[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: blackops.jpg (29 KB, 600x406)
29 KB
29 KB JPG
You know, when your CIA handler told you that you'd be going to an underground laboratory you thought there would be more laser grid alarms and maniacal laughter. They trained you to leap away from a charging enemy like a ninja and how to use the most expensive camoflauge the military could buy, and how are you using those skills? Observe and report. Years of training and background checks and they have you undercover as a security guard in Black Mesa.

The sterile blue-white of the reception area feels more and more like it's digging into your retina. Night shift at the anomalous materials desk somehow manages to make this job even more boring. Still better than having to talk to Dr. Freeman in the mornings though. Thankfully it's almost over, it's...

Jesus! Its 8:13, your replacement should've been here over an hour ago, hell, the scientists should be here by now.

>Send a message straight to the administration, there must be a system-wide problem. Dr. Breen might have the air of a high school principal, but he usually makes the trains run on time.
>Ask one of the lab-prep scientists about it. You heard they're going against "standard testing procedures" today, maybe that has something to do with it.
>Try and send a message to your replacement guard, who cares about the scientists, he's probably just sleeping in again.
>Just shrug your shoulders, record the occurrence for your handler, and return to your solitaire game.
>>
>>4163174
>>Ask one of the lab-prep scientists about it. You heard they're going against "standard testing procedures" today, maybe that has something to do with it.
>>
>>4163174
>Ask one of the lab-prep scientists about it. You heard they're going against "standard testing procedures" today, maybe that has something to do with it.
>>
File: halflifedecay.jpg (19 KB, 220x254)
19 KB
19 KB JPG
>>4163311
>>4163315
You kick your rolling office chair away from the reception desk, and stand up. Vertebrae in your lower back crack and pop as you do, reminding you of how long you've been sitting. You're getting a six figure salary from the pentagon to sit at a desk doing nothing for unhealthy amounts of time. You stretch a bit before walking off. Thankfully under the clothes of a security guard is still the body of an undercover agent. It's hard work keeping that up with long shifts of sitting and on on-site cafeteria consisting of mostly the leftovers from the biology labs.

It is still nice having an excuse to walk around. First you check the break room, hoping to catch a physicist enjoying his breakfast. You have no such luck. Keeping security protocols in mind, this leaves you with checking individual offices or catching someone in the locker room. You've avoided the locker room in this job for fear of seeing a ninety year old einstein in his underwear, but under that outfit you are still a soldier, and you march on in to the lockers. Thankfully you still have some luck. In this room is a female scientist taking her labcoat off, a male scientist putting his labcoat on, and your keen eyes pick up another woman in what appears to be a backroom, by a set of three suits that look like something from a science fiction movie.

>Talk to the male scientist, you've heard him talk. You didn't understand any of it, but it sounded important and people listened to him.
>Talk to the female scientist, maybe starship troopers was right and unisex lockers are the future, but you aren't ready for the future yet.
>Go into the backroom, you've only seen glimpses of those suits before, you might be able to send an actually useful report to your handler.
>>
>>4163382
>Go into the backroom, you've only seen glimpses of those suits before, you might be able to send an actually useful report to your handler.
>>
>>4163382
>>Talk to the male scientist, you've heard him talk. You didn't understand any of it, but it sounded important and people listened to him.
>>
>>4163382
>Talk to the male scientist, you've heard him talk. You didn't understand any of it, but it sounded important and people listened to him.
Ask him why he’s wearing that ridiculous tie.
>>
File: drrosenburg.jpg (259 KB, 574x800)
259 KB
259 KB JPG
>>4163485
>>4163491
>>4163537
"Excuse me doctor?" You say approaching the man. The locker door says "Rosenberg" on it.

"Hmm, yes, did I forget to clock in?" He says. He doesn't seem like the kind of person to forget such things regularly. In fact, you're pretty sure if you responded yes, he'd just tell you to change it for him, while silently chastising you for not logging him in properly.

"No, I just noticed that some of the other scientists are missing. Would you know anything about it?" You ask.

"Is it Dr. Freeman?" He asks in response. You really wish it was just Dr. Freeman. Back when you worked mornings he'd always spend a half hour at your desk trying to "help."

"No actually, a lot of others are missing, Vance, Kleiner, Magnusson, not just Freeman. I heard that the test procedures were different today, does that have anything to do with it?"

"No, there hasn't been any rescheduling, however I wouldn't be surprised if the system is overloaded. We've been running our equipment at high power and it's probably slowing everything else down, including transit. Just write them in as on time when they arrive, Vance will understand." He explains. You've seen the kind of computational power that runs this place, but you rarely get a glimpse at the actual scientific equipment. What kind of crazy stuff are they running down there?

>Try to ask Dr. Rosenburg about the scientific equipment downstairs. He's probably got a few NDAs, but the science types love to ramble. You'll just need to remember a few keywords.
>The lady who was in the backroom has left, but the other woman is now heading towards the crazy suits, see if you can ask here about it.
>Hey Dr. Freeman's locker is unlocked. To hell with the handler's report, you should go swap his stuff out for some random junk, just to screw with him.
>You don't wanna seem suspicious, just head back to the desk and wait for your replacement or the science team to arrive.
>>
>>4163578
>>You don't wanna seem suspicious, just head back to the desk and wait for your replacement or the science team to arrive.
>>
>>4163578
Ask this guy about that suit, then go check out the cctv footage and look on the computer if there are any messages, emails or notices of reschedule
>>
>>4163578
>The lady who was in the backroom has left, but the other woman is now heading towards the crazy suits, see if you can ask here about it.
>>
File: HEVsuit.jpg (102 KB, 600x400)
102 KB
102 KB JPG
>>4163613
>>4163670
>>4163687
"Hey, what are those suits over there?" You ask,pointing to the two remaining suits.

Dr. Rosenberg looks over, squinting towards the suits. "Oh yes, you mean the Hazard Suits. I'm not acquainted with the technology myself. We use them here to handle potentially dangerous samples, or equipment. You'd be better off asking the sample handlers or the designers if you can track them down."

You consider heading right back, but, you know that the computer isn't particularly impatient. The system will still be there in a few minutes. You try to just catch the female scientist, whose locker is labeled "Cross" before she becomes too occupied dressing herself in the suit to talk.

Doctor Cross is currently typing in credentials as you approach. The suits are kept in some sort of clean display storage it seems.

"Excuse me doctor!" You exclaim. A lightly dressed Dr. Cross turns around. The suit, unlike the HazMat suits you've seen, looks very small. She seems to be wearing very thin clothes for comfort.

"Hmmm, is there a problem?" She responds.

"No, I was just curious about the suits. They look neat. Like something out of a movie." You say. It's a cover that always seems to work in this place, since a lot of it does look like something from a movie. Hell, you pass by a giant hauling robot on your way into anomalous materials.

"Oh. I'm not really at liberty to say much about them." She explains. "I can't go into technical details, but they're just advanced protective suits. They provide protection from impact damage, electric shocks, radiation, they can even autonomously call for medical aid. It's one of the perks of being a mad scientist. Anyway I've gotta get in it and get to work."

"Okay, thanks. Wait, you said impact damage, are they bulletproof?" You ask.

"Depends on the bullet." Is her response as she walks away.

You've gotten all the information you can hear. Another day's work in the life of a bored super-spy. You head back to your computer, which still has a game of solitaire open.

>Read: Wallace Breen: Remind the anomalous materials team members the importance of today's test.

>Read: Izzy Kleiner: Transit system slow, will be late!

>Read: Central System: ERROR #496187 CRITICAL MEMORY OVERFLOW

>Read: Guest: SUBJECT CORRUPTED.
>>
>>4163738
>Read: Guest: SUBJECT CORRUPTED.
Get the fuck over here, G-Man.
>>
>>4163738
>Read: Guest: SUBJECT CORRUPTED.


[R E D A C T E D]
>>
>>4163777
>>4163786
You click the message. It's likely the text will be corrupted as well. Odds are either one of the older scientists tried to send the wrong file type, or it has something to do with the memory. Still, you like looking at the nonsensical strings of text that spam the screen when a file corrupts. It makes you feel like one of those movie hackers with dyed hair and a peppy attitude, the kind of thing you expected to have a lacky doing for you when you joined the CIA.

You click the message again. It still hasn't done anything. You try clicking on another message, and the cursor doesn't move. The fans start to spin up. A high pitch tone sounds from the system speakers, and then one by one, from top to bottom parts of the message start coming up. The line of pixels crawls downwards as an image comes on screen. It looks like a nuclear bomb... in a storm... or a...

The system crashed before you could get a closer look.

Jesus... you have a migraine, where did this come from?

>Find one of those scientists again, they're smart enough to know how to deal with migraines, and maybe fix computers.
>Just tell one of the guards to cover your shift and head back to the barracks.
>Power through the migraine, and reboot the system.
>Damn the undercover ops and screw black mesa, you're gonna curl up in the chair and close your eyes.
>>
>>4163848
>Power through the migraine, and reboot the system
I hope this doesn’t count as metagaming, because I really want to pursue this plot line.
>>
>>4163848
>Power through the migraine, and reboot the system.
>>
File: portalstorm.jpg (84 KB, 1280x720)
84 KB
84 KB JPG
>>4163918
>>4163930
It's not metagaming. Now what would be metagaming is playing HL1 or Black Mesa and taking note of the status of the computers by the time Dr. Freeman arrives. [/spoilers]

You reach down, fishing for the computer's power buttons. That annoying sound is warbling and getting worse as you do. You click the machine off, and the fans and the noise turns off. You reluctantly click the system back on and the fans turn to life. A glowing windows logo burns through your retina and churns your brain, making the migraine even worse. Once that finishes, it automatically opens the black mesa central system. The orange logo sits there silently as the fans start ramping up again, and the machine lets out another digitized screech, and then the screen turns blue with white text. You try again, sitting through the loading screens only to have the same result. You try a third time, hoping that just maybe it will have sorted itself out.

As you reach down, you feel an acidic feeling racing up your chest. Your vision suddenly goes red, and you could swear by god that even though the computer was off, you heard that same digital screech again. You narrowly miss the chair and your own pants as you vomit onto the floor. CIA training kicks in. You list your symptoms, distorted vision, vomiting, migraines. A list of poisons run through your head, each one compared with your own symptoms. You check your own heartbeat as you gasp for air at the desk. Then it hits you, this place is called "anomalous materials". If someone tried to poison you, they probably have a million substances at their disposal that you've never heard of.

Better hope it's not poison.

>Try and draw what you saw on the image while the memory is fresh. (Roll 3d6, pass on a 12.)
>Try and describe the image in your emergency comms, and hope to god no one who cares in the facility is listening to that frequency.
>Try and find some sort of medical aid. Do any of those scientists know anything? For all you know however, they might be the ones that did this to you, intentionally or unintentionally.
>Don't draw any attention to yourself. Clean up the vomit while the lobby is still empty, and then slump down on the desk.
>>
>>4163961
Oh FFS. Just gonna repost that for posterity.

You reach down, fishing for the computer's power buttons. That annoying sound is warbling and getting worse as you do. You click the machine off, and the fans and the noise turns off. You reluctantly click the system back on and the fans turn to life. A glowing windows logo burns through your retina and churns your brain, making the migraine even worse. Once that finishes, it automatically opens the black mesa central system. The orange logo sits there silently as the fans start ramping up again, and the machine lets out another digitized screech, and then the screen turns blue with white text. You try again, sitting through the loading screens only to have the same result. You try a third time, hoping that just maybe it will have sorted itself out.

As you reach down, you feel an acidic feeling racing up your chest. Your vision suddenly goes red, and you could swear by god that even though the computer was off, you heard that same digital screech again. You narrowly miss the chair and your own pants as you vomit onto the floor. CIA training kicks in. You list your symptoms, distorted vision, vomiting, migraines. A list of poisons run through your head, each one compared with your own symptoms. You check your own heartbeat as you gasp for air at the desk. Then it hits you, this place is called "anomalous materials". If someone tried to poison you, they probably have a million substances at their disposal that you've never heard of.

Better hope it's not poison.

>Try and draw what you saw on the image while the memory is fresh. (Roll 3d6, pass on a 12.)
>Try and describe the image in your emergency comms, and hope to god no one who cares in the facility is listening to that frequency.
>Try and find some sort of medical aid. Do any of those scientists know anything? For all you know however, they might be the ones that did this to you, intentionally or unintentionally.
>Don't draw any attention to yourself. Clean up the vomit while the lobby is still empty, and then slump down on the desk.
>>
>>4163972
>>Try and find some sort of medical aid. Do any of those scientists know anything? For all you know however, they might be the ones that did this to you, intentionally or unintentionally.
>>
>>4164184
ill go with this, cant risk puking while drawing.
just attempt to memorize the image.
>>
>>4163972
>Try and draw what you saw on the image while the memory is fresh. (Roll 3d6, pass on a 12.)
Tear the curtains from this cruel play!
>>
>>4163972
>Try and draw what you saw.
>>
>>4163972
>Try and draw what you saw.
>>
>>4163972
>Try and draw what you saw on the image while the memory is fresh. (Roll 3d6, pass on a 12.)
>>
>>4163972
>Try and draw what you saw on the image while the memory is fresh. (Roll 3d6, pass on a 12.)
>>
Rolled 1, 6, 2 = 9 (3d6)

>>4164184
>>4164193
>>4164195
>>4164246
>>4164353
>>4164412
>>4164541
You start shuffling through drawers for something to draw on. You yank out a manila folder, letting the documents slide out. You grab a pen, try and calm yourself, and then focus on what you just saw. You keep the image posted in your head as you stare at the paper.
>>
>>4164741
Ah cripe
>>
File: elivance.jpg (1.18 MB, 1920x1080)
1.18 MB
1.18 MB JPG
>>4164741
You're no artist, and to make it worse your head is spinning and your hands are shaking as you try to draw from nothing but memory. The scribbles on the paper are unlikely to be discerned by you without any explanation. The firestorm being pulled into the eye of some strange electrical storm that you saw has been reduced to the tendrils of a cartoon elder god coalescing onto a cataclysm of spirals and scribbles. You keep trying to erase and amend but your hands fail to live up to your own memory. Still, even if it doesn't make it into the library of congress, you won't forget what the image looked like, and more importantly how to describe it to people.

Almost obsessively, you redraw a line, then flip your pencil to erase. Before the rubber even touches the paper, the vault door starts to groan. You fold up the paper quickly and shove it into your pocket. You really hope one of the nicer scientists is coming through that door, because half of them will chastise you for vomiting on the nice sterile floor, as though they were gonna decide to run a test there. As the bottom half of the vault door lowers, you see a dark skinned face opening the door. Dr. Vance, your safe. He's one of the few who will actually help you. He sees you pale face, then the pool of vomit next to you, and shouts your name:

>Heidi Lawrence, by god, are you alright?
>Lene Szilard, by god, are you alright?
>Oppenheimer, by god, are you alright?
>Klarise Bethe, by god, are you alright?
>Ana Fuchs, by god, are you alright?
>Evelyn Seaborg, by god, are you alright?
>Write in a name, bonus for science themed names.
>>
>>4164766
>Gabriella Newall, by god, are you alright?
>>
File: Spoiler Image (393 KB, 379x555)
393 KB
393 KB PNG
>>4164790
Imma just disqualify that on the grounds that I don't want the main character to get bored of this and do nothing but play Dota 2 for the next decade.
>>
>>4164794
You wound me, OP.
Okay, how’s this:
>Gabriella Grignard
Grignard was a French chemist who found a new method to make carbon-carbon bonds by using an organomagnesium halide to break the C=O bond in a ketone or aldehyde to form a secondary or tertiary alcohol.
>>
File: Otis_ctf.png (9 KB, 164x200)
9 KB
9 KB PNG
>>4164816
Jokes aside, I'm gonna wait until some more people get on and give us a proper vote.
>>
>>4164766
>>Oppenheimer, by god, are you alright?
>>
>>4164766
>Tommy by god, are you alright?
If we drink soda we can see faster.
>>
>>4164766
Tom Long.
>>
>>4164766
>>Oppenheimer, by god, are you alright?
>>
>>4164879
IT'S OKAY MR. VANCE IT'S ALL UP TO REGULATION

>>4164816
>>4164858
>>4164899

Since Oppenheimer doesn't have a first name, let's go with Gabriella Oppenheimer.

"By god, Ms Oppenheimer, are you alright?" Dr. Vance exclaims.

No, your not all right. That migraine is still thumping in the back of your mind. At the very least you got lucky with the scientist that found you. Vance is quick to take on a fatherly responsibility seeing someone sick in his office. He approaches, making it clear he intends to feel for a fever you don't have. "Here, why don't you take a break, your shift should be over by now anyway, do you think you need to head to the infirmary? Would you like some tea?"

>The system crashed, point it out to him, maybe he knows how to fix it, and you can see the picture again. You need to see the picture.
>You would love some tea. Any poison that makes you throw up isn't the best poison. You should just rest.
>Push him off and tell him that you'll just clean up and you'll be fine.
>Tell him your gonna head back to the onsite housing to get some rest. Don't tell him you have a poison testing kit there, and a secure line to a CIA doctor who can diagnose anything else.
>Tell him you just need to head to the infirmary. Those doctors would know what kind of strange things could infect someone in a place like this.
>>
>>4164909
>You would love some tea. Any poison that makes you throw up isn't the best poison. You should just rest.
And as we drink, tell Eli:
>The system crashed, point it out to him, maybe he knows how to fix it, and you can see the picture again. You need to see the picture.
>>
My bet is on it being some memetic bullshit.
>>
>>4164928
>>4164934
"Yeah..." you gasp. "Tea sounds nice."

"Alright, here let's step away from this mess, I'll find someone to clean it up." Eli says, motioning for you to follow. You look at the computer, and reluctantly get up. As you walk with him to the break room, you mention the crash.

"The computer crashed just as I got a message." You say.

"Don't worry about that, I'll tell the administrator..."

"No it's important, I need to see the full message." You explain, stressing the "I."

"Well, erm. I think the programmers will be here in a few minutes, they should be able to fix it. Here, sit down." He says pointing to a seat in the break room, before he fishes out some tea packets and warms up some water. A few minutes later, he places down a small coffee cup filled with tea in front of you. The tea is clearly something from the lowest bidder, but it helps clear the disgusting taste from your mouth, and clean your throat off.

"You know if it's that important, I could probably tell the computer boys to route the message back to your own computer at the housing." He explains.

"No, I don't want it to break the system again."

"By god what is on that computer that is so much more important than your health?" Vance seems to be growing more frustrated.

You feel like the migraine is whispering to you.

>Unforeseen consequences.
>Ignore the migraine, tell him it's just personal information.
>Tell him it's access codes you're not allowed to let anyone else see.
>Be honest, pill out your drawing and explain it to him.
>>
>>4164961
>Unforeseen consequences.
>Be honest, pill out your drawing and explain it to him.
Tell him you think you need to get some scientist to science it out.
>>
>>4164961
>Unforeseen consequences
I really want to tell him about the picture we saw, but it’s not like Eli is going to recognise the Citadel yet. Of course, he won’t understand what unforeseen consequences means either since G-Man only said that to him right before the resonance cascade, but I feel like being super-cryptic and creepy will get him to prioritise getting the image back up. Bonus points if we beg, since Eli is that kind of helpful guy.
>>
Rolled 2 (1d2)

>>4164969
>>4164972
Just to be clear, there's no building in the center of the image. It's like an electric hurricane pulling a lot of fire into it.

"It's... unforeseen consequences..." You whimper. The words just felt like the only way to describe it, even if they didn't make sense.

"What?" Eli says. You'd bet that he wouldn't have understood you if he could hear you clearly.

You consider telling about the picture.

Since you guys have differing opinions here, I'll say we show him the picture on a 1.
>>
>>4164982
No, if you show him the drawing, he'll just think you're insane and send you to the infirmary. It has the quality of a child's drawing, and trying to explain it in your head, you realize it has the sense of a madman's scribbles. You still need him or... someone to open the computer again. He's a scientist though, and scientists love questions.

"Look..." You say, pausing to elaborate your racing thoughts. "I don't really know what it is but... it was crazy and seemed... really important. I need to get it open again so I can save it somewhere and study it. Please, I just need to look at the image again."

"Well..." he sighs, "I can hear the airlock. It's probably the programmers, or your replacement. Why don't you just stay here? I'll tell them to get the computer fixed, get a janitor, then when today's test is over, I'd be happy to help you decipher it." He stands up and moves towards the exit of the breakroom. Before he steps out, he says "If you start feeling worse, you find someone to bring you to the infirmary."

>Just wait here, finish your tea, and try to rest as the science team does their thing around you.
>Go wait by the desk, you wanna keep an eye on it as it's fixed.
>Try and head home, see if your handler can make any sense of what you saw.
>You don't have to wait for the programmers. You do work for the CIA. You could probably get in there, and find an adress for the hackers to get into and find your message. Of course, that risks a lot.
>>
>>4165002
>>You don't have to wait for the programmers. You do work for the CIA. You could probably get in there, and find an adress for the hackers to get into and find your message. Of course, that risks a lot.
We know there’s something incredibly dangerous about that picture. It’s worth pulling in some serious government help.
>>
>>4165002
>You don't have to wait for the programmers. You do work for the CIA. You could probably get in there, and find an adress for the hackers to get into and find your message. Of course, that risks a lot.
>>
>>4165002
>You don't have to wait for the programmers. You do work for the CIA. You could probably get in there, and find an adress for the hackers to get into and find your message. Of course, that risks a lot.
>>
>>4165002
>You don't have to wait for the programmers. You do work for the CIA. You could probably get in there, and find an address for the hackers to get into and find your message. Of course, that risks a lot.
>>
>>4165091
>>4165092
>>4165102
>>4165108

Whatever this is, it's important, it's a lot easier to get another agent a job at black mesa, than it is to undo catacylsms. Of course, there is the possibility that you're going insane, but that usually only happens to members of Majestic 12, which you're not even supposed to think of outside of the pentagon. No, you have the department of defense budget it at your disposal, and total legal impunity from crimes committed undercover. You don't play timid with that kind of power. Alone in the room, you reach under your shirt, into a pocket well concealed by the bulletproof vest issued by black mesa. You fish out a small little dongle about thirty years ahead of consumer technology. The shaking of your hand becomes more apparent holding a device $10,000 military grade toilet seats have to launder out of the president's budget reports.

The programmers seem to be in the locker room. You have two big options here, lockpick the door to the computer room and risk being caught in there, or go in there with the programmers and try to look inconspicuous as you plug the device in, that only takes a bit of sleight of hand, but it always risks them tracing it back to you. Then there's the real nuclear option, try to convince one of the programmers to plug it in for you. That'd need a slick tongue, if he says no, you're in trouble, if he says yes, and the dongle is found, he's in trouble.

>Lockpick the door. (Roll 3d6, Pass on a 9.)
>Wait by the door for the programmers to enter.
>Try to find a programmer who looks like he might be willing to plug in a random dongle.
>>
>Try to find a programmer who looks like he might be willing to plug in a random dongle.
Not all scientists are bright.
>>
>>4165117
Before I vote, OP, do we have our invisibility technology on us right now or is that reserved for our black suit?
>>
>>4165147
It's part of the black suit.
>>
>>4165151
Ah damn, I was going to suggest we just invisible our way through the whole thing. In that case:
>Lockpick the door. (Roll 3d6, Pass on a 9.)
As dumb as the Black Mesa scientists can be, they’re gonna know when a dongle is somewhere it shouldn’t be.
>>
>>4165159
Well, the invisibility in the game only seems to work when the assassin is still.
>>
>>4165160
Yeah, just checked and you’re right.
Fun fact, they don’t seem to go invisible in Opposing Force, just the original Half Life.
>>
>>4165117
>Lockpick the door. (Roll 3d6, Pass on a 9.)

Even basic programmers should know not to plug in random dongles. It's the very basics of security and this is Black Mesa for God's sake.
>>
>>4165231
>Even basic programmers should know not to plug in random dongles.
I would't agree with you on this one, I've seen worse then this.
>>
Rolled 4, 5, 1 = 10 (3d6)

>>4165231
>>4165159
>>4165125
You pull out your hair pin, which is made from a nice thin metal and as such, easy to make into a lockpick. Hidden in your belt buckle is a small shim of metal that folds into a torque wrench. You cup your hands around the emergency mechanical lock overide, and feel your way through with the lockpick, trying not to think about the hundreds of thousands of taxpayer dollars spent on concealing something you could've just put in your pocket.
>>4165238
Yup, and don't forget, you're a spy. You're specially trained to lie, and recognize the idiots that would believe those lies.
>>4165209
It has to do with difficulty. If you were watching a video to check, they might not have been playing on hard.
>>
>>4165251
It's pretty clear when you feel the inside of the lock that Dr. Breen expects you to be the main deterrence against lockpicking, not the lock itself. It's not an awful lock, but the kind of people that would sneak into black mesa would not have trouble with it. Still, there's something incredibly invigorating about finally doing some actual spy work. You enthusiastically run the pick over each pin, setting the ones you can set, until the core turns and you're free to enter.

You take a quick look at the dongle. It's a pretty weird port, and a pretty weird computer system. A lot of things appear to be already plugged in.

>Look for an unplugged port. (Roll 3d6, pass on a 9)
>Plug it in the first port you see, even if you have to unplug something. Even if they find it, it should be after the transmission is sent out. (Roll 3d6, pass on a 7)
>>
>>4165263
>>Look for an unplugged port.
Unplugging ANYTHING at Black Mesa seems like a bad idea.
>>
>>4165263
>Look for an unplugged port. (Roll 3d6, pass on a 9)
>>
>>4165263
>Look for an unplugged port. (Roll 3d6, pass on a 9)
With any luck we would have unplugged the antimass spectrometer, but it’s far more likely that we’d just set off an alarm.
>>4165251
Nah, turns out I’m just stupid. I booted up a new game of OF and teleported to the map I needed, but I set the difficulty to easy because I would have had god mode on anyway. I got confused and checked HL but with hard difficulty.
>>
Rolled 6, 5, 2 = 13 (3d6)

>>4165267
>>4165269
>>4165284
You survey over the millions of ports and flashing lights, hoping to see a matching and empty port, hopefully somewhere inconspicuous. You have no idea what these systems actually manage, but given the processing power on display here, and the fact that you know they do nuclear testing here, you don't want to play with it. You're no physicist, but know as a fact that if something went off because of negligent unplugging, what's left of you would leave earth's atmosphere.
>>
>>4165290
Not only do you find a nearby port, but it leaves the dongle hidden under a rats nest of wires. You plug it in and feel for a small button on the side. When you click, you know somewhere deep in a bunker is a room full of techies running data through this little device. You might just be lucky, but you can't shake the feeling that you're doing the easy part of the job. You poke your head out of the door, and have to pull it back in as a disgruntled janitor walks past. With the coast finally clear you leave the computer room. You quickly palm the torque wrench and relock the door, glad you didn't have to pick it closed. You slip it back into your belt buckle, and pull your hair back up.

>Stay in the break room, maybe try and steal something from the fridge for breakfast. You should keep an eye on the coding room.
>Head back to the on site housing. Your CIA computer is there, so you can not only rest, but look at the message when it comes.
>That felt good, you should try and do some more proper spywork. Maybe try and ask some more scientists about today's test.
>Maybe you should still head to the infirmary. You're feeling a bit better, but you also know that radiation poisoning increase serotonin before it kills you. It's unlikely, but it'll put your mind at rest.
>>
>>4165309
>>Maybe you should still head to the infirmary. You're feeling a bit better, but you also know that radiation poisoning increase serotonin before it kills you. It's unlikely, but it'll put your mind at rest.
>>
>>4165309
>Stay in the break room, maybe try and steal something from the fridge for breakfast. You should keep an eye on the coding room.
>>
>>4165309
>Maybe you should still head to the infirmary. You're feeling a bit better, but you also know that radiation poisoning increase serotonin before it kills you. It's unlikely, but it'll put your mind at rest.
>>
>>4165309
>Stay in the break room, maybe try and steal something from the fridge for breakfast. You should keep an eye on the coding room.
We should make absolutely sure that nobody actually does manage to find and unplug it. And hey, we might be able to steal a certain microwave casserole.
>>
>>4165309
>Stay in the break room, maybe try and steal something from the fridge for breakfast. You should keep an eye on the coding room.

Hopefully the food will make us feel better and we can always head to the infirmary afterwards.
>>
File: ITSNOTSHUTTINGDOWN.png (488 KB, 489x398)
488 KB
488 KB PNG
>>4165312
>>4165314
>>4165323
>>4165333
>>4165335
You shuffle back to the break room, still feeling the migraine gently knocking on the inside of your skull. The spywork took your mind off it for a minute, maybe finally getting something to eat will help. You crouch down at the refrigerator, while focusing your hearing on the code room. You don't hear any signs of suspicion. They all just seem to be lost in their regular science talk. Maybe one day you should learn how all of this works. When you inevitably have to somersault through a grid of lasers while one of the scientists laughs maniacally, it would be nice to actually understand his monologue. One of the styrofoam boxes lacks a name, and so you decide to make it yours. Inside is a turkey sandwich likely left as a scientists lunch. You eat away while the science team filters in. Even as most of them come in on a late train, you'll still don't see the self described prodigy Dr. Freeman. You throw the empty box away, trying to give CIA computers as much time as you can give them by taking your helmet off and resting your head on the cold break room table. More scientists pass by, even Dr. Freeman finally arrives, and makes his mark by blowing up a vile looking microwave casserole and running away. When you're pretty much sure the government hackers have had enough time, you make your way to the blast doors, when the lights shut off.

One of the scientists jumps, shouting "What the hell?" The guard who's replaced you at your post looks to you, asking with his eyes if you know anything about this.

The migraine is whispering again.

>Is this part of the test?
>You can blame me for the computer, you can't possibly blame me for the power.
>Just stay quiet, and keep a hand on your gun.
>You really feel like you should get away from here. Make for the tram.
>It'll probably turn on again, right?
>Nope. No. This is how horror movies start, you're making a break for the bathroom and making an emergency call to your handler.
>>
>>4165374
>Ask one of the scientists if they know what might be happening
Any critical tests happening today, by any chance?
>>
>>4165374
>>Is this part of the test?
Ah fuck, time's running out
>>
>>4165374
>Just stay quiet, and keep a hand on your gun
>>
>>4165386
>>4165390
>>4165402
"What's happening? Is this part of today's test?" You ask to one of the doctors, who seems surprised, but curious.

"Hmmm... We were putting high amounts of power into the equipment. I guess the system failed to handle today's test." He groans. "We told the administrator it was dangerous, I guess we should just be lucky that it was only a capacitor shortage."

The migraine is getting louder. You can hear it's cold computerized chant.

>Screw security codes, you need to investigate this yourself. They have a whole hydroelectric dam for themselves.
>You still feel like you need to leave. Make for the vault.
>No, it's definitely more than a failure. Tell the scientist to stay close to the vault door, be ready to protect him and the guard.
>Hone in on the migraine. What is it saying?
>>
>>4165421
>Screw security codes, you need to investigate this yourself. They have a whole hydroelectric dam for themselves.
>Try to persuade some scientists into following you, they might be able to help
To the spectrometer!
>>
>>4165421
>Screw security codes, you need to investigate this yourself. They have a whole hydroelectric dam for themselves.
Someone stop it!
>>
File: ohgodweredoomed.jpg (612 KB, 1920x1200)
612 KB
612 KB JPG
>>4165428
>>4165453
"Power failure? How the hell are we gonna overload a hydroelectric damn?" You respond.

"It's all very powerful equipment, you must understand." He explains.

"No, I don't understand. I don't think you do either. Come on, let's go investigate." you rest your hand on your glock in it's holster.

"Hey!" The security guard at the desk shouts. "You don't have credentials for down there."

"Then I'll make my own credentials. You!" You look at the scientist. "Come with me, let's check this out."

"Oh dear, I'd advise against against it. The equipment is sensitive, I'd advise against it."

"Well thankfully it's all been turned off-"

The lights come back on, bright enough to burn your eyes, then they shatter. You hear an explosion, then another, then the building starts shaking. You can't see, but you hear the scientist screaming and...

The migraine is screaming. Your vision is red.

>Duck and cover! Go for under a desk or in a doorway.
>Try to listen to the migraine.
>Run for the vault door.
>It's time for the emergency call.
>Yell at the scientist to calm down, try to take charge.
>>
>>4165485
>>Duck and cover! Go for under a desk or in a doorway.
>>
>>4165485
>Try to listen to the migraine.
Alright, G-Man, I’ll bite. What’s the magic migraine got in store for us?
>>
>>4165485
>Try to listen to the migraine.
>>
>>4165485
>Try to listen to the migraine
>>
File: advisor.png (266 KB, 503x281)
266 KB
266 KB PNG
>>4165489
>>4165492
>>4165496
>>4165499
You focus on the thumping chants, the screeching of machines and gears grinding together. It seems to expand forever. The mechanical screaming, it lacks the hate you first thought it had. It does not fear, nor does it hate or regret. It simply orders its forces to prepare. You are an ant. You, your whole species will be stepped on and hardly noticed, the migraine warns. It does not taunt, in fact, strangely enough, it speaks as though you are one of it's soldiers.

You feel dragged in by its orders, not as a soldier of course, but as an interloper among the titanic ranks. You can not translate them, but you know you must remember them.

You feel a knife in the back of your neck. Your body stops listening to your mind. Sparks of something green race down the hallways, and you hear those in the room with you scream. The scientist rushes to help you as you seize on the ground, but then you hear something screech, and then the scientist starts screaming. Boots sprint toward the blast door, away from the danger. You lose track of time as you seize, but when you stop, you smell fire, hear screaming, and the red finally drains from your eyes.

>Look for the scientist.
>Call in with your emergency calls.
>Run for the blast door, maybe a tram is still there.
>Go investigate downstairs.
>Look for an alternate exit, somewhere you can't be tracked through.
>>
>>4165524
Fucking Combine. I wonder if we’ll be able to stop them this time.
>Go investigate downstairs.
That scientist has definitely been headcrabbed, let’s just watch not to get eviscerated by zombies.
>>
>>4165524
>>Call in with your emergency calls.
>>
>>4165524
>Go investigate downstairs
>>
>>4165524
>Call in with your emergency calls.
>>
how does the dice system for the quest work?
>>
File: HCzombie.png (160 KB, 364x392)
160 KB
160 KB PNG
>>4165547
>>4165548
>>4165569
>>4165596

You ignore the fire, the twitching bodies, step over the broken glass and try and make your way through the smoke and alarms. This wasn't an explosion, it came from downstairs, but passed straight through the walls and floor. Could there have been gas in pipes that got overloaded? Why would they be running pipes through offices? You hear more screaming. You reach under your shirt, and fish out emergency comms. You try to click the little device on, and you only can hear static.You try restarting it a few times, checking secondary frequencies each time. No good. Maybe you should try later.

At first it looks like a scientist. You call out to him. "Are you all right?"

He seems to be dripping with blood, and you soon realize why. His chest cavity is torn open, and his arms twisted into claws. Something has wrapped onto his face, and his struggling to control his twisted body.

>Approach cautiously. Maybe it's still possible to remove whatever has attached itself. He'd need a surgeon.
>Don't take risks. This is the exact kind of evil science you came to prevent. Take aim and fire a burst. (Roll 3d6, kills on a 12, lose 3 of 17 ammo.)
>He's slow, don't waste bullets. Kick him right in the spot where his head was. (Roll 3d6, stuns on a 10, kills on a 13.)
>>
>>4165614
>He's slow, don't waste bullets. Kick him right in the spot where his head was. (Roll 3d6, stuns on a 10, kills on a 13.)
It’s really the better option. Same amount of dice, lower threshold for at least some success and doesn’t waste ammo. 13 vs 12 isn’t a good enough deal to spend 3 bullets on.
>>
>>4165614
>
>Don't take risks. This is the exact kind of evil science you came to prevent. Take aim and fire a burst. (Roll 3d6, kills on a 12, lose 3 of 17 ammo.)
Any dead security guards? We can just take the guns and ammo from them.
>>
>>4165614
>He's slow, don't waste bullets. Kick him right in the spot where his head was. (Roll 3d6, stuns on a 10, kills on a 13.)
>>
>>4165614
Well shit majority vote to kung fu. I hope it's worth it. if we manage to defeat the zombie could we go back to the locker room to retrieve one of those Hazard suits?
>>
Rolled 4, 4, 4 = 12 (3d6)

>>4165613
Decided mainly by three d6, so probability follows a bell curve with 11 being the median. I'll state what the threshold is when an option demands, please roll when you say an option that demands a roll, it just makes it slightly easier for my incredibly slow writing skills to handle.

>>4165617
Kicking enemies grows exponentially harder when they have a fully functioning motor neuron system.

>>4165617
>>4165619
>>4165620

You holster your gun, and hold up your arms to take the hit if it swings. Up close you see that if it ever was human, it isn't anymore. The opening in the chest should've killed it, and there are bones showing. It's visage is disturbing. You'd bet however that it's cracked open sternum is vulnerable. You plant one boot on the ground, and let another swing around, gaining inertia before smacking the target.
>>
>>4165623
The two scientists you met earlier took two out of the three, and the third one you'd know by now belonged to Dr. Freeman, who was "in the barrel today."
>>4165631
Your foot spins around and lands right on the exposed ribs, pushing them down into the soft organs. The creature reels in pain, letting out a disturbingly human scream, and falls to the ground.

>Stomp on it's guts and finish the thing.
>Try and see what happens if you peel the creature that's latched onto the head off. (Roll 3d6, pass on a 12.)
>Just keep running downstairs. Leave the gross stuff for the biologists.
>That screamed sounded too human. Try and... see if the scientist can still hear you under there?
>>
>>4165631
Ooh, trips. Does that count for something?
>please roll when you say an option that demands a roll
You sure about that, mate? Generally when an especially good or bad roll happens it influences players to vote for or against that option, like they’re cheating the system. People jump ship from the less favoured option and aren’t forced to stand by what they decided would be the best choice when presented with otherwise equal options.
>>4165619
>We can just take the guns and ammo from them.
>implying Gordon hasn’t already swept the area for every last 9mm bullet
>implying he isn’t already amassing an impossible collection of weaponry as we speak
We’ll be lucky if the psychopath forgets to pick up a tripmine.
>>
>>4165645
That's a good point that I've never thought about. Alright, I'll keep rolling.
>>
Rolled 4, 4, 4 = 12 (3d6)

>>4165641
>That screamed sounded too human. Try and... see if the scientist can still hear you under there?
Rolling for us to back up and aim a gun at him and to shoot him dead if need be if he tries anything. I don't know much about half-life to be honest.
After we're done here, can we get the HazSuits?

>>4165645
What we need is to get creative then. Get a lead pipe and a large kitchen top for a Sword & Shield Combo for the zombies and little head crab shitters.
>>
>>4165641
>Stomp on its head and finish the thing.
We should never, EVER put any of our appendages in a zombie’s torso-mouth. Seriously, those things become fully-functional mouths later in life. Just look at the gonome.
This isn’t even OOC thinking, nobody in their right mind would put their foot in there.
>>
>>4165660
You seem more knowledgeable. What should we do? Shoot it?
>>
>>4165641
>Try and see what happens if you peel the creature that's latched onto the head off. (Roll 3d6, pass on a 12.)
>>4165657
Ah damn, what a waste
>>
>>4165669
The original prompt was “stomp it’s guts” but he changed it to “stomp it’s head.”
>>
Rolled 2, 5, 5 = 12 (3d6)

>>4165657
>After we're done here, can we get the HazSuits?
Maybe? They're not growing on trees. The three that we're in Anomolous Materials are taken, and you'd have no idea where any others were. OOC you're gonna get a cool stealth suit.
>>4165660
>>4165669
>>4165675

You look to the gaping, necrotic maw in it's chest. You're a trained soldier whose been through some disgusting stuff, but that's just unhealthy, even if it is vulnerable. Still, it sounds so human. You decide to leave off the killshot for a second, and call to it.

"Doctor, doctor can you hear me?" You say with the commanding tone you learned to use during interrogations. You're sweating. This picked up quick. You don't have time to wait, he either lives when you try this, or he's already dead. You grab the small tendrils of the creature, and yank. You place your foot near enough to the head, so you can stomp it if need be.
>>
>>4165669
Headcrab zombies’ weak points are the headcrabs themselves, which are the big things latching onto the head like a facehugger. They can take four or five times more punishment to the body than the head. Also, the headcrab may abandon its current host and try to latch onto our head instead.
Not that we actually know that yet, of course. Still, it’s a good rule of thumb to go for the head or neck, right? Especially when the thing’s guts are already hanging out and it doesn’t seem to care?
And as for not playing Half Life, you totally should. There’s a free trial up on Steam right now, go check it out. It’s old as balls so it takes next to no storage space and runs really smoothly.
>>
>>4165681
Tried to do my best to merge the responses there.
The small creature lets out a high pitched scream, while the small creature lets out a lower pitched, human scream. Your put your foot on the shoulder, to brace the scientists body, and it tears off, along with flesh on the scientists head. The smaller parasite is limp in your hands, and the scientist is dead.

You pull away, disgusted. So he was already dead. The parasite seems weaker than you thought. If you can, you could probably save bullets firing exclusively at that. You make your way through the Anomalous materials lab, further towards the basement. One of the elevators appears to have separated from it's cable, and you have to take a ladder. The first humans you see downstairs are a wounded Dr. Kleiner, and Dr. Eli Vance.

"Ms. Oppenheimer, by god why would you want to come down here?"

>What the hell did you people do down here?
>I need to find out what's going on of course.
>Now's not the time for secrecy, pull out your CIA badge, and tell them to get up, you'd need a science team on hand to interrogate scientists.
>Why are you still down here?
>You can hear more explosions from below. Ask them what caused this.
>>
>>4165696
>I need to find out what's going on of course.
>Ask a security guard I'm sort of responsible for your safety
>Please tell me you have guns. I really hope this isn't a zombie out break like in the movies.
>Assess injuries, see if they can walk or if they need to be moved, and figure out where they should go.
>>
>>4165669
Also, OP’s comment made me realise I should probably tell you who and what we are since it’s all stuff our character would know anyway. We’re a female assassin currently undercover as a security guard. We can do sick flips and turn invisible and shit, and our special glock goes pew-pew-pew instead of bang-bang-bang. Watch this video to understand:
https://youtu.be/sbb9YYkag94
Also important is pic related. We’re the female model on the far left, but the three males are our allies unless we decide they’re not.
Also, those hazsuits? They’re called HEV suits, and we are not going to see one available for a very long time, if ever. They’re also capable of withstanding electricity, flesh-melting radiation and (at least in-game) shots from Abrams tanks, meaning we probably shouldn’t pick a fight with any of the three people wearing one right now.
>>
>>4165696
>I need to find out what's going on of course.
INTEL
>>
>>4165708
Supporting this.
>>
File: Shephard_Azure_Sheep.png (132 KB, 320x640)
132 KB
132 KB PNG
>>4165718
The HEV suits also notably protect against the will of elder gods. You should also DEFINITELY not pick fights against a marine with a gas mask and a monkey wrench.
>>
>>4165718
>"Ms. Oppenheimer, by god why would you want to come down here?"
>Ms. Oppenheimer
>We’re a female assassin
Oh fuck my sides. I thought we were a dude this whole time. Gotta say I like the music. Here's hoping we find one of those HEV suits to take pack to the Pentagon.

>>4165728
Isn't outright saying Intel blowing our cover?

>>4165732
Marines with gas masks, monkey wrenches and HEV suits? What now??

>>4165645
Oh yeah a thought came to mind. Freeman will be hording a lot of guns and ammo, but he can't carry all of it right? I didn't play the game but I assume there's an ammo cap to what you can carry. At the very least we can grab the guns he leaves behind to use as improvised melee weapons when the ammo runs out.
>>
>>4165732
Don’t worry, we’ll have ample time to avoid him when we hear his loudmouthed squad behind him.
>Squad, quiet down!
>I bet you could get lost in this place real easy!
>Squad, quiet down!
>Government coverups were NOT in my job description!
>Squad, quiet down!
SHUT THE FUCK UP ALREADY, I EXHAUSTED YOUR QUOTE POOL TEN MINUTES IN
>>
>>4165708
>>4165728
>>4165730
"I need to know what's going on. Not only am I responsible for your health and safety, I need to keep in the loop from know on," You command.

"No, you need to get out of here, get to the surface! I need to watch Izzy. I already sent Gordon to get help, but the more people out of here the better! We can't predict what will happen."

You can't tell if Dr. Vance is too caring for his own goods, or trying to cover his ass.

"Well... do you at least have any weapons? Fireams, knives, even just blunt objects?" You ask.

"No but... all the doors are locked."

"Not well enough. The mechanical emergency lock is too easy to pick." You correct.

Vance looks confused, and asks "What, how do you know that?"

You dodge the question, and respond, "I need to know what caused this doctor. Was it those parasites, is this like one of those zombie movies?"

"What? No it was the damned test. The subject fractured and caused a... well... picture the universe as a..." He starts on what was clearly going to be a thought experiment, but you stop him. You can hear it when you don't smell smoke. However any explanation of a calamity that starts with "picture the universe as a..." can't be good.


"Look, can Dr. Kleiner be moved?" You interrupt.

"With the both of us, maybe, but we'll be slow. I've stabilized him the best I can."

>You're right, you two are gonna have to stay.
>There's gotta be a safer place than meters away from ground zero, come with me.
>We're gonna have to leave Dr. Kleiner.
>I wanna take a look at ground zero.

>>4165745
>but he can't carry all of it right?
HE CAN AND HE WILL.
>>
>>4165750
Wouldn't we be working on the same side of the marine?
>>
>>4165374
>Stealing other peoples lunches
YOU ******!

>>4165485
Yeah i was like 14 got scared at this part jumped to my death and shut off the game.
>>
>>4165763
>"Not well enough. The mechanical emergency lock is too easy to pick." You correct.
Why.... why would she say that?

>There's gotta be a safer place than meters away from ground zero, come with me

THAT'S TOO MANY GUNS. HE WOULD LITERALLY BE CARRYING AROUND HUNDREDS OF GUNS, AND ONLY 1/10 OF THE AMMO TO FIRE THEM ALL.
HE WOULDN'T EVEN BE ABLE TO CRAWL THROUGH TIGHT PLACES.[SPOILER]
>>
>>4165773
Well shit any armor, weapons and medical supplies we come across would be appreciated.
>>
>There's gotta be a safer place than meters away from ground zero, come with me.
We are not leaving my boys Kleiner and Eli behind. It’s the IC thing to do. Though I wonder if changing things will actually get them or even Alyx killed...

>>4165745
>Here's hoping we find one of those HEV suits to take pack to the Pentagon.
Eh, the government already have that kind of stuff. It’s called a PCV (Powered Combat Vest), and it presumably does everything a HEV suit does. It’s most notably used by Adrian Shephard (pic related), the protagonist of the HL expansion pack Opposing Force and the man who will undoubtedly explode our entire body with a pipe wrench if we look at him wrong.
But yeah, IC knowledge is that at least some of the marines have their own power armour. I’m not sure how a PCV shapes up when compared to a proper HEV in terms of lore, but it’s at least enough to stop a centre-mass shotgun blast without even knocking the target back more than six inches, let alone seriously damaging them.

>>4165765
Theoretically.

>>4165774
>>4165745
>doubting the One Free Man’s ability to carry weapons
Oh, ye of little faith.
>>
>>4165777
Forgot the fuckin’ image. Look upon him. He is Shephard, destroyer of worlds and maker of gibs.
>>
>>4165763
>There's gotta be a safer place than meters away from ground zero, come with me.
>>
>>4165777
>>4165786
Why the delete and repost?
Hey! How's he even suppose to carry all of it?
>>
>>4165791
Videogame.
>>
>>4165774
Oh boy. My memory on half life is fading a bit but i remember taking several chapters just to fill the basic gun. That ammo is as good as gone, anon
>>4165786
Yeah. And absolutely irrelevant. Tho I hope we can get some of his weirder weapons.
>>
>>4165797
Ah. Didn't know Half-Life was more of the survivalist / rationing ammo type of game. Well we are a security guard and we should have knowledge about any facilities the security staff should have access to. Namely the armory.
>>
>>4165791
HEV pockets stretch deep.

>>4165797
>And absolutely irrelevant
Take it back, hostile.
>>
>>4165774
>>4165777
>>4165790
Too convince Eli/Kleiner to either leave or get some weapons. It's not that weird to know about locks. Most would assume "Hobbyist/locksmith" before "CIA agent"
>>4165807
Don't worry, you won't be following directly after Freeman.

