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Rolled 88 (1d100)

>>1209170
Things have not been good in your home. Ever since the colony started in this unusual system. As it turned out(and what the recruiters just 'happened' to forget to mention). Was the entire system was crawling with pirates and rife with banditry. Meaning that earning an honest living was difficult. Sure not all the pirates were that bad but there were enough of them around that it meant things were always hard. That is how you find yourself putting on a mask and preparing to go out. With the most recent pirate incursion you finally had enough.

Even now you could see those filthy pirates harassing the townsfolk, being excessively rowdy, and causing far too much trouble. but you shall show them the true face of fear. You shall show with your

>Powerful Might
>Great Smarts
>Supernatural Speed
>Something Special
>Commanding nature

Your colony is on what kind of world?
>Volcanic
>Frozen
>Water
>Temperate
>Barren
>Mountainous
>Wet
>Desert
>Other?
>>
>>1209743
>Commanding nature
>Wet
>>
Rolled 61 (1d100)

>>1209743
>Other?
Coastal/volcanic islands

>Commanding Nature
>>
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>>1209896
Tropical terrain, ancient ruins, 3 moons? Nailed it
>>
>>1209743
>>1209831

Commanding Nature on a tropical planet with a Pangaea Continent as well as several archipelagos
>>
>>1209743
>Commanding nature
>Tropical
>>
>>1209743

>Something Special
>Volcanic
>>
>>1209743
>>Powerful Might
>Mountainous
>>
Rolled 35 (1d100)

>>1209831
>>1209896
>>1210002
>>1210133
>>1210244
Alright so a wet watery paradise world and your starter ability is Commanding Nature. Don't worry you wont be limited to that specific skill tree its just the one which starts with the most unlocks and ability in.

After putting on your cloak. Partly for style and also because of just how much it rains on this world. You soon head out into the pouring rain and towards the pirates with a shout.

"HALT AND DESIST YOU SCUMMY PIRATES," you roar with such effect the pirates actually hesitate and look over in your direction.

"Oh yeah you and what army," taunts one of the pirates. In response you simply point and the pirates look over. Only to see a seemingly overgrown landscape covered in pouring rain.

"What the, that fucker was just bluffing u-" the pirate never got to finish what he was trying to say when he suddenly collapsed and a later distinctive crack that signified Gauss shot out from that direction in which you pointed. Not your fault they couldn't see what was over there through the pouring rain.

"FUCK ME GAUSS," roars the pirates as they try to take cover. Only to find themselves in a crossfire between the forces hidden in the colony and those in nearby wilderness. The surviving pirates fleeing back to their ships.

What do?
>Chase the pirates to their ships
>Dig the pirates out of the colony
>Order your forces to stand down
>Call for the pirates surrender
>Other?

Remember to attach a 1d100 to your roll when it comes to taking actions. While technically certain things don't need rolls like talking, it can be very helpful if your trying to convince someone for instance.

>>1210002
Which from now on will be the starter image. Nice job and gain 1 fate point.

Alright so your colony is located on a water heavy world. While not quite full blown oceanic world as it has a bit too much land surface to be considered one. It was very close. It enjoys having actively volcanic islands, rich tropics, and soaking cold marshes in the polar regions.

There are only a few sub continents on the world but lots of islands. So many in fact the colony still haven't cataloged them all yet. One is located in the far north and what isn't frozen over is drenched cold mess. Another stretches from the southern pole with its tip to the equator and is the longest sub continent. Split by a massive active chain of volcanoes. The largest ones located on the entire surface. The third continent meanwhile is on the equator and doesn't stretch to one of the poles. Instead about half of it are thick forest along the temperate zone and the closer to the equator it turns into teeming steaming jungle.

Your colony is
>Corp Sponsored
>Government Sponsored
>Religious Sponsored
>Prison Colony
>Research
>Independent

Each have their own benefits and drawbacks. That will be the last bit of required info for the colony. Except for names anyway but that isn't a particularly important decision.
>>
>>1210391
>rolling before consensus
>>
Rolled 49 (1d100)

>>1210391
>>Call for the pirates surrender
>Corp Sponsored
>>
Rolled 49 (1d100)

>>1210391
>Religious Sponsored
>Call for the pirates surrender
The Way of thievery and Vice, a sin I can't ignore. Surrender yourselves and be saved.
>>
>>1210391
>Corp Sponsored
>>
Rolled 1 (1d100)

>>1210391
>Call for the pirates surrender
>Prison Colony
>>
Rolled 92 (1d100)

>>1210458
>Call for the pirates surrender
Forgot this and roll
>>
Rolled 35 (1d100)

>>1210391
>>1209455
Player Star System(Unnamed). All worlds and moons are unnamed still. Colony has yet to be named.

Inner system
2 stars
Volcanic World(no moons)
Aborted Star aka Super Gas Giant. Moons 4 barren, 3 volcanic, 1 mountainous, 1 water, 1 temperate, 2 desert)
Barren World. 2 barren moons
Desert World. 1 volcanic/mountainous moon

Middle system
Jungle World. 2 water, 1 barren, and 1 frozen/water moons.
Player World. Moons 1 barren, 1 volcanic, 1 desert
Mountainous World. 1 volcanic, 2 wet, and 1 volcanic/barren moon.
Barren world. No moons.

Outer system
Aborted Star aka Super Gas Giant
Frozen World. 1 Volcanic, 1 Barren, and 1 wet/mountainous moon.

Peculiarity of the system beyond its unusual amount of proto stars is the fact the system is largely absent of asteroids away from the gas giants. Probably due to the intense gravity fields of the two aborted stars and two stars in rotation. They would of long been crashed into worlds in case of star rotation or trapped within the fields of the super gas giants. Meaning gas giants and inner system especially are very...hazardous. The gas giant in the outer system is noteworthy for its very large number of sizable moons. Which probably would of been their own worlds if they hadn't gotten caught in its gravity field. With the single frozen world being the sole exception.

The inner system meanwhile is even more hostile then the outer system. With two active stars rotating around each other and a super gas giant in proximity that somehow is maintaining itself despite intense solar winds. Likely due to the fact that its so fucking massive it offers additional protection from losing its atmosphere. In response however it has fewer moons and its much more volatile then its much colder kin.

Due to the system's geography gravity drive based FTL suffer very large penalties in system. Especially in the inner one. The middle system has the fewest penalties, but in exchange using the gravity wells to fling speed can be greatly enhanced. However it is naturally very risky.

Space manipulating drive FTL systems suffer moderate penalties in system but not as badly as the gravity based ones. All other means of FTL while penalized its only mild compared to the other two types.

Ancient ruins have been confirmed to be in system.

Space Pirate presence is very heavy in system.
>>
Rolled 88 (1d100)

>>1210454
I would like this. A religious hero would be something different.

>>1210425
>>1210466
And the anon who criticizes the house rules gets screwed by the house rules.

I vote to spend a fate point. Rough start, but I do hope everyone sticks around.
>>
Rolled 25 (1d100)

>>1210548
Luckily it was on a conversation action so you know it could of been worse. A lot worse.

>>1210466
You call out to the pirates once more this time offering them terms for surrender.

"Why don't you filthy pirates surrender huh? Otherwise your never gonna make it to your ships."

"FUCK YOU BUDDY, WE GOT FRIENDS TOO!" Shouts a pirate in reply. In response you see a ship fly over head before stopping as it starts to scan the surroundings. Meanwhile it releases some smaller ships including a shuttle, and you hear some gunfire coming from the rest of the colony.

Oh that isn't good. Weren't expecting the ship to come to the pirates or them having more guys within the colony itself.

What do?
>Shoot the big ship
>Shoot the smaller ships
>Head into the colony
>See if you can call for reinforcements
>Other?
>>
>>1210609
>Shoot the smaller ships
Take out the support
>>
Rolled 92 (1d100)

>>1210609
>See if you can call for reinforcements
The faithful shall rise! Or, you know, whoever since it's not locked yet
>>
Rolled 38 (1d100)

>>1210609
We should really see if there is a way we can take over their largest ship. We need a fleet?
>>
Rolled 58 (1d100)

>>1210684
I think our best chance of doing that would be to first shoot it down. By targeting the engines, perhaps. Would require repairs before we can use it ourselves, but damage is to be expected when capturing a vessel. Getting some ships of our own would probably be good, or if we capture any ships we don't want to use then we can sell them.

I want to call for reinforcements first though because it's kind of related to our power and also probably the best way to deal with the enemy revealing reinforcements.
>>
Rolled 39 (1d100)

>>1210641
supporting

>>1210491
Genie when you say control nature does that mean talk to animals or plant matter? the weather or what?
>>
>>1210765
I think it means our nature is to control
>>
>>1210548
>And the anon who criticizes the house rules
>house rules

It's idiotic what it is.
>>
>>1210793
no u
>>
Rolled 79 (1d100)

>>1210765
That would be under Something Special which was not selected. So no special powers to start with. Instead you get a big bonus to command, followed by diplomacy, and to a lesser degree trade. Basically your much more charismatic. Which gives you some interesting options depending heavily on what you plan to do.

>>1210684
That will require boarding it or knocking it out of the sky. Currently its scanning the terrain to properly identify potential threats(including yourself).

It IS however a smaller space going ship because it has atmosphere capability. So you don't have to expect it to be a big cruiser that can wipe the colony off the face of the map. Due to humans being a heavy world species its not easy to get a ship which can handle both.

Its a big reason why the pirates haven't been able to completely takeover the colony. Their biggest and best ships are limited to space only. Sure they can bombard you but then...well there wouldn't be a colony left now would there?

It also helps a lot they are specialized towards space combat and take penalties on land.

Plus not all the space pirates are rampant psychopaths and huge dicks. Some of the best business patrons(especially the bars) and suppliers are space pirates. Mostly due to a lot traders refusing to enter such a pirate heavy system(for good reason). So what few traders show up are rare and with heavy guard. There is just a enough of them it causes serious problems and it doesn't help the colony is so weak.
>>
>>1210822
We probably need to is see if we have the appropriate firepower to knock it out of the sky. If those smaller ships are drones they'll be knocked out too if not well heres hoping we have enough fire power to knock them out at least.
>>
Rolled 86 (1d100)

>>1210888
dice
>>
Rolled 93 (1d100)

>>1210888
You know, reinforcements would provide additional firepower. Just sayin'
>>
Rolled 23 (1d100)

>>1210822
One of the biggest benefits of choosing the commanding nature is the ability to bypass the penalties of the regarding diplomacy with alien species and other unsavory elements. That would normally take awhile to gain access to.

>>1210888
Depending what is selected colony type it will affect what you start with and penalties. At a minimum the colony would be equipped with rocket launchers and other gunpowder weapons. Due to how cheap they and ease of manufacture/maintenance.

Just waiting a few more votes. In the meantime its not hard to have the MC do other things until then.

As a water world you DO get some free fishing boats. With wetness element boosting crop yield, and volcanic mineral wealth. So hey at least you wont be completely broke or starve as a colony.

Currently the info I can be provide is limited due to the lack of confirmation so minimal it is!

Basically concentrated rocket barrage could possibly take it down especially if your score a lucky hit. Otherwise it could possibly drive them off. Problem is rockets are well...dumb. They are not as good as missiles but are much cheaper and easier to manufacture.
>>
>>1210548
Of course I'd also like a research colony, if anyone's interested. One nice thing about research, we'd have some neat tech and a lot of scientists.

Depending on how votes go I may switch to corp (or whatever) for the sake of consensus.
>>
Rolled 20 (1d100)

>>1210609
>>Other?
Have half our forces shoot the incoming craft and only use rockets when they begin their decent to pick up their fellow pirates. They will have to take the hits or fly into their allies.

The rest of our men and us keep pushing the pirates back, break them up into clusters with firing lines eliminating them part by part.

You guys should give up before you become fish bait. Look around you. Do you feel in control?
>>
Rolled 51 (1d100)

>>1211507
And so its now a tie.

Who is willing to throw in the tiebreaker?

>>1210996
We shall see. It seems that final decision is going to take awhile.
>>
Rolled 89 (1d100)

>>1211507
I'll switch to this to break the tie
>>
Rolled 27 (1d100)

>>1211565
Good roll. Looks like you managed to beat the DC which was against you I will admit.

You shout out for rocket launchers and soon you see a hail of missiles. Both coming from the town and surrounding wilderness. The rockets while some of were dodged by the smaller more agile craft. A few were still struck. Some exploding in the air while the others crashed or were able to stay afloat perilously. The pirate ship that was hovering over had much less luck. Both due to its bulk and the fact it was just sitting there. Which both naturally worked against it as it was repeatedly struck by hail of rockets. It shields held at first before they fell and a some of the rockets hit armor. A few apparently sit something quite important. Given some of the explosions and holes. Most importantly was the engines and thrusters being struck. As suddenly as the ship accelerated and attempted to fire back. It just as suddenly started to fall and twirl violently as spun on its way down. Much to the grief of the pirates seeing their beloved vessel take a few too many rockets to the engines. The ship fell down in the wilderness. Cleaving a large path of destruction as it fell.

The pirates meanwhile realized they were in trouble. Especially once they realized the surviving shuttles didn't have enough room for em all. Being fired upon in multiple directions the pirates fled into the waiting shuttles or into the wilderness. Heading towards the fallen spaceship. What few other aircraft were left meanwhile started to fly away. Likely headed towards one of their secret bases on planet. The rest of the pirates meanwhile one of them spoke up after seeing what happened and hearing what you had to say.

"Well...shit. Say that offer fer surrender wouldn't happen to be a standing offer now would it? We got money for money ransoms!"

What do?
>Accept their surrender
>Hunt down the fleeing pirates
>Head towards the fallen pirate ship
>Melt back into the colony
>Other?
>>
>>1211626

Take the surrendering ones. Figure out where their secret bases are. Give them work to do, slowly integrate them into society since piracy is usually due to a lack of place in society.
>>
Rolled 30 (1d100)

>>1211626
>Accept their surrender
Very well.
It'll take a while to deal with them, but the ransoms will make it worth taking them prisoner. We can deal with the ship afterwards.

>>1211684
I don't think it's that easy, but we can make an offer for any who are willing to join our colony.
>>
Rolled 44 (1d100)

>>1211705

I'm not saying all of them would i'm just saying in the long term it would be a strategy.
>>
Rolled 79 (1d100)

>>1211804
Yeah, I see what you mean, I think. But in the short term we've got a bunch of surrendering pirates to take care of. And in the medium term they say their buddies will pay a ransom for their release (which most of them would /probably/ prefer to trying to learn how to live an honest life, although our charisma might make it possible to convince them) and said buddies probably won't try to raid us again anytime soon.
>>
>>1211870
of course pirates unaffiliated with this group might still give us trouble. That's the trouble with such a pirate-heavy system.

But anyway, the important thing is, we actually agree on accepting their surrender. If you want to write up an inspiring speech about second chances and various virtues and such (to give to captured pirates and outlaws we want to offer a chance to join us), feel free to do so.
>>
Rolled 11 (1d100)

>>1211626
>>Accept their surrender
Gentlemen, I will give you this warning now. Hand over any and ALL equipment, if we catch any ONE of you with something FIVE will be shot. So lets play ball people and you'll all be ok.

>Other?
>Head towards the fallen pirate ship (Not Us)
I want a perimeter set up, no one leaves or enters that ship. If they do drop'em. Make sure it's radio capacity is destroyed...don't want them calling out for help now do we. Send a number of our better men to lead the not so great.

Now follow me people
>Melt back into the colony
>>
Rolled 8 (1d100)

>>1211870
>>1211804
You would have an easier time convincing them to work for you then outright rehabilitation. At least if you don't wanna resort to mind wiping or psychological surgery.

You would have an even easier time getting them to trade with you due to difficulties in...getting rid of hot cargo. Pirates are like thieves are always look for good fences. Assuming you are willing to take on such hot items you could get them for a fraction of their real value.

>>1211990
You know enough from the pirates chatter they have a LOT of pirates in system. Good news is many of them aren't exactly friendly with the others due to them being competition.

The reason they like the system is because of how much of an utter nightmare it is to search or invade. Once you get passed the dangers it's practically pirate paradise. Especially given the size and density of the star cluster its located in. It's not hard finding prey and you know some of the more clever pirate groups are even setting up FTL Jammers and interruption devices to forcefully drag prey in system. So they don't even have to bother leaving for prey.

You know this because not only do they have a hard time sealing their traps while drinking but also due to a number of pirated radio stations present in system. They do more then just play music, they also report thinks like news. Including underworld movements and reports on the different pirate groups(usually to talk shit or brag).

You know also for those same reasons why military patrols wouldn't dare poke around this system. To do so is quite the literal death sentence as its one of the only times the pirates band together. Megacorps would come around more due to the resources but uh...fuck dat is a lot of pirates. They may be greedy but damn they aren't suicidal(because you cannot enjoy your wealth much when your dead). Meaning the only people who come around here often beyond the pirates themselves is the odd great independent fleet. Which is made up of a bunch of independent peoples including traders who stick together for safety. Even pirates think twice before hitting one of their fleets, but even they only show up once in awhile. They are the only source of trade, resources, and peoples besides the pirates themselves.

Who are generally both smart enough to realize that not only is targeting them dangerous but they are also vital to keep the colony alive. Even so they only show up every once in awhile and always come under attack by a few pirates every time. Not most of them admittedly but there are always a few who don't care, too stupid, or are willing to take the risk.
>>
Rolled 92 (1d100)

>>1212053
Fine, support

You know it's okay to keep things simple and do one action at a time sometimes? In fact, it can sometimes allow us to react if things don't go as planned. Also the rest of the colony isn't going to just sit around with their thumbs up theirs asses if we don't give them orders.
>>
Rolled 62 (1d100)

>>1212053
>>1211705
>>1211804
You accept the pirates surrender. As they drop their weapons and wait for the militia members to approach. Meanwhile you can tell some of them headed towards the fallen ship given the firefight as they encroach upon the pirates who are likely pouring out of the ship. After givings some orders you and some of the other militia members melt back into the colony. Gone just as quickly and easily as you had appeared.

leaving a group of militia members scratching their heads and ask," Who the fuck WAS that guy anyway?" In response the other militia members shrugged and said "I thought he was the newest officer that was recruited."

"Yeah me too," spoke up another militiaman.

"No he wasn't," said a new militia coming in. "I saw the new guy he didn't look anything like him or wearing a mask besides!"

"So wait...who did we just follow the orders too," speaks up a militia officer who suddenly appeared out of seemingly nowhere."Fuck I am gonna get in some trouble for this...I thought he was the new second in command for the militia commander."

"No-no I saw him he was the one with the Gauss Cannon...oh shit we are gonna be in such deep shit when they find out. Wait you pirates," asks one of the militiamen to the now tied up pirates."You any idea who that guy was?"

"No I thought he was won of you. Wearing that damned mask so we couldn't so easily get to his friends and family," states a pirate with the others nodding in agreement.

That was when the radio crackled with an older voice. "So who was the new officer who did such a good job at taking command? I would like to meet him," says the militia commander...which resulted in a long pause that was only then broken by the pirates laughing. "WHOSE LAUGHING? Why is nobody giving me a damned answer?"

Meanwhile somewhere in the colony a figured sneaked back in as stealthy as they left. Taking off the mask and cape in the privacy of their home before letting out a sigh. "Damn that was a close one. Well that should at least make them think twice for now anyway." Thus the hero prepared for another day of work like any other at the shop.

Meanwhile in the militia headquarters there was a certain commander yelling at a bunch of officers while the pirates were in cells. Rotting until their buddies came back with the ransoms to get them out. That or another attack anyway, but for the time being. The pirates didn't cause quite as much trouble as they used to. Alas there is no rest for the wicked or the heroes who try to stop them. As soon as you got word of former inmate work details who got loose and formed bandit gangs had attacked a few more homesteads this week.

Some say it was the pirates, but you know better thanks to your trusty radio. The pirates are more inclined to steal then burn. Less loot that way so chances are it was those loose prisoners turned bandits.
>>
>>1212072
Right, most pirates we negotiate with, we'll probably just trade with or have them work for us (mainly to help protect us from other pirates).

But maybe a few of them would be happy to make a semi-honest living as mercenary guards for us.

>>1212083
May have been a bit harsh, I think it actually is good to give instructions for the rest of the colonists. I'm more just annoyed at having to wait. Which wouldn't be such a problem (because I wouldn't have to wait for you specifically) if this board wasn't such crap.
>>
Rolled 95 (1d100)

>>1212111
That was how behind the counter. After another tiring day of food processing and storage. You find yourself considering what to do. There was the town hall which had yet another opening. Probably due to death or early retirement as usual. The militia will probably send out a few patrols to catch the bastards but its unlikely they find many if any of them. Much less their nest. All these islands and thick wildlife really work against you when it comes to that sorta thing. You could try to scrounge for info at the local places bordering the space pad. It practically always has some pirates in there getting a drink and fresh food. Possible 'entertainment' included thanks to the local whorehouse being located near there too among other venues. Though given what happened recently it probably wont be as busy as it usually is. You heard of some strange ruins that appeared quite ancient were discovered nearby. If the inmates are as stupid or greedy as you might think. They could possibly be found around there.

Or you could stay here work on your business. Try to build up some profits or connections. Maybe go on a date or get a life. Though that might cut into your hero work.

What do
>Try to dig up info
>See about helping the militia
>Go to the townhall for a job
>Poke around the ruins
>Work on your business
>Get a life aka a date
>Other?
>>
Rolled 1 (1d100)

>>1212135
>See about helping the militia
Best to go with a group.
>>
>>1212135
Before I make an action Genie I'm assuming our power is some kind of Hypnotic Charisma. How long have we had said power? I just wanna get a quick grasp of who we are.

I vote we look like this guy. maybe get the Armour later.
>>
>>1212163
no way in hell.
>>
>>1212166
Eh, works for me. We still need to decide what kind of colony this is though. Right now we're tied with you and me voting religious and 2 others voting corp.

