I know, but I still think that it is to reliant on chance for this quest in my opinion.
I do use dice in the background... it's a thing. I just don't think a nat one is that big a deal frankly. Now twice in a row is a bigger deal.
Not that a nat one has ever happened I think the lowest was a 14 or something.
whereas our super-piliums are more like our piliums: one shot one kill, with a high enough success rate that we can do the whole not looking at our own explosion thing.
I'm not sure one shot one kill is 100% accurate, but one hit on the armor plate sure does hurt a fuckton. Shields are were things get iffy.
On a side note the secondary notes on the missiles were off, I changed them.
Are research die really that inaccessible for everyone else? I mean, many of us make things way more complicated than they have to be, looking for 95%+ guarantees for all our research goals, etc, but I just don't really see the problem,
Allocating them is a bit annoying and it messy. I recall as a player going, fuck now I have to figure out how to place these dice and their attached bonuses...
It was mostly the floating bonuses not being even between dice that got to me. I have a pool of dice with uneven bonuses... uhhhgg.
unless we just want to ditch dice altogether and straight up award everyone 55 RPs for every current 10d10 I'm just not sure how to make it much simpler.
That's another option.
What I was thinking was something this:
Available RP:
General Dice: 219.5d10+716.5
Mass Effect Technologies: 5d10
Setting Technologies: 1.5d10+5.5
Dice may be assigned individually to projects, bonuses may be assigned in units of +5. Any fractional dice or remaining bonuses that can't form a full +5, may also be assigned.
Okay, that probably works. Yes, I agree that going low Gig/high Gig/low Tera/high Tera is probably the way to go, with costs of 400/800/1600/3200. I'm also thinking that size categories should be a thing, so that even with miniaturized energy weapons the most you can fit in a frigate is low Gigawatt lasers, high Gigawatt for light cruisers, etc.
Sizes I was intending to bake into the techs. With the only modification coming form the minturized energy weapons tech.
I just don't get how they work. Is there a link to an explantion? Actually, that might be a solution to the plan problem. We should have some kind of Shepard Quest for dummies page.
Heh... well I'd need a list of what to explain.
Anyway let me try this:
Research!
Mindoir:
Revy: 4x 10d10+15
Labs: 4x 10d10+20
Research Teams: 12x 10d10+30
Conrad: 1x 10d10+25
Gaven Dor: 1x 5d10+25 (10d10+25 for Mass Effect techs)
Basic Research: 15x +10 (Must be applied to a 10d10, one application per 10d10)
Total: 215d10+700, average: 1,882.5 (If Gaven Dor is researching Mass Effect techs +5d10/+22.5)
Elysium: (15% effectiveness, 20% for improving existing ME setting techs)
Labs: 1x 10d10+20 * 15%
Research Teams: 2x 10d10+30 * 15%
Basic Research: 3x +10 * 15% (Must be applied to a 10d10, one application per 10d10)
Total: 30d10+110 *.15, average: 41.25 (55 for 20%)
Pooled: 250 Research Points
Above is the available research dice and points for the turn. First are the dice generated on Mindoir. Since Revy is there you get 100% of the value of those dice. Listed are the dice, bonuses and points generated. Each set of dice should be assigned to a research project. Set must be assigned as a whole. So all of Revy's 10d10+15 must go to a project, but she generated four of those so you can assign them to one to four different projects.
Basic Research is different it's an extra bonus you add to another set of dice. Each set of 10d10 (or partial set) can get one +10 from basic research.
Some characters get bonuses when working on certain types of techs Gaven Dor genreates an extra 5d10 when working on a mass effect tech.
After that is the total like that'll give an average allowing you to estimate the amount of tech that can get done.
Next is Elysium, being on another planet you only get part of the value of the dice, 15%. Because of the Administrator (Hwan) you get an extra 5% if the dice are assigned to improving existing ME setting techs (ask the GM if a tech counts and it's not obvious).
Other than that it's the same deal as Mindor, save that the * 15% is noted.
Finally the Pooled RP either from past overrun or Omakes is noted. It's assigned in 50 RP block or parts there of if any is left over.
[ ] Medium Armor [400]: The early tanks were nothing more than cars with a lot of steel plating stuck to them, the modern armor is a more refined beast, and a beast that would benefit more than a little from your careful touch and keen intellect.
[ ] 5 Meter Mech [400]: You have an old, washed-out shirt that used to belong to your father with the inscription "Giant robots. Because life isn't dangerous enough." Now, you will have them.
