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You know the 'standard' Gamer system already in all likelihood. It has levels, stat grinding...
Chargen

We Just Write

Blatantly Plural
Location
New England
Pronouns
Plural
You know the 'standard' Gamer system already in all likelihood. It has levels, stat grinding, magic, skill books, IDs, a hammerspace inventory, and the dual package of Gamer's Mind and Gamer's Body.

We aren't doing that. Instead, you've got five slots with which to pick games, which you gain powers (and a drawback) based on. In addition, each game has two optional upgrades costing an additional slot. Please be aware however, that choosing one of a game's upgrades ratchets up the cost of the game's other upgrade to 3 slots (it will be possible to get more slots during the quest, but they will be few and far between).

Without further ado, here's the games available for choosing!

+You can level up skills to Legendary, at which point anything you do involving those skills is an automatic crit-success. Please be aware that his takes years of constant training at minimum.
+If you get particularly inspired, you may enter a Strange Mood. When you come back to your senses you'll have an indestructible Artifact of awesomeness, and the craft skill you made it with will have automatically leveled up to Legendary. Please note that outside of exceptional circumstances this will only happen once EVER.
+You get a loyal band of seven Dwarfs with skills chosen by you at the start of your adventure. Take good care of them, and more will show up (though you'll never be quite sure where they're coming from).
-Tantrum Spirals. Just... Tantrum Spirals
+You know all those crazy contraptions (perpetual motion machines, nailing a fortress to the sky, drawbridges that instantly disintegrate anything they land on) that DF players make that would never work IRL? Now you can actually build them! Your Dwarfs can too by the way.
+You can even do things that DF doesn't quite allow yet, like making a giant fortress-mech with lava powered death rays!
+/- No-one'll ever be able to copy your tech, because it just doesn't work for them for some reason.
+/- On the other hand, whatever world you land on now has Dwarf Fortress geology too. This includes both Adamantine and the HFS.
+You start with 6 Legendary skills and 2 Artifacts of your choice
+If your other picks come with advanced tech or magic items, you can have Artifact versions of those items
-Dwarf's Metabolism: You need alcohol to live, if you are ever sober for 48 consecutive hours you will suffer cardiac arrest (or the nearest equivalent), which can only be remedied by getting some more booze in you. You are not immune to the mind-effecting properties of alcohol.
+You've got a shiny new robotic body, complete with an internalized fusion reactor, meaning you don't need to breath, eat, or sleep (you still need the occasional glass of water to filter deuterium from).
+You're also immune to poisons, diseases, and psionics
+Your new body has some pretty cool specs; You can run at 120 mph for hours, power lifting up to a ton of whatever is easy, you can jump up to 8 meters in the air in Earth gravity, and you're durable enough to take a Tomahawk cruise missile to the face (though you'll need some serious work done to get back on your feet after).
+You've got a transforming plasma Arm Cannon, you can fire it 5 times per second, and can dial the power of each shot between 'Glock' and 'M1 Abrams main cannon HEAT'.
+Your body slowly self-repairs, meaning that as long as your processor survives and there's enough of the right raw materials around you'll only be out of commission for a month maximum.
-You don't have a civilian mode, leaving you smack dab in the middle of the uncanny valley.
+MAD SCIENCE!
+More specifically, you now have the combined genius of Doctors Light and Wily. If they built it, you can too, though you're starting out at around Mega Man 4 levels of tech. You can even invent something (or someone) completely original with enough work! (note: making anything with true Free Will will take at least 10 years of work from start, though what you start with is pretty freaking close)
+/- You're human (or at least biological) again, though you could change this with a few years of tireless research.
+Your robot body can now run at 500 MPH, power lift 10 times what it previously could, almost fly, and you're durable enough to tank 3 MOABs to the face.
+Your arm cannon now has a maximum uncharged power equal to a Tomahawk cruise missile, and if you charge it you can get as much power as a MOAB out of a single blast
+You've also got an insanely powerful Beam Saber now, that effectively un-exists anything the blade passes through
+If an enemy has some sort of unique attack or ability, after beating them you can use it too (though it has limited energy/ammo that'll need about a week to recharge without help)
+You're no longer in the Uncanny Valley! And you've even got a civilian mode!
+You now have a fully functional and staffed space center on the coast of some equatorial location or other. It never seems to run out of space program supplies. You drop in at your space center on whatever world you go to.
+Minions: Kerbals are excellent pilots, loyal, good with tech, genuinely nice people to be around, and you never seem to run out of them. Please be aware that they aren't too good in a fight unless they're driving some variety of war machine, and they're still people who will object (possibly in a violent manner) to being treated as disposable.
+Tech: By default, in addition to stock (slightly buffed so that if a design can get into orbit of Kerbin it can get into orbit of whatever your starting world is) you have access to the entire Near Future family of mods, Extraplanetary Launchpads, Some sort of self-sufficient colony pack, and the Atomic Age nuclear engine mod. You also have access to any tech that you could reasonably be inferred as having, such as advanced and safe miniaturizable nuclear power for Atomic Age and Near Future Electrical. (NOTE: Tweak the nuclear lightbulb's mass down to 8, also double its thrust for the purpose of submitting a design)(OTHER NOTE: Probe Cores are right on the edge of having free will, and if you actively develop the tech you could be making fully sapient AI inside of a decade. This is greatly reduced if you take a robotics-specialized MAD SCIENCE!!! power.)
+/- You are now a Kerbal, and have a full set of memories of growing up on Kerbin and somehow managing to become the Emperor of Kerbkind.
+Instead of one little space center, you've got a full copy of the Kerbol system just one light year away from your selected start world. It is heavily colonized, with even Dres having a permanent population of about 1,000.
+Tech: You've now got all the goodies from the Interstellar Mod, including a basic warp drive. This also includes nuclear fusion, antimatter, full sapience AGI right off the bat (though it'll need some work to miniaturize), and laser cannons rated at around 10 megawatts per cubic meter. You also get the added goody of being able to back up your mind so that if you get killed you just wake up in a fresh clone body. Please be aware that aside from the Warp Drive everything you have is limited by the speed of light.
-Please be aware that the Empire of Kerbin is highly expansionist, and though there's no term limits you could very easily be voted out of office if you don't keep the common Kerbal happy
+You've got awesome reality breaking physics engine powers now!
+Some of the things you can do include: Inducing immense phantom forces capable of ripping capital ships apart, blasting hapless victims apart into a pile of body horror, temporarily editing the values for the local physics, making a vehicle you're driving along with any occupants it has invincible to all damage and able to operate even when it doesn't have any power or fuel, flinging victims out of the system at superluminal speeds, or glitching planets out of existence.
-Each time you use these powers you gain some corruption. Roll under your corruption for power usage, and you get hit with the eldricht backlash as your powers misfire. This is guaranteed lethal with no respawns allowed (though you could revert to a checkpoint), and you can only decrease your corruption by 1d4% per day.
+You've got the equivalent of a high school education from the 2550s. You can cobble together a LOT of interesting tech that can't be built today on that knowledge, but won't be getting anything truly OP like teleportation or immortality-cloning out of the deal.
+You've got some pretty good fighting skills with improvised weapons, such that you could easily beat down a swordsman with just a fire extinguiser
+You get a complimentary space suit!
+You are now a qualified Engineer, Scientist, Doctor, Mechanic, and Roboticist with the SS13 tech-base. You can even build a teleporter, cloning system or an AI in a cave with a box of scraps!
+Your start location is now the eponymous space station itself, which has been moved to high orbit over your selected start world.
+You can be the Captain, if you want
-Please be aware that there is a cunning and subtle Syndicate infiltrator somewhere on the station who has been tasked with ensuring your permanent death.
+You are now a Changeling.
+You're also a Wizard. This comes with a gem-encrusted hardsuit
+You've also got syndicate gear available to you, including stuff that would normally only be available to a nuclear operative.
-Changeling instincts make seeing other people as anything besides food REALLY hard.
+You've got an ultra-secret base now on the continent of your choice
+Your research team is good enough to reverse-engineer just about anything in months at most
+You've got soldiers under your command. While they suck horribly at first they turn into nigh-unstoppable badasses as they level up.
-The aliens followed you, and are now invading whatever world you find yourself on.
-Good luck staying funded on a world where no-one even remembers starting your project.
+You start the game with your tech base including plasma weapons, power armor, basically everything endgame X-COM has besides psionics. You've even got ways to artificially make your own Elerium, Alien Alloy, and MELD! Please note that this includes aerospace craft more or less equivalent to what the aliens have, possibly even capital ships if you manage to scrape together the resources.
-The aliens have realized that something is screwy, and they're sending a much larger invasion force than normal. You'd have your work cut out for you if this is all you had access to.
+You've got psychic powers strong enough to overpower even the uber ethereal at least 50% of the time now.
+Yeah, this is hilariously OP
+When tested, at least 70% of your personnel will turn out to be psychic
-Same as the other upgrade. Yes, this stacks.
+Revert to your last checkpoint (default: the last time you woke up) any time you get killed.
+Double Jump, you can do it now.
+You have aquired a pistol with the conceptual ability that ANYTHING will go down if you shoot it enough times, though each shot does very little damage.
-Any deliberate attack, trap, or environmental hazard that manages to connect is now instantly lethal.
+You are now perfectly aware of everything within 100 meters of yourself
+Within this zone of awareness you can reshape the area to your whims
+The possibilities are endless, make apples that fall up to kill people, add rows of spikes that get up and chase people, even twist space into a knot!
-Please be aware that you can't pause the world while doing this, and it's a wee bit time consuming, meaning that using it in a fight, while certainly possible, is risky.
+You're now durable enough to survive falling onto spikes at terminal velocity
+Eye Lazors!
+Infinite jumps... sure, why not.
+Your pistol is now powerful enough to wreck a Destroyer (naval vesel) in just 20 shots.
+You've now got a set of amazingly good combat instincts granting you auto-crits for everything in a fight.
-You will be constantly beset by those who wish to slay you and take your title of being THE GUY.
+ You've now got a basic base on your starting world. It's got a command center, a Barracks, a Factory, 3 supply depots, a few SCVs and about 50 loyal personnel.
+ You now know how Terran tech works, along with how to build and maintain it.
+/- While it now takes a more realistic (read: long) amount of time to build something like a battlecruiser or a THOR mech, they also have more realistic durability, meaning that a bunch of yahoos with assault rifles won't be shooting down your capital ship.
- Your start world likely doesn't have Minerals or Vespene gas, meaning you'll have to mine for resources the hard way. Good thing your guys still have those old plans for a D-D fusion reactor.
+ You get nifty psychic powers!
+/- You're now playing as Protoss on both the personal and strategic level.
- The world you land in doesn't have an industrialized home world to beam in buildings from, so you'll have to build everything the hard way.
+/- You're now playing as Zerg on both a personal and strategic level.
- You'll be basically getting constantly mindraped by Zerg instincts
- Co-existing peacefully with people will be nigh-impossible.
+You've now got psychic powers!
+Unlike the other psionic options, you can dive straight into someone's inner mental landscape, and (perhaps literally) see, and perhaps change what makes them tick.
+/- You only start with the most basic psychic powers, and leveling up will take a few years at minimum, given there won't be anyone to train you in all likelihood.
+/- Mind-diving doesn't stop time while you're doing it.
+ You've now got a summer camp for training psychic kids.
+ You've also got the skills needed for the job.
+ Said camp comes with a loyal staff of psychics. Please be aware that while loyal, they'll still be wondering just what happened.
+/- The Campers might find out and foil any nefarious plots you have.
+You start with all the powers obtainable in the game, upgraded to maximum.
+You can now slow down time to 1% of normal when mind-diving.

