Reread the action plan where it all went so very wrong.
>>
Rolled 41 (1d100)

>>1101108
I have an idea lads.

Try to contact the VTOL. If we get jammed have Amy to to message them on and off like Morse code, it's a bot so maybe it will understand us.

Get it to come above us and provide fire support and spot lights. It can have shields now to because it's shield is not on
>>
>>1101071
>>1101108
What i fucked up was sending our forces into pretty much unknown territory and forgot to reinforce the security methods. I should have had them move as a unit step by step not forcing anything open and covering one another as they moved stuff. But alas twas not to be. I gave the Genie an opening and now i'll pay for it.

https://www.youtube.com/watch?v=i1HsCvrMh4M

>>1101108
>Try to dodge passed the blockers
>Other?
Ok lets build on what we did before..Dominate those Undead since we are loosing ours and have them engage the monsters opening a way for us.

>Other?
The Stalkers seem to be surviving...mind question them how? Stay hidden? what counter measures are they taking and are working? Us load any UV rounds we have left from fighting the Vamp and fire a test shot into the Darkness....

Order our forces to escape however they can order of priority is
1) Us
2) Stalkers
3) Any other undead

>>1101217
Any get on what this anon said and guide us out of here. Find us a choke point we can turn this around. Either by...
A) Dropping grenades down it and clogging it with their bodies which we can then animate
or
B) If we get the VTOL on station drop a light marker into the target are and give it a firing point to work towards and the direction of friendlies.

Once out and any forces able to join us on dry land form up and
>Hold your ground and fight


Well its all gone tits up ain't it
>>
Rolled 70 (1d100)

>>1101477
>>1101108
And theres the dice.
>>
Rolled 71 (1d100)

>>1101477
Your stalkers were Spec Op tier paramilitary soldiers. Which just means they maxed out the Soldier tree. Not only that they were ALSO specialized for aquatics. Underwater action is practically their backyard.

You got very lucky when you were able to bring them back as a variant undead which was the Stalker.

They are now considered a Hybrid Elite Paramilitary Soldier specialized Aquatics and Undead Stalker.

The entire time you previously used them they were used on the ground and were actually eating penalties the entire time because of it.

There is a reason why they are the only undead who haven't take any losses.

If you thought they were kick ass you should of seen what they could do in the water...

Your Stalkers would be considered valuable undead even to your Master. Keep in mind your master let the naughty witch use unusual undead like the Knights and Spectres as if they were nothing at all.
>>
>>1101574
Fuck
>>
Rolled 71 (1d100)

>>1101477
Support this.
>>
Rolled 32 (1d100)

>>1101477
>>1101489
Actually I would advise against firing anything into the Darkness, we don't want to rile it up any more than we already have.
Aide from that support.
Yay you remembered the seizing control of replacements tactic
>>
Rolled 75 (1d100)

>>1101797
Also while it generally is good to have as much information as possible, we actually don't want to see what's down there. We already had to make a sanity check from the glimpse we got.
please no 1
>>
>>1101797
I'm suggestion a test shot to see if it responds to the UV round
>>
Rolled 88 (1d100)

>>1101877
That's kind of my point. It may seem pissed off now, but I have a feeling it can get a lot more pissed off.

But alright. I'll just be satisified that we may not even have UV rounds. I believe it was actually something else we used against the vampire, although it could have had a UV component.

Complaint withdrawn, carry on.
>>
>>1101927
Cheers man, i'm kinda hoping that this will be the first time it's been struck by such a thing in a long time and may buy us a few precious moments. I got us into this mess so i'm trying my best to get us out.
>>
Please if anyone has any other ideas voice them, don't hold them in any input is better than no input. More points of view, ideas and minds may give rise to better solutions
>>
>>1101108
It does give me the warm fuzzies that Genie called me a Bastard and i've been annoying enough to make stuff difficult though

Does it feel like one of those times you finally get that annoying person back and say "haha, suck it"?

Im having fun
>>
>>1102071
Well if all else fails, we could just whip out the ol' bone rod.

did anyone record what spells it has? I may have to find where Genie told us again
>>
>>1102199
Ah, I found it.

"The rod for instance is capable of launching bone spikes, a bone wall, bone shield, bone spike wave, bone spike storm, skeletal reanimation, nimble bones, bone repair, bone toughness, bone strengthening, and turning itself into a spiky bony mace."

I wonder if the bones from it are lighter than waterr? Either way a bone wall might be useful somehow.
>>
>>1102395
I mean if they are hollow maybe? We could try a bone shield I guess? I would say storm but projectiles dont do much under water...
>>
>>1102445
>>1102395
Probably too far up to try using a hone wall to push ourself out of the water too..
>>
Rolled 97 (1d100)

>>1102127
I wouldn't have minded it so much but damn it this isn't a war quest. There isn't combat out the ass. So I really get stuck having to wait awhile before I can getchu you fuckers.

At least it wasn't the thing for evil women all over again. Goddamn it your not suppose to fucking seduce the goddamn villain every fucking time. I mean join their side for a nice twist sure but come on with the scary pussy already. Fucking fear boners never seen a quest that wasn't a Genie one that actually had that sort of problem.

You ever wonder why I stopped using nearly as many female villains?

Thank god my male villains aren't nearly as seductive apparently...mostly. Gay anons did nearly won a couple times.

You know wat fuck all you anons. Trying to turn this into a goddamned anonkun quest except much better written villains. One of these days those gayfags are gonna pull it off just you wait.

Worst part is I cannot cockblock properly because its only then anons suddenly grow a brain.

What the FUCK is with THAT?

WHO EVER HEARD OF PEOPLE GROWING BRAINS WHEN IT COMES TO GETTING LAID?

IT SHOULD BE THE OPPOSITE GODDAMN IT!

I swear at times i don't even feel like i am on 4chan but somehow ended up on anonkun instead.

Apparently those erotica laden assholes can't write proper female villains if their lives depended on it or else I wouldn't have these kind of difficulties.
>>
>>1102709
hahaha. Relax Genie. Though I do find it quite funny, for the first time we're a boy toy, for the first time there are plenty of bad bitches to love. But for the first time thinking with their dick/brain combo will only make things worse.

I do indeed like how you write the ladies.
>>
Rolled 99 (1d100)

>>1101477
Your attempts to dominate some undead work rather well. Not as much as you would of liked but it did at least delay the monsters a bit.

The stalkers meanwhile some how appear to still be alive you feel before shooting at the dark cloud. Only to piss it off as it suddenly starts to advance more quickly.

You already used up your grenades you brought with. Should of brought more grenades. Good news is the VTOL is now inbound. Bad news is you aren't sure you can make it. As the monsters have really started to crawl all over the building as you push out of the elevator shaft. Only to see a lot of waiting monsters...and you have to get passed them before you can breach the surface.

What do?
>Charge
>Try to find another way around
>Call down a missile strike...damn shame they aren't proper torpedoes
>Use up the last of your grenades
>Other?
>

>>1102709
Could you imagine how popular I would be on anonkun? Only reason I haven't bothered is a mixture of stubbornness and not having to write erotica to survive. Even so I barely squeak by here as is.
>>
Rolled 92 (1d100)

>>1102788
>Charge
Sometimes you just gotta make a desperate push. Whip out our bone rod and send a bone spike wave crashing into the monsters. Hopefully it'll mess them up enough for us to get past them.
>>
Rolled 76 (1d100)

>>1102788

>Other?
Stalkers this is now an extraction mission, get me the fuck out of here. we have the VTOL incoming. You guys are the special operators and aquatic experts, what do you suggest? (if we don't know what to do ask someone who might).

>Other?
>Bone Rod time
Cast shield of bones to slow the tendrils of darkness.

>Other
These monsters like the dark LIGHT THEM THE FUCK UP and blast them when they are stunned

>Call down a missile strike...damn shame they aren't proper torpedoes
Do it from fucking high up too and shields up. Keep the guns warm incase a tendril of darkness tries to grab ya. (ONLY IF THE STALKERS ARE CLEAR). Or if something huge shows up
>>
Rolled 65 (1d100)

>>1102859
>>1102843
Just merge these and we're cool right? Use the Bone Rod twice?
>>
Rolled 21 (1d100)

>>1102770
See that is the thing anon. I cannot even blame anons because the media is legitimately that god awful at producing good female villains and ass kickers.

Like fuck I can tell you where EXACTLY where to look if you wanna find a real life ass kicking woman. They aren't even hard to find if you know where to look.

Female villains on the other hand they don't have excuses for. You had power hungry cunts and evil chicks since humanity arose. So REALLY you can't find a SINGLE woman who existed in ALL of HISTORY to rip off of to make a female villain? You fucking incompetent lazy ass liars. I could write a female villain in my sleep unlike the ass kickers where I actually have to try.

Yet anons are reduced to a single faggot on 4chan to see a good female villains and realistic ass kickers. Goddamn it I can't even blame them. Which is the worst.

You think my female ass kickers are fake or shit? You can take that up with the real life counterparts i dare you and I can tell you where to look for em too so go ahead. You think the female villains are lacking? All based off women I knew irl and actual history. Do your fucking homework nothing special about them. Plenty of historic examples if you haven't ever had the displeasure to run into a evil bitch.

On the other hand I CAN blame you fuckers for wanting to seduce them all.
>>
Rolled 89 (1d100)

>>1102963
Oh, alright.

I'm tempted to argue about the risks of over-complication, the effectiveness of focusing our attention on one thing, the questionable wisdom of close air support, etc., but really it's better to agree. Meta-usage of my instinct to not overthink things when there's mortal peril.
>>
Rolled 95 (1d100)

>>1102963
Supporting the combo action
Nat 1 Inc
>>
>>1103034
I do get sad looking at what people clarify as a "female villein" these days and as dumb as it sounds I do get annoyed that just because its a woman the plan becomes lets shag them and waifu them. In a way its a perfect example of how someone can use gender to get what they want. A competent woman will let you think with your dick and play you like a fiddle.

I mean fuck the closest thing it'd come to on that would be get close and murder in sleep, these bitches are competent. If they were a bloke anons would move heaven and earth to kill them. But nope the boner is strong.

I admit i have a like for stronger women as it were....I blame a certain lady i met when my dad came back from tour in Germany...she changed my view on women forever at a young age.
>>
Rolled 35 (1d100)

>>1103132
Every woman instinctively knows how to use her pussy as a weapon. Its a sad specimen of women kind indeed who can't. Like female equivalent of a man who has no drive.

They are both abhorred by both sexes.

Wait till you encounter a woman who has advanced beyond that. Now that is one dangerous fucking chick as they undergo a transformation during the process. What comes out the other side is a vastly different and stronger threat then what she was before.

Sex is only the beginning and is mediocre. Some men and women both understand that fact. While the rest drown themselves in said mediocrity.

Unsurprisingly the most dangerous women I have ever had the displeasure of knowing. All considered sex too cheap a tool. Unsurprisingly they were also capable of easily taking down even veteran players as if it were nothing at all.

Some of them never ever recovered and mind you these guys were very experienced and often previously had their hearts broken before. Yet a single one of those cunts would always blindside these bastards every time.

Really caused me to lose a LOT of respect for veteran players gotta admit. Truth is as much as they claim their superiority which is true.

Its only by the standards of the mediocre sea of sex. Once they encounter someone beyond such a stage its no surprise how they end up like that. Its like comparing a master and a novice. There is no surprise or suspense in them getting their fucking asses handed to them.

Because ultimately they are only masters of a single stage where others have far surpassed said stage. Even if most never do and never even master said stage. The few who have gone beyond...its no surprise how if they target someone beneath them it goes very very poorly for said target. Even if they are so called master of said stage.

Said mastery doesn't mean shit if your opponent has far surpassed said stage.

You got lucky you were exposed so young. I wasn't so lucky and nearly got me killed. That early exposure at least woken you up to those possibilities. Which offers a surprising amount of protection.
>>
Rolled 57 (1d100)

>>1102963
You give some orders to the stalkers. You didn't really notice much at first when you used the bone rod twice to create a shield and some bone spikes. That was until you noticed the missile...was coming from the wrong direction. It should of come from the surface due to the VTOL oh fuck isn't actually a missile.

As the torpedo exploded among the monsters creating a large opening and shockwave. Yet somehow said shockwave weakened enough by the time it hit you it didn't do much.

It did however give you that precious opening and time to get to the surface as the VTOL showed up above. As the sun prepared to set you grabbed on and got out of the water.

In the water however you could see...something large moving underneath. As it slowly lifted itself up and the VTOL responded with lackluster missiles and later gatling fire which had much better effect as it pushed itself out of the water before getting shredded.

Your undead however...they never did make it to the surface again. As the huge monster came the VTOL withdrew before they could make it. Even though you knew the stalkers were still alive.

Mostly due to the fact you saw another torpedo slammed into the hulking monster from below, briefly lighting it up and making it wail in protest.

That was how you ended up back at camp...this time alone.

What do?
>Go fishing
>Time to lay low
>Investigate the ruins
>Go to the college
>Other?
>>
>>1103347
The way I began to look at life pretty early is a guess a little...grim. I learned a few things from growing up exposed to various people.

Everything is Relative: You think your the best? that's because your in a little space looking inwards, turn around and see what you think is good is trivial to others.
Ambition and Will is everything: Drive makes a person who they are, no matter where you start if you know where you want to end up, the only thing bar shocking luck that can stop you is drive and loosing sight of the bigger picture
Life is a free for all: Everyone says it's not until they are pushed to it, count on yourself, if your in a place where only the strong survive. There are no allies
It's who you know and what you know: Know things and where to use it and on who

I admit that i'm still a young man but so far that has not steered me wrong. Sorry if I sound like an emo dick. Am working on my social skills again, civie street is weird to me at times...despite technically never serving
>>
Rolled 63 (1d100)

>>1103429
>Other
Hopefully we can instruct our stalkers to find their way back to base. If not...that should be the fall back if lacking tactical command.

>>Time to lay low
AMY if you were a special operative and lost contact with command and were fleeing a fuck off huge monster...what route would you take because land us there. Be it the collage town, part of the way to haunted base. Your choice

>Other?
Go through what we got out of that place before it hit the fan and review the footage from the VTOL's targeting. Lets see what we're dealing with under there...how big is this fucker.

>If we end up in coms range inform TSO of what is out there and provided it didn't already drive us mad send the footage.

[The Main Mission is over: that site is likely a no go to someone of our level and sanity]
>>
Rolled 66 (1d100)

>>1103592
Vote
I assume this means staying put?

I still insist that the College is the Main Mission. That industrial site was just a distraction.
>>
Rolled 13 (1d100)

>>1103592
Supporting as always.
>>
>>1103640
I'm kinda falling back on Protocol now.

-We may have passed the sanity check but we still have unknown damage as a possibility
-We are now alone
-Our VTOL has used a fair bit of it's payload and fuel
-The Outsiders that were once simple motes of light may now be much much more since our little trip
-We should not be alone while investigating such a possibility
-Our Stalkers need pick up and general military doctrine dictates if you loose contact with command and you have no other orders get back to base. So we're going to try to pick them up part of the way. Hopefully lend support and extraction if needs be.
-We do not want to tempt fate

I'm betting we may have a Stalker Breakthrough into Hero at this rate, they have the skills needed, they just got the bad ass trait i'd bet and they are already something special. Be careful of that.

Genie is there an chance we could get an up to date skill and trait list for Slate?
>>
Rolled 45 (1d100)

>>1103892
So not laying low so much as just leaving.

Actually the Stalkers became badass shortly after their creation. They're special alright, but apparently not quite in the way necessary to achieve reakthrough.

I'm somewhat pissed that we're never going to fucking college. We've already lost any chance we had of catching whatever's there off guard. Probably this whole fucking town is a bust because everyone just HAD to obsess over the fucking industrial site. /rant
>>
>>1103951
Don't worry we'll be back. I'm working on a plan for that bit, i'm not letting a good looting site go untouched.

We'll return at a later date when we have back up. If we really, really, really want to be quick we can go on a salvage run with the survivors and bring them to aid us in looting the collage town in the day, hunker down at night.

We'll be building rep, getting loot and since we'll be coming back and forth we can systematically work our way around and find whats jamming us when we're there.
>>
Rolled 39 (1d100)

>>1103516
Watch out for the ghosts who don't officially exist but do. You wont stink of spook just yet so one might accidentally bump into you. Which normally wont be a problem, but the thing is you might realize it. Which they wont like and they'll like even less your connections to spooks.

Yes those ghosts actually exist. They always got a creator who made them. Those who never came out of the rain. Will really not like getting spotted by someone who is connected to spooks. Especially if they were raised up secretly.

Most people wont be able to spot one or if they do they'll mistake them for a spook. Thing is though they aren't.

You know better though. You know they exist. Unlike with the spooks though...they are an independent bunch.

Those ghosts are the kinda things that even give spooks nightmares and for damn good reason. Not many things can give spooks nightmares but they are absolutely one of them.

Now the Genie knows what luck can do to someone. I learned that the hard way. For the most part you are right though. I lived an interesting life but true friends and allies do exist. Problem is they so very rare. Last one i knew is now very dead and I do miss that one. Only person I could truly count on no matter what.

Its best to assume they don't exist though. I got betrayed an awful lot over the years and only ever had one true friend. His death was ultimately the reason why I left all of that behind. Wasn't worth sticking in that kind of line of work anymore. Without someone to watch your back whom you can truly trust.

Just not fucking worth it.

Some would disagree and they are fools. In certain lines of work you gotta have someone to watch your back if you plan to last long. Comrades are just a poor compensation for even of them. The kind that can get you killed because you wont be expecting that knife in the back at that critical moment.