[ ] Superalloys [800]: Your new ceramic armor plating was developed to be the best possible without emptying your R&D budget and beggaring your clients. However, as your company grows, the former ceases to be a concern and you can let your mind play wild with all the elements known to Sentience.
[ ] Mk II Suit [500]: Building your armor in easily replaceable components made from your advanced materials lets you make it so much stronger than the MK 1.5 could ever be. It also lets Cortana suit you up, which looks awesome. Adding repulsors in the hands and feet gives you hitherto unimagined maneuverability. (I. Am. Iron. Man! [Well, ceramic man, but the other thing sounds better!])
[ ] Blue Box AI [1600]: Research using a quantum blue box to house an AI. The blue box will provide impressive computation abilities and make the fuzzy logic easier, but the AI will be bound to the box much like people are to their brains. Oh and develop your first AI... good luck. (Currently quite illegal, as you lack an AI License)
[ ] Pure SoftwareAI [3200]: Research using making an AI from using pure data, hardware be damned (as long as it can run the machine code, though the AI will be able to switch if it knows the two codes). The AI will be able to freely move about as an Infomorph and grow to match it hardware (assuming you let it). On the downside it can be 'trapped' in low-speed hardware or is that an upside? Oh and develop your first AI... good luck. (Currently quite illegal, as you lack an AI License)
[ ] Adrenal Implant [400]: Almost everyone has an anecdote about a mother lifting a car to get to their child, or a man pulling a tree out of the ground to bash in an assailant's head. Adrenaline's power to make people stronger and faster is well documented, and many people have wished it were possible to stimulate adrenalin production safely. Well, now it is. (The implant makes the user faster and stronger for a limited time. Overuse is bad for your health.)
[ ] Miniaturized Energy Weapons [400]: A lot of things go into making a laser, but people have made them for literally centuries, so there are few great mysteries left. The major problem in making smaller lasers is containing the energy. Fortunately, you have some knowledge in designing new materials, and now you'll be making cavities and resonators that will make your competitors weep. (What it says on the tin.)
[ ] Gigawatt Range Lasers [400]: Frankly, you're a little worried about increasing the power output of your laser weaponry by several orders of magnitude. And it's certainly not something you should put on a ground-based vehicle, atmospheres are flammable after all, but as a wise man said: "Mad Science" means never stopping to ask "what's the worst thing that could happen?". (Also what it says on the tin.)
[ ] Flawless black boxing/FRM [761.2/3200]: By riddling your technology with superfluous wiring and casing, adding minute self-destructive devises, and shielding it all from all known forms of non-intrusive tomography, you have been able to keep your rivals (and most governments) guessing as to how it is your devices work. Now, you start getting serious about secrecy. (Makes reverse engineering your technology practically impossible to any of the Citadel species.)
[ ] Plug and Play Skills [800]: Want to learn Kung Fu? Here's a chip to slot into your brain. So long as the chip is installed you know what the chip knows once you get used to the new skills. It can also function as a teacher. Only challenge can be finding some one to record the skills from.
[ ] Advanced Prostetics [800]: Once you've got wires in your brain giving you robo limbs is easy! We can make them almost in distinguishable from your normal limbs. Or even better. Allows just about every limb type prosthetic imaginable.
[ ] Light Cruisers (<500m) [600]: The increased size of the cruiser class makes things even more complicated. In addition the cruiser class of vessels is usually optimized for different things than fighters or frigate meaning you have to reconsider several design choices.
[ ] Eternal Youth [1600]: Death from "old age" is an issue many races have to face. Humanity has been slowly increasing the expected life span as new technologies allow damaged organs and parts to be replaced. However, the body was young once and if one could reset the clock and regenerate what is damaged old age will not be able to claim a single human life again. The Krogan and Asari prove that it can be done biologically. (Produces a treatment that will make the recipient immune to aging).
[ ] Advanced Xenobiology [800]: You've solved many issue for humanity, now it time to consider how to spread the benefits to other races, as well as considering any unique issue they may have. (Allows the application of human biotech to other races.)
[ ] Extremis (Locked) [1600]: Super nanite enhanced super people, what's not to love? Integrates flesh and machine on a fundamental level applying the best of your technology. May have strange side effects that look kind of like super powers depending on the programming. Also Illegal.
