Quest General CYOA Thread

Bear Ribs

Well-known member
for the tables rolled used Faction Assignment & Rarity Tables will think of a bit of a back story for these guys
Am I just going blind or is there no IS General table there? I wound up using the Periphery/Mercenary one.

Mercenary Brat
Use Inner Sphere General RAT, 3 Rerolls,

Commander is
Treadhead with Delusions of Grandeur CO Skill 4/5, no matter the Unit Size, add 1 sub-unit of vehicles to the total.

Size
Above Average
4 Sub-units
3 All Battlemechs

Support Average
The unit has 1 Regular Medical Team and 2 Regular Administrators

Allies and Enemies
3, Ally is Federated Suns
3, Enemy is the Federated Suns

I'm not quite sure how to resolve that, there are no instructions for this situation.

Armory (Tanks don't get spare parts?)
5 Lance 1: 250,000 Spare Parts
4 Lance 2: 250,000 Spare Parts
6 Lance 3: 250,000 Spare Parts
10 Lance 4: 1,000,000 Spare Parts

Warchest 5: 500,000 C-bills

Transportation
8, used reroll, 6 Unit owns additional DRoST-class DropShip

Imma go with a Fortress for my DropShip. It holds 12 'mechs and 12 vehicles, so some of those vehicle cubbies have been refitted so that mine now holds 16 'mechs, 4 vehicles, and an additional 200 tons of cargo. This feels like the minimum for this odd setup to me and not brain-stretching.

During a previous contract... 3 The Command might have caused a little bit of excess
collateral damage, but what's a city or two between
friends?

I'm beginning to see why the Federated Suns are both allies and enemies now.

Lance 1
3 Light, 1 Medium (IS General RAT)
7 All members are 4/5, the CO is 2/3
1 Sub-unit has no Techs at all
STG-3G Stinger [20]
LCT-1V Locust [20]
FS9-K Firestarter [35]
HCT-3F Hatchetman [45]

Lance 2
5 All members are 4/5 1 Light, 2 Medium, 1 Heavy (IS General RAT)
3 Entire Sub-unit has 1 Veteran Tech Team
UM-R60 UrbanMech [30]
HER-2S Hermes II [40]
SHD-2H Shadow Hawk [55]
GHR-5H Grasshopper [70]

Lance 3
7 All members are 4/5, the CO is 2/3
2 Heavy, 2 Assault (IS General RAT)
1, Sub-unit has no Techs at all
TDR-5S Thunderbolt [65]
ON1-K Orion [75]
LGB-7Q Longbow [85]
AS7-D Atlas [100]

Lance 4
6 All members are 4/5, the CO is 3/4 9
All the units in Sub-unit have 1 Regular Tech Team;
1, Reroll 10, 2 Heavy, 2 Assault
MAD-3R Marauder [75]
MAD-3R Marauder [75]
AWS-8Q Awesome [80]
STK-3H Stalker [85]

Tank Lance
5 All members are 4/5 1 Light, 2 Medium, 1 Heavy (IS General RAT)
9 All the units in Sub-unit have 1 Regular Tech Team; 1 unit has a Veteran Tech Team
2 pairs of 2 matched Medium Vees
Vedette [50]
Vedette [50]

Not sure if you're supposed to reroll if you get two identical matched pairs. The mercenary vehicles RAT has, like, nearly half Vedettes so that's by far the most likely outcome, though.

I rolled a surprising amount of Marik Salvage so presumably, these gents have miffed them off something fierce. With the Fedsuns apparently not happy about the whole destroyed city issue, this unit probably needs to head for Liao space, or possibly Canopus, to get to safety from having two great houses after their hides.

6 Quirks

A sub-unit CO has set up a secret brothel starring their oddly attractive subordinates

A unit member is from a large MechWarrior family and can have a new Mech sent to them if they lose their own

Two unit members are such good friends that they'd leave other command members to die to save one another

Two unit members ABSOLUTELY do not get along, and constantly have loud hate sex about it

Unit owns a JumpShip outright; this has the minimum number of collars needed to transport all unit DropShips

The primary DropShip is really fuel-efficient; every 4th ton of fuel burnt is
"free"

Yeah, with one unit being a brothel and two others constantly having loud hatesex I'm seeing a Canopus future here.
 

King Arts

Well-known member
Are you ready to lead the New Republic to Glory!