"Alright, well, we're right near ground zero. If this is as bad as it sounds, we don't want to be this close." You command. You take a look at Kleiner, and start to ask him some questions. "Do you have any spinal pain? Neck or back? Can you move your legs?" All of these things could effect the way you have to carry him, and in turn, how fast you can travel.

"No I... I was hit by flying glass. I should be fine I just... need a bit of rest."

Rest you might not be able to afford. From experience, the longer you stay near explosions the worse. Secondary blasts, more of those parasites, collapses. The risk grows by the minute.

>Have Eli drag him on top of a fire blanket. It's slow, but ensures you'll be free to shoot or attack.
>Have Eli walk with Kleiner. It put's more stress on kleiner, but will be faster and leave you free to shoot.
>Walk with Eli and Kleiner. Only leaves one hand to shoot, but it puts less stress on kleiner.
>Have each of you play a part in carrying Kleiner, it's fast, puts no stress on Kleiner's wounds, but you;ll have to put him down to shoot.
>>
>>4165827
>Walk with Eli and Kleiner. Only leaves one hand to shoot, but it puts less stress on kleiner.
Maybe we'll get lucky and find a dead body with a gun on it, as morbid as that sounds.
>>
You know, it just now occurs to me that we really don’t know who left us the picture at the start. We “spoke” to at least one advisor but the Combine surely wouldn’t broadcast their own impending failure. G-Man might have done it but we don’t know if he can see the future, and he probably wouldn’t put the cascade at risk of being stopped by informing a black ops agent that shit is about to go down to seemingly no benefit. I wonder if it’s the vortigaunts
>>
>>4165827
>Have each of you play a part in carrying Kleiner, it's fast, puts no stress on Kleiner's wounds, but you;ll have to put him down to shoot.
>>
>>4165827
>Walk with Eli and Kleiner. Only leaves one hand to shoot, but it puts less stress on kleiner.
Let’s get out of here before we find out this version of Gordon doesn’t make a habit of killing everything in a five-mile radius.
>>
>>4165838
Hey, maybe if we go to the antimatter mumbojumbo we'll get more visions or something. Though shit is kind of exploding right now
>>
>>4165837
>>4165840
>>4165844

You help Kleiner to his feet, and he groans as his wounds strain against his own weight. "Oh dear..." he moans.

"Hang in there Izzy, we'll get to the infirmary. It's not far." He says. "We can't take the tram. It's not safe in a fire, I can only imagine how dangerous it could be in a resonance cascade.

Resonance Cascade, that's what this is called. You get the feeling that you'll need an encyclopedia by the time you reach the infirmary.

You start walking down the halls, having to divert towards stairs where the elevators have failed. One of those zombies is screaming to itself at the midway point.

>Let go of Kleiner to better fight the zombie.
>Shoot the zombie with one arm quickly. (Roll a 3d6, kill on a 14, spend 3 ammo.)
>>
>>4165862
>Let go of Kleiner to better fight the zombie.
It'll be quick, only a few seconds.
>>
>>4165862
>Let go of Kleiner to better fight the zombie
Ah shit, thats more high than what im comfortable with
>>
>>4165862
>Let go of Kleiner to better fight the zombie.
>>
>>4165862
>>Shoot the zombie with one arm quickly. (Roll a 3d6, kill on a 14, spend 3 ammo.)
>>
Rolled 1, 1, 2 = 4 (3d6)

>>4165862
>>
>>4165868
>>4165869
>>4165915
>>4165944
>>4166259
Kleiner groans as he is forced to brace some of his own weight. Fearing that he might fall down the stairs, Vance grabs the rail and braces himself. The zombie, who was seemingly content in his own shuffling, hears this and starts to shamble towards the duo. It's not quick, and you could easily approach it before it approaches the scientists, but that might put some distance between you and the scientist.

>Shoot the zombie. Roll 3d6, kill on a 12, -3/17 ammo, and stay close.
>Get closer and kick it. Roll 3d6, stun on a 10, kill on a 13, will put some distance between you and the pair.
>Wait for the zombie to approach, then kick it. Roll 3d6, stun on a 10, kill on a 13, It will swing at you if you miss.
>>
>>4166569
>Get closer and kick it. Roll 3d6, stun on a 10, kill on a 13, will put some distance between you and the pair.
Hey OP, not trying to backseat drive but have you thought about adding better benefits for the gun? It’s currently a much less attractive option than kicking and more people might choose it if you made it more appealing (e.g. killing on significantly lower rolls than the kick, permanently injuring instead of just stunning on rolls slightly under success?)
>>
>>4166576
The kick will be a lot less useful when enemies are moving faster/more numerous/have their own ranged attacks. Zombies are so telegraphed in their attacks that you can get your kick in before they hit you. The same will not be true for the more dangerous xen aliens, or even just multiple zombies at a time. I'm keeping it light for the time being, since I'm working it out as I go, but it shouldn't be long until the kick loses some of it's bite and the gun becomes comparatively more effective, and ammo a bit more common. I'll also probably make it so that, since your firing bursts, shots that don't kill still make it far easier for the next burst to kill, as some of those three bullets made significant hits, just not all.
>>
>>4166594
Ah, I see what you mean. That seems like a good way to do it.
>>
>>4166569
>Get closer and kick it. Roll 3d6, stun on a 10, kill on a 13, will put some distance between you and the pair.
>>
Rolled 1, 1, 2 = 4 (3d6)

>>4166576
>>4166652
You quickly jaunt up the stairs, and with your inertia, smash your boot into the zombie. From a lower position on the stairs, and being slightly shorter than the zombie, you can't hit the head crab, but aiming for above the center of mass makes it hard for any opponent to stay standing, much less one with compromised motor functions.
>>
Rolled 3, 5, 4 = 12 (3d6)

>>4166663
The stairs knock you off balance. You stay standing, but your foot is knocked down as your mass swings around the spot where foot hit the stair ahead of you. You end up with a leg between the zombies legs. The zombie reels his sharpened fingers back to take his own swing at you.
>>
>>4166666
I should've stated the threshold there, he just barely hit you. It's twelve, for future reference.

You pull back, trying to almost "limbo" below the swipe, but the bloody claws just gash across you, and they leave a small, but dirty gash. It stings like hell.

>Go for the kick again, you're in a good position to sweep it's legs out. (Roll 3d6, stuns on an 8, kills on a 13.)
>You're face to face with the headcrab, punch it hard enough to crack something in the parasite. (Roll 3d6, kills on an 11.)
>You've had enough of this, pull your gun, place it against the headcrab, and pull the trigger. (Roll 3d6, kills on a 7, and spends 3/17 ammo.)
>>
>>4166673
>Go for the kick again, you're in a good position to sweep it's legs out. (Roll 3d6, stuns on an 8, kills on a 13.)
>>
>>4166673
>You've had enough of this, pull your gun, place it against the headcrab, and pull the trigger. (Roll 3d6, kills on a 7, and spends 3/17 ammo.)
>>
>>4166673
>>Go for the kick again, you're in a good position to sweep it's legs out. (Roll 3d6, stuns on an 8, kills on a 13.)
>>
>>4166666
Nice quints.

>>4166673
>Go for the kick again, you're in a good position to sweep it's legs out. (Roll 3d6, stuns on an 8, kills on a 13.)
Let’s hope Gordon hasn’t eaten all the health kits. If I remember rightly there’s a health station in the bathroom next to the HEV station, we should head there after we finish this zombie. Then we can get ourselves and Kleiner patched up.
>>
>>4166732
>>4166744
>>4166749
>>4166754
You flick your leg into the shambling creatures ankle as it follows through with it's slash. The parasite already struggles to control it's host, shuffling in it's attempts to maintain balance on the small step. If you do this well, he met start rolling down the stairs, and most certainly have the dexterity to stop himself.

>>4166754
Don't forget, you're not wearing an HEV suit. Be careful around biohazards with open wounds.
>>
Rolled 2, 4, 6 = 12 (3d6)

>>4166798
Oh shit, sorry. accidentally refreshed once, and forgot to input dice.
>>
>>4166798
But the HEV station isn’t near biohazards, is it? It’s just in a locker room. Even then, there’s a second health station in the server room and a third in the Sector B airlock.
>>
Rolled 3, 6, 6 = 15 (3d6)

>>4166801
The force of the fall isn't enough to knock the headcrab off, but it's enough to make something crack. If that wasn't bad enough, it starts rolling, leaving a trail of blood and decay along the stairs. The zombie moans as it hits the bottom, but even with a clearly snapped clavicle, and twisted foot, stands up, only a few feet away from Eli and Kleiner. Your up the stairs, if you simply run down, it'll get a swipe off on the scientists.

>Fire a burst down the stairs. Roll a 3d6, 10+ will finish him off, but anything below an 8 might hit the scientists.
>Let one of them take it, and kick him. Cold, but better than risking worse injuries. Roll 3d6, 10+ will kill, but Vance will take a hit.
>Leap down the stairs and tackle him. No one gets hit, and the zombie definitely dies. Roll 3d6, anything under a 14 and you hurt yourself in the process.

>>4166808
It's Black Mesa, those health stations are placed every where because everything else is a health hazard.
>>
>>4166818
>Leap down the stairs and tackle him. No one gets hit, and the zombie definitely dies. Roll 3d6, anything under a 14 and you hurt yourself in the process.
Brave jump!
>>
>>4166818
>Leap down the stairs and tackle him. No one gets hit, and the zombie definitely dies. Roll 3d6, anything under a 14 and you hurt yourself in the process.
GET SOME
>>
Rolled 4, 2, 6 = 12 (3d6)

>>4166826
>>4166828
You coil up, crouching down, and placing your center of mass directly in the center of the thrust provided by your legs, perpendicular to the angle of the stairs. CIA training taught this move as a last resort to capture a target, you risk injuring the target, and yourself. Thankfully one of those things is the intention, so you've removed half of the equation. All you need is for the breaking of the zombies bones to pad the inertia of your own body.

It's a really good thing your wearing a helmet.
>>
>>4166842
Good news? Doctors are safe and we can kill the crabs. Bad news? I hope we didn't break any bones.
>>
>>4166842
God damn, first fucking encounter and we already got injured
>>
>>4166842
Ouchie. At least Izzy and Elly are okay.
>>
Rolled 3, 4, 4 = 11 (3d6)

>>4166842
You kick off the stairs, and for a second time slows as you see the zombie reel back it's arms. Thankfully the shambling, barely in control parasite is not a match for 9.8 meters per second per second. Your legs spike into it's torso, snapping bones and causing organs to pop like balloons. All too soon however the padding of the zombie runs out, and the force transfers to you. You try to push it into a roll, but even with the cushioning and your dexterity, you wince as your ankle twists, and then your shoulder smacks into the ground. You're lucky it's nothing long lasting, but it won't deny that it hurts to stand back up. It's gonna be sore tomorrow.

Kleiner shouts "Great scott!" at the very fact that you can stand back up. Most security guards aren't particularly active.

Eli looks at you honestly surprised. "Where the hell did you learn to do that..."

>I've watched a lot of Bruce Lee movies.
>I take martial arts classes as a hobby.
>You've been nice Dr. Vance, so I'll just say it's better if you don't know.
>Maybe you should just show them your badge. You're pretty sure your mission is void when zombies become real.
>>
>>4166864
>>Maybe you should just show them your badge. You're pretty sure your mission is void when zombies become real.
I think Gabby already has some idea tha her goverment will be in shambles by tomorrow
>>
>>4166864
>Maybe you should just show them your badge. You're pretty sure your mission is void when zombies become real.
>”Now, let’s try and make our way to the apartment complex. I’ve got a nest-egg of weapons, ammo and a pretty cool suit saved up for special occasions.”
>>
>>4166864
>I've watched a lot of Bruce Lee movies.
>I take martial arts classes as a hobby.

>>4166874
>>4166880
Why should we reveal it so early?

>I think Gabby already has some idea tha her goverment will be in shambles by tomorrow
How would she know that? Who's Gabby?
>>
>>4166891
Gabriella Oppenheimer is our characters name
>>
>>4166891
Because if we wait too long and then reveal it, or even worse get it forcibly revealed by someone else, then Eli and Kleiner won’t trust us anymore.
>>
File: CIAbadge.jpg (308 KB, 1427x1711)
308 KB
308 KB JPG
>>4166874
The BMI took a few days, and the seven hour war another seven hours. OOC, You've still got a few days left before EVERYTHING is fucked. Although you're perfectly free to interperate the BMI in character as the apocalypse.

>>4166891
Gabriella Oppenheimer, it's the name that was chosen. It combines everyone's favorite things, nuclear explosives and Gabe Newwal.

>>4166874
>>4166880
You consider a few thousand excuses, but none of them will draw away suspicion. Right now is a special occasion, where people need a leader. If you try to explain away your feats, they'll just distrust you. You reach under your shirt, find the concealed pocket, and pull out a badge in the shape of a shield with a eagle peaking above. "Alright, jig is up. I was sent here by the pentagon to monitor Black Mesa. I think it's clear the situation has changed. I'm gonna make sure as many people can get out of here as possible, so hopefully we can organize a solution." You explicitly leave out the part where that solution could well involve bombing the facility.

"You've been spying on us? How much do you know of the facility? Are there more of you?" Kleiner asks. He honestly sounds more curious than accusatory. You've already observed that the scientists are usually either totally enthralled with the politics of black mesa, or apathetic to it. Kleiner is the latter.

"I don't have much information, but what I do know is I have a cache of equipment and multiple methods of contact at the apartments." You explain. "If we make our way their, I can protect you better and contact the government."

"Good idea!' Vance almost shouts. "My family won't be far, I can find them their as well." As he says that, you know that it's not a suggestion, he'll do it regardless of your opinion.

>We'll should still stop at an infirmary on the way, or at least take some medical supplies we can find. We'll move faster if we're not limping.
>We should reroute straight there. The tram is probably unsafe, but maybe we can find a car on the surface and drive to the apartments.
>We should move through the back ends of the facility. Their will be less people, and therefore less zombies.
>>
>>4166923
>We'll should still stop at an infirmary on the way, or at least take some medical supplies we can find. We'll move faster if we're not limping.
>>
>>4166923
>We'll should still stop at an infirmary on the way, or at least take some medical supplies we can find. We'll move faster if we're not limping.
>>
>>4166923
>We'll should still stop at an infirmary on the way, or at least take some medical supplies we can find. We'll move faster if we're not limping.
Again, there’s three health kits on this floor alone. The best one to go to would be the one in the bathroom of the locker room where the HEVs are since we’ll have a chance to raid some supplies from the lockers. I mean, Barney was allowed to bullets in his locker and Gordon a HEV battery in his, so Black Mesa regulations can’t be too restrictive here. Maybe we’ll find a real melee weapon?
>>
>>4166937
At this point anything would be welcomed.
>>
>>4166927
>>4166929
>>4166937
"Okay, we should try to be direct, but we'll go nowhere fast limping. Let's see if we can find any medical supplies before we leave. There's plenty of first aid equipment on the walls." You command.

"Most of those are stuck in the walls, they're advanced systems that administer medication on the spot. We can use them here, but we can't take them with us." Kleiner explains.

"Alright, then we raid the locker rooms. I'd bet some of the scientists have prescription painkillers. If nothing else we can tear up clothes to turn into bandages that we can take with us." You say, ushering them onward. The three of you walk with the wounded Kleiner, encountering the bloody corpses of scientists, and even more corpses of zombies. Many of them seem to have been killed with blunt force trauma. Someone's been busy in the labs. In the hallways you do manage to encounter a health station, but you're not really sure how to use the thing. You never really paid attention to the first aid around here, but typically they're just a box filled with medical equipment. This looks closer to a computer.

Vance has to show you how to operate it, while saying something about "Automated medicinal application" and "bio-metric scanning." The device makes a low pitched whaling sound, and Kleiner gives a sigh of relief.

Tentatively, you put your hand into the device, feel a prick, and slowly the pain starts to drain away. The slight migraine still doesn't go away.

At first the locker-room seems empty. You tentatively step in, then wave the two scientists in. "Alright... check your lockers first then..."

The migraine yelps. The air itself sizzles, then a green flash blinds you. Some three armed, browned skin cyclopean creature is standing before you.

>Quick reflexes, you shoot it even before your vision settles. (Roll 3d6, kill on a 12.)
>The martial arts has been doing well on most of these things. Kick it. (Roll 3d6, stun on an 11, kill on a 14, he will get an attack off on you.)
>You know... maybe this thing is intelligent. Try to communicate with it? Yeah, explain your authority on Earth, and explain the credentials of the men with you.
>>
>>4166976
>Quick reflexes, you shoot it even before your vision settles. (Roll 3d6, kill on a 12.)
>>
>>4166976
>Quick reflexes, you shoot it even before your vision settles. (Roll 3d6, kill on a 12.)
No electroschizoids allowed here!
>>
>>4166976
>Quick reflexes, you shoot it even before your vision settles. (Roll 3d6, kill on a 12.)
>>
>>4166976

>You know... maybe this thing is intelligent. Try to communicate with it? Yeah, explain your authority on Earth, and explain the credentials of the men with you.
Oh shit, it’s a vortigaunt.
Question is, are they currently under mind control? I’d say yes, but let’s try to communicate. Very, VERY carefully. Worst case scenario, we can jump behind a wall while it charges its attack.
>>
>>4166993
On second thought, probably not a good idea. Sorry, vorty, time to die.
>Quick reflexes, you shoot it even before your vision settles. (Roll 3d6, kill on a 12.)
Let’s try communication if we find a wounded one, though.
>>
Rolled 5, 1, 3 = 9 (3d6)

>>4166982
>>4166983
>>4166986
>>4166997
You quickly grab your gun, seeing something spark in it's hand. The massive eyes looks rather vulnerable. Aligning the sights, you pull on the trigger, and let out a burst of three shots.
>>
>>4167024
These shitty rolls man
>>
>>4167024
Dammit. Let’s hope we wounded it enough to activate the retreating behaviour.
>>
Rolled 4, 4, 6 = 14 (3d6)

>>4167024
Your vision is still reeling from the flash of teleportation. The creature seems to yelp, and then the light from it's hands blasts toward you. Hit's on an 11.
>>
>>4167043
FUCK
>>
>>4167043
The minor damage that you did do, didn't throw it off by much. Not knowing what to expect, a green beam lances out towards you, sending an electrical shock through your whole body. You struggle to stay upright as you spasm.
>Fire another burst, will use 4 of your 14 ammo. Roll 3d6, kill on a 10.
>Kick it in the eye.
>Roll 3d6, stun on a an 8, kill on a 12, he will get an attack off on you.
>>
>>4167053
>Kick it in the eye.
What, no roll required? Okay, nice. I wonder what the unforseen consequences are.
>>
>>4167053
>>Fire another burst, will use 4 of your 14 ammo. Roll 3d6, kill on a 10.
Jesus christ, we are so jinxed. Must be the natives ghosts.
>>4167058
We do roll, its just under the prompt
>>
>>4167053
>Kick it in the eye.
>>
>>4167053
>Kick it in the eye.
>>
Rolled 6, 6, 3 = 15 (3d6)

>>4167053
>>4167058
>>4167059
>>4167060
>>4167064
Shit, I messed up those prompts pretty hard.
You jump forward and throw your foot towards the creatures hunched over face. One of it's small claws takes a swing at you. It'll hit you on a 13, but have no effect on your roll.
>>
Rolled 1, 2, 5 = 8 (3d6)

>>4167067
jesus christ the dice
The creature cuts apart of your leg as it flies closer, it stings badly, but you keep your focus on the red orb in the center of the alien's face.
>>
>>4167067
>>4167070
Yay, dice gods finally favour us for a change.
Shame it’s dead, though. I kind of wish we’d only wounded it so we could try communicating. Eli was good at that in canon, after all.
>>
>>4167076
Oh wait, I’ve got that backwards. Fuck.
>>
>>4167076
No, he hit us and we just stun. It said there he would get an attack on us
>>
>>4167076
Someone played HLA
>>4167070
Your slip slightly on the smooth floor of the locker room, but hold your balance just enough to make the thing scream, and fall to it's knees. The force of your kick scrapes against the iris, causing the creature to grab at it's face.
>Grab it, hold it down. See if communication is possible.
>Just finish the damned thing.
>>
>>4167081
>Grab it, hold it down. See if communication is possible.
Just cuz purplenon wants it
>>
>>4167081
>Grab it, hold it down. See if communication is possible.
Fuck it why not. Shits only gonna go down hill from now on.
>>
>>4167081
>Grab it, hold it down. See if communication is possible
I hope to god we’re not past the point of no return. Vorts tend to pussy out when they get too injured, so maybe it’ll surrender if we threaten it enough.
Yeah, I fucking wish. I’ve never even seen a basic VR system in person, much less what Valve’s packing these days. I just remember reading Eli was the first to make peaceful contact with a vort.
>>
>>4167095
We made contact by beating its ass into submission. I think that's just as cool.
>>
File: MYBRAINISINJURED.png (420 KB, 597x375)
420 KB
420 KB PNG
>>4167087
>>4167089
>>4167095
You kneel next to the strange creature, bracing it to the floor with one hand, and holding the bullet hole in it's arm with another. You bark out the kind of things that make sense when making first contact. "My name is Agent Gabriella Oppenheimer of the United States Central Intelligence Agency. This makes me the highest local authority in the facility. Why have you come to earth."

The creature just mumbles something unintelligible. Eli kneels down. "I'm afraid it'll take more than a scary tone to get answers. It doesn't speak our language, we don't even know if it can."

"Is it a lost cause then?" You ask.

"Not entirely. We can start, maybe we'll notice a pattern in it's speech." He explains. "Try asking it a question again."

>What the hell are you?
>Do you have a name?
>Why shouldn't I finish you?
>Where are you from?
>Why did you attack?
>Take me to your leader.
>>
>>4167105
>Do you have a name?
I guess we could say “GABRIELLA” and motion to ourselves and then motion to him? It worked in Tarzan.
>>
>>4167105
>Do you have a name?
Dr. Pavel, I'm CIA.
>>
>>4167105
>Why did you attack?
>>
>>4167105
>What the hell are you?
E.T?
>>
>>4167105
>Do you have a name?
>>
>>4167108
>>4167110
>>4167112
>>4167113
>>4167128

"Do you have a name?" You say, slightly softer this time. If it can't understand you, you should probably try and copy Eli's tone. If it's willing in any way to communicate after being shot, it will be looking for an inquisitive, diplomatic tone. "Oppenheimer." You say, pointing to yourself. "Agent Oppenheimer!" Then you point to Eli, and say "Dr Vance!"

It grumbles something again.

"Hmm... could you try repeating that?" Asks Eli.

You try it again, this time pointing to Kleiner as well. It grumbles again.

"Fascinating. There's too much of a pattern. It seems to repeat the exact same sound... perhaps... perhaps it doesn't communicate through speech or... doesn't have the ability to formulate new sentences..."

>Maybe it's just part of a larger hive. Like bees.
>Maybe it's being coerced to only say that phrase.
>Maybe it's just in shock cause I shot it.
>Maybe it's just not as smart as I thought.
>>
>>4167140
>maybe it got too much brain damage from getting kicked in the eye and head
>>
>>4167140
>Maybe it's being coerced to only say that phrase.
>>
>>4167140
>Maybe it's just in shock cause I shot it.
>>
>>4167140
>Maybe it's being coerced to only say that phrase.
>>
File: cleanergaunt.png (263 KB, 247x385)
263 KB
263 KB PNG
>>4167143
>>4167145
>>4167147
>>4167150
"It's probably in shock. It just teleported here, and then I shot, and kicked it. I might've damaged it's brain, and it's definitely bleeding." You look down to your hand. It's covered in yellow goo. "At least I think it's bleeding."

Vance sighs, then says "You're probably right. I don't know for sure if it would've attacked us either way, but don't blame yourself for shooting it. You're doing a good job protecting us." Vance says.

Kleiner interrupts Dr. Vances session of enthusiasm by suggesting "I think we better get going... unless you have any ideas, I'd suggest we put it down..."

You take one last look over the creature. It's brown skin almost seems withered and decayed. You don't know much about alien biology, but even without the gunshots and the bruises, it doesn't look particularly healthy. You're not a scientist, but CIA training gave you a good bit of military knowledge. If it was a soldier, it wasn't a highly praised one. Perhaps this is the alien's unwilling conscript. "Maybe it's being coerced. It could be conditioned, enslaved..."

The migraine is whispering again, but it's a different voice. No general, a wiseman.

>Look for any suggestive markings. Branding, punishment scars.
>Check it's collar. Maybe it has something suggestive. An advanced species might not name their slaves, just give them some form of serial code.
>Listen to the migraine, even if it gave you a seizure last time. (Roll 3d6, pass above a 10)
>Kleiners right, you have no idea if they might just teleport another one into this room.
>>
>>4167174
>Listen to the migraine, even if it gave you a seizure last time. (Roll 3d6, pass above a 10)
>>
>>4167174
>Look for any suggestive markings. Branding, punishment scars.
>Check it's collar. Maybe it has something suggestive. An advanced species might not name their slaves, just give them some form of serial code.
>Listen to the migraine, even if it gave you a seizure last time. (Roll 3d6, pass above a 10)
Why not all these?
>>
>>4167174
>Listen to the migraine, even if it gave you a seizure last time. (Roll 3d6, pass above a 10)
Come on, Dice Gods.
>>
>>4167186
I dunno if OP would allow that. But hey, I can only speak for myself. Is it okay, OP?
>>
Rolled 1 (1d3)

>>4167186
>>4167191
I'll allow it, but ignore this dice roll.
>>
>>4167196
I cannot Ignore a one
>>
Rolled 5, 1, 5 = 11 (3d6)

>>4167198
That one could go either way.
>>4167181
>>4167186
>>4167189
You start to examine the creatures body. It bears no brandings or signs of punishment. It seems unhealthy, but not beaten, burned, or bruised. Still, there are methods of punishment that don't leave scars, hell, you're trained in many of them. Next, you look over the "clothes" It's wearing. At first, you though it might be a metal collar, but to the touch it feels oddly organic. Perhaps they remove tags before sending them through, or keep track of their slaves through other means.

You sigh. You can't ignore it. The red is in the corner of your eyes again. You have an obligation here, your job as a CIA agent demands you sacrifice to gain intelligence. Perhaps this is even an obligation to humanity. You try to focus on the sound of the migraine.
>>
>>4167207
Fucking clutch. A pass. Thank god.
>>
>>4167207
The migraine is dull, quiet, and getting quieter by the second. What you thought was a whisper wasn't the ordered sound of language. It's the sound of a wiseman being strangled. It's everywhere, in this world, in the next, and in the world between worlds. The suffocation transcends space and time, and it doesn't fear you. It slowly clamps down onto you.

You do... or.. you will have that collar. You need to remove it.

You open your eyes, and realize you were holding your breath for far too long. You gasp for air, and as you do, you see the creature before you. His chest just barely rises. The skin is pulled around the collar.

>Yank the thing straight off. (Roll 3d6, pass on a 10, but hurt the vortgiaunt on an 8.)
>Try to find a release mechanism. (Roll 3d6, pass on a 12.)
>Eli is smart. Tell him it has to do with a collar, he'll be able to find a way to remove it.
>The asphyxia is everywhere. Put him out of his misery.
>>
>>4167229
>Eli is smart. Tell him it has to do with a collar, he'll be able to find a way to remove it.
Come on, Eli, pull through for us.
>>
>>4167229
>Try to find a release mechanism. (Roll 3d6, pass on a 12.)
>Eli is smart. Tell him it has to do with a collar, he'll be able to find a way to remove it.
Why not work together?
>>
>>4167229
>Eli is smart. Tell him it has to do with a collar, he'll be able to find a way to remove it.
Party member, go!
>>
>>4167234
>>4167245
>>4167249
As you gasp for air, you look to Eli. He asks you, "Are you alright, is this... are you having an asthma attack, will you need steroids?"

"No..." You respond. "I'll be fine." You take another deep breath, this time long and slow. You may be going crazy, but you still know how to get oxygen. "I think the alien is some sort of conscript. It was forced to come here somehow. It's fighting for someone or... something else. I think it's the collar. I think it might be controlling him somehow."

"Woah," Eli exclaims. "You need to slow down. Take a seat, just rest for a minute."

"We have to get that collar off." You say, pointing to the vortigaunt.

"Well then let me handle that, you're gonna hurt yourself." He explains, motioning towards the bench.

You just nod, and sit down on the bench next to Kleiner while you catch your breath. You don't understand these things your seeing, but all of that training is for one instinct you need to follow, Intel. Somehow, the migraine, the alien, the picture, it'll lead to some truth, you can smell it. Eli fiddles with the collar, ocasionally saying things like "Here we go," and "okay" like a booksmart dad figuring out how to fix plumbing. You have a minute, maybe you should talk to Dr. Kleiner.

>So what... exactly caused this, in simple terms?
>So what do you guys actually test here.
>Do you have any theories as to what these creatures are?
>Have you been hearing things?
>>
>>4167336
>So what... exactly caused this, in simple terms?
Ah, a good old fashioned Kleiner science ramble. I’m in.
Anyway, my last post for tonight, see ya boys
>>
>>4167336
>>So what... exactly caused this, in simple terms?
>>
>>4167336
>So what... exactly caused this, in simple terms?
>>
File: itsfucked.png (496 KB, 523x386)
496 KB
496 KB PNG
>>4167345
>>4167347
>>4167364
"Would you happen to be familiar with quantum field theory?" He asks.

"What?" Is all you can think to respond.

"Oh dear." Kleiner pauses to think for a moment. "So, we often think of space as 3 different axis, some choose to implement time as an axis that is constantly traversed. Thus creating a fourth dimensional universe. Well, instead, the universe has a lot more dimensions. Many universal constants are only constant for our universe. Our universe is a pocket in those dimensional tides. Almost like a bubble, where the laws of physics have fallen into the perfect conditions for life to form. These positions are those that have a natural stability, that allow consistent cycles to form. It's why our universe is able to have stars, planets, life!"

"So what does this have to do with aliens, and exploding lab equipment?"

"Well my dear, that's what's so fascinating about all of this. When we performed out test, we created a critical condition that had only existed in theory before today. Have you ever seen a sing break a glass with her voice?"

"I've heard of it, yeah. People who can sing really high pitched."

"No, not just high pitched. You see, every particle in the universe, every single one, vibrates at a certain frequency. If one is able to match that frequency, they can affect certain objects in often catastrophic ways. You see, it turns out that this is true for the fundamental particles that cause physics to act the way they do. In the highly unlikely event that the right particles could transfer their energy into quantum particles, it causes the quantum fields that make up the universe to temporarily break. Much like glass, they shatter, sending spikes of energy through space itself. You might have noticed that the explosions almost seemed to hit rooms at random. That's because this was no gas or radiation explosion, it was space itself temporarily unraveling. This is almost like poking a small hole in the boundary of the universe, as it causes our universe to touch the base state of chaos that exists without that stability. Now, these fields exist at the equilibrium they do for a reason. All energy in the universe, including the universe itself, wants to reach a ground state. In our universe, the closest ground state is our concept of space. So for this reason it is that this state only exists in a minuscule period of time."

You've never felt less like a physicist.

>So where are the aliens coming from?
>So how the hell did you manage to... do that.
>You should really write a book.
>So... if the universe is a bubble, are there other universes. What about the space inbetween?
>>
>>4167464
>So... if the universe is a bubble, are there other universes. What about the space inbetween?
>>
>>4167464
>So how the hell did you manage to... do that.
>>
>>4167464
>So where are the aliens coming from?
"Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should."
>>
>>4167464
>So how the hell did you manage to... do that.
>>
>>4167464
>So where are the aliens coming from?
Know thee enemy
>>
>>4167464
>"So you were poking holes in the universe, got it. Why couldn't you have opened a hole into a dimension filled with friendly talking cats or something instead of a eldritch psychic dictator?"
>>
>>4167475
>>4167488
>>4167494
>>4167589
>>4167605
>>4167619
"So... how did you manage to... blow up the universe?" You're honestly unsure if you should be asking, it makes less sense by the second.

"Well, our research focuses mainly on teleportation, which requires certain incredibly rare particles. We had a sample of what's called "Exotic Matter." In order to better study it's property, we put it through an "Antimass Spectrometer." Mass spectrometers are devices that seperate matter by their matter. Usually this is a simple matter of amplifying the effects of gravity by applying inertia, but unfortunately, the process becomes significantly more difficult as you introduce molecular systems in which the total energy in the system is negative. The processes we used in the antimass spectrometer unfortunately caused the exotic matter to reach a critical point in which it devolved into the static background field of the universe. With normal matter, this would look closer to an atomic bomb. However, the percentage of exotic matter in the crystal was so miniscule, it caused minimal direct explosive damage. No, the real damage came from the fact that the energy waves released were, being negative energy, the exact opposite to the resonant frequency of the universe."

"And how does this cause an alien invasion?"

"That's where our situation becomes strange. It would appear that, perhaps, the resonance cascade hasn't fully healed. Since this is naturally a violation of the laws of thermodynamics, it would mean that it's somehow being held open, and these oppurtunistic beings are somehow travelling through the gash. How they got to the entrance of our world is beyond me. Perhaps some sort of... escape trajectory teleportation..."

>So how do we stop them?
>Wait, your researching teleportation?
>I'm too lost, let's change subject. Are you really not angry that I'm a part of the CIA?
>So, could we stop this if we evacuated the base and nuked the hell out of it?
>>
>>4167672
I forgot to mention, I'm gonna hit the hay.
>>
>>4167672
>So you were poking holes in the universe trying to figure out teleportation, and you just so happen to make a hole in a dimension where the occupants can keep it open for conquest? Christ, why couldn't you guys be doing something less dangerous, like cloning dinosaurs or making an ever evolving AI?
>>
>>4167751
support
>>
>>4167751
support.
>an ever evolving AI?
Ha! Sounds like something those hacks at Aperture would do.
>>
>>4167672
How's our new alien dude doing? We get those fleshy things off him yet?
>>
>>4167672
Supporting
>>4167751


>>4167756
C.I.A. portal guns when?
>>
>>4167672
>So how do we stop them?
>>
>>4168168
coughing
>>
>infected posters
Quick, lads, put on your HEV suits!
>>
>>4165681
Will the suit have the jigglebone boobs?
>>4167672
So how do we stop them?
That's what everyone will want to know, right on up to the POTUS.
>>
>>4168236
Can't you see? The true jiggle physics were within you the whole time.
>>4167751
>>4167753
>>4167756
>>4167787
>>4167876
>>4168168
>>4168236
"Not even the guys from Jurassic park were playing with fire as much as you guys." You say. "Couldn't you have..." You were gonna say, "build a murderous AI," but then you remembered that you're getting very close to the aperture incident, and that place is STILL under lock-down. Even the HECUs sent in there haven't come back. You play it safe instead, "built a space laser instead of poking holes in the universe?"

Kleiner stammers for a moment, and then starts to explain himself, "Well, what I don't think you realize my dear is that, well, all theories show the space we poked into to be uninhabitable. It's pure chaos. It makes no sense that beings could come from there because the border world should be pure energy. This incident will rewrite much of modern physics. Yes, it is unfortunate the damages we have and may yet. I fear I have already lost close friends and valued colleagues, but it may well open the door for vast frontiers!"

You've seen this mentality before. It presents in CIA agents after having to perform something very unconstitutional on a US citizen. This nihilistic pragmatism is a protective mechanism. Human emotion switches off for a while so they don't break down.

"Ok, so how do we stop it?" You ask.

Kleiner sighs and says, "I have no idea."

"Ahh..." You hear Eli say. "Got it."

The fleshy little collar seems to slip off like a dead snake.

You quickly join Eli, kneeling next to the Vortigaunt.

>Try the name trick again.
>Check if it's breathing better now.
>Try to calm the creature.
>Try to establish your terran authority again.
>>
>>4168432
>Try the name trick again.
Pfft, alien dumb-asses.
>>
>>4168432
>>Check if it's breathing better now.
>>
>>4168432
>Check if it's breathing better now
Then if it is,
>Try the name trick again.
>>
>>4168432
You're a good man Kleiner. Just wanted to let you know that.
>Check if it's breathing better now.
>Try to calm the creature.
>>
>>4168492
>>4168499
>>4168581
Purplenon, oh no!

You put your hand near it's mouth, hoping that's where it breathes from. You don't feel any airflow. You place your head against the floor, watching for the rising and falling of the chest. It hits you that this creature may not even have luings. Still, it's the only thing you have to go on, you need the intel. You put your hands on it's chest, and compress, up and down, about 2 inches. The creature doesn't seem to respond.

The migraine seems calm.

You continue chest compressions while you try to wake it up. You look into it's eye and shout "Gabriella Oppenheimer." It doesn't respond. You point to Vance, and shout "Eli Vance." It still doesn't respond.

The migraine has something it wants to show you.

>Continue chest compressions. (Roll 3d6, pass on a 13)
>Maybe the medicine from those machines will work, try to drag him there.
>You're done with the damn migraine. Close the creatures eye, and loot the lockers, you need to leave.
>Listen to the migraine. (Roll 3d6, pass on 8)
>>
>>4168620
>Listen to the migraine. (Roll 3d6, pass on 8)
Magic migraine, give us something useful!
>>
>>4168620
>Continue chest compressions. (Roll 3d6, pass on a 13)
>>
>>4168620
>Listen to the migraine. (Roll 3d6, pass on 8)
>>
File: russel.jpg (11 KB, 250x250)
11 KB
11 KB JPG
Rolled 2, 2, 3 = 7 (3d6)

>>4168648
>>4168654
Sorry purple non, no (you), Quaranta giorni.

He probably doesn't have lungs. You pull back, groaning slightly. "I think it's dead." You say. "Does he even have lungs?"

"Hey, calm down. There will always be time to study the creatures later, let's just focus on being safe." Eli reassures.

You look at the creature again. It's alive, if just barely. It doesn't seem like it's getting worse. What is getting worse is the throbbing pain that still hasn't left your head. Your vision is starting to go red again.
>>
>>4168668
>1 off
Fuck. Oh well, at least the vort doesn’t seem to be getting worse.
>>
>>4168668
FUCK! Why do we got shit rolls? What system are we using?
>>
>>4168668
The migraine calls you closer, it has something you need to hear, a warning. You follow it down a tunnel that shouldn't exist and the red in your eyes grows deeper and deeper. Just at the end of that tunnel you can hear a voice. Flat, cynical, sterile, in it's tone.

You approach the end of the tunnel, trying to listen to the voice. You recognize it, but you don't understand why. It seems strangely uncanny.

Something cold and slimy stabs through your neck. You can hear the computerized screech again, and then you lose control of your body. Every nerve buzzes and you spasm uncontrollably as you're ripped back to the cold tile of the locker room. You feel your helmet smacking agianst the tile again and again, and you can hear the two physicists yelp. Unfortunately there's nothing they can do but give you space.

When the Seizure stops, you feel awful. Your head still hurts like hell, you've gotten the vortigaunt's blood seeping through your clothes... it's like being covered in half cooked scrambled eggs.

You notice that the vortigaunt doesn't seem concerned by the blood loss. The migraine thanks you for this.

"Ms. Oppenheimer? Are injured?" Eli asks.

Kleiner looks closely into your eyes, holds a finger, and then waves it around, you track it easily.

>Tell them you're an epileptic.
>Tell them you have no idea what happened.
>Tell them you're hearing voices.
>Tell them you all need to move. You want to go home.
>>
>>4168702
So you guys know in those movies and media where there are things with lots of brain power that can do telepathy and stuff? Well....
>>
>>4168702
Also poke the vort in the eye. Rise and Shine fucko.
>>
>>4168702
>>Tell them you're hearing voices.
"It's like I'm somehow tuned into their 'network' or something. And it hurts like a bitch."
>>
>>4168702
>Tell them you have no idea what happened.
And maybe refrain from poking him in the eye?
>>4168710
I see you forgot your hazard suit.
>>
>>4168740
Actually, this is better. Switching to this.
>>
>>4168740
>>4168706
You hold your forehead for a minute, and groan. "I keep hearing voices. I think this is the... second time? Maybe these aliens are connected somehow, like in comic books where they can read each others thoughts?"

"You're saying you spoke to him?" Eli asks.

"No... I think it or... something spoke to me. I think I'm somehow tuned in to their network. It hurts like hell." You explain.

"What did they say?" Kleiner asks.

You focus on your memories, and try to explain the thoughts swimming around in your head. "I heard something. Earlier it just screamed at me, but this time It had me listen to another voice. It wasn't their voice, it sounded more like a woman."

"When we get outta here," Eli says, "Make sure you see a doctor."

You slowly get back on your feet. The vortigaunt's blood stinks.

>Try to see if any of the scientists clothes fit you, you don't want some alien tracking you by scent.
>Try to see if any of the scientists have painkillers.
>You really do need to get a move on. Have the group head out.
>Let the physicists handle the broken and unlocked lockers, try to see if you can force any other lockers open (Roll 3d6, pass on a 13)
>>
>>4168788
>Let the physicists handle the broken and unlocked lockers, try to see if you can force any other lockers open (Roll 3d6, pass on a 13)
inb4 we critfail and a headcrab jumps out
>>
>>4168788
>>Let the physicists handle the broken and unlocked lockers, try to see if you can force any other lockers open (Roll 3d6, pass on a 13)
Where is the crowbar when you need it
>>
>>4168788
>Let the physicists handle the broken and unlocked lockers, try to see if you can force any other lockers open (Roll 3d6, pass on a 13)
>>
File: Spoiler Image (150 KB, 1920x1080)
150 KB
150 KB JPG
Rolled 3, 1, 4 = 8 (3d6)

One of the lockers, labeled "Laidlaw," is bent and buckled, but the locking mechanism is just barely holding on. You reach your arms around, and feel for the locking mechanism. It's definitely made of something cheap, and the thin little bolt has taken it's own fair share of damage. You prop one leg up on the locker next to it, and then lean your body backwards putting 135 pounds on the low security lock, and then add to that by pushing with your leg against the wall.
>>
>>4169098
Once again, Laidlaw cucks HL fans.
>>
>>4169098
It doesn't wanna budge. The locker stays in place and you give up before you hurt yourself. It's a shame. You've seen doctor Laidlaw, strange man, he always talked like he somehow knew the future of this place, but wouldn't tell you. You imagined that if anyone would go postal, it's him. He might've had some extra ammo in there.

"Why does Gordon have a prescription in someone else's name?" Exclaims Dr. Kleiner. "Eli, did you ever hear Dr. Freeman speak of an 'Eddy'?"

"Just take it," You say. "It'll help us with any injuries if we can't find a medical station."

Dr. Kleiner frowns, then puts it in his lab-coat pocket.

Eli reaches into Dr. Cross's locker, finding a large battery, "Hey does any of your fancy spy gear work with this?"

"I can make it work, take it." You respond.

>Ask Dr. Kleiner for one of those painkillers for your cut. The cut isn't that bad, but it might also help with the migraine.
>Look to see if you can swap your clothes for some of the scientists. They might have less pockets, but you're trained in stealth. It's hard to sneak when you smell of rotten eggs.
>Rip up some clothes for bandages. Open wounds and biohazards don't mix well, a labcoat would do good to prevent that.
>Just start heading out. You don't want to risk more things appearing.
>>
>>4169140
>Rip up some clothes for bandages. Open wounds and biohazards don't mix well, a labcoat would do good to prevent that.
After this we should probably start heading to the apartment complex.
>>
>>4169140
Can we just open all the lockers?
>>
>>4169203
I think Eli and Kleiner already checked all the easily accessible ones.
>>
File: freeman.png (956 KB, 1280x913)
956 KB
956 KB PNG
EVERYONE'S INFECTED. [/SPOILER]

You grab a labcoat from one of the lockers, and start tearing it up. It won't be comparable to actual medical assistance from a doctor, or one of black mesa's health stations, but you can take this with you. A labcoat is designed to prevent chemical spills, it should be better than nothing when covering a wound. When you're done with that, you peek through the door with gun in hand. More creatures have appeared. A zombie in a science uniform shambles in circles, and a head crab rests slowly next to it. You look to Dr. Kleiner and Vance, and tell them to stay here. You have a helmet, thus giving you impunity from those parasites.

The headcrab can leap to you from here, but the zombie is a turn of shambling away.

>Shoot the zombie. (Roll 3d6, kill it on an 11, uses 3 ammo.)
>Shoot the headcrab. (Roll 3d6, kill it on a 12, uses 3 ammo.)
>Run up and stomp on the headcrab, will put you right next to the zombie. (Roll 3d6, kills on a 10)
>Run up and kick the zombie. (Stuns on a 10, kills on a 13.)
>>
>>4169304
EVERYONE'S INFECTED.

You grab a labcoat from one of the lockers, and start tearing it up. It won't be comparable to actual medical assistance from a doctor, or one of black mesa's health stations, but you can take this with you. A labcoat is designed to prevent chemical spills, it should be better than nothing when covering a wound. When you're done with that, you peek through the door with gun in hand. More creatures have appeared. A zombie in a science uniform shambles in circles, and a head crab rests slowly next to it. You look to Dr. Kleiner and Vance, and tell them to stay here. You have a helmet, thus giving you impunity from those parasites.

The headcrab can leap to you from here, but the zombie is a turn of shambling away.

>Shoot the zombie. (Roll 3d6, kill it on an 11, uses 3 ammo.)
>Shoot the headcrab. (Roll 3d6, kill it on a 12, uses 3 ammo.)
>Run up and stomp on the headcrab, will put you right next to the zombie. (Roll 3d6, kills on a 10)
>Run up and kick the zombie. (Stuns on a 10, kills on a 13.)
>>
>>4169306
>Shoot the headcrab. (Roll 3d6, kill it on a 12, uses 3 ammo.)
>>
>>4169306
Have they noticed us yet, OP? Is it safe to wait for the zombie and headcrab to separate?
>>
>>4169306
>Shoot the headcrab. (Roll 3d6, kill it on a 12, uses 3 ammo.)
>>
>>4169306
>Shoot the headcrab. (Roll 3d6, kill it on a 12, uses 3 ammo.)
these shitty roll tho
>>
Rolled 4, 5, 2 = 11 (3d6)

>>4169316
>>4169334
You'd have to wait longer than is really safe.

You let the door fall behind you as you rest your hand on the grip. The little creature appears to be occupied on something as it scans the area around it. You line up the iron sights and track the creature in them, before you pull back on the trigger. The glock bursts out three rounds in quick succession.
>>
Rolled 3, 2, 4 = 9 (3d6)

>>4169382
Two shots smack into the creature, but its leathery skin absorbs much of the impact, and the bullets fail to break any of its thin bones. The creature rears its legs, and then pounces. You're quick however. It will hit on a 15.
>>
>>4169390
You easily hop out of the way. The creature flies through the air right past your head and into the locker room door. Thinking it was gonna grab you and latch on, it put it's thin legs first, which break.

The zombie shambles up to you.

>Kick it, (Stuns on a 10, kills on a 13.)
>Shoot it, (Kills on a 13, uses 3/11 ammo.)
>>
>>4169412
Oh, and I forgot.
>Leap back. Puts you two turns away from the zombie.
>>
>>4169412
>Kick it, (Stuns on a 10, kills on a 13.)
>>
>>4169412
>Kick it, (Stuns on a 10, kills on a 13.)
Headcrab cant leap if its back legs are broken, right? The boys should be safe.
>>
>>4169412
>Kick it, (Stuns on a 10, kills on a 13.)
btw do we have any spare handgun mags or just the one in our gun?
>>
Rolled 6, 1, 3 = 10 (3d6)

>>4169468
Just the one in the gun for now, but there will be more to find. The headcrab is pretty much dead, you don't have to worry about it. It was already so injured, it's gone.

You pick your leg off the ground, coil it up, and then strike, extending your boot straight towards the zombie with speed.
>>
>>4169510
The zombie falls down to the ground, stunned. With both enemies reeling in pain on the ground, you stomp on the parasites in order to finish them off.

You peek your head back into the locker room, and motion towards Eli and Kleiner to follow. The three of you step out of the locker room. They've familiarized you with all possible paths in emergency as a security guard, even the ones you're not allowed to see. You know that there are two main paths that take you through the infirmary from here, through the offices complex, which you're more familiar with, or the anomolous sample storage, which you'd know is shorter, but you've never been through.

