X-COM: Aliens
Moderator:Lazybones
Re: X-COM: Aliens
//Sorry for just disappearing like that, guys, but I thought the plumber was coming early to finish what he started yesterday. Turns out he didn't show for a couple of hours after the game, but I haven't been sleeping very well, so I went back to bed instead. Anyway, would somebody give me a synopsis on what I missed?
Re: X-COM: Aliens
Assault of the Alien Ship.
There was a big explosion that left the lab in a mess. Nobody was seriously injured but last few days of work had been lost. Before they could start over a mission came up. This time the clones were taking the fight all the way back to the Masters.
The mission was two fold, first intercept the clones shuttle, dispose of them and take their place. Second wait for the shuttle to return to the base and capture the ship if possible, else destroy it but not before collecting data and equipment.
Things went pretty much as planned except for the Elder who taunted them before dying. Fro once Fast did not care since there was no going back. As humans would put it "what is done is done".
Fast did not wait to long after returning from the mission. He cleaned up and went straight to work, removing debris, cleaning the workspace and resuming the lab improvement work where it could be.
//
Craft Mech: 13
Lab Improvement
Last game I had a weird glitch preventing me from typing anything other than "….". I wanted to wait for the next save to exit and come back but I did not see one.
There was a big explosion that left the lab in a mess. Nobody was seriously injured but last few days of work had been lost. Before they could start over a mission came up. This time the clones were taking the fight all the way back to the Masters.
The mission was two fold, first intercept the clones shuttle, dispose of them and take their place. Second wait for the shuttle to return to the base and capture the ship if possible, else destroy it but not before collecting data and equipment.
Things went pretty much as planned except for the Elder who taunted them before dying. Fro once Fast did not care since there was no going back. As humans would put it "what is done is done".
Fast did not wait to long after returning from the mission. He cleaned up and went straight to work, removing debris, cleaning the workspace and resuming the lab improvement work where it could be.
//
Craft Mech: 13
Lab Improvement
Last game I had a weird glitch preventing me from typing anything other than "….". I wanted to wait for the next save to exit and come back but I did not see one.
Re: X-COM: Aliens
The Quiet One surveyed the damage in the lab, noticing that the explosion had damaged a number of the improvements that had been made. Its focus, as usual, was on improving the lab to facilitate the research projects the other clones were working on. It started with the damaged tool racks, collecting the broken sections and putting all the scattered tools back where they belonged.
"I wonder if we will see the Elder again on Mars, in a new body..." it thought, distinct enough for the others to read but almost to itself. Then later similarly musing, as if to itself, "...the Masters seem to have failed again and again recently, I guess they were not as powerful as we thought."
// Craft Mechanical: 13
// Helping with Lab improvement
"I wonder if we will see the Elder again on Mars, in a new body..." it thought, distinct enough for the others to read but almost to itself. Then later similarly musing, as if to itself, "...the Masters seem to have failed again and again recently, I guess they were not as powerful as we thought."
// Craft Mechanical: 13
// Helping with Lab improvement
Re: X-COM: Aliens
Strong startled awake and blinked its eyes for a few moments as it looked around, confused. "Where am I? Oh my head..." He gingerly sat up on the cot as he tried to remember the events of the past 24 hours. He grimaced as various muscles protested. "Great...Nimble and Fast must have drug me back to the ship by my ankles. I think I'll have a talk with those two.." He let out a mental sigh and made his way to the lab.
In the lab he saw Fast and Quiet already hard at work and pitched in. "So, what did I miss? Did the Master have any useful to say or did it just boast about how all powerful it was?"
//Craft Structural: 12. Lab Improvement.
In the lab he saw Fast and Quiet already hard at work and pitched in. "So, what did I miss? Did the Master have any useful to say or did it just boast about how all powerful it was?"
//Craft Structural: 12. Lab Improvement.
Re: X-COM: Aliens
"It just go blah, blah,blah more so I shot it again," Nimble replied as it too picked up tools and cleaned the odd smokey grease that was the remaining effect of the fire from them. "It know what we are and what we do, though, and it tell us we do no good trying. Then it set self-destruct somehow and we have to run from ship because way it do it meant nothing to be done to stop it."
"We not take notice. We keep going." The little clone gave one of its oddly bouncy sigh like motions. "We got plan B. We take the technology from humans. We will go to a little base to find a big base to locate the main base to assault the primary base." Nimble's tone became incredibly earnest. "Only we find we got a lot of immediate problems," it continued, seriously. "So many Scowling is keeping count and classifying them so we know what the most immediate of the immediate problems."
The clone tapped the side of what would have been its nose if it had a nose. "It very complicated. We just build things and let sectoids think."
((Craft Mech is 15 now. I'll throw in with finishing the lab but think we should make it the secondary project again this week. If Shad and SA throw in on the healing project as the primary we should get at least one done this week and hopefully both..... unless someone rolls a 1. :S ))
"We not take notice. We keep going." The little clone gave one of its oddly bouncy sigh like motions. "We got plan B. We take the technology from humans. We will go to a little base to find a big base to locate the main base to assault the primary base." Nimble's tone became incredibly earnest. "Only we find we got a lot of immediate problems," it continued, seriously. "So many Scowling is keeping count and classifying them so we know what the most immediate of the immediate problems."
