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Botwawki 2.6

Discussion in 'Imperium OffTopicum' started by EQandcivfanatic, Feb 25, 2014.

  1. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

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    To: Nasa
    From: Fort Cocoa

    How about 7 Tech parts for 300 Ammunition?
     
  2. thomas.berubeg

    thomas.berubeg Wandering the World

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    Acceptable.
     
  3. Golden1Knight

    Golden1Knight Emperor

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    The bridge over St. Johns River is in usable condition?
     
  4. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

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    The one at Palatka is known to be, yes.
     
  5. Grandkhan

    Grandkhan Telvanni Master Wizard

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    Oh man the Odyssey went better than expected! Excellent update EQ :)

    Diplomacy and wildly exaggerated account of the Odyssey to come tonight. (Part 1, at least.)

    Ed: qucik question for EQ; am I capable of trading with the communities I've met (Vault 40, the Vikings, Venice, etc.) via raft and canoe this turn or are they all too far away for that?
     
  6. Lord_Herobrine

    Lord_Herobrine Back in the Saddle

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    Cannot wait to read the Odyssey :)
     
  7. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

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    Looking forward to the Odyssey.

    Sure, theoretically you could trade with them, though they may not have anything to trade if you arrive all unexpected like. Also, a canoe and some attached rafts probably won't make it all the way to Tampa. Hell, it's unlikely they'd make it anywhere near Vault 40, though it's at least possible. Assuming you make it through the snakes in the depths of the swamp. Something killed the mutineers after all.
     
  8. Lord_Herobrine

    Lord_Herobrine Back in the Saddle

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    The next time you are in Tampa, bring your baseball bats ;)
     
  9. Everblack

    Everblack Blacker then you

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    I think you missed my CS :( or was their some problem with mine?

    Faction Name: Maritime Collective
    Leader Name: Aerwyna Beckett
    Leader Trait: Scavenger
    Starting Location: Pensacola, Florida
    Leader Background: Aerwyna is the descendants from a family who members were part of the Navy when they took part in the war to push the Chinese out of Alaska. Ever since after the battle the Beckett family were honor as heros for achieving great feats of valor and there amazing leaderships skills. It wasn't long that everyone in Pensacola knew of the Beckett and by chance Aerwyna great great grand father was nominated Mayor of Pensacola. After the nuclear missiles fly off and destroy most of the USA the people of Pensacola need guidance more then ever and the Beckett family rise to the occasion. Since then she and her family have been the figure heads lending the Maritime Collective. Beside Aerwyan in help her lend is her two brother's Taylor and Daniel Beckett.
    Origins: Survivors
    Traits: Industrious
    Capital Type: Urban Ruin
    Background: The Maritime Collective are mostly Survivors of the now ruined sea port city Pensacola who under Aerwyna and her family guidance survived in that Aerwyna and her brother would help out when doing Scavenger run since Aerwya had a good eye for founding things. The People of The Maritime Collective use small sea craft to navigate the waters to scavenge building material from downed ship for their survival.
     
  10. Grandkhan

    Grandkhan Telvanni Master Wizard

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    I was thinking someone could go by sea (probably by vessel) to Naples and then go overland across the trail to the Vault. (If the raiders could do it then its fairly safe). Is that possible?
     
  11. Tecknojock

    Tecknojock Keeping the world running

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    @EQ
    Any chance of getting those brahmin added to my stats? I could forsee them becoming useful for future salvage expeditions.
     
  12. Grandkhan

    Grandkhan Telvanni Master Wizard

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    Disclaimer: Irving's Odessey is in no way intended to be supposed to be what actually happened, or even make any sense - it is explictly the author making up rubbish to impress people back home. Remember this every time it stops making sense, which is going to happen a lot.

    Irving's Odessey


    Chapter 1


    I had been twenty for but two weeks when President Ruiz sent for me. I was still but a young man at this time, though brave, lusty, and hungry for glory. I was toiling in the fields when his messenger came with his summons.

    I felt great apprehension at meeting the leader of the village one-to-one. I had lived through the turmoils of the last few years, fighting off the raiders, and I had taken part in an expedition to Marathon, but this was the first time that I had been directly summoned to him.