>>1212169
yeah...
>>
Rolled 56 (1d100)

>>1212163
You decide it would be best to put on your disguise once more and head out to help the militia. Given how it worked last time what could possibly go wrong?

Who would of thought now it wasn't raining so hard your mask could be mistaken for one regularly used by criminal scum? That was how you find yourself being chased and shot at by militia you were trying to help.

As when you tried to approach in reply they started shooting at you and chasing you. Fortunately contrary to what they thought you actually knew the colony quite well. So they didn't have such an easy time chasing you down...for now, but its only a matter of time. Especially given their number and eventually you may catch a bullet too.

What do?
>Run for the landing docks. Hopefully the militia wont be dumb enough to pick a fight with every pirate there.
>Flee into the wilderness and try to lose them in the undergrowth
>Keeping trying to lose them in the streets.
>Try to talk your way out of it. Sorta worked last time...
>Surrender and hopefully they wont shoot you.
>Other?

>>1212166
Early on you discovered that for some reason animals really liked you and over time people too. Sadly you weren't smart enough to cut it in university and you wanted to a new start. So you bought a ticket to the borderworlds and got ripped off.

So here you set up shopping processing and storing food. To sell to both the rare trader, the locals, and pirates looking for supplies. Not exactly an easy or a comfortable living but you get by.

>>1212169
Hey at least that means the next 1 is gonna be effected by rule of 3.
>>
Rolled 64 (1d100)

>>1212184
>Flee into the wilderness and try to lose them in the undergrowth
We can get away and come back into the colony later in our civilian identity. Guess we'll need to get a better costume...
Kind of want to try to talking our way out of it, but this doesn't seem like the best time to formally introduce ourselves. Aside from them shooting at us, we haven't thought of a pseudonym yet. But seriously, trying to talk to people when they're shooting at you is rather risky, isn't it?
>>
Rolled 30 (1d100)

>>1212193
>Flee into the wilderness and try to lose them in the undergrowth
Find somewhere to hide...maybe a nice pet?
>>
Rolled 12 (1d100)

>>1212184
supporting this two >>1212193
>>1212208
>>
Rolled 62 (1d100)

>>1212193
You decide to flee into the jungle figuring it would be hard for them to track. Which was obvious what failed to get through your panicked mind at the time was just how miserable it was also going to be for you. Which really blew as it turned out. While you were dodging bullets and running through the underbrush. On the plus side at least you are not naked. Though you may need a new outfit in addition to a mask...

Sadly the militia members were not so easily lost as you would of hoped. Those bastards are surprisingly difficult to lose. Good news is at least their bullets aren't quite as close as they used to be to hitting you like in the colony itself. So hey.

What do?
>Keep charging blindly forward
>Try to head to the water to lose them
>Circle back to the colony
>try to talk them down
>Other?
>>
Rolled 29 (1d100)

>>1212292
>try to talk them down
They're a bit more persistent than I expected, I suggest a change of approach.

We can tell them we're the masked man from yesterday who led the defense against the pirates. They'll probably ask why we ran, but we can explain it was mainly to avoid revealing our identity to the general public. If they'd found out the militia opened fire on us, it would have been embarrassing for everyone involved.

Hopefully at least one of them heard us speak yesterday and will recognize our stentorian voice.
>>
Rolled 42 (1d100)

>>1212292
>Try to head to the water to lose them
>try to talk them down
A voice in the Wilds. "Come on guys, leave me alone, just leave a hermit to his wanderings"
>>
Rolled 71 (1d100)

>>1212312
That's pretty funny, but wouldn't it be better to just tell the truth? Especially since if the talking them down doesn't work, it'd give away our position, making it kind of pointless to combine it with trying to lose them.
>>
>>1212315
We do it as we're heading that way. The aim to is loose them in the river because water and bullet velocity don't mix. We can befriend an animal if needs be to guide us back home
>>
Rolled 95 (1d100)

>>1212309
sounds like a good aproach, let's try it
>>
Rolled 18 (1d100)

>>1212309
ill change to this too keep things going
>>
Dice+1d100
>religious colony
and
>>1212309 support
>>
>>1212373
same
>>
Rolled 90 (1d100)

>>1212309
Sounds good to me
>>
Rolled 25 (1d100)

>>1212373
Religious colony it is then. Mild reputation penalty to non faith factions. Moderate penalty to faiths who do not share the same religion. Large bonus to rep with factions sharing the same religion.

Bonus to war capacity.
Bonus to health.

Penalty to research.
Penalty to industry.

Gained free Temple infrastructure.

gained additional combat force of zealots. Zealots are immune to morale penalties and gain a bonus in fighting heathens/heretics. Suffice it to say they make superb fighters.

Gained Blessing of the Gods. Which offers bonus protection against certain insidious threats.

Colonial stats see below for the specific details. This should contain all the basic need to know information.
>>Turn 1
>>>>>>>>A. Develop Resources
>>>>>>>>B. Improve infrastructure
>>>>>>>>C. Improve Armaments
>>>>>>>>D. Research
>>>>>>>>E. Scout
>>>>>>>>F. Explore
>>>>>>>>G. Your Choice
>>>>>>Points: 3 Currency.
>>>>>>Pop 3k
>>>>>>Military 1k
>>>>>>>>Food: Very Good
>>>>>>>>Water: Good
>>>>>>>>Morale: Average
>>>>>>>>Medicine: Good
>>>>>>>>Health: Very Good
>>>>>>>>Armaments: Good
>>>>>>>>Fuel: Average
>>>>>>>>Tech level: Low
>>>>>>>>Reputation: Faithful Colony
>>>>>>>>>Infrastructure: Townhall. Farms. Clinic. Armory. Temple. Militia HQ. Warehouse. Water Treatment Center. Water Pump. Oceanic Dockyard. Space dock. Faithful Housing.
>>>>>>>>Defenses: Fortified Walls. Turret Network. Mono Wired Fencing. Holy Wards.
>>>>>>>>vehicles:VTOL 2. helicopter 4. 1 Gunship. 4 Oceanic Patrol Boats. Technical 25. APC 10. 2 Tanks.
>>>>>>>>Power: Nuclear Reactor. Backup Fuel Generators.
>>>>>>>>Weapons: Relic Weaponry(limited). Gunpowder(plentiful). Explosives(limited). Blessed Blasters(Small).
>>>>>>>>armor: Relic Armor(limited). Light Body Armor(plentiful). Full Body Armor(Small).
>>>>>>>>communications: Long Range Radio.
>>>>>>>>Materials: Native Fish. Mixed Fruit. Mixed Vegetables. Limited Ores and Lumber.
>>
Rolled 62 (1d100)

>>1212309
"WAIT STOP SHOOTING! I AM THE MYSTERIOUS MASKED GUY FROM LAST NIGHT YOU FOOLS."

Which actually got them to stop shooting at you before they asked why you run.

"Wait then if you are you claim to be...why did you run then?"

When you explained it was to prevent your identity from leaking out. They could understand as many of their own people wore disguises to prevent the pirates backlash in their personal lives. Their officer suggested you should meet the Militia Commander stating he wanted to meet you and mentioned the townhall could desperately use people with balls such as yourself. Some of the militia in the patrol squad turned out to have been there last night and knew the voice was the same. They apologized stating it was hard to tell what you looked like given the conditions of last night. All that rain and gloom as the night set in. Made it very hard to tell.

Afterwards the patrol wandered off leaving you alone in the wilderness.

What do?
>Follow the trail of destruction back to the colony
>follow the river
>keep heading deeper
>Tag along with the militia squad who shot at you
>Other?
>>
Rolled 37 (1d100)

>>1212693
I think we should meet the Militia Commander, but maybe not right away. First thing when we're back in town though.
>follow the rive
To avoid getting lost. I think Rust wants to look for an animal companion. But what kind? Perhaps a bird? An alien bird.

Don't know how you want to handle switching between personal and colony POV, but I can at least try to start discussion about what to do right?
>>1212681
>B. Improve infrastructure
I think we should try to improve/expand the farms to grant us a greater surplus for trade, safety margin, and other uses. Later maybe we can start distilling some of our surplus.
>>
Rolled 27 (1d100)

>>1212693
>Other?
>follow the river
Look for Ruins of a cave of some kind. A nice little Cavern would be nice. We need a lair after all.

The animal thing was more happenstance. Though once we get a cave set up we can begin an animal recon force. Set up a big map in the centre and then if the animals see bad guys going to certain places get them too put a red stone on the map where etc.

>>1212681
>B. Improve infrastructure
Gentlemen we the voices upstairs want you too Improve our pirate warning system and defensive measures in the form of Walls, Bunkers etc. The Bunkers can also serve as food store houses and each get a little Shrine inside.
>>
Rolled 67 (1d100)

Anyone keen for some fluff writing?

>Our Name
Rhys Osman (Randomly chose names)

>Us and the Faith
We joined the faithful in our younger days in the steps of our mother, while our father a corp man disapproved. We followed in our mothers footsteps at first because we didn't think much on it but then as we grew and prayed our powers began to come too us? Were they a gift or blessing from god? who knows, until one day one of the Faithful missionaries discovered this world, you watched with keen interest and then everything else fell through we saw it as a sign, we should go across the stars to the promised land and make it ours.
>>
Im writing up a few fluff ideas for our religion/cult atm
>>
File: 1486830192939.jpg (821 KB, 1920x1112)
821 KB
821 KB JPG
>The River of Light
Also known as the Sui'yna, this faith works on the teachings of a "Order from Chaos" mythos. Before all things there was darkness and Chaos which gave birth to the Spirits of Fire and Wrath who ruled before time. Time began when a Wellspring of Light emerged in the chaos, from it flowing order and peace. The Light soothed and cooled the Spirits of Fire and Wrath putting them to sleep across the motes of creation. As life began to crawl among the dirt the Maiden of Light showed then the way to sooth the spirits, to let them rest eternal. She taught mortals how to live in peace, but also how to turn a foe into a friend...and in times of war if needed unleash the fury caged within. After this the Maiden of Light continued on her path with a message that she will return when the end comes to take her faithful safely away.

>Common Prayers or sayings

-"May the River Guide you on a peaceful path"
wishing someone a calm and prosperous life.

-"When the River is ablaze"
How about when the end comes/hell freezes over kinda thing

-"Maiden's Tears"
oh for the love of god

-"In Chaos and the night, hold tight your shining light"
When times are bad hold onto your faith

-"May she guide his Soul through the Night and embrace him in her Divine Light"
Take care of a dead persons soul

-"Light Follow You"
Take care

>Notable or common passages
-"Though the Spirits of Fire and Wrath lay within, this Light and the Maiden's Grace shall protect us from sin"

"Though Fire may rage, the faithful together shine brighter"

"From her Passing order and Light gave us life"

"Though a single mote of light can be alone in the dark, it shall never be lost to her, blessed are those who walk the path even if alone"

"Blessed are the keepers of Order for they keep burning wrath at bay"

>Principles
The key tenets are the idea that within all life is the capacity for hate, war and MADNESS, but by being better than a beast, by emotion and vice we can be so much more, so much better.

Within the Faith there are those known as the "Wardens", they are the faiths militant, it is they who must channel the fires to protect the faithful and cleanse the unbelievers before the fires of the enemy grow to great.

My wallpaper gave me the idea, pic related
>>
Rolled 21 (1d100)

>>1212681
Sweet, so do we post actions for the civ part or do we just work through the hero?

>>1212693
I know there is a want for a pet, but let's not get lost in the wilds with out supplies.

>Tag along with the militia squad who shot at you
We are a commander we need a crew to be at our strongest. So no solo actions.
>>
>>1213183
I'm hoping we can expand our ability into the "Something Special" turf. Maybe uncover our abilities and powers as some sort of "Mental/PSI" hero. Spec into Mind Stuff. But I don think we should all talk and decide where to go with this
>>
Rolled 89 (1d100)

>>1213183
Technically your limited to the disguised hero but you can give orders. Due to your...charisma they are likely to go through albeit with a 'who the fuck was that guy' vibe and wonder why they even listened to him in the first place. Que much confusion and possible hilarity. So yes you can give the colony orders and they may abide by them.

Currently your hero doesn't officially have any forces under him. Instead you can make a command check and convince others to follow your orders temporarily. If you do a good job future checks will naturally be easier over time.
>>
>>1213209
Nice.

Oh I thought we had some people. I like school friends or something. Makes me want to get to know the people we fought with more.

>>1213207
I get ya. Personally I don't want to jump into psi stuff for the moment. Tho God blessing from the temple could be fun.

The reason I'm pushing for not going. Is we are still very young and I would like to not risk madness because we did study before exploring the wilds.

(Well back to work. I'll make notes to keep track of our boy once I'm off.)
>>
>>1213256
Im hoping we find a ruined cave/temple and turn that into our lair. Then in free time we study and translate little by little. But a god blessing fuck yes
>>
Rolled 74 (1d100)

>>1213209
In that case, perhaps it would be best to hold off giving orders for now. Wait until there's something we really want the colony to do, or we have a really good idea.

Will the colony automatically, well, do stuff without our direct guidance?

>>1213183
Switching to this.

>>1213267
I think it's a little early for that. We should get more established in the colony first, and get capital, equipment, and followers or at least some people who've got our back. Great idea for later, though.
>>
Rolled 58 (1d100)

>>1212681
Forgot to mention you also get a boost to morale due to the religious colony quirk.

>>1213256
For some reason you joined a religious colony and I will admit. I purposely threw in some of the civ stuff for the sake of regaining some anons. Hopefully it works and I find it provides all the necessary stuff for colony things. Honestly it fit very well and its not quite as complex due to you being a mere colony.

>>1213530
The colony is suffering a severe leadership problem due to a mixture of pirates and nobody wanting the fucking job. The only reason why there is even a militia commander is because he is a old zealot who lived long to reach retirement. Hence does not fear space pirates.

to be fair though being in charge makes you a very easy target. The militia commander gets away with it due to him being an old bad ass. That even makes space pirates think twice.

So while the colony wont say collapse overnight they wont really be able to do much.
>>
Rolled 36 (1d100)

>>1213887
I'll make sure to say something in the old Skype chat. ( I should've sooner, but life got in the way. ) I know there was a few that wanted to know when the next quest started.
>>
Rolled 48 (1d100)

>>1213887
Zealots are a very...no correction extremely old fighter profession. They are however notorious despite all this time and for good reason. Zealots are notoriously ferocious and do not fear death in quite the literal sense. They may not be the brightest of troops but they more then make up for it in sheer zeal. They unlike many now outdated fighters are still quite prevalent in the sci fi era.

So yeah pretty fucking scary soldiers to face. The colony's militia is made up of them and ordinary volunteers.

In terms of combat quirks zealots are most valuable and useful for their Immunity to Morale Penalty. This means that under no circumstance would a force of zealots break ranks and flee in terror is an example. While they are not directly immune to morale damage the fact they ignore its penalties means they might as well be. So even when a zealot force hits 0 morale they still wont flee the field.

Technically they are the only type of troop who can't hit negative numbers in morale.

Do NOT mistake them for a force with the Mindless trait who actually ARE immune to morale damage. As they can still feel fear its just they don't care. After all what is there to fear on the battlefield when in death they get to go to heaven?

Hence why zealots are such an ancient type of soldier and still well feared. They have no problem throwing themselves in such meat grinders that normally only clones wouldn't feel hesitation towards. Zealots are however not clones much to many's misery. As they do not carry the heavy gene tailored plague weakness they do among other differences.

Truthfully the only weakness zealots constantly carry is the fact they get overzealous and not wanna retreat when they should is an example. Not to mention some of the difficulties in commanding a bunch of zealots. Commanders of zealots have a hate/love relationship with them as result.
>>
Rolled 53 (1d100)

>>1213183
ok changing so that we can keep going
>>
Rolled 33 (1d100)

>>1213183
>>1214413
>>1213256
Okay, so the three of us agree on this.

>>1213887
Leading the colony as a costumed superhero sounds pretty fun.

>>1213164
Cool

>>1213044
Do we really have any capability to improve our defences? We're pretty limited in terms of materials and tech. I thought maybe we could improve or at least expand the farms with little more than simple tools and elbow grease, but even that may not be the best way to go about this.
I mean sure, maybe we could make some basic earthworks, but it seems like anything we currently are capable of adding to the defences would be too puny to justify the effort.

Training or organization might be a more feasible way to improve our defensibility, but perhaps it would be better to start with a simple scout action partially for the purpose of looking for bandits hiding nearby.
Also we should probably help the colony develop resources sooner rather than later.
>>
>mfw I missed the start of Genie's BIG GAME and voting on what we were going to play
NOOOOOOOOOOOOOOOO
>>
>>1214938
It's ok, bud. I'm surprised we didn't pop that last boon on this character
>>
Rolled 62 (1d100)

>>1214714
I didn't mean to link >>1213256
I meant to link >>1213530

>>1214938
>>1214968
Doods. I think you're confused.
>>1207851
>So if my next quest doesn't work either then the grad finale will be around that time
>>
Rolled 89 (1d100)

>>1214938
This isn't the last one. I would of said that in the Skype.

>>1214968
Later. Also kinda need a outlined character for that.

----

So ideas for this hero. We work with the temple for a bit. Get some buddies and fight pirates. Maybe scavenge some resources here and there to build up the colony in some way.

Bigger goal will be some blessed tools, weapons and/or armor.

If we are lucky with the pirates we will get some ships to help move around on the planet.
>>
>>1215061
I like the idea that we get in with the faith and the militia..slowly frowing and raising through the ranks. Develop until there is a begrudging respect between us and the pirates. We become the bastion of law and order, a collossal trade hub. The one place in the system where you play by the rules...and if you don't...

Thunder Dome
Think BRINK meets Mad Max
>>
>>1215061
Sounds good, but I think we gotta stick with this colony at least until they can thrive without our help. Which basically means the duration of the quest. Good news is this is a big system, and I think it would be okay, maybe even necessary at some point, for us take on missions away from the colony.

But we're basically going to have to step up as a temporary leader of the colony.
>>
Rolled 20 (1d100)

>>1214938
Soon. Fuck this /qst/ board or embrace the path of thy evil waifu. That is my choice. If I have to embrace the waifu I would go to anonkun and it would be much more appreciated.

Sadly health and board change was too much. So I accept the fact this will be one of my last.


>>1215001
I already have what the grand finale is going to be. Suffice it say its gonna be quite epic. Hope you enjoy being a bunch of stone age savages climbing your way to the sci fi space opera in fantasy land.
>>
Rolled 22 (1d100)

>>1215320
So what is consensus figured if more anons showed up it would of been figured out.
>>
Rolled 40 (1d100)

>>1215320
My body is ready, the mind too is willing.

>>1215385
Consensus was to go with them.
>>
Rolled 73 (1d100)

>>1215385
I believe people went with tag along.

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

Also start of the notes link.

>https://docs.google.com/document/d/1nHyuIB6xIkIx9KO-D7SzUU1tqE3uq13GjjoeDSuh7Eg/edit?usp=sharing

Can stay anon to view and comment.
>>
Rolled 64 (1d100)

>>1215399
>>1215393
Vote
>>
Rolled 89 (1d100)

>>1213183
The militia squad appears to be heading deeper into the jungle. Apparently they are attempting to flush out any bandits as they doubt the pirates would be so foolish as to keep a base so close. The militia volunteers are combing through the area nearest to the colony according to the officer. While the zealots will be striking deeper into the jungle directly. Both as to find the bandits as well as to get a better survey of the terrain. So it actually has dual purposes.

So you along with the militiamen were stuck patrolling through thick undergrowth. Past many biting insects and trying to not die from the moist heat. Knowing that in only a matter of hours there will be the thick rains that come near every night as the planet side cools during the night causing the clouds to pour. Besides some native wildlife tracks your forces don't notice anything unusual. Except for one militia stopping before a seemingly normal beast print to take a closer look. To the point he got left behind before the rest of you noticed something was off and called back over the radio. In response there was a long pause before the grunt speaks in response. Setting a chill down all your spines.

"Uh guys...I don't think these are beast tracks. They look like monster ones...I think the burnt households may not be so simple after all."

That was how the rest of you walked back and one of the other grunts brings out a scanner for a more in depth analyses while the officer speaks with the grunt who noticed the seemingly normal tracks were more then unusual. Before muttering into the radio before heading to see what the scan results indicated.

WARNING
Monster DNA confirmed...data banks being perused for genetic matches.

Matches found. Human preying monster within 20 percent accuracy rating. Specie...genetic samples too damaged to confirm specific specie.
WARNING

ALERT
Recommend calling for professional monster hunters immediately. Genetic samples indicate intelligent monsters DO NOT SUGGEST HUNTING!

"...Well fuck," says a grunt.

"Well at least we got a common enemy with the space pirates now," mutters another grunt.

"I wont get your hopes up maybe with some of the human ones sure, but many of those pirates tend to be monstrous or alien who wouldn't care for some specie of monster who has a taste for manflesh," says the Officer before walking a distance away for a more private radio call

"Oh if on those damned monster hunters were able to hunt these things to extinction. Damned monsters followed us into space and keep on haunting us like ghosts except worse. At least the undead to just kill everything instead and aren't likely to be a bunch of fucking sadists."

"Remember to stay close together now," says the Officer. "And hey at least our tech let us know we aren't alone on this sunken rock."

What do?
>Back to the colony
>Stay put
>Keep on the patrol route
>Follow the tracks
>Other?
>>
Rolled 94 (1d100)

>>1215490
>Keep on the patrol route
But tell them to phone it in, keep command informed and someone give me a gun, there's gotta be a sidearm available.

>Other
See if we can somehow get a bird to come up too us and act as a scout, come chirping back to me if a monster is incoming
>>
Rolled 79 (1d100)

>>1215490
>>Keep on the patrol route
Well we have a job to do.