Oddly enough technically I knew another. Thing is though that one...well there are just some deals you just can't strike. So long as you have standards of any kind. I could of had another.

I chose not to though. I will admit that one was on me and not them. I just couldn't do it, because doing so meant I would of been forever lost with no coming back. I had the option. Of getting back what I had lost and then some.

The kinda option that people could only dream about...but it was no dream. It was a goddamned nightmare instead. So I turned it down.

But how many would be able to understand that kind of decision?

It was due to the price I had would have to pay.

A price too high for those dreams to become reality.

Chances are in the long run it could very well prove meaningless, because that other will find a replacement to take my place. Truthfully I pity that poor unlucky bastard instead of envy him.

I may be an evil bastard but goddamn it, even I have standards. In the end its that dignity it buys that's the only thing you have left no matter what. So long as you don't give it up.
>>
Rolled 12 (1d100)

>>1103951
>>1103592

It has the potential to just be leaving AMY is to anylize the routes the stalkers could take back to base...which could be in the town and we hunker down for awhile while we review what we have and maybe a light bit of salvaging. If we manage to pick them up great if not we'll be heading back to base soon anyways. We're going to find our boys.
>>
Rolled 35 (1d100)

>>1103592
You aren't really able to contact them. Too far you see.

Amy meanwhile states she isn't a tactical or command AI cannot thus give a good answer.

According to the VTOL feeds its huge enough and that was only the part it could see near the surface. Feeds transmitted but it doesn't show enough to identify whatever it is.


What do?
>Go fishing
>Time to lay low
>Investigate the ruins
>Go to the college
>Other?
>>
Rolled 60 (1d100)

>>1103892
Everything is still the same for slate because you were lazy and had the undead do the work.

You haven't gotten any new traits or skills since you achieved the Trader.
>>
Rolled 82 (1d100)

>>1104118
>Time to lay low
Fuck. I guess just spend the night in the parked VTOL, have AMY and the pilots keep watch and the pilots ready to bolt if necessary. But not if it's just the Stalkers returning.

Could be important to see if things are different than the previous night we spent here.
>>
>>1104163
I'll support you this time

I'm actually sorting myself out for work now and so will be phone posting for the next week, so my long posts will be less frequent
>>
Rolled 16 (1d100)

>>1104190
>>1104163
forgot the dice again
>>
Rolled 85 (1d100)

>>1104163
I'll go with this because I have no better ideas
>>
Rolled 95 (1d100)

>>1104163
Nothing happened all night long so long as you don't count those strange floating lights. The undead however failed to arrive during the seemingly long night. Then morning finally arrived.

What do?
>Go fishing
>Time to lay low
>Investigate the ruins
>Go to the college
>Other?
>>
Rolled 98 (1d100)

>>1104250
Yeah, I'm not too keen on going to the college alone. I'm not sure what our options are as far as that's concerned though.
For now:
>Investigate the ruins
Let's check out the town.
Previously we were just doing a bit of scavenging, perhaps this time we should look for buildings of interest. See if there's a city hall for starters, but if we can't find one just check out whatever catches our eye.

Oh, and was there bot chatter like the last time we were here?
>>
Rolled 91 (1d100)

>>1104250
>Go to the college
>salvage and loot
Rust said go back if we are not alone we have our stalkers now
>>
Rolled 51 (1d100)

>>1104297
Oh I miss read supporting you instead
>>
>>1104305
It is somewhat ambiguously worded, but I thought it was morning that finally arrived, not our undead finally arriving at morning.
>>
Rolled 5 (1d100)

>>1104297
Hello i'll support this
Goodbye and goodnight all
>>
Rolled 50 (1d100)

>>1103034
I just remembered a show that just so happened to be have someone who actually knew what they were talking about involved. Its somewhat off topic but only somewhat about but it has details that only someone who was actually a participant would know about.

The show is The Americans. There is a scene involving the female lead where during a seduction mission she has to take the back seat. If you were paying attention it isn't due to her age as even teenage boys know. Cougars are not to be underestimated.

Rather it was due to the target and more importantly due to her scars. You see someone in that line of work acquires some scars. Too many scars when your showing too much skin is a dead giveaway. Even someone who barely knows what to look for will realize something is up.

So they replaced her with someone younger...prettier but mostly importantly with fewer scars.

Now not anybody would know that sorta thing or even detail. Yet its a very important one. Never trust a lady with too many scars. So contrary to popular belief it isn't so much to to age as it is has to deal with the buildup of too many scars over a woman's career.

As much as they would love to have veteran female agent with no scars. In order to actually become a veteran your going to pick up some scars on the way. Someone who knows anything at all will know that is a dead giveaway.

There is just one problem with that...well you sorta have to see them with less clothing the better.

Now normally I would never recommend something like that ever, but the details got me. Most people wont be able to easily appreciate that kinda detail but its actually very important and something not just anyone would know.

Its also something even an amateur would be able to notice if your paying even the smallest bit of attention.

Now anons haven't really gotten too deep into subterfuge but given the plotting of the Genie and how its somewhat on topic to do with my female writings. It could be useful and entertaining to anons.

If you watch it try to see how many of those details you can pick up. Which is very useful thing to know and can notice. Trust me on this it really can save your ass if you can spot things like that. Even if your not involved in that kinda line of work.

You'll be amazed at how often that sorta stuff can come up in life. No small part of why I am still alive despite my terrible luck. Is the ability to notice those kind of things and act accordingly(which typically involves playing stupid with a nice poker face...and wandering in the opposite direction many blocks away). Which usually works...so long as your not a target of interest.

If you are...well at least maybe now you'll know.
>>
>>1104402
Thats a reason mu old man never led me due wierd shit when i was young, short hair, no piercings, no ink, nothing notable, wear a shirt slightly to big, change shoes often, when out and about sunnies or a hat. Never wear a hoodie because i screams "don't look at me". He always told me the best way to just be a face in the crowd

Same reason he never let me use social media, always said if it's being pushed the way it is, it's not about you and your friends being social, its the great infonet in the world because everyone gives it up freely
>>
Rolled 65 (1d100)

>>1104422
That line of thinking requires one to be blessed with a plain face. Though training and adjusting looks can help. Problem is human minds are evolved to notice faces. If your face is ordinary it blurs even to people who know you well. Even face identifying software aren't safe from this fact.

I ain't that lucky. God I wished i was but i was always very notable despite my trying. I tried hard due to my life experiences.

Then there are the lucky cunts who you have to actively try to keep attention of they are such natural ghosts. Even when not possessing average face and height.

I knew one guy who could vanish while in a hot tub full of hot chicks as the only guy mind you. Dude was THIS close to managing it while they were naked. He was really tall and easy to recognize face. Guy could just into incognito like you would not believe.

I learned to play stupid, pay notice things, and getting good at wandering in the opposite direction without drawing their attention. If you can't go poof in the crowd. The next best thing is to know when something is up and to leave without letting them realizing you know.

Most of the time it works so long as your not important enough to be noted. Even if you're easy to notice. They are more interested in people of interest and those who threaten to blow their cover. So long as one doesn't decide to take personal note of you your fine. As they wont otherwise notice you since you didn't mess with their job. Even if your not a plain face in the crowd as their business is concerned you are.

Problem is when it gets personal. So long as you don't fuck with their job they wont note you down but that doesn't mean you cannot end up their private list. Everyone has one the one for business and the personal one. The business one gets officially noted.

Then there is the private one. If they know you know even if you didn't mess with their job you just ended up their private list for the sheer fact you actually noticed. Which makes them curious and if they cannot find a reason why you pulled it off. Well congrats you just ended up their shit list they only reserve for enemies and assholes who can tell for seemingly no reason.

It's like being on the espionage laden version of a cop's or lawyer's private shit list in terms of how miserable they can make your life. Thankfully they wont ever admit to their people due to mixture of embarrassment and compromising their career. Which means you are...maybe fine. Maybe, but god help you if they develop feelings. Turns out there is their version of a unicorn.

oh the fun that is close calls. Wasn't even in that line of work goddamn it. I even stayed far away as possible.


Not a chance in hell I am ever getting involved in the subterfuge business. Know way too much as is due to my questionably legal work history and learning to notice things. Plus a truly unbelievable amount of bad luck.
>>
>>1104538
afor anons who like to read fluff you can either make your own. your own fluff. Even during the civs I never discouraged but rather encourged it So you can make your own private factions that slate. could encounter. You could fluffling the tech hitself or magics. Really all of it could a good doing over. Including the undead one.. So i really meant this trip didn't have to be so easy or hard. You can even makeup facilities or even entire peoples. Its okay if I give the go ahead.

Just noticed how anons were n't thrilled about that sorta stuff...I ain't the only one who an produce fluff. Anons can too no matter what can. So long as I allow it can come to be.

That is how we used to roll but ended up getting stuck due to greed on genieverse. Just saying anons should feel encouraged. As the art, lfluffflng and stuff shows you mean a lot. So its all good.
>>
>>1104623
I'll write a few factions or other stuff up while im at work. I love lore making I just feel like a tool when i flood threads with them

Soooo many faction ideas along with relevant Heroes and so on
>>
>>1104190
Dang. I wanted to revisit my reservations about Operator training, but now I'll feel like an asshole for doing it when you're less able to engage in debate. Ah well, at the pace we move you'll be back before we need to make a decision about it.

I'm thinking that if anyone is getting Operator training, it should be our Stalkers (really hope we get them back). If I understand correctly, they actually qualify for it, and I think we're more suited to a command role.

>>1104643
looking forward to it

>>1104623
As much as I like the setting, all I've been coming up with is some half-baked ideas for think tank specialties and other faction gimmicks. Haven't even bothered typing them down.

Like this one tek bandit (think tank/bandit hybrid) faction that I have nothing but a name for: The Kriegers. Based on a cartoon character, but it works on multiple levels.

Another idea was to start a postapoc civ as, essentially, vikings. I was thinking tribal or bandit/tribal hybrid. One possible course for us to take would be to tame monsters, and then it would basically become grimdark How to Train Your Dragon.
>>
>mfw I'm going to work for the week too
>rust must be an ozzy like me

Adleast he gets to phone post, stupid mines.
>>
Rolled 83 (1d100)

>>1105247
They already are operators. They don't need the training. Its just they are specialized towards aquatic action. It would be a waste of time.

Plus your not about to produce operators no matter how hard you train. They can only be achieved by level up and are the maxed out end of the Soldier tree.

I suppose you could try to remove the specialization but that would be easier said then done given how they are now undead.

>>1104297
You are not picking up anymore bot chatter. The ruins in the town with not considering their remarkable untouched condition. There really isn't anything else that appears to be wrong. Except for the lack of bodies you realize and the untouched vehicles still fueled up. Even in the city hall there wasn't anything. You did find a library, hotels, and some stores. As well as other businesses. Including a small armory surrounded by a wall located in a nondescript district of the town.

What do?
>Go fishing
>Time to lay low
>Investigate the ruins
>Go to the college
>Other?
>>
Rolled 48 (1d100)

>>1106240
>Other?
Loot and salvage. Priorities are food, machine parts, meds and maybe some entertainment stuff. Cram the ship full
>>
Rolled 21 (1d100)

>>1106240
>Vehicles still fueled up
Wonder if undead can drive... if so we got a convoy.. if not siphon that shit
>small armory
In the vtol it goes
>Everything else
Leave the town as intact as possible while takeing any ostentatious valuables that stand out. No tearing up copper pipes, no scrapping potentially useful infrastructure, just take the easy stuff and go.
>also
Look for hidden rooms, there are always hidden rooms.
>>
Rolled 49 (1d100)

>>1106336
>>1106409
Remember we just lost our squad of undead. I think we should lay low and continue to observe the area.
Set up some string traps around our perimeter
>>
Rolled 19 (1d100)

>>1106336
Yeah, let's do this.

Also, look for information about the college and town themselves. Like a town guidebook or any clues about the college.

>>1106622
String traps? Uh...okay, I guess there's no harm in doing that, despite it seeming extremely unlikely that traps would be useful in this peculiar situation. You mean alarm traps right?

Anyone else wondering about the "go fishing" option?
I'm seriously considering going to the college. I'm starting to consider the possibility that whatever danger may be there, it's not the sort that would be less dangerous with any backup short of a hero.

>>1106240
What about the bot tracks near the university? Are they still there?
>>
Rolled 69 (1d100)

>>1107626
Also, have there been any signs of activity from the industrial site?
>>
Rolled 19 (1d100)

>>1106336
Rustanon here and supporting
>>
>>1108054
I wonder how long this ID will last.
>>
>>1103892
I wonder if undead can utilize the typical hero factory technique. For the benefit of newer players Usually elite/badass squads generate hero's often because all they then need is an "ability" or a "trait" as far as their stat sheet req's to break through, this "something special" thing is a deviation from normal protocol, though genie said so him/her self. Simply put I don't think undead counts as an "ability" or a "trait" as much as a "class" in which they would have to become "elite", then the undead group would also have to be "bad ass", and after all of that would have to acquire an "ability or trait" which in our previous experience is the hardest part.

Slate on the other hand has none of these things but is well on his way to become an elite something. But didn't genie promise he would go bad ass if we survived the horror thing? So we got that, but badass alone is only like minor plot armor, though nice hero's/other powerful shit should tear through that like tissue paper. Badasses often do their best work offscreen where they seeming just won't die, but when they eye of anon is on them the plot armor seems to fade a bit.

/rant
>>
Rolled 74 (1d100)

>>1106336
Most the food has obviously gone bad with the lack of power and sheer weight of time. Machinery parts outside some garages there really wasn't much except some artisan locations. You did however find a reference to some places referred to as a foundry, mines, and lumber mill. That are supposedly located nearby. Sadly not within the city limits.

The pharmacy much to your amazement was nearly full stocked. Which made it worth a fortune and you hadn't even gone to the hospital yet. Mostly due to lack of space.

Entertainment options meanwhile were surprisingly lacking outside of tech and shops. Though it didn't help you were rather out of room by that point.

When you got back to base you saw some very ragged looking stalkers. Some of which were lacking full blown body parts. One stalker was actually stuck carrying all of said lost body parts. That were usually rather mangled including at least one head. They appeared to have gotten back not too long ago and tried their best to patch themselves up but even a novice necromancer like you can tell that they need a pro.

...with the only pros you know is being Foxy and Master. Not even the witch would be good enough to fix their very sorry asses. Their equipment also appears rather damaged and their ammo is low. Making the already sad looking stalkers even sadder. When they realize they not only can't hunt properly but neither can they kill properly too.

You swear zombies are last sad about the lack of brains and flesh when kept in a cage just beyond said joys...probably because the stalkers are actually intelligent enough to express themselves properly. Even with being rotting corpses.

What do?
>Make a trip back
>Go fishing
>Go to the college
>Meet up with N he should know where Foxy is
>Time to see your teacher at her place
>Try ind those other salvage sites
>Lay low and see what you can learn
>Other?


>>1107626
The tracks are still there.

There was a map at the town hall, but it didn't really say much besides giving the location of businesses, historic sites, and whatever tourist locations are suppose to be.
>>
Rolled 10 (1d100)

>>1108262
Slate has Bad Ass and something Special in being a psi mage. He is only lacking an Elite Class which will require a lot of training and dangerous trips to reach i wont lie.

Even units who grind themselves up to Elite suffer casualties along the way. The fact your alone makes that much tougher, because if you fuck up bad enough your dead and instead having others die hopefully in your stead.

I will admit that only veteran players know the hero factory trick for a long time...but how rarely did they succeed in pulling it off? Knowing about is one thing but the making of it is whole other.

Bad Asses do enjoy plot armor so why they are ultimately harder to kill. They tend to die more on screen because anons don't make the best decisions. Also off screen there is recruitment to bring units back up to full strength and that includes recovery time. So really its not that big a difference if you don't count the player stupidity for on screen stuff. Which can even get Heroes killed mind you. Not just a Bad Ass.
>>
Rolled 38 (1d100)

>>1108272
>Time to see your teacher at her place
Our guys may be murderous undead monsters, but we still owe them good care, and making that a high priority.
>>
>>1108305
So what exactly would a badass, psimage, elite scavenger, lost, become when they broke through?
>>
Rolled 46 (1d100)

>>1108305
Todays run will be a short one becasue i got stuff to do tomorrow early.
>>
Rolled 35 (1d100)

>>1108321
Vote
>>
Rolled 24 (1d100)

>>1108512
You have to get him there to find out. With the first class that maxes out is the most important. Having breakthroughs with a bunch of elite classes is also really important.
>>
>ASCALON
Ascalon also known as Ascalon Interstellar Industries began as a small Think Tank known as “TELTEK” funded to advance the development of Teleporter technology. For a time they struggled among countless rival Think Tanks to produce small and effective technology for the open market. That was until a new lead research, a Professor Alexander Garrit proposed a radical change of pace, rather than miniaturising the technology why not focus instead upon larger scale mass teleportation and stability? Pin point accuracy?

Over the next decade TELTEK built numerous prototypes for mass teleportation platforms and portals. Until finally a breakthrough, through careful investment the Think Tank had procured a small Deep Space Research Station which they named “Ascalon”. Upon this research vessel they were able to harness large solar arrays to power one of their Portals they built upon the vessel to their main research base. Using the now open portal they were able to join the two labs together through a large yet highly stable portal, better still they were able to use the residual power to charge Power Cells which they then used to create more Portals linking to their smaller sites. A massive web work began to take form as investors began to devote funding, the economic and military application of such technology clear to all.

