Roll to Dodge the Alien Threat (Closed, Concluded)

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

Post by Crazy Hobo on Wed Jul 21, 2010 12:04 am

I use spirit bomb on the old lady!

----
What? you said I could defy physics if I got the right roll, and I'll hopefully get it.

Also just btw, I get home at around 12 EST, so it's a tad hard for me to post if the deadline is 10, but I suppose I can always make sure to do it before I go to bed or something.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Wed Jul 21, 2010 11:20 pm

Announcement- Daylight:
The Daylight Counter drops to 1!

Announcement- Effect Expired:
All effects have now worn off of the group. Well, except for Red's insanity. 'Cause that's not a status effect.

Initiative-
Hostiles: 40!
Operatives: 5!
Hostiles move first!

Hostiles-
Old Lady:
The old lady opens fire with her pistol!
Target Roll: 4!
Target: Plaguewalker!
Physical Attack Roll: 2!
Dodge Roll: 3!
Mitigation Roll: Irrelevant!
Despite serious physical injury, Plaguewalker manages to throw himself behind debris from the dropship, avoiding her shot.
Clip Update: {9/10}

Operatives-
Loki:
This game has gone on long enough-- you're changing your laser from stun, to kill...
Physical Attack Roll: 4!
Dodge Roll: 2!
Mitigation Roll: 3!
Final Damage: 4 - 3 = 1!
Target Health Update: [2/4]
Clip Update: {11/18}
Your shot hits the woman in her left leg, and provides further example of this woman's uncanny pain tolerance.
And uncanny lead tolerance...

Raptorman:
You attempt to manipulate Red into higher levels of sanity!
Roll: 4!
You're moderately successful at the task, but fail to bring her completely back from the land of ... wherever she is.
Target Sanity: [-1/lemondropsandgumdrops]

Red:
Your spirit animal is a kitten! Of course it was a kitten, it's obvious now that you know it!
Insanity Action!
Roll: 5!
The kitty speaks to you with a voice that echoes with millennia of knowledge.
"Red... Red! They need you... you must return!"
Sanity +2!
Rule Discovered: Rolling a 5 on an insanity action will recover some of mental health!
Sanity Update: [1/6]
The kitty fades away into sparkles, but leaves you with parting words of wisdom!
"Bring catnip next time!"
You will forever hold these words near to your heart.

Quakernuts II:
Oh hey! An elderly person!
Physical Attack Roll: 3!
Dodge Roll: 1!
Mitigation Roll: 5!
Your first shot rebounds off her very flesh!
Physical Attack Roll: 2!
Dodge Roll: 1!
Mitigation Roll: 3!
Again, your bullet simply bounces off her like she was made of iron!
Physical Attack Roll: 3!
Dodge Roll: 6!
Mitigation Roll: Irrelevant!
Your third and final round burns through the air toward her, until she flashsteps into the cover of dropship debris!
Return fire!
Rule Discovered: Rolling a six on a dodge roll allows you to counter, provided you are equipped with a weapon of the appropriate type (melee or ranged).
Physical Attack Roll: 4!
Accuracy Check-- Passed!
Rule Discovered: Due to counters being spur-of-the-moment, ranged counters will only hit if the attack roll is even.
Dodge Roll: Negated!
Mitigation Roll: Negated!
Rule Discovered: Counters are impossible to mitigate or dodge, due to their inherent unexpectedness.
Her pistol round hits you squarely in the chest, only slightly impeded by your armor!
Health Update: [3/6]
Old Lady Clip Update: {8/10}
Quakernuts II Clip Update {15/18}
Wow... That sucked.

Plaguewalker:
You attempt to summon Dio! He will heal your wounds!
Roll: 1!
Dio rejects your feeble calls! You are nowhere near awesome enough to summon him!
HE FEEDS YOUR BRAIN TO THE ELDER GODS!
Status Effect Acquired: [Sacrificed: ???]
You feel your body and mind start to twist and change...
Max Health -2!
Max Sanity +2!
You now serve the Elder Gods! (of Capitalism?)

Crazy Hobo:
Calling upon your immense knowledge of anime, you use spirit bomb on the old lady!
Mental Attack Roll: 5!
Dodge Roll: Irrelevant!
Mitigation Roll: 2!
Final Damage: 5 - 2 = 3!
Target Health Update: [-1/4]
The old lady is reduced to charred ashes! Unfortunately, the attack took it's toll on you!
Sanity -5!
Sanity Update: [1/6]

Kalon:
You earn yourself a reminder PM!
Roll: 4!
You SUCCESSFULLY earn yourself a reminder PM!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Wed Jul 21, 2010 11:48 pm

Finally! That crazy old coot was surprisingly tough.




