18
The ground outside is blue, and it ripples every so often. You're sure it's solid, despite the shapes in the distance diving in and out of it, because water can't have pits in it, which this clearly does. There's no sign of plant life anywhere, but there is an odd glow at the bottom of the pit, which you can't see from here.
wolfchild: Sarin, CrafterCraft get my emerald orb and my opal lanter orbiting eachother with an iron rod from the group invAttempt roll: 53 + 20 = 73
Quality roll: 31
Influence roll: 78 + 31 + 75 (lantern) + 72 (orb) = 256
You fix the two objects together in some mind-boggling fashion so as to make them orbit each other using only an iron rod. Physics just scratches its head and gives up.
+73 metalworking exp
BONUS! +50 physics-breaking expPersonal inventory:
- 1 unit of otherworldly, iridescent liquid metal !base influence 153!
- 1 physics-defying orrery !base influence 256!
- 0.5L water !base influence 1!
Influence: 584
Skills:
- Lv. 1 Refining - 61/100
- Lv. 0 Stoneworking - 78/100
- Lv. 2 Gemshaping - 75/100
- Lv. 1 Liquid Manipulation - 57/100
- Lv. 0 Metalworking - 73/100
- Lv. 0 Physics-Breaking - 50/200
Criptfeind: Jorn, GathererI will gather.Attempt roll: 46 + 20 + 3 = 69
Quality roll: 94
Quantity roll: 32
Somehow overcoming your near-crippling fear of blue, you venture out into the gooey world and promptly trip over a rock. Looking up, you see that the rock in question is actually a large cluster of blue diamonds! You grab it and chuck it back into the ship, then look for more interesting things. All you are able to find, though, is this strange blue powder that puffs out of the 'ground' every so often. It makes you kind of sleepy. You grab some and head back to the ship, thoroughly sick of blue.
+35 gathering exp (LEVEL UP)
+1 blue diamond boulder !base influence 80!
+750g blue spice !base influence 1/10g!Personal inventory:
- 3 unusual aurora-like gems !base influence 65 each!
- 1 vein of blue metal !base influence 100!
- 1 stone-skinned sandworm (biologically asexual) !base influence 75!
- 1 unit of fire ant paste !base influence 10!
- 21 units of otherworldly webbing !base influence 24 each!
- 4 units of swirly blue !base influence 17 each!
- 4 units of rainbow crystal dust !base influence 22 each!
- 1 blue diamond boulder !base influence 80!
- 750g blue spice !base influence 1/10g!
Influence: 754
Skills:
LAAT501legion: LAAT, GathererI will gatherAttempt roll: 34 + 20 = 54
Quality roll: 88
Quantity roll: 70
You step outside the ship, and almost dive into the gel again. However, you pause, wondering how, if it behaves like liquid, you can stand on it. You tap the 'ground', and it ripples, but feels solid enough. You think for a second, then cut a circle in the surface.
The circle detaches.
You pick it up, and it feels rubbery, yet smooth. You cut a large square of this surface off (a safe distance from the ship, of course) and fold it up. Strangely, it doesn't seem to become any harder to fold no matter how many times it's folded. Weird. You scoop up some more gel before you go.
+27 gathering exp (LEVEL UP)
+2L blue food gel !base influence 25/L!
+25m2 ever-folding gel membrane !base influence 30/m2!Personal inventory:
- 1 shimmering statue of Ptah's glory !base influence 151
- 1 immaculate statue of Ptah's brilliance !base influence 134
- 2kg black sand !base influence 3/kg!
- 2kg raw glass !base influence 10/kg!
- 3 sandworm eggs !base influence 30 each!
- 20 marble sandworm teeth !base influence 15 each!
- 4L blue food gel !base influence 25/L!
- 13 grape-sized amoebae !base influence 20 each!
- 2L blue food gel !base influence 25/L!
- 25m2 ever-folding gel membrane !base influence 30/m2!
Influence: 482
Skills:
- Lv. 1 Liquid Manipulation - 81/100
- Lv. 1 Gathering - 9/100
- Lv. 0 Hidecrafting - 27/100
- Lv. 0 Earthcrafting - 57/100
- Lv. 0 Bonecrafting - 35/100
RAM: Ramington, TraderI'll take the 2 blue potted shrubs !base influence 18 each! and the 1L viscous blue fluid !base influence 26/L!, along with 1 of the geode fragments, back to group inventory,
pick up the 1 clumsily crafted teak statuette !base influence 73!, 2 lamprey eggs !base influence 20 each!, 2m2 of sandworm hide !base influence 25/m2!, and 1kg black sand !base influence 3/kg!,
buy some trading equipment,
And go out trading again, offering everything that I've got.Attempt roll: 38 + 3 + 20 = 61
Economy roll: 48
Haggle roll: 49
Again, you deposit your spoils from yesterday, then buy a trader's cleaning kit from the ship, take a few things from the group inventory, clean them, and return to the pit village. They greet you warmly, and the children cluster around you, cheering and chanting. It seems you're quite popular. They seem faintly disappointed when you show them your goods (most likely because they're not very colourful, for the most part) but they hide it well, and offer you a wide selection of items in return.
