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Well, shit – looks like you ran out of solar charge…again. You really should watch that meter more closely. The rings of Saturn do look beautiful when you’re just floating through space, though.

That said, you’d better not hang around. If pirates do dare operate in the Sol system, it’s because they’ve got fast ships and the weapons to boot. Oh well, you just need to fiddle around with that proton distributor…realign the gravity wells…aaand…restart!

Perfect, your old S-class purrs back to life. Looks like you’ll have to fill out the information log again, though. So, what’ll it be?

One post for:

>Your name?
>Your age?
>Your profession?
>Your main skill? (pick from Combat, Social, or Engineering to get a +1 to rolls)

Another post for:

>Ship’s name?
>Planet of origin?
>Current destination?

Roll a d100 with your choices and I'll take highest wins!
>>
Rolled 10 (1d100)

>>480662
>Ship’s name?
Silverbug

>Planet of origin?
Mars

>Current destination?
A station in the Oort Cloud
>>
Rolled 74 (1d100)

>>480662
>Name: Martin
>Age: 23
>Profession: Loser and Faggot
>Main Skill: Social
>>
>>480738
>>480745

Gonna wait for some more replies / random length of time to pass, otherwise will take these.
>>
>>480738
>>480745

Of course, you’re Martin, a 23 year old loser and faggot from Mars on your way to a station in the Oort Cloud.

Being a loser and faggot, you don't have any particular professional reason for going to the Oort Cloud, but at least your overbearing mother won't be able to call you from that far away.

You double check the life support systems. They show:

Your current stats:
HP: 20/20
Primary Weapon: Standard Laser Pistol
Secondary Weapon: Combat Knife
Credits: 300

Your ship’s current stats:
Armour: 20/20
Fuel Cells: 1/30
Hyperdrive Charge: 2%
Primary Weapon: Standard Single-Shot Laser Cannon
Secondary Weapon: None
Days of Rations Remaining: 5

(Hyperdrive gains 1% charge with every non-QM post. Once it’s full you can jump to any nearby system.)

Good thing you got your ship back up and running, but it looks like you need some fuel cells pretty quick. How should you proceed?

>Have your AI scan the surrounding area with your on-board cartographer (no roll)
>Try to contact someone on an open channel (no roll)
>Fly manually towards Saturn, further in-system, or further out-system (pick one and roll a d6)
>Do something else
>>
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>>480914
Weren't we in Saturn just a moment ago?
At what speed does our ship travel?
Are we on the Alcubierre Drive?

>Have your AI scan the surrounding area with your on-board cartographer
>>
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>>480982
(Slight note: Don't expect 100% accurate physics here, but I'll do my best.)

You're still at Saturn. It says you're "from Mars on your way to a station in the Oort Cloud". From Mars, now at Saturn, on way to Oort Cloud.

Your ship travels around 1000km per hour on fuel cells and, sure, uses the Alcubierre Drive for hyperspace jumps. The ship consumes a fuel cell to push into a new direction. From there the ship’s AI can track a course to our destination and use gravity to help with the rest.

>Have the AI scan the area

You boot up the AI.
“Hey Zen,” you say. “Search for the nearest station.”
A calm, pleasant female voice shimmers through the cockpit.
“Certainly,” she says. “Computing now.”
Three dots appear on the space chart to your left, which has a handy scale of 1 square = 10,000km. The nearest station is orbiting Saturn, and would only take a day to reach; the next closest is in the direction of Earth, and would probably take about 3 days to get to; the furthest is in the direction of Pluto, and would take around 5 days to reach.

You recall, of course, that as one gets closer towards the Capital Planet of Earth, prices get steep pretty quickly…on the other hand, the further you get towards the edge of the system, the higher the likelihood of bumping into pirates, spacewaymen, and worse…

Which station do you want to aim for?

Roll 1d6 when stating your choice to determine success.
>>
Rolled 1 (1d6)

>>481085
Station A
>>
Rolled 2 (1d6)

>>481085

Well, heads towards earth. We can always make more money by becoming a male prostitute! Rather not get raided by pirates.
>>
Rolled 5 (1d6)

>>481085
Station A
>>
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>>481149

"Head for the Saturn station, Zen," you say.
"Plotting co-ordinates now," she replies.
You settle down with your dog-eared copy of Moby Dick for some light reading. It'll be a while before you reach the station, but you've got plenty of rations left. It should be an easy flight...

________________________

Crap! You jerk awake to the sound of your enemy detection radar going haywire - there's a ship already on top of you! Before you know your ass from your ankles you're caught in the tractor beam of a looming D-Class mining ship. You can see, however, that it’s been outfitted with some new toys – front-facing ion cannons, for a start, and judging from the way it avoided your radar right up until the last second, some kind of jamming device.

You quickly check your space chart. You managed to make it about 4/5ths of the way to the Saturn station. Would it be close enough to reach them on the radio? You're not quite sure...

It won’t be long before the tractor beam shuts off your ship’s systems. You have just enough time for one action – what should you do?

>Fire your single-shot laser cannon
>Hit thrusters to full burn, using up the last of your fuel
>Hail the ship on the radio, or attempt to hail the Saturn station
>Something else

Roll a d6 with your choice. I'll take whichever has the most votes, or first come first served in a tie.
>>
Rolled 6 (1d6)

>>481313
Hail the station
>>
>>481325
2nding
>>
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>>481325

"This is the S-Class Silverbug at 560, 87, 103 from Saturn Station," you shout down the open channel. "I'm under attack! Requesting immediate assisst-"

And that's when the radio cuts out. Did anyone hear it? You'll have to wait, and pray.

Meanwhile your ship is still being taken into the hanger of the mining ship. Once the hanger doors have closed a stream of bearded men in old soldier’s uniforms storm in, and suddenly you’re staring down the barrel of about twenty laser muskets from the not-so-safe position of your cockpit. Judging from their appearance, these are probably a cell of the Forgotten Riflemen, infantrymen who fought (and lost) in the last war for control of Saturn. Now disbanded and cast across the Sol system, these pirates are more organised and well-trained than most, but they also have a sense of duty and purpose – perhaps enough for you to use to your advantage.

>”We have you surrounded!” one of the men shouts. “Come out with your hands up!”

As you transfer Zen into your portable AI device, she whispers, “Rather clichéd, isn’t it?”

What should you do?

>Burst open the cockpit and try to shoot your way out
>Give up your weapons, but keep Zen hidden somewhere
>Give up everything, including Zen. Perhaps they’ll take it as a sign of goodwill
>Something else

Roll d6 when making choice. Highest vote or first come first served if tied.
>>
Rolled 5 (1d6)

>>481475
>>Give up your weapons, but keep Zen hidden somewhere
>>
Rolled 4 (1d6)

>>481475
Offer something these scoundrels can't refuse, that something is something you probably don't have.
>>
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>>481511

The cockpit hisses as it opens and you rise, hands raised.

>”I’m going to throw my weapons out!” you say.
>”Nice and slow does it,” the leader replies.

You chuck your laser pistol and combat knife towards the beady-eyed man, and one of his subordinates quickly gathers them up. The AI drive with Zen remains tucked away in your inner jacket pocket.

The men's muskets remain trained on you as you descend from the ship.

>”Nothing personal,” the leader says. “The Corporation won’t fight itself, and we need ships and credits to keep up the fight - so we'll be relieving you of both.”

Ah, the Marshall-Ellis Resource Corporation – a company so profitable it was able to hire a private army to protect its interests and stamp out rivals in both the business and political world. It was MERC that blasted apart the old Saturn Defence Force, the remnants of which are the very pirates now robbing you. You’ve done a few odd jobs for MERC in the past – it pays to stay on the right side of them – but you’re not particularly fond of their dystopian overtones either.

How should you proceed?

Roll d6 with choices. Highest vote or first come first served if tied.
>>
>>481561

(Feel free to ask to do this again if that's what you want, although it would be beneficial if you had an objective in mind - if you offered them something, what would you be asking for?)
>>
Rolled 3 (1d6)

>>481605
>>481622

Tell them you know the location of their enemy. And you'll only tell them if they give you back your ship and credits.
>>
>>481649

(Forgot to mention you had +1 bcuz Social Skill.)

The leader seems like he's really looking at you for the first time. He raises an eyebrow.

>"Well," he says, "that is a pretty ancient ship you've got. I suppose it's possible your information might be more useful than your credits. Of course, we know where to find MERC - that's just the problem, they're fucking everywhere. What we need is command posts, resource factories, communication arrays. Got anything like that for us?"

How do you reply?

No need to roll, I'll take highest vote or first come first served.
>>
>>481702
Well, since we are social and professional losers. Let's just call up one of our loser friends who actually has a job.
>>
>>481752

>"S-sure," you say. "The thing is, to tell you, I'm gonna have to call up one of my friends first. I'm unemployed, you see, and -"
>"Enough of this bullshit!" the commander roars. "For your insolence I've have you confined to the brig, you dog. Men, seize this -"

But the leader doesn't get to finish his order, because at that very moment the mining ship is bathed in pulsing red emergency lights.
“Attention,” an eternally calm voice says over the tannoy, “enemy ships incoming. Attention, enemy ships incoming.”

This must be help from the Saturn station! The Forgotten Riflemen are caught in a moment of shock – how should you take advantage of this distraction?

>Get back in your ship and attempt to fly away (1/4 of a fuel cell remaining, enough to leave the hanger)
>Hide in the hanger somewhere
>Attack the pirates (current weapon: fists)
>Attempt to join the pirates
>Something else

Roll d6! If your choice involves something social, +1. Most votes or first come first served.
>>
>>481702
>>481811

Keep forgetting trip, my bad.
>>
Rolled 6 (1d6)

>>481811
>Get back in your ship and attempt to fly away
>>
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>>481907

Years of slipping by your alcoholic father's rage have imbued you with quick reflexes when crisis strikes, and now is certainly one of those times. Before the Riflemen even know what's happening you dive back into the Silverbug's cockpit and plug Zen back into the mainframe in one swift motion.

Firing up the engine, you blast the last of your fuel cell, not only rocketing out of the hanger but also burning two of the Riflemen to a crisp.

Once outside, you're relieved to see two A-class fighters circling the mining ship. These ships mean business, and could probably make short work of the pirates' outdated armour - then again, with ion cannons and a jamming device, who knows what other secrets the Riflemen might have in store?

A voice crackles over your radio.

>"You alright over there?" a prim male voice says. "Saturn Station Police. Just what are we dealing with here?"

How do you respond?

>They're pirates. Blast 'em!
>It was just a misunderstanding. Let them go.
>They're Forgotten Riflemen. We should help them out.
>Something else

No need to roll, usual rules.
>>
>>482034
Tell the police officer that they should help out your "friends". I'm sure they'd enjoy that.
>>
>>482034
Blast 'em
>>
Rolled 2 (1d2)

>>482077
>>482082

I'll give you some time to discuss / break the tie, otherwise I'll just roll between the two.
>>
>>482106
Whoops, didn't mean to roll that.
>>
>>482082
>>482034
Tell the officer over the radio that they are brutal savages and they need a whole fleet to take them down.
>>
>>482082
>>482123

>"They're pirates officer, but worse than that - they've become brutal savages!" you lament in reply. "Eating one another's flesh for the sheer sexual pleasure of the thing...gouging out their own eyes with plastic plates...my god, man, you won't believe the things I've seen! We've got to burn it, officer, we've got to burn it all to hell!"
>"Christ!" the officer replies, clearly shaken by your harrowing story. "Jenkins, fire EMPs immediately!"

A few seconds later the lights on the mining ship begin to blink out one by one. Its two massive engines, which had been whirring into life, now lie as silent as the endless space that surrounds them.

>"They're not going anywhere," the officer says over the radio. "Come on, we'll tow you back to the station. The MAC will do the rest."

The two ships latch grappling hooks onto your own, and the three of you start towards the Saturn Station, which you can begin to see in the distance. In fact, from the station itself there is a brief flash of light, and a minute later a huge bullet, five times the size of your own ship, rips past and cuts the mining ship in two. The subsequent explosion is still close enough that you can feel the heat, and, perhaps, hear the screams of those you left to die.

>"So," the voice on the radio pops up again, "who are you, anyway? What were you doing way out here?"

How do you respond?

Roll 1d6+1, normal rules.
>>
>>482195
I'm Martin, I've recently left Mars to find my true calling despite being called a loser and faggot my whole life!
>>
Rolled 4 + 1 (1d6 + 1)

>>482294
>>
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>>482294
>>482316

>"I'm Martin," you reply, "I've recently left Mars to find my true calling, despite being called a loser and faggot my whole life!"

You can hear the sound of sniffling through the radio.

>"Man, that's beautiful," the officer says. "You keep pulling through their, Martin. You know what, seen as you went through such a darn time with those pirates, I'll put you through the fuel station on police prices. It'll be a little cheaper on your wallet."
>"Thanks!" you say.

The officers unhook you as the Saturn Station comes closer into view. You cruise into the tractor beam of the fuel station, where a robot with a smiley face informs you of the fuel price - 4 credits per cell. (Current credits: 300)

How many fuel cells do you want to pick up?
>>
>>482369
Dammit, *there.

Also, quick update on ship stats:

Armour: 20/20
Fuel Cells: 0/30
Hyperdrive Charge: 18%
Primary Weapon: Standard Single-Shot Laser Cannon
Secondary Weapon: None
Days of Rations Remaining: 4
>>
>>482369
Before we purchase anything, can we do a scan ro see what planets are nearby?
>>
>>482382

As you ponder how many fuel cells you should buy, you flick open your space chart and double check the time it would take to fly to Jupiter or Uranus, the nearest planets.

Considering your ship moves at around 1000km per hour - and good thing it doesn't go much faster, or your brain would be mush - Zen tells you that it would take 74 years to get to Jupiter and 423 years to get to Uranus. You curse, once again, the limitations of physics.

Still, you could always get your hyperdrive fully charged at the ship shop on the Station, and then you could go anywhere you like. Or you could look for a passing cargo ship that would put you in cryosleep.

What do you decide to do?
>>
>>482458
Might as well get some fuel and get our hyperdrive fully charged. 10 fuel cells
>>
>>482458
How much does it cost to fully charge our hyper drive?
>>
>>482473

You purchase 10 fuel cells, spending 40 credits.

>>482487

You recall that ship shops usually charge by the percentage, and it's understandably more expensive than fuel cells, what with all the Physics Stuff the engineers need to do. The last place you went to charged a credit per percent, and you've no reason to believe this station will be much different.

Fuel cells: 10/30
Hyperdrive: 21%
>>
>>482495

Well, now that you've refuelled, you think about that hyperdrive recharge you might want. Should you head over to the ship shop now, or do something else first?

>Visit the local bar
>Visit the ship shop
>Visit the personnel shop
>Leave
>Something else

Credits: 260
>>
>>482498
Is there a job board somewhere?
Lets try to find a small cargo job to the Oort station
>>
>>482500
This
>>
>>482500
This
Just read the thread QM looks good so far. It's different and I like it.
>>
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>>482500
>>482504

You head to the Trader's Union, leaving your ship secured in a garage. For some reason, the chap behind the counter seems more...substantial...than the people you've seen before. You shake the bizarre thought from your mind.

>"Anything going towards the Oort Cloud?" you say.

The attendant checks his files.

>"Hmm, afraid not," he says. "Nothing official, anyway - but I did hear a group of traders talking about the Oort Cloud earlier, so perhaps they'll need an extra hand on something. They went to the local bar, the Searing Salmon."

What'll it be?

>Question the attendant further (pose a specific question and roll 1d6+1)
>Find the traders at the Searing Salmon
>Visit the ship shop
>Visit the personnel shop
>Leave the station
>Something else
>>
Rolled 5 + 1 (1d6 + 1)

>>482535
Any other unofficial jobs here? I could do.
After that go to
>Visit the ship ship see if we can't upgrade our ship, since it's old.
>>
>>482547

The attendant glances around briefly. It's a quiet afternoon - almost too quiet, now that you notice it - but that appears to be working in your favour at the moment.

>"Actually," he says, "I myself have a little problem you might be able to help with. Won't get you any closer to the Oort Cloud, but it will land you 50 credits if you do it. See, this weird cult appeared at the station a few months ago - real wackos, dress in robes and worship Saturn's rings, or something - and I wouldn't mind except they've started to turn customers away, and the Union can't have that. What with the whole 'freedom of religion' thing, though, my hands are tied. They operate out of the old fuel cell warehouse down by the docks - get them to settle down or move out of the station, and the 50 credits will be yours."

Before you head to the ship shop, what do you say to the attendant?
>>
>>482561
Tell the attendant you'll handle it then ask the attendant their name, might as well make a new friend!
>>
>>482561
Thanks for the tip, anything I Should know about them if I deal with them?
Get any useful tips to buy at the ship shop?
After he answers the questions go to the shop.
>>
>>482569
Also this
>>
>>482566
Also this
>>
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>>482566

>"Don't worry," you say, "it's as good as done. I'm Martin, by the way."
>"Oh, my apologies!" the attendant laughs. "How rude of me. I'm Jannis. Let me know if you need anything else."
>"Well, anything else I should know about this...cult?"
>"Not really. Their leader is a guy called Runce. Like I say, came out of nowhere really. They seem harmless enough, but you know what they say - profits before people!"
>"Ha, yeah...also, I'm heading over to the ship shop pretty soon. Any tips?"
>"Well, they've got your usual - hyperdrive charging, armour, weapons, and so on...but, between you and me, Symbly, the owner of the place, has a radar jammer tucked away there. Dead cheap, too, but he's worried about the cops finding out about it. Who knows? You might be able to convince him to sell it to you."

Thereupon you said farewell to your new friend Jannis and made your way to the ship shop.

A station's ship shop is never hard to find - all you need to do is follow the steady stream of gearheads, fighter pilots, traders and engineers to the great melting pot of grease, sparks and the occasional explosion. There's a taste in the air that you're well familiar with, and in many ways it's the taste of home.

You easily find the main counter, behind which a middle-aged man with brown curls plastered across his skull is fiddling with some circuitry. This must by Symbly.

>"Afternoon," he says as you approach. "Looking to buy?"

Roll 1d6+1 for any conversation other than buying stuff.
>>
Rolled 4 (1d6)

>>482588
"Jannis told me you have a little something your looking to get off your hands. I would like this item"

Also how much for armor and weapons on my ship?
>>
Rolled 1 + 1 (1d6 + 1)

>>482588
Ask about the cultists.
>>
>>482598

Symbly's eyes flick to you suspiciously for a moment, but only for a moment - he soon regains his friendly composure.

>"Afraid I don't know what you're talking about, friend!" he laughs. "All I want to get off my hands are these fine quality ship upgrades! Take a look."

You can see the prices listed behind him:

Hyperdrive Charge: 1 credit per 1% charge
Multi-Shot Laser Cannon (does not require a reload action during combat, unlike your current single-shot): 140 credits
Single-Shot Ion Cannon (+1 to attack rolls): 200 credits
Armour Plating (+10 Armour, stackable): 80 credits

>>482600

>"By the way," you say as you ponder the many items on display, "you wouldn't happen to know anything about a cult that's started up nearby, would you?"

