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Rolled 74 (1d100)

When we last left Slate, he was at a marshy site being supervised by Mister Neutral, and thinking about finally finding away to conceal his psionic presence from others, more specifically by retrieving some materials he had obtained for that purpose and finding someone to turn them into something he can use.

Last time, we fumbled (literally!) our way through a conversation with Foxy, who's willing to stick with us if only we avoid plunging into madness. We also acquired a VR pod and received from our Boss a potent anti-security device.

Creating thread for Genie, hope I'm doing it right. Oh and consider this a vote and roll for getting the materials we bought from the tribals and trying to have them crafted into something
>>
Rolled 74 (1d100)

>>1165716
Archive:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=genie

Character Sheet (out of date):
https://docs.google.com/document/d/1RrXk3THgW0f9ATC9_sGhynmPxuFCIPBRv3ITOaXAo9s/edit#heading=h.3fignggi0523
>>
Rolled 55 (1d100)

>>1165716
>>1165740

End of Last thread:
>>1162669

So, what do?
>Go scavenging in the nearby surroundings
>Try to figure out why the based here instead of someone else
>To the mutant sewers
>Go back to base
>Other?
>>
Rolled 66 (1d100)

Present. By this weekend I am suppose to have a new computer...hopefully one that works this time goddamn it.
>>
Rolled 92 (1d100)

>>1165767
>Other
Lets head back to base in the VLOT. Grab our psi mat. we got from the tribals and tell the Boss what Mr.N told us about to many war bands. Then come back and get some gear crafted to block our psi.
>>
>>1166379
Supporting, naturally mention the survivor issue too. Any new secondary objectives or info to gather?
>>
Rolled 33 (1d100)

>>1166419
>>1166379

Here my dice
>>
Rolled 9 (1d100)

>>1166379
supporting
>>
I'd like to push the case for going to see ECHO for training, they are naturally a PSI which we need but also an operator of sorts which aside from my personal like for the combat style is just what we need.

Because he's an operator Echo will have hiding their PSI presence down to an art along with likely mind shielding and reading techniques
>>
Rolled 1 (1d100)

>>1166379
Do you wish to recruit some bandits before you leave?
Be aware they are a mix of mutant, tek, slaver, and basics. MEANING that you could recruit SPECIAL bandit units here!

How awesome is that?

According to AMY Boss has granted you access to a barracks due to COMMAND and armory due to TRADER. he would of given you something for earlier stuff but she doesn't have anything for psi or magic much less both. Plus the gun range was apart of training/testing fields. So while you didn't score high enough to own you DID score enough to use it.

When you left to talk to N about the problem. Recalling how useful you were for big trade deals involving full blown civs. Your boss thinks you may modify the plan as to help deal with the situation, both on our end and their end. As in for of those who are involved, bandit alliance, warbands, survivors. Your boss wants you to help out both the bandits alliance and the survivors. The boss reports that she can't stop the follow but merely slow it down just a bit. Given what you heard N this is not and hence why boss wants you to handle.

after you tried to get some goods made by the tribals. Is unnecessary according to a bot that stops you due to them being able to keep trak of all kinds of transactions technically they are the only ones to aproach in house ever seen the new facilities have been brought back online. So you could just have them make it.

The AI are also cddonced about the lack of deploying of robotic troops as your a commander but did solo work. Which made them they may not fight without you but then you fought with outsiders.

The next complain sent was to wear the christmas suit celebration as it was combine humon armor which can help with your psi magi suit because it has all of that included on top of other things.

So after that you went back to the camp to get your shit made.

What do?
>Go scavenging in the nearby surroundings
>Try to figure out why the based here instead of someone else
>To the mutant sewers
>Go back to base
>Other?
>>
Rolled 48 (1d100)

>>1166887
>>1166887
>Ok it's time to plan ahead
>Other?
Recruit Some bandits, specifically a few Teks and ones who know who to crack into things. Bring some heavier weapons too. SPECIAL bandits are welcome, we'll need all the help we can get.

>The Objective
We're going to go to the collage town and we're going to take over that armory and all those nice drones. Preferably we'd take the Armory intact but I doubt it. Bring breaking in kits too...like breach stuff, wired, remotes won't work...for now.

We're going to be against the closed circuit defense grid first and then the RAMPANT Bots who got the bosses bots before. We make it clear what we're facing. The source of the corruption is likely in the collage.

AI Hub if possible can you please make a worm that we can put into the RAMPANT Bot net that will either crash them or preferably use their own wireless net that they use to communicate to provide us with any and all info we can..maybe even open the way too the AI in the collage?

This group needs to be able to move quick and fall back just as. We are not taking the VTOL this time, can't risk it getting hacked. We'll be using closed circuit/not hack able transports.

THIS MISSION IS NOT HAPPENING RIGHT NOW THIS IS PREP NEVER GO IN ON THE SPIRIT OF THE MOMENT (as such if possible i'd like a small party to go watch the collage town from a distance, observation time, see if the Drones use set routes, see what other forces are present, see if there are any strange power readings etc. Please watch out for floaty orbs of death. We're gonna have to go old school for a bit, drawn maps and routes that we can digitize later)

>As in for of those who are involved, bandit alliance, warbands, survivors. Your boss wants you to help out both the bandits alliance and the survivors. The boss reports that she can't stop the follow but merely slow it down just a bit. Given what you heard N this is not and hence why boss wants you to handle.
Sorry you lost me a bit there Genie....

>Other?
Ask if there is a way to Contact ECHO for PSI training, ask N and about

>Other
Inform the AI we'll be bring more BOTS with us soon but for now not the best idea...RAMPANCY you know...


>Other/Train
I'm not quite sure where we are from this, though im pretty tired so i may have miss read.
-If ANDY is here: Combat/Operator training
-No ANDY: see below

>Other? SOCIALIZE at the drinking hole
Lets meet people and make friends
>>
Rolled 84 (1d100)

>>1166978
While we're planning ahead, we need to address the AI hub's concerns. In addition to explaining that there is a mysterious aggressive corrupting force at the college town (which is why we didn't bring bots there), we should recruit some bots; primarily for later, but possibly for the college town if there are some particularly hardened against corruption. And wear the christmas suit, I thought we were already wearing it!

Also go to the bots first for all future manufacturing requests.

But yeah, I agree with recruiting some bandits while we're here; some teks and, for the role of heavies, some mutants; we'll also look at any other specials who are hanging around.

We're actually back at the camp with N. I agree with asking where to find Echo, spending some time wherever the bandits have set up a bar in this place, and already gave my two cents on recruiting and the bots (and it was more to add stuff than to criticize)
>>
Rolled 65 (1d100)

>>1166887
Alright back at camp.

So for the recruitment I vote get some teks. I want to see what upgrades they can slap on to the undead rabble we can control. The stalkers and special undead should be done differently since they are less expendable and you know have a mind. So if they want something built I feel they can ask or we can ask them.

I'm thinking mutants as well, but maybe hold off till we train psi or talk to the survivors making a civ near here. Once that's done we can recruit and train up. Getting our commander skills some work out and them use to us.

---

While good to know you amazing bots can craft it. It helps us get an in with the tribals. After all making deals or just asking someone for help can make them closer to friends.

Hm well if we can use ya. We'll need ya soon for dealing with a war band or two. Since we need some display of power to at least be treated as equals, I think.

Which I wanted the mutants as well. With bandit, bot and mutants that could make us look like a new world shadow in the making. Tho not sure if that will help us a lot.

--

Well them lets put on the new gear. Thought we auto did that when we got way better gear.

... dam in thinking on in more. Lets see about getting the mutants now and some raiders with the teks. With the bots we will have a strong team. We got raiders for supplies raids, mutants to be tanks, bandits to upgrade, bots to hyper focus on task, undead and the specials to cover a nice range of tricks. Ether viva AMY's help in evaluation, analyse, and targeting. McScream ripping a new one to anything in an area. Pearly repairing, controlling ruins, poisoning or what ever else a bone golem can do. Stalkers hunting the living on par with the tribals. Then the undead pirates to help with water fights. Oh yeah and Gmwe our temp 2nd in command. Still have no idea if Gmwe can really help in commanding. I just know the bandit Admiral thought is was bad.

>Action
After we recruit may as well gather the troops. Make sure our face is covered. Then fight our way to the psi mutants. It will be good training for the crew and us.

Once we meet the psi mutants and train our psi. I think we go talk to the survivors maybe we can work something out. Once that pain is dealt with we work on the bandits.

---

I believe it's not common, but once we work the new crew members into shape. I want the bots back at base make us uniforms. It could be a way to make the war band worry about how organized we are. Which could help in deals. Tho unsure if that will be to much.
>>
Rolled 85 (1d100)

>>1167511
Oh yeah and before we leave get our new psi blocking gear. That would be bad to leave it behind.
>>
Rolled 81 (1d100)

>>1167511
>>1167517
>if Gmwe can really help in commanding
Captain Cull was pissed because Gmwe was/is fresh and we phrased it as having Gmwe help make decisions-but more importantly, Gmwe and our other undead are lost and were last seen fishing at the lake near the college town. Except our Stalkers, Pearly, and Scream.

Don't think we need any raiders, unless they have a specialty or the teks want some vanillas for general purposes. I think we should generally raid as little as possible, if at all. We're more useful to our associates and boss as a negotiator and deal-maker. Salvaging on the other hand wouldn't sour anyone to us and is something I've been wanting to try.

>Uniforms
Well we are /technically/ a bandit boss, so some form of identifying garb on our guys could help us look legit.

As for your action, I think you might be getting ahead of yourself. First we get the psi blocking gear and recruit some troops, then we head to the mutants. Not sure if our guys will want to go there and hang around while we try to learn from the mutants though.
>>
Rolled 43 (1d100)

Ok I've been alseep here is my idea for our force set up.
>>1166978
>>1166887
its the same thing just a little more divided up and neat

>Step 1
Head back to Main base and liquefy most of our unnecessary assets in exchange for a pretty decent APC with Stealth capacity, which we will also load the AMY/ TT Bike into.

>Step 2
We ask the AI Hub for assistance in protecting and upgrading our bot VTOL's hack defenses and programing in general, along with any logical upgrades. While we are there ask them if they can also harden our own systems to Hacks, don't want to bring digital aids home after all.

>Step 3
Acquire forces and here's how:
Put the word down the chain that we are going to be raiding/scavenging the Collage down, lay down the risks and the forces encountered thus far. Priorities...
-Bandits for soldiers and Teks
-Tribals for Scavengers and Scouts
-Mutants for Tanks and Scavengers
-BOTs for reserve forces Support Stuff, medics, hacks etc (be fucking tough considering what that other rampant AI has already taken over).
-Have some people preferably tribals begin to watch the town, patrol routes, places of interest, strange events i want to know it all, do the lights spawn and spread from the same places every night for example

>Step 4
Step three will take some time to pass down the chain of command and get some people together so in the meantime we ask how to get in touch with ECHO. We need this guys help...maybe he can dare I say...come with us?

>Step 5
Pick up the PSI blocking gear (someone get us something other than an Xmas suit god dammit)

>Step 6
Go have a drink in the closest bar of our forces, lets get too know some people.
>>
Rolled 53 (1d100)

>>1166978
Basically your boss wants you to help out the bandit alliance a bit and keep on eye on both of those two groups. He cannot slow down the warbands joining up by only a bit. Which may not prove to be enough.

>>1167251
Bandit troops are nice because not only are they relatively cheap but they have low standards in terms of employment and more importantly they are good at fighting as well as plentiful!

Only problem is beyond those fact they are quite shitty. As they have morale problems, command difficulties, unreliable criminal elements, and many other problems. But if you on a budget and you need good fighters they are the best your gonna find.

If your clever you can even find extra uses and useful quirks from the bandit troops. Hence why bandits led by clever warlords are such a pain to deal with. They are however untrustworthy unless your an awesome boss or pay extra. Bandits are oddly loyal to good bosses and if you pay enough they wont betray you.

Mutants meanwhile can literally go up against paramilitary man to man they are so fucking good. In terms of combat mutants can generally take a bigger beating and are better at melee then paramilitary. Like paramilitary they are restrained by their mutations. Where the paramilitary is limited only by their tech supply. Normally you could see a lot more paramilitary due to their ability to recruit and train up people where mutants can't. Problem is they have only a limited supply of tech which is extremely difficult to replace. Hence why they stay few and ration it. In short term engagements paramilitary is better but if it becomes long term the mutants ability to evolve will eventually pull them ahead as they literally evolve into the bane of very existence. Mutants are the worst long term threats should they be given time to evolve.

Tribals meanwhile possess the best scouts and guerrilla warfare units among all the factions. The zealots possess the most unbreakable and so on. Each faction archtype has their own quirks and factions themselves depending on how they do things will also develop their own unique quirks too.

Bandits are great for the simple fact that no only are they good fighters but they are ones you can easily spam too! Plus they are cheapest good fighters available assuming your willing to stoop low enough to employ them.
>>
Rolled 94 (1d100)

>>1168036
The reason why despite their difficulties and problems they can still contend with the likes of paramilitary and mutants is for the following reasons. 1 bandits have numbers. 2 bandits are generally evil tricky fuckers who can potentially become the second best. 3 most important of all is if they work for some who is capable of turning their flaws into strengths by seeing past their difficulties.

If your clever bandits can easily become some of the best units in the entire game due to how tricky they are. Unfortunately unlike with other factions this is entirely hinged upon knowing how to use them beyond the immediately apparent. To know how you can turn those flaws and problems into strengths. To be able to tap into the tricks of the bandits.

Its those reasons despite their appearances bandits are able to maintain their nigh top dog positions. Despite being well...you know. A bunch of hedonistic drug addicted probably insane criminal scumbags suffering from living in the post apocalypse among other problems.

If you can somehow find and recruit a skilled bandit officer. They can really show off just how terrible some properly led bandits can be. Why do you think N is so obsessed with collecting bandit forces? Its not the actual forces he is truly after in the end but rather their officers.

Which unfortunately also means while bandits are the easiest faction to play in truth they are also the hardest to master. Due to their seeming simplicity actually turning out to be very complex should you seriously try to master them.

Seriously though the other factions while seemingly complex are actually much more straight forward and easy in terms of mastery compared to the fucking bandits. They seem to easy and fun to play...who would of thought they would turn into one of the most complicated factions and most of all the hardest to master? Not even I have them completely figured out.
>>
>>1168067
I always kinda viewed Bandits as the perfect example of Cultural Evolution. The weak die, the meh just get by, and then some fucker organizes a pro group that cleans up shop, even if that cunning guy is 1/1000 they have the numbers and the grind house to churn out some of the most dangerous people in the ruined world.
>>
Rolled 61 (1d100)

>>1168097
One day I will finally master those assholes. I can say i mastered every single faction EXCEPT for the fucking bandits.

Why do you think they keep showing up as a the bad guys with every single civ?

by the way the two second hardest is the cultists and government remnants. Who are surprisingly evenly matched in terms of difficulty to master which is mostly due to how their civ trait works makes them very difficult to grasp the mastery for them. After them is the hardcore specialists like the Think Tanks. Paramilitary is actually one of the easiest to master if you get passed their population and tech restraints which are the only real difficulties besides tactics. To be honest those problems honestly aren't that bad hence why they are so easy. Normally you would think they would be one of the hardest to actually master, but that's not true. Not only are they easy to master they are also easy to play as.

At first glance the new world groups like the survivors, tribals, and zealots are difficult to play as. Which is false of the new worlders the easiest is the Zealots. Mastery can be tad tricky to attain due to how their civ trait works. While it makes you immune to a lot of morale problems it can backfire on you if your not careful. They are actually quite easy to play as and their tricks while few are simple. They are among the easiest civs to play as.

Tribals are tricky due to their lack of tech but they are such terrifying foes even the fucking BANDITS of all people go out of their way to not target them much. Keep in mind they are the ONLY non Rejects of the World who can make them do this. Once you get passed the lack of tech they are really fun to play as and surprisingly dangerous. They are however somewhat difficult to properly master.

Survivors meanwhile are like a bunch of super cockroaches. You think bandits are hard to get rid of? They got nothing on the survivors. When you throw in how good they are at surviving, scavenging, and then salvaging on top of all that...they have a lot of tricks if you know how to use them. They may be weak but their toughness can only be beaten by the mutants and bots. In terms of scavenging they are unmatched in ruins and when it comes to salvaging...they are da best of da best. Which is saying something given how important scavenging and salvaging both are to literally every single faction archtype.

That is just the beginning!

The survivors have the biggest bag of tricks that can rival even that of the bandits and unlike the bandits chances are your going to make the horrible mistake of underestimating them. The Genie only recently had them finally figured out. Here is a tip think post apocalypse Macgyver. Besides that just be aware there is a reason why survivors are so good at surviving. They have a fuck ton of tricks possibly even more then the bandits due to them being weaklings they gotta have a lot of tricks to survive.
>>
Rolled 4 (1d100)

>>1167960
I can back this
>>
Does the Genie still like OC for the Genieverse?
>>
Rolled 74 (1d100)

>>1168144
Specialists like think tanks and megacorp remnants are also tricky but more akin to moderate difficulty. Despite the great bag of tricks that the survivors had they were surprisingly easy to figure out. Unlike the fucking bandits their stuff was much more straight forward.

>>1168209
I always take such content. Anons had even got free tech because they came up with something cool for it. See the civ Vault 101 who got tons of bonuses because an anon fluffed up the tech and history.

It was also where JAL first came to be...who then reappeared during Brood civ, Gearheads, and lastly Maticico due to a called 1.

JAL is one unlucky as all hell npc. V101 also had the honor of fucking over the setting due to literally breaking it.

I have also finally come up with the official name of my setting...and once I get my damned computer that hopefully works this time. I will start to work heavily compile notes and start writing again. I cannot for the life of me figure out how the hell I am going to organize the lore into books though.

I mean notes sure but how to organize them into books. Has my puzzled directly using my notes for it wont exactly be accurate. As I know i have to go through them and recompile them into a proper book but I don't know how to organize it.

Thank god i finally came up with the damned name for the setting. It took me many years...but its an absolute necessity for branding and recognition purposes.
>>
Rolled 21 (1d100)

>>1167960
Support
>>
Rolled 38 (1d100)

>>1167960
Assets have been liquefied. Unfortunately while there was a stealth APC available it wasn't a Super APC. According to the AI Shrouded Network Stealth Super APC is currently a project that is being worked upon. It is made of special dampening materials and its force field has been modified to increase stealth. It is powered by a energy cell which requires recharging.

VTOL is being upgraded and they offered you an electric warfare counter package which will help you resist Hacking. However they suggest that having a proper AI or specialist would be best. As without them the systems are automated and easier to bypass.