    "Irving Lopez," he said to me, when I met him in his office, "I have a great mission for you, and I need you to lead it."
    "Why me?" I asked, "I am but twenty years old. Surely there are those with more experience!"
    "I need a crew of people who are too stupid to defect," he replied, "but I need someone with an ounce of imagination to actually lead it. You're too much of a stupid glory hound not to come back, so you'll do." My heart swelled with these words of praise, from the great Ruiz himself! "I need you to explore the mainland. We need to know if other villages exist, we need to have actual, genuine contact. Trade links. Do you follow?" I nodded. "This is a massive task, and we need you to come back and come back alive. I am placing in your hands our last vessel, the Pride of the Keys. We need you to come back, and to come back with information. Explore the west coast of the Sunshine Wasteland, and above all, come back. I can't stress this enough."
    "I shall, my President!" I saluted sharply. "I shall accomplish your mission!"
    "Good man," Ruiz replied, and patted me on the shoulder. "Go pack, and say your goodbyes to your family. You'll meet your crew in a few days, and then you'll set off."

    With that, I was dismissed. I went back to my home, and wished my farewells to my mother and paid my respects at my father's grave. I too visited Penelope and her younger brother - the Raider attacks had been hard on their family too.
    "I am leaving on a grand quest, to save Duck Key!" I said to her.
    "Go away," she responded. "I thought I told you this the first time!"
    "You spurn me, and yet I shall have you in my heart!" I replied.
    "You won't even come back, you idiot. If only you wouldn't, I'd be rid of your stalking!"
    "When I come back," I said, "I shall return as a hero and as a brave man!"
    "Hah! If you were a hero, a brave man, or even had a lick of sense I'd marry you on the spot!" Penelope scoffed.
    "It is settled then! We shall schedule our wedding on my return!" I said, filled with hope.
    "That's not what I said at all!" I heard her yell, but I did not care. She would wed me on my return, this I knew now.

    We set off a few days later, once I had met my crew. My second mate, Antonio de Santa Cruz, quickly impressed me as a man of resource. I also learned from him that my crew was entirely composed of putas, though I still do not know what that word means. Still, I knew that it would be an Adventure, and I set about befriending them as the Pride took off.

    Chapter 2

    We sailed across the Rabbit Key Basin, en route to the west coast of the mainland. Our first few days were uneventfull and dull - I wondered if we would have adventures at all, and if the mainland was even reacheable. However, after the first two days, we spotted a vast landmass - obviously the mainland. We reached it on the second day of our voyage. However, all we could see was dense swamp (the fabled "Everglades" of which we had been told by the last expedition to the mainland). I remembered our President's instructions, which were above all to come back home, and decided not to venture too deep into this swamp. We continued along the coast for another two days, until we came across the first sign of life other than fish.

    We saw a boat on the shore, immediately apparent. It had been beached some time ago, but not as long as it would have been if it was a Pre-War relic. I immediately dispatched a team of men to investigate, led by myself. We armed ourselves, and went ashore.

    Though the boat was beached and had become one with the local ecosystem, it was immediately apparent that it was in good order, and even had a great amount of fuel. I was unsure why it had been abandoned, for it was perfectly functional. It even seemed familiar, as we inspected the interior - it was full of similar goods as what we had aboard our own vessel. It was then that I read the bulkhead, and the name that was printed on it - it was the Duck!

    All aboard knew the story of the Duck - how it's crew had mutinied, and sailed to unknown waters. Here, we had found it and the waters it had sailed to, but where were the crew? We had always assumed they had found some village to join, but it seemed that they had beached the vessel and gone overland. If so, they were by now dead - why would they beach the vessel and not come back for it? The thought filled us with fear. However, after inspecting the vessel to ensure that it was seaworthy, we cleaned the Duck and added it to our expedition.

    It was a further week before we found another sign of intelligent life. The Everglades was teeming with strange creatures - squirrels that could fly, the ever present mirelurks, mosquitos the size of vast birds, and what looked like trees which moved - but remembering the apparent fate of the mutineers, we kept well clear. It was not until we reached a large island, not unlike our own Keys, that we saw another example of civilisation.

    On our maps the island was labelled as Marcos Island, and there were a great many buildings on it. We rejoiced to see the signs of urbanisation, but we did not see a single human. We grew wary, and when Lucy spotted a safe harbour we made landfall and armed ourselves. Once again, being the brave man that I am, I led an expedition onto the island. We went some time before we reached the town.

    It was then that we were surrounded by Mirelurks! The vast, chitinous creatures were terrifying to our eye, but we all had seen them in expeditions to Fiesta Key or the other Keys and they were not strange to us. However, these Mirelurks spoke like people, which was disturbing. Lucy attempted to parlay with them, but they did not speak sense.
    "Shriek is Love! Shriek is Life!" they cried, over and over again. Still, they did not move to attack us, and thus we were confident in our safety as we attempted to forage. It was then that the real monster of Marcos Island arrived.

