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Blast pit is my favorite chapter edition.

Yesterday, at around nine in the morning, an experiment was undertaken in the anomalous materials labs at the Black Mesa research facility, violating numerous safety restrictions under the order of Dr. Wallace Breen. Directed by Dr. Vance, Dr. Kleiner, and Dr. Keller, the Hazardous Environment Teams employed by the facility inserted a sample of crystallized exotic matter into an anti-mass spectrometer. The unprecedented sample reacted violently to the scientists' attempts to test it’s properties. The instruments spun out of control as the exotic matter began to vibrate at the resonant frequency of the universe, killing a large portion of the science team.

In the chaos, numerous otherworldly creatures had been pulled through. Alien beasts were deposited into the facilities of Black Mesa, further maiming and killing the staff who survived the initial catastrophe. Violating natural physics, the creatures continued to pour through as time went on, the invasion only growing larger as the mechanisms that allowed the aliens to enter our world were reinforced.

In an attempt to contain the invasion, and then erase the incident from history, a special forces division of the Marine Corps was deployed onto the site, with orders to wipe the facility clean. What started as a purge and a cleanup however soon turned into a war of attrition, as the incoming aliens organized their forces, and sent in harder hitting units.

Throughout all of this, you are known as Agent Gabriella Oppenheimer, of the Central Intelligence Agency. What had started as a waste of your skill, working undercover as a security guard, soon turned into an exercise in national intelligence hell. The alien's own intelligence has not only collected human memory, but altered it, causing massive discrepancies of combat intelligence to cause friendly fire and misplaced units. You've been fired upon by both interdimensional horrors, and your own country's military. When the CIA refused to cooperate with the marine's activity, the department of defense illegally flew in units of the ISA to hep reinforce their own intelligence, tracking you, Dr. Freeman, and the mysterious suited man who seems to have his fingers in every pie.

That same suited man seems to have placed some strings on you as well. Somehow, he seems to be beyond limitations of distance or time. A migraine has plagued you throughout this entire endeavor. Somehow, your mind is tapped into the alien's own psychic network, and by bypassing the migraine, you're able to enter it. It was through this one of the aliens, a former conscript you freed, showed you a memory you had repressed, in another time. This "investor" employed you with a simple task that you have now fulfilled, get Wallace Breen out of Black Mesa safely.
(cont.)
>>
>>4356398
(cont.)
As you left him in the hands of the CIA, extracted via helicopter admitted entrance into the air-zone via an agreement made with the department of defense, you went off to track an airdrop left with equipment made for dealing with hazardous materials. Finding it to land on a school for the children of residential staff, you found a child who had been left in detention during the invasion, locking himself in a supply room. After riling up the marines, escorting the boy back to the infirmary is a far more difficult task than getting to the school. In order to avoid conflict with the military, you've taken a route past a massive specimen of alien flora. In only a day, a set of xenian tentacles has managed to erupt from the ground, through a concrete garage. However, the creature's only available stimulus is sound, being totally blind otherwise.

At the moment, both you and a fellow spy named Marietta Poskanzer are scouting the area ahead, while Dr. Richard Guttman stays with Enrico. As you prepare to enter the garage, you take your last opportunity to talk with your fellow spy. "Well did you get to do anything to help at all? What happened there." Asking about her referenced time in Africa, before being assigned to Black Mesa. Given that it's CIA business, you wouldn't be surprised if she responded with, "It's classified." You've been in the same position.

"Not really. Although apparently there are a lot more humanitarian agencies there now. Even if it wasn't classified I couldn't tell you whether or not that was our doing. Every target we eliminated was just taken up by someone else just as ruthless." She says before sighing. "Let's go. It's all classified anyway."

Going first, you slither below a broken garage door, immediately greeted by a massive alien groan, and the sound of tons of plant mass tapping against concrete. The ambulance garage is divided up by the remaining vehicles inside, some crushed, and some still with their lights on. Silent alien flora has grown along the wall, and zombified paramedics wearing the Black Mesa logo have been crushed underneath the massive tentacle.

(With every action, I will roll a 1d12. If it lands on a 3, the tentacles investigate north, a 6, they investigate east, a 9, they investigate south, a 12, they investigate west. With any other roles, they maintain their current position. Other options will be available to distract them, including grenades and noise making toys. It is currently investigating northwards, and you are coming from the south.)

You quickly and silently take cover behind an ambulance, while you wait for Marietta to move in beside you. Without speaking, you both survey the room. At the western end of the room sits a civilian car with its lights still on, meaning that it's battery still has power, meaning that an attempted break in, or anything that the sensors consider an attempted break in, could trip an alarm.
(cont.)
>>
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Rolled 9 (1d12)

>>4356400
(cont.)
The center of the room opens into a pit, where you can see broken pipes below, some spilling out water to be sucked into the ground. Others are unbroken, but show flammable warning symbols over them. If they're able to take the violent thrashing of the xenian tentacles, you’d bet you’d need a hell of a force to bust those gas pipes open.

At the north end of the room is what appears to be a security checkpoint, with a locked door currently being tapped on by a massive xenian tentacle. Next to the door, a sign reads "Basement access." At the southern end of the room is the ambulance you're currently hiding behind. With no indication of power, you have no idea if the battery is running, allowing the alarm to trigger if you were to fail to lockpick it open.

At the room's eastern end is a massive armored military truck that, at some point before the creature's growth, used this room as a refuge from the war. When it attempted to fight the growing tentacled mass, it was crushed to pieces. You can still see the mangled corpses of marines inside.

Finally, at the northern end of the room, near the security checkpoint, is a massive garage door. You doubt that it has any power, but next to it is a rusted up, "Emergency Manual Hand-wheel." You doubt that you could turn it without alerting the colossal creature. You'd need to either destroy the creature, or somehow turn on the power.

>Distract the creature West. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature South. (Specify between using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Try to pick open the ambulance you're hiding behind, find out what's inside. (3d6+2, above a 12 you get in, on a 3 or lower, the roll critically fails, and the alarm sounds, attracting the creature.)
>Head towards the civilian car, and pick it open. (3d6+2, above a 12 you get in, on a 7 or lower, the roll critically fails, and the alarm sounds, attracting the creature.)
>Head towards the security checkpoint, and open it up silently. (3d6+2, the door opens on an 8. The creature is currently here, and will attack you if you don't distract it first.)
>Try and find anything salvageable from the destroyed marine truck.
>Try to climb silently onto the roof. (Roll 3d6+2, you make noise below an 8 on the way up.)
>>
File: Spoiler Image (184 KB, 922x260)
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Previous threads are archived here:
http://suptg.thisisnotatrueending.com/archive.html?tags=Black+Mesa+Black+Ops+Quest%2C+Half+Life%2C++Collective+Game
>>
>>4356403
Does the roll of 9 there mean the triffid will investigate south next turn?
>>
>>4356438
Yes.
>>
>>4356403
>Try and find anything salvageable from the destroyed marine truck.
May their remains help us succeed where they failed.
>>
>>4356403
>Try and find anything salvageable from the destroyed marine truck.
>>
Rolled 3 (1d12)

>>4356458
>>4356532
As you analyze your surroundings, your ears catch the distant rumble of another bombing run, and a chill runs up your spine. Thinking quickly, you decide on another position to migrate towards, and start signalling to Marietta. While she doesn't question the order, she does seem to be unsure as to why you're movements seem slightly frantic. That is until, as you both move out, the creature's loud groan is taken over by the sound of movement, so heavy it causes the earth around it to shake. Like a dinosaur hunting for prey, the creature swivels it's three heads around blindly, occasionally scraping against the concrete, until the head on your floor reaches the south side of the garage, and begins tapping on everything nearby. The ground shakes as it feels for an intruder in its path. Occasionally, the massive tentacle bumps against the ambulance, either forcing it's suspension into the ground, or tipping it slightly to the side.

Allowing the tendril to explore a place where you aren't, you both silently crawl up onto the wreckage of the marines armored truck. Immediately you're glad you didn't bring Enrico in here with the creature still a threat. If the shear scale of those tendrils didn't freak him out, this would've. The marines were clearly killed with one quick smash from the tentacle, given that their bodies are still inside. There was no suffering on their part, but the scene left behind is bloody, a few of the marine's left unrecognizable after the truck was crushed down on top of them. Gasoline spilled out, and mixed with the pool of blood below preventing it from congealing. A wretched smell emanates from it all, seeping through your balaclava. You look through the mess of scrap and blood, unsure of where to start, but with the skill of a mechanic, Marietta recognizes where the truck ends, and other devices begin.
(cont.)
>>
>>4356592
(cont.)
Slowly, watching the creature as she does, Marietta begins pulling at a few of the pieces of scrap metal. She signals for you to come and help, and you join in, slowly, carefully picking away at the wreckage until you can also make out what she sees, a tripod. More and more of the device is revealed until you're able to pull a piece of metal up, holding it their while Marietta pulls out what, at first glance, might look to some like a strange, deformed camera. Working quickly, Marietta starts looking over the device. She pulls off certain parts that are clearly damaged, showing you them first. In front of your face she shows you a battery, smashed open and burnt out, and a radio transmitter, stabbed through by a chunk of metal. Finally, you get one last good look at the device, a laser designator. The metal you saw that had crushed over top of it, trapping the electronic segment inside, was its casing, which took the brunt of the damage while protecting the expensive laser inside.

If you were to get this device working, with a radio transmitter and a new battery, you could call an airstrike down on this creature, most certainly clearing it out.

>Distract the creature West. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature North. (Specify between using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Head towards the civilian car, and pick it open. (3d6+2, above a 12 you get in, on a 7 or lower, the roll critically fails, and the alarm sounds, attracting the creature.)
>Head towards the security checkpoint, and open it up silently. (3d6+2, the door opens on an 8. The creature will be here by the end of the turn, and will attack you if you don't distract it first.)
>Try to climb silently onto the roof. (Roll 3d6+2, you make noise below an 8 on the way up.)
>Head back to the ambulance, and pick it open, find out what's inside. (3d6+2, above a 12 you get in, on a 3 or lower, the roll critically fails, and the alarm sounds, attracting the creature.)
>Write in any clever ideas.
>>
>>4356593
>Head towards the civilian car, and pick it open. (3d6+2, above a 12 you get in, on a 7 or lower, the roll critically fails, and the alarm sounds, attracting the creature.)
>>
>>4356593
>Head back to the ambulance, and pick it open, find out what's inside.
There's almost certain to be a two-way radio in there, which we can pinch the transmitter from. Else a medkit which we can always use, and the siren would make one hell of a distraction if it works. Also since the lowest roll we can get is 5 we literally can't critfail.
>>
>>4356593
actually
>Distract the creature West
used the suppressed .45. Turn on the car alarm
>>
>>4356668
double actually

>>4356642
this, but shoot a car to set off it's alarm to buy us some time. With any luck we might find some batteries.

>>4356593
How many spare empty batteries do we have?
>>
>>4356633
>>4356642
>>4356668
>>4356678
Looking at the destroyed battery Marietta showed you, you wouldn't have anything powerful enough for the device with a charge. The suit battery you kept earlier might be able to do it, but you doubt those can be recharged just anywhere. The power supply she showed you could be replaced by something like a power supply unit on a computer, or car battery.

I've been forgetting about music.
https://youtu.be/iJy6gNGRn4A

As you look over the device you and Marietta recovered, you hear the distant, repetitive thumping of an M2 browning. The sound carries like a jackhammer, tearing away at some unfortunate alien. Even while muffled inside the concrete, both you and the alien can barely hear it. For a short second, you consider hiding, or silently fleeing from the massive creature, but quickly determine the sound is coming from the north, likely the same weapon you saw being set up only a moment ago. As colossal and awe-inspiring as the inter-dimensional plant before you is, you're glad that you're not at the other end of that gun as it fires.

Hearing the shots, the creature once again lurches its long, tendril like body around the pit it grew out of, before settling once again on the security door, banging against drywall, and knocking against a door you're surprised is able to stand. Despite the refined skill in whatever civil engineer designed that security room to allow it to remain standing against the gargantuan mass of the xenian flora growing out of the ground, the wall still dents with every touch, and the concrete around the roof, where another tendril feels for its prey, continues to chip apart and shatter, dust falling from the entire ceiling. Below, you can hear the third tentacle, feeling around, banging into metal and cement.

Taking advantage of the creatures change in direction, Marietta slings the unfinished laser designator over her shoulder like a rifle, and follows you as you signal her forward, to return to the ambulance. The both of you silently sneak back towards the vehicle, careful not to step on anything that may make noise, and keeping your breath calm, and steady in spite of the intimidating presence that the creature provides. You slide around to the driver side of the vehicle, take a quick look at the lock, seeing a simple mechanical lock built into the door. Grabbing the tools off of your belt, you give Marietta an affirmative thumbs up, and then get to work picking it open, feeling the reaction each pin gives you.

Four players roll a 1d6. The three highest rolls will be taken, and added into a 3d6+2. If the roll takes longer than 45 minutes, feel free to roll twice, however I will always take the roll of a player who hasn't rolled, over another players second roll.
>>
Rolled 11 (1d12)

>>4356734
Just realized I forgot the random noise roll.
>>
Rolled 1 (1d6)

>>4356734
>>
Rolled 2 (1d6)

>>4356734
>>
Rolled 4 (1d6)

>>4356734
>>
Rolled 4 (1d6)

>>4356789
>>
Rolled 7 (1d12)

>>4356803
>>4356809
>>4356829
>>4356832
Going pin by pin, you start by applying torque to the core, being careful not to bump hard against the ambulance door as you forcefully twist against the lock. Confident in the force applied, you slide your pick into the small keyhole, and start feeling each pin front to back, noting mentally how some simply slide freely, how some push up with a click that causes a chill to run up your spine each time. In spite of your training, your nerves are getting to you as you work on the lock. False sets and pins that refuse to move are getting to you, as the low sounds of existential danger that the massive beast provides.

Helping as much she can, Marietta provides a simple thumbs up as she peers over the hood of the ambulance, informing you of the creature's lacking awareness. It's not much, but it provides the small feeling of safety you need to give your full attention to the lock. As you grow closer, and more confident that you can safely open the door, you start to ease pressure on the core, not enough to drop the pins, but just barely enough to prevent it from turning wildly the moment the door unlocks. When you feel all resistance drop inside the core, you slowly turn it, physically fighting back against the locking mechanism at it tries to quickly turn itself, releasing the clunk noise of a car door unlocking.

With the door unlocked, you slowly pull it open, making sure that it doesn't make a sound, and look inside. You give Marietta a thumbs up, and a signal to follow behind as you creep into the cramped space inside. Across the dashboard is a two way radio, which upon seeing, Marietta pulls out a screwdriver, signals for you to buy her some time, and gets to work unscrewing the components from the dashboard.

While you're searching through the back of the ambulance, the first thing you find is another Black Mesa medkit, held in plain view of any paramedics, with a label above it's casing saying, "SINGLE USE, SAVE FOR CRITICAL PATIENTS." Knowing that there's no critical patients this ambulance will ever again serve, you take the medkit out of its case, and store it in you bag. When you turn back to Marietta, you see the spy taking out the whole radio, and shoving it into hers, perhaps with the idea that it's easier to take it apart when not under threat of being crushed. Fearing the same fate as the marines, both of you quickly snake out of the ambulance.
(cont.)
>>
>>4356956
(cont.)
>Distract the creature West. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature south. (Specify between using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Head towards the civilian car, and pick it open. (3d6+2, above a 12 you get in, on a 7 or lower, the roll critically fails, and the alarm sounds, attracting the creature.)
>Head towards the security checkpoint, and open it up silently. Will provide access to the basement. (3d6+2, the door opens on an 8. The creature will be here by the end of the turn, and will attack you if you don't distract it first.)
>Try to climb silently onto the roof. (Roll 3d6+2, you make noise below an 8 on the way up.)
>Write in any clever ideas.
>>
>>4356958
Distract the creatures by making them attack a car. Have Marietta pop open the hood of the ambulance to extract the car battery so we can use it.

I suspect the door they were taking at earlier might have people inside.
>>
>>4356958
Can we turn the ambulance siren on and book it?
>>
>>4357004
I don’t see why not.
>>
>>4357004
>>4357020
On second thought, I’d say it’d need a skill check to avoid any damage, because a noise that loud would incite a pretty violent reaction from the tentacles, and you’d be half inside the ambulance. I’d say you’d avoid all damage on a 13.
>>
>>4357035
Would need people already booking it before turning it on.
If only we could hook a mosfet to a broken radio reciever and the switch for the alarm.

Strong enough voltage on the radio reciever would bridge the switch via the mosfet transistor for as long as voltage was strong enough. But even a little would be enough for remote signaling and a temporary alarm
>>
>>4357251
Instead of that, why not use one of our noisy toys to distract the tentacles so we can use the car battery from the ambulance? A battery is all we need left to use the range finder.
>>
>>4357297
If >>4356975 is correct and there's people in the security room, then we should investigate before blowing everything up. Even if there aren't, there may be interesting things in there worth getting in for, which means we need that distraction. Since it will likely crush whatever is making the distraction very quickly, the more we have available to us the better.
>>
Just gonna tally the votes real quick.

It seems that there's two votes for taking the ambulance's battery, >>4357297 that wants to use one of the toys. >>4356975 that wants to use the car.

>>4357251 for going full Macgyver to turn on the ambulance sirens.

Another vote >>4357626 to check out the security room, and saving the car for that.

Please let me know if I'm misinterpreting anyone.
>>
>>4357841
If we can do the macguyvering then do that before going to the security room, else take the battery and trigger the car to get it away.
It sounds like there's at least several other vehicle wrecks in the room from which a battery could be salvaged rather than having to choose between the ambulance and the car.
>>
>>4356975
>>4357004
>>4357251
>>4357297
>>4357626
>>4357867

As the creature pounds against the door to the security room, slamming again and again into drywall, bulletproof glass, and a metal door, you and Marietta sneak around to the front of the ambulance, keeping an eye and an ear out to track the movement of the colossal growth. You signal to your fellow spy, “Get the hood open,” with a quick, upward flick of your hand, while you mouth the word, “Battery,” after pulling up your balaclava from your neck for just long enough. She nods, and immediately gets to work, slowly prying the hood open after crawling up to the engine.

Trying to buy your fellow spy as much time as she could need, you reach into your holster and grab your silenced MK23 pistol. It’s not movie silent, if it were the only noise in the room you’d bet the creature would track it. However, if you got a shot on the civilian car on the other side of the garage, that sound would almost certainly overpower any interest in a subsonic shot from a suppressed weapon. You line up a shot into the car’s grill, glance over to ensure Marietta is ready to work under a time limit, and depress the trigger. The small sound of the gun spitting out a bullet is immediately overtaken by a deafeningly loud car alarm. The vehicle blares out it’s warning across the garage as the creature groans. The sound is deep enough to be felt in your ribcage.

Unconcerned for the ambulance, Marietta simply cuts the wires connecting the twenty pound automotive battery to its engine with two quick slices, then immediately gets to work yanking it out as the creature’s colossal head swings around the building.
(cont.)
>>
>>4357867
I'll support this for the sake of investigating the security room, but we need a distraction nonetheless. Car or toy I care not which.
>>
>>4357895
(cont.)
The first slam from the creature caves in the roof of the car, immediately shattering every window, the second, crushing the engine, and likely the battery, causing a small fire over the engine block. The sound of the alarm immediately begins to die as though it were a living thing, it’s sound wailing out one last time in an extended ring of the alarm, before being finished with one last slam. Watching this display of strength by the part of the massive alien lifeform, you turn to Marietta to see if she’s removed the battery, and see an assassin carrying a heavy block in her hands, putting it into her backpack. She gives you a small thumbs up, while her attention is focused on the remnants of the empty car, seeing how quickly it managed to destroy it.

>Distract the creature North. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature south. (Specify between using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Head towards the security checkpoint, and open it up silently. Will provide access to the basement. (3d6+2, the door opens on an 8. The creature will be here by the end of the turn, and will attack you if you don't distract it first.)
>Try to climb silently onto the roof. (Roll 3d6+2, you make noise below an 8 on the way up.)
>Go drop off the equipment for the laser designator outside, then return to scout out more of the area.
>Leave the garage, and assemble the laser designator. This creature is the reason we have napalm.
>Write in any clever ideas.
>>
>>4357899
>Head towards the security checkpoint, and open it up silently. Will provide access to the basement. (3d6+2, the door opens on an 8. The creature will be here by the end of the turn, and will attack you if you don't distract it first.)
Use a toy. That lasts for 2 turns dont it?
>>
>>4357899
>Head towards the security checkpoint, and open it up silently. Will provide access to the basement. (3d6+2, the door opens on an 8. The creature will be here by the end of the turn, and will attack you if you don't distract it first.)
>>
Rolled 5 (1d12)

I fell like I should explain my decision making when it comes to the macguyvering thing, just because I wanna be transparent with you guys. I wasn't really sure if it would work, but I could tell that whatever it was it would take a lot of time that might not be possible in your current situation, and since it was a tie, with one of the voters saying, "if we can't, then just do this," I just decided to go with the other thing.
Also I made a mistake in the prompt, it's still by the car unless random noise drags it over, that's my bad.
>>4357904
>>4358123
Seeing that Marietta has all the equipment she needs to repair the laser designator once she's in the clear from the aliens, you break her glare from the emaciated car. There's not much you need from it now that you have both a two way radio transmitter, and a car battery on hand. As the predatory plant taps at the wreckage around the car, feeling for anything still alive in its territory, you break your compatriot's gaze, signalling for her to follow along. She lugs the now total of thirty five pounds worth of equipment as she moves, still trying to stay silent.

Approaching the security room door, you have to once again take both your eyes and ears off the creature as you focus in on the lock. Thankfully no longer having to worry about the threat of anti-theft alarms, there's less pressure, and more room for you to focus on the individual pins, feeling each one systematically as you trust Marietta to keep watch for you. While the threat of distant noise attracting it is always present, it's not difficult to hear that the creature is still idling over it's territory in the western edge of the building, where one of the last functioning civilian cars was just a second ago, now a smoking wreck.

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 1 (1d6)

>>4358161
>>
Rolled 3 (1d6)

>>4358161
>>
Rolled 5 (1d6)

>>4358161
slow night?
>>
Rolled 9 (1d12)

>>4358177
>>4358304
>>4358324
Never fails to make me silently panic. Either way, you're over the threshold now. Just want to let you guys know that I have work tomorrow, so there may not be many updates that day.

The lock is simple, few security pins, and something that a novice could pick open. The security assumed someone would be watching the other side of the door, likely someone killed by marine's long before the growth spurt of the plantlike creature behind you. With the only watcher of this room being blind, and having no loud noises to draw it's attention to you, it's not difficult to pick, simply clicking every pin into position one by one. With Marietta watching your back, you're never occupied by constantly looking over your shoulder, or listening for distant sounds.

In only twenty seconds, the core twists freely, which you take care to perform slowly, before moving to turn the handle as well. You quietly push the door open, creeping footstep by footstep into the guard box. With every smack of the xenian tentacles body against the building, more dust shakes down from the ceiling. A small staircase, labeled "Maintenance shop," is directly opposite to the entry. To your left as you crawl in is a desk, with a powerless computer, and other sets of office equipment. Immediately Marietta starts to slip past you, looking over it all for anything salvageable, possibly more easy to carry than a twenty pound car battery that could still power a laser designator. Right next to that is a set of simple lockers for the security guards, surprisingly large for such a small space. You could probably hide in there if you wanted to. You consider getting them open, but feeling you've had your share of locks today, Marietta takes one of the lockers.
(cont.)
>>
>>4358456
(cont.)
>Distract the creature North. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature south. (Specify between using one of the two noisemaking toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Have Marietta move out of the way, and have a master locksmith like you handle it quicker. These locks are so low security, there's little risk of failure.
>Go drop off the equipment for the laser designator outside, then return to scout out more of the area.
>Go down the stairs, into the maintenance room. You're currently safe inside the security box, but won't be in the basement, however there will likely be salvageable things down there.
>Write in any clever ideas.
>>
>>4358457
>Go down the stairs, into the maintenance room. You're currently safe inside the security box, but won't be in the basement, however there will likely be salvageable things down there.
>>
>>4358456
>Go down the stairs, into the maintenance room. You're currently safe inside the security box, but won't be in the basement, however there will likely be salvageable things down there.
>>
The update might have to wait until tomorrow, I was writing and my boss just asked me to come in earlier than usual. Just want to keep you guys in the loop.
>>
>>4358457
>Go down the stairs, into the maintenance room. You're currently safe inside the security box, but won't be in the basement, however there will likely be salvageable things down there.
>>
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>>4358519
>>4358528
>>4360180
Deciding that Marietta is fine handling the lock on her own, you leave her to her own devices, feeling out the combination with a shim, or working out the many bypasses that these low security locks often have, you start heading down the stairs. As you do, you take care with every step you touch. With the earth around you upended, many of them are bent, and on unstable foundations. Each one has the potential to creak out loudly, and draw the beasts attention.

As you deliberately move down the stairs, you hear a distant, deep boom, and then feel the earth rumble. Unlike the sound you heard before, a low continuous rumbling, there's a strong base to this blast. The vibrations cause fragments of concrete all over the ground to shutter. Calling back on your training in warfare identification, you recognize this as the effect of tons of earth, steel, and now pulverized concrete. Somewhere distant, a bunker buster just annihilated a section of Black Mesa. The massive alien creature, agitated by this heavy sound from the south, releases another massive groan and causes the earth to shake even further as it traces after a non-existent intruder. It’s only a few seconds later when you hear the beast start to smack against concrete. Above, you can hear it pushing against the ambulance, while below, you can hear it tapping against another door.

Peaking your head out of the stairwell, you immediately see the base of the three stalks. One of the tentacle’s massive heads is currently reaching into the hole in a wall, with a sign labeled onto it, “TO INFIRMARY BREAKERS. AUTHORIZED PERSONNEL ONLY.” Judging by the fact that the infirmary still has power, you doubt that the creature’s head is smacking directly against the electronics, likely an extra hallway between maintenance and the rest of the building that heads south until you reach the actual breaker room. Considering Black Mesa once had a past life for storing nuclear weapons with a tiny relative staff , you wouldn’t doubt that the infirmary was much smaller, hence why the power breakers are kept in this small offshoot building, it was once the whole infirmary.

To the east is all the tools, and tool cabinets one might use to fix individual parts. Power tools mainly, alongside simpler screwdrivers. The corpses of a few zombified workers sit alongside the corpse of one massive zombified marine, all of whom were pummeled into the ground, damaging most of the powertools. You’d need to be lucky to find anything salvageable in the mess, but you can still make out old signs of life. A dart board hangs between two tool cabinets, with a chart to list off the infirmary maintenance crews high scores. There were three bodies of zombified workers, but four players in the most recent game of darts.
(cont.)
>>
Thanks for your patience.
>>4360228
(cont.)
Finally, to the west, appears to be the tools specifically for working with electronics. Jumper cables hung up on the walls, multiple sets of rubber gloves, heavy duty power supply units, and finally, one of Black Mesa’s advanced power stations, complete with a paper sign written over it saying, “LIMITED USE, SAVE FOR EMERGENCY JUMPSTARTS.”

>Distract the creature North. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature North. (Specify between using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Go back up the stairs, where Marietta is currently working away at that lock.
>Head west, check out how much power is currently left in the charging station. (Roll 3d25.)
> Head east, look through the bodies, and the tool cabinets, try to find something useful. (Roll 3d6+2, pass on a 13.)
>Head north, into the breaker rooms, and look for anything within there.(The creature is currently here, so you will need to distract it.)
>Write in any clever ideas.
>>
>>4360233
>Head west, check out how much power is currently left in the charging station. (Roll 3d25.)
Can we use our brain power to tame it? I'll name it Cuddles
>>
>>4360233
> Head east, look through the bodies, and the tool cabinets, try to find something useful. (Roll 3d6+2, pass on a 13.)
The charging station isn't a smart idea, those things make noise when you use them I'm pretty sure.
>>
>>4360504
We could cause a distraction with something even noisier.
>>
>>4360233
For clarification, is the triffid's actions on the upper level independent of its actions down here?
>>
>>4360585
No, it all moves in the same direction. If there's a loud noise upstairs, then it'll change its head downstairs too.
>>
>>4360594
According to the roll on the previous post, it should have moved its tentacles south, yet it's still up against the north door down here.
>>
>>4360595
Oh, that was just my mistake in writing the prompt. The breaker rooms are to the south, you're currently coming from the north. Sorry for the confusion.
>>
>>4360556
I think it still poses a risk.
Previously, we use a small amount of noise, albeit brief, to trigger a car alarm that lasted a longer amount of time. Using a charger would be more of an extended noise even if we set off a car alarm, and since this thing has multiple tentacles, it could investigate multiple noise sources if it wants to...
Not a risk worth taking, I'd rather bomb the critter first.
>>
>>4360233
Any jerrycans down or metal barrels down here? If we throw an empty one of them to the other side it'll make an absolutely thundering amount of noise as it bounces along, even more with a few stones in it.
>>4360599
If we bomb the triffid with enough dakka to turn it into woodchip, we may well end up destroying everything else around here too.
>>
>>4360605
And if we try to use the charger while the thing is alive, even with a distraction, we run the risk of potentially getting speared by a giant tentacle. Extended noise makes it way more likely to happen, I feel.
Better to just loot things that won't make noise, go back up, bomb the thing, and then check in later just in case the charger didn't get blown up. It's not a serious loss if it does go boom, though.
>>
>>4360608
Oh, I'm not saying we should do it now, we shouldn't. Just noting that it may not be there after the sky falls on this place. Oh, and we should probably take our leave before we call down an airstrike on our own location as well.
>>
>>4360605
There's probably a few of them down there, likely kept near the entrance where you are.
>>
Rolled 2 (1d2)

Just gonna tally the votes real quick.

>>4360374 For heading to the charging station.
>>4360504 For heading east, to look through the bodies.
>>4360556 For heading to the charging station.
>>4360612 For using Jerry cans as a distraction, against heading to the charging station.

I guess in that case, I'll go for a tiebreaker roll. Is it common practice to accept "no" votes as a -1 vote?

Also, please let me know if I might have misinterpreted anyone.

1 for west, 2 for east.
>>
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Rolled 2 (1d12)

>>4360374
>>4360504
>>4360556
>>4360585
>>4360595
>>4360599
>>4360605
>>4360608
>>4360612
>>4360695
Keeping close eyes on the creature as it bangs away at the breaker hallway, you carefully creep around the pit the massive hostile plant tore itself out of.

The reek of the invasive parasites handywork hits your nose, even under the balaclava. If it weren't for the trademark heavy sound of breathing from a gasmask, you would consider wearing it in this place. The smashed up bodies are leaking both human and alien blood, but what truly captures your eye is the body of the zombified marine. Built more like a linebacker than a solider, it's easy to tell this was not the body the marine had before being overtaken by the headcrab. Somehow, the zombie became stronger over time, big enough to pummel a full grown human. The tear in the chest has only gotten more decrepit, the chest growing more necrotic, but with broad, heavy shoulders, while the ribs sharpen into something that looks like teeth. You're glad the creature was dealt with before you got in here.

Before you start picking through the pockets of deceased soldiers, you take one last check over the group, making sure your earlier observation was correct. Three workers, one marine. The last game of darts, dated just yesterday, the day of the incident, had four players. You doubt that a man with orders to kill these workers would stop for a game. Setting that knowledge aside, you start carefully picking through the bloodied pockets, hoping for something of value beyond wallets, car keys, before then moving on to very deliberately checking the tool cabinets.

In the floor above, Marietta is still working on the lock, pulling on the shackle while she feels out the combination. Finally on the last number, she hears one final click, and the shackle swings free.

Four players roll a 2d6. The first is for your scavenging, the second is for Marietta. The top four of each is added into a 3d6+2, and pass on a 13, and 11 respectively.
>>
Rolled 4, 3 = 7 (2d6)

>>4360765
>>
Rolled 3, 6 = 9 (2d6)

>>4360765
>>
Rolled 3, 3 = 6 (2d6)

>>4360765
>>
Rolled 1, 1 = 2 (2d6)

>>4360765
Can we still use the charge station? We can just throw a flashbang down the alien pit to stun and distract it.
>>
Rolled 5 (1d12)

>>4360976
As long as the machine is still there, the option is still open. The amount of time you will need to distract it while using the charger depends on the amount of power left, which you're still not sure of.
>>4360782
>>4360804
>>4360973
The bodies of both the workers and soldiers were unfortunately both annihilated by the massive, claw like head of the xenian tentacle. This means that the equipment on them was ruined as well. The marines guns, clearly already having been gummed up with the mass of flesh that grew out of his corpse, was cracked apart like a toy. Any of the tools left on the workers, and even another gun likely taken from a security guard had the polymer blown apart on them. Most disappointing of the destruction is buried under the marine. Slowly pulling its heavy body upwards, you peak onto its back, seeing a detonator that immediately gives you the promise of plastic explosives, however, searching the body finds that the once combat engineer seemed to have used up all of his explosives before being overtaken by the parasite. The best you can gather from the mess of bodies is by removing nine millimeter rounds from their broken clips, getting enough to fill a clip, and making sure they're decently clean before placing them among your existing supply of ammunition. Moving on to the tool storage, the things still standing are the simplest of tools, hammers, boxes of nails, and screwdrivers. Feeling like you'd enjoy a little more range of use than the dinky screwdriver on your swiss army knife provides, you take one of the larger tools.

(You now have a total of 154 nine millimeter ammunition.)

