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File: SporeQuest.jpg (208 KB, 1000x702)
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Twitter: https://twitter.com/SporequestQM
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Spore+Quest

--
You are the spore. After eons of floating in the abyss of space you awoke on a freighter on the fringe of the galaxy. The Golden Galleon became, for a very short time, became your new home.

Then the spore overwhelmed its crew and made them its new home as well, followed by the mining outpost on a barren, arctic world named Joker. With the Golden Galleon and Joker under its control, the spore has much growing to do.

You are the spore. Your only biological imperative? Grow.

--
On the last episode the spore had just gained control of Joker, and anons were left mulling over the decision on how to best proceed to keep their identity a secret.

The spore, split between a small mind on the Golden Galleon and its primary mind on Joker, cannot communicate with its other parts if they separate. With the need for the Golden Galleon to go on its return voyage or risk gaining the attention of the Fringeworld Mining Corporation, a choice must be made.

But first, we must do upkeep!
>>
IT IS TIME

TIME TO DEVOUR THE GALAXY
>>
>>41187824
I had some cunning plans for that.

The Galleon just has to do pickups from Joker on a schedule. Which means it has to leave Jacksona on day X, and return on day Y with the quota of titanium.

We could pick up two or three quotas' worth of titanium on this trip, return to Jacksona and lie on the manifest claiming to have only one quotas' worth. Then on the next trip out, we don't need to actually go to Joker to pick up more. We can go wherever on whatever mission we want.

Since by then we'll have infected the crew of Gas Refinery Charlie, the crew at Charlie can corroborate that we stopped there on the usual route.

But in reality we went somewhere to lure some pirates into boarding the Galleon. Then infecting the pirate ships slowly.

Then we can use the pirate ships to attack and steal the subspace buoys for study, while the Galleon goes back to its normal scheduled route.

>upkeep
Upkeep of what with what?
>>
Control: 130
Control range: Planetary

Titanium Mining (Joker): 120t/day (1680 - 1000 every two weeks)

--Biological Assets:
Golden Galleon: 11 humans, 1 warrior-type, 2 carrier-type, 1 proto-brain, 1 cat, 1 dog, 1 turtle.

Joker: 36 humans, 1 turtle, 1 goldfish, 1 Stage 1 Mind.

--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 (Advanced)
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)

Before the spore goes off to explore and consume the galaxy a location at a time, it now has control over the mining outpost on Joker.

When Joker was first scouted it was picked as a potential mining outpost for its titanium, but that was almost half a century ago, and Joker has only been around for 15 years! With its focus being primarily on mining, it has a large operation going, but little beyond that. Perhaps there's something to be gained from this little rock beyond titanium, and the FMC doesn't even realize it?

Alternatively, the spore can endeavor to begin constructing a ship of its own. The ship will lack a subspace drive, however.

>Perform an up-to-date scan of the planet, and its surrounding asteroids (1d100)
>Begin construction of the ship (1d100)
>Add something to the outpost (more hydroponics? Write-in suggestions; 1d100)
>Write-in (1d100)

(Damn internet is acting up)
>>
>>41188139
AW SHIT

WE GETTING CIV STATUS
>>
>>41188086

The titanium has to be mined first. We can only pick up the load available which is standard. I suggest we stay with the galleon on a trip to the refinery and maybe try to get a spore aresol or something. The main hive mind can infect the new ship coming in.
>>
Rolled 86, 22 = 108 (2d100)

>>41188139
>Perform an up-to-date scan of the planet, and its surrounding asteroids (1d100)
>Begin construction of the ship (1d100)
>>
Rolled 94, 34 = 128 (2d100)

>>41188139
>>Perform an up-to-date scan of the planet, and its surrounding asteroids (1d100)

>>41188139
>>Add something to the outpost (more hydroponics? Write-in suggestions; 1d100)

Oh, we can build more hydroponics as a bigger source of food and nutrients and booze?

Also we need to start manufacturing booze, clearly this is humans' number one means of bribery.
>>
>>41188181
>>41188210
Looks like the scan is gonna be great but that ship man.
>>
>>41188163
>The titanium has to be mined first. We can only pick up the load available which is standard.
We don't know that.

The income of the titanium is listed, but the amount we have at hand isn't listed for some reason.

>>41188139
Whatever we do, don't waste titanium on a shitty sublight ship when we can use that metal for ruse cruise.
>>
>>41188246

Don't build or combine a ship. We need more knowledge first so it is ftl capable.
>>
Rolled 2, 26 = 28 (2d100)

>>41188139
>Perform an up-to-date scan of the planet, and its surrounding asteroids (1d100)
>Add something to the outpost (more hydroponics? Write-in suggestions; 1d100)
Create a new hydroponics bay for those who visit the station. Keep things looking 'normal'
>>
>>41188139
>Titanium Mining (Joker): 120t/day (1680 - 1000 every two weeks)

u fekin' wot m8

>>41110101
>Titanium: 120t/day - 1680t/week (800t quota every two weeks)

Did that quota go up?

Also 1680 is the amount you get every 14 days, not 7, right? The first time was bad math.
>>
>>41188139
So there are two ships that make regular runs to pickup Titanium from Joker, right?

How often does each visit it? Every four weeks then?
>>
>>41188210
>more hydroponics
(Yes. Though the outpost and ship are both low on their fertilizer reserves for the plants, and another shipment isn't due for another two weeks.)

>>41188246
>the amount we have at hand isn't listed for some reason.
(There is none. The Golden Galleon's cargo bay is full of the outpost's mined titanium.)
>don't waste titanium on a shitty sublight ship
(You'll be creating the ship over the course of two weeks with skimmed resources from the immensely increased yield from staffing the mine with your spore-controlled humans.)

(Also the ship can be upgraded to support FTL in the future.)

>>41188306
>did that quota go up?
(Good catch. It was actually supposed to be 840, because your yield was doubled by your tireless and hard-working minions. Apparently I'm awful at copy-pasting numbers, since they seem to keep changing on me.)

>>41188210
>94 on the scan
(Not bad. We'll cover the results in the next post)

>>41188383
(The Golden Galleon and Platinum Falcon come every four weeks, offset from each other. So two weeks after the Golden Galleon arrives, the Platinum Falcon arrives.)
>>
>>41188431
>(Yes. Though the outpost and ship are both low on their fertilizer reserves for the plants, and another shipment isn't due for another two weeks.)

Fertilizer.

So we need to learn nitrogen fixation to produce our own and be self sustaining then.
>>
I wonder if we could expand beneath Joker's crust, away from the ice and subzero temperatures.
>>
>>41188431
>The Golden Galleon's cargo bay is full of the outpost's mined titanium.)
And how much is that?

>It was actually supposed to be 840, because your yield was doubled by your tireless and hard-working minions.

Wait what.

What was supposed to be 840. You mean the per-week income?

Also
>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.

So we increased the efficiency of Joker by both spore-ing and adding this equipment to them.

Their old quota, every 2 weeks, was 800t. Right?

Which means the humans had to mine 60t/day to meet that quota. So we doubled that to 120t with spores and no sleep making humans dull boys.

So how much is the drill supposed to increase mining output, and quota, by? That should stack with no-sleep right?
>>
>scanning
The Golden Galleon goes out to do a bit of scanning of the asteroid field above, and the planet below. With all the knowledge the spore has gained and the more sophisticated sensors of the Golden Galleon, compared to the scout ships of old, there is much to be seen!

Initial scans of Joker and its belt were mostly accurate, but they did miss a couple things. Near the colony there are some large cave entrances with additional titanium deposits. You estimate that the planet could yield at least 50% more titanium that initially projected. Just as well, with a little bit of mining equipment and some mutants you feel you could enlarge one of the larger surface outlets of the cave network and fit small spore ships in there.

Depending on what lies beneath, Joker could potentially provide a secret location for the spore to hide its gestation chamber for its ships.

>Send your warrior form into the depths. (1d100)
>Ignore it for now.

The asteroid belt is mostly made up of the typical sorts of rocks you'd expect to find. There are some rocks with iron, copper, and silicates, but nothing in large enough quantities to be very valuable.

For a split second your sensors get a ping of a peculiar energy signature, but then it fades.

>1d100 to confirm detection.
>>
>>41188619
>>41188634
Ha, totally called it.
>>
Rolled 68 (1d100)

>>41188634
>>Send your warrior form into the depths. (1d100)
>>
Rolled 27, 36 = 63 (2d100)

>>41188634
>Send your warrior form into the depths. (1d100)
MUST
EXPAND
>>
Rolled 98, 24 = 122 (2d100)

>>41188634
>>Send your warrior form into the depths. (1d100)
>>1d100 to confirm detection.
>>
Rolled 36 (1d100)

>>41188634
Check it, confirmed!
>>
Rolled 7 (1d100)

>>41188634
>Ignore it for now
We don't want to send off our warrior just yet until we have some sort of replacement.
>1d100 to confirm detection.
>>
Rolled 41, 58 = 99 (2d100)

>>41188634
>>Send your warrior form into the depths. (1d100)
First roll for Warriors, 2nd for Detection
>>
Rolled 42, 31 = 73 (2d100)

>>41188634
>Send your warrior form into the depths. (1d100)
>1d100 to confirm detection.
I got this anons
>>
Rolled 58, 69 = 127 (2d100)

>>41188634
>>
>>41188691
We can make a replacement at any time. We have more than enough people to work with atm.
>>
>>41188691
There is no reason not to, we aren't expecting a fight. Even if we were our unchanged vectors are still highly deadly on their own, not to mention the station is currently filled with spores.
>>
Rolled 39 (1d100)

>>41188634
>confirm detection
ALIENS?
>>
>>41188634
>confirm detection
>>
Rolled 95 (1d100)

>>41188800
Forgot to roll
>>
Rolled 60 (1d100)

>>41188634
Confirm the detection, if someone noticed our passing action should be taken.
>>
>>41188857
Why?

We haven't done anything Hugh Mann wouldn't do.
>>
>>41188633
(Joker mines 120 tons per day. That's 1680 in two weeks. Normally it mines 60 tons, and 100% of the resources are collected by the freighters. You've doubled its output with your inhuman work force and so you skim 840 off the top.)

>how much is the drill supposed to increase mining output?
(Only about 20 tons a day. It's a big device. So both the spore and the FMC will gain an additional 20 a day.)

>>41188686
>98 for the caves
Your warrior bounds off into the wastes, venturing a couple miles out to the hidden cave. It maneuvers its way inside and begins a lengthy and deep expedition. Below the surface of Joker is an extensive cave network with some additional titanium deposits. A single presence of geothermal energy has warmed the cave slightly above the normal temperature, but not by a terribly large amount. However, with some geothermal generators and some heating equipment this cave could be made quite comfortable.

It's also a very large formation, large enough to fit gestation for the production of a single spore ship without modification! With some mining equipment the pocket could be enlarged to fit a larger ship, or an additional escort-sized gestation pod.

With some work and resources, this could prove to be a valuable discovery.

>>41188841
>95
(Lucky you)
Your sensors pick up the energy signature again, and you curiously steer the ship toward its source.

The asteroid in question is scanned, and reveals a small pocket of an extremely rare material used in the creation of subspace technology. The millions of credits worth of crystals within the asteroid could have easily evaded detection for years.

The spore feels a strange familiarity with these crystals, but he does not know why.

At any rate, another potential resource has been located, and with some proper equipment, or through ghetto mining using mutated humans, you could acquire some of these resources.

(cont.)
>>
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>>41188959
>an extremely rare material used in the creation of subspace technology.
>>
>>41188959
Confirme sub-space hive mind
>>
>>41189014
soon we will find a highly populated star port or resort station

and then
a populated world
>>
>>41188959
Would you like to try and mine some of the crystals? It would take about a day to get past the rock surrounding the crystals and get enough crystal for use in a subspace drive but even that little crystal could be worth quite a pretty penny.