The clone tapped the side of what would have been its nose if it had a nose. "It very complicated. We just build things and let sectoids think."
((Craft Mech is 15 now. I'll throw in with finishing the lab but think we should make it the secondary project again this week. If Shad and SA throw in on the healing project as the primary we should get at least one done this week and hopefully both..... unless someone rolls a 1. :S ))
Re: X-COM: Aliens
The Pale One was not sure what to think about this new plan. In hindsight, the assault on the Ship seemed very ill-advised indeed. Now, they intended to strike at the place where the Masters would presumably be strongest. It seemed quite likely that they were about to make the same mistake twice.
"I shall began anew with my medical research," it said, absent-minded. "I believe I know precisely where to begin."
((Earth and Life Sciences: 16. Bound to roll a 20 this time, right?))
"I shall began anew with my medical research," it said, absent-minded. "I believe I know precisely where to begin."
((Earth and Life Sciences: 16. Bound to roll a 20 this time, right?))
Re: X-COM: Aliens
Week 24
Primary Project: Regenerative Serum 2 (40RP, 17RP needed)
Project Leader: The Pale One, Knowledge Earth and Life Sciences 16, ROLL 17, Result 33
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):
None.
Research Earned: 10 (base) + 33 (project leader) + 0 (support) = 43 points
Regenerative Serum 2 earned! Regenerates 2 hp every six seconds for two minutes (up to 40hp). Can only be used on self. Causes minor penalty to dexterity and movement while serum is working. +300xp for completing a Tier 3 project.
26 RP earned toward Improved Clone Repair (50RP). Upgrades medical kits to +10 value.
Secondary Project: Improved Manufacturing 2 (70RP, 16RP needed)
Project Leader: The Nimble One, Craft Mechanical 14, ROLL 15, Result 29
Project Support (all roll vs. DC20 to add +1, DC25 to add +1.5, DC30 to add +2, non-core skills subtract 1 from the bonus):
The Fast One: Craft Mechanical 13, ROLL 3, Result 16
The Strong One: Craft Structural 12, ROLL 3, Result 15
The Quiet One: Craft Mechanical 13, ROLL 13, Result 26 (+1.5 RP)
Research Earned: 5 (base) + 14.5 (project leader) + 1.5 (support) = 21 points
Improved Manufacturing 2 earned! Improves production of consumables (ammunition, grenades, medical supplies) by an additional +2 each week (stacks with Improved Manufacturing). +600xp for completing a Tier 6 project.
5 RP earned toward Hyperdisc Upgrade 2 (80RP). Grants a Hyperdisc henchman to the party. Hyperdiscs are stronger and tougher than normal Cyberdiscs (note: upgrade replaces the cyberdisc henchman).
* * *
In the aftermath of the fire the clones begin anew in the lab, focusing this time on medical research. But the added sense of urgency leads to progress of multiple fronts, and soon everything is humming again. Literally, as the devices that manufacture medical supplies and grenades are operating at a newly-enhanced level of productivity. If the next mission fails, it won't be to a lack of resources.
Primary Project: Regenerative Serum 2 (40RP, 17RP needed)
Project Leader: The Pale One, Knowledge Earth and Life Sciences 16, ROLL 17, Result 33
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):
None.
Research Earned: 10 (base) + 33 (project leader) + 0 (support) = 43 points
Regenerative Serum 2 earned! Regenerates 2 hp every six seconds for two minutes (up to 40hp). Can only be used on self. Causes minor penalty to dexterity and movement while serum is working. +300xp for completing a Tier 3 project.
26 RP earned toward Improved Clone Repair (50RP). Upgrades medical kits to +10 value.
Secondary Project: Improved Manufacturing 2 (70RP, 16RP needed)
Project Leader: The Nimble One, Craft Mechanical 14, ROLL 15, Result 29
Project Support (all roll vs. DC20 to add +1, DC25 to add +1.5, DC30 to add +2, non-core skills subtract 1 from the bonus):
The Fast One: Craft Mechanical 13, ROLL 3, Result 16
The Strong One: Craft Structural 12, ROLL 3, Result 15
The Quiet One: Craft Mechanical 13, ROLL 13, Result 26 (+1.5 RP)
Research Earned: 5 (base) + 14.5 (project leader) + 1.5 (support) = 21 points
Improved Manufacturing 2 earned! Improves production of consumables (ammunition, grenades, medical supplies) by an additional +2 each week (stacks with Improved Manufacturing). +600xp for completing a Tier 6 project.
5 RP earned toward Hyperdisc Upgrade 2 (80RP). Grants a Hyperdisc henchman to the party. Hyperdiscs are stronger and tougher than normal Cyberdiscs (note: upgrade replaces the cyberdisc henchman).
* * *
In the aftermath of the fire the clones begin anew in the lab, focusing this time on medical research. But the added sense of urgency leads to progress of multiple fronts, and soon everything is humming again. Literally, as the devices that manufacture medical supplies and grenades are operating at a newly-enhanced level of productivity. If the next mission fails, it won't be to a lack of resources.
Re: X-COM: Aliens
A banner week in the lab means lots of XP to go around. 900xp for everyone for research results, and +700xp extra for those who posted this week.
Re: X-COM: Aliens
((Server is up, same connection stuff as usual.))