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Messages - MonkeyMarkMario

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616
Roll To Dodge / Re: MAD Scientists
« on: February 01, 2020, 11:23:25 pm »
What, are we going to have Team Brain, Team Pandemic, and Team Animals?
Hmmm, that gives me an idea for a game when this one runs its course.
Also yes I see that everyone has posted actions, I work a little slower on these on the weekends. I am also enjoying reading the discussions.

617
Forum Games and Roleplaying / Re: The 'Banishment' of a Cloner(SG)
« on: January 31, 2020, 06:41:17 pm »
You unlock animal husbandry, when you tame animals you can now have them breed and collect their special resource(aka bovines would give milk, fowl would give eggs, etc). Over the next 10 days 20 cage traps are built(using 8 building materials) and set up. Research is done on decreasing how long the cloning vats take to output. 5000 kilos of animals are processed into biomatter.

80.3 biomatter gained and 9 used in cloning vats (2 days till done); 8 building material used; 41 traps activated, 4 break;

Research(You can go up past current levels, I'll let you know when a research has hit maximum level(tentative max is 10(subject to change))):
vat cloning output tech (3): done: 24 days for vat cloning
butchery (2): done: 0.1 more biomater per biomatter gained(eg 5 goes to 5.5)
logging (2): done: max logs from tree upped by 1.5, and min by 1
Effective traps (2): done; small twigs have a 25% chance to activate a trap and a traps has a 25% chance to trap a bear
vat cloning input(2): done; 10% less biomatter needed per day for each cloning vat(eg 0.5 goes to 0.45)

Possible unlocks:
none

Spoiler: Research possible (click to show/hide)

What now?
Stats:
Machines:
1 ration masher
2 cloning vat
1 reprocessor
1 printing machine(Blueprints: kenitic rifle and it's ammo, basic hand tools, cloning vat, ration masher, reprocessor, and printing machine)
traps: 79

Supplies:
198.6 building materials
492.4 biomatter
1103 rations
59.5 logs
4 set of basic hand tools
4200 kilos of animals

Weapons/Ammo:
1 Rifle
150 Rifle ammo

Clones:
4 clones total:
1 clones: general labors(will do what you tell and do things that need to be done)
0 clones: lumberjacks(will cut down trees and return the logs)
2 clones: researchers(does research 1 day equals 1 point)
1 clones: operators(works any machines that need working eg. ration masher, printing machine)
0 clones: explorers(They explore the planet, may or may no come back)

Time:
82 days since crash

618
Forum Games and Roleplaying / Re: World of Monsters(SG)
« on: January 31, 2020, 04:46:07 pm »
Turn 3.11:
You spend this entire time playing games with your friends.

Overall changes: 1 friend->close friend; 2 close friends->loyal friends; charisma, strength, stealth, and tactics slight increased;


Turn 3.11 is over, Choose Turn 3.12's actions:
Strength based actions:
Go out hunting
-With friends(58% chance){improve leadership, hunting, and friends}
-With the Alpha male(33% chance){improve hunting, and impress Alpha male}
Play fight/wrestle
-with pups{improve friends, strength, tactics, and impress others}
-with Adults{improve strength, tactics, and impress others}Alpha forbids it


Stealth based actions:
Playing sneaky games{improve stealth, and friends}
Spy on adults{not caught: improve stealth; caught: decrease adult relations, denied actions for the rest of the turn}

Leadership based actions:
Play hunts with the other pups{improve strength, leadership, and friends}

Charisma based actions:
Hang/talk with
-Friends{improve friends, charisma, and ???}
-Adults{improve adults, charisma, and ???}
-Enemies{improve charisma, chance to decrease enemies, and ???}
-female pup(the female){improve relation, charisma, and ???}

General actions:
Write in{improve ???}

Spoiler: Personal Stats (click to show/hide)
Spoiler: den/pack (click to show/hide)
A simple update.

619
Roll To Dodge / Re: MAD Scientists
« on: January 31, 2020, 04:33:25 pm »
I'll worry about getting a gun later, for now I'll go buy a flare gun and some flares for it sense you don't need a permit for one, then use some growth hormones on the new werewolves to get them to grow faster.
[roll:5]You buy a flare gun and flares. The growth hormones boost the werewolf DNA meat(36/100, 75/100).

