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According to the propaganda, the City is a bastion of humanity's best and brightest, an isle of civilization bobbing in a vast sea of darkness and danger. Under the watchful guidance of the Head, the 25 Districts of the City - each the territory of individual, powerful megacorporations known as Wings of the World - run with clockwork certainty, keeping the horrors of the Outskirts at bay.

[Select one.]

>(Backstreet Boy) If you hadn't been born, raised, and bloodied in the City's very own Backstreets, you might have had room in your withered heart to believe such flowery prose. Unfortunately, you know better. Only in the Nests will you ever know safety, but now that you've carved out a little place of your own in the guts and muck of the City, you're not about to let it go. [+5 to Physical Stats] [W-District Backstreets]

>(Nest Egg) You had a roof over your head, food in the fridge, and people you could consider acquaintances, if not quite friends. Then, the week following the Dark Days left you orphaned, alone, and just a few steps shy of destitute. There's no time to waste; with your current savings, you'll have to enter the workforce before the month ends. Life in a Nest doesn't come cheap, and errant Feathers will soon be plucked. It won't be easy, but you'll manage. You have to. [+5 to Mental Stats] [K-District Nest]

>(Dregs And Remnants) You remember the warmth of a distant light–but nothing else comes to mind. Waking up in the midst of crumbling ruins, surrounded by cooling corpses and tacky blood… You're alive for now, but whatever did this could come back for you at any moment. There's nowhere for you to go but up-and there's no one to help you but yourself. [+5 to Physical/Mental Stats] [+3 to Identity Stats] [Face the Fear]



Salve Your Tears. Pay In Blood.

Welcome to Pay Your Taxes Quest, a tale of the common man's common struggle. If you fail to meet your monthly quota, the Head will catch you in the grip of its Claws.

The secret to happiness? To lead a life worth dying for.
>>
MECHANICS

We'll be rolling with an RPG-style system, which means bonuses and dice based on factors like stats, equipment, and upgrades.

Degrees of success are based on thresholds; for example, an action to convince someone could have a 20/30/40 check, and the relevant stats would mean the MC rolls a 3d10+15. Results become increasingly more favorable with each threshold passed; in this example, 20 would be a Bare Success and only partially meet your goals, 30 is a Full Success, and 40 is an Excellent Success, earning you particularly favorable results beyond your original expectations.

Each Threshold passed earns you some EXP towards your next Level. Each Level gives you 5 Stat Points to distribute; every 3 Levels, you gain an Identity Point.

There exist 9 different Stats; 3 Physical, 3 Mental, and 3 Identity. They're broken down and explained in the following section.
>>
PHYSICAL

Strength (STR) - Determines raw output. How hard you can hit, how much brute force you can exert, etc.

Constitution (CON) - Determines endurance and tenacity. How many hits you can take and how much stamina you have.

Agility (AGI) - Determines dexterity and speed. How fast you are, the level of coordination you can display, and general reflexes.

MENTAL

Cunning (CUN) - Determines raw intelligence. Ability to draw conclusions, situational awareness/perception, and ingenuity.

Charisma (CHA) - Determines social awareness. Ability to act, convince others, play up a crowd, and make yourself likable.

Wisdom (WIS) - Determines emotional maturity. Ability to keep a cool head, mental fortitude, and spot opportunities.

IDENTITY

Egoism (EGO) - Your strength of will. Conviction, as it were. The stronger your passions, the more effective your actions. Decreases Thresholds, among other things.

Soul (SOUL) - The weight of your existence. Influences your esoteric prowess, such as the ability to manifest and wield E.G.O. or understand Abnormalities/Distortions. A seed of light; though dormant, once nurtured, blossoms grandly.

Virtue/Sin (KARMA) - A record of your decisions. Cannot be changed via Stat Points. Triggers various events, interactions, etc. and provides according bonuses/maluses.
>>
>>5645488
>>(Dregs And Remnants) You remember the warmth of a distant light–but nothing else comes to mind. Waking up in the midst of crumbling ruins, surrounded by cooling corpses and tacky blood… You're alive for now, but whatever did this could come back for you at any moment. There's nowhere for you to go but up-and there's no one to help you but yourself. [+5 to Physical/Mental Stats] [+3 to Identity Stats] [Face the Fear]
>>
>>5645488
>(Dregs And Remnants) You remember the warmth of a distant light–but nothing else comes to mind. Waking up in the midst of crumbling ruins, surrounded by cooling corpses and tacky blood… You're alive for now, but whatever did this could come back for you at any moment. There's nowhere for you to go but up-and there's no one to help you but yourself. [+5 to Physical/Mental Stats] [+3 to Identity Stats] [Face the Fear]
>>
Here's your character sheet. Additional info inbound. In-depth explanation of mechanics at the bottom.

TL;DR is dice = d6, where number of dice = Stat Value/2. Example: 10 STR means you roll 5d6 for all STR-related checks, absent any other bonuses.
https://pastebin.com/ky8Xa8jM
>>
>>5645488
>(Dregs And Remnants) You remember the warmth of a distant light–but nothing else comes to mind. Waking up in the midst of crumbling ruins, surrounded by cooling corpses and tacky blood… You're alive for now, but whatever did this could come back for you at any moment. There's nowhere for you to go but up-and there's no one to help you but yourself. [+5 to Physical/Mental Stats] [+3 to Identity Stats] [Face the Fear]
PM fans eating good these days.
The light...
>>
>Look into pastebin
>GuardianQM
Ain't that something.
>>
>>5645525
it's ya boi
not back with the promised chapter of eden academy
sumimasenasai
Honestly I've just been on a massive PM kick and this brainworm won't get out of my head. I beg your forgiveness...!
>>
>>5645529
Reported this quest and QM to The Head. A Claw should arrive in approximately 5 minutes. Don't let the qm curse get to you. Stay strong
>>
>>5645529
A worm in your head sounds like something you should report to your nearest City doc.
Purifier Quest is what I'm personally missing. Interested to see this idea play out though.
>>
>>5645532
nyooo
send a sexy Arbiter to break my fucking skull instead please and thanks
>>5645537
Purifier Quest never ever! In all seriousness, I've lost the archive for that one and have no clue where it might be found. My Google-fu isn't strong enough, alas.

