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File: Outpost Landing pad.jpg (111 KB, 676x356)
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Rolled 70 (1d100)

Last time while the colony operation was being finished you ended up a pirate ship planning a rescue. Little did you that you would be the one behind a Grey Goo breakout and when you tried to rescue the kidnappee. You instead got knocked out like a bitch and tied up along with the kidnappers.

After breaking out with the kidnappers and retrieving your possessions. You found out that things were become extremely fucked as the attempts to quarantine the grey goo was failing spectacularly. Even worse they were about to use some kind of super weapon in the attempt to destroy it but the side effects would be devastating.

When you thought things couldn't get any worse you found out that the person you were planning to rescue was somehow in ground 0 of the grey goo. After heading there you discovered the nanites had gone rogue and the shipboard AI was being consumed by rampancy.

There you made the desperate choice of working with the now Rampant AI in the attempt to deal with the goo and prevent the super weapon from going off. To a degree it worked but alas the rampant AI decided to betray you afterwards by giving you your 'just reward'. After having caught a glimpse in something you shouldn't have.

Next thing you know you wake up and find yourself on a bed in the ship medical.
>>
>>1411436
I just love how everything that can go wrong for Mr.Charisma does so.
>>
Rolled 100 (1d100)

>>1411436
>>1409973
A nurse soon arrives after you carefully pick yourself up.

"Your onboard the pirate ship the Sad Lady. Your stuff is in the box at the front of the bed. Painkillers we cannot boost unless we desire to kill you."

>>1409999
"If the ship is in space then that can be arranged as for getting sending a message...unless you know the passcode you wont be able to send any."

>>1384121
old thread.

>>1411453
and now you finally know why grocery girl wants to keep you as far away from her friend as possible.

She has quite the good eye for people as it turns out.
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Rolled 34 (1d100)

Alright, not sure if it's a bad idea to ask the Rampant AI M073 to train us. Just thinking it would be good to know how to use the "gifts" we gained.

Then buy a ship warming gift for our new ship AI. Next thoughts for action from there.
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>>1411496
I'm thinking we should ask the Mo7E what he did too us and then try to get ourselves back too the colony.

As for a ship/AI warming present why not a piece of the fisher tech?
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Rolled 84 (1d100)

>>1411535
It's meant for an ice breaker. I don't want to drop such a high cost gift on the first date.
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>>1411707
hmm well considering we hav eno money...and we need to pay this off.... Might I suggest something simple and nice. maybe ask it what it would like?
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>>1411782
We can just grab a knick knack or something nice. I doubt it would cost us much. Were you thinking we buy it a truck to break down?

If we are looking for AI gift ideas we can ask M073.
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Rolled 54 (1d100)

>>1411458
Well, I think our priority should be getting our shit together to trade with the merchant fleet.
We've got that stuff from the monsters on the beach, I presume said stuff is still in the colony. We have a lot of monster parts, some alien artifact in amazing condition, and, needing identification, mineral deposits and a peculiar blinking box.

Our new ship could probably do something with the minerals, likely more profitably than simply selling them.

>>1411782
>>1411804
Oh hey, that's what we could gift. The ores we got from the innards of monsters we slew.
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>>1411833
I concur let's get home with all our stuff first
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Rolled 99 (1d100)

>>1411833
Vote?
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Rolled 42 (1d100)

>>1411833
Supporting. We're off back home to sort of stuff to make money and getting our Alien Tech IDed
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Rolled 39 (1d100)

>>1411833
"I...need to get going."

"Figured as much but we need to delay you for a bit."

"What to get checked out by the doctor," you ask followed by much screaming of his...current 'patient'. It resulted in you shuddering.

"No fortunately for you the Boss himself stated you weren't to be harmed. Unsurprisingly the doc himself wasn't happy about that. Goddamn sadistic bastard."

"I HEARD THAT," yelled the doctor before he started to giggle madly before getting back to his...'work'.

"I swear if he weren't such a miracle worker the boss would of killed him ages ago."

"That I would have," interrupted a very familiar looking man but now dressed as a pirate captain. With a strange chained mask as a necklace. He ended up sitting in a nearby chair one of his bodyguards pulled over.

https://www.youtube.com/watch?v=0_3sdIEhkNA

"We REALLY need to stop meeting like this. Isn't this the third time now? If I didn't know any better I would of thought this was on purpose. So let me guess tried to return the favor now have you," he asks as he pulls a long drag on his cigar.

"..."

"Oh you didn't know about that now did you? Whoops thought you knew my bad. Still I am getting awfully tired of this but given how you saved my ship and one of my most precious possessions I am gonna let it pass. In fact I showed up here personally to thank you...and reward you." With that he took off his pirate hat and pulled off the strange chained mask before handing it over.

"This here...is a magical mask made by the Magi ages ago. Great stuff much better then the crap the super heroes and super villains are running around with. I would of kept it if I were willing to hide behind a mask. As is I was never able to utilize it to its full potential and I never trusted any of my men with it.

While this here," that was when he bode one of his guys over you showed you a folded piece of shimmering cloth."Is a special cape...and no it ain't magic. Something stranger in fact not sure who or what made it. Think it has to do with psionics. It has some interesting capabilities. Just don't let the Megacorp Umbra or shady government agencies know you have one now."

"Not going to tell me what they do?"

"I will once your off my fucking ship. The girl let me know how troublesome you are and I am inclined to agree. I will however be keeping her. I gotta admit I rather like that one. Plus its not like she has much a choice thanks to her friend. She'll be sticking with me until things calm down. She DID however make it explicitly clear to me that I am to pass a message along the lines of 'stay away from my friend or else'. Except with much...MUCH more color description of what she will do to you and how you best stay away. Quite the annoying rant truth be told and one that even made my men turn green."

After that true to his word you got 'escorted' off his ship. Surprisingly it was docked at the colony. Thus you didn't have a long walk through the jungle to get back home.
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Rolled 30 (1d100)

>>1412164
Good thing to given how sore you currently are. The colony was also bustling now that the trading fleet had arrived. There was much business to be done after all! Which was also an important thing to you given your hoarded savings and your acquired various loot that needs unloading. Who better to sell to and buy from then that huge trading fleet?

Thus you hurried home but pulled out the device one of the escorts had given you which apparently contained information on the goodies the current pirate captain and former bandit boss had given you.

Gained
Magical Mask of Twinned Self. When worn bestows a second life and the ability to identify all within sight. While worn cannot be identified. Cannot be forcefully removed when worn. Your mind, soul and body is 'changed' while worn.

When not worn but kept on your person new effects kick in to replace the old one. In this case you can 'activate' the mask to create a perfect clone of yourself. Otherwise the mask will passively make your less or more obvious depending on what you want. It will also passive enhance your capabilities and will shake when it senses something...unusual.

Including monsters, magics, powers, psionics, and more. Whatever it is that is strange the mask will pick up on it even when its not worn. Another effect of not directly wearing it is it will help protect you.

The pirate captain admits to not knowing its full capabilities and states that whatever you do you should NOT remove the chains holding the mask. NO MATTER WHAT DON'T FUCKING DO IT! According to him they are sealing something within it. He doesn't suggest letting whatever it is out...apparently he learned that the hard way.

The cape meanwhile is something he refers to as a 'Cloak of Cancellation'. It has the peculiar ability to 'erase' your presence and any incoming threats by serving as a strange kind of shield that nullifies whatever hits it. Apparently its no ordinary method of concealment as he swears that using it you can even sneak past specialized detectors.

Problem is he thinks its able to do that...for a very sinister reason. See its not actually hiding you...its canceling out the fact you exist. Hence why you are 'hidden' even from which that can see everything...how can it see something that doesn't exist? Thing is its less being hidden and more not actually being there in any kind of real sense.

Its that same exact reason is why its such a effect protective effect as well...except what it touches that isn't the wielder NEVER comes back.

Truth is not even he knows its real name...and is actually kind of certain it doesn't actually have one. He also doesn't suggest wearing it too much due to the extremely disturbing sensation you feel while doing so entails. It's not like your being shifted to some other plane of existence...its something far worse or so he claims.

Fortunately the cape has to be activated to unleash those effects and it has some passive ones.
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Rolled 89 (1d100)

>>1412189
Passive wise he swears that it prevents 'lock on'. It even shields your mind even from psions and makes you harder to hit. It also for some reason makes you faster then normal. Even magical effects for some reason are weakened so long as your wearing the cape.

He advises however to...avoid using its active abilities too much. Why exactly it doesn't say.

Reading the message kept you occupied and next thing you knew you were back home. Getting inside and eagerly bringing out your treasures and money.

You need to go shopping...and find some buyers for the goodies you want to unload. Fortunately checking out the new internet the trade fleet brought with you found out there were buyers for everything possible and quite a bit you didn't know were. There were always more then one buyer. Hell you even noticed corporate ships among the trade fleet even Megacorp ones. Doing some digging you also found out about there being ships that dealt in much more shady dealings.

Now what do you wish to sell?

Any kind of services your interested in? Quality?

Any kind of goods? Quality?

Best start listing things and to you veteran players. There are megacorp presence including player fluffed so naturally their specialties are available!

Yes, this is going to likely be awhile and if you miss anything its gonna be awhile before the fleet comes back to trade again.

Be aware colonial upgrades and trades is also available. Plus the colony has its own currency to spend and goods to offer. So you don't need to spend your own money for the upgrades.

Personal upgrades are also available even Super ones. Though good luck affording one of them.
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Rolled 70 (1d100)

>>1412210
Some example categories

>Body Armor
>Personal Weapons
>Ship Upgrades
>Business
>Gadgets

For colony

>Stat Boosters
>UPgrades
>Infrastructure
>Technology
>Goods
>Currency
>Materials
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Rolled 53 (1d100)

>>1412210
Do we still have our Fisher Gear?
If so We already have...

Fisher Nanites/Armour/cloak
Fisher Scanner/Teleporter
The Spook Cloak
Magical Mask of Twinned Self
Our nades and gun

So basicly i'd say we ourselves are pretty fucking well armed.

>So I suggest we focus on Colony things. That and paying off our Ship.

>For Colony

>Technology
A Scanner/Radar system that detects those shape shifters and keep the Militia aware of the area situation at all times. It also helps us keep an eye on the weather and eye out for Pirates. We'll also need a shield for said Radar system.

>Infrastructure: We can charm the mayor into action
1) Our Ship Port so we can handle more vessels and such. Along with Turrets too protect it
2) Our General Infrastructure. Power, Water, Digital maps around the place, proper lighting etc.
>Stat Boosters
Desire Too know more.....

>Us Personally
We sell our Normal wares alongside maybe some pieces of alien tech we don't want once we have them IDed
>Infrastructure/home
Lets make our home really nice, Bottom floor is the store, top floor is our penthouse. and a nice Vault for our more favorite things
>Technology
A shield generator and high caliber home security system if you please. We're going full prepper.
>Goods
Acquire some stuff to give us a little more versatility, such as power packs and spare parts for the corp stuff that other people buy, they'll need to fix that shit. Lots of offworld foods and lasting goods

>Ship Upgrades
Give them the model and see if theres something that catches out eye
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Rolled 74 (1d100)

>>1412247
You do. Surprisingly none of them tried to swipe anything. Probably because once the Boss found out there would of been hell to pay given how you did them a solid.

You only THINK your well equipped. There are still gadgets and other funs like personal augmentation and MORE GUNS! Plus there is shopping for your business, home, or ship.

Scanners that can detect shapeshifters are absurdly expensive. Even the weak and cheap ones cost quite the pretty penny.

Spaceport upgrades wont be cheap. Currently the colony spaceport is a rather subpar model that can only be used by ships that have inner atmosphere and lift off capability.

The colonial infrastructure really isn't very good due to the religious colony background. Good news is its at least reliable and time tested.

The colony tech level meanwhile is even worse.

Stat boosters can either onetime boost a stat(like recruiting people will boost your pop) or you can try to acquire upgrade it directly, but the upgrades are much more expensive. An example would be purchasing a lab upgrade would boost your research capability. On the plus side their benefit is passive and longer term. Compared to the other temporary enhancement that is one and done boost.

Due to how obscure your ship and the bad blood for that kinda tech...your gonna need to roll very well to find much that is explicitly meant for that kind of spacecraft.
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Rolled 47 (1d100)

>>1412301
You can also directly purchase technology. So you could for instance directly purchase technology unlocks, upgrades to preexisting techs, or simply pieces of that technology.

Unlike in the most apoc where technology is hoarded and protected. So long as you have the money or materials to trade you can acquire just about any kind of technology. Including Super Tech, advanced alien technology, and BLACK tier programmed goodies!

Information/data can also be purchased and is in fact one of the most hot goodies. The trade fleet unlike the small courier services have the advantage of sheer bulk intelligence they drag along with them.

They will also without fail purchase any and all available data the colony has for a tidy sum. Any kind of resources they will also purchase. This includes such simple things as food and water.

Best part is barter or currency is perfectly viable and acceptable. Its not uncommon for colonies to be broke and more interested in goodies/services they can use now then money that they cannot spend on things that simply aren't available to them.

It also helps they tend to be far away from the big powers that the power of the backed currencies is greatly weakened. Currency that is viable in one empire may not be accepted in a republic for instance.

Even Corporate Credits are weakened in Corp sponsored colonies.

Distance and isolation can be quite the bitch like that.
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Rolled 29 (1d100)

>>1412210
>>1412247
Don't forget the Fisher Personal Shielding Device! And The Fisher is more than just a Scanner and Teleporter!

First off, I think we need to fix the situation with the cops.
We find a security expert and start by getting a consultation from them to see what they recommend. I think we'll want equipment and training, possibly hire some SWAT cops, but the security expert should help us figure out the specifics.

I think we'll want infrastructure upgrades, but also tech upgrades.

For ourselves, first we need to keep enough set aside to pay for our ship. At least enough that we'll be ahead on payments for a good while.

Our alien artifacts (amazing quality!) I assume are by and large things we don't have much use for, but would be of great value to the right scientists or collectors. So we can get some quite nice things in exchange for them.

We of course need to get that blinking box identified.

For the most part I agree with what to look into buying for ourselves. I think maybe we could also stock our shop with survival gear, be a colonial outfitter.
I'm sure we can also think of some gadgets and personal augmentations that would be very useful to us. How about a voice amplifier to make ourselves heard?

Oh yeah, and I want to get info on taming and training beasts, specifically the kinds we'd find on this world (so mostly aquatic or amphibious-like the frog-shark!). And any equipment that would help us with that. I'm hoping that at least not /all/ monsters hate us. Or that we can overcome that, we are a Super after all.
>>
Hmmm ok what im thinking is we should hit the mayors office and get them too sell all the information on the shapeshifters, plenty of bodies to study and all the data we have on them directly...and exculsivly to X megacorp. They love that shit.

Secondly I also Suggest they sell the location of that ruined Alien Base behind the Waterfall because if we are lucky they will be interested and set up a research station here...if we provide some tech samples like the Militia got they can see there is quite a bit to be gained from all this.

What should the colony do with all this money?
>Infrastructure
Make this place above a settlement in the middle of nowhere. I'm talking Tall Concrete perimeter Wall with gates, I'm talking lights, power and such. But also Statues and Religious Monoliths etc. Make this place a good place too live, make people want to stay.

>What should we do
We (with the help from the mayor sell the locations of several Alien sites and split what is found the Corp gets 60%, Colony gets 25% and We get 15%). We charm the shit out of them, get someone too commit to a contract in our favor and sign that bad boy. We have now secured Corp Sponsorship as they can set people up here and when they do their trips pick up all their new stuff making their trip cost them pretty much nothing.