Commend Crazy Hobo for finishing off the lady with style. (Help him restore his sanity.)
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Crazy Hobo on Thu Jul 22, 2010 12:05 am

Rummage around in the debris field for any useful items. After that fight we could need them.

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

Post by Guilty Carrion on Thu Jul 22, 2010 12:14 am

For one brief moment, I understand completely. And I know what I must do. With the hatred of socalisim, witchcraft, and communism all burning with in me...I OPEN MY SOUL AND BODY TO BECOME A HOST OF THE ELDER GODS(OF CAPTIALISM).
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by quakernuts on Thu Jul 22, 2010 12:31 am

Realises that his gun sucks ass, and decides to call upon his awesome Quaker powers to heal himself.

USE THE OATS!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Thu Jul 22, 2010 12:39 am

USE THE FRIGGIN MED KIT ON MYSELF D:<

>.>;; Hopefully I can finally be healed.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Thu Jul 22, 2010 12:51 am

I summon a suit of hell steel armor on myself using my incredible darklord powers. As I do it I yell out "LIKE A BOSS"

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

Post by Kalon Ordona II on Thu Jul 22, 2010 7:24 pm

Recovering from my dazedness as a result of the crashing drop ship, I look around an notice the old lady is dead, but that really weird things are starting to happen. Thinking to myself that it must be some combining effect of so much alien energy, I scavenge for an object to help me manipulate the forces of chaos.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Thu Jul 22, 2010 8:08 pm

Announcement- Daylight:
Night has fallen!


Announcement- Mission Reminder:
You were sent here to investigate the aliens, not defeat them. Investigating usually means you need to, you know, leave the landing zone. The longer you stay at a mission site, the more dangerous it will become. Your goal is to recover information and alien technology, then evacuate when you can take no more.
You can never defeat all hostiles at a site.
You always run.

Initiative-
Hostiles: 79!
Operatives: 77!
Hostiles move first!

Hostiles-
Unknown:
Something makes a noise in the underbrush, approaching under the cover of dark!

Unknown:
Something makes a noise in the underbrush, approaching under the cover of dark!

Unknown:
Something makes a noise in the underbrush, approaching under the cover of dark!

Unknown:
A new force lashes out at the team, enraged by their fortuitous defeat of it's comrade!
Target Roll: 7!
Target: Raptorman!
Mental Attack Roll: 8!
Mental Defense Roll: 4!
Mental Damate: 8 - 4 = 4!
Sanity Update: [2/6]
Raptorman's mind rapidly crumbles under the unseen threat's psionic assault!

Operatives-
Loki:
You congratulate Crazy Hobo on his crushing defeat of the old hag!
Roll: 1!
You think that helped, but it's hard to really be sure...

Crazy Hobo:
You begin scavenging for any useful items!
Roll: 5!
You recover a dropship engine!
You're not so sure you can move it, but your brief attempt did reconnect it's wiring so it is running.
Note: You already have a rifle and combat armor, which is the rest of what Quakernuts was carrying, so...

Plaguewalker:
You open your body to your new masters, inviting them to use you as vessel on the mortal coil!
Roll: 1!
You think they might have mis-understood...
Status Effect Acquired: [Impregnated: 10 Turns Remaining]

Quakernuts II:
You whip out your secret stash of oats and begin pouring them down your throat!
Roll: 3!
You burp, and pat your stomach contentedly. Man, that was good.

Red:
You set about patching yourself up with the medkit.
Item Consumed: Medkit
Rule Discovered: Using consumables doesn't require a roll, instead it functions off the roll by which you created the item. If the item was obtained by means other than creation, I will do a hidden roll.
Unfortunately for you, these bandages are worthless.
Seriously. Bandages are made from cloth, not toilet paper.
You DO disinfect the wound, fat lot of good that'll do you...

Raptorman:
You try and call forth your hellsteel armor!
Roll: 4!
You're about halfway through the prerequisite incantations, when you realized you don't have hellsteel armor to summon.
What a waste.

Kalon:
You search the ground for anything to control the alien energies!
Roll: 2!
Your not sure why you thought mystical items would be lying on the ground, but you don't find any.
You do, however, pocket a live grenade.
You know, just in case.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Thu Jul 22, 2010 8:11 pm

Well, crap. There is really only one logical thing to do. Plague goes face-hugger mode, and latches onto Raptor's face, attempting to transfer the godly baby into his body instead!