Doing so will require at least three warrior-types with borrowed drills from Joker.

>Transform two more crewmen (Joker or Galleon?) and begin mining (1d100)
>Leave it for now

On a similar note, some humans with space suits and a small drilling machine could go out to the caves and attempt to expand them. With this small detachment it would take about four weeks of solid work, but they would drill out a larger cavern that could fit the aforementioned gestation for ships and also potentially house a Stage 1 or even 2 mind. Of course, you'd need a reactor or a geothermal generator to produce energy before you can fully utilize the cave.

The mining detachment will have a minimal impact on your mining operations, and those positions can easily be made up by using non-miners from the outpost to cover their shifts.

>Send a mining detachment.
>Leave it for now.
>>
>>41189108
>>Leave it for now
Let's not go turning things into other things. Let's find a less ghetto means of mining.

>>Send a mining detachment.
Do we even know how to geothermal?
>>
>>41189108
>Leave it for now
>Send a mining detachment.

Moving the hivemind down there sooner than later would be useful.
>>
Rolled 10 (1d100)

>>41189108
>Two crewmen from galleon.
>Send a mining detachment.
>>
>>41189108
Yeah this is a good idea. >>41189178
>>41189173
>>
>>41189108
>Leave it for now
>Send a mining detachment.
Uh, is there a way to produce energy biologically or are we going to have to always rely on others tech?
>>
>>41189178

Seconding. We should probably work on moving our brain to a more secure and hidden location
>>
>>41189196
>making more galleon crew disappear for no reason

Doubly retarded.

Don't transform any more humans, we justneed to get proper equipment.
>>
>>41189264

I agree with this. We need to retain minimal profile at all times and transforming humans willy nilly will attract a lot of attention.
>>
>>41189264
Why are you so salty. Not like galleon is any important, since we're not sending it anywhere.
Fucking children nowadays, call others retarded when they're spilling out shit.
>>
>>41189108
>Transform two more crewmen (Joker or Galleon?) and begin mining (1d100)

>Send a mining detachment.
>>
>>41187824
POST A LINK ON TWITTER, JESUS FUCK
>>
>>41189327
>>41187824
THANK YOU, MR.QM
>>
Rolled 69 (1d100)

>>41189108
>Transform two more crewmen (Joker)

>Leave it for now
>>
>>41189327
(Thanks for the reminder. Sorry. Y-You haven't missed anything big yet! For future reference, if I ever tweet that the quest will start at 'X' time on the day of a scheduled episode, it'll start at that time. Otherwise I'd announce a cancellation.)

>>41189173
>Do we even know how to geothermal?
(That's actually a really valid question.)

The spore feels that after the small crew finishes enlarging the cave it could simply move its Stage 1 Mind into the cave and hook itself up to the geothermal source directly to sustain its power. It would be unable to power any technology in its present condition like a geothermal reactor would, but that's of little consequence currently.

Doing so while the mining is occurring is not an option, however, as the conditions would be too dangerous. Last thing the spore needs is an errant rock or cave-in during the mining crushing its biggest and brightest brain.

(I'll allow you to take the risk, but I'll require a 4d100 roll to determine whether or not it survives, and you would not want to fail 'any' of those rolls. You could also choose to not enlarge the cave and just move things over there, but you would have to vacate the cave in order to enlarge it safely.)

>Hook the Joker mind up to the geothermal source while enlarging the cave.
>Continue with enlarging the cave.
>Hook the Joker mind up to the geothermal source and abandon enlarging the cave.

Anything else you'd like to do concerning Joker, the Golden Galleon, or their respective personnel before we proceed to the travel stage of the episode?
>Write-in
>>
>>41189424
>>Continue with enlarging the cave.

And in preparation for leaving?

Take some booze.

Leave enough to tempt the next ship to visit Joker, but we need to bring some to tempt the Refinery people with.
>>
>>41189424
>Continue with enlarging the cave.
Need to build our first nest!
>>
>>41189424
>>Hook the Joker mind up to the geothermal source while enlarging the cave.
And the twitter thing is more that qms have fallen asleep and not be able to issue cancellations, and that i assume that is what happens
>>
>>41189424

We should take some booze with us. We may need it to "win over" the crew of the gas refinery.

Also, we need to come up with a plan with the stage 1 hive mind about what to do with the platinum falcon when it comes in in a week. I suggest infecting it if possible, but trying to be discreet. If even one infected individual gets aboard the ship we should be able to take it over in all likelihood. Unless there is an extenuating circumstance, the Falcon will then continue to its next port of trade.
>>
>>41189424
Continue enlarging the cave. Better safe than sorry.
>>
By the way, still catching up, but either you've been heavily inspired by Space Station 13 or you're somehow able to uncannily run these comparisons. Although I am disappointed that there was no clown on the ship so far.
>>
>>41189424

>Seconding to continue enlarging the cave. After the enlargement is finished, hook up the Joker mind
>>
>>41189424
>>Continue with enlarging the cave.
>Take some booze with the Golden Galleon crew. Infect the fuck out of it.
>>
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>>41189543
They just have to invite them for drinks, after all Commander Marcus loves being a host
>>
Rolled 53, 8, 92, 28 = 181 (4d100)

>>41189424
>Hook the Joker mind up to the geothermal source and abandon enlarging the cave.
>>
>>41189606
Uh anon. that option is a non risky one that doesn't require a "roll to not die". Only the first one has the roll.
>>
>>41189424
Not everyone lives in your timezone so saying 6pm PDT doesn't mean as much to me as "quest starts now"

>Continue with enlarging the cave.
>>
>>41189424
>Hook the Joker mind up to the geothermal source while enlarging the cave.
>>
Oh sweet I didn't miss this one.
>>
>>41189327
>>41189385
(Also, the quest has been archived.)

>>41189573
>SS13
(I've sunk some time into SS13, but I'm not aware of Spore Quest having any in particular in common with it besides the light-hearted tone of running around and murderinfecting the human population in space.)

>>41189477
>Take the booze
Sure. The Golden Galleon takes the couple of remaining bottles of booze from Joker. The Platinum Falcon will bring a little more, but not a lot.

>>41189620
>that option is a non-risky one
(And thank goodness for that too)

>Continue enlarging the cave
Your small detachment of miners starts working the cave. In four weeks time you'll have a large underground cave available to you to settle into, and the risk of discovery will be severely lessened. Though, the risk at present is already quite low.

-- (Travel)
A whole day has elapsed since the Golden Galleon first arrived. With a couple of bottles of booze and Joker's entire store of titanium in its hold, the Golden Galleon is expected to arrive at Jacksona's trading station in three days. Fortunately, if the ship leaves now it won't have strayed from its timetable.

Of course, other options are present. Space is a large place, and the Golden Galleon could slip away to explore other locations with ease. The FMC would miss its freighter, but only for a short time. In their concern over the missing freighter, the FMC may also bring a subspace buoy and a defense platform with them out of fear of piracy.

Either way, the largest choice, should the Golden Galleon leave the system, will be which mind will be the focus. Joker, or the Golden Galleon?

>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.
>Send the Golden Galleon to the destroyed gas refinery and begin exploring. Fuck the FMC!
>Shut the Golden Galleon down and hide it. Wait for the FMC to come.
>Other (Write-in)

Most importantly who will you control after the split?
>Control the Golden Galleon.
>Control the Joker outpost.
>>
>>41189879
>Send the Golden Galleon to the destroyed gas refinery and begin exploring. Fuck the FMC!
>Control the Golden Galleon.
>>
>>41189879
>>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.
>>Control the Golden Galleon.

Refinery Charlie stop?

And we can always make the ship disappear on the next journey if we want to.
>>
>>41189879

A lot of similarities I picked up.
Cargo techs screwing around riding hover carts, atmos techs fucking up and dying. The incompetent security guards always itching for action, the one dog the crew happened to have.

Also in addition the miner bludgeoning something with an air tank or the fact that this reads oddly like a borer infestation round mixed with a changeling.
>>
>>41189879
>>Shut the Golden Galleon down and hide it. Wait for the FMC to come.
>>
>>41189938
This but control Joker.
>>
>>41189879
>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.
>>
>>41189879
>>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.
>Control the Golden Galleon.
>>
>>41189879
>Send the Golden Galleon to the destroyed gas refinery and begin exploring. Fuck the FMC!
>Control the Golden Galleon.
>>
>>41189879
>Shut down the golden galleon and hide it along with the crew.
When the second ship (who's name eludes me) arrives tell them that the Golden Galleon never arrived. We then infect that second ship.
>Control the Joker outpost
>>
>>41189879
>>41189879
>>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.

While I really want to infect some pirates, this is a one time opportunity to get people onto Jacksona under the guise of being legit traffic.

If we fuck off we miss that opportunity.
>>
>>41189879

>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.

Jacksona is a major population and trade hub. Infecting it is risky, but is also a necessity. Stay with the golden galleon and trust the stage 1 hive mind will be able to infect the platinum falcon.
>>
>>41189879
>>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.
Trust me guys, this is how you infect worthwhile stations, maybe we'll even be faced with a clown in that end destination.
>>
>>41189996
That's a terrible lie. You'd have to say they arrived and left perfectly normally to explain where all your Titanium went.
>>
>>41190038
We have a surplus of titanium though.
>>
>>41190026
Wait never mind changing vote to this.
>>
>>41190058
Which we shouldn't be giving away when it's unnecessary.

There's no reason to say the Galleon died on the way to Joker over it dying on the return trip.
>>
>>41189879
Oh, form a new warrior out of the Jokers' crew. One of the miners that wouldn't normally be seen anyway, and send it with the golden galleon to protect the mind.
>>
>>41189879
>>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.
MORE BODIES

>Control the Golden Galleon.
>>
>>41190087
We already have a warrior on the Galleon.
>>
>>41190109
I thought we were leaving that with Joker since it was sent to find the cave. No matter what we need one more warrior.
>>
>>41189879
>>>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.

>Control the galleon.
>>
yesss

more human stations to infiltrate and absorb
>>
>>41190084
Either way it still stands that the smart choice is to hide the galleon till we get the subspace tech.
>>
>>41189879
>Shut the Golden Galleon down and hide it. Wait for the FMC to come
>>
Good, good... Joker's down, Jacksona will soon follow. Next we shall strike New Madagascar!

By the way, this quest really reminds me of Hive Queen Quest, at least at the beginnings. Wonder what would happen if these two quests crossover?
>>
>>41190199
No it doesn't, it never has. We are still in the primary infection stage, and we want to avoid detection at all costs. A corporate freighter disappearing would warrant an investigation, even if someone says "Oh it's probably just pirates lol", and one thing I'm sure we agree on is that the last thing we need are corporate investigators poking around the freighter's last known location; our new base of operations.
>>
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>>41189960
(It's funny, because you're totally right. I guess SS13 influenced this quest more than I consciously knew.)

>>41189945
(Yes. You'll be stopping at the refinery on the way. That's not an option.)

>>41190087
(I'll allow you to do this.)
>Supplement the Galleon's crew with an additional warrior from the personnel on Joker
>Do nothing.

>Send the Golden Galleon and its crew off to Jacksona to complete its trading run.
>Control the Golden Galleon.
(This seems to be the overwhelming choice.)

The Golden Galleon separates itself from Joker, and the spore watches as the docking ports retract and close. The ship's engines power up to full and uplift snow and ice as the ship rockets off the surface and into space.

After a few hours of travel to gain distance from the gravity well, the subspace drive of the engine spools up and pulls the ship into subspace.

