Create your own FTL story! (Sort of!)

Have a great FTL experience you would like to share? Post here!
The Great Osprey
Posts: 2
Joined: Sat May 10, 2014 3:11 pm

Re: Create your own FTL story! (Sort of!)

Postby The Great Osprey » Sat May 10, 2014 3:33 pm

1 finish it off- send it so sillicon hell!

When you try to fire a quick lazer into the weapons, the automated scout (somehow) dodges the lazer and fires a missile into your LS, it would be best if you just jumped away from this beacon, but that seems too cowardly for your crew. You quickly fire another lazer into their weapons, this shot also misses their ship, the luck doesn't seem with you today. Before you can charge another shot a missile flies into your cockpit, you fire another lazer and this one luckily hits their weapons. With a broken LS and cockpit you aren't going anywhere else, so you decide to fire another lazer, but this one hits the drones fuel depot, wich causes them to explode... During the collecting of loose scrap your crewmember spots a secret chamber in the side of the drone. An halbert beam, and what appears to be a Mantis. Because off the low LS in the ship you can only choose one.

1. Grab the Mantis, but let the Rebel Fleet catch up quicker and put your crew in danger.

2. Grab the halbert beam, but let the Rebel Fleet catch up quicker.

3. Grab none of those things and jump to the next beacon, without letting the Rebel Fleet catch up.
The Great Osprey
Posts: 2
Joined: Sat May 10, 2014 3:11 pm

Re: Create your own FTL story! (Sort of!)

Postby The Great Osprey » Sat May 10, 2014 5:32 pm

Why is no-one reacting to this topic, its so great :(
hybridfive
Posts: 63
Joined: Thu Oct 18, 2012 4:43 pm

Re: Create your own FTL story! (Sort of!)

Postby hybridfive » Tue May 13, 2014 4:01 pm

You take a moment to analyze the situation. A lot has happened that makes you question your tactics.

-You encountered the USS Slippery When Wet.
-Captain Mathis Cahill, a friend, treated you like an enemy
-You jump away, accidentally into an asteroid wave.
-Cahill follows you, but now treats you like a friend.
-He switches back to enemy again, revealing the presence of mind control.
-You destroy the mind controlling ship.
-That ship has a hidden compartment with a Mantis in it.

Your instinct tells you that said Mantis is going to be nuts. There is almost no way that he was not heavily altered by the mind control device. It's almost certain that he will have no grip on reality when he awakens. He's going to rip a hole in your ship. He's effectively a humanoid bomb.

You jettison the pod.

2. Grab the halberd beam

The asteroid wave has completely subsided. You can watch the every-retreating cluster of rocks, and wonder how long it will take for some gravitational field to pick them up. With the beam in tow, you circle back to the Slippery. You open comms.

"Thanks for having faith in us, Captain. I really do appreciate it. I'm glad you figured out it was mind control. I swear, these rebels are getting more and more advanced every day. It seemed like only yesterday that we even knew mind control was possible. Now, they're controlling whole ships."

You take a moment to contemplate that. He's right, of course. If they had just controlled Mathis, his crew members would have restrained him. It had to have been a concerted effort.

This leads you to think about new technology. You mention the "time rod" information that you received from the Lanius during their mutiny. Map information is exchanged.

"I don't know," Mathis comments. "That seems like a risk. I don't know about you, but we've managed to avoid a run-in with the Rebel Elite Fighters so far. We're ahead of the small craft. Our engines are holding, our fuel is holding. You look like you're in ok shape yourself. We can keep this pace up. Get to the next sector, hope to find some Zoltan who are willing to help us, get lucky."

You contemplate further as you track back to the beacon. You and Mathis set your jump coordinates. Right on time, a rebel rigger shows up. It releases its drones. There are enough of them that the ship seems more than capable of splitting its attention.

1. A two on one fight seems to be in your favor. Tough it out.
2. Jump with the Slippery When Wet to a more secure location
3. Encourage Captain Mathis to delay the rebels, so you can make it to your goal (whatever that is) with more time to get back to the beacon
engi
Posts: 105
Joined: Mon Jan 13, 2014 8:19 pm

Re: Create your own FTL story! (Sort of!)

Postby engi » Tue May 13, 2014 5:28 pm

2 you and mathis jump
turns out that the so called rebel marines we actually fed civies that were running a concetration camp taht brainwashed waith mind control and totures fed civies not is all as it seems
do you
1 enquip your self with a mind control resitan bubble aka do to the rebel concetartin camp waht u do with slavers (tleport ina and free sa meny as you can?
or
2 jump anyway
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Random Commander
Posts: 43
Joined: Wed Feb 19, 2014 4:14 pm

Re: Create your own FTL story! (Sort of!)

