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Rolled 25 (1d100)

Last time monsters are about but so too are the monster hunters. You got rescued after being kidnapped. There is rumors of some kind of operation and you decided to go delving into some underwater ruins. Except this time you brought backup and snacks. Which you did admittedly had to deal with a bunch of monsters for...and sorta 'fell' through multiple walls. You're still very much hurting from that previous shenanigan, but hey ruins with possible treasures await! Especially one that is in much better condition then the last one you went into. Sadly this also likely means its much more dangerous too.

Welcome back to Cape and Colony Quest. Where you play a hero in a colony on a wild planet in a star system crawling with pirates and with your very own ship on the way. Hopefully the pirates or monsters don't wreck the place. Well on the plus side at least there aren't any aliens yet...

So what do?
>Get medical assistance
>Head to the sunken ruins
>See how the monster hunting is going
>Wonder what the pesky pirates are up to
>Other?
>>
Rolled 16 (1d100)

>>1295051
>Get medical assistance
>Head to the sunken ruins
Get patched up on the way, maybe see if the Nanites are done making our aim bot and then ask it if it has any security clearances or passwords? Can it help us recover?

>inb4 Nat 1 opening
>>
Rolled 88 (1d100)

>>1295191
Vote
>>
>>1295218
Ayyy 88 looks like their healing magi got us covered
>>
Rolled 71 (1d100)

>>1295051
>>Get medical assistance
>>
Rolled 63, 56, 12 = 131 (3d100)

>>1295191
I'll switch to back ya, but I really think we should finish up our monster hunt.

We need the rep boost and it will help the colony way faster if a super is backing them.
>>
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Rolled 81 (1d100)

>>1295270
... whoops. Not sure how the 3 got there.

>>1295191
>>
My plan is to use the Fisher to find more gear, donate some to the militia and some to the monster hunters, then join the hunt proper as we will have more effective tools and militia assistance.

Hearts and minds man, hearts and minds. Get the population on side and get them to turn over people who have suddenly changed.
>>
>>1295296
You know we can use the fisher to find those monsters? We have the people's protectors on our side and super charm.

As for what tools we have. They are already dam good. We need more experience in use of our gear and in general more so.
>>
>>1295312
But we are also 1 man, never go at it alone and never be the only guy on your side with all the toys or your priority 1. It's like wearing the radio, butch your dead first, then the CO, then the special assets
>>
>>1295321
We could go back to the commander we know and can trust. We also have the people with us going to the ruins. We have some rep and the monster hunters here to help with a common goal. They are not gonna just up and take everything from someone helping remove the threat that hunts us all.
>>
Rolled 32 (1d100)

>>1295239
I'll support this then getting back on the monster hunt.
We've been way to wishy washy, I don't want another slate.
>>
Rolled 99 (1d100)

>>1295239
>>1295917
Yeah, sure. Nothing wishy washy about leaving the monster hunt, getting ready for an expedition, then rejoining the monster hunt because we ran into some monsters on our own.
>>
Rolled 91 (1d100)

>>1295239
>>1295917
Vote
>>
Rolled 47 (1d100)

>>1295191
"So uh...you guys got a medic right?"

"Yup," says the medic as he slaps your back very hard sending you stumbling forward. Contrary to your expectations however it felt amazingly good and not painful. In fact afterwards you felt a lot better.

"See good as new guys," claims the 'medic' as he wanders back off.

"Is that really a medic?"

"Yeah ornery knows some healing spells due to his momma being a priestess he picked up a few things."

The nanites have indeed assimilated the gun providing a mounting and some aim assists. It does not however answer when asked about security clearances or password. Instead a strange port bubbled out of the nanite mass that seemed oddly similar to an uplink of some kind. Which wouldn't stop writhing about for some reason. Which is a first besides the cloud 'cape' it has. After that you started the longer then expected walk to the sunken ruins. You were surprised to find that after getting slapped on the back so hard you felt a hell of a lot better.

So you walked long a beach. With only the sea breeze to provide any relief from the blazing soaking heat that is the jungle border. It was on the way there you noticed something strange. An apparent fight between huge critters in the water were apparent to you and as you got closer to the ruins. Unexpectedly you notice a strange flickering in the air...those two strange rivers are apparently back.

You having learned your lesson last time ignored them as you headed straight into the sunken ruins. Making sure to gear up before sinking beneath the waves. There you got a better look at the fight between the water behemoths...which appeared to be some kind of huge crab and a shark like squid.

