Roll to Dodge the Alien Threat

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Re: Roll to Dodge the Alien Threat

Post by quakernuts on Sun Jun 19, 2011 11:24 pm

After consulting with Gunneh about the incoming hostiles, Quaker preps his heavy cannon, glares at the camera, and pulls out a random cigar, already lit, and takes a puff.

"Time to fuck people up...Quaker Style."

Attempt to set up an ambush site around the Skyranger!


Last edited by quakernuts on Mon Jun 20, 2011 1:22 pm; edited 1 time in total
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Re: Roll to Dodge the Alien Threat

Post by Gunneh on Mon Jun 20, 2011 3:39 am

Gunneh around to the back of the Skyranger with Quaker and readies himself for the oncoming attack by checking to see that he's got a round in the chamber and a full clip to work with, that his pants are dry and by puffing nervously on a cigarette that he just happened to have stashed somewhere on his person that he lit off of a nearby burning...thing.

Attempt to radio high command on his comm unit for close air support!
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Re: Roll to Dodge the Alien Threat

Post by Guilty Carrion on Mon Jun 20, 2011 7:46 am

Exit the dropship casually, mentally wondering if it's in the groups best interest to leave the controls on FIRE. Now that you think about it...attempt to gain pyrokinetic control over said fire, through the most effective form of training. A mental montage.

Fuck yeah.
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Re: Roll to Dodge the Alien Threat

Post by Dreamless Days on Mon Jun 20, 2011 9:31 am

Note: And here I thought he wouldn't reach the second act JUST yet. Razz

Mack rings his hands together quickly while muttering to himself and walking down outside the ship. He begins to laugh before stifling it quickly and pulling out his pistol, waving it about as he begins to speak.

"No, no, NO!" He says "Don't any of you comprehend the meaning of it!? We are all simply PAWNS in the hands of GODS! They do nothing but PLAY their GAMES... WITH US! IT WAS NO MASK, BUT A FACE!"

With a cackle Mack continues trying to convince the others of his lunacy (AKA, trying to break the fourth wall).
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Re: Roll to Dodge the Alien Threat

Post by Shadow Moonseye on Mon Jun 20, 2011 11:52 pm

Well that was plain silly! Take a look around from a safe vantage point and look for signs of the rest of the team or any possible threats.

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Re: Roll to Dodge the Alien Threat

Post by Chainlinc3 on Tue Jun 21, 2011 4:56 pm

Round 6:
Note: Gah! Completely forgot last night's update... To penalize myself, I'mma give you all a +1 bonus for this turn. Next round will be tomorrow night.
Note: After doing the turn, an alarming number of natural sixes caused me to change Gunneh's result from a straight denial to what you now see instead of giving everyone +1s... because I don't know what the fuck to do with a 7.
Operatives-
Quaker:
Commence preparations.
Roll: 6!
Despite the lack of readily available (aka: non-flaming) cover, you manage to both hide yourself and the rest of the squad.
And the Skyranger.
You're not entirely sure where you put it, but it's gone.
Achievement Unlocked: It's A Trap!- Prepare a trap.
Learning Roll: 1!
Tick-Toc:[Less Awesome: 7 Turns Remaining]

Gunneh:
You requisition air support.
Bahahaha... oh, that's classic. Thanks kid- I needed that. Now, seriously, what was it you wanted?
...Command seems less than receptive, so you turn on the charisma and ask to speak to their superiors.
Roll: 6!
Copy that, air support inbound.
Learning Roll: 3!
Tick-Toc: [Forewarned: +2 to reactions vs unseen hostiles, 4 turns remaining]

Plague:
You go after that fire, Rocky-style.
Roll: 6+3=9!
Scenes whip past your mind's eye, to an accompaniment of generic pump-up music.
But, well, they mostly have you staring fiercely at the fire.
You eventually realize that the expression on your face is kinda creepy, and move on.
Rule Discovered: Bending of the laws of nature will be more judgement based this time around-- the longer your character lives, the more badass he/she should become and the more reasonable it would be for them to be able to bend the universe to their will. Unless you have acquired some trait that makes it possible, you generally need to be pretty badass to play god.
Note: Exceptions to the above rule MAY occur if the squad is about to get wiped out all at once.
Learning Roll: 3+3(Spillover)=6!
Rule Discovered: Rolls above six spill over into the learning roll.
Trait Acquired: [Pyrotechnic: +1 to all rolls involving fire]

Mack Terran:
The world is full of such beautiful colors...
Insanity Action: 1!
In Soviet Russia, the 4th wall breaks YOU!
Mental Damage Roll: 5!
Mental Mitigation Roll: 6!
You feel briefly saddened by your failures, but the colors swirl and the sorrows wash away...
Learning Roll: 2!

