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

Feb 16, 2024 12:25 pm
https://i.imgur.com/mNM1XWq.jpgMacwhirr is dragged through the door by Holroyd, and the door is slammed behind her by Sigg.

Holroyd pulls Macwhirr with him, and you all make your way to the end of the corridor, to the locked door that would open into the Command Crew Quarters (including the armoury) in Block B2.

As you move towards the locked door you hear a thud from the office you've just left, the one with Reynold's body in it.
OOC:
@SenorDeebs/Sigg - I don't think you've added any further STRESS since your COMTECH roll to unlock the door to Block B2.

In that case, would you like to:

1. roll again (5d6 base dice (COMMTECH 3 + WITS 4 - DIFFICULTY 2), 3d6 stress dice)
2. use previous roll and then I randomly remove two of the 7 dice you rolled for the base dice, if I randomly remove the single 6 you got then it's a fail, if I don't remove it, it's a success
OOC:
GM roll 4d6

Rolls

GM Roll - (4d6)

(4633) = 16

Feb 16, 2024 7:36 pm
OOC:
That is a very generous offer and I will take you up on it!
'We gotta get out of here- Like NOW.' Sonny nervously attempts to hack the terminal to open the door.
OOC:
PFFFFFTT! Awww man.
Last edited February 16, 2024 7:36 pm

Rolls

Base Die (COMMTECH 3 + WITS 4 - DIFFICULTY 2) - (5d6)

(52414) = 16

Stress Die - (3d6)

(633) = 12

Feb 16, 2024 8:33 pm
OOC:
That's one success on the COMTECH roll - which is all you need to get through this door. It also unlocks all the other doors that give access to Block B2.
Sigg focuses down on hacking his way through the Command Crew Quarters door - the security on it is decent. However, after several tries - tension and impatience growing with each failure - there is a satisfying quiet sound of the lock disengaging, and the door slides open.

The lighting in Block B2 is the same as in Block C2 that you're leaving - low, dim, red, frequent flickering. The group makes its way forward down the corridor until it comes to a T junction

Turning left at this junction, the corridor leads to an elevator and doors to several offices.

Turning right at this junction, the corridor leads directly ahead to a door to Block E2 (and the MedLab where you hope Dr Komiskey is with her shuttle key-card.) There is a door on the right side of this branch of the corridor that leads to the armoury, and a door on the left to a meeting room.

As you get to the T junction you all hear what sounds like heavy footsteps on metal echoing through the corridors. It sounds like it's coming from the right fork of the corridor i.e. from the direction leading to the MedLab.
OOC:
I assume you're all continuing to try and move stealthily as a group, and as you're now entering a new Zone (I'm calling for one of these rolls every second Zone you enter, your previous roll covered the corridor and the office you found Reynolds in) I'm doing a group stealth roll here by rolling 3d6 (AGILITY 2 + MOBILITY 1) base dice plus 3d6 (STRESS 3) for Macwhirr.

Rolls

Base Die Macwhirr Mobility (AGILITY 2 + MOBILITY 1) - (3d6)

(656) = 17

Stress Die Macwhirr (STRESS 3) - (3d6)

(433) = 10

Feb 17, 2024 12:33 am
Janice signals for everyone to stop and be quiet. She gets down on her hands and knees and slowly peers around the corner to see what might be coming down the hall.
OOC:
It doesn't look like there's any doors along the hallway leading to the T section. The closest looks like it's across the hall. Are there any places to hide?
Last edited February 17, 2024 4:52 am
Feb 17, 2024 2:41 am
Holroyd hunkers down with the others, his gun drawn. Every few moments he glances behind him to make sure the way is still clear.
Feb 17, 2024 9:06 am
Macwhirr peers around the corner, low to the ground, exposing as little of herself as possible to whatever might be making these noises.

What she sees is hard to understand. The light levels are low, red, and the lamps frequently, yet unpredictably, flash on and off, sometimes being off for as much as a second before coming back on again. So making out shapes and textures is a challenge.

What she does see is a hunched-down figure, moving maybe on all fours away from her, perhaps a metre or so high off the ground. Its shape is irregular, projections coming off it at strange angles. The red light of the corridor shines off it.

She sees the figure moving towards the room opposite the door that leads to the armooury.
OOC:
That's right, @McButterpants/Macwhirr, there's nowhere to hide between the door to this block that Sigg opened for you, and the T-junction you are peering into.

You could head back again through the door that Sigg opened.

You could move into the office directly opposite i.e. not turn to either the left or the right.

You could also try and sneak past whatever that figure is, aiming to exit this block through the door that leads to block E2.

You could prepare an ambush for the figure.

Or something else..!
Feb 17, 2024 12:31 pm
OOC:
If it hasn't seen us we could sneak back to Elevator 4 in c2 block, take that downstairs and then sneak until we see elevator 3 in block lvl1 E1. We can take that up to E2?
Hannah nerves tense as Janice pauses. She lifts her gun. All she wants to do is to cry out to Janice. Ask her what is wrong, but her instincts are too strong and she stays silent.
Last edited February 17, 2024 12:31 pm
Feb 17, 2024 3:51 pm
'Ohhh F---.' Sigg thinks to himself and redies his weapon.
OOC:
If we DO use our ammo we can stop at the armoury?
Feb 17, 2024 4:03 pm
Morgan waits with the patience of a soldier ready for battle. He checks his pulse rifle again, making sure he's ready for action when the time comes. He remains crouched with the rest, knowing that whatever did this is likely right around the corner. He says a silent prayer and kisses his cross for luck, then resumes his ready stance.
Feb 17, 2024 10:13 pm
Janice struggles to believe what she's seeing. Fear races through her body. She forces back a scream, and watches the ... creature? ohmygod, ohmygod, ohmygod. God help us! What the FUCK is that!! She thinks.

She doesn't look away, but signals back to the group to hold. She waits to see if it continues to move down the hall.
OOC:
If it turns, then she will get up and run down the hall, quietly, but quickly. If it moves into a room she will tell the group what she sees.
Feb 18, 2024 9:47 am
As the figure moves towards the room opposite the door that leads to the armoury, the door opens - this one seems to have some kind of proximity-activated opening mechanism - and the figure enters the room, the door closing behind it.
Feb 18, 2024 2:45 pm
Janice turns back to the group and sits with her back against the wall. She takes a moment to collect her thoughts, then says in a whisper There's something down there. It's like nothing I've seen before. It turned into the room on the left. I think that's across the hall from the Armory. We need to get through the door just beyond to get to the MedLab.

She runs a shaky hand through her hair. It's risky to head down there. I don't know if we'll make it without that thing noticing. Trust me, we don't want to cross paths with it.
OOC:
edit for clarity
Last edited February 18, 2024 6:35 pm
Feb 18, 2024 2:55 pm
OOC:
It's gone into the room opposite to the armoury. I'll add a map in a moment that shows specifically where it is right now. Hm. Maybe it's worth trying to learn how to use the battlemaps here on GP...
[ +- ] Your current location Block B2
Feb 18, 2024 5:18 pm
"We just passed an elevator in C block. Let's use it to go downstairs and walk through B block that way. We don't need to risk sneaky past whatever that thing is., whispers Hannah. She adjusts her grip on her gun hand.
OOC:
There's an elevator right behind us in this corridor in c2. Elevator 4.
Feb 19, 2024 2:29 am
Morgan almost says 'we're armed, we can take it,' but then remembers the scene downstairs where he found this gun.