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Bear Ribs

Well-known member
Republic of Blades

I really like the worldbuilding on this one. Very elaborate with great imagery, a place where duelling culture appears to have merged with something like Professional Wrestling, with duellists adopting exaggerated heroic or villainous personas and faked dramatic backstories, then fight spectacular duels to entertain the masses.

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King Arts

Well-known member
Hey I like this one, it's nice, so basically Renaissance Venice with cute sword girls.

Anyway I'll pick male here because I'm going for a theme.

Cloak and blade Ecalarte

Major Forte flurry
Minor Forte Counter, and Taunt I plan to irritate, enrage, and embarrass my opponents into making a mistake and take advantage of it while keeping them off their feet and tired from the constant flurries.

My stage name would be the harem seeker. Obviously my persona would be a new duelest come to get a harem of beautiful women. Whether I fail hilariously or get what I want it should hopefully be an amusing show.

Alignment would be hero, unless the wanting a harem makes me ambigious?

I think I'd go for eccentric since I am basically a comic act for the most part.

Attire practical

Color blue

The backstory is obviously light I mean getting into this to get a harem is ridiculous espically with all the slapstick humor there would be.


Learned from a school

Events: Only 3 it would be better to get more so that I could build a full relationship with everyone

Got your back, maybe this would be the love interest who has a tsundere personality at my antics of going for other women but she actually cares deep down?

Champelain's gift, now I have a nice sword.

Love birds: Maybe the same girl that has my back?

Hero of the Republic would be very cool.

Nemesis and fierce rivals look like they would be the same wouldn't they?

Common enemy would make an interesting story.

Heir would be the end of the story after I settled down and married the true love interest.

For other Duelists

The black Widow: She looks interesting, if I beat her how would she react to my philandering ways? Is she the true love interest?

Sapphire Knight, I'm almost scared to hit on the knight because if it's a man yuck.

Harlequinn is pretty family friendly so can't get too much but still calling her beautiful is allowed right?

Snow pearl she looks interesting, got the whole batman thing, except she kills people. But she's got a pretty sad backstory

Just a quick question on Big Bertha are these pics accurate like her chest is mutilated?

Velvet Queen, if I beat her do I get free or discount access to the pleasure house?

Mademoiselle Melinda: She is one of those who has Champelion's blade right? That would make her interesting, basic hero material is she the true love interest?

And wow the sea empress Rosaria Del Mar well if I lose I'm subjected to humiliating BDSM in public ouch. If I win do I get to do the same to her and turn the tables?

She wolf of Red Bridge holy shit, don't want to fight her, would love to learn from her though since she is aparently the best.

The sentencer is pretty cool though.


As for Patrons I'd stick with the bank they are the ones that look like they'd get into the least trouble, and have the deepest pockets.
 

Bear Ribs

Well-known member
Monstergirl Mercenary Guild

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And a build thrown down...

General Thoughts: Named units are a waste of time. They're only marginally more useful than common units but cost several times more. Ye ole Common Slime Girl nets you +3 stats for 2 points while the Ferra nets you 4 points but costs 10. Rare units aren't much better, Arachnids are worth +4 but cost 5 points, Fairies are worth +6 for 6 points. Common Units are simply better. Now granted, the commander bonus can make up for it but I'm having trouble parsing exactly how it works and just how many units a named unit can command. Old Acquaintance is worthless, 8 points for half-off a unit that can't cost more than 12 is clearly flushing points down the drain.

Elite Guild is better than The Grand Legion. There are too many ways to spend your Guild Points to boost your army size at a significant discount for the larger guilds with fewer GP to be viable. Taking Wealthy, Renown, Charismatic, and either Jolly of Solemn leaves you with 30GP left and 54 UP, a clear advantage over the other option. However I think the middle road is the best here.

The size difference between page 1 and the next 3 annoys me with how it makes me change zoom scale to read them.

And a build...
The Guild
Elite Corps 30 GP, 40UP
5 Wealthy
5 Charismatic
5 Renown
5 Jolly
8 Disparate Backgrounds
I was initially inclined to take a swarm of goblins for my Disparate Backgrounds but for free units, it only makes sense to take the more expensive mermaids, especially since magic is particularly difficult to get compared to other abilities. I have 2 points banked for the guild I can throw into any stat boost in a pinch, but common units are more efficient so most of my points went into boosting them.