Symbly shakes his head.

>"Heard of 'em, sure," he says, "but don't know anything about 'em. Don't pay attention to such things."

What do you wish to do?
>>
>>482608
We can always come back here. I suggest dealing with the cultist first and obtaining our reward so we have more credits to spend with
>>
>>482608
I want to get at least one set of armor. Before we go to the cult. Maybe it'll be a good idea to buy a better weapon if we have to fight the cult.
>>
>>482618
>>482611

Note that the ship shop only sells stuff for your ship (i.e. you yourself cannot wear ship armour plating). As you'll be walking to the cultists' place, if you want armour / weapons for yourself, you can get them at the personnel shop.

Sorry if this wasn't clear.
>>
>>482620
Go to the personnel shop first.
>>
>>482620
Well that what I meant one set of armor for the ship. Sorry if i wasn't clear. After buying one armor for the ship.

We go to the personnal shop, see what they have.
>>
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>>482633

You decide those cultists can wait a damn while longer. With a purpose in your life and people depending on you, you almost feel a little less of a loser and faget. With a spring in your step you make your way to the nearby personnel shop.

It's rather busy inside, and the shop is looking a little sparse - trading is apparently going very well or very badly.

>"Come in, come in," the shopkeeper says. "Plenty of decent gear around."

You can buy:
Laser Rifle (1d6 damage die): 90 credits
Laser Musket (1d4 damage die): 60 credits
Armoured Flight Suit (+20 HP): 130 credits
1 day of rations: 10 credits
>>
>>482634
Ah, my apologies.

You buy one set of ship armour plating, spending 80 credits.

Credits: 180
>>
>>482643
Hmmm. . . Purchase a Laser Musket, just in case the cultists are persuaded by your faggotry and loserness.
>>
>>482676

>"I'll take that Laser Musket," you say.
>"A fine choice, sir!" the shopkeeper replies, taking it off the wall. "A real classic. 60 credits please."

You happily pay the man.

New Primary Weapon: Laser Musket
Credits: 120

>"Anything else, sir?"
>>
>>482681
Don't mind the post I placed just buy at least 2 days of rations. Since we have 2 days of rations left.

Buy up to 4 rations if the other anon agrees.
>>
>>482687

You actually have 3 days of rations left so I'll assume you'd like to buy another 3.

Days of rations remaining: 6
Credits: 90

What next?
>>
>>482689
Now, time to find those damn cultists and make them think we're their god!
>>
>>482689
Well if we're going to take down a cult it's best to have back up.
Let's go
>Find the traders at the Searing Salmon
>>
>>482643
>>482648
Considering the standard pistol probably does 1d2 at best, we need a better weapon to confront a possible group.

I say we buy a laser rifle. It's a weapon we are going to want eventually and helps make sure we get that 50 credit reward.

After that let's go to the bar and try to find out some information on these cultists.
>>
>>482696
>>482697

Tie break or i'll die roll for it in 5 mins or so
>>
>>482697
>>482696
Why not do both? If things get sour, we'll attack the cultist. And wouldn't be cool to have our own band of followers?
>>
>>482700

You also lost your pistol on the Forgotten Riflemen's ship!

Happy for you to go back and trade if other anons concur. I'll give you some time to deliberate
>>
>>482705
Do both find the traders and go back to the cult with our backup
>>
>>482689
>>482697
(Forgot to refresh before posting atleast we got a gun)

Supporting. Let's also try to ask around the bar regulars and gather information on this cult before we confront them.
>>
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>>482708
>>482707

With your new Laser Musket strapped to your back, you're starting to feel like a real spacefaring adventurer. Who among the citizens of the Saturn Station would watch your confident stride towards the Searing Salmon and say, 'There, my son, goes a loser?' Surely none! And so you reason to yourself as you cross the threshold into the bar.

Neon lights and cheap vodka are an attraction for humans in any corner of the Sol system, and this station is no different. A whole range of spacefaring people are here – ex-pirates, corrupt cops, traders, bounty hunters, even a few MERC guns-for-hire are hunched around a table at the far end of the room. There's a whole mess of people, and none of them seem the least bit interested in you - although, seeing the size of their guns, that's not altogether a bad thing.

What would you like to do?

>Talk to the barman
>Talk to the traders
>Talk to the bounty hunters
>Talk to the ex-pirates
>Talk to the MERC soldiers
>Something else

Please roll 1d6+1 for conversations!
>>
Rolled 4 + 1 (1d6 + 1)

>>482721
Talk to the bounty hunters. Surely they of all people would have a cultist on their radars because of their strange and illicit rituals! Convince them to come with you as backup if things get messy.
>>
>>482721
Do this
>>482729
After we talk with the bounty hunters and see there prices we could then talk with the traders
>>
Rolled 1 + 1 (1d6 + 1)

>>482721
Let's talk to the barman first, while buying a drink and tipping generously (10 credits max). He lives on the station and would be the best option to have information.

The bounty hunters/soldiers have not been hired to deal with the cult yet, so they probably don't know much about them. Not to mention we don't want possible competition knowing we are now taking jobs on station.
>>
>>482736
>>482732
>>482729

(Love the conflicting opinions but talking to the bounty hunters wins on votes.)

You make your way to where a man and a women, clearly bounty hunters from their expensive armour and weapons, are smoking electronic cigarettes by the wall on the left.

>"Are you for hire?" you say by way of introduction.
>"Depends on the work," the woman says.
>"Got a cult nearby I've been asked to clear out. Was hoping you could come along as backup. What do you charge?"
>"Huh, haven't heard of them before...whatever. It's 40% of whatever you're getting paid, or 60% if we end up saving your ass. Take it or leave it."

How should you proceed?
>>
Rolled 4 + 1 (1d6 + 1)

>>482748
Charm the woman. We never got laid on Mars but if we play our cards right, she can help us for free, maybe!
>>
>>482748
>Take it

it this works out we'll get 30 credits and if they save our ass we get 20 credits.

Also Charm the woman, stop being a loser , faggot
>>
Rolled 3 + 1 (1d6 + 1)

>>482748
Anyone want these dice? Guaranteed 1s)

>>482750
Supporting. No way they will help us for free, but we could definitely talk them down for a discount. We lose money but we will start a reputation in the community for getting a job done. That's worth the 30 credits.

Let's not
>>
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>>482750
>>482751

You take a deep breath. You may have been called a loser all your life but you did always have a knack for being social. It was just poor circumstance that you ended up being a faggot. That said, being smooth with the ladies wasn't exactly one of your strong suits...

>"How about we call it 20%," you say, "and I buy you a drink instead?"

The woman looks you up and down, assessing you against some scale only she can see.

>"We'll call it 40," she smiles, "but you can buy me that drink anyway." She gives you a little wink.

Party first, cultists later...?
>>
>>482750
>Cultists First
If we prove ourselves to her maybe we'll get more than drinks.
>>
>>482766
Definitely party first. We need to build a network in our plan to conquer the universe and getting cozy with our backup before a fight means less chance of them shooting us in the back.

Let's buy a drink for her partner also. We don't want to ignore him.
>>
Rolled 3 + 1 (1d6 + 1)

>>482774
This. Also try to talk to the bartender into giving you some discounted beverages since you're taking on the cultist.
>>
Rolled 5 + 1 (1d6 + 1)

>>482774
Just go with this, and talk with the bartender.
>>
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>>482774
>>482777
>>482779

>"I'm Martin, by the way," you smile back.
>"Call me Gen," she says. "That's Mitchell."
>"Get you both a drink, then?" you say.

Mitchell perks up at this. He's a well-built man, probably in his thirties, with thick black hair and one of those cool eye-camera things you always imagined bounty hunters would wear. Gen is smaller in stature, with dark red hair that seems to suck you in. A smirk is constantly hiding in the corner of her mouth.

>"Gin & tonic for me," Mitchell grunts.
>"And a vodka, straight, for me," Gen says.

You make your way to the bar.

>"Afternoon," you nod to the barman. "Gin & tonic, a shot of vodka, and a whiskey, please. Say," you quickly continue as he reaches for the glasses, "any discount for charity workers? I'm about to go clear out those cultists."
>"Oh, really?" the barman says. "They've sure been a nuisance, so I'm glad for that. Sure, I've give you a bit of a discount. Call it 10 credits for the lot."

You pay the man and bring the drinks back to your new friends.

Credits: 80

>"Thanks," Gen says. "Nothing like a stiff drink before a fight. What's your story, anyhow?"

How should you proceed?

1d6 + 1 if you want to persuade or deceive her.
>>
Rolled 6 + 1 (1d6 + 1)

>>482794
Tell them the truth, you want to prove you're not a loser and a faggot, despite being both.
>>
>>482800
Noice roll
>>
>>482801
;3
>>
>>482800
100% agree with this if you needed to know QM
>>
>>482800
(Supporting that dank roll.)

We are heading for the top from now on, no matter what it takes. Our name will become synonymous with the opposite of loser.
>>
>>482802
;3
>>
>>482800
nat 6 and dubs? ridiculous

>"To be perfectly honest," you say, letting out a little laugh, "I'm just trying to prove I'm not a loser and a faggot - despite being both."

There is a moment of stunned silence as both the bounty hunters gawp at you. Then Mitchell bursts into the heartiest laugh you've ever heard in your life.

>"I like this guy!" he roars. "I like. This. Guy!"

A couple of the MERC guys are shooting you glances, but Mitchell doesn't seem to care. Gen has picked up the laughter herself, and the three of you chuckle along together.

>"That's pretty sweet," Gen grins. "It's hard to find an honest guy in these parts. I guess we owe you a little honesty in return, then, right Mitchell?"

Mitchell is still wiping tears from his eyes.

>"Sure, sure," he says.
>Gen says, "We ain't just hanging out in the arse-end of the system for nothing. People have been going missing on this station for a few weeks now, and the cops won't talk about it. Apparently it's something called the 'Red Terror', and word is they're gonna put a 300 credit bounty on the thing tomorrow."
>"But," Mitchell chimes in, "if we can catch it first..."

Gen rubs her fingers together pointedly.

>"So, after we deal with your little cultist problem," she says, "how about you stick around with us? You seem like a fun guy, so as long as you can shoot straight I wouldn't mind an extra gun around."

How do you proceed?
>>
>>482812
Maybe the Red terror is the cult. But either way let's go deal with this cult problem.
Unless some anons have other ideas?
>>
>>482813
>>482812
Well, after dealing with the cult we should probably join up with Gen and Mitchell, they seem pretty cool and they think good of us.

And should we ask the cult about the "Red Terror"?
>>
>>482815
Well the way I wrote it is that we have Gen and Mitchell come with us and solve the cult problem.After that's done we go with them to take care of the Red Terror.

Also I agree about asking the Cult about the "Red Terror"
>>
>>482812
(Woo, networking! That's what I'm talking about.)

Heartily agree to their offer, we can always back out later if they are crazies.

Find out their basic background and where they are from since they are talking about this being the arse-end of the system. A loser like us would never have seen much beyond Mars. The more we know the more we can manipulate them later.

>>482813
After that, agree let's go deal with these cultists.
>>
>>482826
Yeah, we should learn more about them, it wouldn't hurt, right?
>>
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>>482826
>>482828

>"Sure, thanks for the offer," you say, pleasantly surprised at their generosity. "So what's your story? I'm sure you must have lots of interesting tales from your work."
>"We've seen our share," Gen says. "We were both born here on Saturn, and worked for MERC during the last war. That's how we got our skills, and enough cash to start a bounty operation."
>"That whole war was a shit show, though," Mitchell says, lighting another cigarette. "Hence the reason we don't think too highly of this place." As he says this he glances back at the MERC soldiers, who have returned to their clandestine conversations.
>"Well, better get moving," Gen says. "Lead the way, cap'n."

And so the three of you collect your gear and, with a pleasant wave to the barman, head on your way.

As you exit the Searing Salmon you take a moment to breath in your surroundings. The roof of the station looms hundreds of metres above you, so far you could take it for a second sky, and all the while innumerable lights flicker across its surface like multi-coloured stars. As you make your way towards the docks you notice the buildings becoming increasingly dilapidated, the residents few and far between and, when you do happen upon them, dirty and dishevelled.

It’s not long before you come to the artificial lake that many stations use for recreation or to sustain fish life. Along the promenade, however, the signs of old industry have fallen out of use, and are now covered in graffiti and dirt. One symbol in particular catches your eye – a crimson outline of Saturn painted on a few walls and buildings. Ahead is the fuel cell warehouse Jannis told you about. The front doors have long since fallen away, but it’s too dark inside to see what’s ahead. An alley to the right leads into darkness, whilst a path on the left takes you along the lake.

What do you wish to do?
>>
Rolled 2 + 1 (1d6 + 1)

>>482832
Walk inside and say "Your prophet is here!" as a way to lure them out. Hopefully you're convincing enough.

(( This is a social action, right? ))
>>
Rolled 5 + 1 (1d6 + 1)

>>482832
We don't know if this cult is physically violent, and everyone thinks they are harmless (they never are) so let's just walk through the front door and see if we can talk this out. Find out what their plans are and why they are bothering the locals.

We've got two veterans with us, so we can be a little risky.
>>
>>482839
Yeah, I'll accept social. Could you clarify what you want Gen and Mitchell to do meanwhile?

Also waiting on other anon's opinions. As always, will take highest vote, or first come first served in tie.
>>
>>482844
Do this
>>
>>482844
Yes please, do this
>>
>>482846
Have them follow us and watch our back as we talk so we don't get mobbed. Tell them not to hesitate if they see the situation about to erupt, they are more experienced than us right now.
>>
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>>482847
>>482850
>>482853

You turn to your newfound companions.

>"You're the pros here," you say. "If shit's about to kick off, don't wait for me to say anything."
>"Smart decision," Mitchell nods.

The three of you enter the building slowly, your weapons holstered but your fingers twitching to grab them. It takes a moment for your eyes to adjust to the darkness, but when they do you see something bizarre: a man in burgundy robes sitting on a makeshift throne of concrete, surrounded by six men with laser rifles.

>"A lost lamb seeking knowledge? Or a wolf in sheep's clothing? What art thou to come to the Church of the Ring?" the robed man intones.

How should you proceed?

1d6 + 1 for persuasion, deception, or intimidation.
>>
>>482863
Ok, let's think this out:
If we persuade them, maybe they'll leave?
Deceive them, they might leave?
Intimidate them, they might leave?
Or should we just shoot one and have them all attack?

Or is it possible we could impress them with out faggotry? We could tell them a story of out godly feats that never happened and they'll believe us?
>>
Rolled 4 + 1 (1d6 + 1)

>>482863
How about this "Dear Friends, you have to go, for there are forces aiming to kill you. It's best to leave and take the truth and spread it to others."

That why they'll leave it could work.
>>
>>482867
Yeah, this might work
>>
>>482871
Worth a try, we could go guns blazing if this doesn't work.
>>
Gonna head to bed now, the quest was fun!
I'll be back tomorrow to catch up on all the cool space shit.

Night guys
>>482867
>>482863
>>482853
>>
>>482863
They are religious fanatics, intimidation when they outnumber us probably won't go over well.

>>482863
(I read 6 laser rifles and pooped in my pants a little. Now might be a good time to check if we know what kind of "expensive weapons" our partners are using our are they unfamiliar.)

Let's do deception. We learn about them, leave, and come back and attack their larger force with a better plan than start shooting while out in the open.

Introduce ourselves, just martin from mars, etc. Don't mention bounties obviously.

n, we can learn about them and

Introduce ourselves, just martin from mars, etc. Don't mention bounties obviously.

"I'm traveling the verse looking for a purpose in life, a path to follow. I heard about your group and was hoping you would be willing to indulge my curiosity."
>>
>>482867

>"Dear friends," you say, "you must leave quickly. There are forces at work here who wish you dead. If you value the truth of your words, live to spread them elsewhere."

The man laughs.

>"Your kindness is touching in a cruel world," he says, "but fear not - the Ring sees all, and has told me of these threats. You surely see we have become prepared!" He gestures to the men surrounding him.

How should you proceed?

>Convince him the threat is greater than he thinks
>Intimidate him into leaving
>Attack
>Leave
>Something else
>>
Rolled 6 + 1 (1d6 + 1)

>>482877
Forgot roll. Sorry, I'm new to quest and on a bloody mobile trying to type.
>>
>>482877
Do this
>>
>>482876
Goodnight. Thanks for playing! I'll be updating regularly because, like Martin, I am a loser and a faggot.

>>482877

Yeah, should have mentioned stats.

Mitchell

HP: 30/30
Primary Weapon: Laser Rifle (1d6 damage)
Secondary Weapon: Combat Knife

Gen

HP: 20/20
Primary Weapon: Attuned Laser Rifle (1d8 damage)
Secondary Weapon: None
>>
>>482877
>>482879
Writing for this now, sorry for slowness.
>>
>>482881
Thanks QM, loving this so far!
>>
>>482877
>>482878

>"I can see you're well prepared," you say. "It's heartening. I myself am simply a traveller, looking for a purpose in life, a path to follow. I heard about your group and indeed the rumours were true, you do clearly know about the universe. Could you teach me your ways?"
>The man looks at you kindly. He has been completely taken in by your eloquent speech. "Of course, my child. It all came to me in a dream, you see - the wasted war for Saturn's rings, the many lost lives, the screams of the dying...and I was resolved to protect the Great Ring from any further horror. But it was only after my monumental discovery in the Oort Cloud that I could truly wield the power to enact such protection. Soon, my child, the Red Redemption will bring peace to this place."

How should you proceed?
>>
>>482880
Well he pretty much just told us they are behind the disappearances. What do you think, keep pumping for info or something else?
>>
Rolled 5 + 1 (1d6 + 1)

>>482899
I think it's best to leave and say your'll bring friends to follow the light. This way we can get out and not get blasted and maybe go for help.
>>
>>482903
I agree with this. Let's ask the hunters their opinion on an attack plan once we get at from the warehouse and any listeners.
>>
>>482906
>>482903

You thank the cultist profusely for his help, and guarantee you'll bring more followers to his church.

>"Just a moment, young man!" he says. "There's something about you...something I like! I am sure I can entrust you with an important crusade for the cause, something to prove yourself." Before you even have chance to respond he's off again. "In the station prison," he continues, "there is an old miner. He's quite insane, as anyone will say, but he's causing us a bit of a problem - he believes he saw something he's taken to calling 'the Red Terror'. Now, we wouldn't want any unsavoury connections to be made to us, so if you would be willing to...take care of this gentlemen...well, I have a spare 500 credits for you and your friends there, if that outcome were to occur." He glints a final smile at you. "No need to reply! I know you'll do the Great Ring proud."

With that he ushers you out of the building, and judging from the stern looks of the bodyguards, he's not asking.

Once outside, you turn to the bounty hunters.

>"Thoughts?" you say.
>"He's clearly bonkers," Gen says. "That said, I've worked for bonkers for less than 500."
>"Problem is, he's the clever side of bonkers," Mitchell says. "We should be careful, whether we're with him or against him. Your call, Martin."