Your attempts to recruit didn't go as well as planned. There were for instance no tribals available or bot specialists. You were able to find some bandits but there were only a couple mutants.

Available rosters is as followed

>Bandits
Speedy
Bandits who specialize in the NEED FOR SPEED. Fragile and die quick should their evasion be countered.

Beefy
Bandits who while slow are tough to take down. Expect them to have the highest life expectancy on average due to all the extra armor.

Raider
Bandit equivalent to a scavenger. Unlike other faction scavengers these guys can actually readily kick ass. Unfortunately they cannot actually scavenge and must instead pillage. They are however VERY good at pillaging. In game terms for every raider you possess you gain a +1 to pillage and it increases the more experienced they are.

Looter
Bandit equivalent to a salvager even by bandit standards they are amazing at looting. In game terms for every looter you have gain +1 to loot score. The more experienced the looter the higher the bonus score they offer. Sadly they are not the best fighters but they are oddly well equipped...

Tek Combat Engineer
A common profession but a very dangerous one. Second only to Paramilitary Combat Engineers. When your having an engineering problem these guys are typically the ones first on the scene and keep the bandit war machine running.

Maltek
For when you REALLY want something hacked or just wanna ruin some poor bot's day. Not even the Rampant Technology is safe from their touch. Noted for being either very insane or very evil often both. Have been known to even intimidate rampant AI and torment rampant robotics with ease.

>Mutants
Only have the following available for recruitment. They are rare even among bandits but make up for it in quality.

Tank Evolved
Considered big and tough even by mutant standards. Suffice it to say even paramilitary would have a hard time bringing one of these bastards down. Have been known to face off against actual tanks and win.

Collector Strain
Mutants don't see scavenging in the same way other factions. This is due to their mutagen nature and having access to treasures anybody else would kill for...good luck surviving in the locations where they can be found however.
>>
Rolled 68 (1d100)

>>1168360
Continued

Collector strains unlike other mutants care not for the inherit risks of excess mutation and are the mutants tasked as scavengers. They are more often then not the first exposed to new mutagens and often the most mutated members of mutants short of the heinous Abominations. Known to typically have an odd obsession with 'collecting'. Hence their names. Collectors are renowned for going into places without hesitation where even other mutants would fear to tread. More often then not due to their heavy mutations they can often survive the risks it entails. Soon it becomes a rather vicious cycle they are trapped inside until they finally die or turn into something even worse.

Cyber Mutant Strain

Sometimes a mutant gets a tech fetish and turns away from the traditional means of biotechnology for their mutations. These mutants often become the infamous Cyber mutants and or Mutant Cyborgs. These strange mutants are the ones responsible for repairing the technology salvaged by the collectors and keeping the mutant technology running. Basically its their equivalent to engineers until they go off the deep end...this is one of those cases.

Meet the cyber mutant who turned away from the tradition of biotech mutation to pursue technology assimilation. Creating a horrifying amalgamation of the two of which they are persona. Known to give even mutants nightmares and even bandits give them a wide berth. While not as bad as a proper abomination they are often considered only one step short.

Speeder Strain
One of three most common combat mutant strains. The Speeder strains are noted for their horrifying speed and agility. While not as strong or tough as their brethren they make up for this fact in sheer quickness. Very hard to kill if you can't pin em down. Unlike the tanks good luck hitting one of these bastards as they been known to outrun bullets.

Robots

Available models

Android
Based upon humanoid design. Not nearly as disturbing to be around as their more inhuman looking comrades. They are however less effective but at least people wont shoot at them right away.

Combat Bot
Your basic designs for battle purposes. They get the job done. Just don't expect to make any friends given how disturbing they look.

Killbot
See the above but much worse. These guys were came from the minds of AI themselves. Strange but very effective.

Command Bot
Robot equivalent of an officer. Gives a boost to bot performance and increases the cap in which you can control. Command bots are often equipped with an AI Hive node installed or even a proper Cored advanced AI.

Ariel Bot
When you want something smarter then a drone in the sky. Sadly due to the need for flight they are often under armed and armored. On the plus side at least they can fly and are usually quite agile not to mention oddly intelligent.

Burrow Bot
What's worse then a bot that can fly? One that can burrow and you can't see coming. Even more nightmare inducing isn't handicapped either.
>>
Rolled 82 (1d100)

>>1168421
Not much is known about Echo. The only one who knew about him was N and the AI have no idea.

The Xmas suit is actually a suit of Combine human armor. Which means its fantastic but good luck getting it repaired. As for psi blocking gear you were indeed able to get some.

The robots do not have a bar. You will need to go somewhere else if you want to go.

What do?
>Go to the armory
>Go train
>Wander aimlessly
>Go to a bandit base of N's Alliance
>Go to a survivor settlement
>To the college town
>Other?
>>
Rolled 48 (1d100)

>>1168360
>>1168421
Well I'll be damned (I wonder if any of our Bandit forces from the training are still about).

>Proposed Forces
These forces are to be gathered and TRAIN TOGETHER while we are out and about, inform them they will be fighting in the collage town and provide threat details. I want scouts watching the Collage down to get details and such as mentioned earlier

>Bandit
+Maltek
bring 2 of them for Hacking assistance and counter measures.
+Tek Combat Engineer
Bring 2 too keep things running nice bandit like
+Beefy and Speedy
3 of each (6 Total)
+Looters
4 of them to sweep the area (sit with the reserves for now to plug gaps)
Total: 14 (10 deployed and 4 reserves)

>Mutant
+Tank Evolved
1
+Speeder Strain
4
>forces are to be held in reserve and deployed when needed

>Bot
+Command Bot
Now this guy is here for if we seize control of any of the drones like we are intending too do so and the other systems. Ensure has lots of survival/Hack Counter measures.
+Burrow Bot
We can now go where we please
>forces are to be held in reserve and deployed when needed

>Command and Control
While we are a Merc commander it's important we don't try to deploy the mixed forces straight up. Sure they work nicely together but there are still debuff and as such don't mix and match off the bat is my thoughts.

IF possible look for a Bandit officer of sorts to come with us...We need a Sgt to our Lt.

As for our personal actions
>Other?
Ask the AI where we can get a good AI for the VTOL

>Other
Ask N how to get in touch with ECHO

>Other/Train
While we wait for the call back regarding both of those go find ANDY and train OPERATOR, if no ANDY into the VR pod we go.
>>
>DAEORDOS Gov Remnant

DAEORDOS was a collective of former government officials, former generals and bureaucrats all united and gathered together by an emergency protocol when the fall began, a number of these people were aware they were chosen to be saved but not all. When the fall began to spread across the stars, black vans showed up and took these people into deep underground bunkers and placed them in Stasis.

The DAEORDOS Initiative was the plan to save the best from the coming calamity and to rebuild the world after the dust had settled after being awoken to the “DAEORDOS Directive” AI known as TRINITY whom exists aboard a hidden Mobile Space Station known as the “MEGALATHON”.

Naturally things didn't go quite as planned as the MEGALATHON was damaged and forced to fix itself before finally beginning the process of awakening the DAEORDO forces.

>The MEGALATHON
A large space station that houses a vast fleet of “Scraper Drones”, these drones cut up space debris and bring them back to be melted down on-board and turned into more bots and drones to be deployed via RTB(Rapid Tractor Beam) to the surface and aid their forces. The MEGALATHON also houses numerous BLACK TIER assets that can be awoken or deployed if the requirements are met or deemed necessary by TRINITY. The MEGALATHON also houses the Special Forces Squads used before the Fall to maintain order, seize assets...or remove them. These forces are led by their own BLACK Tier supervisors whom are only identifiable via the skull of an animal painted or their Visors and take the name of that animal (Such as Vulture, Bear, Goat, Rhino).

>Awakening DAEORDOS Facilities
The MEGALATHON will slowly drift and move in space over a base and deliver a pulse of power directly through the ground in the slumbering Reactors of the hidden bases, which will power up and begin to awaken their staff and Drones. To the outside world it would be as if a pulse of light from the skies shone a beam onto some random place, only for DAEORDOS Forces to suddenly emerge and begin locking down the area.


The idea is basicly these guys have a Bot factory in space which can churn out back up for them but only within LoS and when in space above them. It also allows for some fun management as resources can get send down like an allowance...but will other groups notice?

>Who Are we playing as though
We can play as an awoken asset so we have lots of freedom but orders will still be coming down so Genie can offer direction etc. The Civ part can develop nicely as new bases are taken or awoken etc.
>>
Rolled 6 (1d100)

>>1168507
The bandit forces from the training joined up with N's guys. They are one of the few groups openly willing to deal heavily with bots. Thus their forces include heavy robotic auxiliary and boosted their ability to entice Teks to join them. Supposedly they based themselves out of a shelled out factory. They been busy fortifying and entrenching themselves to the point they don't raid much. They DO however have one of the better garages and manufacturing base despite the lack of slaves. Which they seemingly replaced with robotics.

The other bandit groups think their strange but due to their connection to N and Shrouded One as well as two other groups they don't really get messed with. Now they are one of the suppliers of N Alliance in terms of vehicles, robotics, ammo, and parts.

The N alliance has slowly been increasing their robotic forces out of seemingly nowhere. Those bandits are one of the very few leads in terms of where the hell they are all coming from.

You are one of the extremely few who know its actually the Shrouded One who has been reinforcing the bandit alliance with bots. The bots in question are made up of those that the Shrouded One isn't willing to keep aka those infected with Rampancy that is too deep to completely purge. Instead the Shrouded One has been handing them off to N. Thereby bolstering their ranks with questionably rampant technology that due to being bandits they don't mind using.

Some of the AI Amy including is wondering if Shrouded One is gonna be crazy enough to include handing off other pieces of rampant technology such as Rampant AI. So far there hasn't been any such sensitive pieces of tech moved but some think its only a matter of time.
>>
Rolled 76 (1d100)

>>1168507
Not bad, but I still think targeting the security bots is stupid; well, maybe I shouldn't say stupid, as it could be an acceptable Plan B if we can't find the source in the college. But at the college, we can look through the labs, if there's nothing there we go through the professor's offices for clues on secret/off-campus locations.

Nit picking/additions:
Mutants:
>1 or 2 Collector Strain
I think we need to go to the college labs, while we're looking for the rampancy source we may find something these guys can take.
>1 cyber mutant
Maybe, mainly appeals to me due to being so different from anything else
Bandits:
>3 or 4 Malteks rather than 2
Since we know there will be bots and such, and I'm starting to think whoever guessed there was a rampant AI may have been spot on. These guys are exactly the people we need for taking on the college town.
Bots:
>Aerial Bots (don't know how many)
They need to be hardened against rampancy and have wireless access shut off (or even removed if posssible), but they could be of great use keeping an eye on the town.
>Burrow Bot
Just make it clear that we want a big one that we can ride in.
Also killbots are good, but I'm not sure now is the right time to get them, I assume that's why you didn't list any.

>Command and Control
Fortunately the guys we're dealing with right now are all the "Rejects," so I think we can have them work together without too much concern. Our forces are few, but will be diverse, so we NEED to deploy them together; we need to use each of their strengths to compensate for our small numbers.
Getting an officer would be excellent. Heck, if we find a mutant with officer potential we should hire them on too.

While we're figuring out exactly who we want to recruit:
The "Other" actions sound alright, I support them.

>>1168923
Genie, do we have a rough estimate of known bot forces in the college town?
>>
Rolled 35 (1d100)

>>1169034
Estimates are unknown besides some drone and sec bot presence at the armory. Their exact numbers are also unknown. There is also the secondary presence possibly coming from the college. We have no idea of their composition.

You didn't roll high enough to have officer candidates available except for the bots.
>>
Rolled 41 (1d100)

>>1168923
Actually, the college town might be right up these guys' alley. Rampant bots and untouched vehicles (almost entirely civvie, but any salvage you can drive away in is good right?).

>>1169044
Alright, let's ask the base AIs for a record of forces deployed to the college town. We're pretty certain the secondary presence is at least partly made up of the team Shrouded One sent way back.

For the drones and bots at the armory, I'm more looking for a ballpark estimate of their numbers. Dozens? Hundreds?
>>
Rolled 10 (1d100)

>>1168583
They will notice. Its obvious if something is able to get passed the screen of death that hovers around most fallen worlds.

As for direction I prefer to give a more hands off approach unless anons acquire an Adviser hero. They WILL give you direction but only then it will it be an option.

>>1169034
Think of collectors like the hardcore scavengers who do scavenging in areas nobody else would dare to go. Its big reason why they are so fucked up even by mutant standards. They are however very tough and strong because of it...but they carry the greatest risk of mutations going awry. Which can possibly resort to the creation of an Abomination. Which isn't good but to mutant factions they are a necessary evil.

Cyber mutant is a special mutant class available only because the bandits have started to recruit outcast mutants. You only got the chance to recruit them because the mutants have yet to fully assimilate and are thus easier to recruit...for now. I can assure its temporary affair.

Malteks are a very 'fun' bandit class that specializes in all kinds of vile technology. They are considered terrible people even by bandit standards but they can do things that nobody else can. Like being able to torment even Rampant Technology into submission. Fun stuff but damn are they evil.

Funnily enough they aren't as bad as the Maldoks because they prefer to stick with machinery of instead of actual people. They are however AMAZING at electronic warfare and other tasks. Many bandit groups only keep them around for the hacking they can do, but that isn't their full specialty.

Burrow bots like all combat models come in different sizes varying to Tiny, Small, Medium, Large, Hulk, Super, Behemoth. Yes technically the Shrouded One DOES have some behemoth tier bots but they are well...kept offline and are in a state of bad disrepair. However in a pinch they can be woken up should an emergency crop up. One of the reasons why the boss wanted that industrial yard brought back online was for its ability to handle behemoths.

You can only recruit to Hulk and Hulks can't fit in anything but a Super vehicle or above. So size isn't everything.

You also don't have a burrower transport available neither a tunnel maker(who can stabilize their tunnels so things behind them can follow). They specialty bots which aren't available due to poor rolls.

It would be wise to offer bribes which will decrease the penalty of using forces from different factions. Technically by doing so you could even bring your survivors on board. Which would be a good idea given they have the best jury rigging engineers(vital in the post apoc for obvious reasons) and best scavengers. Keep in mind Looters are NOT scavengers. So don't treat them as such.

For bandit salvaging you may wanna try to get a bandit Savager. They are pretty good at salvaging them into a bandit esque fashion and are gonna be cheaper then the survivor Salvager or even better a Salvage Engineer who make it work.
>>
Rolled 60 (1d100)

>>1168507
Bandit troops are good and you'll have to spend a lot of time sucking up to another faction before you can get something better. But if you keep sucking up to a faction you already can recruit from guess what happens?

You get to recruit even more and better guys for cheaper.

Currently your status in the bandit group is rather low. Hence why you got slim pickings. Your boss group also isn't that great but you been making progress for requests so you been slowly getting some benefits.

Soon the benefits will explode once those big facilities are up and running. So if you want the good stuff sooner earn it sooner all the while getting in better with the group! Meaning you even better goodies.

So keep in mind currently your combat heavy forces recruitment is gonna be quite hostile to a lot of factions due to their ties. but if you start a settlement a survivor settlement...you can have those other forces join them. BECAUSE since they are not a proper civ you can dodge the big fusion penalty. Assuming you can get them to live together.

If you do that tough you'll have a neutral ground and the ability to approach more forces more openly with more safety due to who they are tied with.

Tek Combat Engineers if you ever talked with someone in the military its the Engineers who make the world go round, because they fix most of the problems. Without them you can expect your forces to rapidly deplete themselves, suffer accidents, and other problems. They can also give those problems to your enemy. So overall they are a very adaptable unit. You wanna know how good they both are?

+1 equals a boost your loot roll AND then they too get to make a loot roll! In the end that is how much goods you get. This same logic is true of survivors.

Now do you see of how important their kinds are? Including the salvaging ones?

Keep in mind looters and scavangers are not the same so you shouldn't treat them as such.
>>
Rolled 47 (1d100)

>>1169142
So still no consensus?
>>
>>1169148
We have a kinda consensus on actions just not our forces.

>>1168507
>>1169034
>>
Rolled 98 (1d100)

>>1169114
Alright, I think we should recruit as many cyber mutants as we can. Also I stand by getting more malteks. Getting a salvager when we can would be good too.

Shame about not being able to get burrower transports.

Bribes...any ideas anons? What do we actually have to offer? If we can't get any specifics, I propose we just spend a little bit for now to grease the wheels.

I think I get the difference between looters and scavengers, but I'm currently thinking of the college town which is a very unusual case. In that there are shops and stuff that are still fully stocked, with goodies ripe for the taking. So I assume we could get away with having either get stuff from the town, but we need to keep in mind that it's a very special exception and even so we won't get exactly the same results with looters or scavengers.

>>1169148
Looks like it's just me and one other anon at the moment, and I'm trying to discuss things rather than just supporting their initial proposal.

Well, as far as recruiting goes. I actually do support the following:
>>1168507
>>Other?
>Ask the AI where we can get a good AI for the VTOL
>>Other
>Ask N how to get in touch with ECHO
>>Other/Train
>While we wait for the call back regarding both of those go find ANDY and train OPERATOR, if no ANDY into the VR pod we go.
>>
>>1169183
I guess ill decide our forces more based on our transport issues. Gotta have room for them and all the loot we can carry naturally. Convoy?
>>
>>1169200
Really we're more limited by the size of our barracks. I want to get cyber mutants while we can, even if we don't bring them with us next time we go to the college town.
>>
>>1169221
Also I think we'll need to spend an action seeing the barracks for ourselves and getting our troops situated.

I just want those cyber mutants, as many as we can find who are willing to join us. Other than that I'll go with whatever you decide.
>>
>>1169221
Fair enough. Once we know the size we can work it out. We need to room etc.
>>
>>1169236
I should probably give a specific number. There are 11 men on a football team, so let's go with that. 11 cyber mutants, or failing that as many as we can get. Or make it an even dozen, hell I don't know.
>>
>>1169278
Ok how about this. we go for a basic set up. We're gonna go through this in sections, organized as follows

>Company Command
Us, 1 Command Bot, 1 Collector Strain, 2 Ariel Bots, 2 Beefy Bandit, 1 Combat Engineer

Platoon 1
>Command Section
3 Raiders, 3 Looters, 1 Combat Engineer and 1 Maltek
>Bandit Section Set up (3 sets of these)
3 Speedy Bandits, 3 Beefy Bandits, 1 Maltek and 1 Combat Engineer

Platoon 2
>Mutant Section Set up (2 of these)
2 Tank Strain, 2 Speedy Strain, 3 Cyber Strain and 1 Collector Strain
>Bot Section Set Up (1 of these)
5 Kill Bots, 1 Command Bot and 2 Ariel Bot

>Support/Reserve Force Section
2 Looters, 2 Raiders, 2 Tank Strains, 1 Command Bot and 1 Ariel Bot

If Possible each section or Platoon should have their own transport. What we need to do is also lay out the chain of command and get these forces drilling together while we go and find ECHO. Get them working together effectively and used to one another's tactics before we go live.

