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File: SporeQuest.jpg (208 KB, 1000x702)
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The spore has learned a great many things about humanity, and life, and the importance of good atmospherics technicians. After waking up on a freighter called the Golden Galleon, the spore proceeded to take control of its crew of 16.

Over the icy planet of Joker, the Golden Galleon approaches. Its master weighs the options: Continue through the asteroid field to the icy colony below, or abandon the colony and the ships mission and forge a path of its own? Either way, the fringe awaits the spore as it attempts to take its first foothold in the galaxy, so that it may grow and consume life as it sees fit.

You are the spore. You have grown to a new stage of evolution and learned many things, but like all lifeforms you lack the raw resources necessary to expand to your heart's content.

Your biological imperative is to grow. Your other imperatives are yours to choose. Now choose.
>>
>>41102092
Archive now before trolls do it
>>
>>41102092
Aw yeah, spore quest is back
>>
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HAHA

TIME FOR HORRIFYING EXPERIMENTATION
>>
>>41102092
Well, onwards to the icy planet. We can use the mining colony as a base for secluded experimentation once it's under our control.
>>
The colony of Joker awaits their arrival to load its precious bounty of titanium, and receive the Golden Galleon's supplies. With a small colony of 40 fringeworld miners, and a barren arctic environment, the colony has little to offer beyond resources and new hosts. To the spore and its infancy, however, this could be a great opportunity.

The spore knows of other locations, however. It knows of the Jacksona system, a populated system with gas platforms, a space station, and a thriving colony. It also knows of two refueling stations: a destroyed gas station in pirate territory with an ion nebulae nearby, and a live gas station with light defenses. Both lead to other locations.

But before the spore decides its next location, it must decide how to deal with the crew.

Last time the spore turned the comatose atmospheric technician into a harmless mass of brain to expand its powers. If the spore chooses to do so, it could pervert the man's form into a larger source of brain power. It could also choose to combine other humans into one giant mass within the medbay.

>Start the process of combining one other member of the crew to create a large mind within the medical bay (+30 control)
>Only finish the atmospheric tech's transformation (+15 control)
>Do nothing

You also have the option to turn the humans you control into various other forms. Warriors with thick shells to resist assault, carriers for smaller spores to infect. Would you like to change members of the crew? If so, how many of them?
>Change members of the crew into warriors (How many?)
>Create carrier forms and grow small spore drones to attach to them (How many?)
>Do both (How many of each?)
>Leave them as humans.
>>
>Head to the icy world.

Time to get all John Carpenter's The Thing in this bitch.
>>
>>41102271
>Start the process of combining one other member of the crew to create a large mind within the medical bay (+30 control)
Use the useless woman.
>>
>>41102271
>>Leave them as humans.

We'll transform them once we're inside.
>>
>>41102271
Go to the mining world
>Do nothing
>Leave them as humans.
Infiltrate first and keep our cover till we get back to a main hub and then scatter the crew
>>
(Aw shit. I knew I forgot something.)

>>41102092
Twitter: https://twitter.com/SporequestQM
Archives: http://suptg.thisisnotatrueending.com/archive.html?tags=Spore+Quest

(Assume that any time I make any huge errors, it's because I'm hunting for good pictures.)
>>
>>41102310
>>41102316
We're going to need to do this if we want to gain control of more people. This is a prerequisite.
>>
>>41102332
I've been trying to find good pics for this quest too.

It also needs some spooky music that fits us.
https://www.youtube.com/watch?v=_ncsItpXptQ
>>
>>41102271
>>Start the process of combining one other member of the crew to create a large mind within the medical bay (+30 control)

>Create carrier forms and grow small spore drones to attach to them (How many?)
We need to be ready.
>>
>>41102337
>We're going to need to do this if we want to gain control of more people.
(Your control "stat" mainly deals with your ability to control things that lack proper brains. It's only a limitation in taking control of things such as humans in terms of how many you can take at a time. If you had had 50 control in episode 1, for instance, you could have taken control of the entire crew instead of doing it one by one, and then increasing your gains.)
>>
>>41102376
That gives me even more of an incentive to brainform some of the crew. If we do this we can rapidly take the colony.
>>
>>41102310
>>41102316
Leave at least one human as such even after that point. It would be good to have a mouthpiece when dealing with other humans later.
>>
>>41102271
>Create carrier forms and grow small spore drones to attach to them (How many?)
Only two so we can keep them hidden until we can surprise them.
>>
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>>41102271
>Only finish the atmospheric tech's transformation (+15 control)

>Do both (How many of each?)
5 warriors (pi related)
5 small spore drones
Keep the rest as normal Humans for now.
>>
>>41102558
I don't think we need warriors as of yet. Stealth is the main focus, at least until we get 50 people. If we want, we can probably increase everyone's muscle mass and density to make our people strong.
>>
>>41102308
>>41102359
>>41102558
(We've got two votes for nothing, one vote for 15, and two votes for 30. Since it's prudent that it would take a time investment, one of the crewmen will be combined, and I'll let you guys vote to continue expanding it later on. Fair enough?)

Speaking of which. Where would you like to create the spore's mind?
>Medbay
>Engineering
>The Bridge
>The common room
>Try to fit it in one of the junctions (stealthy, but could be dangerous if the ship is attacked or breaks down)
>Cargo bay (You'd have to lock down a whole cargo compartment, which could be suspicious)
>Hydroponics

(We've also got two votes to create carrier forms, and a third to create both types, against two votes to do nothing. This time it's a bit more clear.)

How many carrier forms do you want to make? (Roll 1d100 to determine how good they are)
>1
>2
>3
>4
>5
>None
Warrior Forms? (Roll 1d100 to determine how good they are)
>1
>2
>3

(I'll use the least-important crewmen first, and save bridge crew and chief personnel for last.)
>>
Rolled 36, 58 = 94 (2d100)

>>41102814
>Hydroponics

>2

>1
>>
Rolled 82, 31 = 113 (2d100)

>>41102814
>Hydroponics
>Put it in the soil and cover it with greenery
>5

>3
>>
Rolled 80, 76 = 156 (2d100)

>>41102814

>Hydroponics

Hide that shit with plants and dirt and shit

>3 carrier, 2 warrior

We'll still need some diplomats and infiltrators.
>>
Rolled 40 (1d100)

>>41102814
>2

>no warrior forms
>>
>>41102814
>>Hydroponics
Don't care about the forms.
>>
>>41102814
>Hydroponics
>2
>none

Come on guys, we're playing a stealth game right now. You don't make people into obvious war machines that no ones ever seen before. If we absolutely HAVE to make warriors, make them look like Arnold swartzenager and the Mountain had a kid, not monsters
>>
QM, you just gonna take an average of the different numbers of forms people want?
>>
>>41102980
>diplomats
We aren't diplomancing fucking anything. We're a parasitic monster.
>>
>>41103016

So we're going to arrive on an semi-armed mining colony that outnumbers us and just fucking declare war and start eating shit? I dont think so. We need to blend in and lay low until the odds are leaning more our way, man.
>>
>>41103037
That's called stealth and infiltration, not diplomacy.

What the fuck anon.
>>
>>41103058

Captain approaches planet and is asked for ID or something to that effect. I know! Let's STEALTH AND INFILTRATE our huge ship in!
>>
>>41103094
Now you're being a faggot for the sake of being one. Pat on the back for you.
>>
>>41102814
You should really stream line these votes dude.
>>
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>>41103131

No, dude, I'm explaining the need more diplomacy in an argument where you're trying to say it's unncessary. My point is that we need to actually be able to communicate in a somewhat official manner with these miners in order to eat and murder them. Presumably officers of our ship wouldnt just have to grunt and point and hide if they want to get anywhere. We need actual intelligent humans to persuade these miners that we're harmless. Then we can eat them and shit.
>>
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>>41103013
(Since we got more voters I won't need to, it seems. At least, not for the carrier)

>>41102980
>80 for the carrier, 76 for the warrior

>2 carrier forms.
>1 warrior form (Two nones, a 1, a 2, and a 3. 1 seems prudent. You can always make more later upon request)

Your crewmen take the body of the atmospheric technician to his final resting place in hydroponics, and one of them stays to combine with him into a large mass. The mind of the spore begins to take root amongst the mass, and by the time you've reached any destination it will be completed.

Two of the crewmen also stay in hydroponics and begin the process of reforming themselves into little carriers with brains, so that they may control spore drones from wherever they are. Each carrier creates four drones to house within its body. It changes itself to better withstand cold.

The warrior form is also produced in hydroponics. Its body becomes hard like a shell, and it also reforms its interior to withstand colder temperatures. Its hands become deadly claws, and its eyes become a hybrid of a human's and a cat's, able to better see in the dark.

By the time any destinations are reached, the three minions will have been created.

The partition closes to better hide the true nature of hydroponics bay, and the remaining crew returns to their duties.

Next, the last upkeep decision...
>>
We're going to be unloading supplies and loading titanium up. That is plenty of time to establish a preliminary presence on the planet.
>>
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Our hosts won't automatically start showing signs of infection will they?
>>
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>>41103267
yessss
>>
>>41103200
As I remember we have a dog under our control. Why not use it as a carrier?
>>
>>41103375
Have it wander around the loading bay when we go to drop cargo off.

When workers from the colony come to unload, have the dog bite someone. Bam, our way in.
>>
>>41103391
or lick someone
>>
>>41103270
>Our hosts won't automatically start showing signs of infection will they?
(Not unless you choose to give them non-human characteristics.)

>>41103037
>So we're going to arrive on a semi-armed mining colony
(Joker isn't exactly well armed. It probably has some security officers, and some miners that could put up a good fight. A defense platform to attack your ship. Depending on how you go about it, a full-on assault could go either way.)

(Although the MC of Dead Space was just an engineer...)

>>41103375
>Why not use it as a carrier?
(The dog isn't large enough. You could turn it into an agile attacker, however. The cat could be turned as well, though as it is it could do quite a lot of infiltration.)
>Turn the dog into a swift attack beast and hide it in Hydroponics with the others
>Leave it be

The icy world of Joker sits before the Golden Galleon, surrounded by a thin asteroid belt. The mission of this ship is to resupply it and acquire a shipment of titanium to return to the FMC station over Jacksona I.

There are also the gas platforms Beta, a destroyed platform on the way to a currently-unknown outpost with a nearby ion nebulae and supposed pirate presence, and Charlie, a medium-sized gas platform between Joker and Jackona I.

How would you like to proceed?
>Continue the ships mission at land at Joker
>Travel to the destroyed Beta platform.
>Travel to Charlie platform.
>Write-in (?)
>>
>>41103375

Interesting, I didn't know that. Let's say it's sick or something and get it to bite someone before we carry it away, apologizing profusely.
>>
>>41103403
Have to lick a wound. Or jump up and lick their face.
>>
>>41103427
>>Leave it be

>>41103391
>>41103403
>>41103431

>Continue the ships mission at land at Joker
>>
>>41103427
>Leave it be
So it can't do sloppy kisses and leave spores in someones mouth?

>>41103427
>Continue the ships mission at land at Joker
>>
>>41103427

>Continue the mission
>>
>>41103427
>Continue the ships mission at land at Joker
>>
>>41103427
One last question QM. Can our hosts still reproduce?
>>
We're definitely going to have to figure out how to rapidly morph our hosts.

https://www.youtube.com/watch?v=jfk6pbgFYEs
>>
>>41103512
>Can our hosts still reproduce?
(This question has been asked many times already, unsurprisingly. The spore has no use for human reproduction. It could simply use the vast nutrients required to attempt to produce a new lifeform. It has never tried before, of course, and the result wouldn't be a convincing reproduction of a human, but it also has no shortage of human hosts available.)

>Continue the ship's mission and land at Joker
The Golden Galleon remains on course and flies toward the colony of Joker. After some time it navigates the asteroid belt and begins its re-entry.

"Golden Galleon, this is Joker. We're sending you the updated re-entry procedure for the colony."

"Roger that Joker. Package received. Commencing re-entry."

The act of piloting a freighter such as this onto a planet like Joker isn't a terribly difficult process, but it's still harder than landing a planetary shuttle by quite a lot. The rudimentary systems of the Golden Galleon will pick up the slack, but now is the time for the spore to get his captain stripes!

Everybody roll a 1d100, and for the love of whatever deity you subscribe to do not fail.
>>
Rolled 79 (1d100)

>>41103632
I got this.
>>
Rolled 7 (1d100)

>>41103632
>>
>>41103632
Wait a second...

