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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: f7478e2feaf33c4⋯.jpg (100.15 KB,1024x576,16:9,colony ship.jpg)

1e3e90 No.49275 [Last50 Posts]

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.49276

Ship:

A colony ship - Designed to land and act as the main hub for the new colony.

Rooms:

Special rooms:

Engineering - Contains power storage and many other system monitoring and controls. Many solar panels on the outside allow for power

Science room - A simple room containing lab equipment for simple biological and chemical experiments.

Command Center - House the controls for the ship, command consoles, and the non FTL and FTL communication devices.

Vehicle bay/Storage/Airlock - A large bay that can hold multiple vehicles or store many crates of materials or goods.

Large rooms:

5x Bunk rooms - Hold 4 bunk beds and simple storage for personal goods.

Locker room - Hold a few lockers for guns.

2x Toilets and showers.

2x Empty large rooms

Medium rooms:

Water Tank - Holds water. Not really a room.

Kitchen - Simple kitchen with a sink, fridge, pots, pans, and electric stove.

Dining room - Next to the kitchen and holds simple bolted tables and chairs.

Food storage - a cold room for storing food.

5x empty small rooms

In storage:

100 Units Water

100 Units Food

20/100 Power, +5/turn

970,000 credits to spend.

Things you guys need to do:

1. Make Characters

2. Select a landing site.

3. Spend the remaining Credits. In reference most tech is slightly higher tech than modern with some exceptions. 1 Credit is basically 1 Dollar.

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1e3e90 No.49277

File: e23689592d8aac6⋯.gif (53.08 KB,800x400,2:1,worldgen.gif)

>>49276

My dumb ass forgot the map.

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cab798 No.49344

File: cbae2c90d7b28ab⋯.jpg (691.46 KB,3120x4160,3:4,Zapp Brannigan over firepl….jpg)

File: e192f9606930b45⋯.jpg (113.61 KB,800x1025,32:41,Star_Trek_William_Shatner.JPG)

>>49275

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.

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cab798 No.49345

>>49344

1 Suitcase with two jump suits one formal and one casual, a copy of George Pine's Big Book of War, and a weak personal force field.

1 Suitcase full of guns; laser, plasma, and solid.

1 Suitcase that served as a carry on for his pet alien Darius.

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cab798 No.49349

>>49345

Amended list

1 Suitcase with two jump suits; one formal and one casual, a copy of George Pine's Big Book of War, and a Stillsuit.

1 Suitcase holding a diamond focused laser gun and its ammo.

1 Suitcase with his engineered pet hawk named Darius. A gift from the Temple for his past victories. Rumored to have been enhanced and been the sole survivor of an artificial Impossible Particle experiment.

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e6b071 No.49397

>>49275

-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.

Suitcases:

-Suitcase with the proper tools to perform maintenance and experiment with the cybernetics he has, and a tablet to interface with them.

-Suitcase with 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.

-Suitcase with spare parts for cybernetics, more mundane tools for more mundane mechanics and measuring devices for picking out nearby impossible materials.

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552a1a No.49400

File: e043537556b515e⋯.jpg (24.35 KB,290x408,145:204,18lonqunsltkcjpg.jpg)

Name: Darby Richards

Age: 22

Backstory: Darby Richards is not part of the ascension cult. In fact he isnt quite sure what they even believe in. Darby was a young man without a career or degree and needed work. Luckily (or unluckily) for him, he saw an ad online. "Be a hero, Join the Future! Custodian positions needed." What the ad actually should have said was "Human Custodian is a glamorous name for Janitor. No one else will leave the solar system to clean shit out of toilets, so we are desperate." Darby needed money and didnt care much for Starstead, might as well, he thought before clicking "Apply Here"

Darby isnt the smartest tool in the shed but makes the best of life and is light hearted with a good sense of humor. He doesn't need much and makes the best out of even the worst situations.

—-

Damage: Healthy

Skills:

Inventory:

Darby has a digital music player and a few casual outfits.

Issued Janitor Jump Suit, Mop, Broom, Cleaning Supplies

Thirst: 0/4 +1/turn

Hunger: 0/56 +1/turn

Bonus:

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130dc1 No.49419

>>49275

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: 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

1 suitcase filled with vials of various impossible elements

1 suitcase containing more specialized lab equipment for study of impossible elements

1 suitcase that holds a large archive of scientific data

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1e3e90 No.49427

>>49419

>>49400

>>49397

>>49344

You guys can start discussing how to use the money for supplies.

For my laziness most things are going to be a slightly higher tech version of their current counterpart, and the same amount of Credits as their counterpart in USD.

Drone equipment such as autonomous vehicles exist and cost 4x their base price. Run it by me if you have questions.

Raw Ionic Hydrogen and Grav Crystals can also be bought.

Ionic Hydrogen: 3500 C per unit (about 100 lb)

Grav Crystals: 1,900 C for 1 unit (about 1lb) low grade small crystals.

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cab798 No.49428

>>49427

(http://www.eweek.com/servers/cray-offers-low-cost-xc30-ac-supercomputer-for-500-000)

Supercomputer for beginners for a mere 500k credits. It even knows how to 7 Dimension Hyper-Chess.

Also 10 Units of Ionic Hydrogen.

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e6b071 No.49429

>>49428

Now hold up a second, why would we need a supercomputer?

I'd rather we brought some kind of scanning equipment that could more closely identify anomalies and Impossible Materials on the planet. Probably some kind of vehicle as well.

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03aa89 No.49431

I'm just a janitor. These decisions are above my pay grade.

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cab798 No.49433

>>49429

https://www.kellycodetectors.com/catalog/exp-6000-professional-plus

https://www.youtube.com/watch?v=Nzqqxbkqe-o&vl=en

https://www.exp6000.com/3d-ground-scanner-metal-detector/en/

Personal scanners for 31,998 credits each, capable of broad scans and deeper high resolution scans underground. The computers for the scanners can link to the supercomputer and make use of its superior calculating abilities. A larger ATV mounted version should be possible, and an ATV itself being anywhere from six to fourteen thousand credits we can use these to cover ground ourselves or take it off and explore openings in the ground.

Near-Space High-Altitude Weather Balloons cost 200-400 credits each and we can set them up ourselves around the planet and let the computer read then display the weather and near-space anomalies and tell us what it means. Considering experts in these fields have not stepped forward it would be prudent to have the Supercomputer ready.

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cab798 No.49443

>>49433

Weather Buoys cost six thousand credits each and then perhaps another thousand credits to fit it with an Impossible Particle scanner if we believe there might be sources exposed to water. Regardless the data we can get from these weather buoys should be useful.

https://www.fondriest.com/nexsens-cb-450-data-buoy.htm

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cab798 No.49446

>>49443

Half a dozen cyberhuskies for companionship, protection and hunting. A sled for them as well in case the motorpool has difficulties adjusting to any of this planet's peculiarities. A dozen laser rifles, ammo and a recharge station. Preferably in a secure armory chest with keycard access and a built in log for signing them in and out, with trackers installed in all the guns in case someone is lost while hunting or exploring.

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cab798 No.49447

>>49446

Finally we will require considerable reserves of alcohol.

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426c11 No.49482

File: 5a5da93f1b3b133⋯.png (34.33 KB,914x508,457:254,ClipboardImage.png)

File: c62ec934ac815cf⋯.png (351.38 KB,900x777,300:259,ClipboardImage.png)

>>49275

"AI" (Cyborg secretly)

Name: Mister Fister Unit 78-4B (John Lastowitz)

Description: A tall, white humanoid Robot, titanium alloy frame with stainless steel plating. Organic core inside armored head, hidden from conventional scans by unknown material.

Backstory: Mister Fister is the top of the line companion and security model used by both AI and humans for day to day tasks and routine security operations. Though the line does have one secret. They are the first in a line of new cybernetic units being developed in secret by the AI of Aeon, the computers realizing the wetware computing systems do have some use after all, being both able to relate to humans better and react more quickly to new situations then a fresh computer. The other grisly secret is how they are made. Citizens of Aeon are snatched in the night by rouge AI, and taken to their manufactorum cities where they are mind wiped and installed as wetware in the Mister Fister line of "robots". Though as this was a new process, it didn't always take fully, and some of the organics old memories began to leak though. The AI called this liabilities "Bleeders" both for their memory bleed and smartly point at their organic roots, and sought them down mercilessly to keep their experiments secret. One such Bleed was Unit 78-4B, but unlike others he didn't bleed slowly, but his memories all returned at once. He kept this secret under wraps, executing the same routines as when he was merely a "robot", but he knew that the jig would be up eventually, so acted proactively and changed a log on the Ascendancy Initiative to place himself on the ships leaving Aeon, and away from the AI that now hunted him. The solider in a previous life was now a robot on the first colony ship departing Aeon for parts unknown.

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cab798 No.49487

>>49447

10,000 Military Exoskeleton, 5,000 base skeleton good for lifting, 6k for mining exosuit

500,000 1 Supercomputer

30,000 3 Robust ATVs with mounts for additional batteries, weapon, ammo, and scanner.

96,000 3 Advanced 3D Underground, Mineral, Particle Scanners with battery, computer, and imaging software and screens.

35,000 10 Units of Ionic Hydrogen

60,000 200 Weather Balloons with IP scanners

60,000 10 Advanced Weather Buoys with IP scanners to cover a coastal shore

500 Cyberhusky Sled

12,000 3 Laser rifles

6,000 3 Coilgun rifles

45,000 2 Cyberhuskies and 1 Cybermastiffs

13,900 Pre-Fab Large Greenhouse

5,000 5 tons of manure

9,700 Worth of Seeds for; Lettuce, Spinach, Kale, Collards, Chard, Microgreens, Carrots, Tomatoes, peppers, eggplants, cucumbers, basil, cilantro, tarragon, rosemary, thyme

19,000 for 10 units of Grav Crystals

20,000 2 Military-Exosuits

10,000 2 Basic-Exosuits

12,000 2 Mining-Exosuits

934,100 spent, 35,900 credits left.

