WildSpace - A Riot! Quest

[X] Set up a building:
-[X] Basic Mining Operation (produces +5 minerals/turn) (10 minerals)
[X] Colony: First Impact

How do we enhance our mineral production? Looks like this is the bottleneck for now.
 
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[X] Explore (Combat+Espionage)

[X] Suggest Colony Name: Outopia, Meiropolis, Jericho, Paradice, Lochanistan, Omelas, Roundworld, Bad Idea.

As always, though wouldn't explore at least give some combat Xp, or was I just sitting in the car the whole time and looking smug as the others tried to draw the creature away.
 
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Name: Jack Reyes
Appearance: Male, average height, scarred and grizzled, with brown hair clipped short and going prematurely grey in places.
Description: A dour man, Reyes is an experienced (and jaded) former bounty hunter and soldier-of-fortune. Since he was first able to leave home on his own, he's been travelling and hiring himself out for just about any job that can be had. Over time, he found himself gravitating toward more combat-oriented work, and he embraced it. Of course, fifteen years in the business is a long (and statistically unlikely) time for a simple merc, and Reyes finds himself wanting to retire in favour of something else, lest he be retired via someone else's gun. Some small colony out in the black sounds nice.
Job: Mercenary

[X] Explore (Combat+Espionage)
 
[X] Set up a building:
-[X] Basic Mining Operation (produces +5 minerals/turn) (10 minerals)
[X] Colony: First Impact

Our mineral situation is pretty critical at 10 now, so operations should stack the deck on this one.
Might be a good idea to build another mining Op as soon as we get another 10 minerals, so we'll slowly build up a surplus of minerals — otherwise we'll be either barely breaking even or not have enough for any advanced projects.
But that means not building anything for 2 turns after first securing our food supply. Hmm...
 
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Name: Evern

Appearance: A young man in his early twenties. Slightly tanned, dark haired and dark eyed.

Description: A soldier in training kicked out before commission due to getting into a fight with a superior. Colonization offered new opportunities; so Evern found himself on a spaceship weeks later.

Job: Soldier. Amenable to pick up other skills with practice.

[X] Set up a building:
-[X] Basic Mining Operation (produces +5 minerals/turn) (10 minerals)

[X] Colony: First Impact
 
[X] Set up a building:
-[X] Basic Mining Operation (produces +5 minerals/turn) (10 minerals)
[X] Colony: First Impact

How do we enhance our mineral production? Looks like this is the bottleneck for now.

Building more MOs, finding crashed ships/supply pods and salvaging them (gotta explore for that), researching more efficient MO technology... etc.

That would be good; yes.

Alright folks, i'm going exploring again due to it being the only action with Combat as a skill used; I firmly suggest we build a Basic Mining Operation as we have 10 min, it costs 10 min, and we will need it to get more min.

We build anything else and we won't be able to build the only thing that can get us more minerals, got it?

[X] Explore (Combat+Espionage)

I'm considering adding other options to boost your combat skill. Like, I dunno, training, or clearing out the pesky local wildlife. Which could be considered the former...

I have also added the explanation of how rolls affect XP gains to the "Rolls and You" section of the OP.
 
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I'm considering adding other options to boost your combat skill. Like, I dunno, training, or clearing out the pesky local wildlife. Which could be considered the former...
what about the good ol standby of either training or standing guard?

And if you want, you could always grab someone to be your CO-GM and have them do the more numbers crunchy bits if you don't enjoy those parts.
 
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what about the good ol standby of either training or standing guard?

And if you want, you could always grab someone to be your CO-GM and have them do the more numbers crunchy bits if you don't enjoy those parts.

ROFL. I'm on a boat in the middle of nowhere - even if I didn't enjoy it I currently have frak-all to do besides doodle and write up Encounters for you folks while I'm on watch, so I might as well number-crunch.

I think I'll add those options in in the next update. TBH most folks have already thrown their lot in for one option or another so there's little point in doing so now.
 
To be honest, while I don't mind a training option I'm OK with this being a roguelike game where you don't train. You either learn to do it on the job or you die and make a new character.

As far as espionage goes, perhaps an option to track an animal back to its lair? Or harvest eggs and stronger-than-steel spider webs and stuff from creatures?
 
Name: Sgt. Roselia DuClare
Appearance (1 paragraph or less): Fit, serious looking woman in her early 30s. Shoulder length black hair, lightly tanned skin, above average height. Usually wears standard issue coveralls.
Description (1 paragraph or less): After a long stint in the Army, Roselia reached her high year of tenure and was forced to separate. Mildly disgruntled with being unable to stay in the career she loved, she opted to take her chances out on the frontier and put her wildly varied skillset to good usage. Having worn many hats during her service, she's a strong believer in the old saying "Specialization is for insects".
Job (this helps determine your character's starting Bonus): A former special forces combat engineer, Roselia considers herself equally at home in overt fighting, covert infiltration, constructing and deconstructing structures, and tinkering in a lab.