Units
2 Lamia
2 Oni
4 Slimes
4 Kobolds
2 Satyrs
2 Goblins
2 Automatons
3 Tigers
3 Fairies

Total Stats:
18 Intel
17 Combat
30 Stealth
23 Sabotage
18 Assassination
15 Magic

Modifiers:
Favoritism (Slime Girls gain Assassination, cannot take Centaurs)

Magic is the hardest stat to raise, hence splurging on fairies. Also, there aren't very many units that can fly and while this doesn't specifically add to stats, I feel having flying units is very worthwhile for a mercenary guild. It's possible to really get a lot of Slime Girls in the first mission so Favoritism works well for them and bolsters my otherwise weak Assassination score. This mix ensures I have a large number of aquatic and flying units in order to give myself a lot of options, as well as a balanced mix of stats to start.

Takin' me some missions:

The Bright Heart Ruby
I easily hit every prereq and the alternative despite not taking the hideously overpriced Ferra.
On a strict point basis the slimes beat out the guild points, but slimes mostly bolster my already-sky-high stealth stat so there's an argument to be made for taking the points instead. However Favoritism lets me get the Slimes with significantly more power so I'm taking the 7 slime girls.

18 Intel
17 Combat
37 Stealth
37 Sabotage
25 Assassination
15 Magic

Giant's Rest
Again, easy hit. The boost to my sagging magic is welcome. I don't really need the Guild Points much yet so banking them.
18 Intel
17 Combat
37 Stealth
37 Sabotage
25 Assassination
21 Magic

Queen's Retribution
We don't hit the Alternative Prereqs but we can do it the normal way readily with our insane assassination score. We need a named unit for the next mission so we're buying Ying Wu-Chin to bolster our weak combat.

19 Intel
19 Combat
37 Stealth
38 Sabotage
25 Assassination
23 Magic

Steel Body Tournament
Ying Wu-Chin wins the tournament for us, though we don't have the 3-named-units alternate pre-req. Due to how much named units seem to be showing up as pre-reqs for later missions, we're going to have to bite the bullet and buy more of the overcosted things. We purchase Constance Fullbright for half cost snagging us to combat and intel we need and Assassination we're already good at.

20 Intel
21 Combat
37 Stealth
38 Sabotage
26 Assassination
23 Magic

Sieging the Unbreakable
We beat all the prereqs so hard I'm pretty sure we can roll up the Warlord's carpet all by ourselves.

We use the 12 Unit Points (plus 2 leftover from previous missions) to buy some more units and shore up our Intel.
2 Lamia
2 Oni
11 Slimes
4 Kobolds
6 Satyrs
2 Goblins
2 Automatons
3 Tigers
3 Fairies

28 Intel
21 Combat
37 Stealth
38 Sabotage
30 Assassination
23 Magic

The 8 Immortals
Yeah these guys are going down with those stats. We're nearly double all the pre-reqs to beat them.
On a per point basis, half-price Named units make sense. But since their stats are only about as good as the rare units, there's no real advantage to it. Instead we'll snag a half-price dragon. This is going to pay off in the final mission. This also bolsters our somewhat-smaller flying unit.
2 Lamia
2 Oni
11 Slimes
4 Kobolds
6 Satyrs
2 Goblins
2 Automatons
3 Tigers
3 Fairies
1 Dragon

28 Intel
23 Combat
37 Stealth
40 Sabotage
30 Assassination
25 Magic

Spirits of an Empire
We have Constance Fullbright so pre-reqs were halved. Also, we had over double all pre-reqs before Constance so we're at, like, four times the requirements to curb-stomp this one. Six Magic helps us out with our lowest stat.

28 Intel
23 Combat
37 Stealth
40 Sabotage
30 Assassination
31 Magic

Horseman of Conquest
We can curbstomp this one as usual. Don't really need any more units for anything here but I could buy a couple more dragons, some Arachne, and maybe add Ophilia if I want an aquatic commander for my mermaid squad.

Onward to the Unknown
We hit every pre-req and every alternate, and have so many points banked we could easily triple them if we needed to. Our Guild has beaten every epic thread on the planet at this point and exploring the final frontier is just the cap to our legend.

