Icerust

Mid-Apocalypse Chaos Carnival Turn 3 Orders
Labor:
  • 20 labor on quest progress
  • 188 labor on junk production (752 junk)
Vehicle Design:
Lion Tamer:
  • Chassis: Urban Car
  • Frame: Street car
  • Engine: Gunsel
  • Weapons: 2 autocannons
  • Small Arms: 1 Machine Gun
Plush:
  • Make 5 plush with 50 junk.
 
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Another rule update: in the interest of balance, some faction origins were given free defensive structures from the start.
  • Free town: start with a lot of Jacks, few Proles, very few Clouts, and a Rockpile (defensive structure)
  • Guild: start with a lot of Jacks, few Clouts, very few Proles, a Rockpile and Sentry tower (defensive structures)
  • Fiefdom: start with a lot of Clouts, few Proles, very few Jacks, and a Rockpile (defensive structure)
  • Gang: start with a lot of Clouts, few Jacks, very few Proles, a Rockpile and Sentry tower (defensive structures)
I have already applied these changes to the associated factions - you may see them in your settlements now.
 
Republic of Sinclair
Orders 3

In St. Clair:
Production:

110 labor on producing 220 Grub: 110 x 2 = 220
4 expertise and 40 Grub to create 4 Plush.

Building:


200 labor, and 150 junk on a Rockpile. Garrison it.
90 labor, 1 expertise, and 140 junk on a Scrap Chowder.

Captain-Defender’s challenge: Justice and peace
Sinclair is a kind, welcoming refuge for the destitute and freedom-loving. However, some of the new arrivals, as desperate as they are, are recognized by the Sinclarians to be small-time raiders, slave catchers, and other similar lowlifes. Sure, living in Icerust has scarred everyone and made them accustomed to death and killing, but some people cross even that boundary. Even if they never held positions of authority in their gangs, they are deemed beyond the point of redemption by many. Yet, others point out that in Sinclair everyone has a chance to change for the better - after all, the Republic’s motto hints that there’s still work for self-improvement until the very grave. What justice should such newcomers be granted? (Investment: ??? Award: a chance of a positive event occurring every turn)

Our solution: the Tabula Rasa law.

Under this law, anyone is eligible for citizenship, regardless of their crimes - and those crimes are assumed forgotten the moment they are inducted as one of us. Let them redeem themselves through work.

2 Finesse to this as it's all we have left.
 
Sorry for the rushed orders:

Use 1 Finesse and enough labor to finish welcoming the New-fies in.
Distribute remaining labor evenly between acquiring Guzz and Junk
Our brand new patrol vehicle will head northwards, across the frozen river, to the mythic lands of Hull and Gatineau. Once upon a time, the scribes say, many of the parliamentary workforce had homes up there. Maybe something mythic remains of what must once have been luxurious accommodations.
 
Icerust - Update 3
Long Winter Y100.M4: Motown brass




Greylaw
In Thunderbolt, the excitement over the Games of Graylaw had to make way for… another excitement, this time over a seedy pub that Conan the Snowflake ordered to build in the dispatcher center of the ancient bus terminal. Named “The Yellow Dog,” this place quickly became known across Greyhound Den as the most wretched hive of scum and villainy. In other words, it was very, very well-received and is now a great source of Greylaw’s pride - and an origin of the gang’s growing infamy in the region. In the meantime, some hunting teams were dispatched to prowl the ruins of Old Ipsilanti and get some extra meat for the gang, preferably, non-human.
(Thunderbolt: -85 Grub, -50 Guzz, -8 Plush, +1 Smilo joint)
(Greylaw: +1 Notoriety)

Alfa-Alfa’s challenge: Games of Greylaw
Alfa-Alfa has promised his gangmen and -women games of Greylaw, and he intends to keep his word. In the future, that is. (Investment: Labor 0/100, Expertise: 4/4, Finesse: 4/4, Award: +1d4 Plush (10% chance/turn), +1 Glory (one-time gain))

The Wobblies
Ravenswood Commune was living, breathing in anticipation of the new invention. At least, according to the communique dispatched by the Central Committee. In reality, it simply meant that the Wobblies’ teams were seen all across Raven’s Wood digging through the ice and snow-buried ruins for usable scrap metal, and especially valuable conductors (they did find some canned food in the process). Their humble taking was then brought to Ravenswood Commune, where some of the loot was turned into tear-inducing malort (a drink of true Chicagoans, according to the ancient legends) and some wearable accessories (mostly the practical luxury, like eye glasses, soft towels, and tooth implants).
(Ravenswood Commune: -180 Grub, +80 Junk)

Grand Foreman’s challenge: Ray funnel
The development of the ray funnel continued full speed, and only a few blueprint improvements remain before the new design becomes fully mature and ready for fabrication.
(Investment: Expertise: 40/40, Finesse: 4/5, Award: new structure available only to The Wobblies in the Building list)

Ogayori Clan
Ryūgū-jō was abuzz with work, as the rapidly growing, prosperous settlement expanded its industry all around, from aquaculture pools to biofuel tanks to metal recycling centers. In the meantime, the island and the opposite shore of Old Detroit were scouted for salvageable boat carcasses, while the fishers continued ice fishing along the edges of the lake polynya. Unfortunately, the peace and prosperity were interrupted by a tragedy. A gang of Highwaymen stumbled upon one of the salvaging expeditions and captured Ogayori workers along with a part of their haul. Some managed to escape and deliver the word to Ogayori Denji that the ruins of Old Detroit host a gang calling itself the Funk Brothers. These delusional raiders worship a form of dark magic they call jazz, residing in a yet-undiscovered lair they call Hitsville. The Funk Brothers believe that they can invoke jazz demons through ritual music, going as far as turning precious metal into musical instruments made of brass and often supplying their shiny, gorgeous vehicles with sound systems, through which the jazz sorcery would flow. Luckily, it doesn’t seem that they have learned much about how to get to Utsukushī Shima yet, but it might be a matter of time before they do, so the clan may need to develop its own vehicle fleet or fortifications in order to defend itself.
(Ryūgū-jō: -343 Grub, -240 Junk, +60 Guzz, -4 Plush, -25 Proles, +2 Protein Pools, +1 Waste kitchen, +1 Scrap chowder)

Clan Head’s challenge: Red Beach memorial
Slowly but surely, the Red Beach stone garden started to grow, partially inspired by people gathering to work on its minimalistic decoration on their own initiative.
(Investment: Labor 58/100, Expertise: 0/2, Finesse: 2/6, Award: +1d2 Plush (15% chance/turn), +1 Glory (one-time gain))

Mommaz Boyz
The Ruins of Five Seasons were crawling with Mommaz Boyz throughout the month, as trapping and hunting activities expanded across Old Cedar Rapids. The foraging bounty included tree sap gathered from a few surviving conifer woodlets and then turned into delicious confectionery by an inventive jack. The sweet-tooth inventor, a lumbering giant of a man nicknamed Candyman, quickly became Grandma’s favorite and soon joined her as one of the Boyz’ patriarchs (some argued that it was Grandma’s ploy to balance out Uncle K-9’s influence). In the meantime, more and more refugees were drawn into the family with food giveaways, and The Crib’s industry expanded with yet another scrap chowder, and its still stalling manufacturing capacity gained an addition of a bike workshop. Unfortunately, some of new arrivals reported that the family has started to gain certain notoriety across the area, as The Crib is becoming known as a prosperous and expansive settlement.
(The Crib: +291 Grub, -100 Junk, -40 Guzz, +11 Plush, +38 Proles, -1 Jack, +1 Clout, +1 Bike stables, +1 Scrap chowder)
(Mommaz Boyz: +1 Notoriety)

Grandma’s challenge: Lost grandkids
Gaining plenty of “grandkids” through direct food giveaways, Grandma had little interest in building up a tradition that could go around her direct orders. She was, however, warned by her cautious advisor, Uncle K-9, that food giveaways may start attracting raiders to the settlement, more so than a casual tradition.
(Investment: Labor 0/60, Expertise: 2/2, Finesse: 0/1, Award: +1d10 Proles, +1d3 Junk (5% chance/turn), +1 Glory (one-time gain))

Monolith of Sarkic
The Cathedral has expanded past the steel mill ruins that originally gave the name to its location. Specifically, a timber- and coal-based power station was built, producing the much needed heat for the living quarters and even making some patches of land near the thermal piles somewhat farmable. In the meantime, the Monolith continued attracting new cult members with food offerings, while the Volutaar and Karcist members of the Sarkic hierarchy started to appear in public ceremonies and rituals wearing religious insignia, mostly jewelry made of copper and brass (two metals chosen for their crimson, flesh-like color).
(The Cathedral: +164 Grub, -360 Junk, -25 Guzz, +2 Plush, +34 Proles, +1 Heatcatcher)

