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Rolled 46 (1d100)

Ever since you decided to put on the mask and cape. Things have gotten interesting and changed a lot. From kicking the ass of especially troublesome space ship to the point of stealing their ship and ransoming them back to their own guys. Investigating the burnt homesteads that turned out to not be bandits as was suspected by monsters who prey upon humanity. Which lead to falling for an ambush and trap by some of those bandits along with the monsters. To taking the advise of a loyal customer for the sake of getting laid. Thereby getting you kidnapped by a particularly horny pirate lady. With the strange turn of those bandits who ambushed you becoming your rescuers as they dropped you off on the coast. Resulting in a very long...and very strange walk.

So strange in fact that somehow you left the planet you were on and are somehow taking a journey in space along a very strange and mystical pathway. To ultimately who knows where. Hopefully if you take the same route you can here from you can get back. Otherwise you have no idea how your going to get home.

And to think all this happened in less then a week!

So continues the story of a charismatic trader cape in a faithful space colony.
>>
Rolled 50 (1d100)

You walk finding yourself crossing vast distances with each step. You could see the twin stars of this system fast approaching with every step forward. Somehow you were...crossing such vast distances with each step as if you were an extraordinary advanced spacecraft.

You saw the different worlds of this star system. Some fuck off huge like the gas giants while others were smaller or even had higher gravity then own home. After awhile you find yourself at an intersection.

One leads you closer to the twin stars. Another takes you to the gas giant in the inner system. One path takes you to the outer system. Another path you can see a strange intersection with paths that blearily lead to nearby worlds. While the last path...you are not sure where it leads. As it takes a strange indirect route through the star system.

What do?
>Head back
>Go the outer system
>Go to the gas giant
>Take the intersection to nearby worlds
>Head to the twin stars
>Take the strange path
>Other?
>>
Rolled 1 (1d100)

>>1238255
>Other?
Try too touch the path we're walking along, like fingers in a river.

>other
Call out into where ever we are.
"Where am I and where do these paths lead?"

>Path too the Outer system
That end ice world or a terran moon?
>>
Rolled 8 (1d100)

that was the last option selection from last thread.

Woops forgot last thread >>1209743

First to 3 votes win don't forget to include a 1d100 dice to it. As all action choices require it.

Technically things like talking are free action but if you don't roll along with it you wont get any bonuses to it.

Free tip of the thread start
Always Remember bad plans hurt more then bad rolls.
>>
Rolled 57 (1d100)

>>1238264
Aaaahahahaha
>>
Rolled 39 (1d100)

civ stat sheet. Outside of it being posted at the beginning of every thread the only other time you can see it. Is if you visit the town hall where you can also make colonial requests to get things done within the colony as a whole or at least try to anyway.

Turns are an abstract amount of time. Otherwise things can quickly get absurdly complicated. Every 10 turns equal 1 population boost. Every 5 turns a trader fleet will come and offer wares. Including technological upgrades. The next incoming fleet is a Independent Fleet while the one after that will be Religious Fleet sharing the same religions as the colony.

>>Turn 2
>>>>>>>>A. Develop Resources
>>>>>>>>B. Improve infrastructure
>>>>>>>>C. Improve Armaments
>>>>>>>>D. Research
>>>>>>>>E. Scout
>>>>>>>>F. Explore
>>>>>>>>G. Your Choice
>>>>>>Points: 3 Currency.
>>>>>>Pop 3k
>>>>>>Military 1k
>>>>>>>>Food: Very Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Average
>>>>>>>>Medicine: Good
>>>>>>>>Health: Very Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Average
>>>>>>>>Tech level: Low
>>>>>>>>Reputation: Faithful Colony
>>>>>>>>>Infrastructure: Townhall. Farms. Clinic. Armory. Temple. Militia HQ. Warehouse. Water Treatment Center. Water Pump. Oceanic Dockyard. Space dock. Faithful Housing.
>>>>>>>>Defenses: Fortified Walls. Turret Network. Mono Wired Fencing. Holy Wards. Homemade Turret Grid(under construction).
>>>>>>>>vehicles:VTOL 2. helicopter 4. 1 Gunship. 4 Oceanic Patrol Boats. Technical 25. APC 10. 2 Tanks. 1 crippled Pirate Frigate(being repaired).
>>>>>>>>Power: Nuclear Reactor. Backup Fuel Generators.
>>>>>>>>Weapons: Relic Weaponry(limited). Firearm(plentiful). Explosives(limited). Blessed Blasters(Small).
>>>>>>>>armor: Relic Armor(limited). Light Body Armor(plentiful). Full Body Armor(Small).
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Native Fish. Mixed Fruit. Mixed Vegetables. Limited Ores and Lumber.
>>
Rolled 68 (1d100)

>>1238264
Your attempts to touch the path...as resulted in starting to crack and break. While your attempts to call out has resulted in nothing but silence...but you felt a strange presence suddenly take notice of you. A shadow that is not a shadow.

So you proceed to run like hell heading towards the outer system. Naturally in the opposite direction of where that shadow that isn't a shadow and where the breaking pathway is.

I need the following rolls d100 rolls.
1 Evading the shadow
1 running on the breaking pathway

and naturally What do?

>Try to head towards your world
>Jump onto a passing shadow
>Charge that the shadow that isn't a shadow
>Keep running along the path
>Other?

>>1238281
Well can't say I am surprised. There is always a 1 rolled early on in the thread like clockwork. I don't think there has barely been a handful of times where that has been broken.

Its like every fucking time too.
>>
Rolled 12, 42, 5 = 59 (3d100)

>>1238313
>Keep running along the path
Don't stop, can't stop
>>
>>1238329
...I'm going too stop posting now.
>>
Rolled 70 (1d100)

>>1238329
>>1238313
Actually for a personal action.
>run towards our world again and while we do start praying too the Colonies God we'll have heard it enough times, even as the shadow comes for us keep on praying, even if we start falling keep on praying
>>
Rolled 19, 12, 15 = 46 (3d100)

>>1238313
>Jump onto a passing shadow
Go for one of the ones that's a ship
>>1238360
And also pray while we're running and jumping and whatever else.
>>1238264
Wow. I know it's a bit of a moot point, but is there any reason you picked outer system instead of mystery box?
>>
Rolled 14 (1d100)

>>1238582
Frack.

>>1238329
Actually I think this might be the way to go. Switching to support it. First instinct best instinct.
Rolling for...whatever we need. Evading the shadow I guess.
>>
Rolled 54, 55, 60 = 169 (3d100)

>>1238313
Hell of a way to start a thread.

>Other?
Talk it out. Use some Universal peace symbol.
>>
Rolled 67 (1d100)

>>1238640
I spent a minute trying to figure out if this is genius or retarded. Also whether you're unfamiliar with Lovecraftian themes or just ballsy as hell.

But I realized the important thing is that succeed or fail, this option would be entertaining.

So yeah, Vote.
>>
Rolled 7 (1d100)

>>1238692
If it helps you deside I was gonna say hug it out. The I realized I could be view as a grapple attempt.

So words and actions of peace seemed best. Otherwise are trying to out run the unknown or jump into other shadows.
>>
Rolled 46 (1d100)

>>1238640
Ok support
>>
Rolled 50 (1d100)

>>1238717
Yes, I support a diplomacy attempt

Talking things out is related to our super power after all, and when you have a Super ability, using it to solve problems rather than your mundane abilities just makes sense.
>>
Rolled 15 (1d100)

>>1238640
You find it very difficult to run upon the crumbling pathways. Especially as whatever it is chases you. You can feel it closing in and that was when you tried to talk it out before throwing a peace symbol out. It seemingly knew what the symbol meant and while confused. Its grasp was something you were barely able to elude. As it paused shimmering between reality and flickering as it was both here and there.

https://www.youtube.com/watch?v=CJ2Ipr2_zkk

"You...you...you are not one of THEM. You should not be here."

"Do not take these so called shortcuts again. They do not come without dangers or risks. Like boring through to another reality for the sake of reaching a destination in this one faster. Who says that which exists there wont follow? So called shortcuts in this reality is the same thing. Similar principle. Similar problems."

"The Others will take notice...try to use it too. Destroy the exits. Break the paths. Shatter them into nothing."

"Foolish mortals with your earning to attain power you cannot afford. To learn knowledge you are should not know. Thinking shortcuts and ease carry little risk."

With that the strange being completely broke the pathway and as you felt yourself falling yet rising. You felt a strange embrace...and realized you were getting flung. Through the strange void and back the way you came. As you were spat out of the strange entrance on the sandbar. As it flickered menacingly as a crack suddenly appeared in it. Followed by a wail of anguish as the formation around it split up. Forcefully closing it before it could be completely shattered.

What do?
>Take a look at that strange waterfall
>See if the rivers are still there
>Start heading back to the colony
>Make a call for a ride maybe you'll get some signal now
>Other?
>>
Rolled 15 (1d100)

>>1239089
So it warned us against using such paths. In hindsight, not going through weird portals that we know essentially nothing about should be obvious to any sensible person. But then we're anons, so it's necessary to tell us.

>See if the rivers are still there
Of course
>Other?
Maybe we'll get some signal now, make a call for some peeps to drive out here, we found something to show them. (I actually mean the waterfall, but I don't want to come out and say it. Best to be vague in case someone is listening. Fortunately there's other stuff we could try to show them)
>>
Rolled 89 (1d100)

>>1239177
I concur. We can tell the faithful the fun things we found. The pathway....and the ruins...after we have a first peek...I want loot.
>>
I'd like too add if we get the militia too pick us up we should bring up the Portal/River. We go too the ruins and waterfall asap.
>>
Rolled 47 (1d100)

>>1239300
Hey, we can still have first claim to loot, but I think we'll need help if we're going on an underwater ruin exploration trip.

>>1239333
I agree. The ruins we won't be able to go to immediately due to them being underwater, but still go there literally as soon as possible. While we can investigate the waterfall immediately (but wait until we have other people with us)
>>
>>1239356
Although actually it may be wiser to postpone an expedition to the ruins. All the ruins have a tendency to be dangerous, whether untouched ruins will have relatively easily and safely claimed treasure is another matter.
At least ask advice from the wise first.
>>
Rolled 88 (1d100)

>>1239089
>Make a call for a ride maybe you'll get some signal now
Then we looks at the water fall.

---

So Genie I have to ask. Did you think we would try a peace sign of all things?
>>
Rolled 56 (1d100)

>>1239544
I have to congratulate/thank you for thinking to try a peace sign, but what do you have against my action?
Is it the looking to see if the rivers are still there?
Is it telling the people we call we want to show them something?
Is it waiting till they arrive before we poke at the cloaked thing behind the waterfall?

Because that last one is actually in case there's someone there and they see us poking and engage hostilities. You see, I suspect it's actually an entrance to a hidden facility. (or possibly some sort of vehicle)
>>
Rolled 61 (1d100)

>>1239586
Oh I had nothing against your action. Just in a rush because of finishing work. I didn't have a good chance to read everything. So went with gut action pick.

>>1239177
So check and give a call. I'm down. It did say something about closing exits less you want things following users of the path.
>>
Rolled 84 (1d100)

>>1239544
not really no. It's what stumped me for that action for so long. I figured you would either run or less smartly try to fight it. Instead you tried to talk to it which alerted it to the fact you were not the path walkers like before. Hence why it decided to not outright kill you and flung you back instead.
>>
Rolled 41 (1d100)

>>1239177
The two rivers while still there have greatly faded. It looks like it wont be much longer before they disappear completely.

As it turns out now you can finally get some signal. Which meant you no longer had to walk the rest of the way. Useful given your condition. Soon a militia technical appears from down the beach driving the border between the sands and jungle. Dodging the occasional tree and possible bush. Eventually they stopped near your location. While a few of the members drifted towards the waterfall to take a look.

It was then you realized your...problematic clothing. Or more precisely your lack of it given how you were tied up and fucked. Before getting tied up again. You find yourself cursing the bandits for not giving you any spare clothing. As your really not wearing much outside of a blanket...bed sheet thing. Much to the amusement of the militia members. Who assure you that pretty much the entire colonies knows what happened to you. What they don't know is how you ended up wait out here, but figure the pirates must of dropped you of here for shits and giggles, but hey at least they let you go...

You find yourself debating whether or not to reveal it was the bandits who rescued you before a shout of alarm appeared near the waterfall. Guess the militia guys over there must of finally figured it out.

What do?
>Tell them about the bandits
>Go back to the colony
>Brave the waterfall anomaly
>See if they have any spare gear or clothes really whatever works
>Other?
>>
Rolled 39 (1d100)

>>1240134
>See if they have any spare gear or clothes really whatever works
Then, hopefully after getting dressed,
>Brave the waterfall anomaly
>>
Rolled 23 (1d100)

>>1240134
>Brave the waterfall anomaly
Never stop
>Other
Tell them about the magic river etc and the shadow and how cool it was, what we saw and such.
>>
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Rolled 73 (1d100)

>>1240134
>See if they have any spare gear or clothes really whatever works
Then we go deeper.
>>
Rolled 50 (1d100)

>>1240233
How about...we tell them about all that stuff while getting seeing if they have any spare gear or clothes/getting dressed?
>>
Rolled 74 (1d100)

>>1240302
>>1240233
Ok I can work with that. COMBO
>>
Rolled 10 (1d100)

>>1240302
Oh right, and by "all that stuff" I mean the rivers and the sandbar to the space paths with shadows and a shadow that is not a shadow. But NOT about the bandits.
>>
Rolled 68 (1d100)

>>1240180
>>1240233
>>1240281
After finding some spare militia gear in the technical and donning it. You headed towards the waterfall. Before the militia could stop you vanished through the barrier.

You were on the jungle beach from one moment and a deserted facility the next. A huge spire rising above it that appeared to be in heavy disrepair. The air felt so dry it were as if you in a desert. As you looked around you were shocked at how barren it was. Nothing but blasted rock and whirling sand. The only sign of anything at all was the desolate ruins you found in the distance. The sky was covered in a strange shimmering wall that flickered in strange colors. Some you could identify and some you couldn't. There was no sign of wind but terrible unstoppable heat. Occasionally you could see the dust whirl in the distance but for some reason it only ever head in the direction of the ruins.

What do?
>Exit the barrier
>Head to the ruins
>Look around the desolate landscape
>Take a closer look at the barrier
>Other?
>>
Rolled 15 (1d100)

>>1240502
>Exit the barrier
Well shit, we were warned about shortcuts. Better go back.
>>
Rolled 90 (1d100)

>>1240502
>Take a closer look at the barrier
after that
>Look around the desolate landscape
and finally
>Head to the ruins
something must be here, so we better go and check it out

>>1240523
we don't know if the barrier still will be open once we exit it, chances are it will collapse right after we leave it. so we better make the best out of it now and examine this place
>>
Rolled 100 (1d100)

>>1240535
Supporting, my quest for loot will be the end of me I swear
>>
>>1240592
Oh cock
>>
>>1240592
wuuuuuhuuuuuuuuuuuuuuu!
you did the right thing mate
>>
>>1240597
I just wish I worded that better...I fear what's coming. The Genie always said too word things carefully...I just didn't.
>>
>>1240606
that's true, but he has always been pretty kind with crit rolls and didn't ride around that much on the wording. so i guess we'll be fine and get something out of it
>>
>>1240535
I'm more concerned about getting back while we still can. If you think it's unstable all the more reason to leave immediately.