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e6b071 No.49490

>>49487

Recommend buying some other Pre-Fabs, like a barracks, garage and workshop to keep up maintenance of the more complicated tools, maybe buy a store of spare parts when they inevitably break down.

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cab798 No.49492

>>49490

I am not sure if we need the barracks since we have a locker room that can fit the guns and I believe the suits. If need be I was thinking we could just turn the locker room into something secure ourselves.

A prefab vinyl garage will be 25,000 can store 4 cars, so that seems doable.

(Random was trying to determine if "a more secure storage for the guns and military exosuits and not a strong defensive position, but it probably wouldnt hurt if it had some defenses and some good cover and shot holes, maybe a deploy-able hallway heavy machine-gun. So I guess a small or medium sized version since we don't have much to hold in it." was possible)

200 2 Welding Kits

100 2 Soldering Kits

600 2 Power Tool sets

90 2 Electronic Repair Kits

990

and then the last 9,990 credits can go towards spare parts.

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cab798 No.49493

>>49490

Also we still have to decide on a landing spot.

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cab798 No.49495

File: e2801c0a24b62f4⋯.png (87.78 KB,800x400,2:1,Commune Spot.png)

>>49493

Here is where I am thinking

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130dc1 No.49496

File: 612afa733092123⋯.gif (67.71 KB,800x400,2:1,spot.gif)

I think we should settle here since its much closer to the equator and forms the best natural chokepoint for people traveling on land.

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e6b071 No.49497

>>49495

>>49496

Since we actually have an ATV and not a boat, I think that Morgoth is right on this one and that we should land where he suggests.

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cab798 No.49499

File: f01471a7c430e22⋯.png (87.74 KB,800x400,2:1,mountains possibly.png)

File: f01471a7c430e22⋯.png (87.74 KB,800x400,2:1,mountains possibly.png)

File: a8c1350ca5663e9⋯.png (88.02 KB,800x400,2:1,This spot.png)

>>49497

>>49496

I checked and there are some uncovered mountains here, which would probably be good to have close by for minerals and exploring.

Considering that some high elevation land would be good to avoid storm damage and flooding in general on this world and that this area has rivers use I suggest settling in this spot here marked by red, which has rivers we can use for fresh water and has tier 5 elevation with plenty of space and ready access to the mainland and mountains.

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cab798 No.49500

File: 0a51a76935b6053⋯.png (88.18 KB,800x400,2:1,Rivers.png)

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4c8721 No.49506

>>49275

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: Given by backstory

Inventory:

+ Rifle

+ Ammunition

+ More Ammunition

- No spare clothing

Thirst: 0/4 +1/turn

Hunger: 0/56 +1/turn

Bonus:

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1e3e90 No.49539

>>49344

+Skills:

+5 Tactics

+5 Pistols

+10 Longarms

+5 Knowledge: Military

+Inventory (Clarification): 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.

+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.

>>49397

+Skills:

+5 Knowledge: Cybernetics

+10 Electronics

+10 Cybernetics Engineering

+Inventory (Clarification): 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.

+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.

>>49400

+Skills:

+10 Cleaning

+10 Organization

+5 Knowledge: Chemicals

+Inventory (Clarification): 10 units of various cleaning supplies.

+Bonus: Viscera Cleanup Detail - You were part of the team that had to clean up buildings attacked by Deathborg; you've seen it all. Your calm demeanor helps calm people down. Cleaning actions help to move moral back to neutral.

Note: Moral is for NPCs and is an average for all NPCs.

>>49419

+Skills:

+10 Biology

+10 Diagnosis

+5 Knowledge: Nutrition

+Inventory (Clarification): 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)

+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.

>>49482

+Skills:

+10 Pistols

+10 Hand to Hand

+5 Knowledge: Law

+Inventory:

+Bonus: Ghost in the shell - You are a human mind linked to a machine by highly advanced, and secret machinery that most believe don't exist yet. A walking technological marvel, and one kept very secret by your creators. Your mind still requires some nutrients and water and your body is designed to disguise this fact. You act as a human and have a system to turn biological matter and water into fuel and cooling, to allow you to operate and bond with human security was what it was sold as, but only at half the normal amount, but you will die twice as fast without food or water. Your parts can be easily replaced and unless your brain case is destroyed or goes without power for long enough you will be fine. You can also eat and drink items usually indigestible by normal humans but these may not always have the nutrients you need in high enough quantities. You are also being hunted by your creators.

In short:

Hunger: 0/28

Thirst: 0/2

Count as half a person for food and water consumption, and can use a free action to consume substitutes if needed. Harder to damage and easy to repair if damaged.

>>49506

+Skills:

+10 Pistols

+10 Longarms

+5 Snipers

+Inventory (Clarification): 1 Coilrifle with detachable scope. 1000 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.

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1e3e90 No.49540

The ship sets down on a hill a few miles away from a forest and a river. The air is breathable and large insectoid creatures have been observed flying around and crawling within the grasses. The temperature is brisk and comfortable. Good luck colonists!

I will get a map of the known local area and world soon. I will also be keeping track of food and water stores. Every human uses 1 food and 1 water each turn unless otherwise noted or being a robot.

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cab798 No.49543

Looking out the window and seeing the large insectoids George Pine puts his hand on his chin, letting out the sound of a man considering pest control or bug hunting.

"I have it in mind to see if those bugs will be a boon or a bane to our expedition."

He paces to the left and then to the right as he nods his head.

"Determine threat, Invalidate target, Capture remains, Know the enemy. or D.I.C.K. as shortened for field operations. I need some men to do some D.I.C.K. work in the field. Someone to bring

down a couple bugs and cover each others backs until we know if the bugs are a threat, to bring the dead or incapacitated enemy to our biologist on the commune, one Vasily Sokol, so that he can determine the nature of these bugs and if they are edible, have been exposed to impossible particles, etc. etc." He waves his hand before raising a finger.

"I need volunteers. Preferably someone to take a clean shot on the bugs occupying the space for our prefab structures, someone to watch the shooter's back, finally someone to transport and clean up the messes that transporting it to the lab will create. While all that is underway our mechanically gifted members can prepare the prefabs and our scientifically gifted members can prepare to poke at the bugs. We will be at yellow alert for the time being as the bugs could turn out to be a threat. Does anyone take issue with these priorities or how they will be carried out?"

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426c11 No.49544

File: e0fb0d0fd40ed69⋯.png (566 KB,584x652,146:163,ClipboardImage.png)

>>49543

The robot steps forward.

"Mr. Fister is eager to assist. I excel at D.I.C.K. execution and am well equipped for the task."

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527a0a No.49545

>>49543

Jonathan looks in an off manner at the two conversing people.

"Alright, sounds like a good idea. I'll get to making sure those prefabs are set up, but I'll give you a piece of my mind if you fuck up your D.I.C.K and those insectoids start bugging me."

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e541a6 No.49546

Name: Eli Green

Age: 22

Backstory:

Former goon turned security-for-hire. In the past Eli served as a communications officer as part of a pirate crew. This went well until the band was ambushed and nearly wiped out, sending the remaining memebers plummeting to a nearby planet along with their damaged ship. Instead of dying like an idiot, Eli sped off in their only escape pod. Abandoning his pals turned out to pay off since he was the only one to survive. Now he feeds his addictions through oddjobs like this one.

—-

Damage: Healthy

Skills:

Inventory:

- Handgun & ammunition

-Security fatigues + casualwear

-Slingbag (for snacks and stims)

Thirst: 0/4

Hunger: 0/56

Bonus:

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cab798 No.49556

Dice rollRolled 32, 69, 50 = 151 (3d100)

>>49539

>>49543

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.

+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.

+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.

1 Get myself suited up in one of the military exosuits for this bug hunt, we have a robot ready to fist any bugs that get close but if things get messy its always good to have some armor. +5 Military Knowledge

2 Get the people who are coming into squad formation with the shooters where they need to be and the robot where he should be and make sure they stay that way, eyes on our flanks looking out for bugs ready to call them out to the shooters and the robot. +5 tactics

3 Shoot some bugs once everyone is ready. I've got my diamond tipped laser rifle. +10 Longarms

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130dc1 No.49557

Dice rollRolled 11, 96, 50 = 157 (3d100)

>>49539

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:

+10 Biology

+10 Diagnosis

+5 Knowledge: Nutrition

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

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: 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. Since I am about to go shooting might as well learn how to aim the damn thing

2. While we are hunting bugs go gather samples of the various plantlife and soil to see how compatible they are with human biology

10 Biology, 5 Knowledge: Nutrition, Scanners

3. Time to actually go shooting

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4c8721 No.49558

>>49543

Jim unpacked the one thing he brought from his home planet, going "Eeeeyup.".

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4c8721 No.49559

Dice rollRolled 4, 89, 8 = 101 (3d100)

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

+10 Longarms

+5 Snipers

+Inventory (Clarification): 1 Coilrifle with detachable scope. 1000 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.

1-3. Jim made sure each of his clips held 10 rounds and clipped in whatever empty spots he could find. Afterwards it was time to go Insect hunting. Maybe he could get 50 kills if he figured out where their weakspot was. Maybe he could hit a few more if he lined up his shots right. And maybe he should save a magazine just in case the things decided to rush them through some hivemind like instinct like ants did. Or maybe, just maybe, he would just shoot shit and see what happened.

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527a0a No.49561

Dice rollRolled 91, 18, 70 = 179 (3d100)

>>49539

-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

10 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.

1-2: Set up the Pre-Fab Large Greenhouse so that we can actually start supplying ourselves with food

3: Tinker on my arm-cybernetics. See if I cant improve them in some way.

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426c11 No.49596

Dice rollRolled 94, 99, 15 = 208 (3d100)

>>49544

"AI" (Cyborg secretly)

Name: Mister Fister Unit 78-4B (John Lastowitz)

Description: A tall, white humanoid Robot, titanium alloy frame with stainless steel plating. Organic core inside armored head, hidden from conventional scans by unknown material.

