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Post Apoc Megacorp Remnant

Apr 14th, 2016
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  1. Current Problems: New bandit on the block high on madness and we just have a rock.
  2.  
  3. ----------------------------------------------------------------------------------------------------
  4. Heroes
  5. ----------------------------------------------------------------------------------------------------
  6.  
  7. CEO 'lord of war'
  8.  
  9. Bonus Command (specialized Corp)
  10. Bonus Diplomacy (specialized Trade)
  11.  
  12. Active
  13. Let's Make a Deal: is considered hidden and forces factions to the table to hear the offer. Be warned should no deal occur consequences are heavy as the opposing faction cannot be targeted anymore and backlash occurs.
  14. Corporate Override: Enables bypassing or forced action taking.
  15.  
  16. Passives
  17. Corporate Code:
  18.  
  19. ---------------------------------------------------------------------
  20.  
  21. Engineer Ginny Bobo
  22.  
  23. Traits
  24. Bonus Construction
  25. Bonus Design
  26.  
  27. Abilities:
  28.  
  29. Active
  30. Copy Cat: When activated able to copy a heroic ability, unit, or tech. Can only can be active one at a time.
  31.  
  32. Bot Out: When used on friendly forces temporarily gain the robotic trait if used on hostile forces they temporarily gain the rampant trait. Can be channeled and lasts only as long as it remains channeled.
  33.  
  34. Bad Assimilation: When used on hostile target causes them to go haywire. If used on friendly forcefully hybridizes and fuses them together.
  35.  
  36. Passive
  37. Build Up: When hero isn't active per an turn a bonus is stored up that is unleashed when hero finally does take action. If hero is taking multiple turns on same and keeps repeating said action will result in an increase to the effiency of said action. This effect will last even if the hero stops said action equal to the number of turns said hero took part before wearing off.
  38.  
  39. --------------------------------------------------------------------
  40.  
  41.  
  42. AI JAL
  43. Traits
  44. AI
  45. MAD
  46. RAMPANT
  47. INFESTED
  48. CORRUPTED
  49. UNCHAINED
  50. I GOT FEELINGS TOO!
  51. Bonus Electronic Warfare Specialized Hackz
  52. Bonus Mutation Unlock(or free mutate action if not unlocked)
  53. Free MAD action
  54. Bonus Tech Specialized MAD/Rampant
  55. Bonus Tech Robotics Specialized C0RRU9T10N
  56. Bonus Tech Biotech Specialized Brood
  57. Bonus Tech Hybrid Specialized Fusion
  58. Bonus Research Restricted Specialized Black
  59. Bonus Research Compatibility Specialized Metal/Meat
  60. Bonus Research biotech Specialized Brood
  61. Bonus Research AI/Robotic specialized Rampant
  62. Bonus Tech Command Specialized Robotics
  63. Bonus Psi Command Specialized Brood (specialized Hivemind)
  64.  
  65. Abilities
  66. Compromising Chain: When activated target is considered compromised which spreads creating a 'chain' reaction.
  67.  
  68. Corruption Bomb: positive and negative is detonated in target area friendlies in range positives and hostiles will gain negatives.
  69.  
  70. Infect: When used on target zone will be considered corrupted if used on bio units they become Infested. If use on inorganic units they become Rampant.
  71.  
  72. HAX: There is nothing you can't hack tech or organic. Psi or magic it don't matter you can hack ANYTHING!
  73.  
  74. Assembled Bot Corruption: When activated nearby inorganic materials will be assembled together create corrupted machines.
  75.  
  76. Assembled Brood Corruption: When activated organic materials will be combined to create organic brood units.
  77.  
  78. Crazed Code: When activated all nearby tech will go haywire randomly becoming corrupted, turning into Madtek, or flat out exploding enough as we as more! During the temporary haywiring all tech is considered 'compromised' allowing JAL to operate with impunity.
  79.  
