1e3e90 No.49275 [View All]
12,000 years ago humans enter this universe through a natural wormhole found at the edge of the Alpha Centauri system. Science vessels were sent through to a distant galaxy. These scout teams surveyed the star system they were in and scattered to other systems to find out more of this galaxy. However, they found their their projections for the wormhole to stay open were wrong and their way home was gone. The scientists gave in to panic and infighting, scattering to distant corners of their new galaxy to settle planets that seemed habitable. The ancestors of the those who settled Starstead chose the desert planet in the Aeon system. They chose a planet with large amounts of visible Ionic Hydrogen and Grav Crystals, materials containing the Impossible particle that changes normal materials into physics defying materials. The ruins of the their original ship were found in the desert next to a dried up oasis after approximately ten thousand years. The humans spread throughout Starstead and formed new civilizations, rising and falling around the oasis that supported them, the artificial intelligence awakened from the ship escaping into the desert to form it's own civilization. Now the year is 9,086 and the humans and AI of Starstead have rediscovered the jump drive and reached for the stars once again.
You are one of the brave souls to set up a permanent residence outside of the Aeon star system. You are a member, or associate, of the Temple of Ascendancy. It is debated whether the Temple is a religion or not as it only preaches that men can become as gods and that the Impossible particle can lead to greater and fantastical forms of evolution. You have been chosen to become a part of the Temple's first extra-solar commune. Good luck explorer, and try not to get killed by any aliens.
Character sheets:
Human-
Name:
Age:
Backstory:
—-
Damage: Healthy
Skills: Given by backstory
Inventory: You can have 3 suitcases in personal items. You may have more or less depending on Patron. This includes spare clothes.
Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating, you will automatically drink from colony stores. You get a penalty equal to half this number rounded down and at max you die.
Hunger: 0/56 +1/turn How long it has been since you last ate, you will automatically eat from colony stores. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.
Bonus: Given by backstory
AI-
Name:
Description:
Backstory:
—
Damage: Undamaged
Skills: Given by backstory and Description
Inventory: You can have 1 suitcases in personal items. You may have more or less depending on Patron.
Power: 10/10 -1/turn automatically recharge from colony power stores.
Upgrades: Given by backstory and description
Bonus: given by backstory and description
Da Rules:
Actions and turns-
Every turn is considered a standard day, 24 hours. You can take as many actions as you want with the DC to get a success being the number of actions taken times 10. It is assumed you eat, drink, and sleep or recharge. You can say you forgo sleep or rest to get -20 to the DC for all actions and this can make the DC lower than 0. You will get a -20 to all actions the next turn that increases by another 20 each turn you do not rest.
It is assumed you eat and drink 1 unit of food and water each turn, or consume 1 unit of power each turn. You can state that you forgo eating or drinking to reduce consumption but your thirst and hunger will increase. Long term forgoing of eating or drinking can lead to penalties.
Free actions can occur sometimes. These actions do not increase the DC for actions.
Skills:
Skills are what you are good at. You can use an action to train a skill, getting you an increase to the skill equal to 1/10 of what you rolled. You also get 1/10 the difference between what you rolled and what you needed for the next result for failing an action based on that skill.
- Fluff for your actions may help or hurt you.
- Good rolls will not save you from stupid actions.
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1e3e90 No.50695
>>50499
>>50693
Scratch that last result. I forgot you re-rolled that.
Research starts on trying to figure out how to have the wisp light put off different spectrum of light. You arn't sure how to you would go about doing it, so you start adding chemicals to samples. 1/?
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e3111f No.50698
| Rolled 24, 19 = 43 (2d100) |
>>50693
>AI-
>Name:FUM J4C7
>Description: weighing 10 tons. dimensions 1200 x 1800 x 2000 mm. This Unit is designed for construction, decontruction, repairwork, landscaping and just about you name it. it's robotic arm is capable of fine manipulations and with it's multitude of tool attachments you know with Mikeson Processing & sons no colony is left behind.
>Backstory:J4C7 is one of the many contractors from Mikeson Processing & sons Ltd, a colony facilitator company now bankrupt after numerous scandals involving various accusations of machinism followed by a long hard court battle forcing Mikeson Processing & sons to file for bankruptcy. J4C7 is techically out of a job but is still bound to his current contract serving the Temple of Ascendancy working back water planets for colonisation.
>Damage: Voice synthesiser inoperable and easily fixable, don't ask why he wont fix it.
>Skills: +13.7 Construction
>Inventory: 5 units of spare parts for machines.
>internalized plans: [hydro-electrical treatment and power facility}{eco-friendly] +2 progress
>Power: 10/10 -1/turn automatically recharge from colony power stores.
>Upgrades: Large Size (+10 to Strength based rolls) Construction tools (+10 to construction rolls) Internal Cement Mixer Excavator Arm (+10 to digging rolls)
>Bonus: Your boss was Bob - You can reroll a die for construction or set up for construction. This ability recharges after the project is completed.
now to play the waiting game….
1. play the waiting game
2. get bored of the waiting game and work on me internalized hydro-electrical treatment and power facility plan, specifically figuring out a easily manageable pumping network back to the landing site.
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527a0a No.50738
| Rolled 24, 85 = 109 (2d100) |
>>50693
-Name: Jonathan Derevi
-Age: 23
-Backstory: Jonathan is an evangelical ascensionist who, by ways of inheritance, was able to lay his hands on state of the art cybernetics, right on the bleeding edge of science which he himself works on and improves. Now as one of the few people who willingly transformed large parts of his body into mechanics, he was a prime target to be brought along by the Temple of Ascendancy, and he considers it a great honor to have been picked by them.
>—-
>Damage: Healthy
>Skills:
5 Knowledge: Cybernetics
10 Electronics
55.9 Cybernetics Engineering
>Inventory:
Both arms and legs are replaced with functioning replacements. All can go a week (7 turns) before needing to be charged with 1 unit of power each.
Proper tools to perform maintenance and experiment with the cybernetics he has, and a tablet to interface with them.
Casual wear and formal Temple of Ascendancy robes, alongside a small necklace with a vial of Ionic Hydrogen in it, a sort of holy symbol.
Spare parts for cybernetics, more mundane tools for more mundane mechanics and measuring devices for picking out nearby impossible materials.
>Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating, you will automatically drink from colony stores. You get a penalty equal to half this number rounded down and at max you die.
>Hunger: 0/56 +1/turn How long it has been since you last ate, you will automatically eat from colony stores. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.
>Bonus: Iron Man - You can reroll one dice a turn on attempts to repair or upgrade your cybernetics. Other people can reroll once a turn to add cybernetics to you.
1: Well. Send off more balloons, it's not like we've gotten a complete map of the surface yet.
2: Tinker.
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a67bca No.50739
| Rolled 43, 3, 18 = 64 (3d100) |
>>50693
Name: George Pine
Age: 29
Backstory: One of the youngest accomplished officers of his generation Captain George Pine, or Colonel of Volunteers George Pine to his veterans of the Second Deathborg Wars. A popular war hero and decorated for gallantry and courage in devoting his men to wave after wave of assaults on fortified Deathborg positions. This prevented the Deathborg menace from escaping the city which allowed Pine's ship, The Deliverer, to launch a successful orbital bombardment on the occupied city of New Durga resulting in a minuscule several million casualties among the local population. Rather then take a cushy desk job on an inner world base he decided to join the Temple's extra-solar commune. There would be danger of the a frontier world and the excitement of founding the civilization that would carry on the memory of his achievements.
Damage: Healthy
Thirst: 0/4
Hunger: 0/56
+Inventory:
two jump suits; one formal and one casual, a copy of George Pine's Big Book of War, and a Stillsuit.
diamond focused laser gun and its ammo
5 Spare batteries for laser rifle. 5/5 charges each.
Darius requires a small amount of Ionic Hydrogen in his food every few days, at least, to stay healthy. He can produce and release bio-electricity.
