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File: SporeQuest.jpg (208 KB, 1000x702)
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Being a creature of limitless power isn't all fun and games. Every story has a humble beginning, after all. For the spore that story started with the Goldeon Galleon, and then moved to Joker, and now a new phase in the life of the spore is beginning on Gates.

Gates is a planet with bountiful life under its deep and endless oceans. Gates is a microcosm within The Endless; a small island in an endless ion nebula. The waters of Gates make the perfect hiding spot to grow, as does the harsh environment surrounding it. It's doubtful that anywhere else in the galaxy does there exist a world more perfect for housing the spore.

Now if we could just do something about those pesky humans...

You are the spore, and your one and only biological imperative is growth!

--

Last time on a rather short episode of Spore Quest, the spore began its takeover of the Surveyor of Opportunity, an amphibious destroyer garrisoned on the planet. On the outside of the ship a newly-formed crab-type soldier of the spore snipped the cables of the Opportunity's subspace beacon, rendering it incapable of communicating until fixed. In response, two engineers were sent to investigate the damage to the beacon.

Within the ship a weapons controller host took one of his comrades into the spore's control and both claimed an engineer. One weapon controller began investigating the various weapon systems of the ship, while the engineer made his way to engineering in an effort to expand the ranks. Unfortunately for the spore, efforts to control more of the crew have nearly ended in disaster.
>>
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Twitter: https://twitter.com/SporequestQM
Archives: http://suptg.thisisnotatrueending.com/archive.html?tags=Spore+Quest

(Damn it all, I forgot!)

-- (Weapons Controller)
Currently your weapons controller is taking a nice stroll through the missile compartment on the top of the ship, which is filled to the brim with Matter/Anti-Matter missile launchers. Some really neat and expensive technology is held within this unique vessel!

From this room a lot of options are available. If the spore so chooses, it could attempt to sabotage the weapons to render them inoperable, or even try to hack and take them over. Firing a missile off would be quite a show, but would undoubtedly cause a panic among the crew. Though in some ways that could be an advantage in and of itself...

There are also other areas of the ship to investigate for this weapons controller. There's a spinal laser, and railguns! There are also less cool parts of the ship such as the crew quarters, the mess hall, and other typical rooms you'd find on any military and commercial vessels or stations.

>Sabotage the missiles (1d100)
>Hack the missiles (1d100)
>Go to another weapon system (laser, railguns?)
>Go somewhere else (where?)
>>
>>42034611
>>Go to another weapon system (laser)

I'm ready. Also, how od I use dice? I fuck up more often than not somehow.
>>
>>42034611
>>Go to another weapon system (laser)
>>42034977
for a d100, type "dice+1d100" in the options field.
>>
Rolled 33 (1d100)

>>42034611
>Hack the missiles (1d100)
Welcome Back
HWG
>>
Rolled 93 (1d100)

>>42034611
>Hack the missiles
>>
Rolled 24 (1d100)

>>42034611
>Hack the missiles
>>
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>>42035221
(Seems legit.)

(Need a tie breaker vote for this one still.)
>>
I see 3 for hack missiles and 2 for checking out lasers.
>>
Rolled 1 (1d2)

>>42035362
Missles 1
Laser 2
>>
>>42035192
(Since we can't get a tie break, I decided to roll for it and got missiles. Since you've rolled a 93 on it you're about as successful as you can be anyways.)

The spore host tickity tacks away at the local missile controller computer and successfully subverts the system. More so the hack goes off without even the slightest hitch. Nobody on the ship is any the wiser!

With the missile system under spore control it can now be fired locally from the missile room computer, or from the weapons control room in the heart of the ship where another spore host waits. This also gives you the ability to jam the system and make it incapable of being fired by the crew, though if it ever came to that their railguns or spinal laser pack more than enough punch to take out a lowly freighter.

How shall this host proceed?
>Fire a missile at a target (The planet, the Surveyor of Opportunity [this ship], the Golden Galleon, the Gates-Lyon Research Outpost)
>Visit another weapon system (laser, railguns)
>Visit another part of the ship (crew quarters, mess hall, etc.)
>>
>>42035548
>>Visit another weapon system (railguns)
Now the weapons we haven't researched already.