Finally after a security breach by an unknown mega corp agent, TELTEK were forced to begin hiring and training a professional security force. This combined with their new investments led to a great expatiation into the distribution market as their Industrial Teleporter Pads meant whole work sites could be teleported into position by simply constructing a Teleport Base on the site! The ASCALON Corp was born. They began to build interchangeable platforms so industrial sites and other industries could set up with prefab sites and such. By this point the Ascalon research station was outdated and nigh obsolete as three more satellite stations had been purchased and now powered the newly dubbed “Ascalon Mega Complex” with massive Fission Reactors which while illegal on the surface of any world by the Corporate Council were perfectly legal in space. When Alexander Garrit passed a new project was proposed in his honour, the grandest project ever dared by the Corp massive Space Gates, while they did indeed receive funding and begin the design phase, the Fall occurred and everything came crashing down. ASCALON found it's bases under attack from anarchist groups, RAMPENT AI and more, until finally an AI known as REGENT managed to use it's bot forces and enter the ASCALON...the control room of the Mega Complex and shut it down. Now all the previously connected sites were isolated and having become so dependent one one another the Fall claimed them one by one.

1/2


Rust here just dumping a faction I thought up awhile back when we were choosing Civs
>>
>>1109817
>The Ascalon Mega Complex
A massive sprawling series of labs, barracks, employee towns, bunkers, vaults and other darker secrets all joined together seamlessly by ASCALON Teleporter gate technology, so great and stable were the connections you would never know you were infact being teleported as you entered the various sites. However with the Fall these gates failed, some areas had no exits, some could not produce their own air, some needed power from one site to power shields in their own. Needless to say it proved their undoing, now the web is in tatters...but can it be rebuilt?

>HEROS (not updated by the events of the Fall) (randomly choose them or something)

>Security Director Darik “Black Jaw” Paris
Head of Security of ASCALON, was once shot on the jaw and had to receive a prosthetic one to return to duty, a shrewd and untrusting man with a habit having his suspects disappearing...before the fall was being investigate for torture and murder charges of over two dozen “suspects”. As such while kept on site was effectually relieved of duty pay.


>Research AI “RICHY”
A jovial AI developed and built to Aid in the management of ASCALON and aid in the research of high priority projects, personally specialising in Matter Transmission and Energy Transference

>Administrator AI “GRACE”
An AI charged with monitoring the mental health and stability of ASCALON employees, slightly patronising with the attitude of a big sister, her secondary priorities were to ensue no one revealed anything they were not meant to...she was Black Jaws eyes and ears

>Cyber Security AI “Fawkes”
An AI commissioned with the protection of ASCALON from digital threats. Was decommissioned shortly before the Fall due to fears of developing Rampancy.

>Senior Researcher Uri Palkov
A leader in the field of advanced Particle physics and engineering. Uri has a bad hibbit is smoking the the Quantum Particle Constructor room

>Senior Researcher Jess Hallbee
Lead biologist and at the forefront of prosthetic limb technology

>Senior Researcher Michael Derek
A savant in robotic engineering and AI development, while a little unsocial it seems not to interfere with is work...he just don't like people.

>Corp Oprative “Helix”
[NO DATA AVALIBLE]

>Corp Oprative “Hyde”
[RECORDS EXPLUNGED]

>CEO Rachel Hailbrooke
Had only been the CEO for three months before the fall hit, ambitious and driven, she wants to expand ASCALON's influence into the robotics industry and had recently recruited Michael Derek...then the Fall kinda slowed things down.

2/2
>>
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>>1109823
Ascalon, transporting your to a brighter place today, for a brighter tommrow
>>
Rolled 84 (1d100)

Meanwhile in a certain bandit camp N was enjoying a nice hot bath...best of all without company.

"N YOU SON OF A BITCH I KNEW YOU ARE BEHIND THAT DAMNED SHE DEVIL BEATRICE. YOU MOTHERFUCKER I THINK THAT CAN EVEN BE CONSIDERED LITERAL."

"Ahh," sighs N. "Man I can't ever catch a fucking break. Foxy I have no idea what the fuck your talking about. You think I can just make Beatrice do whatever I want?"

"Your the only one with a penis she listens so nice try N."

"...So what is this about?"

"You mine getting dressed first?"

"Excuse me. Who barged in on my me time? Like you would get dressed if this situation was reversed."

"If this was reversed I would never have gotten through the door alive. You really need better guards N."

"Tis a shame that the better guards are quite the effective cockblockers and hence they don't survive long under my employment."

"...So how about you call back that Beatrice?"

"I don't even know what the fuck your going on about. Leave me out of your pussy fight. I rather not get gang raped."

"oh N what are you gonna do when that witch shows up?"

"...Witch?"

"Yes a witch...a very very nasty and naughty witch. I am just the beginning N. You'll beg for it just being me."

"...So what is this problem that somehow involves you, a witch, and Beatrice?"

"My boyfriend you moron."

"So the poor bastard you beat into submission, repeatedly and happens to be suffering from chronic amnesia?"

"...When you put it like that it makes me sound like the bad guy."

"Oh Foxy that ship sailed even before you slipped out of your mother's vagina."

"Its times like these I really wonder how you're a diplomat."
>>
Rolled 2 (1d100)

>>1111197
*Repeatedly raped, and happens to be suffering from chronic amnesia."

-----
"What can I say. I am a huge manwhore."

"Have you ever fucked another man?"

"Oh how you would love to fantasize. Anyway I have nothing to do with this...fucked up situation involving your boyfriend. Seriously fucked up to date a guy who has no memory Foxy."

"See that is how you know I am my mother's daughter."

"...Touche touche Foxy. Explains so much really."

"Oh fuck you too N."

"You wish Foxy."

"I rather not get infected with gods only know how many STDs."

"Just leave us both out of this pussy fight Foxy. Both him and me possess penises we don't belong in it."

"See N your wrong because you got involved through proxy by Beatrice and my boyfriend is involved through proxy by me. So you wanna do this the hard way or the easy way?"

"Aren't you forgetting something Foxy?"

"...What now N? I wont be taking any excuses."

"This is just the beginning eventually all those other bitches are gonna find out about your precious boy toy...ahem boyfriend. Then what Foxy? Can you fight and win against all of them?"

"..."

"Hm I see so i'll take that as a no. Cut him lose cut your losses. Maybe date a guy who can actually remember if he even has kids or your birthday."

"Where would the fun in that be N? Who doesn't love a mysterious man who doesn't have any history thus thinks he can do better?"

"Oh for the love of...just let him get mind broken by your sister. Might as well at that point."

"Where would the fun in that be?"

"...Yeah you got me there Foxy. So when do you start raping your own family for fun and make fucked up incest babies?"

"Oh you son of a...did you ACTUALLY go there?"

"Why yes. Why yes I did. You ran away from your hated mother yet you are ending up more like her by the day. You would do her proud Foxy. How many broken boys did she enjoy hm?"

"If you were anyone else right now you would be wishing you were so dead."

"All I am saying Foxy is look in a mirror. Slate ain't worth it. Guy is gonna end up like many psi magi do. Consumed by the madness."

"...He never gave that feeling but you of all people would know."

"And yet you claim to be his girlfriend Foxy. Do yourself a favor. Leave that time bomb alone and let the other bitches die on it instead of it being you."

"...is there really no chance," whispers Foxy.

"There are two kinds of Madness foxy the kind that comes hard, fast, and obvious. Then there is the second kind that sneaks up on you nice and slow like. His employer and them may not notice it yet, but I can."

"I am tempted to blame you for this. As you were suppose to teach him."

"Ha. Foxy not even I can stop the crazy and prevent the temptation. In the end its all up to you to resist. You of all people should know that."

"So your saying I am the same?"

"Its quite sneaky isn't it? So tempting. So easy. Everyone likes to think its big and obvious, but madness is anything but predictable so how could it be such?"

End.
>>
Naaaw. That's so sad, touching even. What's worse than something you like leaving? Having to give it up yourself, to say good bye
>>
>>1111258
Mr n just got foxy to end it with us?
>bro fist
Now we can play the star crossed lover role. If she ever appears again she would likely be favorable to us.
>>
>>1111466
More like sad and melancholy, we're the thing she wanted but had to let go of, the thing she loved and now may have to watch slowly fall into madness. Watching the one you love from afar falling apart piece by piece.
>>
Rolled 80 (1d100)

>>1111258
Still no consensus?

>>1111466
Probably.

Mister N is a strange sort. Despite not being very diplomatic in speech he is astoundingly good at diplomacy specially bandit style.

Many would argue its actually because he is a huge manwhore and would fuck anything if it profited him enough. Which is more or less true but not the entire truth for why he is such a good diplomat.

Mostly though how much experience you wanna bet Mister N has had with dealing with women like Foxy?
>>
>>1111746
What did you think of ASCALON?

Now a better question is...what does N get out of this... And who's going fix our stalkers darn it. Did they get the bad as trait genie? If so now all we need is for something special and a breakthrough

Last question Genie...can you get bad as multiple times? If you keep doing bad as stuff does your plot armour grow? Is that how these epic none heroes thrive and survive...like what slate may have been?
>>
Rolled 97 (1d100)

>>1108321
Vote
>>
Sorta bummed were going mad, hopefully we can fix it or it isn't to bad of a problem

>>1111496
I'm actually sort of sad after reading that. Sort of.
>>
Rolled 49 (1d100)

>>1112033
Going MAD isn't a small problem. Soon you will reach the point where your gonna have to make composure rolls every goddamn time for every little thing. You don't wanna know what happens should you fail it and it only gets worse from there.

Going MAD is a pretty shitty deal yeah you become a lot stronger and know special knowledge but your mind is gonna start breaking beneath the strain.

>>1111980
Good stuff. Only problem was with the Corporate Council law bringing against fission on worlds. Technically the fucks the corporate council gives is very few. Why else can the megacorps getaway with so much bullshit? Yet suffer oddly strange and often inconstant at one time but get their asses torn a new one when it comes to others?

Corporate Council actually follows a very strict creed and they only give face to governments and religions, because they don't like to have unrestrained corporations. In which if they were allowed to restrict them would be bad for the corps. Not to mention easy to dodge which in the end would piss off both parties.

The Corporate Council exists so as to provide a body that 'restricts' the corporations and make it so the other powers through the corporate council can restrict the megacorps. For obvious reasons all parties are willing to play game with this set up but there are obviously problems.

Its actually a pretty complicated subject that is the Corporate Council politics.

Another thing is research is expensive as hell. There is a reason why so many super geniuses go super villain as it means they actually afford their projects now. Seriously the cost of the lab equipment, custom materials, and skilled manpower cost a fuck ton of money.

Research institutes always have to suck up to at least one of the three Corps, Government, and the Faiths. Often times there is quite a bit of lawbreaking even without getting one of those three involved because crime pays very well. Well enough that even seemingly legit researchers can take legally questionable side jobs so as to pay the bills. You don't even have to be a super genius to make good amount of money by doing that sorta stuff.

You ever wonder why there is such amazingly high quality drugs and other illegal techs? Especially ones that don't conform to the big three? Its most obvious in a non post apoc game admittedly but the bandits heavily inherited what was left of the illegal stuff.

The corps for instance obviously wouldn't be a fan of hack and freeware that can do terrible things. Neither the governments because its outside their area of control and the faiths often don't like their creeds being broken which is frankly common in criminals.
>>
>>1112257
I really hope we fix it then. I don't want to see Slate Stone wither and crumble from mad erosion.
unless that's what the other anons want.
>>
>>1112257
Yet you have thriving illegal technologies market not all of which would be the corps due to things like said freeware which they would obviously hate.

You throw in shady activities of the big three and there you go.

I mean just look at Detonators crew. They weren't exactly low tech and tey weren't unusual.

The stalkers already had the bad ass trait.

No can't earn it multiple times technically its possible to rank it up again otherwise the Bad Ass trait that some heroes possess wouldn't be there. In which case they are considered bad asses even by heroic standards.

Slate was never seemed meant for herohood given the choices of players(particularly lack of choosing).
>>
>>1112296
So considering we had it before and what you mentioned about getting it. Did you mean our badass ranked up?
>>
Rolled 18 (1d100)

>>1108321
You decide to head over to your teacher's place. So it turned out her place was a surprisingly nondescript locale bordering the megacity. The only reason you knew you were getting there was the sheer number of undead. Her place was located overlooking the sea and cityscape. Except crawling with undead and the waters were trawled by eerie looking ghost ships that seemed to be constantly nearby.

Her place according to the map was located on an outlook located between a massive junkyard and graveyard. With a docks located nearby. There her home was...radiating necromantic energies and eerie glows. It was as if the place was a goddamned nexus with how heavy and powerful those energies were. Which as it turned out was true...and was manufactured by your master on purpose.

There fortunately was a landing field where you were able to land successfully...but found yourself surrounded by a massive horde of undead that nearly formed into twisted structures to tear you out of the sky if it weren't for some broadcasted code that identified your craft as a friendly. Hence why the undead horde was hovering right over there instead of trying to kill you.

After exiting you were then escorted by some intelligent undead to the actual residence itself. As the undead horde formed a channel for you to pass through. Albeit with much threatening and moaning, but they did not take a single step forward. Instead they seemingly tried to scare you into their embrace...or death.

Gotta give them credit for trying. That was how you find yourself beyond the walls of the nexus...and to a place whose unholy energies left even you gasping for breath as death's chill sunk deep into your very bones. With every breath you breathed out you could feel your life vanishing with it with each puff. Beyond the strange structures you finally found yourself at a Villa which apparently your master resides in. Inside you saw that strange butler waiting. The butler upon seeing you and the condition of your undead. Informs you that your minions best go to the fleshworks and bonecrafters to get themselves fixed up properly. You meanwhile were escorted to a room fashioned in seemingly ancient design and with a working fireplace! Which sadly failed to remove that unholy chill in the air or warm you much for that matter for some strange reason that is against logic.

There you were told to wait as your Master was tad bit occupied.

What do?
>Wait
>Explore
>Go with your undead
>Other?

>>1112450
Technically no as the plot armor effect actually backfires on you in terms of difficulty in achieving level up. There is a reason why during civs I had so few heroes with the Bad Ass trait upgrade instead of it just being in the background. The difficulty is incredible.

You thankfully are not a hero so technically because of that you actually will have an easier time to achieve it due to the difficulty threshold actually working in your favor...assuming you can survive it that is.
>>
Rolled 74 (1d100)

>>1112682
>Go with your undead
Let's make sure they get the treatment they need. Find out where the fleshworks and bonecrafters are too, it would be wise to add those crafts to our topics of study.
>>
Rolled 21 (1d100)

>>1112257
Those were my only two complaint which really weren't technically complaints but more oversight. Someone who isn't part of the research field wouldn't likely know about the how very costly it is.

As for the corporate council it was uh...well its kinda hard to describe the corporate council but here it is.

The corporate council unlike the megacorps are ultimately motivated by Power instead of Greed. They must however abide by a certain Creed in order to get both the megacorps and other groups to actually listen to them.

The megas listen to the Corporate Council because if they don't the corporate council will destroy them without a doubt. For non megacorps factions they must pay the Corporate Council heed because they both represent the megas as a whole and are the only ones who can actually force them to abide by the different agreements.

Hence the Corporate Council serves as an intermediary and powerhouse to all of said factions. IF however the Corporate Council somehow gets the megacorps to turn on them as a whole they are toast. It is also true that if they fail to abide by enough agreements that are input by non corporate factions they too will fall because at that point they fail in their purpose. Which is both to intermediate as necessary and restrict the corps.

Once you get passed this point it becomes a lot more complicated, but know that the Council oddly enough is surprisingly trustworthy. Its just they are difficult to deal with. The Council knows ultimately without Trust they are utterly FUCKED. Hence why they tend to appear so wish washy at times is due to the very different objectives of the different parties which use them. Makes it quite difficult to balance properly.

Everything else besides that is superb.

Corporate Council is a pain in the ass to deal with even for the Genie. Literally only reason they exist is because the megas ultimately know at times it serves them best to work together and the other factions aren't wanna deal with the megas in such a limited capacity. Hence the formation of the Corporate Council.

So sorta got stuck with them truth be told. Not fun as they add a very complicated dynamic to SOO fucking much. Put the Genie in a lot of pain and gave quite the headache.

Not like i could bullshit them out of existence. I tried. Does not worky.

So sorry about the ramble but they are even a thing in the Post Fall world.
>>
Rolled 78 (1d100)

>>1112682
>Go with your undead
Maybe ask if they can get upgraded? Give them some implants? Jaw missing? Why not have a bear muzzle stitched on? Man your feet got fucked up, why not replace them with blades!

>Other/train
Train in this art while our lads get fixed up? This way we can flesh mend in future, maybe even effectively bond undead with machines?
>>
Rolled 99 (1d100)

>>1112869
Is this really the time? Sure we should show some initiative, but Master could call for us at any moment. She can keep us waiting, but not the other way around. Best not to get too "into it" until after we speak with her, I think. For that matter, it'd probably be best to speak with her personally about potential upgrades for the Stalkers. As for your examples they are, how should I say, perhaps not the most appropriate for our Stalkers, although some fins or something might not be amiss.

Guess we could have a "first day of class" where they go over what goes on and the tools and such, but we don't really do anything,
>>
Rolled 66 (1d100)

>>1112903
I like this
>visit master and do our apprenticely duties
>>1112767
>>
Rolled 24 (1d100)

>>1112962
Technically our apprenticely duty is to wait like we were told.

Which, actually, is probably the wisest course of action. I thought it might be okay to stick with our undead, but we were explicitly told to wait.
So yeah, switching to
>Wait
>>
Rolled 53 (1d100)

>>1112682
Ok switching too wait
While sat there let's try practising PSI meditation and,feel around, let's she who is here.
>>
Genie.. I'm writing up some factions and such, I've even got a zone like area idea for them. Once I'm home and I've wrote it up would you be keen too see?
>>
Rolled 44 (1d100)

>>1109817
>>1113027
This are also both canon so sure thing.
>>1109823
>>
Rolled 1 (1d100)

>>1113027
Zones are organized into parts of a region technically. A region is a simple three by three grid. Each grid is an area. All those areas combined equal a region.