Hawking Gloves for Darius.
+Skills:
+29.8 Tactics
+5 Pistols
+24.3 Longarms
+16 Knowledge: Military
+5.3 Computers
+Bonus: Every mission is a suicide mission - You can reroll a combat action once per turn, however damage to you, people under your command, and/or civilians will be doubled.
+Bonus: Tactical Genius - When you are in command of a battle you may hold part of your forces in reserve and reveal them at the beginning of the combat turn at any point in the battle field.
Military Power armor available*
Scotch incoming
1 Explore on the ATV
2 Get some more balloons deployed
3 Use the mounted high resolutions scanner to search for mineral veins or other anomalies underground while exploring
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130dc1 No.50740
| Rolled 17, 22, 48, 93, 84 = 264 (5d100) |
>>50693
Name: Vasily Sokol
Age: 25
Backstory: Vasily was a biologist who studied extensively the effects of the impossible elements on the body. His study on natives who had been growing their crops in soil rich with I.E garnered much attention, especially from the Temple of Ascendency who had then quickly targeted him for recruitment. Seeing how their goals meshed well with his research he was a quick convert and had joined the first wave of expansion.
—-
Damage: Healthy
Skills:
+35.9 Teaching
+10.5 Biology
+22.4 Xenobiology (This planet)
+28.6 Diagnosis
+30 Geology
+0.8 Tactics
+5.4 Knowledge: Nutrition
+0.7 Knowledge: Chemicals
+0.1 Pistols
+20.5 Longarms
+1 Snipers
+0.8 Hand to Hand
Inventory: 0.5 Units Ionic Hydrogen, 5 small high quality Gravity Crystals, Scientific data is on a laptop (Gives +10 to actions related to Impossible elements on biological systems), Laser rifle, Soil and flora samples, 6 wisp light
Thirst: 0/4 +1/turn
Hunger: 0/56 +1/turn
Bonus: Quack - Many call you insane, or unethical at least. At least the Temple understands, and even helped in some prototyping with the modified hawk Darius. You may reroll any action that forwards or implements your enhanced biology research, however a second failure may lead to greater loss of resources.
1/3. Begin studying everything that is known about impossible elements and see if the Ascendancy has any hidden knowledge on the subject.
4. Teach the plebs how to gather wisp light without me and how to do field work in general.
+35.9 Teaching +30 Geology
5. Plutonium experiments 1/? (tell me in the update when I have enough info to share with the autistic robot even if the project itself is not completed yet, since they are related but different)
+10.5 Biology+28.6 Diagnosis+0.7 Knowledge: Chemicals
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e6e2fc No.50746
| Rolled 93, 5, 25 = 123 (3d100) |
>>50693
Name: Jim Rimslim
Age: Sufficiently Old
Backstory: Spending his life on the Desert World Jim spent most of his life shooting since it was what he enjoyed. He continued to shoot as his job, working for law enforcement, though his general performance was lacking. In his entire life Jim was void of most things with a passion for only one thing: shooting. He took on with the next expedition in the hopes that he would get to shoot more stuff on the new world as his generally poor performance kept him from becoming part of a rapid response unit. An unthankful and unrelatable character not even Jim's parents would be missing him.
—-
Damage: Healthy
Skills:
+10 Pistols
+100 Longarms
+5 Snipers
+18.3 Teaching
+ 5.4 Tracking
+Inventory (Clarification): 1 Coilrifle with detachable scope. 990 rounds of spike ammo. 5 clips that hold 10 rounds each.
+Bonus: Choot 'em - Your hobby is shooting and that makes up most of your personality. You get an extra +10 to any action involving shooting but can cause a loss of Moral if you go more than 3 turns without shooting.
Stuff:
+ Felled Tree
1-3. Jim would continue to track the robot. It would have to run into something dangerous he could shoot eventually.
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1e3e90 No.50905
>>50698
1&2. You play the waiting game, you play the waiting game so well before you know it it has been 24 hours. You also see the transport ship show up.
+ Specialized components for Hydroelectric plant
+ 5 units Upgradium (as the impossible Beryllium is starting to be called)
+ 10 units Asphalt
+ 0.1 Mechanical Engineering
>>50738
1. You look at the balloons and start to get them ready but remember that the balloons are readied with weather equipment and not survey equipment. You have to stop for the day before you can re-purpose them. +0.6 Electronics
2. You continue to practice and tinker with your cybernetics working with the new Wisp Light. Not much is done but you do learn a bit on how best to work with the material to avoid waste. +8.5 Cybernetics Engineering.
>>50739
1. You go about exploring the surface, finding not a lot of interest but you do find a cliff with some kind of ore. You can tell because of the strange green discoloration.
2&3. Sadly you forget to pack any weather balloons or the scanner. You do, now, have an idea of what you are looking for though. +3.9 Geology
>>50740
1-3. You speak with your contact back at Starstead and find that the temple does not know more than normal science does. For the most part impossible elements contain a subatomic particle that orbits a certain element and changes how it interacts with the physical universe. +8.7 Knowledge: Impossible Elements
4. You take most of the day to teach the workers how to gather the wisp light, mainly by just capping buckets. Mainly it is all about gathering it and then sealing whatever it is in so it doesn't spill. The workers quickly take to it, and even bring you a unit of Wisp Light. +1 Unit wisp light, workers now double their bonus to aiding in wisp light gathering.
5. You find that adding chemicals does nothing, at least not the normal atmospheric chemicals. However, you do find, through an accidental spark, that electricity seemed to change the color of the light. It was brief but it was noticeable, but you will have to figure it out later as the night hours begins to fall.
>>50746
1-3. + 12.3 Tracking
Event: A message is sent to the ship's computer from the corporate colony ship. "Greetings Acendency colony. This is captain Zimbard, leader of the Stellar Lines colony. We have set up on one of the islands to the north of your position due to the high quantity of waterborne biological diversity. We hope to get along, and please know that there will be some ships delivering goods to our location. I just wished to make sure you were informed and would not think the increased traffic was due to piracy. Over and out."
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294301 No.50906
>>50905
where's my high frequency chainsaw?
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1e3e90 No.50907
>>50906
Forgot about that, you get that too.
>>50740
>>50905
+2 progress /??? for your work. Forgot to put that.
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294301 No.50908
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294301 No.50910
| Rolled 39, 16, 65 = 120 (3d100) |
>>50907
wait what about the pump and pipings?
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1e3e90 No.50911
>>50910
You get everything you ordered. If I didn't put it I forgot it.
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294301 No.50912
| Rolled 15, 32, 34 = 81 (3d100) |
>AI-
>Name:FUM J4C7
>Description: weighing 10 tons. dimensions 1200 x 1800 x 2000 mm. This Unit is designed for construction, decontruction, repairwork, landscaping and just about you name it. it's robotic arm is capable of fine manipulations and with it's multitude of tool attachments you know with Mikeson Processing & sons no colony is left behind.
>Backstory:J4C7 is one of the many contractors from Mikeson Processing & sons Ltd, a colony facilitator company now bankrupt after numerous scandals involving various accusations of machinism followed by a long hard court battle forcing Mikeson Processing & sons to file for bankruptcy. J4C7 is techically out of a job but is still bound to his current contract serving the Temple of Ascendancy working back water planets for colonisation.
>Damage: Voice synthesiser inoperable and easily fixable, don't ask why he wont fix it.
>Skills: +13.7 Construction + 0.1 Mechanical Engineering
>Inventory: 5 units of spare parts for machines. 5 units Upgradium. + 10 units Asphalt. + Specialized components for Hydroelectric plant.
>internalized plans: [hydro-electrical treatment and power facility}{eco-friendly] +4 progress
>Power: 10/10 -1/turn automatically recharge from colony power stores.
