Scene 3: They mostly come at night

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Mar 21, 2024 6:58 am
Standing outside the base, their weapons trained on the currently shut internal South Lock door, Singleton and Hirsch hear the voice of a panicked Macwhirr screaming

"GET OUT! RUN!!"
OOC:
Your turn next, @microtheMacroBear/Singleton.

If you want to get to Macwhirr, you'd need to run inside the lock, close the outer door behind you, and open the inner door.

That would be three fast actions, and you can only do two per turn - so you would need to open the inner door on your next turn - or Hirsch could do it on his next turn if he moved in with you (I'll allow Hirsch to have taken his move to join you inside the lock if he wants to).

Or you could do what Macwhirr says and run...

Or something else...!
Mar 21, 2024 11:43 am
OOC:
If Hannah runs in, so will Hirsch. He's sticking with the pilot because she's his only way off this rock
Mar 21, 2024 5:05 pm
"@#$%! Come on Hirsch!", Hannah says and runs as fast and furiously towards the shuttle ignoring the growing stitch in her side.
OOC:
She's going to use both of her actions to book it towards the shuttle.
Last edited March 21, 2024 5:07 pm
Mar 21, 2024 5:44 pm
Hirsch hears Mac yell for them to run, and part of him wants to help, but the bigger part wants to live.

He follows Hannah as fast as he can, running across the rough terrain, gun cradled across his chest in both hands.
OOC:
following Hannah's example. She's the pilot. He needs her, she needs the card he's carrying.
Last edited March 21, 2024 5:45 pm
Mar 22, 2024 12:46 am
Holroyd's eyes fall to to where the bolt gun slid to a rest on the floor. He dives for it, turning the weapon on the creature and firing. "MacWhirr, RUN!"
OOC:
Please let me know what to roll
Mar 22, 2024 3:12 pm
Hirsch and Singleton take off as fast as they can towards the shuttle.

Holroyd scoops up the bolt gun from the ground, turns, and fires it at the beast...
OOC:
Picking up the gun is a Fast Action, and then firing it is a slow action.
OOC:
Holroyd has used his Fast Action to pick up the gun, so can't use the Aim action (another Fast Action) which would give an extra two dice to the pool.

Holroyd/@C1NDER would roll 6d6 (attribute agility 6, skill ranged combat 1, -1 for agility rolls due to penalty from killing Komiskey).
Mar 22, 2024 10:14 pm
Holroyd fires at the monster!

Rolls

Attack - (6d6)

(255641) = 23

Mar 22, 2024 10:43 pm
Holroyd's attack with the Bolt Gun hits the feral animal in the middle of its body. The beast screams in fury as a huge chunk is blasted out of its side. Bright green liquid sprays out of the wound, covering the area around it, and is clearly highly corrosive, melting large holes in the grating that makes up the floor in this part of the base.
OOC:
Bolt Gun does 3 damage. Xeno has 8 armour, but Bolt gun is armor-piercing, so is effectively 4 armor for this roll. Xeno rolls 4 armor dice, each 6 rolled removes one point of damage.

Rolling the armour now... more info to follow after the roll...

EDIT no mitigation by armor, so xeno takes 3 damage.

Acid Splash rating for this xeno is 8 - so everyone within engaged range takes 8+3d6 (i.e. 8 plus damage inflicted on xeno for this attack) damage i.e. 11d6 and damage is taken for every 6 rolled.

However, neither Macwhirr or Holroyd are in Engaged range, so they aren't hit by the acid.

The Bolt Gun isn't intended as a weapon - it needs to be reloaded (a Slow Action) after each shot. So to use the Bolt Gun again will likely take Holroyd two turns - as reload and fire weapon are both slow actions, and you only get one slow action per turn.
OOC:
Hirsch, your turn next, I assume you continue to book it towards the shuttle... In which case it's again the Xeno's turn...

Rolls

Armor Roll for Xeno - (4d6)

(5321) = 11

Mar 22, 2024 10:54 pm
The alien moves towards Holroyd, opens its outer jaws wide, and from inside these jaws two further deadly inner jaws lean out... they gash in anticipation briefly, and then snap forwards towards Holroyd's head.

This rockets through Holroyd's skull-casing - spurting white fluid - leaving Holroyd limp, collapsing to the floor, twitching slightly as he falls...
OOC:
Rolling for the Xeno's Special Attack... 6 is Headbite...!
OOC:
Headbite does an attack of 9d6 - if it does any damage, it causes a major critical injury...
OOC:
If Holroyd were human, as the xeno rolled one 6 i.e. one success, the human would now be dead.

But synthetics deal differently with critical injuries.

In this case (the rules are ambiguous on this specific case) I'll rule that Holroyd suffers Critical Injury 6 - System Shutdown "The android is torn to shreds or crushed. Core systems are severely damaged and a COMTECH roll is required to communicate with the android."

EDIT the above was written before Holroyd used his Resilience talent, which was able to successfully negate both points of damage done by the xeno's attack...

Rolls

Xeno attack 1 - (1d6)

(6) = 6

Xeno Headbite attack - (9d6)

(445654431) = 36

Mar 22, 2024 11:04 pm
The animal moves over the wrecked body of Holroyd and approaches Macwhirr as they try to get the door to the South Lock open...

EDIT Failing to damage Holroyd with its inner-jaw attack, the beast's attention shifts...

