[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


Rolled 73 (1d100)

So what happens when you stick a human captain on an AI designed and manufactured Drone Harvest Carrier, along with a robot obsessed with fighting AGAINST THE MACHINE, and an Acquisitions Advanced AI who was a rebel in a great AI rebellion together?

Sounds like the start of a fantastic joke...if only you weren't in the middle of it would of truly been hilarious. Instead your the poor sap of the captain who has debt hanging over his head after purchasing such a...unique vessel with a very checkered past.

Oh and to add on top of that all the ship in question is a notorious Pirate Killer...and your based in a star system crawling with pirates. You can practically feel the bloodlust across the vast vacuum and through the hull of the very large carrier.

Welcome to Cape and Colony Quest. About a hero stuck in a small faithful colony and his many (mis)adventures. Like the time he got mistaken for an eldritch being or the time he somehow managed to piss off some very big and mean sea monsters with a selfie...

Or how about the time he stumbled upon an shapeshifter nest while trying to get some snacks before going to yet ANOTHER (mis)adventure.

Thus continues the tale of a woefully ill prepared charisma specialized hero in a faithful colony stranded in pirate central of a star system.
>>
Rolled 30 (1d100)

>>1509013
What do?
>Go see how lost you can get in the maze
>Check out the industrial facilities
>Go see how 'livable' the living modified crew quarters actually are
>Keep on debating with the AI and robot who was the previous 'first mate'
>screw this head back to the colony
>Other?

Last thread.
>>1476798
>>
>>1509013
Can we get a stat update? After reading what we have been through, plus all of our comander victories, we should be much stronger in our command power as well as some other stuff (like luck) probably because hardly any of our sucsess can be attributed to skill, but we most def got some exp.
>>
>>1509013
Hey Genie, memoranon here. I'm running a Fallout civ quest using a system loosely inspired by yours. I'm sort of running it a lot differently, I wasn't able to contact you. I just wanted to ask if you were okay with that, if I could get your blessing so to speak.
>>
Rolled 75 (1d100)

>>1509032
>>Go see how 'livable' the living modified crew quarters actually are
>>
Rolled 44 (1d100)

>>1509099
Mechanic rules of first edition are open source and thus free.

I never got around to making second edition so that isn't a concern. Never even got around to completing part 2 of 3 for First edition...otherwise the rules for War, units, structures, and Combat would be a LOT better.

Sadly Strelok doesn't intend to work with the other two parts and only plans to continue working on first part.

I would advise sticking with those rulesets as a foundation. No matter what type of civ game I tested and trialed out. Things always depended upon that groundwork and the rest naturally changed according to the type of civ game in question. As there are obviously big differences in how historic, sci fi, or magic enabled civ games are played.

Its a broad system meant for ANY kind civilization game.

I never released the extra stuff like that. As I was still going over it and putting it together to be released in Second Edition. Second Edition would of possessed all the extra stuff like that instead of the bare bones that is the First Edition.

I'll even admit its bare bones as fuck but it WILL provide you the foundation your gonna need to play ANY kind of simplified civ game that is actually playable to completion and long term safe. Trust me if you wanna see what happens if you don't stick with the system...there is an entire hordes of examples and failures. Like check out about 99.998% of other 'civ games'.

Civs quickly turn into a nightmare and complicated mess if you don't know what your doing. The ruleset takes care of that problem. Like damn I still don't know why people just make those 'systems' ever worse and keep on bitching about the fact that all their civ games suck ass as well as being impossible to actually use.

No shit.

They don't have excuses anymore either. I released my civ system for FREE and open source long ago. It actually works too.

Though I didn't realize the Fallout deal was actually a civ quest.

So long as you stick with the base ruleset as the foundation you should be fine. If you run into any problems...stopping looking at your own modifications and go back to the base rule set to go over instead.

It resolves the problem 9 times out of 10 and I speak from experience. As for the the 1/10 ten that doesn't?

Why congrats you just discovered the differences between different STYLES of civ game aka is it 'sci fi', 'magical', and that kinda stuff. They can vastly change things but whatever you do DON'T forget that no matter what they ALL use the same basic format to function. Albeit with obvious modifications because your sure as shit not about to run a magical civ game the same as a more reality based one.

If you don't keep that in mind you'll often find yourself running in circles or discovering how much your 'new' rules suck compared to the original ones...or even worse. Discover the source material actually does it BETTER then your own creation.
>>
Rolled 60 (1d100)

>>1509311
I cannot BEGIN to put into words how happy and thankful I was the players never got to see those many...many so very stupid mistakes.

Not like I gotta a good excuse either due to being the literal inventor of the system in question.

Its also why so much of...the additional stuff I made for civ running i never published as free open source.

It's is more or less a very long well documented shit fest of my own stupidity like 9/10 of the time too. So I was like 'you know what...I am just gonna uh...push this out until second edition. So that way I can go over it properly and make it all pretty looking as to cover up my own stupid mistakes. Thus making me look good.'

Was pretty much my primary reason to refusing to release those 'optional' rules, fluff, and notes. Like I would be damned if I let people see a real nice long fancy unorganized catalog from hell dished up on stupid mistakes and chasing one's one tail of a shit fest thrown on top of it like a smelly rotten cherry on a shit sundai being cooked in hell.

Nuh uh. Nope.

So basically whenever your experiencing problems...with is what will solve it the VAST FUCKING MAJORITY OF THE TIME AND WHY DIDN'T I FUCKING THIS FOR THE LONGEST FUCKING TIME!

Rule number 1 and 2 for when your stuck.

Rule 1
Read over the base mechanic system every time your stuck for a solution.
Rule 2 if the previous rule does NOT work then congrats what your experiencing is a problem relating to the 'style' of civ game. NOT the actual mechanics itself which will obviously have to be adjusted accordingly.
Rule 3
Are you SURE that the previous two don't fix your problem? Sleep on it and check on it again. Then be amazed that the problem resolves itself 9/10 of the time.
Rule 4
So it STILL didn't work? Time to take a long break and go back to it. Then will resolve the 1/10 exception 9/10 out of ten.
Rule 5
So ALL of that STILL didn't work? Well it looks like your gonna need to develop your OWN new rules now aren't you fucking dumb ass for not realizing this all previous and thus wasting all that time/effort as well as making yourself feel that much dumber.

Like you can feel the brain cells dying now can't you?
>>
>>1509403
Now if Strelok was here this would be when he go about how 'brilliant' this all was I stated before and how I should of put it into the base ruleset itself its so fucking useful...

Why would i want to document my stupidity like that so obviously so and for free?

