Stand In Glowing Ashes (Preliminary Title, Fallout CK2 Quest.)

When The Hiatus is Over Should i continue this from where we are, Or should i Reboot it?


  • Total voters
    16
  • Poll closed .
[X] Build A Wall And Make The Mutants Pay For It: No one amongst your little group really knows what's going on past the bounds of your little slice of post-apocalyptica for all you know, you represent the last people on earth. But still better safe than sorry. Best to start building something to keep any looters or mutant horrors out. (Takes 1 week, 100 units of scrap required, Scrap wall built, can be upgraded later, Can be continued by the others if the scavenging party leaves.)
[X] For You, It Was That Time You Looted Everything You Could Possibly Fit In Your Car And Robbed Several People At Gunpoint… For The Average Citizen Of Detroit, It Was A Tuesday: (Length of time variable, ammo use variable, water use variable, food use variable, medicine use variable. Loot Detroit. Better hurry, it's a sure bet that other people have had the same idea. Reward: Supplies, Food, Drink, Weapons, Ammo, ???. (Every day this choice is delayed, the quality and quantity of potential loot decreases.)
[X] Calling All Suburbanites: Contrary to what some rural or city folk may believe, a suburb is not just a single street of houses, it's typically several streets branching off from each other. So far you and the other members or your band of survivors have only searched your street, there might be other survivors just a block or two over, if there are, its probably best if you start working together. And if there aren't… well the dead don't eat or drink now do they? (50% chance of success. Reward: potentially more survivors. Potentially more supplies.)
[X] Aqua Vitae: You really need to sort out the supply situation, by its very nature scavenging can only last you so long. While your food situation is likely too difficult to solve at the moment. The same can't be said for your lack of water, you could probably jury rig some sort of water purifier out of the various scraps left over from the other houses… it won't be perfect, probably won't even completely purify rain water… but you can make it non-lethal at least. (70% chance of success. Requires 50 Scrap. Reward: If successful rain and snow produces varying amounts of drinkable, if somewhat irradiated, water.)
[X] Out with the old world, in with the new!: The times, they are a changin! Why should you hold to the laws of the old world? You just need to look around to see how that ended up. You'll make your own laws, With blackjack, and Hookers! No murder or slavery or rape though, that's still pretty messed up. (Rewards: Basic human decency still adhered too. Opened minds.)
[X] For want of defenses, the encampment was lost: Your group is pretty vulnerable right now, and the only ones who are of any real use in a fight are going to be away soon… might be best to work on some sort of defenses, Defensive turrets, traps, you'd settle for an alarm and a panic room at this point. (100% chance of success, 25-75 scrap required, Reward: Varies depending on roll.)
[X] What's up Doc?: You're going to be completely honest… you have no idea about Medicine (the profession) at the moment, oh sure you knew chemistry… but you never really got involved in that particular branch of the field. That's unfortunate because the entire future of the group may depend on the ability to successfully fight off whatever hellish rad-germs might be spawned in the wake of nuclear annihilation. So, you desperately need the ability the ability to produce medicine (drugs and other chemicals). Luckily for you, Clemence McAllister was a pharmacist, she knows how to mix the chemicals, you know how to build the equipment needed to do so. You'd best work with her to get some sort of medicine production happening. (90% chance of success, 30 scrap required. Reward: Creation of a pharmacology lab. Suitable for production of simple medicine such as penicillin and Rad away, open's more chemistry options.)
[X] Tinker, Soldier, Tinker, Tinker: The apocalypse is stressful, all this worrying and threating and fearing, well it's enough to make someone Lose their mind. Take some time to relax and do something that you enjoy, tinkering with machines! You have plenty of scrap, and you might even make something useful! (100% chance of success, 10% chance of creating a useful product, 90% chance of making a novelty. Reward: You blow off some steam in a harmless way, maybe make something useful.)
 
Alright, I think I'll call it here, pretty sure plan tri2 wins.

But if someone's got the tally program I would appreciate that.
 
