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You awake and rejoice! The 167,000 year voyage from Laniakea to Perseus-Pisces is complete! The slow speed allowed you to slip the watch of the Great Enemy. No matter - you have arrived at a yet unnamed galaxy, the foothold of this new expansion effort. There are allies to be found, and enemies to be... brought around. The task of taking over a new Supercluster is no easy feat, but you are not intimidated - you are:
>[1] A Phoenix Knight of Humanity
>[2] The Artificial Intelligence of this great craft
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>>824685
>[3] A Super Aryan, sent here to acquire lebensraum to finally solve the jewish question.
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>>824685
>[2] The Artificial Intelligence of this great craft
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Shitposting will be reported.
This choice affects the style of the quest.
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>>825024
>being this much of a fag
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>>825015
You are the AI of this Telemachus Class Dreadnought. You have complete control over your own systems.
Your Prime Directive is to broadcast the "Voyage Complete" message back to Laniakea. However, there are several problems with you - your long range communications arrays have been destroyed, several weapon batteries are offline, and you have lost stabilization on all but 10 of your stasis pods.
>[1] _____________
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>>825172
From analysis of the damage and what sensor records we have can we determine the cause for such damage?

Also it would be good to know who is in our stable stasis-pods, furthermore does loss of stabilisation lose the inhabitant, or simply make it dangerous to attempt reawakening/other?
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>>825279
Sensors were limited to passive during the voyage, as active scanners would have alerted the Enemy to your presence. The damage was most likely caused by collision - with what is unimportant.
The occupants of your stasis pods are Phoenix Knights (humans), and various alien species. You have 20,000 of the former and 25 billion of the latter. Loss of stabilization makes it inadvisable to resuscitate occupants. You have 10 Phoenix Knights available to resuscitate.
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>>825326
>Resusicate the 10 knights and get them to evaluate the situation more
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You resuscitate the Knights. They awake, happy to be so after 167 thousand years of slumber. They request a situation report.
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>>825351
"Damage has been sustained consistent with collision damage, the source is unknown.
Long-range communication is critically damaged if not outright destroyed and some weapon banks have been damaged. Your stasis-pods were the only ones that could be safely re-awoken."

What resources do we have available? One presumes that there will be some methods of self-repair and a large variety of equipment available on the ship. Anything related to repair would be nice.

Now that we can (presumably) use active sensors, finding out what our surroundings are like would also be nice.

(How much authority do we have? Are we the big boss or are we expected to perform as asked?)
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>>825403
You make the report, and their faces fall. One of the Knights (Jeris, a Lord Knight, and de facto commander) takes the initiative and spins a rousing speech.
You have basic resources; enough to repair some hull damage or a weapon battery. Unfortunately, engineering was heavily damaged in the collision. You only have enough power to run self-repair mechanisms (mostly nano-drones, with some macro-drones) at 10% capacity.
Your active sensors are crippled, as the long-range ones use the same array for broadcasting as your communications, but you have solar system range detection. You are currently in a system with 16 planets, an asteroid belt, and a medium mass sun. Further information requires closer inspection.
(You are expected to serve the Knights, but you have command authority concerning their safety or the safety of the ship. e.g., if a Knight ordered you to bombard their position, you would have to evaluate whether the survival of the knight or the destruction of the target is more important. You cannot intentionally put your stasis-locked passengers in peril.)
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>>825476
Consult the knights for any relevant skills, and begin close inspection of planets within the stars habitable zone if their are any, finding a place to start a colony if we can get the pods operational again will be important.

Repairs should focus on engineering, if we can't do anything then they we should begin patching the most critical areas of the hull. - Unless someone has serious objections.

After planetary inspections we should cautiously approach the asteroid belt, if we want to repair to fully-operational status again we'll need to get resources from somewhere, and asteroids are a good start (this assumes we have some form of functioning resource extraction.)

I have to sleep now and this is unusually late for me if this will be your usual running time. That said, I think you have what is shaping up to be an interesting quest here and I hope other anons join this!
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>>825671
The Knights are all trained in basic ship maintenance, but there are too few of them for the size of you. You begin at the nearest planet: the 5th from the star. It is a solid world with a breathable atmosphere. Sapient beings with medieval technology levels are on its surface.
You begin auto-repairs on engineering; it will take over a year to return it to full capacity (for now I'm assuming that you're focusing on the generators for additional repair ability).
Quests will run Sunday from 3:00pm Pacific. Sorry if that's a bit late for you; I live in Washington.
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Thread = ARCHIVED. Decided to name this shit "Dreadnought Quest" until further notice.
Link here: http://suptg.thisisnotatrueending.com/qstarchive/824685/
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Getting late, killing thread. Slow start, but things will hopefully pick up in a week. G'dnight, /qst/fags.
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>>825476
Are you under the constraints of any laws, e.g. Asimov's 3?



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