Meanwhile, as she's about to open the locker to see what's inside, Marietta stops herself. The sounds of the creature smacking against things made it harder for hear to hear, and the constant distant gunfire and explosions don't help either. However, having listened in for a slight click in the low security combination lock, having unable to find a quicker bypass, she noticed another sound, a low but quiet breathing. At first, she looked to the right, expecting to see you coming back up, but the stairs were empty. It wasn't coming from behind her, so it couldn't be the alien, and she could distinctly hear her own, higher pitched breaths among it.

The locker's are probably big enough to squeeze someone inside. You have no idea who though.
(cont.)
>>
>>4361079
(cont.)
(Gabby.)
>Distract the creature North. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature North. (Specify between using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Go back up the stairs, where Marietta is. From this point, you can also use an empty gas can as an extra distraction.
>Head west, check out how much power is currently left in the charging station. (Roll 3d25.)
>Head south, into the breaker rooms, and look for anything within there.(The creature is currently here, so you will need to distract it.)
>Write in any clever ideas.

(Marietta.)
>Open the locker, prepare for a fight, but also know that the person inside might be friendly.
>Open the locker with your gun trained on it. It'll probably scare the person inside, but it'll keep you safe.
>Gabby's probably away from the stairs by now. Try talking to the person inside. It'll attract the creature north, unless another deliberate distraction is made.
>You're not playing this game, shoot through the locker door.
>Write in any clever ideas.
>>
>>4361081
>Go back up the stairs, where Marietta is. From this point, you can also use an empty gas can as an extra distraction.
>Open the locker with your gun trained on it. It'll probably scare the person inside, but it'll keep you safe.
No guarantee they're still a 'person'. You know?
>>
Sorry for the delay.
>>4361104
Wanting to meet back up with Marietta, you slip back past the broken and expended equipment, disgusted at the lingering smell of the dead zombies, but glad you got at least something out of the scavenging. You quietly creep through the room, confident that the massive creature isn’t being drawn about by any other sounds that may cause it to attack you.

However, your confidence in that fact is broken when you hear a shout from the room above. A floor above Marietta opens the locker on a worker The man, having just a moment ago been ready to deck whoever was trying to enter, immediately sees a gun already drawn. Abandoning the plan, he throws up his hands and says, “Unarmed! Unarmed!” and shows his rather callused hands. With no way of knowing another spy was downstairs, the man assumed the two of you were fine inside of the well crafted security room, and prioritized the current threat of not being shot.

Marietta quickly responds by shushing the man. He’s only barely able to hear it as the creature loudly groans at the sound. Down below you immediately start to sacrifice some of your silence for pace, trying to reach the stairs before the massive claw-like head is able to swing itself around, and begin smacking away at things. The creature is heavy, but it has massive amounts of power in its stalk like body, you may not be able to avoid it entirely unscathed, even if you are rather lithe.

(Gabby.)
(You currently have 59/100 health, and 19/50 armor power, and 19/50 cloak power)
>Get this thing off of you, throw a distraction. (Specify between using the fuel can, one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Save your distractions and risk getting hurt, try dodging it. (Roll 3d6+2, every point below a 14 is 7 damage, up to 35.)
>Don’t go upstairs for now, it’s not worth it. Go west instead.
>Don’t go upstairs for now, it’s not worth it, go south instead.
>Write in any clever ideas.
(Marietta.)
>Signal for the man to get on the ground, and quietly drown. He might not be fully unarmed.
>Try to signal to the man that there’s two of you, so maybe he’ll never do that again.
>Knock the guy out. Sure, he was scared of having a gun pointed at him, but you want him to never do that again.
>If this guy is shouting, then that might mean Gabby’s in trouble, go downstairs and try to help her out. That means leaving this guy alone. (Maximum damage tentacle can do is reduced to 21.)
>Write in any other clever ideas.
>>
>>4361436
>Don’t go upstairs for now, it’s not worth it, go south instead.
Shit.
>Signal for the man to get on the ground, and quiet down. He might not be fully unarmed.
>>
>>4361436
Gabby
Throw a noise toy

>>4361675
this too
>>
>>4361436
Reeeeeeeee
Do these things have babies? I hope we fan grab some eggs to grow.
>>
Rolled 10 (1d12)

>>4361675
>>4361736
>>4361880
You don't see any eggs, or adolescent creatures, but in the new game there small tiny tentacles on the wall.

Almost instantaneously, Marietta starts signalling for the man to shut up, just as the creature begins to smack its head on the bulletproof glass and drywall of the creature.

Meanwhile, the floor below, you abandon your path. It’s not worth risking getting injured by that massive interdimensional abomination. It’s far bigger and stronger than you, and running into its path won’t bring any good. Marietta can handle herself up there, but you do wonder who yelled.

Your fellow spy throws out a quick, downward signal with the hand not currently on her gun. Returning it to the grip, she tracks the man as he crouches down, then throws another gesture saying to go prone. Smart enough to know not to question the person with a gun to his head, the worker lies down on his stomach. Keeping her eyes on the side of the room the tentacles are currently bumping and smacking against, Marietta kneels down.

Fearful of any additional shouting or even possible gunshots to further attract the creature, you back off into the southern hallway, heading into the breaker room. Knowing how far the plant like beast can reach into this straight corridor, you continue all the way down, ensuring that the creature as you round the corner. The breakers, fuses, and wiring all seem to be only minorly affected by the chaos, Some of the boxes have buckled as the floor itself moved, but with the wiring mostly still in place, the power still flows. With your lack of electrical expertise, you wouldn’t want to mess with it. You don’t know if any of the wires have been stripped of their insulation somehow, ready to shock you. If you really wanted to mess with it, then it might be a good idea to bring Marietta down here, if she’s able to handle whatever is going on upstairs.

Patting the man down, Marietta feels boxy metal and polymer at the waist of the man’s jeans. Pulling up the guy’s shirt, she finds a Desert Eagle. The safety is left on, but the clip is full of all but one bullet sitting in the chamber, and the man was certainly not able to reach it in the tight confines of the locker. He’s a large guy, so it’s rather impressive he was able to fit himself in there in the first place. The man wouldn’t have been unable to shoot Marietta, but he was lying about being unarmed.
(cont.)
>>
>>4362338
(cont.)
Continuing to search the breaker room, you notice another panel, similar to a ventilation shaft, but without the grill. Reading the small text on the top edge of the face reveals, “MAINTENANCE ACCESS. AUTHORIZED PERSONNEL ONLY.” Engraved along with the text is a small map of the wiring tunnel, showing it leading to the infirmary generator, which in turn leads to the infirmary. If you brought Guttman and Enrico along with you, you could have the whole team move through here. Of course, that would rob you of the satisfaction of mulching this alien thing, and bringing a child through here would still be risky. On the flip side, it would mean there’s no unexplained bomb target that can be traced back to you.

From this distance away from the creature, you can probably get away with whispering.

>Distract the creature South. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature West. (Specify between using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Unscrew the maintenance hatch, and scout out the maintenance shaft as an alternative to flattening this creature.
>Head west, check out how much power is currently left in the charging station. (Roll 3d25.)
>Head north, recoup with Marietta. (The creature is currently in this direction.)
>Call Marietta on her radio, figure out what’s going on, and get a talk with whoever just screamed out.
>Write in any clever ideas.
>>
>>4361880
>>4362338
The new game being half life alyx, just to avoid confusion. There are little tiny xen tentacles in it scattered about as a reference to the first game.

In character, now that you think about it, you have seen a few of the little adolescent things growing amongst the xenian fungi.
>>
>>4362339
>Unscrew the maintenance hatch, and scout out the maintenance shaft as an alternative to flattening this creature.
>>
>>4362339
Throw down a distraction toy and get to charging you armor and invisibility. We're low on those and health.

>>4362352
GIVE ALIEN BEBES. If anything, if the small tentacle things are harmless enough, we could take those as samples to hand over to the exfiltration teams. I also at some point want to get one of those barnacles of a grappling gun.
>>
Rolled 2 (1d2)

>>4362359
>>4362412
Tiebreaker roll.
>>
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>>4362359
>>4362412
>>4362544
https://www.youtube.com/watch?v=GP58naXATTI
Leaving both the breakers and the maintenance hatch alone for now, you peer out the doorway you entered through, who's door first buckled off its hinges, then was beaten down by the massive creature outside. At the end of the narrow corridor, you can see the green tendrils feeling for intruders, possible predators, or perhaps food to trap at the bottom of the stairs, checking the entire northern face of the building. Making use of it's occupied attention, you snake down through the hallway, stopping again once your at the other doorway.

To your right, the westernmost face of the building, features Black Mesa's solution to charging high watt batteries in a limited timeframe, unfortunately with an absolute behemoth in the center of the room sensitive to all noise, you still don't know if its quick enough. While you're plugged in, the creature could easily lurch around and start banging away at the device, possibly reaching further than its usual tapping pattern to crack open the console and allow the ionized liquids inside to spill out.

Unable to even consider reading the small text of how much power is contained inside of the port from here, you start to slowly creep forward, step by step across the ruined maintenance room, getting slowly closer to the sensitive head of the creature. Once you're up against the electrical handling equipment, you creep along the wall until you reach the charging station.

Four players roll a 1d25. The top three rolls will be added into 3d25, which will be the amount of total power inside the device. If the roll takes longer than 45 minutes, feel free to roll a second time.

For every HEV battery's worth of power (15 units), there will need to be a distraction provided, or already being provided, to prevent the creature from tracking the sound of the charging station. You will also be able to choose to leave power in the station, even so far as to leave all of it.
>>
Rolled 15 (1d25)

>>4362596
>>
Rolled 15 (1d25)

>>4362596
not a dice you see often
>>
Rolled 14 (1d25)

>>4362596
>>
Rolled 10 (1d25)

>>4362596
>>4362596
>>
Rolled 1 (1d12)

>>4362599
>>4362603
>>4362816
>>4362872
Flicking through the small display, you find a number reading "44% OF MAXIMUM HEV POWER" written in bold orange text. It's a decent amount, but not enough to fill up all of your equipment. Of course, with the goliath of a hostile plant still in the room with you, it's not going to be totally safe to plug in. You've heard these things running in the anomolous materials labs. Its a heavy, industrial sound as absurd amounts of power is transferred over in a short timeframe. If you wanted to use this thing now, you'd need to use some of your distractions. Pressing your own body up against the box as you charge your suit would help absorb some of it, but not enough to silence it completely.

(You currently have 59/100 health, and 19/50 armor power, and 19/50 cloak power)

The most reliable option of course would be to focus on recharging your armor. It only runs out when it's hit, meaning that it tends to last longer than your cloak. On the other hand, that also means that your cloak needs it more, and being able to turn invisible is not only a wonderful feeling, but tactically advantageous in every way, especially when facing the kind of absolutely massive threats that won't be slowed much by your light variant PCV. Finally, you also have the option to recharge the portable battery currently in your bag. While it might seem less useful than putting power into your equipment now, you might come across something that needs to be jumpstarted, or powered up, later on, or perhaps you could simply make the decision of where to expend the power later, putting it into your armor or cloak based on necessity.
(cont.)
>>
>>4362977
(cont.)
>Distract the creature South. (Specify between shooting the alarmed car, using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction. This action overrides the above roll. )
>Distract the creature East. (Specify between shooting using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Distract the creature West. (Specify between using one of the two noise making toys you found earlier, one of your grenades, or the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.This action overrides the above roll. )
>Head south, and unscrew the maintenance hatch, and scout out the maintenance shaft as an alternative to flattening this creature.
>Head south, back into the room with call Marietta on her radio, figure out what’s going on, and get a talk with whoever just screamed out.
>Head north, recoup with Marietta. (The creature is currently in this direction.)
>Write in any clever ideas.
(If you would like to use the charging station, please specify how you would like to distribute the power. If you have a preference, please specify how you would like to distract the creature, otherwise, two toys will be used.)
>Cloak first, then armor.
>Cloak first, then battery.
>Armor first, then cloak.
>Armor first, then battery.
>Battery first, then cloak.
>Battery first, then armor.
>Write in any other distributions.
>>
>>4362980
>>Cloak first, then armor.
>Head south, and unscrew the maintenance hatch, and scout out the maintenance shaft as an alternative to flattening this creature.
>>
>>4362980
Isn't the car scrap metal already?

(note to self: stop fucking forgetting to turn off your name)
>>
>>4363125
Yeah, that’s my bad, it isn’t even meant to be on the same floor. Sorry for the confusion.
>>
>>4362980
>Call Marietta on her radio, figure out what’s going on, and get a talk with whoever just screamed out.
Keep voices down, of course. Using the charger should be the absolute last thing we do before bugging out in case we need the distractions for anything else. As much as I'd love to turn the triffid into mulch, I'm sure the jarheads will later. In fact, if Marietta fixes the targeter we can keep it for later as "one (1) free* airstrike token".

*No monetary value. Target must be on the surface. The USMC takes no responsibility for any injury, death or broken windows that may result from use of this device. Recharges sold separately.
>>
Rolled 1 (1d2)

>>4363049(1)
>>4363405(2)

Tiebreaker.
>>
>>4364085
I'm just confused so i'm staying out
>>
>>4364156
Sorry about that, can I ask what you're specifically confused about, so I can try clearing things up?
>>
>>4363049
>>4363405
>>4364085
You quickly and quietly get yourself set up right next to the charging station. First, you quietly unzip your bag, and pull out your cover, two small noise-making toys. Keeping them on hand, you map out where you want to throw them. Deciding on the opposite side of the room, where a pile of corpses you just looted still sits, you grab the two seperate ports for the suit, the first for your cloaking device, and the second for your armor.

You keep close wath over the creature as you get ready to start charging your suit. Tossing the toy in your hand for a second to feel the weight before throwing it, you move your thumb over the button. As you click it in, you immediately fling it across the room. The small plastic plane blares out the sound of computerized gunfire, bombings, and the revving of a jet engines as it flings like a stone across the room. Before it even hits the ground on the other side, you’ve turned around, placing the first charging wire into the wall mounted station, and then leaning up against it.

Knowing just how much power it takes to turn invisible, and to soak up bullets like your suit is able to, you would be impressed by the rapid speed of Black Mesa’s energy transferring system, but as the massive creature swings its head around to attack your distraction, your eyes swapping between the power meter on your wrist, and the noisemaker, you can’t imagine it going any slower. Thankfully however, your cloak battery fills up before the toy is crushed underneath the heavy claw of the xenian tentacle. While the creature scouts out the location further, you prepare to swap over the port, and drain the rest of the power into your armor’s battery. Repeating the process slightly more comfortably, you fling another noise making toy just before you swap the cables, once again leaning against the panel to act as a human suppressor. You can almost feel the whirring industrial sound, like some sort of future vacuum, emanating loudly from the device. This time, while the toy is halfway through its audio loop, the panel simply stops with a small warning sound telling you its empty. Wanting to take advantage of the continued survival of the toy at the other side of the room, you unplug your suit and start moving back to the southernmost room.

(You currently have 59/100 health, and 32/50 armor power, and 50/50 cloak power)

Able to move quicker as the creature is occupied by the sound of a doll loudly singing with an uncanny computerized voice that certainly doesn’t help your incessant head-pain, you’re already down the corridor when the alien beast finally smashes the toy apart. It’s mass makes its claws particularly unwieldy against the small target the toy provides.
(cont.)
>>
There won't be many updates today, work later.
>>4364170
(cont.)
Back within the relative safety of the breaker room, you slow down. There’s still the maintenance hatch, and having successfully recharged your cloak at the cost of your cheaper distractions, you feel a little more safe heading down a dark, tight passage. You take out the screwdriver you took earlier, remove the four bolts holding the panel in place, and take a quick look down the dark passage before climbing up inside.
Crawling along sets of tied together wires, you move with the careful intention of not banging against the confines of the vent, crawling prone until you reach the other end, another solid panel. In total darkness, you have to feel for the nuts holding it in place, and slowly removing them. Unsure of what kind of creature is waiting on the other side, you’re careful to ensure the panel doesn’t drop to the floor, instead gathering an awkward grip from the wrong end.

Slowly lowering the panel, allowing the dim emergency light of the generator room to filter in to the maintenance shaft, you start scouting out the path. Front and center in the room is the infirmary’s generator, independent from the hydroelectric dam Black Mesa usually runs off to ensure no patients are cut off suddenly from life support, you can still hear a low whir emanating from it. The walls are once again covered in the rank xenian fungal material, some of which you recognize as smaller versions of the tentacles in the last room, likely with less water, and less nutrients. More tactically important is the two alien grunts sitting at the other end of the room, standing stock still like soldiers at a ceremony. Having not noticed you yet, you have the option to pull back, or engage them. Away from the xenian tentacle at the moment, you know you can afford to make a bit of noise here once again.

>Move in, sneak in closer to the grunts, and get to clearing them out. (Roll 3d6+2, every point over an 11 adds a +1 to the first shot. If you have a weapon preference, please specify.)
>Pull back and call Marietta so you can recoup with her, get a talk with the person upstairs, and discuss a plan.
>You don’t want to fight these things on your own. Pull back, and consider heading somewhere else.
>Write in any ideas.
>>
>>4364172
>Pull back and call Marietta so you can recoup with her, get a talk with the person upstairs, and discuss a plan.
Recon complete.
>>
>>4364172
>Pull back and call Marietta so you can recoup with her, get a talk with the person upstairs, and discuss a plan.
No reason to take them on on our own
>>
>>4364172
>Pull back and call Marietta so you can recoup with her, get a talk with the person upstairs, and discuss a plan.
>>
>>4364172
>Pull back and call Marietta so you can recoup with her, get a talk with the person upstairs, and discuss a plan.
>>
>>4364199
>>4364202
>>4364222
>>4364657
Sorry for the delay.
Not interested in soloing a pair of two evolutionary anomalies, you leave the panel removed, but slowly shuffle back through the maintenance shaft. You’re agile, but no contortionist, you have to awkwardly move backwards through the tight tunnel as you crawl slowly, relying on only sounds to ensure no roaming headcrab starts biting at your feet. When you clamber backwards out of the maintenance shaft, you’re relieved to find a still empty breaker room, the sound of the creature banging against metal and concrete by the tool cabinets reassuring you that it’s not interested in your direction.

Decently far from the creature, you pull your radio out, confident that Marietta is safe in the security room, and that it won’t hear you in the distant breaker room. Quickly resetting the encryption, and finding the right frequency, you toggle the small device on, allowing it to silently signal itself to her before she picks it up. It waits for a moment longer, likely as she ensures both the civilian subject is secure, and the creature can’t attack. When she picks up her voice is low enough that the creature doesn’t even groan before it moves. It simply starts to slowly maneuver its head around, still tapping at the space inbetween as it turns north.

“Gabby, are you alright? This guy didn’t get you caught by the creature did he?” She asks.

“No.” You whisper back, inciting a very quiet breath of relief. “I was about to head up to investigate the noise, but there was a close call, and I decided to let you handle it.”

“Got it.” She responds, returning to a more professional tone. “The subject was a civilian, armed, but unable to access his weapon. He was hiding, and I uncovered him with a weapon out, and he shouted. He’s subdued, and unarmed at the moment.”

“Was he a marine?” You ask, assuming that out of the “armed” status.

“No. Just a worker, but he likely pulled the weapon off of a soldier.” She explains. You think back to the hideously mutated soldier you saw. You had assumed it had just been lost, but it makes sense that the worker would take the former marine’s weapon.

>Tell Marietta to give the worker the radio, and start asking him about his identity.
>Tell Marietta to give the man his gun back, and start making their way over to the breaker room. You need help clearing out hostels.
>Tell Marietta to bring the man back to where Guttman and Enrico are waiting. It’ll be harder to move around quietly with a civilian in tow.
>Tell Marietta to wait there, while you come over to meet them, you want to talk to this guy in person. (Since the creature is currently turning north, you will need to provide a distraction.)
>Write in a response or question.
>>
>>4365776
>Tell Marietta to give the worker the radio, and start asking him about his identity.

Now is not the time for gun shots

then
>Tell Marietta to bring the man back to where Guttman and Enrico are waiting. It’ll be harder to move around quietly with a civilian in tow.
after the fact I guess.
>>
>>4365806
I can second this.
>>
>>4365776
>Write in a response or question.
Tell her about the grunts. We can probably take them out stealthily if we dial akibo out supressons on them one target at a time.

>Tell Marietta to bring the man back to where Guttman and Enrico are waiting. It’ll be harder to move around quietly with a civilian in tow.
For now. It wouldnt be good for the alien to wander into them while waiting for us to handle the grunts.
>>
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>>4365806
>>4365896
>>4365994
“Good work. You’re gonna have to send him back to the outside though.” You explain quietly. “I managed to sneak around, find another route out. The only issue is that there’s two alien grunts in the way.”

“And that we’re going to have to bring a child past a creature the size of a house.” Marietta says. “Are you sure you don’t want to just flatten it.”

“It might be more useful to have a free air strike for later.” You respond. “We can sneak past this one, we might not be able to make it past the next.”

Marietta sighs, not exactly on board with the idea of moving a scared child through a massive building, but also seeing your point. “Affirmative.” Is all she responds with.

“Before you escort the worker out, do you think I could get a talk with him?” You ask.

“You got it.” She responds, before you hear the sound of the receiver bumping against hands as it's passed. The line stays silent for a moment, waiting for you to open.

“Hello, can you tell me your name?” You start.

“Mark. Erm… Shaffner.” He starts. “Look man, er… Ma’am, I’m just an electrician, I don’t know anything about aliens, I just work here.”

“Don’t worry.” You respond with a soothing, but quiet tone. As you say that, you hear the tapping on the glass get louder, and then the sound of Marietta saying “shush.”

“I’m not working with the marines.” You continue. “I’m not killing civilians, and I’m not participating in the current cover-up.” As you talk, another thought pops into your head, how much you hope that that order doesn’t change. You know all too well that the CIA is just as willing to abandon those preconceptions as the marines. “You just need to stay calm, and we’ll try and get you safe. You got that gun from a marine, right?”
(cont.)
>>
>>4366117
“Yeah… uh.. the big bloated one. The zombie downstairs. I pulled it off him before the whole world started shakin’. Fuck, I’ve been in that damn locker for hours.”

“And what happened after the building shook? Is that when the tentacles started coming out of the ground?” You ask.

“Is that supposed to sound like you’re asking me about a movie?” He quips. “Jesus this is insane but yeah. It got the uh… other things down there too right?”

“Yeah. You don’t have to worry about the zombies anymore.” You respond.

“Good.” He says distantly. “You said you’re not working with the marines right. Are you apart of Black Mesa? Who do you guys work for?”

Looking out the corridor, into the room, the creature is currently pointing north. It might be a good idea to provide a distraction for Marietta if you don’t want her to waste a grenade.

>Before Marietta takes back the waiting point, reveal to him that you work for the CIA.
>Keep it decently vague, do let him know that you work for the government, but nothing specific.
>Just tell him you’re one of the administrator’s “contacts.”
>Tell him you do work for Black Mesa security, and that you stole these suits. You happen to be a very well paid security guard.
>Just tell him you’re not going to answer that, and leave it as it is. Allow Marietta to get him to temporary safety.
>Write in a response.
(Optionally, choose what to do after Marietta hangs up.)
>Use one of your own distractions to get the creature out of the northward path, and no longer banging on the security room door. (Specify between one of your own grenades, and the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.)
>You should meet her halfway up there, back up north.
>You should also return to the entrance point, just so you can recoup the whole team, possibly talk with Guttman or enrico.
>Clamber back into the maintenance shaft, and take another look into the generator room.
>Write in any ideas.
>>
>>4366119
>Just tell him you’re one of the administrator’s “contacts.”
>Leave your radio where the tentacles can't get to it, with the volume maxed out. Then, go return to the entrance point. Make sure that Marietta knows this, and have her give you a few moments to relocate before she uses your radio as a distraction tool.

So she can save a grenade, essentially.
And so we can draw the critter's attention in that direction when we come back with the full group. A way to get to the locker room, which I believe was safe, without issue.
Sound good?
>>
>>4366119
>Tell him you do work for Black Mesa security, and that you stole these suits. You happen to be a very well paid security guard.

>Use one of your own distractions to get the creature out of the northward path, and no longer banging on the security room door. (Specify between one of your own grenades, and the remote control car, which will require a 3d6 roll, over a 14 you can reuse that distraction.)
The toy car.

>>4366135
You mean the radio we need to contact our handler and various other contacts? That's a terrible idea.
>>
>>4366146
We'll be gone five minutes at best, and Marietta would still have her own. And we could easily slip it onto a non-compromising channel for the purposes of using it as a distraction tool.
It'll be real quick and easy to collect it afterwards.
>>
>>4366150
It's going to be hard to use a radio after it's been crushed to a pancake. This is a waste of our radio when we have other, much more replaceable distractions we can still use.
>>
>>4366165
Did you even read the part where I said to place it where the tentacles can't reach?
For example, where we're currently standing. The noise just needs to be loud enough to drift into the other room, which a radio can easily accomplish.
>>
>>4366233
Uh, no I didn't. Point conceded regarding my skimreading, but are we sure there is anywhere in here the tentacles either can't reach or smash their way to?
>>
>>4366251
100% sure? Probably not. But gabbi could probably find a spot pretty easily based on what doesn't have huge holes gouged into it, or what materials have held up against it so far.

With a war raging around outside, it's probably been attacking pretty much every direction at random, reaching as far as it can.
>>
>>4366263
Do keep in mind that you'd still have to get it back from under the tapping of the creature.
>>
>>4366150
Wasting the radio is shit when theres a chance to recover the RC, where as using the radio means we cant use it again since we'd be leaving it behind.
>>
>>4366146
>>4366150
>>4366165
>>4366233
>>4366251
>>4366263
>>4366299
“I’m a part of the security team.” You start, in response to his sensitive question. You hope to give him half truths, just enough information to keep him satisfied while keeping it all believable. “I know we don’t exactly look the part with the goggles and black gear, but trust me, I even have my ID.”

“So then where did you get the suits from?” He retorts.

“Dr. Breen has friends in high places, I’m working for them. I was in standard attire until all of this broke out, and I had to give up my old cover. I happen to be a very well paid security guard.”

“Shit.” Is all Shaffner responds with. “I don’t really trust that guy, but you guys aren’t shooting me.” He takes a deep breathe, with a very small tinge of nerves, and then adds, “And you probably could.”

“Don’t worry.” You say once again, trying to keep him reassured. “We’re gonna take you back to the infirmary once we can get past this thing. First we’re gonna try and get you to meet up with another staff member, he’s a neurologist, but he’ll be wearing armor he took off the soldiers, so don’t be alarmed. You can hand the radio back to my compatriot.”

“Alright.” He says, more out of compliance than any respect for your wishes.

“Are we good to go Gabby?” Marietta asks, and you can hear the light sound of her fiddling with something on her belt.

“Give it a second.” You respond. “I’m gonna buy you guys a cheaper distraction than a grenade.”

“Understood.” She responds, before disabling her receiver. Not wanting to lead the creature in the wrong direction, you do the same for yours before reaching into your bag and feeling for a remote control car, and its controller designed for smaller hands than yours. You click both power switches on and then, with the toy still in your hand, creep to the end of the hall where you place it down on the ground. After you partially retreat into the hallway, finding a compromise being distance from the creature and line of sight, you depress the tiny trigger that acts as the pedal, keeping your other hand on the tiny wheel. The car immediately starts to release a high pitched, electronic sound as it speeds off. In response, the beast groans, and starts to swing its heads towards it.

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 6 (1d6)

>>4366597
>>
Rolled 3 (1d6)

>>4366597
>>
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Rolled 5 (1d6)

>>4366299
>tfw people STILL don't understand the actual idea and are having misconceptions about it
Oh well, that vote's over with by now. I don't know why it's that difficult for everyone else to conceptualize it.
>>
>>4366604
>>4366607
>>4366627
The car immediately zips away from its starting point, the plastic suspension springs allowing it to smoothly carry over the debris covered, uneven concrete floor. The light frame of the cheaply made toy lets it turn easily, and its small size makes it difficult for it to track. You quickly race it over to the tool cabinets, then give the pair above the time they need to maneuver past the massive blind monster that has inhabited the garage.

In the floor above, Marietta keeps the man’s Desert Eagle in her hand, not yet trusting him enough to hand it back. The two of them watch as the creature suddenly retracts from its investigation, releasing a loud, bassy groan they can feel in their chest as it swings around, frantically tapping elsewhere. With a signal of her hand, Marietta begins to move forward, crouch walking past the now destroyed car.

Below, you loop the vehicle around, watching as its unwieldy claws struggle to hit a small, but fragile target. With luck, and a bit of good driving on your part, your able to keep the creature occupied until you feel a signal from your radio.

Waving the electrician under the buckled garage gate, Marietta allows him to pass through first, before snaking below the garage door herself. Telling you she no longer needs a distraction, she clicks her radio a few times. Recognizing this, you drop your finger off the trigger, and allow the vehicle to coast down under one of the tool cabinets. With the last heard sound being east, the evolutionary abomination is out of the way. Still having the controller, you can still divert the creature in another direction, or try to recover the car, but of course that would draw it in your direction.

Leaving the vehicle under the cabinets, you pull out your radio, heading further south back into the safety of the breaker room. Flicking the receiver on once again, and whispering into the microphone, you ask Marietta, “Are you clear?”


“Yes.” She responds with a slight heave of relief. “We’re outside with Guttman and Enrico again. Are you sure you want to go back through the maintenance hatch? I don’t know if Guttman is on board with bringing the kid past that creature.”
(cont.)
>>
>>4366723
(cont.)
>On second thought, you’re gonna come up there, set up the designator, and flatten the thing.
>Have Marietta hand the radio over to Guttman, so you can explain the plan and ask what he thinks of sneaking enrico through.
>Tell Marietta to come down now, so you can get to clearing out the grunts.
>Tell Marietta to sneak the crew past the tentacle, and into the security room. (Roll 3d6, without a distraction, a 15 is needed to escape unscathed. With a distraction, a 10 is needed.)
>Write in any ideas.
(Distraction options.)
>Recover the car. (Will bring the creature south.)
>Use the car to further distract the creature. (Roll 3d6, the car breaks below a 14. If you have a preference, specify north south east or west.)
>Use a grenade to distract the creature. If you have a preference, specify north, south, east or west, or if you want to use a grenade other than flashbangs.
>Write in any clever ideas.
>>
>>4366725
>Tell Marietta to come down now, so you can get to clearing out the grunts.
Clear the exit before needing to use it. Also, are those two really that noisy?
I'm not happy with bringing the kiddo past the triffid either, but if we keep our heads down and play our cards right the threat it poses is significantly less than it appears. There will be plenty of creatures out there we'd need heavy ordnance to take down, and we'd sorely wish we'd kept our trump card when we meet them.
>>
>>4366750
“I’m not really happy to be bringing him past the tentacles either.” You explain. “However, the creature’s big and intimidating, but it’s weakness plays to our strengths. If we play our cards right, it’s not as much of a threat as it looks.”

“The issue is when a kid doesn’t know that.” Marietta begins to explain. “He’s eight years old, already nervous, and scared for his life. He could freeze up, or scream in there.”

“I understand.” You say. “But we can prevent that. If we can hold onto an airstrike though, we might be able to fix the things we can’t sneak past. The next giant monster might not be blind, so we’re better off turning that one into paste instead. There probably won’t be a convenient strategic bomber or tank the next time we come in contact with one of those gargantuan blue creatures. That’s when we’ll need our trump cards.” For whatever reason, your pulsating headache doesn’t seem to like that sentence.

“You make a fair point.” Marietta says, not wanting to argue any further. “Just keep the kid safe, if mostly to keep Guttman from killing you. He’s currently teaching the kid how iron-sights work on that toy you gave him.”

You smile, and then explain. “Leave your radio with Guttman, so we can call them down when we need. Until then, sneak down here while the creature is still distracted, I want to clear out our path before we need to use it. Head through the basement, then south until you enter the breaker room.”

“Affirmative.” You hear Marietta say “You said you were in a breaker room. Are the breakers still functional?”

“I wouldn’t know.” You respond. “I haven’t touched them.”
(cont.)
>>
>>4366884
(cont.)
“I might take a look at them then, messing with them might let us make some extra noise.” Marietta explains, before the receiver flicks off. You peer out down the breaker room corridor for a few minutes, waiting with nerves buzzing as you wait for a black silhouette with red eyes to pop around the corner. You can barely make out as she does, but you watch Marietta creep down the stairs, signal your position to her, and keep a close eye on her as she swings around the creature, its heavy body constantly tapping against both the concrete, and the steel tool cabinets.

As she slips down the corridor, she briefly pulls her mask off to point at the currently damaged breakers, then mouths “Alarm,” before pretending to tap together two imaginary wires. There’s an alarm upstairs, and she wonders if she can trigger it for a distraction.

