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File: Half Life Quest.jpg (59 KB, 1200x750)
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Gaben will ignore your email edition.
Also thanks for the image Lore-Dump Anon.


Previous Thread: http://suptg.thisisnotatrueending.com/qstarchive/4189643/

You are Agent Gabriella Oppenheimer, a spy for the CIA in Black Mesa. Your cover as a security guard dissolved when an experiment punched a hole in the universe, allowing strange creatures to pour through while a strange migraine manifested like a barrier around your head. If you can push through it, you listen in to the network of psychic communication. Of course, this very often leads to the angered migraine kicking back and causing seizures.

Moving through the mess that black Mesa has become, you found two scientists early on, Dr. Kleiner and Dr. Vance, the former of whom you left at an infirmary where the other survivors barricaded themselves in. After that you set out in search of Dr. Vance's family, bringing a Neurologist by the name of Dr. Guttman with you. When you reached the Level 3 Dormitories you found Alyx, and sadly what Azian had become. You mercifully dealt with the zombified corpse of Dr. Vance's wife before they said their goodbyes. When organizing an exfiltration for Eli and Alyx Vance, you were given a mission to come into contact with one of your fellow spies, a woman named Marietta Poskanzer. Searching the robotics lab, you found her as well as a few Vortigaunt allies. When the pilot "Heisenberg" to fulfill your extraction request, you saw a rocket tear into the dessert sky, tearing all eyes towards it and away from the helicopter. After the exfiltration of the Vances the Vortigaunts tampered with your equipment, disabling your radio and then vanishing overnight. Now the marines are raiding the dormitories, and you, Guttman, and Marietta are all ducking into the old Maintenance tunnels as you hear marines following you from behind.

The tunnels are only barely lit with a few red emergency lights, and no real mapping either. You know they all interconnect, but not where to. As you continue moving, the path splits up into three branches.

>Fluid and heating. Most likely boilers, natural gas, water and waste. There's probably things feeding off of it all now.
>Extensive maintenance. The stuff they can't fix in the apartments, they likely bring down here to a workshop.
>Bomb Shelter. Probably hasn't been opened since soviet dissolution in the early nineties at least.
>>
>>4219396
> Fluid and heating. Most likely boilers, natural gas, water and waste. There's probably things feeding off of it all now.
>>
>>4219396
>Extensive maintenance. The stuff they can't fix in the apartments, they likely bring down here to a workshop.
>>4219405
Why go through the trouble of fighting things?
>>
Rolled 2 (1d2)

>>4219405
>>4219518
>>
Rolled 1 (1d2)

>>4219405
>>4219518
Taking a quick pick of a room, you signal your allies forward . Disassembled dishwashers, broken furniture, and occasional personal computers litter every inch of the room. A quick glance would tell you that these things would be quickly replaced anywhere else. In Black Mesa, these things need to be used as long as possible. Simple orders in mass like consumer appliances brings questions when the destination doesn't exist, so they must only be done when necessary because the large amount of coordination to keep a paper trail off of these simple actions is a considerable drain on funding.

As you start to step in, Guttman is fiddling with his goggles. He flicks them on, then shows a surprised face. He taps you on the shoulder, mouthing the word "people" while swirling his finger in the air.

There are people all around you. You try to ask "Who?" with hand signals, and Guttman just shrugs. If these are survivors, you look a lot like military. If these are military, then you look a lot like an interloper.

>Call out to them, tell them you won't attack. (Roll 3d6+2, pass on a 16. Critfail on an 11.)
>Try just not disturbing them, have the three of you walk calmly to the other side of the room.
>It might be an ambush, try attacking first.
>>
>>4219579
>sneak up on them
Wait so these are the military down here?
>>
>>4219594
You don’t know. All Guttman saw was blurry infrared outlines of people hiding.
>>
>>4219579
>"I'm a figment of your imagination, ohhhh!"
>Turn on cloak
>>
>>4219605
This
>>
>>4219605
+1
>>
Rolled 2 (1d2)

>>4219605
>>4219620
>>4219625
(You currently have 85/100 health, and 50/50 armor power, and 41/50 cloak power)
You activate your suit's cloaking system once again, a fizzling noise surrounding you as you seem to fade out of reality. Just quietly enough so that not even Marietta or Guttman can hear you, you mutter "I'm a figment of your imagination, oooooohhh...."

Wait, is it hallucinations that go "ooohhh," or ghosts?

When you fully fade away, and the fizzling stops you hear someone ever so quietly mutter, "What the hell..."

You can sneak through the shadows to scout out the room, but you won't be able to get Guttman through, or open the door at the other end, if they really are surrounding the room from all directions. Dr. Guttman points a few of them out to you, and you start slithering through the shadows of the room to see where they are.

Even while cloaked you still need to take care. The technology fails while in motion, so you need to plan every change of position. This comes with some issues as you move.

Roll 3d6+2, pass on a 12.
>>
Rolled 5, 6, 6 + 2 = 19 (3d6 + 2)

>>4219655
>"What the hell..."
I'm sorry guys, but I dont think I can continue. The doctors said theres something wrong with my side. I think I'm dying.
>>
Rolled 5, 1, 5 + 2 = 13 (3d6 + 2)

>>4219655
>>
Rolled 3, 1, 5 + 2 = 11 (3d6 + 2)

>>4219655
Rollan
You’re welcome for the image. I was actually wondering if I should make a better one that suits the quest more, maybe with a black background and Oppenheimer on it. Would you like that?
>>4219661
Beastly roll.
You, uh, ARE referring to the quest with that whole side thing, aren’t you, anon?
>>
>>4219670
The ghost joke really got me in the keks
>>
>Left a shitpost before a Walmart run
>People actually went with it

I need to be more careful.
>>
>>4219661
>>4219664
>>4219670
I would absolutely love that. Don't tell the others Lore-Dump Anon, but you're my favorite player.

You quietly stalk through the repair room. Your motions are small, reserved, and calculated, making no noise whatsoever. The dim lighting of the maintenance room benefits you, letting you click your optics to night-vision.

As you move closer to a hollowed out washing machine with tool cabinets surrounding it, you can hear people whispering.

"Was that human?" One voice asks.

"I thought it was but... it disappeared?" Another responds. They're clearly trying to keep as quiet as possible.

"Yeah but the aliens don't have... ya know..." You slowly manages to creep around the set of cabinets, you see two marines, one of them cupping his hands on the upper area of his chest.

The aliens don't have breasts, therefore you can't be an alien.

"Well, we've seen all sorts a crazy shit." the other one whispers. "Why can't the aliens have breasts?"

"That's just not right." The marine responds.

There are two of them, and if the people in the laundry room hear screaming and shooting, they might come down to investigate. As well, there's likely more of them.

>You've heard enough of this, roll a grenade under their feet. (Both marines will have to roll to avoid. Will make a LOT of noise.)
>Load an AP mag into your pistol, and line up a silenced shot. (Roll 3d6+2, kill on a 12 while stealthed, wound on a 7. -1/12 AP rounds. Both will have to roll suprise checks.)
>There are two of them, try and signal Marietta over without them noticing. (Roll 3d6, pass on a 13, critfail below a 10.)
>Sneak in closer, and try to stealthily incapacitate both of them in quick succession. (Roll 3d6+2, kill one on a 12, kill both on a 15, do it quietly on a 17.)
>>
>>4219730
>There are two of them, try and signal Marietta over without them noticing. (Roll 3d6, pass on a 13, critfail below a 10.)
>Load an AP mag into your pistol, and line up a silenced shot. (Roll 3d6+2, kill on a 12 while stealthed, wound on a 7. -1/12 AP rounds. Both will have to roll suprise checks.)
Have a bead on one of them. If Maria tips them off then we're kill one.
>>
>>4219730
"I'd figured you'd be staring at my ass."
"Well now that you mention it, that thing was pretty thic_ wait wha-"
*Shank*
>>
>>4219807
this
>>
>>4219730
>Load an AP mag into your pistol, and line up a silenced shot. (Roll 3d6+2, kill on a 12 while stealthed, wound on a 7. -1/12 AP rounds. Both will have to roll suprise checks.)
>>4219807
>>4219813
Memes are fun, but let’s not be suicidal.
>>
>>4219828
fine

>>4219783
changing back to this
>>
Rolled 3, 1 = 4 (2d3)

>>4219783
>>4219807
>>4219828
You pull out your pistol. From your unseen position you have more time to line up a kill shot on the marines, and the armor penetrating rounds vastly increase the effective area you have to hit.

One of the marines whispers "Well... haven't you ever seen Star Trek?"

As he says that, you quickly throw up a hand signal to Marietta telling her to make her approach, asking her to approach.

You squeeze the trigger, muttering, "I knew the marines were looking at my ass."

Roll 3d6+2, and another 3d6+2 for Marietta's stealth roll.
>>
Rolled 2, 3, 1 + 2 = 8 (3d6 + 2)

>>4219922
>>
Rolled 2, 2, 1 + 2 = 7 (3d6 + 2)

>>4219922
>>
>>4219925
>>4219931
Oooh. Just to be clear this is a best of 3 roll.
>>
Rolled 4, 4, 4 + 2 = 14 (3d6 + 2)

>>4219922
>>
>>4219964
well thank god
>>
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Rolled 2, 5, 5 + 2 = 14 (3d6 + 2)

>>4219922
Rolling to see what could have been, also >>4219967 nice save.
Here’s an example of what the thread image might look like, OP. It’s still pretty messy and I’ll need to fix the letter spacing and lighting, but I thought I’d show you what I’ve got in mind and see if you wanted anything changing before I continue. I’d like to incorporate the word “quest” into it but I ran out of room with the current layout. I wasn’t sure about putting “Black Mesa” because I’d have to use the lambda twice and that wouldn’t be as impactful.
Ideally it would’ve been like the other Half Life 1 images with the top half of the protagonist at the right, the lambda at the left and the words over the top, but I needed a high quality close up of the assassin from Black Mesa 2019 and I couldn’t find one.
Thoughts?
>>
Rolled 5, 4, 6 + 2 = 17 (3d6 + 2)

>>4220002
Oops, forgot the second roll.
>>
>>4219925
>>4219931
>>4219967
>>4220002
>>4220024

In the future I'm gonna start asking people to specify who they're rolling for.

I like the image so far, but it might be better to make the text a bit smaller, one line. Maybe make the text and lamda a red color to fit with the goggle eyes of the assassin, or maybe green to fit with the equipment. Thank you so much though.


Your pistol softly bursts, instantly sending a round cracking into the marines skull. The expertly designed round easily tears through the helmet. The shot lodges in the brain stem of the marine, causing him to go limp. The soldiers next to him gasps, seeing his buddy suddenly drop dead. Focused on his friend, he doesn't see where the shot came from.

He's still following the order to stay quiet, but you can tell that once rationality catches up with him, he's gonna shout to the other members of this ambush.

Marietta makes use of the distraction, sliding in beside you. You don't even notice her coming up.

>Both take shots. (Roll two 3d6+2, either kill on a 12 -1/11 AP for Gabby, -1/12 AP for Marietta.)
>Just one of you take a shot.(Roll 3d6+2, kill on a 12 while stealthed. -1/11 AP.)
>Slide in and stab him while he's still distressed. (Roll 3d6+2, pass on a 12. He will definitely see you if you fail.)
>Sneak in and choke him out while he's still distressed. (Roll 3d6+2, knock out on a 12, do it silently on a 14. He will definitely see you if you fail.)
>>
>>4220048
>Both take shots. (Roll two 3d6+2, either kill on a 12 -1/11 AP for Gabby, -1/12 AP for Marietta.)
We can swap Dr. Guttman set of Black Mesa Security Guard armor for the PCV + gas mask and helmet set. We'll also get 1 additional set and a few guns.
>>
>>4220048
>Both take shots. (Roll two 3d6+2, either kill on a 12 -1/11 AP for Gabby, -1/12 AP for Marietta.)
Destroy this man.
>>
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>>4220065
>>4220191

Deciding not to take the risks involved with being merciful, or saving ammunition, the two of you nod to each other, then fire of a consecutive pair of silenced shots. Your gun burst, and just as your spent casing hits the ground, Marietta's gun follows.

Roll two 3d6+2, one for you, and one for Marietta, specify who you're rolling for.
>>
Rolled 3, 2, 1 + 2 = 8 (3d6 + 2)

>>4220199
Gabby
>>
>>4220199
Maria.
Should we really be killing them at this point? Are there any scientists or security guards still alive i wonder?
>>
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Rolled 2, 5, 1 + 2 = 10 (3d6 + 2)

>>4220199
ok I fucked up that last roll. there has to be someone still alive, but probably not. this is, I think day 3 now?
>>
Rolled 1, 3, 1 + 2 = 7 (3d6 + 2)

>>4220199
Gabby
>>
Rolled 2, 4, 3 + 2 = 11 (3d6 + 2)

>>4220199
Marietta
>>
>>4219396
Just realized: There's a nuclear bomb shelter here... that's useful.

Also, regarding G-man, the only real way to do that in quest-like would probably be options that are possible via the description of the situation but not listed and must be written in.

And coming up with those would probably be annoying as hell.
>>
>>4220218
>>4220220
>>4220228
>>4220250
>>4220253
I typed a response, and was working on the options when firefox decided to go to the previous page. Kill me.

Your shot flicks past the marines head, just barely grazing enough to crack his cheekbone. Not lethal, but incredibly painful. The marine yelps out in pain. He is only able to yell "Shi-" before Marietta's shot plunges into his chest, just barely missing vital organs. The pain of both impacts combined causes his brain to flick off, and he falls to the ground bleeding profusely.

"Shit!" Someone yells with a more gruff voice from the other side of the room. "Mackey? Private Mackey respond!" He pauses a moment waiting for a response from private Mackey or his friend. "Shit. Alright, scrap the ambush, Culkin, you check 'em out, see if they need aid. We'll keep a bead."

"Yes sir!" Another marine shouts. A medic starts jogging towards the corpses.

Two marines pop up as the sergeant begins to jog over to the location of the two dead soldiers. They keep their guns trained on the area where you and the two late marines are. One of the marines is carrying a shotgun, with tools designed for breaching through doors.
(cont.)
>>
>>4220383
(cont.)
(Gabby.)

>Fire at the approaching medic with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)
>Stab the medic as he approaches. (Roll 3d6+2, kill on a 12.)

>Fire at the sergeant with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)
>Fire at the Breacher with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)

>Load a mag of conventional rounds. More common, but less effective, especially against unaware enemies.

(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)

(Marietta)

>Fire at the approaching medic with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)
>Stab the medic as he approaches. (Roll 3d6+2, kill on a 12.)

>Fire at the sergeant with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)
>Fire at the Breacher with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)

>Load a mag of conventional rounds. More common, but less effective, especially against unaware enemies.

(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.)
>>
>>4220293
It's also very difficult to truly match Gman's method of speech, unless if you already happen to be Mike Shapiro.
>>4220228
There are still scientists and security. It's also only day two.
>>
>>4220386
(Gabby.)
>Fire at the sergeant with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)

(Marietta)
>Fire at the Breacher with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)

The medic sounds like he's the least armed person here.
>>
>>4220398
Support.
Don’t so hastily disregard the mighty battle medic. In OpFor they carry desert eagles, making them pretty damn deadly. He could lay some real hurt on us.
>>
>>4220386
Gabby
>Stab the medic as he approaches. (Roll 3d6+2, kill on a 12.)
Mari
>Fire at the Breacher with the USP. (Roll 3d6+2, kill aware but uncertain enemies on a 13. Every point above a 7 wounds. -1/10+1 mag ammo.)
>>
>>4220398
>>4220421
>>4220442
You both take aim on separate targets. The marines see you as you stand, shouting "Target!" The medic suddenly stops in place and moves for cover. Before the two, soldiers at the other end of the room can react, the two of you take your respective shots as the targets.

Roll two 3d6+2, one for Gabby and one for Marietta, specify who you're rolling for.
>>
Rolled 4, 2, 3 + 2 = 11 (3d6 + 2)

>>4220455
Gabby
Please die quietly
>>
Rolled 5, 6, 3 + 2 = 16 (3d6 + 2)

>>4220455
Mari
I wonder how the remaining one will react.
>>
Rolled 4, 3, 6 + 2 = 15 (3d6 + 2)

>>4220455
Gabby shoots!
>>
Rolled 4, 6, 1 + 2 = 13 (3d6 + 2)

>>4220455
Marietta opens fire!
>>
Rolled 4, 6, 2 + 2 = 14 (3d6 + 2)

>>4220465
>>4220474
people dyin yo

>>4220455
Gabby
>>
Rolled 2, 5, 5 = 12 (3d6)

>>4220460
>>4220465
>>4220474
>>4220476
Marietta's shot is quick and concise, the advanced bullet boring straight into the Breacher's head and helmet. In the same second your shot tears into the sergeants chest, hitting hard and cutting deep. He swears, falling to the ground with a load moan before the pain of torn internal organs knocks him out.

The medic pulls his dessert eagle, taking a shot towards you. He hits on a 12.

>Throw a frag grenade at the medic.
>Throw a concussion grenade at the medic.
>Fire at the approaching medic with the USP. (Roll 3d6+2, kill aware enemies on a 14. Every point above a 7 wounds. -1/9+1 mag ammo.)

>Convince the medic to stand down. (Roll 3d6+2, pass on a 12.)

>Load a mag of conventional rounds. More common, but less effective, especially against unaware enemies.

(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)

(Marietta)


>Throw a frag grenade at the medic.
>Throw a concussion grenade at the medic.
>Fire at the approaching medic with the USP. (Roll 3d6+2, kill aware enemies on a 14. Every point above a 7 wounds. -1/10+1 mag ammo.)

>Load a mag of conventional rounds. More common, but less effective, especially against unaware enemies.

>Convince the medic to stand down. (Roll 3d6+2, pass on a 12.)

(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.)
>>
>>4220506
>12
ouch. right on the money.
>Convince the medic to stand down. (Roll 3d6+2, pass on a 12.)
Time to grill him for info.
>>
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>>4220506
Gabby
>Fire at the approaching medic with the USP. (Roll 3d6+2, kill aware enemies on a 14. Every point above a 7 wounds. -1/9+1 mag ammo.)
Mari
>Fire at the approaching medic with the USP. (Roll 3d6+2, kill aware enemies on a 14. Every point above a 7 wounds. -1/10+1 mag ammo.)
>dessert eagle
>>
>>4220506
>Convince the medic to stand down. (Roll 3d6+2, pass on a 12.)
>>
>>4220512
>>4220520
>>4220527
(You currently have 75/100 health, and 40/50 armor power, and 44/50 cloak power)
A three fifty seven round punches you in the chest, cutting partially through your PCV and into your belly. This round doesn't pepper you like the 9x19s, it makes you audibly grunt in pain as it hits.

After getting hit by the heavy shot, you aim your gun at the medic alongside Marietta, and shout "Drop your weapon! I already dropped all of your squad-mates!"

Roll 3d6+2.
>>
Rolled 4, 5, 3 + 2 = 14 (3d6 + 2)

>>4220550
>>
Rolled 1, 5, 3 + 2 = 11 (3d6 + 2)

>>4220550
Listen to the nice lady that tanked the desert eagle shot
>prepare to shoot him if he resists
>>
>>4220551
>>4220555
"Yeah, and you're just gonna shoot me too!" The medic responds.

"Why the hell would I do that?" You respond. "You have information."

The medic considers it for a second, then responds, looking towards the soldiers "Let me tend to them. Then you can grill me as much a you want." His gun falls.

>Nah. You've gotta move. Shoot him while he's exposed.
>Yeah, let him tend to his squadmates, then interrogate him.
>Let him tend to his squadmates, and leave before he is finished.
>>
>>4220572
>Yeah, let him tend to his squadmates, then interrogate him.
Just make sure he doesn’t pull any funny business like activating a radio or something.
>>
>>4220572
>Yeah, let him tend to his squadmates, then interrogate him.
>>
>>4220572
>Yeah, let him tend to his squadmates, then interrogate him.
>>
>>4220578
>>4220581
>>4220582
Final update of the night, see you guys tomorrow.
I know I'm being schizophrenic over the dice, but I might consider modifying rolls slightly. I still want their to be some moment to moment stakes.


You look at Marietta, muttering quietly to her, "Get Dr. Guttman."

She nods, then heads off to the door, where Guttman was waiting with a shotgun.

"Alright, I'm gonna let you heal your friends. But I'm gonna have a doctor watch you to make sure you aren't trying to pull anything." You say.

As Guttman approaches, you explain to him, "Guttman, Keep your distance, but make sure this marine is only doing what would be medically necessary."

"Yeah, sounds fine." He responds. He would know best what is and isn't a medical practice.

"Okay. Hurry up." You say to the marine. "I wanna keep moving."

Both you and Marietta play your own part in watching the marine. As he works, Guttman mutters to you and Marietta, "I already know more than I should as a civilian, so can you just be honest and tell me if you're gonna torture this guy if he doesn't talk? I'll leave the room and come back in a few minutes."

>No. Interrogation's not like in the movies.
>If I told you, I'd have to kill you.
>Yes.
>Yes, (but just to scare Guttman.)
>No. That's my superiors.
>>
>>4220634
It's a BIG maybe depending on the medic's willingness to talk. I really hope he's smart enough to talk because I really don't want to get messy. If he doesn't want talk, then some nail pulling and finger chopping will be involved.
>>
>>4220634
I still think the idea of changing the +1 in a stat to instead increase the number of rolls accepted is the best option. More interesting than doing only Bo1 or Bo3, more reliable in some ways, and it encourages folks to spread stats out more evenly because otherwise you run into diminishing returns.
Anyways
>No. That's my superiors.
>>
>>4220634
>No. Interrogation's not like in the movies.
Torture is practically useless as a means of gathering reliable Intel. Either the person will say anything to avoid the torture, or they'll never say anything, regardless of what you do.
>>
>>4220293
>There's a nuclear bomb shelter here... that's useful.
Very useful since there is a nuclear bomb right under it as well. I think they should cancel each other out.
>>
>>4220634
>No. Interrogation's not like in the movies.
>>
>>4220634
>>No. Interrogation's not like in the movies.
>>
>>4220742
Basically this.It only works when you already know the answers and are baisically just ego killing the man in question.

>>4220634
We can probably go with the "they're killing innocents when the extraction of many is important to the shitshow that's about to happen" excuse
>>
>>4220634
So just to make sure, we are going to knock them out, take all their stuff, tie them up and shove them in a closet?
>>
>>4221033
After they stabilize their teammates. Primary internal goal is to extract as many scientists as possible related to the collapse. Our secondary internal goal is minimal bloodshed caused by military. That appears to also include military themselves, as they've been commanded to shoot anything that moves, making a problem for literally everyone else.

Our CIA goal is fuck if I know. Can Marietta call CIA base for updated orders?
>>
>>4221071
The vorts fried our radios to prevent those orders from going through. I get the feeling we'll have to make our own judgement calls in regards to that, from now on.
Personally, I think the list posted last thread is a good one to follow to minimize damage and potentially help to stop this shit, while placating the CIA with valuable data.
>Check on the Infirmary, extract Dr. Klein if necessary
>Interrogate Dr. Breen
>Locate Dr. Breen's office and upload the contents of his harddrive to the CIA
>Upload data from the Anti-Mass Spectrometer's remaining systems to the CIA
>>
>>4221088
Did they really fry the radio? I thought it was something more temporary considering last we saw the radio I believe it was glowing green with green lightning?
>Your gear is on the floor, the radio has been removed, and is emanating a subtle green static.
See? This requires more investigating and talking with the Vorts as to what the did to it.
>>
>>4220647
>>4220654
>>4220742
>>4220963
>>4220976
"No." You respond. "Interrogations not like the movies. If you hurt someone, they'll just do what it takes to stop, and if they genuinely don't know anything, they'll admit to things they don't know. You don't know if you're getting actual information."

"So the CIA doesn't torture anyone?" Guttman responds.

"It gets more sadistic the further you go up the chain of command." You respond. "More secretive too, so they don't worry about the Geneva Convention at the top. I like avoiding unnecessary cruelty and war-crimes."

"Makes sense." Guttman responds. He watches the actions of the medic as the marine applies morphine to his fellow soldiers, pulls out bullets, cuts away fatigues to apply bandages. The man seems to grow more and more worn down by the errand. A good portion of his squadmates are beyond helping. By the time he's finished, you can tell he won't even need to be interrogated, he's too depressed to withhold information. Of course, he's only a rank and file medic, so he won't know much.

>What's up ahead?
>Why were you trying to ambush us?
>How much have you learned about the aliens so far?
>The marines were talking about a man named Freeman, how much have you heard about him?
>Write in a question.
>>
>>4221312
>>What's up ahead?
>>Why were you trying to ambush us?
>>
>>4221312
>When are you supposed to be extracted? Do the marines here have a deadline?
>Do you have any objectives to fulfill other than eliminating the xenos and civilians?
>How do you operate the Powered Combat Vest?
>Are you expecting any airdrops for your squad later?
>Are you willing to serve your country above and beyond what the military demands?
>>
>>4221312
All of the above
Also why the fuck they're killing civilians, children are in the line of fire.

PCV use
And if he's willing to help with creating an alien insurrection.
>>
>>4221312
>What's up ahead?
>Why were you trying to ambush us?
>How much have you learned about the aliens so far?
>The marines were talking about a man named Freeman, how much have you heard about him?
>Write in a question.
What's your opinion on this whole mess?
>>
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>>4221394
>>4221526
>>4221563
>>4221653

You know how to operate a combat vest, you're even wearing a lighter variant of one, you just don't know how it works in the sense of the technology it uses. You wouldn't know how to modify it for instance.

"Do you know what's ahead?" You ask.

"Tunnels and aliens." The bitter marines responds. "I think one of the scouts mentioned Dr. Freeman, but we've just decided to avoid the guy unless we can trap him in somewhere, bastard's moving too quickly. We're the farthest ones out not counting the scouts, and we haven't talked to them since midnight."

It's about 6:30 in the morning.

"Why were you trying to ambush us?"

"We were just trying to get anyone running out of the dorms. We can't watch every possible hallway, so the Captain had us back into here because it was the only room not full of zombies or aliens, then wait for people to come running through," He explains. He quickly glances you up and down, then continues, "We were a bit dumbfounded when we saw someone in full black with glowing goggles, but shut up and waited. Then you fucking turned invisible."

"When are you supposed to be extracted?" You ask, continuing, "Are there any deadlines?"

"Nothing set, but I don't think this is gonna last. At first it was a baby-sitting job, then they changed it to "shoot on sight." Now command doesn't know what the fuck, so I don't think it's gonna be long until they pull the rank and file away and start raining down bunker busters until the base is gone."

"Do you have any objectives other than purging the facility?" You ask.

He shrugs, then continues, "I haven't heard anything totally secondary, but command is treating this like an invasion, so mostly holding positions, finding important transit centers, setting up outposts. Of course, it hasn't done shit since the aliens can teleport. A few scientists are on a list for questioning if possible, mostly the ones from ground zero."

"Is your squad expecting any airdrops in the near future?"

"I wish. Command doesn't know what the hell they're doing right now, so the only drops have been more boys to throw at this mess and hoping they fix it for them. There's no intel coming in from other companies, we've all had to organize our own scout parties, we've had at least three instances of our own men getting bombed by friendly air. All of this has happened with minimal communication because command wants to limit "Downward Leaks." He says, adding air quotes to the end for emphasis. "It's a fucking mess. All the code is so vague and secretive that no one knows what the fuck is going on."
(cont.)
>>
>>4221727
(cont.)
He went a bit further than the bounds of the question, but you learned something; the DoD is in a state of frenzy. You can use that to your advantage. You give him one final question, "Are you willing to go above and beyond what the military demands of you, to operate under authority unknown to even the president, all in order to truly serve your country?"

"Is this a fucking joke?" The marine responds, leaningclose enough to make you and Marietta twitch. "So what, you're CIA here to put LSD in the water and make everyone think this was all a fever dream? No, I'm not ready to "Go above and beyond what the military demands," I didn't sign up for the bullshit they make me do now! Fuck that, unless you have a jet heading back home to Seattle, I'd quicker swallow one of your cyanide pills." He takes a step back, leans his hand against a wall, and looks at his buddies laid out on the ground. "But I'll take some fucking LSD if you have some. Good god."

In the span of a few seconds, he's realized a hatred of most American authorities that's been building in him since he landed at Black Mesa and was told to shoot at civilians. He hates the DoD, but certainly doesn't trust the lead of a CIA agent.

>Try to convince him to become a mole for you, if only to fuck over his superiors. (Roll 3d6+2, pass on a 15.)
>Give him enough Tramadol to get high, and then try to convince him to go AWOL. (Roll 3d6+2, pass on a 17.)
>Give him enough Tramadol to get high, the guy deserves some comfort.
>Just leave him alone. This guy's not telling anyone in charge anything.
>Knock him out and leave. The DoD won't believe someone turned invisible if head trauma is involved.
>>
>>4221729
>Try to convince him to become a mole for you, if only to fuck over his superiors. (Roll 3d6+2, pass on a 15.)
>>
>>4221729
>Try to convince him to become a mole for you, if only to fuck over his superiors. (Roll 3d6+2, pass on a 15.)
It's worth a shot. Did he know these men?
>>
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>>4221752
>>4221757
"You don't have to come with me, or slip LSD into the water." You pause for a moment, turning to Dr. Guttman. "Can I borrow your notepad?"

"Yeah sure." Guttman responds.

You quickly scribble down an unused enryption key, and radio frequency. "You just need to tell me anything you might learn."

Roll 3d6+2
>>
Rolled 4, 2, 6 + 2 = 14 (3d6 + 2)

>>4221948
You can do it, medic-chan
>>
Rolled 3, 5, 6 + 2 = 16 (3d6 + 2)

>>4221948
Was making brunch
>>
Rolled 2, 5, 1 + 2 = 10 (3d6 + 2)

>>4221948
>>
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>>4221951
>>4221996
>>4222024
"You're not following anyone. You'll be choosing what to send off, and won't be told to search anything out." You explain. "It'll be a great way to screw over command. Get some payback for all this mess."

The medic sighs, then responds, "Fuck it. All right." He takes the slip of paper. "I don't think this'll get worse unless I die, and that's probably gonna happen anyway." He continues as he stuffs the paper into his pocket. "You leave. I'll tell them they got away, and point some other directions."

You nod your head, and get a move on. It probably wouldn't be a good idea to loot the corpses of the guy you just made a deal with. It's not just that he might call off the deal, he might instead choose to give you bad information for disrespecting his dead squadmates. That could get a person, namely you and your allies, killed.

As you walk down series of steps, descending down into the lower areas of the facility where you can hear distant machinery pumping, Marietta asks you a question; "The whole of the DoD seems afraid of this Dr. Freeman character. They said they saw him down here. What's the protocol if we meet him? We're not discernible from military to a civilian, he might just shoot first."

>Try and convince him to calm down and come with the CIA for questioning.
>The DoD is inept. We kick his ass. If we can, get him onto a helicopter for questioning.
>Let him go on his merry way. It's clear he has something he wants to do, we don't need to get involved.
>I'm not sure if he's just a physicist. He might be already working for the CIA. That or he's a body-snatcher.
>Write in a response.
>>
>>4222148
>Let him go on his merry way. It's clear he has something he wants to do, we don't need to get involved
Let’s not get deleted by Freeman.
Also, I’d prefer to not see Gordon speaking. If we do meet him then it’s no big deal and I’d rather he did speak in such circumstances, but I’ll try and avoid that happening in the first place so as to preserve the silent protagonist thing.
>>
>>4222148
Damn. Where did you find that? That's a great high resolution Freeman.

>Write in a response.
Get on our knees and pray he doesn't turn us into paint. From what I heard he's a genius that had some basic firearms training, but he turned that into him being a walking death machine. He's cleared through aliens and marines just by his lonesome. Maybe if we don't die first, we can work something out and figure out just what the hell is happening.
>>
>>4222160
Now I really want to hear him speak. Could you image what he'd sound like?
https://www.youtube.com/watch?v=mBec9vGdjEU

There was also that mential message we encountered.
>Another creatures voice plays in your own head. "The radio is returned, as The Freeman's work is finished. The collision of The Freeman and The Oppenheimer must be prevented."

>>4222148
do the suppressed pistols have burst fire modes?
>>
>>4222148
>Let him go on his merry way. It's clear he has something he wants to do, we don't need to get involved.
>>
>>4222148
>Let him go on his merry way. It's clear he has something he wants to do, we don't need to get involved.

>4222182
When it comes to Gordon's voice my mind always defaults to Morgan Freeman
>>
>>4222148
>If we can't get out of his way, give him aid or whatever we need to avoid getting killed. Dude IS ground zero and he's a one man army with a mission. I don't know what the hell he's doing but do you really think he's on the invaders side?
>>
>>4222163
Someone in the community made it, it’s not official. You can tell by the weird tacticool grooves and indents.
Someone made an edit without them, which I prefer.

>>4222182
>do the suppressed pistols have burst fire modes?
Sadly no, the USP45 is semi-auto only.
>>
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>>4222160
>>4222163
>>4222185
No, semi-auto only. They're closer to the pistol from HL2 than the glock from Half Life 1. For a real life frame of reference, let's call it a .45 USP Tactical.
>>4222199

"I'd rather not interrupt the man on a war path. We're well capable of staying away from him." You say. "He has something he needs to do, we don't need to get involved. Besides, if he is as scary as the marines think he is, I'd rather not be pulped."

"I kinda doubt that Dr. Freeman really is as scary as he says." Marietta responds. "You know how war stories are."

She's right. In an undercover assignment, a middle eastern governor constantly tried to impress you by telling you how his soldiers hunted "Russian Beast Troopers with hearts as black as Mecca."

Although, on the other hand you're decently sure he was telling you that because he thought it would make you want to date him. You had an order to slip a small packet of fissile material into his coffee.