How should you proceed?
>>
>>482913
Well we should make our way to the station prison and talk with the guards. Find out why the miner was put in jail, and see who is the true Red Terror.

Just know the leader of the cult could just be lying, so it's best to know both sides of the story.
>>
>>482917
Agreed. I doubt the red terror and the red redemption are not the same, but it is possible. Plus if the miner is a rapist or something we can silence him, get the 500, and still take down the cult.
>>
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>>482917
>>482920

>"Let's check out this guy in the prison."

The three of you make your way across town to the police station. It's getting on to evening now, and the artificial daylight simulator is beginning to fade the lights. Before long you'll have to find somewhere to stay the night, but you should have enough time to investigate this new lead.

At the reception of the station, you ask to see the old miner.

>"Are you a relative?" the receptionist asks.
>"Well, no, not exactly..."
>"It's relatives-only visiting hour at this time. Please come back tomorr-"
>"Is that Martin?!" a sudden voice cuts in. It's none other than the policeman who towed you to the station! "Aw, man, I'm glad you're doing better, man," he says. "Look at you, with your new friends, and everything. What're you doing round here, anyway? Need some help?"
>"Actually, I was just trying to see the old miner..."
>"Say no more, man, say no more! Sally," he turns to the receptionist, "I'll take it from here."

The receptionist is clearly not impressed, but she allows it to slide. You follow the officer down a series of hallways, shrugging in response to the confused looks from Gen and Mitchell.

>"Here we are," the officer says eventually.

The old man looks exactly as you might expect. You can almost feel the crazy seeping right off him. Still, talking to him might be worth a shot.

How should you proceed?
>>
>>482930
Well first of all thank the police man. Also ask what did the miner do to be put in jail?

Then Introduce ourselves, just martin from mars. to the Miner
Ask him what does he know about the "Red Terror" that we want to find out more of it.

After he's done explaining we could tell him what the cult told us.
>>
>>482940
This. Plus:

Thank the hell out of that policeman for saving our ass, butter him up and get his name. Offer to help him if he ever needs anything. Keeping a cop on our good side is invaluable.
>>
>>482947
Also this
>>
Rolled 3 + 1 (1d6 + 1)

>>482947
>>482949
Social roll for charming the cop.
>>
>>482957
Well I'm glad we picked Social as our skill,
I'm starting to like Martin, he sure is showing character development.
>>
>>482940
>>482947

>"Hey, you never told me your name," you say to the cop.
>"Oh, it's Jeremiah," he smiles.
>"Listen, thanks so much for sorting me out," you say. "You really saved my ass back there. If you ever need anything, give me a shout."
>Jeremiah seems somewhat taken aback by your response. "Just doin' my job," he says cheerily. "You keep your chin up, Marty."
>You gesture to the cell. "So, what's he in for, anyway?"
>Jeremiah shrugs. "Few days ago he was wailing around the streets, screaming about some 'Red Terror'. Guy musta gone mad from mining fumes or something. I'd like to let him out, but he doesn't stop going on about it."

You finally turn your attention to the old miner.

>"Sorry to disturb you," you say, crouching down to his level. "I'm Martin, a traveller from Mars. I was hoping you could tell me about...the Red Terror."
>The miner's eyes flick up at you. "Mouths..." mutters. "Mouths...all down in the sewer, yes, mouths, mouths...and red, oh so pretty red, yes! down by the sewer, 'twas...oooo but those mouuuutthhhssss...."

It seems clear you won't get much more than this out of him. How should you proceed?

>Check out the sewers
>Grill the old man or Jeremiah with more questions (roll 1d6+1)
>Something else
>>
Rolled 3 + 1 (1d6 + 1)

>>482964
>>Grill the old man or Jeremiah with more questions (roll 1d6+1)
Well let's try to clam him down, and if can explain more we could help him and the station and get rid of this terror.
>>
>>482962
Hell yes. Social is turning out to be fantastic and he is really starting to become a character.

>>482969
This. Ask about the disappearances too. The cops might be silent about them but Jeremiah likes us and might tell us if we tell him we are trying to stop them.
>>
>>482969
(Gonna keep replies quick if I can.)

>"Hey, calm down now," you say. "We're here to help. We're gonna get rid of this thing, but we could really do with some more information."

The old man's breathing seems to slow, and his pupils dilate a little.

>"Never seen...anything...like...mouths, the m-mouths...."
>"Why does he keep saying mouths?" Mitchell mutters behind you. You can tell he's getting frustrated.
>"An, an..." the miner continues. "A-a-a....alien......"

With that he falls silent. You turn to meet the incredulous gaze of the bounty hunters.

>"Well, that settles it," Gen whispers. "He's crazy. Coulda raped somebody for all we know. The chance of alien life was confirmed 0.0001% just two years ago."
>Mitchell appears to be eyeing the old man like a prize lobster. "500....." he murmurs.

How should you proceed?
>>
>>482976

>"And the people that are disappearing," you say to the miner. "That's because of this...alien?
>The old man nods furiously and begins to groan a little.
>>
>>482976
Well tell Mitchell he can't harm the old man the cop is here. Also if we check out the sewers and clear out this mouth monster he could be the Red Terror. So that's 300 credits that don't land us in jail.

Also maybe the miner will stop being mad after we kill the sewer monster. By what the cult says it's finishes the job and could get us that 500 credits without killing him.
>>
Rolled 2 + 1 (1d6 + 1)

>>482984

>>482995
This and we can't hurt the guy so:

Get down and whisper so only martin and the old man can hear. Thank the old man for his help.

"Thank you for your bravery and warning us about this. Everyone in a communities needs to look out for each other and you have saved lives doing this. But listen, the people behind this terror will want to hurt you. You've done your part already, let me take it from here and stop this thing. The cops are just doing their job, but I can convince them to let you go if you promise to not talk about this again. We can handle it from here."
>>
>>483000
(Oh no, a 3. Well atleast nobody will believe the ravings of a madman.)
>>
Rolled 5 + 1 (1d6 + 1)

>>483000
>>483003
I don't think we have to roll for evey time we talk. Since were not trying to get more info out of the guy
>>
>>482995
>>483000

>"Look," you say to Mitchell, "there's no way we're getting away with killing him now. Let's deal with the Red Terror - whatever it is - and come back for him."

Mitchell nods sadly. Gen sighs.

>"I know there's gonna be nothing in this sewer," she says, "but damn if my curiosity isn't up."

Before you leave, you turn back to the old miner a final time.

> "Thank you for your bravery and warning us about this. Everyone in a community needs to look out for each other and you have saved lives doing this. But listen, the people behind this terror will want to hurt you. You've done your part already, let me take it from here and stop this thing. The cops are just doing their job, but I can convince them to let you go if you promise to not talk about this again. We can handle it from here."

The old man’s eyes look up at you blankly – the eyes of a frightened dog, an animal. And yet – perhaps there is some recognition behind the horror that those eyes have perceived. Perhaps your words have struck some chord…you will have to wait for the reverberations to return, like an echo, before the outcome is seen.

Should you

>Rest for the night and search the sewer in the morning
>Search the sewer now
>Do something else
>>
>>483005
In general, you only need to roll for social if you are trying to get someone to do something they wouldn't normally do, or are disinclined to due given the circumstances.
>>
>>483005
Your right. QM, should we just make the initial social roll when trying to persuade people and just assume that stands until you ask for another roll?
>>
>>483008
>>Rest for the night and search the sewer in the morning
Well let's rest for the night since it's scary at night.
>>
>>483014
This. You never go hunting monsters at night, that's 101 adventuring.

We don't have a place yet, ask the hunters if they already have a good place and offer to buy them dinner on us.

(Just this one to keep cementing that relationship. )
>>
>>483012
Yep. Basically, if you feel like you're saying something cheeky / difficult to pull off, can't hurt to chuck a Social roll on.

>>483014
>>483020

>"It's getting late," you say to the others. "Whatever's down there, it's clearly good at hunting during the night. We should wait til morning."
>"I agree," Mitchell grunts.
>"Back to the shack, then!" Gen grins. "I'm guessing you don't have a place to stay, huh?"
>"Oh, no...but, if you wouldn't mind me staying the night, I'd be happy to buy us dinner on the way back."
>Mitchell slaps your back and looks Gen dead in the eye. "I'm telling you," he says in a flat tone. "I Love. This. Guy."

----------------------------------------------

You treated your team to Saturn's delicacy, steak cooked on a block of minerals harvested from the rings. You couldn't remember the last time you had such a succulent meal, and the taste lingered on your tongue for hours afterwards.

Gen and Mitchell, it turned out, had rented a small apartment on the lower Westside of town. The only defining feature of this area was its abundance (and therefore low price) of housing, but it was more than adequate for you, and certainly beat sleeping in the Silverbug's cockpit.

You had drifted dreamlessly to sleep, but for some reason you jolt awake at 2:04am. You listen for the noise that woke you, but nothing is stirring. In all likelihood it was nothing.

Do you

>Go back to sleep
>Investigate
>Something else
>>
Rolled 5 (1d6)

>>483029
>>Investigate
Bring our weapon with us maybe it's the cult trying to get us.
>>
>>483032
Agreed. Martin wouldn't want to bother his new friends over possibly nothing, so just investigate alone.
>>
>>483008
Consider a way to allow jerry to release the miner into our custody. "we'll keep him out of trouble and he could be a useful guide about this whole red terror mess"
(try for more info at sewers and then turn over for bounty)
>>
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>>483032
>>483033

You rise silently, grabbing your laser musket from under the bed. In fact, now that you're up, you can hear some rustling, some tinkering coming from the kitchen area. You creep down the hallway, your palms sweaty against the trigger, and you turn into the kitchen to find.....

Oh.

>"Can I help you?" Gen says pointedly.

It's too late - she's seen you staring. What should you do now?

>Apologise and go back to bed
>Make the moves
>Aim for a deep conversation
>Something else

Roll 1d6+1 no matter what plz.
>>
>>483041
Faggotry kicks in as you try for deep conversation
>>
Rolled 6 + 1 (1d6 + 1)

>>483041
>Make the moves
:^)
>>
>>483043
This. She's already shown interest and only a loser and faggot would not take this chance.
>>
>>483044
And I rolled a 6 so it's best to take this chance, the dice are with us.
>>
>>483046
The dice gods are with you, may their blessings continue to flow.

(I just realized we introduced ourselves to everyone as 'martin from mars'. It's going to stick because rhyming and the whole galaxy will call us that)
>>
>>483043

Great, now I have to write smut. I am NOT doing drawfaggotry for this shit. Bloody 6s all over the place, I love this game.

>"Actually," you say, dropping the musket and wandering over to her, "you can."

In a matter of moments the sheer sexual tension from those words can no longer be contained, and the camera switches to a view from inside the fridge as you and Gen lock lips in the wildest of fashions. With a spare hand you close the door, consigning to darkness the knowledge of what really happened in that kitchen that night.

---------------------------------------------

When you wake the next morning, it's not in the bed you went to sleep in. Gen is dozing by your side. Things could get awkward if handled badly. What should you do?

>Pretend like it never happened
>Profess your undying love
>Say it was a one-time thing
>Focus on the job
>Something else
>>
>>483039
>>483042
Also, welcome to the quest!
>>
>>483052
Ask about Mitchell. Focus on the job. Say you had a great time.(ty4welcome good read so far)
>>
>>483050
Well that a better nickname, than being known as that loser faggot from mars.

>>483052
Well you shouldn't profess your love when you first meet, and you can't pretend.

>Something else
Make some breakfast for everyone. Say you had a great time, and talk about the job at Breakfast.
>>
>>483052

>>483059
(Hivemind. Just finished writing this then saw your post)

Tell get she was amazing, but don't go either way with "this won't happen again/I love you!", just go off whatever her reaction is.

Get up to make breakfast for everyone and offer her the shower first. (mmm, rations)

(Now we need to find Mitchell a badass gun later down the line to stop any kind of possible tension.
>>
>>483055
(Welcome mate!)

>>483059
(Ugh. Introducing Lord Emperor of the Sol Empire. Martin from Mars.)
>>
Things could go either way here, and you know it, so you take a brief moment to cement this memory in your mind forever. The gentle scent of lavender in Gen’s hair, the distant roar of departing ships, the strange contentness in your bones…all this is the life of someone you never expected, never dared to be. A few short days ago you were just another piece of junk drifting in space – now, you’re part of a veteran band of bounty hunters, a laser musket in one arm and a gorgeous woman in the other.

It's reality for a moment, and a moment is enough...

You gently rock Gen awake.

>"Hey," you say, smiling.
>"Hey yourself," she replies.
>"I had a great time last night."
>"God, me too. Who knew you could move so fast in a crisis?"
>"Ha, yeah...listen, I've just gotta ask...is this going to make things awkward with Mitchell? What's your...relationship?"
>Gen lights a cigarette. "Purely professional, honey," she says, "just like ours." She pecks you on the cheek and disappears into the bathroom.

Ouch. It could have gone worse, you suppose. You decide to make a big breakfast, what your mother used to call 'a full English' (although what an 'English' was, you still have no idea). The two bounty hunters, drawn as easily to food as to money, are quickly seated at the table.

>"We should head to the sewers as soon as possible," you say.
>"Yeah," Mitchell says between bites of his bacon. "It's important to keep focused on the job."

Cue a slight glance between you and Mitchell. Is that real animosity in his eyes, or are you imagining things?

>"I'm ready whenever," Gen says. "What's the plan?"

Should you

>Swing by the police station and try to take the old miner with you
>Head straight into the sewer - if you waste time, the Red Terror might strike again
>Spend some more time investigating
>Something else
>>
>>483067
Might want that gun after all.
I want the old timer then to the sewers.
>>
>>483067
(Hoping we didn't just create a bad situation with Mitchell, but we didn't really have a choice.)

Let's go check on the old man. We promised the old man we would get him out.

Also ask the hunters about their advice on tunnel fighting.

>>483069
Plus he could die in the sewer and that's silence enough to go collect 500c.
>>
>>483071
This
>>
>>483069
>>483071

You agree the old miner might still be of some use to you, so you head back over to the police station and ask to speak to Jeremiah.

What do you say to convince Jeremiah to let you take the old miner with you?

Roll 1d6 + 1.
>>
Rolled 1 + 1 (1d6 + 1)

>>483075
>>
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CURRENT STATS - PERSONNEL

Martin

HP: 20/20
Primary Weapon: Laser Musket (1d4 damage)
Secondary Weapon: None
Credits: 80 – 15 for dinner = 65

Mitchell

HP: 30/30
Primary Weapon: Laser Rifle (1d6 damage)
Secondary Weapon: Combat Knife

Gen

HP: 20/20
Primary Weapon: Attuned Laser Rifle (1d8 damage)
Secondary Weapon: None
>>
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CURRENT STATS - SHIP

Armour: 30/30
Fuel Cells: 10/30
Hyperdrive Charge: 100%
Primary Weapon: Standard Single-Shot Laser Cannon
Secondary Weapon: None
Days of Rations Remaining: 5
>>
>>483075
dice+1d6
"hey Jerry good morning. Thanks again for saving my ass. How about releasing that old timer to us? You said yourself you've been keen on getting him out of here."
>>
>>483078

Aw, man.

>"Hey, Jeremiah," you say, "I really need to take that old miner down to the sewers with me."
>Jeremiah bursts into laughter. "That's a good one, Marty," he says. "Keep it up, ey?"
>"I'm serious."
>"Sorry man, no can do. Can't just go giving prisoners out to anybody."

Damn. Looks like you'll have to do without him.

Should you

>Go to the sewers
>Continue investigating
>Something else
>>
Rolled 1 + 1 (1d6 + 1)

>>483075
"Jeremiah, I want to help you out after you saving my ass. I really got a connection with the old man yesterday and I think I can help calm him down. Can you release him into my custody? I'll keep you updated before he starts another public disturbance. You won't have to worry about him and be won't get any better sitting in a cell"
>>
>>483082
Do this
>>
>>483082
You need to put the 'dice' bit in the options box to roll it my friend.

>>483085

Kek double 1s, come on. Refer to >>483084
>>
>>483082
dice+1d6
>>
>>483086
Two 1's. I think we just have to bite the bullet on this one.
>>
Rolled 6 (1d6)

>>483088
I'm new.
>>
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>>483088
>>
>>483084
Alright just go to the sewers
>>
>>483093
thanks for the tip i think i got it. we can move on from failed dice rolls, dont want to make dm back track
>>
>>483094
Agreed, sewers. (Why have the dice gods cursed us)
>>
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>>483097
Haha don't worry about it.

>>483099

You rolled two 6s with Gen tho. Gotta take the highs with the lows.

>>483094

Let's do this.

You load up your gear and quickly make your way over to the entrance to the old sewers, guided by Mitchell.

It seems that nobody's been down here in quite some time. The walls are thick with slime and algae, and the electronics must have fried long back because there isn't even any artificial birdsong playing. Worst of all, there's an overbearing stench of sulphur and something else, something you can't quite put your finger on.

As you move further through the sewer entrance you come to a large, circular, sloping room. A number of darkened holes - seven, to be exact - must be tunnels that lead to other parts of the sewage system. This isn't what catches your eye, though; what catches your eye, instantly and with instant horror, is the smeared red liquid that coats the floor there, and there, and then again there...

>"What the hell happened here?" Mitchell mutters, drawing his laser rifle.

What should you do?

>Send Mitchell or Gen to check out the big red smear in the middle
>Check it out yourself, faget
>See if you can climb higher and avoid the middle section
>Something else
>>
>>483103
Something else>
Ask the mercs their thoughts. Offer to explore the tunnels as a group. Mention you dont like the looks of things. Standard perception check on red goop
>>
>>483103

The hunters have better weapons, order them to cover us while we investigate the smears.
>>
>>483105
This before we do anything else.
>>
>>483105

>"Thoughts?"
>Gen says, "Not all of the tunnels have smears near them. Whatever's down here must have a route, which means we should be able to follow it...or avoid it."
>Mitchell says, "There's way too much blood here for this to be two or even three people - this is a killing spot, and the alie-, the beast that's doing this is probably gonna come back. We should set a trap."

Inspecting the red smear from afar, you can make out not just blood but chunks of limbs, maybe even organs....you can't bear to look any longer.

Do you

>>483107 check out the smears while the mercs cover you
>search for the creature
>try to avoid the creature
>set a trap
>something else
>>
>>483111
How do we set a trap? Being a loserfag who just got laid Martin feels very courageous. To impress Gen we offer to be live bait. Trap it the old fashion way.
>>
Set up a trap and hide in one of those holes.
(Love your quest btw!)
>>
>>483116
This. Martin just failed to charm someone for the first time since he arrived on Saturn, in front of his team no less. He d definitely should be wanting to prove himself to the hunters again.

That's just the insecurities of being a life long loser.
>>
>>483116
Do this but have the gun ready to fire as the beast come close..
>>
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>>483116

>"Okay Mitchell," you say, "let's set a trap - and the best bait is always live. I'm going in."
>"Don't be stupid, it's too dangerous!" Gen snaps.
>"If the guy wants to do it, let him do it, Gen," Mitchell says.

