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/qst/ - Quests


With his first unscheduled heart attack unable to dissuade his desire to work off his debts as soon as possible, Enoch, a former pirate an apprentice peon wrecker decided to take an exceptionally dangerous job for his second shift – pulling clean conduit from an uncharted hulk infested with conduit worms. Progress was slow, as the infestation was inexplicably magnitudes worse than expected, and even though Enoch was able to find a schematic of the hull to use as a map, and confirm that there was a desalinator on the ship, which if found would yield a great deal of conduit, things went from bad to worse when Enoch came across still operating drones in the hulk. While designed and deployed to deal with conduit worms, these bespoke constructs also pose a serious danger to wreckers.

However, after some effort, Enoch was eventually able to physically overcome one of the smaller units, then overcome another, larger and more dangerous unit by deducing its name, then ordering it to stand down. More than that, it turned out that the desalinator was more valuable than Enoch could have ever dreamed, as much of the system had been converted into a crude but effective concealing blind, hiding both a third and inordinately powerful power plant and well as the Highest Heaven’s secret cargo – hand-lances. These sidearms are extremely dangerous, and civilian possession of these weapons is forbidden de facto or de jure throughout all of civilized space.

At this moment, Enoch is facing a major decision – what to do with these weapons? Turning them in to his foreman would no doubt earn him his immediate release … but before being captured and eventually joining up with a pirate crew, he was held by papers of indenture to a very unsavory gentleman of quite contrary tastes. Odds are that any immediate release would be into the custody of the Creature, or to his heirs – a prospect that he is understandably leery of. If he was willing to ‘sit’ on this find, and to take out new debts with Boss Barone, a trustee with outside connections, he would be able to arrange a release at a later date that didn’t see him turned over to his former master – though it would also mean accepting a new, criminal one in the Creature’s place. Alternatively, he could become a master in his own right … by turning these weapons against the crew and guards of the Commissioner in an uprising against them. Enoch is no stranger to violence – the pirate crew of the Salacious Scheme only truly accepted him after he killed another one of their captives in a demonstration of loyalty, and he fought off the Peacekeepers shoulder to shoulder with the rest of the crew as Scheme burned and sundered around them – but beyond running gunnery drills with Jibbs, the Quartermaster and Gunnery Officer of the Scheme, leadership is rather foreign to him.

As no one else knows about the weapons, Enoch has the luxury of time – at least for now. At the moment, he is taking an accounting of his prize.
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Your name is Enoch Slickwick – and as you open up dummy water filters, for the first time in a long time, you don’t know what you want. Pretty much since you were indentured to the Creature, you have been presented with just one path forward – and with that, what you wanted, or rather, needed to do at any point obvious. On the Pinnacle, it was survive and earn your way out of indenturization. On the Scheme, it was survive and earn the respect of the crew – then once you had earned it, it was survive and prove yourself to Jibbs. On the Commissioner, it was back to survive and earn your way out of debt, except now you were a peon instead of an indentured servant, and your debts were all the larger for it.

But right now, you are not on the Commissioner. You are on the Highest Heaven. And two completely different paths stretch before you. Unfortunately, both also seem to head away from what you want most – a debt free and quiet planet bound life. If you were to work something out with Boss Barone again, you would be exchanging one debt for another, one master for another … and who knows if you would ever be able to truly pay them off? If you were to take up arms, and fight your way out of here, who knows if you would ever be safe enough to put them down?

You feel like an ass for being so melancholy over what is the find of a lifetime – Hell, the find of several lifetimes … but you just need to think about this some more. Alright – say you were going to go to Barone. What do you say? Well … you wouldn’t mention the hand-lances, not immediately. Instead, you would ask if there was any way that he could find out if your papers were still being held, and if they were, then by who. On its own, that would cost you a large amount of talents, or a ‘small favor’ – which have a real funny way of turning into shitshows. While you don’t have too many talents on hand, you will have some coming in with the console you tagged. All things considered, that probably will not be enough to cover it, but if you were to use it as seed-money, either for an ‘investment’ or in a high-stakes gamble, then you might be able to get the information without incurring any further debts. On the other hand, having the talents from the console might be useful for other things, and now that you have a ticket out of here with the sidearms, the only debt that you actually have to worry about paying down anymore is whatever you owe to Barone – assuming, of course, that everything goes as planned.

Now, if you were to turn pirate … obviously, taking over a massive prison ship is beyond any individual, so you are going to need to bring other people in on this. But they are going to need to more than just skills, they are also going to need to be receptive to piracy, loyal enough to keep quiet … and not ambitious enough to attempt to cut you out later.
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Admittedly, that is a very narrow profile, though there are a lot of peons and trustees on the Commissioner.

And then – once you find these paragons, how are you going to convince them that you are not just some nut, or a company plant trying to get them to implicate themselves and extend their sentence? The obvious answer to that is showing them an operational and charged hand-lance … but that means you have to get the lance on to the Commissioner – which is no mean feat. If you intend to go pirate, then at some point, you are going to have to get the weapons on board, of course but … doing that by yourself is going to be pretty damn tricky. Wreckers are searched when they return from the boneyard – a cursory pat down and walk through a metal detector. Working your way around that is going to be your first challenge … unless you want to try to drum up co-conspirators without showing them the lance, which seems less like to net worthwhile men … unless you were to do something to give yourself some notoriety. There is also a middle ground for this one – if you were to only recruit wreckers, or at least only recruit wreckers at first, then you could show them the weapons when you were both out in the boneyard. That would save you the trouble of having to get the hand-lance into the Commissioner, at least for the immediate future – and a team of wreckers can do a lot of damage, if they put their minds to it.

But the upside of recruiting wreckers is also a downside; they are already in the boneyard. To everyone and anyone else aboard the Commissioner, those weapons would be well and truly out of their reach. But with a wrecker, who is out in the boneyard daily … if they knew about the existence of the lances, then there is a real risk that they might decide to steal them for themselves.

As you continue to crack open the filters and recover more and more lance parts, you come to a realization – if you are unsure of which course to take, then there is nothing that says you can’t work towards both plans up until a point where you had to choose one or the other. As to where that point might actually be, that remains to be seen – as well as how much of a pain it is going to be to run two schemes simultaneously. But it would be the best way to keep your options open ... if you really weren't

> Please choose ONE of the following:
> Proceed running both plans at once [and proceed to voting on how to run both plans]
> Choose one plan or the other right now [and proceed to voting on which plan]
> Continue to think things over for now, and focus on working through the all of the dummy filters.

For the previous thread: https://suptg.thisisnotatrueending.com/qstarchive/2022/5444794/
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>>5499671
> Continue to think things over for now, and focus on working through the all of the dummy filters.
How's it going Trash, do any more thinking about Collapsing?
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>>5499671
> Choose one plan or the other right now [and proceed to voting on which plan]
>>
>>5499712
Yes. My schedule is really in flux at the moment, but by the time this thread ends, I should be in a position to spend a lot more time running on a day-to-day basis. Assuming that is the case, I'll end this thread with a vote - to continue this quest, to resume the Graverobber's Daughter or to resume Collapsing.
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>>5499671
> Continue to think things over for now, and focus on working through the all of the dummy filters.
Will read later, gotta run to work.
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No, you are still not ready to make a decision yet. There is simply too much at stake to just ... make some snap decision. After all, your life, your future - it is all on the line here.Thinking about it, even sleeping on it, that is the right decision, so long as you don't leave it too long, and you end up getting your decision made for you. Your mind resolved, you turn your attention to your work of cracking open the dummy filters that have been hidden throughout the desalinator to conceal the secret cargo of the Highest Heaven. They are pretty easy to open up, once you get them off of their feed line, and doing this now will make it easier to work through the nest of conduit later. Most of the fake ones that you have found were towards the top of the 'hedge' - out of reach and mostly out of sight for anyone on the floor of the bulkhead. So far, you have cracked open exactly thirty of the fake filters. Twelve of them have been completely empty. Seven of them have had complete but disassembled hand-lances in them. Seven more have had a variety of capacitors, in all manner of makes, configurations and conditions. The last four were a real mixed bag. There were two that were full of cleaning kits that were ruined when the fluid that they were packed with burst from its container in the cold vacuum of space, there was another one that had a single encrypted hard drive on it, with no indication as to what might be on it, and there was one that was absolute stuffed with rounds for a conventional rifle - dome caliber that you didn't recognize.

When you get number thirty-one open, you are pleased to see that it is ...

> Please choose ONE of the following:
> A Organ Grinder hand-lance with four 33-repeating capacitor banks. While many hand-lances can be reconfigured with 'repeating' capacitors, switching them over from long-duration scything beams to split-second bolts, the organ grinder is designed with repeating capacitors in mind, and therefore is able to squeeze as many ignitions as possible out its integrated capacitors - in the case of this particular side-arm, 132 ignitions with penetration roughly equivalent to that of a 7.62x39 round. The downside of organ grinders is that their capacitors are integrated, and cannot be swapped out - meaning that once the lance has expended those 132 ignitions is it a paperweight until recharged ... typically after the fighting is done.
> A Hydra hand-lance with seven battery sockets. While most hand-lances are built with integrated capacitors, some are designed to be used with either disposable batteries or detachable capacitors, allowing the 'dead heads' as they are colloquially called, to be replaced quickly. Hence the name, hydra. While it is rare for a hand-lance to come in a seven-seater configuration, unfortunately, this unit was designed to be used with proprietary batteries. At the moment, you have a little less than three dozen of these batteries. Once they are gone the weapon is unusable.
>>
Oh, before I go to bed, two pieces of errata from the first thread:

First, I am not sure how I screwed this up, but Enoch's last name was always intended to be 'Slickwick', a reference to the relatively hapless Captain Candle from The Dark Frigate; wherein is told the story of Philip Marsham who lived in the time of King Charles and was bred a sailor but came home to England after many hazards by sea and land and fought for the King at Newbury and lost a great inheritance and departed for Barbados in the same ship, by curious chance, in which he had long before adventured with the pirates - and yes, that is actually the book's proper title, and it does completely spoil the entire story.

