Scene 3: They mostly come at night

Mar 17, 2024 2:42 pm
OOC:
It doesn't yet look like we're in combat, so for now we won't be following Initiative order for posting.
All four of you are outside the elevator closest to the South Lock (Elev 03) on Level 1, Block E1.

Holroyd is prone on the ground, Hirsch has his rifle ready, and is about to move to run out of the South Lock, to head to the shuttle.
OOC:
The quickest and safest-looking route, to me, is around the exterior of the structure, past the fuel depot, up past the chemical storage service structure where you first entered the base i.e. NOT moving between blocks C1 and B1.

Let me know, please, if that's the route you'd take, or if you'd go some other route, or do something else.

I'd like to have a post from each of you, to describe what you're going to do next to start this scene - in particular, I'd like to give @McButterpants/Macwhirr a chance to catch up and make a post. @McButterpants if you (or anyone else) would like me to summarise what's going on, what's happened so far, in more detail, please just let me know.
Mar 17, 2024 6:25 pm
OOC:
I have been reading along. I wasn't sure how to respond. I was waiting to see how the scene progressed before I commented. It seemed like a scene that Hannah and Halroyd needed to work out.
Janice looks at Hannah with surprise and says nothing. She gives a barely perceptible nod to confirm I'm with you.

Janice reaches out a hand to Halroyd. Let me help you up. We'll make a run for the shuttle. Given your condition, you may lag the rest of us.

She sighs before adding If anything comes after us, I expect that you will do your best to cover the rest of us so we can make it to the shuttle. We will send someone back with reinforcements to recover your body.
OOC:
I would like to use Pull Rank talent on Halroyd. I'll roll to save time, but feel free to disallow the roll if you feel it's not appropriate.
OOC:
edit: I'm not sure how the two ones on the stress die manifest. I'm happy to roleplay whatever you decide.
Last edited March 17, 2024 6:27 pm

Rolls

Command (Empathy) - (8d6)

(46236354) = 33

Stress dice - (4d6)

(2211) = 6

Mar 17, 2024 8:37 pm
OOC:
Ah, that's great, @McButterpants - just wanted to avoid anyone getting left behind in the narrative.

As you got at least one 1 from your STRESS dice, you need to roll against the Panic table - for that, roll 1d6 + your current stress level (i.e. 1d6+4). I just posted something about Panic to the rules overview thread, including the Panic table.

What happens to you next depends on the result of your Panic roll.

Holroyd/@C1NDER please make a MANIPULATION roll - if @McButterpants rolls low enough on the Panic table for the action to stand i.e. not be overwritten by a Panic action, then you'll need two or more successes to resist Macwhirr's command (as Macwhirr got two successes).
Mar 17, 2024 9:03 pm
OOC:
Panic Roll

Rolls

Panic roll - (d6+4)

(5) + 4 = 9

Mar 17, 2024 11:04 pm
Holroyd blinks up at MacWhirr from his position on the ground. He nods, then stands up. "I assure you, dragging will not be required. I will do what I can to make sure you board safely, even if that means being left behind. But be wary - if Singleton's loyalty is with the Company, it is not with you. Her debt concerns, and need for money, may outweigh your own safety."
Last edited March 17, 2024 11:09 pm

Rolls

Manipulation (Empathy) - (3d6)

(262) = 10

Mar 18, 2024 8:49 am
The sense of stress and distrust within the group is palpable - like you could cut through it with a knife...

As Macwhirr rounds on Holroyd, to command him to follow her orders, then in her stress, she drops her readied bolt gun - it falls behind a crate, and it will take some time for her to retrieve it. She can feel her stress level rising even higher at this fumble, and what it might mean to her ability to defend herself and the others.
OOC:
Text for Panic Table 9 is "DROP ITEM. Whether by stress, confusion, or the realization that you're all going to die anyway, you drop a weapon or other important item – the GM decides which one. Your STRESS LEVEL increases by one." - so you've dropped the Bolt Gun, and take an additional stress.

Holroyd/@C1NDER gets one success on their MANIPULATION roll, so Macwhirr's COMMAND roll succeeds (as you got two successes, and the Panic Table result isn't one that negates the action linked to the roll).

It looked like Holroyd was anyway going to follow Macwhirr's orders - but now they are required to do so i.e. to cover the others in the group so they can make it to the shuttle.
The door to the elevator has now shut - but within the shaft you hear the sound of metal tearing - as if something is trying to get through the roof of the elevator car.

It seems Holroyd was right - they are now coming for you... in the night...
Mar 18, 2024 9:27 pm
"Run! Hirsch get the other side!", yells Hannah and exits the airlock. Once on the other side, she turns and trains her gun at the door. Covering it in case something sharp and nasty appears at the portal.
Last edited March 18, 2024 9:28 pm
Mar 19, 2024 12:23 am
Holroyd brings up the rear, following MacWhirr's orders. He keeps an eye on the door to the airlock, calling back. "Perhaps I should have kept the gun. I do not know how effective my hands will be against these things."
Mar 19, 2024 4:10 am
Janice tries to squeeze in being the crate and grab the bolt gun. The crate doesn't give an inch and Janice strains to reach the gun. Her fingertips brush the handle. Fuck, fuck, fuck, FUCK!

