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"So, space cowboy," the voice crackles through the radio, "where next?"

The story so far (in under a minute!): http://pastebin.com/Qw5LFRSp

Last thread >>480662

You are Martin the Martian, gallivanting around the galaxy in your ship, the Silverbug, endlessly searching for a way to be less of a loser.

Your recent adventures on the Saturn Space Station have brought you much closer to that goal. You've defeated evil cults, blown apart hideous monsters, and even persuaded a cute bounty hunter to spend the night with you.

But that's all over now. After uncovering a document that hints at strange, even illegal experiments occurring in the Oort Cloud, the secretive government Interstellar Intelligence & Investigation Agency (I3A) seem to be after you. You've managed to escape the Saturn station without them finding you, but what should you do now?

Current Personnel Stats:

HP: 40/40
Primary Weapon: Laser Rifle (1d6)
Secondary Weapon: None
Jetpack Fuel: 2/10
Credits: 115

Current Ship Stats:

Armour: 30/30
Fuel Cells: 20/30
Hyperdrive Charge: 100%
Primary Weapon: Standard Single-Shot Laser Cannon
Secondary Weapon: None
Days of Rations Remaining: 6

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

"Martin?" Gen's voice comes through the radio again. "It won't be long before those I3A agents come after us here. We should use our hyperdrives to get out of here as soon as possible."

"But where are we gonna go?" Mitchell pipes up. "Are we really going to follow this rabbit hole? We could just leave it and go back to our normal bounty hunting lives."

"I for one won't be able to sleep properly until I find out exactly what's going on," Gen says. "I know we don't know exactly where this Oort-X14 station is, but if we get to the Oort Outlier Station, someone there might be able to give us some info."

"It's worth a shot, I suppose," Mitchell sighs. "What do you think, Martin? What should we do?"


>1. We need to follow this through. Let's go to the Oort Outlier Station and search for new leads.
>2. Secret agents and weird aliens? No thanks. Let's head further in-system towards Earth, looking for big money bounties.
>3. [Write In] Something else.
>>
>>502749
Let's go with door #1 please.
>>
>>502749
>>1. We need to follow this through. Let's go to the Oort Outlier Station and search for new leads.
>>
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>>502788
>>502789

Be able to use text formatting again is awesome.

"We need to follow this through," you say. "Let's go to the Oort Outlier Station and search for new leads."

"Roger," Mitchell says. Even through the radio you can hear the grit of his teeth as he chomps on yet another cigarette. "We'll send the co-ordinates through to you now."

Sure enough, a series of letters and numbers begin to run past a blue screen to your left. The voice of your shipboard AI, Zen, flickers through.

"New co-ordinates received," she say. "Would you like to commence hyperspace jump?"

You turn and take a final look at the Saturn station, floating around the wide rings of that massive orange planet. It looks so small from here, so unassuming - you could never have guessed at the teeming range of people that were destined to live and love and die on that station had you not seen them yourself. But eventually you turn away - Saturn has tested you, but you have been victorious. Now it's time to head to new frontiers and even greater dangers. Your fingers itch as you grip the controls.

"Zen," you say, "let's punch it.

LEDs above you begin to flicker and pulse as the hyperdrive warms up, beginning to spin faster and faster, drawing gravitational energy towards it at extraordinary rates. The Silverbug begins to rumble and shake, and as you glance over at the Gen and Mitchell's ship - the Hawker - you notice a similar process on-going.

Then, with a sudden popping sound, you're flung back into your seat as a stunning array of lights fly past you. Your stomach churns as you pass through hyperspace, folding the very notion of space upon itself.

Almost as soon as you disappeared from the Saturn station you appear roughly 1.3949112e+13 miles away from where you just were. After a few minutes of disorientation you swivel your ship around, looking for the Oort Outlier Station that you have (hopefully) arrived at.

(cont.)
>>
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>>502818

As you pan to the left an incredible sight comes into view. A giant asteroid, at least 200 miles across, is drifting amongst a litter of smaller comets and meteoroids. But this is no normal asteroid - huge glowing rings hover just above its surface, protecting the hangers inside them from the barrage of rocks and debris. Millions of lights can be seen flickering along the asteroid's surface, the homes of men and women insane enough (or dangerous enough) to make a life out here in the cold vastness of the Oort Cloud. There seems to be a lot of traffic here; you notice not just single-manned ships but larger trading vessels, cruisers, and even what looks like a heavyweight battleship entering the main hanger.

Your gawping is cut short by the arrival of the Hawker, which jumps out of hyperspace ahead of you.

"You alright?" Gen say. "That was some jump, all the way out here."

"I'm fine," you say. Admittedly, you feel a little sick, but you're not about to tell Gen that.

Mitchell lets out a low whistle. You can tell he's looking at the Outlier Station ahead. "She's more beautiful every time I visit," he says. "Unlike you, Gen."

The radio descends into a crackle of shouting and the sound of punching. You laugh and fire up your thrusters. The station only looks to be about a thousand kilometres away, so you should be able to get there on just a couple of fuel cells. But where should you head?

>1. Head for the main hanger. That's where all the biggest shops and bars will be.
>2. Head for the side hanger. It's not as well-populated, but we might want to keep a low profile.
>3. Head around the back of the asteroid. Maybe there's an even more discrete way in that you can't see from this angle.
>4. [Write In] Something else.
>>
>>502819
2
>>
>>502853
This
>>
>>502819
I thought you'd post on the first thread when this would start, just caught it in the catalog

>>502853
second
>>
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>>502868
Ah, my bad. Added.

>>502853

"Let's head to that side hanger," you say. "We might have given I3A the slip back at Saturn, but we can't be certain."

The bounty hunters agree, and you flick the auto-pilot over to Zen after locking in the target. As the Silverbug roars towards the asteroid, you get the chance to inspect the Hawker a little more closely. Gen and Mitchell's ship bears all the hallmarks of a bomber, with its double cockpit and wide wings, but it looks like the usually lacklustre laser weapons have been replaced with two multi-shot cannon on the wings and even a long ion cannon underneath. It's an impressive ship, and must have been bought during their days with the prosperous MERC company. You make a mental note to ask them about its history later.

"Coming up to the security check, Zen," you say. "Prepare for hotwire hack."

"Received," the AI says pleasantly. "Hacking in three...two...one..."

As you pass through the first ring of light it pulses, the uncountable sensors and wires scanning every inch of your ship. You hold your breath as Zen's hacking module runs the program through your screen, a waterfall of numbers and brackets. A few minutes pass and you haven't been blasted out of the sky, so you relax again - the hack was successful.

You glide into the hanger and land gently in an empty space. You check your fuel gauge - 18 cells left - and transfer Zen into your portable device. You'd left her on the ship at the Saturn station, but she might come in handy here.

New Item Obtained: Zen

New Ability Available: Hacking
Use Zen to open locked computers, doors, and even ships.


You lock your ship and wait around in the middle of the hanger. There are a wide assortment of ships here - mainly middleweight fighters like the Hawker or trading ships - but because this is the side hanger, there aren't many other people waiting around. Still, you keep you eyes peeled for any I3A agents.

It's not long before Gen and Mitchell join you.

"Made it," Gen sighs. "What should we do first?"

>1. Let's find somewhere to stay. It's the middle of the night, so most of the shops will be closed, and we need a base of operations anyway.
>2. Let's get investigating. At this time of night the bars will be full of men drunk enough to tell us anything. We shouldn't miss the opportunity.
>3. Let's head over to the marketplace. They'll all be shut, but we might be able to...acquisition some things, if you know what I mean.
>4. [Write In] Something else.
>>
>>502903
Why did we need the hacking to "park"?

>1
>>
>>502903
>1. Let's find somewhere to stay. It's the middle of the night, so most of the shops will be closed, and we need a base of operations anyway.
>>
>>502903
I'm here
>>1. Let's find somewhere to stay. It's the middle of the night, so most of the shops will be closed, and we need a base of operations anyway.
>>
>>502996
Im confused on the hacking too
>>
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>>502996
To avoid detection. Part of the text got lost in the copy over.

>>503008
>>503062

"Let's find somewhere to stay," you say. "It's the middle of the night, so most of the shops will be closed, and we need a base of operations anyway."

"Good point," Gen says. "Let's head to the Blue District - that's where we'll find an apartment with no questions asked."

You dutifully follow the bounty hunters out of the hanger and through a series of corridors. Flickering yellow bulbs light the way, making the lanes seem diffused with sulphur. Eventually you come out to a wide balcony and the roof shoots upwards, revealing a sprawling city interspersed with the protruding rocks of the inside of the asteroid.

You continue down to the city streets, tacking towards an area that grows soft with a mist of blue light. Eventually Gen comes to an apartment block she seems content with, and the three of you enter.

An elderly man in a hoodie is smoking a cigarette behind a counter. A few hushed words between him and Gen and you're being escorted up the rs to a new apartment. It's not much, but it'll do.

(cont.)
>>
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You dump your gear in your room and begin to get ready for bed, but then remember you left your rifle by the door as you came in. As you pass by the main room to get it you notice Mitchell has already fallen asleep of the sofa and is snoring loudly, the dying embers of a cigarette still hanging from his mouth.

You find your rifle, but as you are heading back to your room you catch a glimpse of Gen in the bathroom. Your eyes meet momentarily in the mirror, and her pupils seem full of expectation.

What do you do?

>Continue to your room.
>[Write In] Make the moves. (Roll 1d6+1)
>[Write In] Something else.
>>
Rolled 1 + 1 (1d6 + 1)

>>503401
So are we a thing baby? Since I'll willing to take the dip.
>>
>>503406
Well with that bad of a pickup line I deserve that 1.
>>
>>502903
1, the hunters know this place and probably have some spots they like, ask them.
>>
Rolled 2 + 1 (1d6 + 1)

>>503406
(Bloody hell, inky)
>>
>>503483
Well it's bloody irony I rolled the 6 last time and now I rolled a 1.
>>
>>503488
I tried to save us, but didn't do much better.
>>
Rolled 4 + 1 (1d6 + 1)

>>503401
Here goes nothing. Line is for OP to come up with
>>
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>>503406

I think it's only fair we take the 1 this time. I'd have averaged rolls between 2-5.

You pause at the doorway and give a little smile.

"So, are we a thing, baby?" you say.

Gen glances at you standing in the doorway. She seems to consider it for a moment, but then she laughs. "Not tonight, kiddo," she says. "Not tonight."

You return, dejected, to your bedroom. On the way you're sure you can see a grin in the side of Mitchell's mouth.

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

The next day finds you aching and bruised, the adrenaline of the past few days having worn off overnight. You lumber out of bed to find Mitchell in a tattered apron, already serving up a dish of old sausages he appears to have found in the fridge.

"So," Gen says as she tucks into her breakfast, "what shall we do first?"

>1. Let's head to the marketplace. There's bound to be some new weapons and items here that we could buy.
>2. Let's head to a bar and ask around about Oort-X14. Someone must know something.
>3. You guys are supposed to be the experts here. I'll follow your lead.
>4. [Write In] Something else.
>>
>>503697
>>1. Let's head to the marketplace. There's bound to be some new weapons and items here that we could buy.
I want to lay low about our info about what we know, we're going to need some more money before we try anything. Also see what the I3A do, if they followed us.
>>
>>503697
>>1. Let's head to the marketplace. There's bound to be some new weapons and items here that we could buy.
Followed by...
>>2. Let's head to a bar and ask around about Oort-X14. Someone must know something.
>>
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>>503707

"Let's head to the marketplace," you say. "There's sure to be good equipment in a place like this, and we're gonna need to upgrade if we have to fight off the I3A."

"That's a fact," Mitchell says, "although I hate that it's true."

"Settled, then," Gen says, sipping her coffee. If she's thinking about how much you embarrassed yourself last night, she doesn't show it.

You grab your things, and even manage to find a few old cloaks that someone must have left behind. Tall, dark, and totally badass, you descend into the station-city below.

It's busier now that morning has broken, and as you head towards the main hanger area where the marketplace is located, even more people begin to flock the streets. Hefty bounty hunters, lithe pickpockets, resplendent traders flanked by personal security - it appears the Oort Outlier Station attracts spacefarers of all stripes. There are not exactly shops here, simply a series of ragtag stalls all jostling for the attention of their customers. The air is full of haggling voices and the smell of gasoline. Handily, though, you can see all the items on offer at once:

Weapons Stall:

Attuned Laser Rifle (1d8): 120 credits
Ion Rifle (1d12, cooldown 1 turn): 210 credits
Grenade (1d12): 30 credits each
Plasma grenade (1d14): 50 credits each
Laser Pistol (1d2): 30 credits
Taser (non-lethal): 15 credits

Clothing Stall:

Camouflaged Cloak (+1 to stealth rolls): 75 credits
Light Refraction Module (+3 to stealth rolls): 400 credits
Piece of carbon fibre body armour (+1 to avoidance rolls per piece): 190 credits each, up to 3 pieces
Sighter Module (provides statistical information on targets you can see, such as health, armour, weapon damage, etc.): 40 credits

General Store:

Day of rations (1): 8 credits
Fuel cell (1): 2 credits
Hyperdrive charge (1%): 1 credit


"Anything catching your eye?" Mitchell says.
>>
>>503799
Forgot to mention

your current credits: 115

Hope you guys are still enjoying the quest. Sorry I missed some stuff out like the hacking, d'oh!
>>
>>503799
>Sighter Module (provides statistical information on targets you can see, such as health, armour, weapon damage, etc.): 40 credits
>Fuel cell (10): 20 credits
>Taser (non-lethal): 15 credits

Also look for any work, we're going to need so more credits if we want to track down this thing that I3A wants to keep hidden.
>>
>>503817
Also feel free to

>[Write In] I'm looking for something specific, like _______. Is it around here?
>>
>>503799
>[Write In] I'm looking for something specific, like _______. Is it around here?

Old guns, like the ones that don't use lasers but use bullets that shoot a bullet of lead at high speeds.

I'm trying to make it sound like a future guy is talking about guns that we have right now.
>>
>>503817
I second that list

>>503825
We'll return with more credits and then we can find the ship part stall
>>
>>503842
How about looking for old less high tech guns, it'll be useful, and I want to see what the marketplace has to offer.

>>503825
You can use real guns for this or general names of guns.
>>
>>503851
Ok, they can indeed be useful when all anyone is used to deal with is directed energy weapons, we can be unpredictable. Not sure if enough credits, but we can cut on fuel cells for that.
>>
Rolled 2 + 3 (1d6 + 3)

>>503871
We take away what the list we'll have 40 credits left, but we still need to try to lower the price so here is the roll. It's also good to see what are our choices in the future if we want old firearms.
>>
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>>503839

You walk up to the guy behind the weapons stall. "Hey," you say, "do you do any of those old weapons? You know, the ones that shoot...what are they called...mullets?"

"You mean bullets, mate," he says. "Don't do 'em myself, but if you head down by the Yellow District there's a place called Menial Goods. They can sort you."

You thank him and make your other purchases.

New Items Obtained:

Sighter Module: Use to determine the statistics of enemies.
Fuel Cells: 10
Secondary Weapon: Taser (non-lethal melee weapon)


Credits: 30

>>503798

"Nice sighter," Mitchell says. He points to his own. "This bad boy doesn't read stats like yours, but it can detect heartbeat fluctuations. I use it to tell if people are lying to me. I didn't tell you before, but I figure we're good enough friends now for you to know about it."

New Ability Available: Lie Detection
If you are friendly with Mitchell and he is with you, you can ask him to run a lie detector on someone.


"Right, let's do some investigating," you say.

Gen dutifully leads you to the Red District, where you have to dodge a number of unlucky patrons being forcefully ejected from various bars. Eventually you come to one that seems slightly less deadly, and you enter.

Inside, the crowd - almost exclusively huge, foreboding men - pay you absolutely no heed. Anyone drinking hard liquor at this time in the morning is probably not 100% aware of their surroundings.

Who should you talk to first?

>1. The barman.
>2. The individual drinkers at the bar.
>3. The private table in the corner.
>4. The group loitering against the far wall.
>5. Leave.
>6. [Write In] Something else.
>>
>>503884
Ah, sorry I missed this Inky. Your haggle successfully brings the price down slightly.

I've noticed the misprint in the previous post. Your actual current credits are: 55
>>
>>503904
>>1. The barman.
Ask the barman if there any jobs us three can do. Keep our info that we know something in the down lay.

>>503907
It's alright my man.
>>
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>>503914

You sidle up to the bar and nod to the barman, a middle aged gentlemen in a ragged suit.

[blue]"Three beers, please,"[/blue] you say.

[blue]"Coming right up,"[/blue] the barman sighs wearily.

[blue]"You seem a little tired,"[/blue] you say. [blue]"Something on your mind?"[/blue]

The barman laughs, [blue]"That's usually my line. But now that you mention it, yeah - apparently the 'interest' on the protection money for this bar is double what I thought it was, so now I owe the Stingarta a cool 600 credits. Where the hell am I gonna get that kind of money, hey? So looks like I'm gonna lose my bar and my life come tomorrow."[/blue]

Mitchell murmurs at your elbow, [blue]"The Stingarta are a nasty bunch. Like a gang, only more chaotic and more inclined to torture. There leader's this guy called Rekenik. Never seen him myself, but word is he's a real hardass."[/blue]

What should you tell the barman?

>1. Don't worry - we'll pay the protection money for you. [Cost: 600 credits.]
>2. Where do these Stingarta hole up? We'll take care of them for you.
>3. [Social Check] It's your unlucky day. We've from the Stingarta, and we're collecting early - pay up or you'll be sorry.
>4. [Write In] Something else.
>>
>>504174
Ah, crap. Switched computers and the formatting didn't work.

Oops.
>>
Rolled 5 + 1 (1d6 + 1)

>>504174
>>2. Where do these Stingarta hole up? We'll take care of them for you.
Also ask if they have any tips or other useful information about the Stingarta? Like where do they meet up, trade drugs, and who can we talk too in the Stingarta to get inside.
>>
>>504177
Weird because you have the same ID as in >>503904 which has formatting

>>504174
again, I'll roll with Inky >>504184
>>
>>504184

"Where do these Stingarta hole up?" you say. "We'll take care of them for you."

"Oh my God, you will?" the barman says. "Well, I...I managed to get 450 of the credits together...they're yours if you clear my debt!"

"Consider it done. Now, is there anything else you can tell us about these guys? Where do they meet, what do they trade?"

"Of course, anything to help you fend them off...they mainly meet over in the Dark District. Power was cut to that section of the city a few years ago, and now it's home to a number of criminal gangs. You'll need a flashlight to find your way around. They work out of an old bar, called the Black Horse, down Goodmier Street, but they'll often send representatives to other bars around the city to organise trade deals for drugs, prostitutes, weapons - you get the idea. I hear one of them works in a bar not far from here called the Meteor Crash. He might be able to tell you more, if you can get him to talk."

You nod. "Thanks," you say, downing your drink. "I assume these are on the house?"

"Er, of course...of course..."

You turn to Gen and Mitchell. What should you do now?

>1. Try to find the representative at the Meteor Crash.
>2. Ask around about the Stingarta some more.
>3. Go straight to the Dark District, there's no time to waste.
>4. [Write In] Something else.
>>
>>504203
Yeah, bizarre. It's working again now that I've switched to the other computer.

My housemate is loudly banging some girl he picked up and I'm here qsting. What is life.
>>
>>504221
>>1. Try to find the representative at the Meteor Crash.
Well you are English :^) I'm American so I can't really judge, since we're 60% white.
>>
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>>504240

"Let's go find this guy," you say.