>Head down the maintenance shaft, get ready to attack the two grunts. (Roll 3d6+2 for both yourself and Marietta. Every point over an 11 gets a +1 to the first attack.)
>Have Marietta look at the breaker room, and see if she can get it to a point where she can trigger the alarm when she needs. (Roll 3d6+3, below a 12, Marietta takes 8 damage, above a 13, an extra distraction will be available while in the breaker room.)
>Write in any clever ideas.
(Distraction options.)
>Recover the car. (Will bring the creature south.)
>Use the car to further distract the creature. (Roll 3d6, the car breaks below a 14. If you have a preference, specify north south east or west.)
>Use a grenade to distract the creature. If you have a preference, specify north, south, east or west, or if you want to use a grenade other than flashbangs.
>Write in any clever ideas.
>>
There's a chance I might take a break tomorrow, but that's my last update of the day. Goodnight guys.
>>
>>4366886
>Have Marietta look at the breaker room, and see if she can get it to a point where she can trigger the alarm when she needs. (Roll 3d6+3, below a 12, Marietta takes 8 damage, above a 13, an extra distraction will be available while in the breaker room.)
After we deal with the grunts and people get to sneak through, we could probably try to recover the toy car.
>>
>>4366886
>Have Marietta look at the breaker room, and see if she can get it to a point where she can trigger the alarm when she needs. (Roll 3d6+3, below a 12, Marietta takes 8 damage, above a 13, an extra distraction will be available while in the breaker room.)
>>
I think I am gonna have to take that break today, I've got some family issues I have to attend to. Updates will hopefully return to normal tomorrow. In the meantime, I'd always love to hear any feedback you have. Please don't be afraid to let me know if you have any problems, I always want to see where things can be improved.
>>
>>4367805
be seeing you tomorrow then mate.
>>
>>4366968
>>4367023
>>4368301
Thanks for being patient guys.

You quickly give her a silent go ahead to go ahead and start working on the breakers. Responding with a thumbs up, she moves over, pulling over the panels, and then tracing out the separate wires and finding the distinctions in their labels.

As she works, she pulls out a few tools she’s saved from her work in the robotics lab. Cutting open the wires, and then stripping them carefully, she starts to work on a bypass to the power lines to allow her to send a heavy jolt of electricity from the heavy emergency generator into the alarm system, making it blair loudly before having its systems blown out by uncontrolled electricity. Taking great care to not accidentally send that power into her own arms, she works on the system to get it running. With a more dedicated electrician, this might be easier and quicker.

Four players roll a 1d6. The top three rolls will be added into a 3d6+3. If rolling takes longer than 45 minutes, feel free to roll time.

Also, for the sake of time saving, feel free to choose your next action now.

>Head down the maintenance shaft, get ready to attack the two grunts. (Roll 3d6+2 for both yourself and Marietta. Every point over an 11 gets a +1 to the first attack.)
>Call the crew above, and tell them to make their move to the security room. (Roll 3d6, without a distraction, a 15 is needed to escape unscathed. With a distraction, a 10 is needed.)
(Distraction options.)
>Recover the car. (Will bring the creature south.)
>Use the car to further distract the creature. (Roll 3d6, the car breaks below a 14. If you have a preference, specify north south east or west.)
>Use a grenade to distract the creature. If you have a preference, specify north, south, east or west, or if you want to use a grenade other than flashbangs.
>Write in any clever ideas.
>>
Rolled 4 (1d6)

>>4369734
>Head down the maintenance shaft, get ready to attack the two grunts. (Roll 3d6+2 for both yourself and Marietta. Every point over an 11 gets a +1 to the first attack.)
I don't suppose we can turn the shutter on as well?
>>
>>4369751
You'd need the electrician, Shaffner, on hand, since the mechanism controlling it is a bit more complex. Marietta is mostly just a mechanic.
>>
Rolled 3 (1d6)

>>4369734
>Head down the maintenance shaft, get ready to attack the two grunts. (Roll 3d6+2 for both yourself and Marietta. Every point over an 11 gets a +1 to the first attack.)
>>
Rolled 3 (1d6)

>>4369734
>Head down the maintenance shaft, get ready to attack the two grunts. (Roll 3d6+2 for both yourself and Marietta. Every point over an 11 gets a +1 to the first attack.)
>>
Rolled 3 (1d6)

>>4369766
>>
>>4369780
>>4369873
>>4369934
This is pain
>>
>>4369751
>>4369780
>>4369873
>>4369934
>>4369937
Nimbly avoiding getting a shock herself, Marietta cuts at away branches of the main wires, through which a heavy amount of electricity flows uncontrolled into systems that regulate, switch, and stem the power as needed. Surpassing the emergency fuses, Marietta strips the two wires with careful fingers, trying her best to ensure she doesn’t become a part of the live system. Having chosen a smaller section of the wiring, it wouldn’t be the worst thing that could happen to her out in Black Mesa, but it would certainly hurt like hell.

Unable to test it without spending the distraction, Marietta simply has to trust that the wiring is good enough to be tapped together, at which point it will become live. However, she does test the power source itself, testing to make sure it activates by pulling around the charging port of her suit. While the power is far too slow to recharge the suit in any reasonable time, there is a notable charging indicator that, despite being correctly connected up to the power source, fails to activate. The line she chose for its safety is totally dead. Marietta turns back to you, and shrugs.

Having seen the lights work in the other rooms, you’d know that the larger power lines still work. However, with Marietta’s partial electrical expertise, it’d be foolish to play with that kind of power on a live wire. You’d need an electrician to further mess with the breakers., which you do have waiting a floor above, and happens to be rather quiet given that he was only barely noticed by Marietta.

With a wave of your hand to signal Marietta to follow, you start to clamber back into the maintenance shaft. You don’t hear Marietta follow, but trust that she’s behind you as you slowly and deliberately move through the tight metal chamber. Wires, thankfully still insulated in spite of the destruction brought about by the massive creature, surround you on either side running from the generator and into the breaker room.

Reaching the other side, you climb out first, taking point and cover as you duck behind the large, whirring generator. Marietta soon follows suit, and you see her goggles first, then her black silhouette second as she crouches beside you. Signalling to line up your shots, you both start to get in the best position possible, while keeping track of the targets.
(cont.)
>>
>>4369978
(cont.)
Four players roll a 2d6, the first is for you, and the second is for Marietta. The top three rolls of each will be added into two 3d6+2s. If rolling takes longer than 45 minutes, feel free to roll twice.

Also, if you have a weapon preference other than the silenced pistols, please specify:
(Gabby.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>MK23 USP. (Stopping power lower than the revolver, but also makes no noise. Built in aiming assistance provides a bonus.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
(Marietta.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have four grenades for.)
>USP. (Stopping power lower than the revolver, but also makes no noise.)
>>
Rolled 2, 5 = 7 (2d6)

>>4369981
>Revolver. (High wound threshold, low kill threshold.)
>Revolver. (High wound threshold, low kill threshold.)
bazinga
>>
>>4369981
How much ammo do we have for the shotguns?
>>
Rolled 2, 6 = 8 (2d6)

>>4369981
>>4369984
This
>>
>>4369986
Marietta has a full tube, with 6 in reserve, and you have I believe a full tube and eight shells.
>>
Rolled 5, 4 = 9 (2d6)

>>4369999
>>
>>4369984
>>4369986
>>4369995
>>4370029
If anyone wants to throw in one last roll, I'll get to writing.
>>
Rolled 6, 1 = 7 (2d6)

>>4370123
>>
>>4369984
>>4369986
>>4369995
>>4370029
>>4370139
You quietly acquire a bead on the creature, slipping behind a few wooden supply crates with military tarps placed over them. Peering about from this position, you don’t see any corpses that may have left these here.

Moving in synchronous with you, you watch as Marietta takes a slightly riskier position, watching for one of the two massive creatures heads to twist slightly, before she moves over to a control panel in the center of the room, where she lines up her own sights.

The both of you create an image of that first shot in your heads, line up your two possible targets before taking any shots, simultaneously considering grenades. Wanting the extra stopping power, you pull out your hefty Colt Python, then glance over to Marietta with it visibly in your hand, to tell her to do the same. The powerful magnum won’t be slowed down by their massive size, or natural carapace.

(Gabby)
(You currently have 59/100 health, and 32/50 armor power, and 50/50 cloak power)

>Throw a grenade at the grunts.(Specify between Frags(3), damage or wounds, concussion(3), stuns or incapacitates, flashbang(5), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Fire at the first or second grunt. (Roll 3d6+6, every point above a 10 reduces the threshold. Threshold reduction is doubled above a 13, and the grunt will be given a -2 to any melee attacks.. The creature dies on a 16. -1/6+11 ammo. Specify if you have a preferential target.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn. Can be done alongside any action.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)
>Use a medkit on yourself. (-½ medkits, +15 health.)

(Changing weapons can be done alongside any action that does not require two hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>MK23 USP. (Stopping power lower than the revolver, but also makes no noise. Built in aiming assistance provides a bonus.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
(cont.)
>>
>>4370195
(cont.)
(Marietta.)
>Throw a grenade at the marines .(Specify between Frags(4), damage or wounds, concussion(4), stuns or incapacitates, flashbang(6), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Fire at the first or second grunt. (Roll 3d6+6, every point above a 10 reduces the threshold. Threshold reduction is doubled above a 13, and the grunt will be given a -2 to any melee attacks.. The creature dies on a 16. -1/6+6 ammo. Specify if you have a preferential target.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn. Can be done alongside any action.)
>Pop smoke. (-1/6 smoke grenades. +3 to defense, +3 to stealth.)
>Use a medkit on yourself. (-½ medkits, +15 health.)


>Cloak(+4 defense +2 stealth, -3 Cloak power per turn.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)
>Use a medkit on yourself. (-½ medkits, +15 health.)
(Changing weapons can be done alongside any action that does not require two hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have four grenades for.)
>USP. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4370195
We fire on first grunt, mari fires on second.
Ez pz
>>
>>4370195
Gabby
Magnum to the first

Marrietta
Magnum to the second

Pop invisibility and line your shots if that helps.
>>
>>4370222
>>4370264
With the bulbous, but rather low profile heads of the alien creatures alligned within the iron sights of both of your guns, you pull back the hammer, and can just barely hear Marietta do the same over the sound of the generator whirring. With a powerful .357 round waiting in the cylinder below, you depress the trigger. The short, crisp trigger pull of the revolver the revolver is met with a deafening bang as it releases a high energy round into its unaware target. A few milliseconds later, your fellow spy releases her shot as well.

Four players roll a 2d6. The first is for yourself, and the second is for Marietta. The top three rolls will be added into a 3d6+6 and a 3d6+8 respectively. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 1, 1 = 2 (2d6)

>>4370312
>>
Rolled 6 (1d6)

>>4370312
good start there
>>
Rolled 5 (1d6)

>>4370339
and forgot Marietta's roll
>>
Rolled 5, 4 = 9 (2d6)

>>4370312
>>
Rolled 1, 6 = 7 (2d6)

>>4370312
>>
I wonder if I should up the thresholds on grunts, they do eat shit in the games.
>>4370319
>>4370339
>>4370343
>>4370379
Instantly the barrel of your gun jumps up, the sound booming through the air. Despite the grunts massive size and sheer resilience, two carefully placed magnum rounds are able to tear through the small space between their more helmet like carapace, and the material covering their backs. The bullets, traveling at magnum velocity, tear through their thick bulbous necks. First, the initial grunt's neck explodes explodes open, splattering out yellow innards across the exit door it guards. The other creature, not expecting anything to come from the rear quickly turns around. It's strange, square maw releases an inhuman war cry before its suddenly met with a round going right into the head. It's own armor acting against it, the carapace surrounding the creatures skull prevents the magnum round from overpenetrating, lodging into the creatures large brain stem.

More distantly this time, you hear the creature groan out loudly once again. The heavy blasts of the revolvers managed to reverberate down the maintenance shaft, and pulled the creature south. You can hear it now, tapping away at the breaker room.

Within the generator room isn't much of note, a large generator that supplies both the emergency power and the full infirmary power for the surrounding area. A door takes you down another one of the facility's many maze like maintenance hallways that you could likely track back into the infirmary when you have the entire party down here. The two grunts have at some point beaten a mindless zombie into a pulp. Looking from here you can see that anything that would be salvageable is already gone.

As you consider your options however, you feel the radio vibrating. Taking a quick check of the signal, you see the contact frequency the medic you employed as a mole earlier. It might be a good idea to wait, but you are curious as to what exactly they have to say.
(cont.)
>>
>>4370473
(cont.)
>Call up the crew above, tell them to move up to the security room. (Roll 3d6, without a distraction, a 15 is needed to escape unscathed. With a distraction, a 10 is needed. Due to the creatures current position, you will need to provide a distraction. )
>Just call the electrician you met earlier forward. Have him take a look at the breakers before moving the whole party forward. (Due to the creatures current position, you will need to provide a distraction. )
>You're especially curious about whatever the medic has to say, and you never know if its , pick up the call now.
>Write in any clever ideas.
(Distraction options.)
>Head back into the breaker room, and recover the car. (Will bring the creature south.)
>Head back into the breaker room, and use the car to further distract the creature. (Roll 3d6, the car breaks below a 14. If you have a preference, specify north south east or west.)
>Use a grenade to distract the creature. If you have a preference, specify north, south, east or west, or if you want to use a grenade other than flashbangs.
>Write in any clever ideas.
>>
>>4370474
>You're especially curious about whatever the medic has to say, and you never know if its , pick up the call now.
We're in no hurry
>>
>>4370474
Were there any med stations around that we missed?

Gabby
>You're especially curious about whatever the medic has to say, and you never know if its , pick up the call now.

Marietta
Get the RC controller from Gabby, call the crew down, as for a distraction try to turn on the alarm
>>
>>4370474
>You're especially curious about whatever the medic has to say, and you never know if its , pick up the call now.
>>
Rolled 1 (1d12)

>>4370484
>>4370488
>>4370491
“Good work.” You say to your fellow spy as you look over the remains of the two creatures. Having been killed swiftly, they had no chance to harm you. With Guttman, Enrico, and now Shaffner waiting outside, away from the creature, you decide that you ought to not make your mole wait to give up his information, less he loses his opportunity to contact you.

“It’s good that we took them out quickly. If they’re head’s hooked up to the alien’s communications, we might have made it less likely for them to call for backup.” She mentions as you look at your radio.

Glancing over to Marietta as she looks at it curiously, ready to ask who’s calling, you explain, “It’s our medic from earlier calling. The one we recruited.” Before flicking the receiver on, and quietly saying, “Are you in a secure position?”

The line is silent for a minute, then you hear the medic respond. “Yeah. You’re good.”

“No one else is with you?” You expand.

“You’re fine. There’s no one listening.” The medic says, sounding almost irritated.

“Go ahead.” You say, allowing him to continue.

“Alright.” He says before taking in a heavy breath. You wouldn’t be surprised if he were in some sort of stuffy closet, where breathing is difficult. “After my squad was wiped out they rotated me back into reserve. Thanks for that by the way.” Before you get any chance to respond, he continues on. “Anyway, I’ve been hearing a lot more about what the brass has to say about all of this over here. The tones shifted pretty heavily in the past hour, especially since they’ve been getting more information. They’re liking the idea of pulling out more and more.”

“Why is that?” You ask. “Do they have a fallback plan?”

“I don’t know, but whatever’s happening, they’re going to do it soon. I’ve been overhearing a lot of buzzwords, like ‘shifting to counter-intelligence’ and all that. Whatever the plan will be, it’s eager. Buddy o’ mine said he heard one of the majors talking about an ‘abandonment deadline.’ Don’t really wanna know what happens to people who miss it.”

“So they’re thinking of falling back, and quickly, right?” You ask for the sake of confirmation.

“I guess so. None of them seem too happy about it though.” He explains. “I guess it makes you seem like kind of an asshole.”
(cont.)
>>
>>4371806
(cont.)
>Suggest the possibility that they’re being coerced by other governmental forces. Has he seen anyone shady walking around the forward base?
>Just ask if he's seen a man in a blue suit, with sunken eyes anywhere around.
>Ask if he’s seen any changes of personality, odd behavior, or lapses of memory among the brass.
>Ask if he’s seen any changes in the kind of wounds the incoming casualties have been receiving as a medic. Embedded spikes like the sergeant mentioned? Forty-five rounds that Black Ops would be carrying?
>Write in a response or question.
(If you would like to end the talkl, pick one of the options below.)
>Call up the crew above, tell them to move up to the security room. (Roll 3d6, without a distraction, a 15 is needed to escape unscathed. With a distraction, a 10 is needed. Due to the creatures current position, you will need to provide a distraction. )
>Just call the electrician you met earlier forward. Have him take a look at the breakers before moving the whole party forward. (Due to the creatures current position, you will need to provide a distraction. )
>Write in any clever ideas.
(Distraction options.)
>Head back into the breaker room, and recover the car. (Will bring the creature south.)
>Head back into the breaker room, and use the car to further distract the creature. (Roll 3d6, the car breaks below a 14. If you have a preference, specify north south east or west.)
>Use a grenade to distract the creature. If you have a preference, specify north, south, east or west, or if you want to use a grenade other than flashbangs.
>Write in any clever ideas.
>>
Updates are cutting off before 4 once again, forgot to mention I have work.
>>
>>4371808
>Suggest the possibility that they’re being coerced by other governmental forces. Has he seen anyone shady walking around the forward base?
>Just ask if he's seen a man in a blue suit, with sunken eyes anywhere around.
>>
>>4371808
>Ask if he’s seen any changes of personality, odd behavior, or lapses of memory among the brass.
>Ask if he’s seen any changes in the kind of wounds the incoming casualties have been receiving as a medic. Embedded spikes like the sergeant mentioned? Forty-five rounds that Black Ops would be carrying?
>Ask him about one Corporal Adrian Shephard. You'd like to know if he's been involved in any of this, in case that could lend you any clues as to the suited man's interest in him.
>>
>>4371880
this
>>
>>4371808
>>4371880
supporting
>>
>>4371866
>>4371880
>>4372227
>>4372248

“I can see why they’d be unhappy about withdrawing.” You start. You know enough about military strategy to know how terrible retreating can be, oftentimes it’s the bloodiest part of any conflict. “But has there been any other strange changes in personality? Have the officers been acting in strange ways?”

“Well other than the fact that the brass, as usual, is chock full of geriatrics, no, I don’t think so.” He says, nonchalantly dismissing the fact as simply his leaders being idiots.

“What do you mean by that? Geriatric?” You ask.

“Ah... It’s command being command. They’re used to sitting back and reading this stuff through reports. When the new intelligence came in, I think it screwed them up. Started seeing what we’ve been seeing and now they’re out of it. The high ups don’t seem to be paying attention to their own briefings anymore. They just seem out of it.”

Having seen first hand how the aliens can creep into the mind of a person, you doubt that what they’re experiencing really has anything to do with psychiatric trauma. You don’t get that high in the ranks without a decent amount of mental fortitude. Not wanting to forfeit sensitive information, you don’t mention it to the soldier.

“Alright, well how about any changes in the incoming casualties. There’ve been reports of aliens I haven’t come into contact with yet. Have you seen any embedded spikes in marines?”

“Yeah. Shit’s getting even crazier. Saw one guy with something like that jammed in his leg. Another guy we thought was hit by a grenade, or mine or something, but there were these green spores growing all in the wound.”

You’ve seen plenty of xenian spores from all the alien growth that has been viciously invading Black Mesa, but you haven’t seen any green ones. If it was combined with an explosive injury, you can only expect another weapon.

“Black Mesa security usually uses nine millimeter, three fifty seven, or buckshot, and anything taken off the marines and used against them would be pretty similar. Have there been any other types of rounds that don’t really fit?” You ask.

“Yeah, a clip’s worth of forty-five. Have I said thanks for that yet?” He responds sarcastically. If he hasn’t seen any other CIA rounds beyond yours, that doesn’t mean other members of the CIA aren’t present, it just means they’re doing a very good job of hiding that fact.
(cont.)
>>
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Rolled 8 (1d12)

>>4373269
(cont.)
Not wanting to get bogged down in an argument about what was an act of self defense, you just continue on with your questioning. “One more question.” You start. “Do you know anything about one of the divisions NCOs? A corporal, Adrian Shephard? Has he been involved in anything strange, before or after deployment.”

“I think he went missing yesterday.” The medic responds. “Bird’s went down, and they never heard anything about it. I wouldn’t know if they regained contact or not. I just heard people bitching about the crap jobs.”

“Have any of the suits shown an interest in the corporal back at Santego?” You ask.

“Well I remember he got kicked way up the list on training. Other than that, I think I heard something about a sex offender looking him up and down. You know the type, probably working for Lockheed or Boeing. Wears a nice ironed blue suit while looking twenty years older than he actually is.”

You do know the man, but you don’t mention that to the medic. All you say is, “I think I understand. Are there any easily accessible records on the soldier?”

“Well yeah. There’s all his documents as a soldier. That can be hard for someone like you to access.” He suggests. He’s right, your handler probably already has a line into the database holding it. It wouldn’t reveal much though, medical histories and test scores. That’s not why people get contacted by shady government types.

“Is there anything more private?” You ask.

“I think the guy had a diary.” The medic responds. “It’s probably still in his footlocker back at Santego though. You’d have to get someone in there, but those locks they give us are so shitty, you can usually just smack them with your gun when you lose the key.”

It probably wouldn’t be too hard to convince your handler to have a spy retrieve it for you. You have no doubt he’s already looking over Santego closely with on-site agents. Retrieving a notebook from a footlocker is not a difficult task.

>Write in any further questions for the medic.
>Call up the crew above, tell them to move up to the security room. (Roll 3d6, without a distraction, a 15 is needed to escape unscathed. With a distraction, a 10 is needed. Due to the creatures current position, you will need to provide a distraction. )
>Just call the electrician you met earlier forward. Have him take a look at the breakers before moving the whole party forward. (Due to the creatures current position, you will need to provide a distraction. )
>Head back into the breaker room, and recover the car. (Will bring the creature south.)
>Head back into the breaker room, and use the car to further distract the creature. (Roll 3d6, the car breaks below a 14. If you have a preference, specify north south east or west.)
>Use a grenade to distract the creature. If you have a preference, specify north, south, east or west, or if you want to use a grenade other than flashbangs.
>Write in.
>>
>>4373272
>Call up the crew above, tell them to move up to the security room. (Roll 3d6, without a distraction, a 15 is needed to escape unscathed. With a distraction, a 10 is needed. Due to the creatures current position, you will need to provide a distraction. )
>Head back into the breaker room, and recover the car. (Will bring the creature south.)
Us recovering the car counts as a distraction since it moves the creature's location, right?
>>
>>4373289
Unfortunately not, the creature is currently facing south already, which is where the party will be entering from.
>>
File: 9f9.png (1.49 MB, 1065x902)
1.49 MB
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>>4373290
gotta alter your votes when you re-use them, broseph, otherwise confusion happens
In this case I'll change my vote to
>Call up the crew above, tell them to move up to the security room. (Roll 3d6, without a distraction, a 15 is needed to escape unscathed. With a distraction, a 10 is needed. Due to the creatures current position, you will need to provide a distraction. )
>Head back into the breaker room, and use the car to further distract the creature. (Roll 3d6, the car breaks below a 14. If you have a preference, specify north south east or west.)
West, I think.
>>
>>4373302
Concur with harold
>>
>>4373290
Can we get samples of the baby tentacle things? If we can use bc barnicles and hive hands as tools, then maybe we can do the same for the little guys.
>>
>>4373272
>meaning that an attempted break in, or anything that the sensors consider an attempted break in, could trip an alarm.
Trip the alarm to give a distraction. We'll retrieve the toy car then get everyone moving.
>>
>>4373289
>>4373302
I should have been more clear with that. I apologize. I should have wrote, "will keep the creature north."
>>4373375
>>4373386
>>4373440
That was for the civilian car you set off earlier. It was destroyed by the tentacle when you set off the alarm.

"Alright. I'll have it looked into." You say, being as vague as possible with your last sentence. "That's good information, thank you." You finish, before shutting off the reciever.

Before the medic closes up his comm, you hear him exclaim, "Shoot something ugly for me." You'll get to that, but for now you swap over frequencies quickly, returning to the radio given to Guttman. Before you start talking, you decide that it might be a good idea to collect samples of this creature. There are occasional juvenile versions of the beings in the breaker rooms.

"Guttman, is everything going all right up there?" You ask. You signal Marietta forwards, waving her up as you start to climb back into the maintenance shaft.

"Kid can't even be patient in the middle of a warzone, but yeah." Guttman explains. "We've kept out of site, and Mark's not done anything stupid yet."

"Good." You respond. "I'm gonna need to bring you through the building. If the three of you crawl under the shutter, you should see on the other side of the room is a security outpost. Make your way over there, and you should then have basement access. Head downstairs you should see me at the other side of the room."

"We have to cross two rooms with this affront to biology?" Guttman sighs. "That's our luck."
(cont.)
>>
>>4373504
Will keep the creature south, I'm retarded.
(cont.)
"Don't worry. Just keep Enrico calm, and it will be fine. I'll have a distraction running for you. Wait until it's occupied." You explain as you snake your way out of the maintenance tunnel and back into the breaker room. Now whispering as you listen to the sound of the creature tapping on the connecting hallway, you add "And if you're gonna get heard, do it on the bottom floor, where I'll be able to help you." As you talk, you move the radio inbetween your chin and your shoulder, pulling out your knife, a small containment bag the CIA supplies in your standard kit for sensitive items, and find some of the more healthy looking tiny xen tentacles. While they aren't too uncommon in the alien growths, many of them clearly lack nutrients, being withered and colorless.

"I'll schedule it accordingly." Guttman says sarcastically. "I bet the Geneva convention is really wishing they didn't make agent orange a war crime now."

Four players roll a 2d6. The first d6 is for Guttman, Shaffner, and Enrico to sneak past the creature, and the top three will be added into a 3d6. The second d6 is to keep the remote control car alive as you use it as a distraction, and the top three will be added into a 3d6. If rolling takes longer than 45 minutes, feel free to roll twice.

(Optionally, respond to Guttman before he sneaks into the room.)
>Be glad that they haven't used any chemical weapons on the site. Modern bombs might be accurate, but we're well within danger close of rainbow herbicides.
>The more of these aliens you see, the more on board you become with the nuclear option.
>"After being shot at by your own countries soldiers, what in the world makes you think the Geneva Convention is stopping anybody?"
>You don't know. Maybe you could domesticate these things somehow, use them to smack seagulls out of the air at the beach when they steal someone's food.
>Write in a response.
>>
Rolled 6, 3 = 9 (2d6)

>>4373505
>>
>>4373505
forgot my vote
>You don't know. Maybe you could domesticate these things somehow, use them to smack seagulls out of the air at the beach when they steal someone's food.

that's hilarious
>>
Rolled 2, 3 = 5 (2d6)

>>4373505
>>
Rolled 5, 1 = 6 (2d6)

>>4373505
>>
>>4373505
>>
Rolled 1, 6 = 7 (2d6)

>>4373505
fucked up my dice roll
>>
>>4373508
>>4373509
>>4373529
>>4373538
>>4373645
“You’re thinking too narrowly Guttman.” You reply with a smile under your balaclava. “We should be domesticating these creatures. If we can tame elephants then we can tame these things. Plant them along the beach and smack seagulls out of the air. Maybe the little rats will stop trying to take people’s food.”

Guttman doesn’t respond, his receiver is off. You would bet that he’s likely clipped it onto the PCV while he preps Enrico on how he needs to stay quiet. You hear Marietta chuckle at the quip however, a small ego boost among the extradimensional insanity.

You wait for a moment, then hear Guttman say, “We’re good to go,” pause a moment, then add, “Then people will be feeding these things their fries. Children too.”

You release one small chuckle as you retrieve the controller from your bag, producing it, then planning out a small circle to track it around unpredictably before you depress the trigger. You have to peer around the massive head of the alien plant while you do, just barely able to see the vehicle as it moves out of its position with a high pitched whirring sound emanating from its small electric motor. The creature once again moans, and begins to pull its head away from the hallway, retreating as you drive the vehicle westwards.

Above, Guttman keeps a close eye on Enrico, keeping his head turned far away from the carnage and bodies that were left by the creature smashing apart the military truck. The eight year olds breathing is heavy and frantic, but Guttman moves quickly, with Shaffner moving up ahead to reopen the security room door.

First Shaffner, moving at a pace quicker than Enrico and Guttman, appears at the top of the stairs. He quickly maneuvers around as the creature's unwieldy talon taps away at the vehicle spinning around on the ground. Then, as Enrico and Guttman follow after him, the small toy smacks into the side of the talon as it smacks once more into the concrete. It’s light frame bounces off, and the steering causes it to flip over. For another second, it continues to spin its wheels against the open air before the head slams down against it, scattering it into parts.

As this is going on, Guttman and Enrico continue on towards the breaker room. Enrico stares back at the creature as he does. Guttman having assumed the boy was still right behind him allows the boy to lag behind for just a second at the doorway. Enrico’s eyes glance over to the massive creature as it feels the debris left behind by the plastic car, then looks over to the zombified bodies. Right when you touch his shoulder to gently tug him into the breaker room, he looks up at you with genuine fear in his eyes. You can’t help but remind yourself of the fact that he’s not even looking at your face, just the balaclava and red-eyed optics.
(cont.)
>>
>>4373776
(cont.)
With the entire party in the breaker room, through which you can easily leave the area, you start climbing one by one with the tunnel, starting and ending with the two people familiar with the maintenance shaft, yourself leading, and Marietta trailing the rear. As you help Enrico crawl out of the tunnel right after Guttman, you hear him quietly exclaim “Woah…” at the two grunt corpses, and the mess of gore the magnum rounds produced.

It’s now just a walk through old maintenance halls back to the infirmary. You don’t hear anything ahead. The halls are probably empty of anything you’d really have issues handling. You do have time to simply talk with your compatriots, new and old.

>Talk to Guttman about Enrico. He seems experienced with handling children. How is the boy holding up through all of this? What happens if his parents are nowhere to be found?
>Ask Shaffner about his story. What was going on with that massive zombified marine? How was he making out before the tentacle arrived? How did that creature get here?
>Ask Marietta about the specifics of your new acquisition. How exactly should one go about using a coupon for one free air strike.
>Write in anything you want to say or ask your party.
>>
>>4373777
>Ask Shaffner about his story. What was going on with that massive zombified marine? How was he making out before the tentacle arrived? How did that creature get here?
I'm actually interested in this the most, because damn...he's lucky to have survived both a marine AND headcrabs/zombies showing up
>>
>>4373777
>Ask Shaffner about his story. What was going on with that massive zombified marine? How was he making out before the tentacle arrived? How did that creature get here?
>>
>>4373777
>>Ask Shaffner about his story. What was going on with that massive zombified marine? How was he making out before the tentacle arrived? How did that creature get here?
>>
>>4373788
>>4373839
>>4374257
Work again today unfortunately.

As you peer around corners with your weapon ready, you talk to the electrician you’ve only recently met, asking, “Shaffner,” his attention quickly flicks over from his prized gun, which he’s currently checking over, towards you. “What’s your story down there? You said you were just an electrician. How’d you manage to survive marines and headcrabs. And that’s even before it tore out of the ground.”

The electrician is quiet for a moment, before he says, “I strangled them all with my bare hands. I used to practice on gorillas.”

“Then why don’t you hand that gun over to people who need it more?” Guttman mentions.

“Yeah sure just come over... “ Whatever rude, witty thing his tone indicated he was about to say trails off as he remembers that the three people around him are both his only way out, and outgunning him. “I think I’ll keep it.” He says instead. “But jokes aside, grew up in kind of a shitty neighborhood. Not the first time I’ve been around people who wanted to shoot me. Marine’s aren’t that different, they just got bigger guns and cooler heads, keep your head down and they shoot the loud-mouths first. Now, it was my first time up against a seven foot tall linebacker with a crab on his head.”

“And how the hell did you kill that?” You hear Marietta ask.

“I didn’t. The security guard did. The guy working yesterday’s shift was still with us, and had his gun. I stayed the hell back from that chaos. I just took the marine’s gun when more crabs started actually materializing out of thin air. I would have probably shot them, but when I saw them teleport right on top of a guy, it was goddamn judgement day. Turned tail, and locked myself in the security room. Became an even better idea when the marines started making camp, that’s when I got in the locker, and the beanstalk arrived to beat everything to a pulp.”

>Accuse Shaffner of cowardice. He left staff behind to cover his own hide.
>Tell Shaffner that he seems to be fairly smart, knowing when to duck or run.
>Don’t say anything to judge the guy. It’s cold, but you’ve been in that situation too.
>The real crime Shaffner committed was just taking the gun, and not the zombified marine’s high yield explosive charges while they still worked.
>Are you getting the full story here? What happened to the ambulance drivers, and the EMTs, they still seem unaccounted for.
>Write in any response or question.
>>
>>4374651
I'm retarded, I've had my name and trips off this whole time.
>>
>>4374651
>Are you getting the full story here? What happened to the ambulance drivers, and the EMTs, they still seem unaccounted for.
>>
>>4374651
>The real crime Shaffner committed was just taking the gun, and not the zombified marine’s high yield explosive charges while they still worked.
>Are you getting the full story here? What happened to the ambulance drivers, and the EMTs, they still seem unaccounted for.
Zombies and alien food?
>>
>>4374682
>>4374722
“I didn’t see the bodies of any paramedics or ambulance teams out there.” You ask, wondering if you’re getting the full story. “What exactly happened to them.”

“They left when the helicopters came. They would’ve been dancing if they weren’t so tired. Lotta people were saying over the walkie talkies that the government was called to pull us outta here.”

“You didn’t trust them either?” Guttman interjects.

“I’ve seen too many movies with this stuff man.” Shaffner replies. “The boys did too. We all sat back, and waited to see what happened to them. Really wish I was wrong about that crap for once. They started trying to wave down one of the helicopters, stared at it for a few minutes, then the soldiers started shooting. That’s when we all ran downstairs. I didn’t even see them take the hits, just started turning around when the first shot hit the ground.” He takes in a deep breath then sighs. “What are ya gonna do? Tried to talk ‘em into staying in the garage and watching how things go, but these guys were just like the science teams. Some stuff you can’t teach in school.”

