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BLACK MESA RESEARCH FACILITY, HOSTILE LIFE FORMS, ROGUE CIVILIAN/MILITARY ASSETS, AND RECOVERY OF CRITICAL RESEARCH COMPONENTS.

TOP SECRET. NOT FOR PUBLICATION.

The following is a summary of information gathered from onsite agents during the events taking place during the events of Operation “Black Mesa,” as of 17:37, 05/17/200_

VIEWING OF THIS DOCUMENT BY UNAUTHORIZED PERSONNEL WILL BE PERSECUTED TO THE FULL EXTENT OF THE LAW.

-Agent Gabriella Oppenheimer, undercover as a security guard within the Anomalous Materials laboratory provides backdoor access into laboratory backdoors.

-Connection to Anomalous Materials is lost, final moments show a vast power surge. ATTACHED: Scientific readings of Anti-Mass-Spectrometer Final Moments. READINGS LATER CONFIRMED BY DR. ELI VANCE TO BE “RESONANCE CASCADE” PHENOMENON. VIEWING OF SCIENTIFIC DOCUMENTS WILL NOWFORTH REQUIRE TOP SECRET CLEARANCE.

-Satellite readings confirm strange emissions from Black Mesa Research facility. Campaign to regain contact with onsite spies is begun.

-A distress call is received by the Santego Military Base, immediately dispatching a team of special forces, primarily including the Hazardous Environment Combat Unit, to silence all rogue civilian elements.

-Radio chatter from the Hazardous Environment Combat Unit confirms the presence of hostile, previously unobserved life forms in Black Mesa.

-Panicked radio chatter indicates the survival of a physicist present at Ground Zero, Dr. Gordon Freeman. Subject reportedly shows high combat intelligence, physical fitness, and high grade equipment. The possibility of sabotage, or foreign connections is suspected.

-Past, declassified schematics of the Black Mesa research facility are reclassified, showing the locations of outdated and disposed Cold War ICBMS.

-Additional Intelligence assets are secretly placed in secret by a covert pilot designated “Heisenberg.” For full report of CIA assets placed prior to undercover contact, refer to Containment&_______-Director’s Report.

-Providing little information to civilian residents, a state of emergency is declared in the state of New Mexico. Immigration laws temporarily relaxed by authorities to prevent leaks through non-national civilian populace. Evacuation radius begins at seventy-five miles . For full details on civilian evacuation protocols, contact New Mexico Capitol.

-First contact with onsite operative, Agent “Gabriella Oppenheimer,” is made. A request for extraction of Dr. Eli Vance and daughter Alyx Vance are made.

-Agent “Gabriella Oppeneimer” makes contact with Agent “Marietta Poskanzer.”

-Extraction and supply drops are successfully executed by Pilot “Heisenberg,” along with the aid of two contacting agents.

-A campaign is set in place to track the locations of multiple Nuclear ICBM warheads. No teams are yet dispatched.
(cont.)
>>
>>4401702
(cont.)
05/17/200_: OPERATION IS OFFICIALLY DECLARED CRITICAL TO UNITED STATES SOVEREIGNTY. BLACK MESA INCIDENT IS INCLUDED IN PRESIDENTIAL BRIEFING. FOR COPY OF BRIEFING, CONTACT THE CIA DIRECTOR.

-Throughout the night, other agents are found, grouping into a full team. For full summary of the contact campaign with undercover spies, see attached documents.

-Agent “Gabriella Oppenheimer” and “Marietta Poskanzer” are declared dead. This is later redacted after regaining contact. Warning: Due to the nature of operation, the possibility of impersonation should not be discarded, however the subjects have yet to provide reason for ample suspicion.

-The undercover spies, not including Agent “Gabriella Oppenheimer” and “Marietta Poskanzer,” lead an ambush team led by, Agent “Mata Boyd,” attempts a capture and contaminant operation on Dr. Gordon Freeman. No further contact is made with any member other than Agent “Kim Reilly,” of the team.

-The ambush team is found to be mainly deceased, with only one surviving casualty, “Kim Reilly,” found with damage indicative of crowbar wounds.

-Agent “Gabriella Oppenheimer” provides evidence that extraterrestrial forces have an organized intelligence service acting through psychological manipulation.

-Military Command requests further aid, citing increased organization and combat intelligence among the aliens.

-The ISA is illegally deployed to aid in the Black Mesa incident. DoD internal affairs with the help of the ISA discovers twenty-two acts of friendly fire, five “danger-close” artillery strikes, and poor morale amongst special forces.

-Agent “Gabriella Oppenheimer,” is engaged by both alien and DoD intelligence simultaneously, managing to maintain contact with a now defected ISA agent “Kirchoff.”

-Citing the expertise of Dr. Isaac Kleiner, Agent “Gabriella Oppenheimer,” reports the possibility of a resonance cascade being extended by intelligent interference.

-Piltot “Heisenberg” along with ISA pilot put under pressure of law performs simultaneous extraction of Administrator Wallace Breen, drop off of Black Ops evacuation team, and paradropped radiation supplies.

-Agent “Gabriella Oppenheimer” requests Classified Permissions for Dr. Richard Guttman, who reportedly provided ample assistance throughout the Black Mesa incident.

-In accordance with recon assignment, Agent “Gabriella Oppenehimer” enters the anomalous materials labs sometime after the most recent contact.

THIS DOCUMENT IS SUBJECT TO FURTHER AMENDMENT. IN THE EVENT THAT A MORE RECENT ITERATION IS AVAILABLE TO AN AUTHORIZED READER, THE READER IS TO SHRED AND BURN THIS COPY, BEFORE ACQUIRING THE MORE RECENT ITERATION.

AUTHORIZATION EX-03BB-PU87.7
(cont.)
>>
>>4401705
(cont.)
At ground zero, the anomalous materials laboratory and its connected anomalous storage facilities, the resonance cascade has caused time and space to become loose, and tangled up in eachother. Whenever the migraine that has haunted you this entire operation seems to twist or contort in pain, its preceding a strange temporal anomaly where figures, ranging from intangible to solid depending on the time that’s passed since the event happened, replay past events.

Blocking your path is a pack of never before seen aliens, featuring razor sharp yet jagged spikes. As the next temporal anomaly manifests itself in the space before you, the creatures begin to attack the translucent figures. This time, once again you see the manifestation of Dr. Magnusson’s team of physicists, and now that despite not being fully solid, these alien creatures could put them in danger.

Having been helped by your vortal ally before, you look to the alien creature, who observes the scene just as you did with great interest. Keeping your words simple once again as you speak to the creature, you explain, “Vorty, that group needs to be kept safe. Can you help with that?”

The creature simply nods affirmatively, then says something in its alien tongue.

“What exactly do you want it to do here?” Guttman responds. “I’m gonna be honest with you, I think the less we mess with this, the better. One hole in the universe is enough. ”

“That’s why I’m trying to prevent them interacting with the science team.” You explain quietly enough that the creatures can’t hear you over their own hunting tactics. “If they’re allowed to engage the science team, it’ll change things again.” As the migraine plateaus, your face starts to wince slightly. Suddenly, the sound of another flying spike pulls your attention.

When you turn back, you see that Vorts has begun to emanate a strange purple glow, the color seeming to ride across him as he performs some strange movement and alien chant.

“Is everyone alright?” You hear Dr. Magnusson sternly shout out. “What happened?”

The migraine seems to release its tension as the scene plays out. However, unlike the scene from before, you notice that the science team fails to become tangible, or have forces act upon them the moment they begin to move.

“Yeah.” One of the scientists responds, panting slightly. “Everyones here.” He continues to pant for a moment. “Did you see me shooting those things? Three in a row.”

“And I’m sure if your mathematical accuracy was like your firearms accuracy, you wouldn’t have smashed half of our prototypes Dr. Taylor.” Dr. Magnusson’s ghostly figure shouts. It’s difficult to make his words out amongst the noises of the alien creatures. “Now would you like to find the Micro-LIGA safely, or continue bragging about marksmanship while we’re in danger?”
(cont.)
>>
>>4401711
(cont.)
The physicist just shakes his head, and the group continues on. The vortigaunt continues his chant until they begin to fade out, which is where you notice another figure. Through the haze and chaos of the pit-drones, you can just make out a suit, tie, and a hand adjusting it before it turns around, and continues walking.

As he does, you see another set of ghostly, fading figures move through him. The pit drones, coming from the direction you’re heading.

When the vortiguant releases his strange chant, you see him slump his shoulders down, as though he were exhausted. Without biometric data on vorts, you can’t tell his stamina in concrete terms, but he does look tired.

>Now that the science team is out of the way, it’s time to engage. (Roll 3d6+2 for yourself, and 3d6 for Guttman. Every point above an 11 will be a +1 to the first attack made.)
>You need to follow that guy, and that means getting the pack out of the way quickly. Throw a few grenades in. (Each creature will have to roll 3d6 for each grenade, wounded below a 14 and dying below an 11. Getting wounded twice will count as a kill.)
>There’s a lot of them clustered up, and they do have eyes. Play it smart, and start with a flashbang. (Each creature will have to roll two 3d6 to avoid both flashbangs. Lose accuracy below a 14, stunned below an 11.)
>Have Guttman check on Vorty before you do anything. What did he just do, and how did it affect him?
>You’ve observed the new aliens, now it's time to report them back before doing anything else. Pull out the radio and quietly call your team.
>Before he leaves, tell Dr. Guttman to get a read on the door where your mutual friend is currently walking through.
>Write in.
>>
CIA-Paperwork Edition.
Previous threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Black+Mesa+Black+Ops+Quest%2C+Half+Life%2C++Collective+Game
>>
>>4401715
>Before he leaves, tell Dr. Guttman to get a read on the door where your mutual friend is currently walking through.
And check on the Vorty yourself.
>>
>>4401715
>Before he leaves, tell Dr. Guttman to get a read on the door where your mutual friend is currently walking through.
>You’ve observed the new aliens, now it's time to report them back before doing anything else. Pull out the radio and quietly call your team.
>>
>Before he leaves, tell Dr. Guttman to get a read on the door where your mutual friend is currently walking through.
>You’ve observed the new aliens, now it's time to report them back before doing anything else. Pull out the radio and quietly call your team.
>>
>>4401715
>Now that the science team is out of the way, it’s time to engage. (Roll 3d6+2 for yourself, and 3d6 for Guttman. Every point above an 11 will be a +1 to the first attack made.)
>>
I’m writing the next update but power just went out, and data might go with it, so if I’m unlucky the next update may not be in a while due to inability to post.
>>
>>4401796
>>4401904
>>4401996
>>4402011
Thank god, we're back. Apologies for the delay.
As you watch the figures pull away, and the pack of creatures start to search the area around their cannibalized fellow, you quickly tap on Guttman’s shoulder. His attention quickly flicks back around, having been watching Vorts do his strange temporal ritual. For a moment you’re concerned the shifting of his gear might alert the already alarmed pack of aliens, but you give your command anyway. You quickly wave your finger down over your right eye, miming the motion of flicking goggles over your eyes.

Dr. Guttman nods, pulling them back down over his face before slipping around you to the edge of the cover, and leaning out. You immediately watch as his still visible mouth contorts into a sneer of confusion. His right arm reaches up to flick through the settings, then flick right back to the one he was on before.

Wanting to keep a move on, and knowing there isn’t much you can do to help the reading of such an elusive subject short of putting the goggles on yourself, you pull back as you take out your radio. Quickly setting up the encryption systems for short range communications, you activate the receiver, and state, “Team, it’s Gabby, we’ve got new hostiles up ahead.”

“Hear you ghost cop. Don’t tell me the phantoms of Black Mesa past are hostile.” Agent Reilly responds.

“No.” You respond. “Thankfully they don’t respond to the present if you don’t deliberately interact with them.”

“New aliens then?” Really comments.

“Yeah.” You quietly respond. “Small, spiky bipedal creatures that move in packs. They’re aggressive and they attack by throwing the spikes on their faces.”

Guttman suddenly pulls back into cover. “Why didn’t those things see him?” He mutters to himself, before allowing you to finish you radio call.

“How did they act?” Really asks. “Do they seem intelligent?”

“They seem like pack animals. More like dogs than a sapient species.” You explain to your fellow agent. “They didn’t figure out the figures aren’t real, and they probably won't for a while.”

“So more space dogs?” Reilly adds. “ I can deal with that.”

“These ones seem more bug like than the other aliens.” You add. “That’s all I’ve got about them for now, but stay on the line for a minute.”

“Understood.” Reilly responds.
(cont.)
>>
>>4402154
(cont.)
Turning the receiver off and turning to your resident neurologist, you ask Guttman, “What did you see with those.”

“A normal guy.” Guttman responds. “And the only thing in this corridor not glowing like a microwave.”

“What do you mean by that?” You ask.

“This whole corridor is soaked in a low dose of radiation, not enough to kill us as long as we don’t spend spring break in here.” Guttman explains. “It’s still enough to be visible with these though. It’s on you, me, and the aliens too. The only person it wasn’t on was that guy.” He points his fingers in the direction of the hallway. “Squeeky clean. While he was walking down the hall he gave me a weird look for a minute.”

“He looked directly at you?” You respond for confirmation.

“Yeah. Like a sex offender.” Guttman responds. “He also looked a little cold for someone his age, but you’d need a medical thermometer to figure that out definitively, might’ve just been the air. He creeped me out though. What’s he doing in here, and why didn’t the aliens see him?”

Looking over to Vorts, the alien seems to slowly be regaining his balance, and catching his breath.


>Now that the science team is out of the way, it’s time to engage. (Roll 3d6+2 for yourself, and 3d6 for Guttman. Every point above an 11 will be a +1 to the first attack made.)
>You need to follow that guy, and that means getting the pack out of the way quickly. Throw a few grenades in. (Each creature will have to roll 3d6 for each grenade, wounded below a 14 and dying below an 11. Getting wounded twice will count as a kill.)
>There’s a lot of them clustered up, and they do have eyes. Play it smart, and start with a flashbang. (Each creature will have to roll two 3d6 to avoid both flashbangs. Lose accuracy below a 14, stunned below an 11.)
>While the line is still open, explain to Reilly, and in turn to Marietta, that you spotted your mutual friend.
>While the line is still open, explain that Dr. Magnusson’s team seem to be intent on finding a “Micro-LIGA device.”
>Quickly explain to Guttman that whoever that person is, it’s well within the realm of possibility that they have access to teleportation.
>Quickly explain to Guttman what you know about Dr. Breen’s “Investor,” not including your “deal” with him.
>Quickly explain to Guttman what you know about Dr. Breen’s “Investor,” including your “deal” with him.
>Write in.
>>
>>4402155
>state "I'll explain more after clearing the area." to those on the other end of the radio, and to Guttman.
>Now that the science team is out of the way, it’s time to engage. (Roll 3d6+2 for yourself, and 3d6 for Guttman. Every point above an 11 will be a +1 to the first attack made.)
>>
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>>4402155
Will Guttman and our other allies "Level Up" too?

>“A normal guy.” Guttman responds. “And the only thing in this corridor not glowing like a microwave.”
Becareful. He is, relatively dangerous and important. I'm not even sure if he's actually human.

>state "I'll explain more after clearing the area." to those on the other end of the radio, and to Guttman.
>Now that the science team is out of the way, it’s time to engage. (Roll 3d6+2 for yourself, and 3d6 for Guttman. Every point above an 11 will be a +1 to the first attack made.)
>>
Oh right, and for these kinds of enemies...let's switch to the shotgun. We haven't used it much so we should be good on ammo for it, and being able to reliably oneshot these shitters should be worth it.
>>
>>4402179
support
>>
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>>4402164
>>4402167
>>4402179
>>4402189
“I’ll explain things a little bit once the area is clear.” You explain, reaching over your back for your Spas-12. “Just for the moment, be careful. The person you saw is probably dangerous, and definitely important.”

Guttman nods, then reaches over for his own weapon. “We going in?” He asks.

“In a second, let me hang up on the rear team.” You explain to Guttman, before pulling up your radio. “Reilly, before we say anything else, we need to make sure the area is clear. We’re gonna engage in a minute, we don’t wanna get caught by surprise.”

“You got it ghost cop.” Reilly responds. “Good luck up there. If you kill something scary looking, make sure you include a clip for me.”

“I’ll try.” Is all you leave her with before turning off the receiver, and manually scrambling the encryption as quick as you can with the cumbersome system. Once you’re done, you nod to Guttman, and hold your shotgun in both hands.

He nods back. You once again motion to Vorty that he’ll need to stay behind for the time being. The two of you start to silently move into combat, finding a good position in the hallway amongst the numerous pit-drones that prowl around, trying to understand the mystery of their disappearing human prey. Abusing their confusion, you move in first, followed closely by Dr. Guttman.

Four players roll a 2d6. The first d6 is for yourself, the second is for Guttman. The top three dice out of each will be added into a 3d6+2 and a 3d6 for yourself and Guttman respectively. Every point over the threshold of 11 will add an ambush bonus of +1 to the first shot taken in combat. If rolling takes longer than 45 minutes, feel free to roll twice, but I will still take unique rolls over second rolls.
>>
Rolled 4, 6 = 10 (2d6)

>>4402293
>>
Rolled 3, 6 = 9 (2d6)

>>4402293
>>
Rolled 1, 3 = 4 (2d6)

>>4402293
>>
Rolled 6, 3 = 9 (2d6)

>>4402293
>>
>>4402297
>>4402298
>>4402301
>>4402304
Both you and Guttman move in close to the party, making use of the pack’s confusion. As they track a prey they never truly found, you move in behind them, using the storage rooms as nooks to hide in. Once you’re confident you can’t get closer, you line up the sights on your Spas-12, then peak out, quickly mapping out numerous shots in your head. Looking to your left, Guttman has his back leaned up against cover, and is waiting for the “Open fire.” signal.

You can once again feel a contorting, twisting pain overtaking the migraine. It’s a minor distraction now, but also a warning as to what’s to come. Combat with this strange, reality shifting fluctuation could be a strange and chaotic thing.

(Gabby)
(You currently have 59/100 health, and 32/50 armor power, and 50/50 cloak power)
>Throw a grenade at the creatures.(Specify between Frags(3), damage or wounds, concussion(3), stuns or incapacitates, flashbang(3), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Fire at the first, second, third, fourth, or fifth Pit-drone with one round from your Spas-12. (3d6+6. Kills on a 12. Every point over 3 reduces the next threshold by 1. -1/8+12 ammo.)
>Fire at the first, second, third, fourth, or fifth Pit-drone with two rounds from your Spas-12. (3d6+6. Kills on a 9. Every point over 3 reduces the next threshold by 1. The next shot will take a -3 recoil penalty, which will add up if you continue to shoot twice. -2/8+12 ammo.)
>Kick the first, second, third, fourth, or fifth Pit-Drone with one round from your Spas-12. (Roll 3d6+2. Kill on a 14, stun on a 10, Every point over an 8 reduces both thresholds by 1. Will leave you in melee range.)

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

(Changing weapons can be done alongside any action that does not require two hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>MK23 USP. (Stopping power lower than the revolver, but also makes no noise. Built in aiming assistance provides a bonus.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>Swiss army Knife. (Small, but precise melee weapon that can be especially useful against confused enemies. Not as quick on the draw as one’s boot, but also more lethal.)
(cont.)
>>
>>4402335
(cont.)
(Guttman)
(85/100 health, and 40/100armor power.)
>Throw a grenade at the creatures.(Specify between Frags(2), damage or wounds, concussion(2), stuns or incapacitates, flashbang(3), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire at the first, second, third, fourth, or fifth Pit-drone with one round from your Spas-12. (3d6+5. Kills on a 12. Every point over 3 reduces the next threshold by 1. -1/8+1 ammo.If you have a preference, please specify. )
>Fire at the first, second, third, fourth, or fifth Pit-drone with two rounds from your Spas-12. (3d6+5. Kills on a 9. Every point over 3 reduces the next threshold by 1. The next shot will take a -3 recoil penalty, which will add up if you continue to shoot twice. -2/8+1 ammo. If you have a preference, please specify. )

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

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

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

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

>Retreat and duck. This one shall fight then, which is indistinguishable from now. (+6 defense from any creature that doesn’t actively chase it down.)
>>
>>4402338
gabby
>Fire at the first Pit-drone with one round from your Spas-12. (3d6+6. Kills on a 12. Every point over 3 reduces the next threshold by 1. -1/8+12 ammo.)
guttman
>Fire at the second Pit-drone with one round from your Spas-12. (3d6+5. Kills on a 12. Every point over 3 reduces the next threshold by 1. -1/8+12 ammo.)
vorty
>Draw up a charge of energy. Stuns any enemies that enter melee range during this turn, and allows this one to fire next turn. Very noisy. After a turn of charge, an attack will be available with a low hit threshold, minor stun capabilities, and good stopping power, especially against any creature naturally hunted by this one’s kin, such as headcrabs and their grim creations.

if i recall correctly, vortigaunts can steal health from their enemies by using their electric attack. So it's wise to have him rip the vortessence from these things to recover his energy.
>>
>>4402335
Gabby
>Fire at the first Pit-drone with one round from your Spas-12. (3d6+6. Kills on a 12. Every point over 3 reduces the next threshold by 1. -1/8+12 ammo.)

Guttman
>Throw a grenade at the creatures.(Frag)

Vorty
>Draw up a charge of energy. Stuns any enemies that enter melee range during this turn, and allows this one to fire next turn. Very noisy. After a turn of charge, an attack will be available with a low hit threshold, minor stun capabilities, and good stopping power, especially against any creature naturally hunted by this one’s kin, such as headcrabs and their grim creations.
>>
>>4402352
This
>>
>>4402352
>>4402359
>>4402379
Watching the creatures, you draw Guttman's attention, then mark out one of the creatures for him to take a shot. Taking your command, he kneels down, lines up the shot, his gun just barely leaning out of cover.

You then take your own target, one of the lesser aware creatures, with spikes still in its face. The creature begins to get bored of its fruitless search, and starts considering returning the grim meal left currently to the slowly migrating insects. As it turns around, your trigger pull reaches a critical reaches a critical threshold, and Guttman's follows soon later. Two rounds of buckshot are sent flying towards two separate alien creatures.

As the rounds fly, and the creatures reactively release intimidating screams, Vorts mutters a strange phrase of his own language. With a deep breath, his shoulders shift, and the alien begins to draw electrical energy seemingly from the ground, preparing to attack these extra dimensional locusts.

The migraine begins to grow further, visages of the creatures begin to seemingly materialize, as though a fog built in place perfectly into that shape. The dim emergency lighting, half covered by the xenian flora infesting these halls, smears their images across space.

Four players roll 2d6. The first roll is for yourself, the second is for Guttman. The top three rolls of each will be added into 3d6+6 and 3d6+5 respectively. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 1, 6 = 7 (2d6)

>>4402413
>>
Rolled 2, 6 = 8 (2d6)

>>4402413
>>
Rolled 3, 3 = 6 (2d6)

>>4402413
>>
Rolled 3, 1 = 4 (2d6)

>>4402413
>>
>>4402415
>>4402416
>>4402425
>>4402432
double kill, not bad
3 more bugs remaining
>>
>>4402167
>Will Guttman and our other allies "Level Up" too?
Forgot to answer this, sorry. I've been passively increasing their stats to keep them on pace with you as time has gone on. Would you guys prefer more control over it? I was concerned it might seem a little crunch heavy.

>>4402415
>>4402416
>>4402425
>>4402432

Your buckshot round tears into the side of the inhuman creatures face, blowing apart the skill of the pit-drone. The inertia of the round immediately transfers its full force into the alien creature, pulling its light body off the ground, skidding it across the steel floor.

Guttman's round in turn blasts buck shot pellets center mass into the creature, blowing out its ribcage and sternum, and causing its own organs to shake themselves apart. In an instant, the creature almost appears to burst when its hits, slamming its head backwards as the inertia carries it away.

Vort's energy hits a crescendo, and from the back of the combat area, he considers his shots. With no choice but to either send a bolt of lightning into one of the creatures, or harmlessly dissipate it back into the environment, this one assesses his targets.

The three remaining creatures immediately spring into action the moment they see their fellow alien blown apart by the shells of a spas 12. Looking around, they immediately target the biggest, closest target around, currently dressed in a neurologist's casual wear. Two of them begin to sprint, however, the fifth of the pack, still featuring a few more spikes in its face, fires off a shot at the bright, crackling target at the end of the hall.

The fifth pit drone hits on a 15 and does 12 damage. The third and fourth pit drones are now in melee range.
(cont.)
>>
Rolled 2, 6, 2 = 10 (3d6)

>>4402465
(cont.)
(Gabby)
(You currently have 59/100 health, and 32/50 armor power, and 50/50 cloak power)
>Throw a grenade at the creatures.(Specify between Frags(3), damage or wounds, concussion(3), stuns or incapacitates, flashbang(3), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Fire at the third, fourth, or fifth Pit-drone with one round from your Spas-12. (3d6+6. Kills on a 12. Every point over 3 reduces the next threshold by 1. -1/8+12 ammo. If you have a preference, please specify. )
>Fire at the third, fourth, or fifth Pit-drone with two rounds from your Spas-12. (3d6+6. Kills on a 9. Every point over 3 reduces the next threshold by 1. The next shot will take a -3 recoil penalty, which will add up if you continue to shoot twice. -2/8+12 ammo.If you have a preference, please specify. )
>Kick the third, fourth, or fifth Pit-Drone. (Roll 3d6+2. Kill on a 14, stun on a 10, Every point over an 8 reduces both thresholds by 1. Will leave you in melee range.)

>Reposition. (3d6+2, above a 10, will move you out of melee range. Avoids grenades regardless of roll. Due to the tight environment, there is no chance of the enemy losing track of you.)

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

(Changing weapons can be done alongside any action that does not require two hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>MK23 USP. (Stopping power lower than the revolver, but also makes no noise. Built in aiming assistance provides a bonus.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>Swiss army Knife. (Small, but precise melee weapon that can be especially useful against confused enemies. Not as quick on the draw as one’s boot, but also more lethal.)
(cont.)
>>
>>4402469
(cont.)
(Guttman)
(85/100 health, and 40/100armor power.)
>Throw a grenade at the creatures.(Specify between Frags(2), damage or wounds, concussion(2), stuns or incapacitates, flashbang(3), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire at the third, fourth, or fifth Pit-drone with one round from your Spas-12. (3d6+1. Kills on a 12. Every point over 3 reduces the next threshold by 1. -1/8+1 ammo.If you have a preference, please specify. )
>Fire at the third, fourth, or fifth Pit-drone with two rounds from your Spas-12. (3d6+1. Kills on a 9. Every point over 3 reduces the next threshold by 1. The next shot will take a -3 recoil penalty, which will add up if you continue to shoot twice. -2/8+1 ammo. If you have a preference, please specify.)

>Reposition. (3d6, above a 10, will move you out of melee range. Avoids grenades regardless of roll. Due to the tight environment, there is no chance of the enemy losing track of you.)

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

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

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

>Fire at the third, fourth, or fifth pit-drone. (Roll 3d6+3, kill on a 9+, stuns on a 7+, sap the enemy on a 12+. Will need to recharge the shot.)
>Calmly allow the energy to dissipate.
>>
>>4402470
Gabby
>Fire at the third Pit-drone with one round from your Spas-12.

Guttman the TANK
>Fire at the fifth Pit-drone with one round from your Spas-12.

Vorty
>Fire at the fourth pit-drone.
It's in melee range
>>
>>4402470
Gabby
>>Fire at the third, fourth, or fifth Pit-drone with one round from your Spas-12. (3d6+6. Kills on a 12. Every point over 3 reduces the next threshold by 1. -1/8+12 ammo.)

Guttman
>Fire at the third, fourth, or fifth Pit-drone with two rounds from your Spas-12. (3d6+1. Kills on a 9. Every point over 3 reduces the next threshold by 1. The next shot will take a -3 recoil penalty, which will add up if you continue to shoot twice. -2/8+1 ammo.)

Vorty
>Fire at the third, fourth, or fifth pit-drone. (Roll 3d6+3, kill on a 9+, stuns on a 7+, sap the enemy on a 12+. Will need to recharge the shot.)
>>
>>4402490
seconding
>>
Rolled 5, 6, 5, 5, 5, 5 = 31 (6d6)

>>4402490
>>4402521
>>4402538
Changing your tracking quickly, you swing the barrel of your shotgun around, tracking one of the creatures following Guttman. Depressing the trigger, you blast off a round just as the creature raises its two taloned arms up into the air. The gun releases a thundering sound, and the folding stock kicks like a mule into your shoulder.

Meanwhile, despite the two creatures currently rushing at him, Guttman maintains his calm, and instead focuses on the creature currently exposed elsewhere. The moment he realigns his iron sights, he changes targets to another one of the alien creatures.

Finally, Vorty releases his heavy beam of green, crackling lightning, muttering, "Churrr.." as the energy releases and arcs through the air towards his target. In the tight spaces of this hallway, this one's attacks are unlikely to stray from their destination.

As the two creatures sprint in on legs clearly not made for terrestrial gravity, they both raise their arms and release more warped barking and screaming sounds as they begin to swing. Unlike many of the other creatures you have faced, they don't stop their oncoming rush as they swing, pulling their arms back the moment they stop. If they aren't killed now, they'll likely get their attacks in, unless Guttman were to show a sudden spur of athleticism, especially in these tight corridors.

The two pit-drones each hit on a 9. If their roll is successful, they do 14 damage each unless they are killed this turn.

Four players roll 3d6. The first is for yourself, the second for Guttman, the third for Vorty. The top three rolls will be added into a 3d6+2, a 3d6+1, and a 3d6+3 respectively.
>>
Rolled 4, 2, 4 = 10 (3d6)

>>4402558
What the FUCK is that roll, god damn
>>
Rolled 2, 3, 5 = 10 (3d6)

>>4402558
>>
Rolled 3, 3, 6 = 12 (3d6)

>>4402558
>>
Rolled 2, 4, 6 = 12 (3d6)

>>4402558
>>
Rolled 2, 2 = 4 (2d6)

>>4402560
>>4402562
>>4402569
>>4402584

Both Guttman's shots and your own connect, but just barely fail to kill. The heavy blast of buckshot nearly sends their bodies slamming into the ground, but the pellets fail to pierce vital organs. One of those targets, currently swinging at Guttman, slashes his talons across the neruologists body. The brunt of the damage is taken up by the man's PCV, but you still hear an audible grunt, and the man yell, "Shit!"

The twisting pain of the migraine finally begins to plateau, and the ghostly visages of the pit-drones begin moving. They once again swing at the team of Dr. Magnusson, who has yet to reappear in this temporal anomoly. Still, as the creatures swing around randomly, there is the possibility of someone being hit.

If the first d6 lands on a 6, Guttman will be hit by a phantom Pit-Drone. If the second lands on a 6, you will be hit by a phantom pit drone. Both do 14 damage.

The fifth pit-drone, just barely alive and standing, makes a new dash, this time towards its most recent aggressor, you. The creature releases yet more alien barks and growls as it moves in to attack.
(cont.)
>>
>>4402618
(cont.)
(Gabby)
(You currently have 59/100 health, and 32/50 armor power, and 50/50 cloak power)
>Throw a grenade at the creatures.(Specify between Frags(3), damage or wounds, concussion(3), stuns or incapacitates, flashbang(3), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Fire at the third, fifth Pit-drone with one round from your Spas-12. (3d6+2. Kills on a 3. -1/6+12ammo. If you have a preference, please specify. )
>Fire at the third, or fifth Pit-drone with two rounds from your Spas-12. (3d6+2. Kills on a 3. The next shot will take a -3 recoil penalty, which will add up if you continue to shoot twice. -2/6+12 ammo.If you have a preference, please specify. )
>Kick the third, or fifth Pit-Drone. (Roll 3d6+2. Kill on a 8. Will leave you in melee range.)

>Reposition. (3d6+2, above a 10, will move you out of melee range. Avoids grenades regardless of roll. Due to the tight environment, there is no chance of the enemy losing track of you.)

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

(Changing weapons can be done alongside any action that does not require two hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>MK23 USP. (Stopping power lower than the revolver, but also makes no noise. Built in aiming assistance provides a bonus.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>Swiss army Knife. (Small, but precise melee weapon that can be especially useful against confused enemies. Not as quick on the draw as one’s boot, but also more lethal.)
(cont.)
>>
>>4402621
(cont.)
(Guttman)
(80/100 health, and 31/100armor power.)
>Throw a grenade at the creatures.(Specify between Frags(2), damage or wounds, concussion(2), stuns or incapacitates, flashbang(3), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

>Fire at the third, or fifth Pit-drone with one round from your Spas-12. (3d6+1. Kills on a 3. -1/6+1 ammo.If you have a preference, please specify. )
>Fire at the third, or fifth Pit-drone with two rounds from your Spas-12. (3d6+1. Kills on a 3. The next shot will take a -3 recoil penalty, which will add up if you continue to shoot twice. -2/6+1 ammo. If you have a preference, please specify.)

>Reposition. (3d6, above a 10, will move you out of melee range. Avoids grenades regardless of roll. Due to the tight environment, there is no chance of the enemy losing track of you.)

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

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

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

>Draw up a charge of energy. Stuns any enemies that enter melee range during this turn, and allows this one to fire next turn. Very noisy. After a turn of charge, an attack will be available with a low hit threshold, minor stun capabilities, and good stopping power, especially against any creature naturally hunted by this one’s kin, such as headcrabs and their grim creations.
>Call upon the vortessence to predict the next attack of any enemy currently engaged with the party, then attempt to convey it to the team with limited knowledge of english.
>Swipe at a creature with this one’s talons. (Roll 3d6. Every point above a six reduces the kill threshold by one. Kills the creature on a 1, will leave you in melee range.)

