X-COM: Aliens
Moderator:Lazybones
"Enough!" Scowling's voice cut through the chatter as it seized leadership with both paws. "No more speculation. We have our answer for the crystal. Speculation is time wasted! Nimble, bring the magnegenetilyser to bear on these new samples. Strong! Ready yourself for biorecombinesis. Quiet! Fast! Begin shaping fresh corumite samples in preparation for lacing into the voraxium weave. We have fallen behind, but now we will make up for lost time! Tough... ready the plasma lathe."
"Now, we are truly on a war footing," it adds, enigmatically.
***
((Earth and Life Sciences 11 for Clone Enhancements.))
"Now, we are truly on a war footing," it adds, enigmatically.
***
((Earth and Life Sciences 11 for Clone Enhancements.))
Re: X-COM: Aliens
"War would be preferable, I think," Pale said, thoughtfully. It had kept itself apart from the discussion, instead focusing its attention on the crystal. There was much to learn from it, still. "We know war. We were bred for war. This is something different. Past here lies only knowledge we were never meant to conceive of."
Its eyes glinted strangely in the dim light reflected from the crystal.
"Success will demand adaption," it said. "We must learn to rewrite ourselves."
((Physical Sciences: 14 for the other Crystal research path)
Its eyes glinted strangely in the dim light reflected from the crystal.
"Success will demand adaption," it said. "We must learn to rewrite ourselves."
((Physical Sciences: 14 for the other Crystal research path)
Re: X-COM: Aliens
Week 16
Project: Intensity Serum (40RP)
Research Points (RP) Needed: 3
Project Leader: The Scowling One, Knowledge Earth and Life Sciences 11, ROLL 5, Result 16
Project Support (all roll vs. DC20 to add +2, DC25 to add +3, DC30 to add +4, non-core skills subtract 1 from the bonus):
The Quiet One: Craft Mechanical 12, ROLL 15, Result 27 (+3 RP)
The Strong One: Research 5, ROLL 2, Result 7
The Fast One: Craft Mechanical 11, ROLL 13, Result 24 (+2 RP)
The Nimble One: Craft Mechanical 13, ROLL 20, Result 33 (+4 RP, and see below)
Side Project: Crystal Dampening Field: The Pale One Knowledge Physical Sciences 14, ROLL 15, Result 29 (see below)
Research Earned: 10 (base) + 16 (project leader) + 9 (support) = 35 points
Intensity Serum achieved! Blood Frenzy spell effect (+2 to STR and CON stats, and +1 to will saves, at a cost of -1 AC. Lasts 7 rounds). +300xp for completing a Tier 3 project.
32RP applied to Improved Armor 2 (50RP). +2 Natural Armor for all clones. Replaces Improved Armor 1.
* * *
The Intensity Serum is so close to completion that it only takes a few days to finish. Good progress is made on the next step of improved armor.
Nimble's work is especially efficient. The clone realizes that it and its peers are less effective in Clone Enhancements due to their specialization in mechanical work. So it spends its time developing new tools that allow their talents to be utilized more fully in this work.
SPECIAL: Craft Mechanical added as a Core Skill for Clone Enhancements. Higher DC30 project support tier added! Future Clone Enhancement projects revealed!
Meanwhile, Pale continues its work on the crystal. Progress is slow and frustrating at times, but the clone is used to this and it perseveres. Finally it has something to report: it has adapted the machine used to send communications through the crystal to be able to send a directed pulse. This pulse will permanently disable your Molecular Control Implants, ending the Masters' ability to punish or track you using them. However, Pale reminds you that this action, once taken, cannot be undone; the Masters will know at once that their favorite project has turned against them.
The mission chime sounds before you can fully discuss the implications of this discovery. But one way or another, you suspect that matters are drawing to a head.
Project: Intensity Serum (40RP)
Research Points (RP) Needed: 3
Project Leader: The Scowling One, Knowledge Earth and Life Sciences 11, ROLL 5, Result 16
Project Support (all roll vs. DC20 to add +2, DC25 to add +3, DC30 to add +4, non-core skills subtract 1 from the bonus):
The Quiet One: Craft Mechanical 12, ROLL 15, Result 27 (+3 RP)
The Strong One: Research 5, ROLL 2, Result 7
The Fast One: Craft Mechanical 11, ROLL 13, Result 24 (+2 RP)
The Nimble One: Craft Mechanical 13, ROLL 20, Result 33 (+4 RP, and see below)
Side Project: Crystal Dampening Field: The Pale One Knowledge Physical Sciences 14, ROLL 15, Result 29 (see below)
Research Earned: 10 (base) + 16 (project leader) + 9 (support) = 35 points
Intensity Serum achieved! Blood Frenzy spell effect (+2 to STR and CON stats, and +1 to will saves, at a cost of -1 AC. Lasts 7 rounds). +300xp for completing a Tier 3 project.
