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/tg/ - Traditional Games


File: 1392748936683.jpg-(87 KB, 1280x960, Ghost.jpg)
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This is a starcraft based quest. I generally try to follow lore and games, but I'm not an encyclopedia and haven't read any of the books. For weaponry and powers I’m not always going to strictly follow canon. This gives me greater freedom to allow character customisation and diversity.

I'll be using D20, best of first three rolls. Skills will adjust DC, not give bonuses, for simplicity's sake. Health is narrative based on the games.
>>
>>30327589
AAAand I fuck up with my first post on tripcode. Oh well, changed and mended.

The Zerg are invading Tarsonis, and you just felt your handler die. The chaos in the facility is complete, no one notices you, and you decide you’ve had quite enough of the Confederacy. Activating your cloaking device, just to be on the safe side, you make your way through the building. You are in luck, as the only obstacle you would have had any trouble with has been eliminated for you. The heavy security door into the mainframe bunker is open, and several technicians are rushing through. You pick up some stray thoughts, a small hope of finding a shuttle to get off world, but you quickly dismiss it and continue to your target. Once you reach the main terminal, you plug in your suit and let its built-in tactical Adjutant break through the security while keeping an eye on your surroundings.
Once you’re in, the task is clear. You download a copy of your personal files, and send the signal for a system-wide purge. As of this moment, you no longer exist. You are Gamma 4, and everyone and everything that knew of your existence is dead.
You quickly disconnect your suit from the terminal and make your way out. Your cloak protects you from the Zerg, but the people around you are not as lucky. As you exit the building, the view is one of total chaos and destruction. Gigantic lumbering beasts float down to the ground, spewing forth swarms of insectile horrors as they touch down. Crablike creatures bombard the city from low orbit with acidic sludge while beasts resembling snakes harass any resistance on ground. In the distance, from the civilian airport, you see ships trying to escape, only to be brought down by swarms of smaller flying Zerg.
You have to get out of here. Luckily, the compound you were in is situated right outside of the actually city bounds, and the fighting is much less here. It seems the attack has only just begun in earnest. You see two main options.
[1/2]
>>
Continue
>>
>>30327627
>Except I changed it in the wrong place. Should be fixed now.

There are several dropships parked in the hangar close by, but most people will go there, with the predictable results of panic and confusion in a large crowd. Another option is to make for the actual spaceport of the military outpost you’re in, where you’ll have a wider variety of ships to choose from and less competition for them, but it is farther and military targets might soon be prioritised by the Zerg.

Adjutant:
>A: Dropship hangar, moderate risk of Zerg, available spacecrafts: dropship. Additional info: Many panicked non-combat personnel will be there, you may not be able to ride alone. Time taken to get through crowd may be higher than expected.
>B: Military Spaceport, high risk of Zerg, available spacecrafts: Dropship, Wraith. Additional info: some ground based Zerg sent to military targets may be able to take you down once you are airborne. you may need to deal with them first.
General note: dropships are easier to intercept by the Zerg forces and lack weaponry. Tactical analysis indicate a clear advantage for wraiths in this situation, though acquiring it will be harder.
>>
>>30327589
Is that you Adjutant? Are you trying again?
>>
>>30327652
>Votes will be 10 minutes unless there's exceptional debating.
More game system information and choices concerning specialisation coming up once this choice has been made.
>>
>>30327589
>I haven't read the books

That's a good thing if Liberty's crusade was indicative of overall quality.

>Are deployed wraiths outfitted with cloaking technology? If yes, let's risk the military spaceport.
>>
>>30327656
No, I'm not. I was there when that went down, but I only realised it was similar after I had started working on it. I'm not trying to redo that quest, just to run my own and see how things turn out.
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>>30327695
You're not sure. There should be some, but it's highly possible that other people already fled with those.
>>
>>30327717

Figures. Oh well, let's risk it anyway. If we're going to die, at least let's do so with a fighting chance.
>>
>>30327652
B and fast.
>>
>>30327754
>>30327746
Right, writing, and when we're going for it, here's the promised gameplay stuff.


General Ghost skills:
Cloak (Expend psi point, 3 turns of invisibility, sustained, free action)
Universal terran weapon training (All non-exotic, non-suit integrated weaponry can be used without penalty).
Basic piloting training (you may pilot wraiths, dropships and valkeries without penalties)
Psionic combat style (you are trained in using your psionic powers in general combat, giving a general advantage against non-psionics)
Psionic fortitude: Every three combat/event turns, you regenerate one psi point
Aggression inhibitors (Ghosts have implants that prevents them from directly turning on their superiors)
Ghost mental conditioning (limits your psychic potential. If managed to be broken, you gain an additional specialisation-specific psionic ability and your psi rating increases by one)
Equipment: Ghost issue combat knife, Ghost issue ‘Pacifier’ hand cannon, Ghost body suit (inbuilt stealth generator, communicator and electronic tactical assistant).

psychic powers allow for minor telekinesis and telepathy. For instance feeling the amount of life forces and their positions around you in a short range, move small objects, etc. These don’t cost psi points, but take an action.

Available specialisations next post.
>>
>>30327836

Sniper
Range specialisation: Long-extreme.
Psi Rating: 3
Abilities:
C-10 sniper specialisation (Lower DC on using C-10 canister rifles on long to extreme range) (passive)
Snipe (Expend psi point, lowered DC, extra damage to biological targets)
Equipment: C-10 canister rifle, “Thunderhammer” sniper variant.