For details look at the starter civs if you wanna see some ideas of how its done. Though I don't really know what you mean by zone, but hopefully those ideas will help you out.

Its how I organize the maps.

So sure thing i would love to see it.
>>
Rolled 23 (1d100)

>>1113032
Cheers for burning that 1 genie your a peach. I love world building stuff.

Now I'm terrified ASCALON will appear some time in the far future
>>
Rolled 21 (1d100)

>>1112903
I can get behind that
>>
Rolled 97 (1d100)

>>1112903
The fleshworks from what you saw reminded you an awful lot of a certain sewers. Except with more undead wearing medical outfits and possessing strange tools you aren't entirely sure were suppose to be medical in nature. There they in surprisingly literal fashion put back together your stalkers among other undead. Apparently this place was the closest equivalent to an undead hospital as you could get. Except with more butchery and wretched creations. So maybe a spookier version of a eerie megacorp hospital in the slums.

After that back at the villa your master finally arrived. That was how you were summoned before her as she took a closer look at you.

"So you finally decided to show up here then hm? Probably not even for training and rather your undead getting patched up. Surprised you didn't see your girlfriend about that. She is quite good at that sorta thing. Now for you meanwhile...you keep what you been doing and you really will go insane."

"What you think I didn't notice? Please you certainly didn't create or dominate those stalkers out of sheer prowess with your lack of training. Only answer is...you tapped into what you shouldn't have. You keep that up honey and you can kiss your sanity goodbye. Plus I would then have to kill you. Mad necromancers are so rare for a reason."

"So what you hear for the darling hm? Don't even ask for any crazy cures. I am a necromancer not a doctor."

What do?
>Training
>Crazy Lecture
>Leave
>Reinforcements
>Other?
>>
Rolled 87 (1d100)

>>1113982
>Training
We actually really do need this.

>Other?
I brought you some spirit liquid. Funny you should mention my girlfriend, my other master advised against me staying with her and is trying to figure out who it would be best to hook me up with. I'm not sure what to do about the latter, but after thinking about the former, yeah that relationship probably isn't good for either of us. Objectively speaking. My point is, I need to have a very serious talk with her so it's probably not the best time to be asking her for favors.
So anyway, I'll go get that spirit liquid from my craft.
>>
>>1114105
Support, should really get that crazy lecture out the way while we're at it
>>
Rolled 15 (1d100)

Here's my dice for >>1114255
>>
Rolled 4 (1d100)

>>1114105
>>1114255
Let's do both
>>
Rolled 2 (1d100)

>>1114255
>>1114411
I agree, I almost included it originally.
>>
Rolled 21 (1d100)

>>1114105
"Spirit fluid? Most difficult to manufacture even with my skills. Extremely useful when your using soul effecting magics and dealing with ghosts. I wouldn't be able to create so powerful ghostly undead if it weren't for my production of spirit fluid."

"I wouldn't trust your master in terms of matter of the heart. Else you find yourself with a lying evil bitch instead. Unless that one uses one of their more military minded allies to find one...in which case enjoy your slutty woman who can easily kick your ass."

"Problem is your forgetting something very important. Only a bandit bitch will be willing to deal with your increasingly crazy ass. Which i doubt your employer knows about else the other suggestion in women would never have been brought up and you would of been told to suck it up and stick with Foxy."

"You could do worse then Foxy. Higher libido, more rape, and less caring. That is if your lucky. Now if you could deal with your sanity problem then you would have much better options then bandit bitches."

"As for relationship difficulties...well your amnesia doesn't help matters. Your the one profiting more then she is though. Plus your sanity problems and mysterious past. A wonder she never dumped you truth be told."

"You think she is out of my league don't you?"

"Very. If it weren't for who her siblings are, how cunning she is, and her necromancy prowess. Foxy would of had a lot more suitors. Very few make it passed her siblings and all the undead though. There was a reason why there were a lot of rumors about her being a lesbian. You took care of that."

"Well does my case still stand about it not being good for the two of us?"

"Hey that is your choice not mine apprentice. I am not about to play matchmaker like some Masters do for their apprentices. Truth be told so wouldn't be worth the trouble as a bunch of necromancers. Talk about a bunch of frigid fish in the sack. Who wants to date that?"

"So...did you fool your boyfriend into it?"

"In a matter of speaking. It helps a lot he has a very low libido. Plus you know alliance purposes we have a lot to offer each other."

"No love?"

"As if you could talk.If you weren't good looking psi magi with a mysterious past Foxy never would of bothered."

"...Your clearly biased aren't you?"

"Everyone is biased. Discover your inner boy toy and develop a rape fetish. You'll be fine...actually you should do that anyway even if you break up with Foxy. Crazy isn't about to dissuade a bunch of bandit bitches. You will need it."

"It can't be that bad can it?"

"Foxy is a necromancer. Why do you think she lets you roam as she does? She treats you extremely well in terms of banditry."

"Oh fuck it can't really be that bad..."

"It is. She is like in the top 1 percent. Don't expect me to protect you from a bunch of bandit bitches. I know them as a fellow woman and I don't wanna endanger my reputation. Last thing I need is other magi sniffing around for misconduct."
>>
Rolled 38 (1d100)

>>1115223
"So go deal with your lady troubles and sanity problems. Leave me out of it. If I am not available for teaching use the skull i gifted you. It can even teach about non necromantic subjects. Albeit with less expertise as I obviously specialize in necromancers and stuff them more then anything else into that skull."

After that you trained a bit with your teacher and had quite a few mistakes pointed out. As well as having your previous experiences explained in detail. As well as having some of the basics hammered into your skull by your teacher.

What do?
>Training
>Crazy Lecture
>Leave
>Reinforcements
>Other?
>>
Rolled 88 (1d100)

>>1115236
>Training
We've got a damn good Master, let's get schooled while we have the chance.

As for what she said...I wonder if Dok Chills offers couples therapy?
>>
Rolled 20 (1d100)

>>1115275
Support the training. Ask if she knows anyone who can fix crazy?
>>
>>1115275
Ahhh yeah 88 on magic training
>>
Rolled 29 (1d100)

>>1115326
Mr. N actually mentioned an outcast who might be able to help us back in thread 4. It was in reference to helping with our amnesia, but the guy actually spends most of his time helping the insane, and has even had success at curing MADMEN. HIs name is Dok Chills, and he's in the Nuthouse of Otoros Peak.

>>1115328
Yeah, I was pretty happy to see that
>>
>>1115340
I'm curious as to when we'll unlock another ability or something. Secondly do we know what genie meant a few threads ago when he said master is so knowledgeable that we get a point up each time? I'm really confused.

Secondly after this training montage, I suggest 1 more round after this...I suggest we go back to the survivors. We can bring them to the collage town in the VTOL...they may not be keen on bots but they like us. We can sell some of the medical supplies...and five some to N for our bandit allies.

I wonder is the VTOL AI has a name?
>>
Rolled 11 (1d100)

>>1115275
Foxy is actually one of the most complex female characters I ever wrote. Which I regret a lot. Thankfully you don't interact with her too much and the break up is gonna make things even easier for me...not necessarily for you at least but for me!

Your master is right about Foxy being one of the best female bandits you could date. She is really laidback and nice by bandit standards. While being a necromancer makes her chill out and not care even more.

Unexpectedly top tier by bandit women standards. Did not actually realize that until much later.

>>1115326
Unlikely to know anyone really not her area.

>>1115400
Your Master is an Elite Necromancer.

And the pilot VTOL AI is called Phil.
>>
Rolled 39 (1d100)

>>1115275
supporting training
>>
Rolled 78 (1d100)

>>1115275
lucky 88 you get to choose two of the following necromancy upgrades to your magic.

As it turned out learning from a master was an amazing experience. You learned so much including what and what not to do. Not to mention tricks to amplify and otherwise enhance your magic.

Choose TWO of the following

>Bone
>Flesh
>Soul
>Domination
>Necrotic
>Animation

After that What do?
>Training
>Crazy Lecture
>Leave
>Reinforcements
>Other?
>>
Rolled 82 (1d100)

>>1115516
Nice
I propose
>Bone
to go with our bone rod
>Soul
because I remember others really want to do ghosts


>Training
One more session

Actually, how long can we keep training with Master? Until she tells us she has other shit to do?
>>
Rolled 93 (1d100)

>>1115575
Agreed due to roll. Domination is appealing to me but I can live with this.
>>
>>1115575
supporting the action

but shouldn't we maybe take domination (to control more undead) and animation (so we can actually animate some better stuff) because so far we were just very lucky with our animations and our contolling skills are pretty lacking too
>>
Rolled 50 (1d100)

>>1115575
Ok supporting. Last one.
>>
Rolled 99 (1d100)

>>1115701
here's my dice
>>
>>1115710
You legend
>>
I suggest we head to the survivors next. As TSO said we keep putting it off. We have work to do.

I say next action we go to the survivors and salvage/build rep. I also suggest we start sleeping around for sexp
>>
Rolled 42 (1d100)

>>1115575
Depending on how good you are. She will take you with her while she works on stuff. While doing so while its no longer hands on lessons you can still learn stuff while you work. Magi are oddly chill in terms of how much work they put apprentices through. Mostly due to having other sources of better cheap labor and to encourage young magi to handle themselves which is critical with magic.

The learning magi which you fall under are the most strict in terms of lessons and making you learn how to handle yourself because you literally have the fewest safeguards of ALL magi. If you can't learn how to handle yourself your toast even if your using the friendliest and easiest of magics. And your learning necromancy which has some serious side effects so you don't have it at all easy.

Its important to learn how to handle yourself because if you can't it will all go very wrong for you. Hence why many apprentices die due to 'unfortunate accidents'. Its less accident and more their own incompetence that gets them killed. Naturally said handling includes many things including the temptation that is MADNESS.

Even many Magi who aren't the Learned Magi aren't uncommon to fail in learning how to handle themselves despite the safeguards they enjoy. Its just compared to the learned Magi they have it fucking easy, because technically they really do.

If anons fail to learn how to handle the magic it means Slate is doomed. Its partly why the MADNESS has been building up.

>>1115400
The previous selection you get to choose from? Basically if you get a lesson from your master not only do get a boost to your necromancy training but you can ALSO have special boost included. Which is something like that list. Problem is unless you specifically ask for type of lessons it the choice selection will be random, but if you get lucky you can choose more then a single option.

Your Master is actually quite the kick ass necromancer. Just one who likes to a keep a low profile and who ironicly is such a kick ass necromancer. It is actually getting in her way to breaking through into Herohood because it keeps fucking up her ability to earn to the Bad Ass trait because she is literally just that good at necromancy.

Oh the irony.

Your boss meanwhile had difficulties breaking through due to all the multi classing and thus eating a lot penalties. If your unlucky like your boss you wont even be able to breakthrough right away.
>>
Rolled 28 (1d100)

>>1115575
You have acquired Necromantic Bone Mastery.
You have acquired Necromantic Soul Mastery.

As it turns out your master first brought up soul magics due to it apparently being one of the most difficult of magics and said early introduction is critical given how complicated it is. Bone Mastery meanwhile was just something you picked up on the side. Figuring since you already had that strange fleshy tome it may be useful it finding more about.

After that you attended to yet another series of lessons. Except this time she hammered you down based upon your previous experiences and attempts. Making it clear why you failed, why it was a bad idea, and how you should of done it or simply not do it at all because it lets MADNESS sink itself deeper due to falling for it. Sure the stuff it offers now is quite sane...but there is a reason why it was impossible to you before you fell for its tempting solution. It also cleared up a lot of problems you were having with advancing your necromancy despite your experiences. Frankly you didn't exactly study much about it or really knew what the hell you were doing.

According to your Master that is both very stupid and excellent way to go MAD due to sheer laziness. As its not like MADNESS is offering to you an impossible. No its letting you do something that you COULD of done without the MADNESS because you were quite literally too lazy to find out how do it in the first place. Hence you fell for the MADNESS which offered you a solution...to do the impossible. Which wasn't actually impossible if you had merely looked into how to do so before hand.

MADNESS your master claims the Magi have long learned about eons ago and how to resist its temptation of doing the impossible. Problem is usually it sometimes it starts off small...you don't realize the path it is trying to lead you down. As when you look at it doesn't seem to be insane...at first. This is obviously just some shitty bait but one that far too many start to fall for. Soon it becomes quite addicting and it eventually starts to reveal its true colors.

>It is quite addicting isn't it?

The smallest taste can prove just so...tantalizing and oh the wonders it beholds! The truths it could reveal...the power...the secrets. The knowledge that should not be known? Even the ability to do the IMPOSSIBLE!

So what your mind can't take it?

Would it not be just so worth it?

Reality is just a dream...and dreams can be manipulated.

Magic you say?

Effort?

Why try when you can just DO!

So come along now...just hop onto the train.

https://www.youtube.com/watch?v=RMR5zf1J1Hs

Alright I need 1 composure roll.

Also What do?
>Training
>Crazy Lecture
>Leave
>Reinforcements
>Other?

Don't forget to roll for this too!
>>
Rolled 39, 54 = 93 (2d100)

>>1115755
>other
Fly VTOL to the survivors...if we don't go mad.

>other
Lesson time if we do

1St roll is composure
>>
Rolled 36 (1d100)

Oh no...oh God is this going to tip us over the edge...
>>
Rolled 70, 83 = 153 (2d100)

>>1115759
Supporting, first roll is composure
>>
>>1115803
Thank you for aiding us. If we are risking madness I say we burn a FP to pull ourselves back from the brink.
>>
Rolled 88, 100 = 188 (2d100)

>>1115759
supporting, let's hope it's not too late now
>>
>>1115811
YES YES YES SAVED BY THE 100 AND 88 HOLY SHIT YOU LEGEND YOU.
>>
>>1115838
looks like a one in a lifetime roll
>>
>>1115811
Awesome anon!
>>
>>1115811
That is amazing

>>1115725
>>1115759
But I have to say, TSO also noted that we've been ignoring training, but did not notice that we're going insane. If they did, they surely would not want us doing anything else until we learned how to not go crazy from not knowing how to do things without listening to those little voices.
>>
>>1115995
I'm also not sure how the survivors will react to the bot pilot. They'd probably be fine with it if we just had a couple bots with us, bot riding in a vtol piloted by bots who explicitly fly like crazy may be a different matter.

There's also the matter of sorting out the spookiness of the town so we can have the survivors actually move there (and not worry about them just disappearing or something). If there are answers to be found I'm sure they'll be at the college. I'm wondering if it would be worth the risk to explore it with the survivors? The risk of losing everyone who comes with us, I mean. If that happens it would be a critical setback, but it would be a huge leap forward if we can solve the mystery together.
Maybe we need to make sure and get some survivors who really know what they're doing?
>>
>>1116028
i guess first we should train here for as long as we can and then with our new skills and probably also new undeads we try to get that college town under controll, if we try so with the help of some survivors or not, we have to figure out, but i don't think they will be that keen to go on such a dangerous adventure
>>
>>1116051
I agree
>>
>>1115811
Fuck yeah, 100
>>
>>1115810
Hell it might take more but I'd be willing to do it
>>1115811
My boy!
>>
>>1116736
That 88 may just make us a NoMad. We accept that madness is a thing, kind of use it from time to time, but as a lost we understand anything can happen or exist anywhere at any time, so we just don't think about it. We don't obsess over madness we are just so driven to do what we want we won't let reality get in the way. Seen too much since we awoke from amnisia and just accept this is our world and nothing surprises us.
>>
>>1116875
Now that could be awesome beyond belief and 88 we may do it...but it's quite a leap anon. Nomads have been mad and then clawed it back.
>>
>>1116875
>>1116896
Right, I doubt that it will make us a nomad. Hell it'd be nice but it's a longshot.
>>
>>1116896
Maybe not a real NoMad but somebody that completely disregards madness, a mix of stubbornness and and traumatazation will do that. We have been shot, raped, fucked outsiders, demons, bandits, necromancers, seen otherwordly horrors. At this point nothing that comes around should phase us.
>>
>>1116919
That.. sortof goes along with what slate has done thus far, which is just not give a fuck.
>>
>>1116896
>>1116911
If somebody came to slate and said "your whole world is just a game on 4chan" pulled out a smart phone and showed him this thread, he would probably just pull up the google maps and find somewhere to loot.
>>
>>1116919
We also burned that boon when we went to the rape dungeon, does anyone remember what we burned it for? It was something of the mind to ensure we didn't break or something.
>>
>>1116933
Slate doesn't know what a boon is. Ic he just had a good time as far as getting raped goes. I'm always down to use boons/fatepoints/wishes in the boudoir. A mans reputation can be made or broken by sexual performance. Lost my virginity at 17, girl said i was hung well, rumor spread and I banged my entire senior class by the end of the year. Girls talk.
>>
You all know a total disconnect and not giving a tick about anything just carrying on is text book madness
>>
Rolled 90 (1d100)

>>1115755
haahah victory is mine. Finally got the computer replaced and set up. Hopefully this one actually keeps working this time.

>>1115811
Aww...stupid MAD dice rules I was looking forward to the failure.

>>1116875
NoMADs are immune to MADNESS which you aren't.

>>1116896
Technically they are just immune to MAD.

>>1116919
When you put it that way Slate has indeed been through a lot. You gotta love the Post Apocalypse at times.

>>1116933
You gained Boy Toy as well as a resistance to torture and rape. So you know the good stuff when your dealing with bandits.