Backstory: Mister Fister is the top of the line companion and security model used by both AI and humans for day to day tasks and routine security operations. Though the line does have one secret. They are the first in a line of new cybernetic units being developed in secret by the AI of Aeon, the computers realizing the wetware computing systems do have some use after all, being both able to relate to humans better and react more quickly to new situations then a fresh computer. The other grisly secret is how they are made. Citizens of Aeon are snatched in the night by rouge AI, and taken to their manufactorum cities where they are mind wiped and installed as wetware in the Mister Fister line of "robots". Though as this was a new process, it didn't always take fully, and some of the organics old memories began to leak though. The AI called this liabilities "Bleeders" both for their memory bleed and smartly point at their organic roots, and sought them down mercilessly to keep their experiments secret. One such Bleed was Unit 78-4B, but unlike others he didn't bleed slowly, but his memories all returned at once. He kept this secret under wraps, executing the same routines as when he was merely a "robot", but he knew that the jig would be up eventually, so acted proactively and changed a log on the Ascendancy Initiative to place himself on the ships leaving Aeon, and away from the AI that now hunted him. The solider in a previous life was now a robot on the first colony ship departing Aeon for parts unknown.

+Skills:

+10 Pistols

+10 Hand to Hand

+5 Knowledge: Law

+Inventory:

+Bonus: Ghost in the shell - You are a human mind linked to a machine by highly advanced, and secret machinery that most believe don't exist yet. A walking technological marvel, and one kept very secret by your creators. Your mind still requires some nutrients and water and your body is designed to disguise this fact. You act as a human and have a system to turn biological matter and water into fuel and cooling, to allow you to operate and bond with human security was what it was sold as, but only at half the normal amount, but you will die twice as fast without food or water. Your parts can be easily replaced and unless your brain case is destroyed or goes without power for long enough you will be fine. You can also eat and drink items usually indigestible by normal humans but these may not always have the nutrients you need in high enough quantities. You are also being hunted by your creators.

In short:

Hunger: 0/28

Thirst: 0/2

Count as half a person for food and water consumption, and can use a free action to consume substitutes if needed. Harder to damage and easy to repair if damaged.

1/2/3. "Target: Large Insectoid Anus. Lube level: None"

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1e3e90 No.49626

Dice rollRolled 44, 93 = 137 (2d100)

If this is bad blame oneman. He decided he wanted an event first turn.

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1e3e90 No.49630

Dice rollRolled 46, 45 = 91 (2d100)

>>49626

I'm going to reroll this because I feel it is too early for that to happen.

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1e3e90 No.49634

>>49546

+Skills:

+10 Pistols

+10 Hand to Hand

+5 Knowledge: Criminal

+Inventory (Clarification): Coilpistol and 1000 spikes

+Bonus: Self Destructive - You can reroll a single action. This ability recharges after you feed one of your many addictions, gambling and women included.

You get a make up turn.

>>49556

1-3. You set up the power armor in case of hostile native fauna and head out with the few other hunters. You kill many of the insect like creatures around, trying to get as many specimens as possible for study. Most are smaller than a human, however there are a few larger. Most don't seem to be hostile or territorial. One, an 8 legged creature with a large tail with a spike, like a primitive scorpion, does seem to be a territorial predator around these parts.

>>49557

1. You take a few pot shots at a tree, and miss every shot. You realize this isn't the best idea and stop before you set the forest on fire. +1.1 Longarms.

2. You gather a few samples of the soil and local flora. Similar cellular structures can be found with plants from lost earth and the local flora. Most of the plants seem to be thicker and try to retain more heat. Soil is unremarkable. Moss like flora and reed like flora cover most places with evergreen like trees forming a forest. Most don't seem to hold digestible fibers for humans.

3. You aid in gathering samples.

>>49559

1-3. You miss every shot somehow. Maybe its not a good idea to shoot at the tiny bugs. Through observation, though, you find that their weak spot is everywhere. Seems their carapace isn't hard enough to stop modern weaponry.

-10 rounds

>>49561

1&2. You decide to set up the greenhouse while the others are off massacring the local fauna. You find that while you put almost the entire day into it you still counldn't get it up by yourself. You did get a little over half way through though. 3/5

3. You tinker in your free time. While you don't get anything improved, especially with no proper improvements to add, you do learn a little bit of how your arms work. +7 Cybernetics Engineering.

>>49596

1-3. You join the others in decimating the local fauna in the name of science, boredom, the inability to do anything else in life, and because it tickles your now nonexistent sexual organ.

The Hunt, collected data: It seems that most local wildlife actually has organs similar to lungs and their carapace acts as insulation as well as protection. Samples collected -

- A scorpion like creature without the claws and a single, barbed spike tail. No venom glands. Observed to stab prey and eat it while alive. About the size of a bear.

- A long legged creature with curved 'feet' that seem to attach to surfaces. Herbivore that seems to keep to the trees. Good at jumping. Rabbit sized.

- Burrowing armored fish like creature. Amphibious and nests on the river bank. Seems to eat other fish and river insects. Carp sized with an overly large beak.

- Dragonfly like creature with a barbed tail, possibly related to scorpion like creature. Fishes the river.

- Tiny ant like insects. Non-aggressive and hide their nests under reed like plants.

- Pterodactyl like flying insect. Only two wings and appears to fly similar to a bird. Pointed beak appears to be used to hunt. Eagle sized. Hunts long legged creatures and dragonfly like creatures.

- Armored worm like creature. Aquatic. Eats aquatic plants. Hand sized.

- Four legged creature with claws on each leg. Aquatic. Scavenger.

- Dog sized termite or ant like creature that cuts down reed like plants and eats them over a period of time. Four thick legs.

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1e3e90 No.49635

Throughout the ship an automated message plays: "New FTL message received"

The message reads as follows:

Greetings Colonists! I should introduce myself. I am Darius Voldun, your contact at the Temple's communication center. I'll be the one taking your reports and doing all the paperwork we have to do back on Starstead to make things look good for the UN and the higher ups. I hope your first day on the planet wasn't too bad. Either way down to business.

We know there is some sort of impossible material on the surface of the planet and we need you to find it. Looking over the scans it seems to be on the surface and in lowland areas. Get us a few samples we can run some tests on back on Starstead. The higher ups are willing to prioritize some more labor, 20 unspecialized laborers or 5 specialized, to be sent your way if you get this done.

In other news the UN peacefleet is in a huff. Appears the Armastan republic got caught setting up a pirate colony. The pirates were rounded up and the fleet is in high alert for the moment. While we can grease the right palms getting anything that may not be the the most legal under international law is not going to happen for at least a week. Republic is getting hit with a few sanctions but really is more a slap on the wrist for them.

Anyway, good luck! Keep your eye on the prize and don't disappoint.

(Ship inventory and stuff will be updated later)

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cab798 No.49636

Dice rollRolled 11, 59, 84 = 154 (3d100)

>>49634

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.

+Skills:

+5 Tactics

+5 Pistols

+10 Longarms

+5 Knowledge: Military

+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.

Military Power armor available*

Thats probably enough killing and gathering for now. Time to see this place set up properly.

1 Link up the scanner, the power armor, Darius, the mastiff and the weather devices with the Supercomputer so that it can record and decipher information and send it back to me so I can make use of it.

2 Scout the waters and skies of the nearby northern shore. We want to find a place where we can deploy the Advanced Weather Buoys. There was no snow on the ground so the ATV over the sled was chosen for the trip. The cyber-mastiff could ride shotgun along with Darius and whoever wanted to join the trip. Once a couple buoys were in place we could gather all sorts of information that could help us track the weather, tides, and elements present in the water and runoff from the lowlands. Darius would be a boon to the scouting and if it looks safe we can deploy a buoy and a few balloons.

3 Use the Advanced 3d Scanners to find any minerals, particles, activity, and spaces on and under the ground while I am out.

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e6b071 No.49637

Dice rollRolled 21, 32, 48 = 101 (3d100)

>>49634

-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

17 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.

1-2: Continue setting up the Greenhouse Pre-fab, can't have food get scarce early.

3: Keep on tinkering with my cybernetics. If not for the chance I have an epiphany and become able to make it better, or for the opportunity to learn, It's still a fun activity.

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130dc1 No.49638

Dice rollRolled 47, 77, 31, 79, 38, 70, 10, 73, 99, 79 = 603 (10d100)

>>49634

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:

+10 Biology

+10 Diagnosis

+5 Knowledge: Nutrition

+1.1 Longarms

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

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: 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. Study Biology

2. Study Diagnosis

3. Study Geology

4. Study Tactics

5. Study Knowledge: Nutrition

6. Study Knowledge: Chemicals

7. Study Pistols

8. Study Longarms

9. Study Snipers

10. Study Hand to Hand

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be6e70 No.49652

Dice rollRolled 65, 57, 75 = 197 (3d100)

>>49634

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

+10 Longarms

+5 Snipers

+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.

1-3. Figuring that shooting the bugs was not the way to go Jim had lost all interest in the issue and would continue shooting elsewhere.

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1e3e90 No.49679

>>49636

1. Unfortunately the supercomputer doesn't come with a manual and hooking electronics up to it isn't your forte. +1.9 Computers.

2. You scout the shore and find a few points that could be good to put the buoys, and even see some larger creatures out in the water.

3. You also search around for useful materials. While you can't cover everything in this trip and you don't find anything under the ground, mostly just some ground water, you do find two things of interest. One is a type of long stalk plant that produces sweet smelling flowers. The other is what has been giving off the impossible particle reading. In low lying areas a thick, glowing, fog can be seen. You bottle some up for testing later. +1 glowing fog sample.