Also we should finally take care of those guys heading out into the water to fix the buoy eventually.
>>
>>42035548
>Visit another weapon system railguns
Lock-down everything till its too late
>>
>>42035548
>Visit another weapon system railguns
>>
>>42035548
>Visit another weapon system railguns
>>
With his task completed, the second weapons controller host makes his way from the missile bay to a nearby bay of railguns.

-- (Engineering)
The now disgruntled engineer sits down at the break table with a new cup of coffee. His eyes shoot daggers at your engineer host. He didn't take kindly to your failed attempts at inducting him into the ranks of the spore against his will, and took it as an annoying breach of his personal space in addition to just being disgusting. Humans seem to dislike having people cough at their face.

The other engineers briefly eyed your host from their workstations during the short-lived altercation, but have since returned to their duties.

The air in engineering seems quite thick. Perhaps the ventilation is working improperly? Who knows...
>Try to infect that engineer again (1d100; super difficult)
>Try to infect another engineer (1d100; very difficult)
>Go somewhere else (where?)
>Wait around for something to happen
>>
So anons what are our main objectives on this planet and are we willing to lose?

I say taking control of this warship is first

We can then just lay siege to the center afterwords while they are disoriented and trapped
>>
>>42035867
>Wait around for something to happen
>>
>>42035867
>Go somewhere else
Go to the mess hall and try to infect the cook
>>
>>42035867
>Go somewhere else (mess hall)
>>42035871
Honestly we're aiming to take over the entire thing. It's a perfect location to build a small fleet unopposed and unnoticed.
>>
>>42035867
>>Wait around for something to happen
or
>Go somewhere else
Go get some doughnuts or something? Enough to share.
>>
>>42035928
Get some doughnuts from the mess hall and give them out to the remaining engineers to apologize. They will be covered in delicious spores, of course
>>
>>42035922
Yes i know that but if it comes down choosing between the warship or research center i would rather have the warship

We are going to get all the life on planet anyway no that we are in the water

We can always build new facilities but the warship would be a huge boon to us
>>
>>42036000
I'm hungry for doughnuts now... fuck.
>>
>>42036010
We can't rebuild the mysterious research contents of facilities and the knowledge within.
>>
>>42036000
Voting this.
>>
spores niggas
spores
>>
>>42036107
It would suck but heh i can live with it
>>
>>42036000

Sounds like a decent plan to me.
Also, capcha just asked me to select all pictures of doughnuts...
>>
Once we have control of the warship and enough infected crew infiltrated without the outpost itself, we can begin a full hostile takeover.

They have no communications off planet, it would only be a matter of time.
>>
>>42036000
Best plan. Good thing I'm at a resturaunt right now. (Fried Seafood platter, you will be mine!)
>>
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>Go to the mess hall
"I'm uh... I'm going to grab a refill for the coffee machine. Getting a little low."

Nobody responds, and your host takes his leave of the engineering bay.

The doors of the mess hall slide open and reveal a large room meant to serve a large portion of the crew at one time, as well as make a good space for any special events. There are a few soldiers eating their meals together in a small group of about eight people. There is also a small contingent of workers in the kitchen behind the partition dutifully cooking up whatever space food the Opportunity has in its stores. Just add heat and water.

As one would expect of a military vessel there are many crewmen running about performing various duties and changing shifts like clockwork. Even the Opportunity, in its sad state of perpetual R&R, is no exception.

How will the engineer host proceed?
>Try to get some food for engineering (1d100)
>Try to infect one of the chefs across the partition (1d100; a test of extreme difficulty!)
>Try to infect one of the soldiers (1d100; just plain risky)
>Go somewhere else (where?)
>>
Rolled 57 (1d100)

>>42036396
>Try to get some food for engineering (1d100)
Take it slow, take it easy.

Won't help if we get our vector thrown in the brig.
>>
Rolled 56 (1d100)

>>42036396
>Try to get some food for engineering (1d100)
>>
Rolled 90 (1d100)

>>42036396
>Try to get some food for engineering. (1d100)
>>
Rolled 86 (1d100)

>>42036396
Try to get some food for engineering.

(Also, I'm on mobile so dice may not be working.)
>>
Rolled 90 (1d100)

>>42036396
>>Try to get some food for engineering (1d100)
Consider trying to socialize with a worker at the end of their cooking shift later.
>>
>>42036488
NOICE

>>42036513
NOICE
>>
Rolled 36 (1d100)

>>42036396
>Try to get some food for engineering (1d100)
>>
>>42036513
"Socializing" with the chefs is always a fine idea. Anyways... It looks like we have our rolls.
>>
File: HALO3.jpg (64 KB, 565x284)
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Yes... yes... the crew will be ours in no time at all.
>>
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>>42036488
>>42036513
The engineering host approaches the counter and gets the attention of one of the workers.

