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File: The Post Apoc.jpg (102 KB, 1170x683)
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Rolled 73, 77, 61, 57, 88, 78 = 434 (6d100)

The Fall was a long time coming, and when it happened only a few were caught totally unaware. Its ferocity, however, could not have been predicted. Civilizations that had stood for ages were wiped from the face of the earth in a matter of days, and the ground itself suffered wounds from the great powers unleashed upon it. But no one around now knows exactly how or why it happened, and the few that could tell the tale prefer not to. The Old World is gone, though its traces remain. The New World is a shattered husk of its old self where mutants, bandits, and monsters teem in the ruins of cities.

There are also those who seek to rebuild. Remnants of the Old World who sheltered the storm in underground bunkers, or descendants of average people who somehow avoided the horrors of the apocalypse.

Which will you be?

Faction Choices incoming. First to Five Votes is chosen. HQs will be explained in detail after a faction is selected.

A Faction, HQ, Homeground, and (surrounding) Terrain must be selected before we begin. Fluff will provide bonuses.
>>
Rolled 83, 62, 72, 78, 45, 52 = 392 (6d100)

>>2298775
Your starting area's stats are as follows, while all civs can adapt to their environment some may be better suited initially than others.

>Bandits: High
>Monsters: High, Interesting
>Zombies: Above Average
>Factions: Average
>Resources: Very High
>Mystery: [REDACTED]
>[REDACTED]: Mystery

Factions:
>Government Remnant: You are the descendants or members of some sort of Pre-Fall Government, secreted away to carry on the torch of your civilization. Though the realities of the Post Apocalypse may've tempered your expectations. You have a Decent Supply, Decent Population, Decent Manufacturing Capacity, Decent Research Capability, and Decent War Capacity.
>HQs, Garrisoned Tower, Government Bunker, Fortified Township
>Jack of All Trades: You may select one specialty for your civilization to be proficient in, or you may mimic any other Civ's special ability to a limited extent.

>Megacorp Remnants: You are the inheritors of a Megacorp. Perhaps you are the decendants of valued employees that were assigned a bunker, or maybe you are wanderers who discovered corporate rhetoric and were inspired by it. Either way, you have: High Supply, Low Population, High Manufacturing Capacity, Good Research Capability, and Low War Capacity.
>Hqs: Megatower, Private Bunker, Fortified Township
>Hyperindustrial Equipment: Your actions which use resources count as using materials for passive benefits. Your actions which use materials will use them at half the usual rate.

>Military Remnants: You are the members or descendants of one or several military or paramilitary groups. Before the Fall you or your ancestors were part of the standing army of a nation, a private military contracting firm, Megacorp security forces, or some other highly militarized group. As such you have Decent Supplies, Low Population, Poor Manufacturing Capacity, Poor Research Capability, and Excellent War Capacity.
>Garrisoned Tower, Military Bunker, Military Base
>VR Training Pods: Your entire civilization is automatically trained for war from a young age, and you gain an automatic Training Action by default.

>Think Tank Remnants: You are the remnants or descendants of some sort of Old World scientific elements. You are precious among factions for preserving the very best of Old World technology, and being the only ones capable of actually improving upon it. You have Poor Supplies, Low Population, Average Manufacturing Capacity, Rreat Research Capability, and Very Poor War Capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility
>Old World Remnants: You have a tech specialty that you are experts at. There are few-to-none who ever could've held a candle to you in your chosen field, and that was before the Fall. You also gain 1 special, elite military unit oriented around your tech specialty.

>>>Continued
>>
Rolled 87, 10, 45, 65, 84, 20 = 311 (6d100)

>>2298816

>Survivors: You are descended from the people who survived the Apocalypse and somewhat kept your identity. Your people are regarded much like most regard cockroaches, but your tenacity and will to survive despite your lack of advantages gain you a grudging respect. You have a passing familiarity with much of the Old World due to passed on knowledge. You have high population, excellent supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
>Cockroaches of the Apocalypse: Bonus to salvaging, scavenging, and survival-oriented actions.

>Tribals: You are the descendants of those who survived the Fall, but didn't stay civilized. You have learned how to live and thrive in the less desired places of the New World. Where others would turn tail and run, you pick up your primitive weapons and fight for a living. Good Supply, High Population, Very Poor Manufacturing Capacity, Low Research Capability, Good War Capacity.
>HQs: Cave Complex. Ruins. Nomad.
>Inheritors of the Earth: You have adapted to the New World in ways higher-tech factions would never be able to. Every single member of your civilization knows the land upon which you live like the back of their hands, and all of your people are capable of going to war in emergencies. You gain bonuses to scouting and guerilla warfare actions.

>Mutants: You are descendants of the twisted creatures and people that arose from Fall warfare. Whether you were just poor saps that got hit by a mutagen bomb, or an Old World bio-experiment you bring something unusual to the table. You have Good Supplies, Low Population, Low Manufacturing Capacity, Poor Research Capability, Excellent War Capacity.
>HQs: Military Base, Research Complex, Lair
>Due to your mutant physiology you are extremely tough and hardy, immune to most diseases and poisons, and heavily resistant to radiation, but you suffer penalties to starting population and population growth. Your mutant physiology is adaptable, and you have the ability to develop multiple powerful mutations if you invest time and effort into it. You have penalties to breeding and general reputation.
>Mutable Physiology: You begin with one mutation in addition to enhanced base toughness and strength. (Make up a mutation, subject to QM approval)

>>>Continued
>>
Rolled 13, 16, 10, 19, 8, 19 = 85 (6d100)

>>2298836

>Bandits: You are descended from the evil fucks who did whatever the hell they wanted during the Fall and after it. You are all at least a little bit crazed from the things you've seen or done, but you find yourselves in 'good' (see: Evil) company. There are always more bandits. You have Low Supplies, Good Population, Average Manufacturing Capacity, Low Research Capability, Very Good War Capacity.
>HQs: Prison, Military Base, Spire
>Penalty: Most of the members of your civilization are too crazed to do menial tasks such as 'farm for food to feed yourselves' or 'fetch water to drink'. You will have to steal, pillage, or use slaves to satisfy basic needs. Furthermore, you are all absolutely evil and good actions will cause extensive unrest among your population.
>What's that it's Shiny?: Your forces will automatically upgrade their equipment to the best you have over time. This process can be sped up by releasing materials or supplies to your population at large.

>>>Faction Choices Concluded

>ALERT!
>REBOOT OPTIONS DETECTED!
>ANALYZING...LIST INCOMING!
-The MAD Tri-Tower Military Survivalists
-The Unnamed Power Armored Government Remnants
-The Contaminated Regulator Robots


As an apology to any veteran players that come along, instead of beginning a new civ one of the above may be rebooted instead. Any that are not selected will be treated in canon as having 'won' in some way shape or form.

Though they may not have reached the heights players would've liked to take them to, they will have survived and they will have made their mark somehow.


>>>Homeground Choices incoming
>>
Rolled 53, 42, 96, 51, 78, 29 = 349 (6d100)

>>2298855

Choose Homeground

Examples for Homeground below. All actions undertaken within your homeground will have bonuses given to them.

Urban: Start in the middle of a city, no reliable food sources around. Increased bandits, factions, zombies, resources.

Rural: Start in undeveloped country with a small farm already set up, decreased zombies, bandits, monsters, salvage.

Desert: Start with no immediately detectable sources of water or food nearby. Deserts were popular places for scientific and military bases though, and you'll certainly have plenty of space to build.

Forest: Start with nearby wild food sources and plentiful sources of lumber. Substantially increased monsters, mildly increased salvage.

Island: Start in relative safety, fish are plentiful but toxic without effort, few nearby locations. Substantially decreased zombies, bandits, decreased monsters.

Military Base: Start inside a large military complex, the bunker you have taken over includes a small nuclear generator, armory, stockpile of ammunition/survival supplies, and some intel on the base and terrain at large. The base is an attractive target for raiding though. Greatly increased bandits and salvage.

Science Lab: Start with extensive hidden underground complex, scientific supplies and equipment to speed research, and experimental power generators, but dangerous things lurking in some deeper labs. Increased scientific monstrosities.

Vault: Start inside part of a large, self sufficient underground complex. Your node is self-sufficient but poorly fortified, and you don't have much room to expand. Furthermore the Vault is not entirely inhabited, and the things that live underground have started to creep in... Increased factions, monsters, decreased bandits.

Write-In: ????

Your selected Homeground is contained inside your selected Terrain. Terrain determines general climate and weather behavior, as well as having various other influences. You do not receive bonuses for operating in your terrain. You do not receive penalties for operating in your terrain either, as your civilization's members are assumed to have grown accustomed to its idiosyncrasies.

>>>Homeground Choices Concluded.

>>>Terrain Choices incoming
>>
>>2298855
I happen to remember the Winter Bunker civ, will vote for it if anyone else who was there happens to come by.
>>
Rolled 100, 16, 95, 92, 68, 51 = 422 (6d100)

>>2298870

Examples for Terrain below.

Tundra
Mountains
Plains
Canyon
Desert
Megacity
Jungle
Forest
River Valley
[Write In]
Etc.

Feel free to come up with your own terrain. Various Terrains and Homegrounds can be hybridized, but be aware that there may be unexpected interactions.

>>>Terrain Choices Concluded.
>>>Starting Posts Concluded.

Any questions are welcome, the world runs somewhat on rule-of-cool but is primarily sci-fi, well thought out fluff will be heartily rewarded.

I encourage you to roll 1d100 with every post at every stage, as I use unneeded player rolls to generate background events. 1d100 will be required on action posts once the game begins, and on confirmation votes for action posts in order for the vote to count.
>>
Rolled 35 (1d100)

>>2298816
Hm I'll leave the old games alone. Since I was only realy around for the Overseer AI civ. Plus it's nice to start fresh. For others here is the notes from that civ.

https://docs.google.com/document/d/1oF35o9VNtFS6i35-0NLVIPhHKdqzxRqt6mEwDY7fLgM/edit?usp=sharing

---

>Government Remnant / Government Bunker / Vault / Forest
Thinking of going for SCP Foundation style Civ. We dip into a lot of things, but we have a specialty for dealing we the unknown. The people living after the Fall will need the Foundation more than ever.
>>
Rolled 48 (1d100)

>>2299087
The SCP Foundation as a whole would fit in quite nicely as a government remnant.

You could easily be a specialized SCP Foundation Military or Think Tank remnant if you didn't want jack-of-all-trades though. Thinking on it, the Think Tank's complimentary Military Unit would lend itself quite flavorfully to being a containment team.
>>
>>2299137
Indeed. Depending on how we wish to play the civ. Probably would be better to pick those. Think tank would likely net us more info on the new types of SCPs and get gear for the team. While the Military would be better off starting out.
>>
>>2299192
I find it funny that in the dangerous post apocalypse, we're entertaining the idea of playing a civ who also has some of the most dangerous stuff locked in cages inside itself. I'm not too savvy with SCP stuff, but I imagine it plays much like a specialist security organization.
>>
>>2299205
> specialist security organization.
From what I understand of the SCP Foundation. Yeah I can see it play out along those lines.
>>
Rolled 35 (1d100)

>>2299205
The Horrors and Aberrations of the Old World might not terrify the Terrors and Abominations of the New World...and vice versa. The interesting thing about monsters and other natural phenomena in the Post-Apoc as opposed to the Old World is that everything that's still around at the time your civ comes into being had ancestors that made it through the Fall where other strains died out.

This doesn't mean that New World monsters are ALL stronger, tougher, and meaner than Old World monsters...but it does mean that on average they are.

>>2299192
As a Think Tank you'd have a cream-of-the-crop military unit for dealing with SCPs, and some particularly interesting ones in storage (assuming they hadn't escaped), and better equipment for studying and containing strange phenomena. In fact you'd have some of the best equipment the Old World could make, just not very much of it...and really only that one military unit that knows how to use it.

The Military Remnant would have slightly lower grade weaponry, but an order of magnitude more of it, and more people who know how to use it. They'd not have as many or as powerful artifacts laying around though, and very little equipment associated with studying it in a formal fashion (only what field detection devices they'd been issued).

This could all, of course, be modified or enhanced by writing out fluff for what exactly your specific remnant had been doing/involved in/located around before the Fall.
>>
I wonder if we can mix up a bit of Ghostbuster esque stuff in here too
>>
Rolled 84 (1d100)

>>2299265

Homegrounds: Swamplands. Start in a washed-up old cargo boat. Available supplies of whatever was transported, and good protection against weather. Few entrances to guard, although damage to ship hull could make us more vulnerable.
Faction: Military remnants.
Terrain: Forest tundra, Russia
>>
>>2299405
Hoping for some STALKER in here
>>
>>2299405
I like this idea.

This setting is pretty flexible. If we wanted, we could have landed in a crashed battleship instead of a cargo hauler. Hell, we could even have things like an AI if we fluffed it right.
>>
Rolled 67 (1d100)

>>2299405
This fluff would result in modified HQ options being available for your remnant. Specifically, without any further fluff stated:
>Garrisoned Omni-Coll Cruiser, Beached Cargo Hauler, Wrecked Battleship

With further fluff you could get more specific bonuses. Which is not to say you don't get nice things without fluff, it's just that I fill them in based on whatever background info is provided.
>>
Rolled 68 (1d100)

>>2299405
I do wonder why players always, always, always seem to want frozen/tundra terrain though.
>>
>>2298775

Nice to see you again Strelok!

>>2299405

I'd prefer we do Bandits for once, but I'll back this.
>>
>>2299470
Might request desert next time :)
>>
I'll be honest I've never liked military remnants. They always seem to end badly with us either getting over confident and poking something far bigger than us, dying thanks to a lack of ability to reinforce our losses or such issues.

Not to say that any of our other runs end any differently but usually we get a bit further before the inevitable death-spiral and insanity. Also I've literally never seen us play tribals and am somewhat curious how we'd do. Although I'll just as happily back anything but military remnants.
>>
>>2299537
Well, I guess choosing desert didn't go over well last time either.

I think every single civ except the government remnants has been hit at least 1 double-nat-1 event, usually early on. Coincidentally, the Gov't Remnants lasted the longest and did the best.
>>
Hey guys, whats the chances of us playing a strain of Mutant Bandit who have an affinity for zombism?

I think Genie called them Zeds.

We'd also do some mercenary work on the side. Think it'd be fun?
my suggestion is certainly not influenced by my binging of Rob Zombie music, no siree
>>
>>2299599
Im still bitter we didnt use a wish on Slate
>>
Rolled 8 (1d100)

>>2299599
Hybrid Civs require distinct fluff to explain why they exist, but mutant/bandit hybrids are fairly common so the bar is not set super high. Being zombie-manipulators is actually a more difficult thing to justify, but if you've got good reasoning in your fluff and enough votes to support it you'll be all good.
>>
>>2299571
>tribals
Yeah we never seem to want to try that civ. I'm willing to change me Government vote to give them a chance.

>>2299599
Never heard of those. Must of been in the super old civs.

>>2299615
Poor Slate the blank. Heck of a ride, but lacked rhyme or reason for a lot of that game.
>>
>>2299571
I havent seen any of the previous threads, kinda thought military in a huge boat would be cool.
Was thinking that going military remnants would allow us to protect ourselves well and others we might cooperate with. Being isolationists and cautious until we find someone not posing a threat we could ally.

>>2299599
Doing some merc work sounds cool
>>
Rolled 23 (1d100)

>>2298896
>>>Current Vote

>>Faction
>Gov't Remnant - 1
>Military Remnant - 3(?)

>>Homeground
>Vault - 1
>Swamp - 3(?)
>Tribals - 1

>>Terrain
>Forest - 1
>Taiga - 3(?)

----

>>2299571
Tribals are wildly unpopular because people don't tend to think on them much, and also the sci-fi veneer makes them think Tribals can't kick ass with the best of them. To be fair, they're an unorthodox play style but their advantages more than make up for their weaknesses if you play them right.

And if you could manage to pull of the nigh-impossible and tech up a tribal civ without losing the benefits of their wildness it would be a sight to see indeed. Especially depending on the homeground selected.
>>
>>2299652
>I havent seen any of the previous threads, kinda thought military in a huge boat would be cool.
Oh don't get me wrong it would be. Like the time we were the self-replicating tri-pod robots or the megacorp with super artillery (although that was with genie, it is the same basic universe / system) and so on. We've done a lot of cool things but it's a matter of taking a cool concept and figuring out how we'd make it function that is important.

>Was thinking that going military remnants would allow us to protect ourselves well and others we might cooperate with. Being isolationists and cautious until we find someone not posing a threat we could ally.
Oh yeah that is true but the problem always rises that the people who are willing to ally usually already have allies and networked into something far bigger and stronger, or they are so insignificant that their assistance doesn't help make up for us sticking our neck out.

Also, we have a nasty habit of having trouble come to us, even if we don't seek it. I remember this one time, we sent our elite forces into a section of a underground research / military complex. Long story short, they detonated a nuke (accidentally as I recall by activating a failsafe or something) and lost us our best guys and called down hell on us thanks to the noise and creating a breach to the surface.


Fact is that we've got be something that won't fall apart if things go wrong. Which is why being able to research and manufacture is a high priority in most people's minds, even over actual capacity to be successful in combat. Purely because it doesn't matter if we need 5 times the forces, we can afford to re-supply, develop and reinforce our troops to deal with the issue unlike a military remnant which has to avoid losing any equipment it can't replace, which is essentially all of it's equipment.

It's why even though a megacorp is shit at war, they could hold their own against a military remnant (assuming a single lightning attack can't kill them) by using sheer productive capacity and research ability to overwhelm and adapt to their enemies weaknesses.


>>2299686
>And if you could manage to pull of the nigh-impossible and tech up a tribal civ without losing the benefits of their wildness it would be a sight to see indeed. Especially depending on the homeground selected.
See that is part of the reason I want to do it. I want to see if we are competent enough to pull it off and also because it is something we NEVER do.
>>
>>2299686
>Military Remnant
>Swamp
>Taiga
is what ill support since i aint said yet
>>
Rolled 24 (1d100)

An alternative i thought up if the military remnants thing were diffecult to do/stale

Homeground: Submerged city. After the fall, all earths ice melted, resulting in increased water level.
Faction: Tribal Merfolk. Merfolk were human once, but due to the increased radioactivety, some mutated and grew gills. Due to problems gathering untainted seafood, they decide to search the city for clean food and shelter from the swimming horrors.
Terrain: Ocean/Beach, Denmark
>>
>>2299619
I'm on the case!

Just give me a bit to write up some appropriate fluff
>>
Rolled 35 (1d100)

>>2299730
This setting actually runs on rule of cool, in the future, and doesn't take place on the real-world's timeline. Submerged cities weren't commonplace, but they did exist.
>>
>>2299730
https://www.youtube.com/watch?v=qMPpnCvCZvw
>>
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Faction Name: The Fighting Dead
Faction: Mutants/Bandits
Homeground: Military Base
Immediate Terrain: Ruined Suburbia
Biome: Overgrown Suburban Complex/Megacity Outskirts

Zombies did not come with the fall, and regularly did the ancients have to deal with various forms of Zombie outbreak. If even ancient legends are true, there were zombies since the days of knights and kings. The Undead have been an on and off thorn in the side of civilization since time immemorial, and dealt in many ways.

Viral strains and bioweapons were even used most infamously as a weapon of war. And yet as military technology advanced, the age old strain of walkers and runners found themselves outclassed. Just as the legends of knights with enchanted weapons cutting through hordes of walking dead, so too did the advent of the disintegrators and the energy shield make the threat of zombies more of an epidemic than an apocalypse.

Until one most devious mind had the idea: level the playing field. if soldiers could defeat zombies, why not give the zombies their own soldiers in support. the concept was to create a way that a group of soldiers could fight not against but alongside zombies and the enemies of the state.

it soon proved impossible (and in general, unwise) to make a contagious strain of hyper smart zombies. to achieve a better level of control, a mutant strain, injected into human volunteers proved ideal. they would be made to look like zombies, smell like zombies, perhaps even think like zombies form time to time, but retain their human intellect and skills. more, much of their human functions would be preserved, reducing the risk of them going feral like so many other test subjects.

whether or not the plan worked as intended is lost to history, but today, there is a group of beings known to only a few, but to those who have not strength, whispered in fear and trembling. of beings that resemble zombies, yet wield ancient high tech weaponry and fight with the skill and ferocity of centuries of unlife, moving through and even encouraging zombie hordes as they go. to others who have the wealth, and the lack of morals, they are the Fighting Dead.

---

thoughts?
>>
Rolled 100 (1d100)

>>2299844

Mmmm, yes I can definitely work with that. Delicious fluff.

>Hybrid Mutant/Bandit APPROVED!
>Zombie-specialty APPROVED!

Good job, anon.
>>
>>2299864
its even 100 approved guys!

anyone up for Skeletons with Blasters? we'll be the spookiest operators
>>
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Rolled 61 (1d100)

>>2299864
Wow, the dice even approve.

This is, by the way, why you should roll with every post. You will now receive a bonus during your creation process, though the nature will depend on what you end up selecting.
>>
>>2299844
>>2299864
Guys, every roll in this thread means something. I get the feeling that we might get something good with that 100.

Anyone wanna give a second opinion on Zombie Mutant Bandits?
>>
>>2300078
I'm indifferent. Mostly do to wanting for tribals to have turn and I still want to push for the SCP in some way.

---

How do you feel we would run this civ?

I feel since we can deal with zombies and we are mutants. Old world factions will be a pain to deal with. We can trade with bandits to make some income. Probably will have to buy or work for most of are food. Unless we gate off the slaves from the zombies. I have to wonder if we are carrying something that would effect others from our zombie interaction.

Depending on the hero we can pick. We'll be able to improve what we can do with zombies. (Assuming a mother will be open to us.) Leading into us having to learn how to deal with zombie heroes. Since we'll be taking their units away.
>>
>>2300125
>How do you feel we would run this civ?
We've had some succesful bandit civs before, so similar to those. Raiding ideal targets, and making other wicked allies and finding right opportunities.

Yes I can imagine diplomacy might likely be affected, but there's always someone more evil and richer than you.
>>
>>2300130
So should we aim for a war hero? Build a power base and gather others under a banner or more work under someone building up?
>>
When do we start? Prolly going to sleep soon cuz eu
>>
>>2300261
Majority vote to pick a civ. I believe it was around 3 -5 people backing.
>>
Rolled 39 (1d100)

>>2300261
Whenever something gets 5 votes. I'm about to go to sleep too though.

>>>Current Vote

>>Faction
>Gov't Remnant - 1
>Military Remnant - 3(?)
>Bandit/Mutants - 1
>Tribals - 1

>>Homeground
>Vault - 1
>Swamp - 3(?)
>Ruined Suburbia - 1

>>Terrain
>Forest - 1
>Taiga - 3(?)
>Megacity Outskirts - 1

>>2300125
>>2300130
>>2300252
You could fluff them with minor alterations to be Mutant/Tribals. Lose out on starting with a military base and its concomitant weaponry stockpiles, but gain considerably more...expertise...and other things.

If this were the case and some fluff points that I won't disclose remain constant, certain things would experience a sort of auto catalytic effect.

>>2300290
For the actual civ selection the required vote remains at 5, because it's so important and benefits from people having time to think.
>>
>>2300313
Huh. If the mutants become tribal. We could us monster parts for weapons. Mask our people even better. Then use zombies with guerrilla warfare buffs. That idea makes me down for it.
>>
>>2300376
Hey, I'm down with that. I just really wanna see what we can do with Zombie based mutants. I think it'd be a great asset early on, or later on at least.
>>
>>2300252
War hero is good, fighting is usually the biggest hurdle in these games.
>>
>>2300394
Well we don't have to fight. We can find ways for others to do that. Tho it would be harder than with a corp. Maybe do jobs for people and keep our area noise down.
>>
>>2299864
>Zombie shit
God dammit.
>>
Yeah I'm down for zombie-controlling mutant-tribals, they mesh well together all things considered and would at least grant us a stronger and more familiar skill set than an entirely tribal civilisation, as much as I think it would be fun to try that.
>>
>>2301027
I support mutant tribals
>>
Rolled 25 (1d100)

>>2300767
They're present in the world, but aren't the primary reason things are so bad.


>>>Current Vote

>>Faction
>Gov't Remnant - 1
>Military Remnant - 3(?)
>Mutant/Tribals - 2

>>Homeground
>Vault - 1
>Swamp - 3(?)
>Ruined Suburbia - 2

>>Terrain
>Forest - 1
>Taiga - 3(?)
>Megacity Outskirts - 2
>>
>>2301056
I'll swap out from the SCP to the Mutant Tribals. It has gained enough of my interest.

I wonder if we can flavor in some way to help. Like we once were a team with tech, but do to the fall things fell apart and we resort to tribal methods. Probably a pain in the ass for us at the beginning, but obviously our civ made it work. Could help us later on down the road if we ever meet another team like ours.

I still am not sure what we would flavor out otherwise. Probably methods we have. Like using small caves that are really well cover that holds zombie traps for baiting people.
>>
Rolled 78 (1d100)

>>2301056


>>>Current Vote

>>Faction
>Gov't Remnant - 1
>Military Remnant - 3(?)
>Mutant/Tribals - 3

>>Homeground
>Vault - 1
>Swamp - 3(?)
>Ruined Suburbia - 3

>>Terrain
>Forest - 1
>Taiga - 3(?)
>Megacity Outskirts - 3
>>
>>2301171
I'm sure this sort of thing will help as we go along, but yeah since we're tribals its entirely possible our advanced tech fell apart after so much traveling and the collapse of society.
>>
Rolled 63 (1d100)

>>2301171
If you wanted to expand your fluff you could explain methods and such that you have, a more in-depth explanation of how your mutation works, cultural norms, how/why you discovered and settled your HQ (and what makes it special), past events that shaped your civ into what it is now, connections to other civs around you, typical trade goods you deal in and how you get them.

