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Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Malfunction%20Quest

Looks like you're wanted in some fashion now. Well you're not exactly keen on discovering why. Your saw tears into the walls as you decide that taking an alternate, less noticable route would be a good idea. Kicking through the paneling, you stride into maintenance and take a quick check of your surroundings.

Your sensors tell you a little bit about this place. There seems to be some sort of divide in the population density here. A sort of border between two skirmishing sides. You've got a clear goal in mind now with the coordinates for this floor's pillar and some manufacturing equipment of some kind if you can, but there's still the problem that it's quite a ways out, and it's in the middle of a veritable hive of activity.

>Head straight for the pillar through the maintenance hallways
>Move up a bit and break out into a less populated room
>There's a single active construct in maintenance nearby, what are they up to?
>>
>>3994302
>>There's a single active construct in maintenance nearby, what are they up to?
>>
>>3994302
>Move up a bit and break out into a less populated room
>>
>>3994302
>Investigate the nearby single active construct
>>
Well, they're hiding out in maintenance just like you, so they must have a reason like you right? You make the walk over through the twisting tunnels moving along and eventually see the unit in question. They're a slim, skeletal figure covered in what looks like a shawl made of heavy cabling. They're just sitting there on the floor rubbing something against their head... Is that a magnet? Soon though they take notice of you, but all they do is simply put the magnet down and wave at you.

>Ask them something (Write-in)
>Leave them be and move on
>Other?
>>
>>3995939
>Ask them why they're magnetizing their head.

I hope that's not where their main processing unit is located...
>>
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"Why are you... Magnetizing yourself? Isn't that a bit detrimental to your integrity?" You ask, a bit perturbed.

"It provides quite a pleasant buzzing sensation. I often do this to my secondary memory drive. It's not like I keep any important things in there." The cabled figure shrugs. "You should try it yourself some time, comforts are important."

"I'd rather not..." You decline.

"A waste of good time and system integrity." L-C23 adds in.

>What's happening on this floor?
>Do you know where some manufacturing equipment is?
>Another question... (write-in)
>Leave them to their magnetism
>>
>>3996129
>>What's happening on this floor?
>>
>>3996129
>What's happening on this floor?
>>
>>3996129
>>What's happening on this floor?
>>
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"Ah, so you're not one of the separatists. I suppose it would be strange that you would be wandering around here with an engineering drone." They pause and tilt their head back for a moment. "Well since you're one of the newcomers from the scrapyard, i'll make it simple. A majority of this floor is under the control of someone calling themselves the Quartermaster. A real hoarder that's trying to completely monopolize all manufacturing capabilities and recycling facilities on this level and keep it all to themselves. Really likes their decorations too."

"And the separatists you mentioned?" You ask

"Oh those guys. They're essentially just everyone else who's organized a sort of rebellion and doesn't want to be ruled by them. There's also just randoms like you and me who aren't really on a side. I'd suggest you move up quickly since your friend there is going to attract attention, but well... There's the chemical plants you'd have to deal with above." They explain before picking up a pipe-like contraption and fiddling with it.

>What's wrong with the chemical plant?
>I need to get somewhere in the Quartermaster's territory, do you know how to get through safely?
>Another question... (write-in)
>Move on
>>
>>3997215
What's wrong with the chemical plants?
>>
>>3997215
>>I need to get somewhere in the Quartermaster's territory, do you know how to get through safely?
>>
"Oh right, you probably wouldn't know about that. Well calling them chemical plants now would be a misnomer I guess. The entire place is more like an ocean now than a proper industrial area. You'd need a boat or something to get anywhere up there unless you want to try floating in that stuff." The friendly construct rattles on. "As for getting in through their territory, you have a few choices. First up is giving up your engineer buddy there, in exchange for whatever it is you want, which probably isn't something you want to do. Second is helping out the separatists but they'll probably stab you in the back for your friend yet again. Lastly is sneaking in on your own and doing whatever it is you want yourself, but I think you can see the problems with that as well."

