FNA: Blackdust

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1. ok as far as drugs go they will be legal, but only in safe doses and only in the privacy of your own home. If you become a problem with drugs they will be banned.

2. The bandits are total bastards and four men are to be sent to kill them. I will buy one more shotgun. two of the men are sent with shotguns and two with handguns. They are ordered to wait until midnight and ambush them in their sleep.

3. I will buy two industrial masks and two stimpacks. the masks go to the mines and the stims go to the four men going to kill the bandits.

4. due to a lack of manpower the merchant is on his own for guards, but is welcome to sell here.

5. as far as food goes we can only pray for the man to return his scout mission.
 
(I'm adding food to the game element. If you have 100 units of grain, you deduct your current population from your supply. and since food is sorta cheap, you can make it by selling coal or just hunting&trapping.)

THINGS LEADING FROM YOUR ACTIONS:
1. Your people seem willing to follow your ruling.

2. Three of your men returned, bringing back the 10mm the fourth once carried. The stimpacks didn't matter much, since he took a .44 shell to the cranium. The bandits were 4 deep, and all carrying low-grade rifles. Your men brought back a hunting rifle and a pair of binoculars.

3. Your miners are very appreciative that Zeke is being so safe and cautious.

4. He nods, but is willing so he sets up a tent for his business,"Jericho's Arms". You might want to tax his business for some extra caps.

THINGS THAT NEED YOUR ATTENTION:

1. Your scouts has returned with a small caravan of people from the distant town of "Jagged Rock". Their carts are fully stocked for food and materials. Your people are relieved to have the scouts back, and a fresh supply of goods available.

2. Three drifters have made there way into your town. Though, they seem abit rugged and barbaric, the town could use them. The people needs to know if you should allow the newcomers in the city.

3. A doctor has come in the new caravan, and plans to stay for permenant residence. He says that his crucial services can be available to Zeke if he can land him a sleeping-quarters in the new building.

THINGS THAT NEED DOING:

2. Your men are complete with the initial foundation. As it stands, these are the jobs that need completing. Note, its $200 per worker for supplies. 1.Construct the ground support beams(3 men&$200) 2. Build the skeletal frame(2 men&$500)3. Start the inital roof contruction($1000&2 men). 4. Build the floor and walls complete($500&4).

(What is the buildling going to be?)
 
Ok cool.

first things first. I want to set up trade with jagged rock exchanging coal for the food my people need and money.

Second. The barbarians can stay, but they must act civil and follow the laws of the town.

The doc can stay in the completed house(once finished)

There will be two miners this turn and the ground support beams are to be erected for the house.
 
THINGS LEADING FROM YOUR ACTIONS:

1. With $900 caps worth of coal, you exchange it for 400units of meat. This amount of food will last you bit, based on your population.

2. The drifters are humble for accepting them into your outpost. They mention that all three of them are highly skilled in hunting & trapping.

3. Your miners worked steadily under the barren floor, bringing in normal product(100 ea.)

4. Your men successfully erect the ground beams and supports for the two story housing project.

5. Your citizen, previously wounded from a gunshot to his arm, has made a full recovery. He is put back into the available pool.

THINGS THAT NEED YOUR ATTENTION:

1. Blackdust's first major crime is done during the night. One of your citizens were murdered in the middle of the night. Some of your citizens say it was "James D. Marshall", the man who originally scouted the north for Gecks. In the morning, Zeke finds the body of a young women, mutilated and raped. Marshall has skipped town.

2. The caravan leaves for Jagged Rock, returning to their town with coal. They say they'll be back in 2 weeks(turns) bearing some OLD TECH and components for possible equipment. The doctor sets up his belonging into a tent.

3. One of Blackdust's women gave birth to a healthy 8 1/2 lb. baby boy, Jeremiah Kaleb. Your people celebrate the occasion with a great feast and loads of drinking. Many stumble into their tents, piss drunk and pass out. It's a night to remember. (Feast costed you twice your pop.)

THINGS NEED DOING:

2. Build the skeletal frame(2 men&$500)3. Start the inital roof contruction($1000&2 men). 4. Build the floor and walls complete($500&4).
 
Ok here are my orders.

The three new citizens are to go gecko hunting and bring three handguns with them.

Two men will continue to work the mines.

the skeletal frame is to be built.

The murderer is never allowed to return again and is to be immediately incapacitated and brought to Zeke for trial if seen.