Mitchell gives you a nod, although you're still not 100% sure if it's a 'good lad' nod or a 'if the Red Terror doesn't kill ya I'll do it myself' nod. Either way, Gen has interpreted it as the former, and stands down.

>"We've got you covered," Mitchell says.

Gripping your laser musket, you step out into the middle of the room. From here you can faintly see into all of the tunnels, and you desperately watch for motion.

A lifetime inside a minute passes, and still nothing...your eye scans the darkness, seeking the shadows further within...

cont. below
>>
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>>483123

>"Holy shit!" Mitchell screams suddenly. "Up! Up!"

Too late! The sound of rubbing flesh and guttural moans descends from above you as a huge mess of red falls from the ceiling, knocking you to the ground.

Martin's HP: 16/20

>"Oh, god - !"

Now you know why the old miner went insane. Looking at this thing, this monstrosity, is an experience you know will scar you for the rest of your life.

These thoughts flash by in a second. It lunges for you - what do you do?

Pick one (highest vote, first come if tied):

>Shoot it! Shoot it! Shoot it!
>Attempt to flee back to allies
>Run to its side, attempting to get behind it
>Something else (write in)
>>
Rolled 2 (1d6)

>>483125
>Attempt to flee to our allies but be sure to give them a clear shot to shoot the monster.
>>
>>483125
Man that thing is ugly. Shoot it. Shoot it.
>>
>>483125

Others would panic under such an intense crisis, and you've always runned from fights. But this time is different somehow, your angry that this thing scares you. Losers scream and run, but your no loser.

Shoot it while screaming in half-pain and half-rage.
>>
>>483125
(How big is this mass, bear, car size?

I know I just typed 'runned', please someone shoot me now and end the shame. )
>>
>>483132
>>483129
>>483128

Two votes for shoot it so we'll go with that.

Let’s do some combat. Here's how it works:

Do separate posts per character. You have 2d6 to roll on your turn, and three options on how to use them:

>2 attack rolls and you pick the highest. Makes your Defence 1. Can only do this if you have the Fearless trait (only Mitchell currently has this trait).

>1 attack roll and 1 defence roll. Your attack roll must equal or exceed my defence roll to hit, and vice versa.

>2 defence rolls and you pick the highest.

In the post, state what you want to do e.g.

>Rolled 4, 5 (2d6)
>Mitchell shoots twice at the creature.

>Rolled 2, 4 (2d6)
Gen shoots once, then protects herself.

>Rolled 3, 3 (2d6)
Martin really ties to protect himself.

If there’s multiple posts for one character in a turn, I’ll take the first one that came up. Then I'll roll for the creature and we'll do damage.

So, without further ado, can I have 2d6 roll for Martin, Mitchell and Gen please!
>>
>>483139
I'll leave this to someone with better "dice+2ds" skills
>>
Rolled 6, 4 = 10 (2d6)

>>483139
Mitchell unloads at the creature trying to protect martin, aiming for one of the gnashing mouths.
>>
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>>483140
kek, i'm sure you'd be fine

>>483137
about 50% larger than you, pic related
>>
Rolled 2, 1 = 3 (2d6)

>>483139
Martin gets his one shot off and tries to protect himself.
>>
>>483143
Nice, Mitchell hits it dead in the mouth - a critical hit!

(Just noticed in above post I said 2 attacks you pick the highest, actually you attack twice...duh).

Mitchell hits the creature with another follow up shot.

Roll 2d6 for the damage Mitchell does.
>>
>>483148

(Ouch, someone else take the last roll)
>>
>>483139
Gen is last as she fires off a shot and tried to protect Martin
>>
Rolled 4, 5 = 9 (2d6)

>>483149
Mitchell damage rolls.
>>
Rolled 1, 3 = 4 (2d6)

>>483152
>>
>>483148
Martin's shot connects, but it leaves him vulnerable considering how close he is.

Roll 1d4 for the damage Martin does.
>>
Rolled 1 (1d4)

>>483157
Martin damage roll. (Pls don't die marty)
>>
>>483152
>>483156

Crap, her shot misses - but she slides towards Martin and attempts to shield him. This might just save him, considering how open he was a second ago.

Rolling for the creature (I'm only gonna roll attack to keep creature's defence consistent as it basically has no dexterity.)
>>
Rolled 3 (1d6)

>>483161
kek forgot roll
>>
>>483155
Mitchell made a massive hit on the creature, causing it to roar in pain.

The creatures lunges for Martin, but Gen slides to cover him just in time, taking the brunt of the attack on her armoured flight suit - however, the creature's teeth sink through the suit and damage her (damage roll on this comment).

If you want a character to attack or be defensive, go ahead and roll. If you want them to do an action, like running away (!), no need to roll unless its particularly dexterous / difficult.
>>
Rolled 9 (1d10)

>>483168
god damn, I keep forgetting to put 'dice+' in front of it.
>>
>>483171

Shit, the creature left a huge gash in Gen's shoulder.

Gen's HP: 11/20
Gen suffers -1 to attack rolls in the next round.
>>
>>483171
I think its bail time.
>>
Rolled 3, 3 = 6 (2d6)

>>483152
(good thinking!)

>>483171
(1d10, sweet mother of God)

Mitchell fires twice at the same mouth, trying to kill it as fast as possible.

>>483177
Yeah, let's gtfo.
>>
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>>483179
Mitchell's nothing if not a sharp shot - both bullets hit their mark.

Roll 2d6 for damage. What're Martin and Gen gonna do?
>>
>>483181
er, I mean lasers.

.......................
>>
>>483168
Is not very dexterous so should be hard to run from it.

Martin yells for gen to fall back and attempts to run in mitchells direction.
>>
>>483181
Marty throws his arm around Gen and tries to help her get out of this mess. "This might be a little too much for us, chief?"
>>
Rolled 5, 3 = 8 (2d6)

>>483181
Mitchell damage rolls.

>>483185
Do this.
>>
Rolled 27 (1d100)

>>483185
>>483183

Cute touch.

You grab Gen and haul yourself to your feet, the blood pounding in your ears like a drum in your skull. Mitchell shoots at the thing again as you flee, hitting it once, twice in the mouth. It roars again and, pulling back its 'head', spits a yellow substance through the air. It flies, flies, and......
>>
>>483189

Misses - thank God. The spot of floor it lands on begins to bubble and dissolve, but by now you've managed, somehow, to pull yourself and Gen back to the entrance.

New round. You can continue fighting or flee. God knows the creature's coming for you.
>>
>>483190
(Ill take acid spit for 6d6, Mr trebek.)

Book it, everyone. Run for our lives.
>>
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>>483191

With Mitchell covering your retreat, you flee from the sewers, and you don't stop running until you're sure you're not being followed. Finally, the adrenaline starts to wear off, and all three of you collapse to the ground.

>"What the fuck, man," Mitchell says. "What the fuck was that thing?"

You stay silent; you're too busy trying to bandage Gen's shoulder. The wound's still bleeding, and it looks like it could become infected if not treated quickly.

What should you do?

>Take Gen to a hospital
>Get Mitchell to take Gen to the hospital; you need to call the cops, or someone at least
>You, or Mitchell, go back to finish off the creature
>You, or Mitchell, go back to track the creature
>Something else (write-in)

I've been awake for 20 hours. Guess I should sleep for a bit. I'll pick this up in a couple hours.
>>
>>483207
Good night mate, it's been fun.
>>
>>483207

>Get Mitchell to take Gen to the hospital; you need to call the cops, or someone at least
>>
>>483606

Having some net trouble so won't be able to update this tonight I'm afraid. Space Exploration Quest will continue tomorrow, probably around 2pm GMT. I hope to see you there!
>>
>>483795
See you
>>
>>483207
Hospital party. Marty is hurt too. Only Mitchell made it out unscathed like a total badass guns blazing. Phone up Jerry and tell him to meet us at the hospital, so we can file a report. Present him with the evidence(shoulder).
>>
>>483606
>>484027
Do we want the cops to get involved? At this point all we have for proof is a bite, easily faked, and a crime scene with only our dna there. Add on the fact that nobody in the universe believes in aliens and I think we've got a free ticket to a jail cell.
>>
>>484167
I think between old miner bud and the fat that there are 3 of us. We already have a group with a motive(cultists).
My other idea was a tinged meat strategy. Obviously thing thing is carnivorous. I doubt it just eats humans and it doesn't seem like it would be willing to communicate. Maybe we could sneak in with some toxic meat and leave it there and hope it eats it. What kind of poisons/neurotoxins do they sell on saturn?
>>
>>485005
man edit required. botched that one
>>
>>484167
We have one cop that we're on good terms with. Unless the other cops are cultists, I don't think they can arrest us for getting hurt. (or maybe they can for trespassing idk.) We could definitely use more firepower though.
>>
>>485089
I wanted to go to the cops for more fire power. im thinking 5 men. Pure speculation based on the beasts reactions to our shots. I dont the the dm would put us in an unwinnable situation, but 2 more guys is an unbelievable advantage. I doubt the cultists would help us. Maybe we could get another hired gun?
>>
>>485005
I like the toxic meat idea. We will definitely want a variety of poisons as it will probably only eat mystery meat once if it doesn't die the first time. Maybe get an live animal and implant bags of toxin inside?

>>485089
They wouldn't convict us, I hope, but don't forget these are the cops who fired on a ship purely on our word and did not require any statement from us afterwords. They might not be the most scrupulous police. More backup might be good, but that's even more money split.

Whatever we do to take this thing down, we need a way to keep it out of melee (Dat 1d10). Maybe have Martin playing pure defence distraction while the hunters lay 2d6/1d8 per round into it.
>>
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>>484027
>>484167
>>485005
>>485007
>>485089
>>485479
>>485505

I'm back, bitches.

It's mid-morning. Those churning mouths, the sound of its liquid body oozing across the ground, the unshakeable stench of death - all these senses are still fresh in your memory. Mitchell is still staring at the ground, visibly shaken; you never thought you would see a man so stalwart look so sickly. Gen groans again, clutching her shoulder. Somehow, without speaking, the responsibility of formulating a plan has fallen to you.

It's clear that you need to get Gen to a hospital soon, but should you go as well? Do you really have that time to spend? And what about afterwards - what should you do?

Decide if you want to

>All go to the hospital
>Take Gen to the hospital and then you and Mitchell go off by yourselves
>Send Mitchell off by himself while you and Gen stay in the hospital (player control can switch to Mitchell for this)

Then decide if you want to

>Convince Jeremiah to go back with you to defeat the creature (Social checks required)
>Hire more bounty hunters to help you defeat the creature (credits required)
>Go back by yourselves to defeat the creature (balls required)
>Search the marketplace for some poisons
>Investigate further
>Something else (write in)
>>
>>485641
I'm here
>Send Mitchell off by himself while you and Gen stay in the hospital (player control can switch to Mitchell for this)
Have Mitchell buy some poisons and see if he can get some info
>Search the marketplace for some poisons
>>
>>485641

>>485826
seconding
>>
>>485641

>>485826
Supporting.
>>
>>485826
>>485826
>>486035

>"Let's get out of here," you say.

Between you, you and Mitchell pull Gen to her feet and make your way to the hospital. Once there, a shocked receptionist ushers you through, where a team of nurses fuss over you.

>"Mitchell," you say as you're pulled onto a strectcher, "we've got to get rid of it...explosives, poisons, something..."
>Mitchell nods, his earlier terror turned to grim deterimination. "Don't worry - I know a guy."

As you disappear further into the hospital, your last sight is Mitchell standing, fists clenched, draped in the brittle white light of the hospital soor.

---------

You light up a cigarette outside the hospital door. Things have gone decidedly south since you'd met Martin - not that you blamed him, but still - now you were itching for a stiff drink. Still, Martin was right: you should probably find a way to kill...whatever it is that's in the sewer.

You make your way down to the Ends, that backwater slum that you quickly found was a hotbed of black market trades. As a bounty hunter this was an essential sources of items and information for you. Indeed, you already have in mind two previous contacts from this area - an explosives expert and a manufacturer of weapons-grade neurotoxins. Thinking back to that strange creature, however, you're unsure which method would be the best for ensuring it's total destruction.

How should you proceed?

Still on shit net so sporadic updates, sorry chaps.
>>
>>486745
Alien as it is, we can't be sure toxins will have the effect we expect... for all we know it could be as steroids to it.

Check the explosives expert first
>>
>>486798
This
>>
>>486798
Hopefully they have some napalm or other incendiary. When in doubt, burn it.

>>486745
No worries QM, it gives us time to plan. By the way, what time zone are you in if you mind me asking.
>>
>>486848
Words to live by
>>
>>486815
>>486798

You stamp the cigarette out under your boot as you enter under the low doorway of Sam's Engine Store. Sam never did like open flames in his shop, for obvious reasons. The burly mechanic's boots can be seen protruding from under the mess of tubes, tape and blinking lights that make up an old C-class freighter engine. You knock on the sulphide converter, creating a rippling reverberation around the workshop.

>"Christ, who the fuck - !" Sam shouts as he slides out from under the engine. His face turns from anger to mild annoyance when he sees you. "Oh, Mitchell. Listen, I've got that money all lined up, you just gotta give me time to -"
>"I'm not here for that," you say, holding up your hand to silence him. "I've suddenly found myself in the pest control business, and I'm in need of some extermination devices, if you know what I mean."
>Sam pops some gum in his mouths as he wipes the oil from his hands on a greasy rag. "Oh sure," he says. "I get ya. Just how big is this thing? Not one of those mutated rats that's been at the uranium, is it? 'Cause I hear you ain't supposed to blow those up."
>"No," you say, "it's not a rat. It's bigger. Say double my size."
>"Jeez," Sam whistles. "Ain't no pest I'd like to run into. Got a classic pressure-plate strapped to some napalm if you wanna burn that shit away. Otherwise just got a real nice piece of kit in this morning - corrosive acid, motion sensor, real dirty work. Go right through steel, so the guy said."
>"How much?"
>"Lesse, give ya the napalm for 60, or the acid for 90."

(Mitchell's Credits: 430)

I'll be considering it unlikely for Mitchell to spend his hard earned credits on shit for Martin, so don't get any ideas ;)

Do you

>Buy the napalm bomb
>Buy the corrosive acid bomb
>See the neurotoxin dealer
>Something else (write in)
>>
>>486873
Forgot trip, this is legit.

>>486848
I'm in London, so GMT. Gonna set a Twitter up for this sometime tomorrow which should help organisation.

Thanks for being great players!
>>
>>486873
>Buy the napalm bomb
Pressure plate will work since we just put some bait for the monster.
>>
>>486873
Let's get the acid trap.

>>486882
Go big or go home. I say we don't waste a chance of knowing where this thing lives and eats by getting the napalm and it possibly not dying to fire. Nothing is going to shrug off steel-melting acid. Plus Mitchell obviously cares for Gen a bit and definitely wants this thing dead, so he wouldn't care about spending the credits.
>>
Rolled 4 (1d6)

>>486890
If were going with acid trap we need a pressure plate. But I agree, lets go big. Also roll to bring the price down.
>>
>>486898
Sadly no +1 social for Mitchell, also the acid bomb has a motion sensor so you wouldn't need a pressure plate.

>>486890
>>486882

More votes for acid so gonna go with that.

>"I'll take that acid thing," you say.
>"I love a quick sale, especially in this business," Sam grins.

Mitchell's Credits: 340

Sam rummages around in the back of the store for a while before returning with a black rectangular box. He points out a switch and two red lights on one side.

>"Turn it on, set the range of the motion sensor, and then don't stand in front of it!" Sam says.
>"Not my first rodeo, Sam," you reply dryly, taking the mine from him.
>"Sure, sure," Sam saying, waving you away. "Now get out of here before someone thinks I'm selling anything but engine parts."

You hide the bomb in your bag and step back out into the Ends. It's drawing to midday, and the slum is quietly bustling with illicit activity.

Should you

>Swing by the neurotoxin manufacturer
>Investigate further
>Go back to the hospital
>Something else (write in)
>>
>>486898
Acid trap comes with an motion sensor.
>>
>>486929
>>Go back to the hospital
>>
>>486929
>>Investigate further
>>
>>486959
Supporting.
>>
>>486964
Sorry should have asked - specifics on where / who you want to investigate, and to what end? Then vote / I'll roll for decision.
>>
>>486982
Eh ignore me, now writing for returning to hospital. You can always investigate with Marty and Gen back.
>>
>>486898
he rolled to bargain for the price of the acid trap. also welcome back.
>>
>>486929
investigate further. mention of a debt Sam owes. See if Mitchell would be willing to help out Sam's debt a bit if he comes to the sewers to help out.
>>
>>486959
>>486974

With Gen still heavy on your mind, you decide to skip the neurotoxin as head straight back to the hospital. The receptionist recognises you from earlier and quickly shows you to the room in which Martin is staying. As you enter, you see his silhouette by the window, gazing out into the city below...

----------------

You hear footsteps behind you and turn to see Mitchell, looking rather haggard from the morning's work.

>"You alright?" he says, taking a seat.
>"Just a few bruises," you say, your hand instinctively moving to your shoulder where the creature fell on you. "To be honest I've done nothing but sit and worry here for the last couple of hours."
>"And Gen?"
>"She should be coming out of surgery now. Shall we go see her?"

But Mitchell is already standing by the door, waiting for you, by the time you finish your sentence.

The nurse escorts the two of you to Gen's room, informing you that she's just been given the all clear and is free to go. You're relieved, but seeing her propped up in the hospital bed in one of those white gowns is still a shock. She looks pale despite the usual glow of her smile.

>"I hear chicks dig scars," she laughs weakly. "Guess I better become a lesbian."
>"We're gonna get that thing," Mitchell says.
>Gen shakes her head. "God...I don't know if I can go back there...this all just seem like a dream...tell me this is just some nightmare? This can't be really happening."

>"You're right. We should just forget about it."
>"Fine - you stay here, Mitchell and I will sort this out."
>"This is a nightmare, but we need your help to get out of it, Gen."
>Write in

Decide what you'll say first, then do a 1d6+1.
>>
>>487010
>>487010
(Sorry I missed this, you will have chance for this later though.)
>>
>>487013
"This is a nightmare, but we need your help to get out of it, Gen. What do you say for a round two? We can come more prepared and blast it up good this time. Think about how dangerous that thing is. You think it's gonna stay in the sewers forever?
>>
Rolled 4 (1d6)

>>487051

Rolling for how traumatised Gen is.

Roll 1d6+1 to overcome it with your wily charms.
>>
Rolled 2 + 1 (1d6 + 1)

>>487086
Fight it Gen!
>>
>>487116

>"This is a nightmare, but we need your help to get out of it, Gen. What do you say for a round two? We can come more prepared and blast it up good this time. Think about how dangerous that thing is. You think it's gonna stay in the sewers forever?"
>Gen looks up at you pleadingly. "I know all that, Martin," she says. "Don't you think I know all that?...but when I think about how that thing...that thing could have dropped acid on me as easily as I breath...it was luck and nothing else that got us out of there. I'm sorry, I...I just can't..."