>Ask another question
>leave and get to work on something else
>Try to persuade them into helping you
>>
>>3997642
>>leave and get to work on something else
sneak in to the Quartermaster's territory.
>>
You've got some information now and you've spent enough time here. You say your goodbyes to the fellow and leave them to keep breaking their memory drive in peace. One way or another you need to get to that pillar. It's been at the back of your mind but everytime you stop for a moment you feel anxious, like you need to hurry up. Still that doesn't mean it's going to be easy. This floor is a lot more populated than the scrapyard.

Choose a path
>Shortest: Highest risk of encounters but it's a straight line to the pillar
>Middle: A compromise between speed and safety
>Roudabout way: Lowest risk of getting found, but it's a pretty long way

Method of advancement
>Scrounging: Take bits and pieces of material from rooms as you go
>Focused: Ignore the loot in favor of stealth and speed
>>
>>3998425
>>Roudabout way: Lowest risk of getting found, but it's a pretty long way
>Scrounging: Take bits and pieces of material from rooms as you go
>>
>>3998425
>>Middle: A compromise between speed and safety
>Scrounging: Take bits and pieces of material from rooms as you go
>>
>>3998425
>Middle & focused
>>
Rolled 16, 20 = 36 (2d20)

Seems Middle ground and scrounging wins out. Roll me a 1d100 best of three
>>
Rolled 41 (1d100)

>>3999241
>>
Rolled 75 (1d100)

>>3999241
>>
Rolled 60 (1d100)

>>3999241
>>
>75, Great success

You spend a while charting out the paths you'll take and get a move on. The layout of maintenance is fortunate for you so far, allowing you to easily dodge several patrols. At one point a skirmish broke out between the a group of separatists and watchers allowing you to make a break through the main hall for a moment and shave off some time. Eventually you reach an area with relatively sparse population and pick a room to break into finding...

>20, crit success!

A somewhat startled engineer drone, a pile of materials, and most importantly a CNC milling machine! For a moment they look like they're about to flee out of surprise, but L-C23 convinces them to stay with some strange coded talk. There's a lot of technical terms and raw numbers that mostly fly over your head as they converse. Eventually they calmly go ahead and leave through the hole you came for, quickly scuttling off.

"They won't be exposing us. I think I have some ideas after talking to them as well. I can do some quality work with this machine."

>1 material gained.
>Having a CNC machine doubles material potential

6 Upgrade points available!
>Body
>Sensors
>Capacitor
>Industrial saw
>Rivet gun
>Winch and harpoon
>L-C23's project (2 materials
>(Write-in)
>>
>>3999796
3 into capacitor. For direct plugs into our rivet gun and saw.
3 into body, 2 for improved arms for aiming and sawing. Upgrade a leg to magnetize on will or, on program.
>>
>>3999796
>>Body
>>Sensors
>>Capacitor
>>Industrial saw
>>Rivet gun
>>Winch and harpoon

+1 on each. Lets stay well rounded.
>>
>>3999796
>All six into harpoon

Robot whale hunting time
>>
Capacitor Level 2 - Boost circuits: A system of wiring and fine tuning of your overall frame enables a temporary boost to a targeted piece of equipment. Only one boost can be maintained at a time.

Body Level 3 - Bolstered limbs: Your arms and legs have been padded with extra plating and had new servos installed. Can be boosted to increase strength and speed.

Harpoon and winch Level 2 - Shock harpoon: The spear has been sharpened and the cable has been laced with conductive cabling. When used with the Capacitor it can emit a high voltage shock to anything it's attached to.

>Continue on
>One more thing...
>>
>>4000700
>Continue on

Also checked
>>
>>4000700
>>Continue on
>>
Rolled 19, 4 = 23 (2d20)

One might think that being remodled would be an unnerving experience, but having your parts be replaced with stronger, newer ones is a pleasant feeling. Almost addictive in fact. But well, that's enough of that. You still need to move and staying in one place ins't too great here. Eventually someone is going to check this room.

Roll a d100 best of two this time to remain undetected as you move further in.
>>
Rolled 53 (1d100)

>>4001028
That 19 is either super good or super bad...
>>
Rolled 50 (1d100)

>>4001028
>>
Rolled 87 (1d100)

>>4001028
>>
>53, Draw

You're making good heading, but eventually there's a break in maintenance and you have to walk out into the open. Strangely though there's almost no one around this area. The reason though makes itself apparent soon. From what it looks like, the ceiling is leaking chemicals from the above floor. It's practically a downpour, and whats more concerning is the fact that you can hear the droplets sizzle as they slowly corrode the floor. You could just go around the hazard, but there's two big movement signatures coming in your direction on the only roundabout path.