To bad it has a taste for man meat. Tho if it has smarts, maybe we can talk to it. Get a man eating horse or something.

>>1215516
Agreed on the phone in and let the others know. If we can't get a hold of base. I think we should head back.
>>
Rolled 60 (1d100)

>>1215516
Support
>>
Rolled 81 (1d100)

>>1215516
support
>>
Rolled 13 (1d100)

>>1215516
Your given one pistol that appears to be made of wood and metal. Carefully engraved...handmade but not an old relic. Most unusual. It would appear the classic armories of the faiths is true. Everyone has heard of their collection of relics and their strong taste for old school style. The pistol that was given to you was clearly well taken care of if rather worn out from heavy use. Which given the pirates alone in this system would explain that fact.

After that you kept on the patrol. As you check areas of suspicion and seemingly clear areas. Eventually it took you up near some homesteads where one of the militiaman pause while they check a map before pointing at some ruins.

"That is new. According to our maps this homestead wasn't one of the ones originally hit."

"Shit," complains the officer as he gets on the radio to command about the newly burnt down homesteads as you approached.

Another grunt ends up speaking up on the way there. "Fuckers managed to bypass us entirely and hit some homesteads right under our noses. While we were on high alert no less...you think its the monsters?"

"Dumb ones yeah," says another grunt." But smart monsters are well...smart. They wouldn't do something this obvious much less so soon no their money. My money is on the bandits. Fuckers like burning in addition to pillaging. Its how you can tell its them and not pirates. Pirates are more interested in looting."

That was when the previous grunt who noticed the monster tracks spoke up. "You morons you ever thought that is what they WANT us to think? Think about it what better way to gain prey and lay low then by making the bandits look guilty? It's not like those idiots would be capable of setting the monsters up. This is clearly monster work...and they are smart enough to set up the bandits."

That naturally shut up everyone including the officer as you start going through the ruins to see what evidence could be found. Truth be told there really wasn't much to find in the burning rubble. After awhile you finally gave up digging around and took a closer look at the wildlife. Which you noticed a strange commotion among their ilk. Probably due to the fires which is quite unnatural around this area due to the heavy moisture.

As you attempted to coo one over with a some bait and took a closer look. You got bird looking one to come munch a native fish which caws in a direction before taking off. Which is how you turned around and saw a group of bandits attempting to get on the drop on you.

Only you noticed one of the bandits came running out of the undergrowth as their weapons were pointed at you and they moved in. The bandit running to one of them whispering something in his ear. Which resulted in him hissing in annoyance.

"Blast it. Fucking monsters managed to elude us again...and oh goddamn it!"

"Uh what is it boss," asks a particularly dimwitted if hulking brute.

"Those fuckers just set us up again and real good this time too!"
>>
Rolled 88 (1d100)

>>1215620
"Think about it you morons. We just HAPPEN to be so close to those freshly burnt homesteads...make us look even more fucking guilty," complains the bandit boss bitterly. "Tell me you at least found some fresh tracks again?"

"Gotcha boss but uh...you think we can catch up to them this time?"

"Fuck me if we don't those bastards are gonna set more then just the damned militia on us. Soon some those space pirates are also gonna wanna skin us alive. You any idea how much they hate galley slop? Argh. Just my fucking luck those little shits keep on staying just ahead of us and of fucking COURSE. There just happens to be some nearby witnesses to confirm it was actually us," mutters the bandit boss pointing his gun at you and then the rest of the squad who unlike the bandits aren't hidden by the jungle. "Prepare to haul your asses boys. We gotta find those filthy monsters real quick before we find ourselves even further up shit creek."

What do?
>Call out for aid
>Quick draw
>Charge them
>Try to convince them
>Other?
>>
Rolled 69 (1d100)

>>1215516
Missed voting for this. But I would like to point out that we should probably avoid attempting things that we have basically no idea how to do. Or did you forget that Slate was growing MAD?

>>1215633
>Try to convince them
Bandit or pilgrim, we need to stand together against human-eating monsters. And if you'd be amenable to a less mutually antagonistic relationship with the colony, this would be a good start I think.
>>
Rolled 32 (1d100)

>>1215633
>Try to convince them
>Other?
Hello gentlemen and where do you happen to be from? So your worried about getting framed hmm? Well I might be able to help you there. Tell me everything you know about these Monsters?

Provided we get that far ask them if they'd be willing to work briefly with the Militia to deal with this...issue...if they say yes
>Call out for aid
We've got some bandits here and they want too talk...seems we're all after the same monster(s)
>>
Rolled 8 (1d100)

>>1215640
>>1215637
Add that bit to mine defiantly.

I said it because Genie mentioned that animals seem to like us etc

I still want to use a wish on Slate even if we don't play him to make his chances better
>>
Rolled 11 (1d100)

>>1215637
"Nice try. If we wanted to reform we never would of reform and even without you. We can handle those monsters. As soon as we catch them that is. I have no doubt they will try to lead us into a few traps. Too bad for them I am not unlike those other dumb ass bandit bosses."

>>1215640
"Well we are both lucky they aren't shapeshifters for one sadly not even I know much more then that," says the bandit boss oddly relaxed and with a strange smile. "They hit some of our own guys too. Bastards tried to frame the other gangs. We were the only ones who didn't fall for the bait and chased down the monsters instead. Even if it DID lead us dangerously close to the colony. I know better then to let those monstrous fucks ply their trade. I seen what they can do and as have many of us here. Why do you think we are so eager to hunt them down kiddo? See i can tell with that look in your eye.Your sheltered life...you got no idea about what the monsters are capable of except for stories and nightmares of them being the boogieman and you know what haunts those boogieman nightmares? It's those fucking monsters. They are worse then aliens, undead, and bots all combined. Only those twisted Outsiders and possibly those bioweapon fucks like the Brood can compare. You know what the brood were ripped off of first? Monsters baby. That is what got them started. They ain't nothing special if it weren't for them perfecting their techniques."

"I don't trust your militia. Too many zealots who forget to think. Nothing those smart monsters like better because of how easy they are trick. Why you think they are here instead of some other shithole colony?"

"Uh boss...shouldn't we be chasing those monsters by now?"

"Oh shut up. You guys follow me because i am the smart one. You think they wont be expecting that? Just wait a bit and see what happens. I know what they're planning and with any luck this delay is gonna fuck em real good and hard," says the bandit boss shutting down the increasingly anxious bandits.

"As for you mister silver tongue if I didn't know any better with your suggestions,' says bandit boss tapping his head with his loaded gun. " I would say your a psion with their oh so pleasant 'suggesting', but I encountered psions before. You ain't no psion but you are certainly gifted now ain'tchu? If I had to guess with your handsomeness and way with words. You got some charismatic ability now don't you?"

Now you were really beginning to sweat. No longer from bullets from those guns being pointed at you. Now a proper damned waterfall. Fuck, you underestimated this criminal scum and to think he of all people would of been able to figure you out with but a fucking glance.

Now their boss snickered as if able to read your min-oh HELL no. Is...is he a psion?

"No rush no rush pretty boy. At least not for us anyway. You on the other hand quite possibly."

How the hell can he tell your handsome with that mask on...shit he really may be a psion.
>>
Rolled 34 (1d100)

>>1215646
Well...this is awkward....So...uhhh...hmmm I'll be honest I was really hoping we could work together to hunt it down but since that's unlikely too happen how about I just walk away, you just walk away and we all stay nice and friendly. Maybe chat some other time huh...
>>
Rolled 20 (1d100)

>>1215652
If we are meant to talk, this
>>
Rolled 49 (1d100)

>>1215652
>>1215665
I concur
>>
Rolled 49 (1d100)

>>1215652
Supporting
>inb4 kidnapping
>>
Rolled 34 (1d100)

>>1215681
>inb4 kidnapping
What I'm scared of is The monsters are monstergirls and this bandit is going to use us as bait
>>
>>1215652
>>1215691
Rule 34
>>1215666
>>1215681
Two sets, things could get lewd with Mr.Silver Tongue
>>
Rolled 42 (1d100)

>>1215646
The bandit keeps calling us handsome
>seduce
>>
Rolled 27 (1d100)

>>1215828
What the hell, I'll change my vote to this.
I grant my support to this seduction attempt, and call a 99

It's what we've done with many scary females we've met, and if anything that was worse than this.
>>
>>1215828
You serious?....Do you want to end up as a sex slave? We're gonna have enough issues as it is as we become a good guy and begin beating bad chicks...I remember the warning Genie gave us in the Super Quest with Detonator...the only thing worse than a tough bad boy is being a tough good boy...the bad girls will wanna eat us alive...I really don't suggest Seduction
>>
Rolled 8 (1d100)

>>1215646
I don't want become a homo unicorn.

---

Alright so this person is experienced. We will not be able to pull a fast one. So... bandits are always in need up supplies. We do food processing trade.

How about we work a deal out and see if we can work it in a truce. We'll do our best to keep the colony out of their business and together we can hunt this monster(s). If they want to do it solo we'll let them and we can just give them food or something else we can attempt to arrange.

We just need to make sure we have their word on nothing funny after words and during. Assuming these are the type that care about being trusted by others. They will not break the agreement.
>>
Rolled 5 (1d100)

>>1215930
I can agree to this, I like the idea that we can become the neutral voice here. We keep the peace as far as it can be kept. We keep the colony safe and help it grow by diverting things that would be against us in other directions
>>
Rolled 11 (1d100)

>>1215691
You know as much as I would like to say that can't happen that would be a lie. In this case though monster girls are just as bad if not worse then the male monsters.

In fact its the ones who don't have sexes that are actually among the 'nicer' ones you can encounter. At least so long as they say don't use your body as a nest anyway.

Monsters be fucking scary. If they only kidnap, enslave, kill, rape, and eat you in that order. You can consider yourself quite lucky!

>>1215652
"If I were you I would go back to the colony and investigate any people acting strangely and or simply disappeared it. The worst monsters aren't the strong or smart ones. Its the shapeshifters who can disguise themselves as human. If the smarts ones are already here its only a matter of time before the shapeshifters show up and that is assuming they aren't already here too. The bandit gangs are small though its easy for us to notice something is wrong, but in places with lots of people. They don't have to worry about that nearly as much."

"That or do something about those zealots. They'll get played harder then they even played us. Knowing those monsters they would of tried to lead us right into them...and went that fails into the bandit gangs. Then they'll lay low and much some people in the colony when the problem is 'solved' by the bandits going poof."

"Thing is though given your lack of reaction you already knew about the monsters. Which means the rest of the militia knows about them too. So the fact we 'delayed' here is gonna make it so when they run into the booby trap they were trying to spring on us...it is instead going to spring on them. After that fight that is when we and my boys are gonna follow up try to slam them again into the militia forces between us."

"Now the problem both of us has is there might be some survivors and more importantly they may not be the only group. Which I would suspect could very well be true. Which is a big problem for the both of us, but at least when that trap going against them. It will confirm monsters followed you colonists onto this world and take some heat of us bandits, but digging them given the terrain of this world is going to be nearly impossible. Far too many places to hide. Only good news is a lack of people so the monsters wont be too many assuming we get lucky enough and they only prey humans by necessity. Otherwise their numbers will explode in not the good way."

That was when you suddenly heard lots of gunfire and even a few explosions deeper in the jungle.

"Gotcha you sons of bitches," mutters the bandit boss before pointing in that direction. "Your break has ended boys time to properly haul ass and catch those snakes who survived the run in with the militia."

Just as quickly as they had appeared the bandits disappeared into the jungle. Clearing heading in the same direction as the fighting.
>>
Rolled 18 (1d100)

>>1216869
After that you headed back towards the militia squad who were all listening to the radio confirming contact was made with the monsters and they confirmed they really were monsters thanks to some of the corpses. Now they are in pursuit. Orders are to keep patrolling to see if any monsters are about and deal with possible banditry.

What do?
>Head towards the zealots the bandit boss may have a point
>Go back to the colony and hunt for monsters
>Stick with the patrol
>Explore around
>Other?
>>
Rolled 76 (1d100)

>>1216891
>Head towards the zealots, the bandit boss may have a point
>>
Rolled 12 (1d100)

>>1216891
>Head towards the zealots the bandit boss may have a point
Maybe inform the Patrol of what the Bandit said as a "third Source" so they get some information and ain't totally in the dark.
>>
Rolled 38 (1d100)

>>1216891
>Head towards the zealots the bandit boss may have a point
>>
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things are gonna get rough out here...I love it
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Rolled 99 (1d100)

>>1216915
You decide to head deeper into the jungle. Knowing the zealots are focused there and some of them are likely pursuing the tricky monsters. It took some time and mostly by following the sounds of gunfire you ran into some zealots who were chasing shimmering figures dancing in the undergrowth and shadows. With little success given their frustration and wounded who kept carrying on ignoring their wounds.

There you found an officer and radioman hanging back. Trying to make out orders and report over the many constant reports pouring in. You also heard constant shouts of contact, enemy spotted, and lost among the constant clamor. Even incidents of friendly fire or running into bandits.

From the sounds of it is all quite chaotic.

What do?
>Chase after the monsters
>Hang back and watch
>Try to give out some orders
>Head back to the colony
>Other?

>>1216971
Welcome to the borderworlds. They are not nearly as comfy or important as Human Core Worlds.
>>
Rolled 14 (1d100)

>>1217038
>Hang back, watch and other
Alright. Gather info and see if there is a pattern.

Try to get contact with the bandits. Since we are after the same target we can keep the zealots away from them. Assuming we can relay the information of where people are at.
>>
Rolled 93 (1d100)

>>1217038
>Hang back and watch
If things start to look really bad for them, do the below

>Try to give out some orders
Gentlemen close ranks. I want everyone to surround the Radio Operator and the officer. Get them too organize a Regroup with their forces.
Head to an opening where these fuckers can't remain stealth so easy. Preferably with some shadow water so you can see their movement.
>>
>>1217096
Shallow water not shadow water dammit.

Shadow Water is now a thing...oops
>>
>>1217096
We are dealing with zealots. Orders will not be so easy. We have to work around them. Let them push and the others hit what scatters.
>>
>>1217262
It's suggesting too them rather than order
>>
>>1217312
Fair.

Tho I'm not sure these monsters will come out into the open on their own. It would probably work better for us to let the zealots purge and have people waiting at the other side or maybe I'm the trees to see what comes out.

Otherwise the monsters will keep baiting them into bandits or our own colonists. At least that's what I can gather.
>>
Rolled 62 (1d100)

>>1217096
Support.
>>
Rolled 88 (1d100)

>>1217096
Vote

>>1217418
Problem is there is no "other side." There are no neat lines in this battle in the jungle, and just letting the zealots purge is exactly what's already happening. Also you seem to be implying that there are colonists other than zealots in this fight, which I do not believe is the case (other than the officers and us).
>>
>>1217697
>88, the number of magic
>on a roll to find "shadow water"
>>
>>1217757
It's gonna get wierd
>>
Rolled 92 (1d100)

>>1217096
The monsters are...extremely evasive. Not to mention they keep on manipulating the different zealot groups to accidentally open fire on each other by toying with them so well. It's clear the monsters at this are just toying with your forces as they evade dangers and manipulate the forces to shoot at each other by 'accident'.

Your in the deep jungle there practically isn't a opening that would be difficult to hide in. For that same reason they are avoiding water sources.

Things don't seem to be going well at all given how the radio chatter is. Suddenly that was when you heard the loud bark of multiple machines guns and sudden chain of detonations focused around the monsters. First there were cheers until you all realized with a slowly dawning horror there were no confirmations from the radio of them being friendlies. Plus they didn't at all care when their shots were hitting your forces. You along with the others looked up.

There you saw a gunner nest placed up in a tree forming a interlaping network of crossfire and explosions. Plus they were clearly bandits and not friendly after all. As they shredded the undergrowth with heavy gunfire and explosions. When it couldn't get any worse you hear a strange hissing sound.

As suddenly the jungle went up in flames. Trapping you all in the bandit killzone as the fires roared.

That was when you heard a familiar voice emerge from the radio laughing.

"Hahahah you fucking monsters! You think you can kill some of MY guys without paying for it? Let's see how you like getting burnt alive just as you did to those homesteads. Light em boys and drive them into those militant bastards. May you all burn in hell where you belong."

With that you could see tree bark move revealing disguised bandits who raise up flame throwers and start to advance. Roasting whatever got in their way and not carrying about the bullets flying over head. As they advanced you noticed the ground explode right ahead of them flushing whatever it is out as they proceed to roast whatever remained.

You also saw some of those shimmering monsters were headed straight towards you.

What do?
>Try to find a way passed the flames
>Talk to the bandit boss
>Shoot at the bandits
>Fire upon the oncoming charging monsters
>Other?
>>
Rolled 49 (1d100)

>>1217789
>Other?
>Try to find a way passed the flames
>Talk to the bandit boss
Call out to a bandit, "yo let me out the kill box, also there's a shimmer beast thing behind me so would you mind? Come on man don't be a tool".

IF they don't seem interested in letting us through, try just talking too the beast as it charging towards us...just walk on by beasty just ignore me...
If that aint working
>Fire upon the oncoming charging monsters
>>
Rolled 46 (1d100)

>>1217789
>Try to find a way passed the flames
Coming this way was not the smartest idea, let's just try to escape.
>>
Rolled 9 (1d100)

>>1217816
Supporting. Fucking Predators man
>>
Rolled 9 (1d100)

>>1217854
Hey at least predators only try to kill compared to what monsters will do to you. Preds are much preferred.

>>1217816
"It's your misfortune to be present here today. I don't mind killing zealots along with monsters. Two for one deal if you ask me."

Sadly your attempts to an opening in the literal firewall proves hopeless so far. As the fires to light them are still raging strong and its not a thin one. Apparently they took care to make it thick enough that trying to leap across or run through isn't such a good idea.

Meanwhile the bandits keeping on shooting at both groups as they clash together. While their flamers slowly advance carefully making sure to lob some explosives before turning up the heat. Which does marvelous job at flushing out more then just monsters. As they try and fail to hide below. Often resulting in an extremely shrill and mind numbing scream as they burn/get exploded to death.

Bandit heavy gunners meanwhile fire wildly at you. A few who shot down by some zealots but the charging monsters soon proved a bigger distraction as the two forces clash. Zealots refusing to so much as take a step back while they still draw breath. Monsters trying to get around the zealots to use them as meatshields while they try to puzzle out an escape route. Both groups however seem unwilling to help them out.

All the bullets meanwhile you found yourself having gotten grazed by some bandit rounds as they shred trees and thick undergrowth. Slowly clearing it out to get a better shot.

What do?
>Try to get passed the flames
>Charge at the oncoming bandit flamers
>Join the melee
>Try to give an order
>Talk with the bandit boss
>Other?
>>
>>1217949
How thick are these trees genie?

If about 2-4 feet in diameter we could try having our forces literally shoot down a tree or two to attempt to either A. Make an opening the fire or B. Fuck the bandits day
>>
Rolled 28 (1d100)

>>1217949
Bandit boss theme song it fits his evil ass so swell: https://www.youtube.com/watch?v=0_3sdIEhkNA
>>
Rolled 50 (1d100)

>>1217949
>Try to give an order
Point directly at a bandit with the flamer and look that fucker in the eye/mask.

"Let me through and resume firing once i'm outside the circle and let my zealot compatriots out too".
>Maybe see if we can get some Zealots too follow us with the words.
"Lets get out of this kill box and flank the enemy from behind"

>Other?
Yell the bandits plan to a zealot and tell him to tell his commander
>>
Rolled 78 (1d100)

>>1217962
This particular patch of jungle isn't too thick in terms of trees. Instead its the undergrowth that they are lighting up and otherwise shredding. The trees sadly don't make for very good cover(hence why the bandits used this place as their ambush point). Especially has the bandit trip is U shaped as to ensure even if you hide behind an unusually thick tree. They still got two points of crossfire to kill your ass.

Luckily for you the bandits are more intent on killing everything in the grand melee. While their flamers follow up to clean up the mess.

A very simple but very deadly plan. Luckily you and the zealots weren't hit by many explosives unlike the monsters. So you are in notably better condition. Besides that the monster tricks and them getting their ambush turned on them had made you roughly even until the bandit trap.
>>
>>1217963
Ok now i'm just imagining this smooth fucker with an SMG in one hand, the other lighting a cigarette walking away from a burning forest, flame troopers going off in the background.

Mr.Burns
>>
Rolled 96 (1d100)

>>1217949
>Try to give an order
The order will be as follows:
>Charge at the oncoming bandit flamers

The zealots won't retreat, so instead let's get them to advance out of this trap.
>>
Rolled 29 (1d100)

>>1217993
>I'll change to support
Break out of this trap.
>>
Rolled 62 (1d100)

>>1217993
Voting
>>
Rolled 96 (1d100)

>>1217697
It to late for me to say this, but I hoped we would of try to contact the bandits since we knew they had plans. Then we could attempt working together. If that fails. I was voting we wait and watch to see if we could figure out their plan. Thus giving the wall to push the monsters in viva zealots.

I should of fought harder, but limited time.

>>1217949
Hey God of what ever these zealots follow. Can I get a hand to save your followers. They are strong, but the is no need for more deaths. I just want to turn them to the best Direction.
>>
>>1218146
The bandit boss already told us he doesn't want to work with us. So changing his mind wouldn't be easy.
>>
>>1218163
While true showing effort to open up will go a long way. Bandits don't have loads of non bandit friends.

Plus more exp for us in the diplomacy department.
>>
>>1218223
Asking someone to change their mind on an offer without a substantial change to the offer or circumstances isn't a great way to make someone your friend.

>>1218146
No need for more deaths? Are you including the bandits and monsters?
>>
>>1218320
We didn't really offer anything the last time.