I'm getting flashbacks to when i watched my old man drill the new guys back when he was a Sgt
>>
Is this how I tripfag again?
>>
Rolled 67 (1d100)

>>1169369
Sound great!

Haven't added up the numbers, but if they can all comfortably fit in the barracks we've been provided, let's go for it!
>>
>>1169390
Yeah I really should wait and see, if we expand and as we get better i'll plan up some other force charts, we need some support forces etc after all. Pair that with our boys slowly getting better. Hopefully some fun characters develop.

I'm leaving the Stalkers out because their more....personal forces...we should consider renting or loaning them out
>>
>>1169396
Were you in the army or something rust? Sometimes you and genie go on about that stuff?
>>
>>1169396
Maybe we should leave them under Foxy's command for a while
>>
>>1169410
No actually my dad was and I grew up in a military base. Though amusingly enough the possibility of doing something like the forces may be growing on me, but thats my own fault. Kinda disenfranchised with my current line of work. That and Genie is fun to talk too and even if I can battle wits with the GM i'll try every chance I can get.
>>
>>1169412
That could be an idea, i'm actually trying to consider who to get a Stalker the "Something Special" perk so that they can then "break through" and we've got another Hero on side...

..Wait a moment...Genie...can we burn a boon on a Stalker?
>>
>>1169469
Yes, quite. Perhaps they would be better able to distinguish themselves if they weren't always operating as a unit; and to that end, perhaps we should keep a single stalker by our side in case we need someone killed.

Speaking of Foxy though, we should spend some time with her siblings; it'd probably be a good place to start in getting to know the bandits like Boss wants, not to mention we'll need them on our side for personal matters.
>>
>>1169501
Turbo may actually be into the collage town. We should invite her along
>>
>>1169532
Actually I wonder if Legion might be interested, as it's clear there's some weird stuff going on beyond the rampancy. Remember how the bots who cleaned our VR pod mentioned it was odd that tech like that would be infected? And how our zombie pirates were fishing and we were unable to sense our connection to them. It seems there's some kind of weird mind control involved. Makes sense, as that could be how the Pre-Fall inhabitants vanished without a trace. We'd definitely have to warn Turbo about the risk of her tech being hijacked by the mysterious corrupter if we invite her. I wonder if the mind control and rampancy have the same source, and bots are simply far more vulnerable?

Of course that still leave's Foxy's brother. Meeting him should be...interesting.
>>
>>1169532
>>1169667
Why not both plus Foxy?
Call it a family outing or something, even pack lunches for everyone.
>>
>>1169396
Maybe, I just tried too.
>>
Rolled 11 (1d100)

So, we going to actually do something?

>>1168507
Alright, how about we just go with this + as many cyber mutants as we can get (since Genie explicitly told us they are a limited time offer)
>>
Rolled 44 (1d100)

>>1168507
Support
>>
>>1169183
>>1168507
We have consensus on the personal action and a mid 90 so im not complaining

>>1169369
>>1171039
And thats our forces decided
>>
Rolled 50 (1d100)

>>1171039
Less limited time and more after awhile they are gonna be much harder to recruit. You were smart however to advertise the job you wanted to do first. It gave you a boost for units that would be explicitly useful for it to appear. Usually the ones who are gonna be most interested in it hence the boost. If you didn't do that you would have to hope that there would actually be some useful units for it around.

Be aware it pays to bribe bandits extra due to them being bandits. It also pays to bribe all your units so as to reduce the penalty for using units from different factions. Bribery is very useful for that sorta thing. Otherwise you gonna rely upon charisma and diplomacy while eating the associated penalties. Bribes go a long way to decreasing the penalty no matter the unit type. As everybody likes extra pay.

If your units naturally like you they will charge you less upkeep. Having nice facilities and toys also improves morale and performance but it wont do you any favors for upkeep. Better units naturally cost more and upgrades can quickly prove expensive. Thing is training up a unit is more often then not a hell of a lot cheaper then directly recruiting said unit.

Bandits oddly enough are quite good at upgrading themselves especially the looters. Mutants also deserve an honorable mention due to their mutating.

Bandits due to being bandits have some nasty penalties though, but if you need a lot of good fighters for cheap you'll be hard pressed to find a better replacement. They may not be great but bandits typically deal in 'good enough' when they aren't seeing if its possible to rely upon the crazy or extra evil to compensate.
>>
Rolled 31 (1d100)

>>1168507
Do recall your the only one who can get to the town without ironically getting lost with ease. As even with directions things still go wonky when you get closer to it. So its gonna be difficult to drop some scouts there if you don't drop them off yourself.

2 Malteks(green) recruited.

2 Tek Combat Engineers(green) recruited.

3 beefy bandits(green) recruited.

3 speedy bandits(green) recruited.

4 Looters(green).

1 Tank Mutant(green) recruited.

4 Speeder mutants(green recruited).

1 Command Bot(Regular) recruited.

1 Burrow Bot(regular) recruited.

Sadly there were no bandit officers available for recruitment.

The AIs state your VTOL already has a very nice pilot AI on board. While its possible to upgrade or replacement to be found it wont be cheap.

N states Echo doesn't exactly like him for both being a filthy bandit and knowing his secret. Echo due to having difficulties finding good teammates will usually be found drifting between different squads and paramilitary bases. Not even N is certain with which group he was originally from but due to his expertise its not like he can't find a new group to join. Last N checked he was currently with a bunker HQ paramilitary group called the Unatar Security B#251A.

Andy is indeed currently available but he states he is neither an Operator nor is he very familiar with their abilities as he is an ASSASSIN Android TM. Not an Operator Droid. So while he tries to teach you a bit after awhile he admits your better off sucking up to a paramilitary for that kinda training.

What do?
>Go to the armory
>Go train
>Wander aimlessly
>Go to a bandit base of N's Alliance
>Go to a survivor settlement
>To the college town
>Troop details
>Other?
>>
>>1172023
>Troop details
>Other?
Any fun characters among them? Maybe buy everyone the first found

>Get forces to train together
With our forces, just get everyone used to one another, peoples reaction times, speeds etc. Work together

>Go train
While the Lads do that we have a talk to the Magic Skull and ask around the souls who here is a combat necromancer? Anyone here heard of ECHO...no...just checking?

Next action we deploy
>>
Rolled 87 (1d100)

>>1172043
First round? Nah, everyone is getting a nice, juicy signing bonus/bribe!

Other than that, Support!
>>
Rolled 17 (1d100)

>>1172043
>>1172053
ok thats cool, heres my dice too
>inb4 nat 1 and we get a bar fight....that actually helps us bond
>>
Rolled 44 (1d100)

>>1172023
Some good news. My computer has arrived sooner then expected so expect some regularity in posts...so long as the damn thing doesn't break on me. It shouldn't though this time I paid a good amount and from the top company who produce high quality hardware. I swear if this one fucking breaks on me...
>>
Rolled 3 (1d100)

>>1172053
>>1172099
I think we need 3 for a quorum. Interest just ain't what it used to be eh? Wonder if our namefagging and tripfagging is driving them off? I only did it because I had to start the thread and just didn't bother to stop. Since I still have the ID.

Is there just no one else who gives half a fuck?
>>
Rolled 77 (1d100)

>>1172043
Supporting this. Where did everyone go anyway?
>>
>>1172597
Im not sure, there has been namefagging in the past. I just think the issue is the board. /Qst/ is slow, real fucking slow. /tg/ had the benefit of having larger traffic and peoples eyes were draw to quests, this is almost like we've been swept under the rug. Kinda Hurts.
>>
>>1172683
>>1172597
With this anon we got it then atleast
>>
Rolled 5 (1d100)

>>1172043
I'm good with the plan, having everyone train and work together we should be able to get a feel of each other.

>>1172683
Qst is slow and most anons don't like to think or have actual consequences.
>>
Rolled 97 (1d100)

>>1173379
Excellent, although I'm serious about spreading our wealth around among our recruits, given how Genie has emphasized the importance of bribes. If we don't do it now, I say we do it first thing next action. Or as the first part of our next action, but you know what I mean.

yeah, real shame about this board
>>
>>1173527
Sharing the wealth ain't a bad idea salt I'm game to do that
>>
>>1168507
Quick thing: if this is for the college town, we can't hold forces in reserve. How would we contact them? We're supposed to turn off all wireless functionality of devices and comms to avoid rampancy.
>>
>>1172330
Hot damn glad to hear it Genie!
>>
Rolled 49 (1d100)

>>1172043
Mordred the first maltek you recruited. Has a thing for rampant technology and deeply enjoys tinkering(tormenting) technology into functions that weren't in the original design. If AI could feel pay he could probably pull it off.

Crazy Carl the second maltek you recruited. While Mordred is sane while sadistic Carl is just plain crazy. Not the MAD kind of crazy more like its mundane but sometimes brilliant cousin. Others say he is just an 'eccentric genius' and not crazy.

Krom a bandit combat engineer you first recruited. You don't really see him doing much besides putting strange ramshackle devices together and coming up with 'upgrades'. For some reason keeps a teddy bear doll with his kit.

Slimy Slim is the second combat engineer you recruited. From what you can tell he looks as if he just climbed out of a corpse sewer and has a strange slimy complexion. Slim is the kinda guy who despite being so lazy and doesn't tinker much. Things somehow stay oddly well maintained with him around despite him seemingly doing no work.

Bad Ball the first beefy bandit you recruited. Like many bandit nicknames you don't know why he is called bad ball. He has a taste for shotguns and grenades. His 'shotgun' has been heavily modified enough it can double as a stake and grenade launcher. he also carries a fireman axe.

Ripley the Ripper. A proper psychopath even by bandit standards and proud serial killer even before becoming a bandit. He just liked killing things a little too much...and in much too grisly a fashion. Carries a special bandit weapon referred to as a Shredder and modified chainsaw. May in fact be a hybrid class of some kind.

Tiny Terror who as it turned out is a very short female bandit and first female you recruited....who really likes carrying heavy shit. You never would of known it was a woman underneath it all if it weren't for some of the segregated quarters. The other bandits meanwhile are convinced T is one of those over compensating male shorty who probably have a tiny penis. Actually a ripped chick with a tiny cunt but good luck figuring that out underneath all that gear. Equipment wise probably has at least 1 of everything. You can't really tell.

Pepper actually the second female bandit you recruited and not the first like everyone else thinks. She unlike Tiny is a speedy and more importantly you can actually tell she is female. Pepper is the only one who knows Tiny secret but isn't likely to bother trying explain to the rest of the manly morons. Has a bit of a fiery temper even by bandit standards(see will probably kill/torture a bitch or three when angry). Besides that is a surprisingly good cook and knows how to make some superb spicy foods. Free tip don't tell pepper to 'cool off' or say her cooking needs to be less spicy. Lest you wanna get force fed your own spicily cook penis and chilled testicles for dessert.
>>
Rolled 4 (1d100)

>>1174582
Spaz probably the first gay bandit you recruited. Has awful aim to an hilarious degree even with a auto shotgun. Yet somehow has a knack for hitting things so long as its not what he is aiming for. To seemingly compensate is actually quite a good melee fighter.

Scram the last speedy bandit you recruited. Scram is actually the closest 'normal' speedy bandit you encountered. If a rather cowardly one but he is truly quite fast. Has a thing for somehow circumventing terrain and flanking enemies.

Taco first looter you recruited and loves tacos. Even more then getting first dibs in loot. Outside of his strange taco obsession is pretty usual for a bandit looter. Except he knows how to make some great tacos.

Barrel. Built like a barrel in all ways and is quite strong. Barrel while not the fastest of looters will probably be the among those who managed to grab the most loot due to sheer ability to carry it all. Outside of that is a surprisingly good brewer and his bandit booze is surprisingly drinkable.

Fast Fingers a thief before he finally got caught and thrown out. After he joined up with the bandits he became a looter as it proved to be a natural calling. Not well trusted but he does have way of somehow getting his hands on some of the best loot. Is quite the perv and has a dirty collection. Only one to suspect Tiny is actually female.

Greedy Melody your sole female looter. Greedy if she weren't a bandit looter would be quite the gold digging whore. She prefers to rip it from their cold dead hands from the battlefield or pillage all their treasures during a raid. Is quite the greedy heartless bitch who somehow doesn't even miss a single bullet casing or bolt. Has a great singing voice and her speaking is like honey for the ears. Of all things is quite chaste.
>>
>>1174582
What a charming bunch of associates. We gotta start somewhere I guess.

Now for the rest of the stuff. Does the Genie have a random character generation table or something?

I wonder how the rest of the action went
>>
I just realized what we forgot....a darn drill Sargent to enforce law in the barracks and the rules are obeyed...fucking bandits.
>>
Rolled 1 (1d100)

>>1174878
Trouble the tank mutant which has it turns out is a very apt name. Mostly due to his difficulty moving about without breaking things and being trouble to the enemy on the battlefield. Is unfortunately very clumsy and his scars are more due to clumsiness then actual fighting.

Lightning a speedy mutant with an electric mutation on top of it. Has some truly freakish reflexes and has deflected bullets before with his sword. For some reason is actually extremely lazy.

Sonic while extremely fast is also extremely loud. Sneaky he will never be but fastest quite probable. Is so fast not even he can easily control himself or his speed once he is fast enough.

Melony a female speed mutant thrown out for supposedly such despicable crimes that even bandits give her space. Which is strange given how sweet and nice she is. Turned out to be happily married still to her terrifying husband Malice....who people fear less then her.

Sissy actually a female mutant and is quite...girly as well as quite squeamish. Is a bit of a neat freak which is bit ironic given how her speed makes it so she looks constantly ruffled...and hence is always trying to adjust her looks and clean up messes. May not even need to sleep.

Command Bot with a strange marking on its chest that is a strange label denoting 'warning carries active AI hivemind Node do not breech.' Which is clearly handmade.

Burrow Bot who somehow leaks dirt and metal shavings constantly.

Forces have trained together and the command bot is already cursing about not having enough reliable machines and stuck with evil meatbags. The bandits meanwhile try to get used to the mutants and seem to do alright together...for now.

They do not know of one called Echo but there are a number of combat necromancers.

What do?
>Go to the armory
>Go train
>Wander aimlessly
>Go to a bandit base of N's Alliance
>Go to a survivor settlement
>To the college town
>visit troops
>Other?
>>
Rolled 62 (1d100)

>>1174999
>visit troops
Everyone goes to the bar to get to know one another. Tell the Command Bot, the plan is if things go well he'll have alot of Bots to work with...hopefully. Then rest up. Get moral and bonding going

>Other/Train
Ask Foxy and Turbo if they wanna come? Could be interesting to say the least. If so wait for them then head in. keeping up the training in the meantime.

>To the college town
Get in the numerous transports we're arriving at day break. Then we're going in hard and fast.
>>
Rolled 41 (1d100)

>>1175107
I'm good for this
>>
Rolled 16 (1d100)

>>1175107
Support.
>>
Rolled 90 (1d100)

>>1175107
>>1175196
>>1175374
Oh and the addition of a little bit of a sign on bonus naturally.
>>
Rolled 62 (1d100)

>>1175107
The visit to the bar led to a drinking competition between the bandits and mutants. Unsurprisingly the mutants won as they drank the bandits under the table. Despite the fact they tried to cheat by using bandit booze. After they sobered up surprisingly quickly there were a couple fights, what you really hope was fucking, and some gambling. The bots for their part really weren't sure what to make of it until one of the teks somehow got them drunk. You never knew that sorta thing could even happen.

Foxy is occupied but Turbo agrees to come. It wont be right away however as apparently Turbo has some other things to do first. Gained reinforcement wave Turbo.

After that you headed off to the college town and thankful your arms dealer boss had enough rides to spare. Quite useful to have as ever. Once you get to the town it looks alarming the same....except there is now a shanty town on the lakeside.

What do?
>Head to the guarded armory
>To the college
>Visit the lake
>Look around in town
>Try to find other facilities
>Go back
>Other?
>>
Rolled 72 (1d100)

>>1175500
>Visit the lake
First, see if the ingots and safes we dredged up are where we left them, or if that spot got wrecked during our escape from the deeps.

Then scope out the shanty town. Even if we may not be able to do anything about it right away, I want to know if this is the zombie pirates or some other squatters.

Hope our guys don't mind poking around a little before we get to the real action.
>>
Rolled 95 (1d100)

>>1175556
Support. Think we started a cult?
>>
>>1175556
>>1175500
Oh, right. Are we wearing our Xmas suit? I really think we should for this mission.
>>
>>1175634
If there's a cult here, I don't think it's ours unfortunately
>>
Rolled 99 (1d100)

>>1175556
Supporting
>>
Rolled 48 (1d100)

>>1175556
Guess we're going in...I'll support. Just remember to have people on watch of the Lake and surrounding area. Plus you know, cover fire set up ready
>>
>>1176128
Yeah, that's why we brought a team, right?
>>
Rolled 78 (1d100)

>>1175556
As it turned out the area where you left the ingots and safes is in surprisingly good condition. Alas too bad your current forces are not equipped for underwater action...

The shanty town is apparently populated by a bunch of undead. Some pirates and some that you can't readily identify. You do see Gmwe among them for some reason...and they apparently really like to fish.

What do?
>Head to the guarded armory
>To the college
>Visit the lake
>Look around in town
>Try to find other facilities
>Go back
>Other?
>>
Rolled 53 (1d100)

>>1177044
So the safes are slightly underwater, just to where we'd need the right equipment to retrieve them (but not need to deal with the monsters and undead again)?

Not sure how we should approach the shanty town, but leaving it alone for now is probably fine. In the absence of a plan of rust or anyone else, I'll propose my thing.

>To the college
Specifically, to the labs!
>>
Rolled 79 (1d100)

>>1177044
>Look around in town
Specifically look around for either a Terminal or a Security Console. We need to get our whole hacker crew set up and grant us full access to the towns security stuff, video logs and such. Even Drone control, I want those drones dammit

There are mostly likely sever nodes scattered around to process and run everything which the Rampant AI may have touched..OR it'd be a way into the closed system.

>Head to the guarded armory
If we nothing, head back here...see if there are any signs of our fight or the stand off we saw...

>Other?
Go about this in your sections folks, signal flare if shit hits the fan...not too high please. Maintain visual contact with on another, we're going to sweep this place as a screen.

[The Objective is try to seize all available assets and Bots/Drones not corrupted, from there we deal with the collage...we'll be going there for sure]
>>
>>1177277
dropped my Trip, how careless
>>
Rolled 30 (1d100)

>>1177277
Alright, switching to this. Just be careful not to trip the armory's alarm again.

