Essentially one of my trade caravan's walking up behind Tophat's group and you having a chat
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by Imperial City-States » Sun Mar 08, 2015 2:53 pm

by Of The Rnclave » Sun Mar 08, 2015 2:54 pm

by The Tophat Empire » Sun Mar 08, 2015 2:54 pm
Imperial City-States wrote:The Tophat Empire wrote:
Imperial, don't you dare insult the G3, and on a more general note, I think you are acing more and more of a CO-OP, and correct me if i am wrong, but i do not think you are one. to me is looks like you are ordering around others.
just saying my opinion, i mean no insult, not harm
You are correct in that i am not one, The original point was R trying to use Vietnam Era M-16's (an impossibility) I'm just providing suggestions on what it wouldn't work in a realistic sense.
As far as the G3.....
Well...
Silly Germans.

by Imperial City-States » Sun Mar 08, 2015 2:55 pm

by The Enclave Government » Sun Mar 08, 2015 2:55 pm
Ifreann wrote:Natural law is what people call it when they want to believe that their personal views are actually the deep truth of the universe.

by Imperial City-States » Sun Mar 08, 2015 2:57 pm

by The Tophat Empire » Sun Mar 08, 2015 3:00 pm

by The Enclave Government » Sun Mar 08, 2015 3:02 pm
Imperial City-States wrote:The Enclave Government wrote:
I was dumping points somewhere, had no where else to put them without military ROFLSTOMPING everyone.
Edited
Please keep in mind i'm not an OP or CO-OP. What you could do though is elaborate it a little so it's not like 'hard' manufacturing capability but your group knows alot about things like metal working, science magic ect. Just a thought.
Ifreann wrote:Natural law is what people call it when they want to believe that their personal views are actually the deep truth of the universe.

by The NAR » Sun Mar 08, 2015 3:02 pm

by Badafar » Sun Mar 08, 2015 3:03 pm
The Tophat Empire wrote:badafar, i was going to make the contract say that the empire would send soldiers to protect the church, is that ok, or shall i rework my response?
Imperial City-States wrote:The Enclave Government wrote:
I was dumping points somewhere, had no where else to put them without military ROFLSTOMPING everyone.
Edited
Please keep in mind i'm not an OP or CO-OP. What you could do though is elaborate it a little so it's not like 'hard' manufacturing capability but your group knows alot about things like metal working, science magic ect. Just a thought.

by Kentsland » Sun Mar 08, 2015 3:05 pm
Tayner wrote:Tayner wrote:Settlement Name: Drugland
Settlement Government Description: it's a chief, John Doe, and a war chief, Jimbo Reed
Settlement Population: How many people? 69
Settlement Location: A plot of land, on the border of farmland, west of the river.
Settlement Society: Everyone is Christian, so they take Sundays off, and pray. After that they work in the drug fields.
Settlement History: John Doe found a small plot of land that would be perfect for farming stardust in 145 PC. He started a farming community. The drug fields grew larger and eventually people moved there there. The pay is good and defences are strong.
Settlement Goal: To have a monopoly on the narcotics market.
Settlement Description: Its a farming settlement. There are a few houses, and a large house for storage of drugs and guns. There are a few acres of drug fields.
Points: Consult list below for more, may allocate 35 points, 10 point max. Effects aren't mutually exclusive
Infrastructure: 6/10
Military: 7/10
Agriculture: 7/10
Manufacturing: 5/10
Health/Education: 7/10
Scavenging/Trading: 3/10

by Kentsland » Sun Mar 08, 2015 3:07 pm
The NAR wrote:Settlement Name: Haven
Settlement Government Description: It is a type of Democracy. Haven is run by a Chancellor, who has near veto power over the 500 citizens. When the Chancellor dies, a member from the Haven Council is picked to replace him. Elections are a major celebration.
Settlement Population: 150 Residents
Settlement Location: Haven is an underground bunker tucked deep in the Woods to the Northwest, with it's only entrance being through a twisty cave below the earth, which used to be a mine.
Settlement Society: Haven is a completely independent and non-reliant society, and many of it's inhabitants believe the outside world to be nothing but nuclear waste and a few mutated bugs. Residents of Haven enjoy nice, clean water which is purified from a massive underground reserve and their own urin using the most advanced technology of the pre-war world. Because of this advanced technology, Residents enjoy many activities such as gyms, VR Simulations, Arcades, and a wide variety of foods using a Quantum Atomizer which allows Atoms to be manipulated to create something else. When that fails, Haven has a large stockpile of food. Children enjoy playing "Hunt the Mutant", a game copied from Hide and Seek, they also enjoy playing together on the VR Sims and other activities. Adults tend to work often and in their free time, watch old world Television and play video games/ board games. Chess is very popular. There are many holidays, such as Election Day, Remembrance Day, Christmas, Easter, and even Halloween. Children go to school and learn all about American and World History, and at age 14 take a standardized test that determines their job in Haven. Most end up with normal jobs, but a select few are chosen by the Chancellor to become Cadets in the Haven Security Force. They guard the Halls of Haven and keep the peace.
Settlement History: The details of Haven's history have been lost in time, but Haven was built before the war to give a select few a chance to survive an Apocalyptic Scenario. It has never opened since the war, but it is a legend to many, since letters and some evidence has been found telling people from before the war to "Report to Haven immediately". To most, it is just a superstition, a fairy tale told to give people hope.
Settlement Goal: To keep it's inhabitants safe. To continue pure humanity.
Settlement Description:
Infrastructure: Haven is very, very organized. It has an amazing government and system that has kept peace for over a century.
Military: Haven has a small Security Force of roughly 50 Officers, that are usually equipped with a 9mm pistol and a Police Baton. They aren't trained for intense combat, but are experienced in firearms and hand to hand combat. The armory, located in the Security District, has Automatic Weapons, Explosives, and plenty of ammo, but never before has the Security Force had to use it.
Agriculture: With the use of the Quantum Atomizer, Haven is able to create a wide variety of foods and can quite easily feed it's people. It also has a near limitless supply of fresh, purified water.
Manufacturing: Haven does not have factories. Garbage is burned, but sometimes recycled to make something small. However, 99% of things in Haven are from before the war.
Health and Education: Haven is probably the only place that has an organized school and direct records of the old world. Their residents are taught math, science, literature, history, and much more. It is rare for anyone in Haven to get something more than the Common Cold, and it is easily treated with the best medical technology of the Old Wolrd.
Scavenging and Trading: Nobody from Haven leaves, nobody from the outside gets in. No trade, so scavenging.
Points: Consult list below for more, may allocate 35 points, 10 point max. Effects aren't mutually exclusive
Infrastructure: 8/10
Military: 7/10
Agriculture: 10/10
Manufacturing: 3/10
Health/Education: 10/10
Scavenging/Trading: 0/10