>Retreat and duck. This one shall fight then, which is indistinguishable from now. (+6 defense from any creature that doesn’t actively chase it down.)
>>
Last post of the night pals. See ya tomorrow.
>>
>>4402623
Gabby
Shotgun the third drone. Should the bonus be +2 for our goggles, and +1 or +2 for Point Blank range with the shotgun?

Guttman
Shotty to number 5

Vorty
>Draw up a charge of energy.
Can the charged up energy be stored for an attack the next turn, or next combat phase?
>>
>>4402632
>Shotgun the third drone. Should the bonus be +2 for our goggles, and +1 or +2 for Point Blank range with the shotgun?
Yeah that's fair, its coming right towards you, at point blank. Same with Guttman from here on out. Thanks for bringing it up, I probably should've applied it earlier.

>Can the charged up energy be stored for an attack the next turn, or next combat phase?
Yeah, that sounds reasonable, but I might think up a soft cap on how long Vorty can hold onto the electricity.
>>
>>4402650
You forgot to write vorty’s attack in
>>
>>4402658
I’m really retarded sometimes. One last amendment before I fall asleep. I’m sorry about that.
>>4402623
Vorty’s charge of energy emanates green at the highest point of charge, easily replacing the dim emergency lights with a radiating green glow, then, in an instant, a bolt of electricity arcs through the air, smashing into the fourth pit-drone. Immediately the creature loses all muscle control as the energy sears through neurological connections and tissue. The alien’s leathery hide blisters and burns as it falls to the floor. Even after death, the residual electricity burning out the alien’s muscle tissue causes it to squirm and spasm like a dying insect. The disgusting smell of electrically burnt out drone quickly permeates the corridor.
>>
>>4402623
Gabby
>Kick the third, or fifth Pit-Drone. (Roll 3d6+2. Kill on a 8. Will leave you in melee range.)

Guttman
>Fire at the third, or fifth Pit-drone with one round from your Spas-12. (3d6+1. Kills on a 3. -1/6+1 ammo.If you have a preference, please specify.)
>Only shoot if one of the creatures is still alive after Gabby and Vorty do their attacks

Vorty
>Swipe at a creature with this one’s talons. (Roll 3d6. Every point above a six reduces the kill threshold by one. Kills the creature on a 1, will leave you in melee range.)
>>
>>4402710
supporting these.
Jesus their melee capability are abysmal. Vorty can kill them on a 1, and the least he can roll is a 3.
>>
>>4402710
Supporting.
We should try to find Guttman a melee option soon. Maybe we can show him the right way to bash someone with the butt of a shotgun?
>>
>>4402732
We could duct take a combat knife to the end of his shotgun so he could spear things with it, followed up by BLAMING them at point blank range. We should be able to find knives on some of the corpses of the marines.
>>
>>4402742
You know deciding to stab an entity that doesn't immediately die from getting shot with a shotgun really just doesn't sound like a good idea. Stabbing a zombie isn't going to do anything to it unless you're going after the headcrab itself. And just being close enough to stab the myriad alien enemies is also far more likely to end up with your death if you decide to try and stab it first. Imagine stabbing an alien grunt for example.
>>
>>4402632
>>4402710
>>4402715
I should have explained that vorties claws are more reactive to the enemy already being wounded. His claws killed on a 24 when the pit-drones were healthy, but now they're all the way down, because the pit-drones are hurt. Sorry about any confusion.
>>4402732
>>4402742
>>4402978
Swiping at nothing, the pit drone's phantom attacks don't show any harm to you, many of them are simply too far to worry about.

The pit-drone continues its rush towards you, raising both sharp talons into the air as it releases yet more alien sounds to intimidate you. At the same time, the pit drone still on Guttman takes another swing at the unlucky neurologist.

The two pit-drones each hit on a 9. If their roll is successful, they do 14 damage each unless they are killed this turn. The first three d6 are for the pit-drone attacking Guttman, the second set are for the one attacking you.

Not wishing to wait to charge up another bolt of green energy, Vorts begins to move in, his hoofs smacking against the steel and concrete of the corridor with every step forwards. Upon approaching the alien creature, this one swipes a primal attack, but allowing his claws to grow green with vortal energy the moment before, ensuring a solid execution, and defending Guttman.

Watching as the creature rushes towards you, you swing a kick around, attempting to time your boot to connect just as the creature enters distance. Its eagerness to attack you may simultaneously be its downfall, simply increasing the relative velocity of your boot.

Guttman keeps his aim steady, calmly tracking the two creatures as he sees you and the vortigaunt attacking them. Using the moment to step back and line up shots, he's prepared to blast any of the creatures that aren't killed by the other attacks.

Four players roll a 3d6. The first d6 is for yourself, the second is for Guttman, and the third is for vorty. The top three rolls of each will be added into 3d6+2, a 3d6+1, and a 3d6. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 5, 2, 2 = 9 (3d6)

>>4403124
>>
Rolled 2, 5, 3 = 10 (3d6)

>>4403124
Will we actually do better than our technically untrained civilian for once? Let's see.
>>
Rolled 4, 5, 1 = 10 (3d6)

>>4403124
>>
Rolled 5, 2, 6 = 13 (3d6)

>>4403124
>>
Rolled 3 (1d3)

>>4403156
>>4403160
>>4403208
>>4403215

The moment the pit-drone begins to drive its talons forward into you, its semi-spiked face is slammed with the weight of your body directed fully into your leg. Below the thick skin of the alien the skull fractures, causing it to yelp in pain. The force causes it's body, with legs designed for a low gravity environment, to quickly flip over itself. This only furthers the injuries as it rolls over itself. Wanting to insure a kill, you keep your distance close to the creature, and after its full roll, you slam down one last stomp from your boot. As you drop your foot, you angle it to ensure the kinetic noise dampening section of the soles are avoided, the full impulse of your leg slamming down on the already uninjured head.

Vorty grabs the wounded pit-drone in one hand, allowing an electrical charge to ground itself against the unearthly creature. The energy flows through the creature, stunning it to the ground and leaving it without muscle control before Vorty's other hand comes slamming down, releasing another bolt of energy as he slashes with his talons. The massive impulse of electrical power jolts every system within the creature's body, causing it to twitch one last time before every motion stops.

Guttman lowers his shotgun with all threats dead. “We’re clear?” He says before stepping back a bit, away from the ghostly visages of the pit-drones.

You sit silent for a moment, allow the ghostly visages to fade, then listen for anything coming. Now that the constant growling and screaming of the pit-drones has ended, you start hearing more clearly the sounds of conflict within the anomalous materials labs. The facility is alight with the sounds of alien conflict. Electrical crackling, unearthly howls, and massive footsteps can be heard up ahead, where the anomalous storage facilities open up into the laboratory offices.

The only other sounds you can make out among the slow electrical pulsing from the test chamber.

“For now it seems.” You explain. “If they heard us fighting, then I can’t hear them coming, but keep an eye out.”

Guttman nods, and flicks his goggles on to keep an eye on the door. “So then who was that guy in the suit, and why did he look at me like he knows I cheated on my medical exams?”

From the tone of his voice, Guttman sounds both like he is willing to push the subject somewhat, and didn’t actually cheat on his medical exams.
(cont.)
>>
(cont.)
>Now that the area is clear, perhaps you ought to have your doctor investigate these creatures with a surgeon's understanding. Of course, he’s a human surgeon.
>Call up the team, it's time to have them move forward, and get ready to move into the actual laboratory, and explain some of the things you found up here in person before moving out.
>Call up the rear team again, but just explain to Reilly, and in turn to Marietta, that you spotted your mutual friend.
>Call up the rear team again, but just explain that Dr. Magnusson’s team seem to be intent on finding a “Micro-LIGA device.” Perhaps they could research things further?
>Extend reconnaissance a little further, see what’s just outside of the hallway, while trying to avoid detection. (Roll 3d6+2, avoid detection on an 11.)
>Write in.
(Optionally, respond to Guttman.)
>Explain the suited man’s connection to Dr. Breen as an “Investor.” It seems a lot like that strange man had something to do with this whole incident.
>Explain the suited man's connection to Freeman, how the ISA has been tracking him constantly around that physicists.
>Explain the deal you made with your mutual friend, perhaps leaving out the more personal aspects.
>Just simply tell him he's a suspect both the CIA and the military have been tracking, and that little is known about the guy except his demeanor and appearance.
>You’re not really sure yourself, but you’ve seen him look at the others the same way. Pretend you don't know anything.
>”He looked at you like that because you have video evidence of his existence. All you need to know is that you need to get more stuff like that.”
>Write in a response.
>>
>>4403277
>Call up the rear team again, but just explain that Dr. Magnusson’s team seem to be intent on finding a “Micro-LIGA device.” Perhaps they could research things further?

>You’re not really sure yourself, but you’ve seen him look at the others the same way.
Hes an alien or something, or some bad dude with super space powers.
>>
>>4403277
For guttman
>Explain the suited man’s connection to Dr. Breen as an “Investor.” It seems a lot like that strange man had something to do with this whole incident.
>Explain the suited man's connection to Freeman, how the ISA has been tracking him constantly around that physicists.
For action
>Call up the rear team again, but just explain to Reilly, and in turn to Marietta, that you spotted your mutual friend.
>Go to the place where you spotted 'your mutual friend' appearing. It's worth checking to see if his temporal clone will show up like everyone else's does.
>>
>>4403277
>Call up the team, it's time to have them move forward, and get ready to move into the actual laboratory, and explain some of the things you found up here in person before moving out.
>Explain the suited man’s connection to Dr. Breen as an “Investor.” It seems a lot like that strange man had something to do with this whole incident.
>Explain the suited man's connection to Freeman, how the ISA has been tracking him constantly around that physicists.
>>
File: Spoiler Image (9 KB, 591x85)
9 KB
9 KB PNG
Rolled 1 (1d3)

Tiebreaker roll.

>>4403295 (1)
>>4403306 (2)
>>4403328 (3)
>>
>>4403295
>>4403306
>>4403328
>>4403419
Apologies for the mix-up for anyone who saw that mistake, I'm retarded sometimes.

I should have put this caveat in before, but since these two prompts:

>Explain the suited man’s connection to Dr. Breen as an “Investor.” It seems a lot like that strange man had something to do with this whole incident.
>Explain the suited man's connection to Freeman, how the ISA has been tracking him constantly around that physicists.

for the dialogue options both got two votes, the tiebreaker roll only is in place for the action vote. Apologies for not explaining that in the original tiebreaker roll.
>>
>>4403442
>Explain the suited man's connection to Freeman, how the ISA has been tracking him constantly around that physicists.
>>
>>4403481
bruh
>>
>>4403442
>Explain the suited man's connection to Freeman, how the ISA has been tracking him constantly around that physicists.
>>
>>4403481
>>4403501
>>4403502
Just to be clear this isn't like a secondary voting prompt or anything like that. I'm currently writing, sorry for the delay.
>>
>>4403295
>>4403306
>>4403328
>>4403419
>>4403442
>>4403481
>>4403502
“Whoever he is, he’s illusive.” You respond to Guttman’s comment as you keep a close eye on the area. “He’s been spotted around Black Mesa, but no one can track an identity on the man.”

“Well if you don’t know his name, then where has he been?” Guttman asks. He doesn’t sound offended that you haven’t told him about it, but he seems significantly more curious about this topic than anything else.

Communication sensitive information, you keep your voice low and professional. Remembering your personal connection with the man, you aren’t exactly on board with the idea of information like this being leaked through the ranks of aliens or rank and file. “When I interrogated Kirchoff, he told us about the ISA’s tracking of Dr. Freeman.” You explain.

You hear Guttman mutter, “It’s gotta suck to be that guy,” to himself.

“He told me that wherever Freeman goes, that figure you just saw is tracking him somewhere nearby.” You explain.

“So does that mean Freeman is nearby?” Guttman asks. “We should probably find him if that’s the case.”

“Probably not.” You respond. “He sticks to Freeman, but he seems to be able to go anywhere he’s interested.”

“And he’s interested in us?” Guttman asks.

“Apparently.” You respond. “Although I don’t think that makes us special. He seems to have his fingers in every pie around. Dr. Breen was in contact with the man as well. In fact, it was that character’s investment that made Black Mesa what it is today.”

“So he’s a teleporting bureaucrat?” Guttman says, seeming no less confused than when he started. “That’s insane.”

“It is.” You respond. “But so is everything about this incident. The administrator revealed it to me while I was interrogating him, before we sent him off. Apparently that guy was the one who supplied the early samples of the stuff they used in the test chamber. They would have needed exotic matter to start collecting exotic matter in the first place.“
“These labs have been here before I started working here.” Guttman responds. “You’re not suggesting this was planned was it?”

“It’s a definite possibility, but I can’t be sure yet.” You respond, leaving it deliberately vague. You start pulling out your radio. “That’s all I can say about the guy, we need to report back now.”

Guttman just shakes his head in confusion. “This is insane. Can’t get over the look he gave me.”

Reworking the encryption systems once again, you call the rear team once more over your radio. Flicking the receiver on, you ask, “Reilly, is everything alright back there?”
(cont.)
>>
>>4403586
(cont.)
“You’re interrupting my tea party with my past self Ghost cop.” Reilly says when she picks the radio up. “Other than that, it's all clear. We did a good job blocking up the door behind us, so if the marines start following us, they’ll let us know with a breaching charge.”

“Good work then.” You say, smiling slightly at her tea party remark. “But pay close attention to those anomalies. Some of them are solid enough to be dangerous, and a few of them are able to repeat their past speech. According to repetitions of Magnusson’s team, they’re looking for something called a “Micro-LIGA.” Any idea what that might be? I don’t remember him mentioning it in the labs.”

“Either a piece of lab-equipment, or a prototype of course.” Reilly responds. “Although every weapon concept Magnusson sent into the range had Magnusson in the name somewhere, so probably the former if he does that with his other prototypes. If you’d like, we could call up the handler while we still have radio, have him ask Vance. It’ll probably be up by the time we can catch up with you.”

You can slowly feel the migraine start to twist once again.

>Tell Reilly and the group to move up, you want to make your move into the laboratory.
>Tell Reilly she should call up Dr. Vance for you, he’s a sociable man who knows these labs well, so he’ll probably know what it is.
>You’ll call up Dr. Vance yourself. With everything that’s happening, you only trust yourself with calling the man.
>Ask Reilly if she heard revolver rounds earlier from your fight with the gonome, if she doesn’t, then she was affected by the earlier time shift as well.
>Ask what’s going on with Shaffner, you want to keep a close eye on the quiet electrician.
>Extend reconnaissance a little further, see what’s just outside of the hallway, while trying to avoid detection. (Roll 3d6+2, avoid detection on an 11.)
>Write in any ideas.

Along with your vote, roll a 1d6. The best three rolls out of four will be added into a passive “spy-work” check of 3d6+2. If rolling takes longer than 45 minutes, feel free to roll twice. The roll succeeds above a 12.
>>
>>4403589
>Ask Reilly if she heard revolver rounds earlier from your fight with the gonome, if she doesn’t, then she was affected by the earlier time shift as well.
>Go to the place where you spotted 'your mutual friend' appearing. It's worth checking to see if his temporal clone will show up like everyone else's does.
>>
Rolled 6 (1d6)

>>4403589
>Tell Reilly and the group to move up, you want to make your move into the laboratory.
>Ask Reilly if she heard revolver rounds earlier from your fight with the gonome, if she doesn’t, then she was affected by the earlier time shift as well.
>Ask what’s going on with Shaffner, you want to keep a close eye on the quiet electrician.
>>
Rolled 5 (1d6)

>>4403605
oh right my roll
>>
Rolled 1 (1d6)

>>4403589
>Ask Reilly if she heard revolver rounds earlier from your fight with the gonome, if she doesn’t, then she was affected by the earlier time shift as well.
>Go to the place where you spotted 'your mutual friend' appearing. It's worth checking to see if his temporal clone will show up like everyone else's does.
>>
>>4403605
>>4403612
>>4403621
>>4403705
Since there are soft degrees of success for this, if anyone wants to throw in one last roll, I'll get to writing.
>>
Rolled 3 (1d6)

>>4403784
>>
By the way, we should invent witty codenames for everyone else as well. Guttman can be Overhead (since he's in way over his), Marietta can be Martin (after the corporation), Reilly can be Shirley (surely = really), Vorts can be Spark (self-explanatory) and Shaffner can be Locker (given where he spends most of his time) - if he deserves one, that is. Better suggestions freely accepted.
>>
>>4403605
>>4403612
>>4403621
>>4403791
The phantom pit-drones having disappeared, you start moving forward as you continue to talk to Reilly. “Hold off on that for now Reilly.” You respond to her question.

“Fair enough ghost cop.” Reilly responds. Thinking about it, it is probably rather helpful that she is calling you “Ghost cop,” even if it is rather silly to say out loud. Further obfuscation to the enemy. A passing thought considers creating secondary codenames for more members of the team. Still, with other matters at hand, you shake away the thought for now. “But don’t forget that we don’t know how easy it’ll be to get a hold of comms in there. Wouldn’t want to see this place through Guttman’s eyes.”

“Just leave it for the moment Reilly.” You say once again, wanting to move onto other matters. “I understand the state of comms.”

As you say this, you approach the position you saw the suited man standing. There’s nothing here for the moment, but the time dilation has yet to manifest any new figures. The migraine is still slowly growing, a contorted pain building up in a non-existent muscle hanging just off the side of your brain. As you await for something to appear, you talk to agent Reilly. “I need to know if you heard a shot from a revolver round. One of the security teams Colt Python’s, chambered for a standard three-fifty-seven magnum.”

Among the muffled steps of an extraterrestrial war among the anomalous labs, you swear you hear the sound of shuffling equipment.

Any decent assassin is trained in identifying the report of gunshots, but with Reilly assigned to weapons testing, you have no doubt she’s heard the revolver fire plenty even before the Black Mesa Incident. It’s not exactly as though the gun’s sound is quiet as well. “I don’t think so.” She responds. With no way she didn’t hear it, it practically confirms that it didn’t actually happen for her.

You start considering telling her about what happened with Dr. Magnusson’s team, and the now deceased headcrabs, but as the pain of the migraine grows, you suddenly notice the ghostly visages of pit-drones have returned, about to repeat their recent actions, this time standing over their own corpses.

Quickly looking for the returning image of your mutual friend, your eyes dart around the corridor, until they settle at the end. With your goggles set to magnify and lowlight, you barely have the resolution to tell that, at the end of the corridor, is the frozen image of a familiar sunken face, with his hands on his tie. It's hard to see out there, especially as the low light has failed, but his frozen lack of motion makes it clear this is part of the coming temporal anomaly.
(cont.)
>>
>>4403885
(cont.)
As the migraine approaches a plateau you take a moment to focus on your other senses. You take a quick moment to listen in once more, hoping that it may reveal more information. The last thing you want is to rush after this “investors” past image right into some sort of trap. As you do, you suddenly notice the sound of footsteps, military boots approaching. They’re coming closer, audibly approaching the door at the end of the hallway. You are about to be attacked. From this distance, and amongst other noise, it’s difficult to hear their numbers or indication of equipment, but that’s almost as revealing as loud noises. Whoever these marines are, they aren’t your average loudmouthed grunt. They have decent noise discipline, and are communicating either through whispers or non-verbally.

Quickly, you motion to Guttman and Vorty, pointing to the door.

(Gabby.)
>Move up further forward, towards the ghostly image and the entrance where the marines are coming in. Greet them in close range.
>Line up a shot on their entryway. (Provides a +3 to the first shot, but makes you more susceptible to flashbangs in the first turn.)
>The line is still open, tell your team to move up to provide back up, it’ll take some time for them to get here.
>Just hide, stay there, and wait for them to come to you. The marine's won't spot you if they breach.
>Try and get them on military emergency comms. Start by convincing them not to breach the door immediately, you can work your way up from there. (Roll 3d6+2, pass on a 15. A bonus will be given to convincing write ins.)
>Write in any clever ideas.
(Guttman.)
>Move up further forward, towards the ghostly image and the entrance where the marines are coming in. Greet them in close range.
>Line up a shot on their entryway. (Provides a +3 to the first shot, but makes you more susceptible to flashbangs in the first turn.)
>Just hide, stay there, and wait for them to come to you. The marine's won't spot you if they breach.
>Use the multi-spectrum goggles to count them out in infrared.
>Write in.
(Vorty.)
>Get in cover, hide the best this one can.
>Charge up another blast of electricity.
>Move up, will be audible to those coming, but will bring vorty into close range.
>Call upon the vortessence to warn the Oppenheimer of what comes.
>Temporaly protect the team from anything that might happen in the coming anomaly.
>Write in.
>>
Can we just announce ourselves as government agents and them to hold fire and that Command sent you in here to get readings of ground zero. Try to make things as confusing as possible by telling them that there aren't even supposed to be any marines left this deep because most have pulled out already. Try to play up the anomalies to make it seem like they're been here longer than they should have.
>>
>>4403977
You could announce yourself, and pull authority to get them to stand down. It would certainly get them to stand down without any significant fight. It'll still require some minor convincing, probably getting you by on a roll of 10, considering there's still an alien in your ranks, and it'll also mean giving up a decent amount of information to marines who may or may not be ordinary rank and file.
>>
>>4403977
>>4403988
And all of the other parts you mentioned you could of course do, which would do a decent job of throwing them off their tracks until they regain contact with their own command.
>>
>>4403886
>Move up further forward, towards the ghostly image and the entrance where the marines are coming in. Greet them in close range.
>Move up further forward, towards the ghostly image and the entrance where the marines are coming in. Greet them in close range.
>Get in cover, hide the best this one can.
and try what
>>4403977
suggested, but with the added caveat of informing them to briefly stand by because it's top priority to investigate "Subject G's temporal residue to learn vital information about the target."
>>
>>4403886
Everyone just hide. Maybe we can get the marines and aliens to duke it out, then we can attack whoever survives.
>>
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>>4403977
>>4404019
>>4404207
Today and tomorrow are gonna be light on updates. Work again.

“Reilly I’m gonna have to close comms, we got marines.” You explain quickly. “I’m gonna talk them down.”

“Good luck.” She responds. “Do you want us to move in?”

“Just stay there for a moment.” You say, before shutting off the receiver, undoing the encryptions, and flicking to military emergency frequencies. Turning the receiver back on, you immediately say, with a tone of authority in your voice, “Who exactly is attempting to breach the lab’s storage facilities?”

You hear the sound of movement at the end of the hallway stop for a moment, then through the radio you hear the sound of a receiver moving. “Who is this?” A male voice, audibly older than the average marine, so either around the rank of major, or not your average HECU grunt. “Repeat, what authority are you asking under?”

“The Central Intelligence Agency.” You respond sternly. “Who is breaching the door? No one is supposed to even be down here. I need you to hold back and stand down for the time being.”

Through the radio you can hear one of the men release a quiet, frustrated groan. “Come again? What do you mean by that?” He asks. His tone seems to shift, sounding slightly confused. You can’t tell whether or not it's an act, or genuine misunderstanding. “And what is the CIA doing down here?”

This marine is difficult to read, but regardless, you have authority on your side. It shouldn’t be too difficult to get the marines to stop their breaching and stand by, giving you a bit of peace of mind to investigate the current subject in the room, but occasionally under the stressors of a place like this, a soldier might still choose to do something unwise.

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. On a 10+, the marines stand down, and will not breach the door without your allowance, a 15+ will be considered a critical success. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 4 (1d6)

>>4404556
y'know, I've always wondered why we're CIA and not FBI, considering the CIA is the foreign intelligence service while the FBI is the one responsible for domestic affairs, at least as far as I understand as a non-burger.
>>
Rolled 6 (1d6)

>>4404556
>>
>>4404561
Well, xenos have been involved with black mesa for a while, so it technically classifies as activity with foreign powers (REALLY foreign powers).
The ones who assigned gabi here may have caught wind of the xeno activity at some point and just put a bunch of agents all over Black Mesa for further intel gathering and, if necessary, sabotage.
>>
Rolled 3 (1d6)

>>4404556
>>
>>4404577
>>4404563
>>4404561
A crit!
https://youtu.be/c3Bj1VpW49Q
>>
Rolled 5 (1d6)

>>4404556
Well shit I didn't think we would actually say we're part of the CIA. A little. It of a faux PA but here's hoping it doesnt come back to bite us in the butt.

>>4404561
Aliens technically count as feign.
>>
>>4404567
>>4404590
As far as I know, we'd just been posted as a mole/sleeper agent in BM's operations since well before the alieons got involved or anyone even suspected they might be. Maybe to root out evil Russian or Chinese spies or something.
>>
Rolled 1 (1d6)

>>4404556
Oh, and one more vote for the road because ynot
>>
>>4404593
Not a sleeper agent if we've been aware of our role the whole time.

>we got a 17
Nice
>>
>>4404601
A sleeper agent doesn't have to be of the Manchurian type. It just means an agent who isn't actively participating in intelligence-gathering activities or rgular communication with a handler, but rather hanging out and blending in with the scenery according to their mission until they're activated when needed. Commonly employed IRL with no brainwashing needed.
>>
>>4404561
>>4404563
>>4404577
>>4404590
>>4404597
“I mean you aren’t supposed to be down here.” You respond sternly, more as a gesture of authority than an explanation. “I was informed that the marines were told to pull out before my activities came in. How long have you been down here?”

“A few hours.” He responds. “You were informed by the CIA?”

“The identity of my informants are above your clearance.” You continue to explain. “And you need to elaborate, since I’m not sure exactly how stable perception of time is. What time were you sent down here?”

“Thirteen-hundred, give or take.” The marine responds. “We’ve seen the anomalies, but haven’t had any indication of clocks coming out of sync.”

“Well it's midnight outside last time I saw, so you’ll need to check that again.” You explain, lying through your teeth to throw the marine’s off and confuse them. If they feel like they’re losing track of the situation, they’re significantly more likely to do what you say. “I wouldn’t be surprised if its changed further.”

“What are you talking?” The marine responds. “Listen ma’am, with all due respect, that’s a bold claim.”

“It’s no more bold than claiming that the past is repeating itself around us we speak.” You explain. “Now are you going to follow orders, or are you ready to catch hot water with the highest authority you’ll ever meet because you started talking Occamn’s Razor in the middle of a real alien invasion?”

“I’m pretty sure I already am in hot water with your bosses ma’am. We’re not exactly working together at the moment.” The marine responds. The way he says that immediately makes you think “ISA.” “But what if I forgot any of us ever heard you. Turn around, say the hall is clear, and then regain contact. We we're just gonna slip away when we first heard you drop authority, but now I want to cut you a deal. You forget about us, we forget about you. We’re both working for the same country here.”
(cont.)
>>
>>4404657
(cont.)
“How can I trust you?” You ask. The man is well spoken, making you think he’s definitely working for the ISA. The migraine is starting to tighten to the point of making you cringe below the mask once again. You keep an eye on the figure of the suited man

The marine groans. “We’re both working for the same country here. If you really need it, I can give you a designation so you can track me as collateral..”

>You don’t need the marine’s designation as collateral, just let him go, you trust the both of you will forget you ever saw each other.
>Take the ISA operatives codename to enforce the deal if it bites you later, then let him go. He's far less likely to betray you if you have something that you can track him with. Ideally, you'll both just forget.
>Tell him no, that he needs to stay here so you can interrogate him in a moment. Of course, that will void any deal you make.
>Write in.
(Optionally, choose any extra “observations” you want to make on your mutual friends temporal ghost.)
>Tell vorty to temporally protect you in case it does anything strange.
>Reach out and touch it, like you did magnussons team.
>Try communicating with it? It’s certainly a longshot.
>Write in.
>>
>>4404658
>Take the ISA operatives codename to enforce the deal if it bites you later, then let him go. He's far less likely to betray you if you have something that you can track him with. Ideally, you'll both just forget.
>Tell vorty to be on standby, while you try opening the ghost's briefcase. The contents are sure to tell you more about the mysterious figure and his goals.
It's risky, and I'm almost positive his ghost is going to react once his past self realizes there's interference from the future, but...knowledge is power. And we won't get a chance like this again anytime soon.
>>
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>>4404561
>>4404567
The CIA in real life does do domestic investigations, especially when possible foreign threats could be involved, but then again valve also thought the spas-12 was a double barrel shotgun.
>>4404590
That's how I interpreted "announce ourselves as government agents," as revealing yourselves as CIA is something you've done before. I apologize if I misinterpreted the original write in.
>>4404614
The CIA never really gave you much information as to what you were looking for before the resonance cascade, so you don't know how little or how much they knew about Black Mesa's operations before your deployment.
>>4404584
>>
How lewd is this quest?
>>
>>4404676
Skintight suits is the extend of the lewdness so far
>>
>>4404664
This for the keks
>>
Next update might come pretty late today, I've got some other responsibilities before work today, but hopefully the latest it'll come is tonight. Apologies.
>>
>>4404664
>>4404699
https://youtu.be/ktNS-Ec-Y3o

“Give me a name.” You respond quickly and sternly. “I won’t remember it if you don’t remember me.”

Through the radio, you hear a slightly distant murmur. “Why don’t we just get out of here man? Don’t give up any more than we already have.”

The leading marine groans, then quietly responds, “You wanna fuck with the CIA? We’re already in deep shit as it is. You’ve heard the grunts talking about people turning invisible. If they can do that they can record our call.”

The other marine just groans, and you hear the commanding marine say, “Frank Babbage.” Without a rank. The same with Kirchoff, it's probably only a codename, but you can still track that back to the pentagon and find him through there.

“I’ll remember this.” You reply, sounding slightly softer than before, as though the marine just earned a favor. “Now all of you should forget you heard anything. I’ve got vital investigations going on at the moment.”

You start feeling the migraine plateau further, the building of pain slows down, and you start watching the ghostly figure of your mutual friend. You start to move closer, looking down at the offhand currently holding a suitcase, featuring the black and orange logo of Black Mesa. .

“If she could do that then why does she need your name?” Another marine responds over the radio. “This isn’t freeman we’re dealing with here.”

You almost expect him to say something along the lines of, “If she’s negotiating, then we have the upper hand in combat,” but the commander simply responds “Shut up, let’s go, stow your gear away.” before the line goes quiet. You played up your own authority, and in turn, intimated them into leaving you alone. A bit more frightening is the fact that they’re intimidated by hearing stories of you from other marines. If word is being spread, that’s not good for you. Thankfully, it sounds like Freeman is still making enough noise to put you on the sidelines.

You start to hear the marines packing up what sounds like a breaching charge they were ready to place over the door. Now trusting that the men are leaving you to your investigations. You wave vorty up along with you, and hear him move up close to you. Quiet enough that the men behind the door can’t hear you, you ask him, “You see that one?” before pointing to the ghostly suited figure. If it weren’t for the familiar form, it would seem no different than any of the other anomalies, blurred, and almost smeared across space like a sunbeam emitting from the figure.
(cont.)
>>
>>4406857
(cont.)
The vortigaunt reluctantly nods yes, then grumbles something in its own language.

“Gabby, what are you gonna try?” Guttman asks from the back. This is one of the rare times the man seems genuinely nervous, given that he’s typically either annoyed at the insanity of the world, or swearing at it. As you look back to him, you notice that as the group has moved up, he’s fallen directly into the gaze of the still, suited image of a man.

“It’s just a repetition of him.” You respond, surprised at the sudden shift in Guttman’s voice.

“Yeah, and remember what happened last time you messed with these things?” He responds. “And this is, according to what you just told me, the one guy with access to the universe destroying materials that caused all of this.”

“I know how risky it is, Guttman.” You respond. “Knowledge is power. If I can get even a blurred look at his briefcase, I’ll be able to learn more about him than anyone else has so far.” Not wanting to hear any further objections, you tell Vorty, “Be ready to try that trick again if we need you to protect us.”

Vorts nods, grumbling further in his own language. You turn back to the suited figure, feeling the migraine stop. The pain flashes in one last little pulse, then the suited man begins to move. You watch his hand simply adjust his tie. Moving quickly, you grab at the man’s suitcase.

It’s certainly a risky idea. This man spoke to you in your childhood about Black Mesa. A man with that ability has practically infinite options to find out about you, and get back. You have to push a few rather terrifying thoughts out of the way as you crouch down, and attempt to quickly wrestle away the suitcase.

Immediately, you feel and hear your own arms clap together. Looking at the scene, you suddenly notice that your arms have gone straight through the case as though the temporal anomaly was a few days old. Knowing that he was just in this position a moment ago, you swivel your head around the room.

The suited man begins to walk forward, moving through you as you spot the purple glow of your vortal ally, chanting as he performs his strange ritual. Guttman soon notices it too, shrugs, then says, “Maybe he doesn’t think you should be trying it as well.”
(cont.)
>>
>>4406860
(cont.)
Even under the shrouded nature of the temporal anomaly, you can see the smug smile on the sunken face of the suited man. What the hell is he doing?

“Vorts, that’s not what I meant, I still need to be able to touch it.” You respond. The vortigaunt doesn’t seem to respond, perhaps ignoring you, or perhaps too caught up in it. Regardless, you know that the creature is intelligent. It seems like he’s directly defying you.

Still, at the same time you can’t get past that smile. Does he want the vortigaunt to do this? Does he want you to stop vorty? You can’t tell, you already know you’re trying to fight someone multiple turns ahead of you. It’s not possible to predict what this kind of subject wants on a moment to moment basis. A far more horrifying thought sits subtly screaming in the back of your head, that the subject in question already knows exactly what you’re going to do, and has planned around it.