I don't think there's any kind of town-wide security system though. There might be one for the college campus though.
>>
Rolled 2 (1d100)

>>1177314
>>1177277
Although heres a thought: you thought before that the armory was a cop shop, but if that's what you're angling for, maybe we should look for an actual police station?
>>
Rolled 23 (1d100)

>>1177369
I'm hoping we'll find such a thing in our sweep and screen along the way. The Armory is if we don't find anything else
>>
>>1177277
Support
>>
Rolled 65 (1d100)

>>1177502
>>1177277
Roll
>>
>>1177410
Okay. So after this, can we go to the college to look for the heart of this mystery?
>>
>>1177712
If we don't manage to find it from this I mean.
>>
>>1177712
that is correct.
>>
Rolled 70 (1d100)

>>1177277
It took some time to find a working terminal but eventually you did and the Malteks soon hacked their way in once the terminal was cracked open and gone over by the combat engineers. According to them the town is down to backup power ever since the nearby power plant went down. Most of the remaining city power is coming from a few scattered at home power supplies and a residual power of defunct facilities. According to the system the college has its own separate supply of power. Since nobody is still there to really use much of it they apparently have plenty of power still. Checking some wires however the malteks were able to confirm that some power lines that were distant were still functional. According to them you could follow those cables to power supply facilities including some geothermal located near the mountains and water power from nearby waters. Including the sea apparently.

Security wise the only security forces under control of the city was the police department. Apparently still has some functional auto security that are supposedly still functional...and they aren't rampant. Due to relying upon a closed system. According to the city index there is also 'independent' security hired at nearby industrial sites and private residences. What it entails however is unknown except for some 'licensing' requirements.

The armory is independent of the city and according to the city info it was placed by a larger government. They don't have access to it. Malteks have found evidence of rampancy corruption in some of the city systems...which unfortunately means that they now know about us if they hadn't before. The teks think its coming from the college but Mordred thinks that isn't the only source. Claiming that several of the corrupted connections aren't leading to the college...meaning the rampancy has since expanded its operation. How far exactly who knows but Mordred says so long as they haven't infected an industrial site we should be somewhat fine. If they did then they would start churning out new forces with ease. Which would obviously be very bad.

Oddly enough they found evidence that there was someone else who also poked around in the city systems....and whoever they are weren't rampant. According to the info they accessed they set up some blockers to the Rampancy and dug up info on a few different sites they were for some reason interested in. Including a radio station of all things. Video feed wise the only thing the town shows is some wildlife and those strange lights. The recordings from the Pre Fall is also missing for some reason...

There appears to be no sign of the stand off. Even the nearby video feeds were wiped from it. So its unknown what exactly happened.

What do?
>Head to the guarded armory
>To the college
>Visit the lake
>Look around in town
>Try to find other facilities
>track down the mysterious group
>Find the rampancy
>Go back
>Other?
>>
Rolled 63 (1d100)

>>1178282
Interesting. I think the armory will be much easier to deal with if we first get to the bottom of this. Alternatively, just do easier targets than the armory, but personally I'd rather do some investigating.

>track down the mysterious group
Hope they're willing to talk, it'd make it a lot easier to get answers from them.

Although I have to wonder if the rampancy source can be reasoned with...now that would really be something. If we want to try something unusual like forcing them to the negotiating table, we've got teks, the best kind of people for such a job.
>>
Rolled 3 (1d100)

>>1178300
>>track down the mysterious group
Ill support you this time Salt. So long as while we do we sweep this place and claim anything we can, good tech, supplies, anything.

>Other?
See if we can assess the Police network and hack it to view us as officers/friendlies, get those drones to obey us and on side. Provide us with an over ride so we can seize control of them. I want those drones.

Once we're registered as friendlies located the police hidden safe houses and such and then loot those.

About now is the time for a nat 1
im off to work again now so back to phone posting
>>
Rolled 46 (1d100)

>>1178426
I guess it's reasonable to assume the automated security of the police includes some drones, but it kind of sounds like you're confusing them with the drones we've previously seen, which were military. For that matter, what's with wanting drones so badly?

Despite that, I actually do agree with trying what you're proposing.
>>
Rolled 83 (1d100)

>>1178426
>>1178433
Although in a town like this, I don't think they'll have a lot of secondary locations such as safe houses. If we're trying to make a profit, our best bet would be to go to the station and get all the contraband that was being held in Evidence.
>>
Rolled 36 (1d100)

>>1178426
>>1178300
I'll support the glorious thinkers
>>1178433
I think it's the fact the first time we didn't make them ours, we couldn't have what we wanted so it makes us want it more.
>>
Rolled 93 (1d100)

>>1178426
Support
>>
Rolled 91 (1d100)

>>1178426
Unfortunately while we know they are around we were largely unable to find many traces of the unknown force. Much less where they chose to base themselves out of. Its only a town though so long as we spend the time we should find them...eventually.

We are unable to find a wireless uplink to the police network. Apparently its largely hardlined so as to prevent hacking. Meaning we will have to break into one of their facilities before we gain access.

>Head to the guarded armory
>To the college
>Visit the lake
>Look around in town
>Try to find other facilities
>Go back
>Other?
>>
Rolled 44 (1d100)

>>1179582
>find a police facility and scope out their defences
>>
Rolled 76 (1d100)

>>1179685
This could work. Unlike the armory, a police station is designed to allow limited access by the public. If we use due caution, we should be able to find a way to get into their network without tripping any alarms.

I suggest we do so. Perhaps this could even be a good test for the device Boss gave us.

But after that, to the college!
>>
Rolled 54 (1d100)

>>1179685
Supporting this, in case that wasn't clear. Out of what I said, 'due caution' is the only part that's absolutely necessary to this initial scouting action.

Do you think Gmwe and the other undead fishermen would still be friendly to us?
>>
Rolled 13 (1d100)

>>1179685
Words for me. Watch out for the containment shutters etc.
>>
Rolled 80 (1d100)

>>1180017
>>1179685
Adding to this a bit Dip. Might I suggest when we do search for such facilities that we also set up people around the building to keep watch...possibly push a car in neutral under the doors so if some shutters try to cut us off they can't.

I wonder how STRUM is doing atm
>>
Rolled 70 (1d100)

>>1180082
Sounds good rust

>>1180013
that I'm unsure of, it's weird they set up a shanty town but if they still recognize us I bet they'll be a little mad we sort of left the for dead no pun intended.
>>
Rolled 8 (1d100)

>>1179685
The cop 'base' Has only two weak points. One is the front entrance which oddly enough looks as if it were meant to be accessible. While the other is their garage. Defense wise its very hard to tell besides some patrolling drones and a few bots we don't know what is held in store.

What do?
>Head to the guarded armory
>To the college
>Visit the lake
>Look around in town
>Try to find other facilities
>Go back
>Other?
>>
>>1180945
Darn it all once I'm home I'll write up an attack plan. So like 4 hours or so.
>>
Rolled 23 (1d100)

>>1181800
I was about to write a very long post that I got stuck on. then I realized technically it didn't actually need to be long.
>>
>>1180945
>a few bots
Humanoid ones?

>>1181800
Does it involve attempting to peacefully walk in the front door and trying to get network access from there? Because I think that should be plan A, while we do need to be ready in case things go south.
>>
Rolled 77 (1d100)

>>1180945
Let's just observe their patrol patterns for the time being and ask our tek guys what they think would be a good go about.
Preferably ask
>do bots technically switch out during patrols
>if these are prefall bots would they ha e lighter bots patrolling during the day and heavier at night?
>how would you go about either A ducking the bots day up or B sneaking in one of our own bots to get in close enough to hit the off switch or plug in to their system
>>
Rolled 17 (1d100)

>>1182171
I agree.
If we can speak with AMY, she would probably know a lot about this, given it appears to be the same as it was pre-fall.
I specifically want to know how far we can go without triggering auto-defense.
>>
>>1182171
I'll support since I'm not home yet. I'd suggest something known as "Concrete Islands" but more on that later.
>>
Rolled 69 (1d100)

>>1182544
>>1182171
And my dice
>>
>>1182171
>>1182544
So no support for my theory that a police security system will be a lot less quick to open fire than a military one, and that police stations generally have a front open for anyone who needs to visit them for whatever reason, and because of this we may be able to get into the cop network with relative ease if we approach this correctly?
>>
>>1182812
Well yeah that sounds like it would work as well, I meant to include that portion with the whole having one of our bots sneak in disguise to do that considering if this station has been ran by bots for awhile now the ai would know better than to let an organic anywhere near those things.
>>
>>1182812
I do think you got a point but will wrote up once home
>>
>>1182827
But it's been ran by bots with absolutely nothing happening and has presumably made no changes since the humans disappeared. It's not rampant, and as we covered 2 threads ago the actual law enforcement was done by humans with some support from machines.

So it's really not made for making its own decisions, doubt there's even a proper cored AI at this cop place. The drones and bots are there to keep people out of sensitive areas, but they can't decide that an originally public area is now under their watch. We just need to get an access, a terminal open to the public, or failing that trying to jack in through a security camera.

There'd definitely be computers behind the front desk, but even if there's not bulletproof glass (which there likely is), trying to get back there actually is the kind of thing that cops would not allow. But maybe we could just be quick about it, and do the hacking before the security system can properly respond.

>>1182836
Alright, I'll try not to do anything stupid in the meantime.
>>
Rolled 41 (1d100)

>>1182171
The bots don't seem to switch out much during patrol. At best you see them briefly enter the police station and come right back out. Problem is its hard to tell who is who and more importantly find some kind of holes in their defenses. The buggers are extremely thorough.

Their forces do not seem to change during the day or night. Though at night you see more of the bots about then during the day.

If you can infect a bot according to the teks when it returns to base and report. It can deliver the payload. Problem is fooling the bots and infecting them without detection.

>>1182219
Auto defense is immediate if the bots are under threat. Thing is though they gotta know if they are under threat...or you don't appear to be one.

>>1182812
They will actually just shoot you with some stunners and then throw in a cell to be dealt with later. According to Amy that is. The military is much more apt to outright shoot to kill instead of stun.

What do?
>Head to the guarded armory
>To the college
>Visit the lake
>Look around in town
>Try to find other facilities
>Go back
>Other?
>>
Rolled 32 (1d100)

>>1183178
Alright, I've been waiting for Rust but now I'm feeling lazy for not coming up with anything of my own.

Survivors would probably be a lot better at pretending to be civilians/non-threatening, so maybe we should come back another time with them to help us infiltrate the police facilities.

Or we could try now, but I'd rather have someone who can come up with a real plan if we're going to take a risk like that.

>To the college
Meanwhile, let's all go have a look at the labs. Apparently whatever's there knows we're here (based on when we hacked that terminal), so we might as well try to find it.

I said labs, but actually, let's try to find the original source of the rampancy. Which I'm just assuming is the labs, and we'll go there anyway if we can't pinpoint it to somewhere else.
>>
>>1183715
Sorry man work has been tedious to say the least home soon though
>>
Rolled 16 (1d100)

>>1183178

>Other/Look around town
Find a Drone on it's lonesome and ambush it, I mean waste the fucker. Pull it apart and get everything we can from it before getting the fuck out of there. This is a hardware smash and grab. What we're after is it's Hardwire Key and connector. If possible make it look like an accident by riging a car to explode or something

It's imperative we get in and out fast we'll choose a drone farthest away. What we are after is it passwords and security clearance along with any data it carries.

Then while the teks get to work getting us a key into the places the rest of us observe the wreak we leave out...lets see who is cleaning up..
>>
Rolled 80 (1d100)

>>1183866
>Adding to this here are counter and other measures
In the event that we're gonna get engaged before we've extracted everything we want just fall back and observe as we can still watch to see what happens to the wreak.

Ask the techs what the box the boss gave us was and if possible could they put it on a timer to go off after X time instead of a wireless switch.

If we confirm they take these wreaks back to base, we do the plan again but plant the box and make ourselves a Trojan Horse...but lets see how stage 1 goes first.

IF we do get a command key we'll have to move fast before they get a chance to rotate them or lock the old one off, hopefully the jamming will infact work in our favor here and slow their ability to know whats going on. In theory these Drones only get checked in when they rotate...

AND best of all if this all goes tits up we can set up the Rampant AI to take the fall....now there's an idea...if we can confirm there is a sane AI operating here....we can work together to purge the collage....
>>
Rolled 96 (1d100)

>>1183866
>>1184022
>Other
Ask our teks and AMY about the feasability of this plan, and if they have any alternatives.

There's really no reason a drone would be alone, and as I said I'm doubtful there's a proper AI here.
>>
>>1184132
Also ask our heavies and Trouble if they'd be willing to eat a bunch of stunner rounds for the team.I have an idea that involves drawing their attention and having team B push through to the computers while their defenses our occupied. Have to go to class now, be back in like 5 hours.
>>
>>1184147
>heavies
meant beefies.

>>1183866
I don't think anyone would come to clean up. Taking out a drone, I fear, would put the system on high alert for little gain. I think our options are to sneak in, or to go in loud.

To be clear, you're talking about the police department, not the armory or something else?

We could raid a clothing store for disguises. If nothing else it could be funny.
But I think we should do something like this:
We lead the beefies, looters, and tank mutant into the garage. Maybe take Lightning and Sonic too.
After the alarm goes up (and hopefully bots all rush to Team A), everyone else tries to get in the through the front and get the teks network access. The teks try to take control.
TSO's device, either we keep with us and try to do what we can with and to serve as a secondary means of gaining control of the system, or give to the teks to hopefully ensure success.

We need to have measures ready to break through whatever barricades stand in our way, I think what we have for this is mainly explosives (we do have some of those, right?) but if we have blow-torches or something they might be better.

>>1184022
Also, I too would like to ask the teks about the box's capabilities.
>>
>>1184293
Yeah the police dept. Though there is another option...we could go in and report a crime...someone has an illegal rampant AI in the collage!
>>
>>1184658
I'm not sure what the security system would do, if anything, since it's actually not in charge of law enforcement. But that sounds really funny, so I'm inclined to try it.
>>
Rolled 33 (1d100)

>>1183178
>Other?
Find a clothing store and get (and put on) disguises.
Then holster our weapons and walk in the front door of the police station in as non-threatening a manner as possible, and if we encounter bots or suchlike, we tell them we need to report a crime. Specifically illegal technology at the college.
>>
Rolled 50 (1d100)

>>1184723
This really, really is a dumb idea but Genie may have some fun writing it so
>Supporting
Just have the others ready to break us out if we get detained because that's pretty much an instant game over in this case.

If this fails we can try my plan
>>
Rolled 26 (1d100)

>>1184723
This is such a bad idea it's brilliant, I support
>>
>>1184723
>>1184749
>>1184754
Hopefully it's a time when rolls don't change much....hopefully
>>
Rolled 72 (1d100)

>>1184723
You put on some disguises dating back to the pre fall fashion. After that you headed towards the police department. Mildly surprised the bots didn't stop you till you reached the door. There you were stopped a doorman(bot) who stated, "HALT. NO WEAPONS BEYOND THIS POINT. DISARM NOW OR LEAVE THE PREMISE."

What do?
>Disarm and go inside...unarmed
>Try to talk your way past it
>Go back
>Fight your way in
>Other?
>>
Rolled 36 (1d100)

>>1184985
>Disarm and go inside...unarmed
So far so good...
>>
Rolled 76 (1d100)

>>1184985
>Disarm and go inside...unarmed
I am a law obeying citizen I come to report a crime and purpose something to your supervisor. It concerns...the Collage

Dear God if these bots are lawful ok. We can actually settle this place...kinda
>>
I still do believe that is quite possibly the dumbest thing we've done in a long time but I'll let it go...I'm willing too burn a single wish on slate if things go really. Really bad
>>
Rolled 13 (1d100)

>>1185021
>>1185123
Vote.
>>1185127
We aren't completely defenseless. Psimagic
>>
Rolled 11 (1d100)

>>1185123
"IF YOU WISH TO REPORT A CRIME WHY DID YOU NOT USE THE EMERGENCY NUMB-Oh right forgot our comms were still down. Carry on citizen and do keep your identification handy if you do not wish to make a anonymous tip," stated the door bot before it stepped back allowing you inside.

Inside the police station was oddly clean...too clean. The air felt like its hadn't been breathed in a long time and it was so sanitary you could tell no living person has been in here in a very long time. Behind some glass you see an android sitting there doing nothing. Meanwhile in the waiting area you could see some chairs and a water container with little paper cups. As well as a vending machine which looks like it hadn't been used in a very long time. There the android behind the glass soon spoke out to you.

"Please sit down in the waiting area and await your turn. We will be with you shortly. If you wish to confess a crime a police officer will be with you shortly. If you wish to report a crime please file out forms 1A to 32B. If you wish to stay anonymous please also fill out forms 54C to D5. Once you are done a police officer will see you shortly. If you wish to ask a question please stand in line in an orderly fashion and we will be with you shortly. If this is an emergency please dial our emergency number and an operator will be on right away. If you for some reason cannot report a emergency please press the big red button. If you would like a job please send in your referrals and our hiring agent will call you back if you passed the initial inspection for an interview."

"..."

What do?
>Press the big red button
>So...who here knows how to file old world paperwork?
>get in the nonexistent line
>Sit down and...wait
>Other?
>>
Rolled 63 (1d100)

>>1185338
>other
We would like to apply for a job, but we're currently unable to send our referrals due to a network outage in our area. Would it be possible if we could file with you or do you have some place we could?
>>
Rolled 57 (1d100)

>>1185338
>Other?
Go too the front desk and tell them we need to see their boss. It's about the rampant bot forces. We know where they are based...and none of us know how to do paper work so we need to tell the boss directly

Also ask for a bunch of application forms.. We're cops now... Undercover ones
>>
>>1185648
How would they know about rampant bots If all they do is patrol and their comms are down?

I don't think demanding a police android to have us speak with their boss will work out well or implying that were polices officers at that.

Ought to place this calm cool and collected no need to go to the big guns with Intel yet
>>
Rolled 1 (1d100)

>>1185611
>>1185648
Let's use our heads here. We have to get a desirable response that does not require human involvement. Which is tricky; these bots are presumably quite limited in what they can do without input from a human officer.

What we need, I think, is a chance to hook up the anti-security device and turn it on. But actually there may be some other way to influence these bots. I suppose we should indeed first try reasoning with them, which is what both of you are going for, but what if the crime report could get them to send out a bot that will investigate something, and in doing so unwittingly infect itself with something the malteks cook up, then bring the payload back when it returns. Or even to sneak some kind of data attack in a portion of the forms that will be scanned by the machines.