Vote Tally : Stand In Glowing Ashes (Preliminary Title, Fallout CK2 Quest.) | Page 9 | Sufficient Velocity
##### NetTally 1.7.3.2

[X] Plan tri2
[X] Build A Wall And Make The Mutants Pay For It
[X] For You, It Was That Time You Looted Everything You Could Possibly Fit In Your Car And Robbed Several People At Gunpoint… For The Average Citizen Of Detroit, It Was A Tuesday
[X] Calling All Suburbanites
[X] Aqua Vitae
[X] Out with the old world, in with the new!
[X] For want of defenses, the encampment was lost
[X] What's up Doc?
[X] Old world blues
No. of Votes: 8

[X] Build A Wall And Make The Mutants Pay For It: No one amongst your little group really knows what's going on past the bounds of your little slice of post-apocalyptica for all you know, you represent the last people on earth. But still better safe than sorry. Best to start building something to keep any looters or mutant horrors out. (Takes 1 week, 100 units of scrap required, Scrap wall built, can be upgraded later, Can be continued by the others if the scavenging party leaves.)
[X] For You, It Was That Time You Looted Everything You Could Possibly Fit In Your Car And Robbed Several People At Gunpoint… For The Average Citizen Of Detroit, It Was A Tuesday: (Length of time variable, ammo use variable, water use variable, food use variable, medicine use variable. Loot Detroit. Better hurry, it's a sure bet that other people have had the same idea. Reward: Supplies, Food, Drink, Weapons, Ammo, ???. (Every day this choice is delayed, the quality and quantity of potential loot decreases.)
[X] Calling All Suburbanites: Contrary to what some rural or city folk may believe, a suburb is not just a single street of houses, it's typically several streets branching off from each other. So far you and the other members or your band of survivors have only searched your street, there might be other survivors just a block or two over, if there are, its probably best if you start working together. And if there aren't… well the dead don't eat or drink now do they? (50% chance of success. Reward: potentially more survivors. Potentially more supplies.)
[X] Aqua Vitae: You really need to sort out the supply situation, by its very nature scavenging can only last you so long. While your food situation is likely too difficult to solve at the moment. The same can't be said for your lack of water, you could probably jury rig some sort of water purifier out of the various scraps left over from the other houses… it won't be perfect, probably won't even completely purify rain water… but you can make it non-lethal at least. (70% chance of success. Requires 50 Scrap. Reward: If successful rain and snow produces varying amounts of drinkable, if somewhat irradiated, water.)
[X] Out with the old world, in with the new!: The times, they are a changin! Why should you hold to the laws of the old world? You just need to look around to see how that ended up. You'll make your own laws, With blackjack, and Hookers! No murder or slavery or rape though, that's still pretty messed up. (Rewards: Basic human decency still adhered too. Opened minds.)
[X] For want of defenses, the encampment was lost: Your group is pretty vulnerable right now, and the only ones who are of any real use in a fight are going to be away soon… might be best to work on some sort of defenses, Defensive turrets, traps, you'd settle for an alarm and a panic room at this point. (100% chance of success, 25-75 scrap required, Reward: Varies depending on roll.)
[X] What's up Doc?: You're going to be completely honest… you have no idea about Medicine (the profession) at the moment, oh sure you knew chemistry… but you never really got involved in that particular branch of the field. That's unfortunate because the entire future of the group may depend on the ability to successfully fight off whatever hellish rad-germs might be spawned in the wake of nuclear annihilation. So, you desperately need the ability the ability to produce medicine (drugs and other chemicals). Luckily for you, Clemence McAllister was a pharmacist, she knows how to mix the chemicals, you know how to build the equipment needed to do so. You'd best work with her to get some sort of medicine production happening. (90% chance of success, 30 scrap required. Reward: Creation of a pharmacology lab. Suitable for production of simple medicine such as penicillin and Rad away, open's more chemistry options.)
[X] Tinker, Soldier, Tinker, Tinker: The apocalypse is stressful, all this worrying and threating and fearing, well it's enough to make someone Lose their mind. Take some time to relax and do something that you enjoy, tinkering with machines! You have plenty of scrap, and you might even make something useful! (100% chance of success, 10% chance of creating a useful product, 90% chance of making a novelty. Reward: You blow off some steam in a harmless way, maybe make something useful.)
No. of Votes: 2

