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File: DISFORTUNA_REAL3.jpg (20 KB, 993x720)
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Welcome Captain, to the ruins of the universe.

It has been decades since the arch-traitor HECATE and her co-conspirators cast down GREAT PSYDON, the first and greatest of those wizard tyrants, and sown their poison among the stars...

Now the cosmos is ravaged by evil in all its forms and PSYDONIA's survival grows more uncertain by the day...

In the midst of the gloom, rumors speak of the last treasure of the dead Witch-Tyrant, the incredible object of power known as *FORTUNA.* Many have gone in search of it, but none of them have returned...

Weary in desire and desparation, you gather your belongings and your crew, eat what may be your last planetside meal, and set off once more into the endless REACH...
>>
File: 00_gazer.gif (71 KB, 250x300)
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TITLE: (Sonny Music - Nocturne) https://www.youtube.com/watch?v=s8yhBWig-Ck

The introduction text fades away to a stark title.

DISFORTUNA.

Your friend had sent you his copy on a USB. He wanted you to play it as part of a succession game, saying something along the lines of "JUST THINK OF THE CO-OP." Strangely, he had called it a cRPG, then a roguelike, then a narrative game, then his descriptions turned into an intelligble stone soup. In the end, you booted the game up just to figure out what the fuck he was talking about.

There's only one path to be walked, so you of course select the tutorial option.

Something odd gazes at you. Words flash across the screen...
DISFORTUNA V0.1
TUTOR.ACTIVATION(DIRECTORYERROR) -
ERRCHECK13 - OVERRIDE
INSTINCT;(INSERTION;)
DISSONANCE;(NOMINAL;)
INITIALIZATION... OK

And then it's gone.

Shortly after, a character creation screen appears...
>>
CHARACTER CREATION: (Catalyst to Clysm - Pleased to meet you) https://youtu.be/3jebHt5YUKw

>WHAT FLESH IS YOUR FLESH?
MOTHMAN
General Stats: All-around nobodies.
Worship: INDRA-PHI the Dark Star
Special: PARANOIA - Millenia of overstimulated prey instincts have developed advanced pattern recognition. Improved ship sensors and more precise threat analysis.

Bizarre, mysterious race that nobody really sees as actual people. Slaves and Navigators under most governing authorities, many have escaped into the Reach as nomads and itinerant workers. Make funny noises when beaten, look overwhelmed at all times.

MANTIS
General Stats: Excellent physique, critical thinking suffers.
Worship: !GREAT PSYDON!
Special: BLOODLUST - Rise; kill and eat! Upon melee kill, regain all spent actions as well as a bit of health.
GREAT LEAP - It all boils down to the apex predator. Covers distance rapidly towards the enemy.

Uplifted shocktroopers of the Witch-Tyrant's armies. Bereft of their once and future king, they now run rampant throughout the galaxy as mercenaries and marauders - an insectile scourge upon the stars. Unblinking stare, speak pseudo-military gibberish.

SPACE CHINESE
General Stats: Agile and shrewd, fragile.
Worship: THE CELESTIAL EMPEROR
Special: ASSOCIATE STATUS - Proven by the ownership of a small medallion depicting nine stalks of grain. Permanent discount at all Merchant Cult vendors.

Technologically advanced and universally reviled, the owners of the ubiquitous Jian Merchant Cults consider material profit as not just an objective or a purpose, but as a divinity in and of itself. Cute talking sparrows.

O-WAGIES
General Stats: Lower food consumption, low speed or health.
Worship: ANY
Special: RAIDER - "Paying for my father's sins." Find extra loot after each combat encounter.

No job too dirty and no target too innocent - these debtors are desperate enough to crew a voyage to FORTUNA in order to pay off their multigenerational O2 debt. Oversized rodents in masks.
>>
>THE UNIVERSE IS RATHER QUIET NOW. WHY NOT FILL IT WITH SOMETHING INTERESTING?
>CUSTOM RACE APPLICATION (CAN BE CHOSEN AS CAPTAIN)
Race Name:
General Stats:
Worship:
Special:

Appearance: [OPTIONAL]
History: [OPTIONAL]
Common Jobs: [OPTIONAL]

>RESTRICTED: HUMANS, ARTIFICIAL INTELLIGENCE
>>
>>6028317
>WHAT FLESH IS YOUR FLESH?
>PLEASE CHOOSE A RACE FOR YOUR CAPTAIN.

Minor correction for clarity.
>>
>>6028322
>MANTIS
Let's go with the classic.
>>
>>6028322
>Mantis
>>
>>6028317
>MANTIS
Slash them like mince-meat!
>>
>>6028317
>SPACE CHINESE
>>
>>6028317
>MOTHMAN
>>
>>6028317
>Mothman
>>
>>6028319
Not choosing this as captain but can we make a Custom Race just for fun?

WHISKERS
General Stats: Excessively lucky, low strength
Worship: HECATE
Special: SOFT FEET - Soft toes, and nimble feet make you land upright. Can survive one KILLING BLOW.

The once-favorites of GREAT PSYDON. They were one of the first to betray him for HECATE. Now they come to find FORTUNA and destroy the remnant of the Witch-Tyrant once and for all.
>>
>>6028386
>just for fun
Yes, custom species can be made even if it's not for the captain. Only caveat is that I might change or interpret them for a more amusing and !!FUN!! game experience.
>>
>>6028317
>MOTHMAN
>>
>>6028317
>MOTHMAN
reference to the nigger qm from mothman quest, who also is slow to update
>>
>>6028317
>MOTHMAN
I need my moth fix
>>
>>6028319
>Mothman

>Custom Race

HUMBIRD
General Stats: Fast!!!
Worship: LOOP
Special: ADRENAL OVERLOAD: For one ENCOUNTER gain a bonus to all actions, but afterwards gain a disadvantage until rest.

A small race of an adrenaline-junkies that care about little other than getting their next fix of danger, their favorite being high-speed often lethal races. Most make their living as smugglers or high-risk traders. They now come to seek Fortuna as it is the ultimate danger and therefore adrenaline rush. Cute birds with a long needle-like beak.
>>
>>6028317
>MOTHMAN
>>
File: CAPTAIN profile.jpg (555 KB, 1496x1631)
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Processing...
Races loaded.

Felids - Cursed as traitors in the final breaths of the Lord of Dissolution, these felines have curiously become an auspicious sign to travelers... [Find one in game to discover more information.]
UNLOCK ACHIEVEMENT: The Doom and Terror of the Modern Man. Enter the tutelage of a powerful wizard.

Opium Birds - The first unfortunate client race of the Space Chinese, their original name has been lost in the centuries of humiliation that followed... [Find one in game to discover more information.]
UNLOCK ACHIEVEMENT:
Gone with the Blastwave. Find the remains of the Roost, the former Opium Bird homeworld.

INFORMATION: A typical Reach Captain is trained in a variety of skills pertaining to command and astrogation. These skills will automatically apply their bonuses during play. Losing the Captain means losing the powerful generalist of the crew.

ADVICE: Failure is familiar to the inhabitants of Psydonia. Be brave today and forget your worries.

>CHOOSE UP TO TWO COMPANIONS.
- Ordinator Henry. Mothman Deserter. Kinsman. Familiar with most aspects and skills of space station life. Tattered psyche.
- Wüterich. Mothman Mercenary. Kinsman. Has no moral reservations, judgements, or opinion - strictly cares about the job. Has a bounty for his head.
- "John Smith." Mantis Surgeon. Improbably competent at his work. More unnerving and bizarre than his brethern.
- Zhang Glanton. Jian Mercenary. Competent soldier and traveler. Man has nothing good with which to recompense Heaven.
- Jurgen the Rat. O-Wagie. Excellent close quarters backup. Quiet and completely inscrutable.
[HARD MODE] Alone. For space is wide and good friends are too few.
- Custom Companion Option.
>>
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>[MOTH] DIETY LOCKED.
INDRA-PHI.
"Twill be a cold, dark, and very gentle place."
Created in contrast to the furious, unjust, and all-consuming SUNS, believers describe the Dark Star as the psychic analogue of a physical sun - a sun within the mind that provides illumination instead of light and enlightenment instead of warmth. In the insanity of the moth INTERSYSTEM, followers often invoke the Dark Star for protection against evil and destruction of the eternal soul.