Grand Karcist’s challenge: Heathens at our doorstep
Yet again, the Monolith of Sarkic had no flesh… or flesh’s work efforts to spare on creating a living quarter for any refugees. However, Grand Karcist Maxwell and his Volutaar advisor spend their time drafting the religious text and planning initiation ceremonies for the future acolytes.
(Investment: Labor 0/180, Expertise: 1/1, Finesse: 2/2, Award: +3d10 Proles (10% chance/turn), +1 Glory (one-time gain))

Mikeland
In Popsicle Junction, King Mike was busy degustating the drinks, the food, and the hookers at his favorite smile joint, so his orders for the kingdom were fairly simple. While the majority of the indentured servants hunted the snow dunes of Singing Ice, a construction crew came together to build a scrap chowder, with which the amount of metal waste is likely to go down. (Popsicle Junction: +271 Grub, -140 Junk, -20 Guzz, +1 Plush, +1 Scrap chowder)

King’s challenge: Envious freebooters (Completed)
The land lot distribution for serfdom applicants was finished, and the proper predatory loan service properly streamlined throughout the month. With it, the blessed harmony of dog-eat-dog feudalism was firmly rooted into the Mikelandish tradition, making Mike’s realm, no doubt, an envy of the world. (Investment: Labor 60/60, Expertise: 6/6, Finesse: 1/1, Award: +1d30 Proles (5% chance/turn), +1 Glory (one-time gain))

King’s challenge: Mike’s statue
A part of the Singing Ice glacier cracked and revealed a ruin of an ancient structure with a statue of a red-and-yellow-dressed person standing next to a giant letter M (or W, or two Vs - who knows?). One smart alec claimed that the structure used to be a fast food joint, and the statue represents a famous clown. Whatever that statue used to be, now it looks rather like King Mike himself, and the giant letter could work as a triumphant arc. At least, such is an idea whispered to Mike’s ear by one of his drinking buddies. If the monument were to be established, perhaps, it could send the right kind of message to the people of Icerust. Possibly, some of them would even flock to pay their respects to He-Who-Built-Civilization. (Investment: ??? Award: a chance of a positive event occurring every turn)

Order Implacable
Order Implacable finally invested into what brought fame to Sir Ducati in the first place: bad armor, mean swords, and roaring of motorcycle engines. New Bike-in-Arms teams were created, with a brother swordbearer being transported into battle by a loyal squire operating a spike-protected chopper bike. Named “Zard,” the new machines of war were produced in the bike stable and granted the Order quite a lot of fame among the inhabitants of Hammerhill and its surroundings. In the meantime, the poor fellows of Hammertown continued to patrol the ruins of Old Milwaukee, hunting rats and hares and hauling every piece of scrap they could find back to the Order’s headquarters. There, some of the meat was cured and pickled into what became a signature Hammertown delicacy. The prosperity of the growing settlement attracted new arrivals, when the news of a food charity donation spread across the Hammerhill area. Unfortunately, the prosperity of Order Implacable is starting to attract the gaze of less conscientious Icerusters, if the new arrivals are to be believed.
(Hammertown: -6 Grub, +120 Junk, -20 Guzz, -1 Plush, +6 Proles)
(Order Implacable: +1 Design (“Zard” Bike-in-Arms), +2 “Zard” Bike-in-Arms, +2 Notoriety)

Grand Master’s challenge: Fast and faster
Sir Ducati recommended Bishop Lamborghini to introduce the new fasting tradition to the Order’s members. On the thirteenth day of every month, the Brothers and Sisters Implacable are instructed to stay away from any nourishment except water and most basic food, while meditating about bad luck and merciless fate. The tradition is yet to be fully accepted, but it’s starting to find its way into the hearts and minds of the Order’s members. (Investment: Labor 12/60, Expertise: 2/4, Finesse: 1/4, Award: +1d40 Grub (20% chance/turn), +1 Glory (one-time gain))

Mid-Apocalypse Chaos Carnival
For a time being, Shelby Carnarium became a hive of activity, as its carnival crew dragged truly massive amounts of metal scrap from all across the Carnival Ground, mostly cannibalizing rusty remains of cars found in an ancient drive-in movie theater. Some of the glove compartments of the ancient cars were found to be full of fancy artifacts of the bygone age, and they were turned into various accessories for the Chaos Carnival’s leadership. What particularly stood out, however, was the invention of the first locally produced car, a battle hatchback named “Lion Tamer,” put together out of mismatching remains of ancient urban cars with an oversized, powerful “Gunsel” engine, two side pylons for autocannons, and a machine gun position at the car’s back. Existing only in project for now, the “Lion Tamer” is likely to become quite an event once its first specimen leaves Shelby Carnarium’s car shoppe.
(Shelby Carnarium: +41 Grub, +802 Junk, +2 Plush)
(Mid-Apocalypse Chaos Carnival: +1 Design (“Lion Tamer” Battle Hatchback))

Ringmaster’s challenge: Carnival visitors
The Chaos Confections stands were finished by the Carnival crew across the Carnival Ground. However, the circus leadership still has to put some effort into not just stuffing them with treats, but also booklets leading the refugees to the exact location of Shelby Carnarium. And should one even mention developing a shared carnival ethics among the new crewmen and -women?
(Investment: Labor 60/60, Expertise: 1/1, Finesse: 0/2, Award: +1d10 Proles (10% chance/turn))

The Republic of Sinclair
The town of Sinclair continued to expand its industry, now not fitting into the church ruins themselves and spreading to the ramshackle buildings around it. A scrap chowder was built, and the settlement was vigilantly surrounded with hedgehog traps and simple barricades put together out of various debris, garrisoned full-time by lightly armed wardens. Meanwhile, citizen teams continued foraging around Old Cleveland, hunting for wild animals and gathering nutritious earthroots. Some of these roots were found to be quite zesty when smoked (speaking of weird discoveries!), and a small gift set of these luxury smokeables was presented to Captain-Defender and her lieutenants by the grateful residents.
(Sinclair: -47 Grub, -290 Junk, -20 Guzz, -20 Proles, +1 Scrap chowder, +1 Rockpile)

Captain-Defender’s challenge: Justice and peace
Captain-Defender surprised many of her more ardent followers by declaring the policy of Tabula Rasa (words none of them ever heard spoken), essentially establishing that every new immigrant was automatically cleared of any past sins and crimes and could start their life as a Sinclarian anew. Not everyone was happy with this approach, and Eugenia St. Clair may have to dedicate some effort to creating a network of agents and law enforcers that would ensure that repentant raiders or slave-masters wouldn’t get lynched by their past victims. On the positive side, the news of such amnesty may indeed open the gates of Sinclair to some of the people that used to hold positions of privilege in the oppressive societies Captain-Defender helped her people to escape. Hopefully, they’d join the Republic with better intentions in mind... (Investment: Labor 0/50, Expertise: 0/2, Finesse: 2/2, Award: +1d4 Jacks (10% chance/turn))

The Motors Parliament
The sprawling Garage and its abandoned, snow-covered parking lots were scouted by the MP teams for car remains and the gasoline from their tanks. However, the most important enterprise for the Motor Parliament was Prime Motor’s first venture outside her cozy underground shelter in her newly restored, polished red-and-white patrol car. The declared target was just under an hour away, in the once luxurious Gatineau hills, where the ancient race of Parliamentarians used to dwell in the World of Autumn. However, very quickly it became clear that the frozen ruinscape of the decaying civilization and a patchwork of Oz anomalies wouldn’t make the ride quite as short, straightforward or safe… An hour into the drive, just when the “L'Amérique Pleure” rolled into the desolated Gatineau hills to the music of Canadian trucker folk songs, the ever-present snow clouds parted, revealing a dark blot of an emission storm. No cover could be found, but the storm turned out to be a relatively light one, with only some electric discharges and ion flares reducing surrounding architectural hulks to soot. All the way through the storm, the car remained moving, looking for a lowland to hide in, and this took it away from the planned route or the destination. However, Prime Motor followed her intuition and pushed on, following an ancient highway up north, zigzagging between empty lanes in order to stay away from reality-twisting, wandering anomalies. Eventually, the car made it to an abandoned flatland of an ancient executive airport, its runways mysteriously snow-free and overgrown with moss, grazed by snow bisons and snowdeer. Once there, Prime Motor and her crew felt suddenly full of energy and joy, taking off their fur jackets and spending some time running across the moss barefeet. This cost some of them their frostbitten toes, as they eventually had to remind themselves that perhaps an Oz anomaly was playing with them. The anomaly was soon found inside a rusty personal jet overgrown with exotic tree trunks. Nicknamed the Seed of Fast Life, the artifact appears to be rejuvenating everything living within sight, but playing tricks with people’s and animal’s minds, needlessly exposing them to the perils of Icerust. With the news of their discovery and a crude map of their journey, Prime Motor and her crew soon returned home to the celebrating MPs.
(The Parliamentary Garage: -51 Grub, +246 Junk, +75 Guzz, -3 Plush)
(The Motors Parliament: +1 Glory, Highway discovered: Exec Way (Expanse: 140, Openness: 350, Perils: 50), Site discovered: Green Runway (Population Growth: 5, Fertility: 4, Deposit: 2, Fossil: 3, Protection: 1, anomaly))

