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File: Nebula01.jpg (1.93 MB, 3840x2400)
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You are Reginald Huxdedoborough, Prince of Mars. Or so you like to think. During your youth, you did a little fencing and track and field at the prestigious Mars University. You were abducted while on your way to union negotiations for your father, a rich shipping tycoon. So far you've:

Joined the alien crew that was going to sell you into slavery
Became an engineer for said crew
Made friends with your former security chief (Vasquez) and a fellow engineer (Adams) after you saved his life
Survived your first mission, which was a trap
Gotten Vasquez into a position of command
Got 400 credits
Learn about your captors, a race called Sarqs
You bought a PDA
Took a hit for a Dakiti, a race known for espionage
Bought some armor
Started your second mission
Looted an old military base
Finished the Second mission
Bought a shield


Possessions:
Full body polymer armor (100% integrity)
Grade III shields (100% charge)
Ionized projectile weapon (Pistol)
Sleek laser rifle (+1 in CQB)
x5 Grenades
Ten kilos of anti-vehicle explosives
x2 Sresh tribal idols, presumably of hunting and transport
PDA
250 Credits
>>
Previous Thread: >>1123672
Discord for questions/notifications: https://discord.gg/ZxTf2C3
Archive: http://suptg.thisisnotatrueending.com/archive.html?searchall=super+space+quest
Hand Dandy Space Quest Guide: http://pastebin.com/HchYgd7V

You remember the idea you had last time you were in port, you need a shield. Grabbing you’re PDA, you load up the weapon dealer’s inventory and send off a request for a grade III shield. A receipt is embedded on your chit. That leaves 250 credits to your name. You’re going to have to pick it up, there’s not enough time for a delivery.

The station is a maze of circular corridors revolving around the central power plant. It’s rather large, being able to fit roughly 6,000 souls if you guessed right. You almost get lost before you find the weapon dealer’s stall. It’s operated by a pair of sarqs who give you your shield once you show proof of purchase. “Best be wary of slugs, that’ll only turn away 3 in 10 and not for long.” You nod at them, though you doubt they’d understand the gesture. One hour left before departure, you make it back to you ship.

It’s about the size of a small football, though flat and smooth. There’s anchors on the underside to attach to the small of your back or the backplate of a chestpiece. A switch is on the side with three settings: recharge, combat, off. The small info packet that came with it rates the recharge at roughly 5 minutes for a full charge when set to recharge. In combat it’ll recharge at 1/3 that speed and hold until deactivated. A disclaimer warns that continuous use over a 2-day period may cause overheating.

The ship is about to undock by the time you report to you station. Your console is becoming more and more familiar to the point that you’re confident you can handle it in an emergency. Adams has been fiddling with the reactor for the last week or so and is convinced he can find a way to improve it.

You’re ready when the warp warnings come. Space distorts and you don’t find yourself as nauseous as you used to. The next two hours are busy work, keeping the reactor cool. The ship parks in orbit after you slow enough to be captured and the crew gathers in the mess hall.

Captain Sarak gathers in front of the crowd. “Crew,” he announces, “we’ve been hired. One of the local governments is building for a war and that includes us. You’re welcome to leave if regimes mean nothing to you. If you’re indebted, considered it paid in full. You’ll be shuttled to the colony on the surface and I’m sure you can make your way from there. Dismissed.”

>Prepare for war
>Find Adams and Vasquez, talk to them about leaving
>Make preparations to leave without them
>Other??
>>
>Prepare for war
>>
>>1140071
fek, didn't clear my name. whoops.
>>
You’ve got this. This is a new age, more sophisticated warfare and such. Though the last total war on Earth was the World Wars, there’ve been numerous “peacekeeping” missions, interventions, and occupations.

On the way out, Vasquez and Adam grab you. They’re talking in hushed voices, “Reg, what do you think? You staying?” Thoughts and scenarios spin in your head before you reply, “Yeah, I’m staying. Why?”

Sighs of relief pass around and Adams says, “Me and Vasquez were planning it out. I wanted to leave, he wanted to stay. We needed a tiebreaker. We’re sticking together, here on the ship.” Adams looks to Vasquez, who begins, “Sarak always briefs the officers first. Don’t tell anyone I told you this, but I don’t think he expects anyone to live. Even himself. The pay he’s promised us is damn near unimaginable. I think he has a plan and isn’t telling us anything.”