"With pleasure," Mitchell says, flexing his fingers.

It doesn't take you long to find the large flashing neon meteor sign that signals the location of the bar. The clientele is a little different here - snazzy hipster types are interspersed with the usual soldiers-for-hire. You make your way to the bar, keeping an eye out for trouble.

"Morning," you nod to the barman. "I'm looking for the guy from Goodmier Street. Know where I can find him?"

The barman looks at you suspiciously but the street name seems to have peaked his interest. Eventually he gestures to a private table on the floor above, and you make your way up the stairs. You can feel your companions tensing behind you as you approach the table.

The man who you assume is the Stingarta representative looks like he just walked out of an old cowboy movie - dark glasses, a wide-rimmed hat, and even a waistcoat over his armoured flight suit to seal the look. He tilts his head as you come near.

"Hold up," he says. Two men beside him raise laser pistols by their sides and point them at you. "You've got ten seconds to tell me why I shouldn't have my boys here blow you away," he continues.

>1. "Because I could shoot your boys before they even knew their arses from their elbows."
>2. "Because I want to buy what you're selling."
>3. "Because the Stingarta don't want to make an enemy of me."
>4. "Because your boss is gonna want to hear what I have to say."
>5. [Write In] Something else.

Roll 1d6+1 with your suggestion. Will take an average of the rolls.
>>
>>504174
Introduce ourselves and offer our services to take care of the gang. Ask him how many other businesses are being extorted?

(Anyone have name suggestions for our merry band? )
>>
Rolled 5 + 1 (1d6 + 1)

>>504299
You write fast, and we only have 10 seconds to say that don't cut it.

>>504297
>5. [Write In] Something else.
"Because we're offering our services. Then we introduce ourselves."
>>
Rolled 1 + 1 (1d6 + 1)

>>504297
"Because I could shoot your boys before they even knew their arses from their elbows. Do you even know who your taking to?"

(Forgot to refresh before last post, oops)
>>
>>504325
(Your a hero inky. 30secs later and we would be eating my 1)
>>
>>504336
Nigga you flatter only yourself.
>Will take an average of the rolls.
Now we got a 4 average.
>>
Rolled 4 + 1 (1d6 + 1)

>>504297
>5. [Write In] Something else.
Shoot them dead.
>>
>>504369
They are not the people we are going to be killing it's the higher ups. But thanks for that good roll.
>>
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>>504299
>>504325

"Because we'd like to offer our services to the Stingarta," you say, "and because I could shoot your boys before they even knew their arses from their elbows."

There is a moment of shocked silence - you think even Gen and Mitchell are amazed at your boldness - but it's broken when the representative breaks out into laughter.

"Finally, someone with balls!" he says. "Come on, sit down, sit down...Yes, I suspect we probably could you people like you. Mercs, am I right? Of course I am. And just look at that jetpack, hoowee...As it happens, I have something just came up this morning. Ever heard of Erringer Co.? They're a small-fry electronics company will an office here on the Outlier. You're gonna disable its security system for me, and I'm gonna give you 400 credits."

>1. Forget it. That's totally illegal.
>2. Deal. You want it done a particular way?
>3. Fine, but forget the credits - instead, wipe the debt of the barman.
>4. I'm tired of this charade. [Attack]
>5. Why do you want me to do this? [Social Check, roll 1d6+1, will take average.]
>6. [Write In] Something else.
>>
Rolled 4 + 1 (1d6 + 1)

>>504414
>>5. Why do you want me to do this? [Social Check, roll 1d6+1, will take average.]
>>3. Fine, but forget the credits - instead, wipe the debt of the barman.
Let's go talk with the Company and see there side of the story, for now accept.
>>
>>504414
>2. Deal. You want it done a particular way?
or
>3. Fine, but forget the credits - instead, wipe the debt of the barman.
>>
Rolled 2 + 1 (1d6 + 1)

>>504436
Supporting.
>>
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>>504436
>>504461
>>504466

"Why do you want me to do this?"

The rep sighs. "It's not a good idea to ask questions in this business, kid," he says, "but I'll let you off the hook this time. Relax, we just gotta send some boys in to swipe some data, and I don't want them getting fried by lasers or anything. It's some capitalist competition shit, man, I don't know. We get paid to do all kinds of things. It's how you get by in the Oort Cloud."

"Fine, but forget the credits - there's a barman who owes you some money. I want his debt wiped as payment for the job."

"Yeah, I know the guy," the rep says, his eyes narrowing. "You talk a lot, but whatever - it's your job, so get paid how you like. Now scram."

The other two men place their hands on their pistols again, so you decide it's a good time to leave. Once you're downstairs you turn to Mitchell and Gen.

"Thoughts?"

"I've done the odd job for these guys before," Mitchell says. "They'll pay alright, and it doesn't sound like the job's too tough."

"Sure, but how do we know we're being told the whole story?" Gen says. "Besides, we shouldn't get too sidetracked - we're still on the run from I3A, and we're still supposed to be looking for coordinates to Oort-X14."

What should you do?

>1. Head to the Erringer Co. office and disable the security system.
>2. Find another way to clear the barman's debt.
>3. Ask around for leads on the location of Oort-X14.
>4. [Write In] Something else.
>>
>>504484
>>1. Head to the Erringer Co. office and disable the security system.
Well we need the cash before looking for leads, and I3A why would they look for us we do nothing.
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>>504496
Supporting.

(I'm terrified of rolling more today)
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>>504511
You couldn't roll since he takes the average, so it it's a high roll don't roll.
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>>504484
It would have been cheaper, and more cost beneficial to take the pay for the job, give the cred to the barman+ the amount he could pay, and pocket the rest for ourselves, we'd probably keep to the extra 150. But the amount he would pay us, he would keep to pay the debt.

>>504484
>1. Head to the Erringer Co. office and disable the security system.
I wana see our AI in action.
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>>504528
Nah Barman owns 600 credits, and has 450 credits to give us if we clear his debt. The guys were willing to give us 400 credits so we got 50 more credits.
Also we can talk with the company and see of we can get more credits.
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>>504528
Kek you're right, I didn't think of that. VETO THAT SHIT!

>>504516

I think a fair system is to always take an average of die rolls, but they're overridden by a 1 (instant fail) or 6 (instant success). What do you think? To be honest I'm still honing my QM skills.

>>504496
>>504511

"Let's do this job quick," you say. "We need cash before we can follow leads properly."

Gen accepts your logic and the three of you exit the Meteor Crash, collecting some directions from the barman on your way out. The offices of Erringer Co. aren't far - it's a relatively small building, nestled amongst a set of larger office blocks. From the street you can only see the main entrance (a set of glass double doors with a reception desk further inside) and a darkened alleyway to the right hand side.

How should you proceed?

>1. Enter through the main door. You might as well scout out the initial set up.
>2. Have a look down the alley. A frontal infiltration is stupid.
>3. Even though you'll be more suspicious alone, it makes sense to split the party up and attempt different ways [Specify].
>4. [Write In] Something else.
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>>504575
>>1. Enter through the main door. You might as well scout out the initial set up.
I want to make our AI our Waifu see if we can get Zen a body.
>>
Rolled 4 + 1 (1d6 + 1)

>>504575
3. Split up

Martin goes in to subtly learn the layout, bullshit about learning what electronics they offer. Meanwhile the hunters case the outside of the building for entrances, power/data lines, etc.

Martin bluff roll.
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>>504575
>2. Have a look down the alley. A frontal infiltration is stupid.


Averaging disencourages others to roll after someone rolls well. Or at least it should. If someone rolls >=4, if you too roll you have 50% chance of diluting their roll
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>>504610
It's not a bluff roll if it's the truth about learning what electronics they offer, like AI waifu shit, I want to see how how QM write it.
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>>504575
>4. [Write In] Something else.
Search up the place on the net, and figure out what they do, maybe we can approach as a customer or a guy looking for some custom work done.

See if we can upload our AI to do most of the work. Shes MVP on this mission.
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>>504575
I generally frown on allowing crits for smaller dice. I prefer them to occur at double digit dice rolls (d10 or more) the main problem and argument for having crits with low dice, is that their statistical probability is greater than higher dice. So while we have a 1 in six chance or %16+ chance of rolling a crit every time, high or low.

An idea I've been kicking around is, using a d20 dice that lets you level up certain stats up to +5 and when you reach the +5 cap, you pick a boon for eliminating crits or increasing the cap to +10 on a d20
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>>504610
Going to go with this as it encompasses the other options too.

"Check down that alleyway," you say. "Look out for entrances, powerlines...that kind of thing."

Mitchell and Gen nod and then disappear into the darkness. You take a deep breath and adjust the laser rifle strapped to your back, trying to look at un-threatening as possible.

The receptionist inside wears a tired smile. You quickly scan the small lobby, noting the elevator down a little corridor to the right - conveniently out of the receptionist's line of sight - as well as the camera that covers it. Apart from that, security here seems a little lax. There's no computer panels for you to plug Zen in down here, but there probably will be inside the building proper. Perhaps it's further in that the 'deadly lasers' become a factor.

"Can I help you?" the receptionist says.

You clear your throat. "Ahem, yes. I'm just visiting the station for a while, and I'm in the market for some speciality electronics. I'm particularly interested in a body for my AI system. I was given your company's name."

"Oh, lovely!" she replies, surprisingly enthusiastic. "If you'd like to take the elevator there to the second floor, I can send a representative to meet you?"

>1. "Sure, that would be great." You can probably get away from this rep and scout further into the building.
>2. "Ah, I'm actually in a bit of a rush. I'll come back later." You should probably meet up with Gen and Mitchell and see what they've found, although it would raise suspicion for you to return to the receptionist too quickly afterwards.
>3. "Tell me, what are on the other floors?" (Social Check, 1d6+1, let's just take the first roll on this.)
>4. [Write In] Something else.
>>
>>504695
Indeed, as a usual D&D player I've found the switch to d6 a bit limiting. Might start using some higher die as we level up.
>>
Rolled 6 + 1 (1d6 + 1)

>>504699
>3. "Tell me, what are on the other floors?" (Social Check, 1d6+1, let's just take the first roll on this.)
It's just a question
>1. "Sure, that would be great." You can probably get away from this rep and scout further into the building.
>>
Also guys we have a phone that we can use to talk to Gen and Mitchell
>>
Rolled 5 + 1 (1d6 + 1)

>>504699
>4. [Write In] Something else. Modified #3
So what other services do you offer throughout the building? Is most of your work down locally or contracted out?
What warranties do you/can you offer for your products?
Ask if you also have anything related to improved ship computer hardware and software.
>>
>>504635
(I assumed it was one of those sell-in-bulk companies that deal with companies instead of individuals, my bad.)

>>504733
Supporting.
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>>504704
I like the idea of maybe upping the dice based on our equipment, with modifiers based on our level.

Like a pistol rolling a d6 can only do so much even with a perfect crit+6, against a light tank or something. So we switch to anti-tank grenades that can do up to d20 rolls/damage then add our bonus level modifiers on top of that.

And to scale up, lets say ship based weapons do d50 -d100 rolls or something.
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>>504733

"Tell me, what are on the other floors?"

The receptionist smiles. "Well, we have robotics on the 2nd floor - that's where you'll want to be going - but also navigation systems on 3rd, security systems on 4th, shipboard hardware on 5th and our admin offices on the 6th floor. And," here she leans in close to you, "I probably shouldn't tell you, but I hear we've started a military department in the basement."

"Good to know," you say. This receptionist seems bored out of her mind here - no wonder she's babbling to your handsome face. "So, is most of your work local? Do you have warranties and such?"

"Oh, sure, we've got offices all the way back to Jupiter. The office here is being priced out a little, but I'm sure with your custom we'll be just fine! So, of course, we'd be happy to extend our usual one year guarantee on any robotic body you purchased today." There's that sickening smile again.

You decide it's time to get things moving. You figure you can get in touch with Gen and Mitchell via your handheld device after you escape this rep.

"I'll meet that representative now, if that's alright," you say.

"Go right on up!"

You enter the elevator. Which button do you press?

>Ground.
>1.
>2.
>3.
>4.
>5.
>6.
>Search for a way to the basement.
>[Write In] Something else.
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>>504795
>2
I don't want to steal off this guys, it's illegal and it's a mob crime gang asking us to do it, so more crime will happen with the military grade things.
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>>504795
Also I see your using European style of naming floors. Your 2nd floor is our 3rd floor. and we don't count our 1st level as ground floor. :^)
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>>504795
>[Write In] Something else.
Find a high ranking guy to cut a deal with, ask for discount or a free AI body for info on the imminent attack from the gang. One last thing we ask is for them to make it seem like our efforts to sabotage their security systems worked, and it was other security measures that saved the day or something.
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>>504811

Idea.
Let's make a deal with the company manager here? Warn them about the robbery and offer to help them capture the people responsible for a small fee. Have them pretend the security is shut down, go report success. Set up an ambush against the thieves when they break in.
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>>504870
I will agree this, since we get the people and we get the credits.
>>504795
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>>504870
The main thing was for the crime boss to not have his crew get fried by laser defense systems soo...
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>>504839
>>504870

You push the button for the 2nd floor. It brings you out into what probably used to be a stylish and resplendent waiting room, but now it looks merely tacky. However, you do notice a larger number of cameras here, and even a few small black holes in the walls, which you assume are either motion sensors or the 'deadly lasers' you were warned about.

A middle aged man in an ill-fitting grey suit appears from around the corner and goes to shake your hand.

"Welcome, welcome to Erringer," he says, all smiles and nods. "Stacey tells me you're in the market for an AI body? Rest assured, we'll have just the thing you need."

You hold up your hand to pause him. "We don't have much time," you say. "That is not my real purpose in coming here. I've come to warn you that a group of thieves from the Stingarta are coming to steal some data from you. I assume it will be related to your new military division downstairs."

The rep stares at you, aghast. "What the - how could you know - this is most irregular..."

"Listen, if I'm wrong, all you have to do is kick me out, right?

The man looks at your face, attempting to discern if you're being serious. Apparently he finds his answer as he looks down and sighs, rubbing his temple.

"Shit. I should have known something like this would happen." He looks up at you. "I don't know who you are, but if you help us keep these thieves away, we'd be in your debt. We would certainly be willing to let you take some of our stock as a reward."

What should you do?

>1. Agree to fend off the thieves and call Gen and Mitchell inside.
>2. Say you'll hold off the thieves, but really go and turn of the security system. The probably don't want to make enemies with the Stingarta. [Lie: Social Check, 1d6+1]
>3. Leave the thieves and the office workers to sort it out themselves.
>4. [Write In] Something else.
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>>504948
>1. Agree to fend off the thieves and call Gen and Mitchell inside.
>>
>>504948
Call hunters inside.

I want to help you, but not just you. I'm martin the martian and I aim to remove the gang from this station completely. After I help you stop this theft, would you be willing to support me with your best cutting edge tech? My crew is small and having support of a great business like yourself would make it easier. Just think of the PR you could put out for your company.
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>>504948
>4. [Write In] Something else.
Got any full bodied suits to disguise our identities? Maybe a full bodies sexy female combat form for our AI
Also we need you to turn off the lasers, and the first level of alarms since that was part of the deal in exchange for our friends safety.
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>>504977
Lets not do that just yet until we can benefit more from removing that gang. All we will achieve by being so forceful and direct is create a power vacuum, and alot of gang and turf wars for the stations residents.
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>>504954

"Get your workers somewhere safe," you say, pulling out your personal device. "We've got this covered."

"We...?"

"Gen, Mitchell, you there?" you say over the radio.

"We read you. Found a side entrance here. We're going to infiltrate now."

"Change of plans. Take the elevator to the second floor - I'll explain when you get here. Don't worry, you won't get stopped."

While you wait for your companions the rep, whose you discover is called Menley, gives you a little more detail on the building. Apparently the elevator will go to the basement if you press the 2, 4 and 6 buttons simultaneously. You assume the Stingarta thieves will already know this, and Menley says there's no way to change the combination at such short notice.

In the first room of the basement there is an iris ready, set to activate on the eyes of anyone in the military research team, which includes Menley himself. An incorrect reading will shut down the elevator - attempts to force open the door will activate a 3 second purge of fine lasers throughout the room.

The elevator pings and Gen and Mitchell join you, their confusion written across their faces. You quickly explain the situation.

"Go against the Stingarta?" Mitchell says. "I don't like it, but I suppose we don't have a choice."

"If we're quick, the rest of the gang might not even find out we killed them," Gen says. "We'd have failed them, sure, but I'll bet Marty here could use that silver tongue of his to set things straight."

Both you and Mitchell raise an eyebrow at this somewhat sexual remark, but you let it pass without comment. You turn your attention to what you should do to prepare for the thieves, given the limited time.

Pick two:

>Shut off security system, or parts of it. You can deal with the thieves yourself once they're in the basement.
>Search the offices for some better weapons you can borrow.
>Search the offices for a combat unit for Zen.

Then:

>Where should you prepare? Set up your hiding spot: in the lobby, in the elevator, in the basement, or somewhere else.
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>>505059
Fuck, so many typos.

>"who you discover is called"
>"iris reader"
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>>505059
>>>Search the offices for some better weapons you can borrow.
>>Search the offices for a combat unit for Zen.


Then:
Well Gen and Mitchell have find a way to get inside the building so not the lobby but let's set a trap in the basement.

Or we could watch from the outside and see if they come to the building
>>
Whaaaat? I thought we would do a mixture of these
>>504977
>>504990
I guess we were limited on time. Would have been nice to know that sooner.

>>505059
>Search the offices for some better weapons you can borrow.
split up Mitch and Gen to find better stuff, non-lethal maybe. And stuff to hide or cover our identities, while we go and look for a body for Zen.
>Search the offices for a combat unit for Zen.

Elevator is a excellent choke point. Make sure to lock the doors open and engage the emergence brake system so they get trapped.

Toss in a flash-bang and the they will be knocked out in a confined area by the concussive force.
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>>505141
Also this anon plan.
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>>505059
It only took 3 days for this to devolve into waifu degeneracy. I think we should see if the laseres can be activated manually. and have the guy do it based on our recon. But shut down all other securities.
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>>505141
Can't make things too easy for ya ;)

You turn to Menley. "Anything here we can use?" you say. "A combat bot, weapons, armour...you must have something here."

Menley nods furiously. "Yes, we have a working prototype for an AI body just over here. And as for weapons, well, they're in the basement. Take what you need - the shelf on the left is what's working so far."

You nod. "Take my friends here down to the basement. I'll sort out the combat bot."

You head further in, past the office cubicles to a workshop of sorts in which a variety of broken robot limbs litter the floor. In the corner is a humanoid combat bot, sporting a sleek armoured body clearly designed to reflect the female form. From the outside it doesn't appear to have much in the way of weaponry, but you suppose you won't know until you plug Zen in.

You pull the portable AI device from your pocket and slide it into the slot at the back of the robot's neck.

"Initialising," Zen's fluid voice comes through from the robot's speakers. "Running diagnostics...calibrating weight corrections...diffusing particle cells...set-up complete. Good morning, sir."

"Good morning, Zen." Even with the thieves closing in, you can't help but crack a smile at this new development. "State your current statistics."

"Constitution of chassis: 15/15
Available programs: Hacking
Primary Weapon: Plasma Shot (2d6)
Secondary Weapon: Taser (non-lethal melee)

Warning: It appears some programs are under lockdown. I will attempt to unlock, but this may take some time."