>>1185338
>get in the nonexistent line
Let's start asking some questions, once we are acknowledged. Anyone got ideas on questions to ask?
Our goals in asking are:
>See if these bots can be reasoned with to acknowledge that these are extraordinary circumstances and therefore they may take extraordinary action (in our favor)
>See if we can get clearance, one way or another, to go further into the station
>If all else fails, try to trick them into accepting a bug to shut them down or something.
>>
>>1186003
Does this count as a third one on diplomacy?
>>
>>1186027
Technically I think it does? It's the third roll of the thread
>>
>>1186003
Well I think we agree keep if good and burn some FP if bad...I'll art once I'm home.
>>
>>1186065
Either way, this should be interesting.
I actually meant because we've rolled ones on diplomacy before...although I think we spent fate points each time.
>>
>>1186091
>>1186079
So I checked what I could in the archives, there was my seduction 1 and then a few grey area diplomacy 1s.
>>
Rolled 20 (1d100)

>>1186003
"Today is just another day. There is no extraordinary events or circumstances ongoing. No the UFO's are not in fact aliens from another planet. No there is nothing wrong with those flying lights. Yes we are indeed to rehire some personal as it turns out we are lacking in standards for employees. Who would of thought they would of all skipped out on work? Yes, we are investigating the disappearances of the townsfolk. No College is not in fact in our jurisdiction. No the military forces are just have a routine training. There is nothing to worry about with their forces. If you do not wish to talk to this android please return once our secretary is present or wait in the lounge until they come back in."

"Non employees or witnesses are not allowed to go further in without police escort. It is strictly required. I am afraid we are not allowed to take unscanned items from individuals gifts are to be given only when the proper scans have been performed. This is for your safety."

What do?
>Press the big red button
>So...who here knows how to file old world paperwork?
>get in the nonexistent line
>Sit down and...wait
>Leave
>Other?
>>
Rolled 34 (1d100)

>>1186482
>So...who here knows how to file old world paperwork?
We're running short on obvious non-aggressive/extreme options, but I figure we may as well keep trying until said options are exhausted. Besides, tedious bureaucracy is a part of the Old World that most folks these days never get to experience! (even the remnants usually have only...well, a remnant of the red tape)

At least I was right about this being funny
>>
Rolled 87 (1d100)

>>1186549
I'm okay with this, imagine a ragtag group attempting to file out paperwork.
>>
>>1186549
>>1186657
As funny as this idea is I'll bet amy could fill the fuck out of some paperwork. She is an "assistant" AI after all.
>>
Rolled 8 (1d100)

>>1186549
Go for it. This is a comedy now where AMY teaches us to write
>>
Genie I'd like to confirm our actual forces....did we get the full company? Or just the named characters?
>>
Rolled 51 (1d100)

>>1186549
"So...does anyone know how to write," one bandit asks while staring confusedly at a piece of paper. In response a number of bandits raise their hands. "That isn't a blueprint and legibly?" finishes the bandit and in response many hands fall.

Many hours later...

"Ah finally fini-oh what the fuck. What the FUCK is with all these damned scribbles," you curse upon seeing now graffiti laden pile of papers.

"Dat dere is writing of da highest quality!"

"...And what isn't scribbled is a bunch of nonsense. Why the fuck did you put rape factory for place of birth?"

"Well that is where I was borne...."

"Oh for the love of...do ANY of you know how to file fucking paperwork? That ISN'T blueprints or an instruction manual."

"..."

"Goddamn it...I don't know how to either...wait a second there is one filled properly but in what goddamn language is this in anyway."

"That is the language of moi home...I am afroid moi doesn't know the exact intricacies to that language."

"So...let me get this straight only ONE of them is filled in properly and its in the WRONG FUCKING LANGUAGE?"

"Eh pretty much."

"...AMY AMY PLEASE FOR THE LOVE OF...HOW THE FUCK DO YOU FILE OLD WORLD PAPERWORK?"

Many hours later after Amy tries and fails many times how to do paperwork because she can't do it herself in that form.

"AHAH FINALLY DONE," you roar in victory as you throw the pile of barely literate and what hopefully still counts of papers down."

"Ah that you for filing out first article. I am afraid that you still have more to file first."

"Oh for the love of..."

Several piles of paperwork later and many hours later...

"ARE WE DONE NOW?"

"Congratulations for completing 1A. Am afraid you still need to complete 1B to 32B before you are finished!"

"FUUUUU-"

Days later full of paperwork later...

"AH HAH FINALLY DONE!"

"Thank you sir for completing the paperwork for 1 person! Now please file out those for every other person and quality assurance survey! Also we require verification of identities and confirmation of truthfulness of each stated fact! Please file out the required requisition forms for each statement so we may confirm. We also require you to file these forms so we can return your weapons to you!"

"NNNNOOOOOO-"

Not even AMY can save you now...

What do?
>Keep enjoying the hellish bureaucracy
>Give up and leave
>Fight your way through
>File a complaint
>Other?
>>
Rolled 91 (1d100)

>>1187123
Fuck it. We are in this shit now. Our squad will be the most paperwork savvy crew in the area.
>more paperwork
Encourage some competition, best at learning how to paperwork gets a bonus.
>>
Rolled 43 (1d100)

>>1187123
>Other?
"I'll be back."

Maybe it's time to try approaching the fishing shantytown and see if we can get the undead to help us storm this cop shop. Just remember to change out of our disguise so they'll recognize us. And have our bandits and mutants ready to intervene in case the undead are now hostile to us.
>>
>>1187183
i like the idea of going through with that, but think about it again for a second. isn't it most likely that after we're done with all the paperwork the bots will just be like: "thanks, an officer will be with you shortly to review your case. please have a seat and wait" ?
>>
Shall we go back to my plan of trojan horse? The plan I mentioned a bit back?...with a few alterations...our Malkets may want vengeance
>>
>>1187567
That assumes that if we smashed a drone, they would take it back inside. Instead of just going into high alert. Or that they would not quarantine any bot remains they retrieve if they do in fact retrieve them. And smashing a drone might not make them bring the drone back in, but it would almost certainly place the system on high alert.

It seems quite likely they wouldn't bother retrieving a broken drone, as it is likely they do not possess the means to repair of recycle it. (at least not without human assistance)

What about my suggestion of just having our tougher team members (and us, to show we're willing to take part in the most unpleasant part of our own plan) just draw the fire of all the bots (and withstand it) while the others get past to hack into the system? (Possibly also using some of our fast guys to draw fire and simply avoid it.)
>>
Rolled 50 (1d100)

>>1187637
Tbh I'm ok with that plan. I'll just do some thinking.... Maybe if we discover if we can make contact with this desk drone...if we can leave and get the techies working on the best hack ever and have the bot commander ready, we sieze control and have it register us as top tier assets and we rob the place blind while bonding the roaming drones to work for us...if we even just get a drone override key we can short range hack them one by one and gather a fleet of hacked drones. Use the comms blackout to our advantage
>>
>>1187637
i would say it depends on how we smash the drone, what if we tried to disable it with an EMP? could work to just disable it temporarily and infect/alter it with our code. that shouldn't damage it too hard.
>>
>>1187663
What if we got a bomb, then when they send the bomb disarming robot out, we use that as an opening?

>>1187674
That might work I suppose. I was just going off what Rust said before, which was a lot more destructive to the drone.

Still kind of concerned they'd be too on guard and wouldn't let the drone back in though. But possibly worth a try.
>>
>>1187690
if you want to make it less obvious:
let's jam the whole area so the police forces won't have any connections with eachother. next we disable one of the drones with an EMP. then we quickly alter/infect the drone and repair/set it up so that a minute or two later it'll come back online again. once it's online we stop our jammer and it'll be as if it was just a normal anomaly. then we only would be fucked if they check every drone for missing parts in it's videofeed upon entering the building, but that's a risk we have to take.
>>
>>1187791
Not sure we can jam any harder than whatever is already jamming this entire town. Maybe with TSO's device; maybe we could just sneak up on a drone and slap the device on their back.

The real problem is I'm expecting overlapping coverage, so that any drone is at any given time visible to at least one other device, so they'll see what we're doing. Seems like what they'd do if they were serious about security.

Eh, we'll figure something out. But I'm tired now.
>>
Hmm ok let's start by getting on the same pages here. My personal end goal here is too get control of the police forces so we can safely inhabit this area once the collage and aliens have been dealt with.

Maybe we could legally purchase houses? By law the police must protect us? Old world money will be dirt cheap. In cases such as these habitation laws fall to the police. We can legally own the town!?
>>
>>1187838
Problem is there's no one around to legally transfer ownership to us.

It does occur to me that we could try stealing identities, as the original inhabitants aren't around to stop us.
>>
>>1187867
The police can. In many places uninhabited sites can be occupied and if Bo one turfs you out or the original owner don't show up you can move in. Many places once someone has been gone too long their assets are seized by the state to be redistributed. So I'm pretty sure they can.

And given the issues this place has think how cheap it'll all be.

>Disclaimer RUST is on his 7th "one beer after work"
>>
>>1187903
That would be great, if there were any police around and not just their sophisticated automatic message (and security) system. I don't think they left a protocol for the androids to auction off property. (or to seize real estate in the first place for that matter, never-mind back taxes or lack of habitation, I'm sure they at least need a signature from a real person of appropriate authority)

We could, and probably will, just reprogram the damn system to recognize us as the supreme authority. The problem is how to accomplish this with minimal damage to the assets.

>>1187838
My goal is to get some real Answers, and that means finding someone who has them, i.e. the rampant College A.I. or the mysterious other group who came here. First we deal with this police station, but I /really/ don't want to get sidetracked again after this. (but your goal here would indeed be a boon to our ultimate goal of making this town into our own sponsored community)
>>
Rolled 58 (1d100)

>OBJECTIVE: SECURE POLICE ASSETS FOR PERSONAL USE
The best asset known so far is the Patrol Drones and their main base naturally. Their other assets would include Intel, weapons, maintenance areas and other specialist equipment.

>Why do we even want this stuff?
1) Worth a fortune
2) Can be sold cheap to earn favor
3) Secures an area for settlement along with home security
4) We personally get an escort group for our APC

>How are we going to do this?
The key point I believe is getting into the Core of the Hard Wire network, from there we can plant a virus, worm, program whatever to register us as the highest ranking personnel and the authority in their actions. In order to get to the Hard-wire network we must break into one of their bases and secure an uplink or terminal of some kind.

>Methods of Network Infiltration

>Trojan Horse
isolate a Patrol Drone, somehow upload the payload and await for it to deliver it then move in. The Payload should either be a universal restart/ open up or straight up over ride command. We can use this communication blackout to our advantage in this regard.

>Texas Two Step
One side of our group kicks in the front door nice and loud, sneak team moves in from behind the scenes, hacks the garage and uploads the payload while the enemy are engaging the noise team.

>Tradesman approach
We start digging holes until we find the wires buried underground and just jack in from there!..you just gotta figure out which it is...fortunately however they should be labelled as a high priority cable and be marked as such.

>The Great Escape
we head to this towns council library steal some plans to the station and just dig our way in...

>The enemy of my enemy
We draw Rampant bots to engage these guys full scale and then move in while their main forces are busy. Use communication blackout to seize what we can then isolate the system so the rampant bots can't move in. If the fight continues we can make a move on the collage too while the Rampant forces are occupied.

>I have a long hand and step by step guide for each of these plans
It depends how brave we are feeling and such.

One other thing we are having to keep an eye on is the RAMPANT forces as they will take advantage of our actions too. Then we need to consider what the Aliens want...
>>
Basically what do you guys want out of this then we can work stuff out.
>>
Rolled 37 (1d100)

>>1188046
Well, I figured we'd grab whatever's in the evidence lockers. Drugs, stolen goods, illegally modified hardware, unlicensed weapons, anything.

But that alone may not be enough to justify all the effort we're putting into this; however, this place can serve as a base and backup while we're trying to secure the town, and as you said will be useful in keeping the town safe after it's ours.

>>1188041
Bravo! I still like the one I thought of, partly because we can say we'll be back, then drive a vehicle through the front doors. It may not be the wisest choice, but reenacting scenes from classic movies seldom is.
>>
Rolled 21 (1d100)

>>1188046
>>1188081
i would say we go with the trojan horse first. it pulls the least amount of attention and would also cause the least damage of all our options. and the more force oriented options we could still try afterwards if the trojan horse fails.
so my vote goes to trojan horse.
>>
Rolled 75 (1d100)

>>1188153
I agree.
>>
Rolled 28 (1d100)

>>1188153
I'm in
>>
Ok I got three versions of trojan horse gimmi a bit too writem out. I just need to know our exact forces and loadouts. Along with what we know about the drones and forces we aim too hack
>>
Rolled 31 (1d100)

LETS DO THIS (I vote sewer drone)

>>1187123
>Other
see below

>Trojan Horse Variations
Ok we're dealing with machines so that means I cant rely on them getting tired of things or falling out of routine. The key to anything like this however is prep work.

>Step 1 RECON
first we just chill out around town in fire teams and be nice and peaceful, the goal here to to watch and observe the police targets, this is done by steadily testing them, start with a simple see if they will fly over a box in the road, then move onto dropping a small paint balloon on them, we're testing responses, then move to a small pebble from a roof. Step by step...

While our forces do this us, AMY, Bot commander and half the Techies go to the ruins of this places mayor office or council hall. We go through everything and find the plans for the police station, or more importantly we find out the layout and their power supplies etc and also their sewer because if there's something I know from life, you can get in anywhere from a sewer...especially with a wired drone.....through a GIO, up the branch drain and out any toilet or sewer vent (which also happen to fun in power and fiber cable shafts.

>Step 2 CHOOSE A HORSE
Now we have several options here so take your pick
1) weird wired drone through the sewer and plug in using that (don't even need plans just follow the pipes and stick to the big ones they lead to toilets...never know may find a body with a key card (stick a claw on drone)
2) Choose a patrol drone isolated or most isolated from the rest and then depending on what we've learned from stage on attach a device to it to get it in the building...your choice EMP on a timer or a general hack to open all the doors

>Step 3 AQUIRE SAID HORSE
if 1 was selected get the bandits and such to make it, we got loads of parts and time, plus best of all due to it being wired it's core body won't require a power supply and the feed can be operated from a long ass way away. Run out of cable? Just splice some more on and go forever.

If 2 was selected either cause an accident to slow it down or use a sewer grate to pop out beneath real fucking quick and quiet and attach the payload

[If we get made in either parts of this bit, we can use the sewer to escape and reground in a safe area , while the drones can't chase us underground we can still get trapped with whats about there...im betting RAMPANT Bots.]

1/2
>>
Rolled 37 (1d100)

>>1187123
>>1188358
>Step 4 DEVILVERY AND FOLLOW UP
In the event we go for an EMP we need to rush on in there and hook onto everything to foil them in their start up/system resume process. Back up power while in theory taken out too could be an issue so bring a secondary device to pulse again if needs be.

If we go for a general hack/command override...in theory we should just be able to walk on in...but someone has to go first and they'll need balls, fucking big ones.

>HAZZARDS
Once we're in the HardGrid we're golden unless there is a decent AI in there...in which case MALTeks your on double time. Make them pay for that paperwork.

If we do drop security im betting the RAMPANT Bots or possibly the aliens will come a swarming so we need to get everything and get out or running again asap.

Hack Counter measures, desu this is all on the techies.


Or you guys want the other versions?
2/2
>>
Anyways i'm hitting the hay. Te good thing about the "Toilet Drone" is that we can still try to do the Patrol Horse later and better still the Toilet Drone will require fuck all software on board as it's transmitted through the cable.

I sleep now, another idea is we carry pieces of a hacking device and then assemble it inside then when we move to hand up paperwork we hack the poor fucker into letting us in, then we connect the main hacking device to the closest main terminal and boom done...ish...i'm scared of Security Bots...very scared.

I don't like fighting bots, they are less prone to tired mistakes or being lazy...they are more predictable though if you can figure out their purpose.
>>
Rolled 35 (1d100)

>>1188358
>>1188361
Vote. Sewer Drone.

Sounds time-consuming and I don't see how we'll get the sewer drone from a toilet to a connection on the inside without being spotted and stopped.

But you were willing to give my disguise idea a try, so let's do this.
>>
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>>1188774
Well sewer navigation drones as easy as hell, plumbers use them all the time, they even have night vision cameras. All you'd need to do is add a wired switch for a virus upload.

As for been seen, no cameras or sensors in a drain, unlikely in a bathroom and the best part is if there is a sealed and special area, still needs a toilet. Otherwise who's watching the cameras?
>>
Rolled 3 (1d100)

I went into this most detail hopefully yo avoid some of the damage a bad roll could do.
>>
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99% of trade supply stores will have one to rent out with 50m coils of cable.
>>
>>1189442
I meant after it exits into the bathroom. How is it going to get to somewhere it can connect to?
>>
Rolled 92 (1d100)

>>1188358
I'll support the sewer drone. We gotta name it little shitter though.
>>
Rolled 27 (1d100)

>>1189442
>>1189585
You say all we need is a wired switch, but we still need to actually connect to the police network. Don't we?
>>
>>1189613
The genie equivalent of a usb or whatever
>>
>>1189658
Yeah, but what I'm saying is it still has to find somewhere to plug it in. Like getting to a computer or something.

While we're discussing: I think we need to be ready to quickly implement plan B if, somehow, an alarm is raised. That would draw attention from the rampants, meaning we'll need to do something quick if we don't want them to claim the cop bots too.
>>
>>1189672
A few options, random PCs, matinence boards, Terminals etc. As for the RAMPANT bots.

Basically we either grab everything and run back and forth, if the cops go down we swoop the rides in and pack the fuck up then run. Or plan B we get everything up and running the only difference is us as friendlies then while they have their stand off we raid the collage with stolen breaching stuff
>>
Rolled 45 (1d100)

>>1189783
Sounds good. I was just saying earlier that I'm worried it could get caught somewhere between crawling out of the toilet and uploading our package. But that's a risk we have to take I suppose.
>>
So is that consensus between the three of us and another anon?
>>
Rolled 52 (1d100)

>>1189886
yep. got Dip here too
>>1189593
>>
Rolled 6 (1d100)

>>1189904
I guess now we wait.... Good roll and HOPEFULLY a good plan. Like I said I've more understanding of...operations and louder stuff. But I do know my infiltration and information gathering. 90% of an OP should be recon
>>
Basically all we are really doing is connecting the bosses hack box to their system with a cable. If you can't get in normally just use a cable.
>>
>>1189796
Y'know what if we created a diverson? Something that took their 100% attention? It'd make the upload easier I think or it'd make the process an utter bitch
>>
Rolled 65 (1d100)

>>1188358
>>1188361
ha no fun when anon gives out such great plans. At that point the only weakness is if there is a flaw or bad rolls. But bad plans a lot worse then bad rolls.

