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File: Big Blue.jpg (561 KB, 1920x1080)
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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
Got hired by a system-state's military
Participated in a battle
Hijacked a captured ship


Possessions:
Full body polymer armor (55% integrity)
Grade III shields (100% charge)
Ionized projectile weapon (Pistol)
Sleek laser rifle (+1 in CQB)
x5 Grenades
x2 Sresh tribal idols, presumably of hunting and transport
PDA
250 Credits

Previous Thread: >>1139967
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
>>
As you leave your quarters, you’re struck with a longing for exploration. The compartments on this ship are more extensive than your last ship. It’s got a larger mess hall and larger brig. The cargo deck is huge, capable of keeping your ship supplied for months.

A trip to the brig confirms what you heard last night. It’s filled to the brim with prisoners. You turn to one of the guards, “Have they been questioned yet?” He looks at you, “Of course. The smart ones come forward when they get captured. Saves them from unpleasant experiences. Read the reports.”

Keying up the report on your PDA, you start reading. It’s mostly questions about the ship, along the lines of equipment, protocols, “special surprises,” etc. You see one of them mentions a hangar and parasite craft. That’s definitely something you want to see.

It’s near the bow of the ship, about 60 meters back or a quarter of the ship. The deck more of a place on the hull that’s designed to be docked at. There’s four ships clamped to the airlocks. From the look of it, three of them are for ship combat and one for troop transport.

You tour one of the combat ships. It’s designed like a fighter, sleek, aerodynamic, and the size of an Old-Earth train engine. Probably as heavy too. There’s a small crew compartment for six and internal access to the engines for the two engineers. The cockpit has room for four, two pilots and two weapons experts. There’s a shield generator, a bit weak but there nonetheless. Supply lockers would probably give it four or five days of operation life.

The dropship however is three or four times larger and mostly cargo space. There’s room for at least 60 troops. Maybe more if they were crammed in. The cockpit in this is surprisingly smaller, only three spaces for a pilot, crew chief, and engineer. For armor, it looks like it could take a hit or two but not much more.

With the new ship, there’s bound to be job reassignments. You could apply. Or you could stay. It’s a passing thought and you realize you’ve still got most of the day.

>Keep wondering
>Go to the mess hall
>Look through file (What?)
>Talk to someone (Who?)
>Get a reassignment (For what position?)
>Other?
>>
>>1149069
>>Talk to someone (Who?)
Adam, what can he tells us about this ship's drive.
>>
>>1149069
>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.
>>
There’s some questions you have. You thought of them during your ship tour. Heading back to the brig, you say to the guard, “Lemme see one of them. I’ve got some questions.” He moves to one of the cells and opens it, “You can’t kill him and I’ll have to watch to make sure nothing happens.”

The cell is empty except for a water spout and a bed attached to the wall. The prisoner is a small gray man whose skin lacks pigment. He’s about as tall as your upper arm and his body is thicker than his limbs. The man’s face is round with big black slanted eyes. You ask the prisoner, “What are you?” His voice is deep, “I’m a Makkl. Are you a hamun?”

He knows what you are, how? “It’s human. And how do you know?” The muscles in it’s forehead loosen and flat teeth are exposed. “My mother’s father’s brother spoke very highly of your race. He was part of a survey that came to your world. The last survey before that didn’t show any sentient race. Your years are longer than the galactic standard, so it would be maybe 300 or 400 years ago.”

You’d heard stories about little grey men. Nursery rhymes designed to scare children and make adults laugh, makes you want to laugh too. You say to him, “If you know so much, why don’t you tell me the galaxy. How does work? Who’s pulling the strings?”

He looks at you and changes expression. “You obviously haven’t been here long or nobody’s quite explained it. It’s all about trade, currency. The system-state you were working for was after the other’s trade and to destroy its assets. It’s the corporations that run it, they pay taxes and fund the systems. At least the free systems. There’s systems out there that don’t rely on that. Mostly, they’re homeworlds.”

You recall your own father’s corporation. Without his shipping, Mars would be almost stranded until Earth could make ships for itself.

He continues, “The systems have laws and codes. But any law could be paid away, any official deposed of. Your world may have corporations too, worldwide in fact. But not here. The companies don’t have that luxury, everything is too loose. A local government might not like a certain business, so they’re kicked off planet. Another takes their place soon enough”

That leaves few questions left. “What can you tell me about this ship’s jump drive?”