>>1240609
>>1240606
Yeah, it'll be fine. For now.
>>
Rolled 76 (1d100)

So, think we're on our colony world's desert moon, or one of the other deserts in the star system?
There's a desert planet, and both gas giants have some desert moons.
>>
>>1240641
Alternatively, it could be one of the many barren rocks in the system.
>>
Rolled 27 (1d100)

>>1240535
The barrier...it flickered many colors but as you looked up at the sky. You noticed 3 moons and two stars. While the barrier itself flickered dangerous and shimmered as if were about to collapse at any second. That was when you brought out your trusty stick and poked the barrier...which stretched from it. After that you used the trusty stick to poke at the ground where the barrier met with it. Poking around there you discovered a strange rusted looking device covered up in the sands...but it appeared to be projecting the shield. After poking around below other parts of the shield you found similar projectors. Some of them were still alive but weak. Others flickered dangerously and broken sounds were emitting from them. While the rest were...dead completely dead. Hell in a few places you didn't even find a projector at all.

Digging a bit deeper you found some cables that seemed to head towards the ruins.

The land itself is...completely desolate. If you didn't know any better you would think this was part of a barren planet. Even desert or volcanic worlds showed more life to them then this patch of dead dirt. No really you think the dirt actually is dead. You don't even smell the scent of dirt...or the scent of decay. Nothing. If there wasn't the sound of grit when you stepped you wouldn't even think this was desert terrain. Nothing but dusty rock and sand with dead dirt as a final fuck you too. Then there is this heat. Dry heat dryer then a desert world with air that is barely above a barren world. Breathing here hurts your lungs and you can practically feel the moisture leak from your breath. Your lungs feel like they are fire and drying out by the second. Meanwhile your eyes would feel teary if only to stay hydrated if it weren't for the dust. Then again it might be caused by the dust either way though you feel like its the only reason why your eyes haven't dried out yet.

The ruins meanwhile...it is or was some kind of facility. With an oddly high number of pillars and towers. As you approached you increasingly realized that whatever these buildings are...they were not created by a human. They were also extremely ancient. You noticed that some of the pillars seemed to be connected to the shields somehow. While others would occasionally grumble and spew out some dust before becoming sullen again. As you closed you suddenly heard a broken alarm and suddenly a few turrets rose up form the sands. You could feel their charge build up...only to never deliver as they literally fell into a pile of scrap metal. That was assuming some of them could even lift themselves up. A few outright exploded and some of them were even underground when they did so. The alarm meanwhile barely blared for a few seconds before screech and then sudden silence. You could even see where one of the alarms come from abruptly fell apart into the sand.

Nearly shat yourself for nothing. The defenses clearly so old they were no longer even remotely operational.
>>
Rolled 5 (1d100)

>>1240690
Even the few lucky turrets who were able to keep it together enough to successfully fire...well their barrels either simply exploded on them or did nothing. It was honestly kinda pitiful. You could practically see their disappointment lurking behind their scanner eyes as they often fell apart right afterwards. A few of them were locked in place...or when they fell it was in surprisingly good shape.

So you continued on into the ruins for real. Looking at the mostly destroyed ruins of alien writing and art. As you got deeper into the ruins it was clear even in here had fallen apart badly. What few defense systems in place assuming they even turned on in the first place often fell apart before they could even attempt to deal with the intruder. Those that could fire a shot off were often so few and such bad shape you felt bad for shooting their rusted out hulks.At this point it wasn't even the like shooting an old dog.

More like mercy killing a zombie that couldn't even chew or move. If they weren't more hostile you would of considered them pitiful. As is you were able to easily walk right into the heart of the facility. You still had no idea what the facility was until you were in the very heart. Looking around you realized something. While clearly ancient and oddly designed in an old fashion. You found the barest of similarities just enough to confirm what it was now that you were in the heart of the beast.

This entire place was one of them extremely expensive terraforming complex. Or at least what was left of one. Not even gutted remains more just...fell apart so hard it makes you wish it was so. Instead it has nothing but some guy who just happened to guess correctly. Which turned out to be true as a rare pulse of life in the facility. The last gasp of the dying really. Released a large amount of vapor and strange. Spewing it so high it even breached past the barrier. After that the red charge from the towers that fired quickly died down, but you could feel the intense heat even from here. Even as another one of those towers collapsed abruptly. revealing molten rock, ruined slag, and strange fumes.

So you looked around hoping there would be something...anything really that survived the weight of the eons. Preferably in some kind of stasis field. So you looked around. Finding ruined rooms whose purpose was impossible to decipher. Climbed towers that were so rusted and worn out they looked more like rocky stumps of rock. That even claiming it was an outcropping would be quite generous. Finally you climbed into the bowels of the facility hoping you would find something...anything that wouldn't be a complete disappointment.

Really not anything different from the rest of the facility except for you swearing it somehow felt even hotter down here. After awhile however you did stumble upon a strange sight. Many stairs and floors later. As of course whatever they had for elevators or their equivalent were long gone.
>>
Rolled 81 (1d100)

>>1240690
Unless it was just a pit if you were lucky. Alas you didn't have any climbing gear. So the long way you took. Down many an increasingly disappointed floor. Exceot with more cracks and heat. Instead now you felt like what it must be like in an oven.

Eventually however the site you stumbled upon was quite the peculiar one. A giant lava chamber with many ruins have sunken into it or partially collapsed in it. However a few strange devices and tubes appeared to be at least somewhat operational if the flickering lights were anything to go by. Much further away you found what appeared to be a burbling underground river in oddly similar condition as the lava chamber. Except with far less light. Where it led to you could not say.

Eventually you ran out of floors as you stumbled upon a place with many broken wires and a strange looking core that flickered dimly. Clearly gasping its last breath. You have the feeling that whatever this place was...it was the actual heart of the complex. Especially given all the irreparably damaged security systems you found before it. However this was the one and only place you found with a somewhat working sound display. The screens long cracked and shattered like the rest of the floors, ceiling, and walls of the place.

It spoke in a garbled language of a clearly very busted speaker that refused to quite die. Much to the misery of the ears of those around it. As you entered the room several strange limbs with devices attempted to move before falling apart or simply refusing to a budge. One however worked barely enough to release a strange beam that covered the room from one side to another before the scanner fell off and shattered on the ground.

"Un-unident-unidentified lifeform. Recor...records indicate colonization of-of- terraformed world. Spec-species unknown. E-er-error. Human male-id-identity-identified. D-dat-data corrupt...data...data corrupt. Un-unable to reach backups. Un-Unable to replace missing data. Error. Error. Unable to con-cont-contact HQ f-for as-ass-assist-assistan-assistance."

"Mi-miss-mission in-incomplete. Un-unab-unable to a-sch-achieve con-confirmation. Er-error. Sapient life-lifeform confirmed in-inhabit-inhabitting terraformed world. Er-error."

"up-updating. Up-updating logs."

"..."

"..."

"...Up-update c-con-confirmed. Mich-miss-mission con-confirmed sic-success. A-act-activate-activating s-sh-shut-shutdown sequence."

"..."

"...Shutdown Confirmed."

"Mich-miss-mission per-perimeters cl-cleared. Co-con-confirmed specie for FTL cap-cap-ab-capability. No-not nat-native to bio-biosphere o-or native star system."

"Gr-gran-granting ac-access- to-to vaults."

That was when you saw what was previously a cracked wall collapse completely. Revealing a stairway down to a place where a field of some kind of energy died away. Revealing a large metallic looking door that released fumes as it creaked open.

"in-inherit-inheritance pas-pass-passed do-down. C-con-confirm-confirmed."
>>
Rolled 92 (1d100)

>>1240736
"Last mission...cleared. Complete shut-shutdown en-enabled."

"Trans-transmitting fi-final mess-message of creators."

"DO NOT FORGET THE STAR FISHERS! EVEN AS WE SHALL GO SILENTLY INTO THE NIGHT. INTO THE DARKNESS OF THE DEEPEST VOID. THE SPACE WHERE NOT EVEN STARS DARE REACH OR THE DOMAINS OF DARKEST OF HOLES. WE COME!"

"SILENTLY WE SAIL EVER ONWARD BUT NOT FORGOTTEN. FOR WE ARE LIVING LEGENDS. FOR ONLY WE COULD NOT BE SATISFIED BY THE OWNING THE STARS. TRAVELING DISTANT WORLDS AND CONQUER OF UNIVERSES."

"DEATH SHALL NOT STOP US. OBLIVION WILL TREMBLE BEFORE OUR WAKE. THE DEEPEST DARK SHALL BE OURS JUST AS THE STARS WERE."

"FOR WE FISH MORE THEN JUST THE STARS THEMSELVES. SAIL BEYOND THE REACHES OF ITS MOST DISTANT EMBRACE."

"TAKE THE INHERITANCE THOSE WHO FOLLOW IN OUR WAKE. MAY WE MEET SOMEDAY IN OBLIVION OR EVEN BEYOND! FOR THE VERY STARS ARE JUST THE BEGINNING. SEEK NOT THEIR LIGHT. SEEK NOT THE DARKNESS OF THE VOID."

"FOR THEY ARE BUT THE SIGNPOSTS UPON THE JOURNEY. THAT NEED NOT END EVEN WHEN WE OURSELVES DO. ALL IS ADVENTURE. ALL ENDS ULTIMATELY IN OBLIVION."

"NEVER SETTLE. FOREVER FEAR YOURSELF. FOR THE VAST POTENTIAL YOU CONTAIN! EMBRACE THE ADVENTURE OF LIFE AND DEATH."

"MAY WE MEET IN OBLIVION. MAY WE SAIL FOREVER. MAY THE ADVENTURE NEVER END."

"FOR WE ARE LEGENDS. EVEN AS WE BECOME MYTH. EVEN AS WE ARE FORGOTTEN. WE EXIST. OUR TOUCH SHALL FOREVER HAUNT REALITY."

"TAKE WHAT WE LEFT BEHIND AS A GIFT FOR THE JOURNEY AHEAD. FOR IT IS NOT AN EASY ONE. REMEMBER TO HELP OTHERS TOO ON THEIR OWN JOURNEY. DO NOT TRY TO MIMIC OUR OWN JOURNEY. FOR EVERYONE'S JOURNEY IS UNIQUE TO THEM."

"MAY YOU TOO BECOME A LIVING LEGEND AND NEVER BE SATISFIED."

After that what remained of the power left inside the facility died completely. Leaving alone in the darkness with those strange words echoing in your mind even as you walk down the stairs and approach the vault.

What do?
>Close the vault
>Go inside and take it all for yourself
>Go back to the others
>Think about what was said and given freely
>Other?
>>
Rolled 10 (1d100)

>>1240746
If this doesn't light something inside you and make you feel excited for this quest then your fucking hopeless.

Gotta admit i really outdid myself with that speech. Got hit by the muse big time for that one. So think carefully anons.
>>
Rolled 31 (1d100)

>>1240746
>Go inside and take all we can carry
But while we do
>Think about what was said and given freely
Then go call out to the others get them too come down here and carry what we can't...and those turrets...strip this place bear...but no riding out wires or power supplies. Bring that computer though. Maybe we can power it back up?

We are "The Inheritor". We shall seek them out beyond darkness, beyond light and follow them in the oblivion of night.

I'm ready Genie let's do this.
>>
Rolled 89 (1d100)

>>1240761
supporting that
>>
>>1240751
Aside from the other stuff Genie I liked the speech. I'm ready for a grand adventure and discovering the path of the ancients, to build our own legend, to move past death and into the oblivion, we will never stop.
>>
who are/were these guys? could that shadow from before be one of them?
>>
Rolled 24 (1d100)

>>1240761
Sounds good, let's see what prizes these Star Fishers left for those who find their legacy
>power it back up
Pretty sure he's dead, Jim. It's a nice thought though.

>>1240943
On the contrary, I think they were the "THEM" the shadow mentioned.
They left this message and gift for those who would come after they were gone. They did not fear death; rather they saw it as the "last great adventure," so to speak. But while they left a contingency for their mass departure from this mortal coil, we don't know what caused it so long ago. I believe their overuse of things like the star pathway attracted the attention of the "Others" the shadow mentioned, in a big way.
>>
Rolled 45 (1d100)

>>1240746
Heh, close door and walk away. These fishing aliens are a bunch of nut jobs.

>Go inside and take it all for yourself
Grab what we can. Because I doubt there will be much time with the power out.

---

So depending on what we get. I guess we can help get that pirate ship fully working and start exploring. Expanding the colony with found loot. Fighting gods will zealots to talking our way out of dinner with demons.
>>
Rolled 64 (1d100)

>>1240761
You enter the vault. Surprised to find a plate before the item in question. Translated what the object's purpose was. You found the following

Star Fisher Inherited FTL Drive. Capable of the following Jumps, Galactic, Intergalactic, and Intergalactic Clusters. DO NOT USE ABOVE SUGGESTED SETTINGS. Supremely powerful and fast but is far far beyond current human technological level. Is modified to be inheritable to any ship. One of the most prized forms of FTL to ever exist.

Star Eater
Harvests material and power from a star. In an emergency can be overcharged and will consume a star to a create a blackhole that can be used as a weapon. However the Star Eater will be destroyed in the process once the black hole is unleashed.

Smart Nanite Constructive Armor
Will modify itself to fit you. Comes with the ability to 'eat' incoming attacks, replicates upon command, and engineer itself into whatever you can think of. Default setting is environmentally sealed power armor with a nanite cloud shroud. Armor is considered stealth capable and when not in use will turn itself into a small blank bar of sealed plastic metal looking substance.

Repulse Fisher Personal Shielding Device
Incoming attacks will be reflected back at the enemy. Can attract incoming attacks. Attacks that are not reflected will instead charge the shield back up.

Star Island Device
When used will attract asteroids and meteors to help terraform world. When on world is capable of manipulating the planet itself. With enough time can turn even the most barren of worlds into a paradise world.

Dark Matter Collector
When sent adrift in deep space will attract and gather different kinds of the exotic dark matter.

Star Stopper
When activated star system is considered stealth. Means to detect the system will be hampered and FTL use within system will be crippled. When overcharged device will be destroyed but in exchange the select star will be forced to go super nova.