>Brave the corrosive rain and avoid conflict
>Engage the two patrollers
>>
>>4002510
>Engage the patrollers
>>
>>4002510
>>Engage the two patrollers
>>
The corrosive rain is not something you want to trudge through. Besides, who knows how widespread it is? Still, you're in a T-junction out in the open and they have the numbers advantage.

>Combat plan and a 1d100 best of three
>>
Rolled 40 (1d100)

>>4003395
Boost our rivet gun and then fire as many rivets as possible into one of them. Then attack the other one with our saw.
>>
>>4003395
>Harpoon one right off the bat for the intimidation factor and to even the numbers.
>>
Rolled 100 (1d100)

>>4003395
>>4003558
With roll
>>
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You take position up behind the wall of the junction and wait for the right moment, watching the radar and listening to the thudding of their footsteps as they get into optimal range. Lunging to the side and bringing your harpoon to bear you get a sight of your opponents. It's two heavy plated and cubic forms slightly bigger than you The one in the front holding a heavy shield and a large axe, and the other some sort of large gun. They look pretty tough, but you've made you choice now so you adjust your aim slightly and fire.

>100, Critical success!

The harpoon flies true and actually lands inside the barrel of the seconds gun. You active the boost on it and flood it with electricity. It seems they were just about to fire, and to your fortune the gun actually explodes, sending them staggering back in surprise! The frontliner quickly rushes in and swings at you as you dodge aside, raising their shield to block a saw swing.

"Protocol 39, retreat for repairs. I will handle this." They shout out and the other obeys, limping away with their hull scarred with shrapnel and missing an arm.

>Basic harpoon skill developed!

You've take out one right away, the advantage has immediately shifted to you from a single strike.

>combat plan and 1d100 best of 3
>>
Rolled 83 (1d100)

>>4004262
Boost our saw and attack with it.
>>
Rolled 35 (1d100)

>>4004262
>Feint high with the saw, and when he goes to block pop him in the gut with the rivet gun
>>
>83, great success

You send a surge of power into your saw, causing its motor to whine as it goes into overdrive. Shreds of metal fly through the air as you tear into their shield. You leap back to dodge a slow swing of the axe before biting down on it again. They make a frustrated noise before a sudden explosion knocks you away, raking your body with metal fragments. You shake off your daze to see them rushing at you, their shield now a buckler compared to massive slab from before. You leap to the side to dodge a swipe before swinging upwards, earning a spray of coolant as you slash through their axe arm.

Plan and 1d100 best of 3
>>
Rolled 81 (1d100)

>>4006483
They should be pretty much crippled by now? Pew pew them from a distance with the rivet gun.
>>
Rolled 84 (1d100)

>>4006483
>>4006590
+1
>>
84, great success

You lean back and raise your charging rivet gun. The accelerated nails easily rip through their armor as you dance around, avoiding increasingly sluggish swings. Unhindered by weight unlike them, you simply have to wait until a final shot sends them to the ground with a last shudder. Your opponent has been dealt with, but the other seems long gone. You could probably expect to see reinforcements now that they know you're here.

>Spend time salvaging the corpse.
>Move on before you're noticed
>>
>>4006831
>>Spend time salvaging the corpse.
>>
>>4006831
>Move on

After how hard we wrecked him other bot is gonna come back overprepared
>>
Rolled 1 (1d2)

fate decides it
>>
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You killed them through your own skill even when outnumbered, and you will not be denied your reward. You take your time skinning the hardened steel off their frame and pulling valuable parts from their guts. These materials are better put to use repairing and improving your body, and if more come to stop you then they will join them.

>1 material upgrade gained

Time has passed. Roll 1d100 best of two as you continue on toward your goal
>>
Rolled 77 (1d100)

>>4008378
>>
Rolled 32 (1d100)

>>4008378
>>
Temporary distractions asides your mission is still ahead of you. The hallways here seem to be getting more... opulent in a way. Intricate murals are painted on the walls and there's the occasional banner of synthetic cloth pinned for display. You're getting closer to the heart of this place and the increasing sounds of industry and radar activity show it. There seems to be a split into two major areas, plastic reclamation and metal separation. Plastics is pretty packed but you're not too sure about separation, as your radars get screwy when you try to look at it. Must be the magnets interfering with them.