>Anomalous Storage.
>Office Complex.
>>
>>4169533
>consult the scientists
We may not know what’s in anomalous storage, but Kleiner and Eli might. Besides, I doubt the boys will be able to make it through the obstacle course that is office complex anyway.
>>
>>4169540
Unlike Gordon, you have the power of security codes. You'll be able to take paths that he couldn't. Also, are you totally clear of plague now?

You look to Kleiner and Eli, and ask them, "What's in anomolous storage?"

"Mostly the unprocessed samples of things we may test. In their unrefined state I can assure you those materials are completely benign." Kleiner explains.

"Although watch out for some of the parts. Some of the replacement parts for our equipment can be toxic. If their containers are broken, it could get in your lungs."

"That's a simple fix my dear. The particles that shed from such materials are large enough to be stopped by cloth. Holding up a shirt, or perhaps the fragments of those labcoats you took would reduce the toxicity to around the average cigarette. Nothing to fear when only traveling the area once."

>Office Complex
>Anomalous Storage
>>
>>4169559
>Anomalous Storage
Let’s see some new parts of Black Mesa.
Yep, the emoji means I’m completely immune. I can’t be infected again even if I reply to other sick boys or they reply to me.
>>
>>4169562
I should probably add that I don’t know any of the plague stuff for sure, it’s just what I’ve read.
>>
>>4169559
>Office Complex
Unless they can recall anything in Anomalous Storage, lets not go there.
>>
>>4169559
https://youtu.be/0D72yi1gy5E
>>
>>4169559
>>
>>4169559
>Anomalous Storage

That free HL1 trial ended before i even started a game.
>>
>>4169559
>Anomalous Storage
>>
>>4170171
>>4170020
>>4169996
>>4169566
>>4169559
>>4169468
>>4169464
>>4169418
>>4169334
>>4169316
COME TO PAPA NURGLE
>>
File: bullsquid.jpg (35 KB, 900x342)
35 KB
35 KB JPG
Watch out for biohazards, remember, more people's safety than your own may depend on your fitness.
>>4169562
>>4170020
>>4170171
You make your way through the anomolous materials labs, avoiding the dangers of broken equipment, and sliding past strange aliens that hang from the ceiling, leaving their sticky tongues down to entrap unwitting passers by. As you sneak through the labs, you unload a dead security guard's pistol and empty the chamber to gain an extra magazine of ammunition for your own pistol. In some of the offices and laboratories around you, headcrabs have taken the occupants. The zombies just stand in the rooms, unable to operate the doors. Their moans unnerve the two physicists behind you.

You hear the sound of something inhuman tearing at flesh. Telling Kleiner and Vance to stay back for a moment, you poke your head around the corner. Occupied with eating a tri-legged alien creature is a strange, two legged creature that looks almost like a shortened alligator with a tentacled face. It holds its face to the air, seeming to sniff at something, before it quickly turns around. You hear it draw something into its mouth, as though it were about to spit.

Vance and Kleiner are out of it's sight for now.

>Shoot it. It can't be sentient if it can't stand upright. (Roll 3d6, kills on a 15, every point over a 5 reduces the threshold of the next attack. -3/11+1 Magazine of ammo)
>Kick it. Show the bastard what its missing out on by evolving stumpy little legs. (Roll 3d6, stuns on a 14, Kills on a 16, every point over an 8 reduces the threshold of the next attack. It will get an easy attack on you.)
>Jump for cover, it might be like one of those dinosaurs that spits venom. (Adds 4 to the threshold of ranged attacks.)
>>
>>4170418
>Shoot it. It can't be sentient if it can't stand upright. (Roll 3d6, kills on a 15, every point over a 5 reduces the threshold of the next attack. -3/11+1 Magazine of ammo)
Let’s gat this fucker before he closes in and becomes a real danger.
>>
>>4170418
>you poke your head around the corner.
>Jump for cover
What?
>>
>>4170441
Bullsquids can spit balls of slime at you over long distances. I assume we’d just be ducking our head back around the corner.
>>
>>4170441
It's just sacrificing your attack for extra defense, I chose to describe it as "Jumping" because in the game, the assassins pretty much do an olympic leap for cover. Even if it's still just ducking down, you're still fully behind whatever you're hiding behind, and won't be able to attack for the turn.
>>
>>4170450
Does the lab cost provide protection? I kind of wish we had some more.
>>
>>4170418
>Shoot it. It can't be sentient if it can't stand upright. (Roll 3d6, kills on a 15, every point over a 5 reduces the threshold of the next attack. -3/11+1 Magazine of ammo)
Fuck you Freeman
>>
File: blackmesaassassin.png (164 KB, 765x672)
164 KB
164 KB PNG
Rolled 5, 1, 2 = 8 (3d6)

>>4170498
Don't worry, you're stealth suit is hidden in the apartment complex, it'll give you better protection.
>>4170433
>>4170504
You fire a take aim at the creature. With no discernible separation from the head and body, it's difficult to tell where it would be the most vulnerable. You settle on lining up the maw of tentacles within your sights.
>>
Rolled 4, 5, 4 = 13 (3d6)

>>4170511
No good, the creatures scaly hide takes the impact, and it barely flinches. The creature hacks out a massive spray of green mucus. It hits on a 15.
>>
>>4170516
You see the disgusting mass flying toward you, and hop out of the way. It splatters against the wall behind you. Based on how long it took to draw in the mucus, it might be a few seconds before it can try that again.

>Shoot it. (Roll 3d6, kills on a 12, every point over a 5 reduces the threshold of the next attack. -3/8+1 Magazine of ammo)'
>Kick it. (Roll 3d6, stuns on a 14, Kills on a 16, every point over an 8 reduces the threshold of the next attack. It will get a melee attack on you.)
>>
>>4170520
Actually shit, forgot to reduce, The kick actually stuns on an 11, and kills on a 13.
>>
>>4170521
>Shoot it. (Roll 3d6, kills on a 12, every point over a 5 reduces the threshold of the next attack. -3/8+1 Magazine of ammo)'
It cannot outsmart boolet forever.
>>
File: Spoiler Image (974 KB, 1155x639)
974 KB
974 KB PNG
>>4170528
Do not deny the great one.
>>
>>4170545
>12 years
>>
>>4170520
>Shoot it. (Roll 3d6, kills on a 12, every point over a 5 reduces the threshold of the next attack. -3/8+1 Magazine of ammo)'
God for a secret government agent we're incompetent. Is Freeman secretly a super soldier, or does his suit also grand him super strength?
>>
>>4170528
>>4170554
Freeman doesn't have to deal with /qst/ dice. Seriously these rolls make no statistical sense.

You take aim again, and let off another burst at the lightly wounded creature, this time trying for on of the eyes place on the sides of the body.
>>
Rolled 1, 1, 1 = 3 (3d6)

>>4170560
feck
>>
File: WE GOT HOSTILES.png (73 KB, 400x471)
73 KB
73 KB PNG
>>4170564
>>
File: WHATTHEFUCK.png (10 KB, 379x481)
10 KB
10 KB PNG
>>4170564
When you landed your dodge, you hit a splatter of the mucus, slipping you off balance for just a second, enough to make your shots go wide.

The creature finishes drawing the mucus.

>Shoot it. (Roll 3d6, kills on a 12, every point over a 5 reduces the threshold of the next attack. -3/8+1 Magazine of ammo)
>Kick it. (Roll 3d6, stuns on a 14, Kills on a 16, every point over an 8 reduces the threshold of the next attack. It will get a melee attack on you.)
>Jump out of the way. (Adds 4 to the threshold of ranged attacks.)
>>
>>4170570
>Shoot it. (Roll 3d6, kills on a 12, every point over a 5 reduces the threshold of the next attack. -3/8+1 Magazine of ammo)
AAAAAAAAAAAAAA
>>
Rolled 6, 1, 1, 2, 4, 2, 4, 4, 1, 5, 2, 6, 1, 4, 5 = 48 (15d6)

>>4170570
>Shoot it. (Roll 3d6, kills on a 12, every point over a 5 reduces the threshold of the next attack. -3/8+1 Magazine of ammo)
These dice man. Gonna average them out.
>>
>>4170570
>Jump out of the way. (Adds 4 to the threshold of ranged attacks.)
>>
Rolled 5, 3, 2 = 10 (3d6)

>>4170575
>>4170592
You fire yet another burst, swearing that there has to be something wrong with the gun's sights. You'll be glad once you get to your spy nest, and can find a pistol that wasn't bought from the lowest bidder.
>>
Rolled 3, 5, 4 = 12 (3d6)

>>4170593
Sorry I missed you, you didn't appear until the last second.
>>4170594
You're convinced that this gun is cursed. Perhaps the vortigaunt you shot was not an alien, but the ghost of your ancestors that has brought bad luck upon you, and your future children, as punishment.

The creature spits out a blob of mucus.
>>
>>4170597
Just kill us please. Just kill us already. Clearly we're delusional and only think we're a competent secret agent.
>>
Sorry I thought this enemy would take like two shots.
>>4170597
You roll out of the way, the smelly fluid pooling behind you. The creature is clearly injured. It will take another turn before it can spit.

>Fire yet another burst. (Roll 3d6, kills on a 7, every point over a 5 reduces the next attack threshold, -3/4+1 magazine.)
>Kick it. (Roll 3d6, stuns on a 9, kills on an 11. Over point over 8 reduces the next attack threshold. It will get a melee attack on you.)
>>
>>4170605
>Fire yet another burst. (Roll 3d6, kills on a 7, every point over a 5 reduces the next attack threshold, -3/4+1 magazine.)
So when do we forsake projectile weapons and go full demoknight?
>>
>>4170605
>Fire yet another burst. (Roll 3d6, kills on a 7, every point over a 5 reduces the next attack threshold, -3/4+1 magazine.)
As many bullets as it fucking takes.
After this eject the magazine and insert a new one, because I think there is 1 left in the chamber so ammo is like 1+17
>>
>>4170613
Demoknight has a sword and board. Do you see either of those around?
>>
>>4170621
OP, I roll perception.
>>
Rolled 2, 2, 2 = 6 (3d6)

>>4170622
This
Fuck the gun, fuck our shitty king fu skills, fuck that shitty assassin armor that's as protective as a chainmail bikini, fuck ammo scarcity, and most of all fuck Dr. Freeman. Sword and board time. I dont give a shit if it's harder and we have no prior experience. Its low tier cave man style senpai. Where are all the god damn fire axes?
>>
File: 1585763079204.png (424 KB, 689x422)
424 KB
424 KB PNG
>>4170628
>2 trips
Oh you cheekie bastard
>>
Rolled 4, 5, 1 = 10 (3d6)

>>4170613
>>4170619
You fire another burst at the alien as it starts to draw in more mucus.

>>4170621
>>4170622
>>4170628
You suddenly realize that black mesa fire protocol is not up to OSHA standards.
>>
Rolled 2, 1, 3 = 6 (3d6)

>>4170631
Fire hose+nozzle them. It'll be an improvised flail/morning star do you think I give a fuck st this point?
>>
>>4170633
Oh this bulls shit
>>
>>4170631
Fucking finally
>>
Rolled 6, 3, 5 = 14 (3d6)

>>4170631
Oh shits fucked. Rolling to find another pistol or something.
>>
>>4170633
>>4170655
We can’t just choose to roll for shit, bruh
>>
>>4170659
I know, but this long string of sup par rolls for a supposed "assassin infiltrator" has been driving me up the walls.
>>
>>4170631
Wait a second. Couldn't we had kept the other gun and use it to pistol whip things?
>>
>>4170633
They don't even have a sprinkler system, much less a fire hose.
>>4170631
Finally does the alien drop dead. You quietly reload your gun, and signal towards the physicist to follow. You don't even look them in the eyes. They don't really know what good shooting looks like, but you still know it was an embarrassing display. You now have eighteen bullets loaded into your gun.
>>4170655
You continue through anomalous materials, seeing the bodies of scientists and zombies alike. The remains of a few extra security guards grant you two extra clips of ammo. You empty out your own gun, and throw it down the hall the way you came. You feel lighter, like a weight has been lifted from your soul.

You reach the airlock door to the anomalous materials and equipment storage... and it's locked up good. You don't have the security keys for this one, as it's not only above your paygrade, but only open to people in hazard suits. Still, there is a mechanical override in the form of a simple pin based lock. However, through the door window you see a vent in the cieling, and just nearby is another air-vent that likely connects. You could easily fit through. That does mean leaving the two physicists alone for a few minutes.

You ask the scientists, "Do either of you know the codes?"

"No, neither of us are given access to the samples, however Dr. Keller manages the storage system. He'll most likely have written the code down. His office isn't far from here, although of course you never know what else may be over there." Dr. Kleiner explains.

>Go through the air vent. You'll have to leave the physicists on their own for a minute, but it will be a quick way through.
>Try and lock pick it. (Roll a 3d6, pass on a 13.)
> Search Dr. Keller's office.

>>4170659
I'll allow that last one. You were already gonna find some ammo off of guards anyway.
>>
>>4170687
>Search Dr. Keller's office
On the bright side, we won’t have to climb any stairs to get there.
>>
>>4170687
Grab the vest and helmets of the dead guards and give then to the scientists. Armor is good.

>Try and lock pick it. (Roll a 3d6, pass on a 13.)
But do this vvvv if we fail.
> Search Dr. Keller's office.

Does this mean no gun kata pistol whipping?
>>
>>4170693
Changing my vote to this. Fingers crossed for loot and more pain killers.
>>
>>4170697
When you handed the vests and helmets to Kleiner and Vance, they seemed rather uncomfortable with it. Some of them still had blood from their previous owners on them. Still, they agreed that it was a good idea, and threw it on over their labcoats.

Do you really wanna trust that gun? It is cursed.
>>4170693
>>4170702
"Alright, where is Dr. Keller's office?" You ask.

"Room 106, the last one to the left. It should have one of those buttons for disabled people to open it." Eli explains.

"Alright, come on, we're gonna search it." You say, motioning down the hall. You have to avoid a few barnacles that have pulled the thin ceiling tiles out, and are hanging from the wiring above. Peering into Dr. Keller's office door window, you see three of those three legged aliens that the bullsquid was eating. Their faces are covered entirely in insect like eyes. One of them peers at you like a dog intimidating a mailman. It appears they consider this office their territory. You look to the scientists and tell them to back off.

>Peak your gun through the door and start shooting one of them. (Roll 3d6, kill one on a 12, anything over a 7 wounds. -3/18 +2 magazines.)
>Go in there, and close the door behind you, then start a melee. (Roll 3d6, kill one on a 10, anything over a 7 wounds. You will be in a very tight space with them.)
>Open the door and draw them out so you can fight them in a more open space. They might even get caught up in the barnacles.
>Nope, you're trying another way.
>>
>>4170727
>Open the door and draw them out so you can fight them in a more open space. They might even get caught up in the barnacles.
Catching enemies in barnacles is one of my favourite things. We’ve just got to watch that we get far enough out of the houndeyes’ range to bait them.
FYI for anyone who doesn’t know, houndeyes are tripedal dog-things that attack with AoE sound blasts.
>>
>>4170753
Just don't get caught in the barnacles yourself.
>>
>>4170727
Grab an alien corpse and treat it like a treat
>you hungry boy? You hungry? You wanna treat? Who's a good alien dog? Go fetch boys!
>>
>>4170753
Got a pic?

>>4170759
That's a good point. That's a cursed gun.
>>
File: houndeye.png (179 KB, 297x384)
179 KB
179 KB PNG
>>4170770
>>
>>4170785
Do you think we can tame them?
>>
>>4170788
No.
>>
>>4170788
Although the meat trick might work.
>>
>>4170835
Oh, really? In that case I rescind >>4170753 and vote to go back and pull a bunch of that bullsquid’s tentacles off to use as bait. Might make getting out of the office more difficult, though.
>>
Rolled 2, 7, 6 = 15 (3d7)

>>4170727

>pull down his pants and start sucking his dick
>>
>>4170850
Wat
>>
>>4170850
Oh shit you mean the scientists? Dude one of then is married and I'm pretty sure the other is old. Why would you waste a good roll on that?
>>
Rolled 4, 2, 1 = 7 (3d6)

>>4170849
>>4170768
Dead headcrabs, some killed by the bullets of security guards and others killed by what appears to be blunt force damage from a metal object, litter the hallways. You wince at the stench as you pick one up. Eli sees this, and asks "Ms. Oppenheimer, what in the world are you doing with that?"

"It's a distraction." Is all you reply with. This can't go too poorly, you think, and if it looks stupid, but it works, it isn't stupid.

You hold open the door just a crack, and hold the dead headcrab out. The other two houndeyes spring to life. The one at the front seems to sniff it.

Pass on a 12.
>>
File: 1582050385130.gif (224 KB, 200x200)
224 KB
224 KB GIF
>>4170886
[b]FUCK[b/]
>>
>>4170886
OP? Can we not be a super secret government assassin, and instead be just a regular government spy?
>>
>>4170886
Fucking stupid dog.
>>
>>4170886
The creature smells it, then smells the hand holding it. Smelling just like it's natural predator, it interperets you as a threat, and releases some sort of high pitched whine. Still, you think, it's not attacking. Maybe it's not a carnivore. It's probably all bark.

The high pitched screech suddenly turns into a deafening booming noise. You can feel it shake your ribs and bones, and it knocks you to your feet. You immediately drop the headcrab, and the door falls shut. The houndeye starts to rip up the small parasite and eat away. The other two join. At the very least, they're distracted now.

>Peak your gun through the door and start shooting one of them. (Roll 3d6, kill one on a 11, anything over a 6 wounds. -3/18 +2 magazines.)
>Go in there, and close the door behind you, then start a melee. (Roll 3d6, kill one on a 9, anything over a 6 wounds. You will be in a very tight space with them.)
>Open the door and draw them out so you can fight them in a more open space. They might even get caught up in the barnacles.
>Nope, you're trying another way.

>>4170899
I'm thinking there's a reason they had you undercover as a low level security guard in a domestically based company.
>>
>>4170907
>Open the door and draw them out so you can fight them in a more open space. They might even get caught up in the barnacles.
Okay, back to plan A then.
>>
>>4170907
>>4170936
They're too low to the ground to really make barnacles nearly as deadly.

Bringing them into the open is still a good idea. The door isn't gonna do all that much against a supersonic weapon. Being in a tight space with it will just make it worse.

If only we had access to a simple bomb with all the chemicals that might have been in storage.
>>
>>4170947
What? Barnacles can snag walking headcrabs, they’re more than low enough.
Also, I had an idea. We know IC that they stand still while charging their blast, right? We might be able to exploit that window to push them into nearby barnacles should they manage to avoid running into any themselves.
>>
>>4170957
>set up a seesaw lever trap with a board and barrel
>launch one into a barnacle

Also my mindset of their reach is probably borked a little by HL: Alyx.
>>
>>4170907
>Peak your gun through the door and start shooting one of them. (Roll 3d6, kill one on a 11, anything over a 6 wounds. -3/18 +2 magazines.)
>>
Rolled 1, 1, 1 = 3 (3d1)

>>4170964
Scientists won't invent physics that advanced until after the seven hour war.
>>4170936
>>4170947
>>4170978
You start banging on the door to startle the houndeyes, who jump away from their alien treat. They respond to the sound with intimidating little barks that hurt your ears, giving a little taste of what they could do. It's similar to a cat or dog bearing their teeth. You open the door, and they come running out to surround you.

Three houndeyes, aggresively sprinting with a mass of barnacle tongues surrounding you. They fall in on a 1.
>>
>>4171007
Oh fuck, I wrote that wrong, I'm retarded.
>>
>>4171007
You rolled 3 1 sided dies m8
>>
Rolled 3, 1, 2 = 6 (3d3)

>>4171009
>>4171011
Please ignore the retard behind the curtain.
>>
>>4171015
The rolls are still shit. Why dont we just shoot them?
>>
>>4171015
...wait the fuck you rolled 3d3? Is there something fucky going on here?
>>
>>4171015
>>4171007
They all sprint out, hoping to quickly surprise and overwhelm an arrogant predator. Instead, their pack leader valiantly charges into the tongue of a barnacle. The other two lock their beady eyes on you. One begins to emit a building whining sound. You have a second to react.

>Shoot the whining creature. (Kill it on a 10, anything over a 5 wounds. -3/18 +2 magazines.)
>Kick the whining creature. (Kill it on a 12, Interrupt the attack on an 8, anything over a 6 wounds.)
>Shoot the non-whining creature. (Kill it on a 10, anything over a 5 wounds. -3/18 +2 magazines.)
>Kick the non whining creature. (Kill it on a 12, anything over a 6 wounds.)
>Leap away, avoid all the damage of the blast.
>>
>>4171040
1/3 chance of any one of the three houndeyes falling in a barnacle.
>>
>>4171041
>Leap away, avoid all the damage of the blast.
>>
>>4171041
>Shoot the whining creature. (Kill it on a 10, anything over a 5 wounds. -3/18 +2 magazines.)
Okay, gun, time to redeem yourself. All you have to do is roll a 1 less than twice.
>>
>>4171078
Oh NOW you want to roll for gun. Coward.
I support GUN.
>>
Rolled 3, 1, 4 = 8 (3d6)

>>4171078
>>4171185
You fire off a burst, aiming straight for the vibrating mass of eyes that covers the face of the screaming alien.
>>
File: bigdoggy.jpg (88 KB, 1024x768)
88 KB
88 KB JPG
>>4171302
I lower the threshold, and the dice lower the bar. Maybe I'm cursed. Let's test this theory, for the next few rounds, you guys roll.

You pull the trigger back, and three bullets splash into the eyes of the creature. It whimpers, breaking it's ear wrenching scream for a brief moment.
The second hound eye starts whining. The migraine is multiplied by the ugly sound.

>Shoot the wounded hound eye. (Kills on a 7. Anything over a 5 wounds. -3/15 +2 magazines.)
>Kick the wounded hound eye.(Kill it on a 9. Anything over a 6 wounds.)
>Shoot the now whining hound eye. (Kills on a 10. Interrupts on an 8. Anything over a 5 wounds.)
>Kick the now whining hound eye. (Kills on a 12. Anything over a 5 wounds.)
>Jump back, avoiding the sonic attack.
>>
Rolled 5, 2, 6 = 13 (3d6)

>>4171336
>kick everything I dont care
These accursed dogs. It's the facility's fault.
>>
>>4171353
Holy shit I was right.

You pull your boot back, and then launch it directly into the eyes of the screeching hound eye. Something breaks in the creatures "skull," and the beast yelps, then rolls over itself as you drive it's body into the ground.

The other hound eye seems shocked by its fellow's death, but starts another screech.

>Shoot the wounded hound eye. (Kills on a 7. Anything over a 5 wounds. -3/15 +2 magazines.)
>Kick the wounded hound eye.(Kill it on a 9. Anything over a 6 wounds.)
>Jump back, avoiding the sonic attack.
>>
Rolled 45 (1d100)

>>4171398
>Kick the wounded hound eye.(Kill it on a 9. Anything over a 6 wounds.)
ORA
>>
Rolled 6, 2, 6 = 14 (3d6)

>>4171398
>>Kick the wounded hound eye.(Kill it on a 9. Anything over a 6 wounds.)
Kick the damn dogs, I hate them. They caused my first ragequit in the game
>>
Rolled 3, 1, 4 = 8 (3d6)

>>4171398
I stand firm with this.
Apply boot.
This seems to be the only reliable weapon we have. Nots kicks, not gun, not martial arts tackle. Just boot.
>>
Rolled 6, 1, 3 = 10 (3d6)

>>4171404
Sorry, I’m used to 1d100s.
>>
>>4171404
Uhm. Wrong dice man.
>>
>>4171404
>>4171405
>>4171406
>>4171408
Since we're doing the same set of die for most options, I think I'm just gonna choose the first dice roll period, rather than the first of the chosen option, to mitigate meta-gaming. We've now established that my dice rolls are cursed.

With your leg still extended, you spin around and smack your heel straight into the alien. It crunches the creatures "shoulder" and sends it rolling into the concrete walls of anomalous materials. You watch it for a second, and it only twitches like a dead insect. You quickly scan either side of the corridor to ensure that nothing has been attracted by the screeching of the aliens.

You quickly step into the office of Dr. Keller once you're sure your clear. You rifle through the drawers and filing cabinets. There's an efficient method to doing this they taught you in the CIA that ensures that you thoroughly check every position only once. It doesn't take too long to find a set of papers with different passcodes labeled on them, including both Anomalous Storage and Dr. Kleiner and Dr. Vance's "Anti-Mass Spectrometer."

You're also in luck, Dr. Keller was a sickly man, and had a bottle of painkillers in his desk. You now have about 10 uses worth of Tramadol on your person. It'll help prevent your injuries from affecting your abilities.

>Take one now, before you start getting sore. It might also help with that damn migraine.
>Take a last look around for anything you might've missed. (Roll 3d6, pass on a 14, something finds the party below a 7.)
>Stash it, and head back to anomalous storage.
>>
Rolled 2, 5, 2 = 9 (3d6)

>>4171450
>>Take a last look around for anything you might've missed. (Roll 3d6, pass on a 14, something finds the party below a 7.)
Fuck it, fortune favors the bold.
>>
Rolled 3, 4, 1 = 8 (3d6)

>>4171450
>Take a last look around for anything you might've missed.
>>
>>4171454
Nope, not so much.
>>
Rolled 5, 6, 2 = 13 (3d6)

>>4171450
>Take a last look around for anything you might've missed. (Roll 3d6, pass on a 14, something finds the party below a 7.)
Can we give the gun to one of the scientists?
>>
Rolled 2, 1, 2, 2, 2 = 9 (5d2)

>>4171454
>>4171458
>>4171464
They can theoretically fire a gun. I wouldn't suggest you depend on them defending themselves, but you guys can give them the next weapons you find.

You rifle around in the places were things would often drop, or fall. Nothing useful for you. Some of it might make for useful intel, but you can't make it out for yourself, and don't feel comfortable taking the time to have the physicists study it all. You return to the door into anomolous materials storage, and input the pass code. The door automatically slides open before you. The other side of the airlock appears to have been smash in the initial chaos. The area does look buckled, judging by the sound of knocking, you'd bet you're right near the "Anti-Mass Spectrometer" that caused all of this. You're about to hold the labcoat scraps to your face, but Kleiner stops you. "Unless you start coughing dear, there's no need to worry. Untill that happens, keep your hand free."

You'd bet that the sound of distant explosions has scared off much of the near feral aliens, judging by the lack of any other sounds except the muffled explosions. You still might have to worry about Barnacles, Vortigaunts, or anything new that isn't scared. Still, you feel safe enough to walk and talk for a short while.

>So what kind of "Samples" are you storing here?
>So what kind of equipment is stored here.
>So, you mentioned teleportation Kleiner, how the hell does that work?
>You're a bit tired of talking about science. Ask Eli about his family.
>Are you guys really not angry that I've been spying on your work?
>>
>>4171489
>So what kind of "Samples" are you storing here?
>So what kind of equipment is stored here.
>>
>>4171489
>You're a bit tired of talking about science. Ask Eli about his family.
>>
>>4171489
>that roll
concern.jpg
Anyway, supporting >>4171505
>>
>>4171505
>>4171513
>>4171576
"So what kind of stuff do you store here specifically? You mentioned something called exotic matter is needed for your tests?" You ask.

"Oh yes!' Dr. Kleiner exclaims. "Exotic matter is any form of non-baryonic material."

"What?" You respond.

"Baryonic basically means protons, neutrons, and electrons. A few others too that you probably haven't heard of. Non-baryonic means it's made of something else." Eli explains.

"Quite an apt explanation for a newcomer, thank you Eli." Says Dr. Kleiner. "But yes, we keep a crystallized form of exotic matter, which effectively has a negative amount of total energy in these facilities. As I explained earlier, the Anti mass spectrometer is designed to refine the exotic matter, much like you would refine uranium, in order to better to study it."

"And what about the equipment you keep here?" You ask.

"Replacement parts for the anti-mass spectrometer. The machine is tuned to an incredibly precise degree. Because of this, some of the parts need to be kept in a- less than habitable situation." He explains. "It's more similar to their situation in the machine."

>Where do you get the exotic matter from?
>None of this will kill us right? Or mutate us like in comic books?
>Would it be safe to take with us? For research of course.
>What does it have to do with teleportation?
>>
>>4171639
>>Where do you get the exotic matter from?
>>
>>4171639
>let's get out of here

>>4171643
>>4171639
why are we down here again in the anomaly research portion of the facility?
>>
>>4171653
It was either this or the office complex, which you guys voted on earlier . This path is shorter, but more unknown. It's not a research lab, it's storage for the lab.
>>
>>4171665
If it's a storage unit for all the dangerous stuff, would that mean it would have a HEV suit for either or both of the doctors?
>>
>>4171671
The HEV suits would be kept outside of the storage, before you play with the dangerous stuff. The only three you'd know of were taken by today's physicists.
>>
>>4171671
The physicists in the test chamber that is.
>>
>>4171639
>>Where do you get the exotic matter from?
>>
>>4171639
>Where do you get the exotic matter from?
Time for some extreme bean-spilling, I wonder how we’ll react.
>>
File: xencrystal.png (110 KB, 205x383)
110 KB
110 KB PNG
>>4171653
>>4171643
>>4172157
>>4172295


"Well, that I don't actually know. It's above my security rating you see. Black Mesa is unfortunately a very stringent with its secrets. It's a shame too, one can only imagine the effect of public mind's on the sciences if we gave them the whole story." Kleiner says.

"Although, I do have a few interesting theories." He says. Vance gives him a glare.

"It is well out of our technology, even at the advanced Black Mesa, to synthesize useful amounts of exotic matter." Kleiner continues, not even noticing.

"Izzy." Vance says.

Kleiner does some sort of subconscious hand motion that you're sure says "Save all questions for the end."

"However,in the space between worlds, it's theorized that the unstable state of reality would be practically brimming with exotic matter,"

"Isaac!" Says Vance, a stern demeanor about him that you didn't expect. Fearing the wrath of a gentle man, Kleiner turns around, "Yes Dr. Vance."

"Don't confuse the girl. I'm sure it's strange enough when dealing with things we know." Vance explains.

"Oh, yes, of course." Kleiner says. "In short, I am unsure."

However Vance knows. You've seen a lot of people with secrets to keep in the CIA. Vance knows, and Kleiner was too close to the truth. A lucky guess that spreads around can be just as dangerous as the truth getting out. For his sake, you hope he tells you or your superiors sometime. You like Dr. Vance, he probably has good reasons to hide whatever he's hiding. You know you wouldn't let a word of Black Mesa get out. Still, you don't have the authority to prevent your bosses from doing something unconstitutional.

>I was really enjoying it Dr. Kleiner. Please do continue.
>Call out Dr. Vance right here. See if you can't get Dr. Kleiner's curiosity on your side. Still, you risk some of their trust.
>See if you can't get Dr. Vance alone.
>Just let it be for now.
>>
>>4172489
>Just let it be for now.
Eh, we’ll learn about Xen soon enough.
>>
>>4172497
You let Black mesa keep it's secrets, you've heard enough mad science for a few lifetimes, and have no doubt you're gonna experience more as you try to get out of the facility. The walk becomes somewhat quiet as you move through the facility. You do manage to pull off a an extra clip from a dead guard. As you walk, the air starts to irritate the depths of your lungs, and when Kleiner starts to cough with every other breath, the three of you decided to wrap and tie the scraps of labcoat around your face, aleviating the irritation. As you continue travelling, you see that whatever dust is causing the toxicity is also settled on the surfaces of storage equipment.

In the distance, you start hearing a strange, alien warmbling sound, acompanied by the hum of electricity. The light smell of the dust that seeps through your makeshift mask seems to alleviate the migraine however.

A blast door has shut off your path, but it's warped shape let's large amounts of dust through, alongside a shimmering glow. It also sounds as though the source of the strange noises are coming from this room. The panel is broken, and you'd also guess the lock. You peak into the hole and fail to see the feet of any creatures wandering around, but you still hear a strange sound moving around. You can clearly see some form of mycelium growing along the wall in there that the dust collects to in far greater volume than the concrete walls of the rest of the storage area. In the ceiling of the corridor you're in, an air duct allows the yellow-gold dust to slowly float down, unhampered by a vent which appears to have busted off in the initial calamity.

>The three of you could probably lift the blast door. It would be loud as hell though.
>Try and squeeze through the gap. You just better hope nothing will be looking at you as you're half stuck.
>Try and climb up to the airvent, then you could scout ahead. (Roll 3d6, pass on an 11.)
>>
>>4172693
>An extra clip
reeEEEEEEEEEEE

also
>mycelium
>dust
that aint dust

>Try and climb up to the airvent, then you could scout ahead. (Roll 3d6, pass on an 11.)

Prob a good idea to move some stuff around to climb on top.
>>
Rolled 4, 6, 2 = 12 (3d6)

>>4172709
You try to jump up, kicking yourself against the walls of the corridor. You get a grip against the vent edge, but it's caked in the golden dust, making it harder to pull yourself up on without losing that grip.
>>
Rolled 6, 4, 3 = 13 (3d6)

>>4172693
>Try and climb up to the airvent, then you could scout ahead. (Roll 3d6, pass on an 11.)
>>
File: revolver.jpg (118 KB, 1280x720)
118 KB
118 KB JPG
>>4172709
>>4172776
>>4172784
You scramble into the ventilation shaft, and thankfully the layer of dust doesn't give way. You reach for the flashlight on your belt and crawl forward through the metal ducts. It soon becomes clear that you weren't the only one to have this idea. Underneath the layer of dust is a congealed pool of blood that drained away from a security guard's corpse. The body is overgrown with mycelium, in the densest clumps of which feature small crystalline formations of the golden dust that are glowing slightly. Stuck to his belt is a revolver that you decide to pry off before you try moving the corpse out of the way. You examine the gun in the low light. With a gun like this, you either kill your target, or you miss, at least with most human enemies.

You push the body forward, until it slides over a warped and dented grate that gives way. The body limply slides into the hole and smacks onto the concrete floor of the corridor. Something screeches in surprise when it lands, and then a large orb of energy fires into the corpse, blowing its decayed chest open.

Above the exit to the duct is a fan, which appears to vent out into the sky. It's disabled right now, but you'd bet it's to vent fumes out into the open.

>Hop down there, and face whatever you just heard.
>Try and wait until the creature leaves and sneak into there.
>Go over the hole, and look for a safer exit.
>>
>>4172808
>a large orb of energy fires into the corpse
Before I vote, OP, what colour was the orb?
>>
>>4172813
Orange.
>>
>>4172815
Oh, okay. In that case:
>Hop down there, and face whatever you just heard.
>>
Rolled 2, 5, 3 = 10 (3d6)

>>4172808
Any spare ammo on him? Does he have a baton we could give to the scientists?
>Hop down there, and face whatever you just heard.
This is either going to kill us or not. I am fine with either result.
>>
File: aliencontroller.jpg (10 KB, 480x360)
10 KB
10 KB JPG
Rolled 6, 3, 5 = 14 (3d6)

>>4172831
All the ammo he had on him is currently loaded into a revolver. I don't think black mesa security guards are given batons however.
>>4172829
You drop feet first out of the ventilation shaft. Staring you down is a massive-headed creature with a tiny little body that hovers a foot above the ground. It appears as though the electrical harm was from beams of orange energy arcing through the air from the nearby storage rooms whose doors have been blown off. You can't see what's in those rooms from here, but it appears to be somehow sapping energy from them.

>Test your revolver on the aliens massive skull. (Roll 3d6, kill on a 10 -1/6 bullets.)
>Fire a burst from your glock. (Roll 3d6, Kill on a 14, wound on a 5. -3/15 ammo.)
>Kick it's head like a floating soccer ball. (Roll 3d6, stun on a 10, kill on a 16. Will get a powerful attack off on you.)
>Jump for cover, you saw what it did to that corpse.
>>
>>4172863

>game gives you massive revolver
>game also gives you massive skull right after
Apply boolet to skul

l>Test your revolver on the aliens massive skull. (Roll 3d6, kill on a 10 -1/6 bullets.)
>>
>>4172863
>Test your revolver on the aliens massive skull. (Roll 3d6, kill on a 10 -1/6 bullets.)
I hope to god this works, because if it doesn’t we’re eating a heat-seeking energy ball.
>>
Rolled 6, 1, 5 = 12 (3d6)

>>4172863
What do security guards have then? Why does this one have a revolver?

>Test your revolver on the aliens massive skull. (Roll 3d6, kill on a 10 -1/6 bullets.)
>>
>>4172891
>Why does this one have a revolver?
Eh, you find one on the corpse of a security guard in the main game. The fat guards( all called Otis) also pack a desert eagle instead of the standard glock.
>>
>>4172891
You could find a few good heavy tools to hit things with. Also, since you did find an extra mags, if you'd like I can say you still only have two mags, but one of the scientists has one of the guns.
>>4172867
>>4172882
You line up the iron sights, with the creatures massive head in your sights. You pull the trigger, and the powerful shot kicks the barrel towards the ceiling. You're shot flies into the creatures head, sending skull fragments and alien brain matter all over the corridors walls. The body, devoid of life now, suddenly is captured by gravity once again. It quickly falls against the ground.

You hear an alien sound of shock, and hooved footsteps. Somewhere beyond that, the same electrical humming you heard from the first creature continues.
>Hide, try to ambush the coming aliens. (Roll a 3d6, they won't know where you are on a 10.)
>Line up your sights where you think they will come in. (Roll a 3d6, kill the first one round the corner on a 12. -1/5 ammo. )
>Try and make yourself intimidating, you probably just killed their space priest. (Roll a 3d6, the enemies get a -4 to hit for the first round on a 12.)
>>
>>4172942
>Hide, try to ambush the coming aliens. (Roll a 3d6, they won't know where you are on a 10.)
Let’s try to avoid grunts for now.
>>
>>4172991
They're not big footsteps.
>>
Rolled 4, 4, 2 = 10 (3d6)

>>4172942
>Hide, try to ambush the coming aliens. (Roll a 3d6, they won't know where you are on a 10.)
>>
Rolled 4, 6, 2 = 12 (3d6)

>>4172942
>Try and make yourself intimidating, you probably just killed their space priest. (Roll a 3d6, the enemies get a -4 to hit for the first round on a 12.)
Worship me you alien SIMPS (I dont know what that word means)
>>
>>4172991
>>4172999
>>4173002
Sucker Idolizing Mediocre Pussy

Just as massive red alien eyes appear at the end of the hall, you dive into one of the storage closets. Three vortigaunts run past, speaking to eachother in a strange alien laungauge, they investigate the body. They don't seem emotionally disturbed by this in any way, but they still fan out to search for the perpetrator. It's a rather organized search as well, considering that the creatures lack any sort of obvious hierarchy.

In the room you're in is clearly one of the "samples" Dr. Kleiner spoke of. A large, orange crystal, almost strangely similar to the crystals you saw growing on the corpse from earlier. It appears to be decaying somehow, as the orange dust that fills the room flakes off of it with every one of the distant booms in the test chamber.

>Poke out of your cover and fire at a nearby alien. (Kills on a 8, -1/5 ammo. All the surviving vorts will have to roll a d3 for surprise.)
>Save the revolver ammo. Fire with your glock. (Kill on a 10, wounds on a 4. -3/15 ammo. All the surviving vorts will have to roll a d3 for surprise.)
>Wait until one of the vorts checks your closet, and try to knock him out. (Kills on a 10, kills silently on a 12.)
>>
Rolled 5, 2, 4 = 11 (3d6)

>>4173047
>Wait until one of the vorts checks your closet, and try to knock him out. (Kills on a 10, kills silently on a 12.)
yeet
>>
>>4173047
>Wait until one of the vorts checks your closet, and try to knock him out. (Kills on a 10, kills silently on a 12.)
*French snorting intensifies*
>>
Rolled 1, 2, 3 = 6 (3d6)

>>4173047
>Wait until one of the vorts checks your closet, and try to knock him out. (Kills on a 10, kills silently on a 12.)
>>
>>4173060
>>4173063
>>4173076
You stand silently just past the door with your weapon ready. With the unsuspecting vortigaunt's many eyes drawn to the main feature of the room he fails to notice as you watch him leave the sight of his fellow comrades. You quickly grab him, holding his mouth closed as you smack across his face with the heavy revolver. It's a skilled attack, but you fail to account for the creatures strange tubular mouth when you try to silence him, and his shout escapes to his friends ears.

The crackling sound of energy indicates tells you that one of the vortigaunts is charging a a green bream of electrical energy.

>Fire with your revolver at the charging vortigaunt. (Kills on a 10. -1/5 ammo.)
>Fire with your glock at the charging vortigaunt. (Kills on a 12, wounds on a 5. -3/15 ammo+2 mags.)
>Jump out of cover and go for a kick on the charging vortigaunt. (Kills on a 13, stuns on a 10, wounds on an 7, both vortigaunts will try to slash you.)
>Fire with your revolver at the other vortigaunt. (Kills on a 10. -1/5 ammo.)
>Fire with your glock at the other vortigaunt. (Kills on a 12, wounds on a 5. -3/15 ammo+2 mags.)
>Jump out of cover and go for a kick on the other vortigaunt. (Kills on a 13, stuns on a 10, wounds on an 7, both vortigaunts will try to slash you.)
>Stay in cover. (+4 defense from ranged attacks.)
>>
Rolled 6, 2, 2 = 10 (3d6)

>>4173105
>Use the vortigaunt you just knocked out as a meat shield, fire on the one charging energy with the glock.
Question: Is the vort dead, or unconcious? Because while the vote did say 'knock out', the roll said 'kill'. Personally, I'd prefer if they were unconscious but alive.
>>
>>4173132
Supporting. I’d also like to know the answer to his question.
You know, this reminds me of the vort back in the changing room. Did it die, or is it still just lying there?
>>
Rolled 5, 5, 5 = 15 (3d6)

>>4173132
>>4173153
The vort in the changing room will live, don't worry it's not the last you'll see of him. The vort you just beat over the head however, we'll see.

You fire a burst into the charging alien from behind the cover of the vortigaunt's body, peppering his chest with rounds. He screams in pain, but doesn't fall to the ground just yet. In return, the vortigaunt lets lose his beam of energy into the doorway.

He'll hit on a 13. The vortigaunt's body will only act as +2 defense, because electricity can conduct into you, and some parts of you will still be visible.
>>
Rolled 3, 1, 6 = 10 (3d6)

>>4173200
rolling to seduce
>>
>>4173200
The bolt of green lightning strikes right into your kevlar helmet, and transfers through your body causing you to twitch and spasm for just long enough for you to drop your meatsheild.

The second vortigaunt starts charging another bolt, it's green glowing hands illuminating the hallway.

>Fire with your revolver at the charging vortigaunt. (Kills on a 10. -1/5 ammo.)
>Fire with your glock at the charging vortigaunt. (Kills on a 12, wounds on a 5. -3/15 ammo+2 mags.)
>Jump out of cover and go for a kick on the charging vortigaunt. (Kills on a 13, stuns on a 10, wounds on an 7, both vortigaunts will try to slash you.)
>Fire with your revolver at the wounded vortigaunt. (Kills on a 5. -1/5 ammo.)
>Fire with your glock at the wounded vortigaunt. (Kills on a 7, wounds on a 5. -3/15 ammo+2 mags.)
>Jump out of cover and go for a kick on the charging vortigaunt. (Kills on a 8, stuns on a 7, wounds on an 7, both vortigaunts will try to slash you.)
>Stay in cover. (+4 defense from ranged attacks.)
>Pick the unconscious vortigaunt back up. (+2 defense until you drop him.)
>>
File: howlingwolf.png (550 KB, 763x487)
550 KB
550 KB PNG
>>4173211
The migraine wolf whistles at you.
>>
Rolled 2, 3, 2 = 7 (3d6)

>>4173218
>Fire with your glock at the charging vortigaunt. (Kills on a 12, wounds on a 5. -3/15 ammo+2 mags.)
>>
>>4173218
>Pick the unconscious vortigaunt back up. (+2 defense until you drop him.)
More meatshield.
>>
Rolled 6, 1, 3 = 10 (3d6)

>>4173218
SEDUCE
>>
File: Spoiler Image (399 KB, 1046x853)
399 KB
399 KB JPG
>>4173239
ME
>>
File: otislaurey.png (242 KB, 311x378)
242 KB
242 KB PNG
Rolled 1 (1d2)

>>4173239
The anti mass spectrometer is unimpressed, you feel rather insecure. Does this bulletproof vest make you look fat?

Also a 1 means dark-greenanon, a 2 means purple anon, unless light-greenanon wants to tie break.
>>
>>4173260
SEDUCE
>>
Rolled 6, 3, 2 = 11 (3d6)

>>4173231
>>4173237
>>4173239
Your pistol spits out another burst, and the shots graze the vortigaunt's skin, making it yelp in pain. It releases it's build up of energy once more, sending a powerful beam of energy barreling through air arcing towards anything nearby.

The vortigaunt hits on an 11.
>>
>>4173273
You’re fucking joking
>>
>>4173277
WE MUST STRIP AND SEDUCE THEM
>>
>>4173273
Sorry if it's annoying leaving it up to chance, I just liked the flow for a bit.
The burst of energy just jolts you as it passes right by, giving you a startling shock. Thankfully with rubber soles and a non-conductive floor, this could be hurting significantly more. Your Kevlar Armour is really starting to look worse for wear however.

The heavily wounded vortigaunt runs for cover. It now has +2 defense from ranged attacks.


>Fire with your revolver at the vortigaunt in the open. (Kills on a 7. -1/5 ammo.)
>Fire with your glock at the vortigaunt in the open . (Kills on a 9, wounds on a 5. -3/9 ammo+2 mags.)
>Jump out of cover and go for a kick on the vortigaunt in the open. (Kills on a 13, stuns on a 10, wounds on an 7, one vortigaunt will try to slash you.)
>Fire with your revolver at the hiding vortigaunt. (Kills on a 7. -1/5 ammo.)
>Fire with your glock at the hiding vortigaunt. (Kills on a 9, wounds on a 5. -3/9 ammo+2 mags.)
>Jump out of cover and go for a kick on the hiding vortigaunt. (Kills on a 8, stuns on a 7, wounds on an 7, one vortigaunt will try to slash you.)

>Pick the unconscious vortigaunt back up. (+2 defense until you drop him.)
>>
>>4173300
>Fire with your glock at the vortigaunt in the open . (Kills on a 9, wounds on a 5. -3/9 ammo+2 mags.)
Hah, neither of them are charging an attack. The fools.
>>
Rolled 4, 6, 1 = 11 (3d6)

>>4173300
>Fire with your glock at the vortigaunt in the open . (Kills on a 9, wounds on a 5. -3/9 ammo+2 mags.)
Pls die thx
>>
Rolled 2, 3, 2 = 7 (3d6)

>>4173300
seduce
or knock em out
>>
>>4173313
>>4173315
>>4173319
You fire one final burst into the vortigaunt, peppering it's chest with the low caliber rounds. It finally gives out with one of the shots landing in its head, tunneling up through the mouth and into the brain.

The final vortigaunt, hearing it's last ally die, tries to run to alert it's master. It slips out of its cover and starts hoofing towards the end of the hallway, where the sound of electric humming comes.

>Fire with your revolver at the hiding vortigaunt. (Kills on a 5. -1/5 ammo.)
>Fire with your glock at the hiding vortigaunt. (Kills on a 7, wounds on a 5. -3/6 ammo+2 mags.)
>Jump out of cover and go for a kick on the hiding vortigaunt. (Kills on a 8, stuns on a 7, he's facing away from you, and will not be able to counter attack.)
>>
>>4173330
>Fire with your revolver at the hiding vortigaunt. (Kills on a 5. -1/5 ammo.)
Sorry, vorty, but we really don’t want you calling any grunts.
I’ll let another anon roll this time.
>>
Rolled 3, 2, 4 = 9 (3d6)

>>4173330
>Fire with your glock at the hiding vortigaunt. (Kills on a 7, wounds on a 5. -3/6 ammo+2 mags.)
>>
Rolled 1 (1d2)

>>4173349
>>4173354
>>
>>4173349
>>4173354
You take aim with your revolver, pull back, and with a bang the vortigaunts back arches as a plume of yellow innards splashes out, leaving the now dead vortigaunt to fall flat. You listen in to your surroundings, and hear nothing coming closer. The distant electrical humming humming stays distant.

You check your magazines and revolver cylinder, then survey your surroundings.