Anyways, locking votes so I can get started on the update early. Looks like you're all willing to dive right into Nightmare difficulty. What is life, but a collection of experiences? By that metric... Yours is starting anew.
>>
>>5645549
>found
https://archived.moe/qst/thread/5412863
"Not all those who wander are lost"

>Nightmare difficulty
So does [Face the Fear] have a lore meaning or something? Also is this a Bo3 quest or we adding up the totals from the 3d20s or something?
>>
>>5645488
>(Dregs And Remnants) You remember the warmth of a distant light–but nothing else comes to mind. Waking up in the midst of crumbling ruins, surrounded by cooling corpses and tacky blood… You're alive for now, but whatever did this could come back for you at any moment. There's nowhere for you to go but up-and there's no one to help you but yourself. [+5 to Physical/Mental Stats] [+3 to Identity Stats] [Face the Fear]
We've been getting a lot of Project Moon quests, eh?
>>
>>5645552
>He doesn't know
We're going to Brazil :(
>>
>>5645555
Blessed quads. I blame LIMBUSSWEEP and Ruina for the surge in popularity. Now there's actually enough of a setting to comfortably play around in!
>>5645552
I kneel. Much appreciated.
"Face the Fear" is just one half of the slogan for the first game and the (now-defunct) company it took place in.
TL;DR and pretty big spoiler warning: At the end of the game, L-Corp's mission was basically complete: they gathered enough of the metaphysical substance necessary to basically grant every living person enlightenment and the courage they needed to overcome their self-doubt and lead their best lives. Think Third Impact but without turning everyone into Tang. Unfortunately, the process got interrupted, and the completion of the mission meant every single branch of L-Corp (as an energy production company, they were in almost every District) underwent lockdown and subsequent self-destruction, trapping the employees and the immortal monsters they used as an energy source locked underground for months. First Mission: SURVIVE AND GET THE FUCK OUT.
>>
Rolled 1, 4, 1, 3 = 9 (4d6)

WIS DC: 5/10/15
>>
Rolled 2, 4, 2, 1 = 9 (4d6)

CUN DC: 8/13/18
>>
Rolled 2, 6, 6, 2 = 16 (4d6)

CON DC: 10/15/20
>>
>Dregs and Remnants
>Character Sheet Updated.

Dust cakes your tongue. Silt clings to the back of your throat. An all-pervading darkness cloaks your surroundings, broken only by the passing of a faint, reddish beam; a lone emergency light, rotating in place above you.

Your head hurts. You can hardly move your body. You…

Who are you?

With a gurgling gasp and a choked wheeze, you manage to roll over, shoving an indescribably heavy weight off your chest. The corpse - for what else could it be? - thumps as it hits the ground, crooked limbs splayed across the cracked tile floor.

It's not the only body you find. Dozens more accompany it, a macabre mess of tangled limbs and pooling viscera. Now that you're aware of it, the stench is like nothing else–the reek of offal and bile rising up in stinging clouds, drowning out the copper tang that permeates the air.

You squeeze your eyes shut, reflexive tears dripping down your cheeks. As you wipe the grit from your face, fruitlessly pawing at the filth with crusted hands, you slowly come to the realization that this situation–

"Welcome to orientation. I will now begin passing out pamphlets; you may look them over as we continue, but please pay attention..."

–Is uncomfortably familiar.

"The information I am about to present will be instrumental to your survival."

>WIS DC: 5/10/15 | Roll: 9
[Bare Success: EXP NULLIFIED (Character Gen)]

Though you don't remember much of anything - that constant throbbing ache in the back of your head isn't helping any - you're suddenly aware of several facts.

One. This is not a typical situation. A civilian in your position would likely be screaming in horror.

Two. You're a little disgusted, but you don't feel like panicking. Whoever you are, it seems you've been exposed to your fair share of corpses.

>CUN DC: 8/13/18 | Roll: 9
[Bare Success: EXP NULLIFIED (Character Gen)]

Three. These bodies are still relatively fresh. Organs aside, you don't smell any rot just yet.

That means the danger hasn't passed.

[1/2]
>>
The rusted cogs of your mind slowly whir as you calculate your next steps, body locked in place. Whatever you do, staying here would be the wrong move. Biohazardous material aside, the mere presence of these bodies indicates that you're in a danger zone.

What, then, would be a safe place?

You turn your gaze to your surroundings, moving slowly so as to not exacerbate any other wounds. Your breath picks up…

>CON DC: 10/15/20 | Roll: 16
[Full Success: EXP NULLIFIED (Character Gen)]

…And you let out a grateful sigh as you confirm yourself to be largely unhurt. There's a few scrapes and bruises and what feels like an egg-sized bump on your crown, but there aren't any fractures. You're certainly better off than the people here.

>Condition Updated. Health: Bruised, But Whole.

At the very least, you'll be able to run should you encounter any danger.

The emergency light continues its placid revolutions, casting a reddish filter over your vision. As your eyes adjust to the darkness, you drop into a crouch, shuffling past the mountain of bodies as silently as you can manage.

Gouges are rent into the thick metal plates that constitute the facility walls. More than once, you have to duck under hissing pipes and sidestep puddles of neon-green fluid, fluorescence sticking out like a sore thumb in the near-darkness of your environment. There's painted lines drawn on the walls - markers, perhaps - but in these conditions, you can scarcely tell them apart save for the slight difference in their shades.

>CUN DC: Autopass: Ingrained Training.

That's all you need.

"Ah, man. Curried potatoes, again? Don't they serve anything else? I mean, where's the meat?"

"Hey, it's better than the slop I got served at my last job. And let me tell you-work a stint in the W-Corp Backstreets, and you'll swear off meat for the rest of your life."


Continuing down this path, you're sure to find the Canteen. A steady source of food and water; good to know, considering you're not sure how long you'll be stuck here for. After that, there's the–

[Select one.]

>(Information Department) "Stay vigilant! Double, triple check everything! Agent $@!#$, get Agent &*% on site as soon as he's recovered! Have him update the dossiers for T-03-77-W! We can't lose any more men to that thing…!"

>(Security Department) "On guard, lads. This one's a doozy. Just remember your training and you'll be fine, aye? Now… Arms up! Once more, unto the breach!"

[2/2]
>>
>>5645652
>>(Security Department) "On guard, lads. This one's a doozy. Just remember your training and you'll be fine, aye? Now… Arms up! Once more, unto the breach!"
The breach
>>
>>5645652
>(Security Department) "On guard, lads. This one's a doozy. Just remember your training and you'll be fine, aye? Now… Arms up! Once more, unto the breach!"
>>
>>5645652
>(Information Department) "Stay vigilant! Double, triple check everything! Agent $@!#$, get Agent &*% on site as soon as he's recovered! Have him update the dossiers for T-03-77-W! We can't lose any more men to that thing…!"
>>
>>5645655
+1
>>
>>5645652
>(Security Department) "On guard, lads. This one's a doozy. Just remember your training and you'll be fine, aye? Now… Arms up! Once more, unto the breach!"
Into the breach - Da capo
>>
>>5645652
>(Information Department) "Stay vigilant! Double, triple check everything! Agent $@!#$, get Agent &*% on site as soon as he's recovered! Have him update the dossiers for T-03-77-W! We can't lose any more men to that thing…!"
Easy TETHs here
>>
Votes locked. Armed and ready. Personally I would've gone for Info considering the number of bullshit instakill gimmicks present in so many Abnos but it's certainly not a bad idea to arm yourself
>>
Rolled 6, 5, 3, 2 = 16 (4d6)

CUN DC: 7/12
>>
Rolled 3, 3, 2, 3 = 11 (4d6)

AGI DC: 10
>>
Rolled 2, 4, 1, 4 = 11 (4d6)

CUN DC: 10
>>
>Security Department

A flash of familiarity.

