I return to the Morning Star, and instruct the Value Editor to locate the smuggler vessel, and hack whatever is necessary to learn what the hell the X/Y/Z numbers are that the ships (not to mention myself) have.
|You return to the morning star where you set to hacking anything you can find in order to find out what your stats mean. A brief search of the local library reveals that they are abstract concepts related to various forms of battle; duel, personnel, ships, and large-scale. The stats are the same throughout battle forms, being attack-defence-movement/agility. You are what is called a character, capable of duelling. Your stats refer to your ability in doing so. When in a personnel battle, your stats work on a lesser scale. In a ship battle, they effect things even less. In a large-scale battle you hardly effect things at all. However, your bonus stats (+x/+y/+z), affect all battles equally- namely increasing the stats of one unit of the class Mch. There is a list of classes; Sbr., Gun., Snp., Hkr., Mch., Hvw., Arm., Mov., and Shp.
Your Ld. Stat affects the amount of units you can command. Units with 2Ld. or less are not capable of commanding themselves. Units with a Ld. of 5 or higher can command squads and ships. An Ld. 7 or higher is required to lead fleets, and only units with an Ld. of 10 (or, hypothetically, higher) can command large-scale battles. As an example, a basic pirate squad is a 4/2/4, Sbr. class, but can be set to Gun. class in large scale battles. Their standard battle is personnel. This means they have a decent attack and movement when fighting other squads, although they suffer an attack and defence penalty when not in close combat. When in large-scale combat they allow for your army to count as having an extra low-level gun unit.
...
Clearly these people are insane.
I'll find and ask Pyromaniac, Three Eyed Pete, or Tinkerchap the second for my prophesy display, so that they can keep me up to date with each line in the prophesy that happens.
| Confused, you set off to find someone to lead you to one of those. Outside the factory, you stop a passerby, who
| screams and runs off. Great. You walk along twisting street-like areas, until you encounter someone else,
| who, to your call of 'Pyro? Three-eyed pete? Tinkerchap?', points you in the direction of a mooring tower some way along. He then recognises you, screams, and runs off.
Aaaanyway, you head over to the mooring tower, which has several shops at its base, selling all kinds of random crap. You enter one at random.
| The shopkeeper doesn't talk to you, but gives you a note:
"Wrong store, Saviour. Try three doors down"
|You see no reason not to obey the note, happily walking into a seemingly identical store, where an old man hands you a prophesy display (you know the kind). He starts to yammer about something
|, the usual stuff; downfall of the evil government, you are the saviour, attack fergus first, yada yada yada. Man, why won't he shut up?
I grab a random person and hold them to the ground, threatening them with death if they don't tell me where I can go to Tinkerchap and (if possible) I start going towards Tinkerchap.
| You grab the nearest random person (ririka), hold them to the ground, and threaten them with death.
...
Once satisfied that Ririka will forever be in fear of you, you set of for Tinkerchap II's random crap store. You do not muck about with the fake 'other stores'. Having completed your goal, you decide to mess with some of Tinkerchap's random crap.
| Tinkerchap recovers from his shock and kindly asks you to stop messing with his fine façade of random crap. As he is holding a large device of aggressive implementation you decide to do what he says.
I go back into the Morning Star and task my MINIONS into guarding the portal into the Pirate base. I will then attmept to turn my ludicrous lightsaber shield thing into a suicide pill.
| You command your MINIONS to guard the portal. Unfortunately they cannot fly.
| You create a portal with your lightshield for them to guard instead. Now if anyone on that busy shipping lane should happen to enter this portal, they will face two angry globs of goo to stop them!
Anyway, you attempt to turn your lightshield into a suicide pill. You realise that you are standing in a place with more pills per square meter than a '70s nightclub, so you decide to go looking for some instead.
| The factory the Morning Star is parked in yields a crate of bottles labelled:
Suicide pillsFamily edition!Keep out of reach of children
Apply annaly. Well, you don't have to, but hey, your life sucks already, right?
No seriously. Oral ingestion may cause... well, ok, never mind. Dammit, it has one of those child-protection caps.
I scare the crap out of the population and ask for railroads. And brains donations
I help Errol.
| You combine forces to make a guy in pink being flown around by a mage type fellow, using It's projector function in order to project the traumatising sign explaining the function of this bit. A diagram of It shows the bit in question.
The population must make a cry-in-a-ball-on-the-ground check.
| Many are struck down, others, seeing the detestation inflicted on their fellows, flee with their eyes on the ground. Nevertheless, a third of the population have been demoralized completely. The others are suffer a -1 morale penalty.
