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Intro theme

You are Sonam Philips, leader of a crew of pirates. You ply the starlanes between...
Welcome aboard the Dheonpheahas

Evil Plan

Not nearly so nefarious as my name signifies
Location
Eastern United States
Pronouns
They/Them

You are Sonam Philips, leader of a crew of pirates. You ply the starlanes between Cetus, Sagitta, and Lacerta.



Currently, you are in hot pursuit of the mercantile Wehmun Or. The main deck is chaos as the crew prepare the lightning cannon and the boarding launchers. With the first and second mate directing the operations, and having already prepared your weapons and strapped on your swash, you step to the railing and look out at the distant stars.

There's a searing flash from a fireball just of the bow, and your head snaps around to see where it came from. Your gunship Ijoth already drew off the Wehmun's escorts, and they are still engaged. The fireball wasn't one of yours, that was a ship-grade weapon and you and your crew prefer the range of earthslingers or the precision of the lightning cannons. Peering through your glass reveals a group of mages setting up another shot.

"Belay that!" You turn around and head for the command deck. "Wehmun is armed, prepare for combat! Emves, evasive patern!"

The sky yaws above you as your wheelman complies. Not a moment too soon, the railings light up as the new flare flies past the keel.

"Can we still run her down?" Rohape, the first mate, asks you.

Another fireball roars past the railing and exploads over your heads. "Not with that rate of fire, no," you respond. "They'd gun us down. Rohape, get the earthslingers together, we'll have to cut them off. Delny, you've got damage control. We're headed around that asteroid."

The earthslingers work fast, sending nearly a dozen shots downrange before the asteroid blocks you firing angle. The Wehmun is forced to turn towards it as well, leading it within range of the lighning cannon.

The Dheonpheahas emerges from behind the asteroid with all guns blazing and colors flying high. The Wehmun's fire mages have already reoriented, but aren't quite a match for Emves' piloting skills. The atmosphere on the main deck is blazing hot from their near-misses and from the rapid fire of the lightning cannons. Your grip titghtens around the railing as some fancy gunwork neutralizes the last of the fire mages. The Wehmun is yours -- now you just need to decide what to do with it.



[ ] Board and capture the ship.
-[ ] Stunt write-ins encouraged

[ ] Raid the ship.
-[ ] Stunt write-ins encouraged

[ ] Scuttle the ship.
-[ ] Stunt write-in encouraged

[ ] Write-in.
-[ ] Mandetory stunt.

Feel free to name new crew members in write-ins, I'll just work them in or rename them.
 
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voting policy
I'm borrowing liberally from the Wushu action RPG and from Abbreviated Maid Quest.

Long stunts and detailed write-ins are not only allowed, but explicitly encouraged. This is a game that thrives off details. It's also meant to be fun to read, and if I select a stunt, it is guarenteed not to backfire, so go wild!

Stunts will be selected mostly by GM fiat. I am willing to select multiple non-contradictory stunts.
 
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GM's reserved & characters sheet
Character sheet
Space Pirate Captain
Name: Sonam Philips

The Devil's own luck 3
Combat Caster 2
A Blade and a Handgun 4
<revenge!> 5
<my greatest mistake> 2



My goals for this quest are pretty simple. Have plenty of action, have a fast turnaround time, be reasonably easy to write for, and get some writing practice.

Oh, and wrap up before I get on a plane on May 21st, that's important. The quest is over at that point, whether I'm done or not, hence lightning quest. On the other hand one last update posted on airport wifi is entirely legal.



Special thanks to

[X]Elemental magic!
[X]Heretic: follow no goddess
 
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[X] Board and capture the ship.
-[X] Make note of who's on deck and targets of opportunity.
--[X] Swing by using a rope from your ship to theirs and engage the Captain.
---[X] "Sorry, Mate. Nothing personal."

When you say stunts encouraged, does that mean write in or our MC will do stuff? xD Aiming for a Captain Jack Sparrow. Huehuehue.
 
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When you say stunts encouraged, does that mean write in or our MC will do stuff? xD Aiming for a Captain Jack Sparrow. Huehuehue.
Write-ins, yes. Details and (reasonably-)over-the-top action are good.

