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You are John Hoelscher, a Chaos Artificer living in the port city of Shirahoro, and you're on your way to stop by the local branch of a crime syndicate you're tangentially associated with in order to finalize a job offer.

It's unusual for you to get this hung up on work, but most jobs don't involve going out to what's left of a Blight-infested wasteland in order to investigate some kind of ancient Rune or Sigil; you weren't exactly focusing on figuring out what it was when it filled the room you were in with pure Blight. Either way, the simple fact that Archmage, easily one of the most influential and dangerous individuals you know, is the potential patron this time is the only reason you're humoring it.

Still, you pull your coat around you tighter as you make your way through the cold streets of the Water District. It's only been getting worse as the season's gone on, though the snow hasn't been piling up quite yet; you'll be in need of a new pair of boots when it does.

Coming up to the Genovese HQ, which is back to looking more like a slightly shady business building rather than a military compound, you nod to the two gentlemen standing outside the front door and head inside. The interior is no different than any other time you've been here, though the blonde secretary that's normally around isn't here.

Assuming you're to be expected considering they didn't turn you away at the door, you head over to the stairwell, take it up to the third floor, and walk to the meeting room where every other deal between yourself and the enigmatic mage has taken place.

The crimson magus is, naturally, siting next to a pile of paperwork but he does look up upon your entrance, his eyes unblinking behind his glasses, "John, to what do I owe the pleasure?"

Grabbing a chair as you get near the table, you seat yourself down before responding.
> Accept the job
> Decline the job
>>
File: Mura_AtWork.png (394 KB, 616x586)
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394 KB PNG
Character Sheet: https://docs.google.com/document/d/1lvqwQrtQ_YFvsVdcKJbSEAgpyZi9QrfJfnh_UDzvPKw/edit?usp=sharing
Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Artificer%20Quest
Twitter: https://twitter.com/Storyteller_QM
Discord: https://discord.gg/WA5wRv3

>>2940588

Apologies for the delay everyone, had the slight issue of a tire shredding on me while driving, but I'm back now though thursdays and fridays are still busy for me.

Regardless, and this is going to be meta so I'll be blacking it out, this is the plot line for getting that golem fully functioning, so consider that when making your vote.
>>
>>2940595
You are going to browbeat is into returning to bo Shan, aren’t you
>>
Also did we at least outfit the city guard with gauss rifles so that Sun doesn’t chalk us up to 100% mafia man category?
>>
>>2940595
> Accept the job
In for a penny, in for a golem
>>
>>2940588
>Accept
>>
I'm gonna give it another 5 mins before calling it.

>>2940602
>>2940608

Getting a working golem was a goal for this quest set back in August of last year; gotta give 'em that chance. It could also be worse, after all you could be going to Bo Shan to fight Corrupted Sierra back in the ruins of her old bar.

On the topic of gauss rifle distribution, John's only recently made his own working version of one and actually hasn't mentioned to anyone what he's now capable of producing.
>>
>>2940588
>Accept the job
>>
>>2940875
>>2940671
>>2940657

Accept it is.

Writin'
>>
>>2940588
>> Decline the job

Not even sure why I'm saying no. I just get the willies from it.
>>
>>2940860
.....you play with my heartstrings story T. I do not approve, yet my angst boner wants more.
>>
>>2940916

Consider it a Future You Prevented.

Although, maybe as a bit of a Halloween Special I could run a kind of boss rush, where John kills off Corrupted versions of the main cast. 'The John that Could Have Been' has a ring to it.
>>
Sorry about the delay, my main computer's having issues with graphic's drivers that I'm trying to solve currently.

>>2940588

Staring back across the table at Archmage, you give him a hard look, fishing for any sign of deception or anything that would give you a real reason to turn this down. You've dealt with people trying to swindle you, both above and below the board, in the past and they've always given away their deal in one way or another.

Sadly, you're not getting a shred from the middle-aged man. It doesn't quell the uneasy feeling you have, but at least you can be reasonably assured that the bastard isn't going to try to choke you out.

Again.

Without anything more you can do, you lean forwards a hair and say your piece, "I'm here to accept the job, and hear more of the details of it."

There's a twitch of what could almost be relief that flashing through his features, before he firmly nods, "Good. Final preparations for the trip will be done within two days. Once they are, we'll be traveling to Maltron before walking the rest of the way to Bo Shan. Getting to the Ruin from there won't be an issue, I presume." Rifling through a few papers, Archmage pushes a sheet you recognize as the one containing your 'forwards payment'.