Beneath the Canteen's baby-blue paint - itself dyed a pinkish purple by the emergency lights - lies the dark scarlet of the Security Department.

"Tally ho, gentlemen. Welcome to Sec. Our job's a simple one; we thwack anything that needs a thumping, whoever and whatever it might be."

>+1 to All Physical Stats.

Somewhere in the depths of your mind, you feel a lone puzzle piece slot into place, its edges worn and colors faded. The ache in your brain subsides somewhat, reduced from a flaring brand.

Unconsciously, your back straightens, gaze sharpening as you press your back against the wall. Your hand twitches, going for your hip–but all you grasp is empty air.

Your old holdout weapon is gone. You don't even have the standard-issue riot stick they gave you at orientation.

Well, no matter. So long as you continue down this path, you'll find something to gear up with.

>CUN DC: 7/12 | Roll: 16
[Full Success: EXP NULLIFIED (Character Gen)]

There's not so much a clouded haze concealing your memories as there is a simple void, scattered fragments awaiting some trigger to connect with one another. No amount of soul-searching will fill this gap, you can tell.

Fortunately, there are some things you just can't forget.

Somewhere behind you comes the sound of steel on scraping steel, faint and far away. Heavy thuds accompany the staccato screech, a stilted cadence hinting at something approaching footsteps. At a guess, you'd say it's coming from roughly the same place you woke up in.

Good thing you left. Satisfied with your still-keen senses, you pick up the pace, instinct guiding your steps so as to minimize sound.

>AGI DC: Autopass: Decent Health.

At the end of the tunnel, a reinforced elevator greets you. Though dents and scratches pock its surface, the heavy metal doors remain sealed shut; a testament to its durability.

Security is just one floor down.

Without a second thought, you step forward, pressing a sticky palm against the activation panel. The paint on the button's plastic red cal has long since worn away, but it sinks in all the same with a satisfying click, lighting up with a soft orange glow.

And because nothing ever goes right, that's all it does. The elevator remains stubbornly shut; you don't even hear the faint whirring that'd signal its moving mechanisms.

Frowning, you push the button again to the same non-effect.

Alright then. Fine. You let out a disgruntled huff and turn away, stepping towards the emergency stairwell.

To your frustration, the door for that is also stuck. Confused, you peer through the scratched-up viewing port, pressing your face against the glass–

[1/2]
>>
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–and watch in muted revulsion as a slim silhouette sinks an arm-length blade into a twitching body. Even through the door, you manage to catch the tail end of a weeping cry, soon cut short.

The silhouette withdraws its blade–and that's when you realize its arm is the sword. Slowly, methodically–

>CUN DC: 10 | Roll: 11
[Full Success: EXP NULLIFIED (Character Gen)]

-mechanically, you note - it turns towards you, a sparking crimson glow emanating from its singular eye.

Doubt, from the Ordeal of Green Dawn.

>AGI DC: 10 | Roll: 11
[Full Success: EXP NULLIFIED (Character Gen)]

You duck down, heart pounding. Did it see you?

Hour-long seconds pass in an instant–but even with your senses strained, you detect no further sound.

You're… in the clear. For now.

[Select one.]

>(Discard Your Doubts) Feh. Look at you, hiding away like this. What kind of gutless coward are you? It's just a Doubt; the lowest tier of nuts and bolts. With all those exposed joints, you don't need a weapon to rip that thing apart. Wait for it to turn around, then barge through and give it the old one-two. [Enter Combat] [+2 to STR] [+1 to EGO] [Advantage: Autopass First AGI Check]

>(Multitalented) Yeah, fuck that. Discretion is the better part of valor, and you'll need to conserve your energy. You'd be better off trying to repair the elevator, and to be honest… You're not entirely sure if you have the right skillset. There's no time to waste, though; to be frank, you're stuck between a rock and a hard place. Whatever you do, you'll have to be quick about it, or you'll lose any advantage you've got. [Hard CUN/WIS Check] [+1 to Mental Stats] [+1 to WIS]

>(Double-O Seven) You really, really, really don't want to do this, but… There's a third option. Kind of. There's a conspicuously large ventilation shaft nearby. If you pop off the cover, you could crawl in there and see where it takes you, but you've got no earthly clue where it'll lead. It'll be a tight squeeze for sure, either way. [10% Chance of HE Containment] [20% Chance of Locating Sec. Dept.] [30% Chance of Locating Canteen] [40% Chance of TETH Containment]

