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File 147719529944.png - (107.40KB , 574x522 , SurvivorQuest 1.png )
754827 No. 754827 ID: 66629a

"Okay that's one Padd as part of the Settler package. Thanks for the purchase. 250 Scrip, least you got decent rating out here."

>250 Scrip removed
>46 Scrip remains.
Expand all images
>>
No. 754828 ID: 66629a
File 147719535916.png - (69.18KB , 397x574 , SurvivorQuest 2.png )
754828

"Now I do have to take some records for the package before we move onto the rest of your settler deal. Who are you exactly?"
>>
No. 754831 ID: 595d54

Protag McProtagface.
>>
No. 754832 ID: 66629a
File 147719557426.png - (25.34KB , 774x448 , SurvivorQuest 3.png )
754832

> Please design and name Settler.

Body Types
>Slim
>>Mobility - 8/10
>>Endurance - 4/10
>>Strength - 3/10
>>Intelligence - 6/10
>>Perception - 7/10
>Average
>>Mobility - 6/10
>>Endurance - 5/10
>>Strength - 5/10
>>Intelligence - 8/10
>>Perception - 6/10
>Muscle
>>Mobility - 6/10
>>Endurance - 7/10
>>Strength - 7/10
>>Intelligence - 5/10
>>Perception - 4/10
>>
No. 754833 ID: 71d443

Average, female, Phoebe Starffful.
>>
No. 754834 ID: 595d54

>>754832
Average, male, Protag McProtagface, same poster as earlier.
>>
No. 754836 ID: 350a50
File 147719628895.jpg - (49.53KB , 377x421 , settler.jpg )
754836

>Krillin
>Male
>Slim Build
>>
No. 754847 ID: 9dc26d

>>754836
I can't see how this could go wrong. I like it.
>>
No. 754848 ID: 9876c4
File 147719860283.png - (50.84KB , 774x448 , Coweye.png )
754848

After a fair bit of soul-searching, I believe this to be the man for the job.

Let's all do our best, and make some happy memories on the frontier!
>>
No. 754857 ID: a107fd

>>754832
>male or female

Yes to both.
>>
No. 754869 ID: 91ee5f

>>754836
That better be Team Four Star Krillin!
>>
No. 754898 ID: d41523
File 147724720396.png - (40.42KB , 774x448 , rogersettler.png )
754898

"You know, I plan on running a store like this myself, once we get settled out there."
>>
No. 754900 ID: 52d0bb
File 147724829026.png - (1.33MB , 774x448 , spurdoface.png )
754900

>>
No. 754916 ID: e0f785
File 147725501589.png - (83.55KB , 774x448 , kobold-survivor.png )
754916

Kobolds are good at surviving (a few are at least) and repopulating.
>>
No. 754921 ID: 18c950
File 147725865598.png - (22.28KB , 774x448 , jimmy foxtrot.png )
754921

>>
No. 754936 ID: 3e182c
File 147726025011.png - (54.32KB , 774x448 , Murf.png )
754936

>>
No. 754975 ID: 094652

>>754921
Dude, you need to put his intelligence at like 2 or something.
>>
No. 754976 ID: 91ee5f

>>754916
I vote for this.
>>
No. 754993 ID: 14086d

>>754921
Jimmy "Bitches" Foxtrot is the hero we need.
>>
No. 754996 ID: e75670

>>754898

would love to see what kind of adventure this guy ends up making for himself
>>
No. 755011 ID: 350a50

>>754898
If Krillin is too much of a joke suggestion, I'll toss in support for this guy. Seems like a pretty cool dude.
>>
No. 755017 ID: 18c950

>>754975
Didn't get clear rules for modifying base stats, so I just left 'em. Otherwise of course his mental stats would be crap and his physicals through the roof.
>>
No. 755019 ID: 71d443

>>754976
Ko-bold! Ko-bold! (I'll throw my vote behind this.)
>>
No. 755022 ID: 9876c4

>>755017
That's kind of what I did with my handsome talking lummox.
>>
No. 755025 ID: 3e182c

What if....
Roger had a quippy kobold pet sidekick?
>>
No. 755033 ID: 18c950

>>755025
>pet sidekick
or maybe girlfriend? eh? ehhhhh?
>>
No. 755042 ID: 9a362c

>>755033
That seems more like a Billy Alpha thing.
I dunno why but Roger strikes me as more of a Missionary position for purposes of procreation kinda guy.

But then again...
Who knows what kinks that mustache could hide? Regardless of the story, what lies beneath the depths of that stache will be the true mystery.
>>
No. 756262 ID: 66629a
File 147792470203.png - (339.56KB , 1340x1167 , Survivors.png )
756262

Sorry for taking so long, but I've picked out the best 3 Survivors of the bunch that were submitted, the rest may still appear as Settlers and companions. But for now, these are our top 3 picks.

We have Phoebe Starfull
>>754833

Kaze Uigheu
>>754848

And Roger Wickham
>>754898

Alright folks. Who do you wish to play?
>>
No. 756264 ID: 3abd97

>>756262
Beanie power. Phoebe.
>>
No. 756265 ID: 2a7417

Aww, poor kobold. Phoebe it is.
>>
No. 756278 ID: 5d1657

Let's see what Roger gets up to.
>>
No. 756289 ID: 3e182c

Gotta go with Epic 'stach guy.
Roger all the way.
>>
No. 756294 ID: 350a50

Roger, Roger.
>>
No. 756297 ID: 9876c4

Nothing wrong with Rog, but Kaze for me.

the joke was that he had low Perception because he rarely opened his eyes
>>
No. 756318 ID: 71d443

Start full with Starfull.
>>
No. 756327 ID: 52424c

Seems we got a tie and I don't know who to go for!
>>
No. 756330 ID: 9876c4

I'm okay with Roger, if 'Coweye' gets a decent supporting role
>>
No. 756455 ID: dea742

Y'know, I'd go for Phoebe, but that mustache is just too strong. This Rodger guy is goin' places.
>>
No. 756501 ID: db0da2

This quest needs a protagonist with a strong entrepreneurial drive and a stronger mustache. Roge 1 is the best option.
>>
No. 756537 ID: 86cf98

Roger please.
>>
No. 757226 ID: 66629a
File 147848867505.png - (173.14KB , 1096x579 , SurvivorQuest 4.png )
757226

> The overwhelming Vote is for Roger
>> You are now Roger Wickham and you have a strong business sense.

