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cape and colony quest 3

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cape and colony start.jpg
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Rolled 68 (1d100)

Last time you walked a strange path among the stars and delved into some ancient alien ruins. Discovering an ancient well preserved vault and stuff so old it was nigh worthless. Got kidnapped by pirate woman and admitted to having a...dirty history. After that back in the colony defenses were built and farms were upgraded. While you looked into a certain woman and discovered a certain unusually smart bandit actually had a point. So you decided to investigate there instead of the corruption in the townhall. After finding out some possibilities you decided it was best to find that bandit while you waited for your new ship to arrive.

That was how you found yourself walking deep into the steaming jungle. Hoping you could find the right bunch of bandits. Given how they are unusually smart this will both be easier and harder. Easy because its the smart ones are likely gonna be his guys. Hard simply due to the fact that they aren't a bunch of bloody minded morons. Given how they acquired themselves a nifty space ship you know there aren't 'quite' as many places for them to hide. So you started to traipsing through the jungle.

Trying to find a spot where they could reasonably stash a ship. It took many hours of investigating but eventually in a particularly marshy section near the coast in a lagoon and near a stream. You discovered a familiar ship partially submerged in the water and hiding underneath the jungle growth. You did not however find their encampment and before you could. You heard some not so friendly voices speak out from behind here.

"Well well what do you know its that runaway pirate's booty boy toy."
>>
Rolled 35 (1d100)

>>1263956
What do?
>Try to talk your way past them
>Make a run for it
>Maybe you can fight back...
>See if they are feeling diplomatic
>Surrender
>Other?

>>1238242
old thread.
>>
Rolled 59 (1d100)

>>1263966
>Try to talk your way past them
Actually, I wanted to thank you all for springing me from that situation. Thought that after I found you I could see to fetching you a special delivery of food, on me. I'll have to speak to your boss personally to arrange it, but I believe I can take requests if you have a favorite. And yes I brought free samples. So you can't accuse me of deception, there's also something else I want to speak to your boss about.
>>
>>1264031
Correction
>So you can't accuse me of deception
Change to
>Lest I be taken for a deceiver
>>
Rolled 49 (1d100)

>>1264033
>>1264031
Support. Funking tired and work sucks
>>
Rolled 9 (1d100)

>>1264031
Yes, we came prepared with smoked fish.

Oh man we need a fryer. Then we can get onion rings and chips (of both kinds) assuming we have potatoes.
>>
Rolled 76 (1d100)

>>1264031
"...So you decided to walk by yourself deep into the jungle straight to bandit turf? Fuck your crazy," mutters one of the bandits.

"Should we take him to see the boss?"

"And reveal our base fool?"

"He has already found the ship."

"...ugh and it took forever to find a good place to park it too. See if the boss is present at the ship or camp. Ship we take him camp we kill him."

One of the bandits proceeds to talk into a radio before awkwardly pausing.

"...Well what is it?"

"Uh the boss isn't at either of them."

"Well shit probably off attending some meeting."

"Nope. Otherwise we would of got a confirmation from the escort."

"...Oh just great. Where the fuck is he then?"

"Says he was in transit when we lost comms."

"So other bandits or militia?"

"We are too far out. They all avoid these stinking swamps."

"...hey uh guys what about the monsters or aliens?"

"...Oh goddamn it. If he doesn't show up at one of the camps send out an alert."

"So what do we do about him? For some reason he is important enough to the boss to mount a rescue."

"You kidding? He just happened to be with the loot while we stole that ship. He ain't important."

"Ah we got contact. Mako just got a message. Some shit messing with the radiowaves. Says to bring the guy to him. Apparently he is off fishing nearby."

"Boss likes to fish?"

"Well apparently."

That was how you got sent on a relatively long walk with bandit 'escorts'. There you found a group of strange bandits. Many of whom were fishing on a rickety looking pier. You also saw that bandit boss.

"So...let me guess. I had a point."

What do?
>Try to find out why he rescued you
>Ask about what he knows about the monsters
>Why is he fishing
>Ask about something else
>Other?
>>
Rolled 78 (1d100)

>>1264517
>ask what he knows about those monsters
>>
Rolled 47 (1d100)

>>1264517
Yep.
>>1264564
Vote, probably best to get straight to the point. Besides, technically he already told us why he rescued us, getting him to tell us just who we know who got him to do it would be a bit much.
>>
Rolled 16 (1d100)

>>1264517
Yup.

But before that I wanted to show my appreciation for the rescue. I have a shop that sells smoked fish and other food stuff for long travel. So I wish to offer y'all some food as thanks, if you will take it.

Then if I'm not interrupting. I wish to ask what you know about the monsters.

>other
>Ask about what he knows about the monsters
>>
Rolled 80 (1d100)

Finally back home and notes have been updated with the ship info.

https://docs.google.com/document/d/1nHyuIB6xIkIx9KO-D7SzUU1tqE3uq13GjjoeDSuh7Eg/edit?usp=sharing

Also my vote for payment is see how much we can put down. The payment plan from there. Getting a loan will be the last move if we can't pay it.

My hope since we went with getting the ship is we scan areas with the fisher and target some good gathering areas. Build items to sell and add into our shop's line of product. Thus allowing the payment plan to work. If not we will have to try something else to make ends meet.
>>
Rolled 69 (1d100)

>>1265839
Agree with payment plan and such.
Although I want to go on dark matter run using the collector, might be easier than trying to figure out how to work the Fisher. AI might be able to help with that though, so we'll see I suppose.

And thank you for posting notes.
>>
Rolled 47 (1d100)

>>1265625
Yeah sure, offer him some jerky before getting down to business.

although there is such a thing as being too polite. We don't care if we're interrupting, we want answers dammit! Lives are at stake!
>>
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1463439008270.jpg
385KB, 1478x1896px
Rolled 59 (1d100)

>>1266001
But we must kill the pirates, with kindness.
>>
Rolled 88 (1d100)

>>1264517
>let's join the boss fishing, bring our boss alien fisher thingy.
>>
Rolled 47 (1d100)

>>1266022
kek, you're right

>>1263956
Genie, the ship we're getting-it's got huge cargo bays and facilities for manufacturing and such, but I'm guessing there's also a lot of spots we don't what the hell are? Presumably engineering and such, but for all we know they could be anything?

>>1266104
That makes me sad the Star Fisher artifacts aren't actually literally magical. But that does sound fun.
>>
>>1266127
We will fish the shit out of those fish. If we school the bandit boss on fishing we will earn mad respect.
>>
Rolled 83 (1d100)

>>1266511
Hell yeah.

>>1264564
>>1265625
>>1266104
I see no reason why these can't be combined.

We say "yup" to him having a point. Then we join him fishing, tell him we'd like to thank him and his crew for the save the other day with a gift of food, and then get down to asking about the monsters. All the while fishing.
>>
Rolled 90 (1d100)

>>1264564
>>1264589
>>1265625
"The supplies are appreciated. Tough to squeeze homesteads for supplies even when offering protection. Damned monsters got them all spooked and unwilling to pay. Really hit our bottom line."

"Not that it bothered those other bandit morons. Always by force and often roasting the farmstead when they are done raping. pillaging, and slaughtering."

"As for the monsters...well I had my suspicions, now if you would excuse me for one quick second," says the bandit boss as he quick draws his pistol aiming at one of his own guys who shocked tries to step back with wide eyes. Only to eat several bullets. Upon death the creature...no monster reverted to its true form.

"Go and deal with Collin brothers, Johnny big dick, Tiny Timmy, Abs, and Tasty Doc," he orders before turning back to you as he puts away his pistol.

"...What? You just confirmed some suspicions of mine. While we talk by boys will be cleaning house. Guess I finally got a good reason to deal with those other bandit bands now. If we can't handle it I trust your in with the militia well enough to feed them coordinates?"

"Now as for the monsters I am sure you heard the stories and rumors. Of those shapeshifting freaks BUT a lot of those stories...are just stories and rumors. As the monster hunters would tell you too. Of course they have some basis in truth...and the truth is the monsters are a huge menace and very old one. As old as the story between prey and predator. Only monsters aren't so nice about it. They like to wear our skins and use smarts. Most of all they like to make you wish you were just tortured to death and used to produce more of their ilk. What they'll do to you at times makes demons look merciful. After all they only truly care about your soul and their boredom. Being slaughtered at the hands of the undead is also a hell of a lot more merciful. Contrary to popular belief they tend to be too disconnected from being alive to actually bother with sadism or much else. Then there are the monsters...now that is proper nightmare fuel."