>Simply demand that Vorts stand down, as the leader of the team. This is mission critical, and you can’t have a member of your team defying you right now. When he does, grab the suitcase.
>Try and tell Vorty that you think this is what the figure wants Vorts to do. You can’t prove that in any way, but perhaps you have a hunch. If Vorts stands down, grab the suitcase.
>Tell Vorty to stand down, you won’t touch the suitcase. You trust his judgement.
>Tell Vorty to stand down, then grab the suitcase. You’ll definitely get the suitcase, but you’ll also lose Vorty’s trust.
>Ignore Vorty and the suited figure for a moment, perhaps this is a distraction? Start looking around elsewhere. Of course, this will mean taking your eyes off of any information you can gain from those two.
>Tell Guttman to look around elsewhere while you do whatever you intend to do. Of course, that means taking your eyes off Guttman, so something might be done to him. (When choosing this option, please pick another alongside it.)
>Write in.
>>
>>4406864
>Tell Vorty to stand down, you won’t touch the suitcase. You trust his judgement.
Vorty is the one who has to pull our asses out of the fire if we break time or something. I don't want to take on Gman right now with only Vorty as backup and no idea what is going on.
>>
>>4406864
>Tell Vorty to stand down, you won’t touch the suitcase. You trust his judgement.
>>
>>4406870
>>4406921
You look to the suitcase, then Vorty, then Guttman. The ghostly figure still has that smug look on his blurred face, continuing to Vorts. Vorts is the one who has to pull you out of the fire if you screw time up again.

It’s impossible to tell how, or perhaps even if, the suited man would respond. If he knows what’s going to happen, just like how he knew where you would end up in your childhood, would he really make going after him this easy? Perhaps you ought to not tempt fate.

“You can stand down Vorty.” You say. Initially, the creature continues his strange ritualistic chant, still not wanting you to mess with these sorts of powers. “I won’t touch the suitcase, you can drop it, don’t tire yourself out.”

Before Vorts ends his strange vortal chant, the releasing tension of the migraine suddenly, quickly builds back up. It’s not the deadly, torturous, and lasting pain of the migraine tearing itself apart like the last time. Rather, it’s almost like snapping a rubber band against your brain. It’s painful enough to make you flinch, out of surprise just as much as it is out of pain. Your eyes shut for a quick second, opening to see the purple light around Vorty fading. He looks to be mildly tired, as though he just sprinted down the hall.

His singular main eye nods closed in respect, almost like a bowing motion, of thankful respect. You smile back to the creature, then look over to Guttman.

Guttman’s posture has become suddenly tense. He’s taken an odd defensive stance that you haven’t seen him take before. When the CIA had you working in the middle east, you remember often seeing a similar look in the eyes of men whose families were threatened, but simultaneously knew they were outmatched.

His gaze shifts to the suitcase in your mutual friend’s right hand as he walks through Vorty. Then Guttman’s eyes move over to meet yours, then flick back to the suitcase. He repeats the action one more time, finally with one more look, saying with his face, “What do you think?”

The constant interference of your allies seems to be preventing this from being an easy decision. First, vorty prevents you from doing it, now something, somehow, has caused Guttman to change his mind about grabbing the suitcase. You don’t know what it was, or when it happened. Could it perhaps be connected to the snap of pain you felt? Could it be because of the stranger you’re seeing right now?

He doesn’t look to be crazed, or under some other being’s influence, but he does seem emotional. Looking at the neurologist, you can at least tell that Guttman himself is the one making the decision.
(cont.)
>>
>>4407510
(cont.)
It’s certainly strange regardless, people don’t usually change their minds that fast. If you asked him to explain what happened, Breen’s “Investor” will probably be gone by the time you fully understand. He doesn't

>Tell Vorty to start the temporal protection again. This will tire vorty out further.
>Tell him to stand down, then place yourself in between him and the figure just in case.
>Stay where you are, but remind him he told you himself it’s a bad idea.
>Let Guttman make his own decision, stay silent.
>If his mind changed so suddenly, perhaps he has a good reason, just nod yes and watch him.
>Write in.
>>
>>4407511
You can't take meaningful action against a walking plot device, as far as I can understand as a player. Let's do something foolish then.

>Write in.
Shoot the briefcase.
>>
>>4407608
Do you feel like you're being railroaded at all? I'm not trying to use Gman as a way to take away choice, but please do call me out though if you feel I'm railroading you guys.
>>
>>4407632
It's just the frustrating nature of this particular encounter. Any action you take can be interpreted as 'you're fucked'. I'm scratching my head here for good twenty minutes now as to what could possibly be good here.

The issue is with how agitated Guttman is. I have a feeling that he was subjected to gman's charming selling points of how you've fucked him and Earth and are basically Breen's right hand. You protect the briefcase and confirm that suspicion. You are shielded by Vorty and confirm that suspicion. He runs for the briefcase and it's empty, whoops, the whole thing was planned from the start, which gives some extra info to gman. And it somehow fucks vorty, who is being invaluable. Basically I feel like I'm presented with two (or more) potential losses and I can't even really pick which, because I don't know how it will turn out due to the time shenanigans.

Maybe I'm just not used to these kinds of choices, I don't play many quests. So the only solution I see to this is to do something stupid, which throws a wrench into the works, possibly collecting every loss in the process. This is good stuff you're writing, but boy I wish there were less factors in this encounter to make choice somewhat easier.
>>
>>4407511
>Stay where you are, but remind him he told you himself it’s a bad idea.
Hmm...you know, I'm suddenly wondering how Diazepam would work for Vorts. It helps us with our mental trips, and the pain medicine worked for him earlier, so maybe...?
>>
>>4407698
I think I was unclear on a few things, so I apologize.
Vorty's ability to "temporally protect" the group is the same thing he used to prevent you from touching the suitcase earlier. If you were to command him to use it, Guttman would simply be unable to touch the suitcase, but as you've seen, it seems to take a toll on the creature.

When Guttman looks to you, he doesn't seem to be directing his anger at you, it seems more like he's for affirmation. Whether or not he'll listen to a lack of affirmation is something you're unsure of.
Of course, you are free to throw a crowbar in the works if you so choose.
>>4407733
You're free to try it. Diazepam prevents the migraine from inducing the seizures it uses to stop you. If the vortigaunts can be afflicted by anything similar, it may help.
>>
>>4407779
Yeah, I'll add slipping Vorts a diazepam pill to my vote.
Honestly, protecting him from psychic attack is wise given how he's our ticket for protection from a lot of shit down here.
>>
>>4407789
Switching to supporting this then.
>>
>>4407608
>>4407698
>>4407733
>>4407789
>>4407809
You just stay where you are, nodding no to Guttman, and holding out an arm to signify that he needs to calm down. “Don’t do it Guttman.”

He seems almost shocked at this, having expected you to encourage him. “You were just all for messing with this asshole.” He responds. “We’ve got him right here, we can fuck with him all we wants and he can’t see us.”

“And you were just against it only a minute ago.” You respond. “Either you’ve had a very quick change of heart, or you’ve seen something I haven’t. Either way, you yourself said that we shouldn’t be messing with time.”

“Well I think you would make the same exception I am.” He says, getting louder.

“You need to stay quiet Guttman, you’re smarter than this. We can’t attract more attention.” You say calmly. “Again, you told me just a minute ago that this is the guy with access to universe destroying materials. You’re not gonna get anything out of a suitcase if that’s true, he’s planned for this.” You don’t actually know if it's true. You remember that, during his childhood meeting with you, he mentioned that he had to do it the way he did due to certain agreements. As well, both times he has appeared was when Vorty was focused on temporally protecting the team.

As you talk to him, you notice that he doesn’t seem to be getting any less angry. He doesn’t seem any worse, but you don’t feel like you’re getting any further with him. “Don’t screw with these things over a meaningless victory.” The pain of the migraine is releasing even further. Perhaps you don’t need to get to him, just stall until the anomaly fades.

“Well what should I do here?” He asks, even louder, almost seeming to forget that you don’t know what put him into this state.

“Well, do you want to tell me what you saw?” You say, then repeat, “You were just against touching him a minute ago. What changed your mind so quickly?”

“I…” He stammers for a moment. In the two days that you’ve known him, you haven’t seen him like this. “I- I don’t know.” He responds. “I don’t know if I can. I guess I have to keep quiet.”

“Why is that?” You respond. “Are you being threatened by someone?”


“Y-no. No.” He responds, still tripping over his words. “Just… I got one chance to do something here, will you let me just-” He peers around the corridor. “Oh you bastard.” You’re not sure if he’s saying that to the suited man, he recently faded away just a second ago, or you.
“Guttman, you need to calm down for a minute, alright?” You command, knowing that you’re finally in the clear. “Take a breath and get your emotions under control. I need to talk to the vortigaunt.”
(cont.)
>>
>>4408052
(cont.)
Guttman leans up against one of the fungally infected walls, being already covered in alien gore. “Sure.” Is all he responds. He starts looking around the room, and as he has some time to cool off, you notice that there is a second emotion developing in his expressions, what appears to be fear. Whatever he just saw, it shook him.

You give him a moment to cool off, pulling away from the confused neurologist to talk to your Vortal ally. “Vorts.” You say quietly. “Thanks for the help there. You’re my only protection from a lot of the crazy stuff down here. I need to keep you safe down here.”

The vortigaunt looks at you curiously as you pull a bottle out of your bag. “This is human medication, used to heal the mind, like Guttman.” You shake out one pill into your hand. “If you take one of these, it’ll prevent anything from inducing seizures.”

The vortigaunt simply nods, seeming slightly confused, and takes the pill out of your hand. It inspects it curiously, then eats it. You see its face wince at the taste, but it swallows it regardless.

Without any biometric data on Vorts, you can’t tell exactly how the medicine affected him, since nothing’s actively attacking him.

Turning around to look at Guttman again, he’s definitely still angry, but also more scared than he was before. Perhaps him going for the suitcase was more about simply about the fact that it was the only thing he felt like he could do.

>Call up the team, it's time to have them move forward, and get ready to move into the actual laboratory, and explain some of the things you found up here in person before moving out.
>Offer Guttman a trade, if he tells you what he saw, you tell him about your “deal” with your mutual friend. Of course, you don’t know how that will affect the deal itself, but it’s likely to get him to give up information.
>Reilly mentioned that you could still call Dr. Vance about Magnusson’s device, pull out your radio and call Dr. Vance about it now.
>The two times the suited figure appeared, he was distracted, ask Vorty about the correlation.
>Peak out the space up ahead before doing anything else, preventing any more surprises. (Roll 3d6+2, avoid detection on an 11.)
>>
>>4408054
>Offer Guttman a trade, if he tells you what he saw, you tell him about your “deal” with your mutual friend. Of course, you don’t know how that will affect the deal itself, but it’s likely to get him to give up information.
>>
>>4408054
>>4408060
Scratch that, altering my vote because i realized that our temporal clones are still audible so this information won't be secure if someone comes along them.
Go with this instead:
>Call up the team, it's time to have them move forward, and get ready to move into the actual laboratory, and explain some of the things you found up here in person before moving out
>>
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The vote is still open and everything like that, I just wanted to say this real quick, I just like to tell you guys the standards I want to hold myself to. It makes me feel more obliged to follow them.

It's not exactly a secret that I get really nervous over this quest. I don't know why, but for whatever reason, these last few days have had me completely neurotic. I had a hard time writing that last two updates because I was so nervous over updates that came before them. You guys have been nothing but supportive, so I don't have anyone to blame but my own internal fears.

I'm gonna start making a bigger effort to calm myself down, and not panic with every update. Hopefully I'll stop being so anxious all the time.

Thanks for the help making the quest what it is guys. Also thank you to the guy in QTG who called me out on it on my lack of confidence in spoiler text.
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>>4408103
>He goes to QTG
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>>4408119
Its probably part of the issue.
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>>4408054
>Call up the team, it's time to have them move forward, and get ready to move into the actual laboratory, and explain some of the things you found up here in person before moving out.
I never played the HL games so I can't metagame this stuff, but I feel we're even further in over our heads than usual here. The sooner we get out, the better.
>>
>>4408060
>>4408061
>>4408121
You pull out your radio, returning the encryption to the standard of short range inter-operative communication, then setting the frequency to Reilly’s comms once again. Keeping an eye on your neurologist ally, you turn the receiver back on, and say into the radio, “Reilly, is your team alright back there? Are you good to move up?”

“You got it ghost cop.” Reilly says in response. “How’s the scout team up there? Is everything alright up there?”

“It’s certainly freaky up here.” Is all you say as you continue to keep a close eye on Guttman. Whatever your mutual friend showed him, it hit him bad. When you were escorting Enrico back to the infirmary, the occasional grim thought would cross your mind, asking “How would it affect Guttman’s morale if the boy was hurt?” The mannerisms of Guttman at the moment bear some similarity to what you could imagine. “But we’re not injured. Took a hit to morale, but I think we need to move out. We’re in over our heads already, and only gonna go deeper, we shouldn’t take too long out here.”

“Understood.” She responds. You can hear her occasionally pulling away from the receiver to tell the team to move forward. “It might be a good idea to suit up before we head in. Those hazmat suits you grabbed won’t provide the same kind of finesse or protection as the stealth suit, but you’ll want to change somewhere safe. Don’t wanna get caught with your pants down.”

“I’ll keep that in mind.” You respond. “I’ll talk to you when you get here Reilly, we cleared out everything for you already, so it shouldn’t take long.”

She just responds, “Alright.”

Guttman is slowly processing whatever it was he saw, and starting to return to his old self, likely with the knowledge that more people will be coming. You doubt he wants the team to question his fitness. It only takes a minute for you to start hearing the incoming footsteps of Marietta, Reilly, Kirchoff, and finally Shaffner. As they come down the corner, you first see Marietta with an MP5 in her hand, then Shaffner, then Reilly, then Kirchoff with his rifle, often checking behind him to ensure no-one attempts any sort of surprises.

“Are we moving in?” Guttman asks.

“You don’t have any last things you want to brief us on do you Gabby?” Marietta asks. “Or are we just gonna breach into the labs?”
(cont.)
>>
>>4408269
(cont.)
>Breach in covertly, with your team moving in first. (Roll 3d6+2, the test chamber team will not be detected on an 11+, and be able to make decisions from concealment.)
>Breach in with a flashbang. (-1 flashbang. Anything inside will be assumed taken by surprise, and disoriented.)
>You don’t want to waste any resources or time lockpicking, just kick the door open with your boot. (Roll 3d6+2, on a 13+, the door opens on the first kick, and every enemy inside will have to roll a surprise check.)
>You should put on your suits before entering the labs. (CIA Hazmat suits protect you from radiation, but give no agility bonus, and cannot cloak with only 50 armor power. You don’t know when you’ll get another safe position to suit up. Pick this option alongside another.
>Write in.
(Optionally, brief the team on any things you’ve seen in here before moving out. Information is security.)
>Quietly ask if Shaffner’s done anything odd, or strange.
>Explain to Reilly, and in turn to Marietta, that you spotted your mutual friend.
>Quietly explain to Reilly what happened with Guttman, since she’s on his section of the team.
>Write in.
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>>4408271
>You should put on your suits before entering the labs. (CIA Hazmat suits protect you from radiation, but give no agility bonus, and cannot cloak with only 50 armor power. You don’t know when you’ll get another safe position to suit up. Pick this option alongside another.
>Breach in covertly, with your team moving in first. (Roll 3d6+2, the test chamber team will not be detected on an 11+, and be able to make decisions from concealment.)
>Quietly ask if Shaffner’s done anything odd, or strange.
>>
>>4408271
>Breach in covertly, with your team moving in first. (Roll 3d6+2, the test chamber team will not be detected on an 11+, and be able to make decisions from concealment.)
>You should put on your suits before entering the labs. (CIA Hazmat suits protect you from radiation, but give no agility bonus, and cannot cloak with only 50 armor power. You don’t know when you’ll get another safe position to suit up. Pick this option alongside another.
>Quietly ask if Shaffner’s done anything odd, or strange.
>Explain to Reilly, and in turn to Marietta, that you spotted your mutual friend.
>Quietly explain to Reilly what happened with Guttman, since she’s on his section of the team.
>>
>>4408297
>>4408302
“We’ll be pushing in in just a minute.” You announce to the team. “First I want everyone who’ll be moving into the test chamber to gear up. We don’t know when we’ll get another clear moment.”

“Alright.” Kirchoff says. “You’ve got the suits right?”

You nod, and start pulling the three hazardous material suits out of your bag. A far cry from the advanced HEV suits that you saw the science team wearing, but it’ll still do a great job protecting you from the numerous types of radiation within the test chamber. Handing them out, you also distribute some of the radiation medication, saying, “Save it for a breach in the suits.”

They both nod, and Kirchoff and Marietta both unbuckle their PCV’s, leaving only the fatigues below. As you follow after them, pulling at the straps of your gear to drop it to the floor before packing it, you pull Reilly and Marietta over, quietly asking, “What’s Shaffner been up to in the meantime?”

“He’s started asking a few more questions.” Marietta responds, as her armor drops to the ground. When it hits the floor, something accidentally clicks the cloak on and she has to feel around for it in the lowlight corridor.

Reilly picks up the slack. “I think it may just be nerves, since most of it was about the stuff going around us, but when we first entered, he started asking about the labs himself. He stopped when he realized we didn’t know all too much outside of the briefing you gave us.”

“Has he been slipping away?” You ask, as you pull the suit up, over your fatigues. It’s certainly more tight fitting and smooth than the typical rubber and lead radiation suits used by civilian and military teams to clean up nuclear accidents, but its lining will still prevent you from performing the same acrobatics you could perform in the stealth gear, and you will miss the ability to turn invisible. Still, the inbuilt PCV will do a good job of keeping you healthy, so long as you keep it charged.

“Not really, but he does keep to himself.” Marietta says as she continues to equip her hazmat gear alongside you. “Definitely been taking a lot of looks into the storage rooms.”

It may just be natural curiosity, but it does sound like the man has a rather large interest in the laboratories themselves. It does seem somewhat strange for someone who apparently just wants to keep his head on his shoulders to have those interests, but you would expect them to be more interested in your team particularly if he wanted to spy on you. Pulling off your optics, you slide the gas mask over your face, then as you replace your goggles, you ask, “Are we all ready to go?”
(cont.)
>>
>>4409106
(cont.)
Your team responds affirmatively, and with Kirchoff and Marietta also protected by their equipment, you get to lockpicking the door.

The worst an infiltration could possible go is if someone, or something was on the opposite side of the door. While the odds are low that your picking would be heard in a breach, its still a chance. Worrying you further is opening the door, and entering will get you spotted.

Four players roll 1d6. The top three rolls will be added into a 3d6+2. If the total is an 11+, the roll succeeds and your team won’t be spotted by anything on the other side of the door. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 4 (1d6)

>>4409110
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Rolled 2 (1d6)

>>4409110
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Rolled 2 (1d6)

>>4409110
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Rolled 3 (1d6)

>>4409110
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>>4409113
>>4409132
>>4409229
>>4409235
Working quickly, you quickly manipulate the lock open. Thankfully, the growth of xenian wildlife hasn’t made its way into the mechanism, which could throw off your ability to feel for pins setting into place. The core turns open in less than a minute, letting you slowly open the door. You listen closely to the sound of alien shuffling outside as you open it, hoping you don’t hear the sounds of alarm.

When the door is pushed halfway open, you consider it clear enough to peek through. Snaking your gas mask covered face out of the door, you see the corridor outside the door grow far wider, and split off in two directions. The ever infectious xenian wildlife has spread down through the anomalous materials lab’s offices, holding shut some of the doors and allowing barnacles to grow amongst the roof tiles. Still, you notice a distinct lack of xenian fauna, other than the corpses of a few bull squids, having been peppered by nine millimeter rounds at some point. Perhaps those marines you talked to had silencers bored for their submachine guns.

Down the section heading further into the laboratories themselves, you’re greeted by small, fleshy little creatures that seem to stumble around. The xenian wildlife has been piled up into what you can only describe as some sort of nest. Somehow, power is still making its way into an adjacent lab space, where the broken window allows light to occasionally flicker onto the creatures, causing them to avert their eyes and let out a small yelp. Judging by their small and seemingly undeveloped bodies, these are the infantile versions of something much larger, having apparently left them behind at some point.

You wave to your group to make a move in so you can get a better look in, and start by silently prowling into the laboratory. Kirchoff follows right after you, then Vorty, then trailed by Marietta guarding the rear. You take cover up against the wall, Vorts, keeping his distance, moves behind you, further down the same wall. Kirchoff, dedicated to keeping a good bead on the largest possible threat with his rifle, takes his position in an office not far from the door. Finally comes Marietta, who attempts to move to cover initially against an extruding mass of xenian flora, but as she approaches it, you hear a set of strange, beak-like snapping sounds. You quickly glance over to her, seeing that a section of the wall she attempted to use was covered in some sort of predatory or perhaps territorial flora that are now snapping at the air as she quickly moves away.
(cont.)
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>>4409362
(cont.)
Immediately you start watching the group of aliens. With the creature's ears likely undeveloped, or simply lacking the experience to identify a threat, they don’t make their move. However, as the sound moves through the hallway, you hear a few alien words muttered, unlike any you heard before. The face of some sort of large, vortigaunt like creature with a single catlike eye. Judging by the amount of alien voices however, he is accompanied by an ally. The room he’s in provides difficult cover. It might be difficult attacking them without making a move into that room. Thankfully, the creature fails to see you, and doesn’t follow after Marietta.

(You, Marietta, Kirchoff, and Vorty.)
>Prepare for an ambush into the baby voltigore nests, and the shocktrooper encampment. (Roll three 3d6+2, every point above a 12 will add a +1 to the first shot. Vorty will not be given any ambush bonus due to poor stealth, but will be a part of the fight.)
>They don’t seem to like the light all too much, give the infantile aliens a flashbang. (All six baby voltigores will be stunned. The two shocktroopers will have to roll to avoid as normal. -1 Flashbang.)
>Maybe try luring the shocktroopers into close range. Have Marietta excite those creatures again.
>Pull back, try to find Kleiner’s office in the mess of alien flora.
>Pull back, try to find Vance’s office in the mess of alien flora.
>Write in.
(Guttman, Reilly, Shaffner.)
>Join in with whatever attack the first group tries.
>Try to find Kleiner’s office while the first group attacks, to speed things up.
>Try to find Vance’s office while the first group attacks, to speed things up.
>Write in.
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>>4409364
>Maybe try luring the shocktroopers into close range. Have Marietta excite those creatures again.
>Join in with whatever attack the first group tries.
Imagine if one of the shockbugs attached to Shaffner.
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>>4409377
Having seen the snapping noise affect the large, barely seen troopers inside the lab, but be ignored by the infantile aliens despite being in the significantly closer nest, you quickly recognize the opportunity to pick off your targets individually. If those creatures really are an infantile form of their species, then it's possible there's a mother who you’d rather not face while fighting a brand new species of alien warriors.

Instead, you quickly wave Marietta back, signalling to her to make a distraction. She takes a second to process the command, wondering why you would want her to do that, but then quickly makes the connection. She nods, then slowly begins to move back. Before the creatures start snapping away at her, you signal the other team in to take cover alongside you. You want a large amount of fire-power centered around these creatures, given that there’s so many unknowns involved.

As the creatures clap their clam like beaks away, attempting to threaten Marietta away like an unknown predator, you begin to hear the creatures converse among themselves. “Puhpurhyuka?” One says, starting to move throughout the room. “Dupdup.” The other answers in its inhuman voice. As the other team takes another spot right next to you, you see one of the shocktroopers peak its head out of the shattered window. It’s large, reptilian orange eye seems to glow in the low light as it swivels around, investigating the area. It’s mandibles and large fangs twitch for a moment as it speaks to its brother alien, before a massive, triple jointed leg raises up, its foot meeting the broken glass of the window, and it then hops its other leg over. The skin is tight to the muscle, making it all the more intimidating as you watch the second large creature hall itself over the windowsill.

Still communicating to each other in an indecipherable language, you pull back, listening to the sound of their footsteps growing closer. You hear the smaller voltigores occasionally make threatening sounds to the creatures as they disturb the nest, but knowing their place, don’t act on any of those threats.

As you see their large heads come around the corner, you also start to feel the tense pain of the migraine returning, slowly growing stronger.
(cont.)
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>>4409724
>You have four silenced pistols between all of you, go for two shots on each head. (Roll a collective 3d6 for all parties shooting, if the roll is above a 14, both creatures die without attracting any attention. Above a 12, both creatures die, but they call out for help beforehand.)
>There are six humans between you. Three for each creature, silently pull them to the ground and execute them. (Roll two 3d6. For each 3d6 above a twelve, a creature dies, however, for each individual dice that rolls a 1, a party member will take damage in the attack.)
>Go loud, pick your targets, and take your shots. (If you have a preference, pick a weapon for yourself, Marietta, and Kirchoff, and vorts. For the sake of preventing combat from slowing down, Guttman, Reilly, and Shaffner will be considered a “third party” and be controlled more loosely as their own team.)
>Have Marietta pull out her grenade launcher, and fire two quick blasts into the creatures. (-2 HEDP grenades, but the incredibly loud noise will attract a lot of attention.)
>Write in any clever ideas.
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>>4409731
>You have four silenced pistols between all of you, go for two shots on each head. (Roll a collective 3d6 for all parties shooting, if the roll is above a 14, both creatures die without attracting any attention. Above a 12, both creatures die, but they call out for help beforehand.)
>>
>>4409753
As the creatures are coming towards the party, moving to be encircled by the concealed group, you pull out your silenced pistol, then make it visible to the other members of the party. You watch Reilly, Marietta, and Guttman all pull out their weapons. Once you see that they’re all armed, you quickly assign each of them a target, splitting up the left half of the ambush to focus on the first shock trooper, and the right half to gun down the second shock trooper.

With everyone understanding their targets, you keep your weapon in your hands with a round in the chamber and the safety undone while you listen to the footsteps of the large creatures. The sound of distant combat muddles the noise, and the growing migraine breaks your focus slightly, but you’re still able to slowly track the creatures. Knowing the team is waiting for your lead, you wait for one of their big, fanged heads to poke around the corner.

When a massive, reptilian eye pokes out behind the wall, you see it and it sees you, but you’ve already got your weapon trained on it. The second one following just after the creature, you watch its reactions kick in. It’s eye immediately dilates wide, taken in as much light as it possibly can from your jet black silhouette in the dark. Just as you see this, you pull the trigger on your pistol, and your team follows suit. A small cacophony of subsonic forty-five rounds are fired off in quick succession.

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. If the total roll is greater than a 12, the creatures die, but will have an opportunity to make noise in the process. Above a 14, they make no noise whatsoever, and die. If neither thresholds are reached, they may still be wounded. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 5 (1d6)

>>4410287
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>>4410287
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Rolled 3 (1d6)

>>4410287
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Rolled 1 (1d6)

>>4410287
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Rolled 3 (1d6)

>>4410287
>>
>>4410292
>>4410298
>>4410299
>>4410403
>>4410405
Your first pistol shot fires only a second before the next from your team. The bullet quickly penetrates into the creature’s iris, and then as the alien recoils, you watch Guttman smack another round into the side of the creature's head. In the same moment, the second creature takes a shot from Reilly’s weapon, but the round skims across the head. While the creature certainly flinches, left with a large gash, its broken alien skull bone isn’t enough to prevent it from releasing a hefty scream in pain. Its strange jaw opens up when it releases a loud, warbled sound of pain, and then gets halfway through shouting out a warning, “Kssdit-” before the shot from Marietta is lined up and fired into the creature's neck. It doesn’t kill, but the creature makes a few final choking noises before Reilly puts out one final shot to kill the creature.

Just below the collapsed body of both shock troopers, you notice something blue squirming, however, your attention is pulled away by the sounds of alien alarm.

Immediately, the nest of adolescent voltigores is riled to alertness by the loud death of the shocktroopers. Despite being underdeveloped and weak, they seem to have no qualms moving towards the sound of danger. These unearthly creatures are clearly not intelligent, and apparently have a rather small drive for self preservation. They start to make small, but hoarse sounds as they move closer, further alerting other creatures to the presence of hostels.

As they make their calls, you start to hear the sound of footsteps far heavier than the shocktroopers and the grunts. The report of their heavy footsteps sounds closer to the footsteps of the incoming infantile aliens that just heard the death screams of the shock troopers.

You won’t be able to totally avoid direct confrontation with the coming creature or it’s aggressive children, but the slow speed of the juvenile aliens, and the distance of the larger creature gives you some time to prepare for the fight.
(cont.)
>>
>>4410480
(cont.)
>Just dig in, don’t try anything too risky, but position yourselves to turn this into a more defensive choke point.(+2 Defense against any ranged attacks during the fight.)
>You’ve been holding onto these AT mines since the fight in the proving grounds. They require a heavy, tank sized weight to be set off. If anything can provide that, it’s whatever’s coming for you. Plant it down in the hallway. (-1/3 AT mines. If the large creature attempts a melee charge, it will need to make a difficult agility check to avoid hitting the mine. Makes a lot of noise.)
>Hide away quickly, attack from concealment. (Roll 3d6+2, if the total is above a 13, the creatures will not detect the party when they reach you.
>Cook up a flashbang, and drop it down the hall, you saw that the small creatures don’t seem to like light, perhaps the larger ones are the same. (-1 flashbang, all of the smaller creatures will be stunned, but the larger one will roll a 3d6, being stunned below a 14.)
>Tell Reilly, Guttman, and Shaffner to pull back and check out Vance’s office while you handle this.
>Tell Reilly, Guttman, and Shaffner to pull back and check out Kleiner’s office while you handle this.
>Write in any clever ideas.
>>
>>4410483
I'd completely forgotten about the mines we'd been lugging around without even noticing (AT mines are hefty things (typically several kg each), Gabby confirmed to be stronk). What other items do we have in our inventory we might have forgotten about, and what's the environment around us like?
>>
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>>4410495
>(AT mines are hefty things (typically several kg each), Gabby confirmed to be stronk).
It wouldn't be a true half life story if the MC wasn't able to carry a ludicrous amount of weapons around with no encumbrance.
>What other items do we have in our inventory we might have forgotten about
You do have a copy of Dr. Kleiner's book that you took from a desk in the school, and still have the laser designator that can call in air-strikes, but that won't do anything under ground of course. I don't believe there is anything else that's being forgotten about at the moment, but if anyone has a correction, I'd love to hear it.
>and what's the environment around us like?
The corridor you're currently in bends in a sort of "S" shape. The entire place is dark, the only lighting being from red emergency lights that have been partially covered by alien fungal life that has grown into the walls all around you. To your right the corrdidor is lined by the leading scientists offices, among which include Dr. Vance, Dr. Kleiner, and Dr. Keller's, the last of which you searched when you escaped the labs initially. Directly in front of you is a small corridor, that quickly turns to the left. Inside of that is what appears to be a sort of nest, xenian planlife has been gathered around a set of broken eggs, and small voltigore young run at you. Lining the left side of the corridor is a small laboratory space that you can only barely see in from cover. A bit of power still flickers the lights on in there occasionally. The door to it is on your side of the alien nest, and just beyond the door is a display window that was shattered at some point during the resonance cascade, allowing the xenian wildlife to infest the lab as well. From experience, you know that if you continue past that room, and turn left, you'd be brought further into the anomolous materials labs, bringing you past more rooms of whiteboards and the smaller, cheaper lab equipment that science teams make regular use of daily.
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>>4410483
>Just dig in, don’t try anything too risky, but position yourselves to turn this into a more defensive choke point.(+2 Defense against any ranged attacks during the fight.)
We got so much firepower between us, so we should probably save the grenades and mines for something bigger or when we're split up.
>>
The next update is gonna be delayed until at worst tonight due to a few responsibilities.

In the meantime, I wanna ask, what do you guys think about having the “second team” (Reilly Guttman and Shaffer,) being controlled far more loosely, like how three way fights are handled with certain parties being controlled by an overarching dice roll each turn. I just feel like, with the current combat system, seven people will be very clunky, and slow the game down. Anyone object?
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>>4410483
>Dig in
>Have vorts prepare his lightning
I honestly thought this post went through
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>>4410721
Oops, typed in my trips wrong.
>>
>>4410483
>>Just dig in, don’t try anything too risky, but position yourselves to turn this into a more defensive choke point.(+2 Defense against any ranged attacks during the fight.)
Who's got the thermal goggles right now? Could we put them on and then shoot out the last of the lights?
>>4410531
I just prefer to think she's carrying around a large backpack full of explosives and junk and is /fit/ enough to shrug off the encumbrance.
>>
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>>4410495
>>4410543
>>4410722
>>4410730
Guttman has the thermals, and Kirchoff has a thermal scope on his gun, however, the spies do have nvgs in their goggles. You could most certainly shoot out the lights however.

Quickly, you start to motion, “pull back, pull back,” with an inward motion with your arms. Quickly seeing this, Reilly joins in, assisting your leadership and having her part of the team drop down behind cover.

Thinking fast, Guttman drops prone behind an overgrown mass of xenian wildlife, spying on the mass of thermal light coming his way. Kirchoff simply pulls himself further into the room. Vorty, already in good cover, simply awaits you to move back as you take point in an office of your own. Each member of the team finds their own cover, a solid wall between them, or a mass of fungal biomatter that, by the time it ablates away, they will have moved. WIth the group protected from ranged attacks, you know that the creatures will have to come to you, but with the size of the incoming vortigore, you don’t know if that’s out of the question.

The larger creature, easily the size of a small truck or van, walks around the corner, needing to move carefully in places relatively cramped for its size. It releases a large, roaring screech, like an animal threatening those coming into its territory.