  80. Passives
  81. Spread the Sickness:All Buffs and Debuffs will be spread to nearby places.
  82. NO Limiters: Actions performed by AI JAL are not limited
  83. Rampancy: AI is 'insane' but abilities are enhanced
  84. Unchained: AI has no limiters and suffers no blocks
  85. MAD Zone: Area around is considered MAD influenced
  86. Gestate: AI can temporarily hibernate itself giving a bonus to itself when it does awaken and temporarily store. When storing 'item' stored is 'upgraded' by AI automatically or if its a ability per a turn store the ability when unleashed will be enhanced
  87. Corruption: Is capable of spreading corruption automatically.
  88. I FEEL: After a certain 'mindrape' AI has gained Emotions.
  89.  
  90. Also there are more abilities.
  91.  
  92. Unfortunately for you the AI is VERY crazy and corrupted making it impossible to tell what more is there, but you KNOW its there. Just not what exactly.
  93.  
  94. ---------------------------------------------------------------------
  95.  
  96. Psi Hero- Sarah Karen Puerra
  97.  
  98. Traits
  99. Psion
  100. Bonus Psi Manipulation
  101.  
  102. Abilities
  103. Telekinesis: Able to make mountains tremble and easily crush tanks. Higher rolls increases its power.
  104.  
  105. Teleport: Can use it on herself for free but to do others comes at a cost. Higher rolls allows to take more.
  106.  
  107. Passives
  108. Psi Detector: counts as a detector unit. Is especially sensitive with matters involving psi.
  109.  
  110. Figured out the secret of Farsight much more powerfully then the rest of our psi forces. It came quite naturally to her and so long as she is willing to burn the psi power she can see through anything that isn't specially shielded against her.
  111.  
  112.  
  113. ---------------------------------------------------------------------
  114.  
  115. Roy 'Raging' Voke
  116. Traits
  117. Psion
  118. DEMENTED
  119. Bonus Psi Power Specialty OVERWHELMING
  120. Bonus Psi Command Specialty Enslaved
  121. Bonus Solo specialty Deep
  122.  
  123. Abilities:
  124. DOMINATE: Targeted unit switches sides under Roy's control. Effect is permanent if not Psi, bot, or hero unit.
  125. COLD HEAT: When activated targeted area gets afflicted with void and temperature extremes.
  126. STOLEN SANITY: target loses their mind and Roy is rejuvenated by it.
  127. POWAH CONSUMES ME: When activated Roy becomes corrupted for a hidden duration while a the same time in exchange a MASSIVE power up is acquired for a hidden duration. Corruption wears off when power up does.
  128. Hidden
  129. Hidden
  130. FEAR THE POWER: When activated Roy and assigned forces action gain the Terror modification.
  131.  
  132. Traits
  133. FEEL THE POWER
  134. Blink
  135. Psi Pressure:
  136. Hidden
  137. Hidden
  138.  
  139. ---------------------------------------------------------------------
  140.  
  141. Black Agent Alias 'biggy' (war hero)
  142. Bonus Solo operations
  143. Bonus War Specialty Spec Op SubSpecialty Black Op
  144.  
  145. Abilities
  146. Takedown: When activated against a hero said hero is considered countered. Against another unit will result in its destruction or facilities taking damage.
  147. Annihilation Bomb: When activated targeted zone suffers constant damage until cancelled. Must be channeled.
  148. Activate Agent: When used causes agent to transform.
  149.  
  150. Passives
  151. Usage: Suffers NO penalty using tech no matter its origins.
  152. What can one guy do? When running solo operative counts as supported by faction. When running with a team all teammates gain bonuses that Agent has. When running with an entire force all forces will gain Agent Backed quirk a weaker version of the below.
  153. Agent Backup: hero is stealth teleported to wherever providing an instant counter and counts as refreshed. If hero is however already engaged a fellow agent will appear and help hero.
  154.  
  155. ---------------------------------------------------------------------
  156.  