>What should we buy/sell
I really do want to upgrade our home and business, upgrade our Fish tanks, our building itself, security and so on.

Planning for the future: We start farming that Exotic Matter ready for the next Corp Fleet to enter the system provided Pirates don't buy it first.
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>>1412316
oh shit I forgot our blinking box. God I wanna crack open that bad boy...if its meant to open
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>>1412316
I do like the idea of buying tons of ammo and gear, we're a full on prepper
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>>1412316
Oh right, and we sell the monster parts.

>>1412321
By and large that all sounds good. I don't know what's standard as far as specific perecentage go though.

Maybe some upgrades for the militia, such as superior equipment
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>>1412324
My secret desire is to make the police redundant by replacing the mayor, cutting the police budget and giving their duties to the Religious Militia, little by little phasing them out or merging. Effectively over time turning this place into a Colony led by the faithful answering to no one.
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Rolled 48 (1d100)

>>1412343
So you want to turn the colony into a theocratic police state under permanent martial law? Uh...okay then.

I don't believe such an aggressive stance would be desirable in any way. We wouldn't even be safer because we'd be painting a giant target on ourselves for anyone who has a beef with the Faith or even just wants this planet for themselves. They could come to our fledgling colony in force in the name of "liberating" this world from our tyrannical regime.

Also seems a hell of a lot harsher than what I thought you were going for with the River of Light and the Maiden.
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>>1412367
It aint what I aimed for in the faith I wrote...I just think it'd be interesting. As you say it's pretty against the core. Ain't seen a theocratic police state in the Genieverse so was gonna give it a go

Remember its only a Police State of te public don't like it, get us on a podium we'll take care of that
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Rolled 68 (1d100)

>>1412215

I seem y'all are on point with our needs.

We sell our trade goods of space food and smoked fish.

Monster parts for our two kills. ID the loot and sale based on what we gain from the loot.

For personal I'm thinking we keep a chunk for ship payment, go with 40%. 30% for Business upgrades and hire of 1 person or two for help. 30% get a trainer for our gear and/or powers. If there is left over we can go from there.

Colony: I agree with security expert for the cops. While a faithful colony. Military and civilian life have different needs.

Maybe get more boats to help with sea food.

Still thinking we leave the woods alone. Unless we wish to risk fay. Tho we can look to hire an herbalist. I'm sure the jungle has many nice things for them.

Infrastructure, for sure, to help quality of life. Walls, water purification, toilet paper and so on.

Stat Boosters: armament, our bros in the militia earned it.

Colony sales: Yeah if there is a market for the bodies and info we gain. I'm down to sell them. Could save some lives out there.
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Rolled 47 (1d100)

Still no consensus on anything yet?

Don't want anything to boost your charisma?

No recruiting of people? Be aware charisma characters strength is in NUMBERS and NOT individual strength(seriously though charisma characters are weak as shit if you stay solo . So more is ALWAYS better when it comes to charisma characters).
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Rolled 36 (1d100)

>>1413583
Personally I was planing on getting people from the colony to help with the ship. Since we can trust them for sure.

Yet saying something does make we think that we should hire some better trained shipmates. Engis for sure to help repair and tinker. They could help the colony as well.
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Rolled 63 (1d100)

>>1413663
Most of the colonists aren't going to have much experience when it comes to spacecraft. Your best local source is unfortunately the pirates who are going to be experienced and skilled in spacecraft.

Be aware that has a Charisma focused character you suffer the least penalties when it comes to the different kind of forces you can command. Plus bribery is quite effective.

On the plus side the pirates and other criminal scum are going to be the most easily available stealth units you can acquire. As opponents though that makes them quite difficult to deal with.
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Rolled 28 (1d100)

>>1413730
For the sake of argument the uh Charisma boosters. What flavors they come in? im interested, commanding presence has a lot of options too it, might get a good price using our charisma in a round about way
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Rolled 70 (1d100)

>>1413828
Voice modules that make your voice sound more...magnetic.

Pheromone releasing augments.

Modifications that improve your looks.

All kinds of stuff really.
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>>1414412
So say I wanted Hypnotic Gaze AUGs and Pheramones...what sorta price we looking at
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Rolled 40 (1d100)

>>1414457
Hypno gaze augs will be very expensive and frankly not very good unless they use Magic or Psi.

Pheremones are a common if usually illegal mod especially those with proven mind influencing properties. Cost wise they aren't actually that expensive. The problem is the synthesizer is where they getcha when it comes to price. Those aren't cheap but without them you'll have to refill it yourself.
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>>1414478
Ok....how much is a synthesizer I assume it installs the same way as a nano factory within the body.

Is there a way we can, magnify the power we have, people naturally see us as more attractive and commanding, but what is we magnified it with X AUG. Pheramones would be good because long term exposure to us will be addicting
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Rolled 85 (1d100)

>>1414596
That will require a Power enhancer which is super fucking expensive and extremely difficult to find.

Unless you want it to be temporary and or have side effects.
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Rolled 33 (1d100)

>>1414773
Shit, let's try to find one and see if we can afford it.
Willing to sell/trade anything EXCEPT our personal equipment (Fisher stuff, mask, nameless cape)

Oh wait, I assume that's for increasing our power rather than adding pheromones. Well still see if there's one available.
But try to get a pheromone synthesizer. If we can't get that just get the pheromones.

Anyway, here's what I want:
For us:
>shit to help us with taming monsters
Find a beast tamer and get whatever they recommend

Also, I really want to know how nanite manipulation works. Also what the other thing we gained is. Start by trying to talk to the AI who gave it to us.

For colony:
>Shit to make the cops stop being useless
Find a security expert and buy whatever they recommend
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Rolled 94 (1d100)

Ok folks shall we do this buy the Numbers, first we go to the Town Hall and get our Mayor/Governor it invest as much as we can in infrastructure and Tech. Basically turn our bare bones level colony into something like Pic related. Give us some order. Water, Lights in the streets, the odd holo map on street corners. Secure some financial aid from the Faith by also building some religious monuments etc.

This will also help with security and the police, as we'll have walls, only way in and out are 2 gates, more order and structure makes crime harder too commit without been seen etc.

If they have some money left over they can both upgrade their equipment.

Once this is done we can move onto more personal stuff
We should buy the rights to the ocean area where the Starlight Rivers and the ruins are, it'll be cheap as fuck because this is an ocean world and beach front stuff is like dirt here. Once we own it we can then later on when a true corp fleet comes along sell stuff and rights
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>>1415261
More art that kinda suits the colony
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>>1415286
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>>1415301
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Rolled 66 (1d100)

>>1415261
Nice roll, but we really need to address the fucking police situation directly. Currently they refuse to do their job because they don't want to die. Crooks just make them the old "silver or lead" offer, they can take bribes or get shot. Something must be done.

Again, I want to find and consult a security expert. And do what they suggest. Maybe that means bringing in new blood. Maybe special trainers, almost certainly better equipment.
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>>1415306
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>>1415320
I do agree the cops are damned useless, but recently there has been a bit of a power shift. The Militia and the Monster Hunters did all the work lately, the Mayor is likely on the way out given his lack of helpping.

This Power/reputation shift, alongside the shifters opening jobs up means fresh and faithful folk can slide in. I believe we should start low down. Talk to an expert like you say, gather information, then in one swoop we can change the police and raid all the places we've scouted before it can be leaked.

Also that's not the only action. Supporting my thing there is just a start. We can do more
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>>1415321
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Rolled 5 (1d100)

>>1415348
As a matter of fact there was a most 'unfortunate' incident involving the townhall during the monster operation. Apparently the monsters attacked townhall...and killed everyone.

The militia was unable to make it on time...

The useless cops meanwhile died in the line of duty trying to protect them.

Or so goes the official story.

Funny thing is your scans indicated there weren't any monsters around there...and there were militia forces nearby. At least it looked that way before you left.

Also you bastards have never locked in any fluff when it comes to the religion your colony follows. I mean goddamn it I can't describe shit because of it. So come up with something and agree on it already.

I REALLY don't wanna have the religious fleet show up when that is still undecided.
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>>1415876
I did that faith Drop in the first thread but I don't know if anons confirmed that's what they wanted it to be
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>>1415876
>The River of Light
Also known as the Sui'yna, this faith works on the teachings of a "Order from Chaos" mythos. Before all things there was darkness and Chaos which gave birth to the Spirits of Fire and Wrath who ruled before time. Time began when a Wellspring of Light emerged in the chaos, from it flowing order and peace. The Light soothed and cooled the Spirits of Fire and Wrath putting them to sleep across the motes of creation. As life began to crawl among the dirt the Maiden of Light showed then the way to sooth the spirits, to let them rest eternal. She taught mortals how to live in peace, but also how to turn a foe into a friend...and in times of war if needed unleash the fury caged within. After this the Maiden of Light continued on her path with a message that she will return when the end comes to take her faithful safely away.

>Common Prayers or sayings

-"May the River Guide you on a peaceful path"
wishing someone a calm and prosperous life.

-"When the River is ablaze"
How about when the end comes/hell freezes over kinda thing

-"Maiden's Tears"
oh for the love of god

-"In Chaos and the night, hold tight your shining light"
When times are bad hold onto your faith

-"May she guide his Soul through the Night and embrace him in her Divine Light"
Take care of a dead persons soul

-"Light Follow You"
Take care

>Notable or common passages
-"Though the Spirits of Fire and Wrath lay within, this Light and the Maiden's Grace shall protect us from sin"

"Though Fires of chaos may rage, the faithful together shine brighter"

"From her Passing order and Light gave us life"

"Though a single mote of light can be alone in the dark, it shall never be lost to her, blessed are those who walk the path even if alone"

"Blessed are the keepers of Order for they keep burning wrath at bay"

>Principles
The key tenets are the idea that within all life is the capacity for hate, war and MADNESS, but by being better than a beast, by emotion and vice we can be so much more, so much better.

Within the Faith there are those known as the "Wardens", they are the faiths militant, it is they who must channel the fires to protect the faithful and cleanse the unbelievers before the fires of the enemy grow to great.

>Notable Artifacts
The Tome of St. Alistine: She whom heard the words of Our lady alone in the night
The Scriptures of Kaelos: Kaelos was a prophet whom first organized the Wardens
The Suithos: The Holy texts
The 88 Motes: 88 medallions made of an unknown material that are said to reveal and enhance the souls of the faithul when worn...and burn the unbelievers
The Shawl of Cassio: Cassio was a begger whom is said to have given his only shawl to the Maiden on a distent world, she gave him a shawl of pure starlight
The Staff of the Arisen: "Knock three times and the saints shall aid you in your time of need"
>>
>>1415876
>>1415915
>The Suithos

>The Book of Echos
The Ancient myths of the faith, containing the stories of The Maiden's journey in the Heavens before departing into the Divine Beyond. Contains the Parables of "The Taming of Wrath" how she calmed the forces of fire and wrath, "The Maiden's Garden" her guiding ancient peoples and showing them the gift of life, "The Path of Light", the Maiden leaves and shows her people how to prey and seek her out in the Divine Beyond

>The Book of Alistine
The first Saint of the Faith, a young woman upon a barren world whom found an ancient underground spring on a desert world, she heard the Maiden through this pool and from it a miracle changed the very world becoming a tropical paradise in one area. From this moment she spread the faith among other peoples, the faith begins in earnest

>The Book of Cassio
A begger and hermit whom was said to have encountered the maiden when she was testing the faithful, he gave her his shawl to stay out the rain, she gave him a shawl of Starlight, the eternal wanderer, young and walking on paths of starlight. Theis book contains his journel spreading the faith and ensuring Wrath Slumbers

>The Book of Kaelos
The stories regarding the first Militents of the faith and their battles with unbelivers, rules of war set for the faithful...considered a tad extreme by some but he did gather riches for the faith and also found the first of the 88 Medallions. It is said one is upon every world she touched

>The Book of Wrath
End times prophesy, where Wrath awakes and worlds burn, where fire and rage engulf creation and the Stars burn. The Faithful will be tested, must maintain their strength and they will be saved, the maiden reaching out her hand.
>>
>>1415876
>>1415915
>>1415931
>Other Sects

>The Alistians
Ultra orthodox and ridgid, they follow the oldest teaching utterly, literally and unwavering in their dedication. They gather in their Temples and focus on teaching and settling the faith within nations and slowly growing.

>The Cassios
A sect whom took the actions of Cassio as a sign that their Maiden wishes them to go out into the Dark Night and bring the light to others, that simply sitting in temples is not in their maidens spirit, that they too should go out and bring order and life...and when needs be protect it. They do not congregate in large temples, their temple is the vast star filled sky, their faith the journey across it.

>The Kaelar
A more Militent sect of the faith whom believe that the Maiden is waiting for her faithful to prove themselves to her through conquest and bring her gifts. Only by gathering the 88 Motes will the faithful enter the Divine Beyond


>The Maiden of Light and her Children.
When the maiden brought Order to the worlds she visited she left a child and gave them a Medallion, these Children of Light taught what their mother did and mingled with the world until their passing. It is said some bore children of their own, some say when their time drew to an end the Maiden came back to take them away...
>>
>>1415915
>>1415931
>>1415942
Last one don't worry

>The Cult of Nirox
Nirox, once one of the faithful wandered the stars spreading the faith, until one day he arrived upon what is now known as "Nirox's Folly", a world orbiting a black hole, obsidian and dead... Upon this world, beneath the surface it is said he found a temple and within it he found on of the medallions of legend. He took it, he wore it and with it read the ancient texts of this long dead world...

When next he was seen he was a changed man, he swore the faithful were being deceived that the very rage and darkness the Maiden protected them from as not some evil force like they were told...more her own actions....he was exiled but he had sown seeds of doubt....why did the Maiden nurture worlds? why did she do these things....why was that world left to die....why had the medallion not burnt his flesh away?


Gotta have a schism in there somewhere
>>
Rolled 5 (1d100)

>>1415876
>>1415908
I said sure to the River of Light, but no one else ever bothered to say a single goddamn thing about what gods we worship

Rust and I can't really lock in fluff when the other sons of bitches all refuse to even respond with a "sure, whatever." or "I dunno, I'd rather be, like, Ancient Greek or Norse"

>>1415915
>>1415931
>>1415942
>>1415946
This is good, I like it
>>
>>1416208
>>1415942
I backed it as well. I believe I even point it in the notes.
>>
Rolled 91 (1d100)

>>1416208
I'll have what he's having
>>
Rolled 28 (1d100)

>>1415915
Alright so it looks this wins.

Now is there any kind of consensus for things you wish to buy/sell?
>>
Rolled 61 (1d100)

>>1416844
Nope. There people with few cross over.

Infrastructure/ improve quality of life, I believe is the main crossover.

After than two for cop trainer/advisor. Since they are "MIA" along with the government. Probably for the best we hire/find replacements.

Not sure past that.

Still backing new armaments for the militia. Better our defense lower the corruption.

Boats and a herbalist for more colony income.

Personal: ship crew, trainer for us and our gear, hire some people to expand the shop ship and we ID the loot to sell what we don't want.

Not sure past than. Tho I trust the others for missing pieces.
>>
>>1416900
3 people with few crossover.
>>
>>1416208
I'll also back the new mystical religion.

>>1415876
>I REALLY don't wanna have the religious fleet show up when that is still undecided.
Are you telling us you don't want a vaguely religious fleet to have traveled all the way into this godforsaken sector to spread the vaguely good word?
>>
Hey Guys, so I've decided to join in on this quest coming from the Strelok one.