Now that you've picked some powers, it's time to answer a few important questions about who you are aside from the powers

1: What is your given name?
[] write-in

2: What is your family name?
[] write-in

3: What are your top three favorite pastimes?
[] Video Games
[] Tabletop Games
[] Tinkering
[] TV
[] Reading
[] Building and flying model rockets
[] physical fitness
[] write-in

4: What's your job?
[] A high-paying technological job, like being an aerospace engineer.
[] You're some variety of medical practitioner. Perhaps you'll be a dentist?
[] You're a magazine editor working for a generic Tabloid.
[] You do one of the jobs no-one really thinks about but still keeps society running anyways.
[] You're a minimum wage intern working at the local generic fast food place.
[] You're in the military.
[] write-in

5: Summarize your personality in a paragraph
[] write-in

Now that we know who you are and what you can do, where are you?
[] Normal Earth (Obvious)
[] Historical Earth (Same as above, but you drop in on any date of your choice between 0 AD and 1987)
[] Insertion (Pick any non-video game setting. That's where you're going. Please be aware that if it's something I haven't read I'll basically be running entirely off of wikis)
[] Mashup (Pick any two non-video game settings. I will try to make them into a workable fusion setting, before sending you to the result. Due to the workload this places on me, it will only occur with at least 2/3rds majority.)

How did you get here?
[] What do you mean, how did I get here? I've always lived here. (You are native to this world, with everything that entails)
[] A woman in a faintly glowing runed cloak offered me a chance to go on the adventure of a lifetime, and I took it. (Consensual ROBing)
[] I went to sleep one night, and when I woke up I was somewhere else. (Non-consensual ROBing, smooth)
[] I was just walking down the street, when a rift in time and space opened up and sucked me in. There were these sparks of light there, and I managed to grab a few before the rift spat me out where I am now. (Non-consensual ROBing, rough)
[] I was working on a teleportation machine, it misfired, and now I'm here. At least it didn't explode. (SCIENCE!)
 
Last edited:
Character Sheet: Harry Brady
Powers
1: X-COM
2: (UPGRADE) Advanced Tech Package
3: Mega Man
4: (UPGRADE) The Brilliant Doctor
5: Starcraft

Name: Harry Brady

Pastimes
-Video Games
-Tabletop Games
-Tinkering

Previous Occupation: Aerospace Engineer

Current Occupation: Commander and Head Researcher of X-COM

Personality: A semi-lazy and cynical person with a suppressed streak of madness (madness was eaten by powers). You'll still give it your all to save the day when sh*t hits the fan. You're also prone to bursts of sarcasm, as a side-effect of your previous time in the military (had to pay for college somehow).

Appearance


Resources
Monthly Funding: 19,500,000,000
Generic Money: 31,499,500,000
Cydonium: 111,605
Neosteel: 19,385
Superconductors: 35,484
Elerium: 31,939
MELD: 765
Infantry Weaponry
Gauss weapon family
This family of projectile weapons uses a two-stage system to accelerate projectiles to their final velocity. In the first stage, a cartridge containing an immensely high-energy chemical propellant is electrically ignited, which would be enough to accelerate the bullet to around 2.3 km/s on its own. The barrel is equipped with two superconducting rails as part of the rifling, which further accelerates the shot to its final velocity. Gauss weapons have immense recoil, but you're supposed to be wearing a suit of heavy power armor when using them anyway, so it balances out.
Gauss Pistol
This sidearm is chambered for 8 mm*18 mm ammunition (more of the cartridge is propellant), and has a relatively pitiful muzzle velocity of 3.9 km/s. It can also pass for a conventional firearm in a pinch, which very few of X-COM's weapons can do. In terms of ammunition, it holds 20 shots in its magazine, and has a 4-round burst setting. The electricity for the railgun component is provided by a thin battery based on Superconductors wrapped around the part of the magazine containing the bullets, and feeds into 4 capacitors below the barrel. Firing before the capacitors are recharged will result in a reduced muzzle velocity.
# available: 180 | Ammo available: 900 magazines (6,000 rounds)
price to manufacture: 0.6 Neosteel, 0.2 Superconductors
Ammo price per 6 magazines: 0.4 Neosteel, 0.1 Superconductors
C-14 Impaler Gauss rifle
This weapon has a detachable box magazine containing 100 rounds, and can fire on semi-auto, 5-round burst, or full auto. It is chambered for 8 mm*36 mm ammunition, and has a muzzle velocity of 6.7 km/s. When on full auto, the rate of fire is 1800 rounds per minute, though it can be dialed lower if desired. Compared to a plasma rifle, each shot deals less total damage, but it penetrates armor better. This weapon is highly rugged, and still works after being shot twice with a plasma rifle (yes, this has been empirically tested)
# available: 154 | Ammo available: 549 magazines
price to manufacture: 2 Neosteel, 1 Superconductors
ammo price per magazine: 0.5 Neosteel, 0.01 Superconductors
C-10 Gauss Canister Rifle
This long gun is chambered for a 25 mm*120 mm projectile, and several of the personnel who've laid eyes on it have expressed disbelief that it wasn't classified as a cannon. Either its sheer speed or the small EMP it generated by firing broke the devices used to measure its muzzle velocity, but a second attempt with more ruggedized equipment clocked in at 13.4 km/s. It has a lot less recoil than it should thanks to a recent modification derived from the gravity systems of the CMC-400 power suit. It has a 4 shot box magazine, firing semi-automatic.
# available: 125 | Ammo available: 499 magazines
price to manufacture: 5 Neosteel, 2 Superconductors
ammo price per magazine: 0.4 Neosteel, 0.1 Superconductors
Plasma Gun Family
This set of weapons uses a miniscule pellet of Elerium to both power the weapon and accelerate a much larger pellet of inert gas down the barrel. Some of Elerium's gravitational effects are also used to mitigate recoil, meaning they don't have much more kick than a conventional weapon. Elerium's immense energy density means not much is needed to excite the projectile into a plasma. The blob of plasma leaves the gun at speeds exceeding 100 km/s, and is held together until it hits the target by a combination of being an immensely stable plasmoid by most standards, a gravitic containment field generated by a tiny amount of Elerium doping mixed in with the shot, and the fact that it doesn't need to hold together longer than a tenth of a second at most. On impact, the plasma splatters, meaning that while it delivers an immense amount of energy compared to a Gauss weapon, it doesn't penetrate as well.
Plasma Pistol
The standard sidearm of X-COM, this pistol delivers about 40 kilojoules of kinetic energy, and 12 kilojoules of thermal energy per shot. Its magazine can hold 30 of the comparatively puny Elerium/gas cartridges it fires, and it has a 3-round burst setting in addition to semi-auto.
# available: 245 | Ammo available: 980 magazines
price to manufacture: 0.5 Cydonium, 0.1 Superconductors
ammo price: 0.001 Elerium, 0.05 Cydonium
Plasma Rifle
The plasma counterpart to the C-14, this weapon has an energy per shot of around 180 kilojoules kinetic, 50 kilojoules thermal. Its magazine holds 80 shots, and it can fire on semi-auto, 5-round burst, and full auto. Worth noting is that it doesn't exceed 4 rounds per second on full auto due to overheating concerns.
# available: 160 | Ammo available: 1,492 magazines
price to manufacture: 2 Cydonium, 0.8 Superconductors
ammo price: 0.005 Elerium, 0.1 Cydonium
Heavy Plasma
Effectively a plasma minigun, this weapon delivers 160 kilojoules kinetic, and 40 kilojoules thermal per shot. On the other hand it can fire on full-auto at 1200 rounds per minute until all 2,000 rounds in the attached ammo backpack are depleted with no overheating worries whatsoever. It is designed to be fired from the shoulder, rather than the hip.
# available: 132 | Ammo available: 244
price to manufacture: 5 Cydonium, 2 Superconductors
ammo price: 0.1 Elerium, 2 Cydonium
Laser Gun Family
This set of weapons doesn't have any kinetic slam behind them, but thanks to their Elerium power cells they can fire for years without needing to reload. They automatically optimize the rate of micropulses in the beam and its wavelength/color to burn through whatever you point it at with maximum efficiency, and have a feature that neither plasma nor gauss can claim: a stun setting, which works as an electrolaser.
Laser Pistol
Another common sidearm, this weapon has a power output of 20 kilowatts. It's also useful for welding in a pinch.
# available: 320
price to manufacture: 0.4 Cydonium, 0.1 Superconductors, 0.1 Elerium
Laser Rifle
Though not being as effective at welding as its pistol counterpart, this rifle makes up for it with its 1200 meter effective range and 140 kilowatts of power.
# available: 154
price to manufacture: 1.6 Cydonium, 1 Superconductors, 0.4 Elerium
L102-A
An accessory for the C-14 or Plasma Rifle, it adds a stun mode equal to what the Laser Pistol is capable of.
# available: 148
price to manufacture: 0.2 Cydonium, 0.1 Superconductors, 0.1 Elerium
Sniper Laser
This laser weapon is atypical in a lot of ways. Instead of taking power directly from its Elerium cell, it is instead stored up in a massive capacitor array and released all at once. This means it fires in single massive pulses, rather than the more or less continuous stream of death other laser weapons produce. As a side effect, it is much more adept at penetrating single hardened targets than the average laser. Each shot delivers close to 8 megajoules of energy to the target, and it needs roughly 4 seconds to recharge a single capacitor, of which it has 6. The main limitation on rate of fire is actually dumping waste heat, as it takes 20 seconds to dissipate the heat from a single shot, and firing several times in quick succession could easily damage the weapon's high-precision optics.

