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Angelman
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Halloween - Hope's Last Day

Mon 25 Oct 2021, 11:41

Hey y'all,

It looks like I'm going to run HLD for Halloween and, for some reason, I'm really nervous about this one. It doesn't look very complicated at all, but perhaps it is the "holiday special" thing that's giving me pause and added pressure, or the fact that the story connects so closely with Aliens which my players all know very well (=less chance of bull-pooping my way to success). Anyway, if anyone have any tips or aids or whatnot for running Hope's Last Day, that would be very much appreciated :)

PS: For the record, I've already got the Maps & Markers stuff.
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
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_ArthurDallas_
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Re: Halloween - Hope's Last Day

Mon 25 Oct 2021, 18:05

tips and aids, you know about my maps of Hope's last day (here : https://www.deviantart.com/arthurdallas/gallery )

I think this small scenario 2-3hours is maybe the best one they did. keycard is not really important, give them a code to unlock the shuttle's door. Singleton's agenda is probably too much (give it more nuance, give her a chance to stay united with the group). The roughneck Holroyd is genius. Hirsch is so cool.

I'm thinking about a sequel for this. I thought about it for months. The one idea I want to do is ... Taking place after the storyline of aliens, there are some survivors at Processor 9, Wes Osterman is there, Maria Hemming (Tannen's casino) is there. They were able to get working a last maintenance tractor to get to processor 9. And, surprise, Private First Class William Hudson is there too (you keep him NPC). They just need to find a way out of this planet and find communication means (a last comms array working not too far but aliens are there, and last Hudson will sacrifice himself for the group) ... that's a good start I think ...
 
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Angelman
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Re: Halloween - Hope's Last Day

Mon 25 Oct 2021, 19:39

Thanks, Dallas. Much food for thought here!

I'm sort of thinking of giving the characters each another objective to do at Hadley's Hope -- like, someone has something in their quarters they want to get to, another has a friend they want to check up on, etc. -- just to give them some incentives to explore the place a little, and to perhaps split up, 'cause that's always fun. Don't know, though... might feel a little forced?

I'll also try to watch certain Aliens scenes to study where things are and how the marines progress through the complex and such. I know they start at the North Lock, but that's about it at this point.

I'm aware of your detailed maps, but I'm gonna use the one from Maps & Markers as I bought it and need to justify the purchase :roll:


What's your story behind Hudson surviving? He just shot himself to freedom? Or was he facehugged and managed to break out of the wall resin thing?
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
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_ArthurDallas_
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Re: Halloween - Hope's Last Day

Mon 25 Oct 2021, 22:31

very good each PC has a task to do, very good. They can stay united and find (do) all those individual task (go to quarters is very cool or find a friend is cool too, is it Maria Hemming ou Wes Osterman their friends !? - just giving you some ideas).

that's all right for the maps. don't need to justify your choice. I respect that.

Since we don't see Hudson being killed in the movie, I suppose he can be alive ... (the alien who grabs him was unable to catch him right. Hudson got in the basement in the ventilation ducks and found his way back to the comms array (where Bishop is suppose to be) but Bishop is gone (already gone with ripley to processor 1 to find Newt). And since Hudson knew that the processor was going to blow, he knew he has to go as far as possible before the nuke. I figured he knows the ground (military intell before a mission) and he knew there was a processor 9 with some kind a surviving pack kit there for him).That's my story.
Last edited by _ArthurDallas_ on Mon 25 Oct 2021, 22:49, edited 2 times in total.
 
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Angelman
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Re: Halloween - Hope's Last Day

Mon 25 Oct 2021, 22:45

Since we don't see Hudson being killed in the movie, I suppose he can be alive ... (the alien who grabs him was unable to catch him right. Hudson got in the basement in the ventilation ducks and found his way back to the comms array (where Bishop is suppose to be) but Bishop is gone (already gone with ripley to processor 1 to find Newt). And since Hudson knew that the processor was going to blow, he knew he has to go as far as possible before the nuke. I figured he knows the ground (military intell before a mission) and he knew there was a processor 9 with some kind a surviving pack kit there for him. That my story.
I can buy that. Intriguing stuff :)

I'll do some thinking about giving each character an individual goal (or just come up with a couple general ones that can fit any player's character), and post my suggestions here before Sunday, if I can manage. Would be cool to talk them over :D

(I'm also toying with giving one of the characters a kid they want to get back to, but that stuff will get dark REALLY fast so I'll probably opt out of that particular idea).
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
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_ArthurDallas_
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Re: Halloween - Hope's Last Day

Mon 25 Oct 2021, 22:59

yes would be cool to talk them over ... ok sunday I'll come back.

