Roll to Dodge the Alien Threat (Closed, Concluded)

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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Mon Aug 09, 2010 9:43 pm

GAH.

Equip: Rifle, Rifle Clips, Conventional Armor.. >.>;;

Being the creeper that I am, I manage to board the Quakermobile stealthily. What now?

Action: Give myself psychic powers. >.>
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Mon Aug 09, 2010 10:11 pm

I... will not be updating tonight. Real life intervenes, alas.
Also, this next action will be occurring "on base," for the record. So edits might be in order for some of you. Also, Kalon, I need a loadout.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Tue Aug 10, 2010 10:29 pm

Moira II:
You attempt a solo-evac!
Roll: 5!
Unfortunately, you lack the know-how to make a psionic vessel.
You are abandoned to the alien menace!
Achievement Unlocked: No Child Left Behind- Be the first teammate abandoned.

Loki:
You surrender your laser rifle to your superiors!
They begin reverse engineering it!
Promotion Roll: 2!
The officer brushes you away, telling you to check in after your next mission!

Quakernuts II:
You check into the medical ward!
Rule Discovered: Health and sanity are auto-replenished between missions!
Roll: 6!
You learn something while you're there!
Skill Acquired: [Medic I: You can apply basic first-aid to your teammates, healing them for half your roll!]

Plaguetoddler:
You finish aging!
You are now a toddler! Max Health + 2, Max Sanity +2!
6 turns until you next age!
The growth leaves you hungered!
You spend your time on base chilling...
Rule Discovered: Aging happens between turns.

Kalon:
You didn't give me a loadout!

Red II:
You attempt to gain psychic powers while waiting for your next mission.
Roll: 5!
You don't quite get that far, but your mind feels stronger!
Max Sanity + 2!

Announcement: You will all ship out at the end of next turn, meaning you get an extra on-base turn due to me not having the next mission completely planned yet. >.>
Usually you'll only get one turn on base.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Tue Aug 10, 2010 11:40 pm

Well, I make the most of this time, grabbing some chow while I have the time, before attempting to track down some toddler sized armour...
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by MoiraofWords on Tue Aug 10, 2010 11:41 pm

Find a ground vehicle and start driving back to the base. Use the stunsabers if necessary.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Tue Aug 10, 2010 11:54 pm

Find another medkit. Very Happy


Last edited by thecolorisred on Wed Aug 11, 2010 10:55 pm; edited 2 times in total
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by quakernuts on Tue Aug 10, 2010 11:56 pm

Action: Wander into the armoury, maybe they have a heavy weapon or something better than this rifle that I can use!


Last edited by quakernuts on Wed Aug 11, 2010 12:53 am; edited 1 time in total
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Wed Aug 11, 2010 12:07 am

Loki follows Quaker to the armory to exchange his grenades for body armor and to restock his ammo while looking for additional weapon options.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Kalon Ordona II on Wed Aug 11, 2010 12:19 am

Equip: Armor, Rifle, Rifle Clip -- same as before. (I assume our options haven't changed.)



Action: same as previous, if you please. Smile
Can I have some sort of saving roll or rain check, since that caused me to miss that turn?
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Wed Aug 11, 2010 12:33 am

Code Name: Raptor 2
Health: [6/6]
Sanity: [6/6]
Skills: None
Status Effects: None
Inventory: Stun Baton --
3x Grenades -- Stun, Incendiary, frag
Conventional Armor
Killcount:

Stretches and prepares to board the dropship. Knowing the fate of his previous mortal shell raptor has decided not to attempt to ascend to his darklord form at this time. He just tries to mentally strengthen himself for the ordeal to come.

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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Wed Aug 11, 2010 12:42 am

Lady enjoys being healed mentally and is happy to see raptor alive again somehow. She tries to develop her suicide causing singing talents more.

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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Gunneh on Thu Aug 12, 2010 7:14 am

Exits the dropship and goes to change into something a bit more fitting than the red jumpsuit that denoted him as being the captain of the now fallen Voltron, but less fitting to him than his now fallen awesome pants....

After changing, he drops his current load-out off at the armory and re-equips with conventional armor and a tactical knife before heading off to wander the inner sanctity of the armory to find something a little more powerful than his previous weapon.

"I want something that'll make a bigger entrance wound than the exit wound. Can I have something like that?"
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Thu Aug 12, 2010 10:08 pm

Plague:
You search for appropriately sized armor!
Roll: 2!
Unfortunately, XCOM doesn't cater to the vertically challenged.
You should sue them for discrimination.

Moira:
I should have been clear on this-- I'm sticking with the XCOM mechanic that MIA and dead are basically the same thing. You should probably make a new character, there's a small chance I might offer an opportunity to recover Moira II at a later date.

Red II:
You hit the medical ward for a medikit!
Roll: 3!
Looks like the doctors are too busy to help a new person like you. Come back when you're bleeding.

Quakernuts II:
Heavy weapons. You need them.
Roll: 1!
You get lost on the way to the armory. To make it worse, when you get back to your bunk, you find out someone stole your rifle.

Loki:
You trade in your grenades for armor, and inquire about more weapons.
The armory chief says to check back later, they're still working on the laser rifles.

Kalon:
Note: Nope. Razz But I WILL give you a small bonus to this roll.
You spend a short time improving the Quakermobile-- after all, if it has Quaker in it's name and travels through the air, it needs all the help it can get.
Roll: 3 + 2 (Nominal Bonus) = 5!
You figure you might as well let it go out with a bang. After increasing the armor on it's nose, you attach spikes and grenades to it's front to increase it's effectiveness in ramming.
Nonconventional? Yes. Sensible? Yes.