Could we swell a female's stomach with spores and make it look like a pregnancy? Then if we need to, we can essentially detonate her among a crowd and infect everyone in the vicinity.
>>
>>41103632

Sorry if I fuck this up.
>>
>>41103695
Yep, you fucked it up.
>>
Rolled 65 (1d100)

>>41103695

Gosh, I fucked up so bad I forgot to roll. Here's my dice.
>>
Rolled 82 (1d100)

Here goes nothing.
>>
Rolled 85 (1d100)

LEEEEEEEROOOOY..
>>
This is embarrassing...

How do I roll?
>>
>>41103958
Put "dice+1d100" in the options box without the quotes
>>
>>41103958
Dice+1d100 in the options. ALSO READ THE STICKY FAG
>>
>>41103669
>Could we swell a female's stomach with spores and make it look like a pregnancy? Then if we need to, we can essentially detonate her among a crowd and infect everyone in the vicinity.
(In... theory you could. I suppose... Though I'd say that would probably do significant damage to the host body.)

>>41103746
>82, 79, 7, and a 65
(Not bad. I think you made out quite well)

The Golden Galleon descends into what can barely be called an atmosphere. Icy winds buffets the bottom of the ship as it descends, and the outpost quickly comes into sight among the vast wasteland of ice and snow.

Almost as the spore had done it a hundred times before, and certainly one of his hosts had, he pulls the Golden Galleon to a stop next to the docking port of Joker's sole outpost. The large landing struts engage against the icy surface. The ship shakes for a moment, and then falls quiet.

After a few minutes the various docking ports of the colony extend and clamp to the side of the ship. The Golden Galleon has now docked to the Joker outpost.

"Golden Galleon, this is Joker outpost. Docking completed. Seals are green. Atmospherics are green. Verify?"

"Seals green. Atmospherics green. Docking completed. Unlocking cargo bay and upper deck doors. Golden Galleon out."

As soon as the procedure is completed, the Mallory host in charge of the cargo bay begins using the automated cranes to deliver the crates through the conveyer tube into Joker.

A voice comes on the intercom from Joker's command station.

"Hey Buchanon, it's Commander Marcus. If you're not too weary from all the weaving and bobbing up there in space why don't you slip on over to the outpost and we'll have another drink. Should bring those officers again too. We'll have a little reunion party again."

>Meet the officers of Joker "again" for some drinks with the bridge crew.
>Decline the offer.
>Try to convince him to come to the ship (1d100)
>Write-in
>>
>>41104017
>>Meet the officers of Joker "again" for some drinks with the bridge crew.
Perfect chance to infect them.
>>
>>41104017

>Try and convince him to come to the ship.
"We're tied up with some housework here, Commander. Why don't you bring the drinks over here when you have a chance?
>>
>>41104017
>>Meet the officers of Joker "again" for some drinks with the bridge crew.
>>
>>41104017

Meet the officers of Joker "again" obviously.
Do we have specific memories from our host's past history? It would be useful to know what we had done and said the last time we were here.
>>
Rolled 87 (1d100)

>>41104053

Forgot to roll again! Jesus.
>>
>>41104017
>Meet the officers of Joker "again" for some drinks with the bridge crew.
>Use this chance to have some of the spore carriers slip out into the mining colony.
>>
Rolled 12 (1d100)

>>41103958
>>
Rolled 68 (1d100)

>>41104017
>>Try to convince him to come to the ship (1d100)

We've got these great new fruits in hydroponics.
>>
>>41104017
>Though I'd say that would probably do significant damage to the host body.
That's fine, they're expendable.
>>
>>41104215
kek
>>
>>41104017
Where do beverages on the Galleon come from? A soda jerk or something?

Seems like we could bottle some New New Coke or start a microbrewery.
>>
>>41104284
>beverages
(The ship mostly runs on tea, water, and coffee. Nothing fancy. The outpost has a bit better options, and actually does have some soda. Alcohol is heavily rationed right now, however.)

>Meet the officers of Joker
Your bridge crew leaves their stations in the hands of one of the other crewmen and boards the docking arm on the upper deck. They ride the conveyor over to Joker and are greeted by the commander of the outpost and his own officers.

"Buchanon! Long time no see. Come to bring us some of those sweet, sweet gears we requested?"

"Of course not! We came for the titanium."

Marcus laughs while his younger officers merely chuckle.

"Come on Buchanon. Let's see if I can't scrounge up a little ration of beer for you and your men, eh? I hear the Platinum Falcon's captain managed to fill our requisition for more alcohol. Stingy Fucker Mining Corp. has been holding out on us for a whole year."

The commander of the outpost whisks away your bridge crew to the officer's lounge and gives them a toast for their safe journey. Their commander, Jebediah Marcus, makes a habit of graciously hosting the freighter captains that have to service this "icy ball of dung," as he puts it.

For the moment, everything is quiet and standard. Mallory's cranes go about their business of unloading. The process will take about four hours, and the loading process will take about six because of the slower cargo systems of the outpost. Because of the late-night arrival, loading won't begin until a few hours after the unloading has concluded.

The current time is 0100. By the time unloading is done it will be 0500. Loading will begin at 0800, and the ship will be prepared to leave at 1400 (2 p.m.). Ideally, the Golden Galleon would depart later in the night and sleep after reaching subspace.

Cont.
>Write-in, if you have any particular plans you'd like to enact.
>>
>>41104415
>Have our entire crew start reciting gibberish at the exact same time.
>>
>>41104415
>spike their drinks
>Send out the spore carriers into the colony and head for the sleeping quarters to lie in wait.
>Have the rest of the crew try to mate and infect one of the miners.
>>
>>41104415
>Play the crew's personalities as best as you can to avoid suspicion
>Spike the drinks
>Gather as much intel about the administrative of the colony as possible.
> Get the carriers into the vents
>>
>>41104461
What the hell is this obsession with mating? There are many other, much easier, avenues for infection. Even kissing reliably delivers an infection.

I'm all for spiking the drinks, although the spore carriers (if obviously not human) is very risky. They have several security officers with access to cameras. That could backfire spectacularly.
>>
>>41104496
He wants to go magical realm
>>
>>41104415
Have someone wander off to "go to the bathroom" but actually look into finding good spot in the plumbing system to insert spores into.

Is there a reason we can't put a spore cloud into the air vents to pick a host like at the start of thread 1?
>>
>>41104461
>>41104461
Man stop trying to fuck and impregnate shit. It's weird
>>41104415
Spike the drinks
>>
>>41104526

I think if the spore cloud is large enough it will be detected by sensors in the air circulation system. The only reason it wasn't detected on the ship is that we kept the spores down enough and infected without using the air system.
>>
>>41104415
Banter about the quality of the food here on Joker, and the cook. Fish for info on who the cook is.
>>
Next to the primary wing of the outpost is the mining wing (pictured above). Most of the miners spend their time over there. The two wings are connected by a large above-ground tunnel with a cargo conveyor system, and small conveyors for personnel to ride.

Beyond that, because the outpost was made in a pre-fab fashion by disassembling a colony ship built for exactly that purpose, the interior isn't unlike a ship with a lot of windows. Joker offers little in the way of sightseeing though, unless you like barren seas of blue and white.

(Now for the takeover)
The most important thing to keep in mind is this: the sensors of the ship had to be shut off to accommodate more obvious growths of spore in order to avoid tripping the biohazard system.

Your crew is unsure whether or not Joker's outpost has a proper biohazard unit, but you do know that the outpost is a couple of decades old. Much of its technology is aged. Even if you did go on an all-out assault and trip a biohazard system, it's doubtful it would be very effective.

As for any distress signals, it's unlikely that anyone would pick up on them since a ship isn't scheduled to arrive for another week.

The option for an all-out assault exists. Especially if the numbers of your mutated hosts was bolstered you could put up a good fight. The anti-ship platform has its sight blocked, and would have to fire through a section of the station in order to succeed, but a desperate crew might try.

Of course, stealth seems to be a favored option around here. You could try to spike their drinks, but it won't be very easy since the drinks are all rationed and each man is keeping a tight grip on theirs so nobody steals their rare treat.

The one issue with the Golden Galleon and Joker is their long-time interaction. Only a couple of the crewmen have never been.
>Attempt to spike the drinks (1d100, will be hard)
>Try to get the couple of newbie crewmen a tour of the station.
>All-out assault?
>More ideas (write-in)
>>
>>41104651
>>Try to get the couple of newbie crewmen a tour of the station.

Maybe
>writein
Have the galleon's cook make snacks for everyone to go with the drinks?
>>
>>41104651
>More ideas (write-in)
Have our cat go missing on Joker station
>>
>>41104695
seconding
>>
>>41104695
What goes with beer. Pretzels? Popcorn salted with spores?
>>
>>41104651
>all out assault

Let's make this fun
>>
>>41104751
Lets wait til we outnumber them. Stealth pick them off then go overt.
>>
>>41104780
What weapons could they possibly have? Let's go dead space on their asses.

Plus we will have to use stealth later for big planets and cities.
>>
>>41104695
>>41104702
Do these two.
>>
>>41104819
Hey man if Dead space taught me anything an engineer can fuck shit up if desperate. Miners probably got decent tools too.
>>
>>41104863
>an engineer can fuck shit up

Only if he's trying to get his dick wet.
>>
>>41104894
Explain dead space 2 then.
>>
>>41104651
>>Try to get the couple of newbie crewmen a tour of the station.
>And the cat.
>>
>>41104922
Ellie.

And the ghost of his girlfriend.

And basically he became a super soldier, cause let's be honest, dead space 2 was more of an action game than horror.
>>
>>41104695
>Have the cook make snacks
You doubt that he would be able to get Commander Marcus to oblige him, since he 'really' loves being a host. One of your crew once heard one of the miners say that having freighter crews at his station is about the only thing in this world Marcus actually likes, otherwise he's a tough and unforgiving bastard.

>>41104695
>tour
"Hey Marcus, a couple of the young'uns want a tour of the outpost. Think you can get one?"

"Of this junker? Fuck it. Tell them to come on down and ask the security officer at the docking port to give them one. He's just going to be bored sitting there all day anyways."

Your captain host unnecessarily relays this information with his radio. Your younger female engineer meet your bridge monitor at the security checkpoint, and the security officer happily gives her- I mean... them a tour.

As he's doing so, the cat slips off the ship and onto the outpost. You can probably send him wherever you like. The outpost has more or less the same departments as the freighter does, but scaled up and with mining wing devoted to industry. Getting over there might be difficult. If the cat gets caught by any security personnel they'll eject it, but the outpost personnel probably won't care.
>Where will the cat go? (Write-in)

As the two begin their tour, they notice that the security officer is armed with a standard-issue pistol. In his office appears to be a rifle cabinet. You suspect that the armory of the ship has a couple more of those, but nothing much. The tour will begin in due time, but for the moment...

>Attempt to enact another plan? (Write-in)
>Try to sneak your infected into the last cargo crate?

Keep in mind that no matter what you do, most of the outpost is sleeping right now, and will be doing so for several hours.
>>
>>41104967
>Cat: Attempt to get to Hydroponics
>Try to sneak of spore carrier into one of the cargo crates
>>
>>41105028
yup
>>
>>41105028
thirded
>>
>>41104967
>get the cat into the dormitories or wherever the crew sleeps
>have the female get 'close' with the security guard
Have her give him a kiss or something, easily subdued.
>>
>>41104967
Cat can slip into sleeping quarters and examine people's mouths for infection.

The touring one can get closer to the guard for a sneeze?
>>
>>41104967
>where will the cat go
Food storage.

>attempt another plan
Infect the security officer
>>
>>41105028
What can the cat do in hydroponics compared to what it can accomplish in the dorms?

Hydroponics is harvested very rarely seemingly.
>>
>>41105057

Yeah, I think a discreet kiss with the security guard would certainly be in order. Let's wait until we're most of the way through the tour, at least. We want to know more about the facility before we move against it.
>>
>>41105105
Less of a chance of waking anyone up and getting found out quickly. A large area to just generate mindless creatures from. We can have it wander into the dorms after. Or we can have it go through the dorms and go to hydroponics after.
>>
>>41105172
We can know a shit ton about the facility by absorbing the security guard into our hivemind.
>>
>>41105186
>and getting found out quickly
It's just a cat. If it bites someone, that someone is now under our control.
>>
>>41105186
It's a fucking cat.