> You have obtained: Anti-Magic Rune Blueprint!

"It won't; I remember the way," Not that you could really forget that in the first place.

Now what?
> Ask how exactly you're getting to Maltron
> Ask if anyone else will be joining for this 'expedition'
> Ask why he's so interested in this Rune
> Ask something else
> End things here, head back to your shop
>>
>>2941376
>> End things here, head back to your shop

We're at least going to make a better fucking armor set.
>>
>>2941376
>> Ask how exactly you're getting to Maltron

NO TRAINS. TRAINS ARE THE DEVIL.

>> Ask if anyone else will be joining for this 'expedition'
>> End things here, head back to your shop
>>
>>2941376
>Transport and rune and who else is coming.

I also agree with no trains. and if we need to go on one, i want the back carbose that we can fortify to our standards.
>>
>>2941376
>> Ask if anyone else will be joining for this 'expedition'
>>
>>2941376
>> Ask if anyone else will be joining for this 'expedition'
> End things here, head back to your shop
armoring up would be nice. Can we have a permanently powered anti magic rune integrated into our armor?
>>
>>2941376
>> Ask if anyone else will be joining for this 'expedition'
>>
>>2941385
>>2941433
>>2941913
>>2942060
>>2942112
>>2944086

We've got some questions before leaving.

Writin'
>>
Posting to show interest.

This Quest is great.
>>
>>2956055
The schedule less so
>>
>>2956055

Thanks man. In regards to your question here: >>2942112 you could have an anti-magic rune permanently integrated into your armor, and with enough power you could have it extend in an AOE around yourself, but just keep in mind that John will be afflicted by having the rune on due to his assimilation with his Aspect making his magic far more pervasive than it was before though it wouldn't be anything crippling and that the AOE would affect your allies as well as your enemies. Really, the only person who wouldn't be limited by it would be Dutch as he's the only person in this quest to have less raw magic and magical potential than John; only having just enough to still have a soul but literally not a drop more.

>>2956966

That's on me, no excuses. I'm not going to be able to do it anywhere near as much as I did back when I started, but I'm definitely going to get back into running on my phone during my break at work. It's not much, but if I can get momentum going again it'll help.
>>
>>2941376

Tucking the newly acquired blueprint into your pocket, you speak something that's been bothering you for a while, "Archmage, I'm assuming the best here, but I still have to know: what exactly do you want out of this exploration?"

"We did have a conversation about this before, John, though it's understandable that with all that's occurred you've forgotten," There's not quite an air of superiority behind the magus, but considering how he normally acts it's a pretty prevalent undertone. Taking a second to clean his glasses, the middle-aged man regards you coolly, "As dangerous as these ancient technologies and techniques may be, the study of them is paramount to the continued existence of our current civilizations. Now, if this truly is a working example of a Teleportation Rune, it is simply invaluable; all records that aren't locked within a Haven City are incomplete and all attempts to complete them have failed. To finally solve that particular riddle..."

He trails off there, looking down and to the side as if you're not even there. Coughing politely, you decide to move things along, "So, other than you and me, who else is joining us on this trip?"

Your shift in subject neatly gets Archmage back on track, as he glances over one of his numerous piles of papers before responding, "Well, Catherine is coming along to aid me in researching the sigil and Dutch will be there to provide support in the event of combat. Oh, and the Andersons have been working on getting our transportation ready."

Wait a minute...

[1/2]
>>
>>2957631

[2/2]

Thirty minutes later you can still feel the vein in your head throbbing away at the news that you'll be taking the 'confiscated' Gambino Train out to Maltron. Sure, Naofumi and Sarah are going to be in charge of keep the machines running, and it's been completely reserved for your own use, but you're still not happy about the prospect of riding that living death trap.

Resisting the urge to stomp into your shop, on the off chance that you'll need to appear professional in the near future, you unlock the front door and head for the workshop.

You've got the remainder of this day, its around noon currently, and all of tomorrow before you leave the next morning to prepare. That upgraded rifle is in working order, and has a good amount of ammunition to boot, but it might be a good idea to get some practice in on it if you're going to be using it for this job. On the other hand, there's a few projects that you could work on, one of which is replacing Dutch's Clockwork rifle with the tech you're now able to utilize.