Last edited by Plaguewalker on Thu Jul 22, 2010 8:33 pm; edited 1 time in total
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Thu Jul 22, 2010 8:26 pm

Loki radios in to HQ to fire illumination flares above our location.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Thu Jul 22, 2010 8:37 pm

Angered at the assault on his mind raptorman calls upon the darkness within him to bolster his failing sanity through ascension to his Dark lord form.

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

Post by Guest on Thu Jul 22, 2010 8:55 pm

Lady was late and embarrassed and so had snuck onto the dropship with raptorman and quakernuts II.

She gets out and seeing plague attempting to do something nasty to raptor's face is outraged and shoots him with her pistols

equip- Pistols x2 conventional armor.

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

Post by quakernuts on Thu Jul 22, 2010 10:12 pm

Seeing as the entire situation with his supposed comrades is rapidly spiraling out of control, Quakernuts runs to Loki and whispers. "Time to get the fuck out of dodge my man!"

Action: Quakernuts attempts to leave the area before the new threats emerge and feast on their very souls...
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Crazy Hobo on Fri Jul 23, 2010 12:00 am

I transform into a wizard in order to guide the squad away from the alien threat and towards the alien technology, or whatever we are supposed to find.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Fri Jul 23, 2010 12:01 am

Red summons a dragon THAT WILL OBEY HER so that she may fly the hell outta there. >.>;;
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Kalon Ordona II on Fri Jul 23, 2010 12:59 pm

Without pulling the pin, Agent Kalon lobs the grenade as far from the group as possible.

"I hate these things!"
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Fri Jul 23, 2010 3:02 pm

Initiative-
Hostiles: 56!
Operatives: 84!
Grenade: 75!
Operatives go first!
Hostiles go last


Operatives-
Plague:
You attempt to face-rape Raptorman into carrying your unholy spawn!
Roll: 3!
Rule Discovered: Physical combat rolls are rolled on a die with faces equal to your max physical health. In this case, Plague was rolling a d4.
Dodge Roll: 5!
Raptorman easily sidesteps your face-hugger leap, and you go sprawling to the ground!
Your pregnancy progresses! 9 turns remain!

Loki:
Using the radio on the dropship, you request HQ to launch illumination flares on your position.
Roll: AUTOSUCCESS!
Copy that, flares on route...

Raptorman:
Your mind is falling apart at the seams... Who will save you? This looks like a job for... The Darklord!
[cue Batman noise]
Roll: 1!
What?! IMPOSSIBLE! You're power... it's GONE!
NOOOOOOOOO!
Mental Damage Roll: 3!
Mitigation Roll: 6!
For a moment, this depresses you. Then you realize that this is part of your cunning scheme-- the fleshlings cannot know your true identity!

Quakernuts II:
Despite the fact that you've only just arrived, you immediately determine the situation to be too dangerous!
Roll: 2!
You immediate flee to the dropship and take off, only to crash into the tree line and go down in a ball of flame and twisted metal.
Direction Select: 1!
Physical Damage Roll: 2!
Dodge Roll: Disallowed!
Mitigation Roll: 5!
Miraculously, you appear unhurt by the crash.
Physical Damage Roll: 1!
Dodge Roll: 1!
Mitigation Roll: Irrelevant!
Lady Despair, on the other hand, saw you heading for the cockpit and wisely fled the dropship before you even took off!

Crazy Hobo:
You attempt to awaken the magic within you!
Roll: 4!
You feel tingly, but that's about it...

Red:
Dragons! Yes! That's what we need, a dragon!
Roll: 1!
Wait. Dragons don't exist. Shit.
You feel depressed that you even tried that...
Mental Damage Roll: 4!
Mental Mitigation Roll: 1!
Mental Damage: 4 - 1 = 3!
Sanity Update: [-2/lol!]
Oh god not again...
The spirit kitty approaches you again, shooting you a menacing look.
"You brought the goods, yes?"

Kalon:
You do the logical thing and chuck the grenade into the woods!
Roll: 5!
It flies unimpeded through the branches, and out of sight!

Lady Despair:
Recovering from your brush with Quakernuts II's kamikaze run, you open fire on Plaguewalker for being disgusting!
Physical Attack Roll: 3!
Dodge Roll: 1!
Mitigation Roll: 2!
Damage: 3 - 2 - 1 = 0!
Your first bullet hits Plaguewalker in the side, but is stopped by his armor!
Clip Update: {9/10}
Physical Attack Roll: 1!
Dodge Roll: 4!
Recovery Roll: 1 / 2 = 0!
Hissing in rage at your first shot, Plaguewalker uses his unholy powers to make your second shot go wide.
Either that, or you really suck at aiming.
Clip Update: {9/10}

Grenade-
Grenade:
The grenade explodes violently!
Type Roll: 4!
Type Selected: Anti-Tank!
The shaped charge of the grenade blasts into several trees, toppling them with ease!

