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Rolled 50 (1d100)

Sometimes things go very very wrong. The mission was rather straight forward at first. Clear out a mutant hive and acquire something valuable within. It was pretty standard operation even with the lack of manpower available for it at first due to needing to divert manpower elsewhere. It was tough thing to pull off as the hive was located among other mutant hives. So attacking one of them alerted the nearby mutants and they were obviously not gonna be friendly. That however was all within our plans.

What wasn't in our plans was the plants.

In the urban environment mutants are your greatest concern without considering the alien menace throughout. Monsters believed to be most common outside urban areas. Plants...everyone forgot about the plants.

The humans and beasts weren't the only things mutated by the alien biotech weaponry. Plants did too...and some of them became quite aggressive and more importantly bloodthirsty.

All the killing...all the blood seeping into the ground. The plants caught a taste and when that happened then they came...right when we thought we were finished. The plants showed up. Sending mutants and humans alike flying.

That was new sure people have heard the rumors of those maneating plants, but that was the first time this Resistance group fought them directly. Truthfully with the inability to use fire things weren't looking good. Only by tapping into the herbicides stored back at base was success really achieved. Now the problem remains of waiting till those herbicides properly soak in...and surviving the plant wrath until then. Especially given how entrenched the bastards have already become.

Welcome to Alien Resistance Quest where the aliens and human traitors aren't the only problems left in their wake. Your stuck trying to lead this merry band of resistance fighters into being the biggest pains in alien and traitor ass that you can be. Also surviving.
>>
Rolled 50 (1d100)

>>1896296
old thread

>What do?
>>Charge at the jungle
>>Blast the jungle from afar
>>Try to find a weak spot
>>Fight through the jungle
>>Other?
>>
Rolled 88 (1d100)

>>1923280
>>1915272
So far my thoughts haven't changed, yet.


---

Notes for new and old to keep track of what we have.

https://docs.google.com/document/d/1Jk_XWdo50va1HyL9ax7EJM7xuYlRHzAh-056KdYnLfk/edit?usp=sharing

Older threads.

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=X-COM%2C+Mutants%2C+Genie%2C+Getting+shit+done+with+mutants
>>
Rolled 79 (1d100)

>>1924076
like wise
>>
Rolled 53 (1d100)

>>1924534
>>1924076
Nice dice, be a shame if someone delim came along and crit 1.
>>
Rolled 22 (1d100)

>>1925508
[ shakes fist angrily]
>>
Rolled 73 (1d100)

>>1924076
With shields in front and shooters in back. Focused fire was done on the long ranged plants. Meanwhile the saps who suck at shooting were stuck with shooting down plant projectiles in order to improve their aim.

Finally the effects of all the herbicides and parasites finally started to manifest themselves properly. As the plants began to sicken and wilt. Still not dead yet thanks to the plentiful fertilizer and blood, but now its becoming visible they aren't doing so good.

>What do?
>>Charge at the jungle
>>Blast the jungle from afar
>>just wait till the plants drop dead
>>Fight through the jungle
>>Other?
>>
Rolled 27 (1d100)

>>1925825
Mozi, I believe you said we should avoid ground combat.

Yet in their weaken state. Would it be best to push and quickly get rid of the plants? I'm worried that they could recover if we don't make haste in finishing this.

Tho that worries me more if they're Faking illness.

>>Fight through the jungle
If it's good to push. We spread out a little so we can't get hit all at once. Take care to confirm targets, drop them, and clear them. I guess we'll have to poison or burn the roots. Tho be extra careful of burning. Some maybe the exploding type.
>>
>>1925825
>>Blast the jungle from afar
If we go inside we go into their territory. Maybe we can have some guys go into the tunnels and attack the roots though
>>
Rolled 89 (1d100)

>>1925825
Forget the roll
>>
Rolled 45 (1d100)

>>1925981
im inclined to agree
>>
Rolled 6 (1d100)

>>1925981
>>1927275
While I don't want to change. Since I think we need to get some murder momentum and get close to purge the roots.

