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Author Topic: Growths (ISG)  (Read 38073 times)

Evil Lincoln

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Re: Growths (ISG)
« Reply #165 on: November 28, 2016, 01:41:21 am »

Turn 24



You can still hear the fighting from up north but as long as it doesn't bother you then you are fine to take what you can get and leave. You gather up all the wings and remove a set of mandibles from one of the bodies. You entertain the thought of bandaging up Bulb with some wings but they are a bit to rigid for that, it looks like the bleeding has stopped anyway. You have your two guys carry a body each and follow you back to camp.



You return to find Rabbit sitting on a rock staring vacantly towards the ocean. It seems excited to see it's friends return.



Before you donate these piles of biomass in order to get some more manpower you take some time to look at them. You cook and taste a piece and it tastes like the crab did. A mass of hyper-sugar that makes you feel a bit sick.

You cut them open to see what you might have missed in the forest, maybe some kind of hydrogen pouch? Surprisingly the creatures have a series of organs that pump around what looks like crystalline powder suspended within blood or something. It reminds you a bit of the crystals used inside gravity generators, you've never heard of them being used in a living creature.

The liquid doesn't offer any immediate uses, you only know how to use the crystals when they are a solid and you don't have the proper filtration equipment to filter out the crystals The organs and liquid make up a lot of the creatures internals so if you remove them you'll cut down on the amount of biomass left over for Mother.

You also can't find any difference between the green and the pink one apart from colouration.




Mother:
Biomass: 4/10
Birthing: Inactive

Status:
Air: 5/5 Hours Remaining
Suit Integrity: None
Injuries: None
Hunger: Hungry
Thirst: Thirsty

Inventory:
Food:
43x Ration Bars

Equipment:
1x Laser Pistol (10 shots left)
19x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife
5x Primitive Clubs

Survival:
1x Thermosafe Firestarter
1x Atmoscan

Materials:
5x Acidic Nodules
16x Wings
6x Mandibles

Author Notes:
Spoiler (click to show/hide)

zomara0292

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Re: Growths (ISG)
« Reply #166 on: November 28, 2016, 04:26:05 am »

((nope it's cool. Easily explained away as the fact that we just didn't find any acceptable rope material of the right length.)
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Ultimuh

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Re: Growths (ISG)
« Reply #167 on: November 28, 2016, 06:00:16 am »

Listen in on your bulb-buddies dialogues, try to learn some of their gibberish linguistics as they communicate with eachother.
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Evil Lincoln

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Re: Growths (ISG)
« Reply #168 on: November 30, 2016, 12:45:30 am »

Turn 25



You listen in on the conversation. They seem to be speaking a mixture of their bulbpickminkin gibberish and your own language. Bulb speaks using a lot more of your own words then Rabbit and the new guy uses none at all. If you concentrate you can actually get the gist of what Bulb is saying to the others. Bulb is explaining what happened during the hunting trip to Rabbit. It sounds like Bulb is up to the part where you opened fire on the creatures. It seems like it doesn't really know what you did beyond the fact that red light killed things and saved Bulb's life.

Bulb speaks about it with something you think might be awe. You could explain what lasers are to them if you wanted, although lasers seem kind of ordinary when compared to rhinos that shoot lightning.

You also need to decide what you should do with the recovered bodies. Either use the entire bodies for biomass or remove the strange hover organs.




Mother:
Biomass: 4/10
Birthing: Inactive

Status:
Air: 5/5 Hours Remaining
Suit Integrity: None
Injuries: None
Hunger: Hungry
Thirst: Thirsty

Inventory:
Food:
43x Ration Bars

Equipment:
1x Laser Pistol (10 shots left)
19x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife
5x Primitive Clubs

Survival:
1x Thermosafe Firestarter
1x Atmoscan

Materials:
5x Acidic Nodules
16x Wings
6x Mandibles

Author Notes:
Spoiler (click to show/hide)

Weirdsound

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Re: Growths (ISG)
« Reply #169 on: November 30, 2016, 01:22:37 am »

Take the hover organs from one for further study, and donate the rest.

Pull bulb aside, and see if you can train him to use your knife. Might as well let him do the up close and personal work - he has some sort of healing factor.

Also, here is a thought, if the local winged things operate on principles similar to your high technology, perhaps other life does as well. See if Mother will eat a pistol battery.
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LordPorkins

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Re: Growths (ISG)
« Reply #170 on: November 30, 2016, 10:22:18 am »

Remove Hover Organs! Tie them to Rabbit! Teach Rabbit to Fly! CONQUER THE WORLD!
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Īlul Thuveg-Ellest
Rete Sano-Pima
Tormuk Dul-Orax
Kar Pum-Sisha

FallacyofUrist

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Re: Growths (ISG)
« Reply #171 on: November 30, 2016, 10:47:35 am »

Take the hover organs from one for further study, and donate the rest.

Pull bulb aside, and see if you can train him to use your knife. Might as well let him do the up close and personal work - he has some sort of healing factor.

Also, here is a thought, if the local winged things operate on principles similar to your high technology, perhaps other life does as well. See if Mother will eat a pistol battery.

+1!
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Evil Lincoln

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Re: Growths (ISG)
« Reply #172 on: November 30, 2016, 11:28:24 am »

Turn 26



You take one set of organs out and put it aside. Maybe you'll find a use for them later. The rest you give to Mother (+16 Biomass).