"That's fine. What you've got will do for now."

At that moment, Gen and Mitchell arrive back. Menley is nowhere to be seen - presumably he fled with the other office workers. Your companions have made a nice haul from their trip to the basement.

New Weapons Obtained by Gen, Mitchell and Martin:
Experimental Plasma Rifles (1d8)
Plasma grenade (1d14) - 1 each
Blinding mine (non-lethal) - 1 each


"Holy shit," Mitchell says. "Is that your AI in there?"

"Affirmative," Zen says pleasantly, raising a robotic hand. "It is my pleasure to make your acquaintance."

"Yeah, yeah - just don't go haywire and kill us all, alright?"

"Come on," you cut in. "Let's set up by the elevator."

You enter the elevator with your new weapons and take a look around. A hatch leads to the top, although it looks like you'll only fit two people up there. What should you do?

>[Write In] Send two party members to the top of the elevator and two somewhere else.
>[Write In] Set up somewhere else entirely.
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>>505285
Have Gen and Mitchell set up there, they can chuck a grenade down when they go inside the elevator.

Have Zen look like a display robot at the basement so if they come that way she can blast them and we'll be in the basement with Zen hiding and set a trap.

Anyone got a better.
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>>505313
Typo anyone got a better plan.
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>>505285
If the dude can trip the lasers no one gets hurt. Or even comes close to combat.
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>>505285
Also be sure to take down the security since I think they don't come until it's down, since I think they have a item or something to find out if the security system is up and running.
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>>505313
Would you want Gen and Mitch to drop the grenade as soon as the thieves were in the elevator, or after it had reached the basement?

>>505343
Unfortunately due to time pressure there's no longer time to tamper with the security system. Also Menley's left now, and he was the only way you could have done it quickly.

However, the thieves don't have this item you speak of. They're banking on you having taken the system down, so they're going to come regardless.

>>505323

The thieves would have to attempt to break open the door, which they might not do, but this is a legit strategy. I'll wait a little longer to see if there's any more replies.
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>>505370
Well give Mitch the jet pack, and drop the grenade when the elevator doors close and there between a level, have them drop the grenade close the hatch and Mitch grab Gen and jet pack up to the level when the elevator was and get in the level.

I'll draw it.
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>>505343
Ooh, have the "AI activate" and then sound the alarm. Security comes in (lasers still disabled), and we mop them up. If we show our faces.... well then...

>>505370
After basement. Maybe have Zen shoot the grenade at them and explode as soon as the doors open since, "AI reaction time" or something.
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>>505370
I tried to explain it as much as I could and made a painting so that's the plan, have Martin and Zen on the basement ready to blast them if the grenade didn't work at have Zen and Martin throw a grenade as the doors open.

>>505418
You like the plan where Gen and Mitch drop a grenade it will trap them in elevator and kill them and we're mop the remains if they reach the basement.
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>>505413
The thing is, unless we are going to kill them all, we need to put on a small show for them.

Second, they told us they wanted to raid data, and not the equipment in the basement, so we can later argue that we disable most of the security leading up to 3rd and 6th floor, for security and admin systems, and they went into the basement, which had different security system.
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>>505430
Well the thing about my plan it works if they go up or down. As long as there in the elevator we'll kill them all. And no putting shows for them since that will get us killed, I just want it clean and effected.
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>>505413
>>505418

You have a sudden brainwave and unstrap your jetpack, passing it to Mitchell.

"Once the elevator reaches the basement," you say, "drop your grenades and jetpack up to the ground floor. Zen and I will mop up anything that's left."

"You sure about that? Sounds risky," Mitchell says.

"On the contrary," Zen says, "I estimate this course of action will yield a 78% chance of success."

Mitchell rolls his eyes but grudgingly accepts the jetpack and straps it on. He clambers through the hatch to the top of the elevator and then pulls Gen up with him.

You push the 2, 4 and 6 buttons on the elevator. After a second it begins to rumble, as though some great cogs were moving somewhere under your feet, and then it begins to move down. At pings, and the doors open to reveal a small room furnished only with a few wooden crates. There is a large metal door at the far end of the room, and what you assume to be the iris reader to its left.

"Zen, can you access the mainframe from there?"

"Attempting hack."

Zen places her hand on the computer and begins to pulse with a soft blue light.

"Security systems active," she says. "Available programs: lockdown doors; laser purge; contact local police forces."

"Good to know," you say.

At the other end of the room the elevator doors close and it rises back again. You wait with Zen in the centre of the room.

How should you prepare?

>1. Take cover behind the crates.
>2. Stand by the entrance to the elevator.
>3. Prepare Zen to access one of the security programs.
>4. Set up your blinding mine.
>5. [Write In] Something else.
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>>505463
Prepare zen to Laser purge. Leave her somewhere inconspicuous and hide. Set up blinding mine and radio Mitchell and Gen about the possible change of plans. If the lasers dont get the we could go with the og plan?
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>>505463
>>3. Prepare Zen to access one of the security programs.
>4. Set up your blinding mine.
Have Zen to ready with the Security program, while we set up a blinding mine and take cover behind a crate.

Also be sure to have Zen look at the cameras to see if they go up or down, or wherever they'll coming from.
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>>505479
Have zen show the layout of the laser purge and make sure we dont get melted.
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>>505479
Well if the Laser purge doesn't work they'll drop a grenade from the elevator shaft

>>505463
Also QM there going to drop the grenades before the elevator reaches the basement or wherever floor the gang is going, that why they'll be trapped.
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>>505496
If they take the elevator in. They must take the elevator out. Right?
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>>505509
save us some money, and if you drop a grenade in an elevator i think it would definitely upset the owners of the business and destroy it.
>>
This is getting a bit confusing.
>1. Take cover behind the crates.
>4. Set up your blinding mine.
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>>505491

"Zen, check that laser purge program," you say. "Is there anywhere I can stand to avoid it?"

Zen pulses blue for a moment. "Negative," she responds. "The laser intersect at every point over the 3 second duration."

"Damn. Well, can you access the security cameras and watch for intruders?"

"Certainly. Three men are entering through the main door now."

Looks like they're here. You quickly set up your blinding mine by the entrance to the elevator. You have a fleeting moment of doubt: should you change plans at the last second?

>1. Continue with the plan. Gen and Mitchell will drop their grenades, then you and Zen will attack the thieves when they are blinded by your mine.
>2. [Write In] Adapt the plan.
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>>505509
What?
Look they be in the elevator shaft Gen and Mitch. Inside the elevator is a enclose space. The door is close, they open the hatch drop the grenades, the kill the bad guys. While they go up with the jet pack and reach safely.

>>505514
Destroying a elevator is less costly, then them stealing the data.

>>505517
Not really.

>>505523
>1. Continue with the plan. Gen and Mitchell will drop their grenades, then you and Zen will attack the thieves when they are blinded by your mine.
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>>505514
I thought it was a non-lethal grenade?
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>>505524
If you blow up the elevator how does martin get out? Is there a such thing as a non lethat explosion in an enclosed space that shoots shrapnel all over the place?
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>>505533
Well we can't change the plan now or we're fucked. Also it will work, and has little risk.
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>>505524
Our jetpack has only 2 fuel cells, and since Mitch will probably want to carry Gen, they will use up both while only traveling 10 meters?
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>>505537
Martin will get out don't worry about that, we just go through the hatch of the elevator, just trust my plan it will work.
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>>505537
https://en.wikipedia.org/wiki/Stun_grenade
We might kill them anyways since they are in a enclosed space. Best to wait till the elevator doors start opening.
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>>505541
>>505549
The jet pack is refueled with 10 fuel cells, I made sure we brought them in the marketplace so we have a full tank. We can make the trip up and down the elevator shaft at least two times
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>>505549
We can't wait until the doors start opening since they can get out and rush us, it's best to do it midway so there trapped.
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>>505550
That's true, you did buy fuel cells.

>>505533
The plasma grenade is lethal (1d14). Reeeeaal lethal. It's the blinding mine you also got which is non-lethal.
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>>505557
Good luck grenade droppers. Bombs away marlowe
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>>505557
Although they aren't aware of your presence, so would have no need to rush out. Either way, blowing up an elevator is bound to cause it to crash down to the lowest floor it can reach (i.e. the basement). It will end up down there no matter where you detonate the grenades.
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>>505550
>The jet pack is refueled
Good enough for me then.

Whatever just drop the grenade when the doors start opening on the level they are getting out of, then set off the blinding mine and hit them.

>>505557
Elevator doors tend to open slowly, and a grenade, unless its like an advanced one that can be programed or something, will take a few seconds to go off.

Do you mean mid way.......>>505564
>>505564
>>505564
Well then say goodby to the elevator.

I think the costs of repairing the elevator will negate our rewards with the company.
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>>505566
It's going to work don't worry.

>>505572
Use the grenades, and make sure Gen and Mitch Jet pack out of there. Well the thing about dropping the grenades when the door open is maybe one of them will see it and rush out the doors into us.

But just do it when the elevator stop moving or when it slow down, as the elevator first stop then open it's doors.
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>>505557
How about this, if they go up and not to the basement, we drop the grenade on them.
If they head to the basement we let the mine do the work and have Mitch and Gen drop in after Zen charges them and take them alive.
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>>505586
Then again..... if they go up, Gen and Mitch might not have space or room to jetpack away......
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>>505588

Majority seems to be leaning towards not using the grenades. Is this an acceptable compromise? You can always use the grenades once they are in the room.
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>>505588
No, we stop the grenade if they head up or down. We can't risk it, since they could be paking some real heat, and I don't want anyone to get harmed by not going though with the plan.
And it's too late to change the plan.

>>505595
M8 the elevator is at the ground floor

>>505597
Use the grenades. In the elevator
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>>505597
We have footage of them i think we could assess how armed they are. But im ok with dropping the nade.
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>>505595
Gen and Mitch will have time to jet pack since the building was 6 floors. so they have enough space to jet pack and we can't change the plan or it'll mess everything up.

>>505597
If we use it in the room they can avoid that shit.

>>505610
Come on just go with the nade, it will work. We could drop it midway or if you want when the doors start to open to maximum effect.
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>>505618
Fk this, just use it then. I reserve the right to blame you for the damages, and the credits come out of Inky's pocket.
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>>505633
Sure man, if it work out great thank me.
>>
>>505633
kek

>>505566
Check 'em.

The doubt is fleeting, and soon passes. You're confident the plan will work. You prime your new plasma rifle and take cover behind one of the crates.

The thin screen above the entrance to the elevator lights up with the letter G. The thieves must have entered it. You can hear the low rumble of the gears and pulleys working as it descends. The light flicks to a B and there is a familiar ping. Just as the doors are about to open, a deafening explosion and a strange green light erupt from the thin split between the elevator doors.

Roll 2d14 for grenade damage.
>>
Rolled 11, 7 = 18 (2d14)

>>505641
>>
>>505633
A plasma mess is all thats left of them
>>
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>>505645
>>505658

You peek out from your crate. It appears the grenades actually melted through the doors, and the elevator has fallen to the ground - inside, however, you see all three thieves are very much alive and are now scrambling out, clutching their plasma burn wounds. As soon as they do, however, they are struck by another problem - namely, the blinding mine you set up. They cry out as the mine erupts in a flash of bright light, and they grasp at their eyes. Now's your chance! You lean out from the crate and take aim.

As soon as you pull your rifle up your sighter module flickers to life and scans the thieves instantaneously, providing the following information:

HP: 7/25
Abilities: Quick Reflexes, +1 to Avoidance rolls {Currently nullified by the blinding mine}
Primary Weapon: Focused Laser Submachine Gun (3d4)
Secondary Weapon: Combat Knife (1d6 melee)


Roll 1d6 for each combat manouver a character does. Both you and Zen can Attack once and Avoid once, or use one of your two actions to do something else.

The thieves don't get an Avoid roll this turn because they are blinded, so their defence is 1.
>>
Rolled 4, 5 = 9 (2d6)

>>505684
>Full on attack
For Martin
Have Martin attack two times and Zen attack two times as well. They blinded and now is our change to laid it on them since we can't miss.
>>
Rolled 5 (1d6)

>>505684
Have zen shoot them, we can go with the old "experimental war droid went apeshit and killed everybody".
>>
>>505684
Im pretty sure we can only attack and defend and only mitchell can attack twice. But if we can im down to attack twice due to the circumstances
>>
>>505703
>>505702
>>505633
Zen still need to be rolled one more time, also my planned worked and almost killed the OP thieves
>>
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Rolled 1, 5, 1 = 7 (3d6)

>>505703
This is correct, so I'll just take
>>505694 as Attack and Avoid for you and
>>505702 as Attack for Zen.

You hit! Unsurprisingly. Roll 1d8 for damage from you and 2d6 for damage from Zen.

Rolling to see if thieves recover from blindness this turn.
>>
Rolled 4 (1d8)

>>505716
Only 1 recovered aim for that one
>>
Rolled 4, 6 = 10 (2d6)

>>505716
>>
>>505716
Hilarious

Two thieves are still totally disorientated by your blinding mine, but the middle one is able to shake the effect away. He spots the two of you and takes a shot at you before diving behind some crates.

Rolling for his Attack and Avoid.
>>
Rolled 1, 4 = 5 (2d6)

>>505725
Shit, forgot roll.
>>
>>505730
Well we avoided that shit, and we could hit him with both Zen and Martin attack rolls. But just use our attack the most cost effected way we can.
>>
>>505730
The middle thief misses hit shot completely - clearly he is still affected by the mine - and yours and Zen's shots hit him square in the chest, sending him crumpling into a heap.

1/3 thieves defeated.

The other two thieves are still disorientated this round. Roll 2d6 for you and 2d6 for Zen (Attack and Avoid).
>>
Rolled 2, 3 = 5 (2d6)

>>505743
Martin
>>
Rolled 1, 4 = 5 (2d6)

>>505743
Zen
>>
Just got caught up and enjoying this quest.
>>
>>505749
>>505755
That went well.
>>
>>505759
Well the others are still under effect of the mine, but if we didn't use the grenades we'll be in trouble.
>>
Rolled 4, 4 = 8 (2d6)

>>505749
>>505755

You hit (although it's close), but Zen's targeting matrix must still be calibrating because she only grazes her target (half damage this round).

Roll 1d8 for you and 1d6 for Zen.

Rolling for thieves curing themselves.
>>
>>505712
I never argued for the plans failure or success of dropping a grenade into an enclosed space, but for the damage to the elevator, and for the ability to take them alive or not.

Damaged elevator=cost that may affect our reward.

Dead or alive minions=relations with the crime boss. Keep in mind we are kinda doing this side quest in order to help a bartender. Not turn him into a target for retribution from a gang we pissed off, since the local crime boss knows we want the debt wiped from that bartenders tab.
>>
Rolled 2 (1d8)

>>505768


>>505770
It's alright.
>>
Rolled 1, 2 = 3 (2d6)

>>505743
So, 4d6 or 2 separate posts of 2d6 rolls?
>>
Rolled 1 (1d6)

>>505768
Zen
>>
Rolled 6 (1d6)

>>505768
>>
Rolled 2 (1d8)

>>505768
>>
Rolled 3 (1d6)

>>505770
Rolling for... somebody.
>>
Rolled 4 (1d8)

>>505785
>>505783
So....
What happens here?
>>
Rolled 6, 2, 1, 5 = 14 (4d6)

>>505777
Sorry dude, think you missed the rolls being made here >>505749 and here >>505755

>>505773
>>505783

You and Zen manage to hit one of the thieves a little, but now they're both conscious again - conscious, and very, very angry. They take a shot at each of you before diving away.

Rolling 4d6 (two Attacks and two Avoids).

New round. Roll 2d6 for you and 2d6 for Zen (separate posts is probably easier).
>>
>>505796
Don't know we're all rolling more than we need to, and more anons show up all at once.
>>
Rolled 2, 5 = 7 (2d6)

>>505801
2d6 for Zen
>>
Rolled 3, 1 = 4 (2d6)

>>505801

Rolling for zen
>>
>>505773
>>505777
>>505783
>>505785
>>505786
>>505792
>>505796

So...many...rolls...

Thief A: 5/25 (average of your rolls)
Thief B: 4/25 (average of Zen's rolls)
>>
>>505812
You should only accept rolled linked to the post and telling who there rolling for.
>>
>>505806
Guess I'll take this roll for Martin instead? Writing, give me 2 mins.
>>
>>505802
Yes, but as stated befor a 1 is a crit fail no mater what and a 6 is a crit.
Do they... Cancel each other out?
>>
Rolled 1, 3, 2 = 6 (3d4)

>>505806
>>505807

The first thief manages to hit you on your right shoulder, but is hit himself by Zen.

The second thief misses his shot, but manages to dive out of the way and avoid being hit by you.

Rolling 3d4 for damage to you.

Someone roll 2d6 for damage Zen does. That boi dead.
>>
Rolled 5, 1 = 6 (2d6)

>>505812
Zen
>>
Rolled 6, 5 = 11 (2d6)

>>505828
Zen
>>
Rolled 2, 3 = 5 (2d6)

>>505827
Compromised on that one for ease.

>>505828

You take a hit from the laser SMG, but you manage to shrug it off fairly easily.

HP: 34/40

>>505832

Zen's shot tears through the first thief, consigning him to the ground like his first friend.

2/3 thieves defeated.

New round. Rolling for last thief's Attack and Avoid.

Roll 2d6 for you and 2d6 for Zen.
>>
Rolled 3, 1 = 4 (2d6)

>>505838
Martin shoots the last Goyim
>>
Rolled 4, 1 = 5 (2d6)

>>505838

Rolling for Martin
>>
Rolled 3, 2 = 5 (2d6)

>>505838
Zen
>>
Rolled 2, 2, 2 = 6 (3d4)

>>505844
>>505847
>>505853

In a final shoot-out, all three of you hit one another with your attacks.

Rolling for damage to Zen.

Roll 1d8 for your damage and 2d6 for Zen's damage. It's overkill at 4/25 HP but you never know, you could get three 1s.
>>
Rolled 8 (1d8)

>>505860
Martin damage roll
>>
Rolled 3, 5 = 8 (2d6)

>>505860

Zen
>>
Rolled 2, 5 = 7 (2d6)

>>505860
Zen

>>505863
Nice.
>>
Rolled 2, 2 = 4 (2d6)

>>505869
>>505863
>>505873
Everything worked out well. Now we can pawn off the thieves equipment and stuff. The nades were worth it.
>>
>>505875
Yep, just really hope we can pin this on a war droid going mental. We would have to hide Zens new body till this blows over.
>>
(Alright I'm back. Giving up on trying to follow what just happened through all the confused rolls, we won they lost. )
>>
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Your final shots rip through the thief and cause him to spin to the ground.

Phew. As the dust from the broken elevator settles you pant until your heartbeat returns to normal. The three thieves lie battered, burned and bruised next to the melted elevator doors. You go over to them and begin rifling through their pockets shamelessly.

New Items Obtained:

87 credits.
Grenades (1d10) x2

Do you want to swap your Experimental Plasma Rifle (1d8) for a Focused Laser SMG (3d4)?
>>
>>505887
Well if you recall from the hotel, we got new spook black cloaks, so we could use that.