You begin to say something more, anything to shake her from this fear, but Mitchell grabs your arm and shakes his head. Deep down, you too know this is futile.

>"You just rest up," Mitchell says to her. "I've got a few favours to call in anyway. We'll get it, don't you worry."

He rises to leave, and you squeeze Gen's hand reassuringly before following him out. Once outside, Mitchell leads you down a series of backstreets and alleyways to a slum that seems unusually busy. The two of you duck your heads into a shop proudly signposted as Sam's Engine Store.

>"Back so soon?" the burly proprietor says to Mitchell.
>"Need a hand with that pest problem we talked about."
>"Ah, jeez, that's not really my kind of thing, man..."
>"You're right," Mitchell says sharply, "owing me 200 credits is more your kind of thing, isn't it? But how about you collect some of the stuff you have in the back and come along with me without asking any questions, and I'll not only forget about what 'your kind of thing' is, but I'll even refrain myself from breaking your fingers." He let's the pregnant pause hang in the air for a moment. "Is that your kind of thing?"

Five minutes later the three of you are making your way to the edge of the Ends, your grim purpose in sight.

Personnel Gained: Sam
HP: 15/15
Primary Weapon: Grenades (x3)
Secondary Weapon: Crowbar (1d4)
Skill: Explosives Expert (requires no roll no set up or disarm explosives)

How should you proceed?

Heading to bed but will pick up tomorrow.
>>
>>487166
Wasn't a bounty supposed to be posted on this thing? Who posts it?
>>
>>487186
It was a rumor that the cops were going to put a bounty on it.
>>
>>487319
That's what i thought. Maybe we could pick up Jerry and show him what we have found in regards to their bounty.
>>
>>487338
Having a fourth would help, and if we convince him to come we might be able to talk the old man into joining as well. That's 5 guns.
>>
>>487354
Old guy isn't shooting anything. That guy went crazy just from seeing this thing. But i guess we could ask if he wants revenge.
>>
>>487362
You're right, he probably won't want to fight. But if we can get him out of jail that's 500c through either him agreeing to be quiet or dying while helping us fight.
>>
As you make your way back into the heart of the city, one of the many electronic billboards that circulate advertisements for MERC and other businesses flashes with the words ‘Breaking News’. The three of you pause to watch a smartly dressed newsreader shuffle some papers behind a desk.

>”This just in,” he says, “Saturn Station Police Chief Hadrian Winters is about to give a press conference speech regarding the recent disappearances of some residents from the station. This is the first official word we will have had from the police on this matter, despite weeks of rumour circulating the Net. We go live to our Crime Correspondent, Abbey le Mancha.”

The view cuts to a prim young woman introducing the Chief of Police, who you can see taking to a podium in the background. The camera refocuses on the unshaven face of the Chief.

>”Ladies and gentlemen,” he begins, “it has come to our attention that many members of the public believe a series of recent disappearances, which the SSPD have been investigating individually, are all related to a single culprit, who has somehow gained the nickname ‘The Red Terror’. Firstly I would like to state that the Police Department, although initially sceptical, have no come to the same conclusion.”

There is a rustle of whispers amongst the journalists at the conference, which the Chief quietens with a wave of his hand.

>”It is important, at this point, that we do not panic,” he continues. “This ‘Red Terror’ is no supernatural force or otherworldly creature, it is simply a man, and men can simply be caught and dealt the justice deserved. Rest assured, the SSPD is doing everything in its power to find and apprehend this kidnapper. In fact, to augment the fine work of policemen and detectives, we are offering registered bounty hunters a reward of 300 credits for the capture of this criminal, along with sufficient evidence tying him to the crime. Now, I’ll take a few questions...”
>>
>>487878

You turn away from the board as the Chief is bombarded with a series of pointless inquiries.

>”Thoughts?”
>Mitchell says, “Well, we’ve lost the initiative. Now this place will be crawling with hunters from all over the Saturn area. Still, we have the advantage of knowing where it is.”
>”It won’t be long before other hunters are led to that old man, though,” you say.
>”True. We should go and make sure he’ll keep quiet.”
>”I’m lost,” Sam pipes up. “Is the ‘pest’ you were talking about this Red Terror thing?”
>”Yes,” Mitchell says flatly, “and you’re not gonna like the look of it, but just shut up and explode things when I tell you, and we’ll get along just fine.”

You decide to head back to the police station. Even though it’s now crawling with an assortment of heavily armed hunters all looking for more information, you’re able to find Jeremiah quite easily by the front gate.

>”Coming around for the reward, huh?” he says as you approach. “Good for you, Marty – a few credits go a long way!”
>”Actually,” you say, “I can tell you for free that we know exactly where the Red Terror is, and we’re off to get it right now. We’d like you, and the old miner, to come with us to verify it.”

Roll 2d6+1 (first die to convince Jeremiah to come with you, second to convince him to give you the old man).
>>
Rolled 4, 1 + 1 = 6 (2d6 + 1)

>>487881
Alright, let's do this.
>>
>>487888
Bloody hell, that's three 1's for freeing the old man. It's a lost cause.
>>
Rolled 5, 2 + 1 = 8 (2d6 + 1)

>>487881
here goes nothing
>>
>>487888
>>487892

>Jeremiah frowns a little. “Like I said this morning,” he says, “I really can’t just let prisoners out into the city, especially at a time like this. No, I’m afraid that miner’s going to have to stay where he is. However, I can see in your eyes that you’re not joking around – you clearly have, or at least think you have, some kind of lead on the Red Terror. As an SSPD officer it’s my duty to escort and protect you!”

Personnel Gained: Officer Jeremiah
HP: 25/25
Primary Weapon: Laser Rifle (1d6)
Secondary Weapon: Taser (non-lethal melee)

Throughout the introductions you can see Sam becoming increasingly anxious, and his curt “Nice to meet ya” causes a slight pause and a narrowing of eyes from Jeremiah. The moment passes, however, and after Jeremiah collects his gear the four of you set out back towards the sewers.

You take things even more cautiously this time, with you and Mitchell up front and you two new companions following, weapons drawn, behind. As you come close to the mouth of the sewer you notice a few drops of dried blood on the ground and realise, with a slight pang in your heart, that they belong to Gen. But then you sense something else, too – a voice, one that you recognise unmistakably.

>”Fear not, my lambs,” the unseen voice is saying from inside the main room ahead, “the heathens will surely return to the scene of their most heinous crime, and when they do...well, the Red Redemption will take their sins, even if it failed to take them this morn. It is only a matter of time to such a divine being.”

Looking at Mitchell, you can tell he recognises the voice of the cultist leader as well.

How should you proceed?

>Search for another way into the sewer
>Some or all of you enter the sewer and try to talk with the cultists
>Some or all of you attack the cultists
>Some or all of you attempt to sneak into the sewer without being seen
>Something else (write in)
>>
>>487953
>Some or all of you attempt to sneak into the sewer without being seen

Maybe just martin and mitchell, but we need to know how many are inside to figure out how to deal with them
>>
Rolled 2 (1d6)

>>487959

Rolling for cultists' Perception.

Roll 2d6 for Mitchell & Martin's sneak attempt.
>>
Rolled 5, 3 = 8 (2d6)

>>487962
rollin'
>>
>>487966

Lucky you.

You signal for Sam and Jeremiah to wait behind, and then you and Mitchell creep to the archway that leads into the room. It’s just as you left it this morning – blood coating the floor, walls, and even, now that you have the foresight to look up, the roof. It’s clear that the cultists have no interest in cleaning up the evidence of the creature’s activities.

Speaking of which, you are now able to get a better view of their number – the lead cultist is at the far end of the room, addressing four of his following who have their backs to you. They’re about 50 feet away – far, but definitely within range of your rifles. A bigger problem is the two guards patrolling the left and right side. They’re on the level above you, pacing up and down, and though you’ve managed to stay in the shadow of the corridor you’re not so sure you could avoid detection if you go further in.

And what about the creature? Looking around, you can’t see any sign of it, but the cultists seem incredibly lax. There must be some way that they can avoid becoming more of its meal, but you can't see what that might be.

What should you do? Gonna attempt some bold and italics here, bear with me.

>[b][Stealth][/b] Continue to sneak further into the sewer
>[b][Charisma][/b] Attempt to talk to the cultists
>[b][Attack][/b] Some or all of you attack the cultists
>[b][Investigate][/b] Look for another way into the sewer
>[b][Write-in][/b]
>>
>>488006
Well that's embarrassing.
>>
>>488006
Gotta have the same ID as the OP post to do that
>Attempt to talk to the cultists
>>
>>488006
Maybe we could look for a higher-up entrance, so the patrols don't see us.
Failing that, we could just go in guns blazing, with mitchell aiming for the cult leader, the others giving cover.
What could possibly go wrong?
>>
>>488020

Tie break?
>>
>>488021
Seconding
>>
>>488006
Do not want to fight 6 cultists and a beast they have under control. Lets report back to Jerry and give him a sit rep and see how he feels about it.
>>
>>488006
Cultists are clearly Expecting us and there's no way we will win an open fire fight with inferior numbers and Sam the civvie as part of our crew. Maybe Jerry can organize a small raid? Call for backup?
>>
>>488127
>>488130
we need not fear cultists for the Emperor is with us and we cannot fail
>>
File: image.jpg (205 KB, 1920x1080)
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You scan the upper levels for another way in. You can see that there are various tunnels that lead into this central room at different points; one, to the left, doesn’t appear to have any blood around it, so that seems to be the safest bet. You back away slowly, regrouping with Sam and Jeremiah and explaining the situation to them in hushed tones.

You head back the way you came and take the first right you come to. The lane snakes behind the back of some decrepit houses and, sure enough, comes to a sewer tunnel with a broken grate. Ducking inside, you’re pleased to discover at least Jeremiah had the foresight to bring a flashlight. He passes to it you, and you lead the group deeper into the sewer system.

You’re soon wading through sludge up to your ankles, but you notice that you’ve begun to walk on an incline – you must be heading towards one of the higher levels. After about ten minutes of trekking along this one-way tube you come to a junction. Voices and a little light are coming from the left, and as you quietly draw closer to it you see that you have indeed come to the second level of the room.

You can see one of the patrolling guards ahead, his back turned to you. The other patrolling guard is on the other side of the room, watching the entrance to the room intently. The other four cultists are still listening to their leader preach.

How should you proceed?
>>
Rolled 3 (1d6)

>>488141
Stealth kill by Mitchell. The man with big hands. Does Jerry understand these men are evil? Will he be alarmed by our stealth kill? Should we make it a stealth takedown instead?
>>
>>488147
Order Sam to throw a Grenade into the 4 below. Have Jerry and Martin Line up their shot for the other elevated cultist.
>>
>>488147
Being an upstanding citizen, you suspect Jeremiah will be opposed to firing on suspects before attempting an arrest.

Of course, if you're fired on first, it's just self defence.
>>
>>488170
That said, anything's possible with a good Charisma check.
>>
Rolled 6 + 1 (1d6 + 1)

>>488170
Hey Jerry. Do you like being called Jerry? does it bug you at all? Would you take my word for it that these guys are evil? Look at them. They are armed and appear to be guarding a room full of bones and guts. Permission to open fire sir? Here's the plan.
>>
>>488238
See above plans
>>
>>488238
Nice roll and I'm back
>>
>>488241
After we take down this one mook, we can bring him in for questioning. I'm sure He'll spill the beans after he sees what went down. The leader of the cultists set this whole thing up, and if we keep this one guy in front of us he can be our witness. And will agree the cultist leader set this whole thing up. They are trying to ambush us.
>>
Rolled 1 + 1 (1d6 + 1)

>>488238


I love it when a plan comes together.

>”Hey Jerry,” you say. “Do you like being called Jerry? Does it bug you at all? Would you take my word for it that these guys are evil? Look at them. They are armed and appear to be guarding a room full of bones and guts. Permission to open fire, sir?”
>Jeremiah looks further into the sewer room. “You’re not wrong, Marty,” he says. “I’d be lying if I said these guys didn’t look suspicious as hell. I’m not usually one for shooting first and asking questions later, but something tells me that guy in the robe is the only one we’ll be needed for questioning.”
>”Right you are, Jerry,” you say. “Here's the plan. Sam, aim a grenade for those four down there. Me and Jerry will line up shots for the guy over on the other platform. We’ll all attack once Mitchell takes down the guy in front. Agreed?”
>The only three nod. “Agreed,” they say in unison.

You and Jerry prime your rifles and take aim. Sam unclips a grenade from his belt and readies himself. Mitchell creeps towards the unsuspecting guard.

Rolling for guard's sound perception.

Can I have

1d6 for Mitchell’s stealth attack (automatic knockout if successful).

2d6+1 for Martin and Jerry’s surprise attack.

1d6 for Sam’s throw.

It’s about to go down, boys.
>>
Rolled 6 (1d6)

>>488295
Mitchell Stealth Attack Special Move #8
>>
Rolled 3, 1 + 1 = 5 (2d6 + 1)

>>488295
Martin + Jerry surprise attack
>>
File: Grenade-Throw.jpg (20 KB, 449x335)
20 KB
20 KB JPG
Rolled 4 (1d6)

>>488295
>>
Rolled 4, 2, 3, 6 = 15 (4d6)

>>488401
Rollin' for guards avoiding the grenade, will write up shortly.
>>
>>488394
Mitchell creeps up behind the guard and silently pulls him back into the darkness of the tunnel, where he knocks him unconscious with a swift punch.

>>488398
Martin and Jeremiah fire at the guard on the other side of the room. Martin's musket hits the man in the shoulder, but Jerry, perhaps still feeling a tinge of guilt at firing first, misses his target.

(Roll 1d6 for damage Martin does.)

>>488401
>>488443

Simultaneously, Sam pulls the pin out of his grenade and launches it towards the group of guards. The ensuing explosion hits three of the guards with it's full blast, but one guard is particularly quick witted and manages to leap out of the way, avoiding all damage.

(Roll 3d12 for damage to the guards hit. Hit guards are incapacitated for two rounds regardless of damage taken.)

>"Charge!" you cry, vengeance for Gen burning in your heart.

You've evened the odds but there's still two guards and the cultist leader to deal with. Though shocker, the leader seems to be harbouring a secret smile.

After you've rolled for damage, how should you proceed?
>>
Rolled 2 (1d6)

>>488471
Martin
>>
Rolled 9, 10, 11 = 30 (3d12)

>>488471
Grenade
>>
Rolled 2, 6 + 1 = 9 (2d6 + 1)

>>488471
Mitchell takes a shot(x2) at the Guard on the opposing shelf.
>>
Rolled 4, 2 = 6 (2d6)

>>488471
Martin takes a shot at the guard below. and tries to take some cover.
>>
Rolled 1, 2 = 3 (2d6)

>>488471
Jerry follows Martins lead.
>>
Rolled 1, 6 = 7 (2d6)

>>488471
Sam holes up like the civvie he is.
>>
Rolled 3, 2, 6, 1 = 12 (4d6)

>>488478
The guard on the opposing shelf takes Martin's hit to the shoulder, but manages to shrug it off without much pain.

>>488483
The grenade instantly killed two of the guards, and one of them is left clutching the stump of an arm, alive, if for a few minutes more.

>>488493
Rolling for the guard on the opposing shelf and the guard below firing at Martin and trying to take some cover.
>>
Rolled 4, 2 = 6 (2d6)

>>488680
Both guards hit Martin, and the guard below manages to get a direct critical hit on his arm, dealing double damage. Rolling for damage to Martin.

However, Mitchell hits his target twice, also scoring a critical hit on his second shot, and Martin and Jerry also hit their targets.

Roll 2d6 for Mitchell's damage
1d4 for Martin's damage (sorry got damage die wrong before)
and 1d6 for Jerry's damage.
>>
>>488712
8 damage to Martin.

HP: 12/20
>>
Rolled 5, 2 = 7 (2d6)

>>488712
>Roll 2d6 for Mitchell's damage
>>
Rolled 4 (1d4)

>>488712
>1d4 for Martin's damage (sorry got damage die wrong before)
>>
Rolled 6 (1d6)

>>488712
> 1d6 for Jerry's damage.
>>
In a few seconds it's all over. Mitchell's two quick shots send the guard on the opposing platform whirling to his death, and between them, Martin and Jerry finish off the guard below.

A quiet falls on the room and the four of your walk out, guns hanging loosely by your hips.

>"See?" says Mitchell, lighting a cigarette. "Easy peasy."
>"And him?" Jeremiah says.

The four of you look over at the leader, who is still standing, looking at his fallen men. Bizarrely, his smile seems more genuine than ever.

>"My thanks, gentlemen," he says. "It is always a pleasure to see souls return to the Great Ring's embrace...as I will soon see yours."
>Sam leans over to you. "Bit of a sore loser, ey?"

How should you proceed?
>>
>>488844
Get behind cover and shoot him. Sam stays behind cover, since the leader may take out his gun and shoot his grenade if he try to throw it.
>>
>>488844
Shoot him in the leg, and watch our rear,. The thing snuck up on us last time, so we know its able to move quietly.

Maybe set up the trap in the path we just came up from.
>>
Rolled 3 (1d6)

>>488862
>>488952

You scramble to take cover by the tunnel entrance.

>"Sam, cover the rear," you say.
>"Roger."

San busies himself setting a trap in the tunnel behind you while you take aim at the cultist.

Who shoots? Roll 1d6 for each person that shoots. Rolling for cultist's avoidance.
>>
Rolled 2 (1d6)

>>489123
Mitchell
>>
Rolled 3 (1d6)

>>489123
Martin
>>
Rolled 1 (1d6)

>>489123
Jeremiah
>>
>>489123
Sam is covering the back
>>
Rolled 4, 6 = 10 (2d6)

>>489229

The cultist dives to the left, and only Martin's shot catches his leg (roll 1d4 for damage).

The cultist laughs manically as he pulls a laser rifle from the folds of his robes and shoots at Martin before ducking back under cover.

Rolling for cultist's attack and defence.

>"Er, guys?" you hear Sam call from further down the tunnel. "I can hear something weird down here!"

What does each character do?
>>
>>489280
Tell him to get his ass back here ASAP! NOW! maybe have whatshisprettyfacename cop go to him to, to back him up.
>>
>>489389

Do you ship Jeremiah and Sam?

>"Shit," Mitchell says, spitting his cigarette out. "Blue boy! Grab Sam from the tunnel and fall back."
>"Got it."

Jeremiah disappears into the tunnel. Do Martin and Mitchell shoot at the cultist? If so, roll d6s for their attack / defence depending on your strategy.
>>
Rolled 2 (1d4)

>>489471
First damage roll
Fall back with them take two shots then run away with cop and sam
>>
Rolled 3, 4, 2, 5 = 14 (4d6)

>>489471
>>
>>489573
First set attack then defense for Mitchell
second set attack then defense for Martin
>>
Oh boy, do I love seeing those high rolls. That went a lot easier than I expected. (It's all down hill from here, what else could go wrong, it's practically over already, etc etc)
>>
Rolled 3, 3, 5, 1 = 12 (4d6)

>>489471
Mitchell goes left, we go right. Shoot at the cultist as we move to slowly put him in a crossfire.
>>
Rolled 2, 5, 2 = 9 (3d6)

>>489573
Martin and Mitchell start returning to fire to the cultist, but he seems to have more training than first expected, and he manages to avoid both attacks. His return shot, however, manages to clip Martin on the shoulder (first roll is for damage).