    It was a vast Mirelurk, larger than all the rest, but a greener shade in colour. When it arrived, the other Mirelurks began chittering again, screaming, "the Shriek, the Shriek!" and fleeing the scene. Then ten of us were left facing down this strange beast.
    "THIS IS MAH SWAMP!" it roared, it's big green bulk looming over us.
    "We have come to parlay! We represent the Conch Thalassocracy of the Keys," I began, but the Shriek continued to roar it's message of ownership of this particular region of the Everglades.
    "CHECK YOURSELF AFORE YE SHRECK YOURSELF!" it yelled, and tried to bring down it's mighty fists upon us, but we moved at the last second. It was enraged even further.
    "IT'S ALL OGRE NOW!" It roared, as we fled to the boats. It swam after us, but I pulled out a rocket launcher and I fired it aat the monster's chitin. It seemed unhurt, but the pain apparently gave it pause and allowed us to flee. I did not know what this being wnted, or why it had reacted in this way, but we marked the island and made a point not to return.
     
  13. J.K. Stockholme

    J.K. Stockholme Right Opposition

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    The Baptism

    The enemies of history have made war on us. There is no greater lie than that of god - the lie our enemies use to sanction our murder and enslavement. God did not stop them from lying to our faces, did not stop them from faking friendship, while conspiring our destruction, terrorizing us in the night, and finally invading to slaughter our people. This god is the fabrication of a people overtaken by the wicked words of a cabal of priests, and it is our moral duty to purge the traitors and the despots of this world - before we are purged by them.

    They've baptized us by fire, and gone are our hopes of peaceful socialist democracy. We good few, the Vanguards, whom destroy raiders, emancipate slaves, and expose capitalist villainy as far as Nasacity - we are punished by our simple-minded goodness by the high treason of those we called comrade, the spies of our wicked enemy.

    There is no doubt the killers of Comrade Oscar were agents of this same evil, and our mission cannot end, perhaps cannot even begin, unless we accept this most vicious baptism - our sacred-less rebirth after so much devastation.

    My constituents, whom elected me before the baptism, are now dead - either corpses at the base of that plum of smoke in the distant east, or men and women decidedly changed by the barbarism we naively ignored. We are in a state of war, and as chairwoman of the Communist Party, leader of the Vanguards, I hereby relinquish all my duties but those of war, and announce my successor to be our most fearless revolutionary, Comrade Morgan.

    Socialism will prevail in the end, but our demise would mean that true freedom would be imprisoned in these wastes for innumerable more generations - the slave of religion, the slave of fire. We mustn't merely survive, we must triumph.
     
  14. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

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    @Everblack: Yes, I did miss that entry. I'll be adding your stats and entry into the update today so you can participate in the next one.

    @Grandkhan: I was hoping for it to be in verse ;) . Still good.
     
  15. Grandkhan

    Grandkhan Telvanni Master Wizard

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    I'm pretty much incapable of writing in verse. My poetry leaves a lot to be desired.

    Chapter 3

    Our encounter with the Shriek put speed to our engines, and we left Marcos Island in haste. We had landed on the south shore of Marcos Island, and we were forced to skirt the strait between the island and the mainland. It was here that we found our next challenge.

    As we later found out from those we met later on our travels, the Marcos Island Strait was home to a dread monster, Skilly, while the shore was the lair of another named Karibdis. Skilly hunted by blowing jets of water at its prey, which caused vast streams to force boats to drift ashore, while Karibdis lay in wait on the mainland and sucked water into its vast gullet. The result was that vessels swung in the path of powerful currents, and dashed themselves upon the rocks.

    As we sailed north through the Marcos Island Strait, the Pride and the Duck found themselves in the path of these waters. I saw the rocks ahead, and I tried vainly to steer ourselves in another direction, but it was not suffficient and we veered towards them. Aboard, Lucy furious grabbed the edge my logbooks, a piece of paper, and a pencil, and began scribbling - likely a dying wish to her family. I resolved to pass it on, as we swung inorexibly into the path of the rocks. Saddenned, I thought to myself of how I had failed Ruiz, before Lucy screamed out (likely in a state of hysteria) "Swing 80 degrees Port! Kick in the engines!"

