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File: alien invasion saucers.jpg (196 KB, 1024x640)
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Rolled 25 (1d100)

You're in charge of a resistance group fighting against the alien occupying forces. There is no more human military or government. They saw to that. Now you among others do your best to fight them and the human traitors who now serve them.

So far its been a bit more then half a year since the aliens showed up without a warning and targeted humanity. They first went after the governments and militaries. After that they got lazy. Weren't as thorough and unleashed things they probably shouldn't have. Resulting in what first people thought to be a zombie virus...it didn't take too long for that to be proven wrong. Turned out to be a nasty kind of mutagen.

It also meant that little resistance groups like yours were able to thrive among the survivors of the invasion who didn't go the camps the aliens set up for humanity. The resistance only really kicked off however was when the primary invasion forces of the enemy pulled out. Leaving behind just some occupying forces...now its time for action.

Time for revenge.

No longer is it just about survival. Now its time to make them pay.

So far you already wiped out 2 alien patrols and ruined one of their larger operations. You also found out the mutants apparently didn't like their creators much more then you did. Except they were willing to eat said creators without hesitation.

Currently your back at base having tallied the newest gains and looked at the newest reports relating to research. Most of your forces are combat ready except for a few of the more severely wounded. Those meds the aliens gave to their traitor allies were something else and those were just field medicine.

While the aliens and the traitors are an obvious foe. There is the problem of the mutants. They kept on mutating becoming stronger and smarter. For some reason something has gotten them to concentrate in far greater number then their usual. Something has them riled up...or is luring them. Unfortunately to find out what's causing it you'll have to get past all those mutants...
>>
Rolled 24 (1d100)

>>1814822
>>1814822
As if the aliens weren't bad enough...and that is only the start of it. See humans weren't the only ones who mutated. Now there are monsters, but they are only particularly common outside the urban areas. Instead you get to deal with lots of mutants.

Then there are the aliens...nobody really knows much about them besides the propaganda they started playing once they finished wiping out the governments and offered a new better life in their camps. A sickening number of people took them up on that offer.

You don't really know much about those camps besides them crawling with traitor scum. Hopefully that will change with the saboteur you sent out to investigate. Not sure when he'll come back but hopefully he'll have some answers.

Otherwise your gonna get stuck with hitting patrols.

One thing that bothers you though is what they are building...some time ago they suddenly starting build new structures. They hadn't done that since just after they invaded. They created beachheads and bases for their forces before everyone but their occupying forces left. So you along with everyone else figured they had plenty of room...which is the biggest proof that what they are building probably isn't strictly for their military operations.

In which case...what is it they are building?

Then there are those large convoys. Suspicious for the sole fact that they don't fly far above. Why would they need bother with land convoys with their technology?

So many questions and so few answers...but it helps..

Helps to not think about this all being a hopeless cause. After all their tech is far beyond what humanity could come up with before they showed up. Humanity was just figuring out how to move about in their own solar system. Much less jumping between stars and invading entrire worlds.

Yet...here you are.

An X-Com but without the backing. Just a mere resistance group...one of the many.

but at least your resisting. You will all go down fighting and take as many of those alien fucks down with you as possible. That is pretty much the unspoken agreement in your resistance group and many others. You aren't trying to survive...your trying to resist to the bitter. Leave the surviving to those who don't wanna die fighting.

They aren't the ones who join resistance groups like yours anyway and eventually they'll probably flip just like those traitors did. Go and join those camps...

What do?
>Head out
>Recruit
>Barter
>Rest
>Other?
>>
Rolled 83 (1d100)

>>1793475
old thread.
>>
Rolled 36 (1d100)

>>1814877
>>Recruit
We'll need more specialty guys
>>
>>1814877
>Recruit
>>
Rolled 4 (1d100)

>>1814877
>Recruit
People, the life blood of the operation
>>
Rolled 97 (1d100)

>>1814998
Don't forget to roll anon.
>>
Rolled 8 (1d100)

>>1815305
I'll roll for them Genie on to recruiting
>>
My fellow comrades I slapped together some quick notes from last thread. If anyone cares to have our list of gains and minor notes.

https://docs.google.com/document/d/1Jk_XWdo50va1HyL9ax7EJM7xuYlRHzAh-056KdYnLfk/edit?usp=sharing

Makes it easier to remember at least.
>>
Rolled 28 (1d100)

>>1814909
Sadly the only available manpower nearby were all rookies. None with special skills or particular talents/smarts.

gained 3 rookies.

Despite your recent success you didn't have much this time...then again you probably tapped out the easy manpower around here. So it makes sense why you started to have less luck with it.

And unfortunately that means you may soon need to start special recruitment trips in addition to the usual scavenging, scouting, and attacking patrols.

What do?
>Head out
>Recruit
>Barter
>Rest
>Other?
>>
Rolled 41 (1d100)

>>1815727
>Head out
Find some places to loot, marks and such then observe them what goes in and out etc. lets look for a private security office or something
>>
Rolled 56 (1d100)

>>1815727
>>Head out
>>
Rolled 33 (1d100)

>>1815727
>>Other?
We should have the ammo to drill our units in the new tactics from the research. Learn where to place your shots boys. It will save lives.

Then we can scavenge in the urban area or find a chemist and armorer to make new gear.
>>
>>1815746
Fuck wrong trip. its me
>>
Rolled 73 (1d100)

>>1815752
Yeah ok ill change to this
>>
Rolled 81 (1d100)

>>1815817
Thanks. I'm worried if luck hates us. Then panic will take hold and they'll make bad shots. With drilling it should become second nature to hit the weak points of the mutants.
>>
Rolled 6 (1d100)

Hm at this rate I guess I should have switched to head out. Not sure when someone else will pop up. Tho I still feel drilling is needed for the fighters.
>>
Rolled 72 (1d100)

>>1816337
Its the weekend my quests have been slow as shit on the weekends for years and even when I was back on /tg/. Wasn't always that way used to be one of my best times for running because there were so many players...
>>
Rolled 97 (1d100)

>>1815752
Support
>>
Rolled 33 (1d100)

>>1815752
While your forces were practicing on some mutant dummies the bunch now referred to as the 'mutant lovers' made up(they were surprisingly realistic). In the impromptu workshop a bored gunsmith was watching the drills with the old weapons and new while chewing on some sweet grass. Suddenly he paused, stood up, and shouted "THOSE SONS OF BITCHES," before vanishing back into his workshop.

"HEY HEY SMART GUY WHO LIKES LEARNING SHIT," interrupts the gunsmith while the researcher was watching live mutant videos.

"Uh...can it wait? I was just about to find out more about mutant social structures."