"Good idea," he whispers in reply to Hannah. "Move out, I'll bring up the rear."
Feb 19, 2024 3:07 am
Janice breathes a heavy sigh of relief. Great idea! Jeez. I was seriously thinking of trying to get past it in that hallway. Janice gets up and prepares to head back to the elevator.
Feb 19, 2024 7:10 am
Holroyd takes in the information, nodding in agreement with Singleton's idea. He let's the others pass him and continues to hold up the rear while keeping most of his attention behind them, his gun ready.
Feb 19, 2024 7:41 am
Your party turns around, Holroyd keeping a close watch on the T-junction you are retreating from, and make your way back the way you came.

You make your way to the elevator just to your right when you pass through the door opened earlier by Sigg. There is an agonising wait of 20 seconds or so, as the elevator reaches your floor (it makes some noise, but it's relatively quiet).

Your group move into the elevator, it descends to the level below, and opens in the airlock. To leave the buildings, you would exit the lock here through the external door to your left (i.e. to the east).

No problem with the lighting down here - normal white lights switch on in the lock as you arrive there.

There's no sounds here apart from the background drone of the ventilation system, and the occasional clank of the heating.
OOC:
There are two 'obvious' paths from where you are to the MedLab from Block C1 where the elevator (Elev 04) opens. For both options you would leave the building and go outside through the door that is directly to your left when you exit the elevator.

Firstly, you could go via the South Lock. To do this, walk outside past Tannen's Casino, to the South Lock (Block E1), and then use the elevator just to the right when you go through the South Lock (Elev 03) to go up to Block E1, which is where the MedLab is.

Secondly, you could enter Tannen's Casino, go upstairs in the casino to the disused walkway in there, which leads into Block E2, just next to the MedLab. This access walkway hasn't been used for a while, and is a remnant from the early days of the colony.

The schematic of Hadley's Hope might help you to orient yourselves here - but if things are unclear I can post another map for you with a "you are here" on it again. Just let me know if you need that.
Feb 19, 2024 7:53 am
OOC:
Note - I'm not asking you for OBSERVATION rolls here. By default you see and notice, well, what I expect you'd see or notice given how you're travelling, the light levels, and so on.

I'm not asking for those OBSERVATION rolls as I feel it's an option you have, to look around a place very closely and carefully if you want to - you might then notice something additional at the risk of triggering panic as you nervously scan the area. And I don't want to be pushing you to make take the panic risk of looking closely.

Remember, also, when you roll and fail, there is the option (unless you're Holroyd) to push the roll i.e. taking an extra STRESS and then re-roll any failed dice.

This isn't a GM hint to this particular location - if you were to do an OBSERVATION roll here, you'd see nothing dangerous.

Just wanted to let you know how I'm running this aspect of the game, given that creeping around and trying to notice potentially dangerous things feels like it's a big part of what you're doing right now.
Feb 19, 2024 8:36 am
OOC:
Other than the time aspect, Holroyd can make Observation rolls for the group when it makes sense to do so with less risk from stress/panic. Happy to do that, if the group wants.
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."
Feb 21, 2024 5:01 am
The elevator arrives, you all get inside it and travel to Level 2.

Lighting in this section is back to normal. The corridor that the elevator opens into turns right after a few metres.

After that turn, there is first a door on the left to the Command Centre i.e. Ops or Operations, which is the nerve centre of the colony, monitoring vital functions and security.

After that, a door opens on the right to the Morgue, and on the left to the MedLab.
Feb 21, 2024 6:59 am
Janice peers down the hall searching for the creature she had seen earlier. Be careful, and be quiet. That thing is just down the hall. It can be on top of us in no time.
OOC:
If the hall is clear, Janice will move towardsthe Med Lab - quickly, yet quietly
Feb 21, 2024 12:09 pm
Hannah follows Janice but turns her head as the past Coms.
"Maybe we can get a message out.", she thinks and pauses at it's door.

She whispers to Hirsh, "We should try and hail the shuttle. Make them pause their launch. Tell MacWhirr that's what I'm doing."
OOC:
Is there a window to this door? If so, Hannah will peer through and enter if it's clear.
Last edited February 21, 2024 12:10 pm
Feb 21, 2024 9:15 pm
OOC:
There isn't a window in the door. Hannah does have a motion tracker that she could use to check and see if anything is moving inside - however, that might cause the battery level of the tracker to be reduced, and will only detect something that is moving. There could be something nasty in there that isn't moving, and then she wouldn't get a signal of it.
Feb 22, 2024 2:18 am
Holroyd looks around carefully, waiting for action once the door is open, just in case.
Feb 22, 2024 2:34 am
Morgan looks sideways as Hannah heads to the door. First Sonny, now her. If they all split up, they'd never find each other when it was time to leave. But leaving wasn't possible without the keycard and either Holroyd or Singleton to pilot the shuttle.

Morgan makes a hand gesture to MacWhirr, motioning her to stop. He points at Hannah, then gestures toward the door.
Feb 22, 2024 3:42 am
Hannah looks towards the others and remembers her motion tractor. She unhooks it from her utility belt.

She pushes the power button, but the screen doesn't respond. She curses and smacks it on the side. The screen jumps to life.

She points it at the door.
OOC:
Thanks for reminding me of the motion detector! IF Hannah sees anything moving in the room she will signal the group quietly to move to medbay. If there is nothing on the screen, she will open the door.
Feb 22, 2024 5:51 am
OOC:
I'll show you what the map looks like with blips on it for any movement detected. Don't have time for that now, but hopefully by the end of today I'll get that posted.
Feb 23, 2024 6:45 am
OOC:
Motion Trackers detect any large moving objects within LONG range (up to four zones) indoors and EXTREME range outdoors. Each time you use one, you must make a Power Supply role (p86 Core Rules).

For the Supply Roll (p34 Core Rules) you roll the number of dice corresponding to current battery level. Currently it's 5, so you'd roll 5 dice. For every 1 you roll, the battery level is reduced by 1.

This image shows the blips you see on the tracker in red, and the location you're running the tracker from as a blue dot. You would know that the tracker would pick up movement also on the level below you i.e. Level 1, not just on Level 2.
[ +- ] Motion tracker image
Feb 23, 2024 12:53 pm
"Janice, everyone. I can see the original creature is still in B block, but we got other issues. There's motion in the medbay and in the morgue. We can guess the Doc is in the med bay, but we should be cateful around the morgue. This room is clear. I'm going inside.", Hannah says and opens the door.
OOC:
Edit: oops forgot the parentheses on the roll.
Last edited February 23, 2024 1:11 pm

Rolls

Supply Roll motion detector. - (1d6, 1d6, 1d6, 1d6, 1d6)

1d6 : (2) = 2

1d6 : (3) = 3

1d6 : (1) = 1

1d6 : (3) = 3

1d6 : (2) = 2

Feb 24, 2024 1:02 am
Holroyd nods, "We should avoid the morgue then, unless there's a pressing reason to go in there. Let's get to the medbay quickly, after searching the command center for anything of use."

Once inside the command center, Holroyd leads a search for anything of use.
OOC:
Rolling in secret, in case anyone wants to assist, that way they don't know the results beforehand

Rolls

Observation (Wits) - (4d6)

Feb 24, 2024 6:18 am
OOC:
Singleton/@microtheMacroBear's motion tracker goes from power/battery level 5 to level 4 due to rolling a single 1.
Holroyd steps into the Command Room (also known as Ops).

This room is the nerve centre of the colony, where vital functions and security are monitored, including access to the CCTV cameras distributed across Hadley's Hope. The intercom is on, but hisses static. One of the CRT monitor screens flickers.

Usually it would be busy, but now there's no one in here (apart from you).
OOC:
I'll wait a bit before narrating the result of Holroyd's search, in case anyone wants to help him out with it.
Feb 24, 2024 1:29 pm
Hannah pushes past Holroyd and goes directly to the intercom. She examines the buttons to the right of it.

