X-COM: Aliens

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Mirgalen
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Re: X-COM: Aliens

Post by Mirgalen » Fri Jan 30, 2015 1:33 am

Fast decided that for the time being it was best to make or help making weapons. Giving ideas, testing the prototypes and checking every single part looking for defects or improvements.

Fast did not want to think as he did not know how to shield his mind.

Obey or endure the pain.
To what end?
Is that a question?
No question.
Question brings pain.
Obey or endure the pain.

// Craft Mechanical: 10
// Supporting Weapon Development



// Will we need a (stat/skill) roll to avoid mind reading by the Masters? That could spice up things even further.

Shadani
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Posts:339

Re: X-COM: Aliens

Post by Shadani » Fri Jan 30, 2015 6:54 am

"I do not know," the Pale One told Nimble. The words were a visibile irritant to the creature; it was so very tired of its own ignorance. The not-knowing gnawed at it, like some sort of parasite. "I do not know if this thing you ask is possible. I do not know if it is wise. I do not know the minds and means of our masters and I do not know what new hazards success might present to us. I simply do not know."

It paused for a few moments, seemingly considering something.

"But it is clear that things cannot continue as they have... and I... do not think that we can afford to wait for a better opportunity. Yes. Yes, I shall do as you ask."

((Earth and Life Sciences: 13. Super, extra-lucky 13. Please?))

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RogueZair
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Re: X-COM: Aliens

Post by RogueZair » Fri Jan 30, 2015 2:48 pm

The Quiet One observed the agitation, confusion, and determination among its creche mates as it continued to work on improving their guns. It shared these sentiments, especially The Fast One's concern that the clones did not know how to properly shield their thoughts.

Focus on the work, focus on the weapons...

// Craft Mechanical: 9
// Supporting Weapons Development

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Fri Jan 30, 2015 4:45 pm

Week 13

Project: Weapons/Gear Domain Tier 3: Improved Plasma Rifle (40RP)

Research Points (RP) Needed: 11

Project Leader: The Nimble One: Craft Mechanical 11, ROLL 18, Result 29
Project Support (all roll vs. DC20 to add +2, DC25 to add +3, non-core skills subtract 1 from the bonus):
The Strong One: Research 5, ROLL 8, Result 13
The Fast One: Craft Mechanical 11, ROLL 2, Result 13
The Quiet One: Craft Mechanical 9, ROLL 19, Result 28 (+3 RP)

Side Project: Spoofing Clone Implants: The Pale One Knowledge Earth and Life Sciences 13, ROLL 19, Result 32 (see below)

Research Earned: 10 (base) + 29 (project leader) + 3 (support) = 42 points

Improved Plasma Rifle achieved! Allows upgrade of Plasma Rifles to Plasma Sniper (+3 attack, Keen, slightly reduced ammunition capacity). Once the upgrade is researched, one weapon is upgraded per session. earned! +200xp for completing a Level 2 research project.

31RP applied to EMP Launcher project (50RP). Fires a focused EMP that is highly effective against mechanized units (Crumble spell, CL11). Can fire five shots when fully charged.

Alternatively, you can apply 15RP to a project in another domain.

* * *

The work on the upgrades to the plasma rifle continue, transforming a prototype into a deadly long-range weapon. However, the clones' attention is distracted. The Nimble One leads the primary project this week, but it is the Pale One, working alone in a corner of the lab, who the others keep looking at. Occasionally it comes over and holds a small object up next to one of the other clones' heads, then goes back to its work.

The rifle is almost complete when the Pale One does something. Each of the clones feels a tingle inside of their heads. It lasts only a few seconds, but that's enough to get their attention--and stir a feeling of great alarm. But they look over at Pale, they see the clone radiating satisfaction.

"It worked," the clone reports.

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Fri Jan 30, 2015 4:46 pm

+300xp for everyone for research progress.

+400xp for Pale, Nimble, Fast, Strong, and Quiet for IC posting.

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Jan 31, 2015 4:21 pm

Server is up, waiting for players.

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Jan 31, 2015 5:23 pm

Your explosives were so effective, you blew up the entire server!

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Vanya Mia
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Re: Research rules

Post by Vanya Mia » Sat Jan 31, 2015 5:42 pm

((Looks like this may be happening when the missiles are broken....))

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Jan 31, 2015 6:44 pm

Here's an overview of what's in the Armory each week:

#PCs +2 of each of the following*:
  • Plasma Ammo (50 each)
  • Explosive Grenades
  • Advanced Grenades
  • Regen Serum 1
  • Clone Repair Units (+5 medikit)
4 Vibroblades
3 Improved Stabilization Serums
Stun Launcher with 12 ammo
2 Improved Plasma Pistols
3 Plasma Rifles and 1 Plasma Sniper (next week it will be 2 of each)
A placed explosive, if part of the mission assignment

* (I did note I shorted you one of these last session, sorry about that. I can't count without coffee in my bloodstream.)

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Jan 31, 2015 6:48 pm

Your research options at the moment:

Current Tree: EMP Launcher (tier 4, need 19 more RP with last week's credit)

Medical: Regenerative Serum 2 (tier 3, 40RP)
Clone Enhancement: Intensity Serum (tier 3, 40RP). Pale was correct that this is a tier 3 project, I forgot about the Alien Translator.
Advanced Support: Cyberdisc command integration (tier 4, 50RP)

Crystal Matrix: various options, unknown RP

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