Second, I'm changing the timeline of Enoch's misadventures. He was indentured at eleven, captured by pirates and made a full member of their crew by twelve, and then was taken by the Peacekeepers when he was thirteen. He has been a peon aboard the Commissioner for the last four years, working off his debt slowly but surely.
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>>5499988

> A Organ Grinder hand-lance with four 33-repeating capacitor banks. While many hand-lances can be reconfigured with 'repeating' capacitors, switching them over from long-duration scything beams to split-second bolts, the organ grinder is designed with repeating capacitors in mind, and therefore is able to squeeze as many ignitions as possible out its integrated capacitors - in the case of this particular side-arm, 132 ignitions with penetration roughly equivalent to that of a 7.62x39 round. The downside of organ grinders is that their capacitors are integrated, and cannot be swapped out - meaning that once the lance has expended those 132 ignitions is it a paperweight until recharged ... typically after the fighting is done.
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>>5499988
Would you mind going into more detail about our options? I like the Organ Grinder, but I find myself interested in both desu.
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>>5499671
Thinking on it now, I probably would’ve voted to commit to both plans- after we built up some clout and loyalty among the co-conspirators, the would be our deterrence if any wreckers did steal our contraband from us. Ah, well, it probably would’ve delayed the update.

>>5499988
Speaking of delaying, considering me voting for
> A Organ Grinder
to prevent a slowdown. The Hydra does sound interesting though. Can we get proprietary batteries on the Commissioner?
>>
Certainly.

Both the cores of the Organ Grinder and the Hydra have the dimensions of a large handgun, though the capacitors which fan out from the stack (the equivalent to the barrel) when the weapon is held 'at ready' mean that both are noticeably heavier - and a bit bulkier - though many find that the lack of any recoil makes up the increased weight and footprint.

The Organ Grinder has a select-fire style moderator, allowing it to be operated in pseudo-semi-automatic, pseudo-automatic, and pseudo-burst-fire settings. As it has repeater capacitors, it is not able to 'overclock' and dump all of its charge across all of its resistors into one massive ignition, though considering the risk to the capacitors this poses, this is typically something that is only done on Hydras with disposable batteries or very cheap replacement capacitors. As is the case with all hand-lances with integrated capacitors, it must be charged as a unit, and as one might expect, the time that it takes to charge is directly related to the voltage and amperage that it is able to pull. Attempting to charge it from a socket rated for light or a small appliance would take magnitudes longer than hooking it up to a line rated for an gravity emitter. Still, it takes a lot of time: two to three hours when charged from a line rated for the emitter, and a week and a half or so when charged from a line rated for the small appliance. With the proper equipment, you can charge from sources rated for even higher power in a matter of minutes or even seconds, but without that equipment odds are you will just end up wrecking your lance. Because of the long recharging times, many will carry a brace of these weapons into battle, supplement themselves with a conventional firearm, or both.

This particular Hydra forgoes rechargeable capacitors, in favor for single-use batteries (though there are models that use non-integrated, rechargeable capacitors). While the batteries being single-use ultimately mean that this Hydra will eventually run out of charges, batteries also don't have the internal governors that rechargeable capacitors do, meaning that a hand-lance battery is able to store more power than an identically sized hand-lance capacitor. Understandably then, a battery powered Hydra is a fearsome thing indeed. Where a Hydra of typical size and specifications with removable, rechargeable capacitors is able to sustain an individual ignition of a beam for about a second and a half, a Hydra of the same size and specifications but with batteries is able is able to sustain an individual ignition of a similar beam for close to two and a half seconds. And because of the disposable nature of the batteries, it is designed to be ‘overclocked’, unlike an Organ Grinder. There are documented instances of unshielded strike-craft performing CAS duty, only to be sliced in half by a lucky, overclocked beam from a Hydra.

It is worth noting that carrying either weapon makes one a high-priority target.
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>>5500273
I should clarify that the Hydras that are cutting strike craft out of the sky are not hand-lances, but heavier crewed weapons. Still, both of these hand-lances are able to absolutely wreak havoc.

>>5500244
No. What you have now on top of whatever else you find in the Highest Heaven, that is going to it for the batteries ... unless/until you find a way to get access to equipment and technicians that are knowledgeable enough about batteries to attempt to build you replacements or repair and recharge the spent ones.
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>>5499988
>Organ Grinder
>>
Alright I need three rolls of 1d50 + 25, and three rolls of 1d20+2. The first three rolls determine how much conduit that you pull, and the last three rolls determine if you find anything, using the same standards as incidental rolls from the last through - though this time, with the plus two, it is impossible to get a negative result.
>>
Rolled 4 + 25 (1d50 + 25)

>>5500408
>>
Rolled 11 + 25 (1d50 + 25)

>>5500408
Here goes
>>
Rolled 18 + 25 (1d50 + 25)

>find the cubit motherload
>manage to barely make the needed amount
>>
Ah, I rolled dice so I can't delete me typing in a measurement as if it's an object.
Curse my feeble conduitless brain.
>>
Rolled 11 + 2 (1d20 + 2)

>>5500408
>>
Rolled 12 + 2 (1d20 + 2)

>>5500408
>>
Rolled 7 + 2 (1d20 + 2)

>>5500408
>>
I'll get the post up shortly.
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>>5500680
Actually, it looks like I am not going to get a post up before I go to bed tonight. Instead, can I get another three rolls of 1d50 + 25, and three rolls of 1d20+2. Also, if anyone has any questions or needs anything clarified, please feel free to ask.
>>
Rolled 2 + 25 (1d50 + 25)

>>5500961
General info on the Commissioner and the Scheme would be nice.
>>
Rolled 42 + 25 (1d50 + 25)

>>5500961
We cannot pick conduit to save our life.
>>
Rolled 20 + 25 (1d50 + 25)

>>5500961
Conduit GO!
>>
Rolled 11 + 2 (1d20 + 2)

>>5500961
>>
Rolled 18 + 2 (1d20 + 2)

>>5500961
>>
Rolled 9 + 2 (1d20 + 2)

>>5500961
I’ll just roll the final dice, just to keep the quest moving.
>>
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... an Organ Grinder, with four thirty-three repeating capacitor banks. So that works out to, what ... one hundred and thirty-two mini-ignitions? You do the math over again in your head to be sure. When it checks out, you let out a low whistle. It is hard to wrap your head around just how much damage something barely larger than a conventional hand gun is capable of - or at least up until you see one in action. Now, you still haven't made any decisions on if you are use these weapons to buy your freedom or to take it, but what you are certain of is that if it is going to be the latter, then this is definitely going to be your hand-lance. Unless, of course, you manage to find something better.

But it seems that this well has finally run dry. After searching through all of the stacks, you are only able to find nine more dummy filters. One has a brace of melee stunners, one has more of the same rifle rounds that you found earlier, and another has rifle barrels and assorted parts in what looks to be the same caliber ... and the rest are empty. It seems that there are no more hand-lances, hand-lance parts, or batteries left to find. Still, you cannot be disappointed with this haul - especially because now you get to pull the hedge apart. It is slow going, and surprisingly difficult work, but after nearly an hour of effort, you are able to net a total of two hundred and thirty eight cubits of immaculate conduit. More than that, you were actually able to find an atypically large filter, wrapped into one of the struts. Inside was a complete but disassembled man-catcher drone, with the operators headset and control console nestled between the stunning prongs. Jesus Christ - by itself, that thing is a Hell of a find. That isn't just a complete, presumably operable-out-of-box (or rather, operable-out-of-filter) drone - these units are exclusively made for the Peacekeepers. The last thing they would want is an intact unit getting out and being reverse-engineered.

Actually ... if you did decide to work something out with Boss Barone to get a new identity, then make the overseers aware of this find, there is nothing saying that you would have to turn everything over to them ... after all, how would they know if you were holding out on them? Now,. as valuable as hand-lances might be, they probably wouldn't be worth the risk to Barone- or to you, for that matter - to smuggle off of the Commissioner. But an intact, Peacekeeper-exclusive drone? That would be another story entirely. At the very least, it is something to consider for later. Alternatively, if you did decide to fight your way out, then a piece of hardware like this would be worth more than its weight in gold. So really, you are sitting soft and pretty either way. Very soft and pretty, considering that this haul alone puts you above the two-hundred cubits of conduit mark, meaning that you will be paid for recovering electronics. You do a quick mental tally of your haul.
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Tagged and on the Ferry:
40 Cubits Conduit, clean
19 Cubits Conduit, substandard
5 Small Common electronics
~200 Conduit Worm Egg Clusters
Unique Item: Loader(?) Console

Wrapped and with you:
238 Cubits Conduit, clean
1 Small Electronic

On hand, but not wrapped:
Unique Item: Set of Schematics for the Highest Heaven
Unique Item: Stack of Equipment Papers for the Highest Heaven
Unique Item: Hard Drive, encrypted
1 Man-Catcher Drone, dissembled, no fuel/charge, complete
1 Hand-Lance, dissembled, integrated repeating capacitors, complete
3 Hand-Lances, dissembled, integrated capacitors, complete
5 Hand-Lances, dissembled, removable capacitors, complete
2 Lots of Rifle Rounds, uncommon caliber
1 Lot of Rifle Parts, uncommon caliber
3 Melee Stunners, no charge

Feeling pretty good about yourself, you check your suit's master readout.

