The Singers-Rachni Quest (Mass Effect with XCOM elements)

Turn 4 Results
Winning Vote:
-The hotspring cave will serve much better as a nest/base than your current residence. Move your children and resources there.
-Harvest food from the inner cave. (grants food based on number of successes)
-Return to the Lab. The Ship you found will likely be your best bet to escape Noveria, and needs to be investigated further. And there are still some resources you can bring back if you want to.

Backround Rolls:

The Lab: 28. Minor Pass. Slightly Negative Result.



-Move to the Hotspring Cave, harvest food.

Rolls: 2, 3, 1, 6. 2 Successes.

Most of your time this week is spent on the laborious process of carrying all of your resources to your new home; it is a long treck, on which you cannot really carry much due to a lack of anything like packs. Still, you make the last trip carrying your children just over halfway through the week, still with plenty of time to bolster your food supply and head back to the Lab.

You set up your materials and your children in a small clearing, instructing your Sons to watch out for anything that might be big enough to hurt their younger siblings and guard the nest, a task they accept with great enthusiasm.

All of your children seem excited by their new surroundings, a place so bright and full of life, so different from the dull cave they had lived in until now.

Once they are settled and their Songs are not quite so excited and questioning, you begin to Hunt.

It goes well enough. You focus on trying to get some of the Animals living in the cave, as your Children have never tasted Flesh before, and you want to give them a treat. After a lot of trial-and-error, you manage to ambush a pair of reptilian creatures, snatching them up with your tentacles and bashing them against the ground to stun them before you rip out their throats with your mandibles.

Excited and proud of your success, you head back to the nest-site, picking some mushrooms along the way to supplement your meat.

When you return...you find your Workers feeding on the body of a reptilian creature similar to the ones you have, if a bit bigger, almost half the size of your Brood Warriors.

You pulse out a questioning note, and your Sons proudly and excitedly regale you with what happened: the creature had been slinking around the camp, watching your Workers, and your smaller son devised a plan to ambush it as you had, having his larger sibling 'leave' the camp and your Workers unprotected. The Reptile moved in to try and take one of your Workers, but the smaller son had been lying in wait, and he leaped upon the predator, savaging it while his brother scurried back over as fast as he could, the two finally killing the slippery creature with a swift bite to the skull, before giving the body to their smaller siblings.

You sing out your pride in the courage and ingenuity of your sons, even as you chastise them for putting their weaker siblings at risk.

That doesn't stop you from giving them each a Reptile as a reward for their first kill.

Nest moved to the Hotspring Cave. General mood improved.

Gained 4 Food. Your Brood Warriors will now hunt on their own accord, providing a small amount of food for them and the Workers. Food Upkeep reduced to 2/turn.




-Return to the Lab

With your children settled in, you return to the Lab once more to investigate the ship, see what will be required in order to work the ship.

However, when you arrive, you make an unsettling discovery.

Bipeds have been here while you were away.

You know this, because the bodies scattered around the facility, those killed by the Shepard and by your Lost, have been put into large black bags and moved against the walls, leaving corridors and rooms cleared. Everything else is the same, as far as you can tell, but someone has come through here and cleared up the corpses, probably for Disposal.

Regardless, you move to the hidden shuttle bay, with a certain urgency to your steps, and after some fiddling manage to get the ship to open its door for you.

It is a tight squeeze. You can barely fit through the door, though your children would have much less trouble, but overall the ship is not very large. There is a small storage bay where you could keep food and, a passenger compartment that can fit you and your Brood Warriors fairly easily (but will become quite cramped with the addition of any further Warriors or Brood Warriors) and a cockpit with seats for two that you can only really stick your head into.

A cockpit which is, understandably, designed for Bipeds, not Rachni.

You could...probably modify the ship, given time, to make it easier for your children to pilot it, but now...you aren't sure how much time you have. The Songless have returned to the facility, and soon it may be lost to you as they retake it.

At the very least, this will be the last chance you have to take any bodies for your own use, and as it is, you don't want to take more than one or two: any more would certainly be noticed, and even that many might be to great a risk.

But...no, if you are to get off of this world, away from danger, you need that ship, and you don't have time to modify it. To pilot it, you need a Biped. And since you don't have a living one to work with...

The Dead shall have to do.

You grab one of the bags as you leave, making sure not to disturb anything else. It is not until you return to the nest, surrounded by curious children, that you open the bag, and see what you have taken.

It is...

[] An Asari (???)
[] A Salarian (???)
[] A Turian (???)
[] A Human (???)
 
[X] An Asari (???)

I feel like this will synergize with the decision to remember the possessed Asari during the prologue.
 
[X] A Salarian (???)

I suspect I will be very outvoted, but I can't think of much reason to choose between the four other than the cosmetic and possibly whether someone might get angry at the corpse desecration. Seems unlikely it'd even become an issue at this point, given the clean-up crew has arrived, but I don't have any strong preference otherwise, so may as well. Salarians seem like they'd be the least offended, though the Asari are probably pacifistic enough to overlook it once we've opened up diplomatic negotiations. Of the four, Turians and humans came after the Rachni war and have no cultural memories of it, but Turians are a martial culture (who are generally more likely to deeply respect the dead) and xenophobia is still decently rife among humans at this point in time, so that's a flat no for this particular argument.
 
Can we have our zombie pilot the shuttle away from the facility and somewhere concealed near to our cave, so that we can work on it in peace, and then smuggle the body back where it came from, hopefully with no-one noticing anything?
 
Can we have our zombie pilot the shuttle away from the facility and somewhere concealed near to our cave, so that we can work on it in peace, and then smuggle the body back where it came from, hopefully with no-one noticing anything?

You can certainly try. But you still need to research the Reanimation Psy-Ability. Which will, at best, take a week. You have no idea when people will be back to finish cleaning up the facility, so you *might* make it. But who knows?
 
[X] An Asari (???)

Because it seems likely they'd be easiest to puppet. I'd go salarian for potential leftover knowledge making piloting easier otherwise. And human if I anticipated us having to talk to anyone over radio as we make our escape due to humans having less known speech and body language quirks to the other races due to being newer.
 
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[X] An Asari (???)

Some people might be voting Asari purely for aesthetic reasons, I'm voting Asari as the species as a whole has stronger biotic powers than the others. This may make it easier to control the body and pilot the ship through her.
 
Some people might be voting Asari purely for aesthetic reasons, I'm voting Asari as the species as a whole has stronger biotic powers than the others. This may make it easier to control the body and pilot the ship through her.

Her being a Biotic won't have any effect on how easy it is to control her with your Psionics. That's another part of Asari Biology responsible for that particular bonus.
 
I will say. This isn't just a cosmetic vote. Each option has a few different hidden Bonuses. Which all have to do with the 'stereotypical' roles each species fills in the lore of Mass Effect.
 
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