What are we up to right now?
>>
Rolled 49 (1d100)

>>1417520
Hello new friend.

We are now in a moment of peace. Just after the skin walker purge of the colony had been finished. All the cops and government folks have died. ( >>1415876 )

We got two new abilities, stopped/started a Grey Goo event and now are thinking of a shopping list.

Notes on our gear and character here -
>https://docs.google.com/document/d/1nHyuIB6xIkIx9KO-D7SzUU1tqE3uq13GjjoeDSuh7Eg/edit?usp=sharing

Other things to note we have loot to sell, our new AI Carrier (not fully paid off) in port, and have full run of the colony's resources to upgrade the colony. Our hero is charisma based, has a shop, and no real crew to speak of (we've been asking town's people to help).
>>
>>1417706
>stopped/started a Grey Goo event and now are thinking of a shopping list.
Cool

I've always found creating shopping lists are easier to do when you know:
-What do you want to do (immediately or long term)
-What has been some really annoying things you've had to deal with recently
-What has been very useful so far
>>
>>1417738
I believe our guy became a hero to stop crime. Not a easy task do to the system being full of pirates.

Skin walkers, pirates, and our best customer taking a love interest away.

All of the fisher gear we picked up and asking hungry people to help with skin walkers.

List ideas so far.
>>1412247
>>1412316
>>1412321
>>1412497

Still a very young colony and hero.
>>
Do we have a stat sheet for the colony or anything?
>>
>>1417797
I believe this is the closes to the current with some changes do to recent events.

http://suptg.thisisnotatrueending.com/qstarchive/1238242/#p1253740

>>Turn 3
>>>>>>>>A. Develop Resources
>>>>>>>>B. Improve infrastructure
>>>>>>>>C. Improve Armaments
>>>>>>>>D. Research
>>>>>>>>E. Scout
>>>>>>>>F. Explore
>>>>>>>>G. Your Choice
>>>>>>Points: 3 Currency.
>>>>>>Pop 3k
>>>>>>Military 1k
>>>>>>>>Food: Very Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Average
>>>>>>>>Medicine: Good
>>>>>>>>Health: Very Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Average
>>>>>>>>Tech level: Low
>>>>>>>>Reputation: Faithful Colony
>>>>>>>>>Infrastructure: Townhall. Farms. Clinic. Armory. Temple. Militia HQ. Warehouse. Water Treatment Center. Water Pump. Oceanic Dockyard. Space dock. Faithful Housing.
>>>>>>>>Defenses: Fortified Walls. Turret Network. Mono Wired Fencing. Holy Wards. Homemade Turret Grid.
>>>>>>>>vehicles:VTOL 2. helicopter 4. 1 Gunship. 4 Oceanic Patrol Boats. Technical 25. APC 10. 2 Tanks. 1 Pirate Frigate.
>>>>>>>>Power: Nuclear Reactor. Backup Fuel Generators.
>>>>>>>>Weapons: Relic Weaponry(limited). Firearm(plentiful). Explosives(limited). Blessed Blasters(Small).
>>>>>>>>armor: Relic Armor(limited). Light Body Armor(plentiful). Full Body Armor(Small).
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Native Fish. Mixed Fruit. Mixed Vegetables. Limited Ores and Lumber.
>>
I'm going to compile a list of things anon's have currently suggested for the colony, as well as my own.

>Technology
>A Scanner/Radar system that detects those shape shifters
>keep the Militia aware of the area situation at all times. It also helps us keep an eye on the weather and eye out for Pirates. We'll also need a shield for said Radar system.
yes, shapeshifters are awful. Ideally not just a scanner but some kind of thing that can actively mark them from other people, such as a Ray that causes their skin color to change.

>Infrastructure:
1) Our Ship Port so we can handle more vessels and such. Along with Turrets too protect it
2) Our General Infrastructure. Power, Water, Digital maps around the place, proper lighting etc.
Seems good.

Ideally we'd ask Genie for an actual map of the area.

---
>>1415876
>Town Hall Massacred, including police and most of the central government
Well that's not good. Actually fixing this should be a priority, we can't have a functioning colony without central leadership. One that is less prone to being attacked, since facing enemies seems to be a major hindrance to us.

I would suggested we purchase for the Town Hall:
>Supplies for a Fortified Township Hall, armored and with a defense grid both external and internal
>Hire:
-Experienced Professional Veteran - Some one with experiencing in organizing colonial militias and planning defense
-Private Security Forces - preferably some officers and experienced able to help reestablish and organize a police force

>Town/Civil Planning AI Suite
Doesn't have to be a fancy AI, but someone to help organize our colonial assets, jobs and people since we lost a lot of the people responsible for that. A good multitasker.

Help plan the most efficient roadways, organize crop rotation, keep unemployment low by finding suitable jobs and tasks for everyone, analyze rooms for improvements, help plan building designs and blueprints. Stuff like that.
>>
>>1417884
>Construction
-A Constructor: Automated Universal Construction Unit able help in just about any tasks. Building new walls, new farms, new houses, lighting systems, and even some small degree of mining.
no we are not naming him Marty
-Construction Vehicles: Hoverdozers/Cranes, Buzzsaw Cutters, Industrial Flamespewers, Digging Machines - The Constructor can't do it alone of course, and we're going to have a lot of nice building projects
>>
>>1417898
Anon suggested
>>shit to help us with taming monsters
>Find a beast tamer and get whatever they recommend
Good idea, very useful. Beast Tamers and Beast hunters.

>>>>>>>>Fuel: Average
This could diminish as we expand the colony and acquire more and more vehicles. Perhaps a basic Bio-Fuel recycle might be useful to convert foliage and sewage waste into some extra fuel.

>>>>>>>>Tech level: Low
I have no idea what this specifically means. I presume it represents the technological standard of living like everyone having cell phones, house internet and television, maybe even amenities like air conditioning.

In this case, I think a Tech Booster (stat booster) is warranted.
>>
Rolled 70 (1d100)

>>1416900
I agree, mostly. Completely as far as colony stuff goes.

We don't need ship crew for our carrier. In fact they just cause problems with our particular ship. I don't know about a trainer.

We could however hire some people, not necessarily ship crew, that might not even be the easiest place to keep them.


>>1417738
In order:
>Tame local beasties
>Cops being completely useless
>Fisher gear; the plasma weapon, gravity grenades, The Fisher (Scanner and Pole mode), the armor. And The Stick.

>>1417797
Character sheet
https://docs.google.com/document/d/1nHyuIB6xIkIx9KO-D7SzUU1tqE3uq13GjjoeDSuh7Eg/edit#heading=h.yliw2vdodolj

>>1417884
Scanner would be nice, we may have to settle for vigilance and experienced and well-equipped militia and police.

I suggest a temporary government until the religious fleet arrives and we can bring in some leaders from the Faith.

>>1417916
>>1417898
I agree with this and the other stuff, except as noted above

Especially the beast taming.
>>
Rolled 25 (1d100)

>>1417981
How many times do I gotta bring up the fact that charisma specialized characters are weak as shit if they run solo. They shine the most when they have people to order around. Particularly more is better. It lets you do more, be stronger, and eat losses more easily.

This is even true in a political game.

Charisma specialized characters are meant to have minions. Lots of them.

Problem is this can be bit tricky if your not a villain.
>>
Rolled 100 (1d100)

>>1417997
I know. You also specifically said that people shouldn't be on board our ship, especially long term.

I want to hire people, just not ship crew. Literally anything other than ship crew, because we got one of the very few ships that not only does not need to be crewed by organics, but actually suffers from it.
>>
>>1417997
Part of the reason wanted the Faithful was because then we'd have the hero equivalent of "goons". We're effectively I goons spec character. Like Detonators Old boss in a way, but more acquiring them than them themselves.
>>
Rolled 19 (1d100)

>>1418035
...Well you just rolled a 100 on recruiting anyone BUT ship crew. So there you go. Damn shame you could of actually have found some people who would actually be capable of crewing that ship. Hell they would of even be specialists at it so haha.

The ship is indeed a highly automated one but that doesn't mean it can't carry troops and such.
>>
Rolled 4 (1d100)

>>1418076
Great. Now I want to try for those people for the ship.

>>1417884
>>1417898
>>1417916
Also backing this for the colony.
>>
Rolled 93 (1d100)

>BUYING
Can we agree to sort out the infrastructure and such with the Technology for the colony, It helps Order and the new gov when it forms.

We are going to get stuff to
1) Improve our standard of Living
2) Improve our charisma further with an AUG, we'll see what they have though "Voice Mod" and "Pheromones" seem to be the way to go
3) Once we've done ALL the above we start getting stuff for our own business and toys. Lets do this step by step
4 (Bonus)) Acquire title for the Land where an Alien Site is....ours now.

As for trainers and such I have a counter offer. Short version is we need a crew and some anons want a teacher. So lets go to the bar and get some. The monster hunters are still here for now and they were Crit Monster Hunters, they are really good. So how about we go charm the shit off of some of them and get some followers.

It took me while but my brain has finally clocked over in working our role/power

>SELLING
The colony can sell alot of goods but also some of the Alien relics/tech they found. With our help we may secure MEGA-CORP sponsorship if they like alien tech, please not UMBRA.

We personally sale our wares and resupply. NEXT time we'll have more to sell effectively, like EXOTIC Matter.
>>
Rolled 49 (1d100)

>>1417884
>>1417898
>>1417916
Oh beat me too it....problem solved. Yeah I agree
>>
>>1418076
Atleast he didn't say "no pirates", now we can get a nice little rag tag crew.
>>
Rolled 1 (1d100)

>>1417884
>>1417898
>>1417916
Well it took 2 days but it appears we finally have consensus...now for many long lists.

First off

Scanners
Available models are
>Megacorp
>Military
>Alien
>Civilian
>Criminal

Ship Port docking expansion and security turrets acquired now what kind of model do you want for the two of them?

>Megacorp
>Military
>Criminal
>Theocratic
>Civilian

Available power sources for purchase
>Reactor
>Hydro
>Solar
>Fossil

Water source
>Upgrade
>Well
>Oceanic Filter
>Reprocessing
>Freshwater

Lighting upgrade purchased.

As for a map...the colony is located on the coast next to a river mouth. Its a largely jungle island created by a now extinct volcano. It is located in the equator of the planet and is quite the large island located in a large island cluster somewhat close to the one of small continents.

Governance Assisting AI purchased. It is apparently specialized towards colony management.

>>1417898
Available types for Constructors
>Megacorp
>Military
>Research
>Builder

Construction vehicle shipment purchased. What model would you like?
>Military
>Megacorp
>Research
>Colonial

>>1417916
Monster taming kit acquired.
Beast taming kit acquired.

Bio Fuel Refinery purchased.

Tech Booster purchased.

The colony can barely afford all those purchases but if you want the more expensive models you wont be able to afford it all unless you go cheap for something else to help compensate. You could try to shop around for deals or try to bargain with them.

You meanwhile haven't spent much and need to find sellers for the goodies you all agree on unloading.
>>
Rolled 66 (1d100)

>>1418200
>Criminal
Use a criminal to get a criminal.

>Theocratic
God will wash away all.

>Hydro
>Solar
A mix less likely to go out of power if one fails.

>Oceanic Filter
We can sell the salt or smoke meats with it.

Constructors
>Military
Keep our boys fitted to the teeth.

Construction vehicle
>Colonial
>>
Rolled 29 (1d100)

>>1418263
Vote, these all seem good.
>>
Rolled 95 (1d100)

>>1418263
Support
>>
Rolled 12 (1d100)

>>1418263
Vote

I also suggest we personally try to help the colony get a good deal. Bargaining time!
>>
>>1418279
I thought we are acting like the impromptu mayor. Since there wasn't one and we protected the colony a few times. We even helped them get a ship from pirates.
>>
Rolled 54 (1d100)

>>1418263
Alright purchases made.

Do you wish to buy or sell anything else?
>>
>>1418321
Can we see our updated stats Genie?

What do we have to sell

how much money do we have left
>>
Rolled 65 (1d100)

>>1418321
Time to find people who will buy our sea monster loot or at least ID it. Then we get a crew.

Still thinking Engi, cook, balanced troopers for ground warfare, and sailors for boats.

Although I like the talks we are having in discord about getting vet clones or old model super soldiers. Maybe even a team of super heroes to support.
>>
>>1418321
Also Genie can you make a crude MS Paint map of our colony please?
>>
Rolled 73 (1d100)

>>1418337
>>Turn 5
>>>>>>>>A. Develop Resources
>>>>>>>>B. Improve infrastructure
>>>>>>>>C. Improve Armaments
>>>>>>>>D. Research
>>>>>>>>E. Scout
>>>>>>>>F. Explore
>>>>>>>>G. Your Choice
>>>>>>Points: 0 Currency.
>>>>>>Pop 3k
>>>>>>Military 800
>>>>>>>>Food: Very Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Average
>>>>>>>>Medicine: Good
>>>>>>>>Health: Very Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Average
>>>>>>>>Tech level: Low
>>>>>>>>Reputation: Faithful Colony
>>>>>>>>>Infrastructure: Townhall. Farms. Clinic. Armory. Temple. Militia HQ. Warehouse. Water Treatment Center. Water Pump. Oceanic Dockyard. Sacred Space dock. Faithful Housing. Desalination Plant.
>>>>>>>>Defenses: Fortified Walls. Turret Network. Mono Wired Fencing. Holy Wards. Homemade Turret Grid. Tek Scanner Suite.
>>>>>>>>vehicles:VTOL 2. helicopter 4. 1 Gunship. 4 Oceanic Patrol Boats. Technical 25. APC 10. 2 Tanks. 1 Pirate Frigate. Military Constructor. Colonial Construction Mix.
>>>>>>>>Power: Nuclear Reactor. Backup Fuel Generators. Oceanic Hydro Plant. Solar Plant.
>>>>>>>>Weapons: Relic Weaponry(limited). Firearm(plentiful). Explosives(limited). Blessed Blasters(Small).
>>>>>>>>armor: Relic Armor(limited). Light Body Armor(plentiful). Full Body Armor(Small).
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Native Fish. Mixed Fruit. Mixed Vegetables. Limited Ores and Lumber. Construction Tools(average).
>>
>>1418371
Tech level still low huh

How much for a Military Professional?
>>
Rolled 4 (1d100)

>>1418388
Oops
>Tech Below Average(temporary)

>>1418388
The colony is now dead broke.

So you will have to pay for it yourself or try to find someone else willing to.
>>
>>1418371
>>>>>>>>>Materials: Native Fish. Mixed Fruit. Mixed Vegetables. Limited Ores and Lumber. Construction Tools(average).
Wow we seem. . .really low tech?

I wonder if we're still building structures out of wood. That will never do!

Can we get a Concrete Production Suite? There should be plenty of mountain rock and volcanic carbon around to turn into Asphault and Concrete for proper structures.

Some mining equipment too for a Quarry and in case we find any new ores.
>>
>>1418404
Ah Crap I misread, I should have ordered the Tech Upgrade not the Tech boost!

That was temporary wasn't it. Oh well.

No if we're broke then we should wait and save up.
>>
Rolled 88 (1d100)

>>1418405
God will make up for our lack of tech. Blessings be strong yo.
>>
Rolled 64 (1d100)

>>1418371
No need to spend money we don't have.

Action - Use the new Constructor and the Construction Vehicles to set up a Quarry nearby. Let's add some stone to our list of materials.

>>1418420
God helps those who help themselves
>>
Rolled 39 (1d100)

>>1418405
Some structures are indeed made of wood. The rest uses a mixture of metal, concrete, and brick.