It's also longer proportionally than the other laser weapons, thanks to its extensive focusing array which grants it an effective range of almost 6 km as long as there's a clear line of fire.
# available: 132
price to manufacture: 3 Cydonium, 2 Superconductors, 1 Elerium
Heavy Laser
2.2 megawatts of laser death, powered by an internal Elerium power cell. Generates enough waste heat to require a back-mounted radiator array to avoid slagging itself if fired for more than 4 seconds at a time. Automatically tracks the beam to the next target once the current one goes down.
# available: 128
price to manufacture: 4 Cydonium, 2 Superconductors, 1 Elerium
Blaster Launcher
This is a heavy shoulder-fired missile launcher. While its Elerium warhead capable of blowing a hole right through 40 cm of reinforced Cydonium plating is certainly impressive, the really impressive thing is that the missile is capable of performing a perfect U-turn inside a single cubic meter of volume. While it doesn't go supersonic in atmosphere for various reasons, in vacuum its acceleration is 48 km/s2​!
# available: 124 | Ammunition available: 3,720 Blaster Bombs (much boominess)
price to manufacture: 1 Cydonium, 0.1 Superconductors
Ammo price per missile: 2 Cydonium, 1 Superconductors, 0.02 Elerium
Grenade Options
Ah, grenades. Sometimes you just need to have an explosive weapon on hand, but can't afford to lug around a Blaster Launcher. That's where these little bombs come in. Please bear in mind that all X-COM grenades are capable of being fired out of one of the grenade launcher options in addition to being used as a hand grenade.
Hypersonic Fragmentation
This grenade absolutely mulches unarmored and lightly armored targets within 50 meters, but isn't terribly useful against heavily armored opponents. NOTE: Vehicles besides Main Battle Tanks are considered 'lightly armored' for this purpose.
# available: 488 | Price to manufacture (16-pack): 2 Cydonium
Incendiary
This grenade is filled with some volatile chemical vaguely resembling Napalm, except with a much higher energy density and combustion temperature. It burns at around 7000 Kelvin, and sticks to absolutely everything. Though hot enough to melt Neosteel, this is just barely below the melting point of Cydonium.
# available: 200 | No exotic materials required
Stun Grenade
This device uses dozens of small electrolaser projectors dotting its surface to taze anything within 10 meters of it when it goes off. As an added bonus, it also incorporates the flash part of a flashbang as a result of atmospheric diffraction of the laser beams.
# available: 98 | price to manufacture (16-pack): 1 Cydonium, 1 Superconductors
Elerium Warhead
This Dial-a-yield device has a maximum boom equal to 130 tons of TNT, but is normally set for 0.2 tons of TNT for field usage. This is far more than necessary for most situation, and setting the yield above 10 tons requires a special authorization code unique to each grenade.
# available: 57 | price to manufacture (16-pack): 1 Cydonium, 0.05 Elerium
X-COM's grenade launchers come in 3 variants. There's a 6 shot standalone weapon, a full auto emplacement weapon, and a single-shot under-barrel accessory compatible with the C-14 Gauss rifle, Plasma rifle, and laser rifle. Though they use electromagnetic acceleration for both a silent launch and firing something without any propellant, they don't have performance much beyond contemporary designs. The only exotic material any of the grenade launchers need is Superconductors. The 6-shot standalone needs 0.5, the rifle accessory needs 0.2, and the emplacement weapon needs 2.
Armor
CMC-400 Powered Combat Suit
This suit offers about as much protection as Titan armor, but has loads of extra features that would prove useful on an extended deployment. These features include
-a fully sealed and pressurized life-support system
-NBC protection comparable in effectiveness to a full-on fallout shelter
-its very own gravity systems (though they aren't as effective as Elerium-based devices)
-nutrient, water, and Oxygen recyclers good enough to keep someone going for a week on absolutely nothing else
-micro-thrusters for maneuvering in space
-An extremely useful HUD including some of the best night vision equipment it's possible to build, infrared active scanners for mapping terrain
-enough actuators that physical stamina ceases to be an issue and a skilled operator can use it to jump 20 feet in the air in Earth gravity.

Pretty much the only reasons you might want to use something else boil down to the fact that it weighs roughly half a ton, is tremendously bulky, and is the exact opposite of subtle.
# available: 60 | price to manufacture: 120 Neosteel, 10 Superconductors
Titan Armor
This suit of armor provides enough protection that someone need not worry about one or two stray plasma shots prematurely ending them, but any more than three hits from a plasma rifle or worse to the same section of armor and the designers make no promises. Though it weighs in at a good 90 kg, it has a powered servo system meaning the wearer can move as smoothly as if they weren't wearing anything at all. The suit is also capable of sealing and providing its own air supply to the wearer, though it's only good for about 8 hours in comparison to the CMC-400's 168 hours.
# available: 45 | price to manufacture: 9 Cydonium, 1 Superconductors, 0.1 Elerium
Ghost Armor
While it provides somewhat less protection than Titan Armor, this suit has a few special features especially useful for those in the infiltration business. Most obviously, it has a cloaking device able to render the wearer and anything they're holding invisible over the entire electromagnetic spectrum for up to 90 seconds before the heat sinks have to be vented, which takes around half a minute. In addition, the suit is completely silent, even damping out most noises produced by interacting with the environment. Worth noting is that the C-10 firing is still FAR beyond the ability of these audio dampeners to handle. There's an optional grappling hook module that can attach to the left arm, but it is of course optional, as using it can compromise stealth.
# available: 28 | price to manufacture: 6 Cydonium, 2 Superconductors, 0.1 Elerium
Misc. infantry Gear
Medispray applicator
This pistol-shaped device isn't a weapon. Instead it deploys a solution of specially programmed MELD and biological chemicals to quickly stabilize wounded individuals and regenerate their injuries within a few hours. It needs to be placed right up against the injury site to be effective though. The standard tank contains 1000 cm3 of MELD/biochem solution, but it can be connected to a backpack tank containing 64 times as much for relief work.
# available: 36 | Ammo available: 128 normal tanks, 8 backpack tanks.
price to manufacture: no exotic materials required | Ammo manufacturing price: 1 MELD per 1000 cm3
Archangel Pack
This Elerium-fueled jetpack functions as an optional add-on for the Titan armor system. It can keep the user airborne for a rather long time before it runs out of power. Given that flying for extended periods with no cover isn't a good idea for anything besides a dedicated aerospace craft, it is recommended for users to stick close to the ground. NOTE: This device takes the backpack slot, precluding the use of heavy weapons with a backpack power/ammo supply.
# available: 28 | price to manufacture: 10 Cydonium, 5 Superconductors , 0.1 Elerium
Sensorb
This piece of equipment is used like a grenade, and interfaces with the user's HUD to send them real-time video from wherever it lands via a picture-in-picture display. This can be quite useful for not getting ambushed, and the parts are quite cheap.
# available: 400 | price to manufacture: no exotic materials required

Aerospace Craft
Interception\combat craft
Firestorm Interceptor
Equipped with a gravity drive and with 4 weapons hardpoints, the Firestorm is, in the words of one pilot "a solid brick of pure murder designed to rip any enemy aerospace craft to bloody shreds". This matches its normal mission profile quite easily. Able to accelerate at 25 gees in any direction, and 40 gees forwards, the Firestorm is capable of evading enemy fire, aided by its ECM suite. It's more than capable of reaching orbit with its 5,200 km/s of delta vee, and is typically armed with a mix of Plasma Beam autocannons and Blaster Ball missiles. Even if something does manage to score a hit, it's durable enough to take a hit from anything with a total energy level less than 4 kilotons and keep going.
# available: 3 | price to manufacture: 1,200 Cydonium, 500 Superconductors | Refuel cost: 120 Elerium
A2 Viking variable fighter
This multi-role machine is capable of serving as both an aerospace superiority fighter and a combat walker. It's armed with 2 missile pods containing 8 missiles each and a pair of chainrail autocannons with a supply of 800 rounds each. Its power plant is a fusion reactor, with some plasma being vented from it to act as reaction mass for the thrusters. It can accelerate at 8 gees (not having inertial dampeners) and has a total delta vee of 1,600 km/s. It would be best used as heavy support for troops on the ground, given its lackluster air-to-air performance when compared to the Firestorm.
# available: 1 | price to manufacture: 1,000 Neosteel, 600 Superconductors | refuel cost: no exotic materials required
Banshee Gunship
This helicopter-like machine is designed for one job and one job only: exploding enemy ground forces into itty bitty bits. it does this job very efficiently, with 4 weapons hardpoints typically loaded with some variety of explosive ordnance. While not capable of exiting Earth's atmosphere, this machine flies very quietly, and is equipped with a cloaking system able to render it invisible to most detection methods for hours at a time.
# available: 2 | price to manufacture: 1,400 Neosteel, 700 Superconductors | refuel cost: no exotic materials required
Pitbull class gunship
percentages by mass
10% engine (gravity drive)
5% engine (Elerium FTL drive)
20% armor (Cydonium)
30% weapon (4 plasma beams equal to anti-orbital battery, 6 laser point defenses)
20% fuel (Liquid Elerium compound)
10% ammo (Plasma battery ammo pallets)
3% repair supplies
2% crew compartment

The Pitbull is designed in the grand tradition of the Firestorm, more precisely, the whole 'solid brick of pure murder designed to rip enemy aerospace craft to shreds' part. Able to get off a 250 kiloton plasma shot every 1.25 seconds or pull off a megaton alpha strike, it certainly packs the required firepower. Like its namesake, the Pitbull is at maximum effectiveness when it's facing straight towards its target and in close.

It can also take a beating thanks to its nearly 5 meters of Cydonium armor, which is necessary as its gravity drive can only get it 12 gees of acceleration. If you think this means it can't get the jump on the aliens, think again, as its FTL drive is capable of 120 c and can maintain it for almost a day (though only by dealing with the horrible fuel efficiency by carrying huge amounts of fuel), but it was only meant for tactical jumps. In more conventional spaceflight, the Pitbull has 180,000 km/s of delta v.

Resource costs
-48,000 Cydonium
-12,000 Superconductors

Refuel cost: 2,500 Elerium

Ammo carried: 20 anti-orbital plasma ammo pallets
# in service: 1
Transport\utility craft
Avenger Transport Craft
This Gravity Drive-powered craft is able to get soldiers to any point on earth in a very short period of time, being capable of sustained speeds approaching 6 km/s in the lower levels of the atmosphere. In vacuum, it can accelerate at 15 gees, with a maximum delta vee of 12,800 km/s. It's also equipped with a rudimentary FTL drive suitable for in-system travel, being capable of 40 c for up to an hour before its Elerium fuel is depleted. While it has two weapons hardpoints, its primary purpose is as a transport, rather than an interceptor.
# available: 2 | price to manufacture: 3,400 Cydonium, 1,200 Superconductors | Refuel cost: 350 Elerium
Medivac Dropship
This VTOL craft can carry up to 8 soldiers, and is capable of reaching low earth orbit 4 times on a single tank of fuel. While it doesn't do as well for carrying heavy weapons platforms, it has a highly effective medical bay aboard meaning that critically wounded soldiers are far more likely to survive the trip back to base if they're flying via medivac.
# available: 2 | price to manufacture: 2,600 Neosteel, 800 Superconductors | Refuel cost: no exotic materials required
Robots
Combat robots
Hover Heavy Weapons Platform
This miniature hovertank is heavily armored, able to stand up to abuse that would easily splatter even the most heavily armored soldier. Its chassis is an oblong disc 2.3 meters by 1.9 meters, with a single turret mounted on top. Its turret has one main and one co-axial hardpoint. The main hardpoint is compatible with modified versions of the C-10 gauss, Heavy Laser, Sniper Laser, Heavy Plasma, and Blaster Launcher. The co-axial hardpoint can mount a modified C-14 gauss, laser rifle, or plasma rifle. When fitted with a C-10 gauss, it carries 30 projectiles. When fitted with a Blaster Launcher, it carries 6 missiles. When fitted with a C-14 Gauss, it carries 1,200 projectiles.