>Check on the vortigaunt. The last one almost got the migraine to give you information again.
>Hunt down that electric humming before doing anything else. Don't want another one of those big headed aliens to surprise you.
>Try to prowl around for the controls for that fume ventilator you saw in the air ducts. You don't trust this dust.
>Immediately let Dr. Kleiner and Dr. Vance in.
>Swap out your armor for the corpses armor. Yeah it's got the dust and mycelium on it, but dirty armor is better than broken armor.
>>
>>4173386
>Swap out your armor for the corpses armor. Yeah it's got the dust and mycelium on it, but dirty armor is better than broken armor.
We should take any breather we get to refresh ourselves.
>>
>>4173386
>Hunt down that electric humming before doing anything else. Don't want another one of those big headed aliens to surprise you.
>>
>>4173390
>>4173392
Come back light-greenanon, we need you!
>>
Rolled 2 (1d2)

>>4173407
forgot
>>
>>4173408
so when do we level up?
>>
>>4173386
>Swap out your armor for the corpses armor. Yeah it's got the dust and mycelium on it, but dirty armor is better than broken armor.
then we hunt it down Mr. X style.
>>
File: xenovergrowth.png (1.14 MB, 1086x475)
1.14 MB
1.14 MB PNG
>>4173390
>>4173392
>>4173413
When you get your spy gear your equipment will up your stats, and give you an actual monitor of health and armor. Other than that I'm thinking of basing it off of when you reach your destinations, dividing the game up a bit like the video games. I guess that would make your current destination the infirmary.

You have to pull the vest away from the rest of the body, as the mold and mycelium has disgustingly grown into the poor souls clothes. It slides off however, and a few alien insects scamper away. You feel incredibly vulnerable as you pull your old vest off, with nothing but a cheap uniform protecting you for a minute. You put the new armor back on. It's definitely oversized, but it'll stop a bullet, or mucus spit, or lightning beam, and that's what you need it for. You brush it off as best as you can, but that dust is like glitter, and occasionally shines in weird ways that might give you away.

You start to hear the electric humming sound grow closer. You also notice the dust is slowly getting brighter.

>Hide again. (Roll 3d6, pass on a 12.)
>Aim the glock where it's head might be. (Roll 3d6, kill on a 14, wound on a 6. -3/6 ammo.)
>Aim the revolver where it's head might be. (Roll 3d6, kill on an 11. -1/4 ammo.)
>It has to be afraid of you by now, taunt it. (Roll 3d6, on a 12, all attacks have -2 to hit.
>Kick it right in the head just as it comes around the corner. (Roll 3d6, kill on a 12, stun on a 9.)
>Charge it before it comes around the corner. (Roll 3d6, kill on a 12, stun on a 9, it will have to roll a d3 for surprise.)
>>
>>4173431
>Charge it before it comes around the corner. (Roll 3d6, kill on a 12, stun on a 9, it will have to roll a d3 for surprise.)
adrenalineguitar.jpg
>>
Rolled 1, 4, 2 = 7 (3d6)

>>4173431
SEDUCE IT
https://www.youtube.com/watch?v=eiOIDqRKo0Y
>>
>>4173431
>Charge it before it comes around the corner. (Roll 3d6, kill on a 12, stun on a 9, it will have to roll a d3 for surprise.)
>>
File: xengrowths.jpg (17 KB, 656x372)
17 KB
17 KB JPG
Rolled 3, 2, 6 + 1 = 12 (3d6 + 1)

>>4173438
>>4173444
>>4173456
You start to notice that as the dust gets brighter, small sparks of electricity are arcing from off the dust that swirls around the bend of the hallway, towards the source of the humming.

Deciding you don't want to give the creature the chance to show off whatever inhuman display of ability it intends to do with the dust, you swing around the corner boot first, placing all the momentum of your body into the tip of your foot.
>>
>>4173467
Noice
>>
>>4173467
The creature lets out a yowl of fright as it sees you deftly charge your leg into it's massive fragile skull. It's unable to interact in time, and gets knocked straight into the corridor wall, falling unconscious. While it doesn't move, you can assume it's still alive from it's continued defiance of gravity, floating limply around like a balloon. The dust still glows and arcs towards its body.

>You were able to get something from the vortigaunts, maybe you can get intel from this thing as well? Restrain it.
>Finish the damned thing off.
>Observe the arcing dust for as long as you can, what is it doing? (Roll 3d6, pass on an 11.)
>>
>>4173477
>You were able to get something from the vortigaunts, maybe you can get intel from this thing as well? Restrain it.
C’mere, sissy.
Anyway, these guys are slave masters, right? Should have some juicy Xen lore for us.
>>
>>4173477
>Drag the creature with you, let the doctors in. You probably shouldn't linger in this area too long, and you can try to interrogate it in a less contaminated location.
>>
Rolled 6, 4, 1 = 11 (3d6)

>>4173477
>You were able to get something from the vortigaunts, maybe you can get intel from this thing as well? Restrain it.
>>
>>4173483
>>4173494
>>4173522
Thankfully, both your basic spy gear and your security guard gear includes zipties for restraining hands. You reach under your bullet proof vest and fish a simple plastic ziptie that would break the creatures spindly little arms before it could come close to breaking it. Assuming that the creature wasn't just moving its arms around earlier for show as it attacked, you could probably drag it all the way to the infirmary without trouble. You drag the thing like a grim fetal balloon back to the fallen shutter door. You knock on the door a few times before shouting to the other side.

"Hey Doctor? Vance, Eli? You hear me."

"Yes, we're still here Gabriella." Dr. Vance replies. "Is the coast clear? We heard gunshots."

"They were your gunshots, Ms Oppenheimer?" Kleiner asks.

"Yes. There were a few aliens over here, but I dealt with them. I even left a few alive if we can make use of it." You explain.

"Good girl." Vance replies.

"Well, for now, I need you to help me force this door open. Kleiner, you were injured earlier, can you help us lift?" You ask.

"Oh fie." Kleiner says dismissively. "I may not look it, but I was formerly a substitute coach of football at MIT. I'm sure I have some of that old spirit in me."

"If you say so doctor." You say, before gripping the underside of the shutter. "On three, three, two, one." You say before the three of you pull the whole thing upwards. With the party united, you show Dr. Vance the now conscious, but woozy and restrained Xen Controller. "I captured one of these, and there's another unconscious vortigaunt in one of the storage rooms, could we make use of them?"

"Oh great scott! That's fascinating!" Dr. Kleiner exclaims as he pulls down his spectatles. "This being could set us forward hundreds of years technologically!"

>Have Vance free the unconscious vortigaunt.
>Find the fume hood controls to clear out all these contaminants.
>Just move on with the floating alien. It's not far to the infirmary.
>Don't free the vortigaunt yet, but try dragging it with you. It's not far to the infirmary.
>>
>>4173553
>Have Vance free the unconscious vortigaunt.
>Find the fume hood controls to clear out all these contaminants.
No reason he can't do that while we do something useful. But...give him the glock for a moment, just to keep them safe in case something goes wrong while our back is turned.
>>
>>4173553
>Have Vance free the unconscious vortigaunt while keeping both aliens in your direct line of sight
We don’t want to risk any telepathic shenanigans from that controller while Eli frees the vort. That way, if we need to, we can always put one or both aliens down. A shame, but the scientists take priority.
Last post of tonight, good luck lads
>>
Rolled 1 (1d2)

>>4173560
>>4173563
>>
File: deadlydrkleiner.png (133 KB, 246x438)
133 KB
133 KB PNG
>>4173560
>>4173563
You consider keeping watch while Dr. Vance works on the collar, but decide against it. You really want to get a move on, and to do that you're better off multitasking. Still, you don't want to leave the scientists out in the open. You take your glock out of its holster and show it to Dr. Vance. "Doctor, have you ever shot a pistol before?"

"No, I wouldn't know a thing about shooting." Dr. Vance responds.

"Ms Oppenheimer." Kleiner says. "While I'm certainly no marksman, I had an interesting encounter with one of the security guards, a Mr. Calhoun I believe, who gave me some experience at a firing range." He explains.

"Are you sure Dr. Kleiner?" You ask. He certainly doesn't seem the type to have steady hands, or to fire a gun in his life.

"Of course. I'm not elderly yet dear." He says.

"It's probably for the best Gabriella, I'll have my hands tied with that damn collar." Eli says. "Give it to Izzy."

You hand over the glock to Dr. Kleiner, review the basics of how to aim a gun, and explain "If something goes wrong, shout, and don't be afraid to leave the aliens behind. Your safety is more important than them."

"I assure you my dear, we will be fine for a few moments. You are starting to seem more and more like a scientist yourself as time tells." He says. You chuckle slightly, and go on your way.

As you walk, the mycelium builds up more and more, eventually forming into larger growths with budding flora sprouting them. You finally find the control panel, on the other side of a locked, but buckled door. There is a ventilation shaft on the inside, and one on the ground you can reach. It seems like you weren't the first to have this idea. A zombified scientist shambles aimlessly inside the room.

>Back to the vents. Really hope there aren't any more of the parasites that got that scientist in there.
>Pick the door open. (Roll 3d6, pass on a 14.)
>You're done being a locksmith, kick it open. Roll 3d6, pass on a 12, backfires below a 10.)
>>
Rolled 6, 6, 5 = 17 (3d6)

>>4173668
>You're done being a locksmith, kick it open. Roll 3d6, pass on a 12, backfires below a 10.)
Op smash!
>>
>>4173668
>Pick the door open. (Roll 3d6, pass on a 14.)
We should save kicking for when picking fails. Everyone knows that you want to save destructive means for last.
>>
Rolled 3, 6, 4 = 13 (3d6)

>>4173668
>>You're done being a locksmith, kick it open. Roll 3d6, pass on a 12, backfires below a 10.)
Fuck it
>>4173693
Sweet fuck
>>
>>4173668
>Pick the door open. (Roll 3d6, pass on a 14.)
*Authors Note: Kick has a special meaning that English speakers will not understand. It has to do with hardship and dice, concepts that cannot be done justice in the English language.
>>
File: Spoiler Image (2.6 MB, 2208x1242)
2.6 MB
2.6 MB PNG
>>4173693
>>4173696
>>4173697
>>4173717
By virtue of rolling a 17, you break the tie. Also, I have to write this one out on my phone, so it might be a bit fucky.

Black Mesa feels like it highlights what’s wrong with this country, and it’s all encompassed in this door right here. Why on God’s green earth is this door locked? This is the control panel to a fume vent, anyone should be able to access this in an emergency, surely? You know why, because no-one involved knew what was going on. All the secrecy, hyper advanced science, and groundbreaking engineering was contained to their apartment.

At no point in this facility is there anyone with a big map in their head that explained who knew what secrets, who understood what designs, and who knew where things needed to be. In turn, that meant the builders didn’t know, and the security guards. It’s just like congress, hell, even the White House.

Conspiracy theorists don’t know what they’re talking about, you’ve SEEN the presidents classified briefings, and he doesn’t know anything the average spy doesn’t know. There’s no way the president can organize a mind control system, because even if there was someone who knew how to do that, they would be the only ones with that information, isolated, trying to enhance the ideas themselves without any authority or resources. This is why nothing ever gets done in this damn country, it’s why these scientists were able to blow a literal hole in the universe, because no one actually knows anything!

Well you’re gonna change that! You’re gonna be the person that figures this out! Even if you have to water board a space alien in the process, you’re gonna find out what caused this whole inter dimensional mad-science mess so you can turn it back! And you’re gonna start, by finding out what the hell those security guards were thinking, locking YOU out of this room! They call country singers patriots for singing about soldiers, but YOU’RE the real patriot here.

You’re boot flies forward, knocking the door right off its hinges, and into the zombie. The zombie moans, staggers, but unfortunately stays standing.

>Fire your revolver at the zombie. (Kills on a 5, -1/ 4 ammo.)
>Kick the zombie. >Kills on an 8, stuns on a 5.)
>>
Rolled 3, 6, 3 = 12 (3d6)

>>4173799
>that pic
>the Black Mesa A Team
>Kick the zombie. >Kills on an 8, stuns on a 5.)
It's waffle stomping time
>>
>>4173799
>Kick the zombie. >Kills on an 8, stuns on a 5.)
GET MAD.
>>
>>4173813
>>4173824
You run over the remains of the door and use your inertia to plant your boot center-mass into the zombie. The already wounded creature is easily knocked off it's feet, the headcrab splattering like a bug as the momentum of the human body drives its tiny little bones into the corner of the filing cabinet. The parasite pops off the body, which rolls over limp on the ground. You step over the body and start reading labels until you find one reading "Wing Wide Fume Hood," and set all the levers to their maximum throttle. The orange-yellow dust starts getting pulled up, into the vents and away from your lungs. You start to walk back towards Vance and Kleiner. Vance is currently standing over a still unconscious vortigaunt, clearly proud of his work. The now easily restrained Xen Controller gives you a death stare through its red beady eyes as you enter. It's conscious, but is still easily held in place. It makes a few vicious sounding noises, but makes nothing of its threats.

Kleiner smiles as he sees you. "Ahhh, Ms. Oppenheimer. Since you are the one experienced in such, grim matters, Dr. Vance and I decided to leave the discretion of location up to you when it comes to your interrogation. Would you prefer we bring the specimens to the infirmary, or perhaps that you do your research here? I doubt simple nurses and the occasional medical doctor will make much out of xeno-biology, so don't worry about losing the ability to perform biological examinations."

>Last time you "talked" to one of these things, you had a seizure. You'd rather have a seizure in an infirmary, rather than an exposed and slightly toxic storage room.
>You never know what you might encounter on the way to the infirmary. You'd rather get this out of the way now, and not have to worry about these creatures later on.

This is my last post for the night. Good night.
>>
>>4173878
>You never know what you might encounter on the way to the infirmary. You'd rather get this out of the way now, and not have to worry about these creatures later on.
>>
>>4173878
>You never know what you might encounter on the way to the infirmary. You'd rather get this out of the way now, and not have to worry about these creatures later on.
>>
>>4173878
>You never know what you might encounter on the way to the infirmary. You'd rather get this out of the way now, and not have to worry about these creatures later on.
>>
File: xcomwehaveways.jpg (34 KB, 640x360)
34 KB
34 KB JPG
>>4173895
>>4173899
>>4174375
You're better off ditching weight as early as possible. You already have two people in need of protection trailing behind you, you don't need to add two more non-cooperating variables to any combat situations you might come across. As well, if these things really are psychic, they might very well act as two sirens attached to the party as you travel.

You observe the two aliens under your care. The Xen Controller is currently restrained, and attempting to appear vicious. If all that skull mass is for brains and not just acting like a massive balloon that it uses to float, you could get good information from the creature by attempting to communicate with it. The exact things you'd need when dealing with aliens, societal heirarchy, military strategy, technology, biological weaknesses, etc. Of course, that's assuming you can undertake the significant challenge of actually getting it to cooperate.

If you're right about the Vortigaunt being a slave conscript, then it would lack any important information about military strategy among the aliens. It's possible that its not even educated according to even the most basic standards according to its species. Education brings the ability to plan, which means coordination, exactly what one doesn't want among slaves. Still however, you won't have to get unconstitutional if it is an unwilling conscript, and you know that the creature from earlier was trying to show you something through the migraine.

>Attempt to talk to the vortigaunt first. Tell the scientists to stick close, you'll need a few good minds on this, and having a few physicists to interpret things will help.
>Attempt to talk to the vortigaunt first. Tell the scientists to back off, the more information they know the more they become a target, both for CIA interrogaters and likely the aliens.

>Try and interrogate the Xen controller first. Tell the scientists to back off, it won't be pretty, and the more information they know the more they become a target, both for CIA interrogaters and likely the aliens.
>Try and interrogate the Xen controller first. Tell the scientists to stick close, you'll need a few good minds on this, and having a few physicists to interpret things will help.
>>
>>4174482
>Try and interrogate the Xen controller first. Tell the scientists to stick close, you'll need a few good minds on this, and having a few physicists to interpret things will help.
>>
>>4174485
This but make sure the scientists are protected
>>
>>4174531
Oh yeah, good idea. This too.
>>
>>4174485
>>4174531
>>4174537
"We're gonna talk to them right here, watch closely, I'll need your help, but keep a good distance. I don't want it pulling mind tricks on you." You say as you unholster your revolver, placing it atop a nearby crate of god knows what. If it starts getting in your head, you want the high caliber weapons out of arms reach.

"Understood, we will be watching vigilantly from a safe distance." Dr. Kleiner says. "If it's not much trouble, would you mind reporting any visual or audible observations you may make? We'll record them as you work."

"Good idea Dr. Kleiner." You say as you crouch down before the restrained creature. One of it's legs is held down by your own boot, preventing it from moving anywhere soon. The creatures eyes track you. The creature is pretty clearly still somewhat woozy from your earlier strike. This might make it a little bit easier for information top slip out unwittingly, but it might make any messages a bit less clear. You'll also have to be really careful if you want to get "messy" with the creature. You can't risk pushing it too hard and ending it.

>The creature is telepathic, try and think something menacing. (Roll 3d6, the alien will be intimidated on a 13. It will backfire on an 11 or below. )
>The creature is telepathic, try and think of things it may recognize, and hope for a response. (Roll 3d6, the alien will be intimidated on a 13. It will backfire on an 11 or below. )
>Try and make some close observations to report to Kleiner and Vance, the former of whom is now holding a small little notepad and pen he had been keeping in his labcoat pocket. (Roll 3d6, make a discovery on 12.)
>Try to establish yourself as an earth authority. Speak as a leader while you show your badge.
>Try and establish a rapport, try the name trick, seem nonthreatening.
>>
>>4174549
>The creature is telepathic, try and think something menacing. (Roll 3d6, the alien will be intimidated on a 13. It will backfire on an 11 or below. )
This is a pretty high DC.
>>
Rolled 4, 5, 1 = 10 (3d6)

>>4174557
You try to picture all the kinds of things you, or worse, your bosses could do as you silently stare the creature down with your best attempt at an intimidating glare. The migraine starts pulsing as you do, and you focus harder, including superimposed ideas of the alien facing the kind of off the map russian or chinese facilities that make Guantanamo look quaint in comparison.
>>
File: Black-Mesa-Xen.jpg (53 KB, 640x360)
53 KB
53 KB JPG
>>4174611
As you do, the migraine pulses hard. You become unable to focus on your original thoughts, instead images akin to the drawings of schizophrenics re-rendered into high-definition memory start invading your head. You try to push them away, but the creature's will is stronger. The migraine grows harder and harder, banging like a hammer against your skull. You see images of alien factories with machines of bone, mycelium, chitin, and fleshy vascular pipes. They arm eight foot tall brutes in inumerable mass in chitin with insectoid weapons, and harvest headcrabs from collosal four legged beasts whose eggsack hangs below it. The final image nearly breaks your composure in front of the scientists, but it fades quick enough that you stay standing. The detail fades, and all you can still remember is a massive, terrible fetal silhouette chanting some alien story.

You hold yourself in position, quietly panting as the aliens expression, despite not moving, begins to look incredibly arrogant. It's as if its bulging red eyes are daring you to try that again. You held your stern composure throughout, but the creature saw through it easily.

>Explain everything you just saw to Dr. Kleiner and Dr. Vance, even if it did shake you.
>Try to establish yourself as an earth authority. Speak as a leader while you show your badge.
>Try and make some close observations to report to Kleiner and Vance, the former of whom is now holding a small little notepad and pen he had been keeping in his labcoat pocket. (Roll 3d6, make a discovery on 12.)
>You're not gonna take that. It can show you all the armies it wants, but its hands are still tied up, you'll make it fear you. Start hitting it. (Roll 3d6, Pass on an 11, the creature dies on a 14.)
>You've had enough of this creature, move on to the vortigaunt.
>>
Rolled 1, 4, 4 = 9 (3d6)

>>4174644
Show it Doomguy
>>
>>4174644
>Explain everything you just saw to Dr. Kleiner and Dr. Vance, even if it did shake you
Let’s let Kleiner log it down. It should stop the Controller’s arrogance a bit when it realises it just gave us info it shouldn’t have.
Which version of Xen do you prefer, OP? Original or Black Mesa?
>>
>>4174652
You try to up the ante by passing off the images of humanity's fictitious heroes as true, showing them in heroic poses defeating the monsters of myth and science fiction. Instead, for some strange reason, you start thinking of Dr. Freeman. Why are you thinking about him? He's not threatening, he's a physicist.
>>4174656
Black Mesa Xen is a mixed bag for me. On one hand, it doesn't have the terrible level design the original had occasionally, and it's certainly very pretty, and has its moments. At the same time, it misses something that the original had. Original Xen always captured the feeling of being "outside" of reality. It wasn't just alien, it was impossible. It sold you on the idea that you were inbetween universes where physics was so mushy that things could float while others fell, and the slightest spark could create a portal somewhere else. In comparison, Black Mesa Xen just kinda feels like any other alien world but floating on rocks. Also, could they really not get Mike Shapiro, or at least someone who vaguely sounded like him to play G-man at the end?
Your voice quivers a little as you speak. "Dr. Kleiner..." you say between silenced gasps.

"Yes, are you quite alright?" He asks.

"Don't worry about it. Write this down. The aliens appear to..." You stutter a little as you remember the near lovecraftian thoughts. "The aliens primarily use biological systems as weapons and armor. They're primary infantry, is roughly eight feet tall, and covered in chitinous plates. As well, the headcrabs are birthed from large four legged beasts with a hanging egg sac." You say.

"Yes... fascinating... did it tell you this telepathically?" He asks.

"Unfortunately, yes." You respond. "They also pay some form of reverence to a gargantuan creature with... fetal proportions." You continue.

"Good work Gabriella." Vance says encouragingly.

"You are stepping up to be somewhat of a scientist yourself Ms. Oppenheimer." Kleiner says.

The migraine is no longer chuckling at you, but it certainly doesn't fear you.

>Try to establish yourself as an earth authority. Speak as a leader while you show your badge.
>Try and make some close observations to report to Kleiner and Vance, the former of whom is now holding a small little notepad and pen he had been keeping in his labcoat pocket. (Roll 3d6, make a discovery on 12.)
>You're not gonna take that. It can show you all the armies it wants, but its hands are still tied up, you'll make it fear you. Start hitting it. (Roll 3d6, Pass on an 11, the creature dies on a 14.)
>You've had enough of this creature, move on to the vortigaunt.
>>
Rolled 5, 1, 3 = 9 (3d6)

>>4174693
Ok. Throwing out the big guns. Imagine molesting it with such debased depravity as a pedophile at an elementary school. This aught to intimidate it enough.
>>
>>4174707
No.
>>
>>4174693
>You've had enough of this creature, move on to the vortigaunt.
And hey, the vort might be willing to help with interrogation.
>>
>>4174754
You just shake your head and stand up, turning around to face the doctors. "I'm done with this one for now, at least we got something out of it. Eli, how does the other one look?" You ask.

"Wounded, and barely awake." He explains. "He seemed to calm down quite a bit after I got that collar off of him."

"Alright, good work on that by the way." You say as you investigate the creature. You kneel down next to the spread out, inhuman body. His breathing is slow, but present and consistent. You can tell however that he's really lucky, without a single burn of electricity on him. The hit transferred entirely through your body, instead of finishing him off while you used him as a shield. Be careful with attempts at psychic communication, if it is a strain on a creature like this, it might not have the energy to do it multiple times.

>Try to think about the images you just saw to get a psychic response. (Roll 3d6, pass on a 13.)
>Try and think about the voice you heard earlier from the other vortigaunt to get a psychic response. (Roll 3d6, pass on a 12.)
>Try and think about the strange synthetic army you saw before the resonance cascade to get a psychic response. (Roll 3d6.)
>Think about the migraine itself, see if the creature understands, and elicits a psychic response. (Roll 3d, pass on a 15)
>Maybe feed it painkillers and wait a bit? If you help with the pain, it might help with consciousness?
>Try and build a rapport. Try the name trick, and apologize for smacking it in the face and using it as a meat sheild.
>>
Rolled 3, 5, 3 = 11 (3d6)

>>4174824
>Maybe feed it painkillers and wait a bit? If you help with the pain, it might help with consciousness?
>Try and build a rapport. Try the name trick, and apologize for smacking it in the face and using it as a meat sheild.
>>
>>4174824
>Try and build a rapport. Try the name trick, and apologize for smacking it in the face and using it as a meat sheild.
And then with formalities out of the way,
>Try and think about the voice you heard earlier from the other vortigaunt to get a psychic response. (Roll 3d6, pass on a 12.)
I think we should try to make him feel safe, enslaved conscript that he is. The best way to do that would be to show kindness and trustworthiness. He might become more cooperative when he realises we’ve saved another member of his species and honestly don’t want to hurt him.
>>
Rolled 1, 1, 1 = 3 (3d6)

>>4174843
>>4174854
You pull the tramadol out from one of your pockets and feed it to him. Four pills worth slide down it's throat. Tramadol is supposed to work near immediately, but there's no telling with alien biology whether or not it will even take effect, and it might be difficult even telling if it has. You give it about five minutes, but all you notice is that your own migraine is dulling slightly.

You place your face directly in front of the creature, going so far as to remove your helmet to show a degree of trust. The alien grumbles something in its own language as you do. You point to yourself, saying your name loudly and clearly, trying to apologize while abstracting the concept of an apology in your head, in the hopes that it understands. You show the sparing of the member of its kind, Dr. Vances removal of the collar.

The migraine already knows The Agent Oppenheimer.

You try to conjure up that voice you heard before, the sterile, medical voice from earlier. You couldn't make out what it said, but you certainly understood how it sounded, with a chilling feeling of uncannyness.
>>
>>4174869
the DICE
THEY HUNGER
>>
>>4174869
>1, 1, 1
Please don’t tell me we just fucking sent the vortigaunt into a coma.
>>
File: Spoiler Image (227 KB, 784x188)
227 KB
227 KB PNG
>>4174869
The migraine tries to say something, but slowly, it starts to numb away. At first, you try to chase after it. The pain was helping you, you needed it... but then slowly, a different feeling fills your head. The last thing you hear from it is thanks for this oceanic experience.

You panic for a moment, checking the life signs of the vortigaunt in front of you. Perhaps it could be an illness, perhaps the amount of psychic lifeforms is lowering. He is still breathing, even grumbling something happy. At first you wonder where the migraine has gone, but soon find yourself unfettered by it.

You feel happy. You're unsure how you know this, but that expression on the vortigaunts woozy face seems happy too. His face looks really funny come to think of it. You giggle at the sight of it. Hell, while your laughing, you should laugh at that stupid big headed alien you kicked like a floating soccer ball, and that weird cosmic space creature that looked like a massive baby. You don't know why you were so worked up earlier about the "Resonance Cascade, " this has been a riot! You've gotten to finally do some cool spy stuff instead of sitting around at a desk, kick things, shoot things, hell, you're laughing right now with an alien you just fed painkilers too! That's awesome!

>Hey Docs! Did you know this Tramadol stuff works on aliens! Cool right?
>Kleiner, I'm feelin' pretty good right about now, if you're maybe we should just skip the infirmary and head straight to the housing complex.
>Hey Doc, look at this, I think I said something funny, the aliens giddy right now! Funny right?
>>
>>4174912
>Hey Docs! Did you know this Tramadol stuff works on aliens! Cool right?
>Hey Doc, look at this, I think I said something funny, the aliens giddy right now! Funny right?
Kleiner will be fascinated at witnessing the first ever instance of an alien and human laughing side by side. Eli will be concerned for our mental health. Both will be funny.
Goodbye, magic migraine. We hardly knew ye.
>>
>>4174912
>Hey Docs! Did you know this Tramadol stuff works on aliens! Cool right?
>>
>>4174943
>>4174991
"Hey, hey docs!" You shout, reaching for the bottle again. "Did you guys know that this tramadol stuff works on aliens!"

"Interesting observation, I'll mark it down." Kleiner responds.

"Gabriella, are you quite alright?" Dr. Vance asks. "Your acting strange."

"Yeah, I feel great, why?" You say, Vance just looks concerned. He's about to something when you interrupt, laughing and pointing at the Vortigaunt. "Hey, look at this, I think the alien thinks I'm funny. He's giddy!" You continue chuckling.

"Ms. Oppenheimer, are you in any pain?" Kleiner asks. "Even pre-existing pain."

"Nah, I feel great! Even the migraine's gone. Why are you guys always calling me Gabriella or Ms. Oppenheimer. You guys are nice, c'mon, you can call me Gabby!"

"Gabri- Gabby, quiet down. Did you take any of those pills?" Dr. Vance asks.

"Nah, why?" You ask.

Dr. Kleiner writes somthing down, while muttering; "Fascinating!"

Dr. Vance pulls a flash light out of his coat, clicks it on, and kneels in front of you, saying "Lemme take a loot at you Gabby," before shining the light into your eyes.

"Ms. Oppe- Gabby, if you haven't ingested any of the Tramadol, then it would seem that perhaps the psychic abilities of the creature before you have transferred the mental affects to you." Dr. Kleiner says.

>So wait, your psychically high? Thats awesome! Just laugh about it.
>Oh shit, you can't fight while high. You gotta get to safety soon.
>Wait, the alien got you high? Try and make him undo it! Why is he in your head.
>Agree with Kleiner, that is fascinating! You should bring the vortigaunt with you so the scientists at the infirmary can... like... scan it.
>>
>>4175021
>>Agree with Kleiner, that is fascinating! You should bring the vortigaunt with you so the scientists at the infirmary can... like... scan it.
>>
>>4175021
>Agree with Kleiner, that is fascinating! You should bring the vortigaunt with you so the scientists at the infirmary can... like... scan it.
>>
>>4175021
>Agree with Kleiner, that is fascinating! You should bring the vortigaunt with you so the scientists at the infirmary can... like... scan it.
And then, once our stoned-as-fuck mind catches up to reality, we realise:
>Oh shit, you can't fight while high. You gotta get to safety soon.
>>
>>4175067
+1

Should be a way to break the psychic connection though.
>>
>>4175021
>Agree with Kleiner, that is fascinating! You should bring the vortigaunt with you so the scientists at the infirmary can... like... scan it.
>>
Rolled 1, 1, 2 = 4 (3d2)

>>4175048
>>4175053
>>4175067
>>4175071
>>4175078
"That's... that's amazing..." You say, staring off into space slightly as you ponder the idea. "Do you guys have... like... science stuff at the infirmary? We should scan my head and see how.. that... works."

"An exemplary Idea Gabby," Dr. Kleiner says. "The black mesa infirmary does include full hospital equipment, including numerous brain imaging techniques."

"Calm down, both of you." Vance interrupts. "We need to take this slow, we don't know what we're dealing with. Here, Gabby, track my finger." He holds up his index finger towards the ceiling, then moves it left. Your eyes realizing they're lagging behind, and quickly jump towards the appendage, but by the time they got there, it had already started going right. "Alright, your a little slow. Can you stand?"

"Yeah," you say, standing up. As you do, you realize, working in a facility almost entirely staffed by men has made you feel short, and you thought you were tall before. These aliens are great, for the first time in months, you get to be the one of the tall one in the room. You look to the large headed creature, who is currently angrily glaring at Kleiner, and laugh at it. It was pretty cool how you kicked it in the face...

Wait, how are you gonna fight while high?

"We should get to the infirmary." You say in between laughter at the small floating alien. "It's... it's not safe here..."

"Gabby are you alright?" Vance asks, quickly preparing himself to help.

"Yeah yeah it's just... I can't fight while high..." You explain. "C'mon, let's head out..."

>Take the vortigaunt and the Xen controller. There is three of you at the moment.
>Take the Vortigaunt. He's harder to carry, but it will give more information on the state of your head.
>Take the xen controller. He's easy to carry.
>Leave both aliens, you'll move quickest, but lose some quality samples.
>>
Rolled 1, 6, 1 = 8 (3d6)

>>4175103
>Take the Vortigaunt. He's harder to carry, but it will give more information on the state of your head.
>>
>>4175103
>>Take the vortigaunt and the Xen controller. There is three of you at the moment.
Eat your heart out Freeman, we got high in like 500 posts.
>>
>>417510
>Take the Vortigaunt. He's harder to carry, but it will give more information on the state of your head.
We should probably just execute the Controller at this point. They’re like the Nihilanth’s secret service so it won’t be allying with us any time soon, and it’ll just be another enemy if it gets free. Besides, we can always try to catch another is we need.
Let’s not spook the vortigaunt in the process, though.
>>
>>4175103
>Take the vortigaunt and the Xen controller. There is three of you at the moment.
>>
You know, this situation reminds me of a little song...
https://youtu.be/UdTHOcTrR4Q
>>
>>4175103
>Take the vortigaunt and the Xen controller. There is three of you at the moment.
>>
>>4175107
>>4175111
>>4175115
>>4175117
>>4175130
"Here, Dr. Vance, you grab from the shoulders, I'll grab from the legs, that way I can drop him quickly if we need to fight." You say, positioning yourself behind the vortigaunt.

"You sure you're good to lift Gabby?" Vance asks.

"Never better," You chuckle. "Stop worrying, I'll be fine. I'm high, not injured. Dr. Kleiner, take the big headed... thing, hold on to that glock for now.

"Yes, of course." He responds.

You count down, before both you and Eli lift at the same time. The three of you move down the corridor, with you at the front holding the aliens legs, Dr. Kleiner to the left of the vortigaunt being carried between you and Vance. The quiet hallways give you an oppurtunity to talk with the two physicists?

>So Dr. Vance, you've got a family right, are they cool?
>Do you guys think I could run for president?
>Hey Dr. Kleiner, what does all this crazy universe explosion stuff have to do with teleporting?
>So,will any of these weird cystal samples give us superpowers?
>So Dr. Kleiner, you said that Calhoun... um... Barney right? Conspiracy theorist guy? Why was he showing you how to shoot a gun?
>>
>>4175161
>Hey guys...what if we ran the test in reverse? Cancel out the bad vibrations from the original test with good vibrations. That'd be groovy, man. I bet it'd fix everything.
>>
>>4175187
This, just to see how Kleiner will shut us down.
>>
>>4175161
>>So Dr. Kleiner, you said that Calhoun... um... Barney right? Conspiracy theorist guy? Why was he showing you how to shoot a gun?
>>
>>4175161
>So Dr. Kleiner, you said that Calhoun... um... Barney right? Conspiracy theorist guy? Why was he showing you how to shoot a gun?
>>
>>4175161
>So,will any of these weird cystal samples give us superpowers?
>>
>>4175187
>>4175189
>>4175197
>>4175202
>>4175242
"Hey... why don't we just... like... did the test backwards?" You ask, "If we put the exotic matter back into the crystals.. then the waves would go the other way and cancel out the bad waves, and make everything groovy again."

"Gabby, are you suggesting we go into an irradiated test chamber where no doubt countless bursts of energy are occuring as the universe itself attempts to mend, fix the anti-matter spectrometer, reverse time in a localized area, and somehow interface with this impossible mutation of the contraption in the hopes that the infinitesimal odds that a second resonance cascade occurs land in our favor?"

You feel embarrassed, but you just laugh it off. You feel your hair flick as you shoot a goofy smile towards Dr. Kleiner. You look up at your messy helmet-bangs. Oh crap, you think chuckling to your self, you forgot your helmet. Oh well, this place is littered with dead security guards.

"An interesting thought experiment Gabby." Kleiner says while you aren't paying attention.

"What?" You ask.

He mumbles to himself, "Perhaps if we had the right exotic matter and a second..."

"Izzy!" Vance interrupts. "The girl's stoned, don't confuse her."

"Oh, yes of course." He responds, leaving the thoughts to his head for now.

"So... Dr. Kleiner, you said earlier... who was it? Barney Calhoun, the conspiracy theory guy. Why was he teaching you how to shoot?" You ask.

"Oh yes, Mr. Calhoun. He's a friend of Gordon's. I used to teach Dr. Freeman at MIT, and was hoping to find some time to catch up with him outside of the stress of a black mesa laboratory. He had told me he had plans to shoot at the range with Mr. Calhoun, but I offered to come and he did accept. Their both better shots than I, I will say. Still, Mr. Calhoun showed me some basic ropes. He did make a few bold remarks about the comings of extraterrestrials, and it would seem my dismissive attitude was unfounded."

You've met Barney in the Security Offices. You'd guess that he didn't have any sort of premonitions regarding this incident, he was just a conspiracy theorist.

You finally reach the Infirmary door. Knocking twice, you have to wait until a security guard answers, who pokes his head out the door, sees the "samples" and says "Nah, not taking any chances. Prove your human before you even think about taking them in here.."

>Pull out your CIA badge, and tell him "I outrank you man!"
>Just laugh at him, and try to yank the door open. (Roll 3d6. Pass on a 10.)
>"Take me to your leader!"
>"Hey Docs, you have some pull around here, can you talk to this guy?"
>>
>>4175254
>"Hey Docs, you have some pull around here, can you talk to this guy?"
>>
>>4175254
>"Take me to your leader!"
>>
>>4175254
...Alright, maybe it's time to indulge the seduce anon.
We're high as fuck, running on adrenaline, and tits are the best way to prove you're human.
>Seduce him!
>>
Rolled 4, 1, 3 = 8 (3d6)

>>4175254
>Just laugh at him, and try to yank the door open. (Roll 3d6. Pass on a 10.)
AM STRONK LASS
>>
>>4175278
You sure, man? That’s a real good way to get us or the docs shot.
>>
>>4175254
>Pull out your CIA badge, and tell him "I outrank you man!"
>>
>>4175254
>>"Hey Docs, you have some pull around here, can you talk to this guy?"
Holy shit, since everyone is voting each their own thing i'll just change to this.
>>
File: drbreen.jpg (108 KB, 337x516)
108 KB
108 KB JPG
>>4175300
I love you.
>>4175268
>>4175269
>>4175274
>>4175278
Damn, this would've been one of the few times I would've allowed a seduce roll. Would've been hard though given that you're wearing a bulletproof vest.
>>4175287
>>4175297
"Hey docs... You're probably this guys boss, right? Could you talk to him?" You ask.

"Of course," Dr. Kleiner responds. He walks up to the door. "Sir, you can find us in the system if need be. Me and my colleague were in the anomalous materials labs when the accident happened. At first we had been content to send Dr. Freeman to the surface, but this fine specimen found us." He says, looking to you. "In concordance with the goals of black mesa, we were hoping to collect these creatures she had incapacitated and submit them for study under the medical instruments."

You can't help but laugh as Dr. Kleiner calls you a "fine specimen." You are great.

"You knocked two of these things out?" The guard exclaims, emphasizing the "You" part.

You see a figure behind the guard talking to someone out of view. A man in a more professional suit with white hair and an oblong face. He turns, notices Dr. Kleiner, and puts on the kind of business-man smile that one practices in the mirror every morning for.

"Dr. Kleiner! Oh, and Dr. Vance! Please, come in!" He says walking towards the door. He turns to the security guard. "Why haven't you let them inside yet?"


"I was trying to make sure they were human sir..." The guard explains.

"Of course, and I appreciate your vigilance, but let's pertain to the realm of science next time, rather than science fiction." He says passive agressively towards the guard. He looks to you, having not seemed to have noticed you yet. "Who would your name be, Ms...?"

>Oppenheimer, Interrogator of aliens.
>Oppenheimer, Agent Oppenheimer, of the CIA.
>The Feds man, here to shut down this whole operation.
>A real goddamned patriot.
>You can call me gabby!
>None of your business good sir!
>>
>>4175355
>>You can call me gabby!
Oh boy, look who's here.
>>
>>4175355
>Oppenheimer, soon to be Dr. Oppenheimer after all the scientific mumbo-jumbo I've heard today. I mean, I didn't understand a word of it, but it has to count for something.
>>
>>4175355
>Oppenheimer, Interrogator of aliens
>But you can call me Gabby!
WELCUM
WELCUM 2 CITY 17
>>
Rolled 2 (1d3)

>>4175361
>>4175371
>>4175373
>>
>>4175361
>>4175371
>>4175373
Actually nevermind, I can merge that.

"Oppenheimer." You say.

"Ah, as in the nuclear physicist?" He responds.

"The nuke guy? Yeah. But I think you could call me Dr. Oppenheimer with all the science babble stuff I've heard today. Dunno what it means, but it probably counts for something... right?" You say, before giddly chuckling. "Ooh, or maybe, Oppenheimer, Interrogater of aliens. I've tried to communicate with a few of the things. Anyway... you can call me Gabby."

"Alright... Gabby," The man says confused. He carries with him the incredibly boring air of a high school principle. "My name is Dr. Breen, I'm sure you've heard of m, but few have met me in person. I'm the administrator here, and hope for your full collaboration in the coming days."

Dr. Vance approaches you from behind, and points to two security guards, "They'll store the samples for now gabby, maybe you should get some rest?"

>You don't need rest, you should get to the surface as quick as possible and unite with your old equipment, you'll come back here when you can.
>Come to think of it, maybe you could use a nap, and some medicine. You'd normally be fast asleep by now after night shift. Instead you've been getting zapped.
>Nah, you should really find some ammo, maybe track down a new helmet.
>No, you wanna do those tests on the aliens with Kleiner as soon as possible, you need answers.
>>
>>4175428
>>You don't need rest, you should get to the surface as quick as possible and unite with your old equipment, you'll come back here when you can.
>>
>>4175428
>Come to think of it, maybe you could use a nap, and some medicine. You'd normally be fast asleep by now after night shift. Instead you've been getting zapped.
Only long enough for Kleiner to do what he needs to do with the aliens. Hell, if need be we could even nap inside the MRI machine if he wanted to take scans of us due to the psychic connection.
>>
>>4175428
>>Come to think of it, maybe you could use a nap, and some medicine. You'd normally be fast asleep by now after night shift. Instead you've been getting zapped.
>>
>>4175428
>Come to think of it, maybe you could use a nap, and some medicine. You'd normally be fast asleep by now after night shift. Instead you've been getting zapped
Let’s not drop dead of exhaustion. This was we get to timeskip to a point where Kleiner has done the tests and some new gear has been scrounged for us.
We also get to keep Eli around to temper whatever unethical treatments Breen might have in store for the vort. Breen’s nothing if not opportunistic.
>>
>>4175428
>No, you wanna do those tests on the aliens with Kleiner as soon as possible, you need answers.
The high will only enhance the experience.
>>
>>4175441
>>4175446
>>4175459
>>4175475
>>4175477

The two security guards take the near-unconscious vortigaunt off with Kleiner at their side telling them "Be careful with it, take it to someplace it can get the rest it needs. We must keep the specimen in good health if we wish to reap the fruits of knowledge from this rare opportunity."

"Yeah... I could use a nap," You say to Dr. Vance. "I'll look for somewhere to fall asleep."

You start to walk the halls of the infirmary, which is honestly closer to a small hospital. They appear to be in a full on triage right now, doctors rushing around to check on critical patients, and leaving patients who are unsaveable to die with an injection of morphine. You've seen it before plenty of times when they had you shipped out to keep eyes on the middle eastern dictator of the month, but it still has a way of killing the giddiness of a high. It's clear none of these people have had to perform something like this before, some of the nurses and doctors seem to be on the verge of tears.

Needless to say, there are no free hospital beds.

>Find some sort of spare medicine for the minor cuts and electrical burns covering you, don't want to get them infected. Of course, it is the middle of a triage, there's not much to spare. (Roll 3d6, pass on a 12.)
>Find a quiet cleaning cabinet to sleep in.
>Just pass out on a bench in the lobby, where there are no patients.
>Try to fall asleep on the floor outside of the alien storage, where your sleep might be interrupted, but you can at least keep Kleiner and his samples safe.
>You might be in the middle of an alien invasion, but your also high and reckless, find someone nice to spend the night with, it might be your last. (Roll 3d6, pass on an 12)
>>
Rolled 2, 3, 3 = 8 (3d6)

>>4175522
>>Find some sort of spare medicine for the minor cuts and electrical burns covering you, don't want to get them infected. Of course, it is the middle of a triage, there's not much to spare. (Roll 3d6, pass on a 12.)
I'm not sure if i'm into the einstein look.
>>
Rolled 1, 1, 3 = 5 (3d6)

>>4175522
>Find some sort of spare medicine for the minor cuts and electrical burns covering you, don't want to get them infected. Of course, it is the middle of a triage, there's not much to spare. (Roll 3d6, pass on a 12.)
>>
>>4175522
>Find some sort of spare medicine for the minor cuts and electrical burns covering you, don't want to get them infected. Of course, it is the middle of a triage, there's not much to spare. (Roll 3d6, pass on a 12.)
DOC! C’MON MAN!
>>
>>4175527
Wouldn't you want to get one of these blood samples under a microscope?
>>4175556
>>4175528
You try to flag down a nurse, showing them the cuts under your dirty uniform. Each one simply responds with "We'll be with you shortly ma'am, we'll be with you in just a moment." It doesn't take long for you to give up, it's clear that there are far more urgent matters than your minor injuries on hand. Patients on the floor are moaning with faces full of fragments, covered head to toe in burns, or feature gunshot wounds... many of a higher caliber than you should be able to find in black mesa. Who's gone postal then?

You return to the lobby as your high starts wearing off more and more. It's a shame to lose the giddiness and feel the soreness throughout bones, muscle and skin alike. As sobriety returns, you start to notice a little parting in the pacing of the non-wounded scientists. Those that you recognize, i. e. the ones from anomalous materials, don't even walk to a place where they can see the triage in place. Dr. Breen freely stares over the injured, contemplating something.

You're starting to feel a little tired as the promise of sleep hits you, alongside the migraine returning to haunt you still.

>Find a quiet cleaning cabinet to sleep in.
>Just pass out on a bench in the lobby, where there are no patients.
>Try to fall asleep on the floor outside of the alien storage, where your sleep might be interrupted, but you can at least keep Kleiner and his samples safe.
>You might not get any medicine, but you can at least head to the ladies bathroom to wash the wounds, and apply some bandages.
>Sleep can wait, you need to get this Breen guy alone, you don't like the air he gives off. At the very least, there's a good chance he knows something you don't.
>>
>>4175580
>You might not get any medicine, but you can at least head to the ladies bathroom to wash the wounds, and apply some bandages.
>>
>>4175580
>>You might not get any medicine, but you can at least head to the ladies bathroom to wash the wounds, and apply some bandages.
Ah dang, we should have made better use of the high
>>
>>4175580
>You might not get any medicine, but you can at least head to the ladies bathroom to wash the wounds, and apply some bandages.
>>
>>4175580
>You might not get any medicine, but you can at least head to the ladies bathroom to wash the wounds, and apply some bandages.
Breen can go on the back burner for now, there’s nothing he would willingly tell us that we don’t already know. Let’s just replenish ourselves.
>>
>>4175584
>>4175587
>>4175591
>>4175603
You're grateful for the low amount of women working at black mesa. The inside of the women's bathroom is empty, and you're sure will stay empty for quite a while. The few female coworkers you have are easy to keep track of, making these bathrooms reliable for concealing things you might not want seen. In this case, it's scars. You unbuckle your bullet proof vest before pulling your dirty uniform shirt over your head. Scattered around your body are a few scars that might get people asking questions about whether you're just a security guard. Without planning on wearing that CIA badge on your sleeve until you have some proper equipment, you'd like to keep those covered.

You have to awkwardly contort yourself over the bathroom sink in order to flow running water and stinging hand soap over it all. Then, leaning against one of the stalls, you start running bandages over yourself. You're wrapping some around your waist when something above shakes the ground your under. Dust falls from the ceiling tiles, and the lights flicker for just long enough for you to see your face illuminated by some sort of green light from the left side, exactly where the migraine pulses hardest as it flares up. When the lights flicker back up, you rush closer to the mirror to see your face, noticing nothing. You investigate around the room, seeing no other light sources. You give up, hoping it to be fatigue, the drugs, or perhaps a trick of the lights. You finish with the bandages, before heading out, yawning loudly as the migraine thumps on the side of your skull.