"Now from the sounds of it you stuck dealing with the shapeshifting fuckers. Who are notoriously hard to track down and deal with. Even for the hunters its no small task. I personally would advise getting some of them shipped here. You don't wanna deal with those bastards without pros present."

"First thing they are going to try to do is acquire dens followed by infiltrating the cops and government. Once they do that they extend their reach into larger pools of prey and prepare for a real nightmare. That is where your going to want to look first. Fuck over their takeovers. You do that it will buy you some serious time. Time is what you need. Of course once you took out their big time plans...its not going to be nearly so easy digging out the bastards who entrenched themselves into the civilian populace. Worst comes to worst they'll hide in the slums, among criminals, in the poor and take to the wilds."
>>
Rolled 9 (1d100)

>>1266594
"Fortunately they don't go after the military right away. Its generally done once they infiltrated the cops and government. At that point they start targeting the big population sources. Including the military, churches, and even school. Really anything goes at that point. I would still double check those militia bastards though. Talk to the old zealot about testing his people. I wouldn't trust the other militia commander until you make damn sure he ain't a monster. That old zealot though...hah he is the type who will be the very last to bite the dust. He will have plenty of experience dealing with monsters including tests to ensure his own guys aren't compromised."

"Now your thinking, 'oh what about DNA tests'? You ever wondered why those monstrous fuckers are still around despite all that tech? They are fucking smart and just that good, because all the dumb fuckers got caught and thus died. Natural selection can be a real bitch like that."

"Meanwhile talk to some of the pirates. There are enough here you'll bound to find some who really hate monsters. Those guys wont mind helping you out and more importantly relaying a message as well as providing transport for the monster hunters. You need those guys asap or the whole colony is going to really wish it bit the dust. Remember your dealing with those shapeshifting fucks who can pass themselves as human. They got extremely good at it over the years, as an amateur you wont stand a chance at properly rooting them out. What you can do however is make their jobs much harder until the cavalry arrives."

"Even when that happens though...your going to have a hell of a time completely digging them out. They are more slippery then demons in hell, making the undead dead again, and aliens in space. Fortunately they aren't going to be the best fighters among the monster kind but they'll absolutely be the trickiest."

>>1266104
After using the alien fishing device which looked disturbing like a fishing pole at one point. You successively managed to fish for things that you never even knew were possible. Including a giant jellyfish, shellfish, crabs, sea snails, a school of fish, and native monstrous beasties of both the salt as well as marshy kind. Hell at once point you even managed to hook a fish which made bait for another even bigger fish and so on...that was how you caught a native sea monster. Then you did it again in the marsh and caught some sort of huge amphibious beast that looked like a bastard child of a gigantic shark and super toad combined.

Which earned you a ton of respect among the bandits. Including the bandit boss.

What do?
>Keep fishing
>Talk to the bandits
>Talk to the boss
>Go back to the colony
>Explore around in the fishy swamps
>Other?

>>1266127
There is. Even throughout the very long line of owners. Very little was ever determined but when trying to...replace some of those things led to unexpected and possibly quite devastating consequences.
>>
Rolled 93 (1d100)

>>1266127
So yeah a lot of strange looking machinery, parts, and strange indecipherable areas. At this point there are entire sections of the shipped marked off with

'DO NOT TOUCH A FUCKING THING IN THIS AREA.'

'SUPER DANGEROUS BEYOND THIS POINT.'

'WARNING EXTREMELY EASY TO GET LOST WITHIN'

Fortunately some things are obvious in purpose even if they do look weird or have stuff that you can't make sense of.

So cargo bays are obviously cargo bays. Manufacturing is obviously manufacturing given how it eats materials and produces things. Mining is mining and so on. Unfortunately after that it all goes to...well who the fuck knows what the hell those things actually do. Its just even in those areas where you know its purpose it often does so strangely and includes really weird looking parts and indecipherable machinery in large amounts.

It's also very uncomfortable and easy to get lost in. As the ship wasn't designed to house living people. That had to be forceful modification and even so it didn't smooth things out worth a damn. It can also get extremely dangerous should you enter the wrong section or get too close to certain...machinery. A lot of people died in that ship due to mishaps, accidents, and simply being in the wrong place or too close to the wrong thing. After many deaths those areas have naturally be mapped out and otherwise marked. So you know there are now signs warning you that the seemingly innocent looking device can in fact give you a wretched death if you get too close.

The engineering section and power supplies are naturally a huge very strange looking mess. According to the 'plans' of the ship. There are in fact several different engineering bays and reactors. Some of them seemingly scattered at random. The only ones that are obvious in their location are the processing, manufacturing, and command deck engineering bays. The others...don't know why they are located there and for what reason.

The ship has long been crudely modified to be...'inhabitable' and to help get around. As obviously the creators weren't exactly humanoid. So the ship designs were naturally very strange for humans.
>>
>>1266658
Hold the door. We just pwnt fishing, have a smoker and food store.. we need to harvest our catch for useful buts and throw a party/feast/festival for our colony...small fee at the door of course. The main attraction, sea monster kababs.
>>
Rolled 83 (1d100)

>>1266754
I think we were doing catch and release (don't have anywhere to put them after all). We can always fish some more, but I'm not sure if sea monster is good eating, could be poisonous for all we know. But this does give me an idea: I want to ride the giant toadshark. I want it to become our pet and steed.

I was just going to say go home, we got stuff to do:
1. Hire assistant to help run shop, so it doesn't have to close down while we're out adventuring
2. Talk to pirates, with their helps contact and bring in pro monster hunters
3. Fuck up some monsters to stall their plans until the hunters arrive

But now I want to do that first.
>>1266658
>Ride huge amphibious beast
>>
Rolled 82 (1d100)

>>1266658
Alright we know what to do.

>Go back to the colony
Tell the old zealot commander about the shifters. We found some evidence we just don't know how far it goes. Best to test his people and be safe than sorry.

Next we can check with Rob, the pirate, if we can use his FTL comm again. See if they know some pirates willing to help monster hunt. Then we get the hunters on the phone to arrange pickup.
>>
Rolled 61 (1d100)

>>1266790
As much fun as that sounds. I wonder...

We got the charm and it's for few minutes. Then we go back to the problem at hand.
>>
Rolled 97 (1d100)

>>1267779
Vote
Okay, I switch to this.

>>1267783
I could go either way. What I forgot to specify is that we need to be sure to have our Nanite Armor in a form that gives us contained breathing before we try it. That thing would definitely go underwater during its attempts to throw us off, which seems like its most likely initial response.

What's the best way to abbreviate our Smart Nanite Constructive Armor? I went with Nanite Armor, but SNC Armor could work too.
>>
>>1267805
SNC Armor is robably the best why to abbreviate it. I was just gonna call it our super suit.
>>
Rolled 43 (1d100)

>>1267779
This sounds good to me, not a wide array of actions just things we need to get done
Vote
>>
Rolled 24 (1d100)

>>1267779
You decide to head back to the colony and see the old zealot commander. It took some time to see him as he is either out in the field, located in the training camp, or inside the colony itself. So he is rarely in just one location for too long a time. After that you still gotta wait to meet the guy plus the long walk back.

Eventually you did find him and told him about the monsters. He was unhappy about it but he had his suspicions given the previous monster presence.

From the pirates at your business meanwhile you found out that FTL comms are both very rare and very expensive. Most make do with speedy courier ships. So it will take some time most likely. Unless you can convince one of the big time pirate groups to use some of their possible FTL comms. Assuming they even have one in the first place.