The smaller, juvenile voltigores move in. As they enter close range, they start charging up some sort of attack. Electricity arcs up towards them, then peters out. Perhaps it's a failed attempt, or perhaps they simply are physically unable to do it. Seeing these creatures fail at their first attack, you wonder if they will be anything more than a nuisance in this fight.

(cont.)
>>
>>4410917
(cont.)
(Due to these creature’s light vulnerability, the minor effects of flashbangs will be registered as major effects, stunning them for a few turns.)
(Every turn, a 3d6 will be rolled to represent the progress of Reilly's half of the team. There effect can be guided by providing orders. Higher rolls will be better.)

(Due to these creature’s light vulnerability, the minor effects of flashbangs will be registered as major effects, stunning them for a few turns.)
(Gabby)
(You currently have 59/100 health, and 50/50 armor power.)
>Throw a grenade at the creatures.(Specify between Frags(3), damage or wounds, concussion(3), stuns or incapacitates, flashbang(3), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Load armor penetrating rounds into your usp. (Greater armor penetration, great against marines and grunts. Does little against resilience through body mass, such as vortigores.)

>Fire your usp at the first, second, third, fourth, fifth, or sixth baby voltigore. (3d6+4, kills on a 6. -1/11+24)
>Kick the baby voltigores. (3d6, kill on an 8, will put you in melee range of the baby voltigores.)
>Fire at the mature voltigore. (3d6+4, every point over 6 reduces the next kill threshold by 1, kill on a 30. -1/11+24.)

>Reposition quickly. (3d6+2, on a 12, the enemy loses track of your position. Avoids grenades.)

>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)
>Use a medkit on yourself. (-½ medkits, +15 health.)

(Changing weapons can be done alongside any action that does not require two hands.)
>Glock. (Small, weak, but good for saving a bit of ammo.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have no grenades for.)
>Revolver. (High wound threshold, low kill threshold.)
>Hivehand. (Generally low stopping power, but low wound threshold, and infinite ammo.)
>MK23 USP. (Stopping power lower than the revolver, but also makes no noise. Built in aiming assistance provides a bonus.)
>Shotgun(Close range, reliable.)
>Rifle(Powerful, but unwieldy while close and very loud.)
>Swiss army Knife. (Small, but precise melee weapon that can be especially useful against confused enemies. Not as quick on the draw as one’s boot, but also more lethal.)
(cont)
>>
Rolled 2, 6, 4 = 12 (3d6)

>>4410918
(cont.)
(Orders can be made to allied teams alongside any action at all, and will affect the flow of wider combat more loosely, applying status affects, damage, and buffs as determined.)
>Tell Reilly to push her team to focus the smaller voltigores.
>Tell Reilly to flash the creatures.
>Tell Reilly to have her team suppress the creatures for you.
>Tell Reilly to pull back, stick behind your team.
>Order Reilly’s team to shoot out the lights. (In darkness, a -2 will be applied to anyone attacking without lowlight optics or thermals being Shaffner, and Vorty. Anyone with lowlight goggles, but no thermals, you, Reilly, Marietta, will take a -1. Kirchoff’s thermals are attached to his rifle, and as such will only be protected from the effects when using his M40.)
>Write in an order for Reilly’s team.
(cont.)
>>
>>4410921
(Kirchoff)
(60/100 health, and 63/100armor power.)
>Throw a grenade at the creatures.(Specify between Frags(1), damage or wounds, flashbang(2), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

(The sniper rifle is currently suffering a -2 due to short range.)

>Fire at the mature voltigore. (Roll 3d6+2. Every point over a 12 reduces the next threshold by three points. Kills on a 24. -1/5+15 ammo.)
>Fire at the first, second, third, fourth, fifth, or sixth baby voltigore. (Roll 3d6+2, kill on a 12. -1/5+15 ammo.)

>Reposition quickly. (3d6+2, on a 12, the enemy loses track of your position. Avoids grenades.)

>Thermally cover yourself. (Prevents detection from any enemies with thermal vision when not moving.)
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>M40 Sniper Rifle. (Powerful and accurate at long ranges.)
>Combat Knife. (Small, but precise melee weapon that can be especially useful against confused enemies. Not as quick on the draw as one’s boot, but also more lethal.)

(Marietta.)
(73/100 health. 50/50 armor power.)
>Throw a grenade at the creatures.(Specify between Frags(4), damage or wounds, concussion(4), stuns or incapacitates, flashbang(6), stuns or reduces aim, all creatures will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Load armor penetrating rounds into your usp. (Greater armor penetration, great against marines and grunts. Does little against resilience through body mass, such as vortigores.)

>Fire your usp at the first, second, third, fourth, fifth, or sixth baby voltigore. (3d6+4, kills on a 6. -1/11+20)
>Kick the baby voltigores. (3d6, kill on an 8, will put you in melee range of the baby voltigores.)
>Fire at the mature voltigore. (3d6+2, every point over 6 reduces the next kill threshold by 1, kill on a 30. -1/12+20.)

>Reposition quickly. (3d6+2, on a 12, the enemy loses track of your position. Avoids grenades.)

>Pop smoke. (-1/6 smoke grenades. +3 to defense, +3 to stealth.)
>Use a medkit on yourself. (-½ medkits, +15 health.)

(Changing weapons can be done alongside any action that does not require two hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have four grenades for.)
>USP. (Stopping power lower than the revolver, but also makes no noise.)
(cont.)
>>
>>4410922
(cont.)
(Vorty.)
(Without any biometric data for Vorty, his health can only be estimated. He seems to be rather healthy for a recently freed slave.)

>Temporarily protect the team. (Will prevent attacks from repeating themselves.)

>Draw up a charge of energy. Stuns any enemies that enter melee range during this turn, and allows this one to fire next turn. Very noisy. After a turn of charge, an attack will be available with a low hit threshold, minor stun capabilities, and good stopping power, especially against any creature naturally hunted by this one’s kin, such as headcrabs and their grim creations.

>Swipe at a baby voltigore with this one’s talons. (Roll 3d6. Every point above a six reduces the kill threshold by one. Kills the creature on a 12, will leave you in melee range. The damage done by others is tripled for the threshold reduction on this attack. )
>Swipe at the voltigore with this one’s talons. (Roll 3d6. Every point above a six reduces the kill threshold by one. Kills the creature on a 80, will leave you in melee range. The damage done by others is tripled for the threshold reduction on this attack. )

>Retreat and duck. This one shall fight then, which is indistinguishable from now. (+6 defense from any creature that doesn’t actively chase it down.)
>>
>>4410924
GABI
>Throw a flashbang
>Swap to Shotgun
REILLY
>Tell Reilly to push her team to focus the smaller voltigores.
KIRCHOFF
>Fire at the mature voltigore. (Roll 3d6+2. Every point over a 12 reduces the next threshold by three points. Kills on a 24. -1/5+15 ammo.)
MARIETTA
>Fire at the mature voltigore. (3d6+2, every point over 6 reduces the next kill threshold by 1, kill on a 30. -1/12+20.)
>Switch to SMG
VORTY
>Temporarily protect the team. (Will prevent attacks from repeating themselves.)
>>
>>4410917
>Guttman has the thermals, and Kirchoff has a thermal scope on his gun, however, the spies do have nvgs in their goggles. You could most certainly shoot out the lights however.
I should restate that, but more specifically since I don't think I answered your full question, you can shoot out the lights if you want, I put an option to order Reilly's team to do it for you as well, in the prompt, since I like clever writes in. I'll also say you can choose to swap equipment between people so long as they're at a reasonable distance, so it'll take your turn, but you can do pretty much all of that. Anyone with NVGs won't take the full brunt of the darkness penalty, and anyone with thermals won't take any.

>>4410939
>Fire at the mature voltigore. (3d6+2, every point over 6 reduces the next kill threshold by 1, kill on a 30. -1/12+20.)
>Switch to SMG
Swapping weapons can't be done at the same turn as firing, as that requires both hands, would you prefer to swap weapons, or fire? Keep in mind, there are other damaging things you can do in the same turn as swapping weapons if you'd like, such as throwing a grenade.
>>
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>two entire screens and 7k characters worth of potential orders later
I'll go with >>4410939 because I see the reasoning and I'm kinda overloaded with options here without meta knowledge of how these foul xenos work.

Also, I think we should see about getting Kirchoff a weapon optimised for close range after this.
>>
>>4410962
Darn, I assumed "spies" were just a class of enemy and not referring to us so I assumed it would turn into a blind knife fight with only a few on each side able to see. Reconsidering, who here on our crew does -not- have the ability to see in the dark?
>>
>>4410962
It's a USP, isn't it? That's not the kind of gun that strictly requires two hands.
>>
>>4410969
Oh, and to add what what would be the low-light penalty to those without dark vision were the lights to be destroyed?
>>
>>4410964
>>4410969
>>4410981
In future quests, I fully intend to do some major hedge trimming on this system. It gets cumbersome quick. Shaffner and Vorty both lack any form of lowlight vision, and would be taking a -2 to all attacks.
>>4410974
Fair enough. Realistically you'd lose accuracy doing that, but I don't want to make the system more complicated then it has to be here.
>>
>>4410991
I completely missed the line about removing the lights in the morass of orders while skimreading. I assume none of the aliens have night vision.

But in any case, I'll take still take the template of >>4410939 but with Reilly's team doing
>Order Reilly’s team to shoot out the lights.
instead

This section is giving me flashbacks to 3.5e character creation.
>>
>>4411016
This would be metagaming, but vortigores are found in low-light areas all the time, including a sewer section that had a crapton of them in pitch dark conditions
>>
Rolled 2 (1d2)

I'll just do a quick tiebreaker roll for the order before writing.

>>4410939(1)
>>4411016(2)
>>
>>4411027
This is embarrasing, but I'm not gonna lie, I forgot about that, even after pointing out that they have a vulnerability to light I somehow didn't think about it. I'm just gonna ask you all to pretend that I'm a totally nefarious QM and not a moron.
You are right in that that would be meta-gaming, but just to reiterate my stance on meta-gaming, I don't really mind it all too much, since I know that it's kind of impossible to avoid with anyone who's played the game, so don't be too afraid of meta-gaming, it happens.

>>4410939
>>4410964
>>4411016
>>4411078
Re-holstering your silenced pistol with one hand, you pull a flash-bang from your belt with the other. As you temporarily kick up your mask to bite at the pin, you grab your shotgun off your back, grabbing it by the foregrip and slinging it by the shoulder. WIth the pin removed, you fling the flashbang away, towards the creatures. It lands smack in the center of the infantile creatures, but their slow movements leaves them with little chance to avoid the grenade. Right before the grenade bursts, you yell to Reilly, “Lights out!” as you point to the numerous emergency lights around you. Quickly, Reilly starts directing her team towards them, taking shots at them.

From behind, Kirchoff lines up his shot on the large, howling alien creature. The voltigore is a large, fleshy target. On infrared, it shows up as one hot lump, making it difficult to find any sort of weak point to target. Falling back on his military training to go for the sure shot, he focuses down center-mass, and pulls the crisp trigger of the bolt action and rifle.

Peaking out of cover, Marietta lines up a shot with one arm. The small size of the concealable assassination weapon makes it easier, but she still takes a moment to put her weight forward, ensuring the recoil transfers into her body rather than just her elbow. With her other arm free, she’s able to reach for the far more deadly submachine gun. Still getting as much use out of the USP as she can, she squeezes down the trigger until it releases a small burst, firing out a subsonic round from its silenced chamber.

Keeping back from the action, Vorty detects just as the migraine does, the straining of the all-in-one, and therefore the vortessence as well. Tired, but working hard, he returns to his chant, dedicated to keeping the team safe.

Four players roll a 2d6. The first d6 is for Kirchof, the second d6 is for Marrietta. The top three of each will be added into a 3d6+2 for both. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 4, 6 = 10 (2d6)

>>4411164
Does this mean the act of "kill lights" was not very effective on the aliens? Well, count this as an in-character learning experience (even if i am a bit miffed)!
>>
Rolled 2, 6, 4 = 12 (3d6)

I forgot to do the avoidance roll for the mature vortigore. Combat seems to take to my intelligence like lead-poisoning. Sorry guys.
>>4411188
I do apologize if you feel like I led you on.
>>
Rolled 4, 2 = 6 (2d6)

>>4411188
>>
Rolled 3, 2 = 5 (2d6)

>>4411164
>>
Rolled 3, 6 = 9 (2d6)

>>4411164
>>
>>4411188
>>4411385
>>4411413
>>4411462
Kirchoff’s shot connects with the creature first. While the extra penetrative power of a five-five-six NATO round doesn’t change much in a target protected by mass and skin more than chitin or kevlar, the weight and muscle velocity turn the round into a powerful, focused strike. It’s own size works against it, taking more of the bullet's energy and preventing over-penetration. The creature releases another pained roar, before it begins to gather up energy for an attack. Keeping its four, spiked legs flat on the ground, electricity arcs from its body as it charges up an attack .

Marietta’s shot also connects, flying just past the gathering ball of lightning, digging directly into a heavy alien rib, cracking apart the bone, and making the creature recoil for just a second. During that second, the entire team pulls their eyes away from the creatures, seeing your flashbang drop in the center of the alien brood. The flashbang bursts, and the creatures are all instantly blinded. The mature one, focused on its own attack, and the incoming fire, fails to even notice the grenade, recoiling at the bright sight, and allowing its energy to dissipate.

As this happens, Reilly points her team to their own targets, the lights. Quickly shooting out emergency lighting, they hope to gain the advantage with the teams own man-made low-light equipment.
(cont.)
>>
>>4411512
(cont.)
(Gabby)
(You currently have 59/100 health, and 50/50 armor power.)
>Throw a grenade at the creatures.(Specify between Frags(3), damage or wounds, concussion(3), stuns or incapacitates, flashbang(2), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Fire your shotgun at the baby voltigores. (3d6+1, kills on a 3. -1/8+10 ammo.)
>Kick the baby voltigores. (3d6-1, kill on an 8, will put you in melee range of the baby voltigores.)
>Fire your shotgun at the mature voltigore. (3d6+1, every point above a 3 wounds, kills on an 11 -1/8+10 ammo.)
>Fire your shotgun at the mature voltigore twice. (3d6+1, every point above a 3 wounds, kills on a 8. The next shot will have a -3 applied, until a turn is passed without shooting. -2/8+10 ammo.)

>Reposition quickly. (3d6+2, on a 12, the enemy loses track of your position. Avoids grenades.)

>Pop smoke. (-1/3 smoke grenades. +3 to defense, +3 to stealth.)
>Use a medkit on yourself. (-½ medkits, +15 health.)

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

(Orders can be made to allied teams alongside any action at all, and will affect the flow of wider combat more loosely, applying status affects, damage, and buffs as determined.)
>Tell Reilly to push her team to focus the smaller voltigores.
>Tell Reilly to push in, help finish the mature creature.
>Tell Reilly to have her team suppress the creatures for you.
>Tell Reilly to pull back, stick behind your team.
>Write in an order for Reilly’s team.
(cont.)
>>
>>4411515
(cont.)
(Kirchoff)
(60/100 health, and 63/100armor power.)
>Throw a grenade at the creatures.(Specify between Frags(1), damage or wounds, flashbang(2), stuns or reduces aim, all enemies will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions.)

(The sniper rifle is currently suffering a -2 due to short range.)

>Fire at the mature voltigore. (Roll 3d6+2. Every point over a 12 reduces the next threshold by three points. Kills on a 12. -1/5+15 ammo.)
>Fire at the first, second, third, fourth, fifth, or sixth baby voltigore. (Roll 3d6+2, kill on a 12. -1/5+15 ammo.)

>Reposition quickly. (3d6+2, on a 12, the enemy loses track of your position. Avoids grenades.)

>Thermally cover yourself. (Prevents detection from any enemies with thermal vision when not moving.)
(Changing weapons can be done any turn, and while performing any action that does not require both hands.)
>M40 Sniper Rifle. (Powerful and accurate at long ranges.)
>Combat Knife. (Small, but precise melee weapon that can be especially useful against confused enemies. Not as quick on the draw as one’s boot, but also more lethal.)
(cont.)
>>
>>4411516
(cont.)
(Marietta.)
(73/100 health. 50/50 armor power.)
>Throw a grenade at the creatures.(Specify between Frags(4), damage or wounds, concussion(4), stuns or incapacitates, flashbang(6), stuns or reduces aim, all creatures will have to roll to avoid, taking the major effects below an 11, taking lesser effects below a 14. Avoiding grenades always cancels certain actions. Throwing grenades will not nullify your ambush bonus.)

>Load armor penetrating rounds into your usp. (Greater armor penetration, great against marines and grunts. Does little against resilience through body mass, such as vortigores.)

>Suppress the group of baby voltigores. (Roll 3d6+1, if any members of this group attempt to move, that roll will be applied as an attack against them. -20+10 per attack/50+50 ammo. If the creatures don’t, or are unable to move, no attacks will be made.)
>Fire your MP5 at the first, second, third, fourth, fifth, or sixth baby voltigore. (3d6+1, kills on a 4. -10/50+50)
>Kick the baby voltigores. (3d6-1, kill on an 8, will put you in melee range of the baby voltigores.)
>Fire an HEDP grenade at the group of voltigores. (Acts as a frag grenade in groups.)

>Fire at the mature voltigore. (3d6+1, every point over 5 reduces the next kill threshold by 2, kill on a 17. -10/50+50.)
>Fire an HEDP grenade at the mature voltigore. (3d6+1, hits directly on a 13, staggering and reducing all kill thresholds by twelve.)

>Reposition quickly. (3d6+2, on a 12, the enemy loses track of your position. Avoids grenades.)

>Pop smoke. (-1/6 smoke grenades. +3 to defense, +3 to stealth.)
>Use a medkit on yourself. (-½ medkits, +15 health.)

(Changing weapons can be done alongside any action that does not require two hands.)
>Revolver. (High wound threshold, low kill threshold.)
>Shotgun(Reliable close range.)
>Grenade launcher. (Loud, and deadly towards armored targets.)
>SMG. (All around multitool, chews through ammo, includes a small grenade launcher that you have four grenades for.)
>USP. (Stopping power lower than the revolver, but also makes no noise.)
(cont.)
>>
>>4411517
(cont.)
(Vorty.)
(Without any biometric data for Vorty, his health can only be estimated. He seems to be rather healthy for a recently freed slave, but seems exhausted.)

>Continue to temporaly protect the team. (Will prevent attacks from repeating themselves upon temporal anomalies, or any other strange effects that may come from time looping in on itself.)

>Draw up a charge of energy. Stuns any enemies that enter melee range during this turn, and allows this one to fire next turn. Very noisy. After a turn of charge, an attack will be available with a low hit threshold, minor stun capabilities, and good stopping power, especially against any creature naturally hunted by this one’s kin, such as headcrabs and their grim creations.

>Swipe at a baby voltigore with this one’s talons. (Roll 3d6. Every point above a six reduces the kill threshold by one. Kills the creature on a 12, will leave you in melee range. The damage done by others is tripled for the threshold reduction on this attack. )
>Swipe at the voltigore with this one’s talons. (Roll 3d6. Every point above a six reduces the kill threshold by one. Kills the creature on a 80, will leave you in melee range. The damage done by others is tripled for the threshold reduction on this attack. )

>Retreat and duck. This one shall fight then, which is indistinguishable from now. (+6 defense from any creature that doesn’t actively chase it down.)
>>
>>4411519
One thing I should add with vorty’s temporal protection is that if you choose not to continue it, it will linger until the next turn.
>>
>>4411515
>Fire your shotgun at the mature voltigore. (3d6+1, every point above a 3 wounds, kills on an 11 -1/8+10 ammo.)
>Tell Reilly to push her team to focus the smaller voltigores.
Kirchoff
>Draw the Combat Knife and go in to kill one of the baby voltigores while they're stunned
Marietta
>Fire at the mature voltigore. (3d6+1, every point over 5 reduces the next kill threshold by 2, kill on a 17. -10/50+50.)
Vorts/vorty
>Use the vortessence to bring the sight-bearing light back into this place. Communicate with the natives of the vortigore's inclination towards its absence, for they do not know any better.
>>
Rolled 5, 2 = 7 (2d6)

>>4411533
With your shotgun now pointed at the creature, you pull away from the sights for a moment to tell Marietta to fire her submachine gun at the creature. Nodding, she begins firing off automatic bursts of nine-millimeter rounds in sets of three or four shots. Seeing her comply, you signal to Reilly, telling her to mop up the smaller creatures. As you hear her fire off her third burst, before you can even tell if the rounds hit, you pull the trigger on your spas-12, hoping to finish the creature off.

Kirchoff, having chambered another round in his bolt-action rifle, sees you and Marietta both gunning for the mature voltigore. Not wanting to waste ammo for his precious rifle, he pulls the combat knife off his belt, slings the gun over his shoulder, and goes for an easy kill on the creatures. With them all stunned blind from the attack, it's closer to putting down a wounded animal than fighting a threat, but he still moves quickly. He grabs the nearest creature, puts the knife right into its temple, and removes it. (Due to the easy nature of the kill, Kirchoff’s attack will not require a roll.)

Vorty, from his position of safety in the back, ends his rather tiring chant. This one knows hives and creatures well. The unruly flock, while a far cry from the territorial pests of the antlion, finds little differences in the minds of their more beastly minions. Vorty reaches into the vortessence, communicating with the confused and disoriented creatures, mimicking the instructions of the hive, he instructs them to ball up their energy, and create light, even as Vorts allies gun them down. The creatures slowly begin to attempt more of their electrical attacks, returning some light to the corridor. As they do, Reilly's team, with most of the work being done by Reilly and Guttman, blast away two of the creatures.

The pressure of the migraine is finally growing to a breaking point, the tension becoming more and more painful. As you fire at the voltigore, you notice the ghostly visages of the infantile creatures appearing, and the return of the shocktroopers to their encampment in the lab. Behind you, down the office, sits the still team of Dr. Magnusson’s.

Finally freed from under the shocktrooper’s bodies, the two squirming little creatures unbury themselves, then fling themselves off the ground like grasshoppers, searching for a new user. (A 1d6 will be rolled for each, determining who is pounced on by the shockroaches, in the order of You, Guttman, Marietta, Reilly, Kirchoff, Shaffner. If they both end up on the same person, the second will move down the line by one.)

Four players roll a 2d6. The first d6 is for Marietta’s SMG shot, the second is for Gabby’s shotgun shot. The top three of each will both be added into a 3d6+2. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 1, 2 = 3 (2d6)

>>4411977
>>
Since it’s been longer than 45 minutes, rolling twice is open for anyone who’d like to do so.
>>
Rolled 2, 2 = 4 (2d6)

>>4411977
>>
Rolled 6, 5 = 11 (2d6)

>>4411977
>>
Rolled 2, 2 = 4 (2d6)

>>4411977
>>
Rolled 3, 4 = 7 (2d6)

>>4411977
Sorry for the lateness, I slept hella in
>>
>>4411987
>>4412090
>>4412091
>>4412095
>>4412260
You're fine dude.
As the voltigore is peppered by a hail of nine-millimeter rounds, tearing apart the leathery skin and occasional parts of carapace on the stunned creature, you make your move. The buckshot of your spas-12 easily hits the wounded creature, blasting into exposed muscle and bloody wounds. Some of the pellets tear through gaps in the creatures' broken bones, slipping past the ribcage and landing in an inhuman lung. Already not evolved for this world’s atmosphere, the creatures’ breathing organs are left ruined, and destroyed . With its lungs punctured, the already blinded and dazed creature is quickly left immobile by the shotgun shells. It produces long roaring gasps as it finds itself unable to breath fully.

The migraine, continuing to plateau, suddenly begins to realise once again. When you felt the pain twist to a maximum, causing your eyes to twitch, you took a quick look around the area, then watched as it dropped. The pair of alien creatures you shot just a moment ago begin to move away from the laboratory, reinvestigating the area where they died just a few moments ago.

To your right, you begin to see Dr. Magnusson’s team moving on their own mission, keeping quiet. They don’t seem to be talking much, simply weaving between barnacles and growth of xenian fungus, likely fearing for their own lives. Still, breaking their self imposed noise discipline, one says, “We should be taking samples of these.”

“If you would like to risk your own skin for samples of a field you have zero expertise in, Dr. Gunther, please be my guest, but for right now, we need to find the documentation.”

“Well, if it’s not in your office, then where the hell are we going to find it Mags?” Another member of the science team responds.

“I promise you my dear, if I have to pry it from the hands of some gun-toting highschool drop-out, I am fully prepared to do so.” Magnusson responds sternly. “I won’t ask you to come with me for such a task, the readings are all I need from your assistance, but that documentation is my life’s work made reproducible. Without it, that device downstairs is likely the only version that will ever exist.”

“You’re gonna get yourself killed doing that Doctor.” The same physicist responds. “Let’s hope you just misplaced it.” When you were a security guard at Black Mesa, you did know that Magnusson wasn’t one to joke or change his mind. From what he’s saying, it sounds like he’s genuinely willing to fight the marines over the documentation to his prototype. You can't say you're surprised. If Magnnusson is looking to the future in all of this, he'd know that every piece of remaining work, or document of information he can get is another piece of leverage that could save his life, and career. You have no doubt that he has some plan in his head cooked up to begin operations in another country.
(cont.)
>>
>>4412292
(cont.)
As you listen into their conversation, and deal with the remaining creatures, you suddenly hear a shout from Guttman and Kirchoff. Something blue, and glowing in its light color jumped from the corpses of the two shocktroopers, latching onto their arms not unlike how the hiv hands latch onto yours. Having just been finishing off a stunned baby voltigore, Kirchoff still has his combat knife in his hands, and without speaking, quickly gets ready to cut the creature loose.

At the same time, Guttman immediately shouts, “Eugghh!” as it’s legs curl around his forearm. “Fuckers gonna lay eggs in me!” He adds, before smacking at it with his gun.

Looking to the ghostly images of the shocktroopers you just killed, the creatures are being held almost like weapons, very similar to the way you hold your hive-hand when firing it.

At the same time, you still have the problem of the baby-voltigores. With only three of them left, and all of them dazed and stunned, they don’t present much more threat. You could probably just order your team to clean the rest up, or perhaps have vorty deal with it further.

The mature vortigore hasn’t yet actually died yet, you can hear it struggling for breath at the end of the hallway. It’s certainly a non-threat. Oddly enough, the closer it gets to death, the more you begin to hear rumbling in its body, as though gasses were building up inside.

>You may be the only one crazy enough to use an alien organism as a biological weapon, but that’s about to change. Convince them both not to kill the shockroaches, they must be weapons! Guttman might be a little harder to convince, given that allowing to attach itself is medically insane. (3d6+2, convince Kirchoff on an 10, convince Guttman as well on a 13.)
>Tell Guttman not to kill the creature on him, just get it off, you want to examine it for intelligence purposes.
>Ignore it, they can handle the creatures themselves. Go investigate the lab room.
>Ignore it, they can handle the creatures themselves, get a better look around the office corridor, and at Magnusson’s team.
>Ignore it, they can handle the creatures themselves, take a moment to examine both the shocktrooper ghosts, and corpses, know your enemy.
>Write in.
(Also, since all the baby voltigores are stunned and, and have a healthpool so low they will certainly not survive another round, choose how you would like to clean them up.)
>Just shoot them all quickly, the safest bet. (-3 total USP rounds.)
>Order your team to knock them unconscious with a few quick kicks, saves ammo.
>Have vorty demonstrate his abilities again. Put them into a longer lasting haze. (Roll 3d6+6 for vorty, succeed on a 12.0
>Kill all but one, giving you an opportunity to study the creature.
>>
>>4412294
>You may be the only one crazy enough to use an alien organism as a biological weapon, but that’s about to change. Convince them both not to kill the shockroaches, they must be weapons! Guttman might be a little harder to convince, given that allowing to attach itself is medically insane. (3d6+2, convince Kirchoff on an 10, convince Guttman as well on a 13.)
If guttman doesn't get convinced, can we tell him to pry it off and throw it our way at least? For testing purposes of course.
>>
>>4412311
I'll say it depends on how you roll. If you're close, then sure. Also, you didn't select anything for the secondary vote, do you have any preference for that?
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>>4412294
>Kill all but one, giving you an opportunity to study the creature.
sorry about that haha
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>>4412294
How large is a baby voltigore? Can we stuff one in a locker or cupboard to pick up on the way back (assuming we come back this way)?
>>
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>>4412311
>>4412365
Don't worry about it.
>>4412461
They're not monstrous, but they are rather large. If you wanted to store them somewhere, there are plenty of offices whose doors wouldn't be too difficult to lock up by picking them shut.

As Marietta and Reilly turn their machine guns to the creatures, you quickly say, “Keep one alive, we ought to study these.”

“Here?” You here Shaffner respond, sounding confused by the thought. “You shot and it died, what’s more to know about it. We should be grabbing the documents and leaving.” As he says this, Reilly places her boot on one of the creatures, putting her weight on the confused alien as she guns down another. Marietta follows suit, finishing the other creature. As the one for capture starts moving and squirming more, Marietta as well places her boot on top. The creature begins to attempt futile electrical charges.

Behind you, you hear Dr. Magnusson’s team continue to move forward, into the lab. “I assure you I’ve kept track of these documents.” Magnusson responds. “Up until the moment of the incident.”

“What if it was eaten?” One of the physicists responds. “These creatures are in an unfamiliar environment, and paper is a form of bio-matter. Perhaps one mistook for something edible.”

As you see the two recipients of the shock-roaches grasp struggle, and attempt to cut the creatures away, you quickly order, “Don’t kill these things!” Looking for a case to convince them, you pull the hive-hand off of your back. At first, Kirchoff doesn’t respond, and Guttman responds by exclaiming, “Aghhh,” As he tries and fails to pull the creature off. “Guttman, Kirchoff!” You shout sternly, asserting yourself as the commander of the group to grab their attention. Guttman looks at you as he continues to pry at the individual legs, still making progress. The creatures seem rather desperate for a host. It would be rather convenient to have a gun that tracked you down. Still trying to find a position he can stab without hitting his own arm and puncturing his hazmat gear, he says, “What?” impatiently.

“These creatures are weapons.” You say, holding up the hivehand. “Not parasites. It's just like this thing.”

"And who says they're not parasitic weapons as well as alien guns." Guttman responds.

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. If the total is a 10+, Kirchoff will be convinced, if it is a 13+, Guttman will be convinced.
>>
>>4412478
I should've said this in the post just to be clear, the baby voltigore is the small pink creature in that image, just for a sense of scale. Otis, the zombie guard, and the zombie marine are all average size for a human.
>>
Rolled 1 (1d6)

>>4412478
>>
Rolled 5 (1d6)

>>4412478
>>
Rolled 2 (1d6)

>>4412478
>>
>>4412481
>>4412485
>>4412492
Second rolls are open, so if anyone wants to throw one more in, I'll get to writing.
>>
Rolled 3 (1d6)

>>4412479
>>
>>4412572
>>4412485
>>4412492
a 12...
close!
>>
Rolled 3 (1d3)

>>4412481
>>4412485
>>4412492
>>4412572
>>4412581
“The aliens all use biological weapons like these.” You respond, once again showing the hivehand. “It makes tactical sense that your gun would want to be a gun. They’re probably driven to be carried as weapons.”

Below his gasmask, Kirchoff seems to give the thought some consideration. He still continues to pry at the legs of the creature with the sharp end of his knife.. Guttman, being all too used to parasites both alien and terrestrial, doesn’t buy it one bit, and is quickly making progress. You can admit to yourself that there’s not exactly mounting evidence to your case. You even hear Shaffner mutter, “Is she crazy?”

“It makes medical sense that you don’t let unknown creatures latch onto you.” He responds, clearly frustrated. “I get that you’ve got your reptilian overlords to please in the CIA, but not everyone is so welcoming towards aliens.”

Kirchoff, a rather open-minded man for a marine, starts investigating the creature more closely. “It’s not attempting to burrow through the suit.” He responds. “Though I don’t know if it even could.”

Finally peeling the thing off of his forearm, Guttman holds it up, as it attempts to scamper back towards him. “Little bastard. I’ve already got an ex-wife to suck my blood, find someone else.”

“Throw it over here, I want to take a look at it.” You say. Guttman shakes his head, and walks over to you with the strange creature in hand. It squirms, trying to find and latch onto a host, but starts to slow as it realizes the futility of the situation. You take the creature, a large, alien insect. As you begin to investigate it, you hear Kirchoff mutter, “How do I work you?”

Looking over, you look for some sort of membrane, muscle, or insertion point you can manipulate. As you do, you’re attention is suddenly dragged away by the sound of an electrical bolt smacking into the steel walls of the corridor. “That’s how it works.” Kirchoff responds. “Under the chin.” Feeling around, you find a small spot underneath the creature. By tapping it with your knuckles, the creature releases a charge of electrical energy. Thankfully not tracking like your hivehand to avoid friendly fire, the energy simply disperses into a spot of xenian wildlife.

(The Shock roach is similar to the hivehand, but with a higher wound threshold, but will slow charging enemies.)

Now that the creatures are all under control, you start to look around, taking a moment to assess your options. The ghostly figures from just a moment ago have faded, Dr. Magnusson and his team continued on their way, and out of the room. Since you’re already split into two teams with separate leadership, splitting up for now might not be the worst idea. The more time you spend in here, the more time there will be for further creatures to find you, or teleport into reality around you.
(cont.)
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>>4412687
(cont.)
The migraine is already starting to twist again. You’re not entirely sure what triggers further pulses of temporal anomalies, but it doesn’t seem to be consistent. Whatever’s causing this is at least partially uncontrolled.