>>505891
And my plan worked and saved us from getting harmed fhat much.
>>
>>505893
>Loot the weapons, and yeah swap the weapon out. But we're still taking there weapons with us.
>>
>>505893
I believe inky wants something more like the armor off their backs and to take everything with us
>>
>>505893
Can we have the smg strapped to our hip?
>>
>>505893

loot all, yes swap out weaps
>>
>>505903
Well yeah, but with the armor it could be burned and if it's too damage we shouldn't take, but we could have all 4 of us carry the load between us.
>>
>>505893
>>505903
We could dress up in their stuff and head back to the boss, to wipe out the local crime branch.

Or play it off, if they ask any questions.

Though since I bet they will be watching the place, its best if we wipe them out.

And I want to browse their selection of bodies for AI's.
>>
>>505918

Taking them out before they find out something is up from their thieves not returning would be a good idea.
>>
>>505918
Aren't we keeping the one Zen is in now?
>>
>>505903
kek, again

>>505908
Unfortunately not, it's a Primary Weapon you see.

>>505915
>>505918

The armour is indeed covered in plasma burns, in some places burned entirely through to the skin. In this state it would only earn you scrap money.

Final call for

>Swap out for the Focused Laser SMG, and I'm assuming outfit Gen and Mitchell with them too?
>>
>>505923
Strong disagree. You want to go guns blaszing into a group of thieves?
>>
>>505930
>>Swap out for the Focused Laser SMG
And outfit our friends, also keep the weapons and armor to be sold. Just know we want to keep the items so we can sell them.
>>
>>505930
That's bs, but understandable. Can we have strapped to Zen?
>>
>>505936

I didn't say just go in guns blazing. We would have a little time to figure out a plan.
>>
>>505943
That's a good way to die.
Always have a plan.
>>
>>505939
Like I say, the armour's pretty much worthless now and too heavy to carry around anyway. But roger on the weapons.

New Weapons Obtained:

Combat knives (1d6 melee) x3
Focused Laser SMGs (3d4) x3


>>505941

Zen's plasma shot is 2d6, which is the same range of damage.
>>
>>505957
Credits: 142

On one of the thieves you also find holotape with a list of instructions from someone called V. The holotape explains how to use the elevator to access the basement, and provides a number of escape routes. Perhaps you can use this incriminating evidence to your advantage later.

"Alright down there?" Mitchell's voice floats down from the elevator shaft.

"Could do with lift, to be honest," you call back.

An awkward ten minutes of jetpack-related ferrying later and the four of you are standing in the office lobby on the ground floor. Before you have chance to show your companions the holotape you find, Memley shows up.

"That wasn't an...an explosion I heard, was it?" he says nervously.

"Sorry," you say, "it was necessary for us to sort of...blow up your elevator."

"What?! But...but that will cost hundreds, no, thousands to repair...!"

>1. "We just saved your whole new department from being swiped. Think about how much that would have cost!" [Social Check, 1d6+1]
>2. "Listen, we just saved your life. Don't make us regret it." [Intimidation, 1d6+1]
>3. "I've had enough of this." [Attack]
>4. [Write In] Something else.
>>
Rolled 2 + 1 (1d6 + 1)

>>505961
>>1. "We just saved your whole new department from being swiped. Think about how much that would have cost!" [Social Check, 1d6+1]
>>
>>505957
No, i mean for storage, so we can use it to swap our primary quickly.
>>
>>505928
You think they would let us take their experimental combat droid? I bet that they probably invested hundreds of thousands of credits into developing it, and its probably still not ready. But really, I just want to see what options there are.

I'd rather see if we can all get good deals on matching full bodied sleek combat suits. We can always get a better chassis for Zen down the road, and we will know where to get one, or heck, help them develop and test one.
>>
Rolled 1 + 1 (1d6 + 1)

>>505961

>1
>>
Rolled 5 + 1 (1d6 + 1)

>>505961
"We just saved your whole new department from being swiped. Not to mention the employees who would be dead. Think about how much that would have cost!
>>
Rolled 1 + 1 (1d6 + 1)

>>505961
Rolling for
>>505968
>>
Rolled 2 + 1 (1d6 + 1)

>>505961
>1. "We just saved your whole new department from being swiped. Think about how much that would have cost!"
Plus the guys where heavily armoured. Thanks alot Zen.
>>
>>505973
Your assuming they let us leave with zens body, and we just pissed them off to boot.

>>505980
>>505975
>>
>>505980
Fuck. Ingore that.
>>505973
Well. We just saved them from losing all of there prototypes so why not let us keep one.
>>
>>505973
Wrong link.
>>505928
>>
So many 1s, lel...

"Well, I...suppose that's true...but, look here, now, I really can't let you walk off with everything you used in there. Some of that is still experimental, and if you sell it or lose it then we lose our patents. I'll let you take the AI combat bot for services rendered, which is worthy a hefty sum itself, let me tell you, but that's all."

You can see you won't be able to haggle him down much more from this, so you grudgingly accept.

Items Lost:

Experimental Plasma Rifles x3
Plasma grenade x1
Blinding mine x2


"Well, we've got some time before the Stingarta realise what's happened," Gen says. "What's our next move?"

>1. "Check out this holotape I found. If we can find out who V is, this links him directly to the crime. That might be good leverage."
>2. "We should head back to the Meteor Crash and act like we did our part of the job. We can play the ignorance card."
>3. "We should head back to the Meteor Crash and pretend that Zen was a combat bot gone rogue that botched the job. Having her as evidence should convince them."
>4. "We should head to the Dark District and try to surprise them. We don't want them coming after us, so we should try to take them all out."
>5. "Forget the Stingarta. Let's focus on finding the cooridinates to Oort-X14 before the I3A find us."
>6. [Write In] Something else.
>>
>>506002
I vote for 2, but lose zens body first.
>>
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Side-Note:

Thanks for continuing to quest, chaps. Hope you're still having fun.
>>
>>506002
We should head to the Dark District and try to surprise them. We don't want them coming after us, so we should try to take them all out.

We are going to have to kill this gang eventually. We have the element of surprise right now, low chance of being recognized on sight by the gangers. Now is our best chance.
>>
>>506013

I'll vote for this
>>
>>506013
Cool idea dude let's do this, also when I have a plan it more likely will work out.


>>506007
Having lots of fun I was with you when you started this out.
>>
>>506006
Fuck, stoped reading at 2. Changing to 3.
That wouldn't put Zen in any danger would it?
>>506013
You also have a point.

ahhh I'm not sure what I want to do now.
Just ingore my votes for this.
>>
>>506002
>>1. "Check out this holotape I found. If we can find out who V is, this links him directly to the crime. That might be good leverage."

No one returns to a crime boss demanding payment from a botched job. Especially if your not apart of the gang. Poor bartender tho.

Anyone feel like trying to takeover Stingarta gang? Or become a crime boss?
>>
>>506036
No I don't want to be crime boos,
>>
I don't want to be a crime boss, more like a contractor company. Maybe conquer the galaxy beyond that. Whatever a non-loser would think is a good plan.

I do suggest we work to gather the community together if we clear out the gang. Obviously no police here and another anon pointed out power vacuum. Get the citizens and traders to form a militia on the station to fight any gangs.

This head of this militia would be us of course.
>>
>>506052
I can back this
>>
>>506052
Yeah cool idea bro, also I want us to explore unknown galaxy maybe look for new resources that can be great to use back at Earth and be rich, also maybe discover aliens, there lots of things we could do in the future.
>>
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>>506036

"Check out this holotape," you say. "Seems like someone going by the name of V. was running this op. If we can find more evidence on who V. is, this links him to the crime - which means we can use it as a bargaining chip."

"That's true," Mitchell replies, "although it might be hard to track him down, especially if the Stingarta are after us. Let's deal with them somehow and keep our eyes peels for more evidence on this V. guy."

>>506013

"Look, it's become clearer and clearer that we're gonna have to kill these fuckers eventually," you say. "Let's just go to the Dark District and get it over with while we have the element of surprise."

"I've said it before and I'll say it again," Mitchell growls, "I like this guy. He got real balls on him, man."

Gen sighs. "I hate it when you boys get all testosterone-y," she says, "but I guess I'm in too."

Zen, for her part, seem perfectly content.

You thank the despairing Menley as you step out into the artificial midday sun. You remove the cloak you found back at the apartment and cover Zen with it - best not to draw too much attention to her at this point.

It takes you a couple of hours to find your way to the Dark District, and as you get closer the city streets become more dilapidated and deserted. Eventually you reach a point where, even though it's the early afternoon, all the artificial lights are off, and the alley plunges into a swift darkness.

"Zen...?" you say tentatively. "Activate...flashlight?"

"Certainly."

Good thing she has one on that new body of hers. A wide blue beam of light now illuminates the way, and you delve into this new territory with your hands close to your weapon.

The district is full of the sounds of whispering and clanging metal, although you don't see anybody as you pass through it, only the occasional shape of grey that you dismiss as a trick of your imagination. Mitchell retains a hazy knowledge of this district and, after much circulating, you manage to arrive at Goodmier Street. You can see the faded sign that reads'The Bl_ck H_rse' further up the street. Two men in much the same equipment the thieves were carrying stand watch outside the main door, illuminated by a single spotlight.

What should you do?

>1. Approach the guards and attempt to speak with them. [Social Check, 1d6+1]
>2. Distract the guards and attack them. [Stealth Check, 1d6]
>3. Attack the guards from this position. [Attack]
>4. Go back around and look for a rear entrance.
>5. [Write In] Something else.
>>
Rolled 6 + 1 (1d6 + 1)

>>506066
>>1. Approach the guards and attempt to speak with them. [Social Check, 1d6+1]
>>
>>506066
Do we get any special skill for defending the enemy, I know you nerf the +3? And what do we get instand of that?
>>
>>506075
I assume you mean defeating? There'll be a new trait option at the next +LevelUp!, which at this rate will be after you deal with the Stingarta.

As for the +3, I think it should stay. I believe it's balanced because it only applies to haggling and not to all social checks.
>>
>>506069
This. Our silver tongue is our greatest weapon. Convince them to tell us everything about their HQ. Total numbers, defences, etc.

(Inky with the great rolls again)
>>
>>506069
Also, nice roll. Will wait for other votes of action, otherwise will write up for this.
>>
>>506083
> Convince them to tell us everything about their HQ. Total numbers, defenses, etc.
Do this write up, also if we forget the +3 on haggling be sure to put it in.
>>
Also, update on stats while u wait:

Martin

HP: 34/40
Abilities: Social, Haggler, Sighter Module
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Taser (non-lethal melee)
Jetpack Fuel: 10/10

Gen

HP: 20/20
Abilities: None
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Combat Knife (1d6 melee)

Mitchell

HP: 30/30
Abilities: Fearless, Lie Detection
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Combat Knife (1d6 melee)

Zen

HP: 15/15
Abilities: Hacking
Primary Weapon: Plasma Shot (2d6)
Secondary Weapon: Taser (non-lethal melee)
>>
>>506086
You could make a pastebin and drop the link to it at the first post, and if you update the pastebin we could see it.
>>
Rolled 3 + 1 (1d6 + 1)

>>506041
I want to use them as cannon fodder against I3A, and reap some ill gotten booty.

>>506066
>1. Approach the guards and attempt to speak with them.
Hey uuh, we got the data and some experimental android thingy.
>>
"Wait here," you say, "I've got this."

"Are you crazy?" Gen hisses.

But you have already broken from the group and advanced with a confident stride towards the guards. As you come into the spotlight they start and raise their guns at you.

"Who the fuck are you?" one of them shouts.

You pause and spend a few seconds gazing at one of them.

Quietly, only loud enough to be audible if the guards strain themselves, you say, "What the fuck did you just say to me?" You allow a look of confusion to pass between them. "Do you know who the fuck I am? Do you know who the fuck I am?"

By now the tips of the guards' guns are no longer pointing at you, but are circling towards the ground. "Um..." one of the guard manages to say.

You move closer to them and narrow your eyes. "Here's what's going to happen," you say quietly. "Me and my friends are going to go inside now. But before we do, you're going to tell me exactly how many of you are guarding this place and what your defences are. Or will I need to tell Rekenik that his chief security checker was refused entry by some low-level guards?"

The men freeze up at the mention of their boss's name. It's a good thing you remembered Mitchell mentioning it in the bar.

"Y-yessir! the younger man stutters. "There's the normal circulation of eight guards inside, sir. Mr. Rekenik is in his chamber at the back, as usual, sir. And, we've set up turrets along the east and west corridors, sir."

"I see," you sigh. "And tell me, are you aware of any faults in this defence? This is, after all, my main concern here."

"Er, well," the other one pipes up, "there is the small matter of the ventaliation shafts that we haven't locked up yet. But we're fixing that next week, sir."

You nod as though satisfied. "Very well. I will ask my companions to stop targeting your heads. Good day, gentlemen."

You turn and wave into the darkness, and your three companions emerge to join you. You turn back to the guards. Should you do anything further?

>1. It's too dangerous to leave them here. Kill them, or knock them unconscious, and hide the bodies. [Attack]
>2. They're fine to leave alone. I've got them persuaded completely.
>3. I should leave one of my companions with them, just in case.
>4. [Write In] Something else.
>>
>>506109
>1. It's too dangerous to leave them here. Kill them, or knock them unconscious, and hide the bodies. [Attack]
Let's use our tasers and taser there ass, while they don't except it.
>>
>>506109
I'm sure they have cameras watching the front, we can't start busting heads yet.

Order one of the guards to lead us to the security room so we can talk to the head of security about our evaluation of the security. That should get us in the room with the turret controls, we can have zen hack them and turn them to our side once we clear the guard room.
>>
>>506118
Just do this
>>
>>506117
This was my first choice too, but I'm scared of turrets.
>>
>>506118

Running off the previous 6+1 roll.

"You there," you say to one of the guards, "escort us to the security room."

"Er...sure," he says, glancing between you and your companions. He turns and leads you inside

You enter into the main hall. If this was once a bar it was an expensive one - a great chandelier, now broken and tilting at an angle, hangs from the vaulted ceiling, whilst wide staircases lead up to the left and right. Your guide takes you to up the right-hand stair and down a long corridor. Luckily, you manage to avoid any interactions with other guards - you'd rather not push the security check disguise too far.

Eventually you come to a reinforced metal door. The guard knocks on it.

"It's Jerome," he says.

There is the sound of a sliding bolt and the door creaks open.

"Who the hell're they?" a voice inside says.

"Here to check security," Jerome says.

"Here to check - ? Preposterous. Never happened before."

>1. "Well, it's happening now, on Rekenik's orders. Now open up." (Social Check, 1d6+1)
>2. "If you want to keep this place secure, you're gonna want to hear what I have to say." (Social Check, 1d6+1)
>3. "Fuck this!" [Attack]
>4. [Write In] Something else.
>>
>>506109
Do jew know who da fuck i yam?

I think its a little too ballsy to go in the front. These vents sound good.
Even with fab rolls i doubt we can bluff all the guards. I think its best to go in the vents and work our way to the back or to the security room whatever we find first. Disable or reprogram the turrets and possibly become a mob boss highlander style.
>>
Rolled 6 + 1 (1d6 + 1)

>>506140
>2. "If you want to keep this place secure, you're gonna want to hear what I have to say." (Social Check, 1d6+1)
>>
>>506148
(Omg, what is happening right now.)
>>
>>506150
I saved our ass again, with another crit in a row
>>
>>506148
lucky bastard
Lets download some data and fiddle with some stuff. "On Rekenik's orders."
>>
>>506148
Nothing can stop this train with no breaks.
>>
>>506152
(Those epic roles. What we do in the room is up to you, my vote.)
>>
>>506140
Also Lets download some data and fiddle with some stuff. "On Rekenik's orders."
>>
File: security.jpg (34 KB, 736x333)
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"If you want to keep this place secure," you say, "you're gonna want to hear what I have to say."

You hear the voice inside the room sigh. "Alright, fine. Come on in. Back to your post, Jermone."

"Yessir."

For thugs, these particularly guards are surprisingly well-trained. Perhaps Mitchell's view of the Stingarta as chaotic criminals is out of date.

The four of you enter the security room and close the door behind you. The head of security is a portly man lazily playing with a laser pistol.

"So what the hell do you want to check, anyway?"

>1. "My security bot here will just run a scan on your system." [Social Check, 1d6+1]
>2. This would be easier if he wasn't around... [Attack]
>3. [Write In] Something else.
>>
Rolled 5 + 1 (1d6 + 1)

>>506163
>1. "My security bot here will just run a scan on your system." [Social Check, 1d6+1]
>>
>>506163
we want to try our luck 3 times in a row? im down. Man your dice are stacked
>>
>>506167
>>506148
>>506069
So what are the changes of getting 6,6, and 5 I know two 6's in a row is 1/36 and with an 5 it's 1/180 chance to get. If I'm doing it right
>>
>>506167
(I can't take it! Inky, just roll to talk on the intercom and order everyone to shoot themselves)

Supporting.
>>
>>506176
to get those numbers specifically is 6^3 but some would argue that its 1/6 just cuz on three specific occasions you rolled an X. Its 1/216 or roughly .005%. I think we should push it and go on the intercom and order everyone to go home. Parasites from Saturn have infected the building.
>>
>>506163
Well we should have our bot reprogrammed the turrets and lock the place down.and have them shot everyone, while we hole up against one guy and escape though the dusts.
We could do lots of things.
>>
>>506180
I dare accuse him of sorcery! Burn the Heretic!
>>
The guard eyes you suspiciously but at this stage he doesn't seem to care very much. He waves you on and goes back to fiddling with his pistol. "Do as ya please."

"Zen," you murmer over your shoulder, "I want everything you can carry - names, dates, hits, whatever data they have."

"Certainly," Zen says brightly. She approaches the nearest computer and places a hand on the server. Once again she begins to pulse with a soft blue light. "Downloading...downloading...downloading...download complete. 1428GB of data stored for processing."

"We can look through that crap later," Mitchell whispers, his eyes trained on the door. "How are we gonna take these guards down? If we deal with Rekenik the whole gang will start to fall apart."

"Zen - anything you can do?"

"I am detecting two P-type turrets connected to the security mainframe. I have access to the exception lists. I can also use the security cameras throughout the building."

>1. Turn the turrets against the guards.
>2. Leave Zen in the security station to provide intel from the cameras.
>3. Get rid of the head of security. [Attack]
>4. [Write In] Something else.
>>
>>506191
>1. Turn the turrets against the guards.
>3. Get rid of the head of security. [Attack]
We need to get a level up for this. This is something that don't happen again in a long ass time.
Tase the fat fuck, and Gen and Mitch go to stab.
>>
>>506191
Turrets on guards. We can handle this oaf and his toy laser pistol.
>>
>>506195
im on the nonviolent taz not stab.
>>
>>506193
>>506195
Supporting this glorious operation. The hunters are going to follow us even into hell if we pull this off.
>>
Rolled 4 (1d6)

>>506193
>>506195
>>506199

"Zen, clear those exception lists and add us to them instead," you murmur.

You sidle over to where the guard is looking at his pistol, slipping your taser from its holster as you do so.

Roll 1d6+1 for surprise taser attack

Rolling for guard's avoidance.
>>
Rolled 5 + 1 (1d6 + 1)

>>506207
>>
>>506209

You bring the taser down before the guard can even blink, and a second later he's convulsing on the ground. At the same time you hear the sudden chatter of gunfire and the shouts of confused men.

What should you do?