[2/2]
>>
>>5646104
>(Discard Your Doubts) Feh. Look at you, hiding away like this. What kind of gutless coward are you? It's just a Doubt; the lowest tier of nuts and bolts. With all those exposed joints, you don't need a weapon to rip that thing apart. Wait for it to turn around, then barge through and give it the old one-two. [Enter Combat] [+2 to STR] [+1 to EGO] [Advantage: Autopass First AGI Check]
Fortune favors fools
>>
Pastebin is undergoing maint so here's a reminder to myself to update your Phys stats by +1 once I'm done with class for the day.
Note of clarification: Option 2 gives you +2 WIS and +1 CUN/CHA
Note of clarification: Option 3 is a 1d10 rolled against a table of outcomes. I.e, 1 = HE, 2-3 = Sec., 4-6 = Canteen, 7-10 = TETH.
>>
>>5646104
>(Discard Your Doubts) Feh. Look at you, hiding away like this. What kind of gutless coward are you? It's just a Doubt; the lowest tier of nuts and bolts. With all those exposed joints, you don't need a weapon to rip that thing apart. Wait for it to turn around, then barge through and give it the old one-two. [Enter Combat] [+2 to STR] [+1 to EGO] [Advantage: Autopass First AGI Check]
BEATING TIME
>>
>>5646104
>(Discard Your Doubts) Feh. Look at you, hiding away like this. What kind of gutless coward are you? It's just a Doubt; the lowest tier of nuts and bolts. With all those exposed joints, you don't need a weapon to rip that thing apart. Wait for it to turn around, then barge through and give it the old one-two. [Enter Combat] [+2 to STR] [+1 to EGO] [Advantage: Autopass First AGI Check]
>>
>>5646104
>(Discard Your Doubts) Feh. Look at you, hiding away like this. What kind of gutless coward are you? It's just a Doubt; the lowest tier of nuts and bolts. With all those exposed joints, you don't need a weapon to rip that thing apart. Wait for it to turn around, then barge through and give it the old one-two. [Enter Combat] [+2 to STR] [+1 to EGO] [Advantage: Autopass First AGI Check]
>>
Have to say I'm quite surprised. Pleasantly so, but wow. Bloodthirsty lot, aren't we? I'll close votes in about 2-3 hours from now.
>>
>>5646134
>Bloodthirsty
Nimrod path. Hunt da baddies down.
>>
>>5646104
>(Discard Your Doubts)
murderhobo time
>>
>>5646134
I know next to nothing about Project Moon, I just voted for the option which gave us more EGO.
>>
>>5646168
Be your best self. Gotta stack up that self-affirmation.
I honestly didn't expect anyone to read this without having some degree of experience with PM! I'll try to make things as clear to follow as possible. If there's anything you think needs clarification, just say the word and I'l infodump your ass, free of charge,
>>
>>5646248
Write in whatever way you want, that little bit I know about Lobotomy Corp/Library of Ruina/Limbus Company I learned through osmosis and so I shall proceed with this. I doubt that the IRS is kinder in this universe.
>>
>>5646270
It isn't. It really isn't.
They send teleporting hyperassassins on gigasteroids with hi-speed regeneration after you.
>>
>>5646104
>(Discard Your Doubts) Feh. Look at you, hiding away like this. What kind of gutless coward are you? It's just a Doubt; the lowest tier of nuts and bolts. With all those exposed joints, you don't need a weapon to rip that thing apart. Wait for it to turn around, then barge through and give it the old one-two. [Enter Combat] [+2 to STR] [+1 to EGO] [Advantage: Autopass First AGI Check]
>>
>>5646104
>(Discard Your Doubts)
>>
>>5646104

>(Discard Your Doubts) Feh. Look at you, hiding away like this. What kind of gutless coward are you? It's just a Doubt; the lowest tier of nuts and bolts. With all those exposed joints, you don't need a weapon to rip that thing apart. Wait for it to turn around, then barge through and give it the old one-two. [Enter Combat] [+2 to STR] [+1 to EGO] [Advantage: Autopass First AGI Check]
>>
I AM FRESHLY AWOKEN
Will probably begin writing soon, that or pass the fuck out again in an attempt to regain some semblance of a decent sleeping schedule (unlikely but worth noting)
Either way boats dosed, thanks for voting, always makes my neurons fire to see more activity
>>
>>5646810
CURTAINS: CLOSED
LIGHTS: OFF
MOMENT: MISSED
EXPERIMENT: RUINA'D
BOOK: ORDINARY
ORANGE: ORGANIC
EYES: NOT BUTTERED
>>
Rolled 2, 3, 1, 2 = 8 (4d6)

STR DC: 15/20/35
Halved by Advantage
DC: 8/10/15
>>
I thought we had 11 strength and thus 5d6
>>
>>5646832
The +2 STR is coming at the end of the fight/when narratively appropriate, whichever comes first.
>>
Rolled 3, 1, 3, 4 = 11 (4d6)

AGI DC: 7/12
>>
Rolled 1, 6, 5, 1 = 13 (4d6)

END DC: 12
>>
Rolled 1, 2, 1, 3, 6 = 13 (5d6)

>>5646860
This was meant to be CON, not ENDurance, lmao. My bad. Same difference; either way, nice pass!

>STR DC: 10
>>
>Discard Your Doubts

You sit there, heart hammering away at your chest. There's a tightness in your throat, as if you're about to barf; as if to make things worse, the thirst you've been trying to ignore all this time returns with a vengeance, too.

Since you've woken up, the only things you've known are fear, pain, and discomfort. Not even your identity is clear; there's no tag pinned to your lapel.

Yet at this moment, something about you makes itself clear.

>+1 to EGO

You've never been one to run if you can help it.

Even as your breath catches, your fists clench, crushing the seed of burgeoning despair in an iron grip.

You won't falter. You'll leave this facility alive, by any means necessary–but to do that, you'll have to grow stronger.

You'll have to fight.

Might as well start here, right?

"Nothing but a warmup," you mutter to yourself. Your voice is reedy and thin from disuse; it takes a light cough to clear it.

You pause to consider your opponent. Even as a Doubt - one of the lowest-ranking Ordeals - it's still technically a TETH-tier Abnormality. That metaphysical advantage over you, plus the simple fact it's made of steel, unfortunately means just punching it won't do the trick.

Thankfully, it's still beholden to the laws of physics. Not all Abnormalities are, but at its core, a Doubt is just a stilt-legged bundle of exposed gears and spindly limbs.

A plan of action forms in moments; utilizing the fact that it hasn't seen you, you'll bash through the door, throw it off guard, and target its joints. The priority target is its sword-arm; if you can take care of that, it'll be nothing but a punching bag.

Yeah. You've got this.

[1/4]
>>
>AGI DC: Autopass: Advantage

The emergency exit slams open with a forceful kick, crashing straight into the automaton and shattering its fragile sense of balance. Servos whir and click with frantic speed as it staggers away, but your opening salvo turns out to be less effective than you originally anticipated; it doesn't quite topple over, and it's already beginning to recover.

Ah, well. You set your hopes high and expectations low; this, too, is well within the bounds of your plan. Either way, the first strike is yours.

>STR DC: 15/20/35
>|Halved by Advantage| DC: 8/10/15 | Roll: 8
>[Bare Success: EXP NULLIFIED (Character Gen)]

As you lunge for the bot, the Doubt shields its face with its blade, attempting to ward you off. It deflects your charge somewhat, bleeding momentum, but the tight confines of the stairwell mean you were never really relying on that much to begin with.

Teeth grit, you duck beneath the flailing sword, narrowly avoiding a nasty scratch from its curved, rust-pocked tip. Droplets of sticky liquid splatter across your face with its passing, but you can hardly get any filthier than you already are.

>AGI DC: 7/12 | Roll: 11
[Bare Success: EXP NULLIFIED (Character Gen)]

No time to think. One hand, scarred and leathery, jerks the overextended limb forward. With such a high-set center of gravity, it's easy to pull the Doubt into your tempo. With your other hand, you scrabble for the black cables that act as its tendons, twisting it up in your grip. If you can just tear it apart

In a display of terrible rudeness, the Doubt interrupts your thoughts by leaning in and slamming its steel-plated face against your skull.