Check on the mayor to see if she’s alright, if she is, ask her to concentrate on a fox to morph into one, if not, get her to the town hospital for help

[roll:5-1=4]The mayor morphs just fine and the 2 of you barely keep ahead of the wolves and foxes.

Try to train zombies in doing various primitive jobs
[roll:2 (zombie)reroll:3]The zombies can now do . . . nothing new.

begin corralling the zombies into a quarantine using mind control. Also, look in to the reason why it has longer range than typical telepathy.
[roll:4+1=5 (psychic)reroll:6+1=7 (precog reroll irrelevant)]All the zombies have been corralled and the PMC has eliminated them all. The reason mind control has a longer range is because it is not 2-way communication, just an implantation of a command.

do some more work for the cure

have assistants do some test on infected patients to better understand the changes happening to them

remove more negative effects from DA-2

gather enough hazmat suits so all assistants and me can have one on while we work

manipulate the Darius virus so it can use air as a way to spread the infection
[roll:1 (virus)reroll:4]87 progress made toward the cure. The assistants find no changes to the patients. cannibalism dropped by 11% in the DA-2 virus. Hazmat suits are gotten for all. The Darius virus can now spread using air more effectively(infectivity multiplies by 7).

Well, those diseases may not be directly problematic anymore, but that doesn't mean we can't still use the fact that we were doing medical research. After all, patents on those sorts of things are worth a lot. Thoth (er, the Thoths?) should work on developing cures or treatments for various illnesses; while a cure for something previously incurable would be wonderful, as would being able to treat something previously untreatable, if all we can do is make something that's more effective, or more reliable, or what-have-you, that's still worth something.
[roll:2+1=3 (precog)reroll:3+1=4]You start doing random medical research, 92 medical research points(can be used to study anything in the medical field).

Quote from: news
The zombies have been eliminated.
Quote from: events
all zombie events over

Quote from: Things to keep track of(don't care if players know)
Thoth AIs: 2(includes Thoth)
Thoth SSD and RAM improvement: 24/384(Thoth gives 8, each of his AIs give half)
Psionics: 1025(658 telepaths; 187 telekinetics; and 180 telepaths/telekinetics); 37 teachers(370 new psychics every 2 turns)
Darius Virus: 21 humans(contained)

Spoiler: General Knowledge (click to show/hide)

Wow if I just buckle down the update only takes about an hour.

620
Climb over the gate and leave, if the watchman come over and unlocks it for me walk out instead. EITHER WAY LEAVE!

Code: (notes) [Select]
Title/Name: Mario the Marvelous and Mischievous, or 3M
Weapon: a good-quality club, and has 1x practice with it (add +1x if size increased)

621
Forum Games and Roleplaying / Re: The 'Banishment' of a Cloner(SG)
« on: January 28, 2020, 06:02:06 pm »
Ya, this is back!
You unlock pets, when you tame animals they will help gather small copses and items. The explorer came back and brought back no new info. You discover how to make cage traps, cage traps will capture live animals. You have the explorer make rations, 200 made. Vat cloning input finished, less biomatter needed for each cloning vat. Some animal corpse were processed.

15.8 biomatter gained and 0.9 used in cloning vats (12 days till done); 0 traps activated;

Research(You can go up past current levels, I'll let you know when a research has hit maximum level(tentative max is 10(subject to change))):
vat cloning output tech (2): 10/10, done: 27 days for vat cloning
butchery (2): 10/10, done: 0.1 more biomater per biomatter gained(eg 5 goes to 5.5)
logging (2): 10/10, done: max logs from tree upped by 1.5, and min by 1
Effective traps (2): 20/20, done; small twigs have a 25% chance to activate a trap and a traps has a 25% chance to trap a bear
vat cloning input(2): 10/10, done; 10% less biomatter needed per day for each cloning vat(eg 0.5 goes to 0.45)

Possible unlocks:
Animal Husbandry

Spoiler: Research possible (click to show/hide)