>1. Wait until the gunfire stops. No point getting involved now.
>2. Clean up the guards on your way to Rekenik. He might get away otherwise.
>3. Leave Zen here to give us guidance with the security cameras.
>4. [Write In] Something else.
>>
>>506213
>3. Leave Zen here to give us guidance with the security cameras.
She can control the turrets for us.
>>
>>506213
>3. Leave Zen here to give us guidance with the security cameras.
>>
>>506213
>2. Clean up the guards on your way to Rekenik. He might get away otherwise.
>3. Leave Zen here to give us guidance with the security cameras.

The turrets won't hit us and the boss is the main objective.
>>
>>506213
Sit rep on how well the guards are handling the turret incident via security cam and a general knowledge on whats going on in the bar and if there is a security cam on Highlander id like a bit on him too.
>>
>>506213
>2. Clean up the guards on your way to Rekenik. He might get away otherwise.
>>
>>506213
OP you alive?
>>
>>506232
Its 8 am where hes at, theres a good chance he passed out, its like 3 am here
>>
>>506232
(I think he's just rolling for all the fighting the guards and turrets just did.)
>>
>>506233
It's 12:00 am here so I'll be getting off now, since I'm the West coast American.
>>
>>506235
(Night inky)
>>
>>506235
Yea im a new yorker. living the dream its hyped up to be. Statistically being west coast means inky is probably from cali
>>
>>506223

"How's it looking out there, Zen?"

"Four of the eight guards have been eliminated by the turrets."

"And Rekenik?"

"He appears to be hastily collecting items from his room."


You turn to Mitchell and Gen. "Rekenik's the objective here," you say. "We've got to get after him before he can escape."

"I agree,"
Gen says. "Let's get going."

"Zen - keep us updated on the situation via comms."

"Certainly, sir."


The three of you prime your weapons and burst out of the security room. Zen is feeding you directions through your handheld device as you advance down the winding corridors. The chatter of gunfire is still heard echoing throughout the old bar, although only in staccato bursts now.

"Three guards remaining," Zen's voice comes through. "Objective Rekenik is in the adjacent corridor."

You turn swiftly and sprint down the corridor, turning against to see the back of a lithe, narrow man running away.

"Freeze!" you shout, raising your weapon. The man stops and turns. His face is all angles and points, a sadistic grin curling across his chin.

"I'm glad I got to see your faces before leaving," he says. "It will make it so much easier to track you down and kill you."

"Not a chance," you say.

What should you do?

>1. Shoot first. Who knows what he's got up his sleeve? [Attack]
>2. Try to talk him down. He could be useful. [Social Check, 1d6+1]
>3. [Write In] Something else.
>>
>>506233
Sleep is for the weak.
>>
>>506238
>>1. Shoot first. Who knows what he's got up his sleeve? [Attack]
>>
Rolled 6 + 1 (1d6 + 1)

>>506237
Yeah that's right I'm from Calif, I follow the fantasy civ with the factions, so that something I'm big in.
>>506238
>>
>>506238
>2. Try to talk him down. He could be useful. [Social Check, 1d6+1]
Give us a level us separate from taking down the mob boss with all the rolls.
6,6,5,5,6 we need something for them rolls.
>>
>>506240
Haha a true nerd at heart
>>
>>506244
Go for option #2 since I got a crit again.
>>
>>506243
Supporting more dialogue.

(Also, inky, you not allowed to sleep until you roll below 5. The dice God's are guiding your hand right now. A few more rolls and we will own the station itself)
>>
>>506243
I want to rob him blind and hold him hostage for his stash. Then mirk him somewhere quiet.
>>
>>506248
Is there a way fro us to turn this into our personal fort? I still liked the mob boss idea. We can just claim to be taking his place while the boss moves on to bigger things.
>>>506036
>>
>>506247
Well getting 5 or 6 on the rolls like the way I was doing for 5 times, the possibly is .004% but that's for either 5 or 6 but to roll 3 6 and 2 5s that a smaller percent.

>>506248
>>506251
Yeah we're get him to clam down and use him. But either way after this Meg and Mitch will think Martin is a badass, talking his way into a mob boss, and talking down enemies. Well with Mob boss it's illegal and I think Martin showed that he want to help people, it could be a base but not for illegal stuff.
>>
>>506255
Lets talk to him for his loot then turn him into the cops and have him sell us the deed to his place for 1 credit. Set up zen in it
>>
Its such a shame ratatat doesn't have more music. I've probably gone thru the whole discography like twice today between playing borderlands 2 and checking this thread. Any recommendations?
>>
Idea. Tell him he has no where to run from us, if he leaves now we will make sure he dies a slow, painful death. He gets to live if he follows our orders.

Use zens data and interrogate him to get locations on every gang member of his. Then have him send an order to everyone to lie low and no contact with each other until further notice.

Kill him. Then we hunt them down starting from the highest ranking on down.
>>
>>506259
This is actually pretty badass
>>
>>506258
Well I never heard of ratatat before you posted about it but it seems like a good band so thanks for that. But I don't have any recommendations.

>>506259
Sounds like a good deal, but this late and QM has to rewrite his post, or give us another option.
>>
>>506238
Guess what guys we can go hyderdrive again since we made it 100 posts. You're going to need to nerf that QM
>>
>>506263
(Yeah, maybe just change it to a straight credit option.

True, unfortunately I can't type quickly on this cellphone. )
>>
>>506263
We were here for only a night. Have we even slept in our place yet? I think its fine at the rate we are going. It is an active thread and we are progressing slowly. We have a tendency to beeline as most dms describe it but things are pretty solid.
>>
>>506265
Who knew Martin from Mars the faggot, loser is able to bluff he's way to mob bosses.
>>506267
We slept for the night so we arrived, now it's night again, so we been here a whole day.
>>
>>506267
We slept one night, yeah. We should be here for a while though. We have all that data to sift through, handling the post gang vacuum, rangling more tech out of that company, and still need to find a lead on the secret research facility allegedly here.
>>
>>506270
We kinda moved on from the whole mullets bullets post, but i am highly interested in it still
>>
>>506273
I still want to go find out about the guns using the mullets, bullets
>>
Rolled 1 (1d6)

>>506240
You are weak. And drifting for sure. The sun coming up always makes me tired too. Sleep is for the qm
>>
>>506240
OP is killed. :^(
>>
>>506240
He tried fighting it off for us, hopefully he does not sleep on keyboard all not. Sleep well, fearless QM.
>>
File: city8.jpg (1.67 MB, 3840x1090)
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Sorry, was having breakfast.

>>506243

"Don't bother," you say, lowering you weapon. "It's over. Don't you hear the sound of your turrets shooting your own men? How do you think I got in here? Your base, your gang - everything belongs to me now. Do you really think you can just walk away?"

Rekenik looks with desperation from you to Mitchell. Mitchell shrugs and takes out his packet of cigarettes. "At this point, Rekenik," he says, "I'd just do what the man says. You don't even wanna see the trail we've left behind us."

The boss's veneer begins to crack. "Well...what...what do you want from me?"

"It's simple," you say. "You're going to come with me to the security room and we're going to send out a few new orders to your lackeys. Then we'll decide what's best for you."

Rekenik looks as though he is about to respond, looks in fact as though he were ready to pull a gun or just make a break for it, but some part of him gives way and his knees collapse. "Fine," he sighs. "Fucking fine. I can see when I'm done. The Stingarta...is yours."

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

+LevelUp!

You gained 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.
>Explosives Expert: You've mastered the art of ka-boom. No skill check required to set or disarm bombs, and you gain a +1 to all damage rolls when using explosives.
>Engineer: You know your ship like the back of your hand. Gain new dialogue options relating to engineering, and no skill checks are required when fixing your ship or other mechanical devices, like robots.

Highest vote wins.

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

I've got to pause there because I'm meeting a friend in the city, but rest assured I'll secretly be thinking about ways to make this quest better. Expect bigger dice to come into play next time around.

Hope you guys had fun, I'll post an update on my twitter (https://twitter.com/MarloweTrueQM) and in the Quest General Thread an hour before I'm going to start again.
>>
>>506301
I'm going to sleep on it for a bit.
So for I like everything but fearless perk.

Explosives Expert
But I'm leaning towards this one because you basically get instant auto disarm . Not making this my official pick just yet. I'm going to bed.
>>
>>506301
>>Engineer: You know your ship like the back of your hand. Gain new dialogue options relating to engineering, and no skill checks are required when fixing your ship or other mechanical devices, like robots.
>>
>Engineer: You know your ship like the back of your hand. Gain new dialogue options relating to engineering, and no skill checks are required when fixing your ship or other mechanical devices, like robots.

You had me at 'new dialogue options'. Engineering can cover a lot of stuff too. Engineers in scifi might as well be wizards.

Gen already covers the biological knowledge, we can take the mechanical, and mitchell kills things that does not have ears to fall to our siren songs. Plus, we will be able to make zen into a literal killer machine.
>>
>>506301
Thank you again, QM. It's been great as usual.
>>
>>506301
engineer.
>>
Just done reading the quest, charisma is always so overpowered. And the crazy string of god rolls made this look like a walk in the park. Heck, it literally was, we didnt shoot a single time.
>>
>>506367
The dice gods help me roll all god rolls, taking down a heavy crime boss without any shoots fired
>>
>>506367
>>507576
Charisma is not op, just inky. That being said, nothing making QM do exactly what we want when we roll a critical. The mob raid was all pretty probable.
>>
>>506301
OP is killed :^(
>>
>>508568
You sucked all the life out of him. Used his life force for all those unholy rolls.
>>
Rolled 6 + 1 (1d6 + 1)

>>508576
Well I'll bring him back with rolls.
>>
>>508603
I swear you're cheating.
>>
Rolled 6 + 1 (1d6 + 1)

>>508608
Nah It's just luck, look at me now get a number lower than 5
>>
>>508621
Well this didn't go as planned
>>
>>508621
third times the charm
>>
Rolled 5 + 1 (1d6 + 1)

>>508629
Worth a try.
>>
>>508635
If these rolls don't bring back the qm nothing will
>>
Rolled 2 (1d6)

>>508603
inky blew another raid boss on resurrecting the qm
>>
Rolled 1 + 1 (1d6 + 1)

>>508653
Well we should get the QM back, as my rolls are crazy.
>>
>>508603
>>508621
>>508656
Inky, what the hell are you doing! The dice gods blessed you with divine rolls and you taunted them. Now we are forsaken.
>>
Rolled 1 + 1 (1d6 + 1)

>>508911
I'm not forsaken.
>>
Rolled 1 + 1 (1d6 + 1)

>>508925
Not after this roll
>>
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>>508963
...You've angered the gods.
>>
Rolled 1 + 1 (1d6 + 1)

>>508995
Not yet I didn't.
>>
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>>509002
YOU'VE UPSET BALANCE
>>
>>508925
>>508963
>>509002
Somebody build a bonfire. We must sacrifice inky to appease the gods.
>>
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>>508656
>>508925
>>508963
>>509002
Well that is 1/1296 chance to get them rolls in a row. Or 1/1296 (0.077%)
>>
Rolled 5 + 1 (1d6 + 1)

>>509013
Speaking from stats my luck will change
>>
Rolled 1 + 1 (1d6 + 1)

>>509019
Time to sleep
>>
Rolled 2 + 1 (1d6 + 1)

>>509030
Goodnight
>>
>>509013
Getting any specific sequence of rolls is always the same chance. Since any particular number is always 1/6 (in this case). 6-6-6-1-1-1 has the same chance as 3-3-3-3-3-3 or whatever other combination
>>
Although you've been getting some pretty unusual rolls alright
>>
>>509129
Nah m8. Getting 6 and 6 again is 1/36 chance, since you know you have 1/6 for the first roll, and 1/6 the 2nd roll. You time the chances together to get the order of 1/36.

Like if you want to get 1,2,3,4,5,6 in that order is 1/6 * 1/6 * 1/6 * 1/6 *1/6 * 1/6 chance to get it. http://alumnus.caltech.edu/~leif/FRP/probability.html
>>
>>509835
that's what I said.
>any particular number is always 1/6
particular number as in any one roll.
>>
>>509870
But to have it in order that when the probability ramp up.
>>
>>509874
The dice don't care about the specific numbers.
1-2-3-4-5-6 as you said is 1/(6^6) but
3-3-3-3-3-3 and 6-6-6-1-1-1 are the same
>>
Where are you QM!?

I just want to explore space!
>>
>>509888
This is what i meant before when i said some people would argue its one in 6
>>
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>>509930

Sorry I've been absent chaps, I've been quite busy recently but I'll be starting this back up again tomorrow.

Peace!
>>
>>513168
Take your time, op, no worries. We will be here when your back.
>>
>>513168
Well take your time, as long as you just don't leave without saying anything I'm alright. We be here.
>>
>>513541
>>513510

Starting again in 45 mins!
>>
>>515070
Checking in, OP
>>
hype
>>
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+LevelUp!

You gained a new trait: Engineer

You know your ship like the back of your hand. Gain new dialogue options relating to engineering, and no skill checks are required when fixing your ship or other mechanical devices, like robots.


You stand at the back of the control room and survey your new empire. Mitchell is holding Rekenik by the scruff of the neck near the central screen, awaiting your instructions; Gen is standing watch over the still sleeping security guard you had previously left tasered here; Zen maintains her grip on the control panel, the blue light of her body continually pulsing as she interacts with the mainframe of the Black Horse bar. The bodies of Rekenik's guards still lie in the corridors where they fell, cut to ribbons by their own turrets. However, it's getting late now, and you doubt it will be long before more of the Stingarta's many thugs, bounty hunters and assassins return to their main hideout. You need to use your current leaverage on the crime gang's boss, but how can you best use him to achieve your aims? You think not only of the key reason you came to the Oort Outlier Station - tracking down the site of Dr. Henryson's nefarious experiments, the mysterious Oort-X14 station - but also the friendly barman whose outstanding debt you promised to clear, the offices of Erringer Co. which you left in tatters after fighting off a trio of thieves, and the strange shop Menial Goods in the Yellow District where you hope to obtain old weapons that use bullets.

All of these purposes flash through your mind as you consider what kind of use you could have for Rekenik and his Stingarta.

cont.
>>
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"Thoughts, guys?" you say.

"There's no point getting side-tracked here," Mitchell replies. "Let's get this bastard to scatter his thug buddies and finally rid this place of their dirty dealings. Then we'll kill him so they can't come back. Cut off the head of the snake and the body dies - it's the safest way to keep them off our backs."

"That'd be a waste of an opportunity," Gen speaks up. "Why not use them to our own ends? They've got lots of boots on the ground - let's get them to search for info on Oort-X14. That way they're the ones asking the awkward questions, so they're the ones I3A will be led to."

"I analyse a higher level of risk with your plan, Miss Gen," Zen says.

"Miss Gen...?" Gen mutters.

"It is usual for humans to seek revenge on those that wrong them," Zen continues. "If we allow the Stingarta to continue operating, there is approximately a 71% chance that some or all members will eventually return for us."

"Maybe you're not so useless after all, tincan," Mitchell grins.

"What do you think, anyway?" Gen says, turning to you.

>1. "Mitchell and Zen are right. We should just get rid of the group while we can - it's too dangerous to do anything else with them."
>2. "You're right, Gen. We should use the Stingarta to find out about Oort-X14. I'm sure we can get rid of them later if we want."
>3. "None of you are thinking big enough. We should continue controlling the Stingarta to amass more credits, weapons, and info, even if it's dangerous and illegal."
>4. [Engineering] "Zen, couldn't you set a series of pre-recorded messages to be sent to Stingarta agents? That way we could obtain information on Oort-X14 and then have them disband later, without us having to recapture Rekenik."
>5. [Write In] Something else.
>>
>>515133
Whoops, more blue than I anticipated.
>>
>>515133
>Dangling that engineering option and expecting me not to choose it
"Why not both? [...]"
>4
>>
>>515186

"Zen, couldn't you set a series of pre-recorded messages to be sent to Stingarta agents? That way we could obtain information on Oort-X14 and then have them disband later, without us having to recapture Rekenik."

"Certainly," she says brightly. "Ready to record. A total of 148 agents have been located."

You nod to Mitchell. "I'm sure you know the proper way to talk to guys like these."

Mitchell sighs. "I wish you weren't right," he says. He gives Rekenik a kick. "I assume you've been listening to this shit? Looks like you might have a shot at staying alive, if you help us find what we'er looking for."

Rekenik looks between you like a cat caught in a corner. You remind yourself that this is the (ex-) head of a crime syndicate, and he's sure to have claws hidden somewhere.

"What do you want me to say?" he mutters.

"First," you say, "have a conversation - live - with your captains, or whatever you call them. That way they'll know it's you. Tell them to scour the bars around town for this station we're looking for: Oort-X14. Have the information sent straight here so Zen can pick it up. Once that's done, you're going to record a message telling all your boys to scatter - I don't care how you do it. Tell them the cops have found you out, or something. Got it?"

"Fine," he says. "But lemme warn you - even if I say jump, there's no guarantee they'll say 'how high', ya know? Chances are they'll still keep hasslin' people. In in our blood, kid. You wouldn't understand."

You can feel his eyes testing you. You lean in close. "If you'd seen the things I've seen," you say, "you wouldn't dare let that thought enter your head."

As you pull away you catch his eye again, but now there is a mixture of confusion and - perhaps? - a little fear there as well. You always were good at convincing people.

(cont.)
>>
>>515232

You turn to Gen as Mitchell and Zen begin to set up the recording.

"Taking down a crime gang without firing a single shot?" she says. "Pretty impressive. Let's hope your luck doesn't run out."

"It's not luck," you say. "I've just got a good tongue."

To your intense satisfaction, she blushes a little.

"Whatever," she says. "We'll have some time between the first call and the disbandment of the Stingarta. Once we know where Oort-X14 is we should get going. The I3A are sure to be hot on our heels - to be honest, I suspect they're here already."

You nod grimly. "It wouldn't surprise me," you say. You shudder to think of the I3A agents' purposeful, robotic movements as they clicks their weapons into place.

>1. Let's ask about Oort-X14 ourselves. There's no guarantee the Stingarta thugs will find anything.
>2. Let's go back to that bar and tell the barman he doesn't have to worry about his debt. A little cash will let us get some upgrades.
>3. Let's head to the Menial Goods shop in the Yellow District. I still want to see about those old bullet-guns.
>4. [Write In] Something else.
>>
>>515237
*as they clicked

Past tense! They're not behind you.

Boo!
>>
>>515237

>2

Get some cash and get that checked off the to do list.
>>
>>515258

"We've got some time," you say. "Let's head back to that barman. He's sure to be pleased he won't have to worry about the Stingarta for much longer."

"I agree," Gen replies. "I won't turn my nose up at 450 credits, that's for sure."

You wait at the back of the room and watch as Rekenik speaks to his lackeys, a tense Mitchell poking the nuzzle of his laser submachine gun into the crime lord's back. Half an hour later, the orders have been given and the pre-recorded message telling the Stingarta to disband has been recorded. Mitchell drags Rekenik back over to you.

"We're gonna go pick up that reward from the bartender," Gen says.

"Sure, sure," Mitchell says, "but we're gonna kill this guy first, right?"

>1. "We promised we'd let him live if he co-operated. We need to leave Zen here so she can pick up the information anyway - she can guard him until we come back."
>2. "You're right, Mitchell. He's too dangerous to be kept alive. I'll kill him myself."
>3. "I don't care what happens to him. Do what you like, Mitchell."
>4. [Write In] Something else.
>>
>>515275
>>2. "You're right, Mitchell. He's too dangerous to be kept alive. I'll kill him myself."
>>
>>515275

>1

Tie him up tight and lock in him a cage if their is one. Let Zen interrogate him while we go get the money. He may have some useful info, if not we can kill him when we get back. He may have a secret stash around here or something. The crime ring is bound to have resources somewhere.