As long as you're not totally unreasonable you'll pretty much get it if you fluff out a reason for having it. If you don't then I'll just fill in the blanks based upon hints I see in the fluff. I see quite a few interesting blanks right now.

>>2301244
You could conceivably fluff up having a few revered relics of the past that you've kept safe over the generations, used only in times of great need. The world is your oyster at this point.
>>
I'd say if we are going tribal, our HQ should be a cave system for the benefits in terms of hiding it and defending it.


Also we'd benefit from choosing a home-ground and terrain mix that allows for simple / low tech methods of getting resources and food / water given that is all we will have access to.

So that means we can't do urban, given it lacks any stable food sources for all factions let alone tribals, or deserts unless we get an oasis or underground river as part of our initial stuff.


Also I can't write for shit in regards to zombies and mutants. I can write a straight up tribal group but not mutations.
>>
Rolled 71 (1d100)

>>2301266
For Mutant/Tribal hybrids you get access to:

>Cave Lair
++Pop
+++Defense
+Hidden
---Manufacturing Capability
--Medicine
Other: Starts with decent fungal farms and a water source, bonus to population growth and mutation research.

>Ruined Research Facility
++Supply
++Research
Other: You have taken over a section of a ruined research facility that seems to have been abandoned by scavengers as well as its former occupants. Plenty of room to expand, suspiciously empty.

>Nomad
+Supply
+Pop
-Manufacturing
-Research
+Defense
+Offense
Other: Mobile, entirely self-sufficient by scavenging and hunting. Expanded homeground territory.
>>
Rolled 35 (1d100)

>>2301266
Also I'd encourage you to write your fluff, you might inspire and provide a basis for other anons to modify.
>>
>>2301266
A part of me wants to try Nomad. Since we can blend with zombie hordes.

>>2301266
Yet I like the idea of cave system. Maybe a long time ago our people. Held up here when the fall happened. It was our bastion in the hard times. Burning though our remaining tech. People starting using what ever they could. Leading into some tribals opening up to these mutants "turning" away from the old world.

So maybe fluff up a tribal group that taught our civ. Then we can take some traits and habits from than. I image some shaman would be into our undead bound.
>>
Rolled 22 (1d100)

>>2301288
>Also I'd encourage you to write your fluff, you might inspire and provide a basis for other anons to modify.
I'll give it a shot.

"In the age of darkness, when the world fell into flame and chaos, the ancestors of our people fled from their home. As earth broke, sky fell and ocean sank, they ran into the wilds. Taking their families to a cave network they had been studying, chased all the way by the strange creatures of that age. On their arrival, they found that although few of their number had died, their pursuers had not lost their scent. Their stocks to defend against the rotting hordes and the other things that attacked were drawn on, yet they were depleted with every attack.

Then our saving grace was found by the wise sages of the ancestors: the many fungi of the caves. Their spores could be used to control that which had once threatened us. Over time the ancestors tamed the many fungi, growing them for food, protection, light and more rather than harvesting what little grew naturally. Yet this new found power over the undead, our new home and all else the fungi brought came at a cost.

We lost our former selves: growing dependent on it for much of our lifestyle; forgetting the old ways; forgetting what the world away from our caves and before the darkness was like. Yet we have survived and thrived in the earth: dozens of generations having grown knowing the fungus and tunnels, safe in our stony isolation but even now we do seek to regain our place. We shall rise from the chaos and flame and take up the mantle of our ancestors."


>>2301304
>A part of me wants to try Nomad. Since we can blend with zombie hordes.
That would certainly be a interesting approach. Could even pull off a zombie-mongol style thing. Using zombie brutes as mobile archer towers and a way to move big, heavy cart-homes. Although the problem would be the moment we run into a more traditional civilisation, our reliance on the zombies for protection would most likely see us drawn into conflict with them.

>So maybe fluff up a tribal group that taught our civ. Then we can take some traits and habits from than. I image some shaman would be into our undead bound.
Eh, that is a bit different from how I did it but I think my explanation makes sense. Although I've written it from the point of view of a legend or story passed down rather than a fact by fact account so if you want to have me explain what I meant in some areas I am more than happy to do so.
>>
>>2301204
>Military Remnant
(SCP)
>Vault
>Taiga
SCP could be very interesting. In dark times we may need to make a deal with the more intelligent SCP's, otherwise high tech spooks sounds cool.
>>
>>2301356
I like it
>>
>>2301356
>zombie-mongol
Yes!

>explain
Na I'm fine. Just throwing ideas out.
>>
Rolled 83 (1d100)

Going to get some food, be back in a bit.

>>2301356
>>2299844
If you or lavender-ID anon could integrate your fluff together a bit then it would result in some very powerful synergies. Now I just get to wait and see if you guys can figure it out, or if military remnants will get confirmed first.
>>
>>2301641
>>2301356
Can do! Just gimme a bit
>>
>>2301651
Best of luck anon.


Also have we reached any sorts of conclusion as to what terrain / homeground we are going with for the mutant-tribals should they win?
>>
>>2301675
It occured to me that mutants function BEST in hellish enviornments, specifically jungles or swamps, because other races are less able to survive and vehicles have a penalty.
>>
>>2301641
I’m at work so I’ll just be lurking for now but fuck yes new twisted realms game!!!

Vote mutant bandits!
>>
Why did the SCP Think-Tank not make the cut? Very unique idea with us farming the scary crap on the inside for weapons to fight the scary crap on the outside. Seems to me something thats not been done before, as opposed to "power armor soldiers" or "weird tribals".
>>
>>2301753
My guess is people are not familiar with SCP stuff. Upside I believe civ pick is still not locked in. So you're welcome to vote for it.
>>
Rolled 41 (1d100)

>>2301753
Well weird tribals actually hasn't been done before by players...or seen before by players, because they just go largely ignored.

I think there's interest in something SCP-esque still but (as opposed to the tribals) no one has actually written any proper fluff, just made generalized statements of theme.
>>
>>2301709
True but those environments aren't exactly conducive to creating a prosperous civilisation. Personally I say we should go forest or rural home-ground and river valley as terrain. Primarily because of the easy access to food and natural resources but I understand what you mean about them not limiting others as much as us.

Still though, a large part of my plan involves making our tribals advance to be greater, which is why it is a stated concept of the lore / description I wrote. The zombie control is primarily there to make this easier, by providing a mix of greater interest and a more familiar skill base.
>>
Rolled 63 (1d100)

>>2301847
Question is, will fluff save it if players are set on tribals.

Also, arent most of the civ games some form of tribals (the low-tech ones)?

What about a fringe facility built to research ways to use SCP-914 to combat the approaching apocalypse? The personnell knew nothing but the O4 in charge was tasked with finding a solution to the problem. In addition to SCP-914 the facility also houses numerous other Safe and Euclid class SCPs in case they might be useful to the project. What exactly the aim was is lost since the apocalypse and the death of O4 by the result of an experiment with 914 shortly prior to the apocalypse. Now with limited means, one team of Special Operations branch retrieval experts and more problems keeping the SCPs locked up and under control the small Think Tank of Site 37-Alpha face a daunting task if they are to survive in this new hellhole and bring about a new dawn for humanity amidst the ashes of the old world.

Faction: SCP Think-Tank
Homeground: Ruined Suburbia
Terrain: Megacity Outskirts

Thoughts?
>>
>>2301963
>Question is, will fluff save it if players are set on tribals.
Yes. Tribals are entirely capable of holding their own against any other civ type if used correctly.

>Also, arent most of the civ games some form of tribals (the low-tech ones)?
Yes but not in this universe.
>>
>>2301977
The question was whether fluff would make players change their vote but I got my anwser. :)

Shame, we could go full grimdark with this. Added excitement of enemies within and without.
>>
Rolled 66 (1d100)

>>2301963
Well I discourage explicit references like specific SCPs (though something that mimicked the tone without being so explicit is okay), but this would otherwise work fine.

>>2302066
Oh you'll get quite enough grimdark and enemies within and without whether you're gunning for that from the start or not. This is the Dwarf Fortress of civs, enjoy dying.
>>
Rolled 85 (1d100)

>>2302066
Also you'd need to come up with better fluff in order to edge in against the tribals at this point. Here: >>2301963 you're mainly just referencing external work. Doesn't feel organic.

As for most other civ games..well this one isn't like those. And as for the 'low-tech' faction types listed here, tribals are the only truly low-tech guys but they've developed other ways of compensating that make them terrifying in their own right.
>>
>>2302066
Sorry but I just freaking love mutants. Just so long as we don’t make psion mutants. We Always get rekt. And some times time make the entire world cry, stoping a setting wide war for a second and changing the landscape of the whole game.
>>
still writing! Just trying to get the juices flowing.
>>
>>2302301
Take your time man. Quality is better than quantity.
>>
Rolled 59 (1d100)

>>2302146
>>2302146
The booger brigade

Some factions are born from glorious victories, others more humble, some just gross. The latter is the case for our current subjects “the booger brigade”. Legend has it that during the Great War an unbelievably huge fall bringer tier monstrosity was caught in a pitched battle with earths greatest general, supplies and ammunition were running low on the human side and orders came down that the men, rather than scuttle their air units and retreat were to start using kamikaze tactics on the great beast, wave after wave of human airships ran into the beast to no effect until one particularly brave and foolish officer decided to fly right up into the monsters nose. The monster sneezed a powerful sneeze that leveled the entire battlefield rendering it a wasteland. There were no survivors. Pools of corrosive, radioactive snot the size of lakes dotted the landscape and within those pools were the single cell organisms that would eventually emerge as what we know as the booger brigade. Some think they were formed from the earth soldiers trapped in the snot, others think they are essentially germs that lived inside of the fall bringer, the truth isn’t known and doesn’t matter. This ultra rare breed of mutant is known for being strikingly simple, it is comprised of one large complex cell, closely resembling an amoeba yet for some reason morphs it’s body in such a way as to be bipedal, almost as if by choice. They communicate with chemical signals, some simply reaction to stimulus known as snot soldiers, others capable of more complex communication known as brain boogs, all hyper deadly and voraciously hungry.
>>
Faction Name: The Grave Tribe
Faction: Mutants/Tribals
Homeground: Cave
Immediate (Above) Terrain: Swamp Overgrowth
Biome: Overgrown/Swamp Suburban Complex - Megacity Outskirts
Fluff:
The Elder tells us the story.

Our forefathers left the great city above. Our ancestors were great warriors, soldiers created by cruel masters to fight among the dead. But before they could finish the ritual, the Cracking of the Sky occured, and the world turned upside down, and the stars fell to the ground.

Our ancestors were bred to be warriors by ancient re-searchers, gifted with bodies like the hungry dead, yet retained minds able to use weapons that spewed the rays of the sun. In those days, the mutation was still young, and we were only so much stronger and faster than the others. Some fled, to ride off among the hordes of death. But our ancestors were not so fortunate. Hunted down by the remnants of the great city dwellers, without weapons and without armor, they were forced into the cave. Our cave, where the surface dwellers dare not go, for they fear the darkness and what lurks below.

But in the caves, our ancestors faced starvation, hungry for flesh but unable to eat. Many died, some ate each other, until only the strong remained. But still they hungered, and were doomed to become as mindless beasts. Until they found the Fungus. We ate of it, and were sustained. . .and more.

The Fungus completed that which the ritual could not do. It nurtured the seed of the ritual within us, made us stronger, not merely of body. . .but of mind.

The seed of the ancient ritual was fed by the fungus, as it spread throughout our flesh, into our brains. New powers were granted to us, we could hear and speak with the hungry dead without our tongues or ears. Manipulate them as we manipulate our thoughts. The ancients called it "psionics", but we know it only as the voices which hunger. We can direct the mindless dead to our bidding, and more, our bodies continue to be changed by the fungus, ever adapting, ever evolving, as the seed of the ancient ritual grows in our very bodies, planted in there by the re-searchers.

Now the time has come for us to once more venture into the surface world. We have lost much, our knowledge and skills of the ancient technology. But through the fungus, we have gained something far, far greater.

The Grave Tribe shall rise above our tomb into the world of our forefathers!

have some music, with complimentary tribal drums, metal, and chanting
https://www.youtube.com/watch?v=q5JMl-ikcDE
>>
>>2302416
Technology Matters little to the boogers, though they can form crude limbs and use firearms they prefer to launch globs of their internal juices at high speed through their waste/communication holes. Several kinds of materials can be launched from their openings from poisons, radiation, solid waste slugs, and can even return bullets that were used against them. Though not particularly hardy they heal shockingly quickly so if you don’t kill them quickly it is likely to recover and rally. Like most mutants they breed slowly but these guys don’t need to mate. They are asexual and multiply by splitting, a single booger with enough time and food can hide away for a decade and emerge with hundreds of offspring. They are also amphibious and prefer to breed under water so often when they are discovered it is too late. They can grow as large as the environment and resources allow so where most are the size of small children it is not unheard of to find one as large as a bus.
>>
>>2302492
I love your concept but I worry that a dependency on the fungus could be a serious weakness. Also the fact that you are making us far too zombie-like in my opinion, I raise this point as it could potentially result in us losing natural population growth outright and struggling to absorb new folk from other tribes and shit.

Again, the whole point of the zombie controlling mutants pre-fall was to be humans that could command the zombie hordes without the issues of being a smart zombie. I feel that what you have described is far too subject to the hunger for flesh / far gone for them to have ever been allowed to exist.
>>
>>2302548
>I love your concept but I worry that a dependency on the fungus could be a serious weakness.
Could tone it down a bit, though I myself left it rather vague. Dependency on fungus shouldn't be too much of a problem I hope, its a powerful boon, not a necessity of living.

>Also the fact that you are making us far too zombie-like in my opinion
This was a bit harder to convey too. We are indeed still mutants, not zombies, particularly since we're still alive and can breed normally (to a degree).

In regards to the hunger, the fungus is meant as a sort of stable food supply for lack of any human flesh, but I see what you're saying.

Any specifics suggestions to changing the fluff?
>>
Rolled 93 (1d100)

>>2302492
Hmmm, excellent fluff. Much more tribal than I was expecting, even. Very good anon.

>Zombie Blend Mutation APPROVED
>Fungal Mastery APPROVED

You will not, unfortunately, be able to directly manipulate zombies via psionics. However, this fluff point will be implemented in alternate ways.

>>2302548
The only faction without natural population growth are zombies, which are deliberately disbarred from players. You're still mutants, even if you expertly ape zombies, so that's not a worry.
>>
>>2302492
Posting some art
>>
File: maxresdefault (1).jpg (151 KB, 1680x1050)
151 KB
151 KB JPG
>>2302581
Fungus spores, just what the witch doctor ordered
>>
File: fanart-0055-full.jpg (353 KB, 1280x800)
353 KB
353 KB JPG
>>2302585
>>
>>2302575#>Could tone it down a bit, though I myself left it rather vague. Dependency on fungus shouldn't be too much of a problem I hope, its a powerful boon, not a necessity of living.
Yeah sorry it just came across as if without it we'd genuinely go insane or something.

>In regards to the hunger, the fungus is meant as a sort of stable food supply for lack of any human flesh, but I see what you're saying.
Eh, fair enough but thanks for seeing what I mean.

>Any specifics suggestions to changing the fluff?
Well I'd make a slight alteration, it doesn't have to be only the test subjects that made it to the caves. Like I wrote in my original description, the "sages of the ancestors" were meant to be a few pre-war scientists that figured out how to make use of the fungi before dying. The same could be accomplished here by having the staff of the development facility flee using the experiments as a mix between muscle and a reason for their company to (hopefully) save them.

With this single modification, we become a bit less tribal, given our people having also descended from a mix of human scientists, their families and whomever else got dragged along in order to survive who'd know more than mutant test subjects.

>>2302576
Yeah I am somewhat aware but it's been awhile since this universe and system ran here. Some of the details are a bit foggy in my mind.
>>
Rolled 95 (1d100)

>>2302605
Well basically I'll tell you straight if you're screwing yourselves over in a core mechanic fashion like that.

For instance:
>>2302416
>>2302506
These would actually be monsters rather than mutants.
>>
>>2302742
The Federation
>mutant/Corp
Come one come all to see the greatest show on 3 legs! This isn’t just your typical mutant pro wrestling federation this is (was) the largest and most influential mutant wrestling show in the galaxy. Sure professional wrestling may be fake but the combat was downright deadly. Mutant outcasts from all over the sector would gather to prove themselves (and sell mad merch) at all of the most major arenas around the world to sell out crowds. Many a legendary mutant was made here. It all started back when adero Corp made a breakthrough in mutant cybernetics. One adero ceo code name “the showman” was tasked to monetize this breakthrough, already experienced in arena mech fighting it was only natural that he open up the worlds first mutant battle league. Of course the investment it took to raise and care for the mutants was high and the risks were even higher considering the xenophobia inherent in man kind but dispte all that was against them they succeeded. Then the fall happened. The mutants training facility was top of the line and hidden deep in a remote mountain range, many of the mutants on tour were lost. Contact with adero was also lost, yet these tough sob’s survived it all and now they are back and ready to take back their former glory!
>>
>>2303091
Excellent, but you may have only one starting mutation. Who was the champion who's offspring now dominate this branch of the Galactic Mutant Wrestling Federation?
>>
>>2302492
Let's do this
>>
Rolled 11 (1d100)

>>2301204

>>>Current Vote

>>Faction
>Gov't Remnant - 1
>Military Remnant - 4(?)
>Mutant/Tribals - 5 [LOCKED]
>Mutant/Corp - 1

>>HQ
>Cave [Fluff] [LOCKED]

>>Homeground
>Vault - 1
>Swamp - 6 [LOCKED]
>Ruined Suburbia - 3

>>Terrain
>Forest - 1
>Taiga - 4(?)
>Megacity Outskirts - 6 [LOCKED]

Unfortunately it's kind of late and I have work tomorrow. So I'll just have to drop off the hero choices, and the game will properly begin later.

>>>Choose 2
>>Hero Choices

>War Chief
-Hyrbid Civ Leader archetype

>Headhunter
-Hybrid Soldier/Hunter/Scout archetype

>Brewed Mother
-[Fluff-Unlocked] Mutagen Master/Researcher Archetype

>Ancestral Witch Doctor
-Counselor/Ancient/Trickster archetype

>Far-Gone
-[Fluff-Unlocked] Unique/Secret archetype
>>
>>2303119
Something like the ability to withstand dangerous drugs. Super soldier formula, syn, and most other drugs and even in some cases they don’t reject light biotech, allowing adero to pump them up with experimental combat drugs and steroids. Some Parts of adero see them as not much more than test subjects.

The first champ went by the name “ambulance” because he had a tendency to take fights too far and they would have an ambulance on stand by for his matches. Other greats include Marco “slaps” McCoy, known for fighting open handed because his punches would end the fight before it began, he never had offspring so to speak but was secretly cloned many times over the years as he got older. Then we have “borg” an undersized mutant with incredible fortitude given enhanced legs allowing him to leap over 20 feet into the air, his kid “borgson” is currently the tag team champ with davey stronk, a beefy mutant with an iron skull and shoulders known for his vicious tackles, the team is called “heads shoulders knees and toes”

Any one else feel free to contribute
>>
>>2303269
>war chief
>head hunter
Scouting is of paramount import.
>>
>>2303269
Headhunter / Mother or Witch Doctor / Far-Gone feel like my top picks.
>>
>>2303269
Head hunter
Brewed mother
>>
>>2303269
>Headhunter
>Brewed Mother
>>
>>2303369
>>2303410
Switch to get it going
>>
>>2303269
Fucking strelok. Getting my hopes up and dieing before we even get through creation.

I have played all your games, you always break my heart. You ending the quest where I created the timeye monster..

And genie is doing some funky game of thrones shit I’m not really into, i thought you were going to give me my fix and you die? It’s like waiting for a drug dealer who is “10 minutes away” for 3 hours. I know it’s a commitment to gm but don’t play with me like this dude!
>>
>>2303805
oh Godzilla, where would this quest universe be without you
>>
>>2303269
>War Chief
OR
>Brewed Mother
As we need either the research capacity or the general leadership to augment our actions and enable us to do better with what we have.

>Far-Gone
Sounds useful, plus it's a unique / secret so that is always useful in the right hands.
>>
>>2303805
See the spoilers here: >>2303269

I've gotta sleep sometime. I'll pick it back up later today.
>>
>>2303269
>War Chief
>Far-Gone
>>
>>2303269
Like other anons Im torn between
>Brewed Mother
and
>War Chief

>Far-Gone
-[Fluff-Unlocked] Unique/Secret archetype
>>
Rolled 74 (1d100)

Well let's tally these up then.

>>2303318
>>2303369
>>2303410
>>2303632 (Headhunter/Brewed Mother switch)
>>2304234
>>2304462
>>2305013
>>
Rolled 28 (1d100)

>>2305335

>War Chief - 3
>Headhunter - 4
>Brewed Mother - 5 [LOCKED]
>Ancestral Witch Doctor - No Love
>Far-Gone - 3

Well I guess that's enough to get started. Generating initial post now.
>>
>>2305342
Darn, I really should have picked the witch doctor in hindsight. Whose going to be rocking on those awesome war drums otherwise?
>>
>>2305342
I have thought about the witch doctor with the Far-Gone. I felt their a good combo. Tho the hunter and mother has seemed to almost win.

For sure I feel we need the hunter with the mother. A strong solo with the ability to grow our people stronger. Seems good and gives us a Vanguard for hard fights.
>>
Rolled 49 (1d100)

>>2305342
Here are the final area stats, accounting for your selected homeground and terrain.

This is gonna be a fun one.

Bandits: Very High
Monsters: Extremely High
Zombies: High
Factions: Low
Resources: Extremely High
Mystery: Extremely [REDACTED]
[REDACTED]: Extremely Mystery

And your (thus far) selected hero
>Brewed Mother Mira Montock
>Traits
-Brewmistress
-Fungal Cultivator
>Active Abilities
-[Mutagenic Brewbomb]: Unleashes a variety of effects on target units based upon recently researched or cultivated fungi. Can backfire, chance of effects being permanent.
-[It's FUNGALIVE!]: Unpredictable effects.
>Passive Abilities
-[Symbiotic Strain]: Increases growth rate of nearby fungi, enhances all fungal manipulation actions.
-[Mutagenic Brewer]: Allows for development of various mutagens based off of raw organic material.
>>
So...I think for our other hero we should either go for the war-chief or far-gone but I'm curious what you guys think would be best.


Fact is a strong combat / zombie-control hero would be useful to augment our abilities in combat and with our specialisation yet at the same time, the benefits of having a hero that can just make everything we do a better by just being a good leader can't be understated since he will improve our combat performance from our own warriors as well.
>>
Rolled 63 (1d100)

>>2305469

The War-Chief somewhat departs from most civ leader heroes. He is an apt leader, and a formidable fighter in his own right (by virtue of being a hybridized Tribal Chief and Mutant Warlord). He can hold his own against most combat heroes, and provides broad strategic bonuses.

The Headhunter is more oriented towards burst damage, and emphasizes several of foremost strengths of tribal civs. His abilities are more oriented towards making tactical gains, and even combat heroes fear becoming isolated with a Headhunter on the prowl.

The Ancestral Witch Doctor is about halfway between the Brewed Mother and the Far-Gone in terms of ability emphasis. They combine aspects of growing/enhancing your logistical base with...unusual and mysterious active abilities.

The Far-Gone is a unique hero unit, and like all secret hero units stats will not be revealed unless you select him. He's no more or less powerful than any of the other when used properly, but has a very specific niche where he performs exceedingly well.
>>
>>2305469
>>2305522
Scouting is the most important thing in the game to have early on, we will get more heroes but we need this Scout in order to find them and other things of interest.

Headhunter
>>
Rolled 60 (1d100)

>>2305543
You've already voted Headhunter/Brewed Mother, Godzilla: >>2303632

The opening post is incoming soon, though if anyone had some more mood-music it would be appreciated.
>>
>>2305543
True but having the ability to take advantage of whatever is found is also important. How many times have we found gold only to have it slip through our fingers? How many times have we lacked the skills or the strength to stake our claim or make use of our gains?


A war-chief is a more balanced approach that will benefit all of our civilisation in the early turns. Later on, we shall have the ability to acquire more heroes and then we can look into Headhunters.


Although arguably we should just go with the unique because they'll be nigh-impossible to get our hands on otherwise.
>>
Rolled 82 (1d100)

"Do you ffeeel it, sisterrr?"

"You know I do nothing BUT feel. It is why our mother birthed me, to feel when she would not."

"A-aah-ah. And yet you fail to smell the stirring on the breeze? *tsk tsk* Did mother dearest forget that sensing organs are only half the puzzle?"

"I would lance your eyes out, wait for them to regrow, and do it again if you had ever had any, you cryptic snide bitch. What is it you think you sense?"

"..You would grow to regret it with time, sister dearest. The best things come to those who wait...and I sense something stirring that has waited with the patience of the grave for far too long.

Best hope you see them before they see us, sisterr. These may be capable of putting you out of your misery if you don't catch them quickly."

++++++

You are the Grave Tribe and you have nurtured the rot within yourselves, quietly within your ancestral cave for ages uncountable. Since before the world Fell, or so the Elders say. It is once more time for you to emerge, and test your mettle against those who would stand before you.