"You know how those traitor guns never leave casings and how their slugs are partially melted?"

"Yeah what about it."

"I knew there was something fishy about their weapons yet oddly familiar. I think I figured it out. The barrels are magnetized. The bullets they use is steel not lead. The casing it contains some kind of ignition agent and something else. Something that somehow sparks the coils to live by destroying itself completely but propelling the now partially melted slag out."

"Yeah so?"

"You any idea what this means?"

"Wait a second...it can't be pulse based coil guns?"

"YES THOSE MOTHERFUCKERS!"

"MOTHERFUCKERS," shouts the researcher. "So...wait how did you catch onto it?"

"Well honestly we gotta thank the aliens racism. They didn't bother using their goodstuff so instead they made a cheap knockoff that combined both principles. To make it usable for humans but not as good their actual goodies. Is there anyway you can decipher what the hell is stored in those rounds of theirs? I haven't seen any kind of battery...so I think the battery itself is part of the bullet. Leaving no trace but some partially melted bullet and that strange flash as the weapon fires."

"Batteries as pulse possibly ionic based bullets combined with a disguised barrel that is actually coil based gauss barrel that fucked a dirty chemical propellant gun...fuck me its brilliant."

"Brilliant yeah...but now we finally got a basis for their tech now don't we?"

"...Only if we can figure out how those bullets work."

"I am gonna leave that to you...I am gonna spend a LONG time with these new babies of mine...I always wanted a Gauss Guns now my dream is about to come true!"

"Hm...Combination," mutters the researcher looking at a rows of the different bullets. "Oh those sons of bitches. Who says it is only a single bullet? What if it were like...multiple bullets in a single package...but fulfilling the same purpose. Like a shotgun shell...shell. Fuck me they were never bullets but fucking shells! We been thinking about it the wrong way the entire fucking time."

"Well the gunsmith has got the actual gun mechanics covered...now I just gotta figure out a bit about their fucking ammunition. You lazy but brilliant alien assholes. Just you fucking wait. Once I get this cracked i am SO gonna make a huge variety of bullets that shoot fire, acid, plasma, and shit."
>>
Rolled 13 (1d100)

>>1816568
Breakthrough achieved in Traitor Technology.

Discovered Technological Hybridization.

Uncovered Disguised but magnetized Traitor Barrels...it took quite a few blown up batteries to uncover the what they actually were. We had to resort to jury rigging some alien batteries to it to make it function.

Traitor ammo has been dissected uncovered the following.

Mini Battery, Energy Cell, and Slug. Slug has been modified to endure unusual pressures and to also be magnetized. Energy cell is the biggest mystery best our researcher could figure out is that its the feedstock+possible trigger for the energy effect that is somehow but albeit crudely envelops the slug. Hence the unusual marks they leave behind. The mini battery self destructs its purpose is quite simple. To start up the wind up process in the barrel that propels that slug. Researcher believes this causes some kind of interaction in the energy cell.

Its some kind of crude hybrid matter and energy weapon. Purposefully designed so even humans could wrap their head around the weapons...and now this is biting them back on the ass.

Uncovered Introductions to Gauss technology.

Uncovered Introduction to Energy Weaponry Technology.

Uncovered Introduction to Hybrid Munition Systems Technology.

Gunsmith has made a special request that you either find an engineer who worked on Gauss weaponry on battleships or acquire their designs.

Meanwhile with the troop who got sent out to find specialists.

"Where the fuck are we suppose to find a goddamn chemist and armorer? Especially the last one. Anyone ever heard of a fucking modern armorer?"

"...Well uh armor for vehicles right? Plus there were things like bullet proof vests."

"Yeah about ever heard of an armor relating to that for people?"

"..."

"See my point?"

"Where are we going to find a chemist anyway?"

"Eh I am sure the college outpost probably has a few leads. No fucking clue where to find that damned armorer."

That was when the recruiters stumbled upon a very strange scene of...mutants bumping into each other and...dancing with some humans? All of whom looked very high...and there were so many suspicious vapors around. Looking around they soon noticed a warehouse that had a warning sign stating there were dangerous chemicals stored within...and there was clearly music being played inside of it.

"Well...guess we found our chemist."

"You sure this is a good idea?"

"You kidding me? This asshole managed to get mutants so blazed out of their fucking minds they are sedated to the point of peacefulness. Guy must be a freaking genius."

"Or you know a LOT of drugs," states another one of the recruiters.

"Which is even better if you ask me."

"Oh god are we seriously gonna walk right in there without any mas-oh right we got gas masks for this fuck it fine."

Thus the recruiters began a very magical walk of mellow mutants and what appears to be looters who are so sedated they are actually peaceful. Things only got weirder from there.
>>
Rolled 76 (1d100)

>>1816621
"Hey guys is it just me...or did we somehow go from cityscape to...jungle? Mushroom forest? What the hell IS this place..."

"Uh guys...we might have sorta overlooked a very important detail."

"Which is..."

"Who says the gases need you to breath them in order to work?"

"....Oh shit."

Que one very long and strange trip later...

the would be recruiters woke up in an arena pitting...armored people in crudely made armor and...wait a second some of that armor is clearly alien! Some of it even is surprisingly intact and not just pieced together crudely.

"IN this corner we got the MIGHTY ARMORED MUTANT STEGROTH and the new challenger....a Knight of the Motorcycle."

"Wait a second that guy is on a motorcycle how is this fair," yells out one of the audience.

"YEAH NOT FAIR!"

"Hold on folks didn't I say this match was gonna be VERY special!"

Suddenly a huge monstrous roar echoed out as a...monster covered in rippling sheets of alien metal leaped out of the tunnel...and on top of it was a armor covered mutant.

"...Dude...thats is awesome," says a gaping recruiter.

"I swear if this is just another realistic illusion I am gonna be so fucking disappointing."

"Nope you fellows are not hacullinating and yes this special match is MOUNTED COMBAT," says a fellow sweeping his arms over the gory field of battle. With a motorcycle revving up and a monster covered in metal pawing at the ground waiting for the signal...

"AND CHARGE," roars the announcer.

with that the two charged at each other. Knight riding a motorcycle prepping his lance as the mutant howls gibberish as it pulls at the reins of its monstrous mount.

"Ah sweet...wait how did you know we had a sick acid trip?"

"Anyone who comes stumbling out of that part of town dancing with docile mutants and peaceful bandits its so fucking obvious."

"Wait wait wait...that shit was REAL?"

"Well yeah about only thing people can agree on is a strange warehouse surrounded by docile mutants, peaceful bandits, and strange vapors. Beyond that though and...yeah.."