"Found it", she whispers and presses the one labeled launch pad.

"Come in Traffic control, come in traffic control. This is Hannah Singleton, employee number 5442235a. We need assistance. There is a thing roving the halls of the colony, an animal, probably native to the planet. Please hold the company shuttle. We need evac for at least 4 people."
OOC:
Hannah isn't going to help, but will try to hail the ship.
Last edited February 24, 2024 1:30 pm
Feb 24, 2024 2:34 pm
As far as Singleton can tell, she successfully sends her message to the launch pad. There is, however, no response from the shuttle over the intercom.
Feb 24, 2024 8:49 pm
OOC:
Morgan also will not help search as he's standing guard by the door.
Morgan does a quick visual sweep of the room looking for anyone or anything, signs of forced entry or attack like before. When it looks clear, he stands in the doorway, keeping an eye out in both directions, his head on a swivel as he scans the area for movement.
Feb 25, 2024 6:37 am
Holroyd doesn't find anything useful as he searches the room.

For the five minutes he spends searching the room, there continues to be no response or reply from the shuttle. It seems there has been a fight in this room, with firearms - lots of the monitors and computer terminals have been damaged by bullets. There is no sign of blood, however.

One terminal and screen does appear to be functional, however.
Feb 25, 2024 12:31 pm
"No luck", Hannah says and hangs up the coms. She glances around the room for the first time.

"Must have been some fight or made to look like one.", she thinks.

"Whoever shot up these terminals missed one.", she says making her way towards it. She presses the button waiting for the screen to respond.

"Holroyd, if this thing is Passcode lock would you be able to access it?"
, she asks.
Last edited February 25, 2024 12:34 pm
Feb 25, 2024 12:52 pm
As Singleton sits down at the terminal, she finds that it give her access to the network of CCTV cameras distributed across Hadley's Hope.

Many cameras are reporting only static - something has either damaged the cameras or the wiring that leads to them.

As Hannah flicks through the views from the cameras, she sees:

- a single view of the carnage they have all already seen in the Sub-Level 1 Mass Housing - nothing is moving there, apart from the smoke rising from the few smouldering fires.

- a deserted corridor in Block A1. In the distance, there’s movement. Zooming in, Singleton catches sight of the bloodied remains of a person being dragged slowly out of view. Singleton can't make out what is dragging the body, however.

- a view of the shuttle launch pad. A shuttle is landed there, no movement or lights can be seen from it or around it.

- a view of the South Lock, where they re-entered the building to come up here to Block E2. Here, Singleton sees movement. As Singleton looks more closely, and zooms in on the movement, she sees a nightmare in shiny black. A figure, more than two metres tall. Covered in bumps and appendages, a long curved head, many many very-sharp-looking teeth. Huge claws. The figure's eyeless head is raised, scanning the area, its whip of a tail languidly carving the air.
OOC:
Singleton takes +1 STRESS on being confronted by this horror that is lurking so close to them...
Feb 25, 2024 4:55 pm
"C'mon," Morgan whispers back into the room. "Nothing useful in here. Let's get over to the Medlab, get that company scientist, and get the hell out of here. Clock's ticking, people."

He has no idea what's been spotted on the CCTV, so it looks from his perspective that they're just wasting time when they could be getting to the shuttle.
Feb 25, 2024 10:21 pm
OOC:
Sorry, it's been a busy week.
Janice comes up behind Hannah. Do you see anyone? Is there any way to confirm if anyone's alive? I couldn't live with myself if I left someone behind.
Feb 26, 2024 12:35 am
Macwhirr joins Singleton as she flicks through the available CCTV feeds. She sees all the images Singleton already saw, but no additional working views.

She gasps in horror when the view switches to the swaying figure forged from nightmare and murder.
OOC:
Macwhirr also takes +1 STRESS when she sees the monstrous figure.
Feb 26, 2024 1:02 am
OOC:
I've added a stress. I'm up to 4 total
Feb 26, 2024 4:21 am
Holroyd gives up the search, joining the others at the monitor. He sees the creature and quietly, stoically, suggests, "We should go now. To the medical bay. It is not safe for us to be at Hadley's Hope any longer."
Feb 26, 2024 5:18 am
All four of you move on, carefully and quietly, to the MedLab. You open the door, move inside.

The place is in shambles, empty cabinets flung open and over-turned in what you assume was a furious scramble for medical supplies.

On desks in the middle of the of the main examination room are several liquid-filled glass canisters. These contain floating crab-like creatures with whip-like tails.

As you move past these, you can see through a large window into the quarantine room.

Dr Komiskey is in the room, where you can also see the dead body of a man on an examination table, another specimen tube containing one of the floating creatures you also see here in the examination room, and one of those creatures lying, apparently dead, on the floor.

Dr Komiskey is leaning against the viewing window, old tear tracks on her cheeks, as she waves towards you, tries to get your attention.
Feb 26, 2024 5:40 am
Holroyd looks into the examination room and looks at the doctor. He'll move to stop anyone from opening the door right away, explaining, "We know little of these things. If Sigg were still here, maybe he would have known what these things are," he gestures to the crab-like things in the glass canisters, "but these are not the thing we saw in the hallway, nor do they match the description of the snake-like creature we had heard about before going to the processor. There must be some sort of medical files around here, I'll look." He looks for a computer terminal or anything else that might have log notes about what the doctors were working on here.
Feb 26, 2024 8:24 am
Holroyd moves to look amongst the chaos on the floors in the examination room, at the notes and terminals.

By several of the canisters, he finds flip-charts that have notes written on them. These seem to be describing the provenance of the creatures inside the tubes.

Several of them were apparently bottled "after implantation". Others are described as having been removed from a subject - in all such cases, the subject is described as having died in the process.

After looking at these, on one of the terminals someone has made speculative notes about what they call "facehuggers", "chestbursters", and "stalkers". In these notes, the idea is that the facehuggers implant something, maybe an egg, inside their hosts. And that after a typically short, but also highly variable, timeframe, what has been implanted grows inside the host and explodes out from their chest, killing the host. And that these snake-like chestbursters then grow extremely rapidly to become stalkers - huge, lethal, black, killing beasts.

As Holroyd ignores her, Dr Komiskey bangs on the window - it's some kind of plastic - and then moves over to the door. She doesn't try and open it, but instead activates an intercom, so her voice can be heard by everyone in the examination room.

"Please! Please! Help me! Get me out of here!"

She stops talking and starts sobbing uncontrollably.

After ten seconds or so of sobbing she is able to talk again.

"Please!!! I have to get out of here! WE have to get out of here!! We have to get to the shuttle!! I have the keycard that will operate it!!!"

She waves the card, on a lanyard around her neck, at you through the window.
Feb 26, 2024 10:55 am
"Holroyd," says Morgan without looking at the synthetic. His eyes are glued to the creatures in the canisters. "I don't know what these things are, and I don't want to find out."

He tears his eyes away from the glass canister, the whip-tailed creature encased within it. His mind is still trying to accept that it's real. He turns to Holroyd. "She's in quarantine, sure. But without that card, we go nowhere, and... we've seen what's downstairs. Hard to think these little things did all that, but there it is. We got a chance of getting whatever she's got versus a certainty of getting ripped apart? I say we open the door, get her out, and get us all the hell out of here."

He looks at the panicked woman holding up the keycard through the quarantine window and moves to open the door, but not fast. Anyone could still stop him.
Feb 26, 2024 11:47 am
"Morgan wait!", Hannah says walking up to the intercom and pressing the button.

