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File: questop.png (299 KB, 626x417)
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The stars blur past you as you make a tight turn around a barren moon. Your ship, the Viper Strike, hums with the familiar sound of its powerful engines, the vibrations running through your hands as you grip the controls. Your HUD flickers, updating the mission log: Locate General Raxos Valen and neutralize the threat.

But something doesn’t feel right. Your sensors ping, picking up an unusual anomaly just beyond the asteroid field ahead—something's off. There’s a faint distress signal, masked by an interference wave. It's not on any of the known frequencies and definitely not part of the bounty.

Curiosity gnaws at you. You've spent enough time navigating the underbelly of the galaxy to know when something doesn’t add up. This signal—it's too deliberate, too hidden. Whoever sent it didn’t want anyone to find it, and that’s exactly why you’re headed toward it now.

The stars ahead shimmer with a strange intensity, and as you glide into the uncharted nebula, you spot a debris field. Wreckage from what appears to be an abandoned research station. But there's no sign of Valen or his fleet.

Only more questions. You bring the Viper Strike in for a closer look, weaving between scattered metal pieces as the ship’s sensors try to lock onto the distress beacon. The signal grows stronger, pulling you further into the depths of space.

Suddenly, a new message flashes across your console:

“If you’re reading this, it’s already too late. The Core is real. Valen must not find it. You are the only one who can stop him.”

Your breath catches in your throat. The Core. You’ve heard rumors, old whispers about a powerful artifact capable of manipulating space and time. You didn’t think it was more than myth.

But now, you're not so sure.

What will you do next?

> Investigate the wreckage: You approach the research station's wreckage to search for more clues, hoping to find some information that will explain the message.
> Follow the distress signal: You decide to track the source of the signal, heading deeper into the nebula, despite the risks of what you might encounter.
> Contact your employer: You send a quick message to your employer, updating them on the situation and asking for advice on how to handle the new developments.
> Exit the nebula: Something feels off. You can leave now, heading toward the bounty’s original target and avoiding whatever lies in the nebula.
> Activate stealth mode: You engage the ship’s stealth systems, preparing to quietly monitor the area without drawing attention to yourself.
> Write in
>>
>>6146360
> Activate stealth mode: You engage the ship’s stealth systems, preparing to quietly monitor the area without drawing attention to yourself.
>>
>>6146360
> Activate stealth mode: You engage the ship’s stealth systems, preparing to quietly monitor the area without drawing attention to yourself.
>>
>>6146360
>Investigate the wreckage: You approach the research station's wreckage to search for more clues, hoping to find some information that will explain the message.
>>
>>6146360
>Follow the distress signal: You decide to track the source of the signal, heading deeper into the nebula, despite the risks of what you might encounter.
>>
>>6146360
> Investigate the wreckage: You approach the research station's wreckage to search for more clues, hoping to find some information that will explain the message.
>>
Rolled 1 (1d2)

>>6146393
>>6146433
>>6146495
>>6146506
>>6146597


1 - stealth mode
2 - investigate the wreckage
>>
You decide to activate the Viper Strike’s stealth mode. The ship’s engines hum briefly before falling into an eerie silence, replaced by the faint vibration of cloaking systems enveloping you in a bubble of near invisibility. The lights inside the cockpit dim to minimal levels, and your HUD shifts to a muted interface, prioritizing sensor feeds and thermal imaging over external visuals.

The tradeoff is immediate: your ship slows to a crawl, its once nimble and aggressive movements now reduced to a cautious glide. Stealth mode isn't built for speed; it’s built for patience and precision.

You drift silently through the dense nebula, its swirling gases painting your viewport in shades of deep indigo and violet. The stars beyond appear faint, veiled by the glowing haze that seems to pulse with a life of its own. Wreckage from the station looms ahead like frozen fragments of a long-dead beast, its jagged metal edges catching the faint light.

Then, your sensors pick up movement.

A ship.

It’s small—sleek, like a scout vessel, and bristling with a handful of weapons, though not as heavily armed as your own. You watch as it carefully navigates the debris field. It’s not alone. Another ship lingers on the periphery, larger, likely a freighter or troop transport, its bulk silhouetted against the nebulous glow.

The smaller ship moves in closer and, to your surprise, docks with the research station’s wreckage. For a moment, all is still, save for the faint trail of ionized particles left in its wake. Then you see movement through the ship's viewports: shadows flickering as crew members board the remains of the station. They're searching for something.

Your mind races. The distress signal. The Core. Could they know about it? Is Valen behind this, or are you dealing with a third party? You glance at your weapons panel, the temptation of action tugging at your trigger finger. But you hesitate. A misstep here could turn the situation into a disaster—or an opportunity.

> Uncloak and blow up the research station: Destroy the wreckage entirely to prevent them from finding whatever they’re after. No loose ends.
> Uncloak and attack the searching ship: Take out the docked scout ship while leaving the station intact. You’ll have the upper hand if you strike now.
> Uncloak and hail the ship: Make contact with the crew and demand to know what they’re doing here. Words first, weapons later.
> Uncloak and head for the distress signal: Ignore the station entirely and make a break for the source of the signal before they realize you’re here.
> Remain cloaked and observe: Stay hidden and gather intel on their movements, hoping to learn more about their purpose before taking action.
> Write in
>>
>>6146628
> Uncloak and attack the searching ship: Take out the docked scout ship while leaving the station intact. You’ll have the upper hand if you strike now.
>>
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>>6146628
> Remain cloaked and observe: Stay hidden and gather intel on their movements, hoping to learn more about their purpose before taking action.
>>
>>6146628
> Remain cloaked and observe: Stay hidden and gather intel on their movements, hoping to learn more about their purpose before taking action.