You however simply passed into the sunken ruins. Noticing that after you got close enough and removed some of the gunk in the way. Parts of it were in surprisingly good condition. While other parts were rather badly deteriorated. So there should be something down here...but now your down here. Now though you realized the ruins may be a bit bigger then expected considering how some of them are buried on top of being underwater.

What do?
>Head to the buried parts
>Keep to the underwater clearish ones
>Watch the monsters
>Keep looking around the ruins
>Other?
>>
Rolled 64 (1d100)

>>1297177
>Other?
First scan for defences etc with the Fisher... Then ask it too find us a terminal. Let's see if we can get let in as an inheritor and download a schematic.

Have the militia keep watch and form a sphere around us. Keep scanning the environment but don't touch the floor...
>>
Just so people know my plan here is, recon and loot of opertunity. I'm wanting to find what we're dealing with then peeping correctly.

I love me some ruins and ancient aliens. I wonder what their form was...
>>
Rolled 5 (1d100)

>>1297265
Yes, start by scouting.
>>
Rolled 85 (1d100)

Question, did we ever go through with the scan of the people we are with? I know we said something about it, but I can't remember if we did it in character.

>>1297265
I really didn't what to do this, but we are here. May as well see it through and hope the colony is good hands.

Down side is little to not back up if something happens. Since we can assume they will be busy with that plan.
>>
Rolled 99 (1d100)

>>1297265
support
>>
>>1298632
Good man that's close enough to consensus and thanks for the awesome roll
>>
Where is everyone anyways?
>>
>>1298696
i got no idea, maybe holidays?
>>
>>1298696
I was at work till my one post, >>1298040.

Maybe others are seeing the 3 backing and don't add into things. We have been critiing like mad people as of late.
>>
Ok guys in the Spirit of the yet to be born Slate... Let's get a game plan.

I propose what we do is after this little outing to the ruins and getting what we can and learning some of what we'll have to deal with we can return to the Colony and go hardcore monster hunter.

>1
Aquire sick as loot

>2
Hunt Monsters and build Rep with the Zealots and Pirates

>3
Use rep and use to send OTHERs to Tomb Raid for us

>4
Set up a neutral safe space. An intergalactic continental
>>
Rolled 15 (1d100)

>>1298696
Well I was about to start writing up a storm as I had a good amount of free time, but that was dashed when my health decided to crash on me. Thus resulting in especially bad days, but due to the lack of voting at least there wasn't too much that was missed.

>>1297265
Scans indicate in some parts of the ruins the security system is up while in others it appears to be damaged. However the scanner is unable to reveal too much about the defenses in question. A mixture of distance and interference. The environmental scanners indicate its mostly safe except for some suspicious traces found in the more intact ruins. The flooring meanwhile do not indicate any signs of there being a trap.

What do?
>Head to the buried parts
>Keep to the underwater clearish ones
>Watch the monsters
>Keep looking around the ruins
>Other?
>>
Rolled 20 (1d100)

>>1299801
Take a selfie with the monsters int he back ground.

>>Keep to the underwater clearish ones
Maybe we will luck out and find a map.
>>
Rolled 48 (1d100)

>>1299801
>Keep to the underwater clearish ones
Well I guess this is it. Find an entrance and then scan of power supplies, we may be able to work out where the pop up turrets are.

Inform the people with us of what we encountered in the last place except they'll likely be working this time.

Map the complex as we go and look for a darn terminal.

If we find a terminal, have the majority leave the room in case of lock down and be ready to break us out if needs be... those who stay have defense set up around us so if there is a jump scare we can handle it.

Lets get this terminal to grant us full access if we can, Bat cave anyone?
>>
Rolled 1 (1d100)

>>1299814
Vote! Better yet, we could find some easily obtainable loot.
As we learned with Slate, going to the deeper parts is not to be taken lightly...and there are already sea monsters about, so who knows what lurks where the sun don't shine?

So the sea monster battle means there's a big space battle going on. Maybe involving aliens? There was something about aliens on the pirate comms.

>>1299640
Yeah, this seems more or less good; we will have to work/co-exist with the pirates to some degree I believe, so becoming a neutral place seems logical.
>>
>>1299908
Un-fucking-believable. I'm really on a fucking roll this time.
>>
Rolled 93 (1d100)

>>1299908
.....how.....HOW......HOW!
>>
>>1299914
I can't be too upset. My bad luck in a game is nothing compared to Genie's bad luck. I was going to say something about it, but I'm rather concerned about coming across as hollow, given all I can say is I hope he hangs in there until he achieves what he can of his goals. I'll say it now though.