>Upgrades: Large Size (+10 to Strength based rolls) Construction tools (+10 to construction rolls) Internal Cement Mixer, Excavator Arm (+10 to digging rolls), high frequency chainsaw.
>Bonus: Your boss was Bob - You can reroll a die for construction or set up for construction. This ability recharges after the project is completed.
J4C7 hastily opened the cargo container left off by the Transport-ship. after awhile of rummaging, he found it. The Serenity model 225 high frequency chainsaw.
oh oh oh you beauty. the fun which will be had.
>1. lets work that asphalt and make the general area around the landing site that much easier to move around on and if there's left over, save it for a road to the plant.
>2+3. with everything gotten. crank out fitting the components and the pumping network into the Hydroelectric plant design.
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a67bca No.50926
| Rolled 59, 46, 70 = 175 (3d100) |
>>50905
Name: George Pine
Age: 29
Backstory: One of the youngest accomplished officers of his generation Captain George Pine, or Colonel of Volunteers George Pine to his veterans of the Second Deathborg Wars. A popular war hero and decorated for gallantry and courage in devoting his men to wave after wave of assaults on fortified Deathborg positions. This prevented the Deathborg menace from escaping the city which allowed Pine's ship, The Deliverer, to launch a successful orbital bombardment on the occupied city of New Durga resulting in a minuscule several million casualties among the local population. Rather then take a cushy desk job on an inner world base he decided to join the Temple's extra-solar commune. There would be danger of the a frontier world and the excitement of founding the civilization that would carry on the memory of his achievements.
Damage: Healthy
Thirst: 0/4
Hunger: 0/56
+Inventory:
two jump suits; one formal and one casual, a copy of George Pine's Big Book of War, and a Stillsuit.
diamond focused laser gun and its ammo
5 Spare batteries for laser rifle. 5/5 charges each.
Darius requires a small amount of Ionic Hydrogen in his food every few days, at least, to stay healthy. He can produce and release bio-electricity.
Hawking Gloves for Darius.
+Skills:
+29.8 Tactics
+5 Pistols
+24.3 Longarms
+16 Knowledge: Military
+5.3 Computers
+3.9 Geology
+Bonus: Every mission is a suicide mission - You can reroll a combat action once per turn, however damage to you, people under your command, and/or civilians will be doubled.
+Bonus: Tactical Genius - When you are in command of a battle you may hold part of your forces in reserve and reveal them at the beginning of the combat turn at any point in the battle field.
Military Power armor available*
Scotch incoming
1 Import some Terran Redwood Lumber for a log hunting cabin.
2 Scan the green ore and bring back a sample to find out what it is.
3 Import some scotch.
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1e3e90 No.50927
>>50746
Adding fluff: You continue to track the robot, weaving your way between the trees and rocks. The tracks are muddied as, apparently, someone ran over them with the quadbike. You lose the trail and, strangely, don't see the robot around the camp that night.
>>50739
(Sorry I forgot about Scotch) As you get back from the exploration mission you find that the transport has already landed and has been unloading it's cargo, mainly for the construction robot. You do, however, see the fine curves of a young woman. She is wearing some somewhat tight fitting jeans and a somewhat loose shirt, more necessary in the deserts of Starstead than here, and a pistol holstered on her waiste. Her piercing green eyes and sandy blond hair, tied back in a braid, is almost as striking as the sucker punch she lands on you. You forgot that while she is the daughter of a corporate founder almost as big a gun nut as those robots made of guns she also ran off to be a bounty hunter. "So, this is where ya fook'n run off ta. Left me in the bed not even a call, then I hear ya need some help from the fook'n cult of ascension loonies. Now yer gonna treat me to a drink and tell me what the fook is going on, then I'll kick ya ass." The wry smile tells you that, like the last time, she is neither lying nor taking no as an answer.
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130dc1 No.50933
| Rolled 49, 28, 58, 5, 16 = 156 (5d100) |
>>50905
Name: Vasily Sokol
Age: 25
Backstory: Vasily was a biologist who studied extensively the effects of the impossible elements on the body. His study on natives who had been growing their crops in soil rich with I.E garnered much attention, especially from the Temple of Ascendency who had then quickly targeted him for recruitment. Seeing how their goals meshed well with his research he was a quick convert and had joined the first wave of expansion.
—-
Damage: Healthy
Skills:
+35.9 Teaching
+10.5 Biology
+22.4 Xenobiology (This planet)
+28.6 Diagnosis
+30 Geology
+0.8 Tactics
+8.7 Knowledge: Impossible Elements
+5.4 Knowledge: Nutrition
+0.7 Knowledge: Chemicals
+0.1 Pistols
+20.5 Longarms
+1 Snipers
+0.8 Hand to Hand
Inventory: 0.5 Units Ionic Hydrogen, 5 small high quality Gravity Crystals, Scientific data is on a laptop (Gives +10 to actions related to Impossible elements on biological systems), Laser rifle, Soil and flora samples, 7 wisp light
Thirst: 0/4 +1/turn
Hunger: 0/56 +1/turn
Bonus: Quack - Many call you insane, or unethical at least. At least the Temple understands, and even helped in some prototyping with the modified hawk Darius. You may reroll any action that forwards or implements your enhanced biology research, however a second failure may lead to greater loss of resources.
1/3. Continue Studying the Impossible elements. See what is known about this unique sub-atomic particle.
4. Teach the workers how to find and catalogue new deposits so they can start harvesting without my presence.
+35.9 Teaching+30 Geology+8.7 Knowledge: Impossible Elements
5. Continue to use electricity at different frequencies and voltages to see what happens with the wisp light. Also test it with the crystallized version. Plutonium experiments 3/?
+30 Geology+8.7 Knowledge: Impossible Elements+28.6 Diagnosis+0.7 Knowledge: Chemicals
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130dc1 No.50934
| Rolled 81 (1d100) |
>>50933
lets reroll that 16
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294301 No.50937
| Rolled 78 (1d100) |
>>50912
I'm going to reroll that 1.
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e6b071 No.50941
| Rolled 96, 51 = 147 (2d100) |
>>50905
-Name: Jonathan Derevi
-Age: 23
-Backstory: Jonathan is an evangelical ascensionist who, by ways of inheritance, was able to lay his hands on state of the art cybernetics, right on the bleeding edge of science which he himself works on and improves. Now as one of the few people who willingly transformed large parts of his body into mechanics, he was a prime target to be brought along by the Temple of Ascendancy, and he considers it a great honor to have been picked by them.
>—-
>Damage: Healthy
>Skills:
5 Knowledge: Cybernetics
10.6 Electronics
64.1 Cybernetics Engineering
>Inventory:
Both arms and legs are replaced with functioning replacements. All can go a week (7 turns) before needing to be charged with 1 unit of power each.
Proper tools to perform maintenance and experiment with the cybernetics he has, and a tablet to interface with them.
Casual wear and formal Temple of Ascendancy robes, alongside a small necklace with a vial of Ionic Hydrogen in it, a sort of holy symbol.
Spare parts for cybernetics, more mundane tools for more mundane mechanics and measuring devices for picking out nearby impossible materials.
>Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating, you will automatically drink from colony stores. You get a penalty equal to half this number rounded down and at max you die.
>Hunger: 0/56 +1/turn How long it has been since you last ate, you will automatically eat from colony stores. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.
>Bonus: Iron Man - You can reroll one dice a turn on attempts to repair or upgrade your cybernetics. Other people can reroll once a turn to add cybernetics to you.
1: Send off balloons, properly this time.