[X] Build A Wall And Make The Mutants Pay For It: No one amongst your little group really knows what's going on past the bounds of your little slice of post-apocalyptica for all you know, you represent the last people on earth. But still better safe than sorry. Best to start building something to keep any looters or mutant horrors out. (Takes 1 week, 100 units of scrap required, Scrap wall built, can be upgraded later, Can be continued by the others if the scavenging party leaves.)
[X] For You, It Was That Time You Looted Everything You Could Possibly Fit In Your Car And Robbed Several People At Gunpoint… For The Average Citizen Of Detroit, It Was A Tuesday: (Length of time variable, ammo use variable, water use variable, food use variable, medicine use variable. Loot Detroit. Better hurry, it's a sure bet that other people have had the same idea. Reward: Supplies, Food, Drink, Weapons, Ammo, ???. (Every day this choice is delayed, the quality and quantity of potential loot decreases.)
[X] Calling All Suburbanites: Contrary to what some rural or city folk may believe, a suburb is not just a single street of houses, it's typically several streets branching off from each other. So far you and the other members or your band of survivors have only searched your street, there might be other survivors just a block or two over, if there are, its probably best if you start working together. And if there aren't… well the dead don't eat or drink now do they? (50% chance of success. Reward: potentially more survivors. Potentially more supplies.)
[X] Aqua Vitae: You really need to sort out the supply situation, by its very nature scavenging can only last you so long. While your food situation is likely too difficult to solve at the moment. The same can't be said for your lack of water, you could probably jury rig some sort of water purifier out of the various scraps left over from the other houses… it won't be perfect, probably won't even completely purify rain water… but you can make it non-lethal at least. (70% chance of success. Requires 50 Scrap. Reward: If successful rain and snow produces varying amounts of drinkable, if somewhat irradiated, water.)
[X] Every Survivor For Himself: Rules? What rules? It's a man kill man world out there, and you're the man who's gonna do the killing. They follow your lead or they can leave, or die, you don't much care which. (5% chance of success. Reward: No rules, possible moral decay, might go full anarchy, might go full raider, other survivors might have objections.)
[X] For want of defenses, the encampment was lost: Your group is pretty vulnerable right now, and the only ones who are of any real use in a fight are going to be away soon… might be best to work on some sort of defenses, Defensive turrets, traps, you'd settle for an alarm and a panic room at this point. (100% chance of success, 25-75 scrap required, Reward: Varies depending on roll.)
[X] What's up Doc?: You're going to be completely honest… you have no idea about Medicine (the profession) at the moment, oh sure you knew chemistry… but you never really got involved in that particular branch of the field. That's unfortunate because the entire future of the group may depend on the ability to successfully fight off whatever hellish rad-germs might be spawned in the wake of nuclear annihilation. So, you desperately need the ability the ability to produce medicine (drugs and other chemicals). Luckily for you, Clemence McAllister was a pharmacist, she knows how to mix the chemicals, you know how to build the equipment needed to do so. You'd best work with her to get some sort of medicine production happening. (90% chance of success, 30 scrap required. Reward: Creation of a pharmacology lab. Suitable for production of simple medicine such as penicillin and Rad away, open's more chemistry options.)
[X] Old world blues: You, should really come to grips with this whole "Everything you ever knew is so much ashes in the wind" thing. Take a stroll, and contemplate the state of the world… And your new place in it. (50% percent chance of success. If successful, Significant boost to personal morale)
No. of Votes: 1