And then there's the fact that you still need to rebuild your armor since all that's left of your previous EXO is a smoldering pile of scorched metal and your heavy pistol that simply ceased to exist in the same attack that totaled your armor.

Now what?
> Work on a project (Armor, Heavy Pistol, Dutch's Rifle, other?)
> Train with your weapons (Gauss rifle, Broadsword, Unarmed Fighting, other?)
> Train your magic, you need more control over it
> Other
>>
>>2957632
>> Work on a project (Armor)

No, seriously, we need to make sure we're not a soft target considering how our excursions usually go.
>>
>>2957632

> Work on a project: Armor

I'm sure we can get some target practice in on the train, though, we should at least make sure the thing fires without exploding
>>
>>2957632
Work on our armour, then I suggest getting our aspect under control because that double edged sword cost us adrenaline surge to stabilise. If we fuck up thanks to lack of training then it will have been a waste of a good spell.
>>
>>2957632
>Work on a project: Armor
>>
>>2957632
>Work on a project: Armor
We need to make it harder than it was last time.
>>
>>2957635
>>2957637
>>2957883
>>2957984
>>2958038

Armor it is.

> Roll me four 2d100’s. I’ll figure out what the modifiers should be after the rolls come in.
>>
Rolled 90, 23 = 113 (2d100)

>>2958262
>>
Rolled 37, 14 = 51 (2d100)

>>2958262
>>
Rolled 8, 16 = 24 (2d100)

>>2958262
>>
Rolled 5, 12 = 17 (2d100)

>>2958262
what could it have been i wonder....
>>
>>2958272

Brilliant design, atrocious execution?
>>
>>2958389
Depending on the modifiers, brilliant design, meh execution.
>>
>>2958272

Alright so that’s a 90+30+10+5+2 for a total of 137 and a 23+30+10+15+5+2 for a total of 75.

Well, getting Dismantle has certainly paid off in spades.

Writin’
>>
>>2958527
superb, still pretty good.

No master work, but we can't have everything
>>
>>2958542
There's no fun in being absolutely perfect. I guess.
>>
>>2958559
Tell that to Greed
>>
>>2957632

If your last job has taught you anything, its that the difference between life and death can be decided by nothing more than the armor you wear. Your previous EXO, while easily the greatest piece of armor you've ever created, failed right in the middle of an extremely dangerous situation. Granted, it did allow you to survive something that really should have annihilated you, but at the end of the day it still failed and nearly cost you dearly.

It's an issue that you're going to take care of here and now.

Pulling out the pages upon pages of blueprints that compose your usual armor designs, the improved internal servos, and the scribbles that make up Hidia's recommendations, you start by creating a much more coherent design that pulls from all of these various parts; it's certainly ambitious if nothing else.

With the planning done, you move onto hauling out the piles of ingots you're going to need. Once you have a reasonable approximation of the amount you'll need, you get to work on forging it all into alloy. It's a long, repetitive process, involving forging and reforging the metal over and over again, but considering the improved characteristics of it over iron it's worth the cost in both coin and time.

The armor plating comes first, carefully working to make sure they properly interlock as well as can accommodate the machinery and electronics that will be secured within. The hours pass by, the pile of plating growing larger as they pass.

Next up comes the servos, forcing you to stow away your forging hammer in favor of your fine-work tool set, as the delicate internals require nothing less than severally time-consuming work to create properly. Time melts away as you do so, working away at each individual piece between referencing your notes and reheating the metal in your arc furnace.

You only realize just how long it's been since you started working when Sierra comes back in from work, to which you give her a kiss goodnight before heading back down to the workshop. With all the parts you need manufactured, and the electronics and magitech already in your possession, you begin assembling the armor like a massive puzzle.

[1/2]
>>
>>2964646

[2/2]

Fatigue is beginning to set in at this point, an itching sensation settling beside your eyes as you look between the servo you're assembling and the technical blueprints, but you power through it regardless. There's no point in stopping now, as you're on the clock and you need this done, but damn if it isn't beginning to irritate you.

The next major part to assemble is the mana reactor that'll be powering this entire mess, which you thankfully still have the components for. Grabbing a mana storage crystal from your crate along with several smaller conduits to set up the array, you get the power source set up enough to begin the slow process of self-generating before moving on.

Pulling up the finished armor plates, you grab your toolbox, Multitool, and the finished servos. Being careful to avoid warping the moving parts by getting too close with your Multitool's welding feature, you spend the better part of the next hour or so combining the armor and servos safely entombed within.