"We so gotta recruit that chemist..."

"Chemist don't you already have like...4 or 5?"

"...Huh?"

"Little while back you caused a bit of a commotion about needing some chemists. Apparently desperate after realizing you screwed up trying to recruit whoever is in the warehouse."

"...and we succeeded?"

"Holy shit there is a list in my pocket! Wait a second why are so many names crossed out..."

"You made it tournament. The five names on the list are those who won."

"...I can't remember any of that. Like at all. Say we wouldn't happen to have uh...recruited an armorer by chance?"

"Eh given how much you been bothering people these past few days about it yeah everyone knows it by now."

"...Any success by any chance?"

"Heh," chuckles the guy. "I am the one who agreed."

"OOH fuck yeah I can't believe we did all this in like a day or tw-wait past few days?"

"Yeah been about a week now since you guys showed up."
>>
Rolled 6 (1d100)

>>1816662
"So uh...did we do the same thing with the armorers by any chance?"

"Heh you kidding me? Not many people are very good armorers granted a good number are trying given all the fancy new alien armors, but those who are actually good? Nigh nonexistent."

"...And your suppose to be good?"

"We made a bet. I lost."

"Oh...what kind of bet?"

"One involving a talking mutant, a sexy monster, and an alien seduction."

"...uh say what again? I don't think I heard that right..."

"Me neither."

"Me too...wait a second where is Rex?"

"Oh crap. We lost Rex."

"Oh you know. The wager involved me being able to create armors for things, man, and the alien. With you guys...I honestly didn't think you would be able to pull it off."

"...Oh fuck tell US WHAT HAPPENED TO REX YOU ASSHOLE," says a recruiting shaking the guy violently.

"Honestly I don't know. I thought he was used as sacrifice to the devil or something for all the shit you pulled off in that wager. I mean who the fuck has ever even heard of a talking mutant or a sexy monster? Much less BOTH AT THE SAME FUCKING AND DON'T GET ME STARTED ON THAT ALIEN SEDUCTION," yells the guy right back in their faces.

Suddenly realizing they were making a commotion...they looked around and were shocked when they found a lot people were nodding with what the armorer said.

"...Oh god what the hell else did we do while we were tripping balls?" The recruiters ask themselves with shocked expressions and glazed over eyes.

acquired the following
1 biochemist
1 pharmacologist
1 drug crafter
1 pure chemist

acquired 1 mysterious armorer
4 armorers

what do?
>Head out
>Recruit
>Barter
>Rest
>Other?
>>
Rolled 91 (1d100)

>>1816676
>SAME FUCKING TIME,

My bad I forgot the word time. Probably my sleep deprivation finally catching up with me. This should hopefully give you anons a lot to think on and make plans for.
>>
Rolled 48 (1d100)

>>1816676
Jesus... what a bizarre adventure they ended up with.

So with that I assume we'll have a shopping list soon. I'm sure with the biochemist we have some upgrades for the mutant units.

With a few more portals we can end up with the armor and weapons to hit a convoy.

>Other?
Hm have the scouts look for lab, workshops, and other business to gear up our non-combat members.

I'm guessing most will be in urban areas. Get the mutant lovers what they need to prep. We'll have a lot of mutant contact, I'm sure. Once we have the area info we can set up the squad for the the mission.
>>
Rolled 70 (1d100)

>>1816702
supporting
>>
Rolled 100 (1d100)

>>1816676
Grow mutant herbs
>>
>>1816834
welp thats that then
>>
>>1816837
They knew what they wanted and took it.

---

Any thoughts on what we can make with our new support personal?

I'm hoping for some flash bangs, doing the recon RC, getting some live captures, and other support gear (like explosives).
>>
>>1816834
Welp since it's a hundred
Support
>>
>>1816568
>>1816621
>>1816662
>>1816676
It was painful trying to read that.
>>
>>1814822
Do you have a discord?
>>
Rolled 47 (1d100)

>>1816834
"So uh...why are we growing a bunch of mutant plants again," asks a rookie as they proceed to farm and build things for it.

"Herbs that have yet to be identified uses...other then that no idea," says a regular.

Discovered unusual properties for mutant plants. Unlike normal plants that need light they don't...or soil for that matter. No joke we planted some in a parking garage and they just went crazy.

Yet on the other hand outside we planted them too. Normal dirt and sun they also went crazy. No idea why in either case.

"...I don't get it."

"None of us do."

Certain mutant lovers and skilled personal are having a field day. Particularly the biochemist, drug maker, and researcher.

>acquired Plentiful Mutant Herbs.
Its gonna take a lot to deplete them any time soon...and they'll just grow right back even if you do.

>Permanent Bonuses acquired
To research relating to Mutant Herbs from now on thanks to plentiful supply.

To Certain mutant enabled troops have been boosted thanks to have plentiful supply of herbs to use.

Acquired Experimental drug cocktail. Using the tricks the mutant trickster and mutant fool. Along with the expertise of our new chemists they have come up with a cocktail. Supposedly it makes it so your much less visible to mutants. They'll have a much harder time detecting your forces if they use the cocktail. Down side is...there are many yet to be identified side effects of the solution. Including change in skin pigment, hair and nail color. Along with with serious gas, loss of hearing, hallucinations, and others.

What do?
>Head out
>Recruit
>Barter
>Focus on research
>Rest
>Train
>Other?
>>
Rolled 82 (1d100)

>>1818378
Sorry for taking so long to post but I had to sit there and do some calculating.

Ah forgot the mutant pen has also been upgraded. Now you no longer need to feed the mutants because now they just munch on whatever grows there. They still prefer meat though...apparently they are not big fans of veggies. It would explain how their hives never starved. Worse comes to worse they just eat the strange growths infesting their lairs.
>>
Rolled 28 (1d100)

>>1818378
Still feeling we scout out places to stock our non-combat people. Then send a squad to loot them up.
>>
Rolled 54 (1d100)

>>1818594
>>1818378
Works for me
>>
Rolled 63 (1d100)

>>1818594
sure
>>
>>1818378
So how well can we use those plants to cover buildings? Could be good for making places look unused. Tho it may work as a dinner bell for mutants.
>>
Rolled 50 (1d100)

>>1818594
Forces sent to retrieve items at the college assuming the mutants haven't destroyed it all. Fortunately the mutants weren't too common where the labs were. Only problem was the college is dangerously close to a major mutant gathering location. Not to mention you don't have any vehicles to carry the larger stuff away.

As such it was no surprise when your forces that were sent out clashed against the mutants twice. First on the way there and on the way back. Resulting in some casualties and a number of wounded.

lost 4 recruits.