"Here's what is going to happen. We are going to open the door. You are going to stand back and slide the card to us. Then you are going to tell us why you are in quarantine. If we like the answer, you can come with us. If we don't, you stay. If you damage that card, you will stay. If you rush the door, you will be shot. Are we clear?", she demands as a muscle in her jaw starts to twitch.

"We got to get out of hear before that thing gets us.", she thinks as a visions of those monstrosity continues to play in the back of her mind.
Last edited February 26, 2024 11:49 am
Feb 26, 2024 12:05 pm
OOC:
I'm not sure whether Singleton has convinced Dr Komiskey to open the door, so we'll turn to the dice :)

This will be a MANIPULATION (p70) roll opposed to a roll by Dr Komiskey. I'll roll for Dr Komiskey in this post. Singleton needs to get more successes than Komiskey for this to be a success for Singleton.

You're trying to make her see things your way i.e. agree to do what you're demanding of her.

Your Negotiating Positions are as follows (p71)

+1 MODS
You have more people on your side: SINGLETON +1 KOMISKEY 0
What you ask for doesn't cost your opponent anything: SINGLETON 0 KOMISKEY 0
Your opponent has suffered damage: SINGLETON +1 KOMISKEY 0
You have helped your opponent previously: SINGLETON 0 KOMISKEY 0
You present your case very well (determined by GM): SINGLETON 0 KOMISKEY 0

-1 MODS
Your opponent has more people on their side: SINGLETON 0 KOMISKEY -1
You ask for something valuable or dangerous: SINGLETON -1 KOMISKEY 0
Your opponent has nothing to gain by helping you: SINGLETON 0 KOMISKEY 0
You are having trouble understanding each other: SINGLETON 0 KOMISKEY 0
You are talking via radio or shouting at a distance: SINGLETON 0 KOMISKEY 0

TOTAL
Singleton: +1
Komiskey: -1

EDIT Komiskey gets at least one 1 on a STRESS dice so I roll for panic and she gets 10 ie. "FREEZE". Looking at the rules and online a bit, I think this means that she fails her roll, even though she got two 6s from the panic dice. So she'll have 0 success dice in this MANIPULATION opposed roll.

Rolls

(WITS 3, NEGOTIATING POSITION -1) and (STRESS 4) - (2d6, 4d6)

2d6 : (41) = 5

4d6 : (6162) = 15

Panic - (1d6+4)

(6) + 4 = 10

Feb 27, 2024 1:50 am
OOC:
Ok great! So as I see it, I get a +1 to my manipulate. I'll roll that separately if I undestood that wrong.
Last edited February 27, 2024 3:04 am

Rolls

Manipulation - (3d6)

(555) = 15

+1 to that - (1d6)

(3) = 3

Feb 27, 2024 2:03 am
Holroyd approaches the glass and stares at the doctor. "I'm afraid I have to support this plan, doctor. My duty is to protect the greatest number of people I can, and I am not convinced it is safe for those out here, yet, to take you with us."
OOC:
Holroyd assists, if allowed.

Rolls

Assist - (1d6)

(1) = 1

Feb 27, 2024 4:38 am
OOC:
I think Holroyd could loom threateningly behind Singleton, and thus help drive home the message Singleton is sending. So yes, you can add that +1 help.

That's the right roll with you base dice, Singleton/@microtheMacroBear - and you also roll your four STRESS dice. Those are part of every skill/attribute roll you make. The idea is that your stress level helps bring you greater drive to do stuff AND makes you more likely to panic . To speed things up, I'll add those dice here.

EDIT and with that roll, with the one 6, you get a success. In opposing rolls, when you're the 'attacker', you're rolling to test whether the status quo changes. If you get the same number of successes as your opponent, then all their successes cancel out all of yours, so the status quo continues. Here, however, you got one more success than your opponent (who, because they got panic level 10 lost their action). Thus, you successfully manipulate Dr Komiskey.
"OK, OK, yes, yes, I'll do it. I'll do it..."

Dr Komiskey moves back to the far side of the quarantine room, bends down, and readies the card to slide it towards you when you open the door.

The door is locked, however, both from the inside AND the outside. It seems to have gone into some kind of lockdown protocol when the base itself went into lockdown mode.
OOC:
One of you could make a COMMTECH roll to try and open it - remember, though, that as a group you only get one chance to do a test like that, if it fails, you're not going to be able to open it by hacking it.

If someone other than Holroyd makes the roll, and you fail, then you'll have the option to push your roll once i.e. re-roll with one additional STRESS level and thus one additional STRESS dice added to the second roll.

You might want to think about ways of reducing your STRESS levels.

One way is to interact with your SIGNATURE ITEM - you can do this once this entire game, and it reduces your STRESS by one. I think one of you already did that (Singleton, I think?)

The other main way to reduce stress is to rest somewhere relatively safe for 5-10 minutes - if you do that, Hirsch has the BANTER talent, which means everyone who rests with him, including himself, reduces 2 rather than 1 STRESS when taking such a rest.

However, I don't think you're in a place where you feel that kind of safety at the moment - maybe if you were set up in a room, barricaded in, felt that you were fairly safe from marauding beasts?

Having said that, I'm open to you describing how you do feel safe at the moment.

Rolls

STRESS 4 added to Singleton's MANIPULATE roll - (4d6)

(5556) = 21

Feb 27, 2024 5:27 am
I think I might know a way to get around the lock on this door. There's no guarantee I can get through, but we need to try.

Janice pulls open the panel and has a look inside. Any chance one of you is an expert at picking locks? She turns to look at the others in hopes that someone else steps forward.
OOC:
Janice has 5d6 Commtech and 4d6 stress die. Does anyone have better odds?
Feb 27, 2024 5:58 am
Holroyd steps up to the comm panel. "I'll see if I can get this open," he says, "Macwhirr, may you help, with your suggestions? Or I'll assist you."
OOC:
Up to you - I have 7d6 if using my tools, but also no chance of panic/stress.
Feb 27, 2024 7:57 am
OOC:
I find it reasonable one person can help another out while they are trying to hack the door i.e. you can have +1 on that roll, whoever tries to do the hacking.

If you want to take it into account when deciding how to proceed here, the chance of rolling a 1 on one of the four STRESS dice i.e. having to roll for panic, is about 50%
Feb 27, 2024 11:59 am
OOC:
"Oh I completely forgot about the stress! Yes, she already interacted with her item. Hannah absolutely DOES NOT feel safe in this situation. So, no need to reduce stress at the moment. Plus it will make things more interesting.
Hannah nods to the doctor and says, "Good Doc, good. Now just stay there while we get this door open."

Her heart's rapid beating increases and she readjusts her grip on her gun.
Feb 27, 2024 2:59 pm
Janice holds out her hands. They shake visibly. She quickly clenches them into fists to stop the shake, hoping no one noticed. Maybe it's best if you do it, Holroyd. I'll do my best to help out.
Feb 27, 2024 5:04 pm
Morgan sees Singleton changing her grip on her gun and recognizes the nervousness. "Easy now," he says to her, putting one hand on her shoulder. "We don't want to shoot the doctor accidentally while she's complying."

He nods to her, removing his hand. "You've got good instincts. Take it easy is all."

There's not much more he can do confronted with a locked door other than shoot the lock, but it looks like Mac and Holroyd have it under control. He returns to covering their back, watching the door leading back outside, the air vents, and wondering what the hell happened to Sonny.
Feb 29, 2024 12:22 pm
"Thanks Hirsch.", Hannah says with a strained smile.