[ ] Dark Energy Warhead [800]: Eezo can be use to produce all kinds of exotic effects, from warps to pseudo-singularities (and rumor has it real ones). Stick it in a missile and shoot it at some one you don't like. (Allows the creation of advanced Disruptor (Warp) Torpedoes and if you have the right tech other dark energy using missiles)
[ ] Bombardment Missiles [800]: For destroying things on planets or other large-scale destruction. These large missiles are designed to drive at the planet at ludicrous speeds and remove that pesky geographic feature. Oops was that mountain important? Alternatively they are good at hammering away at hardened positions. (Can make large missiles for planetary assault or for use on other large targets)
[ ] Generation II Arc-Reactor [400]: MORE POWER! Well four times as much. And a ten times that one shot burst mode for about a minute. Mind that basically ruins the palladium core and requires the device to be restarted with only a few days use left. Of course you could just put more palladium into it. Also should help you develop much smaller arc-reactors, probably down to the size of the last digit of your pinky.
[ ] Total Internal Reflection Systems [1600]: Mass effect fields refract light, thus a strong enough field will produce total internal reflection. Used properly a multi-layered field could be used to produce a double TIR effect making the surrounded object invisible. Stealth! In Space! On the other hand you should probably experiment with this in space. (Allows TIR stealth as well as TIR shields that will reduce laser damage, Requires a deep space lab).
[ ] Quantum Entanglement Communications [1600]: Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.
[ ] Multi-core Eezo Systems [800]: Using multiple cores in a ship or other system presents a way to get around the limitations of discharge. Using multiple large cores you could cycle a "full" one out and slowly bleed the charge out while another takes over. Or you could have several smaller cores that don't discharge dangerous amounts of energy when they overload. Beyond that multiple cores allow for several interesting future applications. (Ships equipped with these systems cost more but do not have drive charge limitations)
[ ] Tractor Beams [800]: A relatively simple application of mass effect technology applied to a larger scale. The trick is to make it work at a useful range and cheap enough that its feasible to deploy. (What It says on the tin.)
[ ] Comm Buoy Construction [1600]: Barring a truly incredible leap in other communication technologies Comm Buoys are the best way to get large amounts of data around with low response time. The expensive but critical devices allow the galactic extranet to function and hold the galactic community together. They also are a stepping stone toward making one's own Mass Relays. (Requires a deep space lab)
[ ] Anti-matter Production [1600]: Anti-matter is a controlled substance on the galactic scale. It is also one of the primary warship "fuels", making it quite valuable. On the other hand It makes for some nasty bombs. Anti-matter takes a fair amount of power to make and arc-reactor technology provides that power. (Allows the creation of anti-matter production plants)
[ ] Gravitational Wave Detectors [800]: One of these could have a great deal of value in space if it had long range and could be made small enough. Allowing vessels surrounded by a TIR field to see outside easily and also allowing the detection of such vessels. Not to mention the scientific potential.
[ ] Very Large Space Stations [1600]: People of all races have been proposing giant space stations for ages. Why not develop and build one? They're not quite citadel sized, but they're far bigger then any race would normally build. (What it says on the tin)
[ ] Basic Vehicle Scale Weapon Mods [200]: Weapon mods are been used by infantry to fine tune their guns for the task at had. You can do the same for vehicles scale weapons.
[ ] Small Ship Scale Mods [800]: Applying weapon mod technology to starship scale weapons should provide several advantages to the owners of such technology. Mind you'd need to upgrade the guns to use the tech. It also wouldn't be particularly fast to swap the mods out without specialized support systems (Allows the production of Starship Ammo/Weapon Mods and Modable Mass Accelerators)
[ ] Advanced Ammo Mods [600]: Some ammo mods are simple, others are rather complex. Items like warp ammo and cryo ammo aren't simple so applying them to larger weapons will take some more work. Also upgrades the basic ammo mods.
[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.
[ ] Swarm Networking [800]: Distributed proccessing isn't anything new. The real challenge here is threefold. One must allow elements to dynamically enter and exist the computing system without compromising algorithm execution, secure the network from noise and hostile action and prevent AI formation. That Geth thing didn't end well for the Quarians.
Conrad's Special Projects
[ ] The invisible man [100/400]: The stealth system that was installed in the prototype the Berkeley students presented at the power armor conference was not good enough to fool Alliance security, but then it was Conrad piloting the thing. While working on your advanced ceramic, you've had some ideas of your own on how to incorporate digital camouflage at a fundamental level. (Make near-invisible versions of your vehicles. Sound, thermal and radar detection will still be issues, but issues exist to be solved!)