Spec Ops
Range Specialisation: Medium-Long.
Psi Rating: 3
Abilities:
C-10 support specialisation (Allows use of the C-10 canister rifles’s specialised munition without penalties, lower DC on medium to long range) (passive)
Psi Confusion (Expend psi point, up to 3 targets lose their current action and are stunned for a turn)
Equipment: C-10 canister rifle, ’Kraken’ support variant. 3 rounds for both EMP and Infero shots.

Psionic
Range Specialisation: Short-Medium.
Psi Rating: 4
Abilities:
Psionic Specialisation (Overrides psionic fortitude, you regenerate a single psi point every combat/event turn) (passive)
Mind Shock (Spend Psi point, moderate damage to single target, loses its current action and is stunned for two turns. Sustained: another psi point may be used as a free action to refresh the stun duration. Note that this is unsafe to use against non-Terran targets)
Kinetic Wave (Spend up to 3 psi points, affects 3 average targets, 2 hulking or one large per point spent, deals more damage per point spent, scales linearly)
Equipment: Psi enhancement module on the ghost suit.

Assassin
Range Specialisation: CQC-Short.
Psi Rating: 3
Psi awareness (detecting lifeforms around you is a free action, and you can sense ill intention towards you from Terrans. Basically spider sense)(passive)
Psi dash (spend psi point, dash forward up to 10m. lightly damaging all foes you passed or moderately damaging your target)
Equipment: extra Ghost issue ‘Pacifier’ hand cannon, “Duellist” class armour piercing short sword.

>Pick one
>1. Sniper
>2. Spec Ops
>3. Psionic
>4. Assassin
>>
>>30327836

>Aggression inhibitors
Those will have to go. Not that we necessary hold a grudge, but just in case.
>>
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>>30327656
I had the urge to do a marine quest a few times.

Not me though.

Godspeed, supervisor.
>>
>>30327867
>3. Psionic
>>
>>30327867

I'm torn between
>Spec Ops
and
>Space wizard er psionic

so I'll cast my support behind either of those
>>
>>30327927
Thank you. I'm sorry what happened to your quest, I really enjoyed it.
>>
>>30327867
Sniper
>>
>>30327927
Please, please go for it. I loved your quest.
>>
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>>30327951
Don't be sorry, I had a blast too.

/tg/ just gets dense sometimes and I got burned out from running the quest for too many consecutive hours, really needed to pace myself.
>>
>>30327930
>>30327947
Seems like Psionic won, writing.
>>
You decide to head to the Military spaceport. No sense in risking your life in a flying brick when you can get a personal fighter. You stay cloaked and rush down the path. Most people here seem to be heading for the hangars, so you don’t see that many people.
The way to the spaceport is uneventful. Some Zerg appear, but your cloak keeps you safe for now. Arriving at your destination, you see it is being attacked by a small group of Zerg, mostly Zerglings, but also four Hydralisks. The marines stationed there are making a valiant effort to defend themselves, but it’s clear they’re outmatched. The Hydralisks will be a problem if you try to take off though.

>You are still cloaked.
>Psi points: 4/4

>1. Ignore them, any time you lose here might get more zerg swarming in.
>2. Take them out with Kinetic Wave.
>3. Take them out with the Hand Cannon. Their armour is fairly thick though so it might need some good aiming.
>4. Run in close and take them down with your knife.
>>
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>>30328085
What's your stance on "take a third option" supervisor?
>>
>>30328085
>2. Take them out with Kinetic Wave.
>>
>>30328110
Oh good you mention, I forgot to add a
>Specify other
option. So yeah. Assume that what I'm giving you are guidelines, there'll be good options, there'll be not so good options, and if you come up with good strategies you might get great results.
>Forgive me, it's my first quest, I've followed quite a few, but seeing it from the other side takes some getting used to.
>>
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>>30328147
>Rescue the marines with our small arms, order them to engage the Hydralisks as we escape, and thank them for their valiant sacrifice for the Dominion.
>>
>>30328147
>but seeing it from the other side takes some getting used to.
You're alone on the other side now OP, no ones there to hear your screams.
>>
>>30328170
Dominion doesn't exist yet, it's the fall of Tarsonis. Up there? Mengsk laughing his ass off. Not that you'd know that of course.
>>
>>30328170
>>30328135
Only 2 votes, for 2 different strategies. Tie breaker?
>>
>>30328170
Adjy, mind doing me a favor? If you could take of the trip so people that are aware of your past won't be swayed to your votes by your reputation alone. Not trying to be rude, or anything,
>>
>>30328197
Confederacy then, I was thinking of the OTHER Terran capital that fell.
>>
>>30328085
Could we combine the two? Kinectic Wave to spread em out then use the hand cannon on the hydras while communicating ahead of time to the marines to focus fire on the zergings? Or are we wanting to go full stealth here? I want to really help these boys out
>>
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>>30328242
Forgot I had it on, sure I don't mind.
>>
>>30328254
Er sorry that might be a tad garbeled I mean we let em know on the coms that we are here to help em out then tell them to do the above in my post if its not too power gamy I mean.