What do?
>Go to the townhall
>Get back to work
>Talk with the pirates
>Investigate
>Go exploring
>Other?
>>
Rolled 42 (1d100)

>>1268928
>talk to the pirates
See about sending out one of those courier ships with the message out
then we
>go to town hall
Time to find out which of these cops are not wendigos
>>
Rolled 22 (1d100)

>>1268944
Agree
>>
Rolled 16 (1d100)

>>1268944
Time for an area notice for a Monster Hunt.
>>
Rolled 43 (1d100)

>>1268944
Unfortunately due to the lazy and otherwise useless nature of the cops. You don't have much to go on so as to determine whether or not they are in fact monsters. Even their reasoning is either due to corruption or unwillingness to risk their necks. In either case its very hard to determine if this is a result or not of them being uncaring monsters. At best you hope that some of the family men among them aren't...monsters, but you have a hard time proving it if it were so.

Meanwhile it took awhile to find some pirates willing to run a message and they want money for their services despite the monsters. Pay them off or keep looking for alternatives?

What do?
>Go to the townhall
>Get back to work
>Talk with the pirates
>Investigate
>Go exploring
>Other?
>>
Rolled 2 (1d100)

>>1269140
Depends on how much they want, I'm sure we can negotiate possibly a store discount for them.
After that we head back to town hall, but we're just going to scope out these cops. Just shadow them for the day, see what they do, try to make out if they're doing something off
>>
Rolled 62 (1d100)

>>1269140
Yeah, we'll pay the pirates.
Afer that
>Go the townhall
Let's see if we can help with any of the ongoing actions. Is it just the farm expansion right now?

>>1269156
I don't know about a store discount. Aren't we trying to keep our personal identity secret? Like at least a little?

I think we might be better at tailing people if we first figure out how to use the Fisher's stealth function.
>>
Rolled 68 (1d100)

>>1269140
If we can't cover the cost we need to keep looking for more help.
>>
>>1269214
That's hard to do when you get rescued from being a pirate bitches boy toy
>>
>>1269251
Still, literally telling pirates where we work and live seems unwise.
>>
>>1269274
Well we can use our charisma then
>>
Rolled 90 (1d100)

>>1269341
Good idea
>>
Rolled 23 (1d100)

>>1269364
Alright genie, let's razzle dazzle the pirates with our charm instead of store discount.
>>1269156
>>1269140
>>
Rolled 90 (1d100)

>>1269496
We could just do a one time pay off or few months of free food. Tho we still have the ship payments to worrie about.

So we will need to get our business to a higher level. Soon after hunters are arranged. Assuming we can scrounge the money for them as well.
>>
Rolled 25 (1d100)

>>1269861
>>1269496
I don't know how much money it costs to send a message, but I think you're overestimating it, or at least over-complicating it. We don't need to give them several months of food nor use our super power to haggle with them. This has not been presented as a major financial burden, we can just fucking pay them! And while we should use our charm, we should use it to make sure they haul ass to get the call to the monster hunters, not to save a few bucks!
>>
>>1269879
I was (assuming) adding in the cost of picking the hunters up. Granted having abstract money and income doesn't make it easy for calculating things out.
>>
Rolled 20 (1d100)

>>1269895
Okay.
>>1269140
>Pay them off or keep looking for alternatives?
Am I insane, or does this imply we actually can pay what they are asking? Or at least that it doesn't imply we are unable to afford it? If it turns out we actually can't, we can look for alternatives then, right?
>>
Rolled 4 (1d100)

>>1269925
From the way it was presented, it seemed to me more like a matter of principle, as technically this is an emergency message. But they're pirates, so I figured it's understandable that they're greedy bastards. Or at least not willing to help those in need unless they at least get their expenses covered.
>>
Rolled 37 (1d100)

>>1269140
I wonder if the Fisher can let us tell if someone is a monster?
>>
>>1269946
In Harpoon mode I believe so.

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.
>>
Rolled 66 (1d100)

>>1269156
Vote
Fuck it, I"m just going to support this. Oddly it's only been 5.5 hours since last Genie post, but for some reason it felt like a lot longer to me.
So I may have had some minor hangups about the details, but this boils down to 2 things:
>pay pirates if they aren't asking too much
>Investigate Cops
And that's actually great.

>>1270008
Right, it's just the "target locked which cannot be removed" which would make me hesitant to use it if we weren't already sure of a target.
But Pole might help us tail someone. Fish definitely would due to being greatly helpful in not being spotted. Pole would be great if we knew someone was going to go to their lair....
>>
>>1270020
I believe it means the target can't remove the lock. Otherwise it would be a one use item or we have to remove target. The Fisher is defiantly not one use and I doubt the fishers were hard core killers.
>>
Rolled 16 (1d100)

>>1270039
Oh yeah, that actually makes more sense
>>
>>1270020
Tried to keep it simple and on our relevant course of action while not trying to make to many actions at once. Figure that's easier to accomplish since it's within the realm of our current goals and it should be easy to write atleast. So ty
>>
Rolled 17 (1d100)

>>1269156
I probably need to make sure to back ya.

Once the hunters are on the way. We can support them to boost their action and make sure to spend some time in the shop. Unless we wish to lose our income.

... Huh once the ship is here. We should so talk in out with the AI and see if we can get some ground drones. Help give us some back up. Then can help support the cops once the house has been cleaned up.
>>
Rolled 3 (1d100)

>>1269156
You decide to pay off the pirates. As for the cops they stay at the townhall or sheriff's office all day and possibly night if they got the nightshift. After that they may run a few errands or go home. You cannot identify any suspicious behavior, but you don't know much about their homes or the errands may be a cover. It will require more investigation but at least you have some ideas.

>>1269879
Message running is very common thing. Like shipping. The courier service are just the premium or usual type deal. Even the pirates run their own courier service. Usually carrying less then legal data or cargo.

>>1269895
Its by currency points to keep things simple or you can get into particular currencies used by different factions. The megacorps for instance use Corp Credits.

>>1269946
Technically depends on the mode your using.

>>1270039
It means the target cannot remove the lock, but if you switch modes your screwed.

What do?
>Go to the townhall
>Get back to work
>Talk with the pirates
>Investigate
>Go exploring
>Other?
>>
Rolled 54 (1d100)

>>1271339
>Get back to work
Gotta balance shop and hero business.
>>
Rolled 88 (1d100)

>>1271386
I can support that
>>
Rolled 31 (1d100)

>>1271386
>>1271590
Indeed, I support.
>>
Rolled 59 (1d100)

>>1271386
Yep
>>
Rolled 73 (1d100)

>>1271386
>>1272089
Maybe we should look into hiring some help for the shop soon.

I think we also need to figure out how to work our Star Fisher stuff. The Fisher obviously, but I was wondering; if you use a grenade on setting 8 (makes target immune to gravity), does that include the effects of subsequent gravity grenades? (and if it does, can we use it on ourself?)
>>
>>1272319
That's what the skin walkers would want us to do, no dice on the hired help
>>
Rolled 93 (1d100)

>>1272340
You think getting one of them working for us would be a bad thing? It would enable us to closely observe whoever we hire, and give us an excuse to secretly dig into their background.
>>
>>1272395
Maybe it's not the best time. But I was thinking we might be able to figure out whether whoever we hire is a skinwalker or human and use that to our advantage. (Of course we'd have to stay on high guard until we confirmed it). Either way, we'll still need to figure out a way to strike a blow against the monsters though.
>>
Rolled 96 (1d100)

>>1272448
I was kind of hoping this would lead to some discussion, regardless of whether we try it. So we're just waiting for Genie?

About the grenades, does anyone have ideas for how to combo them using clusters with mixed modes?

>>1270427
I like the idea of getting some bots on the ground, but if we're going to use them to help the police we'll need security models and/or small and non-threatening bots. Having killbots patrolling the streets wouldn't be an improvement over the militia having to handle law enforcement. They might be helpful clearing out monster nests though....
>>
>>1272758
Switch on the suck in burst, throw in the air, fly.
>>
Rolled 93 (1d100)

>>1273408
What? If we're trying to fly, wouldn't it be safer and easier to just use mode 10? And wouldn't what you said just kill/severely injure us? I guess you could mean we use mode 8 on ourself first, but that would mean it wouldn't affect us at all.
>>
>>1273421
Pretty much, use them as directional thrusts while we're in the air.
>>
Rolled 34 (1d100)

>>1273431
I don't think either of us is understanding what the other is trying to say.

But what is it with you and trying to fly with explosions? Is it just your way of expressing how you miss being Detonator? Also, why not simply use a high-recoil gun for propulsion when we're ignoring gravity?
>>
>>1272340
We can just put a check mark box that says I'm not a skin walker. It's fool prof!