What do?
>Head out
>Recruit
>Barter
>Focus on research
>Rest
>Train
>Other?

>>1818648
If given a choice between meat and mutated plants. Mutants always go for plants. Apparently a veggie based diet isn't a preferred one, but it does explain why the mutants don't starve when there is a lack of prey.
>>
Rolled 38 (1d100)

>>1818656
Whoops always go for meat. My bad.
>>
Rolled 44 (1d100)

>>1818656
Well that's not good.

>Rest
Gotta fix the wounds.

I believe someone said they can work some real magic from these mutant corpses. What can be done to help our fighters?

If we can make some transport that could be good. Assuming we can keep the tracks from being linked back to base. Maybe we can fix the wreck we gained. Tho I feel that is still a bit away.

If nothing can be done to help our boys at the moment. I guess after resting we recruit hard. Then hit more portals and possibly take an alien hover vehicle.
>>
Rolled 63 (1d100)

>>1818710
Indeed. have the majority of the lads rest up then look for a method of transport, a quiet one, i don't care if you strap a bunch of bikes together for a silent get away ride dammit.

In the meantime Mutant boys, work with our chemists and others useing mutant herbs to find us a way to stealth by that mutie nest
>>
>>1818378
>>1818378
Multiple mutant herbs research projects;
>Second-generation biofuels out of the herbs
>see if mutant herbs have medicinal properties (stimpacks and medicine pls)
>see if they are edible and what kind of effects they have on non-mutants by feeding them to lab rats
>>
Rolled 72 (1d100)

>>1819429
I like this idea
We might even get stimpacks which give temporary mutant superpower and regen
>>
>>1819429
>>
Rolled 62 (1d100)

>>1819429
>>
Rolled 57 (1d100)

>>1819429
Hm... worrying thoughts. The more we mess with the mutant stuff. The more we could be come like them.

While the mutants could be viewed as humanity still striking back in a crazed manner. They like don't hold the same vales as us.

If we tack on the armor research, I'll back it. More gear will be nice. Then we need to recover viva recruiting. After all the Gunsmith has made a special request. Find an engineer who worked on Gauss weaponry for battleships or acquire their designs.
>>
>>1819707
What's wrong with getting superhuman physical characteristics, super regeneration and other superpowers?

As long as we are careful and don't get turned into monsters I don't see why not
>>
>>1819768
I'm with this guy but cool with it as long as we stay sapient
>>
>>1819771
Yeah exactly I am thinking of getting mutant superpowers, but only if we keep our humanoid bodies, don't get any nasty disgusting mutation which would make us look like monsters and keep our sanity and clear mind intact
>>
>>1819768
Nothing wrong is power. Just worried about the ways we got about it and the risk.

>>1819774
If we are lucky we can keep it in check viva minor changes our bodies can keep in line. Tho right now that is a bit away. We'll likely need some medical pods or what ever the alien doc or ours can come up with.
>>
>>1819788
>>1819774
Yeah well probably need a lab for much more than the most basic research but gotta start somewhere and the sooner the better
>>
>>1819800
And why not start with getting fuel out of plants which can grow at outstanding speeds even in most hostile conditions!

Seriously this is a near infinite source of fuel right here
>>
Rolled 75 (1d100)

>>1819800
My hope is we can get some transports made or stolen to carry the heavy equipment. We left things behind in our last mission because of that. Plus the mutants taking out 4 of our units and hurting the others.

After this bit of research I want the note taker to make the gear they talked about. I'm putting a lot of faith into it helping.

>>1819804
Not sure if we are at a point where we need that. We have some power supplies from the alien looted ship. Tho it can help once we can. The biggest issue will be getting the plant power to work with alien power.
>>
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151 KB
151 KB JPG
Which route do you guys want to go for?
1. Bio-weapon route - mutant troops and enchanced soldiers
2. Pure human route - power armour
3. Cyborg route - self-explanatory
>>
>>1820125
Why not everything? Power armored genetically modified cyborgs!
>>
>>1819429
Can we test the long term effects of cocktail on rats too while we are at it?
>>
Rolled 76 (1d100)

>>1820125
What ever rout messes with the aliens the most. First one begin mutant shield units.

We'll need to train up a Mutant Wrangler. Then use our chemist to make a defense and attack grenades or other dispersal units. Like aerosol sprays for passiveness.

Tho if it is just from your pick. Pure with a pinch of the first one. Do to the amount of mutants we deal with and mutant focused units it's inevitable. That the first will come in some fashion.
>>
Rolled 6 (1d100)

>>1819429
"Say how well do you think some of this stuff burns?"

"...Well if any of the large fires near some mutant hives are anything to go by quite well."

"So set shit on fire and see which burns the best?"

"yup."

mutant herbs have been collected into piles and set afire. We have discovered 3 that burns shockingly well. The first is a 'shrub' that went lit on fire more or less explodes. Wounding one of our guys due to being too close when it went off. The second went up in flames near instantly. A problem given how it was a vine type herb...that time we had to use some fire extinguishers. The third meanwhile burned a LONG time. Which looked like a cacti mushroom that slightly glowed. When it finished burning however there was nothing but a small pile of ashes left...

For mutant herbs with medicinal properties rats were collected and herbs were used upon them along with a collection of yeast. Rats were wounded and yeast was treated with some of the herbs. Some of the rats got sick and died(poison?) and some recovered(medicine?) Some faster then others. Question is what herbs if any had effect and on what...

Some rats got sick. Some died. Some refused to eat choosing to starve to death. While the rest...well a couple died horrible deaths full of agonized shrieking. One notable case a rat slammed itself into a cage to...escape the herb it refused to touch. Another after eating slammed its head against a cage until death. While a few started freaking out after eating. A couple started to freak out despite not touching the stuff. A few rats merely started to act strangely. A couple went to sleep and some never woke up.

What do?
>>
>>1820757
Carefully plant the explosive and vine type plant in high patrolled areas.
>>
>>1820757
We need to make chemists perform chemical analysis of each plant to see if they can be useful as reagents and if they contain known useful chemicals. We might be able to extract(low grade?) cheap explosives out of explodey shubs for grenades and gunpowder or something, for example. The one that caused the rat to fear it is probably some kind of repellent and if not useful in the field will help with food storage to keep rats away. I expect it has a strong smell rats can feel. Poisonous ones can probably be shoved into bullets and shrapnel later.
>>
Rolled 19 (1d100)

>>1820863
Test plant growth with different fertilizer to speed up growth. Be it human, animal, or other waste. I want to make plant bombs. So do what it takes. To ether make stealth like thief games or cover vehicles to explode them like we are some magical druids. If we can some how make plant walls that would be sweet when fighting the mutants.