Your strongest warriors and most ancient elder have gone out on a hunt with an escort and your finest entranced zombies, a recent and momentous development by Brewed Mother Mira. They seek what is always sought in the Ceremonial Hunt, an answer from the Ancestors on whether it is time for you to make the Overworld pay for what happened to them so long.
>>
Rolled 74 (1d100)

>>2305583

The Brewed Mother Mira, momentarily indisposed after her discovery, has been left behind to shepherd the rest of the flock along with you, the Council of Elders. The hunting party has been away far longer than is usual, and the darkly serene green glow of the Mind-Meld fungus has begun to show streaks of red anger and yellow worry in some of the communal pits.

There are some who say something should be done, while others insist on waiting as is traditional. They all look to you for guidance.

You presently have 2 actions per turn. Please roll 1d100 with every action post, and/or vote for an action post.

You may ask questions of any available hero units, or for general common civ-knowledge information at any time.


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Resource Points: 6
>Pop 700 Grave Mutants
>Military 600 (50 Dispatched)
>>Food: Very Good
>>Water: Plentiful
>>Morale: Good
>>Medicine: Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted], Nideth Wasp Infestations, Mucausoid Alpha Dens.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [5], Zombie Compost [Plentiful], Fungal Materials [Plentiful], Monster Materials [Average]
>>
>>2305552
https://www.youtube.com/watch?v=eSdpzBdd5Eo ?

https://www.youtube.com/watch?v=Ve5GPELplec
>>
Rolled 65 (1d100)

>>2305600
>scout our base
>scout our perimeter
>>
Rolled 79 (1d100)

>>2305600
>>E. Explore in a direction/something.
home ground, lets see if any enter our land.

>B. Try to improve the base
If we haven't. Lets add some plant ropes, traps, and make holes to hide in.
>>
Rolled 93 (1d100)

>>2305686
Your defenses are composed of a matrix of the outer sections of the ancestor cave that've been skillfully blocked off, trapped, retrapped, augmented by toxic fungi, re-augmented by having natural predators (that you have the means of bypassing) infest the toxic fungi, turned into a labyrinth, un-labyrinthed, re-labyrinthed, and trapped again for generations.

Admittedly there are some deep flooded caverns where your ancestors have been tossing rocks for aeons uncounted in an attempt to clog any entrance....yet when you send divers in Mucausoid furs they still report only darkness as far as they can see.

But those caverns have not yet yielded any hostiles either.
>>
>>2305696
For sure lets not leave the unknown unguarded, but until we have ways to work effectively in the water. Best we leave that alone.

Yet this does change my action picks.

>Scout Home Ground
>Explore Home ground
We'll sent a team to find points of Interest. Then explore in detail.
>>
Rolled 94 (1d100)

>>2305778
>>
Rolled 44 (1d100)

Well I've got to call it a night here guys (my useful time is about 5-9pm on weekdays, excepting Tuesday and Thursday) but you can look forward to sporadic updates throughout the week.
>>
>>2305925
Fucking cocktese

Anyway Switch my vote to whatever hero will pass because of it. I don’t want to lose the second hero to falling between the cracks
>>
Rolled 24 (1d100)

>>2305925
Is that EST?

>>2305778
Vote
>>
>>2305972
You've already voted for Headhunter, which is the closest to winning. Unless someone else shifts their vote there's nothing to be done.

There won't be any falling through the cracks though why do you think you have units out on a hunt?
>>
Just lurking. You guys should really start a discord for this civ. At the very least, hang out in the /civ/ general server.

https://discord.gg/q83bGQN
>>
>>2307166
desu we sort of have a discord as is, or at least we have one for Genie's civ quests which these are descended/inspired of. Genie himself wasn't all too keen on having one, but thats really just his preference.
https://discord.gg/FWkVGJ
>>
I get the feeling we still need 1 more to back this >>2305778 or 3 to back another action.
>>
Rolled 82 (1d100)

>>2305778
I'll back this
>>
Rolled 18 (1d100)

>>2308060
>>2308051
Someone back headhunter and let’s get an update going
>>2305778
Vote
>>
Rolled 30 (1d100)

>>2305778
>Scout Homeground [LOCKED]
>Explore Homeground [LOCKED]

Prioritizing area near HQ, scouting/exploring entire homeground is best done by segments.

Writing.
>>
Rolled 78 (1d100)

>>2305600

Your scouts take their orders with grim visages belying the joy that lurks beneath their pale, bloated eyes. A visible energy suffuses the movements of the seeping faux-wound covered figures as they quickly gather the scant equipment taken on a scouting run. Within a few short minutes their packs are assembled, stashed with spore grenades, drugs crafted by the Brewed Mother's own hand, and utility tools carved from the bones of great swamp beasts. The men and women scale the wall of the armory-cavern, their jerky movements over the fungus and insect covered walls of the cave disconcertingly unlifelike in the half-light provided by the luminescent lichens cultivated in the ceiling, and set off through the cavern's tunnels at a sprint which would rapidly leave even a trained soldier gasping.

The scouts peel off in pairs and squads down side-tunnels that lead to exits with an eerie synchronicity, until only a trio are left taking the original path.

"What do you think it means, Connaught? When was the last time we were mobilized such as this, and to venture into the overworld no less!"

The one named Connaught considered the younger mutant's words to himself. The youth was overeager for this would be his first foray into the Great Swamp, whereas Connaught's own excitement was tempered by an intimate knowledge of the dangers that lurked above, but still there was a node of truth in the question. Small scouting forays and hunting parties were sent out on a near constant, rotating basis, for the Ancestors had decreed long ago that to become blind in their patient wait would serve only to invite the True Death...but the only stories of any large-scale mobilizations were told by the oldest of the elders, and by some of the shamans in the depths of their drug-induced fits.

Still, this line of thought was irrelevant to their orders. The Swamp, as with the Cave, only offered its bounties to those with the viciousness and the strength to take them, and now was not the time to muse on what conclusions the Elder Council might be drawing. A simple rebuke and chastisement of the youth should set him upon the correct path.

"It is not our place to question the Elders, and we near the exit. Be silent Erick as your sister Eris has been, and observe the world around you as they have commanded."
>>
Rolled 17 (1d100)

>>2308788

Scouts have moved to map and explore the surrounding area. They find that the layout of the swamp has shifted again, as is usual from the actions of the monsters that inhabit it, and the mysterious forces that occasionally seize the waters from time to time.

Several points of interest have been located.

-Several bandit outposts seem to be getting established in the nearby area, and 3 operating bases of varying maturity have sprung up near the edges of our territory. The soldiers seem to be well equipped, but they share the foolishness of all outsiders in believing their equipment can compensate where their skills should. They seem to be making heavy use of slaves, and searching for something but it is unclear what.

-Several monster dens have been tracked down. It seems there has been some sort of upheaval in the ecosystem lately, as the majority of animals and monsters are unknown to your veteran hunters and scouts...though a few do seem to be mutations off of old lineages. A few of the new arrivals that seem to promise useful materials are ambushed and taken down by your scouts, but time will have to be taken to see what uses may come of their offal.

+Food
+Monster Components

-Supporting evidence of some upheaval is found in the form of 2 nearby zombie hives having been...wiped clean. The thickets and sinkholes where the Dead had made their home for years have been replaced by large, deep lakes now. Large aquatic monsters visibly prowl beneath the surface. Zombie numbers in the local area seem to have been greatly reduced as a result, however more swarms are roving around in an active fashion seemingly searching for new homes. Less attuned factions will probably only see the increase in activity, not the decrease in overall numbers.

One swarm seems to be heading towards the general area of the ancestor cave, and should arrive overhead in 3 turns if not diverted. This has happened countless times in the past and typically represents an opportunity rather than cause for worry.

-The pseudosentient plants of the swamp are calmer than usual.
>>
Rolled 26 (1d100)

>>2308849

>Alert!
-Brewed Mother Mira is recovering rapidly. She is available for questions this turn, and will be available for actions next turn.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 2
>Resource Points: 6
>Pop 700 Grave Mutants
>Military 600 (50 Dispatched)
>>Food: Very Good
>>Water: Plentiful
>>Morale: Good
>>Medicine: Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [5], Zombie Compost [Plentiful], Fungal Materials [Plentiful], Monster Materials [Average], Unknown Monster Components.
>>
Rolled 70 (1d100)

>>2308862
"Mother, tell us the story of our relations with the Hungry Ones. Tell us again, how what we have learned of them and how we can best use them in our affairs. We seek your advice" speaks the Council
>>
Rolled 76 (1d100)

>>2308862
I wonder if any of these factions will be worth trading with. Otherwise best we keep an eye on them, but not mingle.

My current thoughts for actions are

>D
Study new components.

>G
See about prepping zombie homes for the hordes. More numbers of them mean more safety for us. So looking for old dens unused or worth clearing. With out hurting a monster part supply we want.
>>
Rolled 32 (1d100)

>>2308982
This is good
>>
Rolled 42 (1d100)

>>2308894
Also yes, do this dialogue
>>
Rolled 26 (1d100)

>>2308982
Normally surrounding ourselves with zombies is a bad idea, but today, it is a good idea! Vote
>>
File: Post-Apo Builder.pdf (735 KB, PDF)
735 KB
735 KB PDF
>>2298775
STRELOK IS ALIVE! OH JESUS!

Also, did you help creating pic related?
>>
>>2310150
I'm familiar with builders, but I have no idea who made that. I'm not sure if Strelok had a hand in that either.
>>
Rolled 99 (1d100)

>>2310186
Actually I happened to talk to a guy who was running a builder once that was interested in the system. I figured he was just curious, but a few months later I saw this floating around. It was an interesting feeling and shows why Genie should be more open about sharing the nitty-gritty of his thinking processes.
>>
>>2310567
Ain't that true about everyone with a talent for something like this? Honestly, so long as we get a decent understanding of the rear end, people can fix any bugs or holes over time and as needed.

Fact is this is one of the few, if any, standard, effective and nigh-universally applicable systems we've got that works in such detail from single characters to entire factions.
>>
Rolled 56 (1d100)

>>2308894

>Mother Mira
"Oh silly children, you needn't emphasize your titles to me.

The Hungry Ones are our curse, our camouflage, our blessing, our tools, weapons, and livelihood. We use them to move and scout the great swamp concealed and prod them towards our enemies when necessary. They provide us with their flesh as food when times are lean, and even when there is plenty we sow them through our cave as feedstock to the fungi and insects that have kept us safe.

They are also the stupidest creatures in the entire swamp, do not let the tales of the Shamans romanticize them to you. You have seen our zombie harvesters in the fungal farms, yes? They are old, we have had them for decades, and yet still they do not realize that they cannot hope to eat what they harvest with their jaws removed and hands replaced by scoops. They have gotten better at collecting the blooms though.

Still, not all are so dumb. We have met scant handful that are intelligent...there are a few lone wanderers, non-controllers they call themselves, that we keep a distanced relationship with (them having encountered some of our warriors and having a false sense of kinship). Those are useful ones to know, and are indeed similar to us superficially though they happened upon their gift/curse by happenstance rather than being chosen by the Ancients. Of more concern are the 'Controllers', which are usually at the hearts of the largest gatherings of the Dead. Our manipulations of the hordes have never been discovered outright by one, but the infiltrators in swarms have certainly sensed an intelligent entity's wrath during their work on more than one occasion. We've killed a handful, but they are canny and difficult to identify even for us.

We have also found that our gifts are not universal. We have not encountered a group yet where we could not blend with the rank-and file, but there are some breeds of Those Who Hunger that clearly become agitated at our presence more quickly then others...and furthermore it is never good to linger for long around any of the more intelligent individuals. We have made attempts in the past to ensure that only favorable, hardy, but non-special groups establish themselves nearby...though from what the scouts report two of those groomed hives have now been destroyed. A most troubling development indeed.

This is much talking, children. I must take my rest again now, the Graverot blooms that entranced the Brutes were a strain on me to produce...but oh so worthwhile."

>Hero has retired, only specific further questions may be asked this turn

>>2310578
I've tried to make him see that, and also tried to get him to share the details of the back-end logic on how his setting runs a the groups therein interact. Hasn't worked yet though.

>>2308982
>Study new monster components [LOCKED]

>Scout for new homes for the hordes [LOCKED]

Writing.
>>
>>2310669
Well I hope you do find out how it all works. I'd hate to see one of the greatest systems and universes ever created here or anywhere be lost.
>>
Rolled 57 (1d100)

>>2308862

The new materials are flensed from their fleshy housings, peeled apart, rendered down, rendered up, extracted, poured, pulled, stretched, experimented with, chewed, vomited, fed to Mucausoid pups, and put through all manner of rigorous tests for unique properties that have been handed down and refined by untold generations of kinsmen and craftsmen at this point. Several interesting, and possibly useful components are identified and their corresponding sources are given names which are recorded on the bestiary walls of the Hall of Ancients to commemorate their discovery.

>Discovered
-Polimbic Lymph
Extracted in small quantities from a particularly aggressive pseudo-fish creature that thought it could ambush a squad of hunters crawling across the bottom of a streambed, this lymph has been observed to burn like acid through the metal of our alloy spears and through the flesh of living plants alike. Strangely, our own bodies and fungi seem to be unaffected. Though it is unclear whether the atmosphere of the cave has something to do with this.

-Hurknoth lungs
These strangely paper-like organs are incredibly resilient despite their thin-ness. When butchered and exposed to fat and water, they begin to release bubbly quantities of breathable gas, the effect amplified by chewing. A mild depressant effect was also observed in the pets this was tested on. Surprisingly, it seems that our own mutation considerably amplifies this. Heartrate and breathing activity were drastically slowed, making us even more resemble the Dead that we ape, reportedly without any loss of mental acuity and mild effects on physical prowess. Harvesting these creatures should allow us to reach far greater depths underwater.

Several other items of interest were requested by Mother Mira or the crafters, but these experiments will take longer to see if they bear fruit.

Damn 42

Meanwhile the men have identified several possible locations we could direct some of the roving zombies towards. It was also noted that, with their disordered march, the hordes are being steadily eroded by packs of hungry monsters.

The best locations are:
-A grotto with a waterfall near one of the bandit forward bases.
-An ancient grove of interconnected trees uncomfortably close to one of the entrances to our cave system.
-The remains of an abandoned old-world facility that a peculiar group of outsiders have traditionally visited with some regularity.

Attempting to invest them in any of the places carries its own chance of success, risks, and rewards. It's also possible that further scouting or allowing the horde to continue wandering may reveal other suitable options.
>>
Rolled 42 (1d100)

>>2310756

>Mother Mira
"While the Council leads, it deserves noting that we have NOT based any hives near our cave system before...and for good reason. While it would provide readily accessible resources, if any force took the mind to annihilate them we would bear risk of discovery.

Think carefully on the value of being unknown and risk of discovery, should you choose the nearby grove."

>Alert!
-Some of the entranced Shamans have reported of feeling something...momentous happening outside the range of our normal surveillance. It is unclear whether this bodes ill or good.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 3
>Resource Points: 6
>Pop 700 Grave Mutants
>Military 600 (50 Dispatched)
>>Food: Very Good
>>Water: Plentiful
>>Morale: Good
>>Medicine: Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [5], Zombie Compost [Plentiful], Fungal Materials [Plentiful], Monster Materials [Average].
>>
>>2310669
>Of more concern are the 'Controllers', which are usually at the hearts of the largest gatherings of the Dead. Our manipulations of the hordes have never been discovered outright by one, but the infiltrators in swarms have certainly sensed an intelligent entity's wrath during their work on more than one occasion. We've killed a handful, but they are canny and difficult to identify even for us.
I bet it stands to reason not letting people discover us, especially even among smarter zombies, is a priority
>>
Rolled 5 (1d100)

>>2310776
Location Choice:
>-A grotto with a waterfall near one of the bandit forward bases
If we ever need to deal with the bandits, this is a good way to be prepared.

Action 1
>-Polimbic Lymph
See if we can mutate a few followers into a kind of "Death Spitters" who can lob blasts of this acidic substances at enemies!

Action 2
Figure out a way to deal with those monsters. Send scouting teams to observe for weaknesses or targets of opportunity. If you happen to kill a few monsters too, no one will be the worse for it. We need to try and conserve the Zombie horde as much as possible.
>>
Rolled 49 (1d100)

>>2310756

>D. Research
For sure we should see about farming or ways to better gather sources of Hurknoth lungs. It will aid in zombie task and water. Which I feel we must work to. So our base is better off from siege viva the dark waters in our tunnels. Hopefully Mother Mira will be up to the task. Once refined this could help with the smarter undead.

>G
Aid the hordes to lessen lose and give a bit more time to find the best home for them.
>>
Rolled 21 (1d100)

>>2310784

>Mother Mira
"It was before my transformation that some things were decided on by the Ancestors, and those memories are lost to me.

One of those old decrees is that we remain as unknown as possible until the Ancestors show that it is the proper time to emerge, through the prizes brought back by our ceremonial hunt.

Though necessity has made this rule somewhat pliant in the past as regards outsiders, with our members enshrouding themselves in disguises to commune with other fellow mutants...we have NEVER allowed any of the Dead to know of our true nature. It is an absolute, and it it because of the Controllers. They despise the Zed bandits who imitate our control with vehemence we can feel even from here. If they ever found discovered that our entire race stands well poised with the potential to usurp their control of the hordes, they would stop at nothing to find us and wipe us from the face of this blasted planet.

There is even rumor that some interpretations of our ancient legends lay blame for our existence in hiding here underground at the feet of having been discovered in such fashion before. Whatever the case may be, you can expect even the most loyal of our number to disobey any orders that they feel might result in such a thing happening."
>>
>>2310810
"These 'Controllers' who are they? What do we know about them and their ways?"
>>
>>2310797
I was thinking bandits as well. Tho I hoping with one more turn we can be sure.
>>
>>2310835
We will need to regrow the zombie numbers naturally, and one of the chief ways to do that is humans. I'm not sure if there are other ways zombies can grow more zombies besides infection, but I wouldn't be surprised if there are.
>>
Rolled 95 (1d100)

>>2310815

"...

They are the zombies of whom we know the least, for they surround themselves with the peculiar zombie mutants that are best with detecting us. The few that we have killed, rather than subtly shooing away, even still did not reveal much. The Mind-Meld fungus reacted to their presence in much the way it does to us, but communion with it never revealed anything of us. Physically they do not usually appear as any different from any other zombie...though patterns can be read in the way the horde bunches by our most skilled infiltrators that helps to locate them. We rarely run into them unexpectedly though despite their stealth, as any horde lead by one has a distinct...taste to its behavior and flow.

When they ARE different from the rank-and-file they are usually quite distinct, but follow no observable pattern in their physical form. These are exceedingly rare though, and we steer far clear of them and their subjects.

Both sorts share common behaviors though, chiefly is their tremendous cowardice. This is their main strength, and chief weakness. If you can convince them of their personal danger, or the likelihood of loss of their horde they will instinctively panic and flee while blending in with their fellows.

This is the correct time to strike to take one down. When they are distracted, and accordingly so are all their subjects. Even the special ones. The sole monstrous Controller we have killed was taken in this way. Its defenestrated and artfully reconstructed corpse is what composes the Chief's throne even today."
>>
Rolled 48 (1d100)

>>2310838

The only zombies that do have some form of...natural population growth are fungal zombies. It's not really properly natural growth, nor is what's produced really properly more of their population. Fungal hives have been observed to be adept at regrowing savaged bodies and tissues of discarded meals though, and so it's simplified as small passive growth.
>>
>>2310852
Could we throw severed body parts and bits of gore into one and get out new zombies in exchange?

That might prove opportunitous. If we can't infect humans alive, then we can still use their corpses even when mangled. Or perhaps the body parts of monsters for example.
>>
Rolled 37 (1d100)

>>2310864
If you made deliberate efforts to feed a fungal hive, you would get significantly diminished but noticeable amounts of return on your investment. This is an interesting departure from the behavior of other types of hives, which are generally just notably less aggressive when fed (though other types of hives do possess different abilities in manipulating corpse parts). Monster parts are generally resilient to infection, as are monsters themselves, and just produce better fed zombies rather than more.

Strangely fungal zombies are quite rare here. Most seem to be of the parasitic nature, though their dominance is not extremely expressed over viral zombies.
>>
Rolled 4 (1d100)

>>2310806
Vote
>>
Rolled 84 (1d100)

>>2310806
>>2310955
I'll switch to support this
>>
Rolled 82 (1d100)

>>2311007
>>2310955
>>2310806
Vote
>>
Rolled 2 (1d100)

>>2310806

>Investigate ways for harvesting Hurknoth Lungs. [LOCKED]

>Defray the attrition effects on the zombie hordes. [LOCKED]

Writan'.
>>
Rolled 54 (1d100)

>>2310776

Your forces decide that the best way to go about researching Hurknoth would be first to find a reliable supply. While you are by no means masters of monster husbandry, you nonetheless manage to trail several of the creatures and gather more information on their behavior.

Tracking and locating concentrations proves to be more difficult than would've been hoped. The animals exhibit extreme sexual dimorphism, and only the larger and considerably more ferocious females have useful components. Females are typically solitary, the large insect-like creatures roving over an area that is defined by several nesting locations, each of which is defended in the female's absence by clusters of males which swarm over any attempted intruders. The males are easily crushed but their ichor rapidly solidifies on the attacker and triggers a scent-summons to other clusters of males, quickly resulting in most foes being immobilized and cocooned before getting dragged into the nest as an offering for the female when it next stops by.

All of this makes them difficult to locate or cultivate for any specific harvesting, and to compound the problems they are a new arrival only just coming to your area. However, you identify several nearby nests and note the direction the species seems to be expanding from.
>>
Rolled 53 (1d100)

>>2311104
Other forces, meanwhile, are dispatched to help the various groups of zombies fare better against the monster hordes that beset them. Your handlers effectively merge several of the largest groups into a fairly sizable herd, which will move slower but suffer considerably less from monster attacks.

The new herd has lost most of its momentum in the process of forming, however, and is now milling about in a series of flooded buildings to the east of your cave. They are closest to the old-world facility, and furthest from the grotto near the bandits, but can be easily influenced to go in either direction at this point.

>Alert!
-Your civ members grow increasingly worried at the delayed return of your hunting party, with some grumbling that perhaps the Shamans' revelation referred to the death of your other hero.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 4
>Resource Points: 6
>Pop 700 Grave Mutants
>Military 600 (50 Dispatched)
>>Food: Very Good
>>Water: Plentiful
>>Morale: Good
>>Medicine: Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [5], Zombie Compost [Plentiful], Fungal Materials [Plentiful], Monster Materials [Average].
>>
Rolled 16 (1d100)

>>2311124
That's it for posts tonight, folks. Thanks for playing! I'll be around to answer questions, but we'll resume on friday afternoon.
>>
Rolled 75 (1d100)

>>2311124
Hm... near the bandits feels right for the pick. The old world facility could be a back up base that's trapped. Current thoughts is

>G
Prep the home for the zombies.

>E
To ease the worry of our people. We shall send some teams to search for our hero.

---

>>2310797
Once we get the hero. Thinking we can get some mats. for using Mutagenic Brewer. Then with more monster parts and the hunter helping to get them. We should try for the acid research.
>>
Rolled 19 (1d100)

>>2311332
When you say 'prep the home for the zombies' what do you mean exactly?

Keep in mind that zombies are very low maintenance so far as facilities go, most hives start out as just...kind of a place where a SHITTON of zombies are all hanging out. It's only after quite some time and through some mechanism that's not understood that hives become something more.

You can, of course, modify the location in some fashion if you want to encourage certain traits in the zombies. You could also try to make it more spacious or hospitable for them, but your members have lived their whole lives in the Cave so they're kind of piss poor at construction.
>>
Rolled 48 (1d100)

>>2311971
My apologies. I meant it in how people go into a new home and make sure it's ready to move in. So in our case it would be check for traps, monsters, and other undesirables. If we can groom them and some way from our long history with zombies. That would be even better.
>>
>>2310150
>>2310186
>>2310567
Sup. Nice to see someone saved up the initial rules for player and they keep circulating /qst/
This is Marie and here is the summary of what was happening: https://pastebin.com/USkiUHvC

Also, I guess I will join this particular quest, since, well, it's on and it's by Strelok.

>>2311124
>>>>>E. Explore in a direction/something.
Send look-out for the missing hunting party
>>
>>2312018
I guess I've got someone on campus who posted this! Guess it's time to find that person.
>>
>>2312018
We get two actions with luck on our side ( roll 1d100), hopefully.
>>
Rolled 14 (1d100)

>>2312018
>>2312021
Rollan
>>
Rolled 30 (1d100)

>>2311332
Vote
>>
Trying to think of anything to talk about since we have to wait till Friday. Seems a bit too early in the game to think of a lot of future plans.

Those two monsters we found are definitely nice pick. Give us some breathing for water, helping blend with zombies, and some ways to deal with Future Weapons with metals.
>>
>>2312851
To be fair, our immediate future is fairly simple. Expand our current home caverns and fungal farms while converting zombies to be fungal harvesters, enabling us to have a larger population and potentially freeing some workers from harvesting assuming we don't use an entirely zombified harvesting system already. Then we can look into taking advantage of the zombies in other ways such as brutes helping us gather wood on the surface and such.

Longer term, we should probably work on improving our mindmeld fungus. That way our population will be more unified in purpose and therefore more efficient in their efforts. Ideally we can figure out a way to construct connective tendrils of such fungal matter between different bases as we expand, enabling our various outposts and colonies to interact constantly, avoiding any issues with communication lag that such low tech civilisations always suffer.
>>
>>2312851
We can always talk about things we want as well.