You notice Enrico’s attention has moved to Shaffner, with a face like a child watching a horror movie he’s far too young for. “What if they got away?” He asks Shaffner.

Shaffners glance jumps over and down to see Enrico as he waits expectantly for an answer. You watch the electrician juggle his thoughts around in his own head for a few minutes before saying, “Yeah eeeurrgh, maybe they did. They’d probably be back in the facility somewhere, or made it to the infirmary.”

It doesn’t take psychological training to tell that he’s only saying it to make Enrico feel better.
(cont.)
>>
>>4376308
(cont.)
As this conversation happens, you start leaving the dingy underground maintenance tunnels that, judging by their state of cleanliness, are probably only traversed by a single technician once every week. A security room takes you from the infirmary to the generator. On the other side of bullet proof glass is a rather impatient looking security guard, who sees you as you approach the glass. “You with the men in black?” He asks, and you nod affirmatively. “Come on through, they’re leaving soon. I’m just waving through any last civilians.” He opens the door with a quick scan of his ID. “Lotta people suspicious of you types.” He says as he urges you through the room. “People are wonderin’ if you really do wanna take us to safety. Thought you guys oughta know.”

You watch Shaffner shrug as the guard says this.

As he says that, getting a suspicious glare from Marietta, you start to consider your options now that you’re back in the infirmary. The extraction team is leaving rather soon, so anything you want to do before they leave, you should do now.

>Go leave Enrico with the Black Ops extraction team. Leave the boy’s safety and well being in their hands.
>Tell Shaffner to go with the extraction team. One civilian is enough for your team at the moment.
>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.
>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
>See if you can get any last word in with Kleiner before the extraction team leaves. Perhaps get a trusted opinion on the Black Ops team.
>Call your handler, you received some decent information in that trip, it would be helpful to send it up the chain.
>Check out the anomalous storage facility, decide who, if anyone you will bring with you to the anomalous materials labs, or choose to hold off longer.
>Write in anything else you might want to do.
(Optionally, respond to the security guard.)
>The CIA can be ruthless, the guard is welcome to stay here if he’d like, but that’s not exactly a good option either.
>They’re certainly intimidating, but they’re no brutes. The black ops teams know that the staff are too important of an asset to waste.
>Lie to make them seem better. History gives the CIA a bad wrap, he can definitely trust them.
>Write in a response.
>>
>>4376311
>Go leave Enrico with the Black Ops extraction team. Leave the boy’s safety and well being in their hands.
>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.

>Write in a response.
We wouldnt be putting in the efforts to pull an extraction if we didnt think otherwise.
>>
>>4376311
>Go leave Enrico with the Black Ops extraction team. Leave the boy’s safety and well being in their hands.
>Inform Shaffner about the extraction team. Leave it up to him if he goes with them, stays with you, or decides to go his own way.
Then
>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.

And seconding the response of
>We wouldnt be putting in the efforts to pull an extraction if we didnt think otherwise.
>>
>>4376311
Shouldn't we ensure one of the vortigaunts are extracted? Give us a secure channel to others in the CIA holding facility that even the cia won't know about 100%.
>>
>>4376578
You can choose to tell the black ops team to take the vortigaunt with them if you wish.
>>
>>4376603
sure
>>
>>4376603
i wouldn't
>>
Sorry for today’s slow update rate, been really tired.
>>4376578
>>4376711
>>4376726
Since this is something that could affect the plot quite heavily, I’m gonna run a more formal vote for it, with a small explanation of the consequences. For that vote, I’ll be assuming that your votes here are what you vote for on that, so you two don’t have to vote unless you change your mind.
>>4376480
>>4376505

“We wouldn’t have put the effort in to perform an extraction if we didn’t trust the Black Ops team. These people are cool headed, and hand picked.” You explain to the security guard, who looks partially uninterested.

“Not really arguing against it, miss. Don’t have much of a better option at this point, so I’ll trust them either way. Just thought that I should let you know about it. People are going a little crazy.”

It seems that being told to watch a door for the past hour or so has caused the man to return to the old habits of “observe and report,” even in an alien invasion being a security guard is incredibly boring. Doubly so when your supervisor has extra-constitutional authority, and your job still seems mundane. You continue on, leaving the guard to his post, likely to be called back to the group when the extraction team moves out. As you trek through the hospital, you notice immediately how much more lively it’s become. People are running about with containers full of medical supplies, while others run in the opposite direction with empty bags. The extraction party intends to use the full volume of staff before reusing Rosenberg’s teleportation equipment.

Following those with medical equipment already looted, you and your compatriots are led to a large crowd of doctors, scientists, and administrative staff crowded amongst Black Ops units directing them all. Occasionally, Ruppelt’s squad shouts further instructions, simple reminders like “Keep yourselves light,” and “The healthy have top priority on firearms.”

It’ll certainly be difficult escorting a group that large. Surface paths will be simply asking to become the target of an aerial machine gun, noise discipline will have to be enforced strictly, and much of the white lab coats and constrictive business suits will have to be abandoned.

“Shaffner, this is your choice.” You explain to the electrician. “I’ve called in a team of special forces to get Black Mesa staff clear of the facility. I won’t stop you if you want to stay with us instead, or even go off on your own.“
(cont.)
>>
>>4376731
(cont.)
Shaffner looks over the crowd, reading their faces. “I don’t really like the idea of travelling with a bunch of einsteins.” He explains. “All the eggheads have the same problem as the EMTs. I’ll stick with you if I can leave anytime.”
“Fair enough.” You respond before you kneel down to meet Enrico. “You did good out there Enrico, but this is where I have to go. This place is really dangerous, so these men will take you to somewhere safe.”

“Where is that?” He asks curiously. “Will my parents be there?”

You can’t really promise either way, so all you say is, “They might. You’ll be going to a machine that will take all of you far away, just like in the movies. Then a helicopter will pick you up.”

As you’re about to stand back up, Guttman leans over, and says, “What do you say I go with him?”

The sentence takes you by surprise. Marietta immediately chimes in, “I think you’re a little more than a civilian at this point Guttman.”

“Yeah well, I came with you guys for a way out, and this is a way out.” Guttman retorts. “But more so, the kid. People in ski masks ordering him around in a big crowd with aliens will freak him out. I think he should have someone at least somewhat familiar to go with.”

As you consider your response, you can’t help but think of the fact that Guttman has filled a rather critical purpose in your team, keeping people alive. The man saved Reilly’s life, has kept you healthy after taking both alien bee stings and gunshots, and has neurological knowledge that has proven rather useful in the path to understanding your pounding migraine.

It could be easy to say, "there's nothing keeping you here," but it wouldn't really be true. Guttman's been in close proximity to classified information, and that means he isn’t really in much of a place to make these kinds of decisions. Without the ignorance of Shaffner, saying “it’s up to you,” would probably just cause him to choose whatever he assumes the CIA wants, being that him taking a bad route could mean being silenced by your superiors.

>Kleiner and Wythoff are in the group already, you could fill that role by introducing Enrico to either of them, they’re both rather nice people.
>Marietta’s right, Guttman is more than a civilian. He’s worked closely with you long enough that he has a position with the CIA that, with some of your own pull, could probably become official. He should stay with you for his own sake.
>The extraction group has plenty of medical professionals, even pediatricians, your party only has one medic, and that’s Guttman, he stays.
>Guttman’s right, he should leave with the extraction team. He already offered up one seat for your supply drop in the apartment.
>Guttman’s a scientist, and that means his skills will be useful more in a lab than out in the field, he ought to go back and put them to use.
>Write in a response.
(cont.)
>>
>>4376734
(cont.)
Guttman suggesting he leave the facility also brings to mind another thought. The vortal test subject you spoke to earlier is still upstairs, and given that the Black Ops team is leaving soon, now is your last chance to send him off with the extraction team. On one hand, sending the creature to the CIA would open new avenues of study, but on the other, you did note that the creature had an interest in the anomalous materials lab. Sending him away now may prevent you learning what exactly the creature wanted from the anomalous materials labs, and you don’t yet know the importance of what it wanted with the place. There's no telling what you may find in the test chamber, but the same could be true for what the vortigaunt could teach the CIA about its knowledge, and what the creature might tell you about the CIA, if you can find another vortigaunt to speak to it through.

>Send off the vortigaunt with the extraction team. Will be useful for keeping track of your handler, and for understanding vortal neurology.
>Keep the vortigaunt with you. May help you in understanding the anomalous materials laboratory.
>>
>>4376731
>>4376578
>>4376711
>>4376726
>so you two don’t have to vote unless you change your mind.
Just to be more specific, I mean the second vote with the vortigaunt, not the one with Guttman. Also I meant to say you three.
>>
>>4376734
>>4376736
>Marietta’s right, Guttman is more than a civilian. He’s worked closely with you long enough that he has a position with the CIA that, with some of your own pull, could probably become official. He should stay with you for his own sake.
I would hate for Guttman to be blackbagged once he reaches CIA hands. The extraction team is not an ideal way out that would allow him to go innawoods afterwards as suggested all those threads ago.
I've changed my mind on my vortigaunt vote,
>Send off the vortigaunt with the extraction team. Will be useful for keeping track of your handler, and for understanding vortal neurology.

I think if we find another vort we could ask what this vort wanted with Anomalous Materials, alongside the other benefits of sending a vort to the CIA.
The vortigaunt also has cool superpowers to help keep Enrico safe.
>>
>>4376734
>Marietta’s right, Guttman is more than a civilian. He’s worked closely with you long enough that he has a position with the CIA that, with some of your own pull, could probably become official. He should stay with you for his own sake.
>has "combat" experience
>proven to be able bodied in the field
>has killed aliens
tbf he's building up a pretty good portfolio. If things go well he could probably have a place in the CIA with probably better benefits than he had at Black Mesa. Some food for thought Guttman.

>Keep the vortigaunt with you. May help you in understanding the anomalous materials laboratory.
best friends!
>>
>>4376734
>>4376736
>>Guttman’s right, he should leave with the extraction team. He already offered up one seat for your supply drop in the apartment.
>Keep the vortigaunt with you. May help you in understanding the anomalous materials laboratory.
>>
Rolled 1 (1d2)

>>4376747
>>4376757
>>4376915
>>4376578
Bit of a late start today, appointment went on longer than I expected.
There's two for keeping the vortigaunt, and two for sending him off. Gonna do a tiebreaker. On a 1, you keep him with you, on a 2, you send him off with the extraction team. Either way, 2/3 votes ask Guttman to stay, so that roll will not affect the decision.
>>
>>4376578
>>4376747
>>4376757
>>4376915
>>4377949
“If you go with them Guttman, you’re gonna get black bagged, and then become just another civilian asset to handle.” You start. “You’ve got a good portfolio with the CIA by now. I can get you a more solid position with us that you could help a lot more people with.” You watch his face as you say this, and can immediately tell that he’s thinking of his own son.
Guttman chuckles, saying, “You’re offering me a long term position? Has this all been the CIA equivalent of an unpaid internship?”

“It is now.” You say jokingly. “I like my coffee with milk and no cyanide.” Before Guttman attempts to get the last laugh in with some other comment, you continue. “But I’m serious. You’ve killed aliens, you’ve performed a brain scan on anomalous subjects, and are suitable for field work. You could do good work in the CIA. Enrico already has highly skilled agents surrounding him, you’ll be better off as a field agent.”

“I can’t imagine there’s any easy way to keep this entire incident in the past is there? Get a nice trip to an island nation somewhere I’m too busy not caring about the rest of the world to leak it to the press.”

“This isn’t the kind of information the CIA easily forgets.” Marietta interjects. “Agent Oppenheimer’s offering you a pretty rare opportunity, Guttman. If you get away, you’re either going to spend your life under federal watch, or you can be the watcher.” Said rather poignantly, you and Marietta seem to have Guttman genuinely considering it.

Guttman takes a deep breath, then says, “Sure. I’ll stay. The CIA seems to be the only people who at least know what they’re doing for the moment.” He glances down to Enrico, then back up to you. “I still want the kid to have someone I trust with them. You go on ahead, I’m gonna find someone I know from the infirmary for him to stick with. I’ll meet back up with you.”

As one of the Black Ops shouts out, “Hey, grab the security guards,” tapping his wrist watch, “we need to move out soon,” Guttman starts looking over the crowd for the paramedics.

As you see him spot one of the medics in the crowd and start trying to get his attention, you decide on what you want with the vortigaunt. There will be future opportunities to extract the creature, even if he has to ride alongside your own ticket out of here when this is all done, but you don’t know if there will be safe opportunities to ally with more vortiguants along the way. As well, the anomalous materials labs are unpredictable to their fundamental physical laws due to the resonance cascade, having a guid who understands it immensely will be useful, not to mention how he could help your own mind. As Guttman explains to Enrico who he’ll be going with, and that he can trust this person, you once again consider your options.
(cont.)
>>
>>4378071
(cont.)
>Write in any last things you want to say to Enrico before he heads off with the extraction team.
>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.
>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
>See if you can get any last word in with Kleiner before the extraction team leaves. Perhaps get a trusted opinion on the Black Ops team.
>Call your handler, you received some decent information on that trip, it would be helpful to send it up the chain.
>Check out the anomalous storage facility, decide who, if anyone you will bring with you to the anomalous materials labs, or choose to hold off longer.
>Write in anything else you might want to do.
>>
>>4378074
>Call your handler, you received some decent information on that trip, it would be helpful to send it up the chain.
>>
>>4378083
Allowing Guttman to take a moment to ensure Enrico’s safety among the extraction crowd, you pull your compatriots away from the crowd. The hallways are rapidly starting to thin of human life as Black Mesa staff answer the last call for leaving with the group. A few nurses carrying prescriptions for scientists along the trip run past you, and security guards leaving behind their posts follow by as well. Abandoning one of the last few bastions for Black Mesa staff will mean that this place will probably soon be just as infested as everywhere else, be it by marines or by aliens.

Pulling the group into an unoccupied room, you quietly tell Marietta, “Keep Shaffner out of earshot,” before you touch your radio, “Guttman too when he gets back.”

You carefully set the encryption codes to ensure that no prying ears in the military can tap into your discussion, then set the frequency. Rather quickly a younger, exhausted voice picks up amongst the sound of people making calls, shredding papers, and discussing strategies. He goes through a set of security checks before handing the receiver over to your handler.

“Oppenheimer?” The gruff voice of your handler responds. “Did you get your supply drop before the DoD?”

“Affirmative.” You respond.

“Good. That equipment you got is expensive stuff. I can’t blame you for asking for it, but make good use of it down there. Moving it doesn’t come cheap.” He responds sternly.

“Understood, I intend to.” You respond. “I’ve got some things to report however.”

“Go ahead.” Your handler says. You can hear him grab something, perhaps a notepad.

>Negotiate giving Guttman CIA privileges with classified intel, allowing him to be more in the loop with these things. (Roll 3d6+2, pass on a 14.)
>Report the attention Colonel Shepherd gathered from a certain “Investor,” and ask your handler to attempt retrieval of the soldiers journal from Santego for more information. (Roll 3d6+2, pass on a 10.)
>Just report the interest Black Mesa’s “Investor” has had in a certain Colonel Shephard.
>Report that the marines are evacuating the facility some time soon, and that they will be doing it fast enough to leave some behind.
>Write in anything you’d like to report or request.
>>
>>4378281
First thing's first.
>Report the attention Colonel Shepherd gathered from a certain “Investor,” and ask your handler to attempt retrieval of the soldiers journal from Santego for more information. (Roll 3d6+2, pass on a 10.)
>>
>>4378281
>Report the attention Colonel Shepherd gathered from a certain “Investor,” and ask your handler to attempt retrieval of the soldiers journal from Santego for more information. (Roll 3d6+2, pass on a 10.)
>Report that the marines are evacuating the facility some time soon, and that they will be doing it fast enough to leave some behind.
>>
>>4378281
>Report the attention Colonel Shepherd gathered from a certain “Investor,” and ask your handler to attempt retrieval of the soldiers journal from
Santego for more information. (Roll 3d6+2, pass on a 10.)
>Report that the marines are evacuating the facility some time soon, and that they will be doing it fast enough to leave some behind.
>Negotiate giving Guttman CIA privileges with classified intel, allowing him to be more in the loop with these things. (Roll 3d6+2, pass on a 14.)
>>
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>>4378287
>>4378288
>>4378313
“A mole I’ve recruited has finally gotten back to me.” You say. “A medic was sent back to reserves when his squad was injured. He claims to have been hearing reports down from the brass while he was there. It seems that the situation is finally starting to look too hot for the military to handle. They’re planning to drop the cover up at an unknown time, and anyone who misses the bus out stays behind.”

“That’s not as good as it sounds.” Your handler says. “Freeman is bad enough as it is. The department of defense leaving their own behind could mean a platoon of rogue elements with their own weapons training. It’ll also mean we can’t help out with keeping our operative’s zones clear, playing the books to swap out the heavy armor and aerial bombers with infantry wherever we know our people are working. If they leave tank crews behind, you might meet them.”

“That’s not all.” You state. “Are there any previous reports of Corporal Adrian shephard?”

Digitized by both the receiver, and your encryption process, you hear a small click.

“I recognize the name.” Your handler says, clearly unsure of it. “But that was probably just over radio chatter.”

“According to some of the marine’s, the investor Dr. Breen told us about has an interest in him, just like he does Freeman.” You explain. “I don’t know much about the man, but I’ve been told he keeps a diary. Sources say he most likely keeps it in a footlocker back at Santego base. Would it be possible to acquire it?”

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. If the sum is greater than or equal to 10, your handler will attempt to retrieve it.
>>
Rolled 1 (1d6)

>>4378420
>>
Rolled 2 (1d6)

>>4378420
>>
Rolled 3 (1d6)

>>4378420
>>
Rolled 4 (1d6)

>>4378420
Second roll
>>
>>4378437
>>4378474
>>4378519
>>4378623

Your handler takes in a deep breath, allowing it to slowly filter out of his lungs as he considers the idea. "I'm not exactly in love with the idea of putting undercover agents at risk to learn about a marine's feelings."

"Sir, with all respect, I doubt that it's just things personal to merely him. It's likely more often used as a collection of deals, arrangements, and recordings of his training regiment at Santego." You explain, having personally stolen similar documents. Being an NCO, one with the interest of the stranger you met earlier, means he's likely a decently intelligent man, but even smart soldiers often trust too easily in poor security. "I should also note that military footlockers are incredibly low security. There are many oppurtunities to be alone, and most bypasses require little time and skill."

Your calm and confident explanation of your motives makes his rather surprising reluctance seem unjustifiable. Your handler simply responds, "I guess I can't argue. I'll try and get it sometime soon, but it's the agents choice of when they do it. It might take some time to get alone in the colonel's barracks."

"Thank you." You respond cool, and professionally. Once again, you hear a click beyond the reciever.

"Anything else?" Your handler responds.

As he says this, you see Guttman approaching Marietta, where she's currently occupying Shaffner to prevent the civilian from prying on your current conversation.

>Negotiate giving Guttman CIA privileges with classified intel, allowing him to be more in the loop with these things. (Roll 3d6+2, pass on a 13.)
>Report that the evacuation may not be all the idea of the brass, as your source reported numerous psychological symptoms in the officers at base.
>Write in anything you’d like to report or request.
(If you would like to end the call, please pick one of the below options.)
>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.
>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
>Call your handler, you received some decent information on that trip, it would be helpful to send it up the chain.
>Check out the anomalous storage facility, decide who, if anyone you will bring with you to the anomalous materials labs, or choose to hold off longer.
>Write in anything else you might want to do.
>>
>>4378686
>Report that the evacuation may not be all the idea of the brass, as your source reported numerous psychological symptoms in the officers at base.
>Negotiate giving Guttman CIA privileges with classified intel, allowing him to be more in the loop with these things. (Roll 3d6+2, pass on a 13.)
>>
>>4378437
>>4378474
>>4378519
>>4378623
Can I just be amused by counting?
>>
>>4378790
This
>>
>>4378686
Inform Handler that we grabbed a little tentacle creature sample that's still fresh. It's mature form is massive and spans an unknown length underground. For the most part its blind or has extremely poor eyesight, and relays on sound to find prey. I dont know how useful it will be to you guys, but it's something. I wish I could get more.
Ask Handler if they would like to examine and study the Hivehand. It's an organic weapon that fires angry bees, but on steroids and meth. It seemingly had an infinite amount of munitions. The Hivehand and Tentacle samples might be worth something to the CIA IF their agents haven't already retrieved some of those samples.
Ask if there are any high priority land based alien threats then need to worry about. We might have something that can take care of it.

>>4378790
This
>>
>>4378790
>>4378875
>>4378935
>>4378982
“Yes.’ You say in response to your handler's question. “The military’s division command might not be in the right mind for operation. My sources are reporting psychological symptoms among command. His descriptions were vague, but I’d like to put forward the possibility that they may be affected by the same manipulation we saw in the ambush team this morning.”

“It’s not an easy thing to prevent when it’s impossible to record.” Your handler responds. “It's good to have at least an idea. We’ve been amping up our automated security in the hopes that they can’t get into that.”

“I’ve also received a few fresh biological samples from the invaders.” You explain. “Specifically, the infantile form of a large plant-like tentacle that can grow to the size of buildings. Without any nutrition it will likely be safe. I’ve also acquired and have been using one of the alien’s own weapons, a creature roughly the size of a pillow, that produces small insectoid projectiles to be fired at high velocities and burrow into the skin of targets.”

“I’d say keep them on you for now.” Your handler responds. “Every sample we’ve brought back has the biologists scratching their heads. It’d take months for any helpful analysis. If you think you don’t need them, hand them over to the next black hawk you come into contact with.”

“Understood.” You say calmly. “One final thing. I’ve been working closely with a civilian neurologist, who twice now has neglected evacuation. He’s been helpful in the field, especially with understanding certain alien phenomena and has a useful place as a medic. I think he should be given permission to be informed of classified intelligence.”

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. If the total is greater than or equal to 13, the roll succeeds. If rolling takes longer than 45 minutes, feel free to roll twice.

>Optionally, write in anything that might show Guttman as being unwilling to leak important information. Be specific, past actions taken, or responsibilities given. Good arguments will lower the threshold.
>>
Rolled 3 (1d6)

>>4379192
>>
Rolled 4 (1d6)

>>4379192
>>
>>4379192
Oh, right. The arguments.
The best argument I can think of at the moment is focusing on the fact that, according to the facility's documents, he's had plenty of experience dealing with abnormal brain activity associated with people who have had contact with the xenos. When you have memory-altering aliens running around, that's the kind of man you want on your team - and informed, to boot. The more information he has to work with, the more he'll know about what to do, what they fucked with, and how to fix it.

The information about his specialty was never actually revealed to us by him, it was something we had to specifically seek out and discover through facility documents. That shows an ability to be discrete and keep secrets.
>>
>>4379208
The main concern of your handler at the moment is whether or not Guttman can be trusted to hold onto information, so explaining his usefulness I'll say is only a +1, however focusing on the fact that you had to find that out yourself, rather than him revealing it to you at any point, raises it to a +3, making the DC a 10.
>>
If anyone wants to throw in one or two final roles, second roll or otherwise, I'll try and get to writing the next update.
>>
Rolled 1 (1d6)

>>4379192
>>
Rolled 2 (1d6)

>>4379192
'Scuse me, that wasn't a d6. Too used to rolling d100.
>>
Rolled 6 (1d6)

>>4379292
>>
>>4379292
Can we ask Guttman after that call, if there exists some sort of portable Black Mesa brain scan device?
>>
>>4379208
>>4379371
You could certainly ask, but you'd be rather surprised if there was, Guttman would probably have mentioned it earlier.
>>4379198
>>4379200
>>4379345
>>4379358
It's all good.
>>4379368

"And how do you know you can trust this guy?" Your handler responds. "What makes you think he's safe to be taken beyond a need to know basis?"

"Dr. Guttman was the neurologist assigned to handle classified neuro-imaging for scientists in contact with the aliens before the incident." You explain calmly. When working with the CIA, there's a fine line between making a case and questioning orders, and its mostly determined by tone. "There are people in our own team who were affected by the aliens counter-intelligence, and numerous marines and Black Mesa staff who have likely been manipulated as well. We need someone like this working with us, and he'll work far quicker with the full picture."

"The man's expertise isn't as important as his mouth." Your handler quips in response. "Your right, he is useful, but if he told you all of that, then there's no telling who else he might tell our secrets."

"He didn't tell me that. I had no suspicion of it, and was completely in the dark to the work he performed with the lambda labs until coming across a set of documents outlining the fact, documents whose security was not under his control." You explain to your handler. "When asked why he had been trusted with the information, he revealed that he was apathetic to any ethical obligations the information might bring him. With enough incentive from the CIA itself, he'd be willing to keep quiet with little oversight."

"Hmm." Your handler seems to say, genuinely considering it. You stated it professionally, and calmly, as he would expect. "Alright. But until we can get a full interview and background check with the man, anything out of his mouth is your responsibility. You're clear for a briefing."

"Thank you sir." You respond.

>Write in any last things you’d like to report or request.
>Now that Guttman is cleared for classified information, it's time to brief the man on what you haven't been telling him.
>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.
>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
>Call your handler, you received some decent information on that trip, it would be helpful to send it up the chain.
>Check out the anomalous storage facility, decide who, if anyone you will bring with you to the anomalous materials labs, or choose to hold off longer.
>Write in anything else you might want to do.
>>
>>4379387
>Now that Guttman is cleared for classified information, it's time to brief the man on what you haven't been telling him.
>>
>>4379387
>Now that Guttman is cleared for classified information, it's time to brief the man on what you haven't been telling him.
You wrote in calling the handler as an option again, thats hilarious
Imagine the scenario
>He hangs up
>She immediately calls back
>They have to do the entire confirmation process again
>>
>>4379422
>>4379439
The CIA is just like the company from office space, and there's one lady who's job it is to repeat the confirmation process all day everyday.
"Alright. That'll be all. I should get to briefing Guttman." You explain.

"Remember, the information you give him is still your responsibility." Your handler explains. "Make sure it doesn't leak."

"Understood." You say before flicking the receiver, scrambling the encryption, and resetting the frequency. Once your radio is back in your pocket, silenced from any incoming calls until you pick it up again, you walk back over to Guttman, Marietta, and Shaffner. “Guttman.” You start, “I’m gonna need to talk with you, CIA business, with no prying ears. You’re gonna have to back off Shaffner.”

Shaffner shrugs, and backs off.

“Are we finally getting to the teeth pulling part of the job?” Guttman says as he steps in. “You won’t get anything from me, I know where they keep the novocaine.”

“No.” You say sternly as Marietta shuts the door behind him. “I need you to be serious with me for a second, for my safety and your own, there can’t be any miscommunications here. I just had you cleared with the CIA to handle classified information, and that means I need to brief you on everything we haven’t been telling you.”

Guttman holds his tongue, but you watch his eyes flash around the room in surprise. “I guess I’m not surprised you haven’t been telling me everything.” He throws his ideas around in his head for a minute, then going against what you just said a moment ago, quips, “Is this the part where you tell me Roswell actually happened or something?”

He’s making a joke with a bit of confidence, but you can tell that it’s more because he’s unsure of what’s about to happen than anything else.

>Tell Guttman about the status of the nuclear plan.
>Tell Guttman about the full extent of the aliens mental abilities, how they’ve been rewriting the memories of people, and how that’s likely what happened to the lambda team.
>Explain what you learned from Kleiner, how the aliens have held black mesa in place to make it optimal for teleportation.
>Explain what you’ve learned so far about the suited man, excluding your personal meetings.
>Explain what you’ve learned so far about the suited man, including your personal meetings.
>Write in anything else you’d like to explain to Guttman.
>>
>>4379504
>Tell Guttman about the status of the nuclear plan.
>Tell Guttman about the full extent of the aliens mental abilities, how they’ve been rewriting the memories of people, and how that’s likely what happened to the lambda team.
>Explain what you learned from Kleiner, how the aliens have held black mesa in place to make it optimal for teleportation.
These
These seem pretty straight forward and won't be too jarring. An alien invasion is probably one of the few times you can get popular support for nuking American soil
>>
>>4379519
this

>>4379504
>attempt to feed and tame the tentacle.
>>
>>4379526
Unfortunately, they seem to gain nutrients from their environment, being dug into the ground.
>>4379519
“I wasn’t alive in the forties. Turning invisible is easier than time travel.” You say in response to his Roswell crack. “However, I should tell you this. The CIA is currently at work with a major contingency plan that will be acted on in the event the military nor covert ops can contain the invasion breach. Before Black Mesa was a laboratory it’s main purpose was for the secure storage of nuclear weapons. The place still receives funding for storing out of service warheads.”

You can immediately see the surprise in Guttman’s face, you don’t even need to finish your sentence. “It’s bad enough that we trust the man with alien contact. I am excited to hear that the oval office chose to protect our people by leaving nuclear weapons in the hands of a man whose sliminess is only matched by his bottled-water.”

“You worked for him Dr. Guttman.” Marietta responds.

“That’s different. I don’t have a constituency. There are currently a few hundred million people asking the oval office for nothing more than to keep nuclear arms far away from people like him.”

“It is insane Guttman, but is it any less insane than the rest of Black Mesa?” You ask rhetorically. “It’s what we have to work with.”

Guttman just sighs, then says, “Go on.”

“Not only that, but I’m sure you can remember that Agent Reilly has taken to calling me ‘Ghost Cop’. This was because she had her memories altered to believe I was dead.” You start to explain. “We’ve found that the aliens have their own dedicated method of intelligence and counterintelligence. One of these teams we encountered when attacked by the sniper in the field.”

“Huh. I just thought that was a callsign.” Guttman responds. “Do you just use your codename for everything?”

“Pretty much.” You respond. “But anyway, the aliens have been using their mental abilities to manipulate the memories of people. They did it to the ambush team, they attempted to do it with us, and they’ve done it to the marines to redirect troops and influence decision making, and they’re likely doing it to a lot more people.”

“It can’t just be interdimensional horrors, can they? That would be too easy.” Guttman explains.
(cont.)
>>
>>4379724
(cont.)
“That’s the least of it.” You respond. “I’ve been talking to one of the physicists from the Anomalous Materials labs. According to him, they’re manipulating the state of the universe to keep the portal open. It’s a long physics lesson to explain it, can you handle the details?”

“Can’t be worse than working with Brodman for a year.” Guttman responds. “Go ahead.”

You give him the full story on how the universe around Black Mesa is held within a false vacuum, that the resonance cascade was never allowed to truly settle, and how it’s only explainable through intelligent intervention, heavily paraphrasing all of Kleiners words. By the time it’s done, Guttman seems to be following it at least partially. “So the plan is, hope the Lambda labs saves us all, or blow it all to rubble. Really sums up the species.”

>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.
>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
>Check out the anomalous storage facility, decide who, if anyone you will bring with you to the anomalous materials labs, or choose to hold off longer.
>Write in anything else you might want to do.
(Optionally,. respond to Guttman.)
>”What’s more scientific than nuclear weapons?”
>”What’s more american than pushing the boundaries of technology?”
>”Now it should make sense why I suggested you and people like you be ready to hide out somewhere remote. ”
>”Don’t worry, if this Freeman character can embarrass an entire division of marines, he’ll ruin the aliens day.”
>”That’s not the last line of defense. New Mexico isn’t the only fallback point. They’ll have to take the country inch by inch if they want it.”
>Write in a response.
>>
>>4379728
>>4379728
I got an idea on how to kill some of their intelligence teams.
We get Rielly and our ISA boy.
We take the drugs.
We mentally bait the aliens.
We fight them.
>>
>>4379728
>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.
>”What’s more scientific than nuclear weapons?”
>>
>>4379728
>Go check up on Kirchoff and Reilly. You owe Kirchoff a thanks, and Reilly may be feeling better.
>”Now it should make sense why I suggested you and people like you be ready to hide out somewhere remote. ”
>>
>>4379767
>>4379785
>>4380054
“Well I don’t think there’s anything more scientific than nuclear weapons.” You crack jokingly. “Even if flattening the place doesn’t stem the invasion, I get to finally live up to my namesake.” Of course, you’re not actually related to the physicist behind the manhattan project.

“That’s a hell of a family legacy to try and follow.” Guttman responds. “I hope I never meet Agent Mengels.”

“That should be the new name for the director.” Marietta says before you’re able to turn the conversation back to more serious matters.

“But you remember earlier today when we talked about the plan of what to do when you get out of here?” You say, watching Guttman nod in response. “This is exactly why. We’re quickly running out of options in all of this. It’s a bad situation, with a lot of hopes and theoreticals.”

“So I guess the reason no one has their head on straight is because it’s the only way any of this makes sense.” Guttman responds. “Goddamnit.”

“It seems so.” You respond. “Alright, let’s meet up with the rest of the team. We should be on the same page before doing anything further.” You start moving out, tracking down the infirmary room where you left Kirchoff and Reilly waiting while you were out in the field grabbing the supply drop.

After walking through the now empty hallways of the infirmary, you find the room where Kirchoff is currently sitting on an office chair, currently cutting away at the remains of a zip tie off his wrist. Having not wanted to worry about a potential threat, the Black Ops tied his arms around a chair, and then Reilly undid it when they left.

Meanwhile, Reilly is currently looking significantly better. If the advanced medicine at Black Mesa can heal bullet wounds in minutes, it’s no surprise it took her from near death to near fighting shape in only hours. Having been waiting for any sort of action as she healed, she appears to have taken her USP apart, and is currently using some of the sanitation equipment left behind by the doctors to keep it in good shape.