Tell Zen if he tries anything tricky to kill him.
>>
>>515286
>>515277

Tiebreak? Votes / will die roll in ten mins.
>>
>>515293
Don't really know what to choose, sory
>>
>>515293

die roll if fine if no one else shows up to vote. I was on the fence with this vote anyway.
>>
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>>515296

Excellent, I want my quest conundrums to be morally ambiguous enough to force choice paralysis.

Will wait for any more votes / players then proceed in 5 mins.
>>
Rolled 1 (1d2)

>>515277
>>515286

1 = Let's smoke the bastard.
2 = Let's have Zen do some weird S&M shit to him.
>>
>>515313

Probably for the best. I had a bad feeling that if we didn't kill him it would come back to bite us
>>
>>515313
Looks like we're smokin' him.

Writing now.
>>
>>515315
Def less profitable though
>>
>>515333

We can still have Zen search the place while we are collecting the money. Or maybe there is something in the computers about where they stash their stuff
>>
"You're right, Mitchell," you say. "He's too dangerous to be kept alive. I'll kill him myself."

"What?!" Gen says. "But he could be useful...!"

Mitchell seems surprised at your forwardness, but pleasantly so. "Now, Gen, let the boys sort this out."

He nods to you, and you take Rekenik from his grasp. As you pull him into the adjecent room you catch a final glance of Gen's shocked face and Mitchell's smirk.

Some whimpering and the sound of a single laser blast later, and you are returning alone to the group.

(cont.)
>>
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>>515338

You leave the Black Horse feeling both elated and apprehensive. On the one hand, you've managed to inflitrate one of the largest crime gangs in the Oort Cloud and disband it without firing a single shot; however, you can't shake the feeling that the shadow of the I3A is closing in on you, and that every minute you spend on the Outlier Station is another chance for them to catch you. Nevertheless, you try to keep your thoughts focused on the task at hand as you return to the barman.

Now that it's coming on to evening, more and more spacefarers are beginning to drift to the many bars that populate this part of town. Traders and partygoers are there, but so are an increasing number of bounty hunters and brawlers. Here and there you see the flash of a concealed weapon or suspicious eyes darting from the dark. You wonder which of these men and women are Stingarta agents, searching for the same thing you are, but without really knowing why.

You, Gen and Mitchell arrive at the bar in silence. You left Zen in the control room with the dead Rekenik and a terrifying security guard so she could collect the information sent in from the Stingarta thugs. Inside, the bartender seems pleased simply to see you alive.

"I hope I haven't put you through too much trouble," he says. "How did your meeting at the Meteor Crash go?"

"It was...interesting,"[/blue you say, taking a seat. "But the long and short of it is, you don't have to worry about that debt anymore. In fact, you won't have to worry about the Stingarta at all - this time tomorrow they'll be nothing more than a notion."

(cont.)
>>
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>>515339


"You'll have to forgive me - that's something I find a little hard to believe. Disbanding the Stingarta in less than a day? That'd be...well, impossible!"

"I can prove it to you. We captured the leader and had him send an order to the entire gang - which means you will have been asked by at least half a dozen people already about something called Oort-X14. Am I right?"

The bartender cleans a pint glass silently for a moment. "Nope," he says, "I can't think of any other way you would know that. You're right - never heard of the thing, and had at least seven shady folks asking about it in the last half hour. I guess you must be telling the truth."

"Well, glad to be of service," you say, trying not to make the hint too explicit.

"Oh, right! The credits...one moment." The barman disappears into the backroom for a few minutes and returns with a small tin box. "I didn't trust putting it in a bank," he says. "Here you go. Thanks again for your help. I guess I'll be able to run this two-bit bar for a few years more, at least!"

Credits: 592

"And may the years be kind," you say, bidding him farewell.

Outside, you reflect on how much cleaner the air feels when you have a bunch of credits in your pocket. What should your next move be?

>1. Head to the marketplace. Credits are no good if you don't spend 'em!
>2. Ask around about Oort-X14. We can't just rely on the Stingarta informants.
>3. Head to the Menial Goods shop in the Yellow District. You're still interested in those bullet-guns.
>4. [Write In] Something else.
>>
>>515341

Might as well hit up the marketplace and see what they have.
>>
>>515341
Mention to Gen that you understand her reaction but that you were thinking about the safety of all you guys first.
Also market.
>>
>>515341
>3. Head to the Menial Goods shop in the Yellow District. You're still interested in those bullet-guns.
Go for the bullet guns
>>
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>>515347


You decide to head back to the main hanger where the marketplace is. Last time you had picked up your sighter module and a few fuel cells, but hopefully now you'll be able to get something a little more substantial for your money.

It takes you a while to get there, and by now evening is coming on. Luckily it seems most of the shops are open relatively late - in a place like this, credits are being made at all hours - and there's still a wealth of items available for you to peruse. As with last time you were here, because of the way the stalls are arranged, it's very easy to see everything that's on sale at once.

Weapons Stall:

Attuned Laser Rifle (1d8): 120 credits
Ion Rifle (1d12, cooldown 1 turn): 210 credits
Grenade (1d12): 30 credits each
Plasma grenade (1d14): 50 credits each
Laser Pistol (1d2): 30 credits
Taser (non-lethal): 15 credits

Clothing Stall:

Camouflaged Cloak (+1 to stealth rolls): 75 credits
Light Refraction Module (+3 to stealth rolls): 400 credits
Piece of carbon fibre body armour (+1 to avoidance rolls per piece): 190 credits each, up to 3 pieces
Sighter Module (provides statistical information on targets you can see, such as health, armour, weapon damage, etc.): 40 credits

General Store:

Day of rations (1): 8 credits
Fuel cell (1): 2 credits
Hyperdrive charge (1%): 1 credit


"Looking for anything in particular?" one of the stall-holders calls out to you.
>>
>>515352
>Refuel our jet pack
Get the bullet guns
>>
>>515352

I'm going to vote for

Camo cloak
1 piece of carbon fibre body armor
2-3 grenades

Could you give us an update of our stats. Not sure how much fuel/rations we need
>>
>>515352

Also talk to the stall-holder that called out

Ask him if he has anything a little more unique to sell, not just the everyday items.

If we get a convo going with him maybe ask if he knows anything about the Oort-X14
>>
>>515369
We need to check on the bullet guns after this they will be useful to know what they are and what they can do.
>>
>>515371

Yea, I figured we would hit up the menial goods shop after we finish here.
>>
>>515373
Alight, I just needed to know hear that from you.

>>515360
Supporting
Also refuel our jet pack

>>515352
Also QM let's sell our laser rifles since we got laser smgs.
>>
>>515360

Sure thing.

HP: 34/40 (Base 20, Armoured Flight Suit +20)
Traits: Social, Haggler, Sighter Module
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Taser (non-lethal melee)

Camo + carbon fibre + 2 grenades = 325 credits.

Any objections?
Jetpack Fuel: 10/10
>>
>>515383
Oh and

Days of Rations Remaining: 4
>>
Rolled 4 + 3 (1d6 + 3)

>>515383
Haggle, and 2 more days of food
>>
>>515389

Agree with this, we need more food
>>
>>515396
We the things we bought we now have a base avoidance of +1, so now if have a range of 2-7 to avoidance.
>>
>>515402

yea, we should get another piece of armor when we get the credits.
>>
>>515381

You manage to sell the 3 laser rifles you had, netting a cool 85 credits.

Credits: 677

>>515369

"Selling anything special today, my friend?" you say the storeholder.

"Not at this time o' the night," he says. "Try again tomorrow, maybe."

"No problem. By the way...haven't heard of this Oort-X14 everyone's talking about, have you?"

The storeholder shakes his head. "Heard about it, sure," he says. "Seems like the world and his dog is asking me about it. Like I told everyone else: not a clue, but the broker down in the Killua Club might know something."

You thank the man and decide to buy a camouflaged cloak, a piece of carbon fibre body armour for your right shoulder, two days' of rations and two grenades. You haggle relatively well, and manage to get the price down to a round 300 credits.

Credits: 377

What should you do now?

>1. Head to the Menial Goods shop in the Yellow District.
>2. Look for this 'broker' at the Killua Club.
>3. Go back to your apartment and sleep to replenish your health. The Stingarta thugs might have found something by morning.
>4. [Write In] Something else.
>>
>>515421

HP: 34/40 (Base 20, Armoured Flight Suit +20)
Traits: Social, Haggler, Sighter Module
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Taser (non-lethal melee)
Explosives: Grenades (1d12) x2

Avoidance: +1
Social: +1
Barter: +2
Stealth: +1
>>
>>515421
>1. Head to the Menial Goods shop in the Yellow District.

>>515427
So you made nerf our barter down to +2
>>
>>515430

No, the barter was always +2, it's just that it stacks with your +1 social.

So, if you originally hadn't taken the social trait, the Haggler trait would only bring you up to +2.

Will wait a few mins for other votes / ideas, otherwise will proceed to Menial Goods.
>>
>>515438
Okay, I get it now. Well me vote still stay the same since I was the one with the bullet idea and want to see us go there.
>>
We're missing the Engineer trait on that sheet, no?
>>
>>515445

My bad, you're right.

HP: 34/40 (Base 20, Armoured Flight Suit +20)
Traits: Social, Haggler, Sighter Module, Engineer
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Taser (non-lethal melee)
Explosives: Grenades (1d12) x2

Avoidance: +1
Social: +1
Barter: +2
Stealth: +1
>>
Also, I had agreed back then to the potential usefulness of a bullet-gun, so let's go

>1.
>>
Considering that you're waiting on the Oort-X14 info from the Stingarta thugs, you decide to head over the Yellow District to follow the lead on old-fashioned bullet-guns. On the way there you let Mitchell forge a path ahead while you hang back with the unusually quiet Gen.

"Hey," you say, "about what happened back there - I was only thinking of the safety of the group."

"Really?" she mutters. "Is that why you had to do it yourself? Mitchell seemed more than happy to."

"Exactly. I figured he'd done enough killing in his life."

"Don't you get it?" Gen says, turning her sharp eyes onto yours. "Once you've killed as many people as me and Mitchell have, you become...desensitised. Feelings don't come into it anymore - it's just business. I've lived like that - lived with people like that - all my life. But you...you don't have to be that like, got it? You don't...you don't have to end up...like us..."

She lapses back into silence and you, unusually, can't think of anything to say. You're touched by her concern for you but also feel a pang of guilt at having upset her. However, you'll have to return to the subject later, because it appears Mitchell has found your target.

The Menial Goods shop is as unassuming as its name. The outside reveals nothing about the shop except its name, halfheartedly proclaims by an old wooden sign hanging from the door. The window is so grimy it's impossible to tell what's inside. You push the door open and enter.

If the elderly man that is sitting crossed-legged on top of the counter knows you've entered, he shows no sign of it. The walls of his dusty shop are lined with things that look like guns, but not the kind you've ever seen before - no fuel cell injector, no plasma cylinders, no centrifuges, no cross-convertible dynamos. Though strange, they hold a certain allure to you.

(cont.)
>>
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"You awake, old man?" Mitchell grunts through a new cigarette.

"Even when asleep, some wake," the old man says without opening his eyes.

"Yeah, yeah, you're an old guy that speaks in riddles," Mitchell continues. "Go take your cliches somewhere else, ey? We're here about guns that shoot bullets. I'm guessing these are them? What a load of old junk..."

"One man's junk is another man's treasure," the old man smiles. "I can part with some of these treasures, for a price..."

"What's the point of them, though?" Gen speaks up. "How can these be better than laser weapons?"

"When no one uses bullets," the old man says, raising a lecturing finger, "no one protects against bullets. Very penetrative - but, no one makes bullets anymore. Powerful, but limited in number."

"Either way, let's see what you've got," you say.

== Menial Goods ==

Primary Weapons:
Winchester Rifle (1d14) - 70 credits
Springfield Rifle (1d12) - 50 credits

Secondary Weapons:
Colt .45 (1d8) - 40 credits
Smith and Wesson (1d10) - 60 credits

Bullets: 5 credits each


"See anything you like?" the old man says.

A note on primary / secondary weapons:

You can only use one primary and one secondary weapon at a time. However, you can carry one extra primary and one extra secondary weapon on your person. You can swap between thees weapons instead of attacking during your turn. Later Traits will let you dual wield primary weapons.
>>
>>515457
>Smith and Wesson (1d10) - 60 credits
>Bullets: 18 Bullets for 3 loads at 90 credits


We're going to need a secondary at least to fight against a heavily laser protected dude.

Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Taser (non-lethal melee)
>>
>>515457
Non-native speaker, the word rifle makes me think more of automatic weapons, but by the name of those I'm assuming they're more shotgunny kinds. Halp?
>>
>>515482
The rifles where looking at are old, They are bolt action and lever action rifle
>>
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>>515482
I'm English, so might be getting it wrong myself. By 'rifle' I mean a single-shot, bolt-action-style gun. I think I would probably say 'automatic rifle' or 'machine gun' or something if I talking about, say, an assault rifle.

Pick related is a Winchester.
>>
>>515487
I was aware that the word doesn't actually mean automatic weapon, just wanted to be sure. You're using it right from what I can tell.

I second >>515481
A pistol packs enough of a punch.
I suppose we'll need to be aware that these are probably quite louder than laser guns.
>>
>>515487
You English thinking all our America is assault rifles.

Assault rifles are rifles that can shoot fully automation, which mean you pull the trigger and the gun keep firing until the Mag is empty. This of course is illegal in most states.

Most guns and rifles sold to citizens you have to pull the trigger once to shoot a round, to shoot again, you need to let go of the trigger and pull it again. This is single fire, which is the most common thing.

If I wanted to buy a fully automation I'll have to fill out lots of forms but I could do it, if I have the effort time and money.

t. American
>>
Sorry, will be semi afk for next 30 mins or so. I will still try to vote.

Not sure we need to blow alot on these rifles. I say next we go sleep and refresh then in the morning check on Zen to see what info she has from the stingata agents and check on the "broker" guy to see what he may know
>>
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>>515481
>>515490

"I'll take that pistol thing there," you say.

"Ah, the old 'Dirty Harry', as it was known," the old man says. "A monster that fits in the pocket. A bullets?"

"It takes 6 at a time, right?" you say, looking the pistol over. "So let's take 18."

"Very well," the old man smiles.

Credits: 227

New Secondary Weapon: Smith & Wesson Handgun (1d10)
Moved to bag: Taser (non-lethal melee)


What should you do now?

>1. It's getting late. Let's head home and get some sleep.
>2. The night is young. Let's check out this 'broker' at the Killula Club.
>3. Leads don't sleep. We need to find Oort-X14.
>4. [Write In] Something else.

>>515493

No worries bro. Reckon it'll be relatively slow going until we hit that point when the night owls come out in a couple hours.
>>
Rolled 3 + 3 (1d6 + 3)

>>515497
Forget to haggle can we do it? I was waiting for people to support me.

>1. It's getting late. Let's head home and get some sleep.
>>
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>>515504
>>515504

Oof, I'll throw you a bone ;)

"Hey, there's a bit of a scratch on the handle here!" you say.

The old man frowns. "Well, let me reimburse you a little," he says.

Credits: 235

You thank the old man and decide it's about time to head back to your apartment. Night has fallen and you might as well wait until morning to see what Zen has discovered.

The walk home is quiet, weighed down by the recent memory of your execution of the crime lord Rekenik. You keep trying to catch Gen's eye, but she still seems to be purposefully avoiding your gaze. Mitchell continually replenishes his cigarettes, leaving a trail of burnt stubs in his wake.

As you twist and turn through the alleyways of the Outlier Station back towards your apartment, you oscillate from wide plazas thronged with late-night drinkers to empty streets lit by solitary lights. It is down one of these quiet roads that Gen suddenly grabs the two of you and drags you into a side-street.

"What the - !" Mitchell starts, but Gen clamps a hand on his mouth.

"Shut up!" she hisses. She points further down the street you just came from.

You peek out from the edge and see, about fifty metres away, two men walking quickly in your direction. However, these are not normal men - the wires that snakes from their arms to their necks, the sleek steel grey plates that cover their chests and limbs, the menacing lights that serve as their eyes: these are clearly I3A agents, the weapon draw as they hunt you.

Your sighter module flares red and provides this information on the agents:

HP: 35/35
Primary Weapon: Ion Rifle (1d10)
Secondary Weapon: Plasma Pistol (1d6)
Explosives: None

What should you do?

>1. [Attack] He who shoots first wins, right?
>2. Run away. We're still not ready for these guys.
>3. [Stealth] Hide in the alleyway. Maybe they haven't seen us, and we can follow them. (Roll 1d6+1)
>4. [Write In] Something else.
>>
Rolled 5 + 1 (1d6 + 1)

>>515530
>3. [Stealth] Hide in the alleyway. Maybe they haven't seen us, and we can follow them. (Roll 1d6+1)
>>
>>515533

This
>>
Rolled 6 (1d6)

>>515533
>>515536

The rolls are back with you, Inky.

Rolling for agents' perception and writing for result.
>>
>>515533
>>515552

(Going to go off usual D&D rules here and say that, because the agents are actively searching, their score has to reach or exceed your stealth roll.

In other words, you bitches got seen.)
>>
>>515558
Can't you just give us a bone?
>>
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>>515558

"There they are!" one of the agents shouts, his voice robotic through his metal mask. The two agents raise their ion rifles and shoot at your hiding spot before taking cover behind a nearby dumpster.

Rolling for agents' attack and avoidance. Both agents aim for Martin.

Combat has been initiated! Roll 2d6 for each character that attacks or avoids this turn. If you want, you can attempt to run away and hide; if you do this, roll a 1d6 stealth roll for each character that tries to hide.

If you want everybody to run away and hide, roll 3d6.
>>
Rolled 1, 4 = 5 (2d6)

>>515568

Rolling for Martin

Avoid/avoid
>>
Rolled 5, 2, 2 = 9 (3d6)

>>515568
Why shoot at us we didn't do anything wrong?

Run away all of us
>>
Rolled 6, 4, 5 = 15 (3d6)

>>515573

I'll switch to this,

run away, set up ambush
>>
Rolled 2, 2 = 4 (2d6)

>>515568
Gen attempts to run.
>>
>>515632

You duck away from the agents and disappear into the darkness of the alleyways. You follow Gen's lead, weaving among the streets. After ten minutes of solid running you pause, breathless, and look behind you.

It's quiet. It seems you lost them.

"How'd they find us?" Mitchell pants.

"I don't know," Gen says. "But they knew us by sight - they must have figured we were suspicious after we bailed out of our apartment."

"Either way," you say, "we should be careful from now on."

What should you do now?

>1. Head back to the apartment. It's probably still safe.
>2. Find somewhere else to sleep.
>3. Go see the 'broker' in the Killua Club.
>4. [Write In] Something else.
>>
>>515745
>>3. Go see the 'broker' in the Killua Club.
>>
Rolled 4 (1d6)

>>515634
Forgot 3rd roll for gen.
>>
Rolled 15 (1d100)

>>515745
Go see the 'broker' in the Killua Club. Call zen and warn it about the agents.
>>
>>515745

Lets go see the broker before we get caught, we may have to head back to stingarta HQ to sleep for the night and get what info we can then gtfo of here before we get caught.

