WildSpace - A Riot! Quest

It seems I spoken too soon.

The survivors from the ruined colony arrived and have finally started settling in. While I don't regret our decision to allow them to move in to First Impact, their presence seems to be creating a disturbance of some kind; I suspect it's primarily related to the nature surrounding their existence. It's an feeling of uneasiness I fear is proving detrimental to the entire colony.

After all, they have just arrived from a failed colony that was torn apart by Space Pirates in the worst way. The colonists very existence - especially in a proximity that can not be overlooked - is a reminder of that fact, alongside questions associated with the underlying fear that it is only a matter of time before we have to face the same possible fate. The primary being "Will we be prepared when it happens?" and "Will First Impact avoid the same fate as the failed colony?"

Add to that list the strain the sudden influx is threatening to put on our currently limited resources, we're effectively getting a population boom without any of the usual benefits. The food situation is unclear a the moment, though by my calculations it's not in any serious trouble yet.

What is more concerning is the housing situation. First Impact currently only has its single original shelter to house colonists. Personally, I've largely been unaffected, since I've practically been living out of the garage for the past few weeks now. Improvised housing is not something that is a viable option on a grand scale, however, especially since most people prefer to live in a more traditional living space.

"But the easy solution would be to just build more shelters, wouldn't it?" That would seemingly be the obvious answer, except for our other problem - we are coming close to the limit on our power generation, meaning that time and energy will need to be dedicated to both power generation and housing, all of which ultimately detracts from ensuring that First Impact will be prepared to defend itself if - and most likely when - it comes under attack.

Long story short, First Impact is currently not in an ideal situation; not would not be the worst possible time to think about praying to whatever higher power exists that this is the worst we'll have to deal with for the foreseeable future.
While I still do not agree with those who voted that the other settlers should have been left behind, I must admit that our current situation has given me a certain measure of perspective - I believe now that, at least, I can understand their reasons. I believe that, as cruel and cold as it may seem, there is an element of pragmatism to their mindset.

Myself and Mr. Cristoffen are, in fact, attempting to put together some defense designs this week. The most notable thing about this at the moment is that we are being joined by a woman by the name of "Kayla Futhark".

There is something highly unusual about Ms. Futhark that I can not put my finger on. Ultimately, she is a mystery of some kind, but my best summery of the situation is her seemingly 'artificial' nature. It's a matter that's suspect based just on her appearance, but becomes more obvious when interacting with her. I can't make any certain calls about the matter at the moment, but I will likely want to observe Ms. Futhark closer in the future to try to deduce just what is it about her that raises my suspicions.

I can say with little doubt at this point that the new arrivals and the history surrounding them is having a negative effect on First Impact. While we are certainly holding things together and I see no signs that we are at risk of this settlement falling apart, but our work has been noticeably sluggish(?) or otherwise ill-effected this week.

First, the efforts to repair the colony ship engines were a completely wasted effort, I suspect an underlying sense of panic may be involved, leaving the ship in worse shape than it was when the repair crew started.

Second, while a Machine Shop was successfully constructed, by no means did its completion come smoothly. Multiple delays and construction errors occurred during the week, a performance that was one part sloppiness, one part questionable decisions, and one part Murphy's Law. None of which I believe to be an accurate representation of the skills of those involved, and yet, the notable performance downturn from past weeks construction efforts can not be ignored, especially in light of the accident involved that resulted in "Ms. Claire" breaking her arm.

Finally: Myself, Mr. Cristoffen, and Ms. Futhark accomplished nothing in our attempts to design simple, basic defenses.
I would dare say that Ms. Futhark spent far more time learning from her interactions with Mr. Cristoffen and I this week than she did actually helping with our design project; though in fairness she also provide a wonderful resource as a sounding board, something that should not be underestimated.
This, I fail to explain through any normal explanations, I know full well that both Mr. Cristoffen and I are far more intelligent than our work this week would even begin to hint at. Under normal circumstances, I truly believe that either one of the two of us should have had little difficulty with this project even on our own, together the matter should have been laughably simple. The only reasonable explanation - 'reasonable' being a relative term - goes back to the mood of the colony and both of us suffering from some kind of tragic mental block. Which, I must admit, happens occasionally even to the brightest of minds.