“Ghost cop, you’re back.” Reilly says as she cleans gunpowder residue out of her weapon’s barrel. “How’d the supply run go?”

>Have Guttman look over Reilly medically, to ensure she's healed.
>Ask Kirchoff if he knows anything about the evacuation plan you heard about.
>Try and give a sitrep about the test chamber, as you're the only one with experience in the enviroment.
(Optionally, respond to Reilly.)
>”I saved a child, so that feels pretty good.”
>”I got a ticket for one free airstrike, which I like better than anything the CIA gave us.”
>”It went alright, which I guess I have Kirchoff to thank for. Good job on the distraction.
>”It sucked, we had to crawl past some sort of affront to all nature on our way back.”
>”The hazmat suits are nice, but I wish they gave us more than three of them.”
>Write in a response.
>>
>>4380459
>Ask Kirchoff if he knows anything about the evacuation plan you heard about.
>Marietta was able to get us some front-row tickets to a bombing of our choice, food and drink not included. Other than that, I got to save a kid and drive an RC car in circles around a giant tentacle of death, so I can't say any of it was all that bad.
>>
>>4380465
This but also add that Guttman is a CIA approved operative now and should be treated as such.

Unsure if we want our ISA guy to be an official point of contact for the upcoming "joint operation"
>>
>>4380465
This
>>
>>4380465
>>4380466
>>4380510
“Firstly, Marietta earned us some front row tickets to a nice bombing run of our choice, food and drink not included. Here I was thinking I had been sold out.” You say, smiling wide as you finally pull off your mask, confident no one but your compatriots is in the building with you. “Other than that, I made a few new allies, saved a little boy’s life and an electrician who...“ You look around. Shaffner doesn’t seem to be anywhere nearby. “I didn’t imagine him did I?” You look around and see Reilly shaking her head no. “Well, Marietta found him while I was driving an RC car around a giant tentacle of death. The thing could only hear so we used a few toys we found from Black Mesa’s school as a distraction. Can’t say any of it was all that bad looking back.”

“Shaffner was in that locker for a day.” Marietta explains. “He just went to the restroom.”

“Pretty quiet for a civvie.” Kirchoff replies, looking at the door Shaffner left through.

“Not when I found him he wasn’t.” Marietta responds. “He was lucky he was in a pillbox when he screamed like that.”

“That’s how you can tell he’s still a civvie.” Kirchoff chuckles. “Small blessings I guess.”

“Well, anyway, when we got back, we sent the boy on his way, gave Shaffner the option to leave, and then called up the CIA.” You explain. “According to my handler Guttman’s intel clearance is now my problem. Pretty much that means anything I can access, I can leak to him. This means he’ll be treated as an operative from now on.”

“That means even more hush money for you when this is over.” Reilly says as she reassembles her gun. “Congrats doc.”

“Thanks, but I got my own plans.” Guttman responds.

Wanting to get the conversation back on track, you look down to Kirchiff, still sitting in the office chair. “Kirchoff, when I was out in the field, I got information about an evacuation plan, would you know anything about it.”

“No. Jesus, really?” Kirchoff responds. “They can’t do something like that in a situation like this. The ISA’s helped, but the marine’s still can’t track down half their troops. Most of them don’t know where they are, or who to talk to. Is there a deadline to this?”

“A hard deadline.” You respond.
(cont.)
>>
>>4380725
(cont.)
“That’s the most insane thing you could do.” Kirchoff responds. “I don’t know what it is, but there’s something screwy with the brass if that’s the plan. This place is built like a maze. They’re not just gonna leave some troops behind, they’re gonna leave whole damn platoons unless if that deadline is in a week.”

“Could you tell me where they’re most likely to pick the marines up?”

“I’d need a full military map for something like that. They don’t hand those out to units who are alone, it’s too risky. You’d either need to beg the CIA for one, or find one off of an ISA squad.” Kirchoff explains. “But they’d definitely be choosing encampments, spots along the tram systems, and anywhere with good surface to air coverage.”

>Have Guttman look over Reilly medically, to ensure she's healed.
>Try and give a sitrep about the test chamber, as you're the only one with experience in the environment.
>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
>Check out the anomalous storage facility, decide who, if anyone you will bring with you to the anomalous materials labs, or choose to hold off longer.
>Go find Shaffner, he is rather quiet for a civvie, he should have an eye on him.
>Write in anything else you might want to do.
>>
>>4380727
>Go find Shaffner, he is rather quiet for a civvie, he should have an eye on him.
I would also like to know if he knows a way to help power our shits and batteries. Maybe make some improvised charger adapter to charge our spare batteries, then leave them here for us to pick up later.
>>
>>4380727
>Have Guttman look over Reilly medically, to ensure she's healed.
>Go find Shaffner, he is rather quiet for a civvie, he should have an eye on him.
>>
>>4380764
>>4380764
this
>>
>>4380729
>>4380764
>>4380777
“Well, thanks for the information, even if it is vague.” You say to Kirchoff before looking over to Guttman. “Guttman, I need you to give Reilly a medical examination.”

“I’m feeling fine Gabby.” Reilly responds. “Black Mesa’s chicken and noodle soup brought me right back.”

“People don’t recover from injuries that fast without scientific marvels.” You crack. “This is a scientific marvel, and I’m not entirely sure of it. All I want is to be sure you’re good for combat, I don’t want wounds to open up under fire.”

Guttman just looks over to Reilly, “That won’t happen, but medically, you should be checked over. It’s not a magic spell, this stuff has its own host of problems that can arise after usage. This is the part where I talk about side effects.”

“While you two do that, I’m gonna go hunt down Shaffner. I’ve got a few things I wanted to ask him about, and Kirchoff is right. The man is quiet for a civilian. We just met the guy, I don’t want him up to anything.”

“He’s not that quiet. He’s a mouth breather.” Marietta responds, partially jokingly.

“One that I couldn’t hear.” You respond as you walk away. “I’m gonna check him.”

You trek through the halls, finding the nearest men’s restroom where Shaffner is walking out, looking significantly more relaxed than before. “Hey uhh… you said your name was Oppenheimer right?”

He sounds genuinely nervous, the kind of nerves one gets when they know they’re talking to someone with a significant amount of authority. Theoretically you do, however it rarely feels like you’re able to fully act on it. You’d guess that his trip to the restroom gave him some much needed time to think on all of this. That or its all an elaborate act by a third party to place a sleeper among your ranks and track you. Occam's razor dictates the former, but as you established, Occam’s Razor doesn’t apply in an alien invasion.

He still looks rather genuine.

“Yeah, that’s my name. Most in the group call me Gabby.” You respond.
(cont.)
>>
>>4381142
(cont.)
As you say that, he gathers himself a little better, getting his thoughts in place. “Alright, Gabby. Its nice to hear it's not some weird codename like the marines. Seemed more like porn names some of them were using.” He takes a breath, lets it slowly slide out through his lips. “That the name god gave you?”

Looking back to the decision you made with Wythoff, you simply say, “Don’t ask that question.”

“Fair enough.” He responds quickly. “You said earlier that I was free to go off wherever right? Honest? You won’t stop me for desertion if I just run off like it’s some sort of military duty?”

>He’s free to ditch this group, unless he overhears anything important prior to then, then you’ll stop him.
>He’s free to walk away when he likes, but he needs to warn the group before he does.
>You won’t stop him, but you will warn him of how much safer it is with people with weapons training.
>He was free to go then, when he had the choice, not now, he made the decision.
>You frankly just don’t care where Shaffner goes.
>That depends if he’s willing to go further into Black Mesa. How deep into the mud is he willing to go?
>Just Ask Shaffner about his skills as an electrician. Could he help get your equipment charged, perhaps even help with your electrical friends?
>Write in a response.
>>
>>4381145
>That depends if he’s willing to go further into Black Mesa. How deep into the mud is he willing to go?
>Just Ask Shaffner about his skills as an electrician. Could he help get your equipment charged, perhaps even help with your electrical friends?
>>
>>4381145
>You won’t stop him, but you will warn him of how much safer it is with people with weapons training.
The odds of him escaping from this facility at this stage are astronomically low. I feel like the only way any of this group is getting out would be together or via intentional extraction later...though, i sense that the test chamber will be either the second to last or the last area.
>>
Rolled 1 (1d2)

>>4381148(1)
>>4381208(2)
Tiebreaker.
>>
>>4381148
>>4381208
I have work today and tomorrow unfortunately, so there won't be many updates.
“Whether or not you leave depends on you Shaffner.” You begin to explain. “It might be a while until we leave, if we even get a flight out of here. Until then our plans take us further into the mud out here.”

“You see that’s exactly what I didn’t want to hear.” He responds. “I think I’ve already been shafted enough by Uncle Sam when he sent soldier’s looking to blow my damn head off. Now you’re a few words away from asking to take up the call of duty?”

“Like I said Shaffner, it depends on you. You should stay if you’re willing to get more involved with Black Mesa.” You explain. “You don’t have to be taking gunshots either. Like you said, keeping your mouth shut, and the marines will shoot at you last. You’re an electrician right?”

“Yeah, but I’m not the guy who’ll be fixing reactors and whatever insane scientific stuff they built around this place.” He explains. “I’m low clearance. They got me fixing breakers and lights for a nice paycheck.”

“Well, we have a lot of equipment that requires electricity, and not a lot of places to charge it. Would you be able to get some of it running? Most of it can be plugged into the HEV chargers, if that helps any.”

“I guess I could turn the safeties off on the things, if you don’t mind a fire hazard.” Shaffner explains. “They usually recharge those panels pretty slowly, otherwise you burn out the wiring real quick. I’d bet you could refill the things in less than an hour if you turned those off, and could probably run that like for… I don’t know, an afternoon before something breaks or catches fire.”

A lot of your stuff is running topped up with power. It’ll probably be done charging by the time any danger could arise from unsafe power management.

>Try and give a sitrep about the test chamber, as you're the only one with experience in the environment.
>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
>Check out the anomalous storage facility, decide who, if anyone you will bring with you to the anomalous materials labs, or choose to hold off longer.
>Hand Shaffner the spare battery you picked up earlier, so he can get it charged. Since there’s no stored power in the chargers, it may take a while for them to charge, they’ll probably be done when you return from the test chamber.
>Write in anything else you might want to do.
>>
>>4381567
>Hand Shaffner the spare battery you picked up earlier, so he can get it charged. Since there’s no stored power in the chargers, it may take a while for them to charge, they’ll probably be done when you return from the test chamber.
I'm already regretting not taking the batteries off the dead agents killed by Freeman.

>Try and give a sitrep about the test chamber, as you're the only one with experience in the environment.
>>
Hm. Not sure if we might as well turn off the safeties, given Black Mesa is due to be a crater soon.

Well, depending on our interference, but Sheperd had already tried to stop it and, well, we can blame G-Man for why that didn't work.
>>
Next update will be tomorrow, hopefully a bit earlier than usual. Was hoping I could get one in late but work was terrible, I'm exhausted.
>>4381934
I can't tell if you're in support of messing with the charger safeties or not. Are you supporting either which way? I just don't want to misinterpret anyone.
>>
>>4381627
>>4381934
“Well, I wish I had more for you, but all I have is one empty battery, can you fill it up so I can use it as a spare later?” You ask, pulling the suit battery out of your bag.

“You got it.” Shaffner responds. “I’ll get to work on the wiring. They should have one of those chargers around here, the EMT’s used them all the time for their equipment.” As he starts to walk away, he says, “I’m pretty sure the coffee machines and paper shredders in public relations used them too, with how often they were broken.” Shaffner chuckles. “It’s an alien invasion and I still can’t get their goddamn whining out of my head.”

“Before you get to rewiring, I want to go over the place we intend to recon next.” You explain, with the alterior motive of not exactly wanting the man to be left alone, right after finding him from sneaking off. “It’s a quick debrief, then you can get to work.”

Shaffner sighs, then says, “Yup,” and follows you back. “Where are you going?”


“Ground zero.” You respond. “The anomalous materials labs.”

“That sounds like way too far into the mud.” Is all Shaffner says as you return to the hospital room where your team sits.

“Gabby.” Marietta says as you return. “Are we good to go?”


“Soon.” You respond. “Before we start scouting out the entry-way, I want to get people on the same page. I was the only one among us who had experience in the labs. We’re heading into the anomalous materials lab, where the incident first started, to record the radiation across multiple wavelengths. We’re using your goggles for that Guttman. The place is likely to be spotted with radiation, so we have three suits worth of hazardous materials gear on hand.”

“What’s gonna be crawling out of space in there?” Reilly asks.

“According to the physicists stationed there, anything.” You respond. “The space is apparently unstable, so I have no idea what we might find in there.”

“Are there any other things we should be looking out for?” Guttman asks. “Most of the lab techs I know tend not to care too much about securing their documents. Usually just leave them in an unlocked desk. Whose desk will we be rooting through?”
(cont.)
>>
>>4382628
(cont.)
Guttman brings up a fair question, while your primary objective is to get a reading of the test chamber for the scientists, there’s bound to be good intel scattered through, leaving plenty of opportunities for secondary objectives. While they’ll be available regardless of what you say now, it’s still not a bad idea to plan which to prioritize before leaving.

>You’ve been told that one of the physicists, Dr. Magnusson, went down there. While he may not still be there, you should try to find him anyway.
>You should prioritize scavenging through the old server room. While you’ve already gotten the data, the last thing you want is for someone else to get a hold of it as well, or the dongle you left in there.
>You should try and rifle through Dr. Kleiner’s office. The man was brilliant, he’ll no doubt have papers left in there.
>You should rifle through Dr. Vance’s office. He’ll have some useful equipment in there, and you feel you owe the man any heirlooms left behind in there.
>You should try and recover any surviving samples from the anomalous storage room.
>Write in any other secondary objectives you may want to pursue.
>>
>>4382630
Is the dongle useful or do we have spares? If so, we could just grab it on our way, since I think we need to pass it anyway. Can the people without the hazmat suits search the offices or are those irradiated as well?
>>
>>4382630
“Are there any other things we should be looking out for?” Guttman asks. “Most of the lab techs I know tend not to care too much about securing their documents. Usually just leave them in an unlocked desk. Whose desk will we be rooting through?”
Well he's taking to this like a guppy to water
Primary Obj: >You’ve been told that one of the physicists, Dr. Magnusson, went down there. While he may not still be there, you should try to find him anyway.

Secondaries in order:
>You should try and rifle through Dr. Kleiner’s office. The man was brilliant, he’ll no doubt have papers left in there.
>You should rifle through Dr. Vance’s office. He’ll have some useful equipment in there, and you feel you owe the man any heirlooms left behind in there.
>You should try and recover any surviving samples from the anomalous storage room.
>You should prioritize scavenging through the old server room. While you’ve already gotten the data, the last thing you want is for someone else to get a hold of it as well, or the dongle you left in there.

Realistically, we should be going through the server room on the way in, so resting for a bit by looking for the USB isn't a bad idea. Gives us a breather before going down the shaft into hell.
>>
>>4382695
>Is the dongle useful or do we have spares?
You do have spares, but it could act as a potential threat to the CIA if someone with resources and knowledge of what it is took it, with another american intelligence service here, that could be a potential problem, but they'd have to be pretty lucky to find where you left it among poor cable management and destroyed servers.
>Can the people without the hazmat suits search the offices or are those irradiated as well?
You don't exactly know, but it's definitely one of the less likely places to be irradiated due to the distance and shielding between them and the epicenter, it's still a possibility of course, but you do have Geiger counters.
>>
>>4382698
Sounds solid

>>4382630
>You’ve been told that one of the physicists, Dr. Magnusson, went down there. While he may not still be there, you should try to find him anyway.
>>
>>4382707
I'd like to have Guttman, Shaffner, and Reily search around the rooms for anything we can use, while Gabby, Marietta, and Kirchoff don the rad suits. I dont trust the electrician, hence, Reily and Guttman (especially since Guttman probably doesnt want to go to ground zero) and because doing this we still get to watch over Kirchoff.
>>
>>4382715
Kirchoff seems to be suspicious of Shaffner, so maybe change him for Guttman so we have two trained people watching him?
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Next update will have to be tomorrow unfortunately, hoped I could slip a second in, but I've got to get ready for work.
>>
>>4382742
Do we trust Kirchoff enough to do that?
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>>4382760
Oh fuck oh god please not the xeno puppies. Can we take some drugs and see if we can brain blast tame one? I love those little guys.
>>
>>4382630
>You’ve been told that one of the physicists, Dr. Magnusson, went down there. While he may not still be there, you should try to find him anyway.
>>
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>>4382695
>>4382698
>>4382711
>>4382715
>>4382742
>>4382763
>>4382765
There isn't much intelligence to speak to, you'd probably need some sort of alien kennel to study their pack mentality. You could still focus on non-lethally dealing with them when you come across them.
>>4382768
“Our ultimate goal is still to get a reading of the test chamber, but I think we should place a heavy focus on retrieving any physicists in there.” You begin. In order to keep morale high, you’re portraying this all like a presentation, with a clear concise plan to give them confidence in you. “According to the staff, a few members of the science team delved back into the labs before we returned to the infirmary initially. They were led by Dr. Arne Magnusson, one of the leading physicists in projects parallel to yesterday’s test. If possible, we should do our best to find him, and possibly recover the man.”

“What does he look like?” Kirchoff asks. “Einstein?”

“Thankfully no.” You respond, feeling rather lucky that the doctor whom you had to provide a description for did have fairly distinct features. “Dr. Magnusson is a male in his late forties, with sandy brown hair, a widow's peak, and square facial features. You’ll also pretty quickly notice the fact that he is inhumanly difficult, and will somehow find a way to complain as you save his life.”

“I think I gave him a biopsy once, the guy had a cancer scare a few years back.” Guttman mentions. “He really softens up when you cut a hole in his head.”

“Well unfortunately forty five rounds lack surgical precision.” Reilly cracks.

“He’s not that bad.” Guttman shrugs. He knows she’s joking. “Guy just cares too much about his job.”

“And he’s important too.” You respond. “Even if he played a part in causing it, we need people like him to help fix it.”

“Can’t say I disagree but… goddamn. Baby sitting jobs.” Kirchoff scoffs more to himself than anyone.
(cont.)
>>
>>4383469
(cont.)
“Well that’s still not all we’re going to be doing there. Our ultimate goal is still to scan the test chamber. It would be a good idea to also checkout Dr. Vance and Dr. Kleiner’s offices for any additional research documents. Anything that might prove useful to the labs back at the CIA, I doubt those guys do it from memory. On the way into the labs, it might not be a bad idea to recover any samples we can. Since it won’t be out of our way, we could also look for any surviving hard drives from the server room.” You explain, listing off the less important priorities you only partially considered. “Still, the scans and Magnusson are the big two.”

“What about SOCCOM, like yours truly?” Kirchoff responds. “Ground zero was a pretty big target before someone hit me with a grenade. I wouldn’t know their plans for it, but I’d imagine its slow and backed up with infantry if it’s as insane as you say in there.”

“And what about the alien teams. What if another one of those packs, like the one we fought when we were getting shot at by a sniper,” Marietta gives a dirty look to Kirchoff, “appears. What’s the plan then?”

These are both things you should consider if you want to split up the team in any way, which isn’t a bad idea given that many of you won’t be able to access certain areas. If you split into more than one group, you won’t have full communication at all times due to the heavy radio interference the test chamber will cause. This means you ought to set a basic guideline now, so your compatriots now what’s expected of them if they’re somehow separated, be it premeditated, by necessity, or accidentally.

(Feel free to vote in both groups.)
>It’ll be too chaotic in there to bother with interrogations in there, shoot to kill, even if they may have their own information.
>Just avoid as much as possible. You don’t need to take anything off their bodies, nor do you need to talk to them, just keep concealment.
>Keep your heads low, fight on your own terms, and try to capture possible moles if you can.
>Write in a protocol for dealing with the ISA in the labs.

>If those alien packs arrive, the focus should be on keeping vortigaunts alive. They’re innocent in this.
>It’s not worth risking your lives for the vortigaunts, shoot to kill the vorts first, then blow the creature in the center away.
> You feel like you guys could do better than just the vortigaunts, you want to capture one of these alien leaders again. The last one you “talked” to did give you some information, and you’ve gotten better since then. Of course, that’s rather risky for the team when more things could come at any second.
>Write in any protocol for dealing with alien intelligence packs.
>>
>>4383469
I recall we passed some place that had a kennel at some point. I think it was the area Kleiner was in or something?

>>4383471
>Keep your heads low, fight on your own terms, and try to capture possible moles if you can.
It is preferable to capture as many alive as possible, but if they cannot then do what you think is nessassary.

>Write in a protocol for dealing with the ISA in the labs.
Grill Kirchoff for more information we can use to prevent friendly fire. Again. Let's consult our companions for ideas.

Priority: your lives >capture of xen controllers > capture of vortigaunts. That is to say you should totally go for it if you think you have the right conditions to beat an intelligence pack. Considering the Controllers are capable of semi-ressurecting the Vortigaunts, you should focus fire on it. Spam stun grenades and frags to disable everyone within the pack to make it easier to disable or kill the controller, via lethal rounds to soften it up, followed up with a swarm of angry rubber bullets. Dealing with them will cause the vortigaunts to either lose morale or flee, making them easier to take down. They're pretty slow on their hooves so picking them off would be easy.

In addition, if we happen to still have a connection when we're at ground zero, or you encounter an intelligence pack before we head to ground zero, try and give us a heads up for when you engage them. That will maybe give Gabby the chance to help via the consumption of drugs to brain blast the aliens.
>>
>>4383471
I'll support >>4383524 for the top group
the second group i'll vote for:
>If you encounter one of those packs and I'm not nearby, try to retreat if possible. If you can't, then do whatever you need to kill the flying fetus. It's preferable to keep the Vortigaunts alive, but that might not be an option in the moment.
and lastly
>In the event that you encounter a new group, separate from the ones we've discussed, stay hidden and observe them for a while. Then report back to the other group, since an additional faction really changes the situation.
>>
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I have a few responsibilities that I have to look over today, and I slept terribly last night so I'm feeling kind of out of it. The vote is still open of course, but I think I'm gonna take a bit of a break for today. I might pick back up early if I'm feeling more well rested and have cleared my schedule off a bit.

In the meantime, I'd always like to hear any feedback about how things are run, or how the story is going, especially any criticisms you may have.

Finally, I don't say this enough, I couldn't ask for better players. Writing for you guys is great.
>>
>>4383766
Like always the quest is awesome. Stay safe, stay healthy.
>>
Rolled 2 (1d2)

>>4383524
I should probably clarify more what I mean by kennel, like an actual staffed place where you could keep, feed, and study the houndeyes. The CIA might try it if you were to extract them as live samples.
>>4384217
Thankfully I'm already fairly germaphobic, so I've been doing my best to keep away from anything that might spread the rona.
>>4383524
>>4383719
Tiebreaker roll. Since two players supported
>Keep your heads low, fight on your own terms, and try to capture possible moles if you can. It is preferable to capture as many alive as possible, but if they cannot then do what you think is nessassary.
It happens regardless of role.

On a 1: the second half of >>4383524

On a 2: >>4383719
>>
>>4384217
Glad to hear you're enjoying it pal.
>>4383524
>>4383719
>>4385145
“If you come into contact with the ISA, then try and capture any information you can.” You explain. “It’s preferable that more are captured alive, but you need to do what’s necessary if you don’t think that’s possible. If it is possible, play to your strengths. Keep your heads down, stay back until the fight’s conditions are in your favor. Take them by surprise.” You look over to Kirchoff. “Do you have any advice to help us out?”

“Sure. Don’t forget they can see you even while invisible.” Kirchoff says, sliding the scope of his rifle off it’s picatinny. “Thermal sights. If you’re taking cover, make sure it’s behind something thermally opaque. The cloak they give snipers is made of expensive stuff, but anything good at holding heat will do when blocking thermals.”

“They spend a fortune on cooling every year out here.” Guttman explains. “I’d bet most walls would disrupt the thermals. No one in administration wants to spend extra on AC because heat is radiating into the facility.”

“So to sum it up, we can’t rely on cloaks to avoid the ISA.” You explain, being sure to address your two fellow spies. “Instead, we’re going to have to use solid cover to avoid any scans they try while down there.”

“Understood ghost cop.” Reilly responds, and Marietta follows suit with a nod of her own.

“Now if we encounter one of those alien packs, and I’m not nearby, try your best to retreat. The last thing we want is the invaders learning both our intentions, and CIA secrets.”

Shaffner seems confused at this part.

You continue, intending to get him on the same page when you’re done explaining the protocol. “If you’re cornered by the controller and its vortigaunts, do whatever you need to kill the flying fetus in the center. While I’d like to keep the vortigaunts alive, it may not be an option in the moment. Your wellbeing takes priority over alien conscripts.”

“Don’t engage unless necessary, understood.” Marietta responds.

“Finally, if there’s any groups or factions there that you don’t recognize, stay hidden, and observe their activity. When its possible, report back. There have been a few reports among the marines of new types of aliens. Additional factions in this mess could really complicate the situation.” You explain.

You watch as the group around you nods, all except for Shaffner, who clearly has a million questions he isn’t sure about asking.

Kirchff suddenly opens his mouth before Shaffner can ask any questions. “You’re talking like we’re going to be split up. Will we? How is the team going to be handled?”
(cont.)
>>
>>4385202
(cont.)
With yourself, Marietta, Guttman, Reilly, Kirvhoff, and now Shaffner, that leaves three radiation suits to be divided among six people. While you may find more inside the lab, you shouldn’t depend on it one hundred percent. One group of people is most certainly going to be equipped with radiation protection, while the other isn’t.

With yourself obviously in a radiation suit, who gets the other two?
>Marietta.
>Guttman.
>Reilly.
>Kirchoff.
>Shaffner.
>No one, go it alone.
Is there anyone you feel is better left behind at the infirmary?
>Leave Marietta.
>Leave Guttman.
>Leave Reilly.
>Leave Kirchoff.
>Leave Shaffner.
>The vortigaunt currently still in the room he was studying in.

>Write in any other specifications you may want for the team.
(Optionally, explain some of the things you've been talking about to Shaffner.)
>Give him the minimum operational intelligence. The ISA is an intelligence service for the marines, and the "packs" are groups of vortigaunts with a controller at the center.
>Explain that the ISA is working illegally at black mesa, and the alien packs are apart of the alien's intelligence service.
>Explain the full story of the ISA, and explain that the alien packs are groups of aliens able to rewrite a persons memories.
>Write in.
>>
>>4385203
Just to be clear, there is no mandate to leave anyone behind. Leaving no one is the assumed option unless you vote for someone to be left at the infirmary.
>>
>>4385203
>Marietta
>Kirchoff

>Give him the minimum operational intelligence. The ISA is an intelligence service for the marines, and the "packs" are groups of vortigaunts with a controller at the center.

What armaments fors Reilly, Guttman, and Kirchoff have? Does Kirchoff's rifle compare to the large McFuckYou caliber rifle we have?
>>
>>4385316
Guttman has a shotgun, an SMG, and your old USP.
Reilly has a USP, and a Desert eagle.
Shaffner has just a Desert eagle.
Kirchoff has just his rifle and a combat knife, as you took his sidearm. Kirchoff is using an M40. It doesn't have the kind of grunt exploding stopping power as your gun, but it also is less unwieldy, and has a magazine, rather than just one single shot round.
>>
>>4385358
How much firearm training does Shaffner have?
Give Guttman some rubber bullets.
Ask Reilly if she needs additional fire power and what exactly. Maybe give her some frag, stun, and flash grenades.
>>
>>4385316
>>4385316
dis

I mean risking non-combatants in that area is asking for trouble.
>>
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Sorry for the delay.
>>4385316
>>4385379
You haven't seen him use a gun, so it'd be hard to tell, but he seemed to be at least confident when he was holding it back there.
>>4385569
“There’s only three operative’s worth of personal protective equipment on hand.” You begin to explain. “That means not all of us are going to be down in the test chamber unless you want a lethal dose. That may change if we find more on sight, but there’s no guarantee that’ll happen.”

“Fair enough.” Kirchoff responds. “Who gets first dibs on the suits?”

“For now, Marietta, and Kirchoff, and myself.” You respond. “You both have weapons and stealth training. Any puncture put in these suits will reduce their effectiveness drastically, so we ought to have well trained agents in them who can avoid taking hits.” You carefully leave out the fact that it always leaves people you know you can trust in both teams outnumbering those you’re unsure about. “As well, according to the physics team, the closer you get to the test chamber, the worse it gets. No offense to you two,” you glance your eyes over Shaffner and Guttman, “But I’d prefer to keep civilians from such a hot location. I am however, going to be handing out some equipment when we roll out, distribusing some ordinance and riot rounds when we leave.”

Finally fed up with confusion, Shaffner asks, “Hold on a second, can we back up?”

“Of course.” You respond, having a good idea of what he’s about to ask.

“What the hell is a flying fetus?” Shaffner asks. “And the ISA, aren’t they like… british or something?”

“You’re thinking of SIS.” Guttman responds. Having not expected a response from a civilian, Marietta gives the man a strange look. He shrugs, then says, “My son used to like James Bond.”

“That doesn’t answer my question.” Shaffner responds. “Who is the ISA?”

“The intelligence support agency.” You respond, intent on sticking to publicly available knowledge. “They’re a division of special forces that works to gain foreign intelligence. Unlike the CIA, they work directly for the department of defense, meaning they are smarter than most marines, and not on our side.”

“Okay, what about flying fetuses?” Shaffner asks again. “That’s… goddamn insane.”
>>
>>4385616
(cont.)
(cont.)
“I was being facetious when I said that.” You explain. “One alien species has a large head on a small body, bearing a resemblance to a fetus. They’re typically accompanied by groups of red-eyed, green skinned aliens. These accompanying aliens are effectively slaves to the controller.”

“Okay, so they’re just misunderstood?” Shaffner responds. “The green skinned ones, you’re saying they don’t want to fight?”

“Yes.” You respond. “Avoid killing them if possible.”

“Fantastic.” Shaffner responds, irritated at the extra complication. “As though our own politics aren’t enough now we’re all involved in interspecies politics.” He sighs. “At that point isn’t it just survival of the fittest?”

>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
>Check out the anomalous storage facility, and decide whether or not you want to leave now.
>Write in any other things you want to prep the group on, or get to leaving.

(Optionally, respond to Shaffner.)
>That seems pretty heartless. They’re so adorable, how couldn’t you try to help them?
>This is the second time I’ve had to say this, but conventional sense like that does not apply in an alien invasion.
>Sure, for non-sapient creatures. Even if they aren’t the apex of evolution, they can still help us.
>Can you shoot lightning out of your hands Shaffner? I don’t think we’re the apex predators in this environment either.
>Write in a response.
>>
>>4385618
>Find your vortal ally alone, see how it’s doing, perhaps further your vortal communications.
Hey man free suit charger.

>That seems pretty heartless. They’re so adorable, how couldn’t you try to help them?
>>
>>4385618
Is the enslavement collar's existence classified?
>>
>>4385785
Since it's such new information, and already leaked through a few sets of Black Mesa staff, that would be something up to your own discretion. Since the vote was for "minimal operational information," I chose to leave the specifics of their enslavement out, but you're free to say it if you want to.
>>
>>4385666
>>4385785
“That’s heartless Shaffner.” You respond, putting on a dramatic voice of offense. If you hadn’t spent your childhood lying to orphanage attendants, you could’ve been an actor by now. “They’re so adorable. Those little round ears and that giant puppy dog eye. How could you not want to help them?”

“You people are insane.” Shaffner says. “You have fun getting shocked. If I see some giant fetal abomination, I’m outta here.”

“You’re a cruel man Shaffner.” You respond, clearly joking. “Maybe I’ll have to get you a pet. How do those little alien dogs sound?”

“With the bug eyes?” He shouts as he starts looking through his tools, clearly making a move to get to work on that charging station. “I’m gonna be seeing those ones in my damn nightmares.”

“Heartless.” You finish. “You’re free to get to work.”

“Hold on.” Marietta says, stepping away from the wall she was leaning against. “I’ll come with you.”

“I don’t really need the help.” Shaffner says with a suspicious face.

“Those creatures that killed your friends will start roaming the halls now that there are no security guards around to keep them in check.” She explains. “You still don’t have a helmet. You do need someone to watch your head.”

“You know what, I’m not gonna argue, because those things really will be in my nightmares.” Shaffner responds as he starts to walk off. “Those guys didn’t deserve that shit man.” His voice fades off as he walks down the hall. Seeing Shaffner is watched as he leaves, you feel free to look at other things.

Of course, the real reason Marietta came with him was obvious, he’s new, he’s shifty, and nearly got you killed. She trusts him just as much as Kirchoff. It’s easy to see the man is willing to turn tail on people who wouldn’t do the same for him. He left his coworkers behind to be taken over by headcrabs, and mentioned the EMT’s walking into gunfire like it was someone dropping a cheap ceramic plate. The man is what most people would call a rat, and he’s good at it.
(cont.)
>>
>>4385840
(cont.)
Heading back upstairs, you start keeping an eye out for any creatures shambling through the infirmary as you move, weary that the security team has left this place behind. Creatures are now free both to teleport and wander inside. Making it to the room of your vortal ally unhindered, you first peer into the darkened room, seeing the creature hunched over something. Turning the handle, its face immediately turns around, and you see it covered in the paint it used to create its mural. As its body turns further, facing you entering the room, you suddenly see what's in its hands, the carcass of a headcrab. One last feeding time before the infirmary staff head out.