We need info and resources from sting HQ though before we go
>>
>>515497
Maybe you could put the ammo count after the "(1d10)"


>>515530
Ion Rifle is the one that needs to recharge one turn or is this a different weapon?


Let's go for the suspiciously-between-quotes broker, and using the HQ to sleep for the night is probably okay.
>>
>>515788
>>515871

"It's too dangerous to head back to the apartment right now," you say, "let's see this 'broker' guy at that club."

Gen and Mitchell seem tired, but they accept your logic. You ditch your previous route towards the apartment and head back towards the edge of the Dark District, following the course the storeholder told you about. It takes you a little longer to get there as you keep your eyes peeled for more I3A agents, but it seems you've managed to shake them. On the way you call Zen and get the situation from her end - information on the station has been coming in, but no specific location as yet. Apart from that, everything seems quiet at the Black Horse. You tell her to keep an eye out for I3A agents.

The Killua Club is as seedy as it sounds. Its neon sign hangs at an angle, its purple doors dark and unwelcoming. You enter slowly, sildling into the sweaty mass of dancers at midnight. The floor is sticky from a liquid you'd rather not know the name of, and you try to keep your eyes focused on anything other than the short skirts twirling left and right.

At the bar, the music is too loud for the bartender to hear you - however, he seems to have become adept at lip-reading, and recognises the word 'broker'. He gives a slight nod and gestures behind the bar; as you come round, you see there is a trapdoor by his feet. He opens it for you and you disappear into the darkness below.

Once it closes above you, the sound from the club above cuts out abruptly. You follow the stairs down to a long, sparsely-lit corridor, a single door standing lonely at the end. You tentatively knock, and it appears to open by itself, revealing a woman with her feet up on the table. Her hair is a brilliant blonde, but her eyes are concealed by reflective sunglasses. The white stick of a lollipop protrudes from her mouth.

"Er...we're looking for...the broker?" you say.

"You're looking at her, kid," she says.

You look to Mitchell and Gen for advice, for Gen seems to still be giving you the cold shoulder and Mitchell is out of his depth. You decide just to go for it.

"We're looking for somewhere," you say. "A station, called Oort-X14. Have you heard of it?"

The broker sucks on the lollipop for a while, then takes it out and points it at you. "So you're the ones I3A are after," she says. "You're cuter than I expected. Yeah, I've heard rumours of this station you're talking about - way out in the sticks, tough to find, and tougher to get into. As for co-ordinates though, well...I might be able to help, for a price. Then again, maybe there's something you'd rather know? Tell you what - because you interest me...any question I can answer, I will. 150 credits. Whadda ya say?"

What do you want to ask?
>>
>>516043

Ah, you're thinking of ship-based weapons. Single-shot laser and ion cannons require reload turns. No weapons carries by people (yet) require reloads.
>>
>>516060
fair enough, my mistake.
>>
Rolled 3 + 1 (1d6 + 1)

>>516048
No questions since I don't want to pay 150 credits, I just talk my way it for free. If it fails leave.
>>
Rolled 5 + 1 (1d6 + 1)

>>516101

Rolling for this, we can always come back later, maybe
>>
>>516107

We also want to ask her about how she knows about the IA3 agents after us and what info she has about that if it works
>>
>>516101

"How about you just...tell us for free?" you say.

The broker laughs, a loud and bright sound that feels alien in the strange room.

"Afraid not, my dear," she says, "information is the most valuable commodity in the galaxy - nothing comes free."

You shrug. "Then I guess we'll have to thank you and see you later."

The broker's smile is electric. "Sure thing," she says. "For you? Come back anytime. My offer stands."

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

You manage to return to the Black Horse without incident. By the time you get back all three of you are tired as hell, and you barely hear Zen telling you that the co-ordinates have not yet been found before you fall asleep in the nearest bed.

The next morning finds you groggy eyed and yawning your head off. Mitchell and Gen are nowhere to be found, so you head back to the control room to talk to Zen.

"Good morning, sir," she says brightly. "I am pleased to report that the co-ordinates of the Oort-X14 have been located."

You wipe your eyes sleepily. "Really? Who'd the info come from?"

"It seems a collection of Stingarta informants put some credits together and contacted the same broker you spoke to. Furthermore, the pre-recorded message from Rekenik has now been sent. However, it seems not all Stingarta members have accepted it, and some have taken to further looting and assaults in small groups. In addition, I regret to inform you that it appears ten I3A agents have just entered the Dark District."

"What?!"
you say, suddenly wide awake. "Shit, we need to get out of here!"

"I anticipated this reaction, so I have already put our possessions together. We are ready to leave whenever you are. I can contact Miss Gen and Mr Mitchell at your convenience."


What should you do?

>1. Head straight to the hanger and jump to Oort-X14.
>2. Head back to the broker. There's still something you'd like to know, and you can avoid the agents.
>3. Head straight for the agents. You're itching for a fight!
>4. Try to locate and stop some of the remaining Stingarta groups. You've made this mess, so you should probably fix it.
>5. [Write In] Something else.
>>
>>516220
>4. Try to locate and stop some of the remaining Stingarta groups. You've made this mess, so you should probably fix it.
>>
>>516220

Apologies for my relative slowness this evening chaps, getting ready for a new term of teaching is admin-heavy.
>>
>>516220
>4. Try to locate and stop some of the remaining Stingarta groups. You've made this mess, so you should probably fix it.

>>516302
So your a teacher? Good for you, unless that Brit for something else.
>>
>>516301
>>516310

Writin' for this.

Yeah, I teach English. Guess that's why I like writing quests.

Is it legit to get 11 year olds to write quests in class? Probably not, but I think I'll do it anyway.
>>
Not sure I like the idea of taking down these little groups as that puts us in a more compromising situation.

On the other hand I'm sure they still have a stash somewhere and I would like to find it.

You can't have a group like that with out a way to fund it.
>>
>>516325

"Wait," you say, "we can't just leave these Stingarta thugs running around the station. Keep track of those agents and get Gen and Mitchell ready to leave. I want you to mark the biggest groups of Stingarta enemies and send it to my handheld, then find us a safe route out of here."

"Computing now,"
Zen says. She stands by the control panel and closes her eyes, lost in a series of ones and zeroes.

You return to the makeshift room you had slept in last night and pull together the last of your things. You attach your sighter module and it briefly flashes up with your own stats.

Name: Martin

HP: 40/40
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Smith & Wesson Handgun (1d10) x18 bullets
Explosives: Grenades (1d12) x2
Weapons in bag: Taser (non-lethal melee)

Abilities: Social, Haggler, Sighter Module, Engineer
Social: +1
Barter: +2
Sneak: +1 (camoflaged cloak)
Avoidance: +1 (carbon fibre shoulder armour)


By the time you return, Gen and Mitchell are standing ready in the middle of the control room, looking dishevelled from the surprise wake-up call.

"Zen's filled you in?" you say.

Mitchell nods. "Don't see why we need to keep bothering with this Stingarta jerks," he says, "especially with a whole load of I3A on our ass."

"We made this problem," you reply, "so we should fix it." You glance at Gen and, for the first time in a while, she looks back up at you without a hint of anger in her eyes.

(cont.)
>>
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>>516382

Thanks to Zen's data, you manage to plot a course out of the Dark District that takes you around the projected route of the I3A agents. However, after leaving the control room there's no way you could continue to track their movements, so you simply have to put faith in what information you managed to glean while you were there. Zen has marked three key groups of Stingarta thugs that are still roaming around, and you arrive at the first one within an hour.

As you approach the plaza you no longer need the tracking on your handheld - the sound of breaking glass and shouted laughter is easy enough to follow. You pause at the edge of the street and watch as four men and two women take great pleasure in throwing chairs through various windows and waving their firearms around. You sighter module flashes to life and reveals their stats:

Designation: Stingarta Leader (x1)

HP: 30/30
Primary Weapon: Attuned Laser Rifle (1d8)
Secondary Weapon: None
Explosives: Grenade (1d12) x1
Abilities: None

Designation: Stingarta Thug (x5)

HP: 15/15
Primary Weapon: Laser Rifle (1d6)
Secondary Weapon: None
Explosives: None
Abilities: None


And you remind yourself of your companion's stats:

Gen

HP: 20/20
Abilities: None
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Combat Knife (1d6 melee)

Mitchell

HP: 30/30
Abilities: Fearless, Lie Detection
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Combat Knife (1d6 melee)

Zen

HP: 15/15
Abilities: Hacking
Primary Weapon: Plasma Shot (2d6)
Secondary Weapon: Taser (non-lethal melee)


They haven't seen you yet. How should you proceed?

>1. [Social] Attempt to persuade the leader of the group to disband them. (Roll 1d6+1)
>2. [Attack] Use the element of surprise and focus your fire on the leader.
>3. [Attack] Use the element of surprise and try to take down as many of the normal thugs are possible.
>4. [Write In] Something else.
>>
I'm really not sure what the best plan is, kind of waiting to see what others suggest.
>>
>>516389
>>3. [Attack] Use the element of surprise and try to take down as many of the normal thugs are possible.

Have Mitch and Martin toss a nade

>>516423
Nades always work
>>
>>516423

Plans are what you make of them! The beauty of /qst/ing. Will wait for some more players, otherwise will toss some 'nades.
>>
Rolled 5 + 1 (1d6 + 1)

>>516389
Man What a dark spin. I cant believe you guys killed the crime boss and didn't even get his stash info.
Element of surprise focus fire leader. Its a good time to practice with your new pistol. Aimed headshot at the leader.
I've got the plus b/c its a surprise. I'm pretty sure it gives you a bonus.
>>
>>516426

Might as well toss the names. Have the other two who aren't throwing grenades shoot whoever the grenades aren't thrown at. We can save the leader for last.

Capture him and maybe he has some info.

>>516445

I'm still hoping we can get the info from somewhere. We can't just leave such a valuable resource behind.
>>
>>516426
>>516445

Will accept the 5+1 pistol shot if out-voted vs. Inky's grenade plan.

If you guys go with the pistol shot, I'll roll for avoidance on the leader. If you go 'nades I'll roll for avoidance of three of the thugs.
>>
>>516455
We also should Gen and Mitch toss the nades at the tugs while Martin focus fire
>>
>>516460

Oh okay, so the plan is to go with vrl's pistol shot >>516445

and have Gen and Mitch throws 'nades at the thugs?
>>
>>516464
Yes.
>>
>>516464
Disagree with nades, a clean shot leave 5 men alive. But maybe we could have one of us talk to the leader? i know martin is the silver tongue. Maybe we should have im talk and be ready to kill thier boss in front of them if things dont go well and he cant get the info?
>>
>>516484
typo city oops
>>
>>516484
Well if we talk with them we lose the element of surprise and they will all try to shoot at us. With the nades and shot, we can put them down before we get shot at. And the DC for talking them down is high, it's not worth the risk
>>
>>516496
We have guys coming after us, a total of 10 in the city. Its probably not a good idea to cause a huge scene and tie us/ affiliate us with the group, as it gives i3a a significant lead to our whereabouts.
>>
>>516496
>>516488
>>516484

Just for your info, you'd only have your usual +1 for social, not the additional +2 for haggling.

Give you some time to debate and then come to a decision, or I'll roll for tiebreak.

>1. Surprise attack with 'nades and pistol shot.
>2. Attempt to persuade leader and pistol shot if it fails.
>>
>>516509

>1
>>
>>516509

or indeed

>3. Forget the Stingarta and head to the hanger.
>>
Rolled 2 + 1 (1d6 + 1)

>>516509
>2. Attempt to persuade leader and pistol shot if it fails.
>>
Rolled 6 (1d6)

>>516509
can we roll or are you gonna? Im down to push my luck against the roll god inky.
Rolling to talk to the leader and give him some minor info like the fact that Reke is dead and that there are orders from above, posing as a small group under his hire that is staying together until we learn more.
>>
>>516509
>1. Surprise attack with 'nades and pistol shot.

Just go with the first one
>>
>>516517
Well don't listen to my other posts but let's do this one.
>>
>>516517
don't tell him the size of the group, only that you are the head of it, and you did a lot of investigation and technical/hacking jobs and you are a smaller group than his
>>
>>516517
>>516528

Taking this because of lovely details.

You hand your two grenades to Gen and Mitchell just in case things get ugly and saunter over to the group.

"Shit, guys," you shout, "didn't you hear about Rekenik?"

The group pull their weapons on you but the leader raises a hand to stop them.

"Who the hell're you?" he shouts back.

"Head of a tech group," you say. "Seen you guys around the Black Horse a few times though. Hey, didn't you hear Rekenik's dead? We're all hitching it out of here. I hear I3A's on station too."

"Shit, I3A are here?" one of the thugs mutters.

"Fuck," the leader says. He looks at you suspiciously for a moment, but then says, "Well, thanks for the tip. We heard the disband order, but didn't really believe it. Guess we better split after all. What're your plans next, anyway?"

>1. [Attack] Watching you bleed out, sucker!
>2. [Social] Actually, I heard there was a stash somewhere. Happen to know anything about that? (Roll 1d6+1)
>3. We're getting off station. Heading to the side hanger now. Want to come with?
>4. [Lie] Just going to get some things and leave. See you around.
>5. [Write In] Something else.
>>
Rolled 4 + 1 (1d6 + 1)

>>516570
>2. [Social] Actually, I heard there was a stash somewhere. Happen to know anything about that? (Roll 1d6+1)
Trying my luck
>>
>>516580

not bad, should we risk another roll to bring it up or stick with the 4?

would hate to go lower.
>>
>>516585
It's 5 right now with that +1 so I don't risk it.
>>
>>516585
leave it, it should be good enough for a mook
If they do know "We could probably make it past any security he had, with my expertise. If you know the location i could get us in for an even cut of it. We all walk away a little richer. God knows where any of us are going after this."
>>
>>516580

"Yeah, man," he says. "I heard that too, but I ain't got time for that shit. Another team headed after it, though. Guess I owe you for the tip-off; here's the co-ordinates. Better hurry if you wanna beat those other guys there."

New Co-ordinates Recieved: Stingarta Stash, Red District, Oort Outlier Station

You thank the thugs and watch them split off into different directions. You return to your companions and decide to go after the stash.

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

It takes you about half an hour to reach the Red District, following the co-ordinates the thug gave you. Eventually you come to an old metal warehouse with a large 17 painted on the side - this is the one. You peek into the dark interior.

It seems you're just in time: three men and one woman are attempting to bash their way into a further room at the far end of the warehoue. This must be the Stingarta team the thug told you about, and that room must be where the stash is.

Your sighter module quickly scans the group:

Designation: Stingarta Team Leader (x1)

HP: 25/25
Primary Weapon: Attuned Laser Rifle (1d8)
Secondary Weapon: None
Explosives: Grenade (1d12) x1
Abilities: None

Designation: Stingarta Thug (x3)

HP: 15/15
Primary Weapon: Laser Rifle (1d6)
Secondary Weapon: None
Explosives: None
Abilities: None


What with their attention focused on the locked door, they haven't noticed you sneaking up behind them. How should you proceed?

>1. [Social] Attempt to parley with the leader. Maybe they'll want to split the stash. (Roll 1d6+1)
>2. [Attack] Aim to clear out the team with some grenades. (Roll 1d6 for each grenade you throw)
>3. [Attack] Aim to take out the leader with some focused fire. (Roll 1d6 for each character that shoots)
>4. [Write In] Something else.
>>
Rolled 1 + 1 (1d6 + 1)

>>516603
>1. [Social] Attempt to parley with the leader. Maybe they'll want to split the stash. (Roll 1d6+1)
Tell they the same stuff like the last ones and let's split it.
>>
>>516603
3
>>
>>516603
We don't really have a need to talk to these guys, we could probably make it in ourselves, they are just bashing on the door after all. Doesn't look like they know how to get in.

Maybe we should just clear em out before they realize.
>>
>>516619
Want to go with nades?
>>
>>516616
You want to hit just the leader, or go for our whole grenade set up? Grenades are loud, but very effective. Id be down for another leader take out, but idk if the thugs would scramble
>>
>>516624
This
>>
>>516631
Nade throws, seek some cover and go for a pistol snipe?
>>
>>516634
For how 1 nade since it's only 4 guys, with Mitch and Martin trying to shoot the leader?
>>
Let's go nades
>>
>>516634
If we go loud, lets try to end it quick and be out of there fast.
>>
>>516634
>>516631
>>516624

If you want to throw 'nades, roll 1d6 for each grenade you throw (max 2d6).
>>
Rolled 4 (1d6)

>>516603

Attack leader with focus fire
>>
Rolled 6 (1d6)

>>516641
The nade
>>
>>516641

I'll switch to nades since thats the consensus
>>
>>516641

Also, at Inky's suggestion, here's a pastebin with the team's stats.

I'll update whenever anything changes so you can keep it open for reference if you want.

http://pastebin.com/T4jdyyv8
>>
Rolled 3 + 1 (1d6 + 1)

>>516641
Martin pistola aimed shot. Stingarta Leader.
>>
>>516649
Well we're going to do both, throw the nade and shoot the leader.
>>
Rolled 5, 4, 6, 4 = 19 (4d6)

>>516649

That's fine, I think consensus was nade then pistol fire anyway.

Rolling for avoidance of each thug, beginning with leader.
>>
Rolled 2 (1d6)

>>516650
Second nade? Say yes or no if you only want to use one. Im down to use 2
>>
Rolled 6 (1d6)

>>516655
No

>>516654
Also Zen shoots as well
>>
>>516654

Okay so you hit everybody. Critical hit (double damage) on everyone except the third guy (as he rolled critical avoidance).

So a 1d12 for damage please!
>>
Rolled 11 (1d12)

>>516661
>>
Rolled 6 (1d12)

>>516661
>>
>>516665
Nice!

Martin's pistol shot >>516643 misses the leader, but Zen's >>516659 hits with double damage.

So while I calculate grenade damage, someone roll 2d6 for damage to leader from Zen. Then just chill for a minute.
>>
Rolled 5, 5 = 10 (2d6)

>>516672
Zen
>>
>>516672
doesnt gen have laser smig? 3d4?
>>
Rolled 4, 4 = 8 (2d6)

>>516672
>>
What I know is everyone is die, or there only one thug left
>>
>>516675
She has a plasma shot weapon attached to her robot body. 2d6 is the same range (pretty much) as 3d4 anyway.

The grenade rips apart two of the thugs and severely wounds the leader, but not for long - Zen extends her arm and it transforms into a pulsating green plasma shot, and she fired two clean shots straight into the leader's chest, sending him hurtling to the ground.

Stingarta Team Leader

Eliminated

Singarta Thug #1

Eliminated

Stingarta Thug #2

HP: 4/15

Stingarta Thug #3

Eliminated


The one remaining thug has just enough life left in him to take a shot at Zen and dive for cover.

Rolling for thug's attack against Zen and avoidance.

Roll 2d6 for each character that does combat manoeuvres this turn.
>>
Rolled 3, 4 = 7 (2d6)

>>516687
damn, forgot roll
>>
>>516687
Oh zen not gen oops
>>
Rolled 6 (1d6)

>>516687
Martin shoot at thug, than aviod
>>
should we roll zen avoidance?
>>
Rolled 6 (1d6)

>>516695
Forget the avoid roll

>>516697
I'm rolling for Martin right now.
>>
Rolled 2, 6 = 8 (2d6)

Zen >>516687
Avoid
>>
>>516695

You take a shot at the remaining thug I'm assuming with your laser SMG? no point wasting bullets and manage to hit his shoulder.