You would have to pay for it yourself and you still haven't sold any goodies you found.
>>
Rolled 82 (1d100)

>>1418576
>>1418427
Also:
Personal Action - Find a market where we can get the best assessment and price of the goodies we found. What are they and how much they are worth.
>>
Rolled 33 (1d100)

>>1418589
>>1418427
Soon!
>>
Rolled 37 (1d100)

>>1418589
I concur
>>
Rolled 10 (1d100)

>>1418589
Alien relics price fluctuates a lot. In general they are quite valuable especially if they are in good condition. So you can unload them for quite a lot of money. Too bad you don't have a lot.

Monster material prices are generally somewhat stable. So you can get a decent sum for them.

The ores you found from the monster guts fetch a pretty penny. Its not easy finding such...exotic ores that have undergone such unique preprocessing. They will net you a tidy sum.

The real question is what are you willing to sell or wish to hang onto?
>>
>>1418752
It doesn't seem like any of these have a use for us besides being sold for money.

Unless anons disagre, I vote
>Sell them all for cash
>>
Rolled 18 (1d100)

>>1418765
Keep the Blinking Box and maybe one or two show pieces. Maybe in the crew we can get a xenoligist, someone who obsesses over the Fishers?
>>
File: Spoiler Image (255 KB, 1200x900)
255 KB
255 KB PNG
Just a draft idea
>>
Rolled 47 (1d100)

>>1419109
Surprisingly accurate. Except there are three docking areas. There is another oceanic dock on the other side and the market district is on the other side closer to the star port. On the other side of the market place and also bordering the starport is the...shady area. Where the red light district is as well as the slum and is crawling with pirates.

There are no industrial areas. At best you have warehouses and processing area close to the docks.

The shady slums its worth noting is smack dab between the warehouse, docks, and starport.

The glades...I am not sure what you mean by the glades, but basically on 'colony' is divided between two separate halves. One where they shove all the crap they don't wanna deal with to one side of the river and the stuff they like on the other. The only reason why the market area is on the southside is due to its proximity to the warehouses and ports. When the colony expands they intend to build another much more pleasant marketplace back on the other side of the river.

Your business/home is located in the market place but bordering the warehouse district and current wilderness. Surprisingly enough you have had to deal with few crimes on your business. The few times less savory elements that targeted your place the pirates were...most unhappy about having one of their suppliers harassed. Later that week they mailed you the their fingers and even hands at one time.

The pirates take very poorly when certain key businesses are harassed. Your own business just so happens to be within that category of 'do not touch or else'. Apparently pirates take their supplies extremely seriously.

Where the marketplace is marked on the map is where the holy district is located.

Its worth noting geographically speaking the starport is actually located on the former volcano and further inland a bit but its close sea port for ease of cargo hauling. While the 'rich' part of town is located on some nearby hills but overlooking the sea. The slums meanwhile are located in a lower area that often suffers from flooding when the storms get ugly and borders a salty marsh that has yet to be drained.

When the colony expands they plan to build a railway between the two ports.
>>
>>1419205
If you like do a really quick little paint map and ill draw it up. Just so i nail it for ya
>>
>>1419260
This please
>>
>>1419260
Or just scribble on that one
>>
Rolled 12 (1d100)

>>1419260
Really its just changing some names around and moving the starport further south and expanding the mountains down the south a bit. So that way the mountain is close enough for the star port to rest on it.

Its much more accurate and well done then what I would of been able to scribble.
>>
>>1419365
No worries Genie ill get too it
>>
Rolled 9 (1d100)

>>1419365
Actually you could keep the starport there just expand the mountains a bit in its direction.

>>1419376
Don't expect a larger regional map. Suffice it to say...islands islands everywhere.
>>
>>1419381
Want it build into the side of it or within it?

So if I told you I'd began sketching out more...I should likely chill
Want anymore Faith details
>>
Rolled 13 (1d100)

>>1419480
I never turn down fluff and a thing to remember when it comes to colonies is that they are well planned and coordinated. Surveys are done to determine the best sites for settlement.

The first colony site is generally the best they can find and one that will be close to the future possible space elevator site and key important developments.

Space port will for instance be placed upon an elevated location to reduce the strain of lift off and landing.

Its common for a rail lifts be constructed later on. Which basically help support lift off by connecting to the spacecraft and then zipping forward extremely fast before releasing them to help them break past the atmosphere. Its common for them to use a modified gauss pattern but designed for...well not killing things and assisting lift off. They are moderately expensive and basically think of them as a space/sci fi version of an airport.

The ultimate goal however is a space elevator connecting to the major space station orbiting the world. Problem is space elevators are very expensive and take awhile to build. Once they built however they allow for massive amounts of cargo to be lifted into space for cheap.

Naturally this is one hell of an economic boost to the point that its a given that corp sponsored colonies will have one built for them by the corp which sponsored them. Its one of the biggest reason colonies choose to be sponsored by a corp.

and the corps are more then happy build it for them as they know they will profit IMMENSELY in the long run. it's a no brainer investment for a corp. They all do it for their colonies supposedly at no charge. Its part of the 'package' when you agree to their sponsorship terms.

thing is though they only 'build it for free' to colonies that accept their sponsorship. Which pretty much ensures that corp colonies are quite wealthy....if you ignore how large a cut the corp is extracting and their monopoly.

Truth is they only appear to be wealthy on paper due to the vast resources that the corp and colony is extracting. Corp colonies are naturally well defended by a Peacekeeping Paramilitary force and its not unknown for other paramilitary forces to entrench themselves nearby.

The merc business is INSANE due to all the frequent conflicts due to aliens, outsiders, undead, monsters, crime, wars, and infighting. Merc business is always booming to the point where they are frequently desperate for more manpower to the point they run their own bootcamps and will slap augs into whoever volunteers to fight for them in order to make them combat ready.

They don't have 'health' requirements, because if you agree to their contracted terms they stuff whatever augs they need to MAKE you combat ready and they'll pay for your training.

So yeah...there is a reason why there are so many goddamned paramilitary organizations running around. On the plus side mercs are easy to find but not exactly cheap to hire. After all business is always booming for them.
>>
>>1419620
I have a question Genie, does our colony have a sponsor or are we independent?

I mean, is there a government we prescribe to?
>>
>>1419620
How strong are the Corps vs Governments.

Is it like Borderlands where the Corps are so powerful they essentially act as the major form of government, or more like 1800s America where conventional government is still powerful but the Corps just have huge sway.
>>
Rolled 87 (1d100)

Colony Action - Establish a Stone Quarry + Concrete Plant using the new Constructor and Construction tools.

Personal Action - Sell everything >>1418752 except the blinking box on the market for money.
>>
Rolled 30 (1d100)

>>1420160
supporting
>>
Rolled 85 (1d100)

>>1420160
I really think the ores would be more useful to us if we take them to our ship first.

We can sell all the monster parts, and we can sell all the alien relics if we can get a good enough price for them.

Also identify the blinking box already. Start by scanning it ourselves with the Fisher.
>>
Rolled 10 (1d100)

>>1420294
>>1420160

good point, i'd not considered that ok just sell all but the box and mats, check in with our ship first then sell some of it
>>
Rolled 96 (1d100)

>>1419620
Hey Genie, any Aegis Security people for hire? Since PM police are less corruptible thought it could be worth a shot to hire some.

Does the Governance Assisting AI need people that we can hire?
>>
>>1420115
Your sponsored by your faith. So when the religious fleet comes by they'll help you out.

>>1420130
The corps are very powerful as they even organized their own form of government. Which is common referred to as the Corporate Council. Which isn't technically correct.

The Corporate Council is actually only a part of the Corp government they formed. Its ignoring their justice system, enforcers, neutrality, and officiating deals including those of the backroom variety.

The corps formed said government to help enforce agreements among themselves and to help deal with outside forces. See certain governments and more importantly aliens/outsiders didn't like how powerful the corps were or having to deal with them on an individual basis. By forming that government they were able to bypass that problem.

The Corporate Council justice system is legendary for its neutrality and incapable of being bribed. The corps often use it to settle problems and help enforce agreements. The corporate council also provides a neutral ground and safe meeting place for the corps. Ensuring they can safely come to agreements that will help be enforced by the corporate council.

The reason why people tend to mistake the Corporate Council as the primary force behind their government is due to a simple reason. Every Corp can earn a seat in the council but it requires paying a membership fee. The fee you pay, the more it is the better, because it will buy you a better more important seat. As there are actually different councils with differing amounts of seats. Depending on how much you pay will help determine where you end up.

A Corp has the rights to only a single seat and all corps are required to follow the directives established by the council or face harsh penalties. People often mistake the council for being extremely powerful and biased, but the truth is corps often ignore parts of the directives handed out.

So basically the corps are extremely powerful and on worlds which the corps own...well they are the system of government. Unless said world is also claimed by a government or faith in which case the two may clash. Ultimately though the corps are more interested in profit then anything else. It's due to this fact that the Corporate Council is impossible to bribe.
>>
Rolled 61 (1d100)

>>1420860
Technically yes. Do recall you got a 100 backing the recruitment of people so long as they aren't ship's crew.

Which basically means that not only are elite, bad asses, or special forces are available. Technically even Heroic units are available too considering that roll.

>>1421115
Naturally there are disagreements between the corps and their supposed government, but the truth is both parties need the other.

I could go into more detail but then it will start getting politics heavy and deep spider web interwoven plots will be spoiled. Suffice it to say technically the corps DO have their own overarching government that they ALL pay into.

Otherwise they wouldn't receive the benefits...which far out weigh the cost in membership fees.

The Corporate Council thus has the largest and greatest registry of businesses in all of humanity. Not even the largest and strongest of theocracies or governments have such a list that can compare to it.
>>
Rolled 48 (1d100)

>>1421128
>>1421115
So basically the Corporate Council is in truth merely a single facet of the overarching Corporate Government that the businesses run by all of humanity formed/pay into. I mostly stole the name 'Corporate Council' as it helps give a good idea to people about what its like. In truth I need to find a new name, but I suck at names.

the Genie put a lot of thought and work into how business works in the Genieverse.

Don't even get me started on the effects of magic in early economics.
>>
Genie when it comes too recruitment and that 100 we've been toying with an idea on Discord. What if we arranged for Aegis Securities to become the new law enforcement here buy, first charming them some, then making them a deal too bring a science outpost to the planet to research all the fisher stuff around, this would bring us some researchers, some security and they are likely to take it more seriously as they now have a personal vested interest in this place. We meanwhile are going to Run for mayor and hire someone to run our store.

Just asking for your take on this
>>
Rolled 35 (1d100)

>>1422319
It wont be easy to convince them to place a research station to study fisher tech given how you are the only one who has any intact technology. Their terraforming facility was pretty much toast to the point of turning into dust.

The colony may also not like the idea of there being private police.

Everything else should be fine.
>>
Rolled 26 (1d100)

>>1422319
>>1422342
We actually wanted to make a deal for them to research all the /other/ alien ruins and artifacts. I specifically mentioned the Fisher tech as something we do NOT tell them about. (at least that's what I"m thinking)

Although we really do need to get around to doing something with the less "personal" pieces, like that terraforming device.

I'm hoping we'll be able to sell the colony on the idea.
>>
I dunno how do ask this Lore question but Genie how did you tackle Biogenesis in the Genieverse?
>>
Rolled 45 (1d100)

>>1422855
The origin of life?

Yes I did. I have all that kinda ancient stuff down. In truth humanity in setting hasn't been around even a mere million years.
>>
>>1422862
Yeah because i'd be interested to hear how humanity developed in your work as its a very different world than ours. The History of early life on the cusp of civilization always intrigued me
>>
Rolled 61 (1d100)

>>1422870
Well I can't spoil just HOW humanity ended up in the setting, but as for early human history. There are several major differences.

1 humans aren't the only sapient species
2 there are predators/threats that target humanity
3 Magic is real

None of which can really be easily explained in a couple posts. Its a long and complicated subject.

So for early human history there is one very important factor we need to consider. the kind of environment the humans are in.

Is it a frozen world?
How high is the concentration of magic?

ect.

Because on worlds with low magic present their own development path is going to be most similar to our own.

Things get real fucking weird however if there is a good amount of magic present. That is things start to diverge massively.

See there are a couple considerations to remember.

Gods and spirits are real.
Magic is real.
Power in blood is real.

Ergo monarchies and theocracies are insanely powerful and entrenched. There is also Magiocracies. Which absolutely fucked their philosophical, science, and societal development so incredibly hard. Like I cannot easily put it into a few words with just how badly fucked it got because of those facts.

In world with high magic there is 0 chance for a revolution to bring about governments and ideas that we are familiar with. After all do you really think those monarchies and theocracies are going to allow something like democracy to develop? Communism?

FUCK NO. That is even assuming they even were able to appear to begin with.

This also means that compared to us their ideas relating to morales appear to be very outdated and cruel. To them there was never any accords against war crimes, pillaging or genocides.

The reason why I bring this is up is because of those facts there are many worlds that appear to be...stuck in a few time periods. This isn't actually true. It's just they don't develop nearly as quickly as our own world and people.

After all they got all those theocracies, monarchies, and magiocracies stamping out ideas that don't align with them. They got all those super powerful and well entrenched. There is magic present which cripples the development of technology and science. Societal development is thus and unsurprisingly also largely stuck.

So humanity's early history appears to be largely similar to their modern history which is false.

As while those developments may have been crippled...they wouldn't completely stop. It just seemingly take them forever by our standard.

The biggest however is in how good their magic is. You see the reason why the science and tech develop is crippled...is because of brain drain. Instead it concentrates in the development of magic

So the biggest difference is actually in how good their magic is. The magics of the early history of humanity is a lot weaker then in their modern history. Unless of course your talking about the tech heavy human factions who probably got screwed by being in a magic scarce environment.
>>
>>1422894
Humanity discovered faster than light travel in a primitive manner, broke the bonds of reality and ended up here?
>>
Rolled 37 (1d100)

>>1422894
The only exception to this would be if the magi accidentally apocalypse themselves. Which has actually has happened. If they are lucky when they screw up that badly what happens instead is a magical wasteland.

Eventually the magi would reach their own version of MAD and the magicracies eventually stopped warring altogether...on their own worlds that is. So that way they don't gotta live with the fallout.

Usually they don't even target other magical worlds claimed by humanity due to the fact that they know those worlds will have magicracies with similar capability to themselves. So what do they do?

...You are aware outsiders invade yes?

...So the magi invade back. Becoming the other reality's version of Outsiders.

Which is why magicracies seem so chill and neutral. Its because they learned their lesson, they are just that powerful, and local matters usually aren't a big concern of theirs.

Now the reason why i bring this up is they didn't just start out that way at the very beginning. In the very beginning with the rise of the first magicracies they weren't aware of the full power of magic.

Meaning that period was when they were most likely magically nuked themselves out of existence and or create lots of magical magical wastelands. They also would of slowly learned of just how bad it is for them make war...when they are at home. See they discovered during the first Outsider invasions when they made a counterattack into their home realm...that wait a second. This isn't their home so they don't gotta hold back for fear of the backlash. They would of discovered both the good things and bad things about magic. Learned of certain taboo topics the hard way...like MADNESS and forbidden magics. That are forbidden for a very good reason and one they had to learn the hard way. If they survived they would pass on their lessons...if not hopefully the next one will survive or find their ruined remains thus taking heed of the dangers.

Which meant that early history for the democracies to be one full of disaster and discovery.

The rise of the theocracies and monarchies is bit similar to our own. Except for some very important details and crucial facts. Those theocracies were able to drop very real miracles and their believers knew for a fact their god existed. Which meant heaven and hell existed among other things existed. Imagine it armies of zealots who knew for a fact that heaven awaited them! With priests and priestesses dropping miracles from their deities!