Shadow:
You continue your hunt for the squad!
Roll: 2!
You can't see any sign of them...
Not even the Skyranger.
...That's odd.


Last edited by Chainlinc3 on Tue Jun 21, 2011 5:24 pm; edited 1 time in total
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Re: Roll to Dodge the Alien Threat

Post by Gunneh on Tue Jun 21, 2011 5:11 pm

Utterly flabbergasted that whatever deity there happens to be let him get his air support, Gunneh bends down, picks up a rock and hurls it as hard as he can in the direction that the hostiles are coming from, hoping for a first-strike/advantage type deal.
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Re: Roll to Dodge the Alien Threat

Post by Chainlinc3 on Tue Jun 21, 2011 5:17 pm

Random Announcement:
Just wanted to remind everyone that I'm not flawless-- if you think I miscalculated something, or forgot to apply a trait, PLEASE point it out. If there are any doubts just go ahead and ask via PM or IRC, I'll double check my math and we can work it out.
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Re: Roll to Dodge the Alien Threat

Post by Dreamless Days on Tue Jun 21, 2011 8:09 pm

Frustrated that no one is listening to his insane chatter, Mack growls and returns his pistol, grabbing instead his rifle. Taking aim down the barrel, he watches the direction that Gunneh threw the rock, quietly whispering about being the vessel of the gods. However, the world is just so distracting, whether he will get a single shot off is hard to judge.
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Re: Roll to Dodge the Alien Threat

Post by quakernuts on Tue Jun 21, 2011 10:23 pm

Well, that was a little more successful than I thought it would be...but hellz to the yeahz!

Open fire on the hostiles with mah HEAVY CANNON as soon as they enter the killzone!
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Re: Roll to Dodge the Alien Threat

Post by Guilty Carrion on Tue Jun 21, 2011 10:31 pm

Exit the Skyranger...and figure out where the fuck Quaker put it, whilst I was still inside it.
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Re: Roll to Dodge the Alien Threat

Post by Chainlinc3 on Wed Jun 22, 2011 11:22 pm

Note: Didn't sleep well last night, was a busy day, not gonna do fancy formatting atm. So, bare bones for now, I'll update with niceness in the morning. Maybe. I'll fix anything that appears to be written in tongues, at any rate.
Six humanoid creatures burst from cover!
They are small, maybe the size of a large child, and covered in grey scale-like skin. Their large, dark eyes give them an intelligent look, but they don't engage in any apparent communication. They are, however, armed with painful looking rifle-type-objects.
Air Support:
Strike from the skies!
Physical Attack Roll: 5!
Damage Roll=Attack x 2(Explosive Rounds)=10!
Grey One Dodge: 5!
Grey Two Dodge: 1!
Grey Two Mitigation: 4!
Grey Two Health Update: [-1/5]
Grey Three Dodge: 6!
Grey Four Dodge: 1!
Grey Four Mitigation: 3!
Grey Four Health Update: [-2/5]
Grey Five Dodge: 4!
Grey Five Mitigation: 2!
Grey Five Health Update: [-3/5]
Grey Six Dodge: 5!
Achievement Unlocked: We Strike From The Skies!-- Kill a hostile via airstrike
Note: Kills made via support don't count towards your kills

Gunneh:
You put the hurt on some unseen enemies-- Stone age-style!
Target Roll: 2!
Target: Grey Three!
Physical Attack Roll: 1+2(Forewarned)+2(Ambush)=5!
Physical Dodge Roll: 5!
Physical Mitigation Roll: Irrelevant!
The alien barely ducks out of the way!
Tick-Toc: [Forewarned: +2 to reactions vs unseen hostiles, 3 turns remaining]

Mack Terran:
You're hunting wabbits!
Insanity Action: 4!
Dat wascally wabbit got away again! But still... you feel soothed.
Sanity +1!
Sanity Update: [-13/Californication]

Quaker:
Spring the trap! All strike teams go!
Target Roll: 1!
Target: Grey One!
Physical Attack Roll: 6+2(Ambush)=8!
Physical Dodge Roll: 5!
Physical Mitigation Roll: 6!
The beast is hit, and it's brackish blood spills into the street.
Target Health Update: [3/5]
Learning Roll: 1!
Tick-Toc: [Less Awesome: 6 Turns Remaining]

Plague:
Setting your standards low, you get out of the Skyranger.
Roll: Irrelevant
Skyranger? What Skyranger? You're standing in the street, where you've been standing ever since...
Wait a minute. Where the fuck DID it go?