[ ] The black fucking gun [400]: Conrad knows pretty much how the "Black Hole Gun, but not really" that they entered into the competition works. It does, however, have more than a few safety issues, and you really don't want a gun that will make General Alexander call you and ask what the hell happened to his entire right flank. The core idea is good, but the problem is that Conrad, smart though he is, is very bad at adapting his designs to the constraints posed by reality. (Build the M-490 Blackstorm, though you get to pick a new name for it if you'd like.)
[ ] Time is an illusion [???]: Have Conrad and his team continue the work he started in his dissertation. Time manipulation of any kind would be pretty awesome, but this is as bleeding edge as research gets, and you have no idea what's on the other side, or how far away it is. (This may or may not give you limited control over time. It may or may not have other prerequisite techs.)
Gaven Dor's Projects:
Reactive Barriers [200]: Okay take everything I said about Warp Barriers and insert biotic detonations instead of warp effects. Sounds nuts, but its basically the same idea as reactive armor. Yeah it's not an amazing idea, but we just found a Prothean dark energy melee weapon, so that's what I got.
Stasis Plate [1600]: Stasis makes the effected object almost invulnerable if mostly immobile. So apply it to armor plating and bam! Awesome armor that's good against anything, including lasers. Down side is the effected plate can't move fast due to the speed of light so no FTL or, hell, probably no cruising either, and shields of any sort can't be used while its on, barrier interference principle and all that. It'll also burn power like nobodies business, which is why no one ever considered trying this before. Small price to pay for an incredible defense. Oh and not actual invulnerability, just really hard to hurt.
Starship Block Upgrades:
[ ] Geneva Class Cruiser Block 4 Upgrade (100 RP): A lighter cruiser for Skirmishing. 250 million credits development money. (Requires Light Cruisers)
[ ] Tokyo Class Cruiser Block 3 Upgrade (100 RP): The main combatant of the SA's space forces. 350 million credits development money. (Requires Heavy Cruisers)
[ ] Everest Class Dreadnought Block 7 Upgrade (150 RP): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)
[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)
[ ] 5 Meter Mech [400]: You have an old, washed-out shirt that used to belong to your father with the inscription "Giant robots. Because life isn't dangerous enough." Now, you will have them.
[ ] Superalloys [800]: Your new ceramic armor plating was developed to be the best possible without emptying your R&D budget and beggaring your clients. However, as your company grows, the former ceases to be a concern and you can let your mind play wild with all the elements known to Sentience.
[ ] Mk II Suit [500]: Building your armor in easily replaceable components made from your advanced materials lets you make it so much stronger than the MK 1.5 could ever be. It also lets Cortana suit you up, which looks awesome. Adding repulsors in the hands and feet gives you hitherto unimagined maneuverability. (I. Am. Iron. Man! [Well, ceramic man, but the other thing sounds better!])
[ ] Blue Box AI [1600]: Research using a quantum blue box to house an AI. The blue box will provide impressive computation abilities and make the fuzzy logic easier, but the AI will be bound to the box much like people are to their brains. Oh and develop your first AI... good luck. (Currently quite illegal, as you lack an AI License)
[ ] Pure SoftwareAI [3200]: Research using making an AI from using pure data, hardware be damned (as long as it can run the machine code, though the AI will be able to switch if it knows the two codes). The AI will be able to freely move about as an Infomorph and grow to match it hardware (assuming you let it). On the downside it can be 'trapped' in low-speed hardware or is that an upside? Oh and develop your first AI... good luck. (Currently quite illegal, as you lack an AI License)
[ ] Adrenal Implant [400]: Almost everyone has an anecdote about a mother lifting a car to get to their child, or a man pulling a tree out of the ground to bash in an assailant's head. Adrenaline's power to make people stronger and faster is well documented, and many people have wished it were possible to stimulate adrenalin production safely. Well, now it is. (The implant makes the user faster and stronger for a limited time. Overuse is bad for your health.)
[ ] Miniaturized Energy Weapons [400]: A lot of things go into making a laser, but people have made them for literally centuries, so there are few great mysteries left. The major problem in making smaller lasers is containing the energy. Fortunately, you have some knowledge in designing new materials, and now you'll be making cavities and resonators that will make your competitors weep. (What it says on the tin.)
[ ] Gigawatt Range Lasers [400]: Frankly, you're a little worried about increasing the power output of your laser weaponry by several orders of magnitude. And it's certainly not something you should put on a ground-based vehicle, atmospheres are flammable after all, but as a wise man said: "Mad Science" means never stopping to ask "what's the worst thing that could happen?". (Also what it says on the tin.)