What now?
Stats:
Machines:
1 ration masher
2 cloning vat
1 reprocessor
1 printing machine(Blueprints: kenitic rifle and it's ammo, basic hand tools, cloning vat, ration masher, reprocessor, and printing machine)
traps: 83

Supplies:
206.6 building materials
421.1 biomatter
1153 rations
59.5 logs
4 set of basic hand tools
2820 kilos of animals

Weapons/Ammo:
1 Rifle
150 Rifle ammo

Clones:
4 clones total:
1 clones: general labors(will do what you tell and do things that need to be done)
0 clones: lumberjacks(will cut down trees and return the logs)
2 clones: researchers(does research 1 day equals 1 point)
1 clones: operators(works any machines that need working eg. ration masher, printing machine)
0 clones: explorers(They explore the planet, may or may no come back)

Time:
72 days since crash

622
Forum Games and Roleplaying / Re: World of Monsters(SG)
« on: January 28, 2020, 04:10:49 pm »
Turn 3.10:
You talk with your friends and one of your friends get closer. Best of all your former enemy has finally become a friend. After catching up with your friends and making a new one you go sneakily listen in on the adults. Unfortunately you were caught and told to leave, by the alpha of all people. Well actually that makes sense, you told him that you just wanted to wrestle and were told that there would be no wrestling for the rest of the turn.

Overall changes: 1 friend->close friend; 1 neutral->friends; charisma and persuasion slight increased; decrease in adult relations


Turn 3.10 is over, Choose Turn 3.11's actions:
Strength based actions:
Go out hunting
-With friends(58% chance){improve leadership, hunting, and friends}
-With the Alpha male(33% chance){improve hunting, and impress Alpha male}
Play fight/wrestle
-with pups{improve friends, strength, tactics, and impress others}
-with Adults{improve strength, tactics, and impress others}Alpha forbids it


Stealth based actions:
Playing sneaky games{improve stealth, and friends}
Spy on adults{not caught: improve stealth; caught: decrease adult relations, denied actions for the rest of the turn}

Leadership based actions:
Play hunts with the other pups{improve strength, leadership, and friends}

Charisma based actions:
Hang/talk with
-Friends{improve friends, charisma, and ???}
-Adults{improve adults, charisma, and ???}
-Enemies{improve charisma, chance to decrease enemies, and ???}
-female pup(the female){improve relation, charisma, and ???}

General actions:
Write in{improve ???}

Spoiler: Personal Stats (click to show/hide)
Spoiler: den/pack (click to show/hide)

Failure can limit you, but without risk there is no reward.

623
Roll To Dodge / Re: MAD Scientists
« on: January 28, 2020, 02:58:31 am »
Try to awaken alien mind of protein x in zombies and convince it not to be so hostile
[5 (zombie)reroll: 6]Congratulations, the zombies will no longer go aggressive unless attacked or startled. Beware of wandering groups(only 5% spread of zombies).

Morph back into human and let’s make wya back to the town
[3]You finish morphing and walk away, 5 feet.

"I guess I'm not gonna be working with the military, because that deal is shit."
Go to a pawn shop and buy a handgun, spare mags, and some ammo, then see if the new werewolves are salvageable and fix them, if their dead start over.
[3]You have to pass a background check before you can by the handgun. They are salvageable and you get them both into the positives(28/100 and 59/100) .

keep working on the cure

have assistants help with the work on the cure

create a way to release those inside the contaminant room to the outside without going through the lab

manipulate the Darius virus so when infected eats meat they mutate to become faster and better at finding prey
[6]94 more progress done towards the anti-virus. You made sure the outside exit to the containment room works. You make the Darius virus mutate infected when they eat to have enhanced senses. Darius virus gains mutation(enhanced senses): 16%(chance someone with the virus will get this(enhanced senses) mutation)

Ok, so we don’t need to focus on the Darius Virus (for now... it’s certainly still suspicious). Let’s try to figure out what we can about the zombies and what causes them, both for tactics to prevent them from spreading and for more information on how to cure them, or at least immunize people.
[2 (precog)reroll: 4]Everything you discovered becomes irrelevant in the end(see sprinkled chariot turn).