[X] Build A Wall And Make The Mutants Pay For It: No one amongst your little group really knows what's going on past the bounds of your little slice of post-apocalyptica for all you know, you represent the last people on earth. But still better safe than sorry. Best to start building something to keep any looters or mutant horrors out. (Takes 1 week, 100 units of scrap required, Scrap wall built, can be upgraded later, Can be continued by the others if the scavenging party leaves.)
[X] For You, It Was That Time You Looted Everything You Could Possibly Fit In Your Car And Robbed Several People At Gunpoint… For The Average Citizen Of Detroit, It Was A Tuesday: (Length of time variable, ammo use variable, water use variable, food use variable, medicine use variable. Loot Detroit. Better hurry, it's a sure bet that other people have had the same idea. Reward: Supplies, Food, Drink, Weapons, Ammo, ???. (Every day this choice is delayed, the quality and quantity of potential loot decreases.)
[X] Calling All Suburbanites: Contrary to what some rural or city folk may believe, a suburb is not just a single street of houses, it's typically several streets branching off from each other. So far you and the other members or your band of survivors have only searched your street, there might be other survivors just a block or two over, if there are, its probably best if you start working together. And if there aren't… well the dead don't eat or drink now do they? (50% chance of success. Reward: potentially more survivors. Potentially more supplies.)
[X] Aqua Vitae: You really need to sort out the supply situation, by its very nature scavenging can only last you so long. While your food situation is likely too difficult to solve at the moment. The same can't be said for your lack of water, you could probably jury rig some sort of water purifier out of the various scraps left over from the other houses… it won't be perfect, probably won't even completely purify rain water… but you can make it non-lethal at least. (70% chance of success. Requires 50 Scrap. Reward: If successful rain and snow produces varying amounts of drinkable, if somewhat irradiated, water.)
[X] Out with the old world, in with the new!: The times, they are a changin! Why should you hold to the laws of the old world? You just need to look around to see how that ended up. You'll make your own laws, With blackjack, and Hookers! No murder or slavery or rape though, that's still pretty messed up. (Rewards: Basic human decency still adhered too. Opened minds.)
[X] For want of defenses, the encampment was lost: Your group is pretty vulnerable right now, and the only ones who are of any real use in a fight are going to be away soon… might be best to work on some sort of defenses, Defensive turrets, traps, you'd settle for an alarm and a panic room at this point. (100% chance of success, 25-75 scrap required, Reward: Varies depending on roll.)
[X] What's up Doc?: You're going to be completely honest… you have no idea about Medicine (the profession) at the moment, oh sure you knew chemistry… but you never really got involved in that particular branch of the field. That's unfortunate because the entire future of the group may depend on the ability to successfully fight off whatever hellish rad-germs might be spawned in the wake of nuclear annihilation. So, you desperately need the ability the ability to produce medicine (drugs and other chemicals). Luckily for you, Clemence McAllister was a pharmacist, she knows how to mix the chemicals, you know how to build the equipment needed to do so. You'd best work with her to get some sort of medicine production happening. (90% chance of success, 30 scrap required. Reward: Creation of a pharmacology lab. Suitable for production of simple medicine such as penicillin and Rad away, open's more chemistry options.)
[X] Old world blues: You, should really come to grips with this whole "Everything you ever knew is so much ashes in the wind" thing. Take a stroll, and contemplate the state of the world… And your new place in it. (50% percent chance of success. If successful, Significant boost to personal morale)
No. of Votes: 1

[X]Operation Salvation
No. of Votes: 1

Total No. of Voters: 13
 
Yeah that's about what I figured.

I've done your rolls, i'll probably get started today, probably wont be done till, I don't know Friday-Saturday maybe? provided everything goes well at work and such.
 
Day 1 Results.
AN: SURPRISE! Yeah, the muse decided to get off her ass and do her job, so this got out faster than I thought it would.

At any rate, thank you @Japanime for your hard work as a beta-reader.

And thank you questers for keeping your eyes on this.

Detroit scavenging turns start next update.