Not really sure if it would be power gamey to be able to talk and do an action when we are sorta playing this out by coming in like the god damn big hero myself
>>
>>30328288
Spread who out? Use the Kinetic wave on the zerglings or the hydras? There's about 20 zerglings and a squad of 4 marines behind barricades. I should describe the battlefield a bit better in the future, sorry.
>>
>>30328085

Smash zerglings with kinetic wave, let marines deal with the hydralisks.
>>
>>30328333
The zerglings aren't behind the baricade of course. They're trying to break through and rapidly succeeding.
>>
>>30328350
Ok, writing.
>>
>>30328333
Hey no probs no probs GMing shit is hard as fuck at times. But its why you start and you learn.

Ok so squad of 4 marines 4 hydras and 16 zerglings, hm... Kinetic the zerglings to get them off the cover and warn the boys to duck and cover cuz we about to smash some bugs on a windsheild
>>
>>30328350
Seconding this.
>>
>>30328365
You run past the Hydralisks, who are slowly positioning themselves to higher ground to get a better angle on the marines. Focussing your power on the Zerglings, you tell your tactical adjutant to open comms with the marines.
“Listen up, I’m on your side. I’ll deal with most of the zerglings, you focus on the hydralisks. They’re trying to flank you from those crates there.”
"Oh and, duck."
You reach the barricade and don't wait for their response. A powerful kinetic wave is released from your hands to the side to blast away all the Zerglings mauling the barricade.

Roll D20, highest of first 3
>>
Rolled 8

>>30328461

Mind over matter!
>>
Rolled 19

>>30328461
>>
Rolled 13

>>30328461
>>
>>30328461
Forgot to add
>Psi points: 1/4
>To hit so many zerglings at once you need a full power kinetic wave. You regenerate one psi point per turn, starting on the turn after you used one (as in, you use one point in a turn, it doesn't regenerate in the same turn)
>>
>>30328493
ew, bug guts all over the barracade
>>
>>30328542

Better bugs than us.
>>
>>30328493
>Success!

The Zerglings are barrelled away by your blast, some ripped from the barricade and smashed against the wall, others ripped into two as they tried bracing themselves into the barricade itself. The closest one simply exploded. There’s only a few left, disoriented and wounded. They won’t be much of a threat now.
You start climbing over the barricades, much more agile than the Zerglings, and are soon standing on the top, looking over the marines who are now focussing on the Hydralisks.
You take out your gun, but as you do, you notice one of the hydralisks taking aim at the Marine behind you.

>1. Shoot the Hydralisk before it can launch its spine.
>2. Dodge. This will probably end badly for the Marine though.
>3. Write in.
>>
>>30328618
Btw, guys, you prefer me showing you the DC, and if so, before or after you roll?
>>
>>30328618

Shoot.
>>
>>30328647

I'm fine without showing DC, or maybe if you could use some occasional (not so) subtle hints as in "This looks like a challenging shot".
>>
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>>30328647
You're gonna want to show the DC and rolls, or people throw a fit.
>>
>>30328697
Ok, I'll try to incorporate that. In this case, it's not that hard of a shot, killing it isn't the point, (though it would be handy), it's interrupting its attack.
>>
>>30328647
It really depends on what you're going for, if you want the players to know the risks of actions and are willing to let them us meta a bit, then sure post the dcs. If you want to convey the general difficulties then just post how hard the action will be (ei. "easy" "medium" "med-hard") If you want them to depend directly on their own intellect and judgment, leave them until after or not at all.
>>
>>30328714

Eh, this is no PGQ, I doubt there will be paranoid 'OP is out to get us'.

Plus not showing DC gives OP leeway to occasionaly fudge rolls in players' favor if they feel it's called for.
>>
>>30328618
>Shoot the Hyrdra!

I have the image from Jurrasic park where the costa rican dude is getting nommed on by the raptor and the hunter guy is going
>SHOOT HER! SHOOT HER!
>>
>>30328741
A bit of a warning for the "not showing the dcs part" you will most certainly want to convey it somehow such as >>30328697
or this >>30328714
will inevitably happen where people get mad because they didn't realize or were to stupid to, and if that does happen, stick with what you said and if you want to change things change them in how you continue to do things, not what you already did. If you give the players an inch they'll take your soul.
>>
>>30328777
Don't worry, I'm not out to get you, the zerg are.
>>
>>30328807
>>30328668
Writing.
>>
>>30328839

You quickly snap your gun in front of you and take aim as best as you can. It most likely won’t be a lethal shot, but you’ve seen these things in action before. It takes surprisingly little to hamper their ability to shoot, and you've done it before. Then again, your hand cannon packs more punch than the C-14 these Marines have.
You read the hydralisks motions and pull the trigger right before it releases its spines in your direction.

D20, best of first 3.
>>
Rolled 12

>>30328916
>>
>>30328916
Oh, and I forgot again. psi points 2/4, 3/4 after this shot but you'll have to spend one to remain in cloak.
>>
Rolled 17

>>30328916
Boom. Headshot
>>
>>30328932
Btw, I do wait for all 3 to have been rolled. I don't mind if people roll more than once if there's not many people around.
>>
Rolled 8

>>30328916
>>
Rolled 9

>>30328916
>>30328974
erh i be wary of that in case of shit posters but yeah I can see what you mean,

>>30328971
is mine

Also I vote we let the cloak go and show the friendlies who their help was
>>
Rolled 20

>>30328916

Shoot to kill.
>>
>>30328971
>Success!