>>490909

>"Let's flank him," Mitchell says.

You nod in agreement and begin to move to the right, keeping your eye on the cultist and taking another shot. (Second roll for cultist's attack, third for cultist's defence.)

Meanwhile Jeremiah and Sam emerge back from the tunnel, weapons trained into the darkness beyond.

>"What should we do, boss?" Sam calls over to you.

How should you proceed? Roll 2d6s for each character that makes combat manoeuvres.
>>
Rolled 5 (1d6)

>>491052

As you and Mitchell move to flank the cultist, all three of you jump from cover and fire - the cultist hits you again (rolling for damage) but both of you also hit the cultist (roll 2d6 for damage).
>>
>>491079
Total of 7 damage to you in the last two rounds.

Your HP: 4/20
>>
Rolled 2, 6 = 8 (2d6)

>>491079
damage rolls.

>>491081
Alright, Martin is on "cower in a corner mode" until we get him to a hospital. Nobody try to be a hero.
>>
Rolled 6 (1d6)

>>491052
The mine should delay whatever is in the tunnel. Probably the terror, so really don't want to all be here on the second floor where is going to appear. Let's kill the cultists quick and get down to the 1st floor.

Yell for Sam to move up to cover next to Mitchell/martin and lob a grenade (leaving 1 nade) at the cultists.

Roll for grenade hit.
>>
Rolled 6, 1 = 7 (2d6)

>>491052
Martin collapses to the ground behind cover clutching at the cauterised laser wounds, moaning through clenched teeth.

Double defence rolls.
>>
Rolled 1, 2 = 3 (2d6)

>>491052
(Sorry, meant to have Martin yell orders to Sam before he collapses. Going to continue rolling attacks since nobody else here it seems. )

Have Mitchell fire at the cultists then duck back into cover by martin.

Attack hit / defence rolls.
>>
Rolled 6, 6 = 12 (2d6)

>>491052
Jeremiah moves up to cover beside the party and adds to the firing line.

Attack hit / defence roll.
>>
Afk, and i don't know how many dice I am suppose to roll
>>
Rolled 1, 3 = 4 (2d6)

>>491079

>>491094
nvm
>>
File: hqdefault.jpg (37 KB, 480x360)
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Sorry for the delay!

>>491085

You clutch at your shoulder, ducking behind cover.

>"Sam - grenade!" you shout.

Sam unclips the second grenade and tosses it at the cultist. It tumbles through the air and lands right in the leader's lap. You catch a muffled cry before the explosion rips through him, leaving nothing but a red stain. Critical hit!

There is a moment of silence in the wake of the battle, the four of you panting by the tunnel mouth, staring at the destruction you have caused below. But in that silence a new sound emerges - a slow, monstrous squelching that you know all too well.

>"Get down," Mitchell says, pulling you to your feet.

You jump down to the bottom level and hobble to the other side of the room, your team close behind. You train your weapons on the darkened abyss.

>"Time for the fireworks," Sam grins.

Sure enough, a moment later there is a flash of light in the tunnel, illuminating for a second the hideous churning mouths of the creature. Its scream rips through your bones as it is engulfed in acid. Incredibly, horrifically, it continues to advance towards you, even as its red flesh is dissolving away.

The creature is heading towards you. What do you do? Roll 2d6 for each character that makes combat manoeuvres.
>>
Rolled 6, 5 = 11 (2d6)

>>494413
Lob half of our explodey things at it just as it exits the tunnel, warn the others about its sneakiness and very corrosive acid spit.

Surround it and shoot at it. But always maintain our distance.
>>
Rolled 3, 6 = 9 (2d6)

>>494413
Mitchell moves away from the group and unloads on the beast.

"Jeremiah, protect martin. Everyone spread out, it spits acid!"

Double attack hit roll.
>>
Rolled 3, 5 = 8 (2d6)

>>495270
(Assuming this is attack/defence for sam)

>>494413
Jeremiah helps martin to his feet and attacks the beast.

Attack hit/defence roll.
>>
>>494413
>>494413
Martin stumbles to his feet with help from jeremiah and prepares himself to dodge. Flashbacks of seeing the beast's open mouth from inches away make his arms shake.

Double defence roll.
>>
Rolled 2, 3 = 5 (2d6)

>>495924
Forgot dice. Double defence for martin.
>>
Rolled 4 (1d6)

>>495270

Sam throws his final grenade at the creature, managing to throw it straight into one of its gnashing mouths. Critical hit!

>>495549

Mitchell breaks from the group.

>"Blue boy, protect Martin!" he growls. "Everyone spread out, the bastard spits acid!"

Everyone gains +1 to defence rolls for this battle.

Both of Mitchell's attacks hit, and the second one manages to cut straight through one of its eyes. Critical hit!

>>495903

Jeremiah helps you to your feet and takes aim with his free hand.

>"I don't know what the hell that is," he says, "but I'm sure as hell not gonna try to arrest it."

His attack hits.

>>495924

Still clutching your shoulder, you forget about trying to attack the thing as you focus simply on watching its movements, waiting to dodge if necessary.

As expected, the creature's body convulses and it launches a blob of acid towards Mitchell. Rolling for creature's attack.

Roll:
1d12 for grenade damage.
3d6 for damage from Mitchell and Jeremiah.
>>
Rolled 7 (1d10)

>>496664

Mitchell is so focused on his attacks he doesn't quite avoid the flying acid, which hits his leg and begins to burn through his armoured flight suit. Rolling for damage to Mitchell.
>>
>>496669

Current HP

You: 4/20
Mitchell: 23/30
Sam: 15/15
Jeremiah: 25/25
>>
Rolled 8 (1d100)

>>496669

Btw, set up a Twitter here if you want to follow this quest: https://twitter.com/MarloweTrueQM

Rolling for whether you should follow.
>>
Rolled 6, 4, 6 = 16 (3d6)

>>496664
Damage rolls for Mitchell and Jeremiah.

I'm starting to feel like this is going to be a long fight.
>>496688
Close one QM. Minimum check was 10, but you get +80 to rolls from great world building.
>>
Rolled 1 (1d12)

>>496664
Sam's grenade damage. Epic roll >>495270.
>>
>>496839
....
>>
Rolled 3, 3, 5 = 11 (3d6)

>>496664
I duno whats going on, just woke up after a long... something?
>>
Rolled 2 (1d12)

>>496664
2 separate dice rolls right?

>>496839
Probably dropped it to close to himself and concussed himself.
>>
>>496918
Nein, your roll was for the hit. My 1 was for the damage. Maybe QM will take your roll >>496918 over mine since it was you that did the hit roll. We would get 2 dmg instead of 1 atleast.
>>
>>496936
Ok?
>>
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>>496918
>>496936

Accepted. Also double damage because it was a crit. 4 damage from the grenade.

>>496828

Second attack doubled due to Mitchell's crit. 20 damage.

----------------------------------------------

Even though Sam's grenade blasted part of the creature's left hand side away, it charges on regardless. Mitchell and Jeremiah's relentless laser attacks seem to cut it more, however, cutting through swathes of its rotting flesh and causing it to gurgle in furious pain.

It retches to deliver another acid attack towards Jeremiah (rolling for attack).

New round. Who does what? The creature is advancing, but looks decidedly dishevelled.
>>
Rolled 1, 6 = 7 (2d6)

>>497261
Such a generous QM, thank you.

>>497261
Mitchell stands his ground and continues firing.

"Pour it on! It's dying!"

Double Attack hit roll - Mitchell
>>
Rolled 2, 3 = 5 (2d6)

(24 dmg + ? Acid trap, this thing probably has another 20-30hp I'm guessing

Do you want me to wait for other plays, QM? I feel bad doing so many rolls. )

>>497261
Sam, lacking any ranged weaponry, runs over to Martin to guard him.

Sam defence/ protect Martin defence rolls.
>>
>>497280
>>497287

It's chill, we might as well finish up as I think the thread has stopped bumping to the front page? Either way after this battle ima start a new thread.

Mitchell's first shot goes wide, but the second hit another of the creature's eyes. Critical hit!

Sam slides over to Martin and protects him with his body as Jeremiah pulls up to shoot.

Roll 1d6 for Mitchell's attack, and roll for whatever you want Jeremiah to do.
>>
>>497294
Bump limit is 750, you're good still.
>>
Rolled 2, 4 = 6 (2d6)

>>497294
(Roger, Roger)

Jeremiah jumps away from martin/Sam and engages the beast.

Attack hit / defence rolls.
>>
Rolled 6, 6, 1 = 13 (3d6)

>>497294
Mitchell damage roll / Martin double defence rolls.
>>
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>>497303
Nice, thanks.

>>497309

Jeremiah breaks from the group and shoots the creature at its right side, deftly dodging its acid spit. Simultaneously, Mitchell dives to the left to flank it.

>"This is for Gen, you alien fuck!" he roars.

His shot, overcharged with the rage in his heart, rips through the creature's central bulging eye. Its guttural scream fades as it slows to a halt and begins to dissolve into a mess of red flesh and teeth.

There is a moment of calm as you all wait, weapons raised, for something to happen.

Nothing does.

You've defeated the Red Terror of Saturn Station!

+Level Up!

You gain a new trait. Pick one from:

>Fearless: You've grown bolder in your combat prowess. You can attack twice in one round, but this makes your defence 1.
>Quick Reflexes: You've become better at dodging attacks. Gain +1 to defence rolls.
>Tough: You've been beaten on so many times you've developed a tough skin. +10 HP.
>Weapons Expert: It won't be long before weapons are like extra limbs for you. +1 to all attack rolls when you attack with a weapon.
>Haggler: You're gained the gift of the gab when it comes to buying and selling. +2 to social rolls when trading.

Highest vote wins.
>>
>>497370
(Bloody hell, that was rough. But hey, my bad rolls did not end in Martin's death like I thought!)

This is a hard choice. I'm going to go with haggle (does it stack with our social +1?), we already have Mitchell with fearless for dps, and Gen when she gets up. Bring able to outfit them with expensive goods will result in more damage than an extra attack from us.

Haggle vote.
>>
>>497388
Yes, it stacks. Gon wait for some votes then move on.
>>
>>497399
(Awesome, +3 social is not something to scoff at. I must sleep, good day QM.)
>>
>>497370
>Haggler: You're gained the gift of the gab when it comes to buying and selling. +2 to social rolls when trading.

Wait so we didn't use our special weapon trap?
>>
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>>497720

Sam set it up in the tunnel. Refer to >>494413

You gained the Haggler trait!

------------------------------------------------

Mitchell helps you to your feet while Sam surveys the destruction you have wrecked on the place. He lets out a low whistle.

>"Glad that's over," he says. "Just what the hell was that thing anyway? Some new kind of robot?"
>"I don't think it was a robot," Jeremiah says, holstering his rifle. "A full police investigation will find out what happened here. Right now I'm going to take that guy that's unconscious in the tunnel back to the SSPD station for questionings. You'll have to come back and write up statements, too."
>Sam laughs nervously. "I'm not really one for police stations, to be honest," he says. "I'm sure you can do without me, eh?"
>Jeremiah narrows his eyes. "No, I'm afraid I can't."

How should you proceed?

>"Let him go, Jerry. Three statements that all say the same thing is probably overkill, right?"
>"Come on Sam, we've got to play this by the book."
>"Forget that - we're taking the guy in the tunnel and questioning him ourselves."
>[Write in.]

Roll 1d6+1 with your choice.
>>
Rolled 3 + 1 (1d6 + 1)

>>497761
> Come on Sam, we've got to play this by the book
>>
Rolled 5 (1d6)

>>497761
>[Write in.]
This is something that I'm certain falls out of normal circumstances and regulations. If you can vouch for Sam, and let him go after making some statements, and only statements, this will be a lot easier and less paperwork for you, and no headaches for us.

Plus we want to claim out reward for the cult, and the monster. Plus, if we question him here, we will get answers we won't get if we question him back at the station.
>>
>>497828
Second
>>
>>497761
I'm back
>> Come on Sam, we've got to play this by the book
>>
Rolled 2 (1d6)

>>498117
>>
Rolled 3 + 1 (1d6 + 1)

>>497875
(You forgot the +1 to social)

Supporting, but no torture in front of the cop. Remind him that they put out a bounty, so the police were already willing to put the problem in hands of people who wouldn't be following regulations.
>>
>>498375
So I got an natural 6 or does it get disqualified?
>>
>>497828
>>498069
>>498117

Most votes so we'll go with this.

>"Come on Sam," you say. "Let's play this by the book."

Sam still looks uncomfortable but he appears to trust you and relents. Mitchell and Jeremiah drag the unconscious cultist between them, and by the time you hobble out of the sewer a levitating police ship is waiting to take you all to the station.

----------------------------------------------------------

SSPD medics quickly treat your shoulder, wrapping the laser wounds in gauze. You, Mitchell, and Sam are all taken to separate rooms to give your statements. The process is relatively quick, but you're still somewhat annoyed that the unconscious cultist swiftly disappeared into the darkness of an SSPD cell. You doubt you'll see much of him again.

Speaking on not seeing people, when you're eventually released back into the reception area you are met only by Mitchell hiding a lit cigarette behind an old magazine.

>"Sam?" you say.
>"Haven't seen him," Mitchell shrugs.

You go over to the receptionist and inquire about your missing companion.

>"Oh, that skittish fellow?" she says. "I think they just called him up for illegal trading. He was on probation. He'll definitely be in questioning for a few days."

You ask after Jeremiah as well, but it appears he's already left to go back to the crime scene. Considering how many more cops will be scrawling over it, you find it unlikely that you'll be able to get back in, even with your friendly relationship with Jeremiah.

However, the receptionist does say Jeremiah left something for you - its the 300 credits for the Red Terror bounty!

What should you do now?

>Go to the hospital and pick up Gen
>Go to the ship shop / personnel shop
>Try and bust Sam out of jail
>Try to get into the crime scene
>[Write in]
>>
>>498500
>Try and bust Sam out of jail
>>
>>498500
Let's try to help Sam, but don't do anything stupid. If we can't, get the credits from killing the monster and taking down the cult, then go see Gen and tell her that it's over
>>
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>>498768
>>498875

You sidle back over to Mitchell.

>"Sam's been busted," you say in a low voice.
>"So? Fuck him."
>"I'd rather get him out."

Mitchell looks up at you and sighs.

>"Fine," he grumbles.

The two of you scout around the room as inconspicuously as possible. You can see that there are two doors: one made of wood that leads to the statement rooms you just came from, which is covered by a single CCTV camera. A second door, to the left, seems to be made of reinforced steel and is covered by two CCTV cameras. The receptionist has line of sight to both, although she is busying herself with the many people that are coming and going from the station.

What should you do?
>>
>>499072
Ask Mitchell for his opinion, also after that ask the receptionist if we can talk with one of the prisoners. So we don't have to do anything illegal getting to him. We need to get more info from Sam, since we could use his info on his store so we can use one of his many illegal goods to get him out.

Or go talk with him and we can get rid of his illegal goods, so the police don't have nothing against him.
>>
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>>499140

>"Thoughts?"
>"Well, the whole reason Sam was even with us was because he trades bombs on the black market. He was nervous the moment he met your cop friend - probably he was already under watch for something. This place is locked down pretty tight. We could try and get him out, or swing by his place and clear it out, but what's the point? The cultists are dead, we've got our cash. They'll probably let him out in a few days anyway, by which point I plan to be long gone."

You're not particularly shocked at Mitchell's callousness, but he does make some good points. Regardless, you head back over the receptionist.

>"Is there any chance I could talk to Sam?" you say. "I'm a friend."
>By now she's looking a little annoyed at your repeated questioning. "Out of the question, I'm afraid," she replies.

You take another look around the interior of the station. It's certainly tightly kept, and you're not even sure where Sam is being held. Scouting around the outside might reap some reward, but it also might land you in a cell of your own.

What should you do?
>>
>>499184
Go to his place and clear it out, so they don't get him on more crimes.
>>
>>499190
So long as we don't actually steal his stuff. Or compensate him for it.
>>
>>499201
Well the stuff is illegal and we're going to leave in a day or tow, but Sam is going to stay longer. So I think we take the stuff, sell it and leave the cash at Sam's place to save time, and not stealing his stuff.

I'm only talking about his illegal stuff not his legit business.
>>
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>>499190
>>499201
>>499205

You thank the receptionist and go back down towards the Ends with Mitchell in tow. The city looks different now, brighter almost - its as though you have emerged from a dark tunnel, and your eyes are still adjusting to the flickering lights. You flex your bandaged shoulder, a mark of your struggles on the Saturn station.

You easily find Sam's shop again, and it doesn't take Mitchell long to find a crowbar and leverage open a hidden wall, revealing what remains of an explosive treasure trove.

>"Score," Mitchell grins.
>"We're not gonna keep them," you say. "Let's just sell them off and mail the credits back to Sam."
>"Or we could keep the credits!"
"We'll talk about it later."

The two of you stuff your bags with the various mines, grenades, and bombs, being especially cautious not to flick any switches or push any buttons. Mitchell, unsurprisingly, appears to know every weapons dealer in the Ends, and after a few hours of wheeling and dealing you manage to shift all of the illegal goods for a tasty 500 credits.

What should you do now?

>Hide the cash somewhere, or send it in the mail to Sam's place.
>Go to visit Gen at the hospital.
>Go to the ship shop / personnel shop.
>Go back to the police station.
>[Write in]
>>
>>499263
>Hide the cash somewhere, or send it in the mail to Sam's place.
It's Sam's money we're going to give it to Sam, and keep it safe so when Sam get's out of jail he keep the cash.
>>
>>499274

You decide to keep the money safe until you hear more about Sam's fate.

What should you do now?

>Go to visit Gen at the hospital.
>Go to the ship shop / personnel shop.
>Go back to the police station.
>[Write in]
>>
>>499310
>Go to the ship shop / personnel shop.
We need to go see that guy that gave us the quest to kill the cult and haggle more than 50 credits since we went through shit.
>>
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>>499321

You head back to the Trader's Union, pleased to find the same receptionist is on duty when you arrive.

>"Remember me?" you say.
>"Ah, yes! I see you dealt with those cultists, although, I have to say, the outcome was a little...bloodier than I expected. Still, I suppose they had it coming, if they were kidnapping people like the police say. 50 credits, did we say?"

How do you respond? Roll 1d6+3 for haggling.
>>
Rolled 3 + 3 (1d6 + 3)

>>499337
Nigga, I took down all the murdering cultists, that try to blast me away. Not just that but they are the ones doing the red terror with a creature with so many mouths. You're going to hear this in the news, or you already have, I risk live and limb but the cult is gone with the red terror as well. So pay up since we took down more than a cult but a monster known as the "red terror."
>>
Rolled 1 + 3 (1d6 + 3)

>>499337
Suggested dialogue:
"I believe the word you used was harmless." You rub your bandaged shoulder. "These freaks were planning a killing spree through the streets. I think I deserve a little more than 50 credits. But I'm not obsessed with cash. How about the original 50, you give me a small discount for saving your life and place of business, and you spread the word around to every trader and contact you know that Martin from Mars always gets a job done. "

I say we hold onto Sam's money until we can make sure we can physically put it in his hand.
>>
>>499337
Also write what this guy said >>499392
>>
>>499392
Oh no. Somebody help! I used all my 6 rolls in the battle.
>>
>>499343

You look the man dead in the eye.

