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File 144394002762.png - (398.50KB , 600x800 , intro.png )
674729 No. 674729 ID: 0c4b65

Expand all images
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No. 674730 ID: 0c4b65
File 144394003933.png - (675.44KB , 600x800 , 1.png )
674730

Your head hurts.
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No. 674731 ID: 2ccbb3

Your ship has crashed, fix it or get to safety.
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No. 674732 ID: 0fc976

Rip out the wires plugging you in, stumble out into the wastes and give a primal scream.
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No. 674736 ID: e114bc

Inspect self for injuries.
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No. 674915 ID: 0c4b65
File 144402231156.png - (732.43KB , 600x800 , 2.png )
674915

> Inspect self for injuries.
According to your suit, you’re healthy apart from the physical and mental stress of emergency atmospheric entry, which the suit is already administering medication for.

> Rip out the wires plugging you in, stumble out into the wastes and give a primal scream.
The pod is reluctant to let go of you, but a few overrides and a little elbow grease gets you out of the cockpit. You miss your first step outside and the first act of the first extraterrestrial visitor on this uncharted world is nearly a faceplant, but your suit and muscle implants kick in to keep you balanced. You tilt your head back and let out a groggy gurgle.

> Your ship has crashed, fix it or get to safety.
Your suit asks the pod for a diagnostic scan. The results are mixed. Lots of superficial damage, but propulsion and weapon systems are non-functional, a hull tear leaked just over half the fuel tank before being sealed, and there’s sand in the cockpit. You estimate it would take 24 hours of labor for you to get it mobile again. Barren dunes stretch to the horizon in all directions. The ‘safest’ place right now would be back inside the pod, but there’s not much to do in there but wait in the dark.
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No. 674918 ID: e114bc

>>674915
So you need raw materials? Time to scout the area, then. How far can you walk before your connection to the pod gets weak? You want to stay close enough that you can return to shelter if a storm or something comes near.

Oh, how did you fall? What are you, and do you know what planet this is? Any surface scans that you managed to do before crashing would be useful.
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No. 674919 ID: 2ccbb3

Take the combat gear and some expensive items from the pod, and get moving.

Remember, if it gets stolen while you're out, they will sell it back for scrap if you take out all the shiny bits.
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No. 674933 ID: 0ed6e9

well if you got nothing to do might as well start on fixing your ship. No need to work a full 24 hours in at once though. I mean unless your in a rush just work till you get tired and rest and when you wake up we can go from there.
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No. 674961 ID: 99cfa8

>>674915
You're in the middle of a duney desert. If you leave your pod you'll likely never find it again, or anything else, either. Best just stick with it, hide inside from the sun and fix it at night.
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No. 676263 ID: 0c4b65
File 144475527342.png - (840.70KB , 600x800 , 3.png )
676263

>>674918
Your suit and the pod can communicate within an approximately mile-long radius. But there’s no pressing need for materials; most of the pod’s damages can be mended with copious welding and there are spare parts for what needs replacing. And hopefully you won’t be stuck here long enough for the spares to run out…

> Take the combat gear and some expensive items
Your suit reminds you that the military-issue rifle, which uses the pod’s fuel as ammunition, is an absolute last resort, only to be used at such time that extraordinary circumstances require its use to resolve an emergency in which no other solutions are available, and its use is especially discouraged since fuel is already at a critical level. And you are discouraged to remove the spare parts from the pod without a specific purpose in mind for them, such as for fixing the pod.

You are encouraged to take the solar multitool, however.

> might as well start on fixing your ship
You affix the multitool, take the necessary spare parts, and get to work. Your suit keeps you comfortably cool under the desert sun and the exhaustion of physical labor cannot touch you through the stimulants and other drugs your suit uses to regulate your physical and mental state. You work this way for about 4 hours, before you begin pondering your situation.

>Oh, how did you fall? What are you, and do you know what planet this is? Any surface scans that you managed to do before crashing would be useful.
The pod is not equipped for long-range survey, and you only regained consciousness while in the middle of breaking into the atmosphere. Your last memory is of doing routine maintenance work on the scout cruiser you were stationed on. In response to your reminiscing, your suit informs you of a recording left in the pod’s records. You play it and find yourself staring into the face of your superior officer. Someone, presumably you, is limply plugged into the escape pod’s controls behind her. Faint shouts and crashes sound in the distance, and everything shakes occasionally.

“Ship is falling apart, scanner malfunction, asteroids, debris everywhere. You got hit pretty bad, won’t wake up. Soon as you do, set up a distress signal, stay where you are, and wait for rescue. Good luck, Spaceman.”

With that, the recording ends. Unfortunately, you won’t be able to activate the distress beacon until you’ve completed repairs.

Before you can get back to work, though, your suit informs you that the pod has detected possible life signs, which by their trajectory are closing in on your position; three blips coming from the direction in front of the pod and one blip approaching from behind.
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No. 676267 ID: 3663d3

get on top of the pod and see if you can get a visual.
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No. 676268 ID: 2ccbb3

Get into a good sniping position, and observe the targets.