"Alright then Mr. Wickham, to continue on, as part of the settler package you get one .308 Hunting Rifle, or Ranger Rifle as they are known out here, one 9mm Pistol, and 3 magazines for each."

> Ranger Rifle
>> 5 Shots
>> 4/5 Damage Rating
> 9mm Pistol
>> 13 Shots
>> 2/5 Damage Rating

"Also included in the settler package is a gasmask, backpack, and some proper layered clothing for the outside, we have changing booths around so you won't have to worry. We can move onto the last bit now. Please look at your Padd."
>>
No. 757227 ID: 66629a
File 147848873003.png - (1.78MB , 7304x5632 , SurvivorQuest Start Options.png )
757227

"We have only 2 settlements currently available for use, please pick one and we'll be done here."
>>
No. 757228 ID: 66629a
File 147848883826.png - (131.20KB , 922x484 , SurvivorQuest 5.png )
757228

"There's this old Marketplace not to far out, it's got plenty of space, rooms, you can easily fortify this and it has a underground garage for when you get some settlers to start building technicals for you. Catch is though, it has no power or water running through it, most of your resources would be spent fixing it up."
>>
No. 757229 ID: 66629a
File 147848893691.png - (62.08KB , 690x365 , SurvivorQuest 6.png )
757229

"Now as for the 2nd option, we have this quaint little house, one floor, a basement, and a small garage with power and water. Which means hot showers and a nice cozy place to live, but of course since you plan on building a settlement, most of your resources would be spent expanding the space around it to get more settlers... and keep them safe since it's cold out there."

> What shall you pick?
>>
No. 757232 ID: 9876c4

The long term growth potential of the marketplace is superior.

We're not going to be doing much commerce our first year anyway, and that should be enough time to get some basic power, like a gasoline generator.
>>
No. 757236 ID: 86cf98

>>757228
This place will make a fine establishment, but the first year is going to be hell for you. A lot of hard work and ingenuity will be required if you are to succeed in this world roger, be prepared.
>>
No. 757237 ID: 86cf98

>>757227
Is that a water source to the northwest of the marketplace? Another reason why we should place our settlement there, even if the water is undrinkable, surely we could expand to navel trading.
>>
No. 757245 ID: d41523

The marketplace looks good. It'll be tough going at first, but far superior in the long run. Having a strong, fortified command center for our future settlement will be well worth the extra effort. Plus, as GB noted, it has access to a large water source, which not only could be useful for many things with the right tech, but also completely blocks off an angle of attack by land. In contrast, the house is out in the open and surrounded by several other structures, and would be much more difficult to defend against hostiles when they eventually appear.
>>
No. 757258 ID: 3e182c

I can see that dilapidated marketplace, or Future Fortress and Trade Capital?

Hell yes.
>>
No. 757274 ID: 350a50

>>757228
Nothing says apocalypse survival like an abandoned mall.
>>
No. 757700 ID: e95cec

Well, I dunno about "easier to defend". Seems like "sturdier but more entrances to watch". But I dunno if I really prefer one over the other.
>>
No. 761197 ID: 66629a
File 148002398810.png - (66.30KB , 637x526 , SurvivorQuest 7.png )
761197

>>757232
>>757236
>>757237
>>757245
>>757258
>>757274

>Marketplace picked

"Good place. Good luck out there. You're gonna need it."

> You give the trader a thumbs up, you are prepared and ready, the world while bathed in nuclear fire and then snow, is your oyster.
> You now have a minor craving for oysters.
>>
No. 761198 ID: 66629a
File 148002402987.png - (189.75KB , 1480x1209 , SurvivorQuest 8.png )
761198

"Oh and above all else. STAY AWAY FROM THE STEEL EMPIRE! You'll get yerself killed and then we have one less settlement to run, if you ever get faced with the Steel Empire. Get out of there no matter what!"
>>
No. 761199 ID: 66629a
File 148002416249.png - (62.85KB , 566x692 , SurvivorQuest 9.png )
761199

> You step outside and hear the crunch of the snow. Roger Wickham is ready to build a marketplace.
>> Current Perks
> Mustache of Authority
> Mercantile Sense
> Sturdy Build

> Please chose if you wish to just go right to the Marketplace or go scavenging in one of the nearby buildings.
> You can currently only scavenge one building.
>>
No. 761201 ID: 66629a
File 148002453346.png - (181.92KB , 2276x919 , SurvivorQuest 10.png )
761201

> Here is your current location on the map and local options for scavenging.
>>
No. 761207 ID: db0da2

Scavenge the middle building. The factory probably has some sick loot, but it's too far out of the way. The tall building we can get to later, considering it's so close.
>>
No. 761211 ID: 350a50

>>761207
Sound logic, brotha. Let's roll.
>>
No. 761213 ID: 3e182c

>>761211
>>761207
You two Kidding?
Were already at The Market. The Factory is practically next door. If anything this is the Best time to Scavenge the factory until we get a vehicle up and running.
>>
No. 761222 ID: b1b4f3

>>761213
Yep.
>>
No. 761225 ID: 350a50

>>761213
I also get the feeling it'll be a longer and more dangerous endeavor. I'd rather get better equipped before going to a larger building.
>>
No. 761226 ID: 9876c4

Can't crap out on the risks before we built the business.