Maybe we'll pick some sigint too.
>>
>>6146644
>>6146653
>>6146742


The Viper Strike remains cloaked, its hull blending seamlessly with the swirling nebula. You drift silently at the edge of the wreckage field, watching as the scene unfolds. Through the narrow viewport, you observe the activity below: a smaller boarding vessel latched onto the husk of the research station, while a much larger ship looms further out, keeping a watchful presence. Your scanners whir softly, processing the details.

The display flickers, identifying the smaller craft as a *scout-class boarding ship*, lightly armed and outfitted for quick maneuvers. The larger vessel, though harder to classify at this range, appears to be a *frigate-class warship*, bristling with weapon systems that suggest it could handle a serious skirmish. Its hull is scarred, hinting at recent combat or a rough history of piracy.

Your ship’s sensors begin parsing life signs within the wreckage. At least a dozen faint signatures flicker on the screen, scattered throughout the derelict station. Most are clustered near the docking tube, but a few are isolated deeper inside. Your AI assistant, a clipped and matter-of-fact voice, confirms the readings:

“Lifeforms detected. Organic and active. Minimal biomotion consistent with containment or unconscious states. Scanners indicate electromagnetic interference from the wreckage—possible jamming tech.”
>>
>>6146777


As you continue your silent observation, the comms array picks up faint encrypted transmissions bouncing between the wreckage, the boarding ship, and the frigate. The language is scrambled, heavily encoded, and your onboard decryption software struggles to make sense of it. Fragments surface—enough to suggest coordination—but the specifics remain just out of reach. Whatever they’re saying, they don’t seem to be panicking. These people are well-organized.

Your focus shifts as the boarding vessel’s engines flare briefly. The docking tube disconnects with a hiss of atmospheric venting, and you see them begin to pull back. They’ve loaded something—a sealed container about the size of a small shuttle—into their ship’s cargo hold. But as they move away, the scanners ping again: faint life signatures still linger within the wreckage, even after their departure. They’ve left someone—or something—behind.

The frigate’s engines hum to life, suggesting their readiness to leave this sector. Its weapons remain powered down, but you know it wouldn’t take much for them to turn on you if they detect your presence. For now, you’re still cloaked, invisible in the depths of the nebula, but any sudden action could change that.

> Send the records to your employer: You transmit the encrypted communications and scans of the activity to your employer. They might have the resources to decrypt the comms and analyze the situation further. However, transmitting the data will alert the local ships to someone’s presence, potentially allowing them to triangulate your position.
> Destroy the scout ship: You lock onto the smaller boarding craft, aiming to disable or destroy it before it can escape with whatever they’ve taken. It’s lightly armored, and a surprise attack could catch them off guard. However, this will alert the larger frigate to your presence, and retaliation is likely.
> Destroy the wreckage: You target the derelict station itself, aiming to destroy any remaining evidence or technology before they can use it—or before anyone else stumbles upon it. This could buy you time but might leave unanswered questions about the faint life signs still inside.
> Attack the larger ship: You go for the frigate directly, hoping to cripple the operation in one bold move. It’s a risky gambit; their weapons and size far outmatch yours, but you’re confident in the Viper Strike’s agility and firepower. Victory could mean capturing the cargo and gaining critical intel, but failure could be fatal.
> Let them go: You remain cloaked, allowing the ships to leave unchallenged. This keeps you undetected but risks losing the opportunity to intervene. With the encrypted comms recorded and life signs still in the wreckage, you might still be able to piece together the truth later.
> Write in
>>
>>6146779
> Attack the larger ship: You go for the frigate directly, hoping to cripple the operation in one bold move. It’s a risky gambit; their weapons and size far outmatch yours, but you’re confident in the Viper Strike’s agility and firepower. Victory could mean capturing the cargo and gaining critical intel, but failure could be fatal.
>>
>>6146803


The dark expanse of space stretches out before you, the cold vacuum humbling even the most formidable ships. Ahead, the enemy frigate drifts into firing range, its sleek and imposing shape silhouetted against the stars. The hum of your ship’s systems fills the cockpit as you prepare for battle. You know this encounter is inevitable, but your approach could make the difference between victory and defeat.

Both ships are surrounded by a shimmering blue force field—their shields are up, fully charged. It’s going to take more than just a direct hit to breach those defenses. The question is: how do you want to proceed?

The enemy frigate shifts slightly, adjusting its trajectory, clearly preparing to return fire. You’ve got several weapons at your disposal: the precision and speed of your laser cannons, or the explosive, slower missiles that pack a devastating punch. But both ships are shielded, and each option carries risks.

Your lasers will likely chip away at their shields, but you’ll need time to bring them down completely. Meanwhile, your missiles could potentially smash through their defenses, but they’re slower and might be intercepted before they reach their target.

As you evaluate your options, the frigate's weapons begin to power up. It’s clear they’re preparing to strike soon. The tension in the cockpit is palpable, and the hum of your shields reminds you that it’s now or never. Time is of the essence, and you have to make a decision fast.

