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<img src="https://www.dropbox.com/s/pryfubudns5r3i7/background.jpg?dl=1" width="50%" height="50%" alt="background">
Welcome to Stellos, a story set in the same universe as the previous two sci-fi stories(Revalon and Revalon- First Steps). This story takes place in between those two stories, and is before your character becomes a Captain.
<<cacheaudio "background" "https://www.dropbox.com/s/a78bpdh13knkchc/scifi.mp3?dl=1">>
<<cacheaudio "bar" "https://www.dropbox.com/s/h2rw2dgj0tqxfyl/bar.mp3?dl=1">>
[[Assign Stats]]
<img src="https://www.dropbox.com/s/pryfubudns5r3i7/background.jpg?dl=1" width="50%" height="50%" alt="background">
You are a Resolver, one of the members of the Commonwealth Star Force. Resolvers are responsible for "maintaining the peace, resolving conflicts, and upholding the security of the Commonwealth of Revalon".
You have been sent a mission via holo-dossier.
<<set $passage to either("Retrieve an item", "Rescue a Person")>>
<<display $passage>>Stellos is a planet that has fallen into hard times in recent years, due to the ongoing conflict between the Commonwealth and the Shartenorian League in its Solar System.
You are informed of the capture of Group Captain James Shropsmith, by Shartenorian thieves, whilst he was supervising the transport of the Star of Tehlos.
Rukos was a pirate and a mercenary from the 25th Century, wanted by the Commonwealth for many infamous transgressions. Although she was caught, the Outpost still remains, the Commonwealth currently not in a position to take it down. Stellos is contested territory.
The Outpost, currently a hub for pirates, mercenaries, and the like, is located within Shartenorian Territory. Most of its patrons are either directly or indirectly working with the League.
[[The Challenge]] You are informed of the loss of the Star of Tehlos, an artifact that was considered a symbol of Humanity's ascension to space exploration. Your goal is to retrieve the artifact.
You are informed that the artifact was captured by a guild of Shartenorian thieves, on its way to Stellos City. Stellos is a planet that has fallen into hard times in recent years, due to the ongoing conflict between the Commonwealth and the Shartenorian League in its Solar System. Stellos is contested territory.
There is one location where they must have taken the artifact- the Outpost of Rukos.
Rukos was a pirate and a mercenary from the 25th Century, wanted by the Commonwealth for many infamous transgressions. She and her crew of pirates were most infamous for the first theft of the same artifact that has been stolen now- the Star of Tehlos. Although she was caught, the Outpost still remains, the Commonwealth currently not in a position to take it down.
The Outpost, currently a hub for pirates, mercenaries, and the like, is located within Shartenorian Territory. Most of its patrons are either directly or indirectly working with the League. There is the possibility that the artifact has already been transported off-planet, because the Commonwealth is closely monitoring the atmosphere. Stellos may be contested territory, but the surveillance systems placed by the Commonwealth are still intact, and unless the planet is lost, are likely to remain so.
[[The Challenge]]<img src="https://www.dropbox.com/s/holbrqnidvqpuli/City-1.jpg?dl=1" width="50%" height="50%" alt="background">
You arrive near the Outpost. You note that for a outpost, it is quite vast, almost like a city in itself.
<<if $passage is "Retrieve an item">>\ It is packed with locals. There is no need to blend in with them, for that would put you at risk of blowing your cover. You know that the artifact is near the Vault at the back.
You see a door on the backside. You decide to walk up to it.
[[The Test-1]]
<<else>>\ You see that the Outpost is jam-packed with locals, most of whom are probably mercenaries or thieves. You know that their loyalty lies with the League. But you also know that their foremost loyalty will be to themselves. And what better incentive to bypass any loyalties they may have with their employers than money?
[[The Test-2]]
<<endif>>\You see that the backdoor is automatic, and must have a password. But when you approach it, an automatic voice asks you a riddle.
"The more you take, the more you leave behind. What am I?"
<span id="output">
<<click "Try to hack into the system">>\
<<if $player.in gt 2>>\
<<replace "#output">>You succeed in hacking the door. The door opens.