I have an idea for you (kid idea) ... why don't you give a kid to Theodora Komiskey in the quarantine booth with her. That's not HER kid. it's A kid who is in the booth for another reason (maybe the kid has been facehugged or not) or the kid was placed there for protection ... I think it's a good idea, I would do it if it was my game ...
 
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Angelman
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Re: Halloween - Hope's Last Day

Mon 25 Oct 2021, 23:12

I feel that a kid in danger might be too much for my group. The older we become the softer we get, I guess ;)

Thinking out loud, I'd say:
--Macwhirr: She loves her people and might insist on go looking for a loved one, colleague, or someone who could help explain stuff. (She's a bit weird, 'cause she's both a big softy and hard at the same time)
--Hirsch: Well, he should obviously go looking for his priest, or perhaps a member of the (probably very small) Hadley's Hope congregation whom he's grown particularly close to.
--Singleton: She's difficult. But anything that can humanize her some would probably be good. My question is... where did she get her toy dinosaur from?
--Sigg: He should probably want to go to Medical where he knows there are jucie specimens to pick up.
--Holroyd: I haven't a clue what kind of side-quest the synthetic should have. Perhaps he's got a "save the W-Y boss" programming running, or perhaps his humanity simulations are running on overdrive and he just NEEDS to try and save someone innocent and pure at the colony? (Perhaps even Newt and Timmy?)

Thoughts?
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
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_ArthurDallas_
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Re: Halloween - Hope's Last Day

Tue 26 Oct 2021, 19:23

that's good. Have a good game. I would try to "humanise more" Singleton more. Give her a reason not to kill everyone (a conflict). She has to protect someone or something (she need to find that thing in the base and bring it back with her, I don't know secret papers or some injection of 26 draconis Strain (already developed and in the security safe of the shuttle).
 
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Angelman
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Re: Halloween - Hope's Last Day

Tue 26 Oct 2021, 20:51

that's good. Have a good game. I would try to "humanise more" Singleton more. Give her a reason not to kill everyone (a conflict). She has to protect someone or something (she need to find that thing in the base and bring it back with her, I don't know secret papers or some injection of 26 draconis Strain (already developed and in the security safe of the shuttle).
Good ideas. Hm...

I'd say that if there's a weakness in the writing of this scenario, it is the character of Singleton. She is highly competent, is already the only character that can pilot the shuttle (with the possible exception of Agility 6 Holroyd), she's a secret traitor that nobody suspects, she's buddies with the boss character, and she comes equipped with a gun. This character was written to win Hope's Last Day! I'm going to use the published material, which means the printed Agenda Cards and such, so there is no rewriting the character, unfortunately. I'll have to find another clever way to humanize that character.
Update: I just discovered that there are no printed Agenda Cards or background information for these PCs, just the stats on the back on image cards! Well, that changes everything and I'll definitely be tweaking the character information now, since the only official stuff the players will have access too are stats & skills and such. Cool :)


Here are the fuller ideas, although still just loose ideas, that I've been working on tonight. (Note, none of these have been edited for language and such). Thougths?



Hope’s Last Day – Player Character Points of Interest

Morgan Hirsch (Cleaner)
Armory (B2): While the colony militia isn’t large, it’s quite well-equipped. The Armory contains shotguns, handguns, a few pulse rifles, and even a state-of-the-art Sentry Gun to make pirates think twice before raiding Hadley’s Hope.
Chapel (D1): With evil and darkness evidently running rampant, the colony chapel (actually a multi-purpose quiet room) should be a safe haven for the good and the righteous. If Pastor Alfred Pommer is still around, he should be able to calm everybody’s nerves.
Mass Housing (B-1): In your quarters, you’ve hidden the old Pulse Rifle you brought along when you when AWOL from the Colonial Marine Corps.