Let's get factorial.
>>
No. 761241 ID: 3e182c

>>761225
Perhaps, but we took the market without utilities over the home. We can't just turtle until were perfectly prepared, we need those basics. Any building should have plumbing in it, but our best bet at finding any sort of electrical infrastructure is the factory. It might also have a working forklift or something if we're lucky, and the possibility of getting something like that early I feel is worth the risk on its own.
>>
No. 761243 ID: 350a50

>>761241
The forklift is a strong argument for transporting heavy goods. I'll change my vote to the factory.
>>
No. 761252 ID: 750f88

I would recommend checking out the factory from a distance at first. See if you can see any noticeable barricades or movement through the large windows
>>
No. 761451 ID: d5038e

I also vote factory. Depending on what kind of factory it is, it might also have large amounts of valuable resources, and now is the time when we're best equipped to scavenge it imo.
>>
No. 764652 ID: 66629a
File 148125079648.png - (186.56KB , 2276x919 , SurvivorQuest Travel.png )
764652

> Overwhelming vote is to go to the factory.

Roger travels to the factory, it is a short walk.
>>
No. 764653 ID: 66629a
File 148125084105.png - (59.34KB , 889x534 , SurvivorQuest 11.png )
764653

> Roger stands outside the factory, it seems to be a generic one, he is unsure of what it could be used for.
>>
No. 764655 ID: 66629a
File 148125118934.png - (67.45KB , 800x614 , SurvivorQuest 12.png )
764655

> Inside the factory it is bare, having been probably stripped by other people from the market before
> Roger finds a forklift but it's non-operational but it holds potential for material.
> Total Materials that can be gained from this
>> 10 Food
>> 60 Shelter
>> 30 Mechanical
> Two rooms upstairs are locked and could be broken into, through the windows you see a Computer turned on and in the lower room is a locked chest that may contain something valuable.
> The place is rusted and seems to be running on backup power, break into the upstairs room and you stand a chance of gaining valuable info.
> Break into the downstairs room and you may unlock the chest and find a useful tool, or just some more build material.
> You can only break into one at this time
> If you break in, which do you break into?
>>
No. 764658 ID: 9876c4

Upper story. Blast lock, pull gun on anyone on the computer and question them (but don't kill!)

We need to know how they hooked up power, and what's wrong with the forklift.
>>
No. 764687 ID: 350a50

Grab the food first, in case you need to evacuate quickly.

Then bust into the upper room.
>>
No. 764695 ID: 3e182c

Upper room is fine. Inspect the forklift, can we tell what's keeping it from running? Could we fix it with materials from this factory?
>>
No. 764697 ID: d41523

Upper room sounds good. Knowledge is power. Knowing where the computer is getting power from would be particularly useful information.
>>
No. 764698 ID: 350a50

>>764697
Yeah, if it's a portable generator even better.
>>
No. 766267 ID: 66629a

> Short Hiatus while dealing with some life stuff. Post ASAP next week.
>>
No. 768346 ID: fa0571
File 148279528380.png - (84.21KB , 734x509 , SurvivorQuest 13.png )
768346

>>764658
>>764687
>>764695
>>764697

Roger proceeds to head upstairs, the Forklift can wait, it's rusted frame has lasted this long, it can last a little longer. The Mechanical Building Material is not grabbed but the other bits are.

> Materials owned
>> 10 Food
>> 60 Shelter

As Roger gets to the door he stops and sees what appears to be another survivor trying to get the door open. The Survivor does not seem to be in a good mood, especially now that they know Roger is here.

>Survivor
> Health: 20
> Weapons:
>> Contender - 1 Shot - 5/5 Damage
> Possible Material from Survivor
>> 3 Food
>> 2 Mechanical

Choose action

Short little update to say this thing isn't dead!
>>
No. 768351 ID: 3e182c

Greet the survivor warmly. Tell him it's wonderful to see another face out here. Ask if he would like some help with that door there. Ask him where he's from.
>>
No. 768353 ID: 350a50

"Easy now, I'm no raider. There's more stuff here than either of us can carry. I'd suggest we save our ammo and just split the goods."
>>
No. 768435 ID: 750f88

Greet them warmly as stated before, try to be charismatic towards them and tell them your name. Try to be a kind, fatherly figure to this person. Just be ready to shoot them if they seem to be strongly hostile towards you.

Perhaps you could hire this young man/flat woman to aid you in setting up shop. That is, if they aren't already running some place and you are able to gain a good sense of their character. Be sure not to tell them where you plan on living, even if you are able to gain their trust.
>>
No. 771656 ID: 66629a

>> Post coming in the next few days. Feel Free to suggest more in that time.
>>
No. 772304 ID: 66629a
File 148442761768.png - (104.41KB , 1025x554 , SurvivorQuest 14.png )
772304

>>768351
>>768353
>>768435

You attempt to use the Mustache of Authority to let the Survivor know that everything is fine and you mean them no harm.
> Attempt Failed
Roger's mask obscures his mustache and the survivor points the Contender right at you. Good news, it has one shot. Bad news, even if you survive you will be heavily wounded and your ability to scavenge for Settlement Material will be hampered.

You now have a few options in this situation.