Your bullet flies, and just as the beast is about to tense up its muscles to fire its spines, your bullet impacts on the top of its skull as its bone armour plates rise. Shocked by the impact, its head is pushed downward and one spike it embedded into the ground in front of it. The others it had prepared didn’t even fly. It seems confused, and most likely won’t be shooting much spines anymore. You glance back at the marines, seeing that they took down both the hydralisks on the other side, but one of them seems to be down. Another glance towards the city tells you that you’re running out of time. Several overlords are heading your way, most likely filled to the brim with more zerg ready to overrun this position.

>1. Finish off the last hydralisk, then look for a Wraith.
>2. No time to lose, these marines can handle the last two hydras, look for a wraith immediately.
>3. Write in.
>>
>>30329168
>Psi points 3/4
>Let Cloak run out, Y/N?
>>
>>30329168
>2. No time to lose, these marines can handle the last two hydras, look for a wraith immediately.
We at least helped, now time to leg it.
>>
>>30329009
It's in case of crits and critfails. plus, those other rolls might help you make the DC.
>>
>>30329168
>2
>>
>>30329168

>overlords

Yeah, let's get lost. Maybe fire a snap shot at nearest hydralisk and then make a run for the wraith.
>>
>>30329168
Tell the marines to pop a hellfire grenade if they got one to burn the rest and find transport.

Meanwhile have us go and find a wraith or a medievac for our boys and ourself if not get in a wraith and try to provide covering fire so they can get out as well.
>>
>>30329168
>2
>>30329187
>N
>>
>>30329187
>Y
>>
I assume we're pretending SC2 does not and will never exist?
>>
>>30329332

I for one don't mind sc2's cheesy story, but I suppose that depends on how big mark we're gonna leave on the universe.
>>
>>30329289
>>30329332

It's SC1 period, there's no medivacs yet. I don't plan on taking that long (in-game) to get to SC2, so it'll be SC1 units only.
The only available options are dropships and wraiths, and it was made clear earlier that people wanted a wraith (which was also the most sensible solution). There's also not that much point in continuing to cover them, there's just more and more coming, and the longer you wait the more airborne zerg are around here too to make your escape more dangerous.

>>30329204
>>30329234
>>30329251
>>30329309

>Writing
>>
>>30329370
Well if we really wanted to fuck over cannon we can go over in the wraith and see if we couldn't pick any straggling survivors from the military base that was made from the first game where Kerri had to defend the zerg from the protoss so that the attack could go off with out a hitch
>>
>>30329393
I was more concerned about the rape ActiBlizz inflicted upon the lore.
>>
>>30329406

>cockblocking Raynor
>fucking up zerg plans big time
Kekeke

not gonna happen & too meta
>>
>>30329539
I dunno Zergquest did it and they literally had our fucked u insnae cerebrate treat kerri as a litlle sister and kek there was a time when Zerg Raynor had been trying to get into a invisible secrit base of Mengsks and had guessed the right combination on a invisible keypad.

Shit was so cash
>>
>>30329393

There’s no time to lose. There’s more than likely triple the amount of zerg in those overlords than were already here, and those things look right through your cloak.
You jump off the barricade and open your com channel one last time.
“Thanks boys. You can be proud of yourself, you served the Confederacy well. IF you’ve got any hellfire grenades, don’t spare ‘em.”

You drop your cloak, there’s not much use for it anymore. By the time those overlords arrive here you’ll be out of here in a wraith. You pass the dropship hangar to see there’s only a few left, several of which seem to be in a state of disrepair. They’re not what you’re here for though. Your target is only bit further now.
As you arrive in the open-topped hangar the wraiths are in, you see you’re in luck. At least partially. There’s only four wraiths remaining, one of which seemed to have its maintenance violently interrupted as you notice much of its plating removed and a corpse mangled into the wiring, a dead zergling lying next to it. You focus on the three that seem intact though. Quick inspection reveals that they all seem in peak condition, but none of them have the cloaking reactor you were hoping for.
Taking the one with the easiest launching position, you climb into the open cockpit, and check the system diagnostics. All seems fine, and you fire up the engine and start the launching procedures.
[1/2]
>>
>>30329683

The mechanism holding the wraith tilts as your ship warms its engine, and after a short countdown from your adjutant syncing with the Wraith’s computer, you are blasted into the sky. The inbuilt short range scanner immediately picks up several hostile signals around you. The four overlords have appeared to reached the barricades, but you’re out of the reach of anything they drop before they can get to you. A More pressing concern however seems to be a single mutualise that must have separated from the main flock over the city.
It’s coming in from the left, and you’re not sure how its managing with nothing but wings, but its gaining on you. You’ll have to do something about it.

>Psi points 4/4
>You won’t be able to use psionic attacks from inside your Wraith though.

>1. Ignore it, hit the boosters to try and escape it. At its current speed it is unlikely this will work though.
>2. Enter a dogfight, take it down as fast as possible with your missiles and laser. You’ve had enough experience with a wraith that this should be able to get you out without too much damage.
>3. Distract it by taking potshots at it, forcing it to dodge and lose ground, then try to run for it. It could work, but the thing might also just be unfazed.
>4. Write in.