[ ] Flawless black boxing/FRM [761.2/3200]: By riddling your technology with superfluous wiring and casing, adding minute self-destructive devises, and shielding it all from all known forms of non-intrusive tomography, you have been able to keep your rivals (and most governments) guessing as to how it is your devices work. Now, you start getting serious about secrecy. (Makes reverse engineering your technology practically impossible to any of the Citadel species.)
[ ] Plug and Play Skills [800]: Want to learn Kung Fu? Here's a chip to slot into your brain. So long as the chip is installed you know what the chip knows once you get used to the new skills. It can also function as a teacher. Only challenge can be finding some one to record the skills from.
[ ] Advanced Prostetics [800]: Once you've got wires in your brain giving you robo limbs is easy! We can make them almost in distinguishable from your normal limbs. Or even better. Allows just about every limb type prosthetic imaginable.
[ ] Light Cruisers (<500m) [600]: The increased size of the cruiser class makes things even more complicated. In addition the cruiser class of vessels is usually optimized for different things than fighters or frigate meaning you have to reconsider several design choices.
[ ] Eternal Youth [1600]: Death from "old age" is an issue many races have to face. Humanity has been slowly increasing the expected life span as new technologies allow damaged organs and parts to be replaced. However, the body was young once and if one could reset the clock and regenerate what is damaged old age will not be able to claim a single human life again. The Krogan and Asari prove that it can be done biologically. (Produces a treatment that will make the recipient immune to aging).
[ ] Advanced Xenobiology [800]: You've solved many issue for humanity, now it time to consider how to spread the benefits to other races, as well as considering any unique issue they may have. (Allows the application of human biotech to other races.)
[ ] Extremis (Locked) [1600]: Super nanite enhanced super people, what's not to love? Integrates flesh and machine on a fundamental level applying the best of your technology. May have strange side effects that look kind of like super powers depending on the programming. Also Illegal.
[ ] Dark Energy Warhead [800]: Eezo can be use to produce all kinds of exotic effects, from warps to pseudo-singularities (and rumor has it real ones). Stick it in a missile and shoot it at some one you don't like. (Allows the creation of advanced Disruptor (Warp) Torpedoes and if you have the right tech other dark energy using missiles)
[ ] Bombardment Missiles [800]: For destroying things on planets or other large-scale destruction. These large missiles are designed to drive at the planet at ludicrous speeds and remove that pesky geographic feature. Oops was that mountain important? Alternatively they are good at hammering away at hardened positions. (Can make large missiles for planetary assault or for use on other large targets)
[ ] Generation II Arc-Reactor [400]: MORE POWER! Well four times as much. And a ten times that one shot burst mode for about a minute. Mind that basically ruins the palladium core and requires the device to be restarted with only a few days use left. Of course you could just put more palladium into it. Also should help you develop much smaller arc-reactors, probably down to the size of the last digit of your pinky.
[ ] Total Internal Reflection Systems [1600]: Mass effect fields refract light, thus a strong enough field will produce total internal reflection. Used properly a multi-layered field could be used to produce a double TIR effect making the surrounded object invisible. Stealth! In Space! On the other hand you should probably experiment with this in space. (Allows TIR stealth as well as TIR shields that will reduce laser damage, Requires a deep space lab).
[ ] Quantum Entanglement Communications [1600]: Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.
[ ] Multi-core Eezo Systems [800]: Using multiple cores in a ship or other system presents a way to get around the limitations of discharge. Using multiple large cores you could cycle a "full" one out and slowly bleed the charge out while another takes over. Or you could have several smaller cores that don't discharge dangerous amounts of energy when they overload. Beyond that multiple cores allow for several interesting future applications. (Ships equipped with these systems cost more but do not have drive charge limitations)
[ ] Tractor Beams [800]: A relatively simple application of mass effect technology applied to a larger scale. The trick is to make it work at a useful range and cheap enough that its feasible to deploy. (What It says on the tin.)
[ ] Comm Buoy Construction [1600]: Barring a truly incredible leap in other communication technologies Comm Buoys are the best way to get large amounts of data around with low response time. The expensive but critical devices allow the galactic extranet to function and hold the galactic community together. They also are a stepping stone toward making one's own Mass Relays. (Requires a deep space lab)
[ ] Anti-matter Production [1600]: Anti-matter is a controlled substance on the galactic scale. It is also one of the primary warship "fuels", making it quite valuable. On the other hand It makes for some nasty bombs. Anti-matter takes a fair amount of power to make and arc-reactor technology provides that power. (Allows the creation of anti-matter production plants)
[ ] Gravitational Wave Detectors [800]: One of these could have a great deal of value in space if it had long range and could be made small enough. Allowing vessels surrounded by a TIR field to see outside easily and also allowing the detection of such vessels. Not to mention the scientific potential.