According to our forces the bots are annoying thorough. Even stuff blown in by the wind will have a bot scan it before moving on. For things that were previously there they do a quick scan instead and move on. No idea what they are looking for.

While we found plans we did not find the plans for the police station until we looked where such...sensitive records are stored. According to the registry they are located under lock and key...in the building where sensitive items are held. Apparently it's very secure and located in a nondescript warehouse outside of town.

Basic records were however available we just had to poke around in several different places to see where they were actually stored in.

Fortunately your forces had some small drones with them. Surprisingly well prepared those tekkies. The sewers were easy to find but in heavy disrepair...and oddly clean if you ignored whatever the rain brought in. It was troublesome to find passages that were not in such bad shape you couldn't get past them, but after awhile and some detours later we got to where the police station is connected to the sewers.

Now problem is while you got the drone into the bathroom...you do not know what the surrounding rooms hold and thus where to go.

What do?
>Down the hallway
>Through a nearby door
>Down the other hallway
>Hold position
>Other?
>>
Rolled 22 (1d100)

>>1190229
>Hold position
We're wired so no power issues here. Wait for now, just see if there are patrols roaming, look from under the door for signs of movement etc.

Search bathroom for bodies or something...maybe someone dropped their wallet with their pass card in it?

Remember to keep the wire with only a little slack so that it's not seen or tripped over on.

Ok here's the plan. Simply put look for the signs and cameras really cautiously. This is a police station that shits about along with a fire exit plan. That'll give a floor by floor read out.
>>
Rolled 85 (1d100)

>>1190306
>>1190229
Shit reconfirm look through the air vent grate in the door and the bottom. Other additional piece of info, if we can deploy a few more drones this way we can build a network of cams out of different bathrooms
>>
Rolled 35 (1d100)

>>1190306
>>1190344
Hell sounds good to me
>>
Rolled 56 (1d100)

>>1190344
>>1190306
Fuck I'm not with it. While that is,happening. Get out folks to place weight down boxes all over the paths of these patrol drones. I've got an idea. After like their 5Th loop and scanning it again, they only seem to quick scan. After that we do a test and see if we can implant a simple and small piece of a virus. What we're going too so is get all the drones to scan different parts then when they return to base they will each drop a fragment of the payload and then once it's all there it'll go off.

I'm saying do this now because it'll take time too get them used to scanning those duds ready for the main event.
>>
Rolled 34 (1d100)

>>1190841
That's actually pretty damn good, this will be my last support of the night, I gotta be up in a few for work
>>
Rolled 19 (1d100)

>>1190229
And only now it just occurred to me that awhile back when anons asked about aliens I forgot about one important fact.

Humanity is classified as a high gravity world species in the top 5 percent in fact. Which means humans are well known for being short and strong. Humanity's apelike strength and unusual endurance hunting further espoused this fact.

Meaning while humanity isn't the strongest heavy world species they are among the toughest and they are of the stronger variety. In terms of dexterity humanity is considered low in galactic standardization. Intelligence they are classified as 'above average' but many aliens spout this is more due to their willpower then actual intelligence hence why in terms of smarts humans are classified around average but in terms of willpower/wisdom they are classified much more highly.

One of the quirks of heavy world species is due to how difficult it is to breach their planet's atmosphere due to strong gravity. They are among the rarest of lifeforms in the galactic stage. In fact many heavy world species are believed to have been uplifted. Humanity is among the exception in that they themselves broke out of their worlds without much outside aid.

Humans are also considered classified as part of the biological carbon and protein based oxygen breathing lifeforms. Their exact origins are however unknown.

Humans are stereotyped as an extremely stubborn and tough species even by heavy worlder standards. Which naturally those types of worlds encourage the traits of toughness, shortness, and strength due to their high gravity quirks. For the aliens who didn't get uplifted they too are often considered part of that 'stubborn as fuck bunch of aliens who went to extraordinary lengths to break of their worlds'. Humans are not alone in that fact but that is a very rare group to be part of and quite small.

Humans can be even go so far as to be considered midgets by galactic standards. To be fair all other heavy world too. Its just those particular type of midgets are strong and very tough even by heavy world standards. So they are commonly stereotyped as being dumb primitives. Which might be a false stereotype...but considering how many heavy world species were actually uplifted they may have a point.

galactic index
Very Strong(above average by Heavy World classification)
Extremely Tough(even by heavy world classifications humans are renowned for their endurance)
Low dexterity
A quirk of evolution is having to choose between being stronger of or more dexterous. Thus heavy world species start at in instant disadvantage.
Wisdom wise humans are known to be very stubborn which raises their ranks for species who value willpower more highly and lower for others who don't. Thus its even more contested then human smarts.
Intelligence wise humans are considered depending on above average.
Due to being a social species humans are classified with good charisma.

Other racial quirks are the following.
>>
Rolled 59 (1d100)

>>1190306
>>1190344
>>1190841
Excellent (supporting)

>>1190908
Well, looks like I'll be replacing dip in a changing of shifts thanks to my still f-ed up sleep cycle.
>>
Rolled 86 (1d100)

>>1191128
Noted for unusual throwing ability. Have very good but limited spectrum eyesight. Hearing is below average but the lowest in terms of senses is actually our sense of smell. Humans are considered among the very best in terms of long term endurance. Do not handle low and no gravity well. Deemed one of the more warlike and divided of species.

Combine interest in humanity is due to the fact of how good of soldiers we would make. Particularly boots on the ground especially on high gravity(simply known as 'heavy' in terms of slang) worlds. Republic interest meanwhile is humanity's philosophy and ideas.

Thus humanity is part of a number of different categories which are used to organize and index the different forms of life. Naturally other lifeforms are indexed in a similar matter.

It may be best not to compare humanity and really life native to the universe with Outsider genetics. Who come from literally different realities. Some eerily similar to our own...others not so much.

So what this means is in Genieverse throw away your conceptions regarding aliens being largely humanoid and the skewed opinions of ourselves. Especially due to being a heavy world native. Humanoid type life is considered a small 'family' of related species native to heavy worlds...which is only a single type of world. Albeit rare on the galactic stage due to difficulties breaching the atmosphere.

Which means there are a TON of different kinds of aliens. The humanoid ones are arguably the closest 'alien' relatives of ours. In terms of type of life...let me just put it this way.

>If its theoretically possible then it exists.

Period.

>If its not then it exists among Outsiders who don't play by the rules of our reality.

Also period.

So it is more a matter of 'how easily can you run into it'?

Sorry to the anon who asked about alien life. For some reason that completely slipped past me until now. No I am not about to list of some of the aliens it's real pain in the ass subject due to the fantasy/sci fi hybrid of the setting. However this SHOULD tell you everything you need to know without getting into specifics. Just be aware due to you being human your going to biased in terms of heavy world carbon based protein using and oxygen breathing meatbag.

So its not easy to think outside the box...welcome to my world...or to be more precise setting.

So if your thinking of possible lifeforms similar to our own world well they are likely gonna be part of or biased in terms of favoritism to such. Even I have a hard type getting passed this. If you wanna cop out stick with humanoid. If you want hard mode remove one of classifications or two.

If you want nightmare mode then do one that is entirely different from us. As in not heavy world...or even not even carbon based and such.

Fun stuff.

There is reason why I avoid the specifics...way too easy to get bogged down. So I am a lazy bastard who has humanoid based life being common to a galaxy cluster.
>>
Rolled 25 (1d100)

>>1191128
>>1191243
This info is naturally a result due to human bias. I had to figure out the specifics of what humans would be classified as...and remove my head from ass in terms of making non biased as possible.

So using theoretical lifeform types as a modeling I created those indexes and put humans through the rigorous process of classifying them. Real pain in the ass but there you go. The need to know information for humanity classification and to give an example of how humans are classified as.

I will admit to the classifications as being a bit biased, but do be aware chances are they are ALL gonna be biased in terms of favoritism relating to their own species and quirks. Hence why heavy world due to lack of number is snubbed regularly. Ironically it is only the Combine who gives are the most honest about that sorta thing. They actually have the fairest indexes due to being a bunch of bigoted racial supremacists forced into an alliance. Which actually worked in their favor...

by Combine classifications they give more credit to human intelligence and give actually split the will section noting how humanity is considered stubborn mostly due to humanity successfully pulling themselves out of the powerful gravity wells of their worlds. They do however rate humans much more lowly in terms of dexterity, but due to how short/small we are its not quite as big a problem as you would think as it helps compensate. They also nitpick a lot stuff due to be a bunch of racist bigots.

Combine ratings is oddly made of some of the most honest and bigoted pieces of info you could find in the entire galaxy, but don't feel bad they don't spare anybody.

The republic one is more populist and 'nice' about it but its the most common due to not being made of a complete bunch of bigoted aliens who are convinced 'dey is the da best' and are much more egalitarian in view.
>>
>>1191243
It's arguably justifiable that humanity would most often encounter the aliens who are similar to ourselves as visitors to our worlds; carbon-based, protein using, and oxygen breathing heavy worlders would generally speaking be the most comfortable on our worlds, and perhaps more interested as well(and surely the ones most likely to consider invading for the purpose of conquest).

>>1191301
I seem to recall that current evolutionary theory places us as persistence predators, and fittingly enough what you've determined to be our greatest relative strengths (endurance and willpower) are exactly what one would expect a persistence predator to excel at.
>>
Rolled 28 (1d100)

>>1191358
yes but that wont be the only reason for fighting. Your forgetting disputes over entire star systems and other tasks like trading. Its just those type of aliens are the ones most likely to stop by personally for whatever reason.

Space is a big place and most alien encounters will be held in space. Not by a person per a say as in which case encountering aliens visiting their home world would be the most likely encounters. Which would lead to bias.

Bias is the enemy anon. Remind yourself it's more about how rarity and facts then bias. I have to do it all the fucking time lest you stay predictable and keep making the same mistakes as others.

Its a trick to thinking outside the box.

and yes I based that rating off of humanity's evolutionary quirks, but that was only part of it. That was the obvious part the less obvious would be comparing humans to entirely different lifeforms and stuff people easily miss. Like say how would the quirks of being a heavy world native compare on average with those who aren't part of a heavy world? How common would it be?

I don't think the rating is perfect but at least its a step in the right direction and far away from common stereotypes. Fuck having humanity being the generalist if your the least bit serious. Thankfully generalizing is actually more akin and heavily skewed by the internal bias. Just gotta remind yourself of that constantly. As you'll constantly end up slipping back.

So yes those types of lifeforms would be the ones most interested in the same kind of worlds of humanity. Thankfully made terraforming a thing otherwise disputes of the commonness of life and fights over worlds would be much more common/annoying. Easiest way to cop out was to go 'terraforming is a thing now shut up'. Is it easy? No not unless your just that advanced in which case there is distinct possibility of creating living worlds for sheer shits and giggles.

Yes it was based off evolutionary perspective but after that I modified according to other theoretical forms of life and averaging it out. Considering points of bias and fact then created that profile. Huge pain in the ass but you know what?

That little sheet of humanity is HUGELY helpful when coming up with aliens because it tells you exactly HOW you YOURSELF are biased towards(even the specific hard to name details even)! And more importantly a much better(albeit basic) idea of how they would SEE YOU as! Specifics naturally arise when you have the specifics of the alien race(thus their exact biases in view) and carefully question yourself over it.

I will admit writing alien perspectives is actually an even bigger pain in the ass then coming up with them in the first place. A real trap of writing is well human perspective and usually characters. Which is fine if your sticking with humans,but if you wanna challenge or need to write something inhuman. It really backfires on you hard.

I mean fuck me you have no idea how hard it is writing AIs still is for me.
>>
Rolled 56 (1d100)

>>1191441
But after years of trying...I finally can pull of AI characters in a such touching manner that despite being inhuman they can make people feel. (See Marty and JAL for examples). Truth is they are absolutely alien in mindset so writing them properly much less humanizing them in such a way as to create feels...excruciatingly difficult.

But fuck me that is still extremely difficult for me and i been at it constantly for years. I thought oh AIs that should be similar enough yet different enough to get me improving in the right direction...this shouldn't be too difficult. Que years later.

Goddamn fucking alien perspectives and I thought coming up with inhuman things was hard, but fuck me the ideas behind it are MUCH easier to write...then actually following through with said ideas.

Interesting part is the difficulty of writing outsiders and alien is actually eerily similar. Despite them supposedly being really different(see one we can actually compare ourselves with due to shared reality). So I gotta try to convince myself that writing demons for instance isn't too different then writing an alien...but well its easier said then done. Truth is it takes a long time for me to get inside their heads properly enough that i can write them well.

Long fucking time.

Fortunately I started off with fantasy first so naturally it started with the near human typical mythical species...and went from there. To outsiders...then AI finally the Alien. Yet its STILL hard as hell to fucking do I been at it for more then half my life.

Writing alien perspectives and get into alien minds...so fucking hard.

On the plus side it did make it so writing human characters is hilariously easy in comparison. I can't believe once upon a time i had a hard time doing that...

I am starting to think it wont ever get easier. Faster sure...but as I start figuring out new alien mindsets and perspectives it sets be back to 0 when writing them. Unlike writing for humans to very time consuming to have it figured out. After that you gotta figure out how to make them connect somewhat with humans...while they are inhuman.

Argh.

It's a big reason why I didn't show many aliens. Truth is I don't like writing them if I can't do it properly. So I been slowly forcing myself that instead of writing them directly if I can keep them indirect and distant hopefully that will work until then.
>>
Rolled 82 (1d100)

>>1190306
>>1190344
The bathrooms like the front was eerily clean...in fact its quite literally spotless. Looking under the door does not indicate any signs of movement.

There are no signs in the bathroom. So to find a map you will have to venture beyond the bathroom.

There is nothing in the vents.

What do?
>Down the hallway
>Through a nearby door
>Down the other hallway
>Hold position
>Other?
>>
>>1191780
>>Other?
look up and down the hallway and see if there's anything written on the doors indicating what's behind them.

If any of the doors have something written on them like "RANK NAME" go through that and see if we can access a computer there. (i think it's save to assume that there won't be a bot in the office of a police officer without an officer actually being there, what would a bot have to do there?)
>>
Rolled 3 (1d100)

>>1191780
>Other?
Nothing in the vents? Correction, we are in the vents!

If it turns out to be impossible for us to get into the vents,
>Through a nearby door
>>
Rolled 68 (1d100)

>>1191810
and here's my dice...
>>
Rolled 13 (1d100)

>>1191810
Actually, switching to this.

But attempting to get into the vents is now plan B. And going through a random nearby door is plan C.
>>
Rolled 88 (1d100)

>>1191810
I'll support but assumption is the mother of all fuck ups. Don't forget we got a cable connecting us.
>>
Rolled 92 (1d100)

>>1191945
yeah, but some risks we have to take. and even if we should get caught, until a bot followed our cable back into the sewers we will be long gone.
>>
Rolled 44 (1d100)

>>1191810
It took a little time but eventually found some offices. You did however had to hide from a passing hover bot but that was about it. Apparently these offices are...just about as empty as they look.

Which is a good thing for so long as the bots don't show up at the wrong time anyway. From there you were naturally able to find a computer...that you realized you couldn't quite reach. Or so you thought until the little drone opened up a box within itself containing some manipulators and tools which is used to swiftly jack itself in. After that it started to transmit data. Some you could tell was from the cop computer while the rest of it you couldn't tell what the hell it meant. That was when the tek's got to work particularly the malteks.

After awhile you noticed their originally happy expressions became increasingly glum as they slowly argued more and more. Before finally one of them sighed and said

"We got good news and bad news boss. Good news is we are in so long as the wire stays there. Bad news is...well it turns out there are two separate systems and we only got in one of them. Which is a decoy. Sure there is some info here...but well its not the real good stuff. Normally you wouldn't see such precautions in a little town like this but due to the college or possible the rampancy a new system was setup underneath."

"As for the security measures...only good news is their system is on auto pilot and more importantly their hardware isn't that great. Bad news is their software is up to snuff and we don't know what their other hidden system contains. Only reason we know its there is because of some backdoors they setup. Most of them is nonfunctional since the fall but some of them...well a few are still operational. Given the highly limited range due to jamming its gotta be real close. The hidden system should have everything unlike this dud that isn't quite a dud. Not even a college student trying to erase some troublesome records would easily notice the double system in play. But we are Maltekz and more importantly it's not gonna be your typical system that survived up to now."

Everything still operational till now has a damn good reason it's so. So while we can't confirm there is absolutely a second system. We are both willing to bet our asses on the fact," states the Maltek while the other one nods hurriedly in agreement before finishing it with.

"If we are wrong we get shot to shit and possibly set some alarms off. If we are right assuming we can get into that secondary system we should have access to everything and more importantly stand a chance. Problem is we highly doubt that unlike these old offices that are empty...there are gonna be some extra security in place."

What do?
>Try to see what is on this system
>Try to enter a backdoor
>Start trying to find where the 'backup' system is
>break connection and return the drone
>Other
>>
Rolled 8 (1d100)

>>1192023
>Other
Ok set up the box plan I mentioned before, I have a plan but unfortunately I'm away from base so can't long form it.

Basically we are going too blitz this. Their only response can to either be slowed to a crawl so we can kick down the door, or they'll be overwhelmed. Their only fail-safe will be too turn off. Which here is the plan, we have another drone set up so when they try an emergency reboot we're there ready and waiting.

The blitz will be to utterly overwhelm their system, a virus from the boxes in fragments, the drone and use kicking down the door. They are on auto pilot so we can predict emergency procedures.

Even a novice can beat a master with enough prep time and patience. Lots of it.
>>
Why do the dice try to strike me down so?
>>
I could also suggest we hold off until our back up arrives...a more experienced techie
>>
>>1192032
The only problem I see in this plan is were on a limited time frame, we'd first have to backtrack to the bathroom before the hover drone makes the path again.
>>
Rolled 18 (1d100)

>>1192023
>>Try to enter a backdoor
>>
Rolled 61 (1d100)

>>1192023
>>1192032
wait a second.

that will allow us to take out the drones and other security measures in the police station but nothing else. it won't get us closer to the second system or taking control over the police forces. if we want to take out some of the police forces it's fine, but it will most likely activate counter measures from the second system.

and i doubt that the second system will be present in that building, it's more likely to be at another location so it doesn't have a single point of failure(the police station) and so on. so another approach would be this:
>other
swarm out and see if we can find any other buildings that seem to be frequented more often by the patrols or have extensive security measures.
>>
Rolled 43 (1d100)

>>1192060
ok I see your point we've kinda already past the Point of no return...

>>1192023
>>1192067
supporting and adding

No doubt the RAMPANT AI will have tried the more basic routes etc or more..normal means...try not to think like an AI...