The dying voltigore is taking its time to die, but it's starting to look bloated as its labored breathing continues.

Down the is the offices belonging to the science team. Dr. Magnusson’s office has likely already been ransacked by magnusson himself, but the offices of Dr. Vance and Dr. Kleiner should be easy to find among them. From your own experiences working security in this area, personal offices are only given to high ranking members of a team. You doubt you’d find an office for Freeman.

Now able to get a better look at the lab, it’s hard to tell what’s actually in there from here. Mostly whiteboards that have been partially covered by xenian infestation, and pieces of lab equipment that have been ruined by the resonance cascade, you’d need to go in there to get a really good look. You can make out a few iterations of Dr. Magnusson’s name throughout the whiteboards.

Here in the labs, you should really be concerned about incoming teleportation, both deliberate, and accidental. The longer you stay here, the worse the situation might become.

(Hazmat team.)
>Hold down the baby voltigore, and get a few pictures of it to send back to the CIA.
>Lock up the infantile voltigore in one of the offices.
>Investigate the nearby lab. If you want to find Magnusson, you need to know his intentions, and that means knowing his work.
>Investigate Kleiner’s office. The guy was a genius, and he no doubt has some important papers in there.
>Investigate Vance’s office. Even if you don’t find as much work as Kleiner’s office, he’ll no doubt have some personal items in there he’ll thank you for.
>Continue on past the dying voltigore. Head further into the anomalous materials labs.

(Reilly’s Team. They will report back findings from an investigation upon completion.)
>Have Guttman study the live baby vortigore. He’s no biologist but he’ll understand it better than most.
>Investigate the nearby lab. If you want to find Magnusson, you need to know his intentions, and that means knowing his work.
>Investigate Kleiner’s office. The guy was a genius, and he no doubt has some important papers in there.
>Investigate Vance’s office. Even if you don’t find as much work as Kleiner’s office, he’ll no doubt have some personal items in there he’ll thank you for.
>Check out the dying vortigore, perhaps Guttman can figure out why it's becoming bloated?
>Continue on past the dying voltigore. Head further into the anomalous materials labs.
>>
>>4412689
>Investigate the nearby lab. If you want to find Magnusson, you need to know his intentions, and that means knowing his work.
>Have Guttman study the live baby vortigore. He’s no biologist but he’ll understand it better than most.
Transfer Vorts into Reilly's team to assist with this task, since Vorts is more familiar with alien life...and not very familiar with searching through human labs.
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>>4412689
>Investigate the nearby lab. If you want to find Magnusson, you need to know his intentions, and that means knowing his work.
>Have Guttman study the live baby vortigore. He’s no biologist but he’ll understand it better than most.
Achievement progress: Xenobiological Warfare - Aquire all of the alien bioweapons. (2/5)
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>>4412711
>>4413028
My favorite are the snarks, but I don't know how they'd work in this system.
“Guttman, take a look over the specimen here.” You order your resident neurosurgeon. ‘You’re the closest we have to a biologist.”

“If it bites my finger off, I want a purple heart.” He quips. Kirchoff gives him a dirty look as he says that. “But where the hell were these things the rest of the invasion?”

“If the resonance cascade hasn’t stopped, it’s still probably pulling things through.” Marietta suggests. “It’s not impossible they are from somewhere else.”

“Or this is the interdimensional version of the UN coming to break up the conflict.” He says, clearly joking. “And we just shot them. The Federation can kiss my ass if they look like this.” He points down to the shocktroopers.

“I highly doubt that Guttman.” You respond. “But if they are totally new, there's plenty more reason to study them, get to work.”

Guttman just nods, sighs, then kneels down next to the creature. As he does, you shout, “Marietta, Kirchoff, you’re with me, I wanna find out what’s in this lab.”

Before Marietta steps off the contained creature, Reilly shouts, “Shaffner, over here, I need someone to help me hold this thing down.”

As he places his boot on the creature's head, allowing you, Marietta, and Kirchoff to move out, you hear Shaffner complain, “No chance I can instead take a look at the labs? You’ve got an actual marine here who can probably hold this thing down himself.”

You don’t hear the rest of the conversation as you move into the labs, worried about the amount of time you spend in one place and wanting to get a move on.

Within the lab, xenian life seems to have taken over much of the equipment. Occasionally, the lights flicker back on, causing your night-vision to glare white.

As you feel the twisting pain of the migraine grows, pulling against itself and contorting as another anomaly builds, Dr. Magnusson’s team begins to materialize in the labs once again. Among them, a group of cowering scientists. Looking at their faces, you realize they are include Dr. Magnusson’s team among them. The science team is watching themselves, at the time of the incident.

Scattered around the lab is numerous pieces of broken lab equipment, the floor covered in shattered glass and mechanical parts. Six filing cabinets line the walls, organized A-Z. Some easily cut through swaths of letters in one cabinet, but letters “E,” “R,” and “L” all feature their own, independent cabinets.
(cont.)
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>>4413589
(cont)
On the far wall is a large whiteboard. It’s solid and artificial material has helped prevent even the hardy xenian growths from growing on it due to lack of nutrients. Still, it hasn’t avoided the blood splatter of a scientist who cowered in this room at some point. Leaning up against the wall, just below the whiteboard, his body became a haven for alien flora. You try to not let the gruesome sight distract from the importance of numerous equations and hypotheses covering the white-board, although you lack the expertise to understand any of it. However, it does spell out what “LIGA” in Magnusson’s “Micro-LIGA” stands for: “Laser Interferometer of Gravitational Anomalies.” You consider calling Dr. Vance, to see if he can help explain these things to you, but upon looking at your radio, you realize there’s heavy interference. It’d require some technical work to get a call in here.

Looking to the other side of the room from the dead white-board is a still collared vortigaunt, clearly dead quite a while after the scientist at the other side of the room. Oddly enough, the creature has died not from bullets or the attacks of other aliens. The only damage you can see is some burns, but they appear minor on the surface. Electrical burns are known to do their damage mostly internally rather than visible skin damage. That would make the most likely story that he was killed by the shock-troopers xenobiological weapons, given that they shoot electrical charges. Still, there could be a surprise.

Finally, one wall of the room is identified “Prototypes.” It features a row of what would look to a member of the CIA, like some sort of laser gun, although you doubt the veracity of that idea. They also seem to come with some sort of receiver or target, in some attached to the device, others independent from it. The prototypes are all smashed or burnt apart, except for one, “V6,” which is simply missing.

With all the documents, equations, bodies, and prototypes, you could probably spend days in this lab dissecting everything that happened here. It wouldn’t be wise to do so however, given that you’re in hostile territory. If something intelligent were to randomly be pulled into this place, then they might communicate it back to the invaders, meaning more will come through.
(cont.)
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>>4413592
(cont.)
>Just focus on Magnusson’s team. Make sure you get their actions here recorded on your goggles.
>You have Kleiner’s book on hand. It’s far less comprehensive than Black Mesa documents, but perhaps you could use it to help understand some of the work here.
>Have Marietta try and get a call with Dr. Vance, so he can decipher the work here. (Roll 3d6+3 for Marietta, succeed on a 13.)
>Take a close look at some of the prototypes on the racks here. What exactly do they do?
>Search cabinet “E.”
>Search cabinet “R.”
>Search cabinet “L.”
>Perhaps Vorty can show you what happened to the currently dead vortigaunt, given that he’s connected through the vortessence. (Roll 3d6+3, pass on a 13.)
>Take a closer look at the dead scientist. Look for identification, cause of death, etc.
>Write in.
(Optionally, you can choose to temporarily transfer people from teams around, to distribute expertise.)
>Bring Guttman in here, he’s a doctor, he might be able to identity some of the causes of deaths of these bodies.
>Swap Shaffner out for Kirchoff, an electrician will be able to confirm electrical burns.
>Send Vorty out, his knowledge is better used understanding the aliens.
>Write in.
>>
I've got work the next few days, so updates will be thin. As well, I'd love to hear any feedback people have, especially about things that can be improved.
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>>4413596
>Just focus on Magnusson’s team. Make sure you get their actions here recorded on your goggles.
Be ready to interfere with the replays if necessary to secure the safety of Magnusson's team.
>Have Marietta and Kirchoff search through cabinets "E." and "R." for any documents that seem vital to recover.
and finishing up with a
>Send Vorty out, his knowledge is better used understanding the aliens.
>>
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Due to real life responsibilties and work, I won't be able to put out another update today. Next update should still be coming tomorrow. Normal update rate will be returning on sunday. In the meantime, I'd always love to hear any feedback on how things are going.
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>>4415067
I'd like to see more narrative and story driven choices and scenes. The constant need to roll for almost every combat action and breaking it down to more rolls for larger fights is not that fun.

Sometimes it would be better to combine as many compatible or similar choices together as one, such as >>4413596 search the cabinets to one choice instead of 3. More unique or different options when we come across something that can take us in different direction.

For combat scenes, there needs to be less breaks in between and let combat finish after a choice and a few rolls, instead of stopping near the start or middle of combat to ask for more rolls or to choose more choices.

I understand you have things structured in a certain way and it has a logic to it, but it feels tedious to me sometimes.

All in all, I am still following the story, I like it, and I don't want you to stop, I like that you keep track of items like firearms we carry because, it feels like objects we interact with has some value and meaning.
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>>4415933
To add to that last point, I think it would be useful to have a Pastebin character sheet for us and our friends to help keep track of who's who and got what in their hammerspace pockets.
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>>4415933
Before I get to writing the next update, I just want to say thanks, that's exactly the kind of feedback I like receiving.

I'm definitely gonna work on revising combat, if I'm being honest, it's not a fun system to manage anymore either.

I also see what you mean on there not being many narrative changing choices, I've definitely put in a lot of micro-management, so I'm gonna work on making more interesting options, and the options I already have more interesting as well. Let me know if things still end up feeling tedious, and I'll try and adjust it further.

>>4415948
This is a pretty good idea that I probably should've done a while ago. I'm gonna try setting it up, probably not today due to work, but hound me if it's not up anytime soon.
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>>4413692
“Alright, start by searching through those cabinets. I know it’s not the most glamorous spy-work, but it needs to be done.” You command Marietta and Kirchoff. “Prioritize E and R, if you finish, move on from there.”

Without fussing, the both of them just nod and get to work. Knowing what the anomalous materials staff works on, you’d say those cabinets are full of documents relating to exotic matter, and resonance cascades, both important pieces of information if you’re going to be entering the test chambers, and something that might get you a nice bonus from the CIA for recovering.

Seeing Vorty simply standing around, occasionally staring at his fallen kin, you order, “Vorts, why don’t you go help Guttman out with the analysis, you know these things better than us.” The vortigaunt seems to bow, then walk away. You don’t see any reason so far to question the obvious cause of death on the vortigaunt, and can always call him back if you do see a reason.

As Vorts leaves the room, you take a look at the still images of Dr. Magnusson’s team, looking around the room for what you assume to be the “Laser Interferometer of Gravitational Anomalies.” Making sure to capture them with the small spy camera built into your optics, you focus on the feeling of tension in your head. The migraine, pulled away by the temporal anomalies, twists and contorts itself, until your face twitches with the pain. The pain begins to reach a plateau, holding as the pressure in your head reaches a maximum. Then, finally, it’s allowed to be released. As though a valve opened up, the pain in your skull starts to die out, slowly returning to normal.

“Thank god!” One of the scientists exclaims, her voice muffled by the effects of the anomaly. “They’re still here.”

“I think you’ll find your gratitude more aptly applied to my strict resistance testing regiment.” Magnusson replies. If you could easily make out the faces of the blurred figures, you’re sure that they’d be rolling their eyes.

“Prick.” Kirchoff mutters under his breath. You only barely make it out through the muffling of his gas-mask.

“But yes,” Magnusson continues, “We are lucky. Now we should test them and collect the prototypes quickly. There’s no telling what could come to interfere in this place.”

One of the scientists, having moved over to the prototypes, is examining them, turning them on quickly, and likely running some sort of inbuilt diagnostics software. “The V6 is up and running.” Magnusson comes up next to him. “What about the V5 and V4? They seem to be unscathed.”

“I’ll check them in a minute.” The physicist responds. You notice immediately that the V4 and V5 are both the prototypes that have suffered from blunt force damage, rather than being melted by some past fire.
(cont.)
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>>4416950
(cont.)
“If they’re still functional, destroy them.” Magnusson responds. “In fact, destroy them both if you think they could be made functional again.”

The scientist, still leaning over the “V6” LIGA prototype twists his head around, then asks, “What for?”

“We may be a scientific team, but we can’t forget that we are at war.” Magnusson explains to his team. “If we leave these prototypes here, there is a chance that our interdimensional adversaries will attempt to study these prototypes themselves. The less our enemies know about Black Mesa, the better. Therefore it is our obligation to humanity to prevent that from happening.”

“Good lord Magnusson.” The scientist inspecting the LIGA V6 mutters, before pulling away from the device. “The V6 is good to be moved. If that’s the case, Dr. Forbes, can you check on the V4 while I check the V5?”

“Of course.” The female scientist responds, before moving to investigate the V4. As she attempts to manipulate the large, boxy prototype, she pretty quickly furrows her brow. “The V4 isn’t turning on.”

“Ehh.” The physicist now on the V5 responds noncommittally. “It probably overheated in the fire. I’d bet the power source melted.”

“In that case, destroy it as well as the V5.” Magnusson commands.

“I know.” The physicist responds, sounding annoyed. As he says that, the two physicists who were idly examining the room start moving to pick up the V6 prototype. “Be careful with that one,” the first scientist says as the two walk away. “These older ones still needed an external supply of exotic matter, that stuff doesn’t grow on trees so I don’t want to go tracking it down.

With how slowly the pain of the migraine is retreating, you still have some time in this temporal anomaly. Due to the age of these repeats, you know you can’t grab or hold objects, the impulse of every force is dulled, to make it as though the repeats were made of gelatin. However, you can still push around objects, people, and things, and that gives you a unique opportunity. If you were to strategically play ghost, you could affect their actions right now.

From what you heard from Magnusson’s team, the “Micro-LIGA” is most certainly some sort of advanced device for taking scientific readings, likely involving gravity somehow, judging by the acronym referencing “Gravitational Anomalies.” With all the strange anomalies down here, and the many anomalies elsewhere, an advanced device that can give readings about anomalies could make a huge difference when it comes to gathering intelligence down here, and could allow you to figure out far more about the strange happenings and fractured time down here.
(cont.)
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>>4416952
(cont.)
>Try to prevent Magnusson’s team from taking the prototypes. You’ll get the V6, the most advanced version, but because the team is so dedicated to getting that prototype, you may end up injuring Magnusson’s team to ensure they leave.
>Prevent them from destroying the functioning V5. Apparently, it requires an external source of exotic matter to function, so you’ll have to track a small sample down, but since they’re significantly less dedicated to destroying prototypes to deny information, you won’t have to worry about hurting them.
>Don’t mess with them, allow them to destroy the early prototypes, and let them walk away with the V6 prototype. The V5 will be destroyed, and the V6 will be taken by Magnusson’s team. You will not get any of the prototypes, preventing you from using the devices for your own intelligence gathering and research.
>When the older prototypes are destroyed, and the V6 is being carried away, push the two scientists so the prototype is dropped. Machines that mess with spacetime and exotic matter caused the resonance cascade, and you don’t trust any device that will mess with it further.
>Write in.
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>>4416954
>Prevent them from destroying the functioning V5. Apparently, it requires an external source of exotic matter to function, so you’ll have to track a small sample down, but since they’re significantly less dedicated to destroying prototypes to deny information, you won’t have to worry about hurting them.
Put it into CIA hands I guess.
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>>4416954
>Prevent them from destroying the functioning V5. Apparently, it requires an external source of exotic matter to function, so you’ll have to track a small sample down, but since they’re significantly less dedicated to destroying prototypes to deny information, you won’t have to worry about hurting them.

I read up a bit on real life LIGO tech, cool stuff.
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>>4416954
>Prevent them from destroying the functioning V5. Apparently, it requires an external source of exotic matter to function, so you’ll have to track a small sample down, but since they’re significantly less dedicated to destroying prototypes to deny information, you won’t have to worry about hurting them.
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>>4417079
>>4417108
>>4417121
“Well, V5 turns on. Don’t really need to do the rest of the tests if we’re just gonna smash it.” The physicist responds, he looks around, watching as the two other scientists lug the device out of the room. “Alright, everyone clear out, I’m gonna break these things.” He says, reaching for his belt. Due to the unclear visuals of the anomaly, you can’t tell what he’s reaching for until he pulls a firearm off his waste. Flicking the safety off the glock, one of the other scientists gives him a
strange look.

“You like using that thing too much.” The scientist called “Dr. Forbes” cracks.

“Do you have a sledgehammer?” Is all the glock wielding physicist responds with. “We don’t have time to dismantle the things manually. We gotta move soon. Now get out, so nothing ricochets towards you.”

Magnusson nods, and says, “Fair advice. If you lack a quicker solution, let the man do his shooting.” He steps out of the room behind the two scientists lugging the prototype, and then turns around at the open doorway, observing as the physicist switches the safety off and takes aim.

“Everyone watch out.” You warn the team members currently in the room. “One of the anomalies is about to shoot. It won’t kill you, but it’ll punch.”

“Got it.” Marietta says, checking her zone around her. Kirchoff does the same, silently taking his eyes off the documents.

As he lines up his sights you watch him closely, both hearing for the muffled sounds of a trigger pull, and the blurred image of his moving fingers. Just as the weapon is about to discharge, you push your hand through the physicist's incorporeal arm. As the ghostly push occurs, a burst of three nine-millimeter rounds tear through the air, smacking against steel, then scattering up into the soft ceiling, crashing through wires and ventilation shafts.

With the slow reactions you would expect from a non-combatant, he jumps back, shouting, “Shit!” Crouching low for a moment, he stays that way until he’s 100% sure he’s safe. “No one’s hit?” He asks the group. Looking outside of the room, you see the cluster of cloudy figures nodding no.

“Alright. Let’s try again,” He continues, aligning his gun for another burst at the prototypes. You prepare to repeat your shove once again, but as he’s about to do so, you hear the muffled sound of electrical crackling. Immediately, both Marietta and Kirchoff turn around concerned, and the scientist follows only a fraction of a second later. A collared vortigaunt, the one who sits dead on the counter, as materialised in a flash of crackling electricity. The creature quickly begins charging up an electrical blast.
(cont.)
>>
>>4418632
(cont.)
“Dr. Saulson, go!” Magnusson shouts from the room. Immediately, the pistol armed physicist starts to run away from the creature. “They’ll know we’re here, hurry!” Magnusson adds. The vortigaunt, turning to face the science team as it charges up its beam, releases a green bolt of lightning, just barely missing the team as they round the corner, the repeat fading away slowly as the vortigaunt observes the room he just entered.

With the repeat fading, you feel the tense pain of the migraine building once again, building more rapidly than when the anomalies begin to appear. Quickly realizing what’s coming, you shout out “Vorty!” as you continue to wince in pain.

Hearing this pained shout, Marietta turns around and says, “Gabby?” Before your eyes are forced shut by the growing tension of the migraine. It’s at this moment that you hear all the surrounding sounds of the anomalous materials lab stop, the only remaining noise being your Vortal ally chanting, sounding more and more exhausted as he does.

“Gabby are you alright?” You hear Marietta’s voice continuing. As though someone cut loose the tight knot that was causing the migraine’s painful contortions, the neurological charlie-horse starts to release, letting you think clearly once again. Looking around you see the V4 and V5 prototypes sitting on the desk, the latter of which still sits with an active panel reading off diagnostic criteria. The device itself is a large, boxy machine that one could almost confuse with some sort of massive camera. The main body is a long box, covered in controls, and with numerous places to grip it for holding at any kind of strange angle a field experiment might require. At what you imagine is the operational end of the device is a glass cylinder, featuring both some form of emitter, and some receiver sitting side by side. They both face a nearly flawless mirror that sits at the end of the device.

Looking at the device, you can’t help but feel a tinge of concern. You have no doubt that it could be incredibly useful, everything made by the physicists of Black Meesa is, but it is also a product of the same philosophies and methods that tore the universe open. You do know that the device isn’t fully active however, given that it lacks a source of exotic matter, which you’d need to track down. What unforeseen consequences that could bring are uncertain to you.

Among the other things that have changed, now the bodies of the shocktroopers lay in this room, rather than just outside when you killed them. As well, the amount of collared vortal bodies has increased vastly, and now that body count includes a dead xenian controller.

“Gabby!” Marietta says one final time as your transfixed on the device. “What happened, are you okay?”
(cont.)
>>
>>4418633
(cont.)
>You went through all that effort to acquire the device, take a closer look. In its unfueled state, you shouldn’t have to worry too hard about breaking the universe if you mess with the controls.
>Before you think about touching the machine, maybe you should try and give yourself an idea of what it does. You still have Kleiner’s book, it’ll be simplified and theoretical, but it might be able to give you a basic idea of what this thing can do.
>It’s time to try calling Dr. Vance, he’ll be able to tell you something about what this thing does. You’ll need Marietta to get your radio working down here due to the interference from the test chamber, but he’ll be able to answer a lot of questions about this device. (Roll 3d6+3 for Marietta, pass on a 13.)
>There’s no point in messing with the device without its fuel source. You know it needs exotic matter. The best lead you have on that is to check Dr. Keller's office, since you know he managed the samples. It’s not far, head over there and rummage through his desk.
>You should just hold onto the device for now, Kirchoff isn’t carrying much, ask him to sling it over his back.
>You really don't trust this device not to blow open the universe again, have Marietta take out its electrical power source just in case before picking it up.
>Write in.
(Optionally, respond to Marietta.)
>Hold your head as the migraine subsides, but joke, ”Look around you, me and Vorts are the temporal dream team.”
>You're in too much pain to answer that question. Tell her, “Just ask Vorts, or Guttman.”
>”Time manipulation I think. However it works, it hurts like hell.”
>The last few days have been immensely crazy, this isn’t that special, just tell her, “I got us one of Magnusson’s devices, that’s all.”
>Write in a response.
>>
>>4418638
>It’s time to try calling Dr. Vance, he’ll be able to tell you something about what this thing does. You’ll need Marietta to get your radio working down here due to the interference from the test chamber, but he’ll be able to answer a lot of questions about this device. (Roll 3d6+3 for Marietta, pass on a 13.)
>Hold your head as the migraine subsides, but joke, ”Look around you, me and Vorts are the temporal dream team.”
Wow, what the fuck happened? Did the X and the Xen kill each other or did we?
>>
>>4418638
>It’s time to try calling Dr. Vance, he’ll be able to tell you something about what this thing does. You’ll need Marietta to get your radio working down here due to the interference from the test chamber, but he’ll be able to answer a lot of questions about this device. (Roll 3d6+3 for Marietta, pass on a 13.)
>”Time manipulation I think. However it works, it hurts like hell.”
Check to see if the shockroach is still on us?
>>
>>4418656
>>4418788
With your head still pounding, the veins in the side of your skull seem to smack you like a hammer with every pump of blood, you just rest it in your palm for a moment, leaning up against the scorched wall of the laboratory. “Look around you. I stopped Magnusson’s team from shooting the prototype, and now this. Me and Vorts are the temporal dream team over here.”

“What?” Marietta says, before she suddenly looks around, only now noticing the vastly increased number of alien bodies surrounding you.

“I think it’s time manipulation.” You explain. “I’m not really sure how it works, but it hurts like hell. I threw off the scientist's shot, he had to run away before he could destroy the V5, and that somehow led to this.”

“I… guess that makes sense.” Marietta responds. “So how come I still remember myself?”

“Vorty protected us somehow.” You respond. “Whenever he does his chanting, like he did in the fight earlier, it makes sure we still remain the same people.”

Marietta just seems baffled at all of this, then responds, “We are in over our heads. What are we doing with this prototype then?”

Kirchoff, surprisingly unperturbed by the concept of a changing timeline, just continues to look over the room. “I say we take it, and figure out how to use it to kill these things.” He comments, as he looks over the blistered and bloody bodies of the aliens. “If they went the trouble of killing each other over it, then I think they either have a pretty big use in mind for it, or are really scared of it themselves.”

“We don’t know if they did kill each other, Kirchoff, and I don’t want to make a decision about it without knowing what its for.” You respond to the marine, before looking to Marietta. “I need you to get me a call with the CIA.” You explain, pulling your radio out of your bag. “We need to know exactly what this thing is, and how to work it, Dr. Vance can tell me that better than anything or anyone in here.”

“Alright.” Marietta responds as you hand her your radio. “Mind if I borrow that swiss army knife? The robotics lab taught me some nice tricks for dealing with interference.”

You hand over the tools, and allow her to get to work, readjusting the receiver and transmitter, while listening to the many sounds of whining and static the communication device makes.

Four players roll a 1d6, the top three rolls will be added into a 3d6+3. If the total is a 13+, the roll succeeds. If the roll is near the threshold, but doesn’t reach it, you may have a partial success. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
>>4418656
From what you can tell at the moment, all of the bodies are covered in burn marks. Whether or not those are electrical burns is something you're unsure of.
>>4418788
The shockroach is currently still sitting on your back, with the rest of your weapons.
>>
Rolled 4 (1d6)

>>4418874
>>
Rolled 4 (1d6)

>>4418874
>>
Rolled 3 (1d6)

>>4418874
>>
Rolled 3 (1d6)

>>4418874
>>
Apologies for the delay on this one.
>>4418886
>>4418897
>>4418919
>>4419052
As Marietta continues to adjust the small device within her hands, you begin to hear snippets of radio chatter. Panicked voices occasionally slip through the constant, fizzling static of radio interference. The words, “Freeman,” “Sample,” and “Doomed,” are able to be made out amongst the static.

“Do you think that’s magnussons team?” Kirchoff responds from the other side of the room. “Doesn’t sound like marine chatter to me.”

“I don’t know.” Marietta responds dismissively. “Stay quiet, I need to listen to this.”

She continues to work, and you start recognizing some of the voices. You heard them in the vortigaunts strange vision, when he showed you the laboratory as a storm of minds and neurological activity. You remember when you listened to the center of the chamber, you could hear voices repeating themselves from the moment of the resonance cascade, the same voices you can just barely pick out now. Somehow, they’re being picked back up over radio.

Listening close in for more information, you hear a few more words. It takes a moment for you to realize what they’re saying, as the shaking voice and inhuman pronunciations almost seem to blend into the static, like a special operations team in a blizzard. “Prepare…” “Unforseen… sequences…”

As you think about the words, identifying them silently, you’re suddenly brought away from them by Marietta. “It’s working. I don’t know how long it’ll last, but I’ve got a call with our handler.”

You nod, taking the radio from her, and putting the small, quiet speaker to your ear. Going through the security and confirmation process as quickly as you can, you’re soon redirected to your handler. “Gabby, you’re in the labs right?”

“Affirmative.” You respond. “I need to make this call quick, we’re on a precarious connection here, can you forward me to vance?”

“Got it.” Your handler responds, before the call goes silent, only thirty seconds later to be picked up somewhere else.

“Dr. Vance, It’s Agent Opennheimer.” You hear CIA staff say on the other end of the receiver. “Speak quickly, the call may be unstable so speak quickly.” You can hear the sound of chalk moving against a large chalkboard. It hasn’t even been a week in custody and the CIA has already put Dr. Vance to work., likely solving some form of equation.

“Oh.” The physicist responds. “Okay, is she safe?”

“You’ll have to ask that yourself. I’m not aware of her current situation.” The staff member responds.
(cont.)
>>
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>>4419090
I understand if it seems a little early to ask, but I'd love to know if you guys feel like the last few updates have been heading in the right direction. I'd like to be able to adjust things to my players liking before new habits form, rather than after.
(cont.)
“Okay, thank you.” Vance says, clearly sounding concerned. As the microphone is bumped, being handed over from one person to the other, Vance is already asking, “Gabby, are you alright?”

“Don’t worry Dr. Vance, I’ve just got a poor signal down here.” You respond, “It’s just radio interference.” Of course, you have a lot of other problems down here that are significantly more dangerous than radio interference, but you need the man to have a cool head. “I need to ask you some questions about the things I’ve found down in the labs.”

>Where would one get samples of exotic matter that could be used to power Magnusson’s LIGA device? What exactly would a device like this be able to tell you, and could it do more than research?
>There’s another opposing alien army here. You know the first one came from the space between worlds by now. Is it necessary these creatures came from the same place, or could they be from somewhere beyond that?
>Explain the temporal anomalies that have been happening, and ask how they could be possible. Also ask about the voices that seem to be repeating over the radio, are they related?
>Ask for an update on what he knows has been happening at the CIA, has he talked to Breen, is Alyx okay?
>Write in any other questions you’d like to ask, or say to Dr. Vance.
>>
>>4419097
>Can you give me a crash course on the operation of the Micro-LIGA V5 and the interpretation of its readings?
>By the way, in case you were wondering, Kleiner is getting extracted by a team of the nation's best. No need to worry about him, he's in capable hands now.
>>
>>4419097
>Where would one get samples of exotic matter that could be used to power Magnusson’s LIGA device? What exactly would a device like this be able to tell you, and could it do more than research?
>Ask him if there is anything in his or Kleiner's offices or the nearby labs that you should be looking for
>>
>>4419097
Last few updates have been pretty fun without the combat busywork and the story so far is interesting
>>
>>4419097
I've thoroughly enjoyed the entire scenario from the moment we stepped into anomalous materials. The only thing I would really suggest is taking more advantage of the 'repeating time' aspect of it in a puzzle-ish way. It's both an incredibly dangerous feature of the area and one that could be put to our advantage to solve problems in creative ways.
And if you really want to sell how deadly this location is, don't be afraid to go heavyhanded with the hazards. This is one of the few areas of the 'game' where death isn't necessarily permanent.
>>
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>>4419097
>Where would one get samples of exotic matter that could be used to power Magnusson’s LIGA device? What exactly would a device like this be able to tell you, and could it do more than research?
>Explain the temporal anomalies that have been happening, and ask how they could be possible. Also ask about the voices that seem to be repeating over the radio, are they related?
>Ask if there is anything we should be looking for and retrieving as a priority
>If he had the (dis?)pleasure of knowing Magnusson, where might he have gone and what might he be trying to do next?
I'd be happy with literally anything that cuts down on the wall-of-text clusterfuck that combat was turning into. As far as story goes, I'm along for the ride, and the ride never ends. Actually, speaking of that, will the quest go into the HL2 era as well, since I assume the canon events have still been happening in the background?

the fuck am I doing making /qst/ memes in PDN at six in the morning? Ah well. A normal day at the office for Gabby and Co.
>>
>>4419304
>>4419432
>combat clusterfuck
Agreed.

>>4419432
Support.
>>
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The next update may be a little late today, I've got a few issues with the coming semester that I have to get fixed. Thanks for all the feedback and memes as well, I'll try and respond to it further alongside the next update. Sorry about the delay.
>>
>>4419132
>>4419302
>>4419432
>>4419576
“Well what is it you need?” Vance asks among the fuzzy sound of radio static. Trying to predict what you might ask in the hopes of saving you time, he says, “If you’re trying to get into our offices, you should be able to use the vents. Worked for Gordon.”

“Noted, but that’s not the problem at hand,” You reply. “We’ve recovered one of Magnusson’s prototypes, it’s apparently called-” you glance over to the partially melted white-board, “the Laser-Interferometer of Gravitational Anomalies. It needs exotic matter to be functional. Where would I be able to find that?”

“Ahhh… Let’s see.” Vance mutters. “Magnusson was always bickering about the stuff he got from us with Kleiner. He always used a sample of negative mass for the device. All of the stable samples used for prototypes like that are kept in Kleiner and my labs. It’s locked behind a duel custody system, so you’ll need two keys. Gordon had one, hell it's probably still on the boy, Kleiner had one, and I had one.”

“Would it be in your offices?”

“There’s a key rack in there, mine should be up there. If you don’t see anything, then maybe I left it in my coat pocket. That should be hanging up in there.” Dr. Vance explains. You can hear him pacing around the room as he talks, collecting his thoughts as he’s not used to talking as fast as he is now, “But if you’re gonna use that thing down there, be careful with it. Watch how much you charge it, Magnusson was working on spatial extension through negative energy. It’ll be extra potent down there, so you’ll get more active readings, but god knows what else.”

Knowing that the time on call is limited, you opt out of asking for lengthy scientific lectures on the topic of “Spatial extension through negative energy,” and instead say, “I think I’m gonna need a crash course on how to use this thing. What can it tell me, and how do I interpret the results?”

“Magnusson’s machine will tell you about the gravity of the area. Gravity will bend the beam a tiny amount, and the anti-mass inside will amplify that, and tell you how far gravity has deviated from the norm, and it’ll give the separation to you as a distance. The longer that distance is, the further gravity is from normal. I also heard him talking about a value for the direction as well, but I wouldn’t know how he’s implemented that. If Magnusson was smart, he probably added sensitivity settings to it by changing the amplification.”

“What would that tell me?” You ask, not being a scientist. “What kind of things will change gravity that I could pick up with this machine?”

“Teleportation, time distortions, exotic matter, anything that has odd properties acting on spacetime.” Vance explains.

“Can it do anything other than that?” You ask curiously. “If it’s using exotic matter, then will it have any strange interactions?”
(cont.)
>>
>>4420257
(cont.)
Speaking more slowly, this time like a father trying to get an important message across for the safety of his kin, he sternly responds, “Gabby, as far as I am aware, Black Mesa is the only organization in the world that have ever interacted with an actual sample of exotic matter like the one used in that machine. You be careful with that thing. All it does is create strange reactions. Don’t play around with these things.”

