Roll to Dodge the Alien Threat (Closed, Concluded)

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

Post by quakernuts on Sat Jul 24, 2010 1:27 am

Looks around at the bunker. "Well, that didn't go exactly as planned..."

Action: Attempt to make a door in the makeshift Bunker, allowing for further use in the future if necessary.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Sat Jul 24, 2010 3:46 am

Use my time to try scavenging for alien tech >.O
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Gunneh on Sat Jul 24, 2010 4:17 am

Code Name: Jack "Danger" Awesomepants aka "Gunneh"
Health: [6/6]
Sanity: [6/6]
Skills: Does "Awesome" count? He has awesome in his name, for the love of all things Chuck Norris!

Equip: Rifle, 3x Grenades (Frag, Smoke, Flashbang), Conventional Armor

Note: He also equips his awesome pants (It's what earned his forefathers their surname) but that's a daily thing.

Gunneh tries his damndest to land his dropship far enough away from his teammates to keep them safe while still being in an effective range to battle the alien scourge! He is also worrying that, if the grenades strapped to his belt explode, his awesome pants will be destroyed in a fiery blaze of awesome.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Sat Jul 24, 2010 8:22 am

Sorry guys! I realized I goofed some stuff last night, and then my internet cut out. It seems to do that every time I'm up past midnight. Safety feature mayhaps?

Also, welcome aboard, Gunneh!
At this rate, I'll end up with the whole moderator staff in here. >.<
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Kalon Ordona II on Sat Jul 24, 2010 11:49 am

I struggle against the effects of the stun baton, hoping maybe one of my comrades will drag me with them towards cover.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Sat Jul 24, 2010 12:15 pm

Raptorman struggles against the mental control as his insane will focuses on rebelling against the obvious enemy of his dark glory. The alien in his mind

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

Post by Guest on Sat Jul 24, 2010 12:23 pm

-Singing worked? blinks-

Pleased with her success with her song. Lady attempts to use her mind against the force controlling raptor.

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

Post by Loki on Sat Jul 24, 2010 12:36 pm

(Don't worry Kalon, I sent in my sting grenade to save you! XD)
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Crazy Hobo on Sat Jul 24, 2010 5:48 pm

I realize that now is the time to turn that tingly feeling I had from earlier to make me a GREAT AND POWERFUL MAGE!

-------
Also I'm probably not going to have the net for about a week, sooo...
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Sat Jul 24, 2010 8:08 pm

Initiative-
Hostiles: 100!
Operatives: 92!
Hostiles go first, possibly overcompensating!

Hostiles-
Unknown:
The psychic alien continues it's silence.

Raptorman:
Resist: 3!
You attempt to acquire Kalon's rifle!
Roll: 5!
Resist Roll: 1 / 2 (Stunned) = 0.5 ~= 1!
You snatch up his rifle, and prepare to do your worst!

Operatives-
Plaguewalker:
Trusting that even a bunch of socialists could handle an insane Raptorman, you abandon the area and head into the woods!
Note: If you just say "I go," without telling me where, I will pick a direction for you to go in of my choosing. This will rarely end well.
You head north towards the town, pushing through the trees into what looks like the backyard of a house.
[Hidden Rolls]
Your mental probings show a small family in the house, going about their daily life.
Your pregnancy progresses! 7 turns remain!

Loki:
You prime your sting grenade, and toss it at Raptorman!
Physical Attack Roll: 5 + 4 (item) = 9!
Dodge Roll: 6!
Resist Roll: 9!
Mitigation Roll: 1!
Damage: 9 / 3 (supposedly harmless grenade) - 1 - 1 (armor) = 1!
One of the pieces of plastic shrapnel tears through Raptorman's ear, but his intense mental concentration keeps him from being stunned by the blast!
After observing the grenade's effects, you hurry after Plaguewalker!

Quakernuts II:
You attempt to construct an entryway to your fortress!
Roll: 6!
Oh, you build an entryway alright. And then you mount Crazy Hobo's dropship engine on top of the bunker, reverse it's direction of spin, and roughly attach a hopper of small stones to it's back in order to create a makeshift chaingun!
On a side note, you've named it Fort Quaker.
Learning Roll: 6!
Skill Acquired: [Fortification I: +1 to all fortification rolls]
Note: Stop rolling sixes! I'm terrified of what I'll have to do if you get another six while improving this bunker!
Note II: 6s aren't always bad, just fyi. They just have... unintended consequences. I try to keep them about 50-50 positive or negative.