I said we should try to make a deal with our food shop, but that went no where.
>>
>>1218333
We offered to work together. You said you wanted to contact them to attempt working together. Did you intend to sweeten the deal?
>>
Rolled 84 (1d100)

>>1218320
I said followers the sentence right before it. The is always room for more dead Heretics, in the form of shapeshifters.

>>1218344
Yeah by offering food since bandits need to eat and don't like to farm. Ether way it's a bit late to try for that.

Maybe even work in some truce for a bit if there was time. It would of been hard, but with a common enemy we had a chance. Now probably not so much.
>>
Rolled 47 (1d100)

>>1217993
Bandit troops advance and the monsters mush through them to get to the burning wall. Suddenly the bandits found themselves having to make a choice of shooing the monsters or zealots. They chose the monsters. As their flamers prepare to roast your forces as you both advance towards each other.

'Agh you were previously in a great spot before. but now all just ruined it. You bastards are ruing in my plan! Now thanks to your interference they might get a way out you dumb ass zealots. Typical of your stupidity really for sake of everything worse. Damn you all. Quick kill them quick before the monsters get passed the fire otherwise this entire thing would all be for naught.

In response you could see some flamers dropped their weapons and brought up some new ones. Like the rocket launchers or heavy machine guns. They still ha flamers and they were onto you!

What do?
>Parlay
>Kill the monsters
>Kill the bandits
>Breakthrough the firewall
>Other?

Also I have an early doc appointment tomorrow where they make you really sick to help see what is wrong with you. So I wont be able to post tomorrow much at all if any.

So its gonna be a shitty day tomorrow. Hopefully after it I could keep posting.

So feel free to discuss colonial plans, forces, pirates, and so on.
>>
Rolled 92 (1d100)

>>1218423
>Parlay
Let us through or as you say all this will be for naught. Either everything you planned fails now or you let us through and the plan can continue and you prove your innocence that the crimes committed are not yours.
>>
Rolled 21 (1d100)

>>1218423
>Parlay
Now that we're in a tight spot and you're trying to stop your plan from falling apart, NOW can we form a truce to fight the monsters?
>>1218453
This too. I'd like to add that I'd also be willing to just leave if they don't want to fight on the same side.
Well, prove their innocence of the specific crimes for which they were framed.
>>
Rolled 8 (1d100)

>>1218453
I concur
>>
Rolled 70 (1d100)

>>1218453
>>1218466
"And oh yeah, we can give you some food if you let us go"
>>
Rolled 61 (1d100)

>>1218453
>>1218466
supporting
>>
Lets talk plans for the Future.

Building on our power I propose we build ourselves into the ultimate middleman, we become the neutral party anyone and everyone goes to to get something. An information and Supply guy of sorts.

How we do this honestly is quite simple, we work in the food production plant, we use our power to "acquire" supplies etc and siphon off small amounts and then make supply trips to the Planet side bandits which we get other stuff in exchange, be it information too aid the colony or whatever.

Building up bit by bit we become the "Shadow Merchant", we slowly over repeated exposure etc and use of the Fanatics we blend and fit their group slowly developing a network of fanatically loyal followers.
>>
Rolled 88 (1d100)

>>1218453
>>1218466
>>1218510
Yes!
>>
>>1218586
From how it was described, the food processing sounded like it was a small shop that we have ownership of. So first the colony would have to actually have a centralized system for food processing for us to siphon off anything from it.
>>
>>1218595
It's more along the lines of we can buy it for them and pass it on. They give us some money we buy the food and take a little extra for ourselves as is standard practice, growing bit by bit.
>>
>>1218604
Right. You can just say "sell them food," which is actually our day job as it were. While many law-abiding citizens would not be willing to sell to bandits, I fail to see how that makes it necessary to describe common mercantile practice in a manner that makes it seem like an illegal activity. Maybe specify "sneakily sell them food," but that's it. Well, add that we should accept information as payment, since that was one of your points.
>>
>>1218606
We are basically going to act as a middle man for lawbreakers who want something they normally can't acquire and be the person good guys talk too if they want to do bad things etc.
>>
Rolled 98 (1d100)

>>1218626
Oh, I get it. But I think the only thing in this colony that can't normally be acquired by criminals would be the relic/holy stuff, and fuck that if that's what you mean.

Everything else they just steal. Often from other criminals given how thick they are in this star system. At least this is my understanding. However it is possible to trade them things they need but don't produce themselves, and food is a big one as far as that goes.

And we'll have to find lawbreakers we can actually deal with, this guy seems like one of the more reasonable ones but he's still a fucking prick who refused to cooperate with us and then got mad when we messed up his plan by not staying put and dying like good little boys.
>>
>>1218636
>For criminals
-Get things off world past scans
-Get things in past security
-Get stuff "blessed"
-Get inside information
-Setup meetings
-Fence
-Supplies without lives risked

>For the Faithful and the Civies
-Need somewhere to hide/vanish
-Acquire some less than legal stuff?
-Fence (more important on this end)
-Want someone killed (we can hand out a contract)
-Find Missing thing from downed ships or lost in general
-Bandit information
-Give Tips

If we somehow get Really, really, really in with this god pull a "deal with God" card
>>
Naturally the first thing we have to do is get higher in the social chain and maybe even the militia. We don't even start this until we have a number of people under our sway and some social standing.

My personal suggestion is we join the Militia. We will get training, gear and access to more secure areas. We keep the super power a secret naturally and worm our way into everyone's minds subtly
>>
>>1218636
>>1218671
do we really want to become a shady guys again? and doesn't that kinda go against the backstory Rust came up with earlier? of us being a religious guy and the fluff he wrote about our religion/faith?
based on that fluff and assuming the fluff is agreed by everyone i would much more see us becoming a "Warden" as described in this Post >>1213164 under principles.
then we can climb up the ladder of the militia while trying to protect the faithful people of our colony and convert the unbelivers or cleanse them by flame.
>>
>>1218714
I kinda went with the Middle man route because no one seemed into the faith
>>
>>1218714
we could further try to retrieve old and lost artificats from the ancient ruins that just so happen to be the ruins from an ancestor of our faith and so on. and later on try to more or less forcefully expand our sphere of influence and bring our god more sheeps.
>>
>>1218719
i like the idea of going the faith way and why choose religious colony and eat the penalties connected with it if we not try to make something of the bonuses and perks it gives us? but if most of you guys want to be a shady dealer again i can live with that too. just wanted to bring a second option to the table.
or if you guys want we could probably also play something like an inquisitor from 40k.
>>
>>1218722
Tbh if I personally could choose our Path i'd join the militia and train up like crazy get full religious zeal and go full Anderson. Prefeorm Miracle from our text but as combat twists
>>
>>1218735
going full Anderson sounds cool to me, i would back that up. i guess let's wait and see what the others say to that option.
>>
Rolled 100 (1d100)

>>1218664
Not sure how much security or scanning goes on in this border world in a pirate hideout of a system. Not a bad idea overall, just somewhat different from doing something similar on a civilized world.

>>1218719
I liked your fluff for the faith, I just didn't feel like being the kind of holy warrior who constantly reminds everyone of their Faith, know what I mean? Although while I'm on the topic, the personal backstory didn't click for me the same way, I kind of want to view our guy as some convert who was looking for meaning in his life.

>>1218735
Hell yeah! Although I think it'd be better if we have a bit more discretion than the average zealot. Also, you know, remember what our initial (and so far only) power is. But getting good at fighting, deeper into the faith, and beating the hell out of any aliens, monsters, and heathens that cross us does appeal to me.
>>
>>1218745
> reminds everyone of their Faith,
we don't have to remind them, we can just purge everyone with fire without saying a word
>>
Rolled 19 (1d100)

>>1218453
"Psht what proof huh? The burning memo is extremely damning with little possible proof to prove it wasn't us. Nice try though besides I know better then to trust indoctrinated zealots. Your kind isn't much better then the mindwiped ahem 'rehabilitated'."

"But fine maybe you'll report this. This group of monsters isn't made up of all the survivors from their ambush being turned on them. A few split away and this group was only meant as a distraction. I had some people track those who got away back to their nests. Once this is finished up then we'll go and kill them all. Even the babies. Hell especially the babies."

"All this is to convince them to think their plan succeeded, to kill some monsters, and some zealots while I am at it."

"Plus I know the evidence of us not being guilty burnt up along with everything else they set on fire. Besides you faithful zealots aren't exactly well known of being the reasonable sort."

>>1218466
"This isn't the only group of monsters of that I highly doubt. I am absolutely positive of that and I also know they will lay low after this to play dead. Chances are the idiotic zealots will fall for it and think they all died. Idiots."

"But if you send forces to these coordinates and wait patiently then fine. I will spare you. I don't wanna send only just my guys into their nests when I can just some zealots! Besides your kind is far less a cowardly bunch. Useful for keeping them pinned and harder to slip out. At least when your not busy being fooled."

What do?
>See if you can get forces sent to the coordinates
>See if the flames died down enough to escape
>Try to push past the bandits
>Go after the monster
>Other?

This is a quick post before I have to leave.
>>
Rolled 93 (1d100)

>>1217990
A rather accurate picture to think of yes.

>>1218745
Shame that wasn't directly or indirectly connected to anything. Otherwise I would of used it.

Having literal breathing gods is quite fun when it comes to the Faiths. Makes religious corruption rarer, theocracies more stable, and conflicts involving religion so much more common.
>>
Rolled 91 (1d100)

>>1218745
Ugh, wasted crit, but I would like to take this opportunity to point out that we should be crit fishing right now.

>>1218747
We're the ones getting purged by fire right now. Also I'm not sure how much our faith encourages purging everyone with fire. But as I was trying to say, I'd also rather not be a berserker with a holy symbol around our neck.

We're a super persuasive hero, we can be an inspiring and just leader. We just haven't had cause to make a lot of speeches yet, and when we do...well, I think that rather than using religious quotes and stuff, I'd be more comfortable with usually just saying things in line with the priniples/tenets without direct references. Subtlety.

>>1218752
>See if you can get forces sent to the coordinates
Alright, I'm sure just letting the zealots know there are human-predating monsters there will be enough to get them sounding the charge.
>>
Rolled 16 (1d100)

>>1218759
to clarify: we will do more than just let them know there are monsters there. we will say other things. was just stating how they'll likely be eager to go kill the monsters.
>>
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Rolled 23 (1d100)

>>1218759
Supporting

Old piece of art, it was of the other SUPER Detonator fought in his quest, the one who kept shifting elemental types and had the glowing gun

So what does Bad Bandit here wear genie?
>>
Rolled 23 (1d100)

>>1218747
what I should have said was "Reminding them with fire is still reminding them, just a lot more aggressively than reminding them with our words."

Of course we can still do both of those things often. Just don't expect me to be the one to come up with pithy and pious one-liners
>>
Rolled 50 (1d100)

>>1218735
>>1218740
>>1218745
Personally I was aiming for a shepherded of the flock. We will guide our brothers and sisters in The River of Light.

While not being super friendly with bandits. We can work out deals to better help our people and make some Order from the Chaos that is this bandit system.

---

Also we going with this >>1213164 fluff or something else? I need to know for notes.

>>1218752
>>1218759
>See if you can get forces sent to the coordinates

Wardens (?) I have word your fight isn't done. Those that bring chaos to us and mask them selves lie low here [coordinates]. We mustn't believe their tricks. They still live and hope we will falter in our duty.

... I hope this will help. Trying to religious and what not.
>>
>>1219118
If they confirm it i'll write al little more lore. Prophets, myths, more quotes and verses etc
>>
Rolled 16 (1d100)

>>1218759
Support
>>
Rolled 92 (1d100)

>>1219118
Are you asking me specifically? Well, I don't see anyone else proposing something for our religion. I could come up with something, but probably not anything better, unless what you want is something somewhat silly.

just to be clear, I'm pretty sure the monsters we're currently dealing with are not shapeshifters. Bandit boss said they weren't, but warned us to be on the lookout for other monsters who are and could be infiltrating our colony.

Are there any deities of human origin?

>>1219376
Can there be a sect who worship an aspect of the Maiden of Light as the All-Mother? [spoilers]And zealots of that sect are known as Mama's Boys[/spoilers]
>>
>>1220013
I do have plans for Secs and divergences
-All Mother Faction: Maiden of Light tamed the wild worlds and bore children upon them
-The Duality: The Maiden of Light and the Spirits of fire are in fact the same being she just calmed the fuck down and grew up. The belief that age breeds order and maturity.
-The Crusaders: The Mother is leading them on a path across the stars from humanities home world and leading them too the "Wellspring", heaven. There will be many trials.
>>
Rolled 76 (1d100)

>>1220042
Nice. So we'd probably be Crusaders?

Having active and verifiable deities can obviously help clear up misunderstandings between worshipers of the same god, but there are a few reasons to still have sects:
>The deity actually wants their followers to have some level of conflict among themselves
>The deity likes to keep mortals guessing (You expect them to give clear and consistent answers on literally everything about themselves? How many mortals do you know who do that?)
>The deity likes mortals to worship them in different ways; gods are complicated beings after all
>The deity has been sleeping for a long-ass time
Or the deity could just not care about the little details enough to set all their worshipers straight.

The maiden (and most gods?) would probably be a combination of the third and second reasons I thought of.
>>
Rolled 96 (1d100)

>>1220135
>There are also
-The Repentant: The Maiden left humanity for an ancient sin but scattered her treasures across the stars, by gathering them humanity will have proved themselves worthy of her admiration and full protection again.
-The Patient: Some day the Maiden will return to see if her Children have grown and matured.

I love religions for Lore building
>>
I know it's rather off Topic but because I doubt we'll ever get back too Slate I'd still like to burn that wish on him. I want to do Justice to the character, I want to give him a fighting chance
>>
Rolled 28 (1d100)

>>1220135
One big thing I overlooked: allowing some diversity can help broaden their power base. They always want more worshipers, and there's also the "don't put your eggs in one basket" aspect.

>>1220410
Maybe do it as a prelude to the Big Finale? idk
>>
>>1219376
Cool.

>>1220013
More or else asking all of y'all. Since we need to agree to make it so.

Yeah you're right, not shifters (>>1215646). I could try stretching it as them hiding their presence.

I know Genie has it open for all kinda of deities. So it there can be.

>>1220410
I was gonna save the wish till the end thread (assuming Genie doesn't get better). Granted we may not even need to use it depending on how that game is set up.
>>
Rolled 1 (1d100)

>>1218788
Which one?

For the most part they stink of strange mixture of chemicals and plants. In looks they lug around a coat, some armor, and light long clothes over it that appear to have varying sources. Strangely there isn't even gang markings upon them. They do however wear similarly patterned masks.

I also do like that art. Shame the super game didn't last longer then it did.

>>1219118
There appears to yet be consensus in terms of exact religious affiliation which is why I been keeping it generalist.

>>1220013
A number of them. In fact they make up the majority of human gods. Albeit some of them often have bloodlines that aren't entirely human or might not even be human themselves.

>>1220135
Different sects serving the same gods isn't unknown. What is unknown is widespread corruption of religious institutes because their gods can and will smite/drag them to hell for it. This is mostly due to the fact that not only does it make them look terrible it also discourages worshippers which are vital.

The only religions that suffer serious internal turmoil is actually those claiming to worship the 'one true god' because they often follow the policy of there being only one true religious institute being correct, whole, and holy.

Then you have the philosophies and worship of spirits instead of gods per a say.

>>1220472
In terms of condition basically I am dying faster then most. As the stresses and compromised immune system has...deeply cut into my life expectancy. I could temporarily improve my condition to a degree but in the long term the Genie is fucked. Even if I miraculously end up cured sadly not all the damage can be so easily repaired. The damage my body and mind sustained isn't a joke.
>>
>>1220558
My idea/excuse for the factions of the faith was going to be the Twisted/distorted reflections left my the Maiden as she waded through the River of Light. The True maiden lays beyond...a little truth gained from each reflection as to the whole...
>>
Rolled 56 (1d100)

>>1218759
>>1220558
sorry im REaffirming but voting for the
>See if you can get forces sent to the coordinates
>>
Rolled 19 (1d100)

>>1218759
After finding out about the human predating monsters. The zealots swiftly diverted themselves to the suspected nests. You soon got a reply much sooner then you anticipated when some zealous scouts confirmed the presence of said monster nests at the coordinates that were provided. Resulting in some very happy zealots at the thought of purging a bunch of vile monsters. Even from the sounds of just over the radio and not even seeing them in person. It was like a bunch of sugar addicted kiddies allowed to stay overnight at a candy store without supervision.

The bandits meanwhile for their part. After you were caught(again) in a crossfire. This time from beyond the firewall you soon realized that the bandit gun nests had swiftly been emptied. While their previously assaulting forces slipped away. Resulting in the monsters engaging in the zealots or trying to flee along with the bandits. Which in either case ended very poorly for the monsters.

After awhile you and the surviving zealots. Found yourselves amongst a field of muddy ash as the evening rains commence as the planet cools down. Washing away the ash and revealing some monstrous forms. As their bodies slowly lose their ability to remain hidden in the resulting downpour/getting shot/getting set on fire.

What do?
>Examine the monster corpses
>Chase after the bandits
>Go to the monster nests
>Head back to the colony
>Other?
>>
Rolled 84 (1d100)

>>1220615
>Other?
>Examine the monster corpses
I want to see if we can make something out of it's skin....we can become the invisible whisper of suggestion in peoples ear...

>Loot
anyone dropped their guns or ammo? money...leave the religious icons...that'd be rude.
>Head back to the colony
Nurse those grazes and such. Got work later darn it

We're going to join right guys? Once we're back?
>>
Rolled 1 (1d100)

>>1220558
Shit.

>>1220615
>Examine the monster corpses
More info the better and lets send some people to check out the monster nests. Remove any gob... monsters that remain.
>>
Rolled 79 (1d100)

>>1220647
Support. Nice idea on the hide, and yeah we're gonna join the militia. I actually think we should meet the commander when we get back.

Was going to say something about what the appropriate way to treat fallen zealots is (I don't know what it is, but we should follow it), but you're the one coming up with the details of the faith.

>>1220691
Ah, sweet!
>>
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>>1220691
Well my habit is still here.

Gotta start the new actions with a high note. At least it's the third.
>>
Rolled 54 (1d100)

>>1220691
Hm...so you failed so hard at examining the monster corpses you succeeded? Hah this wont be an easy one to come up with.
>>
>>1220710
It's a shame it being linked to your 1 probably does nothing for us.

Tho I do hope it ruins those heretical monsters day.
>>
>>1220696
IF we go with this faith

>Burn the bodies so their rage of life may escape and scatter their ashes around a Shrine. Pass the icon they wore in life to a new member of the faithful, carving their name onto it. The oldest icons will have hundreds of names all really small. But together in the faith we are all one
>>
Rolled 79 (1d100)

>>1220691
It's a real shame you don't have any equip with which to dissect these monsters. Or even cut them apart for that matter. Not even a knife. So you grabbed the next best thing...a pointy stick. After acquiring your new tool you proceed to poke the monster corpses.

Poke.

Poke.

Poke.

Poke. Poke.

Pokey. Pokey. Pokey.

Much to your amazement with mere pokes the monster corpses come undone. One with poke the skin falls off. With another poke the flesh beautifully slides off. As if you had an amazing dissection suite to do your work with nothing but a stick. Not even a particularly sharp stick. Yet you did more with a few pokes then a surgeon could with a full set of tools and with a lot less work.

It was quite enlightening truth be told. Seeing these monsters innards and unfortunately their previous partially digested meals among them.

Meanwhile some distance a way...

"Did...did he just butcher a monster with nothing but a not even sharp stick?"

"Yup."

"...Damn that is bad ass."

"How is that even possible? It's nothing but a fucking stick. We shot those things to hell and they got burnt alive. With still some of them still had some fight in them."

"Hey guys maybe its a...special stick? A stick blessed by the gods? Would it not be able to cleave apart the vile monsters so easy if that were the case," states on zealot. With other zealots nodding.

"Makes sense when you put it that way."

"Lucky bastard found a fucking holy stick just laying there. How did he even know?"

"The gods have plans far beyond the likes our mortal minds can comprehend," a wise grunt states sagely.

"Still fucking bullshit man. I been a zealot for years and the only thing I got was some old ass 'holy' gear."

What do?
>Investigate the ambush
>Chase after the bandits
>Go to the monster nests
>Head back to the colony
>Other?
>>
Rolled 97 (1d100)

>>1220877
>>Other?
Keep the stick...this is our stick...hands off... Also take maybe a nice big monster bone and it's skull along with as much of it's skin we can...maybe borrow a water bottle to get some blood too.

>Go over and talk too the Cultists
>Head back to the colony
Hi...so wow..you guys are hardcore...can one of you please show me the way to the colony so I don't get lost? I'd love to hear about the faith on the way back
Gimmi that hot Religious zealot ass Genie, They may not be Corp or Bandit tier bad girls but they are "good girls"
>>
Rolled 58 (1d100)

>>1220900
Support how many 1s have been rolled, damn
>>
Rolled 7 (1d100)

>>1220900
Support
I figure we'll end up dating a pirate chick or something
>>
Rolled 57 (1d100)

>>1220900
supporting that
>>
Rolled 80 (1d100)

>>1220900
'Zealot' chicks are very good girls alright in the extremely devout kind of way. Truth is though they aren't very common as combatants due to them taking the 'be fruitful' quite literally. This is Pre Fall so technically right now Corp Chicks are tied with Clanner in terms of bad news. Not all Clans produce those scary as fuck Clanner Chicks .It really depends on the individual clan in question, but on average they churn out enough to have quite the...reputation.

The religious chicks in Genieverse are even more hardcore then the irl ones simply because their gods have long proven their existence/power. So if you uh...wanna hit that prepare for marriage and lots of babies or else.