Suit Integrity: 100 %
Suit Charge: 43 %
Boost: 68 %
Air: 33 %
Cutting Gas: 62 %
Cutting Flux: 87 %


Ooph. Looks like you are going to be needing those spares pretty soon. On the other hand, thanks to your earlier efforts and your schematic, you have cleared a relatively quick path out of the ship. If you wanted to, you could spend a little more time trimming the 'hedge'.

> Please choose ONE of the following:
> Spend another twenty minutes or so pulling conduit from the 'hedge' [ - 6 % Suit Charge, - 8 % Air] (Roll 2d50+25 and 2d20+2)
> Head to the ferry to tag your haul. With any luck, there won't be any complications [ - 6 % Suit Charge, - 8 % Air] (Roll 2d20 for incidental events/encounters)

> If you voted to head to ferry, please choose ONE of the following:
> Take the speared drone with you to cash it in.
> Leave the speared drone where it is for now.
>>
> Head to the ferry to tag your haul. With any luck, there won't be any complications [ - 6 % Suit Charge, - 8 % Air] (Roll 2d20 for incidental events/encounters)
Should we roll the 2d20 now since they'll need to be rolled either way?
> Take the speared drone with you to cash it in.
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>>5502367
> Head to the ferry to tag your haul. With any luck, there won't be any complications [ - 6 % Suit Charge, - 8 % Air] (Roll 2d20 for incidental events/encounters)

we've got enough for a nice payday

> Leave the speared drone where it is for now.

I'm honestly pretty locked on pirate path by now and this will blow a nice hole in the proverbial fence.
>>
>>5502495
Yeah, why not!
>>
Rolled 3 (1d20)

>>5502568
>>
>>5502367
>> Head to the ferry to tag your haul. With any luck, there won't be any complications [ - 6 % Suit Charge, - 8 % Air] (Roll 2d20 for incidental events/encounters)

> Leave the speared drone where it is for now.
>>
>>5502633
>>
Rolled 5, 20 = 25 (2d20)

>>5502633
>>
Rolled 19 (1d20)

>>5502367
If it supposed to be two 1d20s or one 2d20?
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>>5502640
I didn't really specify, but it should be 2 rolls of 1d20. Regardless, you recover another small electronic on your way to the ferry. I'll write this up, and then get the overnight vote up as soon as I can.
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After mulling it over for a moment, you come up with two very good reasons to pace yourself. First, you have more than enough conduit at this point, so there is no real pressure to take unnecessary risks. Second, there were six drones named on the door, and the thought of having to fight or flee from them as your tanks run dry and batteries go dead is enough to send a chill up your spine. You get everything wrapped up nice and neatly, anchor it to your suit, then you punt yourself towards the hatch - but before you even reach the alcove by the blast door, you realize that you have forgotten something important.

"Start of Line. Range of address, two hundred cubits. Target of address ‘Tread-Softly’. Purpose of address, exit standby. Time of address, effective immediately until otherwise commanded. End of Line."

In the darkness of the bulkhead, you can sort of see Tread-Softly stir, and by the time that you are hauling your toolbox and your load of wrapped conduit through the hatch, the lights on the lures have all winked back on. More than that, you can actually see some of them being moved into new positions, especially around the portions of the 'hedge' that you cut. That is ... good, you suppose. The drone can clearly protect electronics from conduit worms, and you really haven't had much of an opportunity to examine any of it, not even the lures, so once you get back, you will be able to do a little bit of double-tasking. Tentatively pleased, you retrace your path through the hulk as best you can, figuring that doing so is your best bet for avoiding any of the other drones referenced on the door to the bulkhead.

Of course, this means that you have to go through the lift shaft again - which is harrowing enough that for a moment you started to seriously consider finding an alternate route with your schematic ... until you remembered just how long the detour around the first sealed blast door turned into. Not wanting anything close to repeat of that, you pull yourself and your bundles into the dusty shaft and moving quickly and deliberately you navigate your way out of the enclosed space. You decide to hold off on using your boosters this time, simply because trajectorizing yourself and several bulky bundles is a fairly tall order, and seeing that you passed through here last time without incident, you figure that you don't need the added difficulty. There might have been something to that, because as you are pulling your way out of the shaft, you find what looks to be a clean solenoid, still nestled in the frames of one of the doors. Careful to not risk contaminating your equipment or your suit, you wrap it up separately, and continue on your way.

As you make your way through the increasingly familiar halls of the Highest Heaven. a thought occurs to you.
>>
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>>5502954
Considering that with this load, you are going to have enough conduit, perhaps there are better things that could be done with the spares and the remaining time on this shift? If you were going to take your freedom, you would need to figure some way to get your hand-lances out of the boneyard and onto the Commissioner. The first step in that would be to find the blind spots in the appropriately bare-bones security of the boneyard. Does it make sense to do this now?

> Please choose ONE of the following:
> Use the rest of the shift to reconnoiter the boneyard
> Continue pulling, bagging and tagging conduit for the rest of the shift.
>>
>>5502957
> Continue pulling, bagging and tagging conduit for the rest of the shift.

Cash is helpful.
>>
>>5503077
Ditto
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>>5502957
> Use the rest of the shift to reconnoiter the boneyard

Maybe we should make a decision on our course after all? This half-assing is sorta annoying and can't be easy to write up either. As QM said we can still change course when we encounter insurmountable obstacles.
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No, no. You are getting a little ahead of yourself. Finish pruning the 'hedge', then if there is the time, consider reconnoitering the boneyard.

The rest of the way out of the Highest Heaven is uneventful, though getting the bundled conduit through the slit that you cut through the wall of the intake turned out to be a real pain in your ass. However, it is not enough to sour your mood - not with a haul like yours. It takes more than a little bit of doing, but you manage to get yourself, your equipment and your conduit through the intake. Thankful that you didn't take the time to reseal the cap you cut through, you take a moment to collect yourself before switching your boosters on and getting yourself over to the ferry. In what can only be described as a stroke of luck, only the ferryman is present when you declare your load.

"Slickwick, calling to tag."

The ferryman doesn't say anything immediately, and as he is not wearing a new-model suit with a wide visor as you are, you cannot see his expression particularly well ... but even in the clunker he is wearing, you can read enough of his body language to tell that he is stunned. He turns slightly back to glance at the bagged and tagged piles on the ferry. If you had to guess, you would say that there is a grand total of six hundred, maybe seven hundred cubits of conduit - total. Across what, a dozen wreckers? And no doubt a portion of that isn't clean either. While you had figured that you would probably end up bringing in the most conduit for this shift, it never occurred to you that you might end up bringing in more conduit than the rest of the shift put together.

That is not necessarily a good thing. Once you are past the probationary period, and eligible for advancement, you are judged on your performance, compared to the performance of your peers on the same shifts as you. If everyone else struggles this shift, and you show them all up ... that might not be in your best interest. Now, other apprentices and journeymen might not take it too hard - but the master wreckers, especially the ones who have made it into the final degree of mastery, and are now just defending their positions and the privileges that come with it ... you cannot imagine that they are going to be pleased with this. Of course, one shift will not be enough to make them come after you, but it might get you a reputation as an upstart - or a threat. And whatever your long term plans might be, that is a complication that might be worth avoiding.

> Please choose ONE of the following:
> Continue to cut conduit from the 'hedge' but limit yourself to bringing in only one hundred cubits or so more, leaving the rest behind for later - so to not show up the rest of the shift too badly.
> Continue to cut conduit from the 'hedge' and bring it in as originally planned. Whatever notoriety you earn today, well, that is just going to be the cost of doing business.
>>
>>5503416
> Continue to cut conduit from the 'hedge' and bring it in as originally planned. Whatever notoriety you earn today, well, that is just going to be the cost of doing business.

we can't become a leader if we hide in obscurity
>>
>>5503484
Ditto
>>
>>5503416
> Continue to cut conduit from the 'hedge' but limit yourself to bringing in only one hundred cubits or so more, leaving the rest behind for later - so to not show up the rest of the shift too badly.
Maybe focus on bagging electronics and other valuable shit?

Also, I was knocked out before I could vote on the previous update, but what would reconnoiter entail? Would we be able at scavenge some electronics from the Heaven while doing so, or would it have been a fully dedicated scouting action?
>>
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You don't like it one bit, but if you are seriously considering fighting your way out of bondage on here, then it follows that you are going to need to draw attention to yourself to pull together a crew ... as well as deal with whatever complications that may arise from that attention. If that means showing up the little cliques of master wreckers single-handedly to convince some of the fresh blood that you are worth following, well ... then those are the breaks. Nothing that you can do about that. Suddenly, you become aware of the ferryman staring at you - and you realize that you haven't handed over your haul yet.

"Uh, sorry. Conduit, two-hundred and thirty-eight cubits by my count. Clean. Solenoid, and ... some other electronic."

You pass him the wrapped bundles one by one, and he secures them to the ferry. Without prompting, or any other comment, he hands you some fresh wraps, as well as your first spare tank and battery. The bracket for the tank has been modified to work with the third-party oxygen tank, so it slides in smoothly enough, but it seems that such care and attention was not given to the battery mount, probably because Supply couldn't be bothered to have it adjusted. They had to realign and reposition the bracket for the tank, otherwise it simply wouldn't work, but the battery? You can plug it in fine without the mount, so it was good enough for those assholes in Supply. Why should they care that your spare battery is floating around you like one of your fucking wisps? But you aren't just frustrated with Supply - this is also partially the fault of the foremen, because the 'spare' tanks and batteries are actually the emergency backups that come standard with the suits - that have been removed on their orders. The way things work with the overseers at Integrated Living Labor Systems, is that the foremen can be held liable for the actions - and inactions - of the peons and trustees under them, if the foremen have been deemed to been negligent in maintaining security and discipline. So to protect themselves from the threat of responsibility, the foremen removed emergency and auxiliary tanks and batteries from your suits, to prevent wreckers from straying too far and too long from their ferry or assigned station.