Final Thoughts: You really only need to beat the first couple of missions, it's pretty easy to stomp all of them just by buying a relatively balanced mix of initial units and picking up a single named one later if needed because it doesn't escalate much, it really needs a steady raise in costs given you grow in power across them but beating the Horseman of Conquest is only marginally harder than snagging the Bright Heart Ruby. The final mission is kinda harder due to needing every attribute at once but the actual level it needs is so low I would have been able to take it before doing any others if I had to, and I didn't even use any commander bonuses to get there. Favoritism is pretty handy but not game-breaking the way I initially suspected since you need all the stats at some point and it only gives you a good boost to one.
 

PsihoKekec

Swashbuckling Accountant
Lost Causes

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In my case I go to Russian revolution. Early worm, Healing touch and Silver tongue are the key here. I try to establish my reputation as miracle healer and worm my way into Sankt Petersburg court replacing the Rasputin as the influence on the royal couple. I try to prevent the July crisis and if that fails I try to steer Nicky away from the worst disasters of the war.

Other choices I make
Papers please (I would rather not start my quest by being put in jail)
Acclimation (it's rougher age compared to the comforts I'm used to now - like soft toilet paper)
Bone up x3 (nine hours of freshening up my knowledge of events)
Patent medicine
Regeneration (it would be kind of silly for me to be a miracle healer and drop dead from dysentry)
Brawn (you never know when you will need to throw a punch)
Normalcy (I probably wouldn't end up being burnt as a witch, but let's play it safe)
Strategist (if war happens it would become useful)
Master apprentice
On the shoulders of giants (while I'm there I just might help Sikorsky or Fedorov with a technical detail or two)
 

Bear Ribs

Well-known member
Solar Inheritance has updated. I'm honestly not 100% sure what changed but here it is.

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And a build and explanation

Desmesne
-Space Habitat
-Science Station
-Construction Yards
-Five Barren Moons with Mines and Spaceports
-Four Asteroid Fields, unupgraded
Stellar Remnant (Black Hole)
-Pressure Forge
-Exotic Physics Station
-Antimatter Station
My Desmene is an exploded star. The old deceased Duke moved a science station to study it later and most of my people are either scientists or their families moved in. There's several tiny planets left which are actually the metallic cores of much larger planets who had most of their crust and mantle stripped by the supernova that created the black hole. The shattered crusts meanwhile have formed several asteroid belts. These provide a steady stream of raw materials, but sadly I have precious little in the way of manufacturing to use them.

Fleet
Five Transport Ships
Five Cruisers
One Battleship

Enemies
Archon Karkas
Jigger
Guild of Illumination
Umwe Bahaddin
Mason and Fox

Agents
Dags Jenner
Ikari
Dr Bosen
Praetor H10
Nadja
Hellhound
Scarlet Demond
Stephanie Vox
Georgia Lorents
Caladrius A5

Liege
Princess Theia

Allies
Duchess Sonya
Countess Florissa
Marquise Elletta
Captain Sasha
Rathe Manufacturing
Assassins Troupe
Ai Lamios
'Mad Jack' Brevil
Baron Gregory
Lady Violante
Brothers of Mercy
Alexander Jahtyss

Technologies
Level 1
Anti-Ageing Serum
FTL Sensors
Personal Teleporters
Active Camouflage
Industrial Antimatter
Level 2
Strong AI
Hard Light
Ultradense Materials
Particle Locking

Allies are basically split into two categories, my support and my adventuring team. Princess Theia, Duchess Sonya, Countess Florissa, Rathe Manufacturing, the Assassins Troupe, and the Brothers of Mercy are there to provide in-empire political cover as well as keep my weaponry options up-to-date. If the Jiggers or Archons make an actual direct invasion I have a hotline to the three most heavily armed ladies in the galaxy to make sure they can get their militaries positioned to stop it. Marquise Elletta is already aware of the Jigger threat and we can bond over how much we spend on ammo shooting them, as well as her being a font of tactical advice since she's already been dealing with that so long.

The rest of the group are my adventuring buddies, made up mostly of ne'er do wells and hard cases. Mad Jack just wants to kill things with his friends and by some crazy coincidence, I know a large number of things that need killing. Lady Violante and Sasha's pirate army probably aren't all that keen on having to fight the likes of Jigger but having support will take a lot of the sting out of that, and also I can point out that not fighting doesn't mean the Jigger is going to reciprocate. Ai Lamos gives us additional contacts in the underworld if needed. Baron Gregory needs to find his purpose in life and discovering horrifying aliens about to destroy all mankind is probably a decent kick-in-the-pants to get his fleet in order. So along with my rather lengthy list of combat, support, and general mayhem-causing agents we have a solid core of adventurers. Befriending the Assassins Troupe cuts off a main line of attack, forcing my enemies to come at me in a more head-on fashion.

