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Tom Fender Member of SG&C Wandered the world like Caine from Kung-Fu and got into adventures Dominion Master 9/9/2009 2:58:56 AM Level: 18 Experience: 26800 Total Posts: 96 | A Sci-Fi Channel Original The Sci-Fi Channel presents... GIANT MUTANT ALIEN II John: Cripes, I can't believe you watch this slag. Tom: Dude, it's hilarious. I've seen it twelve times before and it keeps getting funnier! SSgt. Makinaw: What the smell is that thing?! (Gunfire) Tom: Ha ha! Look at it! John: ... Holy crud, that's a close-up of a stop-motion sock puppet. What? Did they have a two tape budget for this? Tom: One, actually. John: The movie just started, right? Tom: Yeah. John: And it jumps right into them dumping hundreds of rounds into a sock puppet? Tom: What's not to love? Chris is nearby, piloting the The S2S hailing signal flashed. Rich and uninterested in working anymore, Chris was tempted to leave it unanswered, but his curiosity got the best of him. He answered it. Chris: Cello? Woman: Thank goodness! You have to help us! We're stranded on the mining platform near you. There's something onboard with us; it came from the moon! We're trapped in the infirmary--cut off from the hangar. Please, you have to help us! Chris's heart sank. John began to feel sick to his stomach. John: Great. Did you have to answer it? Now we're morally obligated to help these people, and I'm sure I don't want to know what's onboard with them. Tom turns the TV off and looks excitedly at Chris and John. Tom: Excellent. John: Tom, you're off your meds. We don't live in a video game. We could die horribly. Chris: Help is on the way. Woman: Oh, thank you! A loud metallic thud is heard repeatedly along with a faint voice shouting, "it's coming in!" Woman: Hurry! Please! Chris: John, contact everyone else and tell them to get here quick. John: Everyone else--like... the rest of the universe? Chris: Uh... no. I mean everyone else like Jango, Jake... you know, them. Tom, let's load up. Tom and Chris climb down to the hold and open up various footlockers containing weapons and other gear. Chris: We'll probably need something big. Tom, grinning like the madman he is, holds up an MM1 grenade launcher. Chris: Yes, hopefully that'll do. Tom slings the launcher and begins filling a couple pouches with 40mm fragmentation and incendiary grenades. Knowing full-well most of the lights will be out (except for eerie, red, emergency lighting) to set the mood, Chris digs up some weapon-mountable flashlights and extra batteries and sets them aside. He then heaves a PKM machine gun with a vertical foregrip out of its case. Chris: Uh... John can carry this. He sets it down and digs up a sound suppressor to fit it. He's old (or feels like it) and tired of the ringing in his ears; he doesn't want it to get worse. Plus, tight, metallic corridors are not conducive to keeping one's hearing whilst operating a 7.62x54R machine gun. Chris hears an excited giggle and looks up to see Tom playing with the bolt of a rifle chambered for .700 Nitro Express. Chris: Good thinking, but I'm pretty sure it'd kill all of us. Put it back. Tom reluctantly does as he's told. Chris: Come on, let's hurry it up. I don't want to fight a hundred horrific monsters only to find everyone died before we could get there. John soon joins them in gearing up. Tom finally finds a folding stock FAL, and Chris selects his rifle, a G3K. Chris heaves the PKM into John's arms. John: Oh, thanks. This is going to be fun. Chris: Ready to do this? John: No. Chris: Good. Let's go. Chris climbs back up and takes the helm. He maneuvers the ship closer, the mining rig looming ever nearer, a forboding silhouette against the stars. Runway lights guide them into the hangar bay. The hangar, large enough for a decently-sized hauler and several smaller ships, is littered with shipping containers, handtrucks, small craft, and other odds and ends. Chris finds a spot for the Chris: Hold on, I'm going to scan with thermal real quick. John: Oh, take your time. No rush. Chris flips through some on-screen menus on the dash monitor and activates a thermal imager mounted somewhere on the hull. He uses a small joystick to pan around the room. Chris: Almost all those crates are