"Holroyd, I agree with Janice. It's probably best that you hack it."
Last edited February 29, 2024 12:23 pm
Feb 29, 2024 12:41 pm
OOC:
I'll wait until the end of today (Friday) to see if @C1NDER/Holroyd posts. If not, then I'll post for Holroyd tomorrow, as it'll have been three days since the last Holroyd post, and I also think it's fairly likely given the posts so far that he will try and open the door with a COMMTECH roll.
OOC:
If Holroyd goes for it, it'll be his 7d6 base dice plus an additional die from Macwhirr's help i.e. 8d6 in total.
Feb 29, 2024 4:50 pm
Holroyd moves to the door and starts working to unlock it using his toolkit.

Rolls

Commtech (Wits) w/ tools + assist - (7d6, 1d6)

7d6 : (5532444) = 27

1d6 : (1) = 1

Feb 29, 2024 8:39 pm
Holroyd and Macwhirr set to working on the door panel, trying to convince it to open.

But it defeats them. Worse - in the process of trying to get it open, something short-circuits, and the panel goes dead. It doesn't look like there's any way of getting this door open without forcing it physically, or maybe shooting in the observation window...

Dr Komiskey sees the door going dead and she starts to hyperventilate in panic

"Please! Please! You have GOT to get me out of here!!!!!!"

She's getting louder and louder as she starts to panic in earnest.
Mar 1, 2024 1:01 am
OOC:
Is it possible to push the roll?
Mar 1, 2024 5:45 am
OOC:
Unfortunately not, because Holroyd who led the roll is a synthetic. They don't have to deal with stress AND the idea is that this also means that they can't leverage stress to push for a re-roll
Mar 1, 2024 9:36 am
"We have to get that keycard," Holroyd says. He approaches the door and attempts to force it open. "Someone help me try the door," he says.
OOC:
Let me know if a skill would be appropriate here, I just rolled pure Strength.
Last edited March 1, 2024 9:37 am

Rolls

Strength - (7d6)

Assuming help, if applicable - (1d6)

Mar 1, 2024 10:18 am
Holroyd tries to push the door open - puts his back into it - but is unable to make it budge an inch, or even a fraction of an inch.
OOC:
The door will absorb 12 damage points before it is opened. It has Armor Rating 6, which means when damage is done to it (Holroyd did two damage with his two 6s in his roll), I roll 6 dice, and for every 6 I get, one of the damage points is negated. So here Holroyd got two 6s, but the door rolled three, so no damage done.

Rolls

Door Armour Rating 6 - (6d6)

(316266) = 24

Mar 1, 2024 10:30 am
Holroyd back from the door. "Getting this open with brute strength will take too much time, and make too much noise. It might be best to shoot the glass out - if we do that, we'll need to move quick."
Mar 1, 2024 12:38 pm
Hannah and Holroyd trie to shove the door open, but it doesn't budge.

"I'll shoot the #@#@##$ thing open.", Hannah says. Then she adds, "Unless someone saw a vent or something on the way in that we could crawl through."

She raises her gun pointing it at the glass.
OOC:
So, Hannah is not very observant, but if someone else wants to look for a vent we didn't see that has access to the room she will not shoot the door immediately. If no one wants to look, then she will shoot out the window.

Maybe there's a vent behind medical equipment?
Mar 1, 2024 1:39 pm
Holroyd nods. "Once the glass is broken, I'll handle the doctor."
Mar 1, 2024 3:04 pm
You see two vents emerging from the quarantine room that pass through the examination room you're currently standing in. They don't have any openings into the examination room - presumably they are set up so the air coming out of them can be scrubbed before being vented to the outside - and are getting their air input from some unique source too.

If you wanted to try and access these vents - which are large enough for one of you to crawl through - you'd need to find a way to get inside one of them. Maybe using Hirsch's Cutting Torch, or ripping or shooting the metal open somehow.
OOC:
You can fire into the viewing window without a roll - you couldn't miss it. You keep firing at it until it breaks with whichever weapon you're using. This isn't an under-pressure action, so no STRESS dice are being rolled.
Mar 1, 2024 10:37 pm
WAIT! Janice raises her hands and steps forward, but stays well out of range of Hannah's gun. Shooting out the glass is going to bring holy hell down in us. It's too loud. There has to be another way in.

She takes up Hannah's clue and searches the ceiling for vents. There is a vent up there. Help me pull this table over so we can reach. Janice grabs a table and pulls it towards the nearest vent.
Mar 1, 2024 11:09 pm
OOC:
There are no vents you can enter to get into the quarantine area - there are ventilattion tubes coming out of it, and through the examination room you'r in - but there aren't any vents in them, you'd have to cut a hole in them to be able to get inside them.
Mar 1, 2024 11:27 pm
Morgan peeks behind him into the room and sees Hannah about to shoot the glass. Then Mac starts dragging a table and is talking about a vent.

"Hey, slow down there, Mac." He comes back in the room. "I got this torch, see? Make quick work of those vents, but lemme get a look at that door. Might be easier than trying to shimmy through the ducts."
OOC:
I'm assuming Hirsch will know which of the options will be easiest and quietest to get through with his torch, and he'd go for whichever option that is - door, window frames, wall, vents...
Mar 3, 2024 12:56 pm
Hirsch takes out his cutting torch.

The metal in the overhead piping that lead into the quarantine room is much thinner than the metal of the door. They are considerably smaller, however, than the main base ventilation system - as they serve only the quarantine room. Going down the pipe would involve crawling, and it would be hard to get someone up and into the space without others around to help them in - making getting out of the quarantine room again a challenge.

The door is thick, as are the walls - thicker than elsewhere on the base, to protect the quarantine room against damage in case there are pathogens in the quarantine room. The challenge will be making a hole big enough to get through, given the torch is only half-full.

Going through the window will be much quicker - and will smell awful, it's made of some kind of plastic polymer that will melt fairly quickly, but will give off strong toxic fumes, which would make breathing difficult and perhaps set off alarms.

It's hard to know what to do.

In the end, Hirsch decides to go through the metal pipe - making it less likely that the torch will run out before making a big enough hole - and if things get desperate, if they can't get out of the room, then in the worst case they can shoot the window in and get out that way.
OOC:
I'll wave my GM hands and say that making the holes to get into the pipe, and out of it again in the quarantine room takes the power level of the torch down from 3 to 2 - I rather do that than make up some HP for the tube or something like that.
With the help of the others, Hirsch is able to haul himself up into the pipe - glad for the heavy overalls he's wearing, as he has to clamber over the sharp edge cut into the pipe. It takes him then about a minute to crawl through to the quarantine room, several minutes to calm Dr Komiskey down enough to be able to help her up and into the pipe, five more minutes for the doctor to get through and, with the help of moving examining tables and so on, lever himself up in behind her.

Komiskey and Hirsch are helped out of the pipe by the others, so all are together with Komiskey in the examination room.

Komiskey is overwhelmed by the experience of her escape, and starts to talk louder and louder - she's confused, panicking, and keeps saying

"We didn't know this would happen! Happen so quickly! It's not my fault!!"
OOC:
If you don't want to haul Dr Komiskey with you by force, someone would need to try and calm her down, using a COMMAND roll, for her to quieten down and start to be able to talk properly with you.
Mar 3, 2024 3:29 pm
Janice grabs Dr Komiskey by the shoulders and looks her in the eyes. We don't have time for this. We need to get to the ship and get out of here. I need you to calm down. Janice shakes Dr Komiskey lightly. Listen to me! I need you to calm down!

Rolls

Command (Empathy) - (8d6)

(55225344) = 30

Stress dice - (4d6)

(6563) = 20

Mar 3, 2024 5:51 pm
"We should shoot her.", thinks Hannah. The thought slithers through her mind leaving a slick oily ooze in it's wake.

She tightens her grip on her gun and pushes the thought back before it's tendrils take hold and causes her to do something rash.
Mar 3, 2024 7:00 pm
If she doesn't shut up, I'm going to knock her out, thinks Morgan, hefting his pulse rifle, thinking about whacking her square in the forehead.