by The NAR » Sun Mar 08, 2015 3:08 pm

by The New Sea Territory » Sun Mar 08, 2015 3:15 pm
| Ⓐ ☭ | Anarchist Communist | Heideggerian Marxist | Vegetarian | Bisexual | Stirnerite | Slavic/Germanic Pagan | ᚨ ᛟ |
Solntsa Roshcha --- Postmodern Poyltheist
"Christianity had brutally planted the poisoned blade in the healthy, quivering flesh of all humanity; it had goaded a cold wave
of darkness with mystically brutal fury to dim the serene and festive exultation of the dionysian spirit of our pagan ancestors."
-Renzo Novatore, Verso il Nulla Creatore

by The Enclave Government » Sun Mar 08, 2015 3:20 pm
The Enclave Government wrote:Settlement Name: The Survivalists
Settlement Government Description: Little to no government. The Survivalists roam around Mayfield, scavenging and doing jobs that other settlements cant or wont. The leader is named Ryan.
Settlement Population: 54
Settlement Location: The Survivalists don't have a specific locale, but they tend to stay on the east side of the river.
Settlement Society: The survivalists do jobs for the larger settlements that cant or wont do the jobs themselves. Such as escorting trade caravans, wiping out ferals, etcetera.
Settlement History: The Survivalists were formed 15 years ago by a band of odd-balls, since then it's grown to a healthy number of people and is respected throughout Mayfield for being willing and able to do almost any job.
Settlement Goal: Garner enough wealth to make their own proper settlement.
Settlement Description: Completely void on Infastructure, as we dont have buildings since we are almost always on the move. Good militarily from experience, able to construct their own guns and ammunition. Have used books and knowledge as compensation for services
Points: Consult list below for more, may allocate 35 points, 10 point max. Effects aren't mutually exclusive
Infrastructure: 2/10
Military: 9/10
Agriculture: 5/10
Manufacturing: 6/10
Health/Education: 6/10
Scavenging/Trading: 7/10
Ifreann wrote:Natural law is what people call it when they want to believe that their personal views are actually the deep truth of the universe.

by Kentsland » Sun Mar 08, 2015 3:26 pm
The NAR wrote:Elysium? Is that better?
The New Sea Territory wrote:Thrasher
Thrasher is a fairly addictive, very powerful mixture of stimulants and amphetamines designed to make a give the user a short burst of energy. This energy is massive, however, Thrasher makes the user very, very aggressive. Developed by chemists in The Den, It can only be injected, and is moderately addictive. Popular among raiders. Thrasher users can be identified by pale skin and increased aggression.
Glowdust
Stardust isn't enough for some people. The Den's chemists designed this cheap, but potent, variant of Stardust, which is mixed with various powerful sedatives and radioactive goo, then boiled and crystallized. This dust glows green, and causes extreme effects of Stardust, plus hallucinations and minor radiation poisoning. Someone who is on Glowdust will begin their trip like Stardust, but will eventually lose consciousness and wake up a few hours later. Glowdust is highly addictive.
Spazz
This hallucinogen is a cocktail of various pills, both depressants and stimulants, that are melted down and then injected. The user will go through violent moods swings during their hallucinations, before passing out. Spazz users can become strongly addicted to this drug, which has unknown side effects due to little long-term testing done by the Den chemists who made it.
Note: None of these will be ICly available until my two chemists make them.

by The NAR » Sun Mar 08, 2015 3:31 pm

by The Tophat Empire » Sun Mar 08, 2015 3:31 pm

by The Tophat Empire » Sun Mar 08, 2015 3:42 pm

by The NAR » Sun Mar 08, 2015 3:44 pm

by The Tophat Empire » Sun Mar 08, 2015 3:45 pm
The NAR wrote:If you guys are on recon... could you maybe... stumble upon Elysium ?

by The NAR » Sun Mar 08, 2015 3:49 pm

by Heraklea- » Sun Mar 08, 2015 3:51 pm
The NAR wrote:If you guys are on recon... could you maybe... stumble upon Elysium ?
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