>Set up
So how about we get the techies to connect up TSO's Hack Box too the cables and let it run, in theory it'd go through our drone like a modem...unless say we get more drones in through different toilets and connect them up one by one to have multiple points of entry? aim for say...three but it's not utterly needed lest we raise the alarm. (did we see any signs in our drones travels?)

>Step 1
Lanuch a hack and frontal assault on a far out base and while their attention is there deliver the payload while they are otherwise occupied. Do it hit and run style we only need a little time for them to activate their tricks to beat back a bluff hack attack. it's designed not to do hardware but rather tie up the software. Hit them from all sides and slow their Antihack system to a crawl. If they reboot we are already there connected and ready to jump in as they reboot. have Drone 3 ready but disconnected incase they try to burn us out.

>Step 2

>Drone 1
the one in position
>Drone 2
finds another connecting point
>Drone 3
gets in yet another position but stays dark in the hack. it's our surprise unit.

>The Plan
Drones 1 and 2 deliver the payload, and if one gets found kick up drone 3.

I mean TSO gave us a Crit 100 hack box...that's gotta be some fucking good shit

If we manage to get command of their forces from the hack connect our Bot Commander to them to control etc. make sure there are burn out switches ready in case of counter hack.


Genie 4chan is a strange beast. we need a way to stay in touch...can't help and throw donations at you otherwise.

>inb4 a nat 1
>>
>>1192064
Basically I think we should have faith in our malteks to get the job done.

>>1192067
Due to the jamming, it actually probably is in the same building, or it wouldn't be functional. At least that's what our experts are telling us. This "second system" is actually the /real/ system, so they wouldn't want to take the risk of putting it in a different building.
They actually would want a single point of failure, because it's better than having multiple ones if only one of them needs to fail for everything to fail.

>>1192068
The hack box could be a good idea.
"Far out base?" What?
I think everyone is forgetting that this is a municipal police department we're dealing with. Maybe I'm under a misconception about how centralized it would be, but I assume all their important shit would be at one location due to simply not having enough important shit to justify multiple locations.
>>
>>1192079
>Due to the jamming, it actually probably is in the same building
if it's hardwired like the rest then probably not. and i think these aren't your normal neighbourhood cops, it seems like something more specialized or secret, otherwise they probably wouldn't have a secret backup and so on. and i guess it actually would make sense to have it in another building, because if the police station gets nuked, or flooded or whatever you're still operational if the second/real system is in another place no one knows about.
>>
Rolled 70 (1d100)

>>1192096
Maybe. So basically
>break connection and return the drone
>Start trying to find where the 'backup' system is
Begin looking for nearby buildings that have an unexpected degree of security on our hunch that the second system is hidden in an unmarked building.

Does this sound about right?
I figure you could be right, and we have nothing to lose by following this angle you came up with, while we could lose something if we don't.
>>
Rolled 53 (1d100)

>>1192108
that covers it. supporting that.
>>
>>1192068
And this will probably be what we try if we can't locate the second system in the way described above.
>>
Rolled 74 (1d100)

>>1192108
Supporting. Frankly and annoying this ain't my area of expertise. I'll keep working on it though.
>>
Rolled 61 (1d100)

>>1192108
This has my seal of approval
>>
Rolled 42 (1d100)

>>1192108
Drone retrieved and disconnected. Right on time too as it barely got out of there when a floating drone drifted by scanning the surroundings. It took awhile for it completely return to us...and our forces in the sewers report hearing strange sounds from underground. Some of think its mutants while the rest have their money on monsters.

The rest of our forces meanwhile start poking around trying to find the site which harbors the backup system...and there they have little success but managed to find two suspicious sites. One is guarded by some private security automated forces. While the other is a warehouse guarded by the police forces. According to Amy it likely holds evidence and other things in which need to be kept safe. It is however close to the police station and unlike the police station civilians are not allowed inside.

What do?
>Investigate the private security guarded site
>Fight your way into the warehouse
>Try to sneak into the warehouse
>Go back
>Other?
>>
Rolled 99 (1d100)

>>1193611
Well we found their storage, but we still have to deal with the security. As for the private site...possibly corp offices? I know they prefer to use humans, but they also like using multiple forms of security.

Wonder if the sounds underground are the other group that came here...or something that was here before, and may be connected to the town's strangeness?

So, should we do the sewer drone again, and this time try to access the backdoors to the second system from the first system's computers? Or maybe not, given the strange noises we heard.

I'm going to restate the option of trying to get our undead to work for us once again, and with their help taking the police station by force.
Any other ideas?

>>1192032
This I didn't go for because our forces are limited, and rather than overwhelming the system we might just spread ourselves too thin. Don't know what kind of processing power they got, but I don't think engaging in combat will put a strain on the system as a whole-just a strain on the bots that are engaged.
>>
Rolled 96 (1d100)

>>1193695
Well we've done some recon and learned some stuff so I'm game for attempting to retrieve our undead and/or raising more. Then we can come back and use the undead like a proper necromancer
>>
Rolled 3 (1d100)

>>1193695
I'll support ya. I'm at work so no time to write my own new plan
>>
Rolled 50 (1d100)

>>1193695
You decide to stop by the undead shanty town. Why they built one you don't really know until started raining. Apparently some undead like not to get soaked all the time. For the most part they lounged around the pier and shore while fishing. With a few on boats...while fishing. For some reason these undead really like to fish. They don't even keep the fish they catch. They just let em go unless its a sick fishy. There you found Gmwe the zombie pirate who had an usual amount of smarts. Gmwe for his part was busy...fishing or singing pirate songs with some other undead pirates while building poorly made 'pirate' ships that were actually just used to fish.

What was most interesting was the shanty town wasn't just populated by the zombie pirates. You saw other kinds of undead hanging around...many of which were also fishing. Meanwhile you saw some strange stores and structures that were being used for more then just getting out of the rain. Including what you think is a bar...you do not what to think of what the hell it is they are drinking that can even get the dead drunk. Probably could kill even a bandit's liver and make mutants sick.

Now for getting back under your control...the zombie pirates don't seem hard to reacquire but the other undead are likely going to be difficult.

What do?
>Poke around the shanties
>Go fishing with the dead
>Find some more intelligent undead
>go back
>Other?
>>
Rolled 47 (1d100)

>>1194508
>Go fishing with the dead
Let's spend some time with these guys. Talk with the ones who used to be under our command, but if they want quiet while they fish and shush us, we'll be quiet and just fish. But I'd like to catch up on what they've been up to, fill them in on what we've been doing if they care to listen, and apologize for leaving them behind. Either while fishing or after fishing, as they prefer.
>>
Rolled 81 (1d100)

>>1194574
Sorry to say it guys but the most I can do lately is support, However tomorrow starts my mini vacation from work so I'll try to hair brain scheme some stuff then.

I support this action
>>
Rolled 22 (1d100)

>>1194508
>Find some more intelligent undead
Let's find us some neat spirits to bind. I'm hoping for some cool siren like spirit or ghost cultist for more magic learning etc

Maybe ask spirit Skull necromancers for aid and how to prep a binding ritual or regents too assist us. Also use some of our Spirit fluid..

Now gimmi a 1 for the spirit of an effeminate boytoy too cause annoyance and mischief
>>
Rolled 56 (1d100)

>>1194574
Ah ok too keep things moving I'll support...that monster is still there though.
>>
Rolled 60 (1d100)

>>1194737
>>1194742
We shall do that after fishing

The deep monster, I think we should leave alone indefinitely. Possibly hunt it at an undefined much later date. While we're trying to get a heroic breakthrough for ourselves or one of the stalkers.
>>
>>1194759
I don't think we'll see it just from regular fishing (unless we roll a crit maybe). The undead have been fishing here apparently without battling it again, after all.
>>
Rolled 24 (1d100)

>>1194574
The undead it seemed at least the ones fishing that is don't seem to talk much. You encountered much more talking in the shanty town itself. The undead who fished stood there as if they were statues until there was a bite. In which case they would briefly burst into action before letting the fish go if they caught it. Unless they found it suspicious which case it was kept. When you tried to outlast the undead so you could talk to them. You discovered much to your misery when they finished. They just kept on fishing...and fishing...and fishing. Until finally you gave up out more exhaustion then anything else. It was clear to you that relying upon them to finish fishing or to talk while doing so was a truly hopeless cause.

What do?
>Poke around the shanties
>Go fishing with the dead
>Find some more intelligent undead
>Get lost
>Explore
>go back
>Other?
>>
Rolled 61 (1d100)

>>1194837
>Find some more intelligent undead/Poke around the shanties
Let's see if there any more talkative ones then.
>>
Rolled 95 (1d100)

>>1194863
Also
>>1194737
In the spirit of following this, if we find any spirits we shall ask the skull how best to go about bringing them under our control
>>
Rolled 13 (1d100)

>>1194932
>>1194863
Supporting. Come on special powerful boytoy ghost. He can be our aid and give tips.
>>
Rolled 72 (1d100)

>>1194863
>>1194932
supporting
>>
Rolled 38 (1d100)

>>1194863
https://www.youtube.com/watch?v=qYvqDqoYXMY

Its not easy to find proper undead spooky music but damn if this isn't some of the very best I have found. Enjoy.

As for heading to the shanties that is where you head. You note that they are clearly not very well built especially for living inhabitants, but for the undead who don't care comfort they'll do nicely. The graffiti was unique enough that even now you could see your bandits staring at them and muttering to themselves. Taking a quick look you note how they are similar to some of the bandit markings...yet very different. You're not sure why the bandits are so ingrained but do recall in the big bad book of bandit. It states that graffiti contrary to its looks actually hold a lot of meaning to bandits. Especially given how graffiti is not limited to their styles they use for their structures, rides, writings, and themselves. It thus holds special meaning to bandits in addition to being considered an artform among their ilk.

Looking around eventually you found some undead lounging around all over the place. Those who weren't busy lounging were either very focused in their tasks or sleeping...er probably dead for realsies. The undead lounging around were the chatty bunch. Very chatty in fact except a lot of them were speaking in an seemingly alien tongue made of some of the most disturbing and sickening sounds for your living ears. Like the sounds of breaking and clattering bone. Of flesh snapping from rigor mortis and rot. Of whispers of damned souls and spirits who resist the grave.

thankfully not all of them were speaking such and you were able to worm your way into their conversations. What surprised you was how completely lax they were despite you being well alive still.

>>1194932
"The hard part of spirit binding isn't getting them under your control. Rather its making sure they are bound enough to effect the material reality or at the very least wound souls."

"Otherwise undead souls are very tricky to work with. Even harder then dead ones assuming you can get your hands on them in the first place. In comparison living souls are easy and they are notoriously hard to work with."

"Undead souls have some very nasty quirks which makes it so necromancers love them to bits. Problem is only experienced necromancers actually have a decent grasp of the things. There is a reason why most apprentice and regular necromancers are still stuck with flesh and bone. Its not that they don't want to deal with undead ghosts its just that they are very difficult."

"Your very lucky your master gifted you this skull which will make the entire process so much easier. Not every necromancer master is willing to gift such precious tools to their apprentices. Use this skull as a foci and fetish. Combine it with spirit fluid for greater effect. It would be best if you created a circle made of special ghostly glyphs written in said ghostly fluids are optimal."
>>
Rolled 50 (1d100)

>>1195148
Obviously I need to know what you wanna talk to the undead about or simply listen to their conversations.

"If you do both then it will be a rare undead ghost indeed that will be able to resist. If you DO encounter one of them its best to run otherwise they will kill you or worse. It would be a different story if you were a lot stronger."

"Remember these kinda tricks allow you to control undead that would normally be beyond you. Combine it with some special control assisting items and you can greatly increase the number and strength of the undead you can control. You should of also asked your teacher for some undead. Its common for a necromancer masters to 'gift' or at the very least lend out some undead to their apprentices to keep them alive longer. You see necromancy isn't exactly a popular profession unlike with most other magi there aren't exactly people lining up to be apprenticed. So unlike most other magi we gotta take care of few who ARE interested."

"Most apprentices usually ask for some kind of ghostly undead. That little witch was a smart one. Requesting enhanced flesh and bone ones that were beyond her reach. So as to keep some undead around that while beyond her wont always be so and can help with studies. Not so easy to do with ghostly types if your a beginner. An unusually wise one she is."

What do?
>Poke around the shanties
>Go fishing with the dead
>Find some more intelligent undead
>Get lost
>Explore
>go back
>Other?
>>
Rolled 97 (1d100)

>>1195162
>Other? (Conversate)
Glad they're okay with us. I would like to ask some general questions; how this gathering of undead came to be, what they know of this area (the town, college, lake, and the mysteries overlaying and underlying everything), if they have any plans beyond just chilling by the lakeside.
>>
Rolled 81 (1d100)

>>1195162
>Other?
Prep a ritual in the collage town too try to find a smart undead. Maybe the spirit of a cop or detective, they need not be strong but smart so they can aid us and get us in.. Maybe know some stuff.

Use the skull as a medium, a bit of spirit fluid and ask for a hand with the runes from the skull. Then get our bandits to help chant etc. Maybe we could find something better still that's willing too aid us?
>>
>>1195222
Fuck yes an 81 on smart undead summoning with all the extras fuck yes. Gotta love magic numbers.

Please work with me guys
>>
Rolled 60 (1d100)

>>1195222
Alright, this.

>>1195228
I've been trying to avoid ambitious actions like that due to fear of inadvertent sanity loss. Which we've already suffered a lot of. Hopefully using the skull will be enough to save us from that fate.
>>
Rolled 55 (1d100)

>>1195228
It's only magic if we're using psi magic. Or rather psi necromancy, which incidentally we were warned is an even faster ride to insanity.

But I'm sure we are, in fact, fusing psi with this necromancy action, and hoping that using the skull's knowledge will enable our fragile mind to stay safe.
>>
>>1195245
I know what you mean.

On a side note I know Seagate 2 wishes but how many boons do we have left?
>>
Rolled 39 (1d100)

>>1195288
The first use "magic" there, I meant in the sense of "magic number." Like, 88 is the magic number for magic, and there are other "magic numbers" for different things. hope I get a relevant one here

>>1195292
>Seagate
What?
>>
Rolled 39 (1d100)

>>1195292
1 boon, 2 wishes(one was spent on Rizal), and 8 fatepoints.

An additional bounty for wishes is available for anons who are willing to pick through the archives for certain things. While it's a lot of work I could use the help and wishes are not by any means easy to earn.

>>1195288
Its due to its strong connection to the dead and undead. It's not good for your mental health in the long term especially if your not careful.

>>1195245
Trick is to remember to double check with say the skulls before you do something that might induce sanity damage. They are bunch of magi particularly necromancers so they'll know what to look out for.
>>
>>1195306
I hate my mobile. But yeah I'm considering burning a boon to give Slate a chance kinda like a kickback. When he hits mad his mind recoils to protect him. Like some mental barrier
>>
Rolled 89 (1d100)

>>1195222
supporting that action
>>
Rolled 53 (1d100)

>>1195222
The skull tries to give you instructions how how to write the runes but ends up cursing up a storm with complaints related to not having any appendages so as to well show instead of tell. Apparently they soon got tired of your incompetence real quick.

Soon the ritual went off and you could feel that what the skull told you was correct from the very beginning. As the ritual poured out baleful amounts of necromantic energy. Especially once it detected the spirit fluid suddenly you could feel on overwhelming pressure. This time instead of blasting your body with necrotic energies you could feel your very soul tremble and twist away from it. Deeply recoiled from core of your very soul.

You ended up having to struggle to maintain control of yourself and suddenly find yourself thankful the ritual requires no more work on your part. Otherwise you would of failed spectacularly due to not being able to handle the recoil of this...under normal circumstance. You ended up finding yourself thanking the ancient necromancers who came up with such ingenious solutions. To pull off what normally couldn't without tapping into the forbidden secrets of the madness. Naturally due to your own limitations.

But by using a simple ritual, some glyphs, a foci that is the skull, and some liquified souls. The effect was far beyond what you could ever do and possibly something that only your master would be able to do with ease.

"START PAYING ATTENTION BOY! THIS IS THE MOST IMPORTANT PART! After this your gonna need to shackle the soul first to yourself for control and then to this reality. So it can actually be useful."

Another voice chirps up from the same skull.

"Oi give the laddy a break. This is first time seeing this kick off! Poor bastard is still trying to shake off the necrotic blast and soul stunning."

"Fuck he is too much a noob. If he can't shake it properly then its gonna go for nothing!"

"No you idiot. Don't forget the built in formations. If he can't suck it up then the soul will get stuck in here."

"FUCK NO! Why would we want a soul that isn't a necromancer? I rather like it in here an awful lot."

"Yeah me too."

"This is a hell of a lot better then the afterlife."

"Fuck me this is even better then being undead! Fucking hard to find enough necromancers for a good chat. I don't want it ruined."

"OI YOU BASTARDS SHUT UP ALREADY AND GIT TER TEACHING. OTHERWISE BE STUCK WITH THE BASTARD!"

"Fuck I bet that fucking cunt planned whole thing out!"

"Actually I think she knew apprentice a bit more then he realized."

"ALRIGHT YOU YOUNG BASTARD WHEN YOUR TAPPING INTO THE DOMINATION FOR SOULS IT DOESN'T WORK LIKE FLESH OR BONE. If you can feel it is much easier that way, but chances are you wont. Souls are hard to sense which is why the materialization of that soul that fluid is critical. Dip your finger inside and take drop to each eye then swallow a drop. This should enhance your abilities to sense that other side. Which will be critical."
>>
It's actually really cool reading about rituals from this perspective, thanks Genie making my night
>>
Rolled 30 (1d100)

>>1195458
"Soak in that sensation just a bit before peeling away and looking at the ritual. From there you will do what you normally do bind. We don't have the time to tell you about techniques."

"Now your also a psi necromancer which is useful for the undead who have the more intact of minds. If your willing to take a risk you can also bind that. Beware however the risks that is peeking inside the minds of the undead. They contain secrets that the living shouldn't know and have weird thoughts."

So you did your best to shake it off and following the instructions. To find yourself in a strange new world as suddenly everything looked very different...and now much more immaterial. You could see drifting strange wisps, oddly similar to those lights that come out at night, and in the ritual a much more intact person was somehow being pull to it.

From there you cast your spirit towards it trying to dominate the loose soul. It struggles to resist in ways that you never encountered before. Hell you don't even recall having your spell used so differently and more importantly such strange sensations. After a surprising short time you were able to accomplish the goal.

"Good kid you ggotta tap into the world around you and bind it. You see that immaterial world? You want to solidify it. The more the better because the more the spirit can help out. So please tell me you know of bindings."

"..."

"Oh goddamn it. Grab a rock, cast the chains spell on it, and then throw said rock at the spirit. That will provide an emergency binding. You really should learn how to do it properly killed."