> Laser Barrage to Weaken Their Shields – Fire a rapid series of laser beams, aiming for their shields. It's a steady, reliable attack that will gradually chip away at their defenses, setting you up for a more powerful strike.
> Launch a Missile at Their Shields – Fire a single missile aimed at their shields, hoping the explosive force will be enough to weaken or bypass them entirely. It’s a stronger punch, but the missile’s slower speed might leave it open to interception.
> Target Their Engines with Precision Lasers – Instead of going for their shields, you target their engines, hoping to disable their movement. Slowing them down will give you a better shot at landing future attacks, making them an easier target.
> Missile Salvo at Their Hull – You decide to take the aggressive route and launch a salvo of missiles directly at their hull, bypassing the shields if they’ve been weakened. It's a risky move, as the missiles might not make it through, but if it lands, it could cause devastating damage.
> Evade and Charge Lasers for a Critical Hit – You opt for caution, evading their first shot while you charge up your lasers for a concentrated, critical hit. It’s a gamble, as it’ll leave you open to attack for a turn, but the payoff could be significant if you can land a powerful blow when your lasers are fully charged.
> Write in
>>
>>6146885
> Evade and Charge Lasers for a Critical Hit – You opt for caution, evading their first shot while you charge up your lasers for a concentrated, critical hit. It’s a gamble, as it’ll leave you open to attack for a turn, but the payoff could be significant if you can land a powerful blow when your lasers are fully charged.
>>
>>6146885
>> Missile Salvo at Their Hull – You decide to take the aggressive route and launch a salvo of missiles directly at their hull, bypassing the shields if they’ve been weakened. It's a risky move, as the missiles might not make it through, but if it lands, it could cause devastating damage.
>>
Rolled 2 (1d2)

>>6146911
>>6146912


1 - charge lasers
2 - missile salvo
>>
>>6146911
>>6146912
>>6146919


The cold void of space surrounds you, the hum of your ship’s engines and the occasional burst of static from your communication systems the only sounds in the cockpit. Your fingers dance over the controls, muscles tense with anticipation. The enemy frigate is in your sights, its massive hull looming ever closer. The shields shimmer around it, impenetrable, but you know your missiles can punch through if you time it right.

You’ve seen the flashes of energy as their weapons charge up—this is it. This is the moment when you make the call. No more waiting, no more second-guessing. You’re going for broke.

With a deep breath, you pull the trigger.

The racks on your ship roar to life as the first missile launches, followed by a second, and then a third. The salvo is unleashed in rapid succession—one after another, streaking through the blackness of space, each one headed straight for the enemy frigate's shields. Your mind races as you track the missiles’ trajectory. They’re your best shot at breaking their defense in one fell swoop, overwhelming their shield generators before they can react.

Come on… come on, hit something, you think to yourself, watching the enemy ship grow ever larger in your targeting reticle.

Missile after missile leaves your ship’s racks, and the sequence seems almost too quick to follow. They’re out, all of them. Now there’s nothing left to do but wait. You glance over to your sensors, watching as the enemy frigate’s point-defense systems come to life, releasing bursts of flak in an attempt to shoot down your missiles. Your hands tighten around the controls, eyes narrowing. This could be it.

You wait, the seconds ticking by like hours. Your heart pounds in your chest. The missiles, though faster than anything you’ve ever seen, are still vulnerable. The enemy frigate’s point-defense systems are no slouch.

The sensors beep, and your eyes snap to the readout.

You can see it clearly now—they’re firing back. The enemy ship’s point-defense systems are working in overdrive, shooting flak out into the void, each burst flashing brightly as it collides with the incoming projectiles. You watch as several missiles explode mid-air, their warheads detaching from the wreckage and spinning off into space. But there’s no time to back down now.

You grit your teeth, watching in silent anticipation.
>>
Rolled 36, 70, 33 = 139 (3d100)

>>6146928
Roll 3d100 for success:
If you roll higher than the enemy’s roll, you get one success. A roll of 100 gives you two successes. A total of 1 success means the enemy’s shields are down. Two successes means you’ve blown up their hull, disabling several of their subsystems. Three successes, and the enemy ship is gone, reduced to nothing but a wreck.

The power cell supercapacitors hum with a low, almost imperceptible buzz as they begin to recharge from the intense expenditure of energy. The ship's systems are in flux, and you’ve got a moment to decide where to direct the power for the next move. Every choice will influence the outcome of this battle, and time is running out.

You quickly assess your options, weighing the risks and benefits of each.
What will you do next?

> Engine: Start evasive maneuvers – You need to stay unpredictable. Engaging evasive maneuvers will make it harder for the enemy to land any hits, buying you precious time while the power cell recharges.
> Shield: Strengthen your shields for the enemy response – With the enemy likely to retaliate, reinforcing your shields could give you the upper hand, keeping you protected while your systems finish recharging.
> Lasers: Start charging your lasers – You’ve already used missiles, but lasers could be the final blow. Charging them up now means you’ll be ready for a devastating strike the moment the enemy’s defenses are compromised.
> Reload missiles: You have a second complement of missiles ready – The first salvo may not have been enough, and you’ve got another full set of missiles at your disposal. Reloading them could give you another shot at destroying their ship entirely.
> Sensors: You want to know exactly what’s going on with the enemy – It’s critical to understand the enemy’s condition. Boosting your sensors will give you a clear read on their status—whether they’re preparing to retaliate, their hull integrity, and more.
>>
Rolled 95, 55, 20 = 170 (3d100)

>>6146931
> Sensors: You want to know exactly what’s going on with the enemy – It’s critical to understand the enemy’s condition. Boosting your sensors will give you a clear read on their status—whether they’re preparing to retaliate, their hull integrity, and more.
>>
Rolled 82, 70, 93 = 245 (3d100)

>>6146931
1 3d100, 3 3d100s, or 3 1d100s, OP?

> Sensors: You want to know exactly what’s going on with the enemy – It’s critical to understand the enemy’s condition. Boosting your sensors will give you a clear read on their status—whether they’re preparing to retaliate, their hull integrity, and more.
>>
>>6146940
>>6146947

I will just take the best result from amongst everyone who rolled up until I call the vote.

And, calling it, sensors it is.
>>
>>6146956
>>6146947
>>6146940


The explosion blooms like a fiery flower, a chain reaction tearing through the enemy frigate's interior. The sheer force of the blast ripples outward, scattering shards of twisted metal and sending pieces of its hull spinning into the void. You watch the wreck drift lifelessly in the distance, its faint glow fading into the dark. It's hard to imagine anyone surviving that, yet you’ve seen how stubborn foes can cling to life.