“I understand Dr. Vance.” Is all you say, not wanting to make any promises. Sometimes in the field, passive observation and carefulness is not something you can afford. “I also need to ask you about the anomalies in this place. Somehow, events around us have been repeating themselves.”

“What do you mean by that?” Vance quickly asks. As he does, you hear the radio crackle with static, the radio interference spiking for a shot moment. “Are you saying there’s distortions in time?”

“It always feel strange to say seriously, but yes. Either every few minutes or every few seconds figures will appear from the past, repeating their own actions. I saw myself earlier, and have been using the effect to track Magnusson’s team. They’re usually only partially solid, and that seems to rely on how long ago the event happened.”

“That’s… dear god, what is going on down there?” Vance responds. “Be careful Gabby.”

“Of course.” You respond, trying to keep Vance calm. You opt out of telling him that you have deliberately changed the timeline more than once now, knowing that it won’t help that cause. “Kleiner said that as it becomes easier to teleport, it becomes easier to time travel as well, could it have anything to do with that fact?”

“I suppose but… the energy requirement is phenomenal.” Dr. Vance responds. “If there’s something powerful enough to do that, it should have melted the entire facility. And you can’t just throw that kind of energy around, something is doing this on purpose.”

“Could it be because of the aliens?” You ask. “We brought the vortigaunt we recovered from the sample room with us, and he’s been able to affect it. Could he have something to do with it?”

“I suppose.” Dr. Vance lets out a shaky sigh, and among the static and interference, you can barely make out the squeaking of an office chair as he sits down. “We’re so in over our heads, I wouldn’t be surprised if you found the devil himself in that chamber.”

At this point you yourself also wouldn’t be too surprised if these “Border worlds” you heard of are actually just the gates to hell, and you’ve been fighting demons this entire time. Either way, you have to do what you can to stop it regardless.
(cont.)
>>
(cont.)
“I’ll be alright Eli. Don’t worry about me, keep your focus on yourself and your daughter for the moment.” You say, continuing to keep him calm. “I’ve been using the anomalies to track Dr. Magnusson and a group of scientists down here. You knew the man, what exactly would he be doing down here?”

Eli groans, then explains, “Magnusson was always a handful, but he took the work of the labs seriously. If he’s down there, it’s to help study the resonance cascade.”

“And where would that end up taking him?” You ask.

“Theoretically, the test chamber would be the best place to observe it, it's where the effects are still the strongest… but he’d get himself killed trying to go in there.” For a short moment, you expect Vance to suggest an alternative position to study the resonance cascade, but instead he says, “You can’t let him do that Gabby, the world needs as many bright minds alive as it can get right now.” Vance genuinely thinks that Magnusson is crazy enough to do something like that.

“I’ll do what I can Eli.” You say, sticking to your training of not making promises you don’t know you can keep. “I’ve got a few tricks to keep the team safe.”

“Thank you Gabby.” Vance responds, as he does, you begin to notice that the migraine seems to be pulsing again, this time in its usual, throbbing pain, like being kicked in the temple.

“Is there anything else you want me to look for while I’m down here?” You finally ask, as the migraine kicks you again. You almost swear that, through that infinitesimal keyhole in the side of your head, you heard something. A voice?

Vance sighs once again, then you hear his voice grow a little more confident. “Yeah. If you’re near my office Gabby, then Dr. Rosenberg's office shouldn’t be far either. He received a letter from Breen last week demanding that he open the anti-mass-spectrometer for yesterday’s sample. I want you to take it, and any other evidence you can find. Breen ought to be locked up for what he did. He forced this test, Not Kleiner, not Gordon, I didn’t want to break the safeties either. Breen pushed yesterday's test, him and Keller.”
The migraine kicks once again, even harder, and you can just barely make out a voice. You can’t tell if it’s being picked up by the radio, or coming from your own head. It’s so difficult to make out that you can’t even hear full words, but of course that assumes english.

“.. ERT, UN… ...ELLIGE... COMM… ...ECTED… ...OLATE, ...UTINIZE... ...IFY” Is all you can hear. As it happens, the radio interference spikes. You can still just barely hear Dr. Vance on the other side among the static.
(cont.)
>>
>>4420263
(cont.)
“Gabby can you still hear me? Are you still there?” Dr. Vance asks.

“Yeah, I can still hear you.” You respond. It wouldn’t be a terrible idea to hang up soon, given that the signal is getting slowly worse and worse as time goes on. You can't help but wonder what the hell that noise was. Was it through the radio, or something else?

>Write in any final or additional questions for Dr. Vance.
>Search Dr. Vance’s and Dr. Kleiner’s office for the key to the stable sample storage.
>Head to Dr. Rosenbergs office, search his desk for Breen’s letter.
>You’re interested in the new aliens that have appeared after saving the LIGA V5, perhaps vorty can show you their last moments, given that there are vortigaunts among them. (Roll 3d6+3, pass on a 13.)
>Take a moment to observe the LIGA itself, check out its controls then have Kirchoff hold onto it.
>Pick up the LIGA and move deeper into the anomalous materials labs.
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>Write in any other ideas.
(Optionally, say any personal words to Dr. Vance.)
>”Don’t worry Eli, the CIA’s reserving some rooms in Guantanamo as we speak.”
>Give him a positive note. Let Eli know that Kleiner is currently being extracted.
>”Eli, if the devil is in the test chamber, then you can call me the patron saint of America.”
>Let the man know that you’ve been able to manipulate the temporal anomalies to keep Magnusson safe. He’ll probably be conflicted about it.
>Write in.
>>
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>>4419304
The combat is gonna be a lot more contextual and crunch heavy from now on, I promise you that.
>>4419312
I do like that puzzle idea, and I have a few hazards in mind that might be interesting. I'll think some stuff up, tell me what you think when it comes around.I always sucked at puzzle games though.
>>4419432
Ideally it will. I'd probably take a break at some time inbetween, but I'd love to see it continue into good old City-17.
>the fuck am I doing making /qst/ memes in PDN at six in the morning? Ah well. A normal day at the office for Gabby and Co.
Cleaning up the mess the grunts can't handle. I love it.
>>
>>4420265
Can we talk to our handler again and have him go through the information we yoinked from the BM servers and whatever other intel the CIA might have on Shaffner?
>>
>>4420300
You could, the connection is slowly getting worse, but the line is still open.
>>
>>4420308
Let's do that then and this:
>Give him a positive note. Let Eli know that Kleiner is currently being extracted.
>>
>>4420297
I misspoke earlier, less crunch heavy, sorry about that.
>>
>>4420300
>>4420323
“Nothing else, I need to have a few words with my handler while the line is still open.” You respond, your voice crackling on the other side of the radio. “But I wanted to also let you know that Kleiner is almost in the clear here. We’ve got the nations best escorting out the infirmary survivors.”

“That’s... that’s good to hear Gabby. I hope I see Izzy soon enough.” Vance responds. “I just hope that the man doesn’t yammer their ears off.”

“They wouldn’t let him. They’d be enforcing a strict light and noise discipline in a place like this.” You explain. “Let me talk to my handler while I still have a signal.”

Vance says, “Oh, of course,” frantically, before the receiver suddenly cuts silent, and you hear the voice of your handler. “Agent Oppenheimer, is there anything more that you need?”

“Yeah, first I need a background check on a Mark Shaffner, an electrician at Black Mesa, we found him earlier today hiding in a locker, he seems shifty to me.”

“Alright, I’ll put in a request, it might take a little while,” your handler responds as the hiss of a poor signal grows louder. For a second, static is the only thing you can hear from the radio, but then your handler, pulled away from the microphone, shouts “Hey! I need a background check, Mark Shaffner, electrician, have it done in thirty minutes.” Due to interference you can’t hear the staff members response, but your handler returns to the microphone, and asks, “Is that it?”

“Negative. I need that data from the labs before I go deeper.” You respond.

“Well, it should be on your laptop by now, encrypted data transfer like that can take some time though. It might not mean all too much without a PhD of course. Want me to tell you what the techs told me?”

“Yes.” You respond professionally. “Give me a quick runover of the data.”

“Well, for the days leading up to it, there were slow on and off moments of radiation, likely prepping the chambers. The most common emission at this point was microwaves, and low doses of gamma radiation. You could cook a hot dog in there.” Your handler explains. “Then in the morning leading up to the test, the chamber was simply silent, no radiation whatsoever, hell, the lights were off. During the test itself is where things get interesting. When the sample entered the chamber, we have the first recording of what the techs says is some sort of laser measuring system, with a kilometer laser slowly being distorted away from the test chamber. As the test began, there was an immediate spike in radiation, every spectrum except infrared in fact."
(cont.)
>>
>>4420572
(cont.)
"If Freeman was in there, I’m surprised he wasn’t cooked. At that point, it started going out of control, the system entered what the docs call a ‘supercritical’ state. That means the entire chamber was pretty much it’s own nuke. Somehow the radiation started to subside, and then there were a few other disturbances in this laser device. At that point, every thing cut off. It’s a miracle the signal lasted that long, survived a hell of a power-surge.”

Vance mentioned a large scale LIGA device used by the lab team, this “laser device” is probably that very machine, measuring anti-gravity pushing the laser away from the chamber.

Your head is still pounding, kicking you in the skull constantly. You swear you hear something once again. “...ANGUL... ...LIZING”

“Sir!” You just barely make out among the static.

Your handler pulls away from the microphone. “What?”

“There’s nothing... ....Mark Shaffner in New Mexico.” The staff member responds. “Eight... ...states. None of them are electricians.”

“You hear that... heimer…” Your handler. “No Mark Shaffner…” You can make out him telling someone to get the signal back. About thirty seconds later, you can make it out again. “There’s no Mark Shaffner in New Mexico.”

The electrician, Mark Shaffner, does not exist. Shaffner either gave you a false name, a false occupation, or both. There’s many reasons why someone would do that to a member of the CIA, many innocuous to your concerns, and many incriminating.

As well, you also just heard that the chamber was in a state ready to explode before the resonance cascade suddenly began to stabilize.

>Write in one final question for your handler. Given the state of the signal, this will be the last question you're able to ask..
>Go confront Shaffner about what you just heard. Even if it does turn out to be an innocuous reason, you ought to know the man’s real name and occupation.
>Search Dr. Vance’s and Dr. Kleiner’s office for the key to the stable sample storage.
>Head to Dr. Rosenbergs office, search his desk for Breen’s letter.
>You’re interested in the new aliens that have appeared after saving the LIGA V5, perhaps vorty can show you their last moments, given that there are vortigaunts among them. (Roll 3d6+3, pass on a 13.)
>Take a moment to observe the LIGA itself, check out its controls then have Kirchoff hold onto it.
>Pick up the LIGA and move deeper into the anomalous materials labs.
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>Write in any other ideas.
>>
>>4420575
>Inform your Handler about the latest information you have on the Investor - mainly Guttman's readings on him, and the fact that he's calmly walking around in Anomalous Materials without any protection.
Then
>Hand the LIGA off to Kirchoff and tell him to familiarize himself with the controls - delicately.
And finally
>Go confront Shaffner about what you just heard. Even if it does turn out to be an innocuous reason, you ought to know the man’s real name and occupation.
>>
>>4420650
“One final thing to report.” You say to your handler, before stating, “I’ve got more information on Breen’s investor.”

“What was that?” Your handler asks. “Repeat last.”

The current radio-interference hasn’t gone up since the CIA secured a new connection. You sternly repeat, “The civilian operative, Guttman, spotted Dr. Breen’s investor in the hallway.”

“How ...uch did you see of him?” Your handlfer responds.

“It was a low-light scenario, but I can confirm that we clearly saw the subject. Dr. Guttman managed to get a reading on the subject with the multi-spectrum goggles. He reported that the subject was unaffected by the radiation in the room.”

“Medically?” Your handler asks. “Did he perform a physical analysis on the subject?”

“Negative.” You respond. “Guttman noted that everything nearby had taken to absorbing the radiation around us in a short time. The subject did not. He also seemed to be ignored by some of the aliens.”

“Was he ac… ...voiding them?”

“No. He was just walking calmly. He didn’t interact with the aliens, the aliens didn’t interact with them.”

“Did th… ...liens reac… ....thing else in the area?”

“Yes, aggressively.” You respond, not explaining the full story of the anomalous repeat of the science team, knowing how long that would take. The signal is continuing to deteriorate. “He also seems completely aware of his impunity, not wearing personal protective equipment, armor, or carrying weapons of any sort.”

“Understood… ...on’t… engage... ...ssary… ...serve…” One last spike of radio interference from the emissions constantly traversing through the laboratory is the final nail in the coffin for your radio signal. Realizing this, and not wanting to waste time, you put the radio down, saying “Thanks for the help Marietta.”

She just nods, watching as you move over to the device. “I think it’s about time we made mad-science work for us. What do you think, Kirchoff?”

“Worked for MK-ultra.” He quips back, loud enough to be heard outside of the room. “Not like we’re gonna blow a second hole in the universe.”

“Who says jarhead?” Shaffner responds from the hallway. Looking at the alleged electrician, he’s currently fighting not to be tased by the creature's failed attempts at an electrical shock as Guttman and Vorty finish their study. “Gonna blow us all into fuckin’ orbit.” The man’s accent is definitely from somewhere in New York.
(cont.)
>>
>>4421118
(cont.)
“You’re carrying the least out of the three of us, and you’re the biggest. This thing is heavy, so you should be the one carrying it.” You tell Kirchoff. As you speak, you wave him over, and start picking the bulky machine up. Groaning as you lift, you say “Get yourself familiarized with the controls, and do it carefully. Don’t accidentally create a doomsday device.” Handing the machine off to Kirhoff, you look to your fellow spy, “Marietta, come with me, you might need to take Shaffner’s place holding down the alien.”

Marietta nods, and follows behind you as you move to confront Shaffner. “Shaffner!” You shout authoritatively.

“What?” He responds quickly, not seeming to even detect that you’re on to him. If he’s a plant from another government, he’s a bad one.

>Don’t let the man get too many words in edgewise, pat him down again, check for anything on him and disarm him first.
>Tell him what your handler told you, that he doesn’t exist, and give him a chance to explain himself. Perhaps he’ll dig his own grave .
>Tell him you know he lied to you, and that all you want from him is a real name you can background check, you don’t care about anything else, he does act like a civilian.
>Announce loudly to your team that Shaffner was lying, use social pressure to your advantage here, they trust you more than him.
>Immediately intimidate him, you are physically weaker than him but you're better armed and armored, use that impunity to grab him by the shirt and threaten him into telling you the truth.
>Punch him for lying to you, just to get a cathartic message across.
>Write in.
>>
>Tell him you know he lied to you, and that all you want from him is a real name you can background check, you don’t care about anything else, he does act like a civilian.
make sure he cant make a run for it, or attack us.
>>
>>4421119
>Tell him what your handler told you, that he doesn’t exist, and give him a chance to explain himself. Perhaps he’ll dig his own grave.
I'm gonna piss myself laughing if it ends up being something innocuous like "I committed Tax Fraud in 1985 so I moved to new mexico and created some fake credentials to get a high-paying job at a facility where people are expected to maintain secrecy and not ask too many questions"

It's wild to me that this used to not only be a thing that someone could do, but it was a somewhat common thing. Faking credentials was way easier before the internet boom.
>>
>>4421119
>Tell him what your handler told you, that he doesn’t exist, and give him a chance to explain himself. Perhaps he’ll dig his own grave.
If he responds well hes a pro of some sort, if he starts crumbling or making swiss cheese out of his story, then we know hes trying to just faking it till he makes it.
>>
>>4421127
>>4421146
>>4421338
“Shaffner doesn’t exist in this state.” You respond to the man, as he looks at you with a confused look. “I just got off a call with the CIA, they tried to start a background check on you and couldn’t find any documents.”

You notice a slight tinge of concern in his eyes, but he masks it the best he can with a coy sense of confidence. As you speak, you feel the migraine coming back once again, a twisting pain building in your temple, the feeling of the migraine contorting once again.

“What are ya talking about?” He says, either trying to play dumb, or simply not understand. “You saying I’m an alien or something?”

“No, I’m just saying that the United States Government has no known record of someone named Mark Schaffner in New Mexico working as an electrician.” You respond, plain and simple. You start to hear insects scurry away from the room you were just in as the migraine continues to build. “I’m gonna let you tell me why.”

“I don’t know, your records are wrong? Can’t check ‘em again? There’s what, like one-two hundred million people in the country?” He responds. “You’re gonna miss some looking through all that. I don’t take the census, is that the problem here?”

“Why not?” You hear Kirchoff say as he leaves the lab. Seeing his eyes through his gas-mask, you notice a sudden fog of sweat around his goggles.

“Look jarhead, if you’re from where I’m from, you don’t open the door for feds unless they got a warrant, or there’s something angry coming from god knows where to probe you.”

“Individual census information can’t be used for incrimination.” Marietta responds.


“And that’s coming from the people trying to track me down.” He replies, his voice growing gradually louder. “Be honest ehh lady? You’re using whatever you can get on me here right? No holds barred for the men and women in black, law be damned. What’s it matter if I’m not a legal citizen of whatever other papers you need to believe me. I don’t think you’re giving me the name god gave you either. I’m just here to see the sights, help my country, survive like any other guy around here.”

As the migraine continues to contort itself, you begin to feel heat coming from the lab behind you, hitting your back like you're standing around a newborn fire. Glancing back when you’re sure the man can’t book it, you immediately see that there doesn’t seem to be any fire in there, at least yet.
(cont.)
>>
>>4421737
(cont.)
What the man lacks in training, he makes up in pure wit. He’s not a professional like you, but he has experience lying to and winning over authorities. If you were a cop, he’d probably be considering bribing you. He makes up nonsense on the fly quick enough that he’s able to keep the ball in his court.

>”If you were from where I was from, you said right? Where exactly are you from Shaffner? I gave you an opportunity to explain yourself and your stalling. ”
>”You’re right Shaffner, we do use census data illegally for our investigations. We also use every public document we can trace back to you. You were on none of them, you had none. This isn’t about bad paperwork, it’s about you.”
>”If you’re not going to explain yourselves, then I’m just gonna make the assumption you’re a foreign spy, and therefore should be extracted to a black zone for more intense interrogation.”
>”I don’t care about the law at the moment, we’re in an alien invasion, I care about whether you’re going to leak secrets or stab us in the back."
>You’re not gonna have this nonsense, tie his hands, disarm him, and pat him down.
>Write in responses, questions or ways to get the man to talk.
>>
>>4421739
>>”If you were from where I was from, you said right? Where exactly are you from Shaffner? I gave you an opportunity to explain yourself and your stalling. ”
>>
>>4421739
>”If you were from where I was from, you said right? Where exactly are you from Shaffner? I gave you an opportunity to explain yourself and your stalling. ”
>>
>>4421863
>>4422005
“What do you mean ‘if you were from where I was from’ Shaffner?” You respond, ignoring all his attempts to turn accusations against you. Your team trusts you more than him, so he doesn’t have much to grab onto here. “I gave you an opportunity to explain why there were no records of you, and you’re stalling and throwing around accusations. You said you were from a bad neighborhood earlier, which neighborhood?”

Shaffner shakes his head, sighing to himself, realizing that he’s not dodging the questions that easily. “Phoenix. Not where I was born, but where I live and worked up until the last few months.”

“That’s not that bad of a place.” Guttman responds. “You’re either not the tough guy you’re saying, or you’re lying.”


“I just said it’s not where I grew up, that was the east coast, but fair’s fair, I’m bullshitting you. I think you realized that. I just need you to know I’m not a russian or anything that.”

“So then why didn’t you tell me your name, or where you're from?” You ask, giving him a distrusting look.

“Because I’m still breaking the law here, ay?” Shaffner replies. “But we’re both working against the law here. I know the CIA ain’t exactly a huge fan of the supreme court or bill of rights or anything like that. I got a little heated earlier, but you can agree to that can’t you?”

You don’t respond to it, instead just asking, “What laws are you breaking then, tax fraud, got a new name? I’m not the IRS so you shouldn’t be hiding that from me.”

“It’s corporate espionage. I came down here with you for a chance to get an extra bonus for a good look at the accident. My boss eats that shit up.” He responds shrugging.

“What company do you work for?” Guttman asks from below.

“I’d be a really shitty corporate spy to tell you that.” Shaffner responds. “But they’re a well paying one, so unless you got a chunk of change on you, I ain’t giving that up. Anyway, there’s an alien invasion going on, I don’t think you wanna get too caught up right now in defense contractor drama, so what say I cut you a deal here? You give me a story to tell my boss, something crazy about how Black Mesa was hit by terrorists, in exchange, I don’t tell anybody about Black Mesa, and I get to go back to my own job. You get the control over the story I tell them, it makes it easier for things to be covered up.”

“I’d need a name to be able to enforce the deal.” You say as you consider it. Behind you, the migraine is starting to plateau, the heat in the room behind you is getting stronger.
“Martin Holland.” He responds. “I don’t wanna get in your way here.”
(cont.)
>>
>>4422031
(cont.)
“You held onto those pretty heavily just a few minutes ago, why are you so quick to give up now?” Reilly asks.

“I pushed my luck, it didn’t work, now I really don’t want to get waterboarded three secret agents and a marine.” He responds. The fact that he’s a civilian spy shows. He’s probably only still holding onto the name of the company he works for for the sake of keeping his ability to get a job if he ever escapes Black Mesa. “Is it a deal. I’ll tell them any story you want me to, just when this is all through, I want to walk away, no black bags or anything.”

>You don’t care what Lochood Martin or Boeing gets up to, you’ll have your handler give him a story whenever the team is extracted.
>You can’t make any kind of deal until you know what company the man is spying for, get it out of him, you’re probably gonna have to pry for it, which will take time.
>You have a real name for a real person now and that's enough, he's not gonna weasel himself away from the CIA anytime soon now, don't agree to his "deal."
>You know you can’t trust the man know, he has allegiances to corporations that he may act upon, tie his hands so he can’t possibly escape.
>You still don't believe him, he wouldn't give information up like that so easily. Check him over for anything he may be hiding on his person.
>Write in a response.
>>
>>4422046
>>You don’t care what Lochood Martin or Boeing gets up to, you’ll have your handler give him a story whenever the team is extracted.
>>
>>4422051
Maybe get this over with quick and see what the fuck is happening behind us
>>
>>4422046
>You don’t care what Lochood Martin or Boeing gets up to, you’ll have your handler give him a story whenever the team is extracted.
by which i mean, when we get extracted Shaffner can be taken by the interrogation teams to see what his real deal is. We don't need to stick to a deal, we're CIA!
>>
>>4422046
>>You don’t care what Lochood Martin or Boeing gets up to, you’ll have your handler give him a story whenever the team is extracted.

The man's crazy he didn't bail when the going was good. He can get snippets of what was being worked on here, but the general story of the alien invasion is going to have to be ignored.
>>
>>4422051
>>4422053
>>4422064
>>4422228
“I’m really not interested in whatever schematics Lockheed Martin, or Boeing wants to steal from Black Mesa, we’re in an alien invasion right now, I’ve got your name, I’ll give you a story when we pull out of here.” You respond sternly, questioning to yourself if you really intend to make true on that deal. “I need to know you won’t shoot me in the back.”

“I don’t intend to Gabby, I know when I’m outgunned.” Shafnner, or more aptly “Martin Holland” responds. “I know when to stop, thanks for understanding.”

Thinking he has you bought, he extends a hand. You eye it for a moment, glance down to the creature his rubber boot is still sitting on, currently squirming below the man, and then back to his hand. Wanting him to keep his sense of security, you shake the corporate spies hand. He smiles at you, satisfied with his talking skills, not knowing that you’re unsure if you will really make true on that deal. The decision will be yours when you extract, it wouldn’t exactly be the first time you’ve conned out of a deal like that. He almost looks relieved, some nerves dropping, perhaps glad, feeling as though he no longer needs to keep his own secrets.

“Well, you’re pretty crazy to have followed us in here.” You respond.

“Like I said, I don’t like going with the eggheads.” Holland responds. “You guys are quieter, you take less bullets that way.”

Wanting to keep a move on, you turn around, noting the feeling of intense heat behind you, the migraine is growing in its twisting pain. Is the heat coming from an anomaly? Guttman said they were radioactive, is this an especially radioactive one?
(cont.)
>>
>>4422280
(cont.)
“Guttman, can you take a look at the labs with your goggles?” You tell the doctor. He nods, finished with his examination of the baby voltigore. “It’s uhh…” He flicks through the settings on the device. “Hot like a CIA fundraising calendar. The room’s glowing in infrared.”

Marietta gives him a dirty look at the comment, but before she says anything, he adds, “It’s also very slightly radioactive, like the anomalies.”

You can already feel that it's hot, and you had wondered whether it was connected to the anomalies. From Guttman’s reading, it may very well be. With the low light optics turned on, you watch begin to glow. Materialising in the air as the migraine’s contorting pain plateaus, frozen still licks of fire start to appear. The heat you felt was a repeat of the fire that caused the massive amounts of burns covering the aliens in the room.

Seeing this particular anomaly, Kirchoff has a look of shock on his face. “Jesus.” He exclaims. “Good thing I left. Poskazer, you got your documents?”

Marietta nods affirmatively, and Kirchoff responds, “Good, I got the ones I looked over.”

“That could be a problem.” Reilly says, looking over the infernal anomaly. “Time can roast us now.”

Staring at the fire, you can’t help but wonder what caused it. Perhaps it was just the electrical combat of the aliens acting as a spark, but would the xenian fungi ignite that easily? Perhaps their homeworld has less oxygen. Could one of the marine’s be equipped with a flamethrower? Whatever started it wasn’t caught in the anomaly, as the only still image before you is a fire. You are lucky that it’s not in your way at the moment, in the future, fire, gas attacks, or haywire experiments from the past may come to haunt you in the present.

>Watch the temporal fire for a moment, perhaps you be able to get an idea of what started it. “Shaffner” is still trained as an electrician, perhaps he can help identify an electrical fire?
>Search Dr. Vance’s and Dr. Kleiner’s office for the key to the stable sample storage. It’s a duel custody system, so if you want it to be easy, you’ll need both keys.
>Head to Dr. Rosenbergs office, search his desk for Breen’s letter.
>You’re interested in the new aliens that have appeared after saving the LIGA V5, perhaps vorty can show you their last moments, given that there are vortigaunts among them. (Roll 3d6+3, pass on a 13.)
>Take a moment to observe the LIGA itself, check out its controls then have Kirchoff hold onto it.
>Pick up the LIGA and move deeper into the anomalous materials labs.
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>Write in any other ideas.
>>
>>4422283
>Watch the temporal fire for a moment, perhaps you be able to get an idea of what started it. “Shaffner” is still trained as an electrician, perhaps he can help identify an electrical fire?
I kinda want to just have Vorty show us, but I don't want to tire him out anymore than absolutely necessary in-case we need some time paradox protection
>>
>>4422283
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>>
>>4422283
>>Watch the temporal fire for a moment, perhaps you be able to get an idea of what started it. “Shaffner” is still trained as an electrician, perhaps he can help identify an electrical fire?
>>
>>4422302
>>4422307
>>4422367
https://youtu.be/gCI43CkUrnQ

“Does this look like an electrical fire to you Holland?” You ask your resident electrician, being sure to remind him that you have his real name now.

“Well, electrical fires don’t ignite steel, I’ll tell you that.” He says pointing inside to the walls, where you can see still, cloudy flames clinging to the metal and stone face. “That’s a pretty obvious one.”

“I know that, but for all we know, the aliens provided a fuel by accident. There’s plenty of flora that could have been burned away, and we’re not seeing it for some reason. Could there have been an electrical spark?”

Looking closer into the room, making use of the translucent effect applied to the temporal repeat, the electrician searches for anything that could have been an origin to this kind of fire. “Maybe?” Is all he gives you. “It’s unlikely, but if these plugs aren’t surge protected then it might have shocked those machines.” He points to some of the destroyed prototypes.

“I doubt they wouldn’t surge protect a state of the art prototype.” You respond. “Could the aliens do this, they use electrical attacks.

“Green guy can you ignite this stuff?” Holland asks. Vorty shakes his head no. “You already hit the stuff earlier with that bug, the fungus isn’t gonna burn .”

If it’s no sort of electrical fire, then you’ll have to watch the fire itself as it moves. Noting that the migraine is reaching a tipping point, you keep a close eye. The pain squeezes aat your temples, causing your left eye to shut as you watch the frozen inferno. You wince for a moment, but manage to hold your attention towards the mysterious fire when the pain starts to release. Time moves forwards in the room, and you immediately begin to hear the partially muffled sound of fire cracking. Even while only partially visible and solid, the fire is still bright enough to mandate you shut off your night-vision, providing nothing but a bright light as opposed to more vision.

While the repeat simply shows a roaring fire at first, you begin to notice another sound. The muffled effects of time make it difficult to identify, a loud whooshing sound like a gust of gale force wound coinciding with a sudden uproar of flames. Watching the room almost seem to burst with fire, you immediately notice a spraying cone of flames entering the room, coating the walls in liquid fuel. Someone did this with a flamethrower, no doubt about it.

“The fire was definitely deliberate, that’s a flamethrower’s cone.” You say to your team as you observe the blaze. “Since I don’t think the aliens are huge on friendly fire, and the only ones we’ve seen with fire are thirty feet tall, it’s most likely we have a marine out there with pyromania.”
(cont.)
>>
>>4422634
“Look at how the cone is swaying.” Kirchoff says, moving up to the fire beside you. “This wasn’t an attack, I’d bet the aliens were dead by this point, this was someone or something trying to clean up the room.”

Guttman suddenly says, “I’m surprised it took us to bring napalm into the mix. I always just assumed the guy with all the big red buttons would go ham the moment a real threat showed up, but only now are we burning things to the ground.”

>Search the science team’s offices for the key to the stable sample storage. It’s a duel custody system, so if you want it to be easy, you’ll need both keys. Head to Dr. Rosenbergs office, search his desk for Breen’s letter.
>You’re interested in the new aliens that have appeared after saving the LIGA V5, and the fact that they’ve been incinerated, perhaps vorty can show you their last moments, given that there are vortigaunts among them. (Roll 3d6+3, pass on a 13.)
>Move deeper into the anomalous materials labs.
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>Write in any other ideas.
(Optionally, respond to Guttman.)
>Marines are the most likely option, but you still shouldn’t rule out the possibility that this was done by an alien. Perhaps wildlife?
>They most certainly are. The fact that the weapons of mass destruction haven’t been fired is a testament to the coverup so far.
>They probably already have, considering how desperate the marines are, just not on us yet.
>Flamethrowers haven’t been used in a large amount since Vietnam, why would they suddenly start now?
>It’s not being used as a weapon here if Kirchoff is right, so they’re still holding off somewhat.
>Write in.
>>
>>4422637
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>Marines are the most likely option, but you still shouldn’t rule out the possibility that this was done by an alien. Perhaps wildlife?
>>
>>4422637
>>You’re interested in the new aliens that have appeared after saving the LIGA V5, and the fact that they’ve been incinerated, perhaps vorty can show you their last moments, given that there are vortigaunts among them. (Roll 3d6+3, pass on a 13.)
>>
>>4422681
>>>You’re interested in the new aliens that have appeared after saving the LIGA V5, and the fact that they’ve been incinerated, perhaps vorty can show you their last moments, given that there are vortigaunts among them. (Roll 3d6+3, pass on a 13.)
>>
>>4422649
>>4422681
>>4422760
“We shouldn’t rule out the aliens doing this.” You say to Guttman. “Sure, the marines are the most likely given that the only aliens we’ve seen with fire are thirty feet tall, but there could be something we haven’t seen that’s not fighting for either army. Maybe some of the alien wildlife did this.”

“If there’s something in here that breathes fire naturally, I think I’m giving up. It would prove we’re not God's favorite children.” Guttman quips pessimistically. “Or lovecraft was right after all. It’s no more strange than time travel.”

Not wanting to slow down your investigations, and growing even more curious as to how this ties into the continued survival of the LIGA prototype Kirchoff is carrying, you wave Vorty over to you. Quietly, you ask the alien, “Another Vortigaunt showed me a vortigaunt’s experiences when I was looking for Marietta. Do you think you could do the same for these guys?”

The vortigaunt simply nods, seeming somewhat solemn as he does. He then points over to one of the offices, one with an already open door that’s allowed xenian fungi to spill in. Inside is a chair that has begun to be infested itself, but as Vorts moves into the room, you realize its where he wants you to sit.

Not particularly squeamish, and trusting the vortigaunts judgement, you sit on the chair. The most likely reasoning is that the vortigaunt understands the possibility of cracking your head on the metal floor if a seizure were to happen, and aims to prevent that.

When you sit down, feeling the occasional movement beneath the padding, the vortigaunt motions for you to close your eyes. Doing so, you begin to focus on the migraine. It seems to be confused, and scattered, thrown around by the temporal anomalies. Knowing you can make use of it, you begin to focus, just barely sensing the presence of the vortigaunt.

Maneuvering through the confused and scattered migraine, red begins to build around your closed eyes as you attempt to approach the Vortigaunt. A taloned hand reaches in, attempting to beckon you towards the Vortessence. However, while the migraine is still dazed and confused by time, it also seems to be on high alert for whatever reason.