    She grabbed the wheel and spun it around. Our course corrected itself to due north, as if by magic, and we bypassed the first set of rocks. However, immediatly afterwards we swung further into the path of another set of rocks on the other side. "Twenty degrees starboard!" Lucy cried, and I, thinking quickly, swung us to the other side. The Duck, behind us within shouting distance, clearly saw my quick thinking and followed us in motion. We barely missed the rocks, and I patted myself on the back for quick thinking under pressure and in danger. The crew were applauding, though Lucy seemed to think that she was the target (likely still recovering from her fit of hysteria). I decided to allow it, in order to boost Crew Morale. Nevertheless, our course resumed, and we continued north along the mainland coast.

    Chapter 4

    As we continued, we kept lookouts along the shore. It seemed that the coastline was near unbroken jungled swamp. Ocasionally strange creatures moved, which looked to be in the shape of men, but they were rotten to look upon. I decided to wisely steer clear of them.

    However, further on, at the place that our maps named Naples, we saw evidence of civilised life. Vast ruined fortifications rose out of the swamp, though we saw a gap in them, allowing the sea to pass through. We sailed through this gap, into what we guessed was once a harbour, and made landfall along a jetty.

    "We come in peace, in the name of the Conch Thalassocracy of the Keys!" I declared, to the shocked onlookers. I noticed that many wore collars around their necks - I was greatly confused by this. To our pleasure, they understood and spoke a version of our tongue. Someone with some authority bid us wait, and that the Chief of their village would come speak to us shortly. Too late did we notice that all the assembled, save those with the collars, wore weapons.

    After some time, their Chief arrived. He stood nearly two heads above the others of Naples, and cut an intimidating figure. He was clad in what seemed like plate armour, enamelled and painted in red and gold, one hand of which ended in a vast gauntlet gripping an enormous blade. The armour hissed and clanked when it moved, in ways that we marvelled at. We introduced ourselves to him, and stated our mission.

    There were whispers around them, especially from those wearing collars. Imperiously, the Chief raised his blade, and a pell of fear descended upon the harbour.
    "I am Lord Bladehand, Chief of the Swamp Snakes, Master of the Armour of Usmacee. I am Lord of All I Survey, and Master of All I Conquer. I welcome your embassy, and take as gift your vessels for the use of the Swamp Snakes!"
    "You cannot take our vessels, for we do not give them freely!" I replied, drawing backwards and preparing to draw my sidearm. The rest of my crew did the same.
    "And yet I take them nonetheless, for none can stop the might of Lord Bladehand!" laughed the Chief. "Not even the weaklings of the Vault, encamped around this town, can stop our might. We will crush them, just as we crush you!" He motioned to his men, who drew their guns. We were outnumbered by a vast margin, and I chose to lower our weapons - I am brave, but I am not a fool.
    "You will regret this!" I said, folding my arms as a Swamp Snake took my pistol.
    "I regret nothing," replied Bladehand. "Take them to the cells, and let them rot!"
     
  16. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

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    So grandkhan got me in the mood for some writing and I figured some information about the beasts out there would probably be helpful. Therefore below I present Herman's Bestiary, part one anyways. Part two will probably come on Monday. ALSO on Monday, I'll start working on the update again, so get those orders in over the weekend. Unfortunately, I will not be available for questioning over the weekend over Steam, and will likely be slow in responding to any Private Messages as I will be out of the state. Send any questions by PM, and I will answer them as quickly as possible. One final note, I've revised the information about the Energy Reactor building, and the costs on some of the more advanced buildings. Instead of requiring a built-in reactor, buildings will instead require a set amount of energy per turn.

    @Everblack: Your entry into the update has been added and your stats are on the front page now for use in the next update. You get no overseer's challenge unfortunately this time, but it'll start up with the next update.

    Herman’s Bestiary​


    Author: Herman, unknown whether this is a surname or given name.
    Published by Solar Press, Fort Cocoa 2244

    I was born in Rivet City in the Capital Wasteland in the year 2201, and I’ve ventured up and down the Atlantic seaboard in my years as an adult looking for a true challenge of combat. Man is a foe easily conquered and manipulated, but the beasts of the wastelands are far more threatening, being unable to reason and eager to make a meal of man. For this reason I have sought out the most fearsome beasts throughout the wastes, and testing them against sword and rifle. In the thirty years I have hunted these creatures I have seen the barbaric troggs of the Pitt, the mechanical guardians of Usarmy, the deathclaws of Bethesda, and the Swampkin of Virginia. I’ve constantly heard about the fabled creatures of the Sunshine Wasteland in my travelers, but all people claim that their own local monsters are the worst of the lot. As I’ve discovered the people of the Sunshine are probably correct in claiming the local beasts are the most fearsome of the lot, as I’ve hunted the creatures from high to low. I hope that the following entries will help other travelers and peoples know their enemy in the Sunshine Wasteland.