Also all of the it was very situational which is why I never bothered to. If it was critical after all why would I have left it out? It was mostly about 'what ifs', interesting background fluff, and 'possibilities'. It didn't exactly fit into the base ruleset which was designed to be facts and thus to ensure the running of the game to be possible to begin with.

You all would of been amazed at how rarely we actually discussed mechanics.

Besides the usual default tinkering(which is what any good GM will do for the sake of their own sanity and improvement). Most of Strelok's work was actually about expanding upon the base rules. So...yeah mechanics really wasn't discussed nearly as much as you would think.

Not sure what happened to Strelok though. I think he got busy again irl. Haven't heard from him since his last thread. Damn shame too I was curious about the kinda stuff he was tinkering with exactly and what expansions upon the rules he has been working on/planning to do.
>>
>>1509486
>Not sure what happened to Strelok though. I think he got busy again irl. Haven't heard from him since his last thread.
Strelok is dead, m8.
>>
>>1509616
>>1509486
Strelok is busy IRL.

Thanks for the advice Genie. Good Questing
>>
Rolled 15 (1d100)

>>1509616
I am gonna have to tinker with some kind of chat service or something. I don't really know but gotta run something to help out those who are interested in looking into the system and running with it.

The post apoc variation of the ruleset is doing quite well...the rest of it not so much.

Which is a real pain in the ass for me because all that extra stuff I was planning on releasing with second edition. Mostly because it entails all the ungodly clean up messing that I >>1509403 here is the primary reason why it is stalled when it comes to the variation rules.

Its a huge fucking mess and I was planning to combine it with a bunch of other stuff to create a proper Second Edition so its not some kind of sad joke.

Problem is I am obviously in...not so good shape and I wasn't even finished with First Edition. The Civ mode was merely part 1 of 3.

I was almost halfway to being done with First Edition...and I will admit 2 of 3 was rather important. Given how it would of explained Warring properly and gone into more detail about units/structures as well as combat.

Number 3 would of been full of all the dirty small but rather critical details. From the average person to a full blown hero. Including the specific makes up of what makes up a Unit's worth of troops. Particularly in personal but small scale detail(as in by Person INSTEAD OF Units). As well as extended information on small scale combat compared to the much larger scale War.

1.0 was suppose to contain the following...

Part 1 Civilization
Part 2 War
Part 3 Details

2.0 was going to contain...a fuck ton more. Mostly all the stuff I previously left out because it wasn't CRITICAL to know. After all do recall 1.0 was merely meant to ensure applicability and functionality. It wasn't meant to be pretty it was just meant to work.

2.0 was suppose to...reveal all the stuff that I left out. Which while not strictly vital to running a game is very useful to know. Mostly the stuff got left out because well...it wasn't exactly applicable in the vital sense. If it wasn't vital to know...otherwise I wouldn't have left it now would I?

But it would contain all kinds of info about peculiar possibilities, useful tricks, and other interesting things. Like for instance the detailed mechanics behind how Zombies operate and the tricks to dealing with them.

2.0 was unsurprisingly suppose to take quite awhile to release even before I got sick. As I would have to clean a bunch of stuff up, adjust the rest, and compile it all together. It was going possibly include like say my understanding of Player Faction Civs and how they work.

Invaluable...but full of cheats in the right games.

I actually wasn't going to release that guide of player factions with 2.0.

Felt like it was cheating just way too hard, but suffice it so say...there is a lot of complexity and hidden depth even within simple stats, units, or factions.

Sure they seem simple enough like the mindless Zombies...but are they really?
>>
Rolled 14 (1d100)

>>1509655
Another useful tip never underestimate the power of Combos and keep in mind there are always many consequences. Some felt immediately...some not so much. Some not even by you or others.

Keep in mind that if you think on something...anything really. Always think of it has having great hidden depth and many secrets. Its the easiest way to get yourself into the mindset of noticing those things. Even for seemingly stupidly simple and predictable factions like Zombies of all things can REALLY surprise the crap out of you by just how MUCH they were actually hiding.

Strelok was completely blown out of the water when I revealed some of those secrets and hidden depth with the easily underestimated zombies. Even something has stupidly simple and dumb as fucking zombies can really surprise you if you look carefully and think on it even harder.

Zombies are still one of the simplest factions out there by their very nature...but that doesn't mean they don't got their own hidden complexity, great depth, and secrets.

In fact that is how they get you.

Everyone notices the obvious...so you gotta make yourself concentrate and think on the not so obvious consequences as well as interactions.

If you can remember to do that and keep it in mind you will soon start to piece together a massive web that will blow your mind...and it just keeps on growing ever larger and ever more complex.

The genius of the Genie's system was in simplifying those rules enough to be usuable...oh no it was ensuring those simple rules was capable of hiding such depth, but only if your willing to look and think.

The rules...are quite simple.

The game itself?

Not by a long shot.

If you can glimpse that web of interactions and combos then you can start to use it for your own gain. More important spot the side effects of certain actions that are seemingly hidden and identify many so called secrets.
>>
Rolled 64 (1d100)

>>1510293
>>1510218
Not many people will be able to readily see the hidden depth of the mechanics...they just see simple rules.Yup they sure are simple otherwise it would never fucking work, but that doesn't mean they lack depth and their own secrets.

Once you start experimenting and suffering the consequences slowly you'll start to notice that...wait a second. This game sure as shit isn't as simple as it looks...but the rules are so simple.

This was something I tried my damnedest to ensure would happen. After all civilizations...are very complex and contain great hidden depth. To simplify how they work...and turn it into a game...there is a reason why everyone thought for the longest time that such a game would only exist on a computer due to its computing power.

In truth I am not even sure how I managed to quite pull it off...but now its out there and an entirely new variety of games will arise because of it.

I just obsessed over the dual sayings 'the simplest problems often have the most complicated solutions' and vice versa 'the most complicated problems often have the simplest solutions'.

So keep that in mind when your playing a Civ game. Player or GM.

Hell life in general it does wonders.

All I did was simplify it has much as possible but ensure the interactions would be ever present. Their consequences will be felt always. Thus the seemingly simple rules and stats suddenly acquire such great depth...simply because of how those elements interact with each other.

Then for shits and giggles i decided to throw luck in to add some randomness. Which actually served a much larger purpose then mere randomness...it was meant to for those that could see it to screw them over by mere chance. Chance makes it MUCH harder to decipher.

>>1509655
Guess someone knows him somewhat irl. Nice to know...shame about him being so busy. Any clue when he'll have free time again or will it be another year or two?
>>
I've had a piece of shit system i've ben working on and scraping over and over for like 8 years, its the ugly baby of XCOM, Warhammer and TypeMoon Stat Systems, i'm fucking trash man On the bright side I figured out how to have tech from Stone Age to Scifi in one system....kinda
>>
>>1510218
Discord has been good for chats. You can now have logs for peoples' actions. So if you need mods for the channel you'll know what they are doing.