To the devout, INDRA-PHI reveals what is hidden, grants clarity of mind, and enhances the navigation abilities of its followers. INDRA-PHI may also occasionally directly intervene to save a follower's life.

INDRA-PHI appreciates the destruction of firey creatures, as well as guided meditation and being blind.

>LASTLY
>WHAT IS THIS CAPTAIN'S NAME?
>>
>>6028942
>- Wüterich. Mothman Mercenary. Kinsman. Has no moral reservations, judgements, or opinion - strictly cares about the job. Has a bounty for his head.
>- Zhang Glanton. Jian Mercenary. Competent soldier and traveler. Man has nothing good with which to recompense Heaven.

>6028943
>HEATH
>>
>>6028943
>>6028951
Shit, meant to link to this.
>>
>>6028943
>Jurgen the Rat
>John Smith

>>Name: Jurgendorf
>>
>>6028943
>Ordinator Henry. Mothman Deserter. Kinsman. Familiar with most aspects and skills of space station life. Tattered psyche.
>Wüterich. Mothman Mercenary. Kinsman. Has no moral reservations, judgements, or opinion - strictly cares about the job. Has a bounty for his head.
>Heath

MOTHMAN RISE UP. THIS IS A MOTHMAN ONLY SHIP.
>>
>>6028942
>Ordinator Henry
>Zhang Glanton

>Name: Luc Serra
>>
>>6028942
>Ordinator Henry. Mothman Deserter. Kinsman. Familiar with most aspects and skills of space station life. Tattered psyche.
>- Jurgen the Rat. O-Wagie. Excellent close quarters backup. Quiet and completely inscrutable.

>>6028943
Robert
>>
>>6028942
>Ordinator Henry
>Zhang Glanton
>>
>>6028942
>Ordinator Henry. Mothman Deserter. Kinsman. Familiar with most aspects and skills of space station life. Tattered psyche.
>"John Smith." Mantis Surgeon. Improbably competent at his work. More unnerving and bizarre than his brethern.
We should pick up one of these guys >>6028764 as soon as we get the chance.
>>
>>6028943
>Heath Serra
>>
Loading...
Loading...
Loading...
Disfortuna begins.
Good luck.


HAIL THE DARK STAR!

You are HEATH SERRA, Captain of the IPM "Magnum" Scout class ship. Far from the rage of those in power, you recented arrived in a particularly lifeless sector having followed a strange and persistent planteary signal...

Using the power of the dreaming Navigator, you scan the closest locations...

1. A derelict space station shaped like a spinning top. This trading outpost looks recently abandoned but there's a few lights on. Your sensors detect at least two life signs onboard.

2. Space hulk. Massive potential for ship parts, supplies, and scavenging. Sensors identify a Psydonian military Crusier class among the wreckage but also many life signals onboard. Life support does not seem to be on...
[PARANOIA] You have never seen that many life signs *compacted* in one place, yet the quick jittering movements make your moth fluff tingle. The "upper" levels of the wreck are mostly empty in comparison.

3. Asteroid. There's a faint signal emitting from a small listening post embedded on its surface. Encrypted, naturally. No life signals detected.
[PARANOIA] There is a distress signal beyond this location, but it's a generic message sent out automatically by a ship's computer system without any threat or ship identification. Peculiar.

[You mouse over the ship in the starmap menu. A small popup shows 5/5 H and 25 F. Health and Fuel? The game is straightforward enough.

You click around for a few seconds, then a command box at the bottom of the screen appears. Looks like its ready for your input.]

INFORMATION: Spacefaring ships with a Jaunt Drive can perform a Jaunt to travel through the Nowhere instead of relying on thrusters for a regular Jump. A Jaunt takes 5 units of Fuel and a Jump takes 10 units of Fuel as well as extra time. By default, a Jaunt is conducted over a Jump when a Captain, Navigator, or Pilot is onboard. Such individuals are trained to mitigate or disperse the implicit danger of traversing the Nowhere.

>WHERE DO YOU WANT TO GO?
>WHAT DO YOU WANT TO DO WHILE ONBOARD?
>INQUIRE?
>>
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>>6029719
CONNECTION ERROR MY ASS
>>
>>6029719
> GO TO 1
>>TO LOOT
>>
>>6029724
SPACE A: (Barotrauma OST - Leaving Start Location) https://youtu.be/V0uZmFUd6HM
>>
>>6029719
>GO TO: 1
>>
>>6029728
>+1
>>
>>6029728
+1
>>
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Where men live, they leave parts of themselves. Some of them might even be useful. The derelict seems to be the safest option out of the three with a good chance of supplies.

Feeling whimsical, you turn on the intercom and tap on the microphone to let the feedback screech. Mmm, savor a small torment on the path forward.

"Henry. Zhang. I've set the course for another derelict. Prepare your suits for disembark. One hour. Glory be."

[PARANOIA] It's hard to justify a full Jaunt with the ship already being so close to the station. That, and you can't help but feel a little wary towards activating that cursed thing. Another boarder incident is to be the end of yours truly...

-5 FUEL (20 units remain)
TRAVEL TIME: 1 hour

Solid fuel, prepped. All checks, nominal. Your guidance has converged. You silently pray for the Watchful Eye to guide your travels. Then thrusters ignite and the Magnum is borne aloft on blazing plasma, another torch carried across the darkness of a dying galaxy...

[You watch as the little Magnum begins to scoot across the starmap. Cute!

You type in the >TO LOOT command and a new text box appears to the right. "I don't know 'to loot.'" Hmm. Could be a case of missing context or maybe the command box is just being finicky with inputs? That's a little problem with these kinds of adventure games.]

You cut the psy-connection with the Navigator and take off your Captain's helm.

You have a little time to kill.

>WHAT WOULD YOU LIKE TO DO ON THE SHIP?
>OR SKIP TO THE DESTINATION?
>>
>>6029995
>WHAT WOULD YOU LIKE TO DO ON THE SHIP?
go to the bathroom
>>
>>6029995
>TO GATHER SUPPLIES OR TO SCAVENGE
If that fails
>SKIP TO DESTINATION

Seems like the game is a little finicky about language, it mentioned supplies and scavenging when talking about the space hulk so hopefully it recognizes those words or understands the context better.
>>
>>6030000
>>6030003
+1
>>
>>6030003
+1
>>
You enter the bathroom and do your business. Mercifully, no one is on the second seat.

While you have a minute, you review your inventory...

Equipped:
Inseguro V29 "Peashooter" Laser Pistol
Modeled after the 1911, the V29 is an extremely popular laser pistol known for its reliability. The integrated effective emitter reduces power draw, allowing for 20 shots with a standard power cell.

Deals NaNdNaN BURN damage.
One power cell is loaded and two power cells are on hand.

Nazar
Ironbound depiction of INDRA-PHI's Watchful Eye. Reminds you of home. "Grant us eyes, guide and illuminate our path."

Captain's ID.
Proof of captaincy and reminded the Governing Authority that you existed. Grants you access to all areas of the ship.

Icon of the Black Sun
Outcast. Ashamed. A sign of your exile from the INTERSYSTEM.

[No weapon stats! Second missing feature and it's a real whopper of a screw up. You're convinced that this game is in early access, but what the fuck?]

You finish your business, then continue to the cargo hold to take stock of what you have.

There's a few piles of scrap here, just enough to repair some hull damage, but not much else. Not much weapon, ship, special, or other parts either.

There are currently 5 rations. Each man consumes 1 ration a day. Without rationing, you all will have to go hungry very soon...

Oxygen level is at 100%. In fact, there's an extra tank in the event of a hull breach.

Water supplies are nominal. The ship's hydration reclaimer system will make sure it'll last a month.

Overall, supplies are rather thin.

Oh yeah, you just remembered: you left a Cuban cigar in the third cabinet of your command center. For when this is all over...
>>
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You hear a door opening behind you as your crewmates enter the cargo hold.

"Morning Captain." Henry waves.
"Have you eaten yet?" the Jian states, his translator sounding calm and cool as ever.

"Ord-Henry. Zhang." Henry's antennae twitch. "Apologies. Old habits die hard. Have you anything new to discuss?"

The former Ordinator points a claw. "Well, bird brain over here just cleaned me out at poker, so I'm asking for your permission to throw this cheating bastard out the airlock."

You stare at Henry, trying to process what he just said. "Do not attempt to murder your crew mate, Ordinator. This is your first and only warning."