Postby Random Commander » Sun May 18, 2014 5:40 pm

(OOC: Who the foosball is Mathis? I thought the captain was Cahill?)

You contemplate Jumping away, but you think too much of what would happen to the concentration camp's prisoners. You have to find a way to rescue them! Evo comes in to the bridge with a surprise: "This unit = collected samples of tech from Mind Controller ship. Suggesting a way to counteract mind control." Genius! You have him and Skorris try to work on some device that could provide resistance to Mind Control and you share this information with the Slippery. The whole operation costed about 5 scrap.

1 equip yourself with a mind control resistance bubble, AKA do to the rebel concentration camp what you do with slavers (teleport in and free as many as you can)?

Skorris, who went outside the ship to scan the concentration camp stealthfully, modeled the Mind Shields after those that the rebels have, making for an effective cover-up. Mathis brings to your attention some Rebel outfits his crew stole from a Rigger they encountered and killed the crew of (He assures you they didn't take them from the Rebel personnel themselves. That would be too barbaric even for the Federation). You, Lt. Saunders and Mathis don those rebel outfits and bring some of the Slippery's crew to act as "slaves," giving them a hidden variant of the Mind Control Resistance Bubble™ also made by Skorris and Evo (because the ones on the human crew will not fit the other species). Among the Slippery's volunteers are a Mantis by the name of Zk'thkk and a Rockman named Bolg. You decide to bring Dumg along too.

You are all in position and at the front entrance. A couple of guards come out with guns pointed and ask you to state your business and why you came in Federation ships. Mathis is quick to his wit: "Is this how you greet every undercover Rebel agent? We just did you a favor and captured the crew of the most wanted Federation sympathizer ship out there using our quick wit and convincing tales of Federation-like stories, and you greet us with guns pointed!?" The Rebels have this "Oh crap" look on their faces as they lower weapons and let you through. Mathis whispers to you: "I know how these rebels think, I was captured by them once....... once."

You arrive at the place where the majority of the slaves are, working at a scrapyard, stripping ships of their hulls and systems for scrap. There are a TON of guards here, all with that same mind control resistance thing. It may be hard to free most of them.

Do you:

1) Continue with the sharade of being Rebels and try to find a way to stealthfully release the prisoners
2) Go guns blazing against the many Rebel guards and create enough of a diversion to allow a team to rescue some of the prisoners
3) Call up the Engi to hack part of the Concentration camp to create enough of a distraction to hopefully free many slaves
4) Attempt to trade in your rare Lanius crew member for some more of the concentration camp's prisoners.
5) Change your mind entirely and leave the concentration camp, this is all too risky.

(OOC NOTE: The blue options still have a chance of going wrong, just so you know!)
hybridfive
Posts: 63
Joined: Thu Oct 18, 2012 4:43 pm

Re: Create your own FTL story! (Sort of!)

Postby hybridfive » Mon May 19, 2014 4:15 pm

OOC: Mathis and Cahill are the same person, Captain Mathis Cahill. I made him with two names, then I messed up how I was referring to him.

1) Continue with the charade.

You figure that you've already got enough of your crew members, and the Slippery crew, invested in this gambit. Bringing in Evo or Skorris would cause additional confusion. Besides, you want both of them monitoring the functionality of their mind-shielding creation.

Concentrating on making this activity believable, you prod your Rockmen a little with the barrel of your firearm. Generally, you herd the group around the work camp with little to no direction. You're trying to get the lay of the land. The space port / dry dock / scrapping area has six ships currently being worked on. Four of them bear some sort of pirate marking or talisman. You can tell a pirate ship even after the paint job and outer hull has been stripped away. They're the ones with the internal rooms in disarray.

Out of the six ships, you figure maybe one of them is space-worthy. It's an old school federation fighter. It's definitely seen better days, but it's the least depleted of the group. The slave crew is working on removing the mountings on the forward-facing turrets. The ship will have no weapons, but at least it's structural integrity is still intact. It might withstand a laser hit. Maybe.

After giving yourself this tour of the work area, you exit into a sort of street. You can see a shanty town over to the left, surrounded by a series of posts that you recognize as a shielding fence. The slaves at least have something over their heads, in the form of canvas tents. It's possible that the mind control is weakened during sleep.

There's also a military complex to the right. It's a set of bunkers connected by synthetic canopies. You see no outward signs of the mind control device. There's no big dish or antenna sticking out. So if you're going to try to disable their device, you're going to look further.

1) Go left, towards the slave camp
2) Go right, towards the military complex.
3) Double back to the scrapyard, and try to flee with the slaves there, using the ex-federation fighter.