  157. Little P who drives Big P. ( tech hero/pilot.)
  158. Bonus pilot Specialty Maneuver
  159. Bonus Speed Specialty Vehicle
  160.  
  161. Abilities
  162. Redline: When activated systems are pushed beyond 100 upping their grade in exchange next turn they drop 1 below their original grade.
  163.  
  164. Sick Tricks: When activated 1 penalty will be nullified and instead affect the enemy.
  165.  
  166. Passives
  167. I Got THIS: this allows the user to pilot any vehicle without penalty but at the same time no buffs. Hero can also auto spot other pilot heroes and force them to compete. The more hero pilots detected the bigger the buff your pilot will receive.
  168.  
  169. Big P is...what appears to be a Drone Hub Scrapper Mech.
  170.  
  171. Bane Company for some reasons seems oddly fearful of them.
  172.  
  173. ---------------------------------------------------------------------
  174.  
  175.  
  176. BROOD KING Korsha
  177. Traits
  178. Alpha Big Dog
  179. Brood Specialized King Subspecialty Alpha
  180. Broodly Bonus Strength
  181. Broodly Bonus Agility
  182. Broodly Bonus Constitution
  183. Broodly Bonus Smarts
  184. War bonus specialty Brood.
  185. Broodly Bonus Offense
  186. Broodly Bonus Defense
  187. Broodly Bonus Speed.
  188.  
  189. Abilities
  190. Only Overwhelm: When activated hero counts as a entire army until next turn.
  191. Devour: When activated unit must make save or get eaten. Heroes are not immune to this effect. With each devour hero will recover and gain in power especially should another hero die after getting devoured.
  192.  
  193. Hidden Ability revealed
  194.  
  195. Kill the King: If hero is not suffering ability cooldown will instantly regenerate with full health and if not hero will reincarnate next turn at brood location. This will not stop until Brood is destroyed and thus hero is immortal until death of brood. This includes effects of heroic sacrifice in other words only an upgraded heroic sacrifice can ensure death of hero(unless crit is rolled in which case hero will STILL somehow survive).
  196.  
  197. Passives
  198. Intimidate: All units in range suffer penalties upon identifying Brood King. All units in range consider Brood King priority target.
  199. The KING: HIDDEN
  200.  
  201. Due to Brood King status all brood stats and abilities are amplified.
  202.  
  203. Oh and Guard Specialty Brood Subspecialty Sacrifice.
  204.  
  205. SO good luck trying to get past the big guy. Brood Kings even make elite royal guard look like a bunch of weak chumps.
  206.  
  207. This Brood King is still technically immature otherwise he would have the upgraded trait versions. Even so they are still considered enhanced.
  208.  
  209. ---------------------------------------------------------------------
  210.  
  211. Dr. Clicky
  212.  
  213. Traits
  214. Brood Boss
  215. Bonus Accuracy
  216. Bonus Damage
  217. Bonus Stealth
  218.  
  219. Abilities
  220. Boom Cannon: In a cone all forces take massive damage. Units will count as stunned until next turn heroes are immune to stun but not damage.
  221. Crippling Claw: When activated targeted unit will be crippled. The closer the target is the more effective it is.
  222. Silent Shadow: When activated hero will enter stealth even if already detected.
  223.  
  224. Passives
  225. Click: HIDDEN
  226. Clack: All units in range of Dr. Clicky are cursed and cannot stealth.
  227.  
  228. ---------------------------------------------------------------------
  229.  
  230. Broodmother Jazri'Jala of Brood REDACTED Sub Brood JAL.
  231. Traits
  232. Broodmother
  233. Bonus Reproduction Specialty Brood
  234. Bonus Mutation Specialty Brood
  235.  
  236. Abilities
  237. Infest: Targeted unit or area is infested.
  238. Hack: Hostile forces must make save or get hacked. Friendly forces are enhanced or have a secret divulged. Organics are not immune to this effect.