Janice Macwhirr (Colonial Adm. Union Administrator)
Command Center/Ops (E2): You’re a leader and you need information to make good decisions for all. From the “ops”, you might get a better overview of the situation, reviewing the CCTV system and potentially accessing colony computer systems.
Crew Quarters (B2): You keep a good bottle of bourbon, about $1200 cash savings, and a service pistol locked in her room.
Tannen’s Casino & Billy’s Bar (both freestanding): You know your people, hardworking union workers, and there’s a fair chance some of them were blowing off steam at the casino or bar when whatever went down at Hadley’s Hope occurred.

Hannah Singleton (Tractor Driver)
Vehicle Bay & Maintenance Bay (c. C-1 & D-1): There are vehicles down there that could possibly be used to hide or escape or relocate to elsewhere. There should also be all kinds of useful tools.
SECRET – Weyland-Yutani offices (C2): There might be valuable documents, special orders, company files, and equipment here, stuff that could give you a nice fat bonus if recovered, or… that could save your skin if some higher-ups try to put blame on you. Chances are also that company agent Miranda Reynolds, and/or her shuttle access card, can be found here.

Sonny Sigg (Lab Technician)
Medlab (E2): Medicines and medical equipment that might become critical to you and your group’s survival.
Geolabs (E1): This is where newly-arrived company chief scientist, Dr. Theodora Komiskey, set up a research lab to study the local xenomorphic materials. The creature that attached itself to wildcatter Russ Jordan was dissected here after if came off and died. You also think some of those so-called “egg” things, recovered from subsequent classified expeditions, were stored here, too. Any one of those things should be worth a fortune!

Holroyd the Android (Mechanic)
Processor 1 (far south, accessible through E-1 tunnels): Lots of heat and power, safety gear and emergency equipment, and everything you’d need to help your organic friends survive.
Billy’s Bar (freestanding): One of your fellow roughnecks, Wes Osterman, is your frequent shift partner and the closest thing you have to a true friend. He is also a struggling alcoholic, and you just know he will have run to Billy’s Bar at the first sign of trouble. You’d love to bring him along to safety on the company shuttle.
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged
 
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Angelman
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Re: Halloween - Hope's Last Day

Wed 27 Oct 2021, 15:47

Here are my final work on the HLD player characters. These should, hopefully, give the players some extra insights and incentives to explore, and fix some of the agendas to make it more playable. I also elaborated a little, here and there, and included some rules stuff since I'm printing this out for my players and want them to have the most relevant rules before them. (Weapons listed in parenthesis are stuff I've included that the characters have access too, but not on them at the moment when the game starts).

Warning: Wall of text coming up.

Morgan Hirsch (Ex-Marine; 39)
Job: Cleaner
Personality: Religious
Signature Item: Cross necklace
Background: You’ve been cleaning up Hadley’s Hope almost since day one and have seen and done it all. When you went AWOL from the Colonial Marines and into hiding here ages ago, you knew Hadley’s Hope would be your home for the rest of your life. The only downside is MacWhirr. She’s your boss and never lets you forget it; she also dislikes your religiosity, and she could blow your cover if she looks too closely at your files… Similarly, the young Singleton doesn’t like you much either. You like Sigg, a smart and compassionate young guy.
Personal Agenda: Some people fight inner demons – you, however, have been sent these creatures to test your faith in God. Light ‘em up and show the devil who’s boss.
Buddy: Sigg
Rival: MacWhirr
STRENGTH: 5
• Close Combat: 3
• Heavy Machinery: 1
• Stamina: 2
AGILITY: 3
• Mobility: 1
• Piloting: 0
• Ranged Combat: 2
WITS: 3
• Comtech: 0
• Observation: 0
• Survival: 1
EMPATHY: 3
• Command: 0
• Manipulation: 0
• Medical Aid: 0
Health: 5 (if reduced to zero, you’re Broken = roll Critical Injury; cannot take any actions, only crawl & mumble)
Critical Injury: __________________________________________________________________________________
Stress Level: OOO OOO OOO OOO
Panic Effect: __________________________________________________________________________________
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Banter: For every turn spent in safe place, reduce stress level of all within SHORT RNG by 2, instead of 1 (including you).
Gear: Cutting Torch (Power Supply 3)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
Cutting Torch ------- 3 Eng 1 $300 Armor Piercing, Power Supply 3
(M41A Pulse Rifle +1 3 Ext 2 $1500 Armor Piercing, Full Auto)
(--Full Auto mods +2 +1 Stress, may assign extra * to additional targets)
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________

