X-COM: Aliens

Moderator:Lazybones

User avatar
Vanya Mia
Forum God
Posts:1040
Re: X-COM: Aliens

Post by Vanya Mia » Sat Dec 13, 2014 4:14 pm

((Server is up, should be the usual IP and password.))

User avatar
Gulfwulf
Forum God
Posts:1013

Re: X-COM: Aliens

Post by Gulfwulf » Sat Dec 13, 2014 5:38 pm

//Did VM go down or is it just me?

User avatar
Lazybones
Forum God
Posts:871

Re: X-COM: Aliens

Post by Lazybones » Sat Dec 13, 2014 5:51 pm

I'll whip up a little widget to allow reapers (and sectopods, who will probably have the same problem) squeeze through doors.

Or maybe we can just have all the other clones gather behind Strong and push. ;)

User avatar
Lazybones
Forum God
Posts:871

Re: X-COM: Aliens

Post by Lazybones » Sat Dec 13, 2014 5:52 pm

Gulfwulf wrote://Did VM go down or is it just me?
Just you, but we were nearly finished anyway. Decided not to start the next mission so that the party could regather. Remind me next time, I owe you 990xp for the mission.

User avatar
Gulfwulf
Forum God
Posts:1013

Re: X-COM: Aliens

Post by Gulfwulf » Sat Dec 13, 2014 5:55 pm

//Okay. I can't connect again for some reason - the server wasn't showing up after I got disconnected. :(

The Strong One was happy. He had advanced enough to earn a new body and he was loving it. While he could no longer use weapons, he didn't need them due to the sharpness of his new claws, claws that he put to lethal use against the humans that stood between him and his target: the human that foolishly decided to join the Masters. After he dropped off the unfortunate human, he went back to the recombination chamber to work out his new limbs without fear of hitting any of the other clones.

He met them later in the lab and said, "The lab is good. We work on human speech next. Yes?"

//Research 2.

User avatar
Lazybones
Forum God
Posts:871

Re: X-COM: Aliens

Post by Lazybones » Sat Dec 13, 2014 7:47 pm

I just tested the module and found that I could get through doors as a Reaper, although they do stick at times due to their size. Try using WASD if a mouse click doesn't work.

I did attach a widget to the reaper hide that allows an unlimited 5m teleport, which also works to get past doors.

The process was still useful, as Sectopods are way too big, so I'll give them the same widget.

As a bonus for the hassle I've given the reaper an extra power: Monstrous Charge (5 round Haste, 1/day).

User avatar
Mirgalen
Extreme Poster
Posts:444

Re: X-COM: Aliens

Post by Mirgalen » Wed Dec 17, 2014 2:36 am

"Strong, you help? Claws too big? You break lab! Beware."

Strong had been rewarded with a body upgrade. He was now a reaper, huge creature with sharp claws. The last mission was not a usual one. They went to an urban dwelling called a city to retrieve an intact human to bring back to the ship. It was difficult as all humans looked the same. Also, after exchanging fire with some humans the group got separated. At one point, Fast was outside not knowing where the others went. Luckily, the others managed to find and collect the human (undamaged). The return with the prize was uneventful.

//

Helping with translator and following project. What domain is that?

AFAIK Fast only have points in Craft Mech, anything else would be zero unless a Stat Bonus can apply.

User avatar
Lazybones
Forum God
Posts:871

Re: X-COM: Aliens

Post by Lazybones » Wed Dec 17, 2014 3:01 am

Mirgalen wrote:Helping with translator and following project. What domain is that?

AFAIK Fast only have points in Craft Mech, anything else would be zero unless a Stat Bonus can apply.
It's Clone Enhancements, the relevant skills are Craft (electronic), Knowledge (earth and life sciences).

If you can come up with a creative way to apply a different skill to help the project, you can try a reduced support check. From the Research Guide:
Other players may help the Lead Researcher. Any character that can make a DC20 skill check in the relevant skill can add +2 to the result. If they don’t have the relevant skill they can add +1 by making a DC20 skill check in any skill they can relate to the project.
If ya got nothing, then remember that the next time you level you can put a few cross-class points into Research, like Gulfwulf did; Research helps with all domains.

User avatar
Gulfwulf
Forum God
Posts:1013

Re: X-COM: Aliens

Post by Gulfwulf » Wed Dec 17, 2014 7:23 am

"I not break lab! I help move big things around! But you right, I not know much about human language, so I just watch and make sure you don't break new lab."

//I was wrong about my research I think - it might have been my aborted re-roll that had it and not my current version. VM, can you check on that? I'll be adding in points into either that or craft mechanical next level anyway.

User avatar
Lazybones
Forum God
Posts:871

Re: X-COM: Aliens

Post by Lazybones » Wed Dec 17, 2014 3:53 pm

Gulfwulf wrote:VM, can you check on that?
Vanya Mia is doing us all a favor by hosting the server vault, she shouldn't have to go into LETO to check player character skills.

If you want to do a best guess on your character's skills that's fine, just note them down when we play next so you can remember them for next time.

Post Reply