As if we would go anywhere without our loyal android. Alistair is coming, and... I think he's probably happy about it in his own way. Perhaps seeing the majesty of the first Archonexus structure will be the catalyst for his awakening? Who knows?
That does leave us with one last choice to make. I think this one is the one I'm most unsure about the result of. I had a pretty good idea where the other three were going, but this one could be the wild card. Let's find out!
For the very last time, here are our options...
Why should we bring Tokori?
- He has an expertise in first aid, which will likely be an essential skill in setting up a new colony
- If his medical skill doesn't work, he can also raise the dead (nine more times, at least. Then he's out of fingers to sacrifice.)
- He's got a detoxifier lung and a detoxifier kidney, which could both be useful for dealing with pollution in our new colony
- We only just met him, so it will be a good opportunity to get to know him more
- He's a delight to draw and still has both his natural eyes so I can have fun drawing them
Why should we leave Tokori behind?
- We only just met him, so we wouldn't miss him as much as some of the others
- Mechi and Kwahu are both accomplished doctors, so we don't really need a third one
- It would feel really bad to leave Lansa all on his own at Sparks
- He would be sad if we didn't get plumbing and a bathtub set up ASAP
- Addiction to coffee in more than one person may be difficult to keep in check while we set up a new colony
- Seeing the same face drawn over and over again will surely become tedious eventually, right?
Why should we bring Lansa?
- He's still getting used to being alive and needs someone responsible to keep an eye on him
- He's got untapped psycaster potential that we still need to explore
- He is the only Jones boy NOT addicted to coffee so we don't have to facilitate that in a new colony
Why should we leave Lansa behind?
- He's grumpy and rude and dislikes most of the other colonists already
- He hasn't been alive in this colony for very long so we won't miss him as much as some of the others
- It would feel really bad to leave Tokori all on his own at Sparks
- His bionic eyes are less fun to draw than they could be
- Seeing the same face drawn over and over again will surely become tedious eventually, right?
Why should we bring Melissa?
- Having a colonist with unnatural healing abilities akin to reusable healer mech serums is op as hell and also very cool
- Even if she didn’t have creepjoiner healing powers, she has fun cancer powers
- Every new colony benefits from a creepy blind grandma
- Mechi and Kwahu owe her for saving them from duplication sickness
- She’s a delight to draw
Why should we leave Melissa behind?
- Everyone hates her more than usual because she’s super ugly
- Apparently the creepjoiner unnatural healing has the potential for nasty side effects
- We haven’t had any creepjoiner negative side effects from her yet, but she’s been at an outpost which might have paused the countdown for it to show up
- She’s polyamorous, which means she’ll constantly be sad that she’s not in a relationship
Why should we bring XiaoLiang?
- He’s always been there for Mechi and co., it seems appropriate for him to follow them and continue to help out
- He’s got an expertise in sharpshooting which is bound to be useful
- We might run into his grandpa Paul again and it’d be nice if they met
- He's 100% got a crush on the Jones boys and that'd be funny to watch
Why should we leave XiaoLiang behind?
- Perhaps it’s time for XiaoLiang to go back to being a wandering Man in Black
- He’s an undergrounder, which means he’ll get upset if we make him go out to hunt or otherwise put his shooting expertise to good use
- He’s polyamorous, which means he’ll constantly be sad that he’s not in a relationship
- He's 100% got a crush on the Jones boys and they would be extremely annoyed having to deal with it
- His grandpa Paul might show up to Sparks again, and it’d be nice if they met
Why should we bring Flapjack?
- He’s a little bit good at every skill which is very useful for starting a new colony
- He is kind, which means he’ll get along with everyone no matter how disfigured they are by flesh whips or cut-out eyes
- My brother says he has a "cool beard" and you "can't beat that"
Why should we leave Flapjack behind?
- Not a particularly interesting colonist so far
- He’s just sort of got NPC energy
- Good at lots of skills but not great at any
- He’s a good boy and I love him
- Incredible melee ability which is useful for defending a new colony
- Can explode people with his mind
- We already know his creepjoiner downside (it's the "disturbing" trait) so we don't need to worry about anything more serious popping up in the future
- Sanguophage powers might be useful
Why should we leave Jut behind?
- He’d need to steal other people's hemogen from time to time
- He’s "disturbing" and makes the others uncomfortable sometimes
Who will be the FINAL member of our Mechanitor's Message Archonexus Away Team?
Tokori Jones
Lansa Jones
Melissa Romanov
Kouichi "XiaoLiang" Rox
Mitja "Flapjack" Furlong
Marc-Daniel "Jut" Crowley
Voting ended onMar 27, 2025
Godspeed everyone. Put your best vote forward.