Grey One:
Target Roll: 2!
Target: Mack Terran!
Physical Attack Roll: 6!
Physical Dodge Roll: 1-2=-1!
Physical Mitigation Roll: 4-2=2!
Despite the alien's professional marksmanship, Mack Terran is largely protected by the sheer force of his madness!
Operative Health Update: [8/12]

Grey Three:
Target Roll: 3!
Target: Quaker!
Physical Attack Roll: 5!
Physical Dodge Roll: 5!
Physical Mitigation Roll: Irrelevant!
Quaker barely manages to evade the boiling bolt of plasma as it barrels toward him!

Grey Six:
Target Roll: 3!
Target: Quaker!
Physical Attack Roll: 5!
Physical Dodge Roll: 5!
Physical Mitigation Roll: Irrelevant!
Despite being off balance from his last dodge, Quaker again proves the power of fiber by artfully dodging yet another blast of plasma!


Last edited by Chainlinc3 on Fri Jun 24, 2011 12:06 pm; edited 2 times in total
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Re: Roll to Dodge the Alien Threat

Post by Dreamless Days on Wed Jun 22, 2011 11:32 pm

Note: Did you include Mack's -2 Defence?

Despite being hit by an attack, Mack grabs one of his Flashbang Grenades, and throws it at what's left of the enemies. He hopes to that swirling colour vortex in the sky he is so content with that the grenade hits the enemies rather than his allies.
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Re: Roll to Dodge the Alien Threat

Post by Guilty Carrion on Thu Jun 23, 2011 12:00 am

Holy BALLS. Aliens! It's SHOTGUN TIME. Bumrush the fuckers and blast'em to gooey bits!
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Re: Roll to Dodge the Alien Threat

Post by quakernuts on Thu Jun 23, 2011 1:36 am

Quaker blinks as the airstrike is surpisingly effective...but shakes a fist at the sky.

"I could have done that with nothing but a lightbulb and a piece of string! Bring something bigger next time!"

Quaker then notices that not all alien have been killed, and after summoning his inner Neo, unleashes hell in the form of a HEAVY CANNON SHOT TO THE FACE OF THY ENEMY!
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Re: Roll to Dodge the Alien Threat

Post by Gunneh on Thu Jun 23, 2011 4:45 am

That fucker may have dodged me once, but I'll get him this time! Raise rifle to the ready and fire towards what appears to be the head of Grey Three!
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Re: Roll to Dodge the Alien Threat

Post by Shadow Moonseye on Thu Jun 23, 2011 9:08 pm

Gunfire! And explosions! Surely that must be where the rest of my team is! Execute a stealthy flanking maneuver and attack the hostiles!
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Re: Roll to Dodge the Alien Threat

Post by Chainlinc3 on Fri Jun 24, 2011 11:49 am

Round 7:
Initiative-
Operatives: 49!
Hostiles: 15!
Operatives go first!

Operatives-
Mack Terran:
You receive a vision from the God of Disco, Lord Funk!
Insanity Roll: 5!
He delivers unto you a message, and a blessing:
Hey man! I need you to be, like, my wingman, man. Help me out on the mortal coil and stuff. Yeah man.
Sanity +3!
Sanity Update: [-10/polygamy]

Plague:
Commence Operation Bum Rush!
Target Roll: 1!
Target: Grey One!
Physical Attack Roll: 4!
Physical Dodge Roll: 5-2(Shotgun)=3!
Physical Mitigation Roll: 1!
Damage: 4-1=3!
Target Health Update: [0/5]
Weapon Clip Update: [2/3]
Note: Forgot to mention clips until now... You don't need actual clips like in the original, but reloading is still required on non-single fire weapons.
Kills +1!
Achievement Unlocked: Squaddie, bruh.- Kill your first hostile.