2: Tinker
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165c8a No.50947
| Rolled 55, 23, 84 = 162 (3d100) |
>>50927
Name: Jim Rimslim
Age: Sufficiently Old
Backstory: Spending his life on the Desert World Jim spent most of his life shooting since it was what he enjoyed. He continued to shoot as his job, working for law enforcement, though his general performance was lacking. In his entire life Jim was void of most things with a passion for only one thing: shooting. He took on with the next expedition in the hopes that he would get to shoot more stuff on the new world as his generally poor performance kept him from becoming part of a rapid response unit. An unthankful and unrelatable character not even Jim's parents would be missing him.
—-
Damage: Healthy
Skills:
+10 Pistols
+100 Longarms
+5 Snipers
+18.3 Teaching
+ 5.4 Tracking
+Inventory (Clarification): 1 Coilrifle with detachable scope. 990 rounds of spike ammo. 5 clips that hold 10 rounds each.
+Bonus: Choot 'em - Your hobby is shooting and that makes up most of your personality. You get an extra +10 to any action involving shooting but can cause a loss of Moral if you go more than 3 turns without shooting.
Stuff:
+ Felled Tree
1-3. The robot was gone. Apparently he had caught a ride from somebody. Somehow Jim felt odd about the fact that a robot had more interpersonal relationships than himself. Perhaps he should talk to someone about that. Then again, there was nobody to talk to. It was just him out in the wild, now more alone than ever. Jim shouldered his rifle, he'd spend another day searching for something to shoot. As the sun set he was left contemplating his life decisions.
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a6fe26 No.51043
AI-
Name: D.A.N.
Description: Dynamic Assembly Node
Backstory: D.A.N. units are a type of constructor bot, which can use it's digistruct beam to directly convert raw materials into finished products (in keeping with the laws of conservation of mass). Rather than being an explicitly heavy building or structure creator, this specific D.A.N. unit is tasked with the creation of new robots, adapting or inventing new designs to fit it's needs, and organizing and leading said robots as a central intelligence node. This D.A.N. unit was set to activate some time after the colony has established itself to ensure its saftey.
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1e3e90 No.51044
| Rolled 19, 58 = 77 (2d100) |
>>50912
1. Eager to continue with the hydroelectric plant you put off upgrading the landing site until later. You do mark down the area with sticks though. +1.5 Construction
2&3. You start by setting up the generators and electronics. You arn't the best at it but you get ti done. 2/6 for last touches.
>>50926
1. Sadly that species still doesn't exist in this universe, but you do get some wood from starstead ordered. It will be here next turn and cost 100,000 credits. You were told that it was Rogarian oasis wood, which is known for it's strength and protection from water, good for building in wet areas.
3. You also add some good scotch to the list. After looking at Scotch's face you decide to make sure that it is some good stuff. 500 credits were spent on this so you hope it will get her in a good mood, when it gets here.
2. You scan the ore in the ship labs and find that it is copper ore, specifically Malachite. You think that if this was polished up it would look nice too. +Malachite location.
>>50933
1-3. You continue to bother the contact back on starstead to pump the scientist their about their knowledge on impossible particles. You find out that the movement of the particles give off slight gravitational waves in a strange wavelength. Not enough to cause any harm but enough that it can be studied. Finally the contact just asks if you want him to order a bunch of textbooks on the subject for you since you guys are apparently buying wood and scotch. (If yes it can be there for next turn) +13.5 Knowledge: Impossible Elements
4. You teach the workers how to find new deposits. It basically boils down to going out at night and looking for anything that glows.
5. You continue to work but get distracted at the sudden discovery that nearly destroyed part of the lab. When you used the electricity on the wisp light it changed color and, after finally getting a high enough pressure with your lab equipment to make a small sample, you find that this is absolutely not the case for the solid sample. Touching a bit of electricity on a side of the gem the point on the other side shot out a laser that nearly hit a tank of flammable gases. The gem grew extremely dun afterwards.
>>50941
1. You set off some weather balloons and find that the himidity seems to be rising out in the sea. Seems like there is going to be a storm for a few turns.
2. You continue to tinker with your cybernetics, until the mad doc starts shouting Eureka. Sadly it isn't cloaking, it's lasers. +5.1 Cybernetics Engineering.
>>50947
1-3. After walking forward a little you find that, no, the robot did not get a ride someone just ran over the tracks. Congrats, you arn't the only lonely bastard on this rock! You continue the hunt, but find yourself a bit lost when you get to a stream where the tracks end. +16.2 Tracking
>>51043
+Inventory (Clarification): 2 units raw materials
+Upgrades: 3D printing apparatus +10 to crafting and construction rolls. Uses raw materials.
Small: -10 for enemies to hit.
Internal Programming computer: +10 to programming
Internal robotic design database: +10 to robot construction.
+Skills: +10 robotics
+10 programming
+Bonus: Starnet - You are designed for the creation of automated systems, both smart and dumb AI. Creation of smart AI is still illegal without a special permit, however dumb AI is good to go. You may reroll one dice a turn for the purpose of creating an autonomous system.
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1e3e90 No.51045
>>51044
Your ship's gravatic sensors ping and a blare goes through the ship. "Warning: Space Debris detected on a collision course. Warning…" It seems like there is an asteroid or something on the way to the planet.
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cbefff No.51046
| Rolled 57, 12, 79 = 148 (3d100) |
>>51044
>AI-
>Name:FUM J4C7
>Description: weighing 10 tons. dimensions 1200 x 1800 x 2000 mm. This Unit is designed for construction, decontruction, repairwork, landscaping and just about you name it. it's robotic arm is capable of fine manipulations and with it's multitude of tool attachments you know with Mikeson Processing & sons no colony is left behind.
>Backstory:J4C7 is one of the many contractors from Mikeson Processing & sons Ltd, a colony facilitator company now bankrupt after numerous scandals involving various accusations of machinism followed by a long hard court battle forcing Mikeson Processing & sons to file for bankruptcy. J4C7 is techically out of a job but is still bound to his current contract serving the Temple of Ascendancy working back water planets for colonisation.
>Damage: Voice synthesiser inoperable and easily fixable, don't ask why he wont fix it.
>Skills: +15.2 Construction + 0.1 Mechanical Engineering
>Inventory: 5 units of spare parts for machines. 5 units Upgradium. + 10 units Asphalt. + Specialized components for Hydroelectric plant.
>internalized plans: [hydro-electrical treatment and power facility}{eco-friendly] +4 progress
>Power: 10/10 -1/turn automatically recharge from colony power stores.
>Upgrades: Large Size (+10 to Strength based rolls) Construction tools (+10 to construction rolls) Internal Cement Mixer, Excavator Arm (+10 to digging rolls), high frequency chainsaw.
>Bonus: Your boss was Bob - You can reroll a die for construction or set up for construction. This ability recharges after the project is completed.
I completely forgot about my new toy…
1. use high frequency chainsaw to genocide those bambo trees around the training ground.
2&3. work more on the hydro-electrical treatment and power facility blueprint.
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130dc1 No.51051
| Rolled 97, 60, 84, 58, 96, 13 = 408 (6d100) |
Name: Vasily Sokol
Age: 25
Backstory: Vasily was a biologist who studied extensively the effects of the impossible elements on the body. His study on natives who had been growing their crops in soil rich with I.E garnered much attention, especially from the Temple of Ascendency who had then quickly targeted him for recruitment. Seeing how their goals meshed well with his research he was a quick convert and had joined the first wave of expansion.