I want a Witch Doctor vibe thing (even though we didn't pick him). I wonder if we can at least maybe train some amateur ones.

War drums, psychological warfare, the works.
>>
Rolled 86 (1d100)

>>2311998
Well there's one idea for a way you could 'prep' the location that seems just terribly obvious to me.
>>
Rolled 19 (1d100)

>>2312018
The hunting party is likely going to remain missing (barring crits) until the 2nd hero unit is chosen.
>>
Rolled 24 (1d100)

>>2313515
Oh yeah we still needed 1 vote for the hunter. Since they need 5 votes to lock.

>>2313508
Fungi?
>>
Rolled 58 (1d100)

>>2312940
Zombie harvesters do the grunt work of harvesting, and those that you currently have have done it for a very long time so even their three-quarter dead zombie brains have learned how to do it fairly well. Interestingly the stories told of how they came to be trained seem to suggest that attempting to teach them that harvesting better would see their dinners be larger...utterly failed. Instead they have simply gradually learned how to better manipulate their scoop-arms in their futile but constant attempts to feed themselves.

Zombie-powered automation unfortunately lacks nuance, and so the food preparation and preservation steps must be performed by tribe members. These tasks are mostly performed by your children, the handful of witch doctors you have, and Mother Mira's various apprentices or prospects. The children that display the most aptitude tend to be recruited by Mother Mira as possible brewers themselves.

>>2313542
Now here's an anon who can think like a tribal, who can kick almost anyone's ass in familiar terrain...AND a mutant, who has adapted to thrive in environments that would make others weep just to know they exist.

Play to your strengths, especially when they are to the detriment of your enemies, and you'll become a force to be reckoned with in no time.
>>
>>2313609
What direct benefits does the presence of fungi give us in a combat sense? Are they very harmful to others? Do they have a natural spread or are we just looking at manual seeding? All current levels, I guess we could engineer/research more desirable fungus traits and bennies.

Maybe our strat is aggressive fungus expansion-let the spore winds blow.
>>
>>2313609
Good to know but you failed to comment on my longer term idea. I want to work out just what the mind meld is doing for us and where we can improve it.

I am also curious as to our general tech level. For example: would a pulley / winch be beyond our understanding? Do we have any experience working and smelting metal? I want to get an idea of what tribal really means, since this is the first time we've really ever done this sort of thing and knowing what we can reasonably construct or develop will enable us to more effectively plan.

>>2313755
>What direct benefits does the presence of fungi give us in a combat sense?
I mean, one of our kinds of fungi is called mind-meld. It is a part of both of our communications section and our defences section, implying it is very useful.

>Are they very harmful to others?
A large portion of our defences section is made up of fungus of all sorts. Along with a large portion of our weapons.

>Do they have a natural spread or are we just looking at manual seeding?
Logically speaking they must, or else our tribe would be near constantly dedicated to their maintenance.

>All current levels, I guess we could engineer/research more desirable fungus traits and bennies.
Yeah. That is one of the great things about this system: there is no hard cap on your tech, even for biology, it's just a matter of having the appropriate heroes and enough raw ability to develop solutions / scientists to throw at the problem. If we have enough time and resources, almost anything is possible.

>Maybe our strat is aggressive fungus expansion-let the spore winds blow.
Maybe if we infest some of our zombie brutes as spore carriers, we could use them to start new colonies of our people...especially if we can train them to tunnel into the earth and create new cave networks for our people to live in. Although there are zombies more appropriate for that role certainly. It's also quite useful to note that in the harvesting of useful monster parts, we are probably getting loads that could be used to encourage fungal growth if nothing else by rotting.

But yeah, fungal blooms would certainly be a method for spreading our fungus to new regions in advance of our actual people. Although it could attract a bit much attention...
>>
Believes the current actions needs one vote or two for the other.

And we still need one more vote for the hunter or swapping 5 total for a different hero.
>>
Rolled 87 (1d100)

>>2311332
I'll back this then so we can get a move on.
>>
Rolled 84 (1d100)

>>2315415
In fact I /pointedly/ failed to comment on your longer term idea. Perform research on the Mind-Meld fungus in order to figure out what it exactly it does...you may find interesting things. There's also another idea you had that I pointedly didn't comment on, it's no fun if I explicitly tell you all the best ways to use your stuff without you putting forth effort to find out.

You can also ask or pose these sorts of ideas to your Hero(es) at any time to get their feedback on them.

As for general tech level...aside from the specialties detailed under your Tech section you have typical Post-Apoc Tribal level of technology. You understand mechanical concepts, and are in fact fairly advanced in their applied form (especially as applies to, say, trapmaking) but you have not necessarily made lateral conclusions as to all the places you might could use these concepts because 'theory' is not an idea you grasp very well.

You know how to work and smelt metal, however your tribesmen are far from experts in the practice. You know a few basic alloys, but that's mainly in a "a piece of salvage from this part of a certain thing and that part of another thing produces metal that holds a better edge". Your alloy spears are rather high quality, composed of a collapsible tube so that they may be hidden when you are blending in with zombie hordes, but they're the best metalworking you've got too and rely on resources in their construction. You couldn't get access to metal and make them because you lack the proper tools and skills to manufacture what it takes to create the components that make them collapsible. Both of these could be acquired given effort, but as mutants and tribals you excel in coming up with alternative solutions to such problems.

For instance, your alloy spears are typically tipped as per personal preference of the wielder. The most common is teeth from a particularly ferocious truck-sized worm-creature that likes to nest itself among the roots of mangrove trees, and has been observed to tear through tank armor as if it's paper. Also common are the tusks of a tree dwelling humanoid reptile that would appear to be dull bludgeoning instruments at first glace...but upon actual application to unprotected flesh they have been observed to absolutely denature their unfortunate victims. The skin and flesh underneath seems to be minced so fine it simply turns into fluid even at the slightest touch, and the effect of dragging or stabbing such a tusk into someone it truly a horrendous sight to behold. Toxic fangs or stingers which never seem to run out of venom of poison come in third for popularity. Often times the possession of an alloy spear, and whatever it's tipped with is regarded as a status symbol.
>>
>>2313515
I'm aware of that, but the joy of quests is the room for doing things for purely roleplay value, while in builders that means getting shanked by other players
>>
Rolled 87 (1d100)

>>2313755
This anon's: >>2315415 points are the gist of it.

While your tribemembers have grown accustomed, even fond of the Cave's environment it is in fact incredibly hostile to unadapted life. This is somewhat deliberate, as your members have cultivated and bred harsh fungi over the generations as defense or alert mechanisms. Less hardy creatures that stumble near the entrances to your cave quickly succumb to the menagerie of toxic, hallucinogenic, phermonically charming, and etc. spores that it exudes. These corpses are often then disassembled by the various insects that also call the cave home, and brought back to those various hives...which are in turn harvested for food, resources, or as feedstock for the fungal farms by your members.

Tribals and low-tech doesn't mean stupid, I don't know if I'm hammering that point home hard enough with all this explanation.

>>2311332
>>Prep the home for the zombies [LOCKED]
>[Seed with fungi?]

>Y
>N

>Send teams to search for our hero [LOCKED]
Writing.
>>
>>2305342
Anyone have objections to the Headhunter? We should vote in our second hero
>>
>>2315926
>In fact I /pointedly/ failed to comment on your longer term idea. Perform research on the Mind-Meld fungus in order to figure out what it exactly it does...you may find interesting things. There's also another idea you had that I pointedly didn't comment on, it's no fun if I explicitly tell you all the best ways to use your stuff without you putting forth effort to find out.
I know, I know but I'm out of habit for this. Good to know at least some of what I've suggested is good or viable...means I can convince the others to back it.

>You can also ask or pose these sorts of ideas to your Hero(es) at any time to get their feedback on them.
Yeah but I'm always addressing other anons when I have these ideas and thus don't want to break discussion to ask a hero's opinion. Still, something to do in future.

>As for general tech level...aside from the specialities detailed under your Tech section you have typical Post-Apoc Tribal level of technology. You understand mechanical concepts, and are in fact fairly advanced in their applied form (especially as applies to, say, trap-making) but you have not necessarily made lateral conclusions as to all the places you might could use these concepts because 'theory' is not an idea you grasp very well.
Yeah I was assuming you'd say that. Still, that means with the right heroes and motivations, we can greatly improve just by reducing the amount of manpower we are wasting on automatable activities as we grow and develop better methods. Although I have an idea to augment this further but we'd need to find a more technologically capable group to help us...gonna pull some Meji restoration shit up in here...

>Metal working and our limitations regarding the actual processing of metal outside of salvage
Yeah that could be a problem but seeing as we lack access to metal currently, it's not like it matters.

>Both of these could be acquired given effort, but as mutants and tribals you excel in coming up with alternative solutions to such problems.
To quote George S. Patton, "Don't tell people how to do something, tell them what you want them to do and their creativity will surprise you". Our people must thrive or die, thus we must solve our various problems with what is at hand. In our case? That was zombies and fungus.

>Spears and our culture surrounding them.
Interesting...that first creature's effect could have a most amazing industrial application in the processing of trees, seeing as they'd carve far better than any conventional saw we can produce.

>>2315973
>[Seed with fungi?]
>Y

>>2316009
Only that it means we won't have our special hero.
>>
Rolled 5 (1d100)

>>2315973
While I worry about making fungi zombies. I think we will be better off doing it.

>Y
>>
>>2316039
>Only that it means we won't have our special hero.
?
We have two hero choices don't we. Is there a better hero than headhunter you have in mind?

>>2315973
>Y
>>
>>2316106
I believe they are talking about the Far-Gone. Which we probably have a chance of getting at some point later.
>>
>>2316106
This anon(>>2316156) is right.


Although we can get the far gone later most likely, my main problem is that'd require us figuring out what makes them and then doing that which is a far more arduous task compared to getting, for example, a witch doctor or war chief. Since absorbing or unifying with another tribe would achieve that potentially.
>>
Rolled 90 (1d100)

>>2311124

A near-adolescent child of the tribe, dressed in a fungal-mat derived tunic stands on a ledge overlooking one of the main potion-making chambers. Her hair is already growing patchy, dark stains and crusts resembling old bloody wounds mottle her pale exposed skin, and her belly is distended as if bloated from the gases of decomposition. It is clearly nearing her time to come into the full swing of your mutation, but it is not yet. Her eyes still shine remarkably sharp and clear rather than the milky-white of an adult, pupils dilated so wide as to wipe out any iris color in the darkness of the cave. An indistinct figure pads up the stony incline behind the youth. Lines of beetles and ants seeming to move their path preemptively before each silent step has been taken, finally the figure stands still in the obscuring darkness beside the child and speaks with a soothing voice that seems almost entwined with the soft atmosphere of the cave.

"Tell me, my child, why do you stare at them so intently?"

The youth looks to the Mother Mira beside her for a moment, then turns back to stare at the men steadily emptying the chamber below of various vessels filled with spores, mushroom caps, toadstools, and all manner of various fungal materials. The child's voice comes out as a clear and composed falsetto, cutting through the darkness and the low hum of insect activity like a knife.

"Mama Mira, this is the chamber where you told me to put all of MY gatherings...a-and now they're taking all of them. They're taking them away, they say to somewhere beyond our home, outside the cave."

The young child begins to choke up and her eyes start to cloud with the beginnings of tears, but she continues.

"I-I wanted to stop them Mama. I tried to tell them that I gathered all this, that...that the Mindmeld would feel the loss. That y-you told me we were here to care and cultivate what our Ancestors had discovered and left us here. That they had no right to take the cave's bounty, and throw it out into the world uncared for!

...But they told me it was for the good of all our Final Grave, and by command of the Council too. I still don't understand why they must take MY clippings." the last sentence comes out as a pitiful, petulant whine which only a child with no experience of the greater world might fully express.

"Well they came for your clippings specifically because I told them to. My dearest Alba. You would be wise to contemplate why I might do so. Meet me in the master chambers when you have an answer."

The child jerks her head towards where the shadow had been just a moment before but the figure has already disappeared without a sound, not even leaving the puffs of spores from footprints behind. Alba looks back down the empty passageway for a moment longer nonetheless. When she turns back to resume her observation of the tribesmen unloading the fungal stockroom, her eyes have the barest hint of a twinkle to them.
>>
Rolled 1 (1d100)

>>2316184

A contingent of hunters and tenders has been dispatched to develop the grotto area with a selection of fungi chosen at Mother Mira's suggestion, though Mother Mira did not accompany them herself. The materials have been mostly moved to the location, but further turns will be required in order to distribute and cement the fungi's hold in the area.

>>Would you like to dispatch other forces as well, to guide and guard the zombies?
>>[100 Military] will be dispatched until the zombies reach their destination
>Y
>N

Meanwhile we have also dispatched teams to search for our missing hero. The various pack leaders consult with the shamans for counsel on where to direct their search one-by-one, and leave according to the visions of the seers. They will return in approximately 3 turns if their search is unsuccessful.

>[100 Military Dispatched]

>Alert
-The seers foretell a grand storm will wash in from the barren deadlands to the south. They do not know what it will bring.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 5
>Resource Points: 6
>Pop 700 Grave Mutants
>Military 600 (150 Dispatched)
>>Food: Good
>>Water: Plentiful
>>Morale: Good
>>Medicine: Below Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [5], Zombie Compost [Plentiful], Fungal Materials [Very Large], Monster Materials [Average].
>>
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Rolled 41 (1d100)

>>2316229
Oh goody, the first 1. Carry on, carry on, players. Nothing to see here.
>>
>>2315973
>These corpses are often then disassembled by the various insects that also call the cave home, and brought back to those various hives...which are in turn harvested for food, resources, or as feedstock for the fungal farms by your members.
So if I get this right, it means that whatever the humanoids wandering around the cave were carrying on them and isn't edible/organic, is somewhere in the hives of insect native to the cave?
Long story short - it means we can actively search for those things, even if they are most likely being junk metal and alike, but hey, maybe we will get lucky.
>>
Rolled 82 (1d100)

>>2316229
>Y
With the storm the undead will need a bit of help to keep their numbers.

>B
We'll need to shore up the base from the storm.

>G
Keep working on the new home. Then we pray it will hold our in this storm.

---

So where are we on the hero? I get the feeling we need that pick sooner than later. I'm personally still locked on Headhunter. Having a hero who gives combat heroes a run for their money will be nice. Since we have the mother for growth.
>>
Rolled 71 (1d100)

>>2316229
>>Would you like to dispatch other forces as well, to guide and guard the zombies?
>>[100 Military] will be dispatched until the zombies reach their destination
>Y

>>>>>D. Research technology.
We must improve our understanding and usage of the mind meld fungi.

>>>>>B. Try to improve the base
We shall continue to prepare the hive for the arrival of it's new inhabitants.

>>2316238
Welp, this odd to be fun...

https://www.youtube.com/watch?v=0oBx7Jg4m-o

>>2316274
We do that already, given we are harvesting the insect nests for food and resources.
>>
>>2316229
Did our Medicine lower do to the home prep?

So did our food. We'll need to hunt or work on new settlements for grow food out put. Assuming the cave has little room to expand the farm.
>>
Rolled 84 (1d100)

>>2316287
Unless you come up with something specific or do some research to create a write-in and fluffed strain of fungus your base defenses are capped out.
>>
>>2316229
>1
Well fuck me and our civ...

I would say D. Research technology to work on Mind-Meld. It would be good to know what this stuff even is in practical terms.
Also, considering the nat1, it's Morton's fork with sending military to guide and guard zombies. If we won't, chances are the zombies will fail. If we will, they might still fail, while our local defenses are even thinner.
I still say it's worth the risk to send the military anyway, because there is a chance to get something out of it and not waste the whole operation, while keeping troops means we are endangering the whole action.

So for dispatch:
>Y
and
>>>>>D. Research technology.
Study Mind-Meld

But feel free to do whatever, I'm just stating aloud my worries.
>>
>>2316301
Oh so no worry of flooding from the storm then?
>>
>>2316293
But we aren't deliberately searching for anything, don't we? Just picking what we need at the time, and mostly looking for food and matter for fungi
>>
Rolled 42 (1d100)

>>2316299
Your medicines and food both are composed substantially of fungal materials, a large amount of which have been delegated to seeding the grotto.

>>2316304
Who said it was going to be a storm of water and thunder?

>>2316229
>Dispatch forces to guard/guide the zombies [LOCKED]
>>
>>2316299
It makes sense, our food and medicine is fungus and we're prepping the new hive with all of our appropriate strains. Also we can always expand our farms by expanding the caverns. It's just a matter of making that part of the process more efficient.

>>2316301
>capped out.
If this pun wasn't intentional I am sad.

>>2316302
Fair enough man, honestly it's entirely possible the 1 won't hit us anytime soon.
>>
>>2316304
>Post Apo Civ builder
>Storm is coming
https://www.youtube.com/watch?v=5C6GZQ7UNaU
I'm getting too old for this

tl;dw - troubles inbound, especially considering the nat1
>>
>>2316307
>But we aren't deliberately searching for anything, don't we? Just picking what we need at the time, and mostly looking for food and matter for fungi
We're taking everything we have a use for. We're tribals, the second best scavengers in this universe and that is mostly because of our creativity. Fact is metal is an incredibly valuable thing for us, so I doubt it's being left behind.


Anyhow, if we advance the mind meld enough, we can have the bugs bring us the shit they get! Symbiotic hive mind ho!
>>
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Rolled 66 (1d100)

>>2316312
Fair. I made an assumption do to "wash in" and took it literally.

>>2316293
So I'll swap to this action.
>>
>>2316324
I would still give it a try when we will have a free action. Or do what you've spoilered, because this might give even weirder results. And weird in case of this civ is good.
>>
Rolled 20 (1d100)

>>2316327
Oooh, that's good.

Did I mention you can receive bonuses to rolls/actions for good art as well as fluff? And there's a boon on the line if a good starter pic comes along.
>>
>>2316341
To be fair, there's evidence of what I'm talking about being fairly easy to achieve. Consider that these various bugs are a significant threat to intruders, yet we manage to harvest from their hives without significant loss for either party.

Consider the fact that Strelok mentioned here >>2316184, that not only do we have these bugs existing alongside our civilian population, they also "move their path preemptively before each silent step has been taken" implying that they are very aware of us and potentially we are already acting on a subconscious level through the mind meld fungi.


For all we know, we've reached a low level hive mind and every part of our society (which would arguably includes our bugs and fungal defences) works in a symbiotic manner. In which case our efforts will mostly be directed to extending this to new species and developing it's utility.
>>
Rolled 64 (1d100)

>>2316293
Vote
>>
>>2316293

>>Research the Mind Meld fungus [LOCKED]
>>Would you like to assign Mother Mira to assist in this?

>Y
>N

>Continue to prepare the grotto for the incoming zombies [LOCKED]

Writan'.
>>
Rolled 28 (1d100)

>>2316812
Oops, dropped the dice.
>>
Rolled 31 (1d100)

>>2316812
>>Would you like to assign Mother Mira to assist in this?
>Y
>>
Rolled 9 (1d100)

>>2316812
>>
>>2316876
>Y
>>
Rolled 8 (1d100)

>>2316812
>Y
If it's not gonna over work her.
>>
Rolled 55 (1d100)

>>2316229

Two large figures clad in loose-fitting rags which obscure most of their bodies crouch and laze on the branches of a tree overlooking the grotto where your men work One is clearly larger than the other, though they are each easily half again as large as one of your tribesmen. The smaller one watches the movements of your tenders intently through binoculars for several minutes in utter silence but clearly mounting stress as the larger scans the treeline and ground with seeming lassitude. The smaller one eventually stows the viewer away in a sling next to several large-caliber handguns haphazardly strapped to his oversized bodu, rapid movements giving away his agitated state.

"Hmmm, What's this here that you think they're doing that's got you so agitated, brother?""

"I don't know. They smell of death and deep rot to me, and look just like zombies too. Never seen zombies do...whatever it is they're doing down there though."

"Looks like they've got a bunch of...mushrooms. You know, doesn't the primer say the fungal zombies are weird? Maybe that's it?"

"Shit man, I dunno. Smells like bad juju to me though. We need to get back and tell the Warlord."

"Why don't we just call it in?"

"You fucking kidding me? On the radios" one of them pulls out what would be a palm-sized radio for a normal person, which is barely as large as one of its fingers "that THEY gave us? I don't trust those fuckin' bandits not to put bugs in these things for a heartbeat. And the boss'll rip our heads off sure-as-sure if we let THEM know before he does."

"Ah, shit hadn't thought about that. That's why you're the smart one and I just do the fighting, bro. Best take the ground though, I saw a pregnant Megaskrint crawling around in the treetops a bit ago. Eggs'd still be fresh and hungry...and you remember how that went last time."

The duo drop proceed to climb down from the treetop with practiced speed and ease, and for the first time two large appendages on each of their backs that appear to resemble...folded, leathery wings are revealed. The appendages flex and move to assist them in keeping their balance as they climb. They jump the last 10 meters off the tree trunk to the ground and land with very little noise despite their bulk. After quickly scanning the surrounding underbrush to satisfy themselves that nothing had noticed their descent, the two set off at a quick trot away from the grotto as your men continue their work.
>>
Rolled 63 (1d100)

>>2316946

After a few moments, the leaves and moss covering the ground among the tree's roots stand up. Ten of your warriors are revealed, camouflage flaking from their pallid skins, spears and blowguns readied.

"I always thought Megaskrint eggs tasted best
when you wring the young from them freshly hatched." one says, quietly.

They share a quick, silent glance among themselves and all nod in agreement before one retrieves a vial from his pack and snorts some of the powder inside. The veins running across the tribesman's skull quickly turn dark blue, showing through his skin, and his eyes take on a purple hue.

"Yes, I can see them now. Their hearts beat fast for being such large, dumb brutes. They have not gone far, we can easily outpace them."

"Good, brother. I shall pray for guidance from the council briefly, that we may know how we should proceed."

>Alert!
-Two foreign scouts have observed your operations at the grotto
-They are only 2, but appear well armed, have unknown mutations, and are half again as large as any of your warriors.
-You have 10 warriors available to respond.

>>>What do?
>Attempt to capture them
>Attempt to kill them
>Attempt to talk to them
>Other?
>>
>>2316946
...huh...if that is all the 1 did, I think we got off very lightly...


>>2316994
>Attempt to talk to them

Zombies don't talk so at least we can be certain the Bandits won't come down on us like we're a horde of them.
>>
>>2317014
Actually, changed my mind:

>Attempt to capture them
>>
Rolled 67 (1d100)

>>2316994
>Attempt to capture them
>>
Rolled 52 (1d100)

>>2316994
>Attempt to capture them
>>
Rolled 80 (1d100)

>>2317026
>>2317042
>>2317083
One more roll please.
>>
Rolled 68 (1d100)

>>2317093
>>
Rolled 70 (1d100)

>>2317093
>>
Rolled 73 (1d100)

>>2316994

https://www.youtube.com/watch?v=sltp-4WIbUE

Your men dart off quickly, feet kicking up small explosions of mucky water from the inundated ground as they move to surround the pair of intruders. They weave their way through the trees and puddles of the swamp in complete silence, dashing across logs and swinging over unaware bottom-feeding creatures by tree limbs and vines.Their progress is rapid, and as they near the pair they split into trios with the drugged-up warrior leading a group of 4.

The leader signals other two groups to ascend into the tree tops and flank the enemy before diving headfirst through a wall of foliage and emerging into a small clearing, the two foes directly ahead. The smaller one barely has time to turn his head to look over his shoulder before the cadre leader's spear is launched in a shallow arc towards it, aimed perfectly to strike the mutant between the shoulder and its strange back-appendage, knocking it off balance and priming it for a takedown. Instead the appendage comes alive a heartbeat before the strike would land home, unfolding as if were some sort of spring-loaded jaw and plucking the spear from the air before it could land home. The sound of teeth-on-metal is heard through the clearing, and the arm-jaw snaps the spear in half. Both mutants drop smoothly into combat stances and turn to face off against your men while drawing their pistols.

"You didn't really think you'd take down a Muzen that easy, did you?"

The leader stares pointedly at the Muzen's large-calibre handgun for a moment before smiling and motioning towards the ground with a finger. The other mutants looked down just in time to see the two spore pods explode into thick plumes of black dust. Retching and coughing immediately ensues.

"I did, actually."

The other members of the leader's group don't even break stride in their advance, watching as the action unfold as they sprint low and unseen through the overgrown grass of the clearing to close the distance. The heartbeat's distraction from the spore grenades going off, which they recognize as a sedative-effect grenade, is all the opportunity needed to subdue the pair of larger mutants. Several swings with spears knock the pair to the ground, and more concentrated knockout powders are administered.

>Success, 2 Muzen captives & gear kits acquired

Sorry that took so long
>>
>>2317397
>Success, 2 Muzen captives & gear kits acquired
Excellent.
>>
Rolled 99 (1d100)

>>2317397

Meanwhile back at the cave Mother Mira and her apprentices dedicate themselves to studying the Mindmeld fungus which is so endemic to your home.

-Mother Mire
"I must admit, I'm quite glad that you have shown interest in this lineage.If you hadn't assigned me to the task I would've taken charge over the research anyway."

You discover several interesting things in your preliminary research, as well as collating all previous knowledge on the subject together. The fungus is by far the most abundant single species in your Cave Lair, and is the only one that is spread through every section of it.