It is bullshit, it is reckless, it is asinine and having to return again and again to top off and swap out is a real fucking pain in everyone's ass - but it is the way things are. Funnily enough, it is also a large part of the reason why most of the suits are in such shit condition. By removing the emergency reserves and grafting on sockets in their place, the warranties on the suits are voided, so all repairs are done in house.

After taking one of the new wraps, and using it to tie the tethered spare battery to your left arm, you turn to leave ... only to notice that several other wreckers are approaching the ferry. Damn it!
>>
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> Please choose ONE of the following:
> Return to the intake, and hope that these wreckers don't follow you.
> Return to the aft cargo bay, and find your way to the bulkhead from there.

>>5504141
If we had reconnoitered, we wouldn't be in the Highest Heaven at all - instead we would be out trying to find blind spots in the security cameras stationed around the boneyard. We might find stuff on other hulks, but it would not be something worth counting on, considering that all of them have been picked over before.
>>
>>5504210
> Return to the aft cargo bay, and find your way to the bulkhead from there.
>>
>>5504210
>> Return to the aft cargo bay, and find your way to the bulkhead from there.
If someone sticks on us then we might just have to chill in the cargo bay and lay low for the rest of our shift.
Better to be delayed than have someone else on our loot... even if the giant drone in the way gives us leverage.
>>
>>5504210
> Return to the aft cargo bay, and find your way to the bulkhead from there.

can open some more boxes lol
>>
>>5504210
> Return to the aft cargo bay, and find your way to the bulkhead from there.
>>
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Out of concern that these new arrivals might follow you back to your honey-hole, you decide to head to the aft cargo bay instead of the intake for the desalinator, and then use your schematic to find your way back into the bulkhead with the second and third power plant. Considering just how much time and effort it was to get to the bulkhead in the first place, you cannot say that you are pleased at the prospect of having to blaze a new path through the ship ... but as there is a lot more than just conduit at stake here, you simply cannot afford to take the risk. You use your boosters to accelerate yourself over there - after making a point of dousing your suits lights and your wisps, so you can slip through the shadowy 'alleys' between the hulks where the dim red light of Mendicant cannot reach. While you take some relief in knowing that by doing this, you are as invisible an unfollowable as possible, taking this route also means that you are going the long way around - and this way is not without its risks either, as any debris that might have broken off of the Highest Heaven or its neighbor would be as hard to see as you are - if not harder.

It takes a solid, harrowing minute of nothing but near-total darkness, but you manage to make your way through without incident, and soon you are backburning through your forward momentum as you bank yourself into the cavernous aft bay of the hulk. Immediately, you turn your lights back on look for Horne. As the whole point of this exercise was to lose potential 'tails', if he was still in here, then you would be arguably worse off then you were when you started off at the ferry. Luckily, he is not here - though clearly he or someone else has been busy. Damn near the entire ceiling - and swaths of the deck below - have been ripped up. Shards, debris - and a great deal of conduit worm remains - clog up the space in between the strewn crates. The path of destruction heads inward, but through it, you can actually see the back wall of the bay for the first time, as well as the door that leads into the ship.

After waiting a minute to make sure that no one else is in the bay, you fish out the schematic from its hiding spot to consult it. It seems that the route through the inverted cupola is the most direct, but to get to the portion of the ship that you have been through already it will take you near some areas where high powered equipment once was - and presumably the conduit worm infestation is exceptionally bad. The route through the door at the end of the bay is longer, but stays away from sensitive areas, but odds are there will still be some worms - not to mention, you might run into Horne, or other wreckers. Perhaps it would make more sense to wait a minute here, then sneak back to the intake, once you were satisfied you were not being followed.

> Please choose ONE of the following:
> Go through the cupola.
> Go through the back door.
> Wait here for a bit, then return to the intake.
>>
>>5504692
> Go through the cupola.
>>
>>5504692
> Wait here for a bit, then return to the intake
>>
>>5504692
> Wait here for a bit, then return to the intake.

open some boxes in the meantime
>>
>>5504940
>>5504922
>>5504729
Okay, can I get another two rolls of 1d20, for the incidentals on the way back to the bulkhead? Once we get back there, we can really start gorging ourselves!
>>
Rolled 15 (1d20)

>>5504987
>>
Rolled 1 (1d20)

>>5504987
>>
>>5505016
Oh boy
>>
Rolled 66 (1d100)

>>5505016
Oh dear.
Dunno if we still roll d100s for incidentals but.
>>
Uh ... well, that sixty-six save us from some of the nastier possible outcomes. That said, I am going to get something to eat before I start writing this up.
>>
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While you carefully stow away the schematic, you consider your options - such as they are.

As you had figured, if you were to wait here for a minute, then you should be able more or less guarantee that those two wreckers from the ferry weren't following you. Which really, is all that matters here. And as much as you hate the idea of just floating around, burning through your fresh spares, as the alternatives both involve blazing another path through the hulk, it seems to you that you shouldn't think of idling here as waste, but rather as an investment in the security of your incredible find. That line of thinking makes this much more palatable to you - and when you impulsively decide to do a little double-duty here, by spending the time poking around in more of the crates floating around the bay, you find that it turns what might have been a rather stressful situation into what is almost a relaxing break.

After a cursory search of three dozen of the crates with nothing but torn, insulating liners to show for it, you are wondering if you have waited long enough to draw out any potential pursuers or if you should spend another half-dozen boxes worth of time here. That question becomes moot, however, when three wreckers come out of the door at the rear of the bay, hauling and towing wraps. Some of their bundles are decently sized, but you cannot tell immediately if the conduit inside is clean or not - or if it is even conduit inside at all, and not electronics. You groan to yourself, figuring that you are now going to have to wait even longer, to make sure that these wreckers have left the bay ... when one of them comes over the radio.

"You got a lot of fucking nerve, thief."

Oh Jesus fucking Christ. Horne. The chiseller turns to the other two wreckers with him.

"This bastard stole a load right out from underneath me - and if that wasn't enough, he just left me with my suit misfiring, defenseless in a wreck full to the fucking brim with monster conduit worms."

Apparently, it wasn't enough for Horne to try to chisel in on you, no, he also needs to bad-mouth you to the rest of the wreckers on the shift. And just when you were considering trying to pull together a crew too.

> Please choose ONE of the following:
> Ignore his nonsense, and head into the hulk through the cupola.
> Ignore his nonsense, and head into the hulk through the door.
> Ignore his nonsense and wait for him to leave.
> Confront Horne and his nonsense here and now.
>>
>>5505098
>> Confront Horne and his nonsense here and now.
Fuck you Horne, we're saying our piece before you try to steamroll your bullshit all over us.
>>
>>5505098
> Confront Horne and his nonsense here and now.

yeah we gotta nip this shit in the bud
>>
>>5505098
> Confront Horne and his nonsense here and now.
I killed the Worms while you were cutting into the hull right next to me, you chiseller.
>>
>>5505098
> Confront Horne and his nonsense here and now.

Oh. You followed me around and chiselled in on me after I did the real work of killing the conduit worms. I'm not sorry for taking the conduit that was rightfully mine. Leaving you with a malfunctioning rig was a dick move, I'll admit. Sorry about that.
>>
Closed and writing!
>>
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Setting aside how it might affect your chances for pulling together a crew – if you decide to go that route – you have no intention of letting an absolute ass like Horne give you a bad reputation. Especially an undeserved bad reputation. After making sure your radio is properly set up, you let the chiseler have a piece of your mind.

“If anyone has nerve here, Horne, its you. Or at the very least, a bad fucking memory. You were working in on me without asking – by rights, that conduit was mine.”

“I asked – “

“Bullshit you asked. You came in here while I was working the ceiling, and without a single fucking word, you started pulling from the walls. And for all your whining about me leaving you ‘in danger’ you also didn’t say or do shit when that fucking monster conduit worm attacked me. No, you only approached me once you saw how much I was getting out of the – ”

“You are the one with the bad fucking memory, cabin boy. I approached you because I saw that you found something in the cupola. Something written.”

> Please choose ONE of the following:
> [Denial] “I don’t know what the fuck you are talking about.”
> [Contextualize] “It doesn’t matter what you fucking thought – you started working right on top of me.”
> [Change Subject] “You know, if you are so fucking dense that you can’t understand why I took that conduit, perhaps I should just work in on you three, see how you all like it?”
>>
>>5506300
>> [Contextualize] “It doesn’t matter what you fucking thought – you started working right on top of me.”
>>
>>5506300
> [Contextualize] “It doesn’t matter what you fucking thought – you started working right on top of me.”
>>
>>5506300
> [Contextualize] “It doesn’t matter what you fucking thought – you started working right on top of me.”
>>
Hey Guys, just wanted to give an update - I have lost power, so updates are going to be on hold until I can get in my computer again. Sorry for the delay.
>>
>>5506687
stay safe QM
>>
>>5506300
> [Contextualize] “It doesn’t matter what you fucking thought – you started working right on top of me.”
So you admit to working on top of me and leaving me for wormbait? Damn, I feel sorry for your friends here Horne, they clearly didn’t know what they were getting themselves into with you.

>>5506687
Stay safe and stay warm QM. Thoughts and prayers be with ye.
>>
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"Just how Goddamned dense are you? It doesn't matter what you fucking thought I had found - you were working in on me. And then, when I told you to get lost, then you decided to get cute, and start working right on top of me."

Horne does not immediately respond to that, beyond muttering darkly under his breath. Instead, he looks away from you, back to the other two wreckers, who have remained silent. You are not sure if he is hoping that they would speak up in support for him, or if he is trying to gauge how they are taking all of this. Hell, he might even be considering whether they would back him in a fight with you, if it came to blows. If you were in their shoes, you certainly wouldn't ... but these two men are complete strangers to you. Ultimately, you should make no assumptions here. Before Horne can start whining again, you speak up again, hoping to put an end to this.