"Hey. Odd seeing you at this time. What can I do for you?"

"Was hoping to grab some food for the break room in engineering. Maybe some snacks, or at least a refill for the coffee machine."

The worker chuckles and looks over his shoulder. "Well, you're actually in luck. We're blowing through the last batch of sweetened dough right now. Hopefully that shitty freighter that docked brought more. Gimme a sec."

The worker breaks off for a few moments and tosses about six doughnut-like objects on a platter, then he offers it to your host. He also includes a refill for the coffee machine.

"I'd enjoy that shit while it lasts. I heard a rumor spreading around that a pirate ship blew that freighter's escorts on the way here."

"Yeah. Nasty business, right? Seems like this could be our last shipment for a while! Thanks for the stuff."

Your engineer host takes the platter and the coffee.

-- (Giant Enemy Crab)
On the exterior of the ship two of the engineering crew exit the airlock onto the top of the ship in special underwater EVA suits. Even though they're underwater their boots retain the magnetic technology of normal spacesuits, which slows their pace down considerably.

Your crab-type warrior hides himself behind a raised bit of the ship and changes its color to better blend in, if only just a little.

The engineers will try to fix the buoy, and killing them while they're distracted will be quite an easy task. You could attempt to infect them as well, but there's a good chance they'll die in the process. You have no doubt, however, that the crew will become aware of their deaths. Of course, this 'is' an alien world covered in water and teeming with unknown life.

>Ambush and kill the engineers (1d100)
>Ambush and try to infect the engineers (1d100; failure results in death)
>Let them fix the buoy
>Do something else (Write-in)
>>
Rolled 95 (1d100)

>>42036900
Only half a dozen doughnuts. I guess that's enough?

Where is that chief engineer boss to suck up to.

>Ambush and try to infect the engineers (1d100; failure results in death)
>>
>>42036900
>Ambush and try to infect the engineers (1d100; failure results in death)
HWG
>>
Rolled 12 (1d100)

>>42036967
>>42036967
Forgot dice
>>
>>42036948
Damn nigga
>>
Rolled 37 (1d100)

>>42036900
>Ambush and try to infect the engineers (1d100; failure results in death)
>>
>>42036900
How many are the crew of the Opportunity again?

We have like 3, soon to be 5 out of X infected, right.
>>
Rolled 61 (1d100)

>>42036900
>Ambush and try to infect the engineers (1d100; failure results in death)
>>
Rolled 76 (1d100)

>>42036900
>Let them fix the buoy
>>
Rolled 59 (1d100)

>>42036900
Ambush and try to infect the engineers, while our spore engineer brings doughnuts to his colleagues.
>>
>>42037298
Get a load of this spore.

A bit late m8.
>>
>>42036948
Nice!
>>
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>>42037107
(There are 40 crewmen, and 30 marines)

>>42036948
Just as the engineers have set down their tools and started to get to work, your crab-type appears behind them.

"We've arrived at the external access panel."

Just as the engineer finishes up his report, the crab-type's claws take a hold of the engineers and smash them into the floor. Their screams of sheer terror are muted as their helmets are disconnected and their faces covered by the subarms of the crab-type. Within moments they're infected, and their suits put back into proper order.

"EVA team report. We got a huge psyche spike on the monitor."

"Uh... everything's A-OK out here. Nothing to report."

"Huh. That's really..." He's cut off by some background chatter. "We've still got a strange reading from the telemetry. Might just be part of the glitch. Go ahead and finish the repairs."

"Roger that."

Your crab-type slinks off into a dark corner again as a precaution.

The engineers are staring at the sabotaged buoy panel, which is signalling a fault. Though it might be possible to try and spoof the fault detector, doing so will be one of the most difficult things you've ever attempted. The subspace buoy technology in this ship is beyond what you've encountered in the past, and you suspect that the only surefire way to spoof the system is from the communications control room within the ship.

Of course, you could always lie your way out of things. "We can't fix it!" won't be accepted as an answer, for obvious reasons, but overplaying the extent of the damage could allow you to draw the supposed repairs out for some time.