I can not guess what caused Mr. Cristoffen's mental block this week, and I have not bothered to ask him; if I were to hazard a guess, I'd guess it relates back to his Corporate history in some manner or other that he has thus far attempted to escape. I have no means of confirming this; as far as I'm aware, he his currently ignorant to the fact that I know who he is and who he 'used' to be. I'm in no hurry to correct this (assumed) belief, and as such my guess will have to remain just that; a guess.
While I will not presume to confirm it, seeing as First Impact lacks a psychologist or other specialist who I believe I could properly consult, I can make an educated guess as to the cause of my own mental block this week. I should note that following the injury to Ms. Claire that happened during construction of the Machine Shop, I found myself somehow mistakenly informed and believing that it was instead Sgt. DuClare who had injured.

While from a practical, functional standpoint the accident and injury would be equally unfortunate either way, the ultimate truth is that I found myself far more concerned and worried during the time that I believed that Roselia DuClare was in fact the injured party. While I felt a great sense of relief when I realized that Sgt. DuClare was in fact unharmed, I believe that my concern for her safety and a fear that remained in the back of my mind following the incident successfully clouded my judgement during the week, ultimately interfering with my own research efforts.

If there is a bright side, is is that Mr. Cristoffen has managed to see past our immediate failures far better than I have and remains optimistic as to our future chances of success.

There have been, at times, moment when I have considered the nature of emotions. Most specifically, the theoretical scientific concept of turning them off, if not the ability to eliminate them entirely. For comparison, consider the "Star Trek" franchise, which primarily hails from the late 20th to early 21st Century Earth, and the species known as the Vulcans, but then take them a step further from their chosen and oftentimes failed efforts to pretend they have no emotions by simply burying them deep down to scientifically make emotions impossible. Or alternatively, the android known as Lt. Data and his inability to feel them.

I have not delved into the nature of emotions deeply during my scientific career, though in my work I am no stranger to scientific circles that truly believe that, for scientists and their work, a means by which to successfully eliminate emotions is truly an ideal, a goal to be strived for. I would be lying if I said that I don't believe that there's a logic to their arguments. And at times, I've even considered if perhaps they're right.

And yet...

...and yet, ultimately, I believe that emotions are far too important to even turn off, let alone eliminate. They are unquestionably an important piece of the relatively small puzzle that is humanity, and such a piece should not be discarded. There are, instead, to be worked through, to be understood. And while they can be a detriment at times, I can not - especially not at this time - even begin to delve into the true beauty behind them.

Realistically, perhaps even logically, they may well be an element that will never truly be understood by the nature of science.

After a rough week, it is possible we may have had the relief we needed. It is not guaranteed to fix our current problems, but I do believe it may be the kind of pick-me-up that we were in need of.

Exploration team encountered a trading starship, it was, fortunately, friendly. We were successfully able to instigate what is, for a colony of First Impact's size, a massive trade deal, offering up roughly half our available credits and a large supply of our excess minerals in exchange for a near windfall of valuable resources and supplies, including defenses, technological data, and even a couple of highly exotic relics that I can not wait to begin researching in-depth. We also acquired a distillery construction kit, which once completed will allow us to begin manufacturing alcohol. This should prove to be a valuable asset for some time to come.

As a bonus, we seem to have set ourselves up in a fortunate position with the traders, which is more good news that should help.
LADY LUCK; INDEPENDENT SHIPPING SERVICE - REGISTERED CONFEDERATE TRADE AUTHORITY CT-2501387; Commanded by an "Everett Denton"
I'm contemplating doing something rather illogical this week.
The fact is, First Impact is in need of defenses, and realistically? I should help with that - though I'm contemplating a different concept of a project than simple, basic defenses. Perhaps something to take advantage of our situation regarding the trading ship.

There is a part of me that would very much like to set up our Distillery Kit this week. In large part due to a desire to take some time to try experimenting with it. Not a needed course of action, of course. And I do honestly worry about the damage to First Impact should I accidentally wreck it. And yet, against a feeling of stress I'm sensing within myself, there is a part of me inclined to test my brewing skills, perhaps even have some 'fun' in experimenting with what concoctions I can whip up; and I do honestly believe that First Impact may need another pick-me-up sooner rather than later, especially if the trading ship visit does not help dispel our past unfortunate week.

The fact that it would need to be set up first, combined with all our other problems, however? Ultimately, it will likely have to wait.
It may be worth noting that I have actually dabbled into experimental brewing and distilling in the past. Notably, I tried my hand as designing raw alcoholic beverages while I was taking chemistry courses during my early years of higher education, well before I earned my doctorate. And to be quite honest, before I was legally old enough to actually drink the stuff.