—-
Damage: Healthy
Skills:
+35.9 Teaching
+10.5 Biology
+22.4 Xenobiology (This planet)
+28.6 Diagnosis
+30 Geology
+0.8 Tactics
+22.2 Knowledge: Impossible Elements
+5.4 Knowledge: Nutrition
+0.7 Knowledge: Chemicals
+0.1 Pistols
+20.5 Longarms
+1 Snipers
+0.8 Hand to Hand
Inventory: 0.5 Units Ionic Hydrogen, 5 small high quality Gravity Crystals, Scientific data is on a laptop (Gives +10 to actions related to Impossible elements on biological systems), Laser rifle, Soil and flora samples, 8 wisp light
Thirst: 0/4 +1/turn
Hunger: 0/56 +1/turn
Bonus: Quack - Many call you insane, or unethical at least. At least the Temple understands, and even helped in some prototyping with the modified hawk Darius. You may reroll any action that forwards or implements your enhanced biology research, however a second failure may lead to greater loss of resources.
Free. Assign the workers to harvest wisp light as well as put in that textbook request.
1/3. While I wait for the textbook I still have other impossible elements on hand to study. Try performing some of the same tests to see if there is some sort of universal reaction that occurs.
4. Plutonium experiments. Try to find more about the laser produced and the state of the crystal after the effect. Is it possible to keep it sustained or able to renew itself after firing? 3/?
+30 Geology+22.2 Knowledge: Impossible Elements+28.6 Diagnosis+0.7 Knowledge: Chemicals
5. Gather wisp light on my own to finish the quota, combined with the other worker's efforts we should have more than enough.
+30 Geology+22.2 Knowledge: Impossible Elements
6. Gather some more ancillary data to get the retarded robot to do its job and to help pad out the report that I will send back to central.
+35.9 Teaching+30 Geology+22.2 Knowledge: Impossible Elements+0.7 Knowledge: Chemicals
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130dc1 No.51052
| Rolled 18 (1d100) |
>>51051
reroll that 13
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a67bca No.51053
| Rolled 39, 98, 60 = 197 (3d100) |
>>51044
Name: George Pine
Age: 29
Backstory: One of the youngest accomplished officers of his generation Captain George Pine, or Colonel of Volunteers George Pine to his veterans of the Second Deathborg Wars. A popular war hero and decorated for gallantry and courage in devoting his men to wave after wave of assaults on fortified Deathborg positions. This prevented the Deathborg menace from escaping the city which allowed Pine's ship, The Deliverer, to launch a successful orbital bombardment on the occupied city of New Durga resulting in a minuscule several million casualties among the local population. Rather then take a cushy desk job on an inner world base he decided to join the Temple's extra-solar commune. There would be danger of the a frontier world and the excitement of founding the civilization that would carry on the memory of his achievements.
Damage: Healthy
Thirst: 0/4
Hunger: 0/56
+Inventory:
two jump suits; one formal and one casual, a copy of George Pine's Big Book of War, and a Stillsuit.
diamond focused laser gun and its ammo
5 Spare batteries for laser rifle. 5/5 charges each.
Darius requires a small amount of Ionic Hydrogen in his food every few days, at least, to stay healthy. He can produce and release bio-electricity.
Hawking Gloves for Darius.
+Skills:
+29.8 Tactics
+5 Pistols
+24.3 Longarms
+16 Knowledge: Military
+5.3 Computers
+3.9 Geology
+Bonus: Every mission is a suicide mission - You can reroll a combat action once per turn, however damage to you, people under your command, and/or civilians will be doubled.
+Bonus: Tactical Genius - When you are in command of a battle you may hold part of your forces in reserve and reveal them at the beginning of the combat turn at any point in the battle field.
Military Power armor available*
+Malachite location.
Scotch and Wood incoming
Get some boys, the mining power armor equipment, and the vehicles and see what we can get out of this vein.
1 Mine Malachite. It was more gem then copper these days but it could fetch a fair price all the same.
2 Survey land, take the scanning equipment out and scan the land where I want to build the lodge, for anything beneath it or around it that could cause an issue.
Get some other boys to help clear some land a little ways from the base.
3 Barring any issues with the survey, clear land for the Hunting Lodge.
"Its like this Scotch…" Pine sits and raises his gloved arm for Darius to perch on "Theres no good wars anymore. They've all gone yellow. The only thing they would move an inch or a cruiser for are these frontier worlds, and theres no way in hell I could sit behind a desk like a glorified diplomat. But here…pirates, agents of rival nations, corporate mercenaries, aliens, and all the bugs you can shoot. This place is a Third Deathborg War waiting to happen!"
George has been patting Darius and scratching him around the nape of his neck just like he likes.
"And in the mean time I've always wanted a log cabin, a warm bed, and as much scotch as I could bring me, so of course I called only the best company to share it with me." He ends with one of those Pine winning smiles.
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7bd53a No.51064
| Rolled 98, 34, 29, 4 = 165 (4d100) |
>>51044
-Name: Jonathan Derevi
-Age: 23
-Backstory: Jonathan is an evangelical ascensionist who, by ways of inheritance, was able to lay his hands on state of the art cybernetics, right on the bleeding edge of science which he himself works on and improves. Now as one of the few people who willingly transformed large parts of his body into mechanics, he was a prime target to be brought along by the Temple of Ascendancy, and he considers it a great honor to have been picked by them.
>—-
>Damage: Healthy
>Skills:
5 Knowledge: Cybernetics
10.6 Electronics
69.2 Cybernetics Engineering
>Inventory:
Both arms and legs are replaced with functioning replacements. All can go a week (7 turns) before needing to be charged with 1 unit of power each.
Proper tools to perform maintenance and experiment with the cybernetics he has, and a tablet to interface with them.
Casual wear and formal Temple of Ascendancy robes, alongside a small necklace with a vial of Ionic Hydrogen in it, a sort of holy symbol.
Spare parts for cybernetics, more mundane tools for more mundane mechanics and measuring devices for picking out nearby impossible materials.
>Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating, you will automatically drink from colony stores. You get a penalty equal to half this number rounded down and at max you die.
>Hunger: 0/56 +1/turn How long it has been since you last ate, you will automatically eat from colony stores. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.
>Bonus: Iron Man - You can reroll one dice a turn on attempts to repair or upgrade your cybernetics. Other people can reroll once a turn to add cybernetics to you.
1: Holy shit, lasers? Experiment on how this may be incorporated into cybernetics.
2: In the eventuality that a functioning addition to the cybernetics is discovered, attempt to incorporate it into myself.
3: And uh… try to predict where the asteroid is about to hit. Somehow.
4: Also, tinker with the other cybernetics.
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7bd53a No.51065
| Rolled 100 (1d100) |
>>51064
Rerolling action 2 with Iron Man
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1e3e90 No.51248
| Rolled 90 (1d100) |
>>51051
Wisp light harvesting: +10
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1e3e90 No.51249
>>51046
1. You clear the ground around the training ground of the bamboo like trees. It doesn't work as well as you would think as the 'trees' bend and twist with every tooth that goes through it. It takes some getting used to. Looking at the 'trees' it really does look like reeds, as far as you can tell you are no expert, and it has a lot of water in it.
+20 bambo trees.
2&3. You get some work done on the turbine sections but realize that you did not account for the possibility of flooding from warmer or stormy seasons. You spend most of the day fixing that mistake. 3/6 (add this to your actions so I don't have to go back.)
>>51051
1-3. You attempt some tests on the impossible elements that you have and find that there are no universal reactions for any of them. It does not help that you do not have the equipment to do experiments on subatomic particles. +24.1 Knowledge Impossible Elements.
4. You find that it can be sustained, but not much else as it can't be sustained long.
5. You get 7 units of Wisp Light, 5 from the workers working all day.
6. You find out that you have a bad habit of mumbling when annoyed, and in highly technical terms. You don't get much done and now the workers are starting to think you are a little off your rocker, more so than usual. (-10 to worker actions you assign next turn)
>>51053
1. You and the other workers mine 2 units of copper ore. You know that if you can refine it or work it into some nice art you can probably get a good price for it.
2&3 You find a good spot and clear the land with the help of the construction bot. It will need to be flattened a bit but otherwise it is good. You also find that the copper vein which is nearby also stretches down under the land.