While the monarchies were able to take advantage of potentially existing in the blood. By taking advantage of this fact they were able to climb above the common masses and stay there. With the differences between nobles, kings, and emperors being heavily dependent on the power of their lineage. Which meant fine breeding took an all new meaning and importance.

Naturally this would of fucked over humanity's philosophical, societal, and science development as if there were no tomorrow.
>>
Rolled 75 (1d100)

>>1422901
Bah meant history of the magiocracies not democracy. Stupid autocorrect.

>>1422901
So there you go the major differences right there.

Now to go back to the first three major points i listed here>>1422894.

The fact that humanity wasn't the only sapient species was typically learned early on. This meant that compared to us humanity was a hell of a lot more united and far less racist to each other. After all they got very real inhuman beings to hate instead of each other and it provided a very good reason to be unified.

This doesn't mean there wasn't infighting among humanity it just wasn't as bad as it could of been and the hatred for your fellow human was far less.

Now for the predators and threats to humanity...this had a rather large effect. There humans weren't the top dog. There were things that preyed on humanity.

There were even things that threatened humanity with extinction.

Those things that threatened them with extinction were given a very apt name.

The Three Great Threats to Humanity.

aka

Monsters.
Undead.
Outsiders.

Later the list would be expanded upon but we are talking early history not sci fi era.

The monsters proved themselves to be the most regular and constant threat to humanity. Which forced upon humanity some interesting developments. Including notably human females in Genieverse are notably stronger and tougher then human females in our reality. Though this is also true for the men to a degree.

This is largely due to the fault of monsters which heavily preyed upon humanity. Being weak was apt to get you preyed upon first for obvious reasons. Thus monsters were very fond of preying upon human women...you would think the male men would keep them safe yes?

Well DO consider just how many threats there are to humanity...its not only their fellow human. More often then not a lot of the men were away having to fight and were constantly being depleted. Women being more valuable were kept back...but not even there was completely safe. Thus natural selection worked its magic. Human women didn't have much choice but to become stronger or die.

Humanity was thus formed into two major camps.

The civilized and the tribal.

Its worth noting that in the Sci Fi era the Tribals transition into being Clans or suffer extinction.

The civilized humanity had its cities and numbers. With them preferring to use large quanities back by a few elites who they invested heavily in(naturally those elites were mostly the nobility).

The tribals meanwhile adopted a more communistic approach that focused upon quality. See they didn't have safe cities to hide out in...and they badly needed everyone to be in good condition. Thus the power of their average troops were much higher then the civilized people.

This amusing led to the wrong idea of the tribal people 'cheap bulk troops' being so strong meant their supposed 'elites' had to be just that terrifying strong...because they tend to look at them by the same standards of their own.
>>
Rolled 95 (1d100)

>>1422905
In actuality that was extremely incorrect. They didn't have nice fancy cities to hide in...thus average strength became far more important. The best resources couldn't be horded by the top lest they all die. So it was shared in a surprisingly equal manner.

and yes I know that it isn't entirely realistic that their armies would be so big...but do recall their gods existed. Including those of harvests...and magic did to.

So they could use them to enhance crop yields. Which allowed for more people...

and in the wilderness they had magical beasts and plants to help support themselves with.

Now for the details of the monsters. They come in two and two.

Intelligent.
Dumb.

and
Dependent
Independent.

The intelligent monsters were known to prefer preying upon city folk the most for the simple fact that those people who vanish were far likely to be missed as much...and it would be harder to tell because of all the people.

The dumb monsters being dumb did the opposite. They preferred small towns and hamlets which made their work far more obvious.

Now Dependent monsters are referred to as that because for some reason they are dependent upon humanity. These monsters unsurprisingly go out of their way to target us. They are naturally make up the majority of monsters that target humanity.

Independent monsters meanwhile don't have this problem. They are most unlikely to be neutral or even friendly. While some DO prey upon humanity...they aren't actually required to for their survival.

Real surprise why there is so much bad blood between humanity and monsters. Even if some of the hatred is misplaced when it comes to the independent variety of monsters. Now besides being prey there is another reason why monsters are seen as a great and terrible threat.

That is the existence of dumb monster swarms and smart monster armies. Which sweep through and try to seemingly wipe out humanity. So combining all those facts is why monsters are seen as a great and terrible threat.

That isn't even getting into the specific kinds of monsters and how difficult they can be to deal with. Monster Hunters exists as a profession for a reason after all.

The next up is the Undead...who are also an extremely terrible foe to face.
>>
>>1422319
How would you make this into an action?
>>
Rolled 63 (1d100)

>>1422908
Undead don't have the weaknesses of living flesh...and on top of that they have all the time in the world. Meaning they have all that time to perfect their skills...and grow ever stronger.

The undead are those a truly nightmarish foe to face. Especially when you consider their ability to replenish themselves with the bodies of the fallen.

The only good news is they have a hard time staying grounded and they suffer from being in the limbo between true life and death. Not one or the other...yet both. It isn't a pleasant experience.

Despite that they are a truly terrible foe and a very unbalanced faction.

Now for the outsider.

They are not from this reality which means that in truth they are a huge catch all of an umbrella term. Meaning anything from eldritch abominations to humans from another universe. They are considered a great threat to humanity for precisely those reasons.

They aren't from this reality and may not play by its rules. Who knows what their own reality is like? How strong they are...how many they are and oh so much more.

Now all three of those groups were what early humanity was stuck dealing with and even into the sci fi era they are still a huge threat.

They are the reason for the ever depleted supply of men to fight them off and the reason why their women are much stronger then our own women. Natural selection is a bitch like that.

So there you go. On top of the usual rise and fall of civilizations. Of tribes coming storming in to fuck up civilizations. Of civilizations fighting each other and building great wonders. You have magic and those huge threats looming. Really the core stuff remains the same except more fighting for survival against clearly inhuman threats.

ah the joys of an all nighter...

>>1422909
It would have to be multiple actions unless anons come up with a clever loophole.

>>1422899
Now now it would be a spoiler.
>>
>>1422911
Well I enjoyed it all Genie, thank you.
Now ive got another impossible task I aim too complete...find the origins of the first Humanity of the Genieverse.

The others are:
Get to the Zombie Cloning Stations in the post Apoc and "fix/resupply them"
Tea Bag Jenny
Develop a Super Soldier Growing Corp
Slay Joe himself in single combat
Bang a god and have demigod spawn
Satisfy my hunger for Loot, Waifus/Husbundos and Lore
>>
>>1422928
If I remember, Earth was the origin (the Post Apoc planet is not earth).

Then Earth became a space faring empire, then it expanded into the galaxy. Some time later humanity fragmented into different governments such as the Republic, the Combine, and many other worlds. Evidently there is also an Earth power of some sort.

I'm not sure if it was mentioned who used to own Post APoc Planet, it wasn't very significant to the galactic scale
>>
>>1422968
Unfortunately, for all our love of Post Apoc planet for the last five years of gameplay, I think its just another rock of many similar among the cosmos.

It did have some very influential people thouhg like Dr. Volk who had a big part in the fall, but even Clora Zel, Jenny, and Riza's Brood may simply be yet one fragment of many other brood fragments separated by the giant debris field that has locked so many other planets since the fall.

Apparently some governments are recovering and already reestablshing planets to sci-fi era standards.
>>
Rolled 26 (1d100)

>>1422968
...no good god where did that idea come from?

I think you may have my setting confused with Strelok's.

I stay as far away from Earth as possible. Too big of a can of can worms. Just not worth the trouble honestly. Plus it makes me feel more free.

>>1422974
As much as I would LOVE to say that Doctor Volk was the ultimate galactic MAD Scientist...the truth is there are actually quite a few like him. Sure he is a notorious galactic MAD Scientist but there are plenty of others who are the same.

This is even true for Jenny. In fact Jenny is perfect example of what corporate politics do to even children. Its just in the Pre Fall setting it only showed up in the upper echelons of a Megacorp. The Fall unfortunately forced that way of life upon even the lowliest of members.

Honestly the most unique character to show up is fucking Glowy Joe that absurdly lucky bastard of a crazy as fuck asshole. With an honorable mention to Rizal and the exact opposite of Glowy Joe AI JAL.

Those three were the only three that I would consider unique. With Glowy Joe being all Genie. AI JAL being done by the players and Rizal is a mix of the two.

>>1422928
For some reason my post apoc quest really wasn't very popular. Real shame I honestly thought that would of been one of my most popular given how much time I did post apoc. Figured the players would of just LOVE to have a ground view of things that they can direct.

but nope.

Crashed and burned in a truly pitiful manner. Not even Waifu bait was able to keep it going. I even had lots of evil ones...my specialty.

I rather doubt that I will try another post apoc quest. Probably just write a story for it instead.

and there is already a corp who are amazing at creating super soldiers to the point where they are considered the standard by which all other super soldiers are compared by.
>>
>>1423066
I asked a long time ago about the origins of humanity, lemme try and pull up the post
>>
>>1423066
http://archive.4plebs.org/tg/thread/33765380/#33786595
>Once upon a time long ago a certain human arose on earth and managed to take over founding the now infamous and long dead Terran Empire. Upon his supposed death the Empire became a republic and it grew.
>One day certain foes were encountered and by this time the Republic had grown fat and lazy. With opposition arising all over. However all were swept aside. The empire collapsed and humanity was on the run. It seemed humanity was doomed facing extinction.

http://archive.4plebs.org/tg/thread/33765380/#33786724
>The Terran Empire arose you see by the leader of mankind using the first super soldiers and robotic assistance including something...more.

>That one conquered the Earth before rapidly expanding into the Stars. The Empire grew strong under the leader but then one day it decayed. Suddenly the leader died and as it turned out that one had plans for it to exist long past death.

>The goal was simple become the necessary evil and forcefully kick start humanity. By whatever means necessary this as first done by making himself the enemy then after death encountering a nonhuman enemy.

>The military might the republic was quickly decaying as many of the old military forces were hated for being suppressors and thrown on to the edges...not to mention the best military tech was built in a such a manner as to only be availble to throne and due to ethical concerns were strictly gotten rid of by the now 'freed' peoples. the remnants of which and old guard were cast aside. Far in the fringes in wretched garrisons seemingly overlooking an enemy that never came.
>>
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>>1423066
>As much as I would LOVE to say that Doctor Volk was the ultimate galactic MAD Scientist...the truth is there are actually quite a few like him.

Hey Genie, we still have some unspent wishes.

What would you do if we were to wish for the top 1000 Scientists in the Galaxy to be forced together on a gigantic Research Dyson sphere.

I'd wonder what they would come up with.
>>
Rolled 46 (1d100)

>>1423083
>:(

Balls I had forgotten about that spoiler.

Fine fine you got me.

Humanity did indeed come from Earth...in a different universe.

That is merely ONE of the origins for humanity in Genieverse.

Technically there are...multiple origins. Humanity came from different points of time. Even from different universes. All to Geniverse and other universes.

Humanity...isn't actually native to Genieverse. They are actually colonists from other universes.

Its just the majority of humanity has forgotten this fact.However they did not forget their homeworld...which is considered a myth at this point. Many have tried to find it...but none succeeded.

Because they were looking in the wrong universe all along.

I didn't think there would be an anon who would call me out and reveal such spoilers...you wouldn't happen to know what MAMA stands for?

>>1423086
A dyson sphere like that already exists actually. In fact there are uh...two I think. No wait the MADs have more then one so never mind.
>>
>>1423093
Fine, what if I were to wish for ALL the giant Science Dyson Sphere's to become one big Science Dyson sphere and all the MAD's and Super scientists to be one it.

I'm more curious to see if they would get something accomplished, or it would just blow up and they'd scatt
>>
>>1423093
Question Genie, why didn't we see many Aliens or Alien tech on Post Apoc planet.

Was it just not popular for space travel, you mentioned it wasn't a very big space faring planet, it only had one Space Elevator and there weren't many crashed ships on the ground due to air defenses blowing them up in the sky.
>>
Rolled 70 (1d100)

>>1423098
It would blow up.

There is not a chance in hell the MADs and other Super Scientists could get along.

Never gonna happen. As the MADS would consider the other super scientists a bunch of uptight killjoys and the super geniuses seeing the other as bunch of terrifying lunatics who can't into proper sane science.

So basically it would self destruct in a matter of days if not hours.

>>1423099
The problem with alien tech is the alien mindset that went into making it. Thus making them absolute bitch to maintain. Especially in post apoc conditions.

That is why there was so few.

Plus the aliens considered human space a quarantine zone ever since the Fall happened.
>>
Rolled 36 (1d100)

>>1423101
Admittedly alien tech is easier to use then it is to repair...but it tends to be rather awkward. After all they were designed for aliens not humans.
>>
Alright, time to compile what people want into actions.

It's clear we want things but it hasn't gotten voted on lol
>>
>>1423548
Different wants, time zones, and free time will do that
>>
Rolled 18 (1d100)

>>1423548
Let's do this one step at a time.

Can we agree on trying to hire Aegis Security?

If so, I think we need to first run it by Colonial authority figures, such as they are.

First, let's go to the militia commanders and ask what their plans are regarding policing the colony given the unfortunate demise of the police force.

We can then decide how to frame our proposal to them.
>>
>>1421115
>Ultimately though the corps are more interested in profit then anything else. It's due to this fact that the Corporate Council is impossible to bribe.
>It's due to this fact that the Corporate Council is impossible to bribe.
>impossible to bribe.
You mean... you couldn't just pay off the Corporate Council with more moolah?
>>
Rolled 99 (1d100)

>>1423846
Ironically the corporate council is so absurdly rich that they can't be bought/bribed.

Money is something they really aren't that interested in.

>>1423825
Supposedly the two militia commanders are working on that exact issue. Until then the militia forces are stepping in until they come up with a plan.

The bigger problem is the now nonexistent townhall. The holy men and women have been forced to step up until they are resolved.
>>
Rolled 96 (1d100)

>>1423860
Which is also ironic given how they are the closest thing to a government that the corps have.

There is a reason why they are impossible to bribe. The truth is the corporate council as far more money then they know what to deal with. Its due to all those membership fees, penalty fees, judgement fees, neutral/safe/discreet meeting place cost, own bank, exchange, and so on.

The corporate council also doesn't really bother to advertise just how wealthy they are...but the truth is they are so absurdly rich as to be impossible to bribe. Even for a Megacorp. What is even more strange is the fact that they don't seem to care about all that money. As they been known to make loans and bailout businesses who are signed on with them without much problem while being very reasonable about it. They even been known to be oddly charitable. Though most say this is for the sake of good publicity.

The truth of the matter is and quite ironicly so. It is that the corporate council doesn't actually care about wealth. Rather they are more interested in power.

The corporations and the council have an understanding. They both need one another and they both are actually after different things. Its why despite appearances they actually get along very well and are tight allies. Many have tried to turn the corps and council against each other...but they always failed.

After all they have entirely different goals...the corps are consumed by Greed. While the council is consumed by power. Its ultimately the reason why they can get along and are such tight allies despite what should of been to the contrary.

Its just the contrary things aren't powerful enough to break that mutually beneficial arrangement.

For anons who want politics and plots...the Genie has got you covered and the character your playing happens to be very well made for it.
>>
Rolled 17 (1d100)

So, if we're looking for a Security Chief, might I suggest this guy. Or at least, who he was before [REDACTED]:

Adam Jensen a member of [REDACTED] and a famous hero of Shadow Sector 101. Somehow can still be famous yet still sneaky because he is just that fucking good.