PM’s challenge: Garage visitors (Completed)
Unimaginatively, but aggressively, the garage crew prepared squalored, but warm living quarters for the new Motor Parliament’s joiners. (Investment: Labor 120/120, Expertise: 1/1, Finesse: 1/1, Award: +2d10 Proles (5% chance/turn), +1 Glory (one-time gain))

Restless Spirits
Dame Clara faced an unexpected challenge within the cult, as her mystical teachings were challenged by an ambitious homegrown prophet. The resulting political struggle left the Restless Spirits’ economy paralyzed, and many Autos Bastille’s citizens chose to leave, while some even ended up killed in skirmishes between the competing groups. Finally, some simply perished in the ensuing famine. (Autos Bastille: -340 Grub, +100 Junk, -2 Plush, -88 Proles)

Dame’s challenge: Spiritless strangers
Needless to say, the ongoing famine left little labor to spare for housing improvements in Auto Bastille. (Investment: Labor 0/60, Expertise: 0/1, Finesse: 0/1, Award: +1d10 Proles (5% chance/turn))

Ol' Bunger's Bastards
Ol’ Bunger had defeated many foes during his younger and wilder days, but one foe he couldn’t beat: elderly dementia. With his mind gone, his gang descended into a multitude of feuds, with each leadership claimant trying to rule on the oblivious old man’s behalf. Eventually, the dysfunction and the resulting hunger led to a famine, amid which the old man was quite demonstratively eaten by a particularly power-greedy successor. With it, the history of Ol’ Bunger’s Bastards came to an end, and The Kitchen, once known as a quaint drag, gained an eerie reputation as a cannibal den.
(Ol’ Bunger’s Bastards: game over)

The Addlebrained Alcoholics
The night before she went missing, Evie Jiang told her drinking buddies she had a plan how to turn the Addlebrained Alcoholics’ fortunes around. It involved all sorts of brave and exciting stuff: churning out some trucks, driving out in force, finding a place more hospitable than the cursed old Alcoland, and many such things. Next morning, the Top Brewer disappeared. Without her, Rotten Apple descended into a sequence of wild parties, afterparties, after-afterparties, hangover cures, cures for the cures - the list goes on. By the time the Addlebrained Alcoholics discovered they were out of food, it was too late. Some of the less lucky ones perished to the alcohol poisoning, and a few souls starved to death. Eventually, Evie Jiang returned, announcing that she’d taken a meditation retreat, in which she came up with the ultimate plan-to-end-all plans. Unfortunately, by then Rotten Apple had bigger problems to solve.
(Rotten Apple: -167 Grub, +100 Junk, -2 Plush, -16 Proles)

Top Brewer’s challenge: Junk for booze
Rotten Apple had bigger fish to fry… or rather, not enough fish to fry - so the post-apocalyptic brewery business strategy was shelved for now. (Investment: ??? Award: a chance of a positive event occurring every turn)

The Speed Freaks
The Speed Freaks are a band of hardcore adrenaline junkies who live for nothing but one need: The need for SPEED. These roaming banditos used to take the thrill of fast-rolling, brain-melting acceleration to new heights and had formed a fanatical cult revolving around high-speed automobiles and mowing down poor souls for bloodsport as they gleefully strode along the frozen highways with reckless abandon. To the speed freek pilots, their vehicles were like family heirlooms with which to share a deep spiritual bond with, and they would always try to customize or bling them out as far as the laws of physics would possibly allow them. Unfortunately, the Long Winter wore out their car fleet, and it seems like the Speed Freaks would have to start building their cars from scratch.

The cult is led by Speed-Ace Joe One-Toe, a direct descendant to some glorious pre-disaster Formula One speed racer legend. Whether that is true or not, he is still the first to roar and he always soars. Always. What a lovely guy!

The Speed Freaks’ capital is Joe’s Pitshop, located in a site known as Buried Sod, a remote village built inside a towering car dealership complex overlooking a rusty truck graveyard and a gas station.

Speed-Ace’s challenge: Bandwagon joiners
Fast is good. Fast is a must. But some wandering wackos don’t quite see it the same way as the hardcore Speed Freaks. One way or another, they still come to Joe’s Pitshop, hoping to join his spiritual path not for the speed itself, but for heat and nourishment. Of course, that’d mean that Joe’s Pitshop would have to be expanded, and some initiation ceremonies may be needed. With some labor, expertise, or finesse investment, perhaps, we could set up a good tradition that will benefit us in the future. (Investment: ??? Award: a chance of a positive event occurring every turn)

Map:

Spoiler :



GM's notes:
- Stats are up to date
- Orders are due by the upcoming Friday, October 16 (sent as a forum PM or published in this thread)
 
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The Candy Man


Who can take a sunrise, sprinkle it with dew
Cover it in chocolate and a miracle or two
The candy man, the candy man can
The candy man can 'cause he mixes it with love
And makes the world taste good

Who can take a rainbow, wrap it in a sigh
Soak it in the sun and make a strawberry–lemon pie
The candy man?
The candy man, the candy man can
The candy man can 'cause he mixes it with love
And makes the world taste good

Willy Wonka makes everything he bakes
Satisfying and delicious
Talk about your childhood wishes
You can even eat the dishes

Who can take tomorrow, dip it in a dream
Separate the sorrow and collect up all the cream
The candy man, Willy Wonka can, the candy man can
The candy man can 'cause he mixes it with love
And makes the world taste good

And the world tastes good'
'Cause the candy man thinks it should

Primus
The confectionary is a foul-smelling place, a ramshackle area deep in the 'pitt' that the desperate visit shame-faced and shuffling, head-bowed and spirits broken. Its where the the obese giant that is the Candyman makes his delicious candies, brews the most mind-splintering Monkey Paw, and where the screams of the damned can be heard mixed with the squeals of Peppermint Pig, the impeccably manicured giant sow the Candyman keeps in a small pen and feeds on beet root scraps from his candy-making. Beyond being the only pig most have ever seen in the frozen wasteland of rust and ice, Peppermint Pig is memorable for the clear tube protruding from her side that feeds a translucent amber syrup into a small jar the Candyman keeps strapped to the sow's back (from which, if rumors are to be believed, he draws small quantities to occasionally inject himself with for reasons only he knows).

If your hunger for something sweet, or you hunger for the most vivid of waking dreams, takes you to the confectionary, the price is never in grub or warmth, in guzz or sex; invariably the Candyman collects the most horrific payment in the most original and unimaginable ways, and regardless of the deal, you will always feel like you have paid too much... and yet... in months, or weeks, or even days, you will be visiting the confectionary again.
 
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-Invoke Glory to gain 100 Proles

......................................................................................................................................
Construction

Construct 1 Protein Pool (Temple to Mushroom, Life Extant as Decay) with 70 labor, 1 expertise, 10 grub, 100 junk, and 10 guzz
Construct 1 Sentry tower with 100 labor, 1 expertise, and 100 junk.
....................................................................................................................................

Scavenging

1. Hunt for food in nearby wasteland with 180 Proles for 540 food.
2. Scavenge for Junk in nearby wasteland with 30 Proles for 90 Junk
..........................................................................................................................................

Military Buildup

Construct 1 Giftgiver with 82 labor, 3 expertise, 6 grub, 41 junk, 65 guzz
Construct 1 Zard with 26 labor, 1 expertise, 6 grub, 20 junk, 10 guzz

.................................................................................................................................

Design Vehicle: Giftgiver

Quadracycle
Mini Car Frame
Rockenrolla
Light Mortar
Warscythe
Lance Charge
Grenade Kit

...................................................................................................................................

Invest remaining Proles, Jacks, and Finesse on quest progress.


If it wasn’t obvious, garrison any defensive structure we build.
 
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Ogayori Clan
Turn 4
Invest Order Red Beach memorial
Labor 42, 1 Finesse, 2 Expertise


Building Order:
Build Smilo Joint (100 labor, 50 grub, 100 junk, 50 guzz, 1 expertise )

Vehicle Design: 1 Finesse
Design Vehicle: Yari Ashigaru Cavalry
Description: With horse becoming non existence due to the long winter the Ogayori Clan had to use trike vehicle to help with loading and carrying unit around. This Trike version was retrofitted for both battle and scouting purposes. It take one to operate this vehicle while the other crew members get into position of two long range and one melee range. A Ram is attached to the front of the vehicle to help simulate the horse Cavalry charge.