The panic wells up inside her as she stretches to grasp the gun. Finally, she manages to pull the bolt gun closer, grabs it, and pulls it out from behind the crate. Jesus! Let's get the fuck outta here. She yells at no-one in particular and sets off at a full run.
Mar 19, 2024 4:24 am
Morgan is already running. From what he saw in the base, whatever is back there is going to tear Holroyd to shreds, if it's even interested in a synth. Shooting him was stupid. He'd gone against his programming to save them. They needed all the help they could get if they were going to get to that shuttle in one piece. But what's done is done. With Holroyd slowed down, that meant he had to keep Hannah alive.

He says nothing more, but he touches the cross at his neck with his fingertips and says a silent prayer to please dear God just let me live... let me live...
Mar 19, 2024 5:11 am
Holroyd runs after the others but purposefully stays several steps behind the slowest of them.
Mar 19, 2024 12:02 pm
As everyone runs out and Hannah sees Holroyd exit, she turns and runs full stride towards the Shuttle.
Mar 19, 2024 7:10 pm
OOC:
A lot happening at the moment, and I think the posts from today leave it somewhat ambiguous who is currently where doing what. I'll post here based on my sense of the PC's intentions, but if what I've come up with here isn't what you mean/want, let me know.
Singleton goes through the South Lock, and turns once she is through it to train her gun on the door.

Morgan runs out of the lock after Singleton.

Macwhirr pushes behind the crate to get the bolt gun and is finally able to get it out. Holroyd stays behind with her, while she is trying to get it out.

As Macwhirr pulls the gun out, she and Holroyd turn to run after the others. And something huge and black and awful is standing between them and the inner door of the South Lock. Something all teeth and jutting bone-like appendages and malice and HUNGER.
OOC:

Macwhirr take a point of STRESS and make a Panic Roll given that you're within almost touching distance of a fiend from the pits of your nightmares...

So my take on the situation is that Morgan and Singleton are outside the lock, that they are waiting for Macwhirr and Holroyd to come out of the door, to be outside of the base. But they don't

I'm going to rule that the lock is built so that, by default, either the inner or outer door is open, but not both at the same time (it was set up like that at a time when the atmosphere outside wasn't breathable).

So there is now at least one shut door between Morgan and Singleton, and Macwhirr and Holroyd and the beast...

I'm rolling now for initiative.

Holroyd, Macwhirr - you've got a vision from hell staring you in the face... how are you going to respond to that?

Morgan, Singleton - no one is coming through the lock after you. Are you going to run to the shuttle, wait here, go back inside... or something else...?

Some xenos are so fast they get to act twice, some even three times per turn, hence the two Xenos in the initiative roll here.

I've included Morgan and Singleton in the Initiative, if they come inside, then this will be how they fit into the turn order.

EDIT turn order:

1st Hirsch
2nd Xeno 2
3rd Xeno 1
4th Macwhirr
5th Singleton
6th Holroyd

Rolls

Xeno 1 Initiative - (1d1000)

(375) = 375

Xeno 2 Initiative - (1d1000)

(103) = 103

Holroyd Initiative - (1d1000)

(854) = 854

Macwhirr Initiative - (1d1000)

(506) = 506

Hirsch Initiative - (1d1000)

(102) = 102

Singleton Initiative - (1d1000)

(785) = 785

Mar 20, 2024 3:08 am
Holroyd stands, his attention fully on the thing on front of MacWhirr, prepared to act.
Mar 20, 2024 5:01 am
OOC:
Oops. Of course, the thing that happens next is that the xeno acts given the initiative order I've drawn. Will try and get a post in about that before the site shutdown Keleth is doing...
Mar 20, 2024 9:57 am
Morgan looks back to see the airlock door closed. These idiots were going to get him killed. But despite his gut telling him to run, he looks to Hannah, the least trusted of the others now, and eyes her stance, gun trained on the door.

"We stand a better chance if we stick together," he says. "But if they take any longer, we're going to have to get over to the shuttle, get you on board, do your takeoff prep or whatever you need to do so we can lift off as soon as everyone is aboard."

He scans the area around them since Hannah has the door covered, then turns to look at the door.
OOC:
Assuming there's a "hold action" type option, Morgan will either A) run for the shuttle as soon as everyone is clear, which is what he expects or B) shoot the first inhuman looking thing that sticks its alien head out, which he fears but doesn't think will happen before they all run
Mar 20, 2024 11:51 am
Hannah trains her gun at the door.
"Where are they?", she thinks.

"I agree. Maybe you should hand me the card?", she says to Hirsch
OOC:
Hannah will follow Hirsches lead. 1. If he runs for it she will run for it. 2. If he fights, she will fight. I3. f he tells her to book it to the shuttle and start prep she will do that.
Mar 20, 2024 6:28 pm
The fiend cocks its head and, eyeless as it may seem, somehow stares deeply into Macwhirr's soul.