>>49637

1&2. You continue to work on the greenhouse but don't get as much done today as you want. 4/5

3. You continue to learn how the cybernetics work. +4.8 cybernetics engineering

>>49638

You move between subjects so quickly you barely learn anything. In order:

+0.5

+0.8

+0.3

+0.8

+0.4

+0.7

+0.1

+0.7

+1

+0.8

>>49652

1-3. You head out into the woods and find a nice tree thing to shoot at. Thankfully it is soft enough that you have no issue in collecting the spikes back and you also have a felled tree. The tree spider thing wasn't too happy, but it wasn't confrontational either.

+19.7 Rifles

+Felled Tree.

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cab798 No.49681

Dice rollRolled 39, 9, 35 = 83 (3d100)

>>49679

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:

+5 Tactics

+5 Pistols

+10 Longarms

+5 Knowledge: Military

+1.9 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.

Military Power armor available*

+1 Glowing fog sample

1 Deploy buoys in the few good points I've found.

2 Observe the larger creatures in the water. My scope might be sufficient if the fog isn't too thick or Darius might be able to get a recording.

3 Try and link up the buoys to the Supercomputer. +1.9 Computers

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130dc1 No.49684

Dice rollRolled 66, 18, 51, 54 = 189 (4d100)

>>49679

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:

+10.5 Biology

+10.8 Diagnosis

+0.3 Geology

+0.8 Tactics

+5.4 Knowledge: Nutrition

+0.7 Knowledge: Chemicals

+0.1 Pistols

+1.8 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

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: 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. Study Geology

4. Begin looking for Impossible element deposits

0.3 Geology

go without sleep so I have more time to prepare for the upcoming mission.

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527a0a No.49686

Dice rollRolled 11, 27, 84 = 122 (3d100)

>>49679

-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

21.8 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 this Pre-Fab greenhouse is taking a long time. Just finish this thing up quickly so I can get to the more interesting stuff.

2: Start sending out the IP Weather Balloons, as the impossible materials are an important part of this mission.

3: Keep on tinkering with your cybernetics.

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cab798 No.49687

>>49686

+10 Electronics on those balloons since they have devices attached.

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fb7113 No.49689

File: 71e5a057b5d90ca⋯.jpg (274.31 KB,1500x1125,4:3,askillfulres.jpg)

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. you can be sure that no terrain will stop it's all terrain tracks.

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: Given by backstory and Description

Inventory: his suitcase is partly full of folders with old contracts he's done and the odd spare part.

Power: 10/10 -1/turn automatically recharge from colony power stores.

Upgrades: Given by backstory and description

Bonus: given by backstory and description

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6addeb No.49696

Dice rollRolled 25, 77, 33 = 135 (3d100)

>>49679

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

+10 Longarms

+5 Snipers

+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:

+ 19.7 Rifles

+ Felled Tree

1-3. More shooting training was required.

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1e3e90 No.49723

Dice rollRolled 15, 28 = 43 (2d100)

>>49681

1&3. You finally get the buoys connected to the computer and deploy the buoys at marked locations, making sure to avoid the places you saw the massive sea animals breaching in hopes of not having to replace these things any time soon. Checking back at the ship's computer everything seems to be working. Data starts rolling in and the computer starts processing it. While it isn't much to go on by itself but it should give you at least a short period of warning.

2. After deploying the buoys you sit and wait by the shore for a few hours, until Darius starts pecking you to be allowed to go hunting, or get some food at least. Sadly none of those creatures breached nearby at all today.

>>49684

1-3. You look through some material on geology you found around the ship. Basic stuff that came with the ship to make sure that colonies have something to help them out. It isn't much, but now you can identify different kinds of stone! +13.5 Geology

4. You head out searching the nearby forests now that you know what you are looking for and find more of that strange, glowing mist. It blocks the sight of the ground and seems to pool in low land areas.

>>49686

1. You decide to do more interesting stuff instead today, and one of the walls of the prefab greenhouse falls over. 3/5

2. You release a balloon and make sure to recover the equipment when it eventually falls later that day. You don't get any new information though.

3. Tinker Tinker Tinker, crash. What was that? (It was the greenhouse) +8.4 Cybernetics Engineering

>>49696

+13.5 Longarms.

>>49689

+Inventory (Claification): 5 units of spare parts for machines.

+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.

Dice: Event for next turn.

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18fd13 No.49729

File: e95790a8ebb46ba⋯.jpg (634.21 KB,1738x1151,1738:1151,Wastewater-pic.jpg)

Dice rollRolled 75, 15, 36 = 126 (3d100)

>>49723

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: Given by backstory and Description

Inventory: 5 units of spare parts for machines.

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.

booting up sequence took longer than last time I was out on a job. ah well I'll put off the defrag till after I complete my first assignment, the construction of the hydro-electrical treatment and power facility by that river near touch down.

1. take stock of every materiel needed for said hydro-electrical treatment and power facility project and leave requisition notice for it after taking it all with me.

2. take a quick look see at the geographical scannings of the local and if there isn't any. make a quick note to slap the pre-lander testing systemings

3. make my way to the site, set up construction holo-emittors, then clear the place for work to begin. and see about getting any "on-site" resources for the project. always being ever "efficient" after all.

tell me if I'm doing something wrong please and what do I do about skills?

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1e3e90 No.49730

>>49729

Sorry, forgot about skills for you. Just +10 Construction since I gave you a lot of upgrades.

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18fd13 No.49731

>>49730

will does

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130dc1 No.49732

Dice rollRolled 82, 65, 77, 79 = 303 (4d100)

>>49723

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:

+10.5 Biology

+10.8 Diagnosis

+15 Geology

+0.8 Tactics

+5.4 Knowledge: Nutrition

+0.7 Knowledge: Chemicals

+0.1 Pistols

+1.8 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

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: 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. Study the biology of the alien creatures to improve my own understanding. especially those who make their home in the mist filled valleys rich in Impossible elements.

4. Turn in our findings to complete the mission

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6addeb No.49733

Dice rollRolled 95, 63, 23 = 181 (3d100)

>>49723

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

+43.2 Longarms

+5 Snipers

+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

1-2. Jim would keep shooting his rifle at stuff.

3. Jim would fiddle around with the scope perhaps he could figure out how to use his rifle at even longer ranges.

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426c11 No.49745

Dice rollRolled 18, 47, 65 = 130 (3d100)

>>49723

"AI" (Cyborg secretly)

Name: Mister Fister Unit 78-4B (John Lastowitz)

Description: A tall, white humanoid Robot, titanium alloy frame with stainless steel plating. Organic core inside armored head, hidden from conventional scans by unknown material.

Backstory: Mister Fister is the top of the line companion and security model used by both AI and humans for day to day tasks and routine security operations. Though the line does have one secret. They are the first in a line of new cybernetic units being developed in secret by the AI of Aeon, the computers realizing the wetware computing systems do have some use after all, being both able to relate to humans better and react more quickly to new situations then a fresh computer. The other grisly secret is how they are made. Citizens of Aeon are snatched in the night by rouge AI, and taken to their manufactorum cities where they are mind wiped and installed as wetware in the Mister Fister line of "robots". Though as this was a new process, it didn't always take fully, and some of the organics old memories began to leak though. The AI called this liabilities "Bleeders" both for their memory bleed and smartly point at their organic roots, and sought them down mercilessly to keep their experiments secret. One such Bleed was Unit 78-4B, but unlike others he didn't bleed slowly, but his memories all returned at once. He kept this secret under wraps, executing the same routines as when he was merely a "robot", but he knew that the jig would be up eventually, so acted proactively and changed a log on the Ascendancy Initiative to place himself on the ships leaving Aeon, and away from the AI that now hunted him. The solider in a previous life was now a robot on the first colony ship departing Aeon for parts unknown.

+Skills:

+10 Pistols

+10 Hand to Hand

+5 Knowledge: Law

+Inventory:

+Bonus: Ghost in the shell - You are a human mind linked to a machine by highly advanced, and secret machinery that most believe don't exist yet. A walking technological marvel, and one kept very secret by your creators. Your mind still requires some nutrients and water and your body is designed to disguise this fact. You act as a human and have a system to turn biological matter and water into fuel and cooling, to allow you to operate and bond with human security was what it was sold as, but only at half the normal amount, but you will die twice as fast without food or water. Your parts can be easily replaced and unless your brain case is destroyed or goes without power for long enough you will be fine. You can also eat and drink items usually indigestible by normal humans but these may not always have the nutrients you need in high enough quantities. You are also being hunted by your creators.

In short:

Hunger: 0/28

Thirst: 0/2

1/2/3. Fisto practices his hand-to-anus skills with his fellow crewmates, both improving his skills and keeping the men fresh and loose

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e6b071 No.49754

Dice rollRolled 17, 3, 55 = 75 (3d100)

>>49723

-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

30.2 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&2: Why does this greenhouse have to be such a fucking pain? Just finish it up. Thoroughly. Properly.

3: Tinker with cybernetics.

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cab798 No.49759

Dice rollRolled 76, 100, 30 = 206 (3d100)

>>49723

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:

+5 Tactics

+5 Pistols

+10 Longarms

+5 Knowledge: Military

+1.9 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.

Military Power armor available*

+1 Glowing fog sample

1 Help finish the green house.

2 Study Tactics.

3 Study Military Knowledge.

My Big Book of War should come in handy. How would I have played things differently knowing what I do? What tools do we now have available that could change the tide or give my forces the momentum they need for a resounding success?

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1e3e90 No.49769

>>49732

1-3. You begin dissection of some of the corpses gathered a few days ago and observation of creatures. It seems that while the fog is impossible to see through the plant life seems perfectly fine growing in and under it. Going by the sample the light may be sustaining it. As well some creatures are also using the fog for ambushes, however these creatures seem to be the same that ambush from other locations such as heavy brush and rivers. These creatures don't seem to have impossible element within them.

+22.4 Xenobiology (This planet)

4. You send in the data for your biological study and general observation of the impossible fog. You get a response fairly quickly:

Good to hear, we sent out a ship to pick up the sample and bring over the new crew. Discuss with the others and see what guys you need the most, we'll also send some extra food and water supplies with them. They should be there in [1 turn]. There is also some bad news. You know the tourist trap company Stellar Lines? Well, the planet location and details got leaked and they are talking about setting up a site.