The mind on Joker is ripped away from him, along with all of the other minds under it. The feeling is akin to what humans would call "pain." It is disheartening, but also necessary. The Joker outpost is the spore, and it will perform as the spore would, so there should be little to fear.

Subspace feels.. familiar. Not since gaining proper intelligence has the spore been here. At time throughout the journey the spore almost feels as if it can sense the very fabric of subspace itself, but only for the most fleeting of moments.

After a day and a half of travel through subspace the Golden Galleon slips out of that realm and into a small star system that contains only a lone gas giant orbiting a yellow star. Orbiting the giant blue sphere is a lonely station, with a cord extending into the atmosphere below.

After a few moments, a communications request appears on the console. The call is clearly from the refinery.

"Golden Galleon, we've received your transponder signal. This is Piscorius' refinery, FMC Gas Refinery Charlie. You are clear to approach and refuel."

>Ask anything? (Write-in)
>Continue docking.
>>
>>41190281

Why not both?

Let's send the Galleon en route but sabotage the engines - the mining Corp comes back to retrieve their ship and we get to infect another boarding party.

Basically, let's set a trap. Use the ship as bait and remove as many traces of infection as possible from both the Joker colony and the Galleon.
>>
>>41190371
>>Do nothing.
>>Continue docking.

Try and remember if anyone knows anyone on this damn refinery. Host memories are so hard to dig up.
>>
Apologies if this has been answered but what was tbe secret of joker that the yopung man discovered and tried to destroy the colony for?
>>
>>41190371
>Supplement the Galleon's crew with an additional warrior from the personnel on Joker
Sure, but keep it hidden.
>>
>>41190423
That never happened. Stop making things up anon.
>>
>>41190371
>Ask: What is the answer to life, the universe, and everything?

But seriously:
>Continue docking
>>
>>41190371
>Ask anything? (Write-in)
How's the weather?
>Continue docking
>>
>>41190371

>Supplement the Galleon's crew with an additional warrior from the personnel on Joker.

Approach and refuel. Ask them what the news is. Best to play it safe before we (probably) ask them to come aboard and crack a bottle.
>>
>>41190371

"Docking run initiated, Charlie. How's the weather out there?"

>imitate Smalltalk routine
>>
>>41190371
>>41190433
Oh, and:
>Continue docking.
>>
>>41190371
>Ask anything? Ask anything that the captain normally would on his previous trips. Proceed to banter if appropriate.
>Continue docking
>>
>>41190371
>>Supplement the Galleon's crew with an additional warrior from the personnel on Joker
>>
>>41190371
>write in
>I say we tell them we have beer and want to share.
also say
uh we need about 3.50,then turn a human into the loch ness monster
>>
>>41190457
Seconding smalltalk
>>
>>41190443
> 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.

Nevermind, I misread it.
>>
>>41190457
>small talk routine
be like "greetings uninfected vector,how's the weather in there?"
>>
>>41190451

>Crack a bottle.

Can we spike the booze beforehand with spores? Will make things significantly easier.
>>
>>41190531

Thirding smalltalk.

Also, if they ask us about what happened to the communications guy, say he got injured doing something and is recovering in the medbay. If they appear concerned invite them aboard to pay their respects..
>>
>>41190371
Is refinery charlie ALSO out of subspace buoy range from anything else.

How far do we have to travel before we enter galactic wifi coverage? I wonder if we'll be able to tell.
>>
>>41190593
>galactic wifi
even now at&t still can't do it job right
>>
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>Supplement the crew with another warrior
(Doesn't seem to be a lot of votes for this, so I'll assume that you stay with the 1 warrior and 2 carriers.)

>>41190593
(Refinery charlie has an integrated subspace buoy. You can see its light flicker on the top of the station.)

>>41190413
>Host memories
The captain of the Galleon has memories of dealings with the skeleton crew aboard the refinery. A mere four individuals and a low-class android. They're mostly there to ensure the platform is working as intended, and to operate the various systems of the refinery and its defenses.

The comms officer's voice the captain recognizes as belonging to Ronnie Jackson. Of the four crewmen, the captain has only ever spoken to two of them. They seem to rotate shifts answering the comms.

"How's the weather over there?" the captain asks.

Ronnie chimes in a quip with lightning speed. "Piscorius I winds are currently rated at 488 meters per second. No unusual weather formations. No temperature variations. Gas suckers are operating at nominal. Weather is good, Golden Galleon."

>Ask anything else?
>>
>>41190644
>Got any antifungals?
>>
>>41190644
>and a low-class android

Well good to know after we get to drinking with the guys we'll have another bit of knowledge to unlock.

That and gas refining, obviously.

What do they do here, produce antimatter to fuel the ships?
>>
>>41190644
Ask him if he and the skeleton crew would like to come aboard for boozing and relaxation. If theres only 4 of them they aughta be down for a little relaxation.
>>
>>41190644
Wait so there are only 4 dudes working this entire rig?
Do I hear a call for a warrior form?
>>
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>>41190676
>a little relaxation
anons it's time to seduce them
>>
>>41190644
Any chance these guys have guns or any other weapons? Also, how badass are androids in this universe?
>>
>>41190689
But they have an integrated subspace buoy, could call for help.
>>
>>41190715
Do we still have that redhead?
>>
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>>41190716
i gonna guess >18 or 19 tier
it's time for sayian fungus battles.
>>
>>41190644

>Low-class android

Well, we should dissect him asap.

>subspace buoy

Guys, we should try to integrate the buoy with one of our brains and attempt to reestablish contact with Joker.
>>
>>41190371

Yeah, with the integrated subspace bouy they could call for help. Invite at least a few of them over (maybe one or two guys will have to stay behind to monitor shit) or perhaps we can invite ourselves over. Do stealth first. Once we have the refinery under our control, we can try a little experimentation. I would personally be very interested in an aerosalized spore, or an infested subspace beacon.
>>
>>41190750
I sure hope fucking so.
>inb4 she got turned into carrier
>>
>>41190689

The android makes me nervous. Probably has in-house WiFi and could remotely broadcast our "playtime" footage. Infiltration as normal until android capabilities have been established.
>>
>>41190782
People will visit here plenty, unlike Joker which only gets two ships every two weeks. We can't do any experimentation that actually changes anything or risks anything.
>>
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>>41190803
>>our "playtime" footage.
>this week on galactic news:Fucking flood attack goddamnit covenant I told you to stop.
>>
>>41190826
I was thinking we'd just get some serious airborn spore going, so when they opened the airlock their ship gets insta-infected.
>>
>>41190803

Good call. Frankly, even if we don't infect anyone there's no disaster. It then makes this refinery the last place our ship was seen if we do decide to go dark, and an investigation of the refinery (if we cannot infect it), would turn up no evidence of our existence. Let's just play it cool and see what happens.
>>
>>41190716
>Any chance these guys have guns or any other weapons?
The station is equipped with three beam defense platforms that face away from the gas giant to assault incoming ships.

The android itself is likely equipped with a low-rank combat module and a simple station-friendly pistol to try to help ward off attackers.

Much like the outpost on Joker, members of the crew probably have weapons. You're not sure whether or not they'd be a huge threat or if they're actually any good with them, however.

One thing you do know is that during the refueling process the refinery does NOT engage its docking port. Because there are very rarely any valid reasons for ships to board the platform it is expected that no such boarding will occur.

Getting onto the station will definitely take some silver-tongued convincing. Either that, or you'll have to send your spore minions to take it by force. The warrior's hardened exterior would make it very resilient to typical firearms, but it's doubtful that it could handle concentrated fire for very long.

The biggest concern would obviously be their ability to call out for help. Any attempt at taking the platform would need to be decisive, but even in the event of a failure the gains in knowledge could be worth the failure.

>Try to convince the refiners to let you come aboard (1d100)
>Send out a boarding party of minions and have them try and sneak on to the station (1d100)
>Refuel and move on.
>>
>>41190865
This.

Anyone fast enough on the draw to get gasmasks on or seal compartments will get attacked and converted by their own crewmembers.
>>
>>41190904
>>Try to convince the refiners to let you come aboard (1d100)
BOOZE FOR EVERYONE
>>
>>41190865
>randomly dumping biohazards into the atmosphere of docking ships

>ships with fully-functioning, unsabotaged biological sensors that will instantly trigger quarantine protocol
>quarantine protocol that has a functioning subspace buoy conveniently right here to alert the whole damn corporation
>a subspace buoy you can't sabotage because they would notice it going dark even more than anything else

You would infect maybe a few people who were right there at the airlock and then everyone else would be aggro'd.
>>
>>41190904

>Refuel and move on

This is a medium-profit, high-risk station.

Too many unknowns. I saw we move on.
>>
Rolled 65 (1d100)

>>41190904
>>Try to convince the refiners to let you come aboard (1d100)
BOOOOZE!
>>
Rolled 69 (1d100)

>>41190904

>Try to convince the refiners to let you come aboard (1d100)

If that fails then,

>Refuel and move on.
>>
>>41190904
it's FLOOD TIME
rollan for minions
we need lots of little minions to cover the big ones
>>
Rolled 95 (1d100)

>>41190929
And forgot to roll again dammit.
>>
Rolled 83, 25 = 108 (2d100)

>>41190904
>Try to convince the refiners to let you come aboard (1d100)
We picked up weird scans
then
>Send out a boarding party of minions and have them try and sneak on to the station (1d100)
either way we will capture the post.
>>
Rolled 27 (1d100)

>>41190904
>>Try to convince the refiners to let you come aboard (1d100)

So the reverse, enticing them to visit the ship, is pretty much impossible then.
>>
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>>41190956
>>
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>>41190956
>>
>>41190934
I was hoping we'd be able to modify the beacon to let us whitelist outgoing messages, but the rest of your post is about right. A few warriors aught to be able to kick ass through bulkheads and kill/infect random cargo ship crew.
>>
Rolled 73 (1d100)

>>41190952
god im bad at this
>>
>>41190934

Yes, I agree with this. If nothing else, the air on the very inside of our boarding dock should be "clean." The most important thing about this station is that we PLAY IT SAFE. If we can have an opportunity to infect it, take advantage of that. If we cannot infect it easily, MOVE ON.
>>
>>41190956
Nice
>>
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>>41190956
Noice
>>
>>41190934
We need biomass clamps to latch onto a docked ship so it can't escape.
>>
>>41190986
That's still terrible. A ship can just undock and run away and you lose contact with the warriors when they escape out of range at FTL speeds.

This place has only room for four fucking people. It is not useful as an ambush location, or a staging ground. Anyone visiting has it fully within their power to escape at any time. This place is only good to infect so we can learn things.
>>
>>41190956
Does anyone else think that the dice gods are being a little bit *too* nice?
>>
>>41190956
welp so long for flood time
>>41191033
so you and krakens?
i bet you also want 1 ton monsters with crab claws and an awesome name huh?
>>
>>41191037
yes hello
>>41191033
>>
>>41191070
Yes, no one could possibly notice the gas refinery grew some extra arms large and powerful enough to stop a ship engine in its tracks. They won't send a distress signal either.

Truly anon is a genius.
>>
>>41191033
>People actually docking with the station covered in bio-shit
They're just asking to be infected. So no one would.
>>
>>41191106
Yes, because obviously they'd be hanging out in space in front of the clamps for everyone to see.

No, genius, they'd be retractable.
>>
>>41190904
>>41190934
Seriously once we get aboard have one of our engineers go to the respective room and shut off the biosystem, then flood the air supply. Just a rinse and repeat of Joker.
>>
>>41191173
There are only four people. That's complete overkill.

We can just have them cough on each other once we get one of them.
>>
>>41191173

I doubt it'll be that easy, especially with the android present. It may have built in bio-scanners.