>>1299801
That's rough. I hope you hang in there until you achieve what you can of your goals. You know, getting your system published and everything.
>>
>>1299908
Nice, I say we let it ride no fate points
>>
>>1300034
I agree.
>>
>>1299908
So this is gonna be one hell of a selfie.
>>
I can't hate, only my slowy smoldering disappointment...why dice, why you do this.

No FP it is the will of the gods...
>>
>>1300182
I love it.

Keeps the ride wild.
>>
Rolled 43 (1d100)

>>1299908
you decide to take a quick selfie before going into the ruins properly. Making sure to angle it in such a way as you get that monster shot too. You only realized something was wrong was after the *click* the monster fighting had ceased. You had a terrible feeling when you looked behind you....and saw those huge monsters were now charging straight towards you through the water. Their battle and enemy status seemingly gone.

Fuck. Who thought monsters would hate seflies so much?

What do?
>Head to shore
>Charge deeper into the ruins
>Prepare to face them
>Try to find some other avenue of escape
>Other?
>>
Rolled 44 (1d100)

>>1300258
>Charge deeper into the ruins
ok we can use this to our advantage, draw them into the Ruins and see if we can bait them into activating all the traps and such, then deal with them.

Try for narrow corridors where they are limited in movement and such... we are underwater so for Gravity Bombs could make great depth charges or use the "rod of god" mode when one can't dodge in a corridor.

FIND A DAMN TERMINAL! maybe we can seal it in or get control, SOMETHING

>Try to find some other avenue of escape
>Other?
order half the Militia/Zealots to do that. Find us a sneaky way back to shore should we need it

we're cursed in Aquatic Ops ain't we
>>
Rolled 25 (1d100)

>>1300297
Agreed

I take it the other dozen guys with us will be charging into the ruins with us? Good thing the monsters are after us specifically, that should help our escort stay alive.
>>
Rolled 57 (1d100)

>>1300297
Yes, bait them deeper.
>>
Rolled 56 (1d100)

>>1300297
Support
>>
One thing I wanted to bring up in case we fight: how would the Starred Warred weapon work underwater? Which type, if any, of plasma should we use? Could be safe to use them all, but maybe we should stick to cold?
>>
Rolled 42 (1d100)

>>1300297
I guess
>>
Rolled 40 (1d100)

>>1300297
You charged deeper into the ruins. Due to possible panic or bad luck you don't notice any terminals. You do however quickly realize the ruins while slowing down the oncoming monsters are unable to stop them. As one uses its armored appendages to tear apart whatever gets in its way. While the other simply bulldozes its way through. They would appear to be gaining on you...but are slowed due to all the ruins getting in the way.

The militia forces who split away meanwhile appeared to not be hunted nearly as badly by the sea monsters. However they have yet to report of a sneaky escape route.

You and the rest of the militia continue charging on and on until you ran into an empty but rubble strewn square. There you looked around noticing a nearby entrance leading underground, one particularly massive ruin rise above the rubble, a long snaking road, and side streets.

What do?
>Head to the large ruin
>Go underground
>Run into the sidestreets
>Follow the snaky road
>Vanish into the smaller ruins
>Prepare to face the oncoming monsters here
>Other?
>>
Rolled 48 (1d100)

>>1302880
>Head to the large ruin
It looks important, perhaps it has something to help stop the monsters. I'd say go underground, but that's just asking to find an entirely new threat.
>>
Rolled 28 (1d100)

>>1302880
Ok my thoughts are this is a central area before diverting to lots of other locations, a hub if you will... so if there were going to be surprise turrets and other traps and have thought they'd be here.

>Other?
We move to the other side of the room by sticking to the edges and LOOK for a terminal there's gotta be one here somewhere darn it. Have our Fisher Scanner try to ping this place since we're underwater we may get an echo map sorted.

Drop a "Rod of God" style gravity grenade to go down the corridor where they can't dodge to see what damage we can do to them.

Get the Militia to set up above/around the door when the monsters see us and charge across the room it will leave itself exposed to a barrage from our Militia support. The Monsters won't see them there if they are infact focused more on us.

Is there anything sharp hanging from the roof that we could drop on the monster by pinning it in place with several gravity nades then drop a rocky spike on it?
>>
Side Note: I was wondering guys, should we make a Discord? just so we can chat in general, have a section for Lore dump and centralize our data and such? That way we can Always have a stat document kinked, can always chat and talk about the other fun stuff? Drop ideas or OC we think up and So on?

I don't recall everyone's thoughts on the matter
>>
Rolled 46 (1d100)

>>1302989
I don't think the "rod of god" (mode #7) is any more dodgeable than a bullet once it starts accelerating. Which means there are things that could dodge it, but it's a rather uncommon ability.
But I do believe using a #7 grenade or two would be good.