While it would be unreasonable to consider my actions from those years something that I could be punished for now, I almost certainly would have been expelled had it been discovered what I was doing. Fortunately, I did an exceptional job of keeping my alcoholic experiments a secret, even if I had to dispose of most of it prematurely to avoid detection. As a bonus, I was able to spin most the work into a side project that, after doing some creative editing to conceal the full story behind what I was doing, earned me no small measure of extra credit and other related rewards.

While I have no room for it here, suffice it to say that the full story, in detail, is far more entertaining and exciting.

<=Week 5
Week 7=>​
 
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@Shadows Does "Kit Possessed" simply mean it doesn't cost anything or does it also lower the requirement for a successful roll to put it together?

EDIT: Also worth considering: I've just taken note of the fact that we're currently at 100/440 on our Mineral harvesting, we'll want to keep that in mind for the future as far as the fact that our current mineral resources are, in fact, limited in the long-run.

Both.

The limit just means you must survey more.
 
On the one hand, a part of me wants to get that distillery going.

On the other hand, I don't want to risk breaking it and wasting the thing by going solo and flopping on the role, and frankly right now there's a genuine - if unlikely, with genuinely pushed reactor construction - possibility that we might not even be able to power it yet.

So instead...

[X] Balances & Bots, Forgo Style
-[X] Set up Nuclear Power Plant: 2 Operations Bots, 2 ZB
-[X] Build Basic Shelter: 4 ZB
-[X] Research Fortifications: 3 ZB, 1 R&D Specialist

[X] Research Design (Write-In)
-[X] C&C Bunker & Emergency Combat Shelter (Command & Control Bunker designed primarily as a central defensive/protective & fallback position in event of attack, designed to provide a safe place for overall combat coordination for military commanders who are operating in a support/command/coordination role, includes an emergency shelter for non-combat civilians to hold out for extended periods of time - 'Basically', something along the lines of a protective central HQ and potential 'town hall' of sorts that's designed for a wildspace-type colony where things can be expected to be less than peaceful more often than not.)

On the other hand, I am still feeling just a wee bit like walking on the wild side.
 
So I'm officially damn near blind for the next two days (I'm having to put my face about six inches from the screen to be able to read this); I may or may not push an update tonight or tomorrow.

As a note: OC feels like someone pouring molten lead into your eye sockets.
 
So I'm officially damn near blind for the next two days (I'm having to put my face about six inches from the screen to be able to read this); I may or may not push an update tonight or tomorrow.

As a note: OC feels like someone pouring molten lead into your eye sockets.

All things considered, the more I think about it the more I'm impressed you were able to write even this much right now.
 
All things considered, the more I think about it the more I'm impressed you were able to write even this much right now.

Most of my blindness is spawned from the fact that I had to take my contacts out to get sprayed and I can't put them back in til like Tuesday... and I broke my glasses three weeks ago climbing up an access trunk with equipment in hand.

I went Super Saiyan when I actually got sprayed, though. My weapons officer thought I was about to turn into the She-Hulk.
 
Can I get a tally, please?
 
Vote Tally : Original - WildSpace - A Riot! Quest | Page 14 | Sufficient Velocity
##### NetTally 1.7.4

[X] Balances & Bots, Forgo Style
-[X] Set up Nuclear Power Plant: 2 Operations Bots, 2 ZB
-[X] Build Basic Shelter: 4 ZB
-[X] Research Fortifications: 3 ZB, 1 R&D Specialist
No. of Votes: 7

[X] Explore (Combat+Espionage)
No. of Votes: 5

[X] Set up a building
-[X] Nuclear Power Plant 1
No. of Votes: 5

[X] Research technologies
-[X] Electromagnetic Manipulation (unlocks rail- and gauss weapons. Required for Fusion power)
No. of Votes: 2

[X] Produce an Item
-[X] HMGs
No. of Votes: 1

[X] Balances & Bots, Forgo Style
No. of Votes: 1

[X] Try to repair the transport's engines (2 Transport Engines, 5 minerals)
No. of Votes: 1

[X] Research technologies
-[X] Fortification I (unlocks basic fortifications and defences)
No. of Votes: 1

[X] Research Design (Write-In)
-[X] C&C Bunker & Emergency Combat Shelter (Command & Control Bunker designed primarily as a central defensive/protective & fallback position in event of attack, designed to provide a safe place for overall combat coordination for military commanders who are operating in a support/command/coordination role, includes an emergency shelter for non-combat civilians to hold out for extended periods of time - 'Basically', something along the lines of a protective central HQ and potential 'town hall' of sorts that's designed for a wildspace-type colony where things can be expected to be less than peaceful more often than not.)
No. of Votes: 1

Total No. of Voters: 16
 
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Whoo, nine separate plans.