Hadley’s Hope points of interest
Armory (B2): While the colony militia isn’t large, it’s quite well-equipped. The Armory contains shotguns, handguns, a few pulse rifles, and even a state-of-the-art Sentry Gun to make pirates and marauders think twice before raiding Hadley’s Hope.
Chapel (D1): With evil and darkness evidently running rampant, the colony chapel (actually a multi-purpose quiet room) should be a safe haven for the good and the righteous, and a sanctuary for the soul. If Pastor Alfred Pommer is still around, he’ll be able to calm everybody’s nerves.
Mass Housing (A-1): In your quarters, you’ve hidden “Baby,” your old service Pulse Rifle that you brought along when you went AWOL from the Colonial Marine Corps. With everything going on, old “Baby” might come in handy.



Janice MacWhirr (Officer; 42)
Job: Colonial Administration Union Organizer
Personality: Officious
Signature Item: Company ID badge
Background: You are the Colonial Administration union organizer here on LV-426, and you take your responsibilities very seriously. Naturally, you expect your workers to do the same. It’s hard enough with the Weyland-Yutani bastards breathing down your neck, but if you don’t get help from the workers, what hope is there? At least some, like Singleton, are supportive, although you’d sack Hirsch (deadbeat religious janitor with possible PSYCH issues) and Holroyd (untrustworthy company synthetic) if you could. Singleton is a suck-up, which you appreciate.
Personal Agenda: You don’t show it, but you love the people of Hadley’s Hope, well most of them. Now your friends are dying, and you must take revenge on the corporates for causing this crisis. Agent Reynolds and her science lackey, Komiskey, must pay for their crimes.
Buddy: Singleton
Rival: Hirsch
STRENGTH: 3
• Close Combat: 0
• Heavy Machinery: 0
• Stamina: 0
AGILITY: 2
• Mobility: 1
• Piloting: 0
• Ranged Combat: 1
WITS: 4
• Comtech: 1
• Observation: 2
• Survival: 0
EMPATHY: 5
• Command: 3
• Manipulation: 2
• Medical Aid: 0
Health: 3 (if reduced to zero, you’re Broken = roll Critical Injury; cannot take any actions, only crawl & mumble)
Critical Injury: __________________________________________________________________________________
Stress Level: OOO OOO OOO OOO
Panic Effect: __________________________________________________________________________________
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Pull Rank: Make opposed Command roll vs. opponent’s Manipulation. If you succeed, target must follow your order (even if dangerous; one specific Action). You gain 1 Stress Level.
Gear: Knife, Watatsumi Bolt gun (4 shots)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
Knife ------- 1 Eng ½ $50
Watasumi Bolt Gun ------- 3 Sho 1 $400 Armor Piercing, Single-shot (Slow Action to reload)
(M4A3 Service Pistol +2 1 Med ½ $200)
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________

Hadley’s Hope points of interest
Command Center/Ops (E2): You’re a leader and you need information to make good decisions for all. From the “ops”, you might get a better overview of the situation, reviewing the CCTV system and potentially accessing colony computer systems. This is also where other colony leaders might congregate.
Crew Quarters (B2): You keep a good bottle of bourbon, $1800 cash savings, and a service pistol locked in your room.
Tannen’s Casino & Billy’s Bar (both freestanding): You know your people, hardworking union workers, and there’s a fair chance some of them were blowing off steam at the casino or bar when whatever went down at Hadley’s Hope occurred.