Captain Jack is actually a big inspiration behind the trait "the Devil's own luck".
 
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[X] Board and capture the ship.
-[X] Make note of who's on deck and targets of opportunity.
--[X] Swing by using a rope from your ship to theirs and engage the Captain.
--[X] Dynamic entry!!!
--[X] Bonus points if you knock someone overboard in the path of your swing.
---[X] "Sorry, Mate. Nothing personal."
 
[X] Board and capture the ship.
-[X] Make note of who's on deck and targets of opportunity.
--[X] Swing by using a rope from your ship to theirs and engage the Captain.
--[X] Dynamic entry!!!
--[X] Bonus points if you knock someone overboard in the path of your swing.
---[X] "Sorry, Mate. Nothing personal."
Sounds good to me.
 
I question the mechanics of rope-swinging between two spaceships.

"Chief Queeg, secure the decks!" you bark, and then leap off the side of your vessel, ready to fire your grapple at the crippled Wehmun.

There's an art to making a successful space-to-space boarding action. Conventional wisdom long held that it was actually impossible. Space vessels move fast, and it's tricky enough to safely bring two vessels alongside when they're both cooperating, much less when one is trying to escape.

That's where the grapples come in. A long spool of ultra-reinforced cable, a small, but powerful winch, and a bound contained lighting charge. Eyeballing the trajectory of the Wehmun, you let the cable fly. When the cable touches the vessel's hull, the lightning discharges with a blinding flash and welds the cable end right to it. In your peripheral vision, you see more flashes from Queeq's crew of marine, as their own grapples strike. Now's the tricky part; "landing the fish". If you reel directly in, like a green marine recruit, you'll end up walking along the bottom of the ship's deck, and the ship's crew will have time to prepare a nasty welcome for you. Instead, you leave some slcak in the line, and allow the ship's momentum to turn your straight dive into a graceful parabolic arc. With a little finesse on the winch controls, you can come in right on the upper deck, fast, and from a direction the enemy wasn't expecting.

In this case, enemy wasn't expecting you to come somersaulting right through the main viewport of the wheelhouse, where the ship's captain is trying to come up with a good set of orders. You break your fall with the Wehmun's helmsman, who tumbles out the opposite porthole, and draw your sword on the captain. Outside, you hear thuds and crackling discharges as Queeg's marines make their own, less dramatic entrances. You're confident Queeg has that part under control. She's not only a seven-foot, fanged and clawed Lacertan, she's also one of the better NCOs you've had the pleasure of working with, and her crews do her no small credit.

You draw your sword and smile wolfishly at the Wehmun's captain.

"Sorry, Mate. Nothing personal. Now, will you be ordering your crew and those gunships out there to surrender, or does this get exciting?"


[X] Board and capture the ship.
-[X] Make note of who's on deck and targets of opportunity.
--[X] Swing by using a rope from your ship to theirs and engage the Captain.
--[X] Dynamic entry!!!
--[X] Bonus points if you knock someone overboard in the path of your swing.
---[X] "Sorry, Mate. Nothing personal."
 
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I question the mechanics of rope-swinging between two spaceships.
Well, I was originally planning on something along the lines of catapult-launched boarding pods. But if there's a unanimous move for rope swinging, I'm pretty sure I can work something out.

Omake bonus for you, by the way.

Vote's still not closed, either! If someone is wildly opposed to the current plan of action, or just wants to throw in some more write-in stunt details, have at.
 
Well, that surprised me in its unanimity. Closing the vote here, update sometime tomorrow.
 
The secret of the Wehmun Or
[X] Board and capture the ship.
-[X] Make note of who's on deck and targets of opportunity.
--[X] Swing by using a rope from your ship to theirs and engage the Captain.
--[X] Dynamic entry!!!
--[X] Bonus points if you knock someone overboard in the path of your swing.
---[X] "Sorry, Mate. Nothing personal."
Write-in +1

I question the mechanics of rope-swinging between two spaceships.
Omake +8
This is what I was worried about, but I seem to be throwing out the dice in favor of just fucking writing. Meh, if I was going to curbstomp the dice anyways...