The vortigaunts mural doesn’t appear to have changed at all, given that he hasn’t finished with his new pigment source.

Your head still reels at the thought of trying to… go wherever the hell you went last time you were in this room. Even with Diazepam, you doubt anything that major would happen once again without a bit more time. However, even vague information is more information.

>Try and think about this Shephard you’ve been hearing about, is there anything this vortigaunt could give you? (Roll 3d6+3, pass on a 14.)
>Try and think about these new creatures you’ve been hearing about. Are they others from his dimension? (Roll 3d6+3, pass on a 14.)
>Try and think about the picture you saw, the one your handler is withholding from you, that you saw right before the incident. (Roll 3d6+3, pass on a 13)
>Try to think about what Dr. Vance said, how everything will be popping into the anomalous materials labs, what might be coming into there? (Roll 3d6+3, pass on an 11)
>Think about the meeting you saw both in the mural, and in the meeting with your mutual friend. (Roll 3d6+3, pass on a 16)
>Write in. A DC will be determined based on the value of the information.
>Leave, start heading out to the anomalous materials labs, you don’t have time for this.
>>
>>4385841
>Write in.
Before we do any brain thingies, lets try verbal communications. Has it's English improve since we last spoke to it?
>>
>>4385841
>Try to think about what Dr. Vance said, how everything will be popping into the anomalous materials labs, what might be coming into there? (Roll 3d6+3, pass on an 11)
Ask what it wants to do or if it can come with us to help. Can it charge our suits again, or is it out of juice?
Ok so now we know canonically that vortigaunts can eat head crabs. Try to think an idea to it on methods oh how to eat them. Why stop at eating them raw when you can bake and baste them in an oven, or marinate it before grilling. How basic bitch are the vortigaunts culinary skills as a whole?
>>
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>>4385895
>>4386090
“Hello.” You start with the creature, its understanding of your language is likely still simple, even if it has somehow learned more. Acknowledging you, it starts to put down its meal, and with its free hand wipes away yellow alien innards from its face. It does a small motion as it stands back up, as though welcoming you into his space. The mural’s art style, the way they commune with each other after being freed, it's clear that there is a culture to their alien expression. You wonder what other ways it expresses itself. The creatures seem to eat head-crabs. Do they have their own culinary arts that have arisen through history? No doubt their tongues and tastes are vastly different than yours, and the sources of nutrients they’ve had access to are as strange and alien as they are. You stow away your own curiosity for a moment, having more important matters on hand.

“Yes.” It responds, with a slightly more practiced tongue. “Come.” Still only common, single syllable words.

As you approach, the creature waits for you to ask questions. You start by explaining, “We are going to the anomalous materials materials lab.”

The creature just blinks, it doesn’t seem to understand. Knowing it understands who Dr. Freeman is, you elaborate, “We want to study Dr. Freeman’s test chamber.”

The creature's single eye widens with interest. It makes a small nodding motion, then says “Yesss…”

“Are you interested in coming?” You say, watching as the creature nods again.

It makes a few more motions, indicating what you assume to be, “we must go!”

“We’ll be leaving soon.” You say, trying to sound reassuring. “We’re still preparing. It will be dangerous.”

The creature nods, not so much out of respect, but that in knowledge that it has little power over decision making.
(cont.)
>>
>>4386577
(cont.)
“You charged my equipment earlier. Would you be able to do it again?” You ask.

The creature nods negatively, while saying “Saved… power.” That’s the first time you’ve heard it use two words, but with its limited understanding of sentencing structure, you aren’t exactly sure what that means. Saving power for what? Is it afraid of what’s in the labs, and wants to save his strength for himself?

You could continue asking questions verbally, but the creature’s vocabulary is still limited, you might not get anywhere near as much information as you would from the migraine.

>Simply ask the creature about this colonel shepherd you’ve been hearing about.
>Attempt to ask about the new race of beings you’ve been hearing about.
>Ask why the creature is so interested in the test chamber. What’s down there?
>Write in anything you’d like to ask.
>Try and think about this Shephard you’ve been hearing about, is there anything this vortigaunt could give you? (Roll 3d6+3, pass on a 14.)
(Using Diazepam can be done retroactively with migraine checks.)
>Try and think about these new creatures you’ve been hearing about. Are they others from his dimension? (Roll 3d6+3, pass on a 14.)
>Try and think about the picture you saw, the one your handler is withholding from you, that you saw right before the incident. (Roll 3d6+3, pass on a 13)
>Try to think about what Dr. Vance said, how everything will be popping into the anomalous materials labs, what might be coming into there? (Roll 3d6+3, pass on an 11)
>Think about the meeting you saw both in the mural, and in the meeting with your mutual friend. (Roll 3d6+3, pass on a 16)
>Write in. A DC will be determined based on the value of the information.
>Leave, start heading out to the anomalous materials labs, you don’t have time for this.
>>
>>4386578
>Simply ask the creature about this colonel shepherd you’ve been hearing about.
>>
>>4386578
>Simply ask the creature about this colonel shepherd you’ve been hearing about.
one at a time, yee?
>>
>>4386620
>>4386801
I would personally prefer it in some cases, but I think I gave up on the rule last time, so I'll just say pick whatever you want.

https://youtu.be/gBPvVwv-HnQ

“I’ve been hearing about a colonel shepherd recently. You’re fellows rooted through my brain, I’m sure you’ve seen the man in the suit?” You ask, watching the vortigaunt nod affirmatively. “Dr. Breen’s investor is apparently interested in this marine. What does he want with him?”

“More…” The vortigaunt says. For the first time, he uses two words in a phrase, but something is off about his inflection. “Comes another.” It sounds deeper, lower. He repeats it again. “Comes another.” After the second time, he almost seems disgusted by the words, like a man in the woods with no choice to eat insects, he rears his lips and cringes at his own mouth.

“What is coming?” You ask.

“Much.” Is all the vortigaunt responds with, forcing the syllables out through an alien tongue. Frustrated with his limited human vocabulary, you watch him give up on english. Instead, he returns to his meal, dipping a finger in the open, dripping body of a freshly killed headcrab. You see him flick away the fragments of a hollow point round, then hold up a talon to show it covered in paint. In his people’s tribal style, he draws a circle, with another circle orbiting it. Your first intuition is a planet being orbited by a satellite, perhaps the earth and the moon, but then he adds two thin lines to the center circle, perpendicular with each other, then another horizontally in the orbiting body. You remember basic chemistry well enough to see the diagram of a hydrogen atom in his scribbles.

“Hydrogen?” You ask, and he nods, before continuing with his painting's addition.
(cont.)
>>
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>>4386893
(cont.)
Now using his whole talon, rather than just the tip of his claw, he drags the pigment along the wall, its gentle bioluminescence making it easily visible in the darkened room. One long tendril, reaching towards the atom’s nucleus, immediately begins to harbinger numerous small tentacles as the vortigaunt tears his fingers across the wall, letting the lines taper the farther they grow from the main body. Its organic, smooth lines remind you of some form of creature.

“Is that a creature?” You ask. The vortigaunt once again says, through his alien accent says, “Yess.”

Looking at the creature, you feel the migraine begin to wake up. Unlike the “Pavlovian response,” it often hits you with, it’s as though it instead is directing its energy at the thought of that image. It hates whatever that creature is, and wants you to hate it too.

>Why is hydrogen coming? Do you need a chemistry lesson?
>You’ve been hearing about other creatures, ask the vortigaunt if that is one of them.
>Ask why the creature was so put off by the words, “Comes Another?”
>Ask why the creature is so interested in the test chamber. What’s down there?

(Using Diazepam can be done retroactively with migraine checks.)
>Try and think about the creature the vortigaunt is showing you. What is it? (Roll 3d6+3, pass on a 15.)
>Try and think about this Shephard you’ve been hearing about, is there anything this vortigaunt could give you? (Roll 3d6+3, pass on a 14.)
>Try and think about these new creatures you’ve been hearing about. Are they others from his dimension? (Roll 3d6+3, pass on a 14.)
>Try and think about the picture you saw, the one your handler is withholding from you, that you saw right before the incident. (Roll 3d6+3, pass on a 13)
>Try to think about what Dr. Vance said, how everything will be popping into the anomalous materials labs, what might be coming into there? (Roll 3d6+3, pass on an 11)
>Think about the meeting you saw both in the mural, and in the meeting with your mutual friend. (Roll 3d6+3, pass on a 16)
>Write in. A DC will be determined based on the value of the information.
>Leave, start heading out to the anomalous materials labs, you don’t have time for this.
>>
>>4386896
>Try and think about these new creatures you’ve been hearing about. Are they others from his dimension? (Roll 3d6+3, pass on a 14.)
Pop that diazepam
>>
I was about to get to writing when I had a thought. >>4386090's vote is sort of answering the same basic question, despite being in a separate prompt. Should I count his as part of the same vote, because despite being in a separate prompt, it is still voting on the same thing when it comes to getting to mental shenanigans. What do you guys think?
>>
Rolled 1 (1d2)

I might just be overthinking things, but I think I'm gonna consider it a tie, since it is still voting for the same thing in the end, and do a tiebreaker roll accordingly. I'd still like to hear any feedback on how you guys think it should be handled.

1 for communicating what Vance said to the vortigaunt, 2 for trying to learn about the new aliens through the vortigaunt.
>>
>>4386090
>>4387076
>>4387364

Finding all your verbal questions expanding into only more questions, you sigh, then sit down, looking to your vortal ally and saying, “Lets try this again.”

You keep the diazepam on hand as you try to replay your conversations with the science team in your head. According to them, Black Mesa is held in a false vacuum that would make both teleportation and time travel impossible, and that means there could be absolutely anything inside.

Finding a comfortable spot on the floor, you keep a bottle of diazepam nearby in case you need to avoid a seizure, with your head protected from any hard surfaces you could possibly concuss yourself on. At the migraines expense, you start to focus harder on both Kleiner’s physics lesson, and what Dr. Vance learned in his studies at the CIA. While the migraine kicks in retaliation, pulses of pain dancing across your skull, then cascading into a feeling of electricity in your brainstem, you await for the vortigaunt to hopefully meet you halfway with some sort of information, whatever his fellows may have learned. There are no doubt at least a few vortigaunts inside the anomalous materials labs.

Four players roll a 1d6. The top three rolls will be added into a 3d6+3. If rolling takes longer than 45 minutes, feel free to roll twice. Diazepam can be used retroactively for a +4 to the check, but taking lasting detriments in future combat rolls.
>>
Rolled 6 (1d6)

>>4387379
>>
Rolled 2 (1d6)

>>4387412
>>
Rolled 5 (1d6)

>>4387379
>>
Rolled 4 (1d6)

>>4387379
We should see if we can punch the migraine again.

Taking Diazepam before a migraine check will boost your migraine by +4, but will reduce agility by -2 and shooting by -3. 10 available doses in the bottle.)
Shouldnt our total brain bonus be +7? +3 from personal skill, +4 from drugs?
>>
>>4387505
It's used retroactively, so had the roll failed, but been within four points, I would've given you the option to take the drugs, and face possible difficulty in combat later on, probably alongside occasional other side effects.
>>
>>4387412
>>4387433
>>4387501
>>4387505
As you focus on the thought of the anomalous materials labs, you start to sense something beyond the migraine, an eye peering through, then a taloned hand reaching through that small pinhole in the side of your head. You have to weave yourself through the migraines constant thumping, and it’s ceaseless to watch over your thoughts. The more it pushes against you, the more it reveals its cards, making it easier for you to maneuver through it. With a cool head, and the help of the vortigaunt, you’re able to ignore the increasing pain, and avoid the increasing ire of the migraine, slipping past its barrier to meet the alien creature. It pulls you the rest of the way out. Following after, you await to be shown new information by the being. Rather than pulling you into the vortessence however, the creature drops you the moment you leave the small pinhole in the migraine.

Once again, you are left in an inky sea of dark, empty space, the same place where you saw the alien’s strange leader. Now, on the horizon, you see flashes of multicolored light, green, orange, blue, all in the distance. It’s much like watching distant artillery in the night crash against different assortments of buildings.

With your vortal ally still watching you closely, you start to move away from the mass of red pain that has built itself around your currently absent brain. Getting closer into the storm, you start to notice another pattern of the cacophony of alien activity. Within the center of the mess, you see and empty space, like the eye in the center of a hurricane. While the rest of the black sea around you is seemingly lit up by the ambient glow of alien activity, the one place where all of that falters is within this eye. At the center of the most active part of black mesa has grown some form of event horizon. The closer you grow to the spot, the looser time and space gets.

A few voices are still echoing away from this strange singularity. Among their garbled transmissions, you occasionally hear the voice of an older man saying, “Gordon…” or “I’m showing a small discrepancy…” then finally, confirming some suspicions, you hear, “It appears the sample is ready Gordon.”

That event horizon of seemingly empty, dead space within the anomalous materials labs is sourced within the test chamber. You don’t understand its source, nor the immense glow surrounding it, but you at least know where to look.
(cont.)
>>
>>4388090
(cont.)
You slipped away rather un-phased from the migraine, avoiding it deftly and with room to spare. You wonder if it's worth it to push your luck.

>Among the chaos of alien activity, see if you can try and pick out vortal activity. Are all the aliens within unfriendly? (Roll 3d6+3, pass on 15.)
>How do you know all of those flashes are from alien life? Try and find any humans left in there. (Roll 3d6+3, pass on a 14, critically succeed on an 18.)
>Are their any more voices being picked up near the event horizon? Listen closer. (Roll 3d6+3, pass on a 16.)
>Don’t push it. Return to your own head and wake up.
>Write in.
>>
I may or may not have work today, power outages are going on at the moment. Just want to keep you guys in the loop if I have to stop updates early.
>>
>>4388092
Is the Diazepam safety net still active? It might be worth trying to fish for that crit, but the combat penalties are pretty rough.

Regardless,
>How do you know all of those flashes are from alien life? Try and find any humans left in there. (Roll 3d6+3, pass on a 14, critically succeed on an 18.)
Seems like the best option right now, since it has the lowest DC and we might get lucky.
>>
>>4388124
seconding you
>>
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>>4388124
It is still active. That's part of the reason I made it retroactive instead of something decided before the roll. Quest dice are not above making those combat penalties for nothing, and I felt like that would just infuriate players more than add tension.
>>4388130
You begin to study the numerous flashes of light across the storm of activity that is the anomalous materials laboratory. Each flash acts differently, in how it interacts, in how they group together, and how they move. What the vortigaunt can show you is abstract, barely a real picture, but you know a decent amount about human psychology. With a bit of knowledge, and pushing what the migraine will let you do, you might be able to find out where the hotspots of human activity are among the tapestry before you. If you search particularly thoroughly, you might even get an idea behind the specifics of each hotspots, be they marines, scientists, or perhaps even zombies.

As you dive deeper into the neurological storm that is Black Mesa, you ensure that the vortigaunt still has an eye on you. Heavily disconnected from reality, you know you might need its help if the migraine discovers what you’re doing. If it’s able to maintain this abstraction of neurological activity while still being conscious, then perhaps it could go as far to administer the medication you currently have sitting next to you.

Four players roll a 1d6. The top three rolls will be added into a 3d6+3. If the total equals a 14 or higher, then you will know the locations of human groups within the laboratory. If it equals an 18 or higher, you will know the specifics of those groups, such as affiliation, and possibly identity. If the roll takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 5 (1d6)

>>4388205
>>
Rolled 1 (1d6)

>>4388205
>>
Rolled 5 (1d6)

>>4388205
>>
Rolled 2 (1d6)

>>4388205
Can we take the drug if we cant go up to 18?
>>
Not sure if we should pop the pills just for some more information. It's going to be a shitshow in there and I don't want to handicap us. We should probably take the normal pass and keep our head clean.
>>
>>4388318
A good point you're making.
>>
Apologies for the delay, I wanted to have this up earlier, but power went out and data went with it. I'm just glad it turned back on within the same day.
>>4388212
>>4388213
>>4388244

>>4388251
>>4388318
>>4388422
Since some of you guys made it clear as to what you think about the diazepam, I'm gonna count your votes preemptively for the option below, unless you change your vote. That's one vote for the diazepam, and two "no" votes acting against diazepam. Because of the delay, I don't want anyone who had to go offline not having their vote counted despite making their opinion clear. If you don't think doing stuff like this is a good idea, please let me know.

Across the laboratory, various lights of different colors shimmer and then dim out against the backdrop Black Mesa’s conflict. Identifying the storm’s eye, you focus out on the constant thrashing that surrounds it. There’s no way those are all alien, no, you’ve heard specifically of humans that want inside. Magnusson comes to mind first of all, but there’s no way he’s the only one inside. You know from Kirchoff that the ISA has an interest in the place, and even if you had no idea of this, you couldn’t imagine the marines would leave ground zero unexplored. Even the average marine understands that they need to know their enemy, and that laboratory could provide insights into both the aliens and the scientists behind it.

You study the individual movement, watching for groups that show the telltale signs of humanity. Some of them clearly show a pack mentality, protecting every inch of a space they have determined their territory, while others roam the facility mindlessly, their entire presence in this strange place only a blip of pure red pain, much like your own migraine. A few stand in small numbers, like bulwarks as they come against tides of the others. Once you see these behaviors, you immediately drop them. Hoping for the easiest find, you search for the behavior of marines first. Packs of small flashes flicker beyond the vortessence once again, and you watch them closely from your impossible vantage point.

Setting these inscrutable flashes of brain-waves apart from the many others is in their packs movements. Within the facility’s lobby, which you can make out by tracking the space where the flashes simply refuse to go, are groups that stick together, converse, hold lines, and follow the activity you would expect of scared humans in an unfamiliar place. You can’t tell if they’re marines or lost staff, but you can still see their location.
(cont.)
>>
>>4388594
(cont.)
Looking further through, now knowing better what to look for in these abstract sparks of light, you spot more squads of humans amongst the anomalous material’s offices, moving through them as though searching. Finally, levels below, you see them in the same room you found Kleiner and Vance, a small group of humans appears to be just standing around. No doubt if they’re that close to the test chamber, they’re either not interested in a long life span, or have some sort of radiological protection.

The longer you look, the more you begin to notice a lingering pain creeping up on you. The feeling of electricity keeps roaming down your nerves. The migraine is waking up, growing suspicious. You want to look harder, and feel like you have more time, when suddenly the watchdog surrounding your brain is shaken awake by an existential chant across the black sea. It’s a low grumble, simply stating, “COMES ANOTHER…” and reverberating throughout your own skull. The words aren’t directed at you, the echo makes it clear that it's being shouted elsewhere. You can only wonder who it’s addressed to.

Just too slow to truly examine the subjects of this strange mural, you feel a familiar pain tear through the folds of your brain, then approach your brain-stem, letting you know its intentions. It hasn’t started yet, but you can tell what it wants. Un-aided, you won’t be able to fight it, but you could at least let it know you still intend to have control over your mind. On the other hand, perhaps the migraine will grow complacent if you make it think it owns you. Finally, there is of course the bottle of benzodiazepines sitting next to you, that with quick instruction to the vortal presence watching over you, could be instructed into administering them, and allowing you to finish your job.

>Take the Diazepam, and get more information on the actual identity and affiliation of the humans below. (Will leave a lingering +4 to all migraine checks, but a -2 to agility, and a -3 to shooting. The previous roll will be considered a critical.)
>Resist the migraine, let that incessant thumping in the side of your skull know whose brain is who’s.
>Return to consciousness calmly, and complacently. Perhaps it will develop a false sense of security.
>Write in.
>>
>>4388596
>Resist the migraine, let that incessant thumping in the side of your skull know whose brain is who’s.
I almost want to take the diazepam AND kick this thing's ass. That motherfucker didn't get enough from the last asskicking we gave it.
>>
>>4388618
this
>>
>>4388618
That's definitely an interesting idea. Considering it, I think it would have a roll with a very high DC behind it, and you seemed on the fence yourself, so I'll include it as a prompt below.
>>4388841
Feeling the onset of the migraine’s painful retaliation, you’re determined to not give it an easy fight. Once again, you see red building around the edge of your eyes and intense pain. You’re tempted to take the Diazepam just to show it what for, to send it a message, but the best you’ve seen, that just makes the migraine angrier. Still, you want it to understand that this is your mind, make it struggle for every neuron.

Quickly getting pulled back to your own brain, you pull and thrash to stay where you can observe the anomalous materials labs, however that strange alien grumble seemed to shake the migraine to full attention. A torrent of pain spikes through you, causing you to lose focus on everything around you. Muscles begin to jerk, and you slowly begin to feel a return to your own body.

You’ve been trained to be resilient to actual torture during you time in the CIA, so if anyone can put up some sort of mental endurance to the migraine’s tyranny, it’s you. Still, the more you return to consciousness, the more your face twists into a wince of pain. Among the sound of your own body thrashing, you can just vaguely hear the sound of another robotic voice among the sounds of your own seizure. Pain smacks against your skull, rippling across grey matter like a hammer thumping against soft flesh. Still, you’re able to at least give the migraine a run for its money, pushing back against it, and thrashing at it every moment until it finally slows down, at least content that you’ve returned to where it can watch your every thought constantly.

As the seizure stops, and you're able to collect yourself, confident that you at least put up a rather competent resistance against the migraine, you take a few deep breaths. Keeping your head clear is important in any endurance test.

>Start asking the vortigaunt about what you just saw in the test chamber.
>Ask the vortigaunt about the voice you just heard in there, “Comes another.” Perhaps it knows what it means?
>Ask further about the vortigaunts new painting, does it have anything to do with the place it just showed you?
>On second thought, now that you’ve collected yourself, you haven’t given the migraine enough. Take the diazepam, and really go hard, overpower the thing. (Roll 3d6+7, on a 20, certain Unforeseen Consequences will be present as long as the diazepam lasts. Effects of diazepam will be applied normally on a failed roll. )
>You’ve gotten everything you can, it’s time to get people together and go to the labs.
>Write in a response.
>>
>>4389541
>Tell the Vortigaunt that you're going to kick this thing's ass. Ask him if he wants to join in on it.
>On second thought, now that you’ve collected yourself, you haven’t given the migraine enough. Take the diazepam, and really go hard, overpower the thing. (Roll 3d6+7, on a 20, certain Unforeseen Consequences will be present as long as the diazepam lasts. Effects of diazepam will be applied normally on a failed roll. )
It might be foolish. It might be strange. But god damn it, it's AMERICAN!
>>
>>4389541
>Ask the vortigaunt about the voice you just heard in there, “Comes another.” Perhaps it knows what it means?

>>4389549
Counter proposal? Once we level up, and get maybe 3 or 4 points to distribute, what if we invest it all in brain power again, take the drugs, then DOMINATE the migraine when we peak at +10? Since the drug only gives us a +4 bonus.
>>
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Rolled 2 (1d2)

>>4389549
"This american boot just kicked your ass back to Xen!
>>4389573

Gonna do a tiebreaker roll. Since I still am not a fan of doing these, I'll say that the vote is still open for anyone who wants to do one more vote until I post the next update. If that happens, I'll discard the tiebreaker.

On a 1, >>4389549
On a 2, >>4389573
>>
>>4389549
>>4389573
>>4389718
Satisfied with what resistance you were able to give, you put your fingers to your temples as you pull yourself up by the doctor’s counter. Your head still pounding, and your body feeling a bit weak after that, you gather your thoughts. Within that strange extracranial space, you definitely learned about the anomalous materials labs. People’s voices appeared to be resonating through time, perhaps even the last words of some of the physicists in the test chamber with Dr. Freeman.

More interestingly however was the loud, all encompassing voice you heard echoing across the inky black space in a low, almost unintelligible grumble. It was certainly no human voice, if anything it sounded closer to the inhuman tongue of the vortigaunts, especially when it attempts to force english through their odd tubular mouths. Still taking slow, deliberate breaths, you look up to the creature standing before you, around whom a light green glow is slowly dying. You heard him say those words earlier, although it seemed to be of necessity, and he had spat them out like he was disgusted by them.

“Did you hear that voice?” You ask, and watch as the creature nods yes. “Was it you who said that?”

The vortigaunt nods no, then says a word in its alien tongue that, surprisingly, triggers no reaction from the migraine. It’s as though it simply doesn’t understand. “Nihilanth,” said with strange pronunciation you’d need practice to replicate. As it does, the vortigaunt wraps its fingers around its neck, as though choking itself. Of course, it doesn’t hurt itself. Taking a moment to think, it finds a word among the vocabulary his brothers took from you, and says, “Slaves.”

“Well then who is coming?” You ask.

For the first time, it does say another multi-word sentence. “Is, or will be?” Once again the words don’t sound like their own, like an impression the accent is different. Perhaps, still not understanding the construction of human language, it’s simply taking meaning from others as need be. “The Freeman.” It adds on. Somehow, everywhere you look, everything loops back to that one physicist.

You focus on the word, “Is, or will be?” That strange black hole in the center of the anomalous materials lab seemed to have scooped up the words of scientists in the past, perhaps it also collected something not yet said among the neurological storm of Black Mesa?

>Start asking the vortigaunt about what you just saw in the test chamber, perhaps it knows something about that strange black spot?
>Ask further about the vortigaunts new painting, does it have anything to do with the place it just showed you?
>Ask further about this “Nihilanth.” What is it trying to show you by choking itself? Have you seen it before?
>So Freeman is the “other” that is coming? Where is he going?
>You’ve gotten everything you can, it’s time to get people together and go to the labs.
>Write in a response.
>>
>>4389781
>Ask further about this “Nihilanth.” What is it trying to show you by choking itself? Have you seen it before?
Is the Nihilanth the reason for the migraines, or the robot voice ones?
>>
>>4389781
>>Ask further about this “Nihilanth.” What is it trying to show you by choking itself? Have you seen it before?
boi o boi here we go
>>
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>>4389901
>>4389906
“What is the nihilanth?” You ask curiously, having never heard the name spoken before.

“Not man.” The vortigaunt says, and the words cause the migraine to smack you right across the face. “Master.” It says, repeating the motion of choking itself. “Slave.”

“Is it your master?” You ask, trying to confirm your own suspicion. “It’s the creature that conscripted you?”

The creature nods yes, continuing to mimic the choking motion. Watching it again with this new knowledge, you realize what it’s trying to mime. The collars around their necks are how they’re controlled, and this nihilanth could be the one to control them. So far, it has seemed the brains of the invasion, and thus the authoritarian species controlling it was the xenian controllers. A suspicion pops into your head, now making the connection. You’ve seen the creature in that same inky blackness before, and it tore itself further into your own world when the rocket launched. They told you this before when the rocket launched to explain their own fear, and it rooted through your brain only to find your mind absent.

You’ve never had a name, or really anything beyond vague, unclear vortal messages, and basic glimpses of it as it rummaged through your mind, but now you can ask this creature directly. “Is that what’s preventing the resonance cascade from ending?” You ask, feeling the migraine try to punish you for asking dangerous questions.

“Yess…” The vortigaunt grumbles.

Trusting the vortigaunts, you could consider this direct confirmation of Dr. Kleiners “Intelligent Interference theory.”

You decide to further your question. “Is it what’s causing the migraine?” While you can still distinctly remember what may have been another woman’s life with implants causing similar head pain, you should ask about every possible hypothesis.

“No.” Is all the vortigaunt says in response. You’re not particularly surprised. The migraine itself seemed to be both scared of, and attempting to hinder this “Nihilanth.”

You still can’t help but find it rather odd that the name “Nihilanth” doesn’t upset the migraine, but thinking about the creature itself does.

“I think I’ve seen it, the one that tried to root through my head, right?”

The alien nods yes.
“Why does it look the way it does?” You ask. “I saw it with metal implants and surgical scars all over. Are those normal?”
(cont.)
>>
>>4390122
(cont.)
“Slaves.” The vortigaunt responds. In his simple understanding of human language, the only way he knows how to emphasize it further, is to simply repeat, “Slaves.”

“It’s a slave? Or was a slave?” You ask, and watch as the creature nods.

The migraine despises that question with a burning passion. A small tingling going down the back of your neck warns you against asking further.

>What the hell could enslave a creature like that?
>Start asking the vortigaunt about what you just saw in the test chamber, perhaps it knows something about that strange black spot?
>Ask further about the vortigaunts new painting, does it have anything to do with the place it just showed you?
>So Freeman is the “other” that is coming? Where is he going?
>You’ve gotten everything you need for now, it’s time to get people together and go to the labs.
>Write in a response.
>>
>>4390125
>Start asking the vortigaunt about what you just saw in the test chamber, perhaps it knows something about that strange black spot?
We can try asking about what can enslave a nihilanth after we beef our migraine stat up to over-maximum, later on.
>>
>>4390131
This
>>
>>4390131
>>4390422
You’ve certainly learned a lot about the migraine so far, but it still holds all its cards close to its chest. Having just suffered through one painful neurological torture session, you’re not particularly wanting to hear another in the hopes of more vague vortal miming, and attempts at english. It’d be better to await more control over your own brain, allowing you to better process the things you learn from the vortigaunt. Besides, you still have no shortage of questions you can ask.

“What was in the test chamber that showed up as an entirely black spot?” You ask the vortigaunt, adding “It had a ring of light around it as well.”

The vortigaunt nods, then peers around the room, quickly spotting the mural he showed you earlier. He raises a clawed talon, pointing to some of the eyes that dot the painting. Looking closely, you immediately note that the eyes he’s pointing to are cyclopian, rather than the more common pairs of human eyes dotting the ruined city. To accentuate his point, he simply states a combination of words both english and his own language, “Vortal kin.” \

“You're saying the black spot is vortigaunts?” You ask. “Or because of vortigaunts?”


The vortigaunt nods negatively, then with both talons, mimes a circle. He means the ring around the black spot.

“There are vortigaunts in the test chamber?” You ask. “What are they doing there?”

Once again, the vortigaunt is forced to appropriate meaning from its former master. “Comes another.” It simply states. It seems a lot of very unclear things are coming to earth according to the vortigaunt.

Hoping to find some meaning elsewhere, you ask, “Well then what about the black spot in the center?”

You see the vortigaunt struggle with english once again, then find a decent word. “Storm.” Is all he gives you.

“A storm is in there?” You ask. Suddenly, your thoughts flick back to the image you saw early morning yesterday, however, you quickly lose focus on the idea as the migraine takes an imaginary steel toed boot to the side of your skull.

“Is, or will be?” The vortigaunt repeats, emphasizing that idea once again. The more you listen to its odd inflection, the more you notice that the original speaker themselves seems unsure.

While you focus on what the vortigaunt is able to teach you, a niggling little part of your brain reminds you of the tactical sense that most of the infirmary’s entrances are unguarded, and that it’s no longer the safe haven you once had.
(cont.)
>>
>>4391040
(cont.)
>What kind of storm is… or will be, in the test chamber? Where did it come from? Is he talking about the resonance cascade itself?
>What the hell could enslave a creature like that?
>Ask further about the vortigaunts new painting, does it have anything to do with the place it just showed you?
>So Freeman is the “other” that is coming? Where is he going?
>You’ve gotten everything you need for now, it’s time to get people together and go to the labs.
>Write in a response.
>>
>>4391041
>What kind of storm is… or will be, in the test chamber? Where did it come from? Is he talking about the resonance cascade itself?
>>
>>4391041
>What kind of storm is… or will be, in the test chamber? Where did it come from? Is he talking about the resonance cascade itself?
>>
>>4391214
>>4391247
“What do you mean by storm?” You say. “A literal storm, like weather, or something else?”

The vortigaunt spreads his arms out wide, then as if he were scooping up an imaginary fluid, draws them back inwards in a slow, sweeping manner. “Fire.” He says before he redirects the movements up. Your mind creatively draws up the image of the gas flying up, being drawn into the air. “Then master,” it finally grumbles out as it returns its arms to a normal state.

“A storm of fire?” You ask. “Do you mean like a weapon? Phosphorus weapons, or napalm?”

The vortigaunt nods yes. Some sort of fire weapon. “The Oppenheimer’s.” It adds.

“My weapon is in there?” You ask.

"And beyond." He adds to the question as he nods yes. Once again, the vortigaunt repeats the phrase, “Is, or will be?”

You quickly respond, “Will be?” and see the vortigaunt respond positively. Apparently the Oppenheimer’s weapon, something that could be described as a “Storm of fire,” will be in the test chamber, with vortigaunts already in there. “Well then, how does it get there?” You ask.

“The Oppenheimer.” The vortigaunt repeats, then adds, “Then, and now.” He seems to be slowly getting better with the language.

“What do you mean, then and now?” You ask the vortigaunt. “Did I do something in the past?”

“The Oppenheimer.” He repeats. The alien fishes through his own vocabulary, until eventually he settles on a word you’re still not sure he understands the meaning of. “Namesake,” is all he gives you.

“I still don’t understand how it got there?” You ask.

In response, the vortigaunt nods as though you had reminded it of something it was forgetting. “Yes.” It grumbles. “The chamber.” He sits silently for a long moment, collecting his thoughts. You wait patiently for him to assemble a sentence, but the only way he has to describe it is “A terrible reaction. Dark fluctuations.”

It was the most advanced english you’ve heard the vortigaunt so far, but you have no idea what it could mean. Curiously, you ask, “Do you mean the resonance cascade?”

The vortigaunt simply nods no, and then says, “Comes another.” Once more quoting his former master with a voice of disgust.

The vortigaunt keeps saying that, “Comes another?” The thought of asking who comes once again brings on a hail of threatening pulses from the migraine.

