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File: SporeQuest.jpg (208 KB, 1000x702)
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Twitter: https://twitter.com/SporequestQM
Archives: http://suptg.thisisnotatrueending.com/archive.html?tags=Spore+Quest
--
You are a creature of limitless power and potential. After making minor gains the spore made landfall on a secluded research outpost built upon a water-covered world teeming with life. This planet, Gates I, is located on the outskirts of a powerful ion nebula and known only to higher-up members of the FMC. Taking its outpost, its destroyer garrison, and keeping the FMC away will not be an easy task, but it's simply too great an asset to avoid.

You are the spore, and you possess only one biological imperative: Grow.
--

Last time on Spore Quest your Golden Galleon freighter was sent on a secret mission to a world that was heavily classified by the Fringe Mining Corporation. On the journey there you encountered a Rising Fringe frigate that fought against your FMC escorts. Before escaping to Gates I the Golden Galleon rammed two of the frigate's railgun turrets off in a stunning display of suicidal bravado.

After over a day of solitude waiting in the depths of space, the Golden Galleon was guided into The Endless, a vast ion nebula. There it discovered a water planet with an active ecosystem, and an FMC research facility.

Upon arrival to the Gates-Lyon Research Facility, the spore began doing what it does best: taking things. After a brief meeting with the facility administrator, Doctor Lyons, the spore set its sights on the eight cargo workers of the facility and their two marine guards. Then an engineer. Then a weapons officer from the Surveyor of Opportunity, a unique ship docked under the waters of Gates I.

Most importantly, the spore set about his conquest of the depths of the ocean itself, and after taking a forest of kelp a new spore minion was created. And now a terror of chitin and claws lies in the depths of Gates I, ready to rend asunder those that would defy the will of the Spore.
>>
it is time
>>
Could we infect enough marine life to merge it all into one large brain for control on this planet?
>>
To think some fags wanted the mining colony to be our base of operations.
This is why you niggas don't settle at the first location you find.
>>
>>41979804
False. There is literally no downside to settling where we did, when we can settle anywhere else as soon as we find it.
>>
we could perhaps have the local wildlife make some trouble to delay the time when we have to leave the planet.
>>
>>41979804
>you can't have bases on more than one out-of-the-way world
Not this implication again.
>>
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>>41979733
>Can we turn all the marine life into a giant brain
(We'll deal with that after you take the research facility and the destroyer!)

(First thing's first:)

In a great forest of kelp-like plants near the research outpost, the spore has begun to slowly encroach across the planet. In doing so the spore has created its first aquatic minion: A crab-form soldier with chitin armor and powerful claws, taller and deadlier than a human being.

As your watery demesne expands you will be able to produce more and more of these soldiers. A second is growing, and the first is available to you.

In the moments after the growth of the first you observed a research submarine docking with the research outpost. Docked on top of the cliff overlooking the massive underwater fissure rests the Surveyor of Opportunity. In the case of the former, the soldier could easily invade the submarine pen of the research facility and begin to wreak havoc. With the destroyer entry will be impossible without assistance, but sabotage of the exterior would be a paltry task.

>Send the crab-type to the Surveyor of Opportunity and have your weapons officer let it inside. (1d100)
>Send the crab-type to the Surveyor of Opportunity and attempt to sabotage the subspace communications. (1d100)
>Infiltrate Outer Gates-Lyon and destroy humans. (1d100)
>>
>>41979903
Sorry, also:
>Other
>Do nothing
>>
Rolled 66 (1d100)

>>41979903
>Infiltrate Outer Gates-Lyon and destroy humans. (1d100)
>>
Rolled 66 (1d100)

>>41979903
>Send the crab-type to the Surveyor of Opportunity and attempt to sabotage the subspace communications. (1d100)
>>
Write in: Do not attack. Instead, call the base and claim we have some recently discovered structural damage from when the galleon rammed the Pirates. Ask for engineers to come and inspect the ship and infect them. Continue to grow underwater until we have several soldiers. That way we don't put all our eggs in one basket.
>>
Rolled 70 (1d100)

>>41979903
>>Send the crab-type to the Surveyor of Opportunity and attempt to sabotage the subspace communications. (1d100)
>>
Rolled 82 (1d100)

>>41979903
>>Send the crab-type to the Surveyor of Opportunity and attempt to sabotage the subspace communications. (1d100)
>>
>>41979954
>>41979974
huh
>>
>>41980081
this sounds so much better than anything with the crab soldier
>>
>>41980081
This

Surely this won't be the only opportunity like this, let them believe they're safe a while longer.
>>
>>41980342
>>41980410

No the fuck it doesn't. It's not that plausible or effective. Your ship has engineers of its own to work on repairing damage, and at its small size you'll need to borrow at most like. 2 engineers or something from the local base to repair it.