"Boarders away!" There's an almost ripple down the side of the Dheonpheahas as the launchers fire.

Establishing a proper transfer corridor between two vessels is finicky enough at the best of times, and you want to take the Wehmun Or intact. That's where the boarding capsules come in. Though they're little more than glorified tin cans, each of them is self-contained, small enough to launch at speed, and has grapnels to recover a near-miss into a boarding action.

Assuming you don't get shot down, that is. Bag it all. Why the frell is the Wehmun so well armed?

The boarding capsule explodes, hurtling you and your teammate into the vacuum of space proper. Switching your gun to grapple mode, you take aim at one of the siderails of the Wehmun and let it reel you in. You won't be landing on that deck, you've got too much momentum, so instead you aim for one of the balcony-slash-loading-bays several decks down around the side. You whip around the underside of the rocky outcrop and crash into the ragged gun crew using it as an emplacement, knocking one of the bug-eyed Sagittans nearly over the edge. Idiots should have seen you coming, they're here to repel boarders after all. You're not sorry. You kick their man-portable lightblaster off into unreachable space and brandish your sword at them while you recover your breath, before running off into the bowels of the island.

It seems most of the other boarders had smoother luck than you did, although not necessarily better, and most of the critical areas of the isul are already safe from sabotage. You catch up with Queeg in the motive room by jumping on one combatant and shooting another from across the room, freeing most of your crew in the area to deal with corralling the magics so as to bring the isul to a stop.

"Chief Queeg. Status of the capture?"

"Captain," she says, turning her yellow-slitted eyes to you after sweeping the room. "We've been facing some unexpectedly stiff resistance, but except for the wheelhouse nothing we can't handle. The captain seems to be holed up in there and dead-set on not letting anyone in. They've got an entire kill corridor set up."

"I'll take a look. Which way?"

Queeg points with a massive upper claw. "The top of that hill in the back. They've got it pretty well pinned down, there's a lot of rock under it."

You nod to her and head topside. The situation is every bit as bad as she describes; it's worse, really, as whoever is in the wheelhouse is not content to sit in it like an impenetrable fortress but is raining down lightning and hydroblasts on the combatants indiscriminantly. Their backs are well-covered too, while the climbing routes have good cover they're outside of the Wehmun's habitable envelope.

As you creep along the outside edge of the fighting, you spot the Ijoth returning from combat. Its wooden skin is covered in black sootmarks but still intact. The wheelhouse notices too, and slings a few pitiful fireballs in its general direction, as if to say "rawr! Keep back!" Not that it was ever going to be in range. The Ijoth can't return fire, either, for fear of slagging the entire hill and destroying any chance of capturing the Wehmun Or... but maybe you can find another way to make use of it...

You scramble to switch your handgun to grapple mode again as you run to the side and throw yourself over. The grapple catches easily on the Ijoth, negating your outward momentum with a jerk and dragging you back towards the wheelhouse's hill. You reel yourself in harshly to increase subjective altitude and stay out of their firing arc. Releasing the grapple when you're just above the height of the wheelhouse sends you causes you to arc into them from a direction they weren't expecting. The mage who breaks your fall tumbles over the side and onto the hill, and your sword comes up to point right at the captain.

"It's over, mate. Will you be ordering your crew to stand down, or does this get exciting?"

The captain, apparently, disagrees with your assessment. He kicks sideways inside your guard and launches himself at you, sending your sword slicing into another mage's robes as you tip backwards. It doesn't last long, the captain isn't a brawler and you are able to send him over you and then kick him over the side. You shouldercheck one mage into another, grab your sword, and that was apparently the break Queeg's crews needed because the mages are surrounded and no-one is attacking you.

You take the opportunity to look closer at the fancy chest the captain was guarding from you. It's got locks and filigree and everything. Nothing you can't bypass, of course, but it's a great deal more Important-looking than anything you expected to find on the Wehmun. You're going to need the captain alive to figure out what this is about, aren't you. With a sigh, you shoot him with your grapple and drag him in.