It is very difficult to grow more of, as it grows very slowly, and will only take proper root if there is a variety of other fungi already established in the area. During its initial growth phase it is extremely sensitive and must be cared for constantly, however once mature it is extremely hardy. In fact, so much so that if the Mindmeld fungus body is heavily damaged...other nearby fungi will be drained in order for it to repair itself.

Mother Mira states that she has not ever actually cultivated a batch of Mindmeld from the beginning, all the colonies in the cave were well established by the time she came about. Several test beds have been prepared, so that its development may be observed and mapped out further.

>66

On a whim, one of your members has delved through the old records in the Hall of Ancients with the permission and guidance of the shamans. They have found hints among some of the oldest documents that the Mindmeld was the subject of extensive research when your people first moved into the cave, however subsequently any knowledge that was known of it was lost...somehow.
>>
Rolled 98 (1d100)

>>2317459

Aside from the minor hiccup with the scouts, progress in fungi-fying the grotto proceeds very well. As does progress from the zombie horde, which benefits greatly from our escorts.

-Mother Mira
"You know, I could be of great help personally at that site as well."

>WARNING!
-Our perimeter scouts around the cave report seeing ill-defined, shadowy figures in the landscape and feeling a sense of deep loss. Their attempts to investigate the figures always result in them moving away, and after almost being led into several monster dens they have ceased any general pursuit.

Another turn where you guys have materials to spend instead of resources. Sheeeiiiiit, I didn't account for this.
>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 6
>Resource Points: 6
>Pop 700 Grave Mutants
>Military 600 (150 Dispatched)
>>Food: Good-
>>Water: Plentiful
>>Morale: Good
>>Medicine: Below Average-
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [5], Zombie Compost [Very Large], Fungal Materials [Very Large-], Monster Materials [Average].
>>
>>2317476
>>>>>G. Your choice
Interrogate the prisoners. Chasing shadows bears no fruit, while there are captives already at hand.
Also, do we know enough about mind meld at this point to try to apply it for interrogation, or it's too early for tricks like that?

And guys, remember - we DO NOT know the equipment might be bugged
>>
Rolled 28 (1d100)

>>2318406

You have other means of getting prisoners to talk, but if you have a specific way you want to apply Mindmeld based on what you know of it you can try.

Also the details of your Fungal Overgrowth and Insect Hive Networks remain unnamed partially so players can fluff-up their own strains. Bonus points for the better thought out and symbiotic they all are.
>>
Rolled 79 (1d100)

>>2317476
>G
Mother Mira, before we take you to the site. I need some help with interrogating our two captives.

We need to deal with them sooner than later. So I wonder if we have something to loosen their lips and then kill them or should we play the good guys treat them nice and make a deal.

----
We need to one more to agree on headhunter. So we have that other hero.
---
>G
Since we don't know about these shadows. We'll need to stalk those shadows and rotated our people so they don't get too filled with Dread. If they only move from our actions. I have to assume it's something (psi?) Affecting our mind fungus or brains. Perhaps it's the ghost of our ancestors and we need to put an offering out.

So few thoughts really stick in my mind for what they could be.
>>
>>2318411

>Mother Mira
"It's a shame the old witch doctor is out with the hunting party, he's really the expert in...those sorts of applied techniques. These two seem remarkably susceptible for mutants though, as if softened by outsiders' technology and comforts, simple hallucinogens and a dip in the insect hives should hopefully prove effective at loosening their tongues. It's always fun to watch those unused to it squirm under the Nideth larva, they just don't realize that only makes them hungrier."
>>
Rolled 67 (1d100)

>>2318414
Oops, dropped my dice.
>>
Rolled 65 (1d100)

>>2317476
>>>>>B. Try to improve the base
We must continue to prepare the hive for the arrival of the zombies.

>>>>>D. Research technology.
It would seem prudent for us to find an easy way to expand our caverns. As the difficulty in establishing new mind meld blooms and all of our other fungi suggests we won't be creating new colonies elsewhere with any great speed and growing our population will ease the difficulties of all of our efforts by providing additional workers.


I have a few ideas on how to do this, for example, the teeth of the creature Strelok mentioned here (>>2315926) as being the most common head of our alloy spears which would allow us to carve through stone with ease, given they apparently cut through "tank armour as if it's paper". Maybe we could even attach them onto some sort of modified zombie harvester and therefore automate the digging, although we'd need a human or two keeping watch to prevent them caving in the area they are in as well as to coordinate their efforts.

Another idea involves the "Polimbic Lymph" mentioned here (>>2310756) since it's acid melts through more or less everything except us and fungi. Making it a good way of expanding our caves since it won't damage our fungi but we'd need to either get a stable supply of the stuff and a way to store it or find a way of keeping one of them to harvest it from as needed.

We could also just rely on brute force and use the sheer strength of zombie brutes to dig new caves out but that seems risky, slow and wasteful...
>>
>>2318475
I would back ya, but I feel we need to deal with the shadows and two captives we got first.
>>
>>2318497
Hey the captives ain't going anywhere and as much as I agree about the shadows, I get the feeling we can't do much to them. Fact is, they've not attempted to attack us and if they did, there are two outcomes: one, our defences defeat them; two, we get killed.

As it stands, we are unable to significantly improve our defences without advancing our fungal or other knowledge. So in my honest opinion, we are best off just ignoring them for now while we have more important things to do. Once we've got the zombies set up in their hive (which I then want to send a group of tribals to construct a colony under, to take advantage of the fungal network we've established there) I'll happily back an action to study these things.
>>
>>2318410
You've probably flipped through my manual, so you know how bad my English grammar is. No point trying to fluff things out when the botched tenses will make them sound just pathetic

>>2318497
>>2318512
I insist on interogating captives. They might not be going anywhere and there might be danger lurking just behind the corner, but I would rather know something right now than get completely unprepared two turns later
>>
>>2318512
I get ya about the shadows. Tho a little part of me does worry the longer we wait the more of affect they'll have on us.

As for the captives I stand firm on. Since the longer they are here the more they learn and more chances for them to break out. I rather we end them than risk info about us getting out. Although if we feel like we can make a deal with them. That will have to be a leap of faith.
>>
Rolled 43 (1d100)

>>2318535

Your captives are thoroughly secured in your torture chambers, restrained, blinded, gagged, kept near several blooming sedative and amnesiac mushrooms, and guarded by Mucausoid and tribesmen alike. They aren't learning anything. Their gear has been stashed in one of your caches for such things located near enough your base for easy retrieval, but far enough away that if it's being tracked there is little chance of discovery.
>>
Rolled 32 (1d100)

>>2318562
Oh! Well glad to know our people are on top of everything.

>>2318475
With that bit of info. I'm going to back you.
>>
>>2318534
>>2318535
Fair enough about the captives but as Strelok says, they ain't going anywhere and gear tracking ain't a worry.

Also, if there was danger coming in 2 turns, knowing about it now wouldn't do much of anything to prepare us for it.

>>2318587
Thanks man. I do really want to interrogate the captives, mostly to see if we are in a good position to get tech from their group (which seeing as they equip their scouts with radios, we are) and such but I want to focus on developing a decent core for our civ.
>>
Two question regarding our fungi:
1) How conspicious they are? I mean are they highly visible and distinctive or "shroom like any other" for untrained eye?
2) Can they grow in the open or need shadowed areas?
>>
Rolled 6 (1d100)

>>2318934
1) Depends on the species in question.
2) Depends on the species in question.

You have some that look like royal purple cauliflower, grow in beds, and crackle with faint electric discharges that fry anything that crawls in. They have their own symbiotic insects as well that collect fried victims and bury them so the mycelium can more effectively consume the remains.

Others will constantly disperse flammable vapors whenever they detect movement nearby, and ignite them if physical contact is made. That strain in particular looks like a slick of vomit-colored fur, and is very slowly mobile by moving its hairlike cilia so that it can engulf anything it cooks.

There are also others that look exceedingly similar to edible or safe varieties of mushroom/toadstool/whatever, but emit toxic spores or slicks of psychoactive chemicals or rely on being eaten and then colonize the digestive system so that the creature becomes a spore carrier, etc.

To the untrained eye they almost always look like any other kind of fungus. Fungi in the post-apoc, like most unknown things in the post-apoc, aren't to be trifled with lightly though.

Growth requirements differ by species as well. You have a plethora to choose from though, as the entirety of your cave system from the exposed entrances, to the shaded entrances, to all of the tunnels is inundated with fungal growth after generations of tending by your tribe.
>>
>>2319106
>There are also others that look exceedingly similar to edible or safe varieties of mushroom/toadstool/whatever, but emit toxic spores or slicks of psychoactive chemicals or rely on being eaten and then colonize the digestive system so that the creature becomes a spore carrier, etc.
Great, so I don't even need to ask if we have species like that, since you yourself mentioned this one.
So... what are the requirements? I feel like we can get the whole "spread spores" acting much more effective with using unwitting pawns and animals rather than zombies. As long as this allows the spread to happen naturally, rather than spending continously actions on that.
>>
>>2298775
I gotta give you some credit Strelok everytime I think you're really dead this time you comeback to prove me wrong.
>>
>>2319323
You. Now. Inside the bottle.
We need you for further interrogation
>>
Rolled 8 (1d100)

>>2319315
Well that would require research.

>>2319323
Subterfuge is my specialty.
>>
>>2299571
Its a damn shame how criminally underrated tribal factions are. Only really the QMs know how unique they are. I mean we are talking one of the only factions that not even Craziest Bandits wanna fuck with lightly. They are so wildly unpopular among them. Hell they are literally the ONLY faction outside the Unpopular/Infamous Trio that has that privilege. Mind you, not even the Paramilitary ass kickers are on that list. The standards for it are uniquely very high.

Bandits HATE going up against tribals. They are right up there with Mutants and Robots for 'fuck this'. But unlike the other two bandits strangely enough never officially came to the diplomatic table with them. Instead, it's more an unofficial truce unless the bandits are REALLY desperate.

Only the most desperate of bandits dare to pick a fight with Tribals. Everyone else stays way the fuck away.

Sadly only the bandits know the true terror behind the Tribal Faction archtype. Everyone else grossly underestimates them. Except for the mutants who have a healthy respect for them, but unlike the bandits, they don't go out of their way to avoid them.

>>2299619
I must agree. The Fluff must be clever indeed to explain zombie manipulation. Despite zombies being a bunch mindless idiots they are surprisingly difficult to properly manipulate. Not to say its impossible but it IS a tricky subject.

Its why Zed factions have always been rare in Genieverse.

>>2299686
Government Remnant copied tribal trait. Is a shortcut and unlocks something very unique in the background lore that's been hinted at repeatedly.

I won't spoil what that is though. Suffice it to say its a bit of an easter egg and reference. I have been dying to use it forever but to do so would completely RUIN the surprise...

Still though you gotta trust me when I say its fucking great. I would be a liar if I said I hadn't had similar thoughts about such tribal faction evolving...but you're close to figuring out the secret behind it.

Think on it some more and you'll get it.
>>
>>2318934
>>2319106
>>2319315
>>2319463
Read up and tell me what you think about this as next research/construction goal
>>
>>2319506
For the sake of the game, I'm not saying anything, but I kinda-sorta have bunch of notes and even archived conversations about the game on the QM level, since we had to cram at least bits and pieces of that into builder logic.
I still say Gov Remnant Mutants and Gov Remnant Robots are the most interesting combo.

And people not only dislike Tribals for, well, being tribals, but there is also severe avoidance toward Government Remnant for being "too vanilla" As if GovRemn speciality didn't made them the least vanilla of all factions and Survivors, which are considered weak mostly due to having serious penalty to military affairs - most players just don't like the concept of avoiding combat as a way of surviving.
>>
>>2300767
Zombies actually have a unique position in terms of fluff. Its why they are even considered their own entire Hazard type. Zombies are not by any means your typical garden variety zombie. If they were they wouldn't have survived the Fall and even hang on as a major threat.

>>2301847
This is sadly true.

Tribal factions are extremely underrated but they DO require a very different playstyle. If you can play bandits, cultists, or mutants then you have a decent platform to start with.

>>2301977
If tribal factions can only 'merely' hold their own against other factions. Then bandits wouldn't go out of their way to avoid them.

Veteran players who have played Bandit civs should remember WHY even they took care to avoid picking a fight with Tribals. I know if you think about it you should be able to figure out some of what makes Tribal factions so damned scary even to bandits(who are a bunch of crazy evil bastards).

Mutant players meanwhile...well they also hint about tribal factions but not nearly as much as bandit players. Their stuff is a bit more obscure but it DOES really help explain more about the unique tribal tech paths.

Tribals are one of the only factions who get to start with an unlocked special tech path and are one of the only factions that share some of their tech paths with unusual faction types.

Though come to think of not much a spoiler. Its been directly referenced through a number of civs.

>>2302492
Holy shit Fungal Zombies subtype. What a surprise. I never thought players would have cooked up one of them.

>>2302576
Technically some monsters also qualify who don't have natural pop growth and other hidden factions also share that problem. Ghouls being an excellent example.

Ghouls cannot be born they are made or more precisely cursed into existence.

>>2305600
Since Tribal/mutants won who can manipulate Fungi Zombies for once I am going to help the players by explaining some very important things that you should know.

Fungal Zombies are a subtype of zombies. They are unique in that they are the ONLY subtype zombie who can INFECT OTHER ZOMBIE TYPES.

Yes, this DOES mean you can steal other zombies and put them under your control. Besides that Fungi zombies also have a unique Zombie Lair which is in truth a giant overgrown mushroom patch that releases spores constantly which infects other beings passively.

But unlike the other zombie types, they are AMAZING at Passive Infection. HOWEVER this DOES come with a penalty!

Fungi Zombies have the WEAKEST direct infection among zombies. Meaning they actually suck at infecting people directly. Strange given how their zombies but there you go. This actually has to do with how fungal infections work in people.

Sadly in exchange for being able to hijack other zombie types and convert them into your own...Fungal Zombies have problems with Mutagen factor. Meaning they have a hard time developing special substrains.
>>
>>2319688
In truth, most 'substrains' that appear among Fungal Zombies are actually Hijacked Special Zombies of another type. Its just their fungal appearance covers up their true origins very well.

But there is a special bonus while Fungal Zombies have a hard time developing new strains they have an easier type of Upgrading. The longer a fungal Zombie is able to survive the 'stronger' they'll become passively.

They are the ONLY zombie type that can passively get stronger!

This is due to their Fungal infection which grows alongside the host. In fact its the Fungi aging and maturing/modifying its host that allows for upgrades to be easier to attain...in exchange for it being much HARDER to directly modify the host into something else entirely(hence why substrains are rare among Fungi Zombies).

This means they don't exist.

All these reasons are why Fungal Zombies are so 'rare' their fungal nature makes them much more passive and their lairs are heavily fortified by zombie standards. They unlike other zombies don't spread out nearly as much but instead prefer to congregate together.

Be wary of Fungal Zombie dead. They are highly contagious and will spew forth spores/grow on its own.

In fact, Fungal Zombies actually have 2 life stages. The 'zombie stage' is their first stage of life. The longer they are able to survive in that stage the more 'developed' they will become and why when they 'die' they actually enter the 2 life stage.

Those fungi Zombie hives? Are the end result of their second life stage. They grow develop and mature into giant heavily mushroom stacks (guarded by their 'children') that spew forth spores to infect and expand.

Naturally, this results in other zombie subtypes being especially hostile towards Fungal zombies. While fungal zombie of different strains being hostile towards each other due to them being 'competition' in the truest sense of the world.

This results in fungal zombies being the most isolationist of zombie factions but most well defended of them all at the same time.

Fungal Zombie Hives are a nightmare to face against and they literally radiate infectious clouds of spores as they slowly grow outward.

Fungal Zombies are also unique in most parties that are outside their Hives are actually hunting parties will collect food for their colony. Once they finish hunting they'll retreat back to their Hive. Unlike other zombie types who tend to keep wandering around aimlessly.
>>
>>2319751
As such fungal zombies are in truth 'two' different entities sharing the same body. Their fungi infection and the host it infects. The host shares the typical powerful and constant zombie hunger, but the Fungi infection seeks to sometimes mitigate this(see fungal zombies being amazingly patient hunters/ambush predators) and bring back food to the colony/expand it.

As such they have a hard time mutating but an easy time upgrading. Even if they don't feed at all they still mutate by relying upon the fungi half means of passive feeding!

As such they don't have stable mutations but when they DO mutate it's in abrupt 'bursts'. Otherwise its a slow gradual constant upgrading. Making ancient or especially well-fed Fungal Zombies so terrifying.

Now for tribal factions keep in mind you have the great ability when operating in known terrain and scouting out new terrain. Keep in mind that combat should be less full-fledged waring but rather skirmishing and 'hunting'. Melting away easily and striking quickly. You should avoid direct confrontation and generally make the enemies life as difficult as possible.

I can't explain more about tribal factions without spoiling and revealing too much in-depth strategy that would be considered unfair.

As a rule of thumb fighting IS hunting even against other factions. Direct confrontation works in your enemies favor and not your own. Your own tech might be low but that doesn't mean you can't cut a power armored soldier in half and take out vehicles. Monstrous materials and mutated plant matter are your in key resources but in different reasons then for the mutants.
>>
Rolled 21 (1d100)

>>2319751
>>2319688
>>2319804

Hey hey now Genie, I know you're excited to see fungal zombies showed off but they were supposed to discover...well, all of that over the course of the next few turns as the zombies they're herding are shooed into the fungal patch they're making.

Also the players themselves are not quite fungal zombies. They're...a zombie imitating mutant strain (purportedly developed pre-Fall) who have lived in a fungus-infused cave for uncounted generations. The implications there are all exceedingly FUN.
>>
>>2319688
>If tribal factions can only 'merely' hold their own against other factions. Then bandits wouldn't go out of their way to avoid them.
True but when I say hold their own I mean that they'll be a competent threat.


>>2319827
To be fair, most of what he said was already somewhat known to me from past experience. How is the train of madness's conductor doing these days Genie? But the way he is describing them makes me think we're gonna have a fun time given our skill at manipulating fungi and zombies.
>>
>>2310578
Its the only one. Any other so-called 'civ system' ends up self-destructing very badly to such a degree as to scare off countless QMs.

I am absolutely CONVINCED that whoever 'invented' those so-called systems have clearly not once ever used their own inventions for any actual duration. Otherwise, they would have long noticed the critical flaws in their systems that make it impossible to actually use for any proper game.

>>2310567
It has to do with spoilers. If I really wanted to I could write out a complete strategy guide for every playable faction and reveal 'why' NPC only factions do the things they do.

But doing so would ruin the surprise and the growth of the GM/Players. Once they have the complete strategy guide why bother with any other style of gameplay? Why not read the NPC faction guides and completely counter their actions? Zombies don't have the luxury of functiontal brains and the majority of monsters are little more than savage beasts in terms of intelligence.

Once you know 'why' they operate the way they do than they are no longer a major threat.

Now for the actual system itself I have already posted the system mechanics before and its openware. What I didn't share was the specific details of special types of Civ games(like sci fi and apoc). As well as the potential and possible interactions between the different mechanics(which even I can't say to know everything remotely possible) As I was still caught by surprise on a regular basis by the reactions I saw within and had to calculate.

But that was mostly due to my health and the incompleteness of the system. The barebones system itself was complete however and that is what I released completely. Using the barebones system as a base any time of civ game is possible and it's perfectly functional.

>>2319827
I only revealed the most basic info about that they should already know given their civ specialty.

I didn't get into the gritty details about the upgrading process and the mechanics behind Fungal Zombie infections as well nor how their hives are so...special.

Nor did I reveal the specific strategies that make even bandits run away screaming from tribals and their unusual tech paths. There's a damn good reason why bandits avoid picking fights with tribals, but they are very different from the other two.

Let me guess you want me to share GM only info with you as compensation for helping them right? Just like last time with the ghouls and zombies.
>>
Rolled 73 (1d100)

>>2319999

>Let me guess you want me to share GM only info with you as compensation for helping them right? Just like last time with the ghouls and zombies.
Well you don't strictly have to, because you're right when you say that they'd already know everything you said given their civ specialty. You did take away my ability to flair it up as in-character though, tricky genie you. I'm always happy to listen and jot down notes for future generations though.

Lemme see if I set this shit up right.
https://discord.gg/qxBF9dE
>>
>>2317014
There are such thing as Screechers and smart zombies can communicate perfectly well.

Screechers and their ilk are terrible news. As unlike the typical zombie moans and groans their screeches is able to alert ton zombies at once. The worst part is most screechers look relatively normal for zombies. You tend not to realize its a screecher until it starts howling. Which puts zombies nearby into a frenzy and they come pouring in from all directions.

Think of them as the Alarm System for zombies.

Everyone hates screechers with a burning passion but good luck realizing its a screecher until its too late.

>>2319951
Shitty unfortunately by GoT Quest didn't pan out like I hoped, apparently, /qst/ is not good for politcking and subterfuge. So I decided to do what I do best. Make the players die as much as possible so I finally started that Die Alot quest. Thinking about doing another post apoc quest. Suddenly occurred to me having a Co GM might make it so I can do quests that I haven't been able to since I got sick.

irl health is ever shitty and running out of doctors to see. Seems like I'm fucked and don't get me started on my finances. Being sick ain't cheap and not being healthy enough to work is quite damning. Which is why I been so absent lately been trying to scrape up additional income without actually working and something that I can do despite my health. Options are slim but I need to move somewhere with better healthcare.

>>2319951
If other factions knew what the bandits knew about fighting tribals they too would take care instead of looking down on them. Admittedly they don't have the exact same issues as bandits do when fighting them but it's still enough to force them to be careful.

>>2320056
In character info is best for details or perspective and not for such common basics unless you intend to write out an in-character lecture. Which I have done before admittedly.
>>
Hey strelok you still here?
>>
Rolled 20 (1d100)

>>2318475
Vote!
>>
Rolled 82 (1d100)

>>2318475

>>Continue to prepare the grotto [LOCKED]
>>Would you like to dispatch Mother Mira?
>Y
>N

>Look into ways to expand the caverns [LOCKED]
>>
>>2320476
>Y
>>
Rolled 2 (1d100)

>>2320476
>Y
Probably for the best. Plus she can do research on how it works in new areas. Then we can think about more outpost for us to use.
>>
Rolled 52 (1d100)

>>2317476

Your mutants go about investigating how they might expand the cave and come up with a few possible options for doing so.

>1) Unblocking sealed passageways
There are uncounted passageways throughout your cave network that were long ago sealed by cave-ins, barricades, fungal growth, or any number of other mechanisms. The easiest way to expand the caverns would be to unblock some of these, but it is impossible to know what lies on the other side or why they were sealed in the first place. While this would gain us the most room for the least effort, it also would compromise our defenses to an unknowable degree before we actually did it.

>2) Un-flood the caverns
If we could discover some way to un-flood the vast number of flooded caverns then it would greatly expand our space and likely increase our defenses. This is far beyond our technology, but perhaps we could discover something in the swamp which accomplishes an effect that might lend itself towards this end.

>3) Mining out new caverns
This method would be the most difficult, time consuming, and most dangerous. Unfortunately the effect the worm-creature's teeth have on armor does not translate to stone as well. We should be able to find creatures with materials more suited to the task relatively easily. Ths still leaves the fact that the wisdom of undertaking mining operations in a swamp is iffy at best, and only gets worse with inexperienced miners.

>4) Other?
The shamans have brought up that certain old texts in the Hall of the Ancients indicate that there used to be larger insect strains that patrolled the cave when it was first colonized by our people, and that in fact they seemed to have played a heavy role in expanding the caverns to their current size. They were eventually forced out into the swamp once the cave had been expanded to its current size, as the Ancestors deemed it prudent not to continually expand and run into trouble. We could attempt to relocate these diggers, which would have a natural sense of what not to open, and bring them back...or acquire some new species that would do the same job.
>>
>>2320587
Number 4 seems like the most logical if admittedly least immediate route. Although method 1 would certainly be easy as hell, it would be risky at least until we seal off or eliminate any new risks these sections contain. Method 2 is fairly if not extremely long term so unless we get some tech off another civ or salvage something appropriate, that ain't happening. Method 3 is apparently just a bad idea in general.


So, in general, attempts should be made to find and reintroduce those species of larger insects to the cave. As they will enhance our defence as well as expanding the caves.
>>
Rolled 64 (1d100)

>>2320587

Meanwhile Mother Mira is dispatched to aid in the cultivating of the new grotto, which is coming along quite nicely. A firm bed of multicolored mycelium now carpets the bases of the trees, and a tower of it is beginning to climb up the cascading waterfall that pours into the area in an attempt to exploit the resources in the topscum above.

Mother Mira estimates 2 more turns should see the area sufficiently prepared for hosting the zombies, which are themselves 3 turns away. Unfortunately we will have to wait to introduce the Mindmeld until significantly afterwards, and will preferably perform more research into it in the meantime.

>Warning
-The ghostly figures our scouts report seeing have multiplied, and now groups of them appear at a time to stare at our sentries. They are also not as far away as they were before, though any details on them are still impossible to make out.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 7
>Resource Points: 5
>Pop 700 Grave Mutants
>Military 600 (150 Dispatched)
>>Food: Good--
>>Water: Plentiful
>>Morale: Good
>>Medicine: Below Average--
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [5], Zombie Compost [Very Large-], Fungal Materials [Very Large--], Monster Materials [Average].
>>
>>2320610
>>>>>D. Research technology.
Figure out what the hell is up with these ghostly fucks.

>>>>>B. Try to improve the base
Continue preparing the hive for the arrival of the zombies.