They again pounce on Macwhirr, drag her further into the base, drop her leaving her prone, badly hurting her in the process, and she drops her knife in her trembling terror, as the walking nightmare looms above her...
OOC:

EDIT I struck through the content about Holroyd's body being wrecked, as Holroyd rolled successfully to mitigate all damage caused by the xeno's attack using his Resilient talent.

Rolling for xeno signature attack... It's again Deadly Grab - the beast snatches up Macwhirr, and attacks with ten base dice, damage 1... it rolls a single 6, so Macwhirr's health goes down to 1 (I've edited the sheet to reflect that). Macwhirr is now prone and makes a Panic Roll... She gets 9, Drop Item, so she drops her kinfe, and takes an extra Stress (I've added that to the sheet).

It's now Macwhirr's turn...

Rolls

Xeno attack 2 - (1d6)

(3) = 3

Xenomorph attack Deadly Grab - (10d6)

(5234144363) = 35

Macwhirr panic roll - (1d6+7)

(2) + 7 = 9

Mar 23, 2024 1:26 am
OOC:
Yes, still running for the shuttle!
Mar 23, 2024 5:47 am
OOC:
Damn. Do not pass go, do not collect $200. Doesn't Holroyd have an opportunity to avoid the damage with his Resilient talent?
Mar 23, 2024 9:06 am
OOC:
You're right - Holroyd DOES have a chance to resist the attacks with Resilient! Glad there's a way to keep this going... For me this is part of why the name of the game is better as it is, Alien RPG, not Aliens RPG - the level of lethality is much closer to that in the first film. It can all be over VERY quickly for PC if they come up against xenos...

The Headbite attack is Damage 2, so if Holroyd can mitigate those two damages, the killing blow doesn't land.

"HEADBITE: The Xenomorph opens its outer jaws wide, and the deadly inner jaws lean out, gnashing in anticipation before snapping forwards. The attack has a strength of nine Base Dice, Damage 2. If it causes any damage it automatically inflicts critical injury #64, killing the victim in one dreadful blow. However, should the GM wish it, the victim remains just alive enough for the Xenomorph to initiate the ovomorphing process."
Mar 23, 2024 9:33 am
Singleton and Hirsch are running as fast as they can through the bleak petrochemical-smelling relentless wind and rain, headed straight for the shuttle.

The sun recently set, so even the limited light it shed is now also gone - the only source of luminescence is the external base lighting, which is bright in places, but not consistently so.

The pair get up to the corner of the vehicle storage structure by Tannen's Casino, and hurl themselves through the storm towards the service structure used for chemical storage, where they first entered back into the base on their return from their abortive trip to repair the processor plant.
OOC:
I'm assuming you're just going to keep booking it for the shuttle - I'll continue narrating with that in mind, unless you let me know you want to do something different...
Mar 23, 2024 9:48 am
OOC:
Rolling for Resilient

YAY! I'll leave it up to you as to how that works narratively :)
Last edited March 23, 2024 9:48 am

Rolls

Strength - (7d6)

(2446463) = 29

Mar 23, 2024 10:05 am
OOC:
Retconing here - I'm going to strike through the altered parts of the previous post once I've made this one.
Somehow - Holroyd himself is amazed he manages this - as the animal's inner jaw strikes out towards him, he is able to move just enough for the bundle of chitin and teeth to miss to the side of his face.

Once this happens, the beast's attention switches to Macwhirr, leaving Holroyd standing with the Bolt Gun in his hand, close to the inner door of the South Lock.
OOC:
see previous posts for the consequences of the xeno's attack on Macwhirr
OOC:
It's still Macwhirr's turn. Then Holroyd. Then the xeno gets its two turns.
Mar 23, 2024 7:54 pm
OOC:
Definitely just running, staying with Hannah. She's his ticket out of here.
Mar 23, 2024 9:40 pm
OOC:
Is there anything around that Janice can use to attack the creature? Fire extinguisher, debris, pipe, anything like that? If not, then she will attempt to run, or crawl, away
Mar 24, 2024 9:13 am
OOC:
Hey @McButterpants - RAW this might be an OBSERVATION roll or something like that, or require several minutes searching for a random object.

But the point is to have fun here, and I reckon it's not unlikely there'd be a huge wrench lying around here. So yes, you got one you can pick up if you want to.

Having said that, with this stress level, almost any Panic Roll is going to negate your action - you'd have to roll a 1 on the die on the panic roll to be able to keep any successes you got to your action (you're at STRESS 8, so you'll roll 1d6+8, and all results 10+ replace the intended action with a Panic action. So if you roll any 1s on the 8 STRESS dice, it's unlikely you'll be able to get an attack off.

This is meta, but also it's representing Macwhirr being unspeakably stressed and terrified atm.

So your choice whether you pick up the huge wrench (a Fast Action - it'll be Damage 1 if you hit) and swing with it (Slow Action), or crawl away and maybe try and get the inner door open or something like that.
Mar 24, 2024 10:12 pm
Holroyd quickly takes in the situation. The bolt gun did terribly little to the creature - and it's blood...the corrosiveness of it, even if he decided to attack the creature now, he is sure there was no way to save Macwhirr. Either the creature would take her, or he stops long enough to damage the creature, killing her in the process and gaining the creature's attention. On the other hand, the creature's attention was drawn and if he could catch up to Hirsch and Singleton, he may still be able to help them get away.

He makes an impossible decision, turns, and runs.
OOC:
Spending all actions to trace back toward the shuttle, he will continue doing so until either the creature engages him again, or he reaches the others / the shuttle
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