>Run Diplomacy
>> Attempt to convince the survivor using knowledge you currently hold to not kill you and possibly even join your settlement.
>> Bonuses are made for correct knowledge about situation at hand and appealing to the survivor's selfish nature

>Run Battle
>> Fight the survivor and attempt to get out of this situation
>> Bonuses for important areas such as limbs (hampers movement) or head (run chance of ending fight early)

>Run Escape
>> Leave this location and come back later.
>> You gain nothing from here.

Choose wisely.
>>
No. 772309 ID: 350a50

>Run Diplomacy

"Let's talk, neighbor. If you need something in that there room I'd be happy to help you jigger 'er open, if it keeps us both free of bullet holes."
>>
No. 772319 ID: 398fe1

>>772309
I think this should work, yeah.
>>
No. 772348 ID: 493949

>>772309
Thirding this while suggesting we put our hands up and remove the "both" part of the speach, since it somewhat comes off as a threat.
>>
No. 772355 ID: 350a50

>>772348
Fair point and revision.
>>
No. 772391 ID: 3e182c

A one shot pistol is not the weapon of a brigand or bandit. It's the weapon of someone Desperate, scared, and alone.

We should make ourselves less threatening. Take a step back. Slowly bring our hands to our sides and display our empty palms. Then continue to talk.

If it's safe to remove our mask for short periods, we could slowly do so. {And tell them that were doing so as we do it.) That way we could speak to them as Roger, and not some creep out in the wastes.

Continue to speak warmly. Let your body language deal with the gun situation. Let your voice deal with this person.

>>772309
Agreed in removing the second part

Add, "Gotta keep our heads out here, right?"
If the mask is removable, smile when you say it.
>>
No. 772589 ID: 01d9f4

>>772581
Hands in front of us slightly while in surrender may help with a possible disarm if need be.

Say everything we do to put him at ease.


His one handing of the gun shows inexperience. I strongly believe if he was at ease, disarming would be easy.
>>
No. 772604 ID: 3e182c

>>772589
This is true. The 5/5 Damage must mean the Caliber on that thing is huge... with an equally huge recoil.

We could give them some friendly advice. Like if they hold it without two hands it's liable to break their wrist. That'd be a real shame, seeing as we could use a spare hand ourself.
>>
No. 772607 ID: 9876c4

>>772604
The T/C Contender is a real firearm, with barrels from .38 Special to .505 Gibbs or so. One shot from the latter could fell a polar bear.

It's not part of the settler package, either, so maybe this is some kinda native...
>>
No. 772879 ID: bc8e48

>>772604
We don't tell a guy with a gun to our face that he's holding a powerful gun wrong. Either he takes it as an insult or we lose our advantage.

Having hands in surrender position that allows for a disarm if need be while continuing to talk is the best choice.
>>
No. 775249 ID: 66629a
File 148562082553.png - (57.00KB , 431x581 , SurvivorQuest 15.png )
775249

> Overwhelming Vote is to be Diplomatic and friendly.

Roger removes his mask, puts on his glasses (correctional lenses in the gas mask) and smiles to the Survivor.

"No need for violence friend. I'm just a settler out looking for resources, I ain't gonna hurt ya or anything. Need something?"
>>
No. 775251 ID: 66629a
File 148562110889.png - (23.52KB , 396x275 , SurvivorQuest 16.png )
775251

> Survivor lowers gun

The survivalist seems placated by this and how willing you are to pull off your mask even if you aren't sure how dangerous the air is. Luckily this factory is fairly closed in so no dangerous spots here.

The survivor talks about their issues, namely how they've been trying to get into the upper room looking for more resources, they hope to find a shotgun or some grenades there. But the door is jammed shut, possibly locked.

Do you wish to assist them? Survivors may choose to work with you if you prove yourself helpful, others may choose to betray you at the first chance they get.

Building a reputation gets you more Scrip which shows how many favors you have earned from people.

>Assist Survivor?
>>Yes
>>No
>>
No. 775253 ID: e20f68

Yes, of course.
We have plenty of ammo. We could just shoot off the knob. Should be fine as long as we let him know of what were planning to do first.
>>
No. 775259 ID: 9876c4

Attaboy, Rog.

since our carrying capacity is limited, I see no reason to not share this site.

On the other hand, let's make a deal. If we get this door open, let's make a 70/30 split of what's inside, in his favor.
>>
No. 775289 ID: 350a50

A mustache this good natured is meant to be shared, friends.
>>
No. 779083 ID: 66629a

> Post Coming Soon.
>>
No. 780797 ID: 6c5cfb
File 148745231941.png - (18.17KB , 293x331 , SurvivorQuest 17.png )
780797

Sorry for taking so long.

>9MM Pistol
>>12/13 Bullets
>>
No. 780799 ID: 6c5cfb
File 148745246244.png - (72.94KB , 576x481 , SurvivorQuest 18.png )
780799

>The Vote was for Roger to help the survivor.

Roger puts his gasmask back on and expends a bullet blasting open the door, you are fairly certain a 9mm should be too small but regardless it worked.

You enter the computer room, it's largely empty save for the turned on Computer and a Sawn Off Stock shotgun on the desk.

>Sawn Off Stock
>> 4 Shots
>> 3/5 Damage Rating
>>
No. 780817 ID: 398fe1

>>780799
The computer's running? Shit, let's get on that. See what data it's got.
>>
No. 780917 ID: 9876c4

That gun could be useful, but with all we have to carry, it's really not the time.

Yeah, lets check the data now, and remember this computer is here, in case we need one.
>>
No. 781206 ID: 493949

Check out the computer first, the power could go off at any moment. Afterwards we should probably check to see if its hooked up to some sort of generator or if its plugged into some electrical grid.
>>
No. 785415 ID: 66629a

> http://tgchan.org/kusaba/questdis/res/109521.html
> Discussion Open
>>
No. 786009 ID: 66629a
File 148898320147.png - (18.33KB , 366x335 , SurvivorQuest 17.png )
786009

>>780817
>>780917
>>781206
Speaking of power, Roger checks under the desk and finds a old hydrogen generator. Surely the canister should have run out by now.