"Is this really that important?" asks Rohape, as you and Queeg haul the fancy chest into an appropriated conference room. "I've got crews to be integrating."

"Yes," you say, "definitely. This thing"--you thump the fancy chest--"is the key to the Wehmun's mysteries. To understand them, we need to understand this, which means we need to open it. Where's Lorend?"

"Here, coming, sorry." Lorend bustles through the doors. "Sorry, came as fast as I could, have you any idea how finicky it--oh my." He freezes, staring at the fancy chest for a long moment before swallowing. "Thisss... may be somewhat outside my expertise."

"Nah, we got that already, you're good, we just needed you to be here for this," you say waving one hand. "All the important people, as it were. Queeg, if you would?"

Queeg nods, and brings both massive upper hands down on the lock. It holds for one blow, two, and then Queeg wraps a hand around it and twists and the latching mechanism tears away leaving the fancy chest to pop ever-so-slightly open. You and Rohape grab the lid and pull it open the rest of the way, and the four of you gather round, peering into the fancy chest to reveal...

[ ] a set of six cylindrical stones the size of you thigh, each intricately carved
[ ] an elaborate scroll written in the secret tongues of mages
[ ] a detailed dossier on a prominent Cetean politician -- one in favor of reducing the military budget
[ ] Feel like a write-in? Aim for something evocative and ominous, but flexible.



"Well," says Queeg, settling back. "We'll have to go to Cetus and do something about this, of course."

"I know, okay?" You had started pacing fifteen minutes ago, as discussion started to turn up broader implications. "Those elitist Cetean bastards left me to dry, but this? Stars! This would be everyone!"

"I know you hate them, okay, but how bad would it really be?" asks Rohape.

"How bad? How bad? Rohape, I know I am a shining beacon of self-interest, but these frellheads sicken even me with their willingness to step on others! Why, I wouldn't be surprised if--"

"Okay, sorry to interrupt, but this has been bugging me for ten, fifteen minutes," says Lorend. He points inside the fancy chest. "What exactly is that?"

You look where he's pointing, and in the back of the fancy chest is a small catch. Pressing it causes the bottom panel to pop up along one side. You work your fingers into the seam and lift it out of the fancy chest, revealing a gemstone figure which you also lift out. Everyone stares at it for a long moment.

"Ah, frell," says Lorend finally. "They booby-trapped it."

Which ship-killing monstrosity does the figure depict?
[ ] Phoenix, the eight-winged flame
[ ] Knor, the wooden vine
[ ] Vrish, the wrath of air
[ ] Write-ins allowed, but subject to intense scrutiny regarding my ability to write the beasty. I recommend including a sub-vote for one of the default options.




A/N: GARGLEBLARGLEBLARG. This
greping update. And it's late, too. Ah for Sunday's blissful confidence in my ability to handle this thing.

If I later add a tag to the effect of "action scenes are my nemesis", don't be too surprised.

I still haven't decided what elemental type Sonam's gun is. Leading candidates are water (nicknamed "the Spritzer"), air, and wood, in that order.

I expect the vote to be open for at least about thirty-two hours.
 
[X] a set of six cylindrical stones the size of you thigh, each intricately carved
[X] Phoenix, the eight-winged flame
 
[X] An small bronze orb covered in glowing white circles with lines joining them.

[X] Numenera, The iron wind
-[X] Phoenix, the eight-winged flame
 
Know what I realized this moring? I don't think this structure is going to give me a good chance to let you vote on stunts for fighting a giant monster.

Feel free to discuss such, and I'll see what I can do, I guess? I can't exactly have you subvote stunts for fighting a creature you haven't even seen yet.



[X] An small bronze orb covered in glowing white circles with lines joining them.
*slowly-widening grin* Ooh, nice write-in.
 
Voting is still open for at least another ten-ish hours, if anyone else still wants to vote.

Numenera, The iron wind
This is where my idea came from. If you can't write that feel free to change the concept as that name could mean many things.
So, funny thing here. I just re-read the link, and I would probably have typed that effect as earth-elemental. But the visual sense I'm getting is very much what I was picturing for Vrish. I could very definitely mix them.
 