Now this is to say faithful female zealots who fight don't exist. It's just they lean towards the more specialist priestess and holy warrior ahem paladin or sacred avatar roles. Compared to the rank and file Zealots that form the bread and butter of Theocratic forces in Genieverse. Basically they are more specialist/elite when they do appear on the battlefield. They are also fucking terrifying especially the female holy warriors who use their belief to empower themselves before they throw themselves into the enemy with such ferocity it makes Zealots look mellow in comparison.

Basically think of Zealots like common soldiers and those special holy warriors or 'paladins' as their more elite combat forces. It's worth noting Abigail qualified for the Holy Paladin and its what she used to keep herself human but very powerful. Over the more inhuman Combine augmentation that would of had a similar effect but requiring a lot more lost humanity. She stayed...pure and tapped into those godly gifts so as to still be able to kick ass.

They will not however be that common. As much as the Theocracies would just LOVE to have entire armies made up of their specially trained holy paladins of smiting. Truth is its a time consuming and expensive process to produce those sacred warriors of ass kicking and badassery. Which is why Zealots who are not as well trained but are well quite zealous make up their bread and butter forces. Those other guys also serve of course just not in the sheer number the zealots do.

Their less martial groups or priests/priestesses also serve but in a more supporting role. That doesn't mean you should underestimate them as there are the battle hungry variants and you know spell flinging. Theocratic armies in the Pre Fall were huge pain in the ass not because of their sheer quantity of forces or their tech.

They were a huge pain in the ass because of how holy then thou attitude their forces had and backing of literal gods. Think about their BASIC forces were ENTIRELY made up of fucking ZEALOTS! One of the best troops in the entire game/verse. While the rest of them are those super powerful holy templars and magical support out the ass.

Which naturally made them a complete nightmare to fight.
>>
Rolled 91 (1d100)

>>1221063
Which was quite problematic given how much they just LOVE their declaring their holy wars. Which were so nightmarish to face that even the mightiest of empires felt terror that the prospect of being on the receiving end of one. Fortunately most of the time their holy wars were declared on other heathens who worshiped the wrong crowd of gods. Thus the cycle(usually) repeats itself.

So those quite faithful chicks are well quite faithful so long as you be careful of which gods they worship(a worshiper of deceitful god for instance is a much more likely to cheat/cuckold you over the one whose favorite goddess is one of family and home). They are in fact the best group in the genieverse when it comes to marriagable babes they produce in mass(seriously at times you gotta wonder if it's on purpose). Which it actually is.

What you think they always do it the hard way through conquest? What about winning you over through the power of love, family, pleasantness, being an example, careful sacred words/vows, and loyalty instead of just sending some missionary to proselytize? Those fuckers are gonna try to get you to marry one of their awesome babes and convert you that way. And if that somehow fails but you still fall for that bait. They still get their claws in your children.

So don't think just because the female form of zealots aren't trying to holy war your ass into the ground. That they are a bunch of pushovers. Who do you think helps runs their operations behind the lines with their love of holy warring all over the place? You gotta think about how lean and mean those theocracies are. They are stuck with their literal and quite powerful gods watching them. They gotta compete with the other gods over worshipers. They got things like undead and monsters to worry about on top of all of that.

Fucking theocracies are scary man. Especially them babes. They just try to kill you with kindness instead of plotting(seecorp chick), an evil crime chick, or a vicious clanner chick and ect. It's due to their goodness which is why they deserve a spot among them but alas that loophole.

Everyone tends to focus upon those zealots for obvious reasons, but who do you think their Mamas are? Their sisters and aunts?

Plus with how many of their men die on the battlefield...where do you think they are gonna find enough husbands from? It's not gonna be enough veterans to go around. So where do you think they go hunting for some dick supply that isn't suffering from a chronic shortage?

The Theocracies set up practical industrialized monopoly on holy wars and lliving waifus. What a combination...how can they possibly be stopped?

The long and short answer is they can't. It's like expecting people to not be selfish(corps), powerhungry(governments), or to not have faith(theocracies). In Geniverse they exist in a questionable balance. There is no destroying them instead at best all you can do is just weather the storm and try not to get dragged down to their level.
>>
>>1221063
I love it
Time to prove we're chosen by god and get to the Smiting to prove our worth
>>
Rolled 16 (1d100)

>>1220900
what cultist? We be zealots.

Also why no purging of the nest? Leave no stone unturned.

>>1220877

>Go to the monster nests
With stick in hand we shall come in like a Roaring River. Finish the Purge Gentlemen.
>>
>>1221253
We ain't part of the Religion yet so i'm not going to have stick my head in, Purging can be deeply personal, second we have bullet grazes, next remember we're in a mask and they will not like that, also we have a job to get too and finally we are not equiped personally to go purge a nest of strange monsters, we'd be a hindrance.
>>
Rolled 95 (1d100)

>>1220900
After collecting some samples and taking your special stick with you. You approach the zealots to see how you can get back without getting lost in the jungle.
As a matter of fact there was a woman among them. You actually couldn't tell until she spoke revealing a clearly feminine voice. Which haven't seeing the other zealot reactions you figured it just must of been a man who was unfortunately high pitched voice and relative shortness until she corrected you. Which caught you off guard. The other zealots for some reason however 'insisted' that she accompany you back.

On the way back you took a closer look while she droned on about religion...trying very very hard to figure out where the femininity lurked that wasn't coming from her voice. You eventually had to give up seeing not so soft hands and skin. At least what little you could see. Barely any and well concealed ass. On top of what you highly doubt that can be even considered a pair of boobs. If so it was a warcrime of boobies and would make flat chested women feel proud in comparison. You swear if it wasn't for the voice you never would of believed her to be a woman.

As is you still have a lingering suspicion it was just a guy with a very high pitched voice and the zealots were fucking with you. It was only when you got to the colony the truth was finally revealed. As the helmet came off and revealed a distinctly female face. Well damn it actually was a chi-and the coat came off. Revealing the truly superb ass she had concealing well this entire time.

Good god that had to be one of if not THEE finest ass you ever laid eyes on. If only the damned clothes weren't getting in the way you cursed silently to yourself as you sucked your breath back in before hopefully she noticed. After seeing you off you could see her head off towards the militia. You couldn't help but let loose a sigh of relief seeing that she still was lacking a chest. Sadly said sigh got caught in your throat when she popped off the chestplate and revealed...a pair of extremely nice looking supple boobs were revealed.

...FUCK.

>>1221158
Truthfully those theocratic chicks absolutely deserve a place among the corp chicks, clanner chicks, and bandit bitches. It's just they found a loophole so 'technically' they are not placed among them.

Those brilliant fucking(but the nicest/sweetest of cheeky)cunts.

And those damned theocracies who realized 'wait a second what if we produce such waifu wives on an industrial scale'? What if we combine that with fucking HOLY WARS EVERYWHERE? PLUS AWESOME WIFE/MOTHER MATERIAL EVERYWHERE?

Who can possibly resist that double whammy?

I mean if I wasn't so horrified about it. I would have to applaud them even more because honestly its fucking genius when you get down to it.

And no the other theocracies who didn't adopt similar who soon overwhelmed by those that did and thus destroyed. The advantage it gives them is just too great over those who don't.
>>
Rolled 100 (1d100)

>>1221270
You could even clearly see those from here...in the heavy rain no less. Oh god the rain was drenching her in all the right ways and the rising g obscuring all the wrong places. Creating an inforgetable tableau. As you were thankful it was raining so hard that they concealed your tears of anguish and joy. Yet also incredibly disappointed they were covering up so much...yet letting all the rest just...oh man.

If she had used deeper voice you would have to rate her a 10/10 trap impossible to spot. As is she deserved that 9/10. Chances are unless she used that voice again you would never know it was her...ah you forgot to get her name.

DOUBLE FUCK.

At this point you punched yourself as you stumbled home. Ignoring the criss cross of wounds as you tried to both forget your mistakes and tried to ingrain that image as deeply as possible. Blast it if only the rain wasn't so heavy you could of gotten such excellent pics...

You were practically a zombie at work later that day. Still stunned and only...awoken by a piercing finger in your eye. Which the pain served to awaken you as you looked down to see a huffing and puffing girl. Ah fuck its her again.

"Seems like you were lost in lala land involving a sea of boobs and mountains of pussy," states the surprisingly straightforward woman. "As I was trying to ask," she continues prodding your chest. "What is with the injuries pretty boy? You any idea how many hearts you would break if something happened to that handsome face of yours? Sheesh if you wanna be a heartbreaker the least you can do is do have some fun with them first before ruining it all. The destruction of goodlooking is cheating if no girl gets to enjoy it first before it goes. It's like blueballing all those women."

"Hah," you sigh exacerbated. "What do you want?"

"Got any cute brothers who don't risk their looks? I'll take one of them and the usual."

"...It would kill you if you didn't take a swipe at me wouldn't you?"

"That it would," agrees the girl nodding in agreement. "It would be a travesty and crime against all of womenkind if you don't let some of us enjoy some of you before you lose those looks. Go out and live a little already. It's just sad seeing someone so young and handsome letting it all go to waste. At least get laid and break some hearts before risking those looks. Otherwise it's just that much worse knowing you let it all go without letting anyone get a taste," continues the gal nodding sagely as she spoke words of wisdom despite her clearly youthful age.

"...One day I am going to figure out whether your trying to hit on me or get me laid," you mutter as the daily ritual nears its end as you bag her usual purchase.

"It is indeed a true mystery," she agrees as she picks up the bags...with great difficulty. You have no idea why she buys so much at once and somehow manages to carry it all back without dropping a single item. Yes you've watched especially given how many times she turned down help.
>>
Rolled 44 (1d100)

>>1221345
Seriously though where the hell does it all go by tomorrow anyway? If she wasn't one of your best customers, you really would be too curious for your own good.

"With that look of face I saw you had earlier you better say something to her before it's too late pretty boy. Especially with how glacial slow you are, by the time you try and bother. Chances are its already gonna be far too late for you," continues the strange girl behind the pile of bags as she stumbles her way to the door and manages to not drop a single thing...as usual. How does she do that? Some kind of super power for carrying groceries?

That was when you bit back finally. "You know if you keep turning down help you'll never encounter a helpful and handsome man."

"Yes but your forgetting one very important fact," she states on her way out. "How can I confirm how good looking he is when I can't see him? So long pretty shop boy! May you find many a babe who wants you as their boy toy and be a rich beautiful woman's trophy husband."

...Alright she DID get you there you will admit. What a weird woman you ponder as you watch her continue down the road and ignoring offers of help along the way.

What do?
>Go look for that zealot woman like she suggested
>Try to solve the mystery of the grocery girl needing a huge amount every day
>Close up shop early to get patched up
<Investigate possible shapeshifting monsters
>Other?
>>
Rolled 68 (1d100)

>>1221405
>Close up shop early to get patched up
Then once we're done, get in a disguise, not caping up disguise

>Other?
Go too the Militia and drop off half our samples, they'll have some people to figure that shit out. From there carry on walking...

>Go look for that zealot woman like she suggested
Lets look around the faith a little bit

My Money is Grocery girl is a PSI/telekinetic (not telepathic) type super with villain leanings...she's the PSI that bandit boss mentioned ain't she
>>
Rolled 98 (1d100)

>>1221405
>>Go look for that zealot woman like she suggested
let's get us a waifu
>>
Rolled 89 (1d100)

>>1221459
>>1221486
yours sounds a bit more thought out, guess we can combine that
>>
Rolled 68 (1d100)

>>1221486
>>1221459
Support, Waifus for life. I want a villianess to fight over us
>>
Rolled 85 (1d100)

>>1221459
>>1221486
Disguise put on and you visited the militia HQ where you dropped off the specimens before wandering away. Seemingly without detection.

Around the temple you found lots of pretty women...but not the militia woman you were hoping to find. Damn her and her ludicrously good disguise. You don't stand a chance trying to find her among them. Your only hope was the temple...which was fast proving to not be as useful as you would of liked.

Yes there were woman...but many of them were not like her. Much less went out of their way to disguise themselves as she did. You found a few but given how they acted you realized while similar looking...in terms of temperament there was a vast difference.

You finally caved in defeat. Cursing bitterly the fact you never bothered to get her name. That was when you heard that familiar voice.

"Well well....to think for once you actually listened to me. Damn you must really be smitten by this girl aren't you," asks a familiar figure.

"...What are you doing here of all places?"

"What? Who says I am not religious? So about this girl..."

"What," you ask noticing how she suddenly started to act strangely.

"She isn't here is she?"

"..."

"So either she is sick...or she is in a place like the pirate haven. Oh a naughty filthy crush?"

"Bullshit," you curse under your breath.

"Sure about that lover boy? then hm...well if she isn't sick and she isn't at the pirate haven? Where could such a naughty girl be?"

"Who said anything about her being naughty?"

"She just missed the most important prayers of the day."

"..." Doh she has a point.

"Damn boy if I knew you liked them mean and dirty I could of pointed you in the right direction ages ago."

"She...she isn't like that. She is in the militia," you mount a defense.

"Ah? Soldier girls? Holy shit you any idea how huge sluts they are? Damn you really do need me after all," says the weird woman padding you on the back all of a sudden. "Don't worry handsome I got you covered."

"Noo...she is a devout militia membe-" Fuck not even you are able to convince yourself of it anymore.

"Let me guess it was the fit tomboy thing right?"

"..."

"Ah yes...tomboys. Fit chicks. Not bad in taste you just gotta know where to look!"

"Like you would know."

"Ahem. Fit chicks are fit no? So why aren't you looking where they would congregate? Sports and gyms you fool."

"Ah what are you doing here girlfriend," suddenly speaks up a passing militiaman in...in a very familiar voice. "Your not exactly the religious type and oh who is this?" The woman says she approaches.

"Oh you know that absurdly handsome shop owner who deals in food?"

"Oh him?"

"Yeah finally decided to listen to me...alas disaster struck and he fell for a very filthy slut."

"NNNOOOO not pretty boy," the disturbingly shrill girlish fanboy shriek emanates from her.

"One and the same girlfriend," says the petite woman nodding.

>>1221507
I was wondering where the evil waifu fags all went.
>>
Rolled 49 (1d100)

>>1221459
Where are you getting that from? He just said he's encountered psions before, and it was in the context of being able to tell our manipulation wasn't psi. So how the hell does "psions who use mental suggestion" translate to "telekenetic (not telepathic)?" Although he himself might be a psion...
>>1215646
One thing's for sure, she isn't buying all that food for just herself

>>1221622
kek
>>
>>1221707
>translate to "telekenetic (not telepathic)?
i think he assumed that because of her carrying that giant load of groceries without dropping something or having problems with it otherwise, like she's balancing or supporting the weight with a telekinetic power
>>
>>1221707
I'm really, really wary of pretty much everything in the Genieverse...i'm forever twitchy. I'm getting it from because she saw through our disguise just like that, she is somehow able to maintain control of huge stacks of food despite everything, she knows we're after a specific girl. The Bandit bit was just where I think the food is going and a the PSI detail the Bandit Boss said not alot but it means he has regular contact...possibly a food runner etc.

I'm one twitchy bastard, just in Genie games it come across a little worse because i'm voicing thoughts
>>
>>1221721
yeah pretty much the I think she's a PSI speced to Telekinetics not telepathy but she will have dabbled
>>
Rolled 48 (1d100)

>>1221729
But you said that before she saw through our disguise. But yes, I'm sure that ANYONE who could see through a MASTER OF DISGUISE such as ourselves must actually be a supervillain!

Seriously though, despite some language that could possibly be a hint, I still put it at at least even odds it's just an ordinary skill. And if it is special, possibly something other than PSI. I suppose the bandit boss would have to be quite familiar with psi to know it's not there when he doesn't see it...but did you consider that could be because he himself is a psion?
>>
>>1221760
I just think we need to consider more likely explanations before betting on wild theories. It's not you seeing danger everywhere that bothers me, it's you making conclusions about the source and nature of the danger on the flimsiest of evidence. Because psions were mentioned earlier, something that /could/ be PSI /must/ be PSI?
>>
>>1221760
>>1221815
Yeah im just better safe than sorry...could test it by looking at her and thinking something really fucked up or lewd and see if she reacts
>>
I assume we're awaiting for another Genie post or two..im loving this already
>>
>>1221961
Yes, I think we're waiting. Seems these young ladies know each other, maybe they're even best friends or sisters. Our militia girl (or should I say paladin in training?) probably told grocery girl about meeting us, and she recognized us as the guy she buys groceries from.
>>
>>1221263
The reason brought up the cultists was for wording reasons. Didn't want it to get twisted.

We got a stick and we can lead. As for the mask the militia and Zealots will understand. Gotta protect your identity to protect your friends.

(Dam sleep, kinda late to post a reply.)
>>
Rolled 79 (1d100)

>>1221729
I was thinking good bandit runner as well.

Tho she could be doing for the church and our face keep them coming back.

As how she holds it all it could be a blessing or master Courier class.

>>1221622
I'm backing team Jacob, I mean the playful customer.
>>
Rolled 21 (1d100)

>>1221622
"But don't worry girlfriend~ you know me I got this covered," claims the short woman proudly.

"Save him big(actually little) sis!" You never realized how tall she was until now.

"Yes...yes I will don't you worry with your big eyes," says the girl trying to comfort the woman you actually have a crush on. "I will tell him he can do better and prove it!"

"What happened?"

"He fell for some sluts who slutted it up in the militia AND she is a naughty girl having gone to visit the pirate ward. Plus she EVEN skipped main most important thing which is sermon!"

"NO way! I just came from there too! So did I get to see her? Is she that Abby slut?"

"I cannot say for certain. I was gonna try to find him a tomboy who wasn't such a filthy skank."

"Oh how bad was she?"

"Slut in the militia who sticks to the pirate places. Poor fool fell for her due to the tomboy look."

"Yeah I can think of several women like that," mentions your crush. "So who was she exactly?"

"Well..." oh no she sees that look on your face. So you tried to speak up before she did. Alas she beat you to it and covered your mouth up.

"I am afraid...she is present here right now."

"What really?" Says the clueless woman as she starts to look around. "Hm...oh she is one of those skanks who go to church to appear to be a good one right? That fucking slut."

"HMRH-," you attempted to squeal but fuck this woman had a grip of fucking iron.

"Exactly," agrees her friend with a wicked smile.

"So where is she? I can't see her."

"Well ain't it obvious? Just look at where he is staring at," says her increasingly diabolical friend with a disturbing chuckle.

"Oh is that so," says the militia woman as she takes a closer look at where your gaze is landed...which is on her and your can feel yourself blushing increasingly hard. Alas you didn't think she would turn around to look behind her.

"Wait a second," she chirps. "I don't see anyon-NNOOO-" She suddenly shouts "I AM NO A SLUT I AM STILL A VIRGIN DAMN IT!"

That was when you were finally freed from that vicegrip over your mouth as her friend swiftly moves over and pads her on a back as she says, "Its okay...we all knew about the poophole loophole.

"Noo...I hate the thought of anal and its not my fault my patrol takes me through that shit hole," she starts to weep into her short friends shoulders as her 'friend' tries to soothe her with some light cooing. "I know it looks bad... real bad but...but I only joined the militia because of all those no good bad boys and that filthy whore Rose who fucked the guy I had a crush on."

Her short 'friend' tries to comfort the weeping tall tomboy as she guides her away as you stare on in shock.

"...I...but..." you sputter in defeat as they vanish into the crowd.

What do?
>Go inside the temple
>Back to work
>Try to follow them
>Put on your mask and cape
>Other?
>>
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Rolled 96 (1d100)

>>1223231
Fucking beautiful.

>>1223231
>Go inside the temple
They got healer, right? So lets get a check up.

Then we got our gear to fix from the fight. Maybe we can buy a voice changer for the mask or a built in one.
>>
Rolled 99 (1d100)

>>1223280
I think the healer would actually be at the clinic. But we can go into the temple anyway.
>>
>>1223299
Nice 99 roll and post number.

Possible, but the sermon just ended. So thinking there could be some holy healers still hanging around. Plus getting to meet some people while we are here.
>>
Rolled 70 (1d100)

>>1223299
Two different kinds of healer. The temple houses magic healing and the clinic as the more stereotypical modern stuff.

Its due to their combination is why the colony doesn't currently have a hospital.

Basically think Healers as in magical clerics in the temple and healers as in doctors/nurses in the clinic.
>>
Rolled 98 (1d100)

>>1223280
Supporting this.....what the living fuck just happened
Oh they went away for some girl talk time....Women man, I may not see through everything but I know girl talk and crush talk time when I see it, butter her up and open then make the move...damn customer girl...damn
>>
>>1223660
>>1223299
>>1223280
The dice demand "Spiritual healing" thank goodness our crush is there with her "bad girl" friend
>>
Rolled 62 (1d100)

>>1223280
You decide to go inside the temple to see a healer. Figuring they always had a few on staff. That was how you walked into the grand standing temple and past the iconography of the faith housed here. to a side chamber which claimed to have some healers in it. There you walked to a counter to see an old crone in the faithful garments look up at you and you pointed to a paper to write your name and reason for visit. After that you sat with a few others before quickly seeing a healer who walked in and slapped you with a light healing spell before kicking you out.

After that you visited the tailor to get your...outfits patched up. Finding yourself realizing you really need to buy a voice changer and some proper equipment.

What do?
>Back to work
>Look into shapeshifting monsters
>Go shopping for gear
>Put on your mask and cape
>Visit the townhall(access to colony menu)
>Other?
>>
Rolled 36 (1d100)

>>1223899
Well we will need money to upgrade and the town militia Commander wanted to talk to us.

So I say
>Visit the townhall
To drop off what we gathered from the monster study and speak to the militia leader. Probably best to suit up and keep our face hidden as well.

Later I think we should appraise the stick.
>>
Rolled 13 (1d100)

>>1223899
Whats our money Situation like Genie?
>Other?
Maybe try to figure out where the girls went, get our detective on.