Your head snaps back, stars popping across your vision–

>CON DC: 12 | Roll: 13
[Full Success: EXP NULLIFIED (Character Gen)]

–and a bloodthirsty grin rips across your face as you shove back.

Your neck strains with the effort, but the automaton slowly, surely begins to give ground. This certainly won't do your nascent concussion any favors, but you find that you simply don't care. Your blood is pumping, sweat beading–a guttural snarl tears free from chapped lips, overwriting the hissing servos and grinding gears churning within your opposition.

You will win, and you will survive.

>+2 to STR

Conviction reignited, you twist your grip, tangled wires digging into tanned flesh, and yank downwards.

>STR DC: 10 | Roll: 13
[Full Success: EXP NULLIFIED (Character Gen)]

With a crisp twang, the cable snaps. The oversized gear acting as its elbow spins wildly, then clatters to the ground. The lethal limb detaches with little fanfare.

Now a good 10 pounds lighter, the Doubt - quite literally disarmed - lurches to the side, balance utterly lost. It twists to gaze at you through its crimson lens, sparking and flaring. Black tar drips from its wound, splashing to the floor to mingle with spilled blood.

[2/4]
>>
You shift your grip on the hiltless sword, lining it up with the camera in its face. Your smile fades.

One thrust is all it takes.

[Select one.]

>"Still got it after all." [+1 AGI]

>"Only up from here." [+1 CUN]

>"Not even a scratch." [+1 END]

>You don't have time to comment on every victory. Just get going. [+1 CHA]

>Write-in? [+1 to a Stat]

Note: If you choose the Write-In option, I'll determine what Stat gets raised.

[3/4]
>>
After Action Report

>Character Sheet Updated.

>Equipment Obtained: Shredding Doubt (One-Handed Sword)

Victory In Battle
>Difficulty: ×1.2 EXP multiplier applied.
>+54 EXP
>Level Up. 24/40 EXP to next Level. +5 Stat Points.

You may vote to distribute the Stat Points now as you see fit or hold onto them for later scenarios. Up to you lot.

[4/4]
>>
>>5646912
>>5646914
>WRITE IN ("Just nuts and bolts.")
>STAT POINT ASSIGNMENT: +1 CUN, +1 CHA, +1 WIS, +1 EGO, +1 SOUL
>>
>>5646912
>"Too weak."
>+3 AGI, +2 CUN
>>
File: 1494436525252.jpg (86 KB, 755x593)
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>>5646916
+1
Finally I get to post something from my Season 5 folder
>>
>>5646912
> (Write-in) "Heh. Nothing like a spot of ultraviolence to help shake the rust off." (+1 STR)
> Level-up: +1 STR, +2 CON, +2 AGI
>>
>>5646912
>Write-in: "Nothin' personnel, kid."

>>5646914
>Stat allotment: +5 STR
my logic is that the STR checks have been the highest thus far, and I feel like it's prudent to hit a certain milestone with this stat before focusing on any others. also, i cast fist
>>
I ask of y’all to consider agility as advantage seems based on it and significantly lowered STR checks.
>>
>>5647166
Alright.
I'll comprise with you.

> (Write-in) "Heh. Nothing like a spot of ultraviolence to help shake the rust off." (+1 STR)
> Level-up: +1 STR, +4 AGI

This'll put us at 13 STR and 13 AGI. If you put your vote behind it I'll do the same.
>>
>>5647169
+1, I’ll throw my lot in with you.
Minos prime here we come.
>>
>>5646912
>”Victory without a doubt.”
>>
>>5647169
A gentle reminder that choosing the write-in means leaving the appropriate Stat to level up is left to me. I'll probably reword it a bit to sound a touch snappier--it's meant to be a pithy one-liner, after all.

Also don't think I'll be using milestone perks in this game. I was losing my mind trying to come up with a good selection in Eden Academy, lol.
>>
>>5646912
>"Still got it after all." [+1 AGI]
>>5646914
>STR:+3, AGI:+2
>>
The stat allocation is a bit all over the place (should've anticipated this) but it seems to trend towards slotting most points into AGI and some towards STR. Would you guys like some more time to consolidate your votes, or should I go ahead and do a 3/2 split between those two Stats?

Seems there's a tie in what to say. Since the leading votes only have 2 apiece, I'm a little wary of just doing a tiebreaker roll. I'll leave it open for another few hours before doing so.

Current leading votes:
>"Just nuts and bolts." [+1 WIS]
>"Nothing like some good ol' violence." [+1 CHA]
>>
>>5647169
+1
Evenness is nice. Can't believe I'm leveling DEX...
>>
>>5647296
I'm fine with a +3/+2 AGI/STR split. As for the one-liner:
>"Just nuts and bolts."
>>
>>5647330
+1
>>
Votes locked. At a casual eyeball it seems Nuts and Bolts favoring a 3/2 split wins.
>>
Rolled 2, 5, 3, 4 = 14 (4d6)

WIS DC: 10
>>
Rolled 3, 1, 1, 2 = 7 (4d6)

CUN DC: 15
>>
>"Just nuts and bolts." [+1 WIS]
>+3 AGI | +2 STR

Bleak steel crunches beneath the force of your thrust, splitting at the seams. Glass shatters with a soft tinkle, and the Doubt powers down with a muted whine.

"Just nuts and bolts."

>+1 to WIS

There's no one to hear your words, yet you can't help but feel a little better about yourself. If you can overcome this…

You cast a glance at the cooling corpse of the automaton's victim–a young, white-haired woman, her sightless blue eyes kept open by terror. A lanyard hangs around her neck; attached to it is a thin card of blue-green plastic, left to soak in the blood pouring from the trench ripping through her side.

>KARMA Check: 0 | 0
>Pass: +10 Karma

You kneel, passing a hand over her eyes to close them. Simple courtesy. In exchange, of course…

"I'll be taking this," you mutter to yourself. You stoop over to lift the lanyard from her neck. The card comes free with a tug, allowing you to toss aside the red thread.

Closer examination reveals it to be a low-clearance access key; lucky you, considering you didn't have anything like that on hand when you woke up. Maybe the elevator will work with this in hand.

>Level I Keycard Acquired.

There's nothing left for you here. You cast a glance upwards, frowning into the distant darkness. If you're going to get out of this place, you'll need to go up, towards the surface.

For now, though, your destination lies further down.

The guardrail is cold to the touch, textured by a coat of chipped paint whose true colors have long since worn away to an ugly grey. That said, it's still secure, allowing you to keep your balance even as you pick your way down the largely-intact stairs, sidestepping whatever egregious chunks of rubble cross your path.