Continue research into mind control, occasionally doing field testing from a safe distance on some zombies. If I can corral them into areas where they will not be a threat, i'll call this a success.

Also, have my assistants/teachers look into the possibility of genetics influencing psionic potential. The idea of gene therapy as a means to boost psionic power seems likely, given that dogs are psionically sensitive. Perhaps there is a link between the breeding practices and their psionic development?

[2 (psychic )reroll: 7 (precog reroll irrelevant]You finish the mind control and are able to control up to 100 people at a distance of 1km.  There is a possibility of gene therapy to boost psionic potential, though the current gene therapy practices are not sufficient.

Quote from: news
The zombies from the zombie virus are now passive-aggressive.
Quote from: events
p-a zombies: zombies will no longer go aggressive unless attacked or startled(only 5% spread of zombies)

Quote from: Things to keep track of(don't care if players know)
Thoth AIs: 2(includes Thoth)
Thoth SSD and RAM improvement: 24/384(Thoth gives 8, each of his AIs give half)
Psionics: 655(307 telepaths; 169 telekinetics; and 180 telepaths/telekinetics); 37 teachers(370 new psychics every 2 turns)
Darius Virus: 21 humans(contained)
Zombies: 77

Spoiler: General Knowledge (click to show/hide)

So much stuff.

624
Get my foot unstuck, and get to the exit. If the officers want me to go with them than go willingly(if this is a game over for me than fine).

Code: (notes) [Select]
Title/Name: Mario the Marvelous and Mischievous, or 3M
Weapon: a good-quality club, and has 1x practice with it (add +1x if size increased)

625
Roll To Dodge / Re: MAD Scientists
« on: January 22, 2020, 12:28:04 pm »
Quote from: news
snip
Quote from: events
snip
"Well fuck."
Let's get Thoth on this. Shelf all the CPU core and SSD/RAM improvement, there's more important stuff going on. There's plenty of medical information online; if we need money to look at some of the research papers, then so be it, we can afford that. Also, make sure that Thoth knows that they can expand basically however much they need to for this; there's plenty of space, and if taking up more of it will help, they very much can.
Can we use telekinesis to safely handle the infected? Can we use telepathy to talk to the "zombies"?

[7 (precog reroll irrelevant)]You devise a plan of action and the Thoth AIs start working on it with you.  95 progress is made to combat the viruses(1000 needed(as of now)).
Yes you can move others with telekinesis. You can project to the zombies but not receive anything from them.

this does not bode well. Gather all the uninfected psychics and start devising countermeasures to detect rats and infected alike. Personally start a quiet research into Mind control, preferably on creatures less intelligent than humans. DO NOT under any circumstances let anyone except sydney know about this, for fear of it's abuse before proper technique can be devised to resist it.
7 (psychic and precog rerolls irrelevant)]Luckily all the current psychics are uninfected and between all of them and you a way to detect rats and infected has been discovered(infected rats eliminated; 10% less spread of the Darius virus; 25% less spread of the zombie virus).
57 progress into mind control(out of 100)

Grab one of the foxes with my paws without hurting it, and hold it until the mayor touches it and starts morphing
[5]Well congratulations, the mayor now has a fox morph and the foxes and wolves are looking at you with confused looks.

have my assistant get more assistants

gather some infected into my lab promising to figure out how to cure them and put them in the containment room

start working on the cure

start removing bad effects from the copy strain of the Darius virus and name it DA-2
[5 (virus)reroll: 5]Your assistant has hired 4 more assistants. You gather all the infected into your containment room(Daruis virus no longer spreading). You get 32 progress done on the anti-virus. You almost removed cannibalism from DA-2.

Try to awaken alien mind of protein x in zombies to sentient levels, may be I will manage to talk it out of attacking humans thing.
[2 (zombie)reroll: 2]You only made the zombies more aggressive(2X spread of zombies; each zombie kills 1 human every turn)

Start growing two of the new more intelligent werewolves the same way I did last time, then start talking with the military and find out which version of the werewolf DNA they are after, if they want me to start growing them or do they want to do it them selves, and negotiate prices.
[2]You start to grow them unfortunately they are not starting off at a great start(-1/100 and -4/100). They told you to release your current werewolves and the DNA code for them, they will give you 10 credits and not a credit more.