"Well, he was the Ground Zero of this whole situation. Even if the stories are embellished, there is no way he got out of the..." You struggle for a second to recollect the name. It's blurred slightly behind yesterday's concussion. "Anti-Mass-Spectrometer without some impressive survival skills. I say we have to face him, we make it clear we're friendly, even spare a few bullets if we really need to appease the guy."

"One man army or not," Dr. Guttman interrupts, "The guys in one of the HEV suits. I've seen the kind of shit they put those things through. We're not putting a dent in him, and anyway, the man's a scientist. Unless he's really the Thing, he's on our side."

"Alright, fair points all around." Marietta says. "Don't engage the guy in the orange suit."

As you move through the facility, you start to notice puddles, the puddles are slowly turning into flooding.

Then, the only way forward is a spiraling staircase, descending straight into the murky water.

"Oh," Marietta exclaims as she sees it, "Jesus Christ."

>"What the hell, how is their flooding in the middle of a dessert?"
>Feel the water, hope it's at least not cold.
>"My one hope in getting a desert assignment was to not have to swim."
>Screw it, dive right in.
>"I love swimming in confined spaces. Wreck diving is good fun."
>>
>>4222148
>>Let him go on his merry way. It's clear he has something he wants to do, we don't need to get involved.
if he dosent get to lambda and kill the big baby, hen this will never end. not that that will prevent the combine invasion, anyone have a plan for that by the way?
>>
>>4222343
>>"What the hell, how is their flooding in the middle of a dessert?"
>>Feel the water, hope it's at least not cold.
>>"I love swimming in confined spaces. Wreck diving is good fun."
all three, besides if Freeman can do it, then so can we
>>
>>4222343
>"You two stay put. I'll see what the situation is like down there, make sure we have a clear path to the next pocket of air and a way to actually go further. If I'm not back in ten minutes, find a different way."
>>
>>4222343
>"When I was posted here they said I’d have to get my feet wet, but this is ridiculous!”
We’ll probably be fine if we encounter some leeches, but let’s stay out of deep water. I’d rather not fight an ichthyosaur.
Also we should equip the glock, it’s the one gun we have that can fire underwater.
>>
>>4222343
Check the water for an aliens. Consider tossing a grenade in the water if there is an alien in there. Ask Dr. Guttern if he sees anything? Make sure to keep his eyes and ears out for any survivors?
>>
>>4222350
>anyone have a plan for that by the way?
Find either Kleiner or Eli and stay with them in the hopes that being in their vicinity carries us straight to HL2.
Of course, that assumes GMan won’t just toss us in stasis at his convenience. He does take an interest in those that survive against all odds, and we’ve definitely caught his attention with that migraine stunt we pulled in Azian’s room.
It would be kind of nice to go into HL2 times without having to age 20 entire years, though.
>>
>>4222343
>"I love swimming in confined spaces. Wreck diving is good fun."
>>
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>>4222383
>>4214367
>how long after the black mesa incident did the combine invade?
It’s uncertain, but probably not long after if not during.
>what would be a good place to hide during the 7 hours war?
The Arctic, apparently.

>>4214367
Borealis went undiscovered by the Combine for 20 years, Judith had to find it for them.
In reality there’s probably very few places safe from the Combine. Maybe the vorts could cook something up.

There's also the CIA submarine and trying to find some deep bunker facility. Perhaps we could strike out and go for an Aperture Science research facility?
>>
>>4222398
Ey, my posts.
I’m not sure Aperture is such a good idea, we’d probably be turned into living experiments by GLaDOS.
Does anyone else dislike the fact that Portal and Half Life share a universe? The goofy history of Aperture and the style of Portal’s humour are great, but Half Life has a much more serious atmosphere that doesn’t mesh well at all. I would have preferred them kept separate. Aperture under GLaDOS being crazy I could have accepted since her AI went insane and would have made crazy decisions, but stuff like the actual US government commissioning Aperture for portal-based shower curtains?
It’s a shame, it was impossible to predict the silly feel of Portal 2 back in 2007 when they initially made the decision.
>>
>>4222357
>>4222359
>>4222363
>>4222381
>>4222383
>>4222384
>>4222398
"How are we flooded in the middle of the desert." You mutter, more as a protest to your situation than a real question. You dip your toe in the water, feeling that it's kept roughly the same temperature as the room. The stairs descend down past the edge of the waters murkiness, like fading into a fog. You don't see anything moving down below.

"When I was posted here, they told me I'd have to get my feet wet," you say as you turn towards them, with a little goofy smile you too late fail to realize is not visible under the mask, and throw in an added flair with a poor attempt at imitating Rodney Dangerfield, "but this is ridiculous!"

Guttman isn't too impressed. Marietta chuckles, not loudly, but you have good ears.

She gets it.

"Anyway," You say with a residual smile left under your mask. "If you two stay put, I'll scout ahead. When I was in high-school, one of my foster dads would take me Diving in old wrecked ships. I've got experience swimming in confined spaces. You're usually not supposed to go without a partner, but we can't afford all three of us dying down there."

"Are you sure about that Gabby?" Guttman responds. "Life loves water, and if alien wildlife is coming through, they'll be doing it in force through there. Also, the biggest rule of wreck diving is to not do it alone."

"Yes." You say. "If I'm not back in ten minutes, don't bother with the water. Find another path around."

You approach where the water reaches your waste, wading through the brown, discolored water, you take a last quick look at your allies, then climb over the railing, going headfirst down towards the bottom, Glock in one hand.

As you approach the bottom, a single door opens towards you. The water is rushing below the gap beneath, the water pressure making it almost impossible to open. The glass could be shot out, but it would be loud, and you have no idea what might be swimming down here. Alternately, a vent nearby could be unscrewed, but it would leave you swimming in a small dark space where you can't turn around.

>Unscrew the vent, swim through it.
>Shoot out the glass, then swim through the door.
>>
>>4222430
The trick is to find an Aperture, preferably one without a GLaDOS. if the only one we do come across is the one controlled by GLaDOS then we pray to god and hope it's after the time she's disabled so we can make the place habitable and disconnect her for good.

Beyond that and the suggestions from the last thread the only places I could image being safe enough might be an underground bunker for a couple of years. Perhaps Breen might know a thing or two that could help with that. In regards to survival that is.

We could also try living in an abandon subway system and siphon water from a part of the city.
>>
>>4222473
>Shoot out the glass, then swim through the door.
If anything tries to fight we always got the knife and revolver.
Use the glock to shoot the glass, then switch to the revolver and knife.
>>
>>4222473
>Shoot out the glass, then swim through the door.
>>
>>4222473
>Shoot out the glass, then swim through the door.
We’re not drowning or getting trapped with Xen life, fuck that.
>>
>>4222488
>>4222491
>>4222515
You look into the dark confined space of the air vent, and memory pops into your head.

(You have three more actions left before you start to take effects from oxygen deprivation. From there, you have three actions until you start drowning.)

CIA endurance training. What at first you thought would be a marathon turned out to be two straight minutes of experiencing what less civilized countries will do to their prisoners of war. You remember water-boarding test, shudder a little, and decide that there's no way you're going in there. You place the barrel of your glock against the glass and squeeze the trigger until it pops, leaving a trail of gas bubbles in its wake. The shattered glass is pulled away by the movement of the water. As the glass skids along the floor, something distant roars in anger.

It appears that the water came in here fast. There is a van with two drowned security guards inside of it, keys in the ignition and in the off position.

The shattered glass is being pulled under a broken garage door. There, the water moves quickly, and you know you could squeeze under it, but you have no idea how fast it might move on the other side. The door is labeled, "Level 3 Parking." You already know the parking garage is too tall to flood all the way in the dessert, and the rushing water supports that theory, the water hasn't filled the garage, and therefore is moving to fill the lower levels still.

On the left hand side of the room, a broken elevator door splits in half, one door open, the other closed. The elevator is smashed at the botttom, and a peak reveals two things, air all the way at the top along with an open exit you could swim through, and the angered creature swimming in circles. The large alien fish is far too big to fit through the half shut elevator door, but if you wanted to go up there you'd most certainly have to fight it.

On the right is a door labeled "Emergency Exit, keep unlocked."

Of course, someone decided to lock it, despite the doors mandate. Most likely to keep some sort of alien abomination out before the flooding.

>Check the security guard's body for a possible key. (Roll 3d6, above a twelve is one action, below a twelve is two actions, any natural 3 will override all other rolls, and leave you unable to find a key.)
>Lock pick the door. Being underwater will make it difficult to feel the pins correctly. (Roll 3d6+2, pass on a 15.)
>Slide under the garage door, risk being swept away.
>Fight the space shark, swim up through the elevator shaft. (Keep in mind, your glock is your only gun that works underwater.)
>>
>>4222595
>Check the security guard's body for a possible key. (Roll 3d6, above a twelve is one action, below a twelve is two actions, any natural 3 will override all other rolls, and leave you unable to find a key.)
>>
>>4222595
>Check the security guard's body for a possible key. (Roll 3d6, above a twelve is one action, below a twelve is two actions, any natural 3 will override all other rolls, and leave you unable to find a key.)
Does it look like the water levels are doing down or will drain the area anytime soon?
>>
>>4222595
>Check the security guard's body for a possible key. (Roll 3d6, above a twelve is one action, below a twelve is two actions, any natural 3 will override all other rolls, and leave you unable to find a key.)
>>
>>4222600
>>4222608
>>4222620
It's a large mass of water, clearly pouring in through from somewhere else. Because of the bottleneck the garage door has provided, it's flooded up into the stairs.


You pull the handle to the car door, thankful that the windows were already open, otherwise the pressure would make it impossible without another shot. Your hair floats around your head as you float, moving checking the discolored bodies for anything useful. If you're lucky, you might be able to find a key on the first guard you searched.

Roll 3d6, best of three, unless a natural 3 is rolled.
>>
Rolled 1, 5, 3 = 9 (3d6)

>>4222646
Witness me.
>>
Rolled 6, 1, 6 = 13 (3d6)

>>4222646
any additional glocks, guns and ammo? if the glock is the only functional weapon in water then why not dual akimbo?
>>
>>4222657
Leaving a hand free for instant action (opening doors, etc) could be the difference between getting a breath of air and drowning.
>>
>>4222667
Or it could help kill the giant space shark faster. After he search the bodies we can go back up for air, then go back down to engage the shark. We'd have several rounds until we start struggling, but that should be enough.
>>
Rolled 3, 3, 5 = 11 (3d6)

>>4222646
>>
>>4222708
Now that was close
>>
>>4222712
Why was it close? I rolled up a 13. are we going back to Average of 3 again?
>>
>>4222721
No, I’m just stupid and misinterpreted the boundary. Please ignore me.
>>
>>4222654
>>4222657
>>4222708
(You have two more actions left before you start to take effects from oxygen deprivation. From there, you have three actions until you start drowning. The first turn of oxygen deprivation will apply -1 to all rolls, the second a -3, the third will have you fall unconscious if you don't have an immediate oxygen source.)

You quickly slip your hands in and out of every pocket, only taking a second to palm each. For a solid eight seconds, you only find a packet of throat lozenges and a wallet that is pitifully thin. You're just about to move to the other guard when you remember that the uniform includes a shirt pocket underneath the vest. You slip your hands beneath the vest, finding a small metal key. In the hopes that it's the right one, you quickly kick off the car, propelling yourself to the door. You quickly slot the key in and turn the handle. The flow of the water pulls the door open with you, and you have to swim against the current as you travel up.

As you move up the emergency staircase, you feel something prick into the your stealth fatigues, where the PCV fails to cover it. A quick glance reveals small white worms have latched into your legs, gladly sucking from the arteries beneath.

>Risk slowing down to push the alien leeches off, (Swimming up the staircase takes two actions.)
>Ignore them. (Every action will drain 6 health, ignoring armor until you swipe them off. Swimming up the staircase takes only one action.)
>>
>>4222763
>Risk slowing down to push the alien leeches off, (Swimming up the staircase takes two actions.)
REEEEEEEEEEE
>>
>>4222763
>Risk slowing down to push the alien leeches off, (Swimming up the staircase takes two actions.)
Blood loss isn't good for retaining oxygen.
>>
>>4222763
>Risk slowing down to push the alien leeches off, (Swimming up the staircase takes two actions.)
You’re stressing me out OP
>>
>>4222763
>Risk slowing down to push the alien leeches off, (Swimming up the staircase takes two actions.)
>>
>>4222763
Can/should we take one with us to see what the hell it is?
>>
>>4222779
>>4222794
>>4222814
>>4222837

It won't be a game over if you go unconscious. I put too much effort into this quest to do that.
You could take one, but when you have a source of oxygen. You're running on a time limit right now.


(Oxygen deprivation will start taking effect during this action. The first turn of oxygen deprivation will apply -1 to all rolls, the second a -3, the third will have you fall unconscious if you don't have an immediate oxygen source.)

You have to stop as you move against the tide, kicking your legs against each-other to push or kill the leeches. The creatures let out a shrill little sound, signaling their friends, "She's not worth it!" as they die.

As you reach the top of the stairs, the water doesn't break. Your lungs are begging for air, and you know in a few seconds you'll start to really feel the effects.

You approach the highest door, a glance into its key hole reveals a set of emergency generators alongside... a pocket of sweet... sweet oxygen. Of course, you'd have to push the door against the current, and even with the ability to prop yourself against the rail, it'll be difficult. You could always leave a grenade at the door. The force could blow it off its hinges, but water isn't very compressible like air. It'd be a struggle avoiding it yourself. You can see a vent in their, and a vent in the stairwell, you could always hope that it leads into there.

>Push the door open, all that swimming has led to a strong american lass, oxygen or not. (Roll 3d6+1, pass on a 14.)
>Drop a grenade at the door, and swim away. (Roll 3d6+1, avoid all damage above a 15. The door will be opened regardless of roll, and you will be given a source of oxygen.)
>Go for the vent. It's dark, you won't be able to turn around, but it might just lead to air. You think you hear something through it, but can't at all tell what it is through the water.
>>
>>4222857
>Push the door open, all that swimming has led to a strong american lass, oxygen or not. (Roll 3d6+1, pass on a 14.)
Legs don't fail me now.
>>
>>4222857
>Drop a grenade at the door, and swim away. (Roll 3d6+1, avoid all damage above a 15. The door will be opened regardless of roll, and you will be given a source of oxygen.)
This is by far the safest option. Worst comes to pass, we can tank a grenade and deal with the consequences later.
Also, are there degrees of damage here? Or is it just a case of we either evade or take the full force?
>>
>>4222857
>>Push the door open, all that swimming has led to a strong american lass, oxygen or not. (Roll 3d6+1, pass on a 14.)

These thighs saves lives.
>>
>>4222857
>Head back to the others for an oxygen break. You can definitely get back to this doorway quicker than before, since you won't have to search for anything or unlock any doors. You can even cover up the exposed parts that the leeches snuck into.
>>
>>4222888
You're already suffering from oxygen deprivation, you'd pass out on the way back.
>>
>>4222893
What? How? Going back wouldn't require the same amount of actions that it took to get here.
>>
>4222857
>>Push the door open, all that swimming has led to a strong american lass, oxygen or not. (Roll 3d6+1, pass on a 14.)
>>
>>4222893
If we fail this we're gonna have to go with the grenade. If we do, will the concussive blast kill all the leaches.
>>
>>4222871
>>4222872
There are degrees of damage involved.
>>4222874
>>4222896
A large part of every action has been simply swimming to a location. An action to reach the bottom of the stairs, an action to swim across the room with the van, where you pass out at the door to the entrance stairwell.
>>4222900

You position yourself between the metal railing of the stair well, and the door, turning the handle and pushing as hard as you physically can manage, using your own body like a piston to move the weight. Slowly, the door pushes open, allowing water through and taking pressure off, but you're running out of energy fast.

Roll 3d6+2.
>>
Rolled 5, 6, 5 + 2 = 18 (3d6 + 2)

here goes nothing
>>
>>4222916
THICC THINGS-
>>
>>4222916
Jesus christ anon, that's equivalent to a perfect roll without a modifier! Gabby wants her fucking air.
>>
Rolled 2, 6, 1 + 1 = 10 (3d6 + 1)

>>4222913
Do I still have time to nat1,1,1?
>>
Rolled 1, 3, 6 + 1 = 11 (3d6 + 1)

>>4222913
>>4222949
pathetic, watch THIS failure!
>>
>>4222916
>>4222949
>>4222959

I'm retarded, I was supposed to write +1, still amazing roll.

As the door pushes open, you feel a burst of energy as adrenaline kicks in. Your lungs are empty, and your body kicks into a fight or flight response. Your legs push hard against the railings, which moan against the combined weight of you, the door, and the water. As more and more of the water flows past instead of into the door, it grows significantly lighter, until the door starts moving inward, falling back to the wall. The second you feel the door lose all closing force, you kick yourself towards the machines.

You surface your head into the air pocket, where a ventilation shaft provides you with all the air you need. You gasp, sucking in gallons of sweet, cold air into your lungs while you rest against the machine. The flowing water laps against you. It's a surprisingly relaxing feeling, given how close it brought you to death.

The voice you heard earlier, just before you finished inspecting your radio. "The radio is returned, as The Freeman's work is finished. The collision of The Freeman and The Oppenheimer must be prevented."

>Look around, is there someone nearby?
>Check on your radio. See if you can call Marietta from here.
>Just catch your breath for a few minutes, enjoy the oxygen. It can all wait.
>>
>>4222980
>>Look around, is there someone nearby?

Honestly, having Gordon run into us would be a fun change of pace.
>>
>>4222980
>Look around, is there someone nearby?
>>
>>4222980
>Look around, is there someone nearby?
>>
>>4222988
>>4223003
>>4223017
If the quality is low for this update, I apologize, I’m forced to phone post due to unforeseen consequences.
The voice you heard is gone... and as you look around the air pocket, you start to question whether or not was just in your head. There’s no one in here but you. Then you hear warbled voices from the vents. At first it was covered by the sound of flowing water, but the voices grow louder. Unlike the strange, elderly voice you heard before, these voices sound young, and muffled as though they were wearing a gas mask.

“So where we takin’ this freeman guy?”

“Topside for questioning.”

“What for? We got ‘em. Let’s kill him now.”

“And if they find the body?”

“What body?”

The marines simply chuckle as their voice grows distant. Poking your head into the air vent reveals that the sound is coming from an upward shoot, where the duct goes up. You wouldn’t be able to climb up there, and take off the grate.

>Call Marietta, try and have her bring Guttman forward, then search the air vent for another passage.
>If you’re radio is working, then you’re obliged to call your handler for an update, call him ASAP.
>Move into the vents, continue scouting, then return or call when you’re really on dry land.
>Go back, that way you can guide Marietta and Guttman to this air pocket before scouting the vents.
>>
>>4223056
>If you’re radio is working, then you’re obliged to call your handler for an update, call him ASAP.
an update and goal would be nice
>>
>>4223056
>Move into the vents, continue scouting, then return or call when you’re really on dry land.
>>
>>4223056
>Call Marietta, try and have her bring Guttman forward. Call your handler for an update while you wait for them to arrive.
>>
>>4223056
>>Call Marietta, try and have her bring Guttman forward, then search the air vent for another passage
what will happen if we get captred by the combine?
the combine assassin wont be "cut-content" any more [/Spoiler]
>>
>>4223432
I don’t think that would happen. As a protagonist we are entitled to at least one (1) bailout, courtesy of g-man.
And we probably earned a few bailouts from the vorts.
>>
>>4223432
Probably torture, maybe death or being converted into a Combine Assassin. I kind of hope that less invasive cybernetics become available so we can jump and kick good. Failing that I want to put up a co-vert raid on an Aperture facility so we can make use of their jump + fall damage resistance legs. If we got those then we wouldn't need super legs to survive insane heights and have the capacity to jump farther.

>>4223441
We might need to save a couple more Vortigaunts before we can cash in that card. Here's hoping we meet more of them soon. Maybe we should try communicating with the Vortigaunts to see if there's a way to find Vorts easier, through their weird space magic?
>>
>>4223056
>Call Marietta, try and have her bring Guttman forward, then search the air vent for another passage.

>>4223456
Maybe let's not meet GLaDOS. From what I've heard tests are bad for your health, but that may be just Black Mesa propaganda.
>>
>>4223432
>trained agent
>apparent psychic abilities
The Combine turns us into a cross between a Combine Assassin and a Ghost from Starcraft.
>>
>>4223066
>>4223069
>>4223073
>>4223432
>>4223636
You pull your radio from the water-tight bag built into your stealth suit. The green static that arced around it and disabled your communications is gone. You fiddle with it for a moment, swapping between frequencies and encryption keys until you confirm that the tampering is done with. Satisfied, you reset the encryption, and find Mariettas frequency.

“Marietta?” You say. “It’s Gabby. Marietta can you hear me?”

For a whole minute the radio is silent before you hear someone pulling the receiver out of a bag. “Gabby.” Marietta says. “How are you, did you find anything?”

“I’m alright. I found an air pocket, as well as a ventilation shaft that I wanna scout out.” You respond. “You should bring Dr. Guttman up here while I check it out. Swim down until you reach a room with a van in it, then go through the emergency exit, and go all the way to the top until you reach an open door. Be careful, there’s leeches, and you’ll be swimming upstream.”

“Leeches?” Marietta asks. “We’re in a desert. Do you think they’re alien?”


“Probably yeah.” You respond. “Bastards grabbed my legs.”

“Be careful with parasites Gabby.” You hear Guttman chime. “You have no idea what it might put in you.”

“I’ve read War of the Worlds Guttman.” You respond.

“That book was all over the place with science.” He says. “I’m not worried about the alien flu. We know how biological the aliens' technology is. If you have no idea if that’s just a space leech, or a vessel for a biological weapon.”

“Alright. I’ll tell you if I experience any strange symptoms.” You say, shutting down the radio. The last few days have been nothing but mysterious symptoms. If these leeches are alien smallpox blankets, your immune system will have to wait.
(cont.)
>>
>>4223958
(cont.)
You climb up into the dark air vent, flashlight in one hand, knife in the other. Your path illuminated within a small circle of light, you slither your way through without any sound. Thankfully, the path fails to diverge, or host cranial parasites. Eventually, you slip out on the other side. The room you enter is filled with a set of massive computer banks that have been hit with electrical shocks and buckshot. It’s safe to say that the data in them is lost. Littering the floor are dead vortigaunts interlaced with headcrabs and spent shotgun casings. You navigate around the set of large computer banks, seeing a scientist in a metal corridor behind a glass pane and a sliding door. He cowers away, but doesn’t run out the door behind them.

“Please!” He shouts, seeing you in what appears to be military grade gear. “I don’t know anything, I’m just a laboratory technician.”

A quick knock on the glass brings a muffled sound. Far less rigid polycarbonate absorbs the energy, releasing a more dull sound. The glass is bulletproof. The electric, sliding door doesn’t have a working panel on this end. You’ll need him to open it if you want to go through.

>Explain to him that you’re a spy working undercover for the CIA, and not working with the military.
>Tell him you won’t hurt him if he just opens the door and tells you what he knows. You’re more sensible than the meat-headed grunts.
>No no no, you got it all wrong! I stole this suit off of dead military to help survive. I”m really a security guard, I even have my old ID.
>>
File: apprehensionfreezer.png (1 MB, 813x593)
1 MB
1 MB PNG
>>4223958
>>4223962
Forgot the image.
>>
>>4223962
>Explain to him that you’re a spy working undercover for the CIA, and not working with the military.
Show him your face and your old Black Mesa security guard badge, and your CIA badge.
>>
>>4223962
>No no no, you got it all wrong! I stole this suit off of dead military to help survive. I”m really a security guard, I even have my old ID.
>>
>>4224010
but what do we tell him when Guttman and Marietta get here? Guttman already knows that Gabby is a CIA agent, so why lie? Is it to get him out first so he's less skittish, then reveal who we are?
>>
>>4224071
Pretty much. Guttman and Marietta know the deal, so they probably EXPECT to see gabby lying every now and then.
The goal is to get access, allow him to realize that we TRULY don't mean him any harm, and from there on we're good. Mari would likely appreciate knowing that we're not telling every average joe that we're CIA, too.
Also this dude probably wouldn't trust CIA.
>>
>>4224091
what if we wait for Guttman?
>>
>>4224094
Ehhh, not necessary and wastes time.
>>
>>4223962
>Explain to him that you’re a spy working undercover for the CIA, and not working with the military.
The truth at this point is just so much simpler, and there's not really any reason to lie.
>>
>>4223962
>No no no, you got it all wrong! I stole this suit off of dead military to help survive. I”m really a security guard, I even have my old ID.
Take off our mask to prove it to him that we’re the same person as the ID shows.
>>
File: Spoiler Image (52 KB, 437x599)
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Rolled 1 (1d2)

>>4223973
>>4224010
>>4224184
>>4224188
Tied votes make me sad. 1 for explaining everything, 2 for telling him you're a security guard.
>>
Rolled 2 (1d2)

>>4223973
>>4224010
>>4224184
>>4224188
>>4224215
“Don’t worry.” You explain, pulling off your balaclava. “I’m not military. I’m with the central intelligence agency, acting under different orders. I have no intention to hurt you.” You pull out a badge, and a small black mesa identification card. “I was working undercover when the incident happened. I’ve been trying to avoid the military, and protect some scientists.”

“I…” He responds, kind of confused. “I don’t understand.”

“The Central Intelligence Agency and the Department of Defense are at odds with each other at the moment. All I’m trying to do is collect information and hopefully find a way to fix this mess.” You explain, making non threatening movements, and trying to sound as calm and approachable as you can. “Trust me, I don’t want to hurt you, you’re a citizen of the country I’m trying to protect, and I can’t gather information if I do hurt the scientists. I even have a neurologist from the main infirmary travelling with me.”

“Oh…” He says, still sounding rather nervous. “I think I understand. What exactly would you like to know? I can assure you, I would never lie to authority as high as you.”

You doubt that. He sounds nervous, and you don’t blame him. He’s a frail old scientist and you’re currently armed to the teeth, and from his perspective, possibly plotting to kill him. Still, whether the fear is justified or not, it means he might not give you the full story.

>Have you seen any military up ahead?
>What do you know about the Lambda complex?
>What is your position here?
>Who killed all of these aliens?
>Has the military passed through here recently?
>Have any other scientists passed through recently?
>Could you please open the door? I won’t hurt you. (Roll 3d6+2 Pass on a 13.)
>Write in a question.
>>
>>4224255
>What do you know about the Lambda complex?
>What is your position here?
>Who killed all of these aliens?
>>
>>4224263
this but also this
>Have any other scientists passed through recently?
Because we gotta get everyone.
>>
>>4224263
>>4224267
“I’ve been hearing some things about the Lambda complex.” You say. “How much have you heard about them? I know how high their clearance is.”

“Well, very little I suppose. They are very secretive in their experiments. However I will say… You see…” He takes a minute to gather his thoughts. “I handle microbial colonies for biological studies, and I’ve noticed more and more that those from the Lambda Labs have outright fantastical storage specifications. They call them extremophiles, but the conditions they ask me to generate seem downright extraterrestrial.”

“Okay, so just to be clear, you’re a biologist, and you store samples of bacteria.” You ask.

“Yes.” He responds. “That covers the gist of it.”

You look around at the room. This scientist doesn’t have a shotgun on him, nor would he be able to use it to kill multiple extraterrestrial creatures. “Who killed these aliens?” You ask.

“Ehrm…” He twitches with a bit of nerve. “They had been killed when I got here.”

“How long ago had you arrived?” You ask.

“About… ehrm… midnight, I believe.” He responds.

“And have any other scientists passed through here?” You continue.

“No. No one else.” He says. He’s hiding something important.

>He’s hiding something from you, get it out of him. (Roll 3d6+2, pass on a 12. Any roll lower than a 14 will make him less likely to trust you.)
>Could you please open the door? I won’t hurt you. (Roll 3d6+2 Pass on a 13.)
>Call Marietta and Guttman, tell them it’s safe to move forward.
>Write in any additional questions.
>>
>>4224483
>Could you please open the door? I won’t hurt you. (Roll 3d6+2 Pass on a 13.)
>I need to inspect the xenos, that's all.
>>
>>4224483
>”Can you wait just a second?”
>Call Marietta and Guttman, tell them it’s safe to move forward.
>Go back to the flooded stairwell and listen in case they need help
We should be as close to them as possible in case the ichthyosaur/ichthyosaurs down there see them.
>>
>>4224508
The aliens are on the outside of his door, in the same room as us. This is the part in HL1 where you save a scientist, the one we’re currently talking to, from a bunch of vorts and headcrabs before you enter the freezer.
>>
>>4224518
whoops, i had the wrong mental image
>>
>>4224483
Gonna bet it was Freeman.
>Could you please open the door? I won’t hurt you. (Roll 3d6+2 Pass on a 13.)
>I need to inspect the xenos, that's all.
>>
>>4224540
Anon, the aliens ARE on our side. There’s no reason for him to open the door to check the xenos because they’re already in the same room as us.
>>
File: apprehensioncomputers.png (527 KB, 806x527)
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>>4224540
Just to be clear, the aliens are on your side of the door. >>4224548 is right.
>>
>>4224483
>Could you please open the door? I won’t hurt you. (Roll 3d6+2 Pass on a 13.)
>>
>>4224508
>>4224514
>>4224540
>>4224561
"I see." You say. "I'd imagine most scientists are content to shelter in place. What was your name again?”

“Dr. Wythoff.” He says.

“Nice to meet you, it’s a shame it has to be in this situation. Could you open this door for me Dr. Wythoff?” You say. “I can assure you, you’re safe. You can seal it off as soon as I’m gone.”

Roll 3d6+2.
>>
Rolled 5, 2, 6 + 2 = 15 (3d6 + 2)

>>4224592
Cmon dice, let’s not spook the man.
>>
Rolled 3, 3, 5 + 2 = 13 (3d6 + 2)

>>4224592
>>
Rolled 3, 2, 1 + 2 = 8 (3d6 + 2)

>>4224592
>>
>>4224601
>>4224609
>>4224616

The scientist looks you up and down one last time, before he sighs and says, "I suppose... you do seem to be rather earnest. Just know that I don't have any information beyond what I've already told you."

He clicks a few buttons on a nearby panel. Unfortunately, it's at an angle where you can't see the code he's typing.

"Thank you Dr. Wythoff." You respond with a smile.

>So now that you're in here, you're free to press him for the information he's hiding from you. (Roll 3d6+2, pass on a 12.)
>Just call Marietta and Guttman to move forward.
>Ask the scientist what's up ahead, past the metal bulkhead half of the airlock.
>>
>>4224653
>Just call Marietta and Guttman to move forward.
>Ask the scientist what's up ahead, past the metal bulkhead half of the airlock.
Does he know how to use a gun? How would he feel about using a gun that shoots angry bees?
>>
>>4224653
>So now that you're in here, you're free to press him for the information he's hiding from you. (Roll 3d6+2, pass on a 12.)
>>
>>4224653
>So now that you're in here, you're free to press him for the information he's hiding from you. (Roll 3d6+2, pass on a 12.)
Gabby, please initiate the death glare
>>
>>4224660
>>4224661
>>4224674
The scientist is definitely too frail to fight anything. If you knew your grandparents, you'd bet this would be his age.

"You know Dr. Wythoff," you say as you step in. "you said the aliens had been dead when you locked yourself in." You come closer, even though you're the same height as the old man, you still want to maximize your presence. "However, I looked at the aliens, and the bodies seem rather fresh. Are you sure they were dead when they came in here?"

Roll 3d6+2.
>>
>>4224653
>Just call Marietta and Guttman to move forward.
>Ask the scientist what's up ahead, past the metal bulkhead half of the airlock.
But don’t give him any weapons. Fuck this guy, he wouldn’t move out of the way on my first playthrough and I had to noclip through.
>>
Rolled 4, 3, 1 + 2 = 10 (3d6 + 2)

>>4224701
Ah, poor old guy. Oh well, he’s got nothing to fear from us. Not that he knows that.
>>
Rolled 6, 4, 5 + 2 = 17 (3d6 + 2)

>>4224701
>>
Rolled 2, 1, 3 + 2 = 8 (3d6 + 2)

>>4224701
>>
>>4224705
>>4224711
>>4224718
As you come closer, the scientist backs off, but you keep approaching. He takes a step back, you take a step forward. Pretty soon, he's reached the metal door. He can't step away anymore, and he knows it all too well.

To the scientist, he's made the terribly poor judgement of letting a lion into the room with him, and he quickly realizes that you're not leaving without something in return.

"Alright, I admit it!" He exclaims, lowering himself a little. "Dr. Freeman came through here a while ago, gunning down the creatures that had accumulated outside. I sent him through the freezer, telling him he'd need to stick to the old, low security sections of the facility but... but... before he came through, before the aliens arrived, a group of women that looked like you came. They told me if I notified anyone of their existence they'd hunt me down!"

"Wait, slow down." You say. "You saw women that looked like me. What equipment did they have?"

"I didn't take note but... their suit looked much like yours." He stammers.

"Did they show you a badge, identification?" You ask.

"No, no, they simply threatened me, told me not to tell any person I see."

"And Dr. Freeman, did he say anything?" You ask.

"I... I guess I must have been so stressed I couldn't remember if he said anything or not." He explains. "I promise you, I don't remember."

"Well, where was he going?" You ask.

"The Lambda labs, they've been directing them their ever since their attempt to shut down the invasion through a satellite failed." He explains. "I was called up after launch, they told me he was their only hope of stopping this mess, and that the only other candidates skilled enough either left the facility or died trying to fix it."

"People left the facility? Did they survive?" You ask.

"I wouldn't know if they succeeded, but I had been told Dr. Rosenberg was using some of the old prototypes to leave. I have no idea what prototypes they're talking about."


"Alright." You say. "What's up ahead, past the metal bulkhead?"

"A freezer. Some of the microbes are stored at near arctic temperatures, and that's why we generate such frigidly cold air. I'd be careful. If that vest of yours is like the one in our hazard suits, it'll sap the power if you leave it on."