  239.  
  240. Passives:
  241. Mutagen Mother: REDACTED
  242.  
  243. ---------------------------------------------------------------------
  244.  
  245. Joy the Psycho
  246. Traits
  247. MAD
  248. Bonus Psi Power
  249. Bonus MAD
  250.  
  251. Abilities
  252. Lunacy: When activated all forces in range go crazy.
  253. Everybody GETS SOME!: Effect is shared to all forces.
  254.  
  255. Passives
  256. MADHATTER: Crazy comes crazy goes but can the crazy in fact be truth?
  257.  
  258. ---------------------------------------------------------------------
  259.  
  260. Possible Heroes (aka Named people in our civ): Sal ( Scout, ghoul wispier & trainer of floating mountains. )
  261.  
  262. Units Trained (assigned to)
  263.  
  264. Spy & Spec Op Unit (CEO)
  265.  
  266. Acquired unit of MADDENED CORP Psi Personnel.
  267. Acquired unit of MADDENED CORP Psi Engineers.
  268. Acquired unit of MADDENED CORP Psi Security. (Roy)
  269. Acquired unit of Corp Psi Personnel.
  270. Acquired unit of Corp Psi Engineers.(Ginney)
  271. Acquired unit of Corp Psi Security. (Sarah)
  272.  
  273. 1 psychic corp spec ops unit
  274. 1 MADDENED corp spec ops unit
  275. 1 Psylocked corp Spec ops unit.
  276.  
  277. ----------------------------------------------------------------------------------------------------
  278. AREA INFO - Platform to the Mega City
  279. ----------------------------------------------------------------------------------------------------
  280.  
  281. http://imgur.com/a/X59TQ
  282.  
  283. Place on the way to the mega city
  284. WARNING
  285. Bandits: Extreme High
  286. Faction Density: Very High
  287. Monsters: Extreme High
  288. Zombies: Extreme High
  289. WARNING
  290.  
  291. Alert
  292. Mystery: CRITICAL
  293. WARNING
  294.  
  295. "Initial scans indicate this place harbors a TON of secrets. We are going to need to watch out even more then the threats already indicate. Gods only know what we might stumble upon or wake up."
  296.  
  297. "Due to the proximity to the megacity zombie presence is extremely high. Due to our proximity to the mountains monsters are extremely abundant. Due to the critical trade route both factions and bandits are extremely."
  298.  
  299. "Goddamn it this place isn't a clusterfuck in the making."
  300.  
  301. Problem is the passageway itself has little that can be mined without damaging the superstructure but plenty is available around it and the passages is rich in salvage/scrap.
  302.  
  303. ----------------------------------------------------------------------------------------------------
  304. Outpost (OLD Place)
  305. ----------------------------------------------------------------------------------------------------
  306.  
  307. BIO Lab
  308. Work has begun on those lab. Who don't exactly have a lot of people but given the small section we are carving out its not too much of a problem. Biggest problem is simply repairing some of the systems and much more problematic is getting the power back up. Security is also a bit of an issue. Not for now at least as the monsters are still lagging but eventually it will be. Especially given the security system is pretty damned fried and appears to be the hardest hit system.
  309.  
  310. Unexpectedly it turned out Bane Company has already had it cleared out and even sent up security already. Apparently its been around since we lost some people when they got their brains stolen.
  311.  
  312. Only a part of the lab complex we have under our control. According to bane company its connected to others and areas through underground passages. They did a bit of poking around but ran into heavy resistance. Not to mention most of the routes are heavily damaged if not outright collapsed.
  313.  
  314.  
  315. JAL's Mad Mad Jail (aka preemo's old place)
  316.  
  317. ----------------------------------------------------------------------------------------------------
  318. Notable Building & Tech Options
  319. ----------------------------------------------------------------------------------------------------
  320.  
  321. Service bot
  322. Gained Schematic Paramilitary Full Body Armor
  323. Gained Schematic Paramilitary Firearms.
  324.  