Do you have a sidearm of some kind? Having no weapon backups would be stupid by military standards...
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No. 676277 ID: 0ed6e9

see who or what is coming your way.
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No. 682153 ID: 0c4b65
File 144692661887.png - (396.79KB , 900x500 , 4.png )
682153

>Do you have a sidearm of some kind?
Of course. The solar multitool, in addition to its standard repair and maintenance functions, has an integrated military-grade blaster, normally carried as a sidearm by soldiers.

>get on top of the pod and see if you can get a visual.
The pod arranges its panels to let you step up on top of it, lending you much more visibility than from the bottom of the crater. The rolling dunes occasionally get in the way, but through your helmet’s integrated telescopic vision you are able establish visuals on all targets.

The three blips approaching from ahead are actually six separate beings, three beings each riding on a larger creature, like mounts. But approaching as they are with the sun waning at their backs, you can make out little more than their silhouettes.

The blip from behind is also two separate beings, a mount and a rider. Even from so far away, through your telescopic vision, through the smoke billowing from the pod and through your helmet, the rider seems to be locking eyes with you.
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No. 682163 ID: 0ed6e9

so are they're any standard protocol for dealing with the locals that we should be aware of? Because honestly, seeing as we really don't need to wait that long for repairs to be finish to the point where we can just limp out of here I feel we should just ignore them unless they prove to be a problem or again there's any protocols about the locals seeing you.
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No. 683565 ID: 0c4b65
File 144736006493.png - (0.99MB , 800x600 , 5.png )
683565

You decide to slip back into the pod. Maybe if you wait long enough they’ll get bored and leave? Just as the pod hatch seals shut, what can only be a voice calls after you. You obviously can’t understand what it says, but if you interpreted its tone correctly, it was almost commanding.

You settle in to observe the investigators. The silhouetted trio come to a rest at the rim of the crater, and just at the same time the rider from behind dismounts at the other end. The natives’ mounts shift their weight and look about nervously. Their riders are hesitant to act. One of the silhouettes speaks up, perhaps to one of its friends, but you have no idea what it said. The lone rider yelps in surprise, apparently having been unaware of the trio just on the other side of the tower of smoke. At that moment the smokestack parts just enough to allow both sides an unobstructed view of the other.

One of the silhouettes starts shouting, and the two others circle around the crater to advance on the lone rider from both sides. It backs away slowly, the thought of hopping back onto its mount not seeming to occur to it. Even without comprehending their language, you can tell that it’s squeeking in fear.

As a maintenance worker, you were never trained for first contact scenarios. In fact, you heavily suspect that your superiors really didn’t want you involved in one. Your suit has no protocols beyond minimizing contact with natives, but you are free to exercise your own judgement.
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No. 683567 ID: 0ed6e9

is that one guy glowing?
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No. 683571 ID: 2a7417

Wait for them to thin themselves out, then eliminate witnesses. You can easily show these savages what for.
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No. 683572 ID: 5ad4a7

>>683565
Open the door again. Watch the situation from a better viewpoint. If they approach you with anything that looks like weapons, fire a warning shot. If they seem to want to attack the lone rider, fire a warning shot.

If they attack you or the lone rider, kill them. If they're willing to attack you unprovoked or kill someone right in front of you, then I doubt first contact would go well regardless.
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No. 684533 ID: 0c4b65
File 144775009637.png - (818.86KB , 500x900 , 6.png )
684533

>Watch the situation from a better viewpoint.

You slink back atop the pod with your sidearm ready to fire. Now that the riders are no longer between you and the sun, you can see them clearly. And it is clear that they very much dislike the lone rider, shouting at and menacing it as they are. How surprising! Racial strife on a prestellar planet?

>is that one guy glowing?

Though it looks like it’s glowing, on closer inspection, it appears the native’s cloak is merely embroidered with a bright purple that catches the setting sun very well. It contrasts with the bullies’ dress, which is much more plain. Class strife?

When your reemergence is noticed, the ruffians back off just slightly, unsure what your presence means, but when one assumes you’re content to just watch, it is emboldened to yank the lone rider’s cloak, causing it to stumble.

>If they seem to want to attack the lone rider, fire a warning shot.

You blast the rim of the crater, launching sand into the riders’ faces. The mounts startle and kick up even more sand as they scramble in all directions.

Once the sand has settled, the ruffians have barely managed to soothe their mounts. They trade a few of what you think are words amongst themselves, then gallop off into the distance, shooting you glances as they depart. Left behind, collapsed on its rump, is the lone rider, now without anything to ride. It bleats and reaches out to the shrinking riders, one of which is rifling through the saddlebags of the riderless mount they’ve gained. The native rises to give chase, but collapses when it puts weight on its left leg. It bleats weakly as the thieves disappear over a dune.
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No. 684538 ID: 5ad4a7

>>684533
Approach the native. Offer to help it stand. Then get a better look at them and their possessions. Gather some information about their culture, and if nothing interesting is revealed I guess it's back to repairs.
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No. 684569 ID: a22f87

well might as well drag it into the shade of your ship so it doesn't cook to death out here. Maybe put a splint on it's leg if you can. But yeah with those three running off to god knows where they may come back with friends, we should try and repair the ship as soon as possible so we can be gone before they come back.
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