"Alright, hold on a moment..." You explain, before you pull the radio out and call up Marietta. It takes a minute, but she picks up, still gasping for air.

“What is it?” She says inbetween breaths.

“You’re good to come forward.” You explain. “Just keep moving through the vents, you shouldn’t run into any trouble. Are you and Dr. Guttman alright?”


“Alien fucking bloodsuckers!” Dr. Guttman says.

>Explain to Marietta what you learned about the other operatives moving through.
>Tell Marietta that Dr. Gordon Freeman has moved through here.
>Call up the CIA, tell them about the other agents and get a briefing.
>Write in any follow up questions for Dr. Wythoff.
>>
>>4224762
>Explain to Marietta what you learned about the other operatives moving through.
>Call up the CIA, tell them about the other agents and get a briefing.
>Write in any follow up questions for Dr. Wythoff.
Anything he wants to do or get now that he's out of danger? We were going to regroup with the survivors. Good call by the way for not opening the door for them.
>>
>>4224762
>Ask if he has any way of contacting the Lambda labs, or if he at least knows what frequency could be used to contact them.
>Explain to Marietta what you learned about the other operatives moving through.
>>
>>4224766
Support, although to come with us he’d either have to go through the alien freezer or go back through the water, neither of which someone of his age and likely abysmal fitness could survive.
>>
>>4224788
Don't the the lab coats provide a bit of protection? if not the freezer or water, then where?
>>
>>4224795
They protect from spilled chemicals, not alien freezers and space leeches
>>
>>4224795
You overestimate the durability of the average labcoat.
>>
>>4224766
Supporting, but lets ask marietta's opinion beforehand.
>>
>>4224828
and you didn't answer my question. if not the freezer or water, then where?
>>
>>4224837
The main benefit of having a labcoat is to be able to see any possible spillage, and not have it fall directly on the skin. It's not going to protect from an industrial chemical spill, full body submersion, or subzero temperatures throughout a room. The best it'll do is prevent you from getting burned if you spill a small quantity of chemicals on you, and even then you'd want to take it off quickly and wash yourself.
>>
>>4224766
>>4224775
>>4224788
>>4224831
“Did the aliens give you problems?” You ask.

“Yeah.” Marietta replies. “I’m gonna take a bit of a breather before we move through the vents. Those little worms wouldn’t leave us alone.”

“The conspiracy forums were right, fish people in human disguises!” Guttman yells. “Gabby’s one of them!”

“He needs a break too.” Marietta continues.

“I can hear that.” You respond. “But I need to talk to you. There’s a scientist down here, he says he saw a group of Black Ops coming through.”

“Jesus.” She exclaims. “Did he say where they were doing, or where they went?”

“Ehrm… hold on.” You pull away from the radio for a second, to ask Dr. Whytoff if he saw where they went.

“They went through the freezer, the same way as Freeman later. They didn’t tell me why.” He explains before you relay it back to Marietta.

“Then... If they’re fellow spies we should track them down.” She responds. “If not, they’ll tell us to go away.”

“Okay. I think I’m gonna call up our handler and tell him, ask for advice.” You say. “I’ll tell you what he says when you get here, sound like a good idea?”

“Yeah, that sounds fine.” She says before you click your radio off.

Before you get to work calling up your handler, you turn to Whytoff, and ask “Do you any way of contacting the lambda labs?

“Well… they give us these little devices to communicate easier but… well I just can’t wrap my head around it.” He pulls it out of his pockets with shaky hands. “It doesn’t have any buttons, you have to touch the screen I think.” The device is a small, thin, square communication device with a few basic programs, and a communication unit. “The electronics lab cooked it up you see.”

“Thank you.” You respond. “Is there anything you’d like help with now that you’re out of danger. We could bring you to the infirmary to regroup with other survivors.”

“No thank you.” He says enthusiastically. “I won’t live another few minutes out there. I’m staying behind the bulletproof glass.”

You rework the radio’s settings for a few minutes until you have the encryption and frequency of your handler, then flick it back on hoping you aren’t too far underground to send a signal.

“Agent Oppenheimer?” You hear the gruff voice of your handler explain. “Oh thank god, we have someone left. Oppenheimer, you’re in an underground, industrial area of the facility yes, likely you’ve seen some flooding.”

>Keep it professional, just say yes.
>Yes, what do you mean thank god?
>What happened?
>Yes, then take the liberty of telling him straight about the covert ops you’ve heard about.
>Don’t tell him your location.
>>
>>4224871
If they're after freeman they're probably as good as dead.
You can't stay behind the bulletproof glass forever Dr. Whytoff. You know some of these aliens teleport everywhere, and that glass isn't teleport proof despite the low probability of anything teleporting behind you.

>Yes, what do you mean thank god?
Lemme guess. Freeman?

>What happened?
>>
>>4224871
>What happened?
Before we leave, we should tell the scientist that he stands even less of a chance in here without a weapon or someone to watch his back, because the aliens have a habit of teleporting wherever they want. Or crawling in through the vents.
>>
>>4224871
>”Thank god? What do you mean? What happened?”
By omitting the “yes” part we keep our location secret.
Also, how does it make sense that the Black Ops came in after Freeman? They were already waiting for him in an ambush by the time he got there, and the only path they could have taken was the one Freeman was already on. They would have seen him.
>>4224837
>if not the freezer or water, then where?
Nowhere.
He won’t make it through the freezer since it’s full of aliens.
He won’t make it back the way we came because an old guy like him would probably just drown.
He won’t make it back the way Freeman came, which needs acrobatics to traverse and is filled with alien sharks.
Our best option is to just leave the guy here. Sucks, but he’s probably not going to make it out. His best bet is through the freezer, assuming Freeman killed all the vorts in there, and even if he did make it through he’d slow us down horribly with little to no payback. Guttman has medical expertise and Mari is an assassin like us. This guy at best can open an optical scanner door for us, which assumes that A) he is authorised to open doors in this area, B) Guttman isn’t authorised to open doors in this area, and C) there even IS an optical scanner in our near future.
Besides, he doesn’t even want to go.
>>
>>4224897
what if we just kill all the aliens in the freezer?
>>
>>4224897
They came before Dr. Freeman.
>before he came through, before the aliens arrived, a group of women that looked like you came.
>>
>>4224903
It’s a possibility, but it would waste valuable time that saps our vest with every second. Honestly, I was just planning on running through and flashbanging any remaining aliens if Freeman didn’t already clean house.
>>4224908
Aw fuck, guess I’m stupid.
>>
>>4224908
Future gabby, and future marie in some quantum time paradox?
>>
>>4224920
We should at least try, there has to be more routes out of this area than just the ones Gordon took.
>>
>>4224920
It's okay Lore-Dump Anon, you're still my favorite.
>>4224889
>>4224895
>>4224897
"Thank god? What do you mean thank god? What happened?" You say.

Your handler pauses for a second. He notices that you haven't given away your location, but doesn't say anything. It's technically up to your own discretion to reveal information that may reveal cover, so he doesn't say anything.

"We consolidated some of the other spies, had them moving through to do classified work. An hour ago, we lost contact with every single one. If you are physically able, it is highly recommended you search for them and investigate." He says. "These were highly trained agents, be careful, if they're AWOL, they'll be incredibly dangerous. If they're dead, something very dangerous haskilled them. Check in when you find them, and take any available data. Is all the transmitting and processing equipment we sent you still intact."

“Yes.” You say.

“Stay safe Oppenheimer. We’re rooting for you.” Your handler says. “Send Poskanzer my regards as well.”

"Understood." You respond.

The frequency goes dead, and you wait a few minutes until you hear people moving through the air ducts. Soon Marietta slides out of the vents, followed by a soaked Dr. Guttman who falls out behind her.

“Are you two alright?” You ask as they collect themselves.

“Yeah.” Marietta responds. “We’ll be fine. Did you hear anything from our handler?”

“Yes. Apparently that group of spies the scientist saw didn’t make it far. Somewhere nearby, they all went dark.”

“Jesus. The whole group?” She asks.

“Yeah. The handler says we’re the last two left.” You explain.

“Oh god. Yeah, we should track them down. They’ll no doubt have some data on them, even if they’re dead.” Marietta responds.

>I think it might have been Dr. Freeman who killed them.
>I think we should stay optimistic, squads lose contact with handlers all the time.
>Dr. Guttman, your fish people theory doesn’t make any sense, aliens can’t have breasts.
>Tell Marietta and Guttman about the voice you heard when the radio turned on, the message you pulled from the migraine early.
>>
>>4224958
>I think we should stay optimistic, squads lose contact with handlers all the time.
>Dr. Guttman, your fish people theory doesn’t make any sense, aliens can’t have breasts.
>>
>>4224958
>I still don't want to leave the grandpa doctor alone for him to get eaten
>Tell Marietta and Guttman about the voice you heard when the radio turned on, the message you pulled from the migraine early.
>>
>>4224958
>We should make sure to maintain stealth and avoid engaging entities wherever we can from here on out. If something did kill them, it's probably something our usual tactics wouldn't work on, so getting the data and getting out unseen will be the goal.
>Try to convince the scientist holed up here to temporarily join up, he's not nearly as safe here as he thinks he is.
>>
>>4224974
He does know about teleporting aliens doesn't he?
>>
>>4224958
Does anyone know if there is a charging station nearby?
>>
>>4224958
>I think we should stay optimistic, squads lose contact with handlers all the time.
>Tell Marietta and Guttman about the voice you heard when the radio turned on, the message you pulled from the migraine early.
>>
>>4225042
We should probably let him know. He's also valuable Intel based on his testimony of lambda. Infirmary is our destination anyway. Could get our neurologist and an old man in sneaking suits too.
>>
>>4224958
>>I think we should stay optimistic, squads lose contact with handlers all the time.
>>Dr. Guttman, your fish people theory doesn’t make any sense, aliens can’t have breasts.
if the vortigaunts hadent sapped our radio, we would have meet with freeman too
>>
>>4225477
But what if we're flat. Aliens can have thicc legs.
>>
>>4224958
>If we see crowbar wounds we know who beat them down.
>Dr. Guttman, your fish people theory doesn't make any sense, THESE aliens can't have breasts. The evolutionary stresses are too random to give the stability needed for the development of a nurturing period where breasts would be useful. They probably have some level of self sufficiency almost, or actually, at birth. Bio-augmented symbionts and mind jackers on the other hand...
>Quietly become concerned at random science tirade/paranoia.
>>
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Hey guys, I've been trying to think of a more manageable, and predictable schedule to run the quest. Looking at my schedule, I've decided that I'm gonna be taking wednesday's off regularly, it gives me time to catch up on real world responsibilities. I might add another day in the future, but for now, no updates on wednesdays. If I give you any more updates today, yell at me for procrastinating.

>>4224964
>>4224966
>>4224974
>>4225416
>>4225547

"Well, let's stay optimistic here. Spies lose contact with their handlers all the time. It's just as possible they're encountering major radio interference." You say.

"Fair point, but our handler is probably not giving us the whole story." Marietta responds. "If he thinks we're the last spies he has, he probably has reason to believe it."

"I suppose, but if something did kill them, we should work to avoid it. It's clear our usual tactics won't be working on it. We're best off getting the data and leaving unseen."


Marietta nods. "Good thinking."

Setting that more serious conversation to the side for now, you turn to Dr. Guttman, who has as of a few minutes ago accused you of being a fish person. "Dr. Guttman, I don't think your theory makes much sense." You say, trying to add a sarcastic air of a nun explaining something to those "foolish juveniles." "Aliens, especially ones such as these," you point around to the dead aliens littering the computer room, "could not have breasts. The evolutionary stresses required for the development of a nurturing period rewarding the development of breast tissue simply isn't present. More likely, a degree of self sufficiency is present in their young."

"Also they don't have nipples." Guttman throws in.

"Good observation..." You say, before pausing. Where the hell did you learn all of that? You’re not a biologist.

"Well, thanks for the high school biology lesson Agent Oppenheimer," Guttman responds, "But if you can hide your gills, you can clearly deceive in other ways."

You look down at yourself, then touch your stealth suit, around your belly, carefully avoiding the wound left by a desert eagle. What if you are a body-snatcher? The muscle, scars, and occasional areas of fat all add up. You feel pretty real.

“So are we bringing the scientist over there with us?” Dr. Guttman asks, breaking you away from your own existential crisis.

“I don’t know yet.” You respond. “He didn’t want to come with us, and is kind of scared of me and probably Marietta. Still, I’d rather not leave him here. He’s not safe.”

“You’re right.” He says. “But on the other hand, will we really be able to keep him safe? It’s pretty much a given that we’re gonna run into hazards that require physical activity. Nowhere is really safe.”
(cont.)
>>
>>4225977
(cont.)
>You’re right. We just need to get a move on.
>Gently make Dr. Wythoff faint, and carry him with you somewhere safer than here.
>Convince Dr. Wythoff to come with you. (Roll 3d6+2, pass on a 15. A natural 3 will scare him off, overriding all other rolls.)
>>
>>4225978
>>Gently make Dr. Wythoff faint, and carry him with you somewhere safer than here.
>>
>>4225978
>Convince Dr. Wythoff to come with you. (Roll 3d6+2, pass on a 15. A natural 3 will scare him off, overriding all other rolls.)
I’d rather not kidnap him, and if the only other option is effectively failing this roll without trying, we may as well try.
>>
>>4225978
>Gently make Dr. Wythoff faint, and carry him with you somewhere safer than here.
>>
>>4225978
>Gently make Dr. Wythoff faint, and carry him with you somewhere safer than here.
>>
>>4225978
>Convince Dr. Wythoff to come with you. (Roll 3d6+2, pass on a 15. A natural 3 will scare him off, overriding all other rolls.)
Changing vote to this, but if we fail then I guess we spook him then.
>>
>>4225978
>>Convince Dr. Wythoff to come with you. (Roll 3d6+2, pass on a 15. A natural 3 will scare him off, overriding all other rolls.)
>>
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>>4225981
>>4225998
>>4226028
>>4226061
>>4226062
>>4226343
Okay I need a break from physics assignments.
Also, if you want, you could leave him one of your guns, I didn't think of that possibility when I wrote the prompts, but probably should have.


"We have to try." You explain. "The guy doesn't deserve to die down here. I bet he has grandkids."

"I understand that, but I got kids too." Guttman says. "I ain't throwing my life away for the guy, but if you wanna help him, I understand."

As you walk away to talk to Dr. Wythoff, you hear Marietta mutter to Dr. Guttman. "You have kids? Where are they?"

"Far away." Guttman responds. "Working for mad scientists makes it hard to win custody battles."

You approach Dr. Wythoff slowly, making your hands easily visible and keeping yourself low and far. "Dr. Wythoff, I really don't think you should stay here." You say. "Even if you keep the door locked, the marines have breaching charges, and I'm sure you've seen the aliens appearing out of the air at random."

Roll 3d6+2.
>>
Rolled 6, 4, 3 + 2 = 15 (3d6 + 2)

>>4226482
PROCRASTINATOR
>>
Rolled 6, 1, 1 + 2 = 10 (3d6 + 2)

>>4226482
>>
Rolled 5, 2, 6 + 2 = 15 (3d6 + 2)

>>4226482
COME WITH ME IF YOU WANT TO LIVE
>>
>>4226482
At the very least I think we should give him the basics of gun control and give him the glock to afford him a bit of safety. Then we can keep any eye out for any Security Guard armor, or PCV's if he's strong enough to wear it.
>>
any chance we might run in to ~~commander~~ corporal sheperd? if so, what is our plan?
>>
>>4226530
Throw dank memes to confuse his dick, then spam flashbangs until he leaves us alone. Or see if we can collaborate.
When do you think we'll start finding exectricbugs?
>>
>>4226530
If he doesn’t see us, keep it that way. If he does see us, try to convince him we’re good people.
>>
>>4226485
>>4226487
>>4226522
"Well... I don't really know if there's any safer options." The scientist responds.

"Dr. Wythoff," You interrupt. "If you come with us, you'll be traveling alongside two trained agents, and a medical professional. We'll be able to keep you safe."

"Well..." He looks to the bulkhead. "It's cold in there."

"It'll be far easier to face the cold than it would be survive on your own. You can't stay here forever." You respond.

Your appeal to an undeniable logical conclusion has him stay silent, looking for some sort of counterpoint, but he can't find one. "Alright." He says. "I can't argue with you. I'll have to hedge my bets with you."

"I'm glad you made the right choice." You say. Marietta approaches, being taller than you, her presence causes the scientist to twitch slightly, then even more when he realizes she has a gun in her hand.

"Here, Dr. Withoff right." She says, holding a Glock by the barrel. "If you're gonna be traveling with us, it'll be a good idea to have at least some self defense capacity. Why don't you come with me, I'll show you how to use it."

The scientist looks at Marietta, then to the gun, then back to you. He grasps the grip, then takes it.

"Come with me, we shouldn't be shooting it in a metal corridor, it'll bounce around." She says.

As Dr. Wythoff is taught the basics of using a handgun, you assess your options. some of the panels in this small airlock show temperature readings of negative twenty degrees Celsius. It'll be cold, and if you have to stop to fight something, that might risk hypothermia, especially in someone like Dr. Wythoff who's metabolism and body is slow.

>Scout it out yourself, clear the place out then call Marietta foward with the other two.
>You and Marietta scout it out, leave behind a radio so you can call for Guttman and Wythoff when the coast is clear.
>Leave Wythoff alone with a radio while the three of you clear the freezer out.
>Bring all four of you through at once.
>>
>>4226622
>>Scout it out yourself, clear the place out then call Marietta foward with the other two.
>>
>>4226622
>Scout it out yourself, clear the place out then call Marietta foward with the other two.
>>
>>4226622
>Scout it out yourself, clear the place out then call Marietta foward with the other two.
>Load rubber bullets in the submachine gun(s)
>>
>>4226622
>Scout it out yourself, clear the place out then call Marietta foward with the other two.
GO RECON
>>
>>4226622
>Scout it out yourself, clear the place out then call Marietta forward with the other two.
>>
>>4226622
>Scout it out yourself, clear the place out then call Marietta foward with the other two.
>>
>>4226622
>>Scout it out yourself, clear the place out then call Marietta foward with the other two.
if fremman has already been through here, then its probably already clear
>>
>>4227464
Unless more teleported in, but for the most part yeah
Expect to see some frozen corpses inside
>>
>>4226632
>>4226640
>>4226643
>>4226644
>>4226694
>>4226928
>>4227464
You take one last look over your options, deciding to load up your submachine gun with rubber bullets in case you encounter any vortigaunts.

Those two, Wythoff and Guttman, won't be able to fight on their own. If hostiles were present in the freezer, you'd spend too long. They should stay here, and that means Marietta has to stay here as well to protect them.

You shout out, "Marietta, I'm going to scout out the freezers up ahead. You keep these two safe."

"Are you sure?" She asks. "You had the flooded area. I'll take this if you want."

"No. I've got it." You respond.

"If you say so. Be careful in there." She responds.

You click the panel and the doors slide open, hitting you with a wave of pure, frigid cold. The thin layer of protection that your stealth suit provides you, usually giving a soft and comforting freedom of movement, now feels like going naked. Throughout the room, the floors are littered with dead aliens. They've all lost their color in the cold, ice gathering onto their skin.

You're already shivering.

(You now have 37/50 armor power. -3 from the last turn.)

>Stop to investigate the bodies, did they all die of cold?
>Keep a move on, but carefully. Stay quiet. You have no idea what the aliens might pull out there ass.
>You despise the cold. Start running, keep the blood pumping.
>>
>>4227554
>You despise the cold. Start running, keep the blood pumping.
There’s plenty of cover if something does spawn in, plus it’s better to move fast so as to mess up the aim of any potential remaining headcrabs.
>>
>>4227554
>You despise the cold. Start running, keep the blood pumping.
>>
>>4227554
>>You despise the cold. Start running, keep the blood pumping.
lets do this as fast as possible, lets not die of cold in a desert
>>
>>4227602
>>4227623
>>4227722
Sorry for the delay.
You start sprinting past the freezing cold pipes, ignoring the bodies of frozen creatures. You weave between them, trying to minimize your exposure and keep your body temperature up. Unfortunately, as you move through the pipes, you’re forced to stop. You feet slide on the frosty metal ground as two massive bright flashes happen before you.

When your eyes clear, two alien grunts are taking shots at you with their hive hands.

In your hand is a submachine gun, unfortunately loaded with rubber bullets. However, in the M203 attached is a High Explosive Dual Purpose grenade. The small explosive is a shaped charge that can be either used against an individual target as an anti-armor weapon, or against rigid material to use as a fragmentation grenade.

Both grunts hit on an 8.

(You currently have 75/100 health, and 34/50 armor power, and 44/50 cloak power)


>Load conventional rounds into your SMG.

>Toss a grenade at both grunts. (Both will have to roll to avoid. Specify between Frags(-½, kills or greatly injures), flashbangs(-1/4, can not attack next round), and concussion (-1/4 knocks small enemies unconscious).)

>Supress both grunts with your SMG. (Roll 3d6+2 for a future shot, that attack will be applied to any enemy who performs an action that requires them to leave cover. -30/50+150 rubber bullets.)
>Fire at the first grunt with your SMG. (3d6+2, Knocks unconscious with a 21. Every 4 points above a 5 reduces the threshold by one. The grunt will be painfully injured above a 16, decreasing his attack by 2. -10/50+150 rubber bullets.)
>Fire at the second grunt with your SMG. (3d6+2, Knocks unconscious with a 21. Every 4 points above a 5 reduces the threshold by one. The grunt will be painfully injured above a 16, decreasing his attack by 2. -10/50+150 rubber bullets.)

>Fire at the first grunt with an HEDP grenade. (3d6+2, Kills on a 12. -1/2 HEDp grenades.)
>Fire at the second grunt with an HEDP grenade. (3d6+2, Kills on a 12. -1/2 HEDp grenades.)

>Use an HEDG grenade as a frag grenade on both grunts. (Roll 3d6+2, reduces both thresholds by 4 on a 10., a natural 18 kills both. Natural 18s override all other rolls.-½ HEDP grenades)

>Pop smoke. (Increases defense by +3, and gives a +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (-3/44 cloak power, +4 defense per turn while stationary, +2 to all stealth rolls. Can be activated alongside any other actions)
>Duck. (+4 defense against dumb projectiles, +2 against tracking projectiles.)
>Dive away. (3d6+2(+4 if cloaked.) On a 12 they will lose track of you.)
(cont.)
>>
>>4227791
(cont.)
(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4227791
>Fire at the first grunt with an HEDP grenade. (3d6+2, Kills on a 12. -1/2 HEDp grenades.)
>Dive away. (3d6+2(+4 if cloaked.) On a 12 they will lose track of you.)
>>
Rolled 2, 3, 4, 1, 5, 2 = 17 (6d6)

>>4227791
>>4227792
Just realized I forgot the roll.
>>
>>4227826
Oh balls that's a lot of bits
>>
>>4227810
(You currently have 65/100 health, and 21/50 armor power, and 44/50 cloak power)

Small hornets pepper you as the grunts abuse the moment they have on you while out of cover. Luckily, you're quick to react, and many still fly past you, crashing and dying on the frigid metal pipes

You shift your hand into the M203. You squeeze the trigger, then just as you hear the trademark "Thunk!" of the grenade launcher, and the kick of the propellant, you dive away into the cold white fog that fills the area.

Roll two 3d6+2, one for the grenade shot, another for dodging. Specify which you're rolling for.
>>
Rolled 3, 3, 6 + 2 = 14 (3d6 + 2)

>>4227892
DOOOODGE
>>
Rolled 6, 6, 1 + 2 = 15 (3d6 + 2)

>>4227892
Aaaaaahh!
>>
Rolled 5, 4, 4 + 2 = 15 (3d6 + 2)

>>4227892
GRENADE OUT!
>>
Rolled 1, 2, 3 + 2 = 8 (3d6 + 2)

>>4227892
Muh dodge
>>
Rolled 3, 5, 4 + 2 = 14 (3d6 + 2)

>>4227892
Muh noob tube
>>
Rolled 2, 2 + 2 = 6 (2d6 + 2)

>>4227892
grenade. I missed the "roll two times" part my bad
>>
>>4227928
>>4227972
>>4227996
>>4228031
>>4228035
>>4228044

(You currently have 65/100 health, and 18/50 armor power, and 44/50 cloak power)

The grenade smacks into the chitinous plates covering the large, barbarous brute. Rather than sending shrapnel to bounce off the creature, the small explosive ignites on contact. A thin, uniform jet of super-plastic burrows straight through the material, eventually dissipating into its clavicle. In an instant, the creatures own hardened bones become the fragmentation that kills it.

You only have one of those grenades left however, you should be careful with when you use them.

Razer sharp, self replenishing hornets and bolts of lightning sure can be dangerous, but they lack a certain awe factor brought about by conventional explosives. The sound and visuals of the grunt's insides being torn apart through a small hole only a few millimeters thick cause the second grunt to look away from its enemy for a brief second you make use of. During this moment, you duck into the foggy corners of the freezer.

When the grunt turns back, its lost sight of you. It looks to its left, then its right, then it decides to stomp around, looking for a target.

You start to feel numb on the edges of your face, despite the admittedly thin mask.

>Load conventional rounds into your SMG.

>Toss a grenade at the grunt. (Will have to roll to avoid. Specify between Frags(-1/2, kills or greatly injures), flashbangs(-1/4, can not attack next round), and concussion (-1/4 knocks small enemies unconscious).)

>Fire at the second grunt with your SMG. (3d6+2, Knocks unconscious with a 21. Every 4 points above a 5 reduces the threshold by one. The grunt will be painfully injured above a 16, decreasing his attack by 2. -10/50+150 rubber bullets.)

>Fire at the second grunt with an HEDP grenade. (3d6+2, Kills on a 12. -1/1 HEDp grenades.)

>Pop smoke. (Increases defense by +3, and gives a +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (-3/44 cloak power, +4 defense per turn while stationary, +2 to all stealth rolls. Can be activated alongside any other actions)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4228062
>Toss a grenade at the grunt.
Frag. We still have the anti tank mines right?
>>
>>4228062
>Toss a frag at the grunt
FIRE
IN
THE
HOLE
>>
Rolled 6, 6, 5 = 17 (3d6)

>>4228084
>>4228087
You do still have anti tank mines, but most anti tank mines are designed to not be set off by anything smaller than an actual tank.
MY
ASS
IS
HEAVY


Wanting to be quick, you don't bother taking the time to fish 9x19 ammo out of your bag. Instead, you retrieve a fragmentation grenade, slip your thumb into the pin and jerk it out. With careful timing, observing the large creature like a leopard, you decompress the lever. You count down, waiting for just the right moment, then you lob it at the gorilla sized soldier as he looks for you. It bounces a few times, pinging off the many metal surfaces

The grunt avoids the grenade completely on a 17+. All thresholds are reduced by 4 on a 15+ All thresholds are reduced by 6, and suffers -2 attack on a 14+. Below that, the grunt dies.
>>
>>4228128
I just wanna say, I'm sorry.

(You currently have 65/100 health, and 15/50 armor power, and 44/50 cloak power)

The small sound of the grenade clinking against metal sets the grunt off, causing it to roar at the small explosive, then starts running away, its heavy hooves making the ground beneath you shake. You reposition silently as the creature avoids the explosive, staying concealed.

>Load conventional rounds into your SMG.

>Toss a grenade at the grunt. (Will have to roll to avoid. Specify between Frags(-1/1, kills or greatly injures), flashbangs(-1/4, can not attack next round), and concussion (-1/4 knocks small enemies unconscious).)

>Fire at the second grunt with your SMG. (3d6+2, Knocks unconscious with a 21. Every 4 points above a 5 reduces the threshold by one. The grunt will be painfully injured above a 16, decreasing his attack by 2. -10/50+150 rubber bullets.)

>Fire at the second grunt with an HEDP grenade. (3d6+2, Kills on a 12. -1/1 HEDp grenades.)

>Pop smoke. (Increases defense by +3, and gives a +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (-3/44 cloak power, +4 defense per turn while stationary, +2 to all stealth rolls. Can be activated alongside any other actions)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4228138
>Revolver. (High wound threshold, low kill threshold.)
Fuck it. This'll do
>Cloak. (-3/44 cloak power, +4 defense per turn while stationary, +2 to all stealth rolls. Can be activated alongside any other actions)
>>
>>4228144
Keep in mind, your SMG is loaded with rubber bullets, if you want to keep the M203 available and up your damage, you always have the option to load up proper boolet.
>>
>>4228146
....oooooh am dumb. right.
Switch out to lethal rounds, shoot it, and keep cloaking.
>>
>>4228138
>Revolver
>Use action to get a proper bead on the Grunt while he's unaware of where we are
Taking some time to aim good is surely a thing, non?
>>
>>4228138
Lucky grunt.
>Load lethal bullets into the MP5
>>
>>4228158
Wait, is this an option? Can we spend a turn not doing anything except aiming in order to gain a buff to our next roll?
>>
>>4228144
>>4228158
>>4228160
>>4228162

Yeah, that'd be fine.

You quickly drop out the clip of rubber rounds from your submachine gun, loading and racking a new clip of lethal 9x19 rounds. The grunt is now aggressively searching for you, but it doesn't know where you are.

(You have a +2 to attacks this turn due to the grunts confusion.)

>Take a turn to line up your weapons. (+2 to next turns attack, -2 to defense this turn.)
>Load rubber rounds into your SMG.

>Toss a grenade at the grunt. (Will have to roll to avoid. Specify between Frags(-1/1, kills or greatly injures), flashbangs(-1/4, can not attack next round), and concussion (-1/4 knocks small enemies unconscious).)

>Fire at the second grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. The grunt will be painfully injured above a 12, increasing the threshold of his future threshold of his attacks by 2. -10/50+104 ammo.)

>Fire at the second grunt with an HEDP grenade. (3d6+4, Kills on a 12. -1/1 HEDp grenades.)

>Pop smoke. (Increases defense by +3, and gives a +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (-3/44 cloak power, +4 defense per turn while stationary, +2 to all stealth rolls. Can be activated alongside any other actions)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4228254
>Take a turn to line up your weapons. (+2 to next turns attack, -2 to defense this turn.)
>>
>>4228254
>Fire at the second grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. The grunt will be painfully injured above a 12, increasing the threshold of his future threshold of his attacks by 2. -10/50+104 ammo.)
>>
>>4228254
>Take a turn to line up your weapons. (+2 to next turns attack, -2 to defense this turn.)
>Cloak. (-3/44 cloak power, +4 defense per turn while stationary, +2 to all stealth rolls. Can be activated alongside any other actions)
>>
>>4228254
>Take a turn to line up your weapons. (+2 to next turns attack, -2 to defense this turn.)
>Cloak. (-3/44 cloak power, +4 defense per turn while stationary, +2 to all stealth rolls. Can be activated alongside any other actions)
I assume they negate one another, resulting in +2 defense total?
>>
>>4228261
>>4228264
>>4228271
>>4228294
Yes.
Also, I just want to apologize if updates seem slow. I'm trying to keep you guys supplied while also hiding it from the people I play video-games with.


(You currently have 65/100 health, and 12/50 armor power, and 41/50 cloak power)

As the creature stomps around you, you line it head up in the iron sights of your machine gun. The cold is really biting at you now, and you start making a conscious effort to keep your fingers and toes moving to allow blood flow. You flick your cloak on, but the Grunt is slowly stomping towards you to investigate your position, it'll be on you next turn, and invisibility doesn't prevent it from bumping into you.

>Load rubber rounds into your SMG.

>Toss a grenade at the grunt. (Will have to roll to avoid. Specify between Frags(-1/1, kills or greatly injures), flashbangs(-1/4, can not attack next round), and concussion (-1/4 knocks small enemies unconscious).)

>Fire at the second grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. The grunt will be painfully injured above a 12, increasing the threshold of his future threshold of his attacks by 2. -10/50+104 ammo.)

>Fire at the second grunt with an HEDP grenade. (3d6+4, Kills on a 12. -1/1 HEDp grenades.)

>Pop smoke. (Increases defense by +3, and gives a +3 to stealth rolls. -1/4 smoke grenades.)
>Decloak. (Save -3/41 cloak power, -4 defense per turn while stationary, -2 to all stealth rolls. Can be activated alongside any other actions)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4228314
>Fire at the second grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. The grunt will be painfully injured above a 12, increasing the threshold of his future threshold of his attacks by 2. -10/50+104 ammo.)
Wouldn't this be +6? +2 from shooting skill, +2 from grunt confusion, +2 from aiming
>>
>>4228314
>Fire at the second grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. The grunt will be painfully injured above a 12, increasing the threshold of his future threshold of his attacks by 2. -10/50+104 ammo.)
>>
>>4228314
>Fire at the second grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. The grunt will be painfully injured above a 12, increasing the threshold of his future threshold of his attacks by 2. -10/50+104 ammo.)
These updates aren’t slow, OP, you’re actually really fast.
What game are you playing?
>>
>>4228314
>>Fire at the second grunt with your SMG. (3d6+4, kill with a 17+. Every point above a 5 reduces the threshold by one. The grunt will be painfully injured above a 12, increasing the threshold of his future threshold of his attacks by 2. -10/50+104 ammo.)
>>
>>4228335
You're right, I forgot to chance it.
>>4228342
>>4228344
Space engineers. Writing the updates while off on mining runs.
>>4228345

From your point of point of concealment, you gently squeeze the trigger until the machine gun lights up a burst towards the colossal creature. The beast lets out an angry roar as the flash lights up the freezing cold fog.

Roll 3d6+2.
>>
Rolled 4, 6, 5 + 4 = 19 (3d6 + 4)

>>4228363
Please die you big alien. Can we harvest the Hivehand off it's arm? It'd be like... like a Heavy Hivehand. It'd be cool if we could smash things with it.
Wait. +2?
>>
>>4228363
Wait it's supposed to be +6? Should I reroll?
>>
Rolled 2, 3, 5 = 10 (3d6)

>>4228363
>>
Rolled 5, 4, 5 + 6 = 20 (3d6 + 6)

>>4228363
>>
>>4228366
>>4228370
>>4228383
I am consistently retarded, I keep writing +2 just due to muscle memory. You don't have to re roll. Bonuses can always be added afterwards.