You quickly reroute power to your sensors, directing their enhanced focus toward the debris field. The readout blinks with faint life signatures within the wreck. Survivors. They’re unlikely to repair the ship enough to fly anytime soon; even the emergency systems would take days to restore. For now, the wreck is stranded, marooned in the silence of space.

Then, your scanners pick up something else—that small scout ship from before slipping away from the wreckage, accelerating swiftly. It’s already breaking distance, likely retreating to safety or rushing to report what just happened.

> Blow them up for good – Finish what you started. Destroy the wreck entirely to eliminate the survivors and ensure they won’t pose a threat in the future. Brutal but effective.
> Board the wreck to capture prisoners for interrogation – If the survivors are still clinging to life, they could hold valuable information. Boarding the wreck would be risky, but the intel might be worth it.
> Hail the enemy wreck – Open a communication line. Even with their ship destroyed, they may have handheld comms to respond. Talking to them could reveal their intentions—or their secrets.
> Power up the engines and pursue the scout ship – The scout ship is already speeding away. Pursuing it would require immediate action and put distance between you and the wreck, but letting it escape could lead to trouble later.
> Investigate the wreck of the station – The remnants of the station still loom in the background. Its secrets remain untouched. You could leave the survivors behind and explore the station to uncover its mysteries.
> Write in
>>
>>6146964
> Board the wreck to capture prisoners for interrogation – If the survivors are still clinging to life, they could hold valuable information. Boarding the wreck would be risky, but the intel might be worth it.
>>
>>6146964
> Power up the engines and pursue the scout ship – The scout ship is already speeding away. Pursuing it would require immediate action and put distance between you and the wreck, but letting it escape could lead to trouble later.

We can always double back.
>>
>>6146964
>Power up the engines and pursue the scout ship – The scout ship is already speeding away. Pursuing it would require immediate action and put distance between you and the wreck, but letting it escape could lead to trouble later.
>>
Rolled 6, 34, 92 = 132 (3d100)

>>6146967
>>6146980
>>6147012


You don’t hesitate. The decision to pursue is made in the blink of an eye. You slam the throttle forward, the engines roaring to life, and the chase begins. The scout ship ahead of you is fast—too fast—but that doesn’t mean it’s escaping without a fight. You can feel the rush of adrenaline as you close the distance, the gap narrowing by the second.

The scout ship jolts violently, executing sharp evasive maneuvers. Its movements are erratic, weaving through the void like a wounded animal desperately trying to shake off a predator. Each sudden turn makes it harder to get a lock on, and you know that with the sheer speed it’s packing, this isn’t going to be a simple pursuit.

Your mind races as you calculate your options. You’ve got one chance at this—just one. A direct hit on their engines, and you might be able to cripple the scout before it gets too far. But that means getting into position, aligning yourself perfectly, and timing it all just right. One mistake, and you could lose them for good.

Your missile racks are empty. Reloading isn’t an option right now—the scout ship’s too fast, and you’d never make it in time. That leaves you with your lasers, but even they can’t guarantee a hit.

> Shoot wildly with your lasers in hopes you'll land a hit – With the scout ship darting and weaving, you can’t afford to wait for the perfect shot. Firing wildly might not be precise, but it could be your only chance to hit something as they try to evade.
> Charge your lasers for one concentrated hit, but you won’t get a second shot – You know the power your lasers can deliver if you charge them up fully. It could cripple their engines in one shot. The downside? You’re gambling on that one hit, and if you miss, you’ve lost your window of opportunity.
> Burn through FTL fuel to keep close enough to the scout ship to give you time to reload the missiles – You could push your FTL drive to its limits, staying close enough to the scout ship long enough to reload your missile racks. But that will burn precious fuel, and if it doesn’t work, you’ll be left stranded without enough power to escape.
> Hail their ship and try to speak to them – Maybe there's a way to stop this without violence. You could try hailing the scout ship, see if they’ll communicate or surrender. If they’re truly running, they might be desperate enough to listen, but there’s a risk they’ll see it as weakness and flee even faster.
> Just let them go – The scout ship might be too fast to catch. You’ve already done enough damage today—perhaps it’s better to pull back and let them escape, especially if pursuing further risks draining your resources or getting you into more trouble.
> Write in

if you choose to attack, roll 3d100
>>
Rolled 48, 11, 26 = 85 (3d100)

>>6147019
> Charge your lasers for one concentrated hit, but you won’t get a second shot – You know the power your lasers can deliver if you charge them up fully. It could cripple their engines in one shot. The downside? You’re gambling on that one hit, and if you miss, you’ve lost your window of opportunity.
>>
Rolled 40, 51, 98 = 189 (3d100)

>>6147019
> Charge your lasers for one concentrated hit, but you won’t get a second shot – You know the power your lasers can deliver if you charge them up fully. It could cripple their engines in one shot. The downside? You’re gambling on that one hit, and if you miss, you’ve lost your window of opportunity.

Take the shot.
>>
Rolled 18, 30, 63 = 111 (3d100)

>>6147019
> Charge your lasers for one concentrated hit, but you won’t get a second shot – You know the power your lasers can deliver if you charge them up fully. It could cripple their engines in one shot. The downside? You’re gambling on that one hit, and if you miss, you’ve lost your window of opportunity.

Die pirate scum
>>
Rolled 55, 77, 9 = 141 (3d100)

>>6147019
>Shoot wildly with your lasers in hopes you'll land a hit – With the scout ship darting and weaving, you can’t afford to wait for the perfect shot. Firing wildly might not be precise, but it could be your only chance to hit something as they try to evade.
>>
SHOOP DA WHOOP!
>>
>>6147048
>>6147086
>>6147093
>>6147094
>>6147215


You grip the controls tightly, your mind racing as you commit to the risky plan. With a deep breath, you initiate the charge sequence, diverting power to your laser banks. The ship hums with energy as the capacitors fill, a faint glow radiating from the weapon ports. Your targeting systems lock onto the scout ship’s erratic movements, tracking its desperate attempt to escape. You can almost feel the tension in the air, every second stretching into an eternity.