>>1272448
We kinda need to wait till the hunters show up for that. We are out of our league. Tho we can make use of the fisher to see if we can find differences. Then hopefully can help track them down.

>>1272758
Well Sixth mode we disarm anyone. Fifth mode could be used to trap things for capture.

---

We can see if the ship has blueprints for security. Probably will be to alien tho.

Main reason I thought to get them is to help clear out things. It's just to get our colony back on track then pull them out.

>>1273461
>>1273431
>Tenth results complete control of gravity either around the device OR 1 specific object.
We would have to test this to see how fast we can move. The other would take way to many G - Grenades
>>
Rolled 44 (1d100)

>>1271386
You get back to work and find out it will still be a little while before the ship you arranged to buy will arrive. You also found out that despite the monsters not a whole lot has changed but from your pirate news station. You found out an independent trade fleet will be passing through soon and apparently the pirates are running into alien troubles. If all the cursing about 'fucking aliens' is anything to go by.

You also got an increase in non fish related meats and eggs as well as additional fruits and vegetables. Bless those farm upgrades and modified crop growth cycles. You now got a pretty good surplus going on. Which is great for business and allows you to more easily handle bulk orders. Sadly when the trade fleet arrives the only thing you and the colony are going to be able to easily offer up in trade is food products. The mineral wealth is still largely untapped ever since the prisoner labor revolt awhile back. Nor has the possible timber been tapped into or other products. On the plus side at least there will be a decent amount of food for trading purposes.

Thus business profits have steadily gone up. Good thing to given how expensive that bloody ship is even with the amazing deal you got for it. Time tell if it weren't actually a terrible idea. The pirate message running wasn't too expensive, then again they are space pirates who gotta lot of ships.

What do?
>Go to the townhall
>Get back to work
>Talk with the pirates
>Investigate
>Go exploring
>Other?
>>
Rolled 100 (1d100)

>>1274343
>Talk with the pirates
We got food to open talks. Let's see if we can get more help on the monster hunt.
>>
>>1274446
Okay then open this day up with a bang.
>>
>>1274446
I'm too tired to imagine what about too happen, maybe our power grew?
>>
Rolled 52 (1d100)

>>1274446
Wow...so apparently all the pirates who REALLY hate monsters suddenly got the munchies at the same time when you just happened to reach out with food and monster hunting.

So as it turned out there was a major coincendence the monster hating pirates just so happened to have the munchies and looking into resupply when you reached out. Plus as it turned out they REALLY fucking hate monsters.

Like a lot lot. So you arranged a meeting to trade food over to them and bring up the monster threat. What you weren't expecting was they were not alone. As during the meet you encountered some people who clearly weren't pirates...and whom the pirates introduced as the infamous Monster Hunters.

They unlike the pirates weren't also here for the food but rather the monsters alone. Some of them caught word of monster troubles while the rest were grabbed the pirates before they swung over on their many ships. After that the monster hunters split into two different groups. One heading to the colony itself while the rest disappeared into the wilderness.

What do?
>Go to the townhall
>Investigate
>Talk with the monster hunters
>Talk with the monster hating pirates
>Follow the monster hunters
>Other?
>>
Rolled 69 (1d100)

>>1274649
Fantastic!

>Talk with the monster hunters
Anything we can pass on to the colony to help?

Tips and tricks to deal with them. Maybe a fad we can spread around to single out the monsters.

Otherwise where are we needed to help? If it's good we for sure can help cover that.
>>
Rolled 68 (1d100)

>>1274649
>Go to the townhall
Too check on colony progress and see who we bump into, then if it's no one interesting... Ask how stuff is going etc.

>Talk with the monster hunters/Train
Learn us some knowledge and weapons handling please
>>
Rolled 56 (1d100)

>>1274705
I'll support the single action
>>
Rolled 6 (1d100)

>>1274753
Vote, with a side of >>1274705 when we talk to the monster hunters. Wonder if we could tag along with them to learn a thing or two? I figure with our SNC armor and Repulse Fisher shield we won't be too much of a liability.
>>
Rolled 22 (1d100)

>>1274705
>>1274809
Actually, it probably is better to stay focused until this is dealt with. Or at least until we know what our part in it shall be. I too will support the single action.
>>
Rolled 68 (1d100)

>>1274705
Ok switching
>>
Rolled 3 (1d100)

>>1274705
"The shapeshifters are the hardest to deal with. At best they act like a bodysnatcher and replace someone. Then you MIGHT be able to detect it if they aren't good enough actors or can steal memories. Problem is we sorta killed all the incompentent ones off long ago. Now we are stuck dealing with only those who are really good. To think such a thing would backfire on us. Bah. That is if they bother to just steal someone's identity. Why not make yourself a John Doe instead? Some average schmuk nobody is going to notice? Someone who isn't a somebody because they made that person up. An alternative identity so to speak that isn't relying upon stealing someone else's. Now those bastards are the worst to find."

"The next kind of monster that is also very difficult to deal with are the intelligent ones. Even if they can't shapeshift their smarts alone make sure they managed to survive till now and we also killed off all their dumber kin."

"the third most difficult is those very strong but not particularly smart monsters. The weak ones are all dead so now we stuck dealing with those really bastards who aren't so easy to kill or drive off."

"A vicious cycle it is and thus why despite all this time. We still cannot truly get rid off of them. The better we get it at it the tougher it becomes."

"For now we will start digging into the colony and shake things up. See they don't like it when things get shaken up too badly. Makes it hard to keep up the act without creating any holes. First though we go in easy and just look around. Take out the easier ones. After that we stir things up and see if we can spot any of the harder ones."

"If that still doesn't work...well lets just say things are going to get ugly and extremely difficult if not endless. Like trying to dig monsters out of the stinking crime ridden super slums. Never going to happen. Instead the best we can manage is the odd purge. However there is few enough people that shouldn't happen unless this entire colony is compromised just that badly. At that point we purge entire place and everyone inside it."

"So for now the best thing you can do is take note of anything suspicious, funny, or people whom give you gut feeling. Also avoid being alone with someone. Stick with groups and if it turns out the entire group is monsters....well your fucked regardless at that point."

What do?
>Go to the townhall
>Investigate
>Talk with the monster hunters
>Talk with the monster hating pirates
>Follow the monster hunters
>Other?
>>
Rolled 78 (1d100)

>>1275221
>Follow the monster hunters
Time to fish.

We get to gain some exp and test the Fisher to the fullest. Plus we can boost the hunters' action.
>>
Rolled 90 (1d100)

>>1275298
Vote
>>
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I'm thinking after this we give the commander a call and see how things are on their end. We will likely need all the zealots we can get to hold the line.

I fee like things will become like that Shiki anime very quickly.
>>
Rolled 82 (1d100)

>>1275298
vote
>>
Rolled 13 (1d100)

>>1275298
Support, tag one if it escapes, lead us too others
>>
Rolled 72 (1d100)

>>1275298
Supporting
>>
Rolled 91 (1d100)

>>1275298
"So you...really think its going to be all that difficult," you ask while fiddling with certain alien device in hand.

"Tch of course. People think monster hunting got easier as time wore on. Think we are less necessary then the bad old days. Oh wrong they are," comments a monster hunter poking around in a desolated monster den. "Only got harder as time wore on not easier. Sure monsters are 'seemingly' less common but they only seem that way. You got down in the right slum section and there will be countless of the bastards."

"Uhuh...so how hard is it to find them," taking a look at the scanner mode that is revealing a great number of details.

"Very hard."

"You uh...SURE about that," you ask seeing the trails and menacing looking dots in the device.

"Of course fucking amateurs. Get lost if you ain't going to be of any help."

"Well uh..its just that the red dots and glimmering trails showing on my scanner device are growing in number is all."

"Wa-SHIT MOVE," shouts a monster hunter as they proceed to dive. You meanwhile switch modes on the fisher and turns out they didn't consider you important as the monster ambush falters.

"See amateurs can be useful too!" You shout as you proceed to unleash fresh plasma of many flavors into their monstrous looking faces or other orifices.