>Move through the plastic reclamation sector
>Choose separation instead
>>
>>4009869
>Metal separation

It's bad vs unknown
>>
>>4009869
>>Choose separation instead
>>
>>4009869
>>Move through the plastic reclamation sector
Metal separation sounds like a bad time.
>>
It's a gamble of the known versus the unknown but you'll take it. Hopefully the disruption in the separation sector can prove useful to you. Along the rooms large conveyor belts carry piles of mangled metals, leading them through massive, powerful magnets to separate the ferrous materials. Dozens of small workers tend to the belts, picking bits out and moving them to other sections and trying their best to ignore you. What stands out the most here however is the decoration. Asides from the ostentatious banners and gilding among the architecture, countless bells are strung from cables and steel wire. Big and small, old and new, made from all sorts of materials, they are everywhere. Regardless there's definitely an abundance of rare metals here.

>focus on passing through. You are vulnerable without your scanners.
>Steal some rare materials away from the belts
>>
>>4011634
>>focus on passing through. You are vulnerable without your scanners.
>>
>>4011634
>>Steal some rare materials away from the belts
>>
>>4011699
>>4009912
>>4006890
Claiming IDs
>>
>>4011634
>Steal shit

Yeeet
>>
I'm the dude who wanted the heated rivet gun. And wanted the capacitor upgrade.
>>
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Why not take what you can get? This place is seemingly unguarded and you need all the loot you can get. The atmosphere of this area is unsettling though, the cacophony of the bells and the overall nauseating sensation of the weak magnetic fields of the lines just leaves you feeling sick. But still, those rare materials call to you. What you do find will be quite useful too, A pile of kettite. It's a strange sort of metal that rapidly sucks up heat from its surroundings and keeps it inside itself, very useful in thermal systems.

>Obtained unique material: Kettite scraps
>Obtained 1 high quality material: High quality materials can be used to upgrade systems beyond level 5 and can drastically change their function and form or create something powerful from scratch. Regular materials convert to high quality at a 5 to 1 ratio

What is strange though is how the workers cower away from you. By the time you look up from your scavenging, most of the nearby ones have outright ran away from you.

"Dodge!" You hear L-C23 suddenly shout at you and throw yourself to the side in a panic as something very large lands between you with a slam of metal on metal as it drops from above. You attempt to get on your feet when a strike to your side sends you flying and smashing into a nearby conveyor. You bring your optics up to spot the ambusher and see what can only be described as a giant metal spider. Easily twice your size, walking on six legs and with a pair of scything steel mandibles. Its body is just as ostentatious as the room you're in, coated in jingling bells. Under a nearby conveyor you see L-C23 nursing a broken leg.

"Vermin! I'll have you mounted on my wall" it screams at you as two mechadendrites unfurl from its back holding small caliber sub-machine guns. This has become a troubling situation very fast. You're supposed to be the one who ambushes!

Plan and 1d100 best of 3 please.
>>
Rolled 72 (1d100)

>>4015549
Power boost our rivet gun and fire at the spider's sub-machine guns to disable them.
>>
Rolled 39 (1d100)

>>4015549
>>
Rolled 50 (1d100)

>>4016184
This
>>
72, good success

You dive behind cover as a torrent of 9 millimeter rounds spray into your surroundings. Power surges into the rivet gun as you move to the side and jump up sending a volley of bolts at one of the turrets. For a moment the first few meet an invisible wall of force, sparking away in a flash of electricity, but their shield can't stand up to your accelerated projectiles. The left gun explodes as a lucky shot pierces the ammo canister, making them stagger and hiss at you as in anger. You weren't completely safe in the exchange though, the right gun kept firing all the same and caught you in the shoulder with a couple rounds shattering the outer plating.

In a fit of rage they start screaming profanities at you as the charge on your position, denting the metal as their heavy legs strike the floor.