[X] Set up a building:
-[X] Basic Mining Operation (produces +5 minerals/turn) (10 minerals)
 
Alrighty ladies and gents, this is the last call for new votes; I'll be closing out the vote and writing up the update in the morn.
 
Voting closed!

[X] Set up a building:
-[X] Basic Mining Operation (produces +5 minerals/turn) (10 minerals)
@Night_stalker , @Nevill , @FatedBread , @EvilPorygon , @Optimist Prone , @Spectrum

[X] Research technologies
-[X] Turnkey Research
@Zaratustra ,

[X] Explore (Combat+Espionage)
@LinkOnScepter , @veekie, @drasky, @Strunkriidiisk, @Troglodyte


4 votes: [X] Colony: First Impact

1 vote: [X] Colony Name: Flintfire Rock.
1 vote: [X] Suggest Colony Name: Outopia, Meiropolis, Jericho, Paradice, Lochanistan, Omelas, Roundworld, Bad Idea.

"And so it was that First Impact was founded in the year 2322 by a group of misfits for the purpose of 'getting the hell away from the Core Worlds'."
Shadows threw 3 100-faced dice. Reason: Rollses Total: 108
89 89 4 4 15 15
 
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Well Research is fucked.

As for Explore, let's just hope our combined bonuses see us through.
 
Week 2: There be treasure in them hills
With all the building that had gone on the previous week, the denizens of First Impact noticed that their stores of pre-fab materials were beginning to run low. The cargo hold carried an AMU, or Autonomous Mining Unit, a few decades old and well past its prime but still perfectly usable. Steve crunched the numbers for the rest of them: if they used up the last of their pre-fab and electronics, they could just - barely - set up a mining operation with the AMU, capable of processing the material it harvested and using a series of 3D printers to craft what the colony would need in the coming (hopefully) years.

(DC 50. Roll: 89+5+6+5+6+3+3=117. Success.)

Construction of the new mining operation went off smoothly and without a hiccup. The foundation went down, the walls went up, the AMU went out, and the printers and smelters went in. With six of the eleven unfrozen settlers working on it, it could hardly have gone any other way. Taking Ludwig's survey data and feeding it into the AMU, Roselia DuClare watched with some small amount of pride as the old 'bot went trundling away under its own power, bound for the suspected location of an iron deposit.

Basic Mining Operation complete! First Impact now produces +5 minerals/turn.

Ludwig, injured but not brain-dead, did his best to help the colony while the others were busy setting up the mining operation.
Opening up the transport's data terminal, he tried to unlock the Turnkey Tech package the colony group had bought (at great expense) from one of the corporations that basically ran the Core Worlds' colonization programs.

Key word: Tried.

It must have been the painkillers he was on, clouding his mind and dulling his ability, but for the life of him he simply could not seem to get the encrypted file to open, even with the passcode in front of him. Testing showed that the file was not corrupt, but neither did it want to open.

Oh well.

(DC 30. Roll 4+6=10. Minor Failure.)

Turnkey Research not completed.

Jack, Scepta, Victor and Meir spent their time loading up the rover for another excursion. They decided to leave the Razorclaws to their own devices for a week rather than tangle with the rhino-sized felinoids, and thus decided to head south. Trekking down over the plains, they kept a sharp eye out for anything interesting or dangerous. Sometime on Wednesday they had stopped to eat. Meir, having finished his rations, began looking around their surroundings when he discovered what looked like a tunnel door dug into the side of the hill they were perched atop. It was well camouflaged - if he hadn't been looking at exactly the right angle, he might never have noticed it.

"Well, that's interesting." Meir said aloud.

"What's that?" Scepta asked, coming over to stand by him.

Meir pointed. "What does that look like to you?"

"... a door. That is interesting." she said, shifting her rifle across her frame to be more accessible.

"Shall we have a look?"

[] Go inside
[] Mark the spot for later exploration


(DC 50. Roll 15+6+6+5+5= 37. Minor failure, but I felt like giving you an event.)
 
[X] Mark the spot for later exploration

As Gun-Ho as Scepta is, even she realizes when you shouldn't tempt fate.
 
[X] Mark the spot for later exploration

Spleunking without power armor or some equivalent when you're in a crazy sci-fi planet with megafauna and things that needed to survive around megafauna? Ehhhh
 
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