And we can't do shit about generating creatures from there with a cat so it's pointless. It can do no such creature creation there. It's too small.

We can only infect.
>>
>>41105057
>>41105058
>Get the cat into the dormitories
(The cat could probably work its way into the dorms, but it's unlikely that it would be able to get into the individual crew since cats can't open doors. Especially locked ones. It's going to have to rely on a bit of luck and maybe trying to fool proximity sensors on doors.)

>>41105105
(Could always recreate an episode of Stargate and make the plants take over hydroponics. Incidentally this was one of the first things Anons ended up doing in the first episode. You could also try to combine the plants and the cat to give the plants a brain. Not as effective as a human, but you might be able to accomplish some small-scale drone creation with it.)

>Cat: Attempt to get to hydroponics.
The cat silently walks around the ship and eventually finds the hydroponics bay. The door is closed, but with enough effort the cat might be able to trip the sensor on the door and open it.
>Try to open it via the sensor (1d100)
>Go elsewhere

-- (The Tour)
The security guard introduces himself to your crewmen as Thomas Young. He's a younger guy, and like a lot of guys he seems easy to fool with a redhead.

He starts on the tour, first showing them the common area. It's a large area with hallways leading to the various crew quarters. The majority of them are filled and locked. The kitchen is partitioned by a counter with its shutter closed.

As Young gives the tour, he makes awkward and feeble attempts at a human mating ritual known as "flirting." From what you know of Christine Hendrickson, she would find his attempts laughable.

>Flirt back and try to infect him (1d100)
>Continue the tour
>Write-in
>>
>>41105333

Rolling for cat and flirting success.
>>
Rolled 100 (1d100)

>>41105333

Flirt back and attempt to infect him.
>>
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>>41105364
>>
Rolled 91, 95 = 186 (2d100)

>>41105361

Or not. Let's try again.
>>
>>41105364
Well now we have somebody that can open the door to the dormitory.
>>
>>41105364
Well motherfucker.
>>
>>41105364
>>41105381
dese rolls

looks like the dice gods want us to have this planet
>>
Is higher better? I fucking hope higher is better...
>>
Rolled 2 (1d100)

>>41105333
>flirt back and infect him
>>
>>41105545
Why would you roll when we already have a 100
>>
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>>41105364
Nice
>>
>>41105333
>>Go elsewhere
find the guys drinking. try and get affectionate with them since the dorms have too many doors.
>>
>>41105560
Didn't see it.
>>
>>41105364
(Well the-)
>>41105381
(I see...)

-- (The Cat)
The cat masterfully flips itself into the air in front of the sensor and the door opens. The cat enters into the large and expansive hydroponics bay. The design is similar to the one on the Golden Galleon, but considerably larger and with much larger stores of plants, fertilizers, and water.

The bay is quiet, and after a moment of waiting you sense no life in the room beyond the plants.

>Infect all the plants
>Write-in
>Leave

-- (The Tour)
After a couple moments of pretending to enjoy Young's futile attempts at flirting, Christine tells him to give her a tour of his quarters while the bridge monitor tours the commons area alone.

Young is taken aback by her forward request, but being young and single he makes no attempt to deny it. Young takes Christine to his quarters, and by the time they've finished kissing for the first time Young has slipped under your control.

Young's quarters are messy, and contain nothing of real interest, but he does give Christine a spare security key that he keeps in his room in case he loses his.

Reaching into Young's mind, you get a sense of the security capabilities of the outpost. You had a vague understanding of the layout of the station before, but now you know a great deal about the main wing. The mining wing is still vague to you, however, as Young has only been there once. The mining station is given inspections by the chief of security. He claims that this is due to "safety concerns," but Young was always suspicious about that.

Aside from himself, there are two other security officers and a chief. Four in total. Two of the other officers also act as the communications and weapons officers, and spend most of their shift at the command center. They each have a pistol, and a rifle locked up at in the armory, except for Young whose rifle is at the checkpoint he mans.

>Continue the "tour"
>"tour" the armory
>Go somewhere specific (write-in)
>Other (Write-in)
>>
>>41105636
>>Infect all the plants
>Continue the "tour"
>>
>>41105636
>Infect all the plants
>Continue the "tour"
>>
>>41105636
>infect and leave
>go purr and get affectionate with the drunk guys

>>"tour" the armory
Those rifles are disappearing then.

So wait, can that security key open any door? Dorms?
>>
>>41105636
>>41105636
>Infect all the plants
>Continue the "tour"
"And these are the dormitories..."
>>
>>41105333
>>41105636
You dropped your trip you realize OP.
>>
>>41105636
>Infect all the plants

>>41105636
>Continue the "tour"
>>
>>41105636
>Infect all the plants
>Continue the "tour"
>>
>>41105636
>>"tour" the armory
>>Go somewhere specific (write-in)
which security officers are sleeping right now? they need a visit.
>>
>>41105890
(The chief is drinking with your bridge crew, except the monitor who is on this tour. The comm officer and gunnery officer are asleep in their quarters.)

>>41105712
(Thanks SporeQuestQM!)

>>41105694
>Can that security key open any door?
(It can open most doors on the main station, but it can't access people's rooms. Only the chief's keycard does that. Don't want some stupid fuckup barging into people's rooms and stealing shit, or worse.)

-- (Cat, and the continuation of his 100 roll)
The cat begins infecting the large quantity of plants in the hydroponics bay. This might actually take more time and energy than this cat can muster, so you endeavor to use the other plants to infect one another, and not a single sensor or person is any the wiser.

Quickly, the hydroponics bay falls under your control. Your presence is close enough to control them and use them, but having the cat nearby definitely helps. You know that if you had the cat's mind become one with the plants you could use them however you see fit, and even use it as a master for drones. The plants could easily slide into the fertilizer and water supply and grow substantially.

Doing so would trigger a biohazard alert, but with Young under your control you know that this would do little more than warn people that there's something gone wrong in hydroponics. Once they realize the plants have grown out of control, they would probably endeavor to stop the overgrowth of the plants and assume the botanist fucked up. It would take them several hours to find out 'why' the plants grew out of control.

Essentially, it would be a fight between your plants and qualified members of the crew as you attempt to grow throughout the outpost. They would be extremely distracted.

This is a big decision, so think carefully.
>Take over hydroponics with the plants and the cat. (Would cause an alert, but no immediate suspicion)
>Leave hydroponics as it is, and have the cat go elsewhere (Write-in)
>>
>>41105967
>Leave hydroponics as it is, and have the cat go elsewhere (Write-in)
>>
>>41105967
>>Take over hydroponics with the plants and the cat. (Would cause an alert, but no immediate suspicion)
>>
>>41105967
>>Leave hydroponics as it is, and have the cat go elsewhere (Write-in)
Dormitory, have the newly infected member let the cat in.
>>
>>41105967
>>Leave hydroponics as it is, and have the cat go elsewhere (Write-in)
Go play with that security chief. and/or bite him.

I don't want to lose the cat in some transformation process yet. We only have the one. We can infect all the cat people out there with it.
>>
>>41105967

Leave hydroponics for the moment, but with some plants infected we can start an alert when the time is right.

Write-in. Have the tour go to the armory. The Security officers have helmets with an HUD right? Let's see if we can secrete some spores into the helmets in the armory so that when they go to put them on they'll be infected.
>>
>>41106054
Useless unless you can getinto people's rooms.

Which only the chief can do, so better target him now with the cat.
>>
(Just a friendly reminder that when you choose an option that has (Write-In) written after it, you need to provide something. Usually a location, or an idea.)

>Leave hydroponics as it is, and have the cat go elsewhere (Write-in)
(There was no definitive write-in, however, so while we switch to the tour I'll have you vote.)
>Have the cat go to the officer's lounge with your bridge hosts and their command staff.
>Go to the dormitories and... wait, I guess?
>Other (Write-in)

-- (Tour)
Young continues the tour with your two crewmen, and this time brings you down to engineering and atmospherics. On this particular outpost, the colony ship had its engineering department melded with the atmospherics bay to save a little space.

One of the engineers is here monitoring the systems. This particular engineering bay is rather quiet compared to the Golden Galleon. Perhaps because the engines were disabled?

One of the loudest things in the room is actually the immense heating system tucked off to one side, which attempts to counteract the extreme cold of Joker.

The engineer perks up when your group enters, but then returns to staring at the consoles when he sees the security officer.

>Tour the engineering bay
>Try to sabotage something? (Atmospherics? The reactor?)
>Introduce yourselves to the engineer.
>Go elsewhere (Write-in)
>Continue the tour.
>>
>>41106311
>>Have the cat go to the officer's lounge with your bridge hosts and their command staff.
>Tour the engineering bay
>>
>>41106311
>>Have the cat go to the officer's lounge with your bridge hosts and their command staff.
This was the obvious winner.

>>41106311
>>Introduce yourselves to the engineer.
With force. You outnumber him 3-to-1. Lean over his shoulder awkwardly and then everybody grab his arms and infect him.
>>
>>41106311
>Go to the dormitories and... wait, I guess?

>Introduce yourselves to the engineer.
Cause he doesn't seem to like the officer have him and the other guy look at another part while our engineer talks to him about engineer shit.
>>
>>41106311
Do this
>>41106376

Take that engineer by force.
>>
>>41106311
>Other (Write-in)
Have the cat scout out the mining sector

>Introduce yourselves to the engineer.
Ask if they need any help, our engineers are available right now.
>>
Question for future reference.

We don't actually need people alive in order to grow things with their biomass, do we?
>>
>>41106417
Dead things can't grow, so obviously you need them alive to grow them into things.

Dead things are literally just fertilizer and food. You don't see us turning an egg salad sandwich into something.
>>
>>41106464
I'm working off the way the flood works here, anon.

Wondering if we could pile biomass up and use it to grow our spores into large bio-structures.
>>
>>41106376

Sounds good to me. We do outnumber the engineer and the security officer is armed.

Before we attack, however, is the area monitored (by cameras or the like). If so, try to lure the engineer into a blind spot first before taking him.
>>
>>41106485
Wouldn't think so. The flood are kinda ridiculous in being able to do that and also being able to infect technology.
>>
>>41106485
You should probably work off how things have worked in the actual quest and not other fiction, m8. That way leads to bad assumptions.
>>
Being able to manipulate corpses seems like something we would need to spend time to work towards.
>>
>>41106548
We haven't even done anything regarding corpses or the dead. m8

I'd rather have the QM chime in than take your word for it.
>>
I just thought of something.

Even here on earth today, most modern mines have respirators. It's hard to imagine that a futuristic space mining company would not issue respirators (or perhaps even full spacesuits) to the miners. Let's infect the oxygen/air filtration supplies for the individual breathing systems. They're going to be a lot less likely to have a bio-hazard sensor.
>>
>>41106311
Sabotage heating, make plants grow out of control, infect anyone who comes to check it out.
>>
>>41106417
>We don't actually need people alive in order to grow things with their biomass, do we?
(You're not sure. What you know is this: The more damaged the body, the more difficult it will be. Brain damage especially. In later stages of development that may not be relevant at all. Either way, biomass is definitely important. Growing it is more costly than simply taking it, but isn't that true with everything?)

>>41106485
>large bio-structures
(You technically have already started doing something similar on your ship.)

>>41106568
(You've yet to try, The spore is unsure whether or not he could rejuvenate the corpse.)

>>41106376
-- (Cat)
The cat meanders toward the officer's lounge. It sits off to the side of the door as the foreman of the outpost shambles out of the lounge with a mix of buzz and fatigue. He's off to sleep.

During this moment the cat slips into the lounge. The merriment of the party has died down and people are getting ready to leave. The conversation was mostly relegated to the Golden Galleon's officer's recanting their experiences since the last time they were at Joker. There wasn't much to tell, but the commander enjoys hearing every story.

The loss of Beta station seemed a particularly sour note to Marcus, whose brother had been stationed there when the pirates attacked. He had only just learned about it two weeks ago when the Platinum Falcon made it previous supply run.

Currently your cat, the captain, and two of the bridge officers are here with the commander, their security officer, and their chief engineer. The foreman just left, and the command/security officers were only briefly present.

>Have the cat try and bite someone to infect them (roll 1d100, difficult)
>Ask them about the mining wing.
>Ask them something else (write-in, could be suspicious if you ask something you should know.)
>Other (Write-in)

-- (Tour)
>Have the group gang up on the engineer and try to infect him.
(Surprising choice, roll me a 1d100)
>>
>>41106311
> send cat to the drunks

> introduce ourselves to the engineer
With spores
>>
Rolled 48 (1d100)

>>41106635
>>Ask them about the mining wing.

