Alien Leader

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The same gray-skinned aliens you've been facing up until now... but this one's seated in what looks like a huge turret-chair!

Boss

HP: 40

Defense: 9

Passive Ability: Energy Shield

  • The Alien Leader's command chair has a powerful energy shield built into it, granting +3 to his defense while it's up.
  • The shield has 8 HP, and must be taken down before the alien takes any damage. Excess damage done to the shield does not carry over to the Alien.
  • If the shield is damaged, and takes no damage for 2 turns, it restores itself to full HP.
  • Critical failures against the shield shock the player and leave them stunned for a round instead of granting a free attack.

Passive Ability: Defense Weapons

  • Each turn players roll a traps roll. On a 1-5, players are within range of the room's defensive measures.
  • At the end of the Alien Leader's turn, defenses attack each player in range. Normal hit rolls, ignoring any penalties on the Alien Leader.
  • The Alien Leader may free a player from a Defense Trap, or elect not to attack one at will.
  • Defense attacks do NOT take the Alien Leader's turn, and will occur even if the Alien Leader is stunned.
  • After suffering a trap attack, the player is safe from traps for two turns.

Attacks

Name Type Notes Effects

Goo Gatling Guns

Ranged binding - Goo
  • Roll 1d3 for number of hits on player, then roll 1d3 for each hit's placement
  • On critical, roll 1d6 for number of hits, no bondage level increase.
Roll Effect Level
1-10 Bondage + 1
11-16 Bondage + 2
17-20 Bondage + 3

Goo Cannon

Ranged Attack - Goo
  • Blasts a huge glob of goo at a player! +2 to hit due to the area!
  • Targets any area.
  • Critical hit affects two players, same area.
Roll Effect Level
1-8 Bondage + 2
9-14 Bondage + 3
15-19 Bondage + 2 all
20 Bondage + 3 all

Goo Mortar

AoE Ranged binding - Goo
  • A goo rocket is launched at the players! Hit roll against a player, single effect roll for all.
  • If hit, that player does not roll evade, and +1d6 to the effect roll for themselves.
  • If missed, all players get +4 to their evade rolls.
  • If Crit-failed, Mortar is jammed, and may not be used in the fight.
  • If Critical hit, Mortar strikes all players directly for +1d6 to effect roll.
  • Players roll to avoid:
    • On 10+, reduce effect roll by 1d6.
    • On 13+, avoid effects entirely.
    • If standing still or immobilized, -2 to this roll.
    • On crit-fail, +1d6 to effect roll.
  • The Alien Leader must spend a turn to reload the mortar before firing it again. He may choose to leave it unloaded.
    • The mortar is pre-loaded at the start of battle.
Roll Effect Level
1-6 Bondage + 2, target's choice
7-12 Bondage + 2, attacker's choice
13-18 Bondage + 4, attacker's choice, must target two areas.
19-20 Bondage + 6, attacker's choice, must target two areas.

Shield Restore

Self Buff
  • Alien Leader takes a moment to stop and repair his disabled shields!
  • May be used twice.
  • Shield is restored with 1d6 HP.

Capture Capsule

Defense Attack
  • A clear capsule clicks shut around a player, and starts to rapidly fill with goo!
  • The capsule has 8 HP, and 7 defense. The player inside hits except on a critical fail.
  • On a critical fail by the player inside or an assisting player, 1d4 bondage is added immediately instead of on the Alien Leader's turn.
  • Players inside a capsule cannot be attacked.
  • 1d4 bondage levels added at the beginning of the Alien Leader's turn.
  • Distributed by GM choice.

Laminate Trap

Defense Attack
  • The player stumbles into a sheet of sticky flypaper-like substance, which seals and laminates around them.
  • The player must escape a lvl 3 binding, and cannot be assisted.
  • Laminated players are considered hooded and immobilized, but cannot be attacked.
  • Laminated players may be tabled without adding bondage, and count as laminated as with the Table result.
  • The player in the sheet loses 2 damage per turn.

Hypno-ray

Defense Attack
  • A nearby monitor flashes a hypnotic pattern into the eyes of the player.
  • No hit roll, resist effect on 13+. If failed by 5 or more, player is compelled for their turn.
  • Gives a player the Tranced status for 1d4 turns.