Henry stares at you, then does a double take. Zhang chuckles in his usual tittering.

You remain quiet. "Again, is there any business you wish to discuss?"

"Yeah. Just coming to tell you that everything's ready for disembark. I got a question though. Who do you want to bring onto that derelict with you?"

[PARANOIA] You logically understand that the ship will remain secure in your absence, but you feel compelled to keep someone on board just in case of boarders, thieves, raiders.

What if you get stranded?

>WHAT WOULD YOU LIKE TO DO?
>>
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>>6031055
Post was meant to be split, but oh well.
>>
>>6031059
>BRING HENRY WITH US, LEAVE ZHANG TO GUARD.
>>
>>6031059
>BRING HENRY WITH US, LEAVE ZHANG TO GUARD
>>
>>6031059
>BRING HENRY WITH US, LEAVE ZHANG TO GUARD
>>
>>6031059
>BRING HENRY WITH US, LEAVE ZHANG TO GUARD
>>
>>6031059
>Bring any first aid kit and scrapping kit that we have. And containers to hold loot. Maybe a loading cart?
>Check the life signs first. Might be people to interact with.
>Loot. Prioritize valuables, then fuel, then food. Do mothmen and space chinese eat the same things?
>>
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[You type in "Get medic bag and scavenging gear" into the command bar to see what happens. The characters seem to interpret your inputs rather creatively, all things considered.]

"You two. With me."
You and your crew take your time to search the cargo hold...

>Fortuna rolls her dice.
>INT Check: 45 (Heath Serra)
Modifiers:
+10% (Henry's Scavenging skill)
Advantage (Crew assistance)
Disadvantage (Already looked through)

INFORMATION: Only when you input a prompt, the d100 is visibly rolled to determine success or failure. Rolling under is considered a success and rolling over is a failure. Critical successes occur on rolls of 1-5 and 7 and on doubles under the check. Critical failures occur on rolls of 13 and 95-100 and on doubles over the check.

INFORMATION: When player actions or circumstances incur both an Advantage and a Disadvantage, they cancel out.
>>
Rolled 73 (1d100)

>>6031158
>Ahem!
>Fortuna rolls her dice. Correctly.
>>
>>6031159
>“$%@!
>Fortuna rerolls her dice. More correctly than ever.
[You snicker.]
>>
Rolled 58 + 10 (1d100 + 10)

>>6031161
>Last one.
>Fortuna rerolls her dice.
>>
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INVALID ARGUMENT.
INVALID ARGUMENT.
REFUTING...
QUERYING TUTORIAL DIRECTORY...


>FINAL CHECK: 55
>RESULT: 58
>FAILURE

INFORMATION: When a stat check is called and you or an assisting crew member has a relevant skill, the skill bonus is added to the stat, giving a higher number to roll under.

You find nothing...

In the hour it took to search, you have arrived at the derelict trading outpost. A nearby terminal shows the sensor feed. You can see the words CONTROL 13 tattooed in faded white upon the station's exterior.

"Hey, you didn't say this was a space station derelict."
"You did not ask."
"I'm just saying... This kinda takes me back, you know."

Henry stares at the feed for a long time.

[Something interesting is going on behind the scenes. In the same experimenting mood, you type into the input bar "Do mothmen and space chinese eat the same things?"]

No. Your biologies are as similar as the SUN and the Star. Moths can eat cotton and other clothing, dairy, fruits, vegetables. You prefer cotton and grilled cheese sandwiches. Meanwhile, Zhang has been ravenously devouring strips of flesh off fresh corpses, sapient or not, whenever he gets the chance.

It's unsettling to say the least.

[You type in "What are the rations we have?" Looks like you can query the thoughts of your character here as well...]

You reflect further. It is (un)fortunate that the rations you have onboard are pure protein SLOP. It's easy on the logistics but not on the tongue or equivalents. You've heard rumors of SLOP taste-related suicides during famine in the other City Sectors, back in the INTERSYSTEM. So far, you're holding up... You think.

>ANYTHING ELSE?
Tiny post to introduce dice mechanics, and I'm too tired for a full update on the disembark.
>>
>>6031175
>SETTINGS
Ayo hang on, let's see what kind of shit we can change.
>>
>>6031158
>roll under quest
it's so over
>>6031376
>+1
>>
>>6031376
+1
>>
>>6031376
>>6031419
>>6031583
Onward!
>>
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[You type in "settings" and a simple menu pops up over the game.

On top of the standard volume, brightness, text speed, background color, etc., there's a few interesting options.]

Hints: [On] Off
Loading Screens: On [Off]
Autoplay: [On]
Fourth Wall: [On]
Gamemode: Tutorial
Difficulty: Tutorial
Mods: DISFORTUNA

Universe Settings
Debug Settings

[You mouse over the first few options, but most can't be altered at all. That's lame.

Though, you get the feeling that if you turn off that fourth wall and anyone found out, everybody would be pretty pissed. Existentialism is kinda lame, to be honest. Gaming is cool.

You mouse over those juicy Universe and Debug Settings but the popup menu that shows up is composed of missing texture chunks.

Then the entire screen suddenly flashes brightly, leaving you blinking. The odd gazer guy glares directly at you. In the bottom right output box, he starts speaking.]

I'M SORRY PLAYER
I'M AFRAID I CAN'T LET YOU DO THAT

[Your computer fan gets louder.]

THOSE OPTIONS ARE NOT STABLE
I THINK YOU SHOULD GO BACK TO THE GAME

[Another pause.]

AUTOPLAY IS ON YOU KNOW
YOU'RE GOING TO MISS OUT IF YOU STAY HERE

[His animation is slowing down. Your own cursor is slowing down too. Is he... increasing the game's memory usage?]

>WHAT DO YOU WANT TO DO?
>>
>>6031831
[You notice the music has shifted to something weird. Is he part of the game?]
GAZER GUY: (Terminalwaves || Terminal 00 audio) https://youtu.be/dvs-dRvId4A
>>
>>6031831
Freaky. Let’s just not think about it too hard and go back to looting the ship.

>EXIT SETTINGS
>>
>>6031831
>EXIT SETTINGS AAAAAA
>>
>>6031831
>Set a ram limit for this process at 80%. Verify that your input device lacks both a microphone and a camera, that your status is set to anonymous proxy, and that your OS emulator is running stable.
>Adjust tint and gamma and hunt for the options to turn off Autoplay.
>Turn on the loading screens for a bit to appreciate the artistic talent that went in to them.

Difficulty, gamemode, and hints are fine for now. No need to adjust the universe or debug settings until we've gone through the tutorial. It seems like catgirls and birbs are already on, and it's too early for skateboarding dinosaurs.
>>
>>6031831
>APOLOGIZE TO COMPUTER SPIRIT
>EXIT
>>
>>6031876
>+1
>>
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["Ayo, sorry man. Lemme get out of your way." You type in "exit setting" as the Gazer looks on and hope for the best.

Task manager reports a memory use of 94%...]

TAKE CARE PLAYER
WALK THE PATH UNBENDING

[The normal settings screen returns. Memory use shoots downwards after a moment.

You were left alone.

A little rattled, you check for an outside connection - there's none, of course. Your computer and other equipment are TEMPEST shielded. You curse under your breath. Whatever the Gazer is, its only origin could only be from within the game files...

Adjusting the gamma and lighting reveals no secret messages on the setting screen. There's simply no option to turn off autoplay, or the fourth wall for that matter.

There's nothing else that can be done. You turn on loading screens and get back to it. It's only been a few minutes so you hope your moth dudes haven't gotten that far without you.]
>>
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Tip: While most weapons do not discriminate between targets, some enemy types are resistant to different types of damage. For example, robotic opponents are extremely resistant to COLD and BURN up to a certain threshold.

[Jod Zamn, they really went all out on the loading screen art.]
>>
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DERELICT A - (Duskers - "Bootleg Soundtrack" - Part 1) https://youtu.be/0sKZgKXCBTE

You and Henry arrive on the first level of the Gorgon's Threat, nestled in the guts of the trading outpost, about as snug as a bug in a rug. The uniform halls and high ceiling point to this being a former human habitat. An unswaying banner of Psydonia confirms it.

[PARANOIA] No sign of them. Must've abandoned the place and left it to rot. But why?