If you lie hard enough, you might even be able to fool the marines into thinking the engineers have been killed by a giant enemy crab and get them to investigate.

>Try to spoof the system (1d100; harder than diamonds)
>Lie about the extent of the damage (1d100)
>Feign death to lure marines (1d100)
>Do something else (1d100; write-in)
>>
Rolled 82 (1d100)

>>42037509
>Lie about the extent of the damage (1d100)

Tempted to get marines though. But maybe we should get them via mess hall cooks instead.
>>
>>42037509
>>Lie about the extent of the damage (1d100)
GET PEOPLE IN THE COMMS ARRAYS
>>
>>42037509
>psyche spike
What? That doesn't sound very...science-y.
>>
Rolled 32 (1d100)

>>42037509
>Lie about the extent of the damage (1d100)
Ask them to send over some more parts.
>>
Rolled 19 (1d100)

>>42037509
>Lie about the extent of the damage (1d100)
Yes. Everything is terrible. Sorry.
>>
Rolled 87 (1d100)

>>42037509
>Try to spoof the system (1d100; harder than diamonds)
Come on baby! Mama needs a new pair of shoes
>>
Rolled 19 (1d100)

>>42037509
>Lie about the extent of the damage (1d100)
HWG
>>
Rolled 9 (1d100)

>>42037509
>>Feign death to lure marines

How much does it take to make a crab form? Can we bind our two engineers together?
>>
>>42037804
There's plenty of sea life to absorb instead. Humans are rather unique as a resource.
>>
>>42037841
Seems fair.
>>
Rolled 76 (1d100)

>>42037509
>Lie about the extent of the damage (1d100)
Seems like a good idea.
>>
>>42037804
>making crab form
(It takes time, mostly. As the spore encroaches across the planet it gets access to more sea life to form into one. The more time passes, the faster they could be produced.)

>>42037597
>Lie about the extent of the damage
Your engineer gets on the radio and starts crafting an expert lie.

"It's pretty nasty up here. Some sort of weird algae and shelled whatever-the-fuck is attached to the panel now. Not so bad if it's just the hull of the ship, but they've gotten inside and are making a real mess of things. One of the wires got pulled out somehow and there's some algae on the plugs. Going to take us some time to scrape this shit out."

"Goddamn. Well... just work as fast as you can. Captain wants this buoy back up and running as soon as possible so we can make a report soon."

As you were exercising your silver tongue, another crab-type warrior is put together in the expanding kelp forest you control. A third will be done very soon.

As your army bolsters, you feel more and more that if you could cripple the ship you would have free reign to take over the facility.

-- (Mess Hall)
The engineer makes his way to the engineering bay and puts the food in the break room, and the coffee in the machine. Of course, the brewed coffee quickly kills off the spore within, but the doughnuts remain unaffected.

The engineers are quite pleased with the snacks, and quickly succumb to the trap. Within a couple of minutes the other three engineers are under your control.

With full access you have the ability to cripple the ship by taking down its engines, or the reactor. Shutting down the reactor will take some time and raise alarms, but will cripple the ship for a couple hours and reduce it to emergency power. Disabling the engines would be less obvious, since they're offline. Once they're spooled up, the sabotage will become more obvious.

>Shutdown the reactor (1d100)
>Sabotage the engine (1d100)
>Do something else (write-in)
>>
Rolled 86 (1d100)

>>42038263
>Shutdown the reactor (1d100)

We should attack once upon emergency power.
>>
Rolled 31 (1d100)

>>42038263
>Sabotage the engine (1d100)
Also
>Write in
Turn off bio scanners, lock all external doors, and flood ventilation with airborne spores.
>>
>>42038263
>>Do something else (write-in)
take comms area
>>
Rolled 49 (1d100)

>>42038263
>>Shutdown the reactor (1d100)
No weapons like railguns can operator on emergency power, right?

Also, should this lure the chief engineer? We may want to attempt to disable the bio-sensors and try to spore the air again.
>>
Rolled 33 (1d100)

>>42038263
>Write in
What this anon said
>>42038331
>>Turn off bio scanners, lock all external doors, and flood ventilation with airborne spores.
>>
Rolled 79 (1d100)

>>42038263
>Sabotage the engine (1d100)
See if we can turn off some cameras and scanners.
>>
Rolled 74 (1d100)

>>42038263
>Sabotage the engine (1d100)
Shut it down.
>>
Rolled 81 (1d100)

>>42038263
Write in. Turn off biological sensors. Cover the fault with a power failure. Flood the ship with spores.
Also, have the chief engineer place the remaining doughnuts in the officer's lounge.
>>
>>42038408
That has the prerequisite of having to take hydroponics bay.