How much cash do I have? People to work with? stock on my inventory?
 
(its on the first page, second post from the bottom. I've been updating it consistantly from the start.)

THINGS LEADING FROM YOUR ACTIONS:

1. Your men come back bearing two geck pelts, which can be sold to your original merchant for $40 a pelt.

2. Your miners are consistantly hard at work, and bring in 100 units together.

3. Your men worked hard at building the frame but still need abit time to complete it fully. At it stands its 75% complete.

THINGS THAT NEED YOUR ATTENTION:

1. Part of the mine caved in, but luckily your men were taking a smoke break on the surface. Your men refuse to continue, looking very shook up. Some structural repairs are need. 1a. Escavate the collapsed area(req. Dynamite, only available through caravan. You will have to wait).

2. One of your guards says he saw a large "Flyin' Ship" fly overhead of blackdust and shortly after barrel into the ground, somewhere to the East.

3. Your people are shooken up from the murder, they are nervous for youngsters of the town(which are excluded from the working pool.) A sheriff or deputy needs to be hired for more security and help bring the morale back to normal.
 
Ok here goes

I want the two men who were working on the roof to continue working .

The three newcomers will once again go hunting for geckos with the handguns.

The man who was shot in the arm has gained Zeke's favor as a decent fighter and is given the shotgun and a sherif's star.

The remaining men will take the rest of the guns and go to hunt for the crashed flying object.

How much cash do I have left?

How many workers do I have?

What exactly do I own in my inventory?
 
(ITS ON THE FIRST PAGE, SECOND POST TO THE BOTTOM.)

1. The skeletal frame is complete and now the roof is to built.(Costs:$1000 in wood)

2. The hunters come back with nothing in hand. They say they saw some boot tracks, maybe some local competiveness?

3. He agrees unhesitantly. He also asks if he could act as Zeke's defense advisor to help improve security.

4. Apon returning, they say that a "Helly-Copper" has crashed in the ground in the foothills to the East. They brought back a prisoner, ingodly unscathed.

THINGS THAT NEED YOUR ATTENTION:

1. The "Jagged Rock" caravan has returned back. Medicine and OLD TECH is brought fourth. A hydroponics lab is available: $1000. Dirt Bike(working cond.):$2000. Tool set: $1500(increases construction time). Radio Transmission Receiver: $2000. Radio Walkie:$500.

2. One of your men has fallen sick from some type of viral infection. The doctor advises you to buy some pennicilan from the current caravan.($300)

3. Two so-called tribals has found their way into Blackdust. They look harmless and civilization could scare them. Should they stay?

4. A bandit attack has left one of your men dead, but your sheriff caught him in the leg with a buckshot. Should you save him or kill him?
 
Ok first off I will finish the roof. 2 men 1000 bux

WTF is a hydroponics lab?

five men are to go to the hunting grounds. The three men who are hunters will look for the competition while the other two will try to catch food and pelts. All are to be armed with 10mm pistols.

The deputy may become my defense advisor(from now on lets call him Bryan.)

Zeke will have a sitdown with the prisoner from the helicopter and ask him what he is all about and how the fuck he had a whirlybird.

The penicillin will be bought for 300 bux.

The two tribals are offered citizenship, and are to be slowly introduced into our society by two workers who will teach them of our laws and tech.

Our Sheriff Bryanis to interrogate the bandit.

I should have one guy left so I will have him try to scout north with a handgun for defense.
 
(Hydoponics lab is a piece of equipment able to grow fruits&veggies using no water at all.)

1. Your hunters return with full catch, three pelts. Meanwhile your men looking for the other hunters came up with nothing. Maybe next time?

2. The prisoneer claims he can't remember. Maybe amnesia.

3. After taking the pennicilan, the man seems to be in better health. Nice call.

4. After being taught through simple communication the tribals seem able to comprehend civilized ways. They are ready.

5. Sheriff Bryan asks the bandit some simple questions, but he says nothing. No alaby. No motive. But Bryan saw in plain daylight the murder.

6. Your man came back empty-handed. Just barren desert out there, I guess.

THINGS THAT NEED YOUR ATTENTION:

1. While your town was vulnerable to attack, it was. Somehow, $500 came up missing along with a 10mm pistol.

2. Your people are worried about security. So Bryan counters with a plan. He says that maybe a surrounding trenchline with sandbags would do the trick. A bridge over it, maybe some watchtowers in the next weeks.
 