Read, discuss, criticize, talk about things, comment. etc.

Okay, that's pretty much it. You can go read the results now.



Martial:

Build A Wall And Make The Mutants Pay For It: No one amongst your little group really knows what's going on past the bounds of your little slice of post-apocalyptica for all you know, you represent the last people on earth. But still better safe than sorry. Best to start building something to keep any looters or mutant horrors out. (Takes 1 week, 100 units of scrap required, Scrap wall built, can be upgraded later, can be continued by the others if the scavenging party leaves.)

- Your group begins planning on building a wall around the few houses that remain standing...well more of a particularly stout fence really, but that's not the point. Your time is spent on a bit of planning, a bit of arguing about where the gate should be, and who exactly is going to work on the fence. But eventually Jack and Ned Reddington each take up a hammer, nails, and few other tools, and attempt to force the scattered rubble into the rough shape of a wall. Progress is happening, and you expect to have something resembling a proper wall in about a week, provided nothing disastrous happens. Well you expected a week, but then Katarina returned from her little midday walk with some guests, with the extra hands, Jack and Ned might be able to get it done in 5 days.

For You, It Was That Time You Looted Everything You Could Possibly Fit In Your Car And Robbed Several People At Gunpoint… For The Average Citizen Of Detroit, It Was A Tuesday: (Length of time variable, ammo use variable, water use variable, food use variable, medicine use variable. Loot Detroit. Better hurry, it's a sure bet that other people have had the same idea. Reward: Supplies, Food, Drink, Weapons, Ammo, ???. (Every day this choice is delayed, the quality and quantity of potential loot decreases.)

-Figuring that less people would be out at night, you, Alessandra and Manny set out for Detroit at dusk. (Mini turns begin soon.)

Diplomacy:

Calling All Suburbanites: Contrary to what some rural or city folk may believe, a suburb is not just a single street of houses, it's typically several streets branching off from each other. So far you and the other members or your band of survivors have only searched your street, there might be other survivors just a block or two over, if there are, it's probably best if you start working together. And if there aren't… well the dead don't eat or drink now do they? (50% chance of success. Reward: potentially more survivors. Potentially more supplies.)
Roll required: 50. Roll Obtained: 100. (Un-fucking-believable.)

-You're… honestly amazed. Clemence McAllister was a brilliant woman when it came to matters pharmacological or medicinal, and she was a very kind soul, but she was also stubborn. Which is probably why she decided that even Armageddon would not keep her from her daily jog any longer. Several people had objected, especially Manny, but Clemence didn't really care. And so, she left anyway.

Turns out that you should be thankful for that stubbornness, because she found ten more survivors on her little stroll around the neighborhood. Part of the motley band was apparently residing in a treehouse of all things, another a lone straggler, that Clemence had apparently found half catatonic in the rubble of mostly collapsed building. The brothers Brivio, Vito and Valerio, had been out looking for other survivors, much like you had been the day before. Finally, a roving band of two sisters… and a dog?

The tree house group consisted of the Westfield's, a family of four. David and Gracia, and their Teenage children Diego and Helena.

Another of your new residents is one Marie Duval, A young woman newlywed… and newly widowed. Clemence had found her, covered in dirt and dust and soot. Tear tracks were etched into her dirty face, her lower arms and hands were covered in scrapes that were only just beginning to scab over.

Apparently, Mr. Duval had shoved her out of the way as their house collapsed… his body had been crushed, and Marie's heart had been as well. She had kept trying to dig her husband out in some sort of trance until Clemence pretty dragged her out of the rubble. The McAllister matriarch had apparently made helping the (far too young) widow through her grief, into a personal project.

As for the last bunch, The Stetson sisters, Jane (the older) and Julia (The younger). Jane had apparently been a police officer in the DPD, and retained her training, her sidearm, and the stab proof vest issued to all Detroit police.

Jane's past career also explained the dog, A German shepherd named Barkely apparently trained as part of a canine unit.

