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#14244976 Nov 09, 2019 at 10:17 AM
Veteran DM
131 Posts
((Server is up, usual details.))
Old enough to know better, too old to care.
#14245065 Nov 09, 2019 at 01:02 PM
Veteran DM
151 Posts
Your tablets ping as the latest email from Central arrives (see below).

Remember that up to three of you can elect to participate in Psi Training, in lieu of doing a skill check on an existing project. Each week of Psi Training allows you to add 1d10 to your Psionic Potential score (i.e., the number you were assigned when you tested in the Psi Lab). Psionic potential “levels up” every 25 points.

The samples and data you recovered can add your research program this week, as follows:

• Skulljacked Officer: +1d6 to any ongoing project
• Plasma ammunition: +1d6 to any beam weapons project.
• Research Data: +1d6 to any medical research.
• Biowarfare Material: +1d6 to any grenade or medical research.

If you don’t choose specific projects, I’ll apply the boosts to any project that X-COM is working on.

* * * * *

Good work destroying the alien facility, Alpha. Our priority continues to be destruction of the AVATAR project. But first we need to find it. Doctor Tygan suggests we improve our Skulljacks so they can hack into the ADVENT core network, but that will require a cooperative Codex in the field. We also have the base coordinates from the last Codex we took apart. That’s not likely to be the main AVATAR facility, but there might be some intel there we can use. Then there’s the possibility of improving our psionics program, since obviously AVATAR is connected to the Elders’ mental abilities. Finally, Operative Bright has some ideas on gathering some new recruits. She is putting together a mission brief for your consideration.

* * *

Research Projects

MC costs in this list are for subsequent copies of an item once it is researched. Initial research just uses X-COM Research Capacity.

Studying the Mysterious Figure in the stasis suit will consume 5 RC.

Base production is 3d10+2 (Singh) +2 (Kanem) +2 Permanent Upgrade

  • Beam Pistol. Our advances in the area of Elerium technology will allow us to manufacture higher-powered energy weapons. This handgun is the first step, and marks a significant step up from our existing magnetic weaponry. One prototype will be produced when this technology is researched. [8/15 completed, RC15, MC10]
  • Experimental Surgical Kit. The medical device that you recovered from the ADVENT research base offers a huge advance to the field of battlefield medicine. Doctor Ranma hopes to be able to duplicate the device, which should be usable by any of our field agents. One prototype will be produced when this technology is researched. [Game Note: this is a one-use Resurrection item, which results in a significantly smaller XP penalty.] [RC4/15, MC8]
  • Psi Amp. The psionic amplifier is a device that can focus one of our Psi Operatives abilities in the field. You must have a Psi Training rating of 3 or higher to use this device. One prototype will be produced when this technology is researched. [RC15, MC10]
  • Improved Skulljack. Doctor Tygan has submitted schematics for an improved version of the Skulljack that should allow us to hack a Codex or other top-rank alien, potentially giving us access to the part of the alien network where information about the AVATAR Project resides. Of course, this will require an operative to get up close and personal with one of those things in the field. Completing this project will update all of our Skulljack devices. [RC15, MC10]
  • Acid Grenade. With a little work, we believe we can reverse engineer the acidic grenade that you recovered from the ADVENT facility, and add it to our production lines. [RC15, MC3/2]
  • Incendiary Grenade. With a little work, we believe we can reverse engineer the incendiary grenade that you recovered from the ADVENT facility, and add it to our production lines. [RC15, MC3/2]
  • Bio Grenade. With a little work, we believe we can reverse engineer the biological grenade that you recovered from the arctic ADVENT facility. This grenade will be harder to manufacture, but is especially deadly against organic targets. [RC15, MC2]
  • Gauss Weapons. With our mastery of ADVENT's core weapon technology, we can now develop specialized weapon systems using the alien technology to improve on power storage and consumption, projectile path fidelity, and penetrative force over greater distances. We may be able to develop a sniper rifle and cannon variant based on our newly learned Magnetic Weapons technology. [1/10 completed, RC10]
  • Predator Armor. Predator armor represents our first foray into new body protection based on alien hybrid materials. This suit of medium armor offers excellent protection against most forms of attack. One prototype will be produced when this technology is researched. [RC15, MC10]
  • Wraith Suit. This suit of powered light armor has an adaptive camouflage array that can allow its wearer to literally “disappear” from view. One prototype will be produced when this technology is researched. [RC20, MC10]
  • WAR Suit. This powered heavy armor offers even better protection against assault than our EXO suits, and includes a built-in flamethrower unit. Improved actuators provide an additional boost to the wearer’s strength. One prototype will be produced when this technology is researched. [RC20, MC15]
  • Improved Medikit. Doctor Ranma tells us that we can improve our basic medical kits to provide more effective battlefield triage. All current medikit production will be upgraded once this technology is researched. [RC10]
  • Nanomedikit. Our research into the Viper alien has allowed to develop a blueprint for an advanced medikit that can treat a broader range of battlefield symptoms than our standard medical supplies. One prototype will be produced when this technology is researched. [Game Note: this is essentially a one-use Restoration item.] [RC15, MC2]
  • Personal Shield. Our successful autopsy of the ADVENT Shieldbearer has opened up a promising line of inquiry that may allow us to integrate this tech into our own armors. One prototype will be produced when this technology is researched. [RC20, MC10]
  • ADVENT Purifier Autopsy. With a greater understanding of the systems behind the ADVENT Purifier's unusual tolerance of environmental hazards, it will likely be possible to emulate their methods for some use in our own equipment.[2/5 completed, RC5]
  • Berserker Autopsy. This unusual specimen is clearly afflicted by some form of extreme muscular hyperthrophy, although how the species came to exist in this state will require a thorough examination. I suspect the research could lead to varying enhancements for our own troops, perhaps even means of intensifying their own thirst for combat. [RC10]
  • Archon Autopsy. An aesthetically impressive specimen, the hidden horrors of melding organic tissue with the inner workings of a machine are well-disguised here. The unique melee weapon employed by the creature could be of particular interest to our Rangers. [RC10]
  • Andromedon Autopsy. You successfully recovered enough components of the alien mech, along with its operator, to conduct a full study. A study of the alien’s unique biology and the technical components of its automated suit may provide advances for our own explosive weapons systems. [RC10]
  • Creeper Autopsy. This creature’s unusual physiology might benefit our medical research program. Unfortunately, the specimen is spoiling and Doctor Ranma has reported that we do not have much longer to complete the work.[2/5 completed, RC5]