Rolling for assault.
>>
>>41106635
>(You technically have already started doing something similar on your ship.)
I know, but I was wondering if it was possible to grow them from corpses. Maybe just give our spores something to feed on as they grow and manipulate the biomass.
>>
Rolled 55, 55 = 110 (2d100)

>>41106311
> send cat to the chief engineer, have it bite him.

>Overpower Engineer
Rolling
>>
Rolled 40, 86 = 126 (2d100)

>>41106635
>>41106635
>>Have the cat try and bite someone to infect them (roll 1d100, difficult)
The security chief obvs.

and
>>Have the group gang up on the engineer and try to infect him.
>>
Rolled 84 (1d100)

>>41106635
>lie and say you have more booze on the ship

Rolling for engineer assault
>>
Rolled 75, 46 = 121 (2d100)

>>41106635
dice for both
>>
>>41106672
>engineer

He's not the one with a key to everyone's dorm room where everyone else is sleeping for the next several hours.
>>
>>41106672
>>41106674
>>41106700
You fuckers are gonna get our cat killed
>>
Have the cat follow the drunk foreman back to his quarters and give the foreman a "friendly" lick to the face when he is asleep.
>>
Rolled 25 (1d100)

>>41106635
>>Have the cat try and bite someone to infect them (roll 1d100, difficult)
roll for feline fury
>>
>>41106712
Oh well? It has already performed well and infected the hydroponics.
It's disposable.
>>
>>41106721
u fukkd kiddo
>>
>>41106712
rip neko-chan forever in our hearts ;_;
>>
Rolled 11 (1d100)

i think we still need one last roll for the cat. It's best of five wasn't it.
>>
Rolled 72 (1d100)

Rolling for overpowering engineer. I got the 100 last time, hopefully this one will be similar...
>>
>>41106787
Thanks buddy.
>>
>>41106787
I hate you. I'll miss that little furry whore. But at least the engineer should be going down
>>
>>41106635
>>Other (Write-in)

Offer the last of your own (infected) ration of beer to the security chief as an apology for your ship's cat attacking him.
>>
>>41106870
Kek
>>
>>41106870

Sounds good to me. Let's do this if we have any (infected) booze to give. The cat is attacking the security chief, right? That's easily the most obvious target.
>>
>>41106614
>spacesuits
(They do have spacesuits. Most of them work outside with the drilling machines they have. No fancy laser drills or anything of that sort.)

-- (The Officer's Lounge)
Just as the captain is about to ask about the mining wing, the ship's cat leaps from the shadows and attempts to bite the chief engineer. The cat just barely misses, and ends up biting a thick piece of fabric on his jacket.

"What the hell?" the chief engineer yells as he falls from his chair and flails his arm. The cat releases and is launched into the shadows again.

The other people in the room laugh for a moment, but then the commander becomes stern. "Your cat snuck onto our station again? You know we don't allow animals on here. The old systems can't handle the hair.
>Apologize and take the cat away.
>Try to offer the chief engineer what's left of your beer. (1d100)
>Other (write-in)

-- (The Tour)
The security officer greets the engineer, and introduces him to the crewmen from the ship. The engineer seems annoyed by this, but he begrudgingly shakes hands with them.

As soon as he starts shaking hands with one of your crew, the other two gang up on him and one breathes spores into his mouth and nose before he's silenced by a hand.

He struggles, but ultimately falls under your control. You learn a great deal about the outpost itself, including various maintenance corridors and ventilation pathways. Those could be useful in the future. You also learn about the biological sensors, which can be easily sabotaged with access to the atmospherics system. This engineer lacks that access, but he does think he could disconnect the sensor computer.

This would bring the chief engineer or other engineers to investigate. That could be to your advantage, however.
>Disconnect the atmospherics sensor computer (will alert another engineer)
>Do nothing

>Continue the tour
>"tour" the armory
>Go somewhere specific (write-in)
>>
>>41106870
>>41106870
Fourth vote for turning failure into success
>>
>>41106870
>>41106943
Then we can have him 'share' it with the others.
>>
>>41106954
>>Apologize and take the cat away.

Then.

>>Offer the chief engineer what's left of your beer. (1d100)
>>
>>41106954
>>Apologize and take the cat away.
>>Try to offer the chief engineer what's left of your beer. (1d100)

>Disconnect the atmospherics sensor computer (will alert another engineer)
Keep one of our crewman with him to ambush the one coming to check.

>"tour" the armory
With the other and security guard.
>>
Rolled 75 (1d100)

>>41106954
Rolling for shared beer

Also, disconeect the computer and have the other 3 hide and wait for the next engineer so we can ambush them
>>
Rolled 29 (1d100)

>>41106954
>>41107002
Whoops, hang on, forgot to roll.
>>
Rolled 5 (1d100)

>>41106954
>>Apologize and take the cat away.
>>Try to offer the chief engineer what's left of your beer. (1d100)
>Do nothing
>"tour" the armory
>>
>>41106954

>Go somewhere specific

Infect the oxygen supplies for the space suits. Breathe spores on the inside of the space helmets, things like that. No real sense in rushing this contamination business
>>
Rolled 45 (1d100)

>>41106954

>Try to offer the chief engineer what's left of your beer. (1d100)

>tour the armoury
>>
>>41107007
>>41107021
>>41107029
>>41107042
These rolls, shit man.
At least 75 ain't too bad.
>>
>>41106954
>the chief engineer
What, why him.

One person voted for chief engineer, two people suggested security chief.

The other posts mentioning engineer assault were talking about assaulting the non-chief grunt with the 3-on-1 gangbang.
>>
>>41107079
Well, on the bright side they can't do shit if we decide to sabotage something.

All the engineers are fucked.
>>
>>41107079

I'm a little surprised too. I voted for the security chief as well. Whatever, though. Don't care too much.
>>
>>41107079
Probably posted before noticing that.
>>
>>41107079
>the security officer, not the engineer
(My mistake. Either way...)

>>41107061
(Just as a reminder, I mentioned at the end of the last episode that things would get a bit harder. The security chief seems equally favored by the RNG gods.)

>offering of beer
The security chief initially seems a bit intrigued by your offer, but he's still quite mad about the cat. He declines your offer.

"Just get your damn cat off the outpost please, and stop letting him sneak on."

Marcus chimes in and tries to calm the security chief down. "Now now, Vincent. That's no way to talk to our guests. He's right though, we'll have to ask you to remove the cat. It's about time we wrapped up this party anyways."

Your captain scoops up the cat, and they say their goodbyes before parting ways. For a moment you thought you had the chief security officer, twice, but both times he seemed to luck out in the end.

What would you like to do now?
>Take the cat back to hydroponics, now that you can disable the sensors.
>Take the cat back to the ship.
>Join the tour?
>Other (write-in)

-- (The Tour)

(There wasn't really a good consensus about disabling the sensors. This would allow you to spore around as you please, and would also bring the other engineers knocking at engineering.)

Do you want to disconnect the atmospherics sensors?
>Disconnect
>Don't disconnect

--
>"tour" the armory

(Someone had the idea of splitting them up)
>Send the security officer and the bridge monitor to "tour" the armory, and leave the engineers in engineering.
>Send the whole tour, and leave the outpost engineer.
>Leave the tour in engineering.
>Other (Write-in)
>>
>>41107278
Send the cat to hydroponics to make up for its failings.

Disconnect the sensor and leave the tour in engineering. We need to be safer since we keep failing. And more people makes an assault roll easier.
>>
>>41107278
>>Join the tour?

>>41107278
>>Disconnect
Yes. We want to draw attention.

We keep the other crew on the tour so they can help overpower the engineer that comes knocking if necessary.

>>41107278
>>Leave the tour in engineering.
If we follow the gang up on nerds path, we can eventually just flood the atmos systems with spores.
>>
>>41107278
>Take the cat back to hydroponics, now that you can disable the sensors.
>Disconnect
>Leave the tour in engineering.
Infect anyone who comes to fix it.
>>
>>41107330

Go to the armory first, then disconnect. That way, we can have rifles. If someone starts to run away when they come to investigate, we can just shoot them.
>>
>>41107318
We have many humans, but only one cat.

We probably want to keep it for the next stop we make after Joker. The plants in hydroponics on the Galleon could transform on their own just fine, no need for the cat to produce plenty of spores.
>>
>>41107278
>Take the cat back to hydroponics, now that you can disable the sensors.
Perhaps time to merge it with the flora?

>Disconnect the sensors

>Send the security officer and the bridge monitor to "tour" the armory, and leave the engineers in engineering.
>>
Rolled 88 (1d100)

>>41107358
If we fire weapons, it will alert other people. We need to be more stealthy. Rolling to convince!
>>
>>41107358
Can't infect dead bodies.
>>
>>41107370

Keep the cat, it could be useful later.
>>
>>41107278

>Take the cat back to hydroponics, now that you can disable the sensors.


>Disconnect the sensors

>Send the security officer and the bridge monitor to "tour" the armory, and leave the engineers in engineering.
>>
>>41107278
>>Take the cat back to the ship.
>>Disconnect
>>Leave the tour in engineering.
Haha time for ambush.
>>
>>41107390
But we can experiment with them, and see if we can use them to grow structures.
>>
>>41107428
We can grow structures with them. It's just not efficient. Please stop trying to force this to be like halo.
>>
>>41107375
There's no need to give up having a cat yet.
>>
>>41107409
>>41107393
Well let's use one of our humans to merge with the flora then. We're about to get a lot more of those.
>>
>>41107479
>Please stop trying to force this to be like halo.
Yes, because wasting the corpses will inevitably start piling up is the better idea.
This shit ain't gonna be stealth forever.
>>
>>41107513
First sentence made no sense.
Of course it's not, I personally vote for more ballsy moves. But I guess for now it's fine being stealthy.
>>
>>41107479
Not siding with anyone, but OP did say we could make structures of a sort (similar to our hydroponics brain mass). He did imply living bodies were likely better though
>>
>>41107370
(The cat's brain unlocks further possibilities. Allows to the plants to grow drones that you can reliably control throughout the outpost. Without it, you're mostly limited to having the plant grow and infest the outpost.)

>>41107390
(You've never tried, so you don't know if you can or not.)

-- (The bridge crew and the cat)
The bridge crew walks to hydroponics and releases the cat there. Hydroponics has been untouched since you infected it and left.

From here you can begin to spread the plants throughout the ship, and with a brain inserted into the mix it would make it possible to grow many drones to crawl through the vents, maintenance paths, and hallways to attack the inhabitants.

You could use the cat's brain, or you could use a human. The human brain will start with a greater number of controllable drones, but you'll lose one of your bridge crew (probably the comms officer, or the pilot).
>Begin spreading the plants using the pilot's brain.
>Begin spreading the plants using the comms officer's brain.
>Begin spreading the plants using the cat's brain (supports two fewer drones).
>Leave the plants as they are and go elsewhere. (Write-in; take the cat or leave it?)

-- (The Tour)
You have the engineers disconnect the internal sensors for the atmospherics system. They make it look a bit more convincing than someone just unplugging it.

A ping goes out to the outpost engineer's PDA alerting of the failure. You suspect that the chief engineer will be on his way shortly.

"Hey, what's going on with the atmospherics sensors?"

"Not sure. Seems like it shorted out or something."

"Damnit. I'm already on my way."

>Wait in hiding for the chief engineer, and ambush him once he enters. (1d100)
>Let him come and try to start fixing things, and ambush him when a better opportunity presents itself.
>Other (Write-in)
>>
>>41107560
So you joined the discussion just to say that you don't side with anyone, and agreed with me.
>>
>>41107562
>>Leave the plants as they are and go elsewhere. (Write-in; take the cat or leave it?)
Take the cat.

>>41107562
>>Let him come and try to start fixing things, and ambush him when a better opportunity presents itself.

I guess him being deep in machinery is better.
>>
>>41107562

>Begin spreading the plants using the cat's brain

>Let him come and try to start fixing things
>>
Rolled 95 (1d100)

>>41107562
>Begin spreading the plants using the comms officer's brain.
Take the cat with you.
>Wait in hiding for the chief engineer, and ambush him once he enters. (1d100)
>>
>>41107562
>>Begin spreading the plants using the comms officer's brain.
We'll still keep the knowledge he held though, right? It's imprinted within the hivemind or something?
>>
Rolled 49 (1d100)

>>41107562
Use the pilot. We've already got out spore pilot's license, who needs him?