Double-checking your wiring and making sure that nothing is going to result in a short circut, the armor nears completion as you properly slot in the mana reactor and hook it up, resulting in a quick flicker of light within the primary crystal before it stabilizes.

Half-delirious from a lack of sleep, you look over your mostly finished work, going to have to call in Kaizaki tomorrow to make sure the internals will work, before realizing that, thanks to what Froste taught you, you can better utilize the powerful source within your armor.

The only question is what you're going to do...
> Anti-Magic Array: A series of Anti-Magic Sigils strategically placed across the power armor that can be turned on and adjusted with a simple dial located beside the armor's arm display. At minimum the field affects the user of the armor and at maximum the field spreads to a ten meter radius sphere around the user.
> Shoulder Crystal Turret: Based on Froste's Crystal Turret design, this shoulder-mounted turret is capable of alerting the user to incoming attacks and danger as well as firing off mana-bolts capable of incapacitating targets in armor.
> Empowered Conjure Fire Rune: Using the relatively simple Conjure Fire Rune, with adjustments to the activation area and a steady supply of mana, it is possible to create a 'wrist-mounted flamethrower' that projects from the user's left wrist.
>>
>>2964810
>Shoulder Crystal Turret: Based on Froste's Crystal Turret design, this shoulder-mounted turret is capable of alerting the user to incoming attacks and danger as well as firing off mana-bolts capable of incapacitating targets in armor.

We War Machine now.
>>
>>2964810
> Shoulder Crystal Turret

Okay so the Anti-Magic Array sounds good at first glance, but the problem there is

>affects the user of the armor

Meaning that while it'll blank out any negative effects easy, it'll also mean anything positive isn't happening either.

Flamethrower would be nice vs Blight, which may come in handy where we're going, but might end up useless later on.

Turret is a solid choice in general for an early warning system and extra bang for your buck.
>>
>>2964810
>> Empowered Conjure Fire Rune: Using the relatively simple Conjure Fire Rune, with adjustments to the activation area and a steady supply of mana, it is possible to create a 'wrist-mounted flamethrower' that projects from the user's left wrist.
>>
>>2964810
Well, The rune brought blight to us. Blight is weak against fire. Fire is an AOE but can fuck us over in confined spaces like the rune room. so no

Anti magic looks good, But again we have a lot of fucking casters with us and out ace is a magic Trap card. so we effectively make a lot of our friends useless unless we are fighting in the front near enemies, that their magic can't hit anyway because we are there.

so the only real choice is Shoulder turret.
>>
>>2964860
https://www.youtube.com/watch?v=CRMcvh5vfPk
>>
>>2964810
what does the anti magic actually do though?
Remove magical snares?
Negate magical projectiles? (lets through magically propelled projectiles, i.e. Jedi-thrown heavy objects)
Disable magical traps within area of effect?
Negate magical AOE effects (but doesn't stop for instance a magically conjured poison gas as long as it doesn't need magic to stay toxic?)
>>
>>2964810
>Shoulder Crystal Turret: Based on Froste's Crystal Turret design, this shoulder-mounted turret is capable of alerting the user to incoming attacks and danger as well as firing off mana-bolts capable of incapacitating targets in armor.
We're integrating shields already right? We kludged them on the last one if memory serves.
>>
>>2964863

The 'Self-Only' setting of the Anti-Magic Array would aid with rolls made to maintain control over John's Aspect when it begins to slip; just something to consider.

>>2964990

Shields are included, just forgot to mention them.