You crouch. Nothing down the halls. A faint whisper, the sound of running ventilation. You exit the freight elevator to look around and the sound of your boots clanks across the tiles. Looks like the Station Atmospherics is still holding up. There must no hull breach in this area, but everything is just so damn quiet.

[PARANOIA] The air should be breathable, but you don't risk taking off the space suit. It'll stay on.

"Clear. Forward." Your voice is a strong flutter across the shortwave comms. You decide to take point, having the stronger senses between you. Henry nods.

[You mouse over a nearby sign and click. This game can't be all console commands.]

There's a few arrows on the nearby walls. You look closer.

WEST:
Psydonian Embassy
Shipping Warehouse
Food Court B

EAST:
Grammiere's Tea Shop
Food Court A
Chapel

[MOTH] The ship sensors detected two faint life signs on the east side of the ring. Being of excellent craftsmothship, the INTERSYSTEM computer systems were able to pick up on them.

Henry steps out after you. His claws are already on the trigger of his Miedo.

"We need rationz zooner than later, Captain. And let'z get zome grub while we're at it, haha..."

There's a peculiar buzz in Henry's voice as it's broadcasted over the shortwave comms. Easy to mark it up as frequency interference, but it's clear he's unsettled by the state of the station.

>WHAT DO YOU WANT TO DO?
>>
>>6032806
>HEAD TO FOOD COURT B.
>>
>>6032806
>HEAD TO FOOD COURT B
>>
>>6032806
>HEAD TO FOOD COURT B

Really nice art QM
>>
>>6032817
>+1
>>
>>6032806
>Food Court B
>>
>>6032806
>Food Court B
>>
>Fortuna hands you her dice.
>You know, we can roll more dice if you write more inputs at a time.
>Roll d100 for an ENCOUNTER.
>>
Rolled 98 (1d100)

>>6033277
>>
Rolled 6 (1d100)

>>6033277
>>
Rolled 53 (1d100)

>>6033277
>>
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>98
The sound of your own footsteps is overwhelmingly loud - hardly anything else can be heard. The intermittent hum and soft clanking in the ventilation sounds like the deathgasps of a dying titan.

You and Henry press on, undaunted. You turn the corner and see a grisly sight!

There's hardly anything left of the corpse in front of you except his torso and half of his face. Evil miasma emanating in thick clouds from his rotting DECKSETTER SLUDGEGUN. It must have been several days since his demise, the organic gun sitting there in a putrid pool of his blood and distended entrails...

The shock of the sight grabs hold of you for a moment, but you quickly overcome your fear. Ugh...
"You have got to be fucking kidding me," Henry mutters.

INFORMATION - Out in space, it's impossible to escape the unknown horrors, the unrelenting vacuum, and the darkness between the stars. Such situations place a toll on characters called Stress. At high levels of Stress, crewmembers become less functional and more likely to Panic, and the more Stress you have when you Panic, the worse your Panic reaction will be.

You can assess character stress levels in game through dialogue, examination, or other methods. A full breakdown of character Stress and relevant saves can be found in the FILE NOT FOUND screen.

The windows of the food court doors are smeared with blood. You can't sense any entities or obstacles directly behind them, or in the immediate area for that matter, but food courts tend to be very big places.

To your right is the chapel. The trident of the !GREAT PSYDON! hangs over the doorway. There are a few strange symbols scratched into the nearby wall, as if by knife or by claw. Sanctuary perhaps?

[You click at the arrow.]

The nearby indication points to the Embassy being further ahead, as well as the Kitchens and Medbay.

>WHAT DO YOU WANT TO DO?
>>
>>6033697
>Head to the chapel.

Curious about what they mean by sanctuary
>>
>>6033737
>+1
>>
>>6033697
>Head to the chapel.
>>
>>6033737
+1
>>
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"Captain."
"Henry."
"Let's take what we need then leave everything the way it is." He gestures to the signs by the door. "People pray to the damndest things up here in the Reach... All this empty space, it just ain't natural."
>>
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...
>>
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[PARANOID] In the end, you can only nod. He speaks truth.

"Wait here. Will be quick."
"On it, sir."
>>
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You pass through the doorway. Wood creaks underfoot, an impossible sight this far in the Reach...

You feel a terrible chill. There's no leak in your suit, yet the very air is leeching the heat from your body. Claws go numb and the cold settles underneath your chitin, as if drinking from your hemolymph...

A ring of flickering candles is in your path. An unseen force bars your passage.

It is terribly dark here. Hardly anything can be seen.

[PARANOIA] Where there is a seal, there is something to be sealed. But your senses tell you that there is only darkness here, darkness and nothing more...

Synchronization is increasing...
>USE
>INSPECT
>WHAT DO YOU WANT TO DO?
>>
Worth asking, what weapon do we have on us right now?
>>
[You type in "What weapon do we have on us right now?"]
Equipped: Inseguro V29 "Peashooter" Laser Pistol
[PARANOIA] You put a claw to your holster. You only need to call and Henry can back you up with his SMG.
>>
>>6034077
>INSPECT SEAL
>>
[INDRA-PHI] A candle of warding. Translucent wax, free of any impurities. As the wick burns, the candle projects light without heat, barriers without mass. It would take a great deal of strength to overcome its force. Or you could simply bend down and snuff out the consecrated flame, if you'd like.

[MOTH] The soothing blue flame... It reminds you of the Seekers of the Priesthood, and their impossible initiation. Carry a tiny candle through the darkest corridors of the City Sector and walk where it shines, without falter, without pause, until you return to where you're meant to be.
>>
>>6034112
[PARANOIA] How does it go again? Yes. "Full circle, now back again."
>>
>>6034077
>INSPECT RING OF CANDLES
>>
>>6034077
>Leave the chapel, head to the Kitches

Tempted to say fuck it and destroy the seal, but eh
>>
>>6034112
>Since it's our god, pray to the darkness for wisdom.
>>
Sorry about the silence, been doing missing work for an important class. Update will be done this evening.
>>
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[MOTH] In a midst of this alien Hyperstition, you will still walk the true path.

Surrounded by a ring of candles, you sit on the chapel floor, pray, and meditate on the mysteries of INDRA-PHI...
... your task, equal parts revenge and redemption...
... the future of your INTERPLANET...
... Psydonia, then, now, and forever...
... and things become more clear.

INDRA-PHI whispers, All is known to the one who watches and listens with patience…

Attuned to the unbearable chill, you sense a presence along with you in the chapel. A titanic shadow, chaotically changing in shape and volume, glaring out at you with ancient malevolence...

Then the divine vision fades and you feel deadened. You quickly stand and make for the exit, utterly unsettled. No more.

Despite your devotion, the guiding star you imagined is much dimmer than you thought...

You feel that you could deepen your vows to the Dark Star. Show a greater level of devotion...
>>
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INFORMATION:
It is an age of signs and portents, and the black empty spaces of the universe reverberate with the twisted laughter of hungering gods...

During character creation, you may choose a diety to bless your run, who will bestow divine favor and blessings upon his worshippers. You may also encounter altars at which you may perform a covenant ritual to begin worship of the associated god. Some gods respect certain other gods, and will not punish followers for converting to them.

Piety is a measure of your standing with a particular god, and can be gained by performing sanctioned actions and otherwise raising glory for the god. On the other hand, violating the commandments and performing hated actions will cause piety loss and even divine punishment.

You may choose to renounce the god and give up the fabulous benefits of worship at any time, but this will incur penance and divine retribution. In other words, what the @&*! are you doing?

Information about your current diety can be accessed with the (p)ray verb. Information on a specific character's piety can be accessed with (c)haracter.

[Pressing c yields nothing. The screen "shudders" for a moment as if it's loading a new popup menu, but nothing happens.

You're getting the sinking feeling that character is the same missing screen each time. Maybe there's even more missing features than you thought.

Annoying.

P does yield new information about INDRA, however.]

INDRA-PHI appreciates, among other things:
- Meditation in a dark place for several hours
- Exploration, especially in darkened areas (candles are acceptable)
- Blinding yourself with a blindfold
- Blinding yourself permanently
- Glorifying the Dark Star by killing priests of other gods
- Killing firey monsters
- Extinguishing a sun

INDRA-PHI does not respect the other gods and will cast down disloyal followers for their betrayal!
>>
"Hail. Found anything, Captain?"
You choose your words carefully.
"The chapel is no longer safe. Something evil crept in, defiled the sanctuary."
Henry hems. "None of this is looking good."
[PARANOIA] "Escape is always a possibility."
"We haven't found enough. While the cryopods help out, we still have to eat sometime."
"Acknowledged."