He looks at Mac, "Get her to shut up, or I'll tape her mouth and wrists and drag her out like a sack of laundry." He looks back toward the door nervously. "She's drawing attention..."
Mar 4, 2024 5:46 am
Even as Macwhirr appears to be calming the doctor down, Holroyd steps close to her and quickly places a hand under her jaw, the other on the back of her head and gives a single sharp twist, intending to kill her as quickly and quietly as possible.
OOC:
I would let BeardHare adjudicate this how they'd like, but the intent is for Holroyd to make the hard decision here. I think with the context of the scene, the facehugger curled up in the room, the fact she was trapped in quarantine, and the medical records he would determine keeping her around isn't worth the risk.

He will quickly explain his actions, but I need to see the results first.
Last edited March 4, 2024 5:54 am
Mar 4, 2024 10:05 am
OOC:
So, a grey area here of a synthetic killing a human. If we were playing this live at a table, I'd check in with you all how you'd like the "It is illegal to program an android for violence against humans." part of the Alien RPG core rulebook here.

I could see this as either

1. WY have programmed Holroyd, as they did Ash, to be able to kill humans
2. Holroyd is able to do the math and decide that risk is higher to humans if he doesn't do it.

My choice here is 2. AND that doing it is hard for Holroyd as maybe his estimation is wrong, and is going to suffer -1 to AGILITY-based rolls until he gets a chance to repair himself (which would take a shift and successful COMMTECH roll).

Also DAMN I didn't see that coming! Love being surprised by the PCs!
OOC:
Please give me a CLOSE COMBAT roll to see what happens to Dr Komiskey as Holroyd attacks her.
Mar 4, 2024 12:34 pm
As Holroyd linges for the Doctor's neck, Hannah draws her gun and points it straight at the android.

"What the hell was that!", she says.
OOC:
I edited this post because I originally read the previous posts as if Holroyd already killed the Doctor. So, I removed the finality of Holroyd's action from this post.
Last edited March 4, 2024 5:56 pm
Mar 4, 2024 12:58 pm
OOC:
Waiting to see the result of Holroyd's CLOSE COMBAT roll to decide whether/how he kills the doctor.
Mar 4, 2024 2:29 pm
OOC:
I like option 2 as well. A decision had to be made to save lives.
Mar 4, 2024 2:29 pm
OOC:
There may be some PvP going on here. I don't think Janice would be comfortable with Halroyd killing the doctor before we could get answers. Is there a way to intervene?
Mar 4, 2024 4:14 pm
OOC:
In this situation, I'd say Janice could

- go for a MANIPULATION roll, to try and get Holroyd to agree to her point of view (it's then an opposed roll, Janice would need to get more successes than Holroyd for her to change his mind about killing the doctor.

- a COMMAND roll to order him to stop - I'd make that vs Holroyd's STAMINA (he would need to resist his programming, presumably, to obey orders)

- a CLOSE COMBAT roll where you need to get at least two successes, so that you can pick the "opponent is knocked to ground" or "hold opponent in a grapple" stunt with the second success

All coming with the risk of triggering a panic from the added STRESS dice.

Or pitch another approach if you like.

And to specify the order of action here between Holroyd and Macwhiir, please make opposed MOBILITY rules.

Holroyd has more, there are an equal number of successes -> Holroyd makes his attack on the doctor, then it's Macwhirr's turn.

Macwhirr has more -> she gets a chance to act before the attack reaches the doctor.

After that you'll alternate actions.

Free-styling it with the rules a bit here - they're not built for PvP.

If we were live, I'd discuss with you how we want to do this, but to keep the PbP moving, I'm going to rule this way unless someone really wants us to do it differently.
Mar 4, 2024 8:40 pm
OOC:
Rolling. My intention here was to do this in one swift motion without giving any indication of what he was doing ahead of time. He had run these calculations before Hirsch started with the torch. If it means his own life, so be it - he has determined this to be the best course of action for the group. Particularly with his knowledge of The Company's reasons for being on LV-426 and his assumption the colonists are disposable to the Doctor.
Last edited March 4, 2024 8:41 pm

Rolls

Close Combat (Strength) - (7d6)

(5416352) = 26

Mar 4, 2024 11:00 pm
OOC:
Gotcha, @C1NDER - in that case, you'll go first here, giving you something like a DnD 'surprise round'. Given that you're going for a kill move, rather than throwing punches, I'll give you an extra damage to your attack - and that does, indeed kill the doctor, given your one success on your CLOSE COMBAT roll.
With no warning at all, Holroyd moves up to Komiskey, takes her head in both hands, and twists it around so as to break her neck. Komiskey lets out her last breath, slumps to the floor, looks around in shock, and almost instantly looses consciousness.
Mar 4, 2024 11:09 pm
Morgan stares wide-eyed at the synth.

"Holy shit..." He takes a step back, his gun teetering between held ready and aiming it at Holroyd.

"You didn't have to kill her."
Mar 5, 2024 1:36 am
Janice still has Dr. Kominsky by the shoulders when Halroyd steps up. The doctor is hysterical and Janice lets out a sigh of relief hoping that Halroyd has some idea how to calm her down. She is shocked numb when the android snaps the doctor's neck with little effort. Janice is still holding Kominsky by the shoulders when the doctor drops to the floor, her head twisted in an awkward position.

Janice stumbles back with a scream. She just manages to keep her footing as she grabs hold of a nearby table, sweeping some of the contents onto the floor of the Med Bay. What the f ... WHAT THE FUCK! Are you insane! You killed her! YOU FUCKEN KILLED HER!

Janice regains her feet and takes a step back. Both Hannah and Morgan train their weapons on the android. Janice rushes up and slaps the android as hard as she can. She can barely register what is going on. Why the fuck did you kill her! YOU KILLED HER! How? Janice is at a loss for words. She can only stare shocked at Halroyd. It killed a human she thinks to herself.
Mar 5, 2024 2:22 am
Holroyd takes the slap, barely moving and making no threatening gesture. He then bends down and takes the key card from Komiskey's hand and holds it to Hirsch. His face is emotionless, but he blinks several times before answering. "It was necessary," he says, "she was never going to let any of you live. You've seen too much here." He gestures to the body at his feet. "The Company knew," he says, "about these life forms. They knew before there was a Hadley's Hope, because they are the reason for Hadley's Hope. I've known this since before I was stationed here, but I never knew of the danger.

He takes his pistol and flips it effortlessly around, holding it out to Macwhirr. "I understand if you cannot trust me, but unless I am very mistaken, the doctor was already dead. The medical logs describe the lifecycle of these things. She was locked in quarantine and one of these-" he gestures to the specimen tanks, "is on the floor in there, dead but undamaged. I suspect one of the creatures is already inside her. When it frees itself, I do not think it would have done so quietly."

"My responsibility is to help you get off this planet alive. That shuttle is the only way, and you must not return to the Company. They will not want news of what happened here to get out."
Last edited March 5, 2024 2:24 am
Mar 5, 2024 11:54 am
OOC:
The gun is Hannah's. That was an awesome play! Things are getting interesting!
Hannah takes the pistol back and eyes Holroyd.

"How the hell can we trust you? We just saw you kill a human?", she says.
Last edited March 5, 2024 11:55 am
Mar 5, 2024 12:16 pm
Morgan takes the offered card, his hand just a bit shakier than before.

"Did you hear what he said?" Morgan asks whoever might listen, his voice tinged with anger and disbelief. "These things were here before we were. Our whole colony was just cover for the company to get these things. And now they're killing us. Good lord, that's what happened back there, isn't it? These things got in here, killed everybody. That's what's creeping down the hallway back there.