You reach your destination before long - another square platform that opens up into the Security Department's Main Room. Past that…

"Right-ho, lads. The lot of you'll be bunking together in these dorms. Get used to keeping things clean 'round here; as your Captain, I'll be performing duty checks each week. Don't make me work any harder than I must and we'll get along spiffingly!"

Your mind buzzes. Within your breast, your heart thumps with startling clarity.

If you can get into the dorms, you're sure to find some backup arms and ammunition. Nothing impressive - inferior to your current weapon, most likely - but you'll take every edge you can get.

[1/3]
>>
Once you recollect yourself, you begin to approach the Main Room's sealed gates, scanning the area as you go. Your breath hitches at the sight of a burst-open Containment Cell with its iron slab of a door embedded partway through the opposing wall.

>WIS DC: 10 | Roll: 14
[Full Success: EXP NULLIFIED (Character Gen)]

You haven't the slightest clue what Abnormality it might've once held, and you're not sure you want to know. Small mercies, though; your senses don't pick up on anything in the vicinity, so its inhabitant has either left the area, or you won't know you're being hunted until it's too late. One way or another, the matter's out of your hands, so there's little point in worrying yourself over it.

Still, it wouldn't do to keep hanging out in the open like this. You pick up the pace–once you've reached the vaultlike doors of Security's central hub, you practically slam your pilfered keycard against the scanner set into the wall.

The machine flickers to life, beeps at you once, then unseals the gate with a pneumatic hiss. You're fairly certain that part's more for thematics than anything else; pressurization protocols seem a little excessive for the environment, assuming such mechanisms would even remain intact now that the facility's in ruins.

To your delight, the Main Room seems to have endured the worst of the damage. Though parts of the ceiling have fallen in to expose the facility's industrial innards, you can't help but notice the markedly improved lighting. There must be a dedicated generator within the Department–perhaps as a failsafe of some kind? Even so, it must've been a rather exorbitant expense…

>CUN DC: 15 | Roll: 7

Relief washes over you as you relax for the first time in what feels like days, even though a part of you notes that it's been scarcely an hour since you woke up. You've reached a safe place, a base of operations that you can begin to work out of as you think of ways to escape.

Unfortunately, it seems you've celebrated a moment too soon.

"D-don't move! I've got a gun!"

[2/3]
>>
From behind you comes a boy's voice. The barked command cracks with the fear of youth, as if he's only just come of age.

"Drop your weapon! H-h-hands behind your head! And… identify yourself!"

You oblige to the best of your ability, moving slowly so as to avoid startling the stranger. The Shredded Doubt clangs as it hits the floor, and a wince escapes you as you raise your arms. Looks like your earlier fight left you a touch worn; those sore muscles more than happy to make themselves known.

There's still one more thing to do… But identifying yourself is a bit of a tough ask, what with your amnesia.

Your interrogator swallows thickly in the silence. Even without turning to look, you can practically hear his fingers trembling around his trigger.

"S-say s-something already!"

Guess you don't have much of a choice. Licking your lips, you take a breath and prepare to speak.

[Select one.]

>May as well make the most of your fresh start. (Write-in a name.) [+3 to CHA]

>There are some things you just can't let go of. "I'm afraid I don't quite recall. Give me some time; it'll come to mind eventually." (Defer the decision for now and leave it to the QM.) [+1 to EGO]

[Select one.]

>Now's not the best time to show it, but you're a touch peeved. Your original plans didn't account for another survivor, and you don't intend on changing that anytime soon. [Sin]

>Let's defuse the situation. The kid is understandably unnerved, but your odds of survival would be vastly improved if the two of you work together. If you can just convey that… No one needs to be hurt.

>Write-in?

[3/3]
>>
>>5648822
>There are some things you just can't let go of. "I'm afraid I don't quite recall. Give me some time; it'll come to mind eventually." (Defer the decision for now and leave it to the QM.) [+1 to EGO]
>Let's defuse the situation. The kid is understandably unnerved, but your odds of survival would be vastly improved if the two of you work together. If you can just convey that… No one needs to be hurt.
>>
>>5648822
>There are some things you just can't let go of. "I'm afraid I don't quite recall. Give me some time; it'll come to mind eventually." (Defer the decision for now and leave it to the QM.) [+1 to EGO]

>Let's defuse the situation. The kid is understandably unnerved, but your odds of survival would be vastly improved if the two of you work together. If you can just convey that… No one needs to be hurt.
>>
>>5648824
+1
>>
>>5648822
>>There are some things you just can't let go of. "I'm afraid I don't quite recall. Give me some time; it'll come to mind eventually." (Defer the decision for now and leave it to the QM.) [+1 to EGO]
>>Let's defuse the situation. The kid is understandably unnerved, but your odds of survival would be vastly improved if the two of you work together. If you can just convey that… No one needs to be hurt.
>>
>>5648824
+1
>>
>>5648824
>+1
>>
Votes closed. A little surprised to see that playing nice is unanimous here; just to stave off any concerns, building Sin isn't necessarily a bad thing if you're looking to play something like an amoral Syndicate path. I'd say "humans together strong" is a fairly prevalent theme in PM-verse, though, so I guess it's to be expected. damn now I have to come up with a sympathetic character
>>
>>5649960
dude your quest got misarchived
>>
>>5652037
Woah, shit, what? Where? I don't see anything on suptg though I might be missing something. Thanks for the heads up.

Still working on the update, been reviewing Ruina cutscenes to brush up on my familiarity with the City. Glad I did, even if it takes fucking hours; saved me a couple plot holes and contradictions from canon. also lets me rip off cool lines directly and advertise them as an extra bonus for those familiar with the source kekw
>>
>>5652757
Some jackass misarchived your quest as “nazi criminal gf quest”

https://suptg.thisisnotatrueending.com/qstarchive/2023/5645488/
>>
>>5652037
Goddamn, you're right. I see it now. Nazi War Criminal Girlfriend..,? Uh. Alright. I'm supposed to email someone?
>>
>>5652764
Go to the suptg website, there will be an email.

You can email Local licorice and tell him to fix this

Be sure to tell him what you want to put in instead (title , description, tags)
>>
Rolled 6, 6, 2, 4 = 18 (4d6)

CHA DC: 14
>>
Rolled 2, 6, 1, 1 = 10 (4d6)

CUNNY DC: 20
>>
>>5654586
Alas, if only. For true kani uoh you're better off looking for one of my other works. I personally recommend Attendant Quest.
AFTER NEARLY A WEEK
UPDATE SOON
WITHIN THE HOUR EVEN
PROBABLY
FUCK I HATE FINALS WEEK SO MUCH
>>
>There are some things you just can't let go of.
>Let's defuse the situation.

The question of your identity is one that even you don't have the answer to… but you should probably give one, if only to keep yourself from getting shot.