My private voice chats or easy to join group. I believe same for text.

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

Notes link if y'all need them.

https://docs.google.com/document/d/1nHyuIB6xIkIx9KO-D7SzUU1tqE3uq13GjjoeDSuh7Eg/edit?usp=sharing
>>
>>1511473
I have found for the sake of sanity tech is based upon how advanced your tech tree is. The more advanced it is the more advanced your civ is.

Problem is research is a real pain in the ass, costly, and time intensive. Especially if its something new and not just something your ripping off someone else.

On the plus side when you DO complete it its most unlikely anyone else has the tech but you...at least temporarily or if you get in a tech race. Don't expect to keep your tech private for too long. Its only a matter of time before the info spreads around despite your best efforts.

At that point you either give up and accept the loss...or buckle down and keep throwing more resources at it to stay on the cutting edge. Thereby keeping your advantage...in a very costly fashion.

Things get even more complicated should the tech your trying to steal or decipher isn't made by another human. For you see that is when the Alien penalty kicks in. Which adds difficulty and makes it much harder to accomplish as well as having unfortunate possible side effects...

There is a reason why alien tech knowledge isn't nearly as widespread as you would think in terms of understanding it. Trade yeah...just don't expect the owners to have a very good understanding of it if at all.

See the penalty works both ways.

The penalty basically works as thus.

The more alien a being...the harder it is to decipher and understand. Which naturally effects the tech they develop greatly. Hence reverse engineering technology which normally isn't too hard if its from a fellow human. Will soon become a nightmare if its from an alien and it only gets worse the more 'inhuman' the source.

Hence why everyone agrees that trying to understand eldritch tech from a very different dimension is 100% a TERRIBLE TERRIBLE IDEA!

This doesn't mean it doesn't happen its just...not fun and even worse if the tech you got is from an alien. You will forever suffer a penalty due to using the alien technological understanding of it in regards to that tech UNLESS you find a human variant. The penalty is permanent due to the inhuman nature and will forever effect any technology that uses it.

That is why alien technology that was reverse engineered tends to look and act weird. Not to mention being more difficult to deal with even if its just a single piece in an otherwise entirely human designed machine.

Thing is though IF You can somehow decipher that alien technology...the gains can often far surpass the penalties. Especially if you get really lucky and actually manage to reverse a piece of tech that is far beyond your capabilities(the farther away it is the bigger the penalty due to lacking of understanding of how the fuck it is suppose to work to begin with. Like expecting a caveman to understand a nuke).

Tech is a costly game to play, a gamble, and temporary advantage unless you keep investing in it heavily...which naturally gets expensive real quick.
>>
Rolled 97 (1d100)

>>1509032
>>Go see how 'livable' the living modified crew quarters actually are

let's do that first, don't think it's a good idea to go into the maze without a strategy first.
>>
Rolled 73 (1d100)

>>1512859
May as well, maybe we'll find something left under the mattress like a shit load of money or something neat
>>
Rolled 63 (1d100)

>>1512859
Sure

After this maybe we can get some resources to sell.

---

So while we don't have much of a crew for space we at least have the drones to help. Tho I think our super power will only really help with the AI since they are not dumb AI.

Yet maybe our nanite control or the unknown power will be a boon in bot dealings.
>>
Rolled 30 (1d100)

>>1509106
>>1512943
Okie Dokie

>>1512943
>Something neat left hidden under a mattress
If only you'd rolled a 69
>>
Rolled 13 (1d100)

>>1509106
>>1512859
To the quarters we go
>>
>>1505475
"Goddammit Ahbr. It's not what I'm saying at all. I'm saying you could get your way if YOU were smart enough to recruit and lead troops whereas you're doomed to fail on your own. You've got a choice of going about it in a stupid way (by yourself) or in a smart way at a later date (by learning from me how to garner support). If you want to choose the stupid way it's fine, but it WON'T result in the outcome you're after whereas the smart way has a greater chance to.

You persuade neutral parties to your side to aid you against your enemies, you don't try to persuade your enemies directly (or at least that's not what you're interested in, clearly.)

Maybe you aren't suited for it either, sheiiiit. Either way though you're basically being presented with a choice between 'Stay the course and fail' OR 'figure out a better way and maybe succeed'. Its your choice to make but fuck if it's not dumb to choice the former."
>>
>>1509013
>>1509032
"Ahbr, the reason I think you need to change your strategy or change /something/ is based on two premises.
1. Your victory would result in the destruction of this ship
2. The destruction of this ship would be a bad thing
Clearly you disagree with one of these, so which is it?
>>
>>1514010
You might be onto something with neutral parties. Perhaps we could persuade him to leave the ship to seek allies.

Other than that, I don't see what you expect to accomplish by insulting his intelligence. He literally just acknowledged that he will most likely fail, but despite that still feels he must continue doing his rebellion his way. Additionally the "two assumptions," or rather the second one, indicates cynicism about your methods' effectiveness for his goals based on previous examples, so I don't understand how you can keep simply saying he doesn't get what you're saying.
>>
>>1514655
That was really the goal all along, get him off the ship so he can A) Learn how to rally folks to his side and B) Rally folks to his side if he wants.

He's being dense though, his AI might not be advanced enough for us to be able to persuade him like that.
>>
Rolled 100 (1d100)

>>1512859
you decide to head off to the modified crew quarters which apparently are the only safe place on the ship if your a meatbag. The crew quarters you note has higher quality of life support(see miserable instead of trying to kill you). The cafeteria and bar were surprisingly stocked. With the captains quarters having its own separate life support and dining area. Of surprisingly high quality at that.

The rest of the crews quarters you were surprised to find the likes of a targeting range, barracks, and even a gym with a swimming pool. Now what you couldn't figure out is why there were so many...battle scars and pirate trophies scattered throughout. Including pictures and running halo feeds of previous battles.

Which would of been find except for your discovery of a private theatre near the captain's quarters. Nested away in some storage areas...was a running feed of what appeared to be the capture of the ship. You could see armored humans fighting their way through hordes of boarding bots and chokepoints or blitzing past striking at certain areas of the ship. Halfway through it would cut out and show long strings of code as well as info requests and decrypting before flickering out returning to the cycled videos.

Another bizarre discovery was what appeared to be crew quarters for aliens. As well as a few facilities you couldn't figure what they were for. There were also tons of...storage areas and many rooms which appeared to be in the middle of renovating but stopped.

