WildSpace - A Riot! Quest

               
  Comments SKL ITM SET GM Roll Total
Task 1 Build RADAR 32   -     32
Task 2 Training 22   -     22
Task 3 Explore 19   -     19
Task 4 Finish Distillery     15     15
Task 5 Produce Gauss Rifle 8   9     17
Task 6 Research Medical Adaptation 16   17 2   35
Task 7 Build Modular Barricade 10   -     10

Rollin' rollin' rollin'...
Shadows threw 7 100-faced dice. Reason: Rollses Total: 290
53 53 65 65 34 34 28 28 38 38 54 54 18 18
 
Results:
               
  Comments SKL ITM SET GM Roll Total
Task 1 Build RADAR 32   -   53 85
Task 2 Training 22   -   65 87
Task 3 Explore 19   -   34 53
Task 4 Finish Distillery     15   28 43
Task 5 Produce Gauss Rifle 8   9   38 55
Task 6 Research Medical Adaptation 16   17 2 54 89
Task 7 Build Modular Barricade 10   -   18 28

XP:
Meir Lochan gains 2 xp! Skills: ESP 3 (8/21);
Nevill gains 2 xp! OPS level up! Skills: OPS 3 (1/21);
Scepta gains 2 xp! Skills: CMB 2 (11/13); OPS 1 (0/7);
Ludwig Cristoffen gains 2 xp! Skills: RND 3 (4/21);
Jack Reyes gains 2 xp! Skills: CMB 3 (5/21); OPS 1 (0/7);
Evern gains 1 xp! Skills: CMB 1 (5/7); OPS 1 (1/7);
Roselia DuClare gains 2 xp! Skills: CMB 1 (4/7); OPS 2 (6/13); RND 1 (2/7);
Dr. Mizzet gains 1 xp! Skills: ESP 1 (0/7); OPS 1 (1/7); RND 2 (7/13);
Michael Erickson gains 2 xp! Skills: OPS 2 (7/13); RND 1 (0/7);
Bob Smith gains 2 xp! Skills: OPS 2 (2/13); RND 1 (2/7);
veekie gains 2 xp! Skills: CMB 2 (7/13); OPS 1 (0/7);
Kayla Futhark gains 2 xp! RND level up! Skills: CMB 1 (0/7); RND 2 (0/13);
Wolf Walters gains 2 xp! OPS level up! Skills: OPS 2 (0/13);
Jerry gains 2 xp! Skills: ESP 1 (0/7); OPS - (3/4);
John gains 2 xp! Skills: CMB - (2/4);
 
On one hand, the barricades should have a really low difficulty... on the other, the roll was really low...
 
Hey everyone, sorry the update hasn't yet arrived. I've been busy and the internet's been rather shit. I should have some time in the upcoming week to be able to finish and post it.
 
Coming tomorrow to a Riot!Quest near you: an update!
 
Week 9, Part One - Movin' on, movin' on up
The radar was up and running early in the second week of its construction effort. The colonists of First Impact powered it on, and it began broadcasting microwave frequency radio waves, sending and receiving, searching the skies above for threats. It didn't immediately find any, which was a plus, but given its relatively limited range, it wasn't absolutely certain there wasn't anything close by that could rain death on the colony. Still, it was a start.

The distillery, too, was fixed and put into full operation, reinforced with newly-fabbed piping. It began accepting stocks of greenhouse-grown wheat and barley in one vat, and various other mashes were made in the three others. The basics were covered - beer, wine, vodka, rum. It would take up some of the colony's food production, but a decent amount of valuable intoxicants could be produced for local consumption - and, of course, trade.

The colonists also produced a pair of Gauss Rifles, augmenting their defenses with the addition of the two powerful weapons. Though heavy and bulky, they were capable of punching fist-sized holes in a foot of concrete, which meant they could also deal with light armor. They were less assault rifles, and more anti-tank rifles, given their slow firing rate, but they would be well-appreciated.

The barricades also went up, though it was a near thing. The effort was almost called off after two of the rescued settlers and one colonist were nearly crushed by a toppling barricade segment. The segment had been improperly constructed, and the weight of the earth inside of it caused the support members to buckle, leading to the collapse. Thankfully they escaped with only moderate injuries - flying support bars went through the leg of one settler and the arm of the other, and the colonist received a glancing blow to the head which left them with a concussion.

The colony's research team had a good week of it, researching medical technologies the colony would need and could make use of. The technologies could be built now, but would need to be placed in an actual Laboratory due to clean-room requirements.

Several colonists took it upon themselves to organize a drill group, training in combat techniques to improve their skills. The effort was met with success, and the colonists took away valuable lessons in team movement, shooting on the move, and tactical disposition.

The aliens hovering just miles away continued to do so even as the colony fortified itself, but a tension in the air said the situation wouldn't last much longer...

(exploration to come)
 
More details are to come for the exploration bit, yes.

I didn't have access to names when I was writing this turn on my laptop :V (out at sea)
 
ESTABLISHING BATTLEFIELD CONTROL, STANDBY

So I've been wanting to pick this up again for, well, most of a year, but only recently have I had the motivation to actually write anything. Including my own novel.

That said, anybody interested picking back up?
 
Sure. Will need a small summary of what's what, though.

I still have the table that counts the roll results somewhere on Google Drive.
 
Other than Kayla Futhark wandering around in a complete daze, feeling the last week's been a year, and some short-term memory problems making her wonder if the colony still has any alcohol at all... Well, she's perfectly fine...

Now if only she could remember just what was going on with this colony so she could know what to do...
 
ESTABLISHING BATTLEFIELD CONTROL, STANDBY

So I've been wanting to pick this up again for, well, most of a year, but only recently have I had the motivation to actually write anything. Including my own novel.

That said, anybody interested picking back up?

If you do, can I recommend tagging the people who have been part of it but haven't said anything yet so they know you're planning to start it up again? I wouldn't have noticed this might be starting up again myself if someone hadn't rated one of my posts recently and noticed that the thing about the thread being out of date had gone away.
 
If you do, can I recommend tagging the people who have been part of it but haven't said anything yet so they know you're planning to start it up again? I wouldn't have noticed this might be starting up again myself if someone hadn't rated one of my posts recently and noticed that the thing about the thread being out of date had gone away.
I'll probably do that once I've got my notes reconstructed. Thankfully I put all my mechanics on the front page but I had events, etc.
 
If you do, can I recommend tagging the people who have been part of it but haven't said anything yet so they know you're planning to start it up again? I wouldn't have noticed this might be starting up again myself if someone hadn't rated one of my posts recently and noticed that the thing about the thread being out of date had gone away.
See, I just never take things off my watch list, and I noticed that the thread had been recently updated that way.
 
Name: The Artillerist
Appearance: A freakishly tall person, whose entire face is covered by a metal mask, giant sunglasses placed over eye sockets. They are never seen without either of those... and a cowboy hat. They apparently love it.

Description: They do not talk. The only time they communicate is when they need something, and the only way they do that is in gestures. Outside of jobs, they keep to themselves and avoid company, tinkering with tech or reading. No one knows their name. The one thing that allows to identify them is the old, worn, but clearly recognizable uniform of Core Fleet's gunnery officer.

Job: Guns. Artillerist is obsessed with constantly improving the colony's arsenal and spends most of their time upgrading and crafting weapons.
 
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