Trike
Side Car Bike Frame
Rockenrolla
Light Mortar
Ram
Melee Weapon (Yari)
Crossbow

Production Order:
158 labor will be designated to to fishingman district (Grub)
150 labor will be designated to junkman district (Junk)

Glory spent on 25 plush

Convert Order:
Spend 20 grub to turn 2 Porle into 2 Jack
Spend 40 grub & 10 Plush to turn 2 Jack into 2 Clout

Clan Head’s challenge: Red Beach memorial

The Clan Wars won by Ogayori Denji in the past have left quite a trace not only in him, but also in his clanmates’ memory. Many of his combat comrades keep revisiting the place of the bloodiest battle that bound them together: the Battle of the Red Beach. Some of them started to propose turning that location into a meditation garden (featuring, perhaps, some frost-resistant dwarf trees among the polished rocks and ice). There, the Clan’s weary warriors or overworked servants would be able to regain some sanity and sense of purpose through prayer and meditation. Needless to say, this is not the most pragmatic construction, but the spiritual peace it could grant to the Ogayori people might grant them as much joy as a precious bottle of sake or an ornamented outfit.

(Investment: Labor 100/100, Expertise: 2/2, Finesse: 3/6, Award: +1d2 Plush (15% chance/turn))
 
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Jerry the Race Car Driver

Jerry was a race car driver
And he drove so goddamn fast
He never did win no checkered flag
But he never did come in last
Jerry was a race car driver
He'd say el sob number one
With a Bocephus sticker
On his 442 he'd light 'em up
Just for fun

Primus
Even before the first Peekaboo Puffy Paws was complete, Jerry was driving. He built himself a kart from an old ride-on lawnmower held together with rusty wire, stickers of long-dead country-rock bands, and methamphetamine-fueled persistence. Despite its 'fall-apart' appearance, he loved that thing, painted it bright yellow with a red lightning bolt (and smudgy red fingerprints throughout). Jerry would drive that old kart around and around for days, his lanky legs and elbows at angles like butterfly wings, a gap-toothed, sleep-desperate bleary-eyed look of concentration on face.

Jerry is a tall man, over 6'4" and skinny as the slim jims he uses to break-into rusted-out cars while foraging. He is a young, and wears the same old waffle-fabric thermal underwear and grease-covered overalls everyday. Despite his youth, he is missing many teeth, his lips are cracked, sore, and pipe-burnt, and his face appears hallow, yellow, and aged. His skin is marked with open sores and he fidgets constantly. He speaks quickly without thinking and gives the impression of being stupid and reckless. He is also a man of many appetites and enjoys women, moonshine, and, most of all, going fast. Despite this, he is remarkably determined, focused, hard-working, and completely without fear. He is also completely unquestionably loyal to his Grandma Bubblegum- to the point of veneration.

Which is maybe why today he is being awarded command of the Mammaz Boyz' first Peekaboo Puffy Paws, a vehicle not much unlike the go-kart he has built in times past but sporting a giant engine gleaming in chrome and almost humorously oversized low-pressure balloon tires to ride over the snow without getting stuck. Jerry paints his Puffy Paws bright yellow and with the help of the jacks stencils clean red lightning bolts and skulls on his quad.

With a pocket full of crystal and his favorite pipe in his shirt pocket, Jerry is the first Mammaz Boy to set out exploring, his eyes bleary and red but focused on the distant horizon.
 
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Turn 3:
Spend 1 Glory on Plush
Design a variant for l’Amerique Pleur, L’Amerique Rit, switching out the big ol’ mortar for two grenade kits!

Dedicate:
170 Labor, 2 expertise, 240 Junk, 20 Guzz, to build a Scrap Chowder and a Waste Kitchen.
Dedicate 30 labor towards Junk scavenging

Send L’amerique Pleur along the Green Runway, pushing east, through towns with names lost to time, heading towards the Mount Royal, what must have been the seat of ancient kings.
 
Mid-Apocalypse Chaos Carnival Turn 4 Orders
Building:
  • Start Heat catcher(30/230 labor, 2 expertise, 400 junk, 30 guzz)
Vehicle:
  • 1 Lion Tamer(177 labor, 4 expertise, 10 grub, 91 junk, 85 guzz)
Labor:
  • 5 labor on guzz(15 guzz)
Finesse:
  • 1 finesse towards project.
 
Republic of Sinclair
Orders 4

In St. Clair:
Production:

146 labor on producing 292 Grub: 146 x 2 = 292
100 labor on producing 300 Junk: 100 x 3 = 300
2 expertise and 20 Grub to create 2 Plush.
50 grub on promoting 5 laborers to jacks.
1 Glory to obtain 25 Plush.

Building:


100 labor, 1 expertise, and 100 junk on a Sentry Tower. Garrison it.

Our current development policy is called "Food, Saturate, and Defend." We wish to be a safe place ringed with spears that is sufficient in the necessities of life. So we will see to it that our food production is maximized first and then we will be able to continue promoting jacks for new developments.

Captain-Defender’s challenge: Justice and peace
Captain-Defender surprised many of her more ardent followers by declaring the policy of Tabula Rasa (words none of them ever heard spoken), essentially establishing that every new immigrant was automatically cleared of any past sins and crimes and could start their life as a Sinclarian anew. Not everyone was happy with this approach, and Eugenia St. Clair may have to dedicate some effort to creating a network of agents and law enforcers that would ensure that repentant raiders or slave-masters wouldn’t get lynched by their past victims. On the positive side, the news of such amnesty may indeed open the gates of Sinclair to some of the people that used to hold positions of privilege in the oppressive societies Captain-Defender helped her people to escape. Hopefully, they’d join the Republic with better intentions in mind...
(Investment: Labor 0/50, Expertise: 0/2, Finesse: 2/2, Award: +1d4 Jacks (10% chance/turn))

50 Labor and 2 Expertise: Finish this challenge. And see about what it will take to establish a formal militia.
 
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Mikeland - Turn 4 Orders

Gathering & Conversion
Spend 2 glory to recruit 200 proles
Spend 230 labor gathering grub
Spend 30 labor gathering junk

Construction & Promotion
Build a forge
Promote 3 proles to jacks
Design + Build 2 of a new vehicle:
  • “Killer” buggy, armed transport configuration
  • Buggy, Skeleton car frame, Boomer engine, Anti-materiel rifle, and Desant nests
  • Description: Buggy with a hood-mounted anti-materiel rifle. Frame is hollowed out and a large, make-shift nest is bolted to the top to hold more stuff
Recruit a new commander:
  • Captain Molly Clever
  • 1 Ruse / 0 Tactics / 2 Spirit
  • One of Mike’s daughters who’s had her ego fed all her life, she thinks herself the chosen voyager that will be the one to finally recover the secrets of the World of Autumn. Has an unhealthy obsession with tales of pirates and explorers.
 
Restless Spirits Turn 4 Orders

Construction

  • Build two protein pools. (70x2 labor, 1x2 expertise, 10x2 grub, 100x2 junk, 10x2 guzz)
Labor
  • Use 186 Labor to gather Grub.(20 of this Grub will be going towards the building of the protein pools.)
Quest
  • Unable to invest this turn.
 
Icerust - Update 4
Long Winter Y100.M5: Czech and Mate



Greylaw
In Thunderbolt, every day is a celebration. This time, the reason was quite obvious: the expansion of their beloved bordello “Yellow dog,” to include an afterparty parlor named “Hair of the Dog.” Despite the small size of the settlement (or, perhaps, specifically because of it), the expansion sent another wave of (false) rumors about Greylaw’s prosperity across Old Ipsilanti ruins. This gave nothing but grim thoughts to the gang’s brooding leader, Conan the Snowflake, who was advised by some of the grizzled Betas to use the glory and reputation the gang had earned previously for the sake of changing its fortunes. For now, he opted in for keeping his cutthroats satisfied and oblivious to the dangers, sending some rookie teams to scout Greyhound Den for food, while at home his resourceful jacks worked on turning ancient pieces of police equipment into stylized Greylaw insignia for Conan and the other Alfas.
(Thunderbolt: -84 Grub, -20 Junk, -50 Guzz, -1 Plush, +1 Smilo joint)
(Greylaw: +1 Notoriety)

Alfa-Alfa’s challenge: Games of Greylaw
Pragmatic laws of survival meant that the much-awaited games of Graylaw had to wait until the going gets better. (Investment: Labor 0/100, Expertise: 4/4, Finesse: 4/4, Award: +1d4 Plush (10% chance/turn), +1 Glory (one-time gain))