Stopping the subspace buoy buys time for us to seize control of it. Damage by sea life externally is relatively natural looking.
>>
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>>41980410
>let them believe they're safe
(Generally people don't assume that the world is crashing down around them when a little blinking like says that there's an issue with a system on a big, underwater spaceship)

>>41979954
>>41979974
>Let's send our crab soldier around to fuck shit up
>Roll double 66
(Not sure if Spore Quest or Devil Quest)

>Send the crab-type to the Surveyor of Opportunity and attempt to sabotage the subspace communications. (1d100)
The crab soldier pitter patters his way to the destroyer and swims up to the communications antennae on the top.

The powerful claws cleave open the maintenance hatch of the buoy and its smaller sub arms reach in and begin to disconnect it. In a matter of minutes the buoy is shut down.

As the weapons officer steps off the elevator onto the Opportunity, he sees two engineers bounding down the hallway to the front of the ship to go and fix it. You suspect they'll eventually have to exit the ship in order to do so.

It's likely they'll have a very bad time out there.

Within the Surveyor your weapons officer looks up and down the long halls of this long ship. His job on the ship is to man the weapon monitoring consoles and perform any weapons maintenance, or do manual targeting if it's called for, among other related activities. As a result, he doesn't have a great deal of access to the ship.

Of course, sabotage and subterfuge are the answer to everything, right?

How will the weapons officer proceed?
>Go to the weapons control room?
>Visit one of the railgun turrets
>Visit one of the missile pods
>Sabotage something from inside? (What?)
>Do something else (write-in)
>Wait for the crab to deal with the engineers and resume normal duties.
>>
>>41980495
>Go to the weapons control room?
>>
Can anyone give me a quick summary or rundown on what this quest is about?
>>
>>41980495
Go and 'chat up' the chef if we know him.
>>
>>41980495
>Visit one of the railgun turrets
Time to cause another incident to bring engineering to visit?

>>41980539
Archives: http://suptg.thisisnotatrueending.com/archive.html?tags=Spore+Quest
>>
>>41980495
Can we shoot the base? That would be a laugh.
>>
>>41980495
>Go to the weapons control room?
see if we can turn off weapons.
>>
>>41980495
Did we seriously just swim up and take their subspace buoy? What kind of shitshow are these retards running?
>>
>>41980550
I basically wanted to know what sort of genre or setting this is to see if it's in my interests to read through the archives.
>>
>>41980598
We play John Carpenters The Thing in the setting of Alien, sans the Xenomorph.
>>
>>41980598
Like hive quest but more aggressive
>>
>>41980598
It's Space Station 13
>>
>>41980598
God damn bro
whatever though here's a summary:
We're a spore that infects people, steals their memory, and makes hiveminds. Think of a subtler Flood, which can choose to have regular looking hosts.
We're set in outer space and it's high sci-fi, with ftl travel and shit.
>>
>>41980642
changelings or the blob
>>
>>41980645
This right here.

We're a more discrete Flood.
>>
>>41980626
>>41980630
>>41980645

Sweet, thanks. I'll probably be participating in the next thread, it sounds pretty awesome.
>>
>>41980495
Did you watch The Thing? Like us The Thing is capable of being all sorts of fucked up and scary when hostile but also capable of going full stealth mode and replicating the behaviour of the host perfectly,

Should be inspiring, it's pretty great in terms of suspense building and the payoff is immense with unsurpassed horror physical effects.
>>
>>41980681
It is, which makes me sad that it's moving to Saturday nights. Won't be able to participate. Better than it just going away though.
>>
>>41980554
>Can we shoot the base?
(Of course.)