>>49733

+15.8 Longarms

3. Sadly, this is beyond your current understanding. What is this screw even for?

>>49745

1-3. Unfortunately you can not get your hands on anyone, but you are getting better. +13.0 Grappling

>>49754

1&2. You get the wall back up, and then two others fall down. Mr. Pine decided to help put them back up. 4/5

3. You decide to calm down by tinkering with your cybernetics.

+5.5 Cybernetics Engineering

>>49759

1. You help put up the walls the fell on the greenhouse. It's good, because Mr. Derevi seems like he was on the edge of a breakdown. 4/5

2. You break open the Big Book of War and skim through it once again. It doesn't take long until you are hit by a spark of inspiration and begin putting down your thoughts.

+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.

3. You also learn a bit more about the various militaries of Starstead. +3 Knowledge: Military

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1e3e90 No.49770

>>49729

Sorry, forgot about you.

1. You have no building material, only some prefabs and equipment.

2. Sadly, try as you might, you can't seem to get the scanner working. Hard to with your design.

3. You do find a good place for a dam up river, although you will need some materials before you can do anything. 1/???

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c7bdd0 No.49771

File: 7c98a0da8a66fbd⋯.jpg (79.84 KB,1500x1000,3:2,XCMG-XE-15R-Remote-Control….jpg)

Dice rollRolled 14, 97, 9 = 120 (3d100)

>>49770

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: +10 Construction

Inventory: 5 units of spare parts for machines.

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.

I'm still thrumming over the lack of any materials. what kinda four byte job is this not bringing at least enough to fix a breach in the ship processors damn. ah well anyways, lets just make do I suppose.

1.J4C7 lets out a very defeated buzz and then gets to work on digging the foundation to the site.

2. Drive up the river towards where I think the sea is. maybe I can find sand, granite and stone or something I can use to make concrete.

3.Go back to the ship and go over the prefabs. see if there's anything of actual use. then try not to bust a pump over why I didn't see them before.

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527a0a No.49772

Dice rollRolled 90, 90, 16 = 196 (3d100)

>>49769

-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

35.7 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&2. Is the greenhouse meant to never finish and be in a constant state of disrepair? Only time will tell.

3. Tinker tinker tinker.

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cab798 No.49773

Dice rollRolled 56, 88, 7, 27 = 178 (4d100)

>>49769

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:

+5 Tactics

+5 Pistols

+10 Longarms

+8 Knowledge: Military

+1.9 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*

+1 Glowing fog sample

George Pine is there when they get the response. "What do you mean 'location and details got leaked'? How much detail? What do they know? The last thing I want here is some shady corporate interest, their hired guns, and a bunch of tourists getting themselves killed or worse on this planet. Doesn't the Temple have enough pull to shove any little interest like this out of the star system? Its barely a frontier settlement not a pleasure world Jim."

1/2 Study Tactics

3/4 Study Computers

Pine tries to put down his tactical acumen into ideas, words, and numbers he can convey to others. Then he tries to see if he can put that knowledge into the Computer in the form of a small but robust tactical targeting program.

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130dc1 No.49776

Dice rollRolled 15, 80, 54, 83 = 232 (4d100)

>>49769

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:

+10.5 Biology

+22.4 Xenobiology (This planet)

+10.8 Diagnosis

+15 Geology

+0.8 Tactics

+5.4 Knowledge: Nutrition

+0.7 Knowledge: Chemicals

+0.1 Pistols

+1.8 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

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: 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. Not content with the slow progress of the other cult scientists Vasily uses his time to research more in depth the impossible element found in the fog and cross referencing it with what he knows from the other two known elements to increase his own understanding as well.

+15 Geology

4. Request that they send many able bodied people as they can along with construction materials so that the colony can be fully set up.

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7bd53a No.49779

Dice rollRolled 35 (1d100)

>>49772

Actually I'd like to use my bonus to reroll that last roll.

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e6b071 No.49814

Dice rollRolled 83 (1d100)

>>49772

I'm going to use my bonus to reroll that last roll.

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3d8595 No.49833

Dice rollRolled 63, 48, 72 = 183 (3d100)

>>49769

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

+59 Longarms

+5 Snipers

+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. Apparantly some people needed explanations on how to shoot. Jim would explain it as good as he could. And then he would shoot.

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1e3e90 No.49844

>>49771

1. You take a look at the site again and decide against digging before having any building materials as it could lead to the site flooding. +1.6 Construction

2. While you know you will need limestone or certain shells possibly found on some creatures you search the beach for signs of either. There are some creatures with shells, some big ones out in the sea if your sensors are seeing that right, and the sand on the beach is black suggesting volcanic activity that settled here.

3. Sadly the prefabs have nothing of use besides for the prefabs they are made for, the only one not almost done is the garage for vehicles. +2.1 Construction

>>49772

1&2. You finally get the greenhouse up, setting up the water and power system to the ship. The greenhouse will begin to use 2 units of power per turn (You produce 10 free power per turn right now), and will use water once farming begins. All in all, it looks good. Only a few dents and cracks, no breaks so that is good. Will take some time and effort but you can start farming.

3. +3.5 to Cybernetics Engineering.

>>49773

1&2. You continue to work on and practice your knowledge of tactics. While it is hard you are able to learn some new things by reading some things over again. +14.4 Tactics

3&4. You also study computers, though that does not go as well as your study of tactics. +3.4 Computers.

You are also forced to give up the sample as the science ship arrives. -1 glowing fog sample

>>49776

1-3. You take a look at the fog. While you don't have a lot of equipment so you can't find out what the exact element is but you can study some of it's properties. You find that the fog absorbs and dissociates light as a silvery light with much of the energy of sunlight. Shining a laser through it increases the luminescence and keeping it in the dark leaves it dimmer. Nothing you have will react with it, at least not immediately.

4. Response: Will do. Sending some concrete and steel support bars along.

>>49833

1-3. You begin teaching people how to shoot, or you would if anyone was interested in learning how to shoot. In the end you theorize some methods to teaching and learn a good bit by reading up. If someone wants to learn how to shoot you will be there to teach them how to shoot. +18.3 Teaching

The science team arrives and work hard through the night, after Dr. Sokol hands over his data, while the new colony members drop off the goods of 100 units concrete and 100 units steel. After you wake up the science team reports that the element founds seems to be Plutonium, and it is highly stable. It won't react under heat or high pressure but it seems to compress under significant pressure into a solid. They will be taking the sample and gathering more to bring back to study this. They ask that you start collecting the gas and have at least 10 units worth by the end of this week. They will work on something for you to test if you can do that. They also warn that the tourism company will be sending a scouting party soon to look for a spot, they have already worked out a deal about the impossible element on the planet so that should be fine.

NPCS and you! You now have 20 unskilled laborers. They can work menial jobs and do all sorts of back breaking labor as long as they are feed and have water. NPCs can be assigned to any jobs, either continuous such as farming or short such as building. Short actions get one roll per group with a bonus equal to the number of NPCs on the job and a success rate of 1/3 that of a player. NPCs can also act as a static bonus when helping a player. If too many orders are given they will follow the orders of the most qualified individual, so an engineer giving a construction job. I will roll these dice before the next turn.

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130dc1 No.49852

Dice rollRolled 40, 89, 57, 61 = 247 (4d100)

>>49844

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:

+10.5 Biology

+22.4 Xenobiology (This planet)

+10.8 Diagnosis

+30 Geology

+0.8 Tactics

+5.4 Knowledge: Nutrition

+0.7 Knowledge: Chemicals

+0.1 Pistols

+1.8 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

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: 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. Now that I have gotten some preliminary research done I will most likely need to go into the fog soon if I wish to gather more data and samples. Since Jim had been interested in teaching people about firearms I should go attend his training session and learn more about longarms.

4. Start working on gathering samples to turn in for the quota and my own research

NPCS

Assign 5 to farming, maintaining and potentially expanding the greenhouse/hydroponics

Assign 5 to helping me collect samples

See if we can establish a training program for the new colonists starting with Jim's gun lessons.

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130dc1 No.49853

>>49852

add geology +30 to action 4

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c7bdd0 No.49854

File: 77b7b2c4c70dfe7⋯.jpg (2.14 MB,2816x2112,4:3,Gravitationswasserwirbelkr….jpg)

Dice rollRolled 51, 4, 43, 38 = 136 (4d100)

>>49844

>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.

>

>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.

Alright new plan. I finish up this here garage fab. then I get my self some union designated and mandated RnR. revaluation and tonics.

1. Take the remaining components to the garage. finish it up and try not to wonder whose been setting this up. +23.7 construction.

2. On that note lets check out all the constructed fabs. see how up to code they are.

3. Do I sensor some concrete? I know I do. Clean out my mixer and lets this cement rolling.

4. While the composite is cementing. lets lament over my plans for the hydro-electrical treatment and power facility and redesign the sucker to be alot more eco-friendly. well at the very least so one of those shell creatures don't ruin my hard work. maybe add a giant nutcracker to the intake. hmm.

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cab798 No.49857

Dice rollRolled 84, 26, 24, 34 = 168 (4d100)

>>49844

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:

+19.4 Tactics

+5 Pistols

+10 Longarms

+8 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*

1/2 Go to Jim's Training Session on Longarms.

3 Design and dig a Training Course for soldiery. +19.4 Tactics, +8 Knowledge Military. Make use of our mining power armors.

4 "Id like to put in a request for an armed air vehicle in order to observe remote areas of this planet, scout, and observe the tourist company to make sure they comply with the deal and to help secure our perimeter against any airborn and hostile wildlife. In addition if we are ever called upon to rescue endangered tourists or check up on their landing site in emergencies if might be needed if they choose a location that is far away or on treacherous terrain."

