Assholes in Wonderland

@Lop Is Team Merchant at the Refinery? I think sent them there on turn 2, but I'm not sure if I had to put it down again during the trade with the Foundry.

Also, what's the name of the old guy who joined me? Did he make any kind of request for joining up?
 
@Lop Is Team Merchant at the Refinery? I think sent them there on turn 2, but I'm not sure if I had to put it down again during the trade with the Foundry.

Also, what's the name of the old guy who joined me? Did he make any kind of request for joining up?

Thank you, I knew was for getting some. it takes one turn of travel between most locations, so they should be traveling this turn, and they'll be there next turn.

Old guy's name is Harold, no special requests, just an old academic in a world that has no place for academics. So he's throwing caution to the wind and joined you guys in the hopes of purpose
 
Thank you, I knew was for getting some. it takes one turn of travel between most locations, so they should be traveling this turn, and they'll be there next turn.

Old guy's name is Harold, no special requests, just an old academic in a world that has no place for academics. So he's throwing caution to the wind and joined you guys in the hopes of purpose
Ah, well in that case, I've got new orders for the team at home:

[X] The Blessed
- [X] Team Merchant: Continue on as planned to the Refinery. No detours, though they can stop if they find something or someone (and it doesn't cost gas).
- [X] Team Scribe: Our newest member Harold is an academic, and what is a scholar without pen and paper? Big Benny and Harold will depart on foot in search of supplies in the surrounding area, though their primary focus will be to find books, paper, and writing utensils (though more pragmatic supplies like water and ammo are certainly secondary objectives). All books found are to be brought back for preservation, and once writing material is found, one way or another, Harold is to begin transcribing words on as many academic subjects as he can reasonably manage. Preferably, he would begin with subjects that would prove useful in a post-apocalyptic setting (such as bartering and medicine), but any educational material is acceptable.
- [X] Team Church: Moon and Smooth Clyde are to alternate roles of constructing the Holy Site and Lookout.

That reminds me actually, how's progress on the Holy Site/Church coming along?
 
Ah, well in that case, I've got new orders for the team at home:

[X] The Blessed
- [X] Team Merchant: Continue on as planned to the Refinery. No detours, though they can stop if they find something or someone (and it doesn't cost gas).
- [X] Team Scribe: Our newest member Harold is an academic, and what is a scholar without pen and paper? Big Benny and Harold will depart on foot in search of supplies in the surrounding area, though their primary focus will be to find books, paper, and writing utensils (though more pragmatic supplies like water and ammo are certainly secondary objectives). All books found are to be brought back for preservation, and once writing material is found, one way or another, Harold is to begin transcribing words on as many academic subjects as he can reasonably manage. Preferably, he would begin with subjects that would prove useful in a post-apocalyptic setting (such as bartering and medicine), but any educational material is acceptable.
- [X] Team Church: Moon and Smooth Clyde are to alternate roles of constructing the Holy Site and Lookout.

That reminds me actually, how's progress on the Holy Site/Church coming along?

You've actually brought up something important I probably should have mentioned.

Comic panels usually just show one scene, even if your members are performing multiple actions. This lowers my workload, but it also carries the danger that I'll lose track of what everyone's doing outside the panels. So:

Assume any action you've ordered that is not being shown is happening off screen. However, if I don't mention it for a couple turns, or seem to have forgotten it, definitely please remind me.

Edit: It's mostly completed unless you want to add a building, in which case you'll have to gather supplies or scrap an existing structure you find.
 
How valuable is a gas can in the apocalypse, Lop?

I'm trying to let the market form naturally based on production speed, but it's a WIP. We're figuring it out in these early stages. You could probably get a mag of ammo for it (30 bullets) or two turns worth of some other resource. If you looked really hard, you might find something even more interesting to trade.
 
[X] First Blood
Away team: Kill them all and sack the place. :3
Home team: Keep the look out rotation and keep producing gas.

@Lop
What happens when food or water run out? Also, can i make molotov cocktail?

