Scene 2: Let's move like we got a purpose

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Feb 19, 2024 9:02 am
OOC:
Thanks for reminding me with that post, @C1NDER, about your question on the abilities of synthetics in terms of their senses (vision etc.).

I talked with people in the Alien RPG Discord about this, and the most common way people seem to run this is to embed it in the ATTRIBUTE and SKILL stats. Synthetics get more ATTRIBUTE points than humans, and if these were allocated to WITS, then they would give a synthetic that sees better.

There's nothing in the rules about better vision, IR vision, etc., and feeling is that this indicates the writers don't intend for synthetics to have that kind of extra feature. Maybe one could make them available very expensively as an upgrade. This feels, for me, more in tone with the grotty run-down tech of Alien/Aliens.

But! I want this to be fun for us all - if the group of players would find it more fun for the synthetic to have enhanced vision, we can also make that work. Just let me know if you'd like to go for that option.
Feb 19, 2024 9:08 am
OOC:
That explanation - having this represented through their additional ATTRIBUTE points - makes perfect sense to me. I'm good with that. Heck, I probably would have keyed in on that particularly if I had gone through actual character creation, so I apologize for the erroneous question :) Thank you for taking the time to review it though!
Feb 19, 2024 9:18 am
OOC:
No problem at all @C1NDER! The answer wasn't obvious, it's not explicitly stated in the rule book, so this is a case where it feels we're free to decide on this ourselves for our game - AND I feel this way of ruling on it is a good way to deal with it given the features of this world
Feb 19, 2024 12:27 pm
"I know we need to be quick, but if we take the south lock on E1, there are more places to hide. I don't want to be caught in the middle of that walkway with whatever that thing is.", Hannah says nodding at the disused walkway hanging above the rude and rocky surface.

She scans it's dirty exterior from it's connection point at the casino to it's destination on E blocks second floor. She imagines a hulking shape stalking it's hallway and a chill runs down her spine.
Last edited February 19, 2024 12:27 pm
Feb 19, 2024 1:50 pm
Morgan is impressed with Singleton's tactical analysis. It's good reasoning, and it makes perfect sense to him.

"Hannah's right," he says. "E1, avoid the choke point of that walkway."

He nods to her and offers a rare smile. "We might make a soldier out of you, yet."
Feb 19, 2024 2:26 pm
'Makes sense to me. Let's move.'
Feb 19, 2024 4:04 pm
OOC:
Based on what I've read so far, I'm expecting you'll move outside the buildings, making a bee-line for the South Lock. That you'll be moving as quietly and stealthily as possible, and that Holroyd is keeping a watch out i.e. doing an OBSERVATION roll.

That's a couple more Zones you'll be moving into, so I'll make again a group stealth roll for you all, based on the lowest Agility score of the party i.e. Macwhirr's 3 base dice (plus 3 STRESS dice). If you see the result and want to add a STRESS to re-roll i.e. to push it, just let me know @McButterpants.

I will wait until everyone has posted since coming down in the elevator to narrate the above, and to do the rolls, etc. (i.e. @McButterpants - not mentioning to pressure you to hurry up, just want to help us keep track of what's going on with player turns. Wanted to give a heads up about what I'm expecting in case anyone has different plans.

Oh and on the topic of over-explaining I read this today heh yeah I feel seen
[ +- ] Overexplaining on Twitter
Feb 19, 2024 4:52 pm
OOC:
this is me in my job on a daily basis
Feb 19, 2024 5:40 pm
OOC:
Group Stealth. @BeardHare

Rolls

Mobility (Agility) - (3d6)

(532) = 10

Stress dice - (3d6)

(641) = 11

Feb 19, 2024 5:46 pm
OOC:
I believe that 1 causes panic, even though we've succeeded. I'll roll panic to avoid delays.

Rolls

Panic roll - (d6+3)

(5) + 3 = 8

Feb 19, 2024 6:45 pm
OOC:
That's right, @McButterpants, getting a 1 on a STRESS dice triggers a panic roll, on which you got an 8.