“One last thing. If we’re actually doing this, I could really use you on my team. Tomorrow we’ll be meeting up with the flotilla. I’d appreciate it if you were with me by the time we got out of warp. It’ll be a combat close jump, within 50,000km of the planet.” Vasquez glances around before making off towards the bridge. Adams pats you on the back, “Come one, might as well enjoy the rest of the day while we can.”

>Meet with Vasquez tomorrow morning
>Stay with Adams in engineering
>Other?

Sorry, literally just got home from a DEP meeting
>>
>>1141689
And here I was staring at the old thread, until i went to check over another quest which just so happens to be right next to this one in the catalog.
>>
>>1140071
>>1140074
your suppose to be sleeping.

>>1141689
>Other?
Give Vasquez our level 1 shield and meet him tomorrow. Go with Adams for now so we don't have to do engineering stuff later.
>>
>>1141689
Linked old thread.

DEP as in department or Dick Enhanced Penetration?
>>
>>1141759
Sure, let's go with that
>>
>>1141796
link your old threads
>>
>>1141847
Sorry 'bout that man, knew I was missing something
>>
Hmm, did we ever ask for drones in the setting? A few of them would be great for recon and, depending of their size, having another gun in case of a gun fight.
>>
>>1142094
No? that's a question for the QM
>>
>>1141863
Super spaec, do we got drones, or any alien analog?
>>
>>1142094
>>1142315
Yeah, was getting on that. Not gonna lie, I somewhat overlooked in the universe. Most intelligence comes from spy satellites with powerful sensors. Though there are quite effective combat drones for those who can afford them. Drones also provide data for cities when its grid can't be hacked. Many forces use scouts more than drones.
>>
>>1142355
We can run across them in lore and the adventures we go on.

What about artificial intelligence, and who uses drones, how much the cost, how "hard" it is to get one.
>>
You head off with Adams to the rest of your shift. The supper is magnificent compared to normal, actual meat pies. The crust is stiffer and crunchier than you’re used to and the meat is like stringy pork but it’s still good.

Waking throughout the night, you get little sleep. You’re having reoccurring dreams of being in space with a suit that doesn’t work. When the alarm in your watch goes off, you meticulously check your suit. It’s in perfect order. Before Adams departs for engineering, you give him a briefing on how to operate the cooling console. The alarm for a jump signals.

It’s an unusually brief hour before you leave warp. The ship is rendezvousing with the flotilla. Another warp alarm follows shortly. After the initial distortion, you find Vasquez. He smiles and claps your shoulder, “Glad you showed. Don’t get me wrong, these sarqs aren’t bad but I’d rather have you watching my back.” Bringing out a small view screen, he starts to summarize the plan.

You’ll be warping in dangerously close to the enemy planet. The leading admirals are counting on speed and precision to cripple the main enemy fleet before it can put up too much of a fight. Before you leave warp, you’ll be on a boarding craft. You’re going to be trying to disable the flagship. Other ships will be attempting to board it also. The entry point is about halfway between the reactor core and bridge.

The boarding craft is all too familiar and all too cramped. It’s the same kind that took your yacht when you were captured. Space begins to distort after what seems like forever. You hear the hiss of decompression on the outside of the hull. Heavy Gs assault your body and your vision fades. Minutes pass in irregular intervals. Then Vasquez yells, “Hard brace! Hard bra-”

You’re on the ground, the sarq underneath you cushioned the fall. Albeit at the cost of his spine. Two more lay unbreathing and the door opens. Debris litters the corridor and lights blink in an emergency green color. If schematics serve you right, you could make your way to either the bridge or the reactor from here. Though you might try somewhere else.

>Head aft and take out the reactor
>Head to bridge, a ship can’t work without a crew.
>Head somewhere else? (Security station, crew quarters, other?)

>>1142406
Drones aren't that hard to come across if you've got the money. Just most aliens consider it cheaper to use scouts or conscripts. Smaller system-states use more drones and combat androids (comdroids) because they can't spare the manpower. Artificial intelligence is still non-sentient and useful for organization, point defence calculations, and autopilots.
>>
>>1142429
>Head aft and take out the reactor
We're a engineer dammit Vas!
>>
You’ve gotta head towards the reactor, you know how that’ll work and how to take it down. More impacts rock the hull and almost stagger you. No wonder why they pack those craft so tight, no one would survive the impact if they didn’t cushion each other.