The scout ship darts left, then right, its engines blazing hot as it pushes its systems to the limit. But you’re patient. You steady your breathing, waiting for the perfect moment. Just one shot… that’s all I need.

Finally, the reticle aligns, the scout ship momentarily moving in a predictable trajectory. You squeeze the trigger.

A brilliant lance of energy erupts from your ship, cutting through the void with deadly precision. The beam strikes the scout ship squarely at its engines. For a moment, the scout ship glows fiercely, its thrusters flaring bright as the energy overloads its systems. Then, with a thunderous explosion, the engines detonate, consuming the vessel in a fiery bloom.

You lean back, your heart pounding as the debris begins to settle. Your sensors sweep the remains of the scout ship, picking up nothing but cold silence. No life signs. No movement. Just the quiet, drifting fragments of what was once your quarry.

With the immediate threat neutralized, you take a moment to recalibrate your systems and consider your next move. The wreckage of the enemy frigate still lingers in the distance, and the abandoned station beacon is still broadcasting faintly. Your original mark remains elusive, somewhere out there in the vastness of space.


> Go back to the other wreck to blow it up – The survivors in the frigate wreck could still pose a threat if they manage to repair their systems. Better to eliminate them now and ensure they don’t come back to haunt you.
> Go back to the other wreck to capture prisoners – There could be valuable intel among the survivors. Capturing them might be dangerous, but the information they hold could be worth the risk.
> Go investigate the wreck of the space station – The station could hold clues about what happened here and why the enemy was involved. Exploring it might reveal crucial information—or hidden dangers.
> Go investigate the beacon – The faint signal from the beacon has been calling to you. It might lead to answers, allies, or even unexpected opportunities.
> Continue searching for your mark – The job isn’t done until you find your target. You could leave the wrecks and distractions behind and focus solely on the hunt.
> Write in
>>
>>6147416
>> Go back to the other wreck to capture prisoners – There could be valuable intel among the survivors. Capturing them might be dangerous, but the information they hold could be worth the risk.
>>
>>6147416
> Go back to the other wreck to capture prisoners – There could be valuable intel among the survivors. Capturing them might be dangerous, but the information they hold could be worth the risk.
>>
>>6147416
> Go back to the other wreck to capture prisoners – There could be valuable intel among the survivors. Capturing them might be dangerous, but the information they hold could be worth the risk.
>>
>>6147416
>Go back to the other wreck to capture prisoners – There could be valuable intel among the survivors. Capturing them might be dangerous, but the information they hold could be worth the risk.
>>
>>6147455
>>6147495
>>6147607
>>6147751

You set your course back toward the wreck of the enemy frigate, the decision made. Despite the risk, the potential value of the prisoners—information, intel, perhaps even valuable technology—outweighs the dangers. The wreck sits there in the cold of space, silent and ominous. Your sensors pick up no significant movement, but you know better than to assume there are no threats lurking inside. You don’t make it this far in the galaxy by underestimating your enemies.

The crew busies themselves with preparations, each member gearing up for what could turn into a bloodbath. You don’t say much, your focus absolute. The air is thick with anticipation as you power down your shields, aligning your ship’s docking systems with the wreck. A low hum reverberates through the hull as the boarding tube extends, locking into place. You can almost hear the hissing sound as the airlock seals, a momentary silence before the chaos begins.

"Remember," you address your crew, eyes scanning their faces, "we’re here for intel. We don't need to waste time with unnecessary bloodshed. But don't hesitate if they try something."

Your words are met with grim nods. Each person knows the stakes.

With a sharp hiss, the airlock opens. The wreck’s corridors are dim, flickering lights casting long shadows across the jagged remnants of walls and debris. As your boots hit the wreck’s cold metal floor, your senses go on high alert. The ship has long since lost power, but there are signs of movement ahead. You motion for your crew to follow, weapons ready.

You move cautiously through the wreck, the creaking of the twisted metal echoing in the eerie stillness. Then, a distant shout. The unmistakable clank of boots running through the wreckage. You’re not alone.

A group of desperate figures emerges from the shadows—enemy survivors, ragged and wild-eyed, clutching scavenged weapons. They take one look at you and freeze, then their faces twist into something dark. They’ve made a decision, and it’s not a peaceful one.

One of them, a towering figure with a jagged scar running across his face, steps forward, voice low but venomous. "You think you can just stroll in here and take us like cattle? You’ll be sorry. We’re taking your ship. All of it."
>>
>>6148177


The words hit like a punch. It’s clear that the survivors aren’t just looking for a way out—they want revenge. They want to turn the tables, and they’re willing to die for it.

"On your feet, all of you!" you bark, drawing your weapon as you prepare for the inevitable clash. "You're not getting away that easily."

Before you can issue another command, they charge, weapons raised, their faces a twisted mix of rage and desperation. The first wave crashes into your crew with a brutal force, and the sound of clanging metal and gunfire fills the wreck.

It’s chaos. Your crew holds the line, but the enemy’s determination is palpable. They fight like animals, their survival instincts sharper than you anticipated. A burst of gunfire rips past your head as a crew member falls, and you can feel the blood rush to your ears. You can’t afford to let this go on much longer.

Roll 3d100 to determine success:

1 Success: You win, but at a high cost. The battle is bloody, and you lose several crew members, but you manage to fight off the desperate survivors. The wreck is littered with bodies, and you can only wonder what other secrets might have been lost in the carnage.