Also, rolling for assaulting the chief engineer.
>>
>>41107562
>>Leave the plants as they are and go elsewhere
I don't want to sacrifice any pawns to this just yet.

Can other crew that are on the Galleon not sneak offboard at all?
>>
>>41107562
>>Begin spreading the plants using the pilot's brain.
>Wait in hiding for the chief engineer, and ambush him once he enters. (1d100)
>>
>>41107624
Damn, I'll take it.
>>
>>41107635
>>41107624
>>41107633
I switch my vote to the comms officer. Ignore the pilot
>>
>>41107562
>>Leave the plants as they are and go elsewhere. (Write-in; take the cat or leave it?)
We won't need to do anything with drones if we can control the chief engineer and control the atmos systems:

>Wait in hiding for the chief engineer, and ambush him once he enters. (1d100)

And we can always transform things later, but I don't think we can UNdo it.
>>
>>41107676
always good to have a reliable backup
>>
Rolled 80 (1d100)

>>41107562
>Begin spreading the plants using the comms officer's brain.
>Wait in hiding for the chief engineer, and ambush him once he enters. (1d100)

Hello gents. Newbie to the quest signing in!
>>
>>41107562
>Leave the plants as they are and go elsewhere.
Leave the cat. Save the change for when we have this area locked down.
>Wait in hiding for the chief engineer, and ambush him once he enters. (1d100)
>>
>>41107736
If you have read up to this point and know the situation: Welcome.

If not: Get crackin
>>
How exactly will you explain to management where all the missing, horrifically transformed crewmembers went?
>>
>>41107782
We're the spore. We ain't gotta explain shit. Any comes asking, we spore them up too. It's a foolproof plan.
>>
>>41107782
By not going back
>>
>>41107767
I've been lurking for a few hours on my phone, so I know the current situation via reading what's gone on in this episode. Haven't browsed any archived episodes yet, but shall do so.
>>
>>41107782
Cat got to them.
>>
File: Getdunked.gif (1.39 MB, 320x240)
1.39 MB
1.39 MB GIF
>>41107782
"We're sorry. We have no idea where they went... By any chance, have you checked hydroponics?"
>>
>>41107782

We're flying a crap ship. Just say they fell out the airlock or something.
>>
>>41107782
Easy.

We make management work for us.
>>
>>41107842
We big brother now.
>>
>>41107640
>Can the other crew that are on the Galleon not sneak offboard at all?
(They could try, but only the officers were invited. Especially since it's the middle of the night, they would be unwelcome.)

-- (The bridge crew and the cat)
>Begin spreading the plants using the pilot's brain.
(Spreading just barely edged ahead, with the comm officer being the favorite, or least favorite?)

The comm officer integrates himself with the plants and they grow into the tanks of fertilizer and water. The plants begin to grow and an extraordinary rate and reach their tendrils across the walls.

The massive hydroponics bay becomes a jungle of plants with a brain at their core, and the rest of the bridge crew and the cat exits to let it continue.
>Return to the ship.
>Go to engineering with the others.
>Go elsewhere? (Write-in)

It'll take a little bit of time to reach a critical mass where drones can be produced, and the reach of the plants can breach beyond hydroponics. About half an hour.

-- (The Tour of Horror)
The members of the tour lie in wait for the arrival of the chief. After about five minutes the doors of engineering slide open, and he passes harmlessly. Once the doors close, he is interrupted by the security officer and surprised with a light tasering.

He didn't even put up a fight, and now the chief engineer is in your control. His mind offers little additional knowledge since you already possessed a chief engineer of your own, however his knowledge of this larger vessel-turned-outpost intrigues you. You think with a full knowledge of the ship you could make larger vessels.

There are still two engineers unaccounted for, and you control engineering and atmospherics.
>Call the others and ambush them? (2d100)
>Wait for the plants to attack.
>Commit further sabotage (Write-in)
>"tour" the armory, leaving the engineers behind.
>Tour somewhere else, leaving the engineers behind.
>>
>>41107907
>>Commit further sabotage (Write-in)
Surely the CHIEF engineer has access to disabling the biological sensors?

once he disables that, we can just floor the air with spores to get everyone in their dorms now while they sleep.
>>
>>41107950
+1
>>
>>41107907
>>Go to engineering with the others.
>>"tour" the armory, leaving the engineers behind.

>do whatever's necessary to be able to flood the air vents with spores without any system alerts triggering
>>
>>41107907
>Go to engineering with the others.

>>41107950
>>41107980
and these.
>>
Rolled 65, 89 = 154 (2d100)

>>41107907
>Go elsewhere? (Write-in)
Dormitories if they're unlocked, kitchen if they are
>Call the others and ambush them? (2d100)
>Commit further sabotage (Write-in)
Disable the bio sensors, chief engineer should be able to do that without setting off the alarm
>>
Rolled 77, 43 = 120 (2d100)

>>41107907
>Go to engineering with the others.
>Call the others and ambush them? (2d100)
They have to answer to CE
And then this: >>41107950
>>
>>41107907

Have the security guy "tour" the armory. Since it's possible the chief of security would be there now, going with our own staff is risky. Send the bridge crew to engineering to consolidate our forces and ambush anyone who comes in.

With environmental monitoring offline and everyone asleep, it should only be a matter of time before our spores spread through the ventilation system and infect the whole outpost, most of whom should hopefully be asleep.
>>
Rolled 80, 76 = 156 (2d100)

>>41107907
>Go to engineering with the others.
>>41107950
Jumping on this choice. And once all of our pawns are in one area....
>Call the others and ambush them? (2d100)

I imagine our full complement can handle a few flimsy engineers.
>>
>>41107907
Disable biodetectors. Get everyone together, then continue the "tour" to the armory, leaving the engineers behind with the taser.
>>
>>41107907
>>Go to engineering with the others.
>>"tour" the armory, leaving the engineers behind.

Shit might be about to get real, so we need to deprive security of their rifles.
>>
>>41108030

Seconding this.
>>
>>41107804
There's no direction to go in except back to Jacksona. We have to pass through it to get anywhere else, it's the local hub, travel-wise.

Also that would be stealing the ship from FMC, which should be fun dodging pursuit for that.
>>
>>41108157
Infect the pursuit.
>>
>>41108177
Difficult if they mostly shoot at you from the safety of their own ship.

Better to just keep playing legit and try and hope the auditors that come onboard don't bring security you can't overwhelm.
>>
>>41107950
>>41107970
>>41107980
>With the biological sensors disabled and atmospherics under our control, why not just flood the ventilation with spores?
>Yeah!
(But uh... Shit. I've been had.)

>Spread spores through the vents
Your plants grow to their critical mass and begin to release airborne spores, which are then sucked into the ventilation system. With the biological sensors disabled with the chief's access there is nothing stopping the spread.

You suspect that as the air becomes thick with spore people will start to realize an issue, but the very act of doing so may doom them.

It will take some time for the circulation to be complete, and you estimate it'll take about an hour for the entire outpost to be saturated. For the mining wing things are a bit different. Since the mining wing is separated from the main body of the outpost it will take some time for the spores to reach out there. At that point, the engineers may have already begun their mining shift.

>Have the bridge crew go to engineering.
The bridge crew joins up with the main group of hosts in engineering.

>"tour" the armory
>Ambush
(Tie)

>"tour" the armory and leave behind the engineers and the bridge crew
>Send the security officer alone to the armory
>Call and ambush the engineers (2d100)
>Wait for the spores to spread

Update: Cargo unloading will finish shortly, and the spores will have filled the station about an hour after that.

You've also slipped your mutated forms into the final crate, which you can designate as mining equipment to send over to mining just in case they survive, since you've got the main part of the outpost covered.

(If that last bit is an issue, let me know)
>>
>>41108220
>set up an ambush in the armory
>wait for the spores to spread
>>
>>41108220
OPPP. I have returned too help the flood once more.
>>
>>41108220
Tour the armory. Also, good to go with the crates.
>>
>>41108220
>Send the security officer alone to the armory
With the others
>Wait for the spores to spread
>>
>>41108266
This
>>
Rolled 23, 72 = 95 (2d100)

>>41108220
>Call and ambush the engineers (2d100)
>>
>>41108257
I really wish people would stop with the talking like this is literally just Halo.

Is it not possible to be excited about the quest without treating it like fanfiction.
>>
Rolled 23, 74 = 97 (2d100)

>>41108220
>>Send the security officer alone to the armory
>Call and ambush the engineers (2d100)
>>
>>41108285
Why are you so butthurt about it?
>>
>>41108285
>OP uses a flood infection form as picture
>Get's pissy for making a joke on the internet
Give me more salt Anon, More plz.
>>
>>41108297

Nah, keep the security officer with us when we call and ambush the engineers, then send him alone to the armory. We could probably use the extra muscle.
>>
fucking namefags
>>
>>41108308
>>41108309
Cancer
>>
>>41108220
>>"tour" the armory and leave behind the engineers and the bridge crew

I guess the crate ambush is ok. Since things are already going full tilt anyway.

Really don't want to ambush the engineers when they are already doomed anyway. Violence now might just cause an alert too early.
>>
>>41108348
There is no need to be upset.
>>
>>41108309
fuck off
>>
>>41108220
>>"tour" the armory and leave behind the engineers and the bridge crew
>>Wait for the spores to spread
>>
>Setup an ambush for the engineers
The chief engineer radios for the engineers to wake up and come to engineering to help him fix the atmospherics sensors. They moan and groan, but are forced into it by the chain of command.

The first stumbles in sleepily and is immediately preyed upon by your group. The second falls in more or less the same fashion, giving you full control of this outpost's engineering and atmospherics department.

>Send the security officer to the armory alone
The security officer leaves his taser behind with your captain and proceeds alone to the station's armory. When he enters, he is alone. He collects another taser to replace his.

In the back of the room is a rifle cabinet with reinforced glass. Because Young's rifle is at his checkpoint he doesn't have a key, but an engineer with a crowbar could probably bust the lock. It's not terribly sturdy.

>Send the rest of the tour to the armory with a crowbar.
>Send someone elsewhere (write-in)
>Wait for the spores to take over, or for an interruption.
>>
>>41108419
It is cancer though. Like man, come on, guy comes along and creates a setting and you try to force him to force him to change his setting into one of your liking.
>>
>>41108487
Nobody is forcing anything you drama queen.
>>
>>41108485
What other areas are there?
>>
>>41108495
Cancer idd.
>>
>>41108485
>>Wait for the spores to take over, or for an interruption.
Any reason not to do this? We pretty much got this as long as we are patient and no one gets filters.
>>
>>41108485
>>Wait for the spores to take over, or for an interruption.
Have some people GUARD the armory, actually.

We aren't busting it open but we want to deprive the chief of it at least.

With his luck he'll have a HEPA filter in his room and remain uninfected long enough to go all Die Hard on us.
>>
Rolled 11 (1d100)

>>41108485
The spirit of gordon demands crowbar action. Rolling.
>>
>>41108485

>Wait for the spores to take over, or for an interruption.

We can wait, no need to rush things.
>>
>>41108487
It was a joke and it's only being dragged out and given more attention by everyone insulting and responding to it. If no one responded, it would have sat there and been ignored.

Also, forcing? The QM isn't forced to do anything he doesn't want to.

>>41108485
>Wait for the spores to take over, or for an interruption.
>>
>>41108485
>wait for the spores.
>>
>>41108485
>Wait for the spores to take over, or for an interruption.
>>
>>41108485
>>Wait for the spores to take over, or for an interruption.
Have everyone chill. If anyone tries to tell the engineers to fix it, make it look like they're trying to do so. Anyone who opens hydroponics is as good as infected.
>>
>>41108537
Thank you anon for having an IQ.
>>
>>41108537
That was obviously just a joke yeah. It looks like it was the straw that broke the camel's back though, because it's been a constant thing.

It's the new "i'm so glad you are writing star trek fanfic."
>>
>>41108565
fuck off namefag
>>
>>41108565
Do you know what IQ is, friend?
>>
>>41108574
It's likely constant because it's being given attention. Just let any faggot that's only around to stir up shit get their bullshit out and ignore it. If they're here to troll, the QM will ignore their troll votes and they'll get bored and find some easier entertainment. If they're actually here to play, they'll probably say it once near the beginning of the quest and then when it doesn't get a response, just contribute like everyone else.