>Just pass out on a bench in the lobby, where there are no patients.
>Try to fall asleep on the floor outside of the alien storage, where your sleep might be interrupted, but you can at least keep Kleiner and his samples safe.
>You might not get any medicine, but you can at least head to the ladies bathroom to wash the wounds, and apply some bandages.
>>
>>4175630
I'm a moron, replace,
>You might not get any medicine, but you can at least head to the ladies bathroom to wash the wounds, and apply some bandages.
with:
>Find a quiet cleaning cabinet to sleep in.
>>
>>4175630
>>Try to fall asleep on the floor outside of the alien storage, where your sleep might be interrupted, but you can at least keep Kleiner and his samples safe.
Hey, that last option doesn't make sense, Anyways, here's hoping the alien can't call reinforcements.
>>
>>4175630
>Try to fall asleep on the floor outside of the alien storage, where your sleep might be interrupted, but you can at least keep Kleiner and his samples safe.
>>
>>4175641
>>4175648
You place your armor to one side of the door, and try to curl up in a comfortable position on the cold tile. It's not particularly easy, you spend an easy ten minutes trying to find a comfortable position, and another trying to calm down with the constant chatter, with the adrenaline having only recently wore off. Still, you're a covert operative, and have to make do with what your given. you've fallen asleep on metal bedframes before, this is no worse. Eventually, the sounds of footsteps and rushing doctors muddy together, before the lights start fading dark. Everything dissolves away, except for that damned migraine.

Thoughts start to float through your limbic system. Dreams, hallucinations, alien messages? You can't tell. Which one do you chase after?

>A briefcase of documents that one could be shot on the spot for looking at without the right security. On it, features a symbol, a spread winged eagle akin to the CIA's, but with a blindfold over its eyes.
>An orange suit, currently dashing across the surface while under fire, looking to immediately return to the underground he just crawled out of.
>A vast alien machine, far far beyond your world, judging a tiny blip in the numbers and killing billions.
>The suspicious administrator from earlier, talking to something dressed in grey that you just can't seem to focus on.
>Boots kicking in doors to the vast facility just moments after their aircrafts bounced onto the pavement.
>>
>>4175718
>An orange suit, currently dashing across the surface while under fire, looking to immediately return to the underground he just crawled out of.
>>
>>4175718
>A briefcase of documents that one could be shot on the spot for looking at without the right security. On it, features a symbol, a spread winged eagle akin to the CIA's, but with a blindfold over its eyes.
>>
>>4175718
>>Boots kicking in doors to the vast facility just moments after their aircrafts bounced onto the pavement.
>>
>>4175718
>>A vast alien machine, far far beyond your world, judging a tiny blip in the numbers and killing billions.
>>
>>4175718
Ah for the love of Cthulhu where the fuck are the voters? Changing to
>An orange suit, currently dashing across the surface while under fire, looking to immediately return to the underground he just crawled out of.
>>
>>4175718
>>A briefcase of documents that one could be shot on the spot for looking at without the right security. On it, features a symbol, a spread winged eagle akin to the CIA's, but with a blindfold over its eyes.
>>
>>4175718
>Boots kicking in doors to the vast facility just moments after their aircrafts bounced onto the pavement.
>>
>>4175718
>An orange suit, currently dashing across the surface while under fire, looking to immediately return to the underground he just crawled out of.
We really need to get to our equipment soon, and contact our superiors.
>>
If we have any hope of fixing this, that is.
>>
>>4175718
>Boots kicking in doors to the vast facility just moments after their aircrafts bounced onto the pavement.
Uh oh, we got hostiles.
>>
>>4175718
>boots kicking in doors
That can't be good
>>
File: hecumarines.jpg (13 KB, 480x360)
13 KB
13 KB JPG
>>4175776
>>4175878
Since it's a tie if you change your vote, I'm gonna base it off your first vote, because it seems like you only changed to break the earlier tie.
>>4175737
>>4175870
>>4175944
>>4175950
>>4175976
>>4176778
>>4176791
Marines, all kept in the dark up until the moment they reach the pavement, where rudimentary orders are given to "treat all non-military as hostile." Given no information, they plunge in formation into the depths of black mesa, many with their only security being the thin cone ahead that their flashlights illuminate. Each squad hits the same first experience as they encounter black mesa staff. Having expected crazed terrorists, or the more creative among them perhaps some sort of well armed mercenary force funded as a proxy for America's enemies, they're all shocked to meet physicists or security guards happy to see them. Rescue at last! The marines stare at each other, then back to the staff. They quickly call in to base, asking for confirmation, or more hopefully, a revision of orders. All they hear is a repeat: "Treat all non-military as hostile."

The marines look to each other, asking with their eyes, "can we do this?" None of them have answers. They open fire, blowing through the poor soul they found with a firing line of automatic weapons.

Others wander the maze like hallways of black mesa, hearing the inhuman sounds of creatures far away. Their training holds them stern as they investigate, ignoring the more creative portion of the brain we shut out as children that pictures monsters and beasts. Some see the corpses of the creatures before meeting them live. These marines call their base, hoping for some sort of answer to the questions that their superiors don't want them asking. Others find themselves shouting as the creatures appear in front of them. The lucky gun it down, the unlucky find that second of surprise just long enough to take a pulse of energy from the aliens.

The unluckiest among them meet a man in an orange suit that soaks bullets just as well, if not better than their own high tech armor.

>Who is giving them orders? You need someone you can talk to, or at least get your superiors to talk to.
>What is their equipment, tactics, and training? More importantly, what are the weaknesses in it?
>Why are they doing this? What is their mindset, or the thoughts of their superiors?
>>
>>4176883
>>Who is giving them orders? You need someone you can talk to, or at least get your superiors to talk to.
Good for me I guess.
>>
>>4176883
>Who is giving them orders? You need someone you can talk to, or at least get your superiors to talk to
As for that second option, shouldn’t we already know how the HECU are trained and what equipment they’re packing? Black Ops seem to have a long-standing disdain for the HECU in OpFor (their conversation in Friendly Fire). Our BO guys probably pack the same stuff the grunts do. We should at least know about their guns and PCVs, right?
>The unluckiest among them meet a man in an orange suit that soaks bullets just as well, if not better than their own high tech armor.
Badass.
>>
>>4176919
>>4176994
Considering the variety of situations they may be in, training and equipment probably vary from mission to mission. There is a piece of lore where shephard notes that they've been doing a lot of indoor training for some reason. Also, the BO guys just mention "grunts," more likely referring to the rank and file in general. You would know about PCVs though, and will even have a lighter variant built into the stealth suit.

You climb up the pyramid of United States special forces command. Sergeants are lying to their squads, captains to their platoons, all with the false promise that they know what to do, that they will get through this. In truth, the same nerves striking the privates strike command. If each one of them weren't dead, their trial would be historical. Each one would simply say "We were following orders, we didn't know."

Even at the rank of Major General is a man kept in the dark. Major General Nathan Montague's reports have been skimmed, summarized, and muddied into uselessness as data travels through radio up the chain of command. He only hears the sterile wordings of military bureaucracy from command off site, such as "Non-Combatant Target," and "Unconventional Combatant," or "Non-Human Threat."

He still is one of the few with the pull to stop this purge, or at the very least pause it for a few days as the shadowy figures in the corners of the department of defense make their move to undo his defiance.

As you sleep, you hear the migraine whispering again as it pulses. Two voices intermingle with it, causing it to flare and grow.

You have two +1s to put in any skill. You can split them up, or you can put them both in one. These bonuses will be added on to your roll.

>The migraine: The migraine gets louder and easier to hear.
>Shooting: Hitting and wounding targets gets easier.
>Physical training: Kicking, punching, catching, throwing, and avoiding getting hit yourself.
>Stealth: Avoiding being seen or heard as you move around.
>Charisma: Manipulating, leading, lying, threatening, etc. Will give also give a bonus to anyone your instructing/leading when it comes to skills you're competent in.
>Spy work: Lockpicking, screwing with computers, stealing things, picking pockets, reading files.
>Science and engineering: Trying to operate or interpret any of the crazy machines and experiments from black mesa.
>>
>>4177067
>Physical training: Kicking, punching, catching, throwing, and avoiding getting hit yourself.
>Charisma: Manipulating, leading, lying, threatening, etc. Will give also give a bonus to anyone your instructing/leading when it comes to skills you're competent in.
>>
>>4177067
>>The migraine: The migraine gets louder and easier to hear.
Pump it, LOUDER
>>
File: Spoiler Image (405 KB, 906x528)
405 KB
405 KB PNG
>>4177190
Painkillers? Did lincoln ask for Girlie Gas when they blowed his head off?
>>
>>4177067
>The migraine: The migraine gets louder and easier to hear.
Magic migraine has been super-useful in a variety of situations and seems to allow some sort of precognition/sight-beyond-sight. We should upgrade this for sure, it’s our special little superpower.
>Charisma: Manipulating, leading, lying, threatening, etc. Will give also give a bonus to anyone your instructing/leading when it comes to skills you're competent in.
If we’re going to be manipulating the entire HECU and even our fellow Black Ops we’re going to need an advantage. Also if we run into an actual HL protagonist our only chance at living is gonna be through convincing them not to completely fucking delete us.
>>
File: halflifecaptured.png (445 KB, 745x628)
445 KB
445 KB PNG
>>4177276
>Also if we run into an actual HL protagonist our only chance at living is gonna be through convincing them not to completely fucking delete us.

Well, you could also try turning the lights off and locking the door behind him. It worked well for those two HECU marines.
>>
>>4177120
>>4177190
>>4177276
Alright, I wanted to get as many votes here as possible, but three will do and four hours is long enough. 2 votes for charisma, 2 for migraine, 1 for PT, sorry BOOT.

The voices started to grow louder, and the migraine pounds against your skull. In spite of the pain, you start to make out the voices better, slowly hearing that they are friendly. One of the voices speaks loudly, transmitting across an entire city, while the other talks very little, content to watch you through the migraine. You try to chase after them, to investigate them, to understand them, but then you lose focus on the migraine when a massive pain flares in your stomach. A white light blinds you.

"Oh!" Says a nurse, "I'm so sorry, I didn't see you, are you alright?"

Your eyes struggle to focus as the sterile white lighting of the hospital burns into them, causing your migraine to pulse and pound. What's going on? Have you been taken to some high tech Chinese facility where they will torture you for information on the US government?

Your eyes finally fixate themselves on the logo on the opposite wall from where you've curled up. Oh, of course, you're not that lucky. You're still in Black Mesa.

"It's alright Miss." You say, holding your stomach. "I've taken worse hits." You groan and lean against the wall. You could really use some coffee, that was not a very long or very nice sleep.

>Check up on Dr. Kleiner's samples.
>Find Dr. Vance, see what he's up to.
>Find Dr. Kleiner himself.
>Try and find that Breen character. You should try and get some information out of him.
>You need to maintain some sanity in all of this, find some coffee, still some food from a refrigerator.
>See if there's anything weird going on with the patients, it could give you an idea of what threats you might have to face.
>Ask around a bit, see if you can get some general info about from the Einsteins.
>>
>>4177413
>You need to maintain some sanity in all of this, find some coffee, still some food from a refrigerator.
>>
>>4177413
Hay wait a minute. What about tasers in Black Mesa?
>>
>>4177413
>>Check up on Dr. Kleiner's samples.
Test our new improved stats
>>
>>4177425
If there are any, the gaurds never seem to use it, and Barney Calhoun (the protagonist of one of the expansions) doesn't seem to have one, but, I like your thinking, and I'll say with a bit of luck, you might find one later.
>>
Rolled 2, 4, 4 = 10 (3d6)

>>4177442
you cheekie bugger
>>
>>4177413
>Check up on Dr. Kleiner's samples
Hopefully Kleiner is with them, then we can tell him about the HECU boys we saw.
>>
>>4177423
>>4177433
>>4177529
You really do want some coffee, you're starting to feel like a part of this head pain is partially due to caffeine withdrawal instead of the good old aliens you're used to. Still, you have responsibilities far more important at the moment. You push yourself off the ground, picking up your bulletproof vest and buckling it to your chest... you'll have to find a new helmet before heading up to the surface. You doubt that the hole in the universe was stopped by the ground, and those parasite creatures appear to specifically attack the head.

You shield your eyes from the hospital lighting as you enter the darkened room. You are thankfully relieved from your migraine for a short time in the janitorial closet they stored the creatures in. The xen controller floats around by the door, and you have to push him back in to ensure as he tries to make an escape during your entrance. The migraine taunts and spits at you as the xen controller is able to do nothing but angrily stare. Your eyes adjust to the low light inside, and immediately notice the lack of a vortigaunt.

>It's probably with Kleiner, just go find him.
>Start immediately tracking it down, let the guards know their is an alien unaccounted for.
>It's probably with Kleiner, ignore it for now.
>Try to mentally assert yourself with that Xen controller again, it seems to be feeling better as well, you could probably hit it a bit to make it scared of you. (Roll 3d6+1, pass on a 12.)
>>
Rolled 6, 3, 4 = 13 (3d6)

>>4177569
>>Try to mentally assert yourself with that Xen controller again, it seems to be feeling better as well, you could probably hit it a bit to make it scared of you. (Roll 3d6+1, pass on a 12.)
Beat the balloon bitch!
>>
>>4177569
>Try to mentally assert yourself with that Xen controller again, it seems to be feeling better as well, you could probably hit it a bit to make it scared of you. (Roll 3d6+1, pass on a 12.)
>>
Rolled 1, 2, 2 + 1 = 6 (3d6 + 1)

>>4177569
>Try to mentally assert yourself with that Xen controller again, it seems to be feeling better as well, you could probably hit it a bit to make it scared of you. (Roll 3d6+1, pass on a 12.)
>>
>>4177575
>>4177583
>>4177612
Determining that the increase in the migraines ceaseless intensity is likely caused by the seething of the creature as you slept with it, you decide not to let the creature get away unpunished for it's escape attempt. You grasp it's leg, pulling it to the other side of the room. You're determined to remind this creature not to play with humanity. It'll help with the safety of the people using the infirmary as punishment. You're confident it can't escape on its own, but what if it somehow called for help?

You place it against the ground, and stare into its eyes as you conjure up memories of the things it will have to fight. You remember being undercover as a servant for the CIA's dictator of the month. You conjure up the images of cruise missiles coming down like hail, attack helicopters and aircraft destroying entire towns in fractions of a second. You don't play it up as a triumphiant heroic questi of the US marines. You show the creature what one sees from the other side, just like how you saw it while undercover. Its an unrelenting tide of destruction that pounds again and again until there's nothing left, in the form of masses of high school diplomas given the full buying power of the american taxpayer dollar.

The alien is shocked and taken aback by the images. It's arrogance quelled for a moment, you hear an end to the migraine's taunting. Then the alien, inspecting the migraine, sees through the migraine. It catches a small glimpse of the being that watches you through the migraine, the thing dressed in gray that guides you all, and it shuts out.

One of the many voices in the migraine shut up.

You still have the missing vortigaunt to deal with.

>It's probably with Kleiner, just go find him.
>Start immediately tracking it down, let the guards know there is an alien unaccounted for.
>It's probably with Kleiner, ignore it for now.
>>
>>4177617
>>It's probably with Kleiner, just go find him.
>>
>>4177617
>It's probably with Kleiner, just go find him.
>>
>>4177617
>It's probably with Kleiner, just go find him.
>>
File: MEGSQUIDDEVICE.jpg (318 KB, 1200x1807)
318 KB
318 KB JPG
>>4177620
>>4177629
>>4177656
You leave the Xen Controller to its own devices, wincing as your hit by the bright lights again, and track down Dr. Kleiner, asking around. You get the attention of of the security guard you had met upon entering this section of the facility. You ask him, "Hey, have you seen the physicist I came in with? Short, brown haired, balding guy?"

"Uh," he pauses to think for a moment. "yeah, I saw him with one of the creatures you came in with, a few guards were carrying. They looked like they were heading to neural imagine, should be down a floor, to the left," he explains.

You thank him before walking off, heading down the stairs and finding the impressively equipped facility. You would think that either the neurology department shares their equipment with the hospitals, or working in Black Mesa creates disease that make people ask questions. You can't give "regular exposure to weird space crystals" on a medical history without being sent to a psych ward.

A sign on the door commands boldly "NO METAL BEYOND THIS POINT." You comply, emptying your pockets, taking off your belt and metal hairpin, and even your bulletproof vest, being unsure if it contains metal. Your spy equipment is a bit more awkward, but you manage to pull the pouch out from under your shirt and behind a radiator without anyone nearby noticing. You step in, peering into a multitude of rooms, each sealed off from eachother and likely with magnetic shielding between them. It's all impressive and strange equipment. Some of the machines contain patients, a few even contain zombies being studied by the onsite neurologists. You find the vortigaunt sitting in a comically large scanning device that wraps around its head, with a large cylinder extending above it.

You head into the observation room where Kleiner is watching a computer screen with an alien brain being monitored. He doesn't even notice you until you say "Hi Dr. Kleiner."

He seems shaken away from his observations, then looks to you. "Oh! Hello Gabby, how was your rest?"

"It was... strange, come to think of it." You respond.

"Well, these are strange times." He states. You lean over one of the neurologists.

>Give it to me straight doctor, will he live?
>So what are you looking for?
>What kind of machine is this?
>Have you made any discoveries so far?
>So is where the brain, so I know where to shoot these things?
>Have you ran any tests on the large headed creature?
>>
>>4177723
>Give it to me straight doctor, will he live?
Try mentally communicating with it?
>>
>>4177723
>Give it to me straight doctor, will he live?
>So what are you looking for?
>Have you made any discoveries so far?
>>
>>4177723
>Give it to me straight doctor, will he live?
Heh
>>
>>4177738
>>4177760
>>4177761
"I need you to give it to me straight doc, will he survive?" You say sarcastically.

"Hm?" Kleiner asks, "Oh, yes, I can assure you our patient is in good health."

One of the Neurologists chuckles a little, this guy gets it.

"So, what are you guys looking for here?" You ask, taking a closer look at the screen.

One of the neurologists, a younger looking scientist, explains "This device effectively scans for neural activity as we give it stimuli. See that screen over there?" He points out of the window, and your eye catches a monitor that is currently flicking through different photos.

"Yeah, what are you showing it?" You ask.

"Things that might inspire basic emotions in it. We're having trouble discerning how it might interpret different stimuli, but managed to find a few images that we could consider universal" He says. Right now the screen is showing photos of predators baring teeth or getting ready to attack. "We're trying to focus on fears. If we find out what fear looks like in its brain, we can find out what makes it tick."

"And have you found anything?" You ask.

"We're getting alright idea of what areas of the brain light up when in fear. Although, these images are a lot fuzzier, prone to artifacts." He says, pointing to a few arcing rays coming off the brain scans.

"Dr. Kleiner, could you come here for a second." You ask, pulling him to the side. "Did you want to test... what's going on with my head. You know, the weird telepathic communications?"

"Oh yes, of course." He says, before turning to the two neurologists. "Erm, excuse me gentlemen, but my assistant Gabby here has experienced some interesting neurological symptoms in the presence of the aliens."

"What kind of symptoms?" One of the neurologists asked.

You were about to answer, but Kleiner simply spills the beans for you, citing, "It appears they have attempted to communicate with her through some sort of telepathic means. It's truly fascinating. We've noted earlier that the mental effects of the drug Tramadol appeared to transfer into her when administered to the specimen."

One of the neurologists jaw drops, the others eye's go wide. "Dr. Kleiner, are you telling me the aliens have attempted to psychically convene with, and I mean no disrespect to you..." He squints to look at the name tag on your shirt, "Ms. Oppenheimer, but a security guard?"

>Well I did kill ten of them so far, maybe it thought I was a military leader.
>Maybe it just thinks I'm smarter than you pal!
>I left my badge outside, but I'm not a security guard, I've been spying on anomalous materials for the CIA.
>Maybe it can only communicate with me, maybe my brain is somehow different?
>>
>>4177897
>>Maybe it just thinks I'm smarter than you pal!
>>
>>4177897
>Maybe it can only communicate with me, maybe my brain is somehow different?
>>
>>4177897
>Maybe it can only communicate with me, maybe my brain is somehow different?
Brain so big
Big big brain
Brain so big, reach astral plane
>>
>>4177897
>I am a very exceptional security guard
>>
>>4177897
>>Maybe it can only communicate with me, maybe my brain is somehow different?

I mean, I feel weird migraines that I understand. Even with the Big floating fetal thing. I don't think it's an attempt thing as much as an "affinity" thing.

TIME TO GET BRAIN SCANNED SIMULTANEOUSLY
>>
Current theme:
https://youtu.be/zcJlwVaKQpg
>>
>>4177897
>>Well I did kill ten of them so far, maybe it thought I was a military leader.
>>
>>4177903
>>4177907
>>4177909
>>4177910
>>4177921
>>4177984

"Well I am a very badass security guard. I killed like ten of them, they probably think I'm military. " You arrogantly boast. One of the neurologists rolls his eyes. "But, what if it's something biological? What if for some reason my brain is compatible."

"Uh..." You can almost immediately tell your pushing really hard into the realm of the fantastical, the neurologist doesn't have anything to say. "Do you have a history of seeing things, hearing voices, inexplicable sounds."

"I can assure you the symptoms are real." Kleiner says. "She showed clear signs of intoxication consistent with tramadol induced euphoria. As well, the effect appeared to trigger a very real seizure in the anomalous materials locker room."

The neurologist sighs, then says "Fuck it. This whole situation is insane. Let's test for psychic sensitivity. We'll finish up here and have a proper set up in twenty minutes, be back by then."

"So what are gonna look for in my head then?" You ask.

"I have no fucking idea." The neurologist asks. "I've been looking at your alien here for the last few hours and haven't found anything conclusive. We're just gonna see if anything's out of the ordinary. Maybe you have an invisible antenna in your head, we'll see. You don't have to stay here while we set things up, it's just numbers and medical history, all stuff we have on your file as part of your employment."

That medical history they have is sort of true. It was written up by CIA doctors to reach the same medical conclusions with different stories. It should be fine, but you are in a rather strange situation they probably haven't anticipated. Perhaps you should tell them the truth? If not, you have twenty minutes to spare.

>Revise that medical history. This will most certainly mean revealing your apart of the CIA.
>Find Dr. Vance, see what he's up to.
>Try and find that Breen character. You should try and get some information out of him.
>You need to maintain some sanity in all of this, find some coffee, still some food from a refrigerator.
>See if there's anything weird going on with the patients, it could give you an idea of what threats you might have to face.
>Ask around a bit, see if you can get some general info about from the Einsteins.
>>
>>4178006
>Revise that medical history. This will most certainly mean revealing your apart of the CIA.
>>
>>4178006
>You need to maintain some sanity in all of this, find some coffee, still some food from a refrigerator
>>
>>4178006
>Give them a bit more information about the conditions that started the migraine and the visions. That damn email...
>>
>>4178006
Find security Guards and ask about what they've seen, what weapons they have, and who has access to an armory. The security clearance I mean. Also one of those HEV Suits would be nice.
>>
File: barneycalhoun.jpg (50 KB, 977x735)
50 KB
50 KB JPG
>>4178059
Thankfully there happens to be a security guard in this very room, you! You have access codes to the armories. The only one a reasonable distance away is on the surface. Security weapons are typically handguns, varying in power and penetration depending on the equipment they'll be operating around. In some rare cases they're equipped with shotguns, and you've seen tranquilizer darts in the biology labs, and you've hear that administration is considering handing out tazers.
>>
>>4178114
And how far is the surface? How many people here know how to handle a weapon and are n decent enough condition to move?
>>
>>4178127
There are currently two categories of people surrounding you: scientists/medical staff who have zero experience with a gun, and security guards who were given a ten minute training course. You can confidently say you're the only one who can handle themselves in a gunfight.

The infirmary has direct emergency access to a helipad at the surface. From there, your a short while away from the facility housing security office.
>>
>>4178137
>Try and find that Breen character. You should try and get some information out of him.
Might as well get some info out of him while Black Mesa is in shambles. Maybe he might know something that can help with the alien invasion. Then afterwards we can continue with the examination before going top side and praying to all the gods that we don't meet that wrench wielding marine.
>>
>>4178006
>>You need to maintain some sanity in all of this, find some coffee, still some food from a refrigerator.
Over an hour and a half, 4 voters and still no consensus, time to change vote again
>>
>>4178177
I was planing on letting the vote run over night, I need a better sleep schedule anyways. Sorry that the posts were a little scarce today guys.
>>
>>4178218
ts'alright, Imma leave the vote like that anyways, in my experience it's better to get ties out of the way as soon as possible.
>>
>>4178006
>Revise that medical history. This will most certainly mean revealing your apart of the CIA.
>You need to maintain some sanity in all of this, find some coffee, steal some food from a refrigerator.
Might as well start letting people know now, less of a shock when we show up in advanced stealth suit later.
>>
I wonder if we level up the brain powers enough we'll get to use psychic powers like, I dunno- Telekinesis? Mind Reading? Conjure the powers of the warp?
>>
>>4178468
Well, as it is the thing seems to be giving us foresight and farsight, although uncontrollably. I can see the development of the 'migraine' leading to a far more reliable and controllable ability to peer elsewhere, into the past present and future.
>>
>>4178006
>>4178055
>Give them a bit more information about the conditions that started the migraine and the visions. That damn email...
Supporting this.

>Try and find that Breen character. You should try and get some information out of him.
>You need to maintain some sanity in all of this, find some coffee, still some food from a refrigerator.
Stilling isn't stealing right?
>>
File: Spoiler Image (1.3 MB, 1198x584)
1.3 MB
1.3 MB PNG
>>4178468
>>4178492
You will start to notice the things that shouldn't be there.
>>
>>4178014
>>4178053
>>4178055
>>4178145
>>4178177
>>4178462
>>4178592

The migraine is pounding against your skull at the moment, and the last thing you want is to feel sickly and hungry on top of that. If you treated every mission like a marathon, you'd be long dead by now. You head out of the neurology wing, leaving your stuff by the door. You hunt down the infirmary break room, where exhausted nurses or doctors are trying to spend a few brief moments getting a brief respite before returning to the triage. You pour yourself a coffee and look into the fridge, using your countless hours of slight of hand training to take a sandwich out without anyone noticing.

You sit down, planning out what you can and can't reveal about your medical history. Even after revealing that your apart of the CIA, you can't name a lot of countries, locations, or names. You decide to tag one of the doctors nearby, asking them "Hey, do you know where they keep the medical history forms?"

He seems to be confused as to why you would need one in a time like this, but is too busy to inquire further. Instead he just states, "Printing room, 306, the one to the left."

"Thanks," you say before taking your coffee with you to the rows of filing cabinets and pair of printing machines. You have to run through the forms alphabetically searching until you find it, a simple history form brief enough to leave out the details.

You sit down, eating while filling it out, and when you finish that, describing the origin and specifics of your symptoms. The migraine, the visions, the picture, the red around the eyes, the voices, and even last nights dreams that you do have a hard time remembering in detail. You remember Major General Nathan Montague being of importance, and the military being involved.

You head back to the brain imaging wing when your sandwich is finished, chugging down the last half of your coffee cup. You enter the neurologists protective room with the new slip in hand.
>>
>>4178700
"What's this?" He asks, as you hand it over.

"A better medical history, I'm not a security guard, I'm with the CIA, I've been working undercover." You explain.

The neurologist looks to Dr. Kleiner for confirmation, who simply nods his head.

"Well its not like it's weirder than anything else I've seen today." He explains.

"I hope you understand I had to leave out a lot of details." You elaborate.

"There's no procedure for any of this. You'll be fine if I can't tell if you were stationed at Sudan or South Sudan, I just need to know anything that might make your brain already look weird." He explains. Its becoming clear that this man isn't much one to charge boldly into the unknown. More likely he's not a researcher, rather a doctor pulled away by Kleiner's enthusiastic curiosity. "Your free to head into the testing room."

You leave the monitoring area and head towards the colossal brain imaging device. Nearby, in a simple plastic chair, is a vortigaunt restrained but calm. You place your head between the two large folds in the machine. The voice of the neurologist comes over a nearby speaker.

"Alright Gabby, were gonna start up the machine. Would you mind trying to reattempt the methods of communication you tried on the creature before you? The specifics aren't important, or even the success, we just need to see what areas of the brain light up."

>Focus on the vortigaunt, and bring to light last night's dreams.
>Focus on the vortigaunt, and bring to mind what the xen controller showed you.
>Focus on the vortigaunt, and bring to mind the voices that the other vortigaunt showed you.
>Focus on the vortigaunt, and bring to mind the image you saw this morning.
>Focus on the vortigaunt, and bring to mind the science babble about how the event happened.
>Focus on the vortigaunt, and bring to mind that Breen character.
>Focus on the vortigaunt, and bring to mind the reaction of the Xen Controller you enticed this morning.
>>
>>4178703
>Focus on the vortigaunt, and bring to mind the voices that the other vortigaunt showed you.
I’d ask about the Citadel email and the Combine, but that would probably just freak it out and drive some dumbass guard to kill it.
>>
>>4178703
>Focus on the vortigaunt, and bring to mind the image you saw this morning.
>>
>>4178703
>Focus on the vortigaunt, and bring to mind the voices that the other vortigaunt showed you.
>>
>>4178703
>Focus on the vortigaunt, and bring to mind the voices that the other vortigaunt showed you.
>>
>>4178732
>>4178773
>>4178843
>>4178863

You pay attention to the pulsing in the side of your head, almost in turn with your heartbeat as blood runs through the brain, red starts building up in your peripherals as the migraine kicks back. Your starting to feel like the migraine doesn't want you to investigate it. The migraine wants you to be unquestioning, to fear it. It kicks back the more you look, and you have to push harder and harder into it.

Maybe someday if the migraine is pushed hard enough it will break.

You stare at the vortigaunt, and it stares back, quietly grumbling in its alien language. Just behind him you can see Kleiner watching intently. You try to play back the voice the other creature showed. You can't tell what it said, but it sounded so familiar. The muddled memory still manages to capture the sound, as though it were talking in a language you didn't understand.

The migraine hones in on your brain stem. It wants to crush you. You try to push through it...

"Erm... Gabby, we're gonna re-calibrate the machine for a minute. Why don't you take a break?" Says the neurologist.

>You were just getting somewhere, you could feel it. Keep going. (Roll 3d6+1, pass on a 12)
>What went wrong?
>Did I mess it up somehow?
>Maybe the alien messed it up somehow?
>What did you see?
>>
Rolled 5, 2, 2 + 1 = 10 (3d6 + 1)

>>4178882
>You were just getting somewhere, you could feel it. Keep going. (Roll 3d6+1, pass on a 12)
>>
>>4178882
>What did you see?
Uh oh
>>
>>4178882
>what did you see

We can retry with their understanding
>>
>>4178885
37.5% chance m8
>>
Rolled 3, 4, 5 + 1 = 13 (3d6 + 1)

>>4178882
>>You were just getting somewhere, you could feel it. Keep going. (Roll 3d6+1, pass on a 12)
>>
Rolled 2 (1d2)

>>4178885
>>4178935
>>4178980
>>4179027
>>
>>4178885
>>4178935
>>4178980
>>4179027

"What is it, what did you see?" You ask.

"It's nothing, just give me a few minutes..." The neurologist explains. You sit there in silence, your gaze bouncing from the vortigaunt, to the scientists, to the machine. "Alright, let's try again. Try recreating your communications please."

You once again focus on the creature. The migraine kicks and fights against you as you focus on it, trying to decipher its secrets. Maybe if you...

"Gabby do you have any metal on you? Even just an earring you forgot about, or maybe some sort of earpiece. Even if it doesn't show on metal detectors it can effect our equipment."

You quickly feel around your head, just to be sure you didn't miss anything. When you're sure you didn't miss anything, you say "No."

"Alright, maybe let's just try one more time."

"Well what's going on?" You ask, tired of being kept in the dark.

"Our readings are anomalous, we just need to confirm before we make anything of it. " He explains. Kleiner leans towards the microphone and reassuringly states, "Repeatability is a cornerstone for any experiment Gabby."

You try one more time, the focusing and interruptions are starting to weaken you. You keep bashing your head into the migraine, and every little piece you chip through seems to have a million more standing behind it. This scan lasts longer, they don't interrupt you, and you have to keep pushing against the insurmountable tide of the migraine. You nearly gasp for air when they say "Alright Gabby, that's enough, why don't you come in here. We feel it would be best if you also saw our scans."

You stand up, keeping a close eye on the restrained vortigaunt as you walk into the monitoring room. You walk over, try to lean over the neurologists and get a good luck of your brain scans. You can only catch one glimpse before the second neurologist, an older man with a stern cowl who hadn't been talking through this whole experiment, attempts to grabs your face by the jaw and twist it, inspecting the side of your head where the migraine pulses out of.

>"Ow." You say, with a constricted jaw.
>Let him, he's probably doing science stuff.
>Hey personal space, asshole.
>You know as a member of the CIA I could get you sent to Guantanamo for this.
>Just dodge out of the way, he's an old man, he won't get you if you try to stop him.
>Secret agent instincts kick in, punch him in the gut.
>Try to be cool, catch his hand before he touches you. (Roll 3d6, pass on an 11.)
>>
Rolled 2, 6, 4 = 12 (3d6)

>>4179045
>Try to be cool, catch his hand before he touches you. (Roll 3d6, pass on an 11.)
>>
>>4179045
>>"Ow." You say, with a constricted jaw.
>>
Rolled 1 (1d2)

>>4179069
>>4179097
>>
>>4179069
>>4179097
Reacting quickly, you pull your head back and manage to grab his wrist, with a concerned and annoyed look on your face, you ask "What are you doing?"

"Dr. Brodmann, I can assure you our subject has little reason to bring equipment into a mental imaging room." Kleiner says.

"With all due respect Dr. Kleiner, not only am I the senior neurologist in this office, but one doesn't need to imagine the specific reasoning of a lie to assume someone is lying. She already gave us an entirely fabricated medical history for god's sake. What does Occams Razer suggest, that the subject has brainwaves outside of her brain, or the anomaly is caused by a simple interference of metal."

>Occams razer goes out the window when aliens invade.
>Show him the side of your face, show him you're not lying.
>Just let Kleiner and Brodmann fight it out a bit, slip past them and talk to the younger neurologist, ask what the readings say.
>I don't know anything about brainscans but I know it's not good bedside manners to grab a person's face.
>>
>>4179171
>Occams razor goes out the window when aliens invade.
>Show him the side of your face, show him you're not lying.
>>
>>4179171
>>Occams razer goes out the window when aliens invade.
"You work in a facility that shot inter dimensional space rocks with lasers until aliens popped out. I think it's safe to assume that, in proper scientific terms, shit is fucked."
>>
>>4179171
>>4179178
+1

But he is examining the area that was hurting... that means something though.

Wanna give the experiment one more shot tho.

We can even point to the part that hurts when we try to interact with the migraine.
>>
>>4179178
>>4179185
>>4179255
"Occam's razor?}" You exclaim. "You know occam's razor doesn't apply when aliens invade"

"She's right," the younger neurologist says. "Occam made the bold assumption that reality wasn't insane."

"You work in a facility where you shoot lasers at glowing science crystals and caused aliens to pop out. Aliens that, might I add, have shot mind lasers at most people in this room." You explain. "Here, if it matters that much to you that we don't make any unfair assumptions," You pull your hair aside and show him your head.

"That was a mistake," The younger neurologist remarks. "Now he's gonna wanna test your makeup for traces of uranium."

"Shut up Dr. Guttman." Dr. Brodmann shouts. "Dr. Breen is just a few floors above."

"Do you think we still have jobs at this place?" Guttman asks.

Dr. Brodmann ignores the remark, and checks your face. You point to the area where the migraine is coming from, telling him "that's usually the epicenter of any strange interactions. I've had a migraine that... speaks since about an hour before the failure." Not seeing anything, he feels it. At first your reflex is to stop him, but you decide to let him prove himself wrong. Feeling that you are in fact, not a terminator in disguise, he squints, and steps back.

You step next to Dr. Guttman, who is currently looking over many different pictures of brains, most of which are probably your brain. On each of them, you see blobs of different colors and intensity

>So, what am I looking at?
>So am I gonna be okay? This isn't a side effect of space cancer is it?
>Does my brain look normal?
>So what did you see that made you wanna re-calibrate the machine?
>>
>>4179171
>Occams razer goes out the window when aliens invade.
>I don't know anything about brainscans but I know it's not good bedside manners to grab a person's face.
Dr. Brodmann. This might be a concept foreign to you, but asking nicely tends to produce more favorable results. Like so, "Ms. Gabriella, may I see the side of your head for a moment?
>>
>>4179274
>So, what am I looking at?
>So am I gonna be okay? This isn't a side effect of space cancer is it?
>Does my brain look normal?
>So what did you see that made you wanna re-calibrate the machine?
All this, but can we train brain powering the vort again?
>>
>>4179274
>>So what did you see that made you wanna re-calibrate the machine?
>>
>>4179274
>So, what am I looking at?
>Does my brain look normal?
>>
>>4179277
>>4179282
>>4179287
"So, what is any of this stuff?" You ask, leaning down towards the level of the screen.

"It's your brain. All the matter these blobs are overlayed on are from the MRI. That's what's great about the department of defense contracts, they give us so much money, we have spare to spend on crazy stuff like consolidating a CT, an MRI, and an MEG, all into one cool machine. We actually have to with the whole 'if we don't spend all our money this year, we don't get as much the next' policy." He explains. "The colorful blobs themselves are your brain's activity."

"So does my brain look normal?" You ask.

"Despite evidence of a few concussions, fine. Your brain is a reasonable standard for a female in her twenties serving in combat scenarios." He explains. "It's the activity that's really weird."

"So this isn't space cancer, right?" You ask.

"Nope." He responds. "Nor alien brain parasites, or body-snatchers."

"So what made you wanna re-calibrate the machine?" You ask.

"Oh yeah. You see this colorful blob here?" He says, pointing to a blob around the source of the migraine.

"It's where the migraine is, yeah. What's it mean?"

"I have no fucking clue." He says. "However, I do know, that that blob is partially off of your brain."

At first, you had just assumed the blobs spilling off was normal. Surely reading brainwaves wasn't an exact science, but now the neurologists concern passes to you. "So, what does that mean?" You ask.

"It means you have brain activity happening outside of your brain." He explains. "Do you wanna keep testing?"

You think about trying to push against the migraine again, and your stomach churns. "I could try." You say. but you'd far prefer to wait a while. (Overpushing the magic migraine will lead to increased thresholds.)

>Push through the pain, what's a little seizure ever done to hurt anybody, continue testing.
>Find Dr. Vance, see what he's up to.
>Try and find that Breen character. You should try and get some information out of him.
>You need to maintain some sanity in all of this, find some coffee, still some food from a refrigerator.
>See if there's anything weird going on with the patients, it could give you an idea of what threats you might have to face.
>Ask around a bit, see if you can get some general info about from the Einsteins.
>>
>>4179359
>Find Dr. Vance, see what he's up to.
I fear unforeseen consequences if we push the magic migraine too hard. Let’s see how Eli is.
>>
>>4179364
I just want to avoid people spamming the migraine over and over to find the answers to the universe.
>>
>>4179359
>>See if there's anything weird going on with the patients, it could give you an idea of what threats you might have to face.
>>
>>4179369
But who knows how long it’ll be until the vorts learn English?
>>
>>4179359
>Push through the pain, what's a little seizure ever done to hurt anybody, continue testing.
>>
>>4179359
>Find Dr. Vance, see what he's up to.
>>
>>4179364
>>4179369
>>4179383
>>4179429
You start to wander down the halls, searching for Dr. Vance. You ask some of the doctors if they've seen doctor Vance, or at least a scientist who looks like him. Your questioning eventually leads you up to the infirmary's top floor, where you reach ground level, the door to the lobby is closed at the moment, with security guards standing buy it with their hands held close to their pistols. Between you and the guards is Dr. Eli Vance arguing with another, older, tubbier security guards. The infirmary security's manager stands with his back straight, while Dr. Vance shouts at him.

"Sir, it's an hour, anything not here by then isn't coming." The security manager explains.

"And what if I go out there to look for someone, the housing could easily take an hour to get to, you'll be locking me, my wife, my daughter out there!" Vance rants.

"Uh huh." The security manager explains, looking him up and down. "Sir, no disrespect, if you go out there, you won't have to come knocking on my door."

>What's this about people getting locked out?
>Ask Eli if he's alright, you've never seen him angry before.
>Tell Eli to calm down, try to be rational here.
>Tap Eli on the back, tell him you might be able to talk him into a better situation. (Roll 3d6 +1, pass on an 11.)
>>
>>4179481
>Ask Eli if he's alright, you've never seen him angry before
>What's this about people getting locked out?
Oh shit, we had better get moving. I was actually hoping we might be able to save Aizan but the chances are growing slimmer by the second. Also, we need to get our suit before the entire complex becomes overrun with HECU.
>>
Rolled 5, 3, 5 + 1 = 14 (3d6 + 1)

>>4179481
>Tap Eli on the back, tell him you might be able to talk him into a better situation. (Roll 3d6 +1, pass on an 11.)
He needs to calm down, then maybe we can talk something out. He's worried about his family right? I think now is a good time as any to go top side for the armory, then to the appartment.

>>4179486
Aizan? Who?
>>
>>4179481
almost forgot, before we leave we should ask the doctor how he removed the restraints on the vorts, so if he's not with us and we encounter one we can remove them. They seem rather docile without them on.
>>
>>4179491
>Aizan? Who?
Eli’s wife, the woman in this picture next to Eli holding a baby (Alyx). Also I fucked up while typing, her name is actually spelled Azian.
>>
>>4179481
>Tap Eli on the back, tell him you might be able to talk him into a better situation. (Roll 3d6 +1, pass on an 11.)
>>
>>4179481
Might want to also know that the psych migraine is predicting soldiers shooting anything that moves.
Anything.
>>
>>4179486
>>4179491
>>4179496
>>4179515
>>4179516

"Wait, Eli, are you okay, who's getting locked out?" You ask.

Vance turns around, having not noticed you. "Oh, Gabby, thank god your here. They're sealing off the infirmary in an hour, no one gets in or out. I have my family out there on the surface."

"Alright, just keep calm," you instruct. "Let me talk with him for a minute, I'll try and see if I can change his mind. You just need to calm down, I'll try my best to get through this." You're following textbook training for dealing with stressed VIPs. It's not unlike being a doctor, be reassuring, keep them calm, but don't make promises.

"Alright, I can do that..." Vance responds. "Thank you."

"Sir," You say as you turn to the security manager. You read his name tag. "Mr. Corey."

"That's Sgt. Corey," he corrects. "What do you want?"

From his age and rank, you'd guess he just caught the tail end of the Vietnam War. Then again, the correction suggests he wears it with pride. You've met plenty of Vietnam veterans, most of them just want to forget it. Perhaps he never experienced any combat. This might be something he's insecure about.

"Sgt. Corey," you respond. "You understand Black Mesa Security identifies infirmaries as rallying points in time of emergencies?" Even though you rank below him in terms of employment at black mesa, and he doesn't know your status as a CIA agent, you hold the stature of a commanding officer. You aren't asking these questions, you're hitting him across the face with them.

"Yes, but..." He says, before you interrupt him. Like a drill instructor, you need to grind him down.

"Then you understand that people will have been delayed, and will be making their way to the Infirmaries now?"

Yes, but..." You interrupt him.

"Then you understand that their death will be on your hands?" You say. "There are children out there, whole families live on sight. American citizens."
>>
>>4179617
"You think I'm doing this for my conscience lady?" He screams. You can't interrupt him, he's a big guy, and is significantly louder than you. "You think I wanna do this, leave people to die out there? No, I'm trying to save the lives I can!"

"No Sgt. Corey, you're doing this because you're afraid to do your job." You shout. "You thought being a security guard would mean observe and report, but now that your duty asks you to stand out there and put your ass on the line for other people, you're locking the door and hiding away, pretending to be just another part of the rift raft! Those are scientists out there, the exact kind of people who can turn this situation around before it threatens the country, and what are you doing for them, for your country! You're locking the damn door! If that's how you want history to remember you, then fine, but it lock it behind me, I refuse to die under the command of a bitch!"

The security manager is offended, and not convinced, but what's important are that his men are convinced. You just made him out to be a coward after he played pragmatist. He'll need a compromise to prevent a mutiny.

"I'll give you an extra three hours. After four hours, we weld the damn door closed. There's being a soldier, and there's being a lemming."

You turn to Eli, who is shaking with nerves, but impressed. "Thank you Gabby," he exclaims, "god bless you."

>Save it, you should head out as soon as possible, so we have time to get back. Let Kleiner
>You need to find some supplies, and a new helmet before you can head out.
>You don't know if we'll be able to head back here, You want to get some things done before leaving.
>Tell him about what you saw in the dreams last night.
>>
>>4179622
>You need to find some supplies, and a new helmet before you can head out.
Then, just before we leave,
>Tell him about what you saw in the dreams last night.
We need to let someone smart and trustworthy know about the HECU’s attack. We cannot under any circumstances allow the staff to be fooled into opening the doors for people who want to gun them down. Eli already knows about the migraine and won’t doubt us, plus he’s a high-ranking scientist and a natural leader. He’s the guy for the job.
>>
>>4179622
>You need to find some supplies, and a new helmet before you can head out.
>Tell him about what you saw in the dreams last night.
We might encounter some opposition Mr. Eli. Hope you still have the armor I gave you.
If we can help it let's grab a security guard or two to storm the armory.
>>
>>4179636
>>4179640
I should have asked this in the post. Do you guys want eli to come with you, or stay behind and safe? It'll take some talking to get him to stay behind while Alyx and Azian are out there, but it wouldn't be super unreasonable. (3d6+1, Pass on a 10.)
>>
>>4179658
I would like to try and convince him. He’s just gonna be one more body to protect, and we really don’t want him in such danger. I don’t trust you to give Eli plot armour because he shows up in HL2.
>>
Rolled 1, 4, 3 + 1 = 9 (3d6 + 1)

>>4179673
Oops, forgot my roll. Unless you’re rolling, OP?
>>
>>4179658
I think we should take him if HE can convince US that he won't be dead weight. If he can prove that he'll be able to fight, even if it's just in an assistive or defensive role, then it'll be fine.
>>
File: Spoiler Image (355 KB, 596x486)
355 KB
355 KB PNG
>>4179712
He is the only one that can get vortigaunt collars off 100% of the time, and knows how to operate a lot of the lab equipment better than you can if need be. On the other hand, you'd have to watch out when sneaking, and really hope he can hide somewhere if shooting starts.
>>4179674
So close. But what's the worst that could happen, he loses a leg? Pffft.
>>4179636
>>4179640

"Alright, I'm gonna find some supplies, then I'm gonna head out and do my best to find your family." You say.

"I'm coming with you." He says.

"Dr. Vance, we need a leader here at the infirmary. I don't trust Breen as far as I can throw him, but you take to the task naturally." You say, trying to pull some of the same tactics. "Your family will need a safe place to come back to."

"You need me to come with you Gabby, you don't know what my family looks like." He says. It's a very good point, you don't know. "Besides, Kleiner was right about you. You're inquisitive, you're gonna be grateful having a physicist around to help figure things out."

"All right, but just, stay very close to me, don't talk to anyone I don't talk to, wait here, I'll grab some supplies and tell Kleiner we're leaving." You say.

"Thank you again Gabby." He says. You respond, "Your welcome," as you walk away.

You head to the Neural imaging room to let Dr. Kleiner know, "Kleiner, Dr. Vance and I are heading out, they want to seal the infirmary up, I'm gonna look for my equipment and help Vance find his family"

"Oh." He says, solemnly, "I think I'll be staying here Gabby. I'm hoping to make progress with the specimens, but... do stay safe. You and Dr. Vance. It would be a great loss to Black Mesa to lose either of you two."

You notice Dr. Guttman, the younger neurologist, appears to have taken an interest in the conversation.

You scavenge drawers and offices, hoping for any supplies left around. You have to steal a new helmet while it's unattended, but it'll get better use on you than anyone sitting in the infirmary. You also manage to find an extra cylinder full of revolver rounds, leaving you with 6+4 ammo. Kleiner also gives you back the glock you give him.

When you reach the door, you pull Dr. Vance aside and mention to him, "Eli, I understand this sounds insane, but last night I had an... odd dream. I can't remember details, but if we see the military, it's not a rescue mission. I was hoping it wouldn't come to this, but there's a good chance that the military is wiping the base clean."

Eli just stares for a moment, comprehending the thought. "By god.. y-you're sure about this? Can you trust this dream?"