What do?
>Go poking around in the colony with your alien gizmo
>Stick around in the jungle
>Go fishing
>Meet up with the pirates
>Other?
>>
Rolled 67 (1d100)

>>1276587
>>Go poking around in the colony with your alien gizmo
Now knowing we can track them with this. It's time to clean house. Check in with the old commander on the way. See how things are.

If his test on the troops are done. We may we lucky in getting some people to help us around town.
>>
Rolled 62 (1d100)

>>1276587
>Go poking around in the colony with your alien gizmo
>Other?
See if some monster hunters want to come with us, don't go out alone...

Maybe take a walk around or through town hall? Not to catch anything but too see if there are a bunch int here? Rustle the nest a bit.
>>
Rolled 2 (1d10)

>>1276706
I'll support this action
>>
Rolled 22 (1d100)

>>1276706
Ill change to this too keep it going...I really do suggest we bring someone with us. We were told not to be alone
>>
Rolled 18 (1d100)

>>1276706
Vote
>>1277227
Good point, don't want to be caught alone en route.
>>
Rolled 93 (1d100)

>>1274343
Alright, so I have some ideas for the colony's development. We start harvesting timber, and figure out how to get mining operations going again and growing. We also looks into potential commercial uses for local flora and fauna (this may require research actions). Off the top of my head, there could be pearls to be harvested. Other things could include medicinal uses for certain plants and animals, and various uses for sea monster parts (I'm thinking how there's a bunch of uses for whales, oil being one-there's probably some polar critters with plenty of blubber).

That's not getting into what could be gained from exploring (and exploiting) the ruins, nor what we personally can do with the Fisher technology. Anyway, that's just for economic growth (specifically how we can gain the dosh to buy what we need), I know we also need to improve technology and defenses, not to mention improving and growing infrastructure.
>>
>>1277665
Forgot to directly mention our ship-that has so much potential I can't even begin to factor it in. Controlled by AI Rel.
>>
>>1277665
I'm thinking we leave the timber mostly untouched. There is usually a good amount of herds and other unique life to be found in the jungle. Taking pieces of jungle away could hurt that.

Also I'm worried if we have to fight fay or something alike if we do start cutting.

Up side with the ship we are getting the mining ops should be a hell of a lot easier. Assuming we can build the right things.

I defiantly want to expand of water based growth. More ships and some subs to explore.
>>
>>1278592
Water based agriculture isn't a bad idea. We could do that fish-vegatable farming method (aquaculture+hydroponics) of having the fish "manure" nutrients and stuff flow to the plants which clean the water to flow back to the fish.
>>
>>1279149
But then again that Is assuming if anyone in this colony or ourself know of such a thing, which I doubt.
>>
Rolled 53 (1d100)

>>1279179
Yeah if there is someone who know here in the colony that could be cool.

Maybe one of the hunters learn something in their travels.

>>1276587
So other than waiting for Genie. I assume we all are agreeing to gathering a posse. For poking around the colony with the fisher at the ready. Be it made with the few hunters we can grab and/or the old zealot's troops (assuming house cleaning had been finished).

Maybe we will luck out and get the lady we like. She does hunt if I recall correctly.
>>
Rolled 28 (1d100)

>>1280395
Yep.

As for the aquaculture, I'm sure some people are familiar with the concept, although whether anyone has the skills to build it and have it operating (without some moderate to serious trial and error) is another matter. Couldn't hurt to buy some materials/supplies for the purpose either.
But it might be a bit unnecessary at this juncture, Plenty of wild-caught fish to be had, and as for aquatic plants, if there's a cheaper but more space-intensive method of farming them, well we have the space for it, right? I mean, the world is our oyster here! Seems like something we'd definitely want at a later stage of colonial development though.
Although I suppose it could be useful for farming things that are rare in the wild/have delicate growing requirements.
We do however need more exploration, both land and sea, and researching what we find. (which we want a higher tech level for)
>>
Rolled 83 (1d100)

>>1276706
Sorta forgot I had people visiting...and things have been oddly busy ever since I moved again. Plus I been feeling like there is something missing in my writing which has gotten me down. Don't think its entirely the muse but something else too.

Your alien gizmo now that you started to fiddle within inside the colony. There were multiple settings even within the same mode. In scanner you found that the info isn't nearly as detailed as when it targets a single target. Which proves annoying as you are fairly certain it may miss some shapeshifters due to this fact. Which proved correct as to test your theory you switched modes and took a more detailed look at people in crowds. While some of the info was very embarassing...it picked up on info the scanner missed. Including if its a possible monster or not. Those monsters you gave a very wide berth to. Figuring whatever is good enough to full the gizmo is far too much to handle.

Fortunately those kinds of monsters were quite few. Problem was...well they DID exist which was the obvious problem. The old commander meanwhile is working with the monster hunters to make sure the militia is clean before going through with some kind of hush hush operation. The few militiamen who know what the plan is are keeping the their mouths shut. While rumors abound among all the rest.

>>1277665
Any improvements including infastructure is basically an unlock/upgrade combined. Once you complete it you don't have to go through the trouble to spread it. As it will naturally do so passively. However you CAN speed up the process by devoting an action to it. Which means it becomes available on a widespread right away instead of over a period of time.

Mostly because I figured it would be both stupid to micromanage to that level and ideas/people are obviously going to spread and be adapted over time. However that sorta method takes well...time and if you want it quickly widespread its best to spend an action on it to forcefully speed up the process.

All this stuff dates back to my civ system...I was going to include a war tabletop mode between armies and more detailed individual mode as well, but my health wont likely let that happen. A pity. I was looking forward to make it all cross compatible and into one great package.

What do?
>Go poking around in the colony with your alien gizmo
>Stick around in the jungle
>Go fishing
>Meet up with the pirates
>Other?
>>
Rolled 61 (1d100)

>>1282627
>Go poking around in the colony with your alien gizmo
Use it too see if we can find more Fisher Tech. Scan those Underwater ruins too see if we pick anything up. My thirst for loot knows no bounds

>Ask for a Militia escort
So we are not caught alone and also get to know some of them...rep build man. Try to get the Waifu too come along for a chance to talk to her without her friend bugging us
>>
Rolled 6 (1d100)

>>1282627
>Other
Ask the old commander and the monster hunters if they have any role for us to play in this.
If they'd rather we stand aside, then Go Fishing. I still want to catch and tame something.
>>
Rolled 18 (1d100)

>>1277732
It's manufacturing isn't the greatest. It was designed to be able to manufacture parts and such as both to help with maintenance, but also to help repair ships in the field in a pinch. Albeit crudely as compared to stopping at a proper space docks or station. However if your out in the field with nothing but some miners nearby it can really save your ass. Hence why it was a default included in robotic forces. It helped they didn't have to make room for fleshy life requirements. Which unfortunately did compromise the ship's other systems to a degree as they weren't designed for that sorta thing.

>>1279149
>>1279179
Agriculture is a complicated subject in Genieverse as I had to overhaul the damned thing several different times already.

Let's just say as a faith based colony you are indeed not up to date in the more modern agricultural methods. However due to being old school you gained something that is very useful.

Magic and Divine Blessings.

Which were huge game changers in the fantasy era basically allowing for greatly increased yields despite the lack of technological advances.

This doesn't mean they weren't complete primitives. The idea of fertilizer, rotating crops, and letting fields lay fallow were around back then. Mostly due to the intense study necessary to ensure yields in bad times so as to stave off famines and riots in the underclasses. Basically it was developed to help compensate for cursed years and to provide an auxiliary to the more magical methodology.

During the sci fi era those methods took precedence over the more magical ones. Mostly due to it not being limited to a specific class and much more reliable/easily spreadable.

As a faithful colony you get a FREE boost to yields due to Divine Blessings. If you train up certain agricultural minded priests you can further enhance the effects and introduce magics to further boost it.