Ogayori Clan
The Highwaymen scare prompted Ogayori Denji to put his clan war experience to good use by designing a new type of warmachine out of whatever his people could scrap by. He proposed to use a tricycle with a powerful chopper engine and a backbooth as a base for new chariot-style trike cavalry. Using a snowplow like a ram at its front, the new machine was named “Yari Ashigaru” for its backbooth desant: a light mortar team, outfitted with a crossbow and a traditional Japanese yari spear. While Ogayori Denji was busy with the matters of future wars, his clansmen continued fishing and salvaging the island for scrap, now more eagerly than before. The kazoki clouts of the Ogayory Clan spread the word through Old Detroit that the Great Unifier needed help from his old clients and debtors. Soon, magnificent gifts of jewelry, ritual weapons, and rare fresh-water squid were brought to the threshold of Ryūgū-jō, some which went to outfit Ogayor Denji’s own room, while others were gifted to the newly promoted kazoki, drafted from the craftsmen (komin), who were, in turn, replaced by some of the more capable and loyal low citizens (sonmin). The prosperity brought about by this social mobilization was also marked by an opening of an authentic izakaya drinkery. This period of splendid isolation was interrupted only once and, luckily for the clan, by law-abiding migrants who happily went through the entire procedure of assimilation into the clan’s structure, attracted by its hospitable, honorable tradition. They informed Ogayori Denji that the settlement’s location is still, quite luckily, not very well-known in Old Detroit, but given its prosperity, its only a matter of time until the Funk Brothers make a visit.
(Ryūgū-jō: +187 Grub, +550 Junk, +150 Guzz, +11 Plush, +8 Proles, +2 Clouts, +1 Smilo joint)
(Ogayori Clan: -1 Glory, +1 Design (“Yari Ashigaru” Trike Cavalry))

Clan Head’s challenge: Red Beach memorial
Despite all the challenges the world gets to throw at them, the people of Ogayori Clan continued spending time in the Red Beach memorial stone garden. Over time, it grew in sophistication, and it’s only a matter of time until the clan’s elite commits to the last beautification effort and sanctifies to open it to potential pilgrims.
(Investment: Labor 100/100, Expertise: 2/2, Finesse: 3/6, Award: +1d2 Plush (15% chance/turn), +1 Glory (one-time gain))

The Wobblies
One problem with the planned economy is that plans tend to change faster than they come to fruition. This became obvious to Grand Foreman Chandra Gardener when the gradual dwindling of resource assets forced her hand on the grand design to build a renewable energy installation in Ravenswood Commune. While the design project continued running, the Wobblies threw all their energy toward building a more conventional heatcatcher power plant. Almost half of the work was accomplished by the month’s end by the tiny, yet resourceful IWW commune, and chances are the plant will go operational next month. In the meantime, a union call was sent far and wide, inviting all proletarians of Old Northside to unite… and to join the Wobblies for an ancient Chicagoan ritual: a foodfest. Hotdogs were served (made of prime meat of stray dogs, as the meal’s name implies). Some fistfights occurred when an oblivious foreigner attempted to put ketchup on his hotdog (the no-ketchupers handedly won), but in the end the foodfest was a resounding success: many arrivals ended up joining the immigrant quarters under the bridge (some of them doing it even despite arriving after all the hotdogs were eaten), and some offered various novelty items as a tribute to the much respected IWW.
(Ravenswood Commune: -206 Grub, -400 Junk, -30 Guzz, +21 Plush, +27 Proles, +Heatcatcher (109/230 Labor))
(The Wobblies: -1 Glory)

Grand Foreman’s challenge: Ray funnel (Completed)
Despite the plan for the ray funnel construction being abandoned, the Commune’s engineers and mathematicians were still ordered to finish their blueprints and calculations, making the revolutionary new heating structure available for production in other settlements in the future.
(Investment: Expertise: 40/40, Finesse: 5/5, Award: new structure available only to The Wobblies in the Building list, +1 Glory)

Grand Foreman’s challenge: Gob rigging
Few people in Icerust know how to read, and even fewer know how to write in a legible way. But the mere feat of producing paper with words written on it (and readable not only by the jacks or clouts) is a status achievement in and of itself. So, the Wobblies’ committee was happy to accept the idea of building a simple paper-making workshop complete with a printing press (or, in their linguo, the “rigging”), from which the stories of IWW accomplishments could spread across Old Northside and Chicagoland. Of course, this idea has a downside: the newspapers (or gobs, as the Wobblies call them) have a chance of getting into the wrong hands and attracting enemies of the people to the Commune, but for now the benefits outweigh the dangers. For now, no labor could be spared on this ambition, but the Wobblies’ engineers and chairmen had plenty of expertise and journalistic talent to offer to the entire enterprise.
(Investment: Labor: 0/60, Expertise: 20/20, Finesse: 1/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Monolith of Sarkic
The Cathedral, despite its prosperity, luckily remained a secret for the larger wasteland, despite drawing crowds of refugees in monthly feasts. After Grand Karcist Maxwell experienced another revelation in a dream, a massive celebration of Yaldabaoth was organized in the Cathedral, drawing crowds from across Old Sault St. Marie and its surroundings, some attracted by the Monolith’s authority and others merely by the promises of food. The bizarre festival was made ever more glorious by the presentation of additional regalia and relics to the Sarkic Klavigars and Karcists, made from the materials recovered across Still Mill. Outside of the festival, the ascending cult had its hands full with hunting for wild game and salvaging across Still Mill, so far not depleting its natural resources. The Cathedral itself has sprawled even further from the old factory ruins, adding a food conservation facility to its economy and erecting a heavily-armed sentry tower overlooking the flattened remains of the one-story residential neighborhood.
(The Cathedral: -237 Grub, -10 Junk, -20 Guzz, +2 Plush, +180 Proles)
(Monolith of Sarkic: -1 Glory)

Grand Karcist’s challenge: Heathens at our doorstep (Completed)
With the Cathedral rapidly growing, Grand Karcist Maxwell ordered his devoted to build proper residential quarters for the awaited stream of pilgrims and aspiring initiates.
(Investment: Labor 180/180, Expertise: 1/1, Finesse: 2/2, Award: +3d10 Proles (10% chance/turn), +1 Glory (one-time gain))

Grand Karcist’s challenge: Flesh temple
With plenty of living flesh around, Yaldabaoth the Geometer of Flesh appeared in a dream to Grand Karcist Maxwell and demanded that the lad finally does some shepherding. Consumed by this revelation, the Sarkicist leader tasked his clergy with developing a blueprint for proper temples, in which the devoted can be illuminated and the heathens may be sacrificed. Exalted Karcists and Klavigars were quick to propose the litanies and rituals that could be performed in the new flesh temples, and now it’s time for the practically-minded Volutaars to architect the structure itself in a form pleasing to the Geometer of Flesh itself.
(Investment: Expertise: 0/40, Finesse: 5/5, Award: new structure available only to Monolith Of Sarkic in the Building list, +1 Glory)

The Speed Freaks
Joe’s Pitshop was long known in Old Sudbury and its surroundings, and this month its Speed-Ace decided to finally convert his fame into something material. His old debtors were encouraged or shamed into donating some scrap metal to the growing town. Meanwhile, the pitstop crew was sent to hunt wildlife across the desolate landscape of Buried Sod, bringing home a humble, but much appreciated haul of food. In the Pitshop itself, a truly big development took place, as Joe’s mechs put their engineering skills to good use and took over the construction of a heatcatcher power plant. However, one project Joe One-Toe chose to work on himself: the Battle Buzzard. That name was given to a restored drag racing car with a speedy “Valkyrie” engine and a carbon frame partially duct-taped together, plus an operator of a backward-facing light mortar in its back. Some whisper that the idea was borrowed by Joe from an unknown Canadian racer gang in the east, but Joe himself denied any such rumors. If anything, he said, everyone else must’ve stolen the idea from him.
(Joe’s Pitshop: -258 Grub, -200 Junk, -30 Guzz, -2 Plush)
(The Speed Freaks: +1 Design (“Battle Buzzard” War Roadster, -1 Glory)

Speed-Ace’s challenge: Bandwagon joiners
Joe One-Toe stuck to his reputation of the chilliest guy and a prank demon, to boot. His idea was to make every bandwagon joiner run a few laps around Joe’s Pitshop with sticks between their legs, as if they’re horses. The winners, he told the crowd, would be let in; but here’s the rub: everyone actually gets to be admitted. The stick-riding challenge, of course, will likely weird out many potential joiners, but the few desperates that do get pranked are sure to give plenty of joy to the cackling and hooting Speed Freaks. What was remained unsaid, is that Joe’s Pitshop will still need a primitive living quarter being built into one of the dealership floors, specifically for the new arrivals’ use. (Investment: Labor 0/60, Expertise: 0/1, Finesse: 0/1, Award: +1d4 Proles, 1d2 Plush (5% chance/turn))