warm. What do they mine? John: Beats me. After another moment of panning, Chris switches it off. Chris: Looks clear... for now. John: Don't say "for now". Jeez. The S2S signal flashes. Chris punches the button. Woman: You made it! Chris: We're in the hangar now. How do we get to you? Woman: Go outside and follow the signs to the infirmary. The tram's dead. You'll have to go on foot. John: How far is it? Woman: Almost a kilometer. John nearly throws up. Chris: ... Roger that. We're on our way. Keep this line open. Chris grabs a handheld comm device and stuffs it into a vest pocket. Chris: Let's move out. They switch the safeties off their rifles and stack up at the door as it opens slowly for dramatic effect. The door finally touches down on the floor with a solid thud. John finally takes a breath. Silence. Chris (Whisper): Exit, over there. He nods, and the three of them move silently down the ramp, covering all directions, and head to a nearby exit, closing the ship door behind them. Only five feet from the hangar exit, Chris rounds a shipping container and sees something very unpleasant lying on the floor next to it. Chris: Oh, ugggh. It was the mangled torso of a human being. He assumed anyway. It was a mess. John peeks around, sees, and nearly loses it for real this time. John: OK! I'm ready to leave now. Chris: Be my guest. You can go wait in the Sky Wolf... by yourself. Alone. John: Well, since you put it that way... John pulls the stock of the PKM more firmly into his shoulder and tightens up his expression. John: Let's kick some yeah. Chris taps the big button next to the door; the door splits into three pieces and retracts into the wall. They slice pie into the adjoining hallway, which was oddly well-lit. Apparently someone hasn't been keeping up on their sci-fi horror atmosphere. Tom: I wonder... how many there are. John: How many what? Tom: I don't know... Aliens? Chris: Do you see a sign? John: That says dead n--? Chris: No, that says which way to the infirmary. John spots it further down the hallway. John: I think I see it. That way. They high-tail it down toward the sign, confirm the needed direction, and head that way. They proceed unabated down the twisting hallways, following the signs to the infirmary. It's been eerily quiet the entire time. The woman's voice, covered by radio noise and crackle, suddenly pierces the uncomfortable quiet. Woman: It just left. It's gone. I don't know where it went. Chris: Thanks for the heads up. Do you know how many there are? Woman: No. Chris: OK. We'll be there soon. They finally hit a dead end. Charred debris clogged the hallway along with a couple of bodies. They were mostly intact though. Tom: Wow. What happened here? Chris: Looks like someone got a lucky shot off with a rocket launcher. John: Can we just blow it back open? Chris: I don't know. It looks pretty thick. John: Got any C4? Chris looks sheepish. Chris: ... No. Tom: Look what I found! Tom picks the rocket launcher up off the floor. Tom: The thing that made the mess, and a couple extra rockets! Chris: There must've been secondaries or something else. This is way too big a mess to have been a rocket. I think we'll have to find another way. Chris grabbed the comm device from his pocket. Chris: Hey, can you hear me? Woman: Yeah. Chris: We've hit a dead end. The hallway's blocked, we can't go any further. We're in... He spins around and sees a sign. Chris: ... block 4-C. There's a silence. Chris: Are you there? Woman: Yeah. Yeah, I'm here. There's no other way except the tram. Chris: Well, what's wrong with the tram? |
Tom Fender Member of SG&C Wandered the world like Caine from Kung-Fu and got into adventures Dominion Master 9/6/2011 1:28:46 AM Level: 18 Experience: 26800 Total Posts: 96 | RE: A Sci-Fi Channel Original Woman: A whole slew of breakers tripped at some point, including several the tram power is on. We've been trapped in the infirmary and cut off from the breaker room. Chris: Well, where's the breaker room? Woman: It's in block 3-B. That's one floor below you. There should be signs. Chris: OK, we're on our way. Hang tight. Chris stows the communicator. Chris: Anyone seen some stairs down? John: Back here, I think. They head down a hallway in tight formation, jumpy and alert. It is