I believe you're right about this being a central area, but I think it's more of a town square (just built by ancient aliens). We'd have better luck finding intact defenses and/or a terminal in the big building, I think.

You seem to be thinking "big room," but actually we're in an open area. Like a town square.
>>
Rolled 80 (1d100)

>>1303021
One anon did a discord and then deleted it. (Probably do to only 3 total people joining.)

I'm still in a Skype with some of the older players. Tho it is quiet most of the time.

So, up to ya if you want make it. I'll join it since I'm in discord for gaming reasons.

As for lore dumps that's up to Genie. Data... well I have my random notes saved on pastebin and Google docs. Then there is the two docs from another old player. One with old thread links and one with some of the civ system.

>>1302989
I think we can get a better hit with the Third mode (will cause an implosion dragging people into the very center before 'detonating'). We have room to keep it away from us and it should do damage.

If we have the grenades to spar we can tho a rod of god at them. Assuming the dragging effect will get us a better hit.

Still maybe it would be better to use them to take out any active defenses in the better kept ruins.
>>
>>1303251
I don't know about #3 being more effective in this situation, #7 seems more like the "high damage, single target" one, while the 2 big monsters may just be too massive to get dragged by the grenade.
>>
>>1303278
On thinking about it more. 7 might just not work.

I know with ballistic guns the higher caliber bullets can't go deeper that a foot or so. https://www.youtube.com/watch?v=yvSTuLIjRm8 The G-nade might do the same.

They are some strong monsters. It's gonna be hard for us to hurt them to begin with. My hope is we slow them and buy time to use them for taking defenses out in the ruins. Save us some man power.
>>
>>1303278
Alien gravity tech that's so advanced it was mistaken for magic is a bit different than a normal kinetic projectile though. Still you may have a point, it could be better to simply slow them with a #1 or #10 or something.
>>
>>1303339
Meant to say this >>1303372
to you.
>>
>>1303372
We never tested it. I wanted to put it out there before we mess up.
>>
>>1303383
>>1303372
Or to put it another way, they're called the Fishers; it'd be pretty surprising if their stuff didn't work in the water.

>>1303393
That's true. That's why I mentioned the Starred Warred weapon, I don't know how well a plasma weapon works underwater, but if worse comes to worse we can hope it being super advanced means it'll be okay.
>>
>>1303416
If it helps plasma cutters work under water. https://www.youtube.com/watch?v=zN-YujXhHKY

Granted that is not a weapon for ranged attacks. So I imaged we will lose range and some damage. As water takes some heat and energy away from the shot.

Maybe it will make a shock wave like a pistol shrimp. https://www.youtube.com/watch?v=eKPrGxB1Kzc
>>
Ok...I made it but honestly im a shit mod so we'll see how this all goes. Be nice if the Genie could join us (provide the Genie don't mind Discords)

https://discord.gg/AHaqzXb
>>
Rolled 5 (1d100)

...strange it used to be dead as hell on the weekends even on /tg/. It was only during the weekdays things picked back up.

>>1303048
Its very easy to dodge but only in the initial stages. There more distance there is the more it can accelerate. So good luck trying to dodge it if you wait too long.

It basically functions by nullifying the gravity around itself except for one direction...and then accelerating itself from that direction. Thus it starts to act as if it were 'weightless' while accelerating like such but actually it DOES have weight...and gravity. So where does it all go besides thrust?

The grenade stores it and unleashes the additional 'payload' upon impact. So imagine getting hit by a 'rod of god' that ignores gravity, continuously accelerates more and more. While at the same time storing away everything else for that extra payload.

>>1303251
The doc containing the civ system contains everything required to run a civ game.

Literally everything.

In a very simplified and easy to use format. No shit the rules only covers a couple of sheets of paper.

While the 'character'(civ) sheet will slowly grow but it starts off somewhat small.

The only thing it lacks is honestly stuff relating to the type of civ game you wanna run specifically. So basically the specifics which would change from game to game or even civ to civ.

The only stuff I wasn't able to include were examples because 4chan fucking thought they were spam and my own secret files. Which basically go into the intricacies and strategies to use for different civ types.

That civ doc...was my masterpiece. I was originally planning to release two other parts to it. In order to complete the system. They were going to be detailed rules for Mass Combat between armies/fleets and a small squad based adventure type deal. All of three of which were going to be cross compatible.

Of all the(admittedly incredibly shitty) civ systems out there...mine is the best hands down and surprisingly simple.