So, funny thing here. I just re-read the link, and I would probably have typed that effect as earth-elemental. But the visual sense I'm getting is very much what I was picturing for Vrish. I could very definitely mix them.
A possible explanation for why it exists, feel free to use.

Elementals are considered forces of nature, sentient sometimes sapient forces of nature, but forces of nature none the less. Created around an element that defines both their personality and their composition. Each of these magical elements always comes in pairs of opposites fire/water, light/dark, earth/air, life/death, nature/machine, etc. While it is possible to mix these opposite pairs of elements in spells as their duration is short the longer a pair of opposite elements are mixed the larger the chances of something going catastrophically wrong. Many a mage has died from this phenomena as while mixing a pair of opposite element leads to some of the strongest spells available with their strengths increasing as more opposites are added to the mix this effect is entirely due to the incredible energies created as they clash.

The process usually goes like this, a mage starts to learn how to use spells that make use of opposite elements and realises their power, he then finds out about the more permanent uses of magic (enchantment, artifice, elementals, etc.) and sees how powerful they are, they then try to gain more power by combing the two methods, at first it seems okay as nothing goes wrong but at some point in the future the entire thing goes violently wrong, usually exploding. Occasionally something mush worse happens as was the case with Numenera, a secret creation by a collection of some of the most powerful mages ever to exist, it was an attempt to make one of the most powerful elementals with multiple opposing elements.

With the combined power of over 100 mages they were able to bind together an intelligent super-weapon of four primary elements, many secondary elements and what is suspected to be literally everything else as a tertiary elements. It worked for a while but of course as with everything that uses opposing elements it eventually failed. This failure took the form of the elemental going insane, retaining all of its intelligence but loosing all of its sanity. It lashed out at its creators, killing them all and destroying most of the evidence its creation, before going out into the cosmos leaving a trail of destruction and ruin in its wake.

One can still see some of the original elements in its creation based on its movements, the whimsical nature as it flows around, air, the single minded determination when it decides on a goal, earth, the organic looking nature of some to the things it touches, nature, the mechanical look on others, machine. It is this disaster that caused the creation of the laws which make creation of inanimate objects with opposing elements punishable with imprisonment and the creation of animate ones punishable with death.
--An excerpt from the book 'The Reasons Behind Laws'
 
Vote closed. The vote tally I'm going to insert is mostly a formality, we can see what won.

I've got an idea to do a run-off that would allow stunts, but I don't know if I'll have time to do it the way I want. If that goes up at all it will be up within an hour.
Adhoc vote count started by Evil Plan on May 12, 2017 at 10:50 AM, finished with 22 posts and 3 votes.

  • [X] Phoenix, the eight-winged flame
    [X] An small bronze orb covered in glowing white circles with lines joining them.
    [X] Numenera, The iron wind
    [X] a set of six cylindrical stones the size of you thigh, each intricately carved

Adhoc vote count started by Evil Plan on May 12, 2017 at 10:51 AM, finished with 22 posts and 3 votes.

  • [X] An small bronze orb covered in glowing white circles with lines joining them.
    [X] Numenera, The iron wind
    [X] Phoenix, the eight-winged flame
    [X] a set of six cylindrical stones the size of you thigh, each intricately carved
    [X] Phoenix, the eight-winged flame

Adhoc vote count started by Evil Plan on May 12, 2017 at 10:52 AM, finished with 22 posts and 3 votes.

  • [X] An small bronze orb covered in glowing white circles with lines joining them.
    [X] Numenera, The iron wind
    [X] Phoenix, the eight-winged flame
    [X] a set of six cylindrical stones the size of you thigh, each intricately carved
    [X] Phoenix, the eight-winged flame
 
hurried preparations
I realized something important that's been niggling at me for a day or two: it's okay for updates to be short, and that's how I can give you a chance to vote on how to fight the beastie. Hopefully I can bang this thing out in time.


"Hurry it up there, we're on a literal deadline!" Lorend turns from the temporary connecting corridor as you jog up. "Captain Philips. What's up?"

You stick to the point. "How long would it take for us to cast off?"