I think the best we can hope to get out of this is some particularly volatile fuel. Ideally, we could rig the fuel so that any fumes coming from it are completely loaded with spores. If it needs to be serviced (like sub-standard fuel or something), a person coming to repair it (probably an engineer) could easily be spored and then spread the infestation to the rest of the ship.

At this stage doing anything overt is stupid.
>>
>>41191173
>>41191215
We just need to get control of the buoy and we can do whatever the fuck we want.
>>
>>41190956
>95
(Man. You guys all make this quest look easy.)

"So I hear there's a birthday boy on that there refinery!" the captain calls out on the comms loudly.

The refinery is quiet for a moment before the voice of Davis Strauss, the other comm officer, comes on the radio. "Buchanon you old fool! My birthday is in November! You always forget!"

"Shit, and I brought this whiskey for nothing!"

"Whiskey? Shit. What I meant to say is, I'm so glad that you wanted to celebrate my birthday two month early. How about you bring that booze over and we drink to the glorious Fucking Miners Corp?"

The docking port extends and hooks up to your ship, and then after a moment a green light indicates safe passage.

Your captain host grabs a bottle of whiskey and his pilot, as well as the redhead engineer, and heads over to the station.

You're greeted by Strauss, who has covered his hands in bandages and wears somewhat tattered garb. The station is uncomfortably warm, and it would come as little surprise to you if you learned that the techs on the station were constantly running the risk of burning themselves.

"Hot damn, you really did bring whiskey, Buchanon. You know, I always liked you more than that dirtbag captain from the Falcon."

The captain and Strauss head over to their break room with your pilot, and he hands you some cups. While he's trying to get some proper ice cubes together, you have time to try and infect the whiskey. Or you could just overpower him and hope for the best.

>Try to infect the whiskey (1d100; difficult due to the alcohol)
>Ambush him when he gets back and infect him (1d100)
>Do nothing for now.
>>
>>41191215
I change my mind this is a better plan.
>>
>>41191215
Personally, I just want to infect them for the perspective knowledge.
>>
Rolled 56 (1d100)

>>41191247
Whiskey
>>
Rolled 37 (1d100)

>>41191247
>Ambush him when he gets back and infect him (1d100)
>>
Rolled 77 (1d100)

>>41191247
>>Try to infect the whiskey (1d100; difficult due to the alcohol)
Thought it was already infected.
>>
Rolled 4 (1d100)

>>41191247
>>Try to infect the whiskey (1d100; difficult due to the alcohol)
>>
Rolled 6 (1d100)

>>41191247
I'm glad to see the redhead is not kill.
Also:
>Try to infect the whiskey (1d100; difficult due to the alcohol)
>>
Rolled 91 (1d100)

>>41191247
>it would come as little surprise to you if you learned that the techs on the station were constantly running the risk of burning themselves.

And with us vulnerable to burn damage.

>>41191247
>>Try to infect the whiskey (1d100; difficult due to the alcohol)

Have the cook on the ship bring some snacks maybe.
>>
Rolled 28 (1d100)

>>41191247
>infect whisky
>>
>>41191305

Nice Job there.
>>
Rolled 11 (1d100)

>>41191305
Second.
rolling for the fuck of it.
>>
Rolled 17 (1d100)

>>41191247
Why didn't we infect the bottle while we were still on our own ship? Andyway
>Infect the whiskey
>>
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>>41191305
>that roll
>>
>>41191250
It's a non-plan. If fuel is volatile it will kill any spores in it. And anon is just making shit up that doesn't even exist in the setting yet, pretty sure the ship runs on fucking antimatter here which is hardly suitable to 'leak'.

>>41191339
Alcohol is a poison.

It would have killed the spores by the time we got here anyway, so the spores have to be fresh.

>>41191334
>rolling for the fuck of it.
...do you want to tempt rolling a 1 that would override the success?
>>
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>>41191372
..do you want to tempt rolling a 1 that would override the success?
Of course, make things more interesting.
>pic related
>>
>>41191372
Pretty sure we use some sort of gas, seeing how we're refueling at a gas giant
>>
What would ships we build look like?
>>
>>41191429
(The ships use hydrogen for their matter/anti-matter reactors.)

>>41191288
>77
(You just barely succeed. Sadly, that glorious 91 didn't make the cut.)

When Strauss returns with a big cube of ice for his whiskey and takes a sip, he unwittingly becomes host to your spores. In moments, his mind falls under your control.

The alcohol content of the whiskey proved a challenge to overcome, but not nearly as much of a challenge as scalding-hot coffee.

You learn a great many things about the station itself, but Strauss knew nothing you weren't already aware of where academics is concerned. The station's commander, Gerald Rivers, is an older man with a wealth of knowledge, and the only person on the station certified to repair subspace technology. Not even your ship's chief engineer was as well versed in this tech as he is. It goes to show the importance of these platforms in the eyes of the FMC, and the mystery of the technology within subspace buoys.

Each crewman has a sidearm in a special environmentally-safe holster and carries it with them in case of an attack. There's also a small armory with five station-safe assault rifles. Their low-powered rounds aren't terribly threatening to armor, but they can definitely kill someone with a well-placed shot. You don't get the impression that these crewmen are well trained, however.

With communications covered by another, and half an hour of refueling to be done, time is of the essence. Strauss might be able to force an infection of the other comm officer, at which point a hard assault with the minions would be simple. Of, they could just try to overpower the comms officer outright.

>Attempt to trick and infect the comms officer with the whiskey again (1d100; diff 75)
>Overpower him (1d100)
>Fuck it. Send in the minions and take this station!
>Other (write-in)
>>
Rolled 1 (1d100)

>>41191487

We have two people. Attempt to overpower and infect the second comms officer!
>>
Rolled 33 (1d100)

>>41191487
>>Attempt to trick and infect the comms officer with the whiskey again (1d100; diff 75)

are the other two sleeping in their quarters and easily ambushed then for later?
>>
Rolled 1, 76 = 77 (2d100)

>>41191487
>attempt too trick and infect the comms officer with the whiskey
>Overpower him
>>
>>41191487
>use hydrogen
The most common thing in the galaxy next to tie fighters and the Flood.
>>
Rolled 25 (1d100)

>>41191487
>Attempt to trick and infect the comms officer with the whiskey again (1d100; diff 75)
If this fails then serf rush them. (Warrior form bitches)
>>
>>41191487
I'm new to this, are the minions coordinated enough to be able to operate firearms?
>>
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>>41191539
>>
Rolled 9 (1d100)

>>41191487
>>Overpower him (1d100)
2 on 1 should give us a boost right
>>
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>>41191552
>>41191539
>>41191564
Here I thought "We got a one, might as well post reaction, won't be another"

You son of a bitch.
>>
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>>41191539
>>41191549
>>41191552
>>41191554
>>
>>41191487
Just let them go about their usual duties. Cough at the other crewmembers. There's no reason to waste energy doing something drastic.
>>
Rolled 8 (1d100)

>>41191487
>>Attempt to trick and infect the comms officer with the whiskey again (1d100; diff 75)

There's no actual urgency here. We can infect the others on the next trip if we don't on this one.

Failing to infect via stealthy whiskey has no consequences, but failing violence would, tempting though it is.
>>
>>41191539
>>41191549
>>41191552
>>41191554
>>41191572
>>41191596
what da fug are these rolls
>>
>>41191539
>>41191552

Did... did we get two 1's. A one for tricking and infecting the comm officer and a 1 for overpowering him. Fuck!

>>41191047
Shit, this guy was right. The dice gods were just screwing with us!
>>
>>41191539
>>41191552
>>41191554
Why are you so eager to try an overt attack?

The captain can just fucking SNEEZE on his co-workers.
>>
>>41191624
I only did the attack IF the whiskey failed.
>>
Rolled 6 (1d100)

>>41191487
>Attempt to trick and infect the comms officer with the whiskey again (1d100; diff 75)

>Other (write-in)

We should try to kill two of the members, one of which being the android. Test how we fare with dead and advanced machinery. Only after the rest of the crew is ours, of course.
>>
>>41191624

I know, right! Let's have that be the write in option. We aren't actually voting to do the option that we rolled 1's in, right?
>>
Two 1's cancel each other out, or combine to form SUPER ROLL! ?
>>
>>41191487
>>Other (write-in)

Sneeze on the comm officer.

>>41191642
>killing perfectly good hosts
not this shit again.
>>
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>>41191642
>>41191539
>>41191549
>>41191552
>>41191554
>>41191572
Welp we're fucked.

>pic very related, we're everyone getting killed.
>>
>>41191682

Sneeze on the Comm officer. Vote with the write in.
>>
>>41191624
Seriously. There's no need to potentially alert the authorities when were's only going to gain a bit of knowledge from this whole endeavor.
>>
>>41191734
Seconded.
>>
>>41191682
Well... at least we could perform experiments on the corpses.
>>
>>41191767
Again? Really? You're gonna make us go through with this again?
>>
>>41191487
>>Attempt to trick and infect the comms officer with the whiskey again (1d100; diff 75)

Frankly, to be meta, fine with whiskey plan failing. Operation I Have A Cold Now can use new rolls.
>>
I told you fuckers to just walk away from this station, BUT NO! LETS JUST ASSAULT THE STATION CHIEF ON GALACTIC TV
>>
>>41191745
I don't think we're going to gain very much from this whole endeavour at all.

Thankfully we have a backup brain
>>
>>41191799
With what? QM even fucking confirmed we don't know if we can gain control of corpses as further testing was required.
>>
Rolled 3 (1d100)

>>41191487
>Attempt to trick and infect the comms officer with the whiskey again (1d100; diff 75)
>>
>>41191809
>cutting off a hand so you can test if you can regrow it
SCIENCE
>>
>>41191828
...what? What even is this analogy?

And are you implying finding out if regrowth of limbs is possible is a waste of time?
>>
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>>41191826
>>
>>41191809
When we get to a big station we can just fucking play around with their morgue. No need to kill people an raise suspicion when we're pretty much a toddler when it comes to our potential.
>>
>>41191826
THE DICE HAVE BEEN RIGGED

THE DICE ARE RIGGED
>>
>Complete and total critical failure
(Looks like the world finally caught up with you)
>>41191826
>Even after the initial five rolls people are still rolling hilariously-low

In the spore's blind ambition his gaggle of three human hosts goes to the communications room. Inside, Ronnie Jackson sits before the monitoring screens for the station and the communications console.

Jackson seems very taken aback by your presence, and the presence of the Golden Galleon's crewmen.

"What the hell are you doing Strauss? You know they're not allowed to be here. Rivers said to have your whiskey date and send them packing."

Your three hosts move up to him and try to offer him the whiskey. "Don't worry man, just have a drink."

Jackson takes the whiskey and spills it into the trash can near the computer station. "Get them out of here you idiot! If the android comes in here and sees them, he'll go all sentinel on their asses. Remember what happened to that freighter doc on Delta that got caught with one of their techs by the android?"

Just as Jackson is finishing his sentence, a nearby door opens. The android steps out of the shadows into the room. Its appearance is less android and more straight robot, though the humans don't care to make much of a distinction. Its left arm is some sort of glowing multi-tool, and includes a welder.

"Agitation detec- Warning. Unauthorized presence detected on the station. Security protocols initiated."

The android's right hip opens up and reveals a pistol, which it then grabs. Jackson dives for the floor.

What do you do?
>Fucking run! (1d100)
>Try to fight the android (1d100; extremely difficult)
>Mutate one of the three with a bladed arm and fight the android (1d100, will scare Jackson)

--
Send your minions? (One warrior, two carriers)
>Send them.
>Leave them on the freighter.
>>
Rolled 5 (1d100)

>>41191866
>>Fucking run! (1d100)
>>Leave them on the freighter.

DO NOT FUCKING ENGAGE.