This doesn't bode well.
>>
No. 786010 ID: 66629a
File 148898324981.png - (48.13KB , 484x310 , SurvivorQuest 18.png )
786010

Roger begins scanning the computer with his Padd to download all the files, thankful that he's got a useful computer like the pad. You can look at the files later.
>>
No. 786011 ID: 66629a
File 148898331393.png - (77.38KB , 541x475 , SurvivorQuest 19.png )
786011

> *Cha-chik*

Roger looks about, seems the survivor you had met earlier has grabbed the shotgun.

Do you still wish to trust him? Ask him to join your settlement? What shall you do now that he has a better gun than the Contender on hand?
>>
No. 786013 ID: 9876c4

A watchman would be useful, dunno if he's the guy for the job though.

Maybe say something like "Careful, pal, someone could get hurt."
IF he chills out, we could ask him what he's doing here.
>>
No. 786020 ID: 8d4593

Once reliable power and water is established it would be trivial to make more hydrogen through electrolysis. We should take the hydro generator, a portable power source is always useful.

Don't be condescending to the guy on his gun cocking.

If you don't mind me asking, what's your living situation like friend? I've still got a ton of work ahead of me if I'm going to restore that old market out west and honestly I could use another pair of hands. I don't have a whole lot of anything material that I could offer you currently, but if there's a goal or something you're trying to work toward, maybe we could help each-other.
>>
No. 786111 ID: d8f4d2

>>786020
Yes, this.

This is also a ruin of uncertain security state and structural soundness, we should continue scanning the area for anything we've missed and proceed with the rest of our search&loot.
>>
No. 786161 ID: dcc44a

Ask him if he wants to join you, and if not, if he wants to remain allies and possibly trade in the future.

inb4 he robs your ass.
>>
No. 790318 ID: 66629a
File 149045335519.png - (105.11KB , 733x490 , SurvivorQuest 20.png )
790318

> The Vote is to help the survivor.

Roger tosses a arm around and regales tales of how he's got a settlement package and how his new place isn't too far off.

The survivor seems taken in by the sales pitch of a large safe area that still needs settlers, he asks if he can bring his family.

You do not currently have the food stocks to feed a family, you barely have enough for Roger. Do you wish to let the survivor take his family in with him?
>>
No. 790360 ID: 9876c4

Roger does not seem a pied piper type to me. He's all about real solutions, at nominally reasonable prices.

Level with the guy, and state that IF the food situation were sorted, they'd be welcome, but he's not a magician.
>>
No. 790363 ID: 398fe1

Well I mean we can just go buy more food, right?
>>
No. 790412 ID: 8d4593

Well... There are two more large buildings between here and the new place.
We were only going to be able to scavenge one, but with another pair of hands we might be able to go rummage through another.

Also, looking at the map, we're situated on the Coast.
Even without fishing gear, sand crabs can be some good eatin.
>>
No. 790428 ID: d8f4d2

Tell the full truth: We need all the hands we can get but we've only just been airlifted in and haven't even been to the site we want to set up in permanently yet. That said, families would be something we want since our mandate is settlement.

How are we expected to handle the question of food in the short, medium and long long-term here? Over the long term I'd imagine we're talking agriculture, but there's a long way between a harvested and processed crop and right here, right now.
>>
No. 790492 ID: 44a5d7

>>790318
Give the full whole truth.
We don't have much currently, only a mandate for a location.

The location is near the coast, and creating gear to harvest from the coast shouldn't be TOO bad.

But it's far enough in that we can definitely start some crops too.

Basically that starting it up will be work, but you can promise your effort in his family's protection as well as the future of the settlement
>>
No. 790582 ID: 9876c4

The unfortunate thing about radiation is, I don't know how arable the land will be. Some, none, potatoes only?

And sure, maybe there's some local game and crabs, but are we sure they'll be available year round?
>>
No. 790593 ID: 8d4593

>>790582
The particular crabs I'm referring too are also sometimes known as sand fleas.
Tiny, exist all over the world at all times of year, and probably outnumber humanity exponentially. I can see them outliving man in a catastrophe. Tasty and trivial to obtain with some practice. Shell removal can be fairly work intensive due to the large number required to make a meal out of them.

Of course that assumes wild game is edible without some sort of special processing beyond cooking.
>>
No. 793161 ID: 66629a
File 149126109816.png - (101.36KB , 697x661 , SurvivorQuest 21.png )
793161

>>790360
>>790428
>>790492
> The Vote is to tell the Survivor the Truth.

Roger lays out the truth and says that the food situation is a bit desperate.

The Survivor lets out a laugh and says that he has 80 food Material. He's got two kids and a lovely wife waiting for some form of safety.

With the 6 of you, it'd be rationed down to at best 4 days, a full week if really stretched thin, but it'd be a start and scavenging wouldn't hurt. A settler to go with you on hauls for scavenging during day-cycles would help. And news of acceptance would easily bring in more survivors who may bring more food already.

But keep in mind scavenging is randomized. So you won't always get a good haul of food until you set up a proper greenhouse, your settler package includes some minor seeds for food.

What will you do? Let him go off and get his family? Or tell him another time later when you have a better settlement.
>>
No. 793172 ID: 398fe1

A week is enough wiggle room to get the food train rolling.

Hasn't anyone set up farms yet?
>>
No. 793188 ID: d8f4d2

We haven't even been to the site we've picked out to stay at yet, let alone built anything there.