And needing possibly higher-level engineering access.
>>
>>42038408
>flood with spores
>Try to infect officers with donuts anyways.
>>42038448
All we need to do is sacrifice an engineer for the biomass needed for the spores and we are golden.
>>
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Hey anon, want some doughnuts?
>>
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>>42038494
Are you even trying right now?
>>
>>42038448
Instead of offering doughnuts to the officers, we should offer them to the true power on the ship: the cooks.
>>
Rolled 66 (1d100)

>>42038263
>Sabotage the engine (1d100)
HWG
>>42038408
Backing
>>
QM where'd you go?
>>
>>42038989
Last update took 36 minutes, it's only been 35.
>>
>>42039017
Last comment before mine was 16 minutes ago so....
>>
>>42039045
>so...
No, I don't see the "so" that follows from that.

That means literally nothing. You are nowhere near falling off the board.
>>
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>>42038989
(Sorry, my attention was a bit split, and I'm tired.)

>>42038331
>Turn off bio scanners
(On the Opportunity atmospherics and engineering are not combined. This ship requires a more robust system both because it's military, and because it's submersible. Although disabling the power pretty much accomplishes this anyways.)

>lock doors
(That's more of a bridge and security thing. Engineering is more worried about keeping the ship's reactor and engines running; the two most important things.)

>>42038326
>Shutdown the reactor
Your team of four engineers gets to work beginning the shutdown procedure for the reactor. They also take the time to lock down engineering from within to make it as impregnable as possible.

Just as a monitor on the bridge reacts, power on the ship has gone dark. Emergency lights flicker on along with rotating yellow beacons. A pre-recorded female voice declares, "Emergency Power: Active."

The battery-powered radios start to flare up with activity in response to the new development. The crew seems very displeased with this course of action.

The lights across the ship have dimmed, and most of the power-sucking functions have been disabled. Automatic doors have ceased to be, including the cargo elevator to and from the research facility below, and now require some good old-fashioned elbow grease to open.

With the marines split around the destroyer and between the destroyer and the facility, their ability to impede any incursion is severely hampered, as is the ability of the crew in general.

Outside of the ship you now have three crab-type warriors at your disposal, and the two engineers. Within the ship you have two weapons officers, one in the laser bay and one in the control room. How would you like to proceed?

(For this bit I'm going to let you guys plan it yourself. I feel this would be more interesting than just telling you what to do and letting you decide from a list.)
>Write-in
>>
>>42039086
Now that they're cut off, yes. yess.

Form a carrier form, we can make this place into a fun little nightmare.

Bring in the three giant enemy crabs. No one outside the ship will ever hear what's going on.
>>
>>42039086
Have crab forms come into the airlock, and make their way towards atmospherics.

Or one towards atmospherics, one towards the bridge, and one towards the area that leads to engineering, to better defend it.
>>
>>42039086
Bring in the crabs and start ambushing and infecting as many people as possible with them and the two weapons officers. Suppressed weapons would be optimal in disabling combatants without killing them or alerting surrounding combatants.
>>
>>42039086
Could you repost the picture showing the underwater base layout? Then we can sweep from one end to the other with the crabs.
>>
>>42039182
>and the two weapons officers
Maintain the ruse for the humans and have them pretend to be equally panicked civilians.

Only have them infect people when their guard is down or distracted by crab terrors.

>>42039199
This isn't the base, pay attention. This is a ship docked at the base.
>>
>>42039086
Whatever we do we need to start pumping spores into the base. I'm thinking slowly make our way through the base with the crabs, filling rooms with enough spores that when we open to uncontaminated rooms (if rooms are airtight anyway) it floods those rooms with spores and takes over that rooms occupants.
>>
>>42039086
Can we mutate the weapon officers to a small degree? Like a small spore spike where the left pinky finger nail would be for faster infections and better melee infections.
>>
>>42039232
Isn't the idea that we take over the base while the ship is incapacitated?
>>
>>42039263
Ooooh! I really like this idea. Such a small mutation would probably go unnoticed in an emergency too.
>>
>>42039277
but they will try to flee and fight back. So we have infected flee with them and infect them once they think they're safe.
>>
>>42039277
No, that's fucking stupid. How the fuck would we do that in a timely manner, there are hundreds on the base.