"On my end?" Lorend snorts, affronted. "No time at all, these things would have snapped a dozen times over if I and my crew weren't maintaining them. The problem is all the transit. If someone's in the middle and we break off suddenly, they're going to be free-floating in space."

"Right. I'll talk to Delny about the connections and crew, then." You take off before Lorend has a chance to say anything else.

Delny is not anywhere obvious on the Dheonpheahas. You ask Queeg when you spot her. "Queeg! Have you seen Delny anywhere?"

"He was supervising the Wehmun's cargo hold fifteen minutes ago," she offers. "Haven't seen him since, he might still be there."

"Why not Rohape?" shouts Emves from her seat on the wheelhouse stairs.

"He's coordinating defense and lookout!" you holler back. "Get to the top of those steps lady, when we need to move it's got to be instant!"

You turn to hail the Wehmun asking after Delny and nearly plow over a panting crewman. "Sir!" they manage, "aft horizon, thirty-eight degrees, twelve up!"

You snatch a spyglass from Queeg's claws as you turn in that direction. She makes some sort of rapid clicking sound, but doesn't actually comment. "Lorend?" you snap while adjusting the glass.

"Jawar ran it. Should know by now."

Through the spyglass you see a horde of what appear to be grey and brown and orange flakes. They're each only about twice the apparent size the stars behind them, but they're moving in incredible synchronicity. Given the size of the horde and the reputation as a Shipkiller, this means they're less than a hundred light-seconds out. Worse, they're between you and the closest exit from the system.

"Emves!" you yell, lowering the spyglass. "It's time!"



How do you plan to deal with this?
[ ] Head for the wormhole, try to outrun it.
"Outlast"/"outrun" boss mode
-[ ] Optional write-in/stunt
[ ] Try to fight it -- just because no-one's ever beaten it before, doesn't mean you can't.
Puzzle boss mode
-[ ] Optional write-in/stunt
[ ] Try to fly through it
I don't know what to call this. Bullet hell mode? Follow the invisible path mode? It's the bit where the ace pilot flies through the supposedly impassable asteroid field.
-[ ] Optional write-in/stunt
[ ] Write-in: do something else entirely
-[ ] Mandatory write-in/stunt: how?

Semi-optional side vote: What do you want to do with the
Wehmun Or?
[ ] Keep control of it.
-[ ] Bring it with you.
--[ ] Mandatory write-in/stunt: what are you planing to do with it?
-[ ] Leave it here.
--[ ] Optional write-in/stunt
-[ ] Send it the other way.
--[ ] Optional write-in/stunt
[ ] Abandon it to its crew.
-[ ] Optional write-in/stunt
[ ] Abandon it, but insist on bringing the crew with you.
-[ ] Optional write-in/stunt
-[ ] Maybe it will serve as a distraction. It certainly won't serve as an obstacle, this is space.

[ ] Write-in -- technically, I still haven't decided on a name for this guy. Wanna throw something in?
[X] Vrish
[X] Numenera

EDIT: Don't do what I did an forget that you've got the gunship Ijoth to throw in the fight. Also, some degree of retcon with the Wehmun is perfectly expected -- whatever you decide to do with it, that's what the preparations Lorend was keeping an eye on were for.


Oh my goodness this almost didn't happen. Okay. You have all of Saturday to vote, plus while I'm at work on Sunday. I don't know when I'll be closing the vote on Sunday, sometime in the afternoon more than 28 hours from now. I expect to get no actual
writing done on Sunday, so next update sometime on Monday.

A write-in and a stunt are not necessarily the same thing, even if all stunts I can remember seeing were write-ins.

I don't know an exact definition, so let's go with some examples. Here's a bit of sample narration:

Ninjas fall from the sky like rain. They create a ring of swords, chains, staves, ginsu knives, green clovers, and purple horseshoes all around you.

A write-in might go like this:

[x] Respond violently
-[x] Engage them in hand-to-hand combat. The ninja code means they'll fight you one at a time, and you can take any one of them.