Mommaz Boyz
For Mommaz Boyz, the month could be divided into two parts: before and after. The before was a stroll from strength to strength. The family’s influence in the Land of Five Seasons was leveraged to attract some traveling clouts and lorekeepers, three of which were eagerly appointed by the Grandma to lead future scouting expeditions outside the crib. One, Jerry the Race Car Driver, was a young, lanky, fearless daredevil with love of methamphetamine, cheap moonshine, salted meat, and loose women. His opposite was one John Fisherman, a solemn and peaceful social outcast who tended to disappear every morning from the bustling chaos of the overpopulated Crib to find peace and solitude in ice fishing on the Cedar River. In between them was Fireman Pierce, a (probably) delusional wannabe commandant of a fire station, swaggering around in a full fireman outfit, barking orders through his bushy salt-and-pepper beard. The purpose for the hiring of the strange trio was quickly revealed, when Grandma Bubblegum popped in the newly built bike stables with a crude blueprint of her latest cocaine-inspired creation: “Rocknrolla”-powered recon quadricycles with cartoonishly big, puffy wheels, named by the maniacal lady “Peekaboo Puffy Paws.” Grandma’s cocaine run didn’t end there, as the mechanics were quickly rounded up and forced to produce four “cutie-quads” as fast as possible. While Bubblegum Ultraviolet and her three chief drivers were still familiarizing themselves with their new unarmed steeds (and arguing with John Fisherman over the best way of extracting themselves from sticky situations), the Crib continued to grow at a scary pace. Over a hundred “ferals” were attracted (and sometimes lured in) with promises of plentiful food, while the hulking Candyman continued to step up his narcotic/confectionary business, drawing two capable grandkids as his apprentices and tasking them with producing aromatizing and hallucogenic bath salts for the Crib’s elders. Not to stop there, a heavily armed sentry tower was erected on top of the Czech&Slovak History Museum, tasked with watching over expeditions of grandkids sent to hunt in the Land of Five Seasons and scout it for gasoline canisters. That is where the “after” part started. On a day when the spore fog of Five Seasons was particularly dense, one of the hunting expeditions bumped into a column of car-riding Highwaymen. Hidden from the view of the sentry tower, they were quickly surrounded, shackled together, and taken away along with all of their haul. Some grandkids managed to find cover in the fog and returned home to tell the enraged Grandma of what happened. According to them, the Highwaymen are the exiles who once tried to build a prosperous ethnostate in Old Cedar Rapids,, but were expelled from there around the time the Coral of Five Seasons appeared. Calling themselves the Czech Mates, the gang speaks a foreign tongue and drives a fleet of imported cars and armored vehicles, drawing particular pride from the transoceanic origin of their steeds and weaponry. Luckily, the Czech Mates had trouble believing any settlement could function in the Land of Five Seasons, but it’s only a time until they realize the Crib exists and come to claim their abandoned homeland.
(The Crib: -398 Grub, +132 Junk, -21 Guzz, +2 Plush, +5 Proles, +2 Jacks, +1 Sentry tower)
(Mommaz Boyz: +Design (“Peekaboo Puffy Paws” Cutie-quad), +4 “Peekaboo Puffy Paws” Cutie-quads, swap “Rapid withdrawal” for “Orderly evacuation”, +3 Commanders (Jerry the Race Car Driver (Ruse: +3, Tactics: +2, Spirit: -2), Fireman Pierce (Ruse: +3, Tactics: +2, Spirit: -2), John Fisherman (Ruse: +2, Tactics: -2, Spirit: +3)), -1 Glory)

Grandma’s challenge: Lost grandkids (Completed)
In the closest approximation to being morally defeated, Grandma Bubblegum Ultraviolet did listen to her nemesis, Uncle K-9, and put him in charge of a proper living quarter for the arriving grandkids. Their gratitude to K-9 couldn’t be overstated, as the crowds of newcomers finally could somewhat escape the squalor and dysentery of the overcrowded Crib.
(Investment: Labor 60/60, Expertise: 2/2, Finesse: 1/1, Award: +1d10 Proles, +1d3 Junk (5% chance/turn), +1 Glory (one-time gain))

Grandma’s challenge: Barter with the ferals
The Land of Five Seasons is sometimes called the Land of Five Smells by the wandering survivors of Iowa wasteland. For the longest time, the strange, multicolored fog produced by the Coral of Five Seasons has been keeping people away from Old Cedar Rapids, but rumors of the Crib’s growth and prosperity has started to draw more migrants toward it. Now, Uncle K-9 and his proteges propose establishing an ongoing bartering agreement with the “ferals,” offering them to exchange locally harvested food for the precious scrap metal, which gets eroded by the local anomaly otherwise. Besides some trade stations, it’d require a decent diplomatic effort on the Mommaz Boyz’ leadership’s part.
(Investment: Labor: 0/60, Expertise: 0/4, Finesse: 0/8, Award: -1d20 Grub, +1d20 Junk (10% chance/turn), +1 Glory (one-time gain))

Order Implacable
Order Implacable continued its rapid growth and expansion, calling for potential recruits to join it in Hammertown. While the pilgrims were still arriving, massive harvesting and salvaging parties spread along Hammerhill, hauling massive loads of hunted wildlife and scrap metal back home. Unfortunately, they reported that slowly but surely the ruins of central Old Milwaukee are starting to get cleared of salvageable metal, although plenty of materials are still there to be found. The delivered junk was put to good use, as yet another protein pool based on a domesticated rat colony was built, and the main university building’s tower was armed with heavy machine guns and repurposed for defense and observation. The biggest development took place in the bike stables, however, as another vehicle design was introduced: a “Rocknrolla”-powered sports quadracycle protected by a minicar frame, to which warscythe blades were attached both for slicing through enemy formations and for hooking up the Order’s warriors. The latter ones were armed with lance charges and grenades, and a light mortar was squeezed in the back in a feat of ergonomics and improvised engineering. A prototype of the new raid carlet was rapidly produced, along with yet another “Zard” bike.
(Hammertown: +172 Grub, +15 Junk, -87 Guzz, -4 Plush, +90 Proles)
(Order Implacable: +1 Design (Giftgiver” Raid Carlet), +1 “Zard” Bike-in-Arms, +1 “Giftgiver” Raid Carlet, -1 Glory)
(Hammerhill: -1 Deposit)

Grand Master’s challenge: Fast and faster
Bishop Lamborghini continued promoting the fasting tradition among his fellow Hommertownsmen and -women, organizing a post-fast dining hall in an abandoned wing of the university cafeteria. (Investment: Labor 31/60, Expertise: 4/4, Finesse: 2/4, Award: +1d40 Grub (20% chance/turn), +1 Glory (one-time gain))

The Motors Parliament
The discovery of Green Runway resurrected the slowly fading reputation of the Motors Parliament, and many gifts of exquisite foods and valuable novelties were brought to the Garage by the survivors of Old Ottawa. Prime Motor did enjoy her newly gained fame, but she also spent time analyzing the expedition and what could’ve gone wrong during the Exec Way expedition, and the result of that analysis was a blueprint modification of the Motors Parliament’s only car design. Named “L’Amerique Prit,” it replaces the patrol car’s light mortar with space for two grenadiers and a box of explosives. While PM was working on this variant, the Parliamentary Garage expanded further, with more metal recycling and biofuel production facilities being added (polluting the Parliamentary Garage with screeching echoes and unpleasant smells in the process). Excessive labor not used in construction and car maintenance was thrown outside - quite literally, as the people were sent to gather up extra junk for future projects. Finally, amid all of these routines, Prime Motor announced yet another ambitious venture, this time taking “L’Amerique Pleur” far east, in a search for the semi-legendary Mountain of Kings (or Mount Royal). The voyage started well, but after the red-and-white roadster passed Green Runway, things turned for the worse. A massive pack of pseudowolves started stalking the car, being able to keep up with the fast roadster thanks to their knowledge of shortcuts. Eventually, this turned into a duel of nerves and stamina, as the car crew had to take turns sleeping and driving, being unable to stop even for a short maintenance or observation. Two crewmen were lost when they attempted to take a brief stop to relieve themselves, probably dragged off the Highway by the pseudowolves. Prime Motor briefly attempted to press on, but soon the car started leaking oil, and she turned back to the Parliamentary Garage before it became too late. With the arrival home, the car went straight to the repair shop, where it’ll take a month to be brought back into a Highway-ready shape. As for PM herself, she chose two more volunteers for her crew and got back to her planning table.
(The Parliamentary Garage: -85 Grub, -192 Junk, -11 Guzz, +22 Plush, -2 Proles, +1 Waste kitchen, +1 Scrap chowder)
(The Motors Parliament: -1 Glory, +1 Variant (“L’Amerique Prit” Patrol Car w/ Grenadier Squad), -1 “L’Amerique Pleur” Patrol Car disabled)