(This is on the assumption that people are responding, I'm still slowly consuming the archived episodes)
>>
>>41108485

Have the engineers identify any possible filters. Go to where possible filters would be and contaminate them! Even if they figure out what is going on, by some miracle, they will be helpless to do anything. Send some of the engineering crew so it does not seem suspicious.
>>
>>41108614
Indeed, however sadly this is my last time replying too the salty people. I'd rather not be accused of trolling sense I was here for the first thread and I enjoy OP's work.
>>
>>41108676
>sense
I don't think you do. But well enough, have fun friend.
>>
>>41108634
>It's likely constant because it's being given attention.
Except it wasn't until now. It's been an increasing level of annoyance that only now got an argument over it. It was self-perpetuating just fine on its own.
>>
>>41108511
(The outpost is a colony ship that was built to be turned into a planetary outpost. For all intents and purposes it has the same departments as the freighter, but scaled up. Besides the added security locations like the docking checkpoint, and the officer's lounge, there's little different. The major difference is the mining wing, which is linked by a large above-ground tunnel.)

>>41108614
(Intelligence Qube?)

>Wait for the spores to take over, or for an interruption.
You wait for the spores to fully spread throughout the outpost. With everyone asleep, the majority of them are none the wiser. When the spores hit the dormitory you feel a flood of new minds under your control. As the spores hit the command station you feel a few more. Half the ship is under your command now.

From the chair of Commander Marcus you see the miners out on the surface, drilling up titanium and ice with their immense machines. You also see the crate of mutated humans roll into the mining outpost, and from within you have the three miners working on the inside open the crate and release them.

You know that the miners have not only their own large air supplies, but that the machines also have air tanks of their own. They can stay out there for a very long time, maximizing shift length. Some of them will even eat in their machines, since most of the work of the larger miners is automated and leaves little to do besides monitor.

You'll either have to wait for the end of their shift, go out there and attempt to forcibly infect them, or try to drum up an excuse to get them inside.

>Sally forth and attack (dice rolls later)
>Wait.
>Try to call them back inside. (Roll 1d100)
>>
>>41108676
*to
*since
>>
>>41108702
>Try to call them back inside. (Roll 1d100)
Technical issues, electrical is acting up.
>>
Rolled 65 (1d100)

>>41108702
>call them back inside
>>
>>41108702
>Try to call them back inside. (Roll 1d100)
Engineers need to perform maintenance on the machines, and install the new one that we've been shipping here.
>>
Rolled 38 (1d100)

>>41108727
Always forget the roll. Always.
>>
Rolled 55 (1d100)

>>41108702
>>Try to call them back inside. (Roll 1d100)

I don't see any downside, even if we fail.

They have to come back inside eventually no matter how shady we act.
>>
>>41108702
Call them back inside. Shouldn't be too difficult with the chief engineer under our control.

Do we have all the other command staff (security chiefs and officers especially)?
>>
Rolled 68 (1d100)

>>41108702
Call back
>>
Rolled 32 (1d100)

>>41108740
>>
Rolled 77 (1d100)

>>41108754
Oops, forgot to role.

Rolling to call them back inside
>>
Rolled 86 (1d100)

>>41108700
My bad. Like I said, still consuming the previous episodes. Bad bit of inference.

>>41108702
>Try to call them back inside. (Roll 1d100)
Don't think this is too difficult. "There is [insert danger here] detected in the mining area. Please return to [location] as per safety protocol." On the loud speaker or radio.
>>
>>41108702
"We are celebrating. Everyone gets a full shift's pay and gets off early right now. Come inside and have some cake."
>>
>>41108702
>Try to call them back inside. (Roll 1d100)
Say that a solar flare was picked up by the long range scanner and all miners must store their equipment and return to the common room or the dorms

(I don't know how to roll without an e-mail field)
>>
Rolled 62 (1d100)

>>41108702
Call back. We've noticed an anomaly with concerns to the recently docked ship amd crew and need all hands on board in case things go south.
>>
>>41108780
Got a chuckle out of that one.
>>
> The mining station is given inspections by the chief of security. He claims that this is due to "safety concerns," but Young was always suspicious about that.

So what was the deal behind that then.
>>
Feels good slowly engulfing the station into the fold.

And now we have a secluded base of operations where we can test all sorts of horrible things.
>>
(Sorry about the delay. I went to celebrate, and get some actual chocolate cake. Still waiting on that full shift's pay.)

>>41108841
>Young was always suspicious about that.
You look into Young's mind, and realize the great secret of the mining outpost. The first time Young toured it, he tried to press a button that almost caused the ore line to backup and destroy their sorting machine. Since then, the chief security officer has secretly banned Young from ever going back.

>Those rolls
(Yeesh)

The foreman gets on the radio from the command room and addresses the miners. "The Golden Galleon just delivered our new toy in piecemeal. I need everyone back inside to help assemble it. Should increase our mining by at least, hm... 50% or so?"

After a moment the foreman's second in command chimes in. "We're still pressed for quota sir. I'll send in most of the people, but Jefferson and Woolsy will keep the super excavator running so that we can clean up the rubble afterward."

The spore feels a slight bit of dejection as the crew shoots down his attempt to lure them, but at least that only leaves a couple of them left.

One by one the miners return to the mining wing of the outpost, and one by one they slip under your control. At this point, all that's left is to get those other two.

With the foreman and his second in control, and the knowledge they possess, you think that you can go back out and cause their machine to fail remotely, at which point they'll have to come back in and ask for one of the maintenance men among the mining staff to go back out and fix it with them.
>Sabotage (1d100)
>Send someone out to try and infect them inside the machine (1d100)
>Yank their O2 supply and kill them and be done with it.
>Send your warrior spore in to infect the shit out of them. (1d100)
>>
File: happeningoclock.jpg (81 KB, 454x445)
81 KB
81 KB JPG
Rolled 40 (1d100)

>>41108908
The Platinum Falcon is stopping by in a week.

You can't experiment until you set up a big feast and invite the whole crew of the Falcon and get all of them onboard the spore train.

>>41108918
>>Send your warrior spore in to infect the shit out of them. (1d100)
The FUN option!
>>
>>41108918
>>Yank their O2 supply and kill them and be done with it.
I affords us an interesting opportunity to test what we can do with dead flesh.
>>
>>41108918
We do need to experiment some with dead bodies. Yank their O2 supply and be done with it!

Also, what was the reason only the security chief could inspect one section. Was that just entirely baseless paranoia?
>>
Rolled 69 (1d100)

>>41108918
>Sabotage
>>
Rolled 47 (1d100)

>>41108918
You have to love a smoothly executed operation.
>Send someone out to try and infect them inside the machine (1d100)
>>
>>41108918
Tempted to just kill them and test our abilities with corpses.
>>
>>41108918
>>Send your warrior spore in to infect the shit out of them. (1d100)


>>41108960
What no we don't. We don't want any more missing miners than necessary. The galleon is gonna be suspicious enough as it is, but at least a ship can run away.
>>
Rolled 33 (1d100)

>>41108918
Send someone to infect them
>>
>>41108949

That's a very good idea. Let's not mess around with the command staff. We may need them in order to lure the command staff of the Platinum Falcon over for "friendly drinks" or some such.
>>
Rolled 60 (1d100)

>>41108918
That's what, three or four people?
>Send your warrior spore in to infect the shit out of them. (1d100)
>>
>>41108979
By the time they can tell there are two missing miners, they'll probably be infected. I still voted to infect though
>>
>>41108949
>>41108979
Yes, I want the fun option.

>>41108918
>Send your warrior spore in to infect the shit out of them. (1d100)
There is literally nothing to lose by doing this, they can't do shit.
>>
>>41108974
That's not remotely urgent. There will be plenty of human corpses in the future. No need to waste good living matter.
>>
Rolled 78 (1d100)

>>41108918
>>Send your warrior spore in to infect the shit out of them. (1d100)
Go fully spooky
>>
Rolled 91 (1d100)

>>41109005
Yeah, yeah.

Warrior spore it then.

>>41108918
>Send your warrior spore in to infect the shit out of them. (1d100)
>>
>>41108918
...wait. Why don't we just turn off the O2 until they pass out, and then turn it back on and collect them? Why kill them when we can just incapacitate them temporarily? Auto-success, right?
>>
Rolled 12 (1d100)

>>41109013
Alright. Send in the warrior spore. If they run back to base, offer them "shelter" here.
muhahaha
>>
>>41109019
or just call for a shift change
>>
Did we apply our sublest modifications to all of our hosts yet?
Also, i dont remember if this was answered last thread, but could the internal cold resistance be applied without the outer fur?
>>
>>41109019
>thinking you can time it just right with zero risk of killing them by accident

It's like you didn't read early AI Quest where they tried that.
>>
>>41109019
Because we want the fun option. We're going to test our combat capabilities.
>>
>>41109019
I know what we are doing is a bit of a waste if we are going for 100% efficiency but I feel like going horror movie on these guys.
>>
>>41109043
Considering we repaired our second victim back in episode one from severe asphyxiation and related coma, I think this is a bit of a different beast.
>>
Only choice for next target of infection:
>FMC Gas Refinery Charlie

It's the nearest one, and is small enough to subsume completely.
>>
>>41109090
That was an accidental coma.

Not an accidental death. Which is just as possible.
>>
I just realized, missing our communications officer could really come back to bite us in the ass. They're probably the one who communicated with all the other outposts we usually visit and it would be strange to not have him there.
>>
>>41109148
Maybe we can manipulate voice cords to mimic him.
>>
>>41109148
Just say he was transferred.

Or quit.
>>
>>41109148
We can always use some random miner whose the same size and give him some plastic surgery.

Seeing how the spore is a hivemind, the remade miner can know exactly what the comm officer knew
>>
>>41109148
Sore throat.
>>
>>41109148

Just say that he slipped and cracked his skull wide open when he was getting out of bed.
>>
>Everyone chooses the fun option
(Hot damn.)

The warrior spore leaves the mining station and leaps toward the tower of the large mining machine that houses the two sole human inhabitants remaining on the planet Joker.

When the warrior form clanks against the side of the machine the operators look around, and they get on the radio.

"Hey uh, foreman... We just heard a loud clunking noise."

They start to shut down the machine, fearing an imminent malfunction. As they begin the shutdown procedure the airlock of the machine is inhabited by the warrior form. When the inhabitants hear the airlock cycle they begin to grow worried.

"F-Foreman? Now the airlock is cycling."

"No worries, that's one of the other miners we sent to check on something."

They seem temporarily relieved, but confused. Their expression changes once the door opens and reveals the grotesque form before them that was once human. Their screams are interrupted by its assault. It grabs the first miner and begins to infect him.

While the first miner is being infected, the second tries to hit the warrior with an O2 tank and makes a slight crack on its shell. The warrior form grabs the O2 tank and bludgeons the miner with it while he's still holding it in his grasp.

The bludgeoned miner lays still on the floor, and the warrior tries to infect him. You feel once this miner is taken that his skull has been fractured slightly. Such a thing is an easy fix for the spore, however.

You now have full control over Joker and its 40 inhabitants, in addition to the 13 remaining crew of the Golden Galleon.

Learned:
>Mining (Advanced) - The ability to mine various elements from the planets and asteroids of the galaxy, and efficient ways to do so.
>Titanium Spore Hull - The titanium of Joker can be used to strengthen the "hull" of a spore-made ship, and allow it the same level of protection as most other ships.
>Basic Spore Melee Weapons - The mining machinery has taught you interesting new ways to arm your spores.
>>
>>41109295
Could the titanium hull be applied to our warriors?
>>
File: whatistocome.jpg (166 KB, 1021x425)
166 KB
166 KB JPG
>>41109295
And now the fun begins.
>>
>>41109295
Nice!
With everyone nice and sporified, they can work even longer hours! We can make quota to keep our cover (at least for the time being), while siphoning extra titanium for building our own secret spore fleet.

Let's try to keep our cover for the time being.
What's the next station on the Galleon's corporate agenda?
>>
>>41109295
Daaaaamn

What does the warrior form look like?
>>
>>41109364
Definitely agree with keeping our cover. We can't make ourselves a clear threat until we have a planet or two under our belts.
>>
>>41109036
Reiterating my question qm
>>
>>41109370

Flood-Infected Spartan III.
>>
>>41109295
Ha that's more like it. Now we just need to learn gas refining and subspace flight and subspace communication.