Which means that surprisingly enough faithful factions can even rival megacorps in sheer manpower due to the massively large amounts of food and medical care they produce. And unlike the megacorp aligned they are much more healthy even if you don't have the money.
>>
Rolled 83 (1d100)

>>1282646
In the colony? I guess we might be able to scan the ruins from a few miles away, given that this is a bomb-ass scanner, but I don't think we're going to find any Fisher tech, much less in the colony itself. Probably not in the ruins either, remember most ruins probably came long after the Star Fishers terraformed this planet and left it for others (and meta-wise, it took a crit to get Fisher technology in the first place)

But I am in favor of keeping an eye out/looking for hidden things other than the monsters. Including the underwater ruins we saw. So I suppose I can change my vote to your actions.
>>
Rolled 49 (1d100)

>>1282646
I'm okay with going along and scanning with our gizmo but the militia support not so much, they'll be understaffed at the moment with their current operations.
again with this waifu nonsense reeeeeee
>>
Rolled 31 (1d100)

>>1282627
>Meet up with the pirates
We got all but them. If the commander is not in need of help clearing house. It's time to guide the pirates. Make them more of a cut and let's bashing everything.
>>
Rolled 58 (1d100)

>>1283792
This would also be good.

>Make them more of a cut and let's bashing everything
I approve.
>>
Rolled 59 (1d100)

>>1282646
Fisher scanner indicates that despite being underwater(and possibly because of it). The ruins are in much better condition then the fisher ruins. Which means there will likely be more treasure but at the same time whatever defensive countermeasures therein will also be in much better condition. To get more detailed readings the scanner indicates that it will need to get closer. Indicating there is some kind of jamming going on which is interfering with more indepth analyses.

Do to your previous actions and history. You were able to use a favor to acquire a militia escort. Which roughly equals around two dozen troops. Roughly half of them are Zealots and the other have is from the colony. You will have to burn yet another favor to get someone specific like her. Do you wish to do so? Otherwise its up to chance.

The militia escort will aid you during this trip to the sunken underwater ruins.

What do?
>Go to the underwater ruins right away
>Take a leisurely stroll
>Do something in the colony before you leave
>Talk to the militia escorts
>Other?
>>
Rolled 37 (1d100)

>>1284997
>go to the underwater ruins straight away
>>
Rolled 29 (1d100)

>>1284997
Wait why did we go ruin clearing? We got a colony full of monsters to deal with.

>Other?
Scan everyone and make sure they are safe to be around.

Otherwise not much to grab other than underwater breathers or what ever is needed for underwater ruin hunt.
>>
Rolled 69 (1d100)

>>1285773
That is what got voted for. Maybe anons wanna get out of the way of the monster hunters or be out of town when that rumored op goes down.
>>
Rolled 68 (1d100)

>>1285815
For shame. We could of been a grant help with the scanner and our charm.

I guess we can hold back and say we really just needed people to help clear town and ruin hunt later.
>>
Rolled 94 (1d100)

>>1284997
>Go to the underwater ruins right away
>Other
Talk to them about the faulty defences from last time so we know what too look out for. Also look out for terminals while there.

Scan everyone to clear out monsters. Also bring a ride or two to tow back what we find.

I plan to give most of what we find to the Zealots, earn more favours.

>Side Note
I can't leave the waifu be, her last name is Rust. I must chase the bait
>>
Rolled 7 (1d100)

>>1285922
Vote

But no burning another favor right now.
>>
Rolled 71 (1d100)

>>1285922
>>1285992
So none of ya want to pick up gear for underwater work? Just gonna hope the armor can cover it, I assume.

Let us hope the people helping got what they need.
>>
>>1286023
I'm pretty sure it's included because how else would we get down there
>>
Rolled 35 (1d100)

>>1286023
Right, we see what equipment we can get first.

>>1284997
>Do something in the colony before you leave
See what we can acquire in the way of equipment that would be useful for this trip.

Also make sure everyone in escort is clean (using scanner)
>>
>>1286050
Wouldn't be the first time we didn't have what is needed. I would like us to be sure.

>>1285815
So Genie, do we have the gear needed for this underwater adventure or do we need to gear people up?
>>
Rolled 54 (1d100)

>>1286083
The militia are appropriately geared. You meanwhile have some diving equipment and alien gizmos.
>>
Rolled 1 (1d100)

>>1286137
Hm, yeah I want a snack pack at least. Going hungry while trapped would suck.

>>1286059
>>
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>>1286233
Oh come!

Going back to my old habits.

Still hoping for a high 1 roller perk.
>>
>>1286233
Unconnected thank fuck
>>
>>1286295
Oh no it is linked to something.

>>1286059
This.

Good thing I rolled now and not in the woods with these unknown people.
>>
Rolled 9 (1d100)

>>1286233
So you went back to pick up some snacks...in a monster infested colony right before a big op. Oh I think we all know where this is going.

You suddenly get the munchies and head back to the colony to get a water sealed pack full of food. Fortunately you knew where those stories were located it was only difficult finding a good pack to put them in. So you stopped a typical small store...which seemed oddly crowded. As you waited in line you felt a strange buzzing and beeping sound. It took you a minute to realize it was coming from the alien gizmo...which you still had in sensor mode. As you never bothered to switch it out yet. Suddenly you had a very terrible feeling about the situation you were now in.

So you tried to play it cool...as you brought out the alien gizmo that proceeded to show that you were surrounded by glistening and quite menacing looking at this moment red dots. Surrounding your location...

It would appear that it was you that was on the menu for a proper snack. Son of a bitch.

What do?
>Start shooting everywhere
>Drop/dodge to the side
>RUN AWAY
>Keep playing it cool maybe its not you they're after
>Other?
>>
Rolled 36 (1d100)

>>1286348
... full stealth mode? We would loose the scanner for a bit. Yet we might be able to hold out in the shadows.

Maybe even change the armor into help or at least try to look like a pillar.
>>
Rolled 48 (1d100)

>>1286348
They so know, time to spray and pray
>oh heavenly father let thou bidding be the retort of my gun
>>
Rolled 76 (1d100)

>>1286372
Good idea, vote
So I guess that would be
>Drop/dodge to the side
But we use Fish mode for stealth and try to give them the slip.

I was just going to say to activate our shield I was also trying to think of a clever use for the G-'nades. Maybe reduce gravity, set at maximum?
>>
Rolled 90 (1d100)

>>1286348
>Drop/dodge to the side
Just get back too our buddies at the op. Shield up and ready.
>>
Rolled 29 (1d100)

>>1286456
And enter stealth mode?
>>
Rolled 100 (1d100)

Huh from some reason I'm remind of Spawn when it comes to our armor.

Like how they could make chains, blades and a motorcycle.
>>
Rolled 27 (1d100)

>>1286709
Fuck I felt it coming to.....

Why didn't I back an action.

>>1286401
That could by us time to use the G-nades like that.
>>
My only hope is that our armor turns into a tuck and we just ride on out of here.
>>
Rolled 63 (1d100)

>>1286709
The armor itself can look like whatever you want. You know that movie with the villain controlling a swarm of nanites? The armor is kinda like that with how it does things and is more akin to its weapon or 'tool' form/purpose. its a very adaptable and strange nanite substance.
>>
Rolled 45 (1d100)

Given our power I hope we run around in a really dark grey plug suit. Have it meld the scanner to our arm and our nades to a belt. Have the shield on our back.

As for a mask I think something like pic related
>>
>>1286779
Big Hero 6?
>>
Rolled 54 (1d100)

>>1286849
Eh i think. Basically I am not kidding about it being made up of a bunch of smart nanites. Very nasty stuff and an extremely advanced tech. It had no problems after all adapting itself to a human user. Armor mode was its default basic form because it also had the dual purpose of identifying you properly to help itself adapt.
>>
Rolled 8 (1d100)

>>1286401
>>1286456
supporting these two
>>
A way our suit could look for our caped ego...the helmet can turn into a mask, as a walk a haze/after image of nanites follow giving a spooky twist.

Genie how do we keep them stocked up?
>>
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I just realised if we figure out how to get these Nanites too multiply and obey only us, we could pull a BORT on our foes, the muscle for our charm.

I also like the idea that we could develop into something like the Continental from John Wick if we play right
>>
>>1287370
i assume sicne they're so advanced they can reproduce themselves if you give them the right raw materials
>>
>>1287370
Stocked up? On nanites? I don't think we have to worry about that with this particular tech. Also when we first tried it on we found out the nanite shroud passively eats at anything that gets within range.
>>1287528
Basically this.