You land in order to acquire railroads and brain donations. The demoralized population is too traumatized to work! You turn to the rest.
| You acquire
a bunch of people to do your bidding. They start work on a railroad. You will require metal and machine parts for the tracks (4/1 per 10 units of track), building materials and electronics for the supporting infrastructure (2/1 per building), and metal, machine parts, electronics, and fuel cells for the trains (4/2/1/2 per 4 engines).
| The workers clear enough land for 20 units of track and two buildings. They do not have enough resources to continue (available resources: 12 scrap (can be processed into 4 building materials, or 6 metal)
...
This place is scary.
(
|You decide to leave acquiring brains until you have a use in mind, as brains are notoriously hard to preserve.)
Bla bla bla something about being on holiday, put me on AI
Stop being high.
|You briefly struggle. Your surrounding stabilise somewhat. Things (unreal things) come into focus a bit.
You leave your office, admiring portraits of your dogs. A blue elevator carries you to the foyer. Here you see Katsuun pass by, looking for pills. You also see a puddle of carbonated beverage. You board a vessel sailing it. Pretty colours swirl. Be a fighter/rogue thing.
| You have just been threatened with death! This is no time to consider your true calling!
You girdle your loins instead
| You girdle your loins most greatly. Infact, they have girdled away your fear of Cheeetar in the process.
Statuses:
Hollowed-out asteroid. No exits barring the various static portals. The 'surface' is filled with shacks, factories, and mooring towers. There is no obvious center of population, although mooring towers appear to be centers of commerce. Population: unknown. Many ships.
Tactical location!
Resource generation: d3 metal
Refinement: d6 spice to drugs. Req. .1 chemicals per process.
Production: Maintenance and repairs (1 metal, 1 mechanical components) (complete in N/A)
Population: 4, morale 3.2. Total productive power; 4.
Bonuses: Hidden entrance (no random invasions, +50% defence). Homeland [Prophet Pirates] (+2 morale).
Governor: Pyromaniac (+10% all military unit production. +10% defence. +15% magical production. -2 prophesy score.)
Units: Warship fleet (Fairly leaderless, fairly confused (-1 morale), 6/5/3), Warship fleet (6/5/3), smuggler (Hidden, 1/2/7), Morning Star (unique vessel, 2/2/4).
Inventory: Prophesy display.
Wizard. Speciality: Fire magic. Shielded?
Spells: Fireball(+1?), heal(+2?)
Damage: scar across back
Location: Unknown.
Prophesy level: Involved.
Space sloop. Orange and white/grey colour scheme. Max crew 8. Basic cargo hold for 200 units of goods. 20 units of spice. Three basic laser cannons: Port, starboard, and front. Armour plating (+1 to damage rolls) (One armour plate loose). 'Long nine' plasma blaster (long range, -1 to enemy damage rolls)(Reinforced). Deluxe computer terminal: Linked to all other equipment.
'Alternative computer use'- A beginner's guide to hacking: on hard drive.
'Shoruke's value editor: In system library
Mechanical components.
Very strong chest (blasted open). Contents: Nothing
Has a scrap-metal mechanised training dummy. (+1 to lightsaber training. Still won't become an expert using this, but you will become pretty good).
Parked in the side of a factory.
Inventory: 2 generator.
Cunning disguiseSkills: Value editor (and 4 bits). Novice (and 2 bits) defensive code user. Dabbling (and a bit) psychologist. Dabbling navigator. Dabbling (and a 2 bits) hacker.
Damage: None
Notes: The status of computers is unclear. May or may not be concious. Upgraded (+1 to roles?). Human mind. All vestiges of free will destroyed by subliminal images of stuff.
Inventory: Basic clothing, Round-lightsaber-shield with built in snack dispenser (cyan)(radioactive: roll to risk mutation (6 only), then roll to determine mutation nature) built in teleporter portal creator. Second orb (required for setting coordinates of destination for lightshield portal). Big thick book about wormhole use (read). 2 GOO MINIONS. Suicide pills.
Skills: Dabbling(and 2 bits) computer user. Novice lightsabereer. Novice logic-user. Dabbling thrower. Mechanic (and 3 bits). Dabbling (and a bit) matter-creator. Scientist (and a bit). Dabbling (and a bit) rope work type fellow. Competent (and a bit) Portaller. Mage (and 2 bits). Dabbling (and a bit) party-thrower
Injury: No left arm. Which begs the question how you do stuff like read a book :/ Ah, whatever.
Notes: You know how to modify/repair lightsabers. Energised. Slightly grotesque head. Genius: +1 to intelligence based role, further +1 to sixes. Smells of unflowers
Inventory: Basic clothing, lightsaber (yellow), (own) nose (glued to face, upside down)
Skills: Dabbling lightsabereer. A tiny bit agile. Proficient (and a 2 bits) Mage. Dabbling (and a bit) sneaker. Flyer (and a 3 bits). Dabbling thief. Dabbling (and 2 bits) searcher. Novice (and a bit) Magdic.
Damage: Bad cut. Fairly painless hole in arm. Caved-in-face. No nose. Improved sight.