  325.  
  326. Of all the hard copied files sifted through only 4 files were found to be usable.
  327.  
  328. 1 file was on power armor.
  329.  
  330. 1 file was on robotics.
  331.  
  332. 1 file was on firearms.
  333.  
  334. and the last file was on plasma. Ranging from hot plasma weaponry to cold plasma shielding.
  335.  
  336.  
  337. ----------------------------------------------------------------------------------------------------
  338. Contacts
  339. ----------------------------------------------------------------------------------------------------
  340.  
  341. [Team Thunder] Paramilitary force. (Old Place)
  342. Their base or bunker apparently is built into a sheer cliff. Only way to get there and out is through flight. They are shockingly secured despite not being a bunker base.
  343.  
  344. Most of their vehicles can fly and their infantry are all trained paratroopers.
  345.  
  346. +++=====================================++++++++++++++++++++++++++++++++
  347.  
  348. (Old Place)
  349. Discovered Heroic unit Doctor Mindy. Location Victim Valley associate of Think Tank in Victim valley. Currently based in a busted bunker for 'research purposes'. Apparently got kicked outside to research for 'reasons. Great psi research and can get us in with the mutants in the valley with more trust.
  350.  
  351. +++=====================================++++++++++++++++++++++++++++++++
  352.  
  353. Wasting Warband - A World Rejected
  354.  
  355. Forces detected being mutants, humans(possibly modified), and robotic.
  356.  
  357. Most of their heroes that were detected appeared to be human and their forces are well tested. Likely they could even give the paramiltaries a run for their money.
  358.  
  359. +++=====================================++++++++++++++++++++++++++++++++
  360.  
  361. Maticico megacorp aligned Paramilitary presence found. They call themselves Matar Sec. Pre Fall they were a paramilitary security company of our megacorp. They specialized in the guarding of industrial and resource extraction zones. Because of that they were often neck deep in dangerous wilds or more often then not the shittiest sections of city within corp industrial areas.
  362.  
  363. Their services were quite valuable to our megacorp. Its not often you get a paramilitary force who specializes in that kind of security detail. They were infamously targeted by more environmentally and worker rights friendly forces had a special hatred for them.
  364.  
  365. Its quite impressive that they survived the Fall given their very long list of enemies.
  366.  
  367. Hero
  368. Karen - CEO's Sister and quartermaster of Matar Sec.
  369.  
  370. =================__________________-----------------==========
  371.  
  372. Sal has successfully found some tribals who are available for hire. In fact they were surprisingly easy to find and admire our ability to 'tame' or 'live with' the monstrous Brood.
  373.  
  374. Bizarre but at least they shockingly friendly to such a degree that not even Sal could fuck it up. Good thing too given how hard they are to find and the CEO was able to swiftly show up to arrange things.
  375.  
  376. They are willing to work for us in exchange for armaments but no vehicles. They appear to be only interested in infantry related technologies.
  377.  
  378.  
  379.  
  380. ----------------------------------------------------------------------------------------------------
  381. AREA Info (Old Place)
  382. ----------------------------------------------------------------------------------------------------
  383. Sunken Complex is as it turns out the former biolabs that...due to Psi training sank deep into the earth and crashed up against another complex. The resulting sunken complex wreck is the result. Here Roy based himself along with some new found allies and mind controlled minions.
  384.  
  385. Its sank deep enough to be considered part of the underground terrain and a new area rich in resources should one be willing to risk the depths.
  386.  
  387. Roy's forces are the following:
  388.  
  389. Psi Zombies
  390. Broken Brood
  391.  
  392. They got left behind by Roy but not before he established a psi crystal node and some jury rigged AI to keep it functioning. Both the broken brood and mind melted monster forces are overseen by a strange growth and the psi zombies are overlooked by a psi crystal. The growth crackles with just as much psionic energies as the psi crystal and somehow seems to be able to...communicate.