Traits
Adaptable
Body is Me

Abilities

Ninja:Can be one stealthy son of bitch...more importantly though how the HELL did you get through all of that?
Lethal: Minor wounds become moderate, Heavy to lethal, lethal to fatal ect.
Silver Tongue: is one puersasive son of bitch.

Or this guy:

Aduro Security Genius Aldor Zamor a mutant with killer wit and surprisingly did not go into research but the long forlorn Security. There he proved to have a keen eye on noticing threats and is even better at learning how to handle it better next time.

Trait
SECURITY!
Super Genius
Bonus Defense
Abilities
Lesson Learned: When activated takes lesson to heart and will gain a permanent bonus when related to said event.
Lockdown: Quarantine and security protocols on steriods can even potentially contain a MAD gone wrong.

Or both, if crit.
>>
Rolled 87 (1d100)

Alright current thoughts for crew. Probably will need to cut back depending on their cost.

Shop - Two Chefs focused on food preservation for space travel. One for human palate and another for alien(s).

Magic cooks a thing for better flavor? If so. That could be good.

Ruins Crew: Thinking a young hero like Abe Sapien (for hellboy) for underwater dealings, some sailors for trained seamen and a group on water aliens to support us better in a fight.

Ground: Techs for support, Alien researcher to help study the loot and Super soldiers to hard hitters. Throw in some aliens for like a 4 arm race that can dual wield heavy weapons and other nice tricks.

Colony: PM police, while the two commanders are thinking of something. They can help cover and then watch the watchmen to reduce corruption.
>>
>>1423860
So we're in need of bureaucrats to do the daily business of keeping the colony running?

>>1424030
Again, I think we should talk to the commanders about our solution first.
>>
>>1424050
Then we can wait till Genie replies.

I'm posting ideas to keep the thread moving. Since we've waited on this a bit to long for my taste.

Granted this happens every time we shop. I kinda hope Genie would have thought of ways to speed this up.
>>
Rolled 93 (1d100)

>>1424050
Some of the bureaucrats survived. The biggest problem is that the entire leadership within the townhall got wiped out to the very last man.

Its not like anyone is missing the lost bureaucrats except for the surviving bureaucrats because they gotta work more to pick up the slack.

>>1424105
Shopping always takes for forever mostly because anons can't agree on what to get or sell right away.

I am still eagerly awaiting anons to come up with plans or plots. Its not as much fun when I am the only doing it and even less fun when there isn't any anons trying to decipher them.
>>
Rolled 47 (1d100)

>>1424119
Thus the only surviving leadership in the entire colony is the faith and military. The government leadership is...completely nonexistent.

Problem is the faiths who are trying to pick up the slack don't know how to deal with government bullshit. While the military is currently engaged with figuring out a new police force.
>>
Rolled 68 (1d100)

>>1424119
So what is the two commanders plans for the cops? Is there some one we can hire to help?

I wanted to known what the loot could do for us before selling it. Like the blinking box. I didn't think it would be hard for us to get it ID while shopping.

As for the what to get. We each have a different wants and goals. On top of different ways of going about doing those wants and goals. Having a hero's or civ recommended for starting ideas could go a long way to help. Tho we got lucky in the corp civ when the lady engi bought all the upgrades for us.

Since we are a "good guy". I don't think about ways to get pirates to eat each other to reduce their numbers. I would try to think of ways to get them to go good. Although a part of me thinks that will be highly unlikely. So I don't.

It's fun breaking your plots by walking in blind and waifu the big bad. Anything past that, I assume, the group is more focused on their goals and trying to live past the next turn. That doesn't allow for much spying or plot wreaking with a purpose
>>
Rolled 78 (1d100)

>>1424143
If you hire anyone it will come out of your pocket unless you find...'investors' within the colony or even outside of it.

As for the Commander's plan to the cops from the sounds of it they are going to create two police forces. The colony will be divided into two separate law districts where they operate and the line between the two is the river.

From the sounds of it the police force that will be on the...bad side will be required to wear masks and special uniforms that conceal their identities completely.

While the other side is more traditional cops who don't wear masks and they are on the good side of town. Currently the two commanders are fighting over who has to transfer who from their military forces into lawkeeping as a hopefully temporary measure.

From the sounds of it they are really butting heads over who gets transferred where.

The ID to the blinking boss is its a Black Box. It likely either contains very sensitive information or very valuable. Problem is its encrypted to hell and back.

Your character is a HERO within the colony and its only hero...for now.

So far I haven't had the rolls to spawn another hero and prereqs to heroic is pretty harsh.

Not all pirates are bunch of evil fucks unlike in the post apoc where it's guaranteed. Basically they are outlaws with spaceships and they act accordingly. This doesn't mean they are necessarily terrible people.

After all according to reports someone incited the pirates who weren't interested in monster hunting to help out. turned out that big fight was actually them and they tied up the majority of the monster forces until the militia could arrive.

The monsters were thus slammed between three different forces. Pirates, monster hunters, and militia. Unsurprisingly they got torn to pieces and those that survived are being hunted down by the hunters.

One thing you need to seriously consider and something that I am getting really fucking tired of repeating is...

YOUR CHARACTER IS WEAK AS SHIT RUNNING SOLO SO STOP IT ALREADY!

Having heroic plot armor can only go so far and charisma characters shine the most when they have quantity. To a charisma hero MORE is ALWAYS better!
>>
>>1424160
>YOUR CHARACTER IS WEAK AS SHIT RUNNING SOLO SO STOP IT ALREADY!
How often have they been doing this? I figured they tried getting a posse as often as possible.
>>
Rolled 50 (1d100)

More than I would like. We lost a few players for the start and the ones that actively play have different thoughts about how good we are with out a crew.

Now, in the discord, the other two are more focused on buying people for the colony and not for personal crew. So it's looks like we will be leading the colony till we get more money for crew members for in the field. Unless we wish to keep grabbing from the commanders or something.
>>
>>1424170
>>1424143
>>1424160
Why not buy out the services of the bandit lord who seems so competent?
>>
>>1424173
Sent he seemed like an aright guy. I was gonna push for more meet up with him. Tho that will be later. For the moment I think they want to keep us away for their ship and cargo (the waifu).
>>
Rolled 61 (1d100)

>>1424160
>>1424143
As for hiring people to help...well you DID roll a fucking 100 on recruiting anyone BUT ship's crew.

And trust me there are plenty of people in the trade fleet that can help. After all they gotta stay safe and they travel between a fuck ton of different colonies.

Its more a question of what kind of people you wanna hire here is an example list that can help with that sorta thing

>Ex Military
>Private Police
>Crime 'Consultant'
>'Sensitive' Security
>Mercenaries
>Former Police
>Other?

Hell if you really wanted too you could even find a goddamn hero due to that 100...however recruiting said hero will be up to you to figure out. It wont be automatic even if you got the payment unlike with everyone else who isn't a damned hero.

I would suggest discussing among yourselves about what character plans are, colony plans, who to fucking recruit already, and shopping.

DO recall its gonna be a LONG while before the trade fleet returns again and until your options are going to be...very limited indeed. Don't put your hopes in the faithful fleet that is also some distance away. They aren't a Trading Fleet after all.

>>1424164
That was only a single time and it was a militia force. Otherwise you sorta tagged along...and when you weren't you were solo. Which is the WORST possible thing you can do as a charisma character.

Truth is despite what it would appear you been surviving barely by the skin of your teeth. Eventually shit is gonna catch up with you heroic plot armor or no.

Now i am gonna crash early because I did an all nighter and I got yet more shit to do tomorrow, but I'll be back as per usual.

Oh before I forget I intend to create a GM chat. Only those who are interested in running a game involving the system or fluff can join it otherwise you'll get kicked real quick because there are spoilers out the ass during those chats. As its not just working on mechanics. To start with its only gonna be me and Strelok but who knows. Someone might wanna take the system for a spin or use some of my fluffed up setting.

I am thinking of creating another some other ones. Like for Genieverse stuff or game...but I don't really know. Mostly because I don't want the quest to get stuck in there instead of in thread, but at the same time I could really use some help digging through old threads.

Trying to compile the old stuff and working on new at the same time isn't going very well for me. Having such bad luck relating to computers really hasn't done my notes any favors and I gotta go through it all in order to prevent another fuck up like
>>1423083
>>1423066
from occurring again

Probably due to my poor health as I never fucked up that bad before, but at the same time my notes really are a mess. Even with Streloks help when it comes to working on the game system. I don't wanna press for help relating to the setting but things are often asked relating to the setting and not just the mechanics.

>>1424178
Only grocery girl has it out for u
>>
Rolled 48 (1d100)

>>1424180
Due to the 100 the Other option is unlocked and up to you. You DID achieve a critical success after all...but remember.

Heroes wont be cheap and it wont be a guaranteed even if you can afford them.

Due to how it was worded you CANNOT recruit ship's crew from the Trade Fleet.

>>1424178
While their boss is rather cautious of you because he is smart enough to realize that grocery girl has a point about you.

Everyone else though are fine with you. Especially given how you helped them out a few times...but also messed with them a few times. So its actually pretty mixed.
>>
Rolled 85 (1d100)

>>1424185
>>1424180
Now i am gonna crash for real...now that I made my important points to keep in mind.

The rest is up to you anons.
>>
>>1424170
>>1424143
>>1424160
Why not buy out the services of the bandit lord who seems so competent?

>>1424180
So to clarify:
>Private Police
Rent-a-cop? Private military companies?
>>Crime 'Consultant'
So these are former detectives? Cleaners?
>'Sensitive' Security
Private security companies? Hackers?

>Other?
Can we hire more religious warriors and zealots?
Can we ask the other commanders and trusted allies for their opinions, recommendations?

>>1424180
>That was only a single time and it was a militia force.
Hm. I guess I tracking the quest by the time they stopped doing that.
>Otherwise you sorta tagged along...and when you weren't you were solo.
Were the anons trying to go the waifu route instead of dealing with the monsters overrunning the colonies, or look for ancient alien artifacts?

>>1424180
>I am thinking of creating another some other ones. Like for Genieverse stuff or game...but I don't really know.
Are you going to create a Geniverse franchise?

>>1424188
RIP Genie, crashed and burned.
>>
Rolled 37 (1d100)

Ok I have an idea

>1) Choose one of the Corps present and "Make a Deal"
We go in and place the black box on the desk and then only show them our Plasma Caster. Inform them that we are very apt at hunting and finding this sort of stuff and are aware of numerous locations where more MAY be found.

So here is the Deal, I give you this Black box containing untold knowledge. In exchange you sponsor and provide me and my team with a paycheck to keep me going and you build a Research facility here for your people so that is it studied on site and kept on the down low. Don't want any other Corps finding out about this treasure trove do you? Naturally you will send your own trusted Researchers and Security Staff. These guys will be able to be our minions in future...

>2) Sell all the rest of our stuff
With that money we earn form our own team. We buy the services of a Researcher and some good old fashion muscle, Some people who like raiding ancient Alien bases and making some money. (The Corp Sponsorship will cover upkeep).
Idealy as follows...
>Xenoligist: Likely a former Thinktanker gone Freelance
>The Muscle: Hire us some goons, with quality over quantity, mercs work for me
>'Sensitive' Security: Someone go feed us intel and keep things locked down, the techie.
I don't expect us to have many people to start naturally.

>3) Turn our little shop into a solid building with a vault under it. A small Penthouse up top and a few bunk places
>>
>>1423825
>Can we agree on trying to hire Aegis Security?
I agree to hiring Aegis Security
>>
>>1424288
>>1424236
Aegis Security could be the MEGA we call, they'd like alien weapons etc. Their muscle would also be great
>>
Rolled 4 (1d100)

>>1424288
Thanks for the support!

>>1424370
Indeed. Not sure we can promise alien weapons, but I'm getting to that.

>>1424236
Here's the thing though. We found that weapon through sheer dumb luck, and it came from the Fishers, who never actually colonized this planet, and as far as we know only had the one installation, and it was so old it's a miracle that place still had intact tech. So in all likelihood we will never find another one like it.

But basically, what you're suggesting to attempt is we get some corporate types as "investors" as said here >>1424160

So I will support with one change.
Just switch out "Plasma Caster" for "bag of nonspecific amazing-quality alien artifacts." That's all you have to do, and then your plan is great.

As an addendum I think we should also hire one or two people (from our own pocket) to work in our shop. Possibly also find a few people to assist us when we take our necessary place as interim mayor.
>>
Rolled 8 (1d100)

>>1424468
Ok i'm cool with that Amendment
>>
Rolled 3 (1d100)

>>1424236
Voting this
>>1424468
With this modification
>>
So what's the actual consensus?
>>
Rolled 63 (1d100)

>>1426281
Up in the air. Tho Rust is writing something up at the moment.

Personally I just want to grab what people we can hire from personal funds. A few for covering holes in the government, Some trained cops, staff for our shop, techs, researchers, fighters for rolling with and people/aliens for ruin exploring.

Then talk to our new ship AI and make friends with some good pirates.
>>
Rolled 72 (1d100)

>>1424180
>Recruitment and Trade
Ok Genie this is the plan. We're going to approach an Aegis Security Rep who is in the trade fleet we are going to show him the Alien Black Box and all the little pieces of Alien pieces we got from the monster if they play hard to get which they shouldn't we bring out the “Star Island Device” a personal find. We are going too offer to sell them to them for a bit of a discount if in exchange AEGIS support as described below.
With AEGIS funding and support we will keep searching for these pieces of technology and provide them with what we acquire, with us getting 15% of profits they make from derived technology. If they provide us with AEGIS Security Facilities such as researchers on site we drop that by 5%, if they provide muscle for us and security for their assets on the ground we drop it by another 5%. Aside from granting us a pay check for doing all this running around for them. [Inform them we are also going to be running for mayor so supporting us could greatly benefit AEGIS in a system which will provide plenty of buisness]

[Effectively we are securing their help for ourselves when tomb raiding and the colony alongside a pay check of our own]

>Business and Goons
Otherwise with the rest of our made money we first hire some hands to help us in the shop and keep things running. We also upgrade our place, more equipment, better storage, more secure....small penthouse on the top floor. Invest in our business it'll pay off itself. As for Goons we have AEGIS and will already be getting to know them. The other members of staff we'll hire as a Xenologist to help us with our ventures and be the general techie, the second being a Political Advisor to help us climb the ladder of Mayordom
>>
Rolled 81 (1d100)

>>1426343
Vote
>>
Rolled 58 (1d100)

>>1426343
Soon.
>>
Rolled 89 (1d100)

>>1426343
Yay we finally decided
>>
Rolled 49 (1d100)

>>1426343
You decide to approach a paramilitary company to help with security issues with the Colony. As it turned out there were some merc ships among the fleet. Problem is you had to go up there and meet them. As due to heavy pirate presence most of them are obviously not on the ground. Fortunately there were such services available and soon you were flown to an Aegis ship. On the way you also got to see your ship.

A gleaming ship at one point in time...but now is subdued and clearly been repaired a lot. In very well fashion even emergency repairs didn't look much different then the other kind. Alas you had business to attend to...but damn you didn't realize just how big it is until you got a look at it and compared to other ships.

Thing is a huge hulk and would be terrifying if it were a combat ship.

Soon you docked to the Aegis Security ship and were escorted aboard by Aegis Securities Agents. There they escorted you to an office which had a rep inside...and instead of wandering off they stood guard at the door. Reinforcing the guards already there.

"Are you hear for our fund management services, security, or mercenary duties," asks the rep dressed in...light suit of armor that appears to be much more official looking.