Four players roll a 1d6. The top three rolls will be added into a 3d6+3. If total is a 13+, then the roll succeeds. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 3 (1d6)

>>4423246
>>
Rolled 3 (1d6)

>>4423246
>>
Rolled 3 (1d6)

>>4423246
>>
Rolled 4 (1d6)

>>4423246
>>
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55 KB JPG
I wonder if vortigaunts across the vortessence can utilize the effects of Diazepam when necessary since we gave a pill to one of them. We did get a psychic high from painkillers previously, so the effects of medicine clearly aren't centralized to one individual for them.
And hell, they're pretty clearly not the kind to be stopped by things like time either, so maybe they could pull from it when necessary in the future.
>>
Next update may be a little later than usual, apologies
>>
>>4423267
>>4423272
>>4423281
>>4423313
Maneuvering through the ceaseless pain of the migraine, you find it awkward to slip your thoughts into the infinitesimal wormhole in your temple without detection. At times, you make a step, pushing forwards towards your vortal ally. Other times, it seems that same step brings retaliation, a pulse of pain, and red building in your vision. You have to slowly and carefully navigate it, unsure if the migraine is unaware of your actions, or simply too confused to act.

Still, you are able to navigate towards the beckoning talons of the vortigaunt, who drags you towards the strange and alien tunnels of the vortessence. Just as you do, you feel an instant pulsing pain in your head as the migraine attempts to pull you back. Still, the collective grip of the vortal consciousness is strong, and yanks you through the Vortessence. For all of time, and never, you are within the experiences of every Vortigaunt, now and then, but before you have any time to explore the secrets of the Vortal mind, you are quickly pulled into the experiences of one.

This one is dragged through the border worlds by the nihilanth, appearing before The Kellner in a flash of electrical light. The Nihilanth demands the hostility of this one, and as such, this one draws his energy. Power draws in its fingers, but The Kelner is quick to flee, leaving the prototype behind.

This one, now seeing the safety of the laboratory, approaches the prototype. This one’s survival was not anticipated, and lacks the knowledge, and tools to please his master. The nihilanth brings his team forward, the room crackling with electricity. Immediately, the airways are restricted, the power of this one, and his kin drawn towards The Controller, who has come to observe the prototype.

“The hive comes.” A voice rings through the mind of this one, and his kin. “The hive comes.”

Three more flashes of green electricity fill the laboratory with light. Electricity arcs into steal as the wild and haphazard alien teleportation brings in another set of aliens. Three shock-troopers stand before the creature

Immediately, this one and his kin respond with the building of their energy, power draws at their fingertips, but instantly it's redirected with an orange beam into their slave master. Their power protects the controller. The protection is short lived however, when the shock-troopers make their first move, the closest lunges for this one’s kin, then another spark of electricity bursts away as it is brought to the hive’s homeworld, what mankind knew as “Dimension X.”
(cont.)
>>
>>4423932
(cont.)
Seeing this, the slave master is flushed with fear. Race X cannot access the mind of the mind, if such sanctity is lost, the war is too. He is conflicted for a moment, but as the troopers run for another, the xen controller makes his decision, and redirects the protective energy elsewhere: into himself and his slaves. Immediately this one is jolted with his own kins power let loose, sapping him and his master in the same moment. A terrible scorched earth policy. All is caught within the arcing chaotic energy, frying the shock-troopers as they attempt their catch.

This one lays dying, but not pained. His collar was destroyed in the short moment of anarchy. For a moment and a millenia, he was content, a minute of freedom surpasses an eternity of slavery, this one is happy he returns to the all in one. However, in a final moment as the creature’s monocular vision . Shimmering into reality, a small hovering scout shows its single red eye. Seeing that the situation has pacified itself, it allows it to save its energy.

The machine, a far cry from the surveillance measures that have hounded this one's kin, analyzes the environment, determines the information unrecoverable, and replaces its eye with a small but destructive nozzle, then sprays out a torrent of flammable liquid, igniting as it touches the electrified rim of the spout.

A cone of flame fills the room, and just before it reaches this one’s body, the vortigaunt removes you, pulling you back through the vortessence, too quick to take in the races many secrets, and returning you to your own mind, where the migraine has collected itself. It sees what you saw, and intends to keep you quiet. Your body has already been seizing, but you feel it, the loss of control over your own body. You struggle to keep your lungs moving steadily as your limbs flail out of your control, and a constant pain hammers into your head again and again. Your face contorts in pain, and you are glad Vorts had you sit in a chair, but it isn’t long until you feel yourself slipping away.

You fall out of the chair, and hit the ground, padded by xenian fungus. Still, the sound rings out across the wood floor of the office. Immediately you hear “Gabby? Gabby?” From Dr. Guttman. You see the man moving into the room, pushing Vorty away, then pulling out the desk and chair, giving you space to flail and keep breathing while your seizure subsides.

When you’re able to regain control over your body, Guttman has you sit still for a moment, then clicks a flashlight on, pushes your ballistic optics up, then has your eyes track them for a moment, then asks, “What happened to cause this one? Can you stand up?” He sounds more professional than his usual self, once again a doctor talking to a patient.
(cont.)
>>
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>>4423933
(cont.)
As you think about responding, the migraine kicks you in the skull again, making you wince. It really doesn’t want you to talk about what you just saw. You’re pretty sure it’ll start another seizure if you try to talk, unless you took some Diazepam to keep it in check. Of course, that comes with some side effects that may not be the best in combat. On one hand, it’s important for your team to be as aware of the situation as you are, but on the other, you can always tell them later, in a more safe position.

>”Don’t worry doc, I’m the alien whisperer, this is all part of the process. Now I just need some headcrab treats for Vorty here.”
>Pick yourself up and tell him, “Nothing to worry about, Vorty kept me safe.” Don’t tell anyone about what you just saw.
>That machine looked a lot like the one you saw from Marietta’s schematics on the device the robotics lab picked apart, you need to talk to her right now. Take some Diazepam and ask her about it.
>”Vorty was helping me figure out what happened here. It turns out the vortigaunts killed themselves. Their master didn’t want them to get captured by the shocktroopers.“ Tell him what you saw in the fight, but not what started the fire.
>Take some Diazepam so you can ignore the migraine for a minute, and tell him. “Vorty showed me what caused that fire, apparently there’s yet another species here, hiding. I’m not the only thing that can turn invisible down here.”
>Write in.
>>
>>4423950
>>”Don’t worry doc, I’m the alien whisperer, this is all part of the process. Now I just need some headcrab treats for Vorty here.”
>>
>>4423333
Ow. Makes sense. The vorts seem to view all of time at once, so I'd imagine that would apply to chemical processes like drugs and emotions as well.
>>
>>4423950
>Take some Diazepam, and tell Guttman all of the details about what you just saw. Then, go and talk to Marietta about the schematics.
I reckon we have enough heavy shooters in the team that we're gucci to get a lil high.
>>
I just wanna let you guys know that my next semester of college is starting back up, so updates will probably slow down because of it. I’m gonna take a bit of a break today, then when I get back there’s gonna be a change in the update rate. I’m gonna try and keep it at a minimum of one every day.

Thanks for all the feedback the last few days, as usual I’m open to any more you have during the break, and thanks for making the quest a fun one to write for.
>>
>>4423950
>Take some Diazepam, and tell Guttman all of the details about what you just saw. Then, go and talk to Marietta about the schematics.
By the way, following on from earlier, I assume we're still a sideshow to the main story and can't actually stop the alien invasion. It makes me wonder how much influence our choices here will affect the future. Also, how long is the cañon time interval between the Resonance Cascade and the Six Hour War?
>>
>>4424475
I’m trying to stick to the main canon of half life, and the overarching forces of the universe like Gman, advisors, and vorts will still try and push for their interests like they do in the games, but if you were to find a way to shake up the universe with nothing that would want to stop you able to stop you, I won’t stop you. I don’t want to railroad you guys, but if Gman didn’t do his Gman thing it wouldn’t be half life. When It comes to your own position in the universe, your relationship with Gman, the non canon characters, and the unexplored sections of the universe, I don’t really do much planning on except for vague ideas that change often, so your choices heavily effect it. As always, call me out when you feel railroaded.

I don’t think there’s any canon amount of intermediary time between black Mesa and the seven hour war, but I’ll take a look around for any sort of timeline, dates are kept pretty vague in the games.
>>
>>4424633
Oh, I'm not complaining. I like the feel of us as an "important sideshow", insofar as we know there are things going on that are bigger and more important than us, but we'll be damned if we don't try anyway. As I've mentioned before, my lack of familiarity with established HL actually a positive here since I don't see things through the metagame lens and only know as much as we do IC. Writing by the seat of your pants is risky when it comes to continuity and keeping momentum, but if done well (which this is, since I KNOW you will worry that it's not) it can have a malleable universe that feels more dynamic and responsive rather than predetermined.

An alternate way to phrase the question would be if the (I have tried to read up on this particular aspect a bit) portal storms and War occurred immediately after the nuking of Black Mesa, or if there was an intervening length of time between them. And honestly, if we did somehow manage to both stop the nuke and fix reality to prevent the Combine invasion ever happening, I'd take it as the canonical quest Good End and go on to HL2 regardless as a what-if we hadn't managed to do that, similar to how XCOM2 is supposed to represent the follow-up of a theoretical/typical game of XCOM: EU where you failed.
>>
>>4423950
>Take some Diazepam so you can ignore the migraine for a minute, and tell him. “Vorty showed me what caused that fire, apparently there’s yet another species here, hiding. I’m not the only thing that can turn invisible down here.”
>>
>>4424702
I'm really glad to hear you're enjoying it man. It's certainly interesting to see that non-fans of Half Life are enjoying it alongside fans of half life. It makes me curious what the ratio of half life fans to non half life fans are among my playerbase. It's probably a little easier for me to write by the seat of my pants for this quest since it is fanfiction, and as such I already have an established foundation to base new ideas off of.
I understand what you mean, but I didn't really know the answer myself and I didn't want to say something definitive if there was something established out there. Looking around a bit, it seems that the consensus is that the portal storms spread slowly, and then the seven hour war happened a few weeks after Black Mes, so we'll definitely explore that critical time when we get there. As for what happens if you guys manage to stop the combine, I like the idea, but I think it's best we cross that bridge when we get there.

>>4423962
>>4423978
>>4424475
>>4424901
You hold your head, feeling every smack and pulse of the migraine’s punishment. “Hold on a minute,” you tell Guttman, starting to pull yourself off the ground with one hand, and reaching for a bottle of pills with the other. Leaning up against the wall, you twist off the bottle’s cap, shaking out a single dose of Diazepam. Shoving it into your mouth and forcing yourself to swallow before the migraine realizes what’s happening, you’re hit with a wave of pain as the medicine flows down your esophagus. You do wince, but it’s far too late, and the dose is administered, forcing the migraine to stick to only pain.

Still holding your head in pain, you tell Guttman, “I think there’s another party in here. They’re hiding, or scouting, I can’t really tell.”

“More aliens?” He replies, sounding more annoyed than scared. “I’m glad there’s another caveman to add to the shit-flinging.”

“I’m serious.” You say, quietly groaning as the pain continues. “Vorty showed me what caused the fire, it was some sort of robot. I think I’m not the only one here that can turn invisible. Well, besides Marietta and Reilly.”

“So should we track it down?” Guttman asks. “I’ve got these.” He taps the multi-spectrum goggles for a moment.

“I don’t know.” You respond. “I need to talk to Marietta. The robotics lab was picking apart something similar to what I saw.” You start to walk away, saying “Thanks for the help Guttman. Keep those goggles on.”

He nods, and flicks them down over his head, ready to set them to recording in non-visible spectrums.

You find Marietta keeping a lookout at the end of the hallway, ready for any new creature to arrive, or teleport into the room. With Kirchoff working for the same end with his rifle, you decide it's safe to pull her away, and into another office where you can discuss things alone.
(cont.)
>>
>>4425761
(cont.)
“Marietta, remember what they were picking apart in the robotics lab? The drone they were pulling apart in the robotics lab with unknown brain tissue inside of it?” You explain. With all that’s happened, it oddly feels like so much more time than a day has passed since then. This invasion has been an intelligence marathon.

“Yeah. What about it?” She asks.

“One of them is in here. Vorty showed it to me. I need to know more about it.” You ask your fellow spy. “It was what started the fire in the labs.”

“It started a fire?” Marietta asks. “How?”

“What looked like an eye, the central red dot, was swapped out for an incendiary weapon.” You explain.

“The drone in the robotics lab was unarmed, except for the ability to produce flashes.” Marietta explains. “There were supposed signs of modularity however. Did you see it do anything else?”

“It turned invisible.” You respond. “I hope in only the visible spectrum, but we can’t be sure until we see it in some other spectrum.”

“That’s just great.” Marietta responds. “The machine Black Mesa acquired couldn't do that. It seems like the difference between a civilian device and a military device. If it’s turning invisible, then it's probably some sort of scout.”

>”If it’s a military scout, then there may be another army behind it. How appealing can earth really be that three species want to invade at the same time?”
>”This’ll sound weird, but I’m sure you’re used to that by now. When I was using the radio, I was hearing a rather robotic voice. I couldn’t make most of it out, what if that had something to do with it?”
>”Earlier today Vorty showed me some other place, seemingly the future. I don’t know if it was some other country, or regime, but some of the technology in the place seemed oddly similar.”
>”Whatever this thing is, we ought to grab it as intact as we can get it. It doesn’t seem to be one of the common storm-troopers of the aliens, so we should let the CIA pick it apart.”
>Write in.
(If you’d like to move on to something else, pick one of the options below, otherwise don’t pick anything. )
>Search the science team’s offices for the key to the stable sample storage. It’s a dual custody system, so if you want it to be easy, you’ll need both keys, then head to Dr. Rosenberg's office, search his desk for Breen’s letter.
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>Move deeper into the anomalous materials labs.
>Write in any other ideas.
>>
>>4425763
>>”This’ll sound weird, but I’m sure you’re used to that by now. When I was using the radio, I was hearing a rather robotic voice. I couldn’t make most of it out, what if that had something to do with it?”
>>
>>4425763
>>”This’ll sound weird, but I’m sure you’re used to that by now. When I was using the radio, I was hearing a rather robotic voice. I couldn’t make most of it out, what if that had something to do with it?”
>>
Just to be clear, by don't pick anything I meant don't pick anything from that secondary vote, and it will be considered a no vote from moving on to something else. Maybe I'm overthinking it, but I just don't want to be confusing anyone.
>>4425873
>>4426075
“This is going to make me sound like a lunatic, but you’re probably accustomed to that by now.” You say to Mariettta, who nods affirmatively, smiling slightly under the mask. “There was a robotic voice in my ear. I couldn’t make it out.”

“Was it speaking english?” Marietta immediately asks.

“I can’t say for sure, but it sounded like english. It was very sterile though.” You explain.

“If it was english, and on the radio, then it's probably not connected in any way.” Marietta tells you. “If it’s in your head then… I guess anything is possible?”

“I could hear it every time radio interference kicked in, but the migraine also acts up when the anomalies happen, so I wouldn’t be too surprised if it was somehow connected.” You explain. WIthout the ability to induce a seizure, the migraine is still raging inside of your skull.

“Maybe it was something to do with the anomaly.” She explains. “You heard the voices coming through from the test chamber when I was fixing the radio, right?”

“That was a computerized voice like a GPS, but it didn’t sound like any of the programs used by the marines, or by Black Mesa.” You respond, your eye twitching as pain pulses across grey matter. “We also haven’t seen anything reappear from before the incident, so I don’t think the anomalies repeat anything from before the resonance cascade.”

“Well what if it’s after now?” She responds. “If you can affect the past through the anomalies, what’s to say a receiver also caught in the anomalies can’t pick up signals from the future?”

It would explain why the voice was so incomprehensible, but you still don’t know about the idea. The more the migraine kicks you in the head, the more you wonder whether you’re somehow getting closer to its secrets.
(cont.)
>>
>>4426084
(cont.)
>”If it’s a military scout, then there may be another army behind it. How appealing can earth really be that three species want to invade at the same time?”
>”Whatever this thing is, we ought to grab it as intact as we can get it. It doesn’t seem to be one of the common storm-troopers of the aliens, so we should let the CIA pick it apart.”
>Well let’s get back on track here. What’s the protocol for dealing with something else that can turn invisible, and can roast us?
>Vorty showed you something earlier, a sort of vision of the labs, in the center, a load of sounds had seemingly been caught, it did seem like some were from the future.
>When you first came in “close contact” with the vorts, you would often hear a voice that was rather similar to the one you heard earlier.
>Earlier, Vorty showed you some sort of eastern european city with advanced technology, you heard a similar voice there.
>Write in.
(Optionally, If you’d like to move on to something else, pick one of the options below. Feel free to vote for this alongside one of the above prompts.)
>Search the science team’s offices for the key to the stable sample storage. It’s a dual custody system, so if you want it to be easy, you’ll need both keys, then head to Dr. Rosenberg's office, search his desk for Breen’s letter.
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>Move deeper into the anomalous materials labs.
>Write in any other ideas.
>>
>>4426089
>”Whatever this thing is, we ought to grab it as intact as we can get it. It doesn’t seem to be one of the common storm-troopers of the aliens, so we should let the CIA pick it apart.”
>>
>>4426089
>”Whatever this thing is, we ought to grab it as intact as we can get it. It doesn’t seem to be one of the common storm-troopers of the aliens, so we should let the CIA pick it apart.”
>Take a look at what Kirchoff and Marietta found from searching the room, and ask what Guttman and Vorty discovered from the captured creature. Get a collection on the findings of your team members.
>>
Apologies for the slow update rate.
>>4426388
>>4426390
“Whatever this thing is, probe, creature, cyborg, we should work to bag it as intact as safely possible.” You respond, the migraine continues its painful retaliation, but seems to almost be slowing, realizing that the drugs you took prevent it from stopping you. “It doesn’t seem to be a member of the rank and file stormtroopers that the aliens are sending in. The CIA should get a chance to pick it apart.”

Among the distant and muffled sounds of combat that is ringing through the hallways of the anomalous materials labs, you begin to notice that some of the sounds seem closer than the others. A loud bursting sound seems more concise and less muffled than the others.

“I did send some of the schematics that the robotics team developed up the chain, and I already told you about the brain tissue samples that they couldn’t identify.” Marietta says, ensuring you’re both on the same page. “I don’t know about sending back a live one, hell, even a body. We have no idea how these things transmit. The last thing we want is our own catch sending data back on us.”

“We’ve got measures to work around that.” You begin to explain. “Faraday cages, interference of every kind, and detection.”

“Yeah but I’m worried that whatever screws us will be something we couldn’t possibly account for.” Marietta replies. “When time travel suddenly becomes a factor, I don’t think we should take any kind of chances with headquarters information, because at this point absolutely anything is possible.”

“I think that decision will probably be better made on the spot, when we actually recover it. Let’s see what we can find out from a field study, then decide on sending it back to base or not.”

You see Marietta nod, but before she’s able to say anything, you hear Kirchoff speak from his position, keeping the thermal sight on the entryway as he keeps watch. “Hey, we got a team of… four- five, maybe six heading our way.”

“Do they look human?” You immediately ask.

“Can’t tell, thermals don’t really like these walls, they look like blobs from where I’m sitting.” Kirchoff explains. “They are roughly human sized though, if you account for diffusion, but that could mean vortigaunts, zombies, eggheads, marines, or something else we haven’t seen.”

“Are they moving towards us?” Marietta asks.

“Looks like it, but slowly.” Kirchoff explains. “Either shambling aimlessly, or very cautious and checking their corners.”

Down here, in the heart of Black Mesa’s conflict, something was bound to come your way at some point. Thankfully, nothing teleported into reality right in front of you. You still have a moment to continue your conversation with Marietta, and time to prepare for the incoming attack.
(cont.)
>>
>>4427275
(cont.)
>”If it’s a military scout, then there may be another army behind it. How appealing can earth really be that three species want to invade at the same time?”
>”Let’s not start tiptoeing around murphy’s law here, let’s stick to making choices based on what we do know.”
>”Well, if Black Mesa brought it back from the border worlds, or wherever they found that first prototype, it has to at least have some ways of being nullified.”
>”Well then we’ll pick it apart as much as we can in the field and see what we can learn, before we send the rest to the CIA.”
>Well let’s get back on track here. What’s the protocol for dealing with something else that can turn invisible, and can roast us?
>Write in.
(Also, choose how you’d like to prepare for the incoming group. The old combat system won’t be used under any circumstances, combat will be broad and contextual prompts, and will be dealt with far quicker than before.)
>You have the creature you just captured. If you made some noise and kicked it, you could probably scare it towards the group. It won’t do much to hurt the group, but if you listened to the conflict, you could learn about the group. You will lose any chance to recover the creature as a sample.
>Reilly is the only one left who can cloak with her suit, have her scout ahead without any chance of being seen. (Reilly will lose 12 out of her 50 cloak power.)
>Move one team forward to take the enemy by surprise, while the other half of the group checks the offices. (If you have a preference between the hazmat team, and Reilly’s team, please specify.)
>Pop smoke in the entryway, and allow the group to push through an unknown position with your own guns trained on it. If the enemy doesn’t have thermals, you’ll get a few free shots off. If they do have thermals, it’ll slow them down. (-1 smoke grenade.)
>Push the full group up forward, take them by surprise, and in full force.
>Write in any clever ideas.
>>
>>4427279
>”Well, if Black Mesa brought it back from the border worlds, or wherever they found that first prototype, it has to at least have some ways of being nullified.”
>Reilly is the only one left who can cloak with her suit, have her scout ahead without any chance of being seen. (Reilly will lose 12 out of her 50 cloak power.)
>>
>>4427279
>Reilly is the only one left who can cloak with her suit, have her scout ahead without any chance of being seen. (Reilly will lose 12 out of her 50 cloak power.)
>>
>>4427279
>”Well, if Black Mesa brought it back from the border worlds, or wherever they found that first prototype, it has to at least have some ways of being nullified.”
>Reilly is the only one left who can cloak with her suit, have her scout ahead without any chance of being seen. (Reilly will lose 12 out of her 50 cloak power.)
>>
>>4427279
>”Well, if Black Mesa brought it back from the border worlds, or wherever they found that first prototype, it has to at least have some ways of being nullified.”
>Reilly is the only one left who can cloak with her suit, have her scout ahead without any chance of being seen. (Reilly will lose 12 out of her 50 cloak power.)
>>
>>4427820
>>4427932
>>4427986
>>4428077
“Reilly!” You say in a whisper, that ends up turning more into a breathy shout, just loud enough to grab her attention. “I need you to move up, Kirchoff’s got contacts. Stay low, stay cloaked if you can, and report back as quick as you can.”

Reilly nods, checks the power on her cloak battery, then says “You got it ghost cop.” Then she turns to Holland, the man you just a moment ago knew as Shaffner, keeping her boot on the creature. “You think you can keep this tied up by yourself?”

“This is an actual alien from outer space. You people seem to have forgotten that fact, or at least become too comfortable with all of this. I don’t care if it’s an infant, I don’t want to wrestle it.” Holland responds. “Can’t have the marine carry it away?”

“You get the neurologist.” Reilly responds, with a teasing tone. “Kirchoff’s watching the entryway. Guttman, get over here, quick, I’ve got places to be.”

“On it.” Guttman says back, as he approaches the creature he points to it, performs a small swiping motion with his finger motioning to the door, and says, “Let’s get it somewhere out of the way.”

As Reilly moves off, past where the body of the Voltigore was before the change in the timeline, and into the dark, you keep your eyes and ears on the hallway, in the event that something unexpected comes up, and you have to make a move forward, through the hallway. Still as she moves forward, you continue your talk with Marietta. “If Black Mesa brought the first probe back from the border worlds, or wherever they found it, there has to be a way to neutralize the thing. This is a facility with some intense secrets. I’d doubt they’d not think of ways to hide them from aliens.”

“I don’t know about that.” Marietta responds, somewhat unconvincingly. As she says it, you begin to notice the return of that intense contorting pain in your skull, the feeling of a muscle twisting into a pretzel inside your temple. “These are scientists, not counterintelligence experts. The teams that keep their operations hidden are in public relations, and I can tell you for a fact a good fraction of the physicists don’t like the administration much.”

“Just because they don’t like the administration doesn’t mean they won’t be following it.” You explain. “A place with this many people, and this many secrets, is going to need to be strict with their confidentiality rules, and that’s going to have to involve inter-species information.”

“You also don’t get too far in science with extreme caution.” Marietta responds. “Hell, their suits are bright orange. I don’t think they’re thinking all too much about their subjects looking back at them.”
(cont.)
>>
>>4428531
(cont.)
You don’t necessarily agree with Marietta on her points, but the decision won’t be made until you actually acquire a possible sample. Wanting to keep your focus on the entryway, and possible contacts, you don’t respond, and focus on the door. When the room quiets down, you notice the sound of the “Shaffner,” or Holland, muttering something to himself. Turning around to glance at him, he’s helping Guttman quietly drag the alien infant away, into a room that can be shut. His facial expressions are exaggerated, like an overacted performance, as though he were quoting a movie. Reading his lips in the darkness is difficult, but you’re able to make out the word “why” and “science.”

Returning your attention to the entryway, you wait another moment, keeping watch for Reilly, and your submachine in your hands in case she’s being chased. All is quiet on the soon to be front for a few moments, until you see small amounts of movement in the dark. Before anyone has a chance to suspect the slight shifting of shadows, optics flicker and you see the two red eyes of a fellow assassin returning. “We’ve gotta act quick, they’ve got thermals too. Marines.”

“Were you spotted?” You ask right off the bat.

“No, I turned tail the moment I realized what the goggles were. They seem to be conserving battery power, because they had them on their foreheads and were mostly using flashlights. They’ll be doing periodic checks if they’re smart.”

“Any chance we could deal with this without a mess?” You ask as well.

“I don’t think we can de-escalate. Heard the words, “engage on sight,” in the short time I was over there.” Reilly explains. “I get the feeling these are ISA.”

It’s also very possible they are looking for you, tipped off by the marines you spoke to earlier. However, marginally more likely is that this is a followup team, and their assignment is counter-intelligence, their assignment dedicated to denying the enemy the ability to study what the smaller team from earlier studied, and destroy what the first team couldn’t study.

The migraine still seems to be intent on twisting as another anomaly builds. You can’t see anything materializing out of the air, but can’t help but wonder how it might affect the engagement you’re about to face, especially given that Reilly was just recently placed in a possibly compromising position.
(cont.)
>>
>>4428534
(cont.)
>Move the team forward, try and grab them before their next check and take them by surprise. (Roll 3d6+2, remain undetected on a 13+, surprise the marines and gain a strong advantage on a 16+.)
>Stay back, stay defensive, and keep the team in good cover in good positioning. They’ll know you’re here, but you also know they’ll be spotting you on your terms.
>Use Guttman’s goggles and Kirchoff’s scope to quickly find thermally opaque walls to hide behind. (Roll two 3d6+2, if either rolls a 14+, you will have a position to hide. Stealth options will be provided based on the actions of the marines.)
>Prep some flashbangs, and precisely cook them so they go off right past the corner, blind these guys with a surprise. (Roll 3d6+2, blind the marines on an 12+, but for every d6 that rolls a 1 or less, a teammate will be blinded as well. -2 flashbangs.)
>Just in case, have Vorty prepare his ritual to make the temporal images untouchable. He’s starting to seem considerably tired. Perhaps there’s something that could sustain him? Since he doesn’t need to start it quicker than usual, it wouldn’t be as exhausting as if he were to start it in an emergency.
>Write in any clever ideas.
>>
>>4428537
>>Move the team forward, try and grab them before their next check and take them by surprise. (Roll 3d6+2, remain undetected on a 13+, surprise the marines and gain a strong advantage on a 16+.)
>>
>>4428537
>Use Guttman’s goggles and Kirchoff’s scope to quickly find thermally opaque walls to hide behind. (Roll two 3d6+2, if either rolls a 14+, you will have a position to hide. Stealth options will be provided based on the actions of the marines.)
>>
>>4428537
>Move the team forward, try and grab them before their next check and take them by surprise. (Roll 3d6+2, remain undetected on a 13+, surprise the marines and gain a strong advantage on a 16+.)
>>
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>>4428580
>>4428661
>>4428909
Wanting to make a quick move before the enemy spots you with thermals, or worse, possibly spots the defenseless temporal ghost of Reilly in thermals, you order the rest of your team “Forward,” while making a set of motions indicating “Move in,” and “stay low.”

As you do, you realize that Guttman and Holland are still hauling a hostile, if weak alien specimen into an office, currently trying to shove it through a door as it thrashes. Not wanting to slow down, knowing you only have a few moments until they scan the area once again, you order those two and Vorty to stay on the rear line, following up after you a moment later. Their apparel isn’t blackened, meaning they may very well be spotted even without thermals.

Kirchoff picks up his rifle, slinging it around his shoulder, and the frontline of the team moves forward, and then a few seconds later, the second line of Guttman, Holland, and Vorty start to follow just behind you. Kirchoff and Guttman, both the ones with thermals, keep at least one eye on every corner you turn, Kirchoff holding his gun sight like a telescope after removing it from the picatinny. Moving low and slow in the dark lab corridors, those with night-vision keep their eyes on the surrounding area, the occasional stirs of insects and xenian flora being difficult to differentiate from other, more malignant movements.

The migraine continues to contort as you move forward, growing closer to the marine team. Trying to prevent the pain from taking your focus, you keep your ears on the tunnel up ahead, and start hearing the sounds of men talking, muffled by the corridor.

“This freaky shit again.” Someone says in the distance. As he does, you begin to notice the existence of new, cloudy insects among the growing xenian flora. The migraine is approaching another plateau, and a new anomaly is beginning. You hope it doesn’t adversely affect you in this situation more than it distracts the marines. With no way to stop it while still moving forwards, you continue silently creeping up on the soldiers.

Four players roll a 1d6. The top three rolls will be added into a 3d6+2. If the total is greater than or equal to 13, you succeed in sneaking up on them, if it is greater than or equal to a 16, then it will be considered a critical success. If rolling takes longer than 45 minutes, feel free to roll twice.
>>
Rolled 1 (1d6)

>>4429100
>>
Rolled 4 (1d6)

>>4429100
>>
Rolled 2 (1d6)

>>4429100
>>
Rolled 1 (1d6)

>>4429100
>>
fuck
>>
>>4429129
>>4429166
>>4429167
>>4429195
“Noise discipline.” An authoritative marine’s voice responds sternly, reminding the soldier of his orders to stay quiet. You move up, passing through the thin corridor and through a bend, where at the end of the hall, you can just barely make out the figures of a group of marines. The emergency lighting here has almost completely been either eaten away or covered by xenian wildlife, requiring you to make do with night vision and small amounts of ambient light. “Give me another thermal sweep,” the same voice, now from a marine in a gas mask and field beret, orders the five other marines surrounding him.

Hearing those words, your heart stops for a moment, you’re about to be spotted. Immediately you motion for everyone to take cover, however in the low light, your camouflage is working against you. Waving towards the group in the back as you duck in cover, those without any sort of night vision like Vorts and Holland take a while to get in cover, and you have to perform the motion multiple times, by which point the migraine is reaching its end point, and you can hear the sound of switches being flicked on thermals.

“Scanning,” The six marines say as their optics enable. Immediately one of the marines shouts “Contacts! Eight targets!”

Eight targets? There are only seven of you. The marines raise their weapons forwards, flashlights lighting up the hall and causing your own NVGs to blind you in the moment before you switch them off. “Focus on the invisible one!” The sergeant shouts.

In the short instant before they open fire, you’re able to see their target, a shimmering, cloudy spot in the air, where the light itself is smeared. In an instant you understand what their "eighth target" really is: the fresh new repeat of Reilly from a moment ago, cloaked, and likely peeking out of her cover, observing the past marines before making a move back down the hall. Given that her past self is unaware that she’s being fired upon, she’d be easily wounded to the point of not being able to escape, where she would be caught by the past marines. Reilly’s temporal anomaly effectively leaves her out in the open. The really Reilly, taking cover next to you, seems confused by the prospect, and is just staying behind cover unsure of what to do.

The past actions of Reilly are effectively defenseless, but because you moved forward, you can still act to protect your fellow spy. The marine’s are aware of your presence, but are choosing to take action on Reilly’s anomaly as the easiest target first. IIf you were to defend the anomaly as it moves away, they may miss their shots on your fellow spy. Of course, injuries may not be irreversible when time is so unstable down here.
(cont.)
>>
>>4429337
(cont.)
Every order you make is something you have to physically or verbally communicate with your team, you only have an instant to do so, meaning one order or action, make it count.

(Next update, the team of marines will make a roll to shoot and incapacitate the temporal repeat of Reilly as she escapes, succeeding on a 9 without any intervention.)

>Treat the past Reilly just as you would a real retreating ally, suppressing fire! Everyone with automatic weapons try to pin down the marines while they’re occupied. (Roll 3d6+2, for every point over a 10, the marines will have their threshold increased by 1. -20 9mm ammo from you, Guttman, Mariietta, and Reilly.)
>Draw their fire, you can react and be aided by your team, the past image of Reilly cannot. The marine’s attack will target you instead, and Reilly will be able to escape.
>Allow them to open fire, while they focus on the anomaly, have Kirchoff take their sergeant’s head off, breaking command. (Roll 3d6+5 for Kirchoff, on a 12, the sergeant dies, breaking the chain of command, and allowing you to kill the rest of the marine’s far quicker.)
>Have Vorty quickly make Reilly’s anomaly untouchable. It will ensure Reilly’s safety, but also exhaust Vorty heavily.
>Flashbang the marines. The time they spend blinded or looking away is precious time to escape, but the timer on the grenade will still allow them to get a few shots off. (If the marine’s succeed on their roll, Reilly will only be injured. -1 Flashbangs.)
>Write in any clever ideas.
>>
>>4429338
>>Treat the past Reilly just as you would a real retreating ally, suppressing fire! Everyone with automatic weapons try to pin down the marines while they’re occupied. (Roll 3d6+2, for every point over a 10, the marines will have their threshold increased by 1. -20 9mm ammo from you, Guttman, Mariietta, and Reilly.)
>>
>>4429338
Does the grenade from the launcher detonate on impact? If so, I say we grenade the shit out of them. Use the launcher and then toss a frag grenade as well. Use the Hive Hand and have Kirchoff to pop the sergeant to create max chaos.
>>
>>4429338
>Have Vorty quickly make Reilly’s anomaly untouchable. It will ensure Reilly’s safety, but also exhaust Vorty heavily.