[[The Rescue-1]]<</replace>>\
<<else>>\
<<replace "#output">>The alarm blares.
[[Ending #1]]<</replace>>\
<<endif>>\
<</click>>
<<click "Footsteps">>\
<<replace "#output">>You have chosen the correct answer. The voice asks you another riddle.
[[Riddle]]<</replace>>\
<</click>>
<<click "Life">>\
<<replace "#output">>You have chosen the wrong answer. The alarm starts blaring, and you realize you need to escape. [[Ending #1]]<</replace>>\
<</click>>
<<click "Death">>\
<<replace "#output">>You have chosen the wrong answer. The alarm starts blaring, and you decide to evacuate the premises. [[Ending #1]]<</replace>>\
<</click>>
</span>Once at the Outpost, you consider two options- one, go to the Bar and try to blend in with the locals, possibly getting valuable information from them, and the other- going directly to the brig.
<<set $passage to either("The Test-2a", "The Test-2b")>>
<<display $passage>>
You have failed the mission. It appears that the artifact will remain in Shartenorian hands for now.As you enter the Outpost, you note the presence of guards. However, you know that you should be able to sneak past them. You note a platform, from where you should be able to get a bird's eye view.
You jump onto that platform, and see the Vault, and the Artifact inside. You sneak past the guards.
You grab hold of the Artifact, and trace your path backwards in order to escape.
[[The Return- Ending#2]]"What belongs to you, but other people use it more than you?"
<<click "Your name">>\
<<replace "#output">>You have chosen the correct answer. The voice asks you another riddle.
[[The Rescue-1]]
<</replace>>\
<</click>>
<<click "Your time">>\
<<replace "#output">>You have chosen the wrong answer. The alarm starts blaring, and you realize you need to escape.
[[Ending #1]]
<</replace>>\
<</click>>
<span id="output"></span><<audio "background" stop>>
<<audio "bar" loop volume 0.5 play>>
<img src="https://www.dropbox.com/s/ywwiyeusz4wlkl5/bar.jpg?dl=1" width="75%" height="60%" alt="background">
You decide to blend in with the locals, and proceed to the Outpost's Bar.
Inside, chaos reigns. A noisy atmosphere greets you. You can barely make out anything that anyone is talking about.
You notice a group of Shartenorians surrounding a Stellosius. From their body language, you can tell that their intentions are hostile. They start to push and shove him about.
You decide to help the Stellosius.
You walk to the group. As soon as you do so, sensing your intentions, the ringleader turns to you and punches you in the face. You have two choices- you can try to deescalate the situation, or you can respond physically.
<<choice [[Deescalate the situation]]>>
<<choice [[Confront the ringleader]]>>You decide to visit the brig. You decide to crawl through the vents
Guards patrol throughout the premises; however, you are a Resolver. A Resolver of the CSF. There are few that can compare with you. You are lithe as a cat, graceful as a swan and quiet as a mouse.
From the vents, you get a nice overview of the area. You are able to locate Shropsmith, and which route you can take to get to him.
However, you soon realize that there is a Shartenorian Resolver in the area below the path. There is no mistaking that extravagant coat of arms.
You gather that they are present in the Outpost for some event, because you recognise that this is their ceremonial armor, and not what they wear on duty. This means that they are not on patrol here; One of the few positives you can draw from your surroundings.
And unfortunately, there is but a narrow route ahead, and it would involve passing them overhead.
You are now in a dilemma. This is someone who has the potential to detect you if you make
On one hand, you can be even more cautious and try to sneak by undetected, but there is the possibility that the Resolver would hear you, unlike the mercenaries and thugs that form the guard.
On the other, you can choose to rush through the vents, alerting the guards but if you are fast enough, you may be able to traverse through the vents without being shot.
Your last option would be to wait in the vents, until (hopefully) the Resolver moves away. After all, they are not on patrol.
