X-COM: Aliens

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Mirgalen
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Re: X-COM: Aliens

Post by Mirgalen » Fri Nov 21, 2014 6:46 am

OOC

See there is a catch with the free feat via profession pick. Noted. Thanks.

Fast is to help/support the lab improvement project obviously.

smartalec
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Re: X-COM: Aliens

Post by smartalec » Fri Nov 21, 2014 12:54 pm

As soon as the information is available, it's clear what the Scowling One wants: weapons. It wants better weapons, it wants to make things explode, it wants to punish all in their path. It cajoles, it insists, it threatens, it mimes shooting things, it even tries stealing tools and working on its own. But at the last, frustrated at the others - or perhaps at its own lack of understanding of weapons - it grudgingly helps the ongoing work on the lab, thinking resentful thoughts.

It wants weapons, and it'll get them some day. Oh yes, it'll get them...

***

((The Scowling One just has INT 10, K: Physical Sciences 3, to help with the lab!))

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Fri Nov 21, 2014 4:32 pm

X-COM: Aliens
Research Results


Week 3 (start of the research program)

I used the Wizards of the Coast Dice Roller (https://www.wizards.com/dnd/dice/dice.htm) but I think I might switch to one of my physical dice for next week, they might have some residual luck left in them from my tabletop gaming days.

Project: Advanced Support 1: Improved Laboratory

Research Points (RP) Needed: 20

Project Leader: The Pale One: Knowledge Physical 8, ROLL 3, Result 11 RP
Project Support (all roll vs. DC20 to assist leader):
The Strong One: Craft Structural 6, ROLL 2, Result 8
The Wild One: Craft Mechanical 4, ROLL 2, Result 6
The Nimble One: Craft Mechanical 8, ROLL 17, Result 25 (+2 to RP)
The Fast One: Craft Mechanical 5, ROLL 12, Result 17
The Quiet One: Craft Mechanical 6, ROLL 10, Result 16
The Scowling One: Knowledge Physical 3, ROLL 13, Result 16


Research Earned: 5 (base) + 11 (project leader) + 2 (support) = 18 points

Remember that the points do carry forward to next week, as long as you stay in the same research domain.

* * *

Chaos.

The lab roils with it, and perhaps the wisdom of the Masters' decision isn't evident at first as the sectoids rush about, earnest but not quite yet competent at the various tasks. The Nimble One does its best, rushing about picking up things that the others knock over, doing its best to fix components broken by its companions in their haste.

There is progress, and through it all the Pale One remains calm, the vision of the completed lab fixed its mind.

But when the mental chime comes, calling you back to the Imaging Sphere for your next mission, the work remains unfinished.

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Nov 22, 2014 6:17 am

+200xp for Pale, Strong, Wild, Nimble, Fast, Quiet, and Scowling for IC posts this week. Great posts all around!

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Vanya Mia
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Re: X-COM: Aliens

Post by Vanya Mia » Sat Nov 22, 2014 4:10 pm

((Server is up, same details as usual.))


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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Nov 22, 2014 6:40 pm

LOL, that last one is hilarious.

You've probably noticed that my strip scripts work imperfectly, probably due to the number of scripts firing simultaneously in a full game (they work perfectly when I test them alone in the DM Client). Also for some reason today I couldn't remove items from player character inventories. So if you find yourself with an extra gun after a mission, just toss it into the nearest Storage Unit.

Now, if you later decide you want to circumvent the Masters' control protocols, that's something different entirely. :)

Also, in the heat of events its easy to miss things when the party is split up and doing multiple things, even with more than one DM. It's fine to multitask, just be aware that you might need to send me a Tell if I don't respond immediately to an emote or character chat.

I will rework the dying system so that I can more quickly respond to character deaths instead of just waiting for the bleeding system to work itself out. Maybe I'll put together a widget for next time.

Finally: for your research this week, the focus will probably be on completing the lab. You may also be able to either complete or gain good progress on the second tier of the Advanced Support Domain: Improved Manufacturing 1. Once researched it adds +2 to your weekly ration of consumables (grenades, ammo, medical supplies [when you get them]). You need 30 RP to hit this milestone (so 32 altogether).

Topato
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Re: X-COM: Aliens

Post by Topato » Mon Nov 24, 2014 2:19 pm

The wild one felt dejected. He couldn't understand why things had gone so wrong, everything had been going so well until those humans showed up at the end. There were too many of them, and they just didn't have enough left to fight them with.

They would have to work harder, improve themselves more quickly if they were going to match the threat of these humans. He grabbed up a tool and set to work on the lab again.

// same as before, craft mech 4

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Gulfwulf
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Re: X-COM: Aliens

Post by Gulfwulf » Tue Nov 25, 2014 4:56 pm

The Strong One looked around the lab and started cleaning up, muttering about being shot trying to save the others. "Nimble go boom again, rest go bust." He turned around and saw The Wild One pick up a tool. "Good idea," he said to himself and also grabbed a tool to start working on the lab.

//Craft Structural 6

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Vanya Mia
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Re: X-COM: Aliens

Post by Vanya Mia » Wed Nov 26, 2014 2:48 pm

"I not go boom for nothing," Nimble insisted, in a near petulant tone. "Go boom so ship gone and Elder pleased," it insisted, "Because can't fix things so they go boom without us. Need tools to do."

The little sectoid gestured the cutting tool it was working with, jumping up and down and looking around. It spotted an old rucksack on the floor and grabbed it, waving it too. Pushing the tool into the bag in a dramatic gesture, it then pulled it on as if to emphasize the point.

The was strung across Nimble's front not back, with the sectoid not realising the mistake. The too large arm loops causing the bag to hang near to the floor, and drag against its legs awkwardly as the little creature turned - almost tripping it up. This did not, however, quell its enthusiasm.

"Make more tools and take! So can fix and cut and pull things all the time!"


((Craft Mech still 8, and at the DM's discretion - and assuming we manage the rolls - can we have items to help with the skill rolls? Ideally at least the Disable Device, as it will be a cross class skill for all of us at the moment, and that -4 is (literally) a killer. It needs to be the original items from the toolset, because the template and tag values are used in scripts, but they are local templates so you can change the icon to something more alienesque if you want! :D ))

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