Vasquez is leading the way, following an alternate route he think’s is less guarded. A couple unsuspecting crewman are shot on the way. Rounding the corner, you see the entrance to the engineering section. It’s heavily guarded.
>Roll 1d20+1 to fight your way past
>Attempt to infiltrate through the ducts, also 1d20
>Other?
>>
>>1142429
>>Head aft and take out the reactor
>>
Rolled 19 (1d20)

>>1142735
>>Attempt to infiltrate through the ducts, also 1d20
>>
Rolled 18 (1d20)

>>1142735
>Roll 1d20+1 to fight your way past
I'm about to sleep.
>>
Rolled 2 + 1 (1d20 + 1)

>>1142735
>fight your way past
>>
>>1142755
18 + 1 = 19

They haven’t noticed you yet. Your forces open fire and provide support while you move up with 3 others and Vasquez. Three of the guards drop immediately and the remaining drop back into engineering. You can see laser scorches that have almost pierced clear through the walls.

As you pursue them into their section, the guards spray down the hallway from a small security station. A slug catches you in the side of the knee and just about dislodges it. Pain screams through your nerves as you scramble to the cover of a structural support. You can still move it, even if it hurts like hell. It’s not broken so that’s at least something. Your visor flashes: ESTIMATED ARMOR INTEGRITY 90%.

>Lob a grenade down the hall
>Make another try at it 1d20-3
>Find a corridor to flank them from 1d20
>Other?
>>
>>1143231
>You can see laser scorches that have almost pierced clear through the walls.
That's from our shot? If it is then maybe we can guesstimate where they are hiding and shoot through the wall. Risk hitting something volatile though.
One slug dropped us to 90% integrity and nearly knee-capped us.
>>
>>1143257
Maybe we can do that after rushing down another corridor.
They won't expect it and it's possible for us to get a bonus from the element of surprise.
>>
>>1143257
>>1143295
Please roll 1d20
>>
Rolled 9 (1d20)

>>1143330
>>
No one seems to be around, which sucks.
>>
>>1143782
Yeah, it does. Was hoping for a second roll before the one hour mark
>>
>>1143800
Should I samefag the last rolls?
>>
>>1143847
Nah, we good. Just give it some patience
>>
Rolled 20 (1d20)

>>1143330
>>
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>>1144013
>>
You key in your coms, “Vasquez, we need another route.” Slugs are still pinging around you when your radio opens, “I’m on it. There’s another way that goes around the station. We’ll hold while you flank around.”

Standing up, you realize your leg is numb and stiff. It isn’t fun but you’ve got to do it. A volley of fire opens up from your end and you take the chance to retreat to where Vasquez indicated. It’s a service corridor with minimal lighting and heating. You’re glad for your armor because it’s colder than hell. Each breath creates a thick fog around your face.

You can still hear the exchange when you exit. You’re close to the station and about 30 meters behind, you estimate. The maze of corridors to the security station are mostly empty with the exceptions of a few crew fleeing from the firefight.

As you approach the security station, you realize they haven’t seen you. There’s five of them lying prone in the station. You open fire. One, two, three, four. The fifth guard has enough time before he fall to fire a burst that miss mostly. One scrapes your shoulder pad while the other 3 leave a dent in the ceiling. There might be a bruise on your shoulder in the next day or two at worst. Your visor flashes, 85% integrity.

Silence seems alien at this point. When you meet back up with Vasquez, he leads you to the reactor. It seems like it’s ten times the size of yours. The surrounding equipment aren’t too different either. You could probably overload the reactor and blow the ship if you tried, through either shutting off the cooling system manually or hack the control console.

>Blow the cooling system with a grenade (1d100)
>Hack the control console (1d100)
>Other?
>>
Rolled 23 (1d100)

>>1144189
>>Hack the control console (1d100)
We could ask if we get a bonus for capturing the ship before anything.
>>
Rolled 83 (1d100)

>>1144189
Can we keep the ship?
>Hack the control console (1d100)
>>
>>1144189
>>Hack the control console (1d100)
>>
>>1144762
With a roll like that, potentially. Especially if you keep it up
>>
Rolled 20 (1d100)

>>1144797
Well fk it then, just jack the ship for ourselves.
>>
>>1145036
well there goes that plan.

next post plox!
>>
The console is your best bet. You tap the keys to life and signal for the reactor to shut down. Access is blocked, it won’t allow the reactor to go down during a battle. You’re going to have to manually override the in-combat protocols.

Its hardware panel is supposed to be tamper proof. Eight approaches you and hands you slim piece of metal to disconnect the sensor. You slip it under the edge and jiggle it until you feel the sensor pop off. Carefully removing the panel exposes the hardware inside. It takes a moment to find the programming box. There’s a sensor on that one too. A quick cut disconnects the sensor and you pry off the box.