>>30329434
>I dislike the sc2 cheesiness too, anon, but I'm planning on sticking to sc1.
>>
>>30329717
>2
1-on-1, even uncloaked Wraiths kill Mutas easily.
>>
>>30329717
>Blast the bugger.

Anyway we can do a rather neat trick where we go and twist about in the air to fly backwards to shoot? Like a car turning around and going in reverse like in Death Race.

Might just get the drop on the Muta
>>
>>30329717
>2
>>
Rolled 19

>>30329717

Give it a missile up its slimy snout.
>>
>>30329406
I don't plan on you meeting any canon characters. I don't want to fuck up the awesome lore of sc1.
Hail to the queen bitch of the universe!
>>
>>30329717
>>2. Enter a dogfight, take it down as fast as possible with your missiles and laser. You’ve had enough experience with a wraith that this should be able to get you out without too much damage.
>>
>>30329753
>>30329782
>>30329826
>>30329830
If only you had saved up that roll anon...
>>30329877


Writing! Option 2 with a little bit of air acrobacy.
>>
>>30329912
Hmm, ok, give me a D20, first 3 again.

>Mfw I've been trying to post this for over a minute but captcha won't let me.
>>
Rolled 18

>>30329981
>>
Rolled 15

>>30329981
>>
Rolled 13

>>30329981

Weapons free!
>>
Rolled 13

>>30329981
pew pew pew
>>
>>30330002
>Success!

You can take this. It’s the first time you actually see the things up close, but it isn’t so different from fighting other wraith.
You kill the propulsion on your left wing, keeping close track of the angle you’re flying at, slowly adjusting the other engines. It only takes a few seconds, and you’re flying backwards with the mutualise in your visors. It doesn’t even seem like it noticed your little trick there. It usually takes them by surprise,

-In the sims, Tert always fell for it too-

“Aargh” A strong pain flashes in the back of your head. You manage to suppress it. The mutualise, yes. It’s still flying towards you. In just a few seconds it’ll be in range, and from the files you’ve read this thing barely has half the range you have.

Roll me another d20, first 3, you know the trick.
>To clarify, that d20 was for the air manoeuvres, had you failed you would have just taken it on normally and with a higher DC now.
>>
Rolled 11

>>30330120
>>
>>30330120
>Mutalise.
ffs, is that some kind of autocorrect on my textedit? It's too consistent to be typos on my end.
>>
Rolled 6

>>30330120
>mutualise
Mutalisk. With a K on the end. Add it to your dictionary so it stops getting autocorrected.
>>
Rolled 12

>>30330120
>>
>>30330155
Done now anon. I should proofread a bit more, maybe make sure all the SC units are in my dictionary.
>>
>>30330161
>Success!
>So far all the high DC rolls have had high rolls. I'm itching for some failure on your side here, make things a bit more interesting.

Writing.
>>
Rolled 3, 1, 2, 1, 1, 2, 2, 1, 3, 2 - 10 = 8

>>30330198
http://anydice.com/program/21d9
Highest of 3d20 is a pretty crap system, all things considered.
I really hope you're not using crits as well.

http://anydice.com/program/34d3
Much better.
>>
>>30330198

This part is easy. You fire a burst of your laser while your missiles lock onto your pursuer. It manages to dodge most of the lasers, but it’s slowed down considerably. The moment your missiles lock, you press the trigger, carefully following them on your radar and preparing a second set just in case.
You didn’t have to. While the missiles might not have been immediately lethal to the creature, its attempt to dodge your salvo caused the missiles to blow off one of its wings. Seeing how you’re almost approaching low orbit, it has little chance to survive the drop.
Low Orbit, right. You quickly readjust your engines, a bit more carefully this time. Not having a mutalisk on your tail helps to soothe the nerves, and soon you break out of Tarsonis’ atmosphere.
You had expected something bad, but you admit that this was way worse than you’d have imagined. It seems like all the zerg in the entire sector have grouped together to attack New Gettysburg and the rest of Tarsonis. The swarm slightly to your right is so immense you can barely make out the stars behind them.
It seems some of those closer to you have noticed your attempted escape and are moving in. You don’t give them the chance, and ram the emergency warp jump button. As the warp drive engages it short distance warp jump, the pursuers behind you and the enormous fleet to your side both disappear. You sight a breath of relief as the tension of the chase leaves you. you quickly check the ship’s status. 18 missiles left, still nearly full fuel tank, and even some supplies and a pilot uniform in the storage compartment behind your seat.
The warp drive needs recharging, and the computer needs to calculate where exactly you are, so you have some time to consider where you’re actually going.
>Options in next post.
>>
>>30330384
>A: Merian X, Numar city.
What used to be a ocean/jungle planet, now it is entirely colonised and most of what little land surface there is is covered in city. Numar is its economic heart where there’s sure to be some jobs to be found. Tactical analysis: General conflicts will be absent, but the confederacy still has a strong presence there, resulting in high detection risk, mostly when arriving at the planet itself. There will be several ways to gain jobs suited to you. Alien threat is elevated.
>B: Ponthor Beta, mining outpost
Situated on a dwarf planet in an otherwise fairly unremarkable system, it grew out to be a haven for pirates, mercenaries and other unsavoury scum. Tactical analysis: criminal element may result in many potentially lethal conflicts, but risk of confederacy detection is nearly non-existent. There will be many jobs suited to your skill available. Alien threat is minimal.
>C: Lahen II, frontier world
Several settlements are small beacons of civilisation in a largely untamed jungle. Rumour has it that ancient ruins have been found near to the main settlement. Tactical analysis: Confederacy presence is minimal, and the main dangers in every day life are wildlife attacks and natural phenomena. Job opportunity will be scarce though. Alien threat slightly elevated.