Julia Stetson, on the other hand, had apparently been a newly hired secretary at some east coast company looking to open-up business in the great lakes area, Dunham driller's… or something like that.

At any rate, you had some new hands to help around the place… unfortunately that also meant more mouths to feed. Your scavenging mission just skyrocketed in importance.

Well at least they brought some supplies with them.

Stewardship:

Aqua Vitae: You really need to sort out the supply situation, by its very nature scavenging can only last you so long. While your food situation is likely too difficult to solve at the moment. The same can't be said for your lack of water, you could probably jury rig some sort of water purifier out of the various scraps left over from the other houses… it won't be perfect, probably won't even completely purify rain water… but you can make it non-lethal at least. (70% chance of success. Requires 50 Scrap. Reward: If successful rain and snow produces varying amounts of drinkable, if somewhat irradiated, water.) Roll Required: 30. Roll you got: 71.

-It took some doing, some time, and pillaging the still standing half of your house to get to the plumbing, but you managed to put together a working water purifier. You had basically slapped a kludged together boiler, some pipes, and some water filters you use on sinks together with a pump and a power supply. It wasn't particularly large in capacity, and it certainly wouldn't be thorough enough to completely cleanse rain water of radiation. But it would make the water drinkable at least. Until the fallout decides to start dropping out of the atmosphere, the purifier will mainly be used to purify the stagnant water from the neighborhood fountain.

+50 water production, rain or snow will increase this amount.

Intrigue: (LOCKED, NO NEED FOR STEALTH RIGHT NOW. ALEEEEEXAAAAAANNNNNDEEERRRR TEEEEEEEEEESSSLAAAAAAAAA!)

Morality:

Out With The Old World, In With The New!: The times, they are a changin! Why should you hold to the laws of the old world? You just need to look around to see how that ended up. You'll make your own laws, With blackjack, and Hookers! No murder or slavery or rape though, that's still pretty messed up. (Rewards: Basic human decency still adhered too. Opened minds.)

-With the new additions to your group, things like acceptable behavior and codes of conduct suddenly became important. Which of course led to a meeting between the adults, which in turn led to about an hour of bickering until things were resolved. In the end, with no prison, and a total of two people who could conceivably act as law enforcement, there were only so many ways to handle justice. Crimes like theft would be punished with reduced food rations. Truly awful acts such as murder, Would be met with expulsion from the group… or if need be, death.

In the end, many of the more minor or frivolous laws of the world, like age restrictions on certain materials such as alcohol or cigarettes, were ignored. More from a lack of any real ability to control or curtail such behaviors than any genuine belief that they were acceptable.

Learning:

For Want Of Defenses, The Encampment Was Lost: Your group is pretty vulnerable right now, and the only ones who are of any real use in a fight are going to be away soon… might be best to work on some sort of defenses, Defensive turrets, traps, you'd settle for an alarm and a panic room at this point. (100% chance of success, 25-75 scrap required, Reward: Varies depending on roll.)

Roll: 81.

-With most people, capable of defending your merry little band soon to be leaving, Defenses for those who remained behind would be essential. You and Manny (Manny mostly just for the extra muscle) had been digging several pit traps outside what would eventually be your little encampment's fence, you had also managed to rig up a system of alarms using pieces from an old megaphone and a radio, a Rob-Co terminal, and some old camera's, which should help point out if anything was going through unfenced areas.

What's Up Doc?: You're going to be completely honest… you have no idea about Medicine (the profession) at the moment, oh sure you knew chemistry… but you never really got involved in that particular branch of the field. That's unfortunate because the entire future of the group may depend on the ability to successfully fight off whatever hellish rad-germs might be spawned in the wake of nuclear annihilation. So, you desperately need the ability the ability to produce medicine (drugs and other chemicals). Luckily for you, Clemence McAllister was a pharmacist, she knows how to mix the chemicals, you know how to build the equipment needed to do so. You'd best work with her to get some sort of medicine production happening. (90% chance of success, 30 scrap required. Reward: Creation of a pharmacology lab. Suitable for production of simple medicine such as penicillin and Rad away, open's more chemistry options.)