"Perhaps the concept of professional courtesy is beyond you, Horne. But I would hope that a fellow wrecker has the presence of mind to understand how turnabout is fair fucking play. When you were working less than a score of paces away from me, you were taking conduit from me. When you did jack shit while I was attacked by that Hellworm, you were leaving me in the lurch. All I ever did to you was to return the favor."

Again, Horne does not immediately respond, though this time, he is not looking towards the other two wreckers. He is staring at you, holding position, presumably trying to think of something to say.

> Please choose ONE of the following:
> Just leave - head into the hull through the cupola, and make your way to the bulkhead through there.
> Time is on your side, not his. Eventually, he is either going to run out of time to waste with you, or things to say. When he does eventually leave, you can wait a minute to make sure you are not being followed, then you can head over to the intake.

>>5506759
>>5506785
Thanks for the kind words, you two!
>>
>>5507317
>> Just leave - head into the hull through the cupola, and make your way to the bulkhead through there.
>>
>>5507317
> Just leave - head into the hull through the cupola, and make your way to the bulkhead through there.

Horne is a thick asshole and waiting for him to leave has not been a successful strategy in the past
>>
>>5507317
>Thanks for the kind words

you are welcome. What is the tool in the image? Looks like a wrecker buttplug lol
>>
>>5507317
>Call it a day and head in. You know when to quit while you're ahead and smell needless trouble brewing out here.
>>
>>5507373
It is an old fashioned torque ratchet, designed to get bolts to a specified tightness.
>>
>>5507317
> Time is on your side, not his. Eventually, he is either going to run out of time to waste with you, or things to say. When he does eventually leave, you can wait a minute to make sure you are not being followed, then you can head over to the intake.
Honestly curious of what he has to say.

No problem, I’m just glad you’re alright QM.

>>5507378
Not going to happen. You’d have better luck voting to reconnoiter the boneyard again.
>>
Another update - internet is down at the moment, and it is unclear why. For the overnight vote, please choose which piece of contraband Enoch has in his cell.

> Please choose ONE of the following:
> Fountain Pen - functions as a shiv, but more valuable as a writing implement.
> Found Hypodermic Needle - functions as shiv, tradable good and if cleaned (and desperate enough) a medical implement.
> Three Blank Disciplinary Slips - if you could find some way to get them into a processor-machine without being seen, you could really ruin someone's day with this, but getting caught would be a serious infraction.
>>
>>5508071
>> Fountain Pen - functions as a shiv, but more valuable as a writing implement.
>>
>>5508071
> Fountain Pen - functions as a shiv, but more valuable as a writing implement
>>
Okay, consider the 'present' vote closed. Can I please get another two rolls of 1d20 for the first incidental roll of the new trail-blazing?
>>
Rolled 2 (1d20)

>>5509155
>>
Rolled 40 (1d100)

>>5509159
Dammit, that better not be you Horne.
>>
>>5509159
>>5509161
Hmm.... not a great start.
>>
>>5509161
If this turd is seriously still following us I vote we lure him into tread softly and be done with it
>>
Rolled 19 (1d20)

>>5509155
Guess I'll roll again since it has been an hour.
>>
Rolled 18 (1d100)

>>5509191
>>
In the interest of keeping things moving, I am going rule that the good incidental roll washing out the bad one. I'll get the update written up and out soon.
>>
>Horne comes after us with murderous intent
>Conduit Worm burst through the ceiling, narrowly avoiding us and attacking him instead
>>
The update is written, but I'm having issues with the Wi-Fi again. I'll get it up as soon as I can.
>>
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You had hoped that Horne was done - or that in some miracle, you had actually managed to get through to him - but judging from the agitated way that he is over-correcting his floating, it seems that he is still hot under the collar ... and intent on sticking around. It is enough to make you groan ... but luckily enough, it seems that you aren't the only one here who is exasperated with Horne. One of the other wreckers with him activates their radio, and Horne turns to them. To your surprise, you cannot hear the broadcast - they must not be on the standard band. What a bunch of sneaks! Now, none of your radios have any encryption, so if you really wanted to, you could troll through the frequencies until you come across their conversation ... or you could take this opportunity to leave.

That is not a particularly hard choice, is it?

After switching your radio off, you slowly open up the throttle of your boosters, and trajectorize yourself towards the inverted cupola. Horne, distracted as he is by his conversation does not notice until you are slipping through the hole you cut into the control booth earlier in the shift. You can see him react – presumably angrily, considering how much he is flailing his arms around – but the idiot forgot that he was not on the standard band, so if he is shouting right now, the only ones getting an earful are his two flunkies. Or perhaps suckers would be a more apt description. By the time that he regains enough composure to realize his mistake and switch back to the usual open band, you are slipping through the hatch in the ceiling – and his indignant squawking fades and distorts as the radio waves fail to win through the thickness of the deck. By the time that you have pulled yourself up into the empty storeroom above the cupola and checked the place over for any threats, Horne’s broadcast is nearly unintelligible – and once you close, lock and hand seal the top hatch, there is nothing on the public band but static.

While you are certainly glad to be done with him – again – you find yourself worrying that you are just setting him more and more against you. He is an ass, to be sure, and more than a little obtuse socially – but he is not an idiot, and as you have just seen, he is not without friends … or at least people who will tolerate him. You might just end up having to do something about him.

Now, on its own, that is a proposition, but odds are Boss Barone has “invested” in him, as he has in you. And that makes it a dangerous proposition. There is a level of protection that comes from Barone holding under-the-table-papers on you, as anyone who might seek to hurt or kill you knows that if ever gets out that they are responsible for it, then Barone is going hold them responsible – either fiscally or physically. Possibly both. So, if Barone holds Horne’s papers as well as your own, then … well, if it comes to violence, then perhaps you should get the go-ahead from Barone first.
>>
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Of course, getting the go-ahead will inevitably mean assuming all of Horne’s debts to Barone, as well as explaining why you are gunning for the guy in the first place. It would certainly be safer … though if Barone turns you down, then that would leave you in an uncomfortable position – and if anything were to happen to Horne after that point, by your hands or anyone else’s, Barone might hold you accountable.

It seems that as things stand right now – the best course of action is to just avoid and ignore. And if that were to change, for whatever reason, well, you have options. One of them is risky, the other expensive. But they are there … and actually, now that you have thought about it some, if it ever came to it, then smoothing things over with Horne might be the most straightforward route out of any sort of brewing trouble. At the very least, it would be less dangerous and less expensive then putting him down … though it would be much less certain.

You wait another full minute to make sure that Horne or no one else is following you, then you exit the storeroom, into the hallway. Only a few cubits away, there is a corner. The main hallway continues past the corner, and is of the same size as the one that you found the first drone in – it even has the conduit worm remains floating around in a haze as far as you can see, in both directions. The smaller corridor does not seem to have conduit worm remains … which leads you to suspect that any worms down that way are intact, if not alive and active. You quickly consult your schematic, and find that the small hallway sort of routes around the high-voltage equipment, so you would hope that the worms that you may encounter wouldn’t be too bad … but then again, consider that monster that you found in the cargo bay. That thing was only anchored on a line for light fixtures. On the other hand, you don’t know if you have it in you to deal with another one of these fucking drones.

> Please choose ONE of the following:
> Take the wide hallway [drones]
> Take the small hallway [worms]
>>
>>5512262
> Take the wide hallway [drones]

We do have wierd luck.
>>
>>5512262
> Take the wide hallway [drones]

You better tread softly, horny boy
>>
Alright, can I get a roll of 1d20 for incidentals?
>>
Rolled 2 (1d20)

>>5513011
>>
Rolled 98 (1d100)

>>5513024
I swear, the dice are laughing.
>>
>>5513026
Well, don't worry - with an equivalent roll of 196 Enoch is going to be able to avoid any incidental complications - at least for now. I'll get to writing this up.
>>
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If you have to choose between worms and drones – and it looks like you do – then you are going to have to go with drones. In close quarters like these hallways, worms are much, much more dangerous. And that danger isn’t just from the monstrously large ones either. When everything is so tight, there is a real risk that smaller worms manage to get onto your suit or your equipment if you pass too close to them. With drones – well, at the very least, you don’t have to worry about them sneaking up on you.

Seeking to conserve your boosters for emergencies, you punt your way down the hallway – trying to move around clouds of dust and debris as much as possible, out of the fear that there might be drones inside, or even still living worms. Nearly all of the clouds that you come across are not thick enough to hide anything – and the few that are dense enough that the beams of light from your suit cannot penetrate them are not large enough to hide drones, or positioned in places where conduit worms might have survived … but after all you have been through on this hulk, you would sooner be damned than take unnecessary risks, now that you have enough conduit tagged.

It might as well go without saying but moving through halls filled with clouds of debris without passing through any of those clouds is real slow going. Slow enough that when you decide to stop right before a major intersection of hallways to consult the schematic to make absolute sure that you know where you are going … you kind of stop bothering to avoid the debris. Though the moment you see the trash and corpse dust flit around you, you immediately regret loosening your standards. Distracted as you are by your thoughts and the act of walking yourself out of this cloud, in the process of unscrewing the tube you use too much force and send the thing tumbling out of your hands – floating through the billowing grit and interspersed trash you just got out of.

Mindlessly frustrated, you stumble after it … but as you get your gloves around it, you are suddenly illuminated by a searing white light. Immediately, you realize three things. First, you have wandered out into the junction of the hallways without checking to make sure that doing so was safe. Second, you seem to have found another one of the drone – or rather, it has found you.