32RP applied to Improved Armor 2 (50RP). +2 Natural Armor for all clones. Replaces Improved Armor 1.
* * *
The Intensity Serum is so close to completion that it only takes a few days to finish. Good progress is made on the next step of improved armor.
Nimble's work is especially efficient. The clone realizes that it and its peers are less effective in Clone Enhancements due to their specialization in mechanical work. So it spends its time developing new tools that allow their talents to be utilized more fully in this work.
SPECIAL: Craft Mechanical added as a Core Skill for Clone Enhancements. Higher DC30 project support tier added! Future Clone Enhancement projects revealed!
Meanwhile, Pale continues its work on the crystal. Progress is slow and frustrating at times, but the clone is used to this and it perseveres. Finally it has something to report: it has adapted the machine used to send communications through the crystal to be able to send a directed pulse. This pulse will permanently disable your Molecular Control Implants, ending the Masters' ability to punish or track you using them. However, Pale reminds you that this action, once taken, cannot be undone; the Masters will know at once that their favorite project has turned against them.
The mission chime sounds before you can fully discuss the implications of this discovery. But one way or another, you suspect that matters are drawing to a head.
Re: X-COM: Aliens
Here is the rest of the Clone Enhancements research tree:
- Tier 5: Combat Pheremones (60RP): Aura of Vitality spell effect (all allies within 10m gain +4 STR, CON, and DEX. Lasts 13 rounds. One pheromone is given to each character with Tough or Strong levels each week.
- Tier 6: Shield Generator (70RP): +3 Natural Armor, and can project an energy shield (as the Shield spell) 3x/day. Replaces Improved Armor 2.
- Tier 7: Durability Injections (80RP): An advanced serum that greatly enhances a clone’s durability. Effects are as the Greater Endurance spell (adds 2d4+1 CON, lasts for 13 hours).
Re: X-COM: Aliens
((So I don't forget later, there's a new IP 80.4.11.238:5121. Password remains the same.))
Re: X-COM: Aliens
+300xp for everyone for research progress.
+500 to everyone who posted IC this week.
+500 to everyone who posted IC this week.
Re: X-COM: Aliens
Strong hovered over his work station, intent on working on the improved armor. If the Masters decided to implement Protocol 66, Strong knew he and the others would need all of the advantages they could get.
//Research: 5
//Research: 5
Re: X-COM: Aliens
"What we do now?" Nimble looks from clone to clone, not quite able to believe it. "We not able turn off implants. Not able try free ship. What we do?" The floater looked at what Strong was doing and joined in, busying itself as if trying to hide the horror and anxiety behind a facade of continuing as normal.
"We need find crystal thing, or all lost. We get protocoled if we not got weapons." The mental tone was verging on panic, and the clone's movements agitated as it worked. "Only thing we got is what in shuttle place. I not sure we can get in and try to get things but can try? Try get weapons and things too?" It paused. "Try look for crystal thing?"
((Craft Mech is 12! Not sure if we're going to get the project, but I'm not sure what to switch to so kept going with GW's suggestion and sticking with the same tree. I think it's the armouring though? The combat pheromones may be the next thing along.))
"We need find crystal thing, or all lost. We get protocoled if we not got weapons." The mental tone was verging on panic, and the clone's movements agitated as it worked. "Only thing we got is what in shuttle place. I not sure we can get in and try to get things but can try? Try get weapons and things too?" It paused. "Try look for crystal thing?"
((Craft Mech is 12! Not sure if we're going to get the project, but I'm not sure what to switch to so kept going with GW's suggestion and sticking with the same tree. I think it's the armouring though? The combat pheromones may be the next thing along.))
Re: X-COM: Aliens
May be it was all just another test. What if the crystal was made by the Masters? What if protocol 66 was a test too. Something put in place to see if the clones would put self preservation before absolute obedience. If that was the case, the Masters would have another way, just like with the crystal to measure how resourceful and how far the "rebel clones" were willing to go.
Fast felt relieved. There was apparently no mutiny planned at least not for the near future. In any case improving clone body armour was a reliable thing to do.
"If we cannot dodge bullets better find a way to reduce their impact. Shall we?"
//
improved armour 2
Craft Mech 12
Fast felt relieved. There was apparently no mutiny planned at least not for the near future. In any case improving clone body armour was a reliable thing to do.
"If we cannot dodge bullets better find a way to reduce their impact. Shall we?"
//
improved armour 2
Craft Mech 12