    The Sunshine Mirelurk

    Mirelurks are a common sight from the Great Lakes to the Gulf of America, inhabiting lakes, rivers, and oceans at almost any place where land meets water. Some more wild-minded types have long claimed that an underwater society exists with a new civilization under the waves, but they are fools. These theories likely emerge from the humanoid shape that mirelurks possess, but I assure you, they are more akin to fish than they are to man. They frequently build nests, with eggs, and can’t use any form of technology or tools due to their fin-like appendages. I encountered the Sunshine Mirelurk for the first time shortly after making landfall in the Sunshine Wasteland for the first time. The inhabitants of Saint Augustine, that oldest inhabited city, told me stories of these creatures along the beaches to the south. Seeking out my first challenge, and expecting little more than the same mirelurks that constantly plagued Rivet City in my youth.

    The Sunshine Mirelurk is much like its brethren further north, but has a few key differences. The mirelurk has a shell-like carapace, covering its vital organs and insides, and this is its primary defense mechanism from hostile threats. The shell is fairly resistant against small arms fire, but is easily pierced by more substantial firearms like hunting rifles. I have also seen lasers have issues with the carapace, though as I am not a man of science, I could not say why. If you are fortunate enough to own a plasma weapon, then you should have little problems destroying these creatures. The mirelurk of the Sunshine Wasteland has two methods it chooses to use as an attack. The preferred way of killing their prey is simply to drag it into a nearby source of water and allow it to drown, the claws they possess on their feet and arms are highly effective for gaining a death grip on whatever food they are hunting. Larger mirelurks have a sonic attack that they use to disorient their prey, to allow them to close the distance. Wear ear plugs and this attack quickly loses its effectiveness. The most reliable way to kill a mirelurk is also the cheapest way. Using a machete, simply sneak up behind them and use and upward blow against the carapace. The back carapace of the mirelurk is the least protected.

    Panthers

    After leaving Saint Augustine I journeyed south to the lands of the Vanguards, and they told me of the local feared beast, the damncat. Personally I dislike this name for its coarseness and I choose to call these creatures by the name of the animal they likely descend from, the panther. Sunshine Panthers are aggressive, particularly when you are hunting in their territory. After leaving the safety of the bunker walls in Gainesville I ventured out into the local ruins, seeking the challenge of slaying one of these cats for their pelts. A day’s search brought me no luck in my travels when I set up camp for the evening. That was when I learned the true ferocity of these creatures. Using the cover of darkness, one by one they attacked my camp at different points in the evening, leaving little time or inclination for sleep in the process. Through my great skill in arms, they never inflicted more than a few scratches, and I was able to make quite the collection of pelts throughout the night.

    Unlike other creatures in the wastes, the panther does not have armor of any sort, making it vulnerable to any sort of weaponry. Unfortunately, the creature rarely gives you the ability to spot it first, and always seek to attack by surprise upon unwary travelers. It has mighty claws which I have personally seen cause damage to steel, as well as teeth capable of ripping flesh and muscle from the strongest of creatures. A panther will track you over the course of an entire day to await an inevitable lack of attention from which to strike. While they do not hunt in groups or packs, it is not uncommon for one panther to wait for another one to attack to take advantage of a prey’s focus on another predator. I witness several panthers fighting each other over a prey, allowing them to escape, so if a hunter could trick two panthers into crossing territories, a clever man could pit his enemies against each other. The panther is a bit of a glass cannon, and the key to defeating it is to maintain your distance and keep a wary eye to your surroundings. The panther relies on the initiative to kill its prey, so you must never be surprised.

    Draculs

    I stayed in Gainesville for a little while, helping out with the refugees from an apparent raider attack on a place called Congress City, but my thirst for adventure continued to propel me to new destinations. Every resident of the Sunshine Wasteland is familiar with the tiny mosquitos that are a constant blight on anyone’s skin. While annoyances and carriers of disease, they’re not much more than a nuisance, but some tell stories of giant such insects scattered across the wasteland, capable of draining a man of blood in a few minutes. Most call them giant mosquitos with a distinct lack of originality, but I prefer the more fanciful name of “Draculs.” The Vanguards tell of a town to the south highly infested by the Draculs, to the point where whole swarms of them exist, able to decimate entire trading caravans or expeditions. Intrigued, I packed my bags and left the Vanguards, who persistently warned me not to visit the place.