Roll: 73. Success.

- "It took a bit of work, and the destruction of several hot plates and toasters, but in the end you had managed to set up some sort of chemistry lab. You had all the basics tools that were required...well except for the eye wash station and safety shower, but since there was no running water right now, those features would remain as little more than a distant dream. Okay, sure the Glassware is incredibly improvised, and measurement is going to rely on eyeballing it for the most part. But it's not like you had a chem lab on hand to get supplies from, and you feel that you managed a good job from what you had on hand. Heck you even managed to find a microscope and some syringes in the rubble, so crude blood tests could even be done.

Clemence is thankful for all your work, and while she makes it clear that without more advanced equipment more complex chemicals such as stimpacks and rad-away are out of your reach. What you've made is more than sufficient to create basic disinfectants and certain anti-biotics. So, you aren't completely screwed if people start getting sick at least.

Personal:

Old World Blues: You, should really come to grips with this whole "Everything you ever knew is so much ashes in the wind" thing. Take a stroll, and contemplate the state of the world… And your new place in it. (50% percent chance of success. If successful, Significant boost to personal morale)

Roll required: 50. Roll: 10.

Inspired by Clemence and her earlier example, you take a walk to attempt to clear your head, and think about the current situation.

You'll be honest, it didn't really help. What the fuck were you supposed to do now? Sure, you and your neighbors were going to make an honest try at survival, but is that life even gonna be worth living? If you decided to whip out your gun and boil your neighbors brains, would you be doing them a favor? At least it would be quick, unlike radiation poisoning or starvation.





That…. was fucking morbid, and pretty messed up. Yeah maybe you should take your mind off this for a while.

(Absolutely no resolution to current mental issues, in fact they have been slightly exacerbated by this entire train of thought.)



AN: Dat Suburbanites Roll tho'
 
All those above average rolls, but not even a Nat 100 gets the sting of that 10 to le

Oooooooh we have a doggie! Whose a good boy, you are! Yes you are!
 
Would we have cop on supply run miniturn? She is important for success in soooo many ways...

Well... do you want someone who's able to shoot a gun defending the camp while your gone?

I was planning on giving you that decision in the first scavenger turn.

that update will probably happen, either this weekend or some time next week, just to let you know.
 
Last edited:
Well... do you want someone who's able to shoot a gun defending the camp while your gone?
She is local (enough) cop for place we are planning to loot. She knows some places MUCH better than us and rest just plain better. She knows many people. She have resemblance of authority so we have chance of good recruits. Frankly speaking I would've put better chance of mission success on us staying and her participating despite that protagonist thing and direct control thing.

For one she should know gang hotspots better than us and those would be essential as initial concentration of organized hostile groups would be there. For other she gives chance to recruit surviving cops with they wepons, skill and possibly van/truck or two to load supplies in. Yes it reduces personal authority but big good armed group is important to long-term survival and so is mobility. Actually she should know best places to find more or less intact trucks (and those places have chance to have people who can turn less in more).
 
Last edited:
She is local (enough) cop for place we are planning to loot. She knows some places MUCH better than us and rest just plain better. She knows many people. She have resemblance of authority so we have chance of good recruits. Frankly speaking I would've put better chance of mission success on us staying and her participating despite that protagonist thing and direct control thing.

Both Manny and you also worked in Detroit before the bombs fell.
(Alex couldn't just sit around doing nothing after his time in the military, he got a job as a mechanic.)

Also, Detroit... is a bit different than how you, Jane, or Manny knew it.

Detroit in the fallout verse was significantly better off than irl, its not perfect, no big city is. But its economy was massive, there were plenty of jobs in the thriving automotive industry, and crime was generally not that common.

So Detroit at its peak, plus future tech and robo-butlers basically.

Well up until the last year, then resource shortage started to hit Detroit hard, and the riots start.ed

Then the bombs hit.