You give Bulb your survival knife. It's probably better against squishy targets then the primitive clubs you were using. Bulb still has some bad neck wounds but doesn't seem to really notice them. Given this pain tolerance it'll probably do better at stabbing things then you would.

The winged creatures are utilizing physics that seem pretty advanced for a living creature. Maybe introducing Mother to something advanced will trigger something. You leave a laser pistol battery next to the other corpses. The laser batteries are acidic batteries with a casing made of durable plastic casing. Expended casings fall apart when the charge is gone, probably so you have to buy new ones.

There isn't an immediate reaction to the laser pistol battery.




Mother:
Biomass: 20/10
Birthing: Hyperactive

Status:
Air: 5/5 Hours Remaining
Suit Integrity: None
Injuries: None
Hunger: Hungry
Thirst: Thirsty

Inventory:
Food:
43x Ration Bars

Equipment:
1x Laser Pistol (10 shots left)
18x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife
5x Primitive Clubs

Survival:
1x Thermosafe Firestarter
1x Atmoscan

Materials:
5x Acidic Nodules
16x Wings
6x Mandibles
1x Hover Organ

Author Notes:
Spoiler (click to show/hide)

LordPorkins

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Re: Growths (ISG)
« Reply #173 on: November 30, 2016, 11:31:06 am »

Wait, we can buy stuff? Where? And when you find the place looka t whats for sale.
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Īlul Thuveg-Ellest
Rete Sano-Pima
Tormuk Dul-Orax
Kar Pum-Sisha

zomara0292

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Re: Growths (ISG)
« Reply #174 on: November 30, 2016, 07:02:43 pm »

We are on a deserted island. . . Possibly planet. There is little chance of us buying anything, but he was probably using that phrase as a way of stating that one we use it all, we can't get anymore.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Detoxicated

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Re: Growths (ISG)
« Reply #175 on: November 30, 2016, 09:12:42 pm »

Introduce mandibles and hover organ to the mother plant
Explain to the plant guys that you are trying to create a safe haven for yourself.
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Weirdsound

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Re: Growths (ISG)
« Reply #176 on: November 30, 2016, 09:52:37 pm »

Introduce mandibles and hover organ to the mother plant

-1 Keep that stuff.

Observe mother while it is Hyperactive. See what if anything changes.

Spend an extended amount of time talking to our plant dude army. It seems like our range is limited by our air supply right now. If we can communicate better, we can deploy Bulb and company to explore beyond that range.

While praticing speech with them, also check to see if they share any memories with us. I find it unlikely that they can learn language as quickly as they are learning language - they may have gotten some human memories and/or knowledge from our interactions with mother plant.

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TopHat

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Re: Growths (ISG)
« Reply #177 on: December 01, 2016, 12:41:42 pm »

Introduce mandibles and hover organ to the mother plant

-1 Keep that stuff.

Observe mother while it is Hyperactive. See what if anything changes.

Spend an extended amount of time talking to our plant dude army. It seems like our range is limited by our air supply right now. If we can communicate better, we can deploy Bulb and company to explore beyond that range.

While praticing speech with them, also check to see if they share any memories with us. I find it unlikely that they can learn language as quickly as they are learning language - they may have gotten some human memories and/or knowledge from our interactions with mother plant.


+1 to all this.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Evil Lincoln

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Re: Growths (ISG)
« Reply #178 on: December 04, 2016, 04:52:50 am »

Turn 27



You spend a while talking to the plants and dealing with your need for food and water(-2 rations). You try to explain to them that you want to make a safe place. They seem to understand the gist of it.

You keep an eye on Mother to see what's going on. It looks like it's absorbing the biomass and growing another two plants.

Tentatively, you ask them if they remember anything. From what you can make out they seem to have memories that they probably shouldn't have. Falling while being confined, great mountains of metal and being inside confined spaces carving chunks out of the walls. They don't all have the same memories it seems. Rabbit and the new guy are both agree on floating in a void but Bulb has no recollection of that. Disturbingly enough all the things that they describe happened to you within the last week or so.

This is pretty freaky.

Given previous experience the new plants should emerge from the ground within the hour. This is your last chance to explore before you'll have to be out there at night though.




Mother:
Biomass: 20/10
Birthing: Hyperactive

Status:
Air: 5/5 Hours Remaining
Suit Integrity: None
Injuries: None
Hunger: Full
Thirst: Sated

Inventory:
Food:
41x Ration Bars

Equipment:
1x Laser Pistol (10 shots left)
18x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife
5x Primitive Clubs

Survival:
1x Thermosafe Firestarter
1x Atmoscan

Materials:
5x Acidic Nodules
16x Wings
6x Mandibles
1x Hover Organ

Author Notes:
Spoiler (click to show/hide)
« Last Edit: December 04, 2016, 04:57:57 am by Evil Lincoln »
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Chiefwaffles

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Re: Growths (ISG)
« Reply #179 on: December 04, 2016, 04:58:27 am »

Ooh! Time to test a definitely-going-to-fail theory in a hopeless attempt to get something resembling a "researcher" plantguy, if that's even possible.
Try thinking really hard "at" Mother about research-related memories and other things.
« Last Edit: December 04, 2016, 09:07:25 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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