Macwhirr is mesmerized by the dread beauty of the beast - standing in awe at what nature, or god, or the devil has created here...
OOC:
The first attack of the xeno gives a 1. On the appropriate Xenomorph Attack Table that gives the Hypnotizing Gaze attack, which mechanically means MacWhirr takes +1 STRESS and makes an immediate Panic Roll. As there is no player agency involved in making this roll, I'll do it now for Macwhirr, so we can move forward with the combat. I've edited the Character Sheet to add the extra STRESS.
Macwhirr feels panic rise up in her at this monstrosity, but she almost completely keeps it together, developing a nervous twitch in her jaw as she gazes at the beast.
OOC:
Macwhirr rolls well here, getting a 7 (the best possible outcome here). This gives us Nervous Twitch from the Panic Table, adding one further STRESS. I've added this also to the Character Sheet.
Suddenly, the walking nightmare launches itself through the air, embracing Macwhirr in its bony shiny arms, hauls her over to the space directly in front of the inner door to the South Lock.

Once there, the animal dumps Macwhirr to the floor, and looms over her. Macwhirr lies prone on the floor, and has dropped the Bolt Gun she had just retrieved.
OOC:
The second attack of the xeno gives a 3. On the appropriate Xenomorph Attack Table that gives the Deadly Grab attack, which mechanically means the xeno makes a 10d6 attack, damage 1, and needs to get a single success to knock Macwhirr to the floor and drag them to a nearby zone, prone, dropping all hand-held items, and making a panic roll. It rolls a single success, and as Macwhirr has no armour, and doesn't have anything in her hands big enough that she could use to block the attack, the xeno gets the one success it needs. Thus getting the mechanical affect described above, and Macwhirr takes 1 damage, which I've marked on the Character Sheet.
Macwhirr lies there on the floor, her entire body trembling uncontrollably in terror...
OOC:
Macwhirr is AGAIN very lucky on the panic roll, getting 8, the best possible roll at this moment, this time getting the Tremble effect, mechanically causing all AGILITY rolls to be -2 until the panic stops.
OOC:
Next turn is Macwhirr.

You get one fast and one slow action, or two fast actions, that you can take on your turn.

If you want to move, you could either Crawl without getting up (a slow action) or Get Up (a fast action) and then Run to SHORT range away from the xeno (another fast action).

Or do something else from the list of actions given here.

It might be simplest, if you're not particularly familiar with the Alien RPG system, that you tell us narratively what you'd like to try doing, and I'll then try and translate that mechanically according to the mechanics of the system...?

FWIW I'm surprised how relatively OK Macwhirr is at the moment... it could have all very easily have been all over for her already..!

Rolls

Xeno attack 1 - (1d6)

(1) = 1

Panic Roll for Macwhirr - (1d6+6)

(1) + 6 = 7

Xeno attack 2 - (1d6)

(3) = 3

Xenomorph attack Deadly Grab - (10d6)

(4332625452) = 36

Panic Roll for Macwhirr - (1d6+7)

(1) + 7 = 8

Mar 21, 2024 1:10 am
OOC:
Sorry, I was not available yesterday. Panic roll - I'm up to 8 stress. This is not good.
OOC:
Edit: I read the succeeding posts and realize this was already rolled. Feel free to ignore the roll below
Janice's mind goes blank. Everything in her screams RUN! She gets up from under the creature and dashes for the door lock. GET OUT! RUN!! She screams, hoping to at least save Hannah.
Last edited March 21, 2024 1:21 am

Rolls

Panic roll - (d6+8)

(6) + 8 = 14

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
Mar 25, 2024 1:55 am
Janice turns from the creature and pulls herself along the floor. She drags her broken body as quickly as she can towards the airlock. No ... please. God help me. Please! She can see the door just a few feet away.

Halroyd rushes past and opens the door, dragging his damaged leg behind him. WAIT! Stop! Please, Halroyd! Halroyd, YOU SON OF A BITCH! The door swishes closed as Janice screams at the fleeing android.

She turns and looks back. Go ahead! Do it! DO IT!
Mar 25, 2024 5:05 am
The beast moves over towards Janice where she lies, broken, on the floor, by the door to the airlock.

It swipes a claw out towards her, knocking straight up against the airlock door, and comes to stand over her, almost like it is taunting her to run, like a cat to a mouse. Janice didn't think her fear could get even worse... but it turns out, no, it can... and Janice flips, she just completely looses it, drags herself up and is about to lunge at the thing, to try and rip it to pieces with her bare hands...

As she does this, something sharp and fast whips around at her side. It's the tail, and it jabs into Janice, and from the point of contact she can feel a numbness spreading through her back where it landed the blow. Her level of panic slips through - she is no longer furious and trying to rip this beast limb from limb - rather, she has slipped into a catatonic state. She collapses to the floor, can't talk or move, and stares blankly into oblivion.

