Continuing from Scene 2: Let's move like we got a purpose.
Scene 3: They mostly come at night
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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.
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.
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.
Rolls
Command (Empathy) - (8d6)
(46236354) = 33
Stress dice - (4d6)
(2211) = 6
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).
Rolls
Manipulation (Empathy) - (3d6)
(262) = 10
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.
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.
It seems Holroyd was right - they are now coming for you... in the night...
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.
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...
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.
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
"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.
"Where are they?", she thinks.
"I agree. Maybe you should hand me the card?", she says to Hirsch
Macwhirr is mesmerized by the dread beauty of the beast - standing in awe at what nature, or god, or the devil has created here...
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.
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
Rolls
Panic roll - (d6+8)
(6) + 8 = 14
"GET OUT! RUN!!"
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...!
He follows Hannah as fast as he can, running across the rough terrain, gun cradled across his chest in both hands.
Holroyd scoops up the bolt gun from the ground, turns, and fires it at the beast...
Holroyd/@C1NDER would roll 6d6 (attribute agility 6, skill ranged combat 1, -1 for agility rolls due to penalty from killing Komiskey).
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.
Rolls
Armor Roll for Xeno - (4d6)
(5321) = 11
This rockets through Holroyd's skull-casing - spurting white fluid - leaving Holroyd limp, collapsing to the floor, twitching slightly as he falls...
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
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...
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
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."
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.
YAY! I'll leave it up to you as to how that works narratively :)
Rolls
Strength - (7d6)
(2446463) = 29
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.
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.
He makes an impossible decision, turns, and runs.
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!
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...
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)
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
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...
Rolls
Does bug attack Holroyd? - (2s6)
() + 8 = 8
Does bug attack Holroyd? - (2d6)
(53) = 8
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.
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.
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.
"Come on, come on... open you piece of..."
There is room in the lock for just two people.
"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.
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.
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.
Edit: Did Hannah just panic!?!
Rolls
Piloting (Agility) - (6d6)
(142552) = 19
Stress dice - (4d6)
(6416) = 17
But he's then distracted by the corner of his eye, he thinks he notices something moving in the mess lying on the floor...
Rolls
GM Roll - (8d6)
(56412153) = 27
GM Roll - (6d6)
(624634) = 25
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?!?!
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.
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
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.
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.
Rolls
Piloting (Agility) - (4d6)
(4362) = 15
Stress dice - (6d6)
(656113) = 22
Panic roll - if needed - (d6+6)
(6) + 6 = 12
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.
Rolls
Facehugger attack roll - (1d6)
(3) = 3
Tail Lash attack - (5d6)
(61332) = 15
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.
Rolls
Close Combat (Strength) - (5d6)
(65333) = 20
Stress dice - (6d6)
(552165) = 24
Panic roll if necessary - (d6+6)
(6) + 6 = 12
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.
Perhaps put off by the sound of the scream, the beast backs away from Singleton, skitters around, perhaps readying itself for another attack.
Rolls
Facehugger attack roll - (1d6)
(2) = 2
Singleton Panic - (1d6+6)
(1) + 6 = 7
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
So you get a large metal pipe, one you would swing two-handed. It'll do damage 1.
Rolls
Close Combat (Strength) - (7d6)
(2114311) = 13
She starts to mutter, "Come fly with me, let's fly fly away..."
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...
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
Rolls
Strength - (7d6)
(4436334) = 27
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!
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
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...
---
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!
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
"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.
Rolls
Piloting (Agility) - (5d6)
(65466) = 27
Stress dice - (7d6)
(6661522) = 28
Panic roll - (d6+7)
(3) + 7 = 10
"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.
Thank you so much, everyone! That's a wrap!