>>2964986

All active magic effects within the AOE are instantly ended.
Projectiles made of magic become undone while within the AOE, but non-magical projectiles launched by magical means are unaffected.
Disables magical traps while within the AOE.
Magical AOE that overlaps with anti-magic AOE is disabled only within the overlapping area. In that example, if the poison gas was being created by a spell it would be dispelled while the source of the spell is with the field.
>>
>>2965097
Hm, sounds pretty versatile. Gonna vote for antimagic suite.
>>
>>2964810
>> Shoulder Crystal Turret: Based on Froste's Crystal Turret design, this shoulder-mounted turret is capable of alerting the user to incoming attacks and danger as well as firing off mana-bolts capable of incapacitating targets in armor.
war machine
>>
>>2965097
Hmm.......it grants us aspect control, but too many uses will kill us anyway...
>>
>>2965097
>>2964810
> Anti-Magic Array: A series of Anti-Magic Sigils strategically placed across the power armor that can be turned on and adjusted with a simple dial located beside the armor's arm display. At minimum the field affects the user of the armor and at maximum the field spreads to a ten meter radius sphere around the user.
Blight/Aspect is the biggest threat to us. Magic is the second biggest.
>>
>>2965453
The problem I have with the aspect is that it will start itself. Too many uses will indeed kill us; we don't want it starting itself.
>>
>>2964810
>> Empowered Conjure Fire Rune: Using the relatively simple Conjure Fire Rune, with adjustments to the activation area and a steady supply of mana, it is possible to create a 'wrist-mounted flamethrower' that projects from the user's left wrist.
BURN THE BLIGHT OUT
>>
>>2965453
>>2966820

The act of using his Aspect won't kill John, but rather losing control over it and having the resulting rush of Primordial Chaos extinguish his soul in a manner similar to a flame-out is what'll do it.

>>2964860
>>2964863
>>2964880
>>2964990

Crystal Turret it is.

Writin'
>>
>>2964810

After working on the final, and probably most valuable, defensive measure, that being a configuration of 'shield crystals', you're reminded of the basic Crystal Turret that you used to get that clockwork-turret to properly acquire targets. From Froste's explanation, it sounded like she used to use them alone as a defensive measure. Granted, having them be fixed would make it far easier to feed enough mana into them to be lethal, but with the crystalline cables the elves in question showed you how to make, you might just be able to miniaturize it to be integrated in your armor while not losing out on effectiveness.

And that's why, as the sun begins to creep over the horizon, you're sitting in your workshop, barely still awake from the night's work, aside from your finally finished armor. It was absolute hell to make, but considering the outcome you can't complain much.

Even if it did cost you an arm and a leg to make.

> You have created: 1 Mastercraft Quality Powered Medium EXO Set (Backpack Comm Network, Internal Servos, Integrated Crystal Shields, Left Shoulder Mounted Crystal Turret)!

> You have lost:
> 75 Units of Iron!
> 1 Medium Mana Storage Crystal
> 1 Small Mana Storage Crystal
> 4 Small Mana Conduits
> 1 Medium Antenna
> 1 Tiny Microphone
> 1 Tiny Speaker
> 0.5 ft^2 of Insulator
> 0.5 ft^2 of Conductor

The good news is that you won't need to build another set of armor in your lifetime. You even managed to fit in your old plans for having a portable Comm Network; a good thing considering just how valuable being able to speak to one another even from afar is. Thankfully, making another magitech gauntlet integrated into the right gauntlet wasn't even a challenge at this point, but you are going to have to call in Kaizaki to make sure things work properly.

The bad news is that you're almost entirely out of raw material to work with, the sheer amount of it needed between the armor plating and internal servos severally depleted your stock. But that's a problem for later, as you stumble upstairs, change out of your sweat and grime covered clothing, and barely get horizontal next to Sierra before you're unconscious.

It's not until hours later that you wake up, by far the latest you've slept in for some time, but it is nice to have a quiet late-morning with a certain elf.

Sadly, you do only have another day until you're leaving Shirahoro, which means you need to keep moving.

Now what?
> Go get more material and continue working in the workshop (Heavy Pistol, Dutch's Rifle, Clockwork Turret, Other?)
> Train with your weapons (Gauss Rifle, Broadsword, Unarmed Fighting, Other?)
> Train your magic, you need more control over it
> Other
>>
>>2973568
> Train with your weapons Reloading drills, reloading drills for for everyone!
>>
>>2973568
>Train with your weapons
Gauss Rifle
>>
>>2973568
>Train with weapon for a few hours

then we should try our magic i think especially if we make a room with a giant anti magic room in it
>>
>>2973568
>> Train your magic, you need more control over it
>>
>>2973623
>>2973820
>>2974151

Rifle training it is.

Writin’
>>
>>2973568

Looking over your workshop, after shooting a message off to Kaizaki to stop by today, looking for what to do next, your gaze falls to the completed Gauss Rifle that sits on a corner of your work table, shoved off to the side to make room for the small mountain of blueprints you had out the previous night. Now that you think about it, it’s been a while since you’ve used a proper rifle and you should really do some brushing up on your skill.