She feels the beast grasp her in its claws, pull her to it in a fierce sharp embrace. She feels some of her bones cracking as this happens. She smells the things foetid breath against her face as it takes off like a bat out of hell. She doesn't really feel the pain any more. She sees and feels herself being carried through the corridors, being squeezed up into some vent somewhere, and then she fades out of consciousness...
OOC:
For the xeno's first attack, 2 on the Special Attack table gives us PLAYING WITH ITS PREY.

She takes another STRESS and makes a Panic Roll. As no agency for player in this, I'll do the roll here to move things forward...

14 on the Panic table gives us "BERSERK. You must immediately attack the nearest person or creature, friendly or not. You won't stop until you or the target is Broken."

We'll let that play out after the xeno has made its second attack.

I'm going to hand wave a bit here, as the mechanics of what happens from here are a bit slow, but the eventual outcome is inevitable, given that no one is here to help Janice. Rather than going through a bunch of opposed rolls, panic rolls, more attacks, I'm going to move over that and narrate the outcome implied by this last attack (which I also improvised on slightly for dramatic effect, given the outcome was inevitable once that 4 had been rolled)
OOC:
@McButterpants/Janice I'm afraid that's the end of Janice. I leave it to you if you want to narrate her waking up, stuck to the wall in the egg chamber and what all us players know happens after that...

Rolls

Xeno attack 1 - (1d6)

(2) = 2

Panic Roll for Macwhirr - (1d6+9)

(5) + 9 = 14

Xeno attack 2 - (1d6)

(4) = 4

Xeno attack Capture for the Hive - (10d6)

(5546626644) = 48

Mar 25, 2024 8:30 am
Holroyd is out of the lock, not a look behind him at the beast or Macwhirr. He can see fresh footprints in the mud, and takes off after them. Visibility is bad, though, something like 10, 20 metres, and he can't see either Hirsch or Singleton ahead of him.

Hirsch and Singleton are running for their lives. They get past the Comms Array on their left, and the shape of a single shuttle reveals itself through the rain on the pad just in front of them.... a few more seconds and they're there. They did it! They have their hands on the shuttle...

...

All three of them hear a screeching sound through the air at this point - a chorus of hellish angels. For Holroyd the sound is ahead of him, in the direction of the shuttle. For Hirsch and Singleton it's back the way they came.

As Holroyd comes up to the Chemical Storage Service Structure, two razor-sharp black shiny shadows move off the roof of the structure, completely ignoring him, running towards the shuttle. They call out with the same screech he heard a few seconds earlier...
Mar 25, 2024 8:38 am
"I'm here!" Holroyd yells at the creatures ahead of him, "Come on! Take me!"
Mar 25, 2024 9:54 am
OOC:
Asking an oracle here whether or not one of the beasts chooses to split off and go for Holroyd. They are typically uninterested in synthetics unless they're attacking them, so I'm going for 6 or lower means one comes off to attack Holroyd.
OOC:
Oops, mistyped there for first attempt. It's an 8, so no, the bugs keep on going towards the shuttle...
Holroyd calls out towards the bugs, but they appear to completely ignore his presence, and disappear off into the rainswept darkness towards the shuttle.

Rolls

Does bug attack Holroyd? - (2s6)

() + 8 = 8

Does bug attack Holroyd? - (2d6)

(53) = 8

Mar 25, 2024 1:14 pm
OOC:
That was a great death. I think I'll leave it at that. I'll just read along from here. Thanks for the game!
Mar 25, 2024 1:14 pm
OOC:
That was a great death. I think I'll leave it at that. I'll just read along from here. Thanks for the game!
Mar 25, 2024 4:24 pm
OOC:
Things are getting intense! Are we still in intiative order? Or is it changing now that have 2 new buddies coming to play? This is a placeholder move in case intiative changed.
"What the @#@#!", screams Singleton as she presses towards the doors. Her stitch getting more painful as she runs.
Last edited March 25, 2024 4:27 pm
Mar 25, 2024 4:44 pm
OOC:
Thanks for checking re: initiative here @microtheMacroBear - hadn't thought about that...!

These two new beasties will each have at least two turns per round, so if you end up engaged with them, I'll draw initiative again.

For now, in the interest of keeping things moving nice and fast, I'll leave you to make your posts as you get to them, rather than following initiative - if combat begins again I'll draw new initiatives for everyone.
Mar 25, 2024 6:01 pm
"Just keep going," Morgan yells ahead, his breathing heavy. "We're almost there!"

He has no idea what that sound was, but he doesn't want to find out, either. Still, he can't help but look back over his shoulder to see if there's any visual that goes with that sound.
Mar 25, 2024 6:20 pm
Hirsch comes to the door to the shuttle, Komiskey's key-card in hand, ready to use it to gain access to the vehicle.

Singleton stands just behind him, her service pistol drawn, obsessively peering through the weather back the way they had just sprinted.

Another nightmarish screech fills the air, louder this time...

...

Holroyd sprints as fast as he can behind the disappearing shapes in the rain, desperately trying to catch up with them. He reckons it's still another hundred metres or so before he gets to the shuttle pad.
Mar 25, 2024 9:16 pm
Morgan pulls the card out of the pocket of his coveralls and swipes it, gun down to the side on the shoulder strap.