eerily quiet... which could be a good thing. After an eternity of creeping along, they happen across a very steep, utilitarian staircase in an alcove along the wall. Chris and Tom cover the back as John peers down the stairwell. Nothing. John: Looks clear. They inch their way down the stairs, trying to step quietly, but the fact that everything is made of steel makes it rather difficult. They reach the bottom and fan out quickly to cover all directions. Still nothing. Chris: All right, look for signs. We need to find a breaker room. Again, they see nothing. This is starting to get frustrating. Chris grabs the communicator. Chris: You there? Uh, we don't see any signs. We went down one floor. Woman: Oh, um... Ah, look up. There are probably some large pipes right over your head. Chris: OK, I see a lot of pipes. Woman: There should be one or two much larger ones. Chris: Yeah. Woman: You should be able to follow those to the breaker room. Chris: Uh, yeah. Which way? Woman: I can't say; I don't know where you are. Chris: OK, we'll figure it out. He puts the comm away. John: So... which way? Chris: Pick one. John: Jeez... Tom: This way. Tom marches confidently down the hall. John: We're gonna die. Chris: Well, stay frosty so we DON'T die. After being on the move for mere moments, they stop dead in their tracks at what sounds like thunder mixed with a five gallon bucket of silverware being chucked across a room. John: Uh, that's not natural. Tom: Somethin's comin' and it ain't graceful. They wait an agonizingly long time, weapons ready, for whatever may--or may not--be coming. Nothing but eerie silence for painfully-long seconds. Chris: Hey, do you hear that? John: No, I don't hear that. All I can hear is the sound of my heart functioning, which I hope it will continue to do for some time. Chris: Sounds like footsteps. Tom: Yeah, I hear it. Sounds like it's upstairs. John catches a glimpse of something long and black dangling right between him and Chris next to Chris's shoulder. John: Up! Chris and Tom duck and aim up at a grate right over them. Chris: What the?! John's eyes go wild. He rips off a few bursts into the grate and the surrounding area, and they are met with an inhuman howl of pain and the sound of something skittering away upstairs or in the ceiling. John follows the sound with a few more bursts with no telling if they hit or not. John: I hit it, man. I got it. Chris: Yeah, but it ain't dead. John: Maybe it'll bleed out. Chris: C'mon. Let's get moving before it comes back. Keep it down. They continue following the large pipes in the hope of eventually finding the coveted breaker room. |
John Gibson 2nd In Command of SG&C Out of Work, Apparently Dominion Master 9/8/2011 1:07:04 AM Level: 1 Experience: 0 Total Posts: 39 | RE: A Sci-Fi Channel Original John: Fraggin' mother of slag. Peaches! Zizzlegraghnar! Chris: John! What's the matter with you? Calm down! John: Freakin'... monkey horse dirt. Blood. Chris: Are you done? John: Yeah, got that outta my system. Ready to move, captain. Chris: ... Right. Tom continues down the hall first. Since he chose to travel in this direction, it's the unwritten man rule that he must take point... or maybe he just wants to march in this direction. John sort of semi-half-crouches a little bit as he walks, keeping an eye toward the ceiling. Chris is keeping an eye on the grates above as well, but otherwise seems unfazed. John: Guys, did you see that thing back there? The thing I was shooting at? Chris: Yeah, I saw whatever was hanging through that grate. Looked like some kind of stinger. John: What the heck kind of thing has a big black stinger hanging from it? Chris: Whatever kind of thing is on this ship with us, so concentrate on finding that breaker room so we can save those people and get the heck out of here. John: I'll just... watch our back. Tom: Hark! Having just turned around to watch the flank, Tom's sudden noise throws John and he spins back around ready to fire. Tom: A sign on the wall. Let's see what it says... Tom leans in and squints. Apparently the lettering is rather fine. Tom: Block 3-B is indeed this way, and the breaker room... not far off. He turns to the others and crosses his arms smugly. Chris: You know how to pick 'em. Let's keep going. John