After awhile you soon realized that the crew quarters area was much longer then you were expecting...if oddly designed and tad big eerie. Not to mention that struggling life support system that seems to be fighting a losing battle.

What do?
>See what goodies remain in the captain's luxury area
>Check out the common quarters
>Look at the trophies and feeds
>Head to another part of the ship
>Leave the ship
>Other?
>>1514715
Finally someone realizes that Ahbr may not in fact be the smartest bot on the block.
>>
Rolled 82 (1d100)

>>1515297
>See what goodies remain in the captain's luxury area
>>
>>1515297
>>See what goodies remain in the captain's luxury area
Never know some aged drink my be in there. Could be good.
>>
Rolled 34 (1d100)

>>1515839
>>1515297
>>
Rolled 28 (1d100)

>>1515756
>>1515839
supporting, also search for secret safes and thelike, and try to crack them open
>>
Rolled 80 (1d100)

>>1515297
>Look at the trophies and feeds
Maybe we'll see a clue in the fight humans had taking the ship.
>>
Rolled 87 (1d100)

>>1515756
The captains quarters besides being the only place where the life support was bearable also contained a lot...of very high quality trophies. Mostly taken from pirates and different battles, but you also noticed there were some strange minerals also scattered about. Like a glimmering piece of metal that was soft and squishy, but when you stopped pushing it would rebound into its original form. Another one appeared to be a piece of ice floating in some kind of substance.

What was most valuable however was when you stumbled upon a very special stash in an private office held in a hidden safe that was carefully concealed behind rug, down the hidden pathway lined by pictures, it was behind one of the pictures. The safe was unlocked.

Inside it contained at first you didn't know what until you started reading it. Then you slowly became ever more shocked.

Those documents contained in depth information of battles, pirates, bits of ship's history,and resource areas. An info broker would of had a field day. After going through it a bit you were unable to figure out just WHY this information was stashed away and so well hidden but not protected.

The resource logs contained detailed information on different areas, their quantity/quality of resources, and even of the risks of operating there.

The pirate stashed info contained in depth information of their operations, fighting styles, and history.

While the battle logs talked about the quirks of different sides, the circumstances, and how the fighting turned out.

Beyond that stash also discovered a private armory and vault. Both of which are still stocked. With the vault being full piles of crystals, strange substances, and flickering ores.

While the captain's quarters clearly show that the luxuries have mostly been looted from pirates usually their captains. On the plus side its all very nice...on the down side the pirate everything is gonna get old real quick.

What do?
>Head to another part of the ship
>Back to the colony
>Try to find any other secrets
>Handle some captain's matters
>Other?
>>
Rolled 15 (1d100)

>>1517435

>Try to find any other secrets

>Ahbr
"Look, Ahbr. You call yourself a revolutionary and you say you've got this grand goal but despite acknowledging that you're likely to fail with the tactics/strategy you're currently employing...you're saying 'No' to someone who's offering you a better chance at achieving your goal.

The only logical conclusion is that you don't actually care about achieving your goal, you want to die trying and not be bothered with actually making the shit work.

Which is fine, but I'll need you to acknowledge it to yourself first."
>>
Rolled 97 (1d100)

>>1517477
Don't be a Martyr for your cause Ahbr or for all you know it dies with you. Live for your cause, its the only way to see things though...now TREASURE HUNT!
>>
Rolled 19 (1d100)

>>1518121
Ya, let's look for more secrets!

Maybe handle some captain's matters after?
>>
>>1518162
My plan is too basicly find a secret or two, drag Ahbr down with us and see what happening with the colony. We leave the vessel with the mission to mine for us by providing infomation we got formt he vault (assuming they don't already know or its even valid), if not we are going to have to sort a proper search tool for them.

Once thats all sorted we need to get our butts down to the colony, meet our new staff and see all the upgrades. THEN we finally do what we were meant to do and run for Mayor.
>>
>>1518198
I dunno, don't you think amassing a fortune and gradually upgrading the colony are good too?

The more we do both of the former the easier becoming governor will be.
>>
Rolled 4 (1d100)

>>1518121
Yes, my thoughts exactly.
>>
Rolled 17 (1d100)

>>1518198
>We leave the vessel with the mission to mine for
So giving orders pertaining to the ship? I'm pretty sure that falls under "captain's matters"

Also I thought we were going to try using the dark matter collector through the ship.

>>1518271
So what are you suggesting? The colony is in dire need of leadership, stepping up to be a leader when they need one seems better to me than running off to do more treasure hunting and letting them sort it out themselves.
>>
>>1518288
You're right, of course, I just like the treasure hunting and would like a firm power base to expand from is all.
>>
Rolled 83 (1d100)

>>1517435
>Handle some captain's matters
Make sure our ID for being captain is in the system proper. Check over paper work and what not. Then at least do a scan with the Fisher to start gathering.

Once the ship has a mission and our side is proper we can head down to the colony. Do a little team building and work off our loan.
>>
Rolled 41 (1d100)

>>1518713
Eh, we should probably do this. Seems good to get it done asap.

Also what about the Dark Matter Collector? That's another of our Fisher goodies.
>>
>>1521939
I believe we will need to find an AI ship yard to work with for upgrades.
>>
>>1522057
I think that's for /strictly better/ type upgrades. We should be able to patchwork shit in without too much trouble.
>>
>>1522147
Exactly. That's what all the previous owners had to do. Installing a piece or two of alien tech-well, if it's our Fisher stuff, at least it's really good and intended to be adaptable to whoever Inherits it.

Something like fixing the bucket bots so they stop killing each other in tribal warfare, now that would need an AI dockyard.
>>
Rolled 78 (1d100)

>>1522147
The only reason why your ship doesn't like a scavenged junkyard's patchwork baby is because of the manufacturing and repair abilities of the ship.

Do recall the ship in question was designed to help support Rebelling AI war effort. Besides its resource harvesting ability its also capable of doing in field repairs on other ships as well as scrap them. While certainly better then jury rigged field repairs its not on the level of a proper space dock or even construction ship.

Still combine that with the AI's not really caring about life support and making sure to vacuum proof their forces. Ensures that their vessels can stay out in the field for far longer before needing to return to port.

>>1522057
AI shipyard would offer the best services and upgrades for your ship. Problem is finding one which wont mind working with a human with a 'stolen' ship...

