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Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Malfunction%20Quest

A while ago, you were in a struggle of life and death, but now you're in the remains of you're enemies. Those remains happen to be quite valuable too. This heat blade? The heating elements can be salvaged and repurposed to your circular saw to put some extra cut in it. And the parts of this anti-material rifle are just perfect for making your rivet gun a few steps closer to a proper firearm. Can't forget all this standard metal that can be used to reinforce your capacitor and make it less of a target as well. Still not every idea is accepted, which is why L-C23 is explaining why putting rifle rounds in your hands is a terrible idea to you, and that they won't allow or participate in "Such a crime against engineering." as they described it. Can't win them all.

It's time to move on anyways, you've spent enough time sitting here and tinkering with your body. There seems to be no shortage of passages upwards, but almost none of them see traffic. You choose a relatively large cargo elevator and begin a slow ascent towards the next floor, the Chemical Sea as it was described to you before. As you look back on your scanners you see large waves of movement crashing together where you once were. Your infiltration and execution must have created some opportunities for those separatists that inhabit the sector. Oh well, not that it matters to you. There's no reason to stay on the floor given you've interfaced with the pillar already.

And now you arrive at the third floor, A stark contrast from the recycling plants and quite similar to the scrap yards in terms of desolation and disrepair. It's clear to see why no one travels through the access ways to here when giant chemical pools stretch far past the horizon line. Occasionally large piles of rusted metal and waste jut out from the murky depths, forming stable landmasses from which sporadic lights can be seen flickering. You kick a small chunk of steel into the waters and confirm it's danger when you see the acrid smoke peeling off the surface. You're here now, but something is very obvious. You don't really have a way to traverse this place easily...

>So what's your plan to get around this floor?
>>
Upgrades accepted from last thread

Body lvl 3 to 4
>Sterner stuff: General increase in body size and the addition of breakaway armor plates greatly increases survivability and expansion efforts.
Industrial saw lvl 2 to 5
>Ripper Teeth: Alloyed teeth keep sharp for longer and are less prone to chipping.
>Combat form: There are certain limitations that keep industrial tools from being effective weapons. Turning your saw into what you call a "Chainsword" gives you a much more deadly appliance.
>Crimson Jaw: Repurposed heating elements are put to use in your saw, bringing it to blistering temperatures. While not as effective as it was on the original blade, minor cuts will still warp lesser metals and major slashes will slag their bodies. Beware of overheating from overuse.
Capacitor lvl 2 to 3
>Distributed Operations: Increased body space has let you redistribute the capacitor system throughout your entire frame. You no longer need to fear your system being broken by an unlucky strike, and a utility slot has been freed up.
Rivet gun lvl 3 to 5
>Resistor Mechanics: Heat venting and conductive materials will keep your barrel from slagging under the stress of it's accelerator. Provides a basis for system improvement as well
>Prime Rifling: A longer barrel and some new internals from an actual firearm lowers fire rate, but greatly improves performance in nearly every other area including accuracy, recoil, and velocity.

Material total is now at 0
>>
>>4081567
>Ask what resists corrosion and begin looking for materials we can reach. we need a boat... and maybe covers for our lower half or legs if any is left over.
Didn't recognize the quest at a glance, nice picture though.
>>
>>4081567
>Jump to a pile and wrangle together a boat

>4chan pass ran out and clover app captcha is broken

guess I can't vote from work anymore
>>
You need a boat, there's no getting around it. Problem is what material could withstand that acid? You start off asking L-C23 about what you'll need, and fortunately there's plenty of options. This stuff is definately no hydrochloric and even the elevator shaft you came up on would probably have some alloys that can be put to use. There's also plenty of live resources running around on the lower floors.