My Fleet's pretty sad, a battleship for a flag and five cruisers and support ships. They're honestly going to be stuck protecting my pitiful little holdings for a long time with the transports hauling raw metals to sell while I build up.

The good news is what I've done with them technologically. Particle locking makes my ships completely immune to all energy and projectile weapons which is nearly all weapons imaginable. This means the only effective way of taking any of my ships down is teleporting on board and fighting the crew hand-to-hand or throwing antimatter at the problem. We can't deal with antiquagma yet but hand-to-hand is going to be an absolute nightmare given we're allies with every power-armor manufacturer in the galaxy, and our ships have antimatter of their own so getting into range won't be easy. Shields to prevent teleportation are high on my list to get.

The real killer long-term is my lack of construction yards. Those things are just hideously expensive for a Baron, a quarter of my starting resources for just one! So my first priority for my lone construction yard is for it to start building more construction yards on my moons. This will take 2.5 years. At the five-year point I can have four construction yards in operation, assuming I can last that long without more ships.

Assuming I can temporarily lean heavily on my allies for protection long enough to spool up, with four yards I can probably relax slightly on that and put half of them to building more yards and the rest to building a real fleet. At the 7.5-year mark I'll have six yards and have upgraded my cruisers with Standard Template and shields and constructed a power armor regiment to patrol the insides for boarding parties.

At the ten-year mark I have nine construction yards, which is only 1 less than the total sites I can build one at, and my three "combat" yards have gone to town on Cruisers, two of them have built four more cruisers while the third built upgrades, putting all my cruisers at fully upgraded.

It's likely that by this time we're in a position to need to actively kill things with our fleet. Ideally, we'll keep the BB at home and send a cruiser pack to help Eletta kill Jiggers. or go on a quest with Mad Jack to find the Archon and make him quit doing dastardly deeds like existing.

In the meantime, we've been colonizing a lot and likely need cities. Subterranean cities on our moons are a year each so we can throw down five cities to hold excess populace while one builds that last construction yard and the remaining 3 work on cruisers. The yards will begin working on science stations once finished. At 12.5 years I have another thirteen more cruisers, five new cities, and the science stations are done.

Our new Yard goes to work making jump gates. Our new tech needs to go into pocket universes and gridfire so a gate's a must. In the meantime we develop heat transfiguration, cloaking systems, antiquagma, microdrones, and FTL sensors. These techs should give us an edge at both evading detection and detecting the enemy, plus antiquagma hits hard. So basically our cruisers now operate like submarines, trying to sneak up on an enemy and hit them really hard before running away. Unlike submarines, particle locking makes them pretty hard targets themselves.

From there, start on a Dreadnought and Dyson Sphere that we'll eventually pull into a pocket universe for safety's sake, keep churning out cruisers since they're the most cost-effective option possible, and eventually go for Gridfire to make our cruisers into fleet killers. If the Karkas and Jigger are foolish enough to delay all-out war long enough for us to get at that stage, well...
 

Bear Ribs

Well-known member
So a Dark Zone Build.

All the roles are tempting but the ones I like the most are either Vaulter (I have a thing for base building) or Pilot (Because Giant Mecha.) Ultimately as this is an incredibly lethal world, and Vaulters are immobile in the deadly zone hiding inside their vaults. However Pilot also seems pretty lonely and I'd be a primary combatant, so I decided to go with a Driver.

Role: Driver
Ride:
Rover
Mod: Armed
Faction: Loner
Heritage Item: Flight

I doubt the writer intended Heritage to work this way but I can attach any role's choice to any other, so apparently my huge-ass big rig can take off and fly at will. I was going to go with Hauler but it's designed for trailers and even my SOD doesn't cover a flying truck hauling a trailer behind it.

I'm not a primary spellcaster so Oracle is out. I'm also not a primary computer or weapons use so the Syndicate won't help as much. The two choice factions for a Driver are Federation or Loners, both of whom boost vehicles and armor.