Yet I'mnot sure genie still wished for the 3 backers to get moving. So I'll back y'all and get this moving.
>>
Rolled 5 (1d100)

>>1925981
"Don't stop keeping shooting," bellows out the officer at the men. They kept on shooting finally they could see victory given how the plants were weakening. Then the mutants charged and howled with their strange twisted screams. With strangely enough the mutant master following behind them.

The plants for their part continued to weaken and dealing with the fact that the pressure on them isn't relenting. They start to fall one by one as they bizarrely start to change colors and move strangely.

Some of the troops meanwhile take advantage of the opening to break into the tunnels and to attack the roots from there. Surprised to find that they were beaten there by the mutants who appeared to be gnawing on some of them. Plus there was...some very peculiar looking growths that have infested their roots.

After such a long fight the battle finally ended. Albeit you lost some fighters. Mostly a couple of heavies, pyros, and some soldiers.

What do?
>Look for the records
>Search the plants
>Loot the mutant hive
>Patch up your forces
>Retreat back to base
>>
Rolled 31 (1d100)

>>1929237
Treat the wounded so they don't bleed out on the way home for starters.

Plant and mutant looting take priority since they could degrade.

Then we can take time with the records and patched up troops.

---
>Losses some
Not bad, but I have trouble using abstract for notes though.

Also what were the gains from the alien recruiter?
>>
Rolled 84 (1d100)

>>1929331
sure
>>
Rolled 77 (1d100)

>>1929331
>>
Rolled 26 (1d100)

>>1929331
you lost 3 grunts. 4 heavy gunners. 1 Pyro. 1 assault.


Your surviving assault, heavy gunners, and pyro were are severely wounded. As they were always all in the thickest part of the fighting the entire time. Good news is they are no longer Green and more importantly have the chance to earn the Bad Ass trait. The rest of them just need some rest. Mostly the poor bastards who did the hive clear and then got caught up in the mutant and plant attack. They need time to recover.

The mutant master ignored the battlefield only to enter the mutant hive looking as if he is searching for something. Mozi meanwhile was most interested in the plants. Mutant loot is rather scarce this time due to the heavy fighting and getting munched on by the plants. Rather limited proper subject samples. We found more proof of mutant weapons and armor. Along with peculiar pouches full of strange things.

The plants themselves were something else. Sadly good samples was near impossible to get due to how poisoned and infected the plants have become. There was very little samples that could be harvested and no intact bodies. The other plant loot at least was bit more recoverable but not exactly in the best of shape.

The alien recruiter got a lead on a very peculiar individual who apparently wiped out an entire alien research facility solo. He has been trying to track the guy down. So far has managed to trace him to a particular area. Problem is getting in touch...and the area he's hiding isn't exactly safe. Even aliens avoid the place.

He also has some peculiar leads regarding Robotic forces and Mercs. Apparently he has a someone that in exchange for keeping one robot for themselves will convert the other for our use. Merc wise the aliens only enemy isn't just Humans and there are former forces who are willing to work for the highest bidder. Due to the request of certain cripples he is looking into the possibility of finding the rumored cyborg maker. Supposedly found an alien and traitor lead, but there are also rumors of some docs who worked on augs before the aliens came down.

What do?
>Look for the records
>Search the plants
>Loot the mutant hive
>Retreat back to base
>Other?
>>
Rolled 4 (1d100)

>>1930542
Look for the records
>>
Rolled 30 (1d100)

>>1930542
So many leads to look into. On top of the mutant chain gang scientist and the place mutants do like going to.

>Look for the records
Glad some of our boys got to level up. Time to finish the goal for being here.
>>
Rolled 100 (1d100)

>>1930542
>>
>>1930761
>100
Ayy lmao
Use It in any way you want
>>
>>1930763
I wish we could, but since it's not linked an action. I don't think we can.
>>
>>1930542
>>Look for the records
>>
Rolled 3 (1d100)

>>1930761
>>1930763
Its wasted crit. Wasn't attached to vote or action.