>Trust me Dr. Vance, it wouldn't be out of character for the pentagon.
>I don't know, just be wary of any soldiers you see. Hide if you see any, I'll deal with them.
>I'm confident in whatever the... magic migraine... is telling me is true.
>Just listen to everything I say up there.
>>
Rolled 4, 3, 1 + 1 = 9 (3d6 + 1)

>>4179658
>>
>>4179795
>>Trust me Dr. Vance, it wouldn't be out of character for the pentagon.
>"In my time in the CIA, I've seen, and done, many questionable things. But I'm drawing a line here. If they do what I think they're here to do, I'm stopping them."
>>
>>4179795
>I don't know, just be wary of any soldiers you see. Hide if you see any, I'll deal with them.
Let's run Eli through the basic to using the pistol.
>>
>>4179795
>Trust me Dr. Vance, it wouldn't be out of character for the pentagon.
>Just listen to everything I say up there.
>>
>>4179795
>Trust me Dr. Vance, it wouldn't be out of character for the pentagon.
I trust that the Vortigaunt will be able to keep Kleiner safe later on.
>>
>>4179808
>>4179811
>>4179814
>>4179837
"Trust me Dr. Vance, it wouldn't be out of character for the pentagon." You say. "I haven't even spent ten years in the CIA, and I've already seem, hell done things I will never get off of my conscious, but I'm not a machine. If I am right about this, then I'm drawing the line, and will do everything in my power to stop it before they not only kill american citizens, but the people capable of reversing this mess."

Dr. Vance smiles, and says "God bless you Gabriella, thank you."

"You're welcome, but before we go out there, we need to lay some ground rules." You explain. "You need to listen to everything I say while we're up there. Follow close behind me, try and keep as many objects as you can between you and the aliens, and..." You reach for the glock in its holster. "Keep this with you."

You show Dr. Vance the basics of how to fire a burst fire pistol, and explain to him "Use it if you're spotted by some of the weaker aliens in small numbers. Run away from anything bigger. If you see a marine, hide. This won't penetrate their armor, and they'll no doubt have friends and automatic weapons.

"I understand." Dr. Vance says, holding the gun the way you taught him, but also as if it were about to explode. "So, are we ready to go Gabby?"

"Hey!" You hear a voice call from down the hall. You look to see Dr. Guttman walking up towards the two of you. "You guys are going out there right? You need a medical doctor to tag along?"

>Well doctors are pretty useful when getting shot at.
>Why would you want to come with us?
>Why would I want to bring you along?
>Can you carry your weight?
>I'm sorry, who are you again?
>Have you ever shot a member of the united states special forces in the small unarmoured space between their vest and helmet?
>No.
>>
>>4179950
>>Well doctors are pretty useful when getting shot at.
>>Why would I want to bring you along?
>>
>>4179950
>Why would you want to come with us?
Is he not needed in the hospital? How old does this guy look? How fit is he? Being capable of fleeing is important. Can have an old medic tag along.
>>
>>4179950
>>Have you ever shot a member of the united states special forces in the small unarmoured space between their vest and helmet?

Being responsible for the protection of one life is one thing. For a second one? That's going to be hard. This is more of a "You realize you're risking your life" situation.
>>
>>4179963
Supporting
>>
>>4179950
>Why would you want to come with us?
>Can you carry your weight?
>>
So this dude either has ulterior motives, actually wants to help, is crushing on the psychic secret agent chick, or a mix of the three.
>>
>>4179957
>>4179963
>>4179973
>>4179977
>>4179984
He's about his mid-late thirties, meaning he's just starting to feel the creaks of middle age, but is still capable of stressing himself in times of danger. He looks like the average build you would see in someone his age, especially someone who works in a mainly intellectual field. He's not going to be kicking aliens anytime soon, but also not gonna have a heart attack in the middle of combat.Physically, you'd be more worried about Vance, who's already showing some grey hairs.

"Why?" You ask. "Why would you want to come one with us? Aren't you needed in the hospital?"

"Breen handed me over to your pal, Dr. Kleiner." He says, "Dr. Brodmann and Kleiner can handle giving an alien an MRI, they'll be fine. Anyway, to be honest with you, I want to get the hell out of Black Mesa."

"Why don't you just stay in the infirmary and wait for rescue then?" You ask, lying through your teeth.

"I don't wanna die," He says. "You saw it yourself, these things teleport, and the security manager's best plan to stop them is to close the door. This situation is fucked, and no offense but I don't think waiting for the Feds to get their head on straight is the path to salvation. I would much rather travel around, looking for my opportunity to steal a car and drive away. Maybe if I get really lucky I'll find a secret agent who has experience in creating realistic false identities to ask for advice."

"Alright, you're a cynic, I get it. Why should I bring you along? Can you carry your own weight?" You ask.

"I'm a doctor, so obviously if you get injured or find someone injured, I can help out there." He explains. "You're not gonna be able to avoid every laser beam. I'm also a neurologist, and you're a person looking to figure out what's going on with her brain."

"How about weapons?" You ask.

"I've been to a range. I've never shot living things before."

>Take Dr. Guttman with you.
>Take Dr. Guttman with you, and give him the glock.
>Leave Dr. Guttman behind.
>>
>>4180080
He's a better shot than Gutt. At least he can give covering fire.

Also you should probably make it clear that Driving off is probably going to get him exploded. If he's escaping, it's best on foot. Additionally, multiple guards means protection upon a "teleport".
>>
>>4180080
>>Take Dr. Guttman with you, and give him the glock.
>>
>>4180080
>Take Dr. Guttman with you.
Good enough, but do you mind sticking with us long enough til we get to the apartments?
>>
>>4180085
This. Give him the rundown we gave Eli.

>>4180080
How many guns do we have?
>>
>>4180080
>Take Dr. Guttman with you, and give him the glock.
>Give him the same speech we gave Dr. Vance
>>
>>4180170
3
2 glocks
1 revolver

I guarantee we're finding a carbine by the time we get to where the Vances are staying.
>>
>>4180196
Then it looks like a glock to each while we keep the revolver.
>>
>>4180204
Prob a good idea to keep 1 glock and 1 revolver.

That revolver is basically a 44 mag. I'll go through armor. The glock is 9mm and there's much more ammo. We'll need it for the aliens. The revolver is for the big things.
>>
>>4180080
>>Take Dr. Guttman with you.
>>
>>4180085
>>4180104
>>4180155
>>4180175
>>4180247

You hand the second glock to the neurologist, who takes it and holds it with trigger discipline worth a slap to the face. You stop him, and tell him sternly, "Finger off the trigger, until you need otherwise." You say. "Don't use it on anything big unless I tell you, actually just don't use it unless I tell you. If you see a marine, hide. Keep as many objects as you can between you and the enemy."

"Wait marines, why-" He pauses as it clicks in his head. "Wait, shouldn't that mean you're trying to kill us too?" He whispers.

"I'm out of contact at the moment, and plan to ignore the order if I do get it." You explain.

"I guess I'm just gonna have to hope your telling the truth." He responds.

Deciding that you're ready to leave, you poke your head out of the door, then signal the two doctors to follow you. You hear helicopter rotors from above, and tell everyone to duck. An osprey slowly floats above you. For a moment, you fear that it will land at the helipad outside of the infirmary, but it continues along it's path, looking for somewhere else. Waiting long enough to be out of the aircraft's sight, you move out into open air. The dessert sun burns against your eyes, causing the migraine to scream.

The front entrance of the building leads out into a facility road, where a few cars appear to have crashed. One of them appears to have cop lights. Why the hell would a police officer be here?

To the right is a garage, likely for the infirmary vehicles. When they quickly need to reach patients, they typically travel the surface first, then descend into the facility. It wouldn't be a good idea to drive anywhere at the moment.

Or you could just ignore the crashed cars, and run to the infirmary helipad, which has a small air control area you could search.

>Run for the helipad.
>Investigate the cars.
>Go to the garage.
>>
>>4180841
>Go to the garage.
>>
>>4180843
You scan the area, then with the two scientists trailing close behind, you start to make a dash toward the garage. You minimize the time you spend away from nearby sources of cover, while ensuring the other two can keep up. You can hear gunshots carrying across the distance, and once again the chopping of rotor blades. Even for a two minute run, the hot Nevada weather pounds on you and the two scientists. It won't be fun wearing a black suit that covers the entire body out here.

As you approach the garage, you hear the repetitive honking of a car horn. It's not unlike a car alarm, but slower, and less consistent. It's as though someone were hitting the horn over and over again. Your first thought is an attempt at signalling someone from the outside. You reach the open metal garage door and see in, only to see a garage full of three zombies and a stray headcrab, one of whom clearly tried to escape the head-crabs in a car, but is now simply rocking back and forth in the van, hitting the horn with its chest.

One of the zombies is near to a tool cabinet, where a headcrab prowls atop looking for a victim. The other is shambling around the underside of the raised car. The third zombie is unlikely to be able to leave the car. You're a good distance away from them all at the moment It'll be harder to get a good shot off, and you can't charge and kick unless you spend this turn getting closer to the garage entrance, but the headcrab won't be able to jump you from here, and the zombies always have to come to you. The two scientists have your glocks, so unless if you wanna ask one of them to hand over their weapon, you won't be able to shoot with the glock.

>Shoot the zombie near the car. (Roll 3d6-1, kill it on a 10, -1/6+4 ammo)
>Shoot the zombie near the tool cabinet. (Roll 3d6-1, kill it on a 10, -1/6+4 ammo)
>Shoot the headcrab. (Roll 3d6-1, kill it on an 11, -1/6+4 ammo)
>Ask for one of the glocks back.
>Get closer to the garage.
>>
>>4180940
>Ask for one of the glocks back
Can I also vote to shoot at the headcrab in this turn? Because if so I’d like to do that.
>>
>>4180940
>Ask for one of the glocks back.
Vance isn't gonna be a good shot. At best he can handle one Zombie with a full magazine

Also shoot the headcrab with a glock, even if we have to stabilize on someone or something for a turn to get some better aim
>>
>>4180940
>Get closer to the garage.
Continue searching for stuff. Where's the armory?
Maybe dont engage until they get closer.

>>4180954
>>4180957
Do you think we have to worry about the sounds of gun shot attracting m as rine attention?
>>
>>4180993
>Do you think we have to worry about the sounds of gun shot attracting m as rine attention?
Oh yeah, good idea. Changing to support this.
That said, if any marines do get close to us we can probably just tell the scientists to hide and flash our badge.
>>
>>4180993
>>4180997
Tactically thinking, they probably have earplugs in, there's multiple other sounds of gunshots cracking through the air, but, it WILL carry far out here. Whether or not they decide those gunshots depends on the distance between you and them, whether or not they have any people shooting themselves, if they have any other squads nearby, and even the acoustic affects of the gunshots. Still, the military is nothing if not ordered, even if the gunshots are considered slightly strange by a private, they might call it in. It's really a toss-up whether or not it'll reveal your position. Your best hope to prevent it is to not spend any significant amount of time at any location.

>>4180954
>>4180957
You signal for the two scientists to wait where they are, as you approach the open garage door. You try to peak past them, looking around at the equipment. A few things that could be used as blunt objects... but nothing special. That is until you look inside the car. Next to the zombie in a security guard uniform is a Spas-12. The poor bastard couldn't have been the best shot if he couldn't handle the zombies with that. The zombie near the car notices you, and starts shambling towards you, and the rest follow suit. They're a lot closer, being easier to hit, but still will have to take another turn of walking if they wanted to attack, the headcrab could jump, but you do have a helmet, and they're not too difficult to dodge. You're faster than them, and could get a kick in one turn.


>Shoot the zombie from the car with the revolver. (Roll 3d6, kill it on a 10, -1/6+4 ammo)
>Kick the zombie from the car. (Kills on a 12, stuns on an 8, wounds on a 7.)
>Shoot the zombie from the tool cabinet. (Roll 3d6, kill it on a 10, -1/6+4 ammo)
>Kick the zombie from the tool cabinet. (Kills on a 12, stuns on an 8, wounds on a 7.)
>Shoot the headcrab with the revolver. (Roll 3d6, kill it on an 10, -1/6+4 ammo)
>Stomp on the headcrab. (Kills on an 11, will put you closer to the group.)
>Try and skirt around the group, get inside the garage. (Headcrab will need a 13 to hurt you.)
>>
>>4181014
>Stomp on the headcrab. (Kills on an 11, will put you closer to the group.)
We may have a helmet, but the scientists don’t. Headcrabs are top priority targets.
>>
Rolled 4, 6, 5 = 15 (3d6)

>>4181014
>waffle stomp the crab
>>
Rolled 5, 2, 2 + 3 = 12 (3d6 + 3)

>>4181033
>>4181061
You quickly run up to the headcrab, which tries to bare its parasitic beak as a threat. With confidence however, you plant your boot into the creature, slamming into its mouth, knocking it onto the ground. Bones inside of it snap apart, and blood leaks onto your boot. It almost sticks to your sole as you pull away, but the corpse is pealed off by gravity and limply flops to the ground.

The two zombies, now right up next to you, take a slow telegraphed swing with their disgusting claws. (Both hit on a 13.)
>>
Rolled 6, 2, 6 = 14 (3d6)

>>4181089
Ignore that 3, it was a mistake
>>
>>4181089
>>4181092
The first zombie swipe is easily avoided by sidestepping, the second cuts straight across your bullet proof vest and continues to just scrape your arm. The arm stings, but having an undamaged vest meant most of the damage was taken by the kevlar instead of you. Still, there are clear cuts in the vest.

>Shoot the zombie from the car with the revolver. (Roll 3d6, kill it on a 10, -1/6+4 ammo)
>Kick the zombie from the car. (Kills on a 12, stuns on an 8, wounds on a 7.)
>Shoot the zombie from the tool cabinet. (Roll 3d6, kill it on a 10, -1/6+4 ammo)
>Kick the zombie from the tool cabinet. (Kills on a 12, stuns on an 8, wounds on a 7.)
>Jump away before they swipe again. (The zombies will have to spend a turn walking towards you before they can attack again.)
>>
>>4181101
>Jump away before they swipe again. (The zombies will have to spend a turn walking towards you before they can attack again.)

Follow up with Glock shot on one.
Kick on other if first dies. Otherwise, distance again and glock the injuried one.

Basically we ain't kicking until it's 1 v 1. minimize exposure.

Heck we can let the other guy get some target practice with hese
>>
>>4181101
>Jump away before they swipe again. (The zombies will have to spend a turn walking towards you before they can attack again.)
>>
>>4181104
anon we gave our two guns to the docs. We'd be better off using it rather than them, but I think we should just rush up to kick one, then bounce back, then repeat.
>>
>>4181112
Fair enough. But any experience hitting a moving target is going to be useful when they're actually in danger.
>>
>>4181114
If we're lucky enough to reach the apartment and have a some spare suppressor guns.

>>4181101
where's the Black Mesa armory from where we are? I think you mentioned at some point something about going up an elevator to it, or it being on the surface level?
>>
>>4181107
>>4181114
Dr. Guttman and Dr. Vance won't start shooting until you start shooting. If you take a shot, they'll take it as the thumbs up to take their own. Since you nailed it into their heads that attracting marine attention is bad, they're wary of firing unnecessary shots and attracting attention themselves.

You jump backwards from the two zombies as they finish their swipe. They start shambling after you, but you still have a few seconds before they're on you.


>Shoot the zombie from the car with the revolver. (Roll 3d6, kill it on a 10, -1/6+4 ammo)
>Kick the zombie from the car. (Kills on a 12, stuns on an 8, wounds on a 7.)
>Shoot the zombie from the tool cabinet. (Roll 3d6, kill it on a 10, -1/6+4 ammo)
>Kick the zombie from the tool cabinet. (Kills on a 12, stuns on an 8, wounds on a 7.)
>>
Rolled 6, 4, 3 = 13 (3d6)

>>4181132
Could we have them distract one zed at least while we kick the other's face in?

>Kick the zombie from the car. (Kills on a 12, stuns on an 8, wounds on a 7.)
>>
>>4181101
>Jump away before they swipe again. (The zombies will have to spend a turn walking towards you before they can attack again.)

>>4181122
>where's the Black Mesa armory from where we are?
Just behind a gauntlet of HECU snipers, tanks, bombers and land mines.
>>
>>4181138
Oops, slow.

>>4181132
>Kick the zombie from the tool cabinet. (Kills on a 12, stuns on an 8, wounds on a 7.)
>>
>>4181132
>Kick the zombie from the car. (Kills on a 12, stuns on an 8, wounds on a 7.)
>>
Rolled 4, 3, 1 = 8 (3d6)

>>4181138
I'm pretty sure that was the military's on site armory. Most likely, occasional security stations are filled up with vests, small guns and bullets. Black mesa is a big place, they likely have a few armories for the security guards dotted around, you'd know the nearest one to be around the on site housing, as that's a place where large amounts of security would be placed. .
>>4181135
>>4181139
>>4181184
That's good thinking, but since the attempt is on the fly and the scientists will only have a few seconds to react, it'll work on a 10, otherwise the zombie will swipe at you before they distract it.)

"Hey," You shout to Dr. Guttman and Dr. Vance. "Get it's attention, make some noise." They both quickly look around for a way to distract the shambling creature, as you kick it one of the zombies where its face would be. Bones crack inside the headcrab, and it slides off the zombie as its host hits the ground.
>>
Rolled 3, 2, 6 = 11 (3d6)

>>4181186
Oops

"Hey," You shout to Dr. Guttman and Dr. Vance. "Get it's attention, make some noise." They both quickly look around for a way to distract the shambling creature, as you kick it one of the zombies where its face would be. Bones crack inside the headcrab, and it slides off the zombie as its host hits the ground. With only seconds to catch the creatures attention, Dr. Guttman shouts at the creature, then Vance bangs on the nearby metal garage door. By that point however the zombie has already started to swing. Hits on a 12.
>>
>>4181190
lets go grab that shotgun and go to the armory
>>
>>4181190
You just manage to pull back and dodge the swing. The creatures claws flail wildly through the air as you lean back unharmed.

>Shoot the zombie with the revolver. (Roll 3d6, kill it on a 10, -1/6+4 ammo)
>Kick the zombie. (Kills on a 12, stuns on an 8, wounds on a 7.)
>Jump away and don't let it swipe at you again.
>>
Rolled 5, 5, 1 = 11 (3d6)

>>4181195
>Kick the zombie. (Kills on a 12, stuns on an 8, wounds on a 7.)
Shouldn't the DC be lower since there's only 1 zombie left?
>>
>>4181195
>Kick the zombie. (Kills on a 12, stuns on an 8, wounds on a 7.)
Smash dat
>>
>>4181202
>>4181211
They aren't at all coordinated, nor is it even like Left 4 Dead where they at least surround you. HL1 zombies are pretty stupid, and as such the main threat of having two zombies is having more incoming attacks.

You swing your leg around your center of mass, and smash the side of your foot into the zombies shoulder. The creature drops to the ground, where you can easily stomp its head in. Finally there is the zombie stuck in the van. You could try shooting it, and kill it easily if you don't mind making noise. You could punch it, but the awkward position makes it difficult to get in a good punch. You could of course let it out, and just kick it at the risk of getting hit. Lastly, you could try sneaking through the opposite door and prying the shotgun away from the zombie without being noticed.

>Punch it a few times, (May take a few minutes, time is of the essence.)
>Just try sneaking it away. (Roll 3d6, pass on a 10)
>Open the door and kick it. (Kills on a 12, stuns on an 8, wounds on a 7.)
>>
Rolled 4, 4, 5 = 13 (3d6)

>>4181234
>Just try sneaking it away. (Roll 3d6, pass on a 10)
>>
>>4181234
>Open the door and kick it. (Kills on a 12, stuns on an 8, wounds on a 7.)
Suffer not a headcrab to live.
>>
Rolled 4, 4, 4 = 12 (3d6)

>>4181234
let it out, let it fall prone, then curb stomp it. That'll give us time to loot the bodies of armor for our medic. are there any guns between the three zombies besides the shotgun?
>>
File: 11038915.jpg (236 KB, 800x600)
236 KB
236 KB JPG
>>4181260
trips!
>>
>>4181260
Supporting
>>
>>4181260
Do we really want the bloody armor of a zombie when we could find one in the armory that should be on our way? We should save all the time we can
>>
>>4181363
At the very least we should grab the helmet. it wouldn't take too much time. Also who knows what else could be between us and the armory. The doctors could get hurt.
>>
>>4181363
There's no guarantee what's on the way.

And a vest is good for taking a burst or two of 9mm. The carbines are chambered in 9mm I think.
>>
On an unrelated note, the next time we get an opportunity to level up, what should we invest our two (or possibly more) +1 points into? I'm thinking we dump everything into charisma talk and migraine powers.
>>
>>4181397
It really depends whether OP is giving the HECU the MP5 or the M4A1.
>>
File: Spoiler Image (252 KB, 1024x432)
252 KB
252 KB PNG
>>4181409
To quote Dr. Gordon Freeman, "It's a good thing I've watched die hard like 50 times."
>>4181251
>>4181255
>>4181260
>>4181341
>>4181397
You pull the door open, and the zombie slowly shambles out. However its poor coordination causes it to slip and fall to the ground as it does, and you quickly stop on its head. With the zombie dead, you can freely reach in and take the spas-12. Its a surprisingly powerful gun to give to a security guard. It has an eight shell tube and a folding stock. Your surprised that black mesa put that kind of expense in.

You start to hear soldiers talking in the distance, probably one or two buildings away.

The zombies outside of the car seem to mainly be mechanics

>Take one quick look to scavenge while you can. (Roll 3d6, they leave on a 12.)
>Just get out of here. Head to the warehouse adjacent to you.
>Just get out of here, try sneaking through the "public relations" building.
>Everyone just find a place to hide, wait and see if they leave. (Roll 3d6, they leave on a 12.)
>>
>>4181488
>Just get out of here, try sneaking through the "public relations" building.
>>
>>4181488
>Just get out of here. Head to the warehouse adjacent to you.
>>
Rolled 6, 4, 5 = 15 (3d6)

>>4181406
The migraine is a given, I also wanted to level up Science. Imagine we find a HEV suit and then we put our spy camouflage on it, we would be unkillable. I think once a stat gets to like five we should pass most of those rolls on average, so once we get our priorities leveled then the obvious stat next should be Shooting. >>4181488
>Take one quick look to scavenge while you can. (Roll 3d6, they leave on a 12.)
>>
>>4181488
>Just get out of here
>but in the direction of the armory near the site housing.
Wait is the site housing where the apartments are?
>>
https://www.youtube.com/watch?v=XkzkFmn-a6s
Impressive
>>
File: 1585764366108.jpg (126 KB, 665x998)
126 KB
126 KB JPG
>>4181513
this nigga right here
>>
>>4181513
I think this roll should be worth a pipe wrench, right?
>>
>>4181513
I kind of think that point in science would be wasted if that’s why you want it. HEVs are supposed to be super-complex, and odds are only someone like Kleiner or Eli could do it reliably.
That’s another point: we have a bunch of scientists at hand for all of our tech-related needs. We should focus on upgrading stuff that’s exclusive to us (combat, magic migraine, etc) and let party members handle the rest. Remember, we’re an assassin, not an engineer.
>>
>>4181513
Damn, I wish I’d chosen your option now, anon. That’s a damn fine roll.
>>
File: Spoiler Image (52 KB, 437x599)
52 KB
52 KB JPG
Rolled 3 (1d3)

>>4181513
>>4181566
The science and engineering stat are gonna be mainly related to not blowing yourself up when you have to operate black mesa crushy spike laser machines, or making sense of what scientific documents are and aren't important to your needs, combining a hazard suit and a stealth suit would take a degree at MIT degree, an engineering firm, and a facility that isn't currently exploding.
>>4181542
It's definitely worth something. Probably something quieter.
>>4181518
It's a good while away, you're not gonna get there for a bit, so you're gonna have to pass through a few buildings on the way through. Yes, that is the apartments/dormitories.
>>4181567
The 72 way tie makes me sad, if it doesn't break, I would look the other way.
>>
>>4181651
I'll switch me vote to
>Take one quick look to scavenge while you can. (Roll 3d6, they leave on a 12.)
Just to break the tie.
>>
>>4181664
yeah. if you couldn't tell I support the wrench.

>>4181651
gib melee weapon or something.
>>
>>4181672
MELEE WEAPON PLS
>>
>>4181651
Sure, I’ll switch my vote to break the tie.
Also I’m purple anon, my WiFi is acting weird right now so I’m using data.
>>
>>4181502
>>4181506
>>4181513
>>4181518
>>4181664
>>4181678
>>4181691

Wink wink. I was gonna use that roll there to break it either way, so it works out this way anyway. I just don't really like rolling for outcomes, it feels like I'm taking the choice away.

"Come in here." You say to Vance and Guttman. "Be ready to hide if we need. Quickly look around, find anything useful. Ammo, medical supplies-"

"Keys?" Dr. Guttman says, holding up a set of car keys looted from one of the mechanics.

"There are probably attack helicopters up there, Dr. Guttman, they'll incinerate you." You explain.

"Fair point." He says. "That throws the car plan out the window. Unless maybe I steal a military vehicle. They might not question that as much."

"You'd have to take it off of a marines corpse." You mention as you pat down a zombified mechanic. Feeling something in his back pocket, you reach in expecting another phone or wallet, only instead to find a Swiss Army Knife with emphasis on the knife. When folded out, the thing could easily outclass some of the small combat knives given to spies in China or Russia. You could fit it in-between the PCV and helmet of a marine, into their neck, and have them both dead and unable to yell. Of course, that implies that you can get close enough, which is always risky involving people with automatic weapons. You could make good use of this in stealth kills.

(All stealth kills now have a reduced threshold, and don't have a chance of revealing so long as they kill.)

The marines appear to have left, you can't hear anything. Deciding to scavenge a little longer, you find a half cylinder's worth of revolver rounds in the tool cabinet. With the coast clear for the time being, you have a few more options as you head to the level 3 dormitories.

>Just get out of here. Head to the warehouse adjacent to you.
>Just get out of here, try sneaking through the "public relations" building.
>Cross the intersection and sneak through the low-security proving grounds.
>Try and put your dexterity to use, climb up to the roof and get a better view. Watch yourself though, the last thing you want is to be spotted from the air. (Roll 3d6, pass on an 10, crit-fail on a 5 and below.)
>>
Rolled 1, 2, 1 = 4 (3d6)

>>4181721
>you find a half cylinder's worth of revolver rounds in the tool cabinet
With a revolver in it? if there's an empty revolver in there then I'd give it to one of the scientists to use as a bludgeon. Revolvers are HEAVY and if you hold it by the barrel you could smash zombies in the head with the handle.

>Try and put your dexterity to use, climb up to the roof and get a better view. Watch yourself though, the last thing you want is to be spotted from the air. (Roll 3d6, pass on an 10, crit-fail on a 5 and below.)
sneaki breeki time
>>
File: unknown.png (285 KB, 455x469)
285 KB
285 KB PNG
>>4181733
so who else wants to give rolling a shot before we die?
>>
>>4181721
>>Just get out of here. Head to the warehouse adjacent to you.
NOW it's warehouse time
I'm hoping we can find something potentially useful as we cross through it.
>>
>>4181721
>Just get out of here, try sneaking through the "public relations" building.
Sticking to my earlier vote, we might be able to find some air vents to hide in.
>>
Rolled 2 (1d3)

>>4181733
>>4181750
>>4181760
Okay don't be metagaming too hard here.
>>
>>4181760
public relations ain't gonna have jack shit that's useful. Those bitches just sit around chatting all day.
>>
>>4181783
I almost never read votes before I cast my own vote, in all fairness.
Although if you wanted to avoid dice related meta why not just call for the roll after the vote's been decided like 90% of qms do? Rolling during the voting period is just bad form my dude
>>
File: hecu.jpg (207 KB, 1024x768)
207 KB
207 KB JPG
>>4181733
>>4181750
>>4181760
>>4181786
This is a facility that is almost entirely classified. Public relations means a lot more than just advertising at Black Mesa. You're right though, I do think I'll return to that soon. Earlier we found that my dice were cursed, and giving consistently shit rolls. I'm also secretly a newfag. I'll probably just ask for others to roll after the vote if that problem persists.

The three of you slip out the side entrance through the cool shaded alleyway and soon into a sweltering hot warehouse. Conveyor belts still move, with their packages building up at the end. Shelves stack up around you, with ladders climbing up each side. Your first thought is that they could make a great place to hide between. In the heat of the moment, climb up and slip into one of the cavities. You start to hear things scuttling from above, and question that idea. It's clear that the military's been here, a heavyset forklift driver has been shot through the chest five times, and his pale body still sits there.

You were about to check his corpse for useful items, when you hear the door at the other side of the warehouse burst open.

"Christ." A marine says. "Did you see the size of that thing?"

"Quiet, let's get some fortifications up, use these boxes." His sergeant shouts.

The two physicists look at you, wondering what the hell to do.

>Everyone just hide. (3d6, pass on a 10.)
>Tell the physicists to hide, your gonna pull your CIA authority.
>Try to sneak up behind them.(3d6, pass on a 12.)
>Just take cover, get your gun ready, and wait.
>>
>>4181840
>Tell the physicists to hide, your gonna pull your CIA authority.
>>
>>4181840
>Tell the physicists to hide, your gonna pull your CIA authority.
They’ll probably just find us eventually if they’re digging in for a fight, and I doubt we’ll be lucky enough to roll stealth kills on every single guy. At least this way we can try and steer them away from where we put the physicists.
>>
>>4181840

>Everyone just hide. (3d6, pass on a 10.)

as for "Tell the physicists to hide, your gonna pull your CIA authority."

We don't know the extent of the situation. DoD and CIA don't get along. And if they radio upward, DoD is just gonna shit on us. We won't be able to do shit until we reach our equipment at the living quarters.

Additionally, we're gonna need some makeshift blood squibs pretty soon. We're likely gonna need to "prove our loyalty" sooner than later.
>>
Rolled 3, 5, 5 = 13 (3d6)

>>4181878
Forgot the roll
>>
>>4181840
>Tell the physicists to hide, your gonna pull your CIA authority.
>>
>>4181878
Shit, you raise good points. Especially that last part about proving loyalty, I really don’t want to go shooting BM employees. Plus if they decide to escort us to the apartments they’ll just gun down everyone inside.
Also now that I think about it, hiding would probably be the best if whatever giant thing they’re running from is pursuing them.
QM, mind if I change to support this? If not that’s fine, I’ll live.
>>
>>4181902
>>4181884
guess I'll support this?
>>
>>4181902
>>4181909
Yeah that's fine, but due to unforseen consequences, that was probably my last update of the night. I think tomorrow I'll try moving over to post-vote rolls.
>>
>>4181928
Ok, goodnight
>>
>>4181878
>>4181902
>>4181909
You quickly usher the physicists up different work ladders, into the nests of boxes. You frantically whisper instructions to have them adequately hidden in the upper boxes, then just as the sergeant enters your row looking for boxes you dive away into the shelves.

Far towards the back, and with the marines working on a time limit, you're confident they won't start pulling away from the boxes you're hiding behind. You watch the green sillouhettes rapidly fan out and push boxes to surround the door with a semi-decent barricade, and then their sergeant signals them to stop. Their cover is barely even adequate, but it'll have to do. Submachine guns trained on the break in the door, they all wait. You yourself could easily use these few moments to try and get closer to the action by slithering through the crates toward them. It might not be as safe, but you will be able to better see what's going on, or if things really go bad, just be able to book and leave everything else behind. If you feel really brave, you could fire off a shot with your revolver from here. They'll be sandwiched between you, and what ever is behind that door.

>Just stay hidden, you can pick off or avoid the survivors.
>Get closer, risk taking a few stray alien hits in exchange for a better position.
>Take a shot with the revolver, anything else would be useless on marines from this range. (Roll3d6-1, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo.)
>>
>>4183071
>>Get closer, risk taking a few stray alien hits in exchange for a better position.
>>
>>4183071
>Just stay hidden, you can pick off or avoid the survivors.
>>
>>4183071
>Just stay hidden, you can pick off or avoid the survivors
Sniping your enemy is like hunting any other animal. Fire at the wrong moment and your chance will be forever lost.
>>
>>4183071
>Just stay hidden, you can pick off or avoid the survivors.
>>
File: aliengrunt.png (258 KB, 423x424)
258 KB
258 KB PNG
Rolled 5, 5, 6 = 16 (3d6)

>>4183112
>>4183132
>>4183138
>>4183146
You hear a crashing sound reverberate through the warehouse, then another, and another, before the final smash is joined by breaking metal and shouting. Peaking from behind the containers, the white light of outside strikes the migraine just hard enough to lose focus on the glaring white space as something stomps in toward the soldiers. The soldiers start emptying nine millimeter rounds into the central creature as it rushes towards them. A group of vortigaunts follow close behind the giant charging shots of electric energy. With one hand, the seven foot tall creature swipes a box into splinters while shooting small little insects that dart toward the marines and stab into their armor.

(Low rolls are favorable to the aliens, high for the marines.
>>
>>4183174
>(Low rolls are favorable to the aliens, high for the marines.
So what would have happened if we rolled dead-centre, like a 9 or 10?
>>
>>4183174
Can we loot the hand bee gun things?
>>
File: FORGETABOUTFREEMAN.png (1.94 MB, 1264x722)
1.94 MB
1.94 MB PNG
>>4183179
Both would have been heavily wounded, and you would have been given a chance to fire at either group.
>>4183186
I'm pretty sure they're stuck on there, you don't get to loot them in the game unless you find one unattended.
>>4183174

As the large creature attempts to smash one of the marines with one swipe of its gorilla like arms, machine gun rounds are peppered into its chest. The nearest soldier is quickly sent off his feet into the shelves despite the marines best efforts. While the heavy, lumbering alien is still recovering from its swing, the sergeant launches a grenade straight into the creatures chest, knocking it down to the ground and blowing its small vestigial arm off. The creature makes one last groan as it dies, and the vortigaunts start to flee.

The sergeant orders his men to move up, taking cover by the entrance of the ruined door while he continues to fire straight out of it, behind the boxes.

You're rather far at the moment, so sneaking up behind them will be harder.

>Try and sneak up and steal from the dead soldier while the marines are occupied. (Roll 3d6, pass on an 9.)
>Try and sneak up and kill the sergeant while he focuses on the doorway. (Roll 3d6, pass on an 11)
>Try and fire a shot at the sergeant. (Roll3d6-1, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo.)
>Try and fire a shot at one of his two subordinates. (Roll3d6-1, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo.)
>Sneak around and look for a way out that the scientists can also get through without being seen. (Roll 3d6, pass on a 13. Get seen below an 8.)
>>
Rolled 5, 2, 1 = 8 (3d6)

>>4183204
I think you find one near the body of a vordegaunt.

>Try and sneak up and steal from the dead soldier while the marines are occupied. (Roll 3d6, pass on an 9.)
>>
>>4183208
Don't worry about that roll, I'm gonna move to after vote rolls again.
>>
>>4183204
>Try and sneak up and steal from the dead soldier while the marines are occupied. (Roll 3d6, pass on an 9.)
Obtain big shoota
>>
>>4183246
I hope we get a choppa too
>>
Rolled 4, 1, 3 = 8 (3d6)

>>4183208
>>4183246
>>4183253
While the marines fire off potshots out the door, energized by their quick kill of the creature, you slip out of the boxes and quickly slide down the aisle, hopping back into cover as needed when the soldiers check behind them, fearing aliens sneaking around from the rafters.
>>
>>4183292
As you make another dash forward, the commander takes a second peak back down the aisle. At first, it seems like he didn't notice you, but then he takes a double take as you're slipping back into cover.

"Hey!" He shouts in a threatening boom. He turns back to him men, and shouts, "Suppressing fire, I need to check something out."

He starts moving, box by box, torwards where you ducked into.

>Fire the revolver at the approaching marine. (Roll3d6, kill on a 14, every point above a 10 reduces threshold by two, minimum of ten.- 1/6+4ammo. All the marines will have to make surprise checks.)
>Fire the Spas-12 at the approaching marine. (Roll 3d6, kill on a 16, every point above a 1 reduces threshold. -1/8 ammo. All marines will have to make surprise checks.)
>Fire the glock at the approaching marine. (Every two points above a 5 does half damage, kills on an 18. -3/6 +2 magazines ammo. All marines will have to make surprise checks)
>Get your knife ready, and stealth kill him when he arrives. (Roll 3d6, pass on an 12)
>False surrender, and try to convince him you have useful information. Then stab him. (Roll 3d6+1, pass on a 12. The marines will know you're here.)
>False surrender, then reach for your CIA badge.
>>
>>4183317
>False surrender, then reach for your CIA badge.
I mean we'll eventually have to kill each other.
>>
>>4183317
>False surrender, then reach for your CIA badge.
I don’t like our odds against an entire squad. We’ll have to bluff a reason for why we were hiding and why we don’t want to follow them/bring them with us, but we should be able to use the time-honoured government excuse of “need-to-know basis”.
>>
>>4183317
Can't we grapple him and let him know we're CIA and he didn't see us?

These thresholds we've been dealin with tho. We're a shit CIA agent.
>>
>>4183321
>>4183390
You throw up your arms, and shout "Don't shoot. I'm on your side."

"You sure got smooth hands for a marine miss." He shouts back, while slowly walking up, checking his flanks regularly as he keeps his gun trained towards you.

"That's because I'm not a marine." You respond. Before you let him get in another one of the quips that Privates are obligated by rank to laugh at, you continue, "I'm undercover. Central Intelligence Agency."

"Really Ms. Cruise? You got anything to back that up?" He says, before you slide your badge across the floor. He bends down to pick it up.

"Oppenheimer, like the nuke guy?" He says, before he taps the face of the badge twice. "Well, it's not plastic, and I don't see any errors. Color me surprised, you're not lying. You can come on out. Don't be shy."

With a hand on your gun, you slowly slide out. Now that you can see the marine's face, you can tell that while he's not planning on shooting you, he doesn't like you either. "So what exactly are you doing back there?" He says, still holding your badge. With orders to shoot civilians, and no warning of aliens, he probably feels jerked around by command.

>If you think you're kept in the dark, think about how I feel, I don't even know who my commanding officer is.
>That's well beyond your rank.
>Trying to survive without my cover getting blown. I still look like a security guard.
>Extracting two scientists for "questioning." I don't know what they plan to do with them, but you need to let us through.
>Researching the aliens tactics.
>>
>>4183426
>If you think you're kept in the dark, think about how I feel, I don't even know who my commanding officer is.
Also why the hobo murdering of the scientists?
>>
>>4183426

>If you think you're kept in the dark, think about how I feel, I don't even know who my commanding officer is.
>That's well beyond your rank.
>Trying to survive without my cover getting blown. I still look like a security guard.

We were supposed to be out of the area earlier, but FUCKING ALIENS. Still need to report to Living quarters with two civvies who have performed experiments on the aliens and think I'm a security guard.

>>4183427
We don't have the clearance to ask that question. Just make it clear that command probably thought all the scientists were dead at the start due to the nature of the threat. Saying anything concrete would be leakage of compartmentalized information. Which is probably half the reason they don't know what's going on.


In retrospect, half the information WE have SHOULD be confidential, but we don't have any classifying authority as the things we've seen so far are technically things the soldiers could have seen. So some of that info is free for leakage that they'll probably be killed by command for knowing about.
>>
>>4183433
Supporting.
You have a habit of making good points.
>>
>>4183427
>>4183433
>>4183439

"Sir, if you think you're being kept in the dark, don't forget, I don't even know who my commanding officer is." You start.

"Guess I was right," he interrupts. "It's a shit-show from the bottom to the top. "

"Exactly. This is a mess. I don't know much more than you do, but the little bit I do know is gonna get you in a lot of trouble with command. I'm doing it for your sake when I say this is classified." You explain.

"Still haven't explained what you're doing creeping up on us." He says. "I'm not important enough for you to pull a Kennedy on me."

"I'm just trying to survive without getting found out. I still look like a security guard." You say.

"Well if that's the case I can hand you a blue escort vest and..."

You interrupt. "I've got civvies who still think I'm a security guard. I'm supposed to get them to the living quarters. We should've been there by now, but then aliens started coming out of thin air."

>"I need you to forget I was ever here."
>"I need you to share some supplies, then forget I was ever here." (Roll 3d6, pass on an 11, he calls you in on a 5.)
>"I need you to escort all three of us to the level 3 dormitories." You'll have to pretend to reveal yourself as a CIA agent to the two "Civvies" (Roll 3d6, pass on an 10, military command will notice you.)
>"I need you to pretend to capture us, then throw us out at the level 3 dormitories." (Roll 3d6, pass on an 12)
>>
>>4183487
>>"I need you to share some supplies, then forget I was ever here." (Roll 3d6, pass on an 11, he calls you in on a 5.)
"And by the way, when you get orders to treat non-military as 'hostile', you can, oh I don't know, arrest the obviously human ones and lock them up instead of going Coka-Cola death squad on them."
>>
>>4183487
Before I vote, OP, did the scientists hear the conversation we just had?
>>
>>4183516
I guess I should elaborate. What I’m asking is, if we go to retrieve the scientists in full view of the military, won’t the military know they overheard everything and thus call their bluff when they pretend that they think we’re just a security guard?
>>
>>4183487
>"I need you to forget I was ever here."

Military command and CIA are two seperate branches. As such you don't want there to be accidental leakage.

For the ability to "sneak" by without you all noticing and shooting on site, I can trade information on the alien threat that's primarily in indoor closed areas. You'll be more prepared and I'll get to leave. (headcrabs, zombies, barnacles, vortigaunts and their controllers, etc...)
This is also information that might get you killed for knowing in that level of depth.

For ammunition, I can trade some low-sensitive information on the context of this situation. Because if I'm breaking any amount of protocol, I'm getting something out of it. (the knowledge there's a rift between worlds, and a possible invasion starting. Part of our job is to relay information regarding that upward)

If you want to really know part of what's happening, you best be shooting yourself if anyone knows you know who I am.

>>4183516
They're far forward and hiding. We should probably "make sure the civvies don't know what's going to happen to them."
I'm assuming we were smart enough to lower our voices for the latter part. And between them hiding in corners behind many boxes, gun fire still occuring nearby, etc... there's probably enough cover for our conversation.
>>
>>4183516
>>4183519
What >>4183523 said. As well, even if they could hear you, you'd be clever enough to be able to think of a way to cop out. For instance, "leave the room, I'll tell the civvies we're clear to enter, then you burst in and grab all of us." That way they don't know the scientists were even in the same building.
>>
>>4183552
>>"I need you to forget I was ever here."
Okay. In that case,
>"I need you to forget I was ever here."
I don’t want to risk the roll.
>>
>>4183487
>"I need you to forget I was ever here."
>>
>>4183500
>>4183523
>>4183572
>>4183581
"I need you to forget you saw me." You say. "If you really want information, the best I could do is give you some basic context and intelligence in exchange for firepower, and a few free tickets past the barricades, but it's your own safety your putting at risk. If they find out you know who I am, then you better have a bullet saved for yourself."

You start to notice the sound of gunshots getting quieter. One of the marines shouts "We got em running sir!"

"Good job boys." He shouts in return. "One of you check on Richardson." He turns back to you. "Alright. I'm pretty sure I'll find out sooner or later given how much crazy shit I've seen just on the surface." He says wearily. "But you weren't here."

You aren't particularly sure if you trust him not to say anything. He doesn't appear to be a fan of his command at the moment, but fellow grunts? Even if you did do a good job to scare him, he might feel cocky, or at some point decide he's already dead. They don't leave these guys in the dark without reason.

You slide back into cover, and wait for the marines to leave, and carry their wounded out. You give them a few minutes to move away from the warehouse before telling the scientists you're clear, and you handled it.

>Look around at the shelves to see if there's anything useful. (Roll 3d6, pass on a 10)
>Investigate the body of the dead alien
>Check outside to see if any of the vortigaunts are still living.
>Just keep moving.
>>
>>4183487
Yo we should probably archive soon. We're well past bump limit and sliding down the board.
>>
>>4183628
>Investigate the body of the dead alien
Try to enlist the aid of Vance and Guttman to see if we can extract its weapon.
>>
>>4183628
>>Check outside to see if any of the vortigaunts are still living.
>>4183634
We got plenty of time, it's just page six.
>>
>>4183641
Supporting. If we have time after this, let’s check for living vorts Eli might be able to save.
>>4183634
It’s fine, /qst/ is a slow board. We stopped getting bumps a week ago and we’re only on page 6.
>>
File: coming.jpg (245 KB, 1024x768)
245 KB
245 KB JPG
>>4183641
>>4183648
>>4183665
You look over the large aliens corpse. Its ribs were clearly shattered by the contact grenade, where a clear lack of the chitinous armor the creature wears is shown. The lack of front armor is interesting, why would they leave the most under-fire area without armor? Its hard to tell where the natural portions of the creature end, and where it has been supplemented with the alien's biological technology. Its right hand is enveloped by some strange creature or weapon, with three tendrils that move and contort without any host.

"Dr. Guttman." You call. "Come look at this, I need your help."

"What for, the things dead?" He responds.

"That thing on its hand, I want to get a closer look at it. Do you think you can take it off?" You ask.

"I think that's just its hand, but maybe? It'd take a few minutes, but it can't be much harder than brain surgery." He explains.

>Look around at the shelves to see if there's anything useful. (Roll 3d6, pass on a 10)
>Check outside to see if any of the vortigaunts are still living.
>Cover your nose, and cut the creature open. The ribs are destroyed, so you could see where to shoot to hit vital organs.
>>
>>4183737
>Check outside to see if any of the vortigaunts are still living.
>>
>>4183737
>Check outside to see if any of the vortigaunts are still living.
>>
>>4183737
>Check outside to see if any of the vortigaunts are still living.
>>
>>4183737
Investigate the hand, maybbe apply mental telepathy with it? I always wondered if these things were sentient. It would be really nice to have an alien pet/sidekick.
also this
>Check outside to see if any of the vortigaunts are still living.
more vort frens
>>
>>4183745
>>4183781
>>4183783
>>4183921

You poke your head out of the ruined doorway, surveying the bodies. It seems a good few vortigaunts had been gunned down before the Grunt arrived, with three more vortigaunts than you had seen scattered around the street outside. You listen to the surrounding enviroment, trying to hear helicopters or soldier chatter, and when you're confident there is none, you quickly run out to get a closer look at the ones in somewhat decent shape.

One of them appears to still be alive, if struggling. Blood is slowly seeping out of a knife wound, that had been left in the creatures side. Judging by the speed, likely the alien equivalent of venous bleeding. You consider calling Dr. Guttman, with the slow speed of bleeding, and the fact that he doesn't understand alien biology either, you let him finish on the Grunt. Quickly, you pull the creature in and apply pressure around the wound, without pulling the blade out. Slowly, the thick alien blood starts hardening, even sticking to your fingers.

When you and Eli are confident that the creature is relatively stable, Eli works to remove the collar. Getting quickly better at the task, it takes less than a minute to pop it off. The vortigaunt is free, and another voice is audible inside the migraine.

By this point, Dr. Guttman is done. With the Hivehand weapon set off to the side, he wants to observe you interact with the creature.

>Picture the image you saw this morning. (Roll 3d6+1, pass on an 11.)
>Picture the voice you heard from the first vortigaunt. (Roll 3d6+1, pass on an 11.)
>Try and think about the synthetic army you saw before the resonance cascade. (Roll 3d6+1, pass on an 11.)
>Picture the Major General. (Roll 3d6+1, pass on an 11.)
>Picture what the Xen Controller showed you. (Roll 3d6+1, pass on an 11.)
>Try and show it the neural map of the migraine. (Roll 3d6+1, pass on an 11.)
>>
Rolled 2, 5, 2 + 1 = 10 (3d6 + 1)

>>4183923
>Picture the voice you heard from the first vortigaunt. (Roll 3d6+1, pass on an 11.)
Uh. If it helps, imagine a cartoonishly helpful Vort. Language barrier and what not, there has to be some sort of universal thing we could explain through mental pictographs. A cartoonish or soft looking equivalent to a vortagant to portray non-hostility, and it being smaller than the one we're seeing trying to help it? I dunno guys. what do?
>>
File: activated almond.gif (22 KB, 209x248)
22 KB
22 KB GIF
Rolled 3, 6, 4 + 1 = 14 (3d6 + 1)

>>4183923
>>Picture the voice you heard from the first vortigaunt. (Roll 3d6+1, pass on an 11.)

OH BOY LOOK AT THE TIME
>>
>>4183934
but why pic related tho?
>>
File: ijustthinkthey'reneat.jpg (44 KB, 640x480)
44 KB
44 KB JPG
Rolled 1, 1, 2 + 1 = 5 (3d6 + 1)

>>4183938
Answering for him.
>>
>>4183946
ignore that roll, it's for QM purposes, vote's not called yet.
>>
>>4183946
QM why does it suck for us when you roll.
I do not understand this.