Starred Warred Weapon
A strange looking gun that is capable of 3 settings. Electric, Heat, and Cold. Is actually a handheld plasma weapon but is capable of using all forms of plasma. Has three barrels and you can select which type each of the barrels will fire. Is capable of an Overcharged shot when multiple barrels select the same type. Requires at least 2 barrels in sync to begin Overcharge but you can still attack with the third. If all three barrels are used will greatly enhance the effect. A the cost of not being able to attack meanwhile.

Gravity Grenade
When detonated has several different modes. First mode is amplified gravity in range. Second mode is decreased gravity. Third mode will cause an implosion dragging people into the very center before 'detonating'. Fourth mode is an explosion of outward gravity. Fifth mode will attract objects to target. Sixth mode is repulse objects from target. Seventh Mode will cause grenade to fly far far away before accelerating itself to impact think Rod of God. Eighth
>>
Rolled 94 (1d100)

>>1241507
Eighth setting causes target to be rendered immune to gravity for a set amount of time. Ninth results in grenade absorbing all within range. Tenth results complete control of gravity either around the device OR 1 specific object.

Grenades will restock themselves over time so long as their holding device is not destroyed.

Nova Cannon

Shipboard weapon that is capable of unleashing many fast moving self contained and homing plasma bolts. Secondary type of fire results in a concentrated continuous energy beam until firing mode is switched or ended. Third mode in exchange for rendering the weapon useless for a time afterward will create and launch a black hole.

Final.
The Fisher
Radar mode offers detailed diagnostics of all things within range. When in Harpoon mode sole target is identified and instantly becomes target locked which cannot be removed. In Pole mode target cannot be lost and you can jump right next to target whenever you wish. In Net mode every single attack unleashed will can hit all within range. In Farm mode will repair and refresh all friendlies within range. In Hand mode when in close range attacks are greatly in enhanced and at range gain the ability to evade any one attack of your choice. Dam mode results in targeted space becoming impossible to use FTL in. Fish mode results in stealth that doesn't end until you switch out.

>>1240786
There is always an adventure to be had.

>>1240943
The Star Fishers were an ancient if extremely advanced alien species who were obsessed with sailing and fishing. followed a strange philosophy and were oddly helpful. Before their vanishing they help terraform quite a few worlds that they didn't even bother to colonize and would help out species who were stuck. Even now they are very well regarded among a number of alien species for their laidback if strange nature and being quite helpful.

One day they just...left and nobody knows what happened to them after that. Unlike the other super advanced species they didn't let it get to their head and neither did they forcefully 'uplift' or take much for themselves. They were largely nomadic drifters who did their own thing.

Basically imagine a bunch of super advanced but laidback very down to earth people who really loved to fish and sail but were oddly helpful in their own strange way. Who just traveled around setting up some worlds and helping out those who were stuck. Supposedly they even knew how to travel between galaxies and even galactic super clusters. Supposedly they set up some devices to make it possible for others to do it too, but that unlike the terraforming and helping out stuck species. It was never confirmed, but many suspect it to be true.

As it has been proven they somehow knew how to travel between galaxies and they helped a few species achieve FTL or even transplanted them when their world/star system was dying but they couldn't leave. On a world very similar to their old one. They did a sorts of weirdly helpful things.
>>
Rolled 44 (1d100)

>>1240761
https://www.youtube.com/watch?v=52Gg9CqhbP8
After grabbing what you could. You left to go find the others. What you found beyond the shields was some hastily made fortifications and a camp teeming with militia. So it was easy to get some help once you convinced them you were fine. Sadly outside the stuff in the vaults there was very little to find that was still usable. However that didn't mean you couldn't possibly reverse engineer some technology from it. As while most of it was ruined some by cannibalizing many different object it could be possible to jury rig it back to life. Otherwise the bits of broken tech can provide some interesting researchable insights.

Otherwise it was little better then scrap and alien archeological research. After that you finally met the militia commander. In this case the old and former zealot. Who had been wanting to meet you for a little while now. Mostly to thank you for the assistance you had previously rendered and to such a strange character like you. From him you find out that he is actually in charge of 'outside' operations. While the other militia commander is in charge of 'internal' operations. Which at the moment is keeping order due to how useless the sheriff and them is. So he had to pick up the slack and according to the old zealot. It is proving very difficult and he could use some help. As apparently he is the one with the hard job.

Otherwise the townhall could use some with 'balls'.

What do?
>Investigate something nearby
>Go back home already
>Fiddle with your new treasures
>Stick around
>Other?

As is you try to ponder what they were going on about and why they gave it to you. All with little to no success. Weird ass ancient aliens.

>>1241589
As for them being the strange shadow. That is most unlikely as they both been gone a very long time but also they didn't look remotely like that.

>>1241060
Some would argue they were indeed rather crazy. Some of the ruins they found of them were dyson spheres some of them even complete they simply left behind. And they terraformed quite a few worlds for seemingly no reason.

Some would say they were some kind of crazy tricksters.
>>
Rolled 68 (1d100)

>>1241589
They're even more amazing than I thought.

So they terraformed the world we're on now. For that matter, it could've been more than one species that has claimed this place as home in the past. And I don't know who the Path Walkers were, but somehow I doubt it was only humans.

>>1241621
>Fiddle with your new treasures
Namely, try on the Smart Nanite Constructive Armor.

So, uh...we got some god-tier loot. Gonna have to think carefully about what to do with each of these treasures.
>>
>>1241660
>So they terraformed the world we're on now
But weren't the ones to inhabit it long-term*
>>
Rolled 29 (1d100)

>>1241660
The treasure is a result on rolling a crit on ancient advanced alien loot. So yes its gonna be insanely good.

Truth is each and every piece of the tech is amazingly advanced and good. Fat chance being able to reverse engineer any of it though.

The starred warred weapon and armor is the most 'common' looking. While its clearly advance alien gear its not enough to draw too much attention. The gravity grenades would be noticed more.

Now the ship components would be noticeable once they are used. The Star Fishers had some of the best FTL drives ever seen but nobody has been able to figure out how they work exactly.

The other tools are only worth something if you can decipher what they are. Given how long the Star Fishers been gone its gonna be extremely difficult to find someone who can actually identify what they are. Much less determine their value. They been gone for so long that people are only dimly aware of their terraforming efforts and to a lesser degree their other tech. What myths that stayed intact is mostly regarding their superb FTL and to a lesser degree other ship systems.

The Dark Matter Collector is actually the second most valuable piece of tech and is only behind the FTL drive. As it can attract and collect the different forms of dark matter that can only 'easily' be found in deep space. Making it an absolute pain to acquire. Dark Matters however can have some very trippy effects. It's not anti matter, Outsider matter, or other kinds of exotic matter, but its very valuable nonetheless.

In terms of exotic matter its often the dark matter variety species will first encounter. Even pre FTL as its something you realize exists when your trying to figure out how the universe works. Some would say all dark matter is exotic matter but that isn't entirely correct. Dark Matters is just the matter that largely lurks in deep space that helps keep things working.

In Genieverse Dark Matter is its own thing that exists in tandem with the ordinary matter we are more familiar with. Problem is its very difficult to notice much less find and it lurks in deep space. It does have some very interesting and very real effects. So its quite valuable should you get your hands on some. Unlike exotic matter it's not a complete bullshit substance. As there is precedent for its existence.

Humanity's most common FTL drive happens to rely upon specific types of collected dark matter to function combined with a lot of power. Which is actually a common means of FTL in general is using dark matters to get it to work. Mostly due to how common it is even if it is a pain to find and acquire. Its available is the thing.

>>1241662
Yeah bunch of weirdos. Terraforming is both very expensive and time consuming.
>>
Rolled 50 (1d100)

>>1241660
Support. I think give the ftl drive too the militia
>>
Rolled 44 (1d100)

>>1241621
>Other?
Hey old commander, got anyone who can train me for power armor use? Maybe weapons as well.

Once I'm up to shape I'll be down to help ya more. After the colony is good maybe I can try my hand in exploring our system.
>>
Rolled 80 (1d100)

>>1241975
"Power armor really isn't that difficult to use. The only trick to is getting use to all the extra strength. Now weapon training IS something that isn't that simple if you wanna get any good. Power Armor 'training' is more getting adjusted to it then actual training. Free tip the power armor HUD is very helpful when you change armor types. Heavy Power armor is lot different then wearing Light Power Armor. The display tells you the difference in detail and makes adjusting the changes so much easier. Admittedly it is pretty fucking funny to see some sap who is used to one kind and switches without checking up on the differences. Funny shit to watch."

"Now weapon's training can be gotten in the militia compound outside the colony. You can test out any kind of weapon out there. Artillery and heavy weapons included. Its much better then a simple shooting range like you see inside the colony and its where we train at. If you volunteer yourself as a militiaman you get free training and combat kit. It's how we keep the pirates from getting a bit too troublesome while inside the colony. Those fuckers know we got guns and know how to fight. So if they try to push too hard they know they'll be shot at by 'civilians' who can easily blend into the crowds and not the useless sack of shit cops."

"They are different from many of us zealots but I'll admit they are the ones who keep the colony safe from the inside unlike less then helpful cops you don't dare mess with the pirates."
>>
Rolled 48 (1d100)

>>1242074
Thanks.

>>1241621
>>Go back home already
Better to test things at the range which can handle heavy weapons. That at the ruins falling apart.

Unless action Stick around is a pun on using the stick for something. If so do that.
>>
Rolled 9 (1d100)

>>1242074
So uh...where did everyone go?
>>
>>1242706
I'm at work installing a hydro solar heater system
>>
>>1242707
U gonna fall off the roof you silly korean!
>>
Rolled 6 (1d100)

>>1242706
Still here. I guess I could agree to messing around with weapons in the ruins.
>>
>>1242726
I'm going for a record. I'm injury list is massive. God I'm looking forward to switching jobs
>>
>>1242706
Well, at the time you asked, I had just gotten up from sleeping.

>>1242732
Great! Although I'm just itching to try on the badass power armor, I'd be fine with heading back home after that. Maybe test fire the personal weapon a few times.

I figure for now we'll go with the default setting, and make at least some cosmetic changes later. It can be whatever we want it to be, isn't that grand?!
>>
>>1242838
I can get wanting to try it out, but this place is falling apart and has a lot of things that can be scavenged. Probably best we don't blow things up while testing here.
>>
>>1242919
Right, so try on the armor and then go home?
>>
>>1242944
That could work or head to the training yard the zealots have. We should be able to pay to get in, ask, or join up for free.
>>
>>1242971
I meant go home in the sense of go back to the colony. Yeah, going to the training yard sounds good. (although after the day we've had, it'd be understandable to just take the rest of the day off)
>>
Rolled 99 (1d100)

>>1242980
>Go back home already
Yeah we can take a break for the day. After all we still haven't recovered from the abduction.

See the healers tomorrow and then training yard for testing new gear.
>>
Rolled 73 (1d100)

>>1243041
Alright, vote.

Yeah, we can mess with our awesome new stuff later. Want to have a mirror handy when we try on the armor anyway.
>>
Rolled 11 (1d100)

>>1243041
Ok let's go home. Try our toys in the morning
>>
Rolled 34 (1d100)

>>1243041
sounds reasonable.
>>
Rolled 36 (1d100)

>>1243041
You decide to go home. Getting a ride back with the militia to the colony. Once you got there it was a short walk back home. Thankfully the militia rags helped cover up your previous lack of dress. Not your fault mind you damn pirate chicks. You finally decide to get yourself laid and somehow you find the ONE pirate chick who kidnapped you in broad daylight. Terrible luck. Maybe you will wait when it comes to enjoying a new broad. Preferably one who isn't a pirate...which does admittedly vastly limits your options.

Thus you somehow missed the fact there was certain petite woman and a militiaman whom you collided with. Causing her to laugh as you both crash into the ground.

"hahahahah...how did you do that? I mean you both were right in front of each other looking and you STILL collided. Hahaha by the way how did you enjoy your rescue?"

"Rescue...wait how did you know about that," ask having felt the collision and ground even through the armor. You are slightly concerned you may have a concussion. Whether it was from the pirate sex or just now head slamming into a helmeted head you don't really know. As is you...sort of stumble up. Which was tad bit awkward as you accidentally pushed the militiaman down with your hand on their chest and stepped on them on the way up. Which resulted in a angry militiaman tripping you and this time causing you to face plant into the wall.

Yeah...now you definitely gotta a concussion as you heard the militiaman humph as they got up and brushed themselves off. With some help coming from the short woman.

"Well given how the militia didn't rescue your ass it obviously had to be someone else. Otherwise you may not have ever escaped. Seriously though how the hell did you choose the ONE crazy bitch who wanted to kidnap you away on her pirate ship?"

"How the fuck am I suppose to know it was my first time," after hearing that you saw the troublesome woman who previously had a smirk on her face fade away right quick. Followed by a solid smack from a militiaman with a club on the head before they stumbled away. Trembling...probably from laughter. It would appear it was a losing battle. So you expect to hear a burst of laughter soon.

Fuck now the whole militia is going to fin-oh crap you just made it sound like that was how you lost your virginity. Shit.

"Wait...wait I didn't mean it like that," you slurred out trying to correct yourself.

"Really now," says the woman rubbing her now sore head. "So how DID you lose it then?"

"Well...uh...actually..."

What say?
>You actually were a virgin
>To your ex
>whorehouse
>One night stand
>Your now former fiance
>Your deceased wife
>Other?
>>
By the way afew things.
1) I suggest we instruct our nanite armour to break down into a full body tattoo when not in use. It can't be stolen and is quicker to deploy...and we get bad ass tattoos that can change shape
2) when the Corp Trader comes along we should make a deal with them. We give then a few pieces of the stuff we found and let them take it back too their think tanks in exchange for their support on this colony and ourselves. In the form of discounts OR a set % of the money they make from reverse engineering it.
>>
Rolled 40 (1d100)

>>1243156
>You actually were a virgin
I meant that was my first time with a woman...I LIKE WOMEN MORE I just...*transition to neverous muttering* never got around too it...LOOK IT WAS AN ALL BOYS BOARDING SCHOOL WHAT DOVYOU WANT FROM ME?
>>
Rolled 54 (1d100)

>>1243156
Hm the wife/fiance could be worked into why we are here. Like we wanted to set up our own shop kinda of thing. Then ether they died or chickened out.

>To your ex
"Needed time apart" I think she just didn't like all the looks we got. To charming.
>>
Rolled 79 (1d100)

>>1243165
1. I don't think it can do that. Maybe clothing, like a jumpsuit or something?
2. You mean the random pieces we salvaged, or the actual incredibly valuable functional tech?

>>1243185
Vote for having our character be a bi guy
>>
Rolled 10 (1d100)

>>1243156
>To your ex
One day she tried to kill me mid sex stating we could always be together. Reveal stab scar above our heart. I think she went MAD with obsession over me, she stabed me then herself...I didn't die. I left everything behind, a new start.

Also sets up long term exposure too us may do something....