    The actual town of Citra lived up to my expectations, and I was awed by the cloud swarms of the dracul, their buzzing like the noise of Vertibirds in the skies. The Vanguards had recently undertaken an expedition to Citra to clear these creatures out, but plenty seem to have migrated back in more recently. When I made my camp, I assumed that the area I had picked was fairly well clear of these insects, as most of the swarms were on the other side of the town. While I slept, I was awoken by a sharp piercing, and I found one of these great beasts attached to my chest. The wound itself was quickly numbed, and I could feel the rest of me succumbing to the chemicals excreted by this creature, but I kept a level head. Using my machete, I cleaved the proboscis apart and yanked the remaining portion out of my chest. The dracul itself attempted to fight back, but using a few shots, I disabled its wings and left it disoriented and easy prey. Use of a flamer quickly destroyed the beast and a few of its friends around it.

    A dracul is a dangerous beast, but lacks any obvious weapon or attack beyond the proboscis. I would suspect that the creature prefers to attack sleeping targets, draining them of fluids while they sleep. If you disable its proboscis the dracul will no longer be much of a threat. If the creature is close, any sort of edged weapon will be more than sufficient to keep it at bay, but they can be hard to hit with firearms. Fire is a useful ward and weapon against these insects, making short work of any number of the creatures. While I have not heard of swarms outside of Citra, it is highly advised that if you see a dracul swarm that you move in another direction. From what I witnessed and heard from the Vanguards, when they act as a swarm, they will overwhelm barriers simply by throwing themselves at it, and attention focused on any one, will often lead to multiples attempting to deprive you of your vital fluids. When camping in an area where a dracul is known to be, make sure to make your fires particularly smoky, as the smoke wards these creatures away far more than the flame.

    Alligators

    I stopped for a time on my journeys in a town called Ocala, where they told me rumors of a vault far to the south which once broadcast words of rewards if some brave soul could find a route to them through the swamps. Thus I embarked on a long journey to the southernmost lands of the Sunshine Wasteland across barren wastes and through ruined towns. A fact of this peninsula is that where there is a body of water, there are also alligators to be found. These creatures have not apparently changed much since the times of the Great War and bear much resemblance to the alligators of old. They may be larger than they were before the Great War, ranging anywhere from three feet to twenty feet in size. Alligators only reside in fresh water, and there is plenty of that to be found in the Sunshine Wasteland, from lakes to rivers. No matter how big the body of water, there will be an alligator. Alligators for the most part are not aggressive hunters of man, preferring easier prey, and as long as you avoid their nests, you can avoid a conflict.

    I recommend avoiding using a blade or melee weapon against a gator, as years of change have rendered these beasts to be almost immune to anything but the sharpest steel. You may have success with traditional firearms, especially if you have a high-powered rifle or military-grade weapon. Unfortunately, a large alligator can sustain quite a lot of small arms fire and can move at surprisingly great speeds. Maintain a good distance between you and your target before opening fire, to allow for the maximum time possible to land a killing shot. Laser and plasma weapons are highly effective against alligators, and are by far the weapon of choice, along with explosives and heavier weaponry. Due to the wet environs of most alligators flames and flamers do very little, and certainly won’t kill the beast before they are upon you. Remember the most important rule, the best way to win a fight with an alligator is to avoid having one.

    Gormunds

    I reached the road once called US 41 with a bit of sunlight left and chose to await a new day before heading into the depths of the swamp known as the Everglades. I actually had some luck to run into a party of people heading towards Vault 40, and I chose to join them on their journey, as they had hopes of migrating to the Vault and finding a safe and secure home for the future. All have heard the stories of the vault, resting in the swamp of the dead, full of all sorts of unnatural creatures and beings seeking to make a meal of unwary migrants. All concerned were more than happy to await the journey until the dawn. We travelled slowly due to the number of sick and elderly among the nomads, and we were three days into the trip when we lost the trail in the night. This nearly proved our undoing. As the flickering lights of our fire barely illuminated the swamp around us, we saw what appeared to be a wall closing in around us on three sides. The wall itself seemed to be in motion, and a great head soon burst into the light, with giant reptilian eyes and a gaping mouth. The snake swallowed nearly a half dozen people whole within the first few minutes, and the rest began attacking it with what haphazard weapons they possessed. My machete was as ineffective as any of these makeshift weapons, and I watched helplessly as the party was devoured by the seeming insatiable appetite of this great creature. Only by climbing up the scales of the beast did I escape its embrace, and fled into the swamp.