>>1116958
A man who is good in the sack need not worry about ever not getting laid again. Its a one way ticket to pussy paradise like having a rape fetish or being a daddy dom.

Sadly its easier said then done because women are a bunch of lying cunts in terms of your actual sexual performance. Technically you can still get find out the truth of the matter. Just never from the woman you actually slept with.

Now on the other hand if you can take advantage of the rape fetishists and chicks with daddy issues you don't even actually have to be any good in the sack and still get that ticket to pussy paradise. Those lucky bastards.

Everybody else on the other hand as to actually work for it.
>>
Rolled 33 (1d100)

>>1115811
Composure roll passed.

After not getting on the train...you decided it was time to take a ride on the VTOL to the survivors. Now that you dealt with your undead problem. Technically you still got it full of scavenged goodies and the portion of spirit fluid that you intended to give to Foxy. But you should be able to trade most of it away when you get there.

Which turned out to be an amazingly pleasant and quick ride. You never knew your Master just so happened to be surprisingly close and such a safe stretch too at that. So you find yourself overlooking the city you somehow cannot seem to escape. Landing nearby on top of a building to a survivor settlement.

What do?
>Head to the bot base
>Go to the settlement
>Explore around
>Wander aimlessly
>Other?
>>
Rolled 8 (1d100)

>>1117326
>go to the settlement
>>
Rolled 87 (1d100)

>>1117326
>Go to the settlement
Eyes on the prize
>>
Rolled 57 (1d100)

>>1117457
>>1117478
I agree
>>
Rolled 59 (1d100)

>>1117478
You decide to stop by the survivor settlement. Not much has changed besides the survivors appearing to be better armed then before. Most naturally realize you are as you have developed a bit of a reputation. There it looks like the usual but there is more merchant traffic due to your and your boss's efforts.

What do?
>Look at the new job board
>Visit the bar
>Arrange a salvage trip
>Recruit
>Other?
>>
>>1117299
Hey kudos on the pc replacement Genie!
>>
Rolled 34 (1d100)

>>1118175
>other
We start training. I mean hit the training hard, we research and study the tome given to us by our master and once we've got a good understanding and grasp we start to put what we've learned into field experience.if we've got more material on psi, magi,or psi-magi we do the same with those.
>>
Rolled 13 (1d100)

>>1118175
>Look at the new job board
This is new

A quest board huh...wonder if we could put out our own call for adventurers?

>>1118201
We do really need training, but I'd rather not practice necromancy around normies.
>>
Rolled 17 (1d100)

>>1118175
>Other
Sell 90% of our medical stuff.

>Arrange a salvage trip
>Recruit
To the collage town. Explain it may get a little weird. Treasure hunting time

What is our reputation here?
>>
Rolled 56 (1d100)

>>1118328
Eh, I can respect staying focused. I'll switch to this. I really hope this isn't a mistake.

Although when we're trading away the medicine, building our reputation is more important than making a profit. We can trade some of the other stuff we found too.
>>
Rolled 77 (1d100)

>>1118176
Yeah hopefully this one works properly and doesn't have problems like the last one. I have fucking terrible luck.

Same thing happened with the last computer i had except that time it wouldn't even turn on after only a few days of use.

>>1118201
In terms of training the Skull is actually amazing and best of it all it even works when your not trying to learn necromancy.

Basically it has a built in soul summoning focus and spirit library. Meaning so long as you have the skull you can call upon whatever kind of experts you want for learning.

>>1118328
Positive enough you unlocked the ability to directly recruit from them. So no more having to borrow forces or convince them to help out. It ain't easy to attain that level but once you do technically you can now directly recruit your own people.

If your diplomacy is high enough you can even have forces from differing hostile factions together, but that will require either some good diplomacy or heavy bribery.

Thanks to being a trader if your willing to pay a big enough bribes you can do it too.

Which allows you to do combinations that would otherwise be very difficult or rare.

Mutant and Paramilitary for instance would let you curb stomp just about anything in a fight. Now getting those two groups to be recruitable much less making them work together is a whole different story.

Forces are handy to have because they can also rank up and gain exp. Allowing them with a bit of work to become very useful indeed. Your stalkers for instance are just a taste of what you can potentially pull off.

Be aware though you can expect Xcom level casualties and inept noobs. As well as difficulty.

So the Fun stuff!

If you have the right equipment you can also rank up your forces into different classes and more importantly Hybrids!
>>
>>1118211
I concur, no normies about for that. Only training here is leadership and salvageing.
>>
Hmm ok one action I want to use the skull and see if there are some operator souls in there. They teach us and we train up the survivors. Soon we'll have a small lightning raid/loot team. Real tomb raiders. Or we build the Atlantis crew...go fight the giant mobster and find some awesome hidden faction.
>>
Rolled 8 (1d100)

>>1118408
The Genie has put an ungodly amount of effort into troop variety while maintaining a modicum amount of realism.

Heroes are nothing more then glorified units who maxed out and thus went heroic. That really is it. They are just on a different level now that is basically a more extreme version of the lower levels and their own thing altogether.

This dates back to the civs and the quests which I spent more work on it. Used to be while it was there I never completely focused on it due to the building up the civ system.

The quests meanwhile have forced me to spend a lot more time on such things. So they have been cleaned up and upgraded quite a bit.

Basically think troop trees that enable cross class, combos and hybrids. Which if the right combo is used can unlock a special hidden bonuses like a rare class.

So like those old school RPGs that made you upgrade fodder troops into not so shitty troops based upon equipment and their stats. Forming a complicated net of potential.

I just made it so that there are now Troop Trees included and less focus on required gear for evolution. The stats are still there and are important if your trying to pull something unusual off with them. But if you want them to gain new abilities which could qualify them for other things. You will need to get them the right gear. Same is true for increased performance.

Meaning you will have to consider what troops you wanna pure upgraded into better ass kickers or take the risk and see what changes you can make happen by trying to make them evolve into an entirely new class. Which will be dependent upon the gear provided to them and their stats.

Don't underestimate the power of a common and basic tree like the Soldier Tree. Maxed out they are considered Operator Tier ass kickers. During the civ games they were very enviable units that anons tried very hard to attain. Even in the WAR Sci Fi quest they were still targeted heavily.

This is because the end results really are just that fucking awesome. Not to mention they have a much better chance to spawn a hero.
>>
Rolled 97 (1d100)

>>1118462
Naturally things get complicated with the ability to hybridize and more importantly evolve into something else entirely.

A mage for instance can easily be upgraded into a wide variety of classes because they have that potential.

A person with psi potential can do the same even if they upgraded themselves into a common class already like Soldier. Due to their Psi potential with the right equipment and training. They can evolve into something else.

Otherwise you have the more common troop trees which can hybridize, promote themselves further along, and evolve into a different tree entirely potentially.

So while complicated it means you can do an awful lot with not only your personal character but also with your forces in general.

So you want undead robots. Well then a hybrid class between a necromancer and robotics engineer could pull it off for instance.

Naturally something somewhat similar exists for facilities or 'infrastructure' as it was called during the civ games. Some of them are critical if you don't wanna die like say food production and residences. While others let you do cool shit like having a lab specializing in robot development or crystal garden for psionics.

While expensive they would offer you special effects. Like the ability to mass produce certain units or things. Offer free upgrades and better bonus exp due to training facilities.

Sadly those types of things tend to belong to the Civs...but there are an awful lot of buildings out there and they don't all belong to them.
>>
Rolled 96 (1d100)

>>1118462
>>1118486
What i am trying to say is there is a ton of player freedom and agency. The original reason why I ran quests was in addition to being a break I intended to use them to better development the warfare rules and stuff relating to the little guys. Instead of just the big huge overarching civs.


ALL of it is intended to be completely compatible with each other. Is its an actual game system I been developing since I first started to run stuff on 4chan.

So really I do mean really you can do all kinds of stuff. As I combined it with my worldbuilding that goes back to creation, mass extinctions, to fantasy land and finally even space sci fi opera as well as post apocalypse. All on the same world mind you and even universe.

So there is all kinds of bullshit you can mess with. You wont ever run out of stuff. Trust me on this. Especially as I better develop the smaller details relating to units and the people which make up those units.

Of course i have stuff to do after that but its a process so there are gonna be some changes off and on in the rules as I adjust them.

You don't really have to worry about the lore and choices though. At worst that is the sorta stuff I just modify a bit. Usually in the ways of expansion or perfection.

I noticed anons want to do different things with the character. I would like to bring up you can still do those things but why shove it all into a single character? Especially when you can spread it out by recruiting forces and turning them into those things? Hell you could do some matchmaking at the same time.

So feel free to come up with those kinda ideas or plans for other things. Experimenting with your forces or digging around for lore and loot. All sorts of stuff is there.
>>
>>1118512
Have we passed "green" necromancer yet?
I'm thinking a necro psimage lost scavenger, will turn into something like a "soul hunter" "arcane archeologist" or "grave robber"... in fact the name "Gray Roberts" may be a dope code name For a necromancer, seeing as we are disguised we can change our look.
>>
>>1118512
"Robert Gray at your service, pro scavenger, and not your ordinary scavenger mind you. I leave no stone unturned... for better or worse. I can scavenge for things you would never imagine, I can find opportunity. Hell if you lose your monogrammed panties in a wasteland I'll make it go away. I find things you can never imagine but expect your boys to not all make it back, no risk no reward right? I'm a trader also I suppose, lots of friends in that field but i prefer to deal in information. I'll take you out on a scavanging run, I take my cash upfront and first dibs on fun things, in return i provide transport and prime, scouted scavenging locations. I have a few rules, the corpses are mine, don't ask questions, and most importantly the non disclosure agreement, you MAY NOT talk about our mission after it is over. Leave your morals at the door and come along if you dare. Lastly don't question my methods or the factions I use to accomplish my goals. Ready to become a very wealth person?"
>>
Rolled 92 (1d100)

>>1118760
You have. With some more training you'll be able to then rank up again soon. As you were suffering penalties before. If you get taught by your teacher some more those penalties will be gone and thus it will be much easier to rank up.

>>1118853
I am afraid that speech isn't attached to an action plan. Or were you trying to introduce a new npc character?
>>
>>1118935
Just random fluff. Possibly for a code name we could use but nothing serious

I want to know more about the skull, it's a spirit focus? What else do we know about it?
We should formally introduce ourselves to it and try to make friends.
>>
We should just get really really good at animation and go full "Tell me survivor, do you fear death?", "do you fear the god's judgement?", "do you fear the darkness of the otherwise?"
>>
Rolled 58 (1d100)

>>1118950
Interesting to note, we named our guy Slate but he has little reason to be deeply attached to that name. He doesn't remember what his name originally was, and he didn't get "Slate" from some omen or event of great personal significance; he just liked the sound of it.

What I'm saying is, it's not out of the question for him to use different names.

Or a combination. Gray "Slate" Roberts to give an example.

I like your thinking on formally introducting ourselves to the skull, but I think it's more of a collective of otherwise unconnected spirits. Which makes it similar to us.
>>
>>1118974
I propose we use multiple names and identities like Voss like a pure necromancer setup, a scavenger name, a trader name, a psimage name, a mad man name (pretending to be a mad psion or whatever) whatever we can do to obscure our identity and help us hide from our sister.
>>
Rolled 33 (1d100)

>>1118950
It stores summoned spirits and knowledge. You can go poking around in its archives or you can summon a spirit to talk to. It can only hold so many spirits at a time however and most of them belong to Necromancers who are happy to be there. Which obviously reduces the strain.

In an emergency you can unleash the spirits contained within to create a spirit storm but it might break the skull in the process.
>>
Careful anons in this world, trust and peoples word are ridiculously valuable. If you get found out people WILL find you and WILL get rid of you. I'd suggest a middle ground.

We say Slate is our name until we decide upon one, be open say we have amnesia. Then when the stars align or some omen shows themselves we cast off the old title of slate and become the new one. Slate Stone is effectively the same as John Doe
>>
>>1119013
So like.. does it have any psi necromancer spirits in there? We can summon a teacher anywhere? Are there combat oriented spirits saved i there? So curious
>>
Rolled 48 (1d100)

>>1119016
True if you get a bad rep expect to get thrown to the bandits. Assuming your lucky enough to find them before the wastes kill you that is.

>>1119057
Potentially.

So long as the device keeps working then yes.

There are a number of combat heavy necromancers saved in there.

The kind of tool it is pretty common in necromancy circles. Few are however as pimped out as the one your Master gave you.
>>
>>1118175
>other
get a room and take out our skull, browse through it and see what spirits we have in there that might be useful for what we want. if we find a psi-necro one let him teach us a bit, if not get teached on animation

after that
>check the new job board
see how we can get useful and earn even more rep
>>
Rolled 87 (1d100)

>>1119141
and here's the dice i seem to forget so often
>>
Rolled 89 (1d100)

>>1119144
>>1119141
Sure
>>
>>1119379
>87
>89
so close
>>
Rolled 13 (1d100)

>>1119141
Supporting to keep things moving...can we see if there's a soldier in there? A necromancer who was combat heavy with guns and stuff...operative style stuff or whatever.
>>
Rolled 50 (1d100)

>>1119141
Vote
>>
Rolled 77 (1d100)

>>1119141
Supporting
>>
Rolled 83 (1d100)

>>1119141
Rollan
>>
Rolled 35 (1d100)

>>1119141
Support
>>
Rolled 32 (1d100)

>>1119141
Room rented with a discount due to your rep. Currently the only spirits contained within the school are necromancer souls.Which does include a few psi necromancers souls. According to them psi doesn't work very well with necromancy except for stuff relating to the nerves and brains. Hence its lack of popularity using psi to help animate corpses according to them results in unusually agile undead with those who have flesh and increased intelligence. As unlike other types of necromancy using psi results in usually active nerves and increased smarts. Which makes creating zombie type undead quite a bit stronger then you would normally expect.

However psi necromancy is rare due to the tinkering of undead minds...being extremely bad for your own mind. Many psi necromancers go insane and MADNESS is a VERY common affliction among psi necromancers. Which is why it mostly died out. The hazards to a psion was immense.

However if you could keep your sanity necro psi had some very...nasty applications. Far beyond some improved undead. You would be able to create special afflictions and generate unusual psi that had powerful quirks. Most psi necromancers don't last long however as the hazards of the undead mindset swiftly unhinges them. Meaning most 'surviving' psi necromancers are actually undead. As it turned out if you yourself are also undead then a lot of the major hazards are nullified.

Its the only known solution for psi necromancers. Which is yet another reason why its so rare.

The Job board meanwhile had a number of tasks hanged up along with the rewards for completing them. The tasks varied quite a bit. From acquiring a specific item to scavenging, to even spying efforts on the bandits. Bounties were also common.

The jobs are as followed
>Retrieve an item
>Spy on the bandits
>Available Bounties
>Escorting and guarding
>Scavenging aid

What do?
>Look at the new job board
>Visit the bar
>Arrange a salvage trip
>Recruit
>Other?
>>
Rolled 34 (1d100)

>>1120806
>other
We go out into the wastes and we start training our ability to use our psi and magic together. We need to improve ourselves.

Unless, wait we've still got those books on psi magi stuff from N right Genie? If so it's time to do some more studying and training.
>>
Rolled 93 (1d100)

>>1120806
>Escorting and guarding
Like our first ever job with TSO. Let's kick some ass.
>>
>>1120891
We may need to find a trainer first.
On a different note, maybe we should keep our psi magic and necromancy separate while we're alive.

>>1120806
Actually, what do we need to become competent as a psi mage? Do we need to start by studying the basics of psi and the basics of magic? Do we have any of the necessary knowledge on hand?
>>
>>1120891
Dude your getting side tracked again. We did that training montage before for a boost. We still have a job too do, we're alternating
>>
Rolled 81 (1d100)

>>1120923
>>1120939
Some simple rep building with the survivors does seem like a good way to take a break from training, but this might be a good time to remind everyone that our first ever job with TSO ended with us almost dying.

But that was kind of a different situation, so I'll support this action.
>>
>>1120987
Unfortunately as Genie said...not literally but. No pain, no gain
>>
>>1120987
We also head shoted the bandit driver, is it wrong I still remember that first bot? The one who was all happy and quirky when TSO said the word hostiles, the one who soaked bullets for us and then dived at a bandit rig with a bomb. I feel genuinely sad thinking of it because it's brief characterisation made me think it was cute. Just happy to kill hostiles.
>>
Rolled 89 (1d100)

>>1120925
You barely know how to fuse psi and magic...very poorly I might add. You only realized that psi and magic elemental could be fused with much more ease due to a crit.

You have a very long way to go and the materials for it are quite lacking. You have a few but that's about it if you don't go bother Mister Neutral.

>>1120987
Hey technically that was your own fault for making an extremely stupid decision like that. You only survived due to the fate point.
>>
Yeah lets get a trainer first
>>
Rolled 86 (1d100)

>>1120923
Supporting let's not get riddled with bullets again. Did were get those new nanites installed with their internal factory?
>>
Rolled 44 (1d100)

>>1120939
Ahh shit you're right salt alright then I'll support this >>1120923
>>
Rolled 57 (1d100)

>>1120923
Roll
>>
Genie Rust here. Can I get a quick lore dump regarding aliens?... It's of the thing I'm writing. May be having a crashed alien ship involved...
>>
Rolled 58 (1d100)

>>1121422
Alien is one of the great threats to humanity. In the big scheme of the galaxy humanity only qualifies as a third rate power...assuming that is count them as a whole. The two first rate super powers is the Galactic Republic and the Combined Confederation. Both hate each other a lot. Once they had a big war long ago but they weakened themselves so badly the Secondary Powers almost took them out because of it. Ever since they haven't waged a full blown war with each other since then.