1. I will send all the hunters back this turn, including the orders to look for competitors. Don't they bring back meat too?

2. Give the prisoner from the helicopter some time and food and water.

3. Awesome no diseases

4. The two new tribals and the man who scouted last turn are to begin digging a trench around the city. For their hard work they get double rations.

5. Zeke walks up to the bandit and asks him if he killed in cold blood. "yes". The bandit got a lead sandwich and is to be an example to aspiring thieves everywhere to not fuck with Blackdust.

6. Damn I though Rerzo was northish.

7. Zeke himself is now going to go hunting for the theft of the 500 gold and the handgun. The man will be given a second chance if found but will have to work twice as hard for a week and be sent to the trench if found.

8. Bryan is to keep a good watch on the citizens and keep an eye out for the thief.

9. I want to trade 100 coal for some sandbags.

10. The remaining three men are to act as deputies for the turn to Sheriff Bryan.
 
(Yes, you were right, Rerzo is the north... um, I was wondering if you could act as gamemaster for me so I could play a game. I originally wanted to play with TonyGee but instead I took it over and I never got to.)

1. Your hunter returned back with good results, 4 pelts out of 5. Nobody was found near the hunting grounds.

2. The helicopter survivor seems somewhat happy and lively, totally unaware of his past.

3. The diggers work hard in the sun and get the southline complete, using primitive shovels and tools. Though, they are happy for your generosity.

4. Zeke is unable to find the missing funds.

5. Your scouts venture far north, onto the outskirts of Rerzo. Should they approach or just do simple recon?

THINGS THAT NEED YOUR ATTENTION:

1. One of your citizens has concocted a way to use some local herbs and plants to make "Ginger Booze". He has started his own business,Joel's Whiskey. Business seems to be growing.

2. Your people move into the recently completed House Project and Zeke finds all his people living under one roof. 2 to a room. Upgrades can made.(Sandbag fortification, and you can have guards on the rooftop, watching over.) Your people are happy, for the moment.

3. Your doctor is now ready for useage.
 
1. Ok I want the same men who dug trenches last turn to do so again on the west side of town. They are once again to be given double ration and Zeke shows up personally to thank them.

2. The hunters are to go out again for another round with the same orders as the last two times. They are still armed.

3. The helicopter pilot is offered citizenship until he can remember who he is and where he is going.

4. Zeke goes out in search of the funds yet again. Now that everyone is under one roof he should be able to search better.

5. I want my scouts to venture into Rerzo and ask to start trade.

6. I want two men to sandbag the house.

7. Joel and his whiskey may stay. Zeke asks for a small cut of the profit and tells the citizens that they may enjoy the whiskey as long as they don't let it get out of control. It is to b e clear that if alchohol starts trouble then there will be a whole lot less booze.

8. The remaining two men (Bryan and a deputy) will be assigned to guard duty. Bryan the Sheriff will watch the citizens and the Deputized citizen will guard the horizons with binoculars and the rifle.

P.S.

I can't Gm for ya sorry I am too busy.

I thought I had way more coal then 100 units.

OMGWTFBBQSAUCE why aren't my hunters bringing back meat.

How come Rerzo gets so much loot offa bandits and I get like one handgun after I lose a citizen in a dire firefight.
 
(For future reference, instead of saying "I want my scouts to---", please specify how many men and so fourth. That way, I can keep things charted.)

1. Your men get about a third done into the westside trench and notice that a large boulder is in the way. Its impossible to move. What do you do?

2. Your (5)hunters are done with hunting and on the way back and notice a small group of people traveling back to the hunting grounds. What do you do?

3. The pilot gladly accepts and mostly wonders around the outpost, getting to know the locals.

4. During the daytime, when most of the residents are gone, Zeke searchs through some of their belongings. Still unable to find the funds. ***Some people might know something.

5. Your scouts to Rerzo are late in returning.

6. Joel says that he can spare 10caps since his business is consistantly bringing in good profit.


***EXOCLYPS: DO NOT READ THE FOLLOWING
::POSSIBLE SPOILER::

(Pyro, I totally forgot about the whole meat thing. I thought they were just getting pelts but the mistake will be corrects and you will be rewarded some meat. As for Rerzo and its seeming more loots, there is a reason for it. A major event will change that town forever and they will need everything they've got. Meanwhile your town will be steady... for a while.)
 