This robot is capable of achieving speeds of 200 MPH, and has Elerium fuel for long enough that the main reason it'll ever need to refuel is the Elerium rod decaying and needing to be reprocessed. It can't go terribly fast in space though, due to how much of its mass is devoted to armor.
# available: 17 | cost to manufacture: 80 Cydonium, 10 Superconductors | Refuel Cost: 3 Elerium
Joe
This humanoid combat robot has physical stats roughly equal to a soldier in CMC-400 armor. It is however significantly more durable, thanks to extensive internal reinforcement that can't be used on a piloted suit. It's powered by a pair of redundant cold fusion cells to eliminate Elerium costs, and can keep going for multiple days before needing a refuel. Mentally, they're self-aware and able to develop a personality if they run long enough, but they start fairly soulless. It doesn't have any inbuilt weapons, and it could pass for human if properly clothed.
# available: 260 | cost to manufacture: 30 Cydonium, 20 Neosteel, 5 Superconductors
Utility robots
M.U.L.E.
This mining robot is capable of excavating almost 3 cubic meters per minute, making it invaluable in any mining operations we might undertake. It used to break down constantly, but that problem has been rectified.
# available: enough | cost to manufacture: 50 Neosteel, 8 Superconductors
Anti orbital weapons (Note: all of these modules are about 20 meters long, with varying width)
1 plasma battery: 600 Cydonium, 200 Superconductors
plasma battery ammo pallet (64 shots): 16 Cydonium, 64 Elerium
Damage: Very High
Penetration: Medium
Cooldown: 5 seconds
Effective Range: 20,000 km

1 railgun battery: 400 Neosteel, 300 Superconductors
railgun battery ammo pallet (64 shots): 100 Cydonium (higher density = more damage), 5 Superconductors
Damage: High
Penetration: Very High
Cooldown: 10 seconds
Effective Range: 2,500 km with unguided ammo, 50,000 with guided ammo

1 blaster missile battery: 200 Cydonium, 50 Superconductors
heavy blaster missile (1): 120 Cydonium, 50 Elerium
Damage: Extremely High
Penetration: High
Cooldown: 2 minutes
Effective Range: 530,000 km

1 laser battery: 500 Cydonium, 400 Superconductors
Damage: Medium
Penetration: High
Cooldown: 0.5 seconds
Effective Range: 60,000 km

1 laser PD: 100 Cydonium, 80 Superconductors
Damage: Low
Penetration: Medium
Cooldown: 0.03 Seconds
Effective Range: 5,000 km
Resources
We have access to several materials that the rest of humanity doesn't, which are commonly used in our technology.
Cydonium and Neosteel
These are both incredibly durable metal alloys, with a variety of applications. Both are capable of stopping a bullet from an AK-47 when in a layer just 3 mm thick with nothing but a dent to show for it, but they are indeed different materials. Cydonium has higher shear and compressive strength than Neosteel, works as fairly effective radiation shielding, and has a much higher melting point. Neosteel is lighter, has a much higher tensile strength, and its ingredients are more common, as it's just Iron and Carbon with a bit of Tungsten doping, but the Carbon is arranged into nanotubes lacing through the alloy for the most part.
Cydonium production per week: 1,800
Neosteel production per week: 2,600
Superconductors
This metal alloy conducts electricity with no resistance at all, and continues doing so at temperatures up to 549 Kelvin. This makes it invaluable in high-energy electrical systems, including the fusion reactor that powers the base. Superconductors are also useful for energy storage, such as the hypercapacitors powering several of the Gauss weapon designs.
Superconductors production per week: 1,100
Elerium
An unusually stable isotope of Ununpentium, Elerium has a half-life of 3 months and undergoes Alpha decay. It is immensely useful as a power source and aerospace craft fuel, as up to 98% of its mass can be directly converted to energy when it gets bombarded with high-energy particles in a reaction that thankfully isn't self-sustaining. This process also causes gravitational distortions, which can be used for extremely efficient propulsion, or to warp space when used in sufficient quantities.
QM NOTE: while I will not be keeping track of your Elerium stores decaying to save myself some work, it's still a radioactive material and should be handled with appropriate precautions.
Elerium production per week: 1,600
MELD
MELD
is the colloquial name for a type of nanomachine useful for augmentation. It can prevent organ rejection between two completely different biochemical systems, integrate biological systems with machinery, and several other applications. MELD also has medical applications, such as using raw organic chemicals to regenerate someone's wounds.
MELD production per week: 60
*A note from head engineer Geoffrey Daniels: I find our technology rather bizarre, it's almost like someone took two completely different technology bases, mashed them together, and then did the bare minimum of work to make sure all the computers could talk to each other and all the connecting cables fit together.
Misc. Tech
Teleportation
This technology allows you to instantaneously transport units from place to place (limited by the speed of light of course), with a few limitations. The first is that somewhere in the teleport there has to be a full-fledged teleport machine, and if there's a teleport machine at one or both ends the energy cost is greatly reduced. In addition, whatever is being teleported needs to either start at a teleport machine or have a mini-teleporter beacon attached to it to initiate the paradimensional shunt. Lastly, while the teleporter can penetrate solid matter to a degree, trying to go through more than 20 meters of terrain is a really bad and probably fatal idea.
Time Dilation
This technology allows for you to adjust how fast time flows in an area, which is quite useful indeed. At your current techology level you need 2 megawatts of power to dilate a single cubic meter to be running 4,000 times faster or slower than normal. Dilating beyond this is possible, but each time you double the dilation factor you increase the power draw by an order of magnitude.
[/QUOTE][/QUOTE]
Layout
The majority of the base is about a quarter of the way up the Weisshorn in the Swiss Alps, near the small town of Tasch. It is divided into 3 levels, each being about 100 meters by 100 meters. The topmost level is primarily based around the storage and maintenance of aerospace craft, and has facilities for constructing more. the top level is also where the medical bay is located, in case soldiers come back critically wounded and need immediate medical attention. The middle level is devoted to manufacturing, including facilities to synthesize Cydonium alloy, Neosteel, room-temperature Superconductors, Elerium, and a nanomachine gel called MELD. The middle level is also being expanded and remodeled, and will soon have double the manufacturing power it did previously. The bottom level is the most mixed, being about 50% living quarters, 25% storage, and 25% R&D. The bottom level also features a small parking garage for various vehicles, along with a super-fast slanted cargo elevator for visiting the nearby town.

There is an additional auxiliary base near the summit, connected via the same sort of slanted cargo elevator as the parking garage. It is entirely devoted to anti-orbital defences, including 12 superheavy plasma batteries, 10 missile launch tubes designed to fire a type of extremely maneuverable missile armed with an Elerium shaped charge warhead (nominal yield: 12 megatons) and a laser based anti-missile system. Repairs for the anti-orbital battery have been completed.
Stats
Hangar space: 10/12
Research: 300
Manufacturing: 2,400
personnel on base: 550/600 (max living quarters)
location known to aliens?: yes
Layout
The Von Braun moon base takes much from the design of the Weisshorn base, with a large hangar section, a directly connected main facility, and an anti-orbital battery connected by a high-speed cargo elevator.
Stats
Research: 375
Manufacturing: 1,500
personnel on base: 120/750
Hangar Capacity: 0/15
location known to aliens?: no
These factories dotting the landscape are tasked with producing exotic materials and advanced military hardware for the governments of Earth. They've recently begun a massive expansion program to increase their output by two orders of magnitude which will be complete by the end of the month, costing around 28,000,000,000.
Global readiness level: +3 per week
Income
+ 1,000,000,000 money
+ 5,500 Cydonium
+ 8,000 Neosteel
+ 3,200 Superconductors
+ 3,500 Elerium
+ 200 MELD
This lady is well-equipped for everything even remotely bureaucratic. She can blast through even the most obtuse paperwork (possibly in a language she doesn't even know) with blatantly superhuman speed, comprehension and efficiency, can almost literally bury opponents in red tape, and makes sure to stay well-informed to relevant information. Her duties include helping you with your paperwork, and providing you with requested information in a quick and efficient manner.
Mortally wounded on his very first combat mission, Otto's brain was extracted and placed into a combination combat robot/life-support system. This body Is superhuman in every conceivable way, meaning he outperforms even soldiers in power armor. As an added bonus, this new body of his is low-profile and lifelike enough that he can (barely) pass for a baseline human when on leave.
A highly skilled Therapist, Gio isn't one for a direct fight, but he has a load of buffs lasting several hours that he can apply to others. He has well over 50 years of experience in the supernatural world, 15 of which were spent orchestrating the downfall of well over 320 Torturers.
Efficiency level: A++
Spells known (NOTE: There's plenty more, but these are the more commonly used ones. If you can think of a buff or debuff, there's around a 78% chance he can do it. Please be aware that the bigger and more impressive ones require far more Madness)
-Ease of life: A subtle luck effect, this spell persists for several weeks, and arranges matters so that the recipient can maintain a comfortable middle class lifestyle with little to no effort on their part, as an added effect the recipient never seems to get sick or suffer serious accidental injury. Gio is just plain good enough at efficiently powering his magic for this to be passive for him, but normally it requires a noticeable moderate expenditure of madness.
-Benevolent Aura: A passive running on the stress of his daily life, it makes those within 20 meters of him feel slightly better about their lot in life, it would be more powerful, but most of Gio's passive power goes into his continual Ease of Life.
-Luck Shield: Recipients receive a luck effect for several hours, during which any attack that would kill them instantly simply wind up somewhere they aren't.
-Critical Accuracy: The recipient of this buff will always land their attacks EXACTLY where they want them to go, and also gains a heightened sense for where the most devastating place they could hit is.
-A Wretched Existence: This is a curse targeted via an image of the one you want to effect, or via sympathetic magic. For the next month, things just start going wrong for them. This includes suddenly taking ill with a variety of debilitating ailments, a greatly increased likelihood of them suffering crippling injuries, making their legal identity get wiped out by hackers or the like, having all their insurance policies go defunct, and making their workplace incredibly hostile to their continued employment. That last effect also stretches to welfare and attempting to get a new job. The normal version of this spell has a 90% chance of rendering the target a non-threat for the duration and an indeterminate period after and a 20% lethality rate. With his improved efficiency, Gio's version is guaranteed to render the target a non-threat and has a 70% lethality rate. This still requires a monstrously huge amount of Madness.
The first Joe to reach sapience, Anne identifies as female, and has indeed wound up in a relationship with one of your soldiers. She has been upgraded with an incredibly lifelike and fully functional civilian mode, which she may change into or out of at will. Worth noting is this 'saves' whatever clothes she was wearing last when she transformed, preserving her modesty when she changes back to civilian mode.

Recently she became a Mage
Efficiency level: F
An engineer who got a promotion, Steve is in charge of your newly completed moon base. Though he's an alcoholic, Steve makes up for this in sheer engineering skill, reducing the amount of resources required for construction without compromising on performance or reliability.
 
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Build Finalized
Final Vote Count

Powers (upgraded powers take precedence, but there's only room for two of them. They also count as a vote for the basic power when you get to that phase. Basic Starcraft counts as an upgraded power for this purpose. In the event of a tie, QM goes by personal preference. That last bit applies to all stages of chargen.)
Dwarf: xx
Dwarf A: xxx
Dwarf B:
Mega Man: xxx
Mega Man A:xxxx
Mega Man B:
Kerbal: xx
Kerbal A: xxx
Kerbal B: x
SS13:
SS13 A: x
SS13 B:
X-COM: xx
X-COM A: xxxxxxx
X-COM B: xx
IWBTG:
IWBTG A:
IWBTG B: xxx
Starcraft: xxxx
Starcraft A:
Starcraft B: x
Psychonauts: xx
Psychonauts A:
Psychonauts B:

First Name
Harry: xxxxx
Daniel: x
Lex:
Conan: x
David: xx

Family Name
Dresden: xx
Brady: xxx
Stark:
Richardson: x
O'Brian: x
Miller: xx

Favorite Pastimes
Video Games: xxxxxxxx
Tabletop Games: xxxxxxxx
Tinkering: xxxxxxxx
TV:
Reading: xxxxxx
Building and flying model rockets: x
physical fitness: xx
Pranking: x

Job
A high-paying technological job, like being an aerospace engineer: xxxx
You're some variety of medical practitioner. Perhaps you'll be a dentist:
You're a magazine editor working for a generic Tabloid:
You do one of the jobs no-one really thinks about but still keeps society running anyways: xxxx
You're a minimum wage intern working at the local generic fast food place:
You're in the military: xxx
Spacefaring Eldricht Abomination: x

Personality votes (Unlike the rest, I take all the votes and do my best to blend them together into a cohesive whole. Bigger votes get more weight to them)
-Classic nerd: xxx

-Sarcastic but chivalrous, Harry somewhat resembles a certain detective from Chicago- and he was a detective, but never exactly worked with magic before. In day to day life he is a bit of a nerd, scraping by on the money he made from runaway kid cases and crazy divorcees. He's a country boy at heart, still not at home in the city- or advanced technical doodads. He does love pop culture and Star Wars in particular.: xx

-half-mad tinkerer who is still likeable enough to have a few solid friends: x

-SV hivemind node: x

-You are in the military, but not one of those oh so famous special ops or even a grunt. No you are an accountant (or other similar) and not one of the whizzes, just an ordinary guy that knew some math and needed the money.