The simple fact that this is the first one you’ve made that doesn’t utilize Clockwork technology in it helps immensely in convincing you to go out and shoot. So, after grabbing your lockbox and depositing the weapon within, you say goodbye to Sierra before heading out.

The chill of the last few days has lessened slightly, though there’s still a layer of frost covering everything that crunches as you walk out of Shirahoro and into the nearby forest.

Giving yourself a couple of minutes of separation from the city proper, you pull back out the Gauss Rilfe and get to work.

> Roll me three 1d100’s please
>>
Rolled 3 (1d100)

>>2974582
>>
Rolled 49 (1d100)

>>2974590
For love and elfs
>>
Rolled 91 (1d100)

>>2974582
for trying to survive
>>
>>2974642

That’s a 91, Success.

Writin’
>>
>>2974582

Looking over the rifle, you spend a minute or so just getting used to the weight and feel of it, making sure to memorize the locations of the safety, release, and the coil power control. With that done, you grab your lockbox once more and pull out a single loaded magazine.

First things first, before you even thing about firing, you practice loading, unloading, and reloading the rifle. It’s a fair bit different from your Clockwork Rifle, as the magazine itself is a good centimeter and change wider to accomidate the longer rounds, but you quickly get a handle on it. Aside from that, you’re happy to note that everything seems to be working properly, as the mag doesn’t so much as twitch once it’s locked in. Satisfied with that, you cock the rifle, take careful aim at a tree, and fire.

And then promptly stop firing when the singe round blasts a hole straight through the trunk, sending bits of bark and wood flying in both directions. You have to spend a moment looking around for a large rock that’s jutting out of the ground as a new target before continuing to fire, just to make sure you won’t destroy it in a few shots.

A full magazine, and a large rock covered in bullet holes and hairline fractures, later, you’re more than happy with the performance of both yourself and the weapon. Thumbing the release, you drop the empty mag into your lockbox before the rifle follows it.

From there, it’s an hour’s walk back to your shop, the sun off to the side of the sky though you know from experience that’s as far as it’ll go during this time of the year.

Brushing the frost from your clothing, you enter into your workshop and think on what to do next.

Now what?
> Choices here: >>2973568
>>
>>2974756
> Go get more material and continue working in the workshop (Heavy Pistol, Dutch's Rifle, Clockwork Turret, Other?)
Turret!
>>
>>2974756
> Train your magic, you need more control over it

Probably will be an issue later.
>>
>>2974756
>Train magic

Then we will need to deal with dutches weapons
>>
Is Sierra Göringa with us? In either case making a communicator or, barring that, a memento for her might be worthwhile.

Also do we have spider drones? How about spider drones with portable aoe anti magic fields?
>>
>>2974825
Going*

Fuck off nazi autocorrect
>>
>>2974756
>Go get more material and continue working in the workshop
Turret
>>
>>2974825
>>2974829

You can make a comm-unit that works with your backpack, but any existing units can use the network by setting to the correct frequency.

On the topic of spider drones, you still have the one that was made before the crossover, but their chassis are too small to support the mana reactor + set up of cables and sigils required to make a substantial anti-magic aoe.

>>2974798
>>2974800
>>2974809
>>2974843

Turret and magic are tied; I'll give it another ten minutes before rolling to break.
>>
>>2974756
>Go get more material
Turret
>>
>>2975060
>>2974843
>>2974798

Turret it is.

> Roll me four 1d100+42's please
>>
Rolled 33 + 42 (1d100 + 42)

>>2975154
it feels good to be a master.
>>
Rolled 64 + 42 (1d100 + 42)

>>2975154
>>
Rolled 80 + 42 (1d100 + 42)

>>2975154
Nice mod
>>
Rolled 55 + 42 (1d100 + 42)

>>2975154

Rolling for the 4th spot...
>>
>>2975178
>>2975163

And to think, way back during the Welcome to Shirahoro Arc, John used to roll 3d100 flat for crafting.

>>2975178

That's a 122, Success.

Writin'
>>
>>2975455
Ahh, how times do change
>>
>>2974756

Now that your armor's finished, and you're confident that you'll have no issues using your newly-made rifle, the next item that comes to mind is one that'll add a good amount of defensive capabilities; it's a turret that you, Hidia, and Froste designed using an absurd amalgamation of metal, magitech, and crystaltech. You vaguely remember their boss mentioning that she used it during the dive, but you're not too certain on anything that happened at that point in the job.