Manufacturing Projects

Base production is 3d10+1 (Mendoza) +2 (Tieffendahl) +1 (Johnson)

  • Permanent Avenger Upgrades. We still have one component that can be added to an existing Avenger system, permanently upgrading our capabilities. [requires a player character roll, DC25, select Research, Manufacturing, or Medical upgrade]
  • Psi Lab Expansion. This improvement doubles the number of training slots to six. [MC15]
  • Subconscious Training Modules. This improvement to the psi lab includes headsets that psionic training candidates can wear at all times, allow them to continue their training while at work and even while asleep (i.e., this upgrade allows you to do project skill rolls while training). [MC15]
  • Psionic Efficiency. Further improvements to our training regimen can allow psionic training candidates to develop their skills faster (doubles weekly improvement to 2d10). [MC15]
  • Mag Pistol. The workshop can now manufacture additional copies of the magnetic pistol. [MC5]
  • Magnetic Rifle. The workshop can now manufacture additional copies of the magnetic rifle. [MC8]
  • Shard Gun. The Shard Gun takes standard shotgun shells and superheats them in a magnetic ignition chamber. The result is a molten spray of burning death. [MC8]
  • Magnetic Ammunition. This ammunition can be used in all of our magnetic weaponry. [MC1/2 (one unit of capacity produces two boxes)].
  • Arc Blade. When pure kinetic energy is no longer sufficient in the field, the Arc Blade may prove necessary. It boosts the standard Sword's combat effectiveness with the addition of an electric field, capable of stunning enemies not killed outright. This weapon can be made as a full-sized weapon (longsword) or a lighter one that can use Weapon Finesse. [MC10]
  • GREMLIN Mk.II. Our study of the alien MEC devices has allowed us to improve the durability and combat effectiveness of our GREMLIN drones. Chief Shen is working on fixing the ammunition feed problem, and reports that we can now mass-produce these devices as needed for our specialists. [MC5]
  • Skulljack.If needed, we can manufacture additional copies of the Skulljack for use during away missions. Doctor Tygan also thinks that we may be able to improve the basic design at some point. [MC10]
  • Nanoscale Vest. The Nanoscale vest is a light armor underlay derived from ADVENT armor. This vest can be worn with all X-COM armors to provide additional protection. [2/10 completed, MC10]
  • EXO Suit. This suit of heavy armor provides superior protection, and includes an embedded rocket launcher. [MC15]
  • Spider Suit. This suit of light armor offers improved protection over the basic X-COM Kevlar, and includes a grapple that can be used to access improved tactical positions on the battlefield. [MC10]
  • Additional Medikit Production. We all know that medical supplies are at a premium. We can dedicate a portion of our manufacturing output to augment what Doctor Ranma can put together in Medical each week, but that means a cut in other areas. [Manufacturing Cost: 2/kit]
  • Advanced Surgical Kit. Our medikits are pretty fantastic, but even they can only do so much. This kit, designed for field use, can keep a critically injured team member alive long enough for more substantial medical intervention back on the Avenger. [Game Note: this is a one-use Raise Dead device.] [MC5/kit]
  • Mundane Toolkits. Chief Shen can produce just about any kind of ordinary toolkit in the workshop. Just let her know what you need and we'll see that it's added to the queue.

Remember to get your recommendations in by Friday.

#14246272 Nov 11, 2019 at 12:05 PM · Edited 9 months ago
Veteran DM
131 Posts
((A quick question, would finishing Subconscious Training Modules allow 4 people to train if one was "wearing it" IC? I'm assuming we need one per person doing the "working while training" too.))
Old enough to know better, too old to care.
#14246381 Nov 11, 2019 at 03:21 PM
Veteran DM
151 Posts
#14246272 Vanya Mia wrote:

((A quick question, would finishing Subconscious Training Modules allow 4 people to train if one was "wearing it" IC? I'm assuming we need one per person doing the "working while training" too.))


The upgrades stack, but the training slots are the same regardless of whether you have the headsets.