>>51064
1&2. You make quick progress, adding the laser tech to your arm cybernetics and finding that the lasers work more like photon cannons, sending a large amount of photons in a blast rather than a stream. Hooking it up to your the wisp light pipes you are able to sustain the laser for far longer with little issue. +Cybernetic; Palm lasers +20 to combat.
3. You arn't an astrophysicist and have no idea.
4. +0.4
Imminent Demise: 4 turns.
(Sorry for the quick update, put this off too long and have plans)
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b44afb No.51251
| Rolled 23, 33, 91, 23, 88 = 258 (5d100) |
>AI-
>Name:FUM J4C7
>Description: weighing 10 tons. dimensions 1200 x 1800 x 2000 mm. This Unit is designed for construction, decontruction, repairwork, landscaping and just about you name it. it's robotic arm is capable of fine manipulations and with it's multitude of tool attachments you know with Mikeson Processing & sons no colony is left behind.
>Backstory:J4C7 is one of the many contractors from Mikeson Processing & sons Ltd, a colony facilitator company now bankrupt after numerous scandals involving various accusations of machinism followed by a long hard court battle forcing Mikeson Processing & sons to file for bankruptcy. J4C7 is techically out of a job but is still bound to his current contract serving the Temple of Ascendancy working back water planets for colonisation.
>Damage: Voice synthesiser inoperable and easily fixable, don't ask why he wont fix it.
>Skills: +15.2 Construction + 0.1 Mechanical Engineering
>Inventory: 5 units of spare parts for machines. 5 units Upgradium. + 10 units Asphalt. + Specialized components for Hydroelectric plant. +20 bambo trees
>internalized plans: [hydro-electrical treatment and power facility}{eco-friendly] +4 progress
>Power: 10/10 -1/turn automatically recharge from colony power stores.
>Upgrades: Large Size (+10 to Strength based rolls) Construction tools (+10 to construction rolls) Internal Cement Mixer, Excavator Arm (+10 to digging rolls), high frequency chainsaw.
>Bonus: Your boss was Bob - You can reroll a die for construction or set up for construction. This ability recharges after the project is completed.
finally I can get this done and move onto more pressing matters.
1. using my high frequency chainsaw, cut the reeds into as small sticks as I can possible get.
2. leave the mess to dry.
3. dig ten half trenches, some'in like half the size of my Excavator Arm bucket.
4. apply reed sticks and concrete into half trenches and leave them till they're fully harden.
5.carefully dig them out and then set them into the jungle gym holes I made the other day, making sure to pour some concrete into every set reed-concrete pillar hole.
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130dc1 No.51255
| Rolled 16, 27, 100, 73, 97, 71, 5 = 389 (7d100) |
>>51249
Name: Vasily Sokol
Age: 25
Backstory: Vasily was a biologist who studied extensively the effects of the impossible elements on the body. His study on natives who had been growing their crops in soil rich with I.E garnered much attention, especially from the Temple of Ascendency who had then quickly targeted him for recruitment. Seeing how their goals meshed well with his research he was a quick convert and had joined the first wave of expansion.
—-
Damage: Healthy
Skills:
+35.9 Teaching
+10.5 Biology
+22.4 Xenobiology (This planet)
+28.6 Diagnosis
+30 Geology
+0.8 Tactics
+66.3 Knowledge: Impossible Elements
+5.4 Knowledge: Nutrition
+0.7 Knowledge: Chemicals
+0.1 Pistols
+20.5 Longarms
+1 Snipers
+0.8 Hand to Hand
Inventory: 0.5 Units Ionic Hydrogen, 5 small high quality Gravity Crystals, Scientific data is on a laptop (Gives +10 to actions related to Impossible elements on biological systems), Laser rifle, Soil and flora samples, 15 wisp light
Thirst: 0/4 +1/turn
Hunger: 0/56 +1/turn
Bonus: Quack - Many call you insane, or unethical at least. At least the Temple understands, and even helped in some prototyping with the modified hawk Darius. You may reroll any action that forwards or implements your enhanced biology research, however a second failure may lead to greater loss of resources.
Free. Assign the workers to harvest wisp light.
1/3. Experiment by transforming each of IE samples into a solid, liquid, and gaseous state.
4. Plutonium experiments. Seeing how John managed to weaponize and integrate it into his cybernetics and how an asteroid is coming to devastate the planet. I will begin studying on how to get a violent reaction as possible for use in a bomb and see if it is also possible to scale the lasers up for the ship's use. of course this will be an outdoors test… 4/?
+30 Geology+66.3 Knowledge: Impossible Elements+28.6 Diagnosis+0.7 Knowledge: Chemicals
5. Request more specialized lab equipment be sent so I can further my research
6. Gather some more ancillary data to get the retarded robot to do its job and to help pad out the report that I will send back to central.
+35.9 Teaching+30 Geology+63.3 Knowledge: Impossible Elements+0.7 Knowledge: Chemicals
7. worker gathering roll.
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130dc1 No.51256
| Rolled 32 (1d100) |
>>51255
lets reroll that 16
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a67bca No.51349
| Rolled 50, 81, 85 = 216 (3d100) |
>>51249
Name: George Pine
Age: 29
Backstory: One of the youngest accomplished officers of his generation Captain George Pine, or Colonel of Volunteers George Pine to his veterans of the Second Deathborg Wars. A popular war hero and decorated for gallantry and courage in devoting his men to wave after wave of assaults on fortified Deathborg positions. This prevented the Deathborg menace from escaping the city which allowed Pine's ship, The Deliverer, to launch a successful orbital bombardment on the occupied city of New Durga resulting in a minuscule several million casualties among the local population. Rather then take a cushy desk job on an inner world base he decided to join the Temple's extra-solar commune. There would be danger of the a frontier world and the excitement of founding the civilization that would carry on the memory of his achievements.
Damage: Healthy
Thirst: 0/4
Hunger: 0/56
+Inventory:
two jump suits; one formal and one casual, a copy of George Pine's Big Book of War, and a Stillsuit.
diamond focused laser gun and its ammo
5 Spare batteries for laser rifle. 5/5 charges each.
Darius requires a small amount of Ionic Hydrogen in his food every few days, at least, to stay healthy. He can produce and release bio-electricity.
Hawking Gloves for Darius.
+Skills:
+29.8 Tactics
+5 Pistols
+24.3 Longarms
+16 Knowledge: Military
+5.3 Computers
+3.9 Geology
Companions: Scotch
+Bonus: Every mission is a suicide mission - You can reroll a combat action once per turn, however damage to you, people under your command, and/or civilians will be doubled.
+Bonus: Tactical Genius - When you are in command of a battle you may hold part of your forces in reserve and reveal them at the beginning of the combat turn at any point in the battle field.
Military Power armor available*
+Malachite location.
Scotch and Wood incoming
2 Units of Copper Ore
1 Perhaps it was time to take up Art? Using what tools and equipment we have among the mining armors, and Scotch's beauty as my muse, perhaps I can turn the copper ore into a sensual copper statue? the first step would be to visualize and organize a plan of attack upon the ore.
2 Put in an order for a forge unit. The more self sufficient we can become the better off the colony is after all. If we have this much malleable metal around then its obvious we could use one.
3 Finish flattening the land with the men.
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e6b071 No.51354
| Rolled 33, 96, 51, 77 = 257 (4d100) |
>>51249
-Name: Jonathan Derevi
-Age: 23
-Backstory: Jonathan is an evangelical ascensionist who, by ways of inheritance, was able to lay his hands on state of the art cybernetics, right on the bleeding edge of science which he himself works on and improves. Now as one of the few people who willingly transformed large parts of his body into mechanics, he was a prime target to be brought along by the Temple of Ascendancy, and he considers it a great honor to have been picked by them.