Either way, you've still got the blueprints here to make it; only issue is that you need to go and buy more supplies from a guy you haven't visited in quite sometime. Of course, you're sure he doesn't mind considering just how much coin you've passed his way.

> You have lost: 75 Silver Coins!

> You have gained!
> 55 Units of Iron!
> 4 Small Mana Storage Crystals!
> 2 Tiny Mana Conduits!

Placing the heavy crate laden with metal and magitech next to the other empty ones on your workshop floor. You'll move the metal you don't use over to the remains of the old pile later, but there's no reason to move the magitech since you'll be using all of it here and now.

Flipping on your arc furnace, you start as you usually do by making the components, namely the superstructure of the turret itself and the two clockwork rifles that'll function as it's main armament. In the future, you muse to yourself as you idle create the two firearms, you'll swap them out in favor something utilizing the new firing mechanisms to make it more reliable and maybe even use the gauss tech you're getting the hang of but for now, considering you still have ammunition lying around for them and just how cheap the weapons and rounds are compared to what your personal rifle is and uses, you're sticking with clockwork.

At some point during the process, Kaizaki stops in, his usual smile on full display that only widens when you flip him a gold coin and motion towards your armor. Neither of you say much to one another after that, the dark-haired Easterner fully engrossed in setting up your armor's software properly while you get to laying out what you've manufactured before you put it all together.

The small mana reactor comes first, then the wiring, then the inclusion of a small shield crystal, before you get it all attached to the superstructure. This is where the tricky part comes in, as you have to set up a very low-power crystal turret so that its targeting also outputs to the turret proper. Thankfully, as you remember how you set it up originally, that's not too much of an issue; only that it takes a while to do. From there, you hook on a transponder which'll allow you to take control of the turret manually and, more importantly, know if it's still online or not.

As you wait for Kaizaki to finish up on your armor, you spend the time crafting as much ammo as you can for the rifles.

[1/2]
>>
>>2975560

> You have created: 1 Excellent Quality Automated Portable Turret (Twin-Linked Clockwork Rifles, Remote Control)!

> You have lost!
> 30 Units of Iron!
> 4 Small Mana Storage Crystals!
> 2 Tiny Mana Conduits!
> 1 Small Motherboard!
> 1 Tiny Transponder

With that taken care of, and the cheerful Eastern's confirmation that things are all set for your armor, and turret for that matter, you give him a quick wave goodbye before collapsing down your newly-made turret and sliding it right into your lockbox.

You don't think you'll ever get used to seeing that, but at least you know, for certain, that you made it properly. Taking a quick look outside, and noting that the sun is going down by this point, you consider what to do next. Considering that you need to be up bright and early for tomorrow, you only have time for one more preparation before you need to nod off.

Now what?
> Go get more material and continue working in the workshop (Heavy Pistol, Dutch's Rifle, Other?)
> Train with your weapons (Broadsword, Unarmed Fighting, Other?)
> Train your magic, you need more control over it
> Other
>>
>>2975566
>> Train your magic, you need more control over it
>>
>>2975566
> Go get more material and continue working in the workshop Dutch's Rifle,

Might as well get it out of the way, he's coming with us anyways
>>
>>2975566
>Make dutches rifle

I mean, we can train magic when we are on the train can't we?
>>
>>2975577
>>2975584

Rifle it is.

> Roll me four 1d100+47's and four 1d100+62's please.

> Gonna go make dinner now. Thread's about to go off the board, but I've got it archived already and all I need are those rolls before I start the next one.
>>
Rolled 26 + 47 (1d100 + 47)

>>2975611
>>
Rolled 96 + 47 (1d100 + 47)

>>2975611
First roll
>>
Rolled 28 + 62 (1d100 + 62)

>>2975611
second roll
>>
Rolled 61 + 47 (1d100 + 47)

>>2975611
number one
>>
Rolled 67 + 62 (1d100 + 62)

>>2975611
number two
>>
Rolled 59 + 62 (1d100 + 62)

>>2975611
>>
Rolled 21 + 47 (1d100 + 47)

>>2975611
looks like we need another 47, but I doubt I'll top >>2975614
>>
That +62 should really be a +57, oops.

>>2975614
>>2975643

Either way, that's a 143 for Smithing and 124 for Building, Success.

[ARTIFICER QUEST PART 21 END]

> Next thread up soon.





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