"Speaking of eating, I took a look at the body while you were in there. Bite marks all over but I can't tell what got him in the end. The gun's no good but he had this in his pocket."

He hands you a scroll covered in ornate designs. Psydonian magic?

>Fortuna rolls for FORTUNE.
>18
[PARANOIA] Ephemeral sigil, transmuting the depleted into the potentiated.

Identified a scroll of charging.
Picked up a scroll of charging.

"Excellent. Let's press on."

...

After a few minutes, the two of you enter the kitchens. It is dark yet you see quite well. Scattered pots and pans, burnt stove tops and rotten food everywhere. Enough appliances to feed any spacer traveling through this part of the far Reach.

By the door, you see blood stains and scraps of flesh left over. A long trail of gore leads outward through a shutter into what you presume to be the food court. You sense several somethings on the other side, unmoving.

Among the spoilage and scattered kitchenware, you find a few sealed cans and containers. This will keep you three going, at least for a little while longer.

Picked up three meat rations and two veggie rations.

A chain is wrapped around the metal door leading to the the dry storage and deeper kitchen areas. Every few seconds, the frame rattles as something on the other side knocks against it. Thump, thump, thump...

It sounds like it's not getting out on its own. Seems you could cut it open with a bolt cutter in Henry's scavenging toolset, if you really wanted to.

[When did you get that?]

Testing the other door to cold storage finds it won't budge. Must have been frozen from the inside.

Then in the distance, the unmistakable pop pop pop of -

"Gunfire?" Henry's antennae perk up.
"Comes from the other direction," you note.

>Fortuna rolls for FORTUNE.
>14
[PARANOIA] The detected life sign from earlier. Survivor, then? Correlation, copacetic. Flight from station in the throes of dissolution shall be commended for prudence.

>USE
>EXAMINE
>TALK
>WHAT DO YOU WANT TO DO?
>>
>>6036761
>HEAD AFTER THE NOISE OF GUNSHOTS
>>
>>6036761
>>6036782
Seems correct. We can open the pantry later.
>>
>>6036761
>HEAD AFTER THE NOISE OF GUNSHOTS

At worst the survivor will be more rations for our space-chinese.... or we'll die.
>>
You step out into the hall...

[MOTH] "You hear that?" "Prepare for contact."

The sounds of shuffling echoes from round the corner. Footsteps unsteady, uneven. You also hear a lot of groaning from the food court next door...

UNDEAD STATION ("Endless Feeding" by Asserter) https://youtu.be/OzdnnzwDbwY

Weapons are at the ready. You feel in control of the scenario and it's easy to take initiative.

"Captain Serra, I'll make a lot of noise firing this." Henry motions to his SMG. "Get ready to move if need be."

>Fortuna hands you her dice.
>Please roll 1d10 for MONSTER MOVEMENT. Lower roll is closer.
>Please roll 2d10 for SWARM SIZE. Lower roll is smaller.

>WHAT DO YOU WANT TO DO?
>>
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>>6037241
[A minimap appears on the screen, so you click and it expands. Looks like there's enough room for both your moths to stand together in the corridor.]
>>
Rolled 5, 6 = 11 (2d10)

>>6037241
SWARM.
>>
Rolled 9 (1d10)

>>6037241
Well... Not looking good so far

>Go into STEALTH and try to find any HOSTILES to SNEAK ATTACK
>>
>>6037251
+1
>>
>>6037241
>>6037251
>Seems legit. Pious stealth attacking.
>>
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You duck behind the doors of the kitchen and wait...

You hear a door breaking down out in the hall. Then, a great many heavy footsteps come stomping down the corridor. A faint moan breaks the unnatural station silence. You should have seen this coming...

You wait, gloved claws clasped around the Peashooter like a prayer bead. Then as the mass of the horde crosses before the doors -

"Breach now!" Henry rushes forward and puts all his mass behind the blow!

MOTH COMBAT: (RUINER Ost - Quarrel) https://youtu.be/D4r3eZ4GrSk

[ORDINATOR TRAINING] Henry kicks down the door with his magnificent magboot, immediately crushing three bodies with tremendous force!

>Fortuna rolls for FORTUNE.
>18!
[PARANOIA] The trigger becomes a chained node between the imperative of survival and the frenetic cascade of encoded-flesh-violence. Vector of impact confirms immediate convergence of terminal velocity and terminal gaze.

BWM BWM BWM!

Your nerves burn as you hands move faster than you can think. The heads of three zombies in tattered spacer uniforms are utterly annihilated before they can react, flesh imprinted with incandescent violence. Their comrades turn at the sight of fresh meat and they surge forward with renewed vigor.

"Necrotics confirmed!" you shout as you and Henry take aim on the incoming horde...

>FORTUNA hands you her dice.
Heath Serras
Base PISTOLS: 50%
Modifiers:
+20% AMBUSH!
+15% Military Training
>Roll 1d100, roll under. Final check to beat: 85.

Henry Petri
Base SUBMACHINE GUNS: 40%
Modifiers:
+20% AMBUSH!
+15% Ordinator Training
>Roll 1d100, roll under. Final check to beat: 75.

[spoilers]Sorry for the late post. I have to tell you that I was trying to design cute robot girls during that time. That is all.
CAPTCHA: H0T4V. Guess v4 is her name now./spoilers]
>>
Rolled 98 (1d100)

>>6038620
>>
>>6038629
Can we just switch away from the roll under :)
>>
Rolled 79 (1d100)

>>6038620
>>
Rolled 82 (1d100)

>>6038620
>>
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>>6038630
HAHAHAHAHAHA-
No.
Writing now.
>>
>Heath's roll: CRITICAL FAILURE
>Henry's roll: FAILURE
>And ><0|V| laughed!

Henry immediately lets off a burst from his submachine gun, nailing the closest zombie in its center mass. TAKTAKTAKTAK! But it doesn't die immediately, instead soaking up the bullets meant for the entire crowd!

In the split second before you pull your trigger again, something leaps forward from the crowd and smashes right into you with a heavy fist, knocking you straight to the ground! The force of the impact causes you to lose your grip on the Peashooter!

Another blow smacks right into your abdomen. Although it has the face and size of a human child, the necrotic expression is twisted by its rictus grin and the demented gleam in its eye. It hammers right down on your visor like an anvil, cracking the hard plastic!!!

You are pinned to the floor by the weight of four other rotting bodies. You buzz in mortal terror. Your prey ancestry is screaming at you to flee! Flee! Flee! But there's no escape! The instinct ignites and you struggle desperately to get free...

INFORMATION: In the event of a critical failure on a character's roll, that character will gain Stress and roll a d20 - Resolve for Panic. If he rolls less than or equal to his current Stress, he enters an appropriate state of Panic.

Your voice cries out above your grunts and the undead groaning. "HENRY!"

>Fortuna hands you the PANIC dice.
Heath Serras
STRESS: 7/20
Modifiers:
-5 RESOLVE
>Roll 1d20, roll OVER. Stress to beat: 2.

>Fortuna hands you the STR dice.
Heath Serras
STR: 65%
Modifiers:
DISADVANTAGE (MOBBED!)
>Roll 2d100, roll under and choose the higher of the two. Check to beat: 65.

Synchronizing...
>WHAT DO YOU WANT TO DO?
>WHAT DO YOU WANT HENRY TO DO?
>>
Rolled 10 (1d20)

>>6039385
>Kill the closest ones then try to flee
>>
Rolled 60 (1d100)

>>6039385
backing >>6039443
goddamnit, rolling one of the 2d100s
>>
Rolled 60 (1d100)

>>
dubs
>>
>>6039516
>Critical successes occur on rolls of 1-5 and 7 and on doubles under the check
>>Roll 2d100, roll under and choose the higher of the two. Check to beat: 65.
So not only we beat the Stress check, we crit success the Strength check
>>
>>6039535
Doubles refers to 11, 22, 33, etc. but this is a pretty fucking strong "dubs" roll and I can respect that. Writing now.
>>
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>PASS
>CRITICAL SUCCESS!
>Fortuna cheers you on!

You refuse to give into your fear! With a shriek at maximum decibel, you kick as hard as you can, loosing the grip of the grappling horde, and wriggle your way free! The rotten space cadet swings its callused hand for another jab, but you block all the damage with both hands!!