Plan and 1d100 best of three
>>
Rolled 58 (1d100)

>>4020437
Attempt to cut off a leg with our saw.
>>
Rolled 99 (1d100)

>>4020437
>Jump on its back and saw off the head
>>
Rolled 30 (1d100)

>>4021806
This!
>>
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With the speed they're moving at you can't get out of the way in time. And with how heavy they look there's no way you're gonna be able to stop them. So you take the third option and go up.
Firing your harpoon to the rafters you push the motor as hard as you can, pulling yourself to the ceiling and releasing once you clear their massive frame. You land on your back and try your hardest to hold on as they thrash around. You raise your saw and start ripping away at their back, shredding away chunks of plating from their body. It's too hard to get a clear vital hit from the struggling they're doing, but you manage to sever the second turret from it's mount. They scream in hatred as they shake violently, slamming their body into a nearby wall crushing you against the metal and breaking your grip. You face off again, you rising to your feet and them turning back to face you. They aren't charging you like last time though, they sit there clacking their mandibles, observing you.

>Basic saws program developed!

Plan and 1d100 best of 2
>>
Rolled 30 (1d100)

>>4022330
>Ask why it's so worked up over some measly kettite

>Then call it obsolete
>>
Rolled 55 (1d100)

>>4022375
This sounds good. Lemme try for a better roll.
>>
Rolled 59 (1d100)

>>4022375
support
>>
55, Bare failure

"What's wrong? Aren't you getting a bit emotional over some insignificant vermin?" You taunt them in the most infuriating voice you can manufacture. "I think you should check your specs, you seem to be pretty obsolete if you can't even beat me."

And that really sets them off. Gone is any semblance of strategy from their movements as they move to crush you with everything they have. In fact much they move much faster than you expected. You try to dodge upwards with your grapple again, but they anticipated that, lashing out with a leap as they sever the cable with their massive jaws and smashing you to the side. The impact on to the central conveyor is less than pleasant on your now creaking body to say the least. You struggle to your feet, keeping your eyes on the arachnid juggernaut as they make their way to you, screeching profanities that you've never even heard of before.

Something does take your attention away for a second though, two little clicks on your radio. You look to the left and see L-C23 with a hastily repaired leg and their manipulators in a control panel. You get a simple message from them, "Look up". And when you do, you realize that the giant separation magnet above you is turned off... You can use this.

Plan and 1d100 best of two
>>
Rolled 12 (1d100)

>>4025123
>Harpoon away and have him reactivate the magnet?
>>
Rolled 73 (1d100)

>>4025123
>>4026644
Support
>>
Rolled 5 (1d100)

>>4025123
>>
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73, Good success

A dull clatter is drowned out by the din of a stampeding spider as the harpoon's primary spear is released and drops to the floor, the secondary snapping into place. You do not hear any of this though, it's time to focus. Just have to wait for the right moment and... You throw your arm to the sky and fire.

They were expecting you to try and dodge again, but what they weren't expecting was you to fake them out with your rivet gun instead. They leap upwards gnashing at air as you careen to the side on a line of threaded steel wire. They never reach the floor though, as the industrial strength magnet above pins them to the ceiling. But still, they don't stop thrashing about, slashing lines across the machine with their jaws even against the incredible force of magnetism they're STILL moving. How are they even moving at this point, what is it going to take to bring this thing down!?

You raise your rivet gun and fire bolt after bolt into its head. And after that is mangled beyond recognition you move to the torso, because it's still moving! It must have been three minutes of nonstop firing before they're reduced to eerie postmortem twitches. A switch is flipped and the wretched hulk drops to the ground, finally put to an end.

>??? is changing...

>These obstacles are a mere annoyance. Nothing will bar you from your goal
>A challenging kill that was certainly... Satisfying
>You can't wait to rip through it's guts. Think about the improvements you can make!
>>
>>4027737
>>These obstacles are a mere annoyance. Nothing will bar you from your goal
>>
>>4027737
>A challenging kill that was certainly... Satisfying
The glory of combat!
>>
>>4027737
>You can't wait to rip through its guts. Think of the improvements you could make!

I guess they've solved the problem of powerful magnets bricking sensitive electronics.
>>
>>4028350
>>4028582
We thrive on the oil of our enemies.



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