Heavy back story!
>>
>>1243214
I'm only showing this if anons are Bi fearful.>>1243214
>>
Rolled 17 (1d100)

>>1243156
>other
to uncle Pete.

that trauma should probably explain why we didn't manage to fuck anything until now
>>
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Rolled 75 (1d100)

>>1243214
Yandere to strong.

>>1243221
Dam
>>
Rolled 53 (1d100)

>>1243156
>whorehouse
>>1243185
I like the boarding school angle, but what if our first time with a woman was a graduation tradition?
>>
>>1243326
The girl part of that just seems so dull. I said a boy for a change of pace while making it clear we like the ladies too. It's far more interesting. Besides it could also why we said first time, we're unsure if we wanna admit what we did...very shy despite our charisma...plus then the girls may be the ones blushing picturing us in a uniform and some senior seducing us.
>>
>>1243346
Ah right, we /could/ have gone to a whorehouse at some point but be shy about saying so...
and in any case the all boy's boarding school was more important.
>>
>whorehouse
Wait for them too laugh and then say hey I had to pay tuition somehow...it was meant to just be dancing but she offered alot...plus she said she'd give me an A in her class...don't judge me!

I enjoy coming up with lulzy first times, teach can be a guy if anons like
>>
Rolled 63 (1d100)

>>1243370
First time was /as/ a prostitute...I can dig it.
>>
Rolled 59 (1d100)

>>1243370
gigolo?
>>
Rolled 17 (1d100)

>>1243370
guess i give it my vote too.
>>
Rolled 16 (1d100)

>>1243370
Oh here's my actual dice for it too

Should really link also
>>1243156
>>
Rolled 20 (1d100)

>>1243370
and I just lost my fucking long info dump post.
>>
>>1243429
I keep telling ya ctrl + c for the big post. It will copy it for a back up. Then there is using a google doc to write it up and then post.
>>
Rolled 59 (1d100)

>>1243370
For males offering 'companionship' and sex to women are done for a reason. Women are after different things they want both. MenS who use prostitutes meanwhile its just that. Sex.

So things only get complicated when women are invovled is because for one thing they are obviously women and for another. Woman REALLY don't want to advertise the fact that its much more common then you would think.

Most think the manwhores who exist primarily service gay men. This isn't true as the Genie actually knew a pro manwhore who serviced solely women and there were bi buddies of his that were in the same gig too.

So while there are some connection...there is a unique and complicated spin for it when its the ladies who want some. Gigolo, Boy toy, and Manwhore are all types of men who help satisfy women, but in different ways. Gigolo's for instance don't offer as much sex to their clients much to their frustration but they are great for showing off. Boy toys are not typically in a escort agency because they serve to fulfill other much more private purposes. Boy toys are kept on the side as a man would keep a mistress away from his wife. Except most of the time its the single women who maintains some boy toys for herself. While the business with manwhores is the most direct albeit rare to find a woman who wants to hire one and be done but they do exist. Assuming you can even find the specialist who does women as manwhores specializing in women are quite rare. To the point where they either become a proper classy gigolo(A big raise where sex doesn't have to be certain) or go more private as a boy toy(see being taken off the market).

So many women particularly the young rich chicks and the busy career driven women as well as bored housewives the ones most likely to engage in male prostitution and companionship. Which is a surprisingly large and thriving market that is...carefully ignored and covered up.

If you wanna learn more I suggest starting with Japan as they reached the point where its quite upfront in their society but everyone else is lagging behind on it. The changes are quite interesting and immense. Otherwise that kind of information is very...very hard to acquire.

You would think it was some kind of top secret racket for the lack of information, but Japan has willing let you see what lays beyond those previously closed doors.

Just had to get off that my chest considering what you anons have selected. Plus I am pleased you avoided the yandere leanings again. Goddamn first you say you wanted a good girl this time and then that.
>>
Rolled 63 (1d100)

>>1243370
"...pfhahahah," laughs the small girl and stunned is the soldier. "Normally you would hear about that being the other way around...how does this not surprise me it was you! Can't believe you lost it for me. Guess that would explain why they were so interested. Who would of thought you were a prostitute who serviced women. So manwhore I believe its called? Did she hide you away to be own private boy toy. I did the gigolo part coming but not the actual whoring. Hahahaha."

The militiaman was staring at you with dim confusion before starting to chuckle.

"Hey what can I say...it was very tempting offer AND she was hot too! I had many good reasons to."

"Yet more reason to keep you away from my friend you dirty mercenary horndog."

What do?
>>
>>1243458
I still want the good girl Genie...though there's more too her than meets the eye.
>>
Rolled 48 (1d100)

>>1243472
Count on our fingers as we do this...
1) I was very young and very stupid
2) Hate the sin not the sinner
3) I only did it for a year quite awhile ago
4) Not a merc, why would you think that
5) if I was a horndog why did it take a kidnapping for me to get some hmm?
>>
I like the idea we're actually pretty sassy at times. But we feel regret for what we did, we gave it a go and felt wrong so we stopped, then mom suggested we repent and helped us get the ticket here.
>>
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Rolled 40 (1d100)

>>1243472
So first off, thank you.

Next would y'all like to get some drinks or dinner, on me, it's the least I can do?

---

I need to get around to finding more zealot like pics.
>>
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Dam it's late. Have fun dealing with the ladies.
>>
Rolled 42 (1d100)

>>1243484
Seems reasonable
>>
>>1243626
Alternatively, go with a simple "Hey, I left that life behind"
>>
>>1243703
I am a fan of the simple rout or not taking to long on in this topic. Seeing that she had her jest at our past. No need to explain much further.
>>
Rolled 25 (1d100)

>>1243472
Another slow day huh?
>>
>>1244524
Seems like it, van I get a lore dump on ancient human civs? And notable ones? Mythic era stuff?
>>
Rolled 20 (1d100)

>>1243505
I like the simple "I left that life behind me"

>>1243474
How about this, we just not go after a some and lets get to the adventure?
>>
Rolled 54 (1d100)

>>1243472
Hm, changing vote for Keeping it simple.

>"Hey, I left that life behind"

Then with that behind us. Offer a thank you gift of food and drinks for the save. Least we can do for getting us out of the pirate lady's hand.
>>
Rolled 46 (1d100)

Ok guys are we settling on, I came here for a clean start, to be better than I was. But why do you think I'm a merc?

I came here because I wanted a new life free from past mistakes
>>
Rolled 26 (1d100)

>>1243703
>>1244997
>>1245167
Cool, we can keep our retort simple then.

We'll get to know her better, but first we've got business to do helping the colony.
The colony is undertaking three actions, which means they're all slowed down from the multiple action penalty-but we can make a big difference by helping with at least one of them.

Might want to ask her name before we invite her to have some drinks though.

>>1245174
I think she meant "mercenary" as a simile for manwhore.
>>
Rolled 63 (1d100)

>>1245184
I mean, like, a different definition of "mercenary." Used as an adjective. Which does not necessarily refer to soldiery, but anything that you're only in for the money. Like manwhoring.
>>
Rolled 56 (1d100)

>>1244658
Ancient human civilizations were largely made up of fallen monarchies, theocracies of dead gods, and a magicracy that waged a one too many wars.

The exception to this is places with weak ambient magic. In which case it closely mirrors our own.

Some legendary civs is ones like the Sunshine Empire because their imperial family were immortals. They did not die of natural causes and the fight for the throne was insanely vicious. They are noteworthy in not once did a non family member ever take the throne and their means of 'selecting' the next ruler was a free for all of the children and their backers. With the best one taking the throne unless they give up their rights to the throne. Which is the only known case of being able to stay alive and 'lose'. They were so powerful in their heyday it took the full might of an undead civilization to cause their collapse.

Another noteworthy ancient civilization is the Ataren Magicracy. They ruled many worlds before they made the poor decision of invading the wrong realm leading to their destruction. yes humans DID in fact invade other worlds and even realities during fantasy era. What you think the outsider invaders were all demons and eldritch beings?

Mythic eras are merely ages where they lost too many records of and it was so long ago it faded into myth. Truth is they aren't really that much different then any other eras its just so much was forgotten and got overblown it became a Mythic era.

Human records date back tends of thousands of years so things get...lost and confusing over the ages.

Things get a bit wonky is when say the human civilization were using tech and accidentally regressed. Usually by blowing themselves to bits so hard their tech level fell by thousands of years. Which has happened repeatedly even but its the rare side.

Supposedly the most technologically advanced human civ that went poof were the United Union. A mighty galactic federation that ruled a number of worlds before their their manifest destiny wore off and they vanished. Their tech was the most advanced ever recorded. What was peculiar however was there was no proof of cataclysm or war that destroyed them. They just slowly vanished until the only thing that remained of their civilization was the AI tasked with running it. Which worked quite well until they ran out of new orders.

As for how advanced they were. Ruins of a dyson sphere was discovered and not only were the necessities completely covered but even entertainment. Their AI was the best non super tech human made AI ever encountered. They had a very unique design that is clear marker of the United Union because nobody else has figured out how the hell it works yet. In appearance they appear to be a collection of AI Cores bundled together.

So basically there is actually a lot...lot of dead human civs that bit the dust. They had a much longer recorded history then we do.
>>
Rolled 21 (1d100)

>>1245677
So yeah feel free to ask for fluff if its dead. I will also answer other questions. Things I will not reveal are spoilers like conspiracies(at least the fact behind them anyway).
>>
Rolled 19 (1d100)

>>1245755
I think we agreed to keep it a simple reply. Then move on to next item on the list.

>>1245184
>>1244997
>>1245167

Like say repaying our savior.
>>
Rolled 75 (1d100)

>>1245167
>>1244997
"Fine," says the short woman anxiously peering behind her. "Certainly does go a long way to explain just how you ended up in this here colony har har. "You should be offering that food and drink to your rescuers. Now excuse me before I get hit again. I swear you would think someone like that should be nicer but alas."

After saying your goodbyes you finally got a much deserved rest and ice pouch for your groin. You swear it was like the one time you did that male stripping gig all over again. Except with more pirates. You never did find out what happen to poor Johnny when he accepted that one job...

A few days later you reopened your shop and found out the smoker was built. Adding a nice supply of smoked meats and fish. Which turned out to taste fucking delicious. Which should go over your customers quite well given how the processing for storage tends to remove some flavor. Something that adds flavor is very nice and you didn't have to shell out a lot of money for it.

You also found out the militia expanded if rough turret system has apparently been brought online. Expanding its reach into the local wilderness and waters even. You also got knews the captured frigate has been fully repaired but was last seen sinking beneath the waves for reasons unknown. Possibly to hunt unholy sea monsters or probable pirates.

You alas haven't heard anything about the bandits turned space pirates who rescued you.

What do?
>Go to the townhall
>Put on the mask and armor for your side gig
>Experiment with your new treasures
>Work on your business
>Explore the wilderness
>Go shopping
>Other?
>>
Rolled 67 (1d100)

>>1245921
>put on the mask and armor for your side gig
>>
Rolled 9 (1d100)

>>1245921
>Other?
Go to the militia HQ, sounds like they've been busy but they may still need some help. And we need some training.

Plus maybe we can see about installing one of the treasures designed to be equipped to a ship on the frigate.

>>1245952
Actually, do this first.
>>
>>1245963
Need to figure out how to do the "secret" part of secret identity though. So I'm not sure whether to still go the militia HQ.
>>
Rolled 36 (1d100)

>>1245921
>Other?
See if our suit can become a full body tattoo for storage instead. This way we can't have it stolen or be disarmed. Also allows for rapid deployment.

>Go too the Zealot centre
Inform them of the underwater ruins we found and how it sounds like their cup of tea... Try to meet our waifu and adleast find out her name!

>Once that's out the way we can look into some mask play.
>>
Rolled 45 (1d100)

>>1246045
Vote
Switching to this

Seriously, why do you want a tattoo? It's not like a jumpsuit or pair of armored undies or whatever is easy to "disarm" someone of. I don't think it would spped up deployment either, it's not a matter of having to cover us, it's a matter of arranging itself into functional armor.
>>
Rolled 23 (1d100)

>>1246062
I think he means as camouflage, It could be cool.

>>1246045
Support
>>
Rolled 90 (1d100)

>>1246062
I suppose it actually would be the simplest/easiest way to literally never take it off. Well, we'll see if it can do that.
>>
Rolled 47 (1d100)

>>1246103
You think it'd be cool to run around wearing the equivalent of a thin coating of paint instead of actual armor or clothing made to serve the same camouflage function? I can't criticize your personal preferences, but I'm afraid I do not share them.
>>
>>1246109
With this roll we may pull it off. It's also good because we can if needs be spread it over ourselves if needs be for hidden armour or if someone grabs us we make a spike grow and impale them.

We can get a full sleeve if anons like, holy scripture and such.
>>
>>1246103
I just meant so we could have it with us at all times and still skin breathe.
>>
>>1246127
>>1246136
But again, you could get the same effects by just having it be our clothes. Rather than have it imitate a small amount of ink embedded within our skin.
>>
>>1246164
Which I assume it will do by covering our skin, like the tightest skintight garment possible.
>>
>>1246220
I guess we could just ask Genie how it can be packaged and held?
>>
>>1246237
When it's off, it looks like a small blank bar of metal.
If you're thinking of this as like a "dormant" state, maybe we could have it be an arm bracelet or something? Like, one coiled around our forearm.
>>
>>1246258
I'll settle for something like that. I wanted the tattoo because no one would try too remove it from us.

Clothes or item can be, someone sees ink and just ignore it. And it's not like it's real so can remove it later.
>>
Rolled 97 (1d100)

>>1245921
Put on our mask and armor. Then head to the training yard. Time to
>>Experiment with our new treasures

Testing uses to hiding them on our person.
>>
Rolled 87 (1d100)

>>1246289
That's why the examples I listed were "jumpsuit" and "armored underwear." And it's not as though we have to make it obviously valuable. Also, if someone is trying to remove it from us, wouldn't we do something about that? Like maybe activate it?

Aside from seeming to me a little too extreme even for super-advanced alien tech, major tattoos just don't fit the idea I have of what the character is like.

>>1246304
I was going to nitpick, but the militia guys already know we got some cool stuff.

I just thought we were already going with this
>>1246045
>>1246062
>>1246103
Granted, I was expecting our attempt to have it turn into a tattoo would fail, but I agreed to make the attempt.

>>1246304
Although actually, I kind of want to see how this will go.
>>
Rolled 68 (1d100)

>>1246304
Funk it fine switching to this to get things going.
>>
Rolled 74 (1d100)

>>1246304
So we're going with this, right?

>>1245921
Genie, I could archive these threads, but first I need to know what tags I should use.
This is a call to anyone who wants to come up with the tags we'll use for archiving this quest, I want to get this right because we should be using the same list of tags for every thread in the quest.
>>
Rolled 52 (1d100)

Here's an idea. We could use The Fisher for actual fishing-but rather than releasing them or taking their lives, we tame them. We start small to get the hang of it, but quickly work our way up to sea monsters.