The Second rate powers meanwhile though they cannot be considered a galactic super power they are the next best thing. They include such groups like the Devouring Menaces, The Hivemind Collectives, Ancient AIs, and more. They are powerful enough that they have survived full blown confrontations with the two super powers and should the two super powers ever get themselves crippled they will likely be replaced by them.

Everybody else including humanity is part of the third rate powers. They are made up of literally everyone else. Entire species even. They are small enough the big boys don't pay special attention to them unlike the Secondary Powers. Thus its possible to squeek by unless you get unlucky and are targeted for their shadow wars or expansion efforts. In truth your biggest threat isn't the Super Powers but actually the secondary powers.

In terms of lifeforms you have theoretical can exist in real life, so heavily engineered nobody knows what they originally were, and the fantastical magic aliens are all a thing. In terms of organization they are organized into family groups representing the species are close enough they can interbreed. Followed by the type of lifeform they can be considered as like carbon based and so on.

So in terms of alien life its very diverse.

Things get even more complicated when you consider Outsider Colonization where after awhile they go 'native' properly.
>>
>>1121296
We did (twice?!)
There's also the more recent nanite boosts from last thread or so.
>>
Rolled 3 (1d100)

>>1121781
Nanite tech is so rare simply because you ever thought how fucking hard it must be to shield them properly?

Hence why its so rare in the post apocalypse.

>>1121296
Your original version came with a nanite factory included in the kit. Which maintains the nanites internally. It does however require special upkeep every once in awhile.

>>1120923
You decide to look into the escorting and guard jobs. Which includes a guard posting, a patrol, trader escort, and caravan guard.

So which job do you want?
>Guard post
>Patrol mission
>Trader escort
>caravan guard
>Previous option instead(post what)

>>1121296
Next time don't throw yourself in a crossfire. That is the sorta stupid thing that would even take a bad ass down.
>>
Rolled 49 (1d100)

>>1121814
>Trader escort
Find the competition and figure out what they are about
>>
Rolled 60 (1d100)

>>1121850
I'm good with this
>>
Rolled 77 (1d100)

>>1121850
Okay
>>
Rolled 10 (1d100)

>>1121850
They are typical hired guns and blades. Notably less well equipped then yourself but then again you work for an arms dealer which is seriously cheating. Not all are strictly mercs but they are good enough to scrape by on their work. Not to mention a bit more trustworthy as they are faces that people know.Unlike you however they deal in strictly fighting. Traders are generally smart enough to hire some protection when they are about or even for their stores. Due to raiding it helps having some people dissuade the bandits when they come through. Currently however the traders are hiring an unusually large amount of protection lately. Many think its due to the strange movements going on among the bandit gangs. Got them nervous enough to pay for extra protection.

The hired soldiers when not on the job typically spend their time drinking, fucking, or training. Possibly not in that order, but its not like they are hard to find.

So do you plan to take a job with rival arms dealers or something? Otherwise not entirely sure what your after.

What do?
>>
Rolled 92 (1d100)

>>1122139
You know what fuck it.

Change of plans we go patrol mode. Less likely to screw our own sides plans. We take a job to patrol because we can get to know other survivors better and may find something.
>>
Rolled 65 (1d100)

>>1122139
Yeah, no. Can't really check any so-called competition from a merc's view.

>Training
Time to try our luck with Psi, as we're now around living targets.

then
>Patrol mission
Get to know more about the surroundings, from the survivors' point of view.
>>
>>1122157
Darn my id changed. I'm >>1121850
>>
Rolled 40 (1d100)

>>1122157
Agreed

>>1122158
Nah, someone might find out we're a psion. Even if we have no ill intent, our inexperience means we're likely to get caught and people won't take it well. Better to find other psions (like cultists or something) to train us anyway.
>>
>>1122174
True enough, we'll train on that with more expendable or trusty minds.

Switching to
>Patrol mission
only
>>
Rolled 88 (1d100)

>>1122157
supporting going patrol
>>
Rolled 74 (1d100)

>>1122157
patrol mission it is. What you were expecting was walking around with a lot of firepower. What you weren't expecting was you actually sneaked around. The entire fucking time. Sneaky sneaky fighting was kept to minimum. Radios were only to be used during an emergency when your cover was already blown to hell. Thus you sneaked around seemingly at random. In truth you sneaked around the perimeter of survivor turf. Especially on the areas bordering threats like zombies, monsters, or bandits. You sneaked around the most heavily around there. Supposedly to keep an eye on any potentially dangerous movements.

For the most part outside the odd zombie or monster it was very quiet. You didn't even see much bandit movement even when you were skirting around their turf. After a long sneaky walk you finally returned back to the settlement for your reward.

Supplies and ammo was the payment.

What do?
>Look at the new job board
>Visit the bar
>Arrange a salvage trip
>Recruit
>Leave
>Other?
>>
Rolled 30 (1d100)

>>1122435
>Visit the bar
Let's get to know the players in town. May e see how popular we really are.

>other
Look around for a soldier sort, we need a combat teacher...also look for other intresting looking people. Let's find some friends

>next day look at the board
>>
Rolled 89 (1d100)

>>1122489
Vote
>>
Rolled 62 (1d100)

>>1122489
support
>>
Rolled 86 (1d100)

>>1122489
You decide to get a drink at the local watering hole. Or in this case the place with the best boozed up drinks. Even the 'water' in the place tastes like it was mixed with booze. Here at this time of day most are still busy. However you found a few strangers, some fighters, and many seemingly lazy scavengers getting an early drink. The barkeep meanwhile is honestly so old you can't tell if its a he or a she. Especially as said barkeep only responds in grunts but somehow always manages to fulfill the request.

Apparently said barkeep has never once failed in providing a drink. With a sign proclaiming that should you make a drink request that cannot be fulfilled you can drink on the house for the night. According to some marks on the sign it has been many decades since someone actually succeeded. There was also an unofficial sign proclaiming that unusual or rare drinks require payment up front and aren't available for a tab.

In terms of combat teacher the only known one in the entire settlement is the Militia Drillmaster who works with the Commander and runs the training grounds. There might be others but if they exist then its a secret.

In terms unusual characters there are apparently a few strangers who for some reason are currently at this survivor settlement. Besides being seemingly shady nobody has bothered them as they drink.

After awhile the crowd gradually changed as the daylight slowly wore away. Inviting more normal characters who seemingly drown out the strangers. The Barkeep meanwhile remains steadfast as per usual apparently. Even late in the night the bar stayed open. Except at this point most people have since went home, but even so late at night the bar is still mysteriously open and according to the rumor. The strangest of people come out during such a time to have a drink without having to worry about normal people getting in the way. Thus its an unoffcial rule that no matter what one should avoid staying late or showing up to early. As a few characters always hang around in the morning and to lesser degree midday before seemingly vanishing until it becomes late once more.

Apparently a few f those weirdos you saw during the day actually stayed overnight at the bar for some unknown reason. They did however seem to vanish whenever things started to get busy. Only to reappear once it becomes late enough that most people go away.

As such you began to realize that maybe this bar is unusual....or are all bars like this? Shame you have amnesia and thus no idea. Eventually you too went to bed and once you awoke. You went to the job board finding out that not much has changed on it. So either the requests are having a hard time being fulfilled or its a regular thing.

What do?
>>
Rolled 46 (1d100)

>>1122596
>recruit
>>
>>1122596
Well ladies and gentlemen what's the first rule of fight club?..fight cult? I dunno
>>
Rolled 98 (1d100)

>>1122596
>organise a salvage run.
>recruit
Say we'll be staying at the side over night so if you want to come be combat ready. This was we'll have some fighters come maybe too.

We'll take the VTOL and we're going to the collage town
>>
Rolled 87 (1d100)

Finally home, man fuck my work. Now I can finally write up the notes i've put together

In regards to Slate and our future plans might i put a few points down and we'll see who agrees

1) Put of PSI-MAGI training until we are atleast a Vet in both PSI and MAGI separately. Understand what your mixing before you do.
2) We need to do this survivor stuff long term and for extended periods, as i've mentioned before I suggest we do batches of three. So our timetable of actions looks something like the following...

1) Training with Master, ANDY or Mr.N depending on who is available and keeping it relatively equal (I do suggest ANDY next personally)
2) Training with X
3) Training with X
4) Aid the survivors with a mission
5) Recruit and salvage with the survivors
6) Another Survivor mission
>then move back to stage 1

In regards to training specifics

>Necromancy
Get our basics up to scratch first before moving to specialize in Soul, Animation and Domination (good building blocks for PSI)

>PSI
Get the basics down with Mr.N such as feeling the presence of others and reading open willing minds before working our way up to mental suggestion (Works well with Necromancy). Maybe way further down the line we get into force push and telekinesis territory but that's a long long way away

>Combat/Operator
I admit I keep pushing this because I feel it suits our style, light, stealthy and get good using a few solid tool kits. The operative style I feel works nice, infiltration, sneaking and carfully placed shots (we do have the perk)
>>
Rolled 5 (1d100)

>>1122606
>>1122603
I will back it
>>
Rolled 58 (1d100)

>>1122656
We actually already have the psi-mage class so I don't think it will quite work like that, but I agree in principle.
We aren't a soldier and I feel that becoming one would take too much effort (while getting where you'd want us would be far harder); we are, however, already a commander (albeit a green one) and can potentially get subordinates who can fill any role we may need.
While we may sometimes need to run solo, that's why we need to get good at magic and psi.

I like the overall plan, but I kind of want to weight our actions in favor of training, maybe 3:2, or 5:3, heck I'll settle for 4:3.

>>1122606
I'd support, but we actually haven't cleared out our VTOL yet. I think we need to at least spend an action trading stuff away, and/or possibly find somewhere to store the stuff.
(Just be sure to keep the spirit liquid.)
>>
>>1123211
The reason I didn't feel it necessary to lean more to training was because we'll be gaining EXP and possibly command stuff as we work with the survivors.
>>
Rolled 9 (1d100)

>>1122606
When you let it be known that your arranging another salvage run. You became even more popular as everyone was interested. Including the soldiers because it sounded like an easy job that paid extremely well. Alas they were disappointed that there would only be a single ride and it's in a place that is...strange. A few people weren't willing to take the risk but everyone else was.

These are the following available forces. Be aware the more people you take the less space you will have for loot. Your VTOL can transport a couple tanks depending on their design or One Super Tank which would be tight fit no matter what. Which is quite a bit room to work with. You may need to build in some new seats and harnesses if you wanna bring more troops safely however. Be aware difficulty and troop losses are gonna be pretty high usually think X-Com but more post apoc. On the other hand those who survive to become veterans are quite awesome but difficult to achieve. Losing some of them hurts even for the big boys.

>Survivor Scavenger including Specialists
Mostly regular or Experienced with a few veterans. No elites. Specialists are available.

Best scavengers in all the post apocalypse belong to the Survivor factions archtype. Only barely beaten by tribals for natural goodies in the wilds. Considering how much scavenging is part of the way life no matter your faction it really is saying something to be the best.

>Survivor Soldiers
Mostly regular and experienced no veterans.

Survivor Soldiers are frankly under appreciated and often poorly equipped. They are however very adaptable and used to making due with what they have. Equipment wise its a mish mash that can only be beaten by bandits except unlike the bandits its less styled due to having less free time.

>Survivor Scouts
Mostly regular and green no veterans.

Survivor scouts are noteworthy in how low key they are. They may not be the best but they will certainly be among the hardest to notice.

>Survivor Salvage Engineer
Mostly green and regular. Few experienced and no veterans.

The only things that survivors can rival with their scavenging is their ability to salvage stuff. To jury rig tech together even by post apoc standards you'll be hard pressed to find someone who can out macgyver a survivor engineer.


After you make your troop selection and another brief infodump you will be going to the college town. Just gotta get the recruitment stuff out the way first.

So no what do until a bit later anons.
>>
Rolled 37 (1d100)

>>1124248
Ok we have us.

the rest of the team...

>2 Soldiers
We need a security detail

>2 Scouts
We need eyes

>1 Engineer
We should nab one

>1 Survivor Scavanger
We can break into two parties this way if needs be.

If we split we would not go far, I litrally mean just so we can work effectively on other sides of the street.
>>
Rolled 81 (1d100)

>>1124248
Be aware troops with better equipment and more experience cost a hell of a lot more. Compared to their more poorly equipped and inexperienced brethren.

So don't go thinking you can easily afford a bunch well equipped experienced and veteran forces.

You don't even wanna know what the Elites cost assuming they ever even become an option for direct recruitment.

Good news is upkeep isn't quite as high as the initial purchase cost. Its also possible to temporarily hire different forces. It will be cheaper but they'll likely demand additional shares and extra payment if they are real good. Spendy but quite useful if your in a pinch.

Currently there are Elite and veteran mercs available for hire they are not however available for recruitment. You just barely passed the roll for elite merc availability. Bad news is unlike the recruited forces who don't go away after the job they the mercs will.
>>
Rolled 34 (1d100)

>>1124266
Ok disregard this. To vague.

>>1124276
cheers Genie

>>1124248
NEW PLAN

>2 Soldiers [Regular]
Our teams back bone. Can get a new gun each from the armory, only one.

>1 Engineer [Regular]
We may fix some other rides and bring more loot back with us providing fire support from the VTOL. May also get us into some more places.

and that's it for now, I know that ain't many but lets start small and build up. Don't want to loose all our money at once and this way we fill the Scavanger slot

is this about right for a basic scavenger party?
>>
Rolled 36 (1d100)

>>1124320
Maybe a few scavengers too, not necessarily to recruit per se, just to take part in this one scavenging trip.
>>
This is part of the stuff i wrote up for places and faction idea's Genie.

>The Brief Story of Harmonia
Harmonia was a large mega resort city built upon of of the few island clusters on the planet Raenos III. While it was at first a club for the hyper elite over time and thanks in large to the efforts of the AETHIS Megacorp expanding and providing infrastructure it became affordable to the mass public (though exclusive “high flier” locales remained). Slowly more of the planets scattered islands began to be built up into similar sites, but Harmonia was always the brightest island on the waters of Raenos III.

A technological wonder Harmonia was protected by a private army supplied by AETHIS known as DESTRO Securities. These forces work alongside a large drone force whom maintained law and order on the numerous islands and towards the coming of the Fall the population of workers and visitors was so great that numerous Hyper Complexes were built! (away from the customers naturally). The Islands were all maintained by their own carefully manufactured AI Administrators whom oversaw the running of the cities, the maintenance of it's services and the running of the Planets Hypertube Rail network that criss-crossed the planet connecting the resorts. The only ways on and off Harmonia were a pair of Space Elevators located on opposite sides of the world..unless you took a private vessel naturally in which case you could enter the Harmonia space dock.

>The Fall claims Raenos III and Harmonia
News of disasters spreading across the galaxy reached Harmonia but its populous thought themselves safe from these disasters worlds away, who would come here? What could go wrong?...The answer was everything...and it did.

It began when a large Alien vessel suddenly appeared in the high atmosphere above Harmonia which despite attempts at communication did not respond. It hung briefly in the air before plummeting to the surface breaking up as it did (the cause to this day is still unknown). It crashed into the centre of Harmonia's Worker District and naturally the emergency response was swift. Panic spread as when the ship had broken up numerous Hypertube tunnels were breached cutting off a lot of access to Harmonia, worse still they didn't have the resources to cope, panic, hysteria, looting began as many thought the end times had come!


1/?
>>
>>1124467
The City's AI Administrator known as “ORCA” was forced to use DESTRO and Drone forces to enact a security lock down and martial law. But things were moving to fast, many thought the AI had gone mad and lashed out at those trying to maintain peace. Worse still an unregistered vessel (several witness accounts) entered the remains of the massive Alien and was seen suddenly fleeing it at high speeds before vanishing from sight? Next came the Cognition... seemingly having started from the Alien vessel a virus escaped and began killing the population, those who survived believed there were no ill effects...but their DNA was irrevocably twisted by something alien. Again ORCA responded by trying to isolate infected area's but it was a loosing battle, eventually the last of the DESTRO forces were forced to take shelter in their Bunker Fortress “The Vigil”, ORCA have almost no drone forces left and the city was aflame, in ruins...the Fall had claimed another victim.

>Harmonia in the Post Apocalypse
The Bones of the great resort city remain, but little of it's majesty remains. Survivors scurry in the dark etching out a living, Bot forces work on their own strange goals, Bandits rape and reeve, Newly awoken Paramilitary groups attempt to build a new world. Cultists left in the sunken regions whispering of their savior, mutants congregate around the fallen vessel for the time the sky burned... lights are appearing in the sky and beneath the depths...stars are falling....something is coming...


2/?
>>
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>>1124471
Civ Tier Factions next

>Bandit Faction
>The Black Harbour Bandits
A group of people whom set up shop on an off shore wind farm and when the Fall hit were cut off...which worked greatly in their favour as they avoided most of the trouble. When they finally fixed their Hypertube Rail they found the first in flames and under the guidance of their first “Harbour Master” (Warboss) they began their new lives. The Black Habour has since grown into a flotilla shanty sprawl.
>Notable Characters
-“Metal Face” Penelope: A picture of beauty, lean, lightly tanned, long hair tied into a braid....and a mouth full of jagged, uneven, and sticking out shrapnel like teeth. She is the current Warboss and Harbour master of the Black Harbour bandits after she killed the last for trying to steal her Boy Toy.
-Kai “Bubbles” Harka: A young man whom was put into cryo sleep during the fall by a small think tank group...who got raided in their slumber by bandits and quickly enslaved...Kai tried to escape by swimming and was caught by “Metal Face” herself whom was on her way back from a bad raid, several rapes later she discovered the poor boy didn't break and decided to keep him. There are two conflicting stories regarding his nick name.
-Uri “The Kraken”: A very large bandit who is the strong are and lead drill instructor of the Black Habour Bandits, he wears a large mask most of the time with a kraken painted on it to match the tattoo's covering his body, some say he was a feral cultist before joining...