... god we're about to become people from dam folk lore.

---

Still need ways to move heavy loads and more people.
>>
Rolled 66 (1d100)

>>1820914
Linked the wrong post, but I'm down to do both. >>1820863 / >>1820914

Loads of test to be done.
>>
Rolled 70 (1d100)

>>1820914
>>1820863
Supporting
>>
Rolled 92 (1d100)

>>1820914
Yeah I started this quest thinking it would be like X-Com but less insanely fast tech develop and more resistance groups. Instead ended up with brilliant but hilariously incompetent alien invaders and resistance fighters turned mutant fairy lovers.

On the plus side your resistance group is going to develop a very obvious and unique style. Other then that...just wut. Didn't think including mutants would change so much...
>>
Rolled 53 (1d100)

>>1820863
According to initial tests the mutated plantlife is only somewhat terrestrial in origin now. The mutations that flourished have pushed it more towards a hybrid between the alien and native. Meaning some compounds we know. Some compounds are entirely alien. While the rest are a confusing mix of the two.

Both the drug maker and biochemist are having a field day for entirely different reasons.

>>1820914
Fertilzers are used many different kinds...but none of them have same results. Whatever screwed their DNA also screwed with the nutrition they are like to absorb. Which is one thing in such mixed places but if it proves to remain true in specialized fields of the same kind of herb that spells only trouble.

What do?
>Head out
>Recruit
>Barter
>Focus on research
>Rest
>Train
>Other?
>>
Rolled 7 (1d100)

>>1821921
>>Recruit
Build up the troops we can rotate out and possibly find some like minded people to help with mutant research. We'll likely need to find 4-h members, Department of Agriculture researcher, or who ever I'm not thinking of for plant growing.
>>
Rolled 83 (1d100)

>>1822009
Yeah that'd actually be pretty solid
>>
>>1821921
Create a rudimentary transport by using cars as carriages and mutants as horses.
>>
Rolled 18 (1d100)

>>1822009
>>1822136
Sure
1
>>
Rolled 26 (1d100)

>>1822009
>>1822434
>>
Rolled 41 (1d100)

>>1822009
"Hey is it just me or is the mutants a lot more pissy lately," asks a mutant pen guard.

"Not just you. Ever since they been stuck with the mutant veggie crap and we ceased feeding them they have been a lot more irritable lately," confirms another guard.

"...But don't they eat their own kind," asks a rookie to a nearby mutant lover.

"Well that's the thing they haven't attacked each or anything," he replies.

"...Think they wised up about not eating their own kind?"

"I am thinking they don't mind devouring their own dead but killing their own kind for a meal is something not even they will do."

"Damn shame would certainly have helped thin their numbers-"

"Uh...GUYS we gotta problem," shouts a rookie as he runs up.

"What problem?"

"I did a head count...and a few of the mutants are missing."

"...Shit get the mutant fool in there to take a look around. If they really are gone then we have a big problem."

One mutant fool entering the cage later...

"Yup some of them are gone."

"How many?"

"5."

"Oh...that's more then just a couple and yet nobody has reported any mutant sightings?"

"Nope. Otherwise we would of heard by now."

"Fuck how long they been missing?"

"Last head count was during the tests those nerds were running. Which was yesterday..."

"Are you fucking kidding me? They been missing for how many hours?"

"More or less."

"Shit," says a panicking guard as he gets on the radio to call some guards up near the entrance. "Hey you guys uh...seen any mutants tonight?"

"Nope. Mutants don't care much for rubble piles because of the whole being inedible."

"Oh..okay," says the guard before hanging up. "Well there is some good news and bad news. Good news is they haven't completely escaped yet. Bad news is...they are still on the inside."

"Shit you think they are gonna go after some survivors?"

"They may have already have made their strike."

"Fucking hell when the hell did these little shits get so smart."

"Go get the officer now and the mutant lovers need to start looking. We can't for panic. These escapees aren't acting like your usual mutants," orders a guard to the rookie.

"Eh sure if they were smarties that would explain it," asks a guard as the rookie makes a run for it.

"Maybe one or two tops are smarties."

"Oh that's even worse. Those other ones shouldn't have been smart enough to pull something like this off."

"Exactly. Something is seriously off about this entire thing. This doesn't stink like usual mutant bullshit."

WARNING
5 mutants have escaped containment
WARNING

Meanwhile new rookies were developed into mutant fools and mutant tricksters.

What do?
>Keep a tight lid on things
>Try to figure out how they got loose
>Reveal the truth to people
>Pretend to have not caught on and see what they do next
>Other?
>>
>>1821874
Would you prefer we did things the classic way or are you okay with us completely subverting your expectations?
>>
Rolled 38 (1d100)

>>1822629
Maybe the camera guy's equipment caught something. I know one of the researchers wanted to know their social dynamics or something.

Hm... I'm not one to lie not one to spread panic. Let the leaders of the survivors know. We can have some mutant troops hang around and say it's us getting to know the people better.

Then I guess find some meat to keep the other mutants happy. Hm unless this is plant diet is making a change in our favor.

After that there's not much we can do. Other than keep watch and look around viva patrols the base.
>>
Rolled 93 (1d100)

>>1822640
Considering I didn't put you in charge of Not-Xcom I would say fair is fair.
>>
Rolled 80 (1d100)

>>1822629
>>Pretend to have not caught on and see what they do next
>>Other?
Only take a head count of the command staff basically ensure everyone is accounted for...then watch and be patient....why are certain people in X location etc.

ID, Observe, Intercept, Deal with....
>>
>>1822629
How could they even escape? I don't imagine they would put mutants in the cages weak enough they could be broken by them. Unless, of course, somebody let them out.
>>
Rolled 5 (1d100)

>>1823184
Isn't that the riddle?
>>
>>1823189
Yup it's quite the riddle, allright
>>
Rolled 85 (1d100)

We should let everyone know there are escaped mutants. Hiding that info might lead to unnecessary death.

Check the cameras, see if someone let them out, or if it offers info on how they escaped. Keep a couple mutant lovers and regular soldiers to stand guard by the pen, as they may return to release their brethren. Remember, they're smart. Send a contingent of regular troops and a trickster/fool to hunt for the missing muties. Everyone else should gather up in a main section of the building. If anyone has to leave, implement a buddy system so they don't get caught alone by five mutants.
>>
I can't wait to see what the few cameras watching the mutants show us. I wonder if the mutants are hiding in the plants around the pen or climbed out.