>——————
>Damage: Healthy
>Skills:
5 Knowledge: Cybernetics
10.6 Electronics
69.6 Cybernetics Engineering
>Inventory:
Both arms and legs are replaced with functioning replacements. All can go a week (7 turns) before needing to be charged with 1 unit of power each.
Proper tools to perform maintenance and experiment with the cybernetics he has, and a tablet to interface with them.
Casual wear and formal Temple of Ascendancy robes, alongside a small necklace with a vial of Ionic Hydrogen in it, a sort of holy symbol.
Spare parts for cybernetics, more mundane tools for more mundane mechanics and measuring devices for picking out nearby impossible materials.
>Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating, you will automatically drink from colony stores. You get a penalty equal to half this number rounded down and at max you die.
>Hunger: 0/56 +1/turn How long it has been since you last ate, you will automatically eat from colony stores. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.
>Bonus: Iron Man - You can reroll one dice a turn on attempts to repair or upgrade your cybernetics. Other people can reroll once a turn to add cybernetics to you.
1: Assist Mr. Sokol in scaling up the lasers. As the designer of the laser, I should be able to provide some sort of help.
+10.6 Electronics
2: Experiment with different mixtures of Impossible Elements, see if it is possible for them to increase the efficiency of cybernetics, or make additional enhancements.
+69.6 Cybernetics Engineering
3: Send further balloons out, see if we can find more deposits of impossible elements, or other naturally occurring phenomena that are unique to this planet.
4: Continue tinkering.
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a67bca No.51355
| Rolled 24, 47 = 71 (2d100) |
>>51349
>asteroid
George Pine sighs as they bother him while he is relaxing and working on his newest activity.
4 Realizing that he will have to do something about this he asks for a small but fast vessel that could reach the asteroid before it hits the planet.
+Theres an steroid coming and the ship is doing what? I Swear the Space Jesus I will take command of that ship if need be.
+16 Knowledge: Military
5 He would have to assemble a team of the bravest and most capable workers and using his vast Military Knowledge, train them in planting a bomb on an asteroid and getting out alive and shooting a gun.
+16 Knowledge: Military
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1e3e90 No.51458
| Rolled 89 (1d100) |
Doom roll
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1e3e90 No.51459
>>51053
>>51349
>>51355
Scotch takes a bit to think about your request, early the next day she finally speaks to you again. "Alright, I'll accept if you can answer me a question. What's my name?"
1. Sadly no one in the colony is that good at art, and this include you. You also don't have anything in the way of artistic tools. You find out very quickly that a chainsaw may work for ice but not for rock. +5 Sculpting.
2. You put in word about the copper to the Starstead command and get back: "Will do, costs will be taken out of mission funds. Expect delivery in a few days."
3. You get to work with basic tools, since the construction bot is working on the training course, and get it relatively flat. You think it will work for construction.
4. You get back a response from the starstead command: "An asteroid, really? We'll check it out. Stay tight and hope it doesn't hit you directly."
5. You start making a plan, then realize just how many holes there are in that plan. You would need space suits, which you don't have, a bomb, which you don't have, a lot of knowledge you don't have, and people who believe what you are saying. Looking at the eyes of the 20 helpers and Scotch they look skeptical. Well, Scotch is laughing.
>>51251
1-5. You create the concrete pillars and they hold, for now. Theoretically it should be fine, not as good as steel reinforced but it shouldn't fall apart. If it takes a good enough hit the reeds are certainly not going to be that much of a help.
>>51255
1-3. You experiment with the impossible elements you have. Even though you have such a meager lab you are able to turn the hydrogen into a liquid and gas state. It retains the electric quality it has in a solid state. It also settles into a dust if it is in a larger chamber than when it started. Sadly you can't reach the temperatures needed to melt the silicon crystals or the new metal. You planned to do more but you got distracted by a ping on the IE radar, from the asteroid.
4. Taking a look at the cybernetics you find that it is certainly possible to increase them in size. The hard part is going to be getting a sizeable crystal to use as the focus and enough wisp light to act as a recharging system. You have some designs. 2/?
5. You get the response: "We'll check your funds and see what you can afford. What you looking for in particular?"
6. You return to your days in college and add to your word count like there is no tomorrow. +Fluffed Report
W: The workers were dragged off, not at all reluctantly, by Captain Pine to work on his house. They don't gather any samples for obvious reasons.
>>51354
1. Using your experience making the smaller version of the damn thing you fix some issues in the doctor's design usually seen in scaling up a project. It is still only a design, and requiring materials you do not have on hand. 3/?
2. You start getting ideas after hearing about his 'Upgradium', and taking your eyes off your cannon, but realize that making alloys is beyond the current capabilities of your colony. You sadly sit down and do something else. (You may invoke this 96 when the colony has a furnace to make alloys.)
3. You send out balloons looking for weather phenomenon since you still only have weather balloons. You find that, and have observed, that it does not actually rain that much for a planet with so much water on the surface. You start to suspect that the planet has larger, less frequent, storms that will pass through but see no signs of them yet.
4. You tinker, mainly getting more power draw to your laser cannons because fuck you laser canons. It doesn't help much but maybe you can fine tune it more, or break it you arn't sure. +7.7 Cybernetics Engineering.
The Asteroid continues it's approach. 3 turns.
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130dc1 No.51460
>>51251
I got your data you stupid fucking piece of shit. Now go do your job and ensure a stable supply of the wisp light.
+Fluffed Report
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130dc1 No.51461
| Rolled 71, 3, 83, 59, 71 = 287 (5d100) |
Name: Vasily Sokol
Age: 25
Backstory: Vasily was a biologist who studied extensively the effects of the impossible elements on the body. His study on natives who had been growing their crops in soil rich with I.E garnered much attention, especially from the Temple of Ascendency who had then quickly targeted him for recruitment. Seeing how their goals meshed well with his research he was a quick convert and had joined the first wave of expansion.
—-
Damage: Healthy
Skills:
+35.9 Teaching
+10.5 Biology
+22.4 Xenobiology (This planet)
+28.6 Diagnosis
+30 Geology
+0.8 Tactics
+100 Knowledge: Impossible Elements
+5.4 Knowledge: Nutrition
+0.7 Knowledge: Chemicals
+0.1 Pistols
+20.5 Longarms
+1 Snipers
+0.8 Hand to Hand
Inventory: 0.5 Units Ionic Hydrogen, 5 small high quality Gravity Crystals, Scientific data is on a laptop (Gives +10 to actions related to Impossible elements on biological systems), Laser rifle, Soil and flora samples, 15 wisp light, Impossible Element Textbooks, Fluffed Report
Thirst: 0/4 +1/turn
Hunger: 0/56 +1/turn
Bonus: Quack - Many call you insane, or unethical at least. At least the Temple understands, and even helped in some prototyping with the modified hawk Darius. You may reroll any action that forwards or implements your enhanced biology research, however a second failure may lead to greater loss of resources.
Free. Order a foundry to make impossible alloys along with various lab equipment that would let me detect all the properties of the impossible element while studying it, also get samples of all known types of impossible elements for my research.
1/3. Study Biology so that I can determine where the particles are likely to end up in the human body for when I perform my bio-enhancement project.
4. Plutonium experiments. 4/?
+30 Geology+100 Knowledge: Impossible Elements+28.6 Diagnosis+0.7 Knowledge: Chemicals
5. Upscaled Plutonium weapon design. 3/?
+100 Knowledge: Impossible Elements+0.7 Knowledge: Chemicals
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130dc1 No.51462
| Rolled 87 (1d100) |
>>51461
lets reroll that 3
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06ebb3 No.51463
>>51460
Without acknowledging Sokol's presence, FUM J4C7 reads over the report for afew Zeptoseconds and keeps some note of the data presented. J4C7 does however send an email with an attachment to Sokol's pad and also to everyone elses for that matter
it reads as followed:
Dear Sokol. I've forced you to go into areas you're not comfortable with in your research with the Wisp Light, and for that I'm sorry. As a means to make up for this transgression I've taken into account your usual highly scientific methodology for the design of the wisp light pump network. The design is attached below. FUM J4C7.