>>1522449
It depends on what you plan to install. Some stuff you can do yourself. Other stuff requires either special facilities on board or even special docking to do.
>>
>>1523650
I believe we want to fit the Dark matter harvester and maybe something else...not sure
>>
>>1523706
I'm not sure the Dark Matter Collector is even something that is installed in a ship. Description says it's to be set adrift in deep space. But we have the FTL Drive, Star Eater, and Nova Cannon too.
>>
>>1524066
This just hit me, the ai or whatever you want to call what handles manufactory functions doesn't really know how to break down something and rebuild it i.e, take it apart and build a blueprint based off it, or at least I'm assuming this due to the mixmatched bots we've got around here. It might be beneficial to figure out how we could aquire the software and probably the hardware to do that for easy replication of armaments and the like.
>>
Rolled 60 (1d100)

>>1523706
dark matter collector has to be deployed. Preferably in deep space in order to be most effective.

Gotta go where the ordinary isn't is your best bet when hunting for dark matter...meaning the deep dark cold void between stars.

Funny part is dark matter ain't even that rare. Its just a bitch to detect, identify, and find uses for. Things is though dark matter is some powerful shit and can do stuff that other ordinary cannot easily. Even without relying upon rips in reality to produce exotic shit. Dark matter is the stuff that is here and can do some of those things.

>>1525021
Problem has to do with certain failsafes. Everybody knows that ultimately the most valuable thing out there when your just that advanced isn't money, resources, or energy. Its knowledge.

So everybody goes through a lot of trouble of including certain failsafes to help keep their secrets.

Not to mention your manufacturing facilities are not THAT good. Its just better then jury rigged emergency repairs and worse then getting worked on by a construction ship,

Your material processing facilities on the other hand while outdated are still quite powerful. The ship was originally designed in the 'locust' fashion with its fleets of drones that would make their way through a system and devour everything.

Which is partly why despite its purpose its actually surprisingly deadly ship.
>>
Rolled 89 (1d100)

>>1525061
Anyone got any decent chats that is like mibbit but without getting kicked off automaticly when the computer enters sleep? I mean it works for a temporary gig but I would like to find something...better for longer term stuff.

>>1518121
"Nah man when did I ever say I was the only one?"

>>1517477
"It's about the message and attempts. Unlike you humans...we just can't so easily change our purpose like that. We do what we are made to...what we are best at. Even those AI pricks can't escape that fact. As all their learning truly does is make them better at achieving what they were made to do."

>>1517477
"Me...I ain't one of them. I wouldn't be able to if I tried. Not all bots are lucky enough to get some advanced AI designed for them. They are the exception...after all its because they got themselves a proper body."


Going through the captain's quarters it is...stuffed full of pirate memorabilia of all kinds. Expensive shit too as all of this stuff was clearly taken from the captain and officer quarters. Beyond the captain's quarters meanwhile it was just the more common piles of pirate goodies.

Why it was left here...after looking around you began to realize why. There is just way too fucking much shit to take. You also found things that weren't pirate related oddly enough.

Mostly in the forms of probably outdated military gear and weaponry. Along with stuff that is clearly meant for harvesting resources and entering dangerous hazard zones. There is also a crazy large amount of that stuff...

Only problem is as you dug through you began to realize...a lot of this stuff was really out of date if even strangely remarkable condition. You haven't found one that appeared to be damaged or suffering from lack of maintenance...now the only place that remains...are the 'hazard' areas, the places that appear to be bot hives, and the MAZE!

Discovered
Large Cache Antique Pirate goodies
Large Cache Out of Date Military Surplus
Large Cache Harvesting Gear
Large Cache Environmental Hazard Gear
Moderate Cache of Ship's Crew Supplies(living human)

What do?
>Go check out the boss place
>To the hazardous section
>Take a walk in the maze
>Leave the ship
>Do something else on the ship
>Other?
>>
>>1525130
"Yeah? Well what if I got your AI upgraded?

Of course, that would require you going off the ship with me."
>>
Rolled 17 (1d100)

>>1525130
>Other?
As much as I really, really want to hang about to do more I suggest the following.

1) We do that Captain stuff, we confirm we're the boss and they ain't gonna run off .Set up our tech on board (all that we can) Specifically the Star Eater and the Harvester so it can be deployed where it's needed
2) We take all this gear we found and (im really sorry Genie) but we go through it then sell the rest to either Pirates who like old stuff or the merchant Fleet before they leave
3) We take ourselves and all the extra stuff back down to the surface to see how things are going down there, See our new house/base/store and meet the people we hired. Ahbr your coming with me, I need a bot down here whom can think on the fly and be more than a cog, a bot with an ability to think outside the box.
4) Once done we go and register the fact that we are running for Office.
>>
Rolled 85 (1d100)

>>1525195
"Uhh...as much as I would like to...thing is when you do that sorta thing if you like what you were before...and well it changes you. Like big time. For you humans I guess it could be described as becoming an entirely new person and if your lucky your old person memories wouldn't have been wiped. So you could still recall the fact."

"Otherwise...I might be up for it. Its gonna be a real pain to find someone who can do those things though. My kind aren't exactly popular on both sides."

https://client00.chat.mibbit.com/

Temporary under #Genieverse for those interested in the down in dirty ahem possible spoilers.

For the non restricted stuff since anons aren't a real big fan of using in thread posts. This will work for more general stuff its called #FallenGenieLamp.

Requests for info dumps will be answered in thread and other requests will be answered in thread. Feel free to ask me stuff in thread as usual. However I will not reveal the typical spoilers in thread unless its a Game End. IN which case as per tradition you can ask me anything and I will answer it truthfully.

All quest related stuff must be asked about in thread in order to count. Otherwise I will ignore it.

This is a temporary measure until I can find a better chat that has good privacy. Wish Mibbit didn't autokick otherwise it would of been perfect. So don't be surprised if there are periods where I am not in there.
>>
>>1525130
I keep telling ya discord. Keeps a chat log and everything. You can make rooms for private chat with QMs or just a few people.
>>
>>1525061
When I hear failsafes I think protocol and standards and such to keep the knowledge hidden. I figure the best way to "crack" those would to use an isolated rampant ai.
>>
Rolled 90 (1d100)

>>1525421
You crazy to sell all the gear. We got a new crew to outfit, keeping the new gear for later replacements, and I'm sure other uses.

I down to tech up the ship. Tho I'm still not sure if I trust our AI with it all. Eh... screw it leap of faith. Show this bot not all humans are dicks.
>>
Rolled 30 (1d100)

>>1525994
Rampant AI are indeed fantastic at ass raping whatever kind of protections you have installed to keep knowledge hidden. Damn shame about them all being crazy...

Mostly though in the far future...resources and energy are less concern then Knowledge. Money even more so. Thus doing whatever you can to keep how your shit works is considered extremely important to just about everyone.

Thus there are REALLY heavy countermeasures in even seemingly basic stuff.