Something else we learned about our alien gear:
>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.
This is what I was referring to back when I asked for ideas for grenade clusters; I meant combining effects.

http://suptg.thisisnotatrueending.com/qstarchive/1238242/#p1247272

>>1287487
Yeah, to both. I also like the possibility of using the smart nanites like a heroic version of the bad guy from Big Hero 6.
>>
Rolled 32 (1d100)

>>1287216
You proceed to do a strange maneuver. That was a mixture of dropping to the ground and rolling to the side. Right in time too as some of the monsters pounced on your previous location. Some of them you could see their shapeshifting was slowly fading or twisting. Revealing the monstrous looking visages underneath as they look adjust themselves to the fact you somehow dodged them. They soon closed in on you once more. While the rest of them proceeded to block the exits. Attempting to trap you in here with them.

What do?
>Try to break through the window
>Fight your way through an exit
>Call for backup
>Shoot everything
>Other?

>>1287528
They don't need any raw materials. Like the grenades they seemingly regenerate themselves passively over time.

So technically you don't know what the hell its feeding on.

Same is true with the grenades. They too regenerate themselves over time.

>>1287534
If wanna know what combining the different grenade effects due you'll have to experiment.
>>
Rolled 6 (1d100)

>>1288161
Drop a nade to make it zero g in here them start shooting. Suit make spikes so we grip the floor.

Back towards the door, use an attraction mode nade to cluster them and fucking bomb them jumping out the building as we do.

Sorry on phone atm
>>
>>1288311
>>1288161
I do have a better plan but I'm at work atm. It involves nanites forming micro wire and shredding stuff while coating us to keep us safe.

That or have them cloud out and eat everything.
>>
Rolled 12 (1d100)

>>1288161
So what would happen if we have the armor turn into a spikey ball and use the G-nated in Fifth mode (will attract objects to target).

Could it take a lot of them out? Hm.. tho we still have to deal with limited uses.

---

Thought I would be post notes since we are using a lot of the new tech. It will be good to remember in full what they do.
>>
>>1288963
https://docs.google.com/document/d/1nHyuIB6xIkIx9KO-D7SzUU1tqE3uq13GjjoeDSuh7Eg/edit?usp=sharing

Now with link.
>>
Rolled 9 (1d100)

Huh maybe just make a lot of spinning blades instead. Assuming the armor has the power for it. The spikes could end up no killing. A lawnmower set up would pulp them.

Then just suck them all in.
>>
Rolled 75 (1d100)

>>1288161
>Try to break through the window
First priority: don't get cornered.
If we can't break through the window, activate the Repulse Fisher Personal Shielding Device, then call for backup.
If we can, it might actually be best to do the same.
>>
>>1288311
Meant to say this earlier, but it does not appear that we actually have zero g grenades; there's only a setting that decreases gravity, and one that cancels gravity for a specific object.We could probably combine grenades to get that effect, but do you want to start experimenting in the middle of combat?

Also I'm not sure spikes are the best way of securing ourselves in zero-g.
>>
Rolled 37 (1d100)

>>1288161
Ok I've got a plan. Anon are right we need to get out of dodge. So here's what we do.

We drop a M8 Grenade on ourselves making us gravity immune, we then lob a pair of M3 away from us before diving for the door shooting as we go and stopping anything grabbing us.

We should see if we can get the nanites to hold the gun on our shoulder and fisher scanner to our arm. Have them form a closed circuit targeting system and no full Predator

>Get on the radio and inform everyone of this meeting.. The hunters preferably so we can go back to what we were doing.
>>
Rolled 50 (1d100)

>>1289926
That could work, but we haven't really tested how M8 works. We might want to still have gravity effect us because we don't have any experience in fighting while weightless. Most obviously, it'd be very hard to run, but it'd also be generally disorienting.
Also you did not specify how long you want it to last. That's kind of important.

Trying to combine our stuff to have it work together might work, but this really does not seem like the time to experiment like that. Trying untested strategies really seems like it should not be our first option when in danger.

We have the good fortune to be near a window, so why don't we try to go through it? This doesn't have to be complicated.
>>
Rolled 2 (1d100)

>>1289926
Then again I want to see what would happen.

So okay. I switch to this.
>>
Rolled 66 (1d100)

>>1289926
so be it. supporting that t o see where it goes.
>>
Rolled 53 (1d100)

>>1289926
In all honesty using the gravity immune effect on us right now is bad.

I doubt we have zero-g training. We would have to jump off of walls and other things to move. Making the armor use more nanites on movement than defense or attack.

If we trained a little on that trick I would be down.

As is better to throw the monsters off and not us.

If we want to leave so much. I think the better to use the option to suck up every thing and lock us down with armor lunches spikes into ground. Using the gun to take pot shots at any thing not falling into the suck grenade. Then hual when the effect drops. The monsters will be exhausted from the struggle. We will be fine since the armor sruck us into the ground.
>>
Rolled 95 (1d100)

>>1289926
you use the anti gravity grenade on yourself before lobbing the implosion grenade away from you. While some of the monsters were dragged into the resulting implosion. Some of them were able to resist its effects. While others were caught in the anti grav grenade effect thereby allowing them like yourself to be immune. So while you attempted to flee diving for the door. You shot at the monsters which were in pursuit. Most of which were also immune to gravity. A few however weren't they were just much better at resisting the effects then the others. Fortunately they were the most slowed down. While the rest of them were attempting to adjust to the no gravity. Much like yourself but less clumsy. The only advantage you had was the fact you knew what it would do. So while their surprise was wearing off you did your best to shoot and run.

Which was much harder then you thought. As you proceeded to head butt the ceiling seeing stars as you sort of leaped/smashed your way to the door. Some of the monsters were right behind you. While the rest were clawing their way over the stands, on the ceilings/wall. Intent to make sure you can't escape as they hissed angrily.

The nanites while able to fasten the scanner and gun may not be capable or are in the process of forming the system. You don't really know.

Sadly the strange effects have also wildly thrown off your aim. Your lucky there were quite a few monsters so even with the hilariously bad aim you were still able to a hit a few.

What do?
>Crash through the door
>Slam into the door
>Stand and fightback
>See if you can orient yourself
>Other?
>>
Rolled 32 (1d100)

>>1291418
Operation legs is ago. Armor make some appendages to move around. Grab and lunch us into the nearest easy to exit rout. Assuming the Windows or doors aren't reinforced. Worst case less fire on the monsters and more on the exit.
>>
Rolled 59 (1d100)

>>1291533
Pretty much yes
>>
Rolled 24 (1d100)

>>1291533
>>1291775
Yeah, okay
>>
Rolled 35 (1d100)

>>1291533
>>1291775
>>1291824

The nanites are already adjusting to the scanner/gun I thin multiple commands will stretch us thin so to speak.
>>1291418

I opt to shoot the door down and crash through what is left of it.
>>
Rolled 44 (1d100)

>>1291858
Switching to this.

It's actually more along the lines of what I wanted to do in the first place.
>>
Rolled 58 (1d100)

>>1291858
Sure. Let's just get out of dodge, we got ruin raiding to do. Can head back, say sorry we're late and then carry on.
>>
Rolled 1 (1d100)

>>1292091
I'm sure you love the idea of leading monsters on a chase through underwater ruins, but I think we can forget about going to the ruins until this fiasco is over. Let's just hope our antics put the monsters right where the hunters and militia want them.
>>
Rolled 59 (1d100)

>>1292496
Well fuck me.
>>
>>1292496
Why.....why...why do you roll in DISCUSSIONS
>>
Rolled 38 (1d100)

>>1292564
It does seem to backfire for me more often than not. I figure it at least makes things more interesting, but maybe it's the wrong thing to do and I should reconsider it. Although really I feel worse about wasting a 100 than rolling a 1 that counts, but that's more specifically an issue of linking.
But thee's no point in not rolling now. I remember some time ago we were trying to figure out how a rule of three double 1 works, was the answer that they cancel out?
>>
Rolled 30 (1d100)

>>1292599
Please no...let's just brace and move on
>>
Rolled 1 (1d100)

>>1292736
What are you saying no to? I'm just saying that since that's the second 1 this thread, there's now no reason not to roll when posting, because the next 1 will be reversed. Did you think I was threatening to spam empty posts until I got another crit?
>>
Rolled 44 (1d100)

>>1292745
god damn it
>>
>>1292745
Well now you've done it... Now what, guess we find out about that rule of 3 1 reacting with a 1... Maybe we just blew up the building?
>>
>>1292745
I'm going to bed, I also think we should all out the dice down, nice and slow
>>
>>1292777
Pretty sure linked ones override everything. On using alien tech for that matter. This well should be a "rocks fall" scenario, the nanites should torque our body into a fine paste, end of story. Genie is too kind to do that but according to his own rules dumb plan(using alien tech we don't understand) and bad rolls (linked 1's) almost always ends in death
>>
File: 1450479549947.jpg (89KB, 698x840px) Image search: [Google]
1450479549947.jpg
89KB, 698x840px
Shit the time for ones has come.