“Ah that. Standard space folder. From the outside it looks like we become infinitesimally thin. But really it’s like folding two halves together, you just make the distance shorter.”

>Keep asking questions (Anything specific?)
>Investigate the ship more (What?)
>Request a reassignment (To?)
>Go through files for something
>Other?

>>1149104
Sorry if I missed your meaning last thread.
>>
>>1149508
>Investigate the ship more (What?)
Could always head back to the bridge, walk about and find something like a window panel open to the void.
>>
>>1149864
Could also ask why they probed the humans ass.
>>
>>1149508
>>Go through files for something
>>
Rolled 2 (1d2)

>>
>>1149895
lel
>>
You’ve got one more thing before you leave, “Last question: what was with the anal probes?”

The prisoner looks at you. “The what? We never did that. If that’s what you think we did, I don’t know where it came from.”

“Huh weird,” you say as you walk out of the room. On your way back to your room, you get access to the ship’s database from your PDA. The files on the ship are mostly supply transcripts and such. You also find ship designs. The two that catch your eye are the fighter and troop dropship. They were designed as almost an afterthought for this ship when they found more room for a hangar. The fighters are capable of providing atmospheric air support as well as in space.

Another blueprint you find is for the ship itself. The closest Earth classification would be a light cruiser. It’s about 1200 feet in length, well armoured, and well armed with railguns as well as missiles and laser turrets. Due to it’s weight, about 100,000 tons, it can’t be landed on a planet and has to be serviced at a station. You flip through the history. The ship was finished about 20 years ago, very soon by some standards, and was designated as The Mountain. The navy that employed it was part of a free system made rich by new trade routes. Your former employers were suffering from the loss of trade and took action against them.

Adams makes his way into the room, “Hey. We’re gonna be having a roommate. His name will be Tir and he’s number Seven in the second squad.” A new roommate? Great. “Does he have to be here?” You ask. Adams is quick to reply, “Captain’s order. All quarters have to be filled completely. Vasquez objected but Captain’s orders are final. Now, I’m gonna make myself comfortable while I can.”

You do the same. At sometime Vasquez made his way into the room while you were sleeping. When you wake up, you reapply your bandages and poultice. You’re awake before everyone else and you’ve got duty in engineering. The day is busy, you’ve got to work practically double because you don’t have enough crew on board. The next two weeks are gonna be busy, but you’ll find free time.

Pick something to do in your free time:
>Continue learning the sarq language
>Study engineering, improve your skills
>Run through combat practice with Vasquez
>Other?
>>
>>1150617
Best would be to study engineering in the morning then have Vasquez beat the shit out of us in the afternoon and relax by learning the language in the evening. But if we trully must decide on one.
>Study engineering, improve your skills
Combat engineer.
>>
>>1150659
>>Study engineering, improve your skills
Yeah, I can get behind that.
>>
So far it’s been extremely routine for the last week. Your new roommate has moved in. He seems somewhat uncomfortable in such close proximity to three humans. The side effects of the jump are beginning to fade, or you’re adapting at least. The confusion and forgetfulness are losing their potency.

You spend your off duty moments studying power systems. If you’re not eating, you’re studying. From what you’ve read, you’re beginning to appreciate the effort it takes to keep a ship running. The reactor is the center of the ship, it powers everything with the exception of emergency systems which have backup generators. All the power is routed to where it needs to go by the main reactor console. The cooling system you know well already.

The power to the weapons system takes up nearly as much as when you’re jumping. When in combat, you’re going to need every power system manned. Most of it goes to either the lasers or the railguns. Computers handle a lot of the targeting but are told what to do by the gunners.

Your jump drive works by folded space, as you’ve previously been told. But what you’ve read details more clearly that it manipulates gravity also. By bending space time, you’re able to move vast distances much faster than lightspeed. A damaged FTL drive will scatter your particles everywhere in between you and your destination.

For the last three days, you sacrifice your study time to talk to Vasquez about combat. He gives you some good pointers about stance and movement. You go through a few drills with him and you begin to see where your previous mistakes were.