PM’s challenge: Syrup of Fast Life
Together with some fascinating stories, PM brought some strange, wing-shaped seeds from the Green Runway. The seeds are rumored to belong to a magnificent, semi-legendary tree called “maple,” providing the sweet drink of gods to the ancient race of Parliamentarians. Some of the deputies suggest that the Motor Parliament dedicates some effort to securing several tubs of viable soil and try to grow several trees from these seeds. If successful, the project may become a source of the precious syrup of Fast Life. The downside is quite obvious: it takes plenty of time and agricultural knowledge to grow a tall tree inside a garage. (Investment: Labor 0/300, Expertise: 0/4, Finesse: 1/1, Award: +3d4 Plush (5% chance/turn), +1 Glory (one-time gain))

Mid-Apocalypse Chaos Carnival
With their immediate grub and junk production challenges resolved, the Mid-Apocalypse Chaos Carnival directed its efforts toward future expansion. Under Ringmaster Vanessa’s supervision the first impressive “Lion Tamer” was produced and armed, its crew selected from the most reliable and fearless circus actors. To feed the greedy machine, a small group of salvagers was sent to scavenge Carnival Ground for gasoline tanks and oil canisters. Meanwhile, the needs of Shelby Carnarium were not forgotten, as a power plant’s foundation pit was dug up and resources for its construction properly stacked up, with the goal of accomplishing the construction and setting it operational in the future. This development would remain a minor rumor in more prosperous regions of Icerust, but in the vast nothingness of the Peninsula wasteland this was big enough news to bring some bad actors’ attention to Shelby Carnarium.
(Shelby Carnarium: +27 Grub, -381 Junk, -110 Guzz, -3 Plush, -5 Proles, +1 Heatcatcher (30/230 Labor))
(Mid-Apocalypse Chaos Carnival: +1 “Lion Tamer” Battle Hatchback, +1 Notoriety)

Ringmaster’s challenge: Carnival visitors
With some creative energy being finally put to the logistical part of the Chaos Confections stands, the Carnival visitors’ integration program is as close to completion as it ever was.
(Investment: Labor 60/60, Expertise: 1/1, Finesse: 1/2, Award: +1d10 Proles (10% chance/turn))

The Republic of Sinclair
For the time being, the Republic of Sinclair was quite happy to follow Eugenia St. Clair’s policy called “Food, Saturate, and Defend” (needless to say, the citizenry did appreciate being able to understand the policy’s nature from its name). Under supervision of heavily-armed sentries (positioned in the belltower of St. Clair church) the Sinclarian economy ran like a well-oiled machine, with massive salvaging and hunting parties scanning through St. Clair ruins and bringing massive hauls back. There, Captain-Defender was busy establishing a holding of office supplies, eye glasses, ink pens, and other once proliferated, but now extremely rare tools of bureaucracy, with which the growing Republican apparatus could function. In fact, local production could not keep up with the Republic’s humble demand (even after some citizens volunteered to become artisanal papermakers), and the legendary Captain-Defender had to tap into her reputation and authority, calling for volunteer donations from all across Old Cleveland.
(Sinclair: -1 Grub, +300 Junk, +23 Plush, -10 Proles, +5 Jacks, +1 Sentry tower)
(The Republic of Sinclair: -1 Glory)

Captain-Defender’s challenge: Justice and peace (Completed)
With the Tabula Rasa policy slowly accepted in the Sinclarian society and its headline words translated into the Icerust Common language, Captain-Defender St. Clair had an easy time instructing her police-wardens to keep an eye over the new order. (Investment: Labor 50/50, Expertise: 0/2, Finesse: 2/2, Award: +1d4 Jacks (10% chance/turn), +1 Glory)

Captain-Defender’s challenge: Republican Watch
The young service of police-wardens gave Eugenia St. Clair some food for thought. If Sinclair was to become a proper republic, that republic would need a proper army. Of course, without a vehicle fleet or fortifications it would be mostly good for parades and interior law enforcement, but even that by itself could be quite an achievement. In fact, if the Republican Watch could be established, it’d surely send a message across Old Cleveland or even the entire Ohio wasteland about the young Republic’s ambition. (Investment: Labor: 0/120, Expertise: 0/10, Finesse: 0/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Mikeland
Popsicle Junction continued being that one place everybody hates, yet still comes to live there, like the legendary ancient city of New York. With his fame spreading far and wide, Mike extended his personal invitation to the unwashed savages of Michigan wasteland, and hundreds indeed came to settle down in Singing Ice and have their labor viciously exploited. With so many new mouths to feed, Mike sent massive hunting expeditions to comb through the snow country, and their bounty was truly massive (and the best hunters were even promoted to the rank of gamekeepers). Yet, some know-it-alls started saying that Singing Ice is starting to suffer from overhunting - a preposterous claim that saw some of thes smarthats “volunteered” to join the crews of Mike’s vehicle fleet. Speaking of which, Mike’s got himself a vehicle fleet! The first vehicles produced in that part of Michigan wasteland since the start of the Long Winter, the machines were armed buggies, hastily bolted together out of bare armature, with an underpowered but undemanding “Boomer” engine, an impressive anti-materiel rifle, and a desant nest on top, repurposed as a cargo hold. Named “Killer” (after a legendary ancient hero, Killer Mike, no less), these buggies were a creation of the King’s own daughter, Molly Clever. Spoon-fed stories about greatness and adventure since her childhood, Molly had grown up to be a perfect candidate to lead Mikelanders to their own discoveries and conquest. Her first order (on her daddy’s behalf, of course) was a construction of a new forge, where cheaper tools of war for Mike’s own army could be later produced.
(Popsicle Junction: +299 Grub, -14 Junk, -80 Guzz, +1 Plush, +193 Proles, +3 Jacks, +1 Forge)
(Mikeland: -2 Glory, +1 Design (“Killer” Armed Buggy Transporter), +2 “Killer” Armed Buggy Transporters, +1 Commander (Captain Molly Clever (Ruse: +1, Tactics: 0, Spirit: +2))
(Singing Ice: -1 Fertility)

King’s challenge: Mike’s statue
Building a statue of himself was always on the back (or even front) of King Mike’s mind. But if an energized crowd doesn’t break up chanting “Build That Statue!” then what is even the point? (Investment: ??? Award: a chance of a positive event occurring every turn)

Restless Spirits
The Schism of the past month delivered a devastating blow to the Restless Spirits, but Clara Eden wouldn’t be the Dame in the first place if she didn’t know how to lead her people out of a pit of despair. The spiritual challenger was driven away from Autos Bastille, and he took a small following of Schismatics with him. Meanwhile, Clara ordered a hasty construction of algae-based protein pools, with the remaining souls commandeered to scan Sagnasty for any wildlife that could be killed and dragged home, however unappetizing it could be. Even these measures could not prevent yet another hungry month from occurring, but after the loss of all disbelievers and starving to death, Autos Bastille emerged as a settlement with a healthy(er) food production and much better future prospects. Meanwhile, Dame Clara’s advisers suggest that, perhaps, the cult could tap into its remaining authority among the survivors of Sagnasty and use it to recover from the losses.
(Autos Bastille: -90 Grub, -100 Junk, -20 Guzz, -2 Plush, -90 Proles)

Dame’s challenge: Spiritless strangers
The schism of the Spiritist cult, the massive exodus of disappointed settlers, and the ongoing famine made Autos Bastille quite an unattractive place to live, even if you were a homeless refugee. This, for the time being, shelved the question of immigration. (Investment: Labor 0/60, Expertise: 0/1, Finesse: 0/1, Award: +1d10 Proles (5% chance/turn))

The Addlebrained Alcoholics
The problems of the Rotten Apple were only beginning when its Top Brewer was still trying to figure out how to save the dying brewery. A virulent faction emerged in their ranks, consisting of proles and jacks who suffered the most from the jacks’ and clouts’ past drinking bout, and led by a clout who came to view his alcohol addiction (and other vices of luxury) as the very thing that needs to be eradicated. This started a bloody civil war inside Rotten Apple that eventually saw the brewery destroyed, and its Top Brewer Evie Jiang exiled. Now, the once boosy Alcoland has earned a reputation as a land of ascetic joy-killers with a tendency for automotive violence.
(The Addlebrained Alcoholics: game over)

GM's notes:
- orders are due on Monday, October 26
- stats are up to date now
- same map as the previous turn
 
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Mommaz Boyz Orders for Turn 5

Glory:

  • Spend 1 glory on 100 proles.
Buildings and Vehicles:
  • Build 1 bunker (200 junk, 250 labor, 1 expertise). If the Czech Mates can just focus on Becherovka and Vepřo-knedlo-zelo for one more month, we'll be ready when they do come calling.
  • Build 1 waste kitchen (30 grub, 100 junk, 80 labor, 1 expertise). A lot of the biproducts from the Candyman's labs are useless as food or drugs but can at least be burned for fuel.
Resource Gathering:
  • Make 4 plush (4 expertise, 40 grub). The new clouts are already getting used to Candyman's bathsalts and methamphetamines... we wouldn't want to keep them waiting.
  • 220 labor on gathering grub
  • 34 labor on gathering guzz
Recruit:
  • Recruit 55 proles with 165 food.
  • Recruit 6 jacks with 60 food. Uncle K9 is recruiting more for his gang to help the Candyman make plush.
Quest:
  • Spend 30 labor, 4 expertise and 3 finesse towards establishing trade with the 'ferals'.
Combat Tactics
  • No changes.
Vehicle Design
  • None.
Exploration (Cutie-Quads Go Forth!)
Realizing that her plan to supplement the sentry tower with Puffy Paws support wasn't going to work, Grandma Bubblegum is quick to deploy her forces as scouts instead.
  • Grandma Bubblegum Ultraviolet will lead the first Cutie-Quad (1 puffy paws vehicle) scout operation west towards Marshal-Town, which she has heard is the 'prettiest place in these here parts' by some immigrants. She will bring plentiful lollipops and sugary hard candy to keep her lively and sticky-lipped while out in the wastes.
  • Jerry the Race Car Driver will lead a second Cutie-Quad (1 puffy paws vehicle) scouting operation east towards Clinton, which in ancient times was known to burn corn for heat-energy and surely must be a place of riches and bounty. A pocket full of crystal and his favorite pipe will keep him company.
  • Fireman Pierce will lead a third Cutie-Quad scouting operation (1 puffy paws vehicle) scouting operation north towards Waterloo, famous for being the site where Napoleon was stopped and surely a home to brave warriors. His puffy paw is painted cherry red and he has mounted both a step-ladder and a bit of useless old garden-hose on the side so his peekaboo puffy paws looks a little like a firetruck of old he saw in a picture once.
  • John the Fisherman will quietly lead a fourth Cutie-Quad scouting operation (1 puffy paws vehicle) south towards Iowa city and what he hopes are excellent fishing opportunities. He brings his fishing rod, a folding chair, and some chewing tobacco he got from a 'feral' trader.
 
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Fireman Pierce


Captain Pierce was a fireman
Richmond engine number three
I'll be a wealthy man when I get
A dime for all the things that
Man taught to me
Captain pierce was a strong man
Strong as any man alive
It stuck in his craw that they
Made him retire at the age of 65
Primus
Calling himself Captain Pierce, this proud swaggering goliath of a man considers himself a natural commander and leader, attending to the 'civic duties' of the 'Crib' while others squabble over food, flesh, and drugs. He wears a fireman's outfit, is never far from his trusty axe, and speaks through a massive salt and pepper beard that lends credence to his claims of being over 40 years of age.

Drawing on expertise and experience of running with several gangs, the "Mammaz Boyz" are not the first time he hooked up with a group of desperate survivalists attempting to carve out an existence amongst the ice and rust. And if his boasts are to be believed, he was always some hero to the men and women he ran with, saving them, more often from not, from arson or some fiery death. For the 'grandkids' though, its increasingly obvious that the boasts are just that; Pierce's stories are inconsistent, often illogical, and even more often, self-aggrandizing in a way that is not possible. Certainly to their knowledge there just isnt that many arsonists out there.

Despite his claims of being a fire-fighter, Captain Pierce shares Grandma Bubblegum UltraViolet's love and fascination of flames and he is even rumored to hide as many fire-scars as her under his fireman's coat. Increasingly rumors abound that Fireman Pierce is a danger to the Crib, one that will may very well end in its fiery destruction.

Fireman Pierce's Peekaboo Puffy Paws is painted bright red, its giant chrome engine catching the winter sun and sparkling. Pierce has rubbed the rust coral-growth off an old steplader and painted it high-gloss black and mounted it on the side of the cutie-quad. Finally he has cut a length of tattered old garden-hose he found in the debris pile and painted it black, mounting that on the other side of the cutie-quad. Setting out to scout, he rubs his brass fireman's badge for luck, dons his bright red and yellow helmet, lowers his visor so only his beard can be seen, and grips the handlebars through thick mittens. The engine revs.
 
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Order Implacable

Invoke Glory for 100 additional Proles.

..............................................................................................................

Complete quest with 29 proles and 2 Finesse.

..............................................................................................................

Remaining Labor: 561

.............................................................................................................

Building:

Construct 2 Scrap Chowder with 180 Labor, 280 Junk, and 40 Guzz

Construct 1 Smilo Joint with 100 labor, 50 grub, 100 junk, and 50 guzz.

Construct 1 Waste Kitchen with 80 labor, 30 grub, 100 junk.

..................................................................................................

201 labor left.

Scavanging: Assign 100 Proles with finding additional food for 300 food.

Assign 50 Proles with finding Guzz for 200 Guzz.

Assign 51 Proles with finding Junk for 102 Junk.

......................................................................................................................


Scouting:

With the town reasonably secure, Sir Ducati will take the entire vehicle fleet and go off in a random direction (roll a dice to decide) to discover a new site.


This order is locked and you may fire when ready
 
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Ogayori Clan
Turn 5
Invest Order Red Beach memorial Completion
3 Finesse


469 Labor
Building Order:
Build Sentry Tower (100 labor, 100 junk,1 expertise ) Have people man it when done
Build Scrap chowder (140 junk, 20 guzz, 90 labor, 1 expertise)


Production Vehicle
1x Yari Ashigaru Cavalry (55 labor, 2 expertise, 10 Grub, 39 Junk, 35 Guzz)



Production Order:
114 labor will be designated to to fishingman district (Grub)
110 labor will be designated to junkman district (Junk)



Convert Order:
Spend 150 grub recruited 50 Proles



Clan Head’s challenge: Red Beach memorial
The Clan Wars won by Ogayori Denji in the past have left quite a trace not only in him, but also in his clanmates’ memory. Many of his combat comrades keep revisiting the place of the bloodiest battle that bound them together: the Battle of the Red Beach. Some of them started to propose turning that location into a meditation garden (featuring, perhaps, some frost-resistant dwarf trees among the polished rocks and ice). There, the Clan’s weary warriors or overworked servants would be able to regain some sanity and sense of purpose through prayer and meditation. Needless to say, this is not the most pragmatic construction, but the spiritual peace it could grant to the Ogayori people might grant them as much joy as a precious bottle of sake or an ornamented outfit.

(Investment: Labor 100/100, Expertise: 2/2, Finesse: 6/6, Award: +1d2 Plush (15% chance/turn))
 
Monolith of Sarkic Orders - Turn 5 (CLOSED)

Within

Challenges & Projects
"Whilst pondering on how to finish the construction of a fuel-production facility with his resources available at hand a glorious metaphorical lighbulb began to shine over the Grand Karcist's grinning head. Maxwell had become far less present during the sarkites' sermons and communions over the past few weeks, having focused himself more and more on matters of the Monolith's prosperity and development. Upon the gathering of the next morning sermon he had his priesthood announce his arrival for a "special" rite. As he arrived, he spoke of the glory and the eternal paradise which awaited the faithful willing to give everything - EVERYTHING - in service to their grand and most all-powerful of immortal benefactor. The Grand Karcist points out one of the Monolith's more zealous members and decrees that they have been chosen by the blessed Geometer for a great purpose. For the greater good of the Monolith, his very flesh - sinew - and bones had been deemed required. The sacrifice's name was to be sanctified and written in the book of holy saints; their essence forever preserved by the Monolith in preparation for the fated day when their god opened its holy gates in loving embrace and ushered in paradise eternal."

+ Perform ritual blood-sacrifice of 1 Prole in the name of our Benevolent and Eternal Master for 1 Grub. Glory eternal to the Geometer of Blood!
+ Invest 1 Expertise into "Flesh Temple"

Admin & Planning
"Come all ye fateful. Salvation, comfort and community await all who embrace the true faith!"
+ Spend 1 Glory on yet another 100 Proles

Mining, Agriculture, Extraction & Manufacturing

+ Spend 145 Labour on tending the Monolith's maggot pens & moss fields (609 Grub)
+ Spend 65 Labour on salvaging parts & material from the ruins of Sault Ste. Marie (325 Junk)
+ Spend 2 Expertise and 20 Junk on crafting 2 Plush

Construction
+ Build 1 Sentry Tower for 100 Labour, 1 Expertise, 100 Junk
+
Build 1 Waste Kitchen for 80 Labour, 1 Expertise, 30 Grub (the bleached bones and flayed skin of our prole-sacrifice will be used to artistically sanctify the interiors of this structure), 100 Junk
+
Build 1 Scrap Chowder for 90 Labour, 1 Expertise, 140 Junk, 20 Guzz
+
Build 1 Signal Tower for 230 Labour, 2 Expertise, 390 Junk, 10 Guzz, 5 Plush

Total Cost: 710 Labour, 8 Expertise, 30 Grub, 750 Junk, 30 Guzz, 5 Plush

Without
N/A
 
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