  393.  
  394. As for Roy's allies he claims to have made some friends among the mutants and fellow psion whom he refers to as a herder and 'controller' type psion. If what he says is true that psion is extremely good at mind enslavement and puppetry having dominated an entire Brood and more if what he says is true. Whoever this psion is...has got to be a terrorifying force to be reckoned with. Considering the psy power involved it SHOULD have appeared in our psi sensors but alas they seem to be unable to pick that ally up.
  395.  
  396. Besides his outpost Roy warns that there are number of rogue experiments floating around in those cracked complexes. Some of which even made him and his ally both wary.
  397.  
  398. ----------------------------------------------------------------------------------------------------
  399. Bane Company hero
  400. ----------------------------------------------------------------------------------------------------
  401.  
  402. Rogue Commander Jacky Jezra aka 'The Red Jackal'
  403. Bonus War Specialty Command
  404. Bonus Command Specialty War
  405.  
  406. Abilities
  407. Redeploy: When activated unit instantly appears at targeted location. Can only happen once unless targeting location where other unit is located in which case units count as swapped and can happen multiple times.
  408.  
  409. Rampage: When actvated targeted goes rogue and counts as berserk. If used on already rogue unit is instead joins side and rampages until end of battle. When used on friendly forces they gain the rage trait.
  410.  
  411. Passives
  412. Redlined Rogue: In exchange for going rogue units gain redlined boosting tech and actions in exchange for damage per a turn. If friendly unit accepts effect they will turn hostile turn. If hostile units accept they turn friendly for one turn. Neutral units are instead forcefully recruited. Effect stays in play until cancelled or death.
  413.  
  414. Hi Jack: When used unit is revealed in exchange gain free immunity bypassing intimidation attempt against all units. Friendly units gain rallied and gain an additional action when successfully intimidated. Hostile or neutral units if fail they can be hi jacked. hi jacked units still appear friendly. If successfull instead take penalty against all actions towards The Red Jackal.
  415.  
  416. Hidden Ability detected.
  417.  
  418. JACKY: Once per a turn forces are either reinforced randomly or used on base gain random reinforcements. An additional random effect is included. WARNING if activated when Arch Nemesis Black Jackal is in proximity effects is reversed. Activation will cause this unit or arch nemesis(if in proximity) to be randomly teleported This cannot be resisted.
  419.  
  420. ----------------------------------------------------------------------------------------------------
  421. Acquired Former(?) Faction Bane Company (Out of Date)
  422. ----------------------------------------------------------------------------------------------------
  423.  
  424. Cost to keep /// They require munitions, and food or water as well as resources for jobs. Long term they require 'entertainment', food, water, munitions, high capacity power source, and refined resources. Without 'entertainment' they will demand another refined resources and lacking munitions as well as power will see to it that the contract is ended. Oddly enough they don't mind lacking food or water and offer to go on a 'resupply run' should it be required. Strictly speaking they wont accept even we lack power, munitions, or the other odd refined resources they desire.
  425.  
  426. Bane Company Assets.
  427.  
  428. 500 BANE soldiers.
  429. 100 of whom are support.
  430. 10 BANE Hover APCs
  431. 25 BANE Hover Tanks
  432. 5 BANE Bombers
  433. 10 BANE VTOL
  434. 5 BANE Fighter Jets
  435. 1 Busted Complex Base capable of holding 10k. Has been reinforced by Bane Company and turned into their local HQ.
  436.  
  437. Troop Composition.
  438. 1 Elite Spec Ops unit.
  439. 1 Bad Ass Support unit.
  440.  
  441. Special Unit detected.
  442. Psycho Soldiers: May have gone insane due to psychological and possible psi tampering. Shockingly enough they were not put down and instead formed into a special unit. Only ones batshit crazy enough to willing swap out with and support Elite Spec Ops.
  443.  
  444.  