>1. Merian X, Numar city.
>2. Ponthor Beta, mining outpost.
>3. Lahen II, frontier world.

>I'm using strictly made up places to avoid canon conflicts.
>>
>>30330436
>3. Lahen II, frontier world.
>>
>>30330327
10d3-10? That sounds weird. Never seen it used before.

I'm using 3d20 because it's fairly simple, and yes, crits. Any 1 or 20 in the first 3, except if overridden by its counterpart within those three, give something special. I know 3d20 has odds of rolling quite high, but I adjust my DC's on that.
>>
>>30330436

Someone in the pirate cove might help us remove our conditioning maybe... although doing some hobby xenoarchaeology doesn't sound too bad either.
>>
Rolled 3, 2, 3, 1, 3, 2, 1, 3, 1, 3 - 10 = 12

>>30330436
>C
Hello Protoss how are you doing.

Also
>using lasers against a flyer
but that's wrong
>>
>>30330436
>3
Lets go be space achelogists!
>>
>>30330511
Going by cutscene logic, not game mechanics. Wraiths are shown to blow up a space beacon of some sort using only their lasers.

The way I see it, lasers can be spammed a lot more and don't use up ammo, and missiles are a lot more powerful, limited in number and require locking on.
>>
>>30330436
>3
>>
>>30330509
Okay well, so long as you're prepared for 28% chance of crits on each roll, and don't intend to ruin everything forever when we get one, that's fine.
10d3 favours middle. The -10 is just to take it down from a 10-to-30 range to 0-to-20.
>>30330562
That beacon clearly counted as a structure.
>>
>>30330601
>>30330523
>>30330511
>>30330510
>>30330479
Looks like I might have to change the quest name to Gamma 4, PSYCHIC SPACE ARCHAELOGIST! soon.

Writing.
>>
>>30330642
Hey Space Wizard Archologist Indianna Jones in Spaaaaace doesnt sound that awful is it?
>>
>>30330667
Or Lara Croft
>>
>>30330642

Nothing like a nice retirement on a jungleworld filled with ancient relics and friendly, happy animals. Really sounds appealing after all the psychic torture and black ops missions.

Who knows, maybe there will be an attractive archaeologist lady in charge of a secluded team of academics we could play protector for in exchange for lodgings sand xenohistory lessons.
>>
You briefly consider some other options, but quickly decide to go to Lahen II. It’s a quiet system, with only some small colonisation efforts there. Barely any confederacy to speak of, so you don’t have to be too afraid of being reported or noticed. You might have to change outfits though. What little confederacy there actually is would have a field day if you came in wearing your ghost suit. It might not be out of the question if you pulled some tricks, but you’ll have to be sneaky.
You quickly investigate the pilot uniform. it might be able to conceal your ghost suit under it, but your helmet is out of the question for that. Even so, it would be oddly bulky and closer inspection might alarm some people. If you decide to fully switch uniforms, you could easily hide your weapons on the pilot suit, and it has a backpack large enough to store your Ghost Suit. You would be missing out on all the ghost suit’s perks though.

>1. Stay in your ghost uniform. Land the wraith somewhere isolated and then make your way to civilisation. You can see from there.
>2. Switch to the pilot suit, go in through immigration. Missions like these usually don’t look too closely to who they get and they’re always happy to get more manpower.
>3. As 2, but wear the ghost uniform under it.
>4. write in.
>>
>>30330858
>1. Stay in your ghost uniform. Land the wraith somewhere isolated and then make your way to civilisation. You can see from there.
innawoods
>>
>>30330858
>1
>>
>>30330858
>3. As 2, but wear the ghost uniform under it.

Pilot suites are relatively bulky, this should work out fine.
>>
>>30330858
>1
>>
>>30330858

>Land in isolation, sneak into a settlement, steal some clothes, land elsewhere, mingle in in stolen clothes

Tarsonis might have fallen, but wraith is certain to be recognizable military hardware. Maybe with some effort we could remove markings from it, pass it as a pirate fighter.
>>
>>30330896
>>30330904
>>30330949
>>30330963
Clear winner.
Writing!
>>
>>30331042

It’s safer with your ghost suit on. You’l have to check your options once you get to civilisation.
You engage the warp drive as soon as it is ready, and jump to the Lahan system. Lahan II is easily identifiable. The only other two planets in the system are an uninhabitable bass giant far away from its sun, and a small desert planet clearly still undergoing terraforming. That’d be Lahan I then you guess.
Lahan II is a lush world, with many oceans, jungles and mountains. Humans have only been trying to tame its wilderness for a decade or so, but you’ve heard rumours that they discovered ruins denoting earlier sentient life on the planet. It might pay to be a bodyguard for one of the archaeologists.
Speaking of payment, you realise that you do not have much in the way of credits. You rummage through the storage compartment and find some more, adding to your own. Of course, there’s also the Confederacy Credit Chip. It basically gives you unlimited credits, but using it will put you back on their radar in an instant. Not to mention you’re not even sure it will still work with Tarsonis in ruins now.