Assign 5 to join Jim's Training Session on Longarms

Assign 5 to build and dig for the Training Course

>>49854

"FUM J4C7. I am going to call you Jay-4 if you don't mind. I have an earthworks construction I want done on the express. A training field for the new meat to turn some of them into capable soldiers. If you can direct construction to the workers and keep them to my designs I would be grateful."

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3fe29c No.49867

File: 76d2dc9f2d440f1⋯.jpg (20.38 KB,620x348,155:87,Industry-robot-arm-mk4.jpg)

Dice rollRolled 5, 96, 45, 7 = 153 (4d100)

>>49857

J4C7's optics light up. Then rotate towards George, the scraper of New Durga. J4C7. for a nano-second. thinks about showing George his Deathborg tat on the backside of his hydraulic claw but lacking skin for such a thing he decides bossing around some meat laborers would be acceptable.

"J4C7 pings"

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3fe29c No.49868

Dice rollRolled 60, 85, 1, 23 = 169 (4d100)

didn't mean to roll there.

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527a0a No.49869

Dice rollRolled 24, 91, 80 = 195 (3d100)

>>49844

-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

39.2 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&2: We did it! Rejoice, for food is now freely available, as long as we have water that is. Send off more of the balloons to try to identify sources of IP.

+10 Electronics

3: Tinker further.

+39.2 Cybernetics Engineering

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1e3e90 No.49922

Dice rollRolled 53, 74 = 127 (2d100)

>>49857

1. Training

2. Training course construction

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717003 No.49924

Dice rollRolled 43, 55, 36 = 134 (3d100)

>>49844

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

+59 Longarms

+5 Snipers

+18.3 Teaching

+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. If nobody cared about shooting Jim would just have to shoot for himself some more.

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426c11 No.49926

Dice rollRolled 69, 22, 99 = 190 (3d100)

>>49924

"AI" (Cyborg secretly)

Name: Mister Fister Unit 78-4B (John Lastowitz)

Description: A tall, white humanoid Robot, titanium alloy frame with stainless steel plating. Organic core inside armored head, hidden from conventional scans by unknown material.

Backstory: Mister Fister is the top of the line companion and security model used by both AI and humans for day to day tasks and routine security operations. Though the line does have one secret. They are the first in a line of new cybernetic units being developed in secret by the AI of Aeon, the computers realizing the wetware computing systems do have some use after all, being both able to relate to humans better and react more quickly to new situations then a fresh computer. The other grisly secret is how they are made. Citizens of Aeon are snatched in the night by rouge AI, and taken to their manufactorum cities where they are mind wiped and installed as wetware in the Mister Fister line of "robots". Though as this was a new process, it didn't always take fully, and some of the organics old memories began to leak though. The AI called this liabilities "Bleeders" both for their memory bleed and smartly point at their organic roots, and sought them down mercilessly to keep their experiments secret. One such Bleed was Unit 78-4B, but unlike others he didn't bleed slowly, but his memories all returned at once. He kept this secret under wraps, executing the same routines as when he was merely a "robot", but he knew that the jig would be up eventually, so acted proactively and changed a log on the Ascendancy Initiative to place himself on the ships leaving Aeon, and away from the AI that now hunted him. The solider in a previous life was now a robot on the first colony ship departing Aeon for parts unknown.

+Skills:

+10 Pistols

+10 Hand to Hand

+5 Knowledge: Law

+Inventory:

+Bonus: Ghost in the shell - You are a human mind linked to a machine by highly advanced, and secret machinery that most believe don't exist yet. A walking technological marvel, and one kept very secret by your creators. Your mind still requires some nutrients and water and your body is designed to disguise this fact. You act as a human and have a system to turn biological matter and water into fuel and cooling, to allow you to operate and bond with human security was what it was sold as, but only at half the normal amount, but you will die twice as fast without food or water. Your parts can be easily replaced and unless your brain case is destroyed or goes without power for long enough you will be fine. You can also eat and drink items usually indigestible by normal humans but these may not always have the nutrients you need in high enough quantities. You are also being hunted by your creators.

In short:

Hunger: 0/28

Thirst: 0/2

1/2/3. Jim was stressed, he needed to be fisted so he could relax

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1e3e90 No.50023

>>49852

+18.6 Longarms

You try to get Jim to teach you to shoot but he seems to focused on just shooting himself, like he doesn't even pay attention to what is actually goes on in the colony and just spends every day shooting. Maybe he has brain damage? Either way you at least learn how to hold, reload, and fire a gun from watching him.

4. With the aid of your assistants you are able to gather 2 units worth of the gas by hand over the day. Many of the workers are calling it Wisp Light due to how it looks.

>>49854

1. You begin construction, but it will take a bit longer as you are working alone. You are able to get the floor done, but need to put up the walls and roof, then put up all the wires and buttons. 1/3

2. Even the cracks are up to code! A+, best engineering you have ever seen.

3&4. You get back to work on the dam and get to reworking the plans. Adding some bypasses for the native wild life is easy enough, and you add it to your internal plans. You do realize that you will need some more equipment to have the facility generate electricity and siphon drinking water.

>>49857

1&2. You bring the recruits to learn from Jim. Well, you would if he actually payed attention and tried to teach. In the end it was just him shooting, like he does every day, and you watching him. You do learn a bit, checking his stance and how he adjusts his aim. +11 Longarms.

3. While you arn't able to do much for the training course the new laborers are making quick work of digging out what needs to be leveled and they are done by the end of the day. It will take a while and you will need equipment to create the obstacles or whatever you want to add to the training course.

4. "Unfortunately with that incident a few days back armed vehicles won't be possible. Hell, unarmed vehicles are going to be scrutinized to all hell. You are going to have to wait a bit before we can send that, and of course you are going to have to fucking pay we already delivered some construction material for free and that is only because the higher ups were ecstatic to see something new from the planet."

>>49869

1&2. While food will take a bit to grow the new laborers are getting used to it and starting to plant some of the seeds. You are able to get the balloons back, although they are starting to show signs of wear, and identify 3 large pools of what the laborers that went with the good doctor have started to call Wisp Light. You believe that these deposits will be large enough that a pump would allow for continuous production for years.

3. +8

>>49924

1-3. You shoot. A lot of people are watching you shoot today for some reason. +14.4 Longarms

>>49926

1-3. You attempt to sneak up on Jim, to give him a surprise fisting, however he spent the entire day shooting and you decide it isn't a good idea to surprise someone who could accidentally shoot you in the surprise. You do not get spotted, however, and do learn a bit about stealth. +19 Stealth

Other NPCs: There are some complaints about the cramped quarters but they deal, knowing the colony has not been here long. Planting has begun, spreading around the seeds for the many crops brought. Some do worry that they do not have any grains and some do wonder what the local fauna taste like.

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34868b No.50024

File: f2178cb2149f8fe⋯.jpg (2.55 MB,1804x1844,451:461,foundations-groundworks.jpg)

Dice rollRolled 86, 9, 43, 38 = 176 (4d100)

>>50023

>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]

>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.

Right well I think I've done enough work on these designs for now. and it seems like these flesh units know how to dig, all be it slowly I'll add. lets show them how machines construct. I'll come back to this prefab later. it's kinda boring when you're just following a manual.

1.violently beep at the assigned carbons working on that stupid playground.

2. cut down some near-by trees and then cut them into palisades.

3.dig holes to the theme of a giant jungle gym and plant the palisades in with some concrete.

4.take a long over due union designated oil break. take awhile thinking about that night on New Durga.

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130dc1 No.50044

Dice rollRolled 44, 99, 86 = 229 (3d100)

>>50023

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:

+10.5 Biology

+22.4 Xenobiology (This planet)

+10.8 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, 2 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. Gather more samples with the grunts

+30 Geology

2. Since the grunts are interested in the local fauna for consumption I will make a note of which fauna and flora are edible down to their individual parts and methods for their preparation.

+10.5 Biology +22.4 Xenobiology (This planet) +5.4 Knowledge: Nutrition +10.8 Diagnosis

3. As I am determining what is safe to eat and in control of food storage. Now would be an excellent time to begin "enriching" some of our supplies with the newly gathered Wisp light as well as some of my other impossible particles to try and get a positive result.

+10.5 Biology +22.4 Xenobiology (This planet) +5.4 Knowledge: Nutrition +10.8 Diagnosis Scientific data is on a laptop (Gives +10 to actions related to Impossible elements on biological systems)

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1e3e90 No.50045

Dice rollRolled 74 (1d100)

>>50044

Reasons

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a67bca No.50118

Dice rollRolled 8, 33, 61, 60 = 162 (4d100)

>>50023

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:

+19.4 Tactics

+5 Pistols

+21 Longarms

+8 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*

1 Keep studying my Tactics.

2 Keep learning all I can about shooting longarms from Jim or putting what he showed into practice.

3 Keep studying Knowledge: Military cause knowing if half the battle.

4 Work on the Training Course

Assign 5 to; Add obstacles to the Training Course, we need these men in top physical condition and the best way to do that is PT, rations, and vitamins.

Assign 5 to; Add a shooting range to the Training Course, if theres one thing we are gonna have to do around here it is shoot some bugs and whatever else comes our way.

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d3d3e0 No.50178

Dice rollRolled 83, 38 = 121 (2d100)

>>50023

-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

47.2 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: Take and samples of Wisp Light and see if it has any uses in the field of cybernetics

+47.2 Cybernetics Engineering

2: Tinker.

+47.2 Cybernetics Engineering

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ad37b4 No.50196

Dice rollRolled 92, 59, 62 = 213 (3d100)

>>50023

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

+72.4 Longarms

+5 Snipers

+18.3 Teaching

+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 keep shooting stuff. If people showed up again he would ask them what they wanted. Could be there was something going on that could impact his shooting. Otherwise Jim would keep shooting.