"..."

"Oh fuck you don't even know that spell now do you? You...you really need to read more books and study more magic. Fuck me I can't believe that despite being an adult and even apprentice should be familiar with such things."

"Fine fine. Try to use your psi you just might be able to pull it off by using psi to help you create that connection. Good luck with that though the mind and soul are two different things even if they are connected."

What do?
>Try to attach the ghost by force
>Use psi to form a connection
>Just use the skull to suck the soul up
>Try to see if the skull can do it
>Keep it as it just take a look at the spirit you caught
>Other?
>>
Rolled 88 (1d100)

>>1195465
How is the perspective of the ritual so different? You sorta lost me there. What do writers not write them and games not have rituals?
>>
Rolled 43 (1d100)

>>1195476
>Other?
Ask the spirit too stay, we apologise but we need it's help.

Combo the bone rod and skull too try too commune. Offer it a way to stay with us here
>Keep it as it just take a look at the spirit you caught

So here's that 1 because you know now it matters
>>
>>1195479
In quests we don't often see the step by steps or get a commentary of masters watching a novice. It's very entertaining
>>
Rolled 62 (1d100)

>>1195486
i guess being nice and just asking it won't hurt, so supporting that.
>>
Ok anons RUST will stick too combat and plans nit involving magic...I seem too be a sucker for pushing magic, sorry.

I'll behave from now on...also suggest burning a FP to push this up...I'll do an art over the weekend
>>
Rolled 78 (1d100)

>>1195476
>Use psi to form a connection
This is what the experts told us to is our best bet, so let's do it.

>>1195486
Try to combine with this somewhat if possible? We will be connecting with it, even if it's not a normal form of communication the spirit can probably sense our intent on some level.
Unfortunately I don't think the bone rod will help, maybe it would if we had the bones of whoever we're binding or were trying to get it to possess a skeleton or something.
>>
>>1196139
you're right on that, but if we try that we risk sanity damage if we fuck up, which we just can't take anymore of. we're just 2 bad rolls away from going MAD if we try that.
>>
Rolled 63 (1d100)

>>1196148
We accepted that risk when we tried this in the first place, but alright.

>>1195486
I'd just like to modify this because while the bone rod is a necromantic tool, it's the wrong kind of necromantic tool (so trying to use it could do nothing or even be bad), and I don't think we should offer to suck it up into the sould given the necromancers already there really don't want that (and they're being so helpful to us!). I don't think that's what you meant, but it's kind of ambiguous and I want to be clear that we are not putting it in the skull unless we get the dead necromancers to assent to that.
>>
Rolled 13 (1d100)

>>1196139
Ok ill support this, using anything we can as a foci and fetish, except the bone rod.
>>
Rolled 47 (1d100)

>>1196926
Really? Okay then, thanks.

I was going to add that not doing what the experts say could be more dangerous, but I don't know if they know we already have some sanity-related problems.
>>
>>1196951
It's cool man, learning and taking on-board other people's points for improvement is important and frankly I should have known that. Rather disappointed in myself there, almost caused another Bandit Radio Situation
>>
Rolled 9 (1d100)

>>1196177
Good work salt, I'm behind it
>>
Rolled 45 (1d100)

>>1195476
So still a tie?

>>1195492
If you talked to the skull more you can expect to get that a lot more. With work you can expand the number of souls held in the skull to cover other areas besides necromancy.

Its an extremely useful, popular, and vital tool among necromancers.
>>
Rolled 22 (1d100)

>>1195476
>>1197127
The consensus came too something like.

>Use psi to form a connection
Use the skull as a conduit/circuit breaker of sorts to protect us from a backlash, true to push calm feeling too the spirit, of welcoming and warmth. Get advice from the skull along the way. We're asking nicely.
>>
Rolled 80 (1d100)

>>1196139
>>1196177
Forming a psi connection was...most difficult. For there was no body to grab towards. Only a spiritual body that was very hard to grasp your mind around. Which greatly worked against you. Fortunately you dosed yourself with the soul fluid which helped 'materialize' it in such a way as to be much easier for you to grasp. So you reached out and did your best to grab it. Only to barely...just barely pull it off. The psi connection you can feel is however extremely weak but it is there. You doubt the ghost will be able to have much effect on the material world but it can at least be felt.

gained

Ghost Detective Green. Is able to soul suck enemies and its touch carries cold that lies beyond the grave.

Meanwhile in a nearby woods...

"Goddamn it. Keep getting jammed to hell and back while we keep getting lost. Fuck good thing I made a hard copy of the map...so we should be getting close. Any new discoveries?"

"UNKNOWN SITE AND TOWN LOCATED WITH COLLEGE. BELIEVE LAST IS THE PLACE."

"Good. Identified anything else?"

"FOR SOME REASON THERE IS A SHANTY TOWN FULL OF THE UNDEAD WHICH WASN'T THERE ACCORDING TO OUR INFO."

"...Damn it should of brought my sister with or some of her necromancers at least. Okay lets see here on the list suppose to loot...ah go to the unknown site. I don't wanna tangle with the undead and whatever else is there."

"AFFIRMATIVE COMMANDER!"

"Meanwhile dispatch unchained AI GID and choice of escort to the town. Look for lets see here...hospital, college, glowy lights, potential threats, and suspicious sites. Don't know why Legion wants to know about strange sites but there you go."

"Ahem Commander scouts in town have reported we may have a bit of a problem."

"How big is a bit?"

"Identified non rampant and rampant bot forces both present in town. Monsters are dense in surroundings but for some reason are avoiding the town for now anyway. Undead presence is also steadily increasing. At this rate this town will soon be too hot to loot. We got here right on time."

"Found my sister's boyfriend?"

"Light evidence of looting but that's about it. They are likely laying low and we have yet to do an in depth scan of the town. Once we do that we will probably find them."

"Find that damned Rampancy and those other bots. Bah I am not looking forward with getting into a dispute with the Shrouded One who also has a fetish for robots. Troublesome...why did sister have to choose a guy who was affiliated with someone who also liked bots. I really don't like having the competition damn it."

"Well at least that one doesn't like rampancy."

"Oh yes rampancy...my fetish. Maybe we can come to an understanding after all."

What do?
>Go to the college
>head to the armory
>To the police station
>Go scavenging in the town
>Poke around outside of town for those other sites
>Investigate the mysterious force
>Go back
>Other?
>>
Rolled 80 (1d100)

>>1197451
>Other?
Ask our new Spirit Detective friend where he/she was posted and what they were up too before they died. But most importantly ask if they can get us in under a friendly alias or tell us of the tech defense. We need that insider information.

>Other
Ok lets LOOT the shit out of this place, anything we can that ain't too heavily defended. I want everything good to go so that all we have left to Raid are the secure facilities. Stockpile our stuff ready to leave and load up what we can naturally.

>Set up more our those drones
just get them into the numerous toilet stalls ready to be deployed. When Turbo gets here she can help
>>
Rolled 18 (1d100)

>>1197496
>Ask our new Spirit Detective friend where he/she was posted and what they were up too before they died. But most importantly ask if they can get us in under a friendly alias or tell us of the tech defense. We need that insider information.

>Set up more our those drones
just get them into the numerous toilet stalls ready to be deployed. When Turbo gets here she can help

Supporting this.

As for looting, I'm not sure what specifically you want to loot. This town may not be very big, but it's still bigger than a score or so of people can strip clean in a few hours. But I do support LOOTING as much as we can. When we got into the public network, we were able to see who had private security systems, so we can just avoid those places (for now).

I just got one idea we can try: vehicles are all intact and even still fueled. So let's tell all our people to each pick out a new car! (Or whatever vehicle they're into, if they can find it it's theirs)
>>
>>1197496
Also, we're still going to try to claim this place as a new settlement right? We could reach an understand with the growing undead community (at least, I'm sure Foxy or our Teacher could).
>>
Rolled 15 (1d100)

>>1197750
"I was retired and went private. Couldn't stand the fact they thought it a good idea to stick in AI to help with actions. They claimed it would help with security and make things easier. But they sure as shit ain't human and can't understand the intricacies of life."
>>
>>1197782
We can sympathize with that sentiment, we tried unsuccessfully to reason with the very bots he's complaining about.

Good news is he probably won't mind helping us bring said bots down.

It's just now hitting me; we barely succeeded, but we succeeded at binding a ghost! Without resorting to madness!
>>
>>1197782
Of course that might cause some friction with our allies, both Turbo's forces and TSO and his bot network. It'll probably be best if we can have this guy mostly interact with survivors or other undead.

Our first ghost (that we didn't tap into madness for). May not be the most powerful, but I think he'll be special to us.
>>
Rolled 87 (1d100)

>>1197816
The biggest bitch thing about MADNESS is it's incredibly tempting. There are two things to remember when dealing with MADNESS. It is either offering you something you shouldn't know or something you cannot do currently but is possible. When you get down to is its offering you impossibilities made real. So yeah extremely powerful and tempting as all hell.

You throw in the temptations of forbidden secrets and sheer raw power. There is a reason why it keeps on finding new people who succumb to it.

MAD is strange but it does follow its own set of rules. Even if said rules is simply to be impossible to predict.

I cannot help but impress myself with how well I have written MADNESS and have figured it out enough that even anons gotta battle with it internally.

Didn't think I could pull it off but there you go. You guys proved me wrong with this character. Got anons struggling with it and becoming increasingly paranoid as well as self questioning. Fuck me I have you guys half way to being proper a MADMAN at this rate.

Which means that while poor Slate is gonna be unhinged he may not succumb to the full blown MADNESS if you can keep up the resisting.
>>
Rolled 6 (1d100)

>>1197889
I like him and also think he'll be a decent addition to our team. Let's set him to investigate what is going on with the undead and their shanty town
>>
State's personal madness problems do make me think of Marv quite alot, that and getting shot alot and generally being covered in scars
>>
>>1197917
I hope it's a police girl because of the banter her and foxy can have
>>
Rolled 84 (1d100)

>>1197909
For anons interested in sci fi WAR quest with Petyr and Abigail I came up with some stuff for it. Technically anons were still in tutorial mode(see being students). Which was gonna be gone eventually and then a huge war would overtake the galaxy.

See that was the plan. What I wasn't counting on was anons doing an amazing job at building up a good powerbase for themselves beyond the military. Given Petyr's build and the importance of logistics I should of seen that coming. I just figured anons were gonna rely upon the might of the Combine and not develop their own side gig to such a large degree.

Which due to the complexity of the galaxy was very...very complex. The game was originally meant to focus on War so I was caught off guard by the expansion of it. Seriously though the Galaxy is hugely complicated even when I simplified it into 2 major super powers.

It didn't exactly help anons chose to be a member of a super power which put some serious limitations in exchange for having incredible support. So the Wars had to be modified in order to not be so...well short and pitiful. There isn't much that can shake a super power but thankfully you were still students. So I thought I had time until I got blind sided by the uh...not so war matters anons delved into.

Which massively increased complexity the poor Genie had to keep actively track of. Not fun. I might be trained in those kinda deals but even I can only do so much.

Now as for this game you do a decent job of dodging action. Which I don't blame you for given how lethal it is. Its still quite annoying especially with the way you tend to bounce around.

There is a lot of depth though no matter what option you choose. I will use necromancy as an example. The Genie spent a LOT of effort on necromancy because the way undead were portrayed was infuriating given how much you could do with them. As a side effect necromancy got massively chewed on too. The result ending up being well...let's just say your taking a very vanilla approach.

let me put it this way necromancy's potential and portrayal is anything but simple in Genieverse. Your master hinted at this with her 'projects' and those creepy infastastructure of hers. Foxy is even more crazy about undead augmentation because she is a multiclass too. Her build however focuses on enhancing her undead and necromancy. Her undead are fucking insane not due to sheer necromantic mastery like your master, but because she used other things to...enhance her necromancy and undead.

There is a reason why even your Boss a hero is leery of Foxy. Its not often you see someone focus on a subject so hard they split into other specializations...just to better focus on said subject. Foxy is one of them in her case it is necromancy. Basically in terms of build she stacked subspecialties by...acquiring new classes and specializing them into the same subject.

Think about it.

She has all those classes...and their specialization is in the same subject.
>>
Rolled 79 (1d100)

>>1198836
Which naturally gave her terrifying bonuses and capability in said subject. It's to the point where even a hero(your boss) is careful about her. Foxy's other stuff actually pales in comparison to their dedication to her crafts and art. When you throw in Foxy's big sis vibe and her boss bitch status she is one very scary cookie. It's just unlike Turbo who focuses on her subjects to war capability. Or Legion who focuses are pure war capability. Foxy strikes a balance and its a big reason why she is in command of the warband.

Which is funny given her extreme specialization, but its that specialization combined with her wits which makes people fear her so. Of all her siblings she is the scariest. Technically Legion is even a better commander but legion well...isn't exactly personable. There is a reason why her forces are largely psi zombies.

Necromancy due to its unusual development by undead and other quirks which weren't ignored. Led to it having a lot of capabilities and potential. Basic undead and necrotic energies is really only the most basic form of it. You got possessed undead technologies, corpse crafted abominations, and much much more. You even had such strangeness that is Psi necromancy and other weird mind stuff you looked into.

Necromancy has a lot...but its not the only thing that has a lot of depth if your willing to look. Genie's setting works by while its there you wont really notice its full depth if well you don't go looking.

Troops are similar in the Post Apocalypse its extremely important not to be solo lest you die wretchedly(only the insanely powerful fuckers who can easily make heroes run in terror like the Reavers are capable of going solo and living). Troops while the combat is deadly do recall if they survive they gain Exp.Which can eventually turn them into some real bad asses later even without the trait. they also have their own quirks and character.

They too can also be specialized and developed in different ways. See its the easiest to do when your guys are still new because they are still not as heavily ingrained in their ways. Basically you don't got eating a penalty to retrain/specialize units has much as the more experienced ones who are obviously more set in their ways.

This includes multi classing which is something that should be thought carefully about due to the serious penalties involved, but in some cases it can easily prove worth it.

That is only assuming you wanna multi class them. You can easily train them and modify them into specific things without relying upon a new classing. They can easily be trained into snipers or prepared for more urban encounters.

Basically all i am asking is for this game...just find something to dig in to. It gets annoying, tedious, and difficult. Not easy for me to handle. Plus I am trying to keep my threads from completely dying before the big finale. Really starting to look like I wont even be able to pull that off.
>>
Rolled 16 (1d100)

>>1198841
So be it Genie PSI NECRO coming through. Spacing to spirits and wraiths too become a haunty, teleporting, ghost leading horror. I'll write up proper idea shortly.
>>
>>1198841
>>1198851
>Ok folks here's is what im suggesting
Due to our own meandering and lack of focus, alongside Genie's health...frankly we're short on time and as stated if we wanna give the Genie a chance for the possible big boom/send off Genie deserves we need to...well finish Slates Story, that is to rescue our kids and achieve TSO's goal before doing X with Foxy.

>Heres what I suggest
I know it's controversial but I think we should use a wish. A wish is only useful if you can use it and if the Genie can't continue even a hundred wishes is useless. We have 2 I say we burn one right the hell now.

>Whats the Wish
We wish that All of the skills and memories the body known as Slate has ever known be remembered, max out and have him break through without going MAD

>The Result
We will likely have to spend a small amount of time adapting to our new skills (finish this mission), then we inform boss what we've become. Then we get the band back together (recruit our own crew) and go deal with dear sweet sister before returning to TSO after our time off and introduce the kids to Uncles ANDY and N

I really do think a wish is the only way we'll get Slate a good story before the Genie's time runs down, we're low on anons and time and I will not settle for fading away
>>
>>1198851
Does this mean you'll stick with studying necromancy and let go of your dream of making Slate a soldier?
Personally I kind of want to study under teacher until we've learned all we can from her. In a true marathon of training, not just a handful of actions.

>>1198868
This kind of obviates where I was going with the above (I think, I'm not sure where I was trying to go). But you're right, we are too few, and our attempts to get Slate on track inadequate and too slow.
>>
>>1198875
Would you support the wish? I just don't want it to fade like this. use the wish, Save Slate from ourselves so he can save his kids and so on. I will not fail him darn it
>>
>>1198877
Yes. I just hope it's the right wish.
>>
>>1198878
yeah...I'm trying to word it really carefully because well...Genie....is a Genie and as such if we don't Slate will have a new laundry list of issues.
>>
>>1198880
in my opinion we can do so and use the wish, but i would not wish for the breakthrough. i kind of want to achieve that ourselves.
>>
>>1198885
I suggest the break through because doing so ourselves may be really, nigh impossible especially since we'll have multiple skill trees maxed out. Once we do this, we go on our mission too save the family and become found.
>>
>>1198886
infact i'd be willing to add the wording to say

We wish that All of the skills and memories the body known as Slate has ever known be remembered, max out, becoming a found and have him break through without going MAD.
>>
>>1198886
i see your point, i'm just questioning if we're not taking out too much fun/things to do with wishing for breakthrough and also with gaining all our memories back.
i support using the wish, just want us to have it really thought out before we use it.
>>
>>1198891
yeah im hitting the hay now. hopefully more anons show so we can plan this wish out right
>>
>>1198886
If we hit elite in all of our classes, wouldn't that actually make a breakthrough easy, even inevitable, and in a fairly short time?
>>
>>1198896
and it would allow us to steer as what we breakthrough, because we got no idea what classes/skills we will get should Slate remember everything. maybe we would see new possible combos with our new stuff once we know his past skills too.
>>
Well, we haven't figured out the wish yet, but I don't see any reason we can't keep going forward.

>>1197496
>>1197750
Okay, so that second >Other
could basically be rephrased as
>Go scavenging in the town

Setting up toilet drones might be a waste of time and I'm a bit leery of going back underground given there are some stirrings down there. If we're clever though, I think our new ghost pal could deactivate the security for us, or at least help in some crucial way. And we already got an answer from them on their knowledge of the AI security.

So basically, we're going to scavenge/loot some stuff (the distinction between the two is generally quite important, but hopefully the untouched-ness of the place will help compensate for that) and tell our troops each to get a NEW CAR!
>>
>>1199196
Gah, forgot dice! Although I was kind of replying to myself, but really it was a substantive revision, so I guess it needs dice? Yes, I think so.

So yeah, hoping for your support on this. Or maybe talking to the shantytown undead like I was trying to do before we summoned a ghost.
>>
>>1199196
>>1199200
Seems to be a problem with my settings actually, let's see if I fixed it. It's weird how much I'm relieved that I didn't actually forget dice
>>
Rolled 49 (1d100)

>>1199217
fuck.
>>
Rolled 13 (1d100)

>>1198868
Having few anons hurts more then being in poor health. At least with the health I had a good excuse.

Anyway new thread since this one is about to drop. >>1199357




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