The complexity arises between civs and world used. Not from the system itself. I had thought about releasing my secret notes relating to my system but that is a mixture of fluff, tactics, and lots of spoilers. Not to mention garbled pieces of incomplete system I was working on perfecting.

I changed my mind though...because it didn't seem right. Preventing potential users and players from discovering those kinda things on their own. Basically it was stuffed full of spoilers so I changed my mind.

Not to mention anyone who followed the tactical stratagems i had put together for the factions for instance would slaughter anyone else. Unlike anons who struggled to even master a simple civ type life Paramilitary. I had successfully achieved mastery of all but 1. Even then I was like 2 thirds of the way there for the sole exception(damn you bandits and your insane difficulty for achieving complete mastery.

While the rules are simple...the game is not. Which is the true genius behind Genie's Game.
>>
Rolled 20 (1d100)

>>1303489
I disagreed with those who claimed civ games were too complex to fit on table top. so partly out of spite i went out to prove them wrong.

I did so by making a very simple system with which to run them. So simple in fact it could fit on only but a couple sheets of paper.

But that was not the true Genius of Genie's Game system or setting for that matter.

No...the true genius behind the game system. Is it enables for a very complex and vivid game to be playabble. One full of incredible complexity and vibrancy...but yet follows such simple rules. One full of deep complexity and strategy. One only held back by the minds who use it.

THAT was my GREATEST accomplishment with the Genie's Game.

My only regret is I will not be able to publish it...and I cannot release the two other parts.

You see the Civ System...was only part 1 of 3. Together they were suppose to make up First Generation Genie's Game. One where in which you could play civs, command armies, or simply adventure with a couple other people. While all being cross compatible with each other...so whatever you did could translate into those other game types too.

A huge undertaking...but one I thought would be amazing to accomplish, but alas my health did not last long enough. Now I am facing the distinct possibility of the Part 1 of Three dying with me. Despite its status of being complete and playable. See I made it too simple. Too unprofitable to print. Too niche to find a demand for it.

As everyone still thinks a civ tabletop system would be impossible and far too complex to actually use.

So the game system...will probably die with me. I tried reaching out to other civ games or developers, but there is simply no interest. They all either think it impossible, unwilling to listen, or too unprofitable.

It doesn't help that its still 'incomplete'. Which it technically is but that is due to two reasons.

1 Adjustments required for different type of civ games in question and stats between civ types.

But this was done on purpose because any more detail wouldn't be very compatible with other civ game types and additional complexity is bad if you wanna keep it table top compatible.

2 it was supposed to be cross compatible and combine with two other game systems. Thereby forming a complete 'whole'.

Technically it didn't need to combine with the other two. All three were meant to be their own distinct but cross compatible game systems. The three combined into a single cross compatible whole was my own private ambition.

So in all likelihood the system will probably die along with me. As I haven't had any luck in trying to get it out there. Even for free and it still just left out there to sink into obscurity and forgotten. The solution behind one of the so called impossible games for tabletop play.
>>
>>1303583
>Id fund ya Genie, i just wanna help
>>
>>1303583
Well at least this isn't the first time I accidentally killed my own thread. Usually though its due to huge oh shit moment in game and thus takes a few days to rebound from it.

>>1303455
Suffice it to say they can function underwater. I will not reveal how this changes the weapon in terms of function. That would be a spoiler.

>>1303488
I haven't had the players enough to keep one alive in a long time. The switch from /tg/ and poor health was not a good combo. I used to have them though.

I think if I go back to a war or civ game that would likely revive it.

>>1299975
Publishing is most unlikely as it turns out I uh...sorta have some old bad blood in a few segments relating to writing and publishing. Long story involving how I got blacklisted due to some teachers.

Plus previously mentioned problems but the black listing is also tricky. As that kinda industries they ask around and when they do that they could find out about that blacklisting.

Bad luck wise...I am only aware of two types who have worse luck then I. The type who have had a shitty life and it wasn't interesting. While the other is even worse in that they never even stood a chance in fighting back at all.

I know of only one of the last and a few of the first. At least those who are still alive anyway. Well okay except for that guy who was the only one of the last. Pretty sure he is dead at this point. Suicide I think. Not that I could blame the guy given the shit he had been through.

I'll admit though most of the people I knew like that...are mostly dead. Not too many lasted as long as I have with that kinda deal.