Now what to do for us to agree to an action plan.
>>
Rolled 26 (1d100)

>>1822651
>>1824575
After looking into the cameras we ran into a problem. All the camera lines that were inside the mutant closure were cut. The only camera that survived was the one watching the passage which was smashed. Only some of the video was recoverable which showed a humanoid flash of movement and long clawed hand that swiped at it.

>>1824668
Unfortunately there is still no consensus and here I was worried that due to there being stuff I needed to do today it would result in some delays. Which didn't happen due to the lack of consensus so hey. Both a good thing and bad thing that.
>>
>>1824668
My thought is carefully obverse by only informing the bridge staff only after we confirm the IDs of each, we then carefully search from the command hub. Out first internal breach drill
>>
>>1825888
It good, but I want to let the leaders of the survivors know as well. They have that right since we are in the same building. Risking their people.
>>
>>1823088
I'll back it since I got the camera info. Tho I'm worried about the wording of command staff. Since that would be the officer and us.

Take count of all the people would be better since there is only like 30 fighters and 10ish nob-combat staff. (To tired to get the numbers right now.)
>>
Rolled 87 (1d100)

>>1823088
>>
>>1823088
Support
>>
Rolled 36 (1d100)

>>1823088
Commanders have been notified. The Survivor leader is notably pissed however for obvious reasons.

Rest of forces have been set to observe.

Meanwhile at the mutant cage...

"Keep an eye on the cage they said. Make sure no more escape they said. How the fuck are we suppose to keep them in there if we don't even know how they got out in the first place," complains a guard who turns around after hearing a tapping sound and raised is rifle as he looks around. "Hm...guess it was nothing. Been on edge ever since those damned mutants escaped...and now they are suddenly causing a racket. Just great now i wont be able to hear anything coming," further complains the guard as the mutants start howling and slamming the ground. "Should of killed them all when we had a chance, but the bosses just had to study them."

"Hey what the hell is with the racket all of a sudden down there," yells another guard down the hallway.

"Fucking mutants are all riled up all of a sudden. Not surprising really they been a bunch grouchy cunts ever seen we put them on the only mutant veggie diet. You heard that tapping sound earlier?"

"Yeah thought it was you."

"and I thought it was you."

"...Shit," says one guard.

"...Fuck," says the other as they both raise their rifles as they peak down the hallway...

"Where the hell did it come from then?"

"I don't see anything either."

"Well on the plus side at least it didn't go all horror movie on us right then."

"Yeah no shit."

After that the guards went back to their duty when the radio crackled up. "Hey guys why the sudden fucking racket with the mutants? Its a bitch to sleep."

"Well i don't know maybe because they been a bunch of grouchy cunts ever since we stuck them on that all mutant veggie crap. They weren't nearly so annoying back then," replies the guard before hanging up. "Fucking assholes complaining about all the noise like its our fault they decided too fucking cheap with the mutant chow. Wouldn't be surprised if the reason they broke out was for some real food. Can you believe that Henry?"

"..."

"Uh...Henry you there? Can believe those people," says the guard as he pokes his head down the hallway only to see Henry's body laying there in a pool of blood. "Oh shit...OH SHIT," he yells as he suddenly sees a moving blur on the ceiling and opens fire. That was when blur leaped towards him from above.

Survivor commander reports one of their people is missing...and they found evidence of a struggle and blood trail leading deeper into the ruins.

Meanwhile in another part of the base an armorer and mutant trickster were talking.

"Say why the hell would you develop armor for mutants anyway?"

"Well I noticed some of those mutants were awfully human looking still and there were these arena fights. I figured I could make a killing by armoring a few mutants up and having them compete. Funny thing I noticed something strange afterwards."

"Oh how so?"
>>
Rolled 27 (1d100)

>>1826072
"I think the mutants I gave gear to...they grew smarter afterwards."

"Really how so? I mean that doesn't really make since given how they just mutate."

"Yeah but I think...giving them those tools resulted in them growing smarter."

"...Hm...how many times did you see this occur?"

"Every time."

"Every time? No really don't bullshit me."

"I'm not joke I teamed up with this fellow who would...acquire mutants. He knows more about it then me but even I noticed."

"...Hm. I thought the smart mutants were the only ones smart enough to use tools. So your saying the 'tools' results in making the mutants smarter?"

"Hey man I am just saying what we both noticed with that. Made us a real killing too."

"I don't get it there is no currency anymore."

"Human currency yeah but we bet alien currency and goods."

"Ooh...alien currency?"

"Yup every traitor trooper got paid."

"Hm...say can I take a look at those alien armors?"

"Yeah sure why though?"

"I noticed something strange with some of those mutant corpses later. They started to use their pockets, use weapons, and I think might be the beginning of armor."

"Well alright I made sure to grab a couple suits of mutant armor before i went AWOL," says the armorer as he got up and moved into a storage area. "Hm...strange one of my mutant armors are missing. Bah must be some stupid survivor who can't find anything better or a dumb ass rookie. Anyway here you go."

"...They look strange."

"Yeah that's because the mutant bodies get all fucked up. Even if they keep a roughly humanoid appearance truth is they are not by any means symmetrical about it. Always had to adjust their armor on a regular basis because of how they mutated. So what do you think?"

"...Well if those wild mutants were figuring out the use of cloth it wont take them too long to start figuring out armor."

"Yeah probably not but hey at least they don't got force fields."

"But how do you think they are gonna go about it making their armor from your perspective?"

"...Hm well they'll have the fabric they might figure out padding. Other then that scrap metal and thick mutated hides is something they'll have plentiful access to. I wouldn't start getting real worried unless they start figuring out how to use alien alloys and traitor gear."

"..."

"What's wrong?"

"Well when I am look at these mutant armors...they wouldn't exactly fit on a normal human right?"

"Yeah but dumbasses might not realize that until they try to put it on."

"...I am gonna need to call this in."

"Eh not likes it a rush. What you think I use good stuff for the mutant armors?"

"Did you ever though?"

"Yup. Twice. Both times they became Arena Champs. Sadly nobody was willing to fight them afterwards so we had to downgrade them. Damn shame it was an absolute bitch to adjust the alien metals."

In another part of the base.

"Is it just me...or those 'plants' that we put underground look suspiciously like fungi," says a rookie throwing slop away.
>>
Rolled 17 (1d100)

>>1826072
"Oh they are..or so I think," says a researcher coming out of seemingly nowhere.

"OH FUCK...oh just you...what are you doing in there anyway?"

"Noticed a bunch of plants started dying off...and then the thriving survivors released spores. Exciting isn't it?"

"...Spores so what?"