The third point is incidental; you are such a fucking idiot! Scared shitless by harmless fucking clouds, but just wander straight out into an unchecked hallway. What a fucking joke! You wait only long enough to make sure that the schematic is still in the tube – then from your lunged position, you hit your boosters. As you boost your way out of the crossing, you get a half-decent look at the drone. It is still pretty far away … but you can see from the way the light is going back and forth as it approaches that this drone moves much more fluidly than the other hallwalker did.
>>
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Either it is an improvement of the first model, or a completely different one – and you aren’t sure which one would be worse for you. You scramble to get out of there, thrusting yourself down another hallway. Getting yourself square in the center of the space, you give yourself the room to maneuver enough to look back. The drone is approaching the intersection that you just bumbled your way through, and judging by how fast its light is getting brighter and brighter, it seems that this one is noticeably faster than the first hallwalker. There is another intersection ahead of you – if you can just get around it, then it might be enough to lose the drone. Of course, you have just seen what happens when you carelessly wander around this hulk – and unfortunately, if you take the time to backburn away your momentum, then check the corners properly, the behind you will definitely have made it to the intersection behind you, and will no doubt see you. You could try cutting through the walls here – but not only is there the question of if you are going to be fast enough to get away, who the Hell knows what you are cutting into?

> Please choose ONE of the following:
> Go down one of the halls to the left or the right without checking [Leap of Faith]
> Backburn away your momentum, come to a stop, and then check the halls, allowing the drone to close in on you [Starts Chase]
> Cut into a near by room. Hope that you can put a wall between you and the drone fast enough – and that nothing particularly dangerous has been sealed away inside [Start Wrecking]
>>
>>5513959
>> Go down one of the halls to the left or the right without checking [Leap of Faith]
>>
>>5513959
>Go down one of the halls to the left or the right without checking [Leap of Faith]
>>
>>5513959
> Go down one of the halls to the left or the right without checking [Leap of Faith]

Happy new year!
>>
>>5514121
>>5514000
>>5513961
Happy new year to you too, anons!

Can I get another incidental roll of 1d20, please?
>>
Rolled 2 (1d20)

>>5514419
Let's goooo
>>
>>5514425
This has to be some sort of record. Can I get a roll of 1d100 please? Higher is better.
>>
Rolled 2 (1d100)

>>5514508
>>
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4 of my last 7 rolls have been 2s.
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In space, noone can hear you d'oh.
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So that is effectively ... a four. That's pretty grim, but it is not a game over. I'll get to writing.
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>>5514425
>>5514521
Jesus fucking Christ, 4/2000
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You don’t have too much time to think it over, but as your hand hovers over the throttle for your boosters in a flash it occurs to you that if the targeting acquisition programing on the drones is primitive enough that it can mistake a wrecker for a conduit worm, then it follows that it might be primitive enough that it could mistake another drone for a conduit worm. No doubt there is some sort of fail-safe to prevent the drones from targeting one another … but it would probably be more reliable to simply deploy the damned things away from each other. Not to mention, you would want to keep them apart as much as possible to cover the widest possible area.

Your mind made up, your attention is now split between deciding which hallway to go down and backburning away your momentum. As you fumble your glove over to the throttle, you try to remember the schematic, specifically where the high voltage equipment was, as that is where there are most likely to either be conduit worms or drones deployed to defend against them. You know that the path that you were on routed past them, but … the left. It is to the left!

Finally with a heading, you open up the throttle of your front boosters – then you suddenly loose all sense of orientation. The four hallways, the four corners – you are spinning wildly out of control! You must have screwed up the ignition sequence, or opened one of the rear boosters back up, or – fuck it, there is no time for any of that! Get it under control! With your head spinning, the odds of you correctly deducing which booster is still firing in time is slim enough that you make the decision to rip the emergency stop instead, snuffing out all active jets at the cost of a little bit of fuel.

While you are no longer accelerating, you are still spinning – and getting closer and closer to one of the corners. You try to get your bearings by slamming your boots onto the deck beneath you and activating the magnets in the soles – but both of your feet skip off before the magnets can get a solid grip. You are about to try again when you see that you are about to spin yourself right into the corner. You try to twist into a protective huddle, but you are barely able to get your arms up into position to protect your chest control panel before you slam bodily into the wall and are plunged into complete darkness.

Your first assumption is that you have passed out – but while you are stunned and dizzy, not to mention knocked breathless from the impact, you are still conscious, and more importantly still aware that you are moving through a pitch-black corridor. Fighting down raw panic, you realize that the impact must have either broken your lights – or turned them off. Considering that all of them, including the wisps aren’t working at the moment, you have to assume that they are just off. You fumble for the switch to turn them back on when in the darkness you slam into something else.
>>
Even though your head is ringing from this fresh pounding, the second impact was also enough to ‘eat’ most of your remaining momentum, so even as you are left all the more disorientated and gasping for air, you are able to get your gloves back over the switch and turn the suits lights back on. The first thing that you see is that at least two of the tethers for the wisps have been completely severed, with booster fuel trickling out of the stumps left on your suits fueled hardware sockets. As you struggle to catch your breath you can also see that at least one more of them is damaged to the point that it is dumping fuel too, and there are two more besides that aren’t turning on, even though their lines and their chassis look fine. Beyond that, there is a bunch of cosmetic damage, but the articulation in everything feels fine … though the heater element for your right leg must have failed, because it has gone cold and is getting colder by the -

Oh god, no. Fuck no!

A breach! You have a breach! Your first instinct is to check your master readout, but then you realize that would be a waste of time. You have the air that you have. What you need to focus on now is keeping whatever you have left. To that end, you reach into your belt, and pull out the emergency patches. Thank fucking God that this was a brand-new new-model suit, and no one had ‘borrowed’ them yet, because you might just need all of them.

> Roll 1d20 to find the breach, then someone else roll 1d100 to apply the first of the eight emergency patches (you do not need to use all of them).
>>
Rolled 18 (1d20)

>>5515533
Not a 2, surely.
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>>5515544
Alright, you are able to find the breach almost instantly, which means that assuming you get the patches right (high rolls) you should be able to retain much of the air in your tanks.
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Rolled 50 (1d100)

>>5515533

100 yah?
>>
50/?

Okay, that 50 is solid, but it is not enough to seal up the breach. Can I get another roll of 1d100 please?
>>
Rolled 3 (1d100)

>>5516272
Please Pattermaker, don’t do this to us
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>>5516295
>almost a near critical success if this was Graverobber’s Daughter
;_;
>>
53/?

Still not enough. Another roll of 1d100 please?
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Rolled 94 (1d100)

>>5516309

Trying to not tap my fingers together.
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So, there goes the desalination plant idea. We aborting this trip now, or are we going to try our hand at another drone?
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>>5516468
Abort.

Like I wrote in before we went back to the wreck: Call it a day and head in. You know when to quit while you're ahead and smell needless trouble brewing out here.

That being daid, at this point do we know which way is out? This is starting to look like less of "leaving" and more like "escaping"
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>>5516515
I refuse to call it a day, I’d rather we reconnaissance the boneyard if we lost our taste for wrecking for the moment. Like, we can still get prime salvage that doesn’t involve going back to the desalination plant, or we can find a way to smuggle our goods in. Don’t waste shift time just to clock out early and have us start panicking when something else on the Commissioner puts more pressure on us, we should be productive while we’re out here.
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147/120

Alright, after using three of your eight emergency patches, you are able to plug the breach.Which is good, because if you had run out, you would have had three options; dump all of the cutting flux you have into the breach and hope that it forms a seal, use the emergency injector in your suit, or use your cutting torch to melt tools over the breach and hope that it plugs it up. None of those options are particularly good, as dumping the cutting flux is not a long term fix, and in the worst case scenario, using the onboard emergency injector or melting tools over the breach would result in the loss of your leg.

However, you are not completely out of the woods yet. As you rolled 147 cumulatively, you lost 5 points of Suit Integrity. Had you gotten just 120, you would have lost 8, at 125 it would have been a lost of 7, at 130 it would have been a loss of 6. The cutoff for the 5 point loss was 140. Had you managed to roll 150, you would have lost only 4, though beyond that point, the distance between cutoffs doubles again. If you had managed to roll 170 or 190, you would have lost lost only 3 or 2 points, respectively. It would have taken a cumulative roll of 230 to only have lost 1 point of suit integrity (and it was not possible to lose no integrity here).

Now, you can keep rolling, but know you only have five patches remaining, and once you run out of patches then you are stuck with the three options mentioned above if the patches fail or the suit takes any new damage. As explained in the previous thread, with the loss of five points of suit integrity, a integrity roll now must be taken every time an incidental roll would be required. If that integrity roll comes up as a 1, 2, 3, 4 or 5, then that means that the patch has failed (though it will not require as many cumulative points to re-patch).

Before we do anything else, do you want to use another patch? (Please don't roll for it until the vote has been called, thanks.)

> Please choose ONE of the following:
> Yes, use at least one more patch.
> No, do not use any more patches.
>>
>>5516652
>> Yes, use at least one more patch.
I'd say one more would be good. Average case scenario our suit integrity loss goes from 5 to 3, and our risk of having another incident decreases 40%.
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>>5516652
> Yes, use at least one more patch.
Just one more.
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>>5516662
>>5516677
Okay, roll for it.
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Rolled 42 (1d100)

>>5516694
>>
189/120.

So you have gone from losing 5 points of Suit Integrity to losing 3 points. Had you rolled a 43 or higher though, you would have only lost 2 points - which means that if you were to use another patch, you would be guaranteed to only lose 2 points of integrity. There are four patches remaining.

Do you want to use another patch?

> Please choose ONE of the following:
> Yes, use at least one more patch.
> No, do not use any more patches.
>>
>>5516706
> No, do not use any more patches.

Let's get out of here, do recon, and retire for the day.
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>>5516706
>> No, do not use any more patches.
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>>5516706
> Yes, use at least one more patch.

Use one more, keeping 3 as a backup.
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>>5517258
>>5516717
>>5516711
Okay, consider this vote closed. The next - and possibly final - question is what are we trying to do at this point.