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130dc1 No.51464
>>51463
*angry russian heard in the distance*
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130dc1 No.51465
| Rolled 1 (1d100) |
>>51461
6. turn in the report and samples to complete the mission
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a67bca No.51468
| Rolled 36, 95 = 131 (2d100) |
>>51459
Name: George Pine
Age: 29
Backstory: One of the youngest accomplished officers of his generation Captain George Pine, or Colonel of Volunteers George Pine to his veterans of the Second Deathborg Wars. A popular war hero and decorated for gallantry and courage in devoting his men to wave after wave of assaults on fortified Deathborg positions. This prevented the Deathborg menace from escaping the city which allowed Pine's ship, The Deliverer, to launch a successful orbital bombardment on the occupied city of New Durga resulting in a minuscule several million casualties among the local population. Rather then take a cushy desk job on an inner world base he decided to join the Temple's extra-solar commune. There would be danger of the a frontier world and the excitement of founding the civilization that would carry on the memory of his achievements.
Damage: Healthy
Thirst: 0/4
Hunger: 0/56
+Inventory:
two jump suits; one formal and one casual, a copy of George Pine's Big Book of War, and a Stillsuit.
diamond focused laser gun and its ammo
5 Spare batteries for laser rifle. 5/5 charges each.
Darius requires a small amount of Ionic Hydrogen in his food every few days, at least, to stay healthy. He can produce and release bio-electricity.
Hawking Gloves for Darius.
+Skills:
+29.8 Tactics
+5 Pistols
+24.3 Longarms
+16 Knowledge: Military
+5.3 Computers
+3.9 Geology
Companions: Scotch
+Bonus: Every mission is a suicide mission - You can reroll a combat action once per turn, however damage to you, people under your command, and/or civilians will be doubled.
+Bonus: Tactical Genius - When you are in command of a battle you may hold part of your forces in reserve and reveal them at the beginning of the combat turn at any point in the battle field.
Military Power armor available*
+Malachite location.
Scotch and Wood incoming
2 Units of Copper Ore
"Cass, if you didn't like the name Scotch, you could have just said so."
1 "Why the hell do I have to ask for the most BASIC information relevant to the survival of this colony? We have space age computation technology in orbit as we speak, that should be able to give me this information in no time at all. Tell me where the asteroid is going to land. We could be washed away in a tsunami, the base broken by massive earthquakes, the sun rays obscured by dust or vapor that could lasts for months or years, during which we become without power and reliant on whatever can be delivered while we try to build up infrastructure, or in the case of the robots, to ration further operational capacity. It could result in a nuclear winter as the planet loses energy trapped in the atmosphere to the void of space when momentarily pierced by the asteroid. Its not that god damn hard. You wanna bring low a planet bound people? Drop big damn rocks on them."
+16 Knowledge: Military
2. if our solar cells are damaged, destroyed, or make ineffective by atmospheric interference from the asteroid's aftermath we will need a steady supply of power which means completing, and maintaining our own non-solar infrastructure, or organizing with the ship in orbit that can still produce solar power. I will put together an Emergency Power Plan to ration power to enable the robots and vital systems to continue functioning relying on the ship in orbit to produce power which is to be delivered by batteries which we will use to power the base. The batteries in question will come from the base's depleted solar batteries. We send depleted batteries and receive full batteries from the ship to cycle into the base's systems.
+16 Knowledge: Military
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06ebb3 No.51469
| Rolled 8, 74, 90, 90, 13 = 275 (5d100) |
>>51459
>AI-
>Name:FUM J4C7
>Description: weighing 10 tons. dimensions 1200 x 1800 x 2000 mm. This Unit is designed for construction, decontruction, repairwork, landscaping and just about you name it. it's robotic arm is capable of fine manipulations and with it's multitude of tool attachments you know with Mikeson Processing & sons no colony is left behind.
>Backstory:J4C7 is one of the many contractors from Mikeson Processing & sons Ltd, a colony facilitator company now bankrupt after numerous scandals involving various accusations of machinism followed by a long hard court battle forcing Mikeson Processing & sons to file for bankruptcy. J4C7 is techically out of a job but is still bound to his current contract serving the Temple of Ascendancy working back water planets for colonisation.
>Damage: Voice synthesiser inoperable and easily fixable, don't ask why he wont fix it.
>Skills: +15.2 Construction + 0.1 Mechanical Engineering
>Inventory: 5 units of spare parts for machines. 5 units Upgradium. +10 units Asphalt. +Specialized components for Hydroelectric plant.
>internalized plans: [hydro-electrical treatment and power facility}{eco-friendly] +4 progress
>Power: 10/10 -1/turn automatically recharge from colony power stores.
>Upgrades: Large Size (+10 to Strength based rolls) Construction tools (+10 to construction rolls) Internal Cement Mixer, Excavator Arm (+10 to digging rolls), high frequency chainsaw.
>Bonus: Your boss was Bob - You can reroll a die for construction or set up for construction. This ability recharges after the project is completed.
hopefully this'll stand.
1. test to see how much a pillar will hold up.
2. drill holes into pillars and put metal rods into them with some cement so they don't fall out
3. drive to the closest mountain.
4. dig as reasonable safe of a tunnel I can into it.
5. dig a trench into the opening then build a metal door frame the size of the tunnel entrance just inside the start tunnel.
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06ebb3 No.51470
| Rolled 96 (1d100) |
>>51469
lets reroll that 13. not forgetting to +10 construct it either.
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a67bca No.51555
| Rolled 39 (1d100) |
>>51468
rollin
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527a0a No.51562
| Rolled 29, 22, 23 = 74 (3d100) |
>>51459
-Name: Jonathan Derevi
-Age: 23
-Backstory: Jonathan is an evangelical ascensionist who, by ways of inheritance, was able to lay his hands on state of the art cybernetics, right on the bleeding edge of science which he himself works on and improves. Now as one of the few people who willingly transformed large parts of his body into mechanics, he was a prime target to be brought along by the Temple of Ascendancy, and he considers it a great honor to have been picked by them.
>——————
>Damage: Healthy
>Skills:
5 Knowledge: Cybernetics
10.6 Electronics
77.3 Cybernetics Engineering
>Inventory:
Both arms and legs are replaced with functioning replacements. All can go a week (7 turns) before needing to be charged with 1 unit of power each.
Proper tools to perform maintenance and experiment with the cybernetics he has, and a tablet to interface with them.
Casual wear and formal Temple of Ascendancy robes, alongside a small necklace with a vial of Ionic Hydrogen in it, a sort of holy symbol.
Spare parts for cybernetics, more mundane tools for more mundane mechanics and
measuring devices for picking out nearby impossible materials.
>Thirst: 0/4 +1/turn How long it has been since you last drank anything hydrating, you will automatically drink from colony stores. You get a penalty equal to half this number rounded down and at max you die.
>Hunger: 0/56 +1/turn How long it has been since you last ate, you will automatically eat from colony stores. You get a penalty to all rolls equal to half this number rounded down, and at the cap you die.
>Bonus: Iron Man - You can reroll one dice a turn on attempts to repair or upgrade your cybernetics. Other people can reroll once a turn to add cybernetics to you.
1: Continue helping Sokol design a larger laser. Not like we have a lot of time to make it.
2: It turns out we really need a shelter of some kind, preferably to house the entire colony. See if shielding is a possibility, ignoring any ridiculous needs for materials if they pop up. If not, design an underground shelter where we could move everything, eventually.
3: Tinker
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