"So what? Look how thick it is. Practically snow...and some of these mushrooms release it only when they detect someone passing close by. Certainly would explain how sneaking into a mutant lair can be so difficult."

"..."

"Right stupid rookie. Mutant lairs are crawling with mutant plants...and uh fungi I guess. What if some of those plants had abilities to...react to foreign presence? Mutants notice mutant planting acting strange and catches onto intruder."

"Oh I get it now. Like an alarm system."

"Exactly. All this time we been so focused on the mutants...we haven't been paying as much attention as we should have to things that weren't human but were also mutating. The mutants though dumb didn't make this mistake. they even go out of their way to stay in close proximity to places thick with the stuff."

"Uh...are those tracks from you?"

"Hm what trac-wait a second...those aren't human. The shape is similar but wrong in places...and more importantly its barefoot. No human would be dumb enough to walk into these places barefoot. Hurry up and call some soldiers you fool!"

"Oh but I'm a soldier I joined the resistance!"

"...So you wouldn't mind following that trail all by your lonesome soldier boy?"

"...I'll go get help."

"Bloody morons. Oh wait a second I'M COMING WITH."

What do?
>Look into the blood trail
>Investigate the spore tracks
>Secure the mutant pen
>Investigate the less occupied ruined spaces
>Other?
>>
Rolled 99 (1d100)

>>1826110
Trail is likely a trap.

>Investigate the spore tracks
Maybe we will gain the upper hand by using their own tricks.

4 man teams 1 faces forward two look side to side sweeping one watching the rear
---

... seems like we turned our office building into a hive or start of one. So more mutant den?

So wondering about the armor. Maybe they get smarter from the alien materials due to proximity to the creators or radioactivity from the materials maybe triggering something. While tools hit something in the human part of the brain.
>>
>>1826131
Support
>>
Rolled 56 (1d100)

>>1826110
As a heads up I have a doctor's appointment tomorrow so I am going to be gone most of the day and wont be able to really post due to the travel involved.

So think very carefully about your plans and what the mutants are up to.
>>
Rolled 11 (1d100)

>>1826131
yeah pretty much
>>
>>1826218
Best wishes to ya Genie.

---

Other thoughts about mutants Since they took our guy with them. Maybe they want for meat to have higher calorie sources of food. The mutations are probably not cheap on their system/body. So maybe we find meat and use that for an trap or peace offering.
>>
Rolled 99 (1d100)

Maybe our best bet at this point is to destroy all the mutant captives, so that we don't incur further losses.

Also

>Investigate spore tracks
>Investigate less occupied ruined spaces
>>
Rolled 52 (1d100)

>>1826218
Well I am back...and still no consensus or even hardly any discussion?

Sheesh.
>>
>>1828492
sorry Genie

>>1827256
Hey mate im not supporting this because we can only learn so much from bodies not only that but you will martyr them.

>>1826131
I've already supported this because we do need to live fire exercise of this sort of thing, better we learn now then down the line when the stakes are higher.
>>
>>1828864

We can always get fresh captures. However.

You make a fair point. If they're sentient, they're bound to have noticed we've taken captives, and are curious as to their treatment.

Them as a faction wasn't in my initial thought process.

So I guess I revert to following the spore footprints, and checking the more secluded areas of the compound. If you need another roll for this, I included it. I'td be nice to use my original 99 tho :3
>>
Rolled 59 (1d100)

>>1828896
Oops
>>
>>1828906
>>1828896
>>1826250
>>1826131
Its Consensus Genie
>>
>>1828896
Yeah that 99 would amazing stacked with the other 99. Dice combos strong.

---

So if the people killing is do to meat or just survival (aka don't want to get shot). Would y'all be willing to keep down the mutant lover path or should we think about something else? Granted we have a lot built up for using mutants.

I ask mainly to see what people think. I tend to be to understanding, but when friends die. Emotions take over.
>>
>>1829394
Eh mutants are to interesting a means to fight back with to give up on right away and it's genie he has some FUN tucked away regardless what we do
>>
Rolled 97 (1d100)

>>1826131
>>1827256
Troops sent to investigate the spore tracks have been sent out. A four man team carefully started to follow the trail.

The trail meandered its way slowly throughout the herb field in a bizarre fashion. Until finally they reached the end...which was nothing more then a blank wall.

"...This can't be right its just a dead end. Fuck lets backtrack we clearly missed something."

Thus they began to backtrack and kept on backtracking even passed where they started until they finally found something. The trail began to peter out in a hallway. As the spores slowly faded away like unmelting snow.

"Wait a second...this wasn't the start but the end of the trail meaning...OH SHIT ABOVE-"

Just in time to see a flicker of movement drop in from above. Right in the middle of the team the mutant attacked with claws and fang. The troopers open fired. Spraying led in the attempt to save themselves and hopefully not hitting their teammate.

Out of sheer luck or reflexes there was no friendly fire but a lot of wasted bullets and one very dead mutant that been turned into swiss cheese.

"...Holy Shit if were we just a tiny bit slower," says one soldier wiping the cold sweat off his forehead.

"Yeah we would all be dead...fucking hell. That bastard was fast and good at hiding," finishes another soldier.

"When the hell did these fucking mutants get to good at sneaking around. I mean smarts is one thing but this? This is new."

"Gonna have to ask the eggheads for that one."

"So...we gonna try to keep following the trail?"

"What trail it faded away into nothing. There is nothing we can follow from here on out. Will have to search the hard way."

"But how there are what four more of these sneaky bastards and we nearly bit the dust. We got really lucky."

What do?
>>
Rolled 19 (1d100)

>>1831295
Uh..
>search the hard way pray to the train, specifically Cuban Pete and bring his ass here as part of our team

Drunkzilla rides again
>>
Rolled 32 (1d100)

>>1832100
I shall honour your wish
>>
Rolled 73 (1d100)

>>1832100
>>
Rolled 87 (1d100)

>>1832100
>>
Rolled 78 (1d100)

>>1832125
>>1832314
>>1832358
What is wrong with you fucks. I was actively trying to make the most obscene action I could and all of you agreed and voted for it? You all suck somebody make a real action please
nat 1 >>1831295 >>1832100
>>
>>1832375
no
>>
>>1832375
you will learn humility and acceptance Drunkzilla, you will embrace what is to come. Be at peace in all things
>>
Rolled 99 (1d100)

>>1831295
Any animals around that didn't change? I bet some dogs could help us find them.

Get the chemist to work on sent remover or cover. May as well use hunter ticks.

Does the cameras we have have any heat sensors or night vision?