However, the Federation is much more restricted while Loners have more freedom. Additionally, the Loner's boost is resistance to shadow radiation and anomalies, while the Federation's just makes vehicles tougher. I'm more worried about being turned into a zombie or mutant than being shot at by a looter.

Assets:
Heritage
(Exotic, counts as 2)
Hazard Seal
Media Player


Making my Heritage exotic means the flight capabilities on my giant flying car are the best in the world. Default is sub-orbital so I find it likely I can actually fly into space with the Exotic model. Hazard Seal synergizes with Hazard Resist to get me some armor that will no-sell anamolies and radiation, very handy and I really don't want to turn into a mutant. Media player keeps me and V-9 from being bored on long hauls.

Artifact: Lightning
There's very little chance in my mind that being able to both zap a bitch and recharge my vehicle isn't the optimal choice. This negates my need for a personal weapon, as my flying rover is covered in guns anyway, and can fly away from most things, I won't need to defend myself often so a worn-out shotgun will be sufficient and I'll default to lightning bolts when it jams.

Partner: V-9 (Growth Artifact)
Work Associate: Max
Kick Back With: The News
Rival: Varya (Levitation Artifact)

V-9 is convenient to travel with due to her love of sci-fi making her companionable. Additionally her swarm of drones and ability to analyze anomalies will be incredibly useful if we enter dangerous terrain so both a good companion and useful. Growth makes her a healer, critically important, and when we're not on deliveries we both have non-combat uses for our artifacts in our home territory.

Max has outrageously high stats and comes with a small army backing her up so ideal to work with in a range of situations. That should be a pretty solid force when they're backed up by a heavily armed flying tank. I thought about taking Gearhead as my relax character but The News is going to be easier to get along with and information is going to be key.

As my rival, Varya doesn't like that I'm competing with her in the flying delivery service business, especially since my rover carries a lot more than her backpack. She's recently obtained a levitation artifact allowing her to carry a lot more and she's making dangerous moves to try to beat me out at flying cargo.

Territory
Home ground:
Villages
Villages are low on radiation and high on anomalies and thus artifacts, makes sense V-9 would hang there and it's also prime territory to need shipping from. I can use lightning to charge up their gear during downtime and V-9 can use Growth to boost their crops.

Shipping Routes:
Cities: Carry in Max and her crew, loot the cities and return with salvage. My Rare Scavenge ability should maximize gains.
Green Zone: Carry in food and artifacts from the Villages, dead monsters from the Outposts, and Rare Scavenge, carry out Weapons and luxury goods.
Outposts: Carry in food and artifacts from the villages and weapons/luxury goods from the Green Zone, carry back artifacts and dead monsters for research.

Threats:
Minor:
Weaken Looters, Intensify Anamolies

My Hazard Resist makes radiation and Anamolies less of a threat. However Anamolies have precious magical artifacts inside, so a much more profitable problem to have than bad weather. Looters are a major threat in the Cities and compete with me for Rare Scavenge so I want them reduced.

Major:
Machine Beasts
(Outposts)
Chimeric Liberation Front (Green Zone)
Rogues (Green Zone)

The outposts I service keep getting attacked by Zoids. Researching the destroyed robots and salvaging their weapons and armor makes my outposts especially profitable to run to. The CLF are a pain but I have numerous Chimera allies so while they won't exactly give me a pass, I'm maybe slightly insulated. The Rogues directly compete with them so sometimes my threats take out each other, and I don't want to hang out in the Green Zone more than I have to anyway.

Ambition: Advance
While Connect might make sense, I'm not equipped for it. The likes of Burn or other construction crews can build the bridges and roads, I'm just flying over them. Assuming I can actually hit orbit, I can put up satellites for The News and help spread knowledge of the world, and without that I can continue to salvage Machine Beasts and Rare Scavenge from the cities and return it to scientists who can develop new advancements from it.
 

PsihoKekec

Swashbuckling Accountant
So, the version of Stardust we have is a bit out of date. I decided to go ahead and build one and kept hunting for the 'mechs and wondering what was going on. Here's the most recent version:

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And the Imgur Link.

There's also two DLC for it, Star Romance and Star Warrior which are, respectively, about lewds (of course) and building a character who's a trooper instead of a fleet commander.

Someone decided that there needs to be an interactive version of this cyoa. It is a work in progress, you can't build a fleet yet, but only a single ship.


CYOA
 

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