"I–"

You could always just make up a name, of course. Who would deny you? There wasn't exactly a tag on your person earlier. Besides, whoever you were, you doubt you were particularly sentimental.

"I'm–"

What's in a name, anyways?

"-afraid I don't quite recall. Give me some time; it'll come to mind eventually."

More than you know.

>+1 to EGO

A tense silence follows your declaration. You pause for a moment, pondering over whether you should wait for your interrogator to respond, then choose to barrel onwards. It's better for you to make a case while he's busy digesting things.

"In the meantime, though, I'd like to propose something to both of our benefits. Though I do not remember much, I… I believe I was an… Agent? Likely under Security. Yes–what little I recall brought me here."

Agent, huh? You mull over the word for a moment, rolling it around in your head. It feels right for you, in a way, but lacking in others.

It’ll do for now. At any rate, whatever employment you once had here is likely now null and void, rendering the point moot. The only memories you can depend on are those engraved in your body - which brings you to the point you wish to raise.

“Anyways–what I mean to say is that I can fight.” To emphasize your point, you give the Doubt’s repurposed limb a solid kick, allowing to scratch a line across the floor before it rests against the kid's feet.

“Tore that off its owner with my bare hands.”

The kid sucks in a breath, hushed. “T-that can’t be possible. Even… even pistols don’t work on those.”

The ball’s in your court now. You can feel it. Slowly, you turn and flash a toothy grin.

"Wasn't too hard. If you're interested, the body's still upstairs."

At that, the boy flinches, looking away from you. "U-upstairs…? No–you, you can't go out there. The C-Captain, he…"

He trails off. Frowning, you get as far as "the Cap–?" before the kid suddenly jerks towards you, eyes wide with terror and hope alike.

Huh. They're a striking shade of scarlet, you note.

[1/2]
>>
File: DanMachi_Volume_1_301.jpg (115 KB, 1061x1536)
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115 KB JPG
"The Security Team Captain! D-did you see him!? He–he's got a bushy black mustache, and always, always wears these shiny brass badges…"

>CHA DC: 14 | Roll: 18
[Full Success. EXP +5]

He's pleading with you.

Beneath the panic and fear, his questions bely layers of self-loathing and regret. There's a certain fragility, the kind of confusion born of someone who's had their entire world turned upside down and doesn't know how to react.

"The Captain stayed behind for me."

"Ach. Lost another, have we…?

–Chin up, lads. The day's not over yet. I won't say it gets easier, but… I'll buy you all a round of drinks when we're done, plus one. Until then, we've got a duty to the others.

Hold fast."


…He would be the kind of man to fight a fearless last stand. Even if it was to save a kid like this.

>"I didn't pass by any corpses like that, but if he's out there, I don't fancy his odds." Inform the kid of the busted-open Containment Cell you passed by. [Information Department]

>"What, did you leave him behind or something? Shit, that ain't good. Can't say I'd hate to take a break, but there's no time to waste; if we're gonna grab the Captain, we'd better get moving." With that, you take him by the arm and drag him off, ignoring his baffled cries. [Clerk]

>Write-in?

[2/2]

Note: The brackets indicate the role of your tagalong. Being in Info grants him better odds of identifying Abnos you come across, whereas being a Clerk means he's a redshirt but good at paperwork and with some hidden inner potential, though keeping him alive will be a struggle.
>>
>>5654672
>"What, did you leave him behind or something? Shit, that ain't good. Can't say I'd hate to take a break, but there's no time to waste; if we're gonna grab the Captain, we'd better get moving." With that, you take him by the arm and drag him off, ignoring his baffled cries. [Clerk]
>>
>>5654672
>>"I didn't pass by any corpses like that, but if he's out there, I don't fancy his odds." Inform the kid of the busted-open Containment Cell you passed by. [Information Department]
>>
>>5654672
>"What, did you leave him behind or something? Shit, that ain't good. Can't say I'd hate to take a break, but there's no time to waste; if we're gonna grab the Captain, we'd better get moving." With that, you take him by the arm and drag him off, ignoring his baffled cries. [Clerk]
>>
>>5654672
>"I didn't pass by any corpses like that, but if he's out there, I don't fancy his odds." Inform the kid of the busted-open Containment Cell you passed by.
>>
>>5654672
>"What, did you leave him behind or something? Shit, that ain't good. Can't say I'd hate to take a break, but there's no time to waste; if we're gonna grab the Captain, we'd better get moving." With that, you take him by the arm and drag him off, ignoring his baffled cries. [Clerk]
Hey kid, wanna go on an adventure?
>>
>>5654672
>[Clerk]
SIDEKICK OBTAINED.
>>
>>5654672
>"What, did you leave him behind or something? Shit, that ain't good. Can't say I'd hate to take a break, but there's no time to waste; if we're gonna grab the Captain, we'd better get moving." With that, you take him by the arm and drag him off, ignoring his baffled cries. [Clerk]
This one will not get the execution bullet
>>
Update: I've reworked the Karma stat to keep a tally of both Virtue and Sin. Hundreds of good deeds may never erase one sin, but a dirt path might yet become a road. In other words, a thousand hours of community service won't change the fact you set that orphanage on fire, but it'll probably teach you to be patient. Or whatever it is that cleaning parks is supposed to impart. Probably. Please don't set orphanages on fire unless you really have to.
>>
>>5654672
>"What, did you leave him behind or something? Shit, that ain't good. Can't say I'd hate to take a break, but there's no time to waste; if we're gonna grab the Captain, we'd better get moving." With that, you take him by the arm and drag him off, ignoring his baffled cries. [Clerk]
headpat the clerk now
>>
>"What, did you leave him behind or something? Shit, that ain't good. Can't say I'd hate to take a break, but there's no time to waste; if we're gonna grab the Captain, we'd better get moving." With that, you take him by the arm and drag him off, ignoring his baffled cries. [Clerk]

You aint using your company-mandated suicide gun yet lad come with us it's time to be relevant for once!
>>
Update's gonne drop on either the 11th or 12th of May, since that's the due date for one of my final projects. Thanks for bearing with me! god damn i have got to stop starting quests when i cant fit them into my schedule
>>
STR DC: 7
>>
Rolled 4, 1, 1, 1, 5, 1 = 13 (6d6)

>>5661456
Let me try that again. It's, uh, been a minute.
>>
Rolled 95 (1d100)

Loot rolls!? Loot rolls!
1/25/50/75/100
>>
>>5661585
Ohoho.. let's see what the boyo found fer us
>>
>CLERKED

Wet tears slip down the cheeks of your would-be interrogator. He stares past you, pupils hazy and dim. The gun in his hands… While it’s still pointed at you, his fingers are off the trigger.