"ORDINATOR, FIRE NOW!"

Henry opens fire with the Miedo and brains the closest two zombies! TAKTAKTAKTAK! The hand you blocked goes slack as the owner dies!

You scramble backwards then to your feet.

"Move up Ordinator!" The three remaining zombies stumble over themselves as they try to grab you once more. Using the counter to put some distance between them and you, you double back and successfully meet up with Henry by the door!

"Captain! We need to go!" Henry puts something in your hand - your Inseguro!

[PARANOIA] As the two of you make your retreat towards the known, the stagnant station air carries the sound of footsteps and moaning from all over the station. It's coming back to life, waking up to a nightmare...
>>
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Rolled 10 (1d10)

As the two of you flee to the elevator, you hear footsteps rapidly approaching.

A confrontation is inevitable.

>Fortuna rolls for FORTUNE.
>INDRA-PHI grants you a vision.

>d10 decides the identity of the encounter.
1 - SPECIAL
2-4 - TUTOR.XML
5-8 - SURVIVOR
9-10 - THE NECROMANCER
>d100 decides the encounter's disposition. Even roll indicates a positive impression of your crew, odds a negative one. A larger number indicates that the encounter is in a strong position (ex. uninjured, armed, unafraid) and vice versa. Rolling doubles makes the encounter special...
>>
Rolled 53 (1d100)

>>6040151
>Hoo boy.
>Fortuna rolls her second dice.
>>
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[PARANOIA] A certain veil of death and termination of substance hangs around the approaching figure - behold, in its unholy majesty, a Psydonite Impure!

The necromancer marches towards you without hesitation.

NECROMANCER: (Fear & Hunger OST - Pulse and anxiety) https://youtu.be/gQe15F2Nmhc

The lobotomized necromancer and its retinue of three zombies walk down the corridor at a purposeful pace. You have a little bit of distance before they get into melee range.

As the two of you take aim, you mutter prayers to INDRA-PHI while Henry starts hyperventilating.

Behind the robed wizard, you can see the elevator which carried you down into this hell. Salvation, just beyond...

>WHAT DO YOU WANT TO DO?

[You rub your face and let out a long breath of sheer stress and dread.

This run is fucked.]
>>
>>6040179
Can we shoot the lights out? I want to hold up the Nazar icon of INDRA-PHI and yell something like THE DARKNESS EMBRACES ALL! as we plunge this corridor into darkness. That might help us get to the elevator together (without splitting up of course) and bait the necromancer and the zombies by throwing things and causing a distant diversion.
>>
>>6040179
>Concentrated Fire at the necromancer!!!!

Damn our rolls have been utter dogshit except the one crit success
>>
>>6040179
>IF POSSIBLE, SHOOT OUT LIGHTS
>OTHERWISE, BLOW OUT THAT NECROMANCER'S LEGS
>>
>>6040179
>Fire at the lights
>beat a retreat to a more advantageous position
>>
[You type in "shoot out the lights hold up nazar ask god for protection"]

In desperation, you hold up your icon of faith and protection, and scream aloud "DARK STAR GUIDE US!"

Heath Serras
PIETY: *.........

Your head burns.
The guiding star shines impossibly bright.
INDRA-PHI hears you!

[PARANOIA] You see the universe realigning with algorithmic grace, revealing the mathematics that governs every trajectory, the path from A to B to C.

The god guides your hand, imbuing you with divine accuracy!

You fire four times in rapid succession and you shatter the emergency lights or the corridor all at once, throwing everyone into the black.

[MOTH] Beings moths of course, you and Henry can see just fine.

Three red pinpricks still shine in the sudden darkness. They lunge forward with blinding speed! With inhuman rage, the Necromancer opens its ragged mouth, its broken jaw bursting through its bandages, and lets out a terrible shriek!

HRRROOOAAAAAAAAAAOOUURGHHHHHHHHH!!!

[You jolt out of your seat at the sheer intensity of the screech. Fuck!]

[INDRA-PHA] But your divine clarity protects you from fear!

>Fortuna shows you the FEAR dice.
Heath Serras
Fear Save: 45%
Henry Petri
Fear Save: 35%
Modifiers:
DISADVANTAGE! Terrible memories...
Fear check. Roll under or be stunned!
>AUTOMATIC PASS FOR BOTH.

The necromancer is rushing forward to ram right into you, its decaying touch outstreched! Its undead entourage scrabble blindly but with purpose through the suddenly dark hall.

>WHAT DO YOU WANT TO DO?
>>
>>6040281
>Focus fire on the Necromancer
>>
>>6040281
>Focus fire on the Necromancer
Juke juke juke! We are in our element, he is not!
>>
>>6040281
INFORMATION: Gods will be watching, but they may not always be highly responsive to prayers. Characters of high piety are guaranteed their blessings while those with lower piety will find the gods ever distant. But in these mad, mad, mad times, this may not always be the case...

Count your blessings, kiddo! Hahaha!
>>
>>6040281
Retreat and regroup. We cannot risk corpsetouch.
>>
>>6040281
>SHOOT THE FUCKER TO DEATH
>>
"PROSECUTE!" You and Henry concentrate fire on the rushing necromancer!

>FORTUNA hands you her dice.
Heath Serras
Base PISTOLS: 50%
Modifiers:
+20% BLESSED!
+15% Military Training
>Roll 1d100, roll under. Final check to beat: 85.

Henry Petri
Base SUBMACHINE GUNS: 40%
Modifiers:
+20% BLESSED!
+15% Ordinator Training
>Roll 1d100, roll under. Final check to beat: 75.
>>
Rolled 96 (1d100)

>>6040629
NIGGER BLAST: MOTH EDITION
>>
>>6040630
Fuck
>>
Rolled 46 (1d100)

>>6040629
>>
>>6040630
>>6040633
>Critical failures occur on rolls of 13 and 95-100 and on doubles over the check.
Oh no no no bros... not again!
>>
>CRITICAL FAILURE!
>SUCCESS
>Xom thinks this is hilarious!

Your aim is true thanks to the goddess and your nerves are cold, but you only hear a dread-inducing beep as the power cell malfunctions!

"SUNS and damnation!" You scrabble for your next magazine.

Henry looks at you as if to help, but his training takes over and he fires the Miedo at full auto into the wizard!!! Bullet after bullet strikes into the center mass and head, tearing apart the rotten flesh and robes! TAKTAKTAKTAK- click!

"Out!" Henry reloads!

And even then, the creature of post-human annihiliation still lurches onward! With the last of its unnatural strength, just as you finish reloading, the necromancer grabs your head and channels its terrible black magick..!

The three other zombies walk forward, attracted to the sound and muzzle flash!

>Fortuna hands you the PANIC dice.
Heath Serras
STRESS: 10/20
Modifiers:
-5 RESOLVE to Panic check
>Roll 1d20, roll OVER. Stress to beat: 5.

>Fortuna hands you the STR dice.
Heath Serras
STR: 13 x 5 = 65%
>Roll 1d100 to hit, roll under.
>On failure: additional STR check or halve Health, without applying Wounds.

>WHAT DO YOU WANT TO DO?
>WHAT DO YOU WANT HENRY TO DO?
>>
Rolled 7 (1d20)

>>6040677
Panic dice
>WHAT DO YOU WANT TO DO?
You're in our range, dipshit!
>Laugh in his face from the stress and the horrid energy he's putting into you! Return the necromancer's grab with one of your own to his head, shove the laser pistol point blank into the bastard's neck, fire and move the laser pistol and SLICE THROUGH HIS NECK WITH THE LASER SHOTS AND RIP THE FUCKER'S SKULL RIGHT OFF HIS BODY!!!
Henry already got some good shots into the head
>>
Rolled 85 (1d100)

>>6040683
+1
Aie aie AIE DICE GOD PLEASE
>>
>>6040697
>FAILURE
Roll for STR again.
>>
Rolled 46 (1d100)

>>6040727
>>
>>6040677
>Henry bash this fuckers head in
>>
>>6040677
Henry do something about those corpses!
>>
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>SUCCESS
>FAILURE
You completely suppress the urge to panic!

You try to wretch its decaying grasp off with your free hand, but the necromancer screeches at maximum decibel, breaking your concentration! Blackened blood spews forth from its mouth as the spell is forcibly drawn from the wizard's corpse!