You live a fairly boring life thats major challenge up to now has been avoiding those remedial training sessions that the more combat capable grunts keep sending your way, every time you audit them. It was boring but a good enough life and the free time has combined to give you a love of the games and books that entertains you when your work gets you down.

Now if only you didn't have this creeping sense of doom ever since you shut down one particularly stupid idiot on SB last night, idiot thought that (insert chosen games here) would be an awesome cross-over universe. You proved him wrong of course but now your gut is sending you signals worse than that time the Army got pissed and 'accidentally' signed you up for Ranger Air-drop training, you got out of that one but only because you were owed that favour.....: x

-Kind of introverted. Lazy but forces himself to work hard enough he can compete with fellow officers in getting promoted so he won't be kicked out of the military. Has a habit of having his head up in the clouds, either fantasizing or thinking about something. He's reluctantly stuck as the Forever GM in his offline tabletop gaming group, but manages to play a PC in a few online games. Mid 20s, became an officer through ROTC.: xx
Where to go
-WH40K: xx
-Star Wars: xx
-Historical Earth, 1190 AD: x
-Star Trek: x
-Normal Earth: xxxx
-Normal Earth (masquerade):
-PMMM: x
-RWBY: xx

How to get there
-SCIENCE!: xxxx
-Smooth non-con ROB: x
-Native: xxxx
-cons. ROB: xx

Here's the resulting build.

Powers
1: X-COM
2: (UPGRADE) Advanced Tech Package
3: Mega Man
4: (UPGRADE) The Brilliant Doctor
5: Starcraft

Name: Harry Brady

Pastimes
-Video Games
-Tabletop Games
-Tinkering

Previous Occupation: Aerospace Engineer

Current Occupation: Commander and Head Researcher of X-COM

Personality: A semi-lazy and cynical person with a suppressed streak of madness. You'll still give it your all to save the day when sh*t hits the fan. You're also prone to bursts of sarcasm, as a side-effect of your previous time in the military (had to pay for college somehow).

Location: Normal Earth

Transition: Native, before getting ROB'd into your current position.

Just a few things to finalize

Where is your base?
[] North America
[] South America
[] Europe
[] Asia
[] Russia
[] Africa
[] Australia
[] Antarctica (WHY!?)

Are you the only supernatural?
[] Yes
[] No, but your powers are exceedingly weird by most standards
[] No, and your powers really aren't anything special
 
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Awakening 1
As you wake up on a bunk that reminds you of your time in the army just from how it feels beneath you, the first thought that springs to mind is 'this is not my room'. This is only emphasized when you hear a feminine voice bearing a British accent over the intercom requesting "Commander Harry Brady to conference room 1A, I repeat, Commander Harrry Brady to conference room 1A."

Somehow, you instinctively know that's referring to you, and you slam your thumb onto an intercom button you weren't quite aware existed previously and ask "Is the level of urgency high enough that I can't take a shower and put some decent clothes on first?"

There's a delay of 13.127 (how in the world did you time that so well!?) seconds, before the British lady replies "No, but please be quick about it." Relieved, you quickly clean yourself up in the small bathroom attached to your quarters (you really must be high-ranking if you've got your very own bedroom rather than a spot in the barracks), throw on one of the dress uniforms hanging in your closet (yep, this is real, it's perfectly fitted for you and has your name on the front), and march out into the corridor.
Madness and magic are one and the same
As you walk, it occurs to you that you really shouldn't have any clue where conference room 1A is or how to get to it, but you do. You frantically dig through your thoughts as you travel, trying to find anything else that's been implanted into your mind. You find blueprints. MORE than blueprints, an entire set of technological skills (primarily based on robotics, but also applicable to architecture and starship design of all things) shoved into your mind. Just how much of the old you is even left besides your memories and basic interests?
Madness isn't power, but fuel.
You easily clear away the storm of unwanted thoughts (another new feature) as you enter the conference room, sitting at the seat saved for you. You calmly ask a black-haired lady with a bowl-cut "Alright Ms. Perkins, tell me, what is this conference about?" (even with her name tag it should have taken you a second to read it)
Fuel has to be burned in order to achieve anything.
She takes a deep breath, before replying "3.1 hours ago, we all woke up knowing nothing besides our way around the base, our names, the skills and information we needed to do our jobs, and the fact that you were apparently our Commander. We're willing to go along with it for now, but we need to know, did you do this to us?"
All magic is powered by burning madness.
Your eyes widen as you realize what she's implying, and you respond "I would never do such a thing! Yesterday I was just an aerospace engineer with an ex-military background who's good at strategy games!"

One of the men at the table with a weird-looking monocle notes to everyone "The lie detector isn't acting up, he's telling the truth, or at least he thinks he is."

Another lady at the table then says "Since you apparently aren't the one who wiped our memories, at least not deliberately, I suppose it's time for introductions. I'm Dr. Vahlen, a xenobiologist in charge of your research department."

The man with the lie-detector monocle then notes "I'm Dr. Raymond Shen, one of the two heads of your engineering department."

Another man, this one sporting a well-managed beard remarks "I'm the other head of your engineering department, Geoffrey Daniels. I've only got a Master's though."

Ms. Perkins goes next, with "You already know my name, I'm your secretary apparently."

Once introductions are out of the way, the first order you give is
[] "I'd like to know where we are and what's going on outside the base."
[] "I'd like to know what assets are available to me."
[] Write-in
 
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Awakening 2
Your first order is of course "I'd like to know our location and what's going on outside the base."

Ms. Perkins obliges with "We were wondering the same thing, and we'd taken the time to observe just that with a Firestorm-launched spy satellite equipped with the best stealth tech we've got and a quantum encrypted gravity wave communicator. From everything we can tell, we're at 46° 4'49.27"N, 7°45'46.14"E. To translate, we're dug into the side of a mountain smack dab in the middle of the Alps but still reasonably close to a highway."

You nod, that makes quite a lot of sense. Ms Perkins continues

"On the strategic intelligence side of things, things are looking mostly normal. There's chaos in the Middle East thanks to the whole ISIS situation, but the middle east's been a messed up place for a long time. North Korea's saber-rattling again, but nothing new there. Honestly, Earth is more-or less fine at the moment. However, our spy satellite has been getting gravitational interference consistent with at least 20 gravity drive equipped spacecraft.

They haven't done anything but look yet, but I doubt their benevolence greatly."

You nod, before something occurs to you "Curiously, what's the inventory of all the facilities and equipment we've got on-base?"

She grins, before saying "Shen and Daniels asked the same question, and did an inventory earlier. It should be accessible to you via your smart-clothes." Another burst of instinctive knowledge, you bring your left forearm up, and it begins projecting a holographic User Interface that you somehow just know works like a touchscreen.

You quickly navigate to the folder labelled base inventory, and open it
Layout
The majority of the base is about a quarter of the way up the Weisshorn in the Swiss Alps, near the small town of Tasch. It is divided into 3 levels, each being about 100 meters by 100 meters. The topmost level is primarily based around the storage and maintenance of aerospace craft, and has facilities for constructing more. the top level is also where the medical bay is located, in case soldiers come back critically wounded and need immediate medical attention. The middle level is devoted to manufacturing, including facilities to synthesize Cydonium alloy, Neosteel, room-temperature Superconductors, Elerium, and a nanomachine gel called MELD. The bottom level is the most mixed, being about 50% living quarters, 25% storage, and 25% R&D. The bottom level also features a small parking garage for various vehicles, along with a super-fast slanted cargo elevator for visiting the nearby town.