Shooting starts outside. Vasquez opens coms, “We’ve got a lot of hostiles out here, hurry up. I’m calling for the other parties to rendezvous here.” You try the console again and half the buttons don’t work. But you’re still able to work it.

The firefight outside is intensifying. You shut down the fuel feed to the reactor. The latent power in the system begins to fade. Emergency power kicks in, green emergency lights turn on. You turn towards Vasquez to suggest something.

>Suggest a retreat
>Encourage a charge to break out
>Sit and defend the position
>Other?

Also roll a d20 with your choice
>>
Rolled 10 (1d20)

>>1145042
>>Sit and defend the position
morning or whatever
>>
Rolled 23 (1d100)

>>1145042
>other?
Rig the engines with remote bombs.
And try to sneak attack the bridge. If all else fails fall back and escape and blow the charges.
>>
Rolled 15 (1d20)

>>1145566
its 3am for me
and I messed up the roll
>>
Rolled 15 (1d20)

>>1145042
>sit and defend
For the glory and loot.
>>
>>1145042
Wait.
Switch from defending to the "other?" option
>>
Gonna be a while before the next update, about 8 hours. Got work
>>
“Vasquez, I’ve got an idea. I’m gonna rig explosives to the reactor’s fuel container. There’s enough antimatter in there to annihilate half the ship. Anything happens and we remote detonate the bomb.” You start move to the fuel tank so you can rig explosives to it. About a minute into it Vasquez radios you, “Affirmative. We’re making a push to the bridge after we repulse the reinforcements arrive.”

You’re glad you picked those explosives from the last mission. You nearly trip over a pipe with you numb leg while making your way to the tank. Why does the fuel have to be in a tangle of pipes and conduits? You think to yourself. You reach the tank, take out a hefty 10kg of explosives, and begin to shape the plastic mass around various fuel lines.

It sounds like a thunderstorm outside. A new flank has opened behind the attackers. You start connecting remote detonator. A orange light flashes, it’s connected. The firefight is starting to die down. Radio exchanges begins, you’re going to be moving out immediately and a detachment will guard the bomb.

You move out. Soon you’re standing near the bridge. It’s only a matter of time before the attack signal is given. There’s four other squads from your ship here, numbering about 40 in total.

>10kg of anti-vehicle explosive removed from inventory

>Roll 1d20-1 to storm bridge
>>
Rolled 14 - 1 (1d20 - 1)

>>1146318
weeeeelllll
>>
Rolled 19 (1d20)

>>1146318
>>
Your guns are aimed at the door, ready to break it down. The signal is given. A hailstorm opens and the door is unable to hold, soon turning into a slag pile. Masses of bodies make their way through the choke. Some don’t make it, they’re cut down and trampled.

The defenders are going down too as more and more of your crewmates storm the bridge. You personally gun down three before you’re knocked off your feet. A slug has hit you in the chest. The visor flashes: 55% integrity.

Tears well in your eyes as a deep bruise begins to form on your chest. The gunfire around you stops and cheers sound. You’d cheer to if you could breathe correctly. The ship is yours.

Vasquez walks over to you and helps you up, “You ok? I saw you go down.” Somehow you manage a reply, “Yeah, yeah I’m good. I think I may have broken a rib or at least bruised it.” The consoles flash in warning: SELF DESTRUCT ABORTED - REACTOR UNRESPONSIVE.

A smile crosses your face, Vasquez begins laughing hysterically. After the celebration dies down, readouts begin to come in. The flotilla is finishing off the stragglers left over from the battle. The final body count comes in, 18 lost on the bridge and 6 elsewhere on the ship. That's a good 1/3 or more from the boarding party. A message comes in from your ship, “Make the captured ship ready for jump, we’re leaving. Keep other fleet officers off the ship.”

There’s a dozen things that need to be fixed. There’s still a bomb in the reactor and you feel like you’ve been beaten to a pulp. But your job’s not quite over yet.

>Start fixing consoles on the bridge
>Make your way down to the reactor and remove your bomb
>Go see the medics, you deserve it
>Sneak off and find somewhere to rest
>Other?
>>
>>1146647
>>Start fixing consoles on the bridge
>>
>>1146647
>>Start fixing consoles on the bridge
>>
>>1146647
>Other?
shut off the self destruct, and then round up prisoners, and police them. After that, fix the engine sabotage we did, and remove explosives.
>>
As much as you’d like to be elsewhere, you’ve got to do this. You begin to disassemble consoles. A lot of the circuits are shot, quite literally. On the few remaining terminals, you pull up a supply list. It’s got exactly what you’re looking for: replacement parts.