>>1931540
This. Crits count even if its indirect link but they gotta be linked.
>>
Rolled 80, 40, 77 = 197 (3d100)

>>1931608
Oh darnit

>>1930542
I vote we look for the records
>>
Rolled 25 (1d100)

>>1930723
>>
Rolled 92 (1d100)

>>1930723
Sadly the mutants left very little untouched in their hives. Not to mention much time has passed the papers have decayed. Not to mention there was a lot of worthless ruined paper all the while getting in the way. In the end we failed to find the records we were looking for. They might still be there we just haven't found them yet. They might have never been there to begin with. Or if we are just that unlucky they were there after all but got ruined.

What do?
>Look for the records
>Search the plants
>Loot the mutant hive
>Retreat back to base
>Other?
>>
Rolled 42 (1d100)

>>1931731
Oh hell nah!

Mutant master, Mori, do y'all think we have time to keep searching or will things start getting active around here again? I want to try one more time to find the info we wanted. Yet we got hurt and tired people. If the mutants are likely to start coming back at us. I would rather leave before more get hurt or die.
>>
Rolled 50 (1d100)

>>1931754
"So long as there is light you can search. As for the mutants returning...well for now the prospect of killer plants that taste terrible will keep them away temporarily," explains the Mutant Master. "Sadly I don't think I can say the same about more plants showing up. Not to mention once those mutants realize the plants are dead and there is some more fresh meat they'll come back for more."

"Depends, the heavy herbicide smell tainting the soil will temporarily scare them off. However once some plants show up that are resistant to herbicide it will be a different story." says Mozi.
>>
Rolled 52 (1d100)

>>1932150
Dam it you boys did good work fighting tooth and nail. While we didn't get what we wanted. Y'all gained much need experience and there is always coming back. Lets head home and heal up.

Then when we get our out of town recruiter. We can think about the next task. Likely saving the face of that officer (help the spy network).
>>
Rolled 88 (1d100)

>>1932202
>>Retreat back to base
Forgot the post it with the option.
>>
Rolled 14 (1d100)

>>1931731
>Look for the records
We didn't come here for nothing
>>
Rolled 14 (1d100)

>>1932150
Is the quest too dead or something? Should of gotten out of the difficult phase by now. I thought i was pretty good about the larger more detailed posts.
>>
>>1935316
You're not QMing One Piece Starter Quest? It looked like you two had similar writing styles.
>>
Rolled 92 (1d100)

>>1931731
>>1933483
Support. I haven't been keeping up with the quest too much. However, this seems like what the other anons wanted and it'll keep things moving.
>>
Rolled 40 (1d100)

>>1935334
Normally things pick up when its late for me.

Which hasn't been happening lately well I'll see if things pick up or not.
>>
Rolled 59 (1d100)

>>1931731
Sorry genie been in and out of hospital quite a bit of late
>>
>>1935489
>>>1931731
But what are you voting for?
>>
Rolled 75 (1d100)

>>1935489
>>1933483
bugger linked wrong
>>
Rolled 32 (1d100)

>>1933483
>>1935334
This time the attempt to find the records were successful. We found papers full of employee records of those who worked on Gauss projects. Even found some records of labs and factories that were involved with the gauss projects. So the records were there after all just rather buried and difficult to locate.

Which fortunately didn't stop our forces from finding them and packing them away. We now have a good amount of leads which may provide invaluable technological understanding for the more advanced Alien Gauss use.

After that our forces withdrew back to base after having completed the mission.