A stunt, on the other hand, looks something like this:

[x] You throw your arms wide and let the spring-loaded holsters in your sleeves toss a pistol in your hand. Dropping to one knew, you spin in a circle and spray them with lead!

Importantly, stunts and "mere" write-ins can be combined:

[x] Respond violently
-[x] Engage them in hand-to-hand combat. The ninja code means they'll fight you one at a time, and you can take any one of them.
-- [x] One of the ninja twitches towards me and I lunge forward to meet him in mid-air. After trading a brief flurry of feints, I catch hold of his arm and bring my other arm down on his shoulder, breaking it. He drops to the ground and I kick him in the spleen for good measure. While he curls up in pain, I assume a combat stance and twitch the fingers of one hand in a "come at me, then" gesture.

Edit 2: I'm not at all happy with that threadmark name. Open to suggestions.
 
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Saturday me would have looked at the lack of votes and gone "screw it, it's dead. Go directly to post-mortems." Sunday me is not quite as burnt out on the idea as Saturday me.

I'm giving a vote extension1​. I'm gonna plan to close the vote "when I wake up on Monday", estimated 10-11 hours from now. If there's even one vote, writing will proceed as planned. If there's no votes, but someone asks me a question or even just says "this part confused me", I'll be playing it by ear and trying to dialouge for questions but I'll see what I can do.

If there's no responses at all by then, well... I can't very well write a quest with zero votes, and I have set myself a (slightly ludicrously) tight deadline. Instead I'll jump directly to "this is what I wanted to happen if the quest went on" and thinking and writing about what worked and what didn't.

1​ Yes, on top of the existing "didn't close the vote when scheduled" de-facto extension.
 
[X] Head for the wormhole, try to outrun it.
-[X] Well shit, its Numenera. There's only one thing to do, run for it. You yell at the crew to turn the ship around as fast as possible and make all haste towards the wormhole, it doesn't matter if you damage the engines doing this, anything is better than letting it get its hands? (claws? tenticles? ... whatever) on you. As the last of the crew of the Wehmun Or pile onto your ship you feel the acceleration push you to the wall. Several people fall over but you don't care, anything to escape the terror that is Numenera. You desperately hope that you can escape before it catches up, you have a head start against it but it might not be enough. Pulling yourself back up you hear the engineers firing up ALL the afterburners, you were only supposed to run at most half of them at once due to safety and maintenance concerns but at this point you were just glad that you had installed the other half as spares. Running down to the deck you joined everyone helping to throw unnecessary weight overboard. As you tossed empty barrels and crates out into the ether you remembered stories you had been told of The Iron Wind, you couldn't fight it, it was an enormous amorphous self regenerating blob that got larger with every ship that it consumed, when it started out it was smaller than a corvette but 100 years and countless fleets later it was large enough to devour entire fleets whole. You couldn't go through it, its internals were widely speculated on by scholars and mages alike but one thing they all agreed on was that once you were inside it it would shred you, down to the molecular level and use the matter to make itself larger. The only thing you could do was flee, and hope that you were fast enough to reach a wormhole as its own method of FTL, while faster than every system in existence also prevented it from using them.

[X] Abandon it, but insist on bringing the crew with you.
-[X] Maybe it will serve as a distraction. It certainly won't serve as an obstacle, this is space.
-[X] As your crew were turning your own ship around, you were also evacuating the Wehmun Or. The fact that your ship was the faster of the two was all that mattered, if it had been the other way around you would have been sacrificing your ship instead as the distraction. You and the other captain had reached an agreement the moment you had spotted The Iron Wind, anything was better than oblivion and both your crews were agreed. As such the Wehmun Or was currently having its steering mechanism welded into place and being pointed in a third direction, away from the path to the wormhole and away from Numenera. About half a second after you cast off it would start all of its engines and head off at full speed, empty. The fact that it even existed would be enough, it would cause The Iron Wind to split its attention between the two vessels. While it was probably smart enough to realise that it was a feint it had seen ships escape from it by sending a decoy to the nearest wormhole and running to the next nearest while it was distracted. This would cause it to spend effort chasing the Wehmun Or, hopefully buying enough time for you to escape.

[X] Numenera
 
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