Suggest we finish up looting this place first, and then ask him if he wants to join us for visiting the site we're planning to set up in first or talk to his family first.
>>
No. 793223 ID: dcc44a

>>793188
Heres my vote.
>>
No. 793334 ID: 8d4593

>>793188
Not a bad Idea.
>>
No. 793498 ID: 493949

>>793188
Sounds like a good idea, We should probably ask him about where he was living before and possible people to watch out for.
>>
No. 796364 ID: 66629a
File 149239351923.png - (60.88KB , 438x555 , SurvivorQuest 22.png )
796364

> Overwhelming Vote is to see if the Survivor wants to see the location

The survivor gives the thumbs up, he wants to see where he's going to be keeping his family and how much work needs to be done.

Roger asks for his name and gets "Darius".

Roger and Darius are now a party, anything else that needs to be done here, or shall you strip it of parts and move onto the settlement?
>>
No. 796366 ID: d9d492

Strip the place I guess. Prioritise food, then 30/70 split between Shelter and Mechanical materials? The marketplace needs a lot of fixing up and I assume mechanical bits are harder to come by.
>>
No. 796413 ID: cfe4f0

Ask if survivor has a picture they can show us, about who their family is. If this guy is a bandit separated from his group, e might be scouting for targets. If he's legit, he can tell us lots about his family.

....Do we even know this guy's name yet?
>>
No. 796421 ID: 350a50

Strip it for parts, share stories while heading to your new settlement. See if this guy is legit, or if he's making crap up as he goes.
>>
No. 796427 ID: 8d4593

Strip it, including the forklift. Also wasnt tgere a basement?
Also take the empty hydrogen back up generator.
>>
No. 798608 ID: 66629a

> Update Coming Soon.
>>
No. 798959 ID: 66629a
File 149356483539.png - (94.13KB , 655x572 , SurvivorQuest 23.png )
798959

> Roger and Darius collect all materials from the factory
> The Forklift is rusted and broken, it would take more mechanical material to fix it and is thus at this time useless. It is stripped.
> There is no basement floor.
> Material Gathered
>> 10 Food (80 Waiting with Darius's family)
>> 60 Shelter
>> 30 Mechanical
> Picked up Hydrogen generator, Darius is currently carrying it

Darius and Roger step out, it'll be a walk back but it can be done.
>>
No. 798960 ID: 66629a
File 149356485746.png - (97.59KB , 1816x400 , SurvivorQuest 24.png )
798960

> The two engage their trip back to the Marketplace, but are suddenly halted
>>
No. 798961 ID: 66629a
File 149356491616.png - (54.69KB , 398x470 , SurvivorQuest 25.png )
798961

> A Steel Empire Scout is out, Darius and Roger hide behind a rock.

"Oh crap, fucking Steel Empire!" Darius says worried,

Roger sits back and waits.

> Do you wish to wait or do you wish to attempt a action?
>>
No. 798964 ID: 9876c4

Not much we can due from this range, and I'm not about to try shooting him.

Maintain position, until something changes.
>>
No. 798970 ID: 8d4593

Ready your Rifle and Chill behind that rock. Don't engage unless spotted. We're quite distant from The Steel Empire's borders. If we stay hidden and let him on his way, he'll likely be the last one we see for a while.
If we drop him here, more will surely follow to investigate.
>>
No. 799011 ID: 350a50

>>798970
Agreed. Making a break risks getting spotted, and taking him out will draw heat. The map showed they had a satellite array, which means comms. He can call for backup before we can get through that heavy duty armor.

Beat feet only if and when you are spotted. Otherwise, be quiet and wait for him to move on.
>>
No. 799031 ID: cfe4f0

What do we know about their detection capabilities, have they got good IR, sonar and other imaging to find us even behind cover? Every choice seems like a bad choice, except hiding, but that might be the worst choice if it's useless. If it is useless, or suspected useless, maybe we should get out of here.
>>
No. 801748 ID: 66629a
File 149476829754.png - (42.71KB , 450x340 , SurvivorQuest 26.png )
801748

> The Scout finishes scanning the area and walks off, hydraulic and servo noises can be faintly heard from his armor.

The Scout is gone, Roger pokes out his head and watches the moving figure. That was close. Good choice deciding to stay hidden for now.

Darius brings up that it's atypical for Steel Empire grunts to be this far out. What could they be doing?

Care to speculate or save that for the safety of your new home?
>>
No. 801757 ID: 8d4593

Mark this place with a question mark on the map. If they are here there may be something they are looking for.

Let's get home.
>>
No. 801769 ID: cfe4f0

If I were them I'd be either searching for something specific, or surveying for planting sensors. Perhaps the computer we disturbed was important to them.

Leaving strikes me as a good idea.
>>
No. 801772 ID: ba56e6

>>801757
I agree. This exact spot doesn't seem to be what they're looking for, but we should be careful not to get near their area of investigation if we don't have to.
>>
No. 801802 ID: 493949

>>801748
it might have something to do with the computer that we found, but first we gotta get to the shelter before we think about that.
>>
No. 801883 ID: 9876c4

Hmmm. Maybe give our findings a once-over, to see if we're not dragging along any locator chips.

But on the other hand, time is of the essence, and we'd rather not be here after dark. It... does get dark still, right?
>>
No. 804539 ID: 66629a

> Update soon
>>
No. 805446 ID: 66629a
File 149634429639.png - (11.50KB , 685x359 , SurvivorQuest 27.png )
805446

> The two finally make it to the base.

There it is, your home and HQ, you can save your progress here and even recover from damage, there is no place like home.