>You have a total of 1200 credits. This is quite a bit, but Gamma 4 isn’t really used to working with credits.
[1/2]
>>
>>30331372
[2/2]

You fly into the atmosphere over an ocean, careful to keep your emission to a minimum to prevent detection, and proceed to fly low. You picked up several settlements on a large continent not far from where you flew in, and decide to set down a short walk away from the larger settlement, still making sure you’re not spotted. You crawl out of your wraith and head to the closest bit of civilisation.
As you come closer, you hear more and more sounds of machinery. It soon becomes clear that the inhabitants are cutting away the trees closest to the walls of the settlement itself. Some larger machinery is present, but due to the undergrowth most seems to be done manually with saws and blades of all sorts.
The walls themselves are roughly two meters high, with barbed wire on top. Much more fortified than you had thought it would be. The entrance is guarded by three marines in CMC’s. They look confederate-made, but from all the decals and paint jobs applied to them you deduce that either confederacy rules are really lax here or that folk stole them from somewhere.

>Psi points: 4/4
>1. Cloak and go through the entrance. The door is open and there don’t seem to be sensors anywhere.
>2. Cloak and try to scale the wall. There doesn’t seem to be much to provide grip though, and the barbed wire looks mean.
>3. Approach the guards as is.
>4. ATTACK ATTACK ATTACK.
>5. Write in.
>>
>>30331385
>>1. Cloak and go through the entrance. The door is open and there don’t seem to be sensors anywhere.
>>
>>30331385

read the surface thoughts of the marines. let us get a bit of intel before going in. Don't want any nasty surprises...
>>
>>30331430
seconded
>>
>>30331430
You decide to quickly scan the thoughts of the guards.
"Ooh, can't wait till mah shift is ovah. I heard Gemma from block C does it fo only a-"
Useless. You roll your eyes and continue on to the next one.
"Dun dun dun dun. eeep eep, can't touch this!"
Seems like he's listening to music and not really paying attention to anyone.
You finally direct your gaze to the man with the least pimped CMC. He has his visor up and is looking roughly in your direction, so you can even see his face, using your optical enhancements. He looks too old to be a marine, more like a retired man trying to defend his piece of land any way he can.
"If those damn nightrape or stalker or whatever the science guys are calling them attack again, at least we'll be ready for them this time. Good thing we still had these suits stashed."
>>
walk up and ask the guards why this settlement is so heavily fortified. Then state your a ex-pilot/ex-marine looking for work.
>>
>>30331385
>1
scout em and rout em
>>
>>30331697
Just waltz right out of the woods in full ghost gear, and ask for work huh?
What could go wrong!
>>
>>30331385
>1. Cloak and go through the entrance. The door is open and there don’t seem to be sensors anywhere.
>>
>>30331759
>>30331723
>>30331417
Writing.
>>
>>30331385
>>1. Cloak and go through the entrance. The door is open and there don’t seem to be sensors anywhere.
>>
30331740

We have a pilot suit on so they'll think were a pilot
>>
You activate your cloaking device on your suit, and quietly make your way to the “Marines”. The two younger men in CMC’s are just leaning back against the wall, but the older man is pacing back and forth in front of the entrance. You quietly slip past them, not that it makes any difference. The sound from the chainsaws at work is almost deafening.
Passing through the gate, you quickly inspect it. It can hardly be called a gate actually. It’s more like two big metal slabs welded to hinges. You suspect they weren’t even here before those Stalkers the old man was thinking about attacked.
Your theory is further supported when you enter the settlement, and notice most the buildings are made up of exactly the same sort of walls the outer wall used. They must have used left-over construction materials, or perhaps even cannibalised some buildings to get those walls. You walk a short way into the settlement when you come upon a sort of town square. It’s fairly well populated, despite the heat of the day. Most people seem to be lining up at a water pump though. Quickly scanning around, you mentally list all your options from here.

>Psi points: 4/4, because these are longer term actions your cloak will be refreshed each post but so will your psi points be.

>1. There seems to be a city hall. it’s the only two story building and it looks of a different prefab than most other buildings. Less concrete, more metal and plastic.
>2. Sneak into random houses to try and find clothes to disguise yourself.
>3. Scan the minds of some passerby’s, this might end up being a waste of time but who knows, you might pick up some useful things.
>4. Write in. Feel free to ask me questions for this. I’ll answer asap.
>>
>>30331945
No, the stay in ghost suit vote was nearly unanimous. The pilot uniform is still stashed in the wraith.
>>
>>30332033
>3
>>
>>30332033
>>3. Scan the minds of some passerby’s, this might end up being a waste of time but who knows, you might pick up some useful things.
>>
>>30332033
>3
It's not like we're under time restraints, might as well be thorough
>>
>>30332033

>3. Scan the minds of some passerby’s, this might end up being a waste of time but who knows, you might pick up some useful things.
>>
>>30332033
>2

ideally we are looking for things which can cover our whole suit, or at least have a large enough backpack for both our weapons and our helmet...

we can also do some 3 as we go around...
>>
>>30332064
>>30332078
>>30332103
>>30332105
Seems like votes are in a lot quicker than 10 minutes, cutting it short then.
Writing.
>>
>>30332033

I maintain suggestion from earlier: steal some clothes that might make us look like an independent spacer, cloak back out to the wraith and fly to another settlement, then walk in in stolen clothes like a regular nobody.
>>
>>30332189