"Come on, come on... open you piece of..."
Mar 26, 2024 1:47 am
The door to the shuttle airlock slides open, neon lights flickering, the light is jarring, blinding, after running through the night as they have been.

There is room in the lock for just two people.
Mar 26, 2024 4:04 am
Morgan practically jumps into the airlock, grabbing Hannah by the arm.

"Come on!"

His eyes scan the stormy darkness beyond her, and he tucks the keycard back into his pocket with the hand not tugging her into the airlock, then lifts his gun to cover the space behind her.
Mar 26, 2024 4:57 am
Holroyd continues his run, pushing his body to its limits to reach the shuttle.
Mar 26, 2024 11:10 am
Hannah stumbles forward into the airlock as she is pulled by Hirsch. She turns and slams her hand on the button to close the door.
Mar 26, 2024 11:38 am
The inner door of the airlock opens into the shuttle for Hirsch and Singleton.

The lighting flickers on inside as they enter - not such a shock for their eyes, after being in the brightly-lit airlock.

The interior of the shuttle is untidy, contents of lockers and shelves spilled out onto the floor. The front window of the shuttle is directed towards the base, the pilot and co-pilot seats looking out through it. For now, Hirsch and Singleton can only see the beating swirling rain - highlighted in the light now spilling out of the shuttle's front window.
Mar 26, 2024 2:04 pm
"Do your thing," Morgan says to Hannah, gesturing toward the pilot seat. "Flight prep, whatever. But we wait. Sonny's still out there. So are Mac and Holroyd. We give them a chance, but..."

He leaves the ending off, but the implication is clear. If they don't show up, we leave without them. He just doesn't want to say it out loud.
Mar 26, 2024 11:34 pm
"Got it", Hannah says and closes and makes her way up to the pilot's seat. She begins the start up sequence.
OOC:
Roll for Piloting plus stress? I'll add it just in case.
Edit: Did Hannah just panic!?!
Last edited March 26, 2024 11:42 pm

Rolls

Piloting (Agility) - (6d6)

(142552) = 19

Stress dice - (4d6)

(6416) = 17

Mar 27, 2024 5:19 am
Singleton settles into the pilot's chair, trying to filter out all the stress and horror that's been part of her life the last hours, trying to focus down on the tasks she knows, prepping this shuttle for departure.
OOC:
Not ready to take off yet, Singleton needs to do preflight checks and so on - so that's what I'm taking this roll for. Yes, that's a potential success (because of the two 6s) plus now a Panic Roll, which will be 1d6+4. If your panic doesn't negate the action, you have a success plus a stunt to choose from i.e. either +1 to later related roll, or you show off.
Hirsch worriedly paces the confined space of the shuttle while Singleton tries to get the shuttle ready to depart - peering out into the darkness through the window. Are those two shapes moving towards them through the night? Could that be Holroyd and Macwhirr?

But he's then distracted by the corner of his eye, he thinks he notices something moving in the mess lying on the floor...
OOC:
Hirsch/@ThatTaoGuy please roll for OBSERVATION - that's 3d6 base dice, 2d6 STRESS dice.

Rolls

GM Roll - (8d6)

(56412153) = 27

GM Roll - (6d6)

(624634) = 25

Mar 27, 2024 7:51 am
OOC:
There's no player agency in these rolls, now I think about it, so no need to wait for you to make them...
Singleton starts to make her system checks - but FUCK she just can't FOCUS here... she gets some initial steps done, but is gripped by such a deep feeling of panic that she finds herself frozen in place.

Hirsch notices the freeze in Singleton, and his anxiety levels rise even further... is she going to be able to get them out of here?!?!
OOC:
Singleton's action is negated and replaced by the Panic action FREEZE. Both Hirsch and Singleton take an extra STRESS
From nowhere something flies up towards Hirsch's face - something smooth and boney and FAST. It wraps itself around his head, and he feels something hard pushing up against his lips, pushing harder and harder until it gets past them and slams into the back of his throat.

Then, Hirsch finds himself no longer grabbed around the head, but rather as in a firm gentle caress. A smothering sensation is replaced by a warm burst of oxygen-rich air pumped into his lungs... there is a deep sensation of slow-motion falling and he drifts off to sleep, slumping to the floor of the shuttle.
OOC:
The facehugger made a sneak attack and was successful, so it got an action in before the initiative round started - so the option to block wasn't available to Hirsch, as he didn't have any actions available on that first pre-initiative round - and then the dice were really tough on him, I'm afraid...
Singleton looks behind her at the sound of Hirsch's collapse and sees a sickly yellow crab-like animal moving towards her... It skitters forward, single-minded and horrifying...
OOC:
Facehugger rolled a Skittering Menace attack, Singleton takes another STRESS and does another Panic Roll... this is an 8, Tremble, all skill rolls with AGILITY involved are -2 until the panic stops. I've edited Singleton's sheet to include the two extra STRESS, which is now at 6
Singleton stares at it, starts trembling uncontrollably as it stalks towards her...