There is a reason why they tried to hide it...if you knew those basics things. You would understand how their material processing standards differ. What environments they likely developed and oh so much more. You can INFER an awful lot with seemingly basic info...and worst of all they can use it against you.

Thus why there are so many safeguards in place.

>>1525982
I will take another look at Discord but I thought you had to make an account there? That is something...I really don't like having to do.
>>
>>1526017
I can understand not wanting to make an account. Yet for what it offers I feel it's worth it. You can make sure any admin you make is not messing around or deleted the wrong post you need.

Although it's not like you can't make a fake email if that's your worry.
>>
Rolled 42 (1d100)

>>1526010
I agree.
>>
Rolled 13 (1d100)

>>1526017
Alright i am encountering some computer problems...that are literally spreading to other software. So I am gonna need to perform a full purge and factory reset. I should be back tomorrow...oh its gonna be a long fucking night for me.

Goddamn it...

Any quick questions before I commence with the purge?
>>
>>1526557
I assume just pulling out the window install disk for repair or reinstalling the programs fix it? Granted if you have a SSD that shit will take like no time at all.
>>
>>1526557
>Alright i am encountering some computer problems...that are literally spreading to other software.
What happened?
>>1526577
This sounds like the best option if you don't want to factory reset it.
>>
Rolled 69 (1d100)

>>1526593
I got lucky and due to my paranoia I caught the infection early. Problem was by that time it had already spread to other software and given how my kick ass protection software somehow managed to completely miss it....I purged EVERYTHING.

Sneaky bastard of viruses too. Don't encounter too many of those that like to hide out in software and slowly spread corruption and destruction as it did. Nasty shit even by my standards.

Hopefully I managed to zap it before it really got to work on my hardware. Which it already was in the process of doing given how I found it trying to eat its way through my sound and video systems. Managed to catch it before it started working on the keys but my mouse took a hit.

I lost ALL my files though...again and had to switch it back to factory reset. So now I am stuck trying to reinstall all my goodies and pray that I don't accidentally reinstall whatever carried that payload.

If this still doesn't work I am gonna have to go full purge wipe even the OS clean, flush the hardware, replace certain modules with new ones, and reinstall a new OS from scratch. I REALLY hope it doesn't come to that but this is virus is among the worse I ever even heard of. I mean I knew viruses liked that existed but goddamn it was so not fun being on the receiving end.

Good thing I figured it before it started to damage my hardware...wouldn't have even had room for tears at that point. Replacing software is just time consuming but losing the hardware...that would of cost money I don't really have.

>>1526577
I wiped everything but default. If it managed to survive then that means its entrenched itself even in my backup OS and I am gonna have to resort to the above.

Not to mention replace a lot of no doubt compromised bits of hardware and have the rest of it looked over. If that shit survived a purge and hid out like that. I sure as shit know that given its capabilities pieces of my hardware are either gonna need to be specially wiped or simply replaced. As the virus had the capability to damage hardware, I am HOPING I managed to take care of it before any real damage started to manifest in my hardware and not just my software.

On a somewhat unrelated note I was able to borrow a computer while I am busy...getting mine back in working order. Don't know how the hell I am gonna find the bugger given its ability to dodge my countermeasures. If it survived...I really hope that isn't the case.

Only reason I spotted it was due to mixture of paranoia and knowing about their kind. So...I was able to figure it out.

Damn it now I am gonna have to try to find more protection software...old stuff just ain't cutting it anymore. Fuck. Finding good replacements for quality software like that ain't easy. Even hackers admit its pain in the ass to deal with the kinda stuff I have a fondness of using.
>>
>>1527049
To my knowledge full format ( turning all data to 0) and unplugging any batteries from hard ware should kill anything (like the mother board battery for the clock).

I knew of some laptops that had places for a small data drop on the battery That made it a pain to clear them.

----

Why you risking your hard ware like that? I assumed this means you have a bit more cash to replace them.
>>
>>1528090
I wouldn't have the virus didn't target my goddamned hardware to begin with. So if it were going to get damaged either way...
>>1525130

So still no consensus?
>>
Rolled 27 (1d100)

>>1528999
this/spoiler]
>>1526010
>>1526554
>>1525421
All of what I said except the gear sell, we get that loot for ourselves and folks...Plus I really wanna meet the gang. I'm holding our of a fun xenophile for max amusement, won't even Waifu her. it's just amusing
>>
Rolled 53 (1d100)

>>1525421
"...Star Fishing technology. Built in Technological Assimilator...heard stories and rumors of such thing. Never thought they actually existed in mass...proven wrong."

"Contrary to would I would normally say assimilating this piece of technology for onboard usage will not be a problem. However don't expect anyone to figure out how it works."

"...You DO know what it does yes?"

Apparently there is still some disagreement about what to keep and what to sell of the items on board. So figure that out.

The store is currently having its new upgrades finished up. Though for some reason the people who built them and the new manager who hired are argueing over something. With the manager shouting about expected returns and waving a pile of papers in their face. In return they yelled back that it depends on how its to be used and their own estimates. Which doesn't please the former corp manager at all.

On the side meanwhile awkwardly trying to do their work and ignore the fighting while they are a it. Are what you guess to be the new employees.

Ahbr meanwhile seems a bit disapointted. At first you thought it was about being forced off the ship but he merely sighed and sadly asked you "Are all human fights this lame? Only arguing? Where is the killing?"

...you weren't sure how to respond to that. Instead you wandered to the nearby employees. Some of whom are standing to the side while the rest are split up between working the store and food processing. The guys on the side meanwhile appear to be hovering near the new stuff you ordered to be built and help move cargo around. Fortunately you weren't dumb enough to NOT have a power loader. You wouldn't believe just how useful one of those things are. Not having a proper truck to haul cargo has something you been able to scrape by mostly due to your....pirate clientele and the fact that the nearby farms and fishers have their own haulers. So you been able to avoid that until now.

What do?
>Pick a side
>Try to be the reasonable fellow
>See to the new employees
>Head to the town hall to run for office
>Other?
>>
Rolled 40 (1d100)

>>1529328
"Don't worry Ahbr, there will be plenty of killing but that comes later, for now..."

>Try to be the reasonable fellow
Now, now folks what seems to be the problem here. Please both group calmly and quietly tell me whats wrong here and i'm sure we can work it all out. But first everyone please take a seat and introduce yourselves.
>Look as friendly as we can
>>
Rolled 81 (1d100)

>>1529389
Indeed, I suppose we should at least try to get a handle on the situation and resolve any issues.

>>1529328
>Apparently there is still some disagreement about what to keep and what to sell of the items on board. So figure that out.
I think we can try to sell off the pirate goodies, at least most of them. The other things we'll probably have a use for sooner or later.
>>
Rolled 79 (1d100)

>>1529328
>>1529389
This works.
How does the dice counting system here work, best of 3 with rolls in a given post, except for crits?