    Over the next few days I recovered my other weapons and was able to take stock of these creatures before I eventually did make it to Vault 40. An elderly man in the vault told me of the great snakes, calling them “Gormunds” or something to that effect, describing them as the great monsters of the swamps, apparently nearly bringing the vault itself to ruin in recent years. Based on the stories of the vault dwellers and my own observations these gormunds can range from twenty to eighty feet in length and three to twelve feet in width. Astonishingly, despite their great size, they appear to exist in large numbers, likely feeding on wayward travelers and each other. If you have the ill fortune to encounter these creatures, do not waste your time with a melee attack, as that is merely inviting the snake to dinner. Similarly traditional firearms and flame based weaponry will not save you, unless you have a great many guns concentrating on its head, the only known weak point and often the point most in motion. Heavy weapons and lasers appear to be the only devices that a single man could use to slay a gormund, and must be focused upon the head of the creature to be assured of a kill. Legends among the vault dwellers claim that if a gormund is split in half, it will become a second gormund, but I put this to the test, and its quite definitely just lies and folklore.
     
  17. Everblack

    Everblack Blacker then you

    Joined:
    Jul 21, 2012
    Messages:
    399
    Location:
    Chicago
    Maritime Collective:
    Leader: Aerwyna Beckett (Scavenger)
    Faction Trait: Industrious
    Capital: Pensacola, FL (Urban Ruin)
    Structures: None
    Population: 300
    Slaves: 0
    Education: Oral
    Food: 2,600 (+200)
    Water: 2,600 (+200)
    Energy: 0 (+0)
    Tech Parts: 45
    Scrap Parts: 3,500
    Ammunition: 2,000
    Military Equipment: 150 1-H Guns, 100 2-H Guns, 75 Laser Weapons
    Robots: None
    Military Skill: 3

    Building Orders
    Spoiler :
    1X-Water Pumping and Purifying Station 400 Scrap Parts, 6 Tech Parts
    1X-Hydroponics Farm 100 Scrap Parts, 4 Tech Parts
    1X-Small Boat 1,500 Scrap Parts, 15Tech Parts
    1X-Fortifications (Interior Walls) 500 Scrap Parts
    1X-Ammunition Converter 500 Scrap Parts, 5 Tech Parts
    1X-Jail 300 Scrap Parts


    Salvaging/Exploration Orders
    Spoiler :
    -Aerwyna and 30 2-H Gunmen will Travel to the Navel Air Station to see if their any thing to salvage left.

    -A Second group of 30 2-H Gunmen lead by Taylor (just for RP not the leader) will go to the Saufley Field to see if there any salvage stuff there.
     
  18. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    9,043
    Location:
    Ft. Lauderdale
    Nasa:
    Spoiler :
    Leader: Commander Jayne Bede (Enigmatic)
    Faction Trait: Tech Savvy
    Capital: Nasacity (Titusville, FL; Settlement)
    Structures: Pumping/Purification Water Station (2), Farming Equipment (3), Radio Tower, Fortifications, Ammo Convertor
    Population: 530
    Slaves: 0
    Education: Applied Science
    Food: 400 (+550)
    Water: 1,650 (+1,000)
    Energy: 0 (+0)
    Tech Parts: 103
    Scrap Parts: 370
    Ammunition: 0; 20 Mini-Nukes
    Military Equipment: 215 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 55 1-H Guns, 280 2-H Guns, 305 Laser Weapons, 20 Plasma Weapons, 5 Heavy Weapons, 2 Fat Mans, 25 Power Armor Suits, 2 Rafts, 1 Canoe
    Robots: None
    Military Skill: 8


    Commander’s Challenge:
    Spoiler :
    The people are near revolt! Bede’s leadership has been accused of leading Nasa to utter disaster. Led by a charismatic individual who was one of the primary merchants in the aftermarket, a large and unruly mob has demanded Bede’s immediate resignation, on pain of rebellion. Rallying emotions from the loss of so many family members and friends on the grand expedition, the man who would be leader of Nasa has established a strong cabal to seize power. Refusal to cave in to demands for resignation will almost certainly mean a brutal, though brief, civil war. How do we respond?


    Commander’s Challenge Solution (Orders):
    Spoiler :
    All weaponry and the 24 remaining suits of power armor are to be held by commander Bede and assigned to her 24 most trustworthy followers, As an order known as the Sunshine Guard. Commander Bede will hold on to the last suit. These 24 individuals are also to be assigned plasma and heavy weaponry. When they are done, they will move to capture and destroy this cabal, executing those who would preach sedition and mutiny. Mount the Heads of the Leading traitors on spikes above the gate to Nasacity, with an inscription saying “This is the Fate of Slavers.”

