[X] Plan: Further Relationships
-[X] Build Shysters
-[X] Amoeba Research (Learning - Smithy)
-[X] Secret Project Aero Factory Part 1 (Stewardship - Immediate North)
-[X] Further Relations with Mutant Town (Diplomacy - Yaridovich)
-[X] Scout (Further West) (Martial) Mack and Bowyer)
-[X] Lower Layer Scouting (Immediate North) (Intrigue) (Yaridovich)
[ ] Scout (Further West): You know nothing about the areas around you base, you should take some time to scout out one of those areas.
DC: ???
1d100+15=18
Hmmm...... it appears there is another cult on this level of the Pipeworks.
The big pretentious buildings and weird pretentious jumpsuits gives it away.
As does the name the 'Church of Sirius'.
You just can't get away from these cults can you?
Results: Discovered the local Cult of Sirius.
[ ] Further Relations: It could be helpful to try and improve your relations with Mutant Town in general.
DC: ???
1d100=71
Negotiations seem to be going well and the Mutant Town seems to be interesting in some form of Vassal status.
In fact all that's really needed is some finalization on your end.
Results: Success, auto-succed action unlocked next turn to turn the mutant town into a vassal.
[ ] Secret Project Aero Factory Part 1: The first part of the Aero Factory will include the in built smelter, and mold in order to give the Areros their basic shape and material consistency.
Cost: 1 Building Slot
DC: 70
1d100+15=76
The smelter and mold come together relatively easily, a fortunate fact for these two parts despite their smaller size will be utterly irreplaceable for the functions of the Aero Factory.
With these the form of the Aero's will be up to your standards even without your own personal oversight.
Half of your work is done and without much difficulty.
You can only hope the second half will be so easy.
Results: Secret Project Aero Factory Part 1 completed.
[ ] Ameboid Research: The Ameboids that lurk near your home are curious mutants, they haven't bothered you all that much but you have seen them get into skirmishes with the many other mutants in this place, perhaps you should learn more about these creatures.
DC: ???
1d100+15=85
The Ameboids are a fascinating species.
Despite being gelatinous masses they tend to take a form similar to the common 'Gomba' species of mutants in general shape.
However this body is capable of doing a great many things such as allowing them to fit into nooks and crannies they never could have otherwise or even resist being crushed by objects massively heavier than them.
They could also modify their bodies to shoot out balls of poison… and through some biological porcess you don't understand plasma of all things.
Wait a minute.
Plasma… plasmid… plasim.
Was the universe itself trying to hit you with some kind of pun?
However the most interesting part of the Ameboids was their ability to split into five equally strong Amoeboids while under stress.
Further observation reveals that they were also capable of some form of social activity.
Perhaps it was time to develop some…. Methods of communication.
Results: New options unlocked.
[ ] Lower Layer Scouting (Immediate North) (Intrigue):: You should do what you can to learn more about the immediate upper lower.
DC: ???
You discover another town to the north.
This one is inhabited mostly be mushroom headed mutants that call themselves Toads.
From what your scouts report they call their town 'Toad Outpost', not the most creative name but if it works you suppose it works.
Results: Discovered Toad outpost.
[ ] Build Shysters: The Shysters so far make up the bulk of available dedicated combatants under your commander, you should take some time to build more of them.
DC: N/A
Gain: 1d2 Shyster Swarms+1 with the addition of a Mad Mallet team.
1d2+1=3
You have a very productive building session and manage to finish a full 3 swarms worth of Shysters.
Results: +3 Shyster Swarms.
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