That was when you made your offer much to the surprise of the rep, but he corrects you about the Black Box stating its human and not alien. As for the rest of it...his eyes linger at those alien artifacts.

"...As much as I would like to accept your offer I am afraid we are in a bit of a pickle. You see we are a...paramilitary company. We don't do research. Sure we can offer security to labs and alien archeological sites...but well that isn't us doing the research."
>>
Rolled 18 (1d100)

>>1428844
"So I am afraid we have no choice but to turn down your offer. Alien technology and archeology is a risky business all things considered. Alien minds and what not."

"What if I have...something even better then this?"

"Our answer will be the same. We do not have any research labs. We are a paramilitary company not a think tank. Your best off approaching one of the megacorps or...suppliers of alien goodies. They might know somebody."

"But you don't?"

"Why of course but they why would they be part of a independent trade fleet in this backwaters? At best they have a mutual supplier who joins in they ask about. Even the megacorps don't keep too much a presence here...and most of the corps a part of these fleets aren't obviously not going to be from the Megacorps."

What do?
>>
Rolled 21 (1d100)

Ok Which Mega Corps are present? Secondly before we leave ask if they would be interested in a private security and escort contract?

We go to the trade fleet sell the Monster Parts and Ores, then using that money do...
>We also upgrade our place, more equipment, better storage, more secure....small penthouse on the top floor. Invest in our business it'll pay off itself. As for Goons we have AEGIS and will already be getting to know them. The other members of staff we'll hire as a Xenologist to help us with our ventures and be the general techie, the second being a Political Advisor to help us climb the ladder of Mayordom

Otherwise we'll pretty much give the same Sponsorship speech once we decide what Corp to work with. Who ya got for us Genie
>>
Rolled 82 (1d100)

>>1428878

>What do?

"You're clearly interested. You've clearly got someone who would be interested if you could get in contact.

Our little colony is desperately in need of two things: Income and Security.

Thing being, they're mutually impossible and exclusive without the other. Very difficult to get the cycle kickstarted although it feeds itself afterwards and bestows *with emphasis here* great benefits upon involved parties...especially the kickstarters themselves. And you know what?

You and I, right here right now, stand poised to do just that.

I may've been a bit non-specific earlier, allow me to remedy that. What I want, for now, is Security Expertise, Consultancy, and Coaching/Training for the re-establishment of the Colony's police forces. I'm SURE you have some trainers and consultant types here, and while their services are valuable...they don't really cost you that much. Furthermore I'm sure they're more than capable of handling themselves, and are being underutilized here.

In exchange I have to offer: the artifacts I've already presented. Now, as you've stated these aren't valuable to you yourselves, but you do know someone who'd kill for them, and you deal with that person enough that I could've picked up on your regret at turning me down from the neighboring starship.

So here's the solution to your pickle. I let you have your pick of the artifacts I've shown, lended in trust to you for you to show whoever your contact is. You get to show them and tell them there's a colony out there that's got a ton of them just laying around everywhere, and then you get all the bonuses when they decide to come back and establish their research outpost here.

In the meantime, a quick and clever up-and-comer like yourself made sure to hedge the investment by ensuring that an Aegis Consultancy-and-Training Team was established to assist that colony, ensuring its survival and adequate growth to host any research teams that would come with you upon your return.

And if your guy doesn't think enough of the artifacts to actually invest in a research base here with your forces as the security elements, it would only make sense given the team you'd have here, then I'm sure he'd still be willing to pay for them. In which case that'll cover the cost of your Consultancy team.

It's a Win Scenario all around, so far as I see it. All it takes is for you to see the dream too. So what'll it be?"

Extend our hand to shake, and give them our most beaming smile.

Offer them their pick (subject to player approval) of our selection of goods if they'll accept.

We'll discuss the details of what we and they'll be getting if they'll agree to the gist of the deal.
>>
Rolled 2 (1d100)

>>1429124
Well shit i'll support that because I clearly can't think outside of combat situations or breaking into places.
>>
Rolled 79 (1d100)

>>1429124
God that's some good talking

I approve.
>>
Rolled 91 (1d100)

>>1429060
Pretty much all of them. Altogether they form a small chunk of the fleet.

>>1429124
"...They will first want to send a surveyor force to confirm the presence and get an idea of concentration before they put down a lab. Especially in this star system."

"But fine we can leave some advisers and trainers behind. A contract will be brought to you to sign shortly. Is there anything else you might be interested that Aegis can provide?"

with that he shakes your hand and you got a deal. Soon after a woman comes in holding a small stack of papers and some security types who are carrying strange containers. That they carefully put down before opening and picking up a selection of artifacts to place inside. After packing them carefully they too departed. While the woman waited until you were finished with the papers.

What do?

>>1429156
Ah yes the return of Silver Tongue anon.
>>
https://discord.gg/AHaqzXb
We've got a Discord going for the anons and so we can chat things through.

>>1429268
Read through these contracts we need to see if they want exclusivity etc. Did we give them the Alien Black Box?
>>
Rolled 83 (1d100)

>>1429283
Nope.
>>
Rolled 92 (1d100)

>>1429268
>>1429300
Ok lets read these contracts. Then inform the Two commanders down there as too what we have done. So they don't freak about AEGIS deploying .

Then we go looking for a Think Tank and show them the Black Box. Lets make a deal, you get into this and in exchange we split the earnings of what we find. What information it contains etc. We both get full logs of what it contains, but you can do more with it, just provide me with 10% of earnings as I provided the source material and information it contains. For example if it contains locations I get 5% of what you earn from those trips. All you gotta do is open this box?

Sell all our Monster Parts to the highest bidder..likely a TT.
>>
Rolled 6 (1d100)

>>1429376
>>
Rolled 24 (1d100)

>>1429376
Sure, let's do it
>>
Rolled 66 (1d100)

>>1429376
>>1429378
>>1429381
Vote
>>
Rolled 63 (1d100)

>>1429376
After you gone over the contracts fortuntately due to your business experience you were able to understand them. You were quite surprised over the lack of legal jargon...but then you remembered you were out in the boonies. There is no legal jargon out here only business and bullets.

So you signed the contracts confirming the detail but you noted how Aegis 'requested' to have the rights to establish some 'security outposts' and zones where they had 'enforcement rights'. As well as rights to an orbital installation.

After you made the call to the commanders to give them a heads up you departed by shuttle to another place in the trade fleet referred to simply as 'data exchange'. Figuring that is the best place to look for someone interested in the data held by the black box.

Confirm?

After that you went looking for a think tank. As it turned out the closest thing to a 'think tank' that the trade fleet had was engineers and data/sample purchasers. You were about to give up when unexpectedly you were approached by an agent who claimed to represent a 'Think Tank' that was interested in that black box's data.

They agree to your terms and hand you a scroll of papers with the...terms of the transaction.

Confirm Y/N?

Supposedly the agent works for a group referred to as Star Cluster Oma Associated Agency of Data Collectors.
>>
Rolled 85 (1d100)

>>1429587
Read the terms and such ensure they ain't trying to swindle us and then inform them while not a request we'd like up dates and if we find anything else we'll let them know...Whats in that darn contract. Do a quick little search for this "Star Cluster Oma Associated Agency of Data Collectors"

Then we'll decide if we're signing
>>
Rolled 19 (1d100)

>>1429587
Our terms do include knowing what's in the box. I take it we just can't sell the info to anyone else?

I like the idea of having the data ourselves, only for that information to only be useful to us by letting us realize how bad it was to give said info to the Data Collectors

>>1429623
Agreed. I am, of course, inclined to sign. But they'll think we're a chump if we don't use at least a little caution.
>>
Rolled 89 (1d100)

>>1429623
This
>>
Rolled 86 (1d100)

>>1429623
As for updates...due to how the courier system works. While we can get a hold of potentials here problem is they'll need to send a courier back. Then after they make their decision they send another courier to return with their answer."

"FTL comms is a real bitch to crack. Fortunately we at least have some forces and resources available to us, but it will take some time before we can get more."

"A bigger problem is how 'hot' this system is. Its fucking crawling with pirates and other criminal scum. Very few are going to be willing to take the risk even with our protection. Unfortunately for you we are a paramilitary that specializes in law enforcement. Not massive naval actions that would be required to crush the pirate presence here. Fortunately since we are not a government or faithful force the pirates know we can...negotiate."

"But that naturally wont be cheap. If things aren't profitable enough we'll all just have to cut our losses. So you best start praying to your gods that things work out in your favor."

According to the internet of the Trade Fleet COAADC is a organization that receives donations and then uses donations to buy information that might of interest among their donators. There has however been claims that they are info brokers for...less then savory parties and knowledge. Those claims however are all unproven. The only that was proven was the fact that they are...very well connected to a number of info brokers even having a number of them within their ranks. However they officially claim that this is a part if unsavory one of doing business.
>>
Rolled 60 (1d100)

>>1429587
>Confirm
Yes.
As to their requests we'll see what we can do, but we don't have any official authority...yet.

>>1429693
That's fine. We can wait for the response from their scientific contacts.

As for COAADC, if it seems like a fair deal as far as we can tell, we'll take it.
>>
Rolled 35 (1d100)

>>1429783
support
>>
Rolled 36 (1d100)

>>1429783
After this we still need to hire some people to roll with don't we?

Then thinking we can work with the AI carrier a bit. After words I vote we push into sweet talking some good pirates and make a gang to help protect our space.
>>
>>1429868
They'll have to be some really special pirates, because our ship, in addition to being cursed, is a notorious pirate killer.

Good thing we've got super charisma to help, cause that's a hell of rough spot to smooth out
>>
>>1429918
Just means they will know we can't be messed with easily. Which is good for an unknown person showing up.
>>
Rolled 53 (1d100)

>>1429693
ah can't believe I forgot-

What do?
>Go to your new ship
>Keep shopping around
>Go recruiting
>head back to the colony
>other?
>>
Rolled 45 (1d100)

>>1429587

>Confirm
And
>Y

>>1430353
>Go Recruiting
>Keep shopping around
Nat 100 on recruiting anyone but ship's crew. Alright then.

We want:
-Shop Sales Staff
-Shop Security
-Allies for excursions
-Improvements for the Shop

You know, fortunately I can remember a certain Anon's megacorp that would have people that fit all of those roles. There's also a plan to go along with it, so bear with me.

>Find FortiCo
First let's review what all FortiCo was noted for.
-Defensive Structures
-Augged Soldiers w/ CyberSecurity/Offense capabilities and physical adeptitude
-Hybridized units for military/construction/design
-Training Auxiliaries from local forces to support their small numbers and automated defenses

We're looking for One Military/Design Hybrid officer, and One Military/Construction Hybrid Officer. We also want a squad of elites for each.

The Military/Design Officer will hail from FortiCo's Operative wing, who turned FortiCo's defensive specialties AGAINST anyone they're paid to. In general their a bunch of augged up fuckers with a penchant for cyber offense, figuring out how to get around defenses, and training effective guerilla forces to support their ops as distractions. This guy and his crew'll mostly accompany us, and they'll go with us on any excursions we take to any ruins, being well suited to that task.

The Military/Construction Officer will be from FortiCo's Commander-Engineer Section, and his troops from the Combat-Engineer Corps. Like all of FortiCo's military units they'll be heavily augged, but these ones will focus more on heavy lifting and toughness as well as cyber defense, they're also FortiCo's primary training forces and specialize into whipping local populations into shape for defensive operations. They'll be able to work on our shop and make it secure, as well as training any local staff we hire on how to make sure it stays secure. These officers are also often the ones selling FortiCo's products, so we might even be able to eke some combat-trained sales staff out of this deal.

The idea is that we'll acquire these two officers and their associated elites...and then we can recruit locals and train them up using them to be our numbers. This cuts down greatly on costs, and will improve our general influence and standing in the local area while minimizing external influence. It also provides another, alternative/different source of proper paramilitary training than Aegis, and diversified tactics/resources are never ever a bad thing.
>>
Rolled 15 (1d100)

>>1430575
That sounds really cool and all, but isn't hiring Aegis AND FortiCo overkill? Whatever, IF we can afford to hire FortiCo officers to be the core of our entourage and to train the rest, fine.

I know everyone wants to turn our home/business into a fortress, but it's really not necessary.

>>1419205
>The pirates take very poorly when certain key businesses are harassed. Your own business just so happens to be within that category of 'do not touch or else'. Apparently pirates take their supplies extremely seriously.

How about instead of getting cyborg mercenaries to work in our shop, we get some regular fuckers? As with everything else it would be cool, but has anyone stopped to ponder what the cost/benefit ratio would be? And I think we want help with more than just sales, processing the food isn't super hard but we could probably still use a hand.

Also, I haven't mentioned this before, but if we have the money for it after hiring people, we could maybe get a commercial fishing boat.

Also also, we still have those monster parts to sell.
>>
Rolled 18 (1d100)

>>1430660

The point is for FortiCo to be our personal guys, whereas Aegis is for the colony at large. Of course, the main point is that FortiCo can train up locals (see: the regular fuckers you're mentioning) into halfway-decent fodder for our charisma bonus to work its wonders on. The rest of it is just fringe benefits really.
>>
Rolled 4 (1d100)

>>1430919
We can't afford them, thats the issue. We used all our assets etc too pull a big move on AEGIS. For now all we can do is maybe hire the Political Consultant and The Xenoligist. For help in the shop hire locals, cheaper and builds a good public image.
>>
Rolled 78 (1d100)

>>1432475
Have we actually sold any of our personal assets yet?

Aegis took a handful of our alien artifacts, so we still have more and they mentioned there being people who deal in that shit here.

We're selling the info in/from the Black Box, that ought to net a hefty sum.

We've got expensive ores to sell.

We've got monster bits to sell.

Most of those are fairly high-value items, and ought to be enough to get us 2 squads+2 officers. Oh well though, if anons don't want to go for it.
>>
>>1432624
I'd also like to point out that these guys would pay for themselves fairly quickly because:

We'd have backup/extra hands for salvaging expeditions.
Locals would be begging to work for us, we could write advantageous work contracts because they'd be getting ELITE training in several valuable fields while in our employ.
We can also just sell the training (who do you think will know some shit about piloting all those military-grade construction vehicles we just bought?)

Etc. etc. I feel we need to take advantage of our opportunity to recruit some elites, it'd be a waste not to.
>>
Rolled 30 (1d100)

>>1430575

>>1432624
I was playing to back ya. Just letting the idea set a bit. Mainly for the off chance something else came to mind.
>>
Rolled 89 (1d100)

>>1430353
Seems like there is still some debate for recruitment...just know that Charisma characters are the sole exception in that for them Quantity is better then Quality.

Which is funny given how charisma heroes are the only heroic type that can getaway with commanding other Heroes. Problem is recruiting those heroes in the first place...

really who you should recruit depends upon what you intend to do. So once you figure that out then naturally it will be easy to see who you need to recruit!

So hurry up and work on the consensus.
>>
Rolled 20 (1d100)

>>1433134
>sole exception in that for them Quantity is better then Qualit
I'm tempted to recruit a shitload of normal people, help them get set up in the colony, have many to all of them working for us in a massive expansion of our business, let them learn at least basic self defense from the militia, and add substantially to the colony population with people loyal to us, but
>>1432632
>I feel we need to take advantage of our opportunity to recruit some elites, it'd be a waste not to.
I strongly agree with this here

>>1430575
>>1432624
I support this.
Assuming we can afford it. And if we have plenty of cash left over, I would like to try something similar to what I described above.
>>
Rolled 42 (1d100)

>>1433134

>Who you should recreuit depends upon what you intend to do.