Quaker:
Go Go Quaker Cannon!
Target Roll: 1!
Target: Grey Three!
Physical Attack Roll: 4+2(Quaker Cannon)=6!
Physical Dodge Roll: 4!
Physical Mitigation Roll: 6!
Damage: 6-6=0!
Despite being hit squarely by the blow, Grey Three seems entirely unharmed!
Target Health Update: [5/5]
Learning Roll: 5!
Tick-Toc: [Less Awesome: 5 Turns Remaining]

Gunneh:
You declare open season on Grey Three.
Physical Attack Roll: 2!
Physical Dodge Roll: 1!
Physical Mitigation Roll: 3!
Damage: 2-3=0!
Physical Attack Roll: 5!
Physical Dodge Roll: 5!
Physical Mitigation Roll: Irrelevant!
Physical Attack Roll: 3!
Physical Dodge Roll: 3!
Physical Mitigation Roll: Irrelevant!
After the first shot simply bounced off Grey Three's scaly hide, the xeno effortlessly dodged the subsequent two rounds!
You suspect it's taunting you.
Target Health Update: [5/5]
Weapon Clip Update: [9/12]
Tick-Toc: [Forewarned: +2 to reactions vs unseen hostiles, 2 turns remaining]

Shadow:
You stealthily approach the conflict!
Roll: 5+2=7!
Trait Acquired: [Stealthed]
Note: One action per turn, remember? Razz
You crouch behind a pile of rubble, and prepare for some serious ass-kicking.
Learning Roll: 6!
Trait Acquired: [From the shadows, I come: +1 to hiding rolls]

Hostiles-
Grey Three:
Target Roll: 1!
Target: Mack Terran!
Physical Attack Roll: 2!
Physical Dodge Roll: 4!
Physical Mitigation Roll: Irrelevant!
Grooving to a silent tune, Mack Terran easily evades the attack!

Grey Six:
Target Roll: 2!
Target: Plague!
Physical Attack Roll: 6!
Physical Dodge Roll: 2!
Physical Mitigation Roll: 4!
Damage: 6-4=2!
With masterful skill, the beast fires at Plague and hits his left arm, narrowly missing the bone.
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Re: Roll to Dodge the Alien Threat

Post by Guilty Carrion on Fri Jun 24, 2011 9:56 pm

Ow. My. Arm.

YOU'RE MINE, SIX. Screw shooting his sorry ass, bludgeon his alien head in with the god-damn shotgun!

And believe you me...You will eat my Boomstick.
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Re: Roll to Dodge the Alien Threat

Post by quakernuts on Fri Jun 24, 2011 10:38 pm

Someone...survived...ze QUAKER?!?!?!

Enough of this, prime a frag grenade and throw it...

LIKE A BADASS!
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Re: Roll to Dodge the Alien Threat

Post by Shadow Moonseye on Fri Jun 24, 2011 10:47 pm

Let's use this rifle for some prime--OH SHIT GRENADE. Stay hidden behind cover!
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Re: Roll to Dodge the Alien Threat

Post by Dreamless Days on Sat Jun 25, 2011 2:13 am

Finding Quaker's mannerism's quite hilarious (due to a state of insanity) try to do an impression of him and copy his movements.
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Re: Roll to Dodge the Alien Threat

Post by Gunneh on Sat Jun 25, 2011 3:19 am

Well, since I've still got this buff, why not use it? Duck behind what I think might be a very well camouflaged Skyranger (it was here before Quaker stealthed everything, I think...), reload, pick up another rock and try to bring some more CAVEMAN STYLE JUSTICE on these motherfuckers by "blind firing" another rock!
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Re: Roll to Dodge the Alien Threat

Post by Chainlinc3 on Sat Jun 25, 2011 10:38 pm

Round 8:
Initiative-
Operatives: 8!
Hostiles: 67!

Hostiles-
Grey Three:
Target Roll: 4!
Target: Gunneh!
Physical Attack Roll: 3
Physical Dodge Roll: 3
Physical Mitigation Roll: Irrelevant!
As Grey Three opens fire, Gunneh's Caveman Reflexes propel him out of harm's way.

Grey Six:
Target Roll: 4!
Target: Gunneh!
Physical Attack Roll: 5
Physical Dodge Roll: 3
Physical Mitigation Roll: 2
Grey Six, however, is far too skilled for Caveman Reflexes to handle alone, and Gunneh is hit in his side.
Damage: 5-2=3!
Operative Health Update: [9/12]

Operatives-
Plague:
You smack Grey Six with your phallic substitute shotgun.
Physical Attack Roll: 1+2(Logic)=3!
Physical Dodge Roll: 3!
Physical Mitigation Roll: Irrelevant!
It barely manages to duck out of the way in time!