With the infirmary totally quiet, you can hear farther than before, despite the walls. Downstairs, you can hear some of your compatriots talking amongst themselves, and what sounds like the movement of equipment.
(cont.)
>>
>>4391299
(cont.)
>What the hell could enslave a creature like that? The migraine doesn’t like this question.
>Who else exactly is coming? The same stuff it drew on the mural, or something else? Once again, the migraine will not like you asking this question.
>Ask further about the vortigaunts new painting, does it have anything to do with the place it just showed you?
>So Freeman is the “other” that is coming? Where is he going?
>You’ve gotten everything you need for now, it’s time to get people together and go to the labs.
>Write in a response.
>>
>>4391300
Oh fuck, the nuke is in there. Or will go off in there, later.
>Why, exactly, did this Vortigaunt want to go down into the labs? What is it searching for?
>>
>>4391329
this
>>
>>4391300
Boop him
Actually, we maybe should start heading out soon if the other agents really did plant the nuke right there. Can we take him with us?
>>
Next update might be a bit later than usual unfortunately. I've got some extra responsibilities I've got to do for returning to college in the coming year, mostly because of the pandemic it seems.
>>4391433
You can most certainly take the vortigaunt with you to the labs.
>>
>>4391329
>>4391431
>>4391433
“So… if the bomb is down there…” still disconnected from the vortigaunts strange way of thinking, you have to catch yourself, “or will be down there, why do you want to go down there?”

The vortigaunt nods his head no, then repeats “The namesake,” while continuing to make negative gestures. “The namesake. Far-reaching. Terrible fluctuations.”

You have no doubt the creature knows its own meaning in its poorly constructed sentences, still grasping at your language. In fact, its rather confidently using these words, only leaving you confused. Unsure, you ask, “Is or will the bomb be there or not?”

“Perhaps. Far reaching.“ The vortigaunt grumbles. “Brings another. The namesake. Dark reactions. Collisions.” Without a grasp on sentence structure, its meaning is muddled.

You can hear shoes running up the nearby stairs, coming from where your team was camping out. It’s certainly no marine’s boots. They sound more like something one would wear for comfort, but as the sound approaches, you can also hear the shuffling of military gear on the same body.

“Well then why do you want to go down there?” You ask once again. “Are you searching for something?”


“Vortal Kin.” He responds. “Dark fluctuations, reactions.”

“You’re searching for your kin?” You ask in response, leaving the “Dark fluctuations,” and “Terrible reactions,” for another moment. While it does learn surprisingly quick, most likely thanks to the collective intelligence of a hive, and the knowledge its brothers took from you, speaking to this intelligent creature still feels like communicating with a caveman.

“Dark fluctuations,” it repeats, before the vortigaunt nods yes in response to your question. “Delay.”

“Delay dark fluctuations?” You ask. “And that’s why you need to find your kin down there?”

The vortigaunt nods yes. As he does, you hear the footsteps grow incredibly close out the door. Knowing that the infirmary is no longer guarded, you keep a close eye on the door as you hear the sounds grow closer, with one hand on your gun. Then, there are three simple knocks on the door.
(cont.)
>>
>>4391721
(cont.)
“Gabby.” The voice of Dr. Guttman responds. “We gotta move soon. The IRS is here.” He turns the knob and pushes the door open. “Kirchoff says he’s been listening in on the marine’s comm’s. The marines are getting awfully close to figuring out they’ve been duped.”

That must be the reason you heard your compatriots getting their gear together down below, they're all getting ready to move out themselves. “Are they breaching?” You ask.

“No. Kirchoff says they just found out a few minutes ago.” He responds. “He says we have time to finish up anything quick, so I’ve already restocked on bandages and alcohol. Apparently they just now found out.”

That gives you a minute to ask any last questions quickly to the vortigaunt before you need to pack up, presumably taking him with you. You turn back to him, considering it, when Guttman says, “Does that thing have a name yet?”

>What the hell could enslave a creature like that? The migraine doesn’t like this question.
>Who else exactly is coming? The same stuff it drew on the mural, or something else? Once again, the migraine will not like you asking this question.
>Ask further about the vortigaunts new painting, does it have anything to do with the place it just showed you?
>So Freeman is the “other” that is coming? Where is he going?
>You’ve gotten everything you need for now, it’s time to get people together and go to the labs.
>Write in a response.

(Optionally, name your vortal ally.)
>Uriah.
>Gary
>Steinmetz
>Bardeen.
>Faraday
>Houston.
>Write in.
>>
>>4391734
>The IRS is here
Shit, the taxman is coming for our money! We can deal with Marines, we can deal with aliens, but the IRS? Nooooo thank you!

>So Freeman is the “other” that is coming? Where is he going?
>Just call him Vorts
Unless there's something he wants to be his designation?
>>
>>4391734
>Ask further about the vortigaunts new painting, does it have anything to do with the place it just showed you?
>Call him Vorty
>>
>>4391745
>Unless there's something he wants to be his designation?
Oh yeah, we should probably just ask him first.
>>
File: Spoiler Image (110 KB, 205x383)
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Rolled 2 (1d2)

Work tonight and tomorrow, so updates will be thin until sunday.
>>4391745
Mistah B, This sample looks weird...

Tiebreaker roll for the question.

>>4391745 (1)
>>4391756 (2)

Since Vorts/Vorty are so similar, the tiebreaker roll won't apply there, they could easily be used interchangeably.
>>
>>4391745
>>4391756
>>4391758
“I don’t know.” You respond, shrugging to the neurologist. “It's learning english. It’s clearly intelligent. Maybe I should ask.”

“It’s learning english?” Guttman asks. “Are these lessons?”

“No. It's learning on its own. They can pull information from others of their species, remember?” You specifically leave out the part where it seemed to root through your own brain. “Most of the staff around here are well educated. It’s probably collected an encyclopedia by now.”

“I guess that makes sense. Still haven’t figured out a name.”

You turn back to the vortigaunt, watching as it stares curiously at your conversation, simply waiting for more questions. “Do you have a name, or designation you want me to call you?”

The creature nods its head no, as it gutteraly utters the word, “Slave,” once more.

You seriously doubt its name is slave. Perhaps it’s trying to tell you that it was never given a name as a slave, or that the only name or designation it does have is a slave-name, which it would like to abandon. “Let’s keep it simple then. Vorty, or maybe Vorts. Which ever sounds better.”

“Alrighty then, is Vorts ready to leave?” Guttman asks.

“Give me a minute, I’ve got some final questions to ask.” You respond.

Guttman nods, and closes the door, allowing you to ask “Vorty” one final question. The creature simply awaits another question. It seems to have already gotten used to patiently waiting.

You point to the creature’s recent painting, with a depiction of a hydrogen atom and a large tentacled creature. “I still don’t understand your paintings.” You start. “That’s a hydrogen atom, but what does it have to do with anything, and what is that creature?”

“Comes another.” The vortigaunt repeats, still almost choking on the quote, which he finds disgusting. “Soon exterminated. The Shepherd. Unruly.”

“The Shepherd?” You ask. “Colonel Shephard? Are you saying this is” you point to the drawing of a tentacled creature, “his… flock?” It’s hard to tell the many different ways an alien might interpret human language, and it seems that there must be some sort of misunderstanding in the creature’s concept of both human names, and the role of a “Shepherd.”
(cont.)
>>
>>4392513
(cont.)
“Unruly flock.” The vortigaunt responds. “Extermination. The Shepherd.”

Trying to fill in the verbs and articles that the vortigaunt still doesn’t understand, you ask, “So Colonel Shepard doesn’t have control?”

The vortigaunt nods yes. That seems to rule out any kind of insane scenario of a marine leading hostile aliens. It wasn’t exactly likely in the first place, but ruling out the impossible in an alien invasion isn’t wise.

“And the extermination of Shephard, or the creatures?” You ask.

“Creatures.” The vortigaunt repeats. “Beyond the border.”

You’ve heard from Dr. Vance the term, “Border worlds.” Perhaps that’s what the vortigaunt means by border? If so, then surely he means another universe. You don’t have a lot of time, so you speed things up and start asking about practical information.

“Will they be in the labs?” You ask. “Were any of those creatures in the storm you showed me?”

“Yes.” The creature grumbles. “Few. More await.”

Moving on, you ask about the atomic diagram. “What does hydrogen mean then?” You ask. “Is it another experiment.”

“The weapon.” The vortigaunt responds. “The namesake.”

The bomb, he’s referring to once again. A Thermonuclear bomb to be exact. One of the things that comes is that very weapon, more colloquially referred to as a hydrogen bomb, hence the diagram.

The creature finally adds, “The Shepherd. Failure.” You’re not entirely sure what it means by that, but before you’re able to ask anything further, you hear a knock on the door.

“Hey Kirchoff just called again, says the marine’s are getting ready to breach now. You might wanna pack it up in there.” Guttman explains. “The place is pretty big so it might take them a few minutes, but I’m not a huge fan of unnecessary gunshot wounds.”

(Asking another question will require a stealth roll when you decide to leave the Infirmary, starting at 10, and getting harder by 3 for any additional questions asked, capping off at 16 where you will be forced to move or fight by incoming marines. There will be no roll for choosing to leave now. Failing the roll may lead to being glimpsed leaving, or tailed, or in a worst case scenario, combat.)

>What the hell could enslave a creature like that? The migraine doesn’t like this question.
>Who else exactly is coming? The same stuff it drew on the mural, or something else? Once again, the migraine will not like you asking this question.
>The shepherd’s failure? How does he fail, and what does it have to do with the thermonuclear bomb?
>So Freeman is the “other” that is coming? Where is he going?
>It’s not worth risking any more questions. It’s time to go. Meet up with your team and get moving.
>Write in a response.
>>
>>4392519
>It’s not worth risking any more questions. It’s time to go. Meet up with your team and get moving.
>Write in a response.
boop the alien snoot
>>
>>4392519
>It’s not worth risking any more questions. It’s time to go. Meet up with your team and get moving.
>>
>>4392519
>It’s not worth risking any more questions. It’s time to go. Meet up with your team and get moving.
>>
>>4392519
>It’s not worth risking any more questions. It’s time to go. Meet up with your team and get moving.

We are still bringing the vortigaunt with us right?
>>
>>4392806
I hope so
>>
Next update will be tomorrow, too tired to squeeze one in tonight.
>>4392806
>>4392980
Yes, there was an option to leave him behind earlier in the planning stage but no one picked it.
>>
Wasent the nuclear bomb what caused the portal storm, which brought the combine to earth? What would happen if we dont activate it? (And prevent gman from activating it)
>>
>>4393911
Nope. It was because of a giant slaver alien fetus thing, and some really exotic materials.
>>
>>4393911
>>4394321
I don't believe there is any official explanation as to how the portal storms started, except for being the product of the Black Mesa incident.
It would also be quite the challenge to prevent our mutual friend from doing what he wants, and would as always bring unforeseen consequences.

>>4392560
>>4392577
>>4392648
>>4392806
>>4392980
“You’re right. We should get out of here.” You respond to Guttman. “You head back with the team, we’re bringing the vortigaunt with us.”

“If pictures of you and that thing ever got out UFO trackers everywhere are gonna flip.” Guttman responds. “Men in black conspiracies will never be the same.”

You do smile, but then just say, “Get a move on,” before turning your attention to your vortal ally. “We need to leave.” You command the creature, signalling a hand in the direction of the door. “Soldiers are coming, so we’re gonna go into the labs now. You need to stay quiet in there, and follow my commands. Do you understand?” Keeping your wording simple and easy to understand, you await the creature's response.

The vortigaunt simply nods, then repeats the same motions it showed you earlier, saying with alien body language, “Yes, we must go!”

Satisfied that the creature at least understands that it needs to listen to your command, you open the door and motion for the alien to follow along with you. The alien follows you back down the stairs, then to the right. You see Guttman moving further down the hall after collecting you, regrouping at the other end of the infirmary. It’s not a long walk to the other end of the infirmary, but as you move through the hall, you do notice the rather distinctive sound of the vortigaunt’s hoofed feet touching the metal floors of Black Mesa. It may find difficulty moving through the building.

The closer you get to the Anomalous Storage entrance, the more you notice a strange new type of pain building up amongst the migraine. It’s as though a phantom muscle in your temple is contracting, tightening against itself painfully. The pain grows, causing you to almost wince as you approach your team.

Reilly immediately greets you as you approach. “Are we ready to head off ghost cop?” She says, but for a brief second you find yourself distracted. Behind the bullet-proof, sealed glass door of the anomalous material’s labs you swear you see a human face. The moment you glance back, it’s gone. The neurological charlie horse suddenly loosens, and you let out a near silent sight of release.

In the distance, you hear the sound of a breaching charge. “Yeah, we got to move now.” You respond. “Let’s get inside, lock up the door behind us, make sure no-one follows.”
(cont.)
>>
>>4394389
(cont.)
“Well we probably shouldn’t enter in one big conga line.” Reilly chimes in afterwards as Kirchoff nods and opens the door. Within the storage facility, you can see how the alien infestation has advanced into incredibly disgusting levels. Reilly continues, “These hallways are tight. If we all went at once then we’re asking for friendly fire or high explosive casualties the moment we encounter any creature inside. It’d be a good idea to have some people scout ahead and clear things out while the rest of us stay just behind locking doors and ensuring we don't get surprised by marines while the forward team deals with the aliens.”

She’s not wrong, these storage corridors are way too tight for a team of seven people to be effective in. Half of them would have no options for taking cover, and would be forced to stand out in the open or group together, begging to be spit on by the corrosive spit of a bullsquid, or worse, all charged down in one big dash by a hulking grunt. Keeping only a part of the group in the forward most position would make for far less difficulties. The rear team will still be out of the infirmary as to avoid the marines, just not spearheading the push through the storage section.

>Well if we’re going to split up already, might as well do it by the teams already established. You Marietta, and Kirchoff scout ahead.
>Well if we’re going to split up already, might as well do it by the teams already established. You Marietta, and Kirchoff scout ahead, and bring the vortigaunt. You won’t be as quiet, but you’d like his alien insights in the storage rooms.
(Otherwise pick up to three to scout ahead with you while the rest of the team watches the rear.)
>Marietta.
>Guttman.
>Reilly.
>Kirchoff.
>Shaffner.
>Vorts.
>No one, go it alone
(Optionally, respond to whatever the hell you just saw.)
>Point it out to the team. It might make you seem a little crazy, but the team should know if someone strange is in there.
>Mention the neurological effect it seemed to have to Guttman, he’s a neurologist, he’ll understand it.
>Quietly mention it to Vorty, perhaps his alien insights understand.
>Walk in there prematurely, check it out while you explain the plan to the team.
>Ignore it for now, don’t bring anything about it up unless your team sees it as well.
>Write in.
>>
>>4394392
>Take Gutmann and Vorty
>Mention what you saw and felt to both of them when out of earshot. Get both of their inputs.
>>
I'm thinking we bring Reilly and Guttman, but I'm not sure if we should bring Vorty along or not. I want at least two trained agents with Marietta in charge watching Shaffner at all times just in case he's some crazy super spy or alien sleeper agent or something. Kirchoff's had plenty of time to betray us if he wants to already and, at the end of the day, we're all basically on the same team with some conflicting orders, but Shaffner is the wildcard. I'm tempted to take Marietta with us instead of Reilly, but I want the more reliable one in charge of the others.

>Point it out to the team. It might make you seem a little crazy, but the team should know if someone strange is in there.
We're long past the time where we still pretend nothing is wrong and I'm pretty sure they already know about our crazy brain shit, especially since they already know about Gman.
>>
>>4394582
I don't want to bring it up to everyone because of shaffner's presence. He could take it as a sign that he needs to dip, you know?
I think it's better to bring along the medical expert and the vortal expert and discuss it with them in private, while our HEAVILY ARMED ALLIES keep watch over the electrician.
>>
>>4394592
Oh yeah, that's true. Well, in that case:
>Mention what you saw and felt to Vorty and Guttman when out of earshot. Get both of their inputs, then brief Reilly and Marietta to be on the lookout for Gman and alien shenanigans
>>
>>4394518
>>4394582
>>4394592
>>4394603
“Alright, me Guttman, and the vortigaunt.” You say to Reilly, and as a result, the rest of the team. “If we’re going to be scouting things out, then I want people with good insights on the place any phenomena we’ll encounter. If things get too hairy, we can still retreat or call for help.” You’re careful in your more open announcement to keep some of your true motives quiet. As you and the group walk through the door, you perform a small, barely noticeable hand motion that among the CIA indicates “I have information.” The two masked women approach you.

“What’s going on?” Marietta asks very quietly.

“Something strange is going on.” You explain. “I don’t want to explain it fully right here, but keep an eye out for any strange alien activity. Especially a certain suited investor.”

Marietta nods, but Reilly seems a little confused. Still, she understands the order, nods, and keeps her head on a swivel. “Got it ghost cop.” She whispers.

“I’ll try and brief you further after figuring it out a bit.” You respond, before walking off towards Guttman. The vortigaunt, obeying its command for now, waddles up to joining the two of you. ‘

“The Guttman.” The creature mutters, looking up to the neurologist. “A healer. The mind.”

“You tell him that?” Guttman says in response. “Do you think his species even understands what medicine is?”

“Maybe.” You respond unfocused, watching over your shoulder to see the rest of the team stall behind as you move forward. The xenian growths grow heavier, and more pungent. You’re glad you activated the air filtration last time you were here, as the room would no doubt be filled with all kinds of spores that could harm you. Your mind catches up with the conversation when you finally say, “They were just conscripts before this. Most societies that raise slaves don’t educate them. I’d imagine the aliens would do their best to suppress any culture or tech.”

Kirchoff quickly does his part locking, then damages the mechanical portion of the door lock behind you, and the team waits around him, letting you gain distance. Once you’re confident they won’t be able to hear you, you finally tell Guttman, “That’s not what I want to talk about for the moment Doc. The migraine is acting strange again, I was hoping you would know something about it.”

You hear Guttman’s tone change to something more professional, the voice you would expect of a doctor. “Yeah, what’s the problem?”

“There was this tightening pain just a moment ago, it kept building up. It was almost like a brain charlie-horse.” You explain to the neurologist.

You barely notice it, but the migraine is slowly beginning to contort itself.

“You’re saying it was a muscle pain?” He asks. “Were you contorting your face, or did you take anything?”
(cont.)
>>
>>4395272
(cont.)
“No, it has something to do with the migraine, I can tell.” You explain. “It uhh…” You try to explain things but you feel like you’re losing focus as pain in the migraine builds. “It went away the moment I saw a face in the glass. I think it might’ve been... “ Your face pulls into a wince below your mask, as it contourts. You’re able to pull back your focus as the migraine builds around you. “That… Dr. Breen’s investor. Guy in the suit that keeps showing up everywhere, but I couldn’t really tell.” It’s not the worst pain, but the inconsistency of it throws you off.

“I guess it could’ve been another reaction, if it’s an alien messing with you.” Guttman says, shrugging his shoulders, clearly not too confident.

The vortigaunt seems to grow curious at the suggestion. Then, starts looking around, and it raises a pointed talon.

“What the hell is that?” Guttman asks loudly, nearly jumping after he follows the creature's finger.

Suddenly amongst you in the corridor is the almost ghostly visage of scientists. They flicker in place as they stand frozen still. As though their own forms were smeared through space, light emanates off them in a singular direction, pointing to the left of the tunnel. Their bodies are so blurry that the details of their figure are difficult to see.

You can just barely make out that they are wearing lab coats, all except for one, who faces the opposite direction among two other blurry figures. His or her body appears to be helmeted, and clothed in a set of Black Mesa security guard armor.

The scientists, some of whom also wear kevlar over their lab coats, but are still very clearly all doctors and physicists, appear to be watching the ghostly statues that travel towards you with great interest, while their group seems to walk the other way.

Almost causing you to jump as you quickly take in the sudden scene before you amongst the overgrown alien weeds and fungi is the grumbling voice of the vortigaunt. “Was, or will be?” he asks.

The migraine is still growing in pain, almost approaching the point it was at silently when it released, and the ghostly image you saw in the door disappeared.

>No. You’re not having that. Whatever it is, it's probably dangerous. Shoot at it.
>Get in closer, try touching them, you ought to investigate them as much as you can.
>Call the rest of the team forward temporarily, they all need to see this.
>Tell Guttman to stay quiet, and step back, if this is the work of something hostile you shouldn't mess with it.
>Ignore it, just another thing to add onto the list of crazy shit.
>Tell Guttman to quickly take a look at them with the multi spectrum goggles.
>Write in a response.
>>
>>4395273
>Tell Guttman to quickly take a look at them with the multi spectrum goggles.
>Get in closer, try touching them, you ought to investigate them as much as you can.
This is exactly the kind of data that the CIA wants us to get. Strangest fucking shit you'd never believe.
>>
>>4395273
>Tell Guttman to quickly take a look at them with the multi spectrum goggles.
>Try throwing something at them
>>
>>4395273
>>Tell Guttman to quickly take a look at them with the multi spectrum goggles.
> Get in closer, try touching them, you ought to investigate them as much as you can.
Time is fractured close to ground zero. What we are seeing is likely the groupe that went down to the lab earlier
>>
https://youtu.be/mnidjFWYeRM

The first instinctual thought that pops into your head is to pull back at the same sight, something immediately expressed in Guttman’s actions as the non-combatant neurosurgeon starts to take steps back from what someone might very well describe as a ghost. Still, you’ve seen plenty of strange and unearthly things throughout Black Mesa to know better.

“Stop.” You immediately mutter to Guttmman as the vortal creature watches the sight with interest. “Get those goggles we gave you earlier. Try to record the figures in as many settings as you can. I’m gonna get a closer look.”

“A closer look?” Guttman says. “Those things really don’t have a binocular mode? Can’t you use your rifle?” It’s a rather reasonable idea for an unreasonable situation.

As he speaks, the migraine continues to knot itself up. It’s a strange feeling compared to the other pains it often produces. Rather than it being a threat, or punishment from the migraine, it’s almost as if it’s a shared pain. The migraine is confused, malfunctioning further, and expressing it through yet more pain pulsing through your skull.

“No. I want to see if they’re tangible. They might be some sort of illusion or hologram.” You explain, walking slowly forward, as the pain begins to plateau. “It’s definitely the gung ho option, but this is exactly the kind of thing the CIA expects. We’re staring at some freaky stuff. We need to know what it is.”

Guttman sighs as he quickly flicks his goggles down over his face. “I can’t fix existential madness, so don’t stare too hard into the abyss.”

You ignore his lovecraftian quip and continue closer as the migraine strains your focus. Just looking at the things from closer brings little extra information. The low light of the building makes taking in the already blurred, foggy faces of the figures difficult, even with your ballistic goggles.

Magnusson and a group of other scientists came through this place earlier, according to those in the infirmary. Could this be them, or some sort of representation of them? They appear to be wearing science team uniforms. Dr. Vance mentioned that there were strange happenings within the laboratories, that it was where teleporting was easiest, so much so that things were being pulled through accidentally at random. On the same line, Dr. Kleiner told you that this also makes time travel easier. It sounds strange to consider, but could this be a product of time travel? Kleiner also said that, even at an efficient state time travel still takes stellar levels of energy. Where is that energy coming from?
(cont.)
>>
>>4396406
(cont.)
In the same moment, your hand touches the lab coat of an unknown scientist, and almost seems to reach through it. It feels as though there’s jello within. Then, almost causing you to jump, the ghostly visage of the scientist moves, and you hear a yelp of confusion.

“Wait… huh?” You hear Guttman say from behind you.

The figure you put your hand in begins to move, as his compatriots follow along. However as though very lightly pushed, the scientist loses his balance. His voice sounds incredibly muffled and distant, as though being spoken from afar with weakened vocal chords. “Oh dear!” Is his first exclamation as he trips and catches himself. Then, as he regains his balance, the figure looks around to his compatriots, who are following the figures of the other three. The scientist you “pushed” quickly looks around him, sees nothing, and then redirects his attention to the figures travelling the opposite direction.

You hear the muffled voice of a blurred Dr. Magnusson say, “Dear god… Absolutely fascinating.” He turns to one of the scientists and harshly commands, “What are you doing? Record this now!”

One of the physicists produces what, through the blurry image provided to you, appears to be a camera.

Watching the figures travelling towards the infirmary, you immediately notice the security guard’s movements are those of a female, simply by the way she walks. The guard and one of the physicists appear as though they’re carrying some large, invisible object between them as they walk, meanwhile a final physicist brings with him a large headed creature, what you can presume to be a xen controller by its proportions, although the blur and smear of the clouded figures doesn't make that distinction easy.

The infirmary headed figures continue towards you, and unlike the figures heading away, don’t react to your touch. The woman in front actually moves partially through your leg without tripping. You wonder the reason for such an inconsistency. Perhaps the age of each “image” plays a part?

As the figures start to move away from their original position, they grow even less resolute, as though dissipating into the atmosphere.

“It can't be enough that it’s an alien invasion.” Guttman says as he pulls off his goggles, having acquired a few frames of each setting. “Do you have any idea what the hell that was? The big group was about as radioactive as an xray if that helps.”
(cont.)
>>
>>4396408
(cont.)
>Whatever that is, you need to report it back. Brief your team before you move.
>If these temporal images of Magnusson keep showing up, you could follow them. Get a move on now so you don’t miss the next one, or get surprised by teleporting aliens.
>Being loud in here may be dangerous, but you need information as soon as you can get it, try to get Vorty to explain anything he can about that incident while you walk.
>Write in.
(Optionally, respond to Guttman.)
>”It’s time travel, or something like it. How it’s happening is another question entirely.”
>”The bigger group definitely belonged to Magnusson. The bigger group may have been Kleiner, Vance, and myself.”
>”It was probably some sort of alien screwing with us, so let's find what’s causing it, and kill it.”
>”Whatever it is, we can theorize about it later when we have the full story.”
>Write in a response.
>>
>>4396412
>”The bigger group definitely belonged to Magnusson. The smaller group may have been Kleiner, Vance, and myself.”
>If these temporal images of Magnusson keep showing up, you could follow them. Get a move on now so you don’t miss the next one, or get surprised by teleporting aliens.
>>
>>4394389
>you do notice the rather distinctive sound of the vortigaunt’s hoofed feet touching the metal floors of Black Mesa. It may find difficulty moving through the building.
try wraping the hooves in cloth?

>>4396412
>If these temporal images of Magnusson keep showing up, you could follow them. Get a move on now so you don’t miss the next one, or get surprised by teleporting aliens.
>Being loud in here may be dangerous, but you need information as soon as you can get it, try to get Vorty to explain anything he can about that incident while you walk.

>”It’s time travel, or something like it. How it’s happening is another question entirely.”
>>
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>>4396418
>>4396655
“Well I can definitely say the bigger group belonged to Magnusson. I recognized his voice and especially his attitude.” You explain as the figures finally finish completely fading away. “I didn’t hear any voices from the other group. I couldn’t touch those ones like I could feel the others through, so maybe that had something to do with it.” You respond.

“Well perhaps they were just the actual ghost that roam the facility. .” Guttman explains.

“Not so sure about that..” You reply, “That group was probably Kleiner, Vance, and myself. It was hard to tell. I was still in my security uniform back here, and that security guard was definitely female, with two scientists coming with her.”

“Can’t you remember?” Guttman asks. “It was only yesterday right?”

“My memories of that point are a bit fuzzy.” Is all you say, deliberately leaving out the fact that you were psychically high off a dose of tramadol at the time. “But I think it's safe to say we know who those people were.”

“Well that’s the easy part isn’t it?” Guttman says. “Cops can identify people. Why the hell are they here? What’s projecting them?” He asks.

“I’d guess time travel.” You respond, sounding unsure yourself. “It sounds crazy, but what else do you call it? Kleiner mentioned that everything that allows teleportation can also allow time travel, but with way more energy. Where the energy is coming from, and how that becomes a time issue rather than just another explosion is the real question here.”

“You’re saying the word time travel way too casually.” Guttman responds. “Wouldn’t an illusion or mass hysteria be more likely? We know the aliens can mess with our minds now, who’s to say they aren’t the ones showing us the ghost of Black Mesa past.”

“Occam's Razor doesn’t apply in the event of alien invasions. I thought we agreed to this Guttman.” You respond, partially jokingly. “Now come on,” you say moving forward. “We should investigate these things, I wanna be wherever the next one shows up by the time it happens again” With a wave of your hand, you throw up a quick signal telling both of your compatriots to come forward. As you walk through the eerily quiet halls of the anomalous storage facility, getting hit left and right by the smells of the alien fungi surrounding you, you notice a distinct lack of a certain sound you could remember. Last time you were here, there was a constant drumming sound of the anti-mass spectrometer, but as you walk through, all you hear is this low, distant and muffled electronic whining, combined with the sound of an occasional rumbling pulse.
(cont.)
>>
>>4396655
That could help out, but it would have some downsides, so I'll include it as an option below with your assumed vote, to see if anyone else supports or dislikes it based on the effects.
>>4396797
(cont.)
Slowly, the migraine is twisting again. Moving further down the corridor, you start to hear the sound of flesh being torn, and something inhuman gobbling away at meat. Sneaking up against a corner, you peer down the hallway, immediately getting hit by the smell of a rotting vortigaunt just at the edge.

At the end of the hall is an absolutely enormous zombie, eating away at the body of an unrecognizable, bloody security guard. The zombie appears to feature the same strange mutations as the zombified marine you saw in the ambulance garage. This one however is very much still living. With a body comparable to the alien grunts, the former human is tearing pieces of meat and placing it into the gaping maw that has become its chest.

The migraine continues to build. If another set of ghostly visages were to appear here, you wonder how they might interact with the colossal zombie.

You can hear Guttman lining up behind you in the corridor. Looking over your shoulder reveals he has his shotgun at the ready. Further back is the vortigaunt, whose alien hooves would definitely give you away in an attempted ambush.

>It’s distracted now with the corpse, now's your chance. Go for an ambush, allow the vortigaunt to stand back. (Roll a 3d6+2 for yourself and a 3d6 for Guttman. Every point over 11 is a +1 to the first shot.)
>No, you don’t have time to deal with this, keep it loud and quick. Hand Guttman a grenade and have the both of you throw grenades over to the creature. (The creature will have to roll a 3d6 for each grenade, below a 14, it’s heavily damaged. If both hit, then the creature dies. Will be incredibly loud. -2/5 Frag grenades.)
>Time to wait and observe. Allow the migraine to plateau, and see how or if the creatures and visages react with each other.
>The vortiguant will be too noisy with hooves, but what if you suppressed them. Pull back for a moment, and have Guttman cover the hooves with gauze and cloth. The vortigaunt might have less balance, but will be quieter. (The vortigaunt will be able to participate in the ambush with a regular 3d6, but will have a -2 to any physical ability rolls.)
>Write in.
>>
>>4396804
>It’s distracted now with the corpse, now's your chance. Go for an ambush, allow the vortigaunt to stand back. (Roll a 3d6+2 for yourself and a 3d6 for Guttman. Every point over 11 is a +1 to the first shot.)
Vorty can zap him in combat next round, right?
>>
>>4396804
>It’s distracted now with the corpse, now's your chance. Go for an ambush, allow the vortigaunt to stand back. (Roll a 3d6+2 for yourself and a 3d6 for Guttman. Every point over 11 is a +1 to the first shot.)
Remember to include the knife in attack options next post
>>
>>4396821
Yes, he'll still be in combat, he just won't have any ambush bonus.
>>4396857
I promise.

Keeping your mouth shut, you take another look to confirm the creature is still chewing away at the flesh of a long dead security guard. It's a strange, nasty sight to see that you'd rather not have to watch or listen to much longer.

Turning back and flipping up your ballistics goggles to meet Guttman's eyes for a moment, you make a quick hand wave, tactically stating, "Move in," followed a horizontally flat hand held below the shoulders, adding "Stay low."

Before you start to move, you direct yourself over to your vortal ally, who's large cyclopian eye flicks to you, noting your attention. You make a quick, easy to understand signal you know you taught these creatures before, "Stay here."

In response, the creature bows his head slightly, and grumbles, "Ga la lung..."

You immediately swivel your head around. Without any understanding of the creatures hearing, the possibility that the vortigaunts speech has set it off scares you. When you see the alien creature still eating the corpse, you relax slightly, then begin to move forward. Guttman follows your lead closely, while the migraine continues to tighten.

Four players roll two d6. The first is for yourself, and the second is for Guttman. The top three of each will be added into a 3d6+2 and a 3d6 respectively.
>>
Rolled 3, 5 = 8 (2d6)

>>4396961
>>
Rolled 4, 5 = 9 (2d6)

>>4396961
>>
Rolled 1, 5 = 6 (2d6)

>>4396961
>>4396961
>>
>>4396964
>>4396971
>>4397043
Guttman's got a triple, oh baby
>>
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>>4396964
>>4396971
>>4397043
Since I forgot to mention it in the roll prompt, second rolls are open after 45 minutes. If anyone wants to throw in one last roll, I'll get up to writing the engagement.
>>4397052
More than two rolls, but less than four?/spoiler]
>>
Rolled 4, 6 = 10 (2d6)

>>4397060
Here's your last roll, my niggy
>>
>>4396964
>>4396971
>>4397043
>>4397052
>>4397065

Pulling your colt python out of its holster, you start moving, ready to make a devastating set of quick attacks with you and Guttman working simultaneously.

With a constant straining pain in your head, you find it difficult to focus entirely on stealth. With that creature tearing the flesh off a corpse as though it were strips of paper, you have no intent on accidentally revealing yourself early, putting you and Guttman in danger. Thankfully the revolver in your hands doesn’t shy to range or tight spaces, and the thick skin and heavy muscle on the creature may prove to be its undoing in the face of a .357 round, transferring far more energy into the body than otherwise possible on a simple human.