In other words, right now you have 3 slots available. With the Subconscious Training Modules, you would still only have 3 slots available, but those 3 would be able to train and do skill rolls simultaneously. If you got both the SCTs and the Psi Lab Expansion, 6 of you could train and do skill rolls simultaneously.

The SCTs are not something you need to manufacture, once you have completed the upgrade they're automatically available to everyone who is undergoing psionic training.
#14246577 Nov 12, 2019 at 01:56 AM
56 Posts
The base assault had been a success; they had recovered useful data and artifacts, destroyed the base and survived. Stanley, however, was a bit stiff and sore. He had been badly injured, yet again, and the doc had managed to patch him up, once again. He sometimes wondered if maybe he would be better off just sticking to the labs and workshops as he didn't seem to contribute much to the inevitable firefights. Yet he knew the team did need his tech skills on such missions, so he would simply have to do a better job of staying closer to the members that could shield him from the enemy.

He looked over the to-do-list and nothing really grabbed his eye. He wandered around to see what the others were working on and lent a hand where it seemed it was most needed.

//Stanley will work on whatever task/project the rest feel is the highest priority, aside from psionics related ones, as he doesn't have any real preference at the moment other than avoiding the psionics program as much as possible.
#14246960 Nov 12, 2019 at 02:12 PM
65 Posts
They avoided disaster once again, though Daud felt less pride in his infiltration skills this time. Anyway, they did what they needed to do and no one died. Win.

They did however use a lot of resources including medical supplies and ammo. If they wanted to play it right, Daud was thinking they may have to choose a less combat heavy target for their next job so they could have a moment to replenish their supplies. Yeah, they were still in a race to stop Project AVATAR, but there was no reason they couldn't pick their targets to their own advantage.

What was currently concerning Daud most immediately was that the Old Man was a damn mess. It was jarring, because Henderson was usually the most upbeat and unflappable of their lot. Seeing him ina confused puddle like this was... well, demoralizing. Maybe it was dementia? They always kind of skirted the topic, but Henderson never actually said how old he was. He always said that he was apart of wars he probably shouldn't have been alive for. Henderson was what... 50? 60 max?

Ok, it was starting to eat at Daud now, so he decided to just ask him the next day when Daud next saw him.

"Alright, Old Man, how old are you really? Do you remember that much at least?"

----------------
RESEARCH
(after mysterious figure study)
1. Beam Pistol, apply 1d6 from plasma ammo, AND skulljack officer 1d6. Also, if Stan is looking for suggestions for work that doesn't involve their psi efforts, here's one.
2. Creeper autopsy, apply 1d6 from research data AND 1d6 from biowarfare
3. Put the rest into the Psi Amp

MANUFACTURING
1. Subconscious training modules
2. possibly set aside a few for mag ammo and a replacement GREMLIN if Jesse need it
3. Anything left over into psi lab expansion

Daud will do psi training.
#14247179 Nov 12, 2019 at 10:39 PM
65 Posts
Some of the team members got onto the roof but the heavy armored one got over the wall. Then they got into an airfield with several defense turrets (air missile stuff). They destroyed everything. They were a lot of enemies around and the situation was confusing. Eventually they cleared a path in did the job. Cleared more enemies on the way out but got a window to call the shuttle, embark and escape more or less alive...




RESEARCH:

1. Improved Skulljack (with "• Skulljacked Officer: +1d6 to any ongoing project" bonus)" to further the AVATAR mission

2. Something Medical (improved xxx or autopsy) with bonus " • Research Data: +1d6 to any medical research."


3. Any Grenade (may be Bio is the one that can bypass Aliens DR) with bonus "• Biowarfare Material: +1d6 to any grenade or medical research."





MANUFACTURING:

1. Permanent Avenger Upgrades or something medkit

2. Subconscious Training Modules.

3. Ammo or skulljack




JD Contribution: More Mag Ammo else we'll soon run out of bullets
#14248199 Nov 14, 2019 at 11:23 AM
Veteran DM
131 Posts
It had been close. Bo sorted through her medical pack, tutting occasionally and grumbling. There was precious little left and she felt like she had run a million miles trying to help people. They'd come through alive but there was a feeling that it was by the skin of their teeth, and she knew she wasn't the only one who felt it. To say nothing of the 'man' they had rescued, that's if he still was a man. That Cat woman was convinced but that cut no ice with Bo. She was waiting to see what the tests said.

What was annoying her more was the scratching on the inside of her skull. She'd been feeling it since they had undergone the assessment and felt as if it were telling her to push herself outwards. She'd tried with the man they came across in the hope that she could convince him to help but it didn't seem to be as easy as all that. Confusing and frustrating and she knew she needed training but looking at the ever growing list of things to look over she couldn't afford the time.

The communique had mentioned something about that. She flicked on her datapad and re-read it. Hmmm... that would solve the problem so better. There was one thing she was convinced of and had been since her 'contact' with that alien recording, they needed this to win the war but things would surely change if they did. She glanced over at Jess.

"No, it's not going to be the same as it was but maybe, just maybe, it could be better than before."


((Can't find fault in Ayram's position however there's a lot of ifs and buts to using those bonuses. So just to complicate matters ....