Spells: Antimatter shield? Antimatter blast. Antimatter bomb. Air-bubble.
Notes: You cannot sense shininess. You know the general background of the system. Smells of unflowers.
Location: Railroad site
Inventory: Basic clothing, covered with bandages, lightsaber (orange). Broken lightsaber (green). Diagrams of the galleon. Plans for a ship which can be made from scrap metal. Prophesy display
Skills: Fairly strong, lightsabereer (and a 5 bits), fairly agile indeed. Dabbling kidnapper. Competent (and 5 bits) Mechanic. Novice searcher. Novice map-maker. Dabbling (and 2 bits) diagram-maker. Dabbling gunner. Dabbling grappler. Fairly black-hearted. Dabbling (and 2 bits) meditater.
Damage: None
Notes: You know how to repair the galleon. Mummified. Smells of unflowers. In a meditative state.
Prophesy level: Involved
Location: Tinkerchap II's random crap store
Inventory: Basic clothing. Lightsaber (white). Trading for dummies infamous pirates. Antimatter shield? Improvised golf club (Summons thunder+high winds). Expensive black blindfold. Golf balls. Bear leather cloak. Anti-pain pills (crateload of). Pamphlet (see turn 27)
Skills:Novice (and a bit) Gunner. Novice grappler. Dabbling looter. A bit tough. Novice (and a bit) merchant. Order-giver. Dabbling (and a bit) computer user. Novice (and a 2 bits) rouser. Navigator (and a 3 bits). Novice lightsabereer. Golfer (and a 2 bits). Novice swashbuckler. Golf-Mage (and three bits). Novice Poser.
Spells: Terminal velocity golf-balls. Great golfing weather.
Notes: Infamous (On smuggles). Captain of the Morning Star. Smells of unflowers and dead family. Hopeful
Prophesy level: The big cheese
Location: Tinkerchap II's random crap store
Inventory: Piratey clothing. 2 deluxe lightsabers (short, 'the force' auto retrieval, stylish black handle thingies, colour modification (free action). Current colours: purple and purple), lockpicks, eyepatch of sight (+1 accuracy), enchantment suit (+1 to agility rolls). Prophesy display
Skills:Competent stealth, Competent lightsaberer (dual wielding), merchant, sailor (free), gunner (free), lockpicker, talker, novice mage, novice scryer, novice hacker.
Damage: Light bruising.
Notes: Girdled loins
Inventory: Traumatising clothing. Traumatising sign. Encyclopaedia Cyclopia. One Lightsaber (blue). 'It'. Leg-implants (0/1 done).
Skills: Novice (and 3 bits) searcher. Dabbling investigator. Dabbling lightsabereer. Novice (and a 3 bits) 'It' user. Dabbling (and a bit) sneaker. Novice medic. Skilled (and a 2 bits) Scientist. Skilled magic user. Skilled (and a 4 bits) Mechanic.
Damage: Big lump on head
Notes: Knows how to build 'it', a mysterious super weapon. Knows how to make super legs. Only legs do not smell of unflowers. Un-Unconscious (braaains). All skills are unconscious skills.
Location: Railroad site
Inventory: Basic clothing. 200 credits. Plasma blaster. Metal bar. Blue lightsaber.
hat.
pistol (ammo=plenty).
uniform. Prophesy display.
Skills: Sneaker (and a 4 bits). Novice merchant. Medic. Dabbling lockpicker. Gunner. Novice (and 3 bits) searcher. A bit agile. Dabbling (and 2 bits) metal bar wielder. Novice (and 2 bits) plasma blaster wielder. Novice comedian. Swashbuckler (and 2 bits):
Skilled swashbuckler (and a 3 bits). Lightsabereer (and 3 bits). Not navigator:
Novice navigator (and 2 bits). Novice (and 2 bits) Mechanic. Dabbling alchemist.
Damage: Puking.
Notes: Fairly stoned indeed!
Location: Machine fairy world. Currently: Boat.
Inventory: Basic clothing. Lightsaber (yellow). Computer components, robot components. Head firewall. Prophesy display. Note (DO NOT READ), weapon (DO NOT FIRE)
Skills: Skilled (and 2 bits) Computer user, novice gunner, Novice (and a bit) investigator. Skilled (and a 2 bits) Hacker. Dabbling (and a bit) lightsabereer. Dabbling (and 2 bits) medic
Damage: Superficial.
Notes: Knows how the laser cannons work. A bit. Knows how the computer terminal was installed. A bit. Knows how the computer terminal works. h4x0r of the Morning Star. Computer mind. Smells of unflowers.
Population: 1 Morale: 1.2 Total productive power; 1
Currently clearing rubble on building site. (no resources required)
Current resources: 12 scrap (1/3 to building materials or 1/2 to metal)
Please point out any mistakes.
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