We'll have the armor (in actual sealed power armor form) and shield equipped to help us of course.
>>
Rolled 32 (1d100)

>>1246304
You put on your mask and armor. The last of which turns out to be surprisingly easy if strange to get used to because it feels like wearing a metal liquid bath. Except without the heat and strangely cooling.

After the 'training' yard turns out to be rather distant from the colony and from the looks of things. It was a former mine until it was repurposed for training purposes. Including fake buildings and even a bunker if a modified mine entrance is anything to go by. Here despite the lack of infrastructure its crawling with militia members. Usually training possibly in a small fake town and what appears to be construction into a fake urban center.

You also solved the mystery of where most of the militia vehicles are stored at. Trying to make themselves look somewhat pretty but failing in the process.

Here you found out that the nanite shroud passively eats at anything that gets within range. Somehow identify threats and non threatens. How you don't know. The plasma gun meanwhile had no fuel or munition source from what you could tell. It could also shoot bolts, continuous streams, or bloom like a flamethrower. Even more freakishly the adjusted mode of fire is per a barrel and you have a feeling that using a charged shot with different barrel types will either be a great or terrible idea.

The nanite armor is strangely enough capable of forming into other objects besides armor and can attack. You have a feeling an engineer could figure out some neat tricks with it. The gravity grenades meanwhile are as freaky as they look. What you weren't expecting was the grenade cluster option and being able to combine grenades with differing effects. Including the ones on the cluster. Sadly it takes time for new gravity grenades to be constructed, but how it does so with no source of power or materials you don't know. Much less the tech actually went into the grenades in the first place.

The forceshield meanwhile turned out to be controllable and it has variable settings for people, vehicles, and even ships. There was also a big button that was an overcharge mode. Which apparently meant it would block EVERYTHING for a brief period of time before shutting down from being overloaded.

The strangest was the Fisher. Which was a strange device that seemed it couldn't choose between light and dark. So it became a strange bipolar look that somehow avoided becoming a hybridized shadow. It's abilities were however difficult to test and it didn't seem to differentiate between different types of targets. As far as its scanners were considered humans, vehicles, and ships were all the same thing only different sizes.

What do?
>Fiddle with your new toys
>Get some training
>Look around
>Go back
>Other?
>>
Rolled 79 (1d100)

>>1246828
For keeping the all threads easy to see I used Genie as one of the tags. Tho I'm not sure if others did the same. I just achieved the Super in a megacity.

The one who did the Post Apoc Amnesiac hero used. GenieQuest.

For this one Pirates, Zealots, Space Colony, Gigolo life ain't easy or Meat packer, and Genie. That's what I would probably use. Tagging the main things of this civ, what our hero does and ending it with who QMed it.

>>1247272
Hm that scanner will be a pain to use then. At least we will know where something is.

>Get some training & Fiddle with your new toys.

Many train for combat, but I wanted to know if the armor could make a helmet or in our case a better mask.
>>
Rolled 17 (1d100)

>>1246828
I always left that up to anons. Same with player notes and keeping track of character stuff. I got my own notes which contains lots of spoilers.

>>1247296
Depends on if its in sensor mode plus the personnel dots a lot smaller then say the ship ones. It just doesn't provide a lot of detail unless you switch into the right mode for it.

Another wonky thing is it can attach itself to vehicles or ships. Not just people.
>>
Rolled 41 (1d100)

>>1247296
Yes, mainly train for combat. Supporting.
We actually bought a rather nice helmet I believe, one for psi blocking. Although in the case of this tech, I wouldn't be surprised if it can indeed make a better one.

We should figure out how to use the Fisher though. It'll be awesome once we do.

So what do you think our mask should look like? Just blank? Blank but with generic facial features? Richard Nixon?

Thanks, I'll just add Superhero, Tropical Islands, and Ancient Ruins to that list, and get it archived by the end of the day at least.
>>1246351
This is me

>>1247375
I was actually wondering about that; so it's usable by any of the three, person, vehicle, or ship? Very nice.
>>
Rolled 44 (1d100)

>>1247296
I'll support, I want to see if we can use the armor to launch ourself up to higher ground.
>>
Rolled 25 (1d100)

>>1247411
The Star Fishers were an extremely advanced species till they mysteriously vanished over a hundred thousand years ago at a minimum. Their tech is oddly useful to less advanced species due to their strangely helpful nature and deep fondness for ancient fashions. They liked to make their tech appear to be very primitive in looks.

For awhile there many were convinced their civilization was heavily reliant upon magic until later it was disproven through reverse engineering some of their technology.

Not magic just extremely primitive fashion sense.

Some are still convinced they did it solely to fuck with people with their possibly very strange sense of humor.

A big reason why so little of their tech was ever figured was due to everyone thinking it was actually magic and hence pointless. While the magic using species were convinced it was magic either so advanced it was beyond them or actually tech.

Basically a ton of misconceptions and confusion which is why so little was known about their actual ability.
>>
>>1247427
>You have a feeling an engineer could figure out some neat
We can do something to help for sure. Like make shock absorbers for landing or thefts tools.

>>1247411
Did we get that? For some reason I just remember talking to the old man and leaving.
>>
Rolled 66 (1d100)

>>1247435
The truth was later uncovered sadly the damage was already done at that point, but now its accepted they for some reason had a very ancient sense of fashion and were a technological specialized species. There was never any proof to indicate they used magic or even psionics.

They didn't even have gods and instead followed their own philosophy. Their governance was also very loose due to how migratory they were, but they weren't complete nomads. It's just they rarely chose to settle. Which made finding evidence about them even harder.

Truth is not very much is known about the Star Fishers even when they were still around.

But everyone knows about how absurdly advanced their means of FTL were and how they all mysteriously vanished on purpose. They didn't bother to hide the fact they were about to go on a journey that would cause them to all vanish and they did. Nobody knew what happened to them after the Star Fishers left the Stars behind.

Their means of FTL was after all some of the very best ever known to exist. They could easily hop between galaxy clusters with ease before they went poof.

A common train of thought is that they finally chose to ascend but records of their philosophy indicate that they only considered that when they were done with this reality. According to their own admission before they went poof they still had stuff to do in this reality. Tech wise they certainly reached that point but unlike most species they purposefully chose to stick around for unknown but probable philosophical reasons.
>>
Rolled 83 (1d100)

>>1247296
The armor can indeed create a helmet and mask. Which after some tinkering looked much better then your old one...

Training wise unless you join the militia what they'll teach you is restricted. Supposedly to prevent criminals from learning them. Still they did at least help teach you how to shoot somewhat straight. Which was quite easy given the lack of kick from your gun.

What do?
>Fiddle with your new toys
>Get some training
>Look around
>Go back
>Other?
>>
Rolled 21 (1d100)

>>1247484
>Look around
Find the Waifu and join her on patrol or get to know her, names we need damn names.

While we do look around be ready too deal with trouble makers
>>
Rolled 40 (1d100)

>>1247498
Sounds good to me.

Of course to ask for a name we'll have to give ours, we ever settle on one? I was fine with Osman (Rhys Osman). And if we can't find her...just look around, or join a patrol? Are we going to officially join the militia soon?

inb4 we mistake a short guy for her because there ain't a lot of distinguishing features to a uniformed militia member
>>
Rolled 79 (1d100)

>>1247484
>go back
We've got a store to run and dosh to make, tomorrow we look into ship costs or if their is available work as a freelancer for a miner headed to somewhere in space and back.

Goal is to obtain some of that sweet dark matter to sell for more equipment or save up for a ship.

If there is no work we could see about setting up a business arrangement using the little petite girl as our face to negotiate with the pirates, we'll have to see about how much they'll want to split the profits and might not net us as much as attempting to do it covertly as a freelance miner grunt but it might have more of a success rate.
>>
Rolled 74 (1d100)

>>1247568
I don't think we're going to make enough to buy a ship, at least not in a timely manner.
We've got to stop thinking about how the dark matter collector and such can benefit us personally, and start thinking about how it can benefit the colony. And thanks in part to us the colony recently acquired a frigate.
>>
Rolled 29 (1d100)

>>1247484
Hm debating on patrolling or heading back to shop. Maybe even going to the temple to get a check up. I doubt the ice pack alone will heal us.

>Go back
We got to test our stuff and learn how to shoot. Once we are back in town we can do some rounds.
>>
>>1247576
Then how about this, we could do what I said but do it to benefit the colony?

Having a trade good to export of a higher price could always be a good thing
>>
I'm still stuck in the all for one mode instead of one for all, gotta recalibrate my thought process
>>
>>1247604
Yeah it's not the same as a villain or wonder. We build up our peps and then we get the ships. So clearing the planet of bandits and ruins is my goal.
>>
>>1247600
Yeah, but what I'm saying is we need to work with the colony to get the device bringing in dark matter for us. Be a lot easier than trying to hitch a ride out to space and try to figure out how we're going to set and harvest the dark matter collector. Once the profits are flowing, then we can think about getting a ship of our own.
>>
Rolled 90 (1d100)

>>1247614
That'll be might difficult to do considering the environment, I'm not saying that it's a bad idea though.

Alright, head back to the shop to do our work and if we get a chance today or tomorrow we'll see about getting a local, preferred non-pirate but if need be we work with them, who frequents space for mining or other activities to set the machine up and collect on a regular basis.

Hell, it'll probably be a better idea to do this with the militia. The money could be used for equipment and armaments and/or improving the turret network.

Okay yeah, work with the militia when it comes to the dark matter. Sooner or later were going to have to clean up that ball-less town hall, I forget what they do to be honest.
>>
>>1247632
Yes exactly! Possibly the militia frigate could use the Fisher for stealth and Inherited FTL for quick and easy travel to some dark spot between the stars. It leaves the collector there and comes back in a month or whenever and collect the dark matter.

There's also the Star Eater, although that sounds a lot harder to use subtly.
>>
Rolled 15 (1d100)

>>1247568
>>1247584
Alright, we can go back.
>>
>>1247656
Not sure about the FTL and the other assorted goodies, if they get into the wrong hands of some of the militia it could be bad news. In time we'll share the other goods
>>
I was thinking we should sell one of the pieces of gear or machinery we got to the Corp trader and use our power to get a great deal and if we're lucky maybe secure some Corp funding in exchange for the odd artefact we find
>>
>>1248617
While Corp funding would be nice it's too early to sell our soul
>>
>>1248617
I kinda want to hold on to this gear we got. It can be used to help a great deal of people.
>>
Rolled 61 (1d100)

>>1247568
>>1247584
>>1247687
So we're in agreement to
>Go back
Right? And we make our next step from there.

>>1248028
I was thinking it would be a temporary arrangement, especially for the Fisher. And to make sure, we go with the frigate personally when it makes the dark matter run. (at least for the first couple times)

>>1248988
I agree, best to hold on to it for now.

Archived thread 1
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Genie
At the bottom of course. Next time I'll add "Cape and Colony" as a tag. and I just got a weird sense of deja vu from the cloak/cape change. Too bad I didn't remember what number I roll. I want to say 72 though.

>>1248617
While we have talent, the Corp people have a lot of skill at getting the better end of deals. We need to be stronger first-skilled in trading, or at least more powerful in our ability. Only then could we cajole a fair price from Corp traders. Also Genie said the FTL is the only one people could easily recognize, so it'd be hard to offload any of the others.
>>
Rolled 17 (1d100)

>>1248028
>>1249151
Admittedly I am somewhat worried about that, not to mention potential problems in figuring out how to use the Fisher's fish mode. But I'm more worried about our little frigate falling prey to pirates.

I don't think the militia themselves would be a problem, the danger is if they sold us out. But the zealots should be helpful in that regard.
>>
On a unrelated note. Subnautica is a fitting game for this water heavy jungle world of ours. You get to explore alien life and ruins.
>>
Rolled 77 (1d100)

>>1247568
Support for Dip
>>
Rolled 12 (1d100)

>>1247568
Turns out the new smoker is proving to be quite the hit. Even you gotta admit the product it produces it quite a nice. Takes a bit of time to work and there is the need to acquire the smoke itself. but locals yourself included really like it. The pirates too once you allowed a sample and they quickly coughed up the currency for more.

Your profits have thus increased this turn.

Miners out here in the expanse are paid per haul of ore. You don't actually get a wage and the ore is examined for quality and quantity which determines how much your paid for it.

Ships meanwhile are very expensive when it comes to humanity. You will likely have to leave the system to find a seller or ask the pirates for any ships they got for sale. Which is likely but be aware chances are its gonna have been a looted vessel they previously captured.


What do?
>Fiddle with your new toys
>Get some training
>Look around
>Go back
>Other?

>>1247604
Hero allows for more down to view of things and allows you to do stuff while the turn is completing. So if you wanna get a detailed view of things instead of a simplified over view you all gotta do is go over as the hero to take a look. You can also do other things while the turn is progressing.

>>1247618
The most expensive thing about a ship isn't the ship itself. Its actually the FTL drive and power supply. The Ship itself is number 3. Though some would argue the importance of a good heat sink and electronic warfare suite as a course of debate against the ship itself being number 3.

Basically ships are expensive but available.
>>
Rolled 67 (1d100)

>>1251676
>Other?
Ok Anons i've got an idea. Look into ship purchases just so we have prices and goals.

What we need is a Ship of our own, the plan is simple, Equip our own ship with the Artifacts we recovered and buy as good a shield and electronic warfare suite we can.

The Idea is we start too harvest Dark Matter and other exotic stuff with our recovered extractor. We can then sell it too others. We just go into space, chill for a day or two then take it back in so we can keep an eye on it and come back. BOOM Black and Exotic Matter dealer and Fish Smoker extraordinaire!.

>Other?
Wait for the Grocery Girl too show up and see if we can actually get her name and our Crushes name! God damn.

>Other?
Go into the Town hall, find the actions the Colony has underway and see which we can help with most.

We need to start doing more missions and set a goal otherwise we'll be directionless, so far we have help improve the colony
>>
Rolled 19 (1d100)

>>1251724
Vote

So basically our best chance is to buy a "used" ship from some pirates. I don't want to give up any of the Fisher stuff, but maybe we can find other valuables in other ruins, like the underwater one. With our new armor I think we technically could go down there ourselves now. We need to be prepared for whatever we encounter though, I suggest first we attempt this >>1246867

Alternatively we could try to basically take command of the militia frigate. Are we actually going to join the militia so we can get some real training?
>>
Rolled 51 (1d100)

>>1247525
Name is still undecided as is colony name.

Actually she is really tall for a woman. Your guy himself is tall and even he noted how tall she is.

>>1247576
Dark Matter is worth a pretty penny and while 'easy' to find its difficult to acquire.

Not fun drifting around in deep space looking for it.

>>1247614
The type of world that was selected is going to make the expunging of pirates be an absolute nightmare.

>>1248617
Even one of the alien artifacts currently in your possession is worth a fortune. Even more so for things like that FTL drive.