Wait that didn't unlock making larger ships sized like Joker here?
>>
>>41109451
The question is could we refine gasses and metals using biological processes?
>>
>>41109451
Don't think this is a manufacturing facility, persay.
>>
Before we head out on the Galleon, let's stock up on weapons/supplies. Non-lethal tasers sounds especially appealing, and we already know the security forces on the colony have a few extras. They could, much more easily, allow individual crew members to infect others rather than needing to gang up.
>>
>>41109466
Not relevant. The Galleon isn't a ship factory either but learning about it unlocked making ships the Galleon's size.

and
>, however his knowledge of this larger vessel-turned-outpost intrigues you. You think with a full knowledge of the ship you could make larger vessels.
>>
The planet of Joker offers your spore much titanium. With miners that never breathe or sleep, you can mine far more efficiently than the humans did before and pull aside resources to use for yourself.

It would take quite some time to acquire the resources to produce a ship, but this would allow the spore to separate himself from the shackles of the FMC.

Speaking of ships, you learn something else:
>Escort-class Ship Construction - Allows the spore to make a larger ship that is better equipped for combat and exploration. One of the smallest class of ships, but a good start.

This is in addition to the small ships that the spore knew how to produce before, which were the size of fighters, bombers, and shuttles.

>>41109349
>Could the titanium hull be applied to our warriors?
You think it could be applied to help strengthen their shells and even any claws or slashing appendages, but it would cost you titanium to do this. Not a lot, mind you, but it's not free.

>>41109399
The internal only helps mitigate the effects of cold, while the external makes them considerably less affected by extreme cold.

>>41109451
The Joker colony ship is a very large vessel that requires an immense resource investment to produce. The spore doesn't have a great understanding of how to make larger ships effectively yet, so for now it's limited to making smaller ships. Not all ships are created equal.

--
You now have a great deal of hosts available to you. Would you like to also transform a part of the outpost into the initial form of a spore brain? This would use up about five humans to get to the initial stage, but it would be a significant bonus in your evolution and expand your control significantly. You would be jumping straight to a new stage 1 mind, instead of having the sub-stage 1 mind on the freighter alone.

>Make a stage 1 spore mind in the outpost hydroponics bay
>Make a stage 1 spore mind in the outpost mining wing
>Make a stage 1 spore mind in engineering
>>
>>41109557
>make a stage 1 spore mind in the outpost hydroponics bay

Nobody should visit there if they come too see the outpost. Where as the Mining and engineering are more important.
>>
>>41109557
>Make a stage 1 spore mind in the outpost hydroponics bay
With the Comms officer in the bay, would we only need to consume four additional humans to make the stage 1 mind;?
>>
>>41109557
We can do this later right.

Also we haven't tested how far our range is. How far can the Galleon travel from Joker?

What would even happen? We're kind of distributed intelligence here we can't split in two. Is there no limit?
>>
>>41109557

Make a stage 1 spore in hydroponics.
Try to use up the most useless humans (as in least well known for infiltration purposes) first.
>>
>>41109557
>>Make a stage 1 spore mind in the outpost hydroponics bay
The bay's already a heap of transformed biomass.
>>
>>41109557
>Make a stage 1 spore mind in the outpost hydroponics bay
Can we make sure the cameras in the hydroponics bays in both our ship and colony are inoperative so that incase some people hack our systems they don't immediately find out about the giant spore mind.
>>
>>41109624

Good call, that.
>>
>>41109624
Just tape a photo of a pristine farm in front of the lens.
>>
>>41109601
If the ship and the outpost separated, you know that you would not exert control over both simultaneously. Whichever mind is separated would essentially operate as if it were 'the' spore, regardless of whether or not it is. Almost as if your mind were cloned. Without that control, you would have to hope that it acts in your interests.

You have heard of a technology used by the humans, and they call it "subspace transmission." There are buoys at several important sites throughout this part of space. You think if you could find one and study it, you might be able to recreate their effects.

Joker is also supposed to receive one. Eventually. If you waited long enough one would come to you through the FMC, but they'd also send someone looking for the Golden Galleon.

>>41109624
>shut off all the cameras
Sure. You shore up Joker in the interest of full secrecy.

You also develop your partially-developed mind in the outpost's hydroponics bay. With the initial 30 control and the outpost crew you were up to 70. With the addition of the stage 1 mind you're now up to 130.

One interesting caveat worth pointing out: You could probably combine the freighter and the Joker colony ship, jury rigging them together to rebuild the engines and subspace field generator of the colony ship.

This would take a couple of weeks, and you might be able to finish it before the Platinum Falcon arrives. You might even be able to take a lot of the mining equipment with you.

Of course, you'd have to find a new planet to move it. This would effectively free you from the FMC unless they stumble upon the Joker colony ship again.

One addition piece of information you gain: Before when you took the freighter crew you had learned of rumors of a secret outpost that was beyond the destroyed Beta platform. The crew of the Joker outpost had heard these rumors as well, but this time the mysterious nebulae-surrounded planet is devoted to biological research.
>>
>>41109781
>devoted to biological research.
INTRIGUING!
>>
>>41109781
What does stage 1 even mean then?
>>
>>41109821
We're past feral anon
>>
>>41109781
Wait the stage 1 mind only adds +60 to control, at the cost of five humans?

Didn't the initial transformation at the start of the thread offer +15 control per human brain used? So it's actually less efficient buying in bulk this way?
>>
>>41109845

Please drop the name, all it will do is invite other name fags or make other think that it's acceptable, and then the quest inevitably becomes a cess pit of vindictive cunts arguing about nothing.
>>
>>41109870

We probably trade off amount of control for sheer complexity, it'll probably straighten itself out later, like, becoming a Grave-Mind or some shit.

Grave-Mind was ridiculously complex when it came to thinking, and it had stupidly fine control for it's endless swarms.
>>
>>41109781

Very interesting... A biological research facility.
The facility is, obviously, NOT a place we should go now. They are almost certainly capable of detecting us and would be designed to shut down any possible biological contaminant, including a self destruct potentially. However, it makes a very tempting long term goal.

I don't want the corporation to figure out anything is strange just yet. Let's take the Galleon to its next port of travel, while having standing plans to infect the platinum falcon. After the Galleon reaches its next port (hopefully with a subspace beacon), we can infect it, establish communications (or then move to a communications relay), and begin expanding our little empire or otherwise as we deem fit.
>>
>>41109845
Don't be retarded, there's no indication of any limits on the spore that existed before. It was as clever as its hosts already.
>>
>>41109874
No thanks, Namfags last time I checked aren't against the rules.

>>41109896
Fair enough, Though that was what I thought a stage 1 mind meant. I retract my earlier statement.
>>
>>41109906
fuck off namefag no one likes you
>>
>>41109821
>What does stage 1 even mean then?
It means that there are multiple stages to a spore mind that describe how powerful their control is. In this case, the stage 1 mind imparts a whopping 60 control alone after eating up a lot of the resources of the hydroponics bay.

It also increased the intelligence of the spore as a whole. With all of these entities together it has grown quite smart, and quite powerful. Its ideas are now craftier than before, and can do more inventive things like ripping apart the Golden Galleon to jury rig the colony ship back into operation.

>>41109870
>Didn't the initial transformation at the start of the thread offer 15 control per human brain used? So it's actually less efficient buying in bulk this way?
That extra 15 is giving a huge boost to the power of your mind in general. You could make five separated stationary minds and they would each give 15 control, but they wouldn't expand the powers of the spore's mind the same way.

There are also additional abilities that you simply don't have access to yet because the spore lacks the understanding to manifest them.
>>
>>41109874

Just filter him man, granted it won't do much when inevitably others show up and start getting into arguments and kill the thread, but it's softer this way.
>>
Any animals on the colony we took over?
>>
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>>41109926
You didn't see the bio hazard sensors being the key to victory coming? I thought that was on purpose.

Now the gas refinery, that'll probably be harder somehow.
>>
We should dedicate a crew memberor two or three to reading through absolutely all available resources. Books, consoles, etc. maybe try to look at the programmed portions of electronics to get a rudimentary understand of computer coding.
>>
>>41110001
>You know we don't allow animals on here. The old systems can't handle the hair.

Remember this anon. Reread.
>>
>>41110019

Sounds like a good plan to me.

So then... it sounds like our next stop is probably the gas refinery. QM, what are our options, specifically, going forward (beyond just pulling up shop and settling in a new place if we combine ships).
>>
>>41110025
lizards, fish, etc
>>
>>41110043
Stowaway mice are usually a problem. I c an see a place frequented by cargo ships having some hiding.
>>
Wait. Beer rations.

Those are the key to men's hearts in the bleak darkness of space.

We gotta bring beer rations to the gas refinery.

And maybe figure out a way to distill it ourselves. What was stopping the miners from making moonshine?
>>
>>41110043
Also, why doesn't the miners' hair mess up the filters?

Are all of them bald?
>>
>>41110072
Pet dander and actual hair are different things anon-kun.
>>
>>41110066
Lack of disposable food? Most of the stuff you use for making booze doesn't grow well in hydroponics, so potatoes, hops, and wheat isn't a common resource
>>
A couple of little things, first of all a post of all the knowledge you know now:

Knowledge

-- (Abilities)
Nutrient/Water Absorption
Photosynthesis
Bark Skin
Spore-Human Morphing
Writing Illegibly
Titanium Hull
Small Drone Creation
Small Ship Construction
Escort Ship Construction

-- (Racial)
Human Physiology (Expert)
Human Language (Advanced)
Human Culture (Advanced)
Human History (Basic)
Spore-Human Morphing (Expert)
The ability to morph the form of a human.
Plant Physiology (Advanced)
Aquatic Physiology (Basic)
Spore Melee Weapons (Basic)
Ability to affix spore hosts and drones with effective weapons such as claws or blades.

-- (Science)
Mining (Advanced)
Engineering (Advanced)
Ship Design and Construction (Basic)
Subspace Theory (Basic)
Atmospherics (Advanced)
Atmospheric Engineering (Advanced)
Stellar Phenomena (Basic)
Neuroscience (Advanced)

--
Control: 130
Control Range: The edge of the asteroid belt.
Titanium: 120t/day - 1680t/week (800t quota every two weeks)

With the additional mining machine and your tireless workers, you've nearly doubled the mining rate of Joker. In two weeks time you'll have enough extra resources built up to produce an escort ship 'and' a small ship that could fit inside of it.

The only problem is that you currently lack a way to communicate with it if it leaves the system.

Of course, after two weeks with the arrival of the Platinum Falcon your quota will increase a bit to reflect the additional large mining machine that was added by the Golden Galleon.

>>41110043
>lizard, fish, etc.
Suuure. Someone has a goldfish.

You also get another turtle.

>>41110066
>What was stopping the miners from making moonshine?
Their desire to consume food, mostly.

>>41110072
(As someone who owns a dog, humans don't shed nearly as much as they do. Not even remotely as much.)
>>
>>41110066

A sound plan. Our tireless workers hardly need their beer rations. The only purpose for them would be to lure unsuspecting visiting command crews to their untimely doom. (inviting them over for beers). We've got to remember that when other ships visit we should at least pretend to be human (have people following a normal "sleeping" schedule or the like).
>>
>>41110101
Kek, none of them could write decently
>>
>>41110122

>Illegibly

Our writing skills apparently still leave much to be desired. In the meantime, let's just stick to computers for our messages.
>>
>>41110133
Thats a holdover from when we took over the doctor, one of his skills was writing illegibly. It was a QM joke.
>>
>>41110133
I cant wait to learn cursive and calligraphy
People will love our hive ind autographs
>>
>>41110101
>Aquatic Physiology (Basic)
Ha so there was a fish.


>>41110101
>Subspace Theory (Basic)
This mining colony used to be a ship. Where is its drive that it used to create the subspace field?

Not yet able to reverse engineer that?

Also, how is which half of the spore the quest narrative follows and which half becomes an NPC determined. The one doing more interesting things will be the one not staying on Joker.
>>
>>41110019
Agreed. I have some doubts our hosts have religiously filed away the information in the books.
Even the fiction will be useful. We have an imagination, right?
>>
Assets:
One mining outpost/colony ship (disabled engines)
One medium-sized cargo freighter.

Ship's crew: 10 humans, 1 cat, 1 dog, 1 turtle, 2 carrier-form, 1 warrior-form, 1 sub-stage 1 mind.

Outpost Crew: 36 humans, 1 goldfish, 1 turtle, 1 stage-1 mind.