When the jump alarms blare, you’re taken by surprise. You’d almost forgotten about the jump. The destination is a maintenance station. At the dock, you’re allowed to have some free time. The credit chit you have has been refilled, 3750 credits.

>Go to station recreations
>Find a merchant (What type of merchant? For what?)
>Stay on the ship (Do what?)
>Other?
>>
>>1150978
>Find a merchant (What type of merchant? For what?)
Robot butlers, and drones and stuff.
>>
>>1150978
>>Find a merchant (What type of merchant? For what?)
Weapon/armor, tech like drones and blueprints, medical suplies and a map of this part of the galaxy. Just a look first and when we've an idea of what we can find around just go get a drink to unwind then decide what to do/buy with Vasquez and Adams.
>>
It’d be nice to have some new stuff. As you step off the ship and into the station, you find a merchant selling out of his ship. “So, what’re you selling?” Is what you say as you approach. It’s a Makkl, you’ve seen a lot of them on this station. “I’ve got tech. Electronics mostly, but some robotics. The robots are custom made to order. Here’s a price list.”

He hands you a small view screen. It’s filled with various computers and components, the standard. As your browsing he begins talking in a low voice, “I’ve got some other products too. They’re not listed and you don’t look like port authority. I’ll load them up.” New item appear onscreen. A few things catch your eye:

>Custom robot - 100 credits per component (anti-grav unit, leg, etc.)
>Basic hacking program - 1,050 credits
>Advanced hacking program - 1,500 credits
>Combat drone, military grade - 4,500 credits
>Combat drone, civilian - 2,500 credits
>Grade IV shields - 2,000 credits
>Grade V shields - 2,800 credits

“The combat drones and shields go through an arms dealer I know on the station. The hacking program I make myself, if it weren’t good it wouldn’t be around. If you take a look at this viewer, I’ve got some of his stuff.” He hands you another screen. It’s some standard stuff you’ve seen before, armor weapons. But this guy sells explosives to, illegally most likely.

Base Prices for chest:
>Polymer - 200
>Metal - 300
>Ceramic - 400
>1 credit repair per 1 integrity percent
>x2 for full torso and helmet (includes upper thighs and shoulders)
>x3 for full body

Weapons:
>Pistol - 100
>Submachine Gun - 250
>Assault Rifle - 400
>Sniper - 500
>x3 for energy weapons (ammo capacity limited to charge)

Explosives:
>Grenade - 150
>Mine - 200
>Anti vehicle explosives - 400 per kilo
>Anti-personnel explosive - 300 per kilo

From experience, you know that energy weapons are potent against normal armor. Metal or ceramic armor is more durable than polymer, but ceramics are more expensive to repair. Grenades are very powerful in corridors, you remember the fireball.

>Buy something (What?)
>Find another vendor (Type?)
>Go to station recreations
>Head back to ship (And do what?)
>Other?
>>
>>1150978
>3.5k creds for capturing a ship intact
We are keeping the ship then!

>>1151198
See if they sell any full humanoid or android types.

I wana see if we can get a mobile hacking platform to accompany us.
>>
It was a good day friends, more updates in the morning
>>
Also what kind of ship did we capture? I forgot.
>>
>>1151275
Just remember to link the story on qtg when you're ready to continue, you might have a few more players that way.
>>
Having a personal hacking droid would be great. You begin to talk to him about designs. There’s some ideas he has, mostly small antigrav units carrying a small computer. He estimates that it’ll cost around 1,550 and it’ll use two anti-grav units, a computer, a sensor array, and central programming. You’d also be paying for the hacking program. You could also pay more for 2,000 for an advanced hacker.

An idea you’ve had since you read something in the database is getting a combat android. “You got any comdroids?” He’s taken aback, “No, I don’t know where you’d get one either. Most black market sellers usually want high prices for them though, 5,000 and up.”

You remember your armor too, it’s damaged. Last checked, it was at 55% integrity.

