Teach them all three psychic skills, and see which ones stick better with which groups, if any.
[
2 reroll:
5]Starting with the homeless group: telepathy comes easy to them, telekinesis a little tricky but doable, precognition too difficult at this time; next the ex military group: telepathy is too difficult, telekinesis on the other hand super easy, precognition not possible at this time; next the blue collar group: telepathy is too difficult at this time, telekinesis is easy, precognition is not as easy but doable; finally the petty criminal group: telepathy is too difficult at this time, telekinesis is too difficult at this time, precognition is too difficult at this time. It seems every group unlocked their potential in someway, except the petty criminals luckily they don’t lose any potential. Changed: 8 homeless(telepathy, telekinesis), 5 ex military(telekinesis), 8 blue collar(telekinesis, precognition), and 5 petty criminals(little)
Start running in circles around the bear, hopefully getting it dizzy or tiring it out
[6]Run around the bear we go, where we stop nobody know. Running around the bear only made it madder, luckily the other guy was able to turn into a grizzly bear and proceeds to fight it.
Go back to lab and start working on airborne protein-x
[6]You get to work and get an airborne version working, it is weaker than the injection version though. The infected guy and your zombie come in and the guy does not look so good. +Protein-X aerosol serum(100)
“How do you think ‘Thoth’ sounds?”
Let’s set it up so that Thoth can read the internet - don’t provide any ability to edit it or anything like that, but let it learn the information available there.
[
5]”Thoth is fine.” You hook up a one way internet connection, you had to program a backdoor for yourself to keep an eye on the AI but theoretically the AI should not be able to edit anything online.
Now that the werewolves have something to do, lets try to teach them some basic reading, math, and other stuff you teach little kids.
(I figure I gave them balls, blocks, and toy cars.)
[4]The werewolves pick up the basics, not as well as you would like but still enough to help them grow. Werewolves have basic intellect(+5 to growth rolls)
Pet snakes are outlawed
telepathic communication has been patented by Dr. Adderson
precognition has been jointly patented by Dr. Adderson and Sydney Hertz
self-reprogramming code structures patented by Sydney Hertz
werewolf DNA patented by Dr. Unpleasant
Current lab: a gene-splicer and a centrifuge
current bonuses: re-roll for genetic manipulation
patents: progress: 1(werewolf DNA)
DNA strains: wolf+human(non-werewolf), wolf+human(werewolf)
DNA growing: none
DNA grown: werewolf(wolf var) 14/500->379/500, werewolf(human var):249/300->1/500; Werewolves have basic speech(+1 to growth rolls) and basic intellect(+5 to growth rolls)
Current lab: a Morphing Cube and the Morphing Cube 2.0
current bonuses/abilities: re-roll for the Morphing Cube 2.0, animal knowledge(instinctive know what animal you morph into and what it does)
current malacies: 1 witness to your morph to human form demands to be able to morph into a grizzly bear or else; doing a faceoff with a grizzly bear
known morphs: cardinal(flight, song(2 part whistle))
current morph: none(human)
Current lab: a brain in a jar and a metal helmet
current bonuses: re-roll for psychics; psychic potential: unlocked(telepathy, telekinesis, precognition)
patents: 2: 1(telepathic communication), 2(precognition)
psionic unlock potential percentages: unlocked(100+) perfect(95-100), excellent(85-95), great(70-85), good(50-70), some(25-50), little(1-25), null(0)
test subjects: 43: 8 homeless(potential: unlocked(know:telepathy and telekinesis), 5 ex military(potential: unlocked(know: telekinesis), 8 blue collar(potential: unlocked(know: telekinesis and precognition), and 5 petty criminals(potential: little), 17(potential: unlocked(know: telepathy and telekinesis)
psychic knowledge: telepathy currently can reach 600 meters away even through obstacles; telekinesis can lift + control up to 2800 lb (multiple items included); precognition gives a reroll and takes the highest of the 2
psychic interest: 58(telepathy)
Current lab: a Protein-X serum bottle(90), a Protein-X aerosol serum(100)
Outside lab: 1 zombie and 1 infected
current bonuses: re-roll for zombie-like stuff, chance to come alive when dead
zombies: 2(1(human[active->docile] 1(mouse))
infected: 1 confused
Current lab: 128 terabyte preformatted computer with a 899GB AI(self-aware; increases by 1d10GBs every turn)(basic sensory inputs; +5d10GB every turn)(internet access; +1GB every turn, income multiplied by 2)duplication: 3/100; subroutine: 70/100
current bonuses: +1 roll(Dr. Adderson’s psychics); psychic potential: unlocked(precognition)
patents: 2: 1(precognition), 1(self-reprogramming code structures)
changed precognition to a reroll from a +1.