>>4183938
We're using our brain. Almond. Almond activated.
>>
>>4183948
the dice are fickle gods
>>
>>4183948
[/spoiler] Yeah, I'm gonna ask you guys to roll after I call the vote. My dice are fucking cursed. That was for unforseen consequences though so just ignore it. [/spoiler]
>>
>>4183951
I’m not sure I like all these unforeseen consequences.
>>
>>4183959
Which is why you must... prepare
>>
>>4183930
>>4183934
As you focus, you start to hear the whirring of distant helicopter blades. The migraine pounds against you as you picture that uncanny, echoing voice from earlier, staring into the vortigaunts cyclopean eye.

Someone who's dice aren't cursed, roll a 3d6.
>>
Rolled 2, 5, 2 = 9 (3d6)

>>4184035
where's my +1 bruh?
Also I inherit the curse
>>
Rolled 1, 5, 3 + 1 = 10 (3d6 + 1)

>>4184035
what about the +1?
>>
>>4184037
>>4184040
>>
>>4184051
fuck these dice right?
>>
Rolled 6, 3, 4 = 13 (3d6)

>>4184035
What about my dice?
>>
>>4184106
You're the designated roller now
>>
>>4184106
I wish you had been quicker, first come first serve, but what >>4184115
said for future reference.

>>4184037
>>4184040

I forgot to mention it, but it can always be added on afterwards.

You start focusing on the uncanny, inhuman voice, the way it's sterility commanded, echoing off decay and rubble. The vortigaunt, realizing what you were asking of it, searched freely, traveling across the space beyond the migraine, and finding the voice.

You focus on the voice, trying to figure out where you recognize it from. The migraine grinds against your skull as you look into it, grinding against your eyes and ears. Still, you know something is on the other side that you need to see.

You come close to breaking through, the red around your eyes becomes thin and translucent, and you're just able to make out your own mouth saying the sterile, echoing words.

You pause as confusion hits you, but the migraine doesn't hesitate. You're slinged back, and it grabs at your brain stem, causing you to spasm and jerk as you fall to the side. The sterile voice stops, and you hear Dr. Guttman say "Shit!"

Your helmet smacks against the ground for a minute, only making the migraine worse, then you feel something softer between you and the concrete.

When the convulsions stop, you realize Dr. Guttman has positioned the vortigaunt's arm under your head. Congealed vortigaunt blood has seeped into your ponytail. He clicks a small flashlight on, and shines it into your eyes, moving it side to side. You track it with your eyes as he whispers, "Gabby, can you hear me?"

>Why are you whispering?
>I'll be alright, that happens sometimes.
>It showed me myself...
>Stop shining that light in my eye.
>You couldn't have found something cleaner to use as a pillow?
>I wish I couldn't.
>>
>>4184137
>You couldn't have found something cleaner to use as a pillow?
poke the vortigaunt. Attempt mental communication?
>>
>>4184137
>I'll be alright, that happens sometimes.
>>
>>4184137
>Why are you whispering?
Aw shit
>>
>>4184137
>You couldn't have found something cleaner to use as a pillow?
>>
File: PANIC BIRD.jpg (45 KB, 500x281)
45 KB
45 KB JPG
>>4184137
>>Why are you whispering?
>>
>>4184142
>>4184162
>>4184236
>>4184239
>>4184330

"Couldn't you have found something cleaner to use as a pillow?" You mumble, as you hold your hand to your face, blocking the searing light.

"No, I couldn't find shit, we gotta move, or hide." Dr. Guttman explains.

"Why are you whispering?" You ask, starting to become more in focus, and noticing how close the earlier helicopter blades have gotten.

"Because the marines have decided to set up shop right outside." He explains.

Men zip down their ropes, and their boots hit the ground. Underneath the invasion sound, you can hear a sergeant barking orders. You can just barely make out the words "Fortify," before you start to hear sandbags being dropped from the side of a helicopter.

You quickly get to your feet, and poke your head out the door. Just a few hundred yards away, men have started to fortify up an emplacement on the nearby crossroad. A helicopter hovers above them, quickly dropping down their supplies after them. It's pretty clear they won't be leaving anytime soon.

There is clearly enough of them that they'll start shooting before asking questions. You'd be caught with your pants down.

>Just book it, keep close, don't bother grabbing anything more from the warehouse. If you can get out while they're focusing on the supplies, they might not see you. (Roll 3d6, Succeed on a 9. You will lose the hive hand, since it's on the ground, and failure will result with both you and the scientists being shot at.)
>Climb around the warehouse, see if you can find an alternative exit, and air vent or something. (Roll 3d6, succeed on a 11.)
>Try and look for something in the warehouse to use as a distraction so you can slip away. (Roll 3d6, succeed on a 11.)
>You still have your emergency comms, try to find their frequency and spoof a command to pull out. (Roll 3d6+1, succeed on a 11, it may take a short while to find their frequency.)
>>
File: WHAT IS GOING ON.gif (883 KB, 250x250)
883 KB
883 KB GIF
>>4184408
that 50% chance of escaping + cursed dice

>Climb around the warehouse, see if you can find an alternative exit, and air vent or something. (Roll 3d6, succeed on a 11.)

Spoofing coms would reveal our presence to DoD command.
>>
>>4184419
support
>>
>>4184408
>Climb around the warehouse, see if you can find an alternative exit, and air vent or something. (Roll 3d6, succeed on a 11.)
Ah, the humble air vent.
>>
>>4184408
>You will lose the hive hand
wait what? Do we still have the hand? is the Vort alive and able to move?
>>
>>4184408
The graph says 75% of a 9, but all I see is CURSED DICE
>>
>>4184408
>Climb around the warehouse, see if you can find an alternative exit, and air vent or something. (Roll 3d6, succeed on a 11.)
>>
>>4184440
Basically, the hive hand was removed, but not currently on you. Booking it means booking it NOW, before anyone starts keeping watch.
>>4184419
You'd probably figure that even if the DoD knows someone is playing them, they don't know who is playing them, or where from. They wouldn't know where you're moving, and only a vague idea of where you started. The only solid thing they'd have to go off is a low quality transmission of your voice.
>>4184431
>>4184482
You pull the two scientists away from the door, and tell them to stay put, stay quiet, and keep watch. You quickly grab the strange alien weapon before climbing and snooping through the shelves. You look for some form of ventilation shaft in the blisteringly hot warehouse. With people working here, something like that should be present.

Roll a 3d6 please.
>>
File: shitstorm incoming.webm (2.64 MB, 800x615)
2.64 MB
2.64 MB WEBM
Rolled 2, 5, 3 = 10 (3d6)

>>4184532
CURSED
>>
>>4184539
Ooh fuck oooooffff, it’s taunting us
>>
>>4184539
>>4184532
I need to know....

Designated roller. pls roll.
>>
>>4184539
dear god
this must be why most quests do best of 3, this is just infuriating
>>
Rolled 4, 2, 3 = 9 (3d6)

>>4184532
>>
Rolled 6, 6, 1 = 13 (3d6)

>>4184581
Fuck it, you guys just suck
>>
>>4184588
Yep, I rest my case
>>
That's fucking tempting, but I'm just trying to be forgiving with failed rolls. I.E. everytime you fail a migraine check, you still manage to find another little snippet of information. I'm trying to avoid bad luck leading to "Oops, that's fucked." The thresholds are more of the indicator of "Everything goes totally fine with no issues."
>>4184539
You climb up, to the very top of the shelves, and after slithering around the upper heights of the warehouse, you manage to find a single ventilation shaft that, with some luck, the scientists could be able to access. The problem is, all of the vent grates are screwed on tight. It's a solid job done by a machine, and while you could use some of the things you have on you, you would risk their integrity.

>Use your torque wrench (one of your necessary lockpicking tools) to unscrew it. (The torque wrench is damaged below a 9.)
>Use your knife to unscrew the vent grate. (The knife is damaged below a 9)
>Try to find a useful screwdriver, or powertool. (Roll 3d6, succeed on a 10)
>Try and look for something in the warehouse to use as a distraction so you can slip away. (Roll 3d6, succeed on a 11.)
>You still have your emergency comms, try to find their frequency and spoof a command to pull out. (Roll 3d6+1, succeed on a 11, it may take a short while to find their frequency.)
>>
>>4184589
>>4184588
Why must you tempt me like this.
>>
>>4184598
Knife was ez come and ez go.
Lets use the knife
>Use your knife to unscrew the vent grate. (The knife is damaged below a 9)
>>
>>4184598
Don't we still have the Swiss knife? Lets use that
>>
>>4184611
shit the knife IS a swiss knife... is there really nothing useable other than the knife part?
>>
>>4184613
dunno, but I'm switching my vote to
>Try to find a useful screwdriver, or powertool. (Roll 3d6, succeed on a 10) now
>>
>>4184598
>>4184613
Voting for using some of the TOOL parts of the SWISS ARMY KNIFE
>>
>>4184619
oh right. lets do this.
why wouldn't a swiss knife have a flat head and fillips head screw?
>>
File: Spoiler Image (194 KB, 720x401)
194 KB
194 KB PNG
I should go to bed, I'm forgetting simple shit here. I probably should have given you a lower threshold for having a swiss army knife in the first place.
>>4184611
>>4184613
>>4184617
>>4184619
>>4184631
You flip open the small flat head screwdriver and twist the screws open one by one. It takes a few minutes with the small screwdriver, and tightly placed screws, but each one eventually pops out, and you're able to assist the scientists up the shelves, and lead them into the vent. The small corridor bends to above a small foreman's office, where by landing strategically, you help the scientists out and onto the roof. You hear the helicopter fly off from the group of marines.

From here, you can see the tram station you need to cross through to get to the level three dormitories. It appears to be the subject of fighting, where a machine gun is facing away from you as it's operator fires into groups of approaching zombies, the man next to him firing his submachine gun when the gunner needs to reload. A mechanic nearby is attempting to fix one of the trams. A fence is currently keeping you from looping far round. A few boxes of equipment are left lying around the emplacement.

>Scout the area, and look for a way to distract the marines. (Roll 3d6, succeed on a 10)
>Scout the area, and look for a break in the fence. (Roll 3d6, succeed on a 10.)
>Try sneaking up on the tiny emplacement, and looting the equipment boxes. (Roll 3d6, succeed on an 8, they will be made aware of you on failure.)
>Sneak up on and kill the lone mechanic. (Roll 3d6, succeed on a 10.)
>Sneak up on and kill the gunner. (Roll 3d6, succeed on a 12.)
>Sneak up on and kill the gunner's friend. (Roll 3d6, succeed on a 12.)
>>
I should go to bed, I'm forgetting simple shit here. I probably should have given you a lower threshold for having a swiss army knife in the first place.
>>4184611
>>4184613
>>4184617
>>4184619
>>4184631
You flip open the small flat head screwdriver and twist the screws open one by one. It takes a few minutes with the small screwdriver, and tightly placed screws, but each one eventually pops out, and you're able to assist the scientists up the shelves, and lead them into the vent. The small corridor bends to above a small foreman's office, where by landing strategically, you help the scientists out and onto the roof. You hear the helicopter fly off from the group of marines.

From here, you can see the tram station you need to cross through to get to the level three dormitories. It appears to be the subject of fighting, where a machine gun is facing away from you as it's operator fires into groups of approaching zombies, the man next to him firing his submachine gun when the gunner needs to reload. A mechanic nearby is attempting to fix one of the trams. A fence is currently keeping you from looping far round. A few boxes of equipment are left lying around the emplacement.

>Scout the area, and look for a way to distract the marines. (Roll 3d6, succeed on a 10)
>Scout the area, and look for a break in the fence. (Roll 3d6, succeed on a 10.)
>Try sneaking up on the tiny emplacement, and looting the equipment boxes. (Roll 3d6, succeed on an 8, they will be made aware of you on failure.)
>Sneak up on and kill the lone mechanic. (Roll 3d6, succeed on a 10.)
>Sneak up on and kill the gunner. (Roll 3d6, succeed on a 12.)
>Sneak up on and kill the gunner's friend. (Roll 3d6, succeed on a 12.)
>>
Rolled 4, 2, 3, 5, 6, 6, 3, 2, 6, 1, 3, 1, 1, 2, 1, 6, 4, 4, 6, 3 = 69 (20d6)

>>4184659
>>Scout the area, and look for a break in the fence. (Roll 3d6, succeed on a 10.)

We're at stealth evidentally.

DICE AVERAGING
>>
>>4184662
Lewd.
>>
File: bathtime onichan.jpg (22 KB, 619x468)
22 KB
22 KB JPG
>>4184662
The dice mock us.
>>
>>4184659
>Scout the area, and look for a break in the fence. (Roll 3d6, succeed on a 10.)
>>
>>4184659
>A mechanic nearby is attempting to fix one of the trams.
Oh fuck. They're gonna kill the families. Jesus fucking christ I hope the zombies kill a majority of them.
>Try sneaking up on the tiny emplacement, and looting the equipment boxes. (Roll 3d6, succeed on an 8, they will be made aware of you on failure.)
Because fuck em. The harder it is for them to succeed, the more desperate they'll be and hopefully the'll no choice but to help Black mesa staff.

>>4184662
what a dice slut
>>
>>4184659
>Sneak up on and kill the gunner's friend. (Roll 3d6, succeed on a 12.)
>>
>>4184785
why tho? a 12 is hard.
>>
>>4184788
Only if you roll like a crack bitch
>>
>>4184795
so pretty much your next roll? The dice have a tendency to tug you around.
>>
>>4184659
>Scout the area, and look for a break in the fence. (Roll 3d6, succeed on a 10.)
Sorry I wasn't here earlier, I didn't realize I'd been designated. I'll be keeping a closer eye on this now.
>>
>>4184659
>Scout the area, and look for a break in the fence. (Roll 3d6, succeed on a 10.)
>>
>>4184677
The dormitories/apartmetns are just across from the station, where most of the zombies are coming from. The tram would take them into the labs, offices, or central security.

>>4184662
>>4184674
>>4184677
>>4184785
>>4184811
>>4184921

Crawling through the hot sand and sticking to the bushes and dirt, you sneak towards the fence. The consistent sound of gunfire masks the sound of any of your movements You inspect the fence for any breaks in the linkage along the ground, allowing you to pass over the tram-rails and move around the marines. You feel insects being knocked out of their burrows, some of which you're sure aren't terrestrial, as you crawl along the sand.

Roll a 3d6.
>>
>>4185008
ROLLS FOR THE DICE GOD
>>
Rolled 5, 1, 6 = 12 (3d6)

>>4185012
Fuck, lets try that again
>>
>>4185014
Nice
>>
File: 1585531815988.png (615 KB, 1275x545)
615 KB
615 KB PNG
>>4185014
Undesignated but based roll
>>
>>4185012
>>4185014
>>4185017
>>4185024
Pretty quickly you're able to find a tear in the fence where some sort of creature ate or clawed through it. You head back to the warehouse, to usher the scientists along with you. Its not easy trying to sneak them around with bright, white labcoats on, but moving quickly, and making sure the marines attention is elsewhere, you're able to safely cross the fence. The three of you cross the tracks, maneuvering into the parking lot. With the zombies focus on the machine gun as its sound echoes throughout, its not difficult to duck through the parking lot.

You thought you saw something on the roof for a second, but a second glance shows nothing. Probably just a zombie wandering around.

You reach the back door, and with the power out the keycard reader doesn't work. It's one of the lower security doors in black mesa. However, there is a broken window up higher that you could climb into, and unlock the door from the other side. It would mean leaving the scientists alone for a few minutes however. You could always just try and pull the scientists through

>Pick it open. (Roll 3d6, succeed on a 10.)
>Kick it open. (Roll 3d6, succeed on a 9, but may attract some attention.)
>Climb up through the window, then go down a level and unlock the door.
>Climb up, and pull Dr. Vance and Dr. Guttman through. (Roll 3d6, succeed on an 8, failure will cause one of them to get injured.)
>>
>>4185032
>Climb up, and pull Dr. Vance and Dr. Guttman through. (Roll 3d6, succeed on an 8, failure will cause one of them to get injured.)
We got a doctor with us for a reason. Bruises and Cuts aint got shit on us
>>
>>4185032
>Pick it open. (Roll 3d6, succeed on a 10.)
Safest option, it looks like. I don’t want to risk leaving or injuring the scientists if it can be avoided.
>You thought you saw something on the roof for a second, but a second glance shows nothing.
Fuck off, GMan.
>>
File: Spoiler Image (642 KB, 858x482)
642 KB
642 KB PNG
Rolled 1 (1d2)

>>4185057
>>4185062
>>
>>4185057
>>4185062
You quickly mantle yourself up, and into the broken window. While you brace yourself on the frame, you reach a hand down and instruct the two scientists on where they can get a foothold among the cracked bricks, and items attached to the wall.

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

>>4185082
Oh boy.

>>4185079
>Mitchell
What? That’s obviously Moint Pan.
>>
>>4185087
You start by pulling Dr. Vance up, through the broken window, but as you do, he slips, and rolls into a bad position, causing his leg to fail into a shard of glass. It's a deep cut, but thanfully not arterial. Quickly you pull Dr. Guttman up afterwards to help with the wound while Dr. Vance applies pressure.

"I'll be fine Doctor." Says Vance as Guttman quickly moves to investigate the cut.

"You haven't seen these dormitories under a black-light Eli." Says guttman. He pours some water over the wound, but doesn't pull the glass out. "I don't want to exacerbate the bleeding without any decent equipment on me. Some of these rooms belong to infirmary staff, they'll probably have medical equipment, alcohol, sewing kits."

"No," Eli says, "we have to find Azian, it's been hours and this place is full of those damn parasites."

Of course, you could go straight to your equipment. It isn't far, and the stealth suit would make fighting the aliens off a lot easier.

>Look straight for Azian and Alyx.
>Try and find some decent medical equipment for Eli. (Roll 3d6, succeed on a 9
>Go grab your stealth suit. You do know you have some basic disinfectants in there.
>>
>>4185118
>Go grab your stealth suit. You do know you have some basic disinfectants in there
But first find them somewhere to hide while we’re gone.
You know, it occurs to me that our suit will make us look exactly the same as the other female assassins. Our allies might mistake a hostile assassin for us and reveal themselves. We should mark ourselves in some way so that our allies can distinguish us from other female assassins. Maybe keep our mask off when we don’t need it?
>>
>>4185118
>Go grab your stealth suit. You do know you have some basic disinfectants in there.
>>
>>4185118
>Try and find some decent medical equipment for Eli. (Roll 3d6, succeed on a 9
We cant move too fast while he's injured and if anyone else is hurt then he'll need to be well. How much time has passed?
>>
>>4185118
Azian and Alyx have no people defending them.
Extracting them is our ultimate priority. Gathering resources comes next. Ability to move out as a group comes after.

>>Look straight for Azian and Alyx.

Have Eli and Guttman hold up in a room without windows that they can barricade.

We can get the rooms of possible medical supplies from Guttman before we move out.
>>
Just a shot in the dark, but what if we look through the various frequencies for a military owned one, then have a little kid ask the nice marines in the radio if they could help find their mom and dad? Say that they're a scientist of security guard? You know get those guilty feelings going?
>>
File: halflifeassassinposter.png (993 KB, 1000x671)
993 KB
993 KB PNG
>>4185128
>>4185137
>>4185138
>>4185213
>>4185220

Your room is close enough that it's probably the best place to hide anyone you trust.
"I have some alcohol in my apartment, you'll need it Eli." You explain. "As well, the more people we have following the more I need to be prepared. I need to find my equipment, let's head out."

Dr. Guttman starts helping Eli walk, slowly limping with the glass in his leg, while you keep at the front, watching for any hostiles. You continue to hear creatures moan and scream from downstairs, but on this floor it seems low caliber weapons have cleared out most of the zombies. Still, you cautiously peer around every bend with your shotgun in your hand, before signalling the physicists to move forward.

When you finally reach your equipment, you quickly scan the room, and tell the physicists, "You're good to go, I have some basic first aid in the medicine cabinet, take Vance in there while I get changed."

"You're getting dressed?" Guttman says. "Isn't there more important things going on."

"It's spy equipment, classified stuff, it'll help us get out of here." You explain.

Vance is focused on muttering another quiet prayer for his family as he limps to the bathroom, and doesn't respond. Dr. Guttman just shrugs and takes Vance to the bathroom.

You slip under the bed, moving a few boxes out of the way as you feel for a loose floorboard. Finding a piece that wobbles amongst the smooth hardwood, you get your fingernails below it and start to pull. Slowly you lift the floorboard from its lose position. With the pocket opened, you pull out a lead lined suitcase, before you slide out from under the bed, pushing it towards your dresser.

You pull your armor and professionally suited guard uniform, leaving them on the floor. The brief case lock is quickly undone, and you open it, revealing the folded up stealth suit, pistol, silencer, and small but far reaching radio. The jet black, smooth fitting fatigues bend as well as your own body while providing decent protection from cuts and wounds while making stealth easier. The sensors placed throughout it give an accurate reading of vitals. You buckle the lightweight PCV and cloaking system over it, adding a minor increase of weight in exchange for the best protection the CIA could buy short of the heavier variant marines use. The advanced optics are able to simultaeniously reduce glare, increase contrast, light level, and zoom on targets. You leave them on your forehead while not in combat, and leave the balaclava in your pockets.

(Your health is 89/100, your armor is 50/50, cloak charge is 50/50. You now have a silenced pistol with 12+1 mag ammo. You also have a +2 to shooting, physical training, and stealth.)
(cont.)
>>
>>4185245
(cont.)

>Try and use your more powerful radio to talk with CIA.
>Try and use the more powerful radio to talk with Major General Montague. (Roll 3d6+1, get to talk to him without revealing important info on a 13.)
>Try and find Alyx and Azian, leave Vance and Guttman behind to get better. You'll have to convince vance to stay. (Roll 3d6+, succeed on an 8.)
>Try and find Alyx and Azian, bring Vance and Guttman with you.
>>
>>4185251
>Try and find Alyx and Azian, leave Vance and Guttman behind to get better. You'll have to convince vance to stay. (Roll 3d6+, succeed on an 8.)
We’ll grab them, then backtrack to this room and get back to the infirmary.
Also, is this DC supposed to say 3d6+1?
>>
>>4185251
>>Try and use the more powerful radio to talk with Major General Montague. (Roll 3d6+1, get to talk to him without revealing important info on a 13.)
>>
>4185263
yes, 3d6+1
>>
>>4185251
>Try and use the more powerful radio to talk with Major General Montague. (Roll 3d6+1, get to talk to him without revealing important info on a 13.)
With every moment that passes, more civilians die. We need to stop that ASAP by any means necessary.
>>
>>4185245
>that pic
>AI SO SMART
Yep, it sure is a precise mirror of reality
>>
>>4185251
>Try and find Alyx and Azian, leave Vance and Guttman behind to get better. You'll have to convince vance to stay. (Roll 3d6+, succeed on an 8.)
>>
>>4185267
>>4185272
What if we talk to the CIA first before talking to the general?
>>
>>4185284
That sounds like adding steps to do the same thing
>>
>>4185284
>>4185290
No reason we can't talk to the CIA too, just the general seemed more relevant to the current situation.
>>
>>4185290
It'd take a few minutes. Some insight cant hurt now can it? I mean look at that DC.

>>4185251
Do we got the stealth tech stuff that makes you go invisible? What about grenades? What ammo does the suppressor gun uses? Does it accept the same ammo used for the glocks? Is it semi-automatic, burst or both?
>>
>>4185272
Yes. Because one spy will be able to stop the whole cleanup operation that's already started and has already created a list of war crimes.

We also need to make as many actions as we can before we make that call. Once we do, we're at risk of disobeying orders and becoming a Kill on Sight target.

>Try and find Alyx and Azian, leave Vance and Guttman behind to get better. You'll have to convince vance to stay. (Roll 3d6+, succeed on an 8.)
>>
>>4185298
>Do we got the stealth tech stuff that makes you go invisible?
Yep, we have a power gauge for it next to our HP.
What ammo does the suppressor gun uses?
It’s just a silenced glock, it takes the same 9x19mm ammunition as the other glock and the MP5.
>Is it semi-automatic, burst or both?
Glock 17s are semi-auto. But hey, our silenced one might be a glock 18, which has full-auto capabilities.
>>
>>4185263
>>4185267
>>4185272
>>4185279
>>4185305
>>4185309
>>4185298
What >>4185309 said, except for the pistol parts. I'm deviating a little from the games, so you can get some use out of it on marines if you need. It's a USP with .45 rounds, so it'll have an extra chunk of stopping power, but not as much as the revolver. The main advantage is that it won't make anywhere near as much noise. I should also have specified, you'd know you can't shut down the cleanup without some major external intervention, but you could get information, or pull some strings to maybe get some people out. Sorry for how slow updates have been today.

You enter the bathroom, where Dr. Vance is currently sitting, a portion of his pant leg removed as Dr. Guttman covers it. He winces everytime the makeshift bandage wraps around. Without large enough gauss material, Guttman is using the remains of Eli's pant leg after being soaked in alcohol. On the ground is a jagged, sharp piece of metal that was pulled from Dr. Vance's leg.

"Gabby." He says through gritted teeth. "That's quite a suit you got there." He winces, than chuckles before saying, "Does it come in orange?"

"Sorry, the CIA isn't particularly fashionable." You respond. "But you need to stay here and recover."

"She's right." Guttman says. "The glass cut through the muscle. If you start running around out there, you won't be able to walk by tomorrow. You need a real hospital."

"I'll find Azian and Alyx for you down stairs, and bring them up here for you." You explain.

Roll a 3d6+1.
>>
Rolled 1, 1, 4 + 1 = 7 (3d6 + 1)

>>4185324
Here we go, c'mon dice.
>>
>>4185351
It’s always fucking one off.
Ah well, we can always just tell Guttman to hold him here. Not like Eli can put up much physical opposition right now anyway.
>>
Rolled 2, 3, 3 + 1 = 9 (3d6 + 1)

>>4185324
Hmmmm. Are there any fire axes in this building?
>>
Rolled 1, 1, 1, 6, 6, 2, 4, 4, 4, 1, 1, 4, 2, 4, 6, 2, 4, 5, 2, 3 = 63 (20d6)

>>4185357
Okay, the dice have to be cursed. It's literally always one below. I'm gonna move to best of three for a bit, and see how that works out, because this is insane. That was the designated roller. These dice are malevolent. Purplenon, if you wanna give a roll, then I'll call it and take the highest.
>>
Rolled 6, 6, 1 + 1 = 14 (3d6 + 1)

>>4185386
Alright, check this 19
>>
>>4185401
6 6 1
>>
>>4185401
This feels astronomically improbable. What is happening?
>>
>>4185351
>>4185362
>>4185401
"I'm coming with you then." Dr. Vance demands. "I can handle a trip down stairs."

"Eli, there are zombies downstairs." You explain. "You can't go into a hostile area with a major leg wound, I won't allow it."

"If there are things down there, then all the more reason." Vance explains.

"Dr. Vance, sit down, I need to discuss this with you for a minute." You order.

"No, you need to let me downstairs." Responds Eli.

"Eli, Azian has been without any protection in an area infested with headcrabs for hours now." You explain. "You need to start thinking what might happen if one of them has passed."

It's clear that the thought is like a hammer in the chest.

"Well..." he stammers.

"Eli, if Azian is dead, your daughter will need her father to be safe. If Alyx has been hurt, your wife will need someone to get her through this. You're already wounded. You need to stay here for your families sake."

There's a desperate look in his eyes, as though he wants to prove you wrong, so he doesn't have to acknowledge the very real possibility, but then he concedes, and says, "Go."

You turn to Dr. Guttman, and say "Lock the door behind me," as you leave.
(cont.)
>>
>>4185436
(cont.)
You make your way down the stairs. A zombie (zombie A) is banging its head on one of the doors. Another (Zombie B) paces around by the entrance, ocassionally dragging its feet over shards of some broken pottery. A third (Zombie C) is layed out on the stairs, making you assume it was dead at first, but it starts to shamble up. The proximity of the zombie on the stairs leaves them in an ideal range for the shotgun. (+1 to the shotgun.)

Zombie A
>Shoot the zombie with your glock. (Roll 3d6+2, kill on an 11, wound on a 5. -3/6+1 mag Ammo.)
>Shoot the zombie with your silenced pistol. (Roll 3d6+2, kill on a 11, wound on a 8, -1/12+1 Mag ammo. Won't make any load noise.)
>Shoot the zombie with your revolver. (Roll 3d6+2, kill on a 10, -1/6+4 ammo.)
>Shoot the zombie with your shotgun. (Roll 3d6+2, Kill on an 11, reduce threshold above a 2. -1/8 ammo.)
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.)
>Kick the zombie. (Roll 3d6+2, kill on a 12, stun on an 8, wound on a 7.)
Zombie B.
>Shoot the zombie with your glock. (Roll 3d6+2, kill on an 11, wound on a 5. -3/6+1 mag Ammo.)
>Shoot the zombie with your silenced pistol. (Roll 3d6+2, kill on a 11, wound on a 8, -1/12+1 Mag ammo. Won't make any load noise.)
>Shoot the zombie with your revolver. (Roll 3d6+2, kill on a 10, -1/6+4 ammo.)
>Shoot the zombie with your shotgun. (Roll 3d6+2, Kill on an 11, reduce threshold above a 2. -1/8 ammo.)
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.)
>Kick the zombie. (Roll 3d6+2, kill on a 12, stun on an 8, wound on a 7.)
Zombie C (Can attack this turn.):
>Shoot the zombie with your glock. (Roll 3d6+2, kill on an 11, wound on a 5. -3/6+1 mag Ammo.)
>Shoot the zombie with your silenced pistol. (Roll 3d6+2, kill on a 11, wound on a 8, -1/12+1 Mag ammo. Won't make any load noise.)
>Shoot the zombie with your revolver. (Roll 3d6+2, kill on a 10, -1/6+4 ammo.)
>Shoot the zombie with your shotgun. (Roll 3d6+3, Kill on an 11, reduce threshold above a 2. -1/8 ammo.)
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.)
>Kick the zombie. (Roll 3d6+2, kill on a 12, stun on an 8, wound on a 7.)
>>
File: Spy_e2a4d1_6200719.jpg (39 KB, 490x560)
39 KB
39 KB JPG
>>4185438
How about cloaking and using the big fucking knife?
It's TF2 time bois
>>
>>4185438
right voting for zombie C. We gonna stomb or head stab.

>Hive-hand. (Roll 3d6+2, Every two points reduces threshold.)
fucking sweet we took it. We gotta think of a name for the little guy. I'm thinking Booger.
>>
>>4185438
>Knife zombie C in the head(crab)
>>
>>4185438
Zombie C
>>Shoot the zombie with your silenced pistol. (Roll 3d6+2, kill on a 11, wound on a 8, -1/12+1 Mag ammo. Won't make any load noise.)

Stab the rest.
>>
>>4185438
>>4185449
>>4185438
Also, I'm a moron. The hive hand threshold is 13, and:
>Cloak.(Uses 3/50 power every turn, can be done as long as one isn't changing position, -4 to hit, but effectiveness may vary depending on factors such as enemy awareness or certain atmospheric conditions.)
>>
>>4185455
I'm looking at this but
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.)
it doesn't look like it has a threshold to kill.

>>4185453
why use a gun tho?
>>
>>4185462
That's what I mean, I forgot to write the threshold.
>>
>>4185447
>aroused snorting amplifies
>>4185453
Supporting
>>
>>4185449
>>4185453
>>4185464
I think what I'll try for now is, best of 3 for non-combat rolls, first roll for combat rolls. That way it goes a little quicker, and the combat rolls don't seem to be as cursed.

You pull your silenced pistol as the zombie starts to stand. The suppressor on the end pulls the barrel down as you fire, reducing recoils as it fires a single, quiet shot at the headcrab.

Roll a 3d6+2.
>>
Rolled 1, 4, 5 + 2 = 12 (3d6 + 2)

>>4185473
>>
Rolled 4, 3, 6 + 2 = 15 (3d6 + 2)

>>4185473
Check this 5
>>
Rolled 6, 5, 1 + 2 = 14 (3d6 + 2)

>>4185473
>>
>>4185486
>>4185478
>>4185476
10
13
12

It mocks us
>>
>>4185476
>>4185478
>>4185486
>>4185490
The forty-five round bores through the headcrab, and into the zombies skull. A mixture of alien and human blood splatters onto the silencer. The zombie flops down onto its back and starts rolling sideways down the stairs.

The other two zombies (Zombie A&B) start to shamble closer

>Jump back, they will have to spend their next turn getting closer.
>Cloak.(Uses 3/50 power every turn, can be done as long as one isn't changing position, -4 to hit.)
Zombie A
>Shoot the zombie with your glock. (Roll 3d6+2, kill on an 11, wound on a 5. -3/6+1 mag Ammo.)
>Shoot the zombie with your silenced pistol. (Roll 3d6+2, kill on a 11, wound on a 8, -1/12+1 Mag ammo. Won't make any loud noise.)
>Shoot the zombie with your revolver. (Roll 3d6+2, kill on a 10, -1/6+4 ammo.)
>Shoot the zombie with your shotgun. (Roll 3d6+2, Kill on an 11, reduce threshold above a 2. -1/8 ammo.)
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.Kill on a 13.)
>Kick the zombie. (Roll 3d6+2, kill on a 12, stun on an 8, wound on a 7.)
Zombie B.
>Shoot the zombie with your glock. (Roll 3d6+2, kill on an 11, wound on a 5. -3/6+1 mag Ammo.)
>Shoot the zombie with your silenced pistol. (Roll 3d6+2, kill on a 11, wound on a 8, -1/12+1 Mag ammo. Won't make any load noise.)
>Shoot the zombie with your revolver. (Roll 3d6+2, kill on a 10, -1/6+4 ammo.)
>Shoot the zombie with your shotgun. (Roll 3d6+2, Kill on an 11, reduce threshold above a 2. -1/8 ammo.)
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold. Kill on a 13.)
>Kick the zombie. (Roll 3d6+2, kill on a 12, stun on an 8, wound on a 7.)
>>
>>4185473
Hey QM, can we recharge our cloak/mini PCV with cells and chargers spread around the facility? Are chargers limited like in half life or infinite? Is there a charger in the infirmary or thereabouts?
>>
>>4185492
>Jump back, they will have to spend their next turn getting closer.
Zombie A
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.Kill on a 13.)
The ammo replenishes. Might as well save up.
>>
>>4185492
Oh, and forgot.
>Stab the zombie. (Roll 3d6+2, kill on an 11, will get a +1 to attack on a miss.)
>>
>>4185496
also +1
>>
>>4185495
Yes.
>>
>>4185492
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.Kill on a 13.)
Let’s give the ol’ gal a test run.
By the way, OP, I really like this threshold-changing system you’ve got going. You manage to make every weapon unique beyond just “X has more ammo than Y” or “Y is stronger than X”. For instance, the fact that the shotgun has a fairly high kill requirement yet such a generous threshold reduction makes it feel like the reliable two-or-three-shot weapon it was in-game (even though we haven’t used it yet).
>>4185490
Is this the gonarch equivalent of a houndeye?
>>
>>4185492
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold. Kill on a 13.)
Zombie A or B, is whatever.
Hey, since the hornets sort of follow their target, can we dual wield with the hive hand in our left hand?
>>
>>4185496
>>4185512
>>4185500
Thanks purplenon, it means a lot to me because I'm making it all up as I go. Also, I just realized that the shotguns "Missed" state is not physically possible, even without your buffs, should probably change that to 3.
It takes a second to figure out how the strange, biological weapon works, and you have to backtrack as the creatures slowly encroach upon you, until your back is against the wall where the stairway turns. You eventually manage to find a rather disgusting spot inside of the creature, and fire of three of the of the speedy hornets out of the insectoid organism.

Roll a 3d6+2
>>
>>4185527
duel wield it with our other hive hand that we own?
>>
Rolled 5, 6, 6 + 2 = 19 (3d6 + 2)

>>4185528
BEES!
>>
>>4185496
Metagaming, but makes sense to try it in a controlled enviroment.

Surprised we didn't grab a glock
>>
Rolled 4, 3, 6 + 2 = 15 (3d6 + 2)

>>4185528
what kind of zombies are these? Asking for the purpose of knowing if we have any weapons and ammo on them.
when this is over let's offer the hive hand a cigarette.
https://www.youtube.com/watch?v=vTWQEgDvoE4
>>
Rolled 6, 5, 2 = 13 (3d6)

>>4185528
>>
>>4185529
You know what I meant dipshit
>>
File: MGS-ThePain-1024x734.jpg (64 KB, 1024x734)
64 KB
64 KB JPG
>>4185531
BEEEEEEES!
>>
File: IMG-20190901-WA0000.jpg (107 KB, 899x1599)
107 KB
107 KB JPG
>>4185531
WHY THE MOCKING
>>
>>4185531
>>4185533
>>4185534
Suddenly, the creature spits out a small swarm of hornets in rapid fire, each one whizzing into the zombies head. The head crab is pummeled with the small, burrowing things before it surrenders, causing both the zombie and the headcrab to go limp. With hornets still buzzing around however, they fly towards the next headcrab.

(All Zombie A thresholds reduced by 1.)
Zombie A
>Shoot the zombie with your glock. (Roll 3d6+2, kill on an 10, wound on a 5. -3/6+1 mag Ammo.)
>Shoot the zombie with your silenced pistol. (Roll 3d6+2, kill on a 10, wound on a 8, -1/12+1 Mag ammo. Won't make any loud noise.)
>Shoot the zombie with your revolver. (Roll 3d6+2, kill on a 10, -1/6+4 ammo.)
>Shoot the zombie with your shotgun. (Roll 3d6+2, Kill on an 10, reduce threshold above a 3. -1/8 ammo.)
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.Kill on a 12.)
>Kick the zombie. (Roll 3d6+2, kill on a 11, stun on an 7, wound on a 7.)
>Stab the zombie. (Roll 3d6+2, kill on an 10, will get a +1 to attack on a miss.)
>>
>>4185545
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.Kill on a 12.)
BEEEEEEEEEEEEES
>>
>>4185545
>Stab the zombie. (Roll 3d6+2, kill on an 10, will get a +1 to attack on a miss.)
>>
>>4185545
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.Kill on a 12.)
I feel the bees overtaking me...!
>>
>>4185545
>Shoot the zombie with the Hive-hand. (Roll 3d6+2, Every two points reduces threshold.Kill on a 12.)
Say, OP, are you adding some sort of food mechanic to the hive hand where we have to feed it every so often for it to work properly and also not die?
>>
>>4185552
it is a good pain
>>
File: Spoiler Image (120 KB, 801x1200)
120 KB
120 KB JPG
>>4185546
>>4185548
>>4185552
>>4185558
With how well it's working for you guys, I think I'm gonna think up how to make the bee-charge system work in a fun way. I'm thinking of having your roll be how well you convince the hive-hand to fire, thus affecting the amount of bees per turn. Maybe make it a charisma roll that gets harder if you push it? You're not firing the hive hand, you're just asking it to kill your enemy.

You manipulate the hive hand once more, causing the creature to start spitting the small insects.

Roll a 3d6 +2.
>>
Rolled 3, 4, 4 + 2 = 13 (3d6 + 2)

>>4185575
>>
Rolled 6, 6, 1 + 2 = 15 (3d6 + 2)

>>4185575
BEEEEEEEEEEEEESSS
>>
Rolled 4, 2, 2 + 2 = 10 (3d6 + 2)

>>4185575
Check my 13
>>
Rolled 4 (1d6)

New bee rules, gonna rack my fucking brain, but lets do it.
>Shoot the zombie with the Hive-hand. (Roll 3d6+1 Every two points fires a bee, each bee reduces threshold by 1, 6 bees kill. Every four bees fired subtracts one from the next roll. +1 regenerates every turn.)
Treat bee-buddy well.


>>4185578
>>4185582
>>4185585
Once again, the hornets slam straight into their target, racking the headcrab, causing the host to drop. The headcrab falls limp.

With the last zombie dead, you move down the hallways, toward the Vance's apartment. A few corpses line the hallways covered in electrical burns, and you quickly check any of the female ones to see if they look like Eli's description of Azian.

When you reach the apartment, the door is locked. Quickly, you knock hard on the door, shouting "Ms. Vance? My name is Gabriella Oppenheimer, are you alright in there?"

You don't hear a response.

"Ms. Vance, I'm with your husband, Eli, are you okay? I have a doctor upstairs." You shout again.

Still no response. If she knows what the soldiers are doing, she's probably hiding. Of course, the worst is a very real possibility, but if you were to make your own way in, there's no telling how she'll react.

>Kick the door open. (Roll 3d6+2, succeed on a 10, backfire on a 6.)
>Try to pick the door. (Roll 3d6+2, succeed on an 11.)
>Try and convince her your friendly, and to open the door. (Roll 3d6+1, succeed on an 11)
>>
>>4185637
>Try and convince her your friendly, and to open the door. (Roll 3d6+1, succeed on an 11)

Should probably ask if Alyx is around at least.
>>
>>4185637
>Try and convince her your friendly, and to open the door. (Roll 3d6+1, succeed on an 11)
>>
>>4185637
>Try and convince her your friendly, and to open the door. (Roll 3d6+1, succeed on an 11)
>>
>>4185637
Forgot to add this to my post, but if we succeed then ask her if she's aware of anyone else within this compound/apartment that might still be alive so we can evacuate them.
>>
>>4185637
>Try and convince her your friendly, and to open the door. (Roll 3d6+1, succeed on an 11)
>>
>>4185637
>Try and convince her your friendly, and to open the door. (Roll 3d6+1, succeed on an 11)
>>
>>4185637
>>Try and convince her your friendly, and to open the door. (Roll 3d6+1, succeed on an 11)

Gabby the Queen of Bees has a nice ring to it.
>>
>>4185641
>>4185646
>>4185648
>>4185650
>>4185652
>>4185660
>>4185667
Wouldn't that make freeman the bee god?
"Azian!" You shout again, "I'm the security guard who lives in room two-oh-six, your husband, Dr. Vance, is in my room. He hurt is leg and is staying up their, Dr. Guttman is helping him right now."

Roll a 3d6+1
>>
Rolled 3, 5, 3 + 1 = 12 (3d6 + 1)

>>
File: 1529031404542.png (286 KB, 524x466)
286 KB
286 KB PNG
Rolled 5, 3, 6 + 1 = 15 (3d6 + 1)

>>4185673
I AM UNDESIGNATED
>>
Rolled 5, 5, 1 + 1 = 12 (3d6 + 1)

>>4185673
>>
>>4185673
He does kill an elder god and gains a cult following, bee god is a bit of an understatement
>>
>>4185673
>>4185696
>The One Bee Man
>>
>>4185701
The right bee in the wrong place can make all the difference in the world.
>>
>>4185717
The wrong place being the Combines bonnet.
>>
>>4185701
Holy fuck
>>4185677
>>4185678
>>4185694

You knock again. "Azian." You shout. "I can show you my Identification." You say. "I'll slip it under the door."

Crouching down, you pull down the laminated nametag, holding your name and picture. You slip it under the door, and then feel it hit something soft, and fleshy. You poke your finger under the crack, and feel cold flesh on your finger tip. You stay crouched, and softly yell, "Alyx? Sweety are you okay?"

You pause for a moment, and listen to the other side of the door. Small, frenetic breaths muffled by something.

"Alyx, it's okay. Is your mom hurt? I have a doctor with me who might be able to help her." You say. "You're dad is very worried about you, I can take you to him. There are people coming after us with guns, and your dad sent me to help you, so you can leave."

You pick up tentative hands unlatching the door. The door opens as much as Alyx's small hands can pull. A hand limply falls to the left. You hear no breathing, but it still has color. You notice the fingers look a little longer than any natural persons should.

>Comfort Alyx, ask if she is hurt.
>Push the door open further.
>Push past Alyx, check on Azian.
>Ask her what happened.
>Pull alyx away, and just shut the door.
>>
File: Spoiler Image (154 KB, 626x673)
154 KB
154 KB JPG
buzz buzz
>>
>>4185743
>Comfort Alyx, ask if she is hurt.
>>
>>4185743
>>Ask her what happened.
>>
>>4185746
ok this needs to be the next thread pic
>>
>>4185743
>Pull alyx away, and just shut the door.
>>
>>4185743
>Comfort Alyx, ask if she is hurt
Uh oh, Azian’s a zamboni.
>>
Or it's a red herring and she's just knocked out and has freaky fingers.
>>
>>4185792
>has freaky fingers.
Eli, you sly dog.
>>
>>4185761
Let's get her to her dad. The doctor is upstairs with her dad.

No time to talk: we need to get the doctor "for the zamboni".

But really to get distance between alyx and her not-mom
>>
>>4185749
>>4185750
>>4185760
>>4185761
>>4185800

"Alyx?" You say, as you pull her a little closer. "Are you okay?"

She nods her head, while quietly saying "uh-huh."

You pull your goggles off your forehead. You've never interacted with children in any depth, so you just try to comfort her through instinct. "It'll be okay sweety, your dad is upstairs, I'm gonna take you to him." You try to run your fingers through her hair in a motherly way, but she just pulls away. "Can you tell me what happened here Alyx?"

"Everyone was creaming, and then mommy locked the doors. She told me to be really quiet. We heard shooting, and then something fell on mommy's head, and it wouldn't come off." She seems rather confused at the moment. She probably hasn't comprehended any of whats going on.

You keep trying to just nudge her away from the door as she talks, but the moment you see one of the fingers twitch, you just take her small body into your arms. She yelps, but you just tell her, "You need to get you to your dad, we have a doctor who will check on you."

>Put her down at the end of the hall, tell her to cover her ears and look away. (-1 USP ammo.)
>Just take her straight to Eli, keep her from looking back there.
>>
>>4185813
>Just take her straight to Eli, keep her from looking back there.
No gunshots, if we finish Azian we should do it with something quiet so we don’t spook Alyx.
>Everyone was creaming
Yeah, that would traumatise a child.
>>
>>4185821
FUCK, also, the USP is your silenced gun.
>>
>>4185813
>Everyone was creaming
>wheeeeeeez
>Just take her straight to Eli, keep her from looking back there.
>>
>>4185813
>Put her down at the end of the hall, tell her to cover her ears and look away. (-1 USP ammo.)
Mommy has to go to a farm with the other moms
>>
>>4185823
>>4185825
>>4185824

We aren't letting her think we just put her down. We can go back to do it. Plus Dr. Vance has the right to say goodbye in the way he desires.
>>
File: absolutely primal.jpg (2 KB, 74x125)
2 KB
2 KB JPG
>>4185831
>Just take her straight to Eli, keep her from looking back there.
>>
>>4185831
Yeah. Sounds like a plan. We take her back. take Dr. Eli to the side to be the bearer of bad news, and ask him how he wants us to put her to rest.
>>
>>4185836
What's actually SUPER useful is that Dr. Vance is now a mission critical asset:
He is the only known human to uncollar and "capture" an alien. Information that may be useful to the CIA.

We can get him and Alyx extracted.
>>
>>4185831
Yeah, this pretty much.
>>
>>4185831
Dude, no, just save him the pain and don’t keep his wife as a monster.
>>
>>4185837
Yeah, until he teaches the government’s guys how to do it and then it’s like
>“well this nigga has exhausted his limited usefulness, better cap him lmao”
>>
>>4185837
Oh sweet. That's a good idea. Think we could also swing the scientists in there saying they'll be the only one with immediate knowledge of all the phenomena going around? While the military is doing a political dumb by purging everything, the CIA can swoop in be "the big heroes" or what not.
>>
>>4185845
With all the shit the CIA has done, it'd help them to be the good guys for once.
>>
>>4185841
I'm sure he'd super appreciate we didn't put the mom down anywhere near the child.

Putting her down to perform the action removes any deniability. It'll serve to make Alyx even more scared, making it even harder to work with her.

>>4185843
>>4185845
True that if he's a one trick pony. But scientists who have xenobiology or xenotechnogy experience could be useful.

The extraction of the HiveHand and scanwork of the Controller/vortigaunt might be Guttman's escape vector.

We probably won't be able to swing the extraction of many people, but getting anyone extracted is a good accomplishment. Fewer people to worry about while trying to stop the purge.