On the other hand, it does seem that most everyone's voted.

Vote Tally : Original - WildSpace - A Riot! Quest | Page 14 | Sufficient Velocity
##### NetTally 1.7.4

[X] Balances & Bots, Forgo Style
-[X] Set up Nuclear Power Plant: 2 Operations Bots, 2 ZB
-[X] Build Basic Shelter: 4 ZB
-[X] Research Fortifications: 3 ZB, 1 R&D Specialist
No. of Votes: 7

[X] Explore (Combat+Espionage)
No. of Votes: 5

[X] Set up a building
-[X] Nuclear Power Plant 1
No. of Votes: 5

[X] Research technologies
-[X] Electromagnetic Manipulation (unlocks rail- and gauss weapons. Required for Fusion power)
No. of Votes: 2

[X] Produce an Item
-[X] HMGs
No. of Votes: 1

[X] Balances & Bots, Forgo Style
No. of Votes: 1

[X] Try to repair the transport's engines (2 Transport Engines, 5 minerals)
No. of Votes: 1

[X] Research technologies
-[X] Fortification I (unlocks basic fortifications and defences)
No. of Votes: 1

[X] Research Design (Write-In)
-[X] C&C Bunker & Emergency Combat Shelter (Command & Control Bunker designed primarily as a central defensive/protective & fallback position in event of attack, designed to provide a safe place for overall combat coordination for military commanders who are operating in a support/command/coordination role, includes an emergency shelter for non-combat civilians to hold out for extended periods of time - 'Basically', something along the lines of a protective central HQ and potential 'town hall' of sorts that's designed for a wildspace-type colony where things can be expected to be less than peaceful more often than not.)
No. of Votes: 1

Total No. of Voters: 16
Shadows threw 9 100-faced dice. Reason: Big money maybe a whammy Total: 420
76 76 60 60 40 40 3 3 53 53 59 59 28 28 76 76 25 25
 
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With skills not affecting the rolls too much, it's easier to hope for a nice roll than for meaningful cooperation.

So... can you clarify which roll corresponds to which task?
Ehhhh... they go roughly in exact order. First roll goes to the first task.

I did roll an extra die, though, and I'm tempted to kick the 3 out... but Failure can be good for the soul...
 
I'm not sure it's 9 plans exactly.

A) "[] Balances & Bots, Forgo Style" mixes in with the first vote, which "[] Balances & Bots, Forgo Style+what this plan actually consists of"

B) Exploration

C) Set up a building: Nuclear Power Plant 1, which would probably mix in with A

D) Research technologies: Electromagnetic Manipulation (unlocks rail- and gauss weapons. Required for Fusion power)

E) Produce an Item: HMGs

F) Try to repair the transport's engines (2 Transport Engines, 5 minerals)

G) Research technologies: Fortification I, which can be merged into part of A

H) Research Design (Write-In): C&C Bunker & Emergency Combat Shelter

Ultimately, I think the plans actually break down into:

1) Set up Nuclear Power Plant (Unless we're actually trying to build 2 Nuclear Power Plants Total):
-2 Operations Bots, 2 ZB;
-Forgothrax
-Beyogi
-FatedBread
-Happerry
-Night_stalker

2) Build Basic Shelter: 4 ZB

3) Research Fortifications:
-3 ZB, 1 R&D Specialist
-Pyro Hawk

4) Explore (Combat+Espionage)

5) Research technologies: Electromagnetic Manipulation (unlocks rail- and gauss weapons. Required for Fusion power)

6) Produce an Item: HMGs
-Spectrum

7) Try to repair the transport's engines (2 Transport Engines, 5 minerals)
-Nevill

8) Research Design (Write-In): C&C Bunker & Emergency Combat Shelter
-Space Jawa

Anyone want to double check me on this?
 
So it's like this then...

1) Set up Nuclear Power Plant - 76
2) Build Basic Shelter - 60
3) Research Fortifications - 40
4) Explore (Combat+Espionage) - 3
5) Research Electromagnetic Manipulation - 53
6) Produce HMGs -59
7) Try to repair the transport's engines (2 Transport Engines, 5 minerals) - 28
8) Research C&C Bunker & Emergency Combat Shelter - 76

With 5 explorers on task we probably won't fail too hard...
 