Quote from: news
Thanks to the efforts of Dr. Darius the threat of the virus named after him(he discovered it is what is being told) there no possibility of it spreading, he has put all the infected in a containment unit that he has and has begun working on the cure.
The other virus, being called the zombie virus, has gotten worse with the zombies beginning to kill people as well as infect them. Local Private Military Companies have gotten involved and have started containing people and eliminating zombies.
Quote from: events
1st outbreak: over
It's the rats!: over
Zombies?: people infected with the zombie virus have a 10% chance to be put down(1% zombies eliminated every turn)->Zombies!: people infected with the zombie virus have a 50% chance to be put down(5% zombies eliminated every turn)
PMC patrols: zombies shot on sight(50% zombies eliminated)

Quote from: Things to keep track of(don't care if players know)
Protein-X 2.0 Users: 0(0 rejecting(turning next turn)[{63 of the previous 96 eliminated by the military; the last 33 escaped and the project canceled(last 13 users killed)})
Thoth AIs: 2(includes Thoth)
Thoth SSD and RAM improvement: 24/384(Thoth gives 8, each of his AIs give half)
Psionics: 655(307 telepaths; 169 telekinetics; and 180 telepaths/telekinetics); 37 teachers(370 new psychics every 2 turns)
Darius Virus: 21 humans(contained)
Zombies: 140


Spoiler: General Knowledge (click to show/hide)

The zombies are getting stronger.

626
Roll To Dodge / Re: MAD Scientists
« on: January 20, 2020, 06:02:24 pm »
Alright, I've got a bunch of money, let's see about getting an actual research facility of my own set up, like what Adderson has. Computer scientists and engineers, of course, though psychics are also useful. I'll fund all of my employees getting taught at Adderson's school, too. Though let's not go overboard with the number of people. Let's say no more than 10.
Doing this should also involve getting Thoth (and, um, whatever branches they've got?) a larger system to inhabit.

[6 (precog)reroll: 3]Dr. Adderson and you set up a joint research lab, you spend 200 credits to get 10 assistants trained thought the psychic school. You spend 4380 credits to get a larger system for Thoth and the other branch AIs(X10 RAM and X100 memory space).

Check the news to see how well the psychic rollout is being handled, as well as for other noteworthy events.
Offer to set up a joint research lab with Dr.Hertz, which would essentially pool our resources and assistants for the betterment of humanity through psionics and electronics!

[4 (psychic)6 (precog)5]People are starting to get excited about psychics, see the news insert at the bottom for more news.
You and Dr. Hertz set up a joint lab both your resources are now pooled together(1 spoiler for the both of you, funds and assistants are shared, tho the numbers will be kept separate)

Look for wolves or foxes
[5]You find a pack of wolves and a skulk of foxes. There are 11 wolves and 7 foxes, they are not fighting, yet.

Try to figure out, why zombies became agressive, keep working on awakening alien consciiousness of protein x to its full potential
[3 (zombie)reroll: 5]The zombies became aggressive because there was more than 1(zombies are like an amplification chamber with each other). You figured out what it was that you awakened in the zombies and decided to finish it. Zombies are now always aggressive and have a +10 bonus to attack(the military gets a -10 to how many they eliminate each turn until breakout).

Improve the new DNA strand's intelligence some more, and teach the werewolves even more words, then check the internet and see if any government organization wants to buy some werewolves.
[6]The new strand has greater intellect. The werewolves have jump to advanced speech now(+10 to rolls). There are a few government organizations(most all are military) that would be interested in werewolves.

start fortifying the lab, if a reason is ask say that some dangerous virus are inside and it has to not get out

using the Darius virus as a base to create a new strain of it

assistant keeps working on the cure to the Darius

also get a containment area for future experiments
[6]You lab is now fortified(requires 100 progress to get into without permission). You create a duplicate strain of the Darius virus. your assistant is now 10/600 progress to the anti-virus. You also now have a containment area(requires 1000 progress to get out of without permission).