Let the researcher, doc, and our other mutant units take a look at the new mutant body. We need all the info we can from it.
>>
Rolled 50 (1d100)

>>1832100
The four proceed to search room by room very carefully. The one time they think of rushing things they recall the mutant dropping in from above...so they changed their minds.

Meanwhile at the mutant pens when the guards were being swapped out.

"Ah lazy fucker fell asleep on the job again," complained one guard as he walks past the 'sleeping' guard. Down the hall. That was when he noticed two things. Firstly there was some kind of fight given the new bullet holes and bloodstains. Secondly...while the mutant pen door is secure...there are no longer any mutants on the inside."

"Shit Henry wake the sleeping asshole up and see what happened to the guard over here."

"Uh...he's sorta dead."

"What do you mean dead?"

"As in dead dead. It just looked like he was sleeping."

"Shit and all the mutants are fucking missing."

"So the door is broken then?"

"Nope. They somehow found some other way to escape."

"...Uh what should we do?"

"Call it in moron and then get over. We gotta go inside and see how they escaped."

"Yeah yeah but I swear if we get ambushed on the inside I am leaving you behind as bait."

WARNING
Mutants have escaped containment!
WARNING

What do?
>Go full lockdown
>Search EVERYWHERE
>Entrench yourselves
>Other?
>>
Rolled 44 (1d100)

>>1834382
We so much for getting hunting gear. I even rolled a 99. (Me being salty.)

So unless giving mutants items that can make them diplomatic works. I'm guessing it's better to treat them like untamable animals.

A part of me thinks we can do the trick of leaving food out till they accept us being around. Tho at this rate that seems unlikely. Still could be worth a try.

If not deemed worth it from our mutant studies. I guess we'll have to burn the place to smoke them out or clear the slow way of room by room. Probably will have to block all the Widows and other ways to get in and out. Otherwise they could just leave and wait till we tire out.
>>
Rolled 54 (1d100)

>>1834586
The 99 was quite literally the only thing that saved their lives. If you had gotten a 100 you also would of caught the mutant alive.

Right now the mutants are showing a side nobody has ever seen before and there is the existence of the unusually smart mutants...
>>
Can we just systematically purge them already? They're becoming a liability very, very quickly.
>>
Rolled 74 (1d100)

>>1834603
Great...

So mabye, just maybe they can form some kind of dialogue. Mutant sign language perhaps? I know we train gorillas. So it's not unlikely, but probably a pain.
>>
Rolled 24 (1d100)

>>1834742
Well yeah. They are improving their abitlies and we keep going not changing it up. We had a chance to research the new body and learn about this new mutant type. Yet now they are all free. So they may stop our research.

We can try to take this unknown with what we have (which is risky), get better viva study (to improve our options), or try the mutant lover rout ( tame the Beast with lots of meat).

Either way we're kind of boned and need to get better. Genie said our boys were lucky to make it out. Which means they just likely became just a bit closer to becoming bad asses (assuming that trait is in this game).
>>
Rolled 88 (1d100)

>>1835042
The key to success is either a large operation or relying upon the tricks of the mutant lovers. Possible that outside sources may have a solution...so you do have options.
>>
Rolled 21 (1d100)

>>1835095
Hm... I wonder with the mutant fool. Could we show team work as they fake being a mutant. Win them over some how. Change their view and work with us.
>>
>>1835095
Can we dissect that mutant we shot earlier?
>>
Rolled 98 (1d100)

>>1835315
you can.
>>
>>1834382
complete search of the place from top to bottom all hands on deck if that dosent work have the mutant lovers think something up
>>
Rolled 13 (1d100)

>>1835095
I believe what we have to do is send some men with the scout to track and kill some mutants, while the mutant lovers devise a plan to lead the mutants either in the pen, into our guns, or outside.
>>
Rolled 51 (1d100)

>>1834603
The 99 I was salty about was >>1832563.

Since people are not really planing and just saying look for them. I'll back it again. We need gear and info to work with.
>>
Rolled 32 (1d100)

>>1832563
As apologies for being really slow these past few days(was recovering from the doctor visit). I will let this go through for free, but I have now mostly recovered.

Animals much like people had one of the following happen to them.

>Died
>Mutated
>Immune

So yes there are still normal dogs and now mutated ones. Some of the mutated ones even stayed as friendly as normal dogs. While others went feral and became hostile to humanity.

A scent remover has been developed. Makes you smell like a mixture of musty mutated undergrowth. Which is basically impossible to avoid. Hence makes the perfect cover smell.

Inside cameras Heat vision. Outside cameras have been equipped with night vision.

autopsy of the mutant corpse reveals some very disturbing mutations. It used to be a typical climber but...well there was a never before recorded change. It is capable of flattening itself to a disturbing degree. Its hands and feet meanwhile are disturbingly like certain lizards that are capable of even climbing glass. Its snout meanwhile has been found to taste the air and has a sensitivity to heat. Its entire body was also covered in a strange kind of coat that muffles sound, blurs movement, and conceals a wide range of color that it is capable of pushing to the surface so as to create a kind of chameleon effect by changing the colors to suit its surroundings.

...this is our very first example of a mutant who is designed for stealth.

People have heard the rumors but there has never actually been an encounter within the city. According to the mutant lovers our imprisoning of the mutants have somehow...triggered certain selective pressures that has resulted in this kind of change. According to our researchers and them in all likelihood it is not alone.
>>
Rolled 64 (1d100)

>>1838457
Hm I wonder if we grab a bunch of paint ball guns with glow in the dark paint and use colors uncommon to area. Could we really mess up their hiding ability.

At the moment I think we'll need to attempt to find people from the outside to help. While mutant fighters attempt peace/mutant taming at home.

If we can't win them over. It will be time to use the outside help we can find to purge or fool the mutants into attacking some aliens. Make it their problem.
>>
Rolled 16 (1d100)

>>1838874
Also see if we can get some dogs. We got a body and they can get the scent. Could be worth it to help hunt them.
>>
Rolled 42 (1d100)

>>1838874
Think of their stealth like hairs except their hairs lay down in layers. The hair color is different colors per the layer and when they shuffle those hairs around they can adjust what color comes out on top.
>>
Rolled 100 (1d100)

>>1838940
Oh boy then paint will be fun. Maybe...

What else can mess with hair. Wax traps, High humidity, static electricity. I feel we can mess with their stealth a lot with the alien tech and a chemist.
>>
Rolled 22 (1d100)

>>1839091
...oh goddamn it.

Looks like one possibly crazed chemist enters a room full of alien tech and later comes out with something that really is going to ruin a stealth mutants' day.
>>
Rolled 29 (1d100)

>>1840538
new thread and don't forget to archive!




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