Not sure if its a talent or a curse.
>>
Rolled 54 (1d100)

>>1302972
>>1302880
Still going with heading to the large ruin, but I have some specifics, based on the fact that the sea monsters are after us specifically.
Our militia escort should find somewhere off to the side to hide.
We scan for traps and automated defenses with the Fisher, not only to avoid them, but to bait the crab and/or squid-shark into them. And where the scanner shows the way ahead is clear, we keep running.
>>
Rolled 54 (1d100)

>>1304000
>>
Rolled 40 (1d100)

>>1304000
>>1302972
support

Join us in Discord Genie?
>>
Rolled 1 (1d100)

>>1304000
Scans indicate mostly dead traps but according to it there are some that are still alive. Now if you weren't in such a hurry you could of found out more. As is you stuck running for your life and praying that whatever it is doesn't come back to bite you on the ass. Well on the plus side at least the big monstrous fucks appear to only care about you.

Given how the rest of the militia peeled off and the big ones just ignored them. For whatever reason they REALLY don't like you.

Which now that you think of it is a strange pattern is starting to emerge. Every time you ran into monsters lately they seemed to have it out for you and just you. So much for being the charismatic type...does not appear to work on monsters or for some reason pisses them off.

You did your best to guide the monsters into the traps. Problem is they are so big by the time they get the traps are either buried in new rubble or destroyed by the charging monster. Not very many of the traps go off successfully and fewer still actually phase them any.

What do?
>Head to shore
>Charge deeper into the ruins
>Prepare to face them
>Try to find some other avenue of escape
>Other?
>>
Rolled 96 (1d100)

>>1305575
Any way the armor can shape it self to water movement if it hasn't already?

I hope the smart nanites can make something like.
https://en.m.wikipedia.org/wiki/Diver_propulsion_vehicle
>>
Rolled 57 (1d100)

>>1305796
I support the armour adaptation and keep leading it through traps on a chase. That way we can come back later if needs be.
>>
Rolled 94 (1d100)

>>1305796
>>1306382
Sure, let's try that
>>
Rolled 85 (1d100)

>>1305796
The armor can it just takes time for the armor to remold itself. Its current modifications is that which is common in aquatic armor but more extreme or detailed changes are possible.
>>
Rolled 26 (1d100)

>>1305575
>Head to shore
Actually, maybe it's time to get back on land.
>>
Rolled 39 (1d100)

>>1305575
>Other?
While we keep kitting the beasties into traps and such, have the militia run clean up behind, gather stuff that gets exposed or the remains of turrets and other traps etc. Any relics or statues anything dammit then get to shore, we then follow and
>get to shore
While they cover us from the beach
>>
Rolled 60 (1d100)

>>1307387
I have no objection to this plan, let's do it
>>
Rolled 66 (1d100)

>>1307387
>>
Rolled 34 (1d100)

>>1307418
Ayyy mystery 66 on a ruin relic hunt nice
>>
Rolled 49 (1d100)

>>1307387
You kept on running away from the beasts. Listening to the scanner and trying to get them to run into as many traps as you could. Problem was despite that the big buggers were still gaining on you...and you were running out of traps/ruins to have wrecked. The militia apparently after trying to go through the mountains of rubble ended up giving up and headed back to shore first. Fortunately they did provide you with some routes you could use. That proved helpful with finally putting some distance between you and the monsters. All the while bringing you that much closer to the shore.

Good thing the ruins were so close to the shoreline. Or at least parts of them anyway. As it gave you enough time to barely make it on land by the time the monsters burst out of the ocean.

Now that you could see them up close properly...you realized just how huge those titanic monsters were. You also deeply regretted not bringing bigger guns or more ammo. If the few rockets before running dry were anything to go by. Plus they were the only things that could actually hurt them...they simply shrugged off everything else as if it were nothing at all.

What do?
>Run deeper inland
>Use a gravity grenade
>Shoot them
>Call for backup
>Other?
>>
Rolled 95 (1d100)

>>1308870
>Use a gravity grenade
>Run deeper inland
Toss a mode 7 targeting the huge crab before running, and begin charging a 3-barreled hot plasma overcharge
>>
Rolled 91 (1d100)

>>1308938
Support. Make them immune to gravity then use rod of God to shuttle them into orbit
>>
Rolled 69 (1d100)

>>1308938
If that over change doesn't finish one of them. Not sure what will buy time when facing an even more passed off monster.

>>1308870
God...

What if they are passed we didn't ask to take their pic in the selfie. We should apologize.