>>4185813
Just realized: What kind of Gordon Freeman we workin with here? Freeman's mind bonkers? Accomplished yet slightly scared physicist scraping on the edge of his teeth? A well learned man who's put time at the range?
>>
>>4185845
>>4185850
Yeah, heroes.
Until they send the rest of Black Ops to finish the massacre that the HECU started.
>>
>>4185855
this kind
https://www.youtube.com/watch?v=DdNnl_tbkR0

>>4185857
oof
>>
>>4185855
Yeah, I’m sure he’ll appreciate seeing the violated walking corpse of his wife even more. Am I really the only one who’s dealt with loss here?
>>
>>4185867
we can stun lock the wife with kicks
>>
>>4185867
I mean if Alyx wasn't here, yeah I'd shoot her. But don't want any chance of her seeing or experiencing that specific moment. Let alone the reanimation.

>>4185877
kek

>>4185865
I'm down with a Freeman's Mind Gordon Freeman.
>>
>>4185867
He doesn’t actually need to see it, we’re just giving him some options. Maybe he’s the kind of guy who would rather do it himself. Maybe he’d rather we finish her. Maybe he’d like to see her one last time before he asks us to do it, even if what remains of her is a head crab zombie. The point is we don’t know, so it’s best not to assume. Besides, whatever he chooses, Azian gets the bullet in the next two minutes.
>>
>>4185855
I'm gonna try and leave that deliberately vague, but I have thrown in a few minor Freeman's Mind references early on.
>>4185821
>>4185824
>>4185825
>>4185834

You direct Alyx's head forward, then realize you pointed her face directly in-toward the pile of bodies you just created. You place your hand in such a way that she keeps looking towards the ceiling.

You keep watch on her face as you walk up the stairs. It's clear she doesn't understand any of this, the bodies, the screaming, the headcrabs. You heard that children tend to express things like that years later. You don't have a clue as to how to handle it.

You reach the door, and slowly push the door open. You see Eli on your bed, with his leg propped up. His head immediately swivels, and he starts to sit up.

"Alyx! Baby, come here honey!" He exclaims, holding out his hands to take her. "I have been so worried, I don't think I'll ever be able to put you down again." He puts on a big giddy smile, that finally gets Alyx to smile back. You're not sure how he does it.

He glances to you, with eyes that ask "Where's Aizen."

You do one of your covert ops motions to say "follow."

"Alyx, honey, there's a nice doctor in the bathroom, he's gonna give you a checkup, could you go there? You're a brave girl right?" He says. The confusion returns, but she says "Yeah," not wanting to let down her father.

Eli gives you a sorrowful look as he groans while getting up. You help him to the door. "Is she... what..."

He can't bring himself to ask the question.

>Say it straight, a headcrab got her.
>Try to break the news, in a way that doesn't devastate him. (Roll 6d3+1, succeed on a 12, make it worse on a 6.)
>Dodge, just offer your condolences, and tell him she's gone.
>Lie, and tell him she was shot.
>>
File: screm_internal.png (818 KB, 1068x588)
818 KB
818 KB PNG
>>4185886
>Try to break the news, in a way that doesn't devastate him. (Roll 6d3+1, succeed on a 12, make it worse on a 6.)
HEAR ME DICE! I WANT A LOW NUMBER! WE ALL WANT LOW NUMBERS!
>>
>>4185877
kill*
bees*
>>4185880
She already saw her zombifying, I assure you that covering her ears and looking at the corner won’t be in her mind for a while.

Also I assumed our Gordon was based on Ross Scott’s, I like it that way
>>
>>4185891
why must you do this to science dad
>>
>>4185886
>Try to break the news, in a way that doesn't devastate him. (Roll 6d3+1, succeed on a 12, make it worse on a 6.)
Oh boy, this is gonna suck
>>
>>4185886
>Say it straight, a headcrab got her
I don’t wanna risk fucking him up even more.
>>4185891
Absolutely disgusting, I hope for 3 natural 6s
>>
File: 1479509438790.jpg (11 KB, 356x300)
11 KB
11 KB JPG
>>4185903
shhh the dice might hear you
>>
>>4185886
>Try to break the news, in a way that doesn't devastate him. (Roll 6d3+1, succeed on a 12, make it worse on a 6.)
>>
>>4185886
>>Try to break the news, in a way that doesn't devastate him. (Roll 6d3+1, succeed on a 12, make it worse on a 6.)

Your wife got crabbed.
>>
>>4185921
>Eli, you might want to get yourself tested.
>”What? Why?”
>Because I’m afraid that your wife has...
>*put on spy goggles*
>Crabs.
>https://youtu.be/DA1-haV0qWU
>>
>>4185921
"Remember when Dr.Freeman came in last month with a live lobster on his head yelling 'take me to your leader'? Something similar happened to Aizen."
>>
>>4185891
>>4185905
>>4185918
>>4185921
I'm slightly tempted to take the first roll on this one.

"Eli," You say, putting hand on his shoulder. "When I found Alyx, she didn't want to move. She curled up around her mother..."

Roll a 3d6+1
>>
Rolled 5, 6, 3 + 1 = 15 (3d6 + 1)

>>4185943
>>
Rolled 6, 6, 5 + 1 = 18 (3d6 + 1)

>>4185943
>>
Rolled 4, 4, 5 = 13 (3d6)

>>4185943
>>
File: dog grove.gif (44 KB, 500x500)
44 KB
44 KB GIF
Rolled 1, 5, 5 + 1 = 12 (3d6 + 1)

>>4185944
DICE! WHY MUST YOU DENY MY REQUESTS!
>>
>>4185943
>>4185944
YES OP
GIVE IN TO TEMPTATION
>>
>>4185947
Wow, these are the best news Eli’s heard in a while!
How do you keep rolling either 17 or under five?
>>
>>4185944
>>4185947
>>4185948
>>4185949
>not a single failing roll
>>
When Eli look back on this moment, he'll think to himself "Wow, Gabby really nailed telling me my wife got crabbed. I'd rate it 8 out of 10".
>>
>>4185944
>>4185947
>>4185948
>>4185949

You take a deep breathe in, and look him in the eye. "She took shelter near her mother. Azian had passed, but one of the parasites had latched on to her body." You try to reinforce the idea Azian is already, that the creature the parasite had made her into wasn't Azian, just her body being defiled and puppeted. It's not an easy sentiment, but a galaxies away from the no more unlikely possibility that Azian is still in there, horrified at what she's becoming.

"I had to pull Alyx away. The creature is still down there, on her corpse." You explain. "I wanted to leave it up to you how we handled the body."

"Is... is it moving?" He asked.

"No, not when I was down there." You state. Yes, you think, "It." That isn't Azian. This is going well.


"Could you just... get rid of it please." He says. "I need a minute.

"Of course," You respond.

You go down there, and listen to the other side of the door. It's not moving, there are no footsteps, but you can hear a quiet moaning.

The migraine sears, it really doesn't want you to open that door.

>Try and see why the migraine doesn't want you to open that door. (Roll 3d6+1, Pass on a 14)
>Open the door. Face what's left of Azian.
>Listen to the migraine. Turn around. Eli will never know.
>Just peak the door open, and shoot her through it.
>>
File: slow realisation.png (194 KB, 665x1133)
194 KB
194 KB PNG
>>4186007
>>Try and see why the migraine doesn't want you to open that door. (Roll 3d6+1, Pass on a 14)
Maybe it's the migraines that effect the rolls...
>>
>>4186007
>Try and see why the migraine doesn't want you to open that door. (Roll 3d6+1, Pass on a 14)
What are you hiding from us
>>
>>4186007
>>Try and see why the migraine doesn't want you to open that door. (Roll 3d6+1, Pass on a 14)
>>
>>4186007
>Try and see why the migraine doesn't want you to open that door. (Roll 3d6+1, Pass on a 14)
>>
>>4186009
>>4186018
>>4186060
>>4186073
You stand at the door, focusing on the migraine, trying to see through its tantrum. You focus on the pulsing as it pushes you away.

Roll a 3d6+1
>>
File: the biggest think.gif (1.54 MB, 480x264)
1.54 MB
1.54 MB GIF
Rolled 1, 2, 2 + 1 = 6 (3d6 + 1)

>>4186114
ITS TIME TO THINK

AND ROLL LOW
>>
Rolled 3, 6, 5 + 1 = 15 (3d6 + 1)

>>4186114
>>
Rolled 2, 3, 4 + 1 = 10 (3d6 + 1)

rolling
>>
Rolled 1, 6, 1 + 1 = 9 (3d6 + 1)

>>4186114

>>4186119
Brain fart.
>>
>>4186119
>>4186122
>>4186125
You guys are fucking jinxed for real
>>
>>4186134
Sure is nice he's taking first 3 average or something.
>>
>>4186119
>>4186121
>>4186122
As the migraine pounds against you, you push harder. A childs mother is mutilated, puppeteered by some alien horror on the other side of that of that door. You're struck with a determination to make some form of sense out of the mess. You refuse to listen to the migraines tamtrums, to fear them.

Something in the migraine breaks. Then you realize it wasn't the migraine, it was the door. Without even thinking about it, you had pounded against it until the latch cracked, and the door freely swung open.

Despite the colors of Nevada, the light coming in the window is an ominous, cold blue. A suited man stands over Azians corpse. He only bares you a short glance, before he bends down, picks up a necklace off of the remains of Azian. The chain features a small, box-shaped jewel. The suited man wipes it off, then glances again to you. "A clever one." He mutters, before walking off into the hall way. When you pick up the nerve to turn around, he's gone. The room has adjusted back to its normal colors.

The zombie that was Azian is now remaining on the ground. It moans in agony, and for some reason, their screams have never sounded so human.

>Make it quick, she might still be in there somehow. Be merciful. (-1 USP ammo.)
>Just stomp it to death, save your ammo.
>>
>>4186199
>>
>>4186199
>Make it quick, she might still be in there somehow. Be merciful. (-1 USP ammo.)
>>
>>4186199
>>Make it quick, she might still be in there somehow. Be merciful. (-1 USP ammo.)
>>
>>4186137
best of 3

>>4186199
GUN
>>
>>4186199
>>Make it quick, she might still be in there somehow. Be merciful. (-1 USP ammo.)
>>
>>4186199
Experiment on head crab removal with knife.
Bind hands and legs first.

Failing that just shoot her.
>>
>>4186245
>headcrab removal
That was tried really early on, it didnt work
>>
>>4186199
>Make it quick, she might still be in there somehow. Be merciful. (-1 USP ammo.)

I mean the sound doesn't matter anymore. I'd use a glock if we could. But USP it is.

Would like to pry the headcrab off after and lay a bedsheet over her head after.
>>
>>4186254
>I mean the sound doesn't matter anymore. I'd use a glock if we could. But USP it is.
Alyx is just one floor above you, she'd easily hear the gunshot.
>>
>>4186254
I'm pretty sure the people upstairs would hear it. Eli hearing a gunshot from where his wife is might cause him to break down.
>>
>>4186248
Try harder 2: Try harder electric boogaloo
I've got crabs edition.

With enough practice we should have
a nice taxidermy collection of head crabs. Or just heads!
>>
>>4186199
Fucking klepto GMan.
>Make it quick, she might still be in there somehow. Be merciful. (-1 USP ammo.)
And then like >>4186254 said, lay a bedsheet over her body.
>>
>>4186737
Oh, adding to this, could we also say something to comfort Azian in case she can hear us? You know, “your daughter and husband are safe, I’ll make sure they get out of here alive” or something along those lines?
>>
File: alyxnecklace.png (304 KB, 410x340)
304 KB
304 KB PNG
>>4186209
>>4186210
>>4186229
>>4186239
>>4186245
>>4186254
>>4186737
>>4186759
I think I'm gonna try moving to averages for non-combat rolls, sorry for being a bit schizophrenic with rolls, balancing this stuff is hard.

Crouching down in front of the remains of Azian, you quietly mutter "Your family is safe. I promise to do everything I can to get them out of here safe. They won't remember you this way, I'm here to make sure of it." You pull your pistol out of it's holster, putting the tip of the silencer against the mandibles of the headcrab. As the moans slowly get louder, you depress the trigger. The pistol quietly bursts, and a round tears through the headcrab and burrows itself inside Azian's head. The headcrab lets out a small screech before it goes limp, and slides off.

You pull the body into a more respectable position in the center of the room, then scavenge the bedroom for sheets. With the grotesque remains covered, you wipe the blood off the suppressor with a paper towel, and then you leave the room, making a quick check for any zombies in the halls that might wander near Azian's room. With the halls clear, you head back upstairs and tell Eli, "It's done."

He looks up from Alyx, who had curled up near him for some comfort, and says "Thank you." Looking back down to Alyx, he says "Come on honey, let's go say goodbye to mommy."

She takes his hand as the two of them walk out of your room. Eli stops for a minute, nods, and says, "Thank you Gabby, god bless you." With his hand on your shoulder, you look down at Alyx. She's wearing the same necklace you saw the suited man take off of Azian.

You give them privacy to grieve for a while. You're gonna be in the apartments for a bit.

>Talk to Dr. Guttman.
>Try and contact security in the infirmary, see if they can pass it over to Kleiner.
>Search the apartments for any additional survivors.
>Find that security armory.
>Try to talk to Major General Montague. (Roll 3d6+1, pass on a 13.)
>Contact the CIA.
>>
>>4186994
Average of three that is.
>>
>>4186994
>Contact the CIA.
Contact the boys and let's see what our fellow operatives are up to if they haven't already been deleted from e distance by Freeman already, which we should probably suggest that they do not fight. For their own safety of course.
>>
>>4186994
>>Contact the CIA.
>>
>>4187035
I don't think you currently have knowledge of freeman's activities except for "Eli sent him up to get help" and he's wearing a hazard suit.
>>
>>4187058
A suit that's heavily radiation, poison, ballistic, electricity, cold, heat and toxic resistant. He's practically wearing a tactical minitank.
>>
>>4187064
Fair point.
>>
>>4187035
>>4187057
You tune your long range radio to your CIA contact's channel, hearing the familiar warbling static as you adjust the encryption settings on the back. The sounds become discernible, and you talk into the microphone, stating "This is Agent Oppenheimer, stationed at the Black Mesa Research facility, are you hearing me?"

A familiar voice responds, "Yes agent, give us a moment please." The voice becomes echoey, as she pulls away from the microphone. "We have contact with a black mesa agent!"

From even further away, you hear a less familiar voice ask "Which one?"

"Oppenheimer."

"Give me the headset." The male voice asks. You can hear it being passed over into someone else's hands. "Alright, Oppenheimer. I'm your handler, I'm gonna be talking to you directly from now on, understand."

"Yes." You respond.

"Good." He says. "Now, sattelites have shown numerous anomalous emissions from the facility, can you confirm, or even provide an explanation for these?"

>Keep it vague, tell him it involved a lab accident.
>Lie, tell him you can't confirm anything.
>Tell him about the resonance cascade, and the aliens.
>Just tell him about the aliens, keep the cause out of the story for now.
>>
>>4187245
>Tell him about the resonance cascade, and the aliens.
and the miliitary is killing all the people can than stop it before it reaches some breaking point. It WILL get worse, and no nukes gonna fix it.

Gonna be honest guys. I got no clue what to say beyond the sort of honest answer. I guess that's the best way to go without metagaming.
>>
>>4187245
Actually changing to-
>Just tell him about the aliens, keep the cause out of the story for now.
Because, talking about "resonance cascade" is probably less believable than aliens. If we could send him a picture we could show him a picture of the Hivehand, head crabs and heac crab zombies.
>>
>>4187250
This
If i can also add
>If you can organise an exfiltration point, i could get whoever i can there. I already have two scientists who were there personally when all of this happened following my lead. I am positive that their expertise in xenobiology and physics will be essential.
>>
>>4187295
switching my vote back to
>Tell him about the resonance cascade, and the aliens.
I guess.
>>
>>4187245
We're not telling them about our Migraine powers any time soon...

But we can definitely give them a pretty accurate report of what's going on. Alien types we've seen so far. The possible source. The "freeing"/capture of alien species and scans that have been done ASAP to see if there's anything that could be done.

Metagame-wise they'll probably believe the resonance cascade even if they tell us they don't. Primarily because teleportation technology was one of the goals of Black Mesa. Let alone they'd managed stabilizing the rift on the human end before.
>>
>>4187337
Maybe we should also throw in mentions about the weird crystals and the various other stuff in the anomalous containment areas? There's a lot of stuff the military is purging and deleting. We don't know what's going on in the background, but it would be nice if the CIA would but heads with the guys behind the military so at the very least the scientists can be NOT killed on sight, and instead just be under some government payroll.
>>
>>4187250
>>4187295
>>4187332
>>4187337
You hesitate for a moment, juggling the consequences of what you're about to say, and whether or not they'll even believe you. The whole situation is insane, and now you have to sum up a days worth of science babble, alien encounters, and anomalous happenings.

"Yes." You say. "An experiment involving "exotic matter" and teleportation caused the anomalous emmisions. According to one of the physicists, they punched a whole into somewhere outside of the universe."

"I'm sorry, they did what?" He responds.

"Apparently, they turned black mesa into a gateway into other dimensions." You say. "Ever since, extraterrestrial creatures have been coming through."

"Okay, Agent, I'm gonna ask you a simple question. I don't distrust you, but I need confirmation of what you just said." There's a sudden pause, and you hear people leaving the room. "You have made extraterrestrial contact?"

"Yes, extradimensional maybe." You confirm.

"Understood, and these extraterrestrials are currently un-contained by any involved human party?" He asks.

"Yes." You say.

"And you currently feel sound of mind, have taken no hallucinogens, intentionally or unintentionally?" He asks.

"I am completely free of any hallucinogens." You say.

"Understood. We have received satellite images of the marine corps attempting to scuttle the facility, would you say that this is the primary cause?" He asks.

You respond, "The marines are currently massacring Black Mesa staff and purging all information and equipment," not trying to beat around the bush with vague phrasing and code.

"Alright, do you have any additional information at the moment?" He asks.

You spend the next twenty minutes explaining the various creatures you've seen, and the way they operate, every part of the facility you've seen, going into detail about Black Mesa's anomalous containment and how its being affected by the aliens. Then you explain the situation of you, Dr. Kleiner, Dr. Vance, and Dr. Guttman, and their expertise.

You know it'll take some talking to convince the CIA to fly anything in or out. The department of defense has anti-air blanketing the area, and will shoot down any aircraft they detect. The more you ask for, the harder it will be to justify.

(Choosing multiple will increase the threshold by 1 for each.)

>Organize an equipment drop. (Roll 3d6+1, pass on an 11.)
>Organize a full information drop, giving you a better understanding of military and alien positions in black mesa. (Roll 3d6+1, pass on a 12.)
>Organize an exfiltration of your allies in the apartments. (Roll 3d6+1, pass on an 11.)
>Organize and exfiltration of your allies in the infirmary. (Roll 3d6+1, pass on an 11.)
>Organize a team to get samples from the Anomalous storage. (Roll 3d6+1, pass on an 11.)
>Don't ask for anything.
>>
>>4187549
I'd like to go for another idea and ask for the difficulty? Could we name drop the general and see if the wombo combo of the CIA and the general stop the purging for a while?
If we want to do multiple options like say the info drop,appartment ex filtration and infirmary exfiltration, what would be the difficulty rating then?
>>
>>4187549
oh yeah while we're at it, can ask the two docs with us if they want to, you know, contribute to murica by telling us where all the sensitive data is all at before the military turns the whole place into rubble? We could see if we could help find them new jobs or at the least make sure they get some sort of compensation for their troubles. Same with the doctors in the infirmary. Any data that can be extracted from Black Mesa? Thanks to our stealth gear i think we'll be more than able of ninja running there instead of being held up by survivors.
>>
>>4187549
Right lads, i'm thinking about getting back to the Infirmary and thinking stuff through, therefore i'm voting
>Organize and exfiltration of your allies in the infirmary. (Roll 3d6+1, pass on an 11.)
>Organize a full information drop, giving you a better understanding of military and alien positions in black mesa. (Roll 3d6+1, pass on a 1
So that after we get there, vance, kleiner, etc get the fuck out, while we get more info to do our speciality, spy shit. Any other thoughts?
I'm thinking about getting more samples and data for when we exfiltrate later. Also OOC to continue the quest and possibly stop the nuke from going off
>>
>>4187549

>Organize an exfiltration of your allies in the apartments. (Roll 3d6+1, pass on an 12.)

Vance is now both a physicist and a xenotechnologist. Gutterman is now partly a xenobiologist. If the CIA can setup a FOB, we'd want them to be on our overwatch team while that's possible. Away from the chaos but helping us solve what we can.

>Organize an equipment drop. (Roll 3d6+1, pass on an 12.)
Digital Camera, portable information terminal/small laptop, digital audio recorder, additional conspicuous spy gear

We're gonna use the equipment drop to provide additional information and confirmation. This should provide us with more "currency' to get more done in the base.

We'll do the sample collection and participate in the extraction of the infirmary allies (which have mission critical xeno-biology reports from while we were gone)
>>
>>4187549
did a camera come with our spy stuff?

>>4187578
Maybe if we promise a "live samples" of a vortigant or a head crab we could get more CIA IOU's. Vorts will be easy since they'll be out of it after getting unshackled.Head crabs? All we need is lots of duck tape and a spray bottle. Just take the legs over it's mouth hole and it should be nice and secured.

>>4187582
Now that I think about it, if there are more Black Mesa survivors still out there, then they'll probably head to the infirmary. Should we lower the infirmary extraction lower on our to do list?
>>
>>4187596
With gear we can keep in contact with them, spy on the DoD frequencies, and keep them alive long enough to extract more people from a centralized point.
>>
>>4187596
Thats honestly a fair point, lets leave extraction for later. However, we'll need to get some guarantee the infirmary wont get blasted to high hell by the Marines. Maybe its time for some sabotage?

Changing my vote from>>4187582
to:
>Organize an equipment drop. (Roll 3d6+1, pass on an 11.)
Cameras, more spy shit, etc etc
>Organize a full information drop, giving you a better understanding of military and alien positions in black mesa. (Roll 3d6+1, pass on a 12.) So we know what we're doing and we dont get caught with out pants down.
Also have the caveat, that we will stay here for more info and once we're done, we will extract with the civvies at the infirmary.
>>
File: 300659211097201.jpg (19 KB, 482x503)
19 KB
19 KB JPG
>>4187622
to hinder the marines and invader forces we could continuously free the aliens in addition to stealing military equipment.
>>
File: into the wind.gif (411 KB, 499x281)
411 KB
411 KB GIF
>>4187637
>tfw we keep freeing vortigaunts until we end up with a small squadron of freed vortigaunts willing to fight with us.

>these vortigaunts end up becoming the freed vortigaunts of HL 2.
> We end up meeting Gordon Freeman and our mentioning of him to the Vortigaunts starts the whispers of the prophecy to come years later.
>>
>>4187652
Do et QM. The Half Life series from the eyes of a black ops soldier would be great.
>>
>>4187583
Supporting
>>
>>4187572
>>4187574
>>4187596

You'll be free to name drop the general, but these actions are just related to things you'd have to physically fly in and out. Basically, each one of these requests is a black hawk that has to come in under the cover of night, which would be expensive and dangerous.

You'd already know that black mesa is so obfuscated that only a select few people would know the locations and connections to data vaults. Your best bet at the moment would be to talk to breen, then work your way through the people he points you to.

If that suitcase had a state of the art stealth suit, it's pretty reasonable that it would have a digital camera. Still, you lack laptops, better comms, equipment for containing/capturing aliens, etc.

Also light-greenanon I really wish you would be a bit more clear with your votes.


>>4187660

>The Half Life series from the eyes of a black ops soldier would be great.

That's what we've been doing. But trust me, the vortigaunts you save are, and will have a major effect on the story.


Okay, tallying the votes with this is a bit confusing, so I just wanna confirm here, since this is gonna have a pretty big effect on the plot. Tell me if I counted you wrong.

>Apartment 3 (Green, Brown, Purple)
>Infirmary 1 (Green)
>Info 2 (Green, Orange)
>Equipment 3 (Brown, Orange, Purple)

This would mean a request for an apartment exfiltration, and an equipment drop. This would require a roll of 12. If the rolls are poor, you can choose to drop a request to retroactively reduce the threshold for the other requests.
>>
Rolled 4, 1, 4 + 1 = 10 (3d6 + 1)

>>4187776
Sorry. So rolling for equipment and appartment evac. That's cool.
Maybe we can call someone in the Infirmary and ask someone to hand the phone over to Breen.
Also RIP the first vort we encounter. That sad boy was freed only to die a bit later. Is there anything the CIA would suggest we can do to make it safer for the Blackhawks to arrive?
>>
>>4187776
Can the doc explain to us how to release the Vortigonts?
>>
>>4187796
>Can the doc explain to us how to release the Vortigonts?
Yes.
>>
Rolled 1, 5, 3 + 1 = 10 (3d6 + 1)

>>4187791
If we fail, drop the equipment and keep the extraction.
>>
Rolled 6, 1, 5 = 12 (3d6)

>>4187837
>>4187791
>>4187776
>>
>>4187837
Yeah, we might hhave to drop it.

>>4187840
Oh nice, that's a pass- waaaiiiiittttt

>>4187805
you said non-combat rolls are averaged? Round up or down, or no rounding?
yes. let's ask the doc how to remove the collar.
>>
>>4187845
Round up. It's still an 11 exactly because brown-anon forgot his +1, making his roll a 13.

"Alright, I'll need an exfiltration, and an equipment drop. I've got two scientists down here, both of them with experience in xenobiology, and one is an experienced physicist with an understanding of the mechanics behind this mess."

Your handler says something away from the mic at the moment, then comes back. "Are they willingly with you?"

"Yes," you respond. "One of them has a child with them, that same scientist is injured."

"Understood, we'll fly gently." He responds.

"I also need a supply drop." You say. "I'll be able to get a lot more done with some better technical equipment. I've tried to capture a few samples with varying success, but its difficult to manage at the moment."

"No. I can only risk one bird, especially if its going to have civvies on it. Three passengers means too much personnel to fit in any cargo. Drop a passenger, we can drop a few crew members, then we could fit it all in one black hawk. It's your call."

Dr. Vance wouldn't think of keeping his kid here a minute longer than he has to, but Dr. Guttman did explicitly say before you left the infirmary that he "doesn't think waiting for the Feds to get their head on straight is the path to salvation." He might not be totally unopposed to skipping a ride with the CIA. As well, you would be keeping a personal field medic until he finds his own way out of the dessert, or you can get another bird.

>Try to convince Dr. Guttman to stay behind. (Roll 3d6+1, pass on an 11.)
>Drop the equipment request.
>>
>>4187903
>"No. I can only risk one bird, especially if its going to have civvies on it. Three passengers means too much personnel to fit in any cargo. Drop a passenger, we can drop a few crew members, then we could fit it all in one black hawk. It's your call."
Wait what? They can't pack in the technical gear in the same bird to drop it off at the apartment, leave it here, then leave with the people? they'd just need one birb to consolidating dropping stuff off before picking people and leaving.

>ask if there are any other agents at Black Mesa we can group up and collate with. Any new goals from the CIA?
>>
>>4187903
>Try to convince Dr. Guttman to stay behind. (Roll 3d6+1, pass on an 11.)
Guttman is non-essential to the CIA. I don't trust that he would be safe with them. He'd be much safer with us.
>>
>>4187903
>>Drop the equipment request.
>>
>>4187903
forgot to include, but what's the passenger capacity for the black hawk?
Does the doctor have any duct tape in his home? Anything Eli wants to grab from his apartment before they leave?

>we can drop a few crew members
would that mean they'd be willing to throw in agents to aid in extractions of valuable personnel and data?
>>
>>4187926
[/spoiler] It would mean they could save the space for the equipment drop.
>>
>>4187903
>Try to convince Dr. Guttman to stay behind. (Roll 3d6+1, pass on an 11.)
And also, whatever the outcome may be,
>Ask Eli how to free vortigaunts while we wait for the black hawk
We’ll need the knowledge when he’s gone.
>>
>>4187926
>Anything Eli wants to grab from his apartment before they leave?
I wonder if he picked up the family photo yet.
>>
>>4187928
https://en.wikipedia.org/wiki/Sikorsky_UH-60_Black_Hawk
Still think it's weird that they can't put the equipment in the extraction pick up plane, but I guess its fair for not meeting the threshold.
>Try to convince Dr. Guttman to stay behind. (Roll 3d6+1, pass on an 11.)
He could be helpful iif we encounter any injured marines, scientists, security guards, vortigaunts and other on site personnel.
>>
>>4187935
He probably didn't get the chance yet. We could grab that, and maybe anything else in there. Maybe a personal computer / laptop, mementos, valuables, toys for Alyx, family heirlooms, delete his internet browser history.
Hope he has a spare gun in there.
>>
>>4187940
I mean, canonically “That picture, and Alyx, were all [Eli] managed to carry out of Black Mesa.” Though that of course implies that OP is sticking to canon, which I’m not sure of yet.
>>
The CIA isn't just picking them up to drop them off right away. The sensitivity of the situation means they're gonna be checking for bombs, extraterrestrial infections, performing in flight questioning, all as quick as they can, which means each passenger on the flight is gonna need a dedicated team, and that team's equipment.
>>4187947
I'm not taking canon as gospel, but I'm also trying to stick within the basic boundaries. Also, Eli is currently still downstairs with Azian and Alyx.
>>4187921
>>4187921
>>4187924
>>4187932
>>4187936
You tell your handler, "I need a minute to talk to one of the scientists, stay on call I won't be very long."

You take the head set off for a minute, placing the radio on the bed before walking off towards the bathroom. Dr. Guttman is in there, writing something on the small notepad every black mesa PHD carries around. "Dr. Guttman? I'm trying to organize an exfiltration at the apartment at the moment."

"Oh!" He says. "So I'll be out of here?"

"No." You respond. "I don't think you would want to leave with the CIA."

Roll a 3d6+1.
>>
Rolled 1, 6, 4 + 1 = 12 (3d6 + 1)

>>4187962
Please give me a high roll, dice-kun.
>>
Rolled 3, 4, 6 + 1 = 14 (3d6 + 1)

>>4187962
I hope Guttman understands.
>>
File: qgnYhp1.jpg (8 KB, 187x187)
8 KB
8 KB JPG
>>4187971
>>4187970
come on anon #3.
>>
>>4187973
>inb4 4
>>
Rolled 3, 6, 3 + 1 = 13 (3d6 + 1)

>>4187962
>>
Rolled 5, 5, 3 + 1 = 14 (3d6 + 1)

>>4187962
>>
>>4187970
>>4187971
>>4187982
>>4187986
"It's better than leaving with an anal probing from the aliens." He jokes.

"You're talking to someone who's spent years being under scrutiny from the CIA, I can promise you it's not." You explain. "It's all about usefulness to them."

"It's how it is with all my options. Fuck, it even was with you." He responds. "I've got a lot of information to give them."

"You do have plenty of information for them. The problem is you don't have a lot of information for yourself."

"The fuck does that mean?"

"I mean that you're gonna give them a sweet chunk of information, and then they're gonna throw you out." You explain. "They have plenty of neuroscientists, you've only seen a few weird brainscans. They can replace you with someone more loyal easily, then you're just a wildcard to be handled."

He nods thoughtfully as you appeal to his self image as an independent thinker. Whether or not he is an independent thinker is unimportant, but the fact to be a source of affirmation of it makes you a trustworthy source to him. "You're right, but what about Vance, and his kid? Shit, what's gonna happen to the girl?"

"Vance is the only one they have who knows the Anti-Mass Spectrometer. It's unique to black mesa. They can't replace him, and by the time this is all over, he'll have enough leveraging power to get him and his daughter a ticket to somewhere warm and tropical. You'll probably get Guantanamo to keep you out of public eye, and there'll be a lot of things shoved up your ass in there."

"Alright. Well, I guess I better make myself comfortable." He says. "This is fucking insane. Why do you work for these guys?"

>Got nothing else I'm good at.
>They kinda picked me up.
>I have no idea.
>I got to shoot bees out of alien gun earlier, that's why.
>I like to consider myself a patriotic woman.
>I'm an inquisitive mind.
>>
>>4188044
>I got to shoot bees out of alien gun earlier, that's why.
>I like to consider myself a patriotic woman.
>I'm an inquisitive mind.
all three of these. We are the bee queen.
>>
>>4188044
>I got to shoot bees out of alien gun earlier, that's why.
>Besides, I got nothing else I'm good at.
>>
>>4188044
>>I got to shoot bees out of alien gun earlier, that's why.
>They kinda picked me up.
"Being a spy isn't exactly something you apply for. Plus it was this or meter maid."
>>
>>4188044
>>4188059
I'll go with this one
>>
>>4188053
>>4188057
>>4188059
>>4188129
"First of all, no other job lets you turn invisible or shoot bees with an alien gun." You say joking.

"Wait, bees?" He asks. "Is that what that disgusting insect you had me pull off the big alien did?"

"Yeah. It was wild." You explain. "Anyway, you don't really apply for being a spy. I was a patriotic women with an inquisitive mind..." Dr. Guttman mockingly rolls his eyes, "...and no other skills. I couldn't be a detective since I couldn't wrap my head around law, so if I had turned down the CIA, I would have continued my life handing out parking tickets."

"Jesus, that's even worse than anal probes." He says.

You head back to the radio and continue the call, pulling the headset around your skull. You explain your revised plan.

"Alright, I will be dropping one of my passengers from the exfiltration. The passengers are now limited to one wounded physicist and one five year old child." You explain.

"Good. We will have your bird at ten PM. Can you hold out until then?" He asks.

"Yes, I can hole up." You say.

"How far are you from the robotics labs?" He says.

"If the tram is working, maybe five minutes. If not, maybe an hour." You explain.

"Are you somewhere you could confidently leave the civilians?"

If you barricaded the apartment door, established some form of knock to signal yourself when you returned, perhaps.

"If necessary, what for?" You ask.

"One of the mechanical workers over there is one of ours as well. We want you to try and make contact with her. Do a good job and we might throw an assassin's worth of explosives into your resupply crate."

>There are more spies here? How many are there?
>Why can't she handle herself? I got here fine.
>Is she just as in the dark as I am?
>What if I don't want to leave the civvies here alone?
>When was the last contact you made with her?
>>
>>4188138
>When was the last contact you made with her?
Should we really be sassing the CIA handler who decides what prizes we get in our goodie bag?
>>
>>4188138
>There are more spies here? How many are there?
>>
>>4188138
>I'll need details. Last contact, general appearance, a codeword to indicate friendly, and if she was able to get to her equipment or not - because if she wasn't, I might be able to get it to her and save an extra trip.
>>
>>4188138
>>I'll need details. Last contact, general appearance, a codeword to indicate friendly, and if she was able to get to her equipment or not - because if she wasn't, I might be able to get it to her and save an extra trip.
>>
>>4188157
Supporting.
>>
>>4188146
>>4188154
>>4188157
>>4188162
>>4188169

"Alright, when was the last time she checked in?" You ask.

"This morning, when she woke up for her shift." Your handler responds. "Assuming our timings are correct, she should have already been at her shift for about forty-five minutes."

Eli walks in with a tearful Alyx, and a photo from his home. He sees you calling someone else, and simply waves. You wave back.

"What does she look like?" You ask.

The handler responds saying "Brown hair, angular facial features, roughly five-foot-six, pale skin. By now she'll probably have armed herself, so if you find a mechanic with security or marine equipment, that's probably her."

"How should I go about contacting her then?" You ask.

"Do you still have your badge on you?" He asks. "If so, use that."

"Alright, do you know which apartment she's in? If she doesn't have her equipment, I could bring the case to her."

"Good idea. She should be two floors above you, four-twenty-eight. You'll have to find her case yourself though, I don't know where she'd keep it."

>What do you know of the robotics lab?
>Does she have any skillsets I should know about?
>What'll happen if I don't get back in time to meet the birds?
>What if she's dead, or gone by the time I got there?
>>
>>4188201
>What do you know of the robotics lab?
After that let's tell the others to hold up and hide until we get back. We'll go up, get the case, then go out to look for her.
>>
>>4188201
>What do you know of the robotics lab?
>>
>>4188201
Need to give them more security considering the teleportation. Vents need additional sealing and headgear needs to be sourced.

Maybe even a shotgun shell trap or two.
>>
>>4188260
At least one of them has a set of security armor and they both have a magazines worth of ammo. A melee weapon and another set of armor would probably help their odds of surviving while we're away. The hive hand should tide us over for a while, so I think we could give them a bit more glock ammo. Actually we could probably afford to give them all the glock ammo we got since we still have the supressor pistol with the big ass bullets.
Wait actually we came here with our own set. We just give them that one and both adults should be sufficiently armored.

Sorry. Phone posting. Regarding melee weapons it could be literally anything. Break the legs off of chairs and use then as clubs if need be. Break a lamp and take a knife to it. Boom you have a spear. A really ghetto spear, but that would be all you need to fight the zombies. One good stab or blunt swing to their heads should suffice.
>>
>>4188288
And a makeshift shield to block headcrab jumps.
>>
>>4188292
Literally anything. You scene the Half Life Alyx game? Use a chair with leg. Let it jup between the legs and sit on top. If it's too fat then it'll be stuck. If not then just toss the chair away then stab / shoot / stomp on it while its disorentated.
Also the two adults would be wearing helmets, so theres that bit of defense after the crabs.
>>
>>4188211
>>4188223
>>4188260
>>4188276
>>4188292
You have two security guard helmets, Alyx is roughly the right age to be learning how to ride a bike, so she probably has a helmet somewhere in Vance's house. Other than that, you could probably just move a bookcase and couch around to block all the entrances to minimize the volume a creature might teleport into. Then if anything does teleport into your room, you could just beat/shoot it to death.

"What information do we have on the robotics lab?" You ask.

"Department of Defense contracts. Expect a lot of combat machines. Ever since that long-shot on Bin Laden, DoD's trying to prove they can do drones as well."

"Anything active?" You ask.

"I doubt it." He says. "It's advanced stuff, but decades away from being on a battlefield. All of it's in proving grounds or unfinished. Other than the military projects, they work often with the rocketry labs."

"Alright. You say. "I'll report back to you when I found the Agent."

"Good luck." Your handler says before hanging up.

You find Dr. Vance, who isn't far considering the minimal size of the apartments given to security guards. He's trying to find something for his daughter to eat in your rather small refrigerator..

"Sorry, I just hoped you wouldn't mind since I doubt anyone will be coming back here in a few days." He says.

"It's fine." You respond. You smile to Alyx, who gives you the small little wave children give when they're unfamiliar with a person. "I got you and Alyx a ride out of Black Mesa. The CIA is gonna sneak a helicopter in here at ten PM tonight."

"It feels like years since I got any good news Gabby." He says. "Thank you."

"You're welcome, but be careful with the CIA. My superiors aren't nice people." You warn. "I've been given an assignment by my handler. You'll have to hole up without me for a bit. Get alyx's head covered, barricade the windows, and keep a pistol on hand."

"I understand." Eli responds. "Stay safe out there."

If you want to have a hope of returning before ten PM, you'll only have time to do two quick tasks before leaving. It's still a good idea to wait for the sun to lower in the sky a little, as to reduce visibility.

>Try and contact security in the infirmary, see if they can pass it over to Kleiner.
>Search the apartments for any additional survivors.
>Try and scavenge the apartments for medical supplies, battery packs, etc.
>Find that security armory.
>Find your fellow agent's equipment.
>Just head right out after Vance and Guttman hole up.
>>
>>4188352
>Find that security armory.
>Find your fellow agent's equipment.
>>
>>4188352
>Find your fellow agent's equipment.
>Have Vance give you a crash course on how to remove the vortigaunt shackles.
>>
>>4188392
Switching to this. I think we're probably armed enough. Anything we encounter that's too heavy we're supposed to avoid anyways.
>>
>>4188392
This sounds good.
>>
>>4188352
Is there spare radio we could use to communicate with them? Did our old security guard load out have a radio we could use to communicate with them while we in the field?
Can we take some food with us to see if it can be used as bait against the head craps and zombies?
Can we feed our pet gun?
>>
>>4188352
I nearly forgot. One last thing before we leave? Could they brew up a big pot of coffee and leave it in the fridge for us? After they're extracted the boost in caffeine would help so we can do one last thing after they leave.
>>
>>4188392
+1
>>
>>4188357
>>4188392
>>4188419
>>4188434
>>4188472
>>4188576
>>4188738

You quickly head upstairs after asking Eli to brew a pot of coffee while he feeds Alyx. The hallways are lined with dead zombies, likely killed by the security guards who booked it to the infirmary afterwards. Your security key opens the Agent's fellow door, opening into a rather messy room, likely hiding the schematics of the black mesa robotics department somewhere. A few minutes of searching has you find a small compartment in the back of her dresser where the breifcase is stored. You take the lead lined case, before heading back downstairs to talk to Eli.

Eli spends a few minutes explaining the collars, trying to help you understand without anything to practice on. Struggling to explain the concepts, he pulls out his notepad and sketches the collar, showing the proper pressure points that cause the thing to loosen from the vortigaunts. (+2 to any rolls removing them.)

Once your confident that Eli, Alyx, and Guttman are secure in your appartment, you start to make your way downstairs, and into the parking lot. The marines are still at the same tram station you'd need to get to the robotics lab quickly, however they seem to be waiting. The three of them are standing around, smoking and telling jokes. Their machine gun is now unhanded, and the mechanic has closed up the inner workings of the tram. If the military could get a tram working, they wouldn't waste it on only three marines. There's a larger force coming behind them.

>Try to sneak straight into the tram. (Roll 3d6+2 Pass on a 11. The marines will start shooting at the tram if they see it move.)
>Try to sneak up-to the other side of the machine gun. It's not super heavy, or attached to its sandbags. You could turn it around on them. (Roll 3d6+2, pass on a 12.)
>Get into good cover to fight the marines. (Roll 3d6+2, every point over 11 gives a +1 to your first shot on the marines.)
>Try to find a way to distract the marines away from the tram. (Roll 3d6, pass on an 11.)
>>
>>4189097
There's a larger force coming behind them.
Alien or marine forces?

>Try to find a way to distract the marines away from the tram. (Roll 3d6, pass on an 11.)
>>
>>4189140
Marines. These marines were fixing the tram so a larger force could use it later.
>>
>>4189097
>Try to find a way to distract the marines away from the tram. (Roll 3d6, pass on an 11.)
>>
>>4189166
Can we steal stuff while we're at it? Can we brain black some Vorts telling them that the guards are lax here?
>>
>>4189191
If you wanted to get close enough to steal stuff, you'd need to get them away from the tram station.
>>
>>4189140
>>4189178
As the sun gets even lower in the sky, you scavenge around in the parking lot, trying to find a way to easily make a lot of noise without bringing too much attention to yourself, or worse, making one of the marines want to man that machine gun again.

Roll a 3d6.
>>
Rolled 2, 4, 4 = 10 (3d6)

>>4189217
>>
Rolled 3, 1, 2 = 6 (3d6)

>>4189217
>>
File: 1586578878473.jpg (41 KB, 645x729)
41 KB
41 KB JPG
>>4189220
>>4189221
Fuck. We better cloak up and shoot them.
>>
>>4189222
you can still pass if roller #3 gets a 17.
>>
Rolled 4, 3, 1 = 8 (3d6)

>>4189233
HELLO
>>
File: 1586311431131.png (155 KB, 472x785)
155 KB
155 KB PNG
>>4189233
>17
>ever
>>
File: 1586577411770.jpg (46 KB, 645x729)
46 KB
46 KB JPG
>>4189237
Oh fuck
>>
File: Barnes_headshot.jpg (61 KB, 273x274)
61 KB
61 KB JPG
>>4189220
>>4189221
>>4189237
There's nothing to be found that can act as a noise maker that won't simply result in a barrage of machine gun fire. If you tried to break a car window or set off it's alarm, you'd be right next to that car. You don't even try, as all the available options are either dangerous, or ineffective.

The marines continue to chat among themselves, one performing an exaggerated impersonation of someone he refers to as "Drill Instructor Barnes."

>Cloak once you reach your destination. (You can pick this with another option. -3/50 power every turn you keep it on.)
>Try to sneak up-to the other side of the machine gun. It's not super heavy, or attached to its sandbags. You could turn it around on them. (Roll 3d6+2, pass on a 12.)
>Get into good cover to fight the marines. (Roll 3d6+2, every point over 11 gives a +1 to your first shot on the marines.)
>Try to sneak straight into the tram. (Roll 3d6+2 Pass on a 11. The marines will start shooting at the tram if they see it move.)
>>
>>4189259
>Cloak once you reach your destination. (You can pick this with another option. -3/50 power every turn you keep it on.)
>Try to sneak up-to the other side of the machine gun. It's not super heavy, or attached to its sandbags. You could turn it around on them. (Roll 3d6+2, pass on a 12.)
So my idea is to sneak up point the machine gun, and demand that they drop their shit and let us tie them up with our zip ties. If they alert anyone they're already good as dead. Once they're on the ground with their weapons kicked away and their arms behind their heads we'll knock them out before tying them up.
>>
>>4189267
This. It's easy to forget the marines are still human beings. We might be able to convince them not to kill civilians too.
>>
>>4189267
>>4189305

You keep your head down as you move from car to car, sticking to the long shadows of sunset. Many of them are tattered with bullet holes from the machine gun, where zombies have been shredded by the weapon. Once you reach the end of the parking space, you have to make a crawl through the shadow of the last car to get to your next point of cover.

Roll 3d6+2
>>
Rolled 2, 2, 3 + 2 = 9 (3d6 + 2)

>>4189344
Is there a bonus for using the cloak or reduced difficulty rating?
>>
>>4189353
The assassin's cloak in half life only works when she's not moving. It'll give you a bonus to defense when you get to the end of your crawl.
>>
>>4189362
Didnt it work for the assassins on hard mode while they were moving?
>>
>>4189367
No, it didn't work at all at any difficulty other than hard, when they would only become invisible when standing still.
>>
Rolled 1, 3, 2 + 2 = 8 (3d6 + 2)

>>4189344
>>
File: 1586624338149.jpg (26 KB, 453x500)
26 KB
26 KB JPG
>>4189353
>>4189382
Aw fuck me sideways
>>
>>4189385
please somebody give us a good roll
>>
Rolled 4, 2, 6 + 2 = 14 (3d6 + 2)

>>4189402
WATASHI GA KITA
>>
>>4189353
>>4189382
>>4189428

As you crawl, one of the marines takes a sideways glance over the parking lot, and sees a black silhouette. You stop, just as he takes a second take. Your cloak kicks in, and you fade from vision with a quiet sizzle. Every breath is short, and shallow as not to kick up any of the lose dessert soil. You stay there with your chin to the ground as he looks over. His ballistic goggles meet your eyes for a whole thirty seconds, before he turns away. His friends have noticed his nerves, and tease him by asking "Looking for alien hotties out there Kirk?"

"Yeah," he chuckles. Still nervous, he moves to stand next to the machine gun, his arm leaning against the grip. There's no way you're getting to it now.

You are thankfully a lot closer to the tram, leaving far less distance to cover.

>Get into good cover to fight the marines. (Roll 3d6+2, every point over 9 gives a +1 to your first shot on the marines.)
>Try to sneak straight into the tram. (Roll 3d6+2 Pass on a 9. The marines will start shooting at the tram if they see it move, but you will have good cover inside.)
>>
>>4189453
>Get into good cover to fight the marines. (Roll 3d6+2, every point over 9 gives a +1 to your first shot on the marines.)
Fuck it. Let's just hit em with less than lethal rounds and wound them before taking their shit. If we leave them alive, they will cost the military supplies they'll need to use. Less stuff for them means less we have to worry about. They'll also be hassled to carry them back to a triage where they would have to devote personnel for protecting.
>>
>>4189453
Can we mentally ask our pet gun to sting them in the junk? If it's good we'll feed it cheetos.
>>
>>4189453
Wait. Actually maybe breaking their shins so they can't walk. I was going to suggest blowing out their knees, but maybe that would be too much.
>>
>>4189463
(-44/50 Cloak power)
When you're sure the marines aren't looking, you creep up toward them. You slither up onto the platform, around the signs and peak one eye around cover, waiting for a chance to get closer.

Roll a 3d6+2
>>
>>4189463
Actually, don't roll, we're on page eight, I think I'm gonna archive the thread and start a new one.
>>
Rolled 2, 4, 6, 4, 5, 5, 3, 6, 3, 3, 4, 2, 1, 1, 4 = 53 (15d6)

>>4189578
rolling to reset in case of shit rolls
>>
New thread is here: >>4189643



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.