Hannah Singleton (Pilot; 32)
Job: Tractor Driver
Personality: Self-sufficient
Signature Item: Toy dinosaur
Background: You’ve stood on your own two feet all your life. The only lesson your useless parents taught you was that life is hard, so you’ll have to be harder. You want to advance by any means possible, and if that includes ignoring a few principles along the way, so be it. Now you’re a Company mole and you’ve got your orders, so pretend to like MacWhirr (workers’ boss) and pretend to dislike Hirsch (he’s worked at Hadley’s Hope almost 20 years, no prior records).
Personal Agenda: You are a Weyland-Yutani sleeper agent. Holroyd is a Company android, but he’s unaware you’re on the payroll. He’s suspected of disobeying company orders, so watch him. Also, news of this outbreak cannot be allowed to leak. You must manipulate the people around you and control the situation, even if it means putting an end to a “friend” or two. Make sure any escaping personnel and Company properties reach Weyland-Yutani safely. Furthermore, Company life is a cutthroat existence; Agent Reynold’s special project has obviously gone to hell, so perhaps you can climb the company ladder upon her failures and atop the wreckage that is the Hadley’s Hope Colony?
Buddy: MacWhirr
Rival: Hirsch
STRENGTH: 4
• Close Combat: 1
• Heavy Machinery: 1
• Stamina: 0
AGILITY: 5
• Mobility: 2
• Piloting: 2
• Ranged Combat: 2
WITS: 2
• Comtech: 1
• Observation: 0
• Survival: 0
EMPATHY: 3
• Command: 1
• Manipulation: 0
• Medical Aid: 0
Health: 4 (if reduced to zero, you’re Broken = roll Critical Injury; cannot take any actions, only crawl & mumble)
Critical Injury: __________________________________________________________________________________
Stress Level: OOO OOO OOO OOO
Panic Effect: __________________________________________________________________________________
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Reckless: You can push Agility skills twice.
Gear: M314 Motion Tracker (Power Supply 5; Extreme RNG in open/Long RNG inside), M4A3 Service Pistol (one reload)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
M4A3 Service Pistol +2 1 Med ½ $200
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________

Hadley’s Hope points of interest
Vehicle Bay & Maintenance Bay (c. C-1 & D-1): There are vehicles down there which you could possibly use to hide in or escape with or to safely relocate elsewhere. There should also be all kinds of useful tools.
Weyland-Yutani offices (C2): There might be valuable documents, special orders, company files, and equipment here, stuff that could give you a nice fat bonus if recovered, or… that could save your skin if higher-ups try to put blame on you. Also, chances are that company agent, Miranda Reynolds, and/or her shuttle access card, can be found here.
Tannen’s Casino (freestanding): Cash is always useful, and there should be loads lying about this place. It would be a shame to leave it behind. You’ve befriended the hostesses Maria Hemming; perhaps she’ll agree to share the wealth if you help her off LV-426. If not, then perhaps some of your Company backdoor-codes might work on the casino safe?



Sonny Sigg (Scientist; 29)
Job: Lab Technician
Personality: Curious
Signature Item: Lab coat
Background: You love your job as a lab technician at Hadley’s Hope, studying rock samples and charting LV-426 planetoid’s geology, metrology, chemistry, and more. But now that Weyland-Yutani inspector team have shown up and treat you with thinly disguised contempt, shutting you out from your own work… and from their groundbreaking studies of the alien materials recently discovered by the Jordens. Hadley’s Hope is just a way station for you before moving onto bigger and better things, but still, the people are good folk, mostly. You like Hirsch as he has an open mind and is quick to lend a hand, but MacWhirr acts as if she owns the place, and you.
Personal Agenda: That Weyland-Yutani inspection team, under Agent Reynolds and Chief Scientist Komiskey, won’t be so snooty if you can leap-frog them and get an alien off-world and into Company hands first! You just need to get a live specimen and get off LV-426 alive. Who will be laughing then?
Buddy: Hirsch
Rival: MacWhirr
STRENGTH: 2
• Close Combat: 0
• Heavy Machinery: 0
• Stamina: 0
AGILITY: 4
• Mobility: 2
• Piloting: 0
• Ranged Combat: 0
WITS: 4
• Comtech: 3
• Observation: 2
• Survival: 0
EMPATHY: 4
• Command: 0
• Manipulation: 1
• Medical Aid: 2
Health: 2 (if reduced to zero, you’re Broken = roll Critical Injury; cannot take any actions, only crawl & mumble)
Critical Injury: __________________________________________________________________________________
Stress Level: OOO OOO OOO OOO
Panic Effect: __________________________________________________________________________________
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Analysis: After one Turn of study, you may roll Observation to gain insight into strange & alien things. Each success lets you ask one simple question that the GM will answer. Success also reduces Stress Level of everyone ele within SHORT RNG by 1, while failure increase their Stress Level by 1.
Gear: Medkit (+2 Medical Aid, one-time use)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________