>If we have no luck
>Back to work
>>
Rolled 32 (1d100)

>>1224009
We already dropped off the monster samples at the militia headquarters. Which is probably where the militia leader is. The town hall is to do colony stuff I think. Which I would like to get to soon actually.

>>1224021
I'll support to show that I'm grateful we're at least chasing a nice girl this time.
Also to possibly do some work, we still have a day job to do. Might even be worth it to invest some serious time and effort into it.
>>
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Rolled 79 (1d100)

>>1224067
Ah well then.

>>1224021
Back to the ladies.
>>
Rolled 74 (1d100)

>>1224021
You have a small if tidy sum of money saved up. Your larger profits mostly come from the space pirates because they really like to overpay for things. Not to mention buy in bulk.

Sadly you lost the two of them in the rather large crowds which by now have cleared up. Plus you went to do other things so they are long gone.

So after failing you went back to work. Which is processing and storage of food. Which is especially popular among the space pirates who come to resupply. Which are notably the...more professional and nicer bunch of pirates. You do get some native business but as usual its not a whole lot. Unlike the pirates you feel make such large purchases as to supply their entire crews with.

Thus you had another reason of good business if you find yourself wishing that the damned farms would produce more. As is you realized your gonna have to hit the food stall markets for foraged produce to compensate again. As your fresh produce stock is vastly depleted...again. Well at least you got plenty of fish, but you do need more salt. Maybe you should consider more smoking them instead. Plus your pitiful supply of non fishy meats is rather concerning as usual. You haven't really found a good way to fix that problem though.

What do?
>Head to the townhall
>Investigate monsters
>Go shopping
>Work on upgrading your business
>Put on cape and mask
>Other?

>>1224067
Yeah I was blindsided by the nice girl angle too. I think its due to the Best Girl is First Girl clause.
>>
Rolled 82 (1d100)

>>1224246
>Work on upgrading your business
See if we can arrange to get a hold of a "Fish Smoking" Machine? get things going and a few new flavors, from there carry on and head too....

>Head to...
Whomever is the leader of the Zealot Militia...So I assume that's the town hall or something.

lets get a job and some training. It's time to see if we can commune with a God i guess.
>>
Rolled 50 (1d100)

>>1224246
>go shopping
We've got to keep our money coming in, best way is to resupply.
>>
Rolled 20 (1d100)

>>1224287
Supporting. I hope nice girl really is as kinky as was joked
>>
Rolled 30 (1d100)

>>1224287
Be come the Bruce Wayne for our batman.
>>
Rolled 70 (1d100)

>>1224287
"Smoking Machine? What do you take us for Corpers? We got the real primo deal. Just use a real smoke house with proper wood and charcoals."

"So you don't have one? Fuck man I thought you were the machinery guy."

"Look man we are way out in the godforsaken boonies. The only type of ships that come here on a regular basis are fucking pirates. While on the rare occasion we got an independent or faithful fleet. That's it. Due to the salt harvesting on the coast and well actual technology. We don't have much of a demand for smokers."

"Fuck guess I call the construction. He'll at least have a blueprint right?"

"Doubtful the archives probably has some on files. Smoking houses are real old but its gonna require a new building to the shop. Not with all the fancy stuff required admittedly."

"...Fine. Well its not like I don't have any money saved up."

Turns out the smoking house is really very primitive. Only expense part was the land and keeping it supplied. So after you arranged for the necessary arrangements you left. Heading to the town hall figuring out that is where the militia commander is. Which isn't entirely accurate as you found out. Technically over there is a judge, military liaison, and as it turned out a sheriff. You didn't even know you actually had a sheriff and deputies. Turned out you did and they were hiding out at the town hall for 'security' reasons which is actually them hiding from the pirates. Bloody cowards.

The military liaison however knew where the guy was. Said there was two commanders both whom worked under the Chief Commander of Colonial Military on this world. The guy who heads the zealots is an old bastard usually out in the field dealing with pirates or bandits. Apparently he is at the pirate frigate that they captured.

Colonial requests available.

>>>>>>>>A. Develop Resources
>>>>>>>>B. Improve infrastructure
>>>>>>>>C. Improve Armaments
>>>>>>>>D. Research
>>>>>>>>E. Scout
>>>>>>>>F. Explore
>>>>>>>>G. Your Choice

What do?
>Head to the crashed ship
>Investigate monsters
>Explore the lands
>Visit the pirate infested quarter
>Go shopping
>Back to work
>Patrol for crime
>Other?
>>
Rolled 94 (1d100)

>>1224751
>B. Improve infrastructure
By the way, you guys should work on a powered defense turret grid so you can set up some better farms etc. Just an idea.
Build a closed circuit defense network. They are quite simple to set up and you can use it to deal with situations to avoid cop lives and so on.
Get defense set up so we can then expand and such with more security

>Go shopping
I know we have a Gauss Cannon but what do we have?
I think gear wise we should have a decent HUD and PSI black helmet and a bullet proof mesh body/plug suit, nice and skin tight...and mat black. Then a small utility belt.

Security Bot Art
>>
Rolled 9 (1d100)

>>1224908
I doubt they sell all those. I'll back the action, but lets see what they do sell first.

We may get lucky and they have some holy items to do the trick. Really tho a better mask and com to lead should do the trick. Then we build up some trust and rep. Getting some training with the stick.
>>
Rolled 65 (1d100)

>>1224908
Alright, I guess we can try to find that stuff.

However, if you'll note >>1212681
There is already a turret network. I suppose we could attempt to improve or expand it, but I'm very dubious of having the right stuff to do so with.
Do you think instead we can just improve/expand the farms?
>>
>>1224960
Oh ya if we go with farms. We can help our shop with fresh food.

Feed the hungry child of the followers.
>>
>>1224972
Don't worry I have a plan in that regard. So long as we stay in touch with these people we can influance action. My plan is to join militia and faith to get that control/influence.

As for my choice I suggested it because first you gotta be able to defend your farms for them too be profitable.
>>
>>1224987
Alright, we'll try that first then.
>>
Rolled 66 (1d100)

>>1224987
Pirates don't attack the fishing fleet and farms but the bandits do. They prefer to just pay off the locals for fresh supplies(which they deeply enjoy).

As much as farmers, fishers, hunters, and foragers may loath the fact. They are rather reliant on pirate buyers. This sadly also includes you. Pirates are some of your very best buyers because they need it for supplying themselves in goods that are...well preserved for those lengthy FTL trips.
>>
Rolled 78 (1d100)

>>1224908
>>1224751
>>1225020
>B. Improve infrastructure
Ok in that case yup improve the farms, especially the fresh produce stuff.
>>
Rolled 16 (1d100)

>>1225032
Alright we're backing the farms and shopping then. More money for all and that means for customers who what to keep getting food. Hopefully we can work that into talks when dealing with bandits.
>>
Rolled 27 (1d100)

>>1225032
>>1225043
Yep.

Oh right, and in the very near future, we should remember to do what that bandit boss said about being on watch for shapeshifters.
>>
Rolled 4 (1d100)

>>1224908
There is already an automated turret network on the outskirts of the colony. So it wasn't too hard to persuade them to expand said turret network. Into a proper grid that could protect more farms. Given the reason difficulties it was an easy them to pull off. Albeit difficult to acquire the necessary parts for the expansion, but its not too difficult to jury rig some crude turrets together if you got the guns for it. Stick some machinery parts around them and a little computer with the right software there you go. Your own homemade turret.

Acquired
>Homemade Turret Grid Network

After that you shopped around. There are couple different gear shops in the colony. The largest is in near the space docks and carries all kinds of less then legal items. One of the others is made by a holy man who crafts holy weaponry. While the others are smaller but hold more common and legal weaponry. With the notable one being supplied with a small factory on the outskirts of the colony. The others are various merchants and possible weapon makers. With the largest being a small hub where multiple equipment makers supply it with goods. A shared shop so to speak.

light mesh armor was easy to acquire along with a good HUD. The Psi Blocker helmet was found in only 3 stores. The hub, pirate shop, and the holy store.

Any particular store you wish to poke around in and which shop do you wanna buy the helmet from?

otherwise What do?
>Head to the crashed ship
>Investigate monsters
>Explore the lands
>Visit the pirate infested quarter
>Go shopping
>Back to work
>Patrol for crime
>Other?
>>
Rolled 94 (1d100)

>>1225078
I'm gonna say get the helmet from the holy store, probably isn't the best pricel but is the best person to do business with. Kind of want to look around while we're at the holy shop too, but I don't know specifically what for.

Anyway, the turret network worked out better than I expected. We still need to improve the farms and search for shapeshifters, but we now have a to do list for our next colony actions (which I assume are once a day)

Once we're done shopping, I'd like to go the crashed ship, but not alone. It might be a good time to try speaking with the militia commander.
>>
>>1225107
Supporting. Holy Store for helmet and maybe ask in all seriousness if there is something special or if they can sense anything about our stick...

Then head too ship...to get a job
>>
Rolled 23 (1d100)

>>1225114
>>1225107
Oops heres the dice
>>
Rolled 85 (1d100)

>>1225107
>>1225119
I'm a bit low of energy to think of anything.

Tho holy is the good pick in my good. Get a god or more on our side.
>>
Rolled 15 (1d100)

>>1225107
>>1225114
support
>>
Rolled 22 (1d100)

>>1225107
Support
>>
Rolled 35 (1d100)

>>1225107
You decide to shop at the holy store. There you see many iconography as well as quite the collection of relics. Weapons, armor, and other items all clearly quite old. There you also oddly enough encountered old design equipment...but clearly much more freshly made. When they should of been counted as out of date. Yet here they are brand spanking new.

Looking around you also saw clearly more modern equipment that contained strange markings, holy icons, and with scented oils. New armaments of a new age but blessed and quite possibly manufactured in style of the old ways.

After looking around you picked up a psi blocking helmet and approached the woman behind the store register. Who looked at you with big sparkling eyes and dressed much more laxly then you would expect in a store like this.

There in all seriousness you asked about a certain stick. She thought you were joking and laughed...until she realized you were serious. At that point she called out for her grandfather. Who slowly came out from the back oddly well muscled but using a cane. As he slowly made his way to the front shaking rather badly the entire time and looked at the stick with cataract filled eyes. At first you thought he was blind but the way he looked at you and the stick...made you feel like he could much more then most.

He gazed at the stick before rasping in a tired, old, ragged sound voice. "It is just a stick, but you are no ordinary man. The stick sensed that and it wishes to not be but just a pointy stick. By the standards of the faithful believing in gods that stick would be 'blessed' but I have seen what godly blessings truly look like. Those who believe in the spirits would say it was blessed by the spirits. The ancient magi however would say...the stick was no ordinary stick. That it was a stick with an affinity. Yet while they all would agree it is no ordinary stick they would be right but wrong about the rest."

"The truth is...it is just a stick. A stick once part of a very old tree no more. It is a special stick because it wants to be more then just a mere stick and it could sense that you were the way."

With those final words spoken the old man...slowly makes his way to the back of the store. Without sparing another glance. His granddaughter meanwhile stood incredulously at the ordinary pointy stick slack jawed and more at you with a changed look in her eye. As she writes something on your receipt before handing it and the bag over to you. Before saying goodbye to you much more animatedly then she did when you entered. While the receipt you noticed had a note saying 'call me' and her number written on it.

What do?
>Ask the old man something
>Arrange a date
>Head to the crashed ship
>Investigate monsters
>Explore the lands
>Visit the pirate infested quarter
>Go shopping
>Back to work
>Patrol for crime
>Other?
>>
Rolled 59 (1d100)

>>1225283
>Back to work
that way we can ask about our Crush...if the usual girl comes in...I've got'en thinking before we join the militia we need the shop to have another employee or something

>Patrol for crime
On the way back, don't go too far off course. we're headed back too work after all.

Genie how big is the stick? like a foot or two? how thick? like 3 inches or so...can we sculpt it into a Rod?

Once the sun goes down and if we don't get spoke too we'll go looking around for crime and monsters.
>>
Rolled 96 (1d100)

>>1225302
Don't we need to get fresh foods to process first? Before we go back to work I mean. Or are we going to go set things up at the smokehouse so we'll have smoked fish later?

Other than that, support.
>>
Rolled 7 (1d100)

>>1225283
Hold up. Is our command power able to draw out other things potential?

Fuck I want to ask the old man more. Alrought I get the feeling that is about all he can say.

>Ask the old man something
You know anyone that can tell me more?

>>1225302
It would be could if we could turn it into a sword sheath or a gun stock.
>>
Rolled 21 (1d100)

>>1225302
Sure support
>>
Rolled 8 (1d100)

>>1225302
The day passes and as usual a certain girl comes in. You were waiting for this all fucking day damn it. Why was it today of all days she was late?

She bought the usual and brought up to the counter. Oddly silent...she is never this quiet. Something is wrong.

Even once you got done ringing it all up still nothing. Finally you couldn't keep quiet any longer.

"So uh what was that all about?"

"Hm? What today or yesterday?"

"Both. I am fairly certain it would kill you but here you are proving me wrong."

"Well what can I say. I did promise to help you get laid so do you prefer hippy, daddy issues, military, careful, criminal, or super slut?"

"...Yo-you know that many? Ah no wait about your friend?"

"Her? Oh she is off limits."

"..."

"What you think I was wrong about her being a slutty skank? Sheesh I am a woman I know these things. Its practically impossible to bullshit another woman we know better. Unlike most of you men. A bunch of fools."

"..."

Now she begins to sweat. "Oh come you mean you were wanting something serious? What the fuck is wrong with you? You got ALL those women who attend sermons like clockwork and are perfect wife material."

"I think your jealous."

"...Jealous? Hate to break it to you pretty boy but if I was. I would offered to fuck you or ask you out on a date ages ago. I don't need either. Your both not my type and not good in the sack."

"How do you know I am not in fact great in the sack?"

"...If you were good in the sack you wouldn't need any help to get laid for the rest of your entire life. It's lifelong ticket to pussy paradise."

"...AND I am not your type? Weren't you carrying on about how i am many a women's dream come true?"

"Yes, but not mine. Why do you think I am immune to your charms? Sheesh pretty boy your not too smart are you."

"Your fucking with me again aren't you?"

"heh if I wanted to mess with you I need not tell the truth."

"So how am I just that handsome and irresistible yet cannot get myself laid?"

"If you knew that answer you wouldn't need my help."

Ouch.

"...Then why is your friend off limits?"

"Because she would be wasted on you."

"...HOW is THAT true when I you said I was so irresistable to women?"

"Just because your freakishly handsome and appear to be prize doesn't mean your actually one. Like marrying a hot hoe and thinking she would make an excellent housewife. So please."

"So now I am NOT a prize?"

"Your young go live a little try to be the biggest manwhore you can be. Maybe then you'll be ready to settle down."

"You are unbelievable."

"Ch less you then young and handsome yet not getting laid. Fuck you gay?"

"REALLY after you saw my expression when I saw your friend?"

"Hey just gotta check who says you ain't gay AND straight? Bi I think they call it."

"So your NOT going to help me?"

"When it comes to getting laid sure."

"What if I don't WANT to get laid but just enjoy a nice loving relationship instead?"

"I would say your a fool."
>>
Rolled 1 (1d100)

>>1225443
Guess we're gonna have a fling with a pirate chick after all. At least that's what I'm voting for.
>>
Rolled 5 (1d100)

>>1225443
"You...you are a very hurtful person with a poisonous mouth and a wicked woman."

"Wow...I thought you would of used that line on female pirate first."

"Yeah...me too, but I am no fool!"

"If you weren't then you would understand what it means to have fun meanwhile and not be in love with the idea of love."

"A worthwhile woman may not appreciate such activities."

"Hate to break it to you but many women don't exactly care or are nearly so worthwhile."

"Isn't that true for most people and wait why are to talking so much shit about women? Are you not a woman yourself?"

"Why obviously yes but you see you do not realize just how much women hate other women. If I could just hammer even a couple points into you it would be glorious with the amount of butthurt it would cause them."

"..but are you no-oh wait I am not your type. Oh goddamn it are you really not a pirate, a corp, or a clanner chick? Your just way too much...I mean if your not one of them and just how bad are they?"

"Well if your lucky you wont have to find out. Oh and by the way. All those female pirates who come here? They ALL wanna fuck you. Figured that would of been obvious by now," she says on her way out the door.

>>1225462
Oh oh anon the timing of that roll and that action is fucking perfect.

oh this is gonna be special...

Now how am I gonna write this will enough to do it justice...
>>
>>1225462
I'm actually still going for Miss.Militia, really push Mrs. Customer to the edge. Wanna mess with a girl, don't criticize her, don't fuck with her, just ignore her, total blank. Not hostile just totally disregard, even if it goes wrong disregard her attempts of i told you so.

it's the tease, especially to bad girls, a handsome guy who just won't get corrupted or bend to their will.

We should have a fun test on her, keep joking etc and then say "hey like our new helmet?" put it on and keep talking to her and see if she gets twitchy or responds...
>>
>>1225462
.....oh no no no no.....why anon why
>>
Rolled 13 (1d100)

>>1225472
We can still do that.
>>1225474
Just need to get the inevitable over with first.

Well, we can somewhat do that. I'm inclined to think she has a point. Trying to think this through a little...why do you want to get Ms. Customer flustered? You think her advice is unsound? I mean, if it is sound, we'd have more to gain by listening to her.

I apologize for nothing, unless this is also a 1

Also I highly doubt she's a psion
>>
>>1225462
>>1225474
I really hope that was salt who rolled the 1 to seduce/fuck. Slate Stone 2.0
>>
>>1226033
In theory, this could be one of slates future kids, He did have a thing for sleeping around
>>
>>1226094
But I thought this was prefall?
>>
Rolled 17 (1d100)

>>1226142
It is prefall.

>>1225462
Dam I was hoping for cheeky girl or at least change it up from evil lady.

>>1225462
Hm... I think she's lying. She just mad we went for the "slut" and not her.
>>
Rolled 66 (1d100)

>>1226033
It is.

>>1226174
This isn't supposed to be who we're with forever.
So you think she's lying about how we should go out and get more experienced? Because that's what I meant when I said she had a point.
>>
Lets try not to get too lewd anons
>>
Rolled 100 (1d100)

>>1225467
Currently running late as there are things to take care of. Mostly money and food supply related. So it will be another hour or two.
>>
>>1226867
Oh hey a 100 maybe we preformed really, really well...which could still be bad for us...
>>
>>1226867
Wait so what's the rule when we Genie rolls the third 100?
>>
>>1226949
we pray it was a background roll in our favor, that's all you can do
>>
Rolled 49 (1d100)

>>1225462
>>1226867
you store dazedly at the door after hearing what she said.

...wait ALL of them wanted to fuck you? Holy shit you could totally get laid the moment a female pirate walks through those doors. You as it turned out did not have long to wait.

Shortly thereafter while the woman carrying the large pile of bags who wasn't even a block away yet suddenly heard a very pleased shout as a pirate woman shouted in glee. "Hahah I win the pot you bitches he is MINE!" Looking over she saw a pirate woman carrying a familiar but tied up and gagged figure away heading towards the space docks.

"Well shit I didn't think he would actually try her first of all people. Well he certainly going to get laid might need a pelvis replacement and new cyber cock though, but why do I suddenly have a bad feeling about this..."

After awhile she dropped off the bags at her place and found her weeping friend eating yet another tub of chocolate icecream and another empty wine bottle. She glare angrily at her friend as she came through the door.

"YOU-"

"What?"

"I HEARD WHAT HAPPENED. HE just HAPPENED to get kidnapped by a pirate slut right after you exited the place!"

"Wait how did you kno-wait oi I had nothing to do with this!"

"...Really think I am going to believe that? Just then of all times? WHAT DID YOU DO!"

After much pressure(and a loaded gun being pointed at her). She confessed with what she did.

"YOUR UNBELIEVABLE AND YOUR GOING TO GET HIM BACK FOR ME!"

"What? Why? He just wanted to get laid."

"Don't bullshit me bitch. This is YOUR fault and i know just what your capable of! You ARE GOING TO GET HIM BACK."

"Oh yeah or wha-"

"Remember that dead body? Or should I say that plural? You DID know an awful lot about how to get rid of dead bodies. You don't get him back and I'll spill the beans."

"You wouldn't. One of those bodies are yours."

"You really think they are gonna be that concerned about a filthy slut? Especially with MY connections!"

"How can I POSSIBLY do this on my own?"

"Oh you'll figure it out. An evil cunt like you isn't without shady connections and friends so GET HIM BACK. NOW!"

Swiftly the petite woman ran out before bullets really went flying.

"Fuck that useless man...and there went my damned wine collection." She started cursing while heading into the wilderness. Before stopping before a certain seemingly ordinary spot if beautiful view of waterfall on the coastline. After awhile a bandit showed up.

"Well well if it isn't...why are you here? We aren't do for a supply drop and your not suppose to come around here unless its an emergency. What went wrong?"

"Tell your boss I need his assistance relating to a kidnapping and its a priority so he better haul his ass over here."

"Fine, it better be good. You know how he is."

"Yeah yeah," she mutters while the bandit brings out a strange device he fiddles with before setting it down and taking a few quick steps away from it. After awhile it sparks to life and shows hologram
>>
Rolled 35 (1d100)

>>1227010
"So what is this so called 'emergency'," asks a familiar bandit boss hologram.

"A certain male and very handsome shop figure was kidnapped by a certain female pirate. We need to rescue him."

"We? Sounds more like your problem then ours," states the bandit boss.

"Hm...pity and here I thought you wanted a ship so you could get off this rock."

"...I'm listening."

That was when she flashed a sinister smile. "You help me break him out and you get to keep a ship."

"...Deal but who was the pirate lady who kidnapped him?"

"Lady Lesh."

That caused the bandit boss to flinch even through the hologram. "You couldn't have said that BEFORE?"