There is an additional auxiliary base near the summit, connected via the same sort of slanted cargo elevator as the parking garage. It is entirely devoted to anti-orbital defences, including 12 superheavy plasma batteries, 10 missile launch tubes designed to fire a type of extremely maneuverable missile armed with an Elerium shaped charge warhead (nominal yield: 12 megatons) and a laser based anti-missile system.
Infantry Weaponry
Gauss weapon family
This family of projectile weapons uses a two-stage system to accelerate projectiles to their final velocity. In the first stage, a cartridge containing an immensely high-energy chemical propellant is electrically ignited, which would be enough to accelerate the bullet to around 2.3 km/s on its own. The barrel is equipped with two superconducting rails as part of the rifling, which further accelerates the shot to its final velocity. Gauss weapons have immense recoil, but you're supposed to be wearing a suit of heavy power armor when using them anyway, so it balances out.
Gauss Pistol
This sidearm is chambered for 8 mm*18 mm ammunition (more of the cartridge is propellant), and has a relatively pitiful muzzle velocity of 3.9 km/s. It can also pass for a conventional firearm in a pinch, which very few of X-COM's weapons can do. In terms of ammunition, it holds 20 shots in its magazine, and has a 4-round burst setting. The electricity for the railgun component is provided by a thin battery based on Superconductors wrapped around the part of the magazine containing the bullets, and feeds into 4 capacitors below the barrel. Firing before the capacitors are recharged will result in a reduced muzzle velocity.
# available: 60 | Ammo available: 300 magazines (6,000 rounds)
price to manufacture: 0.6 Neosteel, 0.2 Superconductors
Ammo price per 6 magazines: 0.4 Neosteel, 0.1 Superconductors
C-14 Impaler Gauss rifle
This weapon has a detachable box magazine containing 100 rounds, and can fire on semi-auto, 5-round burst, or full auto. It is chambered for 8 mm*36 mm ammunition, and has a muzzle velocity of 6.7 km/s. When on full auto, the rate of fire is 1800 rounds per minute, though it can be dialed lower if desired. Compared to a plasma rifle, each shot deals less total damage, but it penetrates armor better. This weapon is highly rugged, and still works after being shot twice with a plasma rifle (yes, this has been empirically tested)
# available: 35 | Ammo available: 200 magazines (20,000 rounds)
price to manufacture: 2 Neosteel, 1 Superconductors
ammo price per magazine: 0.5 Neosteel, 0.01 Superconductors
C-10 Gauss Canister Rifle
This long gun is chambered for a 25 mm*120 mm projectile, and several of the personnel who've laid eyes on it have expressed disbelief that it wasn't classified as a cannon. Either its sheer speed or the small EMP it generated by firing broke the devices used to measure its muzzle velocity, but a second attempt with more ruggedized equipment clocked in at 13.4 km/s. Needless to say, it has absolutely titanic recoil, such that it could easily dislocate someone's shoulder through a suit of Titan armor if they aren't careful. It has a 4 shot box magazine, but the soldiers who've fired it on the range are firmly of the opinion that one shot is more than enough. Considering size of the crater it made in the wall at the back of the range, and the fact that 40% of those who did so had to get sent to the medical bay for injuries to their shoulder, this is a perfectly reasonable opinion.
# available: 5 | Ammo available: 20 magazines (80 rounds)
price to manufacture: 5 Neosteel, 2 Superconductors
ammo price per magazine: 0.4 Neosteel, 0.1 Superconductors
Plasma Gun Family
This set of weapons uses a miniscule pellet of Elerium to both power the weapon and accelerate a much larger pellet of inert gas down the barrel. Some of Elerium's gravitational effects are also used to mitigate recoil, meaning they don't have much more kick than a conventional weapon. Elerium's immense energy density means not much is needed to excite the projectile into a plasma. The blob of plasma leaves the gun at speeds exceeding 100 km/s, and is held together until it hits the target by a combination of being an immensely stable plasmoid by most standards, a gravitic containment field generated by a tiny amount of Elerium doping mixed in with the shot, and the fact that it doesn't need to hold together longer than a tenth of a second at most. On impact, the plasma splatters, meaning that while it delivers an immense amount of energy compared to a Gauss weapon, it doesn't penetrate as well.
Plasma Pistol
The standard sidearm of X-COM, this pistol delivers about 40 kilojoules of kinetic energy, and 12 kilojoules of thermal energy per shot. Its magazine can hold 30 of the comparatively puny Elerium/gas cartridges it fires, and it has a 3-round burst setting in addition to semi-auto.
# available: 125 | Ammo available: 500 magazines (15,000 rounds)
price to manufacture: 0.5 Cydonium, 0.1 Superconductors
ammo price: 0.01 Elerium, 0.05 Cydonium
Plasma Rifle
The plasma counterpart to the C-14, this weapon has an energy per shot of around 180 kilojoules kinetic, 50 kilojoules thermal. Its magazine holds 80 shots, and it can fire on semi-auto, 5-round burst, and full auto. Worth noting is that it doesn't exceed 4 rounds per second on full auto due to overheating concerns.
# available: 40 | Ammo available: 300 magazines (24,000 rounds)
price to manufacture: 2 Cydonium, 0.8 Superconductors
ammo price: 0.05 Elerium, 0.1 Cydonium
Heavy Plasma
Effectively a plasma minigun, this weapon delivers 160 kilojoules kinetic, and 40 kilojoules thermal per shot. On the other hand it can fire on full-auto at 1200 rounds per minute until all 2,000 rounds in the attached ammo backpack are depleted with no overheating worries whatsoever. It is designed to be fired from the shoulder, rather than the hip.
# available: 12 | Ammo available: 24 (48,000 rounds)
price to manufacture: 5 Cydonium, 2 Superconductors
ammo price: 1 Elerium, 2 Cydonium
Laser Gun Family
This set of weapons doesn't have any kinetic slam behind them, but thanks to their Elerium power cells they can fire for years without needing to reload. They automatically optimize the rate of micropulses in the beam and its wavelength/color to burn through whatever you point it at with maximum efficiency, and have a feature that neither plasma nor gauss can claim: a stun setting, which works as an electrolaser.
Laser Pistol
Another common sidearm, this weapon has a power output of 20 kilowatts. It's also useful for welding in a pinch.
# available: 200
price to manufacture: 0.4 Cydonium, 0.1 Superconductors, 0.1 Elerium
Laser Rifle
Though not being as effective at welding as its pistol counterpart, this rifle makes up for it with its 1200 meter effective range and 140 kilowatts of power.
# available: 34
price to manufacture: 1.6 Cydonium, 1 Superconductors, 0.4 Elerium
L102-A
An accessory for the C-14 or Plasma Rifle, it adds a stun mode equal to what the Laser Pistol is capable of.
# available: 28
price to manufacture: 0.2 Cydonium, 0.1 Superconductors, 0.1 Elerium
Sniper Laser
This laser weapon is atypical in a lot of ways. Instead of taking power directly from its Elerium cell, it is instead stored up in a massive capacitor array and released all at once. This means it fires in single massive pulses, rather than the more or less continuous stream of death other laser weapons produce. As a side effect, it is much more adept at penetrating single hardened targets than the average laser. Each shot delivers close to 8 megajoules of energy to the target, and it needs roughly 40 seconds to recharge a single capacitor, of which it has 6. It's also longer proportionally than the other laser weapons, thanks to its extensive focusing array which grants it an effective range of almost 6 km as long as there's a clear line of fire.
# available: 12
price to manufacture: 3 Cydonium, 2 Superconductors, 1 Elerium
Heavy Laser
2.2 megawatts of laser death, powered by its backpack-mounted reactor. Automatically tracks the beam to the next target once the current one goes down.
# available: 8
price to manufacture: 4 Cydonium, 2 Superconductors, 3 Elerium
Blaster Launcher
This is a heavy shoulder-fired missile launcher. While its Elerium warhead capable of blowing a hole right through 40 cm of reinforced Cydonium plating is certainly impressive, the really impressive thing is that the missile is capable of performing a perfect U-turn inside a single cubic meter of volume. While it doesn't go supersonic in atmosphere for various reasons, in vacuum its acceleration is 48 km/s2​!
# available: 4 | Ammunition available: 120 Blaster Bombs
price to manufacture: 1 Cydonium, 0.1 Superconductors
Ammo price per missile: 2 Cydonium, 1 Superconductors, 2 Elerium
Grenade Options
Ah, grenades. Sometimes you just need to have an explosive weapon on hand, but can't afford to lug around a Blaster Launcher. That's where these little bombs come in. Please bear in mind that all X-COM grenades are capable of being fired out of one of the grenade launcher options in addition to being used as a hand grenade.
Hypersonic Fragmentation
This grenade absolutely mulches unarmored and lightly armored targets within 50 meters, but isn't terribly useful against heavily armored opponents. NOTE: Vehicles besides Main Battle Tanks are considered 'lightly armored' for this purpose.
# available: 500 | Price to manufacture (16-pack): 2 Cydonium, 0.5 Elerium
Incendiary
This grenade is filled with some volatile chemical vaguely resembling Napalm, except with a much higher energy density and combustion temperature. It burns at around 7000 Kelvin, and sticks to absolutely everything. Though hot enough to melt Neosteel, this is just barely below the melting point of Cydonium.
# available: 200 | No exotic materials required
Stun Grenade
This device uses dozens of small electrolaser projectors dotting its surface to taze anything within 10 meters of it when it goes off. As an added bonus, it also incorporates the flash part of a flashbang as a result of atmospheric diffraction of the laser beams.
# available: 100 | price to manufacture (16-pack): 1 Cydonium, 1 Superconductors
Elerium Warhead
This Dial-a-yield device has a maximum boom equal to 130 tons of TNT, but is normally set for 0.2 tons of TNT for field usage. This is far more than necessary for most situation, and setting the yield above 10 tons requires a special authorization code unique to each grenade.
# available: 60 | price to manufacture (16-pack): 1 Cydonium, 2 Elerium
X-COM's grenade launchers come in 3 variants. There's a 6 shot standalone weapon, a full auto emplacement weapon, and a single-shot under-barrel accessory compatible with the C-14 Gauss rifle, Plasma rifle, and laser rifle. Though they use electromagnetic acceleration for both a silent launch and firing something without any propellant, they don't have performance much beyond contemporary designs. The only exotic material any of the grenade launchers need is Superconductors. The 6-shot standalone needs 0.5, the rifle accessory needs 0.2, and the emplacement weapon needs 2.
Armor
CMC-400 Powered Combat Suit
This suit offers about as much protection as Titan armor, but has loads of extra features that would prove useful on an extended deployment. These features include
-a fully sealed and pressurized life-support system
-NBC protection comparable in effectiveness to a full-on fallout shelter
-its very own gravity systems (though they aren't as effective as Elerium-based devices)
-nutrient, water, and Oxygen recyclers good enough to keep someone going for a week on absolutely nothing else
-micro-thrusters for maneuvering in space
-An extremely useful HUD including some of the best night vision equipment it's possible to build, infrared active scanners for mapping terrain
-enough actuators that physical stamina ceases to be an issue and a skilled operator can use it to jump 20 feet in the air in Earth gravity.

Pretty much the only reasons you might want to use something else boil down to the fact that it weights almost half a ton, is tremendously bulky, and is the exact opposite of subtle.
# available: 20 | price to manufacture: 120 Neosteel, 10 Superconductors
Titan Armor
This suit of armor provides enough protection that someone need not worry about one or two stray plasma shots prematurely ending them, but any more than three hits from a plasma rifle or worse to the same section of armor and the designers make no promises. Though it weighs in at a good 90 kg, it has a powered servo system meaning the wearer can move as smoothly as if they weren't wearing anything at all. The suit is also capable of sealing and providing its own air supply to the wearer, though it's only good for about 8 hours in comparison to the CMC-400's 168 hours.
# available: 25 | price to manufacture: 80 Cydonium, 5 Superconductors, 1 Elerium
Ghost Armor
While it provides somewhat less protection than Titan Armor, this suit has a few special features especially useful for those in the infiltration business. Most obviously, it has a cloaking device able to render the wearer and anything they're holding invisible over the entire electromagnetic spectrum for up to 90 seconds before the heat sinks have to be vented, which takes around half a minute. In addition, the suit is completely silent, even damping out most noises produced by interacting with the environment. Worth noting is that the C-10 firing is still FAR beyond the ability of these audio dampeners to handle. There's an optional grappling hook module that can attach to the left arm, but it is of course optional, as using it can compromise stealth.
# available: 8 | price to manufacture: 60 Cydonium, 8 Superconductors, 1 Elerium
Misc. infantry Gear
Medispray applicator
This pistol-shaped device isn't a weapon. Instead it deploys a solution of specially programmed MELD and biological chemicals to quickly stabilize wounded individuals and regenerate their injuries within a few hours. It needs to be placed right up against the injury site to be effective though. The standard tank contains 1000 cm3 of MELD/biochem solution, but it can be connected to a backpack tank containing 64 times as much for relief work.
# available: 16 | Ammo available: 48 normal tanks, 8 backpack tanks.
price to manufacture: no exotic materials required | Ammo manufacturing price: 1 MELD per 1000 cm3
Archangel Pack
This Elerium-fueled jetpack functions as an optional add-on for the Titan armor system. It can keep the user airborne for a good 30 minutes before needing to be refueled. Given that flying for extended periods with no cover isn't a good idea for anything besides a dedicated aerospace craft, it is recommended for users to stick close to the ground. NOTE: This device takes the backpack slot, precluding the use of heavy weapons with a backpack power/ammo supply.
# available: 8 | price to manufacture: 10 Cydonium, 5 Superconductors |re-fueling cost: 1 Elerium
Sensorb
This piece of equipment is used like a grenade, and interfaces with the user's HUD to send them real-time video from wherever it lands via a picture-in-picture display. This can be quite useful for not getting ambushed, and the parts are quite cheap.
# available: 400 | price to manufacture: no exotic materials required