tosses Tom a congratulatory ginger snap. Tom devours it greedily. Just down the hall, the large pipe in the ceiling makes a left turn and disappears through the bulkhead. A doorway is recessed into the wall in that direction, with a label beside it reading "BREAKER SECTION 3-B". Unlike the automatic door upstairs, this one is a manually-operated, hinged door like those found on maritime vessels. This seems to be for dramatic effect, or it could actually have a practical purpose, such as to allow easy access to the breaker room without power, with the added benefit of keeping the breaker room sealed in case of a hull breach. Pretty nifty, maybe. Tom stows his FAL and operates the door handle while Chris and John cover either side. Nothing happens. Tom pulls the door open and slices the pie before stepping through, but the door just opens up into a hallway whose walls are lined with various gauges and readouts. It's all very greebly and technical looking, but nowhere immediately obvious for foul creatures to lie in wait... and it's still pretty well-lit. Tom: Clear. He steps carefully through and waits inside. Chris goes next, and John pulls up the rear, watching the back. Just as John steps through the door, something catches his eye, down the hall to the right - back the way they came from. He quickly brings his gun's muzzle up to where he thought he saw movement... but there's nothing there now. John: Guys, I thought I just saw something. Chris: Great. What? John: Not sure... I just saw movement. I think it's on this floor. Chris: Get in here and get that door shut. John makes one more check to the left, up, and once again back to the right... and plainly sees that stinger-thing jutting out from an alcove. It disappears back into the alcove almost as quickly as he notices it. John: Yeah, that's definitely it! Heart racing, John double-times it jumping into the breaker room and pulling the door shut. He cranks the wheel quickly, giving the door a good shove once he's done to make sure it's locked up good and proper. John: That thing is FREAKIN' me the frag out. Chris scans around the hall. It opens up through another doorway about twenty feet down into what must be the actual breaker room, since there are no hatches or switches here. He checks up; no grates or vents in the ceiling. Chris: No kidding. It looks we're pretty well safe right here, so make note of that. John: Note made. Chris pulls his communicator back out. Chris: We've made it to the breaker room. What do we do now? Woman: First, don't turn on anything we don't need. We could have more of these creatures trapped in sections of the facility with the power cut off, so for all we know, we could let them out when we turn the power back on. Chris: Right. Woman: Hang on, let me put on Paul. He's our chief mechanical technician. There's a brief pause. Man: This is Paul. Chris: How do we get the tram back on? Man: When you walk in the break room, immediately turn left and go all the way to the far corner. That whole column on your right is for the tram. You're going to want to turn on everything, but first you'll have to prime the main breaker. Chris: Like in Jurassic Park? Paul: Yes, exactly like that. Chris: Oh, so that'll be easy. There's a round, green button that says "push to close"... I should... push it? Paul: No, but you will have to pump the flat, gray primer handle ten times before you can turn the main breaker on. Do you see it? Chris: Got it. Hold on. Chris pumps the handle ten times. Chris: Primer pumped. Paul: Now give the big red button up at the top a good smash. You can't miss it. Use your fist; it's pretty tough. Chris slams his fist down on the button. There's a loud CHUNK sound and an electrical humming that subsides after a second. Chris: Got it. Anything else? Paul: Just check the rest of the breakers on that panel and turn them all on for the tram. Then you're golden. Chris goes down the panel, pretty much flipping every breaker to the ON position. Chris: Alright, I think we got it. There's a loud CLANG down the hallway. Then another. And another. John hurries back to the doorway and aims the PKM at the door. John: Come on in, you fraggers. Ol' Painless is waitin'. |
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