>>41980586
>What kind of shitshow are these retards running?
(It's amazing the kind of things you can accomplish when you roll an 82.)

>Go to the weapons control room?
The weapons officer goes to the main control room for the weapons, located closer to the centerpoint of the ship due to its proximity to the various weapons themselves.

Once inside the dark, computer-lined room, you notice a single one of the officer's fellow weapons controllers manning one of the computer stations with some coffee and a bored stare. Your host knows that during this downtime the captain requires that one of the weapons officers man the main terminals in the control room at all times to monitor the systems for any faults.

The other officer perks up when the door slides closed. "That you Joseph? Come to relieve me? Feels like I've been sitting here my whole fucking life."

The officer stretches and stands, and then takes a big swig of his coffee before walking toward your host with his now empty coffee cup in hand. He pats your host on the shoulder appreciatively.

"Good luck, man."

How will you proceed?
>Try to infect him before he leaves (1d100; difficult)
>Let him leave
>Other? (1d100 to infect or lie)
>>
Rolled 4 (1d100)

>>41980892
>>Try to infect him before he leaves (1d100; difficult)
>>
Rolled 15 (1d100)

>>41980892
>Other? (1d100 to infect or lie)
Tell him a story about how you fucked a chick and than try and infect him.
>>
Rolled 52 (1d100)

>>41980892
>Try to infect him before he leaves (1d100; difficult)
>>
Rolled 79 (1d100)

>>41980892
>>Try to infect him before he leaves (1d100; difficult)
>>
>>41980892
>>Let him leave
>>
Rolled 62 (1d100)

>>41980892
>Search through all the brilliant minds in our possession and attempt to formulate the perfect joke to make the officer laugh...TO DEATH.
>>
>>41980892
>Let him leave
>>
>>41980892
>>Let him leave
Could just wait for engineers to go cookward.

Does this guy remember if the ship crew eat in the base or in the ship?
>>
>>41980995
kek
>>
>>41980995
The host body looks at the unsuspecting weapons officer and stops him.

"Hey, let me tell you a joke."

The officer looks intrigued. "Got a killer for me, aye?"

"Two engineers walk into a console room. One engineer looks at the other and says, 'there's a problem with the aquarium.' The other looks at him and says, 'Really? That's pretty fishy!'"

The weapons officer grimaces and tries to leave, at which point your host catches him off guard and tackles him. The host overpowers him and forces spores upon him which then turn him in moments.

With two weapons officers under your control, you take a moment to survey and understand the room.

Each console displays the conditions of the various weapon systems of the ship, such as their maintenance status and ammo count. From here the weapons can either be aimed by designating available targets detected by the ship's sensors, or manually.

Unfortunately, an officer on the bridge has to unlock the weapons before they can be fired. You could probably work around that with some tinkering and hacking by directly interfacing with one of the individual weapon systems, but it would be no easy task.

How will you proceed?
>Send one (or both?) of the weapons officers somehwere? (Where?)
>Sabotage something to try and call an engineer (1d100)
>Go to one of the weapons (Missiles, Railguns, Laser?) and try to hack it? (1d100)
>Do something else (Write-in)
>Wait for now.
>>
>>41981349
>>Sabotage something to try and call an engineer (1d100)
Gangbang time again.
>>
Rolled 29 (1d100)

>>41981349
Go to the coffee machine. Fill your cup up with coffee. And pour it all over the console systems.
If that doesn't work, sabotage it on a deeper level I guess.
>>
Rolled 89 (1d100)

>>41981349
>>Sabotage something to try and call an engineer (1d100)
>>
Rolled 91, 51 = 142 (2d100)

>>41981349
>Sabotage something to try and call an engineer (1d100)
>then infect the engineer (1d100)
>>
Your hosts open up a control panel that leads to the wiring for the control room and proceed to yank one of the cables. In response, a fourth of the computer terminals in the room go dark. A little red light inside the service compartment turns on, indicating a fault.

After a few moments one of the communications terminals goes active with an incoming call, which your new host answers.

"Weapon control, we're reading a power fault. Can you corroborate this?"