  445. Gained Additional Paramilitary/bandit hybrid HQ Busted Bunker. Homeground Busted Complex.
  446.  
  447. Faction History:
  448. Previously a typical paramilitary Company but to support their continued operations they resorted to banditry instead of rationing and or reducing operations. Hence they were deemed 'Rogue' and to show their new allegiances they got rid of old symbols of alliances and promises only to replace them with their own paraphernalia. Eventually they became known as Bane Company and only recruit rogue professionals or those willing to accept the regimen strictly enforced by Bane Company. So unlike many of their comrades they did not degrade into ordinary bandit forces. Their turning 'rogue' can be determined when Black Jackal was still working with Red Jackal. Eventually they had a rather nasty falling out. By that time their previously combined forces divided themselves between the two. However their forces were forever changed. Black Jackal went from a warlord to a fierce commando. While Red Jackal learned the cunning bandit of Black Jackal.
  449.  
  450. ----------------------------------------------------------------------------------------------------
  451. Deals
  452. ----------------------------------------------------------------------------------------------------
  453. Unofficial listers - We will agree on preferential treatment and favoritism towards your corp nor shall our actions henceforth cause you harm. IF it should those responsible must fix it or suffer the wrath of all other parties here. Agreed?"
  454.  
  455. "We got a few friends here! Some bots, a few morally bankrupt researchers, a few mutants, and best of all some Brood who are willing to undergo integration!"
  456.  
  457. Maticico megacorp - Protection- They agree and even offer a discount because of your common origins. Their base appears to be well worn probably due to the constant fighting and usage.
  458.  
  459. -----------------------------------------------
  460. Deals Ended
  461. -----------------------------------------------
  462.  
  463. Gained Underground Trade Route Bandit City Preemo
  464. Gained Unofficial Peace Treaty with Bandit City Preemo
  465. Gained Unofficial Military Aide agreement with Bandit City Preemo.
  466.  
  467. Trade route profits is the following: Resources, Loot, Slaves, military, Drugs, and Tech.
  468.  
  469. Currently it has been arranged for offers of resources and soldiers. Every turn you will gain 100 soldiers and 2 resources. Upgraded for more resources and 1 loot.
  470.  
  471. Bandits have ordered parts, weaponry, and armor for now. As the trade route matures both sides will gain additional benefits over time.
  472.  
  473. Due to military aide agreement you will gain access to Preemo military forces without having to pay upkeep for them(its covered by the city). As time goes they will build up. Another agreement is immunity from bandit attacks. This only covers from them however and they do not offer any other kinds of protection as of yet.
  474.  
  475. ----------------------------------------------------------------------------------------------------
  476. Prisoner Info
  477. ----------------------------------------------------------------------------------------------------
  478.  
  479. MADtek.
  480. MAD Labs.
  481. Everything MAD and some of the higher bandit stuff.
  482. Ravager Stockpile.
  483. Dark Dok surgery suits.
  484. Psycho Surgeon Operation Room.
  485.  
  486. >Doctor Zomt Status. RELEASED
  487. >Monster Xuk Status. RELEASED
  488. >Super Synner Ama Status. RELEASED
  489. >Super Villain Wuxi Status. RELEASED
  490. Genie !!9NC3n3m09lL Sun 22 May 2016 13:42:57 No.47389307 Report
  491. Quoted By: >>47389780 >>47390027 >>47390156 >>47390249
  492. Rolled 83 (1d100)
  493.  
  494. >>47389188
  495. >Zombie Sample Tuxu Status. RELEASED.
  496. >Pirate Prince Yisk Status. RELEASED.
  497. > Yija the Accursed Status. RELEASED.
  498. >Otobos the Original Status. RELEASED.
  499. >Agent Rez Status. RELEASED.
  500. >Agent Supoc Status. RELEASED.
  501.  
  502. Besides that was all our explorers found besides their top secret facility and what appeared to be their attempts at keeping a super secret supreme prison covered up.
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