Can we burn materials to accelerate the work?
>>
Rolled 56 (1d100)

>>2320648

>Mother Mira
"This is a birth, my child. These things take time. If you would grant me the use of some of our Rare Fungal Materials though...well I think such an investment would pay for itself in time."
>>
>>2320686
"What results could we expect from such an investment?

And on another point, have you recovered from entrancing the zombie brutes? How easily and how many do you think you could do it to?"
>>
Rolled 81 (1d100)

>>2320757

>Mother Mira
"It's difficult to say, but the higher quality we make this area at the start the more it will pay off over the long term every time it is used. Seeding the area with rare fungi will also make it more resilient against invasion, and raises the chance for new and useful breeds to develop in reaction to mingling with local influence.

Depending on what lives around here it might even lure something rare to come investigate once everything is established."
>>
>>2320610
Told you we should investigate those captives...
Now we are in the spot where we either can continue existing actions (ignoring danger) OR haphazardly jumping at the danger (being unprepared)

>>2320610
>>>>>G. Your choice
Dispatch warriors to bolster existing sentries, but first and foremost try to observe, track and possibly capture or at least kill one of those shadows. Those are intruders on our ground, next to our home and they come and go unmolested!
>>
Rolled 79 (1d100)

>>2320610
... sorry if it's annoying that I'm repeating this, but I kind of want hero here and now for his heroic tier skills. Still need that 1 vote to make it 5.

>G
Time to treat this shadows as SCPs. Gotta understand what we can and then we contain them.

Send small teams to try to hide and see if the Shadows follow or see them even when hidden. Rotate out the guard frequently. So the moral drain doesn't hit them too hard. Those with signs of non effect from the shadow aura. Should be study for trait similarities and what not so we can figure out countering techniques.

Test to see if animals or insects are something the Shadows respond to. Followed by our spores to see how they affect the Shadows.

And by all means other players please Iadd thoughts. I'm not the most verse in studying unknowns.

Act2
I guess will be still working on the home for Wayward zombies.
>>
Rolled 66 (1d100)

>>2321688

Well really the Witch Doctor would be better at dealing with spooky scary phenomena than the headhunter.
>>
Rolled 63 (1d100)

>>2321741
Well true. I really would like us to just have our second hero. It's such a blessing to have two instead of just one.

Tho at the moment I am thinking witch doctor. If we can be smart about keeping our combat down and basically pulling the Mutual destruction game. So no one attacks. Then we'll be granted two logistic heroes. Who will boost us very quickly. Assuming we can trade for the goods and materials we need or gather them without combat Heroes beening necessary.
>>
Rolled 12 (1d100)

>>2305342
Fuck, I'll vote for the Headhunter to fucking finally settle this.

>>2320610
>>>>>B. Try to improve the base
Continue preparing the hive for the arrival of the zombies.
Spend rare fungal material, I'm sure Mira will use it to great effect.

>G. Your choice
Interrogate those damn captives. Start by seeing if they can tell us anything about the shadowy lurkers. I have a feeling there's a connection here.
We can follow that up with all sorts of questions, such as:
What are their people's intentions for this area?
What are their relations with the bandits?
What can they tell us of the bandits intentions for this area?
What do they know of the recent environmental upheavals in our area?
These are just some preliminary examples, those of you wish can ask other stuff.

Also bear in mind our captives are mutants, if we're going to have friendly relations with anyone we yet know of, they're the most likely candidates. Due to being fellow mutants.
>>
Rolled 5 (1d100)

>>2321761
They're all great if used well. Personally I'd go for the mystery box, but the vote had dragged on far too long before I even got here.

But being a hybrid who's part scout, maybe the headhunter can find the secret mechanism for draining our flooded tunnels. Or at least chew some hurknoth lung and take a swim to see where they go.
>>
Rolled 31 (1d100)

>>2321787
And fortunately they won't remember your rough treatment of them, on account of the amnesiac spores. Though if you keep them around long enough they'll adapt an immunity to them. You've actually already had to exchange their location/what they're exposed to several times to prevent just a thing from happening. Mutants are frighteningly proficient at adapting to environmental hazards.
>>
>>2321688
Guess I didn't take a vote on the hero yet.
What's the proposal we are voting on?
>>
>>2321787
Switch for War Chief and I will support that, also settling the deal
>>
Rolled 57 (1d100)

>>2320610

>Headhunter [LOCKED]

>Alert!
-You hear murmurs of thoughts, feelings of extreme tiredness and distress...but also a grand swelling of accomplishment. The trouble is, they are coming from underground somewhere near but not in the branches of your cave system. Perhaps we should open a nearby blocked passage and investigate, or send scouts in from a nearby entrance to the underground.
>>
Rolled 81 (1d100)

>>2321787
I vote these actions.
>>
Rolled 53 (1d100)

>>2321867
Since the mutants are gonna build up resistance to our juju. I would say back >>2321787.

>>2322107
Tho a part of me wants to get our boys back home sooner.
>>
>>2322107
>>2322143
Fuck, we could have War Chief, but instead it's useless Headhunter.
We are done already
>>
Rolled 72 (1d100)

>>2321787

>Continue cultivating the Grotto [LOCKED]
>Release 1 Rare Fungal Materials [LOCKED]

>Interrogate the captives [LOCKED]
>Write-in any questions aside from those already mentioned

Writing.
>>
Rolled 26 (1d100)

>>2322232
The headhunter can still offer military advice, it's just a bit more directed than what the War Chief would.
>>
Rolled 72 (1d100)

>>2320610

The release of the Rare Fungal Materials, presence of Mother Mira, amicable weather conditions, and just plain luck all contribute to the Grotto being thoroughly seeded with fungus. It is finally finished, and ahead of schedule. The zombie horde the area will play host to will also arrive next turn.

Mother Mira dismisses the fungal tenders and releases the guides and guardians alike, but states she'll stay at the Grotto for a few turns to put on some 'finishing touches'.

Back at the base the captives are interrogated. Your members abstain from using any techniques that would be obvious or be remembered, at your request. The pair prove themselves to be fairly pliant anyway, once under the influence of some of your drugs.

The smaller one's name is Garzo, and the larger is his brother Yung. They hail from a tribe of mutants called the Muzen that make their home on the outer edge of the swamp, near the bandit-infested caldera of the megacity. They were the first mutant tribe in the swamp that Brycity Block bandits encountered when they moved into the swamp from the city, and were contracted as guides and guards through the swamp in exchange for various technological goodies and gear.

The Muzen only really venture this far into the swamp on account of being paid to do so, under orders of their Warlord. The Brycity bandits, on the other hand...well, strictly speaking they only hire the Muzen on the basis of "guarding their search parties". They do indeed seem to be searching for something, though it's unclear what...but secretly Garzo suspects that they also pissed off someone important in the Bandit Overlords of the city and are out here hiding. Why else would a whole civ's worth of city slickers come out into the swamp?

They don't know that much about the recent environmental upheavals in the area, but do state that recently there've been several particularly intense Monster Mayhems that seem to have been prompted by something going on towards the Deadlands in the south.
>>
>>2322243
I know that.
Which is the main source of my grief - War Chief simply works better long-term.

We have always 2 moves per turn?
>>
Rolled 33 (1d100)

>>2322338

>Alert!
-With the Grotto's initial cultivation complete our stocks of food, medicine, and fungal materials should all begin to climb once more.
-The shadows have increased in number yet again, and now have a tendency to sit in the tree tops and surround our patrols as they move.

>Warning!
-Whether the two are related or not is unclear, but our patrols are increasingly coming under attack by mysterious monsters that attempt to invade our men's very minds as they attack. There have not been any significant losses as of yet, but patrols have been discontinued temporarily as a result.


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 8
>Resource Points: 5
>Pop 700 Grave Mutants
>Military 600 (50 Dispatched)
>>Food: Average
>>Water: Plentiful
>>Morale: Good
>>Medicine: Low
>>Health: Average-
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Large], Monster Materials [Average].
>>
>>2322367
>mysterious monsters that attempt to invade our men's very minds
Mother Mira is busy, so I doubt we can rely on her. Even if so, it would be still wise to talk with her about the whole situation and look for clues. Locking up inside the cave system will only enforce the siege and makes it harder to continue any outside operations, while making the tribe more vulnerable to attacks.

Either way:
>>>>>G. Your choice
Talk with members of attacked patrols and gather information on what attacked them, when and how. Use Mother Mira's help if it's possible. If not, make sure she's safe and secure, rather than abandoned alone to her doings.
>>>>>D. Research technology.
Mining on our own is pointless, requires manpower and tools we don't have. But if we can figure out a way to use insects native to the cave system to do the hard work for the tribe, all the better.
>>
>>2322546
>Mining on our own is pointless, requires manpower and tools we don't have. But if we can figure out a way to use insects native to the cave system to do the hard work for the tribe, all the better.
We covered this already, we just need to find the species of insect we removed from the cave or a similar one and reintroduce it to the network.

Such a thing would probably come under a explore action rather than a research action.
>>
Rolled 66 (1d100)

>>2322367
Do the prisoners know anything about this monsters? Otherwise I'm thinking we use these D class for some test.
>>
Rolled 67 (1d100)

>>2322748

"You know anything about shadow monsters, Yung? You always listened to mama's stupid stories like that."

"Well it sounds like either something that's blown in from the Deadlands to the south...or something from the Central Swamp. Normally the shit from the Deadlands is only attracted to psions tho-"

"Wait a minute, that would explain a lot. Like why I don't remember how I got here. We're in a nest of goddamn psions brother! And now they're fucking bait for the goddamn ghosts! FUCK, this is BAD."
>>
>>2322583
Which is the point of this action. If it would be under explore, then let be it, but the goal remains. Let's Strelok decide if that's research or exploration.
>>
Rolled 75 (1d100)

>>2322982
Ehhhh, on something like that you should be more clear. It seemed to me like you wanted to see if there wasn't a species you already had in your cave that you could try to modify for digging large tunnels.
>>
>>2323008
No, I'm perfectly aware of what was already established so far on this subject (I do read this thread, after all), so I was sure it was obvious. I would just put it under research, rather than explore, that's all.
>>
Rolled 62 (1d100)

>>2323008
>>2323029
Main point is we want to find a species to do this, either a new one or the old one. Whatever works.

And I support you in this plan anon.
>>
Rolled 88 (1d100)

>>2323029
>>2323045

No, I'm saying that slotting an action with that described intent under
>Research
Means that it will tend towards taking something that you've already got and cultivating it towards the end of having a digger bug.(which is what you will do right now).

Slotting an action with that described intent under
>Explore or Scavenge
Would see you dispatching people out to search for something suitable in the Swamp.

If you had just described your intent and put it under
>G. Your choice
Then the methodology that's more preferred by your people, tempered by what's reasonable in current circumstances would be done. Which in this case, given the plague of ghosts, is researching the bug strains you've currently got.
>>
>>2323123
So I guess we... definitely NOT explore for it, for two reasons:
1) We need a species that does dwell in a cave or at least underground, rather than other biom
2) It's dangerous to go to the swamp, even as bunch of hardened tribals, especially considering what we learned from our prisoners
>>
>>2323123
I guess I switch to
>>>>>G. Your choice
And looking for the most suitable species we already know from inside the cave system and use it from there. Taming is probably impossible, but what are insects if not easily tricked with proper chemical stimuli. And we definitely know a thing or two about fungal use
>>
Rolled 44 (1d100)

>>2322972
Damn it and mama has to be a way for 1 more turn. I really need her to brew that zombie potion to see if it will dull the psi.

>>2322972
Anything in your momma's stories about what to do when ghost appear?
>>
I wonder if our research on the mind-meld fungus will let us lower the effect temporarily. I bet that adds to the psi in the area.
>>
Rolled 44 (1d100)

>>2322107
>>2322367
I'm gonna say
>>E.Explore in a direction/something
Try to reach where the feelings of tiredness/distress/accomplishment are coming from through a nearby entrance to the underground.

Opening passages could unintentionally compromise our defenses, while our scouts shouldn't have trouble with the shadows as they'll be moving in force (and not on the surface very long)

If it turns out the headhunter party found something we'll want to be connected to (as opposed to something we can just move to us), we can always clear the passage later.

Our headhunter and best scouts will be invaluable in dealing with the current situation, if we can just get them back.

>>2322367
We got any non-heroic shamans who could take some entheogens and look for guidance from the spirits on what to do about the shadows? (or something in the general vein of dealing with the shadows)
If so, I want to do that.
If not, I will support
>>2322546
>>>>>>G. Your choice
>Talk with members of attacked patrols and gather information on what attacked them, when and how. Use Mother Mira's help if it's possible. If not, make sure she's safe and secure, rather than abandoned alone to her doings.

>>2323245
Yeah, if Garzo and Yung can remember anything else or otherwise have any advice on what to do about these Deadland Shadows, that'd be great. As they realized, as our prisoners they're kind of in the same boat as us as far as being in danger from the ghosts goes.
>>
>>2322232
>We are done already
Chill our, it's not like our second hero plus a newly created friendly hero are dead by our own hands.
>>
>>2323474
Headhunter is the least useful hero of them all. I mean they are great in their own niche, but that's exactly the problem - said niche is relatively small and they are always just subpar in pretty much any job you can put them to, lacking versality or flexibility.
Said all that, this particular class works pretty well with tribals, so at least we are not completely screwed, but a War Chief would be still a better option, all things considered.
If we were any other faction type, the equivalent of Headhunter is the worst class of hero to pick, since it's essentially a glorified "top tier" combat unit.
>>
Rolled 37 (1d100)

>>2323493
Headhunter is also a scout.
Other options may be better for long-term growth of the civ itself, but a top tier combat unit only needs to save our asses once to earn their salt.
I understand that anyone who refused to change their vote after nearly a week is going to have strong feeling on the matter, but even if choosing the headhunter is a mistake, it's fucking nothing compared to the mistake I alluded to above, which actually happened before.
>>
>>2323531
Heroes comes in limited supply, that's why I'm salty about this choice. This is one of those things that stay and stay for a long. Guess we will just have to hone our hit-and-run tactics for the duration, which still works fine with me and the fact we tribals. It's just the feeling of loss that can't be read, but can only be felt, if you know that old joke.
>>
>>2323575
Kinda like how when your roll causes one hero to give birth to a new one, but circumstances cause them to appear to be an existential threat to the civ, and even though you figure out what's going on and state it in thread, anons vote to execute them BOTH?
Yeah, I know the feeling. But not relying on hit-and-run tactics as tribals would be a huge fucking mistake anyway; it's not just some option that works well with the civ, it's necessary to survival. But hey, you had what, 5 or 6 days to try and convince someone that the general bonuses of a leader would be best, or at least that headhunter would worst? I was just voting for the thing that was already 1 away from winning. Kind of like how a one-post wonder might lock in the choice to fry a pair of AI heroes for suspected rampancy. Except this time we needed 5 votes rather than 3.
>>
>>2323652
>But not relying on hit-and-run tactics as tribals would be a huge fucking mistake anyway
It's not that. The h&r is great tactics, even outside tribal context. It's the fact we can never, ever try anything else with headhunter that's painful. Like quickly bolstering our numbers. Or getting non-combat projects organised. Left alone, headhunter also has pretty subpar performance, unless RNG is very merciful.
>But hey, you had what, 5 or 6 days
I was under the impression Mother Myra is all we have, thus completely ignored the fact we had 2nd hero. My bad.
>>
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Rolled 6 (1d100)

>>2323652
That whole AI civ was pain. Didn't help Genie kept trolling and making people second guess.
>>
>>2323493
I'm just remembering how OP our Scout/Stealth hero was in the very first Genie game and hoping we can achieve something like that.

Also information on the enemy is really fucking useful sometimes.
>>
Mainly I hope that we can always get more heroes later. At least, I hope this is that type of game.

Maybe we can find a War Chief to recruit, we've done it a few times before.
>>
Rolled 75 (1d100)

>>2323245

"Aah, well we mostly just ran away or hunkered down until it went away. That's really the best policy regarding anything from the Deadlands...but I think that she did mention something about 'giving them a juicier meal'."
>>
Rolled 91 (1d100)

>>2323663
What I've learned in these games is "do not limit yourself by thinking that if you don't have a hero for something you shouldn't try an action."

Heroes should be thought of as a booster, rather than an unlocker. We can still conduct war, attempt mutations and research, etc. its just that with Heroes they are usually faster.

Whatever you wanted to do with the other heroes, do it here anyway. We can always attempt to try and groom an officer unit first, and then maybe figure out how to upgrade them into a hero. Or again, try to recruit one.

>>2323441
Vote
>>
Rolled 99 (1d100)

>>2323441
Voting this
>>
Rolled 96 (1d100)

>>2323652
You want to know the best part? Both the Seed AI were still invested in the radio of that military chopper you hacked the communications on.
>>
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Rolled 83 (1d100)

>>2323441

>Take drugs and talk to the spirits [LOCKED]

>Dispatch a group of scouts to search for the headhunter [LOCKED]

>D-DOUBLE DOUBLES!!!!!

Oh boy, here we go. Writing.
>>
Rolled 39 (1d100)

>>2323700
I'm waiting till the zombies become mutants like us, Zed Chief. Then we get a Far-Gone because of all the MAD dice.

>>2323704
"Any chance you outsiders have a meat to send these shadows to? Since you two are giving good info it's the least we can do. "

We wait or bait some psi people into the shadows. Unless we can use the fungi to scare them off or lower psi out put for a bit.
>>
>>2323710
I've got the exact same approach to it, believe me, since I come from builders background. But that means I also value every single possible bonus and booster that is, rather than just rolling without them. And in case of waging war, War Chief > Headhunter. Headhunter is essentially scout/killer type of deal, a very specific and highly specialised hero that does very little outside said specialisation.
But like I said, at least it works well with tribals, plus our situation is dire and I do understand the motive here, the whole "good plan executed now is better than perfect plan executed tomorrow" approach and all that jazz.
I dread situation if we were, say, Survivors (pretty bad for combat) and picked Resident Badass. That would be like chaining yourself to a ball and throwing it into deep water.
>>
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>>2323733
>>
>>2323752
Come to think of it, in hindsight, I kind of wanted the War Chief too.

I'm still hoping we can find one, or maybe teach one through veteran experience.
>>
>>2323752
The wanderer is a nice pick for survivors in need of items they can find. Just send your army of one on a quest and it's yours.
>>
Rolled 28 (1d100)

Anyway, about our actions for this turn.

>>2323221
Is this really the time to focus on expansion? I realize there'll always be some threat or another at our door, but we already have Mira finishing up expanding our fungus to a new place. Plus it's really early on, while we need to lay the groundwork for future expansion, that should start with ensuring our security, which can't really be improved in terms of defenses without research, but making contact with the exploration party would be a real help. You can bitch about how useless the combat-focused hero is all you want, but who do you want when the ghosties are literally at your door? That's right, an exorcist, but an asskicker is the next best thing.
Also if we deal with the psychic-attracted ghost shadows from the Deadlands, we can go out in the swamp and find those big bugs that are good for expanding the tunnels. Instead of just working with whatever we've got here already.

Looks like my vote got locked while I was typing, but I'm still going to say this for the sake of discussion. I'm totally in favor of looking for the big bugs once the shadows are dealt with.

>>2323704
Juicier meal huh...
They're attracted to psionics, so I fear sheer numbers won't work, at least not the numbers of anyone else in the immediate area, but it sounds like sending them to someone we don't like would be a good bet, if we can figure out how to kite them into some target other than ourselves.

...Those bandits got any madders? They might be tempting targets for evil spirits. For that matter, bandits in general might be tasty to the ghosts due to their sin.

Granted it'd be best to not sour relations with them if we have any intent of cooperation, and while it wouldn't obviously be our fault there's always the chance it could be traced back to us, and Murphy's law.

Also this seems like a good time to ask for clarification
>>2308849
Are the 3 operating bases the centers of bandit operation, or are they non-bandit groups operating in parallel to the bandit outposts?

>>2323733
>>2323758
I have no words. Other than Wonderful, and I'm sure that had some relevance to the thing at the start of the thread, regarding unselectedreboot options
>>2298855
>>
Rolled 7 (1d100)

>>2323779
No, actually that little easter egg was there all along. It made watching the whole shitstorm over deleting the heroes more amusing, and is part of why I was so stubborn about it at the time.

There was still a chance that the Spikers would've ran a systems check on the plane when it got back and deleted them...but that was exceedingly unlikely.
>>
>>2323779
>Is this really the time to focus on expansion?
It's ALWAYS time for expansion. The worst thing you can do is not expanding unless you are Mega-corp/Science remnant in a hidden bunker.
And our security is best assured precisely by having means to expand our "ground" in hidden fashion and places that can't be reached by anyone but internal threads that shouldn't be a threat for us.
Our curent options right now is to dig deeper with what we have (pointless), work on getting better at this (long-term profit and short-term help) or fighting blindly the danger outside. I would rather have an option to get deeper into caves rather than perish fighting almost literal shadows. Especially since our on-going projects already require time to finish properly, thus preparation is better than assault, at least until our production gets back to normal.
So when enemy is at door, you prepare for them, rather than running at them screaming.
Even if you are tribal mutant fungi zombies.

And yeah, I'm going to "bitch" about picking useless hero, even if it works as stop-gap measure.
>>
>>2323815
But mostly I'm going to sleep. It's almost 3 AM and I've got a resit exam to supervise by 10:30
>>
Rolled 83 (1d100)

>>2322367

The shamans all gather around the pit which houses the Eternal Flame, and seat themselves upon the red-tinged fungal mounds that have grown up to take advantage of its heat. As the noise of their various bone charms, dried insect husk amulets, and powder-filled gourds quietens the low purr of the flame, the background chittering of insects, and the hot, humid atmosphere of the cave reassert themselves. It remains that way for several minutes, the various shamans all staring at the flame with their all-white eyes, until the most decorated one among them clears his throat and begins a guttural chant.

The chant is picked up one-by-one by each of the shaman around the circle, gaining an additional layer of complexity every time a new voice joins. Soon the small chamber is filled with rhythmic noise echoing and re-echoing against the stone walls. As the volume continues to build and the words of the chant lose all meaning in the growing cacophony, the decorated figures all raise an identical hollowed out fungus to their faces. With a quick and sharp squeeze fine powder obscures all vision within the room, and instantly the chanting stops.

As the haze clears it reveals the shamans to be laid in a star pattern with heads pointing towards the Eternal Flame in their center. Their jaws all hang slack but their eyes, rigidly open and filled with an inky blackness that is absolutely foreign to their native glassy all-white, hold the attention of the tribesmen that move in to tend to the entranced spiritmen.

>The Tribal Shamans have entered a trance to try to learn or do something about the ghosts which harry our people.
>>
Rolled 69 (1d100)

>>2323795
I meant that two heroes being not-so-dead kind of seems like a game-changer in terms of how that civ would have played out.

>>2323815
>It's ALWAYS time for expansion
Yeah, but we already had one hero finishing up a slightly different sort of expansion.
>So when enemy is at door, you prepare for them, rather than running at them screaming.
Preparing for them would best be done by finding our other hero and/or actually trying to figure out how to deal with them, not by trying to figure out how to get small bugs to dig new tunnels. Which is why I suggested we do those two things, and not "running at them screaming."

>>2323828
Good night.
>>
>>2323881
>game-changer
I mean, from our perspective, since we didn't know that all along.
>>
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Rolled 73 (1d100)

>>2323876

We dispatch our scouts to look for our lost Headhunter and his party. They quickly gather a sizeable group of nearby wandering zombies together, and force them into the closest cave mouth that is separate to our own network. Immediately they gather our heaviest weaponry and armor, and set off to enter the foreign caves from another entrance with the distraction in place.

It turns out that the distraction worked better than anticipated, and your scouts are able to penetrate deeper down into the foreign cave network than they ever have before. They bear witness to some chambers large enough to fit entire clutches of behemoth creatures, connected by proportionally sized, clearly monstrously bored holes to even further destinations. In one such chamber a truly gigantic serpent-beast lays coiled and dead, the details of its anatomy indiscernible for the thick carpet of lesser creatures that now feud and fight on it in competition for the meat. Your men shudder to think of what entity could've brought such a beast low. Several entirely new monster species attempt to hunt your scouts, but your armor is strong and the poisons of your potionbrewers are potent and you manage to drive them off. The creatures are far more deadly than what lurks aboveground, and your scouts count themselves lucky and grateful that the Dead sell their un-lives so dearly to distract them.

- - - - - - -

Two scouts jump down from a ledge onto a sandy patch in a small, low cavern. They are both covered head-to-toe in articulating armor carved from greyish bone that bears several deep scratches, teeth marks, tiny organic hooks stuck in the cracks, and other various evidence of having recently protected to wearers from fatal wounds. Despite this it hardly seems to restrict their movements at all, and they stride across the sandy floor in absolute silence headed towards a ridge over which a dull red glow can be seen.

*THUMP*

"Aah, yes. This is it, I can feel it. That elation, that determination to down the largest prey and drag back its innards. The desperation of the huntsmates who have to figure out how to transport it all. It has to be Mursik."

*THUMP THUMP*

"You're surely right, Cloke, and we must be close to the Cave as well. I can sense it calling. ...But just what's that thumping noi-?"

The duo move to peak their heads out over the ridge just as the latter one is about to finish his sentence. They are greeted by the sight of a giant...heart. It is easily the size of several cars stacked on top of each other, and emits a dullish red glow every time it beats.
>>
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Rolled 77 (1d100)

>>2324003

More striking is the figure which stands atop the Heart, an imposing humanoid who's edges seem to blur into the darkness and shadow in between beats and practically seems to exude an aura of death.