Hadley’s Hope points of interest
Mass Housing (A-1): Recognizing the potential of the Jordan family’s discovery, you made sure to partake in the early investigations. You took pictures, made notes, copied scans & analyses, and stored it on magnetic tapes hidden in your quarters in the A Block basement. If all else fails, these data could at least save, and hopefully propel, your career.
Medlab (E2): You’ll find medicines and medical equipment here that might become critical to your group’s survival.
Geolabs (E1): This is where newly arrived company chief scientist, Dr. Theodora Komiskey, set up a research lab to study the local xenomorphic materials. The creature that attached itself to wildcatter Russ Jordan, was dissected here after if came off by itself and died. You also think some of those so-called “egg” things, recovered from subsequent classified expeditions, were stored here, too. Any one of those things should be worth a fortune!



Holroyd (Roughneck; looks to be in his 30s)
Job: Mechnaic
Personality: Hard-working
Background: You’re a Weyland-Yutani android (not secret), who works hard without complaining. You’ve been on LV-426 for two years, and try to get along with everybody, which usually works fine. However, Sigg spends too much time griping and not enough working, and for some reason, MacWhirr dislikes you (well, you ARE better than all her people)
Personal Agenda: You know about all the derelict alien ship discovered here and why Miranda is here (to bring back specimen and samples for the bioweapons department). As a Company synthetic, you should help cover it up, but you feel terribly responsible for what has happened. You don’t have any behavioral inhibitors and can do as you please. But you run on powerful ethics programs and MUST try save colonists whenever you can, sacrificing yourself if need be. You can use violence against “Company threats”, which you yourself define.
Buddy: Hirsch
Rival: Sigg
STRENGTH: 7
• Close Combat: 0
• Heavy Machinery: 3
• Stamina: 1
AGILITY: 6
• Mobility: 1
• Piloting: 0
• Ranged Combat: 1
WITS: 4
• Comtech: 2
• Observation: 0
• Survival: 1
EMPATHY: 3
• Command: 0
• Manipulation: 0
• Medical Aid: 1
Synthetic: Need no Air, Food, Water, or Sleep, are immune to vacuum, cold, disease, & Panic, and can’t suffer Stress.
Health: 7 (if reduced to zero, you’re Broken = roll Synthetic Critical Injury table below; you can otherwise act as normal)
D6 Critical Effect
1 Ruptured Fluid Pump Lose next slow action.
2 Destroyed Leg Servos Both legs non-functional. May only crawl.
3 Destroyed Arm Servos One arm non-functional. Cannot use said arm/hand.
4 Head Dislocation All fast actions become slow actions.
5 Severe Chassis Breach Immobilized.
6 System Shutdown Inactive. Others must make Comtech required to communicate.

Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Resilient: When suffering damage, roll STR (not an action). -1 damage per success scored. (This is not armor).
Gear: Electronic Tools (+1 Comtech), Samani E-Series Watch (multi-use device that keeps several times; monitors pressure, air, rad, etc. for +1 to Survival)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________

Hadley’s Hope points of interest
Processor 1 (far south, accessible through E-1 tunnels): Lots of heat and power, safety gear and emergency equipment, and everything you’d need to help your organic friends survive for weeks if need be.
Billy’s Bar (freestanding): Fellow roughnecks, Wes Osterman, is your usual shift partner and closest friend. He’s also a struggling alcoholic, and you just know he’ll have run to Billy’s Bar at the first sign of trouble. You want to save him.
Recreation & Family Services (D1 & D2): With schools, rec. rooms, and the “Town Hall” all located here, there’s a fair chance some civilians might be holding up in this, most remote and self-contained of the colony blocks.
Last edited by Angelman on Thu 28 Oct 2021, 12:02, edited 1 time in total.
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged

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