2 Successes: The battle is easier than you thought. The enemy is disorganized and underprepared, but you still fail to capture any of them alive. You wipe them out completely, but there are no prisoners to interrogate. The wreck now stands silent, stripped of both its occupants and its secrets.

3+ Successes: You and your crew execute a well-coordinated attack. Despite the enemy’s ferocity, your strategy and superior tactics prevail. After a fierce but controlled battle, you manage to capture several of the survivors. They’re battered, bruised, and barely conscious, but you’ve got what you came for: prisoners to interrogate and the chance to extract valuable information. The wreck, though heavily damaged, now belongs to you.
>>
Rolled 59, 36, 94, 84 = 273 (4d100)

>>6148179
And select a strategy to win!

> The Focused Precision Strategy (+20 to Highest Roll, -20 to Lowest Roll) You direct all your efforts to ensuring that your strongest roll counts for the most. The team focuses on making sure that the most critical moment lands the most powerful result, while also downplaying less important actions.
> The Balanced Approach (+20 to Medium Roll, -20 to Highest Roll) This strategy focuses on consistency. Rather than trying to maximize one outcome or risk failure with a weak roll, you ensure the middle ground provides a steady result while accepting that your best efforts may not be as spectacular.
> The High Stakes Gambit (+20 to Highest Roll, -20 to Medium Roll) In this strategy, you go all-in on your best possible outcome, hoping to maximize the chance of a dramatic success. However, it means your middle roll is going to be a bit weaker, leaving less wiggle room for mid-level outcomes.
> The Controlled Risk Strategy (+20 to Medium Roll, -20 to Lowest Roll) This method focuses on keeping a controlled but steady outcome, while ensuring that the weakest performance doesn't drag you down too much. You aim for a moderate success without risking catastrophe.
> The Adaptable Strategy (+20 to Lowest Roll, -20 to Highest Roll) This strategy flips the usual approach, aiming to avoid the worst-case scenario by bolstering the weakest effort. You’ll be less likely to fail, though your best performance won’t be as spectacular as it could be.


To determine your DC, I will roll 4d100 for the enemy and drop the lowest.
>>
Rolled 1, 4, 78 = 83 (3d100)

>>6148180
> The Adaptable Strategy (+20 to Lowest Roll, -20 to Highest Roll) This strategy flips the usual approach, aiming to avoid the worst-case scenario by bolstering the weakest effort. You’ll be less likely to fail, though your best performance won’t be as spectacular as it could be.
>>
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>>6148193
Wow.
>>
Rolled 5, 32, 8 = 45 (3d100)

>>6148180
> The Adaptable Strategy (+20 to Lowest Roll, -20 to Highest Roll) This strategy flips the usual approach, aiming to avoid the worst-case scenario by bolstering the weakest effort. You’ll be less likely to fail, though your best performance won’t be as spectacular as it could be.
>>
Rolled 46, 30, 50 = 126 (3d100)

>>6148180
>Focused Precision
Go big or go home
>>
Rolled 73, 97, 96 = 266 (3d100)

>>6148180
>The High Stakes Gambit (+20 to Highest Roll, -20 to Medium Roll) In this strategy, you go all-in on your best possible outcome, hoping to maximize the chance of a dramatic success. However, it means your middle roll is going to be a bit weaker, leaving less wiggle room for mid-level outcomes.
>>
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>>6148780
Nice.
>>
>>6148193
>>6148197
>>6148213
>>6148296
>>6148780
>>6149490


The battle for control of the wreck was nothing short of brutal. It wasn’t just a fight—it was a desperate, chaotic struggle where every corridor turned into a kill zone and every bulkhead a potential last stand. You and your crew knew it was going to be hard, but the ferocity of the resistance took even the most seasoned among you by surprise.

“Hold the line!” you barked over the comms, ducking behind a half-melted console as pulse fire ricocheted around you. The enemy defenders fought like cornered animals, their desperation honed into something almost tactical. They knew the ship better than you did, using its wreckage to funnel your forces into deadly choke points. You could see it in their eyes—they weren’t fighting to survive; they were fighting to take you down with them.

At one point, it felt as though your crew was about to break. The defenders’ coordinated push through a narrow corridor nearly overwhelmed your forward team. Explosions and the screams of the wounded echoed in the confined space, and you began to wonder if you’d underestimated just how deadly these people could be.

But in the chaos, one of your crew—an unassuming recruit named Darien—found an opening. “Pulse grenades, Captain!” he shouted over the din, pulling a trio of the devices from his bandolier. With a precision that belied his ragged appearance, he lobbed them one by one into the enemy’s stronghold.

The corridor filled with a brilliant blue light as the grenades detonated, sending shockwaves rippling through the wreck. When the haze cleared, several of the defenders lay crumpled on the deck, alive but unconscious. The remaining resistance faltered, and within minutes, the firefight was over. Your crew moved quickly, securing the wounded defenders before they could recover enough to pose a threat.

Breathing hard, you took a moment to survey the aftermath. The cost had been steep—several of your crew were injured, and a few wouldn’t be coming back. But you’d done it. Among the survivors you captured were individuals who might hold valuable information, provided they could be persuaded—or coerced—into talking.
>>
>>6150035


After the battle, you turned your attention to the wreck itself. The Manticore Class Frigate lay in shambles, but even in its ruined state, it commanded respect. The ship had clearly been a force to be reckoned with in its prime, a predator of the spacelanes designed for swift strikes and ruthless efficiency.

Now, its hull was torn and battered, with breaches wide enough to see stars through. Emergency lights flickered dimly, illuminating twisted corridors and scorched bulkheads. Its shielding system was fried beyond recognition, the missile bays were shattered, and the reactor was operating on the barest trickle of power. Still, the ship wasn’t beyond hope. The engines, though damaged, could be coaxed back to life with some effort, and a handful of systems showed signs of functionality.