> Please choose ONE of the following:
> Find your way to the bulkhead and continue pulling.
> Find your way out of the hulk

> If you chose the former, please choose ONE of the following:
> Head to the ferry and call it a day
> Take the opportunity to reconnoiter the boneyard
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>>5517663
> Find your way to the bulkhead and continue pulling.
We should continue forward, this was an extremely rare event.
> Take the opportunity to reconnoiter the boneyard
If the second vote becomes necessary
>>
>>5517663
>> Find your way out of the hulk
> Take the opportunity to reconnoiter the boneyard
>>
>>5517663
> Find your way out of the hulk
> Take the opportunity to reconnoiter the boneyard
>>
>>5517663
We should really check our master readout before making this decision. What's our oxygen level?
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>>5518041
Actually... that's a very good question!
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>>5518041
Honestly, sorta surprised it wasn’t provided, though I consider this vote to be about our future shift intentions more than our immediate next move.
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Your right, that is pertinent information. Sorry about that.

The master readout reads as follows:

Suit Integrity: 97 % [Right Rear Shin Damaged]
Suit Charge: 60 %
Boost: 64 %
Air: 42 %
Cutting Gas : 62 %
Cutting Flux : 87 %

I do suppose there is one last vote to be had before I write up the narrative though - assuming that the votes don't change, how exactly do you intend to exit the hulk?

> Please choose ONE of the following:
> Attempt to route around the drone, then back track your way into the aft cargo hold
> Attempt to get to the portion of the hulk that you have been in before, then back track your way to the desalinator intake
> Attempt to cut your way out of the hulk - or at least into an area that is easier and safer to move through then these halls
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>>5519022
> Attempt to route around the drone, then back track your way into the aft cargo hold.
>>
>>5517663
> Find your way out of the hulk

> Attempt to cut your way out of the hulk - or at least into an area that is easier and safer to move through then these halls
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>>5519022
> Attempt to route around the drone, then back track your way into the aft cargo hold
We shouldn’t give up on the conduit so easily, but we should get a resupply of air. Can we bag so electronics on the way so this excursion isn’t a complete loss?
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I'm not ready to start writing, so I am going to leave this vote up a little longer.

>>5519686
Are you voting to keep our eyes open for electronics on the way back to the aft cargo hold, or are you voting to take detours to specifically look for electronics remaining in this area?
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>>5520470
Detours. There’s gotta be good shit left if there’s a drone hanging around.
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> Attempt to route around the drone, then back track your way into the aft cargo hold

i think we should just go back for air, and then try to go back to the desalinator again, since if we can get even more cable, we could make big bucks here and now just claiming it was a very good haul. it will likely bring even more attention to us, but if we just keep our heads down for the next time we go scavanging we should be able to show we aren't a direct thread to the big boys up top.
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>>5521265
Or we could try for a different haul if needed. Good to have multiple plans ready just in case.
>>
Okay, consider this vote closed. I am working on the update still, and I should have it up tomorrow. See you all then!
>>
Once the patches are out of your belt and floating around you, you rake your eyes up and down the right leg of your suit, hoping to visually locate the breach. Unfortunately, it seems that in your current position, you are not able to see anything – not even evidence of venting. With dread welling up inside, you struggle with your next decision; to move the leg into a position where you might be able to see more of it, or to keep everything in the position that it is in at the moment, and try to find the breach by probing around with your hands. Neither are good options. There is no guarantee that you will be able to feel the pushback from the air venting out of the breach. Likewise, considering the relatively limited articulation in the suit, if the damaged portion is not already visible, then moving the leg is not particularly likely to reveal it – and moving it comes with the risk of tearing it open further.

You make a split second decision to rely on your hands instead of your eyes. You are not even sure why – at this point, you are operating on pure instinct. You get both of your gloves on the back of your leg, then immediately you start groping up and down, hoping to feel what you cannot see. Lucky for you, almost immediately, you can feel a serious push back on your back shin. Keeping your left hand on the breach, you flail out with your right hand, desperately grabbing at the patches. Once you have a few in your hand, you take three quick breaths in succession, then a deeper longer one.

As you are breathing in, you are also mentally preparing yourself, knowing full well that the next few steps are the most complicated and dangerous. To work properly, the patch has to be seated flush – or as close to flush as possible – over the breach. And while that large jet of air coming out of your flash- freezing right leg has been helpful, instrumental even, in you finding the breach, it also is strong enough to make it effectively impossible for you to get the flush seal you need with the patch. The work around for this is to use the emergency cut off on your air tanks, which will allow for the air inside the tanks to be retained, and the breach to stop venting, once all of the air outside of the tanks but inside the suit has worked its way outside of the suit.

Of course, with the emergency cut offs on both your air tanks engaged, you are not going to be able to breathe. Worse than that though, is that if you are not able to properly seal the breach for whatever reason, you are not going to be able to properly repressurize the suit … which means you are liable to suffocate. And not being able to see the breach makes all of this worse, because there is a real risk that once you cut the air, you lose track of the breach. Which is why your left hand is staying anchored right over it. With all of this running through your head, you check once more to make sure that you can still feel the jet.
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As satisfied as you are ever going to be under the circumstances, you use your right hand to cut the tanks, then as you continue to hold your breath, you bring the patches over – but as desperate as you are to be done with this, you cannot apply them yet. There is a real risk that the remaining jet is just enough to fuck up the seat of the patch, and these are single use items. So you have to wait, as the air remaining in your suit silently whistles out into the void. As the air leaves your suit, you also get noticeably colder, and for the first time, you realize just how much your leg hurts. Jesus! No, not now! You cannot go into shock, and you certainly cannot curl up a cry. You just need to hold out. Just a little bit longer!

You wait as long as you can bear – just how long that is, you are not even sure – but to your credit, you wait until it becomes truly unbearable before crack-activating and applying the patches. With the very real risk of suffocation hanging over you if you are not able to properly seal the breach and repressurize soon, you know that you are going to use more than one, but after a serious mistake in applying the second patch, you decide to put a third one on as well. For a moment, you consider putting a fourth one on, but your lungs are screaming at you – so instead you open up both of your air tanks instead. With nothing to do but wait to see if you suit is going to pressurize or not, you stare at your readout, noticing for the first time that your suits internal heaters have been pulling an inordinate amount of power since the breach.

Your head is spinning like a top and you are considering throwing a fourth patch on top of the breach, when your suits instrumentation finally registers that it is repressurizing. Without waiting another second, you unclench your jaw and take a deep shaky breath in. The air is thin, very thin. But it is there – and that is enough to make you sob with relief. As your suit continues to repressurize and you continue to greedily breathe in the gradually thickening air, you decide to apply a fourth patch. That should be enough for you to backtrack your way to the aft cargo hold and the get the Hell out of this hulk. You are not ready to call it a shift over this, but given the opportunity, you would rather spend the rest of the shift reconnoitering the boneyard then fucking around in this mess. You check the rest of your suit over, pulling the dead wisps and sealing their fuel lines, then you stumble to your feet.

Now, you just need – oh God, where the Hell is the schematic?! It – oh, thank fuck, there it is. Now you just need to … figure out where you are. Well, that shouldn’t be too difficult. Uh … okay, you came down … that corridor, and then you went careening down the one you are in now. Or – damn it all.

You might have gotten a little turned around here.
>>
Now, the quickest way to get your bearings again would be to take a little walk down each of the three hallways here … except one of them might have a massive drone wandering down one. The alternative is to pick one of the three – or four, counting the one that you are in right now – hallways and walk down it until you find something that you can identify on the schematic. That might take time, and while much less likely, there is also a chance that you stumble across the drone anyway.

> Please choose ONE of the following:
> Peek around all three of the corridors.
> Pick one and head down it.
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>>5522664
> Pick one and head down it.
Don’t have the time to fuck around.
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>>5522664
> Pick one and head down it.

Going someplace we'd normally have no reason to go to in a mysterious smuggler ship. I like it.
>>
Well, as it has been nearly two days now, I guess I should close this vote. Lets pick the heading!

> Please choose ONE of the following:
> Head down the hallway you are in currently.
> Turn around, and go straight through the intersection of halls.
> Turn around, and hang a right through the intersection of halls.
> Turn around, and hang a left through the intersection of halls.
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>>5525178
> Head down the hallway you are in currently.
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>>5525178
> Head down the hallway you are in currently.
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>>5525178
> Head down the hallway you are in currently.
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Consider this closed! I'll get to writing it up as soon as possible.
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Actually, before I get the post up, I need two rolls. 1d20 for the incidental, and 1d100 for the suit integrity.
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Rolled 15 (1d20)

>>5526373
>>
Rolled 19 (1d100)

>>5526373
Oh boy
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>>5526560
>>5526604
Good and good. Give me a bit, and I will get the post up.
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>>5526604
>this isn't a d20
oh no no no
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Well, it seems that the internet ate my homework. I would have sworn I got the post up - but regardless, it is not here. I'll recreate it after dinner. Apologies about the delay.
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As you take increasingly deeper breaths in the increasingly thicker air inside your suit, you take a moment to marshal your thoughts. Your first priority has to be getting your bearings again - after all, your suit is compromised and you did lose a non-negligible amount of air. The quickest way to do that would be to find the hallway with the drone in it, then cross-reference it with the schematic ... but besides the blatantly obvious points against that particular course of action, there is also no guarantee that the drone is still in the hallway that you first saw it in, so you cannot count on it as a lodestar. A more appealing option - or rather, a less unappealing option - would be to walk until you found something that you cross-reference on the schematic, to figure out where you were in the hulk. Now, the hallways in this area are distressingly uniform throughout this portion of the ship, and you know for a fact that there have been modifications to the decks that have not been reflected in the schematics - the sealed blast doors, the trench cut for Tread-Softly - so this is not exactly going to be a surefire thing. But as it stands right now, taking a bit of a stroll it is your safest and second-best bet for finding where exactly you are, and then, from that, your way out.

