Necromancy War Forge (Riot Quest) (Steam Punk) (Cuthulu) (WW1/WW2)

[X] R&D on Automatic Raising; Bone T1

I am planning to work on this for now though we earned a good amount of money!

Edit- nice 35/50


R&D:
T1 [Skeleton Armor] 29/30 R&D 300$
T1 [Automatic Raising:Bone] 50/50 1,000$
T1[Unlock T2:Bone] 18/50 R&D 10,000$
T1 [Zombie with weapons for arms] 3/40 R&D 300$
T1 [Automatic Raising:Flesh] 0/?? ????$
T1 [Heavy Armor Zombie] 0/?? ????$
T1 [ Ghost Production Efficiency - Spirit Attraction Beacon] 10/?? ????$
T1[Unlock T2:Spirit] 36/50 R&D 10,000$

Production:
[T1] Skeleton: The most basic possible version of a Skeleton Production: 1/1 Sell Value: 25$ Current Total: 3 Amount created: 3
[T1]Zombie: The most basic possible version of a Zombie Production: 2/1 Sell Value:50$ Current Total: 9 Amount created: 4
[T1] Ghost: The most simplistic version of a ghost. Production:5/1 Sell Value: 125$ Current Total: 9 Amount created: 1

Bank: 2,500
Income: 1,000 + Production (400)
Expenses: 1,000 so far- skeleton auto raise is finished

Current as of Gurrent
Void Stalker threw 1 10-faced dice. Total: 8
8 8
 
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[X] New Project: Ghost Production Efficiency - Spirit Attraction Beacon

Adam Pembrook paced in thought. Ghosts were tricky to wrangle and the complex rites were stalled by needing to track down the raw materials, the most numerous potential sources being in dangerous locations. Yet the requirements for binding ghosts naturally indicated that the existing rites interacted directly with the spirits. It followed then that a modified rite might allow the spirits to be guided like ships in the night with the equivalent of a spiritual lighthouse. There would necessarily be some concern about what else such a beacon might attract. Wards necessary to filter perception perhaps. Yet desperate times called for desperate measures.
Rotekian threw 1 10-faced dice. Reason: New Project Total: 10
10 10
 
[X] R&D on : T1 [Skeleton Armor]

I think after this set of research I might start on dexterity increases or maybe on more efficient skeleton raising.
Easter threw 1 10-faced dice. Total: 3
3 3
 
[X] R&D on : T1 [Skeleton Armor]

I think after this set of research I might start on dexterity increases or maybe on more efficient skeleton raising.

I'm actually considering an entrenchment specialist.

It sounds like trenches and dugouts are surprisingly relevant on the battlefield.

I hear you on Dexterity though, them being able to reload would be nice.

Almost sounds like a problem for ordinance and not us though, to be honest.
 
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[X] R&D on Bone T1[Unlock T2]

I vill get my vampirez and they vill be gloriouz mein Fuhrer... I mean mein President!
MrocnyZbik threw 1 10-faced dice. Reason: VAMPIREZ Total: 4
4 4
 
[X] R&D on Automatic Raising; Bone T1
Auto money is really good since we are going to eventually lose our $1000 paycheck.
Frankfawn43 threw 1 10-faced dice. Reason: Auto Money Total: 7
7 7
 
[X] T1 [Skeleton Armor] 15/30 R&D 300$

I tried to take a picture of the site, and the guard invited me in. but I got a little scared by the sign.

WallFlower threw 2 10-faced dice. Total: 10
7 7 3 3
 
[X] New Project: Heavy Armored zombie; Undead are tireless, zombies are strong, an armored Zombie is a walking tank! Flesh T1 - zombie

edit1 is this okay
Lordfartquad threw 1 10-faced dice. Total: 6
6 6
 
[X] T1[Unlock T2] 26/50 R&D 10,000$ (Spirit)

want to get this within 10-15 progress from completion so it can be completed in about 2-3 dice when we have the money.
dbRevned threw 1 10-faced dice. Total: 10
10 10
 
Auto money is really good since we are going to eventually lose our $1000 paycheck.

So I didnt bother arguing against this project because I dont really disagree, but I think it's worth considering that this income stream starts in the red 1000$ cash and 1250$ opportunity cost that could have been production.

That means it's going to take 90 dice worth of auto-skellie production before we break even on it.

How many turns that is depends on our Tier of course.

For this reason, I believe we should refrain from getting auto generators for the other for quite some time.

I also believe that we should focus Bone for our actual production and tier ups to hasten that break even point.
 
[X] Production on: [T1] Skeleton: The most basic possible version of a Skeleton
Happerry threw 1 10-faced dice. Reason: Skeleton Dance Time Total: 3
3 3
 
Should get more varied bodies in the war, bears, hounds, horses, the headless horseman, Nuckalavee, Frankenstein heavyweights, draugr fighters, ghouls, yukionna, and onryu's to name a few
 
[X] New Project: Automatic Raising [T1 Flesh] - The process of creating zombies is more involved than skeletons, so the same principles can't be applied. Perhaps we can design an automatic surgical apparatus to carve the animation and control matrices - let's not worry about speed right now, just precision.
 
[X] New Project: zombie Dexterity [T1 Flesh] the U.S Army After Action Report showed the undead lacking in manual dexterity having terrible accuracy and being unable to reload fixing this would be prudent.
Just Some Guy threw 1 10-faced dice. Total: 10
10 10
 
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[X] New Project: zombie Dexterity [T1 Flesh] the U.S Army After Action Report showed the undead lacking in manual dexterity having terrible accuracy and being unable to reload fixing this would be prudent.
todbo threw 1 10-faced dice. Total: 3
3 3
 
Should get more varied bodies in the war, bears, hounds, horses, the headless horseman, Nuckalavee, Frankenstein heavyweights, draugr fighters, ghouls, yukionna, and onryu's to name a few

I'm in favour, that is why I proposed the zombie eels in the first place. I would like to begin with animals that occupy niches for which humanoids are sub optimal, like water and air units.
I'm thinking about voting either voting for my own zombie eels next turn or proposing beasts of burden that can aid in the creation of trenches.
 
Vote tally
Adhoc vote count started by ShinZilla on Dec 19, 2020 at 5:50 AM, finished with 28 posts and 20 votes.

  • [X] R&D on Automatic Raising; Bone T1
    [X] R&D on : T1 [Skeleton Armor]
    [X] Production T1 Ghost
    [X] [T1] Ghost: The most simplistic version of a ghost.
    [X] New Project: Ghost Production Efficiency - Spirit Attraction Beacon
    [X] R&D on Bone T1[Unlock T2]
    [X] T1 [Skeleton Armor] 15/30 R&D 300$
    [X] Submit R&D Project: Automatic Raising; Flesh T1 - Zombie
    [X] New Project: Heavy Armored zombie; Undead are tireless, zombies are strong, an armored Zombie is a walking tank! Flesh T1 - zombie
    [X] T1[Unlock T2] 26/50 R&D 10,000$ (Spirit)
    [X] Production on: [T1] Skeleton: The most basic possible version of a Skeleton
    [X] Production on: [T1] Zombie: The most basic possible version of a Zombie
    [X] New Project: Automatic Raising [T1 Flesh] - The process of creating zombies is more involved than skeletons, so the same principles can't be applied. Perhaps we can design an automatic surgical apparatus to carve the animation and control matrices - let's not worry about speed right now, just precision.
    [X] Project: Automatic Raising; Bone T1
    [X] New Project: zombie Dexterity [T1 Flesh] the U.S Army After Action Report showed the undead lacking in manual dexterity having terrible accuracy and being unable to reload fixing this would be prudent.
 
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