"Well if you knew you might not have accepted."

"Lady Lesh is a real piece of work. I heard she was very close to getting her own pirate ship."

"She was and has her own ship ever since her boss successfully hit that convoy."

"Hm guess that explains those new ships at their landside base of operations. I didn't think it was actually some of theirs but someone else."

"Yeah so I am sure you can come up with a plan soon? I don't think the person who wants him rescued will be too appreciate if he is bad enough shape."

"...That will be difficult, but doable if you get the militia to attack too," shrugs the bandit boss while replying.

"How the hell am I going to pull that off," she asks darkly with a frown.

"Simple enough really. Do a false attack on their militia space capable new ship. We hit the pirate ships that they are repairing and tempt the militia to take advantage as well as get revenge. The pirates will be on guard and expecting the militia. The militia will be out for blood and new ships. We take advantage of the chaos. All you need to do is feed them the location of their base."

"...Why let the pirates see it coming?"

"You want to rescue the guy yeah? We can't do that unless we spook them enough to move them and thereby revealing their location."

"...As deviously intelligent of you as ever the cunning villain, but wont it be risky?"

"If you want him sooner rather then later then we will just have to take that risk. So do you wanna do it quick and dirty or wait hm? No telling what shape he will be in if you wait too long..."

"...ah your as much an evil bastard as ever. Fine. I'll leak them the info about the base's location. You sure you can hit both their places hard enough and successfully set them all up?"

"Please who do you think your talking to," says the bandit boss with much confidence.

"Just don't fuck this up for both our sakes."

"Hm...didn't think he would be so...important to you. Naturally why would I dare risking fucking it up? It will allow me off this damned rock."

"You sure your girl will like that," she teases.

"...We are not an item," lamely states the bandit boss.

"Yeah keep telling yourself that. Otherwise I might just have to leak about that fun little thing..."

"Blackmail now? You do that and I'll release the info about that little boy you like so much."
>>
Rolled 87 (1d100)

>>1227078
"How-you wouldn't dare," she says with wide eyes. "How the hell do you even know about that?"

"Hm I know just how perverted you cunts are. So go ahead try to spill. Gotta give you credit though you really were quite smart about it," says the bandit boss shrugging. "So play nice hm...or I too will stop playing nice and you wouldn't like that," threatens the bandit boss even more darkly and with a hellish voice before returning back to normal. "You wouldn't like it if I stopped playing nice. So remember bitch I am the one guy you don't fuck with. Your threats and deviousness wont work on me. Some other schmuck sure but not me."

"Hah...your really know fun."

"I also know you yourself aren't interested in that boy. It's your little sister he is meant for ain't that right?" says the bandit boss with a big shit eating grin.

"..."

"Gotcha," says the boss before the hologram device flickered out. Leaving a very angry woman kicking the sand and cursing.

Sometime later a certain ship came under from afar and was raided. Right when they almost had it repaired but they were fought off and thus it wasn't taken. Instead realizing they couldn't take the vessel they sabotaged it before they were driven off, but not without leaving some clues behind.

Meanwhile on a certain tropical island work was being done when suddenly they too came under attack. Their ships that were being worked were bombarded sabotaging their efforts and some of their forces were attacked before they mysteriously withdrew.

In a certain pirate camp a very handsome fellow found himself chained up in a bed and had his brains fucked out at of him. He was seriously starting to worry his dick would break when an alarm was sounded after some strange whistling sounds, gunfire, screams, and explosions. Leaving a pirate woman hopping off and cursing. Short while later you were removed from the tent and taken to a new location. Which was full of strange suspicious packages and you were chained up to some of them.

What do?
>Try to open one of them
>See if you can get loose
>Try to break out through strength
>Call for a guard
>Other?
>>
Rolled 17 (1d100)

>>1227111
>Try to open one of them
see whats in the boxes, we're chained to them not chained down...

>Acquire anything that looks like a screw driver and unscrew the shackle holdings...fuck picking the lock.
>>
Rolled 77 (1d100)

>>1227137
Pretty much. Support
>>
Rolled 8 (1d100)

>>1227137
This
If there's nothing we can use as a screwdriver,
>See if you can get loose
They could've left enough wiggle room to get out even without being an accomplished escape artist

Too bad we don't have our stick, we could try using it to open the lock
>>
Rolled 95 (1d100)

>>1227137
The containers. Some how security locked and closed. While others had lids you could lift or even shut off to see what laid beyond them. Which was nothing but a bunch of...suspicious substances. A few were full of booze. Alas while looking inside containers you did not see any that contained tools. Plus there were quite a few containers that were beyond your reach.

Sadly while you were busy looking around you noticed the sounds of fighting and explosions slowly died away. Before vanishing completely. Sounds like you don't have much more time before whoever they are returns.

What do?
>See if some of the strange substances can be helpful
>See if you can get loose
>Try to break out through strength
>Call for a guard
>Other?
>>
Rolled 63 (1d100)

>>1227328
>Have a swig of booze
>See if you can get loose
use booze or whatever we can too get loose and take some of the substances, loot!
>>
Rolled 3 (1d100)

>>1227341
Hells yeah!

If there's oil or something, that could be a better lubricant than booze.
>>
Rolled 17 (1d100)

>>1227341
Dutch courage? But yeah let's try too escape
>>
Rolled 59 (1d100)

>>1227341
Booze strength go!
>>
Rolled 41 (1d100)

>>1227341
You grab a bottle of booze to take a hefty swig before pouring it over the chains to see if it could help you get lose. While it worked to a degree it did not work well enough that you could break free. Didn't matter how much you strained or tried to slip through. Maybe if you broke some fingers it could work...but that would hurt. A lot.

However you can hear some voices were slowly heading your way. Apparently they were complaining about the attack and which aliens you wouldn't mind fucking.

What do?
>See if some of the strange substances can be helpful
>Break some bones to get loose
>Try to break out through strength
>Call for a guard
>Other?
>>
Rolled 28 (1d100)

>>1227350
Welp, I'm in another rolling slump. Hopefully I don't get more than two nat 1s this time.

>>1227376
Maybe one of the strange substances would be a better lubricant. Or it could be a powerful acid that can melt the chains. Or something else entirely that could be helpful in some other way. Problem is we don't have time to figure out which is which. If we were a chemistry phd I'd be more confident about checking them out.

>Try to break out through strength
Least risk of being horribly painful to no benefit. Just try to brute force it!
>>
Rolled 34 (1d100)

>>1227376
>call for a guard
>order him to release us and escort us outside
That is our super power right?
>>
Rolled 62 (1d100)

>>1227493
Support
>>
Rolled 20 (1d100)

>>1227493
Alright, let's give it a try!
>>
Rolled 12 (1d100)

>>1227493
Sure why not, maybe ask if they want a drink too
>>
Rolled 4 (1d100)

>>1227493
"Guard! GUARD!"

"Oh shut up pris-wait a second. Why do we have someone with the goods? I wasn't aware of any ransoms," mutters a guard as he comes in.

"Oh that guy," replies the other guard. "Got grabbed by some bitch. Probably to be used as some sex slave or boy toy. If he is lucky he might be good enough to sell off to a corper chick."

"Ouch."

"Hey if he is really unlucky it would be a clanner instead."

"Yeah that would be worse," agrees the other guard.

"I demand to be released immediately!"

"...Yeah yeah and your a princling of an empire right? Oh let me guess a pirate admiral, shut up prisoner. You ain't our boss."

"He seems like a mouthy one. Should we beat him?"

"If you want to go ahead. I would rather not get blamed for any...marks on the boy toy. You know how those cunts get about their precious toys."

"How about we just gag him instead?"

"Yeah that might wor-".THUD.

"You got the rag or you want me to do i-wait your not of ARGH," Crash.

You tried to look passed the dim exterior to see who was beyond the door, but all you saw was a puddle of blood leaking out from under the door and heard some shuffling before the door was opened a crack. There you saw an eye staring right back before you heard a crackling sound and...chirping. Before the door closed opened completely this time. There you saw some strange looking birdlike alien perched upon a cat person.

"Package secure boss," hissed the cat...thing.

"Hold position. The militia is right about to hit the pirates. Once the fighting starts you know what to do," orders a strangely familiar voice. As the cat drags the two bodies inside. While the bird creature sweeps over the blood obscuring it with dirt.

"So uh...gotta admit did not see you guys being my rescuers."

"Shut up human. Somebody wanted your release real bad," hissed the feline.

"So you a beastfolk or one of those uplifts?"

That was when the bird suddenly squawked and spoke. "INCOMING. Time to move move move!"

Sure enough you heard a few more explosions and much heavier gunfire all of a sudden. Along with zealot shouts and the screams of pirates.

The feline by that time had already picked your chains open and grabbed you pulling you out the door. While the bird flew ahead...and shot beams from its mouth from above to deal with any pirates who were unlucky enough to be in the way. The feline meanwhile kept on dragging you along. With you barely able to keep up with its strange speed and graceful movements.

"Did they capture the ship yet," it hissed up at the bird.

"WORKING ON IT! WORKING ON IT," squawked the bird. "BOSS BOSS TAKE LEAD LEAD. SNEAKY SNEAKY PAST GUARDS BUT MUST DEAL WITH ENGINEERS AND REINFORCEMENTS."

"Your lucky those damned explosions and gunfire are covering up the sound of shrieking," mutters the feline.

"KITTY KITTY CANNOT BE TRUSTED. HENCE WHY KITTY GET SENT AWAY."

"Oh shut up bird brain. This was the most important part of the plan!"

"WRONG KITTY SHIP THEFT IS MOST IMPORTANT."
>>
Rolled 9 (1d100)

>>1227795
"Bird Brain this was requested by the boss himself! How could it not be supremely important?"

"Because Kitty Catty Kitty would get in the way but is sneaky. Bird Bird got sent to keep an eye on kitty and be smart one!"

"SMART ONE? YOUR THE IMBECILE," meows the catty in an oddly loud roar sounding yet quiet voice.

The two just kept on bickering the entire time...not even incoming enemies or mortars would shut them up like

"YOUR AIM IS SHITTY SHITTY LEARN TO SHOOTY."

"STUPID BIRD EVER HEARD OF DIVEBOMBING? OR BOMBING FOR THAT MATTER WHAT ARE GRENADES FOR WHEN YOU CAN FLY?"

"BOMBING IS FOR SHITTING I AM A PROUD BIRD WHO SHITS ON ONLY OTHER BIRDS...OR CATS."

"YOU WOULDN'T DARE! I SWEAR IF YOU DO I WILL DEVOUR YOU ALIVE."

"IF KITTY CAT CAN CATCH ME BUT I CAN FLY AWAY WAY!"

All the way to a ship which you noticed was clearly had been a battlefield. Which was strange given how most of the fighting wasn't here. There you saw some strangely familiar looking yet anxious pirates on guard, loading things up, and doing some quick repairs. Yet for some reason they didn't open fire upon you three. Instead pushing you into the ship's hold. Where you encountered some bandits waiting for you. The cat and bird meanwhile vanished. Yet somehow you could hear their bickering echo through the ship. Much to the groaning of the bandits and pirates both.

What do?
>Stay put until you take off
>Talk to the bandits
>Try to leave
>Wander through the ship
>Other?
>>
Rolled 86 (1d100)

>>1227851
>Talk to the bandits
Hi who are you guys then? Also can someone give me a gun I mean this is a war zone you know? Where are we headed anyways? Do these two always argue like this?

>Wander through the ship
Now someone take me too the bridge I wanna find out whose pulling the strings
>>
Rolled 49 (1d100)

>>1227851
>other
>follow the bird and cat
I like the cut of their jib
>>
Rolled 20 (1d100)

>>1227901
Vote
>>
Rolled 24 (1d100)

>>1227901
I'm a rust zombie I shall follow
>>
Rolled 87 (1d100)

>>1227901
"...You know this kidnapped guy seems kind of familiar," mutters a bandit pointing it out to his buddies.

"Yeah me too...but how exactly."

"Fuck if I know."

>>1227901
"Just a bunch of bandits soon to be pirates and no no gun for you. Some of us remember you. Your the fucker who works with those zealot assholes and militia bastard. Weirdo with the mask."

"You don't need to worry we'll drop you off and then you'll be home. Next time stay away from the pirate pussy yes its easy but its risky. Like getting kidnapped like with what just happened."

"As for those two...always. They are the best duo in the gang but damn if they aren't annoying as hell."

"You two morons take him to the bridge to see Boss."

"Argh...well its not like he'll be able to runaway. No place to go hah."

With that you were escorted through the clearly freshly looted military ship turned pirate vessel. They were clearly in the middle of repairs and modification. Plus a bunch of bloodstains and bullet holes. Some old and some not so much. All the way to the bridge where you saw that damned asshole of a bandit boss who ambushed you twice. First time with a small time. Second time with you and a bunch of zealots in that track that also got the monsters.

What do?
>Watch the fighting from here
>Try to make sense of the controls
>Look around at the rest of the ship
>Talk with some bandits
>Other?
>>
Rolled 31 (1d100)

So as I thought, our power is (for now at least) more of an enhanced persuasion thing. Or at least we can't order people around when they're in a position of power over us; might have better luck if we're on more even footing. Or catching people by surprise, like at the very start of this quest and thread.
Also I'd like to say that I think it's cool how this is playing out from the critfail.

>>1227905
Me too, but, like, what would we say to them?

>>1213071
Rhys Osman actually seems like an acceptable name. Think we should go by "Osman" by default though. When we aren't using a pseudonym or "hero name" or whatever.

>>1228176
>Watch the fighting from here
Let's hope things are going good for our side. Maybe we can get some insight into zealot/bandit/pirate tactics or something.
>>
Rolled 72 (1d100)

>>1228176
>Talk with some bandits
So can someone at least give me a knife? Also I only worked with the damn zealots because they were not trying too burn me alive.
>Other?
Wait i've got an idea...Take me to the armory! I want a damn gun...and maybe some Armour...think about it...you'd be getting first dibs...I didn't see anything if you didn't.
Play on their greed and liking of new toys

>>1228204
I'm still keen for that sure. You happy with the faith too?
>>
Rolled 2 (1d100)

>>1228220
I'd rather not imply we're trying to join them. And in theory we'll have no use for a weapon while we're with them. I think they'd realize we're just trying to get free shit from them, or at least the boss would.

But yeah, I'm good with the faith.
>>
>>1228220
>>1228254
I mean, the ship belongs to them now (and therefore the ship's armory and everything in it), and we aren't getting out of it to try to loot the pirate base, especially not one of the best defended parts.

Even if we manage to trick the regular guys, Boss Bandit would find out we're trying to take his and his gang's stuff and, at best, demand we cut that shit out.
>>
Rolled 52 (1d100)

>>1228411
>>1228254
Fairo. in that case

>>1228176
>Look around at the rest of the ship
Until we meet their boss. lets keep it simple...I want new toys
>>
Rolled 46 (1d100)

>>1228437
Alright, I'll switch to this.

The Boss is like, right there, but I think he is busy at the moment. I'm sure we can have a word with him in good time if that's what you want.
>>
Rolled 2 (1d100)

>>1228176
by the way colonial action takes roughly 1 month to complete. So while the turret network is being built its you know gonna take some time and effort as well as resources/money.

Military actions are similar as they have to make plans, prepare logistics, get to the action, and then clean up as well as go back. So currently for instance the colony is largely occupied with 3 main tasks.

1 the military action to deal with monsters/outlaws
2 the repair of the captured pirate frigate
3 the building of the turret network

Naturally trying to do all three of those things while having only 1 action is greatly reducing the effectiveness as well as slowing it down.

You are however a special unit gifted with a Super Ability. Meaning if you take part in actions you can boost them. Especially should they fit in your specialization(in this case stuff like Command and others relating to charisma).

Super Abilities are very rare and super strong. Its the super geniuses who are for instance behind Super Technology. Which is far more advanced then mainstream models as their technology/knowledge behind it has yet to be broken down into more understandable bits and well the non supers have yet to advance enough to properly understand it. While reverse engineering it is so easy feat and it doesn't help super geniuses have a very bad habit of planting failsafes into their tech. Its to the point where even other super geniuses would have a hard time reverse engineering one of their comrades tech.

Things get even more crazy when you consider the effect of Specialization and stranger things like MADNESS.
>>
Rolled 50 (1d100)

>>1228437
Support. Maybe ask who we got rescued from or who set this up?
>>
>>1228527
Would you say it's almost like hypnotism what we have? have we tested it out and how far we can push it? are we able to subtly twist or can we go full "you shoot yourself" or "you two shoot one another"
>>
>>1228527
>>1228542
Okay, so I think for now, we should be helping with one of those actions most of the time and when we're not we should be working on improving our personal abilities (i.e. training) or personal business (i.e. our source of personal income).
>>
Rolled 59 (1d100)

>>1228542
Your ability is in the beginning stages. So for now it only has manifested itself as excessive amounts of charisma and 'good looks'. It's why you are for instance absurdly popular among the ladies. It's just due to them being women most are gonna be more passive about their interest because they are literal pussies like that.

It's why you have grown into a full blown hero yet. It's currently in the young stages and can really change accordingly. Specifically depending on how you wish to use it, make it grow into, or mix it with other things.

Your actions regarding the militia would for instance cause it to morph and manifest itself into stronger command abilities. Specifically military ones.

While your actions in terms of talking things out and business would naturally boost the odds of diplomatic and trade related ones in manifesting.

>>1228437
Sadly from your untrained eyes the bandits everything that was easy to grab and left what wasn't. That was after pirates having ransacked the place mind you. No doubt more things would of been ripped out if it weren't for them wishing to use said ship.

Their boss meanwhile was at the ship's bridge. Overseeing what was happening and apparently having spliced into the pirate comms getting a much better picture of what was going on. From the sounds of the bridge the bandits were working on getting the ship ready to for takeoff and some of the bandits were...'acquiring' items the pirates at stored at their base.

Given how the pirates were tad bit occupied with the attacking militia and weren't expecting to have one of their own ships hijacked in such a fashion. They were having a very easy time of it. With even spare rooms being filled with loot as they ran out of space.

Their boss you noted was the same bastard who had planned the ambush and had ran into you with a small team. Why he of all people planned for your rescue is unknown to you. Much less why they didn't just let the militia grab you instead for some reason. You could consider asking him. At the moment he is apparently going through a large pile of hats to see which he likes the most with a small hand held mirror. With him occasionally yelling out orders every once in awhile. Seemingly at random.

What do?
>Watch the fighting from here
>Try to make sense of the controls
>Look around at the rest of the ship
>Talk with some bandits
>Other?
>>
>>1228568
I agree. I'm thinking deal with Monsters/Outlaws. Honestly we need some way to measure our powers and find what else we are capable of....sadly this is a colony so that infrastructure ain't likely.

We can become the Zealot Playboy Captain...but you know loyal to good girl Waifu
>>
Rolled 28 (1d100)

>>1228591
>Other?
>Talk with some bandits
Ask the Bandit Boss...so what happens too me now? Who even arranged this rescue? If i'm getting off where am I meant to do that? Also suggest a hat too him, hold the mirror for him while we chat.

>Try to make sense of the controls
....learn tech....wait a moment...Genie....could we become a Technopath? A Machine controller? It's be combining our "Command" with something special which i'm sure we have..
>>
Rolled 96 (1d100)

>>1228591
So, everyone, how should we try to develop our ability? I think maybe we could actually do well as a general leader, if we take on leadership of the colony.
>>1228611
It really seems like extreme charisma rather than outright controlling others. Although I suppose "machine empathy" could be possible. That makes me think though, we could specialize in dealing with non-humans other than machines, negotiating with aliens and stranger things or taming beasts

So yeah, think about what you'd prefer and I'll try to do the same.

>>1228611
Supporting this action
>>
Rolled 3 (1d100)

>>1228611
>>1228633
Vote
>>
Rolled 43 (1d100)

>>1228611
Support
>>
>>1228633
I guess the main thing for me is defining what "Command" is but Genie cleared it up. I was initially viewing it as a conceptual force, like willing X too occur as it were, if we're able to conceptually order X then we can cause it or at least influence it...like we did with the stick, we willed it to do a task...and it did. In a manner such a "command" could be likened to "Divine Authority".

However it seems like it's more just charisma...so i'm working on ideas there
>>
Rolled 6 (1d100)

>>1228810
Exactly. There might be a way to get something like you're describing, but the closest thing I can think of to it is...MAD. But what if we learned to communicate with animistic spirits? Is that or anything like it possible? I mean without being crazy; it'd probably be a really advanced ability, but something a Super Commander could potentially do, analogous to how if we were a Super Genius we could potentially invent basically anything.

We could be a Super General, but to list some other possibilities: Super Diplomat, Super Therapist, Super Preacher, Super Beastmaster, Super Mayor (or whatever title of executive authority), Super Merchant. What other things could we mix it with though? If I understand, Command is basically any kind of leadership, but has an association with war simply because of how big a part of the game war is, and because of how important war is, we're more likely to both gain and want military command abilities (but going for a generalist approach would make us incredibly versatile). And we can do socially oriented things other than Command and be Super at them.
What if we decided to try to be an advocate for religion in general? Too ambitious maybe, to get that powerful while still maintaining a semblance of neutrality? But I'm sure we could become a highly respected priest at least.

Just spit-balling here.
>>
Rolled 14 (1d100)

>>1228942
I think once we figure out what potentials we have we can decide better but i do like the idea that we do this step by step.

>Step 1
Do a bunch of jobs for both the Pirates and Militia as a hired outsider...We'd make a great spy/infiltrator and information gatherer. As we go we build up our skills and/or other abilities

>Step 2
We choose a side too back and focus heavily into becoming a Combat Leader (personally i want to hit up the cultists), A god damn Holy Hitman.
>>
Rolled 68 (1d100)

>>1228958
I guess we could do some freelance work for the pirates. I'm sure it'd pay well at least. Figure the colony is what we'll stick with for the long haul, so if we're going combat focused that means working with the militia and zealots. Eventually rising up to become a paladin or something.
>>
>>1228964
Basically I want to build us some contacts, friends and so on, we're young and if we're gonna become a Zealot and one of the flock we need to have some stuff going on before it.

