There are two ways I can fix this; a) go into the system scripts and comment out the penalties, and b) hand out the required kits to those who will use the skill. B is definitely easier, just let me know which items match for which skills (there's a LOT of stuff in the d20M items palette).Vanya Mia wrote:((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!))
X-COM: Aliens
Moderator:Lazybones
Re: X-COM: Aliens
((Will look them up! And trust me, it's infinitely easier. I know, as I had to find the place in the scripts to put the buggers in.))
Re: X-COM: Aliens
The Pale One worked in silence.
It was not yet accustomed to failure, and even less to the punishment that accompanied it. It did not understand. It had performed its duties to the best of its abilities, yet still failed. It had still been punished. The pain of it was still fresh in its mind.
It considered these things as it labored. It wondered how things might be different, next time.
((Physical Sciences +8))
It was not yet accustomed to failure, and even less to the punishment that accompanied it. It did not understand. It had performed its duties to the best of its abilities, yet still failed. It had still been punished. The pain of it was still fresh in its mind.
It considered these things as it labored. It wondered how things might be different, next time.
((Physical Sciences +8))
Re: X-COM: Aliens
The Quiet One nodded in agreement when the others discussed tools, and tried to help adjust Nimble's rucksack so that it would not be quite such a tripping hazard. Some tasks required tools, and improving their tools was still their top priority.
It watched the others as they chose tasks around the lab. It tried to help each task, looking for where it could be helpful to the others rather than going back to trying to fit the 3.5" floppy into the mostly dismantled toaster. They seemed to work better together than before, as if their collective rebirth had further tuned them to each other. Some needs were communicated as concepts rather than forced telepathic words.
As it worked it thought about how they could better work together. Working together was clearly more effective than working separately. The new humans worked together, and it was when the clones were separated that the humans were able to overpower them. One by one.
"We work well... together..." the Quiet One interjected softly after a long lull in conversation, when the others were working quietly on their various tasks. Satisfied with its effort at communication, it silently went back to work.
((Craft Mechanical +6, helping with the lab to completion and then supporting Scowling's efforts on weapons unless there is a majority of others working on something else.))
((Also a reminder that I will not be online this week due to lots of family in town. The Quiet One will contentedly continue working on the lab, unless LB has a better idea.))
It watched the others as they chose tasks around the lab. It tried to help each task, looking for where it could be helpful to the others rather than going back to trying to fit the 3.5" floppy into the mostly dismantled toaster. They seemed to work better together than before, as if their collective rebirth had further tuned them to each other. Some needs were communicated as concepts rather than forced telepathic words.
As it worked it thought about how they could better work together. Working together was clearly more effective than working separately. The new humans worked together, and it was when the clones were separated that the humans were able to overpower them. One by one.
"We work well... together..." the Quiet One interjected softly after a long lull in conversation, when the others were working quietly on their various tasks. Satisfied with its effort at communication, it silently went back to work.
((Craft Mechanical +6, helping with the lab to completion and then supporting Scowling's efforts on weapons unless there is a majority of others working on something else.))
((Also a reminder that I will not be online this week due to lots of family in town. The Quiet One will contentedly continue working on the lab, unless LB has a better idea.))
Re: X-COM: Aliens
The clones were sent to the surface again to seek and retrieve or destroy things. On the way back humans showed up. Some may be soldiers too. There was an exchange of fire. Fast was at the back busy destroying something that could neither be taken back nor left behind. He then made a manoeuvre to the left and ended up close the the hatch using the shuttle as cover...
OOC
This does not work in game
Both sides were shooting, casualties were heavy. Did a clone managed to get into the shuttle? Or Where they all pinned down due to heavy fire? That remained unclear. Fast could see two humans still standing. He could either try to run back and flank them or run to the hatch and get in the shuttle. Before he could decide the shuttle exploded.
Some time later new clones emerged and after learning new things they all went back to the lab to make things. Fast was eager to help with the current project(s).
OOC
Not too la the for posting I hope.
The Fast One: Craft Mechanical 7 (not 5 btw)
Question: If we watch and learn humans stuff (download) do we assume that our elders are feeding us with translated versions or that we all (not only the clones) do not have that technology yet and therefore we are told the general concepts and only know the sounds of the words instead of the meaning. So if one of us say "Hands Up!" it would be only repeating a human speech not knowing the exact meaning?
OOC
This does not work in game
Both sides were shooting, casualties were heavy. Did a clone managed to get into the shuttle? Or Where they all pinned down due to heavy fire? That remained unclear. Fast could see two humans still standing. He could either try to run back and flank them or run to the hatch and get in the shuttle. Before he could decide the shuttle exploded.
Some time later new clones emerged and after learning new things they all went back to the lab to make things. Fast was eager to help with the current project(s).
OOC
Not too la the for posting I hope.
The Fast One: Craft Mechanical 7 (not 5 btw)
Question: If we watch and learn humans stuff (download) do we assume that our elders are feeding us with translated versions or that we all (not only the clones) do not have that technology yet and therefore we are told the general concepts and only know the sounds of the words instead of the meaning. So if one of us say "Hands Up!" it would be only repeating a human speech not knowing the exact meaning?
Re: X-COM: Aliens
Remember that sectoids can't speak; they can make sounds but can't replicate human language. Thus far you have no evidence that humans are capable of the telepathic communication that you use.Mirgalen wrote:Question: If we watch and learn humans stuff (download) do we assume that our elders are feeding us with translated versions or that we all (not only the clones) do not have that technology yet and therefore we are told the general concepts and only know the sounds of the words instead of the meaning. So if one of us say "Hands Up!" it would be only repeating a human speech not knowing the exact meaning?