Budget: 3,750 credits
>Buy hacking drone (1,550 for basic, 2,000 for advanced)
>Buy something else (What?)
>Investigate combat androids
>Talk to another merchant (What ype?)
>Go to station recreations
>Other?
>>
>>1152191
>>Talk to another merchant (What ype?)
medic for a first aid kit, just in case or weapon to see if we can get mods.
>>
“I’ll keep this in mind. I’m gonna look for some other merchants,” you say as you walk away. After that last bout, you’d really like a medical kit. You’re in luck, after checking the ship logs you find a cargo ship carrying medical supplies. There’s a view screen at it’s airlock. It has a list of prices:

>Surgical supplies - 500 credits
>First aid kit - 100
>Advanced first aid kit - 250
>Long term kit - 200
>Biosensor - 150
>Advanced biosensor - 300

Looks like they’ll deliver once they get an order. You take a copy of the price list to keep on your PDA and head off. Another mod for you gun would be nice. There’s the weapons dealer that the first merchant mentioned. He’s got a ship near the first guy. It’s evident because of the burly looking sresh guards in armor by the airlock. They eye you as you approach. Another sresh comes out to meet you, “What do you want? You buying something?”

“Of course, I heard about you from a from another merchant. I’m looking for laser mods, what’ve you got?” After say that, he offers you a viewer with prices.

>Accuracy micro-computer, provides minute adjustments to improve aim - 300 credits
>Improved lenses, more powerful laser focusing - 500 credits
>High density storage, +30 shots before recharge - 400 credits
>Small wavelength generator, dramatically improved laser (illegal) - 2,300
>Extra batteries, rechargeable - 20 credits each
>Bayonet - 5 credits

Seems like the illegal items go for a lot more than their legal counterparts.

>Buy something else (What?)
>Browse somewhere else (Where?)
>Go to station recreations
>Head back to ship (Do what?)
>Other?
>>
File: Hmm hmm bitch.gif (1.91 MB, 300x228)
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>>1153071
What's the difference between a regular and advanced first aid kit/biosensor same with the long term kit. Gonna buy the stuff on the return trip to the ship in any case.
You're tempting me with that bayonet.
>Go to station recreations
>>
>>1153071
>>Accuracy micro-computer, provides minute adjustments to improve aim - 300 credits
>>Improved lenses, more powerful laser focusing - 500 credits
And
>Advanced first aid kit - 250
>>
>>1153153
The difference is how effective they are. Advanced kits have more supplies of greater potency than basic kits. A basic sensor would tell you where you if it were internal bleeding or ruptured organs, whereas advanced would tell you that your liver is dead and your intestines were corroding your gut.

Basically they increase your chance of survival.
>>
>>1153071
>Improved lenses, more powerful laser focusing - 500 credits

>Advanced first aid kit - 250
>>
It’s a tough choice, but you finally settle on the lenses and accuracy computer. You pay the man 800 credits, almost a quarter of your money. “They’ll be delivered to you ship shortly,” he leaves you with as he walks back onto his ship. Not much else to do, so you decide to go to station recreations.

On your way, you stop by the medical cargo ship. There’s still no one there, but you put in an order for the advanced med kit. That’s another 250 credits, leaving you with 2,700 credits to your name.

The recreation center is more of a bar. It’s filled with various species, some you’ve seen and some you haven’t. You spot Adams at a table with two sarqs you recognize from your crew. Looks like Adams is getting pretty hammered.

>Hangout with Adams
>Get hammered with him too
>Find someone else (Anyone in particular?)
>Other?
>>
>>1153474
>>Hangout with Adams
Try not to drink too much, get to know the crew and watch out for anything.
>>
>>1153474
>>1153651
second
>>
>>1153474
>Hangout with Adams
>>
You drop into the seat next to Adams who’s telling about how he once beat up a whole gang of muggers. He’s quite drunk at this point and you’re sure he’s describing a tv show. He gets to the punchline, “Then I said, ‘I beat HIM to the punch!’” The sarqs laugh mildly while Adams is dying from laughter. You order a drink, though you don’t plan on drinking much of it.

When he finished, he downs the rest of his drink. You know it’s quite strong. The next conversation hinges around the sarqs describing their worst job. One of them, Zoka, worked as an exterminator. Not the kind you usually see back in Sol, he took care of dangerous wildlife. Before he joined the crew’s boarding party, he would go out and hunt predators. At one point he lost his arm; he points to a set of scars on his shoulder.

The other sarq, Kot, was born into the crew and works maintenance. From your knowledge, you know that that’s not uncommon. But you’re surprised he’s made it this long in a dangerous profession. He starts telling about how the old captain got out of a trap set for pirates. A squadron of destroyers would’ve had him if he rammed through one of them and made a jump.