Now its memetic IRL Detroit, plus radiation and fuck tons of burning and collapsed buildings in the streets.

Her status as a cop means pretty much fuck all to most people in Detroit proper now.
 
Last edited:
Both Manny and you also worked in Detroit before the bombs fell.
Ugh, some thing cops know much, MUCH better just because it's their job. Even if not directly, then by hearing things.

Also, Detroit... is a bit different than how jane knows it.

*snip*

Now its memetic IRL Detroit, plus radiation and fuck tons of burning and collapsed buildings in the streets.
That still means that she knows where things were and still knows people and have (quickly evaporating) cred/authority.
 
Ugh, some thing cops know much, MUCH better just because it's their job. Even if not directly, then by hearing things.


That still means that she knows where things were and still knows people and have (quickly evaporating) cred/authority.

Well as I said.

You have the ability to decide if she's coming with you in the next update.
 
If we bring her do we also bring her Sir Barkley? He could supply us a bonus for finding things.
 
So just a quick progress update for you guys.

The Update is currently percolating in my brain meat.

Bits and pieces are written down, but I'm not sure how much of those are gonna end up in the finished product.

While it could be done as early as Sunday, that's a long shot, I would personally put it somewhere in the "Wednesday-Thursday" area.

but you know me, sometimes the brain decides to be more productive, sometimes its decides to sit on its ass and watch shitty youtube videos, don't know which one its gonna do yet.

Now onto another matter.

I need feedback.

Seriously.

Japanime is great, but he himself has admitted that's he's mostly good at fixing my grammatical issues.

So I'm gonna ask you guys to tell me how you think I've been doing in a few other areas.

First off.

How are my Descriptions? Too much purple prose? not enough purple prose? I am capturing post apolcalyptica decently? what's your opinion.

Second.

How's my characterization, for what little insight into the character's that I've given you, how do you like them? Do they actually act like real people? does my dialogue sound like actual conversations that flesh and blood human beings would have?

Seriously, I feel this feedback would help me improve my writing, so if you have anything at all to say, thoughts, opinions, criticism, advice, anything at all.

Please speak up.
 
Last edited:
So far, there is not much to go on, so it's hard to judge, but there isn't anything glaringly horrible or something.

Just give yourself a few updates to find your pace and get a feeling for the setting. No need to fret so much.

Maybe write a few shorter updates for now?
Some of the longest running quests started with bare-bones updates before gradually becoming longer. The activity also attracts more players and you can get more regular feedback from their discussions.
 
Detroit Prep 1
AN: Alright on your advice these next few updates will be relatively short, and mainly used for prep for your trip into Detroit.

Remember to vote.

That's pretty much it.


It is currently 16:00 October 25th​ 2077, And you are about to raid Detroit for everything you can possibly fit into a Corvega Sedan.

Preparations were now officially underway with the bodily protection and other supplies you had amassed before the war being passed around.

As nominal leader of this escapade you should probably preside over that.

Most of what could acquire in terms of protection was mere sporting equipment, good for impacts and tumbles. And it might slow a 10mm round down a hair, but not useful at all against heavier guns.

You have enough of those for every member of your band of looters brave explorers to be equipped with a full helmet and protection for the body, arms and legs.

But you also have two police issue armor vests which would be immensely more useful against stabbing and small arms fire to the torso.

There is another vest in the encampment, but it belongs to one of your new guests, One Jane Stetson, former DPD officer.

You could try and confiscate it for your groups use, but that doesn't quite sit right with you.

Of course, you could always ask her to come along on your little expedition, another gun might come in handy, and as a cop she might know a bit more about the city layout than you or Manny would.


Do you ask Jane to accompany your scavenging party?

[] Yes. (Barkley the dog will also be coming with you.)

[] No.



Alright that's its for now, I'll give you guys a few hours to vote, and then I'm gonna lock it.

I want to get through the prep pretty quickly.
 
Back
Top