The grunt is easily taken by surprise. A hail of nine millimeter bullets smacks over and over into its face, tearing apart its oddly hinged jaw. The creature moans in agony, before the shock and pain causes it to fall to the ground limp.

You return to running, trying quickly to leave the subzero enviroment before your smaller appendages grow numb from frostbite. You scan the room as you run with a careful and deliberate step ensuring you don't slip on the icy metal floor. Soon you manage to find a ladder, from where you're able to slide down and out of the deathly cold room.

Hot orange pipes radiate a lovely warmth that you bask in as you warm up for a minute.

>Check yourself. Nothing's discolored?
>Sit back for a minute, enjoy the warmth of the pipes for a minute. You've earned it.
>Call Marietta and the scientists. Tell them to bring a blanket.
>Call Marietta and the scientists. Tell them you're gonna scout even further ahead, and to stop when they reach the warm pipes, you'll come back or meet them ahead.
>>
>>4228427
>Call Marietta and the scientists. Tell them to bring a blanket.
>Check yourself while you wait. Nothing's discolored?
>>
>>4228427
>>Check yourself. Nothing's discolored?
>>
>>4228427
>Check yourself. Nothing's discolored?
>Sit back for a minute, enjoy the warmth of the pipes for a minute. You've earned it.
>Call Marietta and the scientists. Tell them to bring a blanket.
>>
>>4228436
>>4228437
>>4228453
You pull out your radio, setting it to Marietta's own device. You talk into it for a minute, until she hears your voice and pulls it from her bag.

"Marietta, I encountered some aliens, big things, but I managed to clear it out and find a path out." You explain. "You should be safe to move through, but be careful."

"Understood. I'll meet you up ahead. Are you feeling alright? Take any injuries, frostbite? It's negative twenty in there and that suits pretty thin."

"I'd really like it if you brought me a blanket." You respond. "Other than that I think I'll be fine, but I'm gonna check for frostbite."

You place your machine gun to the side while you inspect your smaller digits. You weren't in there too long, but it was incredibly cold in there, way below what the digital thermometer had read. Thankfully you haven't lost blood flow to any of your fingers or toes. As you finish ensuring a lack of frostbite, you see Marietta slide down the ladder, followed by Guttman, and then very slowly, Dr. Wythoff. All four of them are shivering.

"G-good god." Guttman says, his teeth chattering. "Everything in there froze to death. You got frost on your face. How did you do in there?"

>You just kept fighting until everything else was dead.
>Unlike Marietta, you didn't skip leg day. You had no problems.
>Even extra-dimensional aliens can't withstand flying shape charges.
>You're warm personality kept you warm in the freezer
>You're still cold. You're in New Mexico and in the span of two hours you've nearly drowned and froze to death.
>You're too pretty to hit. You just pulled your mask off and gave the aliens a lovely smile.
>>
>>4228508
>You're warm personality kept you warm in the freezer
2 minute break around the warm orange pipe before we continue.
>>
>>4228508
>>Unlike Marietta, you didn't skip leg day. You had no problems.
>>
>>4228513
>>4228518
I was hoping we might get a bit further than where we did today, but it just didn't play out that way unfortunately. Also, I need to break my bad habits. If you see me write the bonuses in wrong, berate me.

"Well, my warm and caring personality kept me nice and toasty in there, and I don't skip leg day so those aliens were no trouble." You say, with a coy little smirk. You crack yourself up sometimes. "But... this pipe is also really cozy. Let's stay here for a few minutes."

"That would be nice." Dr. Wythoff adds. It's clear that the cold has hit his aged body the worst, besides yours of course, having been in there for easily four times longer than any of the other

"Not a bad idea actually." Guttman responds. "Those thermometers were off. I'm not a physicist, but that freezer was closer to absolute zero than it was negative twenty Celsius. Temperatures that low cause cell death. Your skin will peel off like a bad sunburn if you don't warm up."

"If that gives us a few minutes, mind if I talk to you for a minute Gabby?" Marietta asks. She sounds rather serious.

"Yeah, what do you need?" You respond.

She comes closer. You're not surprised that Dr. Wythoff was scared earlier, she has a presence about her when she takes a more professional stance. It reminds you of the stereotypical cold war spy who "doesn't know, nor would they be at liberty to reveal such information." Her face becomes expressionless when she goes from talking to Gabby, the mildly arrogant, almost comically patriotic former orphan, to Agent Oppenheimer, just another agent who can be and has been ordered to kill innocent people to keep federal secrets from leaking.

You don't always sleep well at night. It can be hard to keep them separate.

"You need to stop playing so lose with our identities." She says. "You need to be careful. We never know who might be listening, or what the real intentions of people who are listening are. The last thing we want is for the marines to follow us through a trail of interrogated scientists and marine war-stories."

>"The DoD isn't smart enough to track us."
>"I don't tell our secrets to anyone I don't trust."
>"I think the scientists like Dr. Wythoff deserve the truth."
>"I see where you're coming from. "
>"I didn't realize I was being so loose, sorry."
>"You don't think we should be silencing people, do you?"
>>
>>4228646
>"The DoD isn't smart enough to track us."
>"I don't tell our secrets to anyone I don't trust."
>"I see where you're coming from. "
Things get a little crazy during an alien invasion, but noted.
>>
>>4228646
>>"I see where you're coming from. "
But it doesn't matter. None of this matters.
>>
>>4228646
>"I see where you're coming from. "
What can I say, I voted fuckin' against it.
>>
>>4228653
Basically dod is focused on Freeman more than us. No scientist is giving us up and if they did they wouldn't know where we are at the moment they were successfully interrogated. Dod is killing all civilians on sight as it is.
As it stands we're either dead or extracted within 72 hours considering it's a cleanup operation.
>>
>>4228646
>>"I see where you're coming from. "
>>
>>4228652
>>4228653
>>4228807
>>4228841
>>4229040
"I see where you're coming from." You respond. "But at the moment I think we've seen that the department of defense isn't able to track us. I don't tell secrets to people I don't trust, and none of them would know where we are. You'd need a hell of an intelligence team to track us at the moment, and the military is killing civvies on sight."

"It's not just the military I'm concerned about." She explains. "We've seen that the aliens have some form of psychic abilities. We don't know if they have an intelligence network, we don't know the extent of their abilities. Now we're hearing an entire team of spies fell off the map. I don't think the military could have done that, and I doubt it was a physicist. What if it decides it missed a spot, and something starts stalking us?"

>Why can't it be a physicist?
>You hide from it, then kill it, like everything else.
>The aliens don't really seem to know what's going on either.
>You should really get a move on.
>>
>>4229384
>Why can't it be a physicist?
Pretty sure they build things in this place that could annihilate a human being's entire body in one second or you get your money back.
>>
>>4229384
>Why can't it be a physicist? I mean, Freeman is a walking tank in that suit of his, maybe he did it? And even then, he can’t be the only person wearing one. There were two other suits missing from their ports back at a Sector C. Odds are whoever’s wearing them is still alive.
>>
>>4229405
Adding on
>”But fair enough, for all we know you might be right about that intelligence network. I’ll watch what I give away in the future.”
>>
>>4229397
>>4229405
>>4229407
"Why can't it be a physicist?" You ask. "This place gets so many department of defense contracts that the military has to launder it's funding away by adding extra zeroes to mass purchases of consumer products"

"What's your point?" Marietta asks with a furrowed brow."

"It's likely that they're building weapons that annihilate a human being's entire body in less than a minute, hell we know Freeman's wearing a suit that can eat tank shells, maybe he did it. As well, in sector C I saw two other people getting in suits. It just as well may have been them."

"Well, yes, but how could they find them?" She responds.

"All bets are off when a party can punch a whole in the universe." You explain. "But fair enough. We don't understand the aliens, they may very well have an intelligence network of their own. I'll watch what I give away."

"I guess you're right about the physicists." Marietta explains. "Non-conventional logic needs to be applied to a non-conventional situation."

You start overhearing Dr. Guttman talking to Dr. Wythoff. "Nah. If your hearing aids were made in black mesa, they should return to functionality in a few minutes." He looks around, then suddenly starts to scan your chest.

"Hey. Gabby, while we’re taking a short break, why don’t you take your armor off for a minute?” He asks, reaching for some of the medical supplies he brought from the infirmary, or pulled out of your medical cabinet. “Some of those bees have burrowed in, I’ll pull them out, and bandage you up.”

>Yeah sure, you are starting to feel rather sore. (+15 health. Will extend your short break by about twenty minutes.)
>No. We should really get a move on. It's a sensitive situation and you don't want to waste time.
>>
>>4229420
Just to be clear, this is just the PCV you'd be taking off. The fatigues stay.
>>
>>4229420
>Growing bold, are we Dr. Guttman? Staring right at the prize like that, phew...
>Yeah sure, you are starting to feel rather sore. (+15 health. Will extend your short break by about twenty minutes.)
>>
>>4229431
Support
>>
>>4229431
>>4229441
(You currently have 80/100 health, and 12/50 armor power, and 41/50 cloak power)
"Growing bold, are we Dr. Guttman?" You say with a goofy smirk as you unbuckle your PCV, flicking off the power source. "Staring right at the prize like that..."

"If I wanted to stare at breasts I would have become an oncologist," Guttman interrupts, "and I certainly wouldn't have picked yours over the nurses back at the infirmary."

That kinda hurt. You look down at yourself while Guttman tears a long needle with wings out of your gut. You keep in shape, don't you? Although you've never had much success with...

Guttman interrupts your train of thought. "If you insult your patient before an operation, they don't need pain killers to sit still." He shows you the stinger on the end of one of the few dead hornets he already pulled from you. It's no bee. The insects long stinger is like a serrated medical needle, but when your attention was on the sudden resurfacing of your old insecurities, you didn't feel a thing.

A good chunk of time later, he has bandages wrapped around your chest where blood was slowly trickling free. You cover them with your PCV, and stand back up.

"Alright, we outta get moving." Marietta says. "This break has been nice, but we've got a job to do."

With nothing left to do here, and being perfectly warm again, and decide to bring the party forward. As you walk down the hall, you see more dead aliens. Racked with bullet wounds,the slain creatures lie sprawled out along the ground.

Eventually, the tunnel ends with a cargo lift that caries you upwards, where the first thing that meets you is the body of a dead security guard, with a single bullet hole left in his head. The helmet has rolled off, and the bullet wound is clearly visible.

Dr. Guttman furrows his brow, then kneels by the corpse telling you to slow down, asking you "What caliber are your pistols?" as he pulls a pair of tweezers out.

"Forty-five." Marietta responds. "Why?"

Guttman reaches the tweezers into the security guards skull, soon pulling out a small bullet, .45 ACP.

"This is the work of your friends." Guttman says as he lowers the bloody bullet to the ground.

"Jesus." Marietta exclaims. "This is a mess."

>You don't know the story here, don't jump to conclusions.
>Why does everyone seem to think that killing random staff is gonna fix this?
>Perhaps the spies went AWOL and started killing staff?
>Perhaps he was gonna give damning information to the marines?
>Could they have been acting under new orders from our handler?
>No time to sit and theorize, they may not be far, this body is fresh, find the spies.
>>
>>4229473
>Could they have been acting under new orders from our handler?
>Why does everyone seem to think that killing random staff is gonna fix this?
>>
File: makesureyoudon-.png (420 KB, 901x543)
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>>4229563
"Could they have acting under new orders from command?" You ask. "The handler might've ordered them to join the cover-up."

"I dunno." Marietta responds. "But I don't think our handler would want us searching for them if that were true. We've shown too much unwillingness for that task."

"So then why did they kill this guy?" You ask.

"Might've just been important for the mission at the moment." She responds.

You shake your head, look at the corpse, and ask "Why does everyone seem to think killing every member of Black Mesa staff will solve their problems."

"I'm starting to think it's not about solving the problem, just sweeping it away so the public doesn't hear about it so the public doesn't hear about for another few days." Guttman interjects.

>Get to investigating the area. Search for the spies.
>What if it wasn't the spies? Is it possible that this was someone else with .45 rounds?
>If these were handler orders, you're gonna be distancing yourself from CIA command.
>Guttman, how could you tell that the bullet hole was significant from just a look?
>What do we do if the spies are still alive?
>>
>>4229669
>Guttman, how could you tell that the bullet hole was significant from just a look?
>Get to investigating the area. Search for the spies.
>What do we do if the spies are still alive?
I'm not gonna tollerate bullshit if they try shooting Guttman and Wythoff.
>>
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29 KB
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>>4229784
"So why did you investigate that bullet hole in particular?" You ask Guttman as you scan the area.

"The marines are mostly using automatic weapons." He explains. "This guy only had one hole right in the back of the head. The marines usually aim for center mass, firing multiple shots, and the aliens don't use bullets. I thought it was strange that this guy had been the only one to be killed by a perfect head-shot, and that it had cut straight through his helmet, just like your bullets did to those marines back there."

"Good eye." You respond. "Why don't we start searching for our fellow spies? What's the game plan if they're still alive?"

"Stick close together." Marietta responds, she starts moving forward to check out the area ahead as she talks. "Otherwise they'll pick us off one by one. Keep your ear out Gabby, if you hear-" She stops.

"Nevermind." She continues. "Their corpses all out here."

You follow Marietta out, seeing large military brand ammo crates. Spent casings of machine gun, shotgun, and even grenade launcher ammo are left littering the floor. The bodies of spies in their stealth suit litter the ground. Bullet wounds, blunt force trauma, and shrapnel have cut apart their bodies. Many of them seem to flick their goggles up in the last moments, letting you see their eyes.

>Wythoff, you're sure no marines came through earlier?
>Check the bodies, are any of them still alive?
>Analyze the wounds, see how each of them died.
>Pat them down, search the bodies for ammo or batteries.
>Take their goggles, see if you can recover any data.
>>
>>4229936
>Wythoff, you're sure no marines came through earlier?
>Check the bodies, are any of them still alive?
>Pat them down, search the bodies for ammo or batteries.
>Take their goggles, see if you can recover any data.
Some might be unconscious and in the process of slowly dying. With all this ammo casings laying about I'm pretty sure Shepard was here. Can we take their armor+suits as well? I think we should probably take their pictures to determine who's KIA?
>>
>>4229936
>Pat them down, search the bodies for ammo or batteries.
>Take their goggles, see if you can recover any data.
>>
>>4229936
>Check the bodies, are any of them still alive?
>Take their goggles, see if you can recover any data.
>>
>>4229948
We know Freeman came through here just a little while ago, and he could have very well looted all that ammo. Shepard started the same as him, only having guns he finds along the way, and iirc he only crosses paths with the main game at the lambda labs
>>
>>4229936
>>Wythoff, you're sure no marines came through earlier?
>>Check the bodies, are any of them still alive?
>>Analyze the wounds, see how each of them died.
>>Pat them down, search the bodies for ammo or batteries.
>>Take their goggles, see if you can recover any data.
if we have time we should do all of these
>>
>>4229948
>>4229963
>>4230021
>>4230054
You start by checking each agent's goggles, pulling them off the foreheads of the corpses before you click the SD card out. Whoever killed the spies aren't interested in information. The goggles are untampered with. As you unlock every pair of the goggles, you feel as though the migraine is rocking, throwing your thoughts off as it moves through different areas of your own mind. You struggle to settle on one thought, as you are forced to migrate away from the searing pain in your head.

While you do this, you take a quick look over every body. Many have taken shots through the neck, head, or lungs. You'd need an operating table to save them. Searching through the bodies, you take ones wrist, and feel an almost unnoticeable thump below the skin. Her heart is still beating.

"Guttman!" You shout, "She still has a pulse," You continue, pointing to the woman below you. "Try and get her breathing again."

"On it!" He shouts, rushing over. Quicy and professional, Dr. Guttman finds a pulse, checks breathing, and initiates CPR. Giving him the space he needs, you move onto other bodies.

As you search, you manage to find an extra two magazines of .45 rounds, and an extra pair of frag grenades that the assassins hadn't used. They had grown desperate, throwing everything they had at whoever killed them. During your search, you discover that much of the spies had used almost all of their PCVs up in the fight. Still, you find enough to give you a small boost.

(You currently have 80/100 health, and 36/50 armor power, and 41/50 cloak power)

As you investigate however, the migraine is slowly getting worse and worse. It's moving around, mobilizing, as though it's trying to keep something out.. The pain is slowly becoming more and more debilitating, preventing any tasks you still want to perform.

>Ignore it. (Roll 3d6+3, pass on an 11.)
>Fight it until it stops. Send it a damn message.(Roll 3d6+3, pass on a 13.)
>Try and see through it. Why is it doing this? (Roll 3d6+3, pass on a 12.)
>Take a dose of tramadol, and forget about the stupid migraine while you investigate.
>>
>>4230131
>Fight it until it stops. Send it a damn message.(Roll 3d6+3, pass on a 13.)
>Try and see through it. Why is it doing this? (Roll 3d6+3, pass on a 12.)
Can we do both? Can we also use one of the bodies as a pillow? We've learned from last time.
>>
>>4230131
>Try and see through it. Why is it doing this? (Roll 3d6+3, pass on a 12.)
>>
>>4230131
>Fight it until it stops. Send it a damn message.(Roll 3d6+3, pass on a 13.)
>>
>>4230137
You won't be able to do both at once.
>>
>>4230131
>>Try and see through it. Why is it doing this? (Roll 3d6+3, pass on a 12.)
vortigaunt instant-messenger?
>>
>>4230191
>>4230131 #
>Try and see through it. Why is it doing this? (Roll 3d6+3, pass on a 12.)
Gib pillow
>>
>>4230137
>>4230142
>>4230159
>>4230225
>>4230283
Oops.
Feeling the migraine move and shift within your head, you find something soft to rest it on. Many of the crates have been smashed apart in the fight, and the tarps have fallen to the ground. You bunch up the tarp, and ensure something relatively soft is inbetween you and the ground.

You're forced to stalk your own mind, tracking every movement of the migraine, looking for a little crack to slip your thoughts through.

Roll 3d6+3.
>>
Rolled 6, 3, 5 + 3 = 17 (3d6 + 3)

>>4230296
>>
Rolled 6, 3, 1 + 3 = 13 (3d6 + 3)

>>4230296
>>
Rolled 3, 4, 6 + 3 = 16 (3d6 + 3)

>>4230296
>>
>>4230303
>>4230314
>>4230339
Getting an understanding of the migraine, you weave your way through it while it's occupied on whatever might be outside. You slip past the migraine, your thoughts entering a vast, empty space. It's as though you're entering the vast empty space of a deep ocean. Still, you slowly begin to realize it's not entirely empty. Small little orange lights flicker around the dark area, moving towards where you just were, where the migraine just was.

Something massive floats in the distance. The creature you saw last night, when the rocket launched. You start approaching it, and feel the ripples it makes in reality as it bobs up and down. It doesn't see you, you're mind is infinitesimally small compared to the creature.

Then, as you approach, it starts turning towards you.

>Run away! The migraine was right, this thing is scary.
>Hide! Dive deep down, where reality is even darker.
>Stay, face it. It's looks like a mummified baby, how dangerous can it be?
>>
>>4230395
>Study it, quietly and out of sight. Why does it look like someone tore it apart and hastily put it back together? Why is machinery sticking out of its lower body? Did it to this to itself, or did something else?
>>
>>4230395
>Hide! Dive deep down, where reality is even darker.
>>
>>4230395
>Stay, face it. It's looks like a mummified baby, how dangerous can it be?
>1 v 1 me faggot
>>
>>4230395
>Stay, face it. It's looks like a mummified baby, how dangerous can it be?
>>
>>4230424
>>4230413
Hide and observe.
>>
>>4230395
>>4230497
+1
>>
>>4230413
>>4230424
>>4230464
>>4230472
>>4230497
You dip down into the depths of this strange place, avoiding the gaze of the creature that hovers in it. You watch as the gargantuan, eldritch monstrosity turns to face the migraine you slipped away from. The wake of its movements causes the migraine to flair, and screech.

As you watch the creature move from within the shadows of this strange realm, you watch as it approaches the migraine, knowing that it would be coming for you, had you not slipped away temporarily.

The migraine seems to warn the entity as it approaches. At first, you hear the alarm you heard in the dream blare, then it flares red again. It's become a fortification around your currently vacant mind, but that barely slows the being. It simply lets loose a massive charge of energy, and the migraine retreats into your now inactive brain stem, clinging against it like a scared cat.

The abomination shuffles through your brain matter like you would shuffle through a filing cabinet, but finds nothing.

It lets loose a mind bending roar, then leaves your brain alone, allowing the migraine to lick its wounds.

"very creATive what- yOu've donewith... that gadGet." Says a voice within the darker sections of reality. "but you should,,, retuRn to your OwN- nervous system."

Suddenly, like being thrown in a pool, you're awake. Your sense are blurry, you can't hear, it's like you've been flashbanged.

The migraine feels like its tearing apart the outer edges of your mind.

>Call for Marietta.
>Call for Guttman.
>Try and kick the migraine. (Roll 3d6+3, pass on an 18.)
>Try standing up and shaking your senses back in order, what's going on? (Roll 3d6+2, pass on a 15.)
>No more migraine, grab the tramadol.
>>
>>4230568
>Try and kick the migraine. (Roll 3d6+3, pass on an 18.)
>>
>>4230568
>Call for Guttman.
>Try and kick the migraine. (Roll 3d6+3, pass on an 18.)
>>
>>4230568
>No more migraine, grab the tramadol.
Don’t force the migraine, people.
>>
>>4230568
>>Call for Guttman.
>Tramadol

These fucking aliens are shredding my brain like tissue
>>
>>4230568
>Try standing up and shaking your senses back in order, what's going on? (Roll 3d6+2, pass on a 15.)
>>
>>4230568
>No more migraine, grab the tramadol.
Super secret high-risk mission while high!
>>
>>4230568
Can we check the recorded data from the surviving agent to see if we SHOULD save her?
>>
>>4230568
>Try and kick the migraine. (Roll 3d6+3, pass on an 18.)
>>
Rolled 2 (1d2)

>>4230657
If you don't revive her now, she'll definitely die. You can kill her later if you'd like.
>>4230574
>>4230579
>>4230595
>>4230600
>>4230641
>>4230651
Just as I start writing, the tie returns.
>>
>>4230680
Can you just toss a coin at this point?
>>
>>4230693
[/spoiler] That's what the dice roll was. I always do them in order of which was voted for first, so in this case it was 1 for kicking the migraine, 2 for tramadol. I should have specified that before rolling. [/spoiler]
>>4230574
>>4230579
>>4230595
>>4230600
>>4230641
>>4230651
>>4230666
"Guttman!" You groan, as you reach into your bag. The incessant migraine has hounded you, and now its scratching at the edges of your brain. You feel for the small plastic bottle, grasping on to the top, squeezing and twisting. You need a doctor, and pain relief. Feeling the pills fall into your hand as you shake the bottle, you then pop them into your mouth.

"What's going on?" Guttman asks as he quickly approaches. The instant relief of the painkillers in quickly kicking in, and you feel the migraine become dull, and easy to forget. Colors are starting to return to the world, and you can make out Dr. Guttman's finger moving in front of your eye. You're just able to track it with some focus. "Gabby, gabby can you hear me?"

>I think an elder god just searched my brain.
>I don't know, and don't think I want to anymore.
>I hate migraines, and psychic aliens.
>I watched a migraine fight a mummified baby.
>Write in a response.
>>
>>4230709
>Describe the mummified baby to him as best you can, while it's fresh.
>>
>>4230595
>>4230600
>>4230651
But doesn't the tramadol make it harder for us to fight?

>>4230709
>I hate migraines, and psychic aliens.
>>
>>4230755
>But doesn't the tramadol make it harder for us to fight?
Depends on the dose.
>>
>>4230760
no you will see, our shoot will be better after use of tramopol
>>
>>4230776
Are you thinking of Diazepam?
Wouldn't be a bad idea to try to get some.
>>
>>4230791
To clarify: Diazepam helps with muscle tremors and is often used to help with seizures, in addition to reducing anxiety and being a general relaxant.
It will make it harder to stay awake, but the other benefits are clear given Gabby's condition.
>>
>>4230709
>I hate migraines, and psychic aliens.
>I watched a migraine fight a mummified baby.
>>
>>4230709
>>I think an elder god just searched my brain
>>I watched a migraine fight a mummified baby.
so is the migraine like G-man or maybe the vortigaunts or something?
>>
>>4231394
Gman for sure, he does the weird pauses and intonations while vorts just use weird wordings and sometimes confusing sentence structure.

>>4230709
>I think an elder god just searched my brain.
>I watched a migraine fight a mummified baby
>You know that extracranious brain activity? I think i got lucky and while it was doing that, my consciousness was somewhere else.
>>
>>4231394
Wait, you mean the migraine, the one who talked was for sure G-Man, but the migraine i have no fucking clue about.
>>
>>4231394
I think it's those mind grubs they hook up into machines to control combine troops as well as balloon head aliens, and yeah g-man is probably involved. They are scouting and collecting information and we are an anomaly that made itself stick out
>>
>>4231496
I don't think we should mention our brain got searched after Marietta expressed OPSEC concerns.
>>
I could eat a horse, hooves and all.
>>
>>4230714
>>4230755
>>4230972
>>4231394
>>4231496
>>4231653
"I hate migraines... I hate psychic aliens..." You moan. "Do you have any Diazepam? Or at least any food?" You think back to your go to comfort food; those ham sandwiches one of your foster moms made you in middle school. That would be nice right now, but you would make do with eating a damn horse.

"What? Diazepam? Are you having an anxiety attack?" Guttman asks.

"I watched a migraine fight a mummified baby, does that count?" You ask.

"No. What?" He responds, confused. "What does that mean?"

Everything is still blurred, its hard to find the words you need to use to adequately describe a situation that shouldn't exist.

"Remember the brain scans? I think I did that, and escaped my own head." You explain. "I dodged some kind of... elder god?"

"A what?" Guttman shouts.

"You ever read Lovecraft?" You explain.

"No, I know what an elder god is, what the hell did you see?" He asks.

"It was like... a baby, but all decrepit. It seemed stitched together, and floated around with a metallic undersection. It started searching my brain, but I think I wasn't in my brain anymore, so it didn't find anything."

As your vision becomes less blurry, you see Guttmans face. It's held still in this slightly contorted position, his eyes narrowed and his mouth held open. It's the face of someone listening to the ramblings of a schizophrenic without knowing about the existence of mental disorders.

Guttman isn't following.

>Ask for his pen and notepad. Draw what you just saw. (Roll 3d6+3, pass on a 12. For this roll, you will only have one chance.)
>Try and formulate a better way to explain it, and make it sound like you're not crazy. (Roll 3d6+2, pass on a 13.)
>Forget it, you'll be fine. Think on it in your own head, and get back to work.
>>
>>4231773
>Try and formulate a better way to explain it, and make it sound like you're not crazy. (Roll 3d6+2, pass on a 13.)
We just need a second to coherently spit out some better sounding words.
>>
>>4231773
>Ask for his pen and notepad. Draw what you just saw. (Roll 3d6+3, pass on a 12. For this roll, you will only have one chance.)
Hopefully we'll be able to try explaining it better if this fails.
>>
>>4231779
With just 1 roll from a best out of 1? I dont like those odds.
>>
>>4231782
With a DC of 12 we'd only need the base dice to add up to 9 to succeed
pretty easy DC desu
>>
>>4231786
It's a 50% chance of success, now compare that to the explaination one. The DC is a little higher and the bonus is 1 less, but we have 3 tries.
>>
>>4231792
It's just a drawing, man. At worst we make a crappy drawing and then try to explain things more rationally to him afterwards.
Dunno why you folks are being cowardly about such a low-stakes roll.
>>
>>4231800
The drawing might mean the difference between sound crazy and thinking you're crazy. Its not a matter of being cowardly when a better alternative presents itself.
>>
>>4231826
Ehhh...that's a pretty weak argument. Guttman seems too logical to conclude that Gabby is crazy because she sucks at drawing, as long as we follow up with a sound argument for our case.
>>
>>4231826
I will tell you that a good drawing will be very useful in the future.
>>
Rolled 6, 6, 6 + 2 = 20 (3d6 + 2)

>>4231874
>>
>>4231833
>>4231776
>>4231779
>>4231792
Sorry for the doublepost.

You pause for a minute, collecting your thoughts. How do you describe this in a reasonable way?

"So, let me start off by explaining the migraine, just what seems to trigger it, and make it flair up."

You've gained a better understanding of the thing through the course of only a day, and it'll help a lot in ensuring Guttman understands you're own thought process, so you decide to start with that, moving to the cosmic infant when you have a basic understanding.

Roll 3d6+2.
>>
>>4231875
God damn we could have drawn it so good if that vote had won
>>
Rolled 6, 5, 4 + 2 = 17 (3d6 + 2)

>>4231877
>>
>>4231875
>>4231969
"You remember the brain scans right?" You ask.

"Yes." Dr. Guttman responds.

"So, sometimes the migraine moves around from that spot. Sometimes it moves into the brain stem, that's when the seizures start." You explain.

"Okay, that sort of makes sense." He responds.

Good. Accept it piece by piece. It's like explaining a destabilization scheme to a handler. If you start with, "put LSD in the water," they'll laugh you out of the room.

"So, this time, I noticed that the migraine seemed to be moving to stop something. I didn't understand why, or want, but it seemed as though it were trying to fortify my head." You explain.

"From the aliens?" He asks.

"Probably, yeah." You respond. "So, I tried to focus on it, watching the way it moved in my head. Then, from there I was able to maneuver around it by thinking the right things. A bit like picking a lock."

"And then... somehow you ended up outside of your brain?" He asks.

"Yeah. I think somehow, I slipped out through that space we saw in those brain scans. Remember that creature I brought into the infirmary? The one with the massive head?"

"Yes." He responds.

"Something like that was approaching the barrier to my head. It was bigger than the others, and it had somehow been modified surgically. It tried to psychically attack me, then it picked through the information in my brain. It couldn't find anything however, because... I guess I must have been brain dead for a minute."

"So... let's just put aside all the consequences on modern science what you're explaining could have. You're saying that something is tracking you, trying to pick apart your head?"

"Yeah." You say looking around, feeling a sudden chill of paranoia.

"What would it be looking for?"

>Maybe you weren't brain dead. Maybe it didn't find anything because you didn't learn it yet? Dr. Kleiner said the vortigaunts could know information before they learned it.
>Don't overthink it. It wants intelligence about earth. You know things about America that civilians would be killed over, and that's from before Black Mesa.
>The vortigaunts said something about Freeman. Maybe it wants to know about him?
>Perhaps it wants to know about the migraine itself?
>It thinks you're on to it. You were talking to Marietta about the aliens gathering intelligence, and it doesn't want anything to know about the alien intelligence collection.
>>
>>4232068
It was disappointed in what it found. The migraine attempted alerting it before getting hit. It definitely had information of some sort available to it when it accessed us, but wasn't happy with whatever it found.

Meaning that our manipulations either successfully hid it or its goal wasn't there in the first place. It may also not be aware of humans having esp, meaning possible mistaken identity.
>>
>>4232068
>The vortigaunts said something about Freeman. Maybe it wants to know about him?

>>4232140
This too
>>
>>4232140
>>4232409
"Whatever it was looking for, it didn't find it." You explain. "The creature seemed unhappy after it picked through my head. The migraine seemed ready to defend me, but it didn't last long. That means there's certainly something important in my brain."

"Well yeah. You work for the CIA. Classified information." Guttman responds.

"I don't know about that." You say. "I remember when my radio stopped working, the vortigaunts left a message in my head. They said I couldn't meet with Freeman... or something along those lines." As you speak, Guttman helps you stand back up.

"No offense to your cyclops friends, but I don't think they're entirely rational." He responds. "Or on our side. If they wanted you to not do something, they probably could have told you."

"She's breathing!" You hear from the distance. When he helped you, he had Marietta continue the resuscitation. Guttman turns around, facing the injured body and taking a few steps towards it. "Here... let me check on our survivor." He says before walking off, leaving you alone.

Guttman is rather busy trying to bring consciousness to the survivor, and Wythoff doesn't seem to know what's going on.

The survivor is starting to show some signs of consciousness, you have time to do one thing before she starts waking up.

>Talk to Marietta about what you just saw while the memory is fresh. This likely is going to start involving matters of counter-intelligence, which you should discuss with fellow spies.
>Watch the videos pulled from the spies. It'll be good to get an idea of what happened here, and this gives a definitive idea of what happened.
>Investigate the area outside of the storage zone. The roof opens to the outside, which you could reach with some legwork and piling up junk, and there are a few hallways.
>>
>>4232569
>Watch the videos pulled from the spies. It'll be good to get an idea of what happened here, and this gives a definitive idea of what happened.
>>
>>4232569
Take their gun juuuuust in case they're in a shootie mood.
>>
>>4232569
>>Watch the videos pulled from the spies. It'll be good to get an idea of what happened here, and this gives a definitive idea of what happened.
We need to get information on what happened before talking with the new spy.

By pulling information onto our laptop and viewing the information, we can know what she's lying about and not. Money says there's information she has that she's withholding from the CIA also
>>
>>4232569
>Watch the videos pulled from the spies. It'll be good to get an idea of what happened here, and this gives a definitive idea of what happened.
>>
>>4232593
>>4232609
>>4232613
There's a possibility that this may be the last post of the day due to real life issues.

It'll be easier to get an accurate view of the information without a possible manipulator awake than with. Even with a video recording, she's a spy, and if she has any reason to subvert or misdirect the truth, she'll find a way to do it. You can say this with certainty, because you know you can as well.

Pulling out the computer the CIA dropped, you open it and wait for the systems to boot. The machine's software is optimized to an exact degree to allow more advanced systems to run on such a small device. The graphical user interface and any animations or sounds deemed unnecessary have been thrown out to make room for a simple shell interface.