>>1292777
Down side I don't believe a 1 after another 1 like this counts for rule of 3.

>>1291858
I would hope making simple limbs to move while the G-nated is still effecting us would be over loading. Tho we got different problems now.

>>1292091
Can we not jump around? We have a problem in the colony that we started working on. Then jumping to ruins and not following through the monster hunt feels, odd. It's like you don't want to get our hero rep up or something.
>>
Rolled 81 (1d100)

>>1293149
Rule Of 3.

Declares that the third critical will count as the OPPOSITE of what it is. So a third 1 for instance would instead of having the effect of a 1 actually have the effect of a 100.

Wasted crits do not count. As the rule of 3 only works on rolls that have an effect.

After a roll of 3 occurs it will be reset. Requiring another 3 rolls before it happens again. However this doesn't mean 1 and 100 count on the same line. You have to have three ones OR 100s. They cannot mix.

It will also automatically reset on a new thread.

There is however an exception to the rule. That is when you roll 3 1s or 100s on the same subject even across different threads. However once it hits 3 and takes effect it too will reset.

Yes this means they can both potentially stack but that has only happened like once.

In terms of how it happens the third 1 equals you fail so hard you actually succeed. A third 100 is you succeed so hard you actually fail.

Roll of 3 is unique to Genie games and systems is meant to counter excessive dice shenanigans while keeping things interesting.

So it pays to pay attention to the rule of three taking effect. Especially if it comes to the strange subject matter. Be warned a third 100 or 1 doesn't count as a proper 100 or 1. Meaning it wont count should it come to the countdown once more. It will require a 'fresh' crit to restart the countdown.
>>
I think we're on the,waiting game. How's contact and fund stuff going Genie?
>>
Rolled 28 (1d100)

>>1291858
You...somehow missed the door entirely even as you were charging straight for it. Hell somehow you think you even hit some places behind you your aim was so fucking bad. Though you did admittedly hear some monstrous shrieks of pain. So guess you hurt some monsters. Even those who in front of you somehow ate some plasma rounds as you failed at the general vicinity of the door. Instead shooting merchandise, aisles, monsters, walls, ceilings, and floors. Thus you could only hope that slamming into the door will break it for you...instead you slammed into the wall NEXT to the door.

By the time you realized your aim was off it twas too late and your entire body slammed itself into the wall. Like a body slam on a pool from up high but hurt a lot more.

As you tried to pull yourself away from it you could hear the roaring of monsters from right behind you.

Oh no.

You tried to throw yourself to the side but alas your lack of training in zero G combined with aching body and slowed thoughts due to likely concussion. Saw to it you didn't get out of the way in time.

As it turned out though the monsters too apparently got their aim off. If the sudden shrieks of pain and panic were anything to go by. As they proceeded to slam themselves into the wall, ceiling, floor, door, and of course yourself. Forming a nice dogpile before the wall broke beneath the strain.

The lucky ones ended up laying in the middle of the street in pain.

You were not among the lucky ones.

As you along with some monsters were thrown directly into the building on the opposite side.

"NOO-" *WHAM*

*WHAM* WHAM* WHAM*

Just like the previous wall it could not endure being slammed so many times by so many bodies before it too gave way. Thus you crashed through a few more walls. Slowly leaving behind more monsters and destruction.

Until finally you hit a solid enough wall with few enough accompanying monsters that you finally stopped. Thus as you...shakenly stood up. With some probably broken ribs, bones, and face. To such a degree even your natural handsomeness was covered up.

There you saw some gaping civilians, militia, and monster hunters. As you peered behind you. Only then realizing the full path(holes) of destruction left in your wake. Damn you went through wall more walls then you initially thought and they slowly grew smaller as time wore on...as the edges weakened enough that those ones were left behind. Creating a cone shaped trail of broken bodies and rubble.

So you stooped down to grab some snacks as you proceed to hobble your way back. In very zig zag shaped walk as you stumbled your way back to the militia squad.

"What the hell happened to you," asked a militiaman.

"Yeah man you look like shit. Weren't you just getting some snacks?"

"Yup," you slowly spoke out fighting the attempted slurs. "Had to deal with some...monstrous munchies."

"...How does that explain you ending up so beaten up?"

"lllikess...I saids...monstrouss."
>>
Rolled 18 (1d100)

>>1294609
Not sure what you mean by contact as for funding...did get some finally but its quite meager. While the terms included for it are quite stifling. I find myself having to use old knowledge of asset coverup to try and circumvent it if possible. Problem is its been awhile and I will need to make the proper coverup of investments, deal with loans, and pay for other necessities including medical related all at the same damned time.

So still have money troubles and the current funding is both quite limited and with a lot of strings attached. It's not enough at the moment and it will be tough to make it longer term without some countermeasures. However if I can invest it and hide it deeply enough I might be able to manage something.

Currently considering hiding some items under someone who has a hoarding problem. Problem is hiding the other necessary investments and keeping everything covered. I know some tricks related to it but not enough as it seems. Figured what I knew would be enough. Given the circumstances its starting to look like its not quite the case, but I gotta figure out how to make it work.

ah I really should of worked with more money launderers. Figured by the time I would need to concern myself with such matters the basics would serve me long enough until I reached the point where I could afford the pros. Alas I didn't see this circumstance coming and thus its increasingly starting to bite me on the ass.

Blood is in the water...and the sharks are circling. Debtors showed up first unsurprisingly but they likely wont be the last and my countermeasures are starting to flounder properly to point its starting to take effect finally. Amazed at how long I managed to push that back despite my condition, but now the dominoes are finally starting to fall properly.

Can't say I didn't see that coming. Now my only hope is to try to improve things before the rest of the dominoes falls. Which is something I gotta fix and buy enough time. Before the rest of the sharks come out. Problem is blood is in the water and they finally caught the scent. At this point old countermeasures and plans will continue to fail harder and harder. My only questionable hope is to buy enough time to turn things around. Otherwise i am gonna be toast.

So quite shitty. It's big reason why I haven't been on as much. Trying to take care of things and keeping on eye on things. Since my countermeasures have finally started to undergo more critical failures. Things are becoming increasingly...pressing.

Current course of action is to handle as many matters as I can and shut the debtors as much as possible up before others can take notice. Problem is that means I am no longer on the offensive but now on the defensive. Even if I succeed with the change of pace its a big tell.

So basically plans are finally becoming undone to such a point as to start causing critical failures. Current circumstances could be worse but it's reaching the tipping point.
>>
Rolled 18 (1d100)

>>1294877
Sometime soon I will reach that tipping point. Either things will improve and I am able to succeed buying myself the time...or they will continue to deteriorate and I will fail.

Don't like my odds but that has always been true. I am used to being in tight binds due to the kind of life I lived...however back then I was never properly crippled.

Well on the plus side even if I fail its not like I was going to live a nice long life anyway given my health. So I suppose the loss isn't quite as bad as I initially thought. Only problem is if that is the case I probably wont be able to accomplish certain things that I would of liked. Which would be most unfortunate.

Anyway new thread will be up shortly.
>>
>>1294877
I think they mean for donating to ya. Since, I assume, some players still want to help ya out.
>>
>>1295000
Indeed I meant a way to send the Genie funds or even a way to maintain contact out of thread.
>>
>>1295154
I want to play some games with Genie. Like Natural Selection 2 or something.

Tho I would be down to play just about anything with people in this thread. Y'all good people.
>>
Rolled 56 (1d100)

New thread >>1295051
>>
>>1295168
Naaw thanks man and likewise. I'd be bugging genie for lore none stop though and stuff. What games y'all play anyway? What you do when not dealing with us Genie?
Thread posts: 182
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