"It's good to see you two." the voice rasps out in a dry rattle from beside Cloke's shoulder with a tone that could belong equally well in a dark joke among friends or in the final words of a killer to a victim. "As you can see, we've been having trouble making good on our Hunt. They told me not to go for the serpent. 'It's hearts will be too big to carry!' they said.

Well, they weren't wrong but there was only one way to find out. Fortunately we brought plenty of rope."

The scout instinctively recoils from the sudden appearance of such a deathly visage over his shoulder when it had clearly been several meters in front of him a moment before.

"Meld dammit, Mursik. You know everyone hates it when you do that."

"Yes, I know."

"I know you know, dick. Anyway, we need to get going while we still can. We whipped up a distraction topside to slip in, but it's probably petered out by now. There's also a dead behemoth up a ways that's got most of the den's occupied with free meat."

"Yes, I know. I killed it. Is the Council not willing to just open a damn tunnel and let us in? They can always close it afterwards. As much as I'd love to see it, I know my hunters won't really like me if I make them carry BOTH these things all the way up and out."

At this point you notice that there was not just a heart on the landing below, but beside it was an equally large...brain, hooked to the heart by a few fleshy tubes even still.

"Yes, Council's orders. There's nothing else for it."

The shadowy figure of your Headhunter frowns briefly before a grin breaks across his face, revealing several squirming things in between yellowed teeth.

"Oooh, that means there'll be more killing to be done while YOU carry the haul.

Yes, I like this plan better already."

>Contact has been made with your Hero and the Hunting Party
>>
Rolled 8 (1d100)

>>2324076
Another fucking doubles? Goddamn.

>>2323881
Overseer FATE remembered that little detail, but he had his own agenda and deliberately neglected to tell you the players. Heroes are not always absolutely obedient, even if they are under your command.

>>2324076
>77
Oh godammit already.
>>
Rolled 67 (1d100)

>>2324076

Your scouts have...somehow, managed to extricate themselves, the Hunting Party, AND all of the loot all in the same turn.

>Acquired
>Headhunter Mursik
>Traits
-Deadly
-Scoutmaster
-Shade
>Active Abilities
-[Now You See Me]: Hero and attached unit instantaneously retreat and regroup without further casualties or damage.
-[Just you and Me]: Engages designated enemy unit or hero alone.
>Passive Abilities
-[Now You Don't]: Expert ambusher, enables ambushes even in places it shouldn't be possible
-[Mystic Misstep]: Enemies around this hero are more likely to make mistakes or fall victim of bad luck.

>Alert!
-The ghosts that have been troubling our patrols seem to have dissipated for the moment. No sightings are reported.

-Our Shamans remain in their trance. Several have briefly convulsed, but nothing of note has occurred since they went under.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 9
>Resource Points: 5
>Pop 700 Grave Mutants
>Military 600 (50 Dispatched)
>>Food: Average
>>Water: Plentiful
>>Morale: Good
>>Medicine: Low
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Large], Monster Materials [Average], Giant Serpent Heart [1], Giant Serpent Brain [1].
>>
Rolled 85 (1d100)

>>2324169
That's it for tonight, folks. Thanks for playing!
>>
Rolled 56 (1d100)

I suggest scouting for the tunneling bugs that our place used to have.

So should we wait for Mira to get back so she can have first pick on the heart and brain? She might be able to grow some interesting stuff from them.

We should probably kill or release those two guys, keeping them around will just become a liability. Maybe take them back to their tribe with escorts heavily shrouded as we've done in the past when communicating with other mutants. Or perhaps we could leave them with posthypnotic suggestions?

I think I favor escorting them back to their tribe, drugged so they don't remember anything of import about us, but otherwise unharmed. Perhaps with the other trappings of a diplomatic party, to lay the groundwork for future dealings with the Muzen. Mutants sticking together, you know.

Maybe we should do something about the shadows, but I don't know what, especially since they haven't been spotted this turn. It may not be possible to do anything about them this turn.

>>2324174
Thank you!
>>
Rolled 96 (1d100)

Action 1
An action to help boost our Shamans as they continue their trance, and pray that they divine information. I'm not sure what kind of information, but hopefully of the useful variety!

Action 2
"The best way to be prepared if we need to fight or deal with the Shadows, is understanding the Shadows. And who better than our Shady Headhunter Mursik.

Have him talk with our captives and ask them whatever they know about shadows, unless Mursik already knows about them. After that, have him devise ways we (or he) can be better prepared to deal with them if they become a threat. Fight Darkness with Darkness and so on."
>>
>>2324169
So should we let these 2 mutants we have go now? Since they build up resistances to stuff we use on them. I'm thinking we can drop them off while the shadows weakened. Possibly get Mira back safely. The only down side is if we can't trust them to leave us alone after this. Because I image they will give their group the resistances they built up.

>>2325156
I believe tho two have said what they can about the shadows. They like Psi and are from the wastelands. >>2323704 / >>2322972 So are we can do with that, I think. Is find them a better meal or dull our psi and hunker down.
>>
>>2325472
Seems fair. No hard feelings right? Maybe we send them with some food or something.
>>
Rolled 69 (1d100)

>>2325156
Support, with modification

Let Mursik decide how best to pursue the goal of gathering information about the Shadows.

I mean, he's a heroic warrior/hunter/scout, I'd think his preferred method (and what he would be effective at) would be to do some scouting. From what we've seen of him so far, probably kill something while he's at it.

>>2325472
>Because I image they will give their group the resistances they built up.
Seems unlikely to me. I've never been entirely clear on the mechanics of mutation, but the instance of developing resistance to strains of our shrooms seems more like a matter of individual tolerance; turning it into an adaptation would be hard, and even then it would still need to be shared with the group, which would require effort and resources. They have little reason to do this or to bother us, as the Muzek generally don't come this far into the swamp, these scouts only did because they were hired by the bandits. Possibility of improved relations between Muzek and bandit leading to increased Muzek involvement in our homeground exists, but appears remote; bandits are motivated by search for an unkown *something* (and implied need to flee from the city due to pissing off a few too many rival).

On the matter of bandits, they could find us quite useful in aiding their search, and are highly unlikely to initiate hostilities against us. If we approached them we could trade scouting services/local information to them (for what, would be to be decided.)

But anyway, yeah, I say let 'em go. If we can do so as a free action, do it now.
>>2325728
Also good idea.
>>
>>2325732
>69
Whoah baby.

Maybe we find someone to give em a good time too just to show we ain't mean.
>>
Rolled 80 (1d100)

Voting with
>>2325472
>>2325728
>>2325732
These modifications
>>
Rolled 26 (1d100)

>>2325732
I'd rather we used him to ensure we get our cave expanding insects. Although I honestly have no opinion on the second action, besides a feeling that it would be a waste to spend it on studying the shadows.
>>
>>2325780
We can do that next turn, I also want to start integrating some new mutations
>>
>>2325780
I disagree. Scouting actions against enemies are severely underutilized in these games; as tribals, with a scout hero nonetheless, we simply cannot afford to make the same old mistake of neglecting to gather information on our foes.
I still say that actually preparing against the shadows is a better way of preparing against the shadows than getting ready to dig new tunnels. But yes, scouting to find the insects is the best way to head towards cave expansion in a timely manner.
>>
>>2325783
True but the sooner we have the digging insects, we can start establishing new colonies and expanding our current one far easier.

Meanwhile, even if we did figure out this one threat, another will arise soon. Assuming that this scouting action managed to even do more than figure out where they are coming from.
>>
>>2325801
I suppose but I doubt that we're going to figure out a solution or way to eliminate them anytime soon. At best we might figure out where they are and then it'll be a matter of getting there and killing them.
>>
>>2325816
We could find their location, but we can also learn their numbers, movement, and general behaviors, which, while it will not in itself be sufficient to eliminate them, will in fact give us an advantage.
>>2325804
Figuring out the most immediate threat is a very basic survival strategy. As mutants we have lowered population growth; population is our limiting factor, we have enough room in our caves for now and establishing new colonies at this time would only spread us too thin. While necessary in the long term, it just isn't as pressing an issue as ghosts from the Deadlands.
I agree with prioritizing finding the bugs over other current matters, such as scouting the bandits, exploring the flooded tunnels (with monster lungs! that we chew!) and generally exploring the area, but the crap from the Deadlands appears to represent a fairly immediate danger. Damn things disrupted our patrols; we can't just stand for that! Not to mention the attraction to psions, which guarantees we'll have to deal with them sooner or later, and if we ignore them and wait for them to come to us, we'll end up under siege by monsters we know virtually nothing about.
>>
>>2325845
True but seemingly they have disappeared. For all we know, they've found a bigger meal or have been eliminated by something else and won't return any time soon.

Also, I doubt we have much more room in our current caves and I disagree that new colonies would spread us too thin. Fact is that our population has thus far remained entirely stable suggesting we are at capacity and need to get new farms or housing built to sustain further population growth.

And seeing how we have a good food surplus, that was depleted by making the zombie hive and is regenerating, it would seem logical that our only limiter is living space as of this moment.
>>
Rolled 39 (1d100)

>>2325861

The Cave's pop cap is 2k without any expansions, though you'll start to lean on your food and medicine production before you reach that level so expansion would be necessary before then.

>>2323779
The 3 operating bases are apparently the Brycity Bandits. They are also establishing outposts, due to the massive inherent benefits of having outposts (an outpost costs 1 turn/resource to make, and counts as a scouting action that can't move).

What is consensus exactly?

>>>Choose 2

>Attempt to assist the Shamans in their trance

>Assign Headhunter Mursik to find out more about the shadows (that are not currently present)

>Assign Headhunter Mursik to hunt dow- err, scout for appropriate digger species

>Other/Write-in
>>
Rolled 77 (1d100)

Oh right, I forgot, but I wanted to point this out
>>2325746
Even better.
>>2325156
>>2325732
>96
>69


>>2325861
>For all we know
That's why we need to scout. For all we know, they're gathering in numbers to launch a massed attack. Just hoping they left or got killed is dumb; it'd be great if that's what happened, but we should at least confirm it.

>our population has thus far remained entirely stable suggesting we are at capacity
Uh, no. It takes quite a while, but after a set number of turns, we gain population. We do not gain population every turn so long as there is room. That's just how this works mechanically.
Maximum capacity is a question for the GM, but in every other game I've seen, we have not actually started at max capacity.
We are not currently suffering any overcrowding problems. Our surpluses indicate that our farms and such can support a greater population.
>>2325873
I was going to add that we need to wait for GM confirmation, but there you have it.

>>2325873
>>Attempt to assist the Shamans in their trance
>>Assign Headhunter Mursik to find out more about the shadows (that are not currently present)
>>
Rolled 99 (1d100)

>>2325885
>>2325861
>Our population has thus far remained stable

If you're talking about in the long-term sense, consider that until you (the players) took control your modus operandi for as long as you can remember was to stay still and concealed in your cave and it had been expanded to its current capacity a long time ago.

Natural population growth still occurs though. So how do you think your Tribe didn't outgrow your little niche a long time ago?

Here's a hint: there were a lot more than 50 people sent out originally on the Great Hunt...among other things.
>>
Rolled 61 (1d100)

The fucking doubles in here are getting ridiculous.
>>
>>2325873
>Assign Headhunter Mursik to hunt dow- err, scout for appropriate digger species
>>Assign Headhunter Mursik to find out more about the shadows (that are not currently present)

>>2325885
>That's why we need to scout. For all we know, they're gathering in numbers to launch a massed attack. Just hoping they left or got killed is dumb; it'd be great if that's what happened, but we should at least confirm it.
I suppose. I just want to get into the civilisation building part of this game, rather than the "dealing with deadly mystery creatures" part.

>Uh, no. It takes quite a while, but after a set number of turns, we gain population. We do not gain population every turn so long as there is room. That's just how this works mechanically.
Huh, I swear we gained population every turn in the games I took part in. Although admittedly we were in the thousands of population at the earliest point I can clearly remember and a different civ type.

>Maximum capacity is a question for the GM, but in every other game I've seen, we have not actually started at max capacity.
True but to be fair, I presumed since we had been in hiding that our population had been brought to some natural limit and then remained stable. Although this is apparently not true.

>We are not currently suffering any overcrowding problems. Our surpluses indicate that our farms and such can support a greater population.
I know, which is why I was saying the limiter seems to be living space rather than farms.

>>2325903
>If you're talking about in the long-term sense, consider that until you (the players) took control your modus operandi for as long as you can remember was to stay still and concealed in your cave and it had been expanded to its current capacity a long time ago.
>Natural population growth still occurs though.
I know it just seems like it hasn't occurred though.

>So how do you think your Tribe didn't outgrow your little niche a long time ago? Here's a hint: there were a lot more than 50 people sent out originally on the Great Hunt...among other things.
Okay fair enough.
>>
Rolled 32 (1d100)

>>2325920
Sure survival is boring, but it's, you know, survival.
Yeah, I think the bandit civs did gain pop every turn, but that was only after they picked up a lot of steam. It seems to be /way/ slower at the start. Also growth is slowest for mutants. Other mutant civs I think put a shitton of effort into increasing it, so they may have gotten near-constant growth in their endgames as well.
But also, we would start suffering overcrowding rather than halting growth entirely if we were at capacity.

I'd rather not split the Headhunters actions/attention, but if not now, we'll look for the bugs soon. Just seems better to not assign one hero to both actions; we could send a scouting party for the bugs, or do something else (not all our civ building has to be nor should be about trying to make our caves bigger), but I think we've got some good rolls for the shamans. Plus if we actually resolve the ghost situation we can safely move on to bigger and better things. Emphasis on "safely," yeah there's always going to be new threats, but the ones specifically attracted to psions are probably like #2 or #3 on our list of things out to get US specifically. (with 1 being controller zombies)
>>
>>2325945
>Sure survival is boring, but it's, you know, survival.
True.

>Yeah, I think the bandit civs did gain pop every turn, but that was only after they picked up a lot of steam. It seems to be /way/ slower at the start.
Nah, we were a corporate remnant.

>Also growth is slowest for mutants. Other mutant civs I think put a shitton of effort into increasing it, so they may have gotten near-constant growth in their endgames as well.
That wouldn't be a bad idea for our own efforts...

>But also, we would start suffering overcrowding rather than halting growth entirely if we were at capacity.
True but then we just use those extra people as expendable soldiers and such, enabling us to take on far greater risks.

>I'd rather not split the Headhunters actions/attention, but if not now, we'll look for the bugs soon. Just seems better to not assign one hero to both actions; we could send a scouting party for the bugs, or do something else (not all our civ building has to be nor should be about trying to make our caves bigger), but I think we've got some good rolls for the shamans.
True on all points.

>Plus if we actually resolve the ghost situation we can safely move on to bigger and better things. Emphasis on "safely," yeah there's always going to be new threats, but the ones specifically attracted to psions are probably like #2 or #3 on our list of things out to get US specifically. (with 1 being controller zombies)
I suppose but arguably the most dangerous thing for us is a anti-mutant / anti-tribal group assuming they found us.
>>
Rolled 93 (1d100)

>>2325920
Heroes can only be assigned to one action per turn, I should've been more clear.
>>
>>2325972
Fair enough, then let it be that our headhunter shall seek the shadows.
>>
Rolled 40 (1d100)

>>2325955
>Nah, we were a corporate remnant.
You mean Maticico? They became a hybrid corp/bandit, and I think that's when the constant growth started.

>I suppose but arguably the most dangerous thing for us is a anti-mutant / anti-tribal group assuming they found us.
Arguably yes, but in terms of having it out for us specifically over other groups, psi-hunters are probably more focused. While controller zombies would have it out for us specifically and arguably be more dangerous than anti-mutant groups. Really it depends on the specifics, I think.
Are anti-tribals really even a thing on any meaningful scale or frequency?

>>2325975
So..doubling up on the action? Or are you cool with spending one of the actions to help the shamans? I lean towards the latter, but am also okay with the former.
>>
>>2325873
>Attempt to assist the Shamans in their trance
>Assign Headhunter Mursik to find out more about the shadows (that are not currently present)
>>
>>2325985
>You mean Maticico?
All I remember was they were focused around artillery, to the point whereby we ended up rivalling pre-fall tech artillery pieces after all of our research and that we had a deal with a bandit city selling them food for materials or something. Then there was something involving a massive swarm of zombies, moving to the edge of a megacity, a train of madness and then a space elevator.

>They became a hybrid corp/bandit, and I think that's when the constant growth started.
Eh, it's been too long for me to remember.

>Arguably yes, but in terms of having it out for us specifically over other groups, psi-hunters are probably more focused. While controller zombies would have it out for us specifically and arguably be more dangerous than anti-mutant groups. Really it depends on the specifics, I think.
True but anti-mutant groups are likely to actually get support. Psi-hunters are so specialised they'd need either an existing and well known threat for others to support them and for them to combat or a large region unified and in need of defence from a relatively speaking more minor threat.

>Are anti-tribals really even a thing on any meaningful scale or frequency?
Eh, they can be. Main problem is they need a reason to hate tribals which are quite rare.

>So..doubling up on the action? Or are you cool with spending one of the actions to help the shamans? I lean towards the latter, but am also okay with the former.
Eh, either or. So yeah I'll support supporting the shamans.
>>
Rolled 59 (1d100)

>>2325873

>Attempt to assist the Shamans in their trance

>Assign Headhunter Mursik to find out more about the shadows

Writing.
>>
Rolled 51 (1d100)

>>2326003
Yeah, that was Maticico.

Psi-hunters, or rather psi-attracted monsters in this case, being more specialized is kind of my point. We're talking bigger threat (anti-mutant) vs more focused threat (anti-psi/threats to psions). All mutants are de facto enemies of an anti-mutant faction, and we'd be one of many targets on their list; the stuff hungry or hateful towards psi is more likely to come at us for want of better targets. Anti-mutants more dangerous overall, since if they come they'll be an army crushing all in their path. Psi-hunters more focused; if they come, they can ignore/bypass other groups to get at us. They don't want to fight anyone else, and there's no guarantee others will want to fight them; we're a lot more likely to be on our own against such threats.
>>
Rolled 99 (1d100)

>>2326078
True.
>>
Rolled 96 (1d100)

>>2324169

Great care is dedicated to the shamans in their trance. The spontaneous lacerations that appear on their skin are bandaged as soon as they appear, and they are laid on beds of fungi which greedily slurp at the luminescent green sweat which began flowing from their bodies soon after they entered their trance. Holy sedatives and sacraments are made for and around them, and they are fed and watered as best can be done.

Whatever they are doing in the trance seems to be intense. They flail and twitch with frightening regularity, even with the paralytics mixed into the medicines they are given.

Meanwhile Mursik is asked to investigate the ghosts, and he promptly wanders into the chamber of the Eternal Flame among your tenders and mystics, who instinctively recoil at his presence, but know better than to attempt saying or doing anything about it. The ghastly figure closes his distinctly midnight-black eyes and tilts his head back for a few minutes before letting forth a laugh which sounds more like air escaping from a lung with multiple puncture wounds.

"HahaHA! Holy SHIT these guys are kicking some fucking ASS up there. Goddamn, son, /I/ didn't even know you could kill ghosts if you hit them in their....OOF, that had to hurt.

Sheeeiiit, man. This is some grade-A shit. Ten times better than watching the same old hallucinations lecture you from a huff of the old Mindmelter. I think I'm just gonna sit here and watch this til it's over.

You buncha fucknuts, get OUT. You're not fucking helping them. I'll take care of these guys as needbe. They really seem to be doing fine on their own though, don't you worry."
>>
>>2326117
God damn we have good psionics.
>>
Rolled 88 (1d100)

>>2326117

>Alert!
-Headhunter Mursik has set up camp in the chamber of the Eternal Flame with the shamans and a considerable stock of popcorn fungus. He states he'll come back out whenever the fight's over.
-Mother Mira has returned. She states that the zombies have thoroughly invested themselves into the fungal grotto, and the fungi have in turn reacted well to their presence. Unfortunately, the colonies are still too young to support the Mindmeld at this point. She requests support to either study the returns from the Great Hunt and their possible applications, or to perform a thorough analysis on the Mindmeld cultivations she began earlier.
-The Shadows continue to be absent, our patrols have picked back up. They report climbing monster activity. A Mayhem will happen soon.


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 10
>Resource Points: 4
>Pop 700 Grave Mutants
>Military 600
>>Food: Above Average
>>Water: Plentiful
>>Morale: Good
>>Medicine: Below Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Large], Monster Materials [Average], Giant Serpent Heart [1], Giant Serpent Brain [1].
>>
>>2326132
>-Mother Mira has returned. She states that the zombies have thoroughly invested themselves into the fungal grotto, and the fungi have in turn reacted well to their presence. Unfortunately, the colonies are still too young to support the Mindmeld at this point. She requests support to either study the returns from the Great Hunt and their possible applications, or to perform a thorough analysis on the Mind-meld cultivation she began earlier.
She shall receive support for the study of the mind meld cultivations.

>-The Shadows continue to be absent, our patrols have picked back up. They report climbing monster activity. A Mayhem will happen soon.
Oh fuck. Time to get those mining insects and fortify our caves.
>>
Rolled 79 (1d100)

>>2326132
>E. Explore in a direction/something
Our mvp may be otherwise occupied, but we've still got a lot of experienced scouts. Send some to find them goldarn' ol' burrower bugs and, ideally, bring them back.

>D. Research technology.
Mira's request is reasonable. She and her assistants can focus on the Great Hunt stuff, we should probably get to that while it's fresh.
>>
Rolled 98 (1d100)

>>2326132
>D
Study the Great Hunt Mira. Don't want the parts to rot before we can really use them.

>G
Giving Act 2 for the Shaman's use. Unless giving them actions means nothing.
>>
>>2326150
Mind meld has greater utility in my opinion. Given how key it is to our society and what these cultivars could reveal.
>>
Well, it doesn't look half as bad. But due to the staggering idiocy of students, I have now entire pile of scribomania to read through, so I won't be posting probably until Wednesday
>>
Rolled 3 (1d100)

>>2326154
Yes, it's more important long term. But a heart and brain separated from the creature they came from generally don't "keep" indefinitely. The mind meld fungus ain't going away.

>>2326152
>Giving Act 2 for the Shaman's use. Unless giving them actions means nothing.
I think they got this.
>>2326117
>You buncha fucknuts, get OUT. You're not fucking helping them. I'll take care of these guys as needbe. They really seem to be doing fine on their own though, don't you worry."
Mursik says he's gonna take care of them as necessary, and I trust him.
>>
Rolled 97 (1d100)

>>2326167
True.
>>
>>2325945
Bandit civs despite being a human faction don't grow like human factions. The short answer being fresh recruits come in all the time on their own, but expecting a bandit civ to grow organically is...most unlikely. To the point, that bandit child is considered a rarity.

Hence the lack of mercy when killing bandits. You don't really have to worry about what about the children, families, and the innocent.

>>2326078
Strelok doesn't do Zealots or Cultists. Many paramilitary factions aren't Purifiers. The odds of running into a true anti-mutant faction are quite low. Well, that and mutants like tribals like to live in the out of the way places and are quite good at maintaining a low profile.

On the other hand, factions who don't like mutants are...many. To the point that bandits are actually the least bigoted among them. Which is saying a lot that the evilest fuckers in the entire Post Apocaplyse are the ones who hate the mutants the least.

But getting into the details about the reasons for it is complicated.
>>
>>2326167
It's to speed things up. If it's like how Genie ran things. With out actions they would still do things in the back ground, but it would be slower and with our support.
>>
Rolled 54 (1d100)

>>2326203
Yeah, that's the thing; it doesn't seem to be quite the same, at least in this specific situation. As our attempt to help ended with the Headhunter telling our peeps to leave the shamans alone.
If we can do it though, it'd be a good idea, except I want to get those bugs before the mayhem hits.

>>2326190
Then it sounds like things that are hungry for psi are, in fact, a bigger threat to this specific civ.

Of course we're also zomboids, so that causes some additional complications. In general though it seems like most humans just don't have much reason to pick a fight with us, due to our location making it not really worth it, and being tribal making it really not worth it if they press the issue and find out the hard way. They just really don't like us.

Also the thing about bandit growth. Getting their growth from taking new people in, and taking new people in more than any other faction (due to lower standards, ethically speaking), does explain why they'd grow so fast under the right conditions. But bandits we are not, and must rely on children for population growth.
>>
Rolled 8 (1d100)

>>2326150
If that is the case.

I wonder how many zombie homes / outpost we can make. Giving us more area info and soon control with the spores.
>>
Rolled 90 (1d100)

>>2326300
>If that is the case.
That's my line!
If that is the case, it still shouldn't be our priority. There's a monster mayhem coming, so anything we want to do on the surface, we need to get done now or postpone until after the mayhem is over; while helping the shamans would just speed up how soon they get done with what they're doing; they're already kicking ass and now have the support of a hero. We don't need the shamans to be done soon; it just isn't a high priority.

Likewise, we don't need our hero to personally find the bugs. We have non-heroic but highly skilled scouts for that.
>>
>>2326323
>If that is the case.
By "it" I mean "being able to help the shamans by giving them one of our actions"
>>
Rolled 14 (1d100)

>>2326384
That. By "that" I mean "being able to help the shamans by giving them one of our actions."
>>
Rolled 76 (1d100)

>>2326150
Vote!
>>
Rolled 9 (1d100)

>>2326150
Have a vote
>>
Rolled 96 (1d100)

>>2326387
>>2326384

>Headhunter Mursik
"Look guys, there's really nothing you can do. I didn't even know these guys had the talents to pull this off, but apparently they've got a knack for it. I knew they were hiding something from me, Shamans aren't as stuck up as the fungal tenders but they've been avoiding me like they were for quite some time now...