And of the four hallways available to you, the one you are in at the moment is the safest, at least in the immediate vicinity, because unless there was some sort of passage, or the drone booked it down a major detour of its own, then there is no chance that the hallwalker could be somewhere along the hall your are in, unless it passed you by. And as it hasn't ... well, if you want to play it safe - and yeah, you do - then there isn't even really a choice here, is there? You check suit over one last time, gingerly testing the leg to make sure that your patches are going to hold, then you check your surroundings. With several of your wisps DIA, the halo of light that had surrounded you for most of this shift now has some dark spots. There is also the question of if you should even use the suits integrated lamps, as flashing the first hallwalker with your lights was enough to get it off of standby and start attacking you. Hmm ... at the very least, you shouldn't shine them down hallways you haven't had a chance to look over first. Maybe if you keep them off, your eyes will adjust enough that you could get by without them? Wishful thinking, probably, but ... why don't you just try it, for this hallway, and see how it works?

As you might have figured, it works poorly. With the debris, detritus and worm dust floating around from your punting, it was hard enough to see with the lamps and all of the wisps. Now, with all of the remaining wisps clustered together you can just barely make out what is in front of you. Less than a minute after starting, you are considering giving in, and turning your suits lights back on, when another idea comes to you.
>>
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While there might not be too much in the way of 'landmarks' in the hallways, the rooms that you have been passing might just be another story. If you can get into one or two of them, then perhaps you could be able to identify them by whatever remains inside of them, then cross-reference that with the schematic. You might be able to get your bearings immediately, and save yourself a bunch of dangerous wandering ... if you can accept the risk of opening up the rooms ... spending some time in tight quarters ... which presumably only have one entrance and one exit ... uh ... okay, maybe this isn't the greatest idea after all.

Or ... well, maybe it is. After all, every room you have cut into in this hulk has been safe so far. The inverted cupola had a few tiny worms, but the desalinator's intake was completely clear, as was the cabin that you cut into, and the stripped down room that you almost trapped the first hallwalker in. And excluding the damned drones, the hallways have either been clear, or at least not dangerously infested. As you think this over a bit more, you punt yourself over to the nearby doors. Judging from the spacing between them, the rooms that they open up into are probably the same size - or at least they all have the same width. One of them has been welded shut, but the other seems to have just been locked.

> Please choose ONE of the following:
> Break into the welded room.
> Break into the locked room.
> Continue on for now, but keep an eye on the rooms you pass.
> Continue on for now, and focus on the hall ahead instead of dangerous confined spaces.
>>
>>5528153
> Break into the welded room
I’m curious enough to bite.
>>
>>5528153
> Break into the locked room.

Locked indicates something of value behind. Welded indicates it has been abandoned, possibly due to worm infestation.
>>
>>5528153
>> Break into the locked room.
>>
Alright, consider this closed. I will get to writing the update as soon as I can.
>>
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Alright, I am ready to run finally.

I need the following rolls:
Cutting: 1d100
Conditional: 1d6
Modifier: 1d6
Refund: 1d2
Incidental: 1d20
Suit Integrity: 1d100

To streamline this, someone can roll for the Cutting and the Suit Integrity at the same time with a 2d100, with the first roll being Cutting and the second roll being Suit Integrity. Likewise for the Conditional (which is only rolled once) and the Modifier. Refund and Incidental can be rolled separately.

Assume that each cut you take will cost a base - 1 % Air, - 1 % Charge and - 2 % Cutting Gas, but know that if you do poorly on the Conditional Roll, it is possible for the door, lock, frame and surrounding walls to be resistant enough to require more consumables for each cut. Also know that you have a boon on your wrecking torch, a 50% chance to get - 1 % Cutting Gas refunded on every cut that requires - 2 % Cutting Gas or more.

Good luck!
>>
Rolled 12, 91 = 103 (2d100)

>>5532326
>>
Rolled 4 (1d6)

>>5532326
>>
Rolled 3 (1d6)

>>5532326
...That was supposed to be a 2d6.
>>
Rolled 11 (1d20)

>>5532326
Well, this will certainly be interesting.
>>
Rolled 1 (1d2)

>>5532326
Might as well do the coinflip since everyone else is double dipping.
>>
Well, not the strongest start, by any stretch of the imagination. But nothing went wrong though.

[Conditional Roll 4] Result: The door, door frame, lock and the wall surrounding the frame are all 'Battered' adding + 1 to the Modifier roll or + 10 to the Cutting Roll, whichever gives the greatest net result.
[(Gross) Cutting Roll: 12] Result: The door loses 16 points of structural integrity. The amount of structural integrity remaining is unknown.
[(Gross) Modifier Roll 3] Result: The (Gross) Cutting Roll is multiplied by 0.5
[Refund: 1] Result: Cutting Gas is not refunded.
[Incidental: 11] Result: There are no incidental events.
[Suit Integrity: 91] Result: Nothing on the suit breaks.

Master Readout reads as follows:
Suit Integrity: 97 % [Right Rear Shin Damaged]
Suit Charge: 58 %
Boost: 64 %
Air: 40 %
Cutting Gas : 60 %
Cutting Flux : 87 %

To simplify things, instead of rolling 1d2 and 1d20, for the remainder of this shift, we can roll 2d20, and say that for the second die, 1-10 is effectively a 1 and 11 - 20 is effectively a 2. So now, for another - 1 % Air, - 1 % Charge and - 2 % Cutting Gas, I need 2d100, 1d6 and 2d20.

Good luck!
>>
Rolled 100, 62 = 162 (2d100)

>>5532522
>>
Rolled 3 (1d6)

>>5532522
>>
Rolled 4, 20 = 24 (2d20)

>>5532522
Oh boy
>>
>>5532823
>nat 20 incident
WOOOO!
>>
>>5532827
Before I take the tally here, can I get another 1d100 please?
>>
Rolled 91 (1d100)

>>5532908
>>
>>5532920
We found Saddam, you guys.
>>
>>5532920
>>5532928
https://m.youtube.com/watch?v=ckcDG1j5jWo
>>
>>5532928
Yeah, you certainly did. On account of your excellent rolling here (and the natural 100 you got for the gross roll on the cutting) - I'd say you have more than cracked open the door and found something that you can orientate yourself with. In fact, I think I will let you guys choose it!

> Please pick ONE of the following:
> A second cache of conventional weapons and body armor, mounted so it could all be hidden behind the wall panels of the ship - had they only been up. Many of these weapons have been modified to be used while in a suit - and there are several that might be useful against worms or drones.
> Stacked rolls of clean conduit and a decent variety of small electronics, as well as some spare batteries that will work with your suit and still miraculously have a charge, sealed up in an unlocked lock box, heavily lined. These batteries also happen right next to a suit-modified hand-lance, that also still has a charge.
> A still functional Life-Berth on mechanical-only standby - so no recharging, but you could refill your air bottles. More than that, you could pressurize the thing, go inside and take your suit off, and put a patch on the inside - rendering the risk of the breach re-opening effectively zero. Alternatively, there is another suit inside the Life-Berth. It might not be as new as your new-model, but it has a lot of features that have been 'deleted' off of your suit.
>>
>>5532987
> A second cache of conventional weapons and body armor, mounted so it could all be hidden behind the wall panels of the ship - had they only been up. Many of these weapons have been modified to be used while in a suit - and there are several that might be useful against worms or drones.

Turn it in or turn it on our captors, we'll make it big.
>>
>>5532987
> A still functional Life-Berth on mechanical-only standby - so no recharging, but you could refill your air bottles. More than that, you could pressurize the thing, go inside and take your suit off, and put a patch on the inside - rendering the risk of the breach re-opening effectively zero. Alternatively, there is another suit inside the Life-Berth. It might not be as new as your new-model, but it has a lot of features that have been 'deleted' off of your suit.

Deleted features make me curious
>>
>>5532987
> A second cache of conventional weapons and body armor, mounted so it could all be hidden behind the wall panels of the ship - had they only been up. Many of these weapons have been modified to be used while in a suit - and there are several that might be useful against worms or drones.

while i like the idea of the suit with otherwise "unneeded" features, if we are going to make a ragtag team with which we will take over the ship, we can't be the only one armed and armored. we need both something to entice others and gives us the firepower to back our word.

also, in terms of smuggling this onto the spaceship, what possible ways could we do it? inside our own suit? through somewhere in the ship which isnt actively being guarded at all times? a trash shoot?
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>>5533588
The first cache was not just one lance, it's just that the others were disassembled.
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>>5533657
Yes, buut you can never have enough guns and armor when it comes to a rebellion (phone post)
>>
I'm not quite ready to write this up yet, so I am going to leave this up overnight.
>>
>>5532987
Frankly I’m torn between the conduit and the Life-Berth. The conduit/handlance would be a godsend, and so too would the Air and the Suit as well. Would probably flip for it, if I wasn’t worried about tying up the vote and delaying the update.

Honestly, a find like this make me want to continue exploring just a bit further.
>>
Alright, closed and writing!
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>>5534697
An update on the update - I am going to need a little more time to finish writing. Expect the update sometime tomorrow. Apologies about the delay.
>>
Another update on the update - I am having trouble finding enough time to sit down and finish the update. Nothing serious, just a bunch of busy stuff. With any luck, I should be able to get ahead of this soon. Again, my apologies about the delay.
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>>5538533
it's good man, do it when ya can. just as long as the thread doesn't die it should be good :)

i like this quest alot, especially the potential it has for an underdog story, with the option of having an armed insurrection. which is me saying the way the story is progressing im enjoying immensely.

keep it up, and good luck.



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