>"Nigga," you growl, "I took down all the murdering cultists that try to blast me away. Not just that, but they are the ones that were controlling the Red Terror, a creature with so many mouths you wouldn't believe that shit. You're going to hear this in the news, or you already have, and I risked life and limb for this shit - but now, because of my badass heroics, the cult is gone with the Red Terror as well. So since we not only got rid of this cult for you but also saved your ass from this hideous creature, I think it's only fair that you pay damages, to the tune of 150 credits."

The man is standing open-jawed, shocked at your outburst; at the same time, he cannot resist the silvery whip of your tongue, and after much mumbling and shuffling around he dutifully hands over 150 credits, thanking you profusely for your work.

Credits: 1015

What now?
>>
>>499392

Sorry, missed this!

>"You're damn right," you say, "and make sure everyone knows, Martin the Martian gets shit done."
>>
Rolled 3 + 3 (1d6 + 3)

>>499404
>>499392

I hope this helps.
>>
>>499413
>Go to visit Gen at the hospital.
Let's go visit Gen at the hospital with us three we can then split the reward. Not counting Sam money if we want to give it back to him.
>>
>>499417
Ok, I fucked up
>>
>>499419
It's alright at least we got 150 credits, we should go split the money at the hospital, since the job is done.
>>
>>499418
Seconding
>>
>>499409

>>499418
Visit hospital. Let's give mitchell the 200c, the split for him and gen of the 300 bounty. We are not spending sams money so we have 300c roughly to spend.

I say we gear up, we need an armored suit so we don't die. So let's go shopping after the hospital.
>>
>>499430
Yeah, now we got some fame and some spending money, also we got the hyper-jump charged up long time ago.
>>
>>499409
They had a deal that said 60% if they save our ass.
>>
>>499435
So if we net 450 credits total they are gonna want 300 at least of it.
>>
>>499435
Good memory, I forgot about that. So they get a split of the 150 also.
>>
>>499435
Meh, let's use our amazing social skills to make them forget that
>>
>>499435

Check this post out and it was lowered to 40% for saving our ass
>>482766
>>
>>499442
We get 100/300 of the terror bounty, there was no deal on that. They get 90 of the 150 though, for saving our ass. So we got 160c for our troubles + possibly joining them when they leave Saturn to go after larger bounties.
>>
>>499454

Can people look at this post, and you'll see we got that down to 40%. Also we can talk with them in the hospital.
>>482766
>>
>>499451
I'm pretty sure that was a partial success in regards to the attempt to lower the 40%. It stayed at 40% or 60% but we charmed Gen.

Let's just wait for QMs word on what we got.
>>
>>499461
2nd hospital
>>
>>499463
>>499471
Well it all depends on the QM, but it best to go to the hospital, maybe we can travel with them, or go our own way.

I would like us to have a space squad, but I'm okay if we split up, it depends on how the other two feel.
>>
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>>499418

Mitchell seems to be sniggering as you leave the Trader's Union.

>"What?" you say.
>"Man, you ripped that guy a new one," he laughs. "When did you get so good at haggling, anyway?"
>"Not sure," you say. "Weirdly quickly, it feels like. Come on, let's get Gen."

You wind your way back to the hospital, your heart full of anticipation for seeing Gen again. You hope your victory will help her overcome the fear that kept her back.

As the nurse takes you up to Gen's room she explains that she has already paid her own bill, and that she is free to leave whenever ready (in fact, you sense that she's rather outstayed her welcome).

She looks like a new woman. Her skin has returned to its usual glow, and her short hair cuts across her cheeks like a knife.

>"Hello, boys," she smiles.
>"Feeling better, Gen?" Mitchell says.
>"Much. Heard some fellows got blown to pieces. You wouldn't have anything to do with that?"
>Mitchell looks at you. "Know anything about that, Marty?"
>"Not a clue," you grin. "I'm just a guy that found a few hundred credits lying on the ground."

You laugh together, a wholesome, hearty laugh - the laughter of the free.

>"So, you definitely saved my ass," you say. "So I guess it's 60%, right?"
>Gen shakes her head. "You saved us too," she says, "but we've still gotta eat - let's call it 40."

You give them the split, a total of 160 credits (100 from Red Terror bounty, 60 from Trader Union guy). Grabbing your things, you exit the hospital. Outside, the city lights beckon you like a thousand unexplored stars.

Credits: 855

>"Where to now, captain?" Gen says.
>"Isn't that it?" you say. "You're paid up now - you don't need to hang around with me if you don't want to."
>"Well, I don't know about Mitchell," Gen smiles, "but fun things seem to gravitate around you. Personally I'd still like to find out what the hell that thing was that took a chunk outta my back."
>"I'm with you on that," Mitchell says, lighting up a cigarette. "Hate an unsolved mystery, and you seem to have your head screwed on, Marty. I'm happy to stick around for now. That said, if you're gonna roll with us, you might want to get yourself some better gear."

He gives you a friendly punch on the arm and blows smoke into the air, obscuring the lights and making them refract, forming a medley of colour.

What's next?

>Head to the ship shop. Gotta upgrade the Silverbug!
>Head to the personnel shop. Kinda embarrassing that my gear isn't as good as Mitchell and Gen's.
>Go back to the crime scene. Maybe we can investigate the alien further.
>[Write in] Further investigation.
>[Write in] Something else.
>[Leave the Saturn station.]
>>
>>499489
Armor
>>
>>499489
>>Head to the personnel shop. Kinda embarrassing that my gear isn't as good as Mitchell and Gen's.
>>
>>499489
Let's go shopping, girls.
>>
>>499511
>>499499
Should we give Sam all his money back or some of it? We did save him from getting more jail time or spending all his time behind bars. And he was doing illegal things, so what do you guys think?
>>
>>499519
First we have to know how many time he will spend there
>>
>>499519
I think we don't want to piss of someone with black market contacts before our reputation is set. We might meet another trader trying to sell us paperclips for 500c.
>>
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>>499499
>>499503
>>499511

Despite yourself, you begin to blush slightly.

>"Th-thanks," you say. "It'd be nice to keep up with you guys. Guess I'd better get some better gear."
>"Good idea," Gen says. "We've got some things to do ourselves. Let's meet you back at our apartment."
>"Alright."

You wave the other two off before making your way back to the personnel store. It appears the proprietor has made some new purchases whilst you've been away.

You can buy:

Laser Pistol (1d2 damage die) 30 credits
Laser Rifle (1d6 damage die): 90 credits
Laser Musket (1d4 damage die): 60 credits
Armoured Flight Suit (+20 HP): 130 credits
Jetpack (can be used to reach high places or move around in space, uses the same fuel as your ship): 80 credits
1 day of rations: 10 credits

Note: Decide what you want to buy first, then go for a Haggle roll. I'll take the average of the rolls.
>>
>>499538
Credits: 855
Sam's Credit 500
Our Credit 355


>Armoured Flight Suit (+20 HP): 130 credits
>Jetpack 80 credits
This will cost 210 Credits leaving us 145 Credits from our own money.
>>
Rolled 5 + 3 (1d6 + 3)

>>499538
>>499550
Seconding Armor and Jetpack.

Jetpack is life. Anyone who has played XCOM can back me up, there is no greater strategic advantage than being able to fly over obstacles.
>>
>>499538
Do we have to roll more than once? Or just one roll is alright.

>>499561
You want to buy a rifle after we sell our musket?
But either way we need to head to the ship shop to refuel our jet pack.
>>
>>499567
Upgrading to a rifle and selling the musket is a good idea. I'll support it.

We also need to find a brown tenchcoat eventually. It's the proper attire of big damn heroes.
>>
Rolled 6 + 3 (1d6 + 3)

>>499574
Well with that we're be down 115 Credits before the haggle, we could play off the hero bit. Also we could go to the Ship shop after this.

>>499538
Here is a roll if you need it.
>>
>>499589
Quite nice, good sir, quite nice.
>>
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>>499574
>>499561
>>499550
>>499561

I'll take this roll.

>"Lots of good stuff here," you say as you peruse the items.
>"Finest weapons and armour on the station, guaranteed," the proprietor says.
>"Well, I don't know...this laser rifle's power converter is clearly not calibrated correctly. And that jetpack? Talk about rust removal! And, woah, that armoured flight suit...I mean, don't get me wrong, a great piece of kit, but soo out of fashion."

The shopkeeper is beginning to look a little worried. It's clear he's fallen for your lies. Time to go for the throat.

>"That said," you sigh, "I happen to enjoy fixing things like this up. Tell you what - I'll give you this fine, high-quality laser musket and 200 credits for all three."
>"Hmm...well...I suppose they are a little broken...very well! You have a deal!"

Obviously they're not broken. That was a lie.

Credits: 655

You lost: Laser Musket

You gained: New Primary Weapon (Laser Rifle)
New Armour (Armoured Flight Suit)
New Item (Jetpack)

HP: 40/40
Damage: 1d6
Jetpack Fuel Cells: 0/10

You realise you'd better refuel your jetpack before you set out, so you make your way over to the nearby ship shop. The shopkeeper greets you again.

You can buy:

Fuel: 5 credits per fuel cell
Hyperdrive Charge: 1 credit per 1% charge
Multi-Shot Laser Cannon (does not require a reload action during combat, unlike your current single-shot): 140 credits
Single-Shot Ion Cannon (+1 to attack rolls): 200 credits
Armour Plating (+10 Armour, stackable): 80 credits
>>
>>499589
Sorry I missed this, but you still got the haggle! You are literally so good at haggling now it's basically instant success lel.
>>
>>499602
Let's give it a half tank. 5 fuel cells.

(How much weight can it lift and how much flight time per cell?)

>>499606
(I'm almost scared to see what a natural 6 haggle gets us. I wouldn't object to dropping the haggle bonus to +1. It seems kinda high.)
>>
Rolled 2 + 3 (1d6 + 3)

>>499602
Right now we have 10/30 on the ship
>Fuel: 5 credits per fuel cell
10 fuel for the jet pack so we're have 10/10 jet pack
1 fuel for the ship to make us have a even 100 credits

Also let's ask about the jammer, and try to haggle. and play up the hero business.
>>
Rolled 5 + 3 (1d6 + 3)

>>499627
Supporting this instead. I was just thinking about the jammer, too.
>>
>>499627
Average of roll = 6

>"I'll take 20 fuel cells, my good man," you say. "And," you lower your voice slightly, "I know you didn't have anything 'special' last time I was here, but this time I'm coming with a recommendation from Sam, of Sam's Engine Store. He's a good friend of mine, and said you might be able to help me with...quieting my radio."

The shopkeeper eyes you as he polishes a spanner for a moment.

>"Alright," he says in a hushed tone, "call it 80 for the fuel and 60 for the jammer. Deal?"
>"Deal."

You've acquired a radar jammer!

Jetpack Fuel: 10/10
Ship Fuel: 20/30
Credits: 515
>>
>>499680

>"Anything else?" the shopkeeper says.

What's next?

>[Write in] Further investigation.
>Head to Mitchell and Gen's apartment.
>[Write in] Something else.
>>
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>>499682
(I'm gonna catch some sleep, it's 4am over here, sigh. I just love questing man. Rack up your next few actions / things you want to do and I'll write up tomorrow.
>>
>>499682
>>499688
>[Write in] Further investigation.
I love it man so far. It's turning out great.

I want us to check out the cult place see if there are any goodies.
>>
>>499682
Let's swing by the police station and see if Jeremiah is back. See how he is holding up and find out status of old man. Attempt to get him released if still jailed, if not possible, talk to him and let him know the beast is dead.

>>499708
You think we should bring backup? Supporting either way.
>>
>>499625
How about we start using larger die? Like even if we get a +6, if the person we try haggling with is too high a "level" It still wouldn't be enough because it required a 7 from a d8 roll or something.

Also.... did we loot the cultists of their weapons? If laser rifles are almost 100 cred, and they had like 5 or 6 of them......

>[Write in] Further investigation.
We can use the excuse, we set up some booty-traps, and want to make sure we took them all down. if they won't let us through. If we need to put on a show, we go to were some of the explosives set of to pretend we are checking the area for traps.
>>
(Let's see what QM wants to do, I'm sure the traders would be getting harder when we got other places anyways. )

>>500197
Also.... did we loot the cultists of their weapons? If laser rifles are almost 100 cred, and they had like 5 or 6 of them......

did we loot the cultists

Loot.
>>
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>>499708

>"No thanks, that's all," you say.

Once outside you look over your new laser rifle, familiarising yourself with the grip, the weight, and the target sight. With a flash of memory you recall that you didn't take any of the cultists' things! You curse your forgetfulness in the heat of the moment, but resolve to return to the cultists' hideout to see if you can find anything.

As you make your way back to the docks you become more aware of the fact that you're back to adventuring on your own, and its pleasant to spend some time in silence, moving through this teeming city. The docks are as quiet as when you first came here, and as you move into the darkness of the old warehouse you can feel the lifelessness.

Most of the drawers and boxes in the warehouse are full of old junk or faded paperwork, but one thing does catch your eye: the corner of a blue document case which appears to have fallen under a wardrobe. You take it out and open it. It seems to be a scientific report entitled "NEW FRONTIERS IN USING MOLECULAR GENOTHERAPY TO MILITARISE DAVIDOFF'S PRINCIPLE". Most of the text is meaningless jargon to you, but two things are repeated enough to stand out - the name of one of the scientists involved, Dr. Henryson, and a location, Oort-X14. You can only assume it is some kind of station, although it is not one you are familiar with. You pocket the document, pondering what you will do with it.

>>499714

You decide to go via the police station to check on Jeremiah - perhaps he will have some information on Sam or the cultists, or perhaps he will be able to help you with the strange document you found. The receptionist seems surprised to see you yet again, but informs you that Jeremiah has just arrived back from his shift. She calls him, and he comes out to meet you.

>"Rough day, huh?" he chuckles.
>"How's the investigation going?"
>"Lots of paperwork in this one, and get this - my team and I were taking fingerprints and so on at the crime scene a little while ago, but then I3A turned up and kicked the lot of us out. Haven't been let back in since."
>"I3A?"
>"Never heard of them? It's not that surprising - the Interstellar Intelligence & Investigation Agency is not exactly the most public of government departments, but they've got big pockets and lots of ways to classify everything you might want to know. I guess this case is bigger than I thought."
>You decide to move the conversation on. "How's Sam?"
>"Yeah, about that," Jeremiah says, shaking his head. "Sorry I had to bust him, but as soon as his fingerprints got scans the system flagged him up. Not much I can do about it now, but don't worry - it was only breaking probation, so he'll just be in jail for a few days and then, once he pays his 300 credit fine, he'll be let out."
>"And what about that old miner?"
>"Oh, him? Guess it turns out he wasn't so crazy after all, huh! We let him go a little while ago. I think they took him to the hospital for some therapy."
>>
>>500269

What's next?

>Show Jeremiah the strange document.
>[Write in] Further investigation.
>Go the Gen and Mitchell's apartment.

>>500197

Haggles will become more difficult, and I can also just artificially inflate the price if needed. That said, if you're skilled in something it's supposed to mean that you win at it most of the time.
>>
I googled davidoff's principle to see if it was a real thing... I was disapointed

>>500273

Don't show the document, but ask if the cult leader has been identified (might be one of the authors), or if he's heard of any disgruntled researchers lately.
>>
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>>500302
Will endeavour to use as much real science as possible ;)

>"Any word on who was running the operation?" you say.
"Managed to scan the leader's prints before I3A kicked us out," Jeremiah says. "Turns out the guy was a doctor - Henryman or Berryson or something. Weird thing, though - I guess he must have retired early, because his file just stopped age 42. That was ten years ago now. I wonder what he's been up to?"

Your heart skips a beat as you think about the document in your bag.

>"And you've...never heard of this guy before?" you say.
>Jeremiah shakes his head. "Not a clue. Seems like he just arrived her recently, and as for the guy Mitchell knocked unconscious, I3A had him bagged and away before I could even get a look at him. I'm thinking this is one case that'll keep me up at nights."

What's next?

>Show Jeremiah the strange document.
>[Write in] Further investigation.
>Go to Gen and Mitchell's apartment.
>[Write in] Something else.
>>
>>500309
Don't worry too much, futuristic as this is you may well need to use things that don't exist

Ask where he used to work, we apparently need someone to tell us what the paper really says..
>>
>>500273
>artificially inflate the price
You SHEKEL MONSTER!


>>500309
lets go with >>500328
>>
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>>500328

>"Huh, sounds weird," you say. "Where did he work before the files end?"
>"Big pharmaceutical company," Jeremiah says. "Name of Brennemicher Inc. No stores on this station, but they operate around Venus, Earth, and Mars. I think they do some work for other companies too, though - they have their fingers in a lot of pies, if you know what I mean. How come you're asking? Do you know something I don't?"
>"No, no," you say, looking away. "It's nothing."

Jeremiah looks at you strangely, but if he has any reservations he doesn't voice them.

What's next?

>Show Jeremiah the strange document.
>[Write in] Further investigation.
>Go to Gen and Mitchell's apartment.
>[Write in] Something else.
>>
>>500535
>[Write in] Further investigation.
Sour the cultist hideout again for anything we missed. Go over the document again. then head back to the hide out and do some research.
>>
>>500873
Scour*
>>
>>500873
Lets sour the cultist hideout. Lets pee on the walls.
>>
>>500535
Pay off Sam's fine. "We got him into this mess. So we would like to show our appreciation for him helping us out." Leave 100 credits for him to help him when he gets out. Keep a bit as a finders fee.
>>
>>500910
Or we could wait for the few days hes out and not waste the credits we got fencing his stuff. I think he'd be more mad we spend HIS money from selling his property that belonged to him, to bail him out , when he just needs to wait a few days.
>>
>>500535
>[Write in] Further investigation.
Scour the cultist hideout again for anything we missed. Go over the document again. then head back to the hide out and do some research.

As for Sam let him wait a few days then give him back his money. Ask how long Sam will be in his cell.
>>
>>500964
qm said he will be out in about 3 days and that he has a 300 credit fine after he gets out for violating probation
>>
>>501011
Then we need to pay the fine, and give him the last 200 when he get out.
>>
>>501015
I'm on the skim off the top group. We did save his ass after all.
>>
>>501100
How did we save his ass? We made him come with us, and stay for the investigation. We could have tried to get Jeremiah to easy up and not follow protocol but we did not.

We also sold off all his stuff, under the guise of saving him from further trouble, but I doubt that's what would have really happened unless we see police at his place, tearing it up in order to find contraband.