Honestly i'd be ok just becoming a Holy Assassin
>>
Rolled 91 (1d100)

>>1228967
You see, I take the opposite view. We need to learn how to do shit before we go out to do mercenary work. Otherwise the only reputation we'll build is for having a silver tongue but being all talk. I don't know about becoming a zealot technically (depends on if it's required as the first step to higher-tier holy warrior classes), and I don't think we're going to become one of the flock; I believe we're more suited to being a shepherd. You make it sound like building closer ties with them will mean we won't be allowed to talk to anyone else. But a Holy Assassin would actually spend quite a bit of time walking among sinners...right?

Speaking of contacts...want to give that holy shop girl a call? We've probably got to be up-front that we aren't looking for anything serious though.
>>
>>1228981
I still say just go straight for the Waifu...eyes on the prize anon, eyes on the prize....that and ooc she did save our ass and i called it about the other girl.

But yeah My plan is to get some training in and find the Zealot Militia girl again.
>>
Rolled 27 (1d100)

>>1228994
You called it about the other girl? When did she use PSI? She's some kind of badass, which I'd have believed if you'd said it, but I didn't see any PSI, She's also the big sis of militia girl., which is why she was steering us away from her. You really want to find out what she'll do if we try to get with her little sister before she deems us worthy?

And, you know, militia girl saved our ass by making her big sister find a way to rescue us.
>>
>>1228999
I called she was a food runner and such
we really need to learn their names
>>
Rolled 68 (1d100)

>>1228999
Although I don't think I'm going to push for dating or screwing anyone else. Which basically leaves that area up to you anyway, so whatever.

>>1229019
Never said she wasn't
Yeah, we do.
>>
>>1228958
So one other thing about our potential. We could treat with spirits and such, that is tp say supernatural beings that are less than gods. And what about speaking with the dead? Like, as whoever in the religious organizations does that-exorcists, mediums, funerary priests. Finally there's speaking to the gods themselves-would our ability enable us to ask more from them than an ordinary guy and receive it when we pray to them for help, or pray more successfully? Just how does divine magic work? Like, how does one acquire and use it? Unlike most other magics, abusing it will 100% anger at least one powerful sentient being that WILL do something about it, so if we did get it we'd have to be very careful to only use it properly.
>>
>>1228810
Oh yeah, and I guess as we develop our ability we could get a special power to outright compel others to obey us, like what Skeller has
>>
Rolled 33 (1d100)

>>1228527
>[Actions] relating to charisma.
So we can buff anything dealing with groups of people.


>>1228591
>Watch the fighting from here.
We are no pilot and our super power is not gonna help here.

Since the time is limited. I wanna push for studying the carp out of this fight. Learn all we can about bandit/pirate fighting. It will help us fight them and we can pick up some tricks.

>>1228633
I'm still down for Shepherd. Tho I am leaning towards General leader. We are in a small colony and they have a militant Commander. So dipping into trader and Logistics Commander could be good. Have a little war commander skills for knowledge and we could be real good as well.
>>
Rolled 39 (1d100)

>>1228611
"You'll get dropped off some distance away from the colony and make your own way back. If I had to guess a friend of yours or someone who got blackmailed into it anyway. The jungle or coastline. Really depends on how active their defenses are going to be and where."

The controls from the looks of it belong to a military vessel. You can spot the navigation, holomap, electronic warfare suite controls, comms, and many others you can't quite so readily tell. What is strange however is the consoles all have a plug in for direct control but also analog controls built into the consoles.

It would appear there were some modifications used on some of them and others appear to be more crudely repaired. Signs of fighting are apparent on the bridge but they have been mostly scrubbed away.

For some reason however you felt something...strange coming from the controls. You weren't sure what but as you took a closer look. You discovered a hub of where the wires connected. It seems to lurk behind a strange looking bulkhead door in the flooring. You are unsure of what lies beyond it however.

What do?
>Watch the fighting from here
>Try to make sense of the controls
>Look around at the rest of the ship
>Talk with some bandits
>Other?
>>
Rolled 37 (1d100)

>>1230526
>Other?
>Try to make sense of the controls
Well we want to get inside that bulkhead now...do we have the stick of cutting?

Try to see if we can open the door, will it to be so, first try the controls, then the wires, then tap a tune against the bulkhead and see if we get something taping back. Will whatever it is in there to reveal itself...come out, come out whatever you are.

never show me a mysterious bulkhead and expect me not to try too open it...It's an AI Core ain't it

Now can I get a 71?
>>
Rolled 53 (1d100)

>>1230684
I'll get that 71 for you
>>
Rolled 53 (1d100)

>>1230684
>>1230822
Learn to 71 noobs. Vote
>>
>>1230822
>>1230995
Well you got a matching set so thats good for us
>>
Rolled 58 (1d100)

>>1230684
Support
>>
Rolled 38 (1d100)

>>1230684
Might as well add my roll

So not one person suspects the bandits will try to stop us from messing with the bulkhead door?
>>
Rolled 48 (1d100)

>>1230684
Controls state its locked and there are no overrides to it. The wires lead to some strange looking ports that take them inside...they also all appear to have been cut. Nothing taps back.

"Stop messing with the damned AI housing unit. Thing in there is probably still pissed at getting captured," states a bandit looking down there. "Don't mess with that shit unless you can handle whatever kind of AI they crammed inside. Bastards like to stash nasty things in there."

From the sounds of the ship is apparently it is preparing for take off. Guess the fighting is finally starting to die down if they are trying to make a run for it.

What do?
>Watch the fighting from here
>Try to make sense of the controls
>Look around at the rest of the ship
>Talk with some bandits
>Other?
>>
Rolled 94 (1d100)

>>1231226
>Watch the fighting from here
>>
Rolled 4 (1d100)

>>1231226
>Look around at the rest of the ship
>Other?
See if we can find any hidden compartments/store rooms, may as well have a wander about...and maybe see if we can find the vents/coolant shafts into the AI core...maybe we can have a chat...but mostly look for hidden caches. This is a military vessel so should be packing heat
>>
Rolled 38 (1d100)

>>1231267
So you want to do what every bandit who's had a single moment to do so has already done, and you're fine with having only secondhand reports of the battle?
>>
Rolled 6 (1d100)

>>1231226
>Watch the fighting from here
Y'all gonna get us killed messing with back up systems or taking from their loot.
>>
Rolled 56 (1d100)

>>1231255
ok supporting you, learn us some combat
>>
Rolled 81 (1d100)

>>1231255
From the windows and scanners especially as you get higher up. You get a marvelous view of the battle. The pirates had disguised their buildings underneath a thick coat of camouflage and natural undergrowth on a tropical island. With the only things really given their spot away is the large shipyards and the coast. The militia had come in from the water and then marched across the island. While they had boats come in from the water. Thereby pinning the pirates between two different forces. The pirates for their part soon deployed hidden defenses and superior air power by making some of their ships go up into the air. Despite having spaceships barreling down on them the militia refused to retreat and instead kept on the offense. While the pirates would of preferred to avoid such a stiff fight but couldn't afford to leave so many ships behind. So the fight got into a stiff deadlock as the pirates relying upon their spaceships slowly forced the militia back back to their ships.

Sadly you missed the rest of it as the ship took you far away. Only landing on the coastline with the colony in sight just long enough to throw you out. After that the ship flew away. To destinations unknown.

What do?
>Look around the landing spot
>Start the long walk to the colony
>See if you can get someone to pick you up
>Head deeper into the jungle
>Other?
>>
Rolled 7 (1d100)

>>1231470
>>Look around the landing spot & See if you can get someone to pick you up.
Call up some people and get a ride if we can. Look around to make sure it's safe and so we can tell them where to meet us.
>>
Rolled 15 (1d100)

>>1231380
Thanks. I can appreciate a bit of greed, but those guys are hustlers. Never try to hustle a hustler.

>>1231493
Sounds good
>>
Rolled 26 (1d100)

>>1231493
Sounds good m80
>>
Rolled 30 (1d100)

>>1231493
supporting because im tired
>>
Rolled 92 (1d100)

>>1231493
For some reason you are unable to contact anyone from your here. So apparently the damned phone doesn't reach this far out. Maybe if you get closer you will be able to contact someone. Or wave down a passing ship or something...which you don't currently see any.

So you started walking. Down the coast passed the beautiful waters that were a washed in both underwater life and the light of the dual stars. Off and on you'll see streams and rivers making their way into the ocean. The thrumming of life in the jungle and the hot sand as well as stiff wet hot air.

What do?
>Head into the jungle
>Try to wave down a passing ship
>See if you can call someone now
>Just keep on walking
>Other?
>>
Rolled 77 (1d100)

>>1231752
>Just keep on walking
Let's just enjoy a long walk on the beach back to the colony.
>>
Rolled 99 (1d100)

>>1231793
sure why not, enjoy the breeze and look too the stars, see if we feel anything mystical along our walk
>>
Rolled 8 (1d100)

>>1231752
I concur, contemplate stuff and hope for a sign or our zealot militia waifu
>>
Rolled 33 (1d100)

>>1231793
On words. With our stick that dreams to be more.
>>
Jesus 77, 99, and 33. Is it only MAD that makes use of those?
>>
Rolled 90 (1d100)

>>1232079
Random events.

Which you just rolled retardedly well for.

Which would of been cool except how the flying fuck am I suppose to explain all that cool shit you discovered RIGHT NEXT TO THE FUCKING COLONY THAT SOMEHOW EVERYONE ELSE MISSED?

Its like...damn that is gonna be easy to figure out.
>>
Rolled 43 (1d100)

>>1231793
On your walk you noticed a large waterfall crashing into a bay within the sea. Which you would of overlooked but you noticed something strange. A shimmer contained in those crashing mists. At first you thought it was a trick of the light into the crashing waters. Except you realized they were running into some kind of invisible surface that glimmered slightly as it adjusted. Problem was the watery mists and light were too strong/random. It caused a hiccup in the system that you would only notice if you were looking closely and a lot. Which you were cause it was quite the nice view on that otherwise desolate stretch of beach.

Yet another interesting discovery of yours was during the tide. In a particularly spotless bit of water you noticed what was clearly some sunken underwater ruins. From the architecture it clearly isn't human and is very old. It was clear it used to be on the surface at one time given its design but somehow it got consumed by the water. Due to it being a spotless day with surprisingly little going on you could just barely make it out of the normally murky and quite busy water. Very easy to miss if you didn't get lucky or knew what to look for.

So you continued upon your walk. Noticing the three moons and two stars. That were easily seen even right now. You felt like there was something strange in the breeze that passed by. For some reason and for the first time. You felt like there was...special about the moons and stars right now. Even the breeze seemed oddly mystical. Which was a feeling you were going to ignore until you realized a very strange sight.

something just...appeared the breeze stirred a seemingly ordinary sandbar. With the moons hanging on one side of it and the twin stars the opposite. Something came into existence real yet not real. While you were busy trying to figure out what the hell it is exactly you felt a whisper in the winds. Causing you to look to see where the sound was seemingly coming from.

What you saw was a river in the sky. Shimmering as if it were made up of countless stars. With little things bobbing up in the down in it. Planets you realize with a strange start they reminded you of. With fish that were ships and the bottom of the river you saw almost as if it were in parallel to the real one to the one in the sky, but this was on land. Gurgling with...something that wasn't quite alive. With the strangest whirls and movements, that while invisible for the river on top. Clearly had effect upon it. As it ebbed and flowed around the chaos that the river below created.

While you were thus trying to take in the view you were shaken out of it by a loud sound. What sounded like something smacking the water and gunfire. Looking out into the ocean you could see some ships under attack by some kind of gigantic underwater monster. While up in the see of stars you could see from what looked like to be some kind of battle between space ships far beyond the world.

What do?
>>
Rolled 62 (1d100)

>>1232199
Whoah.

>Something came into existence real yet not real.
The thing at the sandbar, let's try to figure out what it is. Get closer, even if we have to get a little wet.
If it looks safe then go out to it.
The cosmic river is amazing; watching the battle could give us some sort of special insight, but we're not ready to influence it yet.
While the invisible thing hidden behind a waterfall and the underwater ruins will probably be there tomorrow, whatever's going on with the sandbar appears to be the result of a rare celestial alignment.
>>
Rolled 50 (1d100)

>>1232293
Yeah that
>>
Rolled 87 (1d100)

>>1232199
>>1232293
This and...
Drink some of the possibly magic water? we need to remember all this stuff dammit.
>>
Rolled 88 (1d100)

>>1232293
Onwards!
>>
>>1232328
88? here we go again, get the MAGI element a buzzing
>>
Rolled 57 (1d100)

>>1232293
You approach the sandbar. Which doesn't really reveal anything until you noticed a strange darkness obscured by a light that was attempting to overwhelm it from above. It lurked within the sands and the resulting fight between the two led to that strange simmering field. It would appear the light is currently winning and you could see some kind of...path or door has slowly opened itself up. Even as the darkness fights to close it and the light fights to keep it open.

What do?
>Approach the path
>Approach the half real door
>Go back to the way you came
>Continue to watch the fight between the two
>Other?
>>
Rolled 4 (1d100)

>>1232442
>>Approach the path
Walk the path my brothers and sisters. The call is happening.
>>
Rolled 14 (1d100)

>>1232457
Yes!
>>
Rolled 75 (1d100)

>>1232457
Yeah why not
>>
Rolled 81 (1d100)

>>1232457
Embrace the way
>>
Rolled 99 (1d100)

>>1232457
Alright then
>>
>>1233194
>>1232442
Good, good.
>>
Rolled 35 (1d100)

>>1232457
You approach the path. Almost falling through the ground and sky at the same time yet not. A strange immaterial feeling arose in you as. As right before you completely 'fell' you suddenly felt as if you were on solid ground. Except...you do not see the world you were previously on. Instead you see worlds, moons, and stars. With the path laid before you flickering, shuttering, and moving as if it were the tide. In the distance you could see other paths flicker sometimes connected to the one your on sometimes not. While behind you see four paths that led to an intersection of the one your currently on. In the far distance you think you can see other intersections. Where they lead to you do not know.

You see shadows flickering around the paths and strange masses. Some in the shape of ships while others were not so easy to identify. They however unlike the others were clearly moving. Some of them even 'flew' passed your head and you could dimly see some ongoing combat.

What do?
>Take one of the paths behind you
>Watch the shadows
>Stay put
>Start walking the path ahead of you
>Other?
>>
Rolled 86 (1d100)

>>1233375
>Start walking the path ahead of you
>>
Rolled 50 (1d100)

>>1233375
>Watch the shadows
I would say move forward, but that assumes somethings. So let's watch the 'world' move. Try to figure out its' rhythm.
>>
Rolled 54 (1d100)

>>1233422
>Other?
This and start humming a tune as we go.
>>
>>1233508
Instead of that we could sing break my stride by Matthew Wilder
Feels appropriate since we're in a surreal dreamscape atmosphere
>>
Rolled 13 (1d100)

>>1233880
And roll
>>
Rolled 49 (1d100)

>>1233375
>command the shadows to lead the way
>>
Rolled 39 (1d100)

>>1233422
>>1233508
>>1233880
Sure, we can hum Break My Stride or whatever.
But maybe we should think a moment;I think the paths are a representation of the past and future. Hence why the one forward is in flux. While there are four behind us-OOC, we haven't elaborated on our backstory, so this could be a chance to choose our origins? But can we tell where the paths go? Or at least discover our origins, but if there's no choice to it, shouldn't we be more interested in the future?

>>1234178
That doesn't seem like a good idea. They don't seem like the type of thing that would be impressed by a human, Super or not. Either because they're not sentient, or because they're extremely powerful entities (far too powerful for our young power to control them) and even getting their attention is a terrible idea.

>>1233507
This seems a bit better, I'd be willing to switch to it. Somewhat of a risk of seeing something we were Not Meant To Know, but anything we do has risk, especially in a strange place like this.

So I'd be willing to switch to it if it'd help move things along.
>>
Rolled 73 (1d100)

>>1234592
Good thinking. Ok ill support >>1233507
Let's observe, learn and perceive.
>>
Rolled 31 (1d100)

>>1233507
Guess we're doing this then, with the support of my vote and Rust.

So anyone got any idea what's going on? This place seems like it could be related to the sky-river we saw, which together with the river and sea on the ground was a macrocosm and microcosm vision.
>>
Rolled 33 (1d100)

>>1235089
I'm assuming we are seeing something to do with the Sui'yna (The River of Light) faith. >>1213164

Tho it could be other gods stuff as well.

---

Other thoughts would be tree of life and in between planes of existence (corresponding to relative existence (the Physical, Vital, and Mental), and four higher, representing infinite divine reality ).

>https://en.wikipedia.org/wiki/Plane_(esotericism)
>>
Rolled 83 (1d100)

>>1233507
Shadows merge and the shadows flow. Things that you know to be of ships and of monsters. Things that you simply unable to quantify. The path however remains seemingly still where you are but shimmering unsteadily. The planets and stars keep on moving. Yet the path while still somehow manages to move with them in such a way you wouldn't realize you were actually moving it it weren't for the rest of reality.

Some of the shadows flickered and others flew passed. Some meanwhile appeared and then disappeared seemingly at random. None of them appeared to be aware of your current existence. Some even passed right through the path.

The worlds from what you can see appear to rotate around the star. With moons orbiting the worlds. The star...you know it is moving but you cannot tell how from here. You feel like it would take millions of years to know how it moves.

What do?
>Take one of the paths behind you
>Watch the shadows
>Stay put
>Start walking the path ahead of you
>Other?
>>
Rolled 33 (1d100)

>>1235364
>Take one of the paths behind you
I got a feeling and that's about it.
>>
Rolled 6 (1d100)

>>1235474
Vote
>>
Rolled 62 (1d100)

>>1235474
Also this is the third 33 you've gotten, and they happened within one 24 hour period. Weird.
>>
>>1235747
Wow you're right.
>>
Rolled 61 (1d100)

>>1235364

>Start walking the path ahead of you
The only way is forward we shall touch the hand of God, ours is the will that shall pierce the heavens
>>
Rolled 67 (1d100)

>>1236386
meh, alright. I'll switch to this.
I sort of saw the 33 thing as a sign but whatever, I just want to get moving
>>
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>>1236402
We stop for nothing anon. We only move forward
>>
Rolled 51 (1d100)

>>1236386
supporting, let's move
>>
Rolled 76 (1d100)

>>1236433
The only problem I see is you view the way we face as 'forward'.

Granted I can't say the same for my pick. Just a feeling that checking behind us will lead to something.
>>
>>1235364
If anons would give a heads up when the quest is going too far down. I would like a heads up so as to start a new thread. Whether or not by me. What is important is when it drops far enough that many anons are missing out of because of that. It's not like you line some up at the top for currently running. So instead we gotta create a new thread instead. Me or whoever really.

I do need to get better at that sorta thing.
>>
>>1236562
Not sure when the best would be for that. Tho making a new thread when you have a good chunk of running time could be a good move.
>>
>>1236562
Archiving is really important though too.
>>
Rolled 16 (1d100)

>>1236638
Well, threads enter autosage after 72 hours here. So it's going to start dropping after that. So maybe like every 4 days?

>>1236826
Speaking of which, I finally archived the last Slate thread before it fell off the 4chan archive. Thanks for reminding me!

I got an idea. What if, for personal combat, we just got really fucking good at using revolvers?
>>
Rolled 68 (1d100)

>>1236386
You walk finding yourself crossing vast distances with each step. You could see the twin stars of this system fast approaching with every step forward. Somehow you were...crossing such vast distances with each step as if you were an extraordinary advanced spacecraft.

You saw the different worlds of this star system. Some fuck off huge like the gas giants while others were smaller or even had higher gravity then own home. After awhile you find yourself at an intersection.

One leads you closer to the twin stars. Another takes you to the gas giant in the inner system. One path takes you to the outer system. Another path you can see a strange intersection with paths that blearily lead to nearby worlds. While the last path...you are not sure where it leads. As it takes a strange indirect route through the star system.

What do?
>Head back
>Go the outer system
>Go to the gas giant
>Take the intersection to nearby worlds
>Head to the twin stars
>Take the strange path
>Other?

new thread will be up shortly.

>>1236562
Quest starts to slow down once it reaches around page 5 or 6. So I am thinking that perhaps starting a new thread on page 7 or earlier would be best.

>>1237351
Revolvers are not an expensive weapon. They are considered a reliable classic and have even enjoyed certain upgrades. Like smart tech, elemental infusion, and being made from more advanced materials.

Their firearms in genieverse are...a bit more advanced compared to our own. They did this by using better material science, inserting software, more varied special munitions, and technological fusing.

This doesn't mean they don't have guns that are the same as us. Its just those things are considered outdated and old fashioned. Even classic designs like revolvers have enjoyed some upgrading.

The reason why firearms are not completely outdated is due to their upgraded adaptability, simplicity, and cheapness. Unless your civilization has advanced to the point where Gauss and Energy weapons are so cheap firearms have their place.

One large difference between our own firearm technology and Genieverse tech is the existence of more space adapted weaponry. Including firearms like for instance to deal with overheat problem as common modification. Is the use of a water cooling system along the barrel and mechanism. Sometimes they are made in such a way as to allow the water to vent into space as steam.

is an example.
>>
>>1238242
New thread and don't forget to archive!
>>
Rolled 30 (1d100)

>>1238217
>Other?
Try too touch the path we're walking along, like fingers in a river.

>other
Call out into where ever we are.
"Where am I and where do these paths lead?"

>Path too the Outer system
That end ice world or a terran moon?




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