Aerospace Craft
Interception\combat craft
Firestorm Interceptor
Equipped with a gravity drive and with 4 weapons hardpoints, the Firestorm is, in the words of one pilot "a solid brick of pure murder designed to rip any enemy aerospace craft to bloody shreds". This matches its normal mission profile quite easily. Able to accelerate at 25 gees in any direction, and 40 gees forwards, the Firestorm is capable of evading enemy fire, aided by its ECM suite. It's more than capable of reaching orbit with its 5,200 km/s of delta vee, and is typically armed with a mix of Plasma Beam autocannons and Blaster Ball missiles. Even if something does manage to score a hit, it's durable enough to take a hit from anything with a total energy level less than 4 kilotons and keep going.
# available: 4 | price to manufacture: 1,200 Cydonium, 500 Superconductors | Refuel cost: 120 Elerium
A2 Viking variable fighter
This multi-role machine is capable of serving as both an aerospace superiority fighter and a combat walker. It's armed with 2 missile pods containing 8 missiles each and a pair of chainrail autocannons with a supply of 800 rounds each. Its power plant is a fusion reactor, with some plasma being vented from it to act as reaction mass for the thrusters. It can accelerate at 8 gees (not having inertial dampeners) and has a total delta vee of 1,600 km/s. It would be best used as heavy support for troops on the ground, given its lackluster air-to-air performance when compared to the Firestorm.
# available: 2 | price to manufacture: 1,000 Neosteel, 600 Superconductors | refuel cost: no exotic materials required
Banshee Gunship
This helicopter-like machine is designed for one job and one job only: exploding enemy ground forces into itty bitty bits. it does this job very efficiently, with 4 weapons hardpoints typically loaded with some variety of explosive ordnance. While not capable of exiting Earth's atmosphere, this machine flies very quietly, and is equipped with a cloaking system able to render it invisible to most detection methods for hours at a time.
# available: 2 | price to manufacture: 1,400 Neosteel, 700 Superconductors | refuel cost: no exotic materials required
Transport\utility craft
Avenger Transport Craft
This Gravity Drive-powered craft is able to get soldiers to any point on earth in a very short period of time, being capable of sustained speeds approaching 6 km/s in the lower levels of the atmosphere. In vacuum, it can accelerate at 15 gees, with a maximum delta vee of 12,800 km/s. It's also equipped with a rudimentary FTL drive suitable for in-system travel, being capable of 40 c for up to an hour before its Elerium fuel is depleted. While it has two weapons hardpoints, its primary purpose is as a transport, rather than an interceptor.
# available: 2 | price to manufacture: 3,400 Cydonium, 1,200 Superconductors | Refuel cost: 350 Elerium
Medivac Dropship
This VTOL craft can carry up to 8 soldiers, and is capable of reaching low earth orbit 4 times on a single tank of fuel. While it doesn't do as well for carrying heavy weapons platforms, it has a highly effective medical bay aboard meaning that critically wounded soldiers are far more likely to survive the trip back to base if they're flying via medivac.
# available: 2 | price to manufacture: 2,600 Neosteel, 800 Superconductors | Refuel cost: no exotic materials required
Robots
Combat robots
Hover Heavy Weapons Platform
This miniature hovertank is heavily armored, able to stand up to abuse that would easily splatter even the most heavily armored soldier. Its chassis is an oblong disc 2.3 meters by 1.9 meters, with a single turret mounted on top. Its turret has one main and one co-axial hardpoint. The main hardpoint is compatible with modified versions of the C-10 gauss, Heavy Laser, Sniper Laser, Heavy Plasma, and Blaster Launcher. The co-axial hardpoint can mount a modified C-14 gauss, laser rifle, or plasma rifle. When fitted with a C-10 gauss, it carries 30 projectiles. When fitted with a Blaster Launcher, it carries 6 missiles. When fitted with a C-14 Gauss, it carries 1,200 projectiles.

This robot is capable of achieving speeds of 200 MPH, and has Elerium fuel for 18 hours of continuous operation. It can't go terribly fast though, due to how much of its mass is devoted to armor.
# available: 8 | cost to manufacture: 400 Cydonium, 150 Superconductors | Refuel Cost: 3 Elerium
Utility robots
M.U.L.E.
This mining robot is capable of excavating almost 3 cubic meters per minute, making it invaluable in any mining operations we might undertake. On the other hand, it's finicky and prone to breaking down, requiring frequent maintenance.
# available: 24 | cost to manufacture: 300 Neosteel, 80 Superconductors
Resources
We have access to several materials that the rest of humanity doesn't, which are commonly used in our technology.
Cydonium and Neosteel
These are both incredibly durable metal alloys, with a variety of applications. Both are capable of stopping a bullet from an AK-47 when in a layer just 3 mm thick with nothing but a dent to show for it, but they are indeed different materials. Cydonium has higher shear and compressive strength than Neosteel, works as fairly effective radiation shielding, and has a much higher melting point. Neosteel is lighter, has a much higher tensile strength, and its ingredients are more common, as it's just Iron and Carbon with a bit of Tungsten doping, but the Carbon is arranged into nanotubes lacing through the alloy for the most part.
Cydonium in storage: 14,000
Neosteel in storage: 27,000
Cydonium production per week: 900
Neosteel production per week: 1,300
Superconductors
This metal alloy conducts electricity with no resistance at all, and continues doing so at temperatures up to 549 Kelvin. This makes it invaluable in high-energy electrical systems, including the fusion reactor that powers the base. Superconductors are also useful for energy storage, such as the hypercapacitors powering several of the Gauss weapon designs.
Superconductors in storage: 7,800
Superconductors production per week: 550
Elerium
An unusually stable isotope of Ununpentium, Elerium has a half-life of 3 months and undergoes Alpha decay. It is immensely useful as a power source and aerospace craft fuel, as up to 98% of its mass can be directly converted to energy when it gets bombarded with high-energy particles in a reaction that thankfully isn't self-sustaining. This process also causes gravitational distortions, which can be used for extremely efficient propulsion, or to warp space when used in sufficient quantities.
QM NOTE: while I will not be keeping track of your Elerium stores decaying to save myself some work, it's still a radioactive material and should be handled with appropriate precautions.
Elerium in storage: 16,000
Elerium production per week: 800
MELD
MELD
is the colloquial name for a type of nanomachine useful for augmentation. It can prevent organ rejection between two completely different biochemical systems, integrate biological systems with machinery, and several other applications. MELD also has medical applications, such as using raw organic chemicals to regenerate someone's wounds.
MELD in storage: 450
MELD production per week: 30
*A note from head engineer Geoffrey Daniels: I find our technology rather bizarre, it's almost like someone took two completely different technology bases, mashed them together, and then did the bare minimum of work to make sure all the computers could talk to each other and all the connecting cables fit together.

After reading that, you get to thinking. You've recognized the insignia on the uniform you're wearing now, and if these are the same aliens X-COM normally has to deal with, they are most definitely NOT friendly. So, for dealing with the ships in orbit do you
[] Send up the Firestorms to clear the orbitals while setting the anti-orbital battery to 'murderize'
[] threaten them with... something
[] Try talking, they might not be the same ones Yeah right.
[] Send up troops in an Avenger to board and capture the biggest ones
[] Something else

And then there's the matter of funding, you'll need to do something to keep all your personnel paid and expanding your organization will take money.
[] Write-in plan for loadsamoney

There's also these ideas running rampant in your head, and they're making it hard to think. Maybe putting some of them together for real will help relieve the pressure?
[] Suppress the urge Bad idea!

[] Upgrade something that already exists
-[] Improve the Avenger's fuel efficiency at FTL
-[] Deal with the MULE's maintenance issues
-[] Something else entirely

[] Draw up plans for a
-[]Robot
--[] One of the designs you've already got?
---[] Which one?
--[] Something new
---[] Anything specific in mind?
-[] Teleporter
pick two design goals
--[] Safe for humans
--[] Energy Efficient
--[] Fast (if not picked, the entire teleport sequence takes around 20 seconds)
-[] Something else entirely (write in what)

[] Forget drawing up plans, you need this out of your brain NOW! build a
-[]Robot
--[] One of the designs you've already got?
---[] Which one?
--[] Something new
---[] Anything specific in mind?
-[] Teleporter
pick two design goals
--[] Safe for humans
--[] Energy Efficient
--[] Fast (if not picked, the entire teleport sequence takes around 20 seconds)
-[] Something else entirely (write in what)
 
Awakening 3
(time elapsed: 4 days)

You give the order to Ms. Perkins "Let's not kill the aliens immediately, but get the anti-orbital battery warmed up and have the Firestorms ready to scramble. The very instant they try something, I want them all blown out of the sky within 5 minutes if possible."

Your secretary nods, and replies "Affirmative!". That done, you tell her "Anyways, I've had these... ideas burning in my mind for stuff I can do ever since I woke up this morning. It's starting to get hard to think, so I'm going to try putting plans to metal now. If you need me, I'll be in engineering."

You soon arrive, and wonder what you'll be doing. You ultimately decide on working with something that already exists to save yourself some on coming up with a design, but what to improve... You immediately fixate on the glaring issue with the M.U.L.E. mining robot. When you get to Manufacturing, you find that 7 of your 24 MULEs have already broken down.

You walk over to a workstation and ask the engineer currently working on MULE #13 "I'd like to try my hand at working with this? May I please do so?"

He looks at you weirdly, before saying "You're command staff. What in the world are you doing down here wanting to work on a robot?"

You shrug, before saying "I've got these ideas burning in my brain for things I could build, and it's gotten to the point of making it hard to think clearly. I was thinking that maybe putting some of those plans to metal could help."

The engineer (his name is Gene, according to the name tag) sighs, before saying "Alright, you're the boss. I'll work on one of the other ones and get ready to bail you out if you do something REALLY stupid."

That done, you sit down at the workstation and take a look through the already open access panel. A part of you deep inside sneers at whoever designed a robot this badly when you get a look at the things innards. This thing is a mess, the parts are designed for impossibly precise manufacturing tolerances that simply can't be achieved, the power plant has shoddy containment, and there's a whole heap of other issues you can't really list.

Without another word, you get to work. By the end of the first two hours, you're already convinced that while the basic design is sound, you'd be better off making a whole new robot based on the same general idea and recycling the current batch. Still, your stomach rumbles, reminding you that it's lunch time and you never had breakfast today. Sighing, you put down the tools and march yourself off to the mess hall.

When you get there, you note the menu for today has 4 main options, 3 sides , and 4 beverage options. You order the Spaghetti and meatballs, Broccoli with mayo, and diet cola.

After lunch, you go back down to engineering, and begin making alterations to the plan for the MULE to fix all the issues you'd spotted. This done, you send the improved (or more accurately, fixed) plans for the MULE to Dr. Shen and tell him "I've made some alterations to the MULE design to fix the maintenance issues. I'd like 36 of them, scrapping the existing set for raw materials. On top of that I'd like 40 CMC-400 Powered Combat Suits, 20 suits of Titan Armor, 20 suits of Ghost Armor, 10 Hover Heavy Weapons Platforms, 120 of each man-portable weapon currently available to us with an appropriate amount of ammunition, 20 medispray applicators, and 20 Archangel packs."

Shen replies "I can get you all of that, but it'll take a couple months. Things will go much faster if you give us time to expand the manufacturing wing first."

You...
[] Deny it, you need him working on that kit ASAP!
[] Allow it, it makes sense.

Anyways, that dealt with, the days stretch on by, without the aliens making a move. It's day 4, and your pilot's fatigue from being kept on high alert for so long is really starting to show, when there's an intruder alert at the ground level entrance. You drop everything (yelping slightly when the lit welding torch bounces off your Cydonium-plated boot) and race to look at the security feed.

The scene before you is somewhat surreal, the soldier you had on guard duty is lying twitching on the floor as if he just got hit with an electrolaser, his pistol looks to have fired on stun very recently, and standing over him is an ancient-looking woman with a severe face holding a briefcase and complaining that the scorch marks will NEVER come out of her favorite dress in the past 180 years.

How do you respond?
[] write-in
 
Awakening 4
You immediately open up the intercom's interface, and call "I want 2 squads, one armored with CMC-400 and carrying plasma weapons, the other with Titan Armor and Gauss weapons! Also send down a couple medics and some hovertanks!" You were doing all this while running to the command center. You send a second call to Ms. Perkins now, ordering "Lock down the ground level entrance! This is not a drill!"