Hostiles-
Unknown:
A creature bursts forth from the underbrush, though it is too difficult to see details in the darkness!
Something in the creature's hand begins pulsing with faint blue light!

Unknown:
A creature bursts forth from the underbrush, though it is too difficult to see details in the darkness!
Something in the creature's hand begins pulsing with faint blue light!

Unknown:
A creature bursts forth from the underbrush, though it is too difficult to see details in the darkness!
Something in the creature's hand begins pulsing with faint blue light!

Unknown:
Egged on my its initial success, the creature continues it's assault on Raptorman's weakened mind!
Rule Discovered: Not all enemies are created equally. Some are smart enough to focus on one enemy until it falls!
Mental Attack Roll: 6!
Mental Defense Roll: 1!
Rule Discovered: Mental combat rolls are done like physical combat rolls, but with the operative stat being your CURRENT sanity rather than your MAX sanity!
Mitigation Roll: 2!
Mental Damage: 6 - 2 = 4!
Target Sanity Update: [-2/Darklord]
Raptorman's mind collapses under the pressure, and he feels something new entering...
Raptorman has acquired a new status effect: [???: You're not sure what this is...]
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Kalon Ordona II on Fri Jul 23, 2010 3:29 pm

Agent Kalon fires a three-round burst while sweeping his rifle horizontally at the three dark shapes, aiming for three headshots in a row.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Fri Jul 23, 2010 4:10 pm

Seeks cover from the source of the glowing blue lights and analyzes the enemy for weaknesses while waiting for the flares.


Last edited by Loki on Fri Jul 23, 2010 5:11 pm; edited 2 times in total
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Fri Jul 23, 2010 4:28 pm

Well, since the aliens are here to kick some ass...temporary truce with the socialists! I crush the mind of one of these strange creatures with my ungodly levels of SANITY, and hopefully steal some awesome intel in the process.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Fri Jul 23, 2010 4:45 pm

I suddenly realize that now is the time to use my powers. Despite have realized only a moment ago the fleshings did not deserve to see my glory. I attempt to lash out with my corrupted and insane mind to corrupt and enslave the force attacking me to my will.

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

Post by Guest on Fri Jul 23, 2010 4:57 pm

Lady is saddened by her failure with the pistols and attempts. She attempts to make the aliens so sad they kill themselves by singing.

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

Post by Crazy Hobo on Fri Jul 23, 2010 9:41 pm

Realizing that we are going to get our asses royally kicked, I once again attempt to lead the group to our mission objective and away from the crazy blue light things without my magical powers... for now.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by quakernuts on Fri Jul 23, 2010 10:19 pm

Walks out of the wreckage, gun slung over his shoulder. "I totally meant to do that!"

Action: Decides he is not very good with dropships, and tries running towards town where the more defensible positions will be!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Fri Jul 23, 2010 10:58 pm

=.=;;

Summon some catnip and hand it to my spirit kitty.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Sat Jul 24, 2010 12:30 am

Initiative-
Hostiles: 6!
Operatives: 15!
I'm not sure if it's the skill of the operatives of the failure of the aliens, but...
Operatives go first!

Operatives-
Kalon:
You spray bullets at your foes!
Physical Attack Roll: 1!
Dodge Roll: 2!
Mitigation Roll: Irrelevant!
Your first bullet flies wide of it's mark!
Physical Attack Roll: 4!
Dodge Roll: 5!
Mitigation Roll: Irrelevant!
Your second round was on track, until the alien dropped to all fours and rushed toward you!
Physical Attack Roll: 6!
Dodge Roll: 2!
Mitigation Roll: 3!
Damage: 6 - 3 = 3!
Your final round strikes it's mark in what you assume is the torso, and the creature falls back briefly, whimpering.
Target Health Update: [1/4]
Learning Roll: 6!
You feel your body improve!
Health Update: [7/7]
Clip Update: {14/18}

Loki:
You dive into cover!
Roll: 2!
Unfortunately for you, there isn't any cover handy. But you do hit the dirt, which should be helpful... you think.