Darius wants to drop off the items you are carrying, but you must decided, you have 4 floors not including the underground garage.

Which floor will be dedicated to storage of your items, this floor will only ever be used for storage as you build up the other floors as merchant locations, livable spaces, and crafting zones.
>>
No. 805447 ID: 9876c4

Our raw materials are going to be heavier by far than anything we build with them.

To that effect, why not put them underground, and minimize the strain on the floor?
>>
No. 805448 ID: 9876c4

>>805447
If that's not an option, then 2nd floor.
>>
No. 805457 ID: ba56e6

>>805446
2nd floor for storage. It'll be easier to transport stuff between floors as needed if it's in the middle. 1st floor will likely be the one we do business out of.

I'd suggest 3rd floor for residences, garage for vehicle storage/crafting/maintenance/general mechanical stuff (that way all the tools are in one place), and 4th floor eventually being a nest for watchmen/snipers/gunners. We'll need security and advance warning of threats, after all, and higher ground is better for that.
>>
No. 805461 ID: 8d4593

2nd floor seems convenient enough.
Lets get the Lay of this place.
>>
No. 805668 ID: 493949

>>805446
2nd floor sounds good, makes it harder to loot the place. Though we might want to expand the base to have a basement some time in the future so we don't have to worry about the floor buckling under the weight.
>>
No. 806044 ID: c45b7e

>>805446
2nd floor. Also a radical suggestion. Darius has a family, a family means more available man hours, and a deeper buy into to our cause now that the family is invested in it.

We could put them to work scavenging other areas, fixing up the home base, or simply defending. In effect giving us the ability to be in multiple areas at once.
>>
No. 808527 ID: dee931

> Update within the next few days
>>
No. 810559 ID: 66629a

> Apologies for no proper update. Been busy. Hope to update soon.
>>
No. 810733 ID: b27cac

>>810559
Thanks for keeping us updated.
>>
No. 811283 ID: a760ad
File 149877886763.png - (42.79KB , 825x347 , SurvivorQuest 28.png )
811283

> Vote is for second Floor. Second Floor has been turned into storage.
> 5 Levels still available.

Excellent! Congratulations your settlement base has begun! You only need power and water now! Your Hydrogen generator can be built as a small set for 15 Mechanical. Or a Medium for 30 mechanical. Currently the minimum needed to support yourself is minimum.

Food will be automatically rationed and will only be brought up if there is not enough.
>>
No. 811284 ID: a760ad
File 149877896754.png - (55.67KB , 528x295 , SurvivorQuest 29.png )
811284

Darius removes his mask and thanks Roger for the new home. He then asks what Roger plans on calling this place.

What will you call your settlement? Keep in mind names do affect perception of your settlement and how many people it will attract.

>Name Settlement:
>>
No. 811289 ID: 9876c4

Ye Bargewright Inn
Gropemancy All-nite adult Empornium
Rouja-kun's pockyshoppe and maid cafe <3

Wickham's down home Country Store?
>>
No. 811296 ID: ba56e6

Mr. Roger's Friendly Neighborhood Rest Stop

If we have the mechanical for it, let's pony up for a Medium generator. Better to be prepared for the future.
>>
No. 811374 ID: c45b7e

>>811284
>>811289
>>811296

now now, lets not get our mustache in a tangle. We can all be civil here.

Wickham's down home Country Store?
+
Mr. Roger's Friendly Neighborhood Rest Stop
=
Mr. Roger Wickham's Friendly down home Country Neighborhood Rest Stop and Store.
=
Mr.WFDHCNRSS, Rolls right off the tongue like sunshine on an autumn day.
>>
No. 811376 ID: 7d8168

>>811296
Let's just cut to the chase and call it "The Neighborhood." After all, it's always a beautiful day here.
>>
No. 811434 ID: be0718

Massacre, to represent the mass acres of development opportunity that stretch out before us! It's a beautiful day today in Massacre, don't you think?
>>
No. 811436 ID: ba56e6

>>811376
This is good for shorthand.
>>
No. 811541 ID: 094652

Narcolepsy - Where Random Travelers Go To Sleep And Don't Wake Up
>>
No. 811542 ID: b27cac

>>811283
I like the Neighbourhood.

Build a medium generator. We might as well future-proof the place. That will use up all our Mechanical materials though. Hopefully water storage can come out of Shelter.
>>
No. 811560 ID: dcc44a

I like the Neighborhood
>>
No. 818164 ID: 66629a

> Update soon
>>
No. 818401 ID: 66629a
File 150103628573.png - (32.46KB , 972x237 , SurvivorQuest 28.png )
818401

> Update. Finally.

The Neighborhood it is! Nice friendly name! Darius likes it as well.

Roger and Darius complete the generator upgrade, you now have plenty of power to support up to 10 people or 5 large projects. Your end goal for power is to eventually build a small Fusion Generator. Sadly those plans are really hard to find and can't be found by settler scavenging.
>>
No. 818404 ID: 66629a
File 150103640382.png - (14.13KB , 339x120 , SurvivorQuest 29.png )
818404

Darius and Roger sit back and think about what to do next.

You currently only have enough people to do one more task before you should really get some sleep. You can force Roger to stay awake and you may get more done overnight, but Roger will pick up less items and notice even less the next day. Only balance it out if you feel he must go out and find something.

You still hold 60 shelter, many basic designs such as barricades, beds, or even a basic water barrel are available to you. What will you do?
>>
No. 818406 ID: 4a5311

Beds first. If everyone's well rested they'll work better on finishing the other stuff.