You slot the secure digital card into a small slot into the side, then find the drive in the operating system. Waiting for it to read, then open, you look to your fellow spy, Marietta. You have no idea what information this recording might reveal. It might be useful to have two people who know the information while you talk to the survivor, but if it reveals things that change your situation, you may want to have a degree of discretion. As well, keeping information from your fellow spy, even within protocol, could affect how much she trusts you.

>Watch the video with Marietta. You should both know what's on here while talking to the survivor, and you trust her by now.
>Watch the video alone. You don't know what will be on it, and would like to be able to keep a cap on what information moves where.
>>
Rolled 2 (1d2)

>>4232745
I'm very conflicted. The benefits and cons of both are obvious.
Therefor, I'll elect to have gabbi flip a coin and leave it to fate.
Heads (1) she watches with Mari, Tails (2) she watches alone.
>>
>>4232745
>Watch the video with Marietta. You should both know what's on here while talking to the survivor, and you trust her by now.
>>
>Watch the video with Marietta. You should both know what's on here while talking to the survivor, and you trust her by now.
we need an ally in marietta, and two minds work better than one
>>
>>4232745
>Watch the video with Marietta. You should both know what's on here while talking to the survivor, and you trust her by now.
>>
>>4232745
>Watch the video with Marietta. You should both know what's on here while talking to the survivor, and you trust her by now.
>>
>>4232745
>>Watch the video with Marietta. You should both know what's on here while talking to the survivor, and you trust her by now.
>>
>>4232745
>Watch the video with Marietta. You should both know what's on here while talking to the survivor, and you trust her by now.
>>
>>4232777
>>4232857
>>4232860
>>4232875
>>4233020
>>4233168

Just like you, Marietta is a trained spy. She's seen the same things you have, and clearly has some respect for you as a comrade. Your allies in Black Mesa are rare, and she's the only one of them yet with the insights and skills of a fellow agent of the CIA. You call over Marietta, shouting "Mari!" as the video finally loads.

"Yeah? What is it?" She says, as she moves away from the surviving spy. Guttman is currently trying to ensure she can breath, checking the woman's vitals as she slowly returns to consciousness.

"Come here, I wanna get an idea of what happened here before the woman wakes up." You respond. "I've stripped their goggles of data cards."

"Good thinking." She says as she approaches. "So what do you need me for? Computer troubles?"

"No, I just think it'd be better if we both watch." You explain. "Two heads together. You have clearance, and the insight."

"You sure. It's generally advised to obfuscate information like this... unless you're saying I should take half of this." She responds.

"Security through obfuscation only works if you don't need to get things done." You respond. "Right now, that's what we need to do."

"Alright. I trust your judgement." She says, shrugging, then sitting down on the tarp next to you. Each of you pull a pair of headphones from your concealed, protected bags, and plug it into the auxiliary port. The SD card deliberately doesn't include names or identification numbers, but you've kept track of them as you pulled them from the dead spies. This one is from the only living one.

The video is over a day long, you'd need a whole team to go through all of this. This might be data worth transmitting back to the base.

>Start with all the transmissions back to your handler.
>Start with the fight that wiped out the team.
>Start with the spies meeting together. Why weren't you or Marietta included?
>Start their interactions with the staff. Have they been as kind to the civvies as you?
>>
>>4233378
>>Start with all the transmissions back to your handler.
>>
>>4233378
>Start with the fight that wiped out the team.
I think this should be considered priority. We can check the other bits next, but from an in character perspective we need to know what killed them and if we're (relatively) safe right now or not.
>>
>>4233378
>Start with all the transmissions back to your handler.
This first, and if we have the plan then
>Start with the spies meeting together. Why weren't you or Marietta included?
I'd like to know just what the plan is.
>>
>>4233378
>Start with the spies meeting together. Why weren't you or Marietta included?
>>
>>4233378
>Start with the fight that wiped out the team.
I like not dying because we didn't look into the immediate threat.
>>
>>4233378
>>Start with the fight that wiped out the team.
this seems like its the most important. although we already know who done it
>>
has the QM been put in stasis by the G-man?
>>
>>4234501
Dude chill have some patience.
>>
>>4233435
>>4233741
>>4234182
Considering the lack of alien and Marine bodies, it's most likely they were curbed stomped by Shepard or Freeman.
>>
>>4233388
>>4233435
>>4233477
>>4233655
>>4233741
>>4234182
>>4234501
I was asleep.

You quickly scrub through the video, finding the moment they enter the storage area. The women discuss among themselves as they deliberately find cover.

"Do you want me to call Heisenberg?" One asks. "We won't have to wait if we have injured, and won’t need to worry about the target waking up again."

"No. He won't come in broad daylight. You'll have to wait either way. We're gonna set up camp once the target is subdued." Another responds. She sounds authoritarian in her tone, an assigned commander of this quickly assembled team.

"Alright. Everyone in position?" The authoritarian voice continues. A chorus of "affirmatives" responds. "Good. What are the suit trackers saying?" She adds.

"Twenty minutes." Another voice pipes in response.

Without the time to watch them wait in an ambush position, you start fast forwarding until you see movement. Suddenly, the goggles start to move. Peaking from beyond her crate, the spy tracks a security guard jogging through the storage room.

"Contact!" A voice whispers over the radio.

"Not target. Ignore if possible." The team leader responds. "Where are the suit signals?"

"Target's moving faster than expected. Give him another few minutes." The voice from earlier responded.

"Damn. With all the water in the way?" Another voice responds. "We sure this isn't one of ours?"

"Shut up." The leader responds. In the distance the sound of an elevator

"Ehrm, Majestic team," A male voice says over the radio.

"I'd hate to be whoever chose that code name. If it leaks, we'll have to spend the next few decades discrediting conspiracy forums." Marietta says next to you. You're technically not allowed to talk about what she just said, often times even think about it.

The male voice continues. "We have reason to believe a security guard has spotted plan B."

"Wait." Marietta says. "You have good ears. Does that man's radio sound off?"

You rewind the footage, then listen again a few times. The distortion sounds similar to the standard microphones used by the marine corps.

"Shit!" The leader responds. "You're telling us this now Scouts? Meitner, get on it."
(cont.)
>>
>>4234573
(cont.)
"Affirmative." She responds. You watch from "Meitner's" perspective as she runs out from cover. Quickly tracing after the security guard, she activates her cloak. The elevator reaches the floor, and the guard begins talking to the man on the platform.

"Hey, it's Freeman right?" The guard says as Meitner lines up her shot. "Make sure you don-" Meitner's gun bursts, and a round tears through the guard’s helmet. When the guard falls to the floor, it reveals Dr. Gordon Freeman standing on the cargo lift.

“Target spotted.” Meitner says, just before you hear the trademark “thunk!” of a grenade launcher, and an M203 shell crashes into her position, cutting the feed.

You don’t need to watch the other perspectives to know what happens next.

You have time to watch one more recording, but first you should probably discuss it with Marietta.

“Jesus.” Marietta says. “You were right about the physicist. That was the Freeman we’ve been hearing about. With what the scene looked like, I thought it had been a whole platoon of marines. However it sounds like they weren’t trying to kill Freeman. They said that they wanted to call Heisenberg early so the target wouldn’t wake up. Why would they want to capture freeman?

>You heard the scouts, they sounded like marines. Perhaps they were trying to appease the marines?
>Freeman was at ground zero. Maybe he caused all of this. Perhaps he’s not one of our spies, but a foreign nation’s, and the team was trying to capture and interrogate him.
>It seems like Freeman is working with the Lambda labs to fix this, right? Perhaps the CIA wants to prevent this from being fixed for some reason?
>Don’t overthink this. CIA command is probably a mess as well. They probably think if they capture Freeman, they can figure out what’s going on. They’re just doing it in the most obtuse way possible.
>>
>>4234576
>Don’t overthink this. CIA command is probably a mess as well. They probably think if they capture Freeman, they can figure out what’s going on. They’re just doing it in the most obtuse way possible.
>>
>>4234576
>It seems like Freeman is working with the Lambda labs to fix this, right? Perhaps the CIA wants to prevent this from being fixed for some reason?
>Don’t overthink this. CIA command is probably a mess as well. They probably think if they capture Freeman, they can figure out what’s going on. They’re just doing it in the most obtuse way possible.
Let's watch
>Start with all the transmissions back to your handler.
Should we consider asking handler about this? We probably should.
>>
>>4234576
>>You heard the scouts, they sounded like marines. Perhaps they were trying to appease the marines?
>>
>>4234576
>>You heard the scouts, they sounded like marines. Perhaps they were trying to appease the marines?
>It seems like Freeman is working with the Lambda labs to fix this, right? Perhaps the CIA wants to prevent this from being fixed for some reason?
>Don’t overthink this. CIA command is probably a mess as well. They probably think if they capture Freeman, they can figure out what’s going on. They’re just doing it in the most obtuse way possible
>>
>>4234598
>>4234616
>>4234633
>>4234652

“Those men they were talking to were marines. I think for some reason they were working with then. Perhaps the Central Intelligence Agency is trying to appease the Department of Defense into doing what they want.” You suggest.

“And what would that be?” Marietta says.

“I don’t know.” You say. “Perhaps leaving us alone, giving up information, who knows.”

“Sounds like politics is slowing everything down.” Marietta says. “No one is gonna be happy about this outcome except for Freeman. But if they wanted to appease the marines, they’d just kill Freeman. Why are they trying to capture him?”

“Let’s not overthink it.” You respond. “It’s pretty clear Freeman has some idea of what’s going on. He’s a physicist, and he’s connected to the highest clearance lab in the facility. He’s a big bundle of classified information that the CIA doesn’t know. They want to talk to him. Of course, politics and obfuscation means they’re doing it in the most obtuse way they can.”

“Still, obfuscation doesn’t apply to orders.” Marietta responds. “I don’t see the spies failing to interpret it in such an insane way.”

“Well, perhaps for whatever reason, the CIA doesn’t want the lambda labs to fix all of this.”

“That’s a big IF.” Marietta responds. “You’re implicating a pretty huge conspiracy.”

“Well, we also don’t know what fixing it entails. It’s not necessarily that our superiors are working with the aliens. They could be trying to get something out of them before closing off the portal, or preventing a knee jerk reaction from making it worse.” You explain.

“I guess it’s a possibility, but that doesn’t really fit within the idea of “Don’t overthink it.” Marietta responds. “We can always talk about it later. Let’s play another video before the survivor wakes up.

>Move on to the transmissions back to your handler.
>Move on to the spies meeting together. Why weren't you or Marietta included?
>Move on to their interactions with the staff. Have they been as kind to the civvies as you?
>>
>>4234764
>Move on to the spies meeting together. Why weren't you or Marietta included?
>>
>>4234764
>>Move on to the transmissions back to your handler.
we already know why we werent included, the vorts disabled our comms.
>>
>>4234789
Keep in mind, your handler had you physically track down Marietta.
>>
>>4234764
>Move on to the spies meeting together. Why weren't you or Marietta included?

Shouldn’t we have been priority assets?
>>
>>4234764
>Move on to the spies meeting together. Why weren't you or Marietta included?

>>4234789
I dont remember it ever being disabled.
>>
>>4234768
>>4234789
>>4234823
>>4234859
You rewind the footage, going back through the video file. You catch little glimpses as the footage reverses. Frames showing conflict, scavenging, and surviving through Black Mesa. You stop the scrubbing as you reach footage of them in the parking garage, the earliest point with all the other spies. The camera is pointed up towards the ceiling, where a concrete roof holds a sign reading “11’8”.” One of them, the leader you heard in the fight is talking.

“Poskanzer and Oppenheimer, this is your last chance to pick up before we send a search party. If you can’t reveal anything, but don’t want us to come looking, just click the button once.”

The woman stands there, listening for any sounds. Nothing.

“Alright.” She says, before she starts calling to other agents, no doubt pointing. “Meitner, and Williams. You’re gonna move up through the dorms, look for a trace of them. Try to meet back up with us for the ambush if you can, but don’t get yourselves killed over a physici-”

She’s suddenly cut off by a series electrical zaps, greenlight reflects off the concrete as the goggles fall down. WIthout speaking, the agents move in synchronous, firing their pistols at a Xen Controller, and his Vortigaunt slaves. Oddly enough, instead of returning fire, the Xen Controller simply stays. The bullets curve away from it as it emanates a strange orange glow.

The Vortigaunts stand still as well, chanting something strange, before the orange glow seems to relay through each of them, then pushing outwards. The agent you’re watching through twitches and falls to the ground, as though hit by a taser. The video shows her fellow agents, unconscious but visibly breathing as the enslaved vortigaunts move from agent to agent. They place their hands on their head, mutter some words from their alien guttural language, and then seem to extract some form of energy.

As a vortigaunt moves close to the woman you’re watching through, he brings his face close to the camera. The alien features of the vortigaunt are dramatized through the fish eye lens of the goggles. Then he moves, showing his neck.

The snake-like biological collar he is wearing is discolored, and limp. This vortigaunt is not enslaved, he is an interloper among their ranks.

The whole procedure is quick and calculated, like a covert operation. When the aliens leave to their own reality, and the women begin to wake up, they don’t even seem to acknowledge passing out.

The leader looks to her subordinates, and says, “We’re two agents down. It’s a shame we couldn’t get to them in time, but we’re in the field, and have to make do with the people we have.”
(cont.)
>>
>>4235006
I apologize for the relatively slow speed of updates today.
(cont.)
Marietta looks at you when you pause the video, then asks “What the hell?”

>You think you just saw the alien equivalent of the Central Intelligence Agency.
>Have your own allies been mind controlled? What if the survivor tries to kill you when she gets up?
>That vortigaunt wasn’t enslaved by a working collar. It seems like at least part of that was the vortigaunts plan to prevent you from meeting freeman.
>They just changed their memories. Do you know if your own memories are correct?
>>
>>4235011
>You think you just saw the alien equivalent of the Central Intelligence Agency.
>They just changed their memories. Do you know if your own memories are correct?
>>
>>4235006
>You think you just saw the alien equivalent of the Central Intelligence Agency.
>They just changed their memories. Do you know if your own memories are correct?
I wonder if we can pursue them. Maybe we could try some more brain stuff?
If we're bringing the agent, would it really be safe to bring them to where all the staff are located?
>>
>>4235011
>You think you just saw the alien equivalent of the Central Intelligence Agency.
>They just changed their memories. Do you know if your own memories are correct?
Spy vortigaunt never really was on your side.
>>
>>4235006
>>That vortigaunt wasn’t enslaved by a working collar. It seems like at least part of that was the vortigaunts plan to prevent you from meeting freeman.
>You think you just saw the alien equivalent of the Central Intelligence Agency.
thanks vortibros for preventing us from meeting a blunt end
>>
>>4235019
>>4235036
>>4235076
>>4235120

"You were right Marietta. It's an alien Intelligence Op." You say. "That's how the aliens perform cover operations. You don't need stealth or subversion when you can wipe memories."

“That sounds like counter intelligence’s worst nightmare. How do you track spies when you can’t rely on your base observations?” Marietta asks. “Fuck. Maybe this is why the Department of Defense is in an operational frenzy. Their information isn’t matching up with reality.”

“You might be right. This changes things. The aliens have a dedicated intelligence system, and it leaves no trace.” You respond. “Can we be sure our own memories are correct?”

“I… guess I don’t know. Do you have any gaps in your memory, any inconsistencies?” She responds.

Thinking back, you look through your own head. You had a concussion last night. Your memory is filled with missing moments. A shiver of fear runs down your spine as the thought hits you. Your eyes dart up towards your forehead. The ends of the goggles are just visible at the edge of your vision. You can watch them back. You won’t be able to track every moment since the incident, but at least you can always check after you reached the dormitories. Of course, it’s almost a day of footage by now. You’d be best sending it to the CIA to scan alongside the other agents' recordings.

“We’ll have to keep track of our memories from now on.” You say.

The survivor is waking up. Marietta stands up as she says “Agreed. But for now let's talk to the surviving agent.”

Dr. Guttman is kneeling next to the woman as she rubs her eyes, keeping them away from the light.

“She’s suffered some head trauma, she might have a concussion, maybe even brain damage.” He explains. “Whoever did all of this wasn’t gentle.”

The agent below simply groans as she holds her forehead. Her eyes are starting to blink open, and the first thing she sees is your masked face leaning over her.

“Did we get em?” She groans.

>”No. He kicked your ass.”
>Give it to her straight. She’s the last survivor of the ambush team.
>Ask her if she can remember her name.
>Give her the last of the tramadol.
>Immediately get to questioning, why did she ambush Freeman?
>>
>>4235161
>”No. He kicked your ass.”
>Ask her if she can remember her name.
>>
>>4235164
This and
>Give it to her straight. She’s the last survivor of the ambush team.
>Immediately get to questioning, why did she ambush Freeman?
>>
>>4235161
>Give it to her straight. She’s the last survivor of the ambush team.
>>
>>4235161
>>”No. He kicked your ass.”
>>Give it to her straight. She’s the last survivor of the ambush team.
>>Ask her if she can remember her name.
lets hope we get another party member
>>
>>4235161
>Ask her if she can remember her name.
>Give it to her straight. She’s the last survivor of the ambush team.

Does she want a hug? She may need one after what happened
>>
>>4235161
>”No. He kicked your ass.”
>Ask her if she can remember her name.
>Give it to her straight. She’s the last survivor of the ambush team.
Ask why she tried to ambush Freeman?
>>
>>4235161
>”No. He kicked your ass.”
>Give it to her straight. She’s the last survivor of the ambush team.
>Ask her if she can remember her name.
>Immediately get to questioning, why did she ambush Freeman?
>>
>>4235164
>>4235167
>>4235173
>>4235180
>>4235187
>>4235225

“I’m Agent Oppenheimer.” You start. “Can you tell me your name? Are you able to remember what happened?” You talk slowly, giving her time to process and understand.

She squints, one hand resting on her forehead as she stares up at the sky. “Agent Reilly…” she mutters... “Who… who are you?”

“Agent Oppenheimer. One of your fellow spies. How are you feeling?” You respond.

“Like shit…” She moans.

“You were ambushing Dr. Freeman, can you remember?” You ask again, slowly and calmly as she processes things.

“Wait… aren’t you… am I…”

She thought you were dead, and now, you realize she’s wondering if she’s also dead.

“You were the only person to survive.” You explain. “We found you unconscious, but Dr. Guttman managed to resuscitate you. You have a lot of head trauma, so take it slow. The target… he kicked your ass.”

“I thought you were dead…” She says. She moves her arms, and tries to sit up.

Dr. Guttman prevents it, then turns to Dr. Wythoff and mutters, “Get her something to rest her head on.”

“Of course.” Wythoff responds, walking off to find something soft.

>You don’t need to question her now, give her more time with Guttman to recover.
>Try and help make her more comfortable before questioning.
>Tell her that her memories have been manipulated, and that you weren’t dead.
>Ask her if she can remember the reasoning behind Freeman being ambushed.
>Ask her why the ambush team was working with the marines.
>Ask her if she has any recollection of being knocked out by the vortigaunts.
>>
>>4235344
>>Try and help make her more comfortable before questioning.
>>
>>4235344
>You don’t need to question her now, give her more time with Guttman to recover.
>Try and help make her more comfortable before questioning.
This will give us more time to go over the footage
>>
>>4235344
>Try and help make her more comfortable before questioning.
We should have Guttman and Wythoff "secure the area" (aka stand watch out of eavesdropping distance) when we actually begin the questioning. Sensitive information and all.
>>
>>4235344
>You don’t need to question her now, give her more time with Guttman to recover.
>Try and help make her more comfortable before questioning.
>>
>>4235344
>You don’t need to question her now, give her more time with Guttman to recover.
>Try and help make her more comfortable before questioning.
>>
>>4235366
Support
>>
>>4235355
>>4235366
>>4235367
>>4235386
>>4235434
>>4235465
“Agent Reilly, why don’t you just rest for a little while. You’ve taken some hits to the head with a crowbar.” Crowbar? Where’d you get that from? There are a billion better weapons to use just in the immediate area. You put the thought aside, while explaining further. “Do you have anything you want to tell me?”

“I fucking... hate einstein...” She says with a scratchy, wheezing laugh. You can see gaps in her teeth as she talks. Every bruise is still a deep purple.

You smile below your balaclava, and help Dr. Wythof put the tarp under your head before you unbuckle her equipment.

“Is there anything I can do for you?” You ask.

“Tell medivac I’m not a schizophrenic.” She responds. It’s a grim joke to be shared among operatives of the CIA. Old rumours say that command would “retire” agents by placing them in mental health facilities. There, the orderlies would write off anything the agent might leak as the ramblings of a schizophrenic.

“We don’t have asylums in the afterlife.” You say, giving a bit of light-hearted humour of your own. “These two scientists are allies of mine.” You explain. “They’ll help you back on your feet, so just let them work. One is a medical doctor.”

She just nods, and Guttman gets back to work, examining her more thoroughly, applying bandages, checking for fractures and breaks, etcetera.

You return to the laptop, deciding to use the extra time to do more research into what’s going on. You only have enough time for one more.

>Look through your own recording, see if your memories don’t line up with reality.
>Look through the transmissions back to your handler.
>Look through their interactions with the staff. Have they been as kind to the civvies as you?
>>
>>4235546
>>Look through the transmissions back to your handler.
>>
>>4235546
>>4235546
> You can see gaps in her teeth as she talks
what like she's missing teeth? Damn. There's no dental care post Combine occupancy.

>Look through the transmissions back to your handler.
>>
>>4235546
>Look through the transmissions back to your handler.
>>
>>4235546
>Look through your own recording, see if your memories don’t line up with reality.
Don't send our own transmission back to handler.
This will only make them doubt us more.

https://www.youtube.com/watch?v=bsj3jUYaVfQ
Vid related.
>>
>>4235546
>>Look through the transmissions back to your handler.
>>
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>>4235611
>tfw all our memories line up.
We realize our migraine + vorts are keeping us safe
>>
>>4235546
>>Look through their interactions with the staff. Have they been as kind to the civvies as you?
A good idea to basically have this new party member be a source of information.

Vetting, new data, etc...
Maybe even catch their knowledge of the infirmary. Especially considering she lacks the teeth to talk coherently.


Looking at our own recording can happen when we've established a resting place.
>>
>>4235546
Can we go after that vortigaunt squad?
>>
Random question for the lads
Which common enemy did you have the most trouble with?
For me it was the Bullsquids, they just seemed to have a lot of hp and i was always really stingy about ammo.
>>
>>4235546
>Look through your own recording, see if your memories don’t line up with reality.
>>
>>4236050
Marines. Bastards have laser aim.
>>4235553
>>4235556
>>4235571
>>4235611
>>4235893
>>4235920
You scroll through the recording, searching for any calls that might pull your interest. The calls of the handler are carefully modified by the recording software, strategically self censoring. It is still possible to get an idea of what’s going on from the caller's own side with an ear for detail, and clever extrapolation.

During one call, she is in a metal room filled with recording instruments for biological containment. As she looks around, you catch glimpses of what’s outside a small viewport. Water, a shark cage, and creatures swimming below. “Yes.” She responds, most likely in confirmation of her identity, then “Yes,” again as a confirmation of location.

“We made contact with a group of marines.” She says. There’s a pause while the censor plays an irritating tone. “No, we plan to clean up when done. They think we’re SOCOM anyway.” She says. “We wanted to have a backup. If we go dark during the ambush, plan b is in them. They’ll be taking him to the surface. Sick your boys on the two. They’re lightly equipped, just a scouting team.”

The censor tone plays loudly, and for a long duration.

“Because I’m not dumb.” She responds. “That’s all I’m gonna say.”

The agents continue on with their mission from there. Calls with the handler are made deliberately short, and brief.

Watching alongside you, Marietta comments, “That must be the marines we heard in the ambush.” She pauses for a second, considering things. “She’s playing with fire throwing her theories like that around however. Saying the boys are here.”

“The boys” refers to additional covert operatives. Spies, while not exclusively female, often are women due to the psychology showcased in people’s interactions with them. Women are typically not expected to be the perpetrator in foul play. Meanwhile, the physical differences of men often causes them to be assigned the less social covert operations. Surgical strikes, night extractions, sabotage, or guerilla attacks.

>You should track down those marines. If their “Plan B” worked, they’ll have Freeman.
>Tell Marietta about the marines you heard in the air vents, “Where we takin’ this Freeman guy?”
>Tell Marietta about the male covert ops you saw when trying to find her.
>She’s probably right, the CIA is likely doing more here then they tell us about.
>If Freeman could wipe out a whole squad of assassins, a few marines won’t stop the guy.
>>
>>4236159
>She’s probably right, the CIA is likely doing more here then they tell us about.
>If Freeman could wipe out a whole squad of assassins, a few marines won’t stop the guy.
>>
>>4236159
>Tell Marietta about the marines you heard in the air vents, “Where we takin’ this Freeman guy?”
>Can we use our brain thing to see if we can find that spy group with the floating baby and vortigaunts?
>>
>>4236159
So what does Marietta think are something we should persue
>>
>>4236159
>>You should track down those marines. If their “Plan B” worked, they’ll have Freeman.
>>Tell Marietta about the marines you heard in the air vents, “Where we takin’ this Freeman guy?”
>>She’s probably right, the CIA is likely doing more here then they tell us about.
>>
>>4236184
>>4236191
>>4236295
“I’d bet she’s right.” You remark. “You said it yourself, security by obfuscation, the CIA isn’t telling us-”

Marietta stops you by simply tapping on the side of her goggles. They read over the recordings religiously. Even if you don’t transmit it, you’ll have to return to headquarters some time. They don’t appreciate agents theorizing. Even if it’s wrong, it starts rumours, and rumours start investigation.

You shut up, and refocus towards the marines. “In the vents I heard a pair of men talking. One of them asked “Where are we taking this Freeman guy?” It sounds like the Plan B the ambush team was talking about.”

“That’s good, great actually. We have confirmation that Freeman has been incapacitated and captured by the marines. If that’s true, all it should take is a transfer of custody. We might not be best friends with the Pentagon right now, but our bosses are still in charge of intelligence matters.”

“Well I wanna know how two marines managed to incapacitate a guy who killed an entire team of assassins.”

“He was probably hurt. Even if you win a fight like that, you’d be hurt and looking for some sort of medical aid.”

“I guess then we should track down the marines that grabbed Freeman. They’ll probably have him, then we can get a talk with the guy.”

“I don’t know about that.” Marietta responds. “We should be careful with how we handle this. If we just barge in their unannounced, or worse, kill his captors and exfiltrate the guy, it’ll make a hell of a splash. The pentagon will want him back, and operations will become a lot harder.”

>You’re right. You should call your handler, and let him handle this more diplomatically. You won’t have to spend precious time tracking the guy down.
>Maybe you just shouldn’t worry yourself with this. Your handler already knows about plan B, and is probably already tracking the guy. You weren’t part of the ambush team, and he never even told you what the ambush was about.
>No, you should handle this yourself. Move the goggles away from you, and tell them you don’t trust the way the CIA is handling this.
>No. You get the feeling Freeman isn’t going to stay in their custody for very long. He’ll either escape, or be shot. You need to do this quickly.
>>
>>4236325
>>You’re right. You should call your handler, and let him handle this more diplomatically. You won’t have to spend precious time tracking the guy down.
>>
>>4236325
>You’re right. You should call your handler, and let him handle this more diplomatically. You won’t have to spend precious time tracking the guy down.
I assume Freeman’s gonna get tossed in the trash compactor before the CIA gets to the marines. Even if they don’t, the marines obviously don’t give a shit what command thinks if they choose to kill Freeman instead of interrogate him as ordered.
>>
>>4236325
>Maybe you just shouldn’t worry yourself with this. Your handler already knows about plan B, and is probably already tracking the guy. You weren’t part of the ambush team, and he never even told you what the ambush was about.
>>
>>4236325
>Maybe you just shouldn’t worry yourself with this. Your handler already knows about plan B, and is probably already tracking the guy. You weren’t part of the ambush team, and he never even told you what the ambush was about.
Less we seem to know the less they feel threatened by us.
>>
>>4236351
>>4236397
>>4236441
>>4236443
“You’re right.” You say. “Let’s let diplomacy take over. I’ll call our handler later.”

“Good thinking.” Marietta says. You see her cheeks raise up into the single eye slot of the balaclava, the closest you can get to seeing a smile with it on.

“Besides, the handler would’ve given us more information about the ambush if he wanted us involved. We should stay out of it.”

From Reilly’s position, you hear Guttman calling you over. “Hey.” He shouts as he approaches. “She’s fixed up as best I can get her for now. You should probably talk to her.”

“Alright.” You respond. You close up the computer, powering it off and removing the SD card. “Would you and Dr. Wythoff mind just keeping watch while we talk to her?” You ask.

“Uhhh... I don’t mind but I don’t think Dr. Wythoff would-” He pauses for a second, and it clicks. “Oh! Yeah, that’s fine.”

Approaching you fellow spy, you find a woman laying on her side in black fatigues. She still seems to be in pain, but is well bandaged, supported on a softer object than solid concrete, and has her mask removed. Her eyes shift towards you as she approached, and she sighs “How can I help you officer?

>Give her the last of your tramadol.
>Tell her that her memories have been manipulated, and that you weren’t dead.
>Ask her if she can remember the reasoning behind Freeman being ambushed.
>Ask her about her initial assignment, where was she in black mesa when the incident happened?
>Does she know anything about the male covert ops you saw?
>How much has she learned about the aliens? Has her or any other spies experienced weird mental symptoms?
>Ask her if she has any recollection of being knocked out by the vortigaunts.
>Write in any questions.
>>
>>4236456
>Ask her if she has any recollection of being knocked out by the vortigaunts.
>>Tell her that her memories have been manipulated, and that you weren’t dead.
>>Ask her if she can remember the reasoning behind Freeman being ambushed
>>
>>4236456
>>Tell her that her memories have been manipulated, and that you weren’t dead.
>>Ask her if she can remember the reasoning behind Freeman being ambushed.
>>Ask her about her initial assignment, where was she in black mesa when the incident happened?
>>
>>4236456
>“How can I help you officer?
>Oi ya got uh loiscense for them guns miss?

>Ask her if she has any recollection of being knocked out by the vortigaunts.
>>Tell her that her memories have been manipulated, and that you weren’t dead.
>Ask her if she can remember the reasoning behind Freeman being ambushed
>>
>>4236456
>"No 'what seems to be the officer, problem'? Well, that'll probably work better if you were high. Here, have some candy."
>Give her drugs to help with the pain.
>>
>>4236456
>Give her the last of your tramadol.
>>
>>4236480
>>4236498
>>4236514
>>4236542
>>4236561
“Why don’t you take something for the pain before I start asking questions.” You say. You pull the tramadol bottle out of your bag, handing it to her with the cap already open. “Here, have some candy.”

“Oh man.” She says. “You’re cool, ghost cop.”

“Well I’m not a cop and I didn’t die.” You explain. “You’ll never believe this. The entire ambush party had their memories wiped.”

“That’s fuckin’ crazy.” She interrupts, before slipping the last few pills into her mouth. “How did that happen?”

“It is. We looked over your recordings. The aliens knocked you all out in one action, then they went around and zapped your head. Then they just teleported away.” You explain. “When you all woke up, you thought Marietta and I were dead.”

“Holy shit this is instant relief.” She interrupts, looking down towards the empty bottle. “Feels fuckin’ wonderful.”


“Yeah. Do you have any recollection of it now that I told you? Maybe giving you the reminder woke you back up.”

“Nah. If you’re telling me the truth, then they wiped it. It’s not like forgetting the answer to a test where it seems obvious afterward, ya know?”

“Yeah, I think I understand.” You respond. “It’s a total wipe, like in the movies. Can you at least remember why Freeman was ambushed?”

“Because we want a guy like that on our side.” She responds.

“So you attacked him?”

“Nah. We were gonna just knock him out, then he spotted us when Meitner shot the guard, and it all went downhill from there when he turned out to be bulletproof.” She explains. “It was a shitshow. But anyway, we knew he was heading towards the lambda labs, and we know the lambda labs want to “fix” everything. We have no damn clue what “fix” means, but we want a play in the decision making. If we could see inside, and give the guy orders, then we could control what goes on, prevent the scientists that caused this from making it worse.”

>Do you really think that’s all they were gonna do with the lambda labs?
>What made you think he would do it after you knocked him out?
>How much have you learned about the lambda labs so far?
>So what happens now that you failed to capture him?
>Write in any questions.
>>
>>4236654
>>What made you think he would do it after you knocked him out?
>How much have you learned about the lambda labs so far?
>So what happens now that you failed to capture him?
>What can you tell us of plan B

ON another note, did we have undercover vorts in the squad that hit them or what?
>>
>>4236654
>Shoot a co-worker friend of Freemans
Something something karma. I wanna say how that was a bad idea, but I think Meitner got the idea, which ever these corpses belonged to Meitner.

>prevent the scientists that caused this from making it worse.
Correction, the scientists are the ONLY ones that would have any idea how to fix it, and they're working towards that. Problem with that is the military is getting in the way and sort of us too.

>>4236665
As far as i know it's just the one of them. I still want to peruse them, but I think it would probably be best if we do it with the old man after we drop him off.
>>
>>4236654
>>What made you think he would do it after you knocked him out?
>>How much have you learned about the lambda labs so far?
should we call a medevac for her?
>>
>>4236654
>Elite Mesa Security Guards
If we take all the goggles and stealth gear, can we give them to the security guards at the infirmary? Can we call Kleiner and ask how everyone is doing?
>>
>>4236675
Maybe. There's gonna be pros and cons to keeping her with us, but we'll probably need to make another CHA check to get another Blackhawk to arrive early.
>>
>>4236676
CIA no happy with that. CIA no happy at all.

All the gear has 'audit' services on them so to speak. It's likely the gear will result in their deaths or confinement on exfil.