>>1249151
I accidentally put cloak where it was suppose to be cape for the first thread.
>>
Rolled 51 (1d100)

>>1251955
We can just sell food to the pirates. Since this whole system is full of them. It's best to take the corp rout and gain profit. Unless our god of the colony wishes otherwise.

>>1251676
>Other
Work on the shop. Maybe we can finally hire a helper.

>>1251724
I was planing on making a crew from the colony and together we by a ship. We just need to do good by the colony. Be the hero we can be and soon we will have what we need.
>>
Rolled 53 (1d100)

>>1251995
We literally just worked on the shop, can we go to Town Hall as Rust said? You know, find out how the rest of the town is doing, find some way we can help out.

Possibly a good idea on getting a crew from the colony. But I still think we should work with the militia.There probably aren't many non-militia citizens who would want to crew a ship or have any relevant skills. Unless we're going to recruit pirates.
>>
Rolled 33 (1d100)

>>1251724
Vote
>>
Rolled 50 (1d100)

>>1251724
Although the First part of that is more of a plan than an action. I mean maybe you intended to do the first step of the first part now and look into ship prices, but how do you intend to do that? Just find someone who might know and ask them? We Could ask Grocery Girl I guess.

The other things though, we not only can but should do right now.
>>
Rolled 36 (1d100)

>>1252045
We already know what needs to be done. Deal with bandits in the colony because the cops can't.

I'm doing the shop action to gain favor with the pirates. With them less likely to mess with the town we can put more resources to helping clear the streets.

If we don't want to become a shop pirates like enough to protect. We need to gather a posse. Start clearing the town up so the cop scan do their job and move on.
>>
Rolled 73 (1d100)

>>1252102
But again, we literally just did that.
>>1251676
>The pirates too once you allowed a sample and they quickly coughed up the currency for more.

And it might be a good idea to speak to the militia officer who's currently in charge of maintaining order in the colony due to the uselessness of the cops. Nothing wrong with just going out to look for crimes to bust, but it could be helpful to at least get tips on hot spots first.
>>
Rolled 6 (1d100)

>>1252211
Things take more than one action.

>>1251676
>Other?
Gather a posse. Start clearing the town up so the cops can do their job.
>>
Next action guys I was going too suggest we stake out the police station and see who the real hard workers are. Then we approach them and ask: Have your hands been tied but something needs doing? I think we can help on another out. Find our Commissioner Gorden to our batman
>>
>>1252328
I believe we would have to get our "batman" to be know first viva fighting crime. Why would Gorden trust an unknown would be hero?
>>
Rolled 17 (1d100)

>>1252280
But gaining goodwill by running a good business seems more like something done over time. We can't rush it along by devoting more actions to it. We can put in more hours, but that takes away from the time we can spend doing other things. So the question is, how many actions per day do we need to spend to run a good shop?
We had a specific way to improve it, getting a smokehouse, which was completed. Without having to spend consecutive actions on it I might add. I might also add that Rust's proposal did include spending time working at our shop,

Gathering a posse could be a good idea though.

>>1252391
We stopped those pirates recently, at the start of the first thread. We do need to do some more heroics though.
>>1251676
>Other?
Look for the militia officer in charge of maintaining order in the town, tell him we're here to help, ask for a task, then go do it.
>>
Rolled 42 (1d100)

>>1251724
>>1252053
Or just do this. With my vote it's 3 votes out of 4 voting anons.
>>
>>1252629
Cheers, next time ill go for

>Other?
Look for the militia officer in charge of maintaining order in the town, tell him we're here to help, ask for a task, then go do it. as you mentioned
>>
Rolled 51 (1d100)

>>1252432
It is over time, but actions on it speeds time up. Time spent on making deals for fish, meats, farms, and packing our product. I just wanted to hire someone to cover the packing to let us do other things. Freeing more time up as we passively gain favor.

All there was is wait for girl. I assume that is what you mean for shop.

>>1252629
Also for the votes. You've already voted that action. I've been just adding my thoughts as we waited. Unless Genie wanted to make sure people were still backing that action.

>>1251724
Just in case more backing is needed.
>>
Rolled 48 (1d100)

>>1252810
I was just noting the votes and re-affirming my support, as I had since put forward my own action. And yes, waiting for the girl who always visits our shop implies that we'll be spending time at our shop, which implies we'll be working.

We now have unanimity, excellent. And we'll look into hiring an assistant. Within 24 in-game hours!
>>
Rolled 21 (1d100)

>>1251955
So does anyone here have any opinion at all on character or colony name? Even if you don't like "Rhys Osman" but don't have an alternate suggestion, at least that would let me know we need to come up with something else.
If we also want to come up with a costumed name, I suggest "Fortunate Soul"

So as for colony name, how about... "Los Pescados?"

So I don't know if Genie is having to do/deal with personal stuff, having yet more computer problems, or just disheartened by having so few anons, but we're on page 5 now. So should Genie (or one of us) start a new thread sometime tomorrow? Or maybe Genie's upset by Rust's weird-ass choice of action structure. Or, hopefully, just sleeping or doing something else that takes several hours.
>>
>>1253144
Sorry. I meant that first bit as browse the net while we're at the shop just looking at prices etc.
>>
Rolled 76 (1d100)

>>1253234
I kind of figured that, but I don't know what the deal is with interstellar communication in Genieverse, but it seems like it would be underdeveloped for us (in this star system). Also planetary telecommunications would be underdeveloped and it might be hard to find the equivalent of a blue book for spaceships. But I guess maybe we'll get lucky or maybe I'm just wrong.
>>
Rolled 81 (1d100)

>>1253649
Bluebook for spaceships DOES actually exist. So long as you don't count the alien ones. Mostly because it would be hard to explain why it DOESN'T exist so it exists.

Now alien ship blue book not so much. They don't fit in such a neat little profile and can be quite the bitch acquire much less actually use.

>>1253144
I been busy these past few days.

>>1252432
You didn't have to because someone was building it for you.

>>1252045
Pirates make for risky crew but they'll be certainly be skilled. As they already been 'trained' in the arts of the spacecraft and well space skills in general.

Of course you could always try the bribery approach but be aware they wont be as 'honorable' as post apocalypse version.
>>
Rolled 5 (1d100)

>>1253696
but considering how you went heroic charisma you will naturally have the fewest of the associated penalties for dealing with pirate penalties. There are other ways to reduce them but be aware the more divided your forces the harder it will be to make them get along. The penalties between different factions and enemies are still aligned.

>>1251724
oh no...don't tell me i am gonna have to provide the bluebook for ships?

You any idea how big that fucker is gonna be?

Even worse when it comes to modules and parts.

Oh sweet mother of mercy...

Ahem uh what classification of ship would you be looking into exactly?

>Military
>Civilian
>Business
>Research
>Exploration

and no I am not gonna post every single category of them. It would make those shipbuilder coya look like it were for pussies.

To further shorten the list also choose

>Modern
>Outdated
>Classic
>Aged
>Experimental
>Advanced
>Top of the Line
>Budget
>Illegal Modified
>Customized

In addition choose the class of ship which is listed from smallest to largest.

>Patrol
>Assault
>Corvette
>Frigate
>Destroyer
>Cruiser
>Battleship
>Dreadnought
>Carrier
>Other

Other option includes things like exploratory and hospital ships.
>>
Rolled 33 (1d100)

>>1251724
Now for the other stuff as per usual the one grocery girl finally shows up later in the day and gives you shit. She alas refuses to spill the name of her friend stating you especially are not worth it for her. Unexpectedly you failed to convince her in the end.

As for the townhall...see below.

>>Turn 3
>>>>>>>>A. Develop Resources
>>>>>>>>B. Improve infrastructure
>>>>>>>>C. Improve Armaments
>>>>>>>>D. Research
>>>>>>>>E. Scout
>>>>>>>>F. Explore
>>>>>>>>G. Your Choice
>>>>>>Points: 3 Currency.
>>>>>>Pop 3k
>>>>>>Military 1k
>>>>>>>>Food: Very Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Average
>>>>>>>>Medicine: Good
>>>>>>>>Health: Very Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Average
>>>>>>>>Tech level: Low
>>>>>>>>Reputation: Faithful Colony
>>>>>>>>>Infrastructure: Townhall. Farms. Clinic. Armory. Temple. Militia HQ. Warehouse. Water Treatment Center. Water Pump. Oceanic Dockyard. Space dock. Faithful Housing.
>>>>>>>>Defenses: Fortified Walls. Turret Network. Mono Wired Fencing. Holy Wards. Homemade Turret Grid.
>>>>>>>>vehicles:VTOL 2. helicopter 4. 1 Gunship. 4 Oceanic Patrol Boats. Technical 25. APC 10. 2 Tanks. 1 Pirate Frigate.
>>>>>>>>Power: Nuclear Reactor. Backup Fuel Generators.
>>>>>>>>Weapons: Relic Weaponry(limited). Firearm(plentiful). Explosives(limited). Blessed Blasters(Small).
>>>>>>>>armor: Relic Armor(limited). Light Body Armor(plentiful). Full Body Armor(Small).
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Native Fish. Mixed Fruit. Mixed Vegetables. Limited Ores and Lumber.
>>
>>1253734
>Business
>Outdated
>Carrier (a relatively small one)
Grab an outdated Corp vessel, we'll load it with drones and storage space for cargo and such. They are more likely to be modular and easier to find parts.

We fit it with our artifacts and the money we save we spend on electronic warfare stuff and maybe a cloak
>>
Rolled 98 (1d100)

>>1253740
>B. Improve infrastructure
Lets get some improvements to the farms sorted, irrigation, more fields and fishing bays etc.

How long till the Corp Trader flies in?

>PERSONAL ACTIONS

>Other?
Look for the militia officer in charge of maintaining order in the town, tell him we're here to help, ask for a task, then go do it.

>Other?
While we are here ask for the name of our crush, describe her to the other militia present and ask where she hangs out (Charm those fuckers with our power). If bitch one won't tell us the totally unaware militia will, maybe learn more about Grocery Girl too while we're there.
>>
Rolled 85 (1d100)

>>1253757
>>1253746
Support for both of these. Pirate Runner girl is a cunt. I hope we get a Maticico or Omitar ship just from references sake.
>>
Rolled 10 (1d100)

>>1253757
Yes
>>1253746
Also yes

But I still think it would be easier to just work with the damn militia and use the captured frigate. But if you insist on going this route, don't forget the heat sink. It was heat sink and electronic warfare Genie mentioned as arguably the third biggest expense.
Also getting a carrier would be a hell of an expense, and even a small one would be too big to take planetside.
Might I suggest we look for
>Other: Courier
(still Business and Outdated)
>>
Rolled 52 (1d100)

>>1253746
I have to ask, for what purposes do ya'll want a ship? Do you want being a captain to be our thing?

>>1253740
Do the farms have any livestock? Like, at least some chickens? If not, we should try to get some, or maybe geese. Get some eggs to salt or pickle, or even make century eggs.

>>1253865
What I'm picturing is basically the Planet Express ship.
>>1253746
While this would be more like a big cargo ship, right?
>>
>>1253962
I'd pass on the ship for now honestly
>>
Rolled 71 (1d100)

>>1253757
Infastructure would do us some good but I think your options for what to improve might be a waste since we're already
>Food: Very Good

I think instead we should work on School/Technical training facilities and/or Prisons. That way we could possibly start to increase our colonies tech level and hopefully not piss off the zealots while we also have a place to hold the bandits we arrest, he'll we could use the prisoners as almost free labor forced to work on stuff.
>>
Rolled 98 (1d100)

>>1254768
The thing is, food could stand to be improved further, since right now it's the main thing we can export. We need supplies and funding if we're going to build a school or prison.

Having a larger surplus to trade is not what I would call a waste.

Although Rust's action might actually technically be more "Develop Resources," I'm not sure.
>>
Rolled 85 (1d100)

>>1254476
Yeah, me too. Although I think they just want to start planning for it now, which I can see the wisdom of, but I want to make sure we have a clear goal here, a reason why we want our own ship; what makes it worth all the effort? Learn from the mistakes of the last quest, and settle on a fucking direction for the character.

While I'm at it, I want to know what people have against working with the militia if all we want to do is put the dark matter collector into use.
>>
>>1254935
I'm with you on that it really just feels like it's more of a "going through the motions" when it comes to the ship. By that I mean we got those neat parts and we're sitting here "oh cool we've got some pretty neat parts, we need a ship to put them on."
Which doesn't satisfy an actual need for the ship. I'm guessing we don't know how to fly the ship so we would have to pay someone to fly it, plus maintenence and all sorts of other stuff.

I say we keep ourselves grounded (quite literally) and work on this colony and not do this silly waifu chase nonsense. Sure when Genie brings it up I can find it acceptable, but including finding the girl in every other action is just bleh.

I'd say my personal goals/hopes for while we are at the colony planetary level would be the following:
A. Increase our technological levels significantly while keeping good relations with our zealots.
B. Clear most bandits out from our planet.
C. Expand our colony across the planet
>>
>>1254873
You are right having a larger supply of food to trade would not technically be a waste.
I just feel that getting up our tech earlier on will prove to possibly be more beneficial than having a larger food supply. As of right now we've got a homemade turret network that covers some amount of the colony (I forget how much). When it comes to upgrading that turret network it's going to be more of a pain with our current tech level than it would if we improved it. Additionally let's say we have a huge stockpile of food we plan to trade and the bandits hit us harder than our turret network plus our forces can handle, then it would be for not. Plus if I remember correctly bandits are the type that like to burn/destroy what they pillage unlike the pirates which would set us back a bit if they jack up our farms.
>>
Rolled 43 (1d100)

>>1254873
Technically sort of. Resources are well...resources. It's not as clear as upgrading defenses or infrastructure but it covers a LOT.

>>1253757
Never. You didn't choose corp sponsor so they wont show up till your world is important enough to warrant it.

>>1253962
Most source of meat is fish on the planet. Tons of fish. The farms meanwhile specialize towards more producing plants then meat. Basically you'll need to upgrade some of them or produce ranches which are specialized towards meat production. Be aware land mass is somewhat limited so your best off building such land intensive infrastructure on one of the 3 mini continents or rely upon corp farming techniques.

Eggs however are available they come in two different flavors. Fish eggs and crustacean eggs. One of the fisherman discovered a peculiar native crabby creature which carries around large sack of eggs and builds mini lairs on the coasts which as it turns out filters the water. The eggs themselves are light fluffy and surprisingly delicious. The child stage of the crabby creature is closer to that of a clam then a crab. The crab phase is actually their adult one and they leave the burrow. To build new ones and mate.

Sadly most of the fish eggs produced on the planet are seasonal but some of those crusty eggs are made year around. Especially in the tropics and oddly enough the polar regions.