Plaguewalker:
You decide it's high-time you put the powers of the Elder Gods to use.
Target Selection: 1!
Mental Attack Roll: 8!
Mental Defense Roll: 5!
Mitigation Roll: 1!
Damage: 8 - 1 = 7!
Target Sanity: [-2/bebehs]
You cackle wildly as one of the aliens collapses to the ground, crushed by your power. Probing his mind for intel, you discover something alarming, and suspect you should have done like Loki.
Your pregnancy progresses! 8 turns remain!

Lady Despair:
You have a genius plan! Your singing will SURELY break the enemy morale!
Mental Attack Roll: 6!
First Alien Mental Resist: 2!
First Alien Mental Resist: 5!
First Alien Mental Resist: 2!
You successfully depress all three hostiles through your sheer musical talent!
Target Status Effect Added: [Depressed: This entity has recently discovered that life SUCKS.]
Learning Roll: 4!

Crazy Hobo:
You pull a Moses and lead your people out of Egypt!
Roll: 5!
You're off to a great start leading, but the objective has no location!
Note: We're here to FIND alien tech, RECOVER alien tech, and DISCERN all we can about the aliens. This isn't "Move the flag to your base!" or "Reach the hostile UFO!" There's no set place to go, you explore to find where you think you should go.

Quakernuts II:
You attempt to bunker down for the coming attacks!
Roll: 6!
You run over to a pile of dropship wreckage, and hurriedly start shaping it into a makeshift bunker.
You're so caught up in your work, that you don't even notice that you've left no exit route.
Learning Roll: 4!

Red:
"Of course I brought the goods. They're right... here!"
Insanity Action!
Roll: 6!
The kitten purrs, satisfied with your work.
"Very gooood... Here is the payment we discussed."
Health + 3
Sanity + 3
Rule Discovered: A six on an insanity action will heal you both mentally AND physically.
Health Update: [5/6]
Sanity Update: [1/6]
Everything seems clearer now...

Illumination Strike:
The rumbling of jet engines passes overhead!
Roll: 5!
Lights part from the belly of the craft, arcing towards the ground in a trail of smoke!
The flares land throughout the area and forest at large, providing decent lighting in the thickening dark!
Furthermore, they light nothing on fire! Hurrah!

Hostiles-
Unknown:
The creature stirs pitifully on the ground, making incomprehensible noises...
The glowing device explodes in it's grasp!
The creature is slain by the blast!

Unkown:
The creature lunges at an operative!
Target Roll: 8!
Target: Lady Despair!
The glowing device explodes in it's grasp!
Physical Damage: 1!
Mitigation Roll: 2!
Luckily, Lady Despair was able to throw herself away from the blast, and landed safely!
The creature is slain by the blast!

Unknown:
The creature lunges at an operative!
Target Roll: 8!
Target: Lady Despair!
The glowing device explodes in it's grasp!
Physical Damage: 1!
Mitigation Roll: 3!
Unfortunately for it, the creature's injuries prevented it from getting close to Lady Despair, and she emerged unscathed!
The creature is slain by the blast!

Unknown:
The psionic alien is suspiciously silent...

Raptorman:
Effect Identified: [???] --> [Mind Controlled: You've gone insane, and someone's borrowing your body!]
Effect Added: [In Control: Your body is being used to it's fullest, accessing strengths even you didn't know about!]
Health Update: [9/9]
Resist Roll: 5!
Rule Discovered: Mind Controlled agents will try to resist! This can succeed, but only on a six.
Target Roll: 1!
Target: Kalon!
You charge Kalon with your stun baton!
Pre-emptive Strike: Bypassed!
Rule Discovered: When you attack an enemy who has a ranged weapon while wielding only a melee weapon, they will fire it as you approach!
Rule Discovered: If you don't know someone is hostile, they can bypass your pre-emptive strikes!
Physical Attack Roll: 6!
Dodge Roll: 4!
Resist Roll: 4!
Your stun baton buzzes neatly against Kalon's flesh, and, despite his efforts to retain muscle control, he collapses to the ground in a spasming mass.
Target Effect Added: [Stunned: 1 Turn]


Last edited by Chainlinc3 on Sat Jul 24, 2010 9:22 pm; edited 4 times in total
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Sat Jul 24, 2010 12:41 am

Action: Make my way into the woods, my mind scanning the area around me.
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Poltergeist
Poltergeist

Join date : 2010-01-12
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Sat Jul 24, 2010 1:07 am

Throws sting grenade at raptor before taking off into the woods next to plague wondering where his illumination flares were.
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Guardian Ghost
Guardian Ghost

Join date : 2009-06-03
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Sponsored content


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