WE ALREADY HAVE AN INSIDE MAN TO CORRUPT THE OTHER THREE. WE WON.
>>
Rolled 3 (1d100)

>>41191866
OH SHIT

GO LOUD

>Mutate one of the three with a bladed arm and fight the android (1d100, will scare Jackson)

>Send them.
>>
Rolled 10 (1d100)

>>41191866
>>Fucking run! (1d100)
NO REASON TO RAISE SUSPICION! WE HAVE 2 OF THEM INFECTED, THE OTHERS WILL JUST BE INFECTED IN TIME!
>>
Rolled 48 (1d100)

>>41191866
FUCKING RUN
>>
>>41191891
>GO LOUD

WHY.

FUCKING WHY.

We lose nothing by retreating. Our cover remains unblown.

The robot can report mutants to the corporation via wifi at any time if you use any spore things.
>>
>these fucking rolls
You know what, just run. I don't know what's up with these rolls.
>Fucking run! (1d100)
>Leave them on the freighter.
>>
Rolled 42 (1d100)

>>41191866
>RUN
>>
Rolled 84 (1d100)

>>41191905
Once again, I do not roll.
>>
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>>41191866
>Fucking run! (1d100)
>>
>>41191888
>>41191891
>>41191892
>>41191903
>>41191909
The dice are laughing. LAUGHING!
>>
Rolled 54 (1d100)

>>41191866
Send the minions in to another part of the station as a diversion, have the carriers infect as many as possible and the warrior defend them, try and explain to the Android that you were trying to warn Jackson of the incoming alien threat.
>>
Rolled 36 (1d100)

>>41191931
Damn, roll didn't work.
>>
Hey QM, out of how many rolls do you take from?

5?
>>
>>41191923

Shit... Did this get in on time? We really need that 84. We can survive being stupid. We just need to "fucking run" and get out of here.
>>
>>41191964
Yes, as you'll note that the 91 earlier was too late.
>>
Can we like stash titanium in our bodies hidden away to use as mutation resources? Like keep an ingot inside a human a body then when needed form it into a blade arm or something or is that not possible?
>>
>>41191989
Shit.
>>
>>41191923
PLEASE SHOW MERCY AND ACCEPT THE LATE ROLL OH GREAT SPORE!
>>
>>41192001

I think the 84 still counts. It was the 5th roll for running (4th if we count the place of the first comment). This is assuming we don't count the 3 rolled for going loud.
>>
>>41191964
(I've been running best of 5. In situations where all options are rolls, the first five rolls are picked regardless of the option. The option you pick doesn't change the RNG, so I've seen no reason to tally the rolls by choice.)

>All those horrible rolls
(You guys...)

As your three hosts flee from the android, it makes chase and attempts to fire upon the two crewmen from the freighter. As your men flee, a bullet hits the pilot's left arm, rendering it considerably less useful. Another hits his back, and just barely stops before puncturing his right lung.

At this rate, the chase will result in the death of your captain and the pilot, and this will definitely raise some attention when you get to Jacksona I. If the android were using standard rounds instead of station rounds, the pilot would likely be laying in a pool of blood.

The comms officer from the station is registered with the android, and isn't a valid target. If he acts quickly, he might be able to slow the android down while the others escape.

>Have the comms officer try to stop the android (1d100)
>Keep running to the ship (1d100)
>Turn and fight. Mutate the pilot's shot arm into a blade and try to cut down the android. (1d100)
>Other (write-in; 1d100)

--
Send the minions?
>Yes
>No
>>
>>41192143
Yes.

The time for subtlety is long over.
>>
Rolled 26 (1d100)

>>41192143
>Have the comms officer try to stop the android
>IF THAT FALLS YES THE SEND MINIONS
>>
Rolled 30 (1d100)

>>41192143
>Have the comms officer stop the Android

>No minions yet
>>
Rolled 31, 64 = 95 (2d100)

>>41192143

After everything else, I'm fucking scared to roll.

Have the comms officer try to stop the android while the rest keep running to the ship.
>>
Rolled 41 (1d100)

>>41192143
>Turn and fight. Mutate the pilot's shot arm into a blade and try to cut down the android. (1d100)
No turning back.
>Yes
>>
Rolled 14 (1d100)

>>41192143


>>41192143
>>Have the comms officer try to stop the android (1d100)

>>No

No getting tattled on to the big corp.
>>
Rolled 94 (1d100)

>>41192143
>Have the comms officer try to stop the android (1d100)
>>
Rolled 36 (1d100)

>>41192143
Fuck it do it, if the comms can stop the droid send minions
>>
Rolled 25 (1d100)

>>41192143
>>Have the comms officer try to stop the android (1d100)
>>No
>>
>>41192207
TOO LATE

AGAIN

MOTHERFUCKER
>>
>>41192164
>>41192186
>>41192199
But there clearly is turning back.

Nothing really bad has happened. We're just taking over the refinery much more slowly, we already have an inside man.

We failed to do it quickly, but we haven't failed entirely. Success is inevitable already.
>>
>>41192143
>>No
Sending minions is going to cause as much alarm if the comms officer sends a distress signal as us arriving at the destination less a captain and a pilot.
>>
Rolled 21 (1d100)

>>41192143
>>Keep running to the ship (1d100)
>>No
>>
>>41192239

I agree. DO NOT SEND IN MINIONS. A disaster where a stupid crew member gets shot is one thing. We can still take the station and get into the big trade hub alive (albiet with many people asking questions about us).

Getting a subspace message out about alien monsters from the golden galleon attacking is just about the worst thing that could possibly happen to us.
>>
+1
>>
>>41192287

Backing 100%.
>>
>More bad rolls
>Have the comms officer try to stop the android
>Don't send help
(You guys might want to rethink that second choice at this rate)

You have the station's comm officer turn and try to hold the android back.

The android plows through him like an angry linebacker from the ancient sport of "feetball," and sends the comms officer into a wall without even missing a step.

As the officer attempts to stand he sees Jackson pulling up behind.

"I told you this was a mistake, man! He didn't kill anyone yet, right? Man... Oh shit... The others are going to be fucking mad when they find out! They're going to fucking report this and we're going to get fired!"

Jackson looks like he's struggling to maintain any semblance of composure as the android goes on its shooting spree down the hall. Every BLAM of the pistol makes him twitch.

>Take this moment to have the comms officer try and infect Jackson (1d100)
>Run after the android and try to stop him again (1d100)
Do nothing.

-- (The Android)
The android continues chasing and firing upon your two crewmen. You're an action away from the docking port, at which point you suspect the android will attempt to cease the chase. Before then, however, the captain takes a shot to his torso. It grazes the skin, doing little damage.

The lack of accuracy from the android is nothing short of miraculous.
>>
Rolled 72 (1d100)

>>41192343
>>Run after the android and try to stop him again (1d100)

THERE ARE ONLY SO MANY TIMES WE CAN FAIL.
>>
Rolled 13 (1d100)

>>41192343
>Run after the android and try to stop him again (1d100)
>>
Rolled 90 (1d100)

>>41192343
I doubt that we'll be able to get to the android before we get to the ship, so by all means try infecting the other guy.
>>
Rolled 79 (1d100)

>>41192343
Have the captain attack the Android
>>
>>41192375
>This
>>
>>41192375
NOICE

NO
ICE
>>
>>41192375
Finally! A good roll. I was going to go the other way, but fuck it, let's infect the guy while we've got some luck.
>>
Rolled 57 (1d100)

>>41192343
>>Run after the android and try to stop him again (1d100)
>>
>>41192375
>the dice gods want us to adopt the Human Wave tactic
This quest is getting more and more interesting with each roll.
>>
>>41192475
TIME TA
GET
AGGRESSIVE
>>
>>41192502
NO we still need to be subtle
>>
>>41192512

YES. We cannot let the android kill everyone on the station.
>>
>>41192564
It's only really aiming to kill the crew that was in a restricted area.
>>
>>41192375
We can let the guy do that in the next two weeks while we're disconnected.
>>
>>41192564
He won't. He just a security drone. Once we get the intruders off the ship, it'll be a cinch to deactivate the droid with our 2 new friends
>>
>>41192564
Can you read at an 8th grade level?

What part of
>The comms officer from the station is registered with the android, and isn't a valid target.

Did you not comprende, hombre.
>>
>>41192375
>Infect Jackson with a 90
As Jackson is struggling to keep himself from cracking under the pressure of the situation, your comms officer feigns offering him a helping hand of comfort, and then suddenly delivers a hand of infection.

Jackson is subdued under your control. At the very least, even with the android on the rampage and potentially about to kill two of your crew, you've gained control of the interior of the station.

Jackson takes the initiative of going to man the communications station so that nobody can try to call out for help.

An observer on your freighter spots two of the crewmen working on the exterior of the station. They remain unaware, and even when the android fires directly below them they both fail to realize the events in motion. They continue to casually work on the exterior of the station without a care in the world.

-- (The Android)
The android continues to make chase and fire shots. Two of them veer off to the side and bounce harmlessly off the interior plating. Just as the captain and the pilot round the corner a third shot, and the android's last shot, embeds itself inside the lower torso of the pilot. As the pilot runs, he leaves a trail of human blood behind and along the docking port.

The android reaches the docking port and stares your crewmen down as they run to the safety of the freighter, and make one final dive to safety as the doors are shut behind them.

For the moment, the crisis has been averted.

The pilot's body is in poor condition, and he is escorted to the medbay to have his human organs treated for gunshot wounds. The captain's wounds are minor, and can be healed by the spore inhabitants of his body.

The interior of Charlie is yours. The exterior is still populated by the two remaining crew. An attempt to infect them will likely result in their death.

>Attack them while they're outside with your warrior. (1d100)
>Have the warrior ambush them outside of the airlock. (1d100)
>Other (write-in; 1d100)
>>
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Rolled 51 (1d100)

>>41192627
>>Attack them while they're outside with your warrior. (1d100)
>>
>>41192627
>An attempt to infect them will likely result in their death.

So, we... have to wait for them to come inside then.

Neither of those options sound good if they'll likely result in their death, losing us their valuable knowledge and bodies.
>>
Rolled 94 (1d100)

>>41192627
>Attack them while they're outside with your warrior
If we fail, we just silence the comms.
And refuse to open the pod bay doors.
>>
Rolled 91 (1d100)

>>41192627
>Have the warrior ambush them outside of the airlock. (1d100)
>>
Rolled 68 (1d100)

>>41192627
>>Attack them while they're outside with your warrior. (1d100)
We have the comms, they can do nothing now.
>>
>>41192627
>Other. Can we lure them inside so that these guys (I take them to be engineers) can "shut down this rougue android"?
>>
>>41192627
>An attempt to infect them will likely result in their death.

And one of them's the book-learnin' subspace smartypants.

We can't risk that. He's the most valuable thing here.
>>
>>41192674
We could have some subjects to experiment on infecting and reanimating the dead, or at least try to extract their memories somehow.

And if that fails I'm sure we can put the biomass to use somehow.
>>
Rolled 30 (1d100)

>>41192706
My bad
>>
>>41192690
>>41192689

...Wow, the dice gods takeith and the dice gods givith. Let's do this
>>
>>41192627
Yeah, damn, that's right. We need the smart guy.

Switching my vote
>>41192703
to,
>Have the warrior ambush them outside of the airlock. (1d100)
>>
>>41192720
This is a tiny-ass station, 50% of them going missing is suspicious as fuck.

We can't have any of these four going MIA.
>>
>>41192627
Ambush them in the airlock.
>>
>>41192690

Ambush them outside the airlock. We can't have anyone die on our hands.
>>
>>41192627
Also, replace the damaged internals with spore-matter. no one's going to look at his insides!... hopefully.
>>
>>41192651
>>41192689
>>41192703
Why the fuck would you attack guys with oxygen tanks and space suits out there in the vacuum.