The time and resources it will take to construct your vessel will depend on what quality and type you want out of it. Both you A-1 and L-C23 can be assigned to the tasks of building, scavenging, hunting, or a write-in. Do include a 1d100 for both of them regardless of choice.
>>
Rolled 23, 34 = 57 (2d100)

>>4084658
A-1: Scavenge
L-C23: Building
rolls in order.
>>
>>4085247
Oh yeah, I'm not supposed to roll
>>
Rolled 82 (1d100)

>>4084658
>>4085247
Support
>>
Rolled 78 (1d100)

>>4084658
ah shit it was 2d100. Rolling again.
>>
>>4085508
>>4085518
Thanks, it's nice to see that we're not going to suck after all.
>>
82, 72 Good successes

Turns out they didn't skimp on construction costs when it came to the elevator. The whole thing has some nice plasteel sheets that can be ripped out while keeping the whole thing operational. It doesn't take too long either, so you can take some more time to scrounge for some less precious metals from the wrecked landmass you reside on.

While you busy yourself with that, your engineer companion busies themselves with constructing a sort of temporary drydock to actually build the boat from. First comes the keel and outer hull of course, but you're going to need to do some pre-planning for what this thing is actually going to be like.

In the distant you can see large shapes skimming through the murk. It seems that people still move through here. Is the manufacturing deck still operational and trading with the recycling sector? It's hard to tell really.

>Construction phase one is done, please specify what you desire out of your craft, e.g. small, medium, large. Specializations, etc.
Rolls for both yet again
>>
Rolled 80, 20 = 100 (2d100)

>>4086539
>Large ship: Militant Scavenging specialization. Stable boat, designed to allow for another ship to be pulled onto it partially and deconstructed. Emplacements for harpooning and forced contact, ramps for boarding actions. Deep scavenging gear to pull up anything we wreck, or secret stashes we find out about.
Please no 1s.
>>
>>4086539
>>4086643
Same as before for the rolls btw.
>>
>>4086643
Supporting
>>
>>4086850
Please roll, I don't want the boat to sink because I rolled poor on the building roll.
>>
>>4086953
>>4086539
Lol, good point.
>>
Rolled 43, 61 = 104 (2d100)

>>4086539
Rollan
>>
Rolled 68, 98 = 166 (2d100)

>>4086539
>>4086643
Rolling.
>>
Rolled 41, 55 = 96 (2d100)

>>4086643
This
>>
>>4086991
>98
>>
>>4081567
By the way OP, just went through the archive and I’m very much enjoying this quest. Reminds me quite a bit of Nongent’s Silent Stars Side Story “Scrapworld”
>>
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>68, Mediocre pass

Although there's some prime material avaliable, that doesn't mean that it's endless. You spend most of your time ripping up what you think looks usable for the construction project at hand. You're aiming for a large vessel, one that can take a hit and be used for salvage operations and boarding combat. Naval combat doesn't have to be all ranged warfare. Still you probably wouldn't have the goods to make gun emplacements either.

>98, Excellent success

Your constructive companion though, has much better luck with their endeavors. To craft a ship when the very water corrodes away your work isn't easy, so a sort of suspension system has been formed hoisting up your keel and frame above the shore and set with a linked detonation system out of the spare ammunition box you managed to haul along with you. When the time is right the rigging can be blown to drop the ship on to a ramp below where it can slide smoothly to the waters. They seem quite happy with the challenge all-together, though you can't really understand why.

Off the shoreline an actual ship glides along the surface, large spotlights lazily moving about and scanning the horizon. Whether or not they've seen you or even care about your presence isn't quite known.

>Slim pickings, further scavenging rolls will be at best of two instead of three
>>
>>4087945
Glad to see some are getting enjoyment out of it, as a first quest though the feeling is still awkward
>>
>>4088214
Just keep at it dude. You’re doing fine.
>>
My personal thoughts, since were seeming to be a solo operation besides our helpful little engineer bit, we should look into upgrading our chassis a bit. A more robust general design along with a secondary set of limbs, potentially outfitted with basic weapons or even just manipulators could give us a significant boost to our combat efficacy. Moving our mode of transportation from bipedal to a quadrupedal/hexapedal form of movement could also be a reasonable upgrade.