That said, packing all of it and extracting the bodies + gear is a bonus for us to call for more resources.
>>
>>4236654
>How much have you learned about the lambda labs so far?
>So what happens now that you failed to capture him?

>>4236716
>It's likely the gear will result in their deaths or confinement on exfil.
>implying there will be a government to kill or confine them by the time this is over
>>
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>>4236736
shhhhhh
that's metagaming
>>
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>>4236716
The CIA can bite it. They'll bbe too busy with aliens.
I want me my Elite Black Mesa Security Guards. Besides, the dead agents don't need them. Camo Mesa team go!
https://www.youtube.com/watch?v=tHf8Reja76s
>>
>>4236665
>>4236669
>>4236675
>>4236676
>>4236697
>>4236716
>>4236736
"Well, what made you think he would do it after you knocked him out? If the guy has no qualms killing united states marines, why would he listen to us?" You ask.

"Crayon eaters lack charisma." She jokes. "The CIA has ways of convincing anyone to do anything. Freeman isn't special."

"That's cold." Marietta mutters.

"Alright. How much have you guys learned about the Lambda labs?" You ask.

"That they make the mad scientists at anomalous materials look like children." She responds. "A member of the ambush team got... "close" to one of their scientists." She explains, throwing in a little shuffle of her brow as she says "close." "Get this, some of the guys in anomalous materials spent their whole lives researching teleportation. Lambda made working teleportation five years ago. They think they're still in the early stages, but all of their research is just the dirty work that these guys outsource."

"So what happens now that Freeman has run off?"

"Well, we had a plan B. If you watched our goggle recordings I'm sure you heard of all of that. We had marines waiting behind us. I have no idea if it worked. I don't think two scouts are gonna stop him."

"It did." You respond. "We're gonna tell our handler to organize a transfer of custody."

"Fuck." She responds. "What did they do? Turn the lights off and lock the door behind him?" How ridiculous.

Suddenly Agent Reilly coughs hard, and on her balled fist is specks of blood. "I wanna talk to your doctor friend again. Nice interrogation," she looks back to her fist, "But that is gross, and I want it to stop."

You call over Guttman, and consider your options. Your handler wanted you to call after finding the ambush team, and you have plenty of downloaded data to send.

>Call your handler, let him know about how the ambush went, and make any requests.
>Scout out your options to move out, try and get a grasp of where you can go from here, and what's up ahead.
>Upload the data from the ambush team.
>Upload the data from yours and Marietta's goggles.
>Scavenge the available cargo area, see what there is to be found. (Roll 3d6, pass on a 14, any rolls lower than a 5 will lead to an encounter.)
>>
>>4236820
>Call your handler, let him know about how the ambush went, and make any requests.
>Upload the data from the ambush team.
>Scavenge the available cargo area, see what there is to be found. (Roll 3d6, pass on a 14, any rolls lower than a 5 will lead to an encounter.)
Can we keep a copy in case there's more memory tampering we need to rectify? Can we get an update from Handler?
>>
>>4236820
>>Call your handler, let him know about how the ambush went, and make any requests.
>>
>>4236838
>>4236892
As you set the encryption keys on your computer, you call your handler, placing the radio inbetween your chin and your shoulder. The more complex encryption system required for securely sending video files requires more technical knowledge and focus, and you end up handing it off to Marietta so you can focus on talking to your handler.

When the CIA picks up your call, a female voice asks confirmation of your identity, and then transfers you to your handler.

"Oppenheimer, what's happening?" His responses are deliberately kept as short as they can get to ensure security.

He'll find out about the alien memory erasure regardless because Marietta is transmitting the data, but there are details his team will likely miss that you noticed. He'll want to hear what you learned before you request anything to be flown in.

>Tell him that all but one spies were killed.
>Tell him that all of the spies were killed.
>Tell him that the spies just disappeared, and that you can't find anything.
>Tell him that Freeman escaped, but was most likely captured by the marines.
>Tell him that Freeman escaped, don't tell him you know the marines captured him.
>Just don't say anything about Freeman.
>Tell him about the vortigaunt working as a spy in the memory erasure team.
>Tell him in general what you've learned so far about the vortigaunts.
>>
>>4236995
>>Tell him that all but one spies were killed.
>>
>>4236995
>Tell him that all but one spies were killed.
>>
>>4236995
>Tell him that all but one spies were killed.

Wait. Can our vort-modified radio listen to the alien spies?
>>
>>4237232
No that only kept any signal from working with it. The effect appears to have worn off after the spies got shrekt.

>Tell him that all but one spies were killed
Thanks to our medical assistance. she'd died otherwise.

>Just don't say anything about Freeman.
Not incriminating if we don't talk about him just yet. Especially considering the following news.

>Tell him about the vortigaunt working as a spy in the memory erasure team.
>Tell him in general what you've learned so far about the vortigaunts.

It appears there's a counter intelligence insurgency within the alien ranks among the vortigaunts. Some of them are faking having working "slave collars" and doing actions on their own.
>>
>>4236995
>>Tell him that all but one spies were killed.
>>Tell him that Freeman escaped, but was most likely captured by the marines.
>>
>>4236997
>>4237002
>>4237232
>>4237391
>>4237417
“Only one of the spies has managed to survive. Agent Reilly wasn’t breathing when we found her, but we managed to resuscitate her.” You explain.

“Good work. How is she doing?” He asks.

A quick glance over your shoulder sees Dr. Guttman checking the inside of her mouth, shining down, likely even attempting to look into the windpipe.

“She’s currently being given some basic medical care.” You explain.

“Anything new you’ve learned?” He asks.

“Yes. Some rather major findings. The aliens appear to have an intelligence gathering system reliant on their mental abilities.” You explain. “By directly accessing and interfering with human memories, they manage to both confuse human organizations and gather significant intelligence.”

“Wow.” He exclaims. “That’s good info. It’ll change things.” He explains. “If you want to request anything, just know it’s getting a lot hotter over there.”


It’ll be harder to make any requests for an inward flight tonight. Also, it’s only 8:47 in the morning. Heisenberg doesn’t fly unless the skies are dark. You might want to wait until later in the day to start making requests, as situations may change.

>Start making requests for black hawk flights into Black Mesa tonight.
>Ask for additional information for operating. (You will only have one chance at this roll. Three people roll 1d6. The first three results will be added together to make a normal 3d6 roll, including a +2 for your charisma. The total threshold is 12)
>Pass off the radio to Marietta, let her report anything she wants. You may be in charge of the party, but she’s still the same rank as you.
>Pass off the radio to Reilly, let her report anything she wants. You may be in charge of the party, but she’s still the same rank as you.
>Write in any final things you want to report.
>Turn off the radio, and continue on.
>>
>>4237816
>(You will only have one chance at this roll. Three people roll 1d6. The first three results will be added together to make a normal 3d6 roll, including a +2 for your charisma. The total threshold is 12)
Averaging rolls is poo-poo, please don't.
>>
Crap, I misread. Nevermind, this is fine.

>Ask for additional information for operating.
>Pass off the radio to Marietta, let her report anything she wants. You may be in charge of the party, but she’s still the same rank as you.
>>
>>4237816
>(You will only have one chance at this roll. Three people roll 1d6. The first three results will be added together to make a normal 3d6 roll, including a +2 for your charisma. The total threshold is 12)
>>
>>4237877
>>4237884
Just to be clear, that roll method isn't gonna become normal, I'm just experimenting a bit.
>>
>>4237879
>>4237884
"I'd actually like to request some more information from information from command." You say. "If Mariettta, Reilly and I are the last members of the CIA on board, then our safety should be mission critical. For that, I need to know some of the things you don't usually tell people like us."

Your handler pauses for a moment.

3 people roll a 1d6. +2 will be added on after they're all added together.
>>
Rolled 4 + 2 (1d6 + 2)

>>4237895
Lets give it a shot
>>
Rolled 5 (1d6)

>>4237895
>>
Rolled 2 (1d6)

>>4237895
>>
>>4237896
>>4237899
>>4237901
13. We win!
>>
>>4237905
I'm suprised we did
>>
>>4237896
>>4237899
>>4237901
Suddenly your handler continues, asking briskly "What have you found out about already? There won't be any punishment, you have my word."

You ponder for a moment, but your handler adds, "Everyone figures things out over time. I just don't want to tell you things you already know."

You give in, covering your mouth as you quietly speak, "I already know there are additional covert operatives, and that they're killing those they encounter to keep themselves secret."

"All right. Well then you don't know what they're here for. Do you know what this facility was before it was used for research?"

"No... I don't think so." You say. As you do, your mind is drawn back to the dream you had last night. The height of the cold war.

"Nuclear missile silos. It's where the aerospace team gets the launch infrastructure from." He explains. "They're here to investigate the presence and viability of the warheads."

There's a lot of reasons someone would look for nuclear bombs in a warzone, and many of them involve ensuring they don't get set off.

>You're not nuking the facility, are you?
>So why does that mandate killing civilians?
>You're going to make sure I'm out of here when you set those off, right?
>Have you figured out where they are yet?
>Do the aliens know about them?
>>
>>4237944
>You're not nuking the facility, are you?
>So why does that mandate killing civilians?
Without tipping anyone off we can go and find Dr. Breen.
What's the new objective?
>>
>>4237944
>You're not nuking the facility, are you?
>Have you figured out where they are yet?
>>
>>4237944
>>You're not nuking the facility, are you?
and if so
>You're going to make sure I'm out of here when you set those off, right?
also
>Have you figured out where they are yet?
>>
>>4237947
>>4237988
>>4238142

"Wait, hold on." You interrupt. "You're not nuking the facility are you?" You keep your voice low enough for only you and the radio to hear, but it still manages an authoritarian tone. "It's still full of civilians and marines, not to mention the fact that it will be visible for miles."

"We don't know yet." Your handler responds. "We have to keep these options open. This can't spread out to population areas."

"Well, even then, why does that mandate killing civilians?" You ask.

"We didn't know and... still don't know the extent of the alien intelligence. If they knew we had something to turn their beaching point into rubble, they'd start looking for it too." He explains. "You better watch your ass out there, make sure nothing roots around your head, or the whole mission is screwed."

"Well, have you figured out where they are yet?" You ask.

"No, and I wouldn't tell you that much anyway." He responds.

"Well, are you gonna at least make sure we're out of here when they're set off?"

"If possible." Is all he says.

>You can't do this. You'll kill thousands!
>What if you just somehow make the portal worse?
>Well, at least it will probably scare the aliens off.
>Don't make any comments, just ask if there's anything he needs you to do.
>>
>>4238150
>Don't make any comments, just ask if there's anything he needs you to do.
>desire to hunt giant alien space babies increasing
>>
>>4238150
>What if you just somehow make the portal worse?
They do realize there has to be something on the other side of the portal, right?
>>
>>4238150
Can we mod our spy computer to play DOOM?
>>
>>4238150
>What if you just somehow make the portal worse?
Overall, nuking thousands is less bad than a full scale alien invasion.

But we don't know if it will work. And on top of that, the consequences of said nuke.

It's a fair option to have... if a terrible one.

>Don't make any comments, just ask if there's anything he needs you to do.
If we come across the controls we'll immediately let them know.

Also maybe get a vort to wipe us of that right after.
>>
>>4238241
I get the feeling there's only a few hundred humans left in this facility consisting of black mesa staff, the military, and assassins. the rest are aliens.
>>
>>4238230
Anything can be moded to play DOOM, spy computers included
>>
>>4238150
>What if you just somehow make the portal worse?
>>
>>4238150
>>Don't make any comments, just ask if there's anything he needs you to do.
>>
>>4238154
>>4238171
>>4238241
>>4238355
>>4238361

"What if it somehow just makes the portal worse?" You ask. "We have no idea how the science works. What if it all just blows the universe open even wider?"

"Then the aliens will have a much wider entryway into an irradiated wasteland." He responds. "Besides, if we do set it off, it's because we have no better option. It's a last ditch option, not my first choice."

"Alright. Is there anything you'd like me to do." You ask.

"Yes, but I'm going to give you the option to opt out because you might not like it." He responds. "We want to get readings of ground zero, the anomolous materials laboratory. The scientist you exfiltrated has told us a little bit about it, but I don't doubt that it's changed through the invasion. Do you still have those extra goggles we gave you?"

You respond "Yes." They're currently on Guttman's forehead.

"We want you to bring them as close as you can get to the Anti-Mass Spectrometer, and cycle through the settings while recording. Give us as much time as you can get between each mode, and if you can, do it from different angles."

>Why do want me to specifically to do this if you've already brought covert operatives out?
>What if the chamber is radioactive?
>Will I be able to talk to Vance for guidance while in the laboratory?
>Write in any questions about the mission.
>Don't ask anything, just accept.
>Don't ask anything, just refuse.
>>
>>4238425
>Will I be able to talk to Vance for guidance while in the laboratory?
>What if the chamber is radioactive?
We may have a mini-PCV, but it’s sure as shit no HEV suit.
>>
>>4238425
>Will I be able to talk to Vance for guidance while in the laboratory?
>Have any agents managed to lift information off of the Facility Head's personal computer yet?
>Do we know the location of any HEV suits that aren't being worn by Freeman? Either empty suits or ones occupied by corpses?
>>
>>4238425
>Why do want me to specifically to do this if you've already brought covert operatives out?
>What if the chamber is radioactive?
>Will I be able to talk to Vance for guidance while in the laboratory?
>Write in any questions about the mission.
Questions:
-How time sensitive is that mission going to be?
-Should I or should I not keep killing marines?
-Should I kill civilians and scientist unaffiliated with the science team reasonable for the space hole?
-Do we know the location of any HEV suits that aren't being worn by Freeman? Either empty suits or ones occupied by corpses?
>>
>>4238439
>>4238453
>>4238475

"Will I be able to talk to Dr. Vance in the laboratory? He's the best contact I have for both the equipment, and the phenomenon inside." You ask.

"You most certainly will have radio contact up until you enter the laboratory. Once you get inside, things might get spotty, or even cut out entirely. The place is a hotbed for electromagnetic waves of all colors. There's a good chance the interference will kill your contacts. We lost contact with the dongle you placed in the facility's computer system after the incident, but at the end of it's life it was picking up sensor warnings across the entire spectrum."

"Across the spectrum?" You ask. "Does that include radiation?"

"That's part of the reason we were asking you. That and the fact that you already know the layout." He says. "While Vance says any residual radiation should be dropping inside due to the internal systems designed to convect it deep underground, there's no guarantee. The thing is however, we got readings coming off of Vance that weren't healthy. You were already hit by a bad dose just being at the anomolous materials lab. When you get back, you're due for a full blood transfusion. Don't panic, the doctor says you should be fine if you don't plan on having children, but you've trimmed a few years off your life."

That's... surprisingly depressing.

"Well, what about the hazard suits that the scientists use?" You ask. "Are they any unused ones, or suits on corpses?"

"Unfortunately no, unless you want to add days onto your trip, when you factor the marines in." He explains. "Though according to Vance, there are more traditional lead lined suits in the labs storage rooms. You could use those, but they won't be as easy to fight in, so you might want to hold on until it gets bad."

"Is this mission time sensitive?" You ask.

"I don't know." He responds. "Not even Vance knows how the situation might change in the labs. It might become infeasible. But there is no time limit we can predict."

"Should I be killing marines... do you want me to kill scientists as well?" You ask.

"Who you kill is entirely up to your discretion." He responds. "If you feel they would jeopardize your mission, go ahread."

"Have any agents managed to lift data off the head of the facility's personal computer?" You ask.

"No, unfortunately we have no spies in or near administration. Remember, Black Mesa loves obfuscation, so while I implore to go after the guy if you can, don't treat it as the Holy Grail of information."

>Accept the mission.
>Refuse the mission.
>>
>>4238541
>"Though according to Vance, there are more traditional lead lined suits in the labs storage rooms. You could use those, but they won't be as easy to fight in, so you might want to hold on until it gets bad."
We could improvise the strap on a large marine's or Security Guard's vest to fit it over the lead lined suit. Wait in the Opposing Forces game, aren't the vest protective against radiation?

>Accept the mission.
>>
>>4238541
>Accept the mission.

>you've trimmed a few years off your life
Thanks Chernobyl v2
>>
>>4238564
We require Vortiguant alien healing magics. We just need to know how it works before we go after alien bug juice so they can use it.
>>
>>4238541
>Accept the mission.
>>
>>4238585
We already got a full dose of vort heal magic.

I'd accept the mission if we can get extra slots out of Black Mesa for exfil.

Also for information on Wallace Breen. Something was off about him
>>
>>4238541
>Don't panic, the doctor says you should be fine if you don't plan on having children, but you've trimmed a few years off your life.
That's not too bad for all the wrong reasons. I did hope to get laid before you-know-what but now there's no reason to except for bragging rights I guess.
>Accept the mission.
>>
>>4238722
There was that one team that escaped. maybe we can follow in their footsteps.
>>
>>4238541
>>Accept the mission
lets go get that <strike> bread </strike> cancer
>>
>>4239085
i cannot in to strikethrough
>>
>>4238541
We'll see what we can do, but if it gets too hot in there then we'll pull back.
>>
Basically this.
It also looks like the stuff we overheard is gucci at this point because all hells broken loose.

We'd have to explain the vortigaunts though.
>>
>>4239087
Only OPs (i.e. QMs) can use formatting on /qst/.
>>
>>4238557
>>4238564
>>4238673
>>4238722
>>4238728
>>4239085
>>4239088
"I'll do it." You respond. "However I want you guys at HQ to remember this when I ask for stuff." You throw in a little light tone in, but hope he will actually remember it.

"Understood." He responds. "Thank you for this. You should receive frequency and encryption for Vance within an hour on your computer. Is there anything else you wanted to say before we close the call?"

You've been here for a rather long time now. When the aliens have an intelligence service, there's no telling what might be hunting you. It might be wise to move out soon.

>Start making requests for black hawk flights into Black Mesa tonight.
>Pass off the radio to Marietta, let her report anything she wants. You may be in charge of the party, but she’s still the same rank as you.
>Pass off the radio to Reilly, let her report anything she wants. You may be in charge of the party, but she’s still the same rank as you.
>Write in any final things you want to report.
>Turn off the radio, and continue on.
>>
>>4239380
>Pass off the radio to Marietta, let her report anything she wants. You may be in charge of the party, but she’s still the same rank as you.
She might get assigned to a different task. It would be efficient to do so, really - she can always kidnap Breen while we pick up scans in Anomalous Materials.
>>
>>4239386
I forgot that it's wednesday. Last update of the day, unless I'm procrastinating on my assignments.

You hand the radio over to Marietta, but you do eavesdrop on her while you assess your options.

"She didn't tell you?" She says at one point, grabbing the attention of your ears. "Some of the creatures, the cyclopian bipeds aren't willingly fighting for the aliens. They have collars that act as some form of mental shackle."

"Well, Agent Oppenheimer mentioned that one was working as a spy in the video pulled from the ambush party." She pauses for a moment. "Well, the collar was damaged."

She pauses for a bit longer, then stops to consider.

"Yeah... now that you mention it, it tampered with our radios..." She thinks for a moment, then continues, "I'll keep a closer watch."

She eventually moves on, talking about the probe in the robotics lab, and how all the prototypes went haywire. You still keep a shred of attention focused on her. It's a bit easier focusing now that the migraine is suppressed.

You've been her for a rather long time now, and when alien intelligence is involved, you never know what might be hunting you. It might not be wise to stay for much longer.

If you do want to plan to move now, you have three main options. The further down you go in the facility, the further you get from the fighting, but the paths become harder to navigate.

>Go up to the surface and move towards the infirmary. A quick direct path that will no doubt take you through armor and monsters.
>Stay on the level you're at, and move through to the infirmary. Will take the edge off of combat, but slow you down as well.
>Descend deeper into the facility. Avoids all but the roaming wildlife and rare scout team, but is built like a maze.
>Scavenge the available cargo area, see what there is to be found. (Roll 3d6, pass on a 14. Will take quite a while, you never know what might appear.)
>Write in anything you want to do while still here.
>>
>>4239444
>Go up to the surface and move towards the infirmary. A quick direct path that will no doubt take you through armor and monsters.
Got wounded to drop off i suppose?
>>
>>4239509
[/spoiler] Just to be clear, I’m assuming you guys want to go to the infirmary (as it’s right next to anomolous materials), so every path takes you there unless you guys decide you want to go somewhere else.
>>
>>4239534
Oops, used my data.
>>
>>4239444
>Scavenge the available cargo area, see what there is to be found. (Roll 3d6, pass on a 14. Will take quite a while, you never know what might appear.)
>>
>>4239536
>>4239534
SAMEFAGGING!
>>
>>4239444
>>Go up to the surface and move towards the infirmary. A quick direct path that will no doubt take you through armor and monsters
maybe we can hijack an apc or tank?
>>
Hold the fuck up fellas.

>>4239677
Get a load of this motherfucker. This brilliant galaxy brained anon. This is a man with all the great ideas. I 100% support this.
Not trying to sound sarcastic or anything. The prospect of driving around in a tank or APC got he rock hard.
>>
>>4239759
It does sound very appealing, but it's not exactly subtle. If the jarheads get word that someone's joyriding in one of their armoured vehicles we'll be swarmed like a croissant in the middle of Paris at lunchtime.
>>
>>4239677
I like this

>>4239776
But this is the common sense about it.

>>4239444
>Stay on the level you're at, and move through to the infirmary. Will take the edge off of combat, but slow you down as well.

While we're on a timer, minimizing our exposure to the marines seems important. We have 2 civilians, one of which is elderly, and a spy who's basically a casualty.
>>
File: Spoiler Image (2.05 MB, 1331x838)
2.05 MB
2.05 MB PNG
Since I'm having trouble getting the quest out of my head, but also know that writing another update will drag me into a pit of never getting my work done, can I ask what you guys enjoy or don't enjoy about the quest?

I mainly just want a good gauge of what makes you guys have fun. I'd be defacing Gabe Newel's great gift if I didn't listen to player feedback.

I also secretly fear scaring off my favorite players at least three times a day but you don't have to worry about that.
>>
>>4240061
Gabe is dead to me, but the game is still great.
I enjoy the exploration, the encounters, and judgement calls between every scenario and update. What should we do, how should we do it, take it or leave it, etc. Just general questing stuff.
>>
>>4239444
>Scavenge the available cargo area, see what there is to be found. (Roll 3d6, pass on a 14. Will take quite a while, you never know what might appear.)
>>
>>4239444
>Scavenge the available cargo area, see what there is to be found. (Roll 3d6, pass on a 14. Will take quite a while, you never know what might appear.)
>>
>>4240061
Choices we have seem meaningful and the dice system isn't retarded, so that's nice. I'm curious as to how much you're willing to bend and add to the canon, also don't you dare to call your quest shitty ever again or I will start posting motivational images
>>
>>4240061
Well, I enjoy Half-Life, I like the good old "Black Mesa Incident but you play as X" premise from expansions and mods, I like Gabby's characterization, I like her chemistry with Guttman and Poskanzer, I like the freedom we get not being constrained by the limitations of game development, I like the focus on the mystery behind all which fits with the premise of being a spy.
I don't like how you fell for the Bo3 meme, feels like the quest lost a bit of the tension that made it fun. Maybe do it like that roll earlier with 1d6 each? And sometimes do it with best three of four for easier rolls like in Shinobi Sidestory quest.
>>4239444
>Stay on the level you're at, and move through to the infirmary. Will take the edge off of combat, but slow you down as well.
>>
>>4240132
I'll always shill for the "roll [x] amount of times where x=your skill level in a stat" proposed system
Because it both encourages people not to stack up on one or two stats (diminishing returns) and it allows us to be generally more consistent in how good we are with certain kinds of rolls, accurately representing a higher proficiency. someone who's better trained in something will consistently perform better, after all
>>
>>4240116
>also don't you dare to call your quest shitty ever again or I will start posting motivational images
Don't. My own insecurity is my greatest push to write better. I have to call myself shit, otherwise I won't be good, you understand.
>I'm curious as to how much you're willing to bend and add to the canon
I'm trying to stick to just "expanding the cannon" over "bending the cannon," while still maintaining player agency.
>>4240132
I am genuinely considering bringing that roll system in for the future, and that "best 3 of 4" system does sound like it might make a nice compromise system. At the end of the day though, this is all dependent on the players being engaged, and a lot of people like best of three. It's an awkward position to be in.
>>4240157
The problem with that though is that it still doesn't really address the main problems I have with best of three. At the end of the day, having to roll is meant to be a factor that you take into account when voting. If a bad modifier means you might as well not consider the roll a factor, then it kinda ruins the point of rolling.
>>
>>4240216
You've said that before and I still don't get it. It's not best of 3, but it solves the shit rolls issue without handwaiving it entirely like best of 3 does. It's objectively a better system than best of 3, which we're currently using anyways.
>>
What, didn't Eli brief them on the vorts? He's the one who got the collars off
>>
>>4240714
He probably did. But it's always nice to have multiple people telling the same story.
>>
>>4240061
the concept is really cool, and its nice that you concistntly update the quest
>>
>>4239509
>>4239551
>>4239677
>>4239875
>>4240081
>>4240096
>>4240132
>>4240235
What I'm trying to say is that it it makes the rolls be too certain when you have a proficient modifier The whole point of the roll is that there's a chance of failure or success. With a +3 in the migraines, Gabby will almost never fail, meaning that it negates the point of rolling, rather than just skewing the odds in your favor. At the lower levels, it just becomes "who rolls first." It hits the same issues.

You start searching through the boxes that you can get pried open, peeling the tops off. It would be easier if you had a crowbar, but many have been damaged in the fighting, letting you simply pull the tops of with your own arms. In many of the crates is simple packages of nonuseful things. Machine parts and bullets for weapons that you don't have, but you still rifle through it all in the hopes that something

Roll 3d6.
>>
Rolled 3, 1, 5 = 9 (3d6)

>>4241009
>>
Rolled 3 (1d6)

>>4241009
Which rolling system are we using "now?" One person rolling 3d6? A day for the first three to roll? I'm gonna roll a d6.
>>
>>4241020
>>4241036
I'm considering changing, but for now we're gonna keep it as it is. Sorry for the confusion, that's my bad.
>>
>>4241053
Keeping it to which dice system?
>>
>>4241085
The old one, bo3 for now, sorry. I just want to give it time if I switch systems, because it might require a bit of adjustment in the thresholds.
>>
Rolled 5, 3, 1 = 9 (3d6)

>>4241088
Aight
>>
Rolled 2, 2, 1 = 5 (3d6)

>>4241088
>>
>>4241020
>>4241129
>>4241149
Rummaging through the variety of crates, boxes, and shelves you find that almost all of it has taken at least some damage in the fighting. The things that would have been useful to you, armor, guns, even documents and papers that could provide a sliver of information have all been torn apart by flying shrapnel, 9x19 rounds, and buckshot. The best you're able to find is a pack of MREs that thankfully solves the mild issue of your missed breakfast. It tastes like dirt, but you're able to eat some of the contents less demanding of two hands while you focus on other things.

You start feeling a little prickle of paranoia on the back of your neck. You don't hear or see anything that would start such a thought, but you can't help but feel off. It's that same feeling you used to get when you were a little kid, and got brought home to some foster family that you didn't really trust.

Reilly is now leaning on a crate. It'll be a while before she can walk unaided, but she seems willing to push herself. Guttman is still watching her closely with the professional glare of a doctor who just heard the reasoning of a mother refusing to give their diabetic child insulin.

>Go up to the surface and move towards the infirmary. A quick direct path that will no doubt take you through armor and monsters.
>Stay on the level you're at, and move through to the infirmary. Will take the edge off of combat, but slow you down as well.
>Descend deeper into the facility. Avoids all but the roaming wildlife and rare scout team, but is built like a maze.
>Write in any final things you want to do before heading out.
>>
>>4241198
>Go up to the surface and move towards the infirmary. A quick direct path that will no doubt take you through armor and monsters.
We can rely on the military being useful as fodder against the aliens.
>>
>>4241198
>>Go up to the surface and move towards the infirmary. A quick direct path that will no doubt take you through armor and monsters.
>>
>>4241198
>>Stay on the level you're at, and move through to the infirmary. Will take the edge off of combat, but slow you down as well.

We're gonna get either Reilly or the scientist killed on the surface. We have too many physically unable people for that to be a good idea.
>>
>>4241202
>>4241357
>>4241534

As much as you fear the wounded or elderly being harmed topside, you also fear the unpredictability that comes from this situation. The more time you take, the more things could turn for the worse. You decide to move through up and across the surface.

Finishing off the dried packet of food, you turn around and face the party.

"We need to make our way back to the infirmary. I have CIA business back at the labs, and we have injured and elderly." You explain. "The most direct path is over the surface."

"You sure?" Guttman responds. "It is a literal warzone up there."

"I- ehrm... I'm not the best jogger but..." Wythoff stutters. "I'd hate to slow you down maybe I should..."

"Stay calm." You explain. "I understand the military doctrine well enough to avoid it."

"I don't remember you at the majestic twelve meetings." Reilly jokes.

"Well... don't dismiss what she's saying." Marietta says, "It's not actually that different from the Vietnam war in a way. The aliens lack heavy artillery or fortresses, but they make up for it with the ability to take us by surprise and attack from any angle. If the marine corps is playing this smart, they'll be focusing on tightly defended pockets of military power with regular patrols to extend influence and draw out their enemies." She explains. It's a fair point, and not unlikely to have some truth to it. Of course, it makes the assumption that the military is fully cognizant at the moment, but you're decently sure that alien intelligence has made sure of that not being the case.

"Alright, well let's move upwards. Everyone keep your heads down, and let the two women with guns and invisibility scout out ahead." You explain.

Before you start making your way up the stairs, you let Reilly wrap her arm around your neck to assist her in walking upwards. "Thanks, ghost cop." She mutters as you and the group start making your way towards the surface.

A good few of them definitely seem tense about going to the surface. It may be a good idea to simply talk about something casual, bring peoples minds away from this mess. With how slow Reilly and Wythoff climb stairs, you do have a moment to converse.

>You heard Dr. Guttman talking about having kids, ask him about them.
>Simply ask Reilly where she's from.
>Ask Reilly where and what she was doing at black mesa.
>Ask Marietta about her talk with your handler.
>Ask Dr. Wythoff to go into more detail about what he does around here.
>Write in anything you want to say on the flight of stairs.
>>
>>4241588
>Ask Dr. Wythoff to go into more detail about what he does around here.

Tell us your old person wisdom
>>
>>4241588
>Ask Reilly where and what she was doing at black mesa.
>>
>>4241588
Talking to people means setting deathflags.
NO DEATH FLAGS
>>
>>4241648
what do you mean?
>>
>>4241588
>>Simply ask Reilly where she's from.
>>Ask Reilly where and what she was doing at black mesa.
lets get more info on our new teammate
>>
>>4241588
>>Ask Reilly where and what she was doing at black mesa.
>>
>>4241654
He thinks that I'm trying to decide who you guys like most, and from that who to kill. Don't worry, I wouldn't do that. I'll just let fate decide.
>>4241601
>>4241642
>>4241680
"So Agent Reilly," You say as you help her ascend the stairs, one step at a time. "What was your assignment? What did they have you doing here at Black Mesa? Sweeping floors while listening to office workers?"

"You won't get a confession out of me Ghost Cop, don't try those tricks. I'm waiting for my lawyer." She says with a chuckle that seems to almost hurt. "I was working in weapons testing. They'd hand me whatever crazy department of defense contract that they were working on today, set up a few targets, and ask me to tell them what they thought about it."

You're starting to feel like you got the short straw. You're handler had you working as a security guard.

>"You really got it good, I was a security guard at ground zero."
>Ask what kind of stuff she got to shoot. Given what kind of prototypes you saw in robotics, it has to be insane.
>Ask if she brought any of the prototype weapons with her. You've been looting everything you find, so why shouldn't other people?
>Write in.
>>
>>4241743
>Write in.
Do you.... do you think we could go and find experimental guns to play with?
>>
>>4241743
>Ask what kind of stuff she got to shoot. Given what kind of prototypes you saw in robotics, it has to be insane.
>Ask if she brought any of the prototype weapons with her. You've been looting everything you find, so why shouldn't other people?
Both of these, aye?
>>
>>4241743
>"You really got it good, I was a security guard at ground zero."
>>
>>4241748
Plus we have a hive hand.

We can show that we're certifiably insane for putting our hand inside an unknown organism to shoot it.
>>
>>4241743
"You lucky bitch. I just ended up as a glorified secretary with a gun. Did you get to shoot lasers?"
>>
>>4241743
>"You really got it good, I was a security guard at ground zero."
>Ask what kind of stuff she got to shoot. Given what kind of prototypes you saw in robotics, it has to be insane.
>Ask if she brought any of the prototype weapons with her. You've been looting everything you find, so why shouldn't other people?
>>
>>4241747
>>4241748
>>4241772
>>4241789
>>4241823

"You lucky bitch." You say. "I just ended up as a glorified secretary with a gun. I wasn't even supposed to shoot it."

She laughs. "Ghost Rent a Cop? Observe and report and all that?"

"Yeah." You whine. "Did you get to shoot laser guns and all that?"

"I wish. The real cool stuff was above my clearance. But they did give me a coilgun before the incident. Really cool thing that shot with magnets. It could punch through anything and hardly kicked."

"Did you keep it?" You ask. "I've been looting every weapon I see. I even took some of the aliens weapons."

"I wanted to, but the thing needed to be supercooled while in use." She explains. "Otherwise it wouldn't do much more than a BB gun. Liquid nitrogen doesn't grow on trees, so I dropped it to reduce weight."

"How far away is the weapons labs? I want to loot it now." You respond.

"Well out of our way if we're going to the infirmary." She explains.

The stairwell is slowly growing hotter and hotter. You're approaching the surface. As your conversation ends, you enter a small room where incoming lab equipment is recorded. A door to the outside shows nothing but bright light until your eyes focus. In the distance you hear gunfire, and bombs dropping.