Rest Roger, I'd say picking up supplies is more important than rushing out facilities at this point.
>>
No. 818417 ID: 9876c4

Building beds seems practical and comfortable.
>>
No. 818512 ID: 8d4593

Water is important
>>
No. 818522 ID: dcc44a

Make some beds, then test em out. No need to stay up late because we dont urgently need to get work done.
>>
No. 821273 ID: 66629a

>Update tomorrow
>>
No. 821760 ID: 66629a
File 150242220481.png - (42.74KB , 497x299 , SurvivorQuest 30.png )
821760

You have Roger and Darius build 2 beds. They cost 2 Shelter Material each. You now have 56 Shelter.

Darius pulls out a old radio and makes contact, Roger hears the sounds of kids, one of them asking when "Daddy's coming back," Darius seems near tears as he assures them he's got a safe location. Just wait a little longer.

Roger climbs into bed and sleeps.
>>
No. 821761 ID: 66629a
File 150242227844.png - (21.41KB , 249x267 , SurvivorQuest 31.png )
821761

> Roger Awakens

Seems Darius is gone, when did that happen? Well it's impossible for Roger to sleep in. Without Darius you can only scavenge one location nearby for today, shame really, but when you get enough settlers, you can send them on autoscavenge. You'll need to build a proper radio set to scavenge farther distances.
>>
No. 821762 ID: 66629a
File 150242232885.png - (190.73KB , 1660x1028 , SurvivorQuest 32.png )
821762

Which location shall you scavenge today?

> Broken TV Tower
> Pharmecutical Skyscraper
> Mechanic and Bodyshop
> Small house.
>>
No. 821845 ID: 9876c4

On the one hand, that house is gonna be the property of the next settler.

On the other, I don't like tackling a big structure without another gunman.

Let's split the difference and say Mechanic.
>>
No. 821849 ID: c8c717

Mechanic. We need to replenish our mechanical supplies and I'm pretty sure water filtration will need it.
>>
No. 821894 ID: 493949

> Mechanic and Bodyshop
We need the mechanical supplies and we might even find some advanced tools to help us build.
>>
No. 821901 ID: 8d4593

Mechanic it is.
>>
No. 825701 ID: ed041d
File 150395357133.png - (90.13KB , 851x1013 , SurvivorQuest 33.png )
825701

> Finally Update

Roger makes his way to the Bodyshop.
>>
No. 825702 ID: ed041d
File 150395374715.png - (60.69KB , 1134x275 , SurvivorQuest 34.png )
825702

The bodyshop is a simple single story mechanic's garage, the door is presumably to the office where the paperwork is kept.

Materials that Can be Scavenged
> Car - 90 Mechanical
> Toobox - 30 Mechanical
> 9mm SMG, Holds 20b, 2/5 damage - Can be broken down for 15 Mechanical
> Office can be broken into with ease

Next course of action?
>>
No. 825703 ID: 9876c4

>>825702
Secure SMG and Toolbox, break into office.
>>
No. 825704 ID: 094652

Grab crowbar and gun, scavenge car for expensive parts. Leave the toolbox next to the car frame, make it look like someone's trying to fix it.
>>
No. 825742 ID: 8d4593

Get all that sweet mech, and break into the office.
>>
No. 825752 ID: ad94f3

Break down car, gather tools and put them in toolbox, keep SMG, proceed to office.
>>
No. 825764 ID: f8f9ea

>>825703
Yeah this. Make sure you've fully explored the area before you get into breaking down that car.
>>
No. 825805 ID: fff296

Get smg, toolbox, and crowbar. Break open crate(s) and door.

(This is Fallout nuclear cars, right? So no way of getting them fixed without degrees in electrical engineering, mechanics, and nuclear engineering.)
>>
No. 825838 ID: 493949

>>825702
Check on the office first so that no surprises happen when you scavenge the materials
>>
No. 830178 ID: 66629a
File 150525919345.png - (20.03KB , 385x169 , SurvivorQuest 35.png )
830178

> Vote is to go into Office

Roger looks into the office. Nothing is there really, a computer and a old filing cabinet can be seen. Computer seems to be on, might have something useful.
>>
No. 830181 ID: 41c9bc

>>830178
Grab the SMG and Toolbox first, in case you need to beat feet quickly. They're easy to carry with you. Then check out the computer.
>>
No. 830201 ID: 9876c4

>>830181
Yes exactly. Even if there's nothing of note on the computer, the device itself would be useful.
>>
No. 830286 ID: 7d8168

Computer on indicates that somebody's probably been here recently... and if that's a helmet on the desk, a helmet sitting around means that they're probably still here. Proceed with caution.

If I'm right that's a helmet, is the design recognizable? I mean yesterday we were able to pin down someone as a member of the Steel Empire based on the armor design I think, so that helmet may give us some clues.
>>
No. 830917 ID: 493949

>>830181
Seconding
>>
No. 833393 ID: 66629a
File 150663988839.png - (35.51KB , 278x296 , SurvivorQuest 36.png )
833393

> Vote is to get Data, toolbox, and SMG

>>Roger Grabs toolbox and SMG

Roger checks out the head and sets his Padd to scan the computer while he does so. The head is not a helmet at all, rather a head from a robot. Odd to see this here.

Roger doesn't recall the model but knows it's some sort of sports robot for boxing for certain.
>>
No. 833489 ID: 41c9bc

>>833393
Huh. Take it, might find a use for it.
>>
No. 833496 ID: 72a4bf

Is the processor in the head? Take it, you'll at least get two cameras and a microphone out of it.
>>
No. 833505 ID: 9876c4

If it still has it's voice chip, we could probably work this into a drivethru window or automated kiosk. Seems well worth looting.
>>
No. 833538 ID: 41c9bc

>>833496
>>833505
Yup. Might make a half-decent helmet too, with some modifications.
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