We need to take over the damn ship before they retake engineering and turn it on again. Then we have permanent control over their ability to report back to FMC.
>>
you know, on more popular worlds we could just approach them system and market ourself as a drug. That fixes a certain common illness. Cause we do actually fix problems with our host. and that being fixed will cause others to willingly infect themselves.
>>
>>42039362
Capsulized spore.
>>
>>42039362
That would require first conquering a reputable corporation that could get away with selling something that undergoes no documented medical scrutiny.
>>
>>42039385
Now comes in both vanilla and strawberry flavoring.
>>
>>42039388

It's Space, mate.
>>
>>42039086
>The battery-powered radios start to flare up with activity in response to the new development. The crew seems very displeased with this course of action.

I'd suggest jamming that, but that would be even more suspicious.

Can those radios reach the base?
>>
>>42039388

Or...we could just take over a pirate group and sell ourself as a drug and just fake or induce trips.
>>
>>42039403
It's monopolized by the all-seeing all-controlling Fringeworld Mining Corporation, m8.
>>
>>42039443
I think only the Fringe is.
>>
>>42039086
Let's do what the majority of anons have suggested. Flood the ventilation by taking over atmospherics first as a priority though.
>>
>>42039560
>>42039443
So we take over the FMC and sell ourself as a drug
>>
>>42039598
Get a crab into atmospherics, you mean.

Note the immediate step towards your goal not just your goal.
>>
>>42039424
>Can those radios reach the base?
(Let's say they can't, but they'll definitely be aware that the ship has powered down.)

>>42039263
(I suppose you could do that, but infecting people has already been very easy thus far so, frankly, there wouldn't be a whole lot gained. You could definitely do something more extreme, however, like turning their hands into swords.)

>>42039598
(The "let's flood ventilation!" idea gets thrown around a lot in general, but there are problems. Namely, the fact that this requires you to have a way to disseminate such a large quantity of spores throughout a large ship. The surefire way to accomplish this is by taking their hydroponics, and having control of atmospherics. That's something you'll have to actively fight for once the invasion starts.)

(So far a lot of people seem to be up for raiding the ship, so unless there's some additional ideas I'll run a vote, and then pull the session to a close. I need to start getting to bed.)
>>
Okay once invading actively, how do we go about it.

The crabs will grab people, disarm them, and infect them, and others will see that. Should the new infectees pretend to still be scared and not know what's going on or why it did that?
>>
>>41636475
>After the remaining two days of the trip you reach the destination on the edge of an ion nebula that seems to stretch on to infinity. You think the ship would be able to enter the edge of the nebula without much danger, but any incursion deeper in would likely result in the vessel's electronic systems being fried into oblivion.

Okay, so investigating deeper, past the shallow end of the Endless, requires some hardened electronics to survive...

...or a ship that isn't electronic at all. Maybe this research station is trying to create bio-ships. Well lucky for them we're here to help boost their research!
>>
>>42039732
Yeah. Make them act all scared and mumble stuff like "It grabbed me and could have killed me. Oh god i almost died". Then infect the consoling ship ember with a quick kiss.
>>
First goal, hydroponics. It will take time to grow the plant matter into a giant spore factory. While that's growing, second goal: atmospherics.
>>
>>42039809
Third goal: General ship member infecting and crowd control.
>>
>>42039609
Why hasn't anyone listened to this guy?
>>
>>42039852
thank you anon
>>
The large picture captcha is satan
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>>42039889
Not a problem anon.
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>>42039852
What exactly would you expect people to do?

He's stating an obvious course of action we were going to do anyway, and one that is practically Endgame Tier.

It's like saying "So we beat the final boss!" At that point whatever method used to infect more people won't really matter, the power you command would be vast enough to accomplish it anyway.
>>
>>42039925
Heck. By that time we'll probably be a Galaxy wide ventilation and hydroponics supplier/company.
>>
>>42039925
*ahem* get a crab into the FMC and infect someone and we're as good as in. It shouldn't be too hard to do that, now should it? Besides, the risk/reward is pretty good. Expediting the process would most likely help rather than harm.
>>
File: Carrier_Form_Concept.png (163 KB, 580x920)
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(Alright, so the general course of action of assaulting the ship seems to be decided already, but here's some other decisions to make:)

>Give the EVA engineers some quick combat mutations to fight better
>Leave them as is

>Send the weapons controllers somewhere (where?)