Unlikely, but it would be funny.
>>
>>1308994
So you want to try diplomacy instead? Even with our power, I don't think our odds of that are better than hitting them with our hardest stuff.
>>
>>1309001
We have time to say sorry while changing a weapon.
>>
Rolled 26 (1d100)

>>1309132
Okay, as long as we also have time to run if they don't accept the apology
>>
>>1309219
If they are just hungry we can throw our snacks at them.
>>
>>1309226
Now you're just being silly. We don't have enough snacks to fill their hunger. Come on, let's just pop a Rod From God and go! It's literally comparable to an orbital weapon (as that's where the name comes from), it'll surely do more than just piss the monster off.
>>
Rolled 74 (1d100)

>>1309252
We fought hard for these snacks. How can you deny their worth like that?

Well I hope that the G-nade would do a lot to them. Tho I'm thinking that it would need more of a windup to do the damage.
>>
>>1309362
That's why we use it now, it'll probably take a minute to do it's thing.
>>
Rolled 23 (1d100)

>>1309373
Yeah. That's why I back the action to do so (while at work).

Just hoping we can apologize while defending our self. Maybe throw our snacks to the side and see if they go for those.

The monstrous snacks to feed a monstrous hunger.
>>
You out there Genie?
>>
Rolled 84 (1d100)

>>1311245
Captcha decided to suddenly go to shit and make it impossible to post. As in it didn't even show up for the longest time and i keep failing at trying to post. Think its my internet which is strange as it doesn't usually suck nearly this hard.

>>1309252
Only if it has enough time and distance to achieve that kind of velocity. The required windup is its greatest flaw.

So what is consensus? Only ever got 2 votes for things so it was never locked in.
>>
Rolled 74 (1d100)

>>1311311
I'm backing the >>1308938.

Didn't think saying sorry, for the off chance it worked, would be an action.
>>
Rolled 56 (1d100)

>>1308938
Type 7 grenade has been thrown at the monsters. You notice that for some reason it appeared to just...freeze there before it slowly inched forward as and kept on accelerating from there. Ever faster.

You didn't get a very good at it given how you were running into the jungle while charging up a triple barrel hot plasma shot.

After a short while however you heard a strange whooshing sound, thud, and sudden explosion. As monster giblets started to rain down upon you from above. Looking back...you could see a smoking trench that followed the route the grenade took...and a new smaller lagoon. Which you realized was some kind of crater and sand bar.

Thus you thought you were now safe until you realized that only one of the huge monsters got turned into giblets. At this point you shot it in the face.

How you did it from this range you don't know. You also were shocked to find out just how large a glob of plasma the alien gun shot out and the way it arced over. Exploding upon the surviving monster and making it shriek as it fell back into the ocean. With a loud explosion of steam and yet more thrashing waves of water.

...So you stared at a now changed beach and your head began to hurt at the thought of the loss of ruins and for some reason monsters really having it at for your or possibly really hating selfies for some reason.

What do?
>Head back to the colony
>Go to the two strange twin rivers
>See what the monsters left behind
>Take a breather
>Other?
>>
Rolled 99 (1d100)

>>1311491
>See what the monsters left behind
Maybe poke at them with our stick.
>>
>>1311604
what's left of them I mean
>>
>>1311491
>See what the monsters left behind
Well if the monster is edible. Lets take what we can home. It's at least something from this outing.
>>
Rolled 71 (1d100)

>>1311844
>>
Rolled 72 (1d100)

>>1311604
STICK OF DESTINY GRANT ME LOOT FORM THE MONSTER'S BELLY
>>
Rolled 19 (1d100)

>>1311950
>>1311604
supporting the two
>>
Waiting on Genie or Waiting on three for action?
>>
Rolled 64 (1d100)

>>1311604
You decide to bring to bear your mighty stick...of poking. Figuring you were gonna poke at the remains and hope there was something to take.

The militia also took a look around...or were cleaning themselves up from the rain of literal gore, dirt, and sand from the gravity grenade. Took awhile for it to warm up but damn if it didn't have one hell of an effect.

You meanwhile started poking at monstrous giblets while ignoring the cursing from the militia. Your poking revealed strangely intact pieces and strange clumps of ores. Including pieces of ruins...and some strange alien artifacts. In fact you discovered an amazingly large number of alien artifacts which if you ignored them being covered in gore were in amazingly good condition! What was strangest however was a weird looking blinking box that seemed to flicker strangely.