Red:
You scavenge the mutilated alien corpses from what was, apparently, a kamikaze strike!
Roll: 5!
You find a strange object, covered in alien goop. Nevertheless, you suspect it's not biological, so you place it in your pack!
Item Acquired: [Alien Artifact: Unidentified, Unexamined]
Pack Slots: [1/4]
Rule Discovered: Non-equipment items go in your pack. Mostly, you won't be taking non-equipment items other than alien artifacts, but hey, if you want to break into a quick trip and steal some magazines, they would go in here too. The pack, however, has limited room.

Kalon:
You lie on the ground, hoping your comrades will protect you!
...
Nope, looks like nobody loves you.
On the plus side, you've regained feeling in your limbs!

Lady Despair:
You don't CARE that the psionic alien has been unusually silent, you're gonna SMASH IT!
Mental Attack Roll: 1!
Mental Resist Roll: 8!
Mental Counterattack: 3!
Mental Mitigation: 3!
Your feeble mind hits the alien's like a brick wall, and you only barely have time to shield yourself from from the alien's counteroffensive!

Crazy Hobo:
One again, you call upon the magic power you KNOW is deep inside you!
Roll: 3!
You tingle again as the magic shimmers, just out of reach. Or maybe that was just the burrito from earlier.

Gunneh:
You acknowledge the possibility of failure, and attempt to land the dropship at a safe distance from the team!
Roll: 4!
You search for a place to set the chopper down other than the clearing, but can find none other than the yard of a house nearby!
Noting Plaguewalker and Loki approaching the house from behind, you land the dropship on the front lawn!
Note: If Kalon joined the group surrounding the house, we'd have a moderator strike-team. >.>
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by quakernuts on Sun Jul 25, 2010 12:18 am

Action: I hop on the Chaingun, and point it at Raptor. I fire the gun above his head, in hopes that the sudden gunfire will make the mind-controlling presense release him.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Sun Jul 25, 2010 12:34 am

Haul ass around to the front yard and team up with Gunneh. His awesome pants mean he isn't socialist!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Sun Jul 25, 2010 1:46 am

Follows plague, keeping his gun pointed low and keeping his attention on the area around them to avoid being ambushed.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Sun Jul 25, 2010 2:50 am

RUN FOR FORT QUAKER, then EXAMINE THE ARTIFACT!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Gunneh on Sun Jul 25, 2010 12:28 pm

Exit the dropship and rendezvous with Plague and Loki. Due to the near constant mission updates I received from HQ on the battle so far (via the audio transmitter located in my awesome pants), I've learned that thing's aren't always as they seem in this neck of the woods:

"Seriously...what the fuck was up with that old lady from the beginning?"

I move my rifle into the ready position and move to search the house!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Sun Jul 25, 2010 6:48 pm

Raptorman struggles against the enemy alien in his mind

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

Post by Kalon Ordona II on Sun Jul 25, 2010 8:13 pm

I notice the Chaingun about to be fired in my general direction and scramble like mad for the houses after my other comrades!
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Sun Jul 25, 2010 8:21 pm

Lady despite having failed miserably attempts to mentally crush the alien again. She also hopes none of the chain gun bullets hit her.

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

Post by Chainlinc3 on Sun Jul 25, 2010 10:30 pm

Initiative-
Hostiles: 26
Operatives: 25
Hostiles go first!

Hostiles-
Unknown:
The psionic alien continues it's silence!

Raptorman:
Resist Roll: 2!
Raising Kalon's rifle, you turn on your former comrades!
Target Roll: 3!
Target: Crazy Hobo!
With no consideration of ammo, you fire three rounds at Crazy Hobo!
Physical Attack Roll: 8!
Dodge Roll: 2!
Mitigation Roll: 6!
Damage: 8 - 6 - 1 (Armor) = 1!
Your first round strikes Crazy Hobo in the right eye!
Target Health Update: [0/6]
He slumps to the ground, and his remaining eye slowly glazes over as blood streams down his face, pooling around his form.
Killcount +1!
Achievement Unlocked: Team Player-- This should be self-explanatory.
Your empty the next two rounds into his corpse, just to be safe.
Clip Update: {11/18}

Operatives-
Quakernuts II:
You use the armaments of Fort Quaker to their fullest, and attempt to startle the mind-controlling alien!
Physical Attack Roll: 4!
Mental Mitigation Roll: 7!
Foolish mortal! The alien's mind easily resists your feeble distraction.