"We don't got a lot of options here, Mac. If those things are... inside her..."
he looks down at the doctor on the floor. There was one of those things inside her now. It was probably gnawing its way out now that she was dead. It would... what? Get inside one of them? Inside him?

"Where's Sonny. We should burn the body."
Mar 6, 2024 1:38 am
Holroyd looks to Singleton. "I don't know if you can. I do not know if I trust myself, as I do not know all my subroutines. I believe that if there was malicious programming present, it would have kept me from doing what I just did. Besides that, know that I will do everything I can to get you to that shuttle."

He looks to Hirsch and nods. "I believe all of that to be accurate. We have what we need to leave this place, we should make our way there. We might see what is left in the armory first, but we should be quick."
Mar 6, 2024 4:27 am
OOC:
It read like voices were raised, you got loud, while you were first confrontibg Holroyd. Is that correct?
Mar 6, 2024 5:03 am
Quote:
Janice stumbles back with a scream. She just manages to keep her footing as she grabs hold of a nearby table, sweeping some of the contents onto the floor of the Med Bay. What the f ... WHAT THE FUCK! Are you insane! You killed her! YOU FUCKEN KILLED HER!

Janice regains her feet and takes a step back. Both Hannah and Morgan train their weapons on the android. Janice rushes up and slaps the android as hard as she can. She can barely register what is going on. Why the fuck did you kill her! YOU KILLED HER! How? Janice is at a loss for words. She can only stare shocked at Halroyd. It killed a human she thinks to herself.
OOC:
I'd say the mention of a scream and all the capital letters and exclamation points would point to: yes :D Safe to say, I think.
Mar 6, 2024 5:16 am
OOC:
Yes. Janice was completely shocked at Halroyd's actions. She's still unsure what to do. She would have forgotten the situation and raised her voice.
Mar 6, 2024 11:15 am
From one of the overhead ventilation ducts, something suddenly starts hammering at it from inside.
Mar 6, 2024 12:14 pm
"Doubt that's Sonny.", Hannah says looking at the vent. Everything in her knows that Holroyd is a liability, but time is growing short.

"Look Holroyd, you aren't the only one who can pilot that ship. Remember that fact. We should move. Hirsch, where to?"
Last edited March 6, 2024 12:14 pm
Mar 6, 2024 12:17 pm
Dents start appearing in the vent, it starts to buckle. Whatever is in there looks like it's going to be out of there very very soon...
Mar 6, 2024 2:19 pm
"The fuck outta here," Morgan says, training the business end of his pulse rifle at the spot where ventilation duct is denting and buckling.

He motions for the group to get out the door into the hallway, tucking the keycard into one of the pockets of his heavy coveralls. "Go," he says, backing toward the door, not taking his eyes off the ducts. "I'll cover our backs, but we go now or I go without you."
Mar 6, 2024 7:52 pm
The lighting in the room suddenly completely cuts out. The room is lit only by a few red lights shining from pieces of gear in the room.

The banging at the vent, its crumpling and ripping, continues in almost pitch black...

A second later the lights come back on again.

Jesus, but this base is going to shit...
OOC:
If Hirsch wants to use his cutting torch to weld the door to the MedLab shut, as Velasquez does in Aliens, that's fine by me if you want to try and close it more tightly after leaving the MedLab through that door.
Mar 7, 2024 12:28 am
OOC:
Morgan hasn't seen the other one outside yet, so he's operating on there being something in the MedLab they're escaping, and something down the hall. Taking extra time to do anything but get out and get to the shuttle sounds like a mistake to him right now.
Mar 7, 2024 12:47 am
Holroyd moves to leave with the rest, but once outside checks the hallway to verify it's clear, then focuses on Hirsch, unwilling to leave him to the creature in the vents.
Mar 7, 2024 3:45 am
Hearing something batter the vent startles Janice back to reality. We need to get out if her, now!

She points to Hannah, and then to the motion tracker. Find us an escape route out of here.

She looks back at Halroyd. She holds his gaze for a few seconds This is not done. I don't give a FUCK about your excuses. You killed a human. I'll see you stripped for parts when this is all done. with that, she turns and runs towards the exit.
Mar 7, 2024 5:44 am
"My own continued function is secondary to your survival, Janice," Holroyd says plainly, even as they hurry from the room.
Mar 7, 2024 12:29 pm
"Right!", Hannah hoists up the motion tracker with her free hand and temporarily holsters her gun to turn it on.

The screen gives of a faint blue glow as it flickers on. She unholsters her gun and begins to sweep the area.

Rolls

Power Supply Roll 4 - (4d6)

(2342) = 11

Mar 8, 2024 10:20 am
OOC:
No power lost on using the motion tracker.
Everyone is outside of the MedLab door now, Hirsch hurrying the last of them out of it, and you shut that door behind you. Sounds of something ripping its way out of the ventilation duct can be heard behind the door, with the sound of, you guess, something landing heavily on the floor after the last sound of buckling metal.

The motion detector shows two blips. One from the room you just left - presumably whatever came out of the ventilation duct. The other directly north of you, just behind the door to the Command Crew Quarters, between you and the armory (which is the bottom left corner of Block B2 just north of you. You remember that the range of the tracker is such that the blip to your north could be either on this floor, on the roof of the base, or on the floor below yours (i.e. Block E1).
[ +- ] Motion tracker display
OOC:
If you want to leave the block you're currently in the first options I notice are

- North through the door that has a blip on the other side of it, to enter Block B2
- North and then west, to use the abandoned corridor that leads through to the casino
- South, back to Elev 03
Mar 8, 2024 11:25 am
"Let's get back to the elevator. That thing is still by the armory. Holroyd, you want to protect us? Prove it. Bring up the rear.", says Hannah.

She starts moving quickly towards the elevator keeping an eye on the medbay door.
Mar 8, 2024 5:11 pm
Hirsch lets Holroyd take the rear and moves in front of Janice, his pulse rifle held at the ready. He's worried about Sonny, but if they want to save him, they need to save themselves. His eyes and ears are open, alert for any danger.
Mar 8, 2024 11:41 pm
Holroyd nods curtly and follows to the elevator.
Mar 9, 2024 6:15 am
Janice tries her best to lock the door to the MedLab - anything to show down whatever just dropped from the ceiling. That was huge. We need to move quick.

She nods to Hannah when the elevator is mentioned. Not my favorite choice, but I don't think we have a lot of options. Janice pulls the bolt gun and powers it up while she runs down the hall to the elevator.
Mar 11, 2024 5:06 am
The elevator door opens, you all rush inside it, start urgently pressing the "close door" button.

Down the corridor you just left you can hear the sounds of something battering away at the door you just exited through - and the sound of another door sliding open and heavy steps down the corridor moving in your direction.

The elevator door closes before you get to see what is moving towards you, and carries you down to Level 1.
OOC:
From here, your main options are either leave the building through the South Lock - from there you could go to the shuttle without going through any more buildings if you wanted. Or you could go north up through the base buildings, maybe going out the North Lock and then through the North Wall Gate.

It would be much quicker to stay outside the buildings.
Mar 11, 2024 5:50 am
"Let's exit and make our way to the shuttle via the exterior," Holroyd suggests. "These things using the ventilation system and the corners are dangerous, too many things blocking sight."
Mar 11, 2024 11:37 am
"You think we can outrun one of them on open ground or do you think YOU can outrun them on open ground?", Hannah says raising an eyebrow and glaring at Holroyd.

Running her gingers through her hair, she sighs, "You're right. Outside makes the most sense, but a distraction would up our chances.".