You traced a hand along the cracked console in the bridge, its surface etched with scars from the battle. “This ship’s seen better days,” you muttered, glancing at Magda as she climbed through the hatch behind you.

The engineer surveyed the wreck with a discerning eye, her face unreadable. Finally, she let out a low whistle. “This thing’s a mess, Captain,” she said, crouching to examine a cluster of exposed wiring. “But it’s not dead yet. Engines are salvageable, and there’s enough structure left to get it moving again. Won’t fight, won’t defend itself, but if you just need it to limp along, I can make it happen.”

“How long?” you asked.

Magda smirked. “Day, tops. If we’re willing to gut some parts from our own ship to speed things up, maybe less.”

You nodded, weighing the options. The frigate wasn’t a lost cause, but fixing it would come at a cost—and you still had other priorities to consider. Was it worth the effort to bring it back to life? Or was it better to strip it for parts, set it as bait, or simply leave it for another time?

Magda stood, brushing soot off her jumpsuit. “Your call, Captain. You want a project or a pile of scrap?”

> Jury-Rig the Engines and Take the Frigate Online: Dedicate your crew and spare parts to getting the frigate moving again. It won’t have weapons or shields, but it could serve as a secondary ship for transport or support.
> Scavenge the Frigate for Parts: Strip the wreck of everything valuable and use it to improve your own ship. Leave the hull adrift, but emerge stronger for it.
> Abandon the Frigate and Focus on the Beacon: Time is precious. Leave the wreck behind and continue your mission. The beacon you detected earlier might hold answers.
> Use the Frigate as a Trap: Rig the reactor to detonate and set it as bait. If anyone comes sniffing around, they’ll get more than they bargained for.
> Set a Salvage Mark and Return Later: Leave a tracking beacon on the wreck and come back when you have the resources and time to repair it properly.
> Write in
>>
>>6150038
> Jury-Rig the Engines and Take the Frigate Online: Dedicate your crew and spare parts to getting the frigate moving again. It won’t have weapons or shields, but it could serve as a secondary ship for transport or support.
>>
>>6150076


With grim determination, you rally your engineer, Magda, and the rest of the crew to the daunting task of patching up the wrecked Manticore frigate. The ship is a mess—a tangle of charred systems and twisted metal—but you can see the potential in its battered hull. This ship once ruled the spacelanes with its aggressive design, and though it would never regain its former glory without extensive shipyard repairs, it could still serve as a functional asset in your fleet.

Magda wastes no time, barking orders as she climbs over the wreckage with a toolbelt slung low around her hips. “Alright, people! I want those thrusters checked for integrity and someone to stabilize the reactor before it turns us into a fine mist! And someone tell me we’ve got enough spare conduit cable to bypass half the ship’s systems because that’s what it’ll take!”

You split your own crew to assist the skeleton crew already aboard the wreck. Hours pass as the clamor of welding torches and the hum of diagnostic scans echo through the ship’s remains. Your people work tirelessly, cannibalizing parts from your own ship and repurposing what remains functional on the frigate.

After what feels like an eternity, Magda wipes her grease-streaked face and gives you a thumbs-up. “She’s not pretty, Captain,” she says, voice tinged with both exhaustion and pride, “but she’ll fly. Don’t ask her to do anything fancy, though—no shields, no weapons, and I wouldn’t trust her in an asteroid field. But for limping along? She’ll do.”

You nod. “Good work. Assign a skeleton crew to keep her stable. We’ll figure out her purpose later.”
>>
>>6150195

Once the frigate is operational, you turn your attention to the captured prisoners. They’re a ragged group, bloodied and bound, sitting sullenly in the corner of your brig. The air is thick with tension as you step inside, flanked by two armed guards. Most of them glare at you with defiance, but one—a wiry man with a face that practically screams "professional scoundrel"—meets your gaze with a nervous grin.

“Alright,” you say, crossing your arms. “Let’s talk. Start with who you are and why you’re here.”

Silence hangs in the air until the wiry man finally speaks up, his voice dripping with sarcasm. “Well, since I don’t have much of a choice... We’re just your friendly neighborhood pirates, Captain. Patrolling the nebula for, uh, ‘lost property.’ You know how it is.”

Your eyes narrow. “Lost property like bioweapons?”

His grin falters. “Ah. So you found that cargo, huh? Yeah, we... stumbled across the wreck a few weeks ago. Thought we’d hit the jackpot. Figured we’d take some of the goods back to Nebulark and make a tidy profit. We brought a scout ship to carry it in case it leaks or whatever. Then you showed up and, well, here we are.”

You lean closer. “And General Raxos Valen? What do you know about him?”

The man visibly stiffens, his earlier bravado fading. “Raxos? Yeah, everyone’s heard of him. He’s the big shot around here—or used to be. Word is he’s setting up some cushy retirement home in an old station somewhere.”

“Where?” you press.

He shrugs helplessly. “I don’t know the exact spot, okay? But Nebulark’s full of people who might. If you’re not the asking-around type, though, I’d start with a planetary database. Look up abandoned stations. There’s gotta be a trail somewhere.”
>>
>>6150196


You leave the brig and head back to the cockpit, where your ship’s computer awaits your next command. “Run a scan on the nebula,” you instruct, “cross-referencing abandoned stations with planetary data.”

Moments later, the computer beeps, displaying five potential locations.