Acquired
Mineral Deposits(Unknown)
Alien Artifacts(amazing condition)
Monster parts(plentiful)
Blinking Box(Unidentified/Unopened)

What do?
>Head back to the colony
>Go to the two strange twin rivers
>go back underwater
>Take a breather
>Other?
>>
Rolled 95 (1d100)

>>1316529
>Take a breather
I think we (including the militia) could use a short rest.I suppose we can also casually watch the strange twin rivers while we catch our breath.
>>
Rolled 9 (1d100)

>>1316529
>Head back to the colony
Open box in private wearing our gear...inject whatever is inside...if it is intact usable
>>
Rolled 9 (1d100)

>>1316581
I'll change to support this. Maybe scan our loot with the fisher
>>
>>1316587
I think maybe we should ask someone if they have any idea what it is first. The old zealot and the old shopkeep may know more about religious stuff than alien stuff, but the important thing is they're trustworthy.

>>1316594
Thanks. Yeah, scanning our loot with the Fisher is an excellent idea.
>>
>>1316587
and messing around with strange boxes with unknown contents is NOT something to be done completely alone. Remember the MAD Enlightenment device from Detonator's quest? And while it wasn't a box, there was also that book Slate received in the Flesh Sewers. Both would have been very, very, bad if there wasn't someone else around.
>>
Rolled 33 (1d100)

>>1316581
supporting
>>
Rolled 54 (1d100)

>>1316581
We grabbed snacks for a reason. Their time is now.

Then my vote is we head back and get this loot identified. Be it the scanner or some shop keeper, maybe both.
>>
Pokes the lamp
>>
Rolled 33 (1d100)

>>1320874
I just really haven't been feeling so well lately. Normally if it isn't too bad I can still make a couple posts. Even if its only fluff or question related.

>>1316581
You decide to take a breather. Taking a drink of water and eating the snacks you were smart enough to bring along. As the close call and promptly fleeing from the monsters. Had done a bit of a number on you. Particularly yourself given how the monsters seemed to only really have it out for you.

Which is starting to become quite the annoying theme. If you didn't know any better you would think you were a descendant from a Hunter Lineage or an notorious monster hunter. Not like it was just a one time thing...

The militia forces for their part are wondering want you wanna do. While an officer of theirs is using the radio discussing some things before hanging up. Alerting you and the others on how a colonial trade fleet is soon to be inbound. Which means all kinds of goodies, technology, and even upgrades will be available. Sadly none of it will be for free.

What do?
>Head back to the colony
>Go to the two strange twin rivers
>go back underwater
>examine the treasures you found
>Other?
>>
Rolled 15 (1d100)

>>1324362
>examine the treasures you found
Hopefully targeted scanning can help compensate for our relative inexperience at appraisal.
>>
Rolled 50 (1d100)

>>1324362
So how is the loot being divided? Did they get their own stuff or is what is grab for everyone?

-----

Probably best we head home with everyone. So we can clean up and identify the loot. Then we can process the monster meat or at least some off it. Assuming that the raw meat will not last till the trades show.

From there if loot is for everyone. We see what we all wish to keep and ready to sell the left overs.
>>
>>1324362
I'm guessing your new place is putting more work on ya?
>>
Rolled 9 (1d100)

>>1324467
The militia collected some of their own loot on the side. They didn't just throw it all in a big pile to be later split up.

Contrary to popular belief that kinda looting is the exception. Usually its guys grabbing what they want or at the very least keeping some of what they loot to the side to keep for themselves. Usually the best/better of what they find.

Basically unless you wanna force the issue loot shares is done automatically. Even if you can convince them to put it into a large mutual pile. They are still going to obviously keep some of what they find a secret/on the side for themselves.

It's just human nature.
>>
Rolled 11 (1d100)

>>1324591
Mostly due to chaos from moving and more importantly. I went to see a different doc who fucked with my meds and thus I am...not doing well. It was to get refills on old meds that actually worked until I could see my actual doctor. Due to the move things like that got messed up.

Suffice it to say I hate that cunt. There was literally no reason to not refill those meds for me that worked. It wasn't like all of them were a controlled substance either. Instead of giving me an entirely new prescription of stuff that may not in fact work.

So yeah that has been messing me up quite badly lately.

It doesn't help that I have ludicrously high drug tolerance which makes finding workable meds all the harder.
>>
Rolled 58 (1d100)

>>1324362
>Examine the treasures you found
>Other?
Lets see what we have folks, maybe get the nanites to eat any rust or erosion off of them gently.

Inform the Militia we'll head home shortly. Keep some of the Giant Monster meat too sell, and maybe a large bone from it for a trophy to put on our wall.
>>
Rolled 71 (1d100)

>>1325357
New thread since this is about to drop off entirely.
>>
Don't forget to archive!
>>
>>1324706
Dam.

>It doesn't help that I have ludicrously high drug tolerance which makes finding workable meds all the harder.
One of my friends is like that. Really blows for them when they get sick.




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