What do?
>Recruit
>Head out
>Build up base
>Research/Development
>Other?
>>
Rolled 32 (1d100)

>>1938854
>Research/Development
Boys time to rest while the egg heads get rides working. Gotta bring back the out of town recruiter.
>>
Rolled 95 (1d100)

>>1939732
>>
>>1938854
>>1939732
Support.
Which NPCs are we looking to recruit, that one Mutant Tamer? More recruiters?
>>1939792
This is a good roll. I don't think I'll be rolling.
>>
>>1939967
We have a recruiter that ended up in the next town over on our last recruitment. They have a large(?) group with them. Yet we had no way to safely get them back home.

So for the moment. I'm hoping our current group of non-combat units (like the 2 mechanic) will be able to get the loot from our supply convoy raid working.

As for want we could be looking for next time. There was a want for a Electrician to tap into the alien power sources. For melee we should recruit a old fashion armor for shields, weapons, and modern knight armor. Since we learned melee helps with the swarms of mutant in this last fight.

Also you have to roll my friend. Genie tends to want 3 backers with 3 rolls.
>>
Rolled 47 (1d100)

>>1939792
oh good thought the quest died on me again. Was right about to go over song of ice and fire rulebook.

>>1939732
>>1939792
The problem of getting them working is they require IDs that humans aren't allowed to have and somehow those IDs are internal and dependent on the living to function. Problem is we sorta killed all the pilot aliens which broke the IDs that allowed us to use them.

Then one of our eggheads pointed out why don't we attach one of them to a working vehicle to get tugged around or giant overgrown fan on the rear and sides?

Upon this realization they soon realized they were gonna need some huge fans to get it to work on their own. On the other hand getting some ordinary human vehicles working and creating a tug would also work if you avoided civilization with the plugged up roads.

What do?
>Recruit
>Head out
>Build up base
>Research/Development
>Other?
>>
Rolled 69 (1d100)

>>1940915
I'm guessing gutting and rebuilding the system will take to long? Even then we would need a programmer and someone knowledgeable in alien vehicle parts.

>Other?
Hm best to ask the Bloody Brigade if they can offer help in getting the rides working. If not then we'll need to recruit to save our boy away from home.

For who to recruit... my thoughts would be electrician for wiring, programmer to deal with software(and that on bored AI), and from there unsure. Maybe an alien mechanic.
>>
Rolled 87 (1d100)

>>1941277
Well your human technicians have no idea where to even begin when it comes to rebuilding the system.
>>
Rolled 49 (1d100)

>>1942047
...fuck guess I am gonna have to call it.

I don't think I ever had a quest last more then 10 threads since moving to /qst/. Guess I am not just good enough to run an original quest here.

...and I suppose its time to run one of those quests I always said I would but never did.

Hello Song of Ice and Fire here I come.
>>
>>1945295
sorry genie, past month has been hell for me getting online
>>
Rolled 3 (1d100)

>>1941277
Support.

>>1935318
>>1945295
Aren't you running 2-3 quests at the moment? How do you manage all the quests?

>>1945295
>I don't think I ever had a quest last more then 10 threads since moving to /qst/. Guess I am not just good enough to run an original quest here.
There are some suggestions and feedback I would have for your quest. I'm busy with other quests at the moment, so if you want it it'll take me a while to get around to it.

>>1945307
RIP. What's the problem?
>>
>>1945315
medical stuff
>>
>>1945549
Oh no. Like Genie's?
>>
>>1945295
Trying something different with the Fire and Ice rpg system on qst or are you planning something with friends?

(Also I find it funny when you say something on here people shown up, but the discord only has helped a little.)

Anyways if this keeps going I'm here. Yet I can't blame you how on and off it is. I guess Genie-com is not qst cup of tea. Tho I do know some people get upset when the DM is slow on these things. They even refuse to play in slow threads.

Not much to do about that in your situation.
>>
>>1945295
Dam it Genie you could've posted the thread link. Now I have to read up on a lot.

Also thread for the others who may not know.

http://boards.4chan.org/qst/thread/1945478#top




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