1. Ok the boulder is to be dug around so that the boulder is on our side of the trench. later I will shape it into a tower to watch the western horizon.

2. The hunters are to ask the people who they are what they are doing and where theyre from.

Thats eight citizens so far (3 diggers 5 hunters)

3. The pilot is im going to assume a working citizen now. Bringing my available to 12.

4. Zeke is to ask around to find the missing funds. Hopefully someone will know who dunnit.

5. The one man who was scouting up north will be patiently waited for. Sheriff Bryan is to go to his family(if he has one) and assure them its gonna be alright.

6. Ok the three men left are to begin cleaning up the town. (going through old houses and tearing them down. scavenging brick and wood from worn sctructures and clearing debris.)

Also when I said double rations for the men working the trenches I think you may have made a mistake and given my whole town double rations. Also I think I have five pistols not six and a bit more coal and less sandbags now that the house is barricaded.
 
1. Now your westside trenchline is complete. This will give you good protection from attacks coming from the west and south.

2. The people claim to be from a small farming community to the near-North, just beyond the hunting grounds. They seem harmless to you, but you could flex some muscle. (Basically, in situation like this, you could be nice or be bad. Either way it might help you out or bite you in the ass.)

3. At night, Zeke sits quietly in the dark on the second-story of the project. He hears a pair of footsteps coming from the attic rafters...

4. Zeke finds out that the scout, has no family, just a friend named "Jeb". Another one of your citizens. Over a drink, Zeke assures him that his friend will be alright.

5. Your small group of men cleaning the city up, dismantles ruined building and collects rubble. Thus bringing in 107units of wood, 42units of Stone and 25units of Iron.

THINGS THAT NEED YOUR ATTENTION:

None. Your city sits quietly without incident in the wasteland.

(No, just some turns I forget to subtract the food amount. I gotta keep better track. I minued 16.)
 
1. The men who were digging the west trench are to move on to the next side of the city. I believe I have finished west and east now so I will take north next. The tribals are praised for their hard work with the help of the other guy and are awarded high praise. They still get double rations as long as they are digging.
(3 men)

2. The hunters are to tell The people from the village that we are friendly and to send an emmisary over so he may speak with us. When they are done chatting get thier asses back to work and bring home some pelts.
(5 men)

3.Zeke will follow the footsteps and find out what is going on.

4. Damnit why is my scout to Rerzo taking so long?(1 man)

5. Sheriff Bryan is to keep watch atop the main building with the binoculars.

6. The three remaining men are to continue scavenging and decommisionning houses for materials. They are offered rewards if they find any particularly good items.

Can you give me a percentage of how much of the surrounding town has been cleared of debris and old buildings? When I am done I want Blackdust to be a very clean area with sandbagged trenches around the city and a very clear horizon in all directions.
 
1)Your men are reluctant to have slow production, considering their fat bellys want to stay fat. They begin digging the Northern trench.

2)Your hunters return with 5 pelts and 24units of meat, and bearing good news. After hearing about the distant village, Exoclyps seems to be happy. Hopefully their emissary will show soon.

3) Zeke is unable to find the footsteps, but he knows where they went. Inside the rafters he find a small-metal box. Inside is 483 caps. What will you do?

4)Your scouts return from Rerzo, bearing some good news also. They want to sell some fuel cells, 15 for $2000. This could mean many things.

5)Bryan doesn't notice anything conspicuous.

6)Your men continue with removing debris from the city(41%), and one of your men claim to have find an "Old-ass S.M.G.
 
1. The diggers are to keep digging as usual and getting their bonus food. (3 men)

2. The five hunters are to go back out with their pistols again for more food. (5 men)

3. Sheriff Bryan is to wait for the man in the Rafters. When he shows up he is to be brought to jail and questioned. (1 man)

4. while we do not want to buy fuel cells we would love to establish an alliance to assure protection from mutual threats such as bandits. An emissary armed with a shotgun will set out for Rerzo with the treaty. (1 man)

5.Zeke is going to attempt to fix the Old SMG with his decent knowledge of mechanics and love of tinkering.

6. The two remaining men are to continue clearing debris. They are told that if they bring in enough raw material and old treasures they will be rewarded. To the man who found the SMG last turn Zeke gives a bottle of Whiskey from Joel (price?) and 50 gold to the man along with a pat on the back.

What happened to any raw materials from last turn harvested from the debris. Or did I get any at all.
 
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