What's the point? What could you possibly have to gain?
>>
>>41192780
The good old fashioned rush of murderhoboing.
>>
>>41192780
Since we dont really need this station, my background plan was to have everyone kill themselves/hop on the Galleon when we leave.
>>
>>41192780
What do you mean? This gets things done more quickly, and we can use the biomass.
Also, it's fun.

You're not implying they'd be able to run away, are you?
>>
Can we have the warrior like ambush them, but only to scare them back onto the station?

Have Jackson and the Comms officer come to their aid against this mysterious alien outside, and infect them.
>>
>>41192780

Well, we can't let 90's go to waste.

Actually, you make a very good argument. I vote to do a write in an ambush them inside the airlock. I'm changing my vote from an earlier get them while outside vote.
>>
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>>41192837
>leave the station completely uninhabited for when the platinum falcon comes by

>nothing suspicious about this at all
>>
Rolled 97 (1d100)

>>41192853
Forgot to roll
>>
>>41192837
we have no reason to rouse supicion of our activities in this sector! a security fleet could probably murder us. If an extermination crew gets called there's no way we'd make it. Not even on Joker. It's better to just have the members of the crew there as our own information buoys to know who comes and who goes from the area whenever we pass through.
>>
>>41192627
>>Have the warrior ambush them outside of the airlock. (1d100)
Wait does this mean. Like. Inside the station?

"Outside the airlock" sounds like you mean still out in the vacuum of space.
>>
>>41192875
They don't need to see everyone on the station.
>>
>>41192875
No, fill it with carrier and warrior forms.
we going full Library.
>>
>>41192875
>>41192892
Just leave a suicide note.
>>
>>41192880
>97

Please, can we do this?
Using the warrior to scare the guys back onto the station to infect them sounds like an amazing plan.
>>
>>41192851
>This gets things done more quickly

Gets fucking WHAT done quickly. Losing perfectly viable hosts?

They're gonna fucking die, not get infected since you can't infect them without breaching their suit, which will also lose them their oxygen and kill them.
>>
>>41192913
I really like this idea, but at the same time we have fuck all in the way of resources and vectors.

So later, when we have lots of biomass to work with and we've already been discovered.
>>
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>>41192651
(I'll keep this for when you guys make warrior forms with sword arms)

>Finally some good rolls
(I like how you guys waited until the situation was under control to perform well again!)

Your warrior-form comes on to the station and avoids the patrolling android. With your host on the control terminals of the station, tracking and avoiding the android is easy.

The warrior waits outside the airlock. As the two cycle the air back in they report in on the radio. When the interior door opens, they're treated to the grisly form of your warrior type.

Before they can even exclaim their horrified state it grabs them both and forces infection into them. With their clunky spacesuits they didn't even stand a chance.

The warrior slinks back to the hydroponics bay of the freighter, leaving your hosts in full control of the station.

With the mind of the commander of the station, you learn some very important things.

Learned: Subspace Theory (Advanced), Gas Extraction and Refining (Advanced).

The concepts of subspace are clearer to you, and with your exposure to the subspace drives of engines, the crystals in the asteroid over Joker, and this man's advanced knowledge of subspace buoys, you feel that you can recreate both the subspace buoy and drive using your own biology and the crystals.

Though the knowledge you gained is sufficient to allow you to replicate this technology, it has yet to illuminate the spore's sensations of familiarity with subspace and the crystals. Those answers are closer now than before, however.

With the refinery under your control and the technology in hand, a new world of options has opened up!

Before you consider the next leg of your journey, would you like to do anything on the station?

Unlike Joker and its mining, the gas extractors are the limiting factor here. You cannot increase production.

What would you like to do on the station?
>Skim some extra fuel.
>Write-in
>Do nothing.
>>
>>41192967
Biomass is my trigger word
>>
>>41192967
Have you not played dead space?
only a few like 1 warrior form and 2 carriers to infect,maybe make an expendable "infection" form later
>>
>>41192977
>Skim some extra fuel
>Fuck off to the more important target and make our 'delivery'
>>
>>41193004
>dis
>>
>>41193004
This
>>
>>41192977
>write in
I roll to infest the station making it the first level to our infection
>>
>>41192977
Wait, what visits come here besides the other ship?

Does this place have its own quota for gas production that it has to give a big shipment of gas every 2 weeks?

Also, you haven't explained how subspace buoys even work. What the limitations are, what combination of proximity and costly equipment is required to network things together.
>>
Rolled 41 (1d100)

>>41193022
shit
>>
>>41192977
>The concepts of subspace are clearer to you, and with your exposure to the subspace drives of engines, the crystals in the asteroid over Joker, and this man's advanced knowledge of subspace buoys, you feel that you can recreate both the subspace buoy and drive using your own biology and the crystals.
Yep. Completely worth it.
>>
>>41192977
All crew members of the station board the Golden Galleon, disable the android and bring it too. Leave a vague mass suicide note. Then head out to Jacksona after topping off our fuel.
>>
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>>41192977
I have more images.
>>
>>41192977
Write-in.

See if we can produce some spores that thrive in the heat of the gas valves. When other ships come to the station to refuel, we can pump spores into the fuel supply. Whenever they would need to work on the fuel supply, there's a chance spores could be vented into the maintenance engineer's face.

Is there a hydroponics bay on the station? If so, let's infest it as well to better build our biomass.

Have we communicated our new knowledge of subspace to the primary hive mind on Joker? Do we have a way to secretly do so now that we control the subspace beacon on the station?
>>
>>41193051
That's a dumb plan.

You gain four hosts and lose "refinery charlie has nothing suspicious about it." That's hardly a fair trade. There are plenty of hosts on Jacksona.
>>
>>41193054
I want one
We need to make one
All I'm favor?
>>
>>41192977
>Gas Extraction and Refining (Advanced).
YESSSS
>>
>>41192977
>Do nothing.
All these terrible writeins.

TO JACKSONA
>>
>>41193022
It doesn't really have any nutrition to use though.
>>
Rolled 78 (1d100)

>>41193081
ah crab monster?
turn it into a carnifex and im down,in hard im rollan
>>
>>41193064
Let's never leave any visible infection in a place this small and vulnerable.

We can't fit enough hosts in the place to be able to defend it if it were discovered.
>>
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>>41193054
>>
>>41192977
>Do nothing.

Onward we go!
>>
To Jacksona!

We have shared our knowledge of subspace with Joker, the place where that knowledge would actually be useful, right?
>>
>>41193118
Agreed.
>>
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>>41193120
>>
>>41193127
We are not in communication with Joker. Too far.
>>
We really REALLY need to relay our knowledge to all others. Make sure to have like a back up somewhere in case.
>>
>>41193145
We have knowledge of slipspace buoys though, and are on a station, we could easily send transmissions to the colony on Joker right?
>>
>>41193168
Bitch Joker was explicitly said to be out of range of any of the humans' subspace buoys.

This is one of the humans' subspace buoys.

Do the math.
>>
>>41193168
Maybe, but there is also a risk that those communications would be detected especially if they deal with classified details of subspace.
>>
>>41193039
(Charlie is a gas platform that both serves as a refueling station, and as a source for additional fuel. Every couple of weeks a gas freighter makes the rounds to various gas platforms and collects their excess fuel. Even the more out-of-the-way refineries tend to have a healthy amount of traffic.)

Charlie saw travel from about three or four ships a week prior to the destruction of the Beta station. Since then, Charlie has picked up some of the slack along with Delta, which you assume is on the other side of the route that Beta supported.

Here on the fringe the travel is a lot like the root of a tree. Gas platforms are the divergent point where freighters and other types of vessels will go to other locations.

>>41193064
(This kills the spores, since they end up being used to generate matter/anti-matter reactions. In fact, just about no other force in the universe beyond a black hole can kill spores as much as this kills spores.)

>Do nothing.

You decide to leave the refinery as is. Without crystals to recreate the subspace buoy technology you will have to leave these four hosts behind.

You have yet to ever leave a host behind, so you have no idea what will happen. You theorize that the control would go dormant and their personalities would resurface. It's unlikely that they'll have any proper recollection of the events, and even if they did they would question them, since they'll wake up at their duty stations like nothing happened.

Of course, you clean up all the blood and make sure that nobody is the wiser.

Where will the Galleon go?
>Return to Joker with this new information.
>Continue toward Jacksona I.
>Go elsewhere (Write-in)
>>
>>41193168
send a transmission,it be hella awkward.
>whats good fam
>yo man how you doin?
>you know spore things.
>me too m8.
>what the fuck is that?
>a station m8.
>oh.laters
>>
>>41193194
We have the captain and the pilot safe right? They really aren't supposed to be on the station, so we could send them back to Joker then and keep the station operating as to not cause suspicion.
>>
>>41193211
>>Return to Joker with this new information.
The shipment will simply be late for 3 days. We will say we had engine trouble. (We do have the repaired section of piping to show that it had been faulty at some recent point of time. )
>>
>>41193211
>>Continue toward Jacksona I.
Unfortunately, we are on a schedule.

Maybe we can hook up with the other ship's crew on Jacksona and infect one of them to send the knowledge back.
>>
>>41193211
Can we send a pod or shuttle to Joker and the Galleon to Jacksona?

Tie the captain and pilot down in the shuttle so even if they freak the fuck out after leaving the proto-minds range we should be able to keep control of them once they get within the influence of the brain on Joker right?
>>
>>41193249
>dis
>>
>>41193211
How long will the return trip take? Because if it's a while, just head over to Jacksona.

>Continue toward Jacksona I.
>>
>>41193211
Yeah let's head back to joker.
>>
>>41193253

If the spore on joker was successful in infecting the platinum falcon, then when it comes by the station we will assume control again. It could possibly carry the info back to joker.
>>
>>41193237
Are you high? You make no sense. "send them back" how? They're supposed to be on the Galleon when it arrives at Jacksona, and you don't have a second FTL ship.
>>
>>41193211
>Continue toward Jacksona I.
>>
>>41193303
We need more brains capable of control, or a way to extend our control range. Something that should be worked on in my opinion
>>
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>>41193143
>>
>>41193342
when our brain-nodes are quantum entangled via subspace crystals, shit should be good.
>>
>>41193211
You still need to explain the game mechanics of setting up subspace buoys and what the limitations are for us to make an informed decision.

Are they detectable? Does there need to be an unbroken chain of buoys every few lightyears to connect two points? How far from a buoy can you be and still be networked?
>>
>>41193358
Need
>>
Let's go back to joker. We'll be in real trouble when we get to Jacksonia, but if we infect the place that'll be the lease of the humans worries.
>>
>>41193303
Your grasp of the timeline seems weak. I just suggested infecting at least one person on the platinum falcon BEFORE it leaves for joker.

That would make the information arrive when the falcon does. If you just wait for the falcon to get infected AT joker, the next trip to joker is going to be just the galleon.
>>
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>>41193358
Just posting ideas, don't mind me.
>>
>>41193342
We literally have a means of getting both of those things already.

We constantly infect new hosts to turn into more brain matter, and we just unlocked organic subspace buoys.

You're asking for shit we're already working on.
>>
>>41193211
>You have yet to ever leave a host behind, so you have no idea what will happen. You theorize that the control would go dormant and their personalities would resurface.

nani?

Why would that happen?

How is that at all different from when the spore's sole host was Richardson in the first threads?
>>
>>41193399
Getting an infection started on the Falcon before it reaches Joker sounds like a great idea.