I'm mainly sticking around in case they do need some help, and because I've got some questions I'm going to ask them that will be best asked when they're fresh.
>>
Rolled 38 (1d100)

>>2328280
Hmm, in that case, is it okay to vote for a replacement action?

I vote to replace that specific action with
>E. Explore in a direction/something
>Our mvp may be otherwise occupied, but we've still got a lot of experienced scouts. Send some to find them goldarn' ol' burrower bugs and, ideally, bring them back.
>>
Rolled 95 (1d100)

>>2328285
Backing this
>>
Rolled 23 (1d100)

>>2328285
What action are we replacing with that?

I thought this >>2326150 was the back actions. Which is explore with scouts and have Mira research.
>>
>>2328466
Ah, thought we backed the one where we were sending another action to help the Shamans. Never mind then, my mistake.
>>
Rolled 16 (1d100)

>>2326150

>Search for digging insects that are suitable to inhabit the cave. [LOCKED]

>Research the treasures of the Great Hunt [LOCKED]

>>>What would you like to do with your prisoners?
>Release them. (with or without gifts?)
>Kill them
>Just move them around some more and keep them captive.
>>
Rolled 83 (1d100)

>>2330728
>>Release them. (with or without gifts?)
With food and water to make it back.

Giving back one of their kits back and we keep the other's for study, maybe. Calling care for trade and sample wares? These two were here as guides. I feel we can be a bit more open with them. Since they did give us info on our shadow problem.
>>
Rolled 2 (1d100)

>>2330746
Sure. Mutants are one of the few we can play nice with. Maybe take some blood/bio samples for their mutations before we let them go tho.
>>
Rolled 31 (1d100)

>>2330728
>Release them. (with or without gifts?)
With gifts. Nothing extravagant, but we can at least get them loaded with provisions.

>>2330746
Take note of their kit, but return it. Sending someone out after stripping them of their equipment is a big no-no, even if they are a mutant and have their brother with them.
>>
Rolled 35 (1d100)

>>2326132

The scouts set forth with renewed vigor after their time being cooped up and without unwanted otherworldly supervision. They run into a bit of trouble locating the exact species that was exiled from the cave, on account of having only vague descriptions to go by and even those being very old. The do locate the dens of several species that could prove to be suitable replacements. Circumstantial evidence indicates that a few might even be descendant lines of the species we kicked out.

Unfortunately they are NOT friendly at the moment. Especially as they sense the impending Monster Mayhem. It will take a concerted effort and quite a bit of luck to gather enough of any of the species in sufficient quantity to create a colony within the caves.

We might also consider further research or study, to see if any of the possible candidates would be better than the others.

Mother Mira has dived into studying the Serpent's Brain primarily. Her research goes well, and she identifies several potential uses.

>Mother Mira
"I believe we could potentially harvest some powerful mutagens from this, though it would be destroyed in the process.

Alternatively, we could attempt to seed it with Mindmeld. My cultivations indicate that this would likely be successful. Of course, that being said we may want to consider doing so in the Grotto so that a colony of the fungus can be established there more quickly.

Alternatively, this would make excellent bait for particularly large or powerful psionic monsters. It may also be useful to psions in general, and if we could quickly identify such a faction it could be a valuable trade good or first gift.

However, perhaps our most profound discovery is that it is delicious when prepared julienne style and lightly fried in truffle oil."
>>
Rolled 64 (1d100)

>>2330798

>Alert!
-Mursik states that the Shamans should be coming out of their trance within the next turn or two.
-You have 2 more turns before the Monster Mayhem begins.
-Your patrols have caught brief flashes of the Shadows once more, but they flee hectically whenever seen.

>Headhunter Mursik
"We should find someone we don't like, and put a bunch of monster bait around something of theirs we want destroyed before the Mayhem."

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 11
>Resource Points: 3
>Pop 700 Grave Mutants
>Military 600
>>Food: Above Average
>>Water: Plentiful
>>Morale: Good
>>Medicine: Below Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Large], Monster Materials [Average], Giant Serpent Heart [1], Giant Serpent Brain [1].
>>
Rolled 54 (1d100)

>>2330811
>E. Explore something
Well, I guess one of our actions should be looking for someone we don't like.
>>
Rolled 83 (1d100)

>>2330811
Who would we not like at the moment? I guess that would be the 3 bandit bases near our territory. Unless we missed people in the big scouting action.

>G
Bait the Bandit bases. Then we should prep a scavenge after the Mayhem.

>G
"Mira... harvest the brain for mutagens."
>>
Rolled 54 (1d100)

>>2330798
>Alternatively, we could attempt to seed it with Mindmeld. My cultivations indicate that this would likely be successful. Of course, that being said we may want to consider doing so in the Grotto so that a colony of the fungus can be established there more quickly.
What would be the results of this Mother Mira besides accelerating the growth of the fungus?

>>2330895
I agree to this except in regards to the brain. Fact is that enhancing the growth of the zombie Grotto's fungal network would enable us to subsume and colonise there sooner. The zombies will provide protection, labour and the fungi we have sown shall provide food, medicine and so on. A nigh-on completely prepared colony except in terms of buildings.
>>
Rolled 92 (1d100)

>>2330895
I'm fairly certain that the big scouting action did not give us an exhaustive knowledge of who is in our area.

But if you want to target the bandits, that's fine. However, if that's the case I think we should first use a scouting action to learn more about their bases, then next turn (right before the mayhem) lay the bait. It should be far more effective that way.
>>
>>2330906
Eh, the good thing about a monster is their corpse and the smell of their blood attracts yet more monsters.


Then, when the mayhem starts? Their senses heightened and raging? They'll swarm over the base from the smell of blood.
>>
>>2330915
Or the bandits will find and remove the bait before the Mayhem even starts, because we didn't bother to learn their patrols or find good places to place the bait.
>>
Rolled 96 (1d100)

>>2330898
The Zombie Grotto what not scouted for a colony. So I'm not sure how good that would be. I thought the original point was a place for the zombies. Adding in the fungus to turn them into something we can manipulate better later or at least attack/defend better since it's our natural territory.

The reason I stepped away from the idea of using the Mind male fungus on that area. Was mostly due to impart the risk of turning the zombies into something we can't control.

>>2330906
True. I should have reworded that differently. Just meant missing any of the easy targets that stand out better.

In truth I don't really care who it attack. I just thought it's a good opportunity to take those out of our way. We can even just hold off and let the bandits do what they want. They know not to mess with the tribals. So when we're ready we just need to let them know hey we're here.

If there's enough worry we can change the action to scout them instead.
>>
>>2330921
I find that highly unlikely.

>>2330922
>The Zombie Grotto what not scouted for a colony. So I'm not sure how good that would be.
To be fair, it has most of what we need for a colony. Only possible problem is a potential lack of drinking water and no established cave network, although with a bit of effort that can be remedied by getting a colony of digging bugs there once we have those.

Consider that besides our insects, which could be transported by colonists to the new colony, almost all of what we have is either fungal in nature or literally holes in the ground. That and traps but a fairly sizeable zombie horde will suffice for defences for now when backed by our various fungal defences.

It's just something to consider given the difficulty of establish mind meld blooms away from existing ones.

>The reason I stepped away from the idea of using the Mind male fungus on that area. Was mostly due to impart the risk of turning the zombies into something we can't control.
Yeah I see what you mean but logically speaking it shouldn't be a problem. Given it doesn't make them any smarter and we're still able to get shit done there.
>>
>>2330932
Well them let's do it.

>>2330811
>G
Mira it has been approved use the brain and fungi on the grotto.

>G
Scouts your mission is to find targets for bait before the Monster Mayhem. We know of those bandits in our territory. Perhaps there will be more. if not the case let's focus efforts and figure out what we can do to those Bandits.
>>
Rolled 90 (1d100)

>>2330951
>>
Rolled 42 (1d100)

>>2330951
This I can support.
>>
Rolled 59 (1d100)

>>2330951
Vote
>>
Rolled 95 (1d100)

>>2330746
>>2330754
>>2330756
Also, are we agreed to let the Muzen go, with food?
>>
Rolled 21 (1d100)

>>2330986
Yeah. If need be we can take them half way.
>>
I think that next turn we should get the digger bugs or work on figuring out which of the species we've found is the best. No idea what the other action should be or if we should double down on our efforts. During the actual mayhem we should focus on research and refining our shit for when we can return to the surface.

Afterwards I feel going on a period of expanding through our currently blocked off caves and potentially elsewhere too like the zombie grotto as I already outlined. I really want to grow our population into the multiple thousands because it will enable us to work on a far larger scale than we can currently and potentially allow us to actually advance our conventional tech a bit.

Also we should look into getting more heroes, don't really have any idea where we can get more but if we find a friendly group of mutants or tribals we might be able to absorb their population, knowledge, heroes and bases into our own.
>>
>>2331018
Agree on working on getting the digger bugs/figuring out which ones we should get.
We do still need to study the heart, and should do it sooner rather than later.
We also still have the flooded tunnels to explore (perhaps the only thing we can explore during mayhem), perhaps we should try to get more hurknoth lungs next turn.
During the mayhem we can and should, I believe, also do training.

Opening blocked off caves I feel should be done slowly and carefully. If we can't fully map out what lies beyond, we shouldn't keep it that way.

I feel the best way to get more heroes is to make them. Our shamans are currently kicking ass, be sure to give them more opportunities to do so and we just might find one rising above all the others. Mira has her apprentices, and she must see something in the one whose collection she marked to be used to seed the grotto. Those are the only things I can think of right now, other than stumbling our way into new heroes, which is always fun.
>>
Rolled 72 (1d100)

>>2331018
Heroes spawn out of units that have 2/3 of the following.
>Badass Trait
>Elite Experience
>Something Special

In order to get more heroes, you just have to develop units like that and then hope (and roll well).

Badass is a trait, it's earned when someone/thing/unit does something ridiculously risky/ballsy/dangerous...and lives through it (success increases the chance of acquiring the trait but isn't strictly necessary).

Elite is the topmost rank of experience in a field, and usually refers to units. For instance you can have elite scouts, elite fungal tenders, elite shamans, etc. I can cover the experience system in more detail if you'd like to know, but the specifics are mostly hidden from player view (unless you establish extremely good and formalized military discipline).

Something Special is another trait. Individuals can acquire this circumstantially when rolls on a given action reveal that they obviously had a natural predilection towards something but you also get a smattering of Special traits dropped into random individuals in your population. While you can occasionally catch glimpses of these if you pay attention to the flavor text of my posts the only other real way to get those people on the map would be to figure out how your civ works and attempt to phrase your actions such that talented people start acquiring experience/becoming badasses..
>>
File: Grave Tribe Map.png (43 KB, 1200x798)
43 KB
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Rolled 69 (1d100)

>>2330951

>Mother Mira
"That place will surely be more significant than we can even imagine, should you continue to back my efforts like this. I am quite pleased, thank you my children."

The Serpents brain has been intricately spread open, anointed with your finest fertilizers, had Mindmeld spores spread inside, closed back up, and placed under the cap of a tremendous firestalk in order to stay warm and ferment.

"Now we wait. I will remove the brain and place it in the colony when it has cured sufficiently, but I suspect I will need support when it comes time to properly integrate it."

Your scouts, meanwhile, go out looking for juicy targets that are not the bandits. They find a handful of nearby factions, mostly nestled into natural terrain features or having taken over ancient half-sunken Old World facilities. Unfortunately they aren't able to locate any tribal or mutant bases, due to the increasing monster activity and having to canvas such a large area.

>>Legend
Purple w/ White - You
Pink w/ White - Fungal Grotto
Magenta - Monster Dens/Infested Locations
Pink - Zombie Concentrations/Hordes/Hives
Grey - Mountains or Compounds/Buildings/Facilities
Red - BANDITS
Black - Known Underground Accesspoints
Blue - Water
Brown - Swamp Lowlands, less forested
Green - Swamp Highlands, more forested
Keep in mind, the Swamp changes fairly often.

>Headhunter Mursik
"Have you guys really not pissed off or been pissed on by someone or something yet? Sheeeiiit, you gotta get out in the world a bit. Go to a trade meet or something, then cross-reference that against who we know exists but didn't go to figure out who's weak and doesn't want to broadcast their presence."
>>
Rolled 52 (1d100)

>>2331123

>Alert!
-The two Muzen have been released with supplies, and a small escort to take them most of the way back to their home base. They declined to take back their gear, citing their time with us had "Shown them a different, better path." and also that "It'd look way sketchier to arrive back with our gear."


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 11
>Resource Points:
>Pop 700 Grave Mutants
>Military 600
>>Food: Above Average
>>Water: Plentiful
>>Morale: Good
>>Medicine: Below Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes [Dispatched], 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Large], Monster Materials [Average], Giant Serpent Heart [1].
>>
Rolled 22 (1d100)

>>2331129

Turn 12, dammit.

Also

>WARNING!!!
-MONSTER MAYHEM WILL BEGIN AFTER THIS TURN.
>>
Rolled 4 (1d100)

>>2331129
Action 1
Grab some burrower bug candidates and hope our people choose well which ones to wrangle into our caves

Action 2
Let's focus on trying to get some more hurknoth lungs. Secondary goal of whatever else hunters can grab before it's time to bunker down.

Don't think we can find a trade meet immediately before mayhem, but we'll keep Mursik's advice in mind, especially for baiting in advance of the next mayhem.
>>
Rolled 12 (1d100)

>>2331129
>"Shown them a different, better path."
Oh no. I guess we'll ether get some mutant friends after this or a purge unit coming for us.

Not sure what to do. I know after the Mayhem we should gather all the monster parts we can and scavenge ruins. Next time we can make a deal with bandits to raid places. Get a share of loot.

>Act 1 & 2
>F. Scavenge for raw materials.
Final stock up before we hunker.

I would back bug grab, but the mayhem will make it hard to get enough and their aggression is high. So I say we leave them alone.
>>
Rolled 60 (1d100)

>>2331161
Vote
>>
>>2331161
Also we could probably straight trade with bandits. We have awesome drugs, battle drugs, shaman trance drugs.. I’m sure bandits will love them.
>>
Rolled 93 (1d100)

>>2331161
Good point. I switch to double materials run (generalized, which for tribals I guess implies hunting/gathering)

>>2331190
also true
>>
>>2331210
Trust no fluff about cool fantasy drugs goes by me unnoticed lol
>>
>>2331210
The shaman trance drug sounds like weaponized ayahuasca or salvia. Some kind of paralytic too. That would be worth 100x its weight in puka shells at burning man. 7/10 very hard hitting not great for daily use but fun, I would imagine adolescent bandits would use and jam to dubstep.

The battle drug was a stimulant with some vasio dialation, likely dopamine boost too. Battle cocaine? 10/10 would become addicted to.
>>
>>2331235
When we hit the markets. We will need to see if we have a skilled tribal trader. Get a lord of (shaman) drugs.
>>
>>2331252
Seeing as we look like zombies we may need a surrogate to “go to market”, should we open trading with the muzen we should encourage them to run the drugs for us, we be the drug lab, they can be the street dealer.
>>
>>2331300
Nah, we wear heavy, feature-obscuring garments, common for mutants, secretive groups, and other weirdos.

Most people wouldn't trust unpleasant-smelling folks in obscuring cloaks peddling "magic mushrooms." Especially in the post-apocalypse, EXCEPT for the bandits, who are totally willing to take that risk.
>>
>>2331129
>Go to a trade meet or something, then cross-reference that against who we know exists but didn't go to figure out who's weak and doesn't want to broadcast their presence.
Guys this is brillian we need to attempt this some time. I can't believe we've never thought of that.
>>
Rolled 63 (1d100)

>>2331161
Vote
>>
>>2331039
>We do still need to study the heart, and should do it sooner rather than later.
True but we can do that during the mayhem.

>We also still have the flooded tunnels to explore (perhaps the only thing we can explore during mayhem), perhaps we should try to get more hurknoth lungs next turn.
That'd be a good idea too but the thing is we can't de-flood those tunnels with our tech. So they are kinda useless for now.

>During the mayhem we can and should, I believe, also do training.
That'd probably be a good idea.

>Opening blocked off caves I feel should be done slowly and carefully. If we can't fully map out what lies beyond, we shouldn't keep it that way.
Agreed.

>I feel the best way to get more heroes is to make them. Our shamans are currently kicking ass, be sure to give them more opportunities to do so and we just might find one rising above all the others. Mira has her apprentices, and she must see something in the one whose collection she marked to be used to seed the grotto. Those are the only things I can think of right now, other than stumbling our way into new heroes, which is always fun.
That is probably a good start.

>>2331063
Yeah I understand the basics but I mean I have no idea how specifically we're gonna get some heroes. Especially the ones I want like a war chief or a far-gone (given we don't know what that was).
>>
The twisted Genie lives! Sorry I'm late.

Two things occurred to me - first, why would we dig new caves when we have unexplored underwater sections? We could probably move into them using mushroom diving bells refreshed by zombies, and eventually gene - splicing ourselves or our mushrooms to be water-adapted.

Second, the monster madness seems like a perfect time for our headhunter and any volunteers crazy enough to join him to hunt targets of opportunity - sneak around and show mercy to any monsters that are gravely wounded, note the locations for pickup later. If we get another hero, that might be the time.

I'll vote for moving into the underwater now, but I'll hold off on the monster madness hunt - I want to hear what people think of such a risky plan first.
>>
>>2332122
Dropped the dice somehow
>>
>>2332122
>why would we dig new caves when we have unexplored underwater sections?
We can't make use of the flooded sections for anything except water and possibly storage / farming.

>We could probably move into them using mushroom diving bells refreshed by zombies, and eventually gene - splicing ourselves or our mushrooms to be water-adapted.
Ignoring the difficulty of becoming water-adapted, that requires skills beyond those our tribe has in my opinion or tens of turns of effort, I feel I must point out that diving bells would need to be able to resist the pressure they are operating under. Generally that means they won't be strong enough to go very deep and even if they did it wouldn't make the region useful given we can't really do anything with it.

>Second, the monster madness seems like a perfect time for our headhunter and any volunteers crazy enough to join him to hunt targets of opportunity - sneak around and show mercy to any monsters that are gravely wounded, note the locations for pickup later. If we get another hero, that might be the time.
Wouldn't work. The corpses would get eaten by the other monsters and venturing out is more or less suicide.
>>
Rolled 41 (1d100)

>>2332125
>>2332157
guess it doesn't work on my phone at all
>>
Rolled 67 (1d100)

>>2332491
Seems not.
>>
Rolled 42 (1d100)

>>2331980
>That'd be a good idea too but the thing is we can't de-flood those tunnels with our tech. So they are kinda useless for now.
First step is finding something that could help (as opposed to attempting to researh massive pumps or something from what we have now) and first place to look is the tunnels themselves. We don't know what's on the other side or the end of them. Could be something that would help unflood the tunnels, could be something else valuable.

>>2332157
Correct, but I feel you are selling natural materials (e.g. specially bred mushrooms) short, and it is not clear how much of an issue pressure would be for this purpose (the tunnels don't go straight down, unclear to what extent they are lateral). Still doesn't seem like a great idea though. Better to simply work with horknoth lungs as a base for diving.

Although I suppose if it turns out there's an other side that lets out somewhere reasonably safe, such bells could feature in an emergency evacuation plan.

>>2331161
>>2331210
Still supporting this for this turn.
>>
>>2332665
>First step is finding something that could help (as opposed to attempting to research massive pumps or something from what we have now)
True. Primarily because we lack anything close to the ability to shift that much water, especially if it can refill.

>and first place to look is the tunnels themselves.
I'd argue it isn't. Far easier to get a solution from one of the other civilisations who can actually produce conventional tech in return for something of ours or salvaging such a thing from a pre-war ruin on the surface.

>We don't know what's on the other side or the end of them. Could be something that would help unflood the tunnels, could be something else valuable.
Or it could be a nicely wrapped bundle of death and madness.

>Correct, but I feel you are selling natural materials (e.g. specially bred mushrooms) short
I feel you are overestimating how quickly we can advance in this regard. Chances are we are both wrong and the truth lies in between.

>it is not clear how much of an issue pressure would be for this purpose (the tunnels don't go straight down, unclear to what extent they are lateral).
True. However, seeing as the caves aren't flooding, we can assume they exist below the natural water table of the region. Which means they could be deep as all hell or shallow and far easier to deal with. We'd need to scout them to find out.

>Still doesn't seem like a great idea though. Better to simply work with horknoth lungs as a base for diving.
Probably. At the very least it will let us make sure the flooded sections aren't a potential back entrance into our base.
>>
>>2332713
>I'd argue it isn't. Far easier to get a solution from one of the other civilisations who can actually produce conventional tech in return for something of ours or salvaging such a thing from a pre-war ruin on the surface.
It'd still be very useful, if not strictly necessary, to actually know the extent of the tunnels before trying to drain them.

>Or it could be a nicely wrapped bundle of death and madness.
Same could be said of the blocked-off tunnels. Or anything worth exploring in the post-apocalypse, really.

It just doesn't make sense to never bother exploring the waterlogged tunnels in our very own base.
>>
Rolled 62 (1d100)

>>2332713
The flooded chambers actually a series of areas which flood and de-flood at varying rates and for varying periods of time according to no discernible pattern. A few stay flooded constantly, but most don't. They're just useless for building in (for now) because of this random action. The act of construction itself would also be rendered very difficult on account of never knowing how long you have to work.
>>
Rolled 44 (1d100)

I just had a thought - fungi are the symbiotes of an ecosystem, right? Could this be the 'special' Genie and Strelok were hinting about?

Maybe Fungi could incorporate horknath lungs into themselves the way our cells incorporate mitochondria.

>>2331131
>"Mama, could our fungi help the horknath lungs survive and make more of themselves while the lungs help our fungi live underwater?

>>2332713
>>2333497
I'm sure there is something [redacted] down there or it would be swarming with monsters. But the thing not to do is run up and poke it. I'm suggesting we overgrow it - slowly and gently, like a fungus. That way we'll know what it is and might be able to use it as an ace in the hole if the alternative is certain death. I don't remember a game in this setting where digging didn't kill everyone, but underwater area might be different.

The water pressure issue might actually help what I'm proposing - we couldn't expand any faster than our mutations adapt to the pressure, so while we could expand slowly, we wouldn't be likely to stumble into anything.
>>
>>2333827
In a previous Strelok game, we found an abandoned bunker with absolutely nothing living in it. And this time, for once, we aren't actually digging, we're swimming. In a place that has never previously shown any signs of life.

Actually adapting to become amphibious might be more trouble than it's worth.

Again, there's no evidence that pressure is an issue. We don't know how deep it goes, but as deep as we've gone, pressure doesn't matter, only air. Which is yet another reason to actually fucking scout the place, as opposed to trying to colonize the watery tunnels at enormous effort that would better be spent elsewhere or just totally ignoring them until we become technologically advanced (which will take a very long time)
>>
Rolled 43 (1d100)

>>2332713
>>2333827
We have a civ bonus to scouting and a scout hero; we should be scouting everything. The tunnels in question are directly connected to our home and right at the start, we found an item that will greatly aid in scouting them.

How is this so controversial?
>>
>>2333877
I've just seen a lot of civs die because they delved too deep. But I'm all for scouting if we do it carefully. Especially if the alternative is digging
>>
>>2333803
Hey Strelok, your Twitter still work to let us known about a new thread or will you just start and wait for us to see it? Granted there is also other options like the discord as well.
>>
Rolled 72 (1d100)

>>2333827
Oh look, someone figured something important out.

>Mother Mira
"Well, dearie, while I lack the usual methods employed by most Broodmothers I haven't earned my moniker for nothing. Get me more source material and I should be able to create a breed that can mime its effects...then I should be able to distill more potent potions from the strain, given support...then once we spend time perfecting the potion I may be able to develop a proper mutagen to make the effects inherent, though there are many factors that might prevent this final stage from being viable."

>>2334289
Eh...I'll probably just wait for people to see it for the first few threads. If popularity continues I'll revive the twitter.

>Page 10
Oh, guess I'd better make a new thread today.
>>
Rolled 69 (1d100)

>>2335060
If anyone can come up with a good starter pic then you'll be rewarded
>>
>>2335232
If not this. I'll try for more later.
>>
File: 1483812130326.jpg (367 KB, 1024x1737)
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>>2335258
Heh, nothing is not a pic.
>>
Rolled 11 (1d100)

>>2335264
Pretty good anon.

Next thread will be tomorrow though, to give people time to rise to the challenge and to give me time to sleep.
>>
File: happy_horror.jpg (23 KB, 400x400)
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>>2335232
might not fit the tone as well, but I like the imagery on this one.
>>
File: 1374847_orig.jpg (3.23 MB, 3200x2400)
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>>2333851
>Actually adapting to become amphibious might be more trouble than it's worth.
Although we do live in a swamp, so now I think about it, it'd be useful for far more than living in the more watery parts of our caves.

>>2335232
>>2335439
If not one of these>>2316327
>>2302585
>>2302591
>>2323665
Or even ones you yourself posted
>>2324003
>>2324076

Or one of the ones immediately above, I'll see what I can find.
>>
>>2337073
>>
>>2337075
>>
>>2337078
>>
>>2337125
I could keep this up, but probably better to stop with this one.
>>
File: 1518148496417.jpg (248 KB, 1200x800)
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Rolled 38 (1d100)

>>2337075
We have a winner!

I'll write up the thread opener now, but probably won't be around to run the game until the afternoon.




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