[ ] Very Large Space Stations [1600]: People of all races have been proposing giant space stations for ages. Why not develop and build one? They're not quite citadel sized, but they're far bigger then any race would normally build. (What it says on the tin)
[ ] Basic Vehicle Scale Weapon Mods [200]: Weapon mods are been used by infantry to fine tune their guns for the task at had. You can do the same for vehicles scale weapons.
[ ] Small Ship Scale Mods [800]: Applying weapon mod technology to starship scale weapons should provide several advantages to the owners of such technology. Mind you'd need to upgrade the guns to use the tech. It also wouldn't be particularly fast to swap the mods out without specialized support systems (Allows the production of Starship Ammo/Weapon Mods and Modable Mass Accelerators)
[ ] Advanced Ammo Mods [600]: Some ammo mods are simple, others are rather complex. Items like warp ammo and cryo ammo aren't simple so applying them to larger weapons will take some more work. Also upgrades the basic ammo mods.
[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.
[ ] Swarm Networking [800]: Distributed proccessing isn't anything new. The real challenge here is threefold. One must allow elements to dynamically enter and exist the computing system without compromising algorithm execution, secure the network from noise and hostile action and prevent AI formation. That Geth thing didn't end well for the Quarians.
Conrad's Special Projects
[ ] The invisible man [100/400]: The stealth system that was installed in the prototype the Berkeley students presented at the power armor conference was not good enough to fool Alliance security, but then it was Conrad piloting the thing. While working on your advanced ceramic, you've had some ideas of your own on how to incorporate digital camouflage at a fundamental level. (Make near-invisible versions of your vehicles. Sound, thermal and radar detection will still be issues, but issues exist to be solved!)
[ ] The black fucking gun [400]: Conrad knows pretty much how the "Black Hole Gun, but not really" that they entered into the competition works. It does, however, have more than a few safety issues, and you really don't want a gun that will make General Alexander call you and ask what the hell happened to his entire right flank. The core idea is good, but the problem is that Conrad, smart though he is, is very bad at adapting his designs to the constraints posed by reality. (Build the M-490 Blackstorm, though you get to pick a new name for it if you'd like.)
[ ] Time is an illusion [???]: Have Conrad and his team continue the work he started in his dissertation. Time manipulation of any kind would be pretty awesome, but this is as bleeding edge as research gets, and you have no idea what's on the other side, or how far away it is. (This may or may not give you limited control over time. It may or may not have other prerequisite techs.)
Gaven Dor's Projects:
Reactive Barriers [200]: Okay take everything I said about Warp Barriers and insert biotic detonations instead of warp effects. Sounds nuts, but its basically the same idea as reactive armor. Yeah it's not an amazing idea, but we just found a Prothean dark energy melee weapon, so that's what I got.
Stasis Plate [1600]: Stasis makes the effected object almost invulnerable if mostly immobile. So apply it to armor plating and bam! Awesome armor that's good against anything, including lasers. Down side is the effected plate can't move fast due to the speed of light so no FTL or, hell, probably no cruising either, and shields of any sort can't be used while its on, barrier interference principle and all that. It'll also burn power like nobodies business, which is why no one ever considered trying this before. Small price to pay for an incredible defense. Oh and not actual invulnerability, just really hard to hurt.
Starship Block Upgrades:
[ ] Geneva Class Cruiser Block 4 Upgrade (100 RP): A lighter cruiser for Skirmishing. 250 million credits development money. (Requires Light Cruisers)
[ ] Tokyo Class Cruiser Block 3 Upgrade (100 RP): The main combatant of the SA's space forces. 350 million credits development money. (Requires Heavy Cruisers)
[ ] Everest Class Dreadnought Block 7 Upgrade (150 RP): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)
[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)
In the spoiler above are the tech available (unless the GM for got one that happens). Each tech has an RP value need to research it. Simple enough I think.
When the Techs are processed any extra RP are halved and then stored. If a tech further down the list doesn't complete enough RP from the storage will be take out to finish it. If it can' be finished it will show up next turn on the list with the RPs allocated to it so far noted. If some is still left over then it's pooled and available next turn. Overflow happen is the order the techs are listed unless player offer specific notes.
Right did that make sense?
I could explain why the values are what they are if you like.