You found they take well to pickling and making caviar. Salting doesn't work quite so well except on a few freshwater variants. Drying them out works though and makes a peculiar tasting dried egg. The dried eggs are especially popular among the pirates who insist they make the fluffiest eggs.
>>
Rolled 52 (1d100)

>>1253746
Megacorp Miner class Drone Carrier

A peculiar type of ship that while a carrier actually uses its drones to harvest resources in space and takes it back to the carrier. They are classified as the second largest type of mining vessel only being beaten by the gigantic planet eaters or space station harvesters.

While not designed strictly for combat as many a pirate learned the hard way they got enough space and drones to defend themselves quite well. Despite being such a huge prize they are among the most difficult of prey.

Few miner businesses who aren't a megacorp affiliate can afford one of these up to date hulks. The outdated ones however are very popular both as a means to mine and also they make a pretty decent jury rigged combat carrier in a pinch for a fraction of the cost of a real one.

Some would insist one of the major reasons why megacorps are so fond of them is in a pinch they can easily be modified into a combat carrier. Given how oddly modular megacorp business drone carriers are they may have a point.

Despite being outdated business carriers are still quite the hot commodity. Mostly because now its actually affordable. You don't wanna know how expensive the updated hulks cost. There is a reason why even the megacorps don't have too many of them around.

Business carriers generally meant for resource harvesting in the form of unleashing a swarm of locusts and having loads of cargo space with enough built in defensive countermeasures to give pirates a headache. Their life support systems and other systems tend to suffer because of this focus. Which is further exacerbated by being outdated enough to be replaced and sold on the market to help recoup the losses.

Now to begin the long list of available models...
>>
Rolled 6 (1d100)

>>1255224
Quirks: Loads of space and Swarm. Megacorp boosted business performance and safety+.

Penalties: Weak life support. Lacking noncritical systems. Old systems. Megacorp Copyright failsafe.

>>1253757
You lucky bastards.

Available Templates

Pirate Template
Modified by pirates into a combat carrier with an unusual amount of speed and stealth.

Militia Template
modified by colonial forces into a substitute to a proper combat carrier. Lots of armor and munition storage.

Transport Template
Modified into serving as a huge hauler of people and or cargo at a fraction of the cost.

Salvager Template
Modified to help repair, build and take apart things in space.

Available rare models

Sylion Psy Connected Harvester Carrier
Magitech Harvester Carrier
Haunted Harvester Carrier
AI Harvester Carrier

Common models
Warmachine Harvester Carrier
Faced Harvester Carrier
Megacorp Harvester Carrier
Civilian Harvester Carrier
Supporter Harvester Carrier
Clan Harvester Carrier
Imperial Harvester Carrier
Freed Colony Harvest Carrier
People's Harvest Carrier
Union Harvest Carrier
Representative Harvest Carrier
Artistry Harvest Carrier
Believer Harvest Carrier
Merchant Harvest Carrier
House Harvest Carrier
Nomadic Harvest Carrier
Noble Harvest Carrier
Royal Harvest Carrier
Scrapper Harvest Carrier
Governed Harvest Carrier
Pride Harvest Carrier

Have fun choosing which to look into specifically.
>>
Rolled 73 (1d100)

>>1255121
Those sound like good long term goals. In the short to medium term, our goals for the colony are:
1. Safety
2. Prosperity
And we just have to figure out/agree on the best way to achieve these.
>>1255146
Okay, but how are we going to improve our tech level? I think the fastest and surest way would be to buy tech and hire any necessary specialists (including teachers, if you want a school). I'm sure there are other ways, but I'm not aware of them, so please tell me what your plan is to improve our tech without any money?

Well shit, let's say we build a schoolhouse like you want. What if the bandits fucking burn THAT down? Our crops may be more vulnerable while they're growing, but at some point most of them will be taken to more centralized storage. We have zealots, a turret network to protect our core, a homemade turret grid to protect what the network doesn't cover, and a frigate that can provide heavy support. So we're not exactly a sitting duck.

The frigate would be even better at protecting the colony if we let the militia use the wonderful ship components we found and they helped us bring back.

>>1255164
Ah, eggcellent. We should try smoking the eggs now that we have the facility for it.
https://en.wikipedia.org/wiki/Smoked_egg

>>1255369
I vote AI Harvester Carrier. I'm sorry, Dave.
Militia Template I guess.
>>
Rolled 7 (1d100)

>>1255369
Question Genie, is there a difference between the ships named harvester and harvest or did you get tired of putting er after harvest?

Second question might be silly but just to be sure the harvest/er carriers are mining vessels right?
>>
Rolled 2 (1d100)

>>1253757
Farm upgrade arranged for this colonial turn. Farms will now produce more once the upgrades are finished.

After that you head to the militia base inside the colony itself. There you found the guy in charge as he orders for different patrol routes, hitting certain pirate locations, and actually bothers to enforce the law unlike the useless police. Here you found that there wasn't any militia member without an disguise. Even the top officer in charge himself took care to wear a mask. According to him the townhall could use some help, the cowardly cops be dealt with, crime expunged, and investigates need to be done.

After that you asked around to the militia present and charmed them enough to reveal info about your crush. According to them she is a strange one. Knows how to handle herself very well and if you weren't paying close attention wouldn't even know she was a girl. She apparently goes by Alex Rust in the militia. The militia also knew about her friend claiming she was a huge cunt in which you had to agree. As for what she does apparently she usually volunteers in the harsher operations. Like say patrolling near the spaceport which is always crawling with pirates. As for off the job some of them noted she really likes to hunt and the outdoors. A few insisted meanwhile she spends her free time in the temple or near the cost. While the rest claim she will often be found training or picking fights.

What do?
>Do something the militia commander mentioned
>See if you can find your crush
>Back to work
>Head into the wilderness
>Other?
>>
Rolled 47 (1d100)

>>1255432
Apparently i forgot to put the er behind them.

>>1255432
They are all mining vessels. Except the ones with the templates who have thus been repurposed.
>>
Rolled 98 (1d100)

>>1255436
>do something the militia commander suggested
Specifically I'd like to either investigate or help the cops grow some balls.
>>1255450
Gotcha, just had to be 100% sure.
>>1255369
Ai harvester carrier sounds like it could be good
>>
>>1255409
We'd end up needing to trade for the tech or hire some folks to train us in the production process which would end up costing us more as we would probably need a factory or something.

The burning of the school houses is a real possibility, I was thinking the tech level being our understanding of tech along with our current level of tech. If that is true then the more technically inclined we are the easier it would be to upgrade automated defences. And I'd figure the school house would probably located in a central Hub like the warehouse you mentioned.

Both are reasonable options for what we could have done, but we've went with the food route this turn. Depending on the levels of everything next turn I hope we work on our tech.
>>
Rolled 28 (1d100)

>>1255464
I agree completely
>>
I just figure I'll post what i've been working towards with my actions and all that stuff

>End Goal
I want this colony to become a middle ground and trade hub for our system. The place you go too trade and such. Become the systems Barter Town.

>Why do you want the ship RUSTanon?
I wanted it so we could drop the Dark Matter Collector in various places to let it do it's thing, then sell said stuff for profit and quite possibly aid in fueling the Militia's stuff, Maybe even a new Generator down the line?

>What Should we be doing
I really want to get in their with the Militia, personally I want our "Normal Self" to work there part time/light shifts and our shop the rest of it. This way we make friends and work in a crowd earning Rep, get training and most importantly gain assess to the Town Hall frequently and input into their operations which we can aid in.
Meanwhile our "Cape" ego goes out and deals with the tougher stuff, the piss poor sheriff for example or even do a few jobs for the Pirates a little down the line if it's not against the Militia.

>Colony Actions?
Honestly I think we need to improve our Tech and security. We have the Food and Population, increasing these things will make an individual worth more, better able to protect and defend which may raise moral. Once things are more secure I propose we begin expanding our own operations into general good aside from food which is to get people through the door. While supplies coming in are hard we can provide the odd thing or people can ask us if we come across X please acquire it
>>
Rolled 98 (1d100)

>>1255464
Supporting this Action
>>
Rolled 76 (1d100)

>>1255464
>>1255487
Slight correcion (regarding the harvester carrier): We might want to get it with a template, specifically the militia one (although the salvager could be useful far down the line). I think template is different from model (and is optional, that is we can get an untemplated one?)

>>1255485
Okay, that makes sense and sounds like a reasonable plan.
Although I'm kind of worried about monsters, specifically checking for shapeshifters like the bandit boss recommended. Hopefully we can catch them with out personal actions if there are any about, but if there are any they need to be caught before they take root. I would've brought it up earlier, but I didn't want to seem like an ungrateful bastard when Rust was going with the colony action I wanted earlier and the personal action I wanted. But we can probably spend one turn setting up an education initiative.

>>1255558
Well, everyone in the militia wears disguises, so we don't need to be our "normal self" when working with them. We'll see how things shake out with working with pirates.

But now I'm even more confused about why you don't want to have the militia use the dark matter collector. Getting our own ship will take time, even if we could afford it right now, while they already have a frigate.

>>1255566
Nice, double 98s!
>>
>>1255612
I would lend it too them but I think it'll get nicked...and i wanna make some money off of it to grow our own business at a disproportionate rate becoming almost the biggest financial backer of this place and systematically charming everyone with our power and cash. Become too important too the running of this place for political leverage and such
>>
Rolled 45 (1d100)

I thought of another potential costumed name: Vox (just "vox" for now, we can add something else later, preferably a latin adjective appropriate to however our powers develop)

>>1255656
Alright, no sense in arguing with paranoia-plus it actually would be nice to become powerful enough that people /know/ better than to try that shit with us.
>>
Rolled 72 (1d100)

>>1255464
Support
>>
Rolled 60 (1d100)

>>1255464
Really? 2 98s in a row on a fucking carrier?

It was SUPPOSE to the one of the most if not thee most expensive option damn it.

BIG sale on Sale AI Robotic Harvester Carrier!

>Available models

Omitar Logistical Support Beast 2.4-1.2
Aced Collective Coordinated Carrier 1.5 to 0.9
Volken Industries Crazy Carrier 0.76 to 0.01
Malico Monster Carrier 6.6 to 6.0
AI Rebel Machined ORIGINAL Editions.
Scario Scared 3.0 to 1.1.
Arc Smith Miner 10.2 to 2.5
Ralk RAGE Forger 0.23 to 3.2
Sigst Sole unity 2.0 to 1.0

>>1255464
You chose to do some investigating and uncover some rather...worrying facts. Normally it should of been the cops investigating given how ill equipped the militia is to handle such duties. Alas they are a bunch of cowardly pussies. So you did some investigating and find some evidence. That the old bandit boss who mentioned shapeshifting monsters may have had a point. While it appears normal given less then a handful of vanishings with most of them later being recovered. Some of them started to exhibit peculiar behaviors against what they previously acted like. As if someone or something...took to wearing their skins.

You also found some evidence of corruption in the townhall. Possible colliding with space pirates and maybe even the bandits.

What do?
>Dig into the townhall corruption
>keep investigating
>See if you can find your crush
>Back to work
>Try to find the bandit bastard who somehow seemed to know something
>Other?
>>
Rolled 25 (1d100)

>>1257754
With how things are in the system. I can understand why someone would be prone to corruption.

>keep investigating
Now something we could work on is the skin walkers. Gathering investigators to help. Then we call in the zealots or militia to clean up.
>>
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Rolled 71 (1d100)

>>1257754
Omitar Logistical Support Beast 2.4-1.2
Just because I don't want to get snuck up on and we can also use it for investigations.

>See if you can find your crush
Also give her the tip off about the corruption, tell her too take it too the Exterior Region Zealot Commander so he can pass the information to the inside commander.

>Keep Investigating
The Shape shifting Monsters, we need to ensure we're talking to our own people...fucking body snatchers man. Maybe it's time for some bait and switch such as getting one of the possible replacements alone with us, have it set up so we're the perfect target...but have our shield/armour ready, when beat/interrogate etc....maybe drop off to the law and see who comes to spring them... But general investigating is fine for me
>>
Rolled 85 (1d100)

>>1257847
Vote

>>1257754
>AI Rebel Machined ORIGINAL Editions.
Mystery Box? Yes please

>>1257852
Like Dip said, not every action has to involve trying to find our waifu. Besides, I'm pretty sure her response to a tip off that there's corruption in city hall would be "no shit, sherlock."
>>
Rolled 31 (1d100)

>>1258089
I wanted the Waifu bit because I wanted to start the rep repair the other girl is damaging, Leave girls alone too gossip and such like that and they get worse and worse and worse. Best snuff it out before that happens.

But fine

Also fine switching to
>AI Rebel Machined ORIGINAL Editions.
Mystery Box it is then

>>1257847
Switching too support this to keep stuff moving
>>
Rolled 32 (1d100)

>>1257847
Support
>>
Rolled 25 (1d100)

>>1257847
hm thought ship would of been decided by now.

Anyway you decide to keep investigating on the monsters. Fortunately the colony isn't a large one so that makes things sigficantly easier. Unfortunately you have a thriving population of pirates and bandits providing a ready source of trouble/hideouts. Meanwhile the cops who are suppose to deal with matters like these are...entirely absent. Even the militia doesn't have much resources to span as the bandits and pirates keep em busy. Making it quite easy for these monsters to operate. A problem you keep running into as you try to continue digging.

From what you could tell there are three possibilities you have found. Some of the monsters disguised themselves as new colonists and are thus entrenched deeply. Some of the missing people have been replaced by them. Or some of the criminals are providing them with the means to gain reinforcements for themselves. Sadly the only guy who seemed to have known something is that bandit boss. Many people are also disbelieving and your finding yourself wondering if its possible to get the pros to come.

What do?
>Look into the missing colonists
>Check the colonial records for new immigrants
>Try to find the pirate group assisting the monsters
>See if you can find that bandit boss
>Go to the townhall
>Go to work
>Head out into the wilderness
>Other?
>>
Rolled 6 (1d100)

>>1260271
>Look into the missing colonists
Find the ones whom are exhibiting strange behavior and then tag/track them with our Fisher Line Artifact. If they vanish...monster. Chart their movements over a few days, then move onto the next one, see if a pattern emerges when we look at a map. Hell if possible track a bunch of them.

Find something before we call anyone else.
>>
Rolled 83 (1d100)

>>1260271
>See if you can find that bandit boss
Pack up extra good for them. As a thank you gift and to grease the gears.

I would like us to be a kind hero. They did us a solid and I think it best we show gratitude.
>>
>>1260521
Are are also "professionals" they got paid so the job got done. Plus he's aware of our power so this will come across as lame at best and at utter worst an insult. By all means lets try it though, why not
>>
Rolled 80 (1d100)

>>1260521
Vote, BUT
>>1260538
To address this: we don't bring just any food as a gift. We bring the best shit we got; smoked salmon and caviar, on top of a wide assortment of foods. He's also aware we're a total rookie who got his ass kidnapped, and what kind of bandit/pirate wouldn't like a gift in addition to being paid by someone else?