It’s getting late and Adams can hardly stand. You could help him get back to bunk. Or you could do something else, there are the things you ordered that you could pick up.

>Help Adams back to the ship
>Pick up your things
>Buy something else (What?)
>Go back to the ship yourself, Adams will make it back when he’s ready
>Other?
>>
>>1154291
>>Help Adams back to the ship
We need to remind him at some point that only two other livers are available to him if his fail due to heavy drinking and none of you know how to do the transplantation.
>>
>>1154321
this works.
>>
“Alright,” you say, “get up. You’re coming back with me.” He start mumbling that he’s okay, he can stand up. But you know he can’t. You lift him up and he leans heavily against you. “Damn, Adams. You need to stop drinking so much, there’s only so many livers you have access to before yours fails. Besides, I’m not sure you and me would match.”

The rest of the trip to the ship and through it is quiet between you two. When you open the quarters, he plops onto his bunk. The one below yours, conveniently. “I used to have a girl back home,” he says. “Damn I loved that woman, total bitch. Best worst thing to ever happen to me.” He’s never mentioned anything about a woman before. “What happened?” You ask. No response. After a minute, you look down and he’s passed out. Before you fall asleep, you hear Vasquez and Tir return. They don’t talk much beyond, “Tell them there’s a crew meeting in the morning.”

Your dreams are restless, but you can’t wake up because of the alcohol in your system. When it’s morning, your watch alarm goes off. Adams is still asleep.

>Go to the crew meeting
>Skip it (Do what instead?)
>Other?
>>
>>1154428
>>Go to the crew meeting
Wake him up.
>>
>>1154428
>Go to the crew meeting
We could be promoted soon....
>>
>>1154428
>>Go to the crew meeting
>>
You dress in your jumpsuit and leave your room. There’s packages waiting outside, the stuff you ordered yesterday. One difference between this ship and the last is a dedicated gathering space, the last one just used the mess hall. You’re still getting used to the ship so it takes a little effort to get to the gathering hall.

Once you walk in, you see that it’s much larger than your old mess. It looks to fit around 400 in it, depending on how big they are. There’s only enough to fill a bit more than a quarter in it. Sarak is on a dais near the front. It’s a few minutes before it begins.

The Captain begins, “Crew, it’s another day. We have taken what we deserve, there’s nothing they can do to stop us. Soon there will be more of us than we’ve had before, more sweet loot, and more we can do. I will assign more of us to high positions, there will be a Tenth. There will be three Fighter Commanders and a Troop Commander to fly our ships. You can be one, but only if you apply. Potentials will meet here in one hour to karasas. Dismissed.”

What in god’s name is a karasas? You look through your PDA for the term. You find it: a ritualistic fight to the death performed by sarqs to prove strength.

>Apply to become an officer and be back in an hour (How to prepare?)
>Wait it out and apply for a different position
>Rest for the day
>Head back onto the station (To do what?)
>Other?
>>
>>1154599
>Apply to become an officer and be back in an hour (How to prepare?)
Look up Alien biology and its weakpoints.
Make sure we are not fighting other humans.
>>
>>1154599
>>Rest for the day
but watch the matches.
With that I'm going to bed so 'night.
>>
Fight to the death
>>
A fight to the death, how do you prepare? There’s not much you can do in an hour, but you decide you should know your opponents beforehand. You head back to your cabin and begin researching. While you’re reading, you begin installing your rifle mods.

What you take away is that sarqs come from a planet with light gravity than Earth. They don’t have the same muscle density or bone structure. You already know that they have wicked talons, you’ve still got the thin wisp of scars on your leg. Reading more deeply into the procedures for the duel reveals it’s a hand-to-hand fight. You find that it’s done naked on both sides and non-sarqs without claws are usually allowed a knife. At least you know somewhat how to use a knife, you did some fencing back in university after all.

Fifteen minutes to go, you arrive back in hall. The current officers are lined against the wall. Vasquez is with them, the only other human in the room. When he notice you, a scared surprise comes over his face and he walks over to you. “Oh god, I hope you’re not here to fight. Are you?” You can’t speak, you’re nervous. You nod. He looks down then back up, “Okay, I’m not allowed to help you but I can tell you this: it doesn’t end until someone is dead. Even if you give up, even if you run. You’ve got a good advantage, you’re bigger and stronger. Good luck. Take this, you’re allowed to use it.” Vasquez presses a curved dagger into your hand, it resembles a talon.