Peaking out there reveals a series of trucks, many of which bear military markings. Among the many vehicles are both aliens and soldiers fighting among each other. The fight is bloody, confusing, and messy. The alien grunts have almost surrounded the marines, who are currently using the trucks as cover. The area where one is safe from alien fire is slowly growing thinner as the marines lose more and more ground until they're totally surrounded.

Despite being surrounded by people you trust, you still nervous. It's that irrational fear a child gets after watching a movie, you brush it off.

(I think I'm gonna be trying that "Best three out of four" idea talked about earlier for this encounter. If you guys decide you don't like it after the encounter, please let me know.)
>You and Marietta sneak in close, see what you're options to fight them off.
>Sneak in yourself, scout it out or try and find a path through.
>Try to loop the whole party around the fight as they're occupied. (Roll 3d6+2 pass on a 13.)
>One party will win eventually, wait them out and pick off the weakened remaining party.
>>
>>4241830
>>Sneak in yourself, scout it out or try and find a path through.
It's worked before, right?
>>
>>4241830
>Sneak in yourself, scout it out or try and find a path through.
>>
>>4241830
>Try to loop the whole party around the fight as they're occupied. (Roll 3d6+2 pass on a 13.)
>>
>>4241830
>Try to loop the whole party around the fight as they're occupied. (Roll 3d6+2 pass on a 13.)
>>
>>4241830
Kill a few of the aliens to make it a bitter stalemate for both sides.
>>
>>4241895
Support
>>
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Rolled 2 (1d3)

>>4241833
>>4241839
>>4241848
>>4241883
>>4241895
>>4241918
Dicerolling between three different options makes me feel even more dirty than just dicerolling for two, so I'll leave it open a little bit longer while I write, but if the tie isn't broken, then this roll will be the tiebreaker.
>>
>>4241830
How many of each side are there?
>>
>>4241971
Five marines and four grunts.
>>
>>4241833
>>4241839
>>4241848
>>4241883
>>4241895
>>4241918

You open the door just slightly, peaking through the crack. Stalking the battle you wait for an opportune moment. The marines and aliens are occupied with each other, drawing their attention away from the outer edge of the lot. Out there a few xenian creatures are scrambling up the wall in order to avoid the gunfire.

You turn around, signalling your group to follow closely behind you. Sneaking around the whole fight could save a lot of time, but if you’re spotted, it’ll be with non-combatants in tow.

Four people roll a 1d6. The lowest roll will be dropped, and the higher three will be added together to make a 3d6+2. Pass if the total equals a 13.
>>
Rolled 2 (1d6)

>>4241981
>>
Rolled 6 + 2 (1d6 + 2)

>>4241981
Here we go here we go here we go bois
>>
Rolled 2 (1d6)

>>4241981
>>
Shit, we need at least a three. Save us please
>>
Rolled 6 (1d6)

>>4241981
Dice pls
>>
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>>4241985
>>4241986
>>4242011
>>4242035
Keeping the group quiet as you slip around, you spearhead through as you scout the path ahead. You keep the group in a slow, silent march ahead, instructing them to keep their heads low and stick towards the shadows. In the bright daylight you don't have the aid of poor sight or lessened fields of view.

You dart to one piece of cover behind a car, then motion your team to move forward. Afterwards Guttman quickly tracks across the gap. Then, as Reilly is slowly making her way forward, crawling along the ground with Marietta and Wythoff watching her, the aliens make a push forward. She glances to the side as you hear the heavy slamming of hooves amongst the gunfire and sound of marines screaming. With a glare returning to you that expresses a genuine mixture of fear and apology, she comes to the realization that she’s about to be spotted.

Thinking quickly, you move forwards and pull her across the pavement while simultaneously supporting the fractured areas. She scrambles up against the car, breathing heavily, and likely only not yelping in pain because of the tramadol you gave her earlier.

When the aliens fully surround the marines, you bring Wythoff forward, and Marietta moves without need for guidance or assistance.

You can hear the marines screaming as you continue onward.

You risked the safety of your party, but it did manage to pay off, getting you quickly past a large obstacle.

You make your way past the old, damaged cars. If you want to make your way to the infirmary, there are a few main paths you can take that would keep you away from strategic hotpoints.

You could trek above the aerospace labs, past where the rocket you saw last night had been fired. The marines no doubt have some sort of interest in this place, as it not only was the source of a mysterious rocket launch, but also provides an air strip.

Another possible route could bring you through the water purification facility. Where water is piped from the output of the hydro-electric dam and cleaned for staff use. If the aliens interest for invasion involve colonization, this would likely seem important to them.

Finally there’s the option of travelling through the old communications center. There a massive satellite uplink sits, surrounded by freight containers. You remember the old thing had been in a different direction than where it’s facing now. Regardless, it seems like another zone of heavy conflict, as is the entire facility.

>Move above the aerospace labs.
>Move through the water treatment facility.
>Move through the satellite up-link area.
>>
>>4242133
>>Move through the water treatment facility.
Oh, can we see the damn dam? Both Gordon and Adrian go through there.
>>
>>4242135
This
>>
>>4242133
>Move through the satellite up-link area.
>>
>>4242133
>Move above the aerospace labs.
>>
Went and read through the whole quest, I really like it so far. I've always liked Half-Life, glad to see someones finally using the setting for a quest. That being said the entire Bullsquid sequence was a painful read.
>>
>>4242133
>>Move through the water treatment facility
lets hope we can free some more vortigaunts
>>
>>4242133
>Move through the water treatment facility.
>>
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>>4242135
>>4242225
>>4242264
>>4242337
>>4242473
>>4242757
Moving through the lot, you duck between cars as they begin to be replaced by heavy industrial equipment. A few massive dump trucks sit near the unloading bay of the treatment facility. One of them is loaded with solid waste pulled from the water, creating a pungent odor that spreads from all directions. Reilly mutters "The dinosaur cloning is one of our most proud facilities here at black mesa," as she limps past it.

Another one of the trucks has clearly taken a hit by a stray explosive shell that burrowed deep inside, then burst. The garage door's mechanism failed at some point, but its being held up by a third dump truck that was at some point abandoned by its owner.

A few zombies inside the unloading bay have been thankfully already shot dead, or taken down by shrapnel when the dumptruck was blown to pieces. From the ceiling, a few barnacles hang down, waiting for unsuspecting pray less attentive or intelligent than you.

As you scan the area, you start to hear a heavy buzzing from above. An attack helicopter is slowly circling the area. Thankfully you're indoors and out of its view.

Within the loading bay, you have a few options to enter. There's a door leading straight into the industrial areas, with a big sign reading "DO NOT ENTER WITHOUT PROPER DECONTAMINATION, THANK YOU." The thing is locked up with a fairly well done lock, even by Black Mesa standards. It likely in special circumstances like when the investors come and they shut off the machinery to show it all off. Otherwise opening it would lead to contamination from the solid waste.

Elevated a story above the ground is a broken window. Inside is a small office, connecting into the industrial areas. From there, a foreman can likely watch both the inputs and outputs of the facility, while also watching the main systems of the facility. You could climb up, but it would mean seperating yourself from the rest of the group for a while.

Finally, there's an unlocked door labeled "Locker-Room/Shower. PLEASE SHOWER FOR FIVE TO TEN MINUTES WITH SOAP BEFORE ENTERING WATER TREATMENT. NO OUTSIDE CONTAMINANTS NEAR EXPOSED MICROBIAL SCRUBBERS." Even above the distant gunfire and chopping of helicopter rotors, you can hear a mass of moaning, agonized zombies from the inside.

>You and Marietta enter the locker room, fight the zombies.
>Enter the locker room alone, leaving Marietta to guard the party while you clear it.
>Climb up to the Foreman's room yourself, try and find a way to unlock the main facilities from that side.
>Climb up to the foreman's room with Marietta.
>Try and lockpick the door to the main treatment area. (Roll 3d6+2, pass on a 14.)
>>
>>4242798
>Try and lockpick the door to the main treatment area. (Roll 3d6+2, pass on a 14.)
Might as well. Worst case scenario, we fail and go back to another option.
>An attack helicopter is slowly circling the area
Shit, I forgot that Freeman wouldn’t have come through here yet. He’s probably still screwing around in Waste Processing.
>>
>>4242798
>Try and lockpick the door to the main treatment area. (Roll 3d6+2, pass on a 14.)
>>
>>4242852
>>4242871

You kneel in front of the doorknob. Looking at the lock, you fish a pick out of your bag of spy equipment. The new, higher quality tools you got from the air drop allow you to feel each individual pin with better feedback, and give you access to different types of locks, at the expense of being far more obvious as lockpicking tools.

The lock is filled with security pins, and a mysterious little hole you're sure is the mechanism for a trap pin.

4 Players roll a 1d6, the best three will be added together into a 3d6+2. If the roll takes longer than 45 minutes, you can roll multiple times.
>>
Rolled 5 (1d6)

>>4242881
>>
Rolled 2, 1, 1, 1, 1, 2 = 8 (6d2)

>>4242881
Picks dont fail me now
>>
>>4242918
Jesus Christ
>>
>>4242918
Wait, you rolled 6 d2s. Did you mean to roll 2d6?
>>
Rolled 2 (1d6)

>>4242881
>>
Rolled 5 (1d6)

>>4242927
I fucked that one up. Somehow.
>>
>>4242884
>>4242931
>>4242932
You fiddle with the lock, pushing your pick against every security pin one by one, determining which is a security pin and which is standard. With attentive fingers, you push the pins up enough to enter a proper set. Remembering the hole you found at the end of the cylinder, you apply pressure as you turn the mechanism. The quality of the lock, and the awkward position you had turn it in gave you some trouble, but in a few minutes it turns open.

Opening the door your hit with an awful odor of rotten eggs. The place has become overrun with the tumorous mycelium you saw in the anomolous storage rooms.

The space is wide open, and dug into the ground are massive vats where the water is cleaned of the many impurities that come out of the river. A few safety signs, likely the touring investors, warn you not to lean over the rails of the numerous catwalks below. Often nearby masks have been placed, with a cooler full of water bottles that's been left open, and is now a breeding ground where lizards and alien insects fight.

Often just below the catwalks, you see creatures swimming within the purification vats.

A group of five houndeyes is drinking from one of the unoccupied vats, but as they do, a zombie smashes a door apart, alerting each of them as they all whine and blast the creature apart. The zombie falls to the floor, barely able to scratch the creatures before they tear its innards apart with sonic blasts.

They decide to keep a close guard for a short while before returning to their drinking. Unfortunately that means they've claimed the path through as a watering hole.

While most of the party stays behind, the two best armed, you and Marietta sneak in as close as you can. They're keeping too close of a watch on the path away from the entrance to avoid them.

From behind the sign she's using as cover, Marietta asks you with simple look, "How do you want to start?"

They don't currently see you. You could use this opportunity to get an easy grenade on them, or, like any living creature, surprising quickly with a show of spectacle might just scare them off.

>Fire one of Marietta's HEDP grenades at them, those things may not grow on trees, but it will be effective. (All houndeyes will have to roll a 16 to avoid. -1/6 HEDP grenades.)
>Roll a frag grenade into the group. (All hound-eyes will have to roll a 13 to avoid. -1/1 Frags)
>They're all eyes, drop a flash bang in the middle. (All hound-eyes will have to roll a 13 to avoid. -1/4 Flash bangs)
>Just pull your guns and pick targets. Save the grenades.
>They are rather round, run in and kick the apparent pack leader like a soccer ball. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, roll a 17+ and it'll scare off the rest.)
>>
>>4242968
>>They're all eyes, drop a flash bang in the middle. (All hound-eyes will have to roll a 13 to avoid. -1/4 Flash bangs)
>>
>>4242968
>>4242968 #
>>They're all eyes, drop a flash bang in the middle. (All hound-eyes will have to roll a 13 to avoid. -1/4 Flash bangs)
>>
>>4242993
>>4243071
You look to Marietta with your thumb inside of a flashbang's pin. She nods, and you flick the pin out while releasing pressure on the lever. Counting down with your fingers, you roll the flashbang over to the creatures. The grenade bursts into a flash of light. Even over the ringing of your ears you can hear the houndeyes howling their high pitched squeal as every single one of their insectoid eyes is flooded with white light.

(Gabby.)

>Throw a grenade at the group. (Specify which type of offensive grenade, frag (1), flashbang (3), or concussion (4).)
>Fire at the group with the M203 with an HEDP grenade. (Acts like a frag when shot at a group.)

>Load rubber bullets into your MP5. (Nonlethal, but has higher thresholds, especially for armored targets.)

>Fire at the leader houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+94ammo.)
>Fire at the second houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+94ammo.)
>Fire at the third houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+94ammo.)
>Fire at the fourth houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+94ammo.)
>Fire at the fifth houndeye with the SMG. (Roll 3d6+2. Kills on an 10. Every point above a 5 wounds. The houndeye retreats temporarily above an 8 -10/50+94ammo.)

>Pop smoke. (+3 to defense, +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (+2 to stealth rolls, +4 to defense. The houndeyes do not need to roll to hit when in range.)
>Dodge away. (3d6+2. Enemies will need to re-track you on a 12. Regardless of rolls, houndeyes will need to take another turn to enter attacking range.)


(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo. BEES.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
(cont.)
>>
>>4243172
(cont.)
(Marietta..)

>Throw a grenade at the group. (Specify which type of offensive grenade, frag (2), flashbang (4), or concussion (4).)

>Fire at the leader houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Fire at the second houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Fire at the third houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Fire at the fourth houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Fire at the fifth houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)

>Pop smoke. (+3 to defense, +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (+2 to stealth rolls, +4 to defense. The houndeyes do not need to roll to hit when in range.)
>Dodge away. (3d6+2. Enemies will need to re-track you on a 12. Regardless of rolls, houndeyes will need to take another turn to enter attacking range.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>>
>>4243172
Feel like we could straight up just start mowing them down while they can't dodge.

>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo. BEES.)
They're in the open. We can just shoot in their general direction and wound almost all of them to some extent.

Marietta can dispatch a few with the shotgun.
Well either that or we just shoot with shotgun and SMG right now while they're stunned.
>>
Second for BEEEEEES!
>>
>>4243172
Gabby
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo. BEES.)
THE BEEEES! FIRE AT THE LEADER!

Marietta
>Fire at the second houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>>
>>4243190
>>4243194
>>4243200
While you swap out to the hive hand, Marietta lines up a round the Spas-12. As the numerous creatures whine, she's able to line up a blast on the blinded aliens right in their large circular face. Everywhere she could shoot is right between the eyes.

Four players roll a 1d6. The top three will be added together to make a 3d6+2.
>>
Rolled 5 (1d6)

>>4243303
gun!
>>
Rolled 6 (1d6)

>>4243303
Lets goooo
I love this quest by the by, and i appreciated the reference to Half Life: Uplink
>>
>>4243319
>>4243320
The rules of the last diceroll still apply here. You can roll again when it takes too long.

How could I forget the best half life game?
>>
Rolled 1 (1d6)

>>4243421
wew. we still doing 3 out of 4?
>>
Rolled 5 (1d6)

>>4243421
rolling that extra dice, just in case
>>
Rolled 2 (1d6)

>>4243303
>>
>>4243426
Yes.
>>
>>4243319
>>4243320
>>4243426
>>4243431
However, if I can, I will always take other people's rolls over repeat rolls.

Marietta's shotgun bursts, sending out a rippling boom through the facility as pellets slam into its bug eyed face. A few of its eyes pop, and the creature is knocked rolling backward from the inertia of the shotgun blast.

As the houndeye's vision clears, they all face you, screeching as they begin to run towards you.

You are now within range of the sonic blasts. The leader houndeye and the third houndeye begin to whine as they charge a deafening pulse.

(Gabby.)

>Throw a grenade at the group. (Specify which type of offensive grenade, frag (1), flashbang (3), or concussion (4).)

>Fire at the leader houndeye with the hivehand. (Roll 3d6+2. Kills on a 14. Every two points wound. The houndeye retreats temporarily above a 10.)
>Kick the leader houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, roll a 17+ and it'll scare off the rest.)
>Fire at the third houndeye with the hivehand. (Roll 3d6+2. Kills on a 14. Every two points wound. The houndeye retreats temporarily above a 10.)
>Kick the third houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, roll a 17+ and it'll scare off the rest.)
>Fire at the fourth houndeye with the hivehand. (Roll 3d6+2. Kills on a 14. Every two points wound. The houndeye retreats temporarily above a 10.)
>Kick the fourth houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, roll a 17+ and it'll scare off the rest.)
>Fire at the fifth houndeye with the hivehand. (Roll 3d6+2. Kills on a 14. Every two points wound. The houndeye retreats temporarily above a 10.)
>Kick the fifth houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, roll a 17+ and it'll scare off the rest.)

>Pop smoke. (+3 to defense, +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (+2 to stealth rolls, +4 to defense. The houndeyes do not need to roll to hit when in range.)
>Dodge away. (3d6+2. Enemies will need to re-track you on a 12. Regardless of rolls, houndeyes will need to take another turn to enter attacking range.)

(cont.)
>>
>>4243455
(cont.)
(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo. BEES.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)

(Marietta..)

>Throw a grenade at the group. (Specify which type of offensive grenade, frag (2), flashbang (4), or concussion (4).)

>Fire at the leader houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Fire at the third houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Fire at the fourth houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Fire at the fifth houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)

>Pop smoke. (+3 to defense, +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (+2 to stealth rolls, +4 to defense. The houndeyes do not need to roll to hit when in range.)
>Dodge away. (3d6+2. Enemies will need to re-track you on a 12. Regardless of rolls, houndeyes will need to take another turn to enter attacking range.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>>
>>4243455
That fast? After getting blinded? Wow.

Gabby
>Fire at the leader houndeye with the hivehand. (Roll 3d6+2. Kills on a 14. Every two points wound. The houndeye retreats temporarily above a 10.)

Marietta
>Fire at the third houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)

Guttman
Stay in cover but shoot any aliens that get too close. He'd have that point blank firing bonus by then.
>>
>>4243480
While you manipulate the hive hand, causing it to blast out a series of small, needle faced hornets, that zip towards the many eyes of the screaming unearthly creatures.

At the same time, Marietta lines up another shot, aiming towards one of the shaking, vibrating creatures as it prepares its sonic blast.

Four players roll a 2d6. The first d6 goes to gabby, the second goes to Marietta. The three best for each will be added into a 3d6+2.
>>
Rolled 5 (1d6)

>>4243585
>>
Rolled 2, 2 = 4 (2d6)

>>4243585
TWO-d-SIX guys
>>
Rolled 5 (1d6)

>>4243588
Oops, can’t read. Here’s roll number two.
>>
>>4243588
>>4243604
You're doing some high rolling today, Lore-Dump-Anon.
>>
Rolled 4, 4 = 8 (2d6)

>>
Rolled 3, 1 = 4 (2d6)

>>4243585
>>
>>4243657
Gabby
>Fire at the fourth houndeye with the hivehand. (Roll 3d6+2. Kills on a 14. Every two points wound. The houndeye retreats temporarily above a 10.)
Bees
Always bees
Bees should be the answer to everything

Marietta
>Fire at the fifth houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>>
>>4243657
>>Kick the fourth houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, and it'll scare off the rest.)
>>
>>4243588
>>4243602
>>4243604
>>4243631
>>4243639
Sorry for double posting.
As your alien weapon spits out swarms of small creatures that soon plant themselves deep into the skin of the alien pack leader, you hear Reilly moan from behind the lines of fire.

"She put her hand in it?"

At the same time, Marietta's shotgun blast hits the other charging creature, forcing it straight into the ground and tearing it from consciousness in an instant.

With three of the five aliens dead, the simple minded creatures reattempt their attack, both charging another ear-peircing wine.
(Gabby.)

>Throw a grenade at the group. (Specify which type of offensive grenade, frag (1), flashbang (3), or concussion (4).)

>Fire at the fourth houndeye with the hivehand. (Roll 3d6+2. Kills on a 14. Every two points wound. The houndeye retreats temporarily above a 10.)
>Kick the fourth houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, and it'll scare off the rest.)
>Fire at the fifth houndeye with the hivehand. (Roll 3d6+2. Kills on a 14. Every two points wound. The houndeye retreats temporarily above a 10.)
>Kick the fifth houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, and it'll scare off the rest.)

>Pop smoke. (+3 to defense, +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (+2 to stealth rolls, +4 to defense. The houndeyes do not need to roll to hit when in range.)
>Dodge away. (3d6+2. Enemies will need to re-track you on a 12. Regardless of rolls, houndeyes will need to take another turn to enter attacking range.)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 currently lack ammo for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo. BEES.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
(cont.)
>>
>>4243664
(cont.)
(Marietta..)

>Throw a grenade at the group. (Specify which type of offensive grenade, frag (2), flashbang (4), or concussion (4).)

>Fire at the fourth houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Kick the fourth houndeye. (3d6. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, and it'll scare off the rest.)
>Fire at the fifth houndeye with the shotgun. (Roll 3d6+2. Kills on a 12. Every point above a 3 wounds. The houndeye retreats temporarily above a 6. -1/8+8 ammo.)
>Kick the fifth houndeye. (3d6. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, and it'll scare off the rest.)

>Pop smoke. (+3 to defense, +3 to stealth rolls. -1/4 smoke grenades.)
>Cloak. (+2 to stealth rolls, +4 to defense. The houndeyes do not need to roll to hit when in range.)
>Dodge away. (3d6+2. Enemies will need to re-track you on a 12. Regardless of rolls, houndeyes will need to take another turn to enter attacking range.)

(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>>
>>4243667
>>4243664
here be my suggestion >>4243661
>>
>>4243664
Gabby
>>Kick the fourth houndeye. (3d6+2. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, and it'll scare off the rest.)
Mari
>Kick the fifth houndeye. (3d6. Kill on a 12, every point above a 7 reduces next threshold, stuns on a 9, and it'll scare off the rest.)
Ragdoll physics!
>>
>>4243671
KICK THE BABY
>>
>>4243671
Supporting. It's leg day now bitch boys.
>>
>>4243671
+1
TIME TO PUT THOSE THIGHS TO USE.
>>
>>4243667
>>3414790
>>
>>4243670
>>4243671
>>4243679
>>4243684
>>4244157
As the creatures screech, you both swing your legs out, going for a kick directly to the bug-eyed face on either of the aliens.

Four players roll 2d6. First roll goes to you, second to Marietta. The top three of each will be added into a 3d6+2 and a 3d6 respectively.
>>
Rolled 4, 5 = 9 (2d6)

>>4244455
this new system ain't half bad
>>
Rolled 3, 3 = 6 (2d6)

>>4244455
>>
Rolled 4, 6 = 10 (2d6)

>>4244455
>>
Rolled 4, 3 = 7 (2d6)

>>4244455
>>
>>4244457
>>4244461
>>4244472

With two simultaneous, powerful kicks, the whining is suddenly cut short. The creatures simply whimper as both of their bodies are slammed into the metal floor. Bones below their strange leathery skin snap and the pain causes their alien brain to switch off.

With the alien pack out of the way, your free to continue on through the facility.

Above, the helicopter sounds to have taken an interest in the facility. The apache is still slowly circling around the building.

The alien growths become more common inside the facility. Many of the catwalks going over the purification vats, which were already in disrepair, are being eaten away by the aggressively growing mycelium.

One of the few places where they haven't grown is a big nylon banner reading "Dr. Breen's Military Reserve! Welcome United States Acquisition Officers!"

It seems that department of defense contracts don't just go to the flashiest weapon projects.

As you walk through the facility with your weapon ready, the tramadol you took is wearing off. The migraine becomes sharper, you can focus on it, and more importantly, you can see past it. That feeling of irrational uneasiness suddenly seems more rational. Something was sitting behind the migraine, tracking you. It vanishes the moment you look at it.

With many of the catwalks in disarray and disrepair, you don't want to trust them with elderly and wounded. A short walk away from the entrance is an electronically locked door requiring an RFID. You'd need to find what is likely now a corpse with access if you wanted to go through their. On the other side of the vats however, you can see a door leading into the lab, but that would require you to cross the catwalks, which you don't trust at all. Below many of them, alien creatures are swimming in the water.

>Try going across the catwalk alone, test it out. Even if it collapses, you'll probably be able to loop around alone and unlock it from the other side/ (Roll 3d6+2. Pass 12. A natural 18 is a critical success.)
>You saw locker rooms earlier, even if they were filled with zombies, that's the most likely place someone would store an RFID key. Go, clear it out, and search it.
>Why should you consider locked doors when you have a grenade launcher? (-1/6 HEDP grenades. Will be incredibly loud, to the point of being audible outside of the facility.
>>
>>4244531
>Try going across the catwalk alone, test it out. Even if it collapses, you'll probably be able to loop around alone and unlock it from the other side/ (Roll 3d6+2. Pass 12. A natural 18 is a critical success.)
>>
>>4244531
>You saw locker rooms earlier, even if they were filled with zombies, that's the most likely place someone would store an RFID key. Go, clear it out, and search it.
>>
>>4244531
>Take some time to test the door for insecurities. These things are often locked only in one direction, or have incorrectly installed latches, so you might be able to get it open with a card - or by using something to pull the handle down from the other side

I attended a seminar on facility security once. This is where almost every building fails. They can buy the most expensive locks on the market, but it doesn’t matter if there aren’t things like handle covers or appropriately installed bolts. A laminated piece of paper can actually get you into 9/10 places, and slipping a wire under the door to flip up to the handle to pull it is super easy if no handle guards are present.
>>
>>4244563
Ooh, support.
>>
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>>4244540
>>4244551
>>4244563
>>4244567
I am a little conflicted here as to whether or not I should make you roll, because while I really like that you used outside knowledge, I feel like if any facility would be the 10%, it would probably be Black Mesa. This "avoid an alarm" roll is sort of a compromise.

Reaching for you spy equipment, you closely investigate the sliding door, the RFID reader, and the locking mechanism itself. Black Mesa may go the extra mile when it comes to buying security products, hell you're pretty sure they installed gun turrets in some places, but it had to have been installed by someone. You have no doubt that that person would've made some sort of mistake in the installation of the device. You do fear that it might feature some sort of alarm to alert people to its tampering.

Four players roll a d6. The top 3 will be added together to make a 3d6+2. An alarm will sound, alerting anything that might be inside the lab if the roll is below a 13.
>>
Rolled 4 (1d6)

>>4244636
Black Mesa is a hot mess and a mixed bag. They have overly elaborate security killboxes in some places, and...nuclear waste spillage every thursday. So it’s entirely up to your discretion how well off certain locations will be!
>>
Rolled 3 (1d6)

>>4244636
>>
Rolled 5 (1d6)

>>4244636
>>
Rolled 4 (1d6)

>>4244636
>>
>>4244640
>>4244643
>>4244646
>>4244754

I really need to stop writing my updates in browser. I clicked post, and it decided "lol no"

With a screwdriver, you manage to peel the plastic cover off the RFID reader. The glue that holds it together is old, poorly applied, and decayed. With the electronics below exposed, you have your robotics mechanic Marietta rewire it, so the machine can only send out a "yes" signal.

Sliding the old, decayed door open, you're able to pass through. The labs beyond the door are compact. There are no reception areas, or offices. Simply shared laboratory spaces filled with petri dishes and broken beakers. The lab surfaces, most likely being coated in industrial grade cleaning chemicals have nowhere near the same degree of alien growth.

As you progress forward with your weapons trained, you round a corner and hear a loud robotic whining, then quickly duck back into cover. Two HECU machine gun turrets have been placed near the exit. They've already gunned down the creatures that finished off the scientists in the laboratory. With you out of the way by the time they fire, they simply unload their high caliber rounds into a cabinet full of broken beakers.

The laboratories, in order to provide good ventilation, are filled with air ducts. You have no idea where they go, but if you want to avoid the turrets entirely, you could take a chance with them.

>Have marietta use her grenade launcher to quickly finish off both turrets. (Will make a shit ton of noise. -2/6 HEDP grenades.)
>Save the grenades, just pick your targets and start shooting.
>They take a second to get started, try and run behind them while they're inactive. (3d6+2, avoid all damage on a 15+)
>Tell the party to stay put, crawl through the vent shafts and see if they take you anywhere.
>>
>>4244773
>Tell the party to stay put, crawl through the vent shafts and see if they take you anywhere.
I dont feel confident fighting .50 cal turrets
>>
>>4244773
Are they bolted to the floor?
>>
>>4244773
Can't we swing a plank in front of them, wait for them to sense the motion and fire and then repeat until they run out of ammo?
>>
>>4244949
Probably, but that would take a while.
>>
>>4244935
No, they’re on a small tripod. Stable, but not fixed.
>>4244949
In the games they don’t run out of ammo, so they simply have too much ammo to exhaust in any reasonable amount of time.
>>
>>4244773
>>Tell the party to stay put, crawl through the vent shafts and see if they take you anywhere.
>>
>>4244773
can we throw something at them to tip them over?
>>
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>>4245032
Yeah, you could if you could find something heavy enough. You don't have a gravity gun on hand, so you'd need to roll.
>>
>>4245066
they can be quite unstable, maybe a chair could knock them over. we lose nothing by trying, it wont make as much noise shooting and it dose not use ammo
>>
>>4244852
>>4245022
>>4245095
>>4245095

"Alright, stay put. I don't think we ought to fight the things." You respond.

"Are you sure?" Marietta asks. "I know where the power sources are on this like this. A few good shots with the revolver might knock it out."

"No, I want to try and find a path around them. It'll make a lot of noise, and they seem rather accurate." You respond. "I'm gonna scout out the air ducts. Stay put, and if I don't report back in twenty minutes, move on."

"Don't hit your head on the fans." Guttman shouts as you crawl into the air ducts.

You carefully slide through the vents, moving as deliberately as possible to avoid bumping against the constrictive metal walls. You ignore the small insects traveling around you.

Eventually, you manage to find an exit. The sweltering air duct simply leads straight outside, likely used more to expel chemicals than to cool the air. The migraine kicks as you look out into the incredibly bright outdoors. Peering outside you see a group of six marines scattered around wooden crates, sandbags, and a broken forklift. The area is filled with large tanks, pipes, and containers. A few open crates show unused sentry turrets. Looking to the right of the vent, you can see a door labeled "Lab emergency exit, do not enter, do not block."

It's likely where you just came from, and the door was behind the turrets.

From here, if you were to use your rifle, you would have a pretty good shot on the marines, and be decently hard to make out in the vent. However, the noise would be incredibly loud.

>Pull out your rifle, take aim at the marines. (Every shot would have a +2 due to location.)
>Try to sneak down without the marines seeing you, and get behind the turrets. (Roll 3d6+2, pass on a 13.)
>Try to sneak up closer to the marines, see if you can get any silent kills on them. (Roll 3d6+2. Every point over a 13 will grant a +1 to first shot. Below a 10 you will be spotted.)
>Go back, try your other options.
>>
>>4245122
>>Try to sneak up closer to the marines, see if you can get any silent kills on them. (Roll 3d6+2. Every point over a 13 will grant a +1 to first shot. Below a 10 you will be spotted.)
This is a sneaking mission now
>>
>>4245122
>Try to sneak down without the marines seeing you, and get behind the turrets. (Roll 3d6+2, pass on a 13.)
The bees with come later
>>
>>4245122
Kinda wish the giant barrel/ box trick worked here.

If we get to the turrets maybe we could use them against the marines? We have marietta.

We have to take the marines out because party is too big to sneak
>>
>>4245122
>Try to sneak down without the marines seeing you, and get behind the turrets. (Roll 3d6+2, pass on a 13.)
>>
>>4245128
>>4245132
>>4245138
>>4245259

This may end up being the last post of today. I'm coming down with something today and I'm struggling to stay awake.

You push out the vent cover, tracking the marines as they move through the open area. It's difficult moving now, with the brightly lit, cloudless desert sky, but you're skilled, and the numerous pipes and tanks provide plenty of shadows to move through. You slip out from the vent as the attention of the marines shift away from the door. Quickly but quietly moving across the concrete, you approach the emergency exit.

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. You will pass if the total adds up to a 13.
>>
Rolled 1 (1d6)

>>4245278
>>
Rolled 1 (1d6)

>>4245278
dice don't fail me now
>>
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>>4245281
>>4245290
>>
Rolled 6 (1d6)

>>4245278
Heh, no point rolling since we can't pass anyway, but why not.
>>
Rolled 1 (1d6)

>>4245278
>>
>>4245281
>>4245290
>>4245297
>>4245301
>>
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>>4245281
>>4245290
>>4245296
>>4245297
>>4245301
>10
FUCK
>>
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>>4245281
>>4245290
>>4245297
>>4245301
One more before the coma.

It's a good thing you rolled a nat 3, I would've pulled out the big guns.

As you move from shadow to shadow, one of the soldiers shouts "Hey! What the hell is that!"

In response, you quickly slide into cover. From behind the pipe, you can hear the marines coming closer, one saying "C'mon, lets check it out."

"Nah, fuck that, it's probably one of those things from aliens. You saw it, it was black." He says.

"Yeah, and they didn't have guns in that movie." The other marine responds.

"But they had fucking flamethrowers." He responds. "We don't have flamethrowers."

You would be very scared of a flamethrower.

"Shut up, and watch my back." He says.