Behind her, out the window of the shuttle, if she were looking, she would see two black shapes rushing up to the shuttle, to then start hammering and beating against the viewport.

...

Holroyd sees the shuttle through the rain, sees the monsters railing down on the viewport from outside, sees the light shining through the viewport, he's now just 10 meters away from the shuttle and the beasts.

Rolls

Singleton Panic - (1d6+4)

(6) + 4 = 10

Hirsch Observation base dice - (3d6)

(144) = 9

Hirsch Observation stress dice - (2d6)

(55) = 10

Hirsch extra Stress die for observation roll due to Singleton Freeze - (1d6)

(3) = 3

Facehugger A attack roll - (1d6)

(6) = 6

Facehugger B attack roll - (1d6)

(2) = 2

The Final Embrace attack - (6d6)

(663215) = 23

Second Singleton Panic roll - (1d6+6)

(2) + 6 = 8

Mar 27, 2024 11:34 am
She keeps her head down and shakes as she observes the thing on Holroyd's face and tries to ignore the horror smashes it's head violently into the cockpit window.

Her heart skips a beat in time with the rhythmic thumping.

She wills her hands to move, to start the pre-flight sequence, but the ignore her.
OOC:
Does Hannah get a chance to try continue the plane again or is she just frozen in fear?

In case she does, I'll roll Piloting -2 (4d6 instead of 6d6), add the stress roll and panic. If not she will sit panicked until the monstrosity breaks through the window.
Last edited March 27, 2024 11:35 am

Rolls

Piloting (Agility) - (4d6)

(4362) = 15

Stress dice - (6d6)

(656113) = 22

Panic roll - if needed - (d6+6)

(6) + 6 = 12

Mar 27, 2024 11:53 am
OOC:
damn, didn't even get a shot off! lol
Mar 27, 2024 6:12 pm
OOC:
Yeah, @ThatTaoGuy, I was rooting for Hirsch there - better rolls and it could have been very different. RAW in this system is really going for the hopeless survival horror of Alien rather than Aliens, and we're coming up against that in this scene :-/
OOC:
@microtheMacroBear yes with at least one 1 on the Stress dice, it's a Panic Roll. And with a 12 your attempted action that prompted the roll doesn't get completed. You got "Scream" which reduces your stress by one.
Singleton tries again to cue in the prep system to the shuttle but she can't block out the horror going on around her and finds herself screaming, screaming at the top of her voice, uncontrollably, unable to think about anything else.

The beasts outside the shuttle are wailing on the main viewport as Holroyd comes up to them.

Inside the shuttle, the spider-like being comes for Singleton, lashing out with its wicked tail.
OOC:
Singleton takes another STRESS and takes one damage.

Rolls

Facehugger attack roll - (1d6)

(3) = 3

Tail Lash attack - (5d6)

(61332) = 15

Mar 28, 2024 1:25 am
OOC:
Ah, Facehugger! So, story wise this is probably a close attack.
Hannah reels as the face hugger slaps it's tail across her face. She ignores the pain and swings her leg attempting to kick the thing.

She grasps at her gun, trying to free it.

All the while, the steady thump of the thing's head against the windshield punctuates her fear.
OOC:
I guess the fast action is the kick and the slow action os pulling the fire arm? Poor Hannah, doesn't seem going her way :)
Last edited March 28, 2024 1:26 am

Rolls

Close Combat (Strength) - (5d6)

(65333) = 20

Stress dice - (6d6)

(552165) = 24

Panic roll if necessary - (d6+6)

(6) + 6 = 12

Mar 28, 2024 5:14 am
OOC:
That's right, @microtheMacroBear, it's at ENGAGED range to you, and you would have had -3 dice if you'd tried a ranged attack on it at this range.

With the 12 "Scream" you loose your slow action (the kick) BUT you get your fast action, so your gun is drawn. And you reduce STRESS by one.
Singleton draws her gun, stands up, goes to kick the thing away from her - but is again just overwhelmed by how AWFUL and ALIEN and DEADLY it seems and finds herself again screaming uncontrollably.

Perhaps put off by the sound of the scream, the beast backs away from Singleton, skitters around, perhaps readying itself for another attack.
OOC:
The facehugger rolled again "Skittering Menace" which increases STRESS by one and invokes another panic roll. No choice about making that on your part, so I'll roll it here...
Nerves are strange things. A few moments ago Singleton was screaming uncontrollably... but now, she stares at this thing in horror but she can feel that all it does to her is induce a nervous twitch in her right cheek. Damn thing won't stop...
OOC:
I've added an extra STRESS for rolling Nervous Twitch on the Panic table to your character sheet, now STRESS is 7.

Rolls

Facehugger attack roll - (1d6)

(2) = 2

Singleton Panic - (1d6+6)

(1) + 6 = 7

Mar 28, 2024 8:10 am
Holroyd rushes to the ship, seeing the creatures having climbed aboard. He assess the situation - he can't shoot them - whatever is in their blood will eat through the glass or the hull, then it'll be stuck here - Hirsch and Singleton will be as good as dead then regardless. His only chance is to get physical.