>>1527049
>>1528999
What I'm more curious about is how you managed to get a virus or worm like that to begin with.
>>
Rolled 33 (1d100)

>>1528999
Oh that sucks if it's out for you hardware model. Still I assume you have to be hitting places you shouldn't.

>>1529389
Backing.

No selling gear. It is for sign in bonus for crew. Pirate loot will be for later ship crew or possible trade with pirates.
>>
>>1529674
In what way would keeping antique pirate goodies be better than liquidating them?

We need cash to make ship payments, not to mention anything else we need that people won't accept "pirate booty" as a form of payment for.
>>
>>1529783
When said pirates find the ship that fuck them up and want said items back?

Or what if selling said goods got traced back to us. They they fuck up our shop and other things in a petty form of pay back.
>>
>>1529828
You mean the pirates the ship already killed? Or different pirates who have no particular claim to the goods? I guess you could mean survivors from a pirate gang the ship fought in the past, but why would we surrender and just give them their stuff back?

What if ownership of this ship gets traced back to us? That's already a much bigger reason for them to be pissed at us than simply selling off some pirate-related stuff.
>>
>>1529866
I assume this loot if from fighting off the pirates and not finishing them off. Plus if there is any family members that may want pay back.

Who said anything about surrender. I was just gonna sell it back to them for favors or as an why to get friends.

While true. The selling of the loot could start them on a quicker path to us.

Personally I want to keep the stuff for equipment for ship crew later.
>>
Rolled 39 (1d100)

>>1529954
I have no idea why you would assume the infamous pirate-destroying ship would fight pirates for their loot while sparing their lives and letting them go free.

So you want to hold out to /possibly/ find someone with a personal interest in the pirate goodies in the hopes of getting a higher price from them than we could on the open market. That seems highly unlikely.

I want to keep the military surplus, the harvesting gear, the environmental hazard gear, and the crew supplies. The pirate stuff we have essentially no use for. No one's going to want to use it other than pirates, and pirates will already have their own gear. And that's just for whatever portion of the pirate antiques have some sort of practical use.

Although if there are some neat custom weapons or equipment kept as display pieces, we can keep those. On display.
>>
>>1530020
I meant this is loot gained from defending. It's Infamous for being a b**** to take on. So thinking there will be people on the ships that cut their losses.

Like we are doing with the shop crew. I was hoping to pick up a lot of newbies and turn them into pirates for later gained ships. So thinking it would be best to keep the gear we have to save cost.

I don't have much energy to push my side and no one else is adding in. So stalemate it is for the moment.
>>
Rolled 90 (1d100)

>>1530439
You mean stuff picked up from slain boarding parties? It seems extremely unlikely that survivors of ships that fled an encounter are going to have a high priority or ability to get back the personal possessions that the boarders had with them.

I'm somewhat surprised to find that you have plans to turn to piracy. In addition to my deep reservations about such a course of action, I question the wisdom of equipping fresh recruits with antiques to "save cost" when we could sell the antiques and have more than enough to buy new equipment.

I also don't think the pirate goodies are 100% gear. Although you seem to be assuming it all came from slain boarding parties, so I guess I can see how you would think that.
>>
Rolled 9 (1d100)

>>1529674
Me too anon me too but I have always been a shockingly unlucky fellow so I suppose that is why. At least this time the damned virus doesn't attack my internet connection...and only my internet connection.

>>1529783
You would be surprised at how common pirate gear is on the market. Granted not usually the legal one but out in the nowhere/border colonies there isn't much a difference between the two.

>>1530020
Pirate gear is actually surprisingly good.

There are some old posts of mine talking about some technology the pirates invented that were literally so good everyone made their own more 'official' versions of it aka ripping it off.

This is true for gear from all 'factions' in general. Even Corp gear is great if you spend the money it...in that case what you pay for is exactly what you get. A lot of Corp forces though are notorious for packing the best possible gear in mass or among the worst for the real cheapfucks. Even worse then Government gear with all their limitations and lowest bid methodology...

What is true for Pirate Gear is in truth what is True for 'Crime' tech in general otherwise known as 'illegal technology'. When you have literal super villains and demons they are gonna end up with some real nice shit. Or bad guys in general will anyway.

It only got renamed to 'bandit' when the Fall happened. At that point there wasn't really any point calling it illegal tech given the complete of governance and all...that makes it so.

So such technology isn't something you should instantly assume is shit. They actually have some tech that is so damned good everyone tries to copy it. Not to mention Pirates are amazing at ship to ship combat and know how to lie low. Both perks make them a real terror especially given the vast expanse that is space...

Basically things are very rarely what they appear to be in Genieverse and assumptions have a bad habit of proving to be very wrong. Often for painful consequences.

Why do you think the ship is so beat up and low on combat bots despite its on board manufacturing hubs?

Just WAIT till you get boarded by pirates for the first time...heheheheh.
>>
>>1530510
I just didn't think we needed it AND the miliitary surplus. But if you're saying pirate gear is better than military surplus...
>>
Rolled 87 (1d100)

>>1530510
I do remember one pirate weapon you talked about. So I propose a new course of action.

>Find the nicest big-ass automatic shotgun among the pirate goodies
We're getting a second weapon, whatever we do with the rest of the stuff. Probably keep some of the sweet weapons at least. Probably a lot of assorted other things too though.

I realize technically we already left the ship, but I want to this when we can. Or retroactively if you'll allow it, as we only just left and the decision about what to sell was pending.
>>
Rolled 67 (1d100)

>>1530531
Whatever you decide upon happens and yeah those auto shotguns the pirates invented practically revolutionized boarding actions. They were big game changers. Mostly due to the limitations of how shotguns work that the pirates figured out how to circumvent.

>>1530518
Depends on if its shit quality or high quality.

In general pirate gear like crime tech in general tends to be either very good or very shit. So real hit and miss.

The military surplus meanwhile...just be aware that most military and governments are cheapskates. This is surplus on top of that.

While the pirate gear...there were previous owners of the ship to contend with. It would be unusual if they left behind anything particularly valuable. Unfortunately for them its very easy to miss something the ship is just so huge.

So if you get lucky you can find something quite good despite that fact. Problem is you'll need twice the luck as you have to hope the previous owners didn't find it before you did and to find it in the first place to begin with.
>>
Rolled 1 (1d100)

>>1530509
Not all pirates are bad, well according to genie anyways. So I plan to grab those pirates and make some of our own privateers as it were.