    Loyal Soldiers are to be assigned weaponry, and will move to non-lethally contain the mob, dispersing it, and returning the people home.

    Those who refuse to disperse will spend a month in our new jail.

    Establish a curfew, after which only Nasa Soldiers are allowed out of their home, except for in the case of emergency.

    Make clear that these are temporary measures, until the civil unrest is over.
    Any Jailed citizens will be given the option to work off their sentence by scavenging longer hours, reducing by hours/days their imprisonment by the amount of scrap they gather in Titusville.


    Orders:
    Spoiler :
    Convert 100 scrap into ammunition, which will be dispersed to our soldiers, especially the nasaguard.

    200 scrap and 1 tech part to build a jail.

    Trade 7 tech parts to Fort Cocoa for 300 Ammunition.

    Continue to strip titusville of all scrap. When we have enough to build it, build a Recycling facility (300 scrap, 1 Tech part)

    Send a 10 stealthy, trustworthy, scouts to trace the path the expedition took, attempting to find out what happened to them. I give them permission to take what they need from the armory, and to determine their course of action themselves on how to determine what happened.
     
  19. Darksaber1

    Darksaber1 Secret Emperor

    Joined:
    Jun 5, 2008
    Messages:
    2,220
    Location:
    Where you least expect me
    Survivalist Union:

    Spoiler :
    Leader: Headman Julie Keyes (Charismatic)
    Faction Trait: Defensive
    Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
    Structures: None
    Population: 800
    Slaves: 0
    Education: General
    Food: 1,600 (+500)
    Water: 1,600 (+500)
    Energy: 0 (+0)
    Tech Parts: 15
    Scrap Parts: 0
    Ammunition: 1,100
    Military Equipment: 125 1-H Guns, 75 2-H Guns
    Robots: None;
    Military Skill: 4


    Headman’s Challenge solution:
    Spoiler :

    New immigrants will be welcomed, however certain conditions will apply
    1) Due to supply limits, we will only accept a maximum of 100 new citizens every half year, at least until production increases.
    2) Application: Applicants should endeavourer to bring a gift of some sort to aid the Union. Priority will be given to finding places for applicants based off of what they can provide to the union (be it weapons, salvages, food, etcetera.
    3) Immigrant must surrender any and all weapons upon being accepted; they will get them back after a 1 year probationary period. We’ve all heard stories about raiders that send members to infiltrate a settlement, then attack them from within. For one year, immigrants are not allowed to own, posse or use any weapons without the approval of a Union official during times of emergency. Immigrants may be banned from sensitive locations (such as near gates or walls) or jobs. Violators may be expelled from the Union.

    Orders:

    Spoiler :
    Two teams of 40 people will be formed to engage in scouting and salvage operations. Each team will be issues with 25 1-H guns, and 15 2-H guns. These teams should try to remain relatively near each other, to provide aid in the event of trouble.
    If a notable cache of goods is discovered, then additional people may be equipped to help salvage and transport it back. Maybe looks at building or salvaging some carts to help haul stuff.

    Teams should start near the City, then work their way out, staying within about 5 miles of Liberty City.

    If we can get the parts, try to construct a Water Purifier, and one set of Farming Equipment.

    Examine ways to expand food and water production.


    **Standing Notice**

    Spoiler :
    If Raiders attack the Union, then 2 actions will follow:
    1)
    a. Dead Raiders will be harvested (for those that have a taste for that stuff)
    b. A “Raider Garden” will be established outside the City boundaries. Heads and bodies will be hung—up here as a warning to others. Make sure that this area is clearly labeled; we don’t want to give friendly travelers the wrong idea.
    2) Any captured Raiders will be made into Slaves (as opposed to Contract Labourers, clarified soon). These Slaves will have next to no protection or rights, and can be punished or executed by Union officials if thy cause trouble. They will be used for the hardest and most dangerous work in the Union.
    a. Before putting any captured Raider to work, they will be subject to Exposure: stripped down to just their Collars and staked-out somewhere in the suns, given just enough food and water to keep them alive. This will continue until their wills a broken. If they make any trouble, strap them to a cactus patch. This might be cruel, but any Raider that does not turn away from that path on their own is deserving of little mercy.
     
  20. Blaze Injun

    Blaze Injun Night Radio KYSE

    Joined:
    Feb 3, 2005
    Messages:
    4,918
    Hey,

    OOC

    Atomic Foxes orders sent. EQ how come the NPC Stats don't include Military Skill?


    Blaze Injun
     

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