He looks around for anything that might be useful in forcing the creatures off the shuttle - a loader, or boom of some kind, anything.

Rolls

Observation (Wits) - (4d6)

(2242) = 10

Mar 28, 2024 9:56 am
OOC:
I don't think it would be really challenging for Holroyd to find something lying around here in all this mess that he could use as a weapon, so I'm not going to need that roll you made.

So you get a large metal pipe, one you would swing two-handed. It'll do damage 1.
Holroyd looks around by the shuttle and there are several discarded sturdy pieces of piping there. He grabs one that is around 2 metres long. A normal human couldn't possible use this as a weapon, it's too long and heavy - but he's STRONG, and moves towards the beasts wielding it two-handed...
Mar 28, 2024 6:07 pm
"Get away from them!" he shouts, swinging the pipe at the first and closest creature.
Last edited March 28, 2024 6:08 pm

Rolls

Close Combat (Strength) - (7d6)

(2114311) = 13

Mar 28, 2024 6:51 pm
OOC:
Oh no! I'm going to wait to see what the big aliens do before posting a move.
Hannah's breath hitches as her cheek beats in time with her heart. She stares at the mutated spider.

She starts to mutter, "Come fly with me, let's fly fly away..."
Last edited March 28, 2024 6:57 pm
Mar 28, 2024 7:31 pm
Holroyd moves towards the creatures with the pipe, manages an epically powerful swipe, but his swing misses and the pipe thuds into the viewport.

Both beasts are now very aware of him.

They turn towards him and both take a swipe at him with their claws, knocking him back and away from the shuttle.

The first slashes out with its tail, but misses Holroyd, while the second grabs at his head with its claws...
OOC:
Just a single hit with Ready To Kill - if you can negate it with your Resilient talent then you take no damage and it misses you when it tries to grab your head... Unfortunately, no 6s on that roll.
The alien has Holroyd's head in its claws, its inner jaws are poised to strike...
OOC:
The only action available to Holroyd next turn i.e. now is an opposed Close Combat roll - if you beat the xenomorph, you break free, otherwise it continues to have you in its grasp. You both get one success so the status quo continues i.e. Holroyd remains held in its claws.

It now automatically makes the Headbite attack (a consequence of it successfully doing the Ready To Kill attack the previous turn) And good Lord but it rolls well, doing 5 damage. I'll leave it to you to roll for Resilience, you'll need to get 5 sixes to avoid it blasting the inner jaws through your head and causing a Systems Shutdown critical injury.

Rolls

Xeno attack 1 - (1d6)

(2) = 2

Xeno attack 2 - (1d6)

(2) = 2

Xeno attack 3 - (1d6)

(5) = 5

Xeno attack 4 - (1d6)

(4) = 4

Ready To Kill attack - (10d6)

(6454555343) = 44

Xeno attack Capture for the Hive - (10d6)

(4455241311) = 30

Resilience roll - (7d6)

(2431535) = 23

Break Free Holroyd close combat roll - (7d6)

(4326325) = 25

Xeno opposed break free close combat - (10d6)

(3164511431) = 29

Xeno Headbite attack - (9d6)

(446166632) = 38

Mar 29, 2024 12:08 am
Holroyd remains stoic in the creature's embrace while his limbs push and pull at the alien's arms to try and break free. He watches as the thing opens its mouth, a strange, protruding inner mouth appearing from the dark recesses of this menacing creature...

Rolls

Strength - (7d6)

(4436334) = 27

Mar 29, 2024 11:24 am
"Let's fly, fly away.", Hannah says and kicks at the skittering thing again and turns to start the preflight process.
OOC:
So, I'm picturing this shuttle like the lifeboat from Alien and not the military Dropship from Aliens since it's a corporate shuttle.

If the shuttle is different than both of those, is there a hatch or door seperating the cockpit from the rest of the shuttle?

I can't remember if the dropship had one, but I think the escape shuttle from Alien was one large room.

Edit: I accidentally rolled 1 too many Piloting dice. It should be 4 instead of 5. Oh no wait, I have Agility 5 - 2 = 3. 3 + 2=5 for Piloting. Never-ending, I rolled one less in the earlier move than I should have.

It doesn't matter, It looks like Hannah is going to panic!
Last edited March 29, 2024 11:32 am

Rolls

Close Combat (Strength) slow - (5d6)

(64644) = 24

Piloting (Agility) fast action - (5d6)

(53424) = 18

Stress dice - Combat - (7d6)

(1333256) = 23

Stress dice - Preflight sequence - (7d6)

(6424512) = 24

Mar 29, 2024 2:03 pm
It's a strange feeling for Holroyd, these last moments. The embrace of this beast, this nearness, feels more intimate to him than maybe all other interactions he's had with living beings in the past.

Maybe I'll be reactivated someday, he thinks to himself. Maybe I'll be able to help people...

And with that, his skull is shattered by the blast of the beasts inner jaw, white liquid and nodules flying through the air around him, coating the animal and its companion...