You can also mutate the engineering engineers, and use them. It'll time some time, but you could turn them all into warrior-type or carrier-type minions.

You have four engineers to do this with.
>Mutate warrior-type (how many?)
>Mutate carrier-type (how many?)
>>
>>42039956

>SporeFree Systems: Bringing new Control of your Atmosphere to you!
>It was actually FreeSpore on the company registry.
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>>42039681
>then pull the session to a close. I need to start getting to bed.)
That's getting tired unusually early for you. Do you have church or something.

Are you running tomorrow, you don't have competition for that timeslot.
>>
Thread theme.
https://www.youtube.com/watch?v=ldjU8mZb72k
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>>42039987
Mutate the EVA engineers to be carriers, being backed up by the crabs. Mutate three engineers to be warriors, one to be carrier.
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>>42039987
>>Leave them as is
We need moles within the enemy population.
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>>42039987
>>Leave them as is
Infects more in the long run.
>Send the weapons controllers somewhere (where?)
One goes to the captain's quarters and one goes to the sleeping area.
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>>42040041
Agreed. Leave them to slowly undermine any resistance, and to create security breaches to allow crab incursions.
>>
I think the Spore might be much more insidious than the Flood.
>>
>>42039987
>>Send the weapons controllers somewhere (where?)
I guess they could see of one can slip their way into hydroponics, before a crab has a chance to bruteforce their way there.

The other needs to find the captain and whatever largest group of people there is, to keep an eye on them from within.
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>>42040110
This.
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>>42039987
>>Mutate carrier-type (how many?)
Just one.

>Mutate warrior-type (how many?)
Also one.

That leaves two for, in case the enemy breaches engineering, to act panicked like they're innocent victims trapped in there.
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>>42039987
Spread out the four humans that aren't locked up in engineering throughout the human population as much as possible, so we don't lose track of anyone.

One of them get into hydroponics.
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>>42040110
This, and mutate the EVA engineers swordarms.
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>>42040002
>That's getting tired unusually early for you.
(If you check my Twitter you'll see that I posted an explanation for why Spore Quest's timeslot changed. Running for about five or six hours on Saturday is all I really have at this point. Hive Quest was just a friendly consideration at the time, but from here on I'll be doing work on Sundays.)

>EVA
Seems like people want them left as-is.

>Send weapons controllers
Seems like Hydroponics and "where there are people" wins on this front.

>Mutate engineers
So far I've seen two votes to mutate them, one of which was only 1 of each, and leaving two normal.

I'll let people continue to input until the thread dies and confirm the choices in the next thread.

("QM, when's the next thread going to be?!")

(That's a great question, Not-Anon! The next Spore Quest will probably be a week from now, but check my Twitter for confirmation on that.)

(Goodnight everyone! See you next time.)
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>>42040355
No, no sword arms, humans are rather spread out, so we need human-looking humans to track them all.
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>>42040384
aww
i thought the invasion was gonna start
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>>42040392
You know what, you're right. We shouldn't tip them off with something like that, since the crabs are native life as far as they know. I go back on the Eva engineers, keep it stealthy.

Except for the giant crabs.
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>>42039983
>get a crab into "the FMC"
>as good as in
>get a crab
>into a high security megacorp headquarters building
>whose location is still entirely unknown on some distant planet, which will have its own planetary security
>shouldn't be too hard to do that
> the risk/reward is pretty good
>an alien lifeform out of fucking nowhere and investigation into how the fuck it was smuggled in
>*action stars*
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>>42040415
He was perfectly clear the thread was ending like an hour ago. >>42039681
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>>42040711
You slowpoking son.
>>
May not want to explicit grab people with the crab people.

Instead, just cause them to get an open bleeding wound, and spit enough spores into the air around the crab that the wound gets spored.

Although we'd have to deliberately hold back on the fast regeneration, so that no one thinks it weird that wound just closed up.
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>>42039086
>. Automatic doors have ceased to be, including the cargo elevator to and from the research facility below,
Oh yeah.

We have to have a crab guarding the elevator to prevent any manual rappelling down the elevator to escape into the station.

And to ambush anyone from the station getting in.



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