With the kind of slow, steady movements reserved for easily spooked animals, you gently angle the gun barrel away from your soft, fleshy form. Now that you’re no longer in immediate danger of getting a hole punched through you, a tired sigh slips out.

Right then. What to say?

“Shit, that ain’t good.”

You are the very spirit of eloquence and charisma. Hooking a finger through the loop of your belt, you straighten your back, spine popping into place with a satisfying crack. Honestly, your arms feel leaden from holding them up that long.

“Captain’s out there, huh?” Though it’s rhetorical, the kid flinches at your question.

Hmph. You don't see why; you weren’t accusing him of anything. Though your own uniform isn’t much to look at, the kid’s suit is clearly inferior to yours. It’s too tight to move around in, for one - he’s clearly not meant to be a fighter.

Clerks. Always rushing on by, their short lives filled with paperwork and drudgery. As an Agent, your roles existed in close proximity, but there was a world of difference between the two. About the only point they shared in common was the turnover rate.

Well, probably. That’s just the feeling you get. You’re not a hundred-percent certain, on account of the blunt force trauma you’ve recently suffered to your cranium. Tragic, that.

Eh. You’ll get over it.

“Let’s get a move on, then. Can’t say I’d hate to take a break, but there’s no time to waste; if we’re gonna try and save the Captain, we’d better get moving.”

A second passes in silence as the kid registers your words. You don’t give him the opportunity to finish processing the implications.

“Wait–!” is as far as he gets before you grab him by the wrist, a mad grin on your face, and dash for the Security dorms. You’d kill for a shower, but a fresh set of threads will do for now.

Clothes, you recall, are very important.

[Select one.]

>They might not make the man, but they fill out his frame. [+1 to CHA]

>They help keep your guts where they belong; inside you. [+1 to CON]

[1/3]
>>
You barge through the flimsy plastic doors - no point in Lobotomy shelling out for fancy wood, here - and are greeted by row after row of empty bunk beds. A scuffed floor and rumpled sheets betray the hasty nature of the Security Teams' departure.

Ignoring the siren call of such stiff mattresses is a tough task; you'd love to flop face-first onto the cheap cotton-adjacent polymer sheets. Thankfully, the sight of personal chests lined up at the foot of each bed proves to be far more enticing.

Looting time.

>STR DC: 7 | Roll: 13
[Full Success. EXP +5]

You snap off a sharp kick, aiming for the cheap locks that keep the boxes secured; you’d wager that the threat of violence among peers did more to discourage theft than these things ever did.

With a pop, the latch bursts open, hinges flying loose to disappear beneath the neighboring bed. Muttering an apology to whoever this belonged to, you dig through the box, shuffling aside various personal keepsakes before finally–

>Loot DC: 1/25/50/75/100 | Roll: 95

–digging out a neatly folded undersuit.

As you hold it up, the gauzy black thread shimmers in the light…

>??? Military Undersuit Obtained.

…and, once unfolded, also reveals a couple of dull-green cylinders.

>Frag Grenade (x2) Acquired.

Oh, yes.

It takes you a moment to recover from your excited daze. With a shake of your head, you swallow your saliva and promptly begin to strip, setting aside the handheld explosives.

The kid gives you a scandalized look, rubbing tenderly at where you yanked him by the wrist. "What are you–?"

You cut him off, chucking a spare outfit at his head. He squawks and catches it with his face. It's quite impressive.

"No time for questions. Get dressed," you snap. As you tug the sleeves into place, the elastic undersuit stretches to fit your form, snug and secure without being too constraining. Technology is such a wonderful thing; a part of you simply understands that a fiberweave of this quality could stand up to a dozen of your makeshift swords.

It wouldn't do much to ablate the force behind such strikes, but it'd be a damned sight harder to pierce your skin, now.

You take the time to break open a few more lockboxes, but it seems you've used up all your luck for the day; all you find are disappointingly regular clothes and a couple boxes of spare ammunition, which go towards the kid. Nothing that'll be of much use to you personally, though. Can't win them all; at least you've got the grenades.

A little smile flickers across your face at the thought. You can't wait to use them.

As you backtrack towards the exit, the kid trails in your wake, subdued and silent. It's only when you've got one foot out the airlock gate and in the open hallway that he speaks again.

"I-I don't understand," he whispers. "Why are you bringing me along? All I'll do is weigh you down."

[2/3]
>>
…Heh. You'll admit to being a touch surprised. Rather than couch it in terms of his own safety, he's afraid of holding you back.

There's fear in his eyes, of course. Even now he struggles to look you in the face. But…

"Am I scared, lad? Hah! 'Course I'm scared. I'd be a fool if I wasn't; dealing with the beasties day in and day out wears on a man. I don't let it stop me, though, and that's all the difference. Can't have courage without a bit o' fear."

He'll do fine.

[Select one.]

>"It's good manners to pay back a debt. Don't go giving up on the Captain just yet." [Old Honor]

>"Better than sticking around to rot down here, no? Try not to fall behind, kid." [Struggle Against the Dark]

>"The situation's beyond our control. In times like this, all hands on deck." [Wayfinder]

>Write-in?

[3/3]
>>
>>5662172
>>5662177
>They help keep your guts where they belong; inside you. [+1 to CON]
>"It's good manners to pay back a debt. Don't go giving up on the Captain just yet." [Old Honor]
>>
>>5662172
>>5662177
>They help keep your guts where they belong; inside you. [+1 to CON]
>"The situation's beyond our control. In times like this, all hands on deck." [Wayfinder]
>>
>>5662172
>They help keep your guts where they belong; inside you. [+1 to CON]
>>5662177
>"Better than sticking around to rot down here, no? Try not to fall behind, kid." [Struggle Against the Dark]
>>
>>5662215
+1
>>
>>5662177
>They help keep your guts where they belong; inside you. [+1 to CON]
>"It's good manners to pay back a debt. Don't go giving up on the Captain just yet." [Old Honor]
>>
Rolled 2 (1d2)

Woo, finally got the suptg archive fixed. Also gonna lock the votes, lemme take a quick look at what's won... Tie between Old Honor and Wayfinder.
Rolling a 1d2 for Tiebreak!
1 = Old Honor
2 = Wayfinder
>>
I know the votes over but gonna get my voice out anyway.

>They help keep your guts where they belong; inside you. [+1 to CON]
>"The situation's beyond our control. In times like this, all hands on deck." [Wayfinder]
>>
FINALS
DONE
FUCK
I AM FREEEEEEE
This is how the PC's gonna feel once he leaves the fucking facility
>>
Project Moon is really making waves, huh? I'm only ankle deep in Ruina with a concerning list of annecdotes from lobotomy corp's former employees, but maybe I'll pitch in
>>
>>5671246
rip



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