However, you did also get a 6, and that's not negated by this panic roll (higher values on the table do negate the action if it succeeded)

The text for this panic effect is "TREMBLE. You start to tremble uncontrollably. All skill rolls using AGILITY suffer a –2 modification until your panic stops." (p105 core rules)

As there is nothing specified here about how long the effect lasts, it defaults to continuing until one of the following things happens (p104 core rules)

- another character makes a successful COMMAND roll
- you are Broken (i.e. you drop to zero Health p98 core rules)
- One Turn i.e. around 5-10 minutes passes (p83 core rules)
OOC:
I'm also making Holroyd's OBSERVATION roll here.
You move out, as a group, heading towards the South Lock. Your eyes, and nose, and skin, are again assaulted by the foul-smelling air blowing hard against you, laced with oily raindrops that almost instantly soak your clothing.

It's night - not that night is so much darker than day here, with the faint sun and the almost-constant cloud cover - so your route to the South Lock is nervy as hell. Flapping tarps, creaking debris, so many things around you that feel like they might be about to pounce on you at any moment.

As you make your way to the South Lock, Macwhirr becomes overwhelmed by the oppressive sense of dread and desperation that has settled upon you all. She starts trembling uncontrollably, looking like she might even drop her weapon when the shakes are particularly strong.

And...

You make it safely to the South Lock, which opens without any problems. You are all able to step inside it, escaping the rain, and the wind, and to seal the door behind yourselves. In front of you is a second door, the one that will take you back into the building complex.

Lighting is, again, an issue here - the back-up red lighting is in place, although more stable, although with fewer flickers than in blocks C2 and B2. Light levels are low, however.

EDIT (based on results of Holroyd's OBSERVATION rolls) - you don't notice anything trying to sneak up on you either outside, or in the South Lock.
OOC:
If someone wants to use a COMMAND roll to try and remove Macwhirr's panic, and to do that outside, rather than inside the lock, then just let me know. The mechanical risk, unless you're a synthetic, is that you trigger your own panic roll.

Rolls

OBSERVATION (4) from Holroyd for outside - (4d6)

(3125) = 11

OBSERVATION (4) from Holroyd for inside South Lock - (4d6)

(6414) = 15

Feb 20, 2024 12:44 am
Once inside the south lock, Holroyd notes MacWhirr trembling. He steps forward and places a gentle hand on her shoulder, "Get yourself together. We'll make it if we stay together and focused."

Rolls

Command (Empathy) - (3d6)

(364) = 13

Feb 20, 2024 4:22 am
OOC:
As Holroyd rolled a success on his COMMAND roll, Macwhirr's panic effect is cleared.
OOC:
I'll assume any conversation you have here is whispered, and that any movements you make from here are attempting to be stealthy.

Assuming you want to get to the MedLab, I think the obvious route is to come out of the lock door into the building, turn immediately right, and use elevator Elev 03 to go up from Block E1 to Block E2 (where the MedLab is.
Feb 20, 2024 6:14 am
OOC:
Nice roll @C1NDER!
Sonny sighs with relief, glad that Janet listened to reason.
OOC:
Can Sigg try the locked door leading to Elev 03?
Last edited February 20, 2024 6:18 am
Feb 20, 2024 7:38 am
OOC:
Door to the elevator isnt locked, at least not that I'd noticed.
Feb 20, 2024 12:03 pm
OOC:
Sorry I read 'Lock Door' as 'Locked Door'.
Sigg enters the building and heads toward Elevator E3, slowly and carefully. He keeps his weapon ready in case anything ugly jumps out at him.
Feb 20, 2024 12:30 pm
Hannah follows after Sigg matching his movements. She keeps low and scans the hallway with her gun in hand.
Feb 20, 2024 12:30 pm
With Holroyd bringing up the rear, Morgan stays up front. Having his pulse rifles makes him more confident, and he moves like a soldier again after such a long break. He gestures silently with one hand, forward, as they move as quietly as possible toward the elevator.
Feb 20, 2024 7:54 pm
You make your way towards elevator Elev 03, press the call button, and can hear the elevator moving. After 15 seconds of waiting you hear a door opening and closing behind you.

Then you notice that Sigg is no longer with your group.

And then you hear another door opening and closing behind you.
OOC:
SenorDeebs, who was running Sigg, has left the game - although Sigg will continue in the game as an NPC.
Feb 20, 2024 11:33 pm
Holroyd stops and looks back, seeing that Sigg has disappeared. "We've lost Sigg," he says quietly, "seems he may have left on his own accord. We should keep moving - we don't have time to double back."
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