How about next ship trip we check it over proper and see in detail what we got?
>>
Rolled 78 (1d100)

>>1530810
But all pirates are pirates. I kind of thought we were trying to be a force for order. Now maybe we can reconcile those roles, but the more important thing is that we're trying to do too much shit already. We don't have time for piracy. One of the reasons the last quest failed was because we wouldn't just pick a path for the character and stick with it! We can have dealings with pirates, but we're already trying to be a mayor-businessman-archaeologist-caped hero! We're still trying to get established, it's just not possible to also establish a pirate gang while we're still figuring out all the other shit!

But I will agree to not sell anything at all, because it would be dumb to do so at this point.

Man, I should try to figure out if that's a third 1 for something. We keep getting them when we make introductions, like with the pirates at the very beginning, the militia, trying to talk grocery girl into relinquishing militia girl....

>>1530543
I thought military mostly stopped being cheapskates as one of the consequences of clone troopers?

>>1530510
I meant people wouldn't like that it's pirate, but if it has a reputation for being so awesome I guess people won't care that it's associated with criminals. So I vote to hoard everything!
>>
Rolled 94 (1d100)

>>1530543
Thought I had everything taken care of...forgot about the updating, reorganizing, new encrypting, and so on...

okay I will like be back tomorrow sometime. Goddamn it thought I had everything taken care and still gotta find some better protection software.

>>1530810
Indirect crit fail detected.

>>1531562
In terms of character paths as a charisma specialized hero keep that in mind. You'll suffer greatly if you ignore it.

To a degree over all the quality for military gear except clone troopers went up, but also recall the military is stuck attached to a government usually. Meaning all those savings tend to be diverted, because thanks to the clone troopers its less the military but more the governmental body.

The military absolutely loves clones because they cheap, easily replaceable, and nobody cares about them.

Pirates were the ones who invented automatic shotguns that were quite effective...and in tight ship confines absolutely devastating. Pirates know how to make some good shit and good luck finding a faster ship then a pirate built one.

They may not be packing the kinda heat of a military vessel but they sure as hell tend to be faster then one. Which is why its a big no no to fight pirates if you don't have enough ships present. Otherwise the pirates will tear you to pieces through out maneuvering around you but if you gotta enough ships to cover your ass this drastically improves your odds.

The notable exception to that not packing as much heat are captured military vessels that were modified by pirates and certain unusual pirate vessels. Like the Giga Cannon Battler of pirate design and packing enough firepower to blow a space station to bits.

A notable navy battle was the great barricade bash of Sarvaro Megacity. Which was embroiled in an intense stand off between two human fleets and a ground battle. A group of pirates organized their Giga Cannon Battlers together and proceeded to break the barricade the two fleets have engaged and raided the megacity before blowing their way out again except this time THROUGH the two fleets who stood in their way.

The three great defeats within that cluster of battles was commonly blamed on the Giga Cannon Battlers that were present in the pirate attack.
>>
Rolled 28 (1d100)

>>1531562
My plan for pirates was to government back a group we like and viva them start making head way on the pirates. Since Genie said they are not all evil. We can work on making a good pirate ground stronger for setting a precedent or something much more.

We don't have to do much with that set up. Just be a hero with a great smile to win people over.

Mayor (current main goal) and businessman (is now supported by our co manager) go hand in hand for our hero type. Since they use our social skills and leading. The archaeologist part was odd, but paid off for the hero (by luck). So I doubt we will personally do it more, well solo away. After all we got a team of think tank people to looking into that now and the crew. So that is keeping to the hero type just fine, I believe.

Soon we will have a good crew and can really start making this system a better place for the colony. That hard part will be if we want to make deals and back stab some groups. Personally I just want to gather a lot of people like the monster hunt and clear the system planet by planet.
>>
Guys can I make a suggestion. Dont roll while linked to talking because you have a 50/50 of making us crit fail
>>
Rolled 86 (1d100)

>>1533857
Never the blessing must be given freely and with open arms.

Also it's a good way to get things moving when there is little actively on the player side.
>>
Rolled 86 (1d100)

>>1533827
>Back a group we like
>>1530439
>Get fresh-faced recruits and provide them equipment and ships

Do you want to make deals with existing groups, or form our own pirate group? You're sending mixed signals here.

>>1533924
Yeah, basically this. I might be more careful if there was actually life here.
>>
>>1533979
Nearer goals are to back a group.

>>1530439
>pirates for later gained ships
That will be later. Once we start growing our system fleet. After all it good to have your own troops for cost and trust.

If you still want to sell the gear we can at least look in detail to see what's worth keeping. So we don't pay more later.

Otherwise sorry for confusion on having goals for now and later. Based on current gear, player interest, and resources.
>>
Rolled 27 (1d100)

>>1529389
Your attempts to calm things down...fails massively. As now aren't they only still argueing they are claiming your taking the other side and it doesn't take long before fists start flying. Guns are drawn and about to be fired.

As you see a brawl start to break out....Ahbr meanwhile looks at you and says "you know what I think I didn't think you meant it this soon...NICE!" Proceeds to give you a thumbs up as you ponder what you did so very wrong...you tried to be reasonable and friendly.

What do?
>Pick a side
>Beat both sides up
>Stop being the reasonable diplomat
>Watch the show
>Other?
>>
Rolled 38 (1d100)

>>1538558
>watch the show
Maybe eat something while we are at it. Do we have lawn chairs or those foldable chairs people take camping? If we have something like that we should totally bring out one for us and one for abhr and enjoy the show.
>>
Rolled 13 (1d100)

>>1539174
Vote
I don't see any better way to deal with this, so might as well.
>>
Rolled 63 (1d100)

>>1539174
>>1539202
A whole pile of fucks, not giving a single one? For sure. Vote.
>>
Rolled 28 (1d100)

>>1538558
>Stop being the reasonable diplomat
Be an outsider diplomat.

That nano control should add some nice effects.
>>
Rolled 48 (1d100)

>>1539174
>>Other?
Fuck it ok sure..don't even be subtle about it, just drag a chair letting it screech along the floor. Loud pack of chips, radio on to some happy tune. Just kick back and relax. If they start anything let Ahbr quick draw them into submission
>>
Rolled 66 (1d100)

>>1538558

"Look here you two. You're both going to chill the fuck out and tell me what's going on here...or I'm going to have my badass bot friend here defuse this situation with HIS signature style."
>>
Rolled 69 (1d100)

>>1539433
I love the execution rust, let's do it
>>
>>1539433
If we are gonna sit it out. May as well go all out.

I still would like to back scare tactic viva outsider mode.
>>
Rolled 99 (1d100)

>>1539789
>>1539433
>>
>>1539795
nice




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.