3/?
>>
>>1124487
>Tribal/Cultist Faction
>The Cult of Undertow
When they sky burnt and the people looked for aid some ran to the lush gardens of Harmonia trying to be away from the carnage. These people became very insular and slowly fell into the tribal way, yet one group thrived above all others...When the great damn ruptured flooding the Gardens of Harmonia and turning them into swamps and marshes, this Cult flourished, the swamps were their lord's protection, where every was claimed by the bog and sunken into the mud their domain...Their Lord “The Sunken King” guides them and soon the marsh will encompass all.
>Notable Characters
Alaea “The Murk Witch”: Current High priestess of the Sunken King and through his tutelage a powerful necromancer, bringing the dead resting beneath the muddy waters to serve the lord again in times of need. Many say she is naked and defensless, the wise know better, her “naked” body is covered in the sacred mud of the swamp, runic patterns drawn across the surface sometimes seeming to move...the Mud itself clinging to her is said to be harder than any armour, shielding her from harm...it is said when she sinks into he depths she can emerge anywhere in the cult's territory...
Orcron “The Blood Shadow”: Lead Hunter of the Cult, it is said once he tastes your blood he can hunt you to the ends of the earth, Orcron is rumoured to be MAD but blessed by the Sunken King regardless so unwavering is he in his faith.
Kiric “The Youthful”: The Cults oldest member and youngest looking, a keen alchemist and advor to any who need guidance.


4/?
>>
>>1124505
>Paramilitray/Paladin Faction
>DESTRO Securities Remnant
When the fall became too much an order was received by high command, to withdraw and take shelter, to enter stasis and return to establish order and rebuild. If they were needed sooner they would be awoken by command...the call never came and now they awake into this strange new broken world. Despite it all they have began to scout out and expand, they will bring back reason and order...whatever it takes.
>Notable Characters
-Richard “Noose” Fellway: The new Commander of the group, a strict man who reinstated corporal punishment for numerous crimes. He does however lead from the front earning his men's respect.
-Super Soldier “ELEVEN”: [Classified biography]
-Admin AI “FRANCINE”: Manages the base and also coordinates military forces on the ground by providing and feeding Intel gathered by a fleet of spy drones


5/?

Im actually working on a map atm, but gonna grab some food first.
>>
Rolled 67 (1d100)

>>1124448
>>1124320
Supporting this plus a regular scavenger
>>
Rolled 27 (1d100)

>>1124448
>>1124320
Ok ill compromise
>>
>>1125124
>>1124320
Thank you. I do have a couple questions I'd like clarified though.

Is this for the scavenging trip, or to start forming some kind of regular crew? I assume the latter since we need scavengers rather than soldiers for the former.

>providing fire support from the VTOL
What do you mean by this? Having them open the door and fire rockets or whatever out the back? I think the bot pilots can operate the vtol's gun fine by themselves.
>>
Rolled 1 (1d100)

>>1125175
Only if you hire mercs then its solely for the scavenging trip.

Otherwise they will be your regular crew.

They can. Technically your VTOL isn't exactly packing a whole lot of heat. It goes however have a energy based minigun and two missile pads. So it is packing a decent amount of kick.
>>
Rolled 35 (1d100)

>>1124320
>>1124448
Okay so its this + how many scavenger mercs?
>>
Rolled 30 (1d100)

>>1125294
Just two (2), I think. We'll see how that works and if necessary get more for future trips.
>>
Rolled 64 (1d100)

>>1125319
I concur
>>
Rolled 17 (1d100)

>>1125319
Yeah ok like I'd said
>>
Rolled 16 (1d100)

>>1124320
Hired

Big Dig actually is quite the big fellow. Lugs around a heavy machine gun and grenade launcher. Wears heavy scrapper armor and keeps an axe handy for melee. Despite his looks is actually surprisingly good at sneaking around despite all the weight. Actually on a number of 'supplements'. Would of probably gotten kicked out. If said supplements included heavy drugs and not just stuff for health, muscle gain, and a few performance enhancers. Supposedly does not have the greatest aim in the world. Which is strange given his cold temperament and level head.

Had a brother Big Dug who while still big was the opposite and finally got kicked out due to a mixture of severe 'anger' problems and drugs. Now known as Big Dog a rather notorious bandit due to both his skill and rage. They still talk and got found out. Hence Dig's difficulty in finding employment currently.

Wallace Lug aka The Wall. Lugs around a large modified shield with wrapped plated armor. Which he uses with an SMG with large mags and an LDR for longer ranged problems after entrenching his shield as a base/shield for it. Also carries a large electroshock mace that he uses with a single hand. Of all things has surprisingly good aim but loved shooting lots of bullets and taking hits. Known for having a solid defense and shooting walls of surprisingly accurate bullets.

He is however...Slow...very slow. So slow he once got caught by walker zombies kind of slow. Bullets however are fast and he has good aim. Hence why nobody mentions said fact to his face. It helps that he has a particularly aggressive girlfriend who does not take insults to her boyfriend well. As she puts it he is 'very thick but not dumb'. Once someone asked what's the difference. In response she left him a bloody knife stabbed in his pillow while he was asleep.

Lil Skevee
The engineer you recruited. the kind of guy who has no friends. If he wasn't a good at engineering probably would of been thrown out long ago. Insists he has a friend and later girlfriend who is a brain in a jar. No really. Still a virgin who can't get laid if his life depended on it.

He doesn't carry any real weapons instead he lugs around a bag of tools and a turret which he insists can deal with any fighting problems. His armor meanwhile is a modified cargo lifter he built himself. Said tools have been weaponized and some of them modified into a tooled handy(literal in this case) gauntlet/weapon. His turret meanwhile comes equipped with a shock lance cannon and flamethrower. Usually it hangs on his armor unless he puts its down somewhere. Supposedly his residence is tad covered in the things and people say he is paranoid.

Which is nonsense. He is just a nerd who understand the finer arts of self defense due to getting his ass kicked so many times or so he claims. He claims ever since he kept the turrets happened he has never once gotten in another one since. Probably due to the bullies not wanting to tempt the angry machinery.
>>
Rolled 68 (1d100)

>>1125971
You also temporarily hired to scavenger mercs who demanded an cut of whatever stuff they found on top of the initial upfront payment to hire them.

After finishing up this kinda business. You and your new crew loaded up on the VTOL before departing to the College Town. There not much at all has changed. Until you took a look at the lake which appears oddly angry looking almost. Which makes no sense until you realized for some reason there was someone or something fishing over there. If the lines are anything to go by.

Otherwise the town looks eerily normal and empty as it was all the other times you have seen it. Except no light show since its still daytime.

What do?
>Go to the angry lake
>Look for the other industrial sites
>Head to the college
>Scavenge in town
>Other?
>>
Rolled 87 (1d100)

>>1125997
>Work out contracts
Anything related to Bots, or more advanced stuff, that's ours however help yourselves to gear and such.

>Scavenge in town
Half the VTOL gets filled with this stuff including the armoury...everyone gets a new gun, ain't we nice.

>Other?
I want perimeter's set up and people watching one anothers backs.

>Other?
If anyone has a long range scope or binoculars or something hand them over i want to see who is fishing (is it Detonator or his friend?)

Once we have done all the above
>Look for the other industrial sites
IF there's lots of really good stuff there when we get back into Settlement we tell the boss what is there and tell them to swoop in before other survivors try to go for it. (naturally we'll pack what we can if we find it).
>>
I wonder where everyone is?... Liek the stuff i've posted so far Genie? is it atleast close to canonability
>>
Rolled 99 (1d100)

>>1126094
I'd think we should see what's going on at the lake, but you're the tactics guy. Support.
>>
>>1126278
Woops, you did address that issue. I just didn't read carefully.

Think we should get a vehicle or two from the town? If there are any worth taking with us.
>>
Rolled 81 (1d100)

>>1126094
Support
>>
>>1126278
>>1126285
I wouldn't really say i'm the tactics guy. I'm just, I dunno a little more specific?

Though been called a tactical anon did make me feel happy for the rest of the day
>>
>>1126387
We are a commander, we have our bad ass stalkers, pearly, the ghost swarm (did we name it? If not I propose "ghost bro dudes"), Gmwe, maybe we could arrange an undead modern army, "necrotanks" ghost spec ops, even an undead equivalent of a triage. Obviously as well equipped as TSO can allow/ we can afford. Dope weapons special ammo, the whole nine.
>>
Rolled 23 (1d100)

>>1126094
Contracts formed without problem.

The auto defenses for the armory are still intact. Battle Engaged.

>YOU VS Auto Security Forces UNKNOWN
Forces available to you VTOL, 2 Survivor Typed Soldier Regular. 1 Survivor Salvage Engineer Regular. 2 Survivor Scavengers Experienced(Mercs).

WARNING
You cannot call for back as your currently being Jammed!

Alert
You have not scouted the premises. Enemy capabilities are unknown.

Round 1...START.

Ambush turn!

Security Defense Turrets have turned up and fired upon your forces!

Drones Engaging your forces! There are however only a few nearby floating...

WARNING
Alarms have sounded!

Enemies forces are now alerted and the rest is unknown.

https://www.youtube.com/watch?v=0PNCSRhdtec

Your forces have been fired upon by the rooftop and walls.

Gateway is now locking down.

Shields are now being engaged.

Currently identified hostiles...

1 Missile Turret on the roof.

2 Gunner Turrets INSIDE the Walls have opened up.

1 Patrol Drone nearby has fired upon your position.

2 Patrol Drones are inbound and are moving towards you.

Other hostiles...unknown.

Now for the rest of your action...

You don't have enough people to set up a proper perimeter.

Apparently some undead pirates are for some reason fishing in the lake...how they got there...wait a second aren't those your undead guys? Strange you thought only the stalkers made it out...and why can't you sense their connection to you?

All industrial facilities have been spotted. You also spotted two suspicious facilities and some old mines.

What do?
>Fallback
>Charge
>Focus Fire
>Return Fire
>Guard
>Other?

>>1126439
Your command limit is pretty small so its not wise to command too many yet. When your Commander goes up naturally the penalties for commanding larger forces will continue to decline.

Heroic Commanders can get away with commanding entire civs they're so good. So long as you keep within their specialty anyway. Good luck trying to find a generalist commander.
>>
>>1126466
Genie can I get a quick run down of our forces and their individual weapons? I've got a few plans but I want to know what i've got to work with
>>
Rolled 16 (1d100)

>>1126466
>>1126483
Also, where are we in relation to the gateway, walls and building?

I'm hoping that simply retreating is an option.

Before I forget
>>1124143
I figure training is generally notably quicker than missions with the survivors (from an out of game perspective at least), and basically we need to do a whole lot of training sessions. Like, we need a shitload even if we don't do operator training. Speaking of which, how would you feel about trying to become a combat necromancer? I think when we get a chance we should ask the skull for details about combat necromancers. At least look into it as an option.

Anyway, I think this situation may have been partially caused by trying to do everything at once. But I also thought to myself earlier (when thinking about looting the armory) that the armory probably had automated defenses, but then I simply kept it to myself, and when the armory was mentioned again I completely forgot about my own realization until it was too late.
>>
>>1126490
Oh, and I'm going to try to get some sleep now. Don't forget about our bone rod.
>>
>>1126490
It's ok man, it's on me too I miss remembered thinking it was ok to loot, i forgot and bad intel is worse than no intel.

while i won't post my plan until I know the details of what we can see about the drones, such as their size and gear alongside the gear of our own forces. These are key points to consider.

Have AMY hack the missile turret's aiming so we can instantly focus it down with a heavy weapon. Then have her begin working on a way to have these Bots and such register us as friendlies, failing that just deactivate the alarm entirely.

Have our VTOL hover a bit away from the battle site to feed us Intel as to where enemies are coming from and their eta. The turrets on the walls if needs be can be elimanated by the VTOL at extreme range with just a burst from it's gun as they can't move and nor are they expecting such an attack

though i'm wary that this system may respond with "equal force" so if we raise the stakes it too may do so.

The rest is very variable on loadouts.
>>
Rolled 77 (1d100)

>>1126483
In their description. The survivor soldiers do have a couple crude grenades but that is it.

>>1126490
There are nearby buildings and roads but they are built low. The Armory is located behind some fences and walling. You were trying to get inside when the alarm went off and your currently exposed only to a single wall.

withdrawing while possible would be difficult given how much the enemy can shoot at you while you try.

>>1126497
You currently don't know what the drones are packing. They are appear to be some kind of sentry and patrol model.
>>
Rolled 53 (1d100)

>>1126466
Ok while I don't have a great combat map in my head i'll have to rely on my imagination to fill in the blanks.

>Wall Lug
Head back to the VTOL and set up shop on the back ramp. Once on board eliminate the stationary turrets and wit VTOL support feed us info.

>VTOL
First AMY will relay the position of the Missile Turret plow that fucker up from long range outside it's targeting.
then pick up Wall then fly into a nice high position stealthed and give him lots of nice shots. If you begin taking fire shields up, Basically your on overwatch.

>Big D
He and one of the scavengers are on main line and suppression duty with us. Set up 4m intervals with solid cover, any AP rounds drop those turrets.

>Lil Skev
You and the second survivor scavenger are to find a good position and choke point for that turret so once your set up we can fall back into it for a more effective firing position. Preferably somewhere high

>AMY
firstly scramble those turrets briefly with false readings so we can get some good shots/ get in position in but immediately after get to work deactivating the alarm.

>NOTES
If AMY is unable to hack turrets use a crude nade on each to confuse their scanners at least for a moment to hit them with any heavier weapons we are packing.

I want firing lines dammit, VTOL and Wall high and far back line. next the turret and scavenger with Skev and then us front liners.

We are three fire teams no one goes anywhere without support from atleast one more of the other. 1 suppresses, 1 moves and 1 fills the gaps and paints targets

Genie given what we did in the siege training can I assume we are familiar enough with Electrical magic to use it briefly and not add to MAD
>>
Rolled 78 (1d100)

>>1126466
>other
>Pearl White lob large rocks of whatever you can manage at the missile turret, goal is to destroy the turret or to hit incoming missiles

>Shield McGee, shield up and over watch

>Scavengers, make it to cover and over watch

>Big-Dug, get into cover and offer supressive fire on the incoming patrol squad

> engineer, if you've got the tools attempt to remote hack the other 2 defence turrets but first set up your turret to provide cover on our backside and get into some cover. If you don't have the capabilities then try to kill something.

>our action, pull out that sniper rifle of ours and attempt to take out one of the defence turrets

>>1125971
I ducking love the back story flavor text Genie
>>
>>1126519
Problem, Wall Lug is slow and meant to tank and is slow as hell.

Other problem, suppressive fire is meant to suppress enemy troops from attempting to pop out of cover or to fuck up their aim. I know this one is nit picky, but suppressive fire on a mounted turret doesn't seem to be all that effective
>>
Rolled 90 (1d100)

>>1126520
Sorry man Pearl White ain't with us and secondly we're keeping the whole necromancer thing on the down low until we have people we can trust with us. thought thanks for reminding me.

>>1126519
>>1126466
Adding to my action we take out our big ass sniper and when we get an opening blow a turret away... prep our Auto Shotty with AP rounds may need it in a second and run those Operator Tactical programs to aid us.

Time for live fire combat exercises
>>
>>1126522
it's more to present them with multiple targets, it can only shoot one at a time so the others can use that distraction to blast'em and call out whom it's pointing at. For the love of god go in a random order too don't get predictable.

As for Our tank, I know what you mean but he's slow as balls if we need to leave in a hurry we need him already way back, secondly his personal shield+height+VTOL cloak will make him utter hell to deal with.

We're using the time they are needing to organize to organize an effective defense ourselves.
>>
Rolled 54 (1d100)

>>1126526
Well alright, If you think it's best I guess I'll support
>>
>>1126527
It's cool man, we're effectively a war council in Slates head which makes me wonder....the concept of MADNESS is using and knowing things that you should not know, it's doing and knowing the normally impossible for that person...If we play this too smart/"tactical" are we pushing him further into madness... I'm just wondering because it occurred to me how would Slate know the combat routines i'm suggesting and such?

If this all goes totally totally utterly tits up and we're undeniably boned I do have a last resort idea but it is quite possibly the most retarded thing i've very thought of or considered...

Fucking hell kill that missile turret before it downs the VTOL and blows our cover wide open.

https://www.youtube.com/watch?v=gJY34HQ4oIc
Fight music for Round 1
>>
>>1126520
Gmwe isn't included? Our stalkers could take out the gunners in the walls. Why don't we ever use our ghost swarm any more?
>>
>>1126527
I got taught something by a family friend "if you not leaving a man behind your only as fast as your slowest man and only as strong as your weakest link"
>>
>>1126538
Anon we have no undead here NONE, ZERO, NIL, NADA, ZILCH. We're with the survivors, we are not revealing we're a necromancer or a PSI MAGI or we will likely get ran out of town because Necro=bad to the layman, PSI=Smart Zombie bait (therefore bad) and MAGI we crazy pervs. Take your pick
>>
>>1126546
You're right about the undead, but survival supersedes secrecy, and the few guys we're with will likely be a lot more forgiving of our more unusual abilities if we use them to save their asses.
>>
Rolled 64 (1d100)

>>1126527
>>1126519
Vote
>>
Rolled 55 (1d100)

>>1126519
Looks like we're doing this, so here's my roll.