Refinery Team:
Can refine oil into gasoline tanks
Water: 5 turns worth (Used 1 for upkeep)
Food: 3 turns worth (Used 1 for upkeep)
Gas: 95 tanks in storage (Home, gave 5 to smaller truck) (Made 2 tank)
Smaller Truck - 1 tanks of gas (used 1 for drive about) - Carrying 5 tank of gas for trade
Big Truck - 3 tank of gas (no change) (3 mounted guns with 60 ammo total)
Weapon: None (5 rifles with 5 starting guys)
Ammo: 1 clip of thirty for each member, 150 rifle rounds in all (not including vehicle ammo)
 
[X] First Blood
Away team: Kill them all and sack the place. :3
Home team: Keep the look out rotation and keep producing gas.

@Lop
What happens when food or water run out? Also, can i make molotov cocktail?

Refinery Team:
Can refine oil into gasoline tanks
Water: 5 turns worth (Used 1 for upkeep)
Food: 3 turns worth (Used 1 for upkeep)
Gas: 95 tanks in storage (Home, gave 5 to smaller truck) (Made 2 tank)
Smaller Truck - 1 tanks of gas (used 1 for drive about) - Carrying 5 tank of gas for trade
Big Truck - 3 tank of gas (no change) (3 mounted guns with 60 ammo total)
Weapon: None (5 rifles with 5 starting guys)
Ammo: 1 clip of thirty for each member, 150 rifle rounds in all (not including vehicle ammo)

If you run out of water and you have a base, then whatever your producing stops being produced. If you run out of water and you don't have a base, it's the same as food, and you have to waste turns scavenging or you die.
 
[x] Delta 6
-[x]Try and make arrangements to fill up on 5 turns worth of water/food/gas by offering either our services for a few turns, any schematics we have on hand, or if need be the SAM launcher. travel to Hogs Town to try and get information on the surrounding area and leads on completing our mission.
 
[X] John Akers
-[X] (If Before Bridge) Head towards the tower and search for supplies.
-[X] (If After Bridge) Head towards the foundry.
 
[X] Gerald & Best Boi
-[X] Trade a can of gas for 2 Turns of Water.
-[X] Explore the town and see if there are any odd jobs to be done for more resources.
 









I know there's some actions I'm forgetting. Let me know any actions I may have missed, and I'll add them in next turn. As always, telling me what your characters are doing next, and I'll update the map on this post after I'm sure I have everyone.

Also, please continue to keep track of your resources as best you can. I know some of you are running low, but I've got to double check the thread when I get the chance.
Produce more rifle ammo
With the extra tank the trading group will go searching for cars and other rare resources while on their way to the Refinery
[x] Delta 6
-[x]Try and make arrangements to fill up on 5 turns worth of water/food/gas by offering either our services for a few turns, any schematics we have on hand, or if need be the SAM launcher. travel to Hogs Town to try and get information on the surrounding area and leads on completing our mission.
What kind of schematics do you have? You don't want any ammo because everyone needs ammo now a days with the whole world ending and danger lurking in every corner. What's your price to go after the girls with the bounty?




Can create ammo and guns (and repair vehicles)

Water: 11 turns worth (need to reup)
Gas: 3 tanks (need to reup)
Gun:
2 Rifles
1 HMG
Ammo:
300 pistol(-1clip)
190 rifle
200 HMG

Food: 15 turns worth (need to reup)
 
[X] First Blood
Away team: Kill them all and sack the place. :3
Home team: Keep the look out rotation and keep producing gas.

@Lop
What happens when food or water run out? Also, can i make molotov cocktail?

Refinery Team:
Can refine oil into gasoline tanks
Water: 5 turns worth (Used 1 for upkeep)
Food: 3 turns worth (Used 1 for upkeep)
Gas: 95 tanks in storage (Home, gave 5 to smaller truck) (Made 2 tank)
Smaller Truck - 1 tanks of gas (used 1 for drive about) - Carrying 5 tank of gas for trade
Big Truck - 3 tank of gas (no change) (3 mounted guns with 60 ammo total)
Weapon: None (5 rifles with 5 starting guys)
Ammo: 1 clip of thirty for each member, 150 rifle rounds in all (not including vehicle ammo)

Before I post next turn we've got to get some combat mechanics out of the way. You happen to be the first person engaging in combat, so bare with me while I flesh this out.