Guttman on the other hand is confident and calm as he pushes past you, with far less official weapons training, that Spas-12 in his hands gives him a possibly over-confident feeling of power as he moves in closer, like a hunter in the woods tracking down a rabbit. He gets in close enough to make that weapon his like a freight train before he takes cover and signals, “Ready!”

(Gabby)
(You currently have 59/100 health, and 32/50 armor power, and 50/50 cloak power)

>Throw a grenade at the gonome.(Specify between Frags(3), damage or wounds, concussion(3), stuns or incapacitates, flashbang(3), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Fire a round off at the Gonome. (Roll 3d6+4. Every point above a 10 reduces the kill threshold by 3. The creature dies on a 21 -1/6+10 ammo.)
>Kick the Gonome. (Due to sheer size, blunt force will do little long term damage. Stuns on a 14. This threshold can be reduced by other sources to as low as 10.)

>Cloak(+4 defense +2 stealth, -3 Cloak power per turn. Can be done alongside any action.)
>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)
>Use a medkit on yourself. (-½ medkits, +15 health.)

(Changing weapons can be done alongside any action that does not require two hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>MK23 USP. (Stopping power lower than the revolver, but also makes no noise. Built in aiming assistance provides a bonus.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>Swiss army Knife. (Small, but precise melee weapon that can be especially useful against confused enemies. Not as quick on the draw as one’s boot, but also more lethal.)
(cont.)
>>
>>4397171
Decided to make the knife its own dedicated weapon. More lethal than the boot, but you’d have to commit more to a melee strike.
(cont.)
(Guttman.)
(85/100 health, and 40/100armor power.)

>Throw a grenade at the gonome.(Specify between Frags(2), damage or wounds, concussion(2), stuns or incapacitates, flashbang(3), stuns or reduces aim, all vortigaunts will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire your Spas-12 at the gonome. (Roll 3d6+5. Every two points above a 3 reduces the threshold by 1. Any incoming charge is stopped in its tracks on a 12. The Gonome dies on a 19.. -1/8+2 ammo.)

>Pop smoke. (+3 to defense, +3 to stealth. -1/2 smoke grenades.)
>Use a medkit on oneself. (-1/1 medkits, +15 health.)
>Use a medkit on someone else. Leaves them free to spend non-movement actions, and can be done alongside any non-firing action. (-1/1 medkits, +15 health. Specify the target.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo.)
>USP. (Stopping power lower than the revolver, but also makes no noise.)

(Vorty.)
(Without any biometric data for Vorty, his health can only be estimated. He seems to be rather healthy for a recently freed slave.)

>Draw up a charge of energy. Stuns any enemies that enter melee range during this turn, and allows this one to fire next turn. Very noisy. After a turn of charge, an attack will be available with a low hit threshold, minor stun capabilities, and good stopping power, especially against any creature naturally hunted by this one’s kin, such as headcrabs and their grim creations.
>Call upon the vortessence to predict the next attack of any enemy currently engaged with the party, then attempt to convey it to the team with limited knowledge of english.
>Swipe at the creature with this one’s talons. (Roll 3d6. Every point above a six reduces the kill threshold by one. Kills the creature on 24.)

>Retreat and duck. This one shall fight then, which is indistinguishable from now. (+6 defense from any creature that doesn’t actively chase it down.)
>>
>>4397171
>>4397177
And the knife will still have some of its old contextual prompts come up when appropriate, such as when stealthed among marines.
>>
>>4397177
>Fire a round off at the Gonome. (Roll 3d6+4. Every point above a 10 reduces the kill threshold by 3. The creature dies on a 21 -1/6+10 ammo.)
>Fire your Spas-12 at the gonome. (Roll 3d6+5. Every two points above a 3 reduces the threshold by 1. Any incoming charge is stopped in its tracks on a 12. The Gonome dies on a 19.. -1/8+2 ammo.)
Prioritize aiming at the attached headcrab, if possible. It's definitely going to be weaker than the mutated body that it's attached to.
>Call upon the vortessence to predict the next attack of any enemy currently engaged with the party, then attempt to convey it to the team with limited knowledge of english.
>>
>>4397184
Shit, what I did forget though was the double shot for Guttman's shotgun.

While the migraine only continues to painfully twist and contort in your temples, only growing stronger as time goes on, you line up your shot with the revolver. Experience with these zombies tells you to aim for the head, where one solid shot will blow the parasite clean off, but the headcrab on these creatures seems oddly dilapidated and withered. It’s as though the headcrab had drained itself into its host upon undergoing its mutation. Still, any living creature needs a brain, and a three fifty seven round through there is powerful regardless. You pull back the lever, feeling the cylinder rotate, then look to Guttman to make sure he’s ready.

Guttman lines up his shot on the horrific former human, keeping his eyes closely locked on the creature. Awaiting your shot, he throws back a quick thumbs up, not even looking backward.

You fire off your three fifty seven round, and then conjunctively Guttman lets loose a twelve guage shotgun round while right up next to the unsuspecting creature.

Meanwhile, your vortal ally in the back, almost seems to emanate a green light as he concentrates, then simply shouts from the back with his grumbling voice, shouts, “Grotesque projectiles.”

Of course, given that the gonome seems to lack any weapons, you don’t exactly know what it would use as a projectile, especially one grotesque.

Four players roll two 3d6, the first for yourself, the second for Guttman. The top three rolls will be added into a 3d6+4 and a 3d6+6 for yourself and Guttman respectively. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
>roll two 3d6
3 lots of 2d6? Or 2 lots of 3d6?
>>
>>4397282
Sorry, I mis-wrote that. Four players each roll one lot of 2d6. The first is for Gabby, the second is for Guttman.
>>
Rolled 3, 4 = 7 (2d6)

>>4397251
>>
Rolled 2, 2 = 4 (2d6)

>>4397251
>>
>>4397251
This is a good time to ask, actually.
If multiple people are targetting the same entity and one of them meets the 'wound' threshold, does that lower the 'kill' threshold for the other shooter retroactively?
>>
>>4397311
I probably should've declared this sooner, sorry about that. I do the math in order of the rolls. So if you wound a creature by four points, then who ever's listed off next in the rolling order will have their roll applied to that reduced threshold.

>Gabby hits a zombie, reduces treshold by 3.
>Guttman shoots a zombie, original threshold was 13, but now its 10.

I suppose this could mean the order shots are done could change their outcome. I haven't thought of that until just now, and I can't imagine that would be easy to consistently take advantage of. Still, if people want to declare that they want person X to shoot first before a roll I'll do the rolls accordingly.
>>
Rolled 3, 2 = 5 (2d6)

>>4397251
>>
>>4397307
>>4397308
>>4397334
Second rolls are open, so if anyone wants to throw in one final roll of 2d6, I'll get to writing the next update.
>>
Rolled 5, 5 = 10 (2d6)

>>4397251
>>
>>4397307
>>4397334
>>4397353
So with gabby getting a 3+3+5+4 (15) and each point above 10 reducing threshold by 3, the threshold for guttman is reduced by 3*5 (15).
And guttman rolling 4+2+5+6 (17) means he finishes it off easily, since his kill threshold was reduced from (19) to a very easy to make (4)

I have underestimated the sheer wounding power of the magnum...truly it is a godly weapon. Hell, it reflects well on how beastly it was ingame, too.
>>
Rolled 4, 1 = 5 (2d6)

>>4397348
>>4397348
gonna be unable to see for a week gm, so one less person for a bit.
>>
>>4397361
Ya feelin lucky punk?
>>4397364
Oh man. Are you getting eye surgery or something? Is everything alright?
>>
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>>4397370
eye surgery. Isn't anything crazy, just giving a heads up with number of posters
>>
Rolled 2, 6 = 8 (2d6)

>>4397251
>>
>>4397361
I should also mention I'm probably biased because I do have a love for handguns.
>>4397381
Good luck pal.
>>4397307
>>4397308
>>4397334
>>4397353
>>4397364
>>4397385
Immediately, the barrel of the revolver tears towards the ceiling, the velocity of a magnum round kicking the gun by your wrists. The round immediately cracks through the air, and starts to tear into the creature’s disgusting, thick, and necrotic hide. The typically small lateral wounds of a handgun round are instead large. With more time for the energy of the bullet to drag along the zombies flesh, the decrepit organs left inside the creature begin to tear themselves apart through their own vibrations.

The gonome immediately recoils, letting out a heavy cry of inhuman agony. The sound is slightly less chilling than the other zombies, being barely recognizable as human.

As the creature pulls away from its meal, it’s center of mass is easily tracked by Guttman, With a quick trigger pull of his Spas-12, he sends twelve gauge round pummeling into the zombies guts, causing some of the gore, and shredded organs to splatter on the armor and clothes. The zombie’s enhanced muscles quickly start to lose control over the weight of its body. First, the creature falls to its knees, then in one desperate and primal attempt to make a play, reaches into its own guts with one arm, as the other scratches at the ground between Guttman and the Gonome.

Immediately letting out a sound that invokes a mixture of disgust and germaphobia, Guttman quickly jumps back into the storage room he used as cover, lifting his gun and ready to finish it off. Rather an anti-climax, he never pulls the trigger. On the ground the creature’s muscles go limp, losing consciousness and finally dying.

“Eughhh... “ Guttman says, looking down at what’s left of the Gonome. “The alien’s don’t need warmachines if they can make something like that. Just chock it up full of their worst diseases and that’s at least Black Mesa gone.”

“Lightning, germs, and fungus.” You respond as you approach. “Are you all right?”

Behind you, the sound of hooves moving down a steel corridor alerts you to the approach of Vorts. Concerning you more however is that the migraine is still getting more and more painful by the second, tightening.

“No, I am not.” Guttman says looking at his shirt. “The amount of..’ He trails off as he looks up. Having recently turned the safety on his weapon on, he flicks it right back off as he sees what you see as the migraine grows stronger.
(cont.)
>>
>>4397456
(cont.)
At first, it looks as though headcrabs have snuck up all around you, but they haven’t snuck up on you, they’ve snuck up on Dr. Magnusson. His group of translucent figures stands around another still of you, holding the same revolver you just shot that zombie with, firing into the back of a fleeing enslaved vortigaunt. They watch you with fascination, a few of them holding blury, barely distinguishable notepad s in their hands, and one holding recording equipment. They’re so transfixed on the image of you they don’t see the headcrabs sneaking in around them.

Finally, one last figure sits in the middle of the hallway, unnoticed by the others, in a place it just sat. The gonome you killed only a moment ago now appears over the corpse it was eating.

“Oh.” You hear Guttman say, only just now realizing the figures aren’t actually here, or more aptly, now. He puts his gun back down, and flicks the safety on.

There’s a group of headcrabs, ready to pounce on a freshly distracted team of scientists, and finally a hideously mutated zombified scientist. It’s not hard for you to see what happened here.

>The more recent group was more solid than the older group of figures. See if the freshest image of the bunch, the gonome, is the most solid.
>See if that solidity pattern continues with the most recent addition, but this time with a bullet, just to be safe.
>You like your storytelling subtle, and more importantly, not with the threat of those extra headcrabs coming back, get a move on, you can see what happened here.
>Just stay back, watch everything that happens silently, try to get the best idea you can of what Magnusson’s team went through so you can track them.
>Now it's time for the vortigaunt to start explaining things. Tell it to explain as you watch whatever went on here.
>This time try focusing more on the migraine’s reaction to the odd circumstance, it keeps bothering you, but it seems to at least warn you. How does it know what’s coming?
>Write in.
>>
>>4397459
>See if that solidity pattern continues with the most recent addition, but this time with a bullet, just to be safe.
Whip out the normie pistol and shoot some headcrab images.
>>
I kinda want to shoot it, but its probably smarter to do this before the migraine gets worse.
>This time try focusing more on the migraine’s reaction to the odd circumstance, it keeps bothering you, but it seems to at least warn you. How does it know what’s coming?
>>
>>4397459
>>See if that solidity pattern continues with the most recent addition, but this time with a bullet, just to be safe.
The eggheads will freak out when headcrabs start dying to future bullets
>>
>>4397471
>>4397473
>>4397780
As much as you want to figure out how exactly the migraine works, you have a more practical matter at hand. If any of the images here, be it the headcrabs, the Gonome, or the people are solid, that could become an issue in the chaos of the test chamber, not only having to fight off creatures from the present but the replications of past fights around you. Quickly you slot your colt python back into its holster, not wanting to waste the significantly more precious three-fifty-seven rounds in a simple experiment.

“I’m gonna try another experiment.” You say before even touching your nine-millimeter pistol. “This group should be newer than the old one, and that visage of the zombie is fresh out of the time-oven. Let’s see how they all react to gunshots.”

“You sure that’s the best idea?” Guttman responds negatively once again. “Are you going for a promotion to the science team? With that kind of drive you’d certainly fit in.”

“Intelligence means experimentation too Guttman.” With your Glock loaded, you pull it out and line it up, clicking off the safety. “It’s not all defusing bombs and swinging over alligator pits.” As the migraine grows, you begin pulling down on the trigger until a set of three rounds spits out of your glock.

Before the twisting constraint of the migraine releases, the trio of bullets tears through the air, into the ghostly visage of the headcrab, then out the other end. With the creature frozen, it doesn’t appear to change a thing. You watch the creature closely as the migraine plateaus, then suddenly releases. Immediately the creature is pushed into the ground by a phantom force, then rolls over its own body. The creature struggles there with its mandibles and legs swinging around in the air like a capsized turtle. You think of shooting it again, but then see that the creature lacks any sorts of impact wounds. It was as though it were blown away by a pushing force, rather than the concentrated force of a 9x19 round.

“Absolutely fascinating.” You hear one of the scientists say between your shots. “Dr. Magnusson, if we can find the Micro-LIGA, we should observe these anomalies.”

“Perhaps if we find the time.” Responds the voice of a stern Dr. Magnusson.

“Mother fucker!.” You hear Guttman shout behind you. Quickly looking over, you see him once again splattered by alien and human gore. This time however, it comes from the vicious tearing of flesh by the ghostly image of the Gonome that has reappeared over the corpse it was eating before. Tearing away at the same flesh it did before, its disgusting claws send flesh flying with distinct solidity.

Wanting to test the effect further, you quickly fire off another burst at another headcrab. Once again, this one goes flying, but the sound of it hitting steel and fungus makes a muffled, reverberating sound that draws the attention of the scientists.
(cont.)
>>
>>4398084
(cont.)
An oddly distorted scream brings the first reaction of the science team, causing them all to notice the scientists. You take another shot at one of the headcrabs, causing it once again to fling into the wall.

“Headcrabs! What are you doing?” Magnusson shouts before he picks up what, in the blurriness of the temporal images, appears to be another glock. “Shoot them!”

The science team picks up the weapons they are admittedly untrained in, and starts firing down the corridor at the cluster of cranial parasites. The only-partial solidity of the apparitions prevents you from actually putting a bullet hole in the creatures, but you could certainly hit them with force, and because of that you alerted the unaware group to the presence of a predator.

However, now seeing that the visage of the recently killed Gonome tears apart a human corpse as though it were the real thing, you perform one last experiment. Turning your gun towards the creature, you unload a final burst into the creature’s decrepit flesh. The rounds do connect this time, as though it were a real target. The creature screams in pain, and immediately begins looking around for the source.

The warped gunshots of Dr. Magnusson’s team continue, until suddenly Dr. Magnusson says, “We have to go now! Get out of here you fools!”

The group starts to turn around, with none of them having been hit by a headcrab, and none of them creating the Gonome you see now.

As the visages begin to fade you suddenly begin to feel the migraine twist even harder than it did before, contorting in its own confusion and oddity. The more and more invisible the images grow, the greater the pain of the migraine gets, and it shows no sign of plateauing. First your left eye winces shut, then your entire face contorts involuntarily as the agonizing neurological muscle twist grows stronger.

“Gabby, are you alright?” You hear Guttman ask in the professional tone of a neurosurgeon, seeing you in pain. “What’s happening? Is it the same pain as-”

Guttman’s voice suddenly freezes, but the neurological pain doesn’t. Among it, you start to hear the strange guttural voice of Vorts. Then your vision goes white, and then the pain starts to fade away.

“Ow, fuck!” You hear Guttman shout. “Did that thing just flashbang me?” As your vision returns to normal, the first thing you notice is a purple glow emanating from something to your right. It dies quickly, so by the time you look over there, all you see is Vorts standing there, waiting for commands.
(cont.)
>>
>>4398085
(cont.)
To your left is Dr. Guttman currently holding his arm over his eyes in response to the flash of bright white light that apparently hit both your eyes. Down below you, the corpse of the Gonome is nowhere to be seen, but a few dead headcrabs, hit by 9x19 rounds from glocks, coming from the direction the science team was standing in, still sit there.

“What the hell just happened?” Guttman asks.

The pain of the migraine may be dying away, but that was an excruciating experience, for a moment it felt as though that mental tension in your skull was about to snap apart like a torn ligament, and you don’t want to know what that would mean for you and the migraine.

>Check over yourself. Is there anything at all that’s changed in between that flash?
>It’s really time to start questioning Vorty. What the hell did he just do?
>Start looking over the environment. The gonome didn’t go anywhere did it? What about the headcrabs?
>Take a minute to catch your breath, and focus on the migraine. What the hell was that kind of pain?
>Don’t linger on it, tell Guttman and Vorty you need to move.
>Write in.

(Optionally, respond to Guttman.)
>”I think I just… changed the timeline. Only a little bit, but it hurt like hell. Look at the headcrabs.”
>”I don’t know, but Vorts did something to help.”
>”I think Vorty did just flashbang us or something. Make sure you still have your wallet.”
>”I have genuinely no idea what just happened, but I don’t want to do it again.”
>”I don’t know what it was, and we shouldn’t stick around to theorize. We just made a lot of noise.”
>I don’t know exactly what happened, but for a little while, that muscle twisting pain in my head was the worst it's ever been. It didn’t feel like it was ever going to end for a second.”
>Write in a response.
>>
>>4398084
>>4398085
>>4398086
I need to keep better track of my trips. Keep forgetting to turn them back on after voting in other threads.
>>
>>4398086
>Check over yourself. Is there anything at all that’s changed in between that flash?
>”I think I just… changed the timeline. Only a little bit, but it hurt like hell. Look at the headcrabs.”
>>
>>4398086
Shake the bottle of brain pain numbing drugs. Do they think we should take it sooner than later? How much time left do we have to speak? What was the migraine trying to do? Kill me?

>I don’t know exactly what happened, but for a little while, that muscle twisting pain in my head was the worst it's ever been. It didn’t feel like it was ever going to end for a second.”

The next time we encounter the ghost science team I'd like to conduct another experiment. If we can pick up a dead ghost head crab, I'd like to smear it against the wall to try and communicate with them through writing. Something like:
>This is Black Mesa Security Guard Gabby. Are you Doctors alright? There are anomalies everywhere. What is the time and day?
>>
>>4398086
>”I think I just… changed the timeline. Only a little bit, but it hurt like hell. Look at the headcrabs.”
>It’s really time to start questioning Vorty. What the hell did he just do?
>>
Rolled 3 (1d3)

>”I think I just… changed the timeline. Only a little bit, but it hurt like hell. Look at the headcrabs.”
>>4398166 (1)
>>4398237 (2)
>>4398203 (3)
Tiebreaker roll for the first half of the vote. Sorry for the delay, had to head out.
>>
Oh damn, I forgot about this quest.
>>
>>4398551
Welcome back!
>>4398166
>>4398203
>>4398237
>>4398487
(You now have a total of 95 9x19 ammo in reserve.)

“I think I must’ve... ‘ You shake your head as the migraine continues to calm down. You have to rework your own words as the dying heada causes you to lose focus. “It sounds crazy but I think I just changed the past.”

“What do you mean?” Guttman asks looking around, still getting a bearing on his surroundings.

“Look at the headcrabs. Some of them have been shot by glock rounds.” You explain, pointing over to them. “They weren’t there before. The zombie is gone too. The scientists were able to get a way.”

“Well you better hope that person hasn’t become hitler in the time between then and now.” Guttman explains.

“I probably haven’t changed things all that much.” You explain. “There’s a lot of ways you can die down here and he was just a physicist. Besides, it was probably only a few hours ago. Magnusson’s team didn’t leave all that long ago.”

“I guess.” Guttman says, clearly finally starting to take in the gravity of just how insane the situation the situation is. “I’ve still got the creature’s guts on my shirt, so not everything changed apparently.”

With the glock still in your hand, you press the mag-release. The bullets you fired are still missing from your magazine. “Check your shotgun.” You demand. “How much ammo does it have?

Guttman attempts to fit another shell into the tube, and it easily slots in. “Missing a shot.” He responds. “In the chest of a creature that never existed.”


“So then somehow, we are still the same in all of this.” You respond.

“I guess that’s how it works.” Guttman responds, sounding almost fed up with the insanity of the situation. “Who knows?”

Trying to peel his mind from it, you ask for his advice as a doctor. Pulling the bottle out of your pockets, you shake it and show it to him. “However that happened, it hurt like hell when I changed the timeline. Should I take these to prevent that from happening again?”


Guttman’s attention quickly flicks away from his own thoughts down to the bottle in your hand, then asks, “Were you about to have another seizure?”

“No.” You respond. “It was just that same tight pain in my head, like the one that comes up before another image appears.”

“Then no. Diazepam isn’t a pain-killer. Don’t take it for that.” Guttman explains. “It’ll prevent seizures, but it won’t stop straight pain, you’d need to find a pain killer for that. Which if you do find one, you should talk to me before taking it, because you don’t know how they’ll interact.”
(cont.)
>>
>>4398627
(cont.)
“Alright.” You respond, shaking your head. Asking both Guttman and Vorts this time you explain, “What was the migraine doing though? It was like it tried to kill me.”

“I have no idea at this point.” Guttman responds. “Maybe it was just the natural reaction to something absolutely impossible happening. If it really is alien in some manner, I can’t imagine it wouldn’t be affected by being pulled through time and space.”

“Yeah, but why did it react like that.” You ask. “It didn’t try to kill me the other times time fluctuated.”

“Torn stream.” The vortigaunt responds unexpectedly. “A dead connection. Coterminous.”

“What do you mean by dead connection?” You respond as you quickly flick your attention over. “To the migraine?”


The vortigaunt nods yes. “Dying connection.”

Remembering the moment of agony shortly after the creatures faded, you ask, “I heard you talking through that. What was that? What did you do?”

“Enforced contracts.” The creature explains. “Maintained vortal flow. Coterminous.”

“The creature’s talking like a businessman.” Guttman responds. “Got all the meaningless bureaucrat speech to go with it.’

A contract doesn’t sound particularly vortal. “Can I ask who this contract is with?”

The vortigaunt simply nods his head no. You can’t ask who the contract is with, it won’t answer.

“That is bold.” Guttman responds. He starts looking around at the environment once more. “I can’t get over how insane what just happened is. The day before yesterday I would’ve screamed at all of this.”

>Ask the vortigaunt what the connection is to, the migraine itself?
>Ask the vortigaunt more generally, how did that happen. What is causing these time distortions?
>If you are still the same you, then perhaps you should check in with the team behind you. Ask them if they heard gunshots from you shooting the gonome, or the headcrabs. They’re easily in the audible range of a 357.
>You ought to get a move on. Reload your weapons, and keep the scout team moving.
(Optionally, respond to Guttman.)
>Being in the CIA is all about being sane while the rest of the world goes crazy, so this just means you’re doing good.
>Like I said, conventional logic cannot be applied in alien invasions.
>Time travel is probably the furthest from reality reality has ever gotten.
>This isn’t that bad. It’s just another factor to take in through the fight. Once you learn how it works it's not the worst.
>Write in a response.
>>
>>4398630
>You ought to get a move on. Reload your weapons, and keep the scout team moving.
>Just make sure you don't shoot somewhere you plan on going, Dr. Guttman. It'd suck to die to your past self.
>>
>>4398627
>you’d need to find a pain killer for that.
Remember when someone suggested taking the pain killers from the school?

>>4398642
this
>>
>>4398668
If I remember rightly, you guys did search the nurses office, but didn't find any pain killer strong enough to take on the migraine due to a roll. You do still have the drugs from the confiscation lockers, but that would also come with a host of negatives.
>>
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“You just have to make damn sure that you don’t shoot anywhere you plan on going, Dr. Guttman.” You say half jokingly as you drop the magazine out of your glock once again, this time placing the half full magazine back into your bag, fishing a new one out. As you reinsert a new one, you say, “It would really suck to die to your past self.”

“Do you think god would consider that a suicide?” Guttman says. “Ex told me that’s a sin.” He checks his shotgun tube once again, seeing that it is in fact, still full. Despite picking up CIA operations rather quickly, he’s still clearly a civilian. It shows most aptly is his handling of weapons. “Although I think humanities copy of the good word might be a little outdated. I don’t think any of the religions said anything about time travel or interdimensional teleportation.”

“That’s because the CIA and organizations like it are really good at our jobs.” You say, pulling a spent rimmed cartridge out of your colt python. “But I’m serious, watch out when we get moving. Combat could get weird with time not being a straight line and all.”

“Understood.” Guttman responds as you finish loading another three-fifty-seven round into your revolver. “Are we moving?”


“Yeah. Keep quiet, let’s go.” You respond. “I’ll warn you when I think anymore time-issues are about to come up.”

Guttman nods, and the two of you keep moving forward. As you move, you continue to hear that low, electric pulsing sound through the wall. You remember when you were here last, how you could hear the test chamber through the wall due to the minimal vicinity, and how it created this loud drumming noise through the wall as the resonance cascade grew. You wonder what changed inside to make this strange sound.

Slowly as you walk with Guttman and Vorty, you start to hear another sound, a creature you haven’t heard before. Not unlike the hound eyes, the creature sounds similar to a dog, but more warped in its low barks. Every noise they make sounds vicious. As you peer down a bend in the halls, you notice the source of the creatures.

Five small, brown creatures with leathery skin crowd around the body of something you cannot recognize from a distance. Their bodies are covered with what appear to be heavy, razer sharp spikes, and they tear apart their meal by ripping into its flesh with large, armlike talons. The skin around the spikes on their faces seem significantly more fleshy and soft, and oddly enough many of them lack those spikes. Three of them simply have a spot of pink flesh on their forward face.
(cont.)
>>
>>4398946
(cont.)
A few of the creatures inbetween you and the group’s meal lifts their bodies up as they wolf down the food and you immediately realize that, perhaps out of desperation, opportunism, or pure aggression, the pack is eating one of their own species.

Once again, the migraine starts to build, a twisting, contorted pain in your skull as time itself is distorted.

Vorty suddenly grumbles from behind, “Unruly flock.” Perhaps these creatures are what he meant by that?

>Time for another tried and true ambush. Move in and attack.(Roll 3d6+2 for yourself, and 3d6 for Guttman. Every point above an 11 will be a +1 to the first attack made.)
>These things are new, you should see how they react to the partially incorporeal visages before moving in for a kill.
>Whatever those things are, you want them out of your way quickly. Both you and guttman throw grenades in there. (Each creature will have to roll 3d6 for each grenade, wounded below a 14 and dying below an 11. Geting wounded twice will count as a kill.)
>There’s a lot of them clustered up, and they do have eyes. Play it smart, and start with a flashbang. (Each creature will have to roll 3d6 to avoid the flashbang. Lose accuracy below a 14, stunned below an 11.)
>Cover the vortigaunts feet to allow him to participate in the ambush. Roll 3d6+2 for yourself, and 3d6 for Guttman, and 3d6 for Vorts. Vorty will take -2 to agility rolls.Every point above an 11 will be a +1 to the first attack made.)
>Write in a clever plan.
>>
>>4398927
>Remember the engagement rules you set for new aliens popping up - observe these creatures for a little bit, then try to report back to the others.
>>
>>4398948
>Remember the engagement rules you set for new aliens popping up - observe these creatures for a little bit, then try to report back to the others.

You watch as the creatures continue to eat away at the corpse of their own kind, observing every activity they make. Making full use of the low light features on your goggles, you keep watch over them, whispering to Guttman, “Use your goggles, observe.”

The neurologist nods, and starts to watch them as well, flicking down the multispectrum goggles down to his face. He clicks through the different settings, observing the creatures in not only the infrared and the visible spectrum, but ultraviolet, x-rays, radio, and even gamma. Of course, with the laboratories effectively soaked with all sorts of different radiations, the creatures are incredibly dim in many of these wavelengths, having little to no radiation in those frequencies regardless.

As the migraine grows, you prepare for the ghostly visages of the science team to reappear. As you watch the creatures, you notice a second, ghostly image appear, the migraine’s twisted pain starting to finally plateau. Looking around, you notice that once again, the images of Dr. Magnusson’s team has appeared.

The creatures immediately notice the brightly dressed scientist, swiveling the packs attention over to Dr. Magnussons still team. Quickly and aggressively the creatures immediately begin to move. Those with spikes still within their face sit back, meanwhile the three pit drones without bark and growl a distorted, uncanny sound as they begin waddling with their unearthly forms over to the scientists. Those others remaining in the back spit off spikes that travel straight through the not yet existent scientists. Your head quickly swivels as you track the spike, flying straight through the corridor, slowing slightly as it passes through the false crowd, then slamming against the steel wall at the end, creating a load reverberating sound.
(cont.)
>>
>>4399142
(cont.)
When the science team starts moving, they will not be fully corporeal. The slashes and stabs of the creatures' sharp limbs won’t be the deadly weapon of a pack hunter that they are in the present, but it could still be somewhat painful. Also, the last time the present was allowed to affect the past, you were put in a large amount of pain.

However, at the same time, watching how they fight as a pack while the attacks they make against their opponent are significantly neutered would be very helpful in understanding these creatures. You saw how the past headcrabs reacted to present bullets, not taking anywhere near the full concentrated force, as though the impulse of the round was instead a punch or kick. If it translates the same, those slower but heavier claws may feel significantly more dulled, to the extent of not being dangerous.

>Continue to observe them attacking the ghostly images of the science team in the past. The stabs won’t do the deadly damage they do in the present, and they will fade out after a short time, preventing the likelihood of serious casualties.
>Look to the vortigaunt, he may have helped you with the last bout of temporal insanity, perhaps he can help you here too, by protecting the science team? Of course, messing around with time isn't exactly stable, but you will be able to continue passive observation.
>Get ready to protect the science team, move in to fight. (Choose a specific weapon if you have a preference.)
>Get ready to protect the science team, starting with dropping in a flashbang. (Choose a specific weapon if you have a preference.)
>Write in a clever solution.
>>
>>4399144
>Look to the vortigaunt, he may have helped you with the last bout of temporal insanity, perhaps he can help you here too, by protecting the science team? Of course, messing around with time isn't exactly stable, but you will be able to continue passive observation.
>Make sure to step off to the side and hide out of the way - these new xenos had to arrive here somehow, so they either teleported directly to this spot or ventured here from another spot. The last thing you need is to be surprised by a past version of them barreling through you.
>>
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>>4399144
>Look to the vortigaunt, he may have helped you with the last bout of temporal insanity, perhaps he can help you here too, by protecting the science team? Of course, messing around with time isn't exactly stable, but you will be able to continue passive observation.
>Get ready to protect the science team, move in to fight. (Choose a specific weapon if you have a preference.)
BEEEEEEESSSSSS
>>
https://youtu.be/9jO-P3kXlCI

I think I'm going to take a day off today just to avoid burnout. Since we're on page 10, I'll start a new thread when I come back.

How do you guys think the quest has been going? Are there any criticisms as to how things have been running in terms of handling votes and the like? How do you guys feel about the time travel stuff so far? I'd always love to hear any feedback,especially negative feedback that will help me improve in the future.

Thanks for reading so far, and thanks for making the quest so fun to write.
>>
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>>4399761
If/when I run my own quest someday, I completely intend to steal your dice system. Gif unrelated, but I wanted to post it.
>>
>>4399770
Go ahead man, use it as much as you'd like, I'm just glad to hear you enjoy it. Thanks to the anon who suggested it a few threads ago, back when I was still doing Bo3.
>>
>>4399761
This quest peaked for me back at >>4396406
It was pure, unfiltered kino
Keep up the good work
>>
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>>4400068
Thanks man. I'm glad to hear you like how the time travel stuff was introduced, because I was afraid people would think it was a bit too out of the blue in all this, since it totally was. I'm making a lot of stuff up as I go.

Something I'd like to ask all you guys about is this thread:
>>4398166
>>4398203
>>4398237
>>4398487
>>4398627
Where I did a tiebreaker to decide things, but the way it ended up working out I sort've ended up doing a mix of all three options that were voted for. Does that seem disingenuous to anyone? I feel kind of odd about it looking back. It seemed reasonable at the time, especially when I realized that otherwise I would've probably ended up reusing a lot of the old prompts anyway, just slowing things down, and none of them could be considered mutually exclusive as well. I feel like I should've communicated it more at the time however. I think a lot about how I handle votes, so I'd like to hear what you guys think about it. I might be overthinking it of course, so let me know if I am.
>>
>>4400214
As long as the options are not zero sum, mixing them is alright. If you want you could also just roll a die for which option wins in a tie or have anons roll a d100 along with which option they want to break the tie and 1st roller over 50 would have the option in their post chosen.
>>
New thread is up.

>>4401702
>>4401705
>>4401711
>>4401715

Tell me how you feel about the intro.

>>4401117
My concern was more that making a tiebreaker, then not going by it completely would be seen as disingenuous. The last thing I want is to railroad people, intentionally or just through my own poor planning.



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