Quaker:
You attempt suicide!
Item Use Roll: 6-2(Badassery)=4!
Target Roll: 2!
Target: Grey Six!
Damage: Rollx2(Explosive)=8!
Physical Dodge Roll: 3!
Physical Mitigation Roll: 1!
Damage: 8-1=7!
Item Lost: [Grenade]
You fail.
On the other hand, Grey Six is a bloody mist... You win some, you lose some.
Target Health Update: [-1/6]
Kills +1!
Tick-Toc: [Less Awesome: 4 Turns Remaining]

Shadow:
You cower behind cover like a pansy!

...That was anticlimactic.

Mack Terran:
Lord Funk watches you, waiting.
Insanity Roll: 4!
He pokes you to get your attention again, and you feel sensible for, oh, about 0.023 seconds.
Sanity +1!
Sanity Update: [-9/9000]

Gunneh:
FOR GREAT JUSTICE!
Physical Attack Roll: 6+2(Forewarned)=8!
Physical Dodge Roll: 4!
Physical Mitigation Roll: 5!
Damage: 8-5=3!
Your rock pegs Grey Three right between the eyes.
Target Health Update: [3/6]
Tick-Toc: [Forewarned: +2 to reactions vs unseen hostiles, 1 turns remaining]
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Re: Roll to Dodge the Alien Threat

Post by quakernuts on Sat Jun 25, 2011 10:48 pm

Well...that was completely unexpected...Only one thing to do now!

SUMMON MAH POWERFIST!
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Re: Roll to Dodge the Alien Threat

Post by Guilty Carrion on Sun Jun 26, 2011 7:21 am

Hrm. Clubbing almost worked...there's still another one here. Let's give it another bloody swing of the shotgun! DIE ALIEN SCUM!
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Re: Roll to Dodge the Alien Threat

Post by Dreamless Days on Sun Jun 26, 2011 7:57 am

Lord Funk awaits his wingman to initiate the funky tidings of love! Quick, to talk the only female here into going home with him!
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Re: Roll to Dodge the Alien Threat

Post by Gunneh on Sun Jun 26, 2011 10:53 pm

I don't have time to bleed. [/badass]

Bring the rifle up once more, move out of cover enough to draw a bead on Grey Three's head and FIRE!
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Re: Roll to Dodge the Alien Threat

Post by Chainlinc3 on Mon Jun 27, 2011 10:39 pm

Round 9:
Initiative-
Operatives: 6!
Hostiles: 81!

Reinforcements-
Rule Discovered: Reinforcements arrive at regularly scheduled intervals.
Announcement: Reinforcement Interval=3!
Another Skyranger comes in for a landing!
Roll: 6!
Physical Damage Roll (1d12): 10!
Physical Dodge Roll: 4!
Physical Mitigation Roll: 5!
The Skyranger crushes Grey Three! It dies with a squelch!
Target Health Update: [-2/6]
DeadEye steps out of the Skyranger and strikes a pose!
The cavalry has arrived!
Achievement Unlocked: Dead on Arrival-- Kill a hostile before you make an action.

Hostiles-
None!

Operatives-
Quaker:
You attempt to call forth your powerfist!
Roll: 1!
Powerfist? WHAT powerfist? WHAT?
Sanity Damage Roll: 5!
Sanity Defense Roll: 5!
Sanity Mitigation Roll: Irrelevant!
You feel slightly incompetent, but then it passes.
Tick-Toc: [Less Awesome: 3 Turns Remaining]

Plague:
You harbor lingering agression...
But have no target to unleash it upon!

Mack Terran:
You attempt to seduce the only woman present!
Rule Discovered: Actions which I deem sufficiently insane can pass as an insanity action, but are not subject to the status changes that occur from normal insanity rolls.
Roll: 1!
... If only she hadn't jumped out of the plane, and hidden herself all stealthy-like...
Lord Funk looks displeased.

Gunneh:
You attempt to convince your wound that you don't have time for it!
Roll: 3!
It doesn't seem impressed.
Trait Expired: [Forewarned]

Shadow:
You feel a wave of masculine lust, and cower further into your hiding place!
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Re: Roll to Dodge the Alien Threat

Post by quakernuts on Mon Jun 27, 2011 10:47 pm

No powerfist? ;>;

Oh well, I was bound for a critical failure sooner or later. Time to do some investigative work!

Search the area for anything useful or interesting! Hopefully it's shiny!
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Re: Roll to Dodge the Alien Threat

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