Until you research the translator, human speech and written text are all meaningless to you. You can figure things out through context, but you can't read an instruction manual, for example, or a highway sign. The Masters might understand more, in fact they almost certainly do, but they aren't generally sharing that intelligence with you. At some point you will be sent on missions where you will need to interact with humans, so best to put it early on the list for research.
Re: X-COM: Aliens
Looking at the others balefully, it's clear who the Scowling One blames for the failure in the swamps: everyone else. It had not been present, it expresses, for the debacle that led the group of confused Sectoids to be cut to pieces by human warriors. It had been busy securing the snakeman shuttle, it insists. It had been rendered unalive in the cause of this duty. Why the others had not been able to fend off measly human soldiers, it did not know.
It has special contempt for the Quiet one's comment of 'working well'. Still, it pitched into the labwork, grumbling all the while...
***
((physical sciences 3, as before!))
It has special contempt for the Quiet one's comment of 'working well'. Still, it pitched into the labwork, grumbling all the while...
***
((physical sciences 3, as before!))
Re: X-COM: Aliens
Week 4
This time I used a physical d20 that dates back to my college gaming days (25 years ago!).
Project: Advanced Support 1: Improved Laboratory
(contingency project: Improved Manufacturing 1, RP30)
Research Points (RP) Needed: 2
Project Leader: The Nimble One: Craft Mechanical 8, ROLL 14, Result 22 RP
Project Support (all roll vs. DC20 to assist leader):
The Wild One: Craft Mechanical 4, ROLL 4, Result 8
The Strong One: Craft Structural 6, ROLL 10, Result 16
The Pale One: Knowledge Physical 8, ROLL 11, Result 19
The Quiet One: Craft Mechanical 6, ROLL 12, Result 18
The Fast One: Craft Mechanical 7, ROLL 11, Result 18
The Scowling One: Knowledge Physical 3, ROLL 18, Result 21 (+2 to RP)
Research Earned: 5 (base) + 22 (project leader) + 2 (support) = 29 points
Impoved Laboratory earned! Base research will now be 10RP/week.
27 extra points banked if you continue working in the Advanced Support domain this week.
The next upgrade is Improved Manufacturing 1 (30RP). Grants +2 to production of consumables each week. Since you have such a high carryover, I'll also reveal the next upgrade after that: Improved Research Techniques (40RP). Allows the party to switch research domains while retaining 50% of earned RP. Also allows party members to add +3 instead of +2 to a research support roll if they hit DC25 on their check (you still get +2 on a DC20).
* * *
The mood is sour among the clones after their recent setbacks.
The Nimble One is the first one into the lab this time, and it doesn't wait for The Pale one to return. Instead the sectoid starts issuing telepathic orders, directing the others to various tasks. The work progresses quickly, though mostly because of the progress from the previous week. Only the Scowling One's assistance is especially notable, as it storms in at the last minute, adjusts a critical power line that wasn't properly connected, and storms out. The lab upgrades are finished by the time that the Elder arrives. The Ethereal passes through the laboratory with a critical eye, while the sectoids watch nervously.
"Your progress... is acceptable," it finally tells you.
This time I used a physical d20 that dates back to my college gaming days (25 years ago!).
Project: Advanced Support 1: Improved Laboratory
(contingency project: Improved Manufacturing 1, RP30)
Research Points (RP) Needed: 2
Project Leader: The Nimble One: Craft Mechanical 8, ROLL 14, Result 22 RP
Project Support (all roll vs. DC20 to assist leader):
The Wild One: Craft Mechanical 4, ROLL 4, Result 8
The Strong One: Craft Structural 6, ROLL 10, Result 16
The Pale One: Knowledge Physical 8, ROLL 11, Result 19
The Quiet One: Craft Mechanical 6, ROLL 12, Result 18
The Fast One: Craft Mechanical 7, ROLL 11, Result 18
The Scowling One: Knowledge Physical 3, ROLL 18, Result 21 (+2 to RP)
Research Earned: 5 (base) + 22 (project leader) + 2 (support) = 29 points
Impoved Laboratory earned! Base research will now be 10RP/week.
27 extra points banked if you continue working in the Advanced Support domain this week.
The next upgrade is Improved Manufacturing 1 (30RP). Grants +2 to production of consumables each week. Since you have such a high carryover, I'll also reveal the next upgrade after that: Improved Research Techniques (40RP). Allows the party to switch research domains while retaining 50% of earned RP. Also allows party members to add +3 instead of +2 to a research support roll if they hit DC25 on their check (you still get +2 on a DC20).
* * *
The mood is sour among the clones after their recent setbacks.
The Nimble One is the first one into the lab this time, and it doesn't wait for The Pale one to return. Instead the sectoid starts issuing telepathic orders, directing the others to various tasks. The work progresses quickly, though mostly because of the progress from the previous week. Only the Scowling One's assistance is especially notable, as it storms in at the last minute, adjusts a critical power line that wasn't properly connected, and storms out. The lab upgrades are finished by the time that the Elder arrives. The Ethereal passes through the laboratory with a critical eye, while the sectoids watch nervously.
"Your progress... is acceptable," it finally tells you.
Re: X-COM: Aliens
((Just to clarify, am I correct in the assumption that if we don't keep going we lose the banked points?))
Re: X-COM: Aliens
That's right. If you change to a new project in another domain you don't keep the leftovers.Vanya Mia wrote:((Just to clarify, am I correct in the assumption that if we don't keep going we lose the banked points?))
Tough decisions!