In short, If it wasn't for Mitchell calling in a debt, Sam would have never had to risk his life, fight by our side, and get in trouble for his worries. I doubt the amount we take will even amount to what Sam originally owed Mitch.

In truth, I don't want to be making possible enemies while we are so weak.

But then again, given the high turnover rates for quests, containment board or not..... Ah well fuck it, lets screw him over then.
>>
>>501141
Nah let's not fuck him over. Look Sam debt was 200 credits and Mitchell used 90 credits to buy the acid bomb. Now with the 300 credits we pay off the fine and give him the 200 credits back to him. So it'll be breaking even with everything. Since the Police is maybe tearing up the place as we speak.
>>
>>501141
I was salty about that, it looked obvious it wouldn't go well for Sam. We shouldn't screw him over. Again.
>>
>>501152
>>501164
Well, how long is he going to be in prison for? Does he need to be bailed out or does he only have to wait a few days? If I had to wait a day or two, to save 300 creds, I would choose spending some time in jail.
>>
>>501187
3 days and he need to pay his fine of 300 credits. This is not to bail him out, it's a fine he has to pay.
>>
>>501191
I didnt get why whoever made that choice chose to fuck him over instead of saying play it cool
>>
>>501227
Your not making alot of sense to me. Can you clarify?

Three guys voted for us to go alone and get it over with, I did a write-in.

Either way

>>500535
>>500873
I'll change my vote to bail him out.
>>
>>501191
I see, thanks for clarifying.
>>
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>>500910

This got kinda confusing but it looks like the majority want to give all the cash we got from the sale to Sam. Let me know if this wasn't the case and I'll retcon.

>"Thanks for the info, Jerry," you say. "Listen, can I leave some credits to get Sam out when his jail time's up? We got him into this mess, so we'd like to show our appreciation for him helping us out."
>"Sure," he replies. "I'll sort that for you."

You hand over the 300 credit fine, along with a further 200 credits for when he gets out. Considering how much you put him through - on the threat of debt collection from Mitchell, no less - you figure it's the least you can do.

Credits: 115

>>500873

You thank Jeremiah for his help and bid him a fond farewell. You're still worried about the strange document you found, especially considering the cultist leader was one of the lead researchers for this mysterious experiment on 'Davidoff's Principle'. You decide to head back to the warehouse for one last check.

The city is getting darker now, the artificial sunlight waning with the time. As you turn towards the warehouse by the docks you slow, noticing unnatural shadows that lengthen where they shouldn't.

You peek around the corner. Two figures in suits the likes of which you've never seen before are entering the warehouse, state-of-the-art rifles slung from their shoulders. Before they disappear into the blackness you just make out three symbols on their shoulders:

I3A.

What's next?

>Follow the men into the warehouse.
>Wait for the men to come out, then trail them.
>Go back to Mitchell and Gen's apartment.
>[Write in] Something else.
>>
>>501290
>>Go back to Mitchell and Gen's apartment.
Let's not mess with fully armed and trained killers, we need more time to get stronger, before we can mess with the big boys.
>>
>>501306
This
>>
>>501306
Second
>>
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>>501306
>>501398
>>501464

You decide to leave the warehouse for now. Those I3A agents look too tough for you to handle, even with your new gear. You turn back the way you came and disappear into the fading darkness of the city streets.

After getting lost for a while, you eventually manage to find your way back to Gen and Mitchell's apartment. They buzz you through and you scramble past the mess of items that litter the floor, They appear to be in the middle of packing.

>"Going somewhere?" you call out.
>"Figured we might need a quick getaway," Mitchell says as he comes into the living room, a lit cigarette eternally dangling from his lips. "Who knows what you'll get up to by yourself."
>"Well, I sorted out getting Sam out of jail in a few days," you say, "so that's one less problem."

You consider the document that continues to weigh on your mind as much as your bag. Mitchell is still busying himself with some pieces of a broken radio.

What should you do?

>Show Gen, or Mitchell, or both of them the strange document.
>Ask Gen, or Mitchell, or both of them what their thoughts are on your next move.
>[Write in] Tell Gen and Mitchell where the three of you should go next.
>[Write in] Something else.
>>
>>501487
>>Show Gen, or Mitchell, or both of them the strange document.
Also what Jeremiah told us about the cult leader
>>
>>501487
>>Ask Gen, or Mitchell, or both of them what their thoughts are on your next move.
After they tell what they are going to do. Show them the document
>Show Gen, or Mitchell, or both of them the strange document.

I want to know there plan before hand. If they even have a plan
>>
>>501532
fair enough, I'll change to this
>>
>>501532
This
>>
>>501532

>"Looks like you're got a next step in mind," you say.
>Mitchell shrugs. "When you've been in this business as long as me, kid," he says, "you learn that there is no 'next step'. There's just the same two steps - pay to go someplace, get paid to kill someone - over and over again. Right now we're about to do that first step. Jupiter, Uranus, shit, even Pluto - there's always someone that wants someone else dead, and there's always credits to make."

He takes a long drag from his cigarette and puts the broken radio aside.

>"That said," he continues, "I'm damn interested about that thing in the sewer. I mean, those kids running around in the stupid red hats, fuck 'em - but their little pet, now, that was something else. I'd be willing to put the money making on hold for a little while just to find out what it was, where it came from - but I guess, what with the boys in blue having the place locked down, that's out of the question now."

You recall from your earlier conversation that Gen was of a similar mind. How much of your new information should you share?
>>
>>501582
"You don't have to go to the place, if someone already did."
Said this and see how they react.
"I may have a clue to what the red fucks may have been doing." Then said this and show them the folder. Maybe they want to work together and go to the station where the folder says.
>>
>>501598
This
>>
>>501598

>"You don't have to go to the place," you smile, "if someone already did."
>Mitchell looks up at you. "Used your time wisely, ey?" he grins. "Whatcha get?"
>"I may have a clue as to what those red-capped fuckers were up to."

You slide the document from your bag and hand it to Mitchell. He flicks through it intently, taking quick drags of the cigarette as he does so. His eternal frown could have been sculpted from marble. After a few minutes he snaps the files shut.

>"Might as well be Martian to me," he says. "Gen! Get in here!"

Gen emerges from her room, still drying her hair from what must have been a recent shower break.

>"What's up?" she says.

Mitchell hands her the document and she repeats the frowning process - only this time, the frown quickly turns to a look of shock, and then intense interest. She begins to flick through the pages faster and faster.

>"Fascinating..." she murmurs.
>"Will you stop already?" Mitchell growls. "Just give us the short version."

She keeps reading the last pages for a while longer, then closes the file and places it on the coffee table in the centre of the room. A silence hangs in the air as she gazes at it.

Eventually she turns to you.

>"Where'd you get this?" she says.
>"Over at the old warehouse we checked out," you say. "The cultist's main base."
>Gen bites her lip. "And who else knows about it? Did you tell Jeremiah?"
>"No. Nobody else knows."
>"Good - as of now, this doesn't exist and we don't know anything about it, got it?"
>"What's the deal?" Mitchell says, his voice rises.
>Gen looks over at the document again. "It should be impossible..." she mutters. "It should be impossible but it isn't. The math, the science...it looks sounds, in principle. In theory. Although how you would test it, how you would make a working prototype..."
>"For Christ's sake, woman!" Mitchell shouts. "Just tell us already!"
>"It's...it's a report on an experiment that happened eight months ago, on some station called Oort-X14. A bunch of scientists were trying to use Mycoplasma mycoides - they're like, really basic cells for cloning - to make...well, to make life forms."
>"Holy shit," you say.
>"That's not all," Gen says. "This kind of research has been going on for decades, centuries even, but nobody's really come close...but these guys aren't just trying to create life forms, they're trying to create life forms they can use as weapons. They want to militarise the creation of life - which means they've got big grants from big companies."
>"Fucking hell," Mitchell whistles. "So that thing back there - not an alien, but...?"
>Gen nods. "A big red gun," she says, "with lots of mouths."
>"Jeremiah told me the name of the cultist leader," you say. "It's the same as one of the scientists."
>"A rebel, then?" Mitchell says. "Makes this...thing, then runs off with it?"
>Gen shrugs. "Who knows? Either way, this shit is huge. If the public found out..."
>"Huh," you say, "no wonder I3A are getting involved."

(cont.)
>>
>>501714

The other two instantly freeze up.

>”Wha…what did you say?”
>”The I3A,” you say again uneasily, “they took over the crime scene, and they were down by the docks too.”
>”Oh, shit,” Mitchell groans, collapsing into the sofa. “Oh, shitty shit shit.”
>”Friends of yours?” you say.
>”Friends of no-one,” Gen says. “If the I3A are involved, heads will roll on this. Whatever we’re going to do next, whether we follow this thing or not, we should get of this station fast.”
>”Hear, hear,” Mitchell says. “Our ship’s all ready and waiting, let’s just –”

But he is interrupted by the sudden buzz of the intercom. Your heads swivel to the door.

>”Expecting guests?” you say in a low voice.
>”Never,” Mitchell growls.

What should you do?

>Answer the intercom.
>Try to exit the building using the elevator.
>Try to exit the building using the stairs.
>Try to exit the building by climbing down the outside.
>Set a trap in the room for whoever is coming.
>[Write in] Something else.
>>
>>501720
Here is a idea, maybe it's one of the cops? They must have question there place where there staying and came back to see about more questions. It could be someone other than the I3A.
But it's best to stay on the safe side.
>>
>>501720
>>[Write in] Something else.
Why climb down when we have a jet pack, can we carry someone with us? Can you answer that before we go though with this.
>>
>>501761
Ah ha, the trusty Jetpack.

You can carry 1 person but it uses double fuel. Basically the jetpack uses a fuel cell for every 10m you want to climb or fall. Your current jetpack therefore has a max range of 100m (about 330 ft.), about a third of the height of the Empire State Building.

Gen and Mitchell's apartment is about 80m from the ground. You could get down via jetpack, but not with anyone else.
>>
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>>501802
pic related. it's your jetpack.

I don't know who put 'UNSC' on it. Weird, right?
>>
>>501720
intercom that doesn't have image of the caller? What future is this!? Even my house has!
>>
>>501810
Weird we would we repaint after this.

>>501720
>Try to exit the building using the stairs.
>Jetpack time
Have Mitchell and Gen go down the stairs while we jetpack down, and maybe catch a look at the guy at the door. Also be sure to give Gen and Mitchell our Future Phone number.
>>
>>501837
My plan is to know who is at the door, and get info on who they are.
>>
>>501810
I have a question is the intercom at the door outside of the room? Or it's that apartment where you have to use the intercom to get into the building?
Also we had to be buzz through which means the latter, or they have a picture intercom.
>>
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>>501826
Don't disparage Gen and Mitchell's choice of aesthetic, man. Maybe they like old-fashioned intercoms.


>>501875
It's a voice-activated intercom connected to the front of the building.

Will wait just a little longer to see if there's any more replies, then we'll proceed with operation jetpack.
>>
>>501907
Can't we change our hair style later on? Maybe get a pompadour, since we are in space.
>>
>>501918

All is possible my friend. At the start of this adventure our body was a mere stick! Now we are so hench in our flight suit.

I hear there's a man in Riften who can...change your face...
>>
>>501928
Our face is alright for now, maybe we could have blue eyes with our blonde hair. Add more detail to ourself

I know about the future tech we can add to our body.
>>
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>>501939

Admittedly my drawfaggotry is truly abysmal.

>>501837

>"Take the stairs," you say as you strap your jetpack to your back.
>"Don't tell me you're going to do what I think you're going to do," Mitchell sighs.
>"Don't worry," you say. You pick up your laser rifle, prime the cartridge, and give the pair a wink. "Not my first rodeo."

The bounty hunters grab their own rifles and quickly pull the last of their gear together. The intercom buzzes a second time.

>"Time to go!" Gen says.

The two of them disappear out of the door as you open the large window that looks out over the city. The lights below glimmer like so many coins at the bottom of a well. Your gaze pans to the pavement eighty metres below, and you try not to think about your body hitting it.

You take a deep breath and grip the joystick that controls the jetpack. Even though this is your first time using a jetpack, you're fairly certain it works much the same way as a ship. You lean forward and dive into the night.

The first ten metres are the worst. Your stomach instantly churns, and for a second you think you're going to pass out - the adrenaline hits you, however, and you clutch the controls, letting out a burst of superheated flame that slow your descent almost instantly. You float for the briefest of moments, and then you fall again - clutch, float, and fall, clutch, float and fall, all the way down to the street. By the time your feet come to rest on the pavement, you think you're getting the hang of it.

Jetpack Fuel Cells: 2/10

You quickly pull out your laser rifle and hide by the side of the building. A jetpack is not exactly quiet, but it appears that the noise of the city masked your descent. You cautiously move up towards the main entrance to the apartment complex.

Pausing at the front gate, you peek around and clock the same two I3A agents you had seen at the docks. Did you accidentally leave behind some evidence that they tracked here? Did they perhaps get to your through Jeremiah or Sam? Right now the reason doesn't seem to matter much - what matters is the fact that they're here, and they're holding rather large guns. Now that you have a slightly better view of them, they appear more robot than human to you; every inch of their body is covered in some kind of armour, wiring, or other piece of metal. You can't help but shiver as you watch them buzz the intercom one more time - the final time, you assume, as they begin to check their weapons.

What should you do?

>Attack the agents. You have the element of surprise after all.
>Distract the agents. If Gen and Mitchell have to come through here they'll run straight into them.
>Go round the back and wait for Gen and Mitchell. They'll probably be fine without you.
>[Write in] Something else.
>>
>>501907
No window to peek out of?

>>501720
>Set a trap in the room for whoever is coming.
Then
>Answer the intercom.

We could pretend we aren't the guys in there, we answer and claim to be the janitor cleaning up the fugly sex mess that the previous assholes left behind.
>>
>>502011
>[Write in] Something else.
Use our Future Phone to call them two, Like I said in my post, and tell them two I3A agents are at the front door, they they have to go through the back way or one of the side ways. You two meet me in the ship garage and good luck.

After the call we go to the ship garage to see if it's safe.
>>
>>501802
>>502011
HOLY F***! It burns money faster than a horny sex-addict in a bordello with a 24/7 happy hour bar.

It would be more cost effective, and efficient to strap our ships engines to our back and fly, than to use that jetpack!

>>502011
I wasn't sure if we had any way to communicate with Gen or Mitch, but if we do, then do this! >>502031
>>502031
Supporting.
>>
>>502042
>Also be sure to give Gen and Mitchell our Future Phone number.
Well if you say my post I made sure we gave them contact info, and this is the future so people would have eye phones or brain phones.

Also in space it would be more useful, here it was gravity so it's using a lot of power to make us stop. But in space one thrust we keep going, and faster speed. That pack has more power that 10 meters per second. And that saying a lot.
>>
>>502051
Eff that! Lets just buy a rope/grappling gun, don a cape and a mask, and call ourselves the manbat!
>>
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>>502042
Although you did have police discount when you bought the ship fuel, but not the jetpack fuel! As mentioned right at the start of the quest, fuel cells will be cheaper the further away from Earth you get. Price fluctuates depending on if you're inside a space station or not, too.

>>502031

Sorry, I forgot to write this in. It does, of course, make sense you would have figured out a way to communicate.

You slap yourself for forgetting that you had previously given Gen your phone number. You slide your handheld personal device out from your bag and call Gen.

>"It's me," you say. "There's two I3A agents by the front door. They're entering now. Can you get by the side?"
>"Roger," Gen says. "We'll head out via the supplies depot. Meet us round back."

You holster your rifle and jog around the side of the building, almost running straight into Mitchell as you turn a corner.

>"Close one," you say.
>"You can say that again. Let's get to the hanger."

The three of you hurry over to the hanger, seeing neither sight nor sound of any agents. However, you worry that the untidy state of the apartment will make the agents even more suspicious, if they aren't already.

The hanger, too, is free from any police or agents. You can see the Silverbug is just where you left it, primed and ready to go. You realise with a pang of guilt that you haven't spoken with Zen in days - probably the longest stretch in years.

>"Our ship's just over there," Gen says. "You ready to blow this joint?"

What should you do?

>"Not yet. I know it's dangerous, but there's something I need to go back for."
>"Absolutely. Let's get off-station and then decide our next move."
>"Let's just wait in the hanger for a bit. If the I3A agents come by we might be able to learn something."
>[Write in] Something else.
>>
>>502076
>>"Absolutely. Let's get off-station and then decide our next move."
Can't we fill our jet pack at the station? If so, fill up our jet pack then get out of here following them two.
Too dangerous to stay here.
>>
>>502076
We cannot abandon our ship AI like that. If we leave, they'll probably impound our ship.

>"Not yet. I know it's dangerous, but there's something I need to go back for."
>>
>>502076
>"Absolutely. Let's get off-station and then decide our next move."
Can't think of a (good enough) reason to stay.
>>
>>502094
You could buy fuel cells from the fuel stop, which is just outside the hanger doors. You'd have to hang around to buy them, though, which could use up valuable time.

Wanna buy fuel cells or wanna leave?
>>
>>502101
Won't we be leaving in our ship?

Where are we jumping to anyways? we should decide beforehand so as to not make radio chatter that they can intercept.
>>
>>502101
>>502111
Our AI is in our ship

>>502108
Nah just take off, we got enough fuel to go to the next station.
>>
>>502101
Sorry if I wasn't clear, you'd be leaving on your own ship, not Gen and Mitchell's.
>>
>>502115
ah ok, carry on then
>>
>>502108
>>502115
Yup lets GTFO of doge!
>>
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>>502106
>>502113
>>502124

You slip into the cockpit of the Silverbug and begin flicking the safety switches. The checks clear, the lights turn green one by one, and the engine purrs to life. A blue screen flickers to life by your right knee.

>"Good evening, sir," Zen says.
>"Nice to see you again, Zen," you grin. "Time to put you through your paces."

You kick the brakes off and engage the takeoff thrusters, bringing her around and gliding smoothly out of the wide hanger doors and into the vastness of space. To your right you see a gorgeous modified A-class middleweight fighter, outfitted for two pilots who are currently waving at you. Your radio sparks awake.

>"You like her?" Gen says over the radio. "We call her 'Hawker'. Fastest middleweight in the galaxy."
>"Is that an S-class?" Mitchell's voice pipes up. "Don't see many of those any more...looks in good shape though. That new armour plating?"
>"Can we keep the chatter to a minimum?" you say. "Or did you forget the I3A seems to be after us?"
>"Good point," Gen says. "So, space cowboy - where next?"

----------------------------------------

Chaps, not only must I sleep, but I also think this is a good point to end Chapter 1 of our dear quest and for me to start a new thread up tomorrow. Should give me some time to archive everything and write up some cool stuff for the next chapter.

Rest assured, the tale of Martin the Martian is far from over. Tune in tomorrow evening for Chapter 2 - this adventure is just beginning.
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>>502139
Twitter if you want updates that way: https://twitter.com/MarloweTrueQM
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>>502139
I had lots of fun, see you next time.
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>>502145
On fire as always Inky. Nice use of the jetpack.
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>>502164
Thanks.
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New chapter >>502749
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>>502887
thanks



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