Velkris V
Details: A solar flare destabilized the planet’s magnetosphere, creating lethal radiation storms. All orbital and surface operations ceased.
Distance: 12 jumps

Zyreon
Details: A civil war devastated the planet, collapsing its society and draining resources. The station was abandoned as a result.
Distance: 9 jumps

Draetheus Prime
Details: An asteroid collision shifted the planet’s orbit, rendering it uninhabitable. The station was abandoned during the evacuation.
Distance: 15 jumps

Ixylos
Details: Exploitation led to environmental collapse. The corporation funding the station cut their losses and fled.
Distance: 6 jumps

Thalvora
Details: A dormant supervolcano erupted, blanketing the atmosphere in ash and electromagnetic interference, cutting off communication with the station.
Distance: 18 jumps


Magda saunters onto the bridge, wiping her hands on a rag. “So, Captain, what’s the plan? We chasing ghosts in some hellhole, or are we gonna try our luck at Nebulark?”

Your options weigh heavily on you. Each planet could hold answers—or lead you down a dead end. Nebulark offers the chance to gather more intel, but it’s not without its risks.

What will you do?

> Velkris V: Investigate the radiation-ravaged planet.
> Zyreon: Explore the ruins of a war-torn society.
> Draetheus Prime: Brave the aftermath of an asteroid collision.
> Ixylos: Uncover secrets in the remains of a corporate exploitation site.
> Thalvora: Face the ash-choked skies of a volcanic apocalypse.
> Nebulark: Head to the pirate world to gather intel directly.
> I have something else in mind. (Specify)
>>
>>6150197
> Ixylos: Uncover secrets in the remains of a corporate exploitation site.
>>
>>6150197
>Check out that space station. You have a hunch you aren't getting the full picture here.
>>
>>6150197
>> Ixylos: Uncover secrets in the remains of a corporate exploitation site.
>>
>>6150221
>>6150256
>>6150525


As you make the final adjustments to your navigation system, plotting the course for Ixylos, a gnawing doubt tugs at the back of your mind. Something feels... off. The pieces of this puzzle don’t quite fit, and you know better than to ignore a gut instinct. You lean forward in your captain’s chair, eyes narrowing as you glance at the faint blip on your display: the derelict space station.

“Hold off on the jump,” you order sharply, earning questioning glances from your crew. “Before we head to Ixylos, we’re checking out that station. There’s more to this than what our ‘helpful’ pirate told us.”

The derelict station looms ahead as your ship closes the distance. Its dark, skeletal frame stands in eerie contrast to the starlit void beyond. The docking process is slow and meticulous; the station’s integrity is questionable at best, and the docking clamps groan in protest as they latch onto your ship.

“Everyone, gear up,” you command. “This might not be a simple salvage mission.”

With weapons at the ready and environmental suits tightly sealed, you and your crew step onto the station. The air inside is stale and oppressively cold, the silence broken only by the echo of your boots against the metallic floor. As you venture deeper, your handheld sensors begin to beep erratically.

“Biohazard alert,” your science officer murmurs, voice tense. “Readings are off the charts, Captain.”

You raise a hand, signaling the group to proceed cautiously. It doesn’t take long before you stumble upon the heart of the station’s mystery: a laboratory, its walls lined with containment units and scattered equipment. Open drums labeled with biohazard symbols lie abandoned, their contents seeping into the floor in eerie, viscous puddles.

But it’s the sarcophagi that seize your attention.
>>
>>6150605


Massive, human-sized containment pods line one corner of the lab. Each one glows faintly, status indicators blinking steadily. Most are marked with the word OFFLINE—a grim implication that whatever was inside is no longer alive.

However, one sarcophagus, half-hidden behind a toppled workstation, displays a chilling status: ONLINE.

“Magda,” you call, gesturing to your engineer, “what are we looking at here?”

She approaches cautiously, her scanner humming as she examines the sarcophagus. “This one’s still active,” she says, her voice tinged with unease. “Life support’s running off a nuclear battery. But here’s the kicker—it’s not mobile. The whole setup is stationary. Someone really didn’t want this thing going anywhere.”

Your crew shifts nervously, glancing at each other as the implications sink in. What could be inside the sarcophagus? And why was it left active when the rest of the facility was abandoned? The lab’s oppressive silence only amplifies the weight of the decision before you.

You exhale slowly, considering your options.

Magda tilts her head, watching you carefully. “So, Captain,” she says, breaking the silence. “What’s the call? Are we poking the hornet’s nest, or torching it?”

> Blow up the biohazard sarcophagus: No risks, no questions. You could destroy the sarcophagus where it stands, ensuring whatever is inside never sees the light of day.
> Jury-rig the life support to make it portable: Your engineer might be able to adapt the system to keep the sarcophagus running long enough to transport it to your ship. But moving it might be risky.
> Open the biohazard sarcophagus: A bold—and potentially foolish—move. You could open the sarcophagus to see what’s inside. Whatever it is, you’ll have to deal with it immediately.
> Blow up the entire facility: Take no chances. Rig explosives to destroy the lab, the sarcophagus, and everything else in this cursed station.
> Abandon this accursed place: Sometimes the smartest move is to walk away. Leave the station intact and focus on your other objectives.
> Write in
>>
>>6150606
> Write in: Rig the place with explosives and cameras and a way to remotely open the Sarcophagus with a containment tent around it and microphone/speakers present. This will spend valuable time and equipment and is not wholley without risk itself. Undock and open the Sarcophagus remotely, hopefully if its a person inside, they won't require immediate attention. If whatever is inside is a threat, your ship need only make distance before using the explosives.
>>
>>6150627
+1
>>
>>6150627
>>6150683


alright, roll me a dice to determine what you find

1 - it is a girl
2 - it is a guy
3 - it is a monster
4 - there is a contamination
5 - the pirates get loose
6 - you activate some kind of beacon by accident
>>
Rolled 5 (1d6)

>>6151650
>>
Rolled 2 (1d6)

>>6151650
>>
Rolled 2 (1d6)

>>6151650



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