Research
1. 1d6 from both the Plasma ammo and Skulljacked Officer onto Beam Pistol as we need them.
2. 1d6 from both the Research Data and from Biowarfare Material into first Creeper Autopsy then into the Psi Amp if there's more than the three needed. If there are and they can't go to Psi Amp then put them in the Experimental Surgical Kit.
3. Main points bank to finish off the Pistol, Creeper if we're really unlucky and it needs it, then the rest into the Psi Amp.

Bo will use Sense Motive 14 to work on the Psi Amp if she can, or failing that take Treat Injury 17 to work on the Creeper Autopsy to allow points from the bonuses to go to the Psi Amp instead.

Manufacturing
1. Subconscious Training Modules as a priority because we've so much waiting and there could be more yet.
2. Yeah we do need Mag ammo but John is working on some so use say two points on it.
3. If Jess needs a GREMLIN make one.
4. Anything left into Psi Lab Expansion, though I'd be swayed towards Psionic Efficiency if others think it better.

That's not complicated at all! :D ))
Old enough to know better, too old to care.
#14248431 Nov 14, 2019 at 08:38 PM
Veteran DM
151 Posts
Sense motive on the Amp would be an indirect skill (can't really sense much on a piece of metal and plastic), so it would be a DC25, but it's your call. Definitely reachable with a +14. Creeper would be +17 vs. DC15.

I hadn't initially thought of the autopsies as "medical" projects but it does make sense, so I'll allow it. But you should have some backups since, as you noted, you only need a few points. Exp Surgical Kit is a perfectly valid option.
#14248569 Nov 15, 2019 at 03:21 AM · Edited 9 months ago
51 Posts
~~~~~

"Damn it all to hell Carl. We're losing the FORGE, I know it."

"Now just calm down Frank, and just tell me what makes you think that."

"It's Kowalski, he did it. He got his stupid project to work in that rink dink lab of his. That stupid virtual simulation garbage. I mean it's not even a breakthrough! Even stupid video games let you run simulations! What we're doing is real science! Who else can say they transferred a man's memories and skills into someone else's brain, huh!?"

"Can we even say that yet?"

"... Shut up Carl. Get Henderson strapped up and grab another subject. We're going to succeed tonight even if it kills the old man. We might be losing the FORGE, but I'll be damned if we don't get at least one success before we get shipped off to hell.""

"I think you need to lay off the caffeine and dramatics, but sure Frank, let's give it another go. The next test subject should be... looks like a Trevor. Fairly young guy."

"Yeah, don't care. Let's just wire their brains and get it pumping. I'll make Kowalski eat my success, just you watch."

"Why in the world are you so angry at Kowalski? He seemed like an okay guy to me."

"Oh don't get me started on Kowalski..."

~~~

~~~

"Hey kid, you alright? You're still alive, yeah." Henderson's voice echoed throughout the dark blackness, but there came no response.

"Come on, don't you go quiet on me now. I don't know what the heck they do in that room since they sedate us soon after, but what I do know is that they've never sent anyone back into this cell with me before, so that must mean something. Maybe they finally succeeded." Henderson again received no reply.

"Come on Trevor, you have to give me some kind of sign that you're okay!" Henderson implored, his voice all but begging for a response.

"Damn it, I'm not normally one to shy away from chit chat, but I'm exhausted, okay? Just let me rest, and I don't know who this Trevor is, but the name is Henderson."

There was silence for what felt like an eternity before Henderson finally broke it with a mere whisper, almost too loud to be a whisper.

"My God, they did it... They actually did it..."

~~~

~~~

"Come on Frank, you should be more ecstatic. We did it. The transfer worked, just took a bit of overwriting some other aspects of the brain... Who know computer science would mesh so well with neuroscience, eh? ... Oh come on Frank!"

"And why should I be happy, Carl? We lost the FORGE! To that rat bastard Kowalski! Who cares if we succeeded, if we actually have a proof of purchase? ADVENT sure as hell doesn't! We're getting shipped to that hell hole of a lab that used to be Kowalski's; I'm getting his sloppy seconds, ya hear me!"

"Oh it can't be that bad. I mean Kowalski hit some kind of breakthrough with it, didn't he?"

"Some breakthrough! It's nothing more than VR Simulations run at high speeds! How the hell is that more valuable than my research!? We aren't even getting ADVENT escort to our new lab! Just regular security forces! What kind of bull is that!"

"That's... I admit, seems odd, but I think it speaks more of how safe our trip should be. I mean we're just transporting an old man and our subject. And trust me, that old man must have given up any dreams of escaping by now. Now buck up Frank. At least they didn't shut us down, right?"

"... Yeah, yeah, okay. I guess you're right Carl. We'll just have to find some way to make it more appealing to ADVENT, somehow. Yes, Old Man Henderson is going to be my ticket to finally ending this feud with Kowalski, I just know it."

~~~~~


Henderson spent most of the week visiting both the Medical Lab and the Psi Labs. Maybe it was their visit to the FORGE. Maybe it was the ongoing tests they were performing on him. Maybe it was the Psi Training he was undergoing. Maybe it was a combination of them all. Either way he was remembering fragments, but the more he remembered the less sure he became.