>Pull your weapon and pick a target. (Enter combat with the marines. Specify the weapon you want to start with if you don't want to use the hivehand.)
>Stab the first marine that approaches. (3d6+2, kill one on a 12.)
>Make a run for the door. (The marines will take shots at you.)
>Pop a smoke grenade, and make a run toward the door. (The marines will take shots at you with a +3 to defense. -1/4 smoke grenades.
>Pop a smoke grenade, and use the smoke to maneuver around the marines for a better shot. (Roll 3d6+2. Every point over a 13 will grant a +1 to first shot. Rolling below a 13 will lead to them spotting you.)
>>
>>4245341
You mentioned how the bees are smart weapons that can mitigate bonuses to cover? Can they mitigate the bonus or penalties for shooting through a smoke grenade?
>>
>>4245341
>>Stab the first marine that approaches. (3d6+2, kill one on a 12.)
We don't do this enough. In fact I think we've never stabbed a damn thing
>>
>>4245341
>Stab the first marine that approaches. (3d6+2, kill one on a 12.)
https://www.youtube.com/watch?v=ifzQZ7A04TM
>>
>>4245341
>Stab the first marine that approaches. (3d6+2, kill one on a 12.)
>>
>>4245341
>Stab the first marine that approaches. (3d6+2, kill one on a 12.)
Oh, Soldier, who will they ever find to replace you? DOCTOR!
>>
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I'm alive again, but updates may not be quick as usual.
>>4245346
Yeah, but I wasn't planning on giving a penalty for shooting out of a smoke grenade. Think XCOM smokes. But grunts shooting at you wouldn't be as heavily affected.
>>4245357
>>4245361
>>4245462
>>4245754
You know, there was a thread on another board a while back where someone asked, if they made new classes for Team-Fortress 3, who would they be? I think about that a lot. It'd be damn difficult to replace even just the voice actors.

(You currently have 80/100 health, and 36/50 armor power, and 41/50 cloak power)

You wait on the other side of the pipe, listening to the footsteps grow closer. The closest set grows wary as it approaches your cover, slowly rounding the corner where you sit silently. In one motion, you pounce, reaching for the marines face with one hand, and thrusting your knife towards his neck with the other arm.

Four players roll a 1d6. The best three rolls will be added up to a 3d6+2. If the total adds up to a 12, then the marine dies.

You can also vote to cloak alongside your roll if you'd like.
>>
Rolled 5 (1d6)

>>4245781
Yeah, cloak up.
>>
Rolled 1 (1d6)

>>4245781
yes on cloak
>>
Rolled 4 (1d6)

>>4245781
HON HON HON HON HON cloak baguette HON HON
>>
Rolled 1 (1d6)

>>4245781
just in case
>>
>>4245782
>>4245783
>>4245785
>>4245812
mondieu.png
>>
>>4245838
Roll you slacker. Tho we already passed anyways, just barely.
>>
Rolled 4 (1d6)

>>4245849
It’s as you say, anon, were already done. I’ll roll to see what may have been, though.
>>
Rolled 1, 6, 3, 6, 6, 4 = 26 (6d6)

>>4245782
>>4245783
>>4245785
>>4245812
>>4245838
>>4245865
(You currently have 80/100 health, and 36/50 armor power, and 38/50 cloak power)
The moment you see the marine come around the corner you're on him. As you fizzle away into invisibility, your knife plunges into the marines windpipe. When you pull it out, he falls to the ground, clutching his neck as he bleeds out.

"Hostile! Holy shit, fire!" One of the marines yells, before two of them open fire.

The first marine hits on a 14 (10 damage), the second on a 15 (12 damage).

The marines are split into two groups, one includes three men, but is further away. A breecher, and two privates. The other is closer, and includes a medic and a sergeant.

>Throw a grenade at the first group. (Specify between frags(1), concussion, (2), flashbangs(3) All marines will have to roll a 12 to avoid.)
>Fire your hive-hand at the first private. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )
>Fire your hive-hand at the second private. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )
>Fire your hive-hand at the breacher . (Roll 3d6+2, Kill on a 1,7 reduces his aim by 2 on a 13, every three points reduces threshold. )

>Throw a grenade at the second group. (Specify between frags(1 available. Damages or kills.), concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid.)
>Fire your hive-hand at the medic. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )
>Fire your hive-hand at the sergeant. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 13, every three points reduces threshold.)

>Decloak. (-4 defense, -2 to stealth rolls. Saves 3 cloak power every turn.
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Duck. (+4 to defense.)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4246048
Oh, and I forgot.
>Pop smoke. (-1/4 smoke grenades. +3 defense, +3 to stealth rolls.)
>>
>>4246048
>>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
Motherfucker
>>
>>4246048
>Pop smoke. (-1/4 smoke grenades. +3 defense, +3 to stealth rolls.)
>Fire your hive-hand at the medic. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )
No healing for you cunts.
>>
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>>4246048
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Fire your hive-hand at the first private. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )
Time for BEEEEEEEEEEEEES
>>
I implore you fellas to start firing and pop off a smoke
If there's ever a time for a smoke grenade, it's when you're soloing 5 HECU soldiers.
And firing will reduce their number much quicker than diving
>>
>>4246048
>Pop smoke. (-1/4 smoke grenades. +3 defense, +3 to stealth rolls.)
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Revolver. (High wound threshold, low kill threshold.)
Changing my vote. We need the killing power.
>>
>>4246048
>Pop smoke. (-1/4 smoke grenades. +3 defense, +3 to stealth rolls.)
>Fire your hive-hand at the medic. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )
>>
>>4246074
>>4246100
If you think about it, if we fire at anyone else besides the medic, the medic would be obligated to pull the person away in an attempt to save their life ergo reducing the number of shooters for a time until the medic is done.
>>
>>4246062
>>4246074
>>4246099
>>4246100
I should probably assemble more specific rules about what can and cannot be done at the same time in any given turn, but I will say that a grenade cannot be dropped or thrown in the same turn as firing a weapon. That would require a third hand.
>>
>>4246426
Sorry data.
>>
>>4246426
>Pop smoke. (-1/4 smoke grenades. +3 defense, +3 to stealth rolls.)
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
This then
>>
>>4246440
Support
>>
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>>4246426
Well then, time to train Vorties in the art of war.
:-)
>>
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>>4246062
>>4246074
>>4246082
>>4246091
>>4246099
>>4246100
>>4246107
>>4246440
>>4246655
>>4246810
(You currently have 74/100 health, and 30/50 armor power, and 35/50 cloak power)

In one quick motion you pull a smoke grenade from your belt and flick the pin away, allowing the device to spew thick, heavy smoke. As you're about to drop it however, the Medic nails you in your armored gut, letting a .357 round not only punch you with the force of a boxer, but partially penetrate. As you recoil, the grenades drops to the ground. Not wanting to waste your opportunity, you quickly slip away into the pipes, hoping the marines won't track you as you move.

Four players roll a 1d6. The top three will be added together into a 3d6+7. If the total is above a 12, enemies will lose track of you.
>>
Rolled 1 (1d6)

>>4246848
Rollan
>>
Rolled 6 (1d6)

>>4246848
>>
Rolled 5 (1d6)

>>4246848
>>
>>4246865
>>4246875
>>4246885
Sorry for the wait, I was buying mother's day gifts.

Quickly, you slip away as the marines fire into the smoke cloud. The two privates from the further group begin laying down suppressive fire from their submachine guns, peppering the smoke. You've already moved away. The breacher uses the perceived opportunity to make a rush, shouting "Go! Recon!" as he makes a dash forwards to where you just were.

>Throw a grenade at the first group. (Specify between frags(1), concussion, (2), flashbangs(3) All marines will have to roll a 12 to avoid.)
>Fire your hive-hand at the first private. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )
>Fire your hive-hand at the second private. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )

>Throw a grenade at the second group. (Specify between frags(1 available. Damages or kills.), concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid.)
>Fire your hive-hand at the medic. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 12, every three points reduces threshold. )
>Fire your hive-hand at the sergeant. (Roll 3d6+2, Kill on a 16, reduces his aim by 2 on a 13, every three points reduces threshold.)
>Fire your hive-hand at the breacher . (Roll 3d6+2, Kill on a 1,7 reduces his aim by 2 on a 13, every three points reduces threshold. )

>Decloak. (-4 defense, -2 to stealth rolls. Saves 3 cloak power every turn.
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Duck. (+4 to defense.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 12 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4246950
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
Can we shoot this in the same turn? Are we still hidden?
>>
>>4246978

(You currently have 74/100 health, and 30/50 armor power, and 32/50 cloak power)

You pull your smaller, suppressed assassination weapon from its holster, staying hidden and looking over your possible targets. The breacher rounds the corner within the smoke, fires a few blind shots, then shouts, "Shit! It's not here."

"Well then lets find it then, stick together." The sergeant says.

You have about two turns before they find you naturally. With the USP, they won't know your location just from a gunshot.

>Load armor penetrating rounds. (More stopping power, especially against armored targets

>Throw a grenade at the first group. (Specify between frags(1), concussion, (2), flashbangs(3) All marines will have to roll a 12 to avoid.)
>Fire your USP at the first private. (3d6+2, Kill on a 15. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold. Threshold reduction is doubled above a 13. -1/11+36 ammo.)
>Fire your USP at the second private. (3d6+2, Kill on a 15. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold. Threshold reduction is doubled above a 13. -1/11+36 ammo.)

>Throw a grenade at the second group. (Specify between frags(1 available. Damages or kills.), concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid.)
>Fire your USP at the medic. (3d6+2, Kill on a 15. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold. Threshold reduction is doubled above a 13. -1/11+36 ammo.)
>Fire your USP at the sergeant. (3d6+2, Kill on a 15. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold.Threshold reduction is doubled above a 13. -1/11+36 ammo.)
>Fire your USP at the breacher. (3d6-1, Kill on a 15. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold. Threshold reduction is doubled above a 13. -1/11+36 ammo.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 12 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)

>Reposition. (3d6+4, resets tracking timer on a 14.)
>Decloak. (-4 defense, -2 to stealth rolls. Saves 3 cloak power every turn. )
>>
>>4247116
>Load armor penetrating rounds. (More stopping power, especially against armored targets
Didn't we have AP rounds loaded into it to begin with?
>Fire your USP at the breacher. (3d6-1, Kill on a 15. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold. Threshold reduction is doubled above a 13. -1/11+36 ammo.)
Let's save the Sergeant for last and see if we can make him squeal.
>>
>>4247132
Usp already ap. It's why we weren't using it I thought.
>>
>>4247132
>>4247363
Huh, I could've sworn you had swapped back at some point. In that case, I apologize. Here's the AP options.

>Load conventional rounds. (Less deadly, more common.)

>Throw a grenade at the first group. (Specify between frags(1), concussion, (2), flashbangs(3) All marines will have to roll a 12 to avoid.)
>Fire your USP at the first private. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)
>Fire your USP at the second private. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)

>Throw a grenade at the second group. (Specify between frags(1 available. Damages or kills.), concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid.)
>Fire your USP at the medic. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)
>Fire your USP at the sergeant. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)
>Fire your USP at the breacher. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 12 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)

>Reposition. (3d6+4, resets tracking timer on a 14.)
>Decloak. (-4 defense, -2 to stealth rolls. Saves 3 cloak power every turn. )
>>
>>4247116
>>Fire your USP at the breacher. (3d6-1, Kill on a 15. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold. Threshold reduction is doubled above a 13. -1/11+36 ammo.)
>>
>>4247385
>Fire your USP at the breacher. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)
>>
Rolled 3, 4, 4 = 11 (3d6)

>>4247415
>>4247422
>>4247132
You line up the head of the marine within your sights. He's waving his gun around in the smoke, hoping to dispel it and find you hiding inside somewhere. His bulky helmet and gas mask fit neatly within your invisible tritium sights.

"Find it goddamnit, before it starts picking us off!"

Four players roll a 1d6. The three best results will be added into a 3d6+2. The marine dies on a thirteen, and is painfully wounded on a 10.

The above roll is for the marines, to see if any of them hear your shot, or see the flash. They investigate, but don't immediately attack, on a 14.
>>
Rolled 5 (1d6)

>>4247459
>>
Rolled 3 (1d6)

>>4247459
AAAAAAAAAAAHHH
>>
Rolled 2 (1d6)

>>4247459
>>
Rolled 2 (1d6)

>>4247459
>>
Rolled 4 (1d6)

>>4247459
>>
>>4247460
>>4247465
>>4247469
a 12, hmm...he's on the verge of death.
This actually can, arguably, work out better for us than him being instakilled. If he calls for the medic...
>>
>>4247572
It's 14 with this >>4247542
Dark green anon rolled twice
>>
>>4247460
>>4247465
>>4247469
>>4247542
As you depress the trigger of the black USP, the gun spits, and an advanced and incredibly expensive bullet flies out of the barrel, making a short lived crack as it travels through the air. The bullet discards much of its mass in flight, leaving only a small needle with the velocity of a normal .45 ACP round. The bullet tears into the Marine's skull. He drops to the ground dead, with only a small hole in his head.

"Shit!" The sergeant shouts. "Get down! I'm calling backup."

There's an attack helicopter in the sky, and a real possibility that that's what he means by "backup."

Many of the marines choose to drop into cover and stay low, and insight of their comrades. Without knowing the source of the gunshots, one of the marines is still openly visible.

The smoke cloud is starting to quickly dissipate. (The smoke now only provides +1 defense and +1 stealth.)

>Load conventional rounds. (Less deadly, more common.)

>Throw a grenade at the first group. (Specify between frags(1 available. Damages or kills.), concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid. Their attempt to avoid will prevent other actions.)
>Fire your USP at the first private. (3d6-2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)
>Fire your USP at the second private. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)

>Throw a grenade at the second group. (Specify between frags(1 available. Damages or kills.), concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid. Their attempt to avoid will prevent other actions.)
>Fire your USP at the medic. (3d6-2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)
>Fire your USP at the sergeant. (3d6-2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+36 ammo.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 12 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)

>Decloak. (-4 defense, -2 to stealth rolls. Saves 3 cloak power every turn. )

(Changing weapons can be done any turn, and while performing any action that does not require both 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 one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4247575
>>Throw a grenade at the second group(concussion)
>>
>>4247575
>Throw a grenade at the second group. (Specify between frags(1 available. Damages or kills.), concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid. Their attempt to avoid will prevent other actions.)
Frags. We want to save Concussion grenades for capture targets like Vorts, and any frags we use on the marines can probably be recouped because HECU loves carrying frag grenades.
>>
>>4247577
this
>>
>>4247582
We can still rely on cqc and the rubber bullets we have for the smg.
>>
>>4247589
There's no reason to use concussion grenades on these guys, though. Just kill them with our frag and loot the frags they almost definitely have afterwards to recoup the loss.
>>
>>4247594
We could interrogate the sergeant
>>
>>4247595
For what purpose? We already have a HECU informant.
>>
>>4247605
He was only a medic, this is a Sargent. Then again, I suppose you're right.
Switching vote to Frag.
>>
>>4247594
I wanted to save one in case we get ambushed by Grunts again but ok, frags it is.
>>
>>4247577
>>4247582
>>4247607
>>4247619

You pull your last fragmentation grenade from your belt, flicking away the pin and releasing pressure from the lever. After a short moment to let the fuse tick, you toss it behind the cover of the two marines.

The sergeant shouts out "GRENADE!" and him and the medic both try to jump away.

The first 3d6 is for the sergeant, the second is for the medic. Below a 12, the marine dies. Below a 15, the marine's threshold is reduced by 4. Above that, all damage is avoided.
>>
Rolled 6, 6, 2, 4, 3, 3 = 24 (6d6)

>>4247626
oops
>>
>>4247629
Sarge has threshold reduced by 4, medic is dead
very gucci, at least sarge didn't get to use his action on calling backup
>>
>>4247629
Fucking god damn piece of shit mooks
>>
>>4247629

The sergeant, noticing the grenade first manages to just barely dive out of the lethal radius, avoiding death but taking a shred of shrapnel that cuts deep into his back. His medic however is far less fortunate. Reacting slower, he is pounded by chunks of shrapnel, left to bleed out on the ground.

Even though your invisible, one of the marines saw the trajectory the bullet flew. In response, you hear the iconic "Thunk!" of an M203.

You need to move, fast.

Four players roll a 1d6. The top three rolls will be added together into a 3d6+2. Every point below a 13 will result in 6 damage, capped at 36.
>>
Rolled 4 (1d6)

>>4247650
run run run
>>
Rolled 5 (1d6)

>>4247650
>>
Rolled 2 (1d6)

>>4247650
>>
Rolled 4 (1d6)

>>4247650
>>
>>4247651
>>4247653
>>4247654
>>4247656
best 3 out of 4 13, +2 from skill,+1 from smoke for a total of 16?
>>
Rolled 4, 1, 5 = 10 (3d6)

>>4247651
>>4247653
>>4247654
>>4247656
>>4247659
Grenades are not affected by smoke.
Also, I just realized I forgot to change the ammo counts to represent your quantity of AP ammo.


(You currently have 74/100 health, and 30/50 armor power, and 26/50 cloak power)

As the 40mm grenade smacks into the concrete and bursts into shrapnel, you manage to jump away from it. Your cloak flickers as you move, causing you to shimmer back into reality. One of the marines, the second private, uses this opportunity to unload a burst of 9x19 rounds towards your black silhouette.

The marine hits on an 11. (10 Damage.)

>Load conventional rounds. (Less deadly, more common.)

>Throw a grenade at the first group. (Specify between concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid. Their attempt to avoid will prevent other actions.)
>Fire your USP at the first private. (3d6-2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+9ammo.)
>Fire your USP at the second private. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/11+9ammo.)

>Throw a grenade at the sergeant. (Specify between concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid. Their attempt to avoid will prevent other actions.)
>Fire your USP at the sergeant. (3d6-2, Kill on a 9. Reduce aim by 2 on a 7. Every point above a 7 reduces next threshold by 2. -1/11+9ammo.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 12 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)

>Decloak. (-4 defense, -2 to stealth rolls. Saves 3 cloak power every turn. )
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Duck.(+4 defense.)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
>>4247669
>Fire your USP at the sergeant. (3d6-2, Kill on a 9. Reduce aim by 2 on a 7. Every point above a 7 reduces next threshold by 2. -1/11+9ammo.)
No contacting backup for you!
Now that we're using this kind of roll system, maybe rolling with the vote would actually be viable now? Since we won't know if the end result is adequate enough until the 3rd or 4th roll, in most cases. Previously, it wasn't viable since you could easily see if it would be enough or not from the first roll, and adjust votes accordingly.
>>
>>4247669
>Fire your USP at the sergeant. (3d6-2, Kill on a 9. Reduce aim by 2 on a 7. Every point above a 7 reduces next threshold by 2. -1/11+9ammo.)
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
Gotta kill him before he calls for back up. Is it a -2 to to hit him because he's in cover?
>>
>>4247669
>>Fire your USP at the sergeant. (3d6-2, Kill on a 9. Reduce aim by 2 on a 7. Every point above a 7 reduces next threshold by 2. -1/11+9ammo.)
>>
>>4247669
>Fire your USP at the sergeant. (3d6-2, Kill on a 9. Reduce aim by 2 on a 7. Every point above a 7 reduces next threshold by 2. -1/11+9ammo.)
>>
>>4247677
It seems like it might get confusing keeping track of the rolls. This keeps it nice and orderly. Gaben knows I need it.
>>4247680
>>4247697
>>4247710
The marines shots spray dangerously close to you, some even whizzing past your head. In return, you move to decapitate their leadership. Once you slide into cover and hear the second private's gunfire stop, you stand back up, taking aim with your suppressed weapon. He may still be hiding behind cover, but it won't take much to kill him after taking that shrapnel.

Four people roll a 1d6. The top three rolls will be added together into a 3d6-2.
>>
Rolled 6 (1d6)

>>4247757
>>
Rolled 1 (1d6)

>>
Rolled 2 (1d6)

>>4247757
Rollan
>>4247762
>>4247763
Spicy
>>
Rolled 2 (1d6)

>>4247763
worried
>>
>>4247762
>>4247763
>>4247780
>>4247782
>>
Rolled 5 (1d6)

>>4247757
Fucking page doesn't update
>>
>>4247786
If you wanna roll, you can still roll. Dark green-anon keeps rolling twice, but I’ve said in the past that I’m only allowing that after 45 minutes.
>>
Rolled 5 (1d6)

>>4247757
Let's see then
>>
>>4247762
>>4247763
>>4247780
>>4247808
Nevermind, I didn't see this >>4247808 when I wrote this>>4247822, my apologies for the confusion.

(You currently have 74/100 health, and 30/50 armor power, and 23/50 cloak power)

You just tag the sergeants shoulder, knocking him to the ground where he quickly falls unconscious. "Shit!" One of the privates yells. "Sarge is hit!"

The two of them unload onto your last perceived position. Without a leader, they lack the coordination they had. You might be able to talk them down.

The smoke fully clears dissipating into the air.

They both hit on a 14.

>Throw a grenade at the first group. (Specify between concussion, (2 available, knocks unconscious or stuns), flashbangs(3 available stuns or heavily reduces aim. Opens up to closer range attacks.) All marines will have to roll to avoid. Their attempt to avoid will prevent other actions.)
>Fire your USP at the first private. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/10+9ammo.)
>Fire your USP at the second private. (3d6+2, Kill on a 13. Reduce aim by 2 on a 10. Every point above a 7 reduces next threshold by 2. -1/10+9ammo.)

>Convince the two marines to surrender. (Roll 3d6+3, pass on a 12.)

>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 12 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)

>Decloak. (-4 defense, -2 to stealth rolls. Saves 3 cloak power every turn. )
>Dive away. (3d6+2. Avoids any incoming grenades regardless of roll. Above a 12, enemies will lose track of you.)
>Duck.(+4 defense.)

(Changing weapons can be done any turn, and while performing any action that does not require both 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 one grenade for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>Usp. (Stopping power lower than the revolver, but also makes no noise.)
>>
Rolled 1, 6, 2, 4, 5, 4 = 22 (6d6)

Oops.
>>
>>4247843
>Convince the two marines to surrender. (Roll 3d6+3, pass on a 12.)
We can just knock them out
>>
>>4247843
>>Convince the two marines to surrender. (Roll 3d6+3, pass on a 12.)
>>
>>4247851
>>4247881
"Drop your weapons!" You shout as bullets whizz past your cover. You flick off your cloak, locking them in your sights. "Drops your weapons or your next! I don't need to deal with you!"

Four players roll a 1d6, the top three rolls will be added into a 3d6+3. If the total equals twelve, the marines will stand down. You can roll twice only if forty five minutes has passed and we don't have enough rolls.
>>
Rolled 1 (1d6)

>>4247909
By the way how long it's been since we separated from our group?
>>
Rolled 4 (1d6)

>>4247909
our guns are really convincing

>>4247822
>45 minutes
My bad
>>
>>4247915
You killed two thirds of their squad, that's very convincing.
>>
>>4247915
Also, it's all good.
>>
Rolled 61 (1d66)

>>4247909
>>
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Rolled 3 (1d6)

>>4247909
>>
>>4247930
You mistyped your roll.
>>
Rolled 2 (1d6)

>>4247909
>>
Rolled 5 (1d6)

>>4247909
Whoops
>>
>>4247915
>>4247939
>>4247953
>>4247965


"Shut up!" One of the marines shouts in response

A response that instantly dismissive is always trouble.

"Are you that determined to clean up someone else's mess? Is this why you joined the marines?"

"I don't like killing the scientists." The same marine shouts. "But an alien like you will be fun." The guy looks like he's just out of high school, and has the arrogant "Semper Fi!" attitude to match.

"I'm no alien. I'm just working on orders way above yours." You explain, repeatedly switching between targets. "You can actually do something worthwhile for your country, and stand down."

"Bullshit!" He says. "They would've told us about special forces."

"No they would not have. Security by obfuscation. I shouldn't even be letting you live after seeing me, but I'm a busy woman." You deliberately make your voice sound deeper, and more mature, giving the authoritative feeling of being scolded by a school teacher he respected. "Now stand down, or there will be consequences."

The marine looks to his buddy, and they both lower his guns. The adrenaline in their systems is dying off. "Fuckin' A man." He says, looking over the bodies. "You... yeah."

>Just tell them to get out of here.
>Just tie them up.
>Tie them up, and knock them unconscious.
>Try getting some information out of them. They might not know much you don't already know.
>They've lowered their weapons, now shoot them, no witnesses.
>>
>>4247990
>Try getting some information out of them. They might not know much you don't already know.
Why are they here, what were they after, what were they trying to secure.
>>
>>4247990
>>Tie them up, and knock them unconscious.
>>
>>4247990
>Tie them up, and knock them unconscious.
Cranial trauma makes for bad witness evidence.
>>
>>4247990
Changing vote to
>Tie them up, and knock them unconscious.

>>4248035
this makes sense
>>
>>4247990
>>Just tell them to get out of here.
"You keep killing civies, I'll kill you. And you wont se me coming next time."
>>
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>>4247999
>>4248006
>>4248035
>>4248041
>>4248042
I am gonna take a break today, feel like I've been running on fumes for the last few days and I have some responsibilities to get done.
Also, I might start experimenting with more damaging marines in the future.


"Good choice." You say as their MP5s drop to the ground. "Now turn around, both of you."

"Why? Are we under arrest?" One says, half joking.

You just respond with a dead pan "Yes" as you pull out your zip-ties.

They put their hands in the air, and you move them to behind their back, pulling their helmets off as you restrain their hands. Then, once both are unable to fight back, you slap one marine across the face with your pistol. The weight of the modified USP knocks him out cold, and as the second marine says "Wait, wh-" you hit him too. He recoils for a second, groaning in pain before you have to quickly hit him with your elbow, letting him fall to the ground as well.

With all the marines dealt with, you go back through the emergency exit.The party is still hiding behind cover, waiting for your return. It's only been about twelve minutes, so they should still be their. You carefully lower both guns to the ground, where they won't be able to see anything. To your surprise, when horizontal the gun begins firing wildly for a few seconds. You jump back, but the bullets only embed themselves into the concrete instead of ricocheting. The second one you simply hold horizontal against the floor for a few seconds, before it shuts down.

"We should be good to go!" You shout. "Are you guys alright?"

Marietta and Guttman come around the corner, followed by Wythoff and Reilly.

"Good work." Marietta says, "I heard gunshots out there, is anything chasing you?"

>Write in a quip.
>Tell her you got to fulfill your childhood dream of being a predatorial alien.
>Tell her you were hoping it might have gone a little smoother, but you still played your cards right.
>Just tell her everything is dealt with, and all the loose ends are tied up.
>>
>>4248782
>”Nah, there were a few marines but I convinced them to stay put with a little help from Ambassador Zip-tie. He was very persuasive.”
>>
>>4248782
>”Nah, there were a few marines but I convinced them to stay put with a little help from Ambassador Zip-tie. He was very persuasive.”
Loot the bodies and armor. We got 5 sets of guns and armor. Time to upgrade Guttman and the old man.
>>
>>4248869
SMGs for EVERYONE.
Also if they're not secured/hidden properly, it's a death sentence by headcrab or alien forces.
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>>4249018
They're zip tied. They die anyways if an alien found them.
>>
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>>4248864
Hey Lore-Dump Anon, I made some changes to the image you made earlier. I just want to know what you think, and if you're okay with me doing that, since you did make the original image.
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>>4248864
>>4248869
>>4249018
>>4249068
"Nah, I'm fine." You say. One of your goofy little smiles forms below your mask. "There were a few marines, but i convinced them to stay put with a little help from ambassador zip tie. He's very persuasive."

"They won't be talking about us, will they?" She asks.

"No. Head trauma doesn't make for good eyewitness accounts." You respond, still smiling.

She only says "Hmm..." in a manner that suggests she doesn't entirely agree. "Are you sure you can trust that they won't be able to track us?"

Her voice is cold, taking that some professional killer tone your heard earlier. It's enough to kill your smile. What she said is clearly more of a suggestion than a question. She wants you to renege on your choice not to kill them.

You've already got a lot of immoral things eating away at your memories.

>"Well I'm not gonna kill them, they surrendered, it's a damn war crime."
>One of those guys was fresh out of high school, if you can avoid having that on your conscience you will.
>The DoD isn't gonna track down every strange occurrence that ever happens during an entire alien invasion.
>"If you wanna silence them, go ahead, but it won't be on my conscience."
>Just ignore her, have the party continue on.
>Cave in, and do what she's hinting at.
>Write in.
>>
>>4249340
I thought you were going to take a break?

>The DoD isn't gonna track down every strange occurrence that ever happens during an entire alien invasion.
>"If you wanna silence them, go ahead, but it won't be on my conscience."
It would seem kind of needless to kill so fresh out of high school kids, but if she thinks we should then go right ahead.

>Write in.
We still getting those 4 or 5 sets of armor? I recall grenades, possibly some medical supplies on he medic, a .357 revolver and grenades?
>>
>>4249354
I'm taking a break from my break, just to give you guys one extra update today. More regular posts should happen tomorrow.

You will still be able to loot the marines, yes.
>>
>>4249354
Support
>>4249291
Looks good mate, I like the black and red. It’s your quest, you do you.
>>
>>4249340
>The DoD isn't gonna track down every strange occurrence that ever happens during an entire alien invasion.
>"If you wanna silence them, go ahead, but it won't be on my conscience."
>As an aside, I'd also like to note that we have proof of memory-modding aliens being present. So their witness accounts would be more unreliable than ever, and it could easily be argued that any memories of us were implanted as a distraction or some bullshit like that.
>>
>>4249340
>>Just ignore her, have the party continue on.
>>
>>4249363
https://www.youtube.com/watch?v=U7eoEg1LSKU
https://www.youtube.com/watch?v=g7XYCWr1scs
>>
>>4249340
>If you have no issues with murdering unconscious high school boys, be my guest. I try to keep my child killing high score down in the single digits.
>>
>>4249340
>Write in.
In addition to every thing suggested, loot them for those MRE's. I'm sure everyone is hungry.
https://www.youtube.com/watch?v=O0ciBudwIV0
https://www.youtube.com/watch?v=prGV3tz0Iew
https://www.youtube.com/watch?v=PvIWMeLnDls
https://www.youtube.com/watch?v=3mGF3N2J1FM
I think Half-Life 1 was supposed to be somewhere between 2000 to 2009, so these troops could have any number of these.
>>
>>4249354
>>4249392
>>4249411
>>4249414
>>4249437
>>4249475
>>4249778
"Do you really think the DoD is gonna track down every single strange occurrence that happens in the middle of an alien invasion?" You respond. "There are memory modifying aliens present, so their eyewitness accounts are even more unreliable than usual."

"The marines don't know about the memory modification." Marietta responds. "And You can't assume things like that. We shouldn't be gambling with the mission."

"Alright, well then if you issues murdering two unconscious kids fresh out of high school, be my guest. I like to keep the total number of children I've killed in the single digits." You say, just loud enough for the rest of the party to hear. You get closer to her as you talk. "But if you wanna silence them because you can't make assumptions, then go ahead. It won't be on my conscience." You walk away as you finish your sentence.

For a minute, Marietta looks like she wants to say something, but she stops every-time she's about to. Pretty soon, she just drops it.

You and the party move out into the tanker area. You all strip the marines for gear, rations, and ammo. You split the weapons up, and giving a powered combat vest and helmet to Guttman and Wythoff. Reilly quickly snatches the Desert Eagle, and the rest of the party equips themselves with machine-guns. You also manage to finally reclaim a shotgun after handing yours off to Marietta. As well, you grab an extra half clip of submachine gun ammo, and the breacher was equipped with an extra tubes worth of reserve shells. You do watch Marietta as she picks through the marines, but she never silences any of the still breathing ones.

Before you move on, you do also grab packets of MREs to stave off the hunger many of the party are facing.

As you move forward through the outdoor section of the water processing facility, that god-awful smell of rotting eggs returns. The older purification vats are still run outside, and here many of them have been hit by shells. The tanks have spilled out, and the dirty water now pools around your feet.

Within the flooded area, xenian wildlife is fighting for territory. Six headcrab zombies, three bullsquids, and four houndeyes are all fighting amongst each other. On top of some of the still in tact vats, two grunts stand simply watching over the carnage, likely not interested in the struggles of animals, more focused on keeping watch for marines.

It really doesn't seem like there's any easy way around the fighting. You could try climbing up to the walkways that surround the vats, avoiding drawing the animals attention while you fight the grunts. As well, since Marietta has that grenade launcher, she could blast out the vats, knocking them all over as the water spills out.
(cont.)
>>
>>4250650
(cont.)
>You and Marietta try to sneak up top. (Roll two 3d6+2, each passes on a 14.)
>Just you try and sneak up top. (Roll 3d6+2, pass on a 14.)
>Have Marietta blow open one of the vats before you both attack from below.
>Have Marietta blow open one of the vats before attacking from below with Guttman.
>You and Marietta attack from below.
>You, Marietta, and Guttman attack from below.
>>
>>4250650
Can the +2 bonus to lining up your sight stack? Can we shoot them fro where we are? What if we met them kill each other in a few minutes?
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>>4250650
>Have Marietta blow open one of the vats before you both attack from below.
Right I think I get it. She'll blow up one of the Vats with the grunt on it, and can we take a shot at another grunt with the anti-tank rifle?
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>>4250696
You can't do it two times a row to get it as a +4 if that's what you mean, you can shoot them from where you are, that's bassically what the attack them from below option is, and yeah, you could wait a while for them to thin out, but you never know what else might appear.
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>>4250724
Oh! If that's what the attack from below option means then.
>You, Marietta, and Guttman attack from below.

Gabby
>Fire at the Grunt with the anti-tank rifle (3d6+2)
>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 12 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)

Marietta
>Fire at the Grunt with the Grenade Launcher
>Take aim with whatever weapon you have. (Roll 3d6+2. Every point over a 12 will give you a bonus to aim. -2 defense. If enemies are not fully aware, rolling below a 12 will reveal you.)
Would firing at the tank with the grenade launcher also blow it up?

Guttman
>teach Guttman how to YEET a frag grenade gud in the middle of all those lesser aliens.
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>>4250735
>Would firing at the tank with the grenade launcher also blow it up?
It would break it, and water would spill out. It's not filled with explosive material.
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>>4250779
Yeah that's sort of what I meant.
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>>4250651
>>You and Marietta try to sneak up top. (Roll two 3d6+2, each passes on a 14.)
>>
>>4250735
>>4250850
I was hoping for at least one more vote to make for a tiebreaker, but since we're on page eight, I think I will start a new thread. Your votes will still be counted, and if there is still no tiebreaker in the new thread, I'll finally just roll for it.
>>
>>4250994



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