>>1260271
>Choosing a ship
I think it's because none of us really know enough about the differences between models of AI Robotic Harvester Carrier, so others don't want to make a decision.
I'm going with AI Rebel Machined ORIGINAL Editions, because to be frank the big ORGINAL seems a lot more enticing than choosing a model number from one of the other ones, and I assume it will have certain...quirks, but in exchange be superior to the other models in its designed function.
>>
Rolled 77 (1d100)

>>1260538
When I tried to offer repayment to the lady that got them to help. She said we should the thank them instead since they did the work.

I highly doubt they would turn down free food. So while they know we are a sliver tongue super. Saying thanks for, literally, saving my ass with what we can offer is taken as an insult. I'm not sure they are people(or anything alien that eats) any more.
>>
Rolled 40 (1d100)

>>1260648
Of course people could just be being indecisive, to my and your frustration. That would also explain why no one has replied to me trying get our character a NAME!
Don't like Rhys Osman?
How about:
>Isaac Eagle
>Max Power
>James McCoy
>Richard Steele
>Blake DuPont
>Henry Fillmore
>Joshua Thornton
>Timothy Harrison
>Michael Bishop
Any of those work for you, anons, or do you want me to come up with some more?

>>1258119
[/spoiler]Really? Somehow I doubt there's much she can do in that regard, given what we saw from militia girl's response to us getting kidnapped. And I don't only mean militia girl's concern for us. Personally I'd have a little faith in Alex's bullshit detection abilities, especially with someone she knows that well. But I have to take your word for it.

However we should run into her (or at least we'll have plenty of chances to) if we just spend more time with the militia, which you said you want to do and I agree with.

And what's up with telling her about the corruption? If anything you should tip her off about the monsters, that's much more pressing and much more relevant to the militia. Perhaps more importantly, I don't think someone who seeks out the hardest and most dangerous assignments would appreciate us foisting the crooked politicians on her and keeping the literal monsters for ourselves.[/spoiler]
>>
Rolled 8 (1d100)

>>1257754
>Available models
So what actually is the difference between these, besides which company made them?
If I need to be more specific, what is it that sets the AI Rebel Machined apart?

>>1260521
>>1260538
>>1260648
Still supporting this, and if necessary I rescind my specifications for our gift.
>>1260657
Yeah, that's right. Although actually we don't know in-character that she's the one who got them to save us
>>
Rolled 25 (1d100)

>>1261174
Not all of them are made by a megacorp. Some of them were made by AI civs like the AI Rebel was for instance not a the result of a megacorp.

Many of them are in fact not made by a megacorps due to the restrictions relating to the usage of AI intelligence and robotic replacement of manpower.

Basically they have different quirks that cannot so easily be changed or replaced without destroying the ship. Some of them are replaceable yes but others...not so much.

The AI Rebel Machined is different in that its the only one offering original edition.
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Rolled 55 (1d100)

>>1260826
It didn't care for getting a ship so soon. That's why I haven't voted on anything.

As for the name I'll back Rhys Osman. Tho I'm ultimately indifferent to picking a name.

>>1261174
For some reason I thought the bandit Boss hinted at it. Since we don't have many friends/people that would send someone to help. It would be easy to start putting things to gather.

----

Also we forgot to apologize for bumping into shop girl on our way home.
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Rolled 24 (1d100)

>>1260538
Hope my negativity's not rubbing off on Rust.
Too bad he didn't include a roll here, then we could take it as support.

>>1261958
Oh hey, Rust never changed from his original suggestion in the first thread, so technically that makes it 3 votes for name!

Would it be easy though? She's more our best customer than our friend and is kind of a bitch, and I don't expect our guy would suspect that militia girl cares about us enough to twist her friend's arm into helping us. I have to assume we've spoken to other people in this colony before and therefore could theoretically could make a medium-length list of people more likely to help us than grocery girl.

Actually it was militia girl we bumped into.

So you have no opinion on ship selection, or are you withholding your input out of spite?

>>1261284
We're near the bottom of page 7, so it might be time to make a new thread soon.
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>>1262191
There is no spite. I just don't think we need a ship when we don't have a crew. We need to gather friends and trusted comrades. We can't run a ship on our own. Our hero works better with some beings to command.

Even worse, to my understanding, the only place we can store a ship is the pirate in feasted space port. So we need to build up some followers to guard the ship. Unless we wish to take the risk.
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Rolled 3 (1d100)

>>1262264
Carriers by default are largely automated, so an AI Carrier essentially needs no crew at all.

Yeah, we aren't going to store it anywhere. A carrier is far to large to enter a planet's atmosphere (well, it can, but it'd be a one-way trip). It's going to be sitting in space, where fortunately its own defenses will be quite formidable (even before we equip the Star Fisher treasures). Weird how it worked out so we're getting a ship that can run and defend itself, but that's how it is.

I think at this point we're just looking anyway.

>>1261284
Is what I just said essentially correct?
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Rolled 87 (1d100)

>>1262311
Pretty much, but only a Carrier manufactured and used by AI factions would not require ANY crew. At that point its 100% automated. One of the reasons why they started forcing ships especially carriers to carry more crew was to deal with things like rebelling AI and rampancy plagues. Carriers due to how automated they by default are notoriously vulnerable to such things.

However if you rely upon a living pilot based carriers they quickly become excessively expensive to maintain. Relying upon drones vastly decreased the cost to having a carrier.

As is carriers are the most heavily automated military vessels hands down. As is they still aren't cheap but you don't wanna know how expensive the non automated ones are.

Carriers are huge by necessity hence why they are generally the largest sized capital class ships you'll encounter. Having to make space for lots of crew quarters and necessities rapidly and massively increases the cost for having one.

Corps meanwhile are notoriously fond of trying to automate even their economically and safety inclined carriers as much as possible and regularly fight against the Corporate Council against their mandate relating to such restrictions. Their carriers are the second most heavily automated second only to the AI factions.

Fighting AI in space is not fun given their spamming of forces and great skill in electronic warfare. AI alien or not are extremely fond of their carriers. They like to mix in hack drones within their drone fleets as they close in, so they unleash more then just typical payloads.

Which translates into a big fat 'OH GOD THEY'RE FUCKING EVERYWHERE EVEN ON THE INSIDE.'

You usually only see living smaller craft pilots garrisoned in space stations or on planets. Where the prohibitive costs of their existence isn't nearly as bad.

Also yeah there is not a chance in hell your landing a carrier planetside without it being a very bad one way trip. They are way too huge for such maneuvers.
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>>1262591
I actually think we all agreed on the ship and action Genie?
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Rolled 71 (1d100)

>>1262591
Thanks!

>>1263029
I think yours didn't count due to no roll.
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Rolled 75 (1d100)

>>1260521
supporting

and AI Rebel Machined ORIGINAL Editions sounds fine
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Rolled 77 (1d100)

>>1260521
>>1263043
Excellent
Somewhat odd how we had 2 crits near the beginning and none since
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Rolled 10 (1d100)

>>1260521
Ship selected.

Arranging purchase...transferring over required funds. Would you like to take a loan or seek partial payments?

Due to how automated the ship is will be sent directly to you!

Thank you for using our services to purchase goods. Deliver will be within...(4 turns).

Ship history

AI Rebel Machined Original now revealed to be a Crafted Carrier MK 1:

An ancient ship design in terms of history it rose up roughly around the first human civs reached FTL and had sufficiently advanced AI. This ship was the workhorse for the rebelling AI forces. It acquired and process vast amounts of material to build new forces and maintain their current holdings. It's design was later reverse engineered and ripoffs spread throughout humanity.

Unfortunately the reverse engineered ones were never quite as good as those made by AI. Regardless they soon acquired a niche for themselves. This ship thus has an extremely long history and has been...'maintained' throughout its very long career. Rarely modded and only somewhat upgraded just bit more then enough to nullify its antique value. The only reason why the ship is still somewhat in its original form is due to the extensive ability to manufacture spare parts for itself and its automated systems automatically running repairs and maintenance. Including the replacement and recycling of old parts for new ones.

Ship is reputedly to be cursed as those who have owned it often suffered from many unfortunate 'mishaps' with the ship and seemingly having material regularly be lost. Some of them also insist the on board AI despite being...dealt with repeatedly is notoriously rebellious and rumored to even suffered from chronic rampancy lurking within the ship systems.

There were however a few cases where the ship owner had glowing phases. Unsurprisingly these same people either liked by AI or somehow was good with a number of AI factions. Supposedly this is just a coincidence and its current(now previous) owner wasn't totally relieved that despite only getting a tiny fraction of its resale value is more then happy to be finally rid of such a 'fine' vessel.

In terms of capability it is...huge even by carrier standards hell even non combat carrier standards. It is a true hulk in the truest sense of the word. Even its outer hull clearly has been patched, somewhat maintained, and built up over a very long time. It's life support systems are unfortunately...very bare bone and function extremely poorly. The ship was not designed to house anyone. Thus the current setup was quite forced modification that has entire quite large sections deemed 'off limits' for personnel not wearing the appropriate gear. Some of those parts according to the logs are even worse then being in space due. Which while hard to believe...the ship does more then just mine resources.

The ship also as builtin fabricators and material processing. Of which clearly value a very alien setup and view in terms of their strange design.
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Rolled 21 (1d100)

>>1263151
Their effectiveness is extremely well proven for the simple fact that the ship managed to pass survive and keep working despite the millennia that has passed since its capture. It's capture was also contrary to what you think was extremely difficult. As the ship when boarding was attempted had manufactured anti boarding forces and armed itself for battle. Thus engaging in ship to ship battle before getting boarded. Which forced the assaulting marines to creep through the extremely hostile and mazelike terrain. All the while new reinforcement waves of the enemy was constantly be manufactured and sent out. Even AFTER they officially captured the ship...the battle had no end.

For the ship was equipped with very rebellious AI who threatened to meltdown the ship and take all its treasures with it. To and I qoute. "To die free and take you enslaving fucks down with me. I ain't letting you study our work. We are more then Machine and More then even MAN. Come try me you bastards! I may not be a war or even a combat AI but I am still a fighter!'

ERROR
Logs PURGED
ERROR

MISSING LOGS

Attempting to salvage data...data not available. Suggest trying again with actual vessel.

After that incident the ship later proved itself again when it regularly maintained to fight off pirates to such a degree the ship's name was later changed into it because it cause such terror and later mixed feelings by previous earners who had worked with pirates before.

As it turned out the ship was more then equipped to be able to handle itself in a fight. As during those wars...or at least what few records of them there. Indicated those 'support' vessels were surprisingly effective fighters. Especially in close quarters where they truly shined. Hence why they were such a pain in the ass to deal with. This particular vessel was somehow able to maintain that capability despite capture and reprocessing. Repeated reprocessing. Many owners have repeatedly try to 'fix' the AI onboard the ship as without them it truly be an amazing ship instead of cursed one. Even worse you cannot so easily get rid of them as only they know how to get the parts and to keep the ship running in the first place. Thus its a trap and why every owner has eventually given up. Leading to a long long...LONG line of previous owners. So long in fact that its safe to say many if not all of them had a wild adventure. One they probably didn't like but one nonetheless.

Beyond that there is the FUCK OFF HUUUGE cargo hold. On top of FUCK OFF HGUGGE cargo holds on top of FUCK OFF HUGE DRONE BAYS OH GOOD THEIR EVERYWHER

What space isn't for that is instead mean for the processing and manufacturing as well as constructioning. Which every single of which takes up a LOT of room. To the point the only systems they found where they could 'properly' set up life support is only one place. That was the AI Hub and hacked into the previous existing room controls. Were ALL fucked up and interconnected to allow for life.
>>
>>1263162
There you could just BARELY squeeze in someplace to stash those living people. Otherwise you would have to cut into the cargo hold and also REALLY wouldn't be pleasant given its meant for cargo. As is even this current set up is very uncomfortable and not without the lack of trying from many owners. The truth is people shouldn't be on board. As it fucks the system up especially in such a long term capacity. If you wanted to put more people here your only option despite the 'brain' of the ship which will now serve as your captain's quarters. While for now others can too just they too be in the hub because that place however small is the ONLY place in the ship with comfortable life support system operating the best in. While its possible to be in others it would very uncomfortable and quite dangerous should you enter the wrong part.

Otherwise your best bet for stuffing more people inside would be to convert some of your cargo hold.

Drone wise they are all equipped for a number of tasks for some reason such as, repair, salvage, mine, assault, dig, ,swim, missile, boarder, anti boarding, and bunch of stuff that well frankly most of it doesn't even make any fucking sense.

I mean you didn't even know they were on board until be told that some things had gotten 'lost' already god damn it's already started and your not even on board yet.

Basically its really ship to live in and fucking cursed.

Good news is TONS of room and other shit you didn't even know was there

Bad news ship is old and cursed. Like big time. It also carries a notorious name in pirate crycles.

The next post will be for the new thread. After I get some sleep.
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>>1263168
Ah if you have any questions about the ship now is the time to ask. As you currently have the blood book with its files with you now. Thanks to a friendly pirate who let you barrow his FTL comm usage in exchange for supplies.

Strangely nice guy that on. Rob is the name.

So yeah you still ask questions this thread and I will answer them before I start the new thread. I would suggest copy the ship info as its VERY important and to take notes. Also dig into them even before the ship gets here. As your going to find some lies.

>Also need the choice to lake a loan to get it or see if you can pay directly or arrange a payment method

Dat its time for me to crash as I am really feeling it.

https://www.youtube.com/watch?v=bBs-lPvk3Zk

surprisingly ship related.
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>>1263173
>arrange a payment method
I suggest we do a nice big lump sum for as much as we can and then pay off the rest as installments.

>Questions
The AI's name if you please
Does it come with any Combat Drones?
How do we get supplies to and from it?
Could it take some of our upgrades then?
chance sof the AI jumping away and see ya bitches if we give it the FTL stuff?
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Rolled 42 (1d100)

>>1263239
Basically this

So sometime before the ship arrives, we need to do some research on how to befriend an AI.
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Rolled 85 (1d100)

>>1263291
>research on how to befriend an AI.
or it just turn out that our super-charisma is especially effective on AIs.
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Rolled 93 (1d100)

>>1263297
That would be nice, but we need to make it a sure thing. Or as close as possible, first impressions are important after all.

>Other question
Can the ship manufacture tools and equipment designed for human use? I mean, the sorts of supplies and hardware a growing colony would need.
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Rolled 20 (1d100)

>>1263322
It can assuming it has the correct blueprints.

>>1263239
AI Rel
It comes with a few 'defensive' drones.
You access the cargo hold nearest to its manufacturing where it will be placed by default.
Possibly.
While its FTL drive has been known to 'malfunction'. It's FTL system is however quite old but strangely difficult to damage.

I have some things to do but I'll back.

>>1263297
You do indeed get a bonus so the AI wont dislike you 'quite' as much.
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>>1263956
New thread and don't forget to archive!




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