Do we have the pilot suit on over the ghost suit?
>>
>>30332301
For the third time, no, we voted to leave the uniform in the Wraith because a Conferedate pilot showing up out of the blue is only slightly less suspicious than a Confederate Ghost showing up out of the blue.
At least the Ghost can claim to be on a classified mission or something.
>>
You have all the time in the world. There don’t even seem to be confederates in this settlement so you don’t really have to worry about being spotted that much, so you climb onto a roof so no one will bump into you when you get to work.
It’s most likely the best if you try to pick up surface thoughts of most people at once and try to zoom into the interesting ones. Going them all off one by one and you’ll have starved before you’re halfway. You guess there’s about a hundred people in the village square, with many coming and going all the time.
Once seated, you open your mind, and reach out. In the ghost academy it was strictly forbidden to read minds. Even for accidentally picking up stray thoughts you could get heavy punishment.
-Wait, how can you know that, you’ve been mind-cleansed less than two years ago-
There are many people here. Many insignificant people, like ants, working mindlessly for the benefit of the colony. Most thoughts seem to be concerned with their daily lives, dredging through a day they once thought was much brighter. When they had signed up for the colonisation effort they thought it would be an adventure, exiting.
Shaking your head, you make an effort to pull back a bit, trying to find more interesting individuals in the crowd.

>Psi points 4/4
>You are still cloaked.

It’s rolling time ladies and gents. d20, best of three.
>>
Rolled 18

>>30332378
>>
Rolled 15

>>30332378
>>
Rolled 6

>>30332378
>>
>>30332378
>failed mind-wipe
Eeeeh.
>>
>>30332378

seems like we might want to either raid a Science Station and steal it's Ghost Data Core, or find a rogue/mercenary/defector Scientist who was involved in the Ghost program in one way or another...
>>
>>30332412
>Success!

You go through the crowd mentally, picking up a few sentences of each person. Finally, you come across a small group of people talking about interesting things. They’re standing in the shadow of the two-story building you dubbed “village hall”.
“I heard that mad archaeologist is going out on an expedition again in a few days. Didn’t he learn his lesson last time? My cousin Mike died because of him!”
“Calm down. He claimed to have made a great discovery. If so, it might make life easier here. If anything, his expeditions are the only exiting thing happening around here aside from Mr Weissdammer himself going on hunting trips if he so happen to feel like it.”
“You know, I was thinking’ of applyin’ for the heavy liftin’. Pays better than bein’ a stinkin’ farmhand. I’ll gladly take those Nightrape beasts on if it means I don’t have to see another radish in my life.”
“They’re called Stalkers Billy. Docter Fringers told you so herself, before you got booted out of there.”
“It wosn’t stealin’! I was borrowin’ it so I could help me sister-“
You think you’ve heard enough, doublecheck in their memories, and return to your own body. There seems to be something going on with an archaeologist. He shouldn’t be too hard to spot, the way those people were talking about him. Another interesting thing is this Mr Weissdammer. He doesn’t seem to be around all the time, but you think you could find out more about him now you know what to look for. And finally, they seem to have a lab out here somewhere which could prove interesting. You wonder what exactly they research around here.
>>
>>30332741

Unless you elegan/tg/entlemen would like me to proceed, I think I must call it a night here. It's a bit over midnight for me here and I'm still recovering from Pfeiffer's disease so I'd rather not go to bed too late.
I'll stick for a moment to answer any questions, and I should be rolling again tomorrow around the same time. My dinner hours are fairly erratic, so depending on those it could be a bit before 7pm CET, or at about half past.

>>30332460
Oh you have no idea.
>Now I wish I saved SM's doompaul spamming.
>>
>>30332770
Gnight!
>>
>>30332770
Night mate, got a eta on the next thread?

Also get some good rest! Cant have our GM dying on us at the beginning of the story!
>>
>>30332770
So yeah, hope everyone enjoyed his (or her) stay. It's my first time trying this so I'm still making a lot of mistakes, please bear with me. Just archived, be sure to upvote if you had fun!
http://suptg.thisisnotatrueending.com/archive.html?tags=Freelance%20Ghost%20Quest
>>
>>30332865
>Night mate, got a eta on the next thread?

>>30332770
>I should be rolling again tomorrow around the same time. My dinner hours are fairly erratic, so depending on those it could be a bit before 7pm CET, or at about half past.

Not to be rude, but erm....

And thanks, but the worst has passed, or I wouldn't be running this now. A few days ago and I'd be taking extra painkillers to sleep and I'd have been exhausted by 9pm. Now I'm just on 4 per day.
>>
Not bad. Writing's a bit rough but that should get better with time.
Just remember that nothing you do is ever good enough, and that you're a talentless hack of a writer, and you'll have all the motivation you need to improve!
Or something like that.
I had fun. See you next time.
>>
>>30332770

night OP, you done well
>>
>>30333063
Thanks. I was expecting a challenge but some choices really threw me off the hook there. I should have learned by now that /tg/ never does things the way you expect.

And I thought Wrenloft had a reputation for bad rolls. You guys have had a 17-19 roll in every single roll except for the one where the previous one for air acrobacy lowered the DC by a lot
>>
>>30333185

It's the confirmation bias. Only think he's got deserved rep for is occasional awkward dialogue.


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