The first fights are starting. They take place on the dais and each opponent begins at a different side. The first fight is short, or long, you don’t quite know how long they should last. It’s over in less than a minute of fighting and the loser is gutted on the ground.

What position are you fighting for? (In order from highest to lowest. Higher positions will be a harder fight. Numbered positions command a squad in combat and are in line to inherit the Captain position. Fighter and Transport Commanders have full authority over their parasite ship but answer to the captain. Officers are allowed to recruit their own troops.)

>Eighth
>Ninth
>Tenth
>Fighter Commander
>Troop Transport Commander

Also roll 1d20+2
>>
Rolled 6 + 2 (1d20 + 2)

>>1155089
>Tenth
Its easy to get a promotion in this line of job, people die a lot.
>>
Rolled 10 + 2 (1d20 + 2)

>>1155089
>>Tenth
>>
>>1156031
10 + 2 = 12

It’s the first time you’ve seen a full view of a sarq. They’re amazingly birdlike, reminding you of an eagle or hawk. Feather cover their bodies down to the talons and their flight feathers fold behind their arms. You notice that the tail feathers conform to their legs. Most of their feather are banded with white and an almost muddy green. They lack any form of external genitalia or sex specific organs.

Most of the fights for the positions before you have only two participants. There’s three for Ninth. One fights the other and the winner fights the third participant. It’s your turn next, you realize.

You stride up to the dais, trying to look as confident as you can. It doesn’t look half bad. You’re told to strip everything except for the knife. It’s a bit colder than you’d like it to be, it doesn’t help that you’re beginning to sweat.

On the other side, your opponent steps up. The crack on his beak brings back memories. Krikak looks worse than ever. You remember your first encounter with him and how he’s been angry ever since. Just because you’re here doesn’t mean you’re one of us, the words echo in your mind. “When I found out you were here, I plucked a lot of feathers to be here. I’m rip your heart out,” he says.

Krikak charges across the platform. When he gets in range he lunges with his claws. The approach is sloppy, even you can see that. You’re able to duck to the side and grab ahold of his back feathers. He struggles and gets a good scrape against your shin. It’s not as intense as when you had your thigh raked.

You use your weight to force him to the ground. You’ve got your knee in his back and you move your knife to end it. His talons can’t reach you, his beak can’t turn enough to bite at you. The feeling of your knife cutting through flesh sickens you as you cut through his neck. Blood pours from the wound as it’s worked at.

By the time he stops struggling, most of his blood isn’t in him. You remark to yourself how his blood is a lighter red than yours. When you stand, it’s silent much like at the end of every previous fight. Sarak approaches you and hands you a sheath for you dagger, “Report to briefing this evening.”

The scrape on your leg is mostly surface damage, it’ll heal on its own. Vasquez has a conflicted look on his face, but looks relieved overall.

>Talk to Vasquez
>Do something about your leg
>Head back to your quarters (Do what?)
>Other?
>>
>>1156407
>>Talk to Vasquez
This is different than when I killed strangers in raids, this is someone I knew. I hated him that much is true, but I knew him nonetheless.
>Do something about your leg
>>
>>1156493
I don't even remember this guy. Was he the one we assassinated back on that planet and got our first beam pistols? Would have driven home who he was and that he hated us, and to watch our backs if he got some mention while we were on ship and passed each other, or caused "drama".

>>1156493
Backing
>>
>>1156830
He was a douche, douchier than the rest at least.
He had it for us as soon as we woke up after our abduction.
>>
>>1156830
We beat the crap out of him in the cafeteria once and I had more planned with him. It was in part 2 I believe. Basically a loose end that I couldn't get rid of because we never encountered him, I'll freely admit that.

Writing
>>
Vasquez approaches you, “That was a good one. I was worried for you, but I didn’t doubt you for a second. But I guess that confirms it, welcome to the club. It’s not the easiest work but it’s rewarding, assuming you come home of course.” There’s a smile on his face, you can’t help but feel accomplished. “Thanks,” you say, “I’m gonna need help. I’m gonna go get my leg checked out if you don’t mind.”