-Make Money
-Become Mayor
-????
-Profit

>>1432624
>>1430575
Link for crit on selling everything and getting these dudes.
>>
Rolled 43 (1d100)

>>1433383
>Make Money

So what do you need to do to accomplish this

>Become Major
Alright who do you need for this? What do you need after when you become mayor of the colony?

Who would be most useful for the colony?

What about your own self defense and exploring?

What about the things your ship can acquire?

How about the unique alien items you possess?

I am trying to help you fuckers out here so we can hurry up and carry on to more exciting things. Also you should seriously consider purchasing some items because your alien artifacts don't cover everything and once they leave its gonna be awhile before you can purchase all kinds of shit again.
>>
Rolled 54 (1d100)

>>1434010
Allow me to preface this by saying that I haven't read the archive for this quest, so I don't know what the specifics of where we're at or what we're doing is. Just there's a shitton of monsters (some who shapeshift, most seem to eat humans), it's a waterworld, we've got militia and monster hunters, and it's a faithful colony.

>Make Money
We need a product or service, preferably that's unique to us, that we can sell.

Preferably a service, there's only so much product you can sell before the market gets inundated. Hence the FortiCo Officers an Elites, and FortiCo's background fluff of training locals to defend themselves.

>Become Mayor
We need influence in the community at large to become mayor, and a good public affairs team.

WHO we need would be an advisor and campaign manager. Those are both probably later-term investments, as we'd preferably have a reliable source of income before we go making a run for the seat.

After we become Mayor we'll need a full suite of governmental assistants, our cabinet. These should mostly be drawn from the population and prominent figures though.

>Who would be most useful for the colony?
The place needs to be safe first. Therefore us contracting Aegis for planetside law enforcement, and getting Military Construction Vehicles (who's crews will probably be trained by the FortiCo people we're hiring for ourselves. Profit in our pocket).

Aside from that we need some sort of industry. What do we produce right now? Basic goods? Well then we need foremen and laborers. Presuming the colony's population will provide the laborers we just need foremen/managers, preferably with experience in the fields applicable to us.

Other than that, being a faithful colony we're probably kind of piss poor in engineers and scientists. Scientists will likely float along eventually if Aegis' alien-artifact-seekers show up, but engineers are a problem we could solve now. Problem being they're not cheap, and I don't know if we've got the capital to just set up an engineering firm.

>What about your own self defense and exploring?
We need a bunchafucks who know how to use a gun, and a core of people who know how to control them and who can act as our personal bodyguards.

We also need protection and one-shot items that'll get us out of binds.

Which reminds me that we probably ought to purchase a FortiCo basic armory as well, to equip any fodder we recruit and keep all their shit maintained too. Can't be sending folks out weaponless.

As for the other points, beats me.
>>
Rolled 32 (1d100)

>>1429587
Y/Y To those sign away.

>>1418035
>Personal Wealth Spend upon...
We have already secured AEGIS and their research friend for colony and their own security for it. They also already Provided Trainers and such.
>Sure we can offer security to labs and alien archeological sites...but well that isn't us doing the research."
>"But fine we can leave some advisers and trainers behind. A contract will be brought to you to sign shortly. Is there anything else you might be interested that Aegis can provide?"
These trainers are already present now and will remain

>Colony Funds
We're had them do a whole bunch of upgrades including machines, filters, walls etc already.

>Left too do [Do it in this Order]
1) Sell our Standard Wares [Whomever wants them] and Monster Parts [People who like monster parts?]
2) Upgrade our personal Business, storage space, better security features and our personal living on the top floor. Hire locals to work there to build public image. Also means they won't have to "live in".
3) Acquire "Minions" What we need is a balance personally due to our escapades I suggest the following. A Political Consultant (Former Law Enforcement), A Xenologist/Techie (Mercenary)
4) Build a Bunk house around or below the shop, give it a nice set up so they stay mostly happy. Then hire as many Combat Trained Locals as possible, once again they are cheaper and may not have to live with us effectively giving us an information net (Military backgrounds are good).

A Key point we need to consider is that we keep money rolling in to pay for this, though we can charm the shit outta the to aid in our goals. After all this we're gonna say hello to our ship.
>>
Rolled 22 (1d100)

>>1434875
Soon we will be adding soap to our list of items.

Really only problem is cop for mayor consultant. We still have that AI for governing. So it could still work out in some way.

Hopefully it will not take up long to train up some cooks to support the shop.

Otherwise this plan will be cheaper for us. Which will be good for the ship payment.
>>
Rolled 24 (1d100)

>>1434959
Cheaper in the short term, sure. Also less profitable, but hey, I've made my points.
>>
Rolled 6 (1d100)

>>1434976
It really doesn't help me pick with abstract cost and same for how much we have in money.

Right now I'm thinking we keep something for savings to upgrade a bit later and for the faith trade ship in coming later on.
>>
>>1434993
They'll have jack shit compared to what we've got access to right now. If you're wanting to spend money at all now's the time to spend it. Especially since it's our personal money.
>>
Rolled 12 (1d100)

>>1434976
Hiring locals also helps you build trust with your population base, it also allows us too look then i the ye before running and start the charisma indoctrination. By getting out there as much as we can we can expose ourselves to more of an audience and thus our influence spreads. The shop is a means to an end dear anon. Plus how would hiring none locals make more money?
>>
Rolled 45 (1d100)

>>1435105
Don't blow our economic load all at once, we may need to fix things, pay for services of others, pay off say that loan we got for our ship. The list goes on
>>
Rolled 1 (1d100)

>>1435110
>>1435120

That's the thing, under the FortiCo plan we're STILL hiring locals, we're just also giving them training so they're actually worth a damn.

"Want to make something of yourself? Come on over, sign this contract, and in 3 years you'll have military AND sales experience! See, we've even got ELITE troops to train you!"

Rather than:
"Hey, come work for me. I need some fish dried oh and also a whole bunch of dangerous work that'll probably kill you...no I can't train you or equip you sorry."
>>
>>1434552
>What do we produce right now?
Currently our only product/export is food. Which on the bright side pirates always need it, and our character is actually part of the trade in food supplies.

>>1434875
Still don't understand why your top priority for purchases involves getting a security system for our home and upgrading it to a pimphouse

>>1435227
https://www.youtube.com/watch?v=BbveAR7oVhE
>>
Rolled 12 (1d100)

>>1435227
Well anon I would give up on hiring any fortiCo and having them train some locals.
>>
Rolled 33 (1d100)

>>1435568
...I am gonna have to start another thread to let this debate rage on aren't I?

To think reaching consensus for who to recruit would take so long.
>>
Rolled 91 (1d100)

>>1436077
>Specialist to help us get into office
>Specialist to help us with alien ruins
>Grunts for muscle (Private Military/maybe AEGIS)
>>
Rolled 15 (1d100)

>>1436140
Vote
>>
Rolled 2 (1d100)

>>1436140
Supporting this so we can move on
>>
Rolled 47 (1d100)

>>1436077
Nah, I'll yield. Still think it's silly though. Right now we're just gonna be a shady salesman trying to hire people off the street, and we won't have anyone around who can grow basic folks into something more useful. Either our attrition will be exceedingly high, or we'll have to hire more expensive folks.

>>1436140
Vote.
>>
>>1436199
As opposed to what, a shady salesman trying to hire people in a fully furnished office?

Bro, we don't need to grow basic folks into something more useful. We just need a lot of
basic folks.
>>1433134
>.just know that Charisma characters are the sole exception in that for them Quantity is better then Quality.
Genie was kind enough to give us the damn answer.

I think technically it's more like hiring off of Craigslist than the street
>>
Rolled 91 (1d100)

>>1436253

As opposed to a shady salesman who's actually giving you valuable skills while you're in his employ. You have to grow basic folks into something more useful at some point, because we're not the only charisma character around and we'll need an edge over the others to charm folks to our side eventually.
>>
Rolled 14 (1d100)

>>1436256
For instance, why the fuck is anyone going to sign up with us right now when they could just go join the pirates instead? The pirates have actual expertise in their ranks, and you'd learn valuable shit while working as a pirate too like how to run a spaceship.

That's what I'm trying to get at. We need SOMETHING in order to draw in droves and droves of people to capitalize on our charisma bonus. They're not just going to flock to us by default (or, even if they do, if we had something real to offer then they'd flock to us considerably more).
>>
>>1436256
We are literally the only hero in town right now. Basing strategy on the theory that eventually we'll be competing for followers with someone who has the same super power is foolish. And who says we need FortiCo for our people to ever learn anything remotely useful?

For instance, the trainers we already fucking hired as private contract could train people. Aside from that, they still have the ability to gain experience in whatever they do.

>>1436259
Well, that's why I was trying to talk about setting them up to work as honest citizens of the colony.
>>1433283
Just finance their entry into the colony as (whatever job they will have).
Not everyone is comfortable with being a fucking pirate. Related to a sense of morality, we can make an appeal to religion, which has a hell of a lot more oomph when your god's power can be verified empirically.
>>
>>1436273
>For instance, the trainers we already fucking hired as private contract
No, the trainers we hired were not a private contract. Their objective is to train the Colony's police forces so that, while Aegis is off consulting their alien artifacts dealer(s), the Colony doesn't get destroyed. That's not a private contract.

>Aside from that, they still have the ability to gain experience in whatever they do.
Okay, yes, but as of right now we've got nothing going for us aside from charisma. You know what the problem with being able to attract a bunch of useless people is? They're useless until you do something with them. Doesn't really matter if you're processing fish or whatever, but for military endeavors (including searching alien ruins) it means our guys will die in droves. That gets us bad rep AND the survivors will probably be disenfranchised so we just get stuck with another batch of useless fucks until every in the colony is wise on us.

>Well that's why I was trying to talk about setting them up to work as honest citizens of the colony.
Right, we just need them to come over to the second-sketchiest part of town before they can start in their honest labors...trust us.

>Not everyone is comfortable with being a fucking pirate.
It's true, but the ones who aren't comfortable being pirates can almost certainly find better places to work at than our shitty little shop in a sketchy part of town.

Again, not that I care, I just don't see anons' current plan(s) working out as they expect.
>>
>>1436341
>Not a private contract
We, as a private citizen, made a deal with Aegis, with the ultimate goal of mutual profit, and we spent no public funds to do so. The facts that the police they will be training will be public servants, and that this will be beneficial to the public, are irrelevant.

Now, even if we can get some people we recruit to join the police force, we probably can't get everyone we'd like on it. It would be alright if we could simply convince the trainers to impart some knowledge to people not strictly specified in the contract, but we'd need some kind of superpower that makes us really good at persuading people to do that. Oh wait...

>Okay, yes,
Genie straight-up said that having a shitload of people is better for us than having a few badasses.
>>1433134
>just know that Charisma characters are the sole exception in that for them Quantity is better then Quality.
But hey, what the fuck does he know, he's only the QM and motherfucking designer of the system!

>>1436341
>Right, we just need them to come over to the second-sketchiest part of town before they can start in their honest labors...trust us.
Yeah, getting them to trust us would take some kind of superpower that makes us really good at....oh wait.

>almost certainly find better places to work at than our shitty little shop in a sketchy part of town.
And we can help them find those better places with a little capital and a little charm. I don't think I'm effectively communicating what I want to do here. We help them get a loan for a farmstead or a fishing boat or whatever, and when they're able to we expect them to help us. We get enough people that we don't constantly take everyone with us every time we do something, those ill suited to adventuring, temperamentally or otherwise, will be the least likely to come with us on any given mission, while those most suited to it will be the most likely. Maybe we can, for most of them, actually just use them for less deadly shit, like supporting us politically, being informants, or whatever.

> I just don't see anons' current plan(s) working out as they expect.
That I can agree on. Including my own plan.
>>
>>1436373
Also, there's this new thing called "middle ground." Not having Elites to train people doesn't mean we're stuck with people who don't know which end of a gun to hold. The militia already teaches the absolute basics to any citizens who care to learn, free of charge. So we can easily have the bare minimum even if we can't manage anything more.

Similarly, there's a rather important distinction between a plan not going as expected and a plan being an abject failure. Things generally don't go exactly as planned, we just have to roll with the punches, and trying to come up with the perfect plan is often an exercise in futility, vis a vis spending the past week arguing about who to recruit.
>>
Rolled 70 (1d100)

>>1436373
Riiiight, that's why we were able to persuade Aegis to come down here.

No, wait, we couldn't until dialogue was written up.
>>
Rolled 25 (1d100)

>>1436406
Alright, I guess you're right, since the rest of us are fuckheads who can't write dialogue for shit, making our power useless. Meaning you decide whether we succeed or fail, so there's no point arguing with you. At this point I'd argue we all need to give you exactly what you want so you have an incentive to put in the effort, but you were barred from getting what you want by rolling a 1.

Which is why we're stuck going with a different plan, which you recognize the necessity of supporting simply so the quest can continue, but refuse to acknowledge has any merit.

So congratulations on being correct by virtue of holding the fate of the quest in your hands.

I hope I managed to avoid sounding too bitter, I had to go through several revisions before posting
>>
Rolled 76 (1d100)

>>1436140
I'll back that simple 3 pick. Just sad to see no shop staff.
>>
>>1436495
Jesus man, you're far too hostile. Again, it's not that I give a shit it's just that you're assuming things will be so easy just because we're a hero. They've never been that easy and we need to behave in a specific and intelligent fashion in order to get what we want You're providing absolutely no specifics, and that's what I think will backfire.

Also though this is just idle discussion while we wait for Genie to wake up/write, which you've gotten all inflamed over. Your bitterness bleeds through pretty heavily and it's over nothing.
>>
>>1436685
>>1436495

So in sum, it's not that everyone except me is a fuckhead, it's mainly that you sir in particular are a fuckhead.
>>
Rolled 71 (1d100)

>>1436685
Never said it would be easy.

I don't even have a plan, I'm just trying to come up with ideas. Genie told us that quantity is better than quality, and I believe mentioned earlier that one of the things it's possible to "buy" is population. Therefore I suggested we recruit new colonists and help them move in, as an alternative to recruiting people by offering military training from high-priced experts. An idea which you shat on, apparently because it did not involve military training by experts. Which, as I said, Genie implied was not preferable to recruiting larger numbers in our specific case, due to the fact that we are a charismatic hero.

>>1436704
Yeah, sorry. I'll try to stop being such a fuckhead.
>>
>>1436743
I mean recruiting general population; farmers, fishers, builders, etc.
>>
>>1436743
>>1436759
As for high-risk missions/meat-shield duty
We've actually all been overlooking a HUGE thing that's been here right from the start.
Fanatics. We can just recruit fanatics to be our fighters. They do not fear death for they know that paradise awaits them.
>>
Rolled 40 (1d100)

>>1436743
>>1436759
It's because the plan didn't include...like anything. I wouldn't care if we hired engineers and started up an engineering/construction firm out of our shop designing and building fish-processing facilities. Or a bunch of expert fishermen and set up our own fishing company, or any number of other things.

But we didn't get anyone special under our personal banner who's skills we could sell at a premium to the masses to increase the masses' value. That bothers the tits off of me, because now the chance is basically gone and we didn't capitalize on it even a bit.

>>1436784
See, that's the sort of specific idea that's great, and that's a great idea.
>>
>>1436574
It bugs me too bud, but for shop staff they come a little later. We can hire locals for that. Plus we can send our people out to do stuff while we work if they are any good.
>>
Rolled 39 (1d100)

>>1436140
Alright consensus achieved new thread will be up shortly.
>>
new thread>>1438175

Don't forget to archive!




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