Hannah brings her gun up and fires directly at Holroyd's legs, hoping to cripple the android. As she does so she yells, "Unit designation, Holroyd, I'm Requistion Agent, Hannah Singleton, employee number 5442235a. You have been found in violation of company policy.
OOC:
Suprise! Hannah is actually on base to monitor Holroyd's behavior. Who has proven, at least in her mind, a willingness to work against programming.

As for the roll, Are we still in the elevator? Will this be close combat with stress or ranged with stress?
Last edited March 11, 2024 11:40 am
Mar 12, 2024 12:58 am
Holroyd doesn't flinch, but opens his mouth as if to say something.
OOC:
oh boy! things just got saucy! Let me know what to roll :D
Mar 12, 2024 2:18 pm
OOC:
im on a work trip atm, and i need to chexk through the combat rules before i respond to this - hope to do that today or tomorrow. Yes!! Something has hit the fan!!!
Mar 16, 2024 12:24 pm
OOC:
Sorry for the delay. Work was too tiring this week for me to sit with the ranged combat rules. BUT. I'm doing it now!

Roll for @microtheMacroBear/Singleton is:

- 7 Base Dice (Agility Stat 5, Ranged Combat Skill 2)
- 4 Stress Dice
- 3 Range Modifier Dice (attacking from Engaged range firing at a defenceless or unwitting enemy - if they weren't unwitting, it would be -3 instead see p94 Core Rules)
- 2 Weapon Bonus Dice

So I make that 4 Stress Dice plus 12 'other' dice.

As in many systems (I think, for example, including DnD 5e), there aren't explicit rules for attempting to disable or aim to hit a specific part of the target's body.

RAW here does offer a way for it to happen - damage Holroyd until his health is 0, and then roll a 2 on the Synthetic Critical Injury table ("Destroyed Leg Servos").

My ruling here (if playing synchronously I'd discuss/agree this with you - but for sake of time I'm just going to be directive and make a decision) is that ONLY in the case of attacking an unwitting/unsuspecting target, you can use TWO stunt dice to disable a specific part of the body. It's not as easy as pointing at the body part and just shooting at it - the point is the target isn't expecting this, so if you pull the weapon out, aim it at that part, then the element of surprise is gone. So it's not an easy thing to do.

So for that, Singleton will need to roll three 6s (one for the initial 'to hit', and then two additional ones for the costs-two-dice stunt of "Destroyed Leg Servos".

AND if either @C1NDER or @microtheMacroBear don't want to go with this option, then we'll run it RAW as a compromise.
The party having stepped outside the elevator, looking towards the South Lock, Singleton draws her pistol and shoots at Holroyd...
Mar 16, 2024 12:33 pm
OOC:
Here it goes! My sheet says I have a negative 1 mod to agility, so the means 6 dice? I'll add that separately if that is a translation mistake on my part.

I like the Stunt dice ruling. I'm going to add it to the pool in case I hit.

Rolls

Ranged Combat (Agility + ranged) - (6d6)

(144325) = 19

Agility dice if the negative 1 modifier is a translation mistake - (1d6)

(6) = 6

Stress! - (4d6)

(5455) = 19

Range modifier dice - (3d6)

(326) = 11

Bonus stunt dice to destroy the leg - if I hit at all - (2d6)

(63) = 9

Mar 16, 2024 12:43 pm
OOC:
I checked back through this thread @microtheMacroBear, and it's Holroyd who got -1 AGILITY because they killed Komiskey - I didn't see anyone else who has that penalty on-going - but maybe there's a stress/panic effect in play here. So I assume you DO get that extra Agility dice you rolled (and, indeed, rolled a 6 on).

Wat I meant with the stunt dice was - you can 'buy' the stunt to specifically disable the legs, but where most stunts 'cost' a single 6, I'm going to make this stunt cost two 6s.

So on this roll, you got two 6s - so for the first 6, you do one damage to Holroyd (your weapon's damage is 1), so Holroyd's health goes down from 7 to 6.

Then you can enact one stunt with the additional 6 you rolled (the 'disable legs' stunt isn't available, as you would have needed to roll an additional 6 to deploy it). You can choose from:

- additional +1 damage
- Swap initiative card with opponent
- Opponent makes Panic Roll
- Opponent drops held item/weapon
- Opponent prone or pushed back

We haven't drawn initiative yet, so that's not a useful option, i don't think.

As Holroyd is a synthetic, he doesn't make Panic Rolls.

So your choices are, I think

- additional +1 damage
- Opponent drops held item/weapon
- Opponent prone or pushed back
Mar 16, 2024 2:33 pm
OOC:
At some point Morgan is going to aim his pulse rifle at someone, but I'm waiting for the initial combat to pass before he does anything
Mar 16, 2024 3:01 pm
OOC:
Ah, good to have a heads up on that @ThatTaoGuy - in that case I'm going to roll for initiative for everyone now.

EDIT so, I'm treating this initially as a combat between just Singleton and Holroyd, so Holroyd will get a chance to act next before anyone else.

After that, combat rounds will happen in the order:

1. Hirsch
2. Holroyd
3. Macwhirr
4. Singleton

Rolls

Holroyd initiative - (1d1000)

(497) = 497

Macwhirr initiative - (1d1000)

(507) = 507

Hirsch initiative - (1d1000)

(4) = 4

Singleton initiative - (1d1000)

(662) = 662

Mar 16, 2024 6:45 pm
OOC:
I guess the first thing I'll do is invoke Holroyd's 'Resilient' talent. Then please let me know what my options are - I suspect there is some sort of option to dodge?
[ +- ] Resilient

Rolls

Strength (Resilient) - (7d6)

(4135522) = 22

Mar 16, 2024 8:37 pm
OOC:
In Close Combat, there is an option to block a strike - this counts as your rounds fast action (you get a fast and a slow, or two fast, actions each round. But there isn't a dodge option in response to being attacked with Ranged Combat.

However, if you have armour (do you have the heavy overalls?) then roll the armour rating (3 for the overalls) and any 6s you roll each cancel out one point of damage you receive. However, I think you don't have the overalls.

Thus, the impact of Singleton's attack is that you receive 1 point of harm (as you rolled no 6s on your Resilient talent) and you are prone on the floor.
Holroyd is hit in the leg, and the force of the blast drops him to the floor.
OOC:
In combat, once you are prone, it costs a Fast Action to get back up again.
Mar 17, 2024 3:39 am
Holroyd falls to the ground from the impact. He looks up to Singleton, then to the others. "They'll be coming now," he says flatly. "I could have been more use to you at the shuttle, at a chokepoint - here...they may not even have any interest in a thing like me. Run." He calls to Hirsch, "Be wary - if her loyalties are to the Company, then they are not to you."
Mar 17, 2024 12:13 pm
"Then we should be going.", Hannah says flatly and turns to the survivors.

Her eyes lock into Hirsch's as she exclaims, "I can fly that #$%@ shuttle out there. I don't want to die, but I can't let a rogue a.i. attack us during launch. You're choices are come with me to the shuttle or drag him to it. Either way we leave now." Hannah starts to walk towards the Southern air lock hoping that a bullet doesn't hit her back.
OOC:
Are we in combat now? If so, I can delete this post and move it after everyone goes.
Last edited March 17, 2024 12:16 pm
Mar 17, 2024 1:33 pm
Morgan's rifle comes up, aimed straight at Hannah, his eyes hard. The barrel dips. He doesn't want to kill anyone, especially not with those things up in the lab ready to kill them all.

He looks from Hannah to Holroyd, then back. "You're a real piece of shit, Singleton," he says, but he knows there's nothing he can do about it now.

"Dammit," he says. He nods once to Holroyd, glares again at Hannah, and then turns to run toward the shuttle.

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