He was sure that he was coming to a conclusion, but at the same time he wasn't sure which one it would be. There were only two options, but which one was it? And the questions and looks from the others were... painful. They must be thinking he's losing it, and honestly that might have been preferable to what he was going through. At least the insane don't realize that they don't make any sense, that something is wrong with them. Yes, insanity would be a relief from this pain, but you don't just go insane on command. Plus, even if you could that would be the quitter's path, and Henderson was no quitter.

He also was still in a state on confliction and confusion. Even so that Daud's question took him by complete surprise, and only served to further cause strife within himself. Obviously the wars he took part in were a long time ago, and he was spry for his age too of course... But lately the answer of 'Aliens experimented on me' was seeming less like a valid answer to how he's lived so long. So all he could offer Daud was an excuse of needing a calendar to figure that out, before he went off to his next appointment.

((Researchwise, Beam Pistols 1st with Skulljack and Plasma boosts, Creeper 2nd with the other 2 boosts, followed by Psi Amp. And if we manage to finish the Psi Amp too then the rest into the WAR Suit. Manufacturingwise, Subconscious Training Modules, followed by Psionic Efficiency. And Henderson will spend the week doing Psi Lab Training))

((And as Stan offered to defer to the party's choice for his weekly work, I think installing the last upgrade part for the Research Lab would be a good use of his ability))
#14248724 Nov 15, 2019 at 09:03 AM · Edited 9 months ago
Veteran DM
131 Posts
((Thanks for the info LB, I don't want to risk a critical fail on that so going to change Bo to the Creeper and hopefully allow a couple of extra points from the fixed bonuses to bump into something else.

Also reminded that we need to do the Improved Skull Jack so will add that in at the bottom of my research list in the possibly misguided hope that we get lots of points! :D ))
Old enough to know better, too old to care.
#14248749 Nov 15, 2019 at 10:09 AM
66 Posts
Life seemed pretty okay in the XCom Resistance. At least, it did to Victor. The hit on a major alien base had put some strut into the Avenger crew's step recently, and the rexcue of the strange alien subject had a lot of people curious. And that, coming off the news of their successful broadcast across the ADVENT network - his video nasty on the evils of Alien occupation finally hitting the big time. He hadn't gotten much word on the reception, but he had hopes.

Which made it a bit of a downer that so many of 'Alpha Team' looked so grim. They'd come out of the Forge relatively well, or so he saw it. That was a tough mission, and though it had cost them a lot in bullets and bandages, they'd got it done, in fine style. Yet, there were plenty of gloomy looks, and there didn't seem to be any hope of something different on the horizon.

Well, that was going to change. The bar was done.

He'd imagined a few more flowers on the tables, a bit more mood lighting, but as a first try, the crew had pulled something together, clearing out that old junk and washing down the space to use. The cargo-hangar look of the furniture even had a kind of rough charm to it. The still had taken some work, but Heidi and Johnson had managed to fuse together something workable that used the heat of a nearby cooling pipe. Turned out, a student and a sailor knew their booze.

The end product was a bit rough, barely alcoholic, and he'd had to scour the ship for mixers and sweeteners, but it would do. Alongside the rations and basic drinks they had... it would do. He might not know alien tech, or psionic weirdness, but he knew people. And one thing that mattered, was service - with a smile...

That's just what he gave, as a couple of crew came in from the engine core. "Hey," he said. "Welcome to the X-Cafe."

***

((Research wise, let's see...

1. The Mysterious Figure. Who could it beeee
2. Beam Pistol. Pew pew!
3. Creeper Autopsy, I dunno about you but the ast mission made me want to go invisible
4. The Psi AMp. 's get some psionic warfare going.

Manufacturing, eh?

1. Subconscious Training Modules, Apparently
2. Medkit production. We actually need those.
3. Mag Ammo plz.

Vic's putting his Persuade +11 to work both as a radio host and as a bartender, now!))
#14248823 Nov 15, 2019 at 01:00 PM
65 Posts
// will also add the improved skulljack to the bottom of Daud's priorities.
#14248866 Nov 15, 2019 at 02:32 PM
49 Posts
Jesse winced as Vic told her the name he'd settled on. "Guess it beats any of Henderson's suggestions," she said. "Not like that's a high bar. Feels like he doesn't put in much effort these days."

She promptly claimed herself as comfortable a seat as she could find, and proceeded to lounge about, tablet in hand, going over some of the most recent plans from engineering and generally being a nuisance.

((Research (beyond the obligatory stuff, I suppose? That being Mystery Person and the skulljack): Creepy-crawler autopsy (might be the last week we get the chance), beam pistol
Manufacturing: Would like to get our Gremlin replaced. We also burned through a *lot* of ammo, so I'd suggest any spares from other projects into that. Our 'stockpile' didn't last long, feels like.

Jesse will put the last upgrade point into science, using +19 repair.))
#14248999 Nov 15, 2019 at 08:04 PM · Edited 9 months ago
Veteran DM
151 Posts
Session 31

+900xp to everyone for IC posting.
+500xp to Bo, Jesse, and Vic for critical successes on skill rolls.

* * *

FROM: RICHARD TYGAN, X-COM RESEARCH LEAD
TO: MEMBERS, PLANNING COMMITTEE
CC: CENTRAL
RE: Research/Manufacturing Progress Report, Week Ending November 14, 2035

After learning from our past mistakes, we have been approaching our study of the Mysterious Figure you rescued from the Forge facility with deliberation and caution. Thus far we have confirmed that the subject is human, he is alive, and we believe we will be able to remove him from stasis safely very soon. What happens then, of course, is anyone’s guess.