So it's like this then...

1) Set up Nuclear Power Plant - 76
2) Build Basic Shelter - 60
3) Research Fortifications - 40
4) Explore (Combat+Espionage) - 3
5) Research Electromagnetic Manipulation - 53
6) Produce HMGs -59
7) Try to repair the transport's engines (2 Transport Engines, 5 minerals) - 28
8) Research C&C Bunker & Emergency Combat Shelter - 76

With 5 explorers on task we probably won't fail too hard...

I... that's not quite how I'm reading the results but I'm in a good mood, so to hell with it. Plus, it lets me fuck with SG-1 some.
 
I believe it goes like this:
Participants Current skills Current XP
Player Character CMB ESP OPS RND CMB ESP OPS RND
drasky Meir Lochan - 3 - - 0/4 1/21 0/4 0/4
Troglodyte Victor Velt 2 - - - 6/13 0/4 0/4 0/4
Nevill Nevill - - 2 - 0/4 0/4 10/13 0/4
LinkOnScepter Scepta 2 - 1 - 4/13 0/4 0/7 0/4
FatedBread Claire - - 3 - 0/4 0/4 4/21 0/4
Optimist Prone Amanda Amala - - 2 - 0/4 0/4 5/13 0/4
Zaratustra Ludwig Cristoffen - - - 2 0/4 0/4 0/4 11/13
Night_stalker Steve - - 3 - 0/4 0/4 4/21 0/4
Strunkriidiisk Jack Reyes 2 - 1 - 11/13 0/4 0/7 0/4
EvilPorygon Evern 1 - 1 - 0/7 0/4 0/7 0/4
Spectrum Roselia DuClare 1 - 2 1 0/7 0/4 2/13 2/7
Space Jawa Dr. Mizzet - - 1 2 0/4 0/4 0/7 5/13
PhantomReaper Levant Von Diederitz - 1 1 - 0/4 0/7 2/7 0/4
Rungni Khazadson Bjorn flagason 2 - - - 0/13 0/4 0/4 0/4
Forgothrax Michael Erickson - - 2 1 0/4 0/4 0/13 0/7
bdun140 Benny 2 - - - 0/13 0/4 0/4 0/4
hcvquizibo Bob Smith - - 2 - 0/4 0/4 0/13 2/4
Happerry Bill Door - - - 1 0/4 0/4 0/4 0/7
veekie veekie 2 - 1 - 0/13 0/4 0/7 0/4
Pyro Hawk Kayla Futhark 1 - - 1 0/7 0/4 0/4 1/7
Here's the spreadsheet if you want to experiment, but it has not been updated since last turn (stats from the Next Turn need to be pasted on the Players tab)

Oh, and @veekie does not have a character, so his stats are hypothetical.
 
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I'm not sure it's 9 plans exactly.

A) "[] Balances & Bots, Forgo Style" mixes in with the first vote, which "[] Balances & Bots, Forgo Style+what this plan actually consists of"

B) Exploration

C) Set up a building: Nuclear Power Plant 1, which would probably mix in with A

D) Research technologies: Electromagnetic Manipulation (unlocks rail- and gauss weapons. Required for Fusion power)

E) Produce an Item: HMGs

F) Try to repair the transport's engines (2 Transport Engines, 5 minerals)

G) Research technologies: Fortification I, which can be merged into part of A

H) Research Design (Write-In): C&C Bunker & Emergency Combat Shelter

Ultimately, I think the plans actually break down into:

1) Set up Nuclear Power Plant (Unless we're actually trying to build 2 Nuclear Power Plants Total):
-2 Operations Bots, 2 ZB;
-Forgothrax
-Beyogi
-FatedBread
-Happerry
-Night_stalker

2) Build Basic Shelter: 4 ZB

3) Research Fortifications:
-3 ZB, 1 R&D Specialist
-Pyro Hawk

4) Explore (Combat+Espionage)

5) Research technologies: Electromagnetic Manipulation (unlocks rail- and gauss weapons. Required for Fusion power)

6) Produce an Item: HMGs
-Spectrum

7) Try to repair the transport's engines (2 Transport Engines, 5 minerals)
-Nevill

8) Research Design (Write-In): C&C Bunker & Emergency Combat Shelter
-Space Jawa

Anyone want to double check me on this?
How the hell are you ordering things? Because Exploration was the second in the tally.
 
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