---
OOC:
Yes, Hannah panics as she attempts to kick the beast away from her...
As Hannah kicks out at the crab-like skitterer, she finds again her mind overwhelmed by a vast scream that echos through her mind and then out through the shuttle.
OOC:
Scream means you release stress by 1 so er that's good. I've removed that from your sheet. I'm going to give you another turn as you've already rolled for it, and have you try and pilot out of here... which has another panic roll. You roll Freeze, so loose your action, and gain a stress, which I've now added back to your sheet, you're back to 7.
Trying to focus on the fucking CONTROLS of this thing, she tries to bring her attention to them but freezes yet again... it's just too fucking MUCH...!
OOC:
Yes this is for me like the shuttle from the Nostromo, not a dropship, so it's all one big room.
The creature climbs up the back of Hannah's seat and leaps up into her face.
OOC:
Bug rolled Face Grapple attack, a 6d6 opposed roll against Hannah's Close Combat.

OOPS I accidentally posted twice, then deleted the wrong post and now I've lost some of the rolls. The narrative as I describe it here is correct, though. Sorry for the confusion. Hopefully I've learned my lesson to be more careful trying to correct mistakes!
OOC:
Oops forgot the Stress dice on the Close Combat roll.
Damn, but Hannah gets her hands up and blocks it from grabbing her and pulls it up and slams it to the ground so hard that it seems to have broken several of its legs... these start leaking green acid which starts to eat its way through the floor of the shuttle...
OOC:
You got so many successes on that Close Combat that even though it's not intended, I don't think, to be a damage-causing roll, I'm going to give you damage caused to it here...

Rolls

First Hannah panic roll - (1d6+7)

(5) + 7 = 12

Second Hannah panic roll - (1d6+6)

(4) + 6 = 10

Facehugger Face Grapple attack - (6d6)

(533545) = 25

Hannah opposed Close Combat roll - (5d6)

(16362) = 18

Hannah opposed Close Combat stress dice - (7d6)

(2445346) = 28

Mar 29, 2024 4:12 pm
"@#$%, @#$%, @#$%!", she yells and then attempts to once again to boot up the shuttle.

"If I can get this thing in the air, I maybe able to tip it out of the airlock. Before it eats through the floor.", she thinks as the terrible smell of melting metal overwhelms her senses.
OOC:
Trying for the shuttle once again.

Rolls

Piloting (Agility) - (5d6)

(65466) = 27

Stress dice - (7d6)

(6661522) = 28

Panic roll - (d6+7)

(3) + 7 = 10

Mar 29, 2024 4:21 pm
OOC:
so many successes there. I'm going to give this as a panic effect where the action isnt negatted, where rhe preflght check does work out, and even more, that you've got the shuttle off the ground. You get an extra stress and there is a hole in the floor but you are airborne and there is still one xeno trying to get into the shuttle from outsid... If you're getting sick of trying again and again and always panicking and canceling the actions and we wait for the dice gods 5i give us another skittering face hugger, I offer you an alternative. Roll a d6. On a 6 you narrate whatever sucessful exit you want from this situation. On a 5 you survive the immediate danger but are extremely messed up. 1 to 4 and you narrate the end of Hannah's story in the shuttle.
Mar 29, 2024 4:26 pm
OOC:
Let's roll that D6!

Rolls

D6 of Fate - (1d6)

(3) = 3

Mar 29, 2024 4:27 pm
OOC:
oh no. I still had hope for hannah.
Mar 29, 2024 4:48 pm
OOC:
I know! Here is her end.
The shuttle lurches forward as its systems come alive.

"Yes!", Hannah yells as it shutters and lifts of the ground.

Her heart pumps and the blood in her ears mute the hiss of melting metal. Suddenly, the beast appears again at the windshield. She ignores the boney terror as it resumes beating its head against the reinforced glass.

The shuttle continues to climb higher and higher. Triumphant screams echo in Hannah's mind, "I've made it, I've".

A sudden crash and spray of glass cuts her thought short as the gnashing clawing thing bursts into the cockpit.

Meanwhile, Sig limps out of the northern airlock. He looks up to see the shuttle rising up towards the stars.

"No", he thinks before the ship lists to it's side and plummets towards the ground.

It crashes hard into gnarled terrain.

Sid puts his arm over his face as an explosion momentarily lights up the night sky.

He lowers his arm and stares towards the distance.

A column of smoke rises from what must be the twisted remains of the shuttle.

His face falls.

Behind him, a shadow moves in the open airlock. It hisses as it stalks forward.

He closes his eyes and lets the sound consume him.
Last edited March 29, 2024 4:49 pm
Mar 29, 2024 6:10 pm
OOC:
That's an AWESOME ending, @microtheMacroBear! I love it when as a GM I get surprised by what characters do, and the thought of bringing Sonny back like that and seeing his end too - along with Hannah's last moments. Loved it!

Thank you so much, everyone! That's a wrap!
Mar 29, 2024 6:43 pm
OOC:
Welcome! I had a lot of fun playing with everyone!
Last edited March 29, 2024 6:43 pm
Mar 29, 2024 10:44 pm
OOC:
That was a lot of fun! I had a great time!

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