I support this.
>>
>>41193445
figured the spores would form their own mind if we left control range
>>
>>41193399

I think you must be confused. The platinum falcon is stopping at joker while we are away. The spore mind there will almost certainly infect the ship. Since they are in the same route as us they will go by the fueling station and will pick up on information then. We have no way of infecting the falcon before it gets to joker.
>>
(This decision seems to be a bit contested, so I'll clarify)

>>41193373
>Are they detectable?
Not that the spore is aware of. Certainly, any attempts at creating a biological-based subspace network would likely make it extremely difficult for human technology to decipher the signal provided they could intercept it to begin with.

>Does there need to be an unbroken chain of buoys
Subspace buoys have an extremely long range, because of the way subspace works. It's not infinite, but you would have to travel several systems over before such a thing became necessary.

--
If you returned to Joker you would be 3 days late on arriving to Jacksona I and have to take an additional refueling. You'd have to think up an excuse for that.

On the other hand, taking an extra day or more at Joker would allow you to mine a couple of those Amythitium crystals and try to create your own subspace communications network.

Pressing on to Jacksona I is certainly a possibility, but you'll be gone for several weeks before returning to Joker. Just as well, you might have to go to yet another location, since the Golden Galleon currently only has one outpost on its route.

>Go to Jacksona I
>Return to Joker
>Go exploring (Write-in)
>>
>>41193445
>Why would that happen?
(Good point. The reason why the minds would need to resurface is this: Each one of those minds would endeavor to collectively grow the spore. It would revert back to a less intelligent state where its only goal is to create a Stage 1 Mind. Presumably you don't want them trying to do that, so as you leave the station you would lift control and let the spores go dormant.)
>>
>>41193473
engine trouble is a legitimate excuse I hope because the galleon's coolant system did nearly die on us already.
>>
>>41193473
Return to Joker
>>
>>41193473
>>Go to Jacksona I
More hosts.

>>41193468
And it stops there in 2 weeks' time. Which means it hasn't even left Jacksona yet.

At some point between now and 10 days from now it's going to dock at Jacksona and the crew will be potentially infectable.
>>
>>41193473
>>Go to Jacksona I

>you might have to go to yet another location, since the Golden Galleon currently only has one outpost on its route.
What does this mean?
>>
>>41193513
Oh, I see. That makes sense. I didn't realize the falcon was at jacksonia. In that case, let's press on for jacksonia with all due speed!
>>
>>41193473
>Return to Joker
Just in case the worst case scenario happens on Jacksona and the protomind dies, we NEED to know how to make FTL shit on our stage 1 mind.
>>
>>41193473
At the same time, the spore mind on Joker would continue trying to expand while we're off doing sporely things.
>>
>>41193473
>>Go to Jacksona I
>>
>>41193542
(Each FMC freighter on supply duty is given two assignments, and is expected to make a trip to and from its assignments within a two week period. Of course, some ships have travel times that disallow that, but that's what the FMC considers to be efficient. That means about six days back and forth, two days of maintenance, and six days back and forth.)
>>
>>41193473
>take an extra day op
>>
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soon
fingers crossed for sprawling station cities
>>
>>41193473
Back to Joker
>>
Actually, I change my vote to going back to Joker. We can easily claim to have had major engine trouble as evidenced by our several dead crew. It's still suspicious as fuck, but provides a critical fail safe for us.
>>
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>>41193596
>maintenance

Well as long as they don't look inside hydroponics before we get the chance to sneeze on them.

Oh right we also need to get to Jackson so we can find a fertilizer factory and learn nitrogen fixation.
>>
>>41193686
Maybe we could just permeate the air with a light dusting of spores.
>>
>>41193686
if only we could spore the bacteria in soy roots and learn it from them.
>>
>>41193596
We need to go back to Joker. This information is too important to allow it to possibly be lost.
>>
>>41193701
That sounds like a good idea for all of our controlled places in general so anyone that might come into investigate will get assimilated.

We loaded the warrior form up back into the Galleon right? We didn't abandon it on the station right? That might be bad.
>>
Should go to Jacksona.

We infect people there, enough to have a space to store our own space buoy before going back to Joker to build the other space buoy to connect with.
>>
>>41193740
Yeah, it's back in hydroponics.
>>
>>41193740
Yeah we grabbed it.
>>
>41193473
But even if a subspace buoy is built we'd need a second one at Jacksona to be able to communicate right.

Because you need to be really close to one to use it, right? Like on the same planet?
>>
>Go to Joker
(Unless there's any significant outcry to the contrary, this is what seems to be the winner.)

The Golden Galleon relinquishes itself from the grasp of Charlie station and sets a course out of the gravity well of Piscorius I.

The giant blue gas giant shrinks behind the ship, and as the ship prepares to go into subspace the spore relinquishes control of the minds of the station's inhabitants. For now. They are confused and disoriented at first, but don't fully understand why. They pay it no mind, and return to their hard duties.

Just as you were preparing to cut off control of Jackson, the fearful communications officer, a message comes in on the buoy.

It starts off with an automated response that declares: "The Temple."

A hooded figure appears on the video screen. You try to keep control of Jackson to learn more, but as the ship slips into subspace you are forced to make the spores in Jackson's body dormant.

In the very final moment of the connection, you think you hear a familiar noise. You are unsure what it was.

-- (Joker)
The ship exits subspace near Joker I, and you feel the two minds merge and share their knowledge.

In order to make the subspace network you require, you'll need Amethitium crystals from that asteroid you discovered. It'll take you a day with three warriors to carve out the rock to reach the crystals and get your first one, and only a little longer to get two. To get four, enough to make the network, and a subspace-capable ship with access to the network, would take a day and a half. At this point you'll have reduced the asteroid's crystals by a quarter.

Of course, with five warriors you would be able to carve four crystals in a single day.

All warriors will come from Joker's population.

>Three warriors, get two crystals for the network. (1 day) (1d100)
>Three warriors, get four crystals for the network and the ship. (Nearly two days) (1d100)
>Five warriors, get all four crystals (1 day) (1d100)
>Forget the crystals.
>>
>>41193504
Which we fixed within a day.

Making a 6-day round trip take 9 days is a bit of a stretch. It would mean it took 3 days to fix the half-speed we were going at.
>>
Rolled 64 (1d100)

>>41193949
>Three warriors, get four cystrals for the network and the ship
>>
Rolled 62 (1d100)

>>41193949
>>Three warriors, get four crystals for the network and the ship. (Nearly two days) (1d100)
>>
Rolled 88 (1d100)

>>41193949
>Three warriors, get two crystals for the network. (1 day) (1d100)

One for the galleon and one for Joker?
>>
>Five warriors, get all four crystals
>>
>>41193949
>Five warriors, get all four crystals (1 day) (1d100)
>>
Rolled 6 (1d100)

>>41193949
>>Three warriors, get two crystals for the network. (1 day) (1d100)

Urgent: sending Galleon back to Jacksona as soon as possible.

But we can wait another day for building a second ship, that's not urgent at all. It will be connected to our network as it comes into existence while the Galleon is heading to Jacksona.

>>Forget the crystals.
>>
>>41194007

Do this. Joker can get additional crystals at a later point as they secretly build their ship. Once the crystals are in place we leave, go back to the refinery, figure out what this business about the temple is, and continue on to Jacksonia. We also need to to come up with a convincing cover story for why this took so long. Perhaps our spore engineers can effect some convincing damage?

Also, let's hide our warrior spores in hydroponics when we arrive at Jacksonia.
>>
Rolled 9 (1d100)

>>41194028
What the fuck? I put the dice roll command in.
>>
>>41193970
yes, we managed to get it fixed in 1 day, when the engineer had a fear that they wouldn't be able to fix it in space, period. Just because it wasn't that bad, doesn't mean it couldn't have been, and doesn't mean we can't play it off as having been worse and having cleaned some of it up and done additional repairs when we landed on Joker to make sure we weren't crippled in space and lost more crew on the second leg of our trip.
>>
Rolled 75 (1d100)

>>41193949
5 warriors get all the crystals in a day
>>
Rolled 14 (1d100)

>>41193949
>Three warriors, get two crystals for the network. (1 day) (1d100)

And using our engineers for a cover story is a good idea
>>
>>41193949
>>Three warriors, get two crystals for the network. (1 day) (1d100)

Literally no reason to rush building a second ship.
>>
>>41193949
>>Three warriors, get two crystals for the network. (1 day) (1d100)
>>
>>41194070
>when the engineer had a fear that they wouldn't be able to fix it in space, period.
What?

Are you sure about that? Where did it say that? >>41041946

They just had to fix the coolant pipe.
>>
>>41194165
It was my memory of the "... Let's see If we can't get this fixed" part of the post.
>>
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Do we have any form of guns or more advanced weapons than just the fists of our warriors? That could be useful later.
>>
>>41194241
we have the crew's firearms. That said, if we could infect a gunsmith, I'd like to see what biological ranged weapons we'll be capable of.
>>
>Three warriors, get two crystals for the network.
(This one got the tiebreaker. Was close between this minimal option, and the extreme option.)

You produce two warriors from the staff of the Joker outpost and take them aboard the Golden Galleon. The ship pulls up alongside the Amethitium-containing asteroid, and your minions go forth and attempt to drill away its surface.

They make good time in doing so, and are easily able to carve away its surface to get to the crystals. Extracting the crystals themselves requires a far more diligent effort, but in time the Amethitium yields. Then it later yields once more.

With two crystals in your grasp, you return to Joker.

The first crystal is integrated into the Stage 1 Mind and pulled into the center of the large biomass and brain pod. You struggle to focus your energies on replicating the method by which the humans use to communicate through subspace, and then finally you feel the vastness of subspace and its fabric around you. You have succeeded.

You replicate this process with the mind on the Golden Galleon with greater difficulty, due to its infancy, but succeed nonetheless.

With this, the spore is now able to communicate its link through subspace with ease.

It almost seems too easy. This development only serves to increase the spore's suspicions about its link to subspace and these so-called "Amethitium" crystals.

The spore learns one valuable thing from this experiment. It was never understood how it communicates between the minds, until now. The spore always assumed it was some sort of strange telepathy, but with this experiment it realizes now that it had always been linked through to its mind via little ripples in subspace.

At any rate, the Golden Galleon is now overdue for return. It sets off to refuel once more at Charlie.

>Take the two extra warriors on the Golden Galleon
>Leave them behind
>>
>>41194241
Getting swords and armor for the warriors would be nice, maybe we could manage to get our... whatever kind of appendages we have on some energy shield tech even.
>>
>>41194284
>Leave them behind
>>
>>41194284
>Take the two extra warriors on the Golden Galleon

While in flight have our hosts concoct convincing "damage" that could explain our slow performance.
>>
>>41194284
>>Leave them behind
Need defense ready on the home front. Just in case.
>>
>>41194284
>Take the two extra warriors on the Golden Galleon
We're heading towards a more populated station, right? Take them with and keep them hidden in case shit goes south.
>>
>>41194284
>>Leave them behind

Brute force is much more useful out where no one can hear you scream than deep in human territory where we don't want to expose ourselves.
>>
>>41194284
Do we have any warriors on Joker at the moment or just the one we had plus the two new ones?

Since Joker is kind of our home of the main mind it would be important to defend it, but we are taking a dangerous mission to Jacksona kinda of.

Let's rely on subtly and diplomacy there, and leave the brutes behind to defend our land.
>>
>>41194296
>Swords
(You can already make chitin swords naturally, or titanium blades if you're willing to spend a little extra titanium to do so. You can also armor the warriors with titanium if you so choose, but that will cost even more.)
>>
>The Temple

>a message just after we infected the crew

Sure hope that message was intended for humans and not for the spore.

If it was a weird message the humans weren't expecting they might have started talking about it to other non-infected humans over the buoy link.
>>
>Take the two extra warriors on the Golden Galleon
>>
>>41194361
Well, we're going to find out what they did when we link back up with them and get an update on the goings on.