You have quite a lot of humans to work with, and turn in to various things. If there's any desire to turn some of your humans into not-humans, feel free to vote to do so. You might actually be able to increase mining production a bit if you transform some of the miners, but that might also be a bit of a risk. I'd say you could boost your mining output by 10% for turning five miners.

>>41110122
(That was a joke related to the doctor. You can write just fine, but you're also capable of writing extremely poorly.)

>>41110149
>The mining colony used to be a ship.
>Where is its drive that it used to create a subspace field?
It was dismantled along with most of the engines to create the mining outpost. The subspace field generator is built in to the engines themselves as a function. The spore doesn't know quite enough about subspace yet to be able to reliably reproduce that technology, but it knows enough to try and jury rig a subspace field generator by cannibalizing the existing engine of the freighter.

Basically the spore's minions would rip the engine out of the Golden Galleon and affix it to the Joker colony ship and hope for the best. Worst-case scenario: Horrible failure that sends the ship adrift toward its intended destination, and you don't reach it for a long time.

Time isn't a factor for the spore though, so you'd still eventually reach your destination.
>>
>>41110216
Can we make forms that are cold resistant enough to survive on the surface of joker?
>>
>>41110216
Lets give goldfish absolutely all mutations.
Oh, uh...could we make something capable of breathing air when it previously wasn't?
>>
>>41110216
>Ship's crew: 10 humans,
So that's six people missing.

Atmos, another guy who merged with him, the comms guy, and 3 turned into monsters.

That is a lot of people to have all "fallen out the airlock."
>>
>>41110251
Goldfish and turtles with all mutations. Our strike team. The deadliest team in existence.
>>
>>41110259
Maybe we should have corporate security guy write up a report about one of the crew going stir-crazy and spacing the other five and himself, and trying to take the rest with him.

We'll need to make it properly heroic and create evidence of it happening on the way back from Joker, after the engines started having trouble and slowed down the ship to a crawl.
>>
>>41110216
>>41110259
>10 humans
Correction: The ship's crew is 11 humans. Three were transformed, one was turned into the sub-stage-1 mind, and the other was used as the initial part of the outpost's stage-1 mind.

>>41110248
>survive on the surface of Joker?
Yes. The warrior form and infection form are both capable of this as part of their transformation. They also can survive in space.

>>41110251
>Could we make something capable of breathing air when it previously wasn't?
Er, you can mimic the ability to breathe. I'm not sure what the advantage of actual breathing would be for something that doesn't require it.

>>41110284
In theory you could make a super turtle with a titanium shell covered in sharp spikes, and with a titanium beak.

Though somehow I don't think it would be terribly great at killing things even with all those modifications.
>>
>>41110301
What book and console stuff is available to us?
>>
>>41110301
They obviously meant breathing outside of water.
>>
>>41110301
>goldfish
>not deadly
https://www.youtube.com/watch?v=6QGrTG5U7TM
>>
>>41110301
If we're gonna wait around for the Platinum Falcon to arrive then we should move the Golden Galleon somewhere they wont see it and get suspicious.
>>
>Richardson-host can read ALL the scifi now!
>>
>>41110334
It has to make the return trip to the gas refinery, it's not sticking around.
>>
>>41110343
An, true.
So are we gonna let it go and try and infect places, or tell it to no do anything suspicious until we're ready?
>>
Are we like the Zerg? Do we get extra bonus Spore points for covering our habitation areas with creeplike stuff?
>>
>>41110343
Agreed.
>>
>>41110313
>What book and console stuff is available to us?
Hmm... I'll say that the colony ship's databank has more information on human history than what the ship had, and your knowledge of human history levels up from Basic to Advanced.

>>41110324
>Breathing outside of water
Ah. By virtue of being infected by the great and mighty spore, those fish no longer need to breathe anyways. The spore is a little different from other beings. It doesn't need air to survive, only the presence of energy in some form.

>>41110334
You could easily set the Golden Galleon up in the asteroid belt and make it go dark. You would be able to control it up there, since it's within range of your stage-1 mind.

When the FMC sends a ship looking for it, you would just have to hope that they don't look hard enough for it, and that you can convince them that you haven't seen them since they made their run.

There's nothing stopping you from going full-on ruse and pretending the Golden Galleon disappeared, but there might be some repercussions for the local area. The FMC might assume that the pirates have crossed over to the Joker route and start sending a small patrol around just in case, or they might add an additional defense platform to their holdings.

It just depends on how things go.

I won't stop you guys from doing stuff like that, but whatever you do decide to do will either maintain or disrupt the status quo of the region. It's a balancing act. The ruse cruise maintains the status quo, but gains are small.

>>41110374
>Do we get extra bonus Spore points for covering our habitation areas with creeplike stuff?
You would get a small bonus for creeping your plants around, but they'd be pretty noticeable, and you'd need to be able to feed them the proper nutrients they require to do so. Energy is easy enough, what with photosynthesis and all.

Joker isn't a suitable world for that. A planet with existing life would be far better for that kind of wanton plant growth.
>>
>>41110371
Why the fuck would we 'tell it' when we can be it.

The Joker colony is a boring but lucrative resource node. It would be boring if the narrative stayed here. If the spore splits into two there's no good reason not to follow the more exciting half.
>>
>>41110410
Well, I'd assume since we have a more developed mind on Joker that it would be the main hub, unless we build one on the Galleon as well.
>>
>>41110431
But then creating that brain there would be a complete net negative, anchoring us here in a meta way for no clear gain.

Since we don't have any applications for all that Control, and aren't applying the unlocked levels of cleverness to anything if we're not gonna jury-rig into a colony ship.

I can't believe that anon against making a brain-base here was somehow right and we've tied ourselves down irrevocably, short of recycling that brain or worse, making even more Galleon crew disappear without explanation just to make the two brains 'equal'.
>>
>>41110406
In the long term, (in a very populated area) I'm sure the spore could create a very successful cult: "we have been touched by space Jesus and wish to share a message of love and peace. All one needs to do is simply share a kiss with us, and they shall receive immortality, knowledge of the infinite, and the ability to pass on this blessing." I'm guessing something like this would majorly upset the status quo, though.
>>
>>41110410
>>41110431
You could choose to leave with the Galleon and maintain your focus there. You'd become stupider and have less control, since you've sapped a lot of the resources in the Golden Galleon's hydroponics bay as well.

At that point the mind on Joker would continue to operate the mining base. It would likely produce ships in your absence to fulfill its need to grow, since it would lose access to one.

It would be smart enough to avoid any significant mistakes though. It'll end up building a ship and either sending it to try and find a subspace beacon to dissect, or deadhead it toward a random location it won't reach for an extreme amount of time. When the ship eventually gets there, it'll try to create a Stage-1 Mind, and either attempt to advance itself or reconnect the network.

That's more or less the default state of the Stage-1 Spore. It'll attempt to propagate itself or create a network to unify the whole spore race.
>>
>>41110511
I think we should try and hide the Galleon then, and pool our resources for now until we are ready to head out out from Joker.
>>
>>41110511

I don't want the galleon going silent just yet. It is our only functioning ship, and at the very least it allows us to pass and infiltrate human society. If we go full spore, we may lose the chance to do that again.
>>
>>41110511
>sapped a lot of the resources in the Golden Galleon's hydroponics bay as well.
What does that mean?

It seemed like every action done in the hydroponics bay only increased control. Letting the plants run wild and grow. Growing the atmos guy into a bigger brain mass. Etcetera.
>>
>>41110527
That doesn't make any sense.

You are ready to head out from Joker right this now. What other conditions other than "got a ship" could there be.

It doesn't matter how late you leave the other guy is still gonna do things.
>>
>>41110574
No, I mean leave Joker with the bigger ship, and maybe even another small one if we manage to make that.
>>
>>41110511
How many brains do we have to smash into the stage one mind to get a stage two mind? Do we know?
>>
>>41110530
You have two entire weeks before the Joker mind can even do jack shit. It takes that long to get enough titanium to build a ship.

As long as you return by then nothing will even have a chance to occur.
>>
Do you wanna build a gravemind?
>>
>>41110619
No, Elsa.
>>
>>41110527
>>41110530
Whether or not you decide to hide the Galleon and pass it off as MIA will be a decision for the next Spore Quest (on Sunday), but it's something worth considering.

It'll burn the Galleon in the eyes of the FMC, but it'll be free to operate elsewhere, like in pirate-controlled space.

With the Platinum Falcon making trips to and from FMC space, that would potentially give you another freighter to control. Of course, without subspace transmitters you're facing the same limitation regarding controlling ships outside of the range of the Stage-1 Mind, which is quite small.

In time the FMC would send a second ship to fill the hole left by the missing Galleon (if it went missing, that is), and would probably expedite sending a subspace relay. Though again, they would also assume that there's a pirate presence in the region for a while, and introduce light patrols.

There are advantages and disadvantages. You're ultimately deciding between waiting for them to hand you the world on a platter and crossing your fingers that you don't fuck up along the way and get the planet bombarded by an FMC fleet, or going out and doing everything yourself and hoping that you don't fuck up along the way and get blasted by pirates/platform defenses/the FMC.

>>41110554
My mistake. You only moved it from the medbay to the hydroponics bay, but never endeavored to expand it.

With the resources of the hydroponics bay on the Galleon you could add another two minds to raise its control from 15 to 45, but any more than that would sap the resources of hydroponics.

>>41110605
It takes five brains and a huge amount of nutrients. To create the Stage-1 on the outpost it took the majority of the fertilizer water, and lots of sucking up sweet light energy in addition to the existing plants and their biomass.

To go to the next stage would take a lot more than that. It's a costly effort.
>>
>>41110601
That doesn't help. When you leave it will use those ships to 'grow', which means it will do things with them. Send them places.

That's even worse.

At least leaving Joker with nothing will mean we have two weeks until it's able to build a ship. Giving us a window of time to accomplish things, as the first ship of potentially many it sends away on missions.
>>
>>41110665
Anon I think you've misread everything I've said.

We leave Joker, With the colony ship, and the Galleon, so that everything is together and under our control and there's nothing left behind.
>>
>>41110682
That'd give up all possibility of infiltration entirely basically.

Splitting up and finding a subspace beacon is the only option that has the chance to allow coordinated infiltration of the humans. We have to leave Joker intact.
>>
So why not just send galleon for a relay, bring it back to joker and then research it. It seems like the best plan
>>
>>41110738
On a corporate schedule here.

There's no harm in letting Joker-spore do the same job while Galleon does its infiltration job.

Also depending on if subspace buoys have cameras that phone home when someone physically approaches it, we probably don't want the Galleon to be marked as a pirate terrorist scum who steals/destroys buoys.

...At least not until we've docked with the main human population and gotten some agents onto their world first, at least. After that being pirates matter less.
>>
Friendly Reminder: Spore Quest Episode 4 will start on Sunday at 4 p.m. PDT.

I'll be here for a bit to answer questions until the thread shuts down, but I'll try to avoid filling your heads with too many ideas for now.

I'll say this: Don't assume that anything you do is a permanent disability. Some options might have setbacks, but outside of revealing yourself to the local authorities and getting blasted into oblivion those setbacks aren't necessarily permanent.

Along those same lines, time isn't a factor to you. If you wanted you could dead head your colony ships into the depths of space for a millenia and try to seed yourself among a new cluster of stars.

The spore has no biological imperative for survival. It only desires growth.
>>
>>41110789
Who-- did you drop trip again?
>>
>>41110798
Damnit.
>>
>>41110789
If we did make our own spore subspace buoys, would they be connected to the human network, or would they even know they exist?

Aren't human buoys likely to send an alert and photos if kidnapped for dissection by a strange ship?
>>
>>41110822
>would they be connected to the human network
You'll find out!

>Aren't human buoys likely to send an alert and photos if kidnapped for dissection by a strange ship?
The humans are likely to be quite annoyed if you absorb one of their subspace buoys to research it.

From what the spore understands, the construction of subspace buoys requires some special materials. Of course, you'll have to crack one open to learn exactly what they're made of and how they work.
>>
>>41110857
Alternatively, our vectors on Jacksona could try and find out at their local library.
>>
Ha wait. Even if it does try and aim for a subspace buoy, we don't know how to produce a subspace drive yet.

It would travel at sublight speed only. Anything it does would take years.
>>
>>41110923
But we have ships with subspace drive. And for them to move around we need to learn buoy tech so that we can somehow spread our control that way.



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