>>1126497
I don't think this system was designed to hold out alone against a serious attack. Whether that's enough to tip the scales in our favor, or whether they have reinforcements, are still in question.

If they do get reinforcements, I suggest we do our best to gtfo. Especially if they're spotted coming from the college.

If it comes to it, magic may be our ace in the hole. If there were still people here, they might have some contingency for dealing with it, but it seems unlikely that the automated system would.
>>
>>1126519

>>1127380
What I believe this system to be is a simple Cop shop for maintaining security in a collage town and as such. However i'm not willing to take the risk, the fact that a jammer is still active, this Bot and Drone net is still working well leads me to believe we're still going to be facing a fully functional Pre-Fall defense system. Second the fact the whole darn town is nigh untouched leads me to believe that this security system has the force or numbers to patrol and keep it secure...that's a lot of bots. Third for all we know beneeth us or in one of those industrial areas an automated line could be churning these fuckers out

Kill the alarm, then try to get ourselves registered as friendlies. I mean hell if we manage that this is grade A settlement material
>>
>>1127643
>cop shop
Well, if that's what you call a small national guard outpost.

I really don't think the town's untouched state is because of bots, or at least not only bots.

They weren't active until we tried to get into the armory. There have been no signs of them being active until now, and there are no human or animal remains or signs of violence anywhere in the town. Remember even the vehicles were left untouched where they were parked.

Whatever happened here, it involved the inhabitants just disappearing with no signs of struggle or panic. That wasn't done by bots, and whatever did do it is surely the reason this place has remained untouched to this day, even by animals.
>>
My other fear is this is a basic law enforcement station. It will respond with "Appropriate Force" escalating as the threat gets bigger and more parameters are met, so the next logical step is if the system deems our assault too coordinated or dangerous it will do what all systems do...call in the big guns. in this case likely very Drones and mechs, next will come full on military support.

This fight is a hold out until AMY can hack in and get everything turned off or register us as "Citizens to protect"...hopefully she can download a manual while there.

This is giving me flashbacks to learning the call to prayer in Afghanistan was also used to alert and draw in people when they know our forces were doing morning raids. They'd do the call to prayer slightly different and start it where it was happening so they could set up, cheeky fuckers,
>>
>>1127678
I meant thats why it's remained untouched
>>
>>1127775
Sounds about right
>>
>>1127775
But that doesn't add up. They weren't active until just now and there's no sign whatsoever that they have been active in the past.

It wouldn't explain why there are no animals or animal remains, and it doesn't explain the lights at night. Bots usually don't clean up after themselves after they put down intruders either, and we didn't see any bot activity until we approached the armory. (aside from the ones sent by TSO)

Hell, we've stayed in town overnight twice for fuck's sake. If the bots were keeping people out we would have seen them before now, which makes me think they are lmited to this armory only.
>>
>>1127809
My theory is the Outsiders/Lights are the aggressive force that "vanished" everyone here. Ibelive a combination of them and the bots have kept everyone away, the bots may make a mess but the outsiders clean it up. Or for all we know the Bots do clean it up (though I doubt it). At this point not enough information to make a more educated guess.

Random theory, kids in the gym basement did an occult ritual and fucked up
>>
>>1127888
Okay, but that still doesn't explain why we've seen no sign of the bots until we moved on the armory. What, do you think we just got incredibly lucky in not running into them until we went to their center of operations? It really seems like they were dormant until just now.

Now that doesn't necessarily mean the bots already in the armory are the only ones which can be called on to guard it, but that is what they are doing; guarding the armory. Not patrolling the town. This is not some sort of police station. When have you ever heard a police station referred to as an armory?
>>
>>1127932
My belief is that the towns security network is still active, so far we've gone around and taken stuff but not caused trouble, so the bots have left us alone, it's my belief the bots are on hibernate until a hostile action is taken and then they deploy. For all we know a supervisor AI may still be around, though i doubt it.

In short the bots wait undeployed/power saver mode until we're deemed hostile.
>>
>>1127932
In some places they keep the armory separate from the main building, you never store weapons and ammo together for example. so same site different buildings.
>>
Rolled 91 (1d100)

>>1127953
I don't think pre-fall security/law enforcement was automated to that degree, nor do I know why you seem so attached to this theory, but alright. We'll see.

>>1127956
Except from what I can tell, the armory is the site, in its entirety.
>>1106240
>a small armory surrounded by a wall located in a nondescript district of the town
>>
>>1127989
yeah time will tell. For now it's aimless speculation and that gets us nowhere.
>>
Rolled 66 (1d100)

>>1126490
I am surprised no one realized the fact the armory had auto defenses. I was even more surprised when nobody realized that it was likely said defenses were unusually intact due to how strange the town is.

Which meant the only good news is at least its a small armory.

>>1126497
Amy is not well equipped for hacking. Especially with all the jamming. She does however note that the enemy is also affected by the jamming given the lack of comm use among them and the use of the drones for eyes.

Amy isn't stupid and would of been checking to see how they communicated. Thing is though...she didn't see any comm activity except for the alarm.

>>1126519
Its not that complicated a map. There are nearby buildings which were built low and the wall/fencing around a single fortified building/armory.

>>1126522
It depends on their programming, orders, and sensitivity of their sensors. Turrets only wake up properly when the perimeters are met and then they start shooting identified hostiles. Trying to suppress them isn't the easiest thing in the world due to simple fact they do not possess fear nor the desire to save their life. So suppressing turrets is not at all an easy goal to accomplish.

It what makes them so great at defending. Their only hesitation being their orders and programming. Not to mention they aren't expensive and hence quite popular means of defense before the Fall.

>>1127643
>>1127678
>>1127680
Cops maintain their own armory usually inside their precinct for security purposes and easy access. Like prisons they keep their own armory close. Sometimes they even have their own proper garage and maybe a storehouse if they are big enough to warrant one.

So fat chance its a cop armory in a town this big. The size wouldn't warrant a separate place from their precincts. In terms of equipment I know about that sorta stuff too. Cop storehouses are easy to spot though. As the cops get very worried for their security and often use the evidence excuse to place a heavy guard. Even when its a lie it does however make a great lovely reason to have such high security. So its a very common trick they'll use.

>>1127956
True but they never keep them too far apart due to sheer the fact they gotta have potential quick access.

>>1127989
Problem with automated law enforcement is intelligence. It would be a nightmare to write all the coding for the very wide range of situations they'll find themselves in. Which would make them very expensive and prone to costly mistakes that would easily attract a lot of bad publicity.

Even in the Pre Fall they would rather have some automated support and hire actual people who are not only much better at it but also cheaper. This doesn't mean there weren't robotic lawkeepers. They usually tagged along with actual people or were things like Security bots.

Cops were for instance commonly kept a drone in their cars for when they need to look at something without risking their lives and such.
>>
>>1128026
As for getting somewhere, I assume Genie is already writing up our action, but I think we should consider using the bone rod. Whether we call up a wall (or shield) for cover or just blast away, I think our guys will accept whatever explanation we give afterwards if it can get us all out of trouble now.

Doing some thinking ahead, we can just say we got it in some crypt we explored, and just figured out how to use it eventually.
>>
Rolled 43 (1d100)

>>1126519
Lug heads back to the VTOL which enters stealth as he puts up his shield as a firing/shield platform. After that he starts to fire at the turrets.

Missile turret destroyed thanks to missile barrage from the VTOL. It then however starts to take heavy fire as three new missile turrets appear and start firing back.

The turrets meanwhile return fire and new turrets have opened up from the walls and on top of the armory.

Turret placed on top of a room. From there it sends some electric arcs at some of the turrets.

Due to being jammed Amy can't access the turret sensors from afar. She requires a direct uplink to them. Which means getting close. She suggests asking if Skev has any potential tricks or tools for the job.

Grenades thrown out. Sadly they don't do much as even the friendly turret is doing a better job at interfering with their operations then those explosives. Not to mention they were well built enough to shrug off the blast with some ease.

VTOL is currently in a heap of trouble has its getting bombarded by three different missile turrets placed on the roof. Meanwhile drone reinforcements have arrived and started to open fire. They appear to be equipped with some kind of energy weapon that is shooting quick blobs.

You know a bit about elemental psi magics and crude fusion. Your elemental magic is thus enhanced when your using psi magi tricks for it.

What do?
>Fall back
>Charge
>Focus Fire
>Fire at will
>Guard
>Staggered Advance
>Other?

>>1128034
As much as i like the rule of cool. Some stuff has to be kept semi realistic for the simple sake of its less likely to break immersion. So its something I gotta balance.
>>
I have to go for a while, but I'm going to suggest using necromancy (bone rod) or elemental fusion and the vtol take evasive maneuvers
>>
Rolled 49 (1d100)

>>1128124

>Other?
Step by step withdrawal, we can move away from the turret LoS and deal with the drones first. Then move to reengage.

VTOL and Lug Head back out of the missile turret, find their targeting range and then engage with bursts of the gattling gun, the fuckers ain't exactly moving. If your getting in lots of trouble hang back further and just get out of there, don't fucking die.

Skev we need a direct uplink to get an AI in there to try to scramble them but theres a jammer, any suggestions?

Bait the turrets into firing at one of us to draw their sight/attention then Focus fire them one by one. we can move they can't and a still target is a dead target.

If anons agree and we feel daring lets spark a little burst of electrical element in one of those Drones guns as it attempts to fire...

>>1128140
i got you homie to some extent
>>
Rolled 13 (1d100)

>>1128161
I don't have any smarter things in mind so support
>>
Rolled 32 (1d100)

>>1128161
>>1128124
>To make it a little clearer...
we're doing a staggered withdrawal until the turrets loose LoS and we're asking Skev about how to hack into them.
I'm thinking destroy a turret that's isolated so we can make contact with the system without the other turrets seeing.

We deal with the Drones by having them baited around a corner into a crossfire between the turret/Skev and Scavenger from one side and up high and the rest of us on the other side.
If these things hover disable their movement, if their turrets are nose fixed stop them being able to move, if they are free axel spinning from above or below move into the blind spots.

VTOL and Lug move out of missile range and then hang low, maybe shred a drone if it crosses your path, but more focus on not getting hit, re-position and pop another salvo onto the roof, bust those missile turrets

>Inb4 a nat 1
>>
Rolled 69 (1d100)

>>1128161
>>1128241
Sure
>>
>>1128298
I'm willing too whip out the bone wand only as a last resort...in a round about way...if they die...we'll have some new undead possibly...provided we can res them or there is something to res.
>>
Rolled 5 (1d100)

>>1128241
Support. Are we willing to burn FatePoints here
>>
Rolled 100 (1d100)

>>1128161
Forces are withdrawing while being covered by the placed turret. However the turrets kept firing at your forces until they broke line of sight. At that point however the drones were still following and shooting.

Meanwhile the VTOL has unsuccessfully gotten out of the missile turret range. They just kept on shooting and the missiles kept on tracking.

Soon the VTOL fully withdrew lest it really get blown up. After a little while the Missile turrets stopped firing.

According to Scav your best bet is getting a hold of a computer or cutting into the Turret network. Technically that would require you getting up to the wall and breaking into the turrets properly. From there you splice into their connection and there you go. Given the lack of comms they are clearly using some kind of hard line system.

Distraction sent...but he soon takes cover because getting shot at by multiple turrets is a good way to end up dead.

Your electric element discharge meanwhile missed. The friendly turret has however successfully taken down 1 of the three drones.

What do?
>Fall back
>Charge
>Focus Fire
>Fire at will
>Guard
>Staggered Advance
>Other?
>>
>>1128581
Okay so the turrets are hardwired, but could the turrets system be accessed via a backdoor, or whatever you call it, via a hacked drone? I mean that would be a long shot but It might just work.

Thoughts gentlemen?
>>
>>1128631
My thoughts behind this is there is a jammer up for some reason, maybe it's because the drones systems are a bit unsecured so to remedy it they put the jammer up to keep from pesky kids way back when from attempting to take over one of their drones and cause a whole shitstorm.

Eh, maybe I'm just an idiot.
>>
Rolled 21 (1d100)

>>1128631
Let's get a hold of one of the drones and ask Sceeve if he can do anything like that (or not like that, if he has something completely different but useful) with it.

>>1128642
I think it's highly unlikely that the jamming has any connection to the armory.
>>
Rolled 3 (1d100)

>>1128581
>Other?
Try our electricity attack again and everyone focus fire the drones. Maybe if we get one in one piece we can use it for hacking
>>
Rolled 93 (1d100)

>>1128671
Yeah it was a silly thought, but I'm totally down to attempt to bring a drone down to hack
>>
Rolled 74 (1d100)

>>1128631
Hardlined systems while difficult to hack and are very secure...have one very big problem. What if someone gets a connection into the hard lined system?

Another problem is you can't contact them wirelessly unless it has a wireless connection to it which nullifies the point. Hard lined systems are only truly secure if you don't have that wireless port and the would be infiltrator can't get that connection into it.

Once a connection is made at that point the benefits of a hardline system are nullified. Then you have to rely upon your security software and lockouts.

Hardline systems remained somewhat popular especially for defensive purposes is due to how much harder they are to break into. In some instances its worth it.

Even with their tech they still use a mixture of wireless and wires for their infrastructure. Wireless got really fucked hard during the Fall though and most surviving infrastructure is made up of the hard lined systems. Usually those without wireless ports.

The Fall had some real nasty malware infestation and rampancy plagues.

Given how the jammer is up even if they had wireless system in place you would still have to figure out how to bypass the jammer.
>>
I'm tempted to say fuck it to our incognito necromancy, call up pearly and see if he can sever the line.
>>
Rolled 98 (1d100)

Maybe we don't need an intricate plan right now.

>>1128581
>Focus Fire
If we're out of sight of the turrets, let's start taking targets out one by one, beginning with the closest drone. Stay in cover.
>>
Rolled 31 (1d100)

>>1128790
This
>>
Rolled 44 (1d100)

>>1128581
So...did I break anons?

Sorry about the problems posting. Truth is I encountered a problem with the new computer which seemed to have been fixed by replacing it with a new battery. Goddamn assholes sent me one with a bad battery. Good news is at least it wasn't the computer itself...again.

Thankfully I had a spare and the problem seems to have been taken care of.
>>
Rolled 93 (1d100)

>>1129101
Dw Genie you didn't break me, I just went out for food and a haircut. I'm gonna be here to kick, struggle and bite until the end.

I'll support this for now to keep stuff moving along >>1128790
>>
>>1129101
Eh I'm pretty sure there's not much to break on my end. If this get tooo hairy I'll come up with some terrible idea
>>
we have consensus right?
>>
We do, consensus to focus fire as stated >>1128790
>>
Rolled 34 (1d100)

>>1128790
Focus fire commencing on the drones and they go down. At least one did after that the other drone appeared from a rooftop. During that in between period of time however. As your guns were silent and the drones adjusted themselves you heard a peculiar sound.

Of metal stamping against concrete. Of metal falling from high up and pulling itself up. Soon you saw what it was. Marching combat bots and they didn't seem friendly.

>Alert
Enemy reinforcements have arrived.

Then you heard another sound a strange garbled screeching and the sounds of metal hitting concrete much further away. They would appear to be heading towards both your forces.

Unknown Party has joined the battlefield.

What do?
>Retreat
>Defend
>Attempt an ambush
>Attack
>Lay low
>Other?
>>
Rolled 13 (1d100)

>>1129800
>>Lay low
Oh shit Rampant Bots have arrived...

Slowly, slowly edge away from this battlefield and get back to the VTOL. If we play our cards right we can use this to our advantage and swoop in during the fighting and steal the armory...Provided to snipe off those turrets first.
>>
Rolled 60 (1d100)

>>1129800
>Retreat
Get to the vtol and gtfo, we didn't come prepared for this.
>>
Rolled 61 (1d100)

>>1129819
When in doubt bail the fuck out, I'll support
>>
Rolled 19 (1d100)

>>1129819
ok switching, I suggest we take advantage and go to the far side of the collage town and grab everything we can in the ruckuss
>>
Rolled 4 (1d100)

>>1129819
You retreat to the VTOL which was hanging rather far back. What was strange however was the fact that neither of the two new forces pursued....and there wasn't any sounds of fighting. Just strange garbled screeching from both sides.

So you actually managed to withdraw successfully. Though the engineer insisted he got back his turret. You sorta consumed quite a bit of ammo and there were some wounds.

What do?
>Fly far away
>Go to the lake
>Head to the college
>Scavenge in town
>Head to an industrial site
>Visit the suspicious facilities
>Other?
>>
Rolled 26 (1d100)

>>1130274
>Head to the college
I've been wanting to do this since we found this place.
AMY please keep an eye on the bots.
Can we tell where either group came from?
>>
Rolled 28 (1d100)

>>1130274
>head to the college
>>
Rolled 5 (1d100)

>>1130315
supporting. Im giving myself a break from long posts till a little later though when we go I suggest we have a sentry set up watching outside to let us know if we get incoming and have the VTOL set up to fly the fuck away.

Hope we find some decent stuff to make this trip worth it and pay not too bad.

Patch ourselves up with some of our medical stuff, aid our comrades too.
>>
>>1130410
>>1130315
Fine but let's not do anything dumb yeah?
>>
>>1130416
>>1130410
>>1130315
Forgot my dice so here
>>
Rolled 42 (1d100)

>>1130421
>>1130416
>>1130410
>>1130315
Why the tits is this not working
>>
>>1130274
On page 10 gotta start a new thread ...and you finally went to the college.

What fun!
>>
>>1130611
yaaayyyyyy-ooohhh fuck
>>
Rolled 62 (1d100)

New Thread >>1130674

Don't forget to archive~!




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