"That's correct. About a quarter of the terminals just died. Can you send a techie down to look at it?"

"Roger. Someone will be down shortly to take a look."

As promised, after a few moments of waiting, an engineer opens the door to the room. When he walks in your two hosts latch on to him and forcibly infect him.

The newly-acquired engineer host reconnects the power, and your weapons controllers boot the terminals back up to restore the room to proper condition.

As the last computer blinks to life, a transmission fills the ear of the engineer.

"This is Pollock. We've reached the hybrid airlock in the front section and we're getting our dive suits ready."

"Roger. I'll let the captain know it'll be another 20 before you get there."

With your controller and engineer you have quite a few options available!
>Send a controller to one of the weapons rooms (missiles, railguns, laser)?
>Send a controller somewhere specific? (Where?)

>Send the engineer back to engineering
>Send the engineer somewhere specific (where?)
>Have the engineer sabotage something? (What?)
>Do something totally different? (Write-in)
>>
>>41981846
>>Send a controller to one of the weapons rooms (missiles, railguns, laser)?
Laser

>Send the engineer back to engineering
Time to get the rest.
>>
>>41981846
Send the engineer back to engineering
Send a controller to the cafeteria or something
>>
>>41981846
>>Have the engineer sabotage something? Bio scanners.

>Send a controller to one of the weapons rooms (missiles, railguns, laser)?
Missiles
>>
>>41981846
>Send a controller to one of the weapons rooms
missiles

>Send the engineer back to engineering
>>
Send engineer to engineering. See if the weapons guys can infect more people, hopefully the cook if possible.
>>
>Send a controller to the missiles
The host enters a large room filled with missiles in autoloaders connected to rows of launch tubes. The missiles are rather large and fitted with Matter/Anti-Matter warheads that use technology similar to what's found in reactors. Because of the expense that goes in to making these missiles few ships actually carry them. This arsenal reflects the task of the Surveyor in being the sole protector of Gates I.

One missile could probably blow up half the research facility outright. You estimate there are about a hundred in both missile bays.

The missile system is heavily automated, from the targeting to the loading. Attempts to hack the system will be very difficult, but sabotage would be surprisingly simple.

How will you proceed?
>Visit another weapon? (Spinal laser, Railguns, Point-Defenses)
>Sabotage the missiles (1d100)
>Try to hack and take control of the missiles (1d100; difficult, risky)
>Do something else? (Write-in)

--
The engineer returns to engineering. The room is quite fancy and expansive compared to the engineering room on the Golden Galleon or the colony ship of Joker from the pristine walls down to the highly-advanced reactor and reactor terminals. On the Golden Galleon the M/A-M reactor was separated into a shielded room. On the Surveyor it's open and observable in a room that can be quickly locked down behind bulkheads. Yet another example of the Surveyor's quality.

There are a couple engineers doing their rounds at this moment. One engineer is monitoring the reactor, while another monitors the alert system. There's also a third in a small break area that is on call for maintenance.

Infecting any of them will be difficult, but you might be able to work something out. How will you proceed?
>Try to infect the on-call engineer (1d100; difficult)
>Try to infect the reactor engineer (1d100; difficult)
>Try to infect the alert monitor (1d100; difficult)
>Go somewhere else? (Where?)
>Something else? (Write-in)
>>
>>41982629
Shit guys don't do anything to these missiles, we're gunna take this ship intact.
>>
>>41982629
>Visit another weapon? (Point-Defenses)
>Go somewhere else? (Whoever we know is chummy with the chef, or just the chef himself)
>>
Rolled 21 (1d100)

>>41982629
>Visit another weapon? Spinal laser

>Try to infect the on-call engineer
>>
Rolled 21 (1d100)

>>41982629
Socialize with the one in the breakroom, try to infect him by sighing some spores very heavily in his direction while we talk about stuff like the awful sleep cycles we sometimes have.
>>
Rolled 66 (1d100)

>>41982629
>>Visit another weapon? (Spinal laser, Railguns, Point-Defenses)
Rail guns

>Try to infect the reactor engineer (1d100; difficult)
>>
>>41982629
Just make everyone go for the Chef, get our trump card infected asap
>>
>>41982748
>66 again
(Why, for the glory of Satan of course!)