In the meantime, all of the captured data you recovered from the ADVENT facility has facilitated a number of improvements to our research program. The Creeper alien’s unique physiology has allowed Doctor Ranma to develop specifications for a Regen Serum that has the potential of dramatically improving the human body’s self-repairing mechanisms. The alien’s cloaking abilities have also granted us insights that could prove useful in developing the Wraith Suit. We have also been able to accelerate our completion of the Beam Weapons and Experimental Surgery Kit projects, and prototypes are waiting for you in the secure locker.

We still need to prioritize the Improved Skulljack, but I am pleased with our progress this week.


Base rolls:
X-COM Research Capacity (3d10+6): rolls 4, 4, 4, +2 (Darius Singh) +2 (Greta Kanem) +2 (Permanent Upgrades) (5/5 on Mysterious Figure, 15/15 in Beam Pistol [completed, prototype available], 11/15 in Psi Amp, 15/15 in Experimental Surgery Kit [completed, prototype available], 1/10 in Gauss Weapons, 2/5 on Purifier Autopsy, 5/5 in Creeper Autopsy [completed]).

Note: I added the extra medical boosts to the Experimental Surgery Kit, since Bo finished the Creeper Autopsy on her own.

  • Bo: +17 vs. DC15 on Creeper Autopsy, roll 16 (Critical Success). +3 to project. +500xp.
  • Medical project bonuses (2d6): 5, 6 applied to ESK.
  • Beam Weapons project bonuses (2d6): 2, 1

X-COM Manufacturing Capacity (3d10+4): rolls 6, 4, 5, +1 (Mendoza), +2 (Tieffendahl), +1 (Johnson). (2/10 on a Nanoscale Vest, 4 boxes of Mag Ammunition completed, 15/15 in Subconscious Training Modules [completed], Gremlin Mark II completed).

  • John: +9 vs. DC15 on Mag Ammo, roll 2 (No result).
  • Jesse: +19 vs. DC25 on Avenger Upgrade, roll 19 (Critical Success). Permanent +2 to Research (since this was a crit, I doubled the boost). +500xp.
  • Stan: +10? (this isn’t a Repair job, and I don’t remember what your Craft Mechanical bonus is) vs. DC20 on Subconscious Training Modules, roll 18 (Success). +1 to project.

X-COM Medical Capacity (3d6): rolls 1, 5, 4 (10 new medikits produced this week)

Psi Training:

Daud: +10 to Psi Potential score. New score: 88
Henderson: +8 to Psi Potential score. New score: 69

Victor: morale support on Avenger: +11 vs. DC20, roll 20 (Critical Success). Shipboard morale boosted (+2 applied to both Research and Manufacturing).
#14249341 Nov 16, 2019 at 11:12 AM
Veteran DM
151 Posts
Lost my internet connection. Seems to be rebooting, give me a few minutes.
#14249342 Nov 16, 2019 at 11:13 AM · Edited 9 months ago
Veteran DM
131 Posts
((We're discussing Uncle Sam and Paul Bunyan, Central Bradford probably thinks us idiots.))
Old enough to know better, too old to care.
#14249400 Nov 16, 2019 at 01:42 PM · Edited 9 months ago
Veteran DM
151 Posts

Your tablets ping as the latest email from Central arrives (see below).

I have Daud, Bo, and Henderson down for Psi Training. With the Subconscious Training Modules you can still make skill rolls.

The data from the skulljacked Elite Officer can be used to add +1d6 to any ongoing project. The skulljacked troopers don’t add any value.

The Creeper Autopsy provided +5 to the Wraith Suit, and unlocked the Regen Serum project.

* * * * *

We’ll continue our work on the AVATAR project, but we will need to prioritize means to locate the aliens’ secret stronghold. Until then, we will focus on missions that should hinder ADVENT’s efforts. If they finish AVATAR, then it is likely that nothing we do will be enough to save humanity.

Unfortunately, Doctor Ranma reports that the Berserker specimen in cold storage has decayed beyond use.

* * *

Research Projects

MC costs in this list are for subsequent copies of an item once it is researched. Initial research just uses X-COM Research Capacity.