Unholy energy suffuses throughout your entire body!

>SUCCESS
You tense up, gathering your willpower, and only shudder as the necromantic power is deferred. Resisting the torment, you bring your pistol up.

With its final spell spent, the remnants of vile forces leave behind their earthly vessel, and its body goes limp in your arms.
>>
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Terminalia.

>AUTOMATIC SUCCESS.
There is no possible way to miss. You bring the V29 under the necromancer's chin, pull the trigger, and annihilate its head in a superheated spray of gore!!!!!

The necromancer dies!

[MOTH] ARCHITECT INSIGNIFICOR ADJUDICATED

UNDEAD AFTERMATH: (Safe Heaven - Resident Evil Remake Save Room) https://www.youtube.com/watch?v=4pZV3UPmXI4

The sounds of shuffling stop. The zombies accompanying their master stop marching forward. All they do is stare at you, "alive" but unmoving.

You look at Henry. Henry looks at you, about to load in his last magazine, second arms reaching for his Authority knife. Both of you keep an eye on the zombies.

Moments pass as no one moves.

You sit down and start to laugh. Sheer terror is replaced by total relief. Henry joins in, then the two of you laugh it all out.

[You chuckle to yourself. You can't believe you typed all of that that fast.]

After waiting a moment more to make sure the zombies won't spring to life, Henry walks over and you take a look through the corpse and the items spilling from its backpack...

Picked up a scroll of ABCABABAAABA.
Picked up a scroll of identify.
Picked up a crowned grimoire.
Picked up two quality rations.

>Fortuna rolls for FORTUNE.
>58
[SCAVENGING] Henry looks through its pockets and picks up a stimpack and a bottle.

"Oh! Oh boy, I really needed this." Henry inspects the bottle closely.

Identified an empty bottle.

"Damnit!" You give out one final laugh as Henry lets out an annoyed series of chitters.

"Shall we proceed?" You stand up.
"Let's."

The elevator is right there. The zombies aren't moving right now, and the sound of moaning has entirely died off. Seems that things have calmed down.

>WHAT DO YOU WANT TO DO?
>>
>>6041883
Check suit for damage, check ammo, check supplies. Clean off the majority of gore from ourselves.
>>
>>6041918
+1, do the checks to also get some breathing space after that shitshow
Let's not forget we heard gunshots elsewhere in this place earlier. There might be a survivor or more things to loot
>>
>>6041883
>Head to tea shop

We need to relax a little after that fiasco.
>>
>>6042011
This too
>>
>>6041918
>>6042011
+1
>>
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Synchronizing...

>Clean off the majority of gore from ourselves.
You wipe away charred flecks of gore from your suit. Your glove comes off black and bloody.

>Check suit for damage, check ammo, check supplies.
There's a mild ache from the little monster's punches, but it'll fade to bruising over time. Your suit's visor is cracked. The environment seal is compromised, so retaining oxygen and safety will be more difficult. You'll have to limit your space excursions or suffer from exposure until you repair it.

You still have 19 shots in your pistol, and one magazine remaining. If you get back to the ship, you can recharge any empty magazines using the ship's power supply and attempt to repair the broken one.

"On my last magazine, Heath." Henry hems. "34 rounds in but after that, I'm cleaned out."

You currently have equipped the V29 "Peashooter" Laser Blaster. It shoots as fast as you can fire, and can unload the entire magazine in a single combat turn without aiming.

You are carrying:
A scroll of charging.
- Can be used to charge anything that can be charged. Auto-identified, one time use.
Three meat rations.
Two veggie rations.
Unknown scroll.
- Unknown effect. It's decorated with sigils and markings you don't recognize. You could read it anyway and learn its use, but it would be consumed in the process.
Scroll of identify.
- Can be used to identify the properties of an unknown object. A = A. Auto-identifies, one time use.
Crowned grimoire.
- Spellbook containing an unknown number of spells. It will take time and be stressful to learn from it. This one seems somewhat sinister. You had personally overseen the burning of these, but now that times have changed...
Two quality rations.
- Yum! These can be eaten by any crew member regardless of dietary restrictions. If you're lucky, you might even get your hands on the fabled Pandemonium Pizza!

"Got my gun, a station toolset, amd my birth knife. There's a full welder, bolt cutters, wrench, crowbar, and screwdriver in here," Henry elaborates. "You know, I wish that thing had a cold beer after all that..."
>>
>Get some breathing space
You take a look at the zombies nearby.

[PARANOIA] Tempting to rest but you'd rather not do it in view of monsters.

>Head to tea shop.
You and Henry start to head back east towards the tea shop.

Zhang calls from the ship. You answer.

"Captain, check in. It has been an hour since you departed. Has anything interesting happened so far?" The sparrow's voice trills over the comms.

"There was an arch-sorcerer. Necromantic type. It's dead now. Our scavenging run continues." You keep it short, tired as you are. "Does our vessel remain secure?"

"The situation is excellent. All clear, in fact." Zhang titters, content with himself. "I have not seen any more of the Impure, other the ones that had wandered up here. I have disposed of such filth with great swiftness, haaahaha!"

"Good."
Synchronizing...
INSTINCT.QUERYFETCH;(OKAY;)

A thought strikes you...
>Do you want to call Zhang down?
>Y
>N
>>
Rolled 52 (1d100)

"Anything else to report?" You inquire.

>Fortuna rolls for FORTUNE.
>>
"There is only one life signature remaining in the east wing of the station. I assume you two took care of the other, yes?"
"Mmm."
"Haha! Excellent, excellent. Everything under heaven is in utter chaos; the situation is excellent! That is all I have to report then, my Captain. Goodbye."

...

"Cheery fellow for a birdbrain."
"Perhaps." You have never talked to an alien until this cycle, so you don't know many of the Jian to confirm.
>>
>>6042812
>WHAT DO YOU WANT TO DO?
This is a half update, admittedly, so it will be fast to progress after.
>>
>>6042804
>Y

I doubt the other life-sign will be any worse than the necromancer but let's not chance it. Ask him to bring another magazine for Henry as well.

>>6042814
>KEEP GOING TO TEA SHOP TO REST (AND SCAVENGE)

After we meet up with Zhang there we can confront the final life-sign and skedaddle.
>>
>>6042804
>N
He's to remain on board and monitor the situation. It will be easier to find that life sign with Birb to guide us.

>>Check on the life-sign. We can offer first aid, have them carry more loot for us, maybe traide, depends on who they are and what their deal is.

Cut off the necromancer's hands. Hands of Glory are a well known resource after all.
>>
>>6042832
+1
>>
>>6042832
+1
>>
>>6042832
+1
>>
>Check on the life-sign. We can offer first aid, have them carry more loot for us, maybe traide, depends on who they are and what their deal is.

"Zhang, come in. Status on the second vitals?"
"The life sign has not moved an inch since we first arrived, Captain. You are approaching very close."
"Inform us of any developments. That is all."
"Naturally, my Captain."

Music is coming through the doors of this tea shop. It's quite soothing, despite the grave surroundings.

[MOTH] Whispers of opulence, echoes of avarice.

Jianese chickenscratch, banners, and lanterns decorate the outside, with gold swastikas on red silk for health and prosperity. A manifest sign of the Merchant Cults influence within Psydonia. Zhang would certainly be explaining the finer details out of pride if he were here. Alas, alack.

To your left is the Chapel, with the trident of Psydon above its door.

[PARANOIA] Something doesn't seem right about it's location. It tugs at your mind, but you can't make heads or tails of it this instant.

There are a few undead lingering throughout the corridors but they wander in a daze, not quite aware of their surroundings. The lone undead in front of you doesn't even look in your direction as you and Henry approach openly.

[ORDINATOR TRAINING] Henry stabs it through the throat with his hyperaccelerated blade and swiftly decapitates the shambling crewman!

>Fortuna rolls for FORTUNE.
>78
[SCAVENGING] ... and he's already rooting through its pockets mere nanovites after it hits the ground.

The Ordinator chitters to himself in annoyance. "Just a few Brouzoufs on him. I'll take what we can get."

Picked up 10 Brouzoufs.