Just a thought.
>>
Rolled 84, 48 = 132 (2d100)

>>4088212
Technically the first one was 80 for that roll, but ok.
>>4088212
Rolling with hope in my eyes.
>>4088214
You're rocking it dude, keep on keeping on and everything'll be alright.
>>4088431
The extra arms might be nice. Bipedal motion reduces cost and target silhouette. If we want more speed and maneuverability then flight/jet ports might work better. Of course extra arms can be used like legs if we want to so yeah.
>>
Rolled 49, 53 = 102 (2d100)

>>4088212
>>
84, Great success

The elevator is running out of goods to give, so the time to go back below has come. You start by stripping off the walls and breaking off more and more pieces over time, taking several round trips ferrying up materials. Regular steel won't quite stand up to corrosion as well as plasteel, but it can be used in the internal hull just fine. Maybe it's infamy or luck, but no one seems to venture near your area in the time that you spend scavenging.

53, Moderate pass

Construction has slowed down a bit. It's a delicate balance adding on more and more weight to a suspended construction as the strain will eventually become unsustainable. Additional supports gradually need to be added just to keep the thing up in the air. Progress is still being made though, however slow it is. Maybe it was a bit excessive choosing to build something this large, but it's what you wanted to do and you don't give up easily.

>phase 2: outer hull is 50% complete
>>
Rolled 97, 26, 8, 3, 85 = 219 (5d100)

Seems the die is in my hands
>>
97 and 85, critical success and excellent success

Resource collection goes a lot smoother this hour than the last. An unfortunate hauler wandering nearby created a fortunate opportunity for you as you decided to liberate them of their materials. And as lucky would have it, they were carrying plasteel of all things. Just enough to finish up your exterior hull without needing to compromise with lesser materials. You have an excess of time to spare so you spend the rest of it rigging up sheet metal for your much smaller engineer. With this your large vessel can actually stay afloat in a body of water. After you finish the engine next you can send it moving along too.

>Continue construction after the engine
>Set sail after it is done
>>
Rolled 80, 44 = 124 (2d100)

>>4092455
>Construct a crane and pully system to be able to grapple/haul other ships with our harpoon. Main purpose being to make disassembly of smaller ships easier.
>>
Rolled 46, 70 = 116 (2d100)

>>4092455
>>4092616
Support
>>
80 and 70, Great successes

You've gathered a surplus of materials, and now it's time to pull ahead in your construction schedule. L-C23 gets to work on an engine, the massive workhorse and it's equally large propeller blades that will propel you along your journey. You on the other hand work with some significantly simpler mechanics and create something that you think will come in handy, a salvage system. A powerful crane arm and auxiliaries that can be used to dredge up wrecks from the deep and bring them to your grasping hands. Its crushing grip isn't anything to scoff at in proper range either if you feel daring enough to ram another vessel. But with this the fundamentals of your ship are completed, and you're ready to set off. Question is though, where to?

>A seemingly populated island off in the distance that has a couple other ships sat at shore
>There's a patch of waters that you can see strange floating shapes shifting in the air with erratic flashes of fire.
>Trust no specific landmark and sail on instinct.
>>
>>4094021
>>A seemingly populated island off in the distance that has a couple other ships sat at shore
>>
>>4094021
>A seemingly populated island off in the distance that has a couple other ships sat at shore
>>
>>4094021
>A seemingly populated island off in the distance that has a couple other ships sat at shore
>>
It's time to set sail. You stand at the bow of your ship and set off the rigging. Like a chain of fire crackers they detonate sending your boat scraping down the ramp and to the open waters. The propellers kick up as L-C23 works below deck, finally resuming your journey and leaving a wake of chemical foam behind. Your goal is a small island that seems inhabited. It's a short journey but this is the perfect opportunity to test your vessel before you have a serious voyage. Your engineer companion seems far too excited about this in general, tracking and recording everything they can observe. You're not sure why though, it's just a ship, nothing like the thrill of combat. Nevertheless, the ship does a fine job and soon you're at land again, and this island has it's very own formal dock and everything. This place isn't just an island, it's a port. As far as you can see it's bustling with activity, cobbled together buildings are dotted across the place with other constructs chattering and going about their business. Vendors offer wares and haggle with others, a group of familiar looking drones advertise their manufacturing expertise, and others simple mingle and talk with one another in encoded speech. This place might be useful in obtaining further equipment, but you don't exactly have anything on you to trade with.