[[Try to sneak in slowly]]
[[Rush through]]
[[Wait]]<<audio "background" loop volume 0.5 play>>
<<nobr>>
<<set $player = {
"st" : 1,
"ag" : 1,
"in" : 1,
"ch" : 1,
}>>
<<set $points = 10>>
<<set $pointsmax = 6>>
<</nobr>>
Points to Distribute: <span id="points">$points</span>
<<numberpool "$points">>
|''Strength:''|<<numberbox "$player.st" $player.st 1 5>>|
|''Agility:''|<<numberbox "$player.ag" $player.ag 1 5>>|
|''Intelligence:''|<<numberbox "$player.in" $player.in 1 5>>|
|''Charisma:''|<<numberbox "$player.ch" $player.ch 1 5>>|
<<onchange>>
<<replace "#points">>$points<</replace>>
<</numberpool>>
[[Continue]] <<if $player.ag gt 2>>\You are able to rush through the vents, and reach above Shropsmith's cell.
There is a vent hatch there, but it can only be opened from your side. You inform him that you are here to rescue him, and wait for the patrol to pass.
[[The Rescue-2]]
<<else>>\The Resolver hears you, and alerts the guards to your presence.
[[Ending #3]]
<<endif>>\<<if $player.ag gt 3>>\You are able to rush through the vents, and reach above Shropsmith's cell.
There is a vent hatch there, but it can only be opened from your side. You inform him that you are here to rescue him, and wait for the patrol to pass.
[[The Rescue-2]]
<<else>>\The Resolver hears you, and alerts the guards to your presence.
[[Ending #3]]
<<endif>>\The Shartenorian Resolver walks to the door, and proceeds to exit the premises.
You are able to relax, and breathe a sigh of relief.
You proceed towards Shropsmith's cell. There is a vent hatch there, but it can only be opened from your side. You inform him that you are here to rescue him, and wait for the patrol to pass.
[[The Rescue-2]]You make your way towards your trusty land-speeder and with your objective successful. You use the land-speeder to return to your base.
You help Shropsmith to climb up, and proceed to exit the premises, as quickly and quietly as possible.
[[The Return- Ending#2]] Your vent is peppered with the blast of energy weapons. Some of the shots hit you, and you fall through the gap in the vents, injured and unable to move. Your cover is blown, and you are forced to surrender.<<if $player.ch gt 2>>\ You are able to persuade the group to leave the Stellosius alone.
The Stellosius thanks you, and pulls you to one side. He tells you that he knows why you are here, and informs you of a shortcut to the prison cell vents, by which you can bypass the guards, and arrive at Shropsmith's cell.
<<audio "bar" stop>>
<<audio "background" loop volume 0.5 play>>
You take the shortcut.
You proceed towards Shropsmith's cell. There is a vent hatch there, but it can only be opened from your side. You inform him that you are here to rescue him.
[[The Rescue-2]]
<<else>>\ The ringleader is having none of your talk. You notice the energy batons possessed by the group, and while you are able to hold your own, the batons prove to be more than a match. You attempt to take your weapon out but a baton catches your arm and you drop it. You are knocked out.
[[Ending #4]]
<<endif>>\You punch the ringleader in the face.
<<if $player.st gt 3>>\ The ringleader is knocked out. The group looks at your warily, and backs away.
The Stellosius thanks you, and pulls you to one side. He tells you that he knows why you are here, and informs you of a shortcut to the prison cell vents, by which you can bypass the guards, and arrive at Shropsmith's cell.
You take the shortcut.
<<audio "bar" stop>>
<<audio "background" loop volume 0.5 play>>
You proceed towards Shropsmith's cell. There is a vent hatch there, but it can only be opened from your side. You inform him that you are here to rescue him.
[[The Rescue-2]]
<<else>>\ Although you do punch the ringleader, you did not notice the energy batons that their compatriots have. The ringleader is enraged. The group surrounds you and whilst you are able to hold your own, the batons inflict heavy damage on your armor. You attempt to take your weapon out but a baton catches your arm and you drop it. You are knocked out.
[[Ending #4]]
<<endif>>\
<<audio "bar" stop>>
<<audio "background" loop volume 0.5 play>>
When you come to, you see that you have been tossed out of the Bar. There are also some pending notifications in your neural interface.
When you look at them, you see that the CSF has discovered that Shropsmith has been transferred off-planet. You have failed your mission.