Could we maybe get an update on our knowledge, numbers and resources again? Like one of these >>41188139
>>
>>41194345
Have we studied the biology of the turtle yet? I think we should equip out warriors with better natural weapons and make shells to armor them up a bit.

I don't think we quite need to start using our titanium yet, except maybe for the one we're leaving on the Galleon, then if we detect any significant threats we could titaniumize the home guards if it was really needed.
>>
We're rather limited in movement by the need to stop at gas refineries to refuel.

That's why we need to infect each refinery, they're the bottlenecks we need to be able to refuel at without anyone asking questions, which means infection.

Of course unauthorized ships refueling means refineries won't meet quota, which means we have to infect the gas freighters that pick up that quota too, somehow.

And eventually whoever they report to so we can start cooking the books.
>>
>>41194403
>An update
(It has been roughly a week, so you've successfully made 840 titanium. You could use all of that for whatever purposes you devise, include producing a ship, as long as you don't touch a single bit of titanium past that point until the Falcon arrives.)

(You've also gained advanced knowledge of subspace theory and gas extraction/refining)

>>41194456
>turtle
(Yes. That's where the chitin comes from.)

(Leaving the warriors behind wins by one vote)
>Leave them behind

The Golden Galleon leaves the two warriors behind on Joker and proceeds back to the Charlie station. It exits the gravity well of the planet and slips into subspace.

As the mind on the ship slips into subspace, it feels... exactly the same. The subspace network works exactly as intended. Though the minds feel the distance between them increase, the flow of information is unaffected.

When the ship comes out of subspace near Piscorius I and the Charlie station, however, things do not feel the same.

As the spore reaches his mind out to the station he feels nothing. There is no hail, and no automated broadcast. The lights of the station too have fallen silent.

With the buoy disconnected and no reports being made, the FMC will eventually come to investigate. Without more fuel, the ship will not be able to reach Jacksona I, or at least not in this millennium.

The Golden Galleon can try to dock with the station and hope it has just enough life in it to extend its refueling line. Either way, the station will have to be accessed from outside.

You can choose to dock immediately, or not. Either way, you must choose whether or not to send a boarding party.

If you do not send a boarding party, you MUST attempt to dock for refueling.

>Dock with the station
>Don't dock yet

>Send three crewmen in spacesuits
>Send the warrior
>Send both
>Send nobody (refuel only)
>>
>>41194620
>>Dock with the station
>>Send three crewmen in spacesuits
>>
>>41194620
>Send three crewmen in spacesuits
They don't actually need the spacesuits do they?
>>
>>41194620
>Dock with the station
>Send three crewmen in spacesuits
>>
>>41194620
>>Don't dock yet
Probably don't want to be ambushed or blown up by terrorists putting a bomb on it.
>>Send three crewmen in spacesuits

But crew are expendable, the ship is not.
>>
>>41194662
>They don't actually need the spacesuits do they?
(They're still just human bodies. Without mutations to help them survive the rigors of space, they'll eventually die. I mean, you 'could' launch them off the ship as quick as you can and they could probably get in the airlock in time, but it would also be really fucking weird for three dudes to show up sans spacesuits.)

(You also don't know the condition inside the station.)
>>
>>Don't dock yet
>Send three crewmen in spacesuits
>>
Perhaps they should bring guns.
>>
>>41194693
OP....
>>
>>41194734
YES
>>
>>41194744
(Sorry. Sometimes after bouts of intense shitposting I forget to reapply my trip. Also, sometimes after posts in general.)

>>41194734
>Perhaps they should bring guns.
The security officer goes as one of the three, and he brings his sidearm.

>Dock and Don't Dock are tied
(In the interest of keeping with the "safety strats" theme you guys run, I'm going to tiebreak this as Don't Dock.)

>Don't dock yet
The Golden Galleon maneuvers itself near the lifeless station and sends three crewmen in spacesuits out its airlock toward the station. The security officer and two lower-rank crewmen land on the station and enter into the airlock.

The airlock refuses to cycle, or vent air into the chamber. In order to get access the three have to manually shut the exterior door and then manually open the interior door.

It takes them several minutes before they finally gain access. Inside the station is quiet and lifeless just as it appeared on the outside. Measurements of the atmosphere and temperature declare that it is unsatisfactory, and that removal of the spacesuits is not recommended.

>Head to the control room (1d100)
>Head to the engineering section (1d100)
>Wander the corridors looking for the crew (1d100)
>>
Rolled 59 (1d100)

>>41194851
Head to control room
>>
Rolled 51 (1d100)

>>41194851
>Head to the control room (1d100)
>>
Rolled 15 (1d100)

>>41194851
>Head to the control room (1d100)
Watch out for Mr.McAndroid
>>
Rolled 50 (1d100)

>>41194851
>Head to the control room (1d100)
>>
Rolled 20 (1d100)

>>41194851
>>Head to the engineering section (1d100)
I am captain contrary.

Also that is where to fix the power problems.
>>
>The control room
Your party heads to the control room of the station. Everything around them is eerily silent the entire way. When they push open the door of the control room, they see Jackson sitting at his chair.

When the hosts approach it becomes apparent why the station has fallen silent. Jackson, or what's left of him, is sitting dead in his chair with his head melted to a crisp. The area surround him is a scene of blood and gore. The power of his terminals is totally gone.

In order to restore power, your party will need to venture to engineering.

>Go to engineering (1d100)
>Explore the corridors (1d100)
>Fuck this shit. Go back to the ship, try to refuel, and run away. (1d100)
>Other (write-in)
>>
>>41194976
>Go to engineering (1d100)
Get a warrior over here.
>>
Rolled 77 (1d100)

>>41194976
I told you engineering was the place to go.

But come to think of it, that would mean being ambushed by the things that did this.
>>Explore the corridors (1d100)

We have to find them first. Cuz they KNOW we'd head to engineering.
>>
Rolled 59 (1d100)

>>41194976
I would like to say fuck this shit, but im curious

>Go to engineering (1d100)
>>
Rolled 95 (1d100)

>>41194998
oops forgot roll
>>
I get the sense that if we try to refuel, we would not get normal, harmless fuel out of the spigot.
>>
Rolled 61 (1d100)

>>41194976
So certainly head to engineering, but make sure to bring a warrior.
>>
>41194620
>As the spore reaches his mind out to the station he feels nothing. There is no hail, and no automated broadcast. The lights of the station too have fallen silent.
>With the buoy disconnected and no reports being made, the FMC will eventually come to investigate.

Can they sense the moment the space buoy lost power, or will it take a while before they notice they aren't getting the scheduled emails from this station?
>>
>>41195117
>or will it take a while before they notice they aren't getting the scheduled emails from this station?
(They'll miss their daily check-in, and after three consecutive missed check-ins the FMC will send a ship.)

>Go to engineering
Your party goes to engineering. Your security officer has his gun at the ready.

As some of your ship's crew observe the exterior of the station from the ship, they notice a gored-up body in a spacesuit float in front of one of the gun platforms. That's two of the four accounted for.

When the party forces open engineering the third body, equally as gored as the previous two, greets them. The body had been leaning against the frame of the door, with its head melted into oblivion just like Jackson's. The engineering bay is quiet.

Your crew checks on the power of the station, and finds that it had merely been shut off. No sabotage of any kind. They determine that any remaining energy was sucked away when the party boarded the station. In order to refuel, they'll have to start the reactor.

Out of necessity, they'll do so.

>Roll 1d100 for the reactor

Also:
>Send the warrior
>Don't send the warrior.
>>
Rolled 73 (1d100)

>>41195155
>Send the warrior
>>
Rolled 19 (1d100)

>>41195155
Send the warrior. This wasn't the work of the android, he uses station rounds.
>>
>Send the warrior
>>
Rolled 28 (1d100)

>>41195155
>>Roll 1d100 for the reactor

>>Don't send the warrior.


Corpseanon, you finally have a dead body to experiment on now.
>>
>>41195247
Let's replace its head with spores
>>
>>41195155
Haha time for the fourth fourth zombie. Time to get real.
>>
Rolled 100 (1d100)

>>41195155
>>Don't send the warrior.
>>
>Send the warrior
The warrior leaps from the airlock of the Golden Galleon at quickly as it can. It arrives at the station and forces its way inside before flying down the halls to engineering. It reaches the doors of engineering just as the android opens the door.

The power flickers on and the lights turn on. Air circulation begins again, and the artificial gravity switches back on.

The android's multi-tool arm is covered in the gore of its human victims, as well as some of the rest of its body. In its right hand it has its pistol.

The android looks at your three crewmen, and then looks at your warrior. The welder of its multitool starts to hiss with life.

In its robotic voice, it calls out to the warrior: "You... have found Xanadu?"

It then looks at the crewmen. "You have not."

The android leaps at the crew.

ROLL 4d100!
>>
Rolled 65, 60, 51, 89 = 265 (4d100)

>>41195319
>>
Rolled 41, 58, 7, 57 = 163 (4d100)

>>41195319
Oh man you wrote too fast to see the crit.

Can that crit count for something?
>>
Rolled 47, 11, 43, 22 = 123 (4d100)

>>41195319
>>
Rolled 39, 90, 74, 46 = 249 (4d100)

>>41195319
>>
Rolled 48, 6, 5, 91 = 150 (4d100)

>>41195319
I am very confused and that makes me angry.

LET'S FUCK IT UP.
>>
>>41195319
If we manage to save these three.

We can pretend the missing Galleon crew were the away team that died on this mission.

That is, if we remove all bodies and recycle them so that the absence of their bodies isn't any weirder than anyone else's absence.

Although the people who did this, if they hear about the missing bodies, will think it's weird, that the didn't give any orders to get rid of the bodies.
>>
>>41195363
Blame it on a malfunctioning android.
>>
>>41195306
(Crit)
(I'll let you carry that crit over to the attack of the warrior, since the roll was for him)

As the android leaps upon your crew he fires a shot at the security officer, but it misses. His welder lashes out at a second crewmen, but he expertly avoids it.

Unfortunately for the android, the warrior has no time for such petty attempts at combat. In a swift movement it comes up behind the android, grips its arms, and rips its left arm cleanly from its torso with a shower of sparks.

By the time the dropped arm hits the floor the head is sent sailing toward the rear of the room, and it harmlessly clinks off the metal wall before hitting the ground and rolling back toward the center of the room. The body of the android is tossed aside by the warrior.

The android's head stops and stares up at the ceiling, and as it's powering down it mutters, "T-T-The... Tem-.."

And so the killing spree of the android is over, and the spore has exacted his revenge for its earlier misdeeds.

The docking and refueling ports of the station extend out to the Galleon and provide them with the station's bounty of fuel.

What happens from here on... is a matter for another episode!

That's all for today folks. There will be no Spore Quest on Wednesday. Instead, the fifth episode of Spore Quest will be on Sunday at 5 p.m. PDT! One week from today.

In the mean time, happy infecting!
>>
>>41195425
Haha we gotta explain how the android got rekt and its arm and head ripped off now, or hide or get rid of the android entirely. Or repair it just enough but with more believable wounds, like it detonated its own power core after finishing its mission, after seeming to get rid of all the bodies?

Say 5 of our crew went onboard, never made it back but they reported the insane droid over radio transmission as they died screaming after trying to restore power.

Refueled like hell and didn't dare to look back.
>>
>>41195425
thanks for running
>>
>>41195498
Fuck it, we can blow the whole station up and blame on a rogue spark in the fuel supply.
>>
>>41195574
The fuck you can.

Because the Galleon has to be able to refuel in this story, otherwise it can't even make it home.

It would be a suspicious coincidence if the station only blew up moments after the Galleon got the fuel it needed.



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