Battle distance is measured in dashes.
When engaging in a firefight, for shooting, 1-6 on a dice is a hit, with 1 being an insta-kill, 2 being critically wounded, 3-4 bleeding out, and 5-6 being limb shots. You can still shoot if you've been hit 6-4.
For every dash distance you are away from a target, add ten to the dice. Close Quarters, the closest dash distance you can be to a target, is 1d10. 1 dash away is 1d20. 2 dashes away is 1d30. And so on.
Melee combat is quite different, depending on the character.
Firefights consist of six mini rounds
Movement adds 10 to dice, whether running or riding.
Single shot firearms can roll up to 7 attack dice a miniturn, with each dice being a bullet.
Burst can roll up to 15 dice a turn, with 5 added to the dice face number
Fully auto can roll up to 30 a turn, with 10 added to the face number.

So, that being said, please roll 7d10 dice for Lib, and choose whether the brothers will attack with single shots, burst shots, or full auto. If single shot, roll 14d40. If burst 30d45. If full auto, roll 60d50
Lop threw 7 40-faced dice. Reason: Armed Bandit Total: 127
35 35 14 14 21 21 1 1 4 4 25 25 27 27
Lop threw 7 40-faced dice. Reason: Armed Bandit 2 Total: 156
4 4 32 32 36 36 29 29 25 25 3 3 27 27
 

So, that being said, please roll 7d10 dice for Lib, and choose whether the brothers will attack with single shots, burst shots, or full auto. If single shot, roll 14d40. If burst 30d45. If full auto, roll 60d50

Ok, I will roll brothers first; both burst for good luck. Then Lib after.

Edit: Disregard the first one. It was d 30 due to error in setting.

Edit: wait, i got confused. @Lop HALP!
VoidZero threw 1 30-faced dice. Reason: Brother 1 Total: 19
19 19
VoidZero threw 12 45-faced dice. Reason: Brother 1 redone Total: 301
26 26 26 26 2 2 31 31 21 21 33 33 36 36 15 15 38 38 4 4 32 32 37 37
 
Last edited:
[X] Mikey Cortez
-[X] scavenge that interesting thing that you may have found and the general area.
-[X] take stock of your supplies.
-[x] ask the two guys you're with on what's their plan, convince them that we need two more guys to form a gang and try to lead them to civilization.
-[x] ask them if they saw any interesting sites ( a bunker, etc) or resources (coal, scrapyard, etc), a place where you guys can hole up and trade.
 
Ok, I will roll brothers first; both burst for good luck. Then Lib after.

Edit: Disregard the first one. It was d 30 due to error in setting.

Edit: wait, i got confused. @Lop HALP!

Sorry for the late reply, but thank you, you're helping me flesh out combat.

First thing I'm realizing is this is going to be a dice heavy combat system. You rolled some of your dice for one if the brothers, and got a 2 on the third roll, which is good cause the enemies got some hits in as well, but they got them in on later dice.

So:

Roll, eh, let's say 12 more 45 faced dice for the second brother, and 7 d10 dice for lib. Hopefully one of them will get a hit before the third dice, effectively killing both enemies

[X] Mikey Cortez
-[X] scavenge that interesting thing that you may have found and the general area.
-[X] take stock of your supplies.
-[x] ask the two guys you're with on what's their plan, convince them that we need two more guys to form a gang and try to lead them to civilization.
-[x] ask them if they saw any interesting sites ( a bunker, etc) or resources (coal, scrapyard, etc), a place where you guys can hole up and trade.

Thank you, sorry, forgot to give you a starting location, but this works
 
Sorry for the late reply, but thank you, you're helping me flesh out combat.

First thing I'm realizing is this is going to be a dice heavy combat system. You rolled some of your dice for one if the brothers, and got a 2 on the third roll, which is good cause the enemies got some hits in as well, but they got them in on later dice.

So:

Roll, eh, let's say 12 more 45 faced dice for the second brother, and 7 d10 dice for lib. Hopefully one of them will get a hit before the third dice, effectively killing both enemies

Okay, that's a lot of rolls.
VoidZero threw 12 45-faced dice. Reason: Brother 1 part 2 Total: 301
11 11 7 7 10 10 18 18 32 32 28 28 26 26 20 20 26 26 44 44 43 43 36 36
VoidZero threw 7 10-faced dice. Reason: Lib Total: 24
1 1 1 1 1 1 6 6 4 4 3 3 8 8
 
Okay, that's a lot of rolls.

that is a lot of rolls as I'm looking at it, but it's definitely helping me out as I tweak things. Lib came through in the clutch and saved your guys from that enemy 4 roll, so you won the firefight. I'll update tomorrow with the results and everyone's next turn
 
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