Ms. Perkins answers "Affirmative!" as you stumble into the command center's attached briefing room. Within 40 seconds 12 soldiers with the designated equipment and backup filter into the briefing room.

You brief them "There's an intruder in the ground-level entrance with abilities we aren't quite sure of, but she wasn't affected by a shot from a laser pistol's stun setting, and the person who was on guard duty got hit with a stun shot of some variety. Get down there and be ready to contain her in case negotiations break down."

As they do so, you activate the intercom, calling the segment of the entrance you've got your mysterious visitor locked up in. you ask "Who are you, why are you here, and why did you attack my subordinate?"

She answers "I hope you don't mind if I answer your questions out of order. Anyway, I've needed to switch names on a regular basis for the last 450 years or so, but my current alias is Sybille. As for your guard, when he shot me with that fancy ray gun he wound up on the receiving end of an ability of mine that I don't have conscious control over. Lastly, I came here because you're a Savant, and there's some information you need know now."

This piques your interest, and you ask "Savant?"

At this, she touches her finger to the forehead of your downed guard, and with her other conjures what looks to be a dove made of light that starts flying around the room. She then speaks, saying "Let me guess, a few days ago you woke up here with no idea why you weren't at home and powers you didn't think possible? Regardless, magic is real as I just demonstrated, and now you have a particularly powerful variety."

you reply "Continue, but make it quick, I've got an organization to run." You're skeptical, but at this point you aren't quite sure whether that's justified.

Sybille nods to the security camera, and says "All magic is ultimately fueled by Madness. As it gets used, the total amount of insanity in the system decreases. A Savant is what happens when a brain aneurysm bursts in just the right place for things to happen in the following sequence: unconsciousness, madness to an immense degree, death. There's several other complicating factors involved, but you asked for the short version.

In that scenario, the sheer amount of madness trips a sort of 'release valve', and the subconscious bails out the resulting madness. This allows the mind to continue functioning, but only by shoving the tremendous amount of madness into a continuous and immensely powerful magical effect."

You nod automatically, before responding "That explains why I'm suddenly a robotics genius and getting flashes of instinctive knowledge whenever I need them, but it doesn't explain the super secret sci-fi military base from nowhere, nor how I got here from Texas of all places."

Sybille elaborates "Ah, that would be your Burst. When a Savant is forming, there's still far more madness present than their brain damage would normally provide to fuel their powers. The excess gets released as a one-time massive effect that cannot be reproduced under normal circumstances."

"You're a Savant aren't you?"

"Yes."

That explains quite a lot, and you ask (up to 2)
[] What are the other types of magic user and how do they work?
[] How'd you find this place anyways?
[] How many Savants are there?
[] What's your telephone number?
[] Write in
 
Last edited:
Awakening 5/Incoming 1
Continuing the conversation, you ask your 'guest' Sybille "Curiously, how'd you find this place anyways? this is supposed to be a secret base after all."

Sybille answers "Over the centuries, I've often taken an interest in others sort of like me. I've therefore developed a passive technique to detect the distortions in reality from a Savant Bursting, and use them to triangulate their location. You won't need to worry about someone else knocking on your door for the same reason at least, it took me over 250 years to figure out how to do that, I haven't shared it with anyone, and I'm the only immortal both inclined to and old enough to have managed it. Besides, your Burst long since faded."

You think on this for a while, and it makes a startling amount of sense. Regardless, there's one other thing that caught your interest, and you ask "You mentioned other types of magic user? I'd like to know how they operate."

Sybille sits down and groans, saying "This'll be a long one. You already heard the basics of madness being used as fuel, so I'll describe the most common ways of using it. Broadly, casting can be divided into two categories; External in which you use the madness of others, and Internal, in which you use your own madness. While any caster could theoretically use any spell if they got their hands on enough madness, in practice they tend to gravitate to either indirect or direct effects depending on how easy it is to generate and store the stuff with their methodology."

You request for her to continue, and she does with "I'll start on the External casters. They come in a few categories, Therapists, Torturers, and Technomancers. Therapists are the least morally dubious, merely using madness that already exists, preferably from someone who consented to have their emotional baggage dealt with or such. They vary from those who just care about the power and money they get from it, to those who legitimately want to help people and the magic is just a side benefit. In addition to my innate powers I've also taken the path of the Therapist, which is how I made that light dove I used to demonstrate."

"Continue."

"Certainly. Torturers are scum. They abduct people and deliberately drive them mad with methods varying from psychoactive drugs, to horrifying night terror spells, to invasive brain surgery in at least one particularly horrid case. The worst part is, enough Torturers are smart enough to cooperate on maintaining a worldwide memory-altering spell to conveniently censor knowledge of magic out of public perception. Savants are immune due to any attempts to mess with out minds being consumed as fuel for our powers, and it doesn't really work on those who are exposed to magic on at least a weekly basis, but most attempts to break the masquerade so far have been derided as a hoax within the month."

"You sound bitter over it."

"As I should given I've lost several friends to those wastes of Oxygen. Now for the last variety of External caster, Technomancers. Technomancers are a recent phenomenon, only coming into being about a decade ago. That's because, while machine intelligence is still in its infancy, it's gotten smart enough that it's capable of going insane. Technomancers are an offshoot of Torturer who decided to take advantage of this, and they can literally generate more madness to use at the push of a button. Still, the comparative simplicity of a machine intelligence means that they can't store much madness at once, limiting Technomancers to rather small spells if they want to keep their rig portable, though that's not likely to last long given how fast AI tech is advancing."

"And now for Internal casters, correct?"

"Yes. Victims are what most magic users besides Savants start as. Basically, someone goes really, really, thrown off the deep end crazy, and sets off the same 'safety valve' as leads to Savants. Approximately 80% of Victims come from inexperienced Torturers getting greedy and driving someone too far into madness, which is where the name comes from. Victims start with a large supply of Madness to fuel spells with, but those spells are comparatively inefficient. There are two possible fates for a Victim, either they put 2 and 2 together and come up with a way to get more madness to fuel their spells with and become one of the other types of caster, or they run out of madness and eventually fade back into the veil of memory the Torturers set up."

"One more besides Savants, correct?"

"Yes, Nutcases are those who deliberately drive themselves mad in order to get more magical power. They favor the most direct spells, and they're the easiest to spot once you know what to look fo-"

Ms. Perkins taps your shoulder and says "The aliens just moved out, 3 ships just landed in Cleveland, Ohio and they're dragging random civilians into the ships after shooting them with some variety of device, we aren't sure if it's lethal or not. Firestorms have been launched, along with the Vikings to cover the airspace if the aliens try to take off, but we need to do something about the situation in Ohio."

"Sybille, something came up, you can go." and with that you order the door for her to leave to be unlocked.

You then order the teams you've got downstairs and tell them "Get aboard an Avenger ASAP, the aliens have made their move, and it isn't friendly in the slightest!"

Alien Abductions: Cleveland Ohio
[] Write in strategy for ground team (note: one of the Gauss weapon squad has a C-10 and 2 magazines)
-[] sub-strategy? (contingencies, little extra details, that sort of thing. Maximum of 3)
[] Write in strategy for aerospace battle
-[] sub-strategy? (contingencies, little extra details, that sort of thing. Maximum of 3)
 
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Incoming 2
As your troops begin their rapid trek towards the hangar where a pilot is getting an Avenger warmed up for their use, several things happen at once. First, you turned your gaze to the hologlobe in the center of the command center, and watched as it shrunk to show a color-coded map of Earth's Orbitals. The thousands of white dots representing satellites along with other civilian space assets only marginally clutter the display, but you still tune out all of them save the ISS and other ones of similar importance.

Your assets on the other hand, are colored in cyan for the 8 detection satellites allowing you to spot the alien ships with great accuracy. The Firestorms and Vikings streaking away to their objectives are a bright yellow, and the missiles streaking from your anti-orbital batteries are brilliant orange streaks rocketing up towards the red alien ships, each of which is tagged with a basic representation of its hull profile and size. Transient green lines lance out from the ground, representing plasma beams lancing into space.

You also place a phone call to the US National Guard, and get your techies to hack the system to ensure that you don't get stuck in the 'on hold' music for hours. The line opens up with "Greetings, as you no doubt know by now, there are hostile aliens attacking Cleveland Ohio. I am not affiliated with them, but I'm sending in troops armed with similar technology to stamp out the threat and wanted to curtail any possible misunderstandings. The aerospace craft carrying them will arrive in roughly 15 minutes."

the operator on the other end asks "Who are you and how can we be sure you aren't with the aliens?"

You briefly debate how much to reveal, before saying "I'm the man running the organization with the most advanced technology, including military hardware, on Earth." With that you hang up, hoping that the operator will pass the message up the chain well enough. As you hang up, you spot the indigo dot that is the Avenger streaking away from Switzerland.

At the same time several things happen. Your first salvo of Blaster Missiles strike home, blowing 4 of the largest alien craft clear out of the void. But then things start to go horribly wrong as a line of green plasma streaks from the remaining alien heavy ship towards Earth and the base rumbles. This far down the Weisshorn you don't feel it as anything but the most minor of tremors, but you still hear the alarm saying "Anti-orbital battery has been hit!"

You immediately ask "Is it still in good enough condition to fire?" one of the technicians tells you "Barely, only 2 plasmas and a single missile silo are still able to fire, but I'm not sure if we should." Wise, revealing that you were still alive too soon was liable to get your anti-orbital battery shot again, rendering it completely unsalvageable. Thus, you hold fire until your squadron of Firestorms engage.

By the time the Firestorms make it up there 5 minutes later, the remaining 9 ships in orbit have come together in a fleet only 1,000 km across. Your Firestorms slow to a 'mere' 12 km/s as they come in for their first attack run. It can't really be called an 'attack run' given the whole 'space' thing, but terminology tends to stick. Both sides fire, and 2 alien ships die. You gasp briefly as two of your Firestorms take glancing hits, but Flame 1 reports only losing the first 2 armor layers out of 5 off his belly, and Flame 4 only lost one of 3 on the rightmost weapons pod.

The next 10 seconds see the deaths of 3 more alien ships, one of which had been damaged by the first attack run. On the other hand, you gasp with panic as Flame 1 gets mission-killed. The pilot sends a transmission, saying "Main and secondary power plants are down, I've got no thrust whatsoever, and all my guns are shot. Pretty much the only sort of good thing is that my trajectory will have me re-entering Earth's atmosphere within an hour, but I'm not sure I'd survive the landing given that there's no power for the inertial dampeners. Here's hoping you see fit to send a rescue mission my way."

You answer
[] Sorry, can't manage that (-1 skilled Firestorm pilot, -10 rep{X-COM}, all other aerospace craft available)
[] I'll send the other Avenger (no spare Avengers for rapid deployment, guaranteed success, recover partial Firestorm, +10 rep {X-COM})
[] I'll send a Medivac (have a spare Avenger on standby, lower Delta Vee budget gives less of a window for successful recovery, +10 rep {X-COM})

Also, now is when the aliens start to retreat, accelerating towards Sirius. Once it becomes clear to them that they won't be able to shake your Firestorms via conventional thrust, the surviving 2 ships jump to FTL. Your attention now drifts back to the Avenger you have en route to Cleveland, scheduled to be arriving in 2 minutes and already undergoing re-entry.

You've also got some orders for the base personnel at the time being, namely (pick 2)
[] damage control for the anti-orbital battery
[] write in
 
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