Base production is 3d10+2 (Singh) +2 (Kanem) +4 Permanent Upgrade

  • Plasma Rifle. Now that we've finally deciphered the aliens' devastating weapon technology and can develop beam weapons of our own, we can build rifles that will be the match of any enemy our soldiers encounter in the field. One prototype will be produced when this technology is researched. [RC20, MC10]
  • Psi Amp. The psionic amplifier is a device that can focus one of our Psi Operatives abilities in the field. You must have a Psi Training rating of 3 or higher to use this device. One prototype will be produced when this technology is researched. [11/15 completed, RC15, MC10]
  • Improved Skulljack. Doctor Tygan has submitted schematics for an improved version of the Skulljack that should allow us to hack a Codex or other top-rank alien, potentially giving us access to the part of the alien network where information about the AVATAR Project resides. Of course, this will require an operative to get up close and personal with one of those things in the field. Completing this project will update all of our Skulljack devices. [RC15, MC10]
  • Acid Grenade. With a little work, we believe we can reverse engineer the acidic grenade that you recovered from the ADVENT facility, and add it to our production lines. [RC15, MC3/2]
  • Incendiary Grenade. With a little work, we believe we can reverse engineer the incendiary grenade that you recovered from the ADVENT facility, and add it to our production lines. [RC15, MC3/2]
  • Bio Grenade. With a little work, we believe we can reverse engineer the biological grenade that you recovered from the arctic ADVENT facility. This grenade will be harder to manufacture, but is especially deadly against organic targets. [RC15, MC2]
  • Gauss Weapons. With our mastery of ADVENT's core weapon technology, we can now develop specialized weapon systems using the alien technology to improve on power storage and consumption, projectile path fidelity, and penetrative force over greater distances. We may be able to develop a sniper rifle and cannon variant based on our newly learned Magnetic Weapons technology. [1/10 completed, RC10]
  • Predator Armor. Predator armor represents our first foray into new body protection based on alien hybrid materials. This suit of medium armor offers excellent protection against most forms of attack. One prototype will be produced when this technology is researched. [RC15, MC10]
  • Wraith Suit. This suit of powered light armor has an adaptive camouflage array that can allow its wearer to literally “disappear” from view. One prototype will be produced when this technology is researched. [5/20 completed, RC20, MC10]
  • WAR Suit. This powered heavy armor offers even better protection against assault than our EXO suits, and includes a built-in flamethrower unit. Improved actuators provide an additional boost to the wearer’s strength. One prototype will be produced when this technology is researched. [RC20, MC15]
  • Improved Medikit. Doctor Ranma tells us that we can improve our basic medical kits to provide more effective battlefield triage. All current medikit production will be upgraded once this technology is researched. [RC10]
  • Regen Serum. This serum temporarily boosts human regenerative capabilities, allowing our operatives to rapidly recover from injuries inflicted on the battlefield. One prototype will be produced when this technology is researched. [RC15, MC2]
  • Nanomedikit. Our research into the Viper alien has allowed to develop a blueprint for an advanced medikit that can treat a broader range of battlefield symptoms than our standard medical supplies. One prototype will be produced when this technology is researched. [Game Note: this is essentially a one-use Restoration item.] [RC15, MC2]
  • Personal Shield. Our successful autopsy of the ADVENT Shieldbearer has opened up a promising line of inquiry that may allow us to integrate this tech into our own armors. One prototype will be produced when this technology is researched. [RC20, MC10]
  • ADVENT Purifier Autopsy. With a greater understanding of the systems behind the ADVENT Purifier's unusual tolerance of environmental hazards, it will likely be possible to emulate their methods for some use in our own equipment.[2/5 completed, RC5]
  • Archon Autopsy. An aesthetically impressive specimen, the hidden horrors of melding organic tissue with the inner workings of a machine are well-disguised here. The unique melee weapon employed by the creature could be of particular interest to our Rangers. [RC10]
  • Andromedon Autopsy. You successfully recovered enough components of the alien mech, along with its operator, to conduct a full study. A study of the alien’s unique biology and the technical components of its automated suit may provide advances for our own explosive weapons systems. [RC10]

Manufacturing Projects

Base production is 3d10+1 (Mendoza) +2 (Tieffendahl) +1 (Johnson)

  • Beam Pistol. Our advances in the area of Elerium technology have allowed us to manufacture higher-powered energy weapons. This handgun marks a significant step up from our existing magnetic weaponry. [MC10]
  • Plasma Ammunition. While the new beam weapons are clearly more effective, the ammunition requires more resources to produce. Three units of Manufacturing Capacity can produce two boxes of ammunition. [MC3/2]
  • Psi Lab Expansion. This improvement doubles the number of training slots to six. [MC15]
  • Psionic Efficiency. Further improvements to our training regimen can allow psionic training candidates to develop their skills faster (doubles weekly improvement to 2d10). [MC15]
  • Mag Pistol. The workshop can now manufacture additional copies of the magnetic pistol. [MC5]
  • Magnetic Rifle. The workshop can now manufacture additional copies of the magnetic rifle. [MC8]
  • Shard Gun. The Shard Gun takes standard shotgun shells and superheats them in a magnetic ignition chamber. The result is a molten spray of burning death. [MC8]
  • Magnetic Ammunition. This ammunition can be used in all of our magnetic weaponry. [MC1/2 (one unit of capacity produces two boxes)].
  • Arc Blade. When pure kinetic energy is no longer sufficient in the field, the Arc Blade may prove necessary. It boosts the standard Sword's combat effectiveness with the addition of an electric field, capable of stunning enemies not killed outright. This weapon can be made as a full-sized weapon (longsword) or a lighter one that can use Weapon Finesse. [MC10]
  • GREMLIN Mk.II. Our study of the alien MEC devices has allowed us to improve the durability and combat effectiveness of our GREMLIN drones. Chief Shen is working on fixing the ammunition feed problem, and reports that we can now mass-produce these devices as needed for our specialists. [MC5]
  • Skulljack.If needed, we can manufacture additional copies of the Skulljack for use during away missions. Doctor Tygan also thinks that we may be able to improve the basic design at some point. [MC10]
  • Nanoscale Vest. The Nanoscale vest is a light armor underlay derived from ADVENT armor. This vest can be worn with all X-COM armors to provide additional protection. [2/10 completed, MC10]
  • EXO Suit. This suit of heavy armor provides superior protection, and includes an embedded rocket launcher. [MC15]
  • Spider Suit. This suit of light armor offers improved protection over the basic X-COM Kevlar, and includes a grapple that can be used to access improved tactical positions on the battlefield. [MC10]
  • Additional Medikit Production. We all know that medical supplies are at a premium. We can dedicate a portion of our manufacturing output to augment what Doctor Ranma can put together in Medical each week, but that means a cut in other areas. [Manufacturing Cost: 2/kit]
  • Advanced Surgical Kit. Our medikits are pretty fantastic, but even they can only do so much. This kit, designed for field use, can keep a critically injured team member alive long enough for more substantial medical intervention back on the Avenger. [Game Note: this is a one-use Raise Dead device.] [MC5/kit]
  • Experimental Surgical Kit. The medical device that you recovered from the ADVENT research base offers a huge advance to the field of battlefield medicine. [Game Note: this is a one-use Resurrection item, which results in a significantly smaller XP penalty.] [MC8/kit]
  • Mundane Toolkits. Chief Shen can produce just about any kind of ordinary toolkit in the workshop. Just let her know what you need and we'll see that it's added to the queue.