>>4429454
If that works, then yeah, lets hit them with overwhelming firepower
>>
>>4429454
From what I've been able to find, proper grenade launcher rounds use a system where they do detonate on impact, but require a certain flight distance to arm themselves to avoid causing injury to the user.
>>
>>4429454
>>4429500
The grenade launcher rounds do all explode on impact, and you would be able to cause quite a bit of chaos to prevent them from getting any good hits off. As well, through the same power that allows the shotgun in half life to fire two shells at once, you don't have to worry about what >>4429516 said and fire them a certain distance, they'll blow up on impact no matter what. Keep in mind though, you only really have a split second to give orders here, so while you can order all of that, only the first thing you do will have an effect on Reilly's anomaly.
>>
>>4429521
In that case, I'll back 'nading em.

When I was leafing through ammo, many US grenade launcher rounds have a cited injury radius of well over 100m. Shits crazy.
>>
>>4429521
>>4429527
Sure, nade em.
>>
Next update should be sometime tomorrow morning, wasn’t able to finish it tonight, apologies.
>>
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>>4429345
>>4429454
>>4429500
>>4429516
>>4429527
>>4429569
Seeing one of your compatriots effectively defenseless against an incoming volley of nine-millimeter and buckshot rounds, you quickly opt for the ultimate form of suppression: sapping. Grabbing a fragmentation grenade off of your belt, you shout to your teammates, “Get ordinance in there!” as you pull the pin, letting the lever release in your hand for a moment, cooking the grenade to prevent them from escaping.

Hearing these magic words, Marietta happily swings her grenade launcher off of her back.

The marines take a few small potshots at Reilly’s temporal anomaly, bursts that whizz past what looks to them like a blob of moving thermal energy, However, above the gunfire the sergeant barely hears your shouting and says, “Shit! Incoming!”

As he says that, Marietta begins her barrage, sending forty millimeter HEDP grenades down the hall, tapping the heavy trigger of the weapon twice to produce a distinct [i]thunk.[/i] Reilly quickly joins in as well, protecting herself, or rather the ghostly, still solid image of her past self now animated and running back to your former position near the offices.

Those who don’t throw or fire a grenade settle to pick targets on whoever is easiest, as the soldiers begin to scatter away from the soon to be explosions. In the tight corridors of Black Mesa, there is little room to escape to, and many of the men are forced to dive through the broken windows, or bash through doors to escape. With no time to hesitate, the shots lined up on Reilly’s anomaly are immediately dropped, allowing the unaware anomaly to creep back, away from the line of sight.

With three grenades in play, three soaring through the air waiting for contact and another cooked to blow the moment it reaches the marines, it’d be difficult to avoid them. Furthermore, they’re attack on Reilly’s anomaly is cut short as they scatter.

When the two forty millimeter grenades strike the edges of the corridor, the explosive charge inside blasts a small lance of superplastics into the ground. The incredibly hot material instantly expands, and turns the corridor into its own fragmentation. The hand grenade bursts in the air a second later, leaving a storm of shrapnel flying through the area.

One private's back is slammed with chunks of shrapnel as he attempts to vault into cover, slamming pieces of metal into muscle and bone. He screams, and falls over into the other side of cover, incapacitated from the pain and bleeding out. Another marine ducks just a moment too slowly, smacked across the head with a piece of shrapnel that cuts into his kevlar helmet, and just barely cuts his head. Still, the force of the impact knocks him out instantly with a skull fracture and head trauma. Due to his stance, he almost seems to pirouette to the ground, dropping his shotgun and hitting the floor heavily with the thick kevlar of a breaching trooper.
(cont.)
>>
>>4430362
(cont.)
As one of the marines push through a laboratory door for cover, simply breaking the lock apart, the soldier following behind them, who’s helmet and fatigues are adorned with a medical cross, lags behind. Shrapnel cuts into the man’s leg, and he shouts out while still pulling the wounded limb into cover.

Finally, perhaps as a product of luck, the anomalies around you, or some strange, unseen force, a piece of shrapnel seems to bounce from an odd angle, smacking something in the dark and then ricocheting into the hip of a soldier who had thought he was safe from the grenades.

With two marines down for the count, and two more wounded heavily, the sergeant quickly takes tally, and then shouts out, “Hardy, are you still up?”

“Patching my leg sir, back in a moment.” The medic shouts.

“Get on it quickly, anyone else help me return the favor. Get some grenades in there and smoke ‘em out.”

This fight is loud, and from what the sergeant just shouted, it’ll only get louder. This is going to attract some sort of attention.

>Push in opportunistically, while the marines are wounded and trying to recover. (Roll 3d6+7, the two wounded die on a 16, and other marines may be wounded, however every individual d6 that rolls a 2 or less, not including the discarded one will lead to one of your own teammates being hurt.)
>Everyone pull back, and take cover for a moment. Don’t risk it with grenades, or even lucky shots.
>Don’t let them tend to their wounded, or move into better positions, suppress them and lock them down. (Any marine that attempts to move will have a shot taken against them.)
>Blind them, throw a few flashbangs over there, and prevent them from taking any good shots. (-2 flashbangs, the marines will have a -4 penalty on any shots they make.)
>Write in any clever ideas.
(Optionally, choose to do something other than the team action with a specific teammate. These actions can be done as much as you want, but will come with their own disadvantages.)
>Have Kirchoff line up a shot on a specific marine, and blow their head off. Kirchoff will be stuck in one place for a moment as he shoots, preventing him from avoiding certain attacks. (Roll 3d6+5, succeed on a 12, pick a target.)
>Tell Marietta to keep the heat up. Have her fire more grenades down range. It’ll do more damage, and prevent the marines from organizing. Of course these things don’t grow on trees. (-2 out Mariettas 3 grenades.)
>Write in.
>>
>>4430364
>>Don’t let them tend to their wounded, or move into better positions, suppress them and lock them down. (Any marine that attempts to move will have a shot taken against them.)
>Have Kirchoff line up a shot on a specific marine, and blow their head off. Kirchoff will be stuck in one place for a moment as he shoots, preventing him from avoiding certain attacks. (Roll 3d6+5, succeed on a 12, pick a target.)
>Shoot the sergeant
>>
>>4430364
I have an idea.
Can vorty reduce the time between temporal repeats?
Because if he can, we can get a free second salvo of grenades going off via their temporal copy.
Of course if he cannot then i support
>>4430397
>>
>>4430429
I had to think about this for a bit. You haven't seen any indication that Vorty can do it, but he can try. The vortigaunts, not being alone in their own heads, certainly have a lot of secret knowledge and connections they can make use of. There would be a roll involved using Vorty's mental checks of 3d6+6, and a threshold of 12 for now. Of course, these anomalies are a very unknown factor.
>>
>>4430429
I don't think a second salvo of grenades will do much, since the survivors are all in cover specifically to avoid them. A better tactic if possible would be to leave their temporal ghosts exposed like Reilly was so we can get free hits on the survivors. I don't think its that important though, because I dont want to tire out Vorty anymore than necessary.
>>
>>4430397
+1
>>
>>4430470
They would need to come partially out of cover to return fire or get a good angle on nading. If they’re experienced with the repeats they would be judging the time available to them incorrectly if we sped it up.
>>
>>4430397
>>4430429
I do think this write in is a neat idea with unforseen consequences, so I'm gonna make it apart of Vorty's skillset.
>>4430470
>>4430471
>>4430481
“Pin them down! Suppressing fire!” You shout, loud and clear to your compatriots, slinging your submachine gun over your shoulder. Many of your teammates who were already sending rounds whizzing through the chamber increase their rate of fire, gladly shooting wildly at Marine’s they don’t see. Those like Holland who lack an automatic weapon simply spam shots down the corridor, adding whatever he can to the suppression.

Knowing that their sergeant is observant, you hold off on firing yourself to instead motion a command to your resident sniper. Kirchoff, firing off zaps with the shockroach, sees you making hand signals in the dark corridor, nonverbally commanding him to take out the commander. He nods, sets up his rifle along the uneven, infested ground of the corridor, and begins to line up a shot with thermals. The corridor is alive with heat, muzzle blasts, gunshot impacts, the residue of superplastic, but Kirchoff is experienced, and picks out heads with the eye on the thermal, and finds the beret with the eye off of it.

With the wounded medic, and dying allies separated from the sergeant and two privates by a river of gunfire, one of the privates listens to his sergeant shouting, “Stay down!”

“Fuck that searge. I've seen these suits eat shit.” He responds, and defying his own sergeant's orders in a moment of desperation, vaults over his cover and moves towards the medic, hoping to help protect the two critically wounded marines' last chance of survival. "Hold on Peters!"

“Manwich, stay put!” The sergeant shouts as he chucks a cooked grenade towards you, joined by the other private, who grimaces as he throws from the pain of the shrapnel currently lodged in his hip.

Four players roll a 3d6. The top three of the first d6 will be rolled into a 3d6+5 for Kirchoff’s shot, succeeding on a 12. The top three of the second d6 will be added into a 3d6+7 for the fire on the overconfident marine, wounding him on a 5, killing on a 14. The top three of the final d6 will be added into a 3d6 to escape the grenade, with Reilly escaping on an 8, you and Marietta escaping on a 10, Guttman vorty and Holland escaping on an 11, and Kirchoff escaping on a 14 due to his tunnel vision on the marines.
>>
Rolled 1, 5, 5 = 11 (3d6)

>>4431200
>>
Rolled 3, 1, 6 = 10 (3d6)

>>4431200
>>
Rolled 2, 5, 4 = 11 (3d6)

>>4431194
>>4431200
>I do think this write in is a neat idea with unforseen consequences, so I'm gonna make it apart of Vorty's skillset.
Couldn't we use that to proactively make even more changes in the past? It sounds fun but I'm still a little against using psychic stuff and the Vortessence to mess around, I don't think that's in the spirit of Half-Life.
>>
Rolled 1, 6, 5 = 12 (3d6)

>>4431200
>>
Next update will have to be tomorrow. Apologies.
>>4431217
I don't want to say too much, but with the way I was imagining Vorty "requests" an anomaly, I think there's a way to change the ability to make it a little more appealing. How would you feel if, rather than Vorty rolling, you have to write in a case for messing with time, and that can be accepted or denied based off the vortigaunt's interest, so it can't be abused or taken lightly. How do you guys feel about that kind of a system? Better, or worse?

Also, I'd love to hear any further feedback you or others may have on the weirder portions of the quest.
>>
>>4431348
MOAR CONTROL
YUS.

I mean technically it's your control, but it means our orders are best matched against knowing what vortie wants. ENGAGEMENT.
>>
>>4431348
I like that, in general I like when characters have agency
>>
>>4431348
Hmm, I think it should be more of a special event, because if we can convince vorty to do it at will, then we will start thinking we can ask him to do it again for any reasons that seem convenient or desperate enough for us to try every time.

Maybe have a few factors required to line up before vorty can even try such a thing, like f all the planets align or something to that effect. Add a hidden roll with a decent success chance and the right situation and environment and then make it a option.
>>
Rolled 5, 5, 3, 1, 3, 6 = 23 (6d6)

>>4431210
>>4431213
>>4431217
>>4431245
>>4431352
>>4431369
>>4431717

Identifying the bright thermal glow of a human head, and the red officer’s beret atop it, Kirchoff balances his gun on the bipod, takes a deep breath, and pulls the crisp bolt action trigger of his M40. With the stock aligned against his center of mass, the gun bursts, letting out a boom that echoes down the hall. In the blink of an eye, a five five six bullet zips through the air and whizzes past the sergeant. The distinctive crack hits his ear, and he and his fellow remaining soldier recoil back down to cover the second after they have their grenades out.

“Sniper!” The marine shouts over the sound of gunfire. “Manwich…” he pauses for a moment, having not realized that, among the chaos, his fellow soldier ran through the suppression.

As your team spots the marine, the focus of the fire shifts to the marine, pattering his PCV. He grunts in pain as he runs the short distance, feeling every dampened gunshot hit his advanced armor. With lucky shots hitting him in the armor’s soft, unprotected joints, he was never going to be able to make it to the medic, but a slamming bolt of lightning from Vorty causes him to hit the ground, muscles spasming, before a final few shots kill him instantly. Seeing their squadmate drop, and clearly seeing the bright glow of Vorty charging his shot, one of the marines shouts, “Alien contact!”

The torrent of gunfire is quickly cut short as two grenades land amongst the group. “Get down!” You immediately shout, with Reilly ahead of you as you duck away from the grenade. Reacting a second later than you and Marietta, Vorty, Guttma, and holland. Kirchoff, with his focus still on the sergeant, trying to line up another shot, knowing how close he was, takes the longest to react. When the first grenade bounces next to him, he pulls his eye out of the scope, sees it, and immediately reacts by rolling his prone body to the right, then pulling it into the cover of one of the surrounding labs.

The medic, having spent the last minute covering his leg wound with gauze and stemming the bleeding, he looks around at the two soldiers on the ground, quickly checks his radio, then shouts, “We can’t keep this up sarge, no backup!”

“Alright, get anyone you can up, and out.” He motions for the soldier next to him, his last remaining ranger, to take aim. “Don’t let that thing call for its friends!” Both of them take aim at Vorty. The vortigaunt’s are clearly able creatures, but they lack physical finesse. Seeing him react slowly to incoming gunfire makes you almost want to pull him into cover.

(Both of the marines hit Vorty on a 10 without intervention.)

The medic nods, then gets to stabilizing and possibly reviving the bleeding out soldier next to him.
(cont.)
>>
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>>4432152
FUCK, NOT VORTY!
>>
>>4432166
>You’ve knocked a Vortigaunt out before, you’re experienced enough with the creatures to tackle vorty into cover, retroactively adding 4 to both of the marine’s hit threshold. Since your attention will be fully focused on Vorty, you won’t be able to listen in on the marines as easily, depriving you of possibly vital information.
>Focus fire on those currently peeking out of cover, the sergeant and the ranger next to him, who are currently shooting vorty. (They may either back down from attacking, expend their single use m203 rounds to suppress you, or have shots taken against them.)
>>
>>4432152
While I'll still include it as a combat ability, it won't be something you can take lightly, and I intend it to become harder the more you do it. Due to unforseen consequences Vorty does have a lot of pull here, but just because he can "request" an anomaly doesn't mean he can serve anything up on a platter, you may have to implement some problem solving.
(cont.)
Having seen what happened in the LIGA labs, you think you have an idea of what the sergeant fears. The vortigaunt there teleported in to find anything of interest before pulling a full team in. It’s something you yourself should watch for with any incoming vortigaunts, especially given the amount of noise this fight has made.

Morale is low, if that sergeant didn’t have luck on his side in surviving Kirchoff’s shot, you might have been able to convince the marines to stand down. As well, if this weren't a problem enough, the migraine is just beginning to contort once again.

>Push in opportunistically, while the marines are wounded and trying to recover. (Roll 3d6+7, the two wounded die on a 16, and other marines may be wounded, however every individual d6 that rolls a 2 or less, not including the discarded one will lead to one of your own teammates being hurt.)
>They want to pull back, let them. Pull back into cover, and see if they run away.
>Supression was working well, get back to it. (Any marine that attempts to move will have a shot taken against them.)
>Focus fire on those currently peeking out of cover, the sergeant and the ranger next to him, who are currently shooting vorty. (They may either back down from attacking, expend their single use m203 rounds to suppress you, or have shots taken against them.)
>Write in.
(Optionally, choose to do something other than the team action with a specific teammate. These actions can be done as much as you want, but will come with their own disadvantages.)
>Have Kirchoff line up a shot on a specific marine, and blow their head off. Kirchoff will be stuck in one place for a moment as he shoots, preventing him from avoiding certain attacks. (Roll 3d6+5, succeed on a 12, pick a target.)
>Tell Marietta to keep the heat up. Have her fire more grenades down range. It’ll do more damage, and prevent the marines from organizing. Of course these things don’t grow on trees. (-2 out Mariettas 3 grenades.)
>Have Vorty force an anomaly, repeating the last few seconds, and a few other random happenings. You will have to write in a good reason for Vorty to do it, and the vortigaunt’s interests are strange and alien to you.
>You’ve knocked a Vortigaunt out before, you’re experienced enough with the creatures to tackle vorty into cover, retroactively adding 4 to both of the marine’s hit threshold. Since your attention will be fully focused on Vorty, you won’t be able to listen in on the marines as easily, and you may also end up taking some of the hits yourself.)
>Write in.
>>
>>4432164
>>4432177
Sorry for doubleposting here, I wanted to fix some grammatical issues, and didn't think you guys would be so quick.
>>
>>4432180
>>They want to pull back, let them. Pull back into cover, and see if they run away.
>You’ve knocked a Vortigaunt out before, you’re experienced enough with the creatures to tackle vorty into cover, retroactively adding 4 to both of the marine’s hit threshold. Since your attention will be fully focused on Vorty, you won’t be able to listen in on the marines as easily, and you may also end up taking some of the hits yourself.)
>>4432183
s'fine
>>
Rolled 2 (1d2)

>>4432177(1)
>>4432185(2)
Tiebreaker roll.
>>
>>4432177
>>4432185
>>4432376
Seeing your resident Vortigaunt standing like a deer in headlights as the flashlights of HECU special forces light up shots on him, you grab him by the neck. Thankfully, in the dark, the marines are forced to rely on thermals that only provide a fuzzy image of the creature, and it takes them a moment to determine what “center mass” is, allowing you a slight moment to make your move. . Immediately, the creature releases some strange and guttural yelp of fear. Playing on the hunched over, curled stance of the creature, you place your leg right under the hoof of the creature, and pull backward. He rolls off his own feet, onto his back. A few rounds still just clip the skin as he hits the ground, and thanks to your suit, graze past you.

Gunshots whiz past you, some even grazing your armor. Running on adrenaline, you push Vorts into the ground, behind a heavy mass of xenian fungi and biomatter. Once you're both behind cover, you shout, “They’re retreating, let them. Return to the corridor.” As much as you’d like to avoid being tracked by the ISA, you’ve already made enough noise to be tracked by anything else down here with a cacophony of grenades. You’d rather not make that fact worse by continuing the fight longer than it has to.

When retreating, it’s best to do so quickly, lest you be hit by punishing fire from your enemy. Your compatriots follow this fact, quickly moving one by one. Still under fire, you quickly check Vorts over for injuries, seeing at first glance drops of yellow, inhuman blood. Quickly you determine that the grazing wounds are only skin deep, and not life threatening to the creatures rather frail and seemingly malnourished body.
(cont.)
>>
>>4432565
(cont.)
Finally taking your attention away from the Vortigaunt, your team pulling back into the corridor, you immediately notice that the marines have not fully pulled away like you expect. Your cover is still being pelted by nine millimeter rounds from the submachine guns of the marines. Having had to drop your attention from the greater fight, you can’t judge easily as to whether or not the marines have changed their minds on pulling back, under the misguided idea that perhaps your team was suffering more than theirs, whether they have a mission or target amongst your team that they’re willing to expend even more of there limited manpower for, or whether they simply don’t trust that you really are letting them leave. The best you can do is abuse the low light of the area, peaking your eyes out of cover, knowing that you and Vorty only appear as a haze of heat to them if they are using thermals. You can see that their medic is still attempting to stabilize one of their own, a man slammed with shrapnel in the opening attack, and that the sergeant and the soldier are still viciously holding down the point you fell at. If you want to recollect with your team at the end of the corridors s-turn, where they’re currently waiting for you, you’ll have to cross suppressing fire.

>You don’t have time for this, you and Vorty both run the suppressing fire. Both you and Vorts will have shots taken against you.
>Throw one of your five flashbangs over your cover, then run for it. They can’t take shots at you if they’re blinded (Roll 3d6+2, blind one on a 11, both on a 14)
>Try to get a shot off on the sergeant, that’ll convince them to back off. (Roll 3d6+2, wound on a 5, kill on a 14.)
>Provide Vorty with suppressing fire before you run back yourself. The two shots from the marines will be taken against you, and nothing will be fired at Vorty.l
>Wait, sit perfectly still, and see if they stop firing, pull back, or move in. Perhaps you can ambush them, or talk them down, or maybe they’re just taking their time in retreating.
>Write in any clever ideas.
>>
>>4432567
>>Try to get a shot off on the sergeant, that’ll convince them to back off. (Roll 3d6+2, wound on a 5, kill on a 14.)
>>
>>4432567
>Wait until the repeats kick in. When your team's clones start firing again, you'll have your chance to get away safely.
>>
>>4432887
I want to try this. Support.
>>
>>4432887
Big brain solutions. Support
>>
The update may come a little late, classes are rough today.
>>
>>4432585
>>4432887
>>4433334
>>4433547
At first, you consider returning fire, but as the migraine continues to contort, the pain in your temple growing ever stronger as some non-existent muscle bunches up and tightens uncontrollably in response to the anomalies, a new idea pops into your head. You already fired on the marines position, and with time not following a linear path down here, you just have to wait until it happens again.

Sitting stock still behind cover, and ensuring Vorty, who is currently breathing heavily after you knocked the wind out of him, stays on the ground where you put him, less he gets hit by a stray shot over penetrating the wall of overgrown xenian biomatter acting as cover. As the marines continue to hit the flora accidentally, occasional bursts of spores, or rank yellow liquid further scatters the low visibility of the environment around you.

The rate of fire begins to slow as you stay low, focusing on the building pain to time out the next anomaly. A few seconds later, the gunfire stops. At first, you hope that the marines may be attempting to pull out before the anomalies even appear. You stay still for a moment, listening closely for footsteps, orders, or the reloading of submachine guns.

“Are they down?” The sergeant shouts. “Do you see movement?”

“I see a hotspot sir, but nothing’s moving.” The ranger responds.

The migraine, having continued contorting, starts to seriously strain your ability to sit still. They think you’re dead. In the darkness, all they saw was you and Vorty hit the ground, and then your team left. They think you’re dead, and are trying to confirm the kill. It’s strange that they would go that extra distance, leaving their medic exposed, simply to confirm a kill. They’re either incredibly scared of one of you, or here to kill one of you.

“Move in.” The sergeant says, and you hear the sound of gear being hauled by the movement of one’s body, then boots hitting the ground. “Let’s check it out.”

“Negative sir, take a look. We’ve got incoming in a moment.” The ranger responds. “Another anomaly.”

The migraine is beginning to plateau, this is your chance. Materializing before you, the light around you seems to smear where cloudy visages of your team appear.

“Keep your weapon trained on the anomalies. Open fire on them when they start moving.” The sergeant orders. As he does, you can also hear the sound of someone grunting, and a body being lifted off the floor. If they didn’t have something more important to handle, their best option right now would be keeping their medic from being attacked while carrying a wounded marine. Why are they so focused on you?

“You sure that’s a good idea sarge?” The ranger asks as the migraine continues to plateau, hitting a breaking point. “I thought we weren’t messing with this stuff.”
(cont.)
>>
>>4434066
(cont.)
“This time we are. Got an opportunity, let’s take it.” The sergeant responds, with anger in his voice, “Now follow your orders.”

“You sure you don’t want me to help Peters?” The ranger asks.

“Shut up. It should be coming soon.”

The sergeant is right, it is coming soon. The migraine begins to release, like an overpressure tire with a hole, the tightness and pain slowly releasing as the animation of the anomaly picks up. Bullets from just a moment ago start flying again as the anomalies become solid, and begin to fire. Knowing that the anomalies produce their own infrared light, and that the tunnel would have just lit up into a glow of thermal energy, you quickly pick up vorty and begin to move low as you let your past self cover you.

Weaving among the group, careful not to cross lines of fire or pull vorty through the same, you stay as quiet and dark as you can as the corridor lights up with muzzle flash. Suppressing fire from a few minutes ago is as good as new this close to ground zero.

As you move across, and then down the corridor to the s-turn that divides the offices from your current battlefield, you see Reilly decloak on the other end, keeping her head down. She kept quiet this time, knowing calling your attention would mean calling the attention of the marines. As you and Vorty approach, she quietly whispers to you, “This grunt up here doesn’t like us.”


>You want to keep an eye on this fight, find out something about these marines. Your thermals are masked by the fighting, but you’ll still have to stay quiet. (Roll 3d6+2, pass on an 11.)
>You want to keep an eye on this fight. Ask Reilly to stay behind under the cover of her cloak, and observe. Her thermals are covered by the fight. (-9/38 cloak.)
>You don’t want any rounds from the marines to change the outcome of this fight. Drop one of your five flashbangs to blind the marines, and turn the fight in your ghosts favor.
>You really don’t want any stray rounds from this fight to change the timeline and open up a new wound. Ask Vorty to tire himself out a bit more to make the anomaly untouchable.
>You don’t like that sergeant either. Right before you pull back all the way, pull out your armor penetrating rifle, and blast the sergeants head off. (Roll 3d6+2, pass on a 12.)
>Just pull back, don’t try any last moves.
>Write in.
(Optionally, whisper back to Reilly.)
>”I think he may have been sent in here to find a member of the CIA, in which case I have a Sergeant Babbage to get on treason charges.”
>”I think he might have wanted to kill Vorty. Didn’t know our friend here was on humanity’s side, and thought he would call backup.”
>”MIght have something to do with the two bleeding out marines.”
>Write in a response.
>>
>>4434075
>You don’t want any rounds from the marines to change the outcome of this fight. Drop one of your five flashbangs to blind the marines, and turn the fight in your ghosts favor.
>>”MIght have something to do with the two bleeding out marines.”
>>
>>4434075
>You don’t want any rounds from the marines to change the outcome of this fight. Drop one of your five flashbangs to blind the marines, and turn the fight in your ghosts favor.
>”I think he might have wanted to kill Vorty. Didn’t know our friend here was on humanity’s side, and thought he would call backup.”
>>
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I'm not feeling my best today, and I have a few class assignments that I have to get done, so I don't think there's gonna be any updates today unfortunately. I secretly do miss the early threads where an hour between updates felt like a long time. Depending on where the thread is by the time I get back, I may or may not start another thread.

As always, you guys know that I love to hear feedback, especially on possible improvements. I'd especially like to know how you felt about how combat was handled this time, since that was one of the biggest complaints before. Is there any ways I should tweak it? More punishing, quicker, more rolls, less rolls? Anything else you'd like to provide feedback about is welcome as well of course.

Also, I do still intend to set up a pastebin, and am still working on it, but you guys are free to yell at me for not having it up yet, since it's taking a long time with college.
>>
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>>4434850
>>
>>4434075
>You don’t want any rounds from the marines to change the outcome of this fight. Drop one of your five flashbangs to blind the marines, and turn the fight in your ghosts favor.
>”I think he may have been sent in here to find a member of the CIA, in which case I have a Sergeant Babbage to get on treason charges.”
>>
>>4434852
Apologies friend.
>>4434079 (1)
>>4434337 (2)
>>4436242 (3)
Just gonna do a quick tiebreaker for the dialogue before writing.
>>
Rolled 2 (1d3)

>>4436421
Mistyped the roll.
>>
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>>4434079
>>4434337
>>4436242
“I think he might’ve wanted to kill Vorty.” You explain as you reach for your belt. Wanting to focus on throwing, you shut up for a moment, pull the pin out of your flashbang. You release the lever with the flashbang still in your hand. You fully focus on your count, not wanting to blow your own fingers off. With the toss mapped out in your head, you close your eyes, saying, “Shut em!” to Reilly and Vorts, and flinging the small magnesium explosive among the feet of your allies. The grenade bursts only an instant after it hits the floor, bouncing off the ground and exploding with a flash of light and deafening sound. Having plugged up your ears and shut your eyes, you, Marietta, and Vorty are unaffected, but pulling your hands off of your ears you immediately hear the sound of the ranger calling out, “Can’t see, vision impaired! They’re flashing us!”

It’s not a one-hundred percent safe solution, but it’ll certainly turn the odds in your repeat’s favor, considering the marine’s would’ve also been fighting with their own repeats. Not wanting to be tracked down when the soldier’s vision does improve, and they’re able to see you through walls and stealth suits, you quickly signal Reilly and Vorty to follow you as you begin to sneak further down the corridor. When you know you’re too far away to be heard over the warbled sound of temporal gunfire, you tell Reilly, “He wanted to kill Vorty. Didn’t know our friend here was on humanity’s side, and thought that Vorts might call for backup.”

“Backup?” Reilly asks.

“Remember when we first encountered Kirchoff, and a few more aliens came to earth to greet us?” You explain to Reilly. “That backup. Alien intelligence teams.”

“Then what do they think we are?” Reilly asks, as you start to return to your team, most of whom are making good use of the dark corridor and thermal obstructing environment. Marietta, Guttman, Kirchoff, Holland, all start peaking forward to see your face among the area.

“Body snatchers.” Guttman says, and he almost sounds like he’s not joking. “Can’t exactly rule it out at this point.”

“Isn’t that what those head things do?” Kirchoff responds.

“Yeah but imperceptibly. Like a sleeper agent.” Guttman says. “The manchurian candidate and all that.”

“I think we all know what a sleeper agent is doc.” Holland says. “It’s fuckin’ insane though.”


“Any more insane than the rest of this?” Guttman says, with a tone of comedic nihilism in his voice.

“No.” Holland responds. “I’m just waiting for the ladies in skintight suits to pull their faces off and reveal they’ve been aliens the whole time.” The corporate spy sighs, shakes his head, then says, “Fuck. I just shot at a marine. That make me a fugitive?”
(cont.)
>>
>>4436551
(cont.)
The gunfire up ahead is slowly growing more and more sparse, the marine’s are likely pulling back, and the last bit of pain in the migraine is starting to dissipate, there is a growing tension in the back of your mind as you wonder whether it may start ramping up from a stray shot, you’ll close your eyes in pain, and wake up with a new bullet hole that hit the anomalies.

Still, you threw a flashbang that should’ve at least helped out until they began to fade, and the gunshots are getting further, slowly. They’re likely moving to meet their medic and revive their fallen comrades. If they’re smart from there, they’ll cut their losses and pull out. It still means you can’t move forwards for the next few minutes, otherwise you’ll walk right back into your fight. You just hope nothing else comes to investigate the noise you just made.

>Search Vance and Kleiner’s offices for the key to the stable sample storage. It’s a dual custody system, so you’ll need both keys to easily access the refined samples that power the LIGA. Of course, failing that, there are always difficult ways to access places.
>Head to Dr. Rosenberg’s office, search for Dr. Breen’s letter as Vance requested, and decide between keeping it, destroying it, or perhaps even modifying it.
>Go over the findings of your team. What did they find out from the document’s from Dr. Magnusson’s small labspace, and the creature?
>Perhaps you could request Vorty push another anomaly early? You doubt that he’ll do it without good reason, and the purposes of the Vortigaunt’s seem rather alien to your own. With any request, you shouldn’t abuse the kindness either, otherwise they’ll be less willing. You also don’t know what will appear. (Write in a reason, and Vorty will judge it.)
>Write in.
(Optionally, respond to your team’s conversations.)
>Mess with Holland for a minute, he did lie to you for the past hour about his identity. Pretend to smoke through your mask and say,”You know these… cigarettes do you call them? They taste wonderful. We haven’t got a thing like this on mars.”
>”If the marine’s think we’re bodysnatchers, we ought to let them. Obscures our own goals. In fact, maybe we ought to seem more like we’re working for the aliens.”
>”At this point I doubt the marine’s are really thinking that deeply into it. Morale is in the toilet, and with that comes cynicism and apathy.”
>”That’s a good thought, actually. What should the protocol be if someone turns out to be some sort of alien sleeper agent?”
>”It does make you a fugitive Holland, and that’s all the more reason not to screw with me like you did your identity, because I’m your ticket to treason acquittal.”
>Write in.
>>
>>4436552
>>Search Vance and Kleiner’s offices for the key to the stable sample storage. It’s a dual custody system, so you’ll need both keys to easily access the refined samples that power the LIGA. Of course, failing that, there are always difficult ways to access places.
>”If the marine’s think we’re bodysnatchers, we ought to let them. Obscures our own goals. In fact, maybe we ought to seem more like we’re working for the aliens.”
Xenophile Gabby, watch out everyone
>>
>>4436552
>Go over the findings of your team. What did they find out from the document’s from Dr. Magnusson’s small labspace, and the creature?
>”At this point I doubt the marine’s are really thinking that deeply into it. Morale is in the toilet, and with that comes cynicism and apathy.”
>>
>>4436552
>Search Vance and Kleiner’s offices for the key to the stable sample storage. It’s a dual custody system, so you’ll need both keys to easily access the refined samples that power the LIGA. Of course, failing that, there are always difficult ways to access places.
>”At this point I doubt the marine’s are really thinking that deeply into it. Morale is in the toilet, and with that comes cynicism and apathy.”
>>
>>4436566
>>4436575
>>4437735
Apologies for the delay, but since we're on page 10, I'm gonna get to starting a new thread.
>>
New Thread:>>4438115
>>
>>4438126
Also, I mistyped the subject in the new thread.



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