Plaguewalker:
You see a dropship land out front, and assume it's Gunneh! Finally, a comrade in the war against the Socialist Pigs!
(I don't have anything to roll here...)
You meet up with him in front of the house, and hope he doesn't notice your pregnancy!
Your pregnancy progresses! 6 turns remain!

Loki:
You sprint after Plaguewalker, while staying alert for unseen enemies!
[Hidden Rolls]
The area is clear!

Red:
Taking cover in Fort Quaker, you examine the alien artifact!
Roll: 5!
The device looks reminiscent of a pistol!

Gunneh:
With your comrades in tow, you kick in the house's front door and commence the search!
Roll: 5!
The door opens into a small kitchen!
Over a railing to your left, you see the living room!
Two children are in the living room, playing!
A woman is in the kitchen, chopping vegetables!
The woman screams, and rushes to the phone!

Kalon:
You flee the combat scene, running after Plague and Loki before Raptorman turns on you too!
(Again, I got nothing to roll...)

Lady Despair:
If at first you don't succeed, try, try again!
Mental Attack Roll: 4!
Mental Resist Roll: 12!
Mental Counterattack: 7!
Mental Mitigation: 4!
Your attack bounces off the alien's superior psionic abilities, which leaves you exposed for a crushing counterattack!
Sanity Update: [3/6]
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Kalon Ordona II on Sun Jul 25, 2010 10:35 pm

I scavenge for an awesome weapon--preferably a rifle.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guilty Carrion on Sun Jul 25, 2010 10:36 pm

Quickly sweep the house, and look for anything suspicious.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by MoiraofWords on Sun Jul 25, 2010 10:43 pm

Equipment: Stun Baton x2, Conventional Armor
-----
The military finally remembered that the government demanded a psychiatrist for each military mission.

-->Prepares mentally a rousing one on one session with each possibly afflicted operative, excluding the self without a mirror to set up in the first place.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Guest on Sun Jul 25, 2010 10:49 pm

I once again attempt to resist the alien.

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

Post by Guest on Sun Jul 25, 2010 10:53 pm

Realizing that what she is doing is not working. Lady attempts to make raptor sane again through counseling hoping that making him sane will free him from control.


Last edited by Lady_Despair on Mon Jul 26, 2010 4:01 pm; edited 1 time in total

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

Post by quakernuts on Mon Jul 26, 2010 12:39 am

Seeing as Crazy just went down to a crazed Raptor...decides that a warning is simply not enough.

Action: Cocking the hammer back once, unleashes the full force of the chaingun upon Raptor.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by thecolorisred on Mon Jul 26, 2010 12:50 am

USE THE ALIEN PISTOL ON RAPTOR. *^*
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Gunneh on Mon Jul 26, 2010 12:53 am

Ignore the woman's feeble attempt at getting help from ANYONE aside from us during a fucking alien invasion and scavenges the house for anything interesting...but not before playing a rousing game of Connect 4 with the girls in the living room!

"I win!"

"Where?"

"Diagonal, see?"

"Pretty sneaky, random little girl....I shall spare your life due to your mind-numbing prowess at this complex game of skill!"

"... *o.e;;*"
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Loki on Mon Jul 26, 2010 5:30 pm

Loki proceeds to tell the wife that we were from the government and there for her protection. Meanwhile, I keep an eye out for any unusual behavior that might suggest possession as I ask her where her husband is.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Chainlinc3 on Mon Jul 26, 2010 8:03 pm

Initiative-
Hostiles: 91!
Operatives: 36!
Hostiles go first!

Hostiles-
Unknown:
Hint- It hasn't changed.