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426c11 No.50199

Dice rollRolled 59, 99, 22 = 180 (3d100)

>>50196

1/2/3. The man known as Jim would be mine. I will ambush him and fist him, to keep him on his toes

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1e3e90 No.50202

>>50024

1. You beep at the organics and get them to move out of the way and, after getting some directions from Pine, start digging and setting up some basic earthwork obstacles. It will function, according to Pine, but not as good as it would with some actual obstacles. At least the meatbags can get to work on something useful now.

2. Sadly you do not have any tools for cutting down the local flora. This makes things difficult as the 'trees' are surprisingly reedlike in their nature.

3. You dig a trench, but you do not have the trees cut for the palisades to work. At least you have the trench made.

4. During the night you hear some of the workers complain. Mainly about the lack of proper housing.

>>50044

1. You gather another full sample of Wisp Light, before the pool you have been using makes it hard to gather the last bits due to being shallow.

2. Looking through the data you find that most of the fauna that you have found is edible in the same way cloned crustaceans are. It seems that when they die some chemicals will cause the corpse to become inedible and be toxic, something the fauna on the planet have evolved around, but if cooked alive the chemicals degrade into harmless byproducts and become edible. Many are fairly nutritious.

3. You place some of the Wisp Light into some food given to the workers, placed well enough that no one has noticed yet. There has been no noticeable effects.

>>50118

1. You continue your study of Tactics. +0.8 Tactics.

2. Jim seems to be denser than the trees he is shooting at. You do, however learn a little bit still. +3.3 Longarms.

3. You also keep learning up on military protocol. Just in case. +6.1 Knowledge Military

4. You aid the men in adding a side for a shooting range, but this doesn't take long. Sadly there isn't much left to do before you get some actual obstacles going, and that means cutting down some lumber, if these 'trees' will even work for the purpose, or thinking of something else. The construction bot already made some dirt ones.

>>50178

1. You gather two samples of Wisp Light before the good doctor gets to the pool with his team.

2. +3.8

>>50196

1-3. You find out that people are watching you as they try to learn how to shoot, and they have told you this but you couldn't hear them over you constantly shooting. So you ignore them and keep shooting. The robot does keep muttering about fisting you, so you take a few shots at him. +21.3

>>50199

1-3. You try to sneak up on Jim again, and get a few pot shots in your direction for your trouble. +18 Stealth

Event: A ship signature has been detected exiting ftl over the planet. A quick hail shows that this is the corp scouting ship, looking for a good spot for the resort.

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a67bca No.50205

Dice rollRolled 21, 11, 6 = 38 (3d100)

>>50202

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:

+20.2 Tactics

+5 Pistols

+24.3 Longarms

+14.1 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*

1 Right to/Acquire Air to Space/Flight Capable Vehicle, +14.1 Knowledge: Military. Surely there was still a few rules in effect that benefited the officer class where they are required to be furnished with a space worthy one man vehicle that he might be able to secure himself or requisition civilian vessels in times of war. Or perhaps we needed one in case both of our communications systems were out of order and the ground team needed to make emergency communications. I am sure they want more Wisp Light or maybe some bug samples or something.

2 Small Submarine/Underwater gear. There were some large whale-like creatures in the ocean. If the IP was in the moisture of the Wisp Lights then maybe it might also be in the deeper ocean waters? Exploration and documentation require investigation and underwater investigation would go a lot smoother with a submarine.We can't ignore the possibility of people using the water for covert operations either. +14.1 Knowledge: Military.

3 Use the Power Armors (Mining and Military) and lasers to bring down some trees and haul them back on the all terrain vehicles for the Obstacle course construction.

Assign 5 to hold open books on Military Law for my requisition/requirement of a flying vehicle.

Assign 5 to hold open books on Military Law for my requisition/requirement of a submarine and underwater gear.

Assign 5 use the power armors, lasers, vehicles, and trees for the construction of obstacles for the Training Course

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130dc1 No.50206

Dice rollRolled 55, 65, 58, 52, 64 = 294 (5d100)

>>50202

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:

+10.5 Biology

+22.4 Xenobiology (This planet)

+10.8 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, 2 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. Practice my Diagnosis skill so I can better tell any anomalies found in the experiment.

4. Go find more deposits to gather from and assign 2 grunts for each one found.

+30 Geology

5. Still nothing huh? well perhaps the concentration must be increased.

+10.5 Biology +22.4 Xenobiology (This planet) +5.4 Knowledge: Nutrition +10.8 Diagnosis Scientific data is on a laptop (Gives +10 to actions related to Impossible elements on biological systems)

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1e3e90 No.50207

Dice rollRolled 2 (1d100)

>>50206

This is not for your genius, this is for your slight of hand.

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130dc1 No.50208

Dice rollRolled 52 (1d100)

>>50207

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.

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130dc1 No.50209

>>50208

disregard this then since random cannot use proper terms.

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4c3287 No.50211

File: 0e0d2ed4f5f16b7⋯.jpg (100.56 KB,860x573,860:573,IMG_1918_.JPG)

>>50202

>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]

>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.

At times like this where I wish I didn't loose my saw arm in the war. then again not sure even that'd get through these thick bastards. fuck it I'm a union bot and this is out of my pay-grade.

1. lets go order up some equipment. a couple of hydro turbines for the plant as well as the matching filtering and treatment blocks.

2. while I'm at it. lets see if I can get me one of those "high frequency chainsaws" ol' bob kept wanting.

3. do more work on the garage prefab.

4. quietly ping at the frailties of these flesh units while I work more on the hydro-electrical treatment and power facility designs.

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4c3287 No.50238

Dice rollRolled 100, 97, 76, 93 = 366 (4d100)

>>50211

oh wait.

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527a0a No.50243

Dice rollRolled 8, 23, 18, 31 = 80 (4d100)

>>50202

-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

51 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&2: Study the effects of wisp lights on cybernetics related materials and it's uses in that field.

+51 Cybernetics Engineering

3&4: Tinker

+51 Cybernetics Engineering

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527a0a No.50244

Dice rollRolled 46 (1d100)

>>50243

>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.

reroll that 18

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1e3e90 No.50250

Dice rollRolled 4 (1d118)

>>50244

I will deny this reroll as you are not upgrading or repairing your cybernetics, but tinkering/training you cybernetics engineering. Training actions can't fail.

>>50211

Reasons.

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983af9 No.50431

Dice rollRolled 62, 89, 4 = 155 (3d100)

>>50202

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

+93.7 Longarms

+5 Snipers

+18.3 Teaching

+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 did not fear the man who shot a thousand shots, he feared the man who once shot a thousand times. Or something like that. Perhaps he could become that man.

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1e3e90 No.50432

>>50205

1. Sadly sale of military vehicles is legally restricted by international law to civilian entities; which the temple counts as. As well, thanks to that event earlier this week with the pirates it is going to be harder to get them through illegal methods. The best method would be to skirt the legal code a bit and get in contact with one of your old buddies to get you one. You are pretty sure a few from the Deathborg wars made their way up the ranks in the UN. What it will take to get them will be a different story.

2. It will be harder to justify a military sub, and while you are pretty sure there are research subs, that isn't your forte and you arn't sure where to start to get one of those. Maybe the Doc would know.

3. You and some of the disposables get to work on the 'trees' in the area. Their insides look more like reeds you saw in that bombed out lost earth biology center. When cut into planks they are far too flimsy to work as construction material. Maybe the Doc can see what these things can be used for.

The others find it annoying to just hold up books, but few are going to actively voice their complaints to the legendary Captain Pine.

>>50206

1-3&5. You decide to bring in some of the workers to help you with your diagnosis skill, also to see if there are any effects from the Wisp Light that they have been ingesting. For all they know it is just a check up to make sure no one is having adverse effects from the planet. You start with the basics, asking if they feeling anything wrong, which most people say no and one complains that his farts have a slight glow. Thankfully that man thinks he just breathed in some of the Wisp Light and is too stupid to realized how biology works. It is good practice and it seems that ingesting the Impossible Plutionium does nothing, at all. Considering the body doesn't use plutonium you didn't expect it to be beneficial, although why you would want to kill the new colonists is only for you to know. +17.8 Diagnosis, -10 Morality

4. You find a few good deposits and get the five grunts Captain pine isn't using to hold up the same book to help you. They will start taking samples from this place regularly until it runs out. +1 Wisp Light.

>>50211

1&2. You ask your FTL contact at the temple to get in touch with one of your old buddies that works for a major construction company for that kind of stuff. He gets back to you shortly. "Just got off the phone with him. Seems like you are in luck, that project you helped them on just struck gold, well Impossible Beryllium, but that isn't important. Seems like the shit is good, and considering the work you put in they are giving us a deal. Higher ups are ecstatic, so they are paying for a few units of the stuff and the equipment you need. The items already have the new element in them, seems like it enhances metals it is alloyed with. We are doing some experiments on it here soon. Should be about a day or two before you get what you ordered."

3. You finish up the garage, working enthusiastically after the good news.

4. You also get the base of the dam done. +2 progress (keep track of this you fucker, or I will forget and restart you or something.)

>>50243

1&2. You take a look and there are a few things in it's base form. For one it can easily be circulated and act as lighting. People like decoration, but in actual practice it is worse than a flashlight. You did hear that it could be turned into a crystal with pressure from the scientists before they left but you don't have one to test. The gas seems incredibly stable and only seems to react with light. It does create light similar to most stars so it might be used for power.

3&4. You tinker around with your own cybernetics while thinking about the possibilities. +4.9 Cybernetic Engineering

>>50431

Longarms to +100 as you reach the pinnacle of fucking around and only shooting. The rest of the colony has forgotten you exist. You don't even know how much ammo you have. What day is it, when did you last eat? Did we win the war? You scratch your beard as your legs ache from you finally moving from the spot you have stood in for the last several days. You would say you have the eyes of an enlightened man, but others would say your eyes are hollow and without purpose. (You can not get over +100 in a skill through pure training)

Event: Things have been quiet with the corp. They are probably scouting for a good place to set up to make the most of their effort.