Remember to get your recommendations in by Friday.


#14251320 Nov 19, 2019 at 08:31 PM · Edited 9 months ago
65 Posts
The highlights of the week, if anyone could believe it, was that the mysterious suited man they recovered was in fact the old Commander. And just in time to warn them that they were walking into a booby trap nuke. So, great start.

But there were some doubts about the old Commander and his sanity. Daud, for his part, was pretty sure he was who he said he was, since Cat was adamant. But less sure about his sanity. From what was described, this guy had been in constant mind bendingly awful combat VR simulation for 20 years. If that didn't make someone go nuts, then they weren't human. This guy certainly seemed human.

The other Old Man, their Old Man, Henderson, seemed to be less mopey, so that was good. No doubt it wasn't the end of his turmoil, though.

It all kind of made Daud think. It had occurred to him a long time ago, but his own father was a soldier. Daud knew only that much about him- but maybe XCOM had records. If his father had been fighting aliens, what were the odds the man had served with XCOM?

Well, Daud had worked up the nerve to actually look today. So he went to inquire about records to either Central or Cat to hand over personnel information from the old days if they had them.
---------------------

RESEARCH
1. Psi Amp
2. Improved skulljack, add 1d6 from officer
3. Purifier autopsy.
4. Wraith Suit

MANUFACTURING
1. Psi Lab Expansion
2. Set aside a couple points for mag ammo?
3. Extra into Psi Efficiency

Will also add suggestion that any Techs looking for something to do could get a head start on the Archon autopsy if they are uncertain. It's partly machine so I imagine they could help out.

Daud will work on mag ammo and also train psi.
#14252331 Nov 21, 2019 at 10:23 AM · Edited 9 months ago
Veteran DM
131 Posts
"It's simply difficult to describe," Bo remarked to the group in general. "It's feeling almost of power, a power over others that you ... I guess it's like when you know you are in charge because you are the best. Not because someone told you that you are, but because this is what you are. A level of certainty..." She shook her head, seeming to struggle for words in a way totally uncommon to her usual demeanor before continuing.

"That's not helping to describe what you feel you can do but it's there under it all. The result is you believe you can just look at someone aaaaand .... they just do what you want." She opened her hands palm upwards and shrugged a little, obviously finding it hard to put the feeling into words. "Like a kind of instant hypnotism. Henderson'll get this." She glanced over at him.

"Remember Star Wars? The first one where the one guy just says to a guard, 'You aren't going to do that.' or something similar?" Bo lifted a finger in the air and shook it while nodding in affirmation. "Then the guard just agrees with him and repeats it to another guard? It's like that, you think you can do that - though it looks like it doesn't always work." Her expression changed and she looked at them in turn with a keenness to the eye.

"But this is the important part, you get so that you feel as if no one could do it to you," she explained. "Something about your mind seems to mean you're able to refuse the suggestion. Strength of purpose, I'm not sure what, but I think it links to that first part of just believing you're in charge implicitly. And this..." She slapped a hand down on the table her tone insistent. "This is why you all need to take it seriously, why we need the capacity for you all to train, because if you never get to the point of being able to make others do anything you can still tell the aliens no, I won't."


((So mostly agree with Ayram again.

1. Finish the Psi Amp.
2. Purifier autopsy but Bo will use it as a Treat Injury 18 skill roll hoping to finish it, but if not we take points to do so.
2. Improved skulljack using that 1d6 from the officer as we need to do it then plough spare into it.
4. There is a chance we complete the above so dumping any spare into the Wraith Suit is fine as we've started it already, but happy for it to be Plasma Rifle or something else if folk disagree.

MANUFACTURING
1. Psi Lab Expansion
2. Set aside a couple points for one lot of beam pistol ammo and mag ammo unless someone else works on that either
3. Extra into Psi Efficiency
4 Can't see us making it this far unless folk dip to helping with one of the above, but if we do then another Beam Pistol as the dump.

Bo will also Psi train.))

Old enough to know better, too old to care.