“Of course. I’ll be here whenever you need help,” he says as he walks you over to a medic. Once the medic starts working, he has to return to the dais to watch. Your tender carefully applies a small amount of the poultice you’re so very used to and wraps it tightly. Not like it was that bad, but it’s always best to be sure.

You’ve got some free time that you spend lounging and thinking about what just happened. It’s just about time for that briefing.

>Go to the briefing
>Skip it, Vasquez will tell you what you missed
>Other?
>>
>>1157010
>>Go to the briefing
>>
Inventory update:
Full body polymer armor (55% integrity)
Grade III shields (100% charge)
Curved talon-like dagger
Ionized projectile weapon (Pistol)
Sleek laser rifle w/ improved lenses and computer assisted aim (+1 in CQB, +2 in combat)
x5 Grenades
x1 Advanced med kit
x2 Sresh tribal idols, presumably of hunting and transport
PDA
2700 Credits
>>
The briefing is important, you’ll have to got to it. Vasquez pick you up and you two head to the bridge. The bridge is looking a lot better than when you first saw it. Most of the bullet holes are gone and every console is working. The Captain’s quarters is connected to it, that’s where the briefing is too.

It’s a table with a holographic projector, though it isn’t on most of the time according to Vasquez. You recognize the old officers but the names of the new escape you. “You’re Tenth,” Vasquez says to you, “you won’t do much but listen. When it comes to your squad though, you’ve got final say except where the Captain is involved.” He motions you to sit at the other end of the table while he sits in the middle.

When everyone is seat, Sarak rises. “Officers of the Crew, you’re here because you’re stronger than your peers. Being so, you are the ones who will lead them to victory and plunder. You are here because of me. I am Captain here, not any one of you. I give the orders and you follow them. Anything else and you’re dead by my hand. Understood?”

There’s a moment of silence be everyone unilaterally agrees. “Good, I will have none of that on my ship. It’s up to you to build your boarding groups, I’ll leave you to that. We’ll be leaving in two days, we’ll have a job by then and I intend to bank on profits. We will no longer be using the previous ship, it’s be scrapped for parts by the station. But not before we have a go at it, that jump drive is ours. Any questions?”

>Ask questions (What questions?)
>Ask Vasquez after, he’s knowledgeable here (What questions?)
>“No questions? Dismissed”
>Other?
>>
>>1157790
>>Ask questions (What questions?)
This ship is big, bigger than the previous one. Will things such as an armory to upgrade and repair our gears or a better medical area be available to us?
>>
>>1157790
>Ask Vasquez after, he’s knowledgeable here (What questions?)
What happened to the old ship? We transferred our stuff over right?
>>
You speak up, “We’ve got an armory, right? Will we get better equipment or will our’s be repaired? And we’ll have better medical care?” Sarak considers a second, “You have a gun, correct? Then you don’t need access to the armory, you can repair your equipment. And yes, due to our circumstances, medical care will be better on this ship. If that’s all, dismissed.” He didn't say anything in an angry manner, only a 'way things are' kind of way

Looks like you’re going to have to repair your equipment yourself. Unless your gun breaks, the ship won’t have a replacement. Though if you need to catch up on maintenance, there is a fabricator in engineering.

On the way out, you hit up Vasquez. “You know what they’re doing with the old ship? We’re getting our stuff back, right?” You ask. He’s quick in response, “They’re gonna scrap it. Though not until we get our stuff off it and strip it for parts. Our things should be here soon, matter of fact.”

You head back to your quarters with Vasquez. You’re Tenth now, you’re going to need people to command and about 15 at that. Vasquez said he’d help you with recruiting whenever you’re ready and there are always people available in recreations. What will you do tomorrow?

>Recruit new people from recreations
>Request transfer of old crew into your squad (Who?)
>Wait the day out, you’ve got whole ‘nother day
>Shop for things (What?)
>Other?
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>>1158404
>Recruit new people from recreations
>Request transfer of old crew into your squad (Who?)

Mix of these 2, Vasquez will help us pick em out I suppose.
>>
Won't have enough time after work to make another post. I'll have a new thread up tomorrow, though.

Don't worry, I'll totally link it
>>
New thread
>>1149067
>>
>>1162143
fug, wrong one

Real new thread
>>1162136




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