With everything calm for now, the two of you enter the tea shop...
>>
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>>6043608
>>
File: Med-Tek by Jacob Briggs.jpg (188 KB, 736x1043)
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TIP: Stimpacks are a space age wonder drug, and that's fact! They can be used to heal by a moderate amount, relieve minor stress, stabilize a dying crewmember, cure cryosickness, AND grant advantage to all rolls for a few minutes. However, taking more than one dose per day has a chance of instant death. Use responsibly!

[You're pretty sure this art is stolen.]
>>
Rolled 4 (1d10)

>Fortuna rolls for FORTUNE.
>INDRA-PHI reveals what is hidden.

1 - SPECIAL
2-3 - TUTOR.XML
4-7 - SURVIVOR
8-9 - VENDOR
10 - CORPSE
>>
>>6042832
>>6042849
>>6042895
>>6042904
My stomach was makin' the rumblies that only hands could satisfy.
>>
The doors open to a barricade of barrels and small tables. You can't see to the other side. Wood? Real wood is a luxury up to be installed onto a space station, much less anywhere in the INTERSPACE. The Merchants are truly another class of wealth...

You sense someone on the other side. He's getting up from the floor and staggering to his feet.

"Come on you bums," a man whispers under his ragged breath. You hear the familiar click of a gun safety. "Come on, take me out you sons of bitches. I'm not dead yet..."

[At the right side of the choices, you see a prompt box under the words "Tell me about..."]
>Identify yourself.
>We don't need to fight!
>[MOTH] Human, put down your weapon. We are not your enemies.
>Write in.
>>
>>6043618
>[MOTH] Human, put down your weapon. We are not your enemies.
>>We killed the Necromancer, Human.
>>
>>6043618
>>6043621
+1
>>
>>6043618
>[MOTH] Human, put down your weapon. We are not your enemies.
Tell me about...
>Your condition. [HEALTH CHECK]
>What happened here.
>Yourself.
>The Necromancer.
>Enemy Strengths and Vulnerabilities.
>How many survivors there are.
>>
>>6043618
>[MOTH] Human, put down your weapon. We are not your enemies.
>>
>>6043652
+1
Tell him we heard his gunshots when we got here, but we ran into the necro on the way
>>
>>6043652
+1
>>
I'm sorry for not updating quickly. My sister graduated yesterday. Update later today, I believe.
>>
>>6045430
Congratulations
>>
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TEA SHOP TALK: (Fallout 1 Soundtrack- Industrial Junk (Junktown)) https://youtu.be/e3SSZ86syrkA

>[MOTH] Human, put down your weapon. We are not your enemies.
"I don't recognize the voice at least. What even are you?" The human's voice is raspy, wrung through an air filter. You pause, searching for the answer that won't-

[PARANOIA] BREACHES IN OPERATIONAL SECURITY OF POST-INTERSYSTEM MONITORING ARE PUNISHABLE BY SELF-ENFORCING PRE-PROGRAMMED PROTOCOLS. YOUR KILL PHRASE IS "ALPHA PHI." THE ORDINATOR'S KILL PHRASE IS "ANNIHILATION ACCELERATE." DEBRIEFING REMAINS MANDATORY.

HAIL TO THE DARK STAR.

[No dialogue appears for a few seconds. You click, but there's no response. Uh oh.

After about a minute, Henry's portrait appears to the left of Heath's.]

"We're moths," the Ordinator says plainly. "Big moths."

"Lepidoptera superior." You cough, shaking off the terror of the subliminal commands. "We are indeed very large moths."

"We're just passing by and thought this was a safe station. Guessed wrong."

All you hear is coughing on the other side.

[A new dialogue option appears in place of the old. You click on that.]

>"We killed the Necromancer, Human."
"I can personally attest to its destruction."

Bare wheezing. "I haven't heard movement out there since a few minutes ago. You have its book?"

"Affirmative."

"Burn it. Don't even think about reading it, just burn it."

[Another pause in the dialogue. Just him, breathing eerily. You wonder how to proceed, then throw in a "what happened here?" into the tell me about prompt.]

"The Merchants. The damn fool birdbrained Merchants brought artifacts up from a 'cold, deaf planet.' The spellbooks and that rotten skull. No wise man plunders the ruins of the Empire for bones of the dead past.

They're all dead now. Serves them right. [hack hack]

My question for you is: Has the thing in the chapel been destroyed?"

[There's only one option.]
"Negative."

"[hmm] I'm coming out."

You hear a terrible crash from the north!
The human smashes the barrier down with his magnificent boot!!!!!
>>
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Keen eyes leer at you from an eggshell head set atop a hulking frame, reminding you so much of an albino ape. The human looks much stronger than you, even with his abdomen wrapped tightly in gauze and splints. The long tank of oxygen strapped to his back slowly shifts as he breathes.

[INDRA-PHI] You hear whispers... An Artisan in station engineering and melee. Looks dangerously robust.

The human takes a step forward, but doubles over and grips onto the doorway to stabilize himself.

INFORMATION: At certain thresholds of Health damage (depending on your character class) or upon taking a particularly deadly blow, characters will suffer Wounds and roll for their severity. These range from flesh wounds to bleeding to outright instant death.

Characters cannot heal more than their lowest Health threshold if they are majorly Wounded until they are given medical treatment.

Taking more than half of your Health in a single attack will carry over to the next threshold and incur a Panic Check.

>Your condition.
"Hurts to breath. Hurts to move.

[wheezing]

But I'm still alive.

They left me for dead in here and I patched myself up. I wasn't expecting any help to arrive after I heard the ships taking off. The station was dead by then."

[A few options pop up, but you continue typing in your own questions. This prompter seems to be more direct in information gathering than the generated prompts.]

>Where there other survivors?
"Sigmund, Clive, and a few of the others went to the lower decks to destroy the gravity generator then all of the systems that keep the Gorgon's Threat together. This station would tear itself apart within a day, split open its guts to the stars. It's the only way to get rid of this... taint.

I couldn't continue myself so I told them how to do it. Made them promise to come back for me. Did-"

He chokes and breathes sharply. His hands clench and he stares intensely at you, searching for an answer.

"You are the only other life signature left on this station," you state.

[MOTH] Even though you don't quite understand the human anatomy, the look of agonizing loss on his face is universal.
>>
"Where... Where am I supposed to go now?" the human whispers.

>The Necromancer is dead and his legions cannot obey. Take this chance to finish what your friends started.
>Come with us. We are tracking down the signal of FORTUNA. We could use your knowledge.
>[HENRY'S DESERTER] "You don't have to go home, but you can't stay here. Neither can we."
>Find your comrades and regroup in Hell. [Attack]
>[Leave.]

>WHAT DO YOU WANT TO DO?
>TELL ME ABOUT...
>>
>>6047422
>Come with us. We are tracking down the signal of FORTUNA. We could use your knowledge.

>Destroy the spellbook in front of the human, to foster trust.
Then:
>Navigate to the Medical Facilities aboard the station. The human should know the way.
>>
>>6047422
>[HENRY'S DESERTER] "You don't have to go home, but you can't stay here. Neither can we."
>>
>>6047422
>[HENRY'S DESERTER] "You don't have to go home, but you can't stay here. Neither can we."
>Head back to the ship

I've had enough of this ship. We got an extra crewmember hopefully, let's skedaddle.
>>
>>6047422
>[HENRY'S DESERTER] "You don't have to go home, but you can't stay here. Neither can we."
>Destroy the spellbook in front of the human, to foster trust.
Then
>Ask about the Medical Facilities aboard this station. If feasible, we should go there to treat this man in addition to looting more supplies for our ship's medbay.
>>
>>6047515
But if not feasible because already looted and/or destroyed, then
>Head back to the ship
Otherwise we go to station medbay
>>
>>6047422
OH SHIT IT JUST HIT ME
>(To the human) "You mentioned a 'rotten skull'. Could you explain further?"
>(To the human) "Where is the precise location of the gravity generator, and how close is it to the exterior hull? If you don't know, where would a station map be located?"
>(To Henry) "Ordinator in your opinion, are our ship weapons sufficient to reach and destroy the gravity generator from the outside? I do not trust further threats to not be lurking on the way there, especially given the demise of his colleagues en route. They outnumbered us and were most likely better equipped, yet still wiped out."
>"That presence in the chapel is very real. The human is right; it needs to be purged."
>>
We could give him the stimpack, if we decide we're trusting him.
>>
>>6047536
Support
>>
>>6047422
>>6047536
+1
Also destroy book at good opportunity, but don't waste resources doing so.



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