>Do something on the port island?
>Or continue on your journey to some other place.
>>
>>4095704
>>Or continue on your journey to some other place.

If we don't have anything to trade with I don't see anything we can do here. Ignore this vote if someone else gets an idea.
>>
>>4095704
>Or continue on your journey to some other place.
>>
There's nothing really here for you given that you can't trade for something when you don't have anything. Time to sail again after this short break. The test run went fantastically and had no problems so there's no reason not to keep sailing. You check your coordinates and adjust your heading, strange that you were facing the wrong way but a quick correction fixes that. Ahead of you, a field of structures stick out from the murky waters. Oil rigs. There's still a need for chemicals in this world so it seems that others have taken the liberty of making their own harvesting facilities.

>Move through the rig field
>Choose an open patch of water
>>
>>4097891
>>Move through the rig field
>>
>>4097891
>Move through the rig field

What could possibly go wrong
>>
Why not, you're on a salvaging ship anyways so sailing near potential ruins only makes sense. You set a course and drift leisurely along between the active platforms. From what you can see it's an involved process with them, separating individual chemicals from a cocktail of what must be thousands of different types and sending the garbage back into the pool below. They aren't exactly friendly, but they aren't shooting at you either, just sending a general "Keep your distance." alert at you over general bands. You do see a certain prize for your time at the edge of the field though, A ruined rig, half sunk into the sea. You could start dredging some materials up from the depths, but that might make the group here a bit unhappy with you.

>Risk their ire, those materials are yours
>No need for unnecessary risks
>>
>>4100286
>Contact the platforms and offer to salvage the sunken one in exchange for splitting the materials from it.
Materials are nice, not being shot at is nice too.
>>
>>4100286
>>4100568
The man has a good offer.
>>
>>4100286
>>Risk their ire, those materials are yours
>>
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You're not really a fan of getting shot at, but you really do want those materials. So you come up with a compromise and offer the salvage it for them in exchange for half the haul. They've got the resources and you have the tools. It's a few minutes of silence before they give the go ahead. So now you're sitting here manually severing off structural beams and other bits and stowing them away in the hold. The rig group has sent their own vessel to collect so occasionally you drop some of it in theirs to haul away. All in all, you've gotten a decent bit of scrap. A lot is corroded by time and chem, but metal is still metal.

>2 units of standard grade metals cargo added to the hold.

What does concern you though is your destination. Its changed. Your coordinates are more of a track that sends you the current location of the pillar, but the thing is its been moving. You didn't notice it last time because it was so slight that you only needed an angle change to stay on course, but this time it's gone several miles to the east in an incomprehensible time frame of a couple minutes. You're supposed to get to this thing, but you've never really had to reach a location that was actively moving away from you.

>Try to rush it down at full speed.
>Predict its movements and cut it off
>>
>>4102513
>Predict its movements and cut it off.
>>
>>4102513
>Predict its movements and cut it off
>>
>>4102513
>>Try to rush it down at full speed.
>>
>>4102513
>Predict its movements and cut it off
>>
Well, it's best to have a plan before you head straight at it. By trying to head it off in its path you'll save much more time than if you just rushed at it straight away. It's a bit difficult though, the movement patterns seem to be getting more and more erratic for some reason. The pillars were static places so far, so why is this one moving? Is it on a ship or something? That just raises more questions, those things were massive and firmly connected to their surroundings.

Roll 1d100 best of two
>>
Rolled 40 (1d100)

>>4103870
Perhaps it's not the pillar that's moving? Hmm.
>>
>>4103870
>>
Rolled 12 (1d100)

>>4103870
>>
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40, not good...

It's a pain trying to predict these movements. As you inch closer, they only get stranger. It goes north for a moment only to jerk left, switches from glacial speeds to around 80 knots and so on... And just as you're about to reach it complications arise. Two ships sailing towards you with the pillar signature following. They're about the same size as yours and armed. No communications from them yet.

Decision making time, what do you do?
>>
>>4105297
Send a hale and prepare for combat.
>>
Rolled 96, 95 = 191 (2d100)

You hale the ships to see what they want from you. "State intent unknown vessels." They clearly must have some interest in you given that they're heading straight at you. Something seems off though, they aren't preparing their weapons, just heading at full speed.