Quote from: news
2 new viruses have pop upped recently, one of which hijacks the body of it's host causing said host to attack others thus spreading the virus. The second virus is one that seems to have jumped from rats to humans and doctors are not sure what it does yet.
Quote from: events
1st outbreak: people will go to the doctor if they think there is something wrong(-50% spread of Darius virus)
It's the rats!: people will kill rats by any means necessary(Darius virus -50% chance to jump from rats to human, -d100 infected rats every turn)
Zombies?: people infected with the zombie virus have a 10% chance to be put down(1% zombies eliminated every turn)

Quote from: Things to keep track of(don't care if players know)
Protein-X 2.0 Users: 109(96 rejecting(turning next turn)[{previous 75 eliminated by the military})
Thoth AIs: 2(includes Thoth)
Thoth SSD and RAM improvement: 24/384(Thoth gives 8, each of his AIs give half)
Psionics: 285(123 telepaths; 86 telekinetics; and 76 telepaths/telekinetics); 37 teachers(370 new psychics every 2 turns)
Darius Virus: 11 rats, 21 humans
Zombies: 19


Spoiler: General Knowledge (click to show/hide)

This turn was a doozy.

627
Forum Games and Roleplaying / Re: World of Monsters(SG)
« on: January 20, 2020, 05:14:17 pm »
Turn 3.9:
You decide that organizing a play hunt is an order, the other pups aren't as enthused so soon after a hunt. Tho you get closer to your friends, so close in fact that 2 of your close friends become loyal(loyal friends and follows will help you against you enemies). The play hunt turns into a wrestling contest between you and your friends, you get stronger and better at tactics in the contest and at the end you all get closer. Afterwards you go up to the Alpha and persuade him to wrestle you, for the first time since your birth you see a mixed look of shock, awe, and fear on the Alpha's face when you both come out of the fight. No you did not beat him, but he did not beat you either and he was not throwing his punches. you can feel the taste of victory is close.

Overall changes: 1 friend->close friend; 2 close friends->loyal friends; Alpha male really impressed; Strength increased to 5; Leadership slightly increased;  Tactics increased from Adequate to Competent;


Turn 3.9 is over, Choose Turn 3.10's actions:
Strength based actions:
Go out hunting
-With friends(58% chance){improve leadership, hunting, and friends}
-With the Alpha male(33% chance){improve hunting, and impress Alpha male}
Play fight/wrestle
-with pups{improve friends, strength, tactics, and impress others}
-with Adults{improve strength, tactics, and impress others}


Stealth based actions:
Playing sneaky games{improve stealth, and friends}

Leadership based actions:
Play hunts with the other pups{improve strength, leadership, and friends}

Charisma based actions:
Hang/talk with
-Friends{improve friends, charisma, and ???}
-Adults{improve adults, charisma, and ???}
-Enemies{improve charisma, chance to decrease enemies, and ???}
-female pup(the female){improve relation, charisma, and ???}

General actions:
Write in{improve ???}

Spoiler: Personal Stats (click to show/hide)
Spoiler: den/pack (click to show/hide)

628
Explain about the old man to the officers, that he is a bit senile and seems to live in the park. Ask the watchman to help explain about the old man. Then proceed in the direction the watchman pointed.
If I would have know what time it was I would have changed my tactics earlier.

Code: (notes) [Select]
Title/Name: Mario the Marvelous and Mischievous, or 3M
Weapon: a good-quality club, and has 1x practice with it (add +1x if size increased)

629
Inform the officers that I lost track of time and was just trying to find the exit, explain about the old man if I need to. Then proceed in the direction the watchman pointed.
Come on better than a 3.

Code: (notes) [Select]
Title/Name: Mario the Marvelous and Mischievous, or 3M
Weapon: a good-quality club, and has 1x practice with it (add +1x if size increased)

630
Ask the guard where the gate is and if he can let me out, if he can't tell him I will just climb the fence, then proceed to climb fence and leave the park.
That went better than I thought.

Code: (notes) [Select]
Title/Name: Mario the Marvelous and Mischievous, or 3M
Weapon: a good-quality club, and has 1x practice with it (add +1x if size increased)

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