Raptorman:
Resist Roll: 4!
You continue your attack on the group!
Target Roll: 5!
That punk on the dropship engine! He must be stopped!
Physical Attack Roll: 3!
Dodge Roll: 5 + 2 (Fort Quaker)!
Mitigation Roll: Irrelevant!
Quakernuts II ducks behind cover, and your first round flies past him!
Physical Attack Roll: 6!
Dodge Roll: 2 + 2 (Fort Quaker)!
Mitigation Roll: 5!
Damage: 6 - 5 - 1 (Armor) = 0!
Your second round nicks his shoulder, but is deflected by Quakernuts II's armor!
Physical Attack Roll: 6!
Dodge Roll: 2 + 2 (Fort Quaker)!
Mitigation Roll: 4!
Damage: 6 - 4 - 1 (Armor) = 1!
Your final round hits Quakernuts II in his arm, barely missing the bone!
Target Health Update: [2/6]
Clip Update: {8/18}

Operatives-
Kalon:
Having escaped death at the hands of your former comrade, you search for a means to defend yourself!
Roll: 5!
You find a hunting rifle, along with a small pouch of ammo!
Note: While I'm tempted to give you something better, automatic weapons aren't something just lying around in suburbia. >.>
Item Obtained: [Hunting Rifle [6/6] {Loaded: 1/1} {Scoped}]
Item Obtained: [Ammo Sack [6/6] {Contains: 12 Rounds}]

Plaguewalker:
Working on instinct, you sweep the house for anything suspicious!
[Hidden Rolls]
The house seems clear. All you find is a man sleeping in the bedroom upstairs.
Your pregnancy progresses! 5 turns remain!

Lady Despair:
You try your hand at therapy, trying to bring Raptorman back to his old self.
Mental Attack Roll: 2!
Mental Mitigation Roll: 6!
You're not sure if you made any progress this session...

Quakernuts II:
QUAKER SMAAAAASH!
Physical Attack Roll: 1!
Dodge Roll: 3!
Mitigation Roll: Irrelevant
Your first round flies horribly wide!
Physical Attack Roll: 4!
Dodge Roll: 1!
Mitigation Roll: 5!
Your second round strikes Raptorman in the chest, but he appears unharmed!
Physical Attack Roll: 5!
Dodge Roll: 3!
Mitigation Roll: 3!
Damage: 5 - 3 - 1 (Armor) = 1!
Your third round hits Raptorman in the shoulder, just barely tearing through his armor!
Physical Attack Roll: 2!
Dodge Roll: 5!
Recovery Roll: 1 / 2 ~= 0!
Raptorman easily dodges your fourth round!
Physical Attack Roll: 3!
Dodge Roll: 7!
Mitigation Roll: Irrelevant
He dodges again. You're starting to think he's toying with you.
Physical Attack Roll: 4!
Dodge Roll: 2!
Mitigation Roll: 4!
Your final round hits Raptorman, but he gives one flex of his beastly muscles and it bounces away!
Target Health Update: [7/9]

Red:
Usage Roll: 1!
Pistol? What pistol? You don't have an alien pistol.

Gunneh:
After a bit of down-time with the children, you search the house for anything to commandeer!
Roll: 4!
Well, there's a nice car in the garage, and the keys are in the driver's seat...

Loki:
After calming down the wife, you inquire about her husband!
[Hidden Rolls]
He's upstairs, taking a nap. Why, do you need something from him?
Note: The correct answer there would obviously be "Yes, his SOUL!"

Moira:
You begin prepping speeches, ignoring the dropship!
Roll: 1!
You can't focus, what with all this plummeting from the sky business!
To make matters worse, now the dropship is crashing!
Damage Roll: 3!
Mitigation Roll: 6!
You curl up into the fetal position, and miraculously escape the wreck unscathed!


Last edited by Chainlinc3 on Mon Jul 26, 2010 9:08 pm; edited 1 time in total
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

Post by Kalon Ordona II on Mon Jul 26, 2010 8:17 pm

Somewhat bothered that no more aliens have appeared, I nevertheless conclude that this is no time to be worried about that. The current and very serious problem seems to be Agent Raptorman, of no fault of his own -- save perhaps that his mentally unstable side (he often mutters darkly to himself) might have helped invite the interest of a foreign, malicious mental entity. But how to answer this threat? Thinking frantically, I realize that physical attacks don't seem to be working very well against the obviously possessed Agent Raptorman, from what I have seen, and I wouldn't want to harm a comrade anyway. So let's try this first. From behind domestic cover, I yell something supportive, inspiring, and comrade-ish at Raptorman in attempt to strengthen his repressed soul so that he may overcome the apparent alien mind-rape.
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Re: Roll to Dodge the Alien Threat (Closed, Concluded)

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