Experiment Table

Ranged Debuff
  • This attack blasts a player with glue and sticks them to an experimentation table.
  • Player's legs and arms must be Medium bound or worse to use this attack.
  • -2 to hit.
  • This attack places +1 bondage to all locations.
    • Players on the table may struggle once per turn.
    • Players may assist the person on the table if no Alien is using Science on them.
  • The player must be at Easy or less bondage in each location to get free of the table.

SCIENCE!

Spell Attack
  • Does not require trap roll, auto-hits each player on an Experiment Table.
  • May also be used as an attack against a single tabled target each round.
  • Roll 1d6 to see effects on table below.

Binding Effects

Goo (Legs)

Effect Level Statuses Description
Easy Encumbered Splats of goo against the legs make walking awkward, sticking to each other and surfaces walked on...
Medium Hobbled The goo coat threatens to pull the victim's legs together, and grabs at the floor with every step!
Hard Hobbled The goo coat holds the victim's legs together, forcing an ungainly hop that threatens balance with every step, leaving a trail of goosplats along the floor!
Extreme Incapacitated The victim no longer hops, the goo having grown thick enough to turn both legs into one clumsy limb that's almost impossible to bend enough to do more than crawl!
Impossible Incapacitated The tight goo cocoon around your lower legs keeps catching against the ground beneath you, threatening to immobilize you with every step!
  • If at Hard or worse, when you choose to move, you must roll 8+leg bondage levels or immobilize yourself for the turn as the goo on your legs and feet clings to the floor.
    • You must also still make a trap roll!

Goo (Arms)

Effect Level Statuses Description
Easy No effect Gobs of goo stick to your torso and arms, but not enough to stop your movement, long as you don't press yourself against anything!
Medium Bound Enough goo to pin your upper arms into your sides has hit your torso, weighing on your shoulders and arms.
Hard Harnessed Your shoulders and arms are pinned to your sides, the weight and stickiness keeping you from making more than slight motions.
Extreme Mittened Globs of goo have captured your wrists and arms, making it impossible to effectively gesture or hold anything aggressively!
Impossible Mittened goo coats over your whole torso from shoulders to waist, pinning your arms into your sides in whatever position you last struggled them in, unable to separate them from yourself.

Goo (Head)

Effect Level Statuses Description
Easy Gagged A blob of goo splatters against the victim's lips, sealing them.
Medium Obscured, Gagged More goo is splattered around the face and mouth, sealing the jaw shut, maybe a little inside, even, blocking some of your vision.
Hard Blinded, Gagged The goo splat includes the victim's face, leaving them with a sticky mess covering over their eyes.
Extreme Hooded The goo gob is all over the victim's head, even covering their ears, leaving them unaware of their surroundings!
Impossible Hooded The victim's whole head and hair is covered by a thick coat of the sticky substance, robbing them of facial features, or any way to know what's going on around them!

SCIENCE!

Effect Level Description
1 Scanners analyze the victim's body. +1 to next roll result!
2 A goo sprayer is applied to the victim, increasing their bondage by 1d3 levels, distributed by the attacker!
3 A respirator mask slides down and locks onto the victim's face, pumping submissive chemicals into their air! Each turn, the player rolls 1d4. On a 1, the victim is unaffected. On 2, 3, or 4+, the victim is Hazed, Tranced, or Submissive, respectively. This device is removed if the player's head AND hands become free, or the table is escaped! Further rolls of this result count as a '6'.
4 A sticky sheet of plastic comes down over the table and presses over the victim, sealing them tightly inside! The victim now has a lvl 3 binding they must struggle free of before they can struggle with their glue restraints. Other players may not assist them with either their glue bindings OR the laminate! This counts as a '6' if the victim is already laminated.
5 A gleaming collar locks around the victim's neck, sending a faint humming sensation through their whole body. Probe damage increased by 2. Lasts until escaped. Further rolls of this result count as a '6'.
6 Multiple humming probes and devices slide down to get 'samples' from the subject! 1d6 damage! Consecutive rolls of this result add +2 to the next damage roll.