>>41982743
>>41982745
>21 and 21
(What's the deal guys? This is becoming a trend.)

>Visit another place
(Wasn't really a conclusive choice here, so I'll leave it open again for another time)

--
You send a host to the break area to try and infect the other engineer, who is sitting at the table drinking some coffee and enjoying what appears to be a turkey sandwich.

You're conflicted on how to best approach this situation, but you're feeling confident in your ability to infect humans. Perhaps overconfident?

As the engineer get up to refill his coffee your host attempts to intercept him and infect him, but he notices your strange movements and shrugs you away.

"You fucking tripping or something Erickson? Watch it, man."

You barely avoid making a serious scene out of this, but the engineer you attempted to infect has definitely become agitated by your actions.

(Alright guys, as surprising as this may or may not sound I'm actually going to call the session here. There definitely hasn't been a lot of progress, but the normal audience just isn't here today. At 13 unique posters we don't even have half what we should, so it seems clear that this session came at a bad time. We'll pick it back up with Episode 7.5 at 5 p.m. PDT on Saturday and hopefully the bulk of the people will be available for that session.

Also, I need to start getting ready for bed.)
>>
>>41983275
k thanks for running
cya Saturday then
>>
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>>41983275
Whoops, i only just got here and was catching up sorry.

Also 13 posters is a good amount for my quests.
>>
>>41983275

Ok, thanks for running. I'm guessing the poster count was low because this quest used to run twice a week and the last update was over 2 weeks ago. Some people may have just assumed it had ended. That being said, I enjoyed some of the (small) progress we made and I hope we can really start our takeover of the facility this Saturday.
>>
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>>41983275
>>
dammit, I was looking forward to this.
>>
>>41983275
>only 13
you just wanted an excuse didnt you
>>
This. this is the type of quest that belongs on /tg/.
>>
>>41983275
>but the normal audience just isn't here today. At 13 unique posters we don't even have half what we should,

That's not how it works. You can't just assume your audience will have a constant size forever and ever, especially when you go on a flippin' near 3 week hiatus bleeding readers left and right with each piecemeal, half-a-week postponement.

Canceling because "i should have more players" is a recipe to get even FEWER players in a never ending downward spiral.
>>
>>41983275
>it seems clear that this session came at a bad time
You know you ran on Wednesday evenings plenty before, right. It's not a bad time, you just lost players by hiatus-ing, it isn't a coincidence. This happened to AI Quest too, have you seen the activity in those lately? Those threads used to be huge and they've still never fully recovered from the long QM absences.

You're lucky you even have 13 players to show up that followed your twitter announcements loyally enough to notice you were back at all. There are quests that struggle by with single digits. Demanding a minimum player count in any quest is a way to set yourself up for disappointment. You can't treat anon like you would like a regular roleplaying group where you put off actually playing waiting on 'everyone' to get to the table on game night, when any anon could quit for any conceivable reason and you'll never hear about why.
>>
>>41986039
>>41985745
Go easy on him, he seems new to questing
>>
>>41985745
>>41986039
>>41987878
And he also didn't give all that much warning.

A day in advance would have been best.

Constructive criticism.
>>
>>41987893
What? Bitch he gave plenty of warning that he'd run tonight, he's actually been warning continuously "I'm going to run Wednesday/Sunday," many days in advance, it's just that this is the first time that's actually been true in a while.
>>
>>41987990
>this is the first time that's actually been true in a while.
>>
>>41988119
Yes and?

If he's made his warnings into white noise that people can ignore that doesn't mean he didn't "give all that much warning." It means others didn't take it.
>>
>>41985745
>>41986039
I'm not demanding a player count, I'm respecting the fact that there are many other players who wish to take part in the quest but were unable to for whatever reasons.

If you don't like that, you're welcome to not participate.

If it turns out that players continue to be absent in upcoming Spore Quests, well then we'll just have to go without them, won't we?
>>
>>41990533
Salty Spore
>>
>>41990533
You've got readers, yo. I was forced to lurk because IP problems earlier in the day, and once I can reply to 4chan, the quest ended.
But still, the quest intrigues me. We haven't met another Cult-bot, or any other Cult, have we?



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