"Begin an immediate retreat, Leviathan is in the area. Repeat, Leviathan is in the area!" An alarm blares at you from one of the ships. Then it appears on your scanner, something MASSIVE under the water. It easily dwarfs even your trawler in size and is only getting closer. The pillar's signal is coming right at you, and for once in your first week of existing consciousness, you get the feeling that you don't want to get near it. Those ships don't want anything to do with it or you either, they just want to get out of here.

Give another 1d100 best of two for the nuances of nautical navigation.
>>
Rolled 5 (1d100)

>>4106651
Those rolls though... this is gonna hurt
>>
Rolled 100 (1d100)

>>4106651
This is not a good situation.
>>
Rolled 58 (1d100)

>>4107083
But that IS a good roll
>>
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Natural 100, pure critical

The waves begin to grow violent as the mass begins to rise from the depths.
One of the ships breaks left as the other continues forward. You struggle and pull the ship to turn as fast as she can manage to the side, completing the triple spread. Behind you, you can see it emerging, spines of rusted metal and malformed debris poking out the surface leaving trails in their wake as it surges forward, the pillar itself among them. On the middle ship you can see figures moving back and forth carrying some sorts of glowing buoys and tossing them behind, at the sides they ready smaller boats that hang from the railings. Even at full speed you could never out run this thing, you understand that as you see a fraction of its top peeking above, so you follow the example of the other ship and leave the middle to its fate, which seems to be bait judging from how they're behaving. The buoys left behind lurch towards it and stick to it's garbage hide, hissing and sparking with blue light. The bait ship begins to slow and the side speeders drop splitting off as well. It's from a very large and possibly safe distance that you see the empty vessel disappear in the jaws of that leviathan. It wouldn't surprise you if it could devour one of those chemical rigs from before. The buoys shriek and detonate, creating a light show of electricity and noise, eliciting a low growl from the monster and causing it to thrash about in anger, tossing massive waves that reach you even from here. It's only a guess that those were to distract it, as that in no way caused any significant damage to the creature. It stays their a while in its rage before moving in a direction that mercifully isn't yours.

This brings up a problem though, how are you even supposed to get to the pillar when it's embedded in an aquatic abomination the size of a small island? You're not really sure what to do after that... Humbling experience.

>A fragment of something has been learned...

Choose a direction to sail, or something specific?...
>>
Well... You're not sure what to do now considering how out of reach your goal is. Still that's no reason to give up, maybe if you wander around you'll come up with something. Every problem has a solution, even if it isn't apparent from the start. Now where to go.... Ah, it looks like you've drifted while you were thinking and lost track of time. Here the waters are a bit more crowded. A murky swamp of ruined wreckage where the waters are shallow and must be navigated carefully. It's thinking time though, you have your purpose, after all what are you without it?

>A bigger boat is required, you will gut the fish no matter what.
>A more covert method is required to face your obstacles, you will find a way.
>>
>>4110543
>Bait... Explosives... We're going to need more materials. Look for prey that thinks itself predator.
My computer got fucked up, had to get repairs done.
>>
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Well, you're going to need weapons. There is no need to be discouraged, for as long as civilization has existed weaponry has continued to evolve. Which leads you to your current line of thought. No matter the obstacle, with sufficient high powered explosives, it will be removed.

You wont get those from just scavenging though, you need to hunt down some live prey. Others occupy this level and they must have weapons of their own, and you will simply liberate them for yourself. You don't have much of your own though, so you'll have to play a bit of a trick. You'll drift out looking as defenseless as possible and gut the crew when they try to board. Now just to set the scanners and find a target.

1d100 best of three, bonus residuals from nat 100
>>
Rolled 70 (1d100)

>>4113465
Initiating operation Sneaky Pirate.
>>
There we go, A single ship coasting along in the water nearby. You set the course and sail close enough to be visible and... You've got their attention. Slightly smaller than yours with two deck mounted turrets. They haven't fired on you yet, probably because you don't have any notable weapons of your own. Gradually they're getting closer.