Raptorman II:
You attempt to increase your mental skillz!
Roll: 5!
Max Sanity +1!
You feel a little more balanced.

Lady Despair:
You practice your solos!
Roll: 3!
The other people in the barracks start throwing things at you, and you don't get a chance to practice much.

Gunneh:
You inquire about a more... brutal weapon.
Roll: 2!
The armory chief stares at you for a second, then hands you a medieval lance.
That's right, the jousting kind.

Global Event-
The team loads up for the next mission!
As you approach the landing site, you see that it's in an urban setting.

A flaming, urban setting.

You touch down by a demolished gas station. Hot air and smoke interfere with vision and make breathing difficult as the inferno rages around you.
Screams emanate from a burning apartment complex across the street!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by MoiraofWords on Thu Aug 12, 2010 10:32 pm

Moira III-same gear as before.

Try to recreate the technique your predecessor did, and fuse your stun batons together in a weapon of electric fury.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by quakernuts on Thu Aug 12, 2010 10:51 pm

I glare at agent Kalon. "By the way you attach such instruments of destruction to the front of my awesome QUAKERMOBILE, I think you have no faith in it's ability to fly, or you plan on crashing it at some point..." Shrugs. "I would probably crash it, kill a kitten and somehow fall faster than the ship when I bail out and get crushed by it...That last part seems vaguely familiar..."

Action: Upon landing, I disembark and cautiously study my surroundings for any threat with my pistol in hand, since SOMEONE took my rifle...>.>
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Fri Aug 13, 2010 12:40 am

Loki edges away from the burning gas station and calls in to HQ.

"We need some choppers with Bambi Buckets to douse the flames in the apartment building and gas station near our LZ!"
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Fri Aug 13, 2010 12:56 am

The situation seems to be under control, so I try and craft up some body armour. After all, I'd rather not get killed.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Fri Aug 13, 2010 9:46 am

Use my Asian/Pokemon powers to summon rain. Razz
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Fri Aug 13, 2010 10:18 pm

Moira III-
You attempt to form a stunsaber!
Roll: 5!
Stunsaber get!

Quakernuts II-
You search for threats!
Roll: 1!
You find none. Also, the apartment complex across the street EXPLODES!
Wa...was that MY fault?

Loki-
You call for Bambi Buckets!
Roll: Autofail!
Bambi Buckets? Those aren't introduced for another thirty years!

Plaguewalker-
You try to craft body armor out of... something.
Roll: 2!
Well, at least this was a learning experience. "Something" is not good armor.
You age! Four turns remaining!

Red II-
You do a rain dance!
Roll: 4!
Your rain dance goes off without a hitch! It does not, however, yield any rain.

Global Event:
The screaming stops!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Fri Aug 13, 2010 11:57 pm

I cautiously advance towards the exploded building, keeping my eyes peeled for threats and any good building materials.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by MoiraofWords on Sat Aug 14, 2010 12:05 am

Try to read loki's memories to understand what exactly happened in the prior event.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by quakernuts on Sat Aug 14, 2010 12:32 am

Action: Search the destroyed gas station for anything useful
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Sat Aug 14, 2010 1:23 am

Loki makes a mental note to patent Bambi buckets after this mission. In the meantime, he scans the area to best determine which way would be best to go.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Sat Aug 14, 2010 10:43 am

Attempt another rain dance. Yes. I'm persistent.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Sun Aug 15, 2010 4:34 pm

Raptor attempts to investigate the remnants of the apartment building, hopefully finding something that could be useful.

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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Sun Aug 15, 2010 10:16 pm

Plaguewalker:
You search the ruins for good armor materials!
Roll: 4!
Using your psionic prowess, you twist some metal wreckage into crude armor.
Item obtained: [Crude Armor: -1 to dodge rolls, chance to absorb damage. [12/12]]

Moira III:
The gamemaster does not know what event you are referring to!

Quaker II:
You search the gas station!
Roll: 5!
You find an abandoned motorcycle behind the station! Thinking fast, you hotwire it!
Now, if only I could make it fly...

Loki:
You search for path through the flames!
Roll: 5!
You don't find an easy path, but you do notice several chopper-like vehicles flying about the city.
And spewing fire.
Wait, what?

Red II:
Red uses raindance!
Roll: 5!
It starts to rain!
This doesn't heavily effect the fires already raging, but it should slow their spread!

Raptor II:
You search the ruins!
Roll: 4!
You find a woman's mutilated corpse. Yum.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by MoiraofWords on Sun Aug 15, 2010 11:02 pm

The only event in the game was the prior mission =_=
---
Attempt to create a psionic blade. Around your hand.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Mon Aug 16, 2010 12:09 am

With my armour now complete(although it IS mildly chafing) I scan the area with my mind for any presences, minds, plot hole, Dues Ex Machina and so forth.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by quakernuts on Mon Aug 16, 2010 2:05 am

"I've got a...motorcycle?! Well, at least it doesn't fly!"

Action: Attempt to fortify the vehicle with weapons by using whatever happens to be lying around.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Gunneh on Mon Aug 16, 2010 1:13 pm

I have no witty ideas for my action, sooooo..... I take my newfound lance and start poking into the rubble to...um...check for survivors?

Yeah. That's it. Check for survivors Very Happy
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

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