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a67bca No.50433

Dice rollRolled 69, 96, 19 = 184 (3d100)

>>50432

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:

+20.2 Tactics

+5 Pistols

+24.3 Longarms

+14.1 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*

1 Get in contact with my old friend Scotch. He was always there for a good time. A hard but charming man. He might be able to help me out, and besides he owed me. +14.1 Knowledge Military.

2 Study Tactics.

3 Study Military Knowledge. Sometimes it not about knowing who uses -what-, but -who- is using what. Who is moving in these regions of space, questioning why, and drawing conclusions is an exercise we used to run in the Academy to keep our minds sharp.

>>50206

"Doc, we need a sub. No, not a sandwich but the real deal and then someone to pilot the damn thing. Also these trees are all bark and no timber. If you can find some kind of use for 'em then maybe we can raise'em right and get some real comfortable housing out here. A log hunting cabin would be damn expensive otherwise."

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a67bca No.50434

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f725f2 No.50455

File: fc7fabcdfbf134d⋯.jpg (252.02 KB,680x1024,85:128,gettyimages-10072540-1024x….jpg)

Dice rollRolled 83, 54, 98 = 235 (3d100)

>>50432

>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.

ol' Artemus unit really knows how to pull through, no wonder he was bob's favorite.

1. I forgot to order in some heavy duty pump and large high pressure pipes. lets fix that.

2. while I'm at it, I'll get enough titanium-asphalt to fill a stadium. I kid. just enough to get some decent roads going.

3. look over that greenhouse again. if I didn't make it then it's a pile of shit. even if it seemed up to scratch.

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f725f2 No.50460

also what's the progress going towards. the design plans or the actual site?

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130dc1 No.50498

Dice rollRolled 100, 64, 95, 51, 1 = 311 (5d100)

>>50432

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:

+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, 4 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. Practice teaching skill. This is getting tiresome having to personally direct these grunts all the time. I must figure out how to condense my knowledge in a way that these dropouts can understand so I dont waste my time with menial work. Perhaps a simple flowchart would suffice…

4. Harvest more wisp light with grunts.

+30 Geology

5. Sadly I have confirmed that the plutonium has no immediate biological use for both alien and human bodies. Without the creation of a specific organ dedicated for its usage we would have to go with cybernetic augmentation. As I have no real expertise in this area I must consult with Derevi on this matter. perhaps we could utilize its unique reaction to light as a dermal implant to either power other systems passively or could even be used as the basis for cloaking.

+10.5 Biology+28.6 Diagnosis+0.7 Knowledge: Chemicals

>>50433

Whats the point of a sub when we have just begun cataloguing everything in our immediate area? Just use the trees to make a boat and paddle around if that is what you are into. Also I am no engineer, go talk to the robot if you are interested in construction. The only thing of note about the trees is that they are very good insulators so they will work nicely as a thatch roof or other things of that nature.

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130dc1 No.50499

Dice rollRolled 96 (1d100)

>>50498

lets reroll that nat 1

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1cf477 No.50515

Dice rollRolled 6, 41, 47 = 94 (3d100)

>>50432

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

+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 had found tranquility in the sights of his rifle. There was nothing more to be learned from taking shots at unmoving objects. He needed a different sort of prey. Jim was an abysmal tracker though. What he needed was bait. Jim would sort of sneakily or maybe just creepily follow around people with his rifle, staring at them from a distance, hoping that they would come across something he could put a few bullets into to transcend beyond training boundaries.

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130dc1 No.50516

>>50455

Hey robot, I noticed that you had the foresight to order some pipes. I have a project of critical importance that I need you to complete so we can fulfill our quota. Currently I have to lead a pack of grunts around and gather the Wisp Light by hand. This is inefficient and a waste of my time, so while I train these grunts into prospectors you need to construct a pump that can be used to gather the impossible element. If we get this done our production should sky rocket and we will have much more influence to get what we need from the hierarchy.

Ignoring this however I must ask. What exactly did you do to garner so much favor so quickly? Its almost as if you have done something equivalent to finding a new impossible element…

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c5c704 No.50517

>>50516

J4C7s optics rotated to look at this human unit, once affixed to this new position, he dimmed the harsh orange light emitting from them. It comes to no surprise to him the level of selfish assumption these water sacks display daily. this one though seems to think I can build a pump of some kind for some unknown and barely tested element. J4C7s optics brighten at least twice as they were.

"J4C7 buzzes"

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130dc1 No.50518

>>50517

What do you mean no!? Such a thing should be well within your capabilities. It is by far the most non reactive substance I have encountered and can even be compressed if necessary. If you are still hesitant, then just look at the data that has been gathered as it is more than enough to create an optimal system for such an easy to work with element.

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c5c704 No.50519

>>50518

J4C7s optics flicker and then rotate off back at whatever he was doing.

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130dc1 No.50520

>>50519

Ты, тупой гребаный робот! Я изнасичу вашего покровителя в попу, и вы отправили его на кучу отходов, пока человечество поднимается из-за моих исследований!

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e6b071 No.50556

Dice rollRolled 57, 89, 27, 74 = 247 (4d100)

>>50432

-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&2: See if the Wisp Light can be developed into an optical cloaking cybernetic module, in conjunction with Sokol's research.

+55.9 Cybernetics Engineering

3&4: See if the Wisp Light can be used to upgrade or update the power modules I currently use by myself

+55.9 Cybernetics Engineering

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e6b071 No.50557

Dice rollRolled 38 (1d100)

>>50556

reroll 27 with Iron Man

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c5c704 No.50563

>>50520

J4C7 decides he's probably not going to hear the end of this so he writes up and sends off an email to Vasily. the email reads as so

before I can safety build your pumping network for the Wisp Light I must understand afew things about it. these things are listed as follows.

>how it handles high pressure and vacuum.

>how it handles both alternating high and low temperatures as well as high and low separately.

>it's reaction to common materials and chemicals as such as iron, rust, rubber, oil and anything in a working environment.

>what states it can be changed into and the conditions that do so.

>how it handles long term storage.

>if and what it can corrode.

have these things done and my union health inspector will be happy.

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1e3e90 No.50693

>>50433

1. You have a hard time getting in touch with Scotch, especially since that is not her name just the drink she ordered that night. However, your contact in the temple is able to get a hold of her, somehow. She says she will be on the next ship over.

2. In the mean time you reminisce on your games with her, she was able to beat you sometimes and you study those loses in your mind. +9.6 Tactics.

3. You also pester your contact about recent military stuff, which he doesn't know much about. +1.9 Knowledge: Military

>>50455

1&2. You order the stuff, and the temple is too busy have a field day with the new material to really care. Seems like there was a delay so it will be on the same ship as the other stuff.

3. You take another look, sure up some things, and seal the cracks. It isn't terrible, besides the multiple times the walls fell down because it was being built by a single person. Wont survive a hurricane but otherwise should be fine.

>>50498

1. You find that you have a knack for teaching, as the peons quickly pick up on whatever you tell them. +35.9 Teaching

2. You gather another unit of Wisp Light. +1 Wisp Light.

3. You speak to Mr. Derevi about how you now know that the plutonium has no biological effects, and your detailed explanation of your 'experiment' is overheard. That night you find yourself being assaulted, some with impromptu weapons.

+Injury: Bruised (all over), Broken hand (right), Fractured leg (Left) will take some time to heal.

>>50515

1-3. Just as the metal man hunted you, now you hunt the metal man. +5.4 Tracking

>>50556

1&2. You think you could get it if you could develop a way for the light to come out at different spectrum of light as it currently puts out all spectrum, similar to some stars. Unfortunately, impossible material sciences is not your forte. You think you may be able to do it with some research.

3&4. You set up some plastic pipes with the wisp light and siphon it over some small solar power generators that run along the length of your cybernetics. Now your cybernetics will constantly get solar power, even in low light. They also glow, which many of the workers find cool. After they beat Sokol near to death last night you decide to say it is a bonus.

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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

File: d1a7832170d3830⋯.jpg (26.41 KB,480x429,160:143,Makeblock_Ultimate_2.0_-_1….jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

>>50907

thanks babe.

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294301 No.50910

Dice rollRolled 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

File: 31eab96c4581d0d⋯.jpg (365.6 KB,800x536,100:67,iStock_000011415397_72.jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 81 (1d100)

>>50933

lets reroll that 16

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294301 No.50937

Dice rollRolled 78 (1d100)

>>50912

I'm going to reroll that 1.

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e6b071 No.50941

Dice rollRolled 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

Dice rollRolled 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

File: c442f4ea13480ef⋯.jpg (372.22 KB,1075x952,1075:952,cyberneticdragon-construct….jpg)

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

Dice rollRolled 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

File: 9e18eb6fcc17334⋯.jpg (94.12 KB,850x850,1:1,electric-love-blueprint-ar….jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 18 (1d100)

>>51051

reroll that 13

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a67bca No.51053

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 100 (1d100)

>>51064

Rerolling action 2 with Iron Man

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1e3e90 No.51248

Dice rollRolled 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

File: ebcf4ed680dc086⋯.jpg (203.28 KB,1600x1167,1600:1167,depositphotos_134572132-st….jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 32 (1d100)

>>51255

lets reroll that 16

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a67bca No.51349

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 87 (1d100)

>>51461

lets reroll that 3

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06ebb3 No.51463

File: 989461bd67d1b14⋯.png (Spoiler Image,60.51 KB,500x500,1:1,pumping network.png)

>>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

Dice rollRolled 1 (1d100)

>>51461

6. turn in the report and samples to complete the mission

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a67bca No.51468

Dice rollRolled 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

File: 86c9df47dcf0f0f⋯.jpg (152.54 KB,960x640,3:2,PeterSutters-TheInquireran….jpg)

Dice rollRolled 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

Dice rollRolled 96 (1d100)

>>51469

lets reroll that 13. not forgetting to +10 construct it either.

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a67bca No.51555

Dice rollRolled 39 (1d100)

>>51468

rollin

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527a0a No.51562

Dice rollRolled 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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