Strategy for your piracy?
>>
>>4115438
Use the claw to grab the boat when they're close. After that how they react will determine how things go down.
>>
It's only until they're right next to you that you set the claw to reach out and grab their ship. The forceful grip, crushes the side railing under it's power and firmly keeps it in place. Their deck alights with activity as they react to the surprise, one of the deck guns swiveling on to your boat while the crew prepares for battle.

1d100 Bo3 and your plan for engagement?
>>
>>4117253
Commence boarding action. Initiate CQC and prevent them from using their guns safely or effectively.
>>
>>4118438
Seems like a solid plan, but you forgot your roll.
>>
Rolled 18, 100, 27 = 145 (3d100)

seems its up to me.
>>
Natural 100, extreme success and sequential, something is stirring...

You slingshot yourself out of your hiding place on your grappling wire, directing your body towards the enemy ship. In your flight you put on a spin and rev your saw, turning yourself into the equivalent of a thermal bladed blender and gliding through a crowd of crew members and turning them into a fluttering cloud of cherry red shreds. Skidding to a stop at the edge you turn to face the rest of the combatants and... Oh.

They're backing away with their weapons lowered. You're not really used to your enemies surrendering, so this is new. To be honest, these guys are real disappointing compared to what you've faced before.

The ball is in your court, the enemy has surrendered and you have control of the situation, what will you do?
>>
>>4119176
>"I'm taking all the explosives on this boat with me... congratulations on being the first foes I've had surrender by the way."
We need explosives, materials are less of a concern at the moment, and this boat seems like it's not exactly flush with rare materials.
>>
An act of mercy is in order for their intelligence. It would bring you no joy if the kill wasn't any challenge either. So instead of slaughtering them all you instead order them at saw point to give up their cargo. Ammunition too of course, wouldn't want them to fire back on you once you leave.

You're carried back on to your ship, standing on a pallet loaded with stolen cargo and lifted by your crane. The haul is... Okay. They weren't exactly loaded, but they had some stuff.

Obtained...
>Several hundred rounds of .50 caliber turret rounds in a couple boxes.
>Three old, sketchy looking sea mines.
>Four units of spare electronic parts.
>And one box full of industrial synth-cloth bolts.

There's a couple directions you could move to from here...
>Hunt down some more ships.
>Return to that port from earlier and trade in some of this stuff.
>Do something to improve this vessel.
>>
>>4121205
>Hunt down some more ships.
>>
You've chosen to hunt down another ship. This calls for some more dice to see if you get a lucky catch. 1d100 best of three just like the rest.
>>
Rolled 49 (1d100)

>>4123159
And I'll even roll this time!
>>
Rolled 74 (1d100)

>>4123159
>>
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74, good result

No time to slow down, you've got work to do. The disarmed ship is left behind and you sail off slowly on the prowl for easy prey. Slinking off further into the mire you reach deeper waters, but the terrain gets treacherous. Little patches of land are now forming in to twisted trees of jagged steel and making it difficult to navigate easily. Smaller things are stirring underneath the water leaving ripples. Obviously they aren't ships, but they're animated and living. They don't bother you though so it's not like it matters.

About an hour later, you see some activity. Two ships plodding along. Both look to be a sort of cargo carrying type, not meant for combat, but they still have some point defense on them. One looks decently degraded with the hull corroding where the waves splash against it. The creatures in the water seem eager to bump against it as well.

>Ignore them and keep looking
>Interact with the group somehow
>>
>>4127015
>Hail them, inquire about trade.
>>
>>4128146
This, and be sure to ask if they have any spare explosives.
>>
You've recently plundered some goods that you don't really have that much need for and they look like they have cargo. You hail them to ask if they're willing to trade some goods. A few moments later they patch in and you discuss what you both want and what you have.

You want explosives and weaponry, and the only thing they really want from you is raw metal to patch their hull. They offer to spare six small torpedo per unit of standard grade metal, of which you have two. On the other hand they also have information on a location that may have just what you want.
>>
>>4129204
Haggle for the six small torpedo's and the information for one unit of material. We should keep one for repairing ourselves too.
>>
>>4129207
+1



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