PranksterOliwar
Pranks Not Included
- Location
- Houston
@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?
Ah, well in that case, I've got new orders for the team at home: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?
They're okay, but aren't really catching my interest.Rosie and Bailey, but I can mock up more if they don't interest you, it's really easy
Cool.I'll drop some more solo characters here in a sec then, I've been meaning to release more anyways
[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)
Produce more rifle ammo![]()
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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.
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?[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] 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)
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!
[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.
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