>>516701

Zen twists her robotic body and manages to easily avoid the thug's shot.

Roll 3d4 for Martin's damage.
>>
Rolled 1, 1, 1 = 3 (3d4)

>>516713
>>
>>516713
Isn't it double damage since that was a 6 to attack?
>>
Rolled 4, 5 = 9 (2d6)

>>516715
lol
>>>516713
Mitchell double attack
>>
>>516715

If we were going to roll 3 crit fails in a row at any point this is about as good a time as any
>>
>>516737
Well it's for shooting. And I did roll crit success for attacking the thug.
>>
>>516742

Yea, that was my point. You've been rolling hot, you were bound to hit the other end of the spectrum at some point. And we got lucky it was a situation we have pretty well under control.
>>
>>516742

Yeah, that's correct. So actual damage is 6.

All enemies eliminated.

You let the dust settle before heading into the warehouse. You come to the battered door at the other end of the room, stepping over the mutilated corpses of the Stingarta thugs. Your grenade sent them to a grisly end, and you try not to connect it to your own fate if the I3A find you.

Unfortunately it seems the thugs couldn't make much headway with the double doors, which are heavy-set and have no disernable locks. What should you do?

>1. Use your last grenade to try to blow the door open.
>2. Use a wrench to try to force the door open.
>3. [Hacking] There appears to be a computer panel next to the door. Maybe Zen can hack into it. (Roll 1d6, will take first roll only.)
>4. You've wasted too much time here. You should head the hanger.
>5. [Write In] Something else.
>>
Rolled 6 (1d6)

>>516749
Well even with a crit fail of ones in shooting it would still be enough to kill the thug since the crit success means double damage.

>>516754
>3. [Hacking] There appears to be a computer panel next to the door. Maybe Zen can hack into it. (Roll 1d6, will take first roll only.)
>>
Rolled 6 (1d6)

>>516754
Hacking
>>
>>516757
>>516758
>Roll 1d6, will take first roll only.
We both roll 6 :^)
>>
>>516763
Lets head in and grab as much as we can carry, then book it pretty quick
>>
>>516769
Head to oort 14 coords after. Can look for a buyer for our loot somewhere else.
>>
>>516754
Also take the nade the leader had, and take as much loot we can carry. Which mean the Thugs weapons as well, and see if they carried credits.
>>
>>516758
>>516757

"Zen, can you hack into that panel there?"

Zen approaches the panel and lays her hand on it, the regular blue pulse eminating from her body as she enters the computer's matrix.

"Hacking in process...removing firewalls...altering exceptions lists...disengaging locks...success!"

Something clicks inside the door and it begins to creak open, grating against itself from where the thugs had smashed parts of it in.

The further room is lit only by ominous red emergency lighting, but it's easy to see what the room contains: guns, and lots of them. As you pass from shelf to shelf you notice mainly standard laser rifles and pistols, the type these thugs would be used to. However, a number of items catch your eye:

New Items Obtained:

Primary Weapons: Ion Assault Rifle (4d4) x1, Precise Laser Sniper (1d16, takes 1 turn to prepare shot) x1
Secondary Weapons: Lightning Glove (1d12 melee) x1, Ion Pistol (1d6) x1
Explosives: Plasma Grenades (1d14) x2, Plasma Mine (1d12) x2
Items: Silencers (reduces weapon damage by 1d4, 2d2, or 3d1, depending on number of damage die of weapon, but all attack rolls gain +2 if you are sneaking and haven't been seen, and firing the weapon doesn't attract attention) x3
Credits: 115


How should you distribute your new items?

Note on carrying items:

As stated previously, you have space to carry one extra primary and secondary weapon. As such, you may take the standard laser rifles and pistols lying around if you want to sell them later, as long as characters have space in their bag for them.
>>
>>516784
Take the most stuff we can, being cost effective, with it.

Use the Ion Assault Rifle as our Primary
>>
>>516784
Have everyone outfit themselves according to thier tastes
>>
>>516784
That lightning glove sounds sweet.

Distribute the load as best we can, and change primary as Inky said.
>>
>>516784
Have everyone outfit themselves according to their tastes
But make sure we take all the loot. Take the thugs loot as well if we can.

>>516793
Want to go to the next station after looting or sell the guns first?
>>
>>516784
Give sniper to Gen
>>
Take everything, we can sell what we dont use.

Or keep spares on the ship in case we lose our weapons some how.
>>
>>516802
>>516799
>>516798
>>516793
>>516791

You decide to have everyone outfit themselves according to their tastes. You give Gen the sniper and Mitchell the lightning glove, whilst taking the Ion Assault Rifle for yourself. You pocket the silencers and explosives for later, and pick up as many laser rifles and pistols as you can carry on your way out.

Martin

HP: 40/40
Primary Weapon: Ion Assault Rifle (4d4)
Secondary Weapon: Smith & Wesson Handgun (1d10) x18 bullets
Explosives: Grenades (1d12) x2, Plasma Grenades (1d14) x2, Plasma Mines (1d12) x2
Weapons In Bag: Focused Laser SMG (3d4), Taser (non-lethal melee)
Jetpack Fuel Cells: 10/10

Abilities: Social, Haggler, Sighter Module, Engineer
Social: +1
Barter: +2
Sneak: +1 (camoflaged cloak)
Avoidance: +1 (carbon fibre shoulder armour)

Credits: 350

Gen

HP: 20/20
Primary Weapon: Precise Laser Sniper Rifle (1d16, takes 1 turn to prepare shot)
Secondary Weapon: Combat Knife (1d6 melee)
Weapons In Bag: Focused Laser SMG (3d4), Laser Pistol (1d2)
Abilities: None

Mitchell

HP: 30/30
Primary Weapon: Focused Laser SMG (3d4)
Secondary Weapon: Lightning Glove (1d12 melee)
Weapons In Bag: Laser Rifle (1d6), Laser Pistol (1d2)
Abilities: Fearless, Lie Detection

Zen

HP: 15/15
Primary Weapon: Plasma Shot (2d6)
Secondary Weapon: Taser (non-lethal melee)
Weapon In Bag: Laser Rifle (1d6), Laser Pistol (1d2)
Abilities: Hacking


What should you do now?

>1. Head to the hanger. Time to go to Oort-X14.
>2. Head to the broker at the Killua Club. We still need some information.
>3. Track down the final Stingarta group running wild. Gotta finish what we started.
>4. [Write In] Something else.
>>
>>516826
>1. Head to the hanger. Time to go to Oort-X14.
We can't be carrying everything with us. We need to put the weapons in our ship.
>>
>>516826
BuhBuhBuh Bail time. We've been here to long already IMO. I3A seems pretty pro at tracking people down and it doesn't seem like we could handle 10 heavily armed dudes.
>>
>>516826

>1

Better not push our luck any more, lets gtfo out of here.
>>
OI where's our ion pistol?
>>
>>516843
Whoops! Let's give that to Gen. Will update the pastebin momentarily.

It's 2:30am here man!
>>
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>>516834
>>516836
>>516840

You decide you've spent enough time on the Oort Outlier Station, especially now that there's so many I3A agents on your tail. You're sure the final Stingarta group will disband eventually, and it's not like you can solve every problem in the galaxy.

It takes you another hour or so to track your way steadily back to the side hanger where you stowed your ship, moving cautiously to avoid any more run-ins with the I3A. However, when you arrive at the hanger you see just what you hoped you wouldn't: two I3A agents appear to be guarding your ship, keeping watch along the hanger with their weapons drawn. You take cover behind another ship and look around, but you can't see any more agents. They must be further inside the station, lookkng for you. Your sighter module reads the two agents by the ship:

I3A Agent #1

HP: 35/35
Primary Weapon: Ion Rifle (1d10)
Secondary Weapon: Plasma Pistol (1d6)
Explosives: None

I3A Agent #2

HP: 35/35
Primary Weapon: Ion Rifle (1d10)
Secondary Weapon: Plasma Pistol (1d6)
Explosives: None


Luckily, they haven't seen you yet. What should you do?

>1. [Stealth] Sneak around them and fly away. Once you're in your ship you can blast them away with your single-shot laser cannon. (Roll 1d6+1)
>2. [Attack] Have Gen use her new sniper while you, Mitchell and Zen flank them and use grenades. (Roll 1d6 for each character that attacks)
>3. [Social] Attempt to persuade the agents to let you go. (Roll 1d6+1)
>4. [Write In] Something else.
>>
Rolled 4 + 1 (1d6 + 1)

>>516870
>3. [Social] Attempt to persuade the agents to let you go. (Roll 1d6+1)
>>
>>516866
Same here. No worries, just bringing it up on time
>>
I want to know why there after us maybe a friendly talk is all that needed
>>
>>516870
Do ship weapons deal the same damage on meatbags as on other ships?
>>
>>516894
Yep, which means they make short work of 'em.

>>516875

Failing a speech check? What's happening to us?

You decide to try to covince the agents to let you go. Surely they'll listen to reason, right?

You break from the group and head towards the two men.

"Gentlemen!" you say. "I have a proposition for you!"

"It's the target," one of the agents says.

"Target is seeking reconciliation," the other says. "Postpone prime directive?"

"Negative," the first replies.

Both agents raise their rifles at you.

Oh, shit, you think.

Both agents take a shot at you and then run for cover behind storage boxes. Rolling for both agents' attack and then avoidance.

Roll 2d6 and decide if you want to avoid twice (i.e. run back to the group) or avoid once and then try to attack one of the agents (state #1 or #2 as your target if so).
>>
>>516870
>2. [Attack] Have Gen use her new sniper while you, Mitchell and Zen flank them and use grenades. I doubt the creepy highly trained dudes would like to have a friendly chat.
>>
Rolled 2, 5, 6, 3 = 16 (4d6)

>>516905
why do i always forget to roll?
>>
>>516906

Sorry bro, already went with the first option. Going kinda quick at the moment.
>>
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>>516906
Too late
>>
>>516917

To be fair, you haven't had a bad fail at something in ages.

Time to learn your lesson, peasants.
>>
Rolled 6, 2 = 8 (2d6)

>>516905
Avoid go back to group
>>
>>516927
Crit for avoiding

Time to learn your lesson. You can't be Inky rolls.
>>
Rolled 6 (1d10)

>>516936

Damn. Luckily I myself rolled a crit hit on the second agent >>516911

Nevertheless you don't take double damage. Rolling for the second agents' hit on you.

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

You manage to return to the group, but not before one of the agents gets a shot on your shoulder. Luckily it hits your carbon fibre armour and doesn't hurt that much.

"Well, that didn't go so well," Mitchell grins.

You pull out your new assault rifle. "Shut up and shoot," you sigh.

Combat has been initiated. Roll 2d6 and decide whether characters avoid twice, attack and avoid, or, in Mitchell's case only, attack twice. If characters don't use their primary weapon, please state this.
>>
Rolled 3, 1 = 4 (2d6)

>>516974
Martin throw a grenade than avoid
>>
Rolled 1, 5 = 6 (2d6)

>>516974
Zen shoots and avoid
>>
Rolled 5, 3 = 8 (2d6)

>>516974
Mitch shoots twice
>>
Rolled 4, 5 = 9 (2d6)

>>516974
Gen Shot and avoid
>>
Rolled 6, 1, 5, 4 = 16 (4d6)

>>516985
>>516988
>>516992
>>516996

Rolling for agents' attack, then avoid.
>>
Rolled 4, 10 = 14 (2d10)

>>517007

First agent aims for you, second agents aims for Mitchell.

Crit on you, rolling for damage. Hit on Mitchell, rolling for damage.

Going to assume you'd like to focus fire on one agent, so everyone except Zen hits.

Roll 1d14 for your grenade damage, 6d4 for Mitchell's damage (damn, that guy's a beast), and 1d16 for Gen's damage.
>>
Rolled 9 (1d14)

>>517015
>>
>>517015

So 8 damage to you (26/40) and 10 damage to Mitchell (20/30).
>>
Rolled 1, 2, 3, 3, 3, 2 = 14 (6d4)

>>517015
>>
Rolled 2, 2, 2, 2, 1, 1 = 10 (6d4)

>>517015

Mitch
>>
Rolled 13 (1d16)

>>517015
Gen
>>
Rolled 1 (1d16)

>>517015
>>
oh wow maybe I should stop rolling
>>
>>517039
Yea
>>
Rolled 4, 4 = 8 (2d6)

>>517020
>>517027
>>517033

Taking these cus first.

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

The combination of a plasma grenade, three shots from a laser submachine gun and a final parting blow from a sniper rifle is all too much for the first agent, who crumples into a mess of flesh and wire.

I3A Agent #1

Eliminated

I3A Agent #2

HP: 35/35

New round. Rolling for agent's attack and avoid. State your manoeuvres and roll 2d6 for each character!
>>
Rolled 1, 3 = 4 (2d6)

>>517074
Martin Shot and avoid
>>
Rolled 2, 6 = 8 (2d6)

>>517074

Gen, shoot/avoid
>>
Rolled 2, 1 = 3 (2d6)

>>517074
Gen Shot and avoid
>>
Rolled 2, 6 = 8 (2d6)

>>517074

Martin

shoot/shoot
>>
Rolled 3, 3 = 6 (2d6)

>>517074
Zen shot and Avoid
>>
>>517087

I meant mitch
>>
Rolled 1, 6 = 7 (2d6)

>>517074
Mitch shoot and shoot
>>
Rolled 1 (1d10)

>>517074
Forgot to mention agent is aiming for Martin.

>>517075
You miss, and are shot in the shoulder. Oh no! Rolling for damage to you.

>>517078
Gen misses her shot, but hits a lovely barrel roll behind a box.

>>517081
Assuming you meant Zen...? Anyway she misses, sadly.

>>517087
Assuming you meant Mitchell as only he can shoot/shoot. In any case, he sadly misses too, but gets a nice synchronised barrel roll avoidance with Gen. Sweet.

Well, that was a lacklustre round. New round! Let's go again!
>>
Rolled 3, 1 = 4 (2d6)

>>517111
Such bad rolls all round.

You: 25/40

Rolling for agents' new attack / avoid.

Roll 2d6 for each character and state their moves.
>>
Rolled 4, 5 = 9 (2d6)

>>517117
Martin shoot and avoid
>>
>>517111
>only he can shoot/shoot
>you play the action as shoot/avoid
wat
>>
Rolled 6, 6 = 12 (2d6)

>>517117
Zen Shoot and avoid

>>517111
Mitch should have hit
>>
Rolled 1, 5 = 6 (2d6)

>>517117
Mitch shoot and shoot again
>>
Rolled 1, 2 = 3 (2d6)

>>517111

Mitch

shoot/shoot
>>
Rolled 4, 6 = 10 (2d6)

>>517117
Gen shot and avoid
>>
>>517121
Man, I am not on the ball tonight at all. Sorry chaps.

You roll that crit hit 3d4 boys.

Furthermore

>>517119
You hit and avoid the agents' shot. Roll 4d4 for your damage to the agent.

>>517126

Shit balls, Zen scores a crit too. Roll 2d6 for her damage.

>>517132
Mitch also hits, no crit. Roll another 3d4 for him. In fact you can lump that with his previous shot that should have hit in the same post, if you want.

This agent is so dead.
>>
Rolled 3, 3 = 6 (2d6)

>>515341
>Spilling so much info to a bartender, bartenders who tend to get asked questions, and give answers.

>>516326
I wanted to use the group to be fodder for I3A.

>>517117
You use a confusing system for dice rolls.

Rolling for ass kicking.
>>
Rolled 1, 2, 4, 3 = 10 (4d4)

>>517138
Martin shot
>>
>>517136
Gen hits too, so that's another 1d16 damage roll for her on top of it.

Time to crunch some numbers.
>>
Rolled 3, 1 = 4 (2d6)

>>517138
Zen shot
>>
Rolled 1, 3, 1 = 5 (3d4)

>>517138

Mitch
>>
Rolled 2, 2, 3 = 7 (3d4)

>>517138
Mitch last shot
>>
Rolled 11 (1d16)

>>517148

Gen
>>
>>517148
Well it's -41 damage so the guy is killed
>>
Time to loot those fools. Hopefully they have some good stuff.
>>
>>517170
They have two ion rifle and 2 plasma pistols and maybe the bodies it scrape metal, or hidden info we can hack into?
>>
>>517178

Some info about why they are chasing us would be nice.
>>
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404 KB
404 KB JPG
>>517139

Zen crit = 12

>>517147

Your hit = 10

>>517156

Mitch crit = 10

>>517158

Mitch hit = 7

>>517161

Gen hit = 11

Total hit on agent = 50

I3A Agent #2

Eliminated


The last agent is practically ripped apart by a series of accurate shots that pierce through his armour. In the silence that follows the shoot-out, you take a moment to marvel at the efficiency of your team. You think about how imposing these agents seemed just a few days ago; now it seems you're starting to become strong enough to take them on.

You realise, however, that this is no time to waste thinking, especially after a noisy battle. You and Zen rush to the Silverbug while Gen and Mitchell return to the Hawker. You grab the weapons that the I3A agents had dropped and chuck them into the cockpit of your ship - if there's any kind of shop in Oort-X14, you can probably get them for a good price.

You start up the engine and release the thrusters just as you see a dozen more I3A agents rushing into the hanger. You consider trying to use your ship's weapons against them for a moment, but looking at their numbers you decide it would be suicide - better to get away with your life rather than push your luck.

You blast out of the hanger as the agents begin to open fire behind you, but it's already too late; you've got what you came for from the Oort Outlier Station, and you've more than over-stayed your welcome now. You push your engines to the limit to escape to a safe distance to do a hyperspace jump, the Hawker close behind you.

"You ready?" you shout down the radio.

"They'll be right behind us," Gen replies. "Once we get there, we'd better be ready for anything!"

You take a last look at the magnificent asteroid behind you before punching in the co-ordinates. You turn to Zen, now cramped into the cockpit with you instead of inside the ship itself.

"Can you jump us from inside that body?" you say.

"Certainly," Zen smiles. "Preparing to jump."

The Silverbug's engine whirrs to new life, and for a split second you think you see a series of small ships plummeting out of the asteroid's main hanger, but then you are gone, hurtling through the strangeness of hyperspace. You think back on all the things you've managed to achieve at the Oort Outlier Station - disbanding a crime gang, raiding a gun stash, finding a body for your long-time AI...it seems each new place brings up more dangerous challenges and more interesting adventures.

And what about the mysterious Oort-X14 station? What will you find there? You lean back, close your eyes, and imagine...

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

Well guys, I'm super tired (as evidenced from my abysmal QMing skills this evening), and I think this is a good place to end Chapter 2 of our adventure. Unfortunately I won't be able to begin Chapter 3 tomorrow evening, but hopefully we'll start again on Tuesday.
>>
>>517214

Hope you had fun! I'll keep you updated here and on my Twitter (https://twitter.com/MarloweTrueQM) about what's happening.

>>517196

Sadly no info on the agents, especially given how speedily you had to leave. Fear not, though...Oort-X14 will hold all the answers...

Tune in next time for spaceship battles (finally!), creepy mutants, and more charisma checks.
>>
>>517230
I was meaning to ask about ship battles, cool.
It was fun, but it's time for some sleep, until next time
>>
(Unfortunately I was working during this session, but it's a great read. Delicious loot cache. Hope I catch yall next time. )
>>
>>517467
Yeah we missed you man!

I think I'll be quite busy until this Friday, so I'll plan to start up Chapter 3 on Friday or Saturday night. Stay tuned.
>>
Its almost that time again!



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