Once a sarq retrieves them for you, you begin. One by one, you replace computer chips and run diagnostics. It takes 50 minutes to get the first one fixed. Thankfully more techs are on the bridge by now to get it done faster. After one more console, the other techs have gotten most up and running. The bomb down in the reactor has been disarmed.

Your chest and knee are throbbing. Calls are passing back and forth, the reactor is up and running. Light brighten and the emergency lights deactivate. The techs are running more diagnostics, most systems are relatively undamaged with the exception of the hull. The ship has several holes in it, thanks to your boarding craft.

Sarak’s voice comes over the intercom, “Prepare for prolonged jump. Estimated 15 days and multiple course changes.” You brace for warp. It’s a lot like when you were on the sresh ship, lots of confusion. You have a hard time concentrating and get carried away. It’ll be a while before you’re needed again.

>Claim one of the crew quarters
>Nap in an undisclosed location
>Go see medics
>Talk to someone
>Other?
>>
>>1146950
>>Go see medics
>Claim one of the crew quarters
>>
>>1146983
This.
>>
It’s about time you saw a medic, made sure everything was ok with you knee and your ribcage. The medbay is practically state of the art. There’s several crewmembers on litters that have been anesthetized and are covered in bandages. The medic on duty sees you shortly after checking in the others. He pokes and prods your dark purple bruises, feeling for broke bones. It’s not fun. After that, he pulls out a scanner and scans you. “Everything is good. Your bones are mildly bruised.” He hands you a container of cream and some bandages. “This’ll numb it and help it heal. Be careful for the next week and a half.”

You head to the crew quarters, maybe you can get a bed. While inspecting the quarters you realize there’s enough room for four or five times as many crew as the other ship. You decide to take one tucked in a corner. It’s bigger than your other quarters, the beds, the lockers, everything. There’s four beds, two on each side. You take the one on the upper right and fall asleep quickly.

The opening door rouses you. People walk in, “Quiet, he’s sleeping.” It’s Vasquez and Adams. They talk in low voices, you can’t quite make out what they’re saying. God you’re tired, the anesthetic must have kicked in.

>Wake up now and talk to them (Anything you wanna know?)
>Keep sleeping
>Other?
>>
>>1147318
>>Wake up now and talk to them (Anything you wanna know?)
What do you think of this mission? Sounds like something big is happening. We'll have to get better gear if we want to see it through.

Gotta head for bed, good luck with the quest, maybe you should advertise in the qtg for more players.
>>
>>1147342
G'night, I'll have to do that. It is nice having more players
>>
>>1147318
>Other?
Pretend to sleep, and "rest" our hand onto our pistol.
>>
>>1147354
Ugh, forgot to hit post.
>>
Rolled 2 (1d2)

>>
You strain your hearing and you can make out most of what they’re say, “So, what do you think of that bonus?” Adams was saying.

“It’s lookin good so far. Don’t know how that fleet will feel about us taking a ship, but we’re just following orders. We’ll definitely get something from those prisoners.” There’s a pause before Vasquez continues, “You think we’re ever gonna get home?”

“Hell if I know. I’m just glad I’m alive. Glad I’m not the only one out here. It feels good having someone you can trust.”

“I can hear yah there. Though I’m worried about Reginald. He’s been acting brazen lately, always first off to charge and do something. Could just be me, but I care about him. No homo.” There’s a round of snickering. “Seriously though, he’s surprisingly good in tense situations.”

“Yeah, I know what you mean. It’s about time I hit the hay. G’night.”

They quiet down and you can’t stay awake through the silence. You drift into a deeper, calmer sleep. In the morning, they’re gone. Your chest and knee are already looking better. They may not feel better, but the surface bruising is going down. There’s a message on the screen in your quarters. You’ve been given one day of medical leave from the medic. Must not want you to keep your bones from healing.

>Wonder and investigate the new ship (Anything specific?)
>Go through files (What?)
>Talk to someone (Who?)
>Rest and continue healing
>Other?

Will start a new thread when I wake. Leave a comment if you have any opinions, concerns, pointers, etc. I will attempt to redress them
>>
>>1148372
>Wonder and investigate the new ship (Anything specific?)

Interro- I mean, Interview the prisoners, if we have any. Get a better picture of this part of space, and see if we can piece together the bigger picture of things.


Post your new threads in the link beloooow!
>>
>>1148372
>>Wonder and investigate the new ship
pretty much anything, see if this ship isn't some lame horse.
>>
New thread
>>1149067




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