- 1.5kg dark blue ore !base influence 34/kg!
- 3 luminescent blue gel-filled glass orbs !base influence 30 each!
- 7 blue sparkling jewels !base influence 25 each!
- 3.5kg blue meat !base influence 17/kg!
- 4 large blue leathery fins !base influence 20 each!
- 1 bag of blue herbs !base influence 22!
- 2 fibrous blue plants !base influence 19 each!
- 1 intricate blue wooden carving !base influence 40!
- 1 fist-sized blue seed pod !base influence 23!
- 2 spiralling blue horns !base influence 32 each!
You can choose any five options to keep. Your influence bonus will be (75 + (2.5x average of choices)). Influence is only given for one item per stack.
+38 trading exp (LEVEL UP)Personal inventory:
- 2 multicoloured geode fragments !base influence 36 each!
- 1 bumpy engraved wooden box !base influence 61!
- 1 clumsily crafted teak statuette !base influence 73!
- 2 lamprey eggs !base influence 20 each!
- 2m2 of sandworm hide !base influence 25/m2!
- 1kg black sand !base influence 3/kg!
Influence: 87
Skills:
- Lv. 1 Gathering - 84/100
- Lv. 1 Trading (+3) - 21/100
- 6L water !base influence 2 (per litre)!
- 38 multicoloured geode fragments !base influence 36 each!
- 3 unusual aurora-like gems !base influence 65 each!
- 1 deep black gem !base influence 30!
- 2 lampreys (1M, 1F) !base influence 40 each!
- 10 lamprey eggs !base influence 20 each!
- 7 iron rods !base influence 25 each!
- 1 lightning sphere !base influence 45!
- 5kg raw iron !base influence 25/kg!
- 1 rubber bouncy ball !base influence 2!
- 34m2 of sandworm hide !base influence 25/m2!
- 3L red, viscous liquid mineral !base influence 20/L!
- 2 giant moles (1M, 1F) !base influence 20 each!
- 17kg black sand !base influence 3/kg!
- 5 grey flame beings (biologically asexual) !base influence 40 each!
- 4 lightning flowers (with soil base) !base influence 25 each!
- 3 blue crablike creatures (2F, 1M) !base influence 22 each!
- 7 blue fist-sized eggs !base influence 35 each!
- 1 ever-molten bowl of liquid glass !base influence 90!
- 2 blue potted shrubs !base influence 18 each!
- 1L viscous blue fluid !base influence 26/L!
Machine parts: 126
Dark sky is periodically shattered by bright blue-green explosions. The flat, artifical rocky ground outside the portal holds the scars of fire and explosives, and in the distance a large mountainside carving is in terrible disrepair, two of the four faces are completely crumbled, while the last bearded figure has an undetonated bomb lodged in his left ear, causing cracks to run through his face. A battered green sign lays bent and slightly rusted off to the side near the ship's door, bearing the words, "...oun.. ..hmore... ..ext.. exi..." In the distance you can see the remains of a very familiar-looking spaceship - in fact, it looks like an earlier model of the Ark...
...I have no excuse. To try and go some way towards making up for taking so damn long, this new world is a bit special, and we'll be here for 5 days instead of the usual 3. Rules are in the next spoilerbox.
These rules only apply for the duration of this world.
Action: Investigate the ship
Giving this instruction will allow your worker to explore the ruined ship. This uses a special roll and gives no experience. Furthermore, only one worker can choose to do this per day. The percentage of the ship explored is equal to the roll made to investigate. Any mechanical items that need repair will be noted. A roll of 10 or less on the first day will result in you being unable to open the door for that day.
Action: Salvage
To do this, at least one worker must have successfully explored the ship. Depending on how much of the ship has been explored, you will find better and different items are available. You must designate an explored area to salvage from (bridge, workspace, cargo hold etc.). This uses the Gather roll system. The quality roll indicates how much of the resource is in usable condition (this does not apply to certain items). The quantity roll is not used. Experience is gained equal to the gather roll.
Action: Repair
To do this, at least one worker must have successfully explored the ship. Any mechanical items noted during investigation can be repaired. This uses the Craft roll and the Repairman skill. A roll of 30 or higher is needed to restore the item to the point where it can be removed from the ship. Once removed, they can be worked on at any time at your home ship. At this point their repair status is 0%, plus excess from the initial repair check. Repair attempts on salvaged items are effective at 75% of the Craft roll used. You can attempt to repair up to two items in the old ship per day. Experience is gained equal to the Craft roll. Rolls below 0 will destroy the machinery.
Action: Restore
To do this, a special item must have been salvaged from the old ship. Restoration attempts use the Craft roll and the Restoration skill. Salvaged items will begin with a restoration value between 10% and 25%. Their base influence is lowered to their restoration percentage of the original. Restoring an item increases its